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RPG Superstar 2014 Star Voter, 2015 Marathon Voter. 846 posts. No reviews. 1 list. 2 wishlists.


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Chateau-Kia is a particularly amusing autocorrect fail to me...


In the Pathfinder setting, to what extent are intelligent undead the same entity they used to be, and to what extent are they a new, malign entity that is based on the memories and personality of the original?

Also they're all monsters with very specific roles in Golarion beyond their generic monster stats (aside from MAYBE minotaurs, and they still have some stuff going on in Iblydos).

In my opinion, the most "Paladin" thing to do would be to offer to share the things you're carrying if the person really needs them, but to please stop taking them secretly, modulated for alignment of the wizard in question (i.e. if he has evil tendencies, let him know you have your eye on him and will punish him if he gets out of hand)

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Me too. I really like the mechanical and story potential of the pathfinder changeling.

Monsters with racial hit dice have them because those hit points, saves, and base attack are part of the body's design. A humanoid monster (because other monster types should have their own tables of results) with racial hit dice and no class levels reincarnated as a race with no racial HD would become a level 1 commoner, expert, or warrior, most likely.

It doesn't say that racial hit dice are included in the rules for reincarnate, and not changing those and only changing the ability scores is certainly a valid way to go, but if you change the racial hit dice, the resulting player/creature has more versimilitude as a member of the race they were reincarnated as.

Ross Byers wrote:
Eric Hinkle wrote:
So Kyra summoned a Monadic Deva to take down some poor Lemures? Kind of overkill there, isn't it?
Maybe this book introduces some Angels between the Cassian and the Devas?

There are already the Balisse and Choral angels from Chronicles of the Righteous, and the Dapsara and Iophanite from Inner Sea Gods. They don't seem to be on the list of even Summon Good Monster, though, and there's no Ring of Summoning Affinity for Angels, so they can't be summoned currently aside from religion-based alternate summoning lists and Planar Ally. Of course, Angels are more likely to be amenable to Planar Ally spells than a lot of other outsider types, so that helps cover it.

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Why are really low-CR humanoids like the Locathah and the Lizardfolk built with racial hit dice instead of just being 0 HD races?

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James Jacobs wrote:
Filby Pott wrote:
Is there any region in Golarion where you'd place adventures with a medieval Celtic feel, like Ireland or Wales? I know the Kellids are vaguely Celtic, but in a more pre-Roman "painted warrior" way than medieval Celtic bards and whatnot
Not really; there's not really a "Celtic" inspired part of Avistan. I guess the best places would probably be the Linnorm Kingdoms or Western Varisia, but also perhaps parts of Ustalav or the Mammoth Realms.

Nirmathas feels slightly celtic to me, do you think that's accurate, or is there something else it ought to feel more like instead?

Older and more experienced Sciapodes usually advance by taking class levels. Many simply take levels in Commoner, Expert, or Warrior and remain in their tribes, but those motivated enough to become travelers or adventurers usually have levels in PC classes. The most common of these classes are Bard, Brawler, Ranger, and Rogue, though particularly combative Sciapodes may become Barbarians or Bloodragers, and some have the mystical or spiritual inclination to become Oracles or Sorcerers.

Alright, I have a rough draft:

As this humanoid paddles ashore, it becomes clear that what looked at first like a small boat is in fact a single enormous foot.
Sciapod CR 2
XP 600
CN Medium monstrous humanoid
Init +5; Senses low-light vision; Perception +6

AC 14, touch 12, flat-footed 12 (+2 armor, +1 Dex, +1 dodge)
hp 22 (3d10+6)
Fort +3, Ref +4, Will +3

Speed 30 ft.
Melee Paddlestaff +5 (1d6+3)
Ranged Sling +4 (1d4+2)
Special Attacks Giant Stomp +5 (1d8+4)

Str 14, Dex 12, Con 15, Int 10, Wis 11, Cha 13
Base Atk +3; CMB +5; CMD 16
Feats Dodge, Improved Initiative
Skills Acrobatics +4 (+9 to jump), Perception +6, Survival +6, Swim +8; Racial Modifiers +4 Acrobatics to Jump
Languages Common
SQ Mighty Leap, Water Skimming

Giant Stomp (Ex)
A Sciapod's enormous foot can be used as a natural weapon, but as it's their only foot, it takes some effort. As a full round action, a Sciapod can jump and attack any target within 10 feet with a stomp. This attack does damage as the slam attack of a monster two sizes larger than the Sciapod (1d8, as a huge creature, for most Sciapods) plus twice the sciapod's strength modifier.
Mighty Leap (Ex)
Sciapodes get a +4 racial bonus on acrobatics checks to jump. Additionally, they always count as having a running start for jumping, and can use their strength modifier instead of their dexterity modifier on acrobatics checks to jump.
Water Skimming (Ex)
A Sciapod can use the large surface area of its foot to balance and move on the surface of water by making a DC 12 Acrobatics check as part of the move. They can move at a speed of 10' by paddling with their arms, but with a pole or a paddle, They can increase the speed to 30'. If they fail the acrobatics check, they cannot move that round; if they fail by more than five, they fall into the water and must succeed at the same DC Acrobatics check as a full round action before they can attempt to move again (alternately, they can instead begin making swim checks to move that way)

Environment any land
Organization solitary, pair, or tribe (5–11)
Treasure NPC gear (leather armor, paddlestaff, 10 sling bullets, other treasure)
Native to a land far from the inner sea, Sciapodes have the unusual trait of having a single thick leg and a single foot, which is usually the size of their entire torsos. They attribute this to a curse placed on their tribe generations ago that has bred true, but the specifics of the story disagree and few Sciapodes care to dig into the past or try to change themselves back into whatever they were before. In fact, most Sciapodes are very carefree, and spend much of their time lying on their backs, using their feet as shade in the sun or cover in the rain. Those that live near water also use their feet as skiffs to travel across the water's surface, and have developed equipment to aid in that pursuit.
Sciapodes are Omnivores, and prefer to subsist on fruits and vegetables found in the wild or grown in small gardens, and what small animals they can hunt or fish for. Being laid-back, Sciapodes are welcoming and get along well with most other races in the short term, but sometimes their lack of motivation and focus can be frustrating when trying to get their help. However, mocking their appearance or lifestyle is likely to result in a cold shoulder at best, or a gang beating if they are seriously offended.

Other Things

Sciapod Equipment:

Paddlestaff: This weapon resembles a quarterstaff, but each end of the staff is flattened into a paddle to aid in water skimming. It can be used as a simple weapon, in which case it functions as a quarterstaff, but those proficient in the weapon can also use it to deal slashing damage.
Exotic 2-handed weapon, 1d6/1d6 damage, bludgeoning or slashing, 5 gp, 7 lbs, Double, Monk (Not sure if Sciapodes get racial proficiency)

Coracle Clog: This enormous shoe is carved from wood and formed into a shape similar to a small boat. A small-sized character can use it as a boat, but it's intended to be worn by Sciapodes to improve their mobility while water skimming. The shape and buoyancy of the clog increase the speed of water skimming by 5', or 10' with a paddle or pole, and give a +2 bonus to acrobatics checks to balance while water skimming.
20 Lbs, 20 gp?

Racial Feats: Leaping Stomp (Increase range of Giant Stomp attack), Stomp Rebound (Land anywhere within 10' of target after a Giant Stomp attack), Foot Guard (Immediate action to drop and raise the foot as a shield, gaining AC/Reflex at the cost of needing to stand up as a standard(?) action before being able to move), Vaulting Stomp (Requires Leaping Stomp; able to jump a long distance without provoking attacks of opportunity), Swarmstomp (Giant Stomp attack deals full damage to non-flying swarms)

A Snailpeople race would also be pretty cool, but this is medieval bestiary-based. I will keep your advice in mind on keeping low-CR things simple; it's easy to get carried away with all the strange things you can do with an interesting body plan. I may make the footboating a special rule though, a swim speed doesn't quite work...

Anyone have more input?

JonathonWilder wrote:


I believe this thread is more for using Pathfinder terms/build/classes to have people guess the characters and items and have people guess who they are supposed to be, not just something about the characters.

For example: She is a heavily optimized to the point of munchkin Arcanist focused on offensive magic to the point of causing a huge among of collateral damage when using her more powerful spells. Also a maximized Sphere of Ultimate Destruction, perhaps with another metamagic feat that alter energy type to fire.

Lina Inverse

In connection with the Dog-Headed Men I posted a while ago, I'm trying to build a race of Monopods/Sciapods. I'm thinking low CR but with racial hit dice, like the Panotti from Murder's Mark (which they would be living somewhat near), and probably inclined towards advancing mostly by class levels. The race has a human- or dwarf-like torso and head, but below the waist a single leg and an enormous foot the size of their torso. However, there are some things that I'm unsure about that maybe people more experienced designing monsters could help with:

1: How to handle the move speed? They can only move on land by hopping or springing. Should the hopping be represented by a low move speed but with a speed bonus when running? They will probably have a racial bonus to acrobatics to jump, and I am considering giving them a version of Spring-Heeled Jack's Vault ability:

Bestiary 4 wrote:
Vault (Su) Spring-Heeled Jack can jump up to 20 feet (vertically or horizontally in any combination) as a move action without provoking attacks of opportunity.

2: They also have the ability to use their foot as a boat and float on water, propelling themselves with an oar or staff. Would that be a swim speed, some kind of water walk ability, or a special move type? They can't move very well floating on the surface without a pole or oar, since they would have to crouch down and paddle. Also, should they be able to swim well below water as well? I feel like the foot may be able to work as a kind of fluke for propulsion...

3: Should they have an oversized kick or slam natural attack with their foot? Should their jumping movement include the ability to charge with either a kick or handheld weapons?

4: They probably have some natural armor and good strength, but I am torn on whether their dex should have a bonus. One one hand, they are fairly agile, but on the other, their movements might look kind of awkward.

5: Should they be Monstrous Humanoids, or ordinary humanoids? Or perhaps even some kind of Fey? I am leaning Monstrous, but some humanoids have pretty nonstandard body plans (Merfolk for one).

6: Should there be a mechanical aspect to their habit of resting on their backs with their feet up in the air as an umbrella? Either a weakness they're compensating for or a foot-based defensive ability perhaps?

Any input or feedback more experienced monster designers can offer would be very much appreciated, as it is I am just kind of muddling about with the Panotti and some other CR 1-3 humanoids and monstrous humanoids trying to see what ticks.

Ah, that's kind of unfortunate.

We can at least hope that the people of Valenhall have somewhat "gone native" in terms of their lifestyle and have regular interaction or outright cohabitation with native arcadians. I do believe the Vikings in Vinland lived in a much less exclusionary way than a lot of the later settlers. But I'm not a super expert on these issues.

I have a trait that I designed that I am wondering if it should be a feat instead:

Magical Homeleand [Regional]
Requirement: From the Prester's Realm or a similar area
Your homeland is populated by many strange and wondrous creatures, blending into the environment just as much as the normal animals and plants. You can use Knowledge (Nature) instead of Knowledge (Arcana) to identify the abilities and weaknesses of Magical Beasts. You can also use Wild Empathy to influence Magical Beasts with an Intelligence score of 1 or 2 without penalty.

What do you think? Is it too good for a trait? Would it be more balanced without the wild empathy modification? Currently only NPCs have it so it's not a big deal yet but I wanted to check peoples' opinions.

I'm still working my way through this topic so this may have been asked, but is it intended that you can take Rare Metal Infusion at 6, but it only works with the Metal Composite Blast which you can only get at 7 or 15?

Does anyone else have any thoughts, input, or feedback?

graystone wrote:
Joe M. wrote:

Does anybody else just have a real hard time envisioning whatever this weapon is supposed to be? I can't figure out how it's 5 ft. and 15 ft. at the same time, how it does not provoke and provokes at the same time, etc.

It sounds more like a collection of rules text than anything I can actually picture as even a silly fantasy weapon.

For me it isn't a change is range/reach but a change in effective range. The scorpion grip focuses on attacking foes next to you and doesn't teach you the whip grip that allows you to snap it out to it's full reach/range.

Scorpion whips are performance weapons so I figure it's focused on close in slashing motions instead of a whipping action.

Probably accurate. More swirling and swiping, less whipping out.

I think the biggest issue is that with whip mastery and improved whip mastery, there's really no need for a scorpion whip. The only issue is you can't have those until BAB+3 and BAB+5.

Matthew Morris wrote:
blackbloodtroll wrote:
So, does a Scorpion Whip threaten?

That's what I want to know. The UE description doesn't have the reach trait and doesn't specify it fails to threaten. So when not in "Whip mode" it clearly does, but only to 5 feet.

I think we need a faq to the faq.

"What this means is that the scorpion whip is normally a light performance weapon with no other special weapon features" means that, like any other light performance weapon with no other special features, the scorpion whip threatens at five feet. I'm not sure how switching between using it as a scorpion whip and using it as a whip works I guess... I would hope, but not assume, that you can choose to use it as a whip whenever you attack, but otherwise it works as itself.

Sounds like Ragnell?

The biggest issue that I can think of is that some spells with foci actually use the focus as part of the spell.

The biggest issue with the elemental properties is the number of things that resist them, and the least-resisted one (corrosive) is less common and not even in the core book I believe.

One of the Occult Iconics may be a middle aged female, if I recall correctly, based on the spoiled images...

This sounds pretty reasonable to me... But I'm not an expert in balance.

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CosmicKirby wrote:
Ventnor wrote:
CosmicKirby wrote:

I'll throw one out here.

NG Human Male Fighter, specializing in two-weapon fighting.
LG Human Female Heavens Oracle, Foretold curse. Loves dogs.
CG Half Elf Male Sorcerer Arcane Bloodline, Arcane bond with a toy.
CN Aasimar Male Ranger, Sword and Shield style. Hired help.
LG Half Elf Female Ecclesitheurge Healing domain, related to the Sorcerer.
NG Human Female Master Summoner. Acts like a ninja.
N Human Male Demagogue Bard, Sword and board, womanizer.
N Human Female Fighter, specializing in two handed weapons, dumped CHA.
LN Human Male Monk with Vow of Chains. Only uses their feet.

Pretty sure someone did the cast of Tales of Symphonia already. But...


Bah, must have missed it then. Apologies. Let me get another one then.

CG Human Male Corsair. Two weapon fighting with cutlasses. Known for looking good in blue, staring his own pirate crew, and running a ship that can fire freakin' lasers.

Vyse from Skies of Arcadia?

also there's one I answered a while ago that no one told me if I was right or not...

I tried to take as much as possible inspiration from the actual medieval bestiary descriptions (the not speaking, the sometimes tails, the general agreeableness) plus some things logically based on dogness (the reasons given for illusion resistance). I trimmed natural hunter down to keen senses and didn't include the animal-minded because of RP amount and power balance concerns. What do you think? I'm also concerned about Terrifying Howl's balance as part of a 0 HD race; Terrifying Croak is given as an option in the race builder but it comes from Boggards.

Oops, I forgot to give the bestiary entry a feat... It'd probably be Weapon Focus (bite) or improved critical (bite) or Power Attack or something.

Here's the generic bestiary entry:

This woodsman has the head of a hound on a rugged human body. He does not speak, but communicates with hand signs.
Cynocephalus CR 1/2
XP 200
Cynocephalus ranger 1
LN Medium humanoid (cynocephalus)
Init +2; Senses low-light vision, scent; Perception +7
AC 16, touch 12, flat-footed 14 (+3 armor, +1 shield, +2 Dex)
hp 12 (1d10+2)
Fort +4, Ref +4, Will +1, +2 versus Illusion
Speed 30 ft.
Melee bite +3 (1d4+3)
Ranged javelin +3 (1d6+2)
Special Attacks favored enemy (Animals +2), terrifying howl (DC 10)
Str 15, Dex 14, Con 14, Int 11, Wis 12, Cha 8
Base Atk +1; CMB +3; CMD 15
Feats 1x
Skills Craft (any one) +4, Handle Animal +4, Knowledge (geography) +4, Knowledge (nature) +4, Perception +7, Perform (sing) +0, Survival +5; Racial Modifiers +2 Perception
Languages Common, Cynocephali, Trade Sign Language (Cannot speak common)
SQ beastspeech, sprinter, track +1, wild empathy +0
Environment any forest or plains, or urban
Organization solitary, pair, pack (3–12 plus 1 leader of 3rd level and 1–4 dogs or wolves), or tribe (13–60 plus 50% noncombatants and 1 subchief of 3rd level per 10 adults, and 1 chief of 6th level plus 6–12 dogs or wolves) (approx)
Treasure NPC gear (studded leather armor, light wooden shield, 6 javelins, other treasure)
Special Abilities
Beastspeech (Ex) Cynocephali are not capable of pronouncing most languages due to the structure of their mouths and throats; likewise, most other races are incapable of pronouncing their racial language. When communicating with other races, they usually resort to written or sign languages. However, their unusual vocal structure does allow them to communicate with dogs and other mammals (as speak with animals, but as a constant extraordinary ability).
Illusion Resistance (Ex) Due to their colorblindness, combined with their excellent senses of smell and hearing, cynocephali gain a +2 racial bonus on saving throws against illusion spells or effects.
Sprinter (Ex) A cynocephalus gains a 10-foot racial bonus to its speed when using the charge, run, or withdraw actions.
Terrifying Howl (Su) Once per hour as a standard action, a cynocephalus can emit a piercing howl. Any non-cynocephalus within 30 feet must make a successful Will saving throw (DC 10 + 1/2 the user's character level + the user's Charisma modifier) or become shaken for 1d4 rounds. A target that successfully saves cannot be affected by the user's terrifying howl for 24 hours. Creatures that are already shaken become frightened for 1d4 rounds instead. This is a sonic, mind-affecting effect. Though the frightening effect of the howl is limited to 30 feet, it can be clearly heard (perception DC 0) at ranges up to half a mile (For each quarter-mile beyond, Perception checks to hear the howl take a –1 penalty). Among cynocephali, variations in this howl can be used as a signal horn with a DC 10 perform (sing) check.

Usually living in orderly tribes, cynocephali are rarely found in the inner sea region. The largest known population is in the realm of the priest-king in Casmaron, where they are one of the notable nonhuman populations, but they can also be found in small numbers far to the north in Iobaria and in the deserts of Kelesh. Historical documents suggest there may have been a significant population in Osirion at some point, but there is no known population there now. Though most are unable of vocalizing languages other than their own, their patience and understanding usually lead to peaceful and cooperative interactions with humans and other civilized races. They do not usually integrate into other populations, but often establish mutually beneficial trade relationships. Cynocephali are most comfortable in the wild or in rural settings, usually eschewing urban environments and living by hunting, gardening, and crafting. Cynocephalus society places high value on tradition and cooperation; while their tribes usually have one strong leader (who can be male or female), most important decisions, especially ones deviating from tradition, will be debated and agreed on by the tribe before being carried out

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So I have a campaign set in an exotic land, and I am using Panotti and Blemmyes in it, but I also wanted to use the Cynocephali that go with them. I learned that Eric Morton presents had a humanoid dog race thing partway through building, but I had already started so I just finished it; may grab that later to compare notes. Mostly looking for feedback on how this seems balance-wise and flavor-wise from people who are more experienced at designing races than I am. It is somewhat based on Catfolk but I changed and added more than I left, I think. Also debating changing the name to Kalystrii/Kalustrii or Hemicyne, which is another name found in some sources for the Cynocephali, but I don't think I like those as much (and since they don't speak common, their name is probably one given by another race anyway).

Cynocephalus Characters [16 RP]
+2 Constitution, +2 Wisdom, –2 Intelligence: Cynocephali are hardy and alert, but prefer practical simplicity over intellectual pursuits.
Cynocephalus: Cynocephali are humanoids with the cynocephalus subtype.
Medium: Cynocephali are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Cynocephali have a base speed of 30 feet.
Low-light Vision: In dim light, cynocephali can see twice as far as humans. (1 RP)
Illusion Resistance: Due to their colorblindness, combined with their excellent senses of smell and hearing, cynocephali gain a +2 racial bonus on saving throws against illusion spells or effects. (1 RP)
Scent: Cynocephali can detect approaching enemies, sniff out hidden foes, and track by sense of smell. (4 RP)
Keen Senses: Cynocephali receive a +2 racial bonus on Perception checks. (2 RP)
Sprinter: Cynocephali gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions. (1 RP)
Natural Weapon: Cynocephali possess a bite natural attack that inflicts 1d4 points of damage on a hit. This is a primary attack, or a secondary attack if the cynocephalus wields a manufactured weapon. (2 RP)
Terrifying Howl: (su) Once per hour as a standard action, a cynocephalus can emit a piercing howl. Any non-cynocephalus within 30 feet must make a successful Will saving throw (DC 10 + 1/2 the user's character level + the user's Charisma modifier) or become shaken for 1d4 rounds. A target that successfully saves cannot be affected by the user's terrifying howl for 24 hours. Creatures that are already shaken become frightened for 1d4 rounds instead. This is a sonic, mind-affecting effect. Though the frightening effect of the howl is limited to 30 feet, it can be clearly heard (perception DC 0) at ranges up to half a mile (For each quarter-mile beyond, Perception checks to hear the howl take a –1 penalty). Among cynocephali, variations in this howl can be used as a signal horn with a DC 10 perform (sing) check. (3 RP; based on Terrifying Croak but with an added point for the signal horn function)
Beastspeech: Cynocephali are not capable of pronouncing most languages due to the structure of their mouths and throats; likewise, most other races are incapable of pronouncing their racial language. When communicating with other races, they usually resort to written or sign languages. However, their unusual vocal structure does allow them to communicate with dogs and other mammals (as speak with animals, but as a constant extraordinary ability). Cynocephali begin play speaking Cynocephalus, understanding and being able to write Common, and knowing a common trade sign language. Cynocephali with high Intelligence scores can choose to learn to understand and write any Human regional language, Sylvan, Elven, Gnome, Adlet, and Gnoll. (2 RP; based on the cost for at will SLA. May be able to actually speak Adlet and/or Gnoll?)

Alternate Racial Traits
The following racial traits may be selected instead of typical cynocephalus racial traits. Consult your GM before selecting any of these new options.

Dogged Ferocity: Some cynocephali are more reliant on physical prowess and sheer stubbornness than intimidation and coordination. If the hit points of a cynocephalus with this trait fall below 0 but it is not yet dead, it can continue to fight. If it does, it is staggered, and loses 1 hit point each round. It still dies when its hit points reach a negative amount equal to its Constitution score. This trait replaces Terrifying Howl. (Considering also including an improvement to the bite attack, either giving it grab or improved critical when at low health?)
Pack Action: Some cynocephali specialize in working together as teams. Cynocephali with this trait get one teamwork feat as a bonus feat at first level. This trait replaces Terrifying Howl.
Rare Breed: While most cynocephali have the heads of unremarkable hounds, some resemble other breeds, such as mastiffs, terriers, bulldogs, or even wolves. Their humanoid bodies are often differently proportioned to match. This trait can modify the Ability Score, Size, and Speed traits. (I was having a hard time deciding on ability score modifiers and didn't have time to make a full heritages list)
Tail of the Hound: Some cynocephali have tails in addition to dog heads. These tails give a +2 racial bonus on acrobatics checks to jump and balance, and a +2 bonus on Bluff checks to deliver secret messages. This trait replaces Sprinter.
Tongue of Man: Some cynocephali have a deformity that allows them to speak human and other languages, but makes them almost incapable of speaking their racial languages. Cynocephali with this trait begin speaking Common, understanding and being able to write Cynocephalus, and knowing a common trade sign language, and with a high intelligence modifier can choose from Elven, Halfling, Gnome, Gnoll, and Sylvan. However, they suffer a -2 on diplomacy checks against other cynocephali, and cannot speak with animals. This racial trait replaces beastspeech. (for people who want greater ease of use, with a bit of a downside. Might also have a racial feat that lets them gain humanoid speech without losing their racial language)

Haven't come up with racial feats or favored class bonuses yet, but their most common favored classes are probably ranger, druid, barbarian, skald, hunter, shaman, maybe bloodrager or witch. Most common alignment probably lawful neutral?

I have a bestiary entry I'm almost done with, and still need to do more of the flavor chunks that race entries usually have, but this is a good rough-out for the mechanics I think. I'm slightly concerned that their RP is too high. Was also debating adding something like "Animal-Minded (2 RP): Skinwalkers have a +2 racial bonus on Handle Animal and wild empathy checks." but that would DEFINITELY make their RP too high.

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Kalindlara wrote:
I thought it was a reference to that one obscure race from Murder's Mark or Carnival of Tears or whichever module it was...

Panotti are pretty neat!

I kind of had a feeling that the answer given in the FAQ is how it worked (that's what an exact reading of the existing tables and entries says, basically), but I was kind of hoping it was different because that's very nearly the worst combination.

Man, if they were so hard to get into, what kind of perks did the old bard have to make it worthwhile?

James, How do you feel about weapons being [Alignment]-Outsider-Bane as opposed to Kyton-Bane or Protean-Bane or Elemental-Bane? The alignment subtypes are probably more broadly useful, but I think using subtypes based on kind is more flavorful sometimes.

Where/when do stat boosters really become considered necessary? At what level is it terrible to not have one, or one physical/one mental or whatever?

I think the idea is that it has some relationship to proportions of wealth by level, but I don't know what the proportions would be aside from like, you're not supposed to put half your WBL into one item.

I get that the "Big Six" (adding up to enhancement bonuses to abilities, weapons, and armor, resistance bonus to saves, and I think Deflection/natural armor?) is built into assumptions about character stats as they level, but since I've never been in a group with predictable treasure or players familiar with such traditions, I've never had beyond a vague clue at what levels players are expected to have what degree of bonuses from those items. Can someone lay that out for me, at least in general terms?

I am building an NPC/Enemy for a campaign I'm running who is an awakened animal 20 racial Hit Dice (after awakening) and also a 10th-level wizard. Normally when I make monsters with class levels, I mostly give maximum ranks in a group of skills. However, at 30 HD, I'm wondering if there are any skills that are worth putting 30 ranks into, or if I should cap most of them at 20 and spread them out wider. So, what skills is it worth having 30 ranks in, particularly for a wizard who is a very large and powerful animal? I know I want ranks in Spellcraft, Knowledge (Arcana), and some social skills (intimidate, sense motive, maybe bluff and diplomacy) with options for linguistics and other knowledges, especially planes. I'm just wondering where diminishing returns on more ranks catches up.

James, have you ever used awakened animals in important NPC or Enemy roles? Do you know if they have been in any adventure paths or Modules? I had an idea of one I want to use in a game I'm running, and I was hoping to compare notes to some existing examples, and I'm curious if your thoughts on the benefits and drawbacks of them as NPCs and rival/enemy characters.

That makes sense. This particular instance could still go either way though. If no one has any examples in mind I'll look through stuff later and see how published adventures do it.

Hmm... Does anyone know any modules or APs with awakened animals with class levels to check to see how it was handled there? This is indeed for a non-ally NPC who is a spellcaster, so the stat mods could certainly make it better.

Quick question hopefully. When you cast Awaken on an animal, its ability scores are adjusted and it gains two hit dice. Awakened animals are then able to take class levels. If they do so, do they then get the usual +4/+4/+2/+2/+0/-2 to ability scores to tweak them for the class, or is the awakening considered all the stat changes it needs?

Technically as I am the GM making the NPC I can do it either way if I want, but I'd like to know what is correct and what others do first.

James, How would you feel about referring to Native Outsiders as Material Outsiders instead?

I believe the druid VMC gives wild shape but not until higher levels.

So will the revised Psionics Unleashed have things that aren't in Ultimate?

Crimlock NL wrote:

I was busy looking into a beorn inspired pc (man/bear:. Druid/ranger? Druid/barb? Werebear?)..

Anything in unchained that could make a build? New multiclass rules perhaps?

Beorn is literally what the Werebear is based off of and why it is usually Lawful Good.

So I am considering trying out Dreamscarred's Psionics stuff (I never played 3.x so I don't have any experience with the original). Aside from using the rules on d20pfsrd, if I was going to get the actual books/PDFs, which ones should I get to avoid redundancy? What other products does Ultimate Psionics include and what does it not?

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