Cameron Gerrity's page

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As a GM, I typically assign chess pieces to my players, or let passionate individuals bring their own minis, and these are certainly very cool... I'm gonna use them for NPCs nyeheheh


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How strongly would other GMs recommend Pathfinder 2 pawns if I have a substantial collection from the first edition already?


"The wielder of a weapon enhanced by this raging song counts as if he were under the effect of an inspired rage raging song for all purposes involving the skald’s rage powers."

You get rage powers without the rage modifiers


After some blind digging and researching, I’m just gonna try and ask. Any updates on a reprint?


A campaign I'm running for almost a year now is coming to its conclusion. The party has reached level 20 and they each have access to high power homebrew abilities as well as high level equipment expected of a maxed out party. Granted, most of the players are fairly new to the game but regardless are all very powerful. But are they powerful enough?

Short version: six level 20 players, balanced party, homebrew boons vs one Swashbuckler 20/Duelist

If anyone wants/needs more details, I can provide if someone is that curious/eager to help


So I'm developing a more or less eastern style homebrew campaign with three major islands, and some kind of (native) outsider conflict on each of them. One island has kami and oni, another has div and genies, and another island has asura... but nothing else to mirror them. Any suggestions? Doesn't HAVE to be a group of (native) outsiders, but some kind of monster group would be great.


I have a student of stone NPC in one of the campaigns I'm running. The feat build I'm using for him focuses on tripping, with improved and greater trip so when he trips someone, allies can strike. With the vicious stomp feat, he can take an attack of opportunity himself. And with shaitan style his punches deal acid damage whether the actual punch hits or not. Bleeding attack also piles on bleed damage with the unarmed strikes.

Could combo well with the Stalwart Defender prestige class, making the character all about standing still and tanking and tripping.


So I like Monks and I like my Charisma based characters so I went ahead and took an attempt at creating an archetype and thought I'd share it. It's almost an anti-monk of sorts, but still mechanically similar.

The archetype is called Rejector. While some monks become supernaturally powerful through ceaseless mediation and self discipline, the Rejector gains their abilities through sheer willpower and denial of their physical limits. Basically a Rejector has the power to say "No" to supernatural degrees.

As for the class abilities, they're all very similar to the monk save for a few exceptions:

Alignment: Rejectors are required to be a chaotic alignment.

Charismatic: A Rejector uses their charisma score in place of their Wisdom score to determine AC Bonus and their number of available Ki Points

Skills: A Rejector loses Knowledge History and Religion and instead gains Diplomacy and Bluff as class skills

Bonus Feats: A Rejector cannot take Scorpion Style, Gorgon's Strike, or Medusa's Wrath as bonus feats and instead may take Dazzling Display, Shatter Defenses (no earlier than sixth level), and Deadly Stroke (no later than tenth level).

Gut Feeling: At third level, a Rejector can add their Charisma modifier to Perception and Sense Motive checks. This ability replaces Still Mind.

Charmed Life: As per the Swashbuckler class ability, a Rejector of fifth level can roll twice on any saving throw and take the higher result. This ability can be used three times a day at fifth level, four times a day at eleventh level, and five times a day at seventeenth level. This ability replaces Purity of Body, Diamond Body, and Timeless Body.

Deny Wounds: Wholeness of Body under a different name

Deny Magic: Diamond Soul under a different name.

Momentary Freedom: A rejector of 19th level can spend 3 points to temporarily free themselves from the constraints of time and space. For 1d4+1 rounds, time around the rejector stops and they may move freely but not interact with their surroundings. This ability is identical to the spell Time Stop. This ability replaces Empty Body.

Freedom From Self: At 20th level, the Rejector is now considered an outsider and gains DR 10/Lawful. This ability replaces Perfect Self.