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Started another blog that take my video game inspired ideas for Paizo games and put them down on 'paper'. Usually PF2 but sometimes it Starfinder. Today I did a Sonic the Hedgehog inspired character build taking a heavy lean onto the movies.
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Ched Greyfell wrote: Does anybody know of any PF2 Eberron actual play podcasts? I now have a yes to this! Arcane Arcade: Eberron City of Towers
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Latest Shardfinder: Can PF2's Beastkin be Eberron's Shifters
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Latest Shardfinder - The Shifter Ancestry
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and here we present The Changeling Ancestry!!
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logsig wrote:
Or just add it to the pregen sheets...
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So I have a player who has taken Nimble Dodge which over all very straight forward but as it a new system and I am still getting my bearings on it something wavers in my mind. Do I tell the player the attack value against them before they make the call to use their reaction? I am thinking yes because traditionally you just ask if X hits their AC or not, which would cover the Trigger for Nimble Dodge and the player can decide to take that sweet +2 to avoid the damage or reduce the Crit to Normal Success BUT should I tell them they are targeted, let them decide then tell them the attack value? Now obviously I am not going to trick them with area attacks and make an area attack potentially trigger Nimble Dodge; just talking straight forward Strike on the player.
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Eberron is one of my favorite settings and the PF2 is quickly growing on me. I see a lot of potential in combining these two passions so I started a conversion blog which I will post about here to put the word out and another place where we can discuss the contents of my posts. It called Shardfinder 2 as I did a big chunk of converting before on this forum you can still find called Shardfinder. I look forward to talking with everyone!
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Drimoran wrote:
It is this section here: In general, use the (normal, lower) spell level or the (higher) spell slot level, whichever is more of a disadvantage for the caster. That puts it in question.
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So I am daring to play a wizard with Int 12 with no plans to increase it. My plan was to take Metamagic Feats to alter lvl 0, 1, 2 spells into the higher slots. From my understanding of the rules this seem pretty legit but when talking about this in other places there seems to be a split about it. If this was a home game and the GM cool with my plans I wouldn't bring this up but this is a Society Character who is only lvl 2 at the moment and does not have metamagic feats yet but I plan to take them. Though it seems the reason for the split has to do with the ruling in the FAQ for the Core Book: http://paizo.com/products/btpy88yj/faq?Pathfinder-Roleplaying-Game-Core-Rul ebook#v5748eaic9r9w So, in short can my Int 12 Wiz, when high enough level, use a metamagic feat to make a metamagic spell that requires a level 3 slot or greater?
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What I don't get is some of the posts where people are quitting the entire game over the 'current direction' the company is taking its materials (usually pointing to gunslingers and technology). It's like person, you don't have to use those books or material. S*@!, some people only play with the Core and Bestiary 1. Just because the publish it doesn't mean you have to read it or use it in the game your running or be part of a game that is having it.
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Irnk, Dead-Eye's Prodigal wrote:
"Took the Test of the Starstone, became a god."
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Dragonmark Heir:
Tabled while figuring out Dragonmarks Eldeen Ranger:
As in the book, pg. except where stated below: Requirement Changes - Knowledge (nature) 3 Ranks, Survival 5, Feat requirement removed.
Hit Die changed to d10. Fort Save and Ref Save gets Good Saves and Will gets Average. Skills are now: Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Stealth (Dex), Acrobatics (Dex), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Survival (Wis), Swim (Str), and Escape Artist (Dex) Hated Foe - If using Hero Points, change Action Points to Hero Points. Sect Ability II - Ashbound - Ferocity (Ex): An Ashbound Eleen ranger gains the Universal Monster Ability Ferocity. Sect Ability III - Wardens of the Wood - Smile Evil (Su): As per the paladin class feature, replacing paladin levels with the Eldeen Ranger levels. Ignore the part about outsiders, the Eldeen Ranger only gains one use of this ability. The Exorcist of the Silver Flame:
The same except where stated below: Skill Requirement, change Knowledge (religion) to 5 ranks.
Saves: Fort and Will Good, Ref Average Skills are now: Craft (Int), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Knowledge (Religion) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int). Flame of Censure (Su): Now reads: An exorcist of the Silver Flame can use his channel positive energy ability to ward off outsiders with the evil subtype. When you active this power, as a standard action, all outsiders with the evil subtype are stunned for 1 round unless your character level is twice or more the outsider`s Hit Dice, then instead the outsider is sent back to its home plane. The outsiders gain a Will save to negate these effects. The DC is 10+Exorcist of the Silver Flame Levels + Cha modifier. Using this ability uses up one of the character`s channel energy uses. Darkvision (Ex): Gains the following: If the character already has Darkvision, he gains +20 feet at 3rd level and another +20 feet at 6th level. Smite Evil (Su): Change to: Gain another use of Smite Evil per day while using the combine levels from cleric, paladin and exorcist of the silver flame to determine the effect. If character does not have access to Smite Evil then they gain access to the ability, gaining one use per day and using cleric and exorcist of the silver flame levels.[/s'poiler] [spoiler=Extreme Explorer] The same except where stated below: This version is adapted for Hero Points
Heir of Siberys:
The same except where stated below: Requirements - Change needed skill ranks to 12. Change needed feat to Hero`s Fortune.
Saves: All Good Additional Action Points: Change to Addition Hero Points: At 1st level, an heir of Siberys`s dragonmark begins to form and his maximum here points increases by 1. Bonus Feat: Remove Action Boost, Action Surge, Pursue. Add Hero`s Fortune, Blood of Heroes, Step-Up Master Inquisitive:
The same except where stated below: Requirements: Change needed Skills to Diplomacy 3, Perception 3, Sense Motive 3, remove Feat Requirement.
Skills: are now Bluff (Cha), Linguistics (Int), Diplomacy (Cha), Knowledge (local) (Int), Perception (Wis), Sense Motive (Wis) Saves: Ref Good, Will and Fort Average Zone of Truth: Change action points to hero points. Bonus Feat: Remove Heroic Spirit, Research, Track, Urban Tracking, Negotiator. Add Hero`s Luck. Discern Lies: Replace action points with hero points. True Seeing: Replace action points with hero points. Warforged Juggernaut:
The same except where stated below: Skills: Remove Jump
Saves: Fort Good, Will and Reflex Average Construction Perfection I: Remove the part about critical hits. Healing Immunity: after `healing subschool` add `that heal hit point damage.` Add to the end `At 5th level, the warforged juggernaut becomes immune to the effects of all spells from the healing subchool.` (This is from the Errata) Weretouched Master: Requirements: The same except where stated below: Change Skill Rank for Survival to 5 Ranks.
Hid Die: Change to d10 Change Skills to: Acrobatics (Dex), Climb (Str), Handle Animal (Cha), Stealth (Dex), Intimidate (Cha), Knowledge (nature) (Int), Perception (Wis), Survival (Wis) and Swim (Str). Saves: Will Average, Ref and Fort Good. Wild Empathy (Ex): As the Ranger class feature. Weretouched Master Levels stack with Druid and Ranger Levels for this ability. In addition if the animal is the same as the chosen ancestor he gets a +4 to the check. Alternate Form (Su): Change to the following: At 5th level, a weretouched master can change into the form of its ancestral heritage instead of using his usual shifting traits. Costing a round of shifting to change into, a weretrouched master can transform into animal form as if using the polymorph spell on himself. The weretouched master does not gain any of the normal benefits granted by shifting while this ability is active and the weretouched master can`t use this ability at the same time that he is normally shifting. Only the specific animal form indicated for the lycanthrope heritage can be assumed. A slain weretouched master reverts to his normal humanoid form, although he remains dead. Separated body parts retain their animal form, however. Heritage Animal Form Bear Bear, Grizzly (CR 4) Boar Boar, Dire (CR 4) Rat Rat, Dire (CR 1/3) Tiger Tiger (CR 4) Wolf Wolf, Dire (CR 3) Wolverine Wolverine, Dire (CR 4) (This is from Errata and my Conversion of it) Weretouched III (Ex): At 5th level, a weretouched master gains an additional bonus to one or mor ability scores while shifting. These bonuses stack with all other ability score bonuses granted during shifting (such as from weretouched I). Heritage Animal Form Bear +4 Str Boar +6 Con Rat +6 Dex Tiger +2 Str, +4 Con Wolf +2 Str, +2 Dex, +2 Con Wolverine +2 Dex, +4 Con (This is from the Errata)
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Alternate Alchemist Class So Far Artificer: Starting Wealth: 4d6 x 10 gp (140 gp average) Class Skills: Appraise (Int), Disable Device (Dex), Knowledge (arcane)(Int), Knowledge (engineering)(Int), Knowledge (the planes)(Int), Profession (Wis), Perception (Wis), Spellcraft (Int) and Use Magic Device (Cha) Skill Rank per Level: 4 + Int Modifier HP: d8 BAB: Medium Good Save: Will Weapon and Armor Proficiency: Artificers are proficient with all simple weapons, with light and medium armor and with shields (except tower shields). The Basics (Sp): Artificer gains the following spell like abilities that he can use at will: Mend, Read Magic, Light and Detect Magic. These spell like abilities use the artificer`s class levels for their caster level. (Gained at Level 1) Infusions: As per pg. 31, ECS except for the following: replace "Infusions never allow saving throws" with "The save DC is Intelligence-based." (This is as per the Errata),the first sentence of the eight paragraph should read "Like a spellcaster, artificer can apply metamagic feats he knows to his infusions(as per the errata), An artificer never requires a divine focus to imbue an item with an infusion. In cases where an infusion duplicates a spell that requires either a material component or a divine focus, or requires either an arcane focus or divine focus, the artificer uses the arcane material component or arcane focus (as per the Errata), to learn new infusions is lowered to 15 + spell level. If planning to switch action points with hero points, one could use hero points instead of action points in the infusion entry. (Gained at Level 1) Artisan Bonus: as pg. 31, ECS but with the following addition: at class level 10 this bonus because a +4 instead of a plus +2. This bonus also applies to checks to make magical items. (Gained at Level 1) Trapfinding: As per the Rogue class feature, pg. 68, PRGC. (Gained at Level 1) Item Creation (Ex): An Artificer has learned how to channel magic in a particular way well-suited for crafting magic items. While he can't actually cast the spells needed to do so, he can use Use Magic Device as the skill used for creating the item. When doing so, the DC for creating the item only increases by 3 rather than 5 for each prerequisite he is missing. Additionally the Artificer can create create potions, spell-trigger and spell-completion magic items without meeting their spell prerequisites, unlike spell casters. This modified DC also applies to accelerated crafting, but only when using Use Magic Device.
Bonus Feat: (review after going through feat section of EBC and review PRGC for feats.) An artificer gains every item creation feat as a bonus feat at or near the level at which it becomes available to spellcasters. He gets Scribe Scroll Scroll as a bonus feat at 1st Level, Brew Potions at 2nd Level, Craft Wondrous Item at 3rd level, Craft Magic Arms and Armor at 5th level, Craft Wand at 6th Level, Craft Rod at 9th Level, Craft Staff at 12th Level, and Forge Ring at 7th level.
Force Rod (Su): In the artificer`s learning of raw magical energies and the creation of magical items his first creation his the Force Rod. It services as a training aid at first then becomes a potent tool in the artificer`s box of options.
Breakthroughs (Su): At 2nd level, and every then again every 2 levels after (up to level 18th) the artificer makes outstanding Breakthroughs. Unless otherwise noted, an artificer can only take each Breakthrough once. Some Breakthroughs have prerequisite that must be met before they can be taken, like other breakthroughs. Breakthroughs that modify the Force Rod`s blast with an asterisk (*) can only be applied to the blasts do not stack. Only one such breakthrough can be used with a blast at a time. The DC of any saving through called out by a Breakthrough is 10 + 1/2 class level + Intelligent Modifier. Craft Homunculus (Ex): An artificer can create a homunculus (any homunculus) as if he had the Craft Construct feat. He must emulate the spell requirements (arcane eye, mending and mirror image) as normal for making a magic item, and he must pay all the usual costs. An artificer can also upgrade an existing homunculus that he owns, adding 1 Hit Die at a cost of 2,000 gp.
Concussive Blast*: When ever the artificer launches a blast he can choose to do sonic damage instead of force. A creature hit with a concussive blast is deafen for 1 minute unless it succeeds at a Fortitude save. An artificer must be 6th level to take this breakthrough. Alchemist Discovery: Instead of taking a Breakthrough, an artificer can take one of the following Alchemist Discoveries; Dilution, Enhance Potion, Eternal Potion, Extend Potion. Frost Blast*: When the artificer fires a blast, he can choose to have it inflict cold damage instead of force damage. Creatures that take a direct hit from a frost blast are staggered on their next turn unless they succeed on a Fortitude save. Shock Blast*: When the artificer fires a blast, he can choose to have it inflict electricity damage instead of force damage. Creatures that take a hit from a shock blast are dazzled for 1d4 rounds. Fire Blast*: When the artificer fires a blast, he can choose to have it inflict fire damage instead of force damage. Creatures that take a hit from a fire blast also take 1d6 fire damage in the following round. Shaped Blast: An artificer can learn to refocus the blast into a burst instead. When you take this breakthrough, the artificer selects cone burst or a sphere burst. The artificer concentrates the blast, sacrificing potential damage to create the burst.
Meleezation: This breakthrough allows an artificer to build a collapsible melee weapon in their force rod. The artificer may select one of the following weapons to build into the force rod: ideas?
Improved Homunculus (Ex): As per Magic of Eberron, pg. 49. Metamagic Spell Trigger (Su): As per ECS, pg. 32. Artificer must be level 6th before taking this breakthrough. Metamagic Spell Completion (Su): As per ECS, pg. 32. Artificer must be level 12th and have taken metamagic spell trigger breathrough before selecting this breakthrough. Skill Mastery: As per ECS, pg. 32. (Gained at Lv. 13) Grand Breakthrough: -
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The new new revised Warforged Warforged: Racial Traits (Humanoid - Living Construct) +2 Con, +2 Wis and -2 Cha: Warforged`s construct nature makes them tough and observant but distant from others. (0 RP) Medium: Warforged are Medium creatures and have no bonuses or penalties due to their size. (0 RP) Normal Speed: Warforged have a base speed of 30 ft. (0 RP) Natural Weapon: Warforged posses a slam natural attack that inflicts 1d4 damage on a hit. This is a primary attack or a secondary attack if the warforged wields a manufactured weapon. (1 RP) Construct Immunities: Being a created creature the warforged has the following Immunities: poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition and energy drain. (6? RP) Unnatural: A warforged cannot heal lethal damage naturally. (-3? RP) Artificial Life: A warforged can be affected by spells that target creatures as well as by those that target constructs. However, spells from the healing subschool and supernatural abilities that cure hit point damage or ability damage provide only half their normal effect to a warforged. (1? RP) Unusual Construction: Warforged's unique makeup makes them vulnerable to certain spells and effects. A warforged takes damage as if wearing metal armor from spells like heat metal and chill metal. Also they are repelled by repel wood spell. Lastly, they are vulnerable to rusting effects but only take half damage from them. (-3? RP) Built to Last: When disabled a warforged can take standard actions (or any other strenuous activity) without taking damage. When dying a warforged automatically stabilizes. (5? RP) No Need: A warforged does not need to eat, sleep or breathe but he can still benefit from the effects of consumable spells and magic items. Also he still needs to fulfill any prerequisites to recover spells and abilities based on class. (1? RP) Composite Plating: The plating used to build a warforged provides a +2 armor bonus. This plating is not natural armor. This composite plating occupies the same space on the body as a suit of armor and thus a warforged cannot wear armor. This composite plating can be enchanted and modified just as armor can be and is already masterwork quality for such purposes. The character must be present for the entire process to enhance its plating. Also this composite plating provides a warforged with a 5% arcane spell failure chance but any class ability or feat that ignores the penalty for wearing light armor also ignores this penalty. Any benefit that requires armor to be worn to be active treats the warforged as it is wearing armor. (1? RP) Weapon Familiarity: A warforged is always proficient in armor spikes. (1 RP) Language: Warforged begin play speaking Common and has no access to bonus Languages. (0 RP) Total RP 10
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Warforged:
Racial Traits (Humanoid - Living Construct) +2 Con, +2 Wis and -2 Cha: Warforged`s construct nature makes them tough and observant but distant from others. (0 RP) Medium: Warforged are Medium creatures and have no bonuses or penalties due to their size. (0 RP) Normal Speed: Warforged have a base speed of 30 ft. (0 RP) Natural Weapon: Warforged posses a slam natural attack that inflicts 1d4 damage on a hit. This is a primary attack or a secondary attack if the warforged wields a manufactured weapon. (1 RP) Construct Immunities: Being a created creature the warforged has the following Immunities: poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition and energy drain. (6? RP) Unnatural: A warforged cannot heal lethal damage naturally, unless affected by a means that enhances natural healing. In this case warforged heal equal to half their character level (minimum of one). (-4? RP) Artificial Life: A warforged can be affected by spells that target creatures as well as by those that target constructs. However, spells from the healing subschool and supernatural abilities that cure hit point damage or ability damage provide only half their normal effect to a warforged. (2? RP) Unusual Construction: Warforged's unique makeup makes them vulnerable to certain spells and effects. A warforged takes damage as if wearing metal armor from spells like heat metal and chill metal. Also they are repelled by repel wood spell. Lastly, they are vulnerable to rusting effects but only take half damage from them. (-4? RP) Built to Last: When disabled a warforged can take standard actions (or any other strenuous activity) without taking damage. When dying a warforged automatically stabilizes. (5? RP) No Need: A warforged does not need to eat, sleep or breathe but he can still benefit from the effects of consumable spells and magic items. Also he still needs to fulfill any prerequisites to recover spells and abilities based on class. (1? RP) Composite Plating: The plating used to build a warforged provides a +2 armor bonus. This plating is not natural armor. This composite plating occupies the same space on the body as a suit of armor and thus a warforged cannot wear armor. This composite plating can be enchanted and modified just as armor can be and is already masterwork quality for such purposes. The character must be present for the entire process to enhance its plating. Also this composite plating provides a warforged with a 5% arcane spell failure chance but any class ability or feat that ignores the penalty for wearing light armor also ignores this penalty. (2? RP) Weapon Familiarity: A warforged is always proficient in armor spikes. (1 RP) Language: Warforged begin play speaking Common and has no access to bonus Languages. (0 RP) Total 10 RP Looking for feedback of course.
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Sorry about the delay but here are my 'finished' versions or at least until ARG comes out and I get my hands on it. Changeling:
Changeling Racial Traits - Humanoid (shapechanger) (0 RP) +2 to One Ability Score: Changeling characters get a +2 bonus to one ability score of their choice at creation to represent their adaptive nature. (0 RP) Medium: Changelings are Medium creatures and have no bonus or penalties due to their size. (0 RP) Normal Speed: Changelings have a base speed of 30 feet (0 RP) Slippery Mind: +2 racial bonus on saving throws against sleep and charm effects; Changelings have elusive minds (approx 1 RP) Minor Change Shape: see pg 13, ECS (approx 4 RP) Gift of Tongues: Changelings gain a +1 racial bonus on Bluff and Diplomacy checks and they learn one additional language everytime they put a rank in the Linguistics skill. Changelings are naturally skilled in deception and information, this talent translates to the use of languages. (2 RP) Empathy: +2 racial bonus on Sense Motive skill checks. They cannot read thoughts as doppelgangers but can read people like books. (2 RP) Languages: Changeling begin play speaking Common. Changelings with high Intelligence scores can choose from the following: Auran, Dwarven, Elven, Giant, Gnomes, Halfing and Terran (1 RP) (Total 10 RP) Kalashter:
Kalashtar Racial Traits - Humanoid (kalashtar, psionic) (0 RP) +2 to Dex, Int and -2 to Str: Kalashtar are strong in mind, quick of body but physicality weak. (0 RP) Medium: Kalashtar are Medium creatures and have no bonus or penalties due to their size (0 RP) Normal Speed: Kalashtar have a base speed of 30 feet (0 RP) Dual Spirits: +2 racial bonus on saving throws against mind-affecting spells and abilities and possession. Kalashtars merged souls helps resist attacks on their mind. (approx 2 RP) No Dreams: Immunity to spells and effects that deals with dreams. Kalashtar do not have dreams. (approx 1 RP) Naturally Psionic: Kalashtar gain 1 extra power point per character level by being born as psionic beings. (approx 1 RP) Psionic Gift: Kalashtar's psionic nature gives them the psi-like ability Mindlink 1/day. This power manifests as a wilder level equal to the kalashtar's Hit Dice. If not using Expanded Psionic Handbook or Psionics Unleashed, see the ehntry in ECG, pg 18. (approx 1 RP) Human Disguise: Kalashtar get a +2 racial bonus to Disguise checks when portraying to be human as they look so similar. (approx 1 RP) Social Masters: Kalashtar get a +2 racial bonus on Bluff and Diplomacy checks. This gift is granted by a commanding presence and subtle psychic influences. (4 RP) Languages: Kalashtar begin play speaking Common and Quor. Kalashtar with high Int scores can choose from the following: Draconic and Riedran. (1 RP) (Total 11 RP) Shifter:
Shifter Racial Traits - Humanoid (shapechanger) (0 RP) +2 Dex, +2 Wis and -2 Int: Shifters are quick in body and strong instincts that guide them but cloud their intellect. (0 RP) Medium: Shifters are Medium creatures and have no bonuses or penalties due to their size. (0 RP) Normal Speed: Shifters have a base speed of 30 ft. (0 RP) Animalistic Heritage: Shifters receive a +2 racial bonus to Climb and Acrobatic checks, the wild blood in their veins help them move about the world. (4 RP) Low-Light Vision: Shifters can see twice as far as humans in conditions of dim light. (1 RP) Shifting: See ECS, pg 19 but with the following changes: A shifter can shift for a number of rounds per day equal to 4+ her Con modifier. Every shifter feat a shifter takes increases the rounds per day by two. Temporary increases to Con, such as those gained from shifting or spells, do not increase the total number of rounds a shifter can shift per day. A shifter can start and stop shifting as a free action with a minimum of one round spent. The total number of rounds of shifting per day is renewed after resting 8 hours, although these hours do not need to be consecutive. (approx 4 RP) Languages: Shifters begin play speaking Common. Shifters with high Int scores can choose from the following: Elven, Gnome, Halfing and Sylvan. (1 RP) (Total 10 RP) Warforged:
Warforged Racial Traits - Humanoid (Living Construct, pg 23 ECS) (approx 6 RP) +2 Con, +2 Wis and -2 Cha: Warforged's construct nature makes them tough and observant but seem distant or rude to other humanoids. 6 RP) Medium: Warforged are medium creatures and have no bonuses or penalties due to their size. (0 RP) Normal Speed: Warforged have a base speed of 30 ft. (0 RP) Natural Attack: Warforged possess a slam natural attack that inflicts 1d4 damage on a successful hit. This is a primary attack. (1 RP) Composite Plating: See pg 23, ECS (approx 3 RP) Language: Warforged begin play speaking Common and have no access to bonus languages. (0 RP) (Total RP 10 RP) There it is, time to work on data files for HL and begin working on chapter 2. Constructive criticism and discussion always incuriaged.
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Warforged: Warforged Humanoid (Living Construct) 7 RP (Total 7)
So I made the decision to just keep Living Construct but not sure the price so I just added everything else and gave the the rest to Living Construct. I don't think it is that far off. Again double ability negs not very Pathfinder but Then is the feel...I will leave that alone. I dropped Light Fortification because I think it was suppose to represent an aspect of constructs being immune to crits and sneaks but PF does not do that so goodbye.
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Shifter: Shifter Humanoid (shapeshifter) 0 RP (Total 0)
So the shifter was harder, trying to figure the cost of shifting. Part of me thinks it to low still so maybe I will drop it to three in the second try along with giving them the standard ability modifiers. Doing standard ability mods doesn't feel quite right but but it regular scores arn't Pathfinder. Maybe drop the Int penalty for 1 RP?
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Kalashtar: Kalashtar Humanoid (Kalashtar) 0 RP (Total 0)
For the second version I am thinking of going with the standard ability score modifiers, first thoughts +2 in Con and Wis for being strong in mind and body but -2 in Cha for dual mindness.
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I have decided that one day I will run Eberron using Pathfinder but some converting needs to be done so I am doing the whole book. This is biggest task I have done for a DM and I am looking for second opions and general backboarding. So, starting with Chapter 1, races. My first thought and try was to use the ARG playtest race builder. I figure that it can be a rough draft until the actaul ARG comes out. When I finished I was not satisfied, specialy after I read the Conversion document. I also realized that perfect 10 isn't that big of a deal to me as I allow most races when it comes to ECS. I present my initial ARG playtest builds along with my thoughts for my second try. Changeling:
Changeling Humanoid (shapechanger) 0 RP (Total 0)
So I am thinking of giving Changeling the Human Heritage Modifier. Other Races coming in next post.
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In GoG, they give new favored class options for goblins. For rogues they get a free rank (not point) to either ride or Stealth. At first glance I am like how is this different then a free skill point but I looked at the wording and figure it be away to get past the rank equal to or less than level rule. Now that I am backing up my groups characters on Hero Lab, the software is just treating it as a free skill point (and of course saying I am using too many skill pints into one rank). So it has me thinking, is my interpation wrong?
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Exotic Weapon
A living gnome incurs a -1 to both attacks and damage rolls (flailing). Of course a gnome is a throwable weapon with a 10 ft increment or 5 ft if alive (again flailing). A living gnome takes damage equal to damage dealt on each attack.
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Tech, the write up for the horse chopper says nothing about breaking like the dog slicer but I would apply the rule to it BUT as it says in the dog slicer write up, masterwork version do not have that flaw. |