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I thought halflings on dinosaurs was an Eberron thing?
So, it seems to be agreed upon that Dwarven brawlers, while okay, are generally a little too slow to be as good at the job as humans or half-elves are.
However, thinks to a feat called Shatterspell in the Advanced Race Guide, they can literally punch magic until it breaks. It gets even better if they can use the Stamina Rules in Pathfinder Unchained, since that allows them to use Stamina to punch even more magic.
So, yeah. Dwarves, man.
They were all first drafts.
Glad I could help!
Pretty sure Nethys was a human wizard-pharaoh who wizarded so hard that he broke his mind (and reality) and became a god.
Here's a few more!
There is a shadow on the fray,
In reality's shadow you lurk,
Now to the heavens cast your eyes,
Here are some Social traits for people on Athas, Bodhizen. You can use them as-is, tweak them, or ignore them entirely.
Athasian Noble: You have lived a life of wealth and privilege in one of the seven cities. This has afforded you time to study all manner of subjects that the commoners couldn't begin to comprehend. You gain a +1 trait bonus to Knowledge (Nobility) and Knowledge (History, and one of those skills becomes class skills for you.
Desert Traveler: Whether you are a member of an elven tribe, a Thri-kreen clutch, or a merchant caravan, you have spent a lot of time traversing the vast deserts of the Tablelands. As a result of being constantly on the move, you have learned how to shrug off fatigue and continue moving. You gain a +1 trait bonus to survival checks in desert terrain and a +1 trait bonus to Fortitude saves to avoid nonlethal damage from hot environments.
Disciple of the Way: You are a student of Psionics on Athas, known as "the Way." Your study of this cerebral art, whether or not you managed to manifest powers of your own, has taught you how to shield your mind against outside influence. You gain a +1 bonus to Will saves against Mind-effecting and Fear effects.
Forest Ridge Denizen: You originally came from the Forest Ridge, beyond the Ringing Mountains. Your time spent in one of Athas's last remaining green places, which has all manner of deadly predators in it, as taught you the value of going unseen. You gain a +2 bonus to Stealth, and Stealth is a class skill for you.
Gladiator: You've spent your life fighting both men and beasts in Athas's arenas, either voluntarily or as a slave forced into the roll. During those fights, you've become especially handy with some especially crowd-pleasing weapons. Choose one weapon with the performance quality. You gain proficiency with this weapon, a +1 trait bonus to Opportunity Attacks with this weapon, and a +1 trait bonus to performance combat checks with this weapon.
Silt Sailor: You have spent a lot of time sailing on the sea of silt. If you didn't quickly learn about the dangers of the sea, you would have ended up dead rather quickly. You gain a +2 trait bonus to Knowledge (Nature) and Knowledge (Geography) checks concerning the Sea of Silt, and you can make those checks untrained.
Templar: You are a member of the Templars, the vicious enforcers of the Sorcerer-Kings. Anyone who lives in the Tablelands knows and fears the authority that you wield. You gain a +1 trait bonus to Intimidate checks, and Intimidate becomes a class skill for you. You also start play with a badge of office that indicates your position as a Templar.
Veiled Alliance: You are a member of the Veiled Alliance, a group of renegade preservers who oppose the Sorcerer-Kings. Your time spent in this group has taught you how to disguise the spells you cast. You gain a +2 trait bonus to Bluff checks to disguise the Arcane Spells you cast as psionic powers, and Bluff becomes a class skill for you.
Voice of the Elements: You are a conduit for one of the great elements of Athas. This connection has granted you insight into ways that element manifests on Athas. Choose Fire, Water, Air, or Earth. You gain a +1 trait bonus to Knowledge (Planes), diplomacy, and intimidate checks with outsiders that have the subtype that you chose.
Milo v3 wrote:
Psh, yeah right.
Next you're gonna tell me that elves and dwarves pre-date Tolkien!
If I was the GM, I'd totally let that rogue Spellstrike with the spell-like abilities that they get through Minor Magic and Major Magic.
Perhaps you could include a "Gladiator Champion" Brawler archetype that focuses on using performance weapons, including getting the scaling damage dice.
To further integrate this theme, you could class all the arena weapons in Dark Sun (dragon paw, lotulis, singing sticks, the lot) as performance weapons.
I'm imagining now that "rail-line" is an actual job that a lot of people in this world have. They get up at 6, stand at their place on the road, and just pass objects along at the speed of light for 8 hours, before heading home to sleep.
"Me father and grandfather were railsmen, just like me. It ain't a pretty job, but someone's got to move goods from East Town to Westton. It's an honest profession, it is."
So, in Pathfinder Unchained, Rogues get Finesse Training which lets them use Dexterity instead of Strength for a few select weapons of their choice. Let's say the weapon that the Rogue chooses is an Elven Curved Blade, which is a 2-handed weapon which can be used with Weapon Finesse.
Would the Rogue add 1.5x Dexterity on the damage, as is the case with normal 2-handed weapons that use Strength?
There are only two values of 2. My value of it, and the wrong way to value it.
Catfolk. Ratfolk. Lizardfolk. Dark folk.
Am I the only one who finds the practice of appending the suffix -folk to the end of words to be lazy and uninspired? I mean, if we're doing that, then why not call dwarves "beardfolk?" Or half-orcs "tuskfolk?" Races with names like that just feel bland to me.
And it doesn't have to be this way. Grippli sounds much better to my ears than "frogfolk" ever did. Instead of "snakefolk," we have Nagaji. Vanara instead of "monkeyfolk." And I know "kitsune" literally means fox in Japan, but I like it a lot better than just calling them "foxfolk!"
Anyway, I'm kind of curious if I'm the only one who shares this particular pet peeve.
Well, most traits give small skill bonuses as well as add a certain skill as a class skill. Though they're not limited to this.
Perhaps, for example, there could be an Athasian Gladiator trait that grants proficiency with 1 performance weapon of choice.
Feature 1: 1d100 ⇒ 6 = Rich in natural resources
The town of Greensdale appears at first to be the perfect place to live. It is built into the side of a large hill with a large forest growing on it. The town was formed as a joint venture between the dwarven Ironhelm Clan and elves of the Evergreen Circle. Soon, all kinds of races came to live in the prosperous town, and were welcomed in the spirit of cooperation and brother- and sisterhood.
One local mystery that is located near the Ironhelm mines is a constant wailing. The dwarves say that before the town was founded, they fought a great battle with an underground evil and locked it within the earth, and elven wizards of the Evergreen circle back them up in this interpretation. The wizards also discourage anyone from investigating the "Imprisoned Wail," as it's called.
The reason they do so, of course, is because of the actual cause of the wail. Living on the hill before were a tribe of orcs, which was defeated by the overwhelming might of dwarvish steel and elven magic before the town was founded. Those orcs who were not killed were set to work in the mines that the dwarves dug, slaves in all but name.
The ruling council of the city, of course, does not want this secret revealed. Sure, their claims that they have found a use for inherently evil and violent creatures might go over well with some other dwarven clans, but many other clans and almost certainly most of the other elven groups would look down on orc enslavement.
The problem is, of course, that the reason that Greensdalian Steel is so cheap to make is because slave labor significantly cuts down on the cost. Aside from the price, the metal isn't really that much better than any other metal. And the economic opportunities afforded by such cheap steel have allowed Greensdale to prosper as an example of inter-species cooperation. Dwarves and elves, humans and halflings, gnomes and tieflings are thriving together as never before. So what if a few orcs have to suffer to the betterment of everyone else...
You are not wrong. Correct!
Arbane the Terrible wrote:
Nope, not Ash. Pretty sure he's not small and green.
No one's still managed to figure this one out yet...
Pretty sure someone did the cast of Tales of Symphonia already. But...Lloyd
Mark Seifter wrote:
Yeah, I was considering that feat when I suggested the increased daily uses of those talents. It seems like a pretty fun combo!
Out of curiosity, if you had the space, would you have Unchained the Minor Eldritch Magic and Major Eldritch magic talents in the Advanced Race Guide?
The minor and major magic buffs make the Bookish Rogue feat from the Advanced Class Guide very enticing, I'd imagine.
Advanced Class Guide wrote:
Race 1: 1d100 ⇒ 63 = Grindylow
The Floating Island of Luw hovers above the middle of a vast ocean, and can be seen for miles around. The most common race seen here are the strix, who fly from their homes in the floating island's trees to harass and raid any boat that comes near the island.
The strix also come into conflict with the duergar, who have created a network of tunneling passages throughout the island. The duergar arrived on the island nearly a decade ago using teleportation magic, and the conflict started almost immediately. The strix believe that if the duergar dig away too much, they will cause the island to fall, while the duergar don't care about the ultimate fate of the island, only what they can do with the rich veins of ores found beneath its surface.
In the shadows of the great trees of the island is a large river that spills off of the edge into the sea. Grindylows prowl these waters, opportunistically attacking any duergar or strix who get too near to them. The grindylows tend to leave the Fernlians, a group of small humanoids with leafy hairs growing on them, alone.
Finally, a small group of changelings have made it onto the island. Believing that their God has sent them here, they have begun systematically infiltrating the other groups on the island in an attempt to play them against each other in the hopes that the changelings will be the last ones standing. Only time will tell.