Bernaditi

Jorda75's page

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Grand Lodge

I really like the idea of the Forgeborn but looking over Ultimate Psionics again I realized that the fighter archetype Ironborn has two abilities that are pretty useless.

1. Part of the armor aptitude ability states that an Ironborn can move at their normal speed in medium or heavy armor, but the Forgeborn racial ability slow and steady already does this.
2. Always armored allows you to sleep in armor without becoming fatigued, but half-constructs like the Forgeborn don't need to sleep at all.

In addition there seems to be virtually no downside to taking the Oreheart racial trait over the standard source crystal. Sure you only get half the benefit from fast healing but taking half damage from all negative energy effects and being healed by repair effects seems like a pretty damn good trade off.

I just wonder why they bothered to create this archetype when it's so redundant to the base race abilities, especially when the Forgeborn are such natural combatants. Perhaps there's been some errata since the Ultimate Psionics book was published but it would need to completely change the two abilities.

Grand Lodge

I and a few of my friends are interested in writing some fiction that takes place within the Pathfinder Campaign Setting, but I was wondering if anyone knows what forums (this one?), sites or blogs we should consider submitting them too. Nothing for profit of course, just sharing tales with fellow adventurers.

Grand Lodge

Is there a Pathfinder Conversion Wiki? I can't imagine their isn't one somewhere either as part of a Pathfinder wiki or stand alone, but does anyone have a link I could follow if it does? If not would anyone be interested in working with me on one?

Grand Lodge

Just looking for some advice on appropriate spell level and affects, I haven't made a new spell since 3.5 so I'm pretty rusty, ha ha. Any general comments and advice is also welcome :)

Suppress Undead Hunger
School Necromancy Level cleric 4, wizard/sorcerer 4
Casting Time 1 standard action
Components V/S
Range close (25 ft +5 ft./2 levels)
Targets One intelligent undead creature or several mindless undead within 30 ft. of each other
Duration Instantaneous (see text)
Saving Throw Will negates Spell Resistance yes

Created by the vampire Ramoska Arkminos during his experiments to find a cure for his vampirism this spell suppresses the urges brought on by undeath in both intelligent and mindless undead. Romoska himself would often use the spell to keep his mind clear while doing research when ready victims were not available or during extensive travels.

The spell has two main functions depending on the type of undead in question, you must choose which type of undead to affect when you cast the spell:

Intelligent Undead: When the spell is cast on an intelligent undead it is usually done so intentionally to alleviate their hunger for some form of sustenance, be it actual flesh and blood or more metaphysical hungers like the need to harm the living.
When used in this way the spell generally lasts for 24 hours, a vampire, for example, would not have any urge or need to feed on mortal blood during this time, though they may still do so if they wish, and when the spell ends the hunger returns stronger than before. For each day that the spell was previously cast on the same undead there is a cumulative 10% chance that it has no effect at all and the undead resumes its feeding habits with even greater zeal.

Mindless Undead: When used on mindless undead this spell functions much like Halt Undead, but affects only mindless undead. The maximum number of HD of mindless undead you can affect is equal to 2d4 + caster level. The affected undead remain where they are and do not attack or flee. They are not helpless and defend themselves normally if attacked. Any threat breaks the spell on the threatened creatures. When used in this way the spell lasts for 1 minute/level.

(I was also considered adding a focus or a material component, something like a drop of mortal blood or a piece of mortal flesh but I wasn't sure.)

Grand Lodge

I know I am, I love all the Races books from 3.0 and 3.5, can't wait to see this new content! ^_^

Grand Lodge

I am a fairly experienced player and GM and I have long wanted to play a character that uses two Spiked Gauntlets as his primary weapons (in this case specifically a Warforged from Eberron). However every time I create a build and look at the character I grumble at how much worse he is than similar fighters and barbarians. I'm not a huge min/maxer mind you, but it's no fun playing a fighter who does so little damage he's basically useless in, ya know, a fight. The Spiked Gauntlet is just so weak, 1d4 damage, times 2 crit. and only a nat. 20 crit range. I've made my own homebrew PRC but I'd like to see what others thing or have created.

Has anyone made a character like this or can suggest a build, feats or even 3rd party PRC's that might help me realize this character? Any advice would be appreciated.

Grand Lodge

In a previous edition I played a centaur fighter who used a lance. Essentially we simply created a house rule so that I was considered to always be mounted but could not do things like pushing my mount, ect.

Since I first saw it I've considered playing a centaur cavalier, but I have wondered if there was any official rule for centaurs being cavaliers. Do they not qualify at all? Are they considered always to be mounted? Do they need a Huge elephant to awkwardly ride on?

The concept it fun and the character was quite power min/max wise but I wonder if other GMs would see this as abusing the system or as a centaur cavalier am I actually on the losing end of the deal?