Hellknight

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Goblin Squad Member. Organized Play Member. 14 posts. No reviews. No lists. No wishlists.


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Scarab Sages

Awesome! Thanks for sharing!

Question: do you create these manually in Word? Or do you utilize a program to aid formatting?

Scarab Sages

zimmerwald1915 wrote:

The Hell's Rebels Player's Guide refers to, mentions, and/or suggests using content from the following books:

<<snip>>

Pathfinder Player Companion: Heroes of the Street, Pathfinder Player Companion: Spymaster's Handbook, and Pathfinder RPG Ultimate Intrigue hadn't come out yet when Hell's Rebels was first released, a baffling oversight you probably shouldn't hesitate to correct.

Is twenty-four books enough to be getting on with?

That's great. I mean, when we're talking player options, obviously there's a smaller slice of these pages that is relevant.

Cheliax, Empire of Devils seems like a no brainer - can't believe I missed that one. Or Champions of Balance.

Thanks for the suggestions! :)

Scarab Sages

twisted7ogic wrote:

Personally, I would say all the ultimate core books, so ultimate combat, magic & equipment. But if you are not so into the classes there, at least ultimate equipment because basically almost 80% of all the interesting gear is from that book.

I'd also say pathfinder unchained, if only for allowing unchained rogue, its a much better way to play rogues and means its likelier someone picks up playing a rogue if they are thinking about it.

Good calls. It's funny to think of them as "core," but when you start getting into the real character options it makes sense.

Also, they don't necessarily have a theme that might override the overall theme of the adventure.

I pull some things from Unchained too, already. Urogue, usummoner, and skill consolidation/unlocks.

Scarab Sages

Howdy all - one of the things I like to do when putting together a new Pathfinder game is limit the total number of rulebooks allowed. I find it can really highlight the themes I'm looking for and aid people in making characters that will fit the campaign.

For Ironfang Invasion, I'm looking at the following:

CRB, APG, ACG
Ultimate Wilderness (when released)
Heroes of the Wild

What other books (players' companions or RPG line) would really fit the bill?

Scarab Sages

Howdy all - one of the things I like to do when putting together a new Pathfinder game is limit the total number of rulebooks allowed. I find it can really highlight the themes I'm looking for and aid people in making characters that will fit the campaign.

For Hell's Rebels, I'm looking at the following:

CRB, APG, ACG
Ultimate Intrique
Heroes of the Streets

What other books (players' companions or RPG line) would really fit the bill?

Scarab Sages

@MeanMutton - I guess I could just create the standard goblin race; but basic races aren't really an option. We're supposed to create something.

@Smashomancer - Good call. I was banking on being Fey to protect me from early charms and dominates, but as we get into high level play, it might make more sense.

@SheepishEidolon - We haven't tried this before, but he's a longtime DM and he's used to our powergaming ways. We're playing around with it intentionally, so we're going in with open eyes. Each player is custom crafting their race to their character/role.

It's the first time I've messed with race building, and my concern is that I'm too focused on low-level play -- my initial build spent 6 points on flight -- and that the race I'm developing won't provide me tangible benefits beyond 4th or 5th level.

Scarab Sages

Howdy!

Please take a look at my race build for a uRogue intending to go TWF. I'm open to critiques & suggestions.

Advanced races using 16pts. The only "negative" point ability we can purchase is Slow.

Type: Fey (2 pts)
Size: Small (0 pts)
Speed: Normal (0 pts)
Lang: Standard (0 pts)
Race Lang: Sylvan
Ability Scores: Specialized (1 pt),+2 Dex, +2 Con, -2 Wis

Racial Traits
Fast
Fey Damage Reduction
Immortal
Lightbringer
Lucky, Lesser
Natural Attack: Wing, Hoof
Quick Reactions

From a flavor standpoint, I was picturing a species of fey "angelic" in appearance, thematically tied to sunlight. Essentially sun fey.

But, I'm open to anything you've got. What's your best custom race for rogues? Or how would you make mine better?

Scarab Sages

Clark hasn't been about the boards for almost a month now.

I hope everything and everyone is doing well.

Scarab Sages

Anybody notice the icons in the upper left of the Season 3 cover pages?

Season 2 had a similar icon, but it was always the Grand Lodge emblem.

A few Season 3 scenarios have a phoenix-like icon.

It's likely a reference I'm missing but, does anybody have an idea what those are intended to indicate? The seem too prominent to be irrelevant.

Scarab Sages

A Man In Black wrote:
Nothing. What good is going to come of forcing someone to play a character they're dissatisfied with?

None. I agree - which is why I'm trying to find a way to allow it.

Granting willy-nilly rebuilds completely undermines party/world continuity AND makes challenge creation increasingly difficult.

Scarab Sages

I've got a character who would like to completely rebuild his character... he would maintain class and race selections, but he's wanting to reassign abilities, feats, etc.

In an effort to always "say yes," I'm trying to put together a reasonable in-character cost for the extremely generous grant.

If you had a 6th level character who wanted to completely rebuild, would you allow it? And what would you make the character pay?

Scarab Sages

Thank you Gninja Minion! :)

Scarab Sages

After much waiting, I still have not received this order.

It shipped on September 24, according to my order page.

Is there any recourse?

Scarab Sages

I thought I was scheduling my two sidecart purchases to ship with the Bestiary.

Please move these held items as I would prefer not to wait until November.

Greatly appreciated!

Race

| HP 6/10, 1str dmg | AC 16, touch 15, flat-footed 15 | CMB +4, CMD 15 | Fort +3, Ref +1, Will +5 | Init +1 | Perception +4, Sense Motive +3

Classes/Levels

| Speed 15ft | Treacherous earth: 1/1 | Spells: 1st 0/2 | Active conditions: None.

Gender

Male CN Oread Ectoplasmatist (Spiritualist) 1

About Onu the Furious

PFS # 275948-13
Experience 0
Faction Grand lodge
Wealth 36 GP, 9 SP, 0 CP, 0 PP 0 Fame
__________________________________________________________________

Onu the Furious
Male Oread Ectoplasmatist (Spiritualist) 1
CN Medium humanoid (Native Outsider)
Init +1; Senses Darkvision 60’; Perception +4, Sense Motive +3,

background:

Onu’s family was prominent in spiritualists, mainly because the phantoms they manifested were used to obtain knowledge. They mostly manifested their ancestors, shaitan genies, because they lived longer than most humans and were more powerful, and so they would know more. When Onu was nearing adulthood, his parents saw that he was starting to exhibit the signs of being a spiritualist, they were extremely happy and releived because his family had recenty lost much money when the local bank shut down. They needed information from one of thier ancestors on where a treasure was stored. This treasure was known to them becuase another phantom had told them, but the phantom did not know where it was. They planned Onu to manifest the shaitan who knew where the treasure was. But when one day, while being trained by his father, one gigantic lash of excoplasm manifested in his hands. His father quickly identified this as what happened to his great-uncle, who never manifested a ghost. Assuming that this was his choice (it was not), his parents disowned him and set him off into the world, never to see him again. Onu is sad that he was not able to help his family but furoius at them for casting him out for something they didn’t even check to see was true.

Defense:

AC 16, touch 11, flat-footed 15 (+4 armor, +1 Dex. +1 natural armor)
HP 10/10 (1d8+2)
Fort +3, Ref +1, Will +5

Offense:

Speed 15 ft.
Melee 2-handed ectoplamatic lash +4 (2d6+6, 20/x2) B damage
or 1-handed ectoplamatic lash +1 (1d8, 19-20/x2) S damage
or Two 1-handed ectoplamatic lashes +1 (1d6, 19-20/x2) S damage
Ranged none
Space 5 ft.; Reach 5 ft.
Special Attacks
Spell-Like Abilities
Spiritualist Spells Known (CL 1; concentration +4 [+8 to cast defensively])
1st- CLW, Shield, (DC 14)
0th-Detect magic, light, stabilize, telekinetic projectile (DC 14)

Statistics:

Str 18, Dex 12, Con 12, Int 10, Wis 16, Cha 9
Base Atk +0; CMB +4; CMD 15
Favored class (spiritualist) +1 hit point
Feats Eschew Materials
Traits Anatomist, Affable
Languages Common, Terran
SQ
Granite Skin: Rocky growths cover the skin of oreads with this racial trait. They gain a +1 racial bonus to natural armor. This racial trait replaces energy resistance.

Stone in the Blood: Oreads with this racial trait mimic the healing abilities of the mephits, gaining fast healing 2 for 1 round anytime they are subject to acid damage (the acid damage does not need to overcome the oread’s resistances or immunities to activate this ability). The oread can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This racial trait replaces earth affinity.

Skills (trained); craft (weapons) +4, Knowledge (local) +4, perception +4, spellcraft +4 Skills (untrained) acrobatics +1, appraise +0, bluff -1, climb +4, craft (any) +0, diplomacy -1, disguise -1, escape artist +1, fly +1, heal +3, intimidate -1, perform (any) -1, ride +1, sense motive +3, stealth +1, survival +3, swim +4; Armor Check Penalty -1
Combat Gear Acid flask, thunderstone
Other Gear scale mail armor, backpack, bedroll, trail rations (10), waterskin

Special Abilities:

Ectoplasmic Lash (Su): At 1st level, as a full-round action an ectoplasmatist can manifest one or two lashes of ectoplasm tethered to her by wispy, ectoplasmic tendrils. If she manifests two lashes, she can wield them both as light melee weapons, each dealing 1d6 points of slashing damage (1d4 if the ectoplasmatist is Small) with a critical threat range and multiplier of 19–20/×2. If the ectoplasmatist manifests only one lash, she can manifest it either as a single one-handed melee weapon that deals 1d8 points of slashing damage (1d6 if the ectoplasmatist is Small) with a critical threat range and multiplier of 19–20/×2, or as a two-handed melee weapon that deals 2d6 points of bludgeoning damage (1d10 if the ectoplasmatist is Small) with a critical multiplier of ×2. Only the ectoplasmatist can wield or use these lashes. Dismissing any or all manifested lashes is a free action.

Spells: A spiritualist casts psychic spells drawn from the spiritualist spell list. She can cast any spell she knows without preparing it ahead of time, assuming she has not yet used up her allotment of spells per day for the spell’s level. To learn or cast a spell, a spiritualist must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a spiritualist’s spell equals 10 + the spell level + the spiritualist’s Wisdom modifier.

A spiritualist can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 1–9: Spiritualist. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1–3 on page 17 of the Pathfinder RPG Core Rulebook).

A spiritualist’s selection of spells is limited. A spiritualist begins play knowing four 0-level spells and two 1st-level spells of the spiritualist’s choice. At each new spiritualist level, she learns one or more new spells as indicated on Table 1–10: Spiritualist Spells Known. Unlike her number of spells per day, the number of spells a spiritualist knows does not affect her Wisdom score. The numbers on Table 1–10 are fixed.

Upon reaching 5th level, and at every third spiritualist level thereafter (8th, 11th, and so on), a spiritualist can learn a single new spell in place of one she already knows. In effect, the spiritualist loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least 1 level lower than the highest-level spiritualist spell she can cast. A spiritualist can swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

Knacks: A spiritualist learns a number of knacks, or 0-level psychic spells, as noted on Table 1–10 under Spells Known. These spells are cast like any other spell, but they can be cast any number of times per day. Knacks prepared using another spell slot, because of metamagic feats applied to them, for example, consume spell slots as normal.

Native Outsider: Oreads are outsiders with the native subtype.

Medium: Oreads are Medium creatures and have no bonuses or penalties due to their size.

Slow Speed: Oreads have a base speed of 20 feet.

Darkvision: Oreads can see in the dark up to 60 feet.

Treacherous Earth Once per day, an oread with this racial trait can will the earth to rumble and shift, transforming a 10-foot-radius patch of earth, unworked stone, or sand into an area of difficult terrain, centered on an area the oread touches. This lasts for a number of minutes equal to the oread’s level, after which the ground returns to normal. This racial trait replaces the spell-like ability racial trait.

Granite Skin Rocky growths cover the skin of oreads with this racial trait. They gain a +1 racial bonus to natural armor. This racial trait replaces energy resistance.

Stone in the Blood Oreads with this racial trait mimic the healing abilities of the mephits, gaining fast healing 2 for 1 round anytime they are subject to acid damage (the acid damage does not need to overcome the oread’s resistances or immunities to activate this ability). The oread can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This racial trait replaces earth affinity.

Languages: Oreads begin play speaking Common and Terran. Oreads with high Intelligence scores can choose from the following languages: Aquan, Auran, Dwarven, Elven, Gnome, Halfling, Ignan, and Undercommon

Traits

Affable You have a genial personality and make it a point to befriend and help people wherever you go. In your travels, you stop to aid others, tell interesting stories, and often buy rounds of drinks for patrons at the local taverns. You bring good cheer to those you encounter, and for this reason, you often find yourself attending important events or fruitful gatherings, and have even become an honorary member of many families. People find you trustworthy, and they are willing to share information with you. You gain a +2 trait bonus on Diplomacy checks to gather information, and can do so in half the normal time. In addition, Diplomacy and Knowledge (local) are always class skills for you.

Anatomist You have studied the workings of anatomy, either as a student at university or as an apprentice mortician or necromancer. You know where to aim your blows to strike vital organs. You gain a +1 trait bonus on all rolls made to confirm critical hits.

Feats

Eschew Materials You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.

Boons:

None yet

Bot Me!:

Onu will always manifest his 2-handed lash, and use it to control the battlefield. He may throw in spells here or there at the start of battle, before his lashes are manifested, if they seem to be useful. He will CLW if needed after battle.