Seltyiel

Captain Emberwrath's page

Organized Play Member. 153 posts. No reviews. 1 list. 2 wishlists. 5 Organized Play characters. 2 aliases.


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Silver Crusade

Xaratherus wrote:
I'm not aware of any RAW that causes your rage rounds to decrease based on criticals. Is it possibly a new mechanic introduced to go along with the third-party feat is what it's referencing? I don't have that series so I can't check.

The Bullet Point .pdfs are one dollar pdfs that generally have five or six options on them, feats and such, that can be used to expand on magic spells and the like.

Upon further reading I figured out what the feat does and it's just worded badly. On a round where you score a critical hit with one of those weapons, that round of rage isn't expended.

So yeah. feel free to lock or ignore this one now.

Silver Crusade

I have a question regarding the Barbarian's rage ability and the number of rounds it lasts. Does does a critical hit from a weapon with a multiplier of x3 or x4 affect the duration of the rage?

I ask because of a third party feat I encountered that references those multipliers no longer shortening one's rage. (It's from the Bullet Point series. The Barbarian Feats one to be precise)

I looked at the core book and there was no mention of it, but I was wondering if it was errata of some sort?

Silver Crusade

Bodhizen wrote:

Captain Emberwrath,

The nathauan have a set of values that do allow for deception; which is perfectly valid when you think of the idea of a "lawful" alignment. As long as the code allows for certain activities, they're still adhering to it. Don't forget that lawful evil characters are often motivated by self-interest, but they know that the order of things ultimately protects them.

Think of the legal system that we have in place now. If you can get away with something bad that's completely within the rules, you'll do it if you're lawful evil. You'll push that boundary if you must and you'll bend the law (i.e. circumvent), but not break it. If the code says that you can't kill another nauthauan (which it doesn't, by the by), you can circumvent the code by hiring an assassin to kill the other nauthauan for you. If the law states that you cannot trade with humans, it's perfectly within the rules to trade with other races that do trade with humans.

As far as the associated values of their gods, trickery is a trait that is associated with the Lawful Evil gods Asmodeus, the god of assassination Achaekek, the archdevil Dispater, Lorthact the Infernal Duke, Yaezhing the Minster of Blood, and the giant deity Zursvaater. Strength is also associated with the Lawful Evil gods Geryon (the archdevil), the goblin deity Hadregash, and the giant deity Minderhal. As you can see, there is strong precedent for both of those traits to be associated with Lawful Evil alignment.

Does this help to explain the concepts more clearly?

That does help quite a bit thank you.

Silver Crusade

Bodhizen wrote:

Captain Emberwrath,

What part(s), exactly, gives you the conflicting impression?

Insanity Logic,

It's only 9 race points in total. I'm confident that the race is well-balanced. Feedback is appreciated, however.

The alignment and religion part mainly. Usually strength and trickery are associated with chaos as is the kind of circumvention of rules that I'm reading into the wording, though that part may just be me. I can read things differently than some at times.

I'm just used to seeing those two aspects attached to a different alignment category, or whatever the term is for the various parts (i.e. chaos, law, good, and evil).

It may be just me, but would you mind explaining it a little bit more, at least in a reply post so I can understand where you're coming from?

Silver Crusade

Goth Guru wrote:
Since they are not mighty bolt lobbers, I recommend letting them add their level to the amount of research they gain daily, and how much they can hold total. Also, did you give them use magic device? That alone has made many bards not lame.

I hadn't originally but it does make sense the more I've thought about it. I worked on a couple races to get the thoughts flowing again so I'll be working on this one again this week, so hopefully I'll have something to add soon.

Again man many thanks for the advice and suggestions.

Silver Crusade

Insanity Logic wrote:
Spoiler the fluff. We're here to help balance the race stats, not the fluff. Also I recommend adding Race points to the stats so it's easier to judge.

You might be here to just deal with the crunch but I like to help with the whole thing if I can. The mechanics made sense, mostly, I referred to the fluff because I like to write and I like to read this kind of thing. If it needs clarification on some level he needs to know that too so that he knows that not everyone may understand what he's written in the same way that he does.

Silver Crusade

Peet wrote:

Since a Cambion is essentially a subtype of Tiefling I would be inclined to look at Tieflings and see if you can work it as a Tiefling subrace rather than its very own race. If you don't have the Blood of Fiends book you should get it - it's quite a good supplement if you are interested in that type of character race.

For the record, though a Cambion is a human/incubus hybrid and is always male. A succubus/human hybrid is an Alu-Demon and I believe they are listed in Tome of Horrors.

Also it is kind of a waste or RP giving the same creature both darkvision and low-light vision.

Peet

I'm using the Cambion as its own race since Tieflings and Aasimar don't exist in the campaign setting I'm developing, nor do half-celestials or half-fiends.

As with a lot of things in that setting I'm putting my own spin on things which is why there are female Cambion, plus it saves me from having to come up with another race.

There are also other races that have both low light and darkvision, it can be useful to be able to see further in low light conditions as well as seeing in the dark. We'll have to agree to disagree on that one.

Silver Crusade

Insanity Logic wrote:
Captain Emberwrath wrote:
Insanity Logic wrote:
I like it. Though the disguise at the bottom there has no listed RP.

blarg. I knew I forgot something. I was really tired when I posted it.

Since it's just one skill I think 1 RP is fair.

Actually, no. If you're going to use the Race Builder system, you need to not cheat it. A single +2 bonus to any skill is worth 2 RP.

Skill Bonus (2 RP): Prerequisites: None; Benefits: Pick a single skill. Members of this race gain a +2 racial bonus on skill checks made with this skill. Alternatively, pick two related skills—each member of this race gains a +1 racial bonus on these skills during character creation. Special: This trait can be taken up to three times. Each time it is taken, choose a different skill (+2 bonus) or two different skills (+1 bonus on one of character's choice).

http://paizo.com/pathfinderRPG/prd/advancedRaceGuide/raceBuilder/racialTrai ts.html#_feat-and-skill-racial-traits

My bad I forgot about that. Didn't have the book in front of me.

Silver Crusade

Insanity Logic wrote:
I like it. Though the disguise at the bottom there has no listed RP.

blarg. I knew I forgot something. I was really tired when I posted it.

Since it's just one skill I think 1 RP is fair.

Silver Crusade

Ambrosia Slaad wrote:
Captain Emberwrath wrote:
I could conceivably drop the unnatural aspect, though I do wish there was a way to keep the penalty to interaction with animals, but not gain the benefits (maybe they provoke predatory animals because of what they are) given that the Walzen were created artificially.

For my homebre race, the Zidaens, here's what I cooked up:

Quote:
[REDACTED] Stoicism: A zidaen's brain is a fusion of [REDACTED] and [REDACTED] physiology, resulting in an unemotional alien mindset that provokes perplexion and mild aversion in animals and non-[REDACTED]folk humanoids. Zidaens receive a -2 racial penalty to all Bluff (excluding feints in combat), Diplomacy, Handle Animal, Perform, and Sense Motive (excluding feints in combat) checks when interacting with these creatures. They also receive a -2 racial penalty to Use Magic Device skill checks to emulate a non-[REDACTED] or non-[REDACTED] race.
I priced it as a -1 RP racial quality, which probably isn't enough for you. As you are creating a half-construct race, you might use the Android (Inner Sea Bestiary) as a base, then modify it for your Walzen race.

It's a good idea. I'll take a look and see what I can do with it. Of the ones I've done so far, this one was the hardest to keep in line based on what was in my head, and what had to work mechanically.

Silver Crusade

Insanity Logic wrote:

I'd recommend you try and do something with a range of 10 to 12 RP if possible. This would make it more in line with the core and other non-standard races.

As it stands now, he'd be rounded to 20 and have an adjustment of 1 level.

I was really, really trying to pull it in with these guys. As it stands I really only tried to give them the few things I thought made sense. The static feat is really more flavor than anything else, but many of the others were built into them because of what their original purpose was.

I could conceivably drop the unnatural aspect, though I do wish there was a way to keep the penalty to interaction with animals, but not gain the benefits (maybe they provoke predatory animals because of what they are) given that the Walzen were created artificially.

Their hatred of slavers is based on the magehunter trait, that's why I put it at 4 RP, though I guess that might be a tad high since slavers probably don't have access to high level magic. Maybe 2-3 RP?

Silver Crusade

La'Vantis Tuen wrote:

Cambion... This reminds me of BG II. Was that the intent?

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+1 caster level on Charms are nice; but why only those 2 spells? I'd think suggestion, command, etc would be right up their ally. I mean as is those spells are really only giving him a +1 hour / +1 Day respectively.

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I like seducer... but why wisdom based??? Both those races use SpLk based on CHA. That'd only make sense to have their children do so as well...

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I would give them optional racial traits like a tiefling. Having a tail, a kiss with a spell like attached to it, etc.

-

over all, I like the feel. Have you made a thread with all of your creations attached to it yet?

The specific charm and seducer traits I just used from the ARG and those are just how those traits are set up. With Seducer I can totally see switching it to Cha instead of Wis. That does make more sense.

The other, more monstrous, racial features don't really fit the overall tone of the race. While they do look non-human, having horns, hooves or a tail kind of takes away from what makes them dangerous and makes the really evil ones so good at what they do. They look different enough to be exotic, without looking like a monster so even the people who know what they are might be lulled into letting their guard down easier.

There's no one thread with all the race's I've made on it, but there are several threads in this forum with them. There's this race, the Fetch, Fey Touched, Drahgosk, Walzen, Vindani, Valkyrin, and the Bognil. I've got a couple classes I'm working up as well, though those are no where near complete yet.

Silver Crusade

It took some time but I finished a new race. The fluff on this one isn't finished but the crunch is so I thought I'd go ahead and post what I had.

Let me know what you think. Critique is appreciated.

Walzen v.1

NEW RACE: WALZEN (humanoid, half construct) (7 RP): The Walzen were created by the human nation of Vex to be a permanent slave race, based on historical artifacts found dating back to the days of the fall of the Akkadian civilization. They were magically fused with constructs and grown artificially so that their numbers could be controlled. They were also kept largely ignorant, only educated enough to perform the tasks needed and no more; though it was thought that the magic used in the creation of the Walzen prevented their intelligence from developing beyond that of the lowest intellect humans. Few were even given actual names as they were seen as mere property and treated as poorly as one would expect.

This began to change when one wizard, finding that none of his normal assistants could withstand the dangers of his experiments, found that he was forced to better educate his Walzen slave so that it could be his research assistant. As this Walzen learned he grew to understand his situation and that of his people, and he grew to utterly hate the humans of Vex. Secretly he took the name Kaiser and very slowly began spreading education and knowledge to the other Walzen. As the Walzen did not need to eat or sleep this gave him ample opportunity to move quietly and secretly begin to spread what he was learning and to awaken his people to what they were.

Eventually the Walzen, while keeping their heads down and maintaining a facade that they were still ignorant automatons, were forced to action when Kaiser was to be publicly beaten for the indiscretions of his master's son. When told this by his master, the wizard Valmont, Kaiser finally had enough and raised his head to look Valmont in the eye and declared “No”. Angered, Valmont tried to strike at what he believed to still be his slave, but Kaiser grabbed the wizard by the throat before he could begin casting his magic and simply strangled him to death. This was the beginning of the long war of liberation for the Walzen. It lasted nearly fifty years and the citizens of Vex took a heavy toll. They were not prepared for guerilla warfare in their own cities, coming from beings that knew the streets more intimately than even the guards. The Walzen had been forced, by the necessity of their former positions, of knowing every street and side alley so that they could perform their duties to the best of their abilities and the humans of Vex, who had grown dependent on certain services were suddenly reminded just why the Walzen were also to have been used as city defenders if any had attacked them.

Eventually the King and Queen of Vex announced a decree “freeing” the Walzen but also banishing them from Vex permanently. The Walzen, not particularly caring about the country that had enslaved and made them into a living mockery left en masse, leaving behind then a bitter enemy dreaming of revenge.

The Walzen's greatest and most closely guarded secret is that they are capable of reproducing naturally with other Walzen. With any other race they are utterly infertile and that is the appearance they maintain. They never speak of their child bearing in public, even with close friends. Secrets cannot be taken from the grave if the corpse does not know them.

(still writing the fluff history)

Appearance: The Walzen appear as humanoids roughly 6'7” tall and weighing around 275-300lbs due to their construct parts. Females tend to be three inches shorter with corresponding weight. Their skin tends to be a pale grey, and their hair runs from white to human normal. Eyes run violet to human normal, though calico (bi-colored) eyes are not unheard of among those that are magically active.

Racial Qualities:
Half Construct (7 RP)
+2 racial bonus on saving throws against disease, mind affecting effects, poisons, and effects that cause either exhaustion or fatigue.

Cannot be raised or resurrected

Do not eat, breathe or sleep, unless they want to gain some beneficial effect from one of these activities.

Medium Sized (0 RP)
Normal Speed (0 RP)

Specialized (1 RP)
+2 Str
+2 Con
-2 Cha

Standard Language (0 RP):
?, Common, (Elven, Dwarven, Soelig, Halfing, Gnome, Draconic, Vindani)

Hatred: Slavers (special): (4 RP)
+1 to attack those positively identified as slave traders
+4 Know checks to identify slave traders

See in Darkness (4 RP) (built in for city defense purposed originally)

Unnatural (2 RP)

Unique: Walzen that die are utterly immune to speak with dead. This was a built in defense from their slave days.

Static Feat: Skill Focus: (any) as a sign of their new found freedom many Walzen take to a particular skill and seek to master it as a means of connecting with those around them. As a very new race they are finding their way and experimenting with and mastering different skill sets seems to make them feel more comfortable.

Life Span: Unknown. It is known that the first Walzen were made over two hundred years ago and that if a family tired of one it was destroyed and remade. The current living Walzen are those that escaped captivity and won their freedom in their war with Vex. By the current time line that was sixty-five years ago. For all the Walzen know they may live a very, very long time.

Silver Crusade

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This is a fantasy game. I don't want realism, if I did I'd be playing something else. I'm sorry I don't like the house rules you set up and I think that they're just set up to unfairly punish the players because you don't like the system as much as you say you do. You've changed nearly every important aspect of it because you think it's not "logical" (another word I'm beginning to hate).

You're free to do as you wish with you're home game, but my advice is just play to have fun and stop worrying so much about the realism.

Silver Crusade

La'Vantis Tuen wrote:

I'd play one as a fancy bard. The outcast of his race.

...of course then the DM would strike with a bolt of lightening for making a mockery of all the future encounters with these guys...
(w/ Evasion I can Ref for none.. unless I DID do the Sacred Mountain Arch)

Other PCs would just crack jokes at them instead of be fearful, even if there WERE getting their butts handed to them.

See as the DM I wouldn't strike your character down with a lightening bolt. I would, however, make sure that you knew that in abandoning the Laws of the Hunt that the rest of your Clutch (family) would have at least one or two hunters looking for you. They'd see it as you being an Oathbreaker if you weren't using those skills to infiltrate and hunt your prey. It's not like you'd encounter them every session, but it's something that you'd have to be on the lookout for because this is the kind of thing that the Drahgosk take very seriously.

Now in saying that I wouldn't be trying to be a jerk, and I wouldn't bar you from playing the concept. It could, in fact, be cool if done right, but the culture of the race does have to taken into consideration as well from the DM's perspective and your Clutch would definitely have a reaction to your character's choice in profession.

Silver Crusade

Ethereal Gears wrote:

Pardon me if this comes off as a bit ignorant: the setting-specific stuff in the fluff is unfamiliar to me.

I do like the flavor of the race. The only thing that kind of doesn't quite ring true for me (though of course this is very personal) is that I've never thought of D&D/PF dragons as very feral. They're not pack hunters; they're solitary, aristocratic creatures who just happen to inhabit the flesh of giant element-breathing godlizards. No of course, there's nothing in the fluff saying that they're descended from those types of dragons, and of course there are many more. I'd definitely rather play one of these than a kobold, the similarities and above all differences from which I found especially appealing.

That said, they do seem like they'd make utter melee monsters. Aside from monks, I could imagine Draghosk barbarian or battle cleric getting up to all sorts of death-dealing. Not to say it's unbalanced, it's just a very strong melee choice. Could even forego heavier armor and just focus on dex and natural armor with all those natural attacks. Anyway, I think it's a cool race, flavorful and strong but not overpowered. Any race who makes an ideal monk is OK in my book, as monks are ever in need of a helping hand. :)

Well the setting specific stuff is for the campaign setting I'm developing. I'm trying to establish my own flavor on things, and put my own little spin on a few areas.

The Drahgosk ARE melee monsters. That's how they like it, that's the way of the hunt. That's the Law of the Hunt. Don't think of them as being feral so much as Predator lite. They have very strict laws by which they conduct a hunt, and any who violate those laws are subject to rather unpleasant punishments. These aren't one of the races you'd run into all the time, but when you did it would be an "oh crap" moment. I got the idea by wondering what would happen if you combined the strength of a T-Rex, the cunning of Velociraptor and the intelligence of a Human. Big, tough, cunning, though not terribly charismatic.

Silver Crusade

One thing I don't understand is that they seem to be both lawful and chaotic based on their description. It's a tad confusing, though that may just be me.

Silver Crusade

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Favorite scene in a book? Easy. Harry Dresden riding an undead T-Rex down the streets of Chicago while Butters (one of the Dresden Files characters) plays polka music to keep it animated. THAT is badass.

Movie: Well one of my favorites is the quick draw duel toward the end of Quigley Down Under. Just the line "I said I didn't like to use pistols, never said I didn't know how." is just epicly cool.

T.V. Show: There is one scene that immediately comes to mind. The fight between Marcus and Nehroon when Delenn is about to become Ranger One in Babylon 5. Marcus get his jaw handed to him, but he does put on a hell of a fight.

Silver Crusade

Really very simple. Spell storing daggers + tricked out Undeath to Death spell. If he's undead he won't be happy, especially if you hit him where it hurts and max out the save on it.

If he's playing dirty, fight dirtier.

Silver Crusade

Well I made a few changes here and there to the fluff. I think what I wrote works a little better now. Also added a Disguise bonus because the more I thought about it the more it seemed to fit.

Cambion V.2.5

NEW RACE: CAMBION (humanoid, outsider, native (3 rp): Cambions are born of the blood of demons, typically through the mating of an incubus/succubus and a human though the bloodline can manifest at anytime in a given family if there was ever demonic contact with an incubus or succubus. Cambions tend to be quite persuasive in their ability to convince others to do what they want and are known to have quite the temptation for pleasure in many forms. Many give into this temptation, while there are those that do not and choose a chaste life (note: these are actually somewhat rare).

Cambions are not well trusted by most societies as they have a natural affinity for seduction and many make no secret of their contempt for chastity and monogamy. There are those that fully embrace their demonic nature, though using their abilities to sow discord and betrayal in their wake, while others reject their demonic parentage and seek to use their gifts for something better. Most Cambions outright reject the idea of predestination and insist that they choose their own way, even if it be that of the damned. On the subject of the gods the Cambions find themselves mixed. Some reach out in a means to cleanse themselves of the demonic taint, while others reject the gods outright and sneer at their involvement in the world, claiming that they only do so in the vain hopes that mortals will fall down and worship them.

Cambions come from every walk of life and can enter any profession. Some of the greatest heroes and villains of the past have been those who were of tainted blood, but all made the choice to follow their star to the end. It is a choice most Cambions would heartily agree with.

Appearance: Cambion males tend to stand just over human normal in height, ending at around 6'10” and weighing in at the average for that height. Females tend to be somewhat smaller. They are known to have deep bronze skin, gem colored eyes , pointed ears and slightly elongated canines. They are well known for their great beauty, charisma and keen wit when in social situations.

Racial Qualities:
Darkvision 60ft
Low Light Vison (1 rp)
Native outsiders breathe, eat and sleep
Medium Sized
Normal Speed
+2 Cha, +2 Con, -2 Wis (while Cambions are naturally charming and somewhat durable they sometimes lack impulse control and can make poor decisions based preconceived notions)
Languages: Linguist (1 rp) Common, Abyssal, (any other language except secret ones)

Racial Traits:
Fiendish Resistance: cold resistance 5, electricity resistance 5, fire resistance 5 (2 rp)

Silver Tongued: +2 bonus on Diplomacy and Bluff checks. May shift a creature's attitude three steps rather than just two (3 rp)

Object of Desire: Cambions add +1 caster level when casting charm person and charm monster. (1 rp)

Seducer: +1 to the saving throw DC for their spells and spell like abilities of the enchantment school. If the Cambion has a Wis of 15 or higher he may use charm person 1/day as a spell like ability (caster level equal to user's character level) (2 rp)

+2 Disguise bonus

Silver Crusade

tieflingwizard wrote:
Redjack and Ipslore, I know about the Rakshasa bloodline. And I like it. I made a human Rakshasa sorcerer for any CotCT games I join. However, rakshasas are more deceitful and manipulative than lustful. While succubi are deceitful and manipulative, they are regarded as the epitome of lust. And that's what I'm looking for. A sorcerer who could be considered as a male Sorshen or a mortal succubus (or incubus, if you want to be politically correct). My thought process is that if I'm creating my own bloodline, then I'm going to be combining elements from the Abyssal and Rakshasa bloodlines. Also, Redjack, my race is going to be a human. Though if you can suggest something else, let me know.

Actually I homebrewed a race that's part succubus/incubus called the Cambion. They're ALL about seduction and they're racial abilities reflect that. Plus I think there actually is a third party supplement that has a succubus bloodline. If you'd like to check the Cambion here they are:

Cambion V.2:
NEW RACE: CAMBION (humanoid, outsider, native (3 rp): Cambions are born of the blood of demons, typically through the mating of an incubus/succubus and a human though the bloodline can manifest at anytime in a given family if there was ever demonic contact with an incubus or succubus. Cambions tend to be quite persuasive in their ability to convince others to do what they want and are known to have quite the temptation for pleasure in many forms. Many give into this temptation, while there are those that do not and choose a chaste life (note: these are actually somewhat rare).

Cambions are not well trusted by most societies as they have a natural affinity for seduction and many make no secret of their contempt for chastity and monogamy,,as well as their demonic lineage. Most Cambions outright reject the idea of predestination and insist that they choose their own way, even if it be that of the damned. On the subject of the gods the Cambions find themselves mixed. Some reach out in a means to cleanse themselves of the demonic taint, while others reject the gods outright and sneer at their involvement in the world, claiming that they only do so in the vain hopes that mortals will fall down and worship them.

Cambions come from every walk of life and can enter any profession. Some of the greatest heroes and villains of the past have been those who were of tainted blood, but all made the choice to follow their star to the end. It is a choice most Cambions would heartily agree with.

Appearance: Cambion males tend to stand just over human normal in height, ending at around 6'10” and weighing in at the average for that height. Females tend to be somewhat smaller. They are known to have deep bronze skin, red within red eyes , pointed ears and slightly elongated canines. They are well known for their great beauty, charisma and keen wit when in social situations.

Racial Qualities:
Darkvision 60ft
Low Light Vison (1 rp)
Native outsiders breathe, eat and sleep
Medium Sized
Normal Speed
+2 Cha, +2 Con, -2 Wis (while Cambions are naturally charming and somewhat durable they sometimes lack impulse control and can make poor decisions based preconceived notions)
Languages: Linguist (1 rp) Common, Abyssal, (any other language except secret ones)

Racial Traits:
Fiendish Resistance: cold resistance 5, electricity resistance 5, fire resistance 5 (2 rp)
Silver Tongued: +2 bonus on Diplomacy and Bluff checks. May shift a creature's attitude three steps rather than just two (3 rp)

Object of Desire: Cambions add +1 caster level when casting charm person and charm monster. (1 rp)

Seducer: +1 to the saving throw DC for their spells and spell like abilities of the enchantment school. If the Cambion has a Wis of 15 or higher he may use charm person 1/day as a spell like ability (caster level equal to user's character level) (2 rp)

Silver Crusade

La'Vantis Tuen wrote:

Perfect setup for a monk...

Str: 14
Dex: 16
Con: 14
Int: 10
Wis: 16
Cha: 6

AC of 19 right out of the gates... I'd probably do a Monk of the Sacred Mountain and play one tough SOB.

[not very optimized I know, just a quick glance]

True. I kind of intended the Drahgosk to be primarily a physically tough race. It's a part of their culture. Physicality is part of the hunt, and if you can't take a beating then you're weakness as a hunter will get you killed. It seems like a harsh way to think, but that's just their culture. Rigid societal structure and iron codes of honor when on the Hunt. That's how they've survived. I guess you could say they were extreme lawful neutral with heavy emphasis on order, but I could see arguments for lawful evil as well. Their version of kindness isn't the same as, say, an Elf's.

I'm thinking about putting in a cultural caveat on their elemental vulnerability. Just based on their honor codes, to me anyway, it seems like they'd leave that weakness open. Kind of like giving their opponent a fair shot at defeating them if they have the ability. Honor demands a fair fight and removing every weakness and every flaw is contemptable in their eyes.

Silver Crusade

Legora wrote:
Detect Magic wrote:
** spoiler omitted **...

Oh my! Well done sir, well done!

Now.. how to make the hosts?

Well there is one way but I'm not really sure how it would work mechanically. If you're familiar with Babylon 5 at all there was an episode about a symbiotic race that was trying to find host bodies so that they could preserve their knowledge. The host had to be willing and compatible so the race recruited the station's homeless and downtrodden so that both would benefit.

The symbiosis was completely beneficial as I recall but it also slightly altered the person's personality with the knowledge and being of the symbiote. The two became one effectively.

I don't remember the name of the episode off hand but it featured Marcus and Doctor Franklin extensively. I think it was season 3, could be wrong though.

If it's on YouTube that one could give you ideas.

Silver Crusade

Evilserran wrote:
google translate ftw

This. lol

I figure if someone could actually pull it off then I'd probably be impressed enough at just getting the story to not kill the character outright. Besides if you can sing in fluent Swahili AND do an Irish jig at the same time, dude you're pretty awesome.

Silver Crusade

I don't really have that many, though there are a bunch I'm going to implement for the homebrew I'm going to run to start playtesting my campaign setting.

1. Players may not own businesses. (This was a thing in the DMG2 during 3.5 and it's a pain in the butt if the player knows the math well enough to abuse the heck out of the rules)

2. Players may not be related to the monarchy or the high noble houses because I don't want the name bomb situation. (which I fully explain in my rules set up. again this may involve the same player. he likes playing characters related to powerful NPCs at times)

3. No item creation feats from the players. Just don't want to deal. Buy the items or find them.

4. If something seems broken I'll take a look and make a ruling I think is fair to everyone, including ME. I get to have fun too and if I'm not I get irritable.

5. Everyone gets a time to shine and everyone gets a subplot.

6. Players will not be protected from their own stupid.

7. (the unspoken) I do have a one time only rule that I have yet to have to invoke. If someone thinks I've been supremely unfair, which I'm usually not, if anything I'm way too lenient most of the time, I do have a rule. If you think that I have unfairly killed your character (even if you did something mindbogglingly stupid and I had no recourse but to do so) then you have the following option. If you can sing I'm a Little Tea Pot in perfect Swahili while doing an Irish jig then I will not kill your character and leave them at -9 or something and stable.

(given the odds of this actually coming up I don't think it'll ever happen but I might actually be surprised one day. Stranger things have happened)

Silver Crusade

As I putter away at the classes I'm building I put together this new race tonight. I thought it came together pretty well, and I'd like some thoughts on it.

They're a Draconic inspired race.

I present the Drahgosk V.1

NEW RACE DRAHGOSK (humanoid, dragon): (10 RP): The Drahgosk are thought to be one of the rarer races of Allaria and the Drahgosk are generally inclined to keep the overall opinion of others that way. They are not known for their patience with those intruding into their personal affairs and more than one nosy interloper has been found with their nose removed from their face as the first warning. They are highly prized as bodyguards, bounty hunters and mercenaries because once a Drahgosk takes up a contract he sees it through unto his death, and woe to the fool who betrays that contract. The Drahgosk consider themselves, above all else, professionals and to be dishonored by a client is not to be countenanced. Generally this lesson only has to be taught to those who have not heard of their reputation, but there has been the occasional nobleman who thought that the rumors of their deeds toward oathbreakers were just that, rumors, only to find out later that the Drahgosk take only one thing more seriously than the hunt and that is vendetta.

The Drahgosk as a people have a very rigid society based on meritocracy and achievement. One is not recognized until one has completed their first hunt, which is generally a dangerous animal. It is after this that the Drahgosk is given their wandering name and set forth to earn their huntsname, the name that will be recorded in the Scrolls of Time. The Laws of the Hunt are the laws of life for the Drahgosk and few ever turn from those traditions. Once the prey is chosen the hunt must come to fruition and only extraordinary circumstances allow the hunter to cease to target his prey. Though the wise hunter knows when to strike and when to be patient. Male and female may participate in the Hunt as long as the Laws are kept true.

It was assumed at one point that the Drahgosk worshipped Echidna, the mother of all monsters, but this was quickly put to rest by the Drahgosk themselves when they stated that not only did they NOT worship her, but that she was their mortal enemy. They, in fact, followed a being they called Drohanna the Great Silver Claw and would speak no more on the subject except to say that Drohanna's teaching brought order to their lives and saved them from extinction at the hands of Echidna.

The typical alignment of the average Drahgosk is Lawful Neutral.

Racial Qualities:
Darkvision 60ft
Low Light Vision
Immune to magical sleep effects and paralysis effects
Drahgosk eat breathe and sleep

+2 Str, +2 Wis, -2 Cha (the Drahgosk are strong and perceptive but their single mindedness can be off putting to other races, especially the ones being hunted)-(0 RP)

Standard Languages: Draconic, Common (Orc, Dwarf, Elf, Giant) (0 RP)

Normal Speed: 30 ft (0 RP)

Racial Traits:
Fearless: +2 on all racial saving throw bonuses vs. fear (1 RP)

Natural Armor: +1 Natural Armor bonus (2 RP)
Improved Natural Armor: +3 Natural Armor Bonus (3 RP)

Stalker: Perception and Stealth always class skills (1 RP)

Bite 1d3 (1 RP)

Slapping Tail 1d8 + 1-1/2 times Str mod (3 RP)

Claws (2 RP)

Scent (4 RP)

Elemental Vulnerability: Acid (-2 RP): The Drahgosk know that they're weakness to acid may not be as well known to outsiders as it is to their mortal enemies, the clergy of Echidna, but they do know that in time it will get out. They accept this as part of the hunt. Every hunter must face their end and their greatest fear and only the truly legendary hunter will overcome both.

Silver Crusade

Goth Guru wrote:

Your all set for your setting. Still, lots of people on these boards trade advice for things they can use in their setting. For example, the Pathfinder in the Sky GM could introduce Archival Scholar as someone preventing the ritual that would cause the islands to fall to earth.

I recommend the bonus as something just for your class, while everyone else will have to take it as a feat, and not get the extra bonus.

Ah okay. It's a cool idea, now I just have to work out where it fits in and how to adjust it for level increases. You've been a big help man and I appreciate it.

Silver Crusade

*sounds of a locking door*

*ahem* Now...wait...why has no one commented on this rather excellent sounding race? I can only imagine it has to do with anti-goblinoid propaganda! Well I certainly won't stand for this I....*sounds of a door being unlocked* ....bother....

-------pause---------

Please excuse the rudeness above. Apparently one of the little buggers broke into the computer room and accessed the account. ;) Won't happen again. *glares at the knocked out Bognil*

(Sorry guys ;) just in a silly mood at the moment)

Silver Crusade

Goth Guru wrote:
I was going to allow research as possible for anyone who can read and write. Since 25 research is necessary for making a blueprint(For a catapult or pistol) it's essential for an engineer.

Research is a thing, but since I'm not allowing guns in the setting that's not an issue lol. Other things could certainly be researched....maybe a bonus based on level. maybe +2 every two or three levels?

Silver Crusade

Todd Stewart wrote:
Captain Emberwrath wrote:

Very cool. BTW if the name of my race is an issue I'm more than willing to alter it. I don't want to step on any toes when I get ready to try and self publish the setting I have in mind. I do know that I'll have to get Paizo's permission to publish, but I'm fairly confident that they'll be okay with the setting. Like I said though, if the name of the race is an issue I can change it. I'd like not to, but I am willing to do so out of a sense of courtesy and professionalism.

I don't own fetchlings in any way, but I don't see why you'd need to change your race's name. They derive their names from similar root real world mythology, but they go different places with it. All is cool to me. :)

Awesome :) I just thought I would offer as a show of professionalism and as a sign that I really do take what I'm doing seriously. You guys made an awesome game that I love to run and that I love playing. It's great making my own setting, and I'm learning a lot by doing so, but I also want to be respectful while I'm doing what I'm doing. It's kind of a thing for me.

Silver Crusade

Yes you read that correctly. Bognil. It is a legit race, but I tried to be a little humorous with the racial description.

I present the Bognil V.1

NEW RACE...SUBRACE? : BOGNIL: (humanoid, goblinoid): Bognils are something of anomaly even among Goblinkind. Unlike many of their brethren Bognils are actually quite intelligent and articulate, fascinated with the workings of the world and more interested in learning than random acts of banditry or destruction. Unfortunately this has lead them to being fairly unpopular among other Goblinoids as they view such things as weaknesses to be stomped upon and attempts are made to make the Bognils toe the party line. (This is of course persecution of the highest order you know) This has not been a good life for the Bognils over all and many become extremely bitter over the whole thing and just chalk the entire Goblinoid species up to a really bad idea some god must have had when they were very, very drunk.

Now this has not dissuaded them from their pursuit of knowledge or magic and often the Bognils seek acceptance among the more erudite races in major cities. Of course being Goblinoids this doesn't always start off so well for them but eventually with much exasperation on their part they eventually make it to a center of learning where they generally find that pretty much everyone is capable of being as stupid as their brethren. This realization tends to send them to a local bar where they spend the next several hours lamenting this newly found knowledge while drowning their sorrows in a fine glass of wine. (Hey they do have standards you know ale is for those with stronger constitutions. Wine is for the more discerning palate.)

Still they are convinced that they were blessed with intelligence for a reason and some return to their brethren intent on leading them against the big people, since they can't be trusted to lead themselves. (Seriously these people took a delicate dish like the crepe and stuffed bacon and sausage into it, they obviously can't be trusted to look after their own affairs) Others try to simply lead a more quiet life as far from everyone as they can possibly get, with the exception of a mate. Good conversation is SO hard to come by you know. Others somehow get it into their heads to become "adventurers" and go off on mad quests seeking fame and fortune and who knows what other uncivilized dangers. Seriously any sane Bognil would just stay in his tower and conjure up a cute nature spirit... (sounds at the door)...uh....it seems I'm running out of ink. I must go to the market and purchase more...ink...yes that's it. I shall continue this later when I have more....ink.

Physical Description: ... .(ahem) Now as for appearance. Bognils, being Goblinoids, are rather small. That much is true, in that they are not much taller than the average Goblin. Generally by about 5", but who's counting really....seriously 5" taller....keep up. They also run a rather fetching range of shades of green running from Verdant to Derbyshire...what...those are colors...read a book! Now their eyes, can be red, like many of the lesser Goblins, but they also be the most fantastic shade of blue..sky blue I think. Yes that sounds about right....right, while w....THEY lack hair of any noticeable variety they do have three ridges that cross their heads from front to back in the center of their heads. The truly educated believe this to be a sign of innate superiority to their less intelligent brethren, but most simply chalk it up to random god intervention or creativity to tell us apart or some such. (it's really the first one)

Society: Bognils, as a people, when they do create their own villages and societies tend to create meritocracies. Obviously the most intelligent should lead and w..I mean they develop various means of testing to determine just who should be doing what based on rigorous testing methodologies. It's quite fair and I think that more societies should adopt such practices as it would significantly lower the amount of stupid people being allowed anywhere near places of import....of course the monarchy and noble houses are quite fair and a just government as well. (for what Humans, Elves and Dwarves could come up with anyway)

Relations: Bognils would get along famously with everyone if they would just admit that they know what they're talking about and do what w...I mean they tell them to do. (excuse me I must be tired. All this writing you know) As it stands "adventuring" Bognils tend to get along quite well with Elves for some unfathomable reason. Perhaps they're just humoring the less intelligent, that could be it....other Bognils do quite well when placed among those who actually listen, though that seems to be a surprisingly small number of races....well no accounting for taste or intellect I suppose.

Alignment and Religion: Now this is where we enter a bit of a grey area. Bognils, despite having a great disdain for the fellow, DO actually have a patron deity. Shugvar the Wise. (Yes I know the name is silly, but he's all we have) Apparently Shugvar DID infact create the Bognils on a drunken bet and he feels responsible for us being as smart as we are, and he feels that this gift will enable them to better their people (which might be true if the idiots would just stop drooling all over themselves long enough to listen to them....) Bognils tend toward neutrality when it comes to matters of....well good and evil I suppose, we are an orderly people. Though some may spread terrible lies and claim that those of u...of them who stay within their own cities (or encampments if you will) tend toward darker choices. The "adventuring" Bognils have a rather disgusting habit of following human or even......E...El...I'm sorry I can barely say it for wanting to vomit Elvendeities....there ugh that was awful.

(sounds at the door again)....it appears that I must away again....ink issues...really they must...fin..oh bugger_______________________

Racial Qualities:
Eat, breathe and sleep

Small (0 rp): +1 size bonus to AC, +1 size bonus to attack rolls, -1 penalty to combat maneuver checks and CMD, +4 size bonus on Stealth checks

+2 Int, +2 Con, -2 Str (0 rp)

Standard language: Common, Goblinoid (Eleven, Draconic, Dwarven, Orcish, Gnome, Halfling, Giant) (0 rp)

Slow Speed 20ft movement (-1 rp)

Racial Traits:
Low Light Vision (1 rp)

Darkvision (2 rp)

Curiosity: +4 bonus on Diplomacy checks to gather information, and Knowledge (history) and Knowledge (local) become class skills. If the Bognil takes a class that has either Knowledge skill as a class skill she gains a +2 racial bonus instead. (4 rp)

Silver Crusade

Todd Stewart wrote:
Revenantdog wrote:


Fetch sounds a little too much like 'Fetchling', other than that, very cool.
FWIW, since I created them I'll clarify things a bit here: the fetchling name is derived from the fetch of real world mythology. The fetch was a copy of a human, a changeling left behind in place of the original. Other myths have it more like a doppleganger, a facsimile of the original, but not the true one. Fetchlings being humans infused with the essence of Shadow (and the bloodlines of multiple Shadow natives) get their name as being warped versions of true humans, distorted reflections, imperfect copies of their untainted progenitors. As they see it, the name is a pejorative.

Very cool. BTW if the name of my race is an issue I'm more than willing to alter it. I don't want to step on any toes when I get ready to try and self publish the setting I have in mind. I do know that I'll have to get Paizo's permission to publish, but I'm fairly confident that they'll be okay with the setting. Like I said though, if the name of the race is an issue I can change it. I'd like not to, but I am willing to do so out of a sense of courtesy and professionalism.

Silver Crusade

La'Vantis Tuen wrote:
I like what you did. But thematically this is starting to feel like an archetype for the inquisitor... But i guess they could just be two different 'solders' in the watcher army...

Well like I said they're kinda based off the Watchers from Buffy the Vampire Slayer. Only not so, you know, evil in how they go about things. They may be underhanded now and again to prevent certain things like C'thulu rituals from getting out, but they do try to not go around poisoning people to take away their magic so they can "test" them.

I'm extrapolating a lot based on what I read about the Watchers and how I see this class, and I don't really mean for them to be like the Inquisitors. This is what I mean when I say I'm terrible at classes lol, I am trying to get better though and I won't unless I keep at it. :)

I appreciate the feedback and it's the only way I can take a look and see what needs work.

Silver Crusade

It's that time again. NEW RACE TIME!

While I was working on the Archival Scholar I was also working on this race. The Cambion. I rather like how they turned out, though they probably do need some tweaks here and there.

Let me know what you think.

Cambion V.1

NEW RACE: CAMBION (humanoid, outsider, native (3 rp): Cambions are born of the blood of demons, typically through the mating of an incubus/succubus and a human though the bloodline can manifest at anytime in a given family if there was ever demonic contact with an incubus or succubus. Cambions tend to be quite persuasive in their ability to convince others to do what they want and are known to have quite the temptation for pleasure in many forms. Many give into this temptation, while there are those that do not and choose a chaste life (note: these are actually somewhat rare).

Cambions are not well trusted by most societies as they have a natural affinity for using Balefire, a mysterious fiery energy with ties to the lower planes, and because of their demonic lineage. Most Cambions outright reject the idea of predestination and insist that they choose their own way, even if it be that of the damned. On the subject of the gods the Cambions find themselves mixed. Some reach out in a means to cleanse themselves of the demonic taint, while others reject the gods outright and sneer at their involvement in the world, claiming that they only do so in the vain hopes that mortals will fall down and worship them.

Cambions come from every walk of life and can enter any profession. Some of the greatest heroes and villains of the past have been those who were of tainted blood, but all made the choice to follow their star to the end. It is a choice most Cambions would heartily agree with.

Appearance: Cambion males tend to stand just over human normal in height, ending at around 6'10" and weighing in at the average for that height. Females tend to be somewhat smaller. They are known to have deep bronze skin, red within red eyes , pointed ears and slightly elongated canines. They are well known for their great beauty, charisma and keen wit when in social situations.

Racial Qualities:
Darkvision 60ft
Low Light Vison (1 rp)
Native outsiders breathe, eat and sleep
Medium Sized
Normal Speed
+2 Cha, +2 Con, -2 Wis (while Cambions are naturally charming and somewhat durable they sometimes lack impulse control and can make poor decisions based preconceived notions)
Languages: Linguist (1 rp) Common, Abyssal, (any other language except secret ones)

Racial Traits:
Fiendish Resistance: cold resistance 5, electricity resistance 5, fire resistance 5 (2 rp)
Silver Tongued: +2 bonus on Diplomacy and Bluff checks. May shift a creature's attitude three steps rather than just two (3 rp)

Object of Desire: Cambions add +1 caster level when casting charm person and charm monster. (1 rp)

Seducer: +1 to the saving throw DC for their spells and spell like abilities of the enchantment school. If the Cambion has a Wis of 15 or higher he may use charm person 1/day as a spell like ability (caster level equal to user's character level) (2 rp)

(Part of the legends about Cambions is that they have no heartbeat or breath, well I was going to alter that so that it was just at a much slower rate than that of other races. They would still have to make saves against airborn toxins and the like. The problem here lies in what happens if a Cambion PC takes enough lethal damage to go unconscious? What should the Heal check be to make sure they're still alive rather than dead?)

The Balefire affinity will be covered with an archetype for the Balefire Invoker class I'm working on, maybe with some feats as well. Just not sure on that right now.

Silver Crusade

Well I made a couple changes, still working on higher level abilities and expanding the higher range of the lower ones. I took Goth Guru's advice and added a Research Point pool ability as well as another little ability I thought would be interesting.

Archival Scholar V.2

NEW CLASS: THE ARCHIVAL SCHOLAR (BASED ON THE WATCHERS FROM BUFFY THE VAMPIRE SLAYER): Across the world there lies secret knowledge and lost archives full of pages of lore from the distant past. Seeking out these places and secrets are the members of the Grand Archive. Among their goals are the preservation of knowledge for their patron deity is Elios the human god of knowledge and wisdom. They also consider it their sworn duty to seal away knowledge considered to be too dangerous to be allowed in common circulation (things such as rituals to summong the Elder Evils, plagues that would wipe out virtually all life or other catastrophic things). To do their job they train agents in various arts ranging from strange hand to hand styles to secret research techniques to allow them to find and recall information faster. While the Archival Scholars themselves lack any true capacity to use magic they are a very canny foe and are well versed in the ways and weaknesses of the monsters that would threaten the world. Even the human ones.

The Archival Scholar (field agent)

Hit Die: 1D8

Starting Wealth: 3d6 x 10gp (105gp average) Archival Scholars begin play with an empty book and quill, with three ink wells to record their journeys and observations. Part of the rules of membership in the Grand Archive is that each member keep such journals and deliver them to the Archive when one becomes full.

Skill Ranks per level: 6 + Int modifier

Skills: Appraise (Int), Auspex (Wis), Bluff (Cha), Craft: Any (Int), Disguise (Cha), Diplomacy (Cha), Heal (Wis), Knowledge: All (Int), Linguistics (Int), Perception (Wis), Profession: Any (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int)

B.A.B.: same as Bard/Cleric/Rogue

Saves: Good Will, Poor Fort & Ref

Weapon and Armor Proficiencies: The Archival Scholars are proficient with all simple weapons plus the sword cane, rapier, hand crossbow, grappling hook and scorpion whip. Archival Scholars are also proficient with light armor, but not shields.

The Oath: Each member of the Grand Archive swears a binding oath that they will keep the deep secrets of the Order even unto death. This Oath grants a +2 (+1 per two levels) on Will saving throws vs compulsion or charm effects that would lead them to betray the Order or reveal its secrets. (Note: As part of the Oath Archival Scholars forswear training in any arcane spell casting class. While there are Wizards who are members of the Archive the Archival Scholars themselves take this Oath as a sign of faith to their god and to their mission to withhold those things that are too dangerous for mortal minds)

Breadth of Knowledge: An Archival Scholar may add half her Scholar level to all Knowledge skill rolls.

Research Points: Beginning at 1st level the Archival Scholar gains a research point for every hour of library research and study. These points may be spent to gain a bonus equal to the amount of points spent (max of +5) on one Know check, attack roll, damage roll or saving throw against a single successfully identified target. The Scholar has a maximum number of research points of 10 / two levels.
(level 1-2=10, 3-4=20, etc).

Improved Unarmed Strike: As part of their intense training for field work, and to mitigate the chance they may need to do battle with dark forces the Archival Scholars are trained extensively in unarmed combat. Warriors may not be on hand to guard one's self so being prepared is a necessity. Archival Scholars gain Improved Unarmed Strike as a bonus feat at 1st level.

Spell Book Casting: At 2nd level as part of their training Archival Scholars learn much about magic and its inner workings. While not true spell casters they are able to simulate the effects of certain spells by channeling the energy while casting the spell from a spell book. Each spell cast in this fashion takes one full round per level of the spell to cast and there is a price that the Scholar pays for each spell cast in this manner. Because their bodies are not trained to handle the energies that they channel while casting from the book they take sub-dual damage equal to 1d4 + Int modifier per spell level, this damage may not be mitigated. (It is possible to go unconscious from using this ability too often in one sitting) This requires a caster level check DC 15 + 2 x spell level. You may not take 10 on this check.

Fighting Style: At 3rd level the Archival Scholar has trained further in the secret hand to hand style of the Archive's agents and learned Kirin Style. (Even if they do not otherwise meet the prerequisites for it)

Archival Secrets: At 3rd level and every three levels thereafter the Archival Scholar learns one of the special secret teachings of the Grand Archive. These teaching are closely guarded secrets and it is strictly forbidden to teach them to anyone outside the Archive's Order.

1. Psychometry lvl 1: The Scholar has learned how to glean the secrets of an object's most recent history. By examining an object for a number of round equal to 2 x their Wis modifier the Scholar may make an Int check DC 20 to gain a flash of insight into the recent past. She sees the events through the eyes of the owner of the object and only the last known events that the object was in its owner's hands for.

Adaptation to Foes: At 4th level when the Archival Scholar must engage in melee combat, be it with their limited weaponry or hand to hand skills, she may make a Knowledge check to identify her opponent. If the check succeeds she may add her Intelligence modifier as a dodge bonus to AC as long she is wearing light or no armor.

Perfect Disguise/Knowing What to Say: Studying the various cultures of the known world the Archival Scholar knows that there are times then going undercover or using the fine art of Diplomacy may be necessary to obtain permission to enter certain ruins or to enter the home of a scheming Wizard or nobleman who may have a secret or occult tome that could be extremely dangerous in the wrong hands. Beginning at 4th level the Archival Scholar may add their Intelligence modifier to Bluff, Disguise and Diplomacy rolls after using the appropriate Knowledge skill to determine what their target is likely to want to hear.

Recall: Beginning at 6th level the Scholar has begun to emulate the elders of the Archive and learned to recall obscure information with concentrated effort. Once per day per two levels after gaining this ability after failing a Knowledge check a Scholar may make a Concentration check at a DC 25. If successful the Scholar may make another attempt at the Knowledge check.

Fighting Style 2: Beginning at 6th level the Archival Scholar has mastered the initial points of the Kirin Style and now learns the Kirin Strike as a bonus feat, even if they do not otherwise meet the prerequisites.

Fighting Style 3: Beginning at 9th level the Scholar has mastered the secondary aspects of the Kirin Style and has now learned the third step in the fighting style the Kirin Path feat even if she does not meet all the prerequisites for it.

Silver Crusade

La'Vantis Tuen wrote:
Captain Emberwrath wrote:
I clarified in my copy of the class that the damage from spellbook casting cannot be mitigated and that the scholar cannot take 10 on the check. The whole point of the channeling is that the scholar's body isn't trained to handle the energy the way a normal magic user's is. Using the spellbooks isn't something they enjoy doing. I may also limit the spells usable to a specific list.
I'm sorry, where did it say:
Quote:
damage from spellbook casting cannot be mitigated

Maybe I missed that?

Quote:
I may also limit the spells usable to a specific list.

Not entirely necessary... What you could do is change what is needed to cast the spell... Change:

Quote:
This requires a Spellcraft check DC 20 + 2 x spell level

into 'This requires a caster level check DC X + Y x spell level. Your caster level is equal to your level in the Archival Scholar class'

caster levels are MUCH harder to beef up for a couple copper. :)

I haven't updated the version here yet. I meant my copy, the one I'm working on currently :) sorry I should have been more clear. The caster level check does make more sense, I just have to figure out the math....i hate math....we had an arrangement. I leave it alone, it leaves me alone. *sigh* OH well once more into the breach lol.

Silver Crusade

La'Vantis Tuen wrote:
Mythic +10 Artifact Toaster wrote:
La'Vantis Tuen wrote:

...unless I missed some limitation in my quick reading...

?

it also takes one roynd per level of the spell too cast.

I got the 1 full round/spell level. The spells I listed where excellent NON combat spells. IN combat, yeah this isn't overpowered.

Mythic +10 Artifact Toaster wrote:
Also at level 6, 5d4 +20(average 30) should obliterate must of his hp. Even with subdual damage that isnt a minor cost.

I meant we all know ways to be immune to nonlethal damage.

Thanks for helping me clarify what I was suggesting. :)

But did I miss something else?

I clarified in my copy of the class that the damage from spellbook casting cannot be mitigated and that the scholar cannot take 10 on the check. The whole point of the channeling is that the scholar's body isn't trained to handle the energy the way a normal magic user's is. Using the spellbooks isn't something they enjoy doing. I may also limit the spells usable to a specific list.

Silver Crusade

Goth Guru wrote:

Research points. A person gains a research point for every hour of library research. They can use these points as pluses to knowledge checks, to hit, or to damage. Probably up to +5, possibly only one thing at a time. Exception, they can add +5 to every skill used in a ritual. Spending 25 research points they can tell if spell research is worth the attempt. Normally they would spend time and gold only to find out the spell is not allowed.

Word of Disruption, 5th level, for one round everyone in front of the caster must make a concentration check to cast or perform a ritual, or it's disrupted. (I saw this used in The Dunwich Horror)

I like it. I'll have to fiddle with the progression a bit on a couple things but I love the concept of Research points and what they could do to enhance the Scholar. I might include saves in that list but only one type at a time per round. (I'm more lenient with my players on spell research. If one of them has an idea I'm not going to allow I don't make them spend the money first, I'll just tell them outright that no I really don't want to deal with that spell.)

Word of Disruption is very nice. I'll think of a formula for the DC and include it in the next iteration.

Many thanks man. :)

@Pupsocket: Well the save from the Oath is only a first level ability. I don't know of any class that gets a blanket immunity to something like charm and compulsion effects straight away. I'm not sure what a good save modifier would be at that level but the +2 vs a specific type of compulsion seemed fair when I was writing it. I'll take a second look and see what I can work out.

Silver Crusade

1 person marked this as a favorite.

Well this is another attempt at a new class. Again this one is unfinished and if anyone has ideas that could help me flesh out some later abilities I'd appreciate the help.

I present to you my newest class

The Archival Scholar V.1

NEW CLASS: THE ARCHIVAL SCHOLAR (BASED ON THE WATCHERS FROM BUFFY THE VAMPIRE SLAYER): Across the world there lies secret knowledge and lost archives full of pages of lore from the distant past. Seeking out these places and secrets are the members of the Grand Archive. Among their goals are the preservation of knowledge for their patron deity is Elios the human god of knowledge and wisdom. They also consider it their sworn duty to seal away knowledge considered to be too dangerous to be allowed in common circulation (things such as rituals to summong the Elder Evils, plagues that would wipe out virtually all life or other catastrophic things). To do their job they train agents in various arts ranging from strange hand to hand styles to secret research techniques to allow them to find and recall information faster. While the Archival Scholars themselves lack any true capacity to use magic they are a very canny foe and are well versed in the ways and weaknesses of the monsters that would threaten the world. Even the human ones.

The Archival Scholar (field agent)

Hit Die: 1D8

Starting Wealth: 3d6 x 10gp (105gp average) Archival Scholars begin play with an empty book and quill, with three ink wells to record their journeys and observations. Part of the rules of membership in the Grand Archive is that each member keep such journals and deliver them to the Archive when one becomes full.

Skill Ranks per level: 6 + Int modifier

Skills: Appraise (Int), Auspex (Wis), Bluff (Cha), Craft: Any (Int), Disguise (Cha), Diplomacy (Cha), Heal (Wis), Knowledge: All (Int), Linguistics (Int), Perception (Wis), Profession: Any (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int)

B.A.B.: same as Bard/Cleric/Rogue

Saves: Good Will, Poor Fort & Ref

Weapon and Armor Proficiencies: The Archival Scholars are proficient with all simple weapons plus the sword cane, rapier, hand crossbow, grappling hook and scorpion whip. Archival Scholars are also proficient with light armor, but not shields.

The Oath: Each member of the Grand Archive swears a binding oath that they will keep the deep secrets of the Order even unto death. This Oath grants a +2 on Will saving throws vs compulsion or charm effects that would lead them to betray the Order or reveal its secrets. (Note: As part of the Oath Archival Scholars forswear training in any arcane spell casting class. While there are Wizards who are members of the Archive the Archival Scholars themselves take this Oath as a sign of faith to their god and to their mission to withhold those things that are too dangerous for mortal minds)

Breadth of Knowledge: An Archival Scholar may add half her Scholar level to all Knowledge skill rolls.

Improved Unarmed Strike: As part of their intense training for field work, and to mitigate the chance they may need to do battle with dark forces the Archival Scholars are trained extensively in unarmed combat. Warriors may not be on hand to guard one's self so being prepared is a necessity. Archival Scholars gain Improved Unarmed Strike as a bonus feat at 1st level.

Spell Book Casting: At 2nd level as part of their training Archival Scholars learn much about magic and its inner workings. While not true spell casters they are able to simulate the effects of certain spells by channeling the energy while casting the spell from a spell book. Each spell cast in this fashion takes one full round per level of the spell to cast and there is a price that the Scholar pays for each spell cast in this manner. Because their bodies are not trained to handle the energies that they channel while casting from the book they take sub-dual damage equal to 1d4 + Int modifier per spell level. (It is possible to go unconscious from using this ability too often in one sitting) This requires a Spellcraft check DC 20 + 2 x spell level

Fighting Style: At 3rd level the Archival Scholar has trained further in the secret hand to hand style of the Archive's agents and learned Kirin Style. (Even if they do not otherwise meet the prerequisites for it)

Adaptation to Foes: At 4th level when the Archival Scholar must engage in melee combat, be it with their limited weaponry or hand to hand skills, she may make a Knowledge check to identify her opponent. If the check succeeds she may add her Intelligence modifier as a dodge bonus to AC as long she is wearing light or no armor.

Perfect Disguise/Knowing What to Say: Studying the various cultures of the known world the Archival Scholar knows that there are times then going undercover or using the fine art of Diplomacy may be necessary to obtain permission to enter certain ruins or to enter the home of a scheming Wizard or nobleman who may have a secret or occult tome that could be extremely dangerous in the wrong hands. Beginning at 4th level the Archival Scholar may add their Intelligence modifier to Bluff, Disguise and Diplomacy rolls after using the appropriate Knowledge skill to determine what their target is likely to want to hear.

Recall: Beginning at 6th level the Scholar has begun to emulate the elders of the Archive and learned to recall obscure information with concentrated effort. Once per day per two levels after gaining this ability after failing a Knowledge check a Scholar may make a Concentration check at a DC 25. If successful the Scholar may make another attempt at the Knowledge check.

Fighting Style 2: Beginning at 6th level the Archival Scholar has mastered the initial points of the Kirin Style and now learns the Kirin Strike as a bonus feat, even if they do not otherwise meet the prerequisites.

Fighting Style 3: Beginning at 9th level the Scholar has mastered the secondary aspects of the Kirin Style and has now learned the third step in the fighting style the Kirin Path feat even if she does not meet all the prerequisites for it.

Silver Crusade

Whew, this one wasn't entirely easy and as I said in the Vindani post I've been busy building up a log of new races so I can get used to creating minor mechanics at first. I do like how these came out, but I am open to constructive criticism.

So here is version V.1 of the new race:

NEW RACE: VALKYRIN (KYR)-(humanoid): The Valkyrin are a race of warrior women who live in the mountains of Kalazath. There they pit themselves against the elements until they reach the age of maturity and decide whether to stay with their clan or go out into the world and test themselves and their honor against whatever they may find. They are a hardy people, given to hunting, battle and a deep commitment to honor, loyalty and respect. They do not suffer fools lightly within their encampments and many are the foolish who have tried to tame them to their will. Almost all women within their society train in the martial ways. They believe it is their sacred duty to the men and children of their village to watch over and protect them as they are the larger and stronger of the two genders; but they do not hate or belittle the men either, for the Kyr do their sacred duty as well.

The Kyr have long been the keepers of lore, arcane magic and healing magic within their people. They are respected for their wisdom and are always consulted before times of war or when signs of ill omen are seen. They are somewhat shorter than the Valkyrin but are no less adapted to life in the mountains. They to believe in honor and only a fool invokes the wrath of both a Kyr and his Valkyrin mate. The Kyr have long believed that their goddess, Tyria, has been battling a deadly foe on behalf of the other gods, and while she still answers their calls for magic she has not actively spoken to them in dreams or visions in some time.

The Valkyrin have good relations with the Dwarves as both races believe heavily in honor and familial duty and the warrior way. They have little interaction with the Elves as their people are many leagues apart, though the occasional Elven traveler has come by their encampments. Typically they have not been impressed with the slender, and somewhat fragile looking visitors, though they have often enjoyed their music and revelry. Those that have earned their respect have done so with hard work and care. The Valkyrin do not take kindly to betrayal and have been known to string the dead bodies of oath breakers, and kin slayers up above their villages for all to see.

Appearance: Both the Valkyrin and the Kyr are white skinned humanoids with white pupil-less eyes and white hair. The Valkyrin tend to stand nearly seven feet tall and are broad and muscular; favoring the combat arts. While the Kyr tend to be somewhat smaller, standing around 5'10. The women tend to grow their hair long and styled in various ways, the men keep theirs cut short but at some grow facial hair as they age to denote their position in the clan.

Racial Qualities:
Humanoids eat, breathe and sleep
Valkyrin: +2 Str, +2 Con, -2 Int
Kyr: +2 Int, +2 Wis, -2 Str
Languages: Valk, Common, Dwarven (Elven, Halfling, Gnome, Giant, Orc, Earth language)
Valkyrin gain +2 Survival
Kyr gain +2 Auspex (new skill)

Racial Traits:
Fearless: +2 vs fear effects

Stubborn: +2 Will racial bonus on saving throws to resist spells & spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, if a Valkyrin or Kyr fails such a save, it receives another save 1 round later to prematurely end the effect (assuming the spell or spell-like ability has a duration greater than 1 round). This second save is made at the same DC as the first. If the Valkyrin or Kyr has a similar ability from another source (such as a rogue's slippery mind class feature), it can only use one of these abilities per round, but can try the other on the second round if the first reroll ability fails.

Static Bonus Feat:
Endurance

Mountaineer: Valkyrin and Kyr are immune to altitude sickness and do not lose their Dexterity bonus to AC when making Climb checks or Acrobatics checks to cross narrow or slippery surfaces.

Valkyrin: Weapon Familiarity: Flambard, Flatbow (new longbow type weapon, more suited to the cold)

Kyr: Spell like ability once per day: Harrowing

Silver Crusade

- Drow have always been a thing I can't stand. They reek of a very specific aspect of D&D, I guess. I especially can't take their dark skin. Creatures in a place without sunshine shouldn't have pigment at all, really, especially when pretty much everything around them has darkvision anyway. It feels very much to me like a "dark things bad", especially when the surface elves are all beautiful and pale.

This has been an issue at times, but I'm actually coming up with a reason for the physical differences in my own stuff. Something that I hope is at least unique in my own spin on things. :)

Silver Crusade

Mythic +10 Artifact Toaster wrote:
still, shouldn't it count as human then?

Uhm no. Because the Fetch ISN'T human. It appears human until the skin is destroyed. It says all that in the fluff. A farmer may not be able to suss out that a Fetch has replaced his kid, especially since it's replaced as an infant. The majority of parents may not figure it out if they don't know what to look for and the Fetch does know to hide itself, at least from them if nothing else.

It's not like a normal family is going to have a spell up all the time that only affects humans. Heck even a royal family may not shell out for that because there are thousands, if not more, of people who never have that happen to them. In fact a spell or affect that would "detect humans" or only affect humans is one of the ways to actually find a Fetch if its skin is up.

Silver Crusade

Well I really wasn't going to add a small option myself. The Fetch, at least in the setting I was creating, is left when a Fey takes a human child, because that's how the lore works. It is kinda in the fluff of the race, at least how I initially wrote it up.

It wouldn't be terribly difficult to adapt a version of the young template to use on the Fetch since they do grow from infant to adult for someone who wanted to play a child, though a child running around adventuring may raise a few eyebrows.

But they really aren't meant to be Gnomes, Halflings or any race other than human within the setting I'm developing. There are reasons for that, most of them fluff reasons and tied to the setting itself, but the reasons do exist.

I don't mean to sound mean, but making them a small race kinda goes against the concept.

Silver Crusade

Orthos wrote:
Do note that Pathfinder got rid of the by-race Favored Classes. Instead each character gets to choose their Favored Class at level one (Classes for Half Elves) and gets to choose at each level a bonus to gain from it. Thus if you want to encourage them to be Druids, give them a nice bonus for their Favored Class that can only be gotten by Fetches. Check out the various Race pages on d20PFSRD for some examples.

DOH! I forgot about that.....hmmmm any suggestions on that front? I really had totally forgotten that Pathfinder had done that lol. As I said TOTALLY new at this.

Silver Crusade

Revenantdog wrote:
Very nice. I was worried about the lack of a constitution score on the last update. This feels really solid. For funzies, I would challenge you to get your wordcount to either 750 or 1500 words. Make it look all official. This is a really fun race, I'm super into this.

I'm glad you like it. If you ever get a chance to play it let me know how it turns out. :) I did a word count and it was around 1364. So I actually did some final revisions so I present the final version of the Fetch (unless something super broken comes up):

NEW RACE: FETCH

Fetch (humanoid, partial construct, half plant fey): There are times when one of the Fey takes an interest in a human baby and they decide to steal away with it, the reasons for this depend on the Court and can range from benevolent to sadistic. Usually when one of the Fey steals a human infant they leave a Changeling in its place. However if the Fey is feeling particularly nasty (as can happen with the Unseelie Court) or if the Fey simply does not have a Fey infant with her she will leave a Fetch in it's place. (Note: It should be noted that Herne the Hunter has strictly forbidden the practice of stealing children within his lands. Any member of the Hunt caught in violation of this is subject to immediate prey status and is hunted by Herne, and interestingly enough the Right Hand of Hell himself, Hellequin)

A Fetch is a partial construct, made mostly of rags, hay and mud; with a bit of blood to form an outer layer of skin to create an illusion of true life to fool humans into thinking the baby is real. The Fey brings the Fetch to life with a specially prepared spell and swaps it with the infant secretly fully intending for the Fetch to die in a matter of days and for none to be the wiser.

Sometimes, however, the Fetch lives and grows into adulthood. Knowing innately what it is, and depending on how it was treated as it was raised, the Fetch may decide to live its life in solitude once is “parents” have died, or it may run off early into the deep wilds if severely mistreated . A few take a chance and become adventurers, determined to find a place in the world of mortals, having been forced to be a part of it by their Fey creators.

They are intrigued by the mortal faiths, and many seek out meaning in their existence or try to find a Divine connection to the gods, having been long abandoned by the Fey that created them. Those mortals that know about the Fetch often wonder if they even have souls as they cannot be raised from the dead by any known means. (Note: A Fetch technically has no gender but generally assumes the gender identity of how they are raised, though they really have no concept of sexuality)

Appearance: A Fetch tends to look almost human and can be easily mistaken for one at a glance, or by those who don't know what to look for. Their skin tends to be slightly duller than normal for a human and may sag ever so slightly from time to time, requiring adjustment. Their hair and eye color run the human range, though occasionally one will be created with violet eyes. (1-100) . Without their skin they appear as walking scarecrows, dressed in tattered rages and pieces of cloth with two brightly colored gems for eyes. General appearance can vary wildly but the materials are always the same: straw, plants, mud and rags.

Note: True Fey recognize a Fetch on sight, through any disguise, due to their connection to Fey magic. (note there is no save on this. It's a weakness of the race, though how the Fey react to discovering their creation is alive is dependent on the Court. A Seelie Court Fey is more likely to take at least a passing interest in their creation's life, if only to see what beauty they have created, The Unseelie are much less likely to care and more likely to be angered that their creature didn't die. It is the especially unlucky Fetch whose Unseelie creator delights in her creation's life and takes active interest to see what chaos might be caused)

Low Light Vision (residual fey magic)
Eat, breathe; sleep to regain spells & beneficial effects (a Fetch CAN sleep but does not need to for survival)
Partial Construct Traits
Half Plant Traits
Cannot be raised or resurrected
immune to poison and disease (unless it also affects plants)
immune to sleep effects, stunning, paralysis
A Fetch has the full range of human emotions

Med Size
Normal Spd
-2 Int, +2 Dex, +2 Wis (While quick on their feet and seeking their place with the divine the Fetch is slightly less intelligent than the average human as much of their initial knowledge is grafted in through magic.-essentially they are “born” knowing what they are, who they are supposed to be pretending to be, and what they're parents are, for example: farmers, craftsmen,etc)

Languages: Common, (choose one of the two Fey Court languages: Soel: Language of the Seelie Court, Gesoelig: Language of the Unseelie Court, Note: the Wyld Hunt does not practice the abduction of human children), Elven, Dwarven, Gnome, Halfling, Goblin

Skill Bonus: Flexible :+2 Escape Artist (made of straw)
Tree Speech (strange by product of being made mostly of plants and animated by Fey magic)
Good Berry 1/day
Elemental Vulnerability: Fire
Special: Falling Damage Lessened: Due to being made of straw, plants , and lightweight materials the Fetch is somewhat resistant to falling damage. When falling more than ten feet reduce the amount of dice rolled by 1D6.
Special: Fear of Fire: The Fetch all have an innate fear of fire. When a Fetch is dealt damage by fire (magical or nonmagical) they must make a Will save with a DC equal to the damage dealt. If the Fetch fails it is shaken for 1d4 rounds. If the Fetch is damaged by fire again during this time it must make a second Will save DC equal to the new damage dealt + 3 or become frightened for 2d6 rounds. If the Fetch takes fire damage again during the frightened stage they must make a third Will save DC equal to the damage dealt + 5 or become panicked for 2d8 rounds. (a roll of Natural 1 at this stage causes the Fetch to pass out from fear)
Fetches try to avoid places of intense heat or flame. As this can invoke their fear. If entering places like a volcano, the Plane of Fire, or any place where there is rampant fire the Fetch must make a Will save every hour starting at DC 15 with a cumulative +5 modifier or become shaken, frightened and then panicked. (Note: “rampant fire” for this purpose means places like a burning building, the plane of fire, certain layers of the Abyss or Hell, any place where fire is dominant. It does not mean a room full of candles, a fireplace or a campfire, or any everyday occurance. Don't be a jerk)

Skin: The outer skin that covers a Fetch is what hides its true form from other humans, but it is not extremely durable. In combat situations if the Fetch takes more than half it's hit points in damage the skin is destroyed. The skin will regenerate over night (sundown to sunrise). It is theorized that this is due to their connection to Fey magic and the waxing and waning of the seasons rising and setting of the sun and moon as representing birth, death and rebirth. (Despite not being dead a Restore Corpse spell, when cast by a Druid, will regenerate the skin immediately. Conversely the opposing spell will strip the skin from a Fetch with the proper Fortitude save)

Favored Class: Druid (Interestingly enough a Fetch has an innate connection with nature that makes them ideal candidates for becoming Druids. They don't see themselves as worshiping nature so much as asking of it to do things) They cannot be Clerics, Inquisitors or Paladins (anything that requires a god or goddess as none have adopted the Fetch as a people as yet. It is also due to the unknown status of whether or not they have souls; Oracles are an exception as they do not necessarily require a godly patron)

“gender” Base Height: Base Weight Modifer Weight Mulitplier
“male” 4'10” 100lbs 2d8 x3
“female” 4'5” 75lbs 2d8 x3

Maximum Age: 80 + 2d20 years (there are rumors of Fetches that have lived longer, but none have ever been found)

Silver Crusade

Okay here's a small update. I added a section about Fey Forged weapons. (I don't think it's anything too major. Not any more powerful than adamantine to be sure)

Also clarified a couple of points.

Here's V.2.5

NEW RACE: FEY TOUCHED (Humanoid, Fey): When one of the Fey takes a human infant and leaves a Changeling or Fetch in its place the baby is taken away to Avalon, the mystic realm of the Fey and raised in either Arcadia, the lands of the Seelie Court, or Calliope, the lands of the Unseelie Court. The fate of the child can vary greatly depending on the Fey who abducted the child and what her intentions in the swap were.

For the Seelie Court sometimes the Fey woman will want to save a child from particularly wicked parents, protect beauty in some fashion only they comprehend (as that is their way), or perhaps raise up a hero for the mortal world to be ready when the time was right. The reasons have varied over the many centuries and Queen Gloriana has intervened only a handful of times in all of Fey history. In all cases the child was sensed to harbor a great darkness and was returned to the mortal world where they would be watched carefully. Mostly the child is welcomed into the Court and raised with care. In many cases the Fey woman takes the child as a favored servant, in even more a lover once they become of age.

With the Unseelie Court things are decidedly less happy usually. Malefestra rarely cares for the lives of mortals, except to see them suffer and to see what chaos may be caused by her people's interference in their lives. So she has never been known to intervene when one of her people steals a child, except when such children become a threat to the Court, and then woe to that Fey. In many cases the child that is stolen is raised as a pet, educated harshly so as not to embarrass its owner and beaten when not improving in the desired manner. In extremely rare cases it has been know for the Unseelie Fey to actually develop feelings for the child and take it as a lover, raising it as the perfect companion and servant. Sometimes creating an assassin of great skill, or a dark knight of the Court able to withstand more punishment and endure more pain than others, and thus be a better lover than some.

Over the years of living in Avalon and eating of its foods the child begins to change, and somewhere along the way is no longer quite human any more. They begin to adopt certain traits of the lands they grow up in, and in most cases never even think to ask about how they came to be in Avalon. There are some, however, who have a faint memory of the Prime Material plane and begin to ask questions, or to plot their escape. Within the Seelie Court the Fey who initially took the child is generally prepared for this day and will give her assent if the Fey Touched wished to leave and find their own way or destiny among the mortals. If asked about their past she will explain, and almost always the parting is on good terms.

Within the Unseelie lands the parting is never on good terms and is always an escape. This tends to cause problems for the Fey who took the child because they are then responsible for finding the child and killing it so it doesn't bring harm to the Court.

Once back on the Prime Material the Fey Touched find themselves in a new world unlike any they had experienced before and most are excited to start a new life and to see where their wanderings will take them. Some may return to their loved ones in Avalon, some may become bitter enemies of the Unseelie Court until the day they die; but all desire to see the world and prepare for the new days ahead.

Appearance: The Fey Touched appear to be human-like in most ways. Their skin color runs the human range, though in bright sunlight there is a slight golden hue to it (DC 20 Perception to notice). Their hair color runs many different ranges from the normal human to reds, blues, and greens. Eye color runs the same as the magic of Avalon has infused their bodies over the many years and altered them in many ways.

Racial Qualities:

Fey Traits:
Low Light Vision
Fey eat, breathe and sleep

Medium Sized
Normal Speed

Human Heritage: +2 to one ability score of your choice at character creation
Linguist: Begin play with Common and either Soel: Language of the Seelie Court, Gesoelig: Language of the Unseelie Court (characters with high Intelligence modifiers may select any language except secret ones like Runic and Druidic)

Racial Traits:
Illusion Resistance: +2 racial bonus on saving throws vs illusion spells or effects
Fey Damage Resistance: Damage Reduction 2/Cold Iron
+2 to Knowledge Nature to recognize Fey Circles & Mounds, other Fey creatures (Note: Fey Circles are points where it could be easier to cross into the Fey Realm, provided you know where the slide will take you)
Disguise Self 1/day
Magical Aptitude as bonus feat

Special: Due to their time in Avalon a Fey Touched may not begin play with a lawful alignment.

Special: At character creation the player may choose one of the following:

Seelie Bound: Your years with the Seelie were mostly very good. You were trained in the arts, diplomacy and in your chosen craft (class). You gain a +2 bonus to Perform: Singing, Dancing, or some musical instrument; +2 Diplomacy. You know the location of certain “safe houses” for agents of the Seelie Court should you find yourself in desperate need. (these safe houses are within a certain area, genreally where the Fey Touched will be leaving to, not every point in the world.)

Unseelie Bound: Your years of training and abuse at the hands of the Unseelie Court has given you deep insight into their methods and insight into the meaning of terror. Gain +2 insight bonus on Intimidation checks and Sense Motive; and +2 Perception to break the disguises of Unseelie Agents.

Favored Class: Any (save those requiring a lawful alignment)

Height & Weight: Same as human male & female

Age: Fey Touched age as humans until they reach adulthood (16) afterwhich they begin to age at a much slower rate due to their connection to the Fey realm. The maximum age for a Fey Touched is 250 + 3d% years. (Note this applies to those Fey Touched who choose to return to the mortal world when they become adults. The Fey are closed lipped about the fates of those who choose to live on their realm or who choose to return permanently.)

Fey Forged Weapons: Since the Fey cannot stand the touch of iron they've had to find other metals and materials to work with to create their weapons with. In most cases this metal has been bronze smelted deep in the bowels of the forges of the mysterious Athach (unaligned Fey that live deep underground tending to their mines and forges. They have a strict policy of neutrality and have never been known to intervene or interfere in the affairs of the Courts or the Wild Hunt)

Special Quality: a Fey Forged weapon, in the hands of a Fey typed or sub typed creature, overcomes the damage resistance of other Fey types.

Cost: Almost any weapon (save bows and crossbows themselves) can be Fey Forged. In order to acquire one a person must prove themselves worthy to a master craftsman by undergoing a lethally dangerous quest. If the potential client's worth is proven the cost is typically the full cost of a masterwork version of the weapon of choice x5 and must be made from scratch for that person and their bloodline.

Silver Crusade

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OKAY! After much deliberation and consultation with a friend last night I think I worked out what the Fetch actually is race wise. They definitely have some construct traits, but not a lot, and some plant traits so I had to come up with a few things off the top of my head for them.

All in all I think this is the version I may go with if it seems the most balanced. Please take a look and let me know what you think.

As a quick point of order: yes I know that normally plant and construct types have bonuses or are immune to mind affecting things but this is a special case. The Fey, especially the Unseelie Court is not likely to leave something behind that's utterly immune to everything that they can do. So while they have no special vulnerabilities they also gain no advantages against mind affecting effects.

So here, at last, is V.7 of the Fetch

NEW RACE: FETCH

Fetch (humanoid, partial construct, half plant fey): There are times when one of the Fey takes an interest in a human baby and they decide to steal away with it, the reasons for this depend on the Court and can range from benevolent to sadistic. Usually when one of the Fey steals a human infant they leave a Changeling in its place. However if the Fey is feeling particularly nasty (as can happen with the Unseelie Court) or if the Fey simply does not have a Fey infant with her she will leave a Fetch in it's place. (Note: It should be noted that Herne the Hunter has strictly forbidden the practice of stealing children within his lands. Any member of the Hunt caught in violation of this is subject to immediate prey status and is hunted by Herne, and interestingly enough the Right Hand of Hell himself, Hellequin)

A Fetch is a partial construct, made mostly of rags, hay and mud; with a bit of blood to form an outer layer of skin to create an illusion of true life to fool humans into thinking the baby is real. The Fey brings the Fetch to life with a specially prepared spell and swaps it with the infant secretly fully intending for the Fetch to die in a matter of days and for none to be the wiser.

Sometimes, however, the Fetch lives and grows into adulthood. Knowing innately what it is, and depending on how it was treated as it was raised, the Fetch may decide to live its life in solitude once is “parents” have died, or it may run off early into the deep wilds if severely mistreated . A few take a chance and become adventurers, determined to find a place in the world of mortals, having been forced to be a part of it by their Fey creators.

They are intrigued by the mortal faiths, and many seek out meaning in their existence or try to find a Divine connection to the gods, having been long abandoned by the Fey that created them. Those mortals that know about the Fetch often wonder if they even have souls as they cannot be raised from the dead by any known means. (Note: A Fetch technically has no gender but generally assumes the gender identity of how they are raised, though they really have no concept of sexuality)

Appearance: A Fetch tends to look almost human and can be easily mistaken for one at a glance, or by those who don't know what to look for. Their skin tends to be slightly duller than normal for a human and may sag ever so slightly from time to time, requiring adjustment. Their hair and eye color run the human range, though occasionally one will be created with violet eyes. (1-100) . Without their skin they appear as walking scarecrows, dressed in tattered rages and pieces of cloth with two brightly colored gems for eyes. General appearance can vary wildly but the materials are always the same: straw, plants, mud and rags.

Note: True Fey recognize a Fetch on sight, through any disguise, due to their connection to Fey magic. (note there is no save on this. It's a weakness of the race, though how the Fey react to discovering their creation is alive is dependent on the Court. A Seelie Court Fey is more likely to take at least a passing interest in their creation's life, if only to see what beauty they have created, The Unseelie are much less likely to care and more likely to be angered that their creature didn't die. It is the especially unlucky Fetch whose Unseelie creator delights in her creation's life and takes active interest to see what chaos might be caused)

Low Light Vision (residual fey magic)
Eat, breathe; sleep to regain spells & beneficial effects (a Fetch CAN sleep but does not need to for survival)
Partial Construct Traits
Half Plant Traits
Cannot be raised or resurrected
immune to poison and disease (unless it also affects plants)
immune to sleep effects, stunning, paralysis

Med Size
Normal Spd
-2 Int, +2 Dex, +2 Wis (While quick on their feet and seeking their place with the divine the Fetch is slightly less intelligent than the average human as much of their initial knowledge is grafted in through magic.-essentially they are “born” knowing what they are, who they are supposed to be pretending to be, and what they're parents are, for example: farmers, craftsmen,etc)

Languages: Common, (choose one of the two Fey Court languages: Soel: Language of the Seelie Court, Gesoelig: Language of the Unseelie Court, Note: the Wyld Hunt does not practice the abduction of human children), Elven, Dwarven, Gnome, Halfling, Goblin

Skill Bonus: Flexible :+2 Escape Artist (made of straw)
Tree Speech (strange by product of being made mostly of plants and animated by Fey magic)
Good Berry 1/day
Elemental Vulnerability: Fire
Special: Falling Damage Lessened: Due to being made of straw, plants , and lightweight materials the Fetch is somewhat resistant to falling damage. When falling more than ten feet reduce the amount of dice rolled by 1D6.
Special: Fear of Fire: The Fetch all have an innate fear of fire. When a Fetch is dealt damage by fire (magical or nonmagical) they must make a Will save with a DC equal to the damage dealt. If the Fetch fails it is shaken for 1d4 rounds. If the Fetch is damaged by fire again during this time it must make a second Will save DC equal to the new damage dealt + 3 or become frightened for 2d6 rounds. If the Fetch takes fire damage again during the frightened stage they must make a third Will save DC equal to the damage dealt + 5 or become panicked for 2d8 rounds. (a roll of Natural 1 at this stage causes the Fetch to pass out from fear)
Fetches try to avoid places of intense heat or flame. As this can invoke their fear. If entering places like a volcano, the Plane of Fire, or any place where there is rampant fire the Fetch must make a Will save every hour starting at DC 15 with a cumulative +5 modifier or become shaken, frightened and then panicked. (Note: “rampant fire” for this purpose means places like a burning building, the plane of fire, certain layers of the Abyss or Hell, any place where fire is dominant. It does not mean a room full of candles, a fireplace or a campfire, or any everyday occurance. Don't be a jerk)

Skin: The outer skin that covers a Fetch is what hides its true form from other humans, but it is not extremely durable. In combat situations if the Fetch takes more than half it's hit points in damage the skin is destroyed. The skin will regenerate over night (sundown to sunrise) once the Fetch is healed. It is theorized that this is due to their connection to Fey magic and the waxing and waning of the seasons rising and setting of the sun and moon as representing birth, death and rebirth.(Despite not being dead a Restore Corpse spell, when cast by a Druid, will regenerate the skin immediately. Conversely the opposing spell will strip the skin from a Fetch (with the proper Fortitude save)

Favored Class: Druid (Ironically a Fetch has an innate connection with nature that makes them ideal candidates for becoming Druids. They don't see themselves as worshiping nature so much as asking of it to do things) They cannot be Clerics, Inquisitors or Paladins (anything that requires a god or goddess as none have adopted the Fetch as a people as yet. It is also due to the unknown status of whether or not they have souls) (Oracles are an exception as they do not necessarily require a godly patron)

“gender” Base Height: Base Weight Modifer Weight Mulitplier
“male” 4'10” 100lbs 2d8 x3
“female” 4'5” 75lbs 2d8 x3

Maximum Age: 80 + 2d20 years (there are rumors of Fetches that have lived longer, but none have ever been found)

Silver Crusade

Well I made a couple of changes here and there, some fluff and a little crunch. Clarified a thing or two and altered the Zen Warrior feat quite a bit.

So here's V.2 of the Vindani

The Vindani (humanoid): The Vindani are a contemplative people concerned with the greater harmony of the world and trying find its center. They believe that their creator god, The Vedic, made them for the purpose of helping people to alleviate suffering,to help restore harmony to the world, and to travel the path to enlightenment. They do not like violence as a whole, but will fight when necessary to protect others or to establish a greater harmony in the universe. If possible they will try for nonviolent solutions to problems that can be dealt with in that manner, but when they must they are a deadly enemy in combat.

The Vindani don't have cities in the traditional sense. They build grand temples where many may live and work together, much like a city or village/town. Most are welcome within their walls, though any who wish to cause trouble are gently asked to leave lest they disrupt the harmony of the place, those who choose to press their luck are often deposited outside the city into a designated safe zone while they are sleeping or are apologized to gently before being frog marched to what amounts to their version of a jail (really a meditation chamber) where they are asked to remain until one of the temple priests can come speak with them about their impulse control issues. One thing the Vindani dislike is rudeness and disruption to the greater harmony of others, but they still try to help those that they can. They are not ones for alcohol, and are generally a vegetarian people (Note: they are not psycho everyone must eat like me vegetarians when they are out in the world. They know that their ways are not for everyone but within their temple cities one is not likely to find meat or alcohol given their beliefs. Such requests are gently rebuffed and explained.)

Appearance: The Vindani appear as blue skinned humanoids, similar in height and weight to humans. They typically have long black hair, dark eyes and exude a sense of calm about themselves.

+2 Wis, +2 Con -2 Str
Low light vision
Languages: Vishkala (Vindani language) , Common (starting); Elven, Dwarven, Draconic, Gnome, Halfling, Goblin, Orc, Giant
Eternal Hope: +2 racial bonus vs fear and despair effects; 1/day on a roll of natural 1 on d20 may reroll & use 2nd roll
+2 to Heal Skill, +2 Perception
Weapon Familiarity: Temple Sword, Vindani Kriss Weapons
Special: Vindani Monks may be any non-chaotic

New Feat: Zen Warrior
Prerequisites:Wis 13 +, BAB+1 or Monk lvl1 or higher, Exotic Weapon Proficiency:(any Kriss Weapon), or Weapon Familiarity: Vindani Kriss Weapons
Benefit: You may use your Wisdom in place of his Strength for attack rolls when attacking in melee combat with a Kriss Weapon, Monk Weapon or unarmed. (Damage is still determined using Strength)

New Weapons:
Vindani Kriss: The Vindani, while preferring nonviolence, are not a foolish people and have long ago learned the riddle of steel. Taking a different than the Elves or the Dwarves the Vindani created a style of weapons that suited their more introspective nature and keen observational skills. (I'm considering a feat or a racial trait that would allow a Vindani to use their Wis modifier for att roles instead of str when using a Kriss weapon. Str would still apply to damage)

Exotic Weapon:
Light Melee:
Kriss Dagger (simple) 2g 1d3/1d4 18-20 x3 10ft P or S Monk
Kriss Short Blade 10g 1d4/1d6 18-20 x3 P or S Monk

One Handed Melee
Kriss Long Blade 15g 1d6/1d8 18-20 x3 P or S Monk

Religion:
The Vindani's core belief is that The Vedic created them to help alleviate suffering in the world, and to learn its causes so that the following generations would have the wisdom to learn from. Interestingly they have only a few gods, and only three major dieties.

The Vedic: When the world was formed and the gods created their mortal races it is said that The Vedic fashioned the Vindani from water. Giving them a sereneness that would allow them to stay calm amidst the storms of life but also the ability to crash like the waves should the need arise. The Vedic is mysterious even to the other gods of Allaria in that he always seeks a peaceful solution before resorting to violence, even when dealing with corrupt powers like Azazel. Many are those that have mistaken his gentle nature for weakness and learned too late that he is a power to be reckoned with when moved to action.

Alignment: Neutral Good (The Vedic is not known to have a Paladin Order)
Portfolio: The Vindani, Healing, Good, Creation, War (when necessary), Light
Domains: Community, Good, Healing, Sun, War
Favored Weapon: Unarmed

Akasha: Akasha is relatively mysterious to the Vindani. She is their goddess of knowledge but she has never been know to openly speak. It is believed by many Vindani that she is the sum total of all mortal knowledge. That which can be known, has been known, or ever will be known. They believe that, unlike all others, Akasha is one of the only beings not caught in the endless cycle of birth, death and rebirth as she may be connected to the Higher Ones. She is generally depicted as a gentle looking woman, with eyes deeper than any can comprehend, and a veiled face. They say to hear her speak would shatter the mind of the person listening.

Alignment: Neutral
Portfolio: Knowledge, Teaching, Learning
Domains: Knowledge, Magic
Favored Weapon: Bo Staff

Shirak the Defiler: Shirak was once the Vedic's most trusted ally among the gods of the realm, but he slowly grew to despise mortals for their lack of piety and selfish desires. He saw that they were perfectly willing to inflict suffering on themselves and grew to utterly hate and revile them and any who thought they were worthy of any kind of redemption. Slowly he decided to play a game. He chose a mortal and tempted him, drawing him ever closer to damnation seeing how long it would take for him to break. Pleased with what he saw he chose a second target and began his game again only to be stopped midway by the man looking up sadly and appearing before Shirak in the heavens as The Vedic himself. Angered and saddened by Shirak's betrayal The Vedic cast him out of the heavens into the lower planes where he forged a new home for himself. Now calling himself Shirak the Defiler he seeks to ruin The Vedic's people and to push the world into eternal torment. To corrupt and defile all that he sees, if only to prove that the mortals that The Vedic so loves are unworthy of such kindness and should never have been made in the first place.

Alignment: Neutral Evil
Portfolio: Corruption, Evil, Hatred, Defilement
Domains: Evil, Darkness, (Will have to come up with new Domains to cover those not in PCR)
Favored Weapon: Kriss Long Blade* (see above)

Silver Crusade

Vyranos wrote:
I really like it! Kinda gives me an idea for my own race!

Many thanks :)

The idea came together from many sources but the idea for their look came from Hindu portraits of Vishnu. I always like the artwork and when the idea for the Vindani first started to form that's the appearance that came to mind immediately.

Their philosophy was harder to hammer out, at least on paper. I knew in my head what it was, but i had to research other philosophies and religions to get an idea of how to describe it best.

Silver Crusade

Very minor update. I noticed some poor wording on my part in a couple areas and fixed them. It was too late to edit the post so I decided to post this by reply.

Update V.1.1

The Vindani (humanoid): The Vindani are a contemplative people concerned with the greater harmony of the world and trying find its center. They believe that their creator god, The Vedic, made them for the purpose of helping people to alleviate suffering,to help restore harmony to the world, and to travel the path to enlightenment. They do not like violence as a whole, but will fight when necessary to protect others or to establish a greater harmony in the universe. If possible they will try for nonviolent solutions to problems that can be dealt with in that manner, but when they must they are a deadly enemy in combat.

The Vindani don't have cities in the traditional sense. They build grand temples where many may live and work together, much like a city or village/town. Most are welcome within their walls, though any who wish to cause trouble are gently asked to leave lest they disrupt the harmony of the place. They are not ones for alcohol, and are generally a vegetarian people (Note: they are not psycho everyone must eat like me vegetarians when they are out in the world. They know that their ways are not for everyone but within their temple cities one is not likely to find meat or alcohol given their beliefs. Such requests are gently rebuffed and explained.)

Appearance: The Vindani appear as blue skinned humanoids, similar in height and weight to humans. They typically have long black hair, dark eyes and exude a sense of calm about themselves. (similar to depictions of Vishnu actually. The picture is where I got the idea for the race)

+2 Wis, +2 Con -2 Str (?)
Low light vision
Languages: Vindani, Common (starting); Elven, Dwarven, Draconic, Gnome, ?
Eternal Hope: +2 racial bonus vs fear and despair effects; 1/day on a roll of nat 1 on d20 may reroll & use 2nd roll
+2 to Heal Skill, +2 Perception
Weapon Familiarity: Temple Sword, Vindanni Kriss Weapons
Special: Vindani Monks may be any non-chaotic

New Feat: Zen Warrior
Prerequisites: Vindani monk,
The Vindani monk may use his Wisdom in place of his Strength for attack and damage rolls when attacking in melee combat.

New Weapons:
Vindani Kriss: The Vindani, while preferring nonviolence, are not a foolish people and have long ago learned the riddle of steel. Taking a different than the Elves or the Dwarves the Vindani created a style of weapons that suited their more introspective nature and keen observational skills. (I'm considering a feat or a racial trait that would allow a Vindani to use their Wis modifier for att roles instead of str when using a Kriss weapon. Str would still apply to damage)

Exotic Weapon:
Light Melee:
Kriss Dagger (simple) 2g 1d3/1d4 18-20 x3 10ft P or S Monk
Kriss Short Blade 10g 1d4/1d6 18-20 x3 P or S Monk

One Handed Melee
Kriss Long Blade 15g 1d6/1d8 18-20 x3 P or S Monk

Religion:
The Vindani's core belief is that The Vedic created them to help alleviate suffering in the world, and to learn its causes so that the following generations would have the wisdom to learn from. Interestingly they have only a few gods, and only three major dieties.

The Vedic: When the world was formed and the gods created their mortal races it is said that The Vedic fashioned the Vindani from water. Giving them a sereneness that would allow them to stay calm amidst the storms of life but also the ability to crash like the waves should the need arise. The Vedic is mysterious even to the other gods of Allaria in that he always seeks a peaceful solution before resorting to violence, even when dealing with corrupt powers like Azazel. Many are those that have mistaken his gentle nature for weakness and learned too late that he is a power to be reckoned with when moved to action. (working on a Cleric archetype that follows the teachings of the Vedic more in depth)

Alignment: Neutral Good (The Vedic is not known to have a Paladin Order. Though there are warrior schools dedicated to his service)
Portfolio: The Vindani, Healing, Good, Creation, War (when necessary), Light
Domains: Community, Good, Healing, Sun, War
Favored Weapon: Unarmed

Akasha: Akasha is relatively mysterious to the Vindani. She is their goddess of knowledge but she has never been know to openly speak. It is believed by many Vindani that she is the sum total of all mortal knowledge. That which can be known, has been known, or ever will be known. They believe that, unlike all others, Akasha is one of the only beings not caught in the endless cycle of birth, death and rebirth as she may be connected to the Higher Ones. She is generally depicted as a gentle looking woman, with eyes deeper than any can comprehend, and a veiled face. They say to hear her speak would shatter the mind of the person listening.

Alignment: Neutral
Portfolio: Knowledge, Teaching, Learning
Domains: Knowledge. Magic
Favored Weapon: Bo Staff

Shirak the Defiler: Shirak was once the Vedic's most trusted ally among the gods of the realm, but he slowly grew to despise mortals for their lack of piety and selfish desires. He saw that they were perfectly willing to inflict suffering on themselves and grew to utterly hate and revile them and any who thought they were worthy of any kind of redemption. Slowly he decided to play a game. He chose a mortal and tempted him, drawing him ever closer to damnation seeing how long it would take for him to break. Pleased with what he saw he chose a second target and began his game again only to be stopped midway by the man looking up sadly and appearing before Shirak in the heavens as The Vedic himself. Angered and saddened by Shirak's betrayal The Vedic cast him out of the heavens into the lower planes where he forged a new home for himself. Now calling himself Shirak the Defiler he seeks to ruin The Vedic's people and to push the world into eternal torment. To corrupt and defile all that he sees, if only to prove that the mortals that The Vedic so loves are unworthy of such kindness and should never have been made in the first place.

Alignment: Neutral Evil
Portfolio: Corruption, Evil, Hatred, Defilement
Domains: Evil, Darkness, (Will have to come up with new Domains to cover those not in PCR)
Favored Weapon: Kriss Long Blade (Longsword esque weapon. Still working out the kinks)

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