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Hello All,

I'm working on a gladiator game set in a magical kingdom ruled by wizards. The thought is they often tend to name things after magical spells or creations. As such, I've been trying to find a good name for the Gladiators.

Here is what I have so far:
1) Heavily Armored - Golems - They can be further identified based on what weapons they use. Sword golem for a sword fighter etc.
2) Astrym for Magic users.

However I need names for Medium and light armored fighters, any ideas?


We are playing a Underdark game all using Drow Nobles with the innate ability of levitation. When fighting in a encounter our GM informed us that by using levitation we are considered flat footed. While I understand the logic, as we often know logic does not really apply in fantasy games and while attempting to find some rule referring to this I have found none. Can anyone provide any insight?

For reference the spell levitation states the following:

Pathfinder SRD wrote:

Levitate allows you to move yourself, another creature, or an object up and down as you wish. A creature must be willing to be levitated, and an object must be unattended or possessed by a willing creature. You can mentally direct the recipient to move up or down as much as 20 feet each round; doing so is a move action. You cannot move the recipient horizontally, but the recipient could clamber along the face of a cliff, for example, or push against a ceiling to move laterally (generally at half its base land speed).

A levitating creature that attacks with a melee or ranged weapon finds itself increasingly unstable; the first attack has a -1 penalty on attack rolls, the second -2, and so on, to a maximum penalty of -5. A full round spent stabilizing allows the creature to begin again at -1.


In 3.0 Scimitar's could be used as a weapon of Finesse. Since that point Pathfinder has removed the description text of the weapon to define this. So is Scimitar a Weapon of Finesse or Not??

If it is I think using it with the feat Dervish Dance from the ISWG makes it a great weapon for rogues.

Thoughts?


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I’m looking to incorporate the Saint into Pathfinder to match with current rule changes. So looking for some input on how to Pathfinderize this. So the question comes down to what should stay? What should go? And what should change?

This is the Saint from BoED 3.5:

Size and Type: The creature's type changes to "outsider." The saint has the native subtype. Size is unchanged.

Armor Class: A saint gains an insight bonus to AC equal to the character's Wisdom bonus.

Special Attacks: A saint retains all the character's special attacks and gains those listed below.

Holy Power (Su): The save DCs of any and all of the saint's special attacks, including spells as well as spell-like, supernatural, and extraordinary abilities, increase by +2.

Holy Touch (Su): A saint's entire being is suffused with holy power, which likewise flows into any weapon the saint wields. A saint's melee attacks with any weapon (or unarmed) deal an additional 1d6 points of holy damage against evil creatures, and 1d8 points against evil undead and evil outsiders. Any evil creature that strikes a saint with a natural weapon takes holy damage as if hit by the saint's attack.

Spell-Like Abilities: At will - guidance, resistance, virtue, and bless. A saint's caster level is equal to its Hit Die total. The save DCs are Charisma-based.

Special Qualities: A saint retains all the character's special qualities and gains those listed below, as well as the outsider type.

Damage Reduction (Ex): Saints gain damage reduction according to their Hit Dice (including character level).

HD Damage Reduction
1-3 -
4-7 5/magic
8-11 5/evil
12+ 10/evil

If the base creature already has damage reduction, use the better value.
Fast Healing (Ex): Each round, a saint heals damage equal to half of its Hit Dice (including character levels, no a maximum of 10 points healed). if the base creature already has fast healing, use the better value.

Immunities (Ex): A saint is immune to acid, cold, electricity, and petrification attacks.

Keen Vision (Ex): Saints have low-light vision and 60-foot darkvision.

Protective Aura (Su): As a free action, a saint can surround herself with a nimbus of light having a radius of 20 feet. This acts as a double-strength magic circle against evil and as a lesser globe of invulnerability both as cast by a cleric whose level equal to the saint's Hit Dice.

Resistances (Ex): Saints have resistance to fire 10 and receive a +4 racial bonus on Fortitude saves against poison.

Tongues (Su): A saint can speak with any creature that has a language, as though using a tongues spell cast by a 14th-level cleric. This ability is always active.

Abilities: Modify the base creature as follows: Con +2, Wis +2, Cha +4.

Challenge Rating: Same as the base creature +2.

Level Adjustment: Same as the base creature +2.