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Soft stuff:
The Sharkfolk are a hybrid of a human and a shark, they stand about 5'10" but are very muscular, with most weighting about 200 lbs. They posses both lungs and gills (gills are on the sides of their neck) and are fully capable of living in and above water, though they prefer to live underwater. Sharkfolk have small, soft, fins on their elbows and calves. The fins do not impede with wearing armor aside from being uncomfortable. They posses a large, sturdy fin in the middle of their back, as well as a strong non-prehensile shark tail that do interfere with wearing unmodified armor. Their heads are shaped similar to that of a tiger shark, except with angular, flat-tipped ears. They have three rows of sharp teeth. Despite of being covered with small scales instead of skin, they are able to grow hair in the normal places. In most places, what would normally be bone is instead cartilage. 'Skin' color varies from person to person, but blue and gray are the most common.

Lifestyle aside, Sharkfolk are capable of living about 110 years.

Sharkfolk live for combat, though as a whole aren't malicious like Gnolls or orcs. They believe any form of combat is the ultimate form of expression. Where other races praise aspects such as valor, honor, or intelligence, Sharkfolk praise personal strength and physical might. They often live in small, close-knit communities of people who are fiercely loyal to each other. They find subtlety and bureaucracy meaningless, devoid of skill and accomplishment. They are often drawn to a warrior's lifestyle, caring little for magic or subterfuge, but of course there are always outsiders.

Crunchy Stuff:
Total: 10 RP

Monstrous Humanoid (3 RP)
Darkvision, 60 ft.
Must Breathe, Eat and Sleep.

Medium Size (0 RP)

Normal Move Speed (0 RP)

Specialized Attribute Bonuses (1 RP)
+2 to Str and Con, -2 to Int

Standard Language Quality (0 RP)
Common, and Sharkfolk (maybe) as well as up to 7 others (Unsure)

Swim (2 RP)
Swim speed of 30 ft, +8 to swim.

Bite (2 RP)
Gain a natural attack with 1d4+str damage

Amphibious (2 RP)
Can breathe both in air and water.

If anyone has suggestions, or another good place to post this, please let me know, and feel free to use this for your own campaigns.


I'm curious, are there any class features or feats that let you add an attribute other than dexterity for a ranged attack bonus?


I'm currently building a back-up character for my campaign, and have settled on the concept of an arcane gunslinger, Preferably a dual-wielder.

However, I'm fairly new to pathfinder, And don't understand a whole lot of things in the system.

I have found this wizard archetype that'd work nicely, but I don't know how it stacks up to other options, and how well it'd pair with a gunslinger (for better use of the guns)

Another option I was considering was to hybrid a sorcerer with this gunslinger archetype but then I would have to have a hand open to do casting (I think).

Advice and class/build suggestions are more than welcome.


1) With the swashbuckler's "Swashbuckler Finesse" trait, would I only have to get weapon focus with the dueling sword for slashing grase?

2) Is it worthwhile?


My concept is for a Drow duelist.

A bit of backstory: He was the 3rd born and 1st son of a minor drow house, and he didn't get much attention, as others were much more important. He did manage to get a duelist of some reputation to be his master of the art and things were more or less stable like that for years. Turns out the duelist master was an assassin in the employ of another drow house, and had overnight slain all the important people of this character's house, the escaped to the surface.

the Duelist isn't particularly evil (although some is inevitable with the drow.) and dueling is his life. He'd be more than willing to give someone a fair dueling lesson, and doesn't particularly enjoy killing. That being said; He's hunting down the man who murdered his house, and will likely bathe in his blood, given the chance.

He doesn't advertise that he's a drow, but he doesn't hide it either. His outfit consists of a shirt, pants, boots a longcoat with hood, long gloves, and a full-face mask.

What I'm looking for in a class is someone who excels in one-on-one duels (preferrably dex-based because style.), and is capable of diplomacy, bluff and disguise.

I'm more familiar with D&D 4e which has less flexibility than pathfinder, so some of the info may be unnecessary.


Specifically, I am looking for a character to have insanely high diplomacy and bluff. Currently on my list of things to incorporate is to be human and take the silver tongued racial trait. What class would be a good choice, and what other bonuses should I look at? I'm trying to build a mastermind with a network of contacts, combat is not a focus with this character, and I'm hoping to have high enough diplomacy to talk their way out of situations.


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I've been working on a shark-like race playable race, and am wondering what people think.

For an idea of how they look: (here) and (here)

The actual stats:
Running total: 10 RP

Monstrous Humanoid (3 RP)
Darkvision, 60 ft.
Must Breathe, Eat and Sleep.

Medium Size (0 RP)

Normal Move Speed (0 RP)

Specialized Attribute Bonuses (1 RP)
+2 to Str and Con, -2 to Int

Standard Language Quality (0 RP)
Common, and Sharkfolk (not entirely sold on a racial language...) as well as up to 7 others (not sure what to have for them.)

Swim (2 RP)
Swim speed of 30 ft, +8 to swim.

Bite (2 RP)
Gain a natural attack with 1d4+str damage

Amphibious (2 RP)
Can breathe both in air and water.

Do you guys have any suggestions/comments/questions?


In D&D 4e, Wizards study magic, Sorcerers have magic in their blood, and Warlocks get their power from signing a pact with a powerful entity. The Wizard and Sorcerer are represented in Pathfinder, but is there a class that can function at least story-wise as a warlock? I posted this on Reddit, and people suggested the witch. Any thoughts?


I'm thinking of having them have a lot of poison/acid/hallucinogen/intimidation stuff, but I want them to be at least moderately effective. any suggestions as to what I should do?

Thinking of having them wear a filter hood at all times, or at least in combat. "Dehumanizing" them and making them look more intimidating, possibly.


I'm currently creating a Gnoll Shaman (spellscar oracle) And I'm trying to get them to have Knowledge (Arcana) as a class skill, and I'm not sure how a good way to do that would be. I'd rather not dip into another class, as I really like the lvl 20 benefit from the spellscar oracle. Other than that, all I've seen is the "Mathematical Prodigy" trait, and that's not the most fitting for the character.

Any suggestions?


So, late last night, I decided to convert one of my favorite D&D 4e races to fit pathfinder, and this is what I have so far;

The 4e race: (here)
For an idea of how they look: (here) and (here)
It never occurred to me how difficult it is to find decent anthropomorphic shark pictures before now :/

the stats:
Running total: 10 RP

Monstrous Humanoid (3 RP)
Darkvision, 60 ft.

Medium Size (0 RP)

Normal Move Speed (0 RP)

Specialized Attribute Bonuses (1 RP)
+2 to Str and Con, -2 to Int

Standard Language Quality (0 RP)
Common, and Sharkfolk (not entirely sure on a racial language...) as well as up to 7 others (yet to decide)

Swim (2 RP)
Swim speed of 30 ft, +8 to swim.

Bite (2 RP)
Gain a natural attack with 1d4+str damage

Amphibious (2 RP)
Can breathe both in air and water.

Anyway, just though I'd share what I had in case anyone else wanted to have shark-people or to leave advice.


I'm new to pathfinder in general, and am building this character as a potential back-up character, and I've only got a loose concept so far, but I'd like advice in how to make it a better build.

The concept is a character who is at home on the tops of roofs plunking at his foes from afar with a heavy crossbow. I know there are better classes to build for crossbows, but I've chosen rogue for their skill monkey-ism. I also want this character to be an... Inventor? not sure if that's the correct word... I want them to be able to create their own bows, and cool gadgets and such.

Here's what I have so far, and only lvl 1 for now.

14 STR
16 DEX
14 CON
16 INT
10 WIS
10 CHA

Catfolk from the featured races of Advanced Race Guide, and the climber alternate racial trait, chosen because it gives me a climb speed, useful to get to a sniping position.
Heavy crossbow, as well as two Tube Arrow Shooters, if I need to attack instead of reloading the heavy crossbow.
Took the "Black Cat" racial feat to give me some extra melee defense.
Two traits: Mathematical Prodigy, +1 on arcana and engineering, and to get engineering as a class skill, and Toilcrafter, with craft bows, to eventually be able to craft magical bows.
11 skill points, on each in Acrobatics, Appraise, Climb, Craft (Bows), Disable Device, Escape Artist, Knowledge (Engineering), Perception, Profession (Engineer), Sleight of Hand and Stealth.

Is there anything I should consider to change or re-work?


Hello, I'm not even sure if this is a good place to look, but everywhere else I've tried has lead to nothing so far. I've posted a similar post on Reddit.com/r/lfg, and on the gamer talk messageboard here.

I'm completely new to Pathfinder, but have some D&D 4e experience, and am looking for a group with a roleplay focus, play in a well established world, and that uses a virtual tabletop.

If you have any advice or a suggestion where else to look, please post.


Hello, I'm completely new to Pathfinder, but have some D&D 4e experience, and am looking for a group with a roleplay focus, play in a well established world, and that uses a virtual tabletop.

That being said, I've posted a similar post on Reddit.com/r/lfg, and have only heard that i might be able to replace a guy if the group doesn't hear from him. Any suggestion that might be able to help or any other places I should look?