Attic Whisperer

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All right, I sent the proto-marilith to my DM, with personal flavour text added.

Thanks to everyone who bothered to expend brain power on this, especially Oterisk for... doing all the hard work, and Mikaze for offering inspiration for the reason why the character wouldn't be evil.

Fingers crossed now.


Oterisk wrote:

As far as the statistics for a regular Marilith are concerned, I have to think that a -2 to Cha isn't quite appropriate. It seems odd to me, however, that they are renowned for their tactics, but their lowest statistic is Intelligence. You did pick some good things here, and your numbers seem right. It is workable, but I figure I can just give you my opinion and see what you think.

Stats: +2 Str, -2 Dex, or +2 Int, -2 Dex

Darkvision 60'-- This is a good pick. Of all the marilith abilities, this is the easiest to get, and fits right in with other races.

Multiarm-- This is your bread and butter. I think it is fine that you have the limit to dex, it actually works well for this. you could possibly limit this instead to say that these attacks work like natural attacks, even if they have weapons in their hands. This would prevent abuse by giving them iterative attacks on every limb. Might be a bit much, especially with a bonus to strength. Besides, even the marilith doesn't get iterative attacks with every arm. (If this isn't a big deal, or your GM wouldn't let you do this anyway, I could limit it to d6's instead, scimitars and short swords would do fine)

Vulnerability to Cold-- this works great, and makes sense. It is a good way to balance the class along with...

Vulnerability to Cold Iron-- the marilith has cold iron bypassing her DR, so this would make sense too.

May not wear magical shoes or clothing that encloses each leg separately-- just decided to throw this out there, it may seem obvious, but it is also something you should consider to bring down the other advantages.

+2 racial bonus to perception-- Mariliths get a +8 racial bonus to perception, this is not a bad plan.

So, lets add that up...

-2 Negate racial bonus to one stat
+2 Darkvision
+16 Multiarm
-4 Vulnerability to Cold
-2 Vulnerability to Cold iron
-1 Situational modifier
+1 Perception bonus

+10 points, no level adjustments needed.

As far as balance goes, it could still be abused, but if...

Whoa! Those are some good additions. I can't believe I didn't think of cold iron... or turning shoes / pants into a restriction.

Going flat d6 - or flat anything - with Multiarm is... extremely limiting. I did consider something similar but I'm also keen on using two-handed weapons. This is probably the kind of thing I need to talk through with my DM. I think your version is good for gaming and I'm going to suggest it to my DM. Thanks for the trouble!

One thing though: should the proto-marilith stay large like the real bestiary monster or should it be reduced to medium? I can see the actual monster being large because of the massive snake tail and tail whip associated with it. I think, at best, proto-marilith would be large by length rather than overall size.


Using the race building guide, I've come up with something. I'm not sure I understood the ability score distribution correctly though.

Proto-marilith (or Lesser marilith)
+2 Str, -2 Dex, +2 Int, -2 Cha

Info wrote:
The two negative points to Dexterity gave me 2 points; a proto-marilith has a powerful but stiff body, and has a strong force of will but lacks a social persona as it is seldom needed in the Abyss.

Darkvision 60ft

Multiarm

Info wrote:
Darkvision cost me 2 points and for Multiarm I used 1D6 natural attack (single) but upped it to 1D8 (for maximum damage a single-handed martial weapon can do) so it costs 5 points per "natural attack". I bought this four times for four extra limbs, a total of 20 points.

Vulnerability to cold

Indo wrote:
This is more akin to a balancing choice but it also does make sense for a lesser demon from the fiery depths of the seven layers of hell to have a weakness towards cold. This awarded me with four points.

Even with this I'm still 6 points under zero which I don't really fancy but I'd rather not just bloat the race with all kinds of weaknesses. So, as of right now, I'd label the race as a ECL+1, or ECL+2 at best.

Thoughts?


Oterisk wrote:

If you are caught up in doing a racial version, you might try this thread for building purposes. There are some good guidelines in there for racial abilities and such, including a point based racial builder. A good read regardless if you go with it or not.

Link

Thanks. I'll take a read and see if I can cook up something decent.


SmiloDan wrote:
I would go with marilith duskblade. Around 34th level, you'll be marilith 17/duskblade 17, so you can use improved channel spell to add disintegrate to each of your 11 attacks (assume hasted). 3740d6 damage.

Good idea. In fact, it's such a good inspiration that I've decided to make my character a half marilith, half vampire, half werewolf, half pixies, half dragon, half fiend. What do you think?


Oterisk wrote:

A Summoner can get extra arms at level 10, albeit it is only one set, but you can get more until about level 18 or so. Shoot, with the spells you can choose, you could mimic a good deal of marilith abilities, including gate at level 17. Taking a Tiefling through that leveling process is a good way to get your flavor without having to bend the rules... at all.

And since you are a summoner, you can create a marilith for the Eidolon, and she could claim to be your mother or something, and get all of the flavor you were looking for, and have two of them to play at level 20 when you get twin Eidolon.

At level 11, you could pick up multi weapon fighting, if your gm allows monster feats that you actually qualify for. And if my rules-fu is good, then you can pick up Improved TWF, and get 8 attacks a round. Of course, your strength would suck, and your AC would also suck, but you could do it.

That certainly is a good solution but at the same time the character would not feel like a marilith but rather an imitation of one. I also don't fancy making a summoner with this concept. At least yet.

I suppose I'll spend some time brainstorming how to make a proto-marilith a fair race while retaining six arms. Got to check the Bestiary if there would be any advice on CR when it comes to multiple arms.


Trainwreck wrote:

If you're going to start off at 1st level, it would probably be more balanced to play a human or other sort of "normal" character race who has been corrupted in some way.

H.P. Lovecraft wrote a really cool story about a town where the inhabitants slowly evolve/devolve into horrible evil aquatic monsters. Maybe come up with something like that. Play it more like a horror story-- at first level, there are a few "odd" things about your character, maybe you were born with a pair of extra limbs that were surgically removed as a deformity while you were a baby, but the scars have begun to itch terribly and you have started to notice a skin rash on your legs that almost looks like scales...

Then, as you progress, you could have another set of arms begin to grow out of your sides again, becoming functional about the level that the other melee characters are gaining iterative attacks. A large, snake-like tail begins to grow out of your backside, eventually growing large enough that you begin to support some of your weight with it. As time goes on, you find yourself able to use it as a means of travel, and your legs begin to wither, eventually shedding off completely just as a snake sheds its skin.

Also, look at the lamia matriarch from the Bestiary 2. It has some similarities, but might be easier to progress into instead of the marilith.

Yes, Innsmouth and the Deep Ones. Those damn things are ugly as hell. But your suggestion is similar to what I had in mind; a sorcerer bloodline. But I'm playing a sorcerer right now and I don't fancy repeating it again soon. Lamia matriarch might work but doesn't do it for me.

Doing that whole slow transformation progress would require a lot more work than just stripping marilith of its abilities. But it is so damn interesting too, and makes me want to try it.

And with you, Mcarvin, I agree. I also tend to follow all things in the official books religiously. I'm also a perfectionist when it comes to my characters and the idea I have for a future character, going through excess trouble to pull it off the way I want it to be. In this case, it has to be a marilith demon - albeit a weak one.

But, you both agree that the lesser version of the Bestiary monster isn't suitable? Maybe I should make the arms scale with levels? Would that be insane; to have a scaling function from classes for a race?

P.S
Is it retarded to think of ways to have the character not be pure evil because of the reason x I'm yet to decide?


Reducing the marilith demon into a race playable by PCs is far from easy, that's for sure. I don't think the end result has to be ECL0 and I'd be accepting of even an ECL+2 character.

Using tiefling as a base so far I have...

+2 Strength, -2 Dexterity (or +2 Strength, -2 Dexterity, -2 Charisma)

Darkvision: Like the tiefling, a marilith has darkvision up to 60 ft.

Multitude Arm: Instead of Skilled, Darkness, second positive ability bonus and Fiendish Sorcery, a marilith has six arms.

Languages: Marilith begins play with Common and Abyssal. High Int lets you choose more languages as per rules.

This basically strips CR17 marilith of all its powers and abilities except for darkvision and the six arms. The player also has to take Multiweapon Fighting feat to use more than two arms effectively. I'm not too sure about the ability score bonuses and reductions; +2 Str, +2 Dex might work as well, with equally balancing negatives.

There's also marilith's size. Bestiary lists the creature as Large. Is this only because of the long snake tail or is the humanoid part also large? Should this be reduced or kept the same?

Feedback is greatly appreciated.

Also, this is supposed to be for a level 1 game start.


Mikaze wrote:
Aamaxu wrote:

I'm the kind of person who often looks at pictures and bases his characters on them. Recently I found a very inspiring picture of a marilith demon.

So, would there be any decent way to make a marilith demon into a PC race? It's crazy high CR of 17 isn't really suitable for low- to mid-level play.

Do you want the whole shebang playable as a PC? Spell-like abilities, demonic resistances, etc?

Or do you just want the eventual physical image of a half-snake/half-human with six arms, possibly with some more subtle racial abilities more along the lines of tieflings?

Eventual physical image is more what I had in mind, very much akin to tieflings and aasimar. I also like the idea of having six arms and wielding all sorts of weapons and equipment.

Are wrote:

You could create a "Marilith-class".

Since the Pathfinder rules essentially say you can play a regular Marilith as a level 17 character, and Mariliths have 16 HD, I'd suggest splitting up the Marilith's many special abilities and ability bonuses among 16 levels that each provide 1 Outsider HD and just start as a 1-HD character at level 2.

You should work together with your DM to create something balanced that you can both live with.

That is actually a very good suggestion, and I did consider making it a class. But what about race then? I'd just add it as marilith with a class of marilith, game mechanics-wise leaving the race part empty? And yes, I intend to give my DM a warning about my character creation desires beforehand.

It would be nice to make a marilith with a real PC class though. Perhaps I should work on a new race of Lesser Marilith Demons. Aurghh.

Also, the idea about making a modified serpentfolk (or yuan-ti) might work as well.

Thanks for the ideas.


I'm the kind of person who often looks at pictures and bases his characters on them. Recently I found a very inspiring picture of a marilith demon.

So, would there be any decent way to make a marilith demon into a PC race? It's crazy high CR of 17 isn't really suitable for low- to mid-level play.

I have next to no experience in converting monsters into playable PC races so I come for help in here. Is there a way to calculate or at least estimate CR reduction by ability, skill, feat, or other removal?

Thanks in advance.


Thanks for the answers but I just noticed I asked the wrong question. There is no lack of effects since we have a list of 10,000. I herped real hard there.

What I was supposed to ask, was do you have ideas for regulating Wild Surge? Such as, what would be a proper cost to remove the effects of wild surges? How should removing wild surges work? Should the triggers for when wild surges happen be adjusted?

We've considered the following...

Examples wrote:

- Once every in-game day the player whose character has wild surge effects rolls d20, and on 20 all effects are removed.

- Pay 100XP / lvl and visit a temple of your character's god(dess) to remove all wild surge effects. A variation of this is to pay 100XP per level per wild surge effect.

- Whenever a wild surge effect might happen, the player my choose to try and resist the effect. No idea what to use for this.

- I had a crazy nun-alchemist device potions for the group that removed all effects. I don't intend to do this every turn.

I've also devised a system to regulate how common wild surges are:

Examples wrote:

Green, where no effects emerge - ever.

Yellow, where with 1 the spell fails and a surge happens.
Red, where 1 and 20 cause wild surges and on 1 spell fails.
Black, a chaos magic area, where 1-5 and 15-20 cause wild surges and 1 causes spell failure. In addition, two wild magic effects are added to the character instead of one.

This allows me to have greater variation for wild surge effects and also lets me create areas where caster types don't have to fear every time they cast a sell.

So, any similar ideas?


So my group has a tendency to use Wild Surge effects for failed spells (roll 1) or exceptionally successful spells (roll 20). After a Wild Surge roll we roll D100 to determine which Wild Surge effect happens, from the list of 10 000.

This was fun the first 50 times but when your character you've worked hard on gets his nose switched with his foot, it doesn't really inspire. In addition to that, as a way to get rid of wild surges, my GM thought that visiting a seer who removes random wild surges from you for a price of an ability score (or scores) was a good idea, being a caster is just constant punishment.

So we've been trying to think up another way to remove wild surges. Right now we roll d20 every day and on 20 all wild surge effects disappear, both positive and negative effects.
Another idea we had is XP cost; if you want to get rid of all wild surges effects, you pay 100XP per class level.
Obviously we want equality between positive (such as winning all initiative checks regardless of dice roll) and negative (having all your ability scores reduced your lowest).

So I ask you, Pathfinders, do you have ideas for wild surge effects? How do you keep the fun in the crazy of Wild Magic while not screwing up game balance?


Just tell him to roll his die so everybody gets a chance to see them instead of ninjaing them away instantly.

Also tell him to roll the dice individually or designate what die does what before he rolls.


A quick search and Google search did not give required results - or at least my search-fu did not reveal anything recent and noteworthy.

I could not find Monkey Grip feat from the Core book. Is this now incorporated as some kind of new and funky rule (as I found some text regarding wielding bigger weapons from the book) or is it gone for good?

Thanks, meightes!


Quote:


Each character begins play with a single favored class of his choosing—typically, this is the same class as the one he chooses at 1st level. Whenever a character gains a level in his favored class, he receives either + 1 hit point or + 1 skill rank. The choice of favored class cannot be changed once the character is created, and the choice of gaining a hit point or a skill rank each time a character gains a level (including his first level) cannot be changed once made for a particular level.

I've had problems interpreting this part. Okay, I give you two examples:

E.g. 1
Half-elf (receives extra fav. class)
lvl 1 barbarian (+1 hp/level)
lvl 2 fighter (+1 sp/level)

So should he choose either barbarian as his 3rd level, he'll get +1hp or alternatively fighter, he'll get the +1 sp. Others give nothing.

E.g. 2
Halfling
lvl 1 bard (+1 sp/level)
lvl 2 fighter (nothing)
lvl 3 bard (again +1 sp)

Like this? If not, can you give the "correct" examples?


wynterknight wrote:
(You ARE going to post a follow-up thread after your first session, right?)

Totally. I've thought of a mostly suburban setting, where "fantasy" creatures are rather unheard of and where the character might start as commoners and if they want to become a fighter they must first get some levels as warriors.

Then I thought that what difference does a lvl 20 barbarian and a 20 lvl wizard have hit-point-wise in the end with the exception of the CON modifier? So I came up with a system that might balance things out a bit;

Every time a character is entitled to a ability score (i.e every 4th level) increase, that character's HPs raise as per entitled HD.

For example, for each ability score for a barbarian is entitled, he'll receive another 12 hp as a bonus. So in the end, that barbarian is going to have 60 hp more than anyone else.

Then again, I seriously doubt anyone in my campaign world is ever going to reach that, renowned heroes already being around lvl 10 perhaps.


Greetings,

I am about to start a campaign with a couple of my friends with a setting that is slightly different than a "regular" one. That is, I am going to make the world a VERY dangerous one, where a good hit with a sword can end ones life immediately.

I would like to have some advice/suggestions/feedback of the various house rules.

What I have so far:

* Point buy system (25) (PCs)
* Elite array/ 3d6 (NPCs)
* Low hit points (1st level max, next levels 1 + CON)

* Magic HIGHLY feared
* Magic using "controlled" by high wizards/cleric/aristocrats
* Sorcerers are deemed as heretics
* Most druids are isolated and considered rather mysterious

* Only major villains/BBEGs use the critical hit deck
* The critical fumble deck is used only once/combatant/battle[day/session]
* Following fumbles -> -2 AR/AC for 1 round (defender's choice)

I know that even a very high level wizard eventually might have less than 20 hit points so any first level fighter with a great sword can easily kill of him.

Also, evocation spells and spells in general have made me think a lot. Say, a fireball that deals 5d6 is deadly. Ambushes are deadly. I might either tweak these a little or make the players understand that spell casters are not to be messed with.

What do you think of this?


So I have a tiny problem with a character in a campaign I run:

Through a wild surge effect he has gained the ability to turn invisible whenever he speaks.

Reading on the rules about invisibility, both the Invisible special ability and the condition of 'invisibility' is a little confusing.

To pinpoint an active invisible creature, the opponent needs to make DC20 Perception check. But, if the invisible creature is [in combat or] speaking the check gets a -20. BUT, if the invisible creature is using Stealth also, it gets a +20 to Stealth check.

The character also has a Ring of Chameleon that gives +10 to Stealth. Accounting this to his +3 from his familiar and +2 from his Dex, his non-rolled Stealth is 37.

Is this correct? Am I missing something? Also, should he somehow manage to mask his voice completely, he would not gain the -20, correct?

And on completely unrelated matter, does anyone know where I could find Pathfinder-flavoured Hexblade?


Jason Sonia wrote:

Today, right? It's coming out today? Right? Please say today!!!

:::does the excited dance:::

;)

More like in 10 days.


Lehmuska wrote:

I'd say it causes shaken. That spell list's short descriptive text is probably just a leftover from 3.5e.

Anyway, it's better to consider a spell's description as the primary source for a spell if a conflict in the rules appears.

Actually, in 3.5 they have the same mistake...


1 person marked this as FAQ candidate.

Spell listing on page 226 and spell description on page 274 differ a good deal.

In the description the spell causes 'Shaken' effect while in the spell listing page Doom causes -2 Atk Roll, Dmg Roll, Saves and Checks. The problem is that Shaken (pg 568) does not cause -2 on damage rolls.

So which is it? Does Doom cause Shaken? Or does it cause the effects in the spell listing area? Or is Shaken effect missing something?


Well I started thinking about this. The rules say something about casters able to cast 0 level spells infinite amount of times. Since bleed also deals 1 point of damage, this would allow infinite amounts of damage 1/round against, well, helpless characters. (which is kind of overpowered)

So that's why I think there's a saving throw involved.


mdt wrote:


The saving through isn't based on the person seeing or avoiding the attack. The spell makes you bleed. The saving throw is to see if the body's natural healing abilities (platelets, we're looking at you here) manage to keep the bleeding from starting.

It strikes me as silly, if instead of the target making the save the *blood* makes the save. So if a person is hit by poison, the liver makes the save instead of the target? Isn't this rather complicated?


Jabor wrote:

It depends on the circumstances of the save. If avoiding the attack (and thus making the saving throw) requires conscious physical or mental effort on the part of the target, then being in a situation where you can't make that effort (e.g. unconscious, bound, paralyzed) makes it impossible to make the save.

On the other hand, if no such effort is required (such as in the case of resisting Bleed), then unconsciousness won't affect your ability to make the save.

The spell says it's a

range: close
target: 1 living creature
duration: instant

There is no need for an attack roll, it just happens. So the target can't really "avoid" the attack anyhow.

p. 249 where the spell can be found.

...?


I've read the spell "bleed" (0 level spell) and it says the target is entitled for a saving throw.

I just find it weird that a creature that is dying (thus helpless) is entitled for that save. Can somebody please elaborate? Doesn't a sleeping/unconscious/helpless creature automatically fail saving throws?

e.g. a person is sleeping and a wizard throws a fireball at him. The sleeping person automatically fails the throw and takes full damage?


Ahh rats, forgot to add title.


A player of mine has shown interest in becoming an Avenging Executioner (Complete Scoundrel). It fits the character concept extremely well so I'm all game for that. However, I'm here to ask feedback about the changes for this prestige class.

Note that this is system/stat focused query and as such I opted the Special requirement from this post.

[REQUIREMENTS]
Any non-good
BAB +5
Stealth 3 skill ranks, Intimidate 3 skill ranks

Hit Die: D8

[CLASS SKILLS]
Acrobatics, Disguise, Escape Artist, Perception, Sense Motive, Stealth, Intimidate

[LEVEL ADVANCEMENT]
BAB - FORT - REF - WILL
[1st] 0 - 0 - 1 - 1
[2nd] 1 - 1 - 1 - 1
[3rd] 2 - 1 - 2 - 2
[4th] 3 - 1 - 2 - 2
[5th] 3 - 2 - 3 - 3

[CLASS FEATURES]
Bloody Blade (Ex)
Same as Sudden Strike Ninja class feature except it can be used on limbs and only with a melee weapon. Shaken effect DC increased to "(DC15 + Avenging Excutioner Level + Cha Mod)" from previous DC10.

Sudden Strike(Ex)
No changes made except it can be used on limbs as well as on vital organs.

Rapid Intimidation(Ex)
2nd level. No changes made.
Thinking about replacing 'move action' with 'free action' or 'swift action'.
Also wondering whether I should add something. Ideas?

Dread Blade(Ex)
4th level. Creatured that are shaken, cowering, frightened or panicked are considered flat-footed.

Bloody Murder(Ex)
5th level. No changes made except identical DC to that in Bloody Blade.

So, what do you think? Did I miss something? Should I change something? Add something?


toyrobots wrote:

After going on at length telling my player how it is possible to have a Spellcraft skill dedicated to specific spell knowledge and spell identification, and Knowledge(Arcana) used for those thing specifically mentioned in the description (ancient mysteries, magic traditions, arcane symbols, constructs, dragons, magical beasts) but NOT for spell ID, he points me to the DC table for Knowledge(Arcana), which is a bunch of Spell identification DCs.

So which is it? If Knowledge(Arcana) allows for such extensive spell identification, what exactly is Spellcraft for?

Detecting magical properties. That's it I think.


Nero24200 wrote:
Aamaxu wrote:
Wouldn't Hexblade (and a lot of other classes) require plenty of adjusting for PFRPG? I'm asking since one of my players is planning a Hexblade / Spellsword.
Have a look around the forums, quite a few fixes are floating about. Just a few days ago i posted my own fix, and with the number of replies I learned quickly that there were plenty of other possible fixes floating about the forums as well.

Couldn't find anything that would help me with Hexblade conversion. Any other sources?


neceros wrote:

You realize there are great character sheets to download already, right? If you like the basic sheet that's one thing, but I never do like them.

www.neceros.com

But is there an official release yet?


Morgen wrote:

Actually, I would like to see a stand alone character sheet or two available on the website for free as well.

That being said, to the OP if you download the Pathfinder Society rulebook 2.0, you get a PDF that has a character sheet in it that'll work perfectly for the pathfinder RPG. Pages 32 and 33. :)

Is this character sheet relevant to the final PFRPG version?


Wouldn't Hexblade (and a lot of other classes) require plenty of adjusting for PFRPG? I'm asking since one of my players is planning a Hexblade / Spellsword.


Thanks for the link, Stebehil. That pretty much does it... I think.

Not interest in making a gnome who has identity issues but thanks anyway :D

And ah-yup, mah game will be all about vore.


Aamaxu wrote:

Continuing the topic regarding odd-ball characters:

Part of the story I'm planning is players ending up eating a fairy, and for this purposes I might or might not create my very own special feathery fairy that are called Little Angels (hence the saying) in my campaign world.

So I've been wondering and searching whether there would be a template, a feat or the kind for powers regarding fey creatures?

Thanks again.

That is, I'm thinking of giving them some lesser powers at some point for eating that feathery fey.


Continuing the topic regarding odd-ball characters:

Part of the story I'm planning is players ending up eating a fairy, and for this purposes I might or might not create my very own special feathery fairy that are called Little Angels (hence the saying) in my campaign world.

So I've been wondering and searching whether there would be a template, a feat or the kind for powers regarding fey creatures?

Thanks again.


Thanks to both of you! Libris Mortis and necropolitan was exactly what I needed.


So I'm in a bit of a bind here with one of my players.

I was glad when he decided to abandon his needlessly complicated Tome of Battle class and went with Pathfinder Fighter instead but his eagerness to create a human with 'Undead' template causes some headache for me.

I've yet to go through them ye olde 3.0 and 3.5 books for a fitting pre-made template that fulfils his wants for the template. He also suggested that we create our own, custom Undead template but I am not too interested it that.

Any ideas or suggestions?

Thanks.


Frogboy wrote:
Fey and Dragon would be the oldest of the bloodlines but other types of creatures found use for the power of sorcery and later transformed or mutated it into their own unique lines.

This sounds pretty solid.

You could also, if you want to take a slightly easier route, claim that demons and celestials and the kind existed when the fey did, effectively preceding life the elves created.

Personally I like the mutated idea better as it also allows you to create your own bloodlines under the same guise should you find the need or desire.


FabesMinis wrote:
Obsidian Portal.

That's exactly what I needed. Thank you!


I figured after a quick search that this would be the best place to seek an answer to my question.

I vaguely remember seeing Wiki-like pages about personal campaigns. I tried Googling a myriad of things regarding Wikias but I'm not exactly certain I found what I wanted.

So I ask you, forumdwellers, do you know a site similar to Wikipedia that allows you to create your own page(s) for your role-playing game settings?

Thank you.


Prove that you have heart to do it? That you're ice cold killa who needs no bling to do his job right! Just his nerves of ice cold steel.


Quick sweep didn't result any hits so I decided to create this thread.

I've been searching for sound effects fitting for a fantasy and/or medieval setting. Google didn't provide any decent results except for modern sounds - though some of them could be used regardless of setting.

So I come here, hoping to find people with enough intranets knowledge to direct me to the right direction of sound effects, and to a lesser extent, music.

Thank you.


Wow... That's some high Hit Die stuff right there, and coupled with LA +2, it takes a lot of exp to reach even level 2. That thing is a powerhouse; three extra feats too. Take Barbarian and win the world just by yourself!

Anyway, personally I don't see any need for changes barring possible Skill-based conversion and CMB - but those are done with any character anyway. Might want to see into his Detect Magic supernatural ability relating to Sorcerer levels though.


No idea for the future campaign I'm designing since half of the players have failed to produce a character yet, but I did bring two fellows together in a mini campaign via magical elements:

The players created their characters without any restrictions about location or class; one is a sorcerer in a small coastal village far to the south-east and the other a northern barbarian.

Sorcerer's village gets attacked by marauders and his half-elf sorcerer mother forces a teleport spell on him, while at the same time the barbarian, his brother and a group of northmen take on a lich-like creature who upon death detonates, causing the barbarian to disappear.

In the end they both end up in a small town far from each other's homes and, being most prominent figures in the town at the moment, decide to work together to reach their destinations. The sorcerer greatly enjoyed appearing in mid-air and falling into a stack of hay.


Clearly it all boils down to "American" English being wrong all the, and every, time.

No exceptions.

P.S I'm not British hur dur


Then again, you could be assumed to be a great tracker because you're a great survivalist, a person who spends plenty of time in wilderness and/or studying nature.

In the end, I think it would be best for Track to remain a feat, adding a sense of victor when the person owning the feat is effectively able to help his group as none of his comrades don't have it.


silverhair2008 wrote:
Aamaxu wrote:
Also hi, I'm new.
Welcome to the wonderful world of Paizo. Watch out for Lilith's cookies, they are addicting. Good though.

Yes, well, we all know what they say about first wives, eh? Ahahaha!


For variety in tieflings (and aasimar), why not go with the Sorcerer bloodline system? A bloodline for a demon and/or devil that determines major abilities and characteristics; succubus bloodline for +2 charisma goodness, derkaderka bloodline for Acid Spray spit supernatural ability. And so on.

Also hi, I'm new.