Seltyiel

Captain Emberwrath's page

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



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

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

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

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

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

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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

Yes I've been busy lol.

The Vindani are one of the harder challenges I've had. I had the idea in my head, and I knew what I wanted them to be, but translating it to paper was really much harder than I thought it would be. Anyway as always input, feedback and constructive criticism are welcomed and needed so I can get better at this stuff. :)

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 ?
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 unknown even 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)

Silver Crusade

Well the last couple posts were about new races, which I am still working on btw I'm taking note of everyone's suggestions and seeing what works best many thanks to all who've helped so far, now I want to try my hand at another class. This time it's the Erilaz, or the Rune Master (Erilaz is the historic name for masters of rune magic so I just kinda ran with it as the name of the class :) ) (OH! Auspex is the reading of signs and omens. Nothing complicated like a divination spell, or getting even a weal or woe thing. More like seeing a flock of birds flying a certain way and knowing it's a bad omen. Yeah it's minor but I thought it would be fun)

This is what I've come up with so far, which I grant you isn't much, but I am trying to come up with more class abilities as I work out what the runes are going to do. Once I get further along with those I'll add them to the class so everyone can comment on them as well. (Mainly they're going to be enhancement type things. Erilaz are going to big on defending a small area, give them time to prepare and they're beastly; but they're also adventurers so they can enhance other things as well)

Here's what I have. Feedback and constructive criticism appreciated, welcomed and encouraged. I won't get better without it. :) This project might be my baby, but I also want it to work.

NEW CLASS: ERILAZ (Rune Master) (Note: The Erilaz is not meant to be an arcane or divine caster but its own unique brand of magic. Invented by the Dwarves to compensate for their inability to use arcane magic (in my campaign setting) they are shut down by anti-magic fields and can be stopped cold by dead magic zones as any other form of magic)(Addendum: While a magic weapon may be found with runes etched on it, the process to create a True Rune weapon is lost. The few masters of this craft were hunted down to the man and executed because the process was considered to be so evil as to be irredeemable. It involved binding a living sentient soul, outsider or fey into the weapon in an extremely painful manner. All True Rune weapons, what few there are, are considered intelligent minor artifacts with their own agendas and each will react to a potential wielder with its own plans in mind.)

The Erilaz is unique among magic users in that they claim to be neither arcane or divine in the nature of their magic. To be sure even they are unsure as to the source of its power as it cannot be enhanced by the power of a ley line. (Strangely enough an Erilaz may take the Ley Line Healing feat and receives full benefit from it). Some believe that the Erilaz are drawing on their own life force to power their runes, while others hint that darker forces may be at work, just waiting to corrupt the unsuspecting rune masters.

Rune Magic was created by the Dwarves during the Age of Enlightenment, before the fall of the the First Empire.(Something I'm coming up with, but haven't settled on) Being unable to use arcane magic they developed Runes as a means of enhancing their weapons, armor and defenses to take the burden off of their Clerics and to better engage their scholars. As such it is much more static than other forms of magic, needing to be inscribed or carved into surfaces, then activated by special means.

Use of the new style of magic has since spread across the world and outposts find an Erilaz an invaluable resource in maintaining their defenses while in the deep wilds, or other dangerous territories.

Hit Die: d8

Class Skills: Auspex (Wis), Craft:Any (Int), Knowledge: All (Int), Linguistics (Int), Perception (Wis), Profession: Any (Wis), Ride (Dex), Spellcraft (Int)

Skill Ranks per Level: 4+ Int modifier

Base Attack: As Cleric

Saves: Good Will, Poor Ref (not sure on Fort)

Spells: Int based. Set number of Runes per level, possibly have number known/per day like Sorcerer. Once lvl 7 is reached ability to use Runic Circles is unlocked. 1-2 Circles may be known every three levels. (Circles will serve various functions: summoning a temporary ally, etc; cannot be used in combat; other uses as well. Still under construction. Runic Circles are static and cannot move or be moved once placed and/or activated)

Runes: Runes come in two forms Elder and Younger. There are 24 Elder Runes and 16 Younger (currently. may change based on what they can and should be able to do) Inscribing a Rune takes 10 min/level of the Rune and takes great concentration and care. If a mistake is made the Rune must be completely cleaned off and attempted again. Empowering each Rune with energy takes a standard action. Special ink required is for inscribing Runes and is made of herbs and pigments costing 100g (much like a familiar or Holy Symbol, being a resource tracking is only necessary in the event of particularly long periods of time or something drying out the ink. Note: you may not take Eschew Materials to avoid having to use the ink, or to avoid inscribing the Runes in any way)

Weapon Proficiencies: An Erilaz is proficient with all simple weapons plus the following: longsword, warhammer, battle axe, short sword, great sword, great axe, earthbreaker, great club

Armor Proficiencies: Erilaz are trained to wear up to medium armor, and shields, but not tower shields.

Class Abilities:

All Erilaz gain literacy in Runic as a bonus language at first level. It is a secret language much like Druidic.

(Toughness: Maybe: If I go with the blood empowerment then the Erilaz will probably get Toughness as a bonus feat at first level)
Natural Linguist: At first level due to there intensive training in understanding the intricasies of language the Erilaz has developed a keen ability to learn languages more efficiently than the average person. An Erilaz may select two languages per rank of Linguistics instead of just one.

The Words of Invocation: At first level the Erilaz learns the Words of Invocation. The Words of Invocation are a well guarded secret among the Erilaz and are the key behind much of their unique brand of magic. Using combinations of the Twenty Five Words they call upon otherworldly energies to infuse into their runes thus energizing them.

OR

Blood Empowerment: The Erilaz uses a bit of his own blood to energize his runes once inscribed. Using a ritual knife (has to cost 1gp or more, not a combat item) the Erilaz must do 1 pt of damage to himself per level of each rune activated.

Runic Cryptology: At second level an Erilaz adds half his level (rounded down) on Linguistics (Cryptography) rolls to encode messages into his journal or other written materials; or to decode messages.

Disarm Magical Traps & Runes: At level 3 an Erilaz may disarm magical traps and Runes using the Spellcraft skill. Standard disarming rules apply. Gains a bonus equal to one third his level to disarm Runes based on his extensive knowledge of the subject. (Not sure what level this ability should be gained)

Rune Divination: Beginning at level 4 an Erilaz may use specially prepared Rune Stones to ask a single question (+ one per four levels). The answer given will always be weal, woe, or unknown. These stones must be carved by the Erilaz in a special ritual that takes twelve hours to perform and must be done at night under a moonlit sky. The stones themselves are generally irrelevant though most Erilaz take time to gather them themselves. Once carved the stones are carried in a white silk cloth measuring 10” x 10” square. (costs about 2g. The reading is done on the cloth. Putting the stones aside and blindly picking up three from the pile to determine an answer. 24 stones)

Craft Personal Runic Weapon: Beginning at level 5 the Erilaz has begun to learn the secrets of his craft and can now craft a personal weapon for himself (Note: for anyone else but the crafter the Personal Runic Weapon functions as a non-enchantable masterwork weapon). The process by which these weapons are made is complex but the weapon is forever bound to the one who made it. The Erilaz must obtain the correct ore for his weapon. (Many choose to go to remote locations and dig for this ore themselves to make the weapon that much more personal). After a purification ritual, with incense costing no less than 100g, that takes 5 hrs to perform the ore can be made over into the weapon itself. Runes are then carved into the weapon and empowered using the Erilaz's own blood. Once the actual enchanting process begins it takes about 10% longer than normal enchanting to fully empower the weapon. (Note: I'm open to suggestions on this but it should take SOME time as this is a very important step in the Erilaz's life) ALL personal runic weapons are melee weapons (not shields), most are some kind of sword, axe or hammer. (Runic enhancements will be coming later) I mean this to be level dependent so at this level you'd be basically looking at a +1 weapon, maybe +2 if you're lucky

Silver Crusade

This is version V.1.2 of the Fey Touched race. I really like how this race is turning out and I'm open to suggestions on how to make them better. As stated I want the new races I'm coming up with to be balanced and be something people might want to play and find really interesting. Take a look and feedback is greatly appreciated.

NEW RACE: FEY TOUCHED (Humanoid, Human, 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 three known 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.

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 5/Cold Iron
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.

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.

Silver Crusade

One thing I've heard discussed quite a bit by various gamers is the Adopted Trait. Now it's worded like this:

"You were adopted and raised by someone not of your race, and raised in a society not your own.

Benefit: As a result, you picked up a race trait from your adoptive parents and society, and may immediately select a race trait from your adoptive parents' race."

Now when it refers to Race Traits which set do they mean? My group has always ruled that it was the Race Traits from the Trait section of the books, while I've heard others argue that it means things like the Elven immunity to sleep effects. The problem is that both are called Race Traits so it does get a little confusing at times.

Just looking for clarification.

Silver Crusade

Now this is being built specifically for the campaign setting I'm designing. I used the Advanced Race Guide to make it, and based on some of the old Fey legends.

Here is the Fetch

Fetch (humanoid, half-construct, fey): 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.

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 generally lives it's life in solitude once it's human parents pass on. 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. Those that know about the Fetch often wonder if they even have souls as they cannot be resurrected 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)
Half Construct Traits
Low Light Vision (residual fey magic)
Med Size
Normal Spd
+2 Int, +2 Dex, -2 Wis, -4 Con (While intelligent and quick on their feet a Fetch lacks understanding of a great many things, and are actually quite fragile given the nature of their construction.)
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
Elemental Vulnerability: Fire
Tree Speech (strange by product of being made mostly of plants and animated by Fey magic)
Shadow Caster (result of the residual fey magic coursing through them)

Silver Crusade

Well it took some thinking but here's what I came up with for my version of the adventuring chef class. Like I say I'm really not married to the Combat Chef name and I'd like to find something more fitting of an adventurer.

Here's what I have so far, which admittedly isn't much, but I'd like some help fleshing it out.

NEW CLASS: COMBAT CHEF (I'm definitely NOT married to this name. It's a place holder until I can think of something better)

New Skill:
Perform: Teppanyaki (Maybe) This depends on how I initially handle how the Far Eastern Lands are dealt with in context to the rest of the campaign setting I'm developing. Though the skill and class could certainly be slotted into any other setting as I'm trying to make it generic right now, with it's own campaign flavor to be added later.

New Weapons: Chef Class (Exotic/Unique)

Simple:
light melee weapons

Fillet Knife 1gp 1d2/1d3 18-20/ x3 ----- ½ lb S/P Chef
Nakiri Knife 1gp 1d3/1d4 ----/x3 ----- 1 lb S Chef
Boning Knife 1gp 1d2/1d3 18-20/x3 ----- ½ lb S/P Chef

Martial Weapons
one handed martial

Meat Tenderizer (treat like Warhammer)
Cleaver (treat like Battle Ax)
Skewer (treat like Rapier)
Reinforced Ladle (treat like Light Mace?)
Tuna Cutter (long sword fillet knife) (Possible longsword type scimitar)

Two Handed:

Baker's Peel (Great Club damage; +2 bonus to trip attempts, or knock down)

Ranged: ?

Cooking Methods:

Roasting:
Roasting—Barbecuing--Grilling/Broiling--Rotisserie--Searing

Baking:
Baking—Baking Blind

Boiling:
Boiling-Blanching-Braising-Coddling-Double Steaming-Poaching-Simmering-
Smothering-Steaming-Steeping-Stewing

Frying:
Frying-Hot Salt Frying-Hot Sand Frying-Pan Frying-Pressure Frying-Sauteing-Stir Frying

Smoking:
Smoking

Five Tastes:

Sweet

Sour

Salty

Bitter

Umami (Savory)

Types of Cooking:

Rustic

Ordinary

Gourmet

Royal

Hit Die: D8

Starting Wealth:

Skill Ranks per Level: 4+Int

Class Skills: Craft: Any (Int), Diplomacy (Cha), Knowledge: Arcana (Int), Knowledge: Local (Int), Knowledge: Nature (Int), Linguistics (Int), Profession: Any (Wis), Survival (Wis)

Weapon Proficiencies: A Combat Chef is automatically proficient in all Exotic Weapons with the Chef descriptor.(I'm considering adding one or two others, but I want to keep it with the them as much as possible if I can, suggestions are very much needed here)

Armor Proficiencies: Combat Chefs may wear Light and Medium Armor but are not trained in the use of Shields.

BAB: As Rogue (not sure what the technical term is, or how to make a table lol)

Saves: Good Fort for sure, maybe good Ref to avoid kitchen accidents, low Will

Class Features:

Recipes, Methods & Styles:

Beginning at 1st level a Combat Chef begins to learn secret techniques to infuse his recipes with supernatural flair. These start from the Rustic style going up to Royal as the Chef progresses. Using the various flavors adds differing effects.

A Combat Chef keeps his recipes in a book (much like a Wizard's spell book) and begins with five first level recipes plus a number equal to his intelligence modifier (maybe ½ the modifier? It depends on how the recipes turn out)

Skill Focus: Craft: Cooking A Combat Chef gains Skill Focus: Craft: Cooking as a bonus feat at first level.

Pepper Bomb: Black Pepper (sneezing): At first level and every three levels there after the Combat Chef learns to create special bombs using various kinds of peppers. These bombs are single target effects and may be thrown x number of times (per round or day?) The Black Pepper Bomb requires a Fortitude save DC 10+the Chef's Int modifier + ½ his Chef level or the target is distracted by sneezing for 1d3 rounds.

Pepper Bomb: Scorpion Pepper (knock out by overkill): This is the highest level bomb in the Chef's arsenal. The target must make a Fortitude save DC 10 + the Chef's Int modifier + ½ the Chef's level (levels in Chef to be clear) or be knocked out in 1d3 rounds from the massive heat of the pepper. A roll of nat 1 indicates total failure and instant knock out. Creatures with Fire Resistance 10 or higher are utterly immune to this effect. Those with Fire Resistance 5 or lower add their resistance to the results of the Fort save. (They're used to heat.) (yes this is based on a real world pepper, the Trinidad Scorpion Pepper. It's the hottest pepper in the world, currently) (other penalties could include a minus to hit from watery eyes, distraction from other spice heat related issues, or whatever. Just a thought)

Silver Crusade

As I keep working on my campaign setting I had an idea for a new template and I thought I'd post it and see what everyone thought. I haven't seen one like it before, and it kind of just came to me one day. It may need work but here's what I have mechanics wise so far.

New Template:

Cryptid:

Cryptid is a template that may be added to any humanoid, monstrous humanoid, beast or magical beast. A Cryptid tends to be tougher and smarter than their base creature. A Cryptid's blood is cursed from birth, though the why is unknown.

+2 profane bonus to Int, +2 profane bonus to Con

Always detects as evil, regardless of actual alignment

Fast Healing: 2

Challenge Rating: +1

I'm still working on background, world history and the like as I go. I'm having to go back and do a rewrite because I didn't like what I originally came up with.

So what do you think?

Silver Crusade

So this is my first posting of a new/updated class as it were. A friend helped me out with a lot of the mechanics, since I don't have the best head for them. I'd really like some input on what we came up with on the Bladesinger as it was one of my favorite kits back in the 2.0 days.

Also you may notice a lack of a spell list. That's because I couldn't think of a way to do one. I know what I'd like, but being a fanboy I'm not sure my opinion is terribly objective so suggestions on progression and what level the spells should go to would also be welcomed. :) So I present to you our take on the Bladesinger. Also I know we're missing abilities at a couple levels based on Pathfinder progression.

Bladesinger: Hit Die: d10 (I got help developing the mechanics and class abilities for this class from my friend Dave) *this is copied from a campaign blog I'm working on that I want to run someday btw*

Class Skills: Acrobatics (Dex), Climb (Str), Craft (Int), Intimidate (Cha), Know: Arcana (Int), Know: Nature (Int), Ride (Dex), Spellcraft (Int),Stealth (Dex), Swim (Str)

Skill Ranks per Level: 2+Int

Base Attack: full

Saves: Good Reflex and Will

Spells: Bladesingers prepare their spells from a spellbook not unlike a Wizard and use their Intelligence to determine their number of spells.

Class Abilities:

At first level the Bladesinger gains the Weapon Finesse feat as a bonus feat, and gets their Charisma mod to AC while wearing light or no armor. (Note: a Bladesinger, and only a Bladesinger, may use the Weapon Finesse Feat with the following one handed martial weapons: long sword, scimitar and cutlass)

At second level the Bladesinger gains the ability to attune herself to a single one handed sword. This process takes one full day and she can only be attuned to one sword at a time. (the attunement process requires special incenses that cost 100g as part of a purification process). Afterward the sword is like a physical extension of the Bladesinger granting a +2 bonus vs. being disarmed. Further once attuned to her blade a Bladesinger may sacrifice one of her elemental spells to deal +1d6 acid/cold/electricity/fire per spell level sacrificed on a successful hit.

At third level the Bladesinger gains the ability to use their Dexterity mod to damage in place of their strength mod with their weapon.

At fourth level the Bladesinger gains the Bladesong feat as a bonus feat.

New Feat: Bladesong

Prerequisite: Elf or Half-Elf, base attack bonus +5 or higher

Benefit: May add a +1 dodge bonus to their AC, or a +1 bonus to attack. (the player must say which benefit they are using at a given time, switching bonuses takes a move action)

Focused Training: Once per day the Bladesinger can imbue their sword with magic as a full round action. The sword gains a +1 enhancement bonus for every 4 Bladesinger levels. The Bladesinger may chose equivalent abilities in place of some/all of the enhancement. This ability stacks with any enhancement on the weapon already (max +5 enhancement). The training required for this means that the bladesinger is not as adept with other melee weapons gaining a -2 penalty per 4 levels on attacks made with all melee weapons other than their chosen sword.

At fifth level: Weapon Casting: the bladesinger may substitute any somatic components for her bladesinger spells with gestures with her sword. Summon blade: as a standard action the bladesinger can summon her sword to her hand from up to 100ft per bladesinger level. This is a teleportation effect. If the sword is in the possession of another creature they are entitled to a will save (DC 10 + 1/2 class level + Cha mod) to retain possession. If a creature successfully saves, the bladesinger cannot use this ability for 10 min per unsuccessful summon. The blade singer must attune herself to her sword in a day long ritual before using this ability & can only be attuned to one sword at a time. At 10th level the bladesinger can summon her sword from anywhere on the same plane. At 15th level she can summong it across planes.

At sixth level the bladesinger receives the Improved Bladesong feat as a bonus feat.

New Feat: Improved Bladesong

Prerequisite: Elf or Half-Elf, Bladesong, attack bonus of +7 or higher

Benefit: May add a +2 dodge bonus to their AC, or a +2 Attack bonus. (This replaces the benefit of the Bladesong Feat). (the player must say which benefit they are using at a given time, switching bonuses takes a move action)

At seventh level: Locate Elf: The bladesinger can locate creature at will, but may only target elves.

At ninth level: Elf Communication: The bladesinger may use Sending at will, but may only target Elves.

At eleventh level: Spell Channel: The bladesinger may use her sword as an additional focus for her spells. If she does she may add the enhancement bonus of the weapon to the spell's DC. She may do this a number of times per day equal to 3+Cha mod.

At thirteenth level: Reinforce the Homeland: Once per day, a bladesinger can teleport to anywhere within the Elven Nation as per Greater Teleport.

At fourteenth level: Forceful Strikes: A bladesinger becomes adept at using their force of personalilty to do more damage to their target. They can now add their cha mod to all damage rolls with their bonded sword.

At seventeenth level: Quickened Magic: Once per day, the bladesinger can cast a spell as if modified by the Quicken Spell feat. This does not increase the spell level.

At eighteenth level: Improved Spell Channel: When the bladesinger uses her spell channel ability, if they have personally seen their target harm an elf or the elven homeland, or if they have incontrovertible proof they have done so, they double the bonus they receive from their spell channel.

At nineteenth level: Instant Communication: The bladesinger elf communication now only requires a free action to activate.

Silver Crusade

I was wondering if anyone had tried to convert Monte Cook's Arcana Unearthed Oathbound class over to Pathfinder rules? I kinda dug the concept of the class, but I don't really have a head for figuring out mechanics. The skills would be easy, but balancing the abilities for the new system might not be so simple.

I was wondering the same about the old Truenamer class. Again I just dug the concept of this one. I always like the idea that there was an order of "mages" that had studied the language of creation itself and could use it to limited effect, all while having to be careful not to alter things too much. I'd rather see some consequences for using the same words too many times in a row, other than it just getting harder to do; but again I'm not very good at mechanics.

My final comment/question has to do with a campaign setting I'm working on. It's pretty homebrew and very sparse right now. I've got one new race, a racial variant of the Dwarves and a new(ish) class (had a friend help me convert it to Pathfinder rules, the Bladesinger) but there were a couple of things I wanted to do related to traits.

The first was a rehash of drawbacks. I just hate how they are currently. As I see it they just aren't worth taking by any means. I'm thinking about making something that are more like anti-traits. Minor penalties to something that would tie into a character's story somewhere and would be able to be take in exchange for a third trait.

The second is something akin to a background. As I'm thinking right now players would get two. A racial and a class based one. Similar to traits, the backgrounds could only be taken at first level, and would have to be linked to the character's traits and drawback. A background would give some kind of bonus (I haven't decided what entirely yet) that would influence certain things. I'm not really sure it would be somewhere between a trait and a feat.

Silver Crusade

1 person marked this as FAQ candidate.

My gaming group has a question regarding the Adopted trait. Now it says that a character taking this trait may take a racial trait of their adopted race.

Now most of my group thinks that this means that you can take a racial trait from the trait section of the Advanced Players Guide, but the racial abilities of the various published races are also called traits. Which one do they get to choose from? I only ask because I'd like to know what was intended by the wording since the same term is used in two different contexts.

Silver Crusade

I was looking through my copy of Ultimate Equipment when I saw that the tetsubo is listed as an exotic weapon. Now my questions is why? Its a club, they don't come much simpler to use. Is it because of the damage and crit multiplier?

Silver Crusade

I have a question regarding the Pathfinder Society character creation rules. Are archetypes allowed or are we limited to the core and base classes as written? I'm thinking about making a character to play with some friends and I'd like to know if I can use an archetype or not.

Many thanks