Ok, I pretty much figured it out based on the responses I've seen. I was just wondering about how the sneak attack worked with spells. Essentially what I've gathered is that I need to make some sort of attack roll with the spell against an enemy denied it's dex to deal sneak attack damage, unless I've got surprise spells. Honestly, my character isn't going to be the scorching ray build (evocation is actually one of my opposition schools). The real reason I decided to go into the Trickster was because my character is acting as the parties face and I was originally just going to play a straight Enchanter but I decided I wanted to dip into the Charlatan Rogue variant to get Grand Hoax and then I figured the Arcane Trickster would be a nice choice because I get more skill points (something I enjoy) and some other nifty abilities. It also helps my character out when we run into things at higher levels that are immune to mind affecting-effects by allowing me to hit them with spells and deal sneak attack damage (sometimes anyway).
EvilMinion wrote:
I realize Inquisitors can detect any alignment at will but, if the lich and the Inquisitor were friends before the character became a lich and the character was not evil until afterwards, I don't think the Inquisitor would be casting detect evil on his friend. If he were evil before, then yes he'd have a cause to do it but before then I don't really see "I detect evil on the lich... I mean so and so's character" as not metagaming. Sure if the lich doesn't take measures to hide his lich-iness then the Inquisitor is likely to find out relatively quickly but I doubt he'd find out right away. Also, from the way I personally run games, just because someone detects as evil (unless of course it's blatantly undead, an evil dragon, or an evil outsider) the character has no reason to attack it, which is why most of the people I play with have changed the detect alignment spells to only detect that alignment when the characters have the intent of doing something of that alignment. That's just me though, I realize other people play differently.
I'm about to start playing in a game as a Gnome Bard (Archaeologist). The idea is my character is sort of an information gathering fiend/con man of sorts. We're starting the campaign at 1st level and per rule of the DM everyone has to have a rank in a profession or craft skill. With that in mind I'm thinking Profession (Scribe) to further my characters ability to forge things and probably to give a sort of background worthy reason why he knows so much as well as my reasoning for him having gift of tongues in place of defensive combat training and hatred. Anyway, with that in mind, I recently rolled my ability scores and got the following: 10, 14, 14, 14, 15, 18. Now, this isn't a bad set but I was wondering if anyone could assist me in placing them. I know I'll need a decent dex as my combat is probably going to rely on weapon finesse and Archaeologists luck and then from their I'd like a good or decent cha and I'd like a decent intelligence for skill points but I'm probably going to use my favored class bonus for 1 extra as well. My biggest issues right now are deciding whether to put the 18 in dex or cha and the 15 in the other and then whether to put the 10 in con or wis. Finally, after all that's decided I need a basic skill set for the character to have at 1st level. Any help is greatly appreciated.
This is something that I'd been thinking about building for a while, it's similar to a Monk mixed with a Fighter. I only started today and it needs some refining. I definitely need some more Aptitudes (talents/powers) and possibly some more class abilities. The Kensei Starting Gold: 4d6 x 10 gp
Alignment: Any Lawful
Class Skills: Acrobatics, Climb, Craft, Escape Artist, Intimidate, Knowledge (history), Knowledge (nobility), Perception, Profession, Ride, Sense Motive, Sleight of Hand, Stealth, and Swim. Skill Ranks at Each Level: 4+int modifier Weapon and Armor Proficiencies: Kensei are proficient with all simple weapons, plus one additional weapon of any type of their choice. Kensei are also proficient with light armor, but not with shields. 1: Honed Strike, Wall of Steel, Weapon of Choice, Weapon Expertise
Honed Strike: A Kensei may call upon the supernatural abilities of his weapon of choice (see below), granting him additional martial prowess. Begining at 1st level, a Kensei can use honed strike for a number of rounds per day equal to 4 + his Wisdom modifier. At each level after 1st, he can use honed strike for 2 additional rounds. Temporary increases to Wisdom, such as those gained from spells like owl's wisdom do not increase the total number of rounds that a Kensei can use honed strike per day. A Kensei can start and end his honed strike ability as a swift action. The total number of rounds of honed strike per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While using honed strike, a Kensei adds his Wisdom modifier to all damage rolls made with his weapon of choice. A Kensei cannot begin using honed strike while fatigued or exhausted and if he falls unconscious, his honed strike immediately ends. Wall of Steel: When wielding his weapon of choice, unencumbered, and wearing light or no armor, a Kensei may add his Wisdom modifier to his AC. This bonus applies even against touch attacks or while the Kensei is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor besides light armor, when he carries a shield, or when he carries a medium or heavy load. Weapon of Choice: Kensei begin play with a single masterwork weapon of their choice (many choose a martial or exotic weapon, but there are some that choose simple weapons), in addition they receive Weapon Focus with this weapon as a bonus feat. This weapon may be an heirloom, a weapon they forged themselves, or any multitude of things. As a Kensei acquires treasure through adventuring, he has the option of awakening the supernatural abilities latent in the weapon. This option allows a Kensei who prefers to wield his weapon of choice to wield a magic weapon, while another class may use treasure they find to acquire new weapons. At any time, a Kensei may retreat to solitude and spend time in prayer in order to awaken the ancestral spirits in his weapon. This requires a sacrifice of valuable items worth the amount shown on the tabel below. This sacrifice does not have to be gold - the character can sacrifice magic items or other goods worth the required amount, rather than selling his goods (at half value) to pay for the sacrifice. The Kensei must meet the minimum character level (including any prestige class levels) shown on the table, and he must spend one day per 1,000gp sacrificed in solitude. During this time, he must spend at least 8 hours each day kneeling before or training with his weapon of choice, not stopping to eat or rest. The values shown on the table below are the total value of sacrifice required to bring a single weapon to the listed weapon bonus. If a Kensei already has a +3 weapon, he can raise it to a +4 weapon by sacrificing 14,000gp and spending two weeks in prayer. If the same Kensei wanted to bring a second weapon to a +1, he would have to sacrifice 2,000gp. Before a Kensei's weapon of choice becomes a +1 weapon, it is an ordinary masterwork weapon in every way. Its latent supernatural powers do not cause it to be considered a magic weapon until the powers are awakened. A Kensei who loses his weapon of choice is dishonored until he can recover it. He can enhance another weapon of masterwork quality (if his 1st weapon of choice is lost or sundered or if he has the Two-Weapon Fighting feat) but it must be of at least masterwork quality and he must spend 1 week in solitude create a bond with this new weapon. A Kensei who attempts to sell his weapon of choice loses all of his Kensei abilities and his weapon of choice reverts to its original form. Weapon Bonus - Total Sacrifice Required - Minimum Character Level
*A weapon can't actually have a bonus higher than +5. Use these lines to determine price when special abilities are added in. For example, a Kensei who has a +4 long sword can transform it into a +4 thundering long sword with a sacrifice of 40,000gp, since thundering is a special ability equivalent to a +2 bonus. Weapon Expertise: A Kensei's specialized training with his weapon of choice has given him great skill with this particular weapon. A Kensei qualifies for feats that usually require a minimum number of Fighter levels (such as Weapon Specialization) as if he had a Fighter level equal to his Kensei level -2. For example, a 6th-level Kensei could take Weapon Specialization, since he’s treated as being a 4th-level Fighter for this purpose. These effective Fighter levels stack with any Fighter levels he might actually have. Thus a Fighter 2/Kensei 4 would also qualify for Weapon Specialization. Note: Any feat that applies to a designated weapon (such as Weapon Specialization) may only be taken for your weapon of choice. Evasion: At 2nd level or higher, a Kensei can avoid damage from many area-effect attacks. If the Kensei makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Kensei is wearing light or no armor. A helpless Kensei does not gain the benefit of evasion. Martial Aptitude: As a Kensei gains experience, he learns a number of aptitudes that improve his honed strike, starting at 2nd level, a Kensei gains one martial aptitude. He gains an additional martial aptitude for every 2 levels of Kensei attained after 2nd level. A Kensei gains the benefits of his martial aptitudes only while using honed strike, and some of these aptitudes require the Kensei to take an action first. Unless otherwise noted, a Kensei cannot select an individual aptitude more than once. Some martial aptitudes can only be taken if the Kensei has met certain prerequisites first, such as taking other martial aptitudes first or being a certain level. The DC of any saving throw called for by a martial aptitude is equal to 10 + 1/2 the Kensei's level + the Kensei's Wisdom modifier. Battle Dancer: A Kensei with this martial aptitude can make a full attack action (for melee attacks only) and still move up to his speed. However, the Kensei must move a minimum of 5 feet between each attack when using this martial aptitude, and he cannot return to a square he just exited (although he may return to that square later during the full attack). The Kensei is subject to attacks of opportunity during this "dance," but may tumble normally as part of his move. A Kensei prevented from completing his move is also prevented from finishing his full attack. A Kensei must be of at least 12th level and his weapon of choice must be a slashing weapon to select this martial aptitude. Blade Barrier: A Kensei with this apptitude may produce the the equivalent of the blade barrier spell by throwing his weapon of choice and using a full round action each round for a number of rounds equal to 3 + his wisdom modifier, he can end this ability as a free action and when he does so, his weapon returns to his hand. A Kensei must be of at least 12th level and he must have the Ricochet martial aptitude before selecting this martial aptitude. Combat Maneuver Mastery: A Kensei with this martial aptitude adds a +2 bonus to any combat maneuver made with his weapon of choice. Devastating Blow: After scoring a hit with his weapon of choice, a Kensei can choose not to roll dice to determine the damage. Instead, he figures the normal maximum damage (not a critical hit) he can inflict and deals that much damage to the target. A Kensei wielding a long sword with a 15 Strength and 16 Wisdom deals 13 points of damage (8 + 2 for Strength + 3 for Wisdom) when he chooses this option. Additional damage, such as from using the Power Attack feat (following the rules for it normally), the sneak attack ability, or a weapon's special properties (such as flaming or vicious), is determined normally, not maximized. This ability cannot be used when you roll a successful critical hit. A Kensei can use this aptitude once per day and only while using honed strike. Flurry of Strikes: A Kensei with this martial aptitude may elect to use a full attack action to make a flurry of strikes. When doing so, he may make one extra attack in that round at his full base attack bonus, but all of his attacks that round (including this extra attack) take a -2 penalty until the Kensei's next turn. Knockback: Once per round, the Kensei can make a bull rush attempt against one target in place of a melee attack. If successful, the target takes damage equal to the Kensei's Strength modifier and is moved back as normal. The Kensei does not need to move with the target if successful. This does not provoke an attack of opportunity. Opening the Wounds: A Kensei with this aptitude deals an amount of bleed damage to his opponent equal to his Wisdom modifier, temporary increases to Wisdom, such as those gained from spells like owl's wisdom do not increase the bleed damage done. Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage bypasses any damage reduction the creature might possess. Perfect Balance: While wielding his weapon of choice, a Kensei using the Total Defense action or the Combat Expertise feat receives an additional +1 to AC. A Kensei’s weapon of choice must be a weapon to which the Weapon Finesse feat can apply to select this martial aptitude. Ricochet: For a number of rounds equal to 3 + your Wisdom modifier you may treat your weapon of choice as if it had the returning property. A Kensei must be of at least 6th level and his weapon of choice must be a throwing weapon to select this martial aptitude. Savage Strength: While wielding his weapon of choice, a Kensei using this martial aptitude adds his strength bonus x2 instead of his strength bonus x1-1/2. A Kensei must be of at least 8th level and his weapon of choice must be a two-handed weapon to select this martial aptitude. Stunning Blow: A Kensei using this martial aptitude gains and may use the Stunning Fist feat with his weapon of choice while using his honed strike ability; he need not meet the prerequisites of the feat. A Kensei must be of 8th level before selecting this martial aptitude. Bonus Feats: At 3rd level and every 4 levels thereafter (7th, 11th, etc) a Kensei gains a bonus feat from the following list. The Kensei must meet any prerequisite for the feat he selects. Bonus Feat List: Agile Maneuvers, Alertness, Blind-Fight, Combat Reflexes, Dodge, Diehard, Endurance, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Quick Draw, and Run. At 7th level he adds Improved Great Fortitude, Improved Iron Will, Improved Lightning Reflexes, Lunge, Spring Attack, and Wind Stance to the list. Improved Evasion: At 9th level, a Kensei's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless Kensei does not gain the benefit of improved evasion. Timeless Body: At 17th level, a Kensei no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Age bonuses still accrue, and the Kensei still dies of old age when his time is up. Sword Saint: Upon reaching 20th level a Kensei has mastered his weapon of choice; he now adds his Wisdom modifier to all damage rolls, even while he is not using honed strike. In addition, any critical hits made with his weapon of choice are automatically confirmed and when he uses his honed strike ability he now adds his Wisdom modifier x2 on damage rolls.
So I've been kind of hesitant about posting the races for my world on forums as I plan on writing a book set in that world but I've decided that I don't really care that much any more also, Eyolf The Wild Commoner had said something in another thread about being interested in the races in my game so I decided it was time to unleash them. Keep in mind that these are slightly overpowered (even for Pathfinder races) because I for some reason I like running games that way, also none of the normal races are in my world except Humans (along with other things that means the languages are different). So here they are: Humans:
The men of Kaj are split among 6 different nationalities, each group speaks a language similar to the beings they grew up near as well as the common language. The 6 groups of men are the Suurvallan, the Orilonaki, the Dyringan, the Phandærin, the Lasairian, and the Froschendic.
Humans are the same as they are in the Players Handbook but, with the following additions: Suurvallan: +2 on all Bluff, Diplomacy, and Intimidate checks. Extra Language – Suurvallan Orilonaki: Stability (as the Dwarf ability). Extra Language – Orilonaki Dyringan: Heat Endurance: +2 bonus on saves against fire and can survive in temperatures up to 120 degrees F. Extra Language – Oceanic Phandærin: Low-Light Vision, +2 on Perception checks. Extra Language – Phandian Lasarian: Cold Endurance: +2 on saves against cold and can survive in temperatures from 0-90 degrees F. Extra Language – Ündersprek Froschendic: Hold Breath (see the Chittenga or Lizard Folk ability), +2 on Swim checks. Extra Language – Aldien Age: Adulthood 15 - Middle Age 35 - Old Age 53 - Venerable 70 - Max Age +2d20 Leonites:
(Leo-night)
The “lion” men of Leotis, Leonites are known for taiming and riding Griffons and although the majority of Leonites live on Leotis many can be found in Hoite, Suurv, and Denn. Looks: Leonites look like men with a thin coat of fur and claw like finger nails. The mens hair grows in a style similar to a lion mane and all Leonites have a tail. Society: Leonites generally stay on the Floating Isle, even in modern times, and generally only visit the island nations below (rather than live there). Relations: Many Leonites tend to enjoy the company of other races but seem to be somewhat fearful of them because they have only recently been reintroduced to them. Humans, Zvaigzne, and Phandians seem to be the easiest races for Leonites to get along with. Rhinosaurs and Mudlarks will coexist with Leonites, generally not disliking or taking an interest in them. Tahngoa always seem to ask too many questions when in the company of Leonites, which tends to put most Leonites off of them; although some seem to like it and keep the Tahngoa around for amusement. Schist, Vahnthra, and Chittenga seem to frighten most Leonites because of their appearance. Leonites have an extreme dislike for Felgorians because of their past with them. Daishan, Mograhtti, Byndair do not generally see Leonites and are always a bit confused as to what they are, thinking they’re a Human or Zvaigzne most of the time. Alignment: Leonites have a strong sense of community and tend to lean towards a Lawful alignment. Names: Leonites generally take 2 names which are usually similar to the names of Froschendic Humans. Example Male Names: Dale Haldan, Alfred Udan, Micheal Frenk. Example Female Names: Samantha Willow, Rebecca Pencha, Helen Verrin. Size: Medium +2 to any One Ability Score: Leonites gain a +2 bonus to one ability score of their choice. Normal Speed: Leonites have a base speed of 30 feet. Low-Light Vision: Leonites can see twice as far as humans in conditions of dim light. Keen Senses: Leonites receive a +2 racial bonus on Perception checks. Saddle Born: Leonites receive a +2 racial bonus on Handle Animal and Ride checks; in addition both these skills are always considered class skills. Enhanced Scent: Leonites may use a feat to gain the Scent special ability. Natural Weapon: Leonites are capable of making natural attacks with their sharp claws. A Leonite possesses a claw attack that deals 1d6 damage plus strength modifier on a successful hit. Weapon Familiarity: Leonites are proficient with lances and long swords and treat bastard swords as martial weapons. Age: Adulthood 12 - Middle Age 44 - Old Age 72 - Venerable 85 - Max Age +3d10 Zvaigzne:
(Ss-feyg-snee)
Shrouded in mystery and said to have fallen from the sky, Zvaigzne are said to be the sons and daughters of stars that fell to Kaj ages ago. Looks: Zvaigzne are frail human-like beings. They have pointed ears and their skin is either a pale silvery color or a pale gold color (depending on what climate they are from), either way the skin of the Zvaigzne glitters. If a Zvaigzne has gold skin it’s hair is a golden color as well and if a Zvaigzne is silver it’s hair is a silver color. Zvaigzne’s eyes are clouded over and have no pupils. Society: Zvaigzne tend to live in extreme climates in cities amongst other races. Golden Zvaigzne reside in the Living Mountains and the Dyringan desert while Silver Zvaigzne reside in the White Mountains and Keringwood Forest. Relations: Zvaigzne tend to be the apple of other races eyes, they renown for their beauty throughout Kaj and Zvaigzne tend to take advantage of this in certain situations. Zvaigzne get along well with Humans, Leonites, and Phandians because they are the easiest to relate to. They tend to think of Rhinosaurs as brutes but will befriend them because of their strength. Tahngoa and Chittenga seem to get along with Zvaigzne although they sometimes become distracted with the sparkling skin of the Zvaigzne. Schist and Zvaigzne seem to like each other but have difficulty communicating sometimes because Schist tend to think more logically than Zvaigzne. Mudlarks and Vahnthra seem to coexist with Zvaigzne, not liking or disliking them. Felgorians seem to view Zvaigzne as weak. Byndair will attack Zvaigzne on site because they say Zvaigzne meat tastes better than any other. Mograhtti have an extreme hatred for Zvaigzne because of their ability to produce light from their bodies. Strangely enough Daishan treat Zvaigzne as little more than Humans because of their looks. Alignment: Zvaigzne tend to be free spirited and whimsical leaning them generally more towards Chaotic alignments. Names: Silver Zvaigzne usually carry 2 names while Gold Zvaigzne usually only have 1. Example Male Names: Landor Radianti, Xander, Fergus. Example Female Names: Alise Shiningsun, Miranda Lightfoot, Robin. Size: Medium +2 Constitution, -2 Wisdom, +2 Charisma: Zvaigzne survive in harsh environments and are witty but, they generally do not think before they speak. Normal Speed: Zvaigzne have a base speed of 30 feet. Heritage: Zvaigzne born in Orilonak gain Cold Endurance and gain Orilonaki as a bonus language, Zvaigzne born in Suurvahl gain Heat Endurance and gain Oceanic as a bonus language. Low-Light Vision: Zvaigzne can see twice as far as humans in conditions of dim light. Light Source: Zvaigzne may emit a 5ft. radius of light from their bodies at will. Flash: 1/day a Zvaigzne may concentrate all its light into a powerful burst causing all creatures in a 30ft. radius to make a will save (DC10+½HD+cha modifier) or be dazzled for 1d4+1 rounds. Once this ability is used a Zvaigzne may not use its light source ability until it has meditated in starlight for 1 hour. Enchanting Prowess: Zvaigzne may add +1 to the DC of any saving throw against Enchantment spells they cast. Age: Adulthood 200 - Middle Age 400 - Old Age 600 - Venerable 800 - Max Age +2d% Rhionsaurs:
(Rhino-sore)
The hulking brutes of the Orilonaki plains, Rhinosaurs are generally distinguished as Orilonaki Rhinosaurs (those that wear solid colored kilts and are not part of a specific clan) or Clan Rhinosaurs (those that wear tartan kilts and are part of one of the Rhinosaur Clans) Looks: Rhinosaurs are large anthropomorphic Rhinos. They can have 1 or 2 horns and are generally feared by most of the other races because of their size and demeanor. Society: Orilonaki Rhinosaurs are Rhinosaurs that live in the large cities of Orilonak and are followers of the Orilonaki. Clan Rhinosaurs live in clan lands in small groups usually with the leader in the largest group in a larger village. Relations: Rhinosaurs are usually looked at with some fear by most races because of their size and most Rhinosaurs have a fierce demeanor. Humans and Leonites usually just coexist with Rhinosaurs and keep confrontation to a minimum. Tahngoa are generally thought of as too smart by Rhinosaurs and therefore are generally avoided. Schist are one of the few races Rhinosaurs like because of their warrior like attitude toward things. Felgorians are generally looked at with pity by Rhinosaurs because they feel that Felgorians don’t know how to live any other way than the way they do. Mudlarks are generally not seen as a threat (even the assassins) and are known to even live amongst some Rhinosaur clans. Rhinosaurs don’t seem to trust Vahnthra or Chittenga and will sometimes capture them and sell them as slaves. Bydnair do not usually see Rhinosaurs but when they do they see them as formidable opponents. Mograhtti do not like Rhinosaurs, although they do not usually see them. Daishan see Rhinosaurs as a race above humans but still below themselves because they are dull witted and too big. Alignment: Clan Rhinosaurs tend to base their alignment on their clan while Orilonaki Rhinosaurs tend to sway towards a Lawful alignment. Names: Clan Rhinosaurs only have one name, using their Clan name as a last name if it is needed. Orilonaki Rhinosaurs generally take a second name based on an aspect of their family or themselves. Example Male Names: Rufus Spearhorn, Drummar, Gar. Example Female Names: Olga, Margarete Thunderfoot, Cynthia Gorebrute. Size: Large +4 Strength, -2 Dexterity, -4 Intelligence: Rhinosaurs are incredibly strong but, dull witted and weighed down with muscle. Normal Speed: Rhinosaurs have a base speed of 30 feet. Poor Vision: Rhinosaurs take a -1 on all ranged attack rolls. Ferocity: Rhinosaurs remain conscious and can continue fighting even if their hit points are below 0, when doing so a Rhinosaur is staggered and loses 1HP each round. Rhinosaurs still die when their HP total reaches a negative amount equal to their Constitution score. Intimidating: Rhinosaurs receive a +2 racial bonus on Intimidate checks. Enhanced Scent: Rhinosaurs may use a feat to gain the Scent special ability. Natural Armor: Rhinosaurs have a +1 natural armor bonus. Natural Attack: Rhinosaurs are capable of making natural attacks with their horn(s). A Rhinosaur possesses a gore attack that deals 1d6 damage plus strength modifier and a half on a successful hit, in addition Rhinosaurs deal double damage with their gore attack while charging. Age: Adulthood -14 Middle Age 30 - Old Age 45 - Venerable 60 - Max Age +2d10 Tahngoa:
(Tahn-gow)
The much smaller, much more intelligent cousin of the Yeti, Tahngoa are known for being crafty and are accredited with the creation of countless useful inventions. Looks: Tahngoa are small creatures covored with white fur. They have long floppy ears and sharp claws on their hands. (they would look similar to a white Ewok from star wars with floppy rabbit like ears, if such a thing existed) Society: Tahngoa tend to live in Jiien or in small villages in the White Mountains. They respect the laws of the Orilonaki but also tend to live how they want to if they do not frequent the mainlands of Orilonak. Relations: Tahngoa are generally seen as tinkerers and “know it alls” because there are so many Tahngoan inventions used throughout Kaj. Humans, Zvaigzne, Chittenga, and Phandians tend to enjoy the company of Tahngoa, although they are sometimes dumbfounded by the smarter Tahngoa. Leonites and Schist see Tahngoa as very intriguing beings but seem to mistrust them around valuables for some reason or another. Rhinosaurs and Felgorians think of Tahngoa as scholars and thus do not tend to bother them as most of a Tahngoas words will go over their heads. Mudlarks and Vahnthra do not generally see Tahngoa but when they meet them Tahngoa tend to have multitudes of questions. Byndair nearly never see a Tahngoa and always seem confused if they catch one. Mograhtti do not like Tahngoa because if they come to the deep caves they generally bring Yeti with them. When Daishan encounter Tahngoa they seem have varying opinions some find them amusing and others think they’re too weak which is why they invent so many things. Alignment: Tahngoa tend to look at things very logically and obey the laws they have learned but they also tend to break “natures laws” with some of their inventions. This contrast usually results in Tahngoa being of Neutral alignments. Names: Tahngoa tend to take an Orilonaki name and have a last name that changes as they grow, this last name is generally given to them by another Tahngoa and is supposed to tell others about that person. Example Male Names: Danno Losthead (head usually refers to a Tahngoas mind when used in a name), Grib Patchfur, Sambo Bigpipe. Example Female Names: Sandra Underearth, Hanna Longfang, Anne Chipclaw. Size: Small -2 Strength, +2 Dexterity, +2 Intelligence: Tahngoa are nimble in body and mind but, they are small. Slow Speed: Tahngoa have a base speed of 20 feet. Natural Craftsmen: Tahngoa receive a +2 racial bonus on one Craft skill of their choice, in addition Craft is always a class skill. Engineers: Tahngoa receive a +2 racial bonus on Knowledge (engineering) and Disable Device checks. Darkvision: Tahngoa can see in the dark up to 60 feet. Cold Endurance: Tahngoa receive a +2 racial bonus on saves against cold and can survive in temperatures from 0-90 degrees F. Natural Attack: Tahngoa are capable of making natural attacks with their sharp claws. A Tahngoa possesses a claw natural attack that deals 1d3 damage plus strength modifier on a successful hit. Weapon Familiarity: Tahngoa are proficient with light and heavy picks and treat any weapon with the word “Tahngoan” in it as a martial weapon. Age: Adulthood 25 - Middle Age 50 - Old Age 75 - Venerable 100 - Max Age +4d% Schist:
(Shh-ist)
The rock people of the living mountains, Schist are said to pull themselves from the living stones deep within the mountains. Looks: Schist look like a human statue with mossy hair. They have no reproductive organs so, they rarely wear much. Society: Schist inhabit the Living Mountains but when a Schist becomes 100 years old he/she is sent out of the mountains to bring back something to contribute to the Order of the Stone, many usually return in 5 years but others may take up to 1000 years to return, if they return at all. Relations: Schist tend to keep to themselves but when they leave the mountains they do tend to make a few friendships although many of the Schist realize they will live far longer than those they have befriended. Humans, Leonites, Chittenga, and Felgorians tend to be skeptical of Schist because their strange appearance. Zvaigzne get along very well with Schist as they have had a lasting relationship and both are members of the Order of the Stone. Rhinosaurs do not usually see Schist but those that do tend to like them because of their warrior like attitudes. Tahngoa are very interested in the Schists ability to make things with their body but may come off too strong when meeting a Schist thus scaring the Schist away. Mudlarks will coexist with Schist and some even form very good relationships with Schist because they both love nature. Vahnthra have a strange relationship with the Schist, some like the Schist because they protect the Living Mountains but others hate the Schist because they rule the Living Mountains. Phandians enjoy Schist but some think they are too slow for their size. Daishan never tend to see Schist because Schist tend to stay away from the sea but, when they do encounter each other there always seems to be a strange encounter. Mograhtti and Byndair have a extreme distaste for Schist because they rule the living mountains. Alignment: Because of a Schists commitment to his/her people Schist tend to be of Lawful alignment and most sway towards Good or Neutral rather than Evil. Names: Schist generally only take 1 name. Example Male Names: Ündramadus, Ögnatûs, Gommuñ. Example Female Names: Apûndá, Enrîgì, Sézdèn. Size: Medium +2 Constitution, +2 Wisdom, -2 Charisma: Schist are tough and wise but, lack social skills and most people are frightened by their appearance. Slow Speed: Schist have a base speed of 20 feet. Stone Cunning: A Schist receives a +2 bonus on Perception checks to potentially notice unusual stonework. They receive a check to notice such features whenever they pass within 10ft. of them whether or not they are actively looking. Tough: A Schist receives a +2 racial bonus on saves against poisons and disease. Natural Armor: Schist have a +2 natural armor bonus. Ammunition: Each day a Schist can create 3 plus its Constitution modifier arrows, sling bullets, bolts, or darts from its own body with a Craft (stone working) or (weaponsmithing) check (DC10) as a Swift Action for each missile, a failed check counts as a use. A Schist may create more missiles at the cost of 1HP/missile. All missiles dissolve shortly after being used. Creating a missile doesn’t provoke an attack of opportunity. Schist Monks may create shurikens in addition to the other items listed above. If you do not use a missile it dissolves in 1 day. Stone Walk: 1/day as a full-round action a Schist and up to 100lbs. of equipment may move through a stone wall or similar stone substance. Schist may only move through a maximum of 10ft. of stone with this ability. Like a Rock: Schist receive a -4 penalty on Fly and Swim checks and are unable to float. Age: Adulthood 100 - Middle Age 1,000 - Old Age 1,750 - Schist can't die from aging and therefore do not become venerable Felgorians:
(Fel-gore-ian)
Pointy ears and teeth, grey skin, and stubby tails, Felgorians are around half the height of men but, they are said to be stronger than most of them. Looks: Well I think that describes them mostly. The best way I can describe them without a picture (and without saying what’s written above) would be if a Dwarf and Orc made babies and for some reason the babies had shark-like teeth and a stubby tail. O! and for some reason the skin of the baby was a dusty grey color. Society: Felgorians are said to have a king in the walled city of Felgoria and if anyone says anything bad about him there is bound to be a fight but, they tend to travel throughout Kaj in groups that cause trouble. Relations: Felgorians are looked at as ruffians and cannibals because some are known to eat humanoids although it is said to be an outdated practice. Humans, Leonites, Zvaigzne, and Schist tend to look down upon Felgorians and some will attack them without warning. Rhinosaurs, Mudlarks, and Tahngoa tend to look at Felgorians with some pity because they feel they don’t know any other way to survive. Phandians seem to accept Felgorians but will keep an eye on them to make sure they do not cause any trouble. Vahnthra and Byndair do not see Felgorians a often but view them as strong beings. Chittenga and Mograhtti seem to be the only races that will try to pursue friendship with a Felgorian because their brute strength and stubborn personalities seem to get them what they want. Daishan do not like Felgorians, they view them as admirable opponents but they find them lacking in strategy. Alignment: Forced to live harsh environments and only excepted in Felgoria, Felgorians are not Evil by nature but it comes easily to them. Felgorians are usually Chaotic Neutral feeling that they should not do anything unless it benefits them. Names:[i] Felgorians usually try to pick a fearful sounding name and it is rare for a Felgorian to take a last name. Example Male Names: Ogfell, Crog, Gorgoroth. Example Female Names: Zelfra, Alma, Marltooth. [i]Size: Medium +2 Strength, +2 Constitution, -2 Intelligence: Felgorians are strong but lack schooling and common sense. Slow and Steady: Felgorians have a base speed of 20 feet, but their speed is never modified by armor or encumbrance. Stability: Felgorians receive a +4 racial bonus to their CMD when resisting a bull rush or trip attempt while standing on the ground. Darkvision: Felgorians can see in the dark up to 60 feet. Illiterate: A Felgorian does not automatically know how to read or write and must put a rank in Linguistics to become literate in a spoken language. Cruel: Felgorians receive a +2 racial bonus on Intimidate checks but, take a -2 penalty on Diplomacy checks. Cold Endurance: Felgorians receive a +2 racial bonus on saves against cold and can survive in temperatures from 0-90 degrees F. Enhanced Scent: Felgorians may use a feat to gain the Scent special ability. Natural Attack: Felgorians are capable of making natural attacks with their sharp teeth. A Felgorian possesses a bite natural attack that inflicts 1d4 damage plus strength modifier and a half; in addition a Felgorian may initiate or maintain a grapple with its bite. Age: Adulthood 13 - Middle Age 26 - Old Age 52 - Venerable 105 - Max Age +2d10 Mudlarks:
(Mud-lark)
The six fingered men of the forsests and swamps of Survahl and Orilonak, Mudlarks are swift and agile little creatures who are known to have ties with with dark organizations. Looks: Mudlarks have a dark green skin with occasional blotches that vary in color. They are short and have six fingers on each hand (as well as six toes on each foot). The extra finger is located between their thumb and index finger and is a mix of the two. The sixth toe is an extra pinky toe if you were wondering. Mudlarks born without any spots on them are taken at birth and raised to be Assassins allowing them to take levels in the Assassin class without meeting the prerequisites. There is a 5 percent chance of a Mudlark child being born without the spots other Mardlarks possess. Society: Mudlarks generally tend to live in small villages in the trees of forests, the largest of these is the city of Ebenwood. Although the common Mudlark is generally peaceable many people believe that all Mudlarks are assassins because of the birth ritual with spotless Mudlarks. Relations: Among other races, Mudlarks are generally looked at with suspicion because of their large contribution the worlds assassin numbers. In addition most races see non-assassin Mudlarks as Rogues that will take anything that looks like it might be of value. Humans, Leonites, and Zvaigzne tend to accept Mudlarks but do not leave stray valuables out while in the company of their small friends. Rhinosaurs do not see Mudlarks as a threat at all and some Mudlarks have been known to live with Rhinosaur Clans. Tahngoa seem to have a love, hate relationship with Mudlarks, they are very intrigued by the Mudlarks sixth finger and their living style but cannot help but tend to get lost in the words of the Mudlark. Felgorians and Vahnthra do not generally see Mudlarks but are wary of them when they do. Chittenga tend to get along well with Mudlarks but both tend to mistrust the other. Phandians seem to love talking with Mudlarks about trees and nature but tend to not like the talk of the assassins among the Mudlarks. Byndair, Daishan, and Mograhtti do not tend to see Mudlarks and thus have varying attitudes towards them when they see each other. Alignment: Mudlarks live in small societies throughout the forests of Kaj and tend to love nature. They are generally a Neutral alignment unless they are born without spots. Spotless Mudlarks are nearly all some Evil alignment. Names: Mudlarks tend to have earthy names (even among their assassins) or names that exemplify their talents but they tend to tell people a shortened version. Example Male Names: Fleetfoot (Fleet), Vinerk (Vin), Sen. Example Female Names: Tarra, Gaia, Lily. Size: Small -2 Strength, +2 Dexterity, +2 Wisdom: Mudlarks are nimble and know how to survive on their own but, they are small. Slow Speed: Mudlarks have a base speed of 20 feet. Low-Light Vision: Mudlarks can see twice as far as Humans in conditions of dim light. Survivalists: Mudlarks receive a +2 racial bonus on saves against disease as well as a +2 bonus on all Survival checks. Fast Stealth: Mudlarks can move their full speed while using the Stealth skill without penalty; in addition Stealth is always considered a class skill. If the Stars are Right: Mudlarks born without any spots on them are taken at birth and raised to be assassins, allowing them to take levels in the Assassin class without meeting the prerequisites. There is a 5 percent chance of a Mudlark child being born without the spots other Mudlarks possess. Weapon Familiarity: Mudlarks are proficient with short swords and hand crossbows and treat any weapon with the word “Mudlarken” in it as a martial weapon. Age: Adulthood 12 - Middle Age 40 - Old Age 57 - Venerable 75 - Max Age +2d20 Phandians:
(Fan-dian)
The feathered men of the Phandian Isles, Phandians are sometimes seen off of Phandia speaking with strange creatures in the woodlands. Looks: Phandians look similar to a human with feathers. They can be colored like any bird and their feathers can look different, the feathers on the head grow longer than the rest of the feathers giving the appearance of hair. They have talon-like hands and feet. Society: Phandians generally live on the Phandian Isles and are usually not seen off them. It is said that Phandia has no stable government but is run by its people. Relations: Phandians are the most accepting race in Kaj and seem to be offended when other races think they are better than another. Humans, Leonites, Zvaigzne, Schist, and Chittenga all seem to get along very well with Phandians, although some Chittenga see young Phandians as prey when they are starving. Rhinosaurs see Phandians as strange foreigners and are usually confused by them. Tahngoa are always ready to ask Phandians how they move so fast and ask questions. Mudlarks seem to enjoy Phandians more than other races because they have a connection with nature. Vahnthra find Phandians intriguing but dislike how fast they are able to move. Byndair and Mograhtti that encounter Phandians are usually dumbfounded by their speed but always seem to pursue them despite that. Daishan tend to try and befriend Phandians because of their ability to move so fast but Phandians seem to dislike Daishans thoughts on other races. Alignment: Phandians usually believe in personal freedom and are there are quite a few Chaotic Good Phandians although there are just as many with Neutral alignments because some feel they should not interfere with the other countries. Names: Phandians have 3 names, one that is a secret, one that only other Phandians know but do not speak unless they are behind a closed door, and one that they are called by others. Example Male Names: Hawkshal, Cralindel, Nytofan. Example Female Names: Sefuni, Opahunai, Dusquindil. Size: Medium -2 Strength, +4 Dexterity, -2 Constitution: Phandians are very lithe and agile but they have frail, weak bodies. Fast Speed: Phandians have a base speed of 40 feet. Keen Senses: Phandians receive a +2 racial bonus on Perception checks. Acrobatics: Phandians receive a +2 racial bonus on Acrobatics checks. Foreign: Phandians receive a -2 penalty on Diplomacy checks. Avian Heritage: Phandians treat fall damage as if the distance fallen were 10ft. shorter. Burst: 1/day a Phandian may increase its base speed by 10 times (normally making it 400) when it runs. Bursting while running gets rid of the normal x4 to a Phandians base speed; a Phandian is fatigued for 1 hour after bursting. Natural Weapon: Phandians are capable of making natural attacks with their talon like hands. A Phandian possesses a claw natural attack that deals 1d4 damage plus strength modifier on a successful hit. Age: Adulthood 20 - Middle Age 50 - Old Age 70 - Venerable 100 - Max Age +5d20 Chittenga:
(Chit-n-guh)
The rat men of Kaj, Chittenga have a knack for swimming and can be found almost anywhere in Kaj, there are even rumors that they’re outnumbering humans. Looks: Chittenga resemble humanoid rats (much like splinter from the Ninja Turtles). They have varying colors of fur from grey to brown to white or black as well as long hairless tails and sharp incisors and claws. Society: Chittenga are said to have been created in Phandia but have since come to inhabit every island in Kaj. They have claims in no kingdom but they tend to live off of other societies. Relations: Chittenga are known for their athletic abilities but are generally looked at with disgust. Most Chittenga, knowing full well that other races think this way tend to either play against the races disgust using trickery or keep to themselves. The only races Chittenga seem to get along well with are Felgorians, Mudlarks, and Mograhtti because of other races common mistrust of these 4 races. Chittenga tend to be able to coexist with Humans, and Leonites but know that the more “savage” Humans and Leonites will take them as slaves. Zvaigzne and Tahngoa tend to have varied reactions to Chittenga, some treat them very well while others run away fearing they will catch a disease. Schist seem to get along with Chittenga as long as the Chittenga obeys the laws in the region. Rhinosaurs have a extreme dislike for Chittenga, they see them as pests that steal and ruin crops and thus tend to exert their dislike by capturing Chittenga and selling them to Humans as slaves. Phandians (like in most other situations) seem to be the most accommodating as they do not care about a persons past. Byndair will eat Chittenga but say they taste terrible. Daishan actually treat Chittenga as a race slightly above Humans because they seem to be better at moving in water and on land. Alignment: Chittenga tend to travel in groups or live in tribes thus building a bond but they realize since they are looked down upon that they usually do not have bright futures. This results in Chittenga usually being an extremist in alignment (Lawful Good/Lawful Evil or Chaotic Good/Chaotic Evil). Names: Chittenga tend to have long, choppy, names made up of varying noises and thus usually have a nickname which they tell other races. Example Male Names: Ti’cho’ta’tic, Kip’to’da, Vet’la’etch’da’ga. Example Female Names: Hwa’mi’sa, Yi’cho’dal’si, Tii’den’go. Size: Medium +2 to any One Ability Score: Chittenga gain a +2 bonus to one ability score of their choice. Normal Speed: Chittenga have a base speed of 30 feet. Darkvision: Chittenga can see in the dark up to 60 feet. Tough: Chittenga receive a +2 bonus on saves against poison and disease. Hold Breath: A Chittenga can hold its breath for a number of rounds equal to 4 times its Constitution modifier before it risks drowning. Natural Athlete: A Chittenga receives a +2 racial bonus all Acrobatics, Climb and Swim checks, in addition Swim is always considered a class skill. Enhanced Scent: Chittenga may use a feat to gain the Scent special ability. Natural Attacks: Chittenga are capable of making natural attacks with their sharp teeth and claws. A Chittenga possesses a claw and a bite natural attack and both inflict 1d4 damage plus strength modifier on a successful hit. Weapon Familiarity: Chittenga are proficient with tridents and treat nets and treat any weapon with the word “Chittengan” in it as a martial weapon. Age: Adulthood 5 - Middle Age 15 - Old Age 23 - Venerable 30 - Max Age +1d10 Vahnthra:
(Vahn-thruh)
Looked down upon because of their resemblance to evil dragons, Vahnthra are known for their ability to spit acid as well as their knack for magic. Looks: Vahnthra are lizard like humanoids with webbed hands and feet and a frilled flaps of scales on various parts of their body. They have gills on their necks but, can breathe water and air both with no problems. They generally have green, black, or yellow scales but, there have been accounts of Vahnthra with copper scales. Society: Vahnthra generally live in a port city or near an oasis in the Dyringan desert. Although they have no ties to any government, Vahnthra tend to work most with the Suurvallan Empire and the Order of the Stone. Relations: Vahnthra looked at in different lights by nearly everyone, some see them as descendants of evil dragons and others see them as a smart and reliable race. Humans and Leonites tend to keep a close eye when working with Vahnthra because of their knowledge of magic and their ability to spit acid. Zvaigzne seem to be the most accepting of these little reptilians because they seem to be one of the only races that have as quick a wit as Zvaigzne. Schist, Mudlarks, Tahngoa, and Phandians seem to get along well with Vahnthra for the most part. Rhinosaurs and Felgorians tend to look down upon Vahnthra because of their strange ability to spit acid (although some Felgorians seem to be jealous of the ability). Mograhtti, Mudlarks, and Chittenga tend to relate with those Vahnthra that have been shunned for ancestry but may keep a watchful eye on them. Strangely enough Daishan and Byndair don’t seem to be bothered by Vahnthra and will even travel with them on occasion. Alignment: Vahnthra are very diverse in their alignment, you are just as likely to see a Lawful Good Vahntrha as you are to see a Chaotic Evil, or Neutral one. Names: Vahnthra tend to take names of Dyringan humans as a first name and a last name that has something to do with the color of their scales. Example Male Names: Darius Greenscale, Hamid Copperclaw, Qualtan Blacknail. Example Female Names: Sheela Yellowbelly, Vindella Bluebrow, Lingall Greyscale. Size: Small -2 Strength, +2 Intelligence, +2 Charisma: Vahnthra have quick minds but, are small. Slow Speed: Vahnthra have a base speed of 20 feet. Swim Speed: Vahnthra have a swim speed of 30 feet granting them a +8 racial bonus on swim checks and making swim a class skill. Water Breathing: A Vahnthra can breathe underwater indefinitely and can use its breath weapon and other abilities while submerged. Natural Armor: Vahnthra have a +1 natural armor bonus. Breath Weapon: When created a Vahnthra character chooses whether it has a 30ft. line or 15ft. cone breath weapon. This deals 1d6 acid damage and once used it cannot be used again for 1d4 rounds. A successful reflex save (DC10+½HD+con modifier) halves the damage. Heat Endurance: Vahnthra have a +2 bonus on saves against fire and can survive in temperatures up to 120 degrees F. Age: Adulthood 50 - Middle Age 92 - Old Age 147 - Venerable 220 - Max Age +2d% Racial Weapons and Feats:
Tahngoan Boomerang – light – 15gp – small 1d3 – medium 1d4 – 19-20x2 – 2lbs. – S
Chittengan Net – ranged – 30gp – 10ft. – 10lbs. – entangles Mudlarken Dagger – light – 35gp – small 1d3 – medium 1d4 – x3 – 1lb. – P Tahngoan Boomerang: Unlike a normal boomerang, a Tahngoan boomerang has a bladed edge allowing it to deal lethal damage and be used as a light melee weapon. When throwing this weapon if the thrower misses its intended target the boomerang returns. To catch a returning boomerang, the thrower must make an attack roll and hit an AC of 10. Failure indicates the boomerang lands in a square adjacent to the thrower (if the thrower is proficient) or 1d4 squares in a random direction (if not proficient). Chittengan Net: A Chittengan net looks like a normal net made of thin metal wires. This weapon functions like a normal net with the following changes. If the entangled creature attempts to cast a spell it must make a concentration check with a DC of 17+ the spells level or be unable to cast the spell. An entangled creature can attempt to escape with a DC25 Escape Artist check (a full-round action); the net has 10HP and can be burst with a DC30 Strength check (also a full-round action). Mudlarken Dagger: This serrated dagger functions similarly to a normal dagger but it has a detachable blade. A character using a Mudlarken dagger may have the blade brake off inside the opponent as a swift action causing 1 point of bleed damage until the target is healed with a DC15 heal check or by any spell that heals hit points. The blade may be recovered after battle if desired. Schist Spikes - Prerequisites: Schist, con: 15+, Improved Unarmed Strike, BAB +6, *A Schist Monk can take this as a 6th level bonus feat - By spending a use of the Schists Ammunition ability a Schist with this feat can create spikes on its body that add an extra 1d4 piercing damage to unarmed strikes. These spikes last a number of rounds equal to the Schists Constitution modifier and all missiles created by the Schists Ammunition ability cost 1HP until the effects of this feat have ended. Schist Blades - Prerequisites: Schist, Schist Spikes, BAB +8, *A Schist Monk can take this as a 10th level bonus feat - By spending a use of the Schists Ammunition ability a Schist with this feat can create blades on its body that add an extra 1d6 slashing damage to unarmed strikes. These blades last a number of rounds equal to the Schists Constitution modifier and all missiles created by the Schists Ammunition ability cost 1HP until the effects have ended. *This feat cannot be used while Schist Spikes is being used. Body Spikes - Prerequisites: Schist, con: 15+, 4th level Fighter, *Combat Feat - By spending a use of the Schists Ammunition ability a Schist with this feat can create spikes on its body that act as armor spikes. These spikes last a number of rounds equal to the Schists Constitution modifier and all missiles created by the Schists Ammunition ability cost 1HP until the effects have ended. Blessing of the Stars – Prerequisites: Zvaigzne, Caster Level 5th, int: 15+, wis: 15+, or cha: 15+ (whichever is your spell casting modifier) - A Zvaigzne with this feat can float 2 to 3 inches above the ground as if walking normally. They are "immune" to difficult terrain and leave no foot prints. In addition while floating they gain a +4 bonus on Stealth checks to move silently but, take a -2 penalty to their CMD against bullrush and overrun attempts. Stars Grace - Prerequisites: Zvaigzne, Blessing of the Stars - A Zvaigzne with this feat gains a fly speed equal to its land speed (when the feat is taken). Stomp - Prerequisites: Rhinosaur, str: 19, *Combat Feat - A Rhinosaur with this feat may take a move action to stomp the ground causing everyone in a 5ft. radius to make a reflex save (DC10+str) or fall prone. Greater Stomp - Prerequisites: Rhinosaur, str: 21, Stomp, *Combat Feat - A Rhinosaur with this feat may take a move action to stomp the ground causing everyone in a 10ft. radius to make a reflex save (DC10+str) or fall prone and take 1d4 points of non-lethal damage. I didn't add the Byndair, Daishan, or Mograhtti because they're non-playable races in my game and the PC's haven't encountered them yet.
I hadn't thought about a Barbarian/Alchemist but that would make a really good Dr. Jekyll/Mr. Hyde build consider that idea snatched for an NPC in my game :P As far as a thrower build here's my Alchemist with a 20 point buy. Human Alchemist - Jalleta Gitan
1: Point Blank Shot (1st level feat), Precise Shot (human feat), Brew Potion (Alchemist bonus feat), Throw Anything (Alchemist bonus feat)
Skills: Acrobatics (I took a trait to make this a class skill), Appraise, Craft (Alchemy), Disable Device, mix ranks between the 2 Knowledge skills you have putting 1 in each every other level, Perception, Sleight of Hand, Spellcraft
Firearms An Exotic Weapon Proficiency (firearms) allows a character to become proficient with all firearms. All guns are considered Masterwork and characters do not need to add the standard 300gp to the price. Proficient wielders may reload 1-2 barrels of any firearm as a full-round action, allowing a proficient wielder to reload a six barreled turret musket (see below) in three-full round actions; it takes twice as long for a non-proficient wielder to reload a firearm. Rapid Reload may be applied to any firearm but, like crossbows, it must be taken individual times for each type (musket, pistol, blunderbuss), in addition the prerequisites for Rapid Reload change to Weapon Proficiency (chosen type of firearm) when applying this feat to firearms. A character with Rapid Reload takes one-full-round action to reload 1-3 barrels of the firearm to which the feat applies; in addition, a character may reload a single barrel as a standard action. *Note:* a character may fire a firearm that does not have all the barrels loaded. Mounted characters may shoot any firearm while mounted but the mount must remain stationary for the mounted character to reload. A character may fire 1 barrel/round/point of BAB so, Rapid Shot may be applied to a turret firearm. Pistol – light/ranged – 250gp – small 2d4 – medium 2d6 – x4 – 50ft. – 3lbs. – P Musket – two handed/ranged – 500gp – small 2d6 – medium 2d8 – x4 – 150ft. – 10lbs. – P Blunderbuss – two handed/ranged – 550gp – 19-20x2 – 60ft. – 6lbs. – piercing. Damage: the first 20ft. is 1 line that deals 5d6 damage, the second 20ft. is 3 lines wide, the middle line deals 3d6 damage and the 2 outside lines deal 1d6 damage, the last 20ft. is 5 lines wide with all the lines dealing 1d6 damage. After the first target is hit in any line all the lines behind stop. A small creature reduces the die to d4’s and a large creature increases the die to d8’s. Bullets – 10 rounds for 3gp – 1lb. Pellets (Blunderbuss only) – 10 rounds for 5gp – 1lb. Gun Powder
Turret (Multi-barreled) Firearms: a pistol or musket may be made into a “turret gun” at creation. Turret firearms are flintlock firearms with revolving barrels that allow the user to fire off more rounds before having to reload. The price for a turret pistol increases by 75gp for each additional barrel and the price for turret muskets increases by 100gp for each additional barrel. A turret gun may not have more than six barrels. 2 Barreled Firearms: these firearms function slightly different than other multiple-barreled guns. A 2 barreled firearm fires both barrels at the same time using 1 attack roll for both barrels, this means that a 2 barreled firearm can only be fired at 1 target (if that wasn’t obvious enough already). In addition, double barreled firearms deal damage equal to a barrel and a half of their one barreled form (so a double barreled musket would deal 3d8). New Feats
Reload on the Run - Prerequisites: dex 13+, Rapid Reload, *Combat Feat - You can move up to your base speed while reloading a firearm. You provoke attacks of opportunity as normal using this feat (even if you have the Combat Reload Feat). Bayonet Blast - Prerequisites: Exotic Weapon Proficiency (Firearms), Point Blank Shot, BAB +6, *Combat Feat - By giving up one of your attacks as part of a full-attack action while your gun is loaded you may stab (this has to be piercing damage) your enemy with your bayonet and fire your gun. If you hit successfully with your bayonet you deal damage accordingly with it and then make a melee touch attack (using the BAB from the attack you gave up) to fire your gun, dealing damage accordingly if you hit. In addition, if you can brace with your bayonet and successfully hit (with your bayonet) while bracing you may fire your gun (as stated above but using your highest BAB) as part of the action. New Special Items/Weapons
Smoke Bomb: 70gp – 1lb. – You can throw a smoke bomb 10ft. It must be lit before it is thrown and it takes a full-round action that provokes attacks of opportunity to light and throw a smoke bomb (with a tinder twig). 2 rounds after it has been lit a smoke bomb emits a 20ft. radius of non-damaging smoke (as the fog cloud spell). A moderate wind (11+mph) disperses the wind in 4 rounds. A strong wind (21+mph) disperses the wind in 1 round. Extended Fuse: 2sp – for every 2sp you spend you may add 1 round to the duration before a bomb or smoke bomb goes off. It takes a move equivalent action that provokes attacks of opportunity to attach an extended fuse. Bayonet: 2gp – 1lb. – It takes a move action to attach a bayonet to a firearm (although a bayonet can be left on). Bayonets function as a Spear without a range increment when attached to Muskets, a Short Spear without a range increment when attached to Blunderbuss', and a Dagger without a range increment when attached to Pistols. Class Variants/Skills
Bard: A Bard may reduce the effects of Inspire Competence by -1 in exchange for gaining Exotic Weapon Proficiency (Firearms) as a 1st level bonus feat. Cleric: Clerics that have embraced the modern world may give up a class skill of their choice in order to gain Knowledge (engineering) as a class skill. Druid: Druids are unable to use firearms, they are considered prohibited, like metal armors. Fighter: A Fighter may give up Heavy Armor Proficiency or Armor Training at 3rd level (he still gains armor training at later levels it just functions as 1 less than normal) in exchange for gaining Exotic Weapon Proficiency (Firearms) as a 1st level bonus feat. Monk: A Monk may give up the Craft, Perform, or Profession skill in order to gain all of the Knowledge skills as class skills because Monks have taken it upon themselves to know of the events that have been and that are at hand. Paladin: A Paladin that has embraced modern technology may give up a class skill of her choice in order to gain Knowledge (engineering) as a class skill. In addition Paladins may give up their heavy armor proficiency in exchange for gaining Exotic Weapon Proficiency (Firearms) as a 1st level bonus feat. Ranger: Rather than choosing Two Weapon Fighting or Archery as a Combat Style a Ranger may choose Musketry instead. If a Ranger wishes to use the Musketry Combat Style he gives up Endurance at 3rd level in exchange for gaining Exotic Weapon Proficiency (Firearms) as a 1st level bonus feat. In addition, if the Ranger chooses Musketry, he may choose from the following list whenever he gains a combat feat: Combat Reload, Quick Draw, Rapid Reload, and Reload on the Run. At 6th level, he adds Bayonet Blast and Improved Precise Shot. At 10th level, he adds Pinpoint Targeting and Shot on the Run. Rogue: A Rogue that has embraced modern technology may give up a class skill of her choice in order to gain Knowledge (engineering) as a class skill. In addition a Rogue may give up the Trap Sense ability at 3rd level (she still gains Trap Sense at later levels it just functions as 1 less than normal) in exchange for gaining Exotic Weapon Proficiency (Firearms) as a 1st level bonus feat. Sorcerer: A Sorcerer that has embraced modern technology may give up a class skill of her choice in order to gain Knowledge (engineering) as a class skill. Alchemist: An Alchemist that has embraced modern technology may give up a class skill of his choice in order to gain Knowledge (engineering) as a class skill. Cavalier: A Cavalier that has embraced modern technology may give up a class skill of his choice in order to gain Knowledge (engineering) as a class skill. In addition Cavaliers may give up their heavy armor proficiency exchange for gaining Exotic Weapon Proficiency (Firearms) as a 1st level bonus feat. Inquisitor: Inquisitors that have embraced the modern world may give up a class skill of their choice in order to gain Knowledge (engineering) as a class skill. In addition an Inquisitor may give up proficiency with all bows and hand crossbows in exchange for gaining Exotic Weapon Proficiency (Firearms) as a 1st level bonus feat. Oracle: Oracles that have embraced the modern world may give up a class skill of their choice in order to gain Knowledge (engineering) as a class skill. In addition an Oracle with the Battle Mystery may gain proficiency with firearms instead of martial weapons if they take the Skill at Arms Revelation. Witch: Witches that have embraced the modern world may give up a class skill of their choice in order to gain Knowledge (engineering) as a class skill. *Wizards and Summoners aren’t on the list because they have all Knowledge skills as class skills. Also, any class that gives up an ability it would gain later for a variant (such as a Bard) has to commit that many levels to the class. Knowledge (Engineering) is the go to skill for any new/modern technology in addition to its old uses. Your gun’s broken? Knowledge (Engineering) will let you know what’s wrong with it (although you’d need ranks in Craft (Gunsmithing) to fix it). You find some plans to build something mechanical looking? Knowledge (Engineering) will let you know what it is, or at least give you some clues. You can also run machinery with Knowledge (Engineering) but you take a penalty depending on what the object is, based on what Profession skill would be used to actually run the machinery. Knowledge (Geography) will let you identify where people are from, so if you run into a Human you can distinguish what type of Human they are. Depending on what area you’re from you may just know without having to make a check though. Craft (Gunsmithing) is a new craft skill used to create firearms as well as ammunition for firearms. All the normal craft rules apply to this craft skill (see pages 91-93 of the PHB).
Like the title says, this is a work in process and just so you know it's no where near close to being finished. So I've seen some other ideas about elemental type classes and I thought I'd give it a go because as fun as the Elemental bloodline Sorcerer is I don't feel like it's exactly what everyone (or possibly just me and a few select others) wants. Also, the reason I added Darkness and Light was to give it slightly more versatility and so it wasn't a 100% eastern Shugenja style class (although some of the abilities are based off the Shugenjas). The Elementalist Role: Elementalists are the masters of the elements that make up the world. Although many mistake them for Clerics of nature gods, Druids, or Sorcerers; Elementalists have a closer relationship with the elements than any others in the world and show so through their unique abilities. Starting Gold: 3d6 x 10 gp
Alignment: Any neutral.
Class Skills: Acrobatics, Appraise, Bluff, Climb, Craft, Diplomacy, Disguise, Escape Artist, Fly, Heal, Intimidate, Knowledge (Arcana), Knowledge (Nature), Knowledge (Planes), Linguistics, Perception, Profession, Spellcraft, Stealth, Swim, and Use Magic Device. (I honestly just picked some skills off a character sheet if I'm missing any or there are some you don't like let me know). Skill Ranks at Each Level: 4+int modifier Weapon and Armor Proficiencies: Elementalists are proficient with all simple weapons plus one martial weapon of their choice. Elementalists are also proficient with light armor. 1: Favored Element, Bonus Language, Sense Elements
Spells: An Elementalist casts divine spells drawn from the Elementalist spell list (see below). He can cast any spell he knows at any time without preparing it ahead of time, assuming he has not yet used up his allotment of spells per day for the spell's level.
Favored Element: At 1st level Elementalists choose 1 element to specialize in, gaining additional spells and powers based on that element. Once this choice is made it cannot be changed.
Bonus Language: At 1st level an Elementalist gains a bonus language based on his favored element in addition to the languages he would normally know. Air - Auran, Darkness - Abyssal, Earth - Terran, Fire - Ignan, Light - Celestial, Water - Aquan. Sense Elements: One of the first "spells" an Elementalist learns - a magical effect so basic it becomes a spell-like ability - is the ability to sense elements. As a full-round action, an Elementalist can become aware of all sources of one chosen element (air, darkness, earth, fire, light, or water) within 10 feet. The Elementalist learns the size of the objects but not their precise location or actual nature.
Elemental Weapons: At 3rd level, an Elementalist can imbue one of his weapons with a magical weapon property based on his favored element as a swift action. The elements and the ability they grant are: Air - Shock, Darkness - Vicious, Earth - Corrosive (from the Magic Item Compendium), Fire - Flaming, Light - Merciful, Water - Frost. This ability only functions while the Elementalist wields the weapon. If dropped or taken, the weapon resumes granting the ability if it is returned to the Elementalist before the duration expires. This ability lasts for a number of rounds per day equal to the Elementalist's level. These rounds do not need to be consecutive. Evasion/Mettle: At 4th level an Elementalist gains either Evasion or Mettle depending on his Favored Element. Air, Fire, and Water Elementalists gain Evasion and Darkness, Earth, and Light Elementalists gain Mettle.
Improved Senses: Begining at 6th level an Elementalist can use his Sense Elements ability as a standard action. Elemental Burst: At 7th level, you can unleash a burst of elemental energy based off of your favored element. This 20-foot-radius burst deals 1d6 points of damage of your energy type per 2 Elementalist levels. Those caught in the area of your burst receive a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 your Elementalist level + your spell-casting modifier. The elements and the energy damage type are: Air - Electricty, Darkness - Negative Energy, Earth - Acid, Fire - Fire, Light - Positive Energy, Water - Cold. At 7th level you can use this ability once per day, for every 5
Greater Elemental Weapons: At 10th level, whenever an Elementalist uses his Elemental Weapons ability, the weapon becomes a bursting form of it's previous type (this functions like shocking burst, icy burst, etc. only with the damage type of the original enchantment). *When a Vicious weapon "bursts" the wielder takes an additional 1d6 points of damage for every 1d10 extra damage it deals. Improved Evasion/Mettle: At 11th level an Elementalist gains either Improved Evasion or Improved Mettle depending on his Favored Element. Air, Fire, and Water Elementalists gain Improved Evasion and Darkness, Earth, and Light Elementalists gain Improved Mettle. These abilities work like evasion, except that while the Elementalist still takes no damage on a successful Reflex or Fortitude saving throw against attacks, he henceforth takes only half damage on a failed save. Improved Evasion and Improved Mettle can be used only if the Elementalist is wearing light or no armor. A helpless Elementalist does not gain the benefits of Improved Evasion/Mettle. Greater Senses: Begining at 12th level an Elementalist can use his Sense Elements ability as a move equivilant action. Unbelievable Senses: Begining at 18th level an Elementalist can use his Sense Elements ability as a swift action.
I still say Half-Race templates that you can mix and match would be nice. Also if you take a look in races of destiny there is a race called the Mongrelfolk, they are the bastard offspring of nearly any races you can think of. I played 1 in a game once and would tell people my ancestry which consisted of nearly every race in the core rulebook plus some from the monster manuals (I think I had goblin, kenku, and tiefling, or at least that's what I'd tell people).
Ya, I you're right about the reality factor lol nothing else really has a chance of breaking unless someone sunders it. I guess I can just take out the natural 1 stuff and just have it miss like any other weapon lol and there's a fumble chance or something (the people I'm playing with like the idea of a chance fumbling on natural 1s for whatever reason). I don't really know if I want to go down on damage (with medium pistols dealing 1d8 and medium muskets dealing 1d10) though, I kind of like being the idea of using a great axe (with piercing damage and no strength modifier) from 150ft. away :P |