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Looking for ideas for:

  • General feats for a jungle-type setting.
  • Human specific feats for a jungle-type setting.

Any ideas or assistance would be appreciated.

Best wishes!

I'm looking to work on a new project, and I'm a little stuck at the moment for ideas on class archetypes that would be awesome for a pure-jungle setting. Any Mesoamerican or East Indian cultures would be welcome for flavour purposes, and any ideas are, of course, appreciated.

Best wishes!

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Note from This product and thread has been renamed, changing Starfinder to Starjammer. See this post for further information.

On behalf of John Reyst of, we are pleased to announce the upcoming product, entitled "Starfinder", brought to you by myself, and George "Loki" Williams.

"Starfinder" will be a primary guide to plan and play adventures in space. Travel between worlds, fight space pirates, or become one yourself! Discover new alien species and use amazing feats to help you become a great spacefaring vessel captain if you choose! Customize your vessel to create the perfect vehicle to suit your playstyle.

John will be releasing more details as they become available on, so visit the website or's Facebook page for more information!

Of course, we welcome your questions! is the 2010 & 2011 recipient of a Silver ENnie award and publisher of several series of products that are on sale now at and DriveThruRPG.

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Fellow gamers,

I am currently in the process of working on a Dark Sun conversion for Pathfinder. At present, I have just gone through the races portion of the conversion, and I have a few goals in mind for the rest of the setting. They are as follows:

  • Remain (reasonably) true to the flavor of the Athasian setting while maintaining an appropriate game balance using the Pathfinder rules. Naturally, where the two ideas conflict, I will have to prioritize balance over flavor.
  • Provide as many class options as possible; knowing that the Dark Sun setting only used certain classes, it is my goal to expand upon those options based upon what Pathfinder has made available to players. There are very few options that likely would not fit into the setting, such as Gunslingers, and certain class features would have to be altered in order to preserve setting flavor (such as adding in reasonable mechanics for defiler magic, restricting cleric domains, or restricting arcane spell lists). I am open to restricting this list, as having elemental clerics and oracles, for example, might end up being a waste rather than providing interesting choices for players.
  • Provide enough setting information to be able to run a game set in the world of Athas, which would necessarily include some of the information relevant to the Rajaat and his Champions/Sorcerer-Kings, monsters of the tablelands, information on the city-states, etc...
  • Polish the monetary, equipment and environmental systems to provide a workable frame in which to play.
  • Place the default setting into the post-Tithian era, but provide some guidelines on play in the pre-Kalak's Assassination era, and the Cleansing Wars era.
  • Obtain input from other gamers on how best to proceed (and possibly have people pitch in to help).
  • Find full-colour pictures that best represent the Athasian world-setting.

As such, you can find a preview of the material that I'm working on here.

Please feel free to share your constructive comments.

I'm looking for a game and others to play with in the Southern Maryland area. Not all too eager to head up to D.C., Baltimore or Northern Maryland. If anyone knows of any players or games in my area, please do not hesitate to message me.

Thank you.

I'm very interested in some thematic or mechanical niches that you feel are missing for evil characters. What builds would you like to see that don't quite fit well into existing materials? What thematic angles are under-represented by the axis of evil?

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I've been contemplating taking a crack at Pathfinder in space ever since Distant Worlds came out. I recall playing Spelljammer years ago, and while I do not want to create a Pathfinder version of Spelljammer, the intent is to create a viable game environment that capitalizes on the potential to travel from planet to planet, system to system, all the while playing Pathfinder.

The ideas are, by no means, fully formed as of yet, but I do have some basic notions of how to begin.

Starvessels: Unlike Spelljammer, there won't be open-deck vessels. They will be closed-hull ships that maintain their own individual gravity (via use of gravity generator systems that can be damaged), can have different means of propulsion, armour and shielding, weaponry, hit points that are based on the vessel's mass and are broken down into "breached" and "destroyed" damage categories (depending on your intent). Individual systems can be targeted (at penalty), and crews will be able to scavenge, board, repair and more during travel.

Travel in Starfinder: The basic premise is that any group should be able to traverse the stars, and while that would require magitech in order to accomplish this feat, it should not be completely dependent upon spellcasters to provide the means. To that end, the idea is that there are multiple means of propulsion (which are incompatible with each other); starwind engines, gravity impellers, essence domes and spellforge turbines, for example. There would also be environmental hazards that could affect travel in Starfinder.

  • Starwind Engines: This large-array propulsion system requires wing-like stardraws to be mounted on the exterior of the ship that collect solar energy and transfer it to the engine itself. The engine itself has several functions. First, it creates a mass-alteration effect upon the ship, causing it to functionally have half its normal weight, which makes it faster and more maneuverable (typically average maneuverability, depending on the size of the vessel), but also more prone to course alterations due to adverse effects (such as solar tsunamis, knockback and knockdown effects from impact weapons or slipstreams). Secondly, it provides direct-propulsion from the rear of the vessel via multiple force-thrusters. Thirdly, steering is done by manually adjusting the angle and alignment of the stardraws themselves to shift the direction of the ship. However, stardraws are useless without the light of the system's star; ships caught in the umbra of any celestial body's shadow (including other ships) are unable to move. These engines are unable to propel vessels from system to system, as they go dead when further than the outermost planet of any system.
  • Gravity Impellers: Through the use of powerful gravity-altering magics, these tube-like engines are mounted on the exterior of the vessel and provide both lift and propulsion. They work best when near to individual worlds, either manipulating the gravity of the ship itself to launch away from the surface of the world, or pulling it closer to the next. They also do not function well for inter-system travel, and are slower at long-distance travel than starwind engines, but are far more reliable and pick up speed close to planetary bodies (including moons and large asteroids). Gravity impellers always have poor maneuverability when further than fifty thousand miles from any celestial body, good maneuverability when within that distance. They can also be used defensively to swiftly retreat from other vessels by pushing against the gravity of the other vessel (the smaller of the two vessels moving further away).
  • Essence Domes: These convex devices are approximately three feet across and made of silver. They slowly drain the Constitution of the pilot, converting it to thrust and direct steering. Ships with essence domes have good maneuverability, but are usually quite fast. The Constitution drain of the pilot is only temporary, but recovers quickly, at a rate of 1 per hour when not in contact with the essence dome. Essence domes cannot reduce the Constitution of any pilot below 1; they simply cease to function at that point. They are best used on small vessels for short distance travel.
  • Spellforge Turbines: These engines rely upon the power of spellcasters, who cast their spells into the forge of the engine (which is a valid target for any spell that the spellcaster uses, though the spells have no effect), propelling the ship at high speeds with perfect maneuverability. The level of spell cast into the spellforge determines how long or far the ship can travel off of the magical energies. There are spellforge turbines that run off of psionic energies, but they only have average maneuverability. The spellcaster is able to sit at a station before the forge and use various levers and switches to manipulate the turbines in order to steer. Mythic magics are able to provide for considerably longer travel than normal spells of their level.

Ship to ship combat: Weapons have also made magitech advances and there will be a wide variety of armaments to choose from, from steam cannons, spell projectors and to storm ballistae and force spears. However, combat exists in a three-dimensional environment, and so tactics are going to be vitally important (especially range calculations). Armour and shielding also play a defensive role in both damage reduction (for armour) and whether or not your ship gets hit in the first place (for shielding). Maneuverability can also reduce your chances of getting hit (like dexterity-based bonuses to armour class normally work). I think calculating in ship speed would over-complicate space combat, but would remain important for tactical positioning.

Boarding parties would be relevant, once a vessel's breach-damage threshold had been reached. There would be no automatic de-pressurization of vessels provided that certain systems are intact (like the life-support systems); too easy of a kill that spoils the fun, and we want to be able to initiate daring raids on enemy vessels. Gunslingers and firearms would be particularly well-suited to the entire setting.

  • Steam Cannons: Standard cannons (firing cannonballs, of course) that are steam-powered.
  • Spell Projectors: Crystalline rods that function as gigantic wands capable of firing higher-powered, greater ranged versions of standard attack spells (like magic missile or fireball) that are capable of damaging ships (as normal versions of the spells would have limited effectiveness in damaging vessels).
  • Storm Ballistae: These weapons fire lightning rods that, upon impact, generate powerful storms that both obscure vision and damage enemy ships, lingering for several rounds (think a combination effect of obscuring mist and call lightning).
  • Force Spears: Weapons that project spears of solid force that can ignore shielding and are primarily used for penetrating hulls to create breaches for boarding.

Races: There isn't a huge need for additional races in Starfinder, as the Advanced Race Guide has already provided a plethora of races that could be used. However, I have always had a soft-spot in my heart for the Scro, so they would probably influence at least one new race for Starfinder. I could see the standard seven (Dwarves, Elves, Gnomes, Half-Elves, Half-Orcs, Halflings and Humans) sharing the limelight with both featured races like Catfolk and Tengus (and all the rest) as well as uncommon races like Nagaji and Strix.

I don't see too many monsters making an appearance as antagonists that have their own ships out there. No illithid fleets or beholder warships are really needed, but some monsters could definitely be found out there on ships crewed by other races. It wouldn't be out-of-line to find a cacodaemon being kept on board an enemy vessel as an engine-room guardian if you so desired. Encountering a swarm of them attacking the hull of your ship could be rather interesting, if your story took you there.

Constructive input is welcome.

This has been up on for quite some time, and I created it several years ago for use in a homebrew campaign. I thought that I would share it with the community here. If you enjoy it, please feel free to use it in your homebrew games and to give appropriate credit for its use. If you have any constructive criticisms, I am open to them. Thank you for your consideration.


The long-lived nathauans are dark cousins of the fey creatures of the surface world, distantly related to the elves, but not in the same way that drow are. Nathauans value their privacy and customs, and are often slow to make friends and quick to make enemies. Such alliances or rivalries can last for generations. Nathauans typically view other sentient races as inferior and occasionally consume them for sustenance, considering their flesh to be a delicacy. Most nathauans have a dark sense of humor and prefer to make threats to get others to follow their orders rather than employing diplomacy. However, once nathauans form familial bonds, they are quite loyal to and affectionate with their partners and family.

Physical Description: Although generally taller than humans, nathauans possess a graceful, fragile physique that is accentuated by their short, pointed ears. Their eyes are wide and almond-shaped, and filled with large, vibrantly colored pupils, typical in shades of red, violet or green. Their teeth are also filled with sharp, shark-like teeth that are perfect for consuming meat; nathauans do not eat vegetables. While nathauan clothing is often dark and utilitarian, there are members of their race who prefer more personal flair and garb themselves in suitably militaristic or otherwise impressive clothing.

Society: Nathauans prefer to shape their environs to suit themselves, often transforming large cavern complexes into cities of dark and somber beauty.

Relations: Nathauans are prone to dismissing or bullying other races. They typically do not care for neighboring races to venture too closely to their territory and will often engage in bloody border disputes with drow, duergar and svirfneblin. They regard surface creatures as weak "sunlanders" who are afraid of the shadows and who have no appreciation for the power of the nathauan peoples.

Nathauans have no qualms about engaging in acts of cannibalism or betrayal. They will occasionally kill and consume older and weaker members of their own race for special occasions, finding such activities to be perfectly normal and acceptable.

Alignment and Religion: Nathauan are reserved, but seemingly capricious creatures, yet value strength and beauty. Most nathauan are lawful evil, enjoying a rigid structure of mores and rules that dictate their lives, and enjoy circumventing their own rules in order to profit at the expense of others. Nathauans tend to worship darker gods, particularly those of trickery, strength or magic. Their patron goddess, Sybé of the Phantom Lights, is a goddess of trickery and dark magics.

Adventurers: Many nathauans embark on adventures out of a desire to explore the world, leaving their desolate underground realms to search for powerful new magics or to seek out lost kingdoms established millennia ago by their forefathers. Nathauans generally eschew melee classes like barbarians and monks because of their frailty, preferring instead to pursue their natural talents and take up spellcasting classes such as wizards, witches, and clerics, as well as more subtle classes such as rangers and rogues. It is exceptionally rare to find paladins among the ranks of this dark race.

Male Names: Bratheon, Frontes, Jendaris, Meridion, Stathael, Tesredar, Ythael, Zalaedik.

Female Names: Amantadala, Cenriote, Evandara, Kridae, Meristrae, Pharaxa, Seliadi, Troinadara, Valeriana.

Racial Traits

The following racial traits are available for a nathauan character to take at character creation.

Nathauan Cunning

Growing up with the dangers that the subterranean world presents has honed your senses.

Benefit: You gain a +2 trait bonus on Initiative checks.

Nathauan Magics

Nathauans are a magically gifted race and as such, magic comes easy to them.

Benefit: Their inborn talents grant them mastery of a cantrip. Choose a 0-level spell. You may cast that spell once per day as a spell-like ability. This spell-like ability is cast at your highest caster level gained; if you have no caster level, it functions at CL 1st. The spell-like ability’s Save DC is Charisma-based.

Racial Traits

  • +2 Dexterity, +2 Intelligence, –2 Charisma: Nathauans are typically nimble and studious, but not quite so charming to others.
  • Medium: Nathauans are Medium creatures and have no bonuses or penalties due to their size.
  • Normal Speed: Nathauans have a base speed of 30 feet.
  • Darkvision: Nathauans can see in the dark up to 60 feet. See Vision and Light.
  • Magical Affinity: Nathauans are exceptionally skilled at recognizing magic when they encounter it and can use detect magic at will.
  • Illusion Resistance: Nathauans receive a +2 racial bonus on saving throws against illusions.
  • Intimidating Presence: Nathauans receive a +2 racial bonus on Intimidate skill checks.
  • Light Vulnerability: A nathauan not under heavy cloak or cover within an area of bright light or sunlight immediately takes 1 point of Constitution damage, and 1 additional point per hour it remains in the area.
  • Spell Resistance: Nathauans possess innate spell resistance equal to their character level +6.
  • Weapon Familiarity: Nathauans are proficient with khopeshes, and treat any weapon with the word “nathauan” in its name as a martial weapon.
  • Languages: Nathauans begin play speaking Common and Undercommon. Nathauans with high Intelligence scores can choose from the following: Abyssal, Draconic, Dwarven, Elven, Gnome and Goblin.

Random Starting Age
Adulthood Intuitive1 Self-Taught2 Trained3
60 years +4d10 years
(64 - 100 years) +5d10 years
(65 - 110 years) +6d10 years
(66 - 120 years)

1 This category includes barbarians, oracles, rogues, and sorcerers.
2 This category includes bards, cavaliers, fighters, gunslingers, paladins, rangers, summoners, and witches.
3 This category includes alchemists, clerics, druids, inquisitors, magi, monks, and wizards.

Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 5 ft. +2d10 in.
(5 ft 2 in. - 6 ft. 8 in.) 120 lbs. +(2d10×5 lbs.)
(130 - 220 lbs.)
Female 4 ft. 7 in. +2d10 in.
(4 ft. 9 in. - 6 ft. 3 in.) 100 lbs. +(2d10×5 lbs.)
(110 - 20

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The Guide is a work in progress, and it's my second such guide; the first being my Guide to the Optimal Paladin & Antipaladin. It's based upon my experiences with the Inquisitor class and upon the advice of those who have come before me. Any constructive commentary is welcome. You can find the guide located here. I have yet to complete my work on the Inquisitor Spells, Inquisitor Gear, and maybe even putting in some sample builds.

Thank you for your time.

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The Guide is a work in progress, and it's based upon some advice that I've taken to heart in playing Paladins, but it's my crack at a guide. Any constructive commentary is welcome. You can find the guide located here, and you are free to comment on the comment stream on Google Documents as well.

Thank you for your time.