Austrailan Diver

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I did a map of a mansion for an online free module I wrote, but i guess it's too small for your purposes: Grayfield Manor.

This guy's work is pretty cool for a madman lab's map: Dasomerville's Map

The map of Schloss Caromarc, from Trial of the Beast, might be good too.


Thanks! :)

If you know anyone who might be interested, please tell them about this Kickstarter. It really means a lot to me!


Hello everyone! For lack of a better suited section, I'll post this here.
I recently did some cartography for a new Kickstarter project, called "Map Flats", under the creative direction of mr. Ted Leaman.
I figured some of you might be interested in getting these high-quality maps for their own game. I know this is shameless advertising, but this is my first official collaboration, so I'm very excited!

Please check out the project here: Map Flats


Hello guys, I was trying to write a module for my blog. It should be released as a downloadable PDF (for free, so I'm not earning any money from it!).
Problem is: I'd love to use some monsters that are included in the online SRD but are not labeled as "Pathfinder Roleplaying Game Compatible", for example, the Skin Stealer.
Given that the adventure is free (and provided I indicate the source, in this case Pathfinder 44: Trial of The Beast)... could I use it? Not being able to do this will actually prevent the whole thing from being written.

Thanks in advance for the help.


Wise suggestion.
I personally think I'd write them as tactics, mainly because this gives me a chance to worry about their interaction with the warleader only, whereas labeling them as feats I'd check for compatibility/balance with all the classes/feats around. Also, I can apply the "can't take this before n level" clause. However, I'll first have to familiarize myself with the siege engine rules (I'm running a pirate campaign, already had to learn ship to ship combat... guess I'm in for a bit of study this month!)


Heh, well, MAD surely can be a problem with this class... if you want to max every feature within, let's say, level 7/8. Otherwise, the various ability score increases and wondrous items that enhance them can solve the problem, if you have patience. That said, I DO understand that, to some people, a MAD approach might not appeal. I kinda want, as it is, to find a balance between the possibility of optimization (and, if that's the case, minmaxing) and the class concept I had in mind.
Drejk's hint at siege engines and mass warfareis cool, but I wonder if something that specific (which could easily never come into play if the DM or the party have no big war in mind) should belong to an archetype. The bonuses from Expose Weakness could be switched for morale or insight bonuses to siege engines' crews, and there could be a new tactic to apply which allows an engine's crew to reload or fire quicker and better than the average.
I'm open to ideas and suggestions!


hahah, I guess that's a case of "banner envy", as good ol' Freud would put it :D


Drejk wrote:
*places a banner marking this location for future view

*welcomes the banner*


Hey, I know, but although "it's my class and I can do what I want", I posted it here to get some advice. Which you did, and this is why I'm trying to incorporate your thoughts without eliminating what I myself love about the class.
I like your Cha approach to Expose Weakness, with the 'leader getting the enemy's attention instead of his allies. It works both mechanically and logically. I'll try a couple of session with this variant and write about it here. Thanks!


Hmmm... I never had such a "shop" in my game, but I did have a guy with a large cart selling stuff even him didn't even know everything about. Like a map that would show wrong trails unless you persuaded it by flattery, and an intelligent pistol that was always terribly depressed and you had to pay a lot of attention when using it, because if it cried, her tears would wet the powder and you couldn't fire.


I really happened to like Privateer Press's Monsternomicon for their Iron Kingdoms RPG when it still used the d20 system. Every monster entry had a full page dedicated to lore, possible hooks for using the creature and even some examples of interesting treasure to be found once the creature is defeated. In my opinion that is incredibly valuable information in a monster manual.


I see. As I mentioned before, I thought of using both CHA and INT to basically give to players the option of focusing on one or the other, and then have different builds. Obviously, if one's trying to get the max out of both stats' features, he's gonna have an hard time and probably he won't be able to put many points (or good rolled numbers) into physical stats, which is detrimental to his fighting abilities (and chance of survival). Problem is that I really can't figure a martial leader not using INT (for tactics) or CHA (to bolster his comrades). And the full BAB is because, contrarily to the bard, this class has received military training and might need feats that require a BAB of +1 at 1st level; its combat prowess is far better than that of a minstrel. And yes, the warleader is meant to be at least decent in combat himself, given his command feature use is limited. As you see, there's a logical reason for every choice; however, this doesn't mean those choices are necessarily right.
Let's say we drop Expose Weakness (it can't be CHA-based, honestly, it's about seeing openings in the target's defense...) and make all bonuses granted by the features Charisma-based. I guess people would now think it's a bit OP. Charisma already is strong in both roleplaying situations (Diplomacy) and combat (Intimidate), and making all the warleader tactics depending on it might lead people to dump INT and play with a dumb warleader, which is terribly wrong from a flavor point of view. I honestly don't know what would be best.


well, first of all, thanks!

Designing monsters for other people is something I've never done, mainly because I'm not always sure about them being balanced... and honestly, I didn't even know such a kind of "commission" existed :D

That could be fun, however!


Hello everyone! Hope I chose the right section to post this.
I recently started a blog ( here ) which is mainly about pathfinder-related stuff (pregens, homebrew classes...).
I also intend to periodically provide my readers (are there any?) with adventures: we're talking mainly one-shots, but I do not exclude a possible "full" module in the future. That said, I just uploaded my first short adventure, "Grayfield Manor", which can be run for 4 to 6 PCs, levels 1, 2 or 3 (I've run it and the math seems right). The adventure (and all the material on the blog, for what it's worth) is free to download and use. It is the first time I write an adventure, albeit short, for someone other than myself; and I have to say writing it in english (which is not my native language) proved hard when looking for synonyms and specific words. If you want, take a look, and if you happen to run the module or even just read it, please let me know your opinions and suggestions by posting here in this thread or, even better, by leaving a comment in the post with the link to the PDF: this one.

Cheers!


Hm. Well, first of all thanks for the comments! I agree about the sylph & co. favored class options and I'm already looking for something less situational to replace them. I'm open to suggestions!
On a more specific note:

@Sphynx: Your opinion on Accurate Strike is totally understandable, and I had the same doubt when first writing it. However, as Sah observed, it's really hard to abuse any of the class features without losing the others. The class itself (like the paladin and monk class, for example) was written with a balanced ability scores array in mind. Just as a monk's Wisdom bonus to AC can become overpowered if the PC has an 18/20 in both Dex and Wis (resulting in a very high armor class at low levels without wearing any armor) but meaning he probably won't have good scores in Str and will then be punching for few damage points, the warleader can't really dump any stat besides Dex and Wis (and even then, he shouldn't have a score lower than 10). In a 20 point buy with a human PC, the scores would probably be 14 12 13 14 10 16, already applying the +2 racial bonus to Cha. So no, I don't think it's that much, considering each command can only have one tactic applied to it and you have limited use of the command.

@Sah: In addition to what I wrote above, which gives a reason to the spread use of ability scores, you shouldn't forget that, while decent at melee and ranged combat, the Warleader is mainly a buffer and enabler for his allies. His main stat is Charisma, his secondary stats are Intelligence and Strength. Dexterity, Constitution and Wisdom come last and you really should choose which ones to improve based on the type of leader you want. A demagogue will probably have high mental stats and pack less serious hits in melee; a field tactician will have good melee stats and settle on an average Charisma, limiting his leadership but considerably improving his chances to do something when in melee apart from granting the Expose Weakness bonus. At the same time, I really can't imagine which stats to make less relevant in a similar character concept. He's a martial character, so there's no reason for him to have low or medium BAB. And he's a leader and tactician, meaning good Cha or Int (not both, but that's because he forces you to make a choice when building the character). What would you dump?


Thanks Oceanshieldwolf. I guess I was not the only one loving 4E's warlord!
Drejk's take on that class shares some affinities with mine in fact, I'm particularly amused by the fact we both incorporated "tactics" as options to add depth to the commands the PC is issuing across the battlefield. Also, reading Drejk's post reminded me of something... I have yet to create some custom feats for this class!


Loving the art! (you can never go wrong with mr. Reynolds, he's both a good guy and a great artist!)
The document (although some formatting troubles persist) looks fine to me. Only thing is, what about adding to the schematics' list the equivalent of the following spells?
- crafter's fortune (changed to 1st level schematic)
- masterwork transformation (changed to 2nd level schematic)
- rapid repair (changed to 4th level schematic)


(not a shameless bump!)

I forgot to mention, I'm currently working on racial favorite class bonuses for the warleader:
- Drow: once per day (and an additional time for each time this bonus is selected) the warleader can affect a vermin ally with her command, even if the vermin can't understand the warleader's language and is usually immune to mind-affecting effects.
- Dwarf: the morale bonuses granted by the warleader's tactics increase by +1/4.
- Elf: the warleader gains 1/6 of a new tactic.
- Gnome: once per day (and an additional time for each time this bonus is selected) the warleader can affect an animal ally with her command, even if the animal can't understand the warleader's language.
- Half-elf: the warleader gains a +1/2 bonus on Diplomacy checks.
- Halfling: the insight bonuses granted by the warleader's expose weakness feature increase by 1/3 (max +5).
- Half-orc: the warleader gains a +1/2 bonus on Intimidate checks.
- Human: the warleader gains 1/2 of an additional daily use of her command.
- Ifrit: add +5 feet to the warleader's command range when trying to affect an Outsider ally with the fire subtype.
- Oread: add +5 feet to the warleader's command range when trying to affect an Outsider ally with the earth subtype.
- Ratfolk: the warleader gains a +2,5 feet bonus to her base speed (max +10).
- Sylph: add +5 feet to the warleader's command range when trying to affect an Outsider ally with the air subtype.
- Undine: add +5 feet to the warleader's command range when trying to affect an Outsider ally with the water subtype.


thanks! and if things are as I calculated, then they're OK to me. As I said, looks like a fun character to play. Any ideas on race-tied special favored class bonuses?


no problem. I enjoy reading about alternate classes and archetypes (I just wrote one myself: here)... I'm glad you found my suggestion worth considering.
However, you mentioned techs stacking... does this mean that if I go full tech armor I'll get 122 extra hp? That's a bit excessive. I thought you just got +10 armor, +50 hp, SR 18, moderate fortification, d8 charged armor and a +2 to STR or DEX. And that's a lot of stuff already.


Thanks Marc. I didn't know about this supplement. I hope I've not spent days on something that already existed :D Truth is, we felt the urge of a completely new class to make everything work. A simple cavalier archetype or alternate order didn't feel right and customizable enough, I guess. With the warleader class you can build any type of leader, from the savage to the knight to the bandit lord.


Just a few thoughts:
- Saving throws: why high Will and no high Reflexes? building prototypes, I guess, teaches you how to save your hide when something goes wrong and tries to cut your hand or explodes. Also, the engineer is not a caster, nor a martial hero (like a paladin or a monk), thus an high will save seems inappropriate from a flavor point of view.
- Prototypes: you forgot to state how to set the DC for those. I guess, following your logic, it's 10 + INT bonus + the Schematic's level.
- Automaton: You ignored or changed some of the rules for constructs (no good saving throws, for example), but I guess you did this on purpose. Again, a good will save seems out of place (and not too useful, given the construct's immunity to mind-affecting effects). Remember, however, constructs are a strong creature type: you might want to give the automaton all bad saves to balance it.
- Techs: I'm not sure how this works, especially the part about gaining techs from other research lines. But it looks fun.
The class overall looks fun to play (as the summoner is), and I don't think it's too overpowered, especially when compared to casters and the likes. With this many options, you really should playtest a lot, I'd say two session with a lvl 1 engineer, two with a lvl 5, two with a lvl 10/11, and a couple with a level 16, 17, 18, 19 or 20th PC. Some options seem really powerful, but I failed to see anything screaming "BROKEN". The automaton can clearly become a scary force on the field, and its construct nature can get rid of many control effects.

Hope this helps!


2 people marked this as a favorite.

I recently started writing on a blog, called Halfling's Den. I try to write at least one article per week, and every week I provide the readers with pregenerated characters (PCs and NPCs) to use when in a hurry.
Today I posted a homebrew class I made to satisfy one of my players' cravings for a martial, non-magical, non-divine leader that could, mechanically, grant extra combat actions to allies. Much like 4th edition warlord, but with a few tweaks to make it feel more "at home" in a Pathfinder game.
If you'd like to know more, here's the article: A personal take on a new class: the Warleader
I have tested this class for a couple of sessions, and things seem to go well. You can find a torough description in the article. To answer some questions already:
- Yes, I know the use of warleader's command is heavily limited. Trust me, you don't want to feel like your PC is simply shouting in the fight. We want players to act!
- The picture of the ogre warleader is something I drew last year.
- Although the idea of a ranged warleader archetype seemed really cool, we're still debating on wether it's too strong (or at least, stronger than the base version making it obsolete).
Please let me know your opinion on this!


Vadskye wrote:
Awesome. I hope it works out well. (Note that the natural weapons were intended to work with my revisions which make natural weapons function almost exactly like regular weapons. Some of the druid abilities which grant natural weapons may not work well with the original natural weapon system - but I am not sure.)

Well, if needed, we'll tweak it here and there. The main thing is giving a strong identity to the character, providing it with options that aren't just borrowed from another class (like the druid domains in Pathfinder), but instead feel "special" and unique to that class.


Ouch. As far as I know, it only allows you to build and print dungeon perimeters, adding furniture and some elementary terrain features (rocks, bushes, boulders).


Vadskye wrote:


I would be honored if you did, Araknophobia! And curious to hear how it goes.

As soon as I get in touch with my group again and continue our campaign, I'll ask them if they're OK with incorporating some of your rules. If they are and the results are interesting, I'l let you know!

EDIT: Actually, I'm sure our Ape Shaman druid will LOVE your take on Wild Aspect (ape). She basically built her PC to be an acrobat/monk/druid, so giving her natural attacks and rend makes her character WAY cooler than it currently is.


I read through all of it, and I must say I'm impressed. Although I began making some changes to 3.5 that are very similar to yours (mainly the heal 1/2 HP when resting and TWF as a Standard action), you really brought your ideas to the "next level". I might consider trying some of these variations in my current Pathfinder campaign. Thanks for sharing!


There was an old 3.5 book, Cityscape, but I don't know if it's still available in any "legal" way. It covered pretty much what you need.

EDIT: here it is... on Amazon


Thanks a lot Shin Bilirubin! Anyone else with suggestions/opinions/personal experience, please don't hesitate!

@Mark Hoover: Thanks for support! Being Italian, writing an entire blog in English about something I love is a good form of training for me!


Hello everyone. I'm currently working on a short adventure (3 to 5 hours) to be made available for FREE (so, no money involved, just contributing to the gaming world out of generosity) on my blog, The Halfling's Den. The adventure uses the Pathfinder Roleplaying Game System and contains references to the Core Rulebook, Bestiary I, Advanced Player's Guide and Ultimate Equipment. Plus, there are a couple of Kobold Traps of my own creation. Being this the first time I do something like this, I don't know which kind of license or agreement I have to reference/include in the PDF version of the module that will be uploaded on the site. I just want to avoid incurring in legal troubles, because honestly, I have no interest in passing as mine ideas that are not, and I am grateful to all the people at Paizo for their hard work.

I hope this is the correct section of the forums for this question; if it is not, my apologies to the moderators.


Yora wrote:
I don't think the points are a good way to measure the equal strength of races. I just build races as I consider them balanced with the other ones.

I agree. Usually, when creating a new race, I use the RP system as a guideline, but then adjust and tweak the results by confronting them to other races' statistics.


Ye Olde Map Maker is available on AppStore and Android, and although simple it gives you all the basic tools you need for a map. Here's the site.


Hello guys.

So, I'm gonna run a quick Dark Sun adventure using Pathfinder Rules. Although I've built pregens, monsters and NPCs using the core rulebooks and the awesome resources from Dreamscarred Press, I'm stuck with quite a relevant problem: a quick way to handle journeys through the athasian desert. Now, the average temperature in the desert during the day is 110 Fahrenheit degrees (about 43 Celsius), often reaching 130° F (54° C). The core rulebook suggests a Fortitude Save every 10 minutes for temperatures above 110° F (DC 15+1 per previous save) or take 1d4 nonlethal damage. Honestly, having my whole party roll 6 saves per hour would slow things a bit too much. On the other hand, the book suggests a roll every hour for heat from 90° F to 110° F.
To speed things up, I thought that, given athasian people are more accustomed to this environment than creatures from other planes/worlds, I could use the once per hour roll for travel during the day (from 5 am to 8 pm). Characters can use their Survival skill to boost their saves as usual in the morning. During the night (from 9 pm to 4 pm), temperatures drastically drop to about 46° F (8° C), so there's no need to make any checks I guess.

I still have some doubts concerning the checks' DC (15 or more?), and the amount of nonlethal damage suffered (1d4 or more?). Please let me know your thoughts on this.


Although many humans have completely forgotten their past glory under the waves of the Cerulean Sea, some ancient settlements near rivers directly flowing into the ocean use to throw into the dark waters any leftovers of their meals, which usually disappear in a short time. Their elders say that's "nourishment for the souls of the ancestors".

Most of the exiled Krabmen built settlements on the land far enough from the shores (plains and hills), but some of them decided to explore the red peaks that they had sometimes seen from under the surface of the sea: the Rust Chain, that the ancestors called "Qumro-esh", "Red Razor". They had seen no life form since they had left the ocean, and wanted to know more. There, they found strange stones and metals they did not know: and past the mountains, an immense expanse of sand and rocks. They called this desert "The Boiling Wound", for the sun scorched this place without mercy. While most explorers stopped there and went back to tell the other exiled of their discovery, one of them decided to stay there. His name is lost in time, but we know him as the First Shaper. A thousand days and a thousand nights he wandered the Wound, and there he finally met some animals (the Gauntback with his sad pose and powerful bite, and the Screecher of Night with his bronze wings; and some other things that were born from the primal surges of creation). And he discovered the power of magic, and he became able to transmute and summon. When the Shaper came back to his city, he realized his fellows had built great temples and palaces. But the temples and palaces and cities lacked something: a life form other than humans. The Shaper gave them life through his magic, populating them with animals and other creations of his own. He discovered that his power could change the nature of existing life, and through study and endless efforts the first Aberrants were born:
- Elves, the aberrants of Mind, the first to embrace the power of magic;
- Dwarves, the aberrants of Wisdom, skilled artisans and craftsmen;
- Orcs, the aberrants of Vigor, whose strength was incredible;
- Halflings, the aberrants of Heart, quick and loyal to their friends;
- Gnomes, the aberrants of Lore, keepers of all that is sacred to the ancestors.
Humans were the original creation of the gods: the others, physical manifestations of everyone's natural inclinations.


Threeshades wrote:


It's my massive walls of text that always turn people off from looking through my home brews, isn't it?

Maybe :)

However, as a xenomorph lover (platonic lover I should say) and 40k tyranid player, I was morally obliged to read this. Although I'm not too familiar with the concept of unfettered eidolons, I guess they're the opposite of the traditional "captivity" eidolons controlled by summoners.
I love the concept of the chimantis as a colony-organized swarm of aberrations (you could take a look at Magic: the Gathering's Slivers too). What I'd love to see is a kind of tyranid frenzy-like weakness when they're alone: they could go berserk (this for drone or higher CR chimantis) or enter a sleeping state (larvae and chrysalids should probably fall into this category). Some of them could even self-destruct in an eruption of digestive acids and ichor.

Concerning the illustrations: I dig almost all of them, except for the matriarch. Personally, I'd give her two strong back legs to support her abdomen (also, flying is much easier after a jump). However, such additional pair would probably increase her speed to 40 ft. so I don't know if that will work for you. Other than that, nice job, and yes, we do need more insectoid alien horrid species. I love when a player asks "but what's this bad guy motivation?" and the answer is just "hunger" or "survival".


hmmm. well, from what I understand reading the Kaer Maga entry on Pathfinder Wiki, the city is a boiling cauldron of anarchy, where people from all races and cultures reside (mainly outcasts and exiled misfits). You mentioned you're going archaeologist after trickster: could it be that your character is in search of some information concerning a relic or other artifact, and that information is warded by some outcast that lives in Kaer Maga?


As a DM, I often try to balance the leveling/combat aspect and the roleplaying aspect of the game. If my players start at level 1 and some of them are unexperienced, they'll probably have two warm-up fights before getting into a linear ("railroad", if you want) story arc towards level 3. They'll reach that level in 6 to 7 sessions (but we're talking 8 hours sessions). Then, once they're level 3 and can take a bit of a beating, I usually level them up once every 6 to 8 sessions. If I see them getting bored of their current powers, I throw in there a couple of random encounters to quicken the XP gain; on the other hand, if they're struggling to find a synergy with their new abilities, I slow the progression. If you're the DM, I suppose it's part of your job to manipulate the rhythm of the sessions, balancing the various aspects of the game. As a player, I love getting to a particular build I've thought of, and I understand the frustration of playing a character that gets its chance to shine later at mid to high levels (I currently have a girl playing a druid in my campaign that has chosen to focus on her Wild Shape and has been getting feats for it since 1st level, but at the moment she's 3rd level and almost useless in combat as she's not able to wild shape yet). If all the players are experienced and know how to build a PC of a level higher than 1st, I think it would be reasonable to allow beginning the adventure at a level everyone's OK with. This decision has to be made before the DM starts planning the story, of course.


Thanks a lot for sharing!


Well, if you follow the old 3.5 guidelines, a CR corresponds to 1/4 the resources of a 4-5 players party of that level. As such, a CR 7 creature takes 1/4 of the resources from a 7th level party formed by 4 PCs to defeat. If you need a good creature for a 1 on 1 fight then you must use a creature with a CR roughly 2 points lower than the PC's class level. So, a CR 1 creature (like a Gnoll or a Ghoul) is a good opponent for a 3rd level dwarf fighter if you want the fighter to expend approximately 1/2 his resources to defeat it.
Regardless of the monster's statistics, you should be particularly careful about damage reductions and the likes. A CR 3 Wereshark can be quite a challenge for a group of 4 3rd level PCs if they have no silver weapons or magic. It's up to the DM to tweak the numbers.


Ok, so each day you have 6 fire bolts ready, which do 1d6 + 1/2 level (1) damage. That's some solid combat option, if combined with spells and weapon attacks. Unless you're dealing with a 10/15 rooms dungeon full of monsters, you should be OK. If that's the case, leave the dirty work to fighters and other damage dealers and beef up on healing spells, leading from the back (heheh). Ranged weapons could be a nice idea too. The character as a whole doesn'rt look bad to me, but if you don't like it, hey, just try something else. Plenty of options out there! :)


Scott_UAT wrote:

@Araknophobia

Well it IS a hansom face.

Damn sure it is!

@Hima: a module that allows no sleep is dangerous, but can be handled by carefully managing your spells. How well equipped are you at the moment? And what's your domain, besides Sun?


As Scott UAT said (besides stealing MY FACE! OMG), your sun's blessing counters the channel resistance some undead have (not your average zombie or skeleton, but more powerful forms of undead, like the Skeletal Champion or the Wraith). At 2nd level, when you channel positive energy you deal 1d6 damage to all undead within 30 ft. Those undead can make a Will saving throw to half the damage they suffer. Let's say you are a 2nd level cleric with 14 Charisma (+2 modifier). The DC of the save an undead must make to avoid taking full damage from your channel is 10+1/2 your level (in this case, 1/2 your level is 1) plus a +2 because of your Charisma modifier. In total, 10+1+2=13. If one of the undead in the area is, let's say, a Wraith (channel resistance +2), it normally would add a +2 to its Will save against your channel. Instead, good old Sarenrae says NO and the Wraith adds its normal Will save bonus.

Regarding spells, yes, at 2nd level you have few slots, but remember: as a Good Cleric you can switch any of your non-domain 1st spells for a Cure Light Wounds, and this gives you a bit of versatility. Another thing you should keep in mind is that, although you have to choose your spells in anticipation, you don't have to do that at the beginning of the day. Let's say you sleep for 8 hours, then wake up and meet the guy explaining your mission: he says you will have to descend into a crypt and face a group of necromancers messing with local un-life. If you haven't spent your daily 1-hour meditation yet, you can do it now and, knowing there will probably be a lot of undead, prepare the right kind of spells to deal with them appropriately. This isn't different from a ranger buying antitoxin before entering a dungeon full of venomous spiders: you maximize your odds of surviving the encounter.


Wow. That's some ending you got there. And I thought my illithid spaceship battle in 3.5 was badass...
I love your take on divine power, and I agree, you really shouldn't hint at the nanite thing until the end. However, your cleric's side quest could have him face an "anticipation" of the final dilemma: he could come in touch with some culture that had to make a similar choice about something completely different. This if you think the player impersonating the cleric would be fascinated by such "analogy".


Question: what kind of role do gods play in your campaign? I mean, is it like Athas, where the divine power came from a powerful magic authority, or are there actual gods (or just one God, given the biblical inspiration you took for the story? The cleric's mission could be finding the "truth" about the deities he (or others) serve... This also could bring a spark of light in the darkness concerning the ending you planned, hinting at a "greater meaning" behind the whole campaign.


DungeonmasterCal said wrote:


Araknophobia, don't let them get you down. You made a good stab at it. With only a bit of tweaking, I think you're on the right track.

Ha, no problem, takes more to get me down for real (like university exams). Thanks, however.


Well, I'm sorry. I read the description on the net and it basically said the size and toughness of the body resembled that of a horse, while the arms were similar to those of a gorilla, but with claws (so yes, you could call the attacks "claws"). The overall pose of the creature looked like that of a gorilla or an adult bear. Given that you asked for a "docile beast of burden" I tried to work on CR 2 existing creatures, because anything stronger than that I hardly see as a manageable mount. Aside from all this, of course the details of this animal's biology are different from a horse or primate, but I worked with numbers, which are kinda abstract. And it was just a first try.
However, I hope someone gets these right for you, sorry if I let you down, just wanted to help.


Mystic_Snowfang wrote:
Looking at the ape, yes they have the same body shape, but the stats are way off.

That's why I used a horse's body stats, but the attacks of a gorilla :)


Hmm. Looks like something between a horse and a gorilla to me. Both the gorilla and the heavy horse are CR 2 creatures, so we can kind of put together their stats, tweaking them a bit.

Chalicoterium
CR 2 (600 exp)
N Large animal
Init +3; Senses low-light vision, scent; Perception +8
DEFENSE
AC 14, touch 12, flat footed 11 (+3 Dex, -1 size, +2 natural)
hp 19 (2d8+10)
Fort +10, Ref +6, Will +3
OFFENSE
Speed 40 ft.
Melee 2 slams +4 (1d6+5)
Space 10 ft.; Reach 10 ft.
STATISTICS
Str 20, Dex 16, Con 21, Int 2, Wis 17, Cha 11
Base Atk +1; CMB +7, CMD 20 (24 vs. trip)
Feats Endurance, Greater Fortitude
Skills Perception +8

See if this works for you. If these animals are breeded to serve as beasts of burden, you could add the Special Quality Docile, that makes them treat both their slams as secondary attacks unless specifically trained to fight.


Even though clerics are the most common healer class, oracles and in a lesser fashion druids, witches and paladins can heal too. However, you should consider this:
A) As has been said, investing in potions and scrolls is a quick way to avoid the need of a full healer. And if the GM is a good GM, he'll consider having you find some healing potions when you really are screwed without them.
B) Clerics are healers, yes, but the domains selection is incredibly vast and customizable. Your cleric can become a war cleric, a support cleric, a debuff cleric, a controller... and STILL be able to boost HP totals with channel.
C) Your PC's nature depends on what you want to play and, in a minor portion, on the kind of setting your GM is using. I'm currently running a pirate campaign and of course we have no character using a longsword. Even the warrior has chosen a scimitar because, well, he feels like he'd ruin the atmosphere with a hammer. Our cleric has chosen water and luck domains and controls the battlefield through combat maneuvers with the water, healing only between a fight and another, never spending a standard action on a heal. And we're OK with that: his PC's background says he's a man of action, so we don't expect him to be a nurse.

Hope you find a good, original build for your cleric: it's one of the most versatile classes around, with plenty of customization available.


Thanks thanael, I figured it out too after checking the text of your post :)

@Doug OBrien: it's full photoshop. However, some textures are from the net (I got them from free sites) and the cannons for the ships are from a 3d model I found on 123dapp (said model was free to use as long as I, well, get no money from using it).
Thanks a lot for your appreciation, it means a lot to me.