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blackbloodtroll wrote:
Are there any rules for poisonous metals, such as Cadmium?

Most heavy metals have similar symptoms so I would use similar rules to arsenic...though I believe cadmium is slower acting and requires a larger dose.

The big issue that heavy metals are associated with is chronic exposure. This is because they tend to stay in you body for a long time allowing a little every day the ability to do you in.

I also think it would be very unlikely that any heavy metal would have an effect in a timeframe that would be useful in combat.


My favorite method is 4d4+2
It gives a range of 6-18 with an average of about 12. Being that you need 4 dice to cooperate to get 18 instead of 3, 18s should also be less common.

I came up with this in an attempt to instill more mediocrity into player stats. :)


Well, I've done it. I've spent entirely too much.
Thanks again for the input. I ended up getting Carrion Crown with the idea that I can pick up other APs later.

And now I am stuck waiting 5-16 business days when I could drive to the warehouse in an hour :(


Well now I want to get all of them :(
Unfortunately that is not possible at this time...especially since I have to buy the core Pathfinder books. However, Carrion Crown does look like it would be a good choice since conversion shouldn't be necessary.

Thank you for the help.


I have played the hell out of 3.0 but this will be my first Pathfinder game...so I think I'll steer clear of the conversion for now. Thanks


The full Rise of the Runelords won't be in print until June. :( (I prefer books to pdfs)
Legacy of Fire looks promising though...Thanks.


That is what I suspected. Thanks for clarifying.


I would like to start a game and figure this would be a great starting point. The subscription looks nice, but is currently in the middle of a path :(


Awesome, thanks.
You guys wouldn't happen to know the significance of "Note: This product is part of the Pathfinder Roleplaying Game Subscription." on older (not brand new) books is, would you? I know the game subscription will send out new releases and let you download the pdf for free, but I can't find any reference to the older books.


I knew there had to be something like this hiding somewhere, thank you.


I recently found out about this game and would like to put together the necessary books to run an open ended game in the Pathfinder setting. Would you recommend any other books than these:


Thanks.

Race

Wounds (0) HP (17) AC (16/14/12) Saves (7/5/4, +4 vs mind effecting) Fire Resist (5)

Classes/Levels

Draconic Weaponry (5/5)

Strength 19
Dexterity 16
Constitution 18
Intelligence 9
Wisdom 10
Charisma 19

About Iorskan

[dice=Bite]1d20+6[/dice]
[dice=Damage]1d4+7[/dice]

[dice=Claw]1d20+6[/dice]
[dice=Damage]1d4+5[/dice]

[dice=Claw]1d20+6[/dice]
[dice=Damage]1d4+5[/dice]

Race: Taninim and Traits:

Race
* 2 Strength, +2 Constitution, -2 Intelligence Brutish: Some taninim are truly specimens of physical perfection, with increased strength and agility compared to their peers but having a more feral, instinct-driven mind. In addition to the altered ability score modifiers, these taninim gain a +2 racial bonus on saving throws against fear effects. This racial trait changes the racial ability score modifiers and replaces the superior awareness racial trait.
* Size: Taninim are Small creatures and gain a +1 size bonus to AC, a +1 size bonus on attack rolls, a -1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
* Type: Taninim are dragons. They breathe, eat and sleep, plus gain armor and weapon proficiency based on class. Any type-based racial traits they gain are listed below.
* Base Speed: Taninim have a base speed of 30 feet.
* Languages: Taninim begin play speaking Common and Draconic.
* Dexterous Claws: Taninim claws are not quite robust enough to be used as natural weapons, but their front claws are nimble enough to manipulate manufactured tools and hold items without impairing their movement. A taninim can even wield weapons but is restricted to only wielding weapons in one hand at a time, suffers a -2 penalty to all attack rolls with manufactured weapons, and can only move at half speed.
* Dragon Immunities: Taninim are immune to magical sleep effects and paralysis effects.
* Kinslayer: Violent struggles for territory and prestige are common among taninim. They gain a +1 bonus on attack rolls and a +2 dodge bonus to AC and on saving throws against the extraordinary, supernatural and spell-like abilities of dragons.
* Natural Weapon – Bite: Taninim have a bite primary attack that deals 1d4 points of damage and has reach as a creature one size larger. As dragons, taninim add 1 ½ times their Strength bonus on damage rolls with their bite attack.
* Scaled Hide: Taninim have a +2 natural armor bonus to AC.
* Glide: Taninim have vestigial wings and can make a DC 15 Fly check to fall safely from any height without taking falling damage, as if using feather fall. When falling safely, the taninim may make an additional DC 15 Fly check to glide, moving 5 feet laterally for every 20 feet he falls.
* Wyrm Lore: Taninim gain a +2 racial bonus on Knowledge (arcana) checks to identify dragons and can make such checks untrained.
* Unfettered Predator: Taninim can only wear armor designed expressly for draconic bodies, and even then chafe at the restrictions armor can cause to their natural movements. Taninim increase the armor check penalty of any worn armor by 2, and suffer a -2 penalty on attack rolls while wearing medium or heavy armor even if they are proficient in it. Taninim also reduce their maneuverability rating by one step when flying while wearing medium or heavy armor. These penalties apply regardless of any armor proficiency the taninim has.
* Draconic Physiology: Taninim are quadrupeds, and have a number of rules modifiers based on their body shape. Quadrupeds are limited to using the following item slots: armor, belt (saddle only), chest, eyes, headband, neck, shoulders, and wrist. Armor for quadrupeds has double the cost of armor for a humanoid of the same size. Taninim also have the standard two ring slots due to their dexterous claws. Quadrupeds have a greater carrying capacity than humanoids, multiplying the carrying capacity value for their Strength as follows: Fine x1/4, Diminutive x1/2, Tiny x3/4, Small x1, Medium x1 ½, Large x3, Huge x6, Gargantuan x12, Colossal x24. Quadrupeds also gain a +4 bonus to CMD against overrun and trip combat maneuvers from their extra legs.
* Dragon Senses: Taninim have darkvision 60’ and low-light vision.

Traits
* Heavy Hitter: +1 damage unarmed
* Indomitable Will: +1 Will save

Armor
AC: 10 + 2 (natural armor) +3 (Dex) +1 (size) = 16

Feats
Lvl 1: Steadfast Personality (Add your Charisma modifier instead of your Wisdom bonus on Will saves against mind-affecting effects. If you have a Wisdom penalty, you must apply both your Wisdom penalty and your Charisma modifier.)

Equipment
* 60 gold hoard

Skills 4 (class) + 2 (Background Skills)
* Intimidate (+8)
* Perception (+4)
* Survival (+4)
* BS- Appraise (+3)
* BS- Fly (+7)

Automatic Bonus Progression +2
Lvl 3: +1 Resistance
Lvl 4: +1 Armor Enchantment +1 Weapon Enchantment
Lvl 5: +1 Deflection
Lvl 6: +2 Charisma

Class: Draconic Exemplar:

Predator’s Claws
* At 1st level, the draconic exemplar gains two primary claw attacks that deal 1d4 points of damage.

Draconic Essence
* The draconic exemplar embodies one particular facet of dragonkind personality. Each draconic essence is associated with a particular alignment, energy type, and true dragon type.
* The draconic exemplar must select an essence from the following list that has a listed alignment within one step of his alignment. He gains resist energy 5 for his draconic essence’s energy type. This increases to energy resistance 10 at 5th level, energy resistance 20 at 10th level, and energy resistance 30 at 15th level. If the draconic exemplar gains the breath weapon draconic weaponry, his draconic essence determines the shape and damage die of his breath weapon. The draconic exemplar also gains a unique compulsion based on his draconic essence that grows harder to resist as his hereditary power grows. The DC to resist a compulsion is 10 + ½ the draconic exemplar’s character level + the draconic exemplar’s Charisma modifier. His physical appearance takes on aspects of the associated true dragon, with the amount of required similarity subject to GM discretion (a significant amount of visual flexibility is encouraged, particularly for draconic exemplars with the Feykin or Lung alternate racial traits).‌
* Regal Alignment: lawful good; Energy: fire; Breath Weapon: cone (1d6); Dragon Type: gold. Compulsion: the draconic exemplar must make a Will save to take actions he thinks are demeaning or embarrassing.

Draconic Weaponry
* At 1st level, the draconic exemplar chooses a special attack based on his draconic physiology, chosen from the following list. At 7th, 13th, and 19th level, the draconic exemplar gains an additional special attack. He can use his draconic weaponry special attacks a number of times per day equal to his ½ his paragon class level + his Constitution modifier. Unless otherwise noted, a draconic weaponry type can only be selected once. Saving throws allowed by these abilities have a DC equal to 10 + ½ the draconic exemplar’s class level + the draconic exemplar’s Charisma or Constitution modifier, as noted in the ability.
* Lvl 1 Elemental Aura (Su) As a swift action, the draconic exemplar can cause energy appropriate to his draconic essence to boil up out of his limbs for 1 round. The draconic exemplar’s natural attacks deal +1d6 points of the appropriate energy damage, plus an additional +1d6 for every five class levels (maximum +5d6 at 20th level).

Level Plan: Purpose is to cap size as large while still keeping Draconic feel:

Levels
Lvl 2: Scaled Fist Monk (Cha to AC, Dragon Style)
Lvl 3-9: Draconic Exemplar
Lvls 10-20: Dragon Disciple (If natural sorcery allowed to work with it)

Feats
Lvl 3: Weapon Focus (natural weapons)
Lvl 5: Dragon Ferocity
Lvl 7: Feral Combat Training
Lvl 9: Extra Gift Natural Sorcery

Draconic Exemplar
Lvl 2: Thickened Scales (+2 NA)
Lvl 3: Elemental Affinity Fire (+Cha to damage when weaponry used)
Lvl 4: Dracomorphis
Lvl 5: Energy Resistance (Fire 10)
Lvl 6: Imbued Spirit (+2 Cha)
Lvl 7: Breath Weapon
Lvl 8: Dracomorphis, Energy Resistance (Fire 20)
Lvl 9: Natural Sorcery