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Is there a canonical answer? If not, thoughts? I'm thinking Arcadia, maybe.


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If Paizo ever produces something like the OP proposes, I pledge to buy it.


Here are the half-dwarf races my group uses made with the race builder.

Half-Dwarf

Max Age-100 + 3d12 years

Offspring of Humans and Dwarves

Physical: Usually stand halfway between Dwarf and Human height. Hair grows early in youth, but is not as luxurious as Dwarves.

Traits-
+2 to one Ability Score of choice
Medium
Humanoid- Dwarf, Human
Speed 20ft
Darkvision 60ft
Stability- +4 CMD v. Bull Rush and Trip (see Dwarf)
Hardy- +2 on Saving Throws v. poison, spells, and spell-like abilities
Weapon Familiarity- (Dwarf)
Languages- Common, Dwarf, any others for high Intelligence

Alternate Traits-
Skilled- +1 Skill Point/level, replaces Weapon Familiarity and Darkvision
Integrated- +1 on Bluff, Disguise, and Knowledge Local, replaces Stability
Stonecunning- +2 Perception to recognize unusual stonework, replaces Stability
Urbanite- +2 Diplomacy to Gather Information and +2 to Sense Motive for social situations, replaces Stability
Skill Training- Appraise and Sense Motive are always Class Skills, replaces Weapon Familiarity

Dwemer or Elf-Dwarf

Max Age- 300 + 3d% years

The rare and often shunned offspring of a Dwarf and Elf (Either corresponding parent may be replaced by any type of parental half-breed). Dwemer are rare partly because of their parents’ differing standards of beauty and because only 10% of couplings result in pregnancy.

Physical- Dwemer stand between the height of an Elf and a Dwarf. They tend to be lean waisted, but broad shouldered and thick chested. They also tend to have thick hands. Their ears are large and pointed, but not as long as an Elf’s. Their eyes are large and shaped according to their Elven heritage, but lack the distinctive colorations and pupils.

Traits-
+2 Dexterity, +2 Wisdom, -2 Charisma
Medium
Humanoid- (Elf) (Dwarf)
Normal Speed
Darkvision 60ft
Dual Minded- +2 on Willpower Saving Throws
Stubborn- +2 on Saving Throws against Charm and Compulsion and reroll against these on the next round
Skill Bonus- +2 Perception
Weapon Familiarity- Choose either Elf or Dwarf
Languages- Common, Elf or Dwarf (choose one), any others for high Intelligence

Alternate Traits-
Stability- +4 CMD v. Bull Rush and Trip, replaces Dual Minded
Hardy- +2 on Saving Throws v. poison, spells, and spell-like abilities, replaces Dual Minded and Stubborn
Elven Immunities-Immune to Magic Sleep Effects and +2 on Saving Throws vs. Enchantment spells and Effects, replaces Stubborn.
Elven Magic- +2 bonus on caster level checks made to overcome spell resistance. In addition, they also receive a +2 racial bonus on Spellcraft checks made to identify the properties of magic items, replaces Weapon Familiarity and Dual Minded.
Greed- Members of this race gain a +2 bonus on Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones, replaces Skill Bonus Perception.

Duruks or Dwarf-Orcs

Max Age- 70 + 2d20 years

The rare and often outcast offspring of a Dwarf and Orc, (Either corresponding parent may be replaced by any type of parental half-breed). Only 1-5% of couplings result in pregnancy. Duruks are not bred for much in Orc tribes. Many are killed either by maternal suicide or infanticide.

Physical- Duruks are slightly shorter than humans and are very broad and stocky. Their body and facial hair grows in thickly. A Duruk’s tusks are short and thick causing the lower lip and jaw to protrude to a large extent.

Traits-
+2 Strength, +2 Constitution, -2 Intelligence
Medium
Humanoid- (Dwarf) (Orc)
Darkvision 60ft
Battle-Hardened- +1 CMD
Stability- +4 CMD v. Bull Rush and Trip
Orc Ferocity- Act as Disabled for 1 round when first reduced to negative hit points
Weakness: Light Sensitivity- Dazzled when in areas of bright light
Languages- Common, Dwarf or Orc (choose one), May choose from Elf, Giant, Gnoll, Goblin, Undercommon

Alternate Traits-
Ferocity- If the hit points of a member of this race fall below 0 but it is not yet dead, it can continue to fight. If it does, it is staggered, and loses 1 hit point each round. It still dies when its hit points reach a negative amount equal to its Constitution score, replaces Orc Ferocity and Stability.
Low-light vision- Replaces Darkvision and Light Sensitivity.
Hardy- +2 on Saving Throws v. poison, spells, and spell-like abilities, replaces Orc Ferocity and Stability.
Weapon Familiarity- Dwarf or Orc (Choose One), replaces Orc Ferocity


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Personally, I find the presence of such tensions adds to the verisimilitude in many cases. I'm not saying that racism has to be commonplace, but encountering the occasionally biased NPC contributes to the flavor every now and then and provides for some good role playing opportunities. I find this to be true not just in tabletop gaming but in video games as well like in Dragon Age and The Witcher series. Of course, that's just me; if others want each fantasy tavern to hang a "safe space" sign out below its placard, more power to them.


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You could go for something like the origin of the cube maze in the movie Cube (the first one in the series). The maze was constructed by myriad individuals each working on a different part, but no one of the hired architects, engineers,or workers ever saw the whole thing. The project took years and years to finally complete, and when it was completed, the grand designer(s) had either died or long since abandoned the project. So why are people still being put inside? It's somebody's job. Some army faction, mercenary band, cabal of wizards are payed out of a trust or some other nearly inexhaustible fund to send or put people into the labyrinth. Another group may be payed to maintain it, and still another might still be adding on to it. These people and their predecessors never ask questions because they are not paid to ask questions, and there isn't anybody around who has the answers anymore anyway. The "real enemy" is simply the endless turning of a self-perpetuating bureaucracy whose original purpose is now inscrutable.


Are there any reasons to not add this APG rogue talent to the list of unmodified rogue talents presented for the Unchained Rogue? At first I thought that it might have been left off the list due to being too powerful when coupled with the acrobatics skill unlocks, but in reviewing those, I don't see how that could be the case. Is there something I'm missing in making the decision to add this to the Unchained Rogue's talent list?


I find fleshwarping to be pretty horrific. One really memorable moment from last year involved being captured and enslaved by Drow and watching as a favorite NPC friend was fleshwarpped into an Irnakurse over the weeks while were plotting our escape. Rescue wasn't an option; she's still down there.


I like what Paizo has done with adding modular rule sets, archetypes, and classes. I can take what I like, leave out what I don't, and make adjustments to anything in between. I understand that PFS players don't have the same luxury, but that's just the nature of that particular beast. I hope Paizo keeps doing what it's been doing. I enjoy that the particular flavor of the game I run might be very different from one that another person might run. Keep the fun coming, I say; I'm hardly ready for a reboot.


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Judge Holden from Blood Meridian by Cormac McCarthy.


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For a Freudian take, dragons are symbolic of the primordial malevolent father-figure, the woman-hoarding patriarch Freud hypothesized in Totem and Taboo that dominated ancient human society (if it could be called such at that point). So dragons, big phallus shaped monsters, show up and take women (the source of reproduction) and gold (valuable material that came to ensure survival and prosperity as societies developed) because we all evidently need some mythic symbol of our latent anxiety of our ancient unresolved daddy issues. At least that's what I wrote in a lit. analysis paper over a decade ago.

P.S. Anyone who wants to vent about how Freud was a phallocentric, nutball and how psychoanalytic criticism is inherently reductive, feel free. I don't care beans about any of it or whatever post-colonial, neomarxist, school of resentment perspective I should have used.


Quite a while ago, my group decided to get rid of applying SR to evocation spells, and there were no resulting ill effects to game balance in my opinion. Really, only good things came of it in terms of spell casting options.


The ones separated by slashes are ones that I'd like to see a chapter with both creatures represented.

1. minotaur
2. werewolf
3. medusa
4. dark ones
5. lich
6. succubus/incubus
7. blink dog
8. hag
9. harpy
10. nymph/dryad
11. lamia/lamia matriarch
12. worm that walks
13. adlet
14. animal lord
15. leshy
16. oni
17. hill giant/stone giant
18. xill
19. cyclops
20. satyr/faun


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I always thought the shack's intended use was simply to be "a little, old place where PC's can 'get together.'"


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I love Pathfinder. As a system, it has decent depth while still being easy to modify, and its modular nature allows for a variety of game and play styles. The content and art are also very flavorful. Holistically, it's an amazing product and one of the best tabletop systems I've played. Thank you, Paizo.


Aelryinth wrote:

Instead of Rogues getting a spell and a spell list, turn the Arcana Talents into something that keeps scaling, i.e. instead of Rogue Talents as they level, allow them to get more arcane spells, up to, say, level 6.

Let them cast exactly 3 spells a day per level they know, gaining 2+Int spells at each level known. Furthermore, treat it as a spell-like ability, not spellcasting, to further differentiate it from normal casters.

So, they'd know way more spells then they could cast, but they'd be short a lot of Rogue Talents. Oh, and don't allow spells with pricey material components, of course.

It would take 7 uses of Rogue talents to top it out, but it would be very unique and flavorful. The limited uses would be very different in play style. And of course, as spell like abilities, metamagic rods won't work with it. But they could take Quicken Spell like ability...

Beginning Arcana (0 level spells)
Apprentice Arcana (1st level spells)
Minor Arcana (2nd level spells)
Adept Arcana (3rd level spells)
Major Arcana (4th level spells)
Superior Arcana (5th level spells)
Great Arcana(6th level spells)

Each Arcana Talent gets you 2+Int modifier in arcane spells known of that level or lower levels from the wizard list. You may choose the mental stat for your casting modifier.

You may use each Arcana level a total of 3 times per day as spell-like abilities (similar to a sorcerer). Each time you choose a new Arcana, you may change the Arcana Known for lower level Arcana as well. You may take an Arcana more then one time to increase your Known Arcana, but it does not increase your Arcana Castable.

==Aelryinth

Very interesting. I particularly like that it gives the rogue a different flavor than other partial spellcasters. Thank you.


Secret Wizard wrote:
I'm surprised you haven't rolled a Martín Fierro expy for your El Sur-themed adventure then.

That may be the single greatest idea I've ever heard. Off to get a character sheet :).


Ciaran Barnes wrote:

Hurry up and hit the edit button before its too late! Change rouge to rogue!

Why did you choose to bestow all of the fighter's bonus features at 10th level?

Part of that has to do with my group's play style. We're fond of high level play. It's rare that we ever start below level 5, and we play frequently. So for us, level 10 is usually not too far off.


Thank you for the detailed feedback. I'll definitely take much of this back to the group to play with. We haven't had the Knifemaster Scout come up over the board yet, but you're probably right about the balance there.


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These are a few of the house rules my group uses. We generally run higher powered games (i.e. monsters with more hit points and more difficult saves and the like), and so these changes might not be for every group, but we've had success with them. I'm sure many or most of these ideas are already out there, but I thought I'd share anyway.

Fighter:
At 10th Level, A Fighter may select one of the following options as an extra class feature. Mount – As per the Cavalier Class Feature; when the Fighter gains this feature, the mount is of the same type, ability, and level build as that appropriate for a Cavalier of the same level. If a character already has a trained animal, it retains all its tricks. Favored Terrain – A Fighter may select one favored terrain that functions as the Ranger Class Feature with the adjustments that he gains Knowledge Geography and Perception as Class Skills if they are not already, the bonus scales to +4 at 15th level, and +6 at 20th Level, the Fighter may only select one terrain, the Fighter still leaves tracks in his favored terrain. Counter Attack – Once per round a Fighter may attack an enemy who misses him as an attack of opportunity that does not count against the total attacks of opportunity that the fighter may make that round. The Fighter may make an additional Counter Attack at 13th Level, another at 16th level, and another at 19th Level.

At 10th Level and every 2 levels thereafter a fighter gains an additional +1 to AC (+6 AC at 20th Level)

At 10th Level a Fighter may move 10ft as though it were only a 5ft. step, and at 15th Level the Fighter may treat 15ft as though it were a 5ft. step. This movement does not affect the movement standards set when using the Step Up, Following Step, or Step Up and Strike Feats

Rogue:
A Rogue may sneak attack any creature that is facing the opposite direction and lacks any kind of extra sensory organs or perception that would alert it to the rogue’s presence. The round after such an attack the creature is considered aware and facing is no longer relevant.

Rogues may move up to their normal speed while using Stealth with no penalty.

Rogues do not take the normal -10 penalty on Stealth checks following a successful Bluff Check to Create a distraction to hide.

Rogues can select all Ninja Tricks that do not require ki.

New Rogue Talent: Sneak Attack Style – At 2nd Level a Rogue who takes this talent may select a type of weapon that makes sneak attacks with that weapon deal d8s instead of d6s. Sneak attacks with other weapons now deal d4s. Knife Master Archetype Rogues who take this talent add an additional +2 to attack and damage on their attack. This talent may be taken multiple times, but each time it applies to a different weapon group.

New Rogue Talent: Charging Blow – At 6th Level a Rogue who takes this talent may make a charge and the attack deals sneak attack damage as if the target were flat-footed. Foes with uncanny dodge are immune to this ability. If a Scout Archetype Rogue selects this talent, his Scout’s Charge attack is made at +2 to both attack and damage.

New Advanced Rogue Talent: Skirmishing Blow – Prerequisite Charging Blow Talent. At 10th level, whenever a Rogue moves more than 10 feet in a round and makes an attack action, the attack deals sneak attack damage as if the target was flat-footed. If the Rogue makes more than one attack this turn, this ability only applies to the first attack. Foes with uncanny dodge are immune to this ability. If a Scout Archetype Rogue selects this talent, his Skirmisher attack that deals sneak attack damage is made at +2 to both attack and damage.

At character creation a Rogue must choose one option from those presented. Once chosen this cannot be reversed.(BAB) – A Rogue gains full BAB. (Ki Pool) – At character creation a Rogue gains the same Ki Pool ability as the Ninja and has access to all Ninja tricks. (Spells)-- At 1st level a rogue gains arcane spells at the same rate and manner as a wizard from the Rogue Spell List [see below] up to 4th level spells instead of 9th. Saves are determined by a Rogue’s Cha. A Rogue gains a Spell Book and Component Pouch. A Rogue prepares, casts, and learns spells exactly as a Wizard. A Rogue who takes the Minor Arcana talent gains two extra 1st level spell slots. A Rogue who takes the Major Arcana talent gains two extra 2nd level spell slots

Rogue Spells:
1st Level
Prestidigitation
Adjuring Step
Unwitting Ally
Charm Person
Detect Secret Doors
Disguise Self
Feather Fall
Flare
Forced Quiet
Grease
Theft Ward
Undetectable Alignment
Vanish
Vocal Alteration

2nd Level
Accelerate Poison
Acute Senses
Alter Self
Anticipate Peril
Blend
Cat’s Grace
Chameleon Stride
Darkness
Delay Poison
Disguise Other
Eagle’s Splendor
Expeditious Retreat
Flare Burst
Fox’s Cunning
Glitterdust
Gravity Bow
Hold Portal
Improve Trap
Invisibility
Knock
Lead Blades
Locate Object
Perceive Cues
Pilfering Hand
Returning Weapon
Silence
True Strike

3rd Level Spells
Blink
Darkvision
Delay Poison (Communal)
Dispel Magic
Displacement
Haste
Scrying
Remove Curse
See Invisibility
Slow
Witness

4th Level Spells
Dance of a Hundred Cuts
Detect Scrying
Echolocation
Freedom of Movement
Nondetection
Shadow Step
Shrink Item
Zone of Silence

Barbarian:
At 10th Level Barbarians gains the Pounce special ability (Bestiary Universal Monster Rules) as a class feature. However, this feature imparts an additional -2 AC penalty on top of the -2 from the charge. This is the only version of Pounce Barbarians have access to.

Barbarians may select multiple Totem Rage Powers, but they can only have one set of totem powers active during a rage.

Once a Barbarian has started raging, the Barbarian must remain in that rage until either a number of rounds equal to his Constitution modifier has passed or the combat ends, whichever comes first.(GM is not a big fan of frequent rage cycling)

Monk:
Ki Strike Options: In addition to the other options, Monks may expend ki points to add a modifier to their attack rolls. They may add +1 beginning at level 4, +2 at level 8, +3 at level 12, +4 at level 16, and +5 at level 20. Bonuses are purchased at a cost of 1 point per bonus up to the amount allowed by level.

Comments and feedback are welcome.