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Because they start out speaking Common and Aquan.


Hey, wanted to toy around with the advanced race builder guide and wanted to make a fun, but balanced race that I can play. So I created the Auklings, a race of sentient penguins for a total of 7 RP points. Anyway I want to know if: A. You'd permit this in a campaign, B. You think it's fair and C. Thoughts and suggestions in general.

Auklings:
Once inhabiting the southern most regions, the Auklings were a race of sentient penguins created by the gods for the sole purpose of bringing life and civilization to a place considered inhospitable by most. Living in large communities that once blackened the landscape, it was when other races found ways to settle the area that their numbers began to dwindle. Taxing resources, polluting the land and introducing all manner of strange beasts, their kind were forced to seek new homes elsewhere and in strange new lands, where they slowly learned to adapt.

While considerably small and somewhat clumsy, they pride themselves on being hardy and having a lot of heart. They're generally friendly and most of them wish nothing more than to find their way in the world, however there are still many who have learned to use their charismatic charm and harmless looks to take advantage of others and thrive on exploiting chaos. However whether good, evil or somewhere in between, it should be noted the one thing you never do with an Aukling is mention their inability to fly.

Physical Description: Short and stocky, their bodies are covered in a layer of feathers which normally are black, white or gray, with some possessing brightly colored crests, that are either yellow or orange in color. Their flippers are bendable and can be used to grasp and manipulate items, albiet awkwardly. In addition, it's noted while capable of incredible underwater feats, while on land they tend to "waddle" or "hop' when the situation calls for it.

Standard Racial Traits

Ability Score Racial Traits: Auklings gain +2 Con, -2 Wis, and +2 Cha. They are hardy and somewhat comical in appearance, but tend to trust a little too much and a little unwisely.
Type: Auklings are humanoids with the aquatic subtype.
Size: Auklings are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Speed: Auklings have a base speed of 20 feet.They also have a swim speed of 30 feet, which also grants them a +8 racial bonus on Swim checks.
Languages: Auklings begin play speaking Aquan and Common. Auklings with high intelligence scores can choose from the following: Auran, Dwarven, Elven, Gnome, Goblin, or Halfling
Defense Racial Traits
Mountain Cold-Born: Auklings have a +2 racial bonus on Acrobatics checks made to cross narrow ledges and on saving throws against altitude fatigue and sickness.

Movement Racial Traits

Terrain Stride: Auklings can move through natural difficult terrain at their normal speed while within glaciers, snow, and tundra terrain. Magically altered terrain affects them normally.
Senses Racial Traits
Deepsight: Auklings are specially adapted to the lightless depths of the oceans, but not to air-filled environments. They can see in the dark up to 120 feet while underwater, but do not gain this benefit out of water.
Other Racial Traits
Amphibious: Auklings are amphibious and can breathe both air and water.

Points:
Slow: -1
Mountain-born: 1
Swim: 2
Terrain Stride: 1
Deepsight: 2
Amphibious: 2


This is something I suggested for someone else's campaign, but feel free to use it:

Quote:
Hmm you could include a "March of the Wooden Soldiers" element. Have an army of android gunslingers (armed with muskets) or an NPC in the tradition of the Nutcracker prince, a character who was turned into a toy soldier and wants to become human again


Also I believe Anachronistic Adventures had some sort of "Tinkerer" class in the Investigator book. Not sure how that works or if your GM will allow it though.


Hmm you could include a "March of the Wooden Soldiers" element. Have an army of android gunslingers (armed with muskets) or an NPC in the tradition of the Nutcracker prince, a character who was turned into a toy soldier and wants to become human again.


Well you'd expect to get a lot from an ankylosaurus, even their eyebrows were plated and supposedly one of the few ways to get at them was from their underbelly.


Thank you, your advice has been more than helpful. I'm still torn in between the two, but I think I have a good basis to go off of and have a better idea of what kind things I should consider for both of them. Either way I'm almost positive they're probably going to need some sort of spell caster and whether it's a sorcerer or a witch remains to be seen.

I'm still open to suggestions if anyone else has advice. But overall I thank you for your time, patience and insight.


Well the only real city I can recall was one still being built, but it had some interesting elements.

The first was a plumbing system which actually tied into the poisoning of the town and what we did with that is have my alchemist trace it to its source and use his background to neutralize the poison with silver.

We also had a tour of city hall which my character was given when he demanded that he see some bodies that were supposedly recovered from the mine we were sent to investigate. Which ended in the basement where we found the bodies of the mayor and her aide.

Turns out the entire thing was a ploy and that recently the mayor and her aide were replaced with dopplegangers. And when we got too close they poisoned the plumbing system as a distraction.

Also I believe there was some sort of bathhouse there owned by 2 grippli, but I can't remember what the point of that was.


The reason why I was considering witch is I was wondering if it'd be more helpful and if I'd get more use out of it in a smaller campaign. As for the patrons? I've already considered that but every guide I've read advises strongly against all of those patrons. If I went with a witch, I was planning on a different character toying with some of the builds others have made.But that does kind of put it into perspective and I guess it depends if I want to buff/debuff or blast.

And appreciate the suggestion, but I'm still kind of new at this and want to keep it somewhat simple, without having to multi-class/dip, etc. Because I'm afraid I'll screw up somewhere with that,lol.


Last "short campaign" I think the highest level we saw was between 3-4 (our samurai racked up a lot of solo xp).

I mostly wanted to do this to experiment with the sorcerer for future campaigns, see if I like it and if it's useful. But do you think I'd be better off going with a witch?

Anyway appreciate the advice so far ^ ^. I'll have to ask him about the Eastern Mysteries, but I can probably make a case for an Alkark with that trait, because it says they're "cultured" and well rounded, hence why they get a +2 to any ability.


Alright, here's the scenario, my friends and I may do a short campaign over the winter break and I was thinking of playing this character who is a starsoul Alkark or Dynavik sorcerer (get it? dinosaur? meteors? etc.). However I must admit I'm still somewhat new to spellcasters in Pathfinder. So I'd appreciate it if you guys could help me make a decent build, that is fairly easy to use/understand. And truth be told I don't think it'll surpass the first few levels.

So anyway just some feats, suggestions in which direction I should go, any kind of advice really. Hell I'll even settle for whether or not this is a good idea.

Here are some of the features of the races I'm going for:

Alkark: +2 to any ability, +1 CMB and CMD, Medium, +2 for 2 INT, CHA or WIS-based skills other than intimidate.

Dynavik: +2 DEX, +2 CHA, -2 CON, Small (+1 Size Bonus AC, +1 attack rolls, -1 CMB and CMD, +4 stealth checks)

Thanks in advance ^ ^


Thanks for the advice guys, I really appreciate it ^ ^


I really had my heart on playing a gargoyle :/


Thanks I'll try those. ^ ^


Rathendar wrote:
Awakened Gargoyle? They're normally intelligent(int 6) so not a valid target for the Awaken spell if that is what you mean. (if you mean something else, i apologise.)

Awakened Gargoyle is the name of the race, supposedly from the scions of stone expansion. And from what I was able to gather they do take penalties to intelligence, wisdom and charisma, but make up for it in their strength, con, etc. and natural spell resistance.


Alright, so my DM has decided to take a chance and trust me with an awakened gargoyle. I was wondering if anyone could help me with some ideas on how to build him up as a barbarian. I'm currently looking into some rage powers and feats to equip him with and can use a little help considering I've never played a barbarian before (mostly sticking to spell casters).

Anyway I'd appreciate any advice you can suggest. Thanks in advance. ^ ^