Bone devil

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I'm not sure how discussion of resource depletion was covered, but I think that in a sandbox game the mass harvesting of wood should deplete patches of forest. This would have two awesome benefits:

1) The natural depletion of resources will be a realistic and natural source of conflict between nations, cities, etc. Wood fuels nations but the need for wood fuels war.

2) The amount of forest depletion has to be kept in check. If characters like druids, rangers and woodland barbarians have an incentive to preserve their forests, this will create a fascinating new faction: The tree huggers. Whether you love them or just love killing them, nature oriented factions could be awesome if they had a real incentive to fight deforestation.

My 2 cents on lumber.


I'd love to see dire bats and other suitable flying mounts in the game. Plea over.


I just don't get what this means- I see a lot of creatures who's special abilities simply say "Con Based DC"- Take the giant spider's poison for example. I don't know what this means and I can't see an explanation anywhere.

Is the DC something like 10+the animal's con modifier or something?


PvP isn't the whole game by any means, but it's such a fundamental aspect of online MMO's that I'm surprised it hasn't been covered by the blogs yet. There's a lot that I'd love to see addressed:

1) Will there by attempts to promote "tanking"? In other words, will savy tanks be able to knock opponents down or otherwise prevent enemies from destroying the squishies? Games like WoW have simple "aggro" mechanics which it relies on in PVE situations, but PVP is a chaotic because aggro doesn't effect PC's. I think if PFO executes martial classes well, they'll be able to disrupt other player characters or keep them engaged.

2) How will friendly fire be handled?


Could this work? I want to make a gnomish inquisitor who rides a giant beetle companion (animal domain). I was thinking of giving the guy full plate proficiency, a nice beefy shield and a repeating hand crossbow.

I know the thinking is that crossbows are worse than bows, but could it work if you were making up for the lack of damage with some sweet AC?


Could this work? I want to make a gnomish inquisitor who rides a giant beetle companion (animal domain). I was thinking of giving the guy full plate proficiency, a nice beefy shield and a repeating hand crossbow.

I know the thinking is that crossbows are worse than bows, but could it work if you were making up for the lack of damage with some sweet AC?


I was just wondering, could it be practical? Is it possible to carry a siege weapon around as your main mode of attack?


The Bestiary III came out fairly recently and now I'm waiting for the advanced raced guide. Ultimate Equipment should be fun and so should the Bestiary IV. But what next?

I feel like an Ultimate Class Guide would be in order. This is something I'd be really interested in buying if it ever came out, and I feel like there's a world of stuff to be added.


Historically, I don't know if full plate wearers ever fought off horse back. That's why recently the thought of a warrior waddling around all turtles up in his armor has been making less and less sense to me. Is anyone else bothered by the lack of "realism" in walking around covered in full plate?


We've all seen it in WoW and similar games: Players and NPC's don't truly take up space, so you can actually run through them. Not only does this look half assed and ugly, it can also screw with the tactics of large battles (which we know we'll see in PFO). Are players going to be able to walk through each other when the game comes out?


In pathfinder, enlarge person is one of the most beloved buffs among players. Large size does confer certain advantages, so it's constantly being casted.

The problem:

A sufficiently useful buff will become ubiquitous. If being large is generally an improvement, people will run around casting it and/or having others cast it on them. The problem is that now you have a game of magically educed giants, and it just looks terrible.

I've seen some of this enlarge person abuse in some neverwinter two servers and it got very ugly very fast. Just imagine watching The Lord of The Rings, but in this version of the movie Gandalf turns himself and all his friends into giants every time they go to battle. It would be a pretty obnoxious movie.

What I'm asking for is an aesthetic approach to game design. If something has the potential to throw a bucket of cornysauce onto the whole world, please don't implement it.


I've always wanted to roll a ranger with a high craft trap skill. By RAW there seem to be a ton of options. Poison tipped weapons traps, etc. etc. I also realize there's a bit of paperwork involved, which is why I've never seen them in action. Are traps effective? Does anyone have experience with them? Are they a waste of time?


I realize that druids are usually considered to be the best shapeshifting class, what with natural spell and all. But recently I've been thinking about the potential for a polymorphing magus.

1) In terms of BaB, the magus can go toe to to with a druid. The same goes for hit dice.

2) The magus can eventually wear heavy armor, which can contribute to being even tougher than the druid.

3) The magus has access to all the undead anatomy spells. To me this is key to his shapeshifting glory, because the forms allowed in transformation can usually handle the verbal and somatic components involved in casting. Thus, like the druid, the magus can cast while morphed.

4) The math: With Undead Anatomy IV, taking the form of a large undead will really help you out. you take a -1 to your ac from being large and a -1 to ac from the spell taking away 2 dex, but gain +6 natural armor, resulting in a net bonus of +4 AC.

The +6 strength and +2 con don't hurt either.

So do you think the magus can out-morph the druid?


I recently had an idea for a Pathfinder PvP arena. I thought it would be fun for the both of us to build teams of 2-3 players to go head to head.

Has anyone done something similar?

Also, assuming a 15 point buy, what would be a solid 2-3 man team?


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In the neverwinter games, characters could only carry one summoned entity around at a time. If you had an animal companion, then technically two. This was a major nerf and character immersion killer for summoning oriented mages. Sure, it made games run a little faster, but it was a big sacrifice in my opinion.

I hope there will be no major limits to how many summoned creatures you may have at a time. This way, necromancers can really move around with squads of corpses (true to animate dead) and conjurers can summon many beasties onto the battlefield.


Has anyone here had experience with a vermin companion? If so, how do they compare to animals? I'm considering making a beastmaster ranger with a giant beetle or spider but I don't know if this is gonna be weaksauce.


For combat oriented players in PFO it seems like we will have access to all 11 core classes.

I think it would be so awesome if PFO threw us a brand new class!!! Not something from the APG, UC or UM but a brand new class.

I sound pretty greedy right now (sorry). But I just think it would be such an awesome surprise.


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I was just kind of wondering about this. When settlements start coming to life, will there be NPC warriors involved in combat? It's logical to say that among the NPC residents of settlements and kingdoms some of those locals would be trained for warfare.

I say warrior NPC's might be a good thing, and here's why:

1) The players won't be on 24/7. Games have peak hours and off peak hours, so a devoted horde of players could probably strike at 4am on a tuesday morning and take out a whole city if they were organized and they wanted to.

2) Large groups of players rarely act in an organized way in battle. I've seen some large scale WoW battles and it seemed like a swarm of people were jumping over each others heads and flinging spells every which way. If NPC armies march at the king/ruler's orders, they will form an organized nucleus around which actual characters can organize coherent tactics.

I'm hardly confident in my opinions, but I'd love to see some discussion.


Since they arrived in Ultimate Magic I've really wanted to make a ranger (or animal domain cleric) with a vermin companion: Especially the Giant Spider or Giant Beetle.

Has anyone had experience with vermin companions? Yea or Nay?


By looking at the RAW, the animate dead spell looks like an absolute beast. Apparently you can raise anything with a body, and can have up to four times your HD of summoned HD. In other words, a level 5 cleric can summon 20 HD. You can turn that into three undead dire crocs, 4 cyclopses, etc. It seems you can raise multiple creatures of a CR at or greater than your level.

Is this inherently broken? I've played a lot of necros, but never about level 4 so I could never get to use this spell. I'd imagine it as severely overpowered: Am I wrong?

Also, what's a better tactic? A few big bad zombies or a horde of smaller ones?


Clan Name: The Void Gazers

Premise: A guild dedicated to promoting necromancy, alchemy and other “dark arts and sciences.” The guild exist for the following reasons:

I: For the right to live a life free of halflings.

II: For the right to survive in a world with paladins, clerics and other potential enemies of the unsavory arts. By any means necessary.

III: To live in a world of intellectual and moral freedom where no magical or alchemical experimentation is considered taboo.

IV: To venerate rats, bats and vermin. Rats carry lethal pestilence, bats are misunderstood creatures of the night (And hopefully awesome mounts) and vermin are directly linked with death itself. The guild will promote the use of such animals as companions and such. (Although there will be plenty of room for skilled horsemen too).

Economics: The guild will have members who craft arms, armor and magical items of all sorts. Crafting should be a large part of the guild’s income.

Government: Oligarchy. There will be three or more different leaders who will share power.

Alignment: Roughly chaotic neutral. While some of what goes on behind castle walls will be dark, even “evil” to some, not all students of the dark arts are evil. We also don’t want to wage war for the sake of being evil.

Your character in this guild:

-No halflings.

-No bards. They sing music in battle, but we fight in battle.

-No druids. Their love of nature and opposition to the undead (as well as their dislike of technology and progress) make druids natural enemies of the cause.

-No Monks. We’re not a lawful guild in any sense, and ki energy is viewed as “beneath” the arts of magic and armored/armed fighting.

-No Paladins. Paladins are the genuine enemies of the cause.

Besides these restrictions, any type of character will be allowed. You need not be a necromancy oriented spellcaster, alchemist or other user of dark magic. As long as you support the cause, all types of soldiers, craftsmen and other citizens are welcome. Just don't be squeamish when people attack us and we have to pummel them with skeletons, demons and diseases!

If anyone's interested in the possibility of getting involved, let me know.


I played neverwinter nights 1 and 2 for a while and have played pathfinder for a long time. It's safe to say that I've made every type of character possible at least twice, and I'm getting tired of seeing the same wizard, the same fighter, the same ranger, etc. over and over. I'd like to see Pathfinder Online change these roles up a bit.

I've seen a wizard. I think the PFO wizard should be different. It should have it's own spells and it's own style. I want to see a new vision of the ranger- the rogue. Everything! I'm not saying the core classes should be destroyed or changed radically, but I feel like they should feel new in a sense.


I get it, crossbows have been considered the inferior ranged weapon in D&D for ages. Well I've had enough! I'd love to see them come into their own in PFO. I'd love if they had cool bayonet charge options and other stuff to set them apart from long/short bows.


I'm sure there will be "Good guy" organizations out there when the game launches. I'm wondering if the persecution of necromancers and the like will play out as I expect or if dark wizards/sorcerers will be tolerated. I'm planning on trying to join/establish a group that promotes freedom for dark magic users and alchemist to experiment and master their crafts. Will I have enemies?


Lately I've been thinking back at some of the more massive encounters I ran as a DM. A swarm is something I don't like to throw in too often because of how long a large battle take, but when they're pulled off right I find they can be pretty cinematic and fun as hell. I once threw a level 5 party of mine against a small goblinoid village, pitting the poor guys against 20+ goblins (I may have used the advanced template for the goblinoids, I forget), 10 or so hobgoblins and around 4 ogres just for good measure.

The human ranger, human archaeologist bard and gnome alchemist that fought them were able to hold down a couple of choke points and murder everything that lived. IT WAS EPIC! Bomb splash damage was downing guys left and right, the archaeologist was able to cripple the horde with a slow spell and the ranger was at least decent enough to not die.

Have any of you here dealt with very large encounters? Did any DMs find them difficult to balance? For those with experience, do you find that the amount of paper work makes such battles dull?


I'm a disturbed man. A man of extremes, really. When the topic of friendly fire came up, (usually because I brought it up) I scowled in dismay at those who wanted a no FF game. However, because Pathfinder Online is the one thing on planet earth that I have hope for, I feel that it is in my best interest to be a positive influence on the message boards. Rather than butting heads with those who disagree with me, I want to be productive.

And here is the fruit of my most recent mental labors:

Fact: Friendly fire from spells, explosions, etc. is important in keeping the game internally consistent as a simulation, both as a fantasy world and a game of PVP and PVE combat tactics.

Fact: There are those who despise friendly fire. For them, the "realism" of their endeavors is not quite as important as dying for what they see as no reason.

Idea Time: In the same sense that feats exist to increase spell DC's, feats could exist that would hamper the raw power of magic versus familiar/allied targets. Such feats could reduce spell DC's versus the caster and allies, even without the use of metamagic. I will never flinch from the notion that friendly fire is essential, but those who despise it should have options: Options for their own spell casting characters as well as options to ally with spell casters who put effort into ensuring that they don't accidentally kill their buddies. Even I would consider taking such feats as a caster, because they would represent an actual mental effort on behalf of the caster to mitigate damage to allies, and therefore make perfect sense as opposed to granting an inexplicable invulnerability to everyone.

I am by no means a game developer, and I apologize if I come off as shoving ideas down the dev team's throat, but I feel like this solution could settle the FF debate for all but the most hot headed of prospective players. I'd love to hear feedback from both sides of the argument, and see if something like this would keep the fan base together.


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I see no reason why a copy of your character sheet should be available to others, even allies. After all, in real life you do run into people who clearly appear to be soldiers, cops, nurses, fire fighters, office workers, etc. However they don't walk around with copies of their resumes and diplomas hovering above their heads. They could be impostors!

I had a good deal of fun playing a disguise oriented rogue in neverwinter nights' online servers. I had an evil streak back then, and some of my favorite tricks involved pumping points into UMD to appear as a mage or spending feats on armor/weapon proficiencies. (I had a great deal of fun pretending to be a paladin). Typically, I'd murder those who fell for my disguises, pickpocket them or otherwise be a deceitful bastard.

This brings me back to Pathfinder Online. I think it would be wrong to force people to reveal their true "class identities". World of Warcraft does it, but I think this is going to be an altogether different game. In a sandbox, spies and assassins should be allowed to do their thing without basic game rules rendering their roles obsolete.


Come on!!!


I've been feeling some grief lately over crossbows. What are we to do with the bow and arrow's sub-par high tech cousin?! I have a proposed "fix" that will attempt to redeem the crossbow without simply making it as powerful as traditional bows. The solution? Make them different!

Fix number one: I was extremely disappointed when I learned that attaching a bayonet makes a crossbow useless for shooting. This makes little sense to me, but if it is what it is, how about a feat to fix this?

feat 1: Attaching a bayonet now does nothing to disrupt shooting. Furthermore, a character taking this feat has learned to use crossbows and their bayonets as a functional whole. From here on in, any weapon focus, improved critical, etc. feats now effect attack rolls with both the bayonet and crossbow component.

Another feat could help solidify this style of fighting:

feat 2: You have learned to charge frantically into combat with your crossbow firing off a shot before your bayonet finds it's mark. Benefit: When charging an opponent with a crossbow mounted bayonet, you have the option of firing one shot with your crossbow as a free action at your second highest base attack bonus. This shot must be fired within 15 feet of the target of your charge.

Prerequisites: Proficiency with a crossbow and bayonet, Point Blank Shot, Feat 2, BaB +6

I think a feat chain like this will make crossbows great weapons in their own right while still lacking the overall ranged damage a longbow archer can offer. This model of crossbow fighting is not only fun, but represents something mind numbingly cool: A desperate, terrifying charge not possible with other weapons.


When Pathfinder Online comes out, what will you roll? For the sake of argument let's assume that you just have one shot at it. I'm just curious about the "dream characters" that people have been coming up with in their heads. I'm especially curious to see how many people make characters for battle versus harvesting/business/etc.


DISCUSS!


Traps are fun! A high perception DC here, a little poison there, and with a good craft trap roll a player can make something really awesome in pathfinder. Keeping the craft trap skill relevant will do a lot for the game.

First of all, it's an excellent skill for merchants (who may sell pre-made traps), workers (who may want to keep some protection around) and for general combat awesomeness. Traps also allow for some incredibly interesting PVP opportunities, and the ability to set them should exist in game.


It may be a little counter productive to ask the developers about things that wouldn't be established until the game has been out for a while, but I will shamelessly do it anyway (;

Has the possibility of additional playable character races in PFO been considered by Paizo? Does anyone think that adding more race options would be a good idea? Personally I think there are a lot of cool villain and anti-hero roles that could be filled by goblins, hobgoblins, kobolds, full orcs and above all else, tieflings and strix. I think if the latter two races were considered core options they would be selected more often than halflings and gnomes, but that's just my opinion.

The tiefling is a staple of D&D and by extension, pathfinder. They are one of the most loved non standard player races of all time. As for the strix? To be honest I think it is one of Pathfinder's least appreciated contributions to pen and paper RPG's. If paizo makes something this god damn sexy, it should be put to good use.


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Discuss!!!


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Think about it! You could need powerful siege weapons to destroy or damage buildings (except for wood buildings which could be burnt) so it won't exactly be easy to destroy an enemy stronghold. If destroying key buildings is difficult enough, it could require sieges over an hour in length. Of course it's always easier to defend a castle than it is to tear it down, so such sieges would require a tremendous prolonged effort. This could give the game a cinematic "Helms Deep" feel as player factions struggle to aquire/destroy land.

Destructable/stealable buildings would heighten the stakes for players in a game where death doesn't grant terrible penalties, and it would make Pathfinder Online's wars feel much more important that some world of warcraft guild battle.


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One of my problems with the monk class is that I've always considered it an Asian flavored class and I prefer a more typically medieval setting for my games. I was wondering how other DMs/players treat the monk in their game settings: Is it something to keep out of a medieval Europe style fantasy setting? Or would a monk style character feel at home in a Lord of the Rings style setting?


Okay, first of all I'd like to say that this isn't a flame thread. As a matter of fact I think the summoner class was beautifully written and I commend the design team for thinking outside the box with it. I just want to share my experience with others and see if other Pathfinder players had the same problems I did.

I rolled an elven summoner and I only got the thing to level two, but even that early in the game I saw a problem. I took the bipedal form and gave the thing 4 evolution points for proficiency in martial weapons and a feat for light armor use, so my eidelon was attacking with a claw and a longsword at around +5/+5 (without buffs)and had at least 19 AC at level two. Overall my character and his summon seemed on par with the barbarian in terms of power level, considering I could heal the eidelon and with rapid shot I had a total of four attacks between two guys versus the barbarian's one. If I really had to go toe to toe with that barbarian, I don't know if I could've won. I didn't feel overpowered as I feared I would.

So what was the problem???

I felt like I was hogging the spotlight. Not only did I get two turns while everyone else got one (typical of casters who summon) but I really felt like I had two characters to role play. The barbarian had a distinct personality whereas I felt like I had to struggle to breathe life into two entities. It was a role playing nightmare!!! Has anyone else been in this situation?


I'd really like to know if and how flight will be implemented in PFO. The fly spell as written in pathfinder is a world of fun: A fly speed of 60, or 40 with an encumbrance or medium/heavy armor. Will there be any intact variant of this in the final game? I can just imagine the chaos: squads of characters flying around and dealing death from above! Surely there are spells out there that might be hard to implement in an MMO (I'm looking at you, time stop) but I hope fly makes the final cut.


I'm wondering if multiclassing will be "gimped" in PFO like it is in pathfinder. One of the games' blog posts mentioned how players will be rewarded with a capstone ability for sticking to one path for all 20 levels, which I really do like. But the game design team does seem to want player characters to be as individual and varied as possible, which makes me think that multiclassed characters ought to at least be viable. I guess I want to know if a lot of thought has been given to the subject yet.


I'm a tad concerned for the integrity of PFO's setting. While the original seven races will be the only playable ones at first, we can't forget that paizo has rules for catfolk, ratfolk, monkey people and other blatant furry races. I'm extremely worried that later expansions/updates will allow furies to frolic through the game unimpeded.

It's not that I believe all furries should be thrown away in camps (this would be a terrible burden on the tax payers) but we should not extend the olive branch to them either.I have several reasons why PFO should not be a furry friendly game.

-Allowing (INSERT ANIMAL HERE) people into the world would be taking a shit on D&D's Tolkien origins and cramming a World of Warcraft aesthetic down the players' throats.

-Furries tend to admire other furries and network with each other. On the surface this seems like a good thing because it will inspire racial interest guilds. However in practice this will just amount to a bunch of cat people elitists engaging in cybersex activity the second they aquire property.

-Some races (mostly non core) have animalistic features while being undeniably better designs than furry races. For example:

+Strix have a haunting bird/bat like appearance, but aren't as simple as "human + x animal"

+Half Orcs look like bestial monsters. The image of an ape or boar comes to mind.

+Tieflings have horns which are arguably goat like.

In conclusion, please don't let this game devolve into furry masturbation fodder.


The other day I had a wondrous thought. I wanted to start a clan of flyers! By having sorcerers and wizards cast fly on themselves and their allies, I could have a flying horde of bad asses. The name? Wings over Golarion :D :D

However, making a clan full of flying characters has some logistical problems. For example, PFO is early in development, and I simply don't know if there will be a "fly" spell, or if it will work anything like it does in the book. Also, flying mounts are an option but I just don't know if they'll be in the game either.

If anyone's interested in my premise, let me know because I'm looking to collaborate. There is work to be done and the skies of Golarian will be ours for the reaping.


I haven't gotten to see the book yet, so I'm curious which pc races are introduced.


I've been having trouble as of late with the idea of the little folk fighting. The more I look at it, the more baffled I become. It's at the point where I'm considering not allowing gnomes(formerly a favorite race of mine)in the games I DM. As far as fantasy goes, I realize you can write/say/do whatever you want, but I enjoy a bit of common sense in my world. With that in mind I have found myself wondering over and over: "What the f*** are these puny creatures doing with a bunch of tough, dangerous adventurers?" All in all I find both races woefully inadequate as true combatants.

Halfling Battlefield qualifications:

Halflings posses great luck. Seriously? LUCK?!

Halflings get a bonus to perception. Ideal for a prey animal.

Halflings are slow. They are also small. They are quite literally small, slow creatures. What the f%&&?

Halflings are charming and child like. Ideal qualities for fighting ogres, really.

Gnome Battlefield Qualifications:

Gnomes have some nifty magic. Just nifty, kind of useful. Nothing more.

Gnomes are also small, slow creatures.

Before I get torn apart for being a hack and slash bastard, keep in mind that I know not every mission involves combat. But ultimately, combat is a part of virtually every game. (At least give me some credit for not talking in power-gamey terms). I just think that being little and puny means a race should avoid battle, barring extreme circumstances or racial abilities. Try as I might, the image of a halfling or gnome slaying a troll just doesn't do anything for me. I find it kind of unsatisfying.

Any thoughts?


I've been having trouble as of late with the idea of the little folk fighting. The more I look at it, the more baffled I become. It's at the point where I'm considering not allowing gnomes(formerly a favorite race of mine)in the games I DM. As far as fantasy goes, I realize you can write/say/do whatever you want, but I enjoy a bit of common sense in my world. With that in mind I have found myself wondering over and over: "What the f*** are these puny creatures doing with a bunch of tough, dangerous adventurers?" All in all I find both races woefully inadequate as true combatants.

Halfling Battlefield qualifications:

Halflings posses great luck. Seriously? LUCK?!

Halflings get a bonus to perception. Ideal for a prey animal.

Halflings are slow. They are also small. They are quite literally small, slow creatures. What the f#~*?

Halflings are charming and child like. Ideal qualities for fighting ogres, really.

Gnome Battlefield Qualifications:

Gnomes have some nifty magic. Just nifty, kind of useful. Nothing more.

Gnomes are also small, slow creatures.

Before I get torn apart for being a hack and slash bastard, keep in mind that I know not every mission involves combat. But ultimately, combat is a part of virtually every game. (At least give me some credit for not talking in power-gamey terms). I just think that being little and puny means a race should avoid battle, barring extreme circumstances or racial abilities. Try as I might, the image of a halfling or gnome slaying a troll just doesn't do anything for me. I find it kind of unsatisfying.

Any thoughts?


EDIT: wut?

http://www.d20pfsrd.com/races/races-of-the-dragon-empires/nagaji

First off, I'd like to note that I made the following race with the help of Golden's Guide to Race Creation.

http://www.giantitp.com/forums/showthread.php?t=183223

As for the main event, here it is:

Nar'gul

(0) +2 Dexterity, +2 Charisma, -2 Constitution

(0) Medium Size

(0) Humanoid

(2) Darkvision (60 feet)

(0) Weapon Familiarity/Proficiency: All Nar'gul are proficient with the star knife (their traditional weapon of choice) and Spiked Armor. Nar'gul treat the khopesh as a martial weapon.
s
Note: Golden’s Guide to Race Building lists weapon proficiencies as a one point ability, but the only two weapons my race gets automatic proficiency in are such weak/situational choices that I chose not to deduct a point.

(4) Spiked Tail: Nar'gul possess a long, sinuous tail that ends in a spike. This provides a secondary attack that deals 1d6 slashing damage.

(4) Spell Resistance: Nar'gul characters posses SR 5+lvl

(-1) Frail Flesh: Nar'gul spell resistance counts as 2 higher than it actually is when a healing spell is directed at the Nar'gul. In addition, the DC to heal or otherwise stabilize an Nar'gul is 2 higher than normal.

Note: While this was not in Golden’s Guide as an example ability, I estimated it’s worth at around -1 point.

(1) Acrobatic: Nar'gul tails aid in balance and delicate maneuvers, granting Nar'gul a +2 bonus to the acrobatics skill

Description

Nar'gul resemble pale, lithe humans with a few very notable exceptions. For one, they lack any sort of hair- In it’s place they possess spiny fins on their heads (look up dark naga in the bestiary for a good visual example). These fins vary in hue from dark blue to violet to shades of gray. In addition, Nar'gul posses long tails that end in scythe like spikes that can vary greatly in length and appearance between individuals. Average Nar'gul height is about three inches shorter than average human height.
Nar'gul culture is ancient and their race’s past is shrouded in mystery. While some call caves home, others are just as welcome in forests or cities. Their large but secluded native island has long been subjected to bombardment by some unseen magical force, and over time the Nar'gul have developed a resistance to magic that helps them survive in such a place. Because of a constant preoccupation with pleasure and a rash temperament, most Nar'gul gravitate towards the neutral and chaotic end of the alignment spectrum, although this is far from a rule.


Discuss.


I've heard that people do online sessions of pathfinder. Where would I go/who would I ask to get invited into one or start one?


If you have a claw attack and wield a one handed weapon in your main hand, can you use your weapon normally with the addition of a secondary attack, or do you follow the rules for two weapon fighting?


I'm a little conflicted. Part of me wants to introduce alternative racial options for players in my campaign but the other part of me finds it a little (for back of a better word) unrealistic. While I want to see how a kobold character could play out, when I run it in my head all I can see is a vermin race that will be ignored by most NPC's. The same applies for Hobgoblins, tieflings and some of the other goodies in the bestiaries. How do you handle alternative races? Do you allow them in your campaigns? Are they game changers? Should I just rewrite the world's view of races traditionally seen as "lesser"?


I want to see some homebrew races people have made, with the rules from the beta of the ARG or elsewhere. I'm just curious how the typical pathfinder player's imagination works.

Full Name

Lady Calista Lisia ir'Romano

Race

Power running: Empathy, Conceal Thoughts, Inertial Armor, PP PT[48/48] C[29/29]

Classes/Levels

| Conditions: none

Gender

LN Psion/Cryptic 6 | HP: 48/48 | AC: 18 ( Tch 14, Ff 16) | CMB: +4, CMD: 17 | F:+2/6, R:6/10, W:8/12 | Init: +3| Perc: +14/16, SM +10 | Speed: 30ft |

Size

6'1

Age

N/A

Alignment

LN

Languages

Telepathy [Link mind] Abyssal, Aquan, Auran, Celestial, Common, Draconic, Giant, Ignan, Infernal, Terran, Undercommon, Sylvan;

Strength 10
Dexterity 16
Constitution 10
Intelligence 20
Wisdom 16
Charisma 12

About Lady Calista Lisia ir'Romano

Image of Lady Calista Lisia ir'Romano

[Gestalt] Investigator L8 / Psion (Telepath) L8 / Crypitic [L8]

Description

This tall, slender Elan, has a slight elf look to her. She is attractive while being a little off putting. Mostly down to her manner and the fact her eyes glow electric blue. Other than that her hair is fine and white, her hands and feet hair slender. She do's not look that strong but when she moves its with some grace. She has on finely made and piratical military like clothing fit for a Noble woman. Her only weapon seems to be a sliver dagger and odd looking gun on her pouched belt pouch. Also on her belt is an crystal in a clip.

Personality
The Lady Calista is complicated. On meeting her she acts as a simple noble woman on business. But spend time with her and you may start to think that Calista is always thinking, cold, logical, focused, meticulously calculating and assessing and that she do's not show this any emotions. She tends to hides her talents and Ability's. She is very well educated with a knowledge of most subjects deeper than most. she tends to keep herself to herself, letting others take the lead. Only when she needs to dos she engage with others in acts of violence, when she dos, and she try's he best never to have to, it's with deviating effect.

This is is likely to say.

"Talk, no I don't need you to talk, you have already told me all I need to know."

Crunch:

20 point buy

Str=10 [+0] [0p]
Dex=16 [+3] [5p][+2Item]
Con=10 [+0] [0p]
Int=20 [+6] [7p][+2Race+1Level+2Item]
Wis=16 [+3] [5p][+2Item]
Cha=12 [+1] [2p]

Offence

Movement"
Land 30'
Power - Metamorphosis 6mins
Swim speed of 40 feet.
Climb speed of 40 feet.
Burrow speed of 30 feet.
Fly speed of 20 feet (poor).

Init +6 Perception +14/+16 [item]
6/r 1SP
Blindsense (10 feet),
Darkvision (30 feet),
Low-light vision,
Scent

BAB+3 RBAB +7 MBAB+4

H2H
Unarmed strike TH+4 DMG1d3 B+NL
Cold Iron Dagger: TH+4/RTH+7 DMG[1d4] 20'

Ranged:
Disrupt Pattern RTA TH+4 DMG[1d6+5+2d6] 30'
Mind thrust 1d6 DC15 Range 55'
Energy Splash RTA+7 1d3 Range 55'
Telepathic Lash 55'

CMB +4 [+4BAB+0STR+0Size+0Other]

Defiance

[5/5 Hero points]

Senses perception +14 [Item]

HP=[6x(1d8class] +(6x0con) = [48/48]

AC17/19/23/ T13 FF16 [10 +4Armor* +3Dex +0Item]
Power-Dex +4 [+2 AC 6 mins]
power-Internal Armor +4* 1p 6 Hours
power-Force Screen +4 6 mins [1p] +6 6mins

Power DR5/magic 6mins [5p]

CMD =17/21 [10+4BAB+0STR+3dex] [+4 Race 1pp]

Saves:
F=2/6 [+2class+0Con]
R=6/10 [+4Class+3Dex]
W=8/12 [+5class+3Wis]
1pp=+4 on save

--Focused--
+10 circumstance bonus on Bluff checks against those attempting to discern its true intentions with Sense Motive.

Feats and Traits

Feats
Levels
1:Access Psionic Talents
2:Psicrystal Containment
3:-

Class Bonus feats Pisonic
1:Psicrystal Affinity
2:Improved Metamorphosis

Race
1: Psionic Talent feat +2pp

Item
-:Alertness + Improved Evasion, [item-Psicyrtal]
-:Blind Fight [item-wayfinder]

Weapon + Armor Proficiency
Classes - proficient with all simple weapons, rapier, club, dagger, heavy crossbow, light crossbow, shortbow, quarterstaff, and shortspear.
Proficient with light armor but not with shields.
Armor does not interfere with class features.

Traits
1:
2:‎

Drawbacks

Special Abilities:

Mental Intrusion (Ex)
Increase the save DC of any mind-affecting power by 1 for every 2 power points spent. For the purpose of this ability, you may spend additional power points augmenting a mind-affecting power’s save DC even on a power that normally does not have any augment options.

Endure Elements, always on.

Dos not age.

Skills:

Skill Points 6x(2+5INT)=[42] [39 used]
^Acrobatics*(Dex)____++1rank,+3Dex}
^Appraise(Int)____+9{+1rank,+5Int}
^Autohypnosis(Wis)____+13{+6rank,+3Wis+1Item}
^Bluff(Cha)____+5{+1rank,+1Cha}
^Climb(Str)____+4{+1rank,+0Str}
^Craft(Trap) (Int)____+12{+1rank,+5Int+3class}
^Diplomacy(Cha)____+5{+1rank,+1Cha}*
^Disable Device____+7{+1rank,+3Dex}
^Disguise (Cha)____+5{+1rank,+1Cha}
^Escape Artist(Dex)____+7{+1rank,3Dex}
^Fly(Dex)____+7{+1rank,+3Dex}
Handle Animal (Wis)____+3{0rank,+3Wis}
Heal(Wis)____+3{+0rank,+3Wis}[item]
Intimidate(Cha Int)____+1*{+0rank,+1cha}
^Knowledge (Arcana/Psionics)(Int)____+09{+1rank,+5Int}
^Knowledge (Dungeoneering)(Int)____+09{+1rank,+5Int}
^Knowledge (Engineering)(Int)____+09{+1rank,+5Int}
^Knowledge (Geography)(Int)____++09{+1rank,+5Int}
^Knowledge (History)(Int)____+09{+1rank,+5Int}
^Knowledge (Local)(Int)____+09{+1rank,+5Int}
^Knowledge (Nature)(Int)____+09{+1rank,+5Int}
^Knowledge (Nobility)(Int)____+09{+1rank,+5Int}
^Knowledge (Planes) (Int)____+09{+1rank,+5Int}
^Knowledge (Religion) (Int)____+09{+1rank,+5Int}
^Linguistics(Int)____+09{+1rank,+5Int}
^Perception(Wis)____+12{+6rank,+3Wis}
^Perform[All](Cha)____+1{+0rank,+1Cha}
^Profession[All](Wis)____+3{+0rank,+3Wis}
Ride(Dex)____+3{+0rank,+3Dex}
^Sense Motive(Wis)____+10{+4rank,+3Wis}
^Sleight of Hand(Dex)____+8{+2rank,+3Dex}
^Spellcraft(Int)____+9{+1rank,+5Int}
^Stealth (Dex)____+7{+1rank,+3Dex}
Survival(Wis)____+3{+0rank,+3Wis}
^Swim(Str)____+0{+0rank,+0Str}
^Use Magic Device(Cha)____+5{+1rank,+1Cha}

concentration [+14][5Int+ML/CL+6+3Item]

^In Class Skill Bonus +3
* Background Points

-=Non-Standard Skill Bonuses=-

*Autohypnosis +1 Item
*-1 penalty to Charisma-based skill checks when dealing with non-elans.
*+10 circumstance bonus on Bluff checks against those attempting to discern its true intentions with Sense Motive.

By entering a deep meditation, allowing you to concentrate on a single problem, philosophical issue, or memory. This trance lasts 1d6 rounds, during which time you can take only move actions and gain a bonus equal to your psychic level on all saves against sonic effects and gaze attacks. When you come out of your trance, you can attempt a single Appraise, Knowledge, or Spellcraft check with a +20 circumstance bonus. You can enter a focused trance a number of times per day equal to your Wisdom modifier. 4/day

-=Languages=-
Languages:Telepathy [Link mind] Abyssal, Aquan, Auran, Celestial, Common, Draconic, Giant, Ignan, Infernal, Terran, Undercommon, Sylvan;

Race Edan:

Racial Traits
+2 to one ability score: Elans gain a +2 bonus to one ability score chosen at creation to represent their varied nature.
Aberrant Blood: Elans are of the humanoid (aberrant) subtype.
Medium: Elan are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Elans have a base speed of 30 feet.
Aberrant Nature: Although human in appearance, elans suffer from a nature slightly off from the rest of the non-elan society. They suffer a -1 penalty to Charisma-based skill checks when dealing with non-elans.
Naturally Psionic: Elans gain the Wild Talent feat as a bonus feat at 1st level. If an elan takes levels in a psionic class, she instead gains the Psionic Talent feat.
Resistance (Su): Elans can use psionic energy to increase their resistance to various forms of attack. As an immediate action, an elan can spend 1 power point to gain a +4 racial bonus on saving throws until the beginning of her next action.
Resilience (Su): When an elan takes damage, he can spend power points to reduce its severity. As an immediate action, he can reduce the damage he is about to take by 2 hit points for every 1 power point he spends.
Repletion (Su): An elan can sustain his body without need of food or water. If he spends 1 power point, an elan does not need to eat or drink for 24 hours.
Psionic Aptitude: When an elan takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point.
Languages: Elans begin play speaking Common. Elans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Class -> Investigator - Psychic Detective:

BAB+6/+1
Saves /+2/+6/+6

Class Skills
Skill Ranks per Level: 6 + Int modifier.
The investigator’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha)

Class Features
The following are the class features of the investigator.

Weapon and Armor Proficiency
Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields.

Alchemy (Su)
Investigators are highly trained in the creation of mundane alchemical substances and magical potion-like extracts. When using Craft (alchemy) to create an alchemical item, an investigator gains a competence bonus equal to his class level on the skill check. In addition, an investigator can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to attempt such a check. Like an alchemist, an investigator prepares his spells by mixing ingredients and a tiny fraction of his own magical power into a number of extracts, and then effectively casts the spell by drinking the extract. These extracts have powerful effects, but they are also bound to their creator. Extracts behave like spells in potion form, and as such their effects can be dispelled by dispel magic and similar effects, using the investigator’s level as the caster level. An investigator can create only a certain number of extracts of each level per day. His base daily allotment of extracts per day is given on Table: Investigator. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When an investigator mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately become inert if it leaves the investigator’s possession, reactivating as soon as it returns to his keeping—an investigator cannot normally pass out his extracts for allies to use. An extract, once created, remains potent for 1 day before losing its magic, so an investigator must reprepare his extracts every day. Mixing an extract takes 1 minute of work. Creating extracts consumes raw material, but the cost of those materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements; extracts that duplicate divine spells never have a divine focus requirement. An investigator uses the alchemist formulae list to determine the extracts he can know. An investigator can prepare an extract of any formulae he knows. To learn or use an extract, an investigator must have at least an Intelligence score equal to 10 + the extract’s level. The saving throw DC for an investigator’s extract is equal to 10 + the extract’s level + the investigator’s Intelligence modifier. An investigator may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract. At 1st level, an investigator starts with two 1st-level formulae of his choice, plus a number of additional formulae equal to his Intelligence modifier. At each new investigator level, he gains one new formula for any level that he can create. An investigator can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. A formula book costs as much as a spellbook. An investigator can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An investigator can also learn formulae from another investigator’s or an alchemist’s formula book (and vice versa). An investigator does not need to decipher arcane writing before copying that formulae.

Inspiration (Ex) [9/day +1d6]
An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations. An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator’s inspiration pool refreshes each day, typically after he gets a restful night’s sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he’s trained in the skill. Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

Trapfinding [+4]
An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.

Poison Lore (Ex)
An investigator has a deep understanding and appreciation for poisons. At 2nd level, he cannot accidentally poison himself when applying poison to a weapon. If the investigator spends 1 minute physically examining the poison, he can attempt a Knowledge (nature) check to identify any natural poison or Knowledge (arcana) check to identify any magical poison (DC = the poison’s saving throw DC). Lastly, once a poison is identified, he can spend 1 minute and attempt a Craft (alchemy) check (DC = the poison’s saving throw DC) to neutralize 1 dose of the poison. Success renders the dose harmless. The investigator has no chance of accidentally poisoning himself when examining or attempting to neutralize a poison.

Poison Resistance (Ex) [+6 Vs Poison]
At 2nd level, an investigator gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and to +6 at 8th level. At 11th level, the investigator becomes completely immune to poison.

Investigator Talent (Ex) or (Su)
At 3rd level and every 2 levels thereafter, an investigator gains an investigator talent. Except where otherwise noted, each investigator talent can only be selected once. Investigator talents marked with an asterisk (*) add effects to an investigator’s studied combat or studied strike. Only one of these talents can be applied to an individual attack, but the decision can be made when the damage is dealt.
1:
2:
3:
Feat:

Keen Recollection
At 3rd level, an investigator can attempt all Knowledge skill checks untrained.

Trap Sense (Ex) [+2 vs traps]
At 3rd level, an investigator gains an intuitive sense that alerts him to danger from traps, granting him a +1 bonus on Reflex saving throws to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 6th level and every 3 levels thereafter, these bonuses increase by 1 (to a maximum of +6 at 18th level).

Studied Combat (Ex) [+4]
With a keen eye and calculating mind, an investigator can assess the mettle of his opponent to take advantage of gaps in talent and training. At 4th level, an investigator can use a move action to study a single enemy that he can see. Upon doing so, he adds 1/2 his investigator level as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for a number of rounds equal to his Intelligence modifier (minimum 1) or until he deals damage with a studied strike, whichever comes first. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit. An investigator can only have one target of studied combat at a time, and once a creature has become the target of an investigator’s studied combat, he cannot become the target of the same investigator’s studied combat again for 24 hours unless the investigator expends one use of inspiration when taking the move action to use this ability.

Studied Strike (Ex) [3d8]
At 4th level, an investigator can choose to make a studied strike against the target of his studied combat as a free action, upon successfully hitting his studied target with a melee attack, to deal additional damage. The damage is 1d6 at 4th level, and increases by 1d6 for every 2 levels thereafter (to a maximum of 9d6 at 20th level). The damage of studied strike is precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike.
If the investigator’s attack used a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), he may choose to have the additional damage from studied strike be nonlethal damage instead of lethal damage. If the investigator chose to make an attack with a lethal weapon instead deal nonlethal damage (with the usual –4 penalty), the studied strike damage may also deal nonlethal damage.
The investigator must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An investigator cannot use studied strike against a creature with concealment.

Swift Alchemy (Ex)
At 4th level, an investigator can create alchemical items with astounding speed. It takes an investigator half the normal amount of time to create alchemical items. He can also apply poison to a weapon as a move action instead of a standard action.

Psion -> Telepath L6:

Psion - telepath

6th
BAB+3
Hit Die: d6.
SAVES +2/+2/+5
Bonus feats,x2
Discipline Detect Psionics,
Class Talents x2
Discipline Ability x1

Skill Ranks at Each Level: 2 + Int modifier.

Skills
The psion's class skills are Autohypnosis* (Wis), Craft (Int), Knowledge (all skills, taken individually)* (Int), Profession (Wis), and Spellcraft (Int). Telepath (Telepathy): Bluff (Cha), Diplomacy (Cha), and Sense Motive (Wis).

Weapon and Armor Proficiency:
Psions are proficient with the club, Dagger, heavy crossbow, light crossbow, quarterstaff, and shortspear. They are not proficient with any type of armor or shield.
Armor does not, however, interfere with the manifestation of powers.

Telepathy Discipline:
A psion who chooses the discipline of telepathy is known as a telepath. He is the master of powers that allow mental contact and control of other sentient creatures. A telepath can deceive or destroy the minds of his enemies with ease.

Discipline Talents (Ps)
Choose two powers from the following list: conceal thoughts, mind link, mind thrust, telepathic lash. As long as you maintain psionic focus, you may manifest either of your chosen powers without paying a power point cost, but the power may not be augmented or affected by metapsionic feats. The damage of mind thrust is reduced to 1d6. You may only use conceal thoughts on yourself if used as one of your discipline talents.

Mental Intrusion (Ex)
At 2nd level, as long as you maintain psionic focus, increase the save DC of any mind-affecting power you manifest by 1 for every 2 power points you spend augmenting the power, provided the augmentation does not already increase the power’s save DC. For the purpose of this ability, you may spend additional power points augmenting a mind-affecting power’s save DC even on a power that normally does not have any augment options.

Powers
35+15+6levels+2Feat [48/48] PP/day
Powers known 13
Power level 3th
Max power spend 6pp
DC15 [10+5int+PL]

Powers Known
A psion begins play knowing three psion powers of your choice. Each time he achieves a new level, he unlocks the knowledge of new powers.
Choose the powers known from the psion power list, or from the list of powers of your chosen discipline (if any). You cannot choose powers from disciplines other than your chosen discipline. (Exception: The feat Expanded Knowledge does allow a psion to learn powers from the lists of other disciplines or even other classes.) A psion can manifest any power that has a power point cost equal to or lower than his manifester level.
The number of times a psion can manifest powers in a day is limited only by his daily power points. A psion simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night's sleep each day to regain all his spent power points.
The Difficulty Class for saving throws against psion powers is 10 + the power's level + the psion's Intelligence modifier.
Maximum Power Level Known: A psion begins play with the ability to learn 1st-level powers. As he attains higher levels, a psion may gain the ability to master more complex powers.
To learn or manifest a power, a psion must have an Intelligence score of at least 10 + the power's level.

Psion Discipline ability x2+1 DC16
1:Detect Psionics 55' [no pp cost]
2:Mind Thrust 1d6 55' [no pp cost]
3:Mind link 50'

Talents: 5 DC16
1:Empathy 30' 6mins
2:float
3:Conceal Thoughts 6Hours [Self Only no pp cost]
4:Know Direction and Location
5: Telepathic Lash 55'
--Energy Splash 55' 1d3 DG

1st level powers 1pp DC17
1:Mind link 55' [5 subjects]
2:Mind Thrust 55' 1d10 1pp
3:Energy Ray 55' 1d6 1pp
4:Inertial Armor +4ac 6hours
5:Force Screen +4ac 6mins

2st level powers 3pp DC18
1:Read Thoughts 6mins [Max DC21 6pp]
2:cloud-mind 55'
3:Miner Metamorphosis 6mins
4:Defy Gravity 60mins

3ed level powers 5pp DC19
1:Telekinetic Force
2:Concussive Onslaught
3:false-sensory-input 6r
4:Energy Retort 880' 6r
-:Metamorphosis [From Feat]

Cryptic L6:

Cryptic

Weapon and Armor Proficiencies

Cryptics are proficient with all simple, plus the rapier and shortbow. Cryptics are proficient with light armor but not with shields. Armor does not interfere with the cryptic's class features.

BAB+9/+4 Saves: +4/+8/+8
Class Skills: Skill Ranks per Level: 4 + Int modifier.
The cryptic's class skills are Acrobatics (Dex), Appraise (Int), Autohypnosis* (Wis), Climb (Str), Craft (Int), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Knowledge (all) (Int), Knowledge (psionics)* (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).

*New skill or expanded use of existing skill.

Pattern Designs (Su)
Unlike normal manifesters, a cryptic manipulates the world around her by creating tattoos and patterns that alters reality in different ways. Cryptic powers show up on the cryptic's body in the form of tattoos. The cryptic's known powers can be identified via Spellcraft checks with a DC equal to 10 + double the power's level. These tattoos do not count against the number of psionic tattoos that the cryptic can safely wear.When a cryptic manifests one of her powers, it creates a visual pattern of energy during the action taken to manifest the pattern. While the cryptic's powers have the normal displays for psionic powers – auditory, mental, and the like – this visual pattern unique to the cryptic cannot be suppressed as normal displays can be suppressed.

Altered Defense (Su) 9r day
A cryptic learns early on to modify the patterns around her to grant her protection as a swift action. The cryptic chooses from the options below and may only have one such effect active at any given time. The cryptic can use this ability for a number of rounds per day equal to 4 + her Intelligence modifier. The cryptic can maintain this ability as long as she wants as long as she has rounds available, or dismiss it at any time as a free action.

1:Absorb: The cryptic gains DR2/-.
2:Deflect: The cryptic gains a +2 dodge bonus to his AC.
3:Retaliate: The cryptic gains a +2 bonus on his attack rolls against any opponent that successfully hit him since his last turn.

Disrupt Pattern (Su) 1d6+5 [+2D6]
Disrupt Pattern (Su)
All cryptics are able to disrupt the patterns they can perceive, although the potency of this disruption is based on the cryptic's focus. When a cryptic gains psionic focus, she selects one creature type as her active type (she does not need to select a subtype). As a standard action, the cryptic can make a ranged touch attack with a range of 30 feet, firing a ray of energy at the target. If the attack is successful, the cryptic deals 1d6 points of damage + additional damage equal to the cryptic's Intelligence modifier. This attack deals half damage if the target's type is not of the cryptic's active type. Like some other rays, if the attack roll of this ability would indicate a critical hit, the damage is doubled. This ability can only be used once per round, even if an item or other effect would duplicate it.

Lesser Insights
Cryptics learn minor powers they can use at will to aid them in a variety of ways. The cryptic gains 2 talents from the cryptic talent list.
1:Far Hand 5lb 55' 6r
2:Psionic Repair

Scribe Tattoo
At 1st level, cryptics receive Scribe Tattoo as a bonus feat. A cryptic can scribe tattoos of any power she knows (up to 3rd level). The power must be one that can be made into a tattoo. The cryptic does not need to meet the prerequisites for this feat.

Trapfinding
A cryptic adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A cryptic can use Disable Device to disarm magic traps.

Trapmaker
A cryptic gains a competence bonus on Craft (traps) checks equal to her class level.

Hidden Pattern (Ex)
A cryptic learns how to recognize patterns in light and sound around her that can help her to mask her presence. At 2nd level, a cryptic gains a +2 competence bonus on all Stealth checks. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 10th level, as long as the cryptic maintains psionic focus, she can use the Stealth skill to hide, even while being observed.

Insights (Su)
Starting at 2nd level, and then again every 2 levels thereafter (up to 18th level), a cryptic learns a unique ability related to her perception of the patterns in the world around her.

1:Discerning Pattern (Su)
When fighting a creature that is not of one of her active enemy types, she may attempt to identify that creature with a Knowledge check appropriate to the creature’s type as a swift action; if successful, she may treat the creature as if it was one of her active enemy types until the target is dead or unconscious or until combat ends. Whether or not discerning pattern is successful, the creature cannot be the target of this ability for 24 hours.

2:Enhance Tattoo (Ex) 14/day
A number of times per day equal to her Intelligence modifier, the cryptic can cause any tattoo she taps to function at a manifester level equal to her class level.

3:Extend Tattoo (Ex) 16/day
A number of times per day equal to her Intelligence modifier, the cryptic can cause any tattoo she taps that does not have an instantaneous duration to function at twice its normal duration.

Enhanced Disruption 2d6
At 3rd level and every two levels thereafter, the cryptic's disrupt pattern deals an additional 1d6 points of damage. This additional damage is not multiplied on a critical hit or by using feats such as Vital Strike, but it is halved if the creature struck is not of the cryptic's active creature type.

Evasion (Ex)
At 3rd level and higher, a cryptic can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the cryptic is wearing light armor or no armor. A helpless cryptic does not gain the benefit of evasion.

Rapid Defense (Su)
Starting at 4th level, a cryptic can use her altered defense ability as a free action by expending her psionic focus. The cryptic may even do this when it is not her turn.

Swift Trapper (Ex)
At 6th level, a cryptic can create traps with astounding speed. It takes a cryptic half the normal amount of time to create traps.

16pp+15int+6levels+2Feat = 29PP/day
6/power know
2st/max power level
Max PP spend per use 6pp

POWERS

0 level DC15 0pp
1:Far Hand
2:Psionic Repair

1st Level DC16 1pp
1: hidden-pocket 1day 6pp
2: inevitable-strike
3: metamorphosis#minor 6mins

2st Level DC17 3pp
1: Animal Affinity 5mins
2: Body Adjustment
3: Resist-toxin

ZIM psicrystal:

Single-minded +3 bonus on concentration checks

psicrystals

Psicrystal
A small crystal, about the size of a hand, walks on spidery legs and glows with an inner light.

Psicrystal Basics
Use the statistics for a psicrystal, but make the following changes.

Saving Throws: A psicrystal uses its owner’s base saving throw bonuses and ability modifiers on saves, though it doesn’t enjoy any other bonuses its owner might have (from magic items or feats, for example).

Abilities: When its self-propulsion ability is not activated, a psicrystal has no Strength score and no Dexterity score.
Diminutive construct (alignment as master)
Init +2 Senses Sighted 40 ft., Perception +6

DEFENSE
AC 22, 18 touch, 18 flat-footed (10 +4 Dex*, +4 size +4NA) + Powers
hp ½ master’s
Fort --, Ref --, Will -- * as master’s
saves Hardness 8

OFFENSE
Speed 30 ft., climb 20 ft.*
Melee -
Space 1 ft.; Reach 0 ft.

STATISTICS
Str 1*, Dex 18*, Con -, Int 10, Wis 10, Cha 10
BAB +3; CMB -11; CMD +5
Feats -
Skills Climb +10*, Perception +6, Stealth +6
Psicrystal Granted Abilities
The psicrystal described here has the special abilities of self-propulsion, alertness, improved evasion, share powers, telepathic link, sighted, and personality (If its master chooses not to activate the self-propulsion ability, the psicrystal reverts to a Speed of 0 feet and has no Strength score and no Dexterity score.)
SPECIAL ABILITIES
Psicrystal Ability Descriptions
All psicrystals have special abilities (or impart abilities to their owners) depending on the level of the owner, as shown on the table above. The abilities on the table are cumulative.
Natural Armor Adj. (Ex)
This number noted here is an improvement to the psicrystal’s natural armor bonus (normally 0). It represents a psicrystal’s preternatural durability.
Intelligence Adj. (Ex)
Add this value to the psicrystal’s Intelligence score. Psicrystals are as smart as people (though not necessarily as smart as smart people).
Alertness (Ex)
The presence of a psicrystal sharpens its master’s senses. While a psicrystal is within arm’s reach (adjacent to or in the same square as its owner), its owner gains the Alertness feat.
Improved Evasion (Ex)
If a psicrystal is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Personality (Ex)
Every psicrystal has a personality. See Psicrystal Personality, below.
Self-Propulsion (Su)
As a standard action, its owner can will a psicrystal to form spidery, ectoplasmic legs that grant the psicrystal a land speed of 30 feet and a climb speed of 20 feet. The legs fade into nothingness after one day (or sooner, if the owner desires).
Share Powers (Su)
At the owner’s option, he can have any power (but not any psi-like ability) he manifests on himself also affect his psicrystal. The psicrystal must be within 5 feet of him at the time of the manifestation to receive the benefit. If the power has a duration other than instantaneous, it stops affecting the psicrystal if it moves farther than 5 feet away, and will not affect the psicrystal again, even if it returns to its owner before the duration expires. Additionally, the owner can manifest a power with a target of “You” on his psicrystal (as a touch range power) instead of on himself. The owner and psicrystal cannot share powers if the powers normally do not affect creatures of the psicrystal’s type (construct).
Sighted (Ex)
Although it has no physical sensory organs, a psicrystal can telepathically sense its environment as well as a creature with normal vision and hearing. Darkness (even supernatural darkness) is irrelevant, as are areas of supernatural silence, though a psicrystal still can’t discern invisible or ethereal beings. A psicrystal’s sighted range is 40 feet.
Telepathic Link (Su)
The owner has a telepathic link with his psicrystal out to a distance of up to 1 mile. The owner cannot see through the psicrystal’s senses, but the two of them can communicate telepathically as if the psicrystal were the target of a mindlink power manifested by the owner. For instance, a psicrystal placed in a distant room could relay the activities occurring in that room. Because of the telepathic link between a psicrystal and its owner, the owner has the same connection to an item or place that the psicrystal does. For instance, if his psicrystal has seen a room, the owner can teleport into that room as if he has seen it too.
Deliver Touch Powers (Su)
If the owner is 3rd level or higher, his psicrystal can deliver touch powers for him. If the owner and psicrystal are in contact at the time the owner manifests a touch power, he can designate his psicrystal as the “toucher.” The psicrystal can then deliver the touch power just as the owner could. As usual, if the owner manifests another power before the touch is delivered, the touch power dissipates.
Telepathic Speech (Ex)
If the owner is 5th level or higher, the psicrystal can communicate telepathically with any creature that has a language and is within 30 feet of the psicrystal, while the psicrystal is also within 1 mile of the owner.

Equipment:

Starting cash 16,000

Weapons:
MW Cold Iron Dagger 4gp [Right Boot]

Armor:

Belt: Belt of Dex +2 4000gp
Body: Fine Uniform 20gp
Chest: Fine Shirt
Eyes: -
Feet: Fine Boots 5gp
Hands: -
Headband: Gem of mental prowess +2 10,000gp
Neck: -
Shoulders: -
Wrists: -
Ring L: -
Ring R: -

Slotless

Belt Clip 1
for her, Psicrystal 1/4lb

Pathfinder Pouch 1000gp
Silver Wayfinder 500gp 1lb
Slotted-(Ioun Stones)
1:incandescent-blue-sphere-ioun-stone Cracked price: 200gp
Blind-Fight Feat +1 competence bonus on one Wisdom-based skill
2:Iridescent Spindle Cracked Price: 500 gp
This stone grants a +4 competence bonus on Constitution checks to hold your breath + Endure elements, as the spell, as well as protection against exposure to vacuum and underwater pressure. .

Hidden space
Letters of refinance,
Small bag uncut Gems
Wand [QLW] 50/50 750gp

Carrying 8lb Light

Background:

The past

It seemed that she was destined to be wed off to some halfwit noble’s son. Meetings where held but each time the boy involved would blurt out so reason he could not marry Calista, a few times to great comic affect. Her mother started to suspect that Calista had a hand in this. Her suspicions where raised when she noted how Calista always seemed to know how others felt around her, it was more than hard to keep secrets from her in fact, Calista was needed to be talked to.

This suspicion lead to a fate full meeting, with a hooded man looking for the talented. One day he meet her in the garden, she felt him moving around her head and bit back with her mind.

He winced and smiled, taking off his hood, his skin glowed it was as if power was with in its very flesh. "Elan" she thought and that gained another smile

"You have gifts child, there is a war on and we need ones such as you, would you like to show you how to grow your minds."

Its took no time at all to think, she smiled, thinking her reply.

"Go pack you start your study's today."

She left home, why she could not say, but her new master had more than a hand in it. A few goodbyes a few words, then packed and went. They took her to a place and she was remade. awaking in a great underground hall. The Elan counsel kept her keen mind but remade her body. She was trained, she leaned. That was 1000s of years ago, back then the world was not has it was now. Those that had made her had long ago disappeared from common sight, she had not been contacted by them in decades. Her noble title comes from herself, once given by a long dead king. Now she holds no elegance to any state or ruler. She is an agent for hire, paid to undertake tasks that need some level of tact and patience, and that she has, often working for years to get the result she is being paid for. If you have the coin and you can find her, you may hire her.[/ooc]

In the city:

Nurob was happy; he had just fenced some more gear and was heading down to see Maka to do a nice set of war plans to sell. Make him some real cash. He slipped in to Old Beekys Inn and grill and make his way to the booths at the back. Maka used one as his office to keep the army and laws eyes away. Nurob popped the door open and backed in checking he was not seen. Once he had the door closed he turned around says.

"Maka have I got I got the attack plans..."

He stopped, where Maka normally sat there was now a white haired Elfmaid. She only look just out of her teens, 100, 120 may be, could be one of Maka's girls.

"Err where Maka girly?"

She took a moment to look him up and down with her odd glowing blue eyes , she then said in a clear voice.

"Mr Makadreen decided to give up his life of crime and espionage and has gone the local commander to confess all."

It took a moment, then he burst out laughing after a while he stopped.

"Joker, funny but no really where's he gone?"

She looked him hard in the eyes.

"As I said, so now Mr Nurob Alfeen Gib please take a seat, I would like some words with you."

Now he looked shocked, the law? another gang? who in black balls was this woman with odd eyes? All this ran through his mind, she even knew is real full name, She has got to be gang, ye they wanted him, must be, yer now he was going to be in the big time. Deal with her then off to bigger things. He sat and looked at her, She poured him a drink of lemon tea she had in front of her. He did not take it, but she had a sip of hers. As she did he felt his leg under the table for his poison tipped dagger.

"Now Mr Gib you have come to my attention in regards to some documents you stole a few days ago from the Boyle Grand Hotel, from room 10 to be precise, the ones that you’re now thinking about in your top breast pocket."

He looked at her shocked,

Mind reader!

Some held that as a crime here about's,
So she's not local, not a local gang or the law, who is she working arr the noble man, yer, that fact trader pig, so girly now they would talk money girly!.

What he had in his pocket was an attack outline worth 10,000s.

"You come alone?

He asked her.

"Yes"

Shot back her reply.

"4,000 in cut gems, that's the price, and the papers are all yours. Any funny stuff and ill kill ya."

She sipped her tea again studding him.

::"But Mr Gib, your my friend, why not hand them over to me now, to show me how much you like me."::

She held her hand out and before he knew it he had done just that, taken them out and handed them to her. He had really wanted to, really!!. She popped them into a small case she had with her.

"Err what just happened"

He said, shaking his head, then much louder

"WHAT THE...!!"

He went for his dagger pulling it out and then froze. he could not move his hand out with the blade in it just inches from her head. She had not moved but still sat sipping her tea.

"Thank you Mr Gib, now you have tried to hurt me with poison no less, I don't feel bad about what I have to do, you’re an evil man and evil things are going to happen to you."

He was frozen as she stood and walked round the table to his side. There was something very worrying about this woman her skin was wrong like it!, Then it hit him, she had just talked to his mind, MIND MAGE!. He could only move his eyes, so looking to the side he could see come close , she came close very close to his ear and pulled the dagger form his hand. Spinning it around she cut his arm with it. Still he could not move.

::"That will be painful very soon, when the poison you put on it will be starting to take affect."::

She put the dagger back in his leg sheath slowly. She stepped, Then he was free of her, but so weak, he fell to the floor shivering.

::"Mr Gib you made a number of mistakes, you should have checked your mark, you should have fully read the papers I now have and you should never have thought about selling trade secrets."::

She looked down at him.

::"So with your mistakes I am sorry to say I have been ordered to set and example of you. Your do understand, this is not at all personal it’s just business. You see they hire me when they need things done out of sight arr..."::

O O^#&& *#^#&*!! O my god!!, The @&@&!

::"Yes I can see it in your mind, you just worked it out, now please try not to..."::

To late he had pee'ed himself.

::"O well, it will wash out, now then, as I was saying, the Nobles of this city need to set an example. You know for others of your kind who may be thinking of doing something like you. So a short distance from here is witch keep."::

Now he was whimpering as fear had taken him.

::"Your time is short, soon your lungs will stop working, the gas they give you blood will stop being supplied and your brain will then start to die, you will see a bright light and then the next life. I think the Hells may be where you soul is headed, given the things I have seen in your mind. But who knows, but 1st I need to know if any one was working with you, I am sorry but this is going to hurt.. a lot."::

Then she ripped him mind apart, there was a lot of pain and crying.

When she was done she walked out the both and up to the street, if she was lucky she could make the theater in time for the show she had tickets for, her client should be there by now.

NOTES: