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Alahazra

Threeshades's page

641 posts (644 including aliases). No reviews. No lists. No wishlists. 2 aliases.


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I love the book of nine swords for the ideas it provides. The fact that it was broken in comparison with 3.5 classes was always a big downer. Now in PFRPG it seems a lot better.

But I have one major grief with it, that is what the martial adepts do to the monk. They make monks look like complete dilletantes at using Ki. Let's look at it, according to the ToB blade magic is basically Ki manipulation, and what incredible things do these classes get out of that, while a monk gets a few Ki-Points he can spend on a one-round boost to speed AC or attacks. It just doesn't seem to fit. Monks should be the ones who are the masters of Ki.

and the fact that the Swordsage gets a similar AC bonus as the monk only together with actual armour seems unfitting. Considering that monks still get extra AC bonuses at higher level I guess its not unbalanced, but it still seems wrong to me.


Thanks for that, I was just wondering if it would make sense to have the old barkeep at the market place around the dragon's "palace" (a pompous cave in the center), who is also a high level monk, wear a long goatee.

There are hobgoblins in a lot of ruling positions (especially military and city guard). Priests of Venkelvore, Zogmugot, Zarongel and Hadregash as well as the aforementioned supreme leader, a Black dragon keep the goblins at bay, mostly by fear. Kobolds (who assembled around the dragon to worship him) do most of the administrative duties. So despite being mostly composed of goblins the city has a strict hierarchy and organisation.

I thought maybe i could put up a dwarf invasion against the goblin city in which the dwarf player could defend an important position (especially to the goblin portion of the population), thus making him a lot more likable and maybe earning him the title Dwarfslayer. I mean if you took the thought "Only a dead dwarf is a good dwarf." further logically, you would come to "The only dwarf even better than a dead dwarf, is a dwarf that kills even more dwarves."


Yeah I just wanted to propose my idea for a system to make called shots (or blows, as it's melee only for now) against certain body parts, namely being Head(s), Arms, Legs and other appendages (like tails or wings for example), the idea came to me when i read the Hydra entry in the Bestiary.

My idea was instead of a melee attack you make a combat maneuver roll. The attacked enemy however gets armor class bonuses to their CMD (except for the base 10 and dexterity bonus, which are already in CMD).
Each appendage has hitpoints equal to the number of hit dice of the creature + the creature's CON Modifier.
In order to not make sneak attacks obsolete I thought anyone with a sneak attack (or similar) ability can add the number of sneak attack damage dice to their CMB whenever they make a called shot against an enemy against whom they would get their sneak attack.
A blow against the head provokes attacks of opportunity from the defender, to even out the fact that a severed head will be mortal. Also if the AoO provoked this way hits, the blow against the defender's head automatically misses. Otherwise, no AoOs are provoked. And a severed body part never affects the regular hitpoints of a creature. (although im considering changing this so all other called shots provoke AoOs, as combat maneuvers do regularly, but you can take a feat like improved sunder or a homebrew feat to be able to circumvent these, except for attacks against the head)
Lastly you can't make a called shot against a bodypart you can't reach, so no chopping off the Tarrasques head from the ground.

This way altogether landing a called shot is pretty hard and should not get overused.

I already tried this in the last session, just without any AoOs provoked (not even against the head). The group had to fight werewolves and had no silver weapons, so I wanted to give them an alternative chance to cut off their heads, to save their skin, actually out of about 6 attempts at cutting off heads, 2 succeeded with very lucky rolls.

I just wanted to share this idea with you, opinions are welcome.


Hey there, in the campaign i'm running I deal with goblins a lot. So much in fact that the players are currently being employed by the leader of a goblin city (I know this is unusual, but that's due to the leader being a dragon, the city also contains a lot of members of various other races) and now there are two questions ive been wondering about.

The first question is, do goblins and other goblinoids grow hair? (aside from bugbear body hair) And if so to what extend? Can they grow beards and/or mustaches? On their heads or just on the back of their heads (some goblins in the Wayne Reynolds illustrations have braids hanging from the backs of their heads)?

The second question is a more complicated problem, how could a dwarf make himself popular or at least not hated in a city inhabited by mostly goblins, especially if said dwarf is a dog owner? I've been thinking for a while now what to offer him to do but I couldnt really think of anything impressive enough to overcome a generations long racial grudge, especially if you are just a level 4 ranger.
There is one thing he has in common with goblins though: he hates dwarves too.


Druid. Releasing the inner beast while also being accompanied by the outer beast? Hell yeah!


Xpltvdeleted wrote:
Threeshades wrote:
The problem with the troop style is that we end sessions in the middle of a quest more often than not, and its hard to replace characters right there. And makes establishing a plot much harder than it already is with main characters that just dont do exactly what you want them to do.

Emphasis mine.

Sounds like there's a bit of (attempted) railroading going on IMO. I'm kind of neutral when it comes to railroading...I personally do not mind a bit of railroading--I like to see the story unfold (especially in homebrews) and don't mind being "pushed" in the right direction. That being said not everyone is like this. In fact, I might even be inclined to say that a good majority of players are opposed to "railroading," preferring instead to develop the story themselves. It sounds like there may be a disconnect between your DMing style and your players playing style (which could be leading to the poor attendance).

Just talk to your players, find out if it's the game that's not drawing their attention enough to encourage their steady attendance or if it's actually RL stuff keeping them back.

I acutally don't do railroading, although I sometimes set some tracks i let if flow and let the players decide what they want to do.

It's not the lack of interest that keeps them away. It's a mix of simply forgetting there is going to be a game that nicht and having more important appointments.


Calandra wrote:

I've definitely been there. As a college student, it's hard for me to find people willing to play regularly, what with school, tests, etc. Unfortunately, I can't say I've come up with a fantastic solution...

However, I agree with Zeugma's advice to have extra PCs around. In fact, I might recommend looking at some of the recent threads on troupe-style play. With spotty player attendance, I hate it when missing a certain PC just throws everything. But if everyone has sort of a pool of characters, the people who do come can build a group that's able to play regardless of who shows up. It seems to me that this kind of concept might help the players function better even if there isn't perfect continuity.

I hope you find a solution somewhere. Constant player absence is frustrating.

The problem with the troop style is that we end sessions in the middle of a quest more often than not, and its hard to replace characters right there. And makes establishing a plot much harder than it already is with main characters that just dont do exactly what you want them to do.


Running my own world and campaign. I like to express my own ideas and I think campaign modules never portray the races the wqay I want them.


I so want to play this game now.


So literally ever since I started GMing the Pathfinder game I'm doing with some friends. It was the first actual Pathfinder game for both them and me. Only three of them (not counting me in) Played DnD 3rd edition before and two never played any PnP RPGs at all before, but that's beside the point.

So far we played an astounding six sessions since January, although we were planning on playing on a weekly basis. Two weeks were cancelled because I was out of the country (trhose were the only two sessions missed because of me). Other than that sessions were cancelled because too many players had to bail out for whatever reason, some more understandable than others. And in the six sessions that we actually managed to establish, not a single time had all six players been present. One player is currently on a prolonged therapy and won't be back for another six weeks from now, so I took his character out of the game for the time being. So he doesn't even get counted here anymore, we've been playing two sessions since he went and one we played with three players and the other with four (out of five players left), this and last week the game got cancelled as a whole again because two players forgot we were going to play and made other appointments and the third player (who also had been missing in the last two sessions), i haven't heard a single sign of life from ever since I came back from my two weeks out of country, for next week I already know at least one player is going to miss again and... ARGH!

Yeah so there's my problem, I know its normal and has to be coped with, that sometimes players are missing out but I can't seem to get a single session established in which the whole group is actually at the table.

So, do any of you know this problem, got any advice or anything?


Zeugma wrote:

Threeshades: I TOTALLY did not mean any disrespect to you by my RuPaul comment. One of the nicest, most level-headed people I ever met is cross-gender. I only meant that remark about one person at one table, who did not seem to be playing cross-gender in a way that was respectful, but was doing it on purpose to annoy me.

edit: Right on, Treppa! *fist bump*

No offense taken, don't worry. I can actually understand what you mean very well.

(if I already posted this sorry, I tried to submit a comment like this but it didn't seem to show up for me, so I'm just posting it again)


Zeugma wrote:

Threeshades: I TOTALLY did not mean any disrespect to you by my RuPaul comment. One of the nicest, most level-headed people I ever met is cross-gender. I only meant that remark about one person at one table, who did not seem to be playing cross-gender in a way that was respectful, but was doing it on purpose to annoy me.

edit: Right on, Treppa! *fist bump*

No offense taken, don't worry. I can completely understand that.


We got two girls at our table. Also a gay guy and a transverstite (the latter being myself)

So it's completely normal to me.


Thanks for all the suggestions. The session's over and I couldnt really squeeze anything in anywhere. The session was short and not very smooth running either. On top of that only 3 of 6 players showed up.

Oh and just to see if it works after an edit too: smurf


OgeXam wrote:

Have 4th Edition version of their characters ready for them, and tell them that you are switching the campaign to 4th.

See how many get up and want to leave.

<ROFL>

That's really mean, but only one of my players even knows what 4th Edition is.


We're going to gather the group again tonight to finally continue playing, and since its April 1st I thought I could pull a little april fools on the players.

I remember a few years ago our GM did that to our party when I was a player. He described us in a dungeon room ahead a large, bulky stone statue. While doing so he had the Monster Manual page of the stone golem lying open in front of him (subtly for us to see which page it was).
So we all assumed that there was a stone golem waiting for us (we were still too low level to deal with such a thing).
Only after a long discussion how to get around it, someone remembered that it was 1st of April and the large statue was in fact nothing more than a large statue.

I need some ideas on what to do today. I hope I can get some ideas before the game starts in approximately 6 hours.
So give me some ideas what could a GM do to fool his players, or what did you do to your players or your GM do to you?

EDIT: Ah sorry, I think this should go to the Gamer Life subforum. If a mod would be so kind to move it, I would be most grateful.


I guess mine would be a Gestalt Hollyphant Cleric with fighter levels after fulfilling his Race ECL in a 3.5 pbp.


SmiloDan wrote:

It's a version of the Jabberwocky I had lying around; I posted it as an alternative to the other Jabberwockies out there as inspiration or whatever. The Bestiary suggestions say magical beasts of 20 HD are CR 14. It hasn't been playtested or anything. I usually like to give BBEG or iconic encounter monsters at least 3 special attacks: One for Fort, one for Reflex, and one for Will saves. It lets each PC shine and be vulnerable, which is usually more fun.

EDIT: I gave it Disarm and Snatch Arrows feats because it has claws that catch. ;-)

I see, well in the SRD it says 10 HD magical beasts are already CR 13. I dont have the Bestiary at hand right now, I left it at our playing location because i still had enough material prepared for the next sessions so i thought i wouldn't need it.


I just noticed that i miscalculated Hitpoints average, well I'll fix that with the next wave of changes

SmiloDan, your entry would be more help to me if you gave me some reasons behind your changes. But some that I can see make sense I will add.

Here are some thoughts of my own: I think the whiffling really discribes the jabberwocky flying through the woods. And as it flies through the thick woods i guess it should be rather nimble at that, so perfect maneuverability does make sense. Then it would also make sense to have higher dexterity too.

I think the eyes of flame are more symbolic than anything else, but I wanted to have them in there anyway so I made them a fear effect. Also I liked the burble ability, so I added that and the improved charisma.

The more spread skills have also been added.

But I'm not sure I should make it 20 hit dice with only a CR of 14. It already has a lot of abilities, so 14 seems terribly underrated.

-------------------------------------------
JABBERWOCKY / CR 13
-------------------------------------------

XP 25,600

N huge magical beast

Init: +0, Senses: Low-light vision, darkvision 60 ft., perception +10

-------------------------------------------
DEFENSE
-------------------------------------------

AC 28, touch 11, flat-footed 25 (+3 dexterity, +17 natural, -2 size)

hp 10d10+90 (145)

Fort +15, Ref +7, Will +7

Defensive Abilities DR 10/Slashing

-------------------------------------------
OFFENSE
-------------------------------------------

Speed 40 ft., fly 80 ft. (perfect)

Melee Bite +19 (3d6+11), 2 claws +17 (2d6+5, +grab), tail slap +17 (2d6+5)

Space 15 ft.; Reach 15 ft.

Burble (Su) Creatures within 120 feet who hear the Jabberwocky's burbling jabbering must make a DC 24 Will Save or become confused for 2d6 rounds; once a creature successfully saves against this effect, it is immune to it for 24 hours. The Save DC is Charisma based. This is a sonic, mind-affecting effect.

Eyes of Flame (Su) Gaze, range 30 feet. If the target sees the Jabberwocky it must make a Will save (DC 24) or become panicked for a number of rounds equal to 1d6 plus the Jabberwocky's Charisma modifier. The Save DC is Charisma based. This is a fear, mind-affecting effect.

-------------------------------------------
STATISTICS
-------------------------------------------

STR 33, DEX 17, CON 26, INT 1, WIS 14, CHA 19

BAB +10; CMB +23; CMD 33

Feats: Toughness, Multiattack, Improved natural attack (bite), Improved natural attack (claw), Iron Will

Skills: Acrobatics +10, Fly +7, Perception +10

-------------------------------------------
ECOLOGY
-------------------------------------------

Environment: Temperate forests.

Organization: Solitary or pair.

Treasure: Standard.


Thanks for that, Velcro.

I've been statting out something. I still kind of miss something unique about it though. Some kind of special ability or quality. MAybe something involving the lines: "The Jabberwock, with eyes of flame,
Came whiffling through the tulgey wood,"

Here is my first draft anyway:

-------------------------------------------
JABBERWOCKY / CR 13
-------------------------------------------

XP 25,600

N huge magical beast

Init: +0, Senses: Low-light vision, darkvision 60 ft., perception +15

-------------------------------------------
DEFENSE
-------------------------------------------

AC 25, touch 8, flat-footed 25 (+17 natural, -2 size)

hp 10d10+70 (180)

Fort +13, Ref +7, Will +7

Defensive Abilities DR 10/Slashing

-------------------------------------------
OFFENSE
-------------------------------------------

Speed 40 ft., fly 80 ft. (clumsy)

Melee Bite +19 (3d6+11), 2 claws +17 (2d6+5, +grab), tail slap +17 (2d6+5)

Space 15 ft.; Reach 15 ft.

-------------------------------------------
STATISTICS
-------------------------------------------

STR 33, DEX 11, CON 22, INT 1, WIS 14, CHA 11

BAB +10; CMB +23; CMD 33

Feats: Toughness, Multiattack, Improved natural attack (bite), Improved natural attack (claw), Iron Will

Skills: Perception +15

-------------------------------------------
ECOLOGY
-------------------------------------------

Environment: Temperate forests.

Organization: Solitary or pair.

Treasure: Standard.


Hey everyone,
I've been involved with the Jabberwocky lately. Probably because the new Beastmen have been published for Warhammer and one of my friends is going crazy about the "Jabberslythe". And he usually manages to infect me with his obsessions somehow.

So I've been meaning to come up with some Pathfinder rules for a Jabberwocky monster. And while I'm at it, why not stat out the other four creatures mentioned: Toves, Raths, Borogoves and Bandersnatches

But let's start with the Jabberwocky. This is where I need some help already, because I don't know wether to make it a magical beast, aberration or a dragon.

Things I already know it should have:
Huge size, fly speed
1 Bite, 2 Claws (+grab) ("The jaws that bite, the claws that catch!")
Darkvision (the eyes in the most artworks about it just suggest that)

I think it should be somewhere between CR 8 and 12, that just feels right to me.

So I'm open to suggestions. And hope I get a lot of ideas.


I think I can work with that. I'll have a Silver dragon then I think. I'll see what other class.


Raven34 wrote:

i would be willing to gm but would want to alter a few things in charcter creation

also there would be an emphasis on action (but as it is a pbp there would still be a lot of roleplaying)
it would be a good dragon campaign
take a look at "ravs drow campaign" to get an idea of my style

I'm cool with that, what is it you would like to change to character creation?


Hey everyone, I've been meaning to expand my repertoire of monsters a bit by the 3.5 books I still have laying around (namely Monster Manual III and Draconomicon) but before I throw old monsters at the players I wanted to make sure they don't have a too easy time dispatching them. Since both classes and player races have been improved in terms of power level (except for those classes maybe, that already had all the power you ever need) I wanted to know wether it would be advisable to adjust the challenge rating of the 3.5 Monsters to make sure that Challenge and reward fit or if the Bestiary Monsters are no stronger than 3.5 monsters.

Any advice?


Sometimes I'm happy that none of my players has actively read the core rulebook entirely, and none of them indulge in any kind of tabletop game too much. It automatically keeps their builds away from munchkinry or powergaming.
What's even better, sometimes, if I tell a player how they could optimize their character a little more, they refuse to take the advice because they don't want them to be min-maxed or anything. And I love them for this.

I know its hard not to go into optimizing your build too much, when you know how to make it more powerful. Which is why i think of a specific character theme before i build the character, some sort of unusual fighting style that will take a build that eventually can't be too powerful. That way I come up with extremely stylish characters that are not overpowered.

So yeah it's a matter of players. Wether they know how to minmax or not. Try to encourage them to keep away from maxed out builds. After all it gets boring quickly if your party just grinds through everything like paper.
And if they won't, max out encounters you send against them and let them taste their own medicine. Oh, and lower their XP reward for each.


I can also play a silver dragon if we go for metallic.

Now it seems we have 5 players, one for each kind of dragon of one sort. All we need now is a GM :)

Well and to decide wether we go chromatic or metallic.


Klaus van der Kroft wrote:

I remember a particularly memorable campaign, during which the party's Cleric (asides from charging the rest of the group silver every time he had to heal them) became obsessed with turning the Druid insane. The Druid was specially attached to the animals he brought to help (as any druid would), so the Cleric saw a soft spot there. Four times he managed to turn the events in such a way that the Druid's animals (both summoned and animal companion) got horribly killed. Though I didn't fix the events in his favour, I found it so hilarious that I allowed him to proceed:

[snip]

Im glad you had karma come back to punch him in the face.


I'm sure there are more players interested in playing dragons.


CourtFool wrote:

Fantasy Hero campaign

PCs uncover a small camp of goblins. Most of the party decides it is best to just skirt around them. The dwarf decides to attack. The PCs easily handle the goblins. Then, as most of the party are about to move on, the dwarf decides he needs to loot all of the goblins. Now, it has been made pretty obvious the goblins had absolutely nothing of value. Even their weapons were of poor quality.

So I let the dwarf find a ruby on one of the goblins, which, he promptly hides from the rest of the party. Later, when he has a chance to inspect it more closely, it is nothing more than a glass bauble, but the dwarf is now female. There is laughter and mumbling. I had every intention of letting the effect wear off after a day. However, the party stumbles across another group of goblins. Dwarf attacks. Party kills the goblins. Dwarf loots…again.

I tell him he finds a ruby on one of the goblins and he takes it.

Bauble of Sex Change is now a permanent affect.

Maybe he was hoping for the second bauble to change his sex again, so he would go from female back to male.


I've never been deliberately cruel to my players but I already killed one of them off twice by accidents. Both times the same player was playing a monk, both times said monks got propelled from positive hit points right to complete death by critical hits.

I do plan to deal out some cursed items later through our current campaign ^^


taig wrote:
And poor, unloved bastard swords.

That's only if the weapons weren't married.

So anyway how do fighter conform criticil?


Dragonborn3 wrote:
Okay, but that doesn't stop me! I shall roll once we know this game is going to go...

You mean roll on the random Class table, roll up a character or roll in the sense of playing a cataphra, rolling up and causing Acrobatic awesome? :D


You're the GM! If they find a loophole, just tell them they can't exploit it whatever way they are planning on doing. Also drop a tarrasque on every player who comes up with some sort of loopholing, or glitching for every three times he does.
And with drop a tarrasque on them i don't mean make them encounter one, i mean literally, a tarrasque falls from the sky directly on top of the player.


I once wrote up an elf monk/swashbuckler/fighter/champion of corellon with an elven courtblade (which was pretty similar to the elven curveblade in the PF CRB), the character was somewhere around level 10 and the entire premise was to make a character who fights with a big sword and doesn't wear any physical armour at all but still gets a decent AC. I just had several pictures of characters in my head that would wield a large sword but armour just didnt fit my visual concept. Never played that character though.

Then there was Cor'Ien, the build was rather simple, little more than your average Greatsword wielding fighter, the cool thing about him was the backstory and the resulting plot hooks. He was an Earth Genasi who was born into a small, extremely prejudiced and conservative village, his father, who brought the elemental blood into his family (a family with a great warrior tradition and an invaluable magical greatsword in their legacy) left right after impregnating his mother, who hid him away from the villagers for his own safety. When the villagers got on to them and found Cor'Ien, his mother brought him out of the village and left him near a dwarven town in the mountains around. The boy grew up with the dwarves who trained him to fight. When he was grown up he returned home to find out his mother was beaten to death by the villagers after she brought him to the dwarves. As a result Cor'Ien went on a rampage with his family's sword, slaughtering more than half of the villagers, the rest barely able to escape. After his rampage cooled down, the still rage-blinded genasi took the town register to track down the names of the villagers and find every one of the remaining villagers and their family and bring them to justice (or more precisely his own warped concept of justice). He scratches out the names of every villager he killed from the book, and writes down the names of every one (not only the villagers) he killed on his cloak.


I have a plaid red cotton or wool sachet, that has a red chord sewn in to close it.


I also don't see why your group has a problem with a male player playing a female character.

In my group it's absolutely normal that players play characters of the opposite genders. I've been playing about as many female as male characters, on our last DnD3e group a girl was playing a male gnome, i (male) played 2 females and one male character on that group (I gave up some characters after a while because i constantly had new ideas for different characters and didnt feel like my last one anymore), on another game, with the same people, but the mentioned gnome players was the GM, I and another guy played females, and another girl was playing a male character.
The PFRPG group I am currently GMing we dont have anyone playing an opposite gender character yet, but one player, playing a lizardfolk is undecided yet, I let him go without a gender so far, because for reptiles there is not much difference visible between male and female, so he can still decide.

I used to be in a group who would have looked at me weird for playing a female character, but even though they don't seem to see why anyone would do such a thing as playing an opposite gender character, they otherwise wouldn't have minded either.


Cool. We only need two more players and a GM.


I actually was looking forward to do a Cataphra Druid. And not a random mix.


Hey everyone, while i've been working out a Dragon NPC for my campaign with my local players I came up with the idea to make a campaign with the premise of all players being dragons.
So since Im already running something with my local group and I also dont want to GM again, I wanted to see if we can put up something here.

So to get this running, each player should be playing a different kind of dragon. Either all Metallic (Dragon Rescue Team) or all Chromatic (Dragon Terror Squad) dragons. The campaign would then be about a Mixed up flock of dragons summoned to either Save or Conquer/Destroy the world (or at least some of it).
Mechanically I think the game should start at the highest available base CR for each dragon. (so if its a chromatic team, that would be CR 6 (red) and in a metallic team CR 7 (gold))
All dragons with a lower base CR will get advanced to the appropriate CR by the Dragon age advancement tables.
After the game started the dragons will advance by collecting XP, instead of ageing (because by ageing, it would take a lot of time), so if a dragon earned enough XP for for example Character Level 7, it advances to CR 7.

Now the dragon advancement sometimes skips a few CR levels, so if a dragon reaches the XP threshold for a level, he would skip in the Age category table, the dragon will instead just aquire the hit dice for the next Age category (with all bonuses that come with hit dice, such as feats, skill points and Breath weapons save DCs), but none of the other abilities and bonuses the age category gives.

For example a Black dragon (base CR 3) who currently is at CR 8 (Juvenile) reaches 75,000 XP, which would bring it to CR level 9, but the next age category (Young Adult) starts at CR 10, instead of advancing to Young adult the Black Dragon now gains only the extra hit dice gained by the Young adult age category. That means 3 extra hit dice, the appropriate number of skill points and base attack and save bonus increments and new feats as well as all other bonuses based purely on number of hit dice. All other features (extra, natural armour, damage dive, size, breath weapon ranges caster levels etc.) will not be gained until the black dragon reaches 105,000 XP (and thus enough XP for CR level 10).
(This example is with medium advancement speed)

The game should end at the lowest possible maximum CR, which is I believe 18 for chromatic dragons (White) and 19 for Metallic dragons (Brass)

For ability scores I thought we could use either just the ability scores noted as base ability scores the way they are, or we take the base ability scores and see them as modifiers put on scores of 10 and 11, just like with monstrous race creation. So for example a blue dragon has +2 STR, +4 DEX, +2 CON and +0 INT, WIS, CHA, plus Whatever the current age category changes to them and apply them to a set of rolled stats or point-buy stats (at the GMs choice) for extra epicness.

So is anyone interested in playing/GMing this? I’m open for either a chromatic or a metallic team I don’t mind, but I call dibs on Bronze/Black dragon. :D


DM Wellard wrote:

Jasmine..Aristocrat/Druid with Tiger Animal companion?

Alladin..Rogue/Sha'ir?

Jaffar..Wizard..with a parrot familiar

Jaffar is a sorcerer as far as I know. He doesn't use books and he refers to himself and is referred to as sorcerer as far as I remember.

Aladdin is definately a rogue though.

Hummmm...

Rafiki is a monk.

Mulan is a fighter


Hey, are there any news for the PbP game we were planning earlier. If we're still going to do it, I'd probably use this: http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/pathfinderR PG/communityContent/houseRules/cataphraArmadilloGirdledLizardfolk

Instead of the shrewbles. (unfortunately nobody cared to comment on the balancedness of the race yet, so feel free to do so)


If anyone should be a druid, then it's pocahontas. Meeko being her animal companion. And the bird and the dog just charmed/animal-friendshipped animals.

On the other hand making Snow White a bard because she sings a lot would just mean that all the princesses are bards. I mean they all sing a lot. Sure not all of them to the effect of fascinating creatures around them, but they all sing.
We'd have to give it to at least Ariel too. It's been a while since ive been watching any of the older disney movies, but im sure Ariel and Snow White aren't the only ones.


I'll just leave it as is, it's fantasy after all, maybe those metals are all just a bit more common, which is why everyone has got so much of it.


Yeah I like it too :)

So any comments on the race stats?


Hrnglmphrgh. I just wrote a whole block of background information and when i clicked Submit Post it all was lost in a browser error >__< Sorry, I might try this again later but right now i'm to frustrated to start over.


Hey everyone, it's once again wacky-animal-race-time. Todays subject is the armadillo girdled lizard (Cordylus Cataphractus)
To answer the five great W's (Wait, What? Why? W-What??!), it started of with me finding this picture: http://academic.sun.ac.za/botzoo/cindy/DSC00015.JPG
After some serious google-fu and wiki-jutsu I found out the name of the creature depicted (armadillo girdled lizard) and that it is an african lizard that preys mostly on insects and if it is threatened rolls up as you can see on the picture and actually rolls away.

I immediately fell in love with those cuties and besides trying to find out how to get some as pets i also thought i should come up with some rules for a small lizard-folk race for PFRPG for them, so here goes:

Cataphra racial traits
Small Humanoid (reptilian)
CON +2, WIS +2, INT -2: Cataphra are surprisingly hardy for their size and also wary and thoughtful, but care little for logical thought and academical study.
Size: Small
Base speed: 20 ft.
Natural armour +1: Cataphra have a thick scaly hide that protects them from physical attacks.
Low-light vision: Cataphra can see twice as far as humans in conditions of dim light.
Wheel tumble: Cataphra can roll up and bite their own tail to form a wheel. A cataphra can move at it's full speed while performing an acrobatics check to avoid attacks of opportunity without increasing the Check DC.
Further a cataphra moving down a slope of at least 20 degrees, can make an acrobatics check (DC 15) to increase her base speed by 20 feet for one round. If the slope goes down 30 degrees or more the acrobatics check DC for this maneuver increases to 20 and the Cataphras base speed increases by 30 feet. On a 45 degrees slope the DC increases to 25 but the Cataphra's base speed doesn't increase any further. This ability cannot be used on a slope of 55 degrees or more.
A Cataphra increasing her base speed with this ability gains a +2 circumstance bonus to her CMB for bullrush and overrun attacks.
The increased speed does multiply accordingly when making a run or charge action but it doesn't stack with other increases to the base speed, like barbarians' and monks' fast movement or haste spells.
Skilled: Cataphra gain a +4 racial bonus to Acrobatics checks.
Automatic Languages: Draconic and Common Bonus languages: Terran, Gnome, Gnoll, Goblin, Orc

All comments and criticism are welcome. :)

(Offtopic: By the way a message to Eyolf, Molly Dingle and possibly Dragonborn 3, I'm finally back and we can get the wacky animal races PbP campaign running, though instead of the shrewbles i might instead use this)


LazarX wrote:
Threeshades wrote:
LazarX wrote:
Threeshades wrote:

I havent read all through the thread now, only a bit more than half of the first page.

My question to the OP is: What keeps you from simply keeping your claws out all day?

The rule is not the number of times you can open your claws but how many rounds use you can get per day. So it's not simply a matter of going through the whole day in "Wovlerine mode" or "Dracoine" if you prefer :)
Huh, you're right. I should have looked at the english book, the german translation falsely states it as times per day, not rounds per day.
The Japanese translation must be especially entertaining.

I think I'll use the german mistranslation as a houserule. Our sorcerer might be very disappointed if he had to find out, his claws are limited to 6 or 7 rounds a day (I'm not sure right now what his CHA score is)


Was it really that thin? Looks like only the book cover on the picture.


Alex Sinclair wrote:

I understand basically how trip works, and my character also has a whip, amongst other weapons.

Given the whip has "trip" in its special, does that mean you can only trip with things that say trip?
Could a fighter with a longsword not just kick the legs from under his opponent?

The trick is that you can't get tripped yourself when using such a weapon for a trip attempt and failing the attempt, instead you can just drop the weapon to avoid being tripped.


LazarX wrote:
Threeshades wrote:

I havent read all through the thread now, only a bit more than half of the first page.

My question to the OP is: What keeps you from simply keeping your claws out all day?

The rule is not the number of times you can open your claws but how many rounds use you can get per day. So it's not simply a matter of going through the whole day in "Wovlerine mode" or "Dracoine" if you prefer :)

Huh, you're right. I should have looked at the english book, the german translation falsely states it as times per day, not rounds per day.

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