Demon-Spawn

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Just remember that "Why are you hitting yourself?" is an Extraordinary Ability that can be used at will by older bothers vs unruly little brothers.


If Charisma is indeed a "force of personality that stems from an inner confidence in oneself" then why Will saves are tied to Wisdom?


It's a "fault" in design, if at first level the ranks were multiplied by 4 just like in D&D 3.5 then the fighter could fit any archetype. A fighter with Int 13 would have 12 ranks to distribute and then he could put background ranks like Profession (Blacksmith) or whatever. Pathfinder guys have the brilliant idea of not having to spend 2 ranks to get one in a cross-class but it should have kept the first level boost in ranks.

Not having said boost makes some Pathfinder characters very dull, let's say you have a first level cleric with Int 9 then you have only one rank, two if you choose to spend the favored class bonus on having an additional rank. Still, only two ranks is very restrictive.


Guts is a fighter with outstanding physical stats and higher than average mental stats. I'd love to make the character sheet of Guts, Regarding Feats I'd say that he has Iron Will, Improved Iron Will, Power Attack, Monkey Grip, Exotic Weapon Proficiency (Humongous Sword) and the anti-magic tree (i.e. Disruptive and the others).

About Conan, I'd say he's a multiclassed Barbarian/Rogue. Most people forget about the Rogue part only because he's not the sterotypical thief.


Invulnerable Rager (Barbarian archetype), either Human (extra feat) or Half-orc (bonus to Intimidate and Dark Vision).

Get the biggest and meaniest two handed weapon. Max Intimidate skill and get the feats Power Attack and Cornugon Smash, ASAP.

Alternatively your PC could be a Pitborn Tiefling, those guys get a bonus to Strenght AND Carisma, they also get a -2 to Int but Intelligence is for ugly people, your PC would be a Incubus-like (or Succubus-like) creature with a body to die for and power that make his/her enemies actually die, like literally. It doesn't get more Beautiful Strenght than that. And a naked, or barely clothed, incubus/succubus is very appropiate.

-You get to benefit from having both high Charisma and Strenght which is what you want. And also you ignore armor because it's going to be a lousy AC anyway you aim for high Damage Reduction with the Barbarian archetype.


Personally, a Paladin that looks closer to the character of the knight from the "Dragonheart" movie is awesome in my books.
I couldn't help to get all emotional the first time I heard the scene of "the Old Code":

A knight is sworn to valour
His heart knows only virtue
His blade defends the helpless
His might upholds the weak
His word speaks only truth
His wrath undoes the wicked.

And this comes from a guy who thinks that an open interpretation of Neutral Evil is the best and coolest alignment.


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If the player has his PC of a homebrew race made by the DM himself is likely that the player is feeding his ego as a creator. If this is the case it is there very little room (if anything at all) to what you can do to save your own PC. Run away fast from that gamig table.

Should your DM not be an egomaniac your PC can simply denounce the zombie-like creature to church authorities, clerics of Sarenrae or Pharasma specially recommended. And just eat popcorn as your PC sees his un-buddy be driven to his demise.

You can also tell to both the DM and the other player that "Warm Bodies" is just the Zombie-Twilight, and that makes that rip-off race totally uncool by default. This is recommended if the DM is a prima-donna and you are going to run away from the gamig table anyway.

Good luck.


I favor a cleric focused on the channeling feature and I know that spells are more powerful.
As long as your character can do well what you intended him/her to do then I think that you are fine, and optimization be damned.
Well, also what your character do ought to have relevance. For instance, having enemies in the game being of the type chosen by the Ranger to be his/her favored enemy.


Zon-Kuthon should be played by Gary Busey.


@Orthos, good call. I actually like the idea Berserk's Hand of God because it's serious and "lovecraftnian" enough to fit like a glove on Pathfinder games. I see The God Hand as a pack of demons lords who are praised as a whole, instead of individually as separated entities.

God Hand (Berserk)
Alignment: Chaotic Evil
Domains:Madness,Chaos, Evil, Magic, Luck
Subdomains: Demon, Entropy, Divine, Fate
Favored weapon: Negative Energy (+1 to hit for all "Inflict Wounds" spells)


Hello everyone.
I need help to build a Cleric of Urgathoa who is focused on the negative channel enery feature. It's feasible without turning her into a Undeath Lord...erm "lady"?

It's a 15pts build, and the race is human. She starts at level 3.

I thought of something like this, tell me what you think.

STR 13 DEX 10 C0N 10 SAB 15 INT 10 CAR 16 (14 +2 for Human)

For Feats I thought that I'd pick "Improved Initiative" and "Improved Channeling" those are the 1st level feat and the Human feat. And for the 3rd level maybe Shatter Resolve, although, probably, it'd be a good idea to get "Selective Channeling" first, for the sake of all those pesky allies that may get in the way. "Power Attack" would be selected (eventually) as well to make good use of the Scythe.

For Domains I though of Divine and Undead. But maybe the Strenght domain is better than Undead in the sense that has a lot of synergy with Divine (buffing yoursel and buffing others at the same time, although Enervation is a pretty cool spell to get).

The ability advancement would be +1 to STR at lvl 4 and then all to WIS.

What do you think guys? Do you have any suggestion?


Spoiler:
Roose Bolton maxed Disguise out. The difficulty of the Perception check was just too high. :P


Well, Catelyn did notice the chainmail under the clothes. So, you see, Perception is always the most important skill.


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It can be done, if the goblin help to defend the town and have npc to vouch for them that would help a lot. Probably they need a symbol (of Sarenrae? She is goddess of redemption), characteristic war paint, more civilized looks or whatever to differentiate them from regular goblins as well, appareances are important after all.


Men take more jobs that may endanger their physical health than women, such jobs pay more to act as incentive. Men tend to work more extra hours than women.
If women are not allowed to get promotions just because they're women when they deserve them then that's unfair.

But I don't think they is an actual wage gap. The problems are in another direction.


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In Spain we had the Publisher "La Factoria de Ideas", but they have abandon the role playing games and they publish only novels now. There is Devir Iberia, those guys are the publishers behind the Spanish edition of D&D 4th.


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"I always hated crossbows. Take too long to load!"

- Yoren of the Nightwatch


I'm with Alexander, thus I don't like the Wizard and Magus classes.
In the latter case it's a shame because I do dig a fighter-caster hybrid but aside from my preference of spontaneous casting. It does make more sense that a guy who is training with the sword (or whatever weapon he fancies) has a natural talent for magic instead of having a work overload of training at both.

I like, however, the Witch despite being a prepared caster. She needs a better selection of spells, perhaps. Maybe it's a flavor thing.


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Even as a player I don't like that the wizards can, given time, learn all the spells of the list. It probably sounds stupid but I do like limitations, for story's sake.

Moreover, my personal taste is that magic should be a strange talent. A taint even, albeit powerful and with some benefits. An art, something that can be practised but with little to zero formal study. I'm not happy with the idea of schools of magic (except in Warhammer Fantasy, because it mixed the idea of "taint" and Academia).

Mechanically speaking, I also prefer the spontaneous casting.

Give me the sorcerer any time, fellas!


The other guys are casters, uh? And one of them is going to summon meat shields, isn't he/she? Then the path is clear to me:

-Play a bard.
-Use the Magician archetype (one that aids casters instead of improving attack and damage rolls)
-Use your feats to become an archer.
-(Optional): Be human and in addition to Point-blank shot, use your extra human feat to pick Rapid Shot. Be awesome from the 1st level.


thejeff wrote:


It's all perfectly equal.
Women are idealized for male standards. And so are the men.

No sexism at all.

Sarcasm, eh? That's original. You just proved my point. If a woman is sexy is to serve the male gaze. If a man is sexy is just a wish fulfillment for men.

What are the female standards for men; care to enlighten me, please?


Aranna wrote:


Men are idealized... They are given all the power to face down any threat (usually through violence) and they have to look awesome doing it so other men can envy them.

Can you see the huge difference? I hope so.

Women are equally idealized, are you implying that women can not desire men or that women can't envy female characters for their outstanding looks?


After receiving such quantity of money the a.t.m. only video of its Tropes vs. Women series is not much better than its old videos.

Other thing I don't like is that she ironically does not provide solutions or ideas to solve this perceived problem.
Maybe the reason behind the lack of femenist videogames is that they wouldn't be profitable, as simple as that. Investors don't care about machismo or femenism they care about what can get them profit. No evil agenda behind that, imho.

And she does not acknowledge that the portrayal of men in videogames is also sexist. I mean, they are also buffed with toned bodies, heavenly abs... you name it!


Enlarge? One of my favorite spells for a Battle Cleric. Add the feat Monkey Grip for extra love (you can use weapons one size larger than your character).
I had a cleric with such combo and he dealt 4d6 of damage per attack with a large greatsword that became huge with the spell.


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I wouldn't do anything different if the new player was another male; I think the important thing here is "new player", not gender (except for one tiny detail, read below*).

-Ask her what kind of character she wants to play and what she'd like to be able to do with her character. Work with the rules of characer creation around that. Using characters from books, films, series and so on... that she likes as examples is probably a good idea.

-Offer advice about feat selection, instead of putting the feats section under her nose which can be pretty overwhelming for a new player look for the more convenient three or four feats that her character could pick at that level. Personal experience: I had a player that told me that picking feats was almost like studing for an exam (and the player was male and fairly nerdy) you want to avoid that feeling.

-*If you normally deal with mature themes or, Urgathoa forbid, realistic treatment of the females in a Medieval era then, tone down! Except if you know for sure that she don't mind.

-And last but not the least: be impartial even if the female player is your girlfriend. This should be obvious but in my personal experience is not. I have been in games with DM being partial towards their girlfriends: giving them the best treasure (the best magic item was for the character class of the girlfriend), having NPCs treat them as if they were goddesses (with no outstanding roleplaying and/or diplomacy check to justify that), etc.

My 2 cents on the subject.


If a player like to create characters but he/she doesn't worry to make them fit in the party maybe said player should be a writer instead of... well, a player.


I think that the problem, at its core, is not with the classes but rather with the monsters.

Ex.: If the monster at hight CR, very often, can fly then the classes with no way of flying whatsoever are behind those classes that can fly by default.

In my opinion, there ought to be monsters so resistant to magic that the smart thing to do -if you are playing the caster- is to buff the fighter/barbarian/insert-mundane-damage-dealing-here and let him/her do the killing.

That left me thinking, there ought to be monsters weak to rogues as well! And what have rogues that the others classes don't? Sneak attack! (Well, there are archetypes... but you get my meaning)

Why there are no monsters resistant to magic, and resistant to physical damage (for example reducing the damage from those sources to just a single point of damage) except the sneak damage (they receive the whole number from the damage of a sneak attack)?

I imagine a monster covered in thick fur or hard scales all over its body and maybe tiny eyes open at some points in the body of that thing... and only the deadly accuracy, a.k.a. sneak attack, of the rogue can hurt it effectively.

I imagine an eldritch abomination that can only be hurt where all the tentacles join together in which supposedly is its mouth, and only... well, you, guys, get my point.

Regarding monsters resistant to physical damage and weak to magic we're already covered. But we need other kind of monsters that can offer other scenarios.


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It's not an engrossing read, or at least not for me. Your mileage may vary, I suppose. I get bored reading about rules. If it were background content mixed up with the rules it'd be a more enjoyable reading. I'd rather have lighter rules, actually, but that's just me.


Intriguing indeed, Mortuum. But the ability of casting spells can backfire as well.
-The duke's son has been murdered but the door and window are closed and intact. How can be this possible? It looks like witchcraft. Oh, wait...
-The cleric is gaining popularity with the commoners with all that healing the sick and creating food. Let's have him killed or enslaved in our dungeons so we can be the ones gaining popularity forcing him to use his powers for us.

It's a double edged sword.


Jiggy wrote:
LazarX wrote:
It's an alignment infraction no matter what if you're good-aligned.
The Guide explicitly states that an action specifically ordered by a Faction head does not count as an alignment infraction.

I only did what I was commanded to do, isn't it? Yeah, now, that sounds familiar somehow...


Well, opimization is a matter of perspective. The general view is that D&D/Pathfinder = combat, thus the better a PC is at neutralizing foes the most optimized he/she is.
However, if a DM is influenced by other rpgs such as Vampire or his/her favorite book is Machiavello's The Prince and thus he/she intends to make a campaign about courtesan intrigues then -who knows?- a skill monkey Rogue or just a regular Bard might be better than even the Wizard and the Sorceror and other main casters. In that particular table, that is.


Enervation is indeed a wonderful spell. It's a powerful debuff which has no save! Negative levels are always nasty. In addition it stacks with itself, you can just "enervate" an enemy until you kill him/her. It is considered to be the anti-caster spell, although is awesome against any class.


Ok, you could add something like "Casters may learn one spell of a secondary school of magic per each caster level." Better?


So, if the problem is that they are OP because they have so many options, options that cover what should be their weaknesses. There is one possible house-rule which is way easier to do:

-Casters pick one School of Magic, they only can cast spells from that school (maybe they can cast universal spells too, as they are supposed to be the "core" of magic). Voilá, excessive versatility is gone.


Can't I edit the first post? I'd like to be able of making changes to the original post. Anyway, I think I'll just open a Google Document or something like that.

@Ciaran Barnes: Now that you said that, I have decided to make some gnoll feats as well (more gnoll love!). I'll drop this one, tell me what you guys think of it:

Food goes down! (Combat feat)
Prerequisite: Gnoll, Animal companion (Hyena)
Benefit: Your hyena and you can share the same square at the same time. If you both attack the same foe while being in the same square then you both are considered to be flanking that foe as if you were in two opposite squares, and if either your hyena or you attempt a trip maneuver to the foe that you are flanking then you both get a +2 bonus to do so (this bonus stacks with previous bonuses, such as Kneecapper).

@John Mangrum: Oh, thank you for sharing it, I didn't found your take on Gnolls on the forum, it's slighty different from what I want but I think I'll "steal" your Four-Legged Loper trait ;)

@+5 Toaster: I was thinking... as making a Gnoll with a Bite that pack a "serious" punch requires to get rid of many traits of my "core" gnoll I might just show it as an alternative kind of Gnoll, not unlike the "Subterranean Gnoll". Maybe with the name of "Big Maws" or something like that.

@Icyshadow: Ikr, but I just followed the tradition of slothful Gnolls because they are slavers, aren't they? Slaver cultures don't seem to be industrious they rather make others to be industrious for them, if you get my meaning.

@Darkwolf117: The cleric! Oh, yes, the cleric does seem to be the most suitable choice to be the base for the class I want to make. And the Fiendish Boon Antipaladin class feature will be most certainly part of the class, at least the part of the fiendish pet (the weapon option is "meh"), I love it! Thank you for pointing it out.

Thank you all for contributing to the thread in one way or the other.


Yeah, I know real world Hyenas' bites are very powerful. Sadly, according to the Advanced Race Guide the Bite trait can only be taken up to two times and replacing 1d3 Bite for 1d4 Bite is pretty meaningless, I believe.


I love Gnolls without doubt they're my favorite monster, and I think they don't get enough love, as I found the current pseudo-official Gnoll in the Advanced Race Guide a bit lame I created a type of Gnoll that I believe has a bit more of flavor:

GNOLLS
+2 Str, -2 Int, +2 Wis (0 RP): Gnolls are strong and cunning but also slothful.
Speed: Gnolls have a base speed of 30 feet.
Size: Gnolls are Medium creatures and thus receive no bonuses or penalties due to their size.
+1 Natural Armor Bonus (2 RP)
Gnolls have Dark-Vision up to 60 feet. (2 RP)
+2 to Perception (2 RP)
Carrion Sense (1 RP): Gnolls have a natural ability to sniff out carrion. This functions like the scent ability, but only for corpses and badly wounded creatures (creatures with 25% or fewer hit points).
Natural Attack: Bite 1d3 (1 RP)
Hatred (1 RP): Gnolls gain a +1 to attack rolls made against elves and humans.
Kneecapper (1 RP): Gnolls gain a +4 racial bonus on combat maneuvers checks to trip an opponent.
Total 10 RP

ALTERNATE RACIAL TRAITS
Subterranean Gnoll: Some gnolls dwell in caverns and grottos, such individuals develop other kind hostilities; they gain a +1 to attack rolls made against monstrous humanoids and derros. In addition they also gain a +1 bonus on Knowledge (dungeoneering) and Survival checks made underground. This trait substitutes Natural Attack and Hatred.

I also want to create a class mainly for Gnolls, a Strenght-based caster with self-buffs and a bit of demon-summoning from mid to late levels. But I don't know how exactly do it, I may update this thread in the future when I start to figure that out.


Charisma for hit points for levels gained in the Vampiyrist class, but for "dippngs" into other classes the hit poins are based on Constitution as usual.
And you can make the Fort save is based on Con, regardless. And maybe a mid-late power can make all the saves based on Char in (anti)paladin fashion (only that it'd substitution instead of addition?)

One thing that I don't understand and I hope that is not too off-topic is what is supposed to represent Charisma in Undeads and "related folks", a supernatural force?


I wouldn't change the Slumber Hex, yes, I do think it is OP... in certain encounters, like a lot of things are in Pathfinder (and D&D in general for that matter).
From time to time you can make encounters with enemies that are either immune or very strong against the witch's Slumber.
Slumber is a mind-affecting effect so, undead are oozes are immune, but they are not the only option. Anti-paladins* with a nice/good score in Charisma are good enemies to counter casters all together because they have nice saves, no need of cheap magic items: +3 Charisma and adding Iron Will for good measure is all what you need.

Of course, don't make these kind of enemies the only ones.

In this way, you can make the witch shines vs the enemies that are not mindless/immune or with strong will saves. And the fighters, barbarians and the like shine vs enemies that are powerful against the witches, in these encounters the witch can buff their buddies or summon creatures to assist.

Everybody has their chance to shine, and to be helpful and I think this is good, and what Pathfinder should be. What do you think?

*I say anti-paladins because the average parties are good aligned, the classical LG paladins work too for the naughty boys.


Thanks all for the feedback, I tweaked the race a little and I think that now the over-powered factor, cherry picking of traits, is reduced; I also threw the orc weakness, Light-Sensitivity, for good measure. Moreover, I also added a bit of customization.

URLOG RACIAL TRAITS
+2 Strenght, +2 Inteligence, –2 Charisma: Urlogs have strong bodies and sharp minds, but they tend to be brutal and sadistic. And even the “best” of them are often amoral.
Medium: Urlogs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Urlogs have a base speed of 30 feet.
Dark vision: Urlogs can see in the dark up to 60 feet.
Dual-Minded: Urlogs gain a +2 bonus on all Will saving throws.
Elf & Orc Bood: Urlogs count as both elves and orcs for any effect related to race.
Keen Senses: Urlogs receive a +2 racial bonus on Perception skill checks.
Light-Footed: Urlogs receive a +2 racial bonus on Stealth skill checks.
Light Sensitivity: Urlogs are dazzled as long as they remain in an area of bright light.
Stalker: Perception and Stealth are always class skills for urlogs.
Languages: Urlogs begin play speaking Common and Orc. Urlogs with high Intelligence scores can choose from the following: Abyssal, Draconic, Elven, Giant, Gnoll and Goblin.

ALTERNATE RACIAL TRAITS
Low-Light vision: The orc blood of this urlog has been diluted therefore she loses Dark vision but also the orc weakness, Light Sensitivity, and gains Low-Light vision in place of these traits.
Elven Immunities: The elven blood of some urlogs still flows potent through their veins, these urlogs are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects. This trait substitutes Dual-Minded and Stalker.
Wicked Witchcraft: The urlogs that show talent for the arcane magic soon dabble with all kind of primitive fetishes. These urlogs receive a +2 racial bonus on Use Magic Item skill checks. This trait substitutes Light-Footed.

I used 7 RP on this current incarnation:
Dark vision 2 Light Sensitivity –1 (Weakness) OR Low-Light vision 1
Dual Minded 1 + Stalker 1 OR Elven immunities 2
Skill Focus (Perception) 2
Skill Focus (Stealth) 2 OR Skill Focus (Use Magic Item) 2


Hello, fellas,
I'm making a world campaign in which orcs and elves are able to produce mixed raced off-springs. I know that this has been done before although I am not so convinced with what I have seen up to know. I messed around a bit with the Advanced Race Guide and I created this:

**Urlogs**

URLOG RACIAL TRAITS
+2 Strenght, +2 Inteligence, –2 Charisma: Urlogs have strong bodies and sharp minds, but they tend to be brutal and sadistic. And even the “best” of them are often amoral.
Medium: Urlogs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Urlogs have a base speed of 30 feet.
Dark vision: Urlogs can see in the dark up to 60 feet.
Dual-Minded: Urlogs gain a +2 bonus on all Will saving throws.
Elf & Orc Bood: Urlogs count as both elves and orcs for any effect related to race.
Elven Immunities: Urlogs are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Urlogs receive a +2 racial bonus on Perception skill checks.
Quick Reaction: Urlogs receive Improved Initiative as a bonus feat at 1st level.
Languages: Urlogs begin play speaking Common and Orc. Urlogs with high Intelligence scores can choose from the following: Abyssal, Draconic, Elven, Giant, Gnoll and Goblin.

Urlogs tend to be Barbarians and Witches.

The idea is that they can be playable, I used 9 RP:
Dark vision 2
Dual Minded 1
Elven immunities 2
Keen Senses 2
Static Bonus feat 2

So, what do you guys think?