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My GM is letting me create a race for starfinder and he will check it before he run his game in the future. He doesn't want brokenness. I want to play a magical or supernatural Phase kangaroo that is a biohacker and combat medic. I am new to the biohacker class as well. She is also retired from the absolom station navy.

My character is a female kangaroo and I plan to take cheek pouches and fluff it into a kangaroo pouch. I want to take a phase power for my race but the grey's race version is too broken to use. What do you all suggest for a different phase power in hero lab?

Plus how should create the rest of the phase kangaroo race's stats and abilitys stuff for her? How should I build my characters class too.

Here is a picture that I plan on using for her.

https://drive.google.com/file/d/1xAcBjLMlD72GzHn1aUz3fYEmKD6jOE7o/view?usp= sharing


Val'bryn2 wrote:
I actually just made a vaporeon pc. Undine Kineticist, pushing infusion, point blank shot. Ambush Training as a trait. You're getting everything you need for a Vaporeon. I also made a bulbasaur, with plans for flareon, Mr Mime, and Pikachu.

What book has undine?


player. My gm will let me play this character if I show her to him.


What class should I take for her? One idea I have is bard (Silver Balladeer).


I need help creating a pc race of Vaporeon a pokemon that can function in a party. Other than giving her swim speed and a breath weapon, I need help with her stats? What do you people suggest?


My character want to adopt a non combat pet that is a celestial corgi. :) Just for fun. Plus maybe a little bit of healing abilities thrown in as well? How much do you think this corgi should cost?


Thanks!!


Can someone convert the kitsune race to the pathfinder playtest please? I don't have the book yet. And my friends are playing. I want a race that I like. I tend to make homemade and converted races overpowered if I do it.


What about the floating mushroom from the advanced race guide? What are they good at?


The gold coins pop out like in the pokemon games and the gold is permanent.


My GM might let me have this feat as long as it's not overpowered.

Payday
Catfolk only, 5th level.
Supernatural

1/Week: A Catfolk may use PayDay attack with any melee or ranged attack, not counting spells.

Roll 1d6 and give each player's character's the amount of gold on the list below.

Gold coins magically pop out of thin air! This effect last's untill a successful hit or untill the 24 hours is up.
The gold is permanent.
Payday only affects one target.

1=40 Gold
2=60
3=40
4=60
5=40
6=60

Special: A successful crit gives 80 gold to each player character.


I was thinking of soldier with magic? What feats and other character creation aspects do you all suggest? I know I want to use the dragon glaive.


avr wrote:

I don't have any particular ability to troubleshoot Herolab. You'll note that Variel recommends dragonhide armor in his section on the weretouched archetype. The fauchard definitely exists.

By divine favor you mean an alternate favored class bonus of one feat per level? Take it at every level! And yes, you now have a reason to stick with the shifter class past 8th level.

BTW, is English your first language?

1. He suggested a certain polearm for flying shifters. That I can't find. And I don't have the knowledge to change herolab's information.

2. He homebrewed his divine favor. My first character took the extra feat selection at level 6.

3. Yes...


I was reading this guide. https://docs.google.com/document/d/1uhp5v8_tu_rLMX4T266g4rh-ceu_u-8kCZHjFFN HJcY/edit

And I don't have a better polearm on herolab. I wanted reach for flying attacks. Herolab see's the armor you suggested as metal even though it is made out of dragonhide. It say's ac is 19 with no wisdom bonus.

The favored bonus is GM rules, with one extra feat per level from when I took it.


This is what I built in herolab.
https://drive.google.com/file/d/1k4qRGJKYbhPbM7J5Lnl6WAHFZzu4bt57/view?usp= sharing


Yes she is a lycanthrope human. And I spent divine favor for 3 extra feats. And I took bardiche as a weapon.


I need help building a werebat shifter. What stat's like strength, constitution, and others do I need for a 10 point build? My party is level 8 right now. And what are some fun ways to build her? Will a spear help her out in human form and while flying?


I need to leave for my game soon. In 45 min.

http://paizo.com/threads/rzs2ukxa?Flying-Alchemist-Need-feat-help#7


Do I need the precise shot ranged abilities for bows for my bombs and light crossbow?


I need some more quick ideas. I need to leave to my game in an hour. We are level 5 maybe six today or next week.


I plan on adding a sniper rifle on my stealth drone. Will having my drone hide and snipe targets work well in this game?


I made a custom race called, Bat-Folk. I want to fly above enemies heads and drop bombs on them. Here is my Race Stats. I am going for a Improved Familiar. I have taken the Precise Drop feat.

Humanoid 0/RP.
Medium size 0/RP.
30ft Speed 0/RP.
Standard Attribute: -2 Str., +2 Dex., +2 Cha. 0/RP 
or
-2 Str., +2 Dex., +2 Int. 0/RP 

Language Quality Standard: Common, Bat-Folk (Ultrasonic Speech). 0/RP 

Gliding Wings 3/RP 
Members of this race take no damage from falling (as if subject to a constant non magical feather fall spell). While in midair, members of this race can move up to 5 feet in any horizontal direction for every 1 foot they fall, at a speed of 60 feet per round. A member of a race with gliding wings cannot gain height with these wings alone; it merely coasts in other directions as it falls. If subjected to a strong wind or any other effect that causes a creature with gliding wings to rise, it can take advantage of the updraft to increase the distance it can glide. (Note to GM, this should come with fly as a class skill?)

Flying Wings
At level 7 your wings allow you to fly with the speed of 40 feet with poor manuverability. 2/RP

Darkvision 60 feet 2/RP 

Climb Trait' Climb 20 feet and +8 bonus on climb checks 2/RP

New Feat.

Echolocation 
Prerequisite's Bat-folk, Level 5
Adds Blind sense with a range of 40 feet.


I need to know what feats a flying alchemist need's? Can someone help me? My character is a bomber alchemist.


I need some advice by tomorrow afternoon. I am new to alchemists and flying characters.


GM rule. He made us start out as commoners.


Mesmerist hands down. Go Kitsune, take the realistic likeness feat and face skills. Your gm will cry.


Go Ratfolk.Be wise like master splinter, get a glass eye, scare your enemies into submission. Buy a flying broom.


My gm has allowed me to play this fun race I have made with using advanced race book.She has gliding wings plus the climb race trait. In a several more levels, she will be able to fly. She is a level, 1 commoner/3 alchemist. I want help planning my feats, discoveries, and extracts. I want to get a tumor familiar soon. Which will be a bat that is flavored into a tattoo instead of a tumor. It will be similar to the bat on the cover of the alchemy manual. When I take improved familiar, I want to give it some of the traits of a wisp. At level 5 or 7 I can take the custom race feat of echolocation. Echolocation bat-folk feat is in one of my older posts. This is a ten point build campaign. This is my current character so far. What should I pick for later levels? In order?

Str 8
Dex 15
Con 12
Int 17
Wis 10
Cha 10

Traits
Deft Dodger
Pragmatic Activator

Feats
Toughness
Precise Drop

Discoveries
Frost Bomb

Extracts Level 1
1001 spells- Dispel Magic, Lesser: Peephole.
Deep Magic- Treasure Scent: Withering Bomb Admixture.
Ultimate Combat- Targeted Bomb Admixture.


Foxxy Love Gang or Foxxy Love and the Mystery Caravan.


I want pazio to make a paper magic arcane class. Paper magic can do lots of cool things like, Naruto paper bombs, origami animal versions of summon monster spells, magic prayer scrolls, keep evil spirits out of a home, trap spirits, magic bowl that holds three times more food than it should, paper shuriken that is as dangerous as the real thing, Exploding paper shuriken, magic false documents. And kitsunes fit in real well as creators of this magical art. All though not all practitioners are kitsune.


Should the Spring loaded Dart get a concealment bonus when attached for searching for it? And should the dart accidently be set off on a dice roll of 1 when attacking and searching the weapon? To offset the cost of the concealment bonus?


War Fan:Exotic Eastern Weapon; Damage 1d4, Critical 19-20x2, Type S/B, Distracting, Monk, Blocking. And is considered a light weapon. Your character must switch between Slashing and Bludgeoning damage as a move action, or as a free action if they have the quickdraw feat. The War Fan is also a ninja weapon and is considered on the ninja weapon list with your GM's permission.

War Fan add on Kit: Spring loaded dart; This is an attachment for assassin's and a separate weapon for the Fighting Fans and War Fans. This weapon is concealed on a Fan weapon and can be triggered on command to launch a single spring loaded poisoned needle. The dart kit is also considered a ninja weapon and is an illegal weapon attachment.

Dart Stats: 1d2 damage, x2 crit, ranged 20 feet, Piercing Damage, Eastern Exotic Weapon. The needles com in a small box of 10.

Is this better?


How Much should each of these weapons cost both normal damage and masterwork?


War Fan add on Kit: Spring loaded dart; This is an attachment for assassin's and a separate weapon for the Fighting Fans and War Fans. This weapon is concealed on a Fan weapon and can be triggered on command to launch a single spring loaded poisoned needle.

Dart Stats: 1d2 damage, x2 crit, ranged 20 feet, Piercing Damage, Eastern Martial Weapon. The needles com in a small box of 10.


War Fan:Exotic Weapon. Damage 1d4, Critical 18-20x2, Type S/B, Distracting, Monk, Blocking. And is considered a light weapon. Your character must switch between Slashing and Bludgeoning damage as a move action, or as a free action if they have the quickdraw feat. The War Fan is also a ninja weapon and is considered on the ninja weapon list with your GM's permission.


War Fan: Damage 1d4, Critical 18-20x2, Type S/B, Distracting, Monk, AC +1. And is considered a light weapon.

Should the damage type be slashing and piercing just like the normal fan? Or should I add or switch out piercing for bludgeoning damage? Should the bludgeoning damage be non-lethal?


I want a better fighting fan for a future monk to use. I remember that there are more combat oriented fighting fans made out of sharp metal plates that can be used as a shield. Than the one in pathfinder.

War Fan: Damage 1d6, Critical 18-20x2, Type S/B, Distracting, Monk, AC +1.

Magic enchanting costs is the same as armor or weapon, whichever is higher. Bunt damage is for closing the fan and disciplining people.

What do I need to change or add?


I want to play a kitsune with nine tails. If I go mesmerist, I want to be a social character that can almost talk a king to do almost anything and dominate people with my spells. Or should I play a kitsune sorcerer/nine tailed scion/fey with an animal companion? And is it better to take the 1/6 level magical tail favored ability or the normal kitsune sorcerer favored ability?


avr wrote:

What level? I mean, at 1st level you want color spray as a ridiculously effective combat spell for you, but you'll be trading it out at 5th in all probability.

Also, what sort of campaign - how far along the 'dungeon crawl' - 'ultimate intrigue' line would it be?

I am going to run Jade Regent campaign.


Ravingdork wrote:
What if I made it similar to a bag of tricks, except its a magic box with genies?

Can you share your finished Mr. Meeseeks box?


I want to buy catfolk and Kitsune miniatures from Pazio. Pazio can you guys start planing on making those miniatures? Please?


I am not sure about what the campaign is going to be. And we plan on playing from level 1-20. we have not started to play pathfinder yet.


What are the best spells for a Mesmerist Kitsune with the realistic likeness feat? I have not found any mesmerist spell list guides out there that are finished.


Roo-Folk Custom Made Pathfinder Race
Roo-Folk is natives from an unknown continent similar to Australia on Golarion. 30 years ago a small fleet of pirate ships landed on this continent and started to enslave the Roo-Folk. The Roo-Folk really did not like the plundering and most of all slavery! The Roo-Folk spread the news so fast 50,000 Roo-Folk shown up the next day to fight! After this battle, they have learned to build warships and to speak common. They love unarmed martial arts, strength, exploring, and most of all freedom.
The Roo-Folk are free spirits and protectors. They are always very well built or as muscular as a bodybuilder. They average from 6 to 7 and one-half feet tall. They become an adult at 18 years old and live up to 200 years old. Adult females are head of the household.
Classes Favored Bonus:
Monk/Brawler: Add +1/3 to the monk’s/brawler’s AC class ability.
Bloodrager/Scald: Increase the number of blood rage/Raging Song rounds per day by one.

Roo-Folk
Type
Humanoid (Roo-Folk)
Size
Medium
Speed 40 feet.
Ability Score Modifiers
Standard: (2 Str. 2 Con. -2 Int.)
Languages
Standard (Aboriginal, Common)
Racial Traits
Low-Light Vision
Strong Jumper: (As Jumper arg. pg.231) use Strength instead.
Powerful Kick: Roo-folk receives the Improved Unarmed Strike feat for free. If they gain Improved Unarmed Strike as a bonus feat or class feature they may instead take Weapon Focus (Unarmed Strike). When a Roo-folk confirms a critical hit using their unarmed strike, they crack bones, dealing 1d3 points of Strength or Dexterity damage.
Roo-folk cannot use feet slot magic items but they can wear bracelets on their legs.

Magical Pouch (Female’s only)
The Female Roo-Kin has a magic pouch. The magical pouch has room for a Joey and a familiar and with a command word she can store items in her pouch, this pouch can store as many items as a handy haversack plus it has room for your Joey and familiar. This pouch gives you a +4 bonus to all sleight of hand checks to hide things in your pouch. You’re Joey and familiar gains cover while his or her head is poking out and if your Joey or familiar is hidden fully in your pouch they receive full cover bonuses and cannot be targeted. Searching another’s pouch is considered very rude! And often comes with a slap, punch, or a kick to a sensitive spot.
Strong Man (Male’s only)
Male Roo-Folk is born with the Powerful Build trait.

Roo-Folk Feats
Shatter Bones
Prerequisite: Level 3, Roo-Folk, Powerful Kick.
The Roo-Folk powerful kick damage on critical hit increases to 1d6 and you can choose to do Con. Damage.
Roo-Punt
Prerequisite: Level 7, Roo-Folk, Shatter Bones, Strength 16.
Benefit: If you move at least 20ft and then make an unarmed strike, you may also knock your target back as if using the Awesome Blow feat. A Roo Monk may use this ability with a Flurry of Blows.
Spell Kickback
Prerequisite: Level 9, Roo-Folk, Shatter Bones, Roo-Punt.
Once per round when an enemy casts a spell directly on you. You gain one free attack against that spell. If your attack roll is higher that the spells DC, you reflect that spell to a target of your choice. This target now has to save against the spell. If the spell has multiple rays you reflect half of them. This feat works on every spell.
Alternate Racial Traits
Roguish Roo
Your Roo-Folk is more dexterous than and not as strong as other Roo-Folk. You’re starting stats are +2 Dex. +2 Con. -2 Int. instead of +2 Str. +2Con. -2 Int. And your Strong Jumper ability uses dexterity instead.


I have no idea on how to share my google drive documents?


Pard-folk Race
Pard-folk is from an unknown magical plane. Their home world has suffered massive damage from many massive battles against evil forces. In the last few months, they have built six massive magic portals to save their families. Most Pard-folk found on Golarion are early refugees and a small army to protect them. In 1 month the portal will fully open in many places all over Golarion and other worlds. Once the portals close there will be 6 million Pard-folk on Golarion. Their world has a technological level of the United States from the year 1992. They are the same height as Catfolk with 50% longer lifespan. They can only have children with Pard-folk and Catfolk. Pard-folk comes in as many colors and patterns as a Pard. Pard-folk is built like the anthropomorphic furry cat art on the internet and the Pard-folk women have the sensual shapes as many of the best Japanese anime. At adulthood, their family shaman will take the 20-year-old male or the 19-year-old female and use an ancient ritual to find a prophesized mate of the opposite gender followed by a marriage party. When the male reaches 25 years old, another ritual is done to bind two other married couples to create a family unit called a herd. The adults call’s their first mate there alpha or beta wife or husband. They will refer to their other mates as lovers.
Pard-Folk can take traits, feats, favored class options, spells, and class archetypes that Cat-Folk can take as long as they qualify to take it. If you take the Catfolk scent trait your dark-vision decreases by one step to low-light vision.

Type
Outsider (native) 3 RP
Dark vision 60 Feet
Size
Medium 0 RP
Ability Score Modifier
Standard (+2 Dex. +2 Cha. -2 Wis.) 0 RP
Language
Standard (Common, Catfolk) 0 RP
Racial Traits
Defense Racial Traits
Energy Resistance 2 RP
Electricity 5, Fire 5.
Cat’s Luck 1 RP
Feat and skill Racial Traits
Skill bonus (Perception) 2 RP
Movement Racial Traits
Fast (+20 feet bonus) 3 RP
Offensive Racial Traits
Phasing Attack (SU) 3 RP
As a full-round action, a pard can shift itself partially out of phase, damaging any creature it moves through. This works like the overrun combat maneuver, but the Pard-folk must move at least 30 feet and it gains a +4 bonus on the check. If it succeeds, the target takes 2d6 points of fire damage. If it exceeds a creature’s CMD by 5 or more, it stuns the creature for 1 round instead of knocking it prone. The target can make an attack of opportunity, but at a –4 penalty. If the target forgoes an attack of opportunity provoked by this maneuver, it can try to avoid the Pard-folk by attempting a DC 19 Reflex save; if successful, it takes only half damage. The Pard-folk can only deal phasing attack damage to each target once per round, no matter how many times its movement takes it over a target creature. When using this ability, the Pard-folk can move through up to 5 feet of any solid object, barrier, or difficult terrain as if it were a normal open square. The Pard-folk cannot end its movement inside a creature or solid barrier. This ability counts as trample for the purposes of effects that enhance or protect against trample. The save DC is Dexterity-based.
Pard-folk RP total 14

Pard-folk Feat’s
Pard’s Telepathy
Prerequisites: Pard-folk, Iron Will, 7th level or higher.
Benefits: You gain the Pard’s language telepathy with the range of 60 feet. You are more psychically attuned than your prehistoric cousins the Pards. You can share thoughts, images, emotions, and sensations. You can use this feat on any sentient being. Pard-folk can use this feat to get a +4 bonus on all seduction checks!


Alexander Augunas wrote:
Gun Dragon wrote:
What are the race point costs for the Kitsune race if I wanted to make a custom race variant?

First, I am obliged to tell you that race points aren't always the best indicator of power level; a little bit of design common sense is needed when building races.

Also, I am obligated to plug my Kickstarter, which has 20 alternate racial traits and will have six "variant" kitsune races (plus variant nagaji, samsarans, and wayangs).

With that out of the way, I used the following:

— Standard Abilities (0 rp)
— Medium Size (0 rp)
— Normal Speed (0 rp)
— Kitsune Magic (2 rp; its basically a slight variant on gnome magic)
— Agile (2 rp; one skill at a +2 bonus)
— Change shape, lesser (3 rp)
— Natural Weapon (2 rp; base for Medium is 1d3, taken twice boosts it to 1d4)
— Standard Languages (0 rp)

Hope that helps!

What do you think of this? http://paizo.com/threads/rzs2tq6h?PardFolk-custom-race-What-do-you-think-an d


What are the race point costs for the Kitsune race if I wanted to make a custom race variant?


Robots (These are not the droid's you are looking for.)
Sentient starships, hoverbikes, and aircraft!


https://docs.google.com/document/d/15FwbERnTarb7EFEFLNpvajeOLoVTPb8dyN96M7p OA84/edit?usp=sharing

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