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Pathfinder Adventure, Lost Omens, Rulebook Subscriber
Hey, I feel like I've done this a lot recently, and it makes me sad, but I need to cancel or suspend my subscription for like a month. Buying so many presents right now, I just can't afford my personal subscription this month. I've got a new job, though, so I will be back next month. If it's possible to suspend it, that would be great, but if it needs to be cancelled, I can do that too...
Pathfinder Adventure, Lost Omens, Rulebook Subscriber
Greetings, all! I'm working on a very slow, long-term homebrew project for my home campaign setting. I've developed some alternate race stats for the setting. The setting is based on the ancient Mediterranean and is decidedly low-magic. I'll be using E6 for this setting, and I'm working on switching some classes around and adding some of my own. I've only included those races that have changed, so no humans here. I have not used Paizo's new race-building system, I used VoodooMike's system here along with some renamed alternate traits from the APG. I'd like to know if the community thinks they're balanced and see if you guys can catch anything I missed. Here they are: Dwarves:
+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.
Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size. Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance. Darkvision: Dwarves can see in the dark up to 60 feet. Greed: Dwarves receive a +2 racial bonus on Appraise skill checks. Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking. Suspicion: Dwarves receive a +2 bonus on Sense Motive skill checks. Elves:
+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.
Medium: Elves are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Elves have a base speed of 30 feet. Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. See Chapter 7. Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects. Extremopile: Elves receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion, or ill effects from running, forced marches, starvation, thirst, or hot or cold environments. Keen Senses: Elves receive a +2 racial bonus on Perception skill checks. Lithe: Elves receive a +2 racial bonus on Acrobatics skill checks. Halflings:
+2 Dexterity, +2 Charisma, –2 Strength: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races.
Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks. Slow Speed: Halflings have a base speed of 20 feet. Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck. Halfling Luck: Halflings receive a +1 racial bonus on all saving throws. Hill and Wagon Folk: Halflings receive a +2 racial bonus on Handle Animal and Climb skill checks, and receive a +4 racial bonus on Survival checks to avoid getting lost. Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks. Half-Elves:
+2 to One Ability Score: Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Half-elves have a base speed of 30 feet. Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light. See Chapter 7. Elf Blood: Half-elves count as both elves and humans for any effect related to race. Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects. Extremopile: Half-elves receive a +2 racial bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion, or ill effects from running, forced marches, starvation, thirst, or hot or cold environments. Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks. Skilled: Half-Elves gain an additional skill rank at first level and one additional rank whenever they gain a level. Half-Orcs:
+2 to One Ability Score: Half-orc characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Half-orcs have a base speed of 30 feet. Darkvision: Half-orcs can see in the dark up to 60 feet. Intimidating: Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature. Orc Blood: Half-orcs count as both humans and orcs for any effect related to race. Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying. Skilled: Half-Orcs gain an additional skill rank at first level and one additional rank whenever they gain a level. Orcs:
+2 Strength, +2 Wisdom, -2 Intelligence: Orcs are strong and possess a type of animal cunning, but are otherwise rather stupid.
Medium: Orcs are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Orcs have a base speed of 30 feet. Darkvision: Orcs can see in the dark up to 120 feet. Goblinoid Resilience: Orcs receive a +2 bonus on saving throws against poison and disease. Intimidating: Orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature. Light Sensitivity: Orcs are dazzled in areas of bright sunlight or within the radius of a daylight spell. Orc Ferocity: Once per day, when an orc is brought below 0 hit points but not killed, she can fight on for one more round as if disabled. At the end of her next turn, unless brought to above 0 hit points, she immediately falls unconscious and begins dying. Resourceful: Orcs receive a +2 racial bonus on Survival checks. Goblins: +2 Dexterity, +2 Intelligence, -2 Wisdom: Goblins are strong for their size and quick in both mind and body, but are skittish and rash.
Small: Goblins are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks. Fast: Goblins are fast for their size and have a base speed of 30 feet. Darkvision: Goblins can see in the dark up to 120 feet. Animal Affinity: Goblins receive a +2 racial bonus on Handle Animal checks. Goblinoid Resilience: Goblins receive a +2 bonus on saving throws against poison and disease. Light Sensitivity: Goblins are dazzled in areas of bright sunlight or within the radius of a daylight spell. Scent: Goblins have incredibly keen noses and receive the scent special quality. Sneaky: Goblins receive a +2 racial bonus on Stealth checks.
Pathfinder Adventure, Lost Omens, Rulebook Subscriber
Hey everybody, I'm looking for a Noble type class, something that is a buffing character, maybe with some many skills and some healing, but has no magical ability. I'm trying to start a low-magic E6 campaign, and I need a class to represent priests and non-combat nobility. I'm also trying to find the "ritual" system in Unearthed Arcana that is mentioned in the E6 FAQ here. I found the incantations in UA, but not a system to cast higher level spells as "rituals". Any tips?
Pathfinder Adventure, Lost Omens, Rulebook Subscriber
So, I'm working out a low(er) magic priest class, and I've come up with an idea. I'm thinking of using the Bard class, removing spells, adding in Cleric domains (without spells) and a diminished form of channel energy. I'm wondering if you all think that's a fair trade. I thought about giving the class the full channel energy, but it seemed as though it may be a bit powerful in the early levels with domain abilities, channel energy and bardic music (which I'm renaming to just "Inspire").
Pathfinder Adventure, Lost Omens, Rulebook Subscriber
I was just wondering when I could expect this order to be shipped. I got a message that it was about to be shipped 2 weeks ago, and then a couple of small items were added to the order. I haven't received a message about it being shipped yet, and I just wanted to check on it. Thanks for your great service!
Pathfinder Adventure, Lost Omens, Rulebook Subscriber
I missed the last subscription shipment due to some unforeseen financial difficulties that I thought I had dealt with. I was wondering if it is possible to receive it this month, as everything has stabilized. Is this a possibility, and if so, can it be combined with this month's shipment?
Pathfinder Adventure, Lost Omens, Rulebook Subscriber
Okay, so I am probably going to be playing in a friend's campaign and this group is known for high-power characters. I have a very cool idea for a character, but I'm stuck as to where to look for building this character while maintaining a medium-high power level. I'm looking to build a mounted archer, namely one riding a camel. I've decided to start with the Ranger as a base, so as to get bonuses that boost the camel. I've asked to replace the Ranger's spells with full Animal Companion progression, as I am not looking for a magic-using character. I don't need something ridiculously power-gamed, but being able to hold my own would be ideal. So, that's what I'm looking at. Any ideas on where to start? I'm playing a human, so racial prestige classes for elves and such are out of the question. Assume that I have access to all WotC material as well as all third party stuff that is legitimately well done. If I don't actually have it, I can find it at the FLGS, here or at Drive-Thru RPG.
Pathfinder Adventure, Lost Omens, Rulebook Subscriber
So, I have yet to see the order that was sent a month ago. I am having them forwarded, and I'm wondering if I can change the address my subscriptions should be sent to and if I can get the missing order packaged with the new one. The missing order is number 1173182. Thanks so much for great service and a great product!
Pathfinder Adventure, Lost Omens, Rulebook Subscriber
So, I have yet to see the order that was sent a month ago. I am having them forwarded, and I'm wondering if I can change the address my subscriptions should be sent to and if I can get the missing order packaged with the new one. The missing order is number 1173182. Thanks so much for great service and a great product!
Pathfinder Adventure, Lost Omens, Rulebook Subscriber
Hey Cosmo, if you remember, I posted earlier about not receiving a subscription order after a few weeks of waiting. Because it was being forwarded, you said to give it another week. Well, I have yet to see it. I'm wondering if you could put it in the next subscription order. I think I should give you the address I'm at for the summer, so we don't deal with any finicky forwards. How would I go about doing that? And I'm willing to pay for the re-order if necessary.
Pathfinder Adventure, Lost Omens, Rulebook Subscriber
So I'm having my mail forwarded to another address this summer, but it is in the same city so I would expect deliveries to be quick. But I have yet to receive my last subscription order, the one with AP 22 and the Great Beyond. It was supposed to have shipped on May 11. Should I wait a bit longer? Thanks in advance!
Pathfinder Adventure, Lost Omens, Rulebook Subscriber
I just started playing this game again. I got this when it first came out and played the original Escape Velocity, as well as EV Override. For those uninitiated, EV Nova is a CRPG set in space, where you are the pilot of a starship, represented by a 2D sprite. Your opportunities are varied. You can become a pirate and raid for profit, you can trade in expensive goods piled onto huge cargo ships, or you can enter into any of the main storylines and amass power. In other words, this game is AWESOME. It has a huge modding community, with new ships, storylines, even total conversions of the game. Those who have played it before, let this be the place for you to discuss the AWESOME. Those who haven't, GET THIS GAME NOW.
Pathfinder Adventure, Lost Omens, Rulebook Subscriber
I am unable to personalize Descent Into Midnight, at least the single-file version. The individual chapter download works, but the single file will not personalize; I click the button, wait about a minute for it to load, and all it does is return me to the same page. Thanks in advance!
Pathfinder Adventure, Lost Omens, Rulebook Subscriber
Hello Cosmo, or whoever reads this. Another intelligent customer here doing something really smart. Somehow, the Second Darkness Pathfinder Companion snuck in to my order. My guess is I entered it in there unwittingly, and just never noticed it until I had placed the order. Anyways, I would be very appreciative if you were to pull that copy of Pathfinder Companion: Second Darkness from my order. Everything else is as it should be. Thanks in a advance, and for putting out such a kick-butt product!
Pathfinder Adventure, Lost Omens, Rulebook Subscriber
I've always had a bit of an issue with the repeating crossbow in DnD. It never made a whole lot of sense to me. While it has a bit of a "cool" factor, it throws any semblance of realism to the wind. A crossbow's firing speed depends much less on where the bolts are situated and more on how quickly the string can be pulled back. Now, I'm all for fantasy weapons. I like my spiked chains and ridiculously huge swords. But honestly, the real-world repeating crossbow is awesome enough on its own. Here are my house rules for the Chu Ko Nu. Chu Ko Nu - 50 gp - 1d3(S)/1d4(M) - 19-20/x2 - 25 ft - 8lb - Piercing All attacks made with a Chu Ko Nu are made with a -2 penalty. This penalty does not stack with the penalty due to nonproficiency. Whenever a character attacks with a Chu Ko Nu, she may make one additional attack for each attack she would normally be granted, at an additional -2 penalty. Example: A level 6 fighter with Chu Ko Nu proficiency may make 4 attacks with a full attack action at BAB +4/+2/-1/-3, or two attacks as a standard action at BAB +4/+2. Note: The reason I chose to have the -2 penalty not stack with the nonproficiency penalty is because the Chu Ko Nu is largely a peasants weapon. It is inaccurate by its very nature, and most of its users would not have proficiency with it.
Pathfinder Adventure, Lost Omens, Rulebook Subscriber
I have a couple of questions regarding traits, and I think this is the right place to ask them. Currently, the only traits are in the Second Darkness PF Companion and the Elves of Golarion PF Companion. So this means that currently, the only characters that can have racial/religion/etc. traits are elves. My questions are: 1. Will products other than the PF Companions have traits?
Pathfinder Adventure, Lost Omens, Rulebook Subscriber
I'm a big fan of Rick Burlew's open content Diplomacy variant. Considering it is OC, is it possible to incorporate this variant into PFRPG, as long as Rich gets the credit (which he should)?
Pathfinder Adventure, Lost Omens, Rulebook Subscriber
This is a tweak to Combat Expertise I proposed a few months ago and I figure now is a good time to bring it up again. Discuss! Combat Expertise (Combat)
Pathfinder Adventure, Lost Omens, Rulebook Subscriber
I thought I would turn the "best/worst movie" threads on their heads here. This thread is to talk about the best movies people have never seen, hopefully obvious by the title. As for me, I've never seen the Departed. I've also never seen Annie Hall, which I highly regret. There are probably thousands more that I have never seen, but I'll be thinking about them...
Pathfinder Adventure, Lost Omens, Rulebook Subscriber
I'm running a stone-age to copper/bronze-age campaign right now, and I would love to throw some chariots or war-wagons into the mix. My problem is that I can't find any good vehicle rules. WotC's Arms and Equipment guide doesn't do it for me, I'm not a fan of the super-low AC unaffected by anything the characters do. I'm wondering if anyone has recommendations as to good vehicle-based supplements or house-rules. Also, having something on vehicles in PfRPG would be loved by me! Maybe in a later supplement, but still. Osirian war-chariots FTW!
Pathfinder Adventure, Lost Omens, Rulebook Subscriber
There has been a lot of talk about how using a shield isn't particularly effective, as well as talk about how the Combat Expertise feat has little use other than as a prerequisite. However, there may be a way to un-nerf both of them by changing Combat Expertise to the following: Combat Expertise (Combat)
There, now sword-and-board and Combat Expertise are viable, defensive choices and Combat Expertise mirrors Power Attack even more! Comments and criticism are welcome. I know that the playtest isn't to feats yet, but I wanted to post this before I forgot it. I will do some threadnomancy once feats roll around, if necessary.
Pathfinder Adventure, Lost Omens, Rulebook Subscriber
Ok, before anyone tells me that in the world of Pathfinder, monsters are not intended to be PCs, I know this. I am not looking for official rules or official Paizo attention. However, I would like to know if anyone has house rules that "fix" the monster class system presented in WotC's Savage Species. Personally, I would love to play a boggard. I've been thinking that most monster classes could be limited to the number of HD a given monster has, leaving out the "levels" that monsters don't get a HD or any of its benefits. Would anybody care to help me with this endeavor?
Pathfinder Adventure, Lost Omens, Rulebook Subscriber
Does anyone else feel like gnomes getting +2 Charisma doesn't make a whole lot of sense? In addition, I feel like gnomes don't have a good "niche" if you will. I propose returning gnomes to their old roots as illusionists and tinkerers. As they stand, gnomes just have an odd combination of halfling and dwarf cultural characteristics. I propose that gnomes be granted a +2 to Intelligence in place of their +2 Charisma and change their favored classes to Wizard and Rogue. Has anyone thought about replacing their spell-like abilities with the ability to prepare one cantrip like a sorcerer or wizard does? I never liked the gnome-fey connection, did not feel natural for the way DnD gnomes are presented, or were presented, anyway. Thoughts, feelings, criticism?
Pathfinder Adventure, Lost Omens, Rulebook Subscriber
Ok, so I just "purchased" the two free Sean K Reynolds PDFs, but I cannot personalize them. Whenever I click the personalize link, nothing happens. I've downloaded free stuff before, and using the personalize link always gives me a new "download" link. Am I just impatient, or is something wrong?
Pathfinder Adventure, Lost Omens, Rulebook Subscriber
Ok, I'm a fan of the little lizard guys. No, I'm not one of those dragon-crazed maniacs, but there's something to be said for rooting for the underdog. Now, I'm wondering how best to make the kobold fit into Pathfinder. In my homebrew campaign, the oldest group of races are anthropomorphic animal-men including Gnolls, Aarakocra, Dekians (weaselfolk), Karbu (reindeerfolk), Ratlings (speaks for themselves), Lupin (wolf/dogfolk), Dragonborn (lizardfolk), and a dragonborn offshoot, the kobolds. In my campaign all of these races are considered "core". Now, the other races I'm building from scratch, but I just want to update kobolds to Pathfinder standards. You know, +2 overall stats, etc., etc. Any tips on how to do this and still retain their koboldness?
Pathfinder Adventure, Lost Omens, Rulebook Subscriber
Hm. My first attempt to post this was foiled. It shows up in a search for "scent", but it has no name and can't be accessed. Anyhow, this is my new version of the vague ability scent. Scent
Overpowering: DC 0 (DC 15 Fortitude save or nauseated for 2 rounds)
Scent functions in a 30 foot radius. If a scent is upwind, it can be detected 60 feet away, and if it is downwind it can only be detected 15 feet away. If a creature's perception skill is higher than a scent's DC, it is automatically detected. Scent does not function as blindsense and cannot pinpoint an objects exact location, only a direction and vague location. A creature with scent can also track more reliably using their olfactory senses. A creature with scent and at least 2 ranks in Perception receives a +4 synergy bonus on all Survival skills to track.
Pathfinder Adventure, Lost Omens, Rulebook Subscriber
Ok, I've never exactly liked my rangers to be casters. Just never felt right. I've accepted that they're going to stay that way in PfRPG, and I'm OK with that, but I'm wondering if anyone has any house rules for rangers with no spellcasting ability? I don't like the "spell-like ability" rules that CW proposes (can I mention that product here?) Anyhow, thanks for fixing just about everything else paizo! Keep it coming!
Pathfinder Adventure, Lost Omens, Rulebook Subscriber
I just got the alpha Pathfinder, and I love how the Barbarian works. I think rage points is a very intuitive, interesting and customizable concept. However, the fighter leaves a lot to be desired in my mind. However, I propose something: Battle Points/Tactics Points! The fighter would keep it's feat progression or get a lesser feat progression. All other abilities are nixed. Instead, they get a "point" progression similar to the barbarian, only instead of fueling rage and abilities like that, they fuel tactical abilities or ones relying on witty combat. As one possibility, you could spend 1 tactic point to deal 1d8 more damage on your next attack. Or you could spend 4 tactic points to avoid a single attack in the next round. Abilities of that nature. Please, help me expand this idea! |