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So I need some help. My profile up there in the corner is my... persona, lets call him. Diodric (Deo-drick) or Dio is my most favorite D&D/Pathfinder character. I first made him over 13 years ago. I played him in a 2e campaign that lasted one whole summer, and one small tryst in 3.5 Eberron. Well I finally have the chance to play him in Pathfinder for the first time as a DMPC (the closest I'll actually get to playing any time soon). Thing is, while I've built and rebuilt him *multiple* times over the years I never ported his back story to Golarian canon. I am completely at a loss. Some quick background as far as I have it:
He has a twin brother, Oiddric, (who's played by my real life younger brother) his back story includes becoming Captain of the Highreach militia and a brief issue with alcoholism then turning to the priesthood of Cayden Cailean. With Diodric though, he grows up, there's some kind of classical training or mentoring with a Gnome mentor. That's it. He's an archaeologist bard, but I'm having a bad writer's block/disconnect between home and adventuring. So I need some help trying to figure out, who/what/where/why. I've done the background generator from Ultimate Campaign, but nothing's really clicking with me. I like the idea of a mentor being a Pathfinder Venture Captain, but at the same time I feel its too easy, its a cop-out. I don't need the gnome mentor, but that's where I was at with 2e and Eberron 3.5. If anyone has any ideas or some guidance, I would really appreciate the help.
Hey guys,
Some advice and direction would be great if anyone wouldn't mind tossing their 2 cents my way.
This is a rough draft of all the playable Warcraft races from WoW for Pathfinder. I created these from the ARG, all are between 14-16 points. I went with a much higher point buy on the fact that it feels like Azeroth is a much tougher place, more "high fantasy" and 10 race points can't pull off an effective bestial race. I'm planning do do subraces as well such as Wildhammer and Forest Trolls. Draenei (15):
Type Humanoid (draenei) (0 RP) Size Medium (0 RP) Base Speed Normal (0 RP) Ability Score Modifiers +2 Str, +2 Cha; -2 Dex (0 RP) Languages Standard (0 RP) Racial Traits Defensive Racial Traits Exalted Resistance (3) Halo (2 RP) Magical Racial Traits Spell-like Ability, Greater – Aid (2 RP) Offensive Racial Traits Celestial Crusader (7 RP) Senses Racial Trait Low-Light Vision (1 RP) Dwarf, Bronzebeard (15):
Type Humanoid (dwarf) (0 RP) Size Medium (0 RP) Base Speed Slow (-1 RP) Ability Score Modifiers +2 Con, +2 Wis; -2 Dex (0 RP) Languages Standard (0 RP) Racial Traits Defensive Racial Traits Hardy (3 RP) Stability (1 RP) Surface Survivalist (2 RP) Natural Armor +1 (2 RP) Feat and Skill Racial Traits Curiosity (4 RP) Stonecunning (1 RP) Offensive Racial Traits Hatred – Trolls (1 RP) Senses Racial Traits Darkvision 60 ft. (2 RP) Elf, Blood/High (14):
Type Humanoid (elf) (0 RP) Size Medium (0 RP) Base Speed Normal (0 RP) Ability Score Modifiers +2 Dex, +2 Int; -2 Con (0 RP) Languages Standard (0 RP) Racial Traits Defensive Racial Traits Spell Resistance, Lesser – 6+Character level (2 RP) Feat and Skill Racial Traits Skill Bonus – Knowledge (arcane) (2) Magical Racial Traits Arcane Focus (1 RP) Elven Magic (3 RP) Constant Spell-like Divination – Detect Magic (3 RP) Lightbringer (2 RP) Senses Racial Traits Low-Light Vision (1 RP) Elf, Night (15):
Type Humanoid (elf) Size Medium (0 RP) Base Speed Medium (0 RP) Ability Score Modifiers Flexible +2 Dex, +2 Wis (2 RP) Languages Xenophobic (0 RP) Racial Traits Defensive Racial Traits Shadow Blending (1 RP) Shadow Resistance (2 RP) Silent Hunter (2 RP) Stalker (1 RP) Feat and Skill Racial Traits Camouflage (1 RP) Skill Bonus – Acrobatics (2 RP) Skill Bonus – Survival (2 RP) Offensive Racial Traits Weapon Familiarity (2 RP) Gnome (14):
Type Humanoid (gnome) (0 RP) Size Small (0 RP) Base Speed Slow (-1 RP) Ability Score Modifiers +2 Dex, +2 Int; -2 Str (0 RP) Languages Linguist (+1 RP) Racial Traits Defensive Racial Traits Defensive Training, Lesser – Troggs (1 RP) Spell Resistance, Lesser 6+Character Level(2 RP) Feat and Skill Traits Master Tinker (2 RP) Nimble Attacks (2 RP) Skill Bonus – Escape Artist (2 RP) Skill Bonus – Perception (2 RP) Skill Bonus – one Craft or Profession (2 RP) Offensive Racial Traits Hatred – Troggs (1 RP) Goblin (14):
Type Humanoid (goblin) (0 RP) Size Small (0 RP) Base Speed Slow (-1 RP) Ability Score Modifiers Flexible +2 Con, +2 Cha (2 RP) Languages Standard (0 RP) Racial Traits Feat and Skill Racial Traits Beguiling Liar (2 RP) Skill Bonus – Appraise (2 RP) Skill Bonus – Craft (alchemy) (2 RP) Silver Tongued (3 RP) Magical Racial Traits Pyromaniac (3 RP) Senses Racial Traits Low-Light Vision (1 RP) Human (15):
Type Humanoid (human) (0 RP) Size Medium (0 RP) Base Speed Normal (0 RP) Ability Score Modifiers Flexible (2 RP) Languages Linguist (1 RP) Racial Traits Defensive Racial Traits Stubborn (2 RP) Feat and Skill Racial Traits Flexible Bonus Feat (4 RP) Skilled (4 RP) Sociable (1 RP) Urbanite (1 RP) Orc (15):
Type Humanoid (orc) (0 RP) Size Medium (0 RP) Base Speed Normal (0 RP) Ability Score Modifiers Specialized +2 Str, +2 Con; -2 Int (1 RP) Languages Standard (0 RP) Racial Traits Ability Score Racial Traits Advanced Wisdom (4 RP) Defensive Racial Traits Resistant (2 RP) Feat and Skill Racial Traits Skill Bonus – Survival (2 RP) Offensive Racial Traits Bite – 1d3 (1 RP) Ferocity (4 RP) Senses Racial Traits Low-Light Vision (1 RP) Pandaren (14):
Type Humanoid (pandaren) (0 RP) Size Medium (0 RP) Base Speed Normal (0 RP) Ability Score Modifiers Advanced +2 Str, +2 Dex, +2 Con, +4 Wis; -2 Int (4 RP) Languages Standard (0 RP) Racial Traits Defensive Racial Traits Mist Child (1 RP) Natural Armor, Improved +2 (3 RP) Feat and Skill Racial Traits Nimble Faller (2 RP) Skill Bonus – Acrobatics (2 RP) Static Bonus Feat – Improved Unarmed Strike* (2 RP) *The Pandaren may choose to deal bludgeoning or slashing damage with its unarmed strikes. Tauren (16):
Type Humanoid (tauren) (0 RP) Size Medium (0 RP) Base Speed Normal (0 RP) Ability Score Modifiers +2 Str, +2 Wis; -2 Dex (0 RP) Languages Standard (0 RP) Racial Traits Ability Score Racial Traits Advanced Strength (4 RP) Advanced Constitution (4 RP) Defensive Racial Traits Desert Runner (2 RP) Natural Armor +1 (2 RP) Offensive Racial Traits Natural Attack – Gore 1d6 (1 RP) Powerful Charge (2 RP) Movement Racial Traits Sprinter (1 RP) Troll, Jungle (15):
Type Humanoid (troll) (0 RP) Size Medium (0 RP) Base Speed Normal (0 RP) Ability Score Modifiers Advanced +2 Str, +4 Dex, +2 Con; -2 Int (4 RP) Languages Xenophobic (0 RP) Racial Traits Defensive Racial Traits Fast Healing 1 (6 RP) Feat and Skill Racial Traits Skill Bonus – Stealth (2 RP) Movement Racial Traits Terrain Stride – Jungles (1 RP) Offensive Racial Traits Frenzy (2 RP) Undead, Forsaken (15):
Type Half-Undead (5 RP) Size Medium (0 RP) Base Speed Normal (0 RP) Ability Score Modifiers Flexible (2 RP) Languages Standard (0 RP) Racial Traits Defensive Racial Traits Deathless Spirit (3 RP) Dual-Minded (1 RP) Natural Armor +1 (2 RP) Resist Level Drain (included in Type) Undead Resistance (included in Type) Feat and Skill Racial Trats Static Bonus Feat – Blood Drinker* (2 RP) Senses Racial Traits Darkvision 60ft. (included in Type) Worgen, Greymane (15): Type Humanoid (worgen) (0 RP) Size Medium (0 RP) Base Speed Normal (0 RP) Ability Score Modifiers Specialized +2 Str, +2 Dex; -2 Wis (1 RP) Languages Standard (0 RP) Racial Traits Defensive Racial Traits Healthy (2 RP) Feat and Skill Racial Traits Skill Bonus - Perception (2 RP) Skill Bonus - Stealth (2 RP) Movement Racial Traits Fast +10' (1 RP) Offensive Racial Traits Bite – 1d3 (1 RP) Claws x2 – 1d4 (2 RP) Senses Racial Traits Scent (4 RP)
So as I sit here looking through my APG looking to roll a new character, all the new racial traits just look amazing and sometimes its hard to give up an old favorite for something that sounds like fun to try. So I want to cheat and have them both, lol! So here is an feat I came up with to try to have my cake and eat it too. Racial Paragon
So for example an Elf would need at least a 13 Dex, 13 Int, 10 Con, and at least 1 skill rank in Spellcraft or Perception. A human on the other hand would require a 13 in whatever attributes was assigned the +2 bonus, and I would say a 10 is required in all other attributes. As for the human skill rank, I have no idea, but some feedback would be greatly appreciated, thanks all!
Yeah, odd question. I was reading part 2 of RotRL last night for a new campaign I was going to run, and it mentions broken glass on the floor in a certain part and to treat them as caltrops. I know there are going to be at least 2 halflings in the party and I know neither of them wear boots or shoes. How would that affect those characters? So I was curious, how would that affect them since they still have the Tolkienesque leathery feet, but apparently no written rules for them. Has anyone done something like this? Even like a minor racial trait?
Can you use the Duelist's Precise Strike feature with a pistol? Or even how would you rule this? As per RAW it makes no mention of a melee weapon, only that it has to be a light or one-handed weapon and that you cannot attack or use anything in the other hand. Every pistol rule I have ever seen gives firearms bludgeoning and piercing damage.
Here was an idea I had. Curious about what you thought. Would you rule that a witch could use the spell to deliver touch spells? The description says spells of 4th level or lower however. Do hexes have spell level equivalences like the 3.5 warlock? I feel this would be a better go-around then house ruling curses with range and saving throws. Please excuse me if this had already been mentioned and I missed it.
So I need some help, 'o denizens of the forums. To cut right to the chase, I'd like help coming up with a new rogue capstone ability instead of Master Strike. I'd like to have something more skill and less combat related for those rogues who aren't all about the combat scene. I'd like something maybe lock and trap related, or maybe something diplomatic for our silver-tongued friends out there, but frankly, I've got nothing to go on. Thanks in advance
I posted this on another thread, but I'd like to offer it now as an official new rule suggestion, reposted here for your convience: You always gain atleast full damage from 1 damage die. Examples
IMO critting with a longsword and hitting for 2 wasn't really a crit was it, and just doing 8 doesn't even make critting worth while since you'll never do more than normal damage. This way a crit will always do more damage than an average swing (even if its a single point), while still allowing some truly damaging hits.
I had an idea for a house rule to let rogues pick any skill trick from Complete Scoundrel as a rogue talent, most likely with the skill prereqs still in place. I feel most of the rogue talents are on par with the skill tricks and let them use a resource other than their skill points, which in my game is all they have going for them. My rouges are house ruled to be skilled experts, not WoW assassins (but thats for another thread). I'd just like some feed back on what you think.
So I know its an insanely minor thing, but as a faithful player of halflings I need to ask. Why did halflings randomly loose their +2 bonus to taste-based Perception tests. Again, its minor, but just curious as to any reason why when all other races that have Keen Senses gain two different uses. Maybe I missed something somewhere? Thanks
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