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So far Paizo has talked about what some of the races in Pathfinder 2.0 will look like in the playtesting phase. All of whom as everybody has noticed have single ancestry be it an elven or a goblin one.

But what have they got in store for us for Half-Elves, Half-Orcs and other beings (Aasimars, Tieflings, Genie-kin, etc.) who possess not one but two ancestries?

Currently Paizo has it where Half-Orcs and Half-Elves have two subtypes a piece that allow them access to feats, racial archetypes and prestige classes belonging to their full-blooded kin. As for the planetouched, they currently have the looks of their non-planar kin, but none of their non-planar kin's ancestral traits and a few watered down traits passed down to them by their planar ancestor.

Inquiring minds want to know. ;)


Ever since I got the expanded version of Kobold Press' New Paths Compendium, I have been trying to make sense of what this feature gives to a Ninja with the Elemental Ninja archetype.

Elemental School: At 1st level, an elemental ninja
specializes in one of the following elements: air, earth,
fire, or water. This feature functions as the wizard’s arcane
school feature, except that the ninja’s selection is limited
to the elemental arcane schools as presented in the
Pathfinder Roleplaying Game Advanced Player’s Guide. She
uses her ninja level as her wizard level, and she uses her
Charisma modifier instead of her Intelligence modifier
for all abilities tied to her chosen elemental arcane school.
Wizard levels stack with her ninja levels if she selects
the same elemental arcane school as her wizardly arcane
school. This ability replaces poison use and the ninja tricks
normally gained at 4th, 8th, 12th, and 16th level.

Does this feature just give the Elemental Ninja access to the three school abilities in each of the Elemental Arcane schools (Advanced Player's Guide)? Ex. The Elemental Earth school's Earth Supremacy, Acid Fog and Earth Glide. Or does it give the three school abilities and/or the bonus spells from the Elemental Wizard spell list as well?

I raised the latter question because while I can see Elemental School feature replacing Poison Use. I am not so sure what replaces the ninja tricks at 4th, 8th, 12th, and 16th level. There are only 3 Wizard school abilities, so that would leave one ninja trick in need of being replaced. On the other hand, I could see those levels representing levels where the Elemental Ninja acquires a bonus spell from a given level of the Elemental Wizard spell list. 1st level= 1st level spell. 4th level= 2nd level spell. Etc.

So what is the archetype feature giving to the Ninja who has it? Thoughts?


After seeing the number of posts regarding the conversion of the Warforged from 3.5 to Pathfinder, I found myself wondering if the Android's Constructed trait could be used in place of the Living Construct subtype. Both of them IMO allow the Warforged to be treated as a humanoid and as a construct. But I find the Constructed trait to be less complicated than the subtype. It's also less costly, coming in at just 2 RP.

Thoughts?


I decided to create this Elemental Arcane School after remembering that 3.5's Forgotten Realms setting had a group of mages who practiced Shadow Magic.Once again I cobbled together some elements of other classes to create this school.

Shadow School
Unlike those who use magic from the Shadow subschool of Illusion, Shadow Elementalists tap into the Plane of Shadow, and are able to manipulate ordinary shadows to do their bidding.

Shadow Supremacy (Su): You gain a +2 enhancement bonus on Stealth checks whenever you are in areas of poor illumination. This bonus increases by +1 for every five wizard levels you possess. In addition, You gain darkvision 60 feet. If you already have darkvision, increase your existing darkvision by 60 feet instead. At 11th level, you can see perfectly in darkness of any kind, even in absolute darkness or the darkness created by a deeper darkness spell. At 20th level, whenever you make a Stealth skill check, assume the roll resulted in a natural 20.

Binding Darkness (Sp): As a standard action, you cast a weave of shadows at any foe within 30 feet as a ranged touch attack. The shadows entangle your foe for 1 round plus 1 additional round for every five wizard levels you possess. In conditions of bright light, this duration is halved (minimum 1 round). A creature entangled by your shadows has concealment from those without darkvision or the ability to see in darkness, and other creatures likewise have concealment relative to it. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Shadow Step (Sp): At 8th level, you can use this ability to walk through the Shadow Plane and reappear as a standard action. You can travel up to 30 feet per wizard level per day in this fashion, either in a single round or broken up across multiple shadow steps. This movement must be used in 5-foot increments and does not provoke an attack of opportunity. Travel through the Shadow Plane is imprecise; when you arrive, you re-enter 1 square off target, as per the rules for thrown splash weapons (see page 202 of the Pathfinder RPG Core Rulebook). If this would place you in an occupied square, you instead arrive in the nearest safe location. When you arrive, you are cloaked in shadow and gain concealment as the blur spell for 1 round. You may bring other willing creatures with you, but you must expend an equal amount of distance for each additional creature brought with you. They likewise re-enter off target (roll location for each creature) and are cloaked in shadow for 1 round.

Shadow Elementalist Spells
1-Shadow Weapon
2-Haunting Mists, Shadow Anchor
3-Gloomblind Bolts
4-Shadow Conjuration, Shadow Dragon Aspect, Shadow Step
5-Shadow Evocation
6-Shadow Walk
7-Lunar Veil, Project Image, Shadow Conjuration, Greater
8-Shadow Evocation, Greater
9-Shades


A little while ago, I posted a question in the Paizo forums on whether or not there would ever be Focused Arcane School variants for the Elemental Arcane Schools in the Advanced Player Guide. There was even one poster who hoped that Paizo would include this idea in their latest Pathfinder accessory, the Elemental Master's Handbook.

And it looks like they did in a way because the handbook has four Focused Arcane Schools. There are four focused arcane schools for Ice, Magma, Mud and Smoke.

IMO, they look okay. They aren't quite what I was expecting though. Take the Water School in the Advanced Player's Guide. It has Water Supremacy, Cold Blast and Wave. I was expecting Paizo to create a Water School where the Cold Blast ability had been replaced with another water-related ability. And I was expecting an Ice School where the Water Supremacy and Wave abilities had been replaced with Ice-related abilities. Keeping the Air Supremacy or the Water Supremacy abilities for the Ice School while replacing the latter two abilities from either school didn't make much sense to me.

So I decided to do something about it. The two schools below aren't Focused Arcane School variants, but actual Elemental Arcane Schools that I cobbled together from various Pathfinder sources.

Ice School

The ice elementalist draws magic by taking in the ambient heat of his surroundings and producing a supernatural cold that can chill a person down to the bone, shatter stone and make metal brittle to the touch.

Ice Supremacy (Su): You gain resistance 5 to cold. At 10th level, this resistance increases to 10. At 20th level, you gain immunity to cold damage. In addition, you can move across snow and icy surfaces without penalty and without leaving tracks. At 9th level, you climb icy surfaces as if using spider climb.

Freezing Shards (Su): As a standard action, you can cause shards of ice to burst forth from the ground around you. The shards deal 1d4 points of piercing damage and 1d6 points of cold damage + 1 point for every 2 wizard levels you have to all creatures within 5 feet of you. A successful Reflex save (DC = 10 + half your wizard level + your Intelligence modifier) negates the piercing damage and halves the cold damage. The shards remain until the beginning of your next turn; during this time, the area is difficult terrain. You are not affected by your own freezing shards and can move through the area normally. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Icy Shackles (Su): At 8th level, as a standard action, you can make a melee touch attack against a foe to conjure icy restraints around it's ankles, reducing its base speed to 5 feet and dealing it an amount of cold damage at the beginning of its turn equal to your Intelligence modifier. The manacles have AC 10, hardness 0 and 30 hit points, and a creature can destroy them with a successful Strength check (DC = 10 + half your wizard level + your Intelligence modifier) as a standard action. The icy shackles melt away after 1 minute. You can use this ability a number of times per day equal to your Intelligence modifier.

The latter two abilities are from the Elemental Master's Handbook.

Bonus Spells:
0-Ray of Frost
1-Icicle Dagger, Snowball
2-Elemental Touch, Flurry Of Snowballs, Frigid Touch, Frost Fall, Unshakable Chill
3-Draconic Reservoir, Elemental Aura, Ice Spears, Sleet Storm, Vengeful Comets (Lvl 3)
4-Creeping Ice, Detonate, Dragon's Breath, Fire Shield, Ice Storm, Wall Of Ice
5-Cone of Cold, Icy Prison
6-Cold Ice Strike, Elemental Assessor, Freezing Sphere, Ice Crystal Teleport
7-Frost Mammoth, Ice Body
8-Polar Ray
9-Icy Prison, Mass

Lightning School

The Lightning Elementalist harnesses the power of the storm to deal with his foes, and sense his environment beyond what his normal senses can tell him.

Lightning Supremacy (Su): You gain resistance 5 to electricity. . At 10th level, this resistance increases to 10. At 20th level, you gain immunity to electrical damage. In addition, you can cast Haste on yourself. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Lightning Flash (Su): As a standard action, you can unleash a flash of electricity. This flash deals 1d6 points of electricity damage + 1 point for every two wizard levels you possess to all creatures within 5 feet of you and dazzles them for 1d4 rounds. A successful Reflex save negates the dazzled effect and halves the damage. The DC of this save is equal to 10 + 1/2 your wizard level + your Intelligence modifier. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

This ability is from the Air School in the Advanced Player's Guide

Electrolocation (Su): At 8th level, you are constantly surrounded by a weak, electrical field, increasing your awareness of your surroundings. You are never denied your Dexterity bonus to AC against attacks made within 30 feet of you because you are flat-footed or because your assailant is unseen. In addition, you gain a bonus on Perception checks to avoid being surprised equal to half your wizard level.

With this ability, I tweaked the Aether Elementalist's Receptive Vibrations ability from the Elemental Master's Handbook to create a magical variant of the natural, real life ability possessed by sharks and some other animals.

Bonus Spells:
0-Jolt
1-Body Capacitance, Shock Shield, Shocking Grasp
2-Aggressive Thundercloud, Defensive Shock, Elemental Touch
3-Draconic Reservoir, Elemental Aura, Lightning Bolt, Sheet Lightning, Storm Step
4-Aggressive Thundercloud, Greater; Ball Lightning, Detonate, Dragon's Breath, Hellmouth Lash, Shocking Image
5-Lightning Arc
6-Chain Lightning, Elemental Assessor
8-Stormbolts
9-Ride the Lightning

Thoughts? I hope to do an Elemental Arcane School for Sound next.


Has anyone out there tried to create focused versions of the Elemental Arcane Schools of magic from the Advanced Player's Guide? *curious*


Elemental Resistance (1 RP?): Prerequisite: Outsider(native) with ties to an elemental plane; Benefit: Pick one of the following elements that corresponds to the plane the race has ties to: Air, Earth, Fire and Water. Members of this race have resistance 5 to the corresponding element. Special: This trait can taken more than once. Each time it is taken, select an additional element that corresponds to another elemental place the race has ties to.

Improved Elemental Resistance (2 RP?): Prerequisite: Resistance 5 to any element; Benefit: Members of this race increase their resistance to one element to 10. Special: This racial trait can be taken multiple times. Each additional time you take this trait. increase its cost by 1 RP, and increase one other resistance to 10.

I came up with these two racial traits for the genie-kin after wondering if some of them could ignore elemental damage from a mundane or magical source. Could a Slyph, for instance, ignore some of the damage from a naturally generated tornado or a tornado created through a spell that has the air descriptor. Could an Oread shrug off some of the damage from a naturally occurring rock slide or avalanche.

I don't know about you guys but I find a bit odd that the Genie-kin can be receive full damage from their own element as a non-Genie Kin can.

Thoughts?


After seeing the Hoka-han archetype for Everyman Games' Unchained Ninja class sometime ago, I decided to tweak it in order to make it more inclusive with regards to the other elements available for kineticists. This includes the elements of Light, Sound and Time from Purple Duck Games' Kineticists of Porphyra (KOP 1).

I like to think this will make some ninjas resemble the ninjas as seen in the Naruto anime. Short of making a Ninja/Kineticist hybrid class. ;)

This is my first attempt to create an archetype for an existing class. I know that the word shinobi is just another name for ninja. But I don't know of a better name for a group of kineticist-touched ninjas.

Anyhow, suggestions are welcome.

Chosen Element (Su):
At 1st level, a shinobi chooses one element on which to focus. This element determines how she accesses the raw power of the planes. She can choose from one of the following elements: Aether, Air, Earth, Fire, Light, Sound, Time, Void, Water or Wood.

At 10th level, a shinobi can independently choose a second element to learn from.

This ability replaces Poison Use.

Elemental Style (Su):
At 2nd level, a shinobi gains the basic kinesis and simple blast wild talents of their chosen element. She uses her ninja level as her effective kineticist level to determine the effects of the basic kinesis, but she uses her simple blast as if she were only a first level kineticist.

As a swift action, a shinobi can draw upon her ki in order to empower her simple blast wild talent, allowing her to use her ninja level as her effective kineticist level when she uses the simple blast wild talent. This effect lasts until the end of the shinobi’s turn and uses up 1 ki point.

This ability counts as having the elemental focus kineticist class feature with the chosen element. If the shinobi takes up levels in the kineticist class, her elemental focus in that class must be the same as her chosen element, even if that means the elemental focus of her kineticist class must change. Subject to GM discretion, the shinobi can change her former elemental focus to make them conform. Her ninja levels will stack with her kineticist levels when determining the effects of the basic kinesis and simple blast wild talents of her chosen element. A shinobi cannot expend ki from her ki pool in order to make additional attacks during a full-attack, nor can she spend ki in order to give herself an insight bonus on Stealth checks. This ability alters ki pool.

Ki Infusion (Ex):
At 2nd level, whenever a shinobi uses the simple blast wild talent of their chosen element, she can, as a free action, call upon her ki to apply one form infusion wild talent or substance infusion wild talent to her simple blast. She can chose any infusion available to a kineticist with a level equal to her ninja level when using this ability. She must meet all of the infusion’s prerequisites in order to apply it to her simple blast and she is limited to infusions that list the simple blast of her chosen element as an associated blast.

A shinobi is unable to accept burn from her chosen infusion. Instead, applying the chosen infusion to her simple blast expends 2 ki points from her ki pool, plus an additional number of ki points equal to the infusion’s burn cost.

This ability replaces the ninja trick gained at 2nd level.

Greater Ki Infusion (Su):
At 10th level, when a shinobi uses her ki infusion ability to add a infusion wild talent to her simple blast, she can apply one form infusion and one substance infusion to her simple blast. When doing so, she expends 4 ki points from her ki pool, plus an additional number of ki points equal to the combined burn cost of both infusions.

This ability replaces the ninja trick gained at 10th level.


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In Occult Adventures, Kineticists are living channels for elemental matter and energy, manipulating the world around them by drawing upon inner reserves from their own bodies. And under most circumstances, a kineticist often receives this ability to bend matter and energy because of a violent or traumatic experience.

I use the word most because what if it is not the case for the Genie-kin? What if the abilities of the Kineticist class come naturally to them?

I don't think a Genie-kin would be limited to being a Kineticist of their element. Ex. Oreads being Geokineticists, or Sylphs being Aerokineticists. But I do think a Genie-kin Kineticist can produce some interesting combos that can be made into archetypes.

Sylph + Pyrokineticist= an Ash-related Kineticist
Sylph + Hydrokineticist (emphasis on cold)= a pure Cryokineticist
Sylph + Geokineticist= a Dust or Sand-related Kineticist
Sylph + Aerokineticist (emphasis on electricity)= a pure Electrokineticist

And so forth. ;)

Aside from probably starting out with a possible composite blast instead of a simple kinetic blast. A Genie-kin might have a reduced Burn cost compared to most Kineticists.

Not sure what else a Genie-kin archetype of the Kineticist class might have.

What do you think a possible Genie-kin archetype of this class might have? *curious*


Can a character wielding two weapons or a double weapon use Vital Strike with each weapon (or in the case of a double weapon, both ends)?


So far Paizo has come up with 7 different kinds of Kineticists for us players to try out. But what other kinds of kineticists would you like to see them develop in future Pathfinder products?

Personally I would like to see:

1) Electrokinesis

I know that Electricity currently is a part of Aerokinesis. Why I am not really sure. But I can imagine that this form of kinesis could come in handy in places like Numeria.

2) Cryokinesis

Like electricity, cold is currently a part of hydrokinesis. But I think this form of kinesis could stand on it's own.

3) Audiokinesis

Sometimes mistaken for bards, these kineticists are their own sound-system. ;)

4) Photokinesis

Like #3, I can imagine that these guys can be mistaken for illusionists. And if a photokineticist was to expand into audiokinesis (or vice versa)... ;)


A little while ago, I bought the Occult Origins PDF in order to see what new Kineticists Paizo had come up with this accessory. And I noticed that the PDF didn't make any mention of what Basic Phytokinesis does exactly.

Anyone got a clue as to what was this Utility Wild Talent does? *curious*


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If the Ninja class was a hybrid class created from the Unchained Monk and Unchained Rogue classes, what Special Features from either class would you like to see in the hybrid class? And what unique Special Features that would be unique to this hybrid class, would you like to see? *curious*

From the Unchained Monk class, I would initially like to see Flurry of Blows and Unarmed Strike. Let's face it, the Ninja is very much the martial artist as the monk class. So it makes sense to see the hybrid class possess these two features as well. After these two special features, I can also imagine the hybrid class possessing Evasion, Fast Movement, Ki Pool, Ki Power and Style Strike.

As for the Unchained Rogue class, I can see the hybrid possessing the Rogue's Sneak Attack, Rogue Talents, Deliberate Injury, Uncanny Dodge, Improved Uncanny Dodge and Advanced Talents.

Now onto what could make this hybrid class unique, I see this class borrowing elements from the Naruto anime. What if the ninjas here could transform their ki into wind, earth, fire, lightning and water? Or perhaps shape their ki into different forms. Or what if they were able to manipulate the ki found in other people to control their minds or make them see illusions?

So maybe the hybrid class could borrow something from the Kineticist or Mesmerist classes in Occult Adventures. I am not sure if features from these two psychic classes would be part of the actual hybrid class or archetypes of said hybrid. Probably the latter.

What do you guys think? *curious*


According to the Advanced Race Guide:

*Acid Breath: Undines whose outsider heritage can be traced to a water mephit can wield acid as a weapon. Such an undine has a breath weapon that is a 5-foot cone of acidic water usable once per day. The breath deals 1d8 points of acid damage per two character levels (maximum 5d8). A Reflex saving throw (DC 10 + 1/2 the undine's level + the undine's Constitution modifier) halves the damage. This racial trait replaces the spell-like ability racial trait.*

The undine's spell-like ability racial trait costs about 1 RP.

So how does Acid Breath have the same cost as the undine's spell-like ability? By itself, a breath weapon costs about 1 RP. Add in the Powerful Breath (+1 RP) and Increased Damage (+1d8/ 2 levels. Max. 5d8. = 4 RP?), and the above trait should cost 6 RP.

I am guessing that the reduced range of this breath weapon plus the spacing of the Increased Damage special to every 2 levels brought down the cost back down to 1 RP. But I do not know how they reduced the cost.

Does anyone have an idea on how the math was done here?


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What if the Genie-kin was more like one of the aasimar or tiefling heritages instead of a mere grouping of races? As most Pathfinder fans know by now, aasimars and tieflings can come in several different 'flavors' besides the standard run-of-the-mill member of their respective races. A player playing an aasimar can play as a standard aasimar or he could play an aasimar who is a descendant of an agathion, an angel, an archon, an azata, a garuda or a peri. The same can be said of the tieflings, a player can play as a standard tiefling or he can play a tiefling who is the descendant from one of the 10 different kinds of fiends that plague Golarion.
Genie-kin on the other hand are pretty run-of-the-mill. Unless a player is using an alternate racial trait to show that his genie-kin is the descendent of a Mephit or some other elemental race, everyone knows or assumes that he is the descendant of a particular genie.

So why did the genie-kin get the short end of the stick? Why isn't the genie-kin merely a heritage like an agathion-blooded aasimar or a div-blooded tiefling?

I think it would be nice if the genie-kin was merely a heritage, one of several for the elemental planetouched. Thoughts, everyone?

Aside from genie-kin, the next most obvious heritage for the elemental planetouched are those descended from the Mephits. Mephit-Kin? Mephlings?

If anyone knows of any other elemental planetouched heritage, please leave a link for everybody to purview.


Ever since I got my hands on the Bestiary 4 and read the Oceanid's Water Telekinesis ability, I have been wondering what an elemental version of the 5th level Telekinesis spell would look like.

For those of you who don't have access to the Bestiary 4, here is what the Water Telekinesis of the Oceanid looks like:

Water Telekinesis (Su): When immersed in water, an oceanid can manipulate water to affect creatures and objects within 500 feet that are in contact with the same body of water. This functions as the combat maneuver form of the telekinesis spell (caster level 9th, combat maneuver bonus +14), including the need to maintain concentration. This ability also allows her to create a small waterspout as a standard action once per round, striking an opponent within 100 feet with a blast of water as a ranged attack that deals 7d6 points of bludgeoning damage.

As a spell or a spell-like ability, I can imagine this ability being reworded to say that the caster would have to be near a source of water for it to work properly. But in every other way it work like a limited version of telekinesis.

Fire telekinesis pretty much work the same way as Water telekinesis. The real issue for Elemental telekinesis would how such a spell or spell-like ability works for Earth or Air telekinesis whose source is more common than either fire or water.

Then there is the question of spell level for elemental telekinesis. On the one hand, it's more limited in what it can or cannot affect. Telekinesis can affect just about anything. Elemental telekinesis can affect only one of the four elements. So it sounds to me like it ought to be at a lower spellcasting level. Perhaps 4th level at best. But on the other hand, elemental telekinesis sounds like it could mimic other spells that have the air, earth, fire or water descriptors. Someone using Fire Telekinesis could manipulate the fire he's playing around with and create something that looks like a fireball or a wall of fire spell. In this case, it sounds like the spellcasting level would be higher than 5th level.

Thoughts on this conundrum?

P.S. If elemental telekinesis is lower than 5th level, imagine how fun it would be to have it as a spell-like ability usable a few times per day. Benders, anyone?


I placed a pre-order for the Bestiary 4 (Order #2837023) and the Pathfinder Player Companion: Blood of the Moon (Order #2837024) back on October 13th. Shortly after I placed it, I received an email that stated that the order wouldn't ship until both items were received from the manufacturer. That was 11 days ago. Both items according to Paizo's Product Schedule are now In Stock.

So what's taking Paizo so long to get back to me regarding the order? In the past, it usually took Paizo a couple days to notify me that they completed the order on their end and shipped it out to me.

I would appreciate getting a status update regarding my order.

Courrain


The Advanced Race Guide says that a half-construct race is a group of creatures that are artifically enhanced or have parts replaced by constructed mechanisms, be they magical or mechanical. So could a race such as WoTC's Warforged be considered a Half-Construct?


Just wondering if anyone has been inspired to create a special subtype similar to the Half-Construct and Half-Undead subtypes in the Advanced Race Guide. If anyone has made one, please post them here on this forum thread. Inquiring fans would like to know. ;)


First there was the Blood of Fiends book which provided background information about Tieflings in the Golarion campaign setting. Then the Aasimars had their turn in Blood of Angels. So will Paizo ever come up with a book that deals with those who are the dragon-descended or have descended from elemental beings such as the genies or mephits?

Inquiring minds want to know. ;)


According to the Advanced Race Guide, the Dragon type costs about 10 Race Points (RP). Five out of the ten of those Race Point are from the Darkvision 60 feet racial trait (2 RP), the low-light vision racial trait (1 RP), an immunity to magical sleep effects (1 RP) and an immunity to paralysis effects (1 RP). So where do the remaining five Race Points come from?

I am thinking they come from just the Dragon type itself. So the total RP cost for any of the Types presented in the Advanced Race Guide could be Monster Type plus any monster type traits they might have.

Here are what some of the other Monster types might cost by themselves:

Aberration (3 RP)
Aberration Type + Darkvision 60 feet racial trait (2 RP)= 3 RP
Aberration type= 1 RP

Fey (2 RP)
Fey type + Low-light vision racial trait (1 RP)= 2 RP
Fey type = 1 RP

Monstrous Humanoid (3 RP)
Monstrous Humanoid + Darkvision 60 feet racial trait (2 RP)= 3 RP
Monstrous Humanoid type = 1 RP

Outsider (Native) (3 RP)
Outsider (Native) + Darkvision 60 feet racial trait (2 RP)= 3 RP
Outsider (Native)= 1 RP

Does this make any sense for those of you who are creating your own races? *curious*


Just out of curiosity, but has anyone created an archetype of the Magus class where the Magus' spell list has been replaced with the spell list of a particular Wizard school of magic?

Ex. A Magi using just the spells from the Wizard's Evocation school of magic= Warmage.


Aside from the Warforged Scorpion in the 3.5 Eberron setting, has anyone tried to come up with a template to make Warforged versions of animals, magical beasts and even dragons? *curious*

Reason behind this question:

Gorilla + Warforged Template= Warforged Gorilla

Warforged Gorilla + Transforming Construct template*= Optimus Primal! *grins*

* =Transforming Construct template (Green Ronin's Advanced Bestiary)


One size does not fit all. ;)

In the Lands of the Dragon Empire, Half-dragons are a bit more likely to be the result of dragons mating with other creatures. But they are also just as likely to be the result of strange magical experiments. In either case, an Imperial Half-dragon breeds true with others of its kind.

[I figure that in a land where dragons are more revered than their Western counterparts, the nobility of Tian Xia would seek out marriages with imperial dragons.]

Creating an Imperial Half-Dragon

“Imperial Half-dragon” is an inherited or acquired template that can be added to any living, corporeal creature (referred to hereafter as the base creature). An imperial half-dragon retains all the base creature's statistics and special abilities except as noted here.

CR: Same as the base creature + 3 (minimum 4).

Type: Creature type changes to dragon. Do not recalculate Hit Dice, Base Attack Bonus, or Saving Throws.

Armor Class: Natural Armor bonus improves by +4.

Special Qualities and Defenses: An imperial half-dragon gains darkvision 60 feet; low-light vision; and immunity to sleep, paralysis, and one type of energy damage (that may or may not be related to their breath weapon).

Dragon Variety / Immunity
Forest / Poison
Sea / Electricity
Sky / Electricity
Sovereign / -----
Underworld / Fire

Speed: An imperial half-dragon has a natural fly rate, and treat Fly as a class skill. The fly rate is equal to 20 feet + 10 feet per size category smaller or larger than medium +10 feet for every 4 hit dice (or fraction thereof).

[Since Imperial dragons can fly without the aid of wings, I decided to use the simple Airborne Creature template from Super Genius Games to give imperial Half-Dragons a similar ability. Hence the boost in their challenge rating.]

Melee: A half-dragon has two claw attacks and a bite attack. If the base creature can use manufactured weapons, the half-dragon can as well. A new claw or bite attack deals damage as appropriate for the half-dragon's size (see “Natural Attacks” on pages 301–302).

Special Abilities: A half-dragon retains all the special attacks of the base creature and gains a breath weapon usable once per day based on the dragon variety (see below). The breath weapon deals 1d6 hit points of damage per racial HD possessed by the half-dragon (Reflex half; DC 10 + 1/2 creature's racial HD + creature's Con modifier).

Dragon Variety/ Breath Weapon
Forest / Cone of Thorns
Sea / Cone of Fire
Sky / Cone of Electricity
Sovereign / Cone of Sound
Underworld / Line of Fire

Abilities: Increase from the base creature as follows: Str +8, Con +6, Int +2, Cha +2.

Skills: A half-dragon with racial Hit Dice has skill points per racial Hit Die equal to 6 + its Intelligence modifier. Racial class skills are unchanged from the base creature's.


Considering the number of Dragon types in the three Bestiaries, has anyone expanded the Half-Dragon template to include them all? I am curious to know if any Dungeon Master has crafted a Half-Linnorm or a Half-Drake or I kid you not, a Half-Jabberwocky creature to throw at their players. I would also like to know if a player has gone to their Dungeon Master and asked if it is okay to play such a templated being.


On another thread I posted a couple days ago, I mentioned what races I would like to see representing each sign of the Western Zodiac. Here is what I have finally come up with.

Aventi (Aquarius):
* +2 to One Ability Score: Aventi characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
* Medium: Aventi are medium creatures and have no bonuses or penalties due to their size.
* Normal Speed: Aventi have a base land speed of 30 feet and a swim speed of 30 feet.
* Aquatic Human: Aventi are aquatic humanoids, and have the aquatic and human subtypes.
* Amphibious (Ex): Aventi can breathe water or air equally well, without limitation.
* Water Magic (Ex): Aventi sorcerers and clerics with the elemental (water) bloodline or the Water domain cast their Water domain powers and spells at +1 caster level.
* Languages: Aventi begin play speaking Common. Aventi with high intelligence scores can speak Aquan, Elven and Sahuagin.
Reference Source: Stormwrack, pages: 34-36, 138-139
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Human (Libra):
* +2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
* Medium: Humans are medium creatures and have no bonuses or penalties due to their size.
* Normal Speed: Humans have a base speed of 30 feet.
* Bonus Feat: Humans select one extra feet at 1st level.
* Skilled: Humans gain an additional skill at first level and one additional rank whenever they gain a level.
* Languages: Humans begin play speaking Common. Humans with high intelligence scores can choose any languages they want (except secret languages, such as druidic.
Reference Source: Pathfinder core rulebook, page 27
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Tayfolk (Gemini):
Shared Traits:
* Normal Speed: Tayfolk have a base speed of 30 feet.
* Low-Light Vision: Tayfolk can see twice as far as humans in conditions of dim light.
* Tayfolk Immunities: Tayfolk are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
* Languages: Tayfolk begin play speaking Common and Tayl. Tayfolk with high intelligence scores can speak Elven and Ogre.
Tayling:
* +2 Dexterity, +2 Charisma, -2 Constitution: Taylings are graceful and charming, yet frail.
* Medium: Taylings are medium creatures and have no bonuses or penalties due to size.
* Keen Senses: Taylings receive a +2 racial bonus to all Perception skill checks.
* Tayling Magic: Tayling with a Charisma of 11 or higher gain the following spell-like abilities: 1/day- cure minor wounds and mage hand. The caster level for these effects is equal to the tayling's level. The DC for these spells is equal to 10 + the spell's level + the tayling's Charisma modifier.
* Spell Resistance (Ex): A Tayling has a spell resistance equal to 5 + character levels.
Taylang
* +2 Strength, +2 Constitution, -2 Charisma: Taylang are strong and hardy, but gruff towards they don't know.
* Large: Taylangs are large creatures and receive a -1 penalty to AC and to attack rolls, a +1 to Combat Maneuver Bonus and Defense, and a -4 penalty on Stealth checks.
* Intimidating: Taylangs receive a +2 racial bonus on Intimidate skill checks due to their imposing nature.
*Taylang Ferocity: Once per day, when a taylang is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
* Natural Armor: The tough skin of a Taylang provides them with a +1 natural armor bonus.
Reference Source: Bestiary of Krynn (Revised), pages 100-103


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I have got an idea to create a setting where each of the player character races is based off of one of the twelve signs of the Western Zodiac. I've been working on this idea on and off for a while now. I really like the idea, but I sometimes get caught up when I get to the actual races. Here's who I have in mind for some of the signs of the Western Zodiac:

Aquarius the Water Bringer: Aventi. I chose the Aventi from Stormwrack because of their Water Spell Power ability. My second and third choices for Aquarius are the Aquatic Elves (Stormwrack) and the Undine (Pathfinder Bestiary 2)

Libra the Balance: Humans. In the Dragonlance setting, humans were created by the Gods of Neutrality to help act as a balance between the forces of good and the forces of evil.

Gemini the Twins: this is one sign of the Zodiac that has proven troublesome for me as there aren't that many races in D&D and d20 (that I have seen so far) that epitomize twins or the nature of twins. I know of only two. The Tayfolk from the Dragonlance setting, and the Dvati from the Dragon Magazine Compendium, Volume one. Does anyone know of a D&D race or d20 race that are depicted as twins (either identical or fraternal)?

Virgo the Virgin: Volodni (Forgotten Realms). Other possible choices for Virgo- the Thorns (Oathbound Seven), Adu'jas (Dragon Magazine), Wood Genasi, or a templated human using the Woodling Template from Monster Manual 3.

Taurus the Bull: the Tauren from World of Warcraft. ;)

Capricorn the Goat: I have two choices for this particular sign. The Valco from Oathbound Seven and the Ibixians from Monster Manual 3.

Aries the Ram: Like Virgo, I got several possible choices to represent this sign. A watered down version of the Cervidal (Monster Manual 2),and the War Valco (Oathbound Seven).

Leo the Lion: The Litorians from Arcana Evolved.

Sagittarius the archer: I got three choices- a watered down version of the Equinals (Book of Exalted Deeds), Centaurs or Elves.

Cancer the Crab: For this particular sign, I looked at my copy of the Ultimate Alien Anthology from the Star Wars role-playing game and got the Sauvax.

Pisces: It will have to be a PC version of either the Sahuagin or the Locathah from the Monster Manual for this sign.

Scorpio the Scorpion: I am having trouble finding a really good candidate for this sign. The only race that comes close to embodying this sign are the Drow from the continent of Xendrick in the Eberron setting who have a thing for Scorpions and wearing Scorpion Chitin Armor.

And there you have what I have in mind for my Races of the Zodiac idea. Does anyone else know of good candidates for each sign of the Western Zodiac? *curious*


In the movies or in a novel, the character or characters are doing something before they either decide to adventure or they have an adventure foisted upon them by circumstances beyond their immediate means to control at the time. And then once the adventure is over and the villain or villains have been defeated, the character or characters go back to their daily lives.

So I was wondering if anyone, before the adventure actually began, has role-played what their character's life was like before they strapped on a sword and became an adventurer. Did anyone role-play their character working at an ordinary job and doing ordinary things like we do in real life?

Just curious.


Will Paizo ever design Racial Archetypes of the known character classes? A friend of mine and I have been wondering what might be needed to help distinguish an elven fighter from a human fighter or a dwarf fighter aside from a couple of racially specific feats. As the only time race comes into play is at first level when a particular race's racial traits are brought up during the character creation process. After that, those same traits become static and don't become better over time.

Just today, I went back to my Races books (Races of Destiny, Races of the Wild, etc.) and looked at the racial substitution levels presented in each book. And while each racial substitution level example only involved just three out of the twenty character class levels, I couldn't help but wonder what these examples might have looked like if they were expanded to twenty levels. This lead me to wondering what kind of archetypes one could come up with regards to race and character class.

So what kind and how racial archetypes could we get for an elf or a dwarf in Pathfinder? Inquiring minds want to know. ;)

Thoughts?


A friend of mine was wondering whether a skill-based setting would be better than a class-based one and if anyone would actually be interested in playing in such a setting. From his point of view, skill-based settings are better because it allows the players to customize their characters any way they want. It also allows for more realism since not every skill would be at the same level, and a given character might be an amateur in some skills and a professional in others. He also feels that a skill-based setting would keep the character's race from being overshadowed. In 3.5 and Pathfinder the character's racial traits are set at first level and don't get better, meaning that (barring feats) there will be little difference between a 10th level Dwarf and a 10th level Elf.
While fourth edition does address this, there isn't (in my opinon) enough done to ensure that race is more important than class. What do you think? Would a skill-based or class-based setting be better? Why?


A friend of mine has been wondering if D&D, or Pathfinder would do better as a skill-based role-playing game system rather than a class-based system. He thinks that the former is more realistic than the latter as the latter places more emphasis on who the character is and what he can do rather than what he is inside an adventuring party.

He also thinks that in a skill-based system things like ECL, LA and CR wouldn't be necessary because each player character race or monster race would have any racial advantage being checked by a disadvantage. A thing that is not really done in either Dungeons and Dragons, or Pathfinder for some strange reason.

I haven't really role-played in skill-based role-playing game system, as I have been something of a D&D enthusiast for years. So I can't answer these questions of his. But for those of you who might have had the chance to role-play in such a game, how do Skill-based rpg's compare to Class-based ones such as D&D or Pathfinder in your opinion? *curious* Are they more realistic than what's in D&D and Pathfinder in terms of game play?


In both Pathfinder and D&D, creatures such as Lizardfolk and the Kobolds have the Reptilian subtype. But how come neither role-playing game system uses other animal subtypes to describe sets of humanoid races that bear resemblance to avians, pisceans, insectoid, etc?

Aarakocra: Old system-Monstrous Humanoid, New- Humanoid (Avian)?

Thri-Kreen: Old system-Monstrous Humanoid, New-Humanoid (Insectoid)?

Monstrous Humanoid is a nice catch-all term for any creature that bears monstrous or animalistic features who may or may not have magical abilities. But if this is so, it doesn't really explain to me why some monstrous looking races who are humanoid aren't considered monstrous humanoids. Or why some anthropomorphic races like Gnolls who have the Humanoid type aren't considered monstrous humanoids on looks alone.

So how did those with the Reptilian subtype get to be so lucky here? ;)


I am trying to find this domain so that I can make a Pathfinder version of it. But I haven't much luck finding it in any of the 3.5 D&D books I have at my disposal.

Book and pdf references are welcome. ;) If you are submitting a pdf from a rpg website, I would like the web address.

Thanks. ;)


If the 2.0 Council of Wyrms setting was brought into the Pathfinder Role-Playing Game System, what races do you think would make up the standard line-up for a dragon-centric setting?

Here's my take on the topic:

1. The Dragons.

For a Pathfinder version of the Council of Wyrms, I am thinking that the dragon monster classes in Dragon Magazine #320 and #332 ought to be used for the Chromatic and Metallic Dragons (someone will have to invent the dragon monster classes for the Gem Dragons). These monster classes sound appropriate to me given that in the original setting, you started out as wyrmlings and advanced character-wise as dragons.

2. The Dragonborn from 4th edition.

I think the only change I would make to the Dragonborn from 4th edition is their appearance. I would have them be more like the Dragonspawn and Drakonids from the online World of Warcraft rpg. In that rpg, draconic creatures such as the Dragonspawn and the Drakonids had the same scale coloration and features of the Dragonflight they belonged to. Ex. Red Dragonspawn and Drakonids took after the features of the Red Dragons of the Red Dragonflight.

Alternate #2- Half-Dragons

In the original Council of Wyrms setting, Half-Dragons resembled their non-dragon parents except for eye and hair color. But over time, they would change into something draconic. I am thinking that the Half-Dragon Template Class as written by Sean K. Reynolds would work here for the same effect.

3. Elves
4. Dwarves
5. Gnomes
6. Goblinoids
7. Kobolds
8. Lizardfolk

What would be your choices with regards to this setting? *curious*


In both the 3.5 and Pathfinder versions of the Half-Dragon template, the prerequisite for this template requires that the base creature must be a living, corporeal being. This automatically eliminates any creature with the Construct and Undead types. But what if the Construct has the Living Construct subtype? A subtype which gives Constructs some qualities of living creatures.

The Warforged being Constructs with the Living Construct subtype couldn't become Half-Dragons under the 3.5 version of the template. But since the Pathfinder version of the template now has it as an acquired template as well as an inherited one, it should be possible to apply it to a living construct.

Thoughts?


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Does anybody out there know why Dungeons & Dragons, and now Pathfinder, have tied the four classical elements (air, earth, fire and water) to four of the five energy types (acid, cold, electricity and fire)?

I am hoping that someone at Paizo can answer me this question. ;)


After looking through another thread regarding Sorcerers and Bloodlines, I have to wonder if hybrid races such Half-Dragons, Half-Celestials, Half-Fiends and Half-Elementals are shoe-horned into taking the bloodlines related to them. I mean, if I was to create a Half-Dragon sorcerer for a particular adventure, would I only be able to use the Draconic Bloodline for my character? Or would I be to take any of the other bloodlines for my Half-Dragon sorcerer to make him something truly unique?

If the former was the only option available to me, would the bloodline really work for my Half-Dragon sorcerer? As he would already have most of the benefits of being draconic right from the start. He would already have the claws, the breath weapon, the natural armor, the immunities to sleep, paralysis and a particular energy type and the benefits of the Dragon type. The only real good things that he would get from the Bloodline would be wings (if he wasn't already a size Large Half-Dragon to begin with) and adding energy damage to the damage inflicted by his natural weapons.

However, if the latter were possible, think of the possibilities! :D

So what is the story here? *curious*


Ever since the Dragonblood subtype debuted in the Races of the Dragon book, I have been wondering if Half-Dragons should really be considered as the base creature with the Dragonblood subtype instead of creatures having the Dragon type. Reason being that Half-Dragons are neither Dragons nor members of their original type, but both.

Now having the Dragonblood subtype means that they are still treated as Dragons with regards to being able to enter Dragon PrCs and using magic items meant specifically for Dragons. But at the same time, you are treated as a member of your original type. So not only can you be affected by spells and items that effect dragons, you are also affected by spells and items that can effect your original type as well. The biggest drawback to this subtype, however, is that you don't possess any of the Dragon type traits such as natural armor, natural weapons and some pretty decent immunities. You would have to expend feat slots to get back some of those traits. Personally I think should the subtype should be altered a bit to accomondate some of those traits. Ex. A saving bonus in place of the immunities.

On the Other Hand, having the Dragon type instead of the Dragonblood subtype is really appealing because it offers you a lot of advantages. But having this type for Half-Dragons would be more appropriate if you wanted them to resemble anthropomorphic dragons than a scaly version of the base creature.

Thoughts?


Does anyone know if Energy Immunity has a level adjustment? And if so, how high of a level adjustment?


What would you like your favorite monster template to look like in Pathfinder?

Templates, love or leave them, have made the monsters in D&D more versatile than they have been in previous editions. They allow you to take a monster, and turn him into something that the players might not suspect. Or they can turn a player character into something more powerful (at the expense of having to gain more XP in order to advance to the next level). But how will Paizo make them more interesting for us Pathfinder fans? ;)

My favorite template in D&D has always been the Half-Dragon template. So here is what I think should be changed with regards to Pathfinder:

(1) I think that all Half-Dragons regardless of size should have useable wings that would allow them to progress from gliding to true flight. I never really understood why D&D allowed Half-dragons of size Large and larger to have wings and fly speed when those with the Half-Celestial or Half-Fiend templates have them.

(2) Make their breath weapon's range and damage scaleable just like the Dragonborn's in Races of the Dragon.

(3) Changing their attribute bonuses to +4 Str, +2 Dex, +2 Con, +2 Int, +2 Wis, and +2 Cha. Half-dragons should have good attribute bonuses for all of their attributes. ;)

Thoughts?


Does anyone have an idea as to what is considered to be Natural Armor in settings such as D&D and Pathfinder? The reason why I am asking is because WoTC never added a definition for Natural Armor to any of the glosseries found in the five Monster Manuals that they produced. They have an entry for Manufactured Weapons and Natural Weapons. And while Manufactured Armor also isn't found in the glossaries of the Monster Manuals, but everyone who has played D&D knows they are already like. Manufactured Armor is armor that has been created by armorsmith from raw materials such as cloth, leather or metal. But what about Natural Armor? What kind of skin, furcoat, feathers or scales would be strong enough to protect the individual who has them?

As for benefits, Natural Armor certainly offers a lot of them. Natural Armor is cost free, doesn't impede the character's own speed and dexterity, and doesn't suffer from an armor check penalty or arcane spell failure. All that would be needed to complete the benefit list for Natural Armor is a Natural Armor Rating to either complement or stand next to the Manufactured Armor Rating. So what do you guys think?


Before I begin talking about Level Adjustments in the Pathfinder RPG system, I must say that I really like what Paizo has done to improve 3.5 D&D. The character classes look so much better than they did in 3.5. They look more versatile and offer a lot more options. And there are fewer 'dead' levels to contend with.

But ever since I got my own copy of the Beta version, I have been wondering what Paizo has in mind for those people who want to role play a nonstandard race that has a level adjustment tied to them. IMO (and probably the opinion of several other fans of D&D), level adjustments are a badly created deterrant to playing something non-standard. As anyone who has read 4e's Races and Classes, level adjustments were created simply to ensure that the standard races weren't rendered obsolete by races who simply have more (if not more powerful) advantages than the standards. And as anyone who owns and has read WoTC's Savage Species book, certain advantages/abilities/powers confer a level adjustment. Unfortunately WoTC never really went into explaining why those advantages/abilities/powers did have level adjustments to begin with it. And it later didn't help my opinion of level adjustments when WoTC created several ways to circumvent the very LAs they had set up (the Raptoran's flight progression, the staggered breath weapon of the 3.5 Dragonborn, the living construct subtype, etc.)

Now, I know that Paizo might not get rid of Level Adjustments in the Pathfinder rpg (because it would be too big a departure from 3.5), but I would like to personally see:

(1) Some actual explanations or examples of what constitutes a level adjustment for a racial advantage/ability or power.
(2) A better way of determing level adjustments.
(3) Some kind of compensation for spellcasters who have a level adjustment.

Btw, does anyone think that the Fly skill and the Perception(Smell) skill have any effect on the level adjustments for Flight and Scent?

Courrain- the Bronze Half-Dragon Kensai