CaveToad's Monster Mashup - Home Brew (Gestalt, Monster races, Bonus Goodies)


Recruitment

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I’m starting a home brew campaign with a ton of customized class and race options. I will be using most Pathfinder material, and some select resources from Dreamscarred Press. Crazy gestalt class builds, with nonstandard races. Start reading for quick summary, followed by lots and lots of reading for the nitty gritty. I will keep recruitment open for a reasonable amount of time, at least a couple of week, maybe more, depending on interest. I will nail down a finalized date as things get under way. At some time in June recruitment will end, and there will be some time for character review and other coordinating as well as a trial period to weed out the less than serious. I would expect July to be when things really get rolling.

Quick Rules & Summary:

Powerful wizard raises a bunch of humanoids to be heroes. Wizard disappears and they must find and rescue him.
1. Triple Gestalt. Extra bonus classes later above and beyond triple. All core, base, hybrid, alternate(no anti-paladin initially), also Path of War and (eventually)Psionic classes from Dreamscarred Press, Pathfinder Unchained alternates allowed.
2. Non-standard races only (gnoll, grippli, kobold, changeling, duergar, nagaji, orc, vanara, catfolk, hobgoblin, kitsune, lizardfolk, ratfolk, goblin, monkey goblin, wayang, derro, merfolk, tengu, vishkanya, wyvaran, bugbear, ghoran, skinwalker, goodwin golem, mite, gargoyle, ogre, troglodyte, boggard, spiderling, medusa, minotaur, mind flayer, mongrelman) – special rules for customization beyond stock.
3. Special rules for Multiclass and Prestige classes.
4. Fast XP Advancement.
5. A feat every level. Five feats at level 1.
6. Stat advancement every 3 levels instead of 4.
7. Special starting item with bonus feats, skills, advancement, etc.
8. No starting gear besides special item.
9. No Evil Alignments
10. Generous Stats (5d6 7 times ( top 3 dice, top 6 stats ), add 10 more points and rearrange 1:1
11. Potential Mythic
12. Bonus traits (some thematic and equipment based restrictions)
13. Max Hit Points plus Free Toughness for all.
14. Hero Points
15. Pathfinder Unchained Stamina and Combat Tricks
16. Frequent Posters preferred.
17. Trial Period for Posting.
This quick summary just to let people see the basics, so you can determine if you are interested in participating or not, or at least interested enough to read the wall of text that is the extended information below.
Why the triple gestalt and so many bonuses? Simply, its one part experiment and one part that I want to play something powerful from the ground up. Also I want frequent posting, and if we have large party sizes and overlap of powers, you aren’t waiting a whole week for the one party member to post that can pick the lock or do whatever (usually forcing the GM to bot them ). There will be many who will scoff and chafe at such absurd levels of power, but I honestly don’t give a F*^$. I feel this could be fun, and I hope there are others too who are interested in blowing out the top and coming up with some crazy combos. It can still be challenging, and it will be.

Backstory:

The Archmage Gombrian Goodwin, son of the planetar Socharial Xreychar, was a bit of an outcast from the other celestials. ‘Only’ a half celestial, he had his own goals and ideas in mind. After centuries in the outer planes fighting evil, he created his own demi-plane where he retired to dabble with his own ideas. Goodwin was intensely curious about morality and mortality. The idea that mortals with souls can choose their own path was fascinating. He was determined to try an experiment. He would rescue and convert members of evil races, raising them to be just and true, or at least not evil and debased, to show that anyone can be heroic. Over time he searched and researched and found various exceptional members of a large variety of races. These he brought to his demi-plane, a magical place where time seemed to flow differently, and day and night were something based more on the whim of Goodwin than any regular event. In this plane, no one aged, and scarcely needed to eat or drink, except for pleasure. He raised all of his new progeny to be heroes, trying to wipe away and undo much of the evil learned in their past, if any. He introduced them to some of the best trainers as well as creating a variety of training golems tailored to the needs of his students. Very skilled in planar magic as well as golemcraft, Goodwin even dabbled in necromancy and other magic. He even created his own race, a half-construct race, made from partial clones of himself, blended with arcane golemcraft. After an indeterminate amount of time, living and training with the Archmage, he told his students that he would be undertaking a lengthy and possibly dangerous trip. You are one of such students. While he revealed little else, it weighed heavily on each of your minds that your benevolent teacher was leaving or could be in any danger given his power and mastery. The last you remember is going to bed after a period of intense training. Now you awaken to something else different. You are in a small chamber of some sort, encapsulating you almost like a coffin. The lid is clear however and you see out of it as your brothers and sisters are also awakening. You hear a deep rumbling all around you and things seem ‘odd’, as if distorted slightly. You recognize Jovar, the homunculus familiar of Archmage Goodwin. It seems as though he was responsible for waking you, although you are unclear why you are in these chambers and not your quarters. The homunculus explains in a voice that sounds eerily like that of Goodwin. ”The master has been captured I fear, by powers of the lower planes. Here time passes differently, but even on the mortal planes, Master Goodwin was captured a long time ago, perhaps ten thousand years. I apologize, I do not measure time well, and here it is meaningless. He sent me to find you and tell you. I believe his hope is that you can assist in his rescue. I have spent time here pouring through the libraries and the labs to figure out how to wake you, after the Master placed you in suspended animation. I finally figured out a way and not too late, for the plane in which we inhabit is starting to rapidly collapse. I believe I know of a way to take us from here, and we must seek out a very old friend of the Master’s to determine what to do next. Quickly, gather yourselves, and what possessions you have. We must flee now.” With that Jovar flaps over to a circular design on the floor and begins chanting, holding out his tiny hands to you all. You quickly join the circle and are transported from the demi-plane moments before it collapses in on itself. You find yourself, somewhere, a rugged wood covered hillside spreads out before you. You see no sign of civilization.

OOC additional details:

You are all members of various humanoid or uncommon races, plucked from your people at what would be young adult age or so. You were raised by the wizard and over time were able to overcome some of the more brutal tendencies of your race or culture. Through his patience and care, you realized you were not only special, but that some of the traditions of your original culture were less than desirable, or, if not necessarily brutal or evil, at least you felt like you could make more of a difference under the wizard’s tutelage. Goodwin saw the potential in you, and trained you in a variety of vocations, and under his watchful eye, and that of his training golems and other masters, excelled in his magical demi-plane. He trained you to be heroes of some sort, but never mentioned a plan or quest or mission. Now, you see that you have a potential purpose, to rescue your benevolent master, if you choose. Things will be hard, most of you do not even look like any civilized race, perhaps outright hated or killed on sight. Second, if Jovar is correct and ten thousand years have passed, the world will be nothing like you remember. The languages you speak may not even be spoken any more, or perhaps drastically changed. You have no possessions (although see below) and no real world experience, although Goodwin did take some efforts to teach you manners and culture and how to interact in society. Your life has been one of two worlds, that old world, your previous life before Goodwin took you and your new life, one where you lived in harmony in the utopian paradise of Goodwin’s personal plane.

Potential Players!
My plea to you: There is a lot of information here and I have created a large set of custom rules, part as experiment, part because this is an idea I have had for years. Please read all of the rules. Ask questions if things seem unclear (they probably are, I have read and reread these, but it took a while to write and compile all of this in no specific order). I will not accept characters in which it is obvious that they have not read or understood the character creation rules. I also want quality, committed players who can post frequently. I will accept most players into a trial period of actual play. After the trial period ends, people who have participated enough will be moved to various tables in groups of 7 or so based on post frequency and quality. Those who sort of disappeared will be tossed or mothballed and rejoin later if their schedule changes. I have no idea how many will apply for this (maybe no one), but if there are enough people, I will definitely run multiple tables. As mentioned, I am thinking of up to seven people for a table (yes this seems a lot, but this is going to be a whole different level of power). It is conceivable that different tables could interact over time (although the faster paced tables will outstrip the others in levels). Also, people could move between tables as their posting frequency ebbs and wanes (although I don’t want this to happen too often). Further, if you read everything and decide you want to make a character just to show off your character making skills, but really have no intention of ever playing, just say so. I see this a lot, people just want to showcase a build or even ‘claim’ a concept, and when chosen or the play begins, they disappear. Just mark your submissions ‘For Show Only’ and everyone can marvel at your superb build or be inspired by it, but we can move on and focus on those truly serious about playing. Also, recruitment may stay open or reopen at different periods but won’t affect anyone already playing unless we need more players. At the start of the story there will be many NPCs that are part of the exodus that will be unnamed, but may turn into PCs later on. (This allows people to join up down the road as attrition pulls people away).
Characters will be very frontloaded with power at level 1 with triple gestalt and max Hit points, bonus feats and special rules. I am hoping for knowledgeable and organized players. Keeping track of all the gestalt and bonus abilities for multiple classes will take a lot of bookwork. Put the effort in to keep it organized. I won’t accept players with half-finished sheets or vague outlines. I might even award bonus XP for organized accurate characters from time to time. I will provide some a list of stuff at the end that will help keep your character organized. Everyone has their own style of organization, I don’t really care as long as all the information is there somewhere. Despite everyone being pretty powerful, there will be a lot of plot and storyline stuff, not just non-stop carnage. I hope everyone has fun and can suit a variety of playing interests.
Materials – All Pathfinder, PF Unchained, DSP: Path of War, Psionics:

As mentioned in other places herein, I will use most of the Pathfinder material available. I am also using Dreamscarred Press Path of War and supplemental materials related to this, as well as some of the material from the upcoming Path of War Expanded. I won’t use classes from it yet (such as Zealot or Harbinger or Mystic) but feats, styles, disciplines, archetypes, warpaths, etc. are all available, keeping in mind they may change with final publication. If so, you must change to match the final version, or use retrain rules to pick something else. I also understand that DSP is possibly tweaking some of the already published Path of War stuff, for balancing and errata, so some of that may change too. I am also using their Psionics rules. I have Ultimate Psionics, but not any of the other material such as the various Expanded subscriptions, so I will have to rely on the SRD for whatever exists there. I also have Pathfinder Unchained and will allow the new unchained class updates, or if you want, you can still play the older version(s) if they synergize better. I will also comment on other variant rules that I will or will not be using from Unchained:
1. Multiclass fractional bonuses: Yes ( see class building rules below for how I am doing multiclassing)
2. Staggered Advancement: No ( too much bookkeeping with triple gestalt plus bonus stuff)
3. Adventuring and Background skill split: No
4. Changes to Skills: No
5. New Action Economy stuff: No
6. Stamina and Combat Tricks: Yes (feats must be chosen though, it won’t be awarded for free)
7. Wound thresholds: No (I like the concept, but I think I will hold off for now, maybe later I will change it)

In depth character generation rules:

Ability score generation:

Triple gestalt can require serious MADness. Plus, you are super heroic, so let’s be generous here:
1. Roll 5d6 for each stat, using the three best rolls of the five for the stat. Roll a 7th time to generate one extra stat.
2. Ditch the lowest stat keeping the best of six of the 7 stats.
3. Arrange the 6 remaining stats as desired.
4. Rearrange points on a 1:1 ratio.
5. Take 10 more points and add on a 1:1 ratio.
6. Before applying racial bonuses or penalties (or other mods such as RP purchased bonus mods – see race stuff below), no score can be over 18 or under 8. (If by some chance you roll so well that this would cause you to waste some of the 10 bonus points – well, too bad and grats you on being so awesome )

Advancement:

1. Fast Advancement.
2. Feats every level instead of every other level. Five feats at level 1. Free Toughness feat at level 1.
3. Ability increase every 3 levels instead of every 4 levels.
Mythic
At some point I will begin incorporating Mythic stuff, probably more around the mid-levels, like 9+ or so.

Classes:

Please read and reread the following rules. There are three separate class levelling systems that you will get to use in conjunction with each other. I am introducing some odd and probably overly complex rules as an experiment, and there may be a lot of questions, feel free to ask for clarifications or rulings on things I may have forgotten or not spelled out very well.
Main Class System
1. This will be a TRIPLE gestalt build. Gestalt rules are here: Gestalt Rules. One of these gestalt classes must be designated as your Favored Class, for purposes of Favored Class bonuses. This class also has restrictions on it in terms of multiclassing. The other two of the three, less so.
2. You must select from the following classes: Allowed: All Core (Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Wizard) All Base (Alchemist, Cavalier, Gunslinger, Inquisitor, Magus, Oracle, Summoner, Witch) All Hybrid( Arcanist, Bloodrager, Brawler, Hunter, Investigator, Shaman, Skald, Slayer, Swashbuckler, Warpriest) Alternate (Samurai, Ninja only) Dreamscarred Press: Path of War: Stalker, Warder, Warlord. Pathfinder Unchained (new Barbarian, Monk, Rogue, Summoner variants )
3. Not Allowed: I will have initial restrictions on classes like Anti-Paladin as well as any archetype that requires evil, or is fairly evil themed. This also includes starting with evil or evil-ish powers such as the Black Seraph discipline or other evil Path of War disciplines. Eventually as the campaign goes on people may multiclass into, or select these classes if their character evolves into evil or the like.
4. Note about guns: Initially I was going to ban guns, but I decided they were ok. However this is a low gun world (even 10,000 years later). Guns are somewhere between Very Rare and Emerging. I will allow Gunslinger, Amateur Gunslinger feat, Gunsmithing feat, and archetypes. All firearms are Early though, so no advanced guns. Also, I have tweaked guns in the following manner:
a. Using a gun within its first range increment does not go against just touch AC. It is a regular attack (not touch), however, opponent’s armor values are reduced. All armor, shield and natural armor bonuses are halved at this first range (add them all up then round down, don’t round each one down). Any of these values from a force effect are not halved (for example mage armor or shield spells. I realize this is a bit of a nerf but a change I want to make.
b. Due to my rules about special items, those who start with a gun as their special item, will have it already considered masterwork. (Thus gunslingers/gunsmiths don’t have to spend time and money to upgrade their battered starter weapon).
Multiclassing and Prestige classes with your three primary gestalt classes
Multiclass and Prestige classes will work in a somewhat inhibited way due to the triple gestalt set up. The best way to think of it is that each of your three gestalt classes represent separate individual columns, each a silo of autonomy that cannot interact with each other for purposes of prestige class qualifications. While feats and skills taken can help qualify for any of the three columns’ prestige class advancement, Base attack bonus or class ability requirements must be met within the column that you wish to take the prestige class with (as illogical as this may seem). Here is a summary of restrictions:
1. Primary Gestalt Favored class column: Cannot Multiclass, Can Prestige class if the requirements can be met with the single class.
2. Secondary and Tertiary Gestalt class columns: Can Multiclass within their respective columns, but not until level 4. Can Prestige class if the requirements can be met within the column.
3. You can never take a level in a class that has levels in another column.
Example, Bob starts out as a wizard, cleric, rogue gestalt. Bob declares his wizard class as his favored class. He can never multiclass his wizard column with anything else, however he can advance in a prestige class if he meets the requirements for it from his wizard class alone, although he can use feats and skills gained from any class or source. For example Bob could become a Loremaster. As Bob’s career advances, he decides he also wants to become a mystic theurge. At 4th level with his secondary gestalt class (cleric) he decides to multiclass to sorcerer, because he can’t level in wizard within that column since his primary column already has wizard levels. Eventually Bob levels to 4th level Sorcerer and at level 8 qualifies for Mystic Theurge in his second column. With his third column, Bob started as a rogue, but wants to become an Arcane Trickster as well. He already knows mage hand and can cast second level spells but he cannot use these to qualify for Arcane Trickster because he can only use class abilities from his third column to qualify for the prestige class. Cursing CaveToad’s stupid rules, and after reaching level 4 as a rogue, Bob multiclasses into Arcanist and reaches level 4 before taking the Arcane Trickster class. As a level 10 character Bob would be:
1: Wizard 7/Loremaster 3
2: Cleric 3/Sorcerer 4/Mystic Theurge 3
3: Rogue 4/Arcanist 4/Arcane Trickster 2
Additional Rules to help clarify:
1. The new errata will apply stating that Spell Like Abilities do not qualify you for prestige classes (in the past you could cheese your way in with stuff like Aasimar Daylight etc).
2. Remember, for something like BAB requirement for a Prc, you must use only the BAB within that column to qualify, even though your character may have a better BAB over all.
3. I will use the fractional BAB and saves for Multiclassing detailed in Pathfinder Unchained. This may assist in a few cases.
4. As the new Path of War Expanded stuff comes out of Beta, classes like Harbinger, Zealot and Mystic will become available to multiclass into later as well as other classes (see psionics below). Also, see the rules below on Cheese Dips and Twin Mind before settling in on a concept.
5. Since you will be higher level and have developed your character, perhaps sliding back into evil, things like assassin, anti-paladin and other evil classes, powers and abilities are legal for multiclassing and prestige classing into later on.
6. A prestige class that allows advancement in spellcasting, (or any other class ability progression) must advance the progression of the classes used to enter the prestige class in the same column. In the Bob example above, Bob cannot use his Mystic Theurge levels to advance his wizard spell advancement, it must advance only cleric and sorcerer. The same applies to his Arcane Trickster advancement, it can only advance his Arcanist spell casting levels.

Cheese Dips aka Extra classes for fun!
Cheese Dip: Everyone has that class or two that they want that class skill or power from and only need a level or two to get it, or maybe even a few levels. But why anguish over messing up your sweet primary gestalt progressions and dealing with CaveToad’s overly complex Multiclassing rules to dip into this cheese? Since CaveToad is so generous, you will gain some limited advancement in some dip classes without having to worry about your main gestalt progressions. At level 4, you can choose your first Cheese Dip class. This class will level up alongside your primary gestalt by 1 level every 4 levels. Therefore at levels 8, 12, 16, and 20 you will gain a level in this class for free. At level 20 you will be 5th level in this extra class. Advancement past level 20 results in a level every 4th.
Of course there are rules governing this however.
1. As before you cannot level into a class that you have already taken levels in with your three primary gestalt classes.
2. You can multiclasses with this first class, but you cannot select Prestige Classes within it. The multiclass rules follow the same rules as the triple gestalt ones (if any are needed).
3. Since you will be level 4 by the time you select this free class, by now your character may have evolved or perhaps devolved back into his old ways, and may choose evil classes or classes and powers, abilities, etc that are considered evil or at least fairly naughty.
But wait! There’s more! One cheese dip is never enough, even though you can multiclass in your first one, maybe you want to get all 5 levels in one side class by level 20.
Featuring the second cheese dip. At level 8 and level 16, you can choose ANOTHER class to level up in the same way as the first one. Assuming the campaign advances past 20, this class would advance one level every eight normal ones. Otherwise it will never be higher than 2nd level. This second class cannot multiclass nor can it prestige class ever.
Both the primary and secondary cheese dip classes do not add BAB, HP, Save increases, skill points, ability increase or feats, although it can add class skills and any bonus feats that result from classes taken.

Twin Mind – Extra Insanity
You don’t know it yet (well now you do), but via story and plot, I will introduce psionics. We will use all of the Dreamscarred Press Psionics rules. You cannot start with a psionic character or take levels in psionic classes, feats, traits, etc until this is introduced, but I wanted to make players aware that eventually this option will be available as well. So how will this work?
1. You will gain a special separate ability at some time called Twin Mind. This will allow you to accumulate a separate pool of experience points. Once this ability has been acquired, (and not before) whenever you are awarded XP (for the usual combat, challenge, story etc) that goes towards your character’s advancement, you gain an identical amount of experience points that goes into your Twin Mind pool. Within this pool you can level up even MORE classes! CaveToad wtf is wrong with you?
2. Purchasing level 1 in a class costs 500 XP. Purchasing additional levels costs the same XP as it would cost to level up with fast advancement (1300 for level 2, 3300 for level 3 etc ).
3. You can advance as many classes as you like with this twin pool, creating another mega gestalt (potentially even more ridiculous) set of classes as long as you can pay for the levels of the classes. There are restrictions however.
a. The first class must be a manifestor class, either one of the Psionics classes or a psionic archetype of one of the core classes. It must grant power points or manifester powers.
b. These follow the same rules for multiclassing and prestige classing as the main Second and Third gestalt classes for the character. IE no multiclassing before 4th; any PrC qualifications must be met within that ‘column’. No advancement in a class in that column that has already been leveled before from another column.
c. Within the Twin Mind pool, before you can choose a second class, your first class must be at least level 3. Before you can choose a third class, one of your other two classes must be at least level 5 and both must be at least level 3. Before you choose a fourth class, one class must be at least level 7, two must be at least level 5 and all must be at least level 3. Subsequent classes follow this same pattern, allowing up to 10 classes by level 19. Once you select a class, it can level at whatever pace you can pay for and can surpass other classes chosen earlier.
d. As with your bonus Cheese Dip classes, Twin Mind classes do not add to your BAB, saves, or skills. You do not generate extra feats or ability increases from levelling up in this pool (although you do get class skills added to your list from them, and you also gain any bonus feats awarded via classes). HOWEVER, keep track of the following for each column of classes taken (You do not add them all together):
a. Hit points
b. BAB
c. Skill points
d. Saves
If any of these values would surpass the values of your core three gestalt classes, you can use these new values (say for example you choose the psionic archetype for barbarian and get d12 hit points and apply a lot of your Twin Mind XP pool towards advancement, it is conceivable its hit points could surpass your gestalt primary classes if they were all low hit dice classes.
e. As with higher level advancement with cheese dips etc, you can take classes that might have evil abilities or themes, if your character has become evil.


Overwhelmed or Confused yet? Great! On to the complicated race rules!

(See Next Post)


Races and Race Customization Rules

Races:
1. You will be playing only from a list of nonstandard races listed below. Thus, none of the stock races are available, no humans, elves, etc. There are several additional rules in place for the races. Each race has an RP value associated with it. These were pulled from the SRD or calculated by me using their race creation rules. It is a mix of races already published, as well as a few modified by me. In addition I have added/tweaked/created some more of my own. Read through these carefully, noting the differences. When you select your race, note its RP score. Some of the races built from traditional monsters have their monstrous entry linked for reference and flavor, but note that some of the abilities may be heavily modified from their original monster version.
2. Subtract your RP score from 30. This value is a pool of points you can use to purchase additional racial perks for your character to bring everyone more or less to an equal RP value. Thus a kobold (7 RP) will have 23 points to buy extra racial traits (see list below races). Some races can buy traits that normally you have to swap out another ability to get, in addition there is a big list at the end of the races with additional abilities that you can choose (like more stat bonuses or other flavor items.)
3. Most of these races are humanoids that range from ‘kill on sight’, heavily distrusted or possibly mildy distrusted, depending where you go. While the PCs will be quite powerful with triple (or more) classes and great ability scores, overcoming the racial stigma can be a real challenge. Duergar at least look dwarvish, although anyone with any knowledge (especially other dwarves) will be able to tell a duergar from a regular dwarf. Changelings probably look the most normal. Ratfolk, catfolk or tengus can be accepted or tolerated in some areas. Vishkanya or nagaji may be able to pull off looking normal with disguise, and kitsune have their shapechange.
Here are the races, their RP value and any notes:
Gnoll 6 RP
Grippli 6 RP
Grippli can purchase alternate racial traits (instead of replacing other traits) for the following costs: Glider (1 RP), Jumper (2 RP), Princely(4 RP), Toxic Skin (1 RP)
Kobold 7 RP (the website says 5 RP, but they calculated the skills incorrectly)
Kobold can purchase alternate racial traits (instead of replacing other traits) for the following costs:
Too many to list, consult with DM)
Changeling 8 RP
Changelings can purchase alternate racial traits (instead of replacing other traits) for the following costs: Mist Child (1 RP), Object of Desire(1 RP), Ocean’s Daughter( 1 RP). Note, you can only choose one of these and it must match the hag ancestry of your primary racial trait based on your mother. (sea, annis or green)
Duergar 8 RP
Duergar can purchase alternate racial traits (instead of replacing other traits) for the following costs: (Blood Enmity(1 RP) , Day Sighted (0 RP), Deep Magic (3 RP), Any Dwarf trait that would replace Stability can be purchased for 1 RP, Any dwarf trait that would replace hardy can be purchased for 3 RP)
Nagaji 8 RP
Nagaji can purchase Hypnotic Gaze for 3 RP
Orc 8 RP
Orcs can purchase alternate racial traits (instead of replacing other traits) for the following costs: Dayrunner ( 0 RP), Feral (2 RP), Smeller (3 RP), Squalid (1 RP)
Vanara 8 RP
Vanara can purchase alternate racial traits (instead of replacing other traits) for the following costs: Tree Stranger (1 RP), Whitecape (2 RP)
Catfolk 9 RP
Catfolk can purchase alternate racial traits (instead of replacing other traits) for the following costs: Cats Claws (2 RP), Clever Cat (6 RP), Climber (2 RP), Curiosity (4 RP), Nimble Faller (2 RP), Scent (4 RP)
Hobgoblin 9 RP
Hobgoblins can purchase alternate racial traits (instead of replacing other traits, for the following costs: Bandylegged (4 RP), Battle Hardened (4 RP), Engineer (4 RP), Fearsome (4 RP), Magehunter (4 RP), Pit Boss (1 RP), Natural Armor +1 (2 RP), Slave Hunter(3 RP), Unfit (3 RP)
Kitsune 9 RP
Kitsune can purchase alternate racial traits (instead of replacing other traits, for the following costs:
Fast Shifter (1 RP), Gregarious(1 RP)
Lizardfolk 9 RP (recalculated from 8 on the site)

Mongrelman 9 RP:

Mongrelmen are a mix of many races, their blood interbred with many different races, their appearance is varied and mixed. They often form communities by themselves as they are outcasts from nearly all other societies.
Standard Racial Traits
• Ability Score Racial Traits: Mongrelman are cunning and intuitive living by instinct and wits, they are also hardy due to their conditions of hardship. Their mixed ancestry tends to be a mix of the ugliest features whoever. They receive +2 Wisdom and +2 Constitution, but -4 Charisma
• Type: Mongrelmen are humanoids. Choose three subtypes upon creation, a mongrelman counts as those three subtypes as well and counts as members of those races for purposes of qualifying for feats or traits.
• Size: Mongrelmen are Medium creatures. At a player's choice they may be Small sized.
• Base Speed: Mongrelman have a base speed of 30 feet.
• Standard Languages: Mongrelmen begin speaking Common. Those with high Intelligence scores can learn Elvish, Dwarvish, Orc, Goblin, Giant, Gnomish, or Aklo
Mongrelmen have low light vision
Stalker: Perception and Stealth are always class skills for mongrelmen
Scavenger: Members of this race gain a +2 racial bonus on Appraise and Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste.
Mongrelmen may choose 6 RP from the following abilities at an RP cost of that mentioned:
+2 strength (4 RP)
+2 con (4 RP)
+2 dex (4 RP)
Natural Armor +1 (2 RP)
Improved Natural Armor +1 (1 RP) - must have natural armor
Natural Attack:
Claws (2 RP) or Slam (1 RP)
Darkvision 60' (2 RP)

Ratfolk 9 RP
Ratfolk can purchase alternate racial traits (instead of replacing other traits, for the following costs:
Cornered Fur (4 RP), Skulk (3 RP), Scent (4 RP)- don’t suffer -2 to perception, Unnatural (2 RP) +4 AC vs animals instead of +2 AC
Goblin 10 RP
Goblins can purchase alternate racial traits (instead of replacing other traits, for the following costs:
Cave Crawler( 1 RP), City Scavenger (4 RP), Eat Anything (3 RP), Hard head, Big Teeth (2 RP), Oversized Ears(4 RP), Tree Runner (8 RP), Weapon Familiarity (1 RP)
Monkey goblin 10 RP
Wayang 11 RP
Wayangs can purchase alternate racial traits (instead of replacing other traits, for the following costs: Dissolutions Child (5 RP)
Derro 11 RP:
Link to Monster Entry

Racial Traits
• Ability Score Racial Traits: Derro are agile and hardy, and despite being insane, they have forceful personalities. They gain +2 Dexterity, +2 Constitution, +2 Charisma and –4 Wisdom.
• Type: Derro are humanoids with the derro subtype.
• Size: Derro are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on their CMB and to CMD, and a +4 size bonus on Stealth checks.
• Base Speed: Derro have a base speed of 20 feet.
• Languages: Derro begin play speaking Undercommon and Derro. Derro with high Intelligence scores can choose from the following: any human language, Abyssal, Aklo, Draconic, Goblin, Infernal, Dwarven. See the Linguistics skill page for more information about these languages
Madness (Ex)
Derros use their Charisma modifier on Will saves instead of their Wisdom modifier, and are immune to insanity and confusion effects. Only a miracle or wish can remove a derro's madness. If this occurs, the derro gains 6 points of Wisdom and loses 6 points of Charisma.
Poison Use (Ex)
Derros are not at risk of poisoning themselves when handling poison.
Natural Armor (Ex)
Derro gain a +1 natural armor bonus to their Armor Class.
Vulnerability to Sunlight (Ex)
A Derro takes 1 point of Con damage after every hour it is exposed to sunlight.
Darkvision (Ex) 60’
Spell Resistance (Ex)
Derro gain spell resistance equal to 6 + their character level
Spell-Like Abilities (Sp)
Derro can cast the following spells as spell like abilities:
(Caster level = character level, DC are Cha based)
At will—darkness, ghost sound
1/day—daze, sound burst

Merfolk 12 RP
Merfolk can purchase alternate racial traits (instead of replacing other traits) for the following costs:
Darkvision (2 RP), Seasinger (1 RP), Strongtail (2 RP) – keep 50’ swim, but land speed goes to 15’
Tengu 13 RP
Tengu can purchase alternate racial traits (instead of replacing other traits, for the following costs:
Carrion Sense (1 RP), Claw attack( 4 RP) –( more expensive due to Unarmed Strike bonus. If you just want claws without the unarmed strike qualifying ability it costs 1 RP), Exotic Weapon Training (3 RP), Glide (3 RP)
Vishkanya 13 RP
Vishkanya can purchase alternate racial traits (instead of replacing other traits, for the following costs: Sensual (2RP), Subtle Appearance (3 RP)
Wyvaran 17 RP

Bugbear 17 RP:
Link to Monster Entry
Racial Traits
• Ability Score Racial Traits: Bugbear are agile and strong, but vicious and unpleasant. They gain +2 Dexterity, +2 Strength, -2 Charisma.
• Type: Bugbear are humanoids with the goblinoid subtype.
• Size: Bugbears are Medium.
• Base Speed:Bugbears have a base speed of 30 feet.
• Languages: Bugbears begin play speaking Common and Goblin. Bugbears with high Intelligence scores can choose from the following: any human language, Orc, Giant, Undercommon, Aklo, Abyssal, Draconic. See the Linguistics skill page for more information about these languages
Darkvision (Ex) 60’
Scent (Ex): Bugbears gain the scent ability.
Natural Armor (Ex): +1 natural armor class
Sneaky(Ex): Bugbears gain a +4 racial bonus on Stealth checks.
Intimidating: (Ex): Bugbears gain +2 skill bonus to Intimidate.
Stalker (ex): Perception and Stealth are always class skills for Bugbears

Ghoran 19 RP – Note: Ghoran qualify for Treesinger archetype, or at their option, can choose a plant companion in place of an animal companion if they gain a companion. See further for modified plant companions.
Skinwalker 18-19 RP
**Special note about skinwalkers**:
I have changed the races such that they lose the shape change supernatural ability. Instead they are continually in their beast form. There is no human form. All abilities or powers listed under the different types are in effect at all times. This increases their RP from the stock 10. Skinwalkers also lose the shapechanger subtype. Also the Fast Change and Extra Feature feats are unnecessary.

Skinwalker RP breakdown:

Skinwalker, Wereboar 18
Skinwalker, Weretiger 18
Skinwalker, Werebat 19
Skinwalker, Werebear 19
Skinwalker, Werecrocodile 19
Skinwalker, Wererat 19
Skinwalker, Wereshark 19
Skinwalker, Werewolf 19

Goodwin ‘Golem’ 20 RP:

Dubbed Goodwin Golems or Goodwin’s Children, The Archmage Goodwin dabbled with magic spells like simulacrum and clone to create imperfect golemic copies of himself. These half constructs retain some subconscious memories that the Archmage had, and were intended to assist him in his endeavors. Their appearance and even gender varies as he began to experiment with other aspects and incorporated shadow magic and other transmutation magic in his research. There are currently less than a dozen of them in existence and they cannot reproduce. A typical Goodwin Golem, is part flesh and part metallic. Some or all of its limbs may be artificial. Portions of the head or face may also be artificial depending on the design at the time. (After I created this race, I discovered the Warforged race in the Dreamscarred Psionics book. Turn out they are fairly similar, heh.)
Standard Racial Traits
• Ability Score Racial Traits: Goodwin Golems are intelligent and hardy but have little experience to draw on and are very socially awkward and deferential, and somewhat disturbing to behold. They gain +2 Intelligence, +2 Constitution, -2 Wisdom, and -4 Charisma.
• Type: Goodwin Golems are Outsiders with the native subtype.
• Size: Goodwin Golems are Medium.
• Base Speed: Goodwin Golems have a base speed of 20 feet. Their speed is never modified by armor or encumbrance.
• Linguist: Languages: Goodwin Golems begin speaking Common. The golems with high Intelligence scores can learn any languages they want (except Druidic and other secret languages). See the Linguistics skill page for more information about these languages
Darkvision (Ex) 60’
Natural Armor (Ex): +1 natural armor class
Goodwin Golems are Half-Constructs
• Half Construct (Ex): Half-constructs gain a +2 racial bonus on saving throws against disease, mind-affecting effects, poison, and effects that cause either exhaustion or fatigue.
• Half-constructs cannot be raised or resurrected.
• Half-constructs do not breathe, eat, or sleep, unless they want to gain some beneficial effect from one of these activities. This means that a half-construct can drink potions to benefit from their effects and can sleep in order to regain spells, but neither of these activities is required for the construct to survive or stay in good health.
Dual minded (Ex): Due to their inherited memories and magical nature, Goodwin Golems gain a +2 bonus on all Will saving throws
Hardy: The Goodwin Golems gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. DM Note: These will stack with the Half-Construct racial bonuses and Healthy below.
Healthy: Goodwin Golems gain a +4 bonus on Fortitude saves against disease and poison, including magical diseases. DM Note: These stack with Hardy above, and the Half-Construct racial bonuses.
Slam Attack (Ex): Goodwin golems have a slam attack for 1d6. This is a primary natural attack.
Metallic (Ex): Goodwin Golems count as having metal or being metal for such spells as heat metal, chill metal, shocking grasp and similar spells. Their metal is nonferrous and as such they are immune to Rusting Grasp. Their metallic nature does not apply an arcane spell failure percentage or limit druidic spellcasting. Their metallic nature does not allow them to bypass any sort of DR that requires cold iron, adamantine or the like.

Mite 21 RP:
Link to Monster Entry
Standard Racial Traits
• Ability Score Racial Traits: Mites are weak, dim witted and unpleasant. They are agile and in tune with their surroundings. They gain +2 Dexterity, +2 Wisdom, -2 Charisma, -2 Strength, and -2 Intelligence.
• Type: Mites are Fey creatures.
• Size: Mites are Small Creatures. Small races gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks. Small races have a space of 5 feet by 5 feet and a reach of 5 feet.
• Base Speed: Mites have a base speed of 20 feet.
• Xenophobic: Mites begin play speaking only Undercommon. Mites with high Intelligence scores can choose from the following: any human language, Aklo, Goblin, Orc. See the Linguistics skill page for more information about these languages
Low Light Vision (Ex): Mites can see twice as far as a race with normal vision in conditions of dim light
Darkvision 120’ (Ex): Mites can see in the dark up to 120 feet.
Scent (Ex): Mites gain the scent ability.
Spell Like Abilities (Sp): (Caster level = Character level, DC is Int based )
At Will: Prestidigitation
1/day: Doom
Hatred (Ex): Mites receive a +1 bonus on attack rolls against humanoid creatures of the dwarf or gnome subtype due to special training against these hated foes.
Vermin empathy (Ex): This ability functions as a druid's wild empathy, save that a mite can only use this ability on vermin. A mite gains a +4 racial bonus on this check. Vermin are normally mindless, but this empathic communication imparts on them a modicum of implanted intelligence, allowing mites to train Medium vermin and use them as mounts. Vermin empathy treats swarms as if they were one creature possessing a single mind—a mite can thus use this ability to influence and direct the actions of swarms with relative ease.
Sneaky (Ex): Mites gain a +4 racial bonus on Stealth checks
Climb Speed (Ex): Mites have a climb speed of 20 feet, and gain the +8 racial bonus on Climb checks that a climb speed normally grants
Skill Bonus (Ex): Mites have a +2 racial bonus to sleight of hand checks.
Lesser Fey Damage Resistance: Mites have DR 2/cold iron resistance.

Gargyole, lesser 22 RP * Lesser gargoyles lose the following: Damage Reduction (10/magic) and Fly speed of 50 ft. Otherwise they conform to the linked URL.
Ogre 23 RP DM Note: Ogre Natural AC bonus is +2. The entry is confusing indicating it may be +3, but by adding its RP, we learn that it is indeed +2 total.
Troglodyte 23 RP:
Link to Monster Entry
Standard Racial Traits
• Ability Score Racial Traits: Troglodytes are tough as nails, but are sluggish and slow witted. They gain +4 Constitution, -2 Dexterity and -2 Intelligence.
• Type: Troglodytes are humanoid creatures with the reptilian subtype.
• Size: Troglodytes are Medium creatures.
• Base Speed: Troglodytes have a base speed of 30 feet.
• Languages: Troglodytes begin play speaking Common and Draconic. Troglodytes with high Intelligence scores can choose from the following: any human language, Aklo, Dwarven, Gnomish, Goblin, Orc, Undercommon. See the Linguistics skill page for more information about these languages
Darkvision 90’ (Ex)
Stench (Ex): DM Note: I have changed the troglodyte stench a bit so that instead of a constant aura, it is an at will power. Basically meaning they can turn it on or off. In all other ways it conforms to the Stench power. ( 30 ft., DC: var, 10 rounds). The DC is 10 + the character’s CON modifier.
Natural Amor (Ex): +2
Natural Weaponry: 2 claws (1d4), bite (1d4)
Sneaky: Troglodytes gain a +4 racial bonus on Stealth checks.

Boggard 23 RP:
Link to Monster Entry
Standard Racial Traits
• Ability Score Racial Traits: Boggards are strong and hardy, but are clumsy and close minded. They gain +2 Strength and Constitution, -2 Dexterity and -2 Intelligence.
• Type: Boggards are humanoid creatures with the boggard subtype.
• Size: Boggards are Medium creatures.
• Base Speed: Boggards have a base speed of 20 feet.
• Languages: Boggards begin play speaking Common and Boggard. Boggards with high Intelligence scores can choose from the following: any human language, Goblin, Orc, Draconic, Grippli, Aquan, Giant. See the Linguistics skill page for more information about these languages
Dark Vision (Ex): 60’
Low Light Vision (Ex): Boggards can see twice as far as a race with normal vision in conditions of dim light.
Natural armor +2 (Ex)
Swim Speed 30’ (Ex): Boggards have a swim speed of 30 feet and gain the +8 racial bonus on Swim checks that a swim speed normally grants.
Sticky Tongue (Ex): Boggards can make melee attacks with their long, sticky tongues. This is a secondary attack. A creature hit by this attack cannot move more than 10 feet away from the attacker and takes a –2 penalty to AC as long as the tongue is attached (this penalty does not stack if multiple tongues are attached). The tongue can be removed by the target or an adjacent ally by making an opposed Strength check against the attacking creature as a standard action or by dealing 2 points of damage to the tongue (AC 11, damage does not reduce the sticky-tongued creature's hit points). A member of this race cannot move more than 10 feet away from a creature stuck to its tongue, but it can release its tongue from the target as a free action. A member of this race can only have one creature attached to its tongue at a time.
Croak (Su): Once per hour as a standard action, a Boggard can emit a thunderous croak. Any creature not of its subtype (if humanoid) or type (if another race type) within 30’ 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 croak for 24 hours. Creatures that are already shaken become frightened for 1d4 rounds instead. This is a sonic, mind-affecting effect.
Hold Breath (Ex): A Boggard can hold their breath for a number of rounds equal to four times their Constitution score before risking drowning or suffocating
Swamp Stride (Ex): Boggards can move through swampy difficult terrain at their normal speed. Magically altered terrain affects them normally
Perceptive (Ex): Boggards gain a +2 racial bonus to Perception checks.
Sneaky (Ex): Boggards gain a +4 racial bonus on Stealth checks.
Camouflage (Ex): Boggards a +4 racial bonus on Stealth checks while within swampy or marshy areas. DM Note: Stacks with Sneaky
Jumper (Ex): Boggards are always considered to have a running start when making Acrobatics checks to jump.

Spiderling 23 RP:

Spiderlings are tiny fey creatures that live in the deepest dark forests. They are about a foot and a half tall and have the lower body of a spider complete with four legs. Their upper half is a humanoid torso with four arms. In some ways they may resemble a tiny drider. They are masters of stealth and ambush, but their tiny size prevents them from doing much but harry larger foes with poison. In large numbers they become a threat. Typically they are mottled grey or black in coloration on their fuzzy lower bodies, with pale grey rubbery skin on their upper torso.
Standard Racial Traits
• Ability Score Racial Traits: Spiderlings are weak and feeble in addition to being close minded and repulsive. They are agile and possess a natural intuition. They gain +2 Dexterity and +2 Wisdom, -2 Constitution, -2 Intelligence, -4 Charisma and -4 Strength.
• Type: Spiderlings are fey creatures
• Size: Spiderlings are tiny creatures. Tiny creatures gain a +2 size bonus to Dexterity and a –2 size penalty to Strength. Tiny races gain a +2 size bonus to their AC, a +2 size bonus on attack rolls, a –2 penalty on combat maneuver checks and to their CMD, and a +8 size bonus on Stealth checks. Tiny characters take up a space of 2-1/2 feet by 2-1/2 feet, so up to four of these characters can fit into a single square. Tiny races typically have a natural reach of 0 feet, meaning they can't reach into adjacent squares. They must enter an opponent's square to attack it in melee. This provokes an attack of opportunity from the opponent. Since they have no natural reach, they do not threaten the squares around them. Other creatures can move through those squares without provoking attacks of opportunity. Tiny creatures typically cannot flank an enemy. (Extra note: Tiny creatures use their Dex bonus for CMB checks, as well as for climb and swim checks)
• Base Speed: Spiderlings have a base speed of 20 feet.
• Languages: Spiderlings begin play speaking Common and Spiderling. Spiderlings with high Intelligence scores can choose from the following: any human language, Sylvan, Elf, Gnome, Halfling, Goblin, Undercommon. See the Linguistics skill page for more information about these languages.
Low light vision (Ex): Spiderlings can see twice as far as a race with normal vision in conditions of dim light.
Darkvision 60’ (Ex)
Stability (Ex): Spiderlings have four legs and receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground.
Silent hunter (Ex): Spiderlings reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this trait).
Sneaky: Spiderlings gain a +4 racial bonus on Stealth checks
Stalker: Perception and Stealth are always class skills for Spiderlings.
Climb (Ex): Spiderlings have a climb speed of 20 feet, and gain the +8 racial bonus on Climb checks that a climb speed normally grants.
Jumper (Ex): Spiderlings are always considered to have a running start when making Acrobatics checks to jump.
Expert climber(Ex): Spiderlings can cling to cave walls and even ceilings as long as the surface has hand- and footholds. In effect, members of this race are treated as being constantly under the effects of a non-magical spider climb spell, save that members of this race cannot cling to smooth surfaces. This trait doubles the normal +8 racial bonus on Climb checks normally granted to creatures with a climb speed (to a total +16 bonus).
Poison use (Ex): Spiderlings are skilled with poison and never risk accidentally poisoning themselves when applying it to weapons.
Toxic Saliva (Ex): A number of times per day equal to its Constitution modifier (minimum 1/day), a Spiderling can envenom a weapon that it wields with its toxic saliva. Applying venom in this way is a swift action. Weakening Venom: Injury; save Fort DC 10 + 1/2 the user's Hit Dice + the user's Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save.
Light sensitivity (Ex): Spiderlings are dazzled as long as they remain in an area of bright light.
Multi-armed (Ex): Spiderlings can wield multiple weapons, but only one hand is its primary hand, and all others are off hands. It can also use its hands for other purposes that require free hands. Spiderlings have four arms. (and thus qualify for Multi-Weapon Fighting feat)
Quadruped: Spiderlings are considered quadruped for carrying capacity and for armor cost/weight/fit.
Elemental vulnerability (Ex): Spiderlings are frail and are particularly susceptible to fire and cold. They have vulnerability to both elemental damage types.
Spiderlings do not have feet per se like a humanoid and cannot wear boots or footwear. Magic items can be enchanted to fill the foot slot, but would be more akin to a band or bracelet. Despite having 4 arms and 4 legs, spiderlings cannot benefit from multiples sets of magic items on these slots.

Medusa 23 RP:
Link to Monster Entry
Standard Racial Traits
• Ability Score Racial Traits: Medusas are hardy and charismatic, and gain +2 Constitution and +2 Charisma.
• Type: Medusas are Monstrous Humanoids
• Size: Medusas are medium creatures.
• Base Speed: Medusas have a base speed of 30 feet.
• Languages: Medusas begin play speaking Common. Medusas with high Intelligence scores can choose from the following: any human language, Elvish, Dwarvish, Draconic, Undercommon, Abyssal, Infernal. See the Linguistics skill page for more information about these languages.
Darkvision 60’ (Ex)
All Around Vision (Ex): Medusas have a mass of snake-like organs on their heads constantly moving and granting them a +4 racial bonus on Perception checks and making them immune to flanking.
Natural armor +1 (Ex):
Perception (Ex): Meduas gain an additional +4 racial bonus to Perception DM Note: stacks with All around vision
Bite (Ex): The snakes on a Medusa’s head can bite for 1d4. This is a secondary natural attack.
Toxic (Ex): A number of times per day equal to its Constitution modifier (minimum 1/day), a medusa can envenom a weapon that it wields with its toxic saliva or blood (using blood requires the creature to be injured when it uses this ability). Applying venom in this way is a swift action. Weakening Venom: Injury; save Fort DC 10 + 1/2 the user's Hit Dice + the user's Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save.
Gaze (Su): A Medusa may gaze actively at a creature within 30’ as an attack action. The victim may avoid the gaze as described under the Gaze power, otherwise it must succeed at a Fort saving throw (DC 10 + the 1/2 user's character level + the user's Constitution modifier) or turn to stone for 1 round (See condition petrified). A target that successfully saves cannot be affected by the user's gaze for 24 hours. [i]GM Note: The petrified condition entry in the PHB leaves a lot to be explained in terms of what happens when someone turns to stone, other than turning unconscious. I may add some additional parameters such as hardness or DR/resistances, to keep coup de grace from getting totally ridiculous.

Minotaur 25 RP:
Link to Monster Entry
Standard Racial Traits
• Ability Score Racial Traits: Minotaurs are very strong and hardy, but brutish. They gain +2 Constitution, +2 Strength and -2 Charisma.
• Type: Minotaurs are Monstrous Humanoids
• Size: Minotaurs are large creatures. Large creatures gain a +2 size bonus to Strength and a –2 size penalty to Dexterity. Large races take a –1 size penalty to their AC, a –1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a –4 size penalty on Stealth checks. A Large creature takes up a space that is 10 feet by 10 feet and has a reach of 5 feet.
• Base Speed: Minotaurs have a base speed of 30 feet.
• Languages: Minotaurs begin play speaking Common and Giant. Minotaurs with high Intelligence scores can choose from the following: any human language, Draconic, Undercommon, Abyssal, Infernal, Orcish, Goblin. See the Linguistics skill page for more information about these languages.
Darkvision 60’ (Ex)
Natural armor (Ex): +2
Gore Attack (Ex): This is a primary natural attack that does 1d8 damage.
Reach (Ex): Minotaurs have 10’ reach.
Powerful charge (Ex): Whenever a minotaur charges, it deals twice the number of damage dice with its gore attack plus 1-1/2 times its Strength bonus.
Skill bonus: +2 racial bonus to Survival.
Skill bonus: +2 racial bonus to Perception.
Natural Cunning (Ex): Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells and prevents them from ever becoming lost. Further, they are never caught flat-footed.
Minotaurs are proficient in the Double Crossbow.
Minotaurs cannot wear boots, instead they can wear horseshoes.

Mind Flayer 30 RP:

Standard Racial Traits
• Ability Score Racial Traits: Mind Flayers are intelligent and domineering but frail. They gain +4 Intelligence, +2 Charisma, and -2 Constitution.
• Type: Mind Flayers are Aberrations.
• Size: Mind Flayers are Medium.
• Base Speed: Mind Flayers have a base speed of 30 feet.
• Languages: Mind Flayers begin speaking Undercommon. Those with high Intelligence scores can learn Common, Elvish, Dwarvish, Terran, Aklan, Draconic, Infernal
Darkvision (Ex) 120’
Light Sensitivity: Mind Flayers are dazzled as long as they remain in an area of bright light.
Greater Spell Resistance: 11+ Level
Spell Like Abilities: 1/day
1 HD: charm person, levitate, detect thoughts
Mind Blast(Ps): Once per encounter, as a standard action a Mind Flayer can emit a mental blast. This is a cone of 30' + (5' per 2 HD) to a max of 60'. Those in the cone must make a Will save or suffer effects based on the mind flayer's HD. The DC is 11 + Mind Flayer's CHA bonus + 1/2 the Mind Flayer's HD (round down). HD: 1-3 (Dazed for 1 round). HD 4-6: Dazed for 1 round + staggered for 1d6 rounds. HD 7-9: stunned 1 round + staggered 1d6 rounds. HD: 10+ stunned 1d3 rounds + staggered 1d6 rounds. Those who make the save are immune to that mind flayer’s mental blast for 24 hours. This is a mind affecting effect and as such some creatures will be immune.
Tentacles (Ex): A Mind Flayer has a set of tentacles attacks. These tentacles are a secondary attack that strikes for 1d4 points of damage with the grab ability, starting a grapple as a free action if they hit in combat.
Brain Extraction (Ex): Mind Flayers may extract the brains of helpless victims by burrowing in with their tentacles. It works thus:
1) The mind flayer and intended victim must be grappled with each other for three consecutive rounds.
2) At the start of its turn on the third consecutive round, if the victim is helpless or pinned, the mind flayer may begin the extraction.
3) This is a full round action. Any circumstance which removed the grappled condition from the mind flayer or its victim, or which removes the pinned/helpless condition from the victim cancels the extraction.
4) This ability only works on creatures within two sizes (larger or smaller) of the mind flayer. Fine creatures are too small to be affected.
5) For each full round that the mind flayer is extracting its brain, the victim must make a Fortitude save. The DC is 11 + 1/2 the Mind Flayer's Hit Dice (round down).
6) The victim receives a cumulative penalty to the save of -1 for each round beyond the first.
7) The victim gets a bonus to the save based on its size and any natural armor or headwear protecting its brain. (If its brain is located elsewhere, treat any protection covering that area as the same concept). Creatures with natural armor or headwear add their natural armor bonus or the hardness of the headgear as a bonus to the saving throw. (cloth 0, leather or hide 2, iron or steel 10, see table for other hardnesses ). Creatures of larger sizes also receive a bonus, Large +1, Huge +2, Gargantuan +4, and Colossal +8. Note that many armor sets do not necessarily include a helmet. Refer to armor descriptions or DM judgement.
8) If the creature fails the save, its brain is extracted and it dies, being reduced to a negative hit point value that would kill it. (Creatures with regeneration begin at that value and are not dead unless their regeneration is stopped). A successful save resists the extraction but does not change any other aspect of its condition. A creature that regenerates from brain death or who is rescued from the extraction process, suffers 1d3 Intelligence damage per saving throw it had to make, as per below. For regenerating creatures, each point of intelligence lost recovers as a percentage of total lost equal at the same percentage of hit point recovery starting at 1 hp. ( Example: A troll has its brain extracted and dies after failing its saving throw on its second round of extraction. It loses 2d3 points of Intelligence. If it lost 4 points of Intelligence it would recover 1 point at each 25% of its hit points recovered (starting at 1 hp), recovering its 4th point at 100% of its hit points. Non regenerating creatures must heal this ability damage as normal through rest or magic..
9) Creatures without a working brain, a functional anatomy or a Constitution score such as oozes, plants, constructs, incorporeal creatures, undead, and possibly various elementals, aberrations or outsiders (depending on form) are immune to extraction.
10) A creature that is rescued or breaks free from the extraction suffers 1d3 points of Intelligence damage for each saving throw it had to make. This may render the creature comatose. Treat vermin or other mindless living creatures with a brain as having an intelligence of 1.
11) Creatures with multiple heads (ettins, chimerae, hydras, etc) do not die until all its heads' brains are extracted. A failed save results in the loss of that head's abilities or potential attacks ( bites, breath weapons, etc) but not death. If the creature breaks free or is rescued after one or more of its brains has been extracted, it recovers all of the heads affected after an 8 hour rest and it suffers no loss of Intelligence.
12) A medusa's (or similar creatures) snake hair do not count as 'heads'.
A Mind Flayer that consumes the brain of a creature with an Intelligence score of 6 or higher gains a +1 bonus to intelligence based ability/skill checks for 24 hours. This bonus increases by +1 for every 6 points of Intelligence over 6 of the victim ( +2 at 12, +3 at 18, etc). Consuming a brain takes 1 minute +1 minute per size category over medium of the victim. Consuming more than 1 brain in a 24 hour period does not increase the bonus, although the brain of a smarter victim can replace the bonuses to improve them.

Choices for RP purchasing:

Use your left over Race Points (RP) to purchase any of the following racial perks, in addition to alternate racial perks listed under your race entry. You must meet the prerequisites for entries listed below.
1. Ability perks can only be taken once for each ability. Note that some races already have Advanced <stat> as part of their race build. In these cases it is ok to take the special ability increases below for extra stats, but you may not take it more than once per ability as part of the bonus point pool.
2. If your race already has the ability (such as Hardy or Healthy) you cannot take it again (except in some cases such as increased natural armor). Note: Again some races already come with Advanced <stat> as part of their build, but it is ok to take this again as part of the pool points and they do stack, you just cannot select it more than once per ability as part of the bonus points. Hopefully this is clear.
3. Adding Advanced <stat> may allow you to qualify for other perks listed below that your race may not normally be able to qualify for. Good news for you!

List:
Advanced Charisma (4 RP)
Prerequisites: None.
Benefit: Members of this race receive a +2 racial bonus to Charisma.

Advanced Constitution (4 RP)
Prerequisites: None.
Benefit: Members of this race receive a +2 racial bonus to Constitution.

Advanced Dexterity (4 RP)
Prerequisites: None.
Benefit: Members of this race receive a +2 racial bonus to Dexterity.

Advanced Intelligence (4 RP)
Prerequisites: None.
Benefit: Members of this race receive a +2 racial bonus to Intelligence.

Advanced Strength (4 RP)
Prerequisites: None.
Benefit: Members of this race receive a +2 racial bonus to Strength.

Advanced Wisdom (4 RP)
Prerequisites: None.
Benefit: Members of this race receive a +2 racial bonus to Wisdom.

Battle-Hardened (4 RP)
Prerequisites: None.
Benefit: Members of this race gain a +1 bonus to CMD.

Hardy (3 RP)
Prerequisites: The race has at least a +2 racial bonus to Constitution.
Benefit: Members of this race gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Healthy (2 RP)
Prerequisites: The race has at least a +2 racial bonus to Constitution.
Benefit: Members of this race gain a +4 bonus on Fortitude saves against disease and poison, including magical diseases.

Mountain-Born (1 RP)
Prerequisites: None.
Benefit: Members of this race gain a +2 racial bonus on Acrobatics checks made to cross narrow ledges and on saving throws against altitude fatigue and sickness.

Plagueborn (1 RP)
Prerequisites: None.
Benefit: Members of this race gain a +2 racial bonus on saving throws against disease, ingested poisons, and becoming nauseated or sickened.

Resistant (2 RP)
Prerequisites: None.
Benefit: Members of this race gain a +2 racial bonus on saving throws against mind-affecting effects and poison.

Cave Dweller (1 RP)
Prerequisites: None.
Benefit: Members of this race gain a +1 bonus on Knowledge (dungeoneering) and Survival checks made underground.

Flexible Bonus Feat (4 RP)
Prerequisites: None.
Benefit: Members of this race select one extra feat at 1st level.
Note: Can select a maximum of two times.

Scavenger (2 RP)
Prerequisites: None.
Benefit: Members of this race gain a +2 racial bonus on Appraise and Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste.

Pyromaniac (3 RP)
Prerequisites: None.
Benefit: Members of this race are treated as +1 level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using bloodline powers of the fire elemental bloodline, using the revelations of the oracle's flame mystery, and determining the damage of alchemist bombs that deal fire damage. This trait does not give members of this race early access to level-based powers; it only affects powers that they could already use without this trait. If a member of this race has a Charisma score of 11 or higher, it also gains the following spell-like abilities (the caster level is equal to the user's character level): 1/day—dancing lights, flare, prestidigitation, produce flame

Shadow Caster (2 RP)
Prerequisites: None.
Benefit: Members of this race add +1 to the saving throw DCs for their spells and spell-like abilities of the illusion (shadow) subschool.

Shadow Magic (2 RP)
Prerequisites: None.
Benefit: Add +1 to the DC of any saving throws against spells of the shadow subschool that they cast. Members of this race with a Charisma score of 11 or higher also gain the following spell-like abilities (the caster level is equal to the user's character level): 1/day—ghost sound, pass without trace, ventriloquism

Jumper (2 RP)
Prerequisites: The race has at least a +2 racial bonus to Dexterity.
Benefit: Members of this race are always considered to have a running start when making Acrobatics checks to jump.

Swift as Shadows (3 RP)
Prerequisites: The race has at least a +2 racial bonus to Dexterity.
Benefit: Members of this race reduce the penalty for using Stealth while moving at full speed by 5, and reduce the Stealth check penalty for sniping by 10.

Ferocity (4 RP)
Prerequisites: None.
Benefit: Members of this race gain the following extraordinary ability: If the hit points of a member of this race 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.

Gatecrasher (2 RP)
Prerequisites: None.
Benefit: Members of this race gain a +2 racial bonus on Strength checks to break objects and a +2 racial bonus on combat maneuver checks to sunder.

Toxic (1 RP)
Prerequisites: Aberration, dragon, plant, or undead type, or grippli, half-undead, reptilian, or vishkanya subtype.
Benefit: Members of this race gain the following extraordinary ability: A number of times per day equal to its Constitution modifier (minimum 1/day), a member of this race can envenom a weapon that it wields with its toxic saliva or blood (using blood requires the creature to be injured when it uses this ability). Applying venom in this way is a swift action. When you take this trait, choose one of the following venoms.

Life-Stealing Venom: Injury; save Fort DC 10 + 1/2 the user's Hit Dice + the user's Constitution modifier; frequency 1/round for 6 rounds; effect 1 Con; cure 1 save.
Paralytic Venom: Injury; save Fort DC 10 + the 1/2 user's Hit Dice + the user's Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.
Weakening Venom: Injury; save Fort DC 10 + 1/2 the user's Hit Dice + the user's Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save.

Swordtrained (4 RP)
Prerequisites: None.
Benefit: Members of this race are trained from birth in swordplay, and as a result are automatically proficient with swordlike weapons (including bastard swords, daggers, elven curve blades, falchions, greatswords, kukris, longswords, punching daggers, rapiers, scimitars, short swords, and two-bladed swords).

Carrion Sense (1 RP)
Prerequisites: None.
Benefit: Members of this race have a natural ability to sniff out carrion. This functions like the scent ability, but only for corpses and badly wounded creatures (creatures with 25% or fewer hit points).

Darkvision 60 Feet (2 RP)
Prerequisites: None.
Benefit: Members of this race can see in the dark up to 60 feet.

Darkvision 120 Feet (3 RP)
Prerequisites: None.[i]GM Note: If you already have Darkvision 60’, increasing to 120’ costs 1 RP.
Benefit: Members of this race can see in the dark up to 120 feet.

Deepsight (2 RP)
Prerequisites: Amphibious racial trait.
Benefit: Members of this race are specially adapted to the lightless depths of the oceans, but not to air-filled environments. They can see in the dark up to 120 feet while underwater, but do not gain this benefit out of water.

Low-Light Vision (1 RP)
Prerequisites: None.
Benefit: Members of this race can see twice as far as a race with normal vision in conditions of dim light.

Treespeech (2 RP)
Prerequisites: Plant type.
Benefit: Members of this race have the ability to converse with plants as if subject to a continual speak with plants spell.

Hold Breath (1 RP)
Prerequisites: None.
Benefit: Members of this race can hold their breath for a number of rounds equal to four times their Constitution score before risking drowning or suffocating.

Gliding Wings (3 RP)
Prerequisites: lesser gargoyle or werebat-kin skinwalker
Benefit: Members of this race take no damage from falling (as if subject to a constant non-magical feather fall spell). While in midair, members of this race can move up to 5 feet in any horizontal direction for every 1 foot they fall, at a speed of 60 feet per round. A member of a race with gliding wings cannot gain height with these wings alone; it merely coasts in other directions as it falls. If subjected to a strong wind or any other effect that causes a creature with gliding wings to rise, it can take advantage of the updraft to increase the distance it can glide.

Vestigial Wings (2 RP)
Prerequisites: lesser gargoyle or werebat-kin skinwalker
Benefit: Members of this race have wings that do not provide the lift required for actual flight, but do have enough power to aid flight attained by some other method, and grant a +4 racial bonus on Fly checks.

Improved Natural Armor (1 RP)
Prerequisites: Natural armor racial trait.
Benefit: Members of this race gain a +1 natural armor bonus.
Special: This racial trait can be taken multiple times (Max 3). Each additional time you take this trait, increase its cost by 1 RP. Its effects stack with Natural Armor which you must have to qualify for this. Cost chart:
Natural Armor +1 ( 1 RP)
Natural Armor +2 ( 3 RP)
Natural Armor +3 ( 6 RP)
Now add this to the +1 Natural Armor you already have for a total of +2 to +4 ( Note your race already paid for base Natural Armor +1 for 2 RP)

Rock Catching (2 RP)
Prerequisites: Large size quality.
Benefit: Members of this race can catch Small, Medium, or Large rocks (or projectiles of similar shape). Once per round, a member of this race that would normally be hit by a rock can make a Reflex saving throw to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium rock, and 25 for a Large rock (if the projectile provides a magical bonus on attack rolls, the DC increases by that amount). The member of this race must be aware of the attack in order to make a rock catching attempt.

Rock Throwing (3 RP)
Prerequisites: Large size.
Benefit: Members of this race are accomplished rock throwers and gain a +1 racial bonus on attack rolls with thrown rocks. A member of this race can hurl rocks up to two categories smaller than its size. A “rock” is any large, bulky, and relatively regularly shaped object made of any material with a hardness of at least 5. A thrown rock has a range increment of 120 feet. The creature can hurl the rock up to five range increments. Damage from a thrown rock is 2d6 plus 1-1/2 times the throwing creature's Strength bonus.

Gift of Tongues (2 RP)
Prerequisites: Standard or linguist language quality.
Benefit: Members of this race gain a +1 racial bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill.

Gifted Linguist (2 RP)
Prerequisites: Standard or linguist language quality.
Benefit: Members of this race gain a +4 racial bonus on Linguistics checks, and they learn one additional language every time they put a rank in the Linguistics skill.

Fertile Soil (2 RP)
Prerequisites: plant type.
Benefit: Sorcerer members of this race with the verdant bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Clerics who are members of this race with the Plant domain use their domain powers and spells at +1 caster level. This trait does not give members of this race early access to level-based powers; it only affects powers that they could already use without this trait.

Bite (1 RP)
Prerequisites: Small or larger size. Member of one of the following races: bugbear, catfolk, gnoll, kobold, minotaur, ogre, orc, wyvaran (other races may be included, many have other options such as traits or feats to obtain.)
Benefit: Members of this race gain a natural bite attack, dealing damage equivalent to that of a creature two size categories lower than normal for their size (1d2 for Small races, 1d3 for Medium, etc.). The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons.
Special: This trait can be taken up to two times. The second time it is taken, the bite damage increases by one size category.

Cat's Luck (1 RP)
Prerequisites: Catfolk, Weretiger-kin
Benefit: Members of this race gain the following extraordinary ability: Once per day, when a member of this race makes a Reflex saving throw, it can roll the saving throw twice and take the better result. It must decide to use this ability before attempting the saving throw.

Nimble Faller (2 RP)
Prerequisites: Catfolk, Weretiger-kin
Benefit: Members of this race land on their feet even when they take lethal damage from a fall. Furthermore, they gain a +1 bonus to their CMD against trip attempts.

Natural Attack (1 RP)
Prerequisites: None.
Benefit: The following races qualify to take the listed natural attacks.
Tail: Lizardfolk, Troglodyte
Hoof: Minotaur, Mongrelman
Slam: Ogre, Ghoran, Minotaur

Tripping Tail (3 RP)
Prerequisites: Slapping tail trait.
Benefit: When a member of this race hits with its slapping tail, it can make a trip attack as a free action that does not provoke attacks of opportunity.

Slapping Tail (3 RP)
Prerequisites: Tail Natural Attack
Benefit: Members of this race have a tail they can use to make attacks of opportunity with a reach of 5 feet. The tail is a natural attack that deals 1d6 points of damage plus the user's Strength modifier if Small, 1d8 points of damage plus the user's Strength modifier if Medium, or 1d10 points of damage plus 1-1/2 times the user's Strength modifier if Large.
Special: If a Large creature has the reach trait, its tail also gains reach.


Crazy awesomesauce! I need to look more into this!


Additional Rules

Alignment:
You were raised by Goodwin, who himself was on the spectrum somewhere between LG and LN. So no evil alignments to start with. You can still be brutish, brooding, stubborn, cranky, angry, slightly resentful, somewhat violent, or have any number of other personal issues, but any over the top villainy (if any) has been broken out of you. Goodwin was set on proving to the world that anyone can change and become a better person. Don’t let him down! See below about deities. Also any other overtly evil stuff including, but not limited to, classes, prestige classes, archetypes, abilities will be initially banned due to the storyline cohesion. If, over time, you feel it is critical that your character slides back towards the dark side, I may sternly frown upon it, but may allow some dabbling (say for example you want to make some zombies, or take the Black Seraph discipline, or take a prestige class that requires evil alignment). This will be case by case.

Deities:
I will use Golarian deities, although I have not settled on a world (probably home made). 10,000 years have passed so it will be vastly different in any event. Deities however are for the most part eternal, and some form of your original deity still exists and will answer the call for those who choose divine classes that require worship. Clerics, as always, may choose a simple ethos to follow, which gives you domain flexibility although no favored weapon. As with alignment, do not choose an evil deity, even if their worshippers can be from amongst neutral alignments.

Feats:
Everyone starts with Toughness feat for free. As previously mentioned everyone starts with five feats at level one instead of one. In addition, instead of feats every other level, you get a feat every level. Feats will be handed out like candy!

Skills:
Everyone gets +1 skill point per level above the norm.

Traits:
Everyone will get three traits. No Drawbacks. There may be some specific campaign, regional or factional traits don’t make sense story wise, unless they make sense for having been raised in a wizard’s demi-plane. The Adopted trait or similar are forbidden. Also forbidden are any traits that give you extra starting money or equipment, or a mount. You will start with nothing (*see gear below). I will suggest alternate traits if I see something that just doesn’t fit. As always, the traits must be from different categories. If a trait is a Pathfinder society trait just ignore the pathfinder society requirement. Some traits have ‘family’ requirements; you can, with the permission of another PC, consider each other ‘family’ even though you aren’t necessarily related or even the same race/species. Goodwin raised you all as a family, of sorts.

Starting Gear:
You start with nothing aside from your Special Item due to the storyline beginning. You will have some ammo for missile weapons if your chosen item is a missile weapon. Probably like 40 arrows/bolts/bullets.

Starting Companions:
If your class has familiars, companions, eidolons, etc, these will start with you at the start of the story, but you cannot have any purchased pets or mounts.

Plant Companion Rules:
Plant Companions are a cool concept, but the Treesinger archetype sort of sucks, and plant companions in general are sort of weak. Plants gain some cool immunities but also give up some things compared to animals. So here are a few reworks for the 4 plant companions in case anyone wants to take them. (Basically if you play a Ghoran with a companion class)

Vine – gains Reach 10', and the following feats: Lithe Attacker, Narrow Frame. It is also considered prone for ranged attack penalties. It gets a +4 stealth bonus in heavy foliage. At 4th level the Vine becomes thorny, and it also does 1d6 damage per round to anyone in a grapple with the vine or that hits it with unarmed strikes or natural weapons. The vine gains an extra attack every 4 levels that represent extra vines or loops. A vine is typically 20 to 30’ long although must remain mostly coiled in place during combat for stability. A vine is about half an inch in diameter, growing to 1 inch at 4th level.

Carnivorous Plant – I removed the rage power and replaced it with Bleed(1) per bite. Bleed damage advances to 1d4 at 4th level. It gets +4 stealth bonus in heavy foliage. The plant gains an extra bite attack every 4 levels starting at 4th. These extra bites are also primary attacks that do 1 ½ strength damage. Each bite represents a separate organ that it uses to bite, not multiple bites with the same mouth. This may be relevant for certain spells or effects that affect only single natural attack source. A carnivorous plant resembles a big Venus fly trap.

Puffball – Hover feat for free. Spore Cloud(Ex): 1/encounter spore cloud, 20' cone, all within make a DC 10 +con bonus of puffball save or be sickened for 3d4 rounds. This is a poison effect. A puffball’s thorn attacks are ranged. It may make these without provoking attacks of opportunity. They have a range increment of 20’. Since they are ranged they use the plants dexterity to hit and may be a little better.

Treant – gains vulnerability to fire, DR: 5/slashing, at 4th level: DR 10/slashing.

Special Item:
You will start with one item, which is a special item to you. It is a masterwork item and was specially crafted by Goodwin or his master artisan golems. This item will likely be a masterwork weapon, but could be a shield, missile/thrown weapon, double weapon, or a pair of identical weapons from the light category. It could also be a ring, amulet, belt or other miscellaneous item that doesn’t have any immediate apparent use other than value. It cannot be armor. The concept will be that this item is attuned to you and holds latent powers that will grow over time, adapting to your character, augmenting their powers. If the item is a weapon, you gain proficiency in it, even if you would normally not be proficient.
Here are some initial goodies they will provide (more may be determined later):
1. More feats (!): Weapons and Shields will grant a combat feat at every one of your even levels. This also applies for Amulets that will advance like an Amulet of Mighty Fists (for unarmed/natural fighting folks). Once this is designated for an amulet it cannot gain non-combat feats or powers. Other items will grant other feats like caster feats, metamagic, or things like Extra (x) and cannot grant combat feats. A staff will work the same way. A staff can be treated as a weapon and gain combat feats or as a magical staff that can gain metamagic or caster feats.
2. At 3rd level you gain Weapon Focus with your item if it is a weapon, or Spell Focus if it is a caster item. You can also choose Skill Focus instead of either. You can choose Shield Focus if the item is a shield. At 6th level you can select Greater Weapon Focus if you chose Weapon Focus at 3rd level. Greater Spell Focus if you chose Spell Focus at 3rd level, or another Skill Focus (different skill). You can choose Greater Shield Focus if you chose Shield Focus in which case ignore the level and class requirements of this feat. You may also chose Weapon Focus for a ray or other type of spell that allows it at 3rd and 6th levels.
3. Items will accrue a pool of power that will work like fake cash you can use to ‘upgrade’ the items with magic powers. Clearly double/dual weapons will suffer a bit under this, so there may be a different development rate depending on the item. (more details to come)
4. Even more feats(!!): At levels 7, 13 and 20, you gain ‘social’ feats to spend only on things like Leadership, or Kingdom development things. (more specific list to come)
5. Items that are lost or broken will be replaceable with some small amount of time/prayer/repair/minor cost.
6. Regular Enchantments: I have to work out how doing regular enchantments on your item works with the internal development. Shouldn’t be too hard. Probably just whatever real cash you add to it, increase the internal pool by a same amount.

Theme:

In addition to your special item, choose a theme that epitomizes your character. Think of this theme as a flavor or even possible specialization down the road. This is more for me to award special concept bonuses. Try not to be too generic and all-encompassing with theme. Don’t just chose ‘nature’ or ‘the universe’ or ‘magic’ or ‘energy’. Focus in a little more on a specific aspect of nature or magic, like weather or fire or a certain type of knowledge. Note this somewhere on your character sheet. Take inspiration from things like cleric domains, wizard schools, various animals/totems, oracle and shaman abilities, perhaps even your own race could be your theme if you see yourself as a paragon of sorts.

Power Displays for Psionics:

I think these are interesting, but some are way over the top and unnecessary. I will probably tone them down and make them more subtle.

Goals/Appearance:
Creating a gestalt character can take a lot of time and be mentally exhausting, but give me some backstory. Most of your backstory is already laid out for you, but Id’ like to see little bit of what happened before you were ‘chosen’ by Goodwin and why you chose the class-paths that you did. You may not have had much in the way of future goals considering you were living in the demi-plane, but he had been training you for something, so you may have had some ideas of personal future plans. Those plans may now be wildly burst open given your rapid exodus from the demi-plane. Give me an idea of what you look like (again not hard if you are monstrous and covered in fur, and have no equipment) and some basic personality. Obviously the fancier you get with this the more I might like your character and select you. I’m looking for at least a couple of paragraphs, a half page of stuff. Come on, I typed all this stuff up, you can do it ;)

Source Materials:
For books that I own, I will of course use them, otherwise I use d20pfsrd or Archives of Nethys websites as references. I try to keep up to date on errata. For fuzzy rulings, I will consult errata, FAQs, game designer comments, forum posts, community consensus, and personal judgement and logic. Ultimately I may just Rule 0 it if it’s still unclear. I don’t want to waste time in debate or any of that distraction.

Training/Time Off:
I will allow the time off activities and retraining rules with some adjustments.
1. You need to find a trainer (it says this anyhow for some of the stuff, but this may be more of a challenge as a humanoid).
2. You cannot retrain classes or archetypes.

Gear/Equipment:
Eastern style weapons are ok for your Special Item as well as backstory, theme, etc.

Hit Points:
Max Hit points every level. Keep in mind many monsters will have better than average HP (and super villains may also be gestalt). With triple gestalt you will be mopping up anyhow. As mentioned before you also get the Toughness feat for free at level 1.

Frequency/Content of posting:

This is the biggest thing and really important. I want people who can post MORE than once daily. So many PBP drag on at a snail’s pace, and you level like once every thousand years. I want this to go faster, and I want to run this for a long, long time. I want people who will commit for a good amount of time, ideally years.

This means probably people who can post from work, or have flexible lifestyles are going to work best. I see many PBP posts where people sign up and there is a 1 post a day minimum rule, and people ignore it and figure that it means they can let things slide a day or two if they are feeling lazy. I get that summer is here and it’s more fun to be outside grilling or enjoying the sun and stuff, than posting to PBP, but it honestly only takes a few minutes a couple times a day. That being said, I would like quality posts, not some half-assed misspelled finger mashed post from Wayfinder. In some cases this may be better than nothing, but if you are literally phoning it in every time, I would rather you not sign up for this. Also, I know people have emergencies, families, and vacations, but a little forewarning makes things smoother and is common courtesy so we aren’t sitting there waiting for one or two people to post.

I post from Central Daylight Time, pretty much all day, depending on what is going on. I’d like any submission to also post your time zone, and posting frequency.

General Posting Guidelines/Rules:

Combat Posts
When posting, for combat, list the following:
1. The round number (to prevent confusion about post timing)
2. Your initiative number.
3. Your actions and what type they are (full, standard, move, quick, immediate, free, etc.)
4. Make sure you have a mini stat block in your character’s header
5. List any running effects, properly decremented, and what effects they have.
6. Might help to have a contingent plan if your action is really specific or perhaps your foe could be dead by the time your slot goes.
I will try to keep initiatives for people individual, but somewhat fuzzy. If people build a high initiative character, using resources/feats etc., I want to make sure they can go first and be rewarded for this. I’m not fond of all PCs Go then all Monsters Go style of PBP initiative, although I get why it’s done. It can be hard to be too specific, hopefully we can get close, if people post frequently.
I will bot people if enough time passes without a post, and no warning (or lengthy planned absences ). If I have to bot you too much though, I might reduce XP or something. (still deciding how to handle this).
Level up Posts:
When you level up, make a post, indicate your new class levels, class feature choices, feats, skills, spells etc. This helps me plan ahead and play to your characters’ strengths (and weaknesses), and prevents me having to sift through everyone’s character all the time. Also since there are so many options and keeping track of multiple gestalt classes as well as bonus classes, this just helps keep things organized.

Level Up Posts: Leveling up can occur only during a time of relative safety and security. It may not happen right after a fight, but might happen that night around the campfire as you discuss the day’s activities. You must be conscious, aware, in control of your own faculties and reasonably ok in order to process your newfound power.

Tone of the Posts: This probably isn’t needed, but due to the nature of Pathfinder, the content of posts will contain graphic descriptions of violence, and other brutalities and adult type concepts typical with fantasy RPGs. This is not to trivialize or advocate any nasty activities. It’s just a game. But, just so people know content isn’t exactly for children.

No Jar-Jar Speak: You are humanoids and some may have some low intelligence scores possibly (hopefully not with the generous dice rolling for stats), but there is no reason to have your character talk like Jar-Jar. Please. Archmage Goodwin educated you on proper grammar. If you speak common, it’s ok to have an accent or halting speech, but it’s not really cute to talk like a five year old. Just a PBP pet peeve of mine for people running humanoids.

Ages:
Your characters were rescued/abducted by Goodwin sometime in early adulthood, and while you spent an indeterminate amount of time in his plane studying and training, you did not physically age beyond what would be minimal starting age ( not accounting for the amount added for classes ). If you had a giant hourglass and flipped it every time it emptied to measure the flow of time, ten years or so would have passed within the plane, and 10,000 years have passed outside the plane at least for its associated Prime Universe with normal time flow. You won’t crumble to dust the second you step out.

About that 10,000 years…:
There will be some significant limitations regarding some knowledge checks. Knowledge (local) will probably not work really at all until you establish yourself in an area for some time. Knowledge History will be basically Ancient History that everyone has almost forgotten. Things like Knowledge Nobility and the like will be the same. Other knowledge skills will not change too much. I may apply penalties or adjustments to various skills based on this ten thousand year issue. As your characters level up and you put ranks into these skills, if you actively do research and buy or read books, you can apply these normally.

Misc Stuff:

Hero Points: I will probably be using these.
Other Notes:
1. The world you came from has megafauna and dinosaurs for purposes of companions and familiars etc. Also (even though you don’t necessarily know it), the world still has those creatures.
2. No robots or tech stuff. No Technomancers.

Character Sheet Organization:

Character Sheet Template
Please use a character template with the following information:
Class: (Triple Gestalt)
Class 1 (archetype 1/archtype 2 etc )/Prestige Class, etc
Class 2 (archetype 1/archtype 2 etc )/Multiclass 1/Multiclass 2/Prestige Class
Class 3 (archetype 1/archtype 2 etc ) /Multiclass 1/Multiclass 2/Prestige Class
Specify Favored Class
Alignment: List your alignment, but also a brief sentence or two describing your character’s interpretation of the alignment, and approximate spot on the spectrum.
Race: <race> (subtype)
Purchased Race Powers: Note what you spent your extra RP points on, and their cost(s).
Specify your Theme (see Theme section above )
Size: X Reach: X
Initiative Mod and sources
Senses: vision types, scent etc, Perception
Stats with bonuses and penalties
Defense:
Armor class with Touch and Flat footed values, and all modifiers spelled out
CMD with modifiers
Hit points with mods for level and favored class bonus and bonuses (example toughness)
Saves with all mods and any special situational mods
Offense:
BAB
Move Speeds
All Attack routines with variants for common scenarios (like power attack or certain spells)
All routines should have all modifiers spells out
Feats: List the source of every feat, whether it’s from a class for free or from your special item or from a level increase.
Skills: List all trained skills in one area, and list untrained skills in a separate block. Break down all bonuses and penalties, don’t forget ACP mods. Note any skills you can use untrained that you cannot normally.
Special Abilities: List all special abilities whether class abilities, race or whatever. This will probably be the biggest section. You don’t need to explain everything but at least note the ability and its source. Noting whether it is Ex, Sp, Su or Ps also helps.
Traits: List the traits you have, if you want to get fancy. Note the type of trait it is (combat, magic, social etc ) and what it does for you.
Languages: List languages spoken
Equipment: List equipment carried (nothing really at start aside from special item). Note the weight for each item. Please keep accurate encumbrance particularly if you are weak or near a threshold, where a few pounds might push you from light to medium for example.
List your light, medium and heavy loads.
Spells – Keep a list of spells known. Keep a separate section with a typical daily set up with number allowed to cast etc.
A section for appearance, history, goals, personality, etc
Stat blocks for all companions, familiars, minions, pets, mounts, eidolons, cohorts, hirelings etc along with gear and encumbrance. Bonus: All class sourced companions, eidolons, etc have max HP as well. This does not apply to store bought pets or mounts, or NPC henchmen etc.
Bookkeeping section. This is important. Keep a section that shows all money that came in as well as all money outgoing.

Final Notes on Submissions:

Submissions can be submitted and changed as much as you like until the Finalize date, and then must not be changed. This allows people to tweak and change their ideas. Obviously once final selection is called no more changes are allowed without permission.

Goal:
Tell me what you want out of this character and campaign. Let me help you realize the goal.

Resources:

Probably Google Docs for maps. Maybe Roll20.


This looks amazing, for its ultimate level of chaos. A few weeks will get you lots and lots of submissions, though—I'd encourage keeping things on the short side.

I've got a few past character ideas just wacky enough to fit into something like this, hmm. Ridiculous piles of feats means that everyone gets to be a combat monster, so I'll have to look into this further.


This is gonna be good.


I'm going to work on a character, but it may take a little bit to get them all written up. XD

Abilities: 5d6 - 3 ⇒ (1, 5, 2, 4, 5) - 3 = 14
Abilities: 5d6 - 3 ⇒ (2, 4, 6, 3, 1) - 3 = 13
Abilities: 5d6 - 3 ⇒ (1, 6, 3, 2, 2) - 3 = 11
Abilities: 5d6 - 4 ⇒ (6, 2, 3, 2, 5) - 4 = 14
Abilities: 5d6 - 7 ⇒ (4, 5, 5, 3, 5) - 7 = 15
Abilities: 5d6 - 4 ⇒ (1, 4, 4, 3, 5) - 4 = 13
Abilities: 5d6 - 3 ⇒ (5, 3, 2, 3, 1) - 3 = 11

Array: 15-14-14-13-13-11, it seems. With ten points unallocated.


Dotting for interest, I'll be a while since I'm theorycrafting something pretty nasty.

Edit: Whoops, it'd help if I rolled some stats to work with.

5d6 ⇒ (6, 6, 4, 2, 3) = 21 = 16
5d6 ⇒ (2, 5, 6, 5, 4) = 22 = 16
5d6 ⇒ (4, 6, 4, 5, 6) = 25 = 17
5d6 ⇒ (1, 6, 4, 2, 2) = 15 = 12
5d6 ⇒ (2, 1, 6, 2, 1) = 12 = 10
5d6 ⇒ (2, 3, 3, 3, 5) = 16 = 13
5d6 ⇒ (2, 1, 3, 5, 4) = 15 = 12

Dropping the 10 gives me:

16, 16, 17, 12, 13, 12

Before my added 10 points and moving points around.


No rush for anyone. Take your time. Everyone with a complete character gets accepted to the trial period at least. Happy building!


Oh, quick question! Is the Occult Adventures playtest allowed?


Hmm, I've always wanted to try a Wyvaran, but never actually seen a decent explanation of what they look like or find important.

Do you have any concerns about things normally considered "cheese" (Scarred Witch Doctor, any Summoner, etc.) when applied to three separate classes, or is it an "as long as characters make sense and aren't just munchkins they're fine" situation

Are you the sort of GM who likes to make suggestions on player dilemmas, or should I just see what would fit most with what other people are suggesting? Previous past ideas that I've played around with that might fit in really nicely here—the problem is, I can't clearly pick a favorite:

1. (Orc, Skinwalker, or Wayang) Bloodrager (Fey)/Oracle (Lunar)/Bard (Daredevil) (with Hunter or Cavalier on cheese wishlist, and Veiled Illusionist as PrC)
Theme: Nonviolent intimidation, shadows, uncertainty, illusions
Combat role: Healer/support character who unbalances enemies by fighting from all directions alongside an army of their greatest fears
RP: Would probably have an absurdly high intimidate, and thus involve a lot of thought into actually describing illusions/speeches that would be terrifying to enemies
Signature item: Nodachi
Golarion Deity: Tsukiyo, the LG moon god of good, night, and madness

2. Orc Witch (Scarred)/Bloodrager (Arcane)/Ranger (Trapper) (with Skald on cheese wishlist)
Theme: Luck, survival, and endurance
Combat role: Defensive tank, using a combination of reach weapons, AoE debuffs, and probability hexes to disable enemies and protect allies
RP: Probably unusually high in intelligence to make this orc extra interesting
Signature item: Orcish skull ram
Golarion Deity: Nethys?

3. (Ghoran, Goodwin Golem, Lesser Gargoyle) Unchained Monk / Warpriest (Sacred Fist) / Investigator (Spiritualist) (or Treesinger if Ghoran, with psionics on cheese wishlist)
Theme: Overcoming obstacles through understanding, contemplation, and moving with the flow of the world
Combat role: focus on disarming, stunning, and dirty tricking enemies (or just punching things), juggling combat styles
RP: Character who definitely thinks like a non-human, with slow and introspective concerns
Signature item: Magical tattoos
Golarion Deity: Irori

5d6 ⇒ (3, 5, 6, 1, 1) = 16
5d6 ⇒ (3, 3, 2, 2, 5) = 15
5d6 ⇒ (2, 3, 4, 1, 3) = 13
5d6 ⇒ (2, 6, 2, 4, 1) = 15
5d6 ⇒ (1, 3, 1, 2, 3) = 10
5d6 ⇒ (2, 5, 1, 4, 4) = 16
5d6 ⇒ (3, 2, 4, 3, 5) = 17

And that's 14, 13, 12, 12, 11, 10, for a 13-point buy oh my gosh oh my gosh I am the worst at rolling stats.


Don't forget the ten bonus points to distribute on a 1-to-1 basis. That should bring you up nicely. ^^


Wow, this'll be something hard to do in HeroLab.

5d6 - 7 ⇒ (6, 6, 6, 6, 1) - 7 = 18
5d6 - 4 ⇒ (6, 5, 3, 5, 1) - 4 = 16
5d6 - 4 ⇒ (1, 6, 3, 3, 3) - 4 = 12
5d6 - 5 ⇒ (6, 2, 3, 2, 3) - 5 = 11
5d6 - 4 ⇒ (3, 3, 2, 2, 5) - 4 = 11
5d6 - 2 ⇒ (1, 1, 6, 3, 6) - 2 = 15
5d6 - 2 ⇒ (1, 1, 5, 1, 1) - 2 = 7


Yeaaaaah... I don't think you can change the RP-based abilities of set races. XD ShadowChemosh's adjustments help, at least.

@GM: How do you feel about exchanging class levels for templates?


Rednal wrote:
Don't forget the ten bonus points to distribute on a 1-to-1 basis. That should bring you up nicely. ^^

I'm also going to be quite a few points behind everyone else, with most of my race ideas boosting the wrong stats (but man the Wayang favored class bonuses are tempting). I guess RP can always be used to shore up defenses, and I didn't propose anything too SAD.


Awesome!

I'm in. Now I have to do some research and thinking.

Initial idea is a skald/ranger/witch

Or skald/hunter/sorcerer

Or some combination like that. Changling or griply. Or bugbear. Lots of ideas


Newbonomicon wrote:
Oh, quick question! Is the Occult Adventures playtest allowed?

I have not reviewed it. I will take a look at it and see. I will probably err on the side of no for now, but there might be a chance I like it. I have to see how 'occulty' it is, Goodwin may have steered away from it. Maybe I would allow it later though. Let me get back to you on it.


CaveToad wrote:
Newbonomicon wrote:
Oh, quick question! Is the Occult Adventures playtest allowed?
I have not reviewed it. I will take a look at it and see. I will probably err on the side of no for now, but there might be a chance I like it. I have to see how 'occulty' it is, Goodwin may have steered away from it. Maybe I would allow it later though. Let me get back to you on it.

I'm mostly interested in the Kineticist class!


@thunderbeard: Honestly I don't have too many concerns about the uber cheesy stuff. Yeah I am allowing orcs so scarred witch doctor is a natural pick for that. I am sure there will be plenty of summoner shenanigans too. I am not worried. Standard CR charts go out the window with this and difficulty is tailored to the group. I will probably not make too many suggestions on player build dilemnas. There are so many options, and there is really no best solution since everyone has different ideas, and people will shine in different scenarios.

I would like people to have some cohesion with their picks and not just a random pick of stuff that is cool, but if you can make it work believably in the storyline I don't care.

@Rednal: I know others have done the template thing, but I am going to leave out templates. Builds will be plenty powerful.


Questions on the races: regarding races with "weaknesses" like Orc for example and their Light Sensitivity, if we purchase the Dayrunner alternate class feature, do we still incur the "penalty" that comes with it? Or are they priced at 0 RP because we would retain the penalty?


Nickadeamous wrote:
Questions on the races: regarding races with "weaknesses" like Orc for example and their Light Sensitivity, if we purchase the Dayrunner alternate class feature, do we still incur the "penalty" that comes with it? Or are they priced at 0 RP because we would retain the penalty?

Yes, with Dayrunner, you are replacing one penalty for another basically, Thus the cost of 0 RP.


Alright, well, I'm not decided on classes just yet, but I might as well roll my ability scores.

5d6 ⇒ (6, 3, 5, 1, 3) = 18
5d6 ⇒ (4, 5, 1, 1, 1) = 12
5d6 ⇒ (3, 1, 3, 5, 4) = 16
5d6 ⇒ (5, 5, 5, 6, 4) = 25
5d6 ⇒ (2, 3, 3, 3, 1) = 12
5d6 ⇒ (3, 3, 6, 5, 3) = 20
5d6 ⇒ (4, 5, 2, 5, 2) = 18

6+5+3=14
5+4+1=10
5+4+3=12
6+5+5=16
3+3+3=9
6+5+3=14
5+5+4=14

So that's 14, 10, 12, 16, 14, 14 in any order I want, plus another 10 distributed however I want... not bad.


Definitely interested. I will have questions as I go through creating the character. I hope to minimize these somewhat by going for a relatively simple build.

Right now I'm thinking a minotaur monk who likes to tap dance. There will probably be magus somewhere in there.

1: 5d6 ⇒ (4, 3, 1, 2, 5) = 15 12
2: 5d6 ⇒ (5, 1, 1, 5, 3) = 15 13
3: 5d6 ⇒ (4, 1, 4, 6, 4) = 19 14
4: 5d6 ⇒ (6, 4, 3, 6, 1) = 20 16
5: 5d6 ⇒ (3, 6, 6, 1, 4) = 20 16
6: 5d6 ⇒ (4, 5, 2, 5, 5) = 21 15
7: 5d6 ⇒ (1, 1, 3, 5, 3) = 13 11

Quote:

3. Arrange the 6 remaining stats as desired.

4. Rearrange points on a 1:1 ratio.
5. Take 10 more points and add on a 1:1 ratio.

I'm not sure what step 4 is referring to. It almost makes it sound like the rolling is just to determine an initial point buy?


This is bonkers, I think I'll try it.
5d6 ⇒ (3, 2, 6, 6, 4) = 21 16
5d6 ⇒ (4, 5, 5, 5, 2) = 21 14
5d6 ⇒ (5, 3, 5, 2, 6) = 21 16
5d6 ⇒ (2, 5, 5, 5, 2) = 19 15
5d6 ⇒ (4, 4, 2, 1, 2) = 13 10
5d6 ⇒ (5, 1, 1, 6, 3) = 16 14
5d6 ⇒ (1, 1, 4, 1, 4) = 11 9 <--- dropped

now to wrap my head around all the rules...

...Thinking Vishkanya...


Roll 1: 5d6 ⇒ (1, 4, 4, 2, 6) = 17 = 14
Roll 2: 5d6 ⇒ (4, 5, 2, 1, 1) = 13 = 11
Roll 3: 5d6 ⇒ (1, 1, 1, 4, 6) = 13 = 11
Roll 4: 5d6 ⇒ (6, 1, 5, 2, 6) = 20 = 17
Roll 5: 5d6 ⇒ (5, 2, 4, 1, 5) = 17 = 14
Roll 6: 5d6 ⇒ (6, 5, 6, 4, 3) = 24 = 17
Roll 7: 5d6 ⇒ (6, 1, 1, 2, 1) = 11 = 9

This is madness...but in a good way.


Should we be formatting character stuff in a single statblock, an alias, something else, or does it not matter much?

Dark Archive

Oh lordy, this is the best kind of crazy. I can't NOT apply to something like this.

The first thing that popped into my head was an LN-leaning-Good Gnoll Oracle/Skald(?)/Warlord. Possibly trading a discipline for Silver Crane and going Full Lawful psuedo-Paladin/aspring tribal leader. :)

5d6 ⇒ (2, 6, 3, 5, 5) = 21 = 6,5,5 = 16
5d6 ⇒ (2, 4, 5, 3, 3) = 17 = 5,4,3 = 12
5d6 ⇒ (5, 5, 3, 5, 4) = 22 = 5,5,5 = 15
5d6 ⇒ (2, 3, 5, 1, 2) = 13 = 5,3,2 = 10
5d6 ⇒ (4, 2, 3, 6, 3) = 18 = 6,4,3 = 13
5d6 ⇒ (4, 6, 4, 3, 1) = 18 = 6,4,4 = 14
5d6 ⇒ (2, 3, 1, 2, 4) = 12 = 4,3,2 = 9

16, 15, 14, 13, 12, 10 is a pretty solid array. I can definitely work with this!


5d6 ⇒ (4, 5, 4, 5, 3) = 21 14
5d6 ⇒ (3, 5, 3, 6, 3) = 20 14
5d6 ⇒ (4, 2, 2, 6, 6) = 20 16
5d6 ⇒ (1, 1, 1, 6, 6) = 15 13
5d6 ⇒ (5, 3, 6, 5, 1) = 20 16
5d6 ⇒ (6, 2, 1, 6, 5) = 20 17
5d6 ⇒ (1, 6, 1, 4, 2) = 14 12

Will see what I can cook up


5d6 ⇒ (5, 6, 1, 5, 6) = 23
5d6 ⇒ (5, 3, 1, 2, 6) = 17
5d6 ⇒ (3, 4, 5, 2, 4) = 18
5d6 ⇒ (1, 4, 4, 4, 6) = 19
5d6 ⇒ (5, 1, 4, 5, 6) = 21
5d6 ⇒ (4, 6, 4, 2, 4) = 20
5d6 ⇒ (2, 6, 5, 3, 2) = 18

6+5+6=17
5+3+6=14
4+5+4=13
4+4+6=14
5+5+6=16
6+4+4=16
6+5+3=14

Not bad. To work.
17, 16, 16, 14, 14, 14


Anon A Mouse wrote:


Quote:

3. Arrange the 6 remaining stats as desired.

4. Rearrange points on a 1:1 ratio.
5. Take 10 more points and add on a 1:1 ratio.
I'm not sure what step 4 is referring to. It almost makes it sound like the rolling is just to determine an initial point buy?

Correct. Add in the 10 points and rearrange the numbers as needed 1:1, within the range of 8-18 before racial mods etc. It creates some variety.


thunderbeard wrote:
Should we be formatting character stuff in a single statblock, an alias, something else, or does it not matter much?

Yes, whip up an alias, and post your alias link with crunch like you would any character. See my template for submissions spoiler in my post #3 I think.


5d6 ⇒ (5, 2, 4, 2, 5) = 18
5d6 ⇒ (4, 1, 4, 2, 6) = 17
5d6 ⇒ (3, 1, 5, 1, 6) = 16
5d6 ⇒ (2, 2, 4, 2, 2) = 12
5d6 ⇒ (3, 1, 1, 4, 3) = 12
5d6 ⇒ (3, 2, 1, 6, 1) = 13
5d6 ⇒ (2, 5, 2, 6, 6) = 21

Yikes. That's a lot of reading material. I was wondering why a thread with that title only had 38 replies, even after such a short time. I guess that's why.

Let me get through it and come back to this.

Edit: 17, 14, 14, 14, 11, 9 (8)

Awesome stats.

Edit2: I'm not even done yet, but holy cow.

What in the nine hells are you planning on having us fighting?


5d6: 5d6 ⇒ (2, 5, 4, 4, 3) = 18
5d6: 5d6 ⇒ (3, 2, 4, 4, 6) = 19
5d6: 5d6 ⇒ (3, 6, 6, 1, 6) = 22
5d6: 5d6 ⇒ (6, 6, 2, 5, 5) = 24
5d6: 5d6 ⇒ (6, 3, 3, 4, 2) = 18
5d6: 5d6 ⇒ (6, 2, 2, 6, 3) = 19
5d6: 5d6 ⇒ (6, 4, 3, 3, 4) = 20

13,14,18,17,13,15,14

I am going to try Minotaur, probably Hunter, Alch, Warder


Well, I've wanted to make a magus//warpriest for a while, so this might be a good opportunity to get that out of the way.

Heh, or maybe a variation on that; Cleric/Warder/Battle Templar//Wizard/Warlord/Bladecaster//Warlord for maximum path of warness.

Hmm. No that'd be silly.

Liberty's Edge

That's a lot of info to sort through but I guess I'll roll so I know what I'm working with.

5d6: 5d6 ⇒ (6, 3, 2, 2, 4) = 17= 13
5d6: 5d6 ⇒ (5, 4, 4, 6, 3) = 22= 15
5d6: 5d6 ⇒ (3, 1, 3, 4, 4) = 15= 11
5d6: 5d6 ⇒ (4, 3, 2, 4, 1) = 14= 11
5d6: 5d6 ⇒ (1, 4, 2, 2, 2) = 11= 8
5d6: 5d6 ⇒ (1, 5, 2, 2, 3) = 13= 10
5d6: 5d6 ⇒ (4, 2, 6, 3, 3) = 18= 13

15, 13, 13, 11, 11, 10 (Well then...)


I noted something odd. I don't see how skinwalkers make that many RP with your changes.

As I see it break down:

Standard ability scores, -2int, +2wis, +2 one physical score (0)
Medium Size (0)
Normal Speed (0)
Humanoid (0)
N/A language quality? Presumably standard. (0)
Skill Bonus: +2 Handle Animal (2)
+2 to wild empathy checks, if you're a druid. (nonstandard, can't be more than 1, I'd think. Maybe you could stretch it to 2, but WE is quite a lot more speciffic in application than skills generally are.)
Darkvision 60ft (2) I don't believe you can have both low-light and darkvision, but I might be wrong on that count.
Low-light Vision (1)
Natural Armor (2)
Claws (2)
SLA: Speak with Animals (1)

Which makes 11 pts. 12, depending on how you count wild empathy. This is only the standard version, of course, but I've really no clue how they made it to 18 on the list.


Since some people are rolling poorly, I will rule that if after adding in the 10 discretionary points, you are still under 90 total for all 6 stats, increase your total to 90 ( average 15 per stat ). This is before racial modifiers, and RP purchases, and of course after the 10 point allocation as mentioned.


The Dragon wrote:

I noted something odd. I don't see how skinwalkers make that many RP with your changes.

As I see it break down:

Standard ability scores, -2int, +2wis, +2 one physical score (0)
Medium Size (0)
Normal Speed (0)
Humanoid (0)
N/A language quality? Presumably standard. (0)
Skill Bonus: +2 Handle Animal (2)
+2 to wild empathy checks, if you're a druid. (nonstandard, can't be more than 1, I'd think. Maybe you could stretch it to 2, but WE is quite a lot more speciffic in application than skills generally are.)
Darkvision 60ft (2) I don't believe you can have both low-light and darkvision, but I might be wrong on that count.
Low-light Vision (1)
Natural Armor (2)
Claws (2)
SLA: Speak with Animals (1)

Which makes 11 pts. 12, depending on how you count wild empathy. This is only the standard version, of course, but I've really no clue how they made it to 18 on the list.

You can have both Low Light Vision and Darkvision. Also don't use the skinwalker generic version, pick a specific type. I changed skinwalkers, they aren't shapechangers any more, they are basically 100% beast mode. The extra costs comes from the always on powers they get from their full time beast form. If one were to play a skinwalker, you would chose one of the heritage aspects, say for example werebat kin. You would get the bite, the perception bonus, scent and the reduced falling damage (you dont have to pick one ). Its these that up the racial RP cost.

Hopefully that makes sense!


5d6 - 5 ⇒ (6, 4, 5, 3, 2) - 5 = 15
5d6 - 4 ⇒ (2, 5, 2, 5, 2) - 4 = 12
5d6 - 3 ⇒ (4, 1, 3, 2, 6) - 3 = 13
5d6 - 3 ⇒ (2, 5, 1, 3, 5) - 3 = 13

5d6 - 5 ⇒ (1, 6, 6, 4, 6) - 5 = 18
5d6 - 4 ⇒ (5, 5, 1, 2, 4) - 4 = 13
5d6 - 4 ⇒ (2, 2, 5, 6, 4) - 4 = 15

18,15,15,13,13,13

Prolly a ratfolk or kobold depending on how high level we are planning to take this campaign. How high level are you planning to take this game, CaveToad?

So, with you addendum to ability rolls? Stat total 90 w/ 1:1 pt. re-allocation.

18,18,16,16,12,10

28,18,16,16,12,10 (w/ 10 pts. added 1:1)

Kobold (before additional 23 RP buy)
Str 8 Dex 20 Con 16 Int 28 Wis 16 Cha 10

Kobold (w/ 23 RP buy - Advanced Dexterity (4RP), Advanced Constitution (4RP), Advanced Intelligence (4RP), Flexible Bonus Feat (4RP), Improved Natural Armor +2 (3RP), Resistant (2RP), Gift of Tongues (2RP).)
Str 8 Dex 22 Con 18 Int 30 Wis 16 Cha 10


Dotting for interest

(5d6 7 times ( top 3 dice, top 6 stats ), add 10 more points and rearrange 1:1

Stats: 5d6 ⇒ (1, 4, 6, 6, 1) = 18 16
Stats: 5d6 ⇒ (1, 2, 2, 5, 3) = 13 10
Stats: 5d6 ⇒ (6, 5, 4, 6, 3) = 24 17
Stats: 5d6 ⇒ (1, 4, 6, 1, 6) = 18 16
Stats: 5d6 ⇒ (3, 4, 3, 2, 1) = 13 10 X
Stats: 5d6 ⇒ (6, 2, 1, 5, 2) = 16 13
Stats: 5d6 ⇒ (4, 1, 5, 4, 1) = 15 13


@BossBedlam: Very high level. 20+ or more if people can stick with it.


Hmm, let's see, 17+14+14+14+11+9=79.
+10 makes it 1 point off. All right, that's good - I can make all my stats even that way.


5d6 ⇒ (2, 3, 1, 1, 2) = 9 7
5d6 ⇒ (6, 2, 4, 4, 5) = 21 15
5d6 ⇒ (5, 1, 4, 3, 6) = 19 15
5d6 ⇒ (6, 6, 4, 2, 6) = 24 18
5d6 ⇒ (6, 2, 5, 6, 5) = 24 17
5d6 ⇒ (3, 6, 2, 3, 1) = 15 12
5d6 ⇒ (1, 5, 2, 3, 6) = 17 14

15,15,18,17,12,14


I will keep updated information/clarifications in my CaveToad profile so that people don't need to sift through this thread for any clarifications.


CaveToad wrote:
The Dragon wrote:

I noted something odd. I don't see how skinwalkers make that many RP with your changes.

As I see it break down:

Standard ability scores, -2int, +2wis, +2 one physical score (0)
Medium Size (0)
Normal Speed (0)
Humanoid (0)
N/A language quality? Presumably standard. (0)
Skill Bonus: +2 Handle Animal (2)
+2 to wild empathy checks, if you're a druid. (nonstandard, can't be more than 1, I'd think. Maybe you could stretch it to 2, but WE is quite a lot more speciffic in application than skills generally are.)
Darkvision 60ft (2) I don't believe you can have both low-light and darkvision, but I might be wrong on that count.
Low-light Vision (1)
Natural Armor (2)
Claws (2)
SLA: Speak with Animals (1)

Which makes 11 pts. 12, depending on how you count wild empathy. This is only the standard version, of course, but I've really no clue how they made it to 18 on the list.

You can have both Low Light Vision and Darkvision. Also don't use the skinwalker generic version, pick a specific type. I changed skinwalkers, they aren't shapechangers any more, they are basically 100% beast mode. The extra costs comes from the always on powers they get from their full time beast form. If one were to play a skinwalker, you would chose one of the heritage aspects, say for example werebat kin. You would get the bite, the perception bonus, scent and the reduced falling damage (you dont have to pick one ). Its these that up the racial RP cost.

Hopefully that makes sense!

I know, that was why I was breaking the individuakl abilities down instead of just listing them as the 5 RP they state for the whole thing.

Anyway, it's really strange that Blood of the Moon buffed them that much and disguised it as 'variant heritages', but it makes sense.


With the extra points, I think I'm at 90 points even. Hooray, no changes! This is complicated enough as it is, and I'm using a powerful building program for it. XD


Argh! Such a hard choice.

On one hand, I'm thinking Vanara Monk/Rogue/Inquisitor.

On the other hand, I'm thinking mind flayer Wizard/Arcanist/Sorcerer(Sage)

I guess I'm going to have to play around with both of them and see what comes out.


Dicing for interest.

5d6 - 6 ⇒ (6, 6, 6, 5, 1) - 6 = 18
5d6 - 7 ⇒ (2, 6, 6, 5, 6) - 7 = 18
5d6 - 4 ⇒ (6, 4, 1, 6, 3) - 4 = 16
5d6 - 5 ⇒ (5, 2, 4, 6, 3) - 5 = 15
5d6 - 3 ⇒ (6, 2, 1, 3, 2) - 3 = 11
5d6 - 8 ⇒ (4, 6, 6, 4, 6) - 8 = 18
5d6 - 6 ⇒ (3, 5, 6, 6, 3) - 6 = 17

Um... okay then. 112 points it is. That's all 18s with 4 points left...

Thinking monk/inquisitor/??? Possibly cleric. Possibly something with less spells.

Alternately paladin/summoner/???.


Philo Pharynx wrote:

Argh! Such a hard choice.

On one hand, I'm thinking Vanara Monk/Rogue/Inquisitor.

On the other hand, I'm thinking mind flayer Wizard/Arcanist/Sorcerer(Sage)

I guess I'm going to have to play around with both of them and see what comes out.

Gonna have to eat a LOT of brains to hold all those spells ;)


dice rolls:

5d6 ⇒ (4, 6, 3, 3, 3) = 19
5d6 ⇒ (2, 3, 5, 6, 3) = 19
5d6 ⇒ (1, 2, 6, 1, 4) = 14
5d6 ⇒ (6, 6, 2, 2, 5) = 21
5d6 ⇒ (4, 4, 4, 6, 3) = 21
5d6 ⇒ (3, 3, 2, 6, 2) = 16
5d6 ⇒ (4, 2, 6, 5, 6) = 23

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