Yuan Ti

BV210's page

257 posts. 1 review. No lists. 1 wishlist.



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My apologies for the egregious thread necromancy. I am just curious if anyone created images of the graffiti to be found in the sewers in this adventure? If so, I'd love to see them.


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drocles wrote:
What size of paper do you print on?

Regular 8.5 x 11, 110 lb cardstock.


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I received my long-awaited copies of the Kingmaker Pawns and the 1e Bestiary in the mail today. All I can say is Wow! I've only had a chance to give them a quick once over, but they look fabulous. Kudos Paizo for these amazing products.


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Love, love, love, the pocket editions. I wish they'd "pocket-ize" the Planar Handbook, Pathfinder Unchained, and Mythic Adventures as well.


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Speaking as his older brother (whose PCs he's killed more than any other player on the planet), he especially loves it when he dishes out a ton of damage an you reply with, "meh."

You'll have a blast. His games are always fun even when you're trying hard not to die.


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I'd be interested in Spell Cards, or NPC and Monster Battle cards like they have for 2e.


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Love, love, love that this project is proceeding. I do hope that when it is all said and done, that a digest size POD option will be available. I'd love to have it sitting on my shelf next to my Pocket Edition NPC Codex.

If I have to, I'll get my six-year-old to make puppy dog eyes.


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J. A. wrote:
I can understand why some people would prefer the smaller paperback, for reasons of price and portability, but I'm a hard pass on that one. I like a full-sized gaming book.

I can't argue against that, and understand completely. Heck, if it was an option for Print-On-Demand, I'd be fine with it. I wish other publishers would offer it as well.


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H Dale,

I gotta say I'm looking forward to the possibilities of these products. One question and a request, if I may, is this going to be available as a hard copy? And if so, what are the chances it will be available in the Pocket Edition size? I may be the only one, but I prefer the smaller size.


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Zapp wrote:
NPCs are built like monsters, meaning they don't follow the player character character generation rules of the Core Rulebook. A swordsman NPC might have Fighter feats, but might not - instead having unique abilities no PC Fighter can do. A Monk-like NPC does not have to have the same attack or defense abilities as a PC Monk. And so on.

Okay, now it makes much more sense. Not having the 2e books I didn't know there was an alternate NPC building system.

Thanks for the explanation. And to you, too, Raven.


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For those interested, I started a thread about a year and a half ago about making your own pawns from the Monster Codex Pawns PDF. Monster Codex Pawns I was unable to find a physical copy so I did the next best thing. I think they turned out pretty well. Others in the thread had their own methods that would probably work equally well. Anyway, that's my 2 cents and I'll hush.


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I’ve seen a lot of posts throughout the boards bemoaning the lack of availability of some of the Pathfinder Pawn sets. While I, too, would rather be able to simply pick one up at my FLGS, making one from the PDF is not a difficult task. Tedious maybe, but not difficult.

1) Print the PDF on 110 lb cardstock Printed Cardstock
2) Using spray adhesive, glue each printed page to two other pieces of cardstock. You’ll have stacks of blank cardstock-blank cardstock-printed cardstock. Let the adhesive cure under some weight for at least a couple hours. Blank to Blank, Printed to Blank
3) Cut out the pawn halves. I use a Fiskars paper cutter. Cut Pawn Halves, My Cutter
4) Using a glue stick, glue the front and back “stacks” together and let sit under some weight for a couple of hour until the glue cures.
5) If you want to trim the corners, there are multiple corner trimmers available at hobby and craft stores. I haven’t trimmed any of them yet, as I don’t have a trimmer, but I don’t think they look too bad even with squared corners. Finished Pawns

I’ve even made some pawns from other PF compatible sources – Frog God’s Perilous Vistas series for instance Homemade FFG Pawns. I’ve also turned a few of Paizo’s Paper Minis into actual thick pawns instead of the thinner ones originally envisioned. Paper Minis Pawns.
With 6 layers of the cardstock the pawns are almost the same thickness as the Paizo pawns. They are very sturdy and fit in the bases just fine.

As for storage, I print a 3x5-sized card on cardstock with the cover image on one side and the index on the other and then store the pawns in zipper baggies. I try to limit each baggie to 30 pawns which seems to work pretty well. Pawn Storage

All in all, it's a bit time consuming, but in the end, you can have a beautiful set of Paizo pawns, and if you need extras of any of your pawns, it's easy enough to print a few extra pages.


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As a proud owner of Ultimate Psionics, is there a plan to combine some of these newer releases into an Ultimate Psionics 2 at some point?


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Flaming Crab Games wrote:
Thanks a bunch for the review, BV210!

My pleasure. Updated review has been posted. You guys rock.


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Man, I wish Ultimate Psionics from Dreamscarred Press was allowed. I have a sweet nosferatu dread that my party is going to run into in some not-to-distant ruins.


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Millenium Falcon
Star Destroyer
Space Shuttle (I always wished NASA had put a moon lander in the cargo bay, had the pilot point the nose of the shuttle toward the moon and fly it like a friggen spaceship . . . )


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This is a (long overdue) followup to my Nyambe Classes as Archetypes thread. I've finally finished converting the races from Atlas Games' awesome Nyambe: African Adventures d20 sourcebook to Pathfinder. I've tried to stay true to the original with the biggest change going to the Wakyambi. In the original they were the Nyamban elves. I decided to break away from that and make them instead more closely related to the vanara. As always feedback to improve is greatly appreciated.

Races of Nyambe

Dwarf (Utuchekulu)
The utuchekulu are Nyamban dwarves. Traditionally, they dwelled underground, but were driven to the surface many years ago due to a powerful volcanic eruption.
Though still antisocial in many ways, the utuchekulu have attempted to adapt to surface life. The dwarves living in the eastern part of Nyambe-tanda have forged an alliance with the Empire of Mabwe, and the western dwarves have gained tribute from the volcano-dwelling Hutali.
Personality: Utuchekulu display the same gruff personalities dwarves are noted for in other lands. However, few have the stereotypical “heart of gold” underneath – they are gruff all the way through.
Physical Description: Utuchekulu appear as ebony-skinned dwarves with wild black hair and blood-red teeth. This tooth color is not natural; the dwarves actually dye their teeth with special berries collected from mountain vines. One tooth is especially long and grows into a sharp fang with which an utuchekulu can deliver an effective bite attack.
Utuchekulu Racial Traits:
- +2 Constitution, +2 Wisdom, –2 Charisma: Utuchekulu dwarves are both tough and wise, but also a bit gruff.
- Medium: Utuchekulu dwarves are Medium creatures and have no bonuses or penalties due to size.
- Slow and Steady: Utuchekulu dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
- Darkvision: Utuchekulu dwarves can see in the dark up to 60 feet.
- Bite Attack: Utuchekulu dwarves can bite with their single fang for 1d6 points of damage. An utuchekulu’s bite attack is subject to all the usual rules covering natural weaponry.
- Defensive Training: Utuchekulu dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.
- Greed: Utuchekulu dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
- Hatred: Utuchekulu dwarves receive a +1 bonus on attack rolls against humanoid creatures of the gnome subtype due to special training against these hated foes.
- Hardy: Utuchekulu dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
- Stability: Utuchekulu dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
- Stonecunning: Utuchekulu dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
- Weapon Familiarity: Utuchekulu dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
- Languages: Utuchekulu dwarves begin play speaking Daka-alif and Utuchekulu. Utuchekulu dwarves with high intellignce scores can choose from the following: Daka-kara, Kordo, Giant, Terran, and Undercommon.
- Illiterate: Utuchekulu dwarves are illiterate by default. They must spend 1 skill point to gain the ability to read and write any language they are able to speak.

Gnome (Kitunusi)
The gnomish kitunusi are a mysterious race with a magical connection to shadows and darkness.
Personality: Though far from emontionless, kitunusi society considers open displays of emotion to be a sign of weakness. As a result, kitunusi never laugh, cry, or lose their temper in public. Many people find this behavior quite disconcerting.
Physical Description: Kitunusi physical features are typically gnomish, with gray skin and curly black hair. However, the eyes of the kitunusi are pools of inky blackness, and they seem to be surrounded by shadows wherever they go.
Kitunusi Racial Traits:
- +2 Constitution, +2 Charisma, –2 Strength: Kitunusi gnomes are physically weak but surprisingly hardy, and their personalities are very strong.
- Small: Kitunusi gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty in their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
- Slow Speed: Kitunusi gnomes have a base speed of 20 feet.
- Darkvision: Kitunusi gnomes can see in the dark up to 60 feet.
- Sunlight Sensitivity: Kitunusi gnomes suffer a –1 penalty to all attack rolls, saving throws, skill checks, and ability checks when exposed to direct sunlight.
- Kitunusi Magic: Kitunusi gnomes with a Charisma of 12 or higher may cast the spell darkness once per day. Treat the kitunusi as a 3rd-Level arcane caster for all spell effects dependent on level.
- Divination Resistance: Kitunusi gnomes have a spell resistance of 10 + character level versus all spells and spell-like abilities from the divination school.
- Inscrutable: Kitunusi gnomes have been conditioned since birth to avoid open displays of emotion. As a result, others attempting to use the Sense Motive skill on a kitunusi suffer a –4 circumstance penalty.
- Hatred: Kitunusi gnomes receive a +1 bonus on attack rolls against humanoid creatures of the dwarf subtype due to special training against these hated foes.
- Keen Senses: Kitunusi gnomes receive a +2 racial bonus on Perception skill checks.
- Obsessive: Kitunusi gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
- Weapon Familiarity: Kitunusi gnomes treat any weapon with the word “gnome” in its name as a martial weapon.
- Languages: Kitunusi gnomes begin play speaking Kordo, Kitunusi, and Sylvan. Kitunusi gnomes with high Intelligence scores can choose from the following: Daka-alif, Daka-kara, Daka-kosa, Draconic, Utuchekulu, Giant.
- Illiterate: Kitunusi gnomes are illiterate by default. They must spend 1 skill point to gain the ability to read and write any language they are able to speak.

Halfling (Agogwe)
Until the halfling-like agogwe overthrew the Zombi Empire, few humans were even aware the race existed. Even since that time, the agogwe avoid cities and other sources of human civilization.
Personality: The agogwe are a reclusive race, which leads many to believe that they are shy and inoffensive. This is a carefully cultivated lie. The truth is quite the opposite; agogwe are fearsome warriors, and those that know them best often describe them as “humanoid weasels.”
Physical Description: Agogwe appear to be small, shaggy humans with pale skin and long, curved claws. They use the claws to burrow thorugh the earth and construct temporary shelters for themselves. As a nomadic culture, they do not build permanent settlements.
Agogwe Racial Traits:
- +2 Dexterity, +2 Charisma, –2 Strength: Agogwe halflings are nimble and strong-willed, but their small stature makes them weaker than other races.
- Small: Agogwe halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty in their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
- Slow Speed: Agogwe halflings have a base speed of 20 feet.
- Burrowing: Agogwe halflings can dig through soft earth with a burrowing speed of 10 feet. They cannot dig through clay, hard-packed earth or stone.
- Fearless: Agogwe halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
- Halfling Luck: Agogwe halflings receive a +1 racial bonus on all saving throws.
- Keen Senses: Agogwe halflings receive a +2 raclal bonus on Perception skill checks.
- Sure-Footed: Agogwe halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.
- Weapon Familiarity: Agogwe halflings are proficient with slings and treat any weapon with the word “halfling” or “Agogwe” in its name as a martial weapon.
- Languages: Agogwe halflings begin play speaking Kordo and Agogwe. Agogwe halflings with high Intelligence scores can choose from the following: Daka-kara, Daka-alif, Utuchekulu, Wakyambi, Kitunusi.
- Illiterate: Agogwe halflings are illiterate by default. They must spend 1 skill point to gain the ability to read and write any language they are able to speak.

Half-Orc (Ngoloko)
The ngoloko half-orcs are the remnants of the once-mighty Kosa Empire. The kosan orcs, removed from their position of dominance, were hunted down and killed without mercy by their former slaves.
Opinions differed, however, on what to do with the ngoloko. The ngoloko, half-human and half-orc children born to human concubines, were of course innocent of any wrongdoing, and in the end it was decided to banish the ngoloko from human settlements.
On their own, with no one else to turn to for help, the ngoloko thrived.
Personality: Despite their best efforts to avoid their heritage, ngologo have a tendency toward anger and brutality. They are genuinely ashamed when their emotions get the better of them, and many attempt to avoid emotionally charged situations.
Physical Description: Ngoloko are tall humanoids with dark gray skin and sparse, wiry hair. Some have tusk-like teeth, and most have upturned noses.
Ngoloko Racial Traits:
- +2 to One Ability Score: Ngoloko half-orc characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
- Medium: Ngoloko half-orcs are Medium creatures and have no bonuses or penalties due to their size.
- Normal Speed: Ngoloko half-orcs have a base speed of 30 feet.
- Darkvision: Ngoloko half-orcs can see in the dark up to 60 feet.
- Intimidating: Ngoloko half-orcs receive a +2 racial bonus to Intimidate skill checks due to their fearsome nature.
- Orc Blood: Ngoloko half-orcs count as both human and orc for any effect related to race.
- Orc Ferocity: Once per day, when an Ngoloko half-orc is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought above 0 hit points, he immediately falls unconscious and begins dying.
- Weapon Familiarity: Ngoloko half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
- Languages: Ngoloko half-orcs begin play speaking Kordo and Daka-kosa. Ngoloko half-orcs with high Intelligence scores can choose from the following: Daka-alif, Daka-kara, Draconic, Utuchekulu, Anubian, Wakyambi, and Giant.

Unthlatu
The dragon-blooded unthlatu are descended from matings between human slaves of the Kosa Empire and sorcerous dragons. Over generations of exile in the Great Mangrove Marsh, inbreeding brought their dragon lineage to the fore, and crossbreeding with reptilian swamp-creatures has changed them into an entirely new race.
There are two major clans of unthlatu: the kUakUa, or “lizard” clan, and the cUngId, or “poison water” clan. Marrying a member of the opposite clan used to be forbidden, but in recent years these restrictions have eased somewhat.
Personality: Most unthlatu are introverted and shy. They prefer to follow rather than lead, and usually defer decision-making to others.
Hereditary half-dragon chieftains rule the unthlatu. Chieftains are always accomplished sorcerers, and though all sorts of dragons are represented, most have black-dragon blood in them.
Physical Description: Unthlatu look superficially similar to humans, except that they are bald, have no body hair, and are completely covered in fine scales, matching the color of of the common chromatic or metallic dragon types. Unthlatu nobles have a distinctively draconic appearance, and unthlatu royalty are acutally half-dragons of various sorts.
Unthlatu Racial Traits:
- +2 Strength, –2 Dexterity, –2 Wisdom: Unthlatu are powerful but not very nimble. They lack the wisdom of their draconic ancestors.
- Medium: Unthlatu are Medium creatures have no bonuses or penalties due to their size.
- Normal Speed: Unthlatu have a base speed of 30 feet.
- Dragon Heritage: Though unthlatu have a mixed heritage, an unthlatu character must select the dragon type – black, blue, green, red, white, copper, brass, bronze, silver, or gold – from which he derives most of his dragon blood. This is known as the character’s primary dragon ancestry. Ancestry determines the color of an unthlatu’s scales, and is also used to determine the abilities gained if he takes the Breath Weapon or Energy Resistant feats.
- Darkvision: Unthlatu can see in the dark up to 60 feet.
- Unthlatu Immunities: Unthlatu are immune to magic sleep effects and get a +2 racial saving throw bonus against paralysis effects.
- Natural Armor: Unthlatu have a +1 natural armor bonus to their Armor Class.
- Natural Weapons: Unthlatu have natural weaponry in the form of claw attacks and a bite attack. An unthlatu’s claw attacks inflict 1d4 points of damage each, and its bite attack inflicts 1d6 points of damage. These attacks are subject to all the usual rules affecting natural weaponry.
- Unskilled: Unthlatu have little education or parental supervision. As a result all unthlatu skills suffer from a –2 racial penalty.
- Languages: Unthlatu begin play speaking Draconic and Kordo. Unthlatu with high Intelligence scores can choose from the following: Aquan, Daka-alif, Daka-kara, and Daka-kosa.
- Illiterate: Unthlatu are illiterate by default. They must spend 1 skill point to gain the ability to read and write any language they are able to speak.

Wakyambi
The wakyambi are a tree-dwelling race that seem to be akin to the vanaras of the Far East while some think may be distantly related to the elves of other lands. Their name derives from the Kordo language and means “sky people,” an allusion to their homes in the trees.
During the Kosa Time, the wakyambi were the favored slaves of the empire, and after the Great Rebellion, the wakyambi worked diligently to shed their image as traitors. To this day, the wakyambi put on a great show of animosity against the orcish ngoloko and other creatures of orcish blood.
Personality: Wakyambi are compassionate, benevolent, and nurturing. They also have a habit of patronizing and lecturing others, something that few find endearing.
Physical Description: The wakyambi appear as tall, brown-skinned Nyambans with pointed ears and a long, fleshy tail. Wakyambi eyes can be a variety of colors, but are most commonly violet.
Wakyambi Racial Traits:
- +2 Dexterity, +2 Intelligence, –2 Constitution: Wakyambi are nimble both in body and mind, but their form is frail.
- Medium: Wakyambi are Medium creatures and have no bonuses or penalties due to their size.
- Normal Speed: Wakyambi have a base speed of 30 feet.
- Climb Speed: Wakyambi have a base climb speed of 20 feet. This gives them a +8 racial bonus to Climb checks.
- Low-Light Vision: Wakyambi can see twice as far as humans in conditions of dim light.
- Keen Senses: Wakyambi receive a +2 racial bonus on Perception skill checks.
- Prehensile Tail: All wakyamb i have long, flexible tails that they use to carry objects. They cannot wield weapons with their tails, but the tails do allow them to retrieve small stowed objects carried on their persons.
- Languages: Wakyambi begin play speaking Kordo and Wakyambi. Wakyambi with high Intelligence scores can choose from the following: Celestial, Daka-alif, Daka-kosa, Draconic, Goblin, and Sylvan.
- Illiterate: Wakyambi are illiterate by default. They must spend 1 skill point to gain the ability to read and write any language they are able to speak.


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QuidEst wrote:
Skeld, when you get a chance, could you post spoilers for the flavors?

Mammy Graul's Mega Grape sounds very suspicious to me.


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I'm pretty sure it is a Paizo-sponsored documentary on the ongoing writers' feud between Greg Vaughan, Richard Pett, and Nicholas Logue. Getting all the waivers so that the three can legally be in the same room is requiring multiple reams of paper for the lawyers to haggle over.


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After having owned the awesome Nyambe: African Adventures book for years I am finally going to get to put it to use as my campaign will finally be trekking to the lands of Nyambe-tanda.

I've converted the classes to archetypes and would love to get critiques/improvements to make them better. If Chris Dolunt happens to come along and offer his insight, more is the better.

(BTW, If you haven't taken a peek at this amazing tome from Atlas Games, you are missing out. So, to Mr Dolunt, thanks for your hard work. I have loved this book since it came out in the heydey of d20 in 2002.)

So without further ado, here are my attempts at making the classes into archetypes:

Nyamban Archetypes

Bard
Ngoma (Archetype)

Ngoma means “drummer” in Kordo. Ngoma are musicians, dancers, poets, and spellcasters. Even though ngoma invoke the powers of the orisha, ngoma are not true religious functionaries. Instead, they are “social” magicians, providing their services to members of the community for a modest fee.
- Weapon and Armor Proficiency: A ngoma is proficient with all simple weapons. They are not proficient with any sort of armor, but are proficient in shields.
- Sanguar: Ngoma are proficient in the art of dodging, commonly known as sanguar and gain the Sanguar feat (Nyambe: African Adventures 86) as a bonus at 1st level.
- Spells: While a ngoma uses the bard spell list, she casts her spells as a divine caster.

Cleric
N’anga (Archetype)

N’anga are the priests of Nyamban societies. Though all people make sacrifices to the orisha, N’anga devote their entire lives to making the will of the spirits manifest amongst the community. N’anga are responsible for performing many public ritual including those for birth, coming of age, marriage, and death. N’anga do not form organized churches, though evil n’anga may come together in fiendish cults. Normally, being a n’anga is a hereditary occupation, and most are trained to assume their roles from childhood. Others come into the class later in life after having visions or encounters with powerful spirits. These “convert” n’anga often take their responsibilities more seriously than those who have inherited the “family business.”
- Weapon and Armor Proficiency: N’anga are proficient in all simple weapons. They are not proficient in any sort of armor, but are proficient with shields. N’anga are also proficient with the favored weapon of their chosen orisha.
- Sanguar: N’anga are proficient in the art of dodging, commonly known as sanguar and gain the Sanguar feat (Nyambe: African Adventures 86) as a bonus at 1st level.
- Spells: N’anga is a divine caster who follows the ancestor, celestial, or fiendish orisha. The n’anga uses the normal cleric spell list—although she casts summon dragon (Nyambe: African Adventures 123) instead of summon monster.

Druid
Bangu (Archetype)

Very similar to the n’anga, the bangu also devote their lives to the orisha of Nyambe, however their focus is more on the natural world. They carry the same basic responsibilities as the n’anga, but the bangu, which means “skin” in Kordo, focus on non-humanoid things like animals, plants, and objects.
- Weapon and Armor Proficiency: Bangu are proficient in all simple weapons. They are not proficient in any sort of armor, but are proficient with shields. Bangu are also proficient with the favored weapon of their chosen orisha. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape.
- Sanguar: Bangu are proficient in the art of dodging, commonly known as sanguar and gain the Sanguar feat (Nyambe: African Adventures 86) as a bonus at 1st level.
- Spells: A bangu is a divine caster who follows the elemental or natural orisha. The bangu uses the normal druid spell list—although he casts summon elemental (Nyambe: African Adventures 124) instead of summon nature’s ally.

Fighter
Gamba (Archetype)

Gamba are village warriors who place a greater emphasis on strength and toughness than any sort of formal training. These warriors are brute force combatants, relying on speed, strength, and power to make up for a lack of training. Gamba are raised in rural communities, and most join warrior societies upon initiation into adulthood. These organizations provide them with camaraderie and a minimal amount of combat training. Many gamba are only part-time warriors, spending the majority of their time herding or hunting, and only fighting when their community needs to be defended.
- Weapon and Armor Proficiency: The gamba is proficient in the use of all simple and martial weapons, light armor, and shields.
- Fast Movement (Ex): The gamba has a speed faster than the norm for his race by +10 feet when wearing no armor or light armor (and not carrying a heavy load). This ability replaces Weapon Training.
- Sanguar: Gamba are proficient in the art of dodging, commonly known as sanguar and gain the Sanguar feat (Nyambe: African Adventures 86) as a bonus at 1st level. This ability replaces Armor Training.
- Damage Reduction (Ex): Starting at 10th level, the gamba gains the extraordinary ability to shrug off some amount of injury from each blow or attack gaining DR 1/—. At 13th level, this damage reduction rises to DR 2/—. At 16th, it rises to DR 3/—, and at 19th level it rises to DR 4/—.This ability replaces Armor Mastery.

Monk
Engolo (Archetype)

Engolo are masters of unarmed combat. The art of engolo originally started as Nuba, a ritual form of wrestling practiced by the competitive NaBula people. Over the centuries, others have expanded the art of engolo to include kick attacks, weapon training, and even ritual dancing. However, Nuba still lies at the core of engolo, and as such the art includes much wrestling, tumbling, and ground fighting. The engolo is a master of form, but lacks the ability to harness his ki.
- Alignment: The engolo must be of lawful alignment.
- Grab (Ex): At 3rd level, an engolo can initiate a grapple without provoking an attack of opportunity. The engolo receives a +4 bonus on combat maneuver checks made to start and maintain a grapple. This ability replaces Still Mind.
- Martial Arts Master (Ex): At 4th level, an engolo may use his monk level to qualify for feats with a fighter level prerequisite when those feats are applied to unarmed strikes or weapons with the monk special quality. This ability replaces Ki Pool.
- Sandai (Ex): Engolo train to musical accompaniment. This practice is known as sandai, and provides a +2 bonus to the engolo’s CMB at 4th level. To gain a bonus, the engolo must be listening to music played by someone with at least 3 ranks in the Perform skill. This bonus increases to +3 at 8th level, +4 at 12th level, and +5 at 16th level.
- Ground Fighting (Ex): At 5th level, an engolo suffers no AC or attack penalties for fighting while prone. This ability replaces High Jump.
- Extreme Endurance (Ex): At 5th level, an engolo gains immunity to fatigue. At 10th level, he also gains immunity to exhaustion. At 15th level, he gains immunity to stunning. At 20th level, he gains immunity to death effects and energy drain. This ability replaces Purity of Body, Diamond Body, and Perfect Self.
- Physical Resistance (Ex): At 7th level, if an engolo suffers any effect that causes ability damage, ability drain, or temporary ability score penalties, the effect is reduced by 1 point. This reduction increases by 1 for every three levels beyond 7th (to a maximum of 5 at 19th level). This ability replaces Wholeness of Body, Timeless Body, and Tongue of Sun and Moon.
- Immune to Nonlethal Damage (Ex): At 12th level, an engolo is tough enough to completely ignore nonlethal damage from physical attacks. Nonlethal damage from environmental sources (such as breathing smoke) or magical attacks still affect him normally. This ability replaces Abundant Step.
- Defensive Roll (Ex): At 13th level, an engolo may use the defensive roll advanced rogue talent (Pathfinder RPG Core Rulebook 69) once per day, plus once per three levels beyond 13th (to a maximum of 3 times a day at 19th level). This ability replaces Diamond Soul.
- Quivering Palm: An engolo may use this ability one additional time per day per level above 15th, but may not have more than one in effect at a time.
- Greater Defensive Roll (Ex): At 19th level, an engolo suffers no damage on a successful defensive roll, and only half damage if the Reflex saving throw fails. This ability replaces Empty Body.

Ranger
Dembe (Archetype)

Dembe are “monster hunters,” gifted with supernatural powers to help them pursue and destroy their chosen foes. They are typically experts with ranged weapons such as spears and bows, and are unparalleled trackers.
- Weapon and Armor Proficiency: Dembe are proficient with all simple and martial weapons and with light armor and shields.
- Sanguar: Dembe are proficient in the art of dodging, commonly known as sanguar and gain the Sanguar feat (Nyambe: African Adventures 86) as a bonus at 1st level.

Rogue
Nanala (Archetype)

Nanala means “stealthy walker” in Kordo. The term is commonly applied to anyone who shows a tendency toward hiding, attacking from ambush, or any sort of deception. Most nanala are members of the lower classes. Nanala with larcenous inclinations are more likely to come from cities rather than rural areas, as their crimes are more likely to be discovered in small communities. Locks are uncommon in Nyambe, as are mechanical traps. As a result, nanala are more combat-oriented than rogues in other lands.
- Weapon and Armor Proficiency: A nanala’s combat training focuses on weapons suitable for stealth and sneak attacks. Nanala are proficient with the sap, normal and composite shortbow, and all simple weapons. Nanala are not proficient in any sort of shield or armor.
- Sanguar: Nanala are proficient in the art of dodging, commonly known as sanguar and gain the Sanguar feat (Nyambe: African Adventures 86) as a bonus at 1st level. This ability replaces Trapfinding and Trap Sense.

Sorcerer
Sei (Archetype)

Sei means “witch” in Daka-kara. These spellcasters are mortals born with the blood of dragons, and they are the only individuals capable of using arcane magic in Nyambe without the aid of fiendish orisha. Sei display their powers at childhood without any sort of training or practice. Amongst the unthlatu, such powers are considered normal, but sei of other races may find themselves exiled from their own communities.
It is not known whether the Overpower smiles or frowns upon sei, and despite their role in the overthrow of the Kosa, sei are distrusted and even hunted in some lands.
- Weapon and Armor Proficiency: Sei are proficient with all simple weapons. Sei are not proficient with any type of armor nor with shields. Armor interferes with a sei’s movements, which can cause his spells with somatic components to fail.
- Draconic Bloodline: Sei can trace the source of their magic to their heritage which grants them spells, bonus feats, and additional class skill, and other special abilities. All sei are descended from the dragons and therefore carry the draconic bloodline. At 1st level, the sei must select one of the chromatic or metallic dragon types and this choice cannot be changed. This ability replaces Bloodline.

Witch
Mganga (Archetype)

Mganga, also known as “witch doctors,” are spellcasters who specialize in fighting evil magic. Mganga are decidedly anti-social. Most live lives of seclusion, far from any settlements. People have little reason to interact with mganga unless they have been bewitched.
- Alignment: As an opponent of evil, the mganga must be non-evil in alignment.
- Create Gris-Gris (Ex): At 1st level, a mganga gains Create Gris-Gris (Nyambe: African Adventures 82) as a bonus feat. Gris-Gris are the Nyamban equivalent of scrolls.
- Mojuba Bags: A mganga must study her mojuba bags each day to prepare her spells. She cannot prepare any spell not encoded in her mojuba bags, except for read magic, which all mganga can prepare from memory. This ability replaces Witch’s Familiar.
- Familiar (Ex): At 2nd level, a mganga can summon a familiar. This familiar is like that of a wizard and is not required for her to prepare her spells. This ability replaces Witch’s Familiar.
- Ex-Mganga: Any mganga who changes to an evil alignment loses the ability to cast mganga spells, and can no longer advance in levels as a mganga. In addition, if she has a familiar, it turns against her and then leaves.

Wizard
Mchawi (Archetype)

Mchawi are wizards who have learned to steal magic from the Overpower through the aid of fiendish orisha. It takes a certain kind of person to sell his soul in exchange for arcane power. Mchawi can come from any occupation and social class, but what they all have in common is self-centeredness and an ego big enough to believe they can deal with the fiendish orisha and get away with it.
- Alignment: Most mchawi are evil, and as the majority pursue their own agendas rather than serve the orisha, they tend toward ethical neutrality rather than law or chaos.
- Weapon and Armor Proficiency: Mchawi are proficient with the blowgun, dagger, punch dagger, dart, sickly, quarterstaff, whacking stick, and wrist knife. Mchawi are not proficient with any type of armor nor with shields. Armor interferes with a mchawi’s movements, which can cause his spells with somatic components to fail.
- Necromancy Specialization: Mchawi are all specialists in the school of necromancy and follow the arcane school rules as spelled out in the Pathfinder RPG Core Rulebook.
- Create Gris-Gris (Ex): At 1st level, a mchawi gains Create Gris-Gris (Nyambe: African Adventures 82) as a bonus feat. Gris-Gris are the Nyamban equivalent of scrolls. This ability replaces Scribe Scroll.
- Mojuba Bags: A mchawi must study their mojuba bags each day to prepare their spells. He cannot prepare any spell not encoded in his mojuba bags, except for read magic, which all mchawi can prepare from memory. The mojuba bags replace the normal wizard’s spellbooks.
- Fiendish Servant (Ex): At 3rd level, a mchawi can summon an animal, with the fiendish template (see Improved Familiar), that enhances the mchawi’s skills and senses and can aid him in magic. This ability replaces Arcane Bond.
- Damned Soul (Su): Mchawi of 5th level or higher no longer fear death. If slain, a mchawi is automatically reincarnated as if subject to the reincarnate spell, taking the form of a predatory animal with the barozi template (Nyambe: African Adventures 239). The mchawi cannot be restored from death by any other means, including powerful spells such as true resurrection or wish.
- Ex-Michawi: Any mchawi who changes to a good alignment loses the ability to cast mchawi spells, and can no longer advance in levels as a mchawi. In addition, if he has a fiendish servant, it turns against him and then leaves.


2 people marked this as a favorite.
Not The NSA wrote:
You should not find this concerning.

Well, I, for one, feel much better with this post. I've always assumed NSA stood for "Nothing Sinister At-All" and this verifies it!!


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Greg A. Vaughan wrote:

You renegade, you had it made...then you made that ridiculous post. :-P

Just be glad I couldn't figure out how to mention Plexiglass Toilet . . .


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Haven't We Been Here Before? I've been trying to figure out how to keep this thread going so we Don't Let It End. But the Heavy Metal Poisoning I suffer from is making it too hard to be creative. I guess it's High Time to give it a rest. I hope I can Just Get Through This Night. Hopefully this thread Styx around for awhile.

I probably have Too Much Time on My Hands (yeah, wrong album, but my favorite song)


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James Sutter wrote:
dude already looks like George Clooney from the ER days

Sheesh, he's insufferable enough as it is.

Although his med school experience does bring more vivid and accurate descriptions to the critical hits he delivers in our game . . .


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Cuchulainn wrote:
The campaign is called The War of Astral Aggression, and puts the party in the middle of an ongoing battle between the githyanki and the gith-rebels.

You, sir, just won this thread.


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Greg A. Vaughan wrote:
(my juvenile players could never stop laughing when there was a big "Number 2" on the floor)

Hey we aren't juvenile, YOU'RE the one who wrote the bhut temple with the crack in it . . .


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If you want an absolutely gorgeous rendering of the continent of Maztica, shoot an email to the DZA. The map he created looks fabulous. Excellent job!