We're Gonna Take a Walk Outside Today...

Game Master Kobold Catgirl

Beyond maps, beyond horizon, beyond all but story, out into a world great and wondrous. There is no set arc; there is no overarching villain. There is only the journey. There is only west.

House Rules/Setting Info.


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If I hadn't already been in the process of making Iss-p-th-d (it's not supposed to be pronounceable by humans), I totally would have used them, they are very cool. That said, I doubt I will be making one when I already have a four armed Kasatha.

Edit: Just came up with an idea for a race, it's going to need some serious balancing though. I want to make a race with the incorporeal subtype. The biggest problem I see straight off the best is immunity to nonmagical damage. The rest could be balanced out, but that one ability needs to be dealt with. That could be remedied with something along the lines of treating anything magical the same as a force effect and taking half damage from nonmagical, at which point though in order to justify that you have to say they are semi-corporeal, which A, seems harder to deal with than a straight up incorporeal creature, B, turns this into a glorified defensive ability, and C, would also serve to take away many of the unique disadvantages that come with playing an incorporeal creature. Disadvantages that would be a lot of fun to figure out how to get around IC. Thoughts?

Liberty's Edge

Blinker the kindercloak is unusually personable for his kind (not that anyone in Barlily is likely to know this is unusual), and lost a valued friend in the Targe Disappearance, an event wherein an entire community of humanoids left their homes in the middle of the night and were never seen again. Blinker was in Targe at the time, but somehow missed the call to go with the other people - they think it's because they're part of a very non-human hivemind. They are still bonded to the world-spanning hivemind, but they have become consumed by the need to understand the Disappearance. After much research, they believe the event was caused by a fluctuation in the psychic energy of their old town (caused by some outside entity, a conjunction of planes, a fey trick, a heavenly rapture, or some magical engine left by a forgotten civilization - Blinker sure doesn't know). They're visiting Barlily to a) make use of the local library/sage, b) make sure Barlily isn't about to suffer a similar Disappearance, or c) because they're passing through on their way up the Styx to another town; they may have stayed in town while waiting for the winter snows to thaw, or because they're just super attached to the taste of chestnut lilies and the friendly people of Barlily.

I'm torn between an investigator and a mesmerist. The investigator would have learned how to think and act like a humanoid in their quest to understand the Disappearance - perhaps even to be taken along the next time such an event occurs. The mesmerist would have learned magic to potentially stop such an event when it occurs, by counter-manipulating humanoids into staying in their beds and staying home. Given the number of rogueish applications so far, I'll probably work on the latter.


Very interesting, Dotraj! The incorporeal race would have two huge advantages: Immunity to nonmagical damage (which is a big deal, since magic weapons aren't that common hereabouts—around 70% of enemies in the campaign flat-out wouldn't be able to harm you) and ability to circumvent a lot of barriers. So what you would really need are some disadvantages that limit your travel and your combat ability. Some ideas for starting points:

  • You are bonded to a person or object, or something else that strongly limits your mobility. For example, you might be trapped on the Ethereal Plane except when you're nearby a particular magic item that weakens the barriers between planes. This could offer some major limitations, especially if the item were to become lost or stolen. Of course, there are ways this could be gamed, such as throwing the item across chasms.
  • Your spells and attacks can only affect living beings, or are always considered mind-affecting effects or phantasms or the like. That'd be a decent nerf, but it would limit you a lot in fights with constructs and undead and the sort, which might get tedious for you to deal with.
  • Certain mundane barriers, such as salt or holy symbols, might ward you off, giving a potential weakness enemies could exploit.

    The idea of the "impervious, but impotent" character could potentially be transferred to this game, but you'd have to put real thought into finding ways to even it out. It would probably require several drawbacks, not just one or two.

    For now, stick to ideas rather than solid rules, since there's no guarantee of being accepted and I don't want you to potentially waste time designing a race you don't get to used. But I would like to see your ideas, if you really want to give it a shot.

  • Dark Archive

    Very enthusiastic DOT!!!!!!

    i have a race i'd like to play that i made myself. have wanted to try it for a while. this is an insectile race, they are quick and peceptive, but have a hard time interacting with other races, they
    are a monstrous race, so i'll understand if you don't approve.

    Chitian:

    Aberration (3RP)
    Size:medium
    Speed:30ft
    Abilities:+2 Dex,+2Wiz,-2Cha
    Languages: xenophobic(0RP): Chitian,bonus:Common, Aklo, Dwarven, Elvish, Gnome,
    Traits
    Natural armor:(3RP)+2 Natural armor.
    Jungle camouflage(1RP):+4 to stealth in forest or jungle
    Nimbleness(2RP): gains weapon finesse as bonus feat
    Incectile climb(6RP):Constant spiderclimb on non-smooth surfaces.+16 to climb checks
    Sting: have a sting natural weapon as a secondary attack. (1d4+1/2xstr)
    Minesight (2 RP): Members of this race have dark-vision 90 feet; however, they are automatically dazzled in bright light and take a –2 penalty on saving throws against effects with the light descriptor.
    4-armed(8RP): have four limbs that act as arms

    they have an ant-like community, however they are evolving individuality and lack a hive-mind. The reason they are monstrous is the four arms. Without that they are advanced,(although still above 15RP), out of all its abilities, that is the one i'd like to remove the least.

    The spider-climb ability can be switched out for flight with the same RP cost.

    Edit: I'll play either a Rouge or a Druid with this character, however I may play as a Dex-based fighter.
    Edit 2: Monk, definitely a monk.

    Liberty's Edge

    Everyone has these amazing and creative character ideas, and my first thought is a human ranger. :P


    2 people marked this as a favorite.

    Hey, if everyone's weird, nothing's weird. If you're willing to take the mundane, unremarkable bullet for the team, there's plenty of value in that. ;D

    William Nightmoon, that's an interesting race, but it does have a lot. It's over 25 RP, and it seems like it could easily get out of hand—especially with those three extra potential attacks. Flight is objectively better than the climbing, too. I would look for ways to tone down its power, either in your character's build or in the race itself.


    1 person marked this as a favorite.

    For me. Because then I won't have to,

    Liberty's Edge

    I mean, if I have to... ;)

    Callum Younger, CG Human Ranger, will be created for your consideration tomorrow!

    Dark Archive

    Well, my main idea was that other races react to them like they would a monster. Most non-aberration would treet them with an attitude one step lower(if not outright hostile) I was thinking of applying un-natral without the addition of +4 AC against animals.
    And playing as a monk, I would gain no benefit from the extra arms that I don't already have from my legs.


    A lot of those disadvantages do fall on one area, though: The beloved old dump stat, Charisma. That might have very little effect, aside from limiting your options in roleplay. Keep that in mind.

    The flurry question is complicated, but I'd be inclined to agree with you for the sake of balance. With that in mind, though, have you considered looking at the diopsid race linked on the last post of Page One? They have an "arms" ability that might fit your concept better—the second pair of arms is more vestigial, and can't be used to wield weapons anyways.


    Hmmm, how combat heavy will this be? I've been wanting to try an unchained phantom thief, but obviously they give up a lot on the combat side.

    Liberty's Edge

    The OP said approx. 50/50. Apologies if that sounds snarky: I needed to look it up, too. :)


    KC, did any of the my concepts jump out to you as interesting? They are all rather mundane compared to the other ideas in this thread. :P


    lucky7 wrote:
    The OP said approx. 50/50. Apologies if that sounds snarky: I needed to look it up, too. :)

    Dang, you're right, I totally missed that somehow.


    There'd be a fair bit of combat—it would likely comprise about half the gameplay, assuming I measured right. That said, you'd get plenty of mileage out of skills, too.

    I'd say that there will be enough combat that you'll want to work out something you can do during, if you go with the phantom thief.


    The Pale King wrote:
    KC, did any of the my concepts jump out to you as interesting? They are all rather mundane compared to the other ideas in this thread. :P

    Let's see...

    Okay, I'll be frank here. I love all of your ideas. I would say no to the android—just because, again, low-tech world—but the wyrwood would be entirely fine. I might look into giving it a weakness or two, just to make up for its many immunities, but that could also be something handled entirely behind the GM screen.

    Otherwise, honestly, I'd be fine with any of them. In terms of which ones jump out at me as especially matching the setting/tone or bringing interesting roleplay to the table, I guess I would elevate (slightly) the monk and the wyrwood.


    Thanks!

    If I did go the Wyrwood route I would want to take the Emotional trait as it would seem like a real pain to have to roleplay something emotionless and also it takes away one of those big immunities.

    I think I'll go and put some stats together for the Wyrwood and Monk and see how I like the look of them gameplay wise.


    Kobold Cleaver wrote:
    have you considered looking at the diopsid race linked on the last post of Page One? They have an "arms" ability that might fit your concept better—the second pair of arms is more vestigial, and can't be used to wield weapons anyways.

    I'm glad you liked it!

    I actually just put something else together that I think I'm more interested in playing than the Diopsid, if you'd be so kind to take a look at this as well. Grig


    You and Jonahkan might want to talk together on this one, since you've both put forth grig PC race adaptations. I like yours a little better—it's very well-balanced—but I'd also be okay with a Tiny grig race.

    Of course, you don't have to use the same version, either. You also don't have to decide now—precise character plans can come after players are chosen.

    Jonahkan wrote:


    3) Somrthing similar, but with a fey theme, either a painterlily, or a trig or pixie
    https://newpathfinderraces.wordpress.com/2014/11/30/grig/
    https://newpathfinderraces.wordpress.com/2014/11/17/pixie/

    Thoughts?


    I thought of the bonded object thing, though not as far as you went with it.

    I'm suddenly reminded of a character who could go incorporeal, but was tied to his body. His spirit was free to leave for an indefinite amount of time, but couldn't go far and still needed to take care of the body. I'm not specifically planning to draw on him, but it seems relevant.

    The problem with bonding to a person or object is that he would then have to rely on someone else, something I don't want another player to deal with... Unless I make him a synthesist! He'd have some spellcasting while practically untouchable, but synthesists are martial characters. That should deal with most of the damage problems at least, and if I bail on the body, I'm out for the fight because it takes 10 minutes to summon.

    I still need to come up with a way to limit the scouting and bypassing though. I think he can't pass through certain things like you said. But maybe more mundane or common than salt. I was kind of thinking anything that was never alive is out of bounds. So he can't go through most walls, but he can probably go through a lot of doors.

    And the final big problem is distance. If the invincible character who doesn't eat or sleep can wander off at night to scout four hours ahead, it is still pretty cheap. Maybe he's tied to a random item in the party's possession, and not even he knows what it is. We'd have to say it's something they are fairly likely to keep for the whole campaign. And by me, I mean you, the GM, because I'd love to find out what it was by advocating a plan that involved leaving it behind or destroying it, and then following through with it. Problem is, it would be pretty easy to figure out which item it was, as soon as we figured out it was an item. I think the best bet there is to have him be bonded to something or someone, be it a group member, their armor, or that frog that keeps showing up in random places. The range would have to be great enough that it isn't easy to figure out. I'd say 100 feet minimum sounds like it would be hard to eyeball.

    I probably missed something, but this post has rambled enough.

    Edit: Does two minutes count as a ninja?

    Edit II: Ooh, bonded object! I just thought of something. A wizard or witch or arcane sorcerer tied to their familiar. I'm not sure how it would work, but it should be an option. The same could go for a Druid or sylvan sorcerer's animal companion. This idea defeats exploiting a bond to an object, or tethering a person to me. It doesn't however, address the problem of a full caster having almost nothing but benefits from permanent incorporealily.


    Dotraj wrote:
    The problem with bonding to a person or object is that he would then have to rely on someone else, something I don't want another player to deal with... Unless I make him a synthesist! He'd have some spellcasting while practically untouchable, but synthesists are martial characters. That should deal with most of the damage problems at least, and if I bail on the body, I'm out for the fight because it takes 10 minutes to summon.

    Can you clarify what you mean by this? Do you mean this character will be a synthesis summoner, and you'll just flavor the "eidolon" as being the incorporeal PC? That would be alright, though you'd have to be careful to avoid the standard overpowering problems that archetype tends to run into.


    Sorry, the idea was that the incorporeal character is the synthesist, who summons the new body, and is otherwise a normal synthesist. If that's what I go with, I'll at least play an Unchained Synthesist (don't know if that is technically legal, but it should restrict me some, and add some cool flavor).

    Edit: We could also possibly do something along the lines of the eidolon actually being destroyed if killed, it would force me to be much more cautious and prevent me from throwing caution to the wind in every encounter. I'm not sure I like that though, because that's part of the fun of a summoner imo, so I'd prefer a different balance if possible.


    Well, tell you what, focus on crafting the character concept for now; we'll see if we can balance it (or one of your other ideas) if you get accepted.


    3 people marked this as a favorite.
    Kobold Cleaver wrote:

    I'd be open to that idea. :)

    You and TGTG could also consider some sort of connection, potentially. Perhaps there's some sort of Seelie/Unseelie Court or the like you both hail from.

    Kobold Cleaver: This is the Dwarf-like fey race that I have come up with. Once I have your approval I will begin creating an Inquisitor of the 'Unseelie' court.

    @ everyone doing a fey. With K.C.'s recommendation may I ask anyone who is making a fey to declare if they are a part of one court or the other or neutral? Depending on the association of the fey selected my inquisitor will either be helping those of the 'Unseelie' court or "Keeping an eye on" those who are 'Seelie' or 'undeclared' because to an Inquisitor there are no neutral positions, your either for us or against us ;)

    The Trow:

    Trow Race @ 15 RP
    There are reasons why dwarves are frequently regarded as sneaky and greedy, and are often mistakenly connected to fey in the town of Barlily. That reason is the Trow. Here in the area of Barlily near the river Styx the veil between this world and the first world is very thin and fey creatures move back and forth seemingly at will.

    The area of Barlily is especially attractive to the Trow. They love marshy bogs and fens, which due to the Styx flood plain, abound. When they claim a bog or marsh as their own the will defend the land and the airspace from almost all other fey. Accepting very few fey creatures in their swamp, they will chase most from their territory.

    They are creatures of solitude: enjoying their privacy not only from other fey but other sentient creatures as well. While not violently opposed to most humanoids, the Trow avoid them; living in areas that most find undesirable. So the lonely fog-filled fens of the Styx are a natural fit. When other non-fey humanoids do wander into their bog they usually hide from them or distract them using their spell like abilities and natural nondetection.

    Like their distant cousins the leprechauns, there is one thing they love that folks in the natural world have. However it is not their gold; It’s their tools. Trow love work implements; not to use them, not to build them, not to understand them. They love to break them. Most Trow carry a special hammer just for such use. When they see a tool more complex than an axe or hoe or hammer or nail, anything with moving parts or special purposes, they love to see how much damage it can take; giggling and laughing as they smash it to smithereens.

    Physical Description:
    Trows, at first glance, may be mistaken for Dwarves; they are a hairy, short stocky race with wide, compact bodies that account for their burly appearance. Many believe that Trow were the precursor of dwarves and, after observation, it was determined that the ground instead of the air was a better place for this tough, grumpy, possessive people.

    As one gets closer differences are noticeable between Dwarves and Trow, especially in two areas. The first is the appearance of their hair and beards. Where Dwarves keep their hair and beards long and well-kept with clasps and intricate braids, Trows do not. They let their hair and beards grow wild and scraggly. It is normal for a Trow to have moss or mold or fungus from their swamp growing in their beard. If they keep animals or a familiar it is not uncommon for them to nest in the beard.

    The other difference in physiology is their wings. Trow have large grey moth-like wings. The Trows wings are able to relax and lay on their shoulders dropping and relaxing appearing as an oddly patterned cloak. These wings, like fingerprints, are distinctive for each Trow, being different in shade, patterns even size and details in shape. Like all fey with wings the greatest insult an enemy of a Trow can do is to cut off their wings and leave them alive.

    Society:
    Most closely related to Leprechauns, where leprechauns prefer forest, Trows prefer bogs and Fens. They generally live their long lives in solitary. A Trow which has left it’s mothers bog is considered a young adult or bogless. It is during this time Trow will travel or search ‘sowing their wild oats’ experiencing the world. Once they have selected a bog they are considered a mature Trow. It is after this they may seek out a mate who has a bog of their own in another part of the forest. They will meet with immediate family for high festivals. No matter the type of wetland they live in or the court they serve Trows are singular creatures valuing the privacy of their bog above all else.

    relations;
    While Bogless Trows are still singular creatures, enjoying their company above all else. They will work with others to advance their own short term goals, with the eventual plan to settle down in their own bog. Once they settle down they are very jealous of their bog; refusing admittance to smaller fey and berating and threatening larger. Any non-fey which approach their bog they usually hide from or distract hoping they leave quikly. While they dislike everyone they consider boggarts as their natural enemy and will attack on sight. The only two fey that they willingly share their bog with are the fey wolverine and the fey giant toad

    Allignment and Religion
    Like most fey, Trow have little care for the causes of good and evil. They will occasionally join one of the two courts: winter or summer, for their own purposes. Ultimately they are driven by their lusts for privacy and destruction of tools, they have no use for others laws and opinions. This also affects the views of religion. Almost exclusively they see religion as subservience for no purpose.

    Adventureres
    Trow as young adults will travel and explore, alone or with likeminded people. The only concern being that if a Trow finds a bog or fen, which is not occupied by another Trow, they may abandon their party to settle down.

    Type: Fey (2 RP)
    A fey is a creature with supernatural abilities and connections to nature or to some other force or place.
    A fey race has the following features:
    Fey have the low-light vision racial trait.
    Fey breathe, eat, and sleep.
    Size: Medium (0 RP)
    Medium races have no bonuses or penalties due to their size. A Medium creature has a space of 5 feet by 5 feet and a reach of 5 feet.
    Base speed: Slow Speed (–1 RP)
    The race has a base speed of 20 feet. If the race is Medium, its members' speed is never modified by armor or encumbrance.
    Ability Score Modifier: Standard (0 RP)
    Modifiers: Trows, like Dwarves, gain a +2 bonus to Constitution, a +2 bonus to Wisdom and a –2 penalty to Charisma.
    Language:(0 RP) Standard: common, Sylvan
    Trow’ start with Common plus Sylvan. Furthermore, Trows with high Intelligence scores can choose from: Aklo, Aquan, Auran, Dwarven, Gnome, Ignan and Terran,
    Advanced Traits (Defense): Fey Damage Resistance (3 RP)
    Prerequisites: Fey type.
    Benefit: Members of this race gain DR 5/cold iron.
    Magical Racial Traits : Enclave Protector (2 RP)
    Benefit: Members of this race add +1 to the caster level of any abjuration spells they cast. Members of this race also gain the following spell-like abilities (the caster level is equal to the user's character level):
    Constant—nondetection;
    1/day—faerie fire, obscure object, sanctuary
    Advanced Movement Racial Traits: Flight (4 RP)
    Benefit: Members of this race have a fly speed of 30 feet with clumsy maneuverability.
    Defense Racial Traits: Bond to the Land (2 RP): swamp
    Trows gain a +2 dodge bonus to AC when in Wetlands. Considered Swampy terrain type selected from the ranger's list of favored terrains.
    Offense Racial Traits : Gatecrasher (2 RP)
    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.

    I listed “Bond to the Land” and “Gatecrasher” last. If 14 race points is too high I would drop those two and go to 11 race points.

    Dark Archive

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    Here is a second race I'd like to play. This one is far more refined and has only 12RP

    Quillick:

    This race is thin, bipedal, and aquatic. Its head is elongated, with large black eyes.four tentacles hide a sharp beak for its mouth. Females have large frills on their spine, collar, tail, and underside of their limbs. Males lack these frills.
    Quillick are a logical and understanding race. Most lack social skills, but are smart and quick. Females dominate the society, being treated as royalty. They are treated as such due to the role of bearing children.
    They get along well with elves, but find humans and dwarves as stubborn and slow. Gnomes are viewed as curious beings who tend to be self-destructive. Halflings are rarely in relation with quillick.
    Quillick live in freshwater, particularly large lakes where they can build their cities.
    Type:Aberration(aquatic)(3RP)
    Size: Medium
    Speed: 30ft land, swim 30ft (2RP)
    Abilities: +2Int, +2Dex, -2Cha
    Language: Aquan, Common. Bonus: Elven, Teran, gnome, Draconic, Infernal, Dwarf
    Traits
    Lesser spell resistance(2Rp):6+hitdie
    Aquatic Camouflage:(1RP) +4 to stealth in/under water.
    +4 to swim checks.
    Toxic flesh(1rp): the blood and flesh is poisonous: Weakening Venom: Injury or ingest; 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.
    Water sense:(1RP)Members of this race can sense vibrations in water, granting them blindsense 30 feet against creatures that are touching the same body of water.
    Amphibious:(2rp)Members of this race are amphibious and can breathe both air and water.
    RP total:12

    I was inspired by the cuttlefish... sort of. Imagine a cuttlefish with a body.

    Liberty's Edge

    KC, what restrictions will you be imposing on kindercloaks? Mostly around their Creatures of Shadow ability.

    What type are they?

    Dark Archive

    There's also the Dragonkin from 3.5... but they're really powerful.
    Here are the original stats for those:

    Dragonkin:

    Dragonkin characters possess the following racial traits.
    — +8 Strength, +2 Dexterity, +2 Constitution, +4 Wisdom,
    +2 Charisma. Dragonkin are powerful creatures that derive
    great abilities from their ancestral tie with the dragons.
    —Large size: –1 penalty to Armor Class, –1 penalty on at-
    tack rolls, –4 penalty on Hide checks, lifting and carrying
    limits twice those of Medium characters.
    —A dragonkin’s base land speed is 20 feet. It has a fly
    speed of 40 feet (good).
    —Natural Attacks: A dragonkin is profi-
    cient with its claw attacks, which deal 1d6
    points of damage each. If it uses a claw as
    a secondary weapon (along with a
    weapon held in the other hand), it
    takes the normal penalties for
    two-weapon fighting.
    When making a full attack
    while airborne, a dragonkin
    character may also make
    two additional attacks
    with its rear claws at its
    full base attack bonus
    (with a –5 penalty if
    also attacking with a
    weapon).
    —Dragonkin can
    use detect magic at
    will as a supernatu-
    ral ability, as a sor-
    cerer whose level is
    equal to the dragon-
    kin’s HD.
    —Racial Hit Dice: A dragon-
    kin begins with seven levels of mon-
    strous humanoid, which provide 7d8
    Hit Dice, a base attack bonus of +7,
    and base saving throw bonuses of Fort
    +2, Ref +5, and Will +5.
    —Racial Skills: A dragonkin’s mon-
    strous humanoid levels give it skill points equal to 10 × (2 +
    Int modifier). Its class skills are Spot and Listen.
    —Racial Feats: A dragonkin’s monstrous humanoid levels
    give it three feats.
    — +7 natural armor bonus.
    —Automatic Languages: Draconic. Bonus Languages:
    Common, Dwarf, Gnoll, Goblin, Orc.
    —Favored Class: Barbarian.
    —Level adjustment +2.

    There is also warforges, which have been converted to pathfinder on this site:Link To Warforged

    Out of everything I've applied so far, warforged would be my #1 pick.


    Sounds interesting...
    I have never played a monster in Pathfinder. How does it work?


    This is how I make characters :). Besides, I'm having fun with this, even if I knew it wasn't going to get picked, I'd still probably finish building it this way.

    Edit:

    @Gark: They looked like half construct fey to me, but I could be thinking of something else.

    @Aranna: We've mostly been using Race Builder 15 RP. I'd say come up with what you want to do first and then try to make it there. If it doesn't quite work, talk to Kobold Cleaver. We aren't using monsters with hit dice either, which seemed like it means that have been what you thought.


    Robert Henry wrote:
    Kobold Cleaver wrote:

    I'd be open to that idea. :)

    You and TGTG could also consider some sort of connection, potentially. Perhaps there's some sort of Seelie/Unseelie Court or the like you both hail from.

    Kobold Cleaver: This is the Dwarf-like fey race that I have come up with. Once I have your approval I will begin creating an Inquisitor of the 'Unseelie' court.

    @ everyone doing a fey. With K.C.'s recommendation may I ask anyone who is making a fey to declare if they are a part of one court or the other or neutral? Depending on the association of the fey selected my inquisitor will either be helping those of the 'Unseelie' court or "Keeping an eye on" those who are 'Seelie' or 'undeclared' because to an Inquisitor there are no neutral positions, your either for us or against us ;)

    ** spoiler omitted **...

    Very interesting! I think the trow looks okay, though flight can be tricky. Will this be a ranged inquisitor, or a melee inquisitor?

    william Nightmoon wrote:

    Here is a second race I'd like to play. This one is far more refined and has only 12RP

    ** spoiler omitted **

    I was inspired by the cuttlefish... sort of. Imagine a cuttlefish with a body.

    Looks good! Spell Resistance can often turn into a downside, though, so keep that in mind.

    Gark the Goblin wrote:

    KC, what restrictions will you be imposing on kindercloaks? Mostly around their Creatures of Shadow ability.

    What type are they?

    Monstrous humanoid (half-construct). And I think the ability can stay the same. A single creature being able to see in any darkness isn't that big a problem.

    Aranna wrote:

    Sounds interesting...

    I have never played a monster in Pathfinder. How does it work?

    Hey, Aranna! It depends on what you have in mind, but in general, you would take the base monster and try to match it to the Race Builder to get an idea of its power level. Got anything in mind?

    Dark Archive

    Great! But if like you to look at the converted Warforged before I decide. I already have an alias from when I applied a Warforged for a different game ;)


    The warforged would be alright. I'd be interested to see how you connect it to the setting—has there been a war that used them?


    Something like a Dryad.
    I will look at the Race Builder, thanks.


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    I'm interested. Allow me to shoot some ideas in the collective thinkpan for consideration:

    Spoiler:
    1. A Gun Scavenger catfolk who makes their weapons out of letterboxes and scrap metal from anything they can melt and shape into gun components. They carry a big sack full of iron pots, gun parts and various other junk, which they use as ammunition for their 't-shirt gun'. Wants to build a tank, or 'Big metal fortress-cart', for them to roll around in and make people jealous.

    2. A Toxicant grippli who is extremely nervous about people touching them with their highly poisonous skin, so they constantly walk around in heavy full body wrappings, and generally has a lot of anxiety about hurting people. They are trying to find an antidote for their extreme poison production, but it is proving irreversible.

    3. A Underground Chemist URogue middle-aged dwarf former barber who has weaponized his shaving cream (alchemist fire, and eventually the Bomb rogue talent) and is looking to branch out into adventuring after having left behind his barber shop business chain to his son. His business was booming when he left to pursue his dream occupation as a general do-gooder, but he has chosen to leave it completely behind, knowing his son will carry on his legacy.


    Kobold Cleaver wrote:
    Robert Henry wrote:
    Kobold Cleaver wrote:

    I'd be open to that idea. :)

    You and TGTG could also consider some sort of connection, potentially. Perhaps there's some sort of Seelie/Unseelie Court or the like you both hail from.

    Kobold Cleaver: This is the Dwarf-like fey race that I have come up with. Once I have your approval I will begin creating an Inquisitor of the 'Unseelie' court.

    @ everyone doing a fey. With K.C.'s recommendation may I ask anyone who is making a fey to declare if they are a part of one court or the other or neutral? Depending on the association of the fey selected my inquisitor will either be helping those of the 'Unseelie' court or "Keeping an eye on" those who are 'Seelie' or 'undeclared' because to an Inquisitor there are no neutral positions, your either for us or against us ;)

    ** spoiler omitted **...

    Very interesting! I think the trow looks okay, though flight can be tricky. Will this be a ranged inquisitor, or a melee inquisitor?

    I was planning on ranged, wanted to give a repeating crossbow a try.


    Below are some ideas for adapting the dryad, though it's a bit sketchy.

    Dryad?:
    Racial Qualities
    Type: Fey [2 RP] Could let them be humanoid, like gnomes, to cut back on cost.
    Size: Medium
    Speed: 30 ft
    Abilities: +2 Dexterity, +2 Charisma [2 RP]
    Automatic Languages: Sylvan
    Bonus Languages: Common, Elven, Gnome, Orc, Goblin

    Racial Traits
    Commune with Plants: The dryad can cast Speak With Plants once per day as a spell-like ability. [3 RP]
    Tree Meld: The dryad can cast Meld With Trees at-will as a spell-like ability, as per the dryad ability. [6 RP]
    Fey Damage Resistance: DR 5/cold iron. [3 RP]

    The Tree Thing
    There are three solutions to the tree bond, as I see it: Either make the tree smaller, have the dryad have lost some of her connection to trees, gnome-style, or have the dryad's bond be more flexible and easy to change. So, in order:

    Plant Dependent: The dryad is bonded to a large potted plant weighing 20 pounds. It can be carried on her back. Most dryad plants are trees, but other plants can function as well, such as perennial flowers, shrubs, or cacti (often having subtle influences on a specific dryad's personality and appearance). A dryad who moves 30 feet beyond her bonded plant immediately becomes sickened. Every hour thereafter, she must make a DC 15 Fortitude save to resist becoming nauseated for an hour. A dryad that is out of range of her bonded plant for 24 hours takes 1d6 points of Constitution damage, and another 1d6 points of Constitution damage every day that follows—eventually, this separation kills the dryad. A dryad can forge a new bond with a new plant of the same species by performing a 24-hour ritual and making a successful DC 15 Will save. [-3 RP] TOTAL: 13 RP?

    Broken Bond: The dryad has lost part of her connection to plants, but managed to survive through strange means. She loses Tree Meld. TOTAL: 10 RP

    Tree Dependent: The dryad's bond is flexible, and can shift as needed. She can establish a bond with a given tree in a ritual that takes 10 minutes and requires no Will save. As long as she performs this ritual within 24 hours of leaving her previous tree, she suffers no penalties or damage. She still becomes sickened when traveling more than 1 mile away from her chosen tree, however. Alternatively, she can choose to assign this bond to an entire forest. [-2 RP] TOTAL: 14 RP?


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    The dryad carrying around a bonsai tree everywhere would be the cutest thing.

    Liberty's Edge

    Here are some preliminary stats for Blinker - obviously they'd get an overhaul to fit the rest of the party, if selected.


    I really enjoyed your setting, KC. I liked the idea of a Leshy Warden druid with strong ties to your starting town. Ties that might get cut down by overly superstitious townsfolk.

    This profile sketches out the character.


    I was actually thinking of the Dryad from Dungeon Siege 2 largely to avoid the plant dependency and also because I love the tree village they made and their naivety as a younger race and because spell powers are too pricey to build around.

    DS2 Dryads

    Advanced Stats for -2 Str, +4 Dex, +2 to mental stats. [4rp]
    Type Plant [10rp]
    +2 saves versus death magic or similar effects. (lifebound is closest for [+2rp])
    Bonus Feat Dodge [2rp]
    ~the ability to craft mana potions~ (probably can't be done in pathfinder)

    Hmmm... 18rp
    If 15 is hard and fast I could toss out the feat and saves and add a 1 pt ability instead...


    Aranna wrote:
    ~the ability to craft mana potions~ (probably can't be done in pathfinder)

    There is a Brew Potion feat but it requires Caster Level 3rd since your spell list affects what potions you can brew. As such, it probably makes more sense to take it via character advancement, rather than as a Racial bonus.

    Kobold Cleaver wrote:

    You and Jonahkan might want to talk together on this one, since you've both put forth grig PC race adaptations. I like yours a little better—it's very well-balanced—but I'd also be okay with a Tiny grig race.

    Of course, you don't have to use the same version, either. You also don't have to decide now—precise character plans can come after players are chosen.

    Jonahkan wrote:

    3) Somrthing similar, but with a fey theme, either a painterlily, or a trig or pixie

    https://newpathfinderraces.wordpress.com/2014/11/30/grig/
    https://newpathfinderraces.wordpress.com/2014/11/17/pixie/

    Thoughts?

    Oh I didn't notice that! I like the one I built better, too, though they're pretty similar. I'll see what Jonahkan thinks, but I may also put something else forward (the freedom of options is giving me pretty big character ADD.)


    I'm thinking I'll have them obviously tied to their familiar. The familiar already has half the master's caster hp, so if it's an obvious target it will be difficult to defend. The problem is, it has to be completely obvious, it's still pretty cheap if every baddie has to spend a few rounds figuring out how to hurt him. Maybe a small familiar with obvious similarities that make it completely clear that they are tied together. And the character feels pain when their familiar is harmed. The same would go for an animal companion, and I think the fact that it's in melee should balance out the extra health.

    I think a small familiar (especially one that couldn't fly) solves a lot of problems. It doesn't have an insane Stealth bonus from size, and is the size of a playable character. Thus, the character can't range out ahead of their companion as it scuttles along in the undergrowth or flies the skies undetected. Again, the same would go for an animal companion.

    So right now I have two concepts in mind: A wizard with a small familiar they are linked to, and a sylvan sorcerer bound to their animal companion. Right now, I'm leaning towards the sorcerer.


    Zyxebrax Weaver/ Lily Shadow

    Race: Something spider-themed; it’d be neat to make my own (using the ARG’s race builder? Or can it be more free-form?), although the Drow work fine as far as published races go, and I could always fluff something else.

    Class: Vigilante (probably stalker, although I might give magical child or one of the other archetypes a go)

    Basic Backstory: Zyxebrax grew up re-enacting the daring exploits of her childhood hero, The Crimson Avenger, rampaging through the town vanquishing ‘evil’ and pretending life was straight out of a bard’s tale. Life and habitual introspective thinking have toned down her youthful verve; now, Zexebrax spends most of her days helping out at the family business working as a tailor. Still her tiny ears perk up whenever a customer mentions some small problem or other, and the town’s self-appointed guardian, Lily Shadow, is sure to arrive shortly thereafter with a solution.

    Mechanical Slant: Depends a bit on the final form of the race and class, ranging somewhere from a ‘Black Widow’ themed character to a more support-oriented role with lots of skills and a few beneficial spells and/or feats with just enough damage to have a real bite.


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    Okay, I had a new idea over the weekend. Kitsune Paladin/Swashbuckler. No idea what your opinion on paladins is, KC, but if it reassures you, I'm definitely not planning on playing one of those stick-in-the-mud, police-the-party kinds of paladins. Here's a rough outline of the character:

    *He's from a town that consists mostly of kitsune, a semi-anarchic place with little in the way of central authority.
    *He grew up on the streets, but when he was nine or ten (he's not sure of his own age), he was taken in by one of the town's few non-kitsune inhabitants, a human priest of a foreign deity who'd wandered into town some years passed and ended up staying.
    *Said deity is a good-aligned moon deity, with the basic idea being that "It's easy to do good in the day, when all can see. More revealing is what you do at night, when many sleep and evil lurks unseen. Do you, as the moon, share your light in the dark times? Even if at times you are eclipsed, do you always continue your efforts to do good?"
    *The deity is also associated with travel, with the link being how the moon shines on all the world, and so likewise the faithful travel to see where they can shine light into dark places.
    *The priest raised my character in this faith, and he found peace in the structure the faith brought after the chaos and fear of living on the streets. He also learned the basics of his fighting style from the old priest.
    *He left his home when his attempts to bring change to town didn't bear fruit, instead earning him derision from the elders.
    *Since then he's wandered, doing good wherever he can, until ending up in Barlily.
    *Character-wise, he smiles easily and loves to laugh, but underneath the levity is an abiding determination to make a positive difference in the world, to defend the innocent, lift up the downtrodden, and encourage others to do likewise by his words and example. He believes that patiently persevering in righteousness brings much better results than stabbing people--he'd much rather solve a problem with his words than with swords. But if there's a true threat to life or liberty, he's ready to draw his blade and fight it. He also loves travel and meeting new people.
    *Build-wise, he'd be a light-armor warrior, fighting with rapier and buckler. He'd be focused on Dexterity and Charisma, with above-average Intelligence and enough Con to not die. Probably he'll take a single level of Swashbuckler to support his mobile fighting style, and the rest will be Paladin.

    I really like this idea, but does it sound good to you? If you don't have a problem with it I'll stat him up this week.

    It does kind of hinge on this world having at least one moon that works more-or-less like Earth's moon does, though. Or at least the deity part does.

    A side comment, but I love the Lifeline idea. I can just see this character nobly sacrificing himself in some kind of holding action against impossible odds while the rest of the party escapes, only to show up later, injured and stripped of all his gear, having narrowly escaped the enemy encampment after they imprisoned him. It seems like Lifelines would permit something like that to happen, if I understand them correctly.

    Dark Archive

    Kobold Cleaver wrote:
    The warforged would be alright. I'd be interested to see how you connect it to the setting—has there been a war that used them?

    Wonderful, I'm going to make a Warforged then... I'm going to build a Cavalier perhaps, use an archetype that doesn't rely on a horse... because what horse would back able to carry a 500lb machine and all of his equipment.

    Better yet. I'm building a wood kinetisit. He'll be able to use his own body as a weapon.


    William here, this is the Alias for my Warforged Phytokinetisist

    Edit: you don't mind me having only 6 cha right? He's just more acustomed to plants than people.


    Mirani was a hunter and sometimes defender of the tree village of Eirulan. Her mother ran an inn and travelers from all over came to visit Eirulan and the ancient elven shrine of life nearby. Mirani became enamored of the tales of treasure to be found in the world beyond from an early age and chose her path specifically to carry her far from the village in hopes of finding something amazing herself. When she came of age she signed on with a caravan heading for the strange human town of Barlily hoping to see more of the world and the unclaimed treasures within.

    Personality:
    Curiousity- She loves to poke her nose into things. Ever eager to learn more or see more.
    Nature Lover- She will go on endlessly about the natural beauty of the world around her.
    Drawback- Greedy- She can be lured into foolish action by a pretty jewel or flower that she just HAS to have.

    Motivation: Exploration

    Alignment: CG

    Build: DS2 Dryad Ranger (archery build)


    Trekkie90909 wrote:

    Zyxebrax Weaver/ Lily Shadow

    Race: Something spider-themed; it’d be neat to make my own (using the ARG’s race builder? Or can it be more free-form?),

    The Race Builder is preferable just so it's easier to gauge power level, but it's not mandatory. Even if you use it, you may have to invent traits and just guess their value.

    Almonihah wrote:
    Okay, I had a new idea over the weekend. Kitsune Paladin/Swashbuckler. No idea what your opinion on paladins is, KC, but if it reassures you, I'm definitely not planning on playing one of those stick-in-the-mud, police-the-party kinds of paladins. Here's a rough outline of the character:

    Oh, I quite like paladins. I don't set out to "trap" them, either—if your paladin is in danger of losing their powers, you'll know.

    Your character looks good. I have no problem with a moon deity. :)


    Excellent! I'll get to building him.


    Almonihah wrote:

    A side comment, but I love the Lifeline idea. I can just see this character nobly sacrificing himself in some kind of holding action against impossible odds while the rest of the party escapes, only to show up later, injured and stripped of all his gear, having narrowly escaped the enemy encampment after they imprisoned him. It seems like Lifelines would permit something like that to happen, if I understand them correctly.

    By the way, this is exactly how lifelines are meant to work.

    For instance, let's say you're fighting a band of orcs and one of them gets a falchion crit (it happens). The wizard is instantly killed, which is a real bummer. The party kills the orcs, buries the wizard and departs.

    The lifeline might be (just as some examples) a magical parasite latching onto the wizard, allowing him to cling to life—but now with a Corruption he has to deal with. Or perhaps a fey works some magic to save him, but he is now in their debt. Or maybe his grave is dug too close to the cavern lair of some evil cultists, and his body falls through. They bring him back to life, but cast a spell to control his mind, sending him back to serve as their unwitting mole in the party. Or he wasn't even dead, and he is forced to dig his way out of the grave, then make the dangerous journey alone to reunite with the party.

    Setbacks.

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