Roy Greenhilt

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277 posts (1,326 including aliases). No reviews. No lists. No wishlists. 10 aliases.

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Perhaps, and only perhaps, vow of poverty can be not totally awful with the unchained alternative rule of Automatic Bonus Progression. And at middle-low levels.

About your concern, you are taking a rulebook for a *game* as a contractual document. In that case, you can win a formal demand. XD

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About 2nd edition paladins, they got a +2 to all saves, just because they are the god's favorite toys. :)

In pathfinder paladins got one major re-work and IMHO, made them the most powerful martial class (full BAB).

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Count another one from Spain (España), from Sabadell city.

You know, the midday-nap masters. We are different.

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Snowblind wrote:
Or they could have rolled Finesse Training into the Finesse Rogue talent and given the rogue an extra rogue talent at level 1. It wouldn't have a negative impact to current builds that rely on Finesse Training, but it would mean that a hypothetical muscly rogue wouldn't have dead class features.

I fear that they decided to give it at level 3 because of cheese multiclassing.

A lot of classes buiilds (magus, ranger, slayer, brawler, monk...) will "sacrifice" one level progression to take a single rogue level to import the dex to damage ability.
Just take a look at the vast quantity of dawnflower scimitar wielder builds that exist.

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Not sure about the Tarrasque being able to take on mythic characters.

A good level depends on the party configuration and the optimization used. From 17 to 20 can be OK.

About making the Terrasque viable... well, if the group somehow manage to take it down without too much trouble... there goes fase two. The Tarrasque shows his ¿true? form or power. (flying with some kind of breath weapon? rays from the eyes? :P)

Weird things apart, there are the kaiju family, in bestiary 4 if IRC. You can take a look on them in the PRD: Kaiju. The Tarrasque can be one of a bunch.

If you are going to use the kaiju, you can give a mythic tier for each one the take down as a reward, instead of items. There is a best way to star steping in the godhood than killing those creatures?

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Cayden Cailean.

He is at the apex of human evolution.

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There is another option to the death issue: Ultimate mercy.

A pally with 20 char can get it as soon as 6th level, taking the extra lay on hands feat, or at 10 without more investment that the feat tax plus ultimate mercy.

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Because if Vigilante if to make a Batman-like character, Chosen One is to make Sailor Moon characters.

The idea behind it is really amusing.

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Take a look at Hero kids

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Gisher wrote:
This would be a lot more meaningful, for me at least, if you mentioned which errata killed the characters.

That would be great.

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Stone Lord for Dwarven Paladins.

I love the flavor of it.

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If you are decided to adjust battles/combats just fot the gunslinger, without hurting the other party members performance, just exchange some natural AC for dodge bonus, getting same overall AC but harder to hit its "touch" AC.

Warning, this will girt the party a nice bonus if they catch them flat-flooded.

Another option is, if the real problem are clustered shots, to talk to your player and ask him to change that one feat.

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Level apropiate encounters... Let me smile at that.

Back in 2nd edition the "level apropiate" was not an existing term. If the battle is fun and memorable, you did an apropiate encounter, regarless of levels, no matters if was a cr15 dragon or a bunch of cr 1 orcs.

Yes, I made a CR 15 dragon pursue a group of players in middle of a sieged city (Red Hand Horde anyone?) and they where like CR6... they runned for they lives, made increible actions to try to evade their pursuer, and finally, burned wounded and exausted, they found shelter in the sewers. For a while.

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Hp pools can be representative of some boss abilities or limbs. As exaqmple, a dragon boss can have 3 pools, for its head, claws and tail. They have diferent initiatives and actions.

When one of the pools if depleted, he loses the abilities asociated to it. Same agains the SoD effects, like having its tail petrified, or even the head, he can get his neck and mouth petrified and eyes petrified, but can still use his claws and tail (with blinded status).

Same for stun. The BBEG fails its save? now he got unable to move its claws, but still is dangerous with bite and tail.

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Just make him not die, he is gravely wounded, and after some intensive care from his partners, he finally get stable and survives... with some kind of lesion, like becoming lame (like the oracle curse) or having unable to move one arm (if board and sword), something like that.
And once they arrive to a town, for the price of the resurrection he owes, he can get his lesion away.

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Scout 4 HP: 33/33 | AC: 18; T: 15; FF: 14; CMD: 16 Arrows:20 | Fort: +4; Ref: +8; Will: +3 | Init: +4; Perc: +9, Stealth +21

Yes, we do good deeds now. We must slaughter all Birdcrunchers and male longshanks, then bring to elfshanks all the females, yes, we do good, a loot of good.
Then we get relics, and fire hairs, and relics with gobling hands urgh glowink ants naaaah.

Says Puseater, clearly dazzed with the frenzy swirling dance he was doing all along, making him unable to make any sense with the last words.

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Per RAW, as is written in the CRB under the MAGIC chapter, spell description, descriptor, and magic special effects, pages 208-212, yes, it must.

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Anthro: animal with human-like characteristics.

Example of Anthropod: Politicians
They are pests that look like humans and have human-like feet that are harmful to wildlife and vegetation needed by humans.


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Summoner 7| HP: 56/56| AC: 14; T: 10; FF: 15; CMD 15 | Fort: +6; Ref: +2; Will: +5 | Perception: +0 Iophiel's Perception: +17 | Init +0 Summoning 8/8 day | CLW wand charges: 3
Level 1 5/6day Level 2 4/4dayLevel 3 1/2day
Iophiel: Init +2 hp 48/50 AC24(28 now) F+7R+4W+5 Evasion! Resistances: Fire 10 Speed 30 ft. Fly 30 ft. Melee: +13/8 Greatsword 2d6+17 or 2 claws +12 (1d4+6)

When Valt emerges from the foul waters, gets alarmed to find someone waiting for them. Afer hearing him, he calms, as it looks not others are with him to make an ambush.

Knowledge: Local : 1d20 + 2 ⇒ (15) + 2 = 17
Sense motive: 1d20 ⇒ 2

Why is he so much interested on meeting with us? More in a place like this... well, if he is that much interested, we will be able to barter good deals

Hallit: We did not find anything worth to note, except dangerous cave inhabitants and the corpses of some members of the previous expeditions.

Valt takes a look to the invitation, and then opens his envelope.

a paid gambling night? What he is going to ask us?

Hallit: What do you think about the invitation? We must go? Asks Valt to his partners.

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Here comes Kamen La'Rocalla, an Oread Monk of the Sacred Mountain, that searchs for justice... or perhaps is just vengeance?

Hope all is good and of your likes :D
Notice that I took several alternative traits.

Oread Monk of the Sacred Mountain 1


[Favored Class - HP:1 Skill:0]
LB Medium humanoid (Oread)
Init +2 Senses Perception +7 Darkvision 60ft
AC 17, touch 16, flat-footed 11 (+2 Dex, +3 Wis, +1 Dodge, +1 Natural armor)
hp 9 (1d8 +1FCB)
Fort +2, Ref +4, Will +5
Speed 20 ft.
Unarmed strike 1d6+4 x2
+3/+3 flurry of blows 1d6+4 x2

+2 shuriken 1d2+4 x2 (10ft)
+1/+1 flurry of shurikens 1d2+4 x2 (10ft)
Stunning fist: 1/1 (day)
Str 18 (+2 Oread)
Dex 14
Con 10
Int 10
Wis 16 (+2 Oread)
Cha 8 (-2 Oread)

Base Atk +0; CMB +4 (+2 to grapple); CMD 20 (+2 to grapple)
1-Step up//-Dodge (monk)

Skills 4/level (4 Class)
*Acrobatics (Dex) (1) +6
*Climb (Str)
Craft (Int)
Escape Artist (Dex)
Intimidate (Cha)
Knowledge (history) (Int)
Knowledge (religion) (Int)
Perception (Wis) (1) +7
Perform (Cha)
Profession (Wis)
*Ride (Dex)
Sense Motive (Wis) (1) +7
*Stealth (Dex) (1) +6
*Swim (Str)
*Armor penalty -0

Languages: Common, Terran.


Weapon and Armor Proficiency: Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, and spear.
Monks are not proficient with any armor or shields.
When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.

AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Flurry of Blows (Ex): Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so, he may make on additional attack, taking a -2 penalty on all of his attack rolls, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with a monk special weapon (he does not need to use two weapons to use this ability). For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.
At 8th level, the monk can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).
At 15th level, the monk can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).
A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.

Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

Bonus Feat: At 1st level, 2nd level, and every 4 levels thereafter, a monk may select a bonus feat. These feats must be taken from the following list: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything. At 6th level, the following feats are added to the list: Gorgon's Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility. At 10th level, the following feats are added to the list: Improved Critical, Medusa's Wrath, Snatch Arrows, and Spring Attack. A monk need not have any of the prerequisites normally required for these feats to select them.

Stunning Fist (Ex): At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. At 4th level, he can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute. At 12th level, he can make the target staggered for 1d6+1 rounds. At 16th level, he can permanently blind or deafen the target. At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature sickened by Stunning Fist cannot become nauseated if hit by Stunning Fist again), but additional hits do increase the duration.

backpack, blanket winter, flint & steel, monk outfit, water skin x2(filled with water)
Shuriken x50 (5lbs)
Total weight: 24/100(light) 200(medium) 300(heavy)
GP:13 SP:
Special Abilities:

Special Abilities
+2 Strength, +2 Wisdom, –2 Charisma: Oreads are strong, solid, stable, and stoic.
Native Outsider: Oreads are outsiders with the native subtype.
Medium: Oreads are Medium creatures and have no bonuses or penalties due to their size.
Slow Speed: Oreads have a base speed of 20 feet.
Darkvision: Oreads can see in the dark up to 60 feet.
Mountain-Born: Oreads are drawn to mountains and other high places, and after many generations they've grown well suited to their environment. Oreads with this racial trait gain a +2 racial bonus on Acrobatics checks made to cross narrow ledges and on saves against altitude fatigue and sickness. This racial trait replaces the spell-like ability racial trait.
Granite Skin: Rocky growths cover the skin of oreads with this racial trait. They gain a +1 racial bonus to natural armor. This racial trait replaces energy resistance.
Crystalline Form: Oreads with this trait gain a +2 racial bonus to AC against rays thanks to their reflective crystalline skin. In addition, once per day, they can deflect a single ray attack targeted at them as if they were using the Deflect Arrows feat. This racial trait replaces earth affinity.
Languages: Oreads begin play speaking Common and Terran. Oreads with high Intelligence scores can choose from the following: Aquan, Auran, Dwarven, Elven, Gnome, Halfling, Ignan, and Undercommon.

Gnoll Killer
Benefit: You gain a +1 trait bonus on attack rolls and weapon damage rolls made against gnolls.

Not far from Katapesh, Shaikh Ali Tantawi operated a quasi-religious school known as the Monastery of the Sacred Mountain. The teachings of Shaykh Ali where based on those of the faith of Irori, but differ in their concern for social, as well personal, perfection. Students of Shaykh Ali mastered the monastic arts common to Irori’s faith, but also incorporated elements of religious doctrines associated with Abadar. The blending of these two spiritual traditions had become known as the Tantawi sect of Irorianism.

The teachings of the Tantawi sect emphasized the principle of service and defense of peace and order. Monks of the sect where trained to handle conflicts with diplomacy when possible and with non-lethal force when necessary. They provided healing and comfort to the downtrodden, firmness and guidance for the dissolute, and wise counsel for the mighty.

Kameň La'Rocalla has studied at the Monastery of the Sacred Mountain for ten years. Then Kameň was requested to perform a simple mission. It took barely an entire day, but when Kameň returned to the Monastery, was frozen in terror as he watched small homes burn. He cried out as people were either slain or rounded up and shackled. A mass of foul smelling fur rose up before Kameň and a powerful hand reached down to grab him by the head. He fighted for his life, and finally delivered a mortal blow to the stinking gnoll. He tried the to get to the monastery, but the bleeding from the wounds he received in the fight, made him finally drop unconscious.

When he wake up, the fires where already extinguished, and once inside the monastery, he discovered not a single person was left. Those that not where killed, taken as slaves. Since that day, Kameň promised vengeance against all gnolls, forsaken forever his pacifist teachings in anger.

When you heard that Garavel was looking for brave men and women to
aid in retaking the village of Kelmarane from a tribe of gnolls in the service of the notorious Carrion King, you knew you had to be part of the group, and signed up immediately.

Ability Scores: 20 points. I only ask that you role play your scores in such a way that you feel suits your character.
Race: Any core race is allowed. Others are allowed on a case by case basis. The only one that I expect to be a hard sell is gnoll, for obvious reasons.
Class: All Paizo core, base, and prestige classes are allowed, including their applicable archetypes. Unfortunately, I have to say no to hybrid classes; I don’t feel like they play well with the others.
Hit Points: Max at first level, half plus one at subsequent levels.
Starting Wealth: Average for your class.
Alignment: Any but Chaotic Evil. Your characters are essentially mercenaries at the start, so characters of different moralities could certainly work together. The important thing is to play nice and cooperate with one another.
Traits: Two traits, with one being a campaign trait (the actual flavor for these traits is present in the player’s guide). This should form the basis of your backstory, essentially explaining why your character would want to take on this mission.

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Summoner 7| HP: 56/56| AC: 14; T: 10; FF: 15; CMD 15 | Fort: +6; Ref: +2; Will: +5 | Perception: +0 Iophiel's Perception: +17 | Init +0 Summoning 8/8 day | CLW wand charges: 3
Level 1 5/6day Level 2 4/4dayLevel 3 1/2day
Iophiel: Init +2 hp 48/50 AC24(28 now) F+7R+4W+5 Evasion! Resistances: Fire 10 Speed 30 ft. Fly 30 ft. Melee: +13/8 Greatsword 2d6+17 or 2 claws +12 (1d4+6)

Valt hears the scream and goes quickly to see what happened, when he notices the girl in problems, makes a plan as quick as he can, disrupting the texture of reality while advances towards the girl.

Hallit: Hey miss, try to get away while I distract it!

A gate appears between the girl and the automaton, and in a flash, a little horse comes from it.

Init +1
hp 17
AC 11
Speed 40 ft.
Melee 2 hooves -1 (1d3+2)

Androffan: Heh! Scrap heap, come here and mess with someone of your size!

I hope that gives the girl enough time to flee. Damn, can't think on how to stop the automaton without destroying it, and I am really interested in interrogate it.

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HP: 84/84| AC: 21; T: 12; FF: 19; CMD 24
AC: 14; T: 14; FF: 10 CMD 26 Gains evasion
| Fort: +10; Ref: +5; Will: +8 | Perception: +12 | Init +3 Stunning fist 3/3 day

As you order, Vicarius Says Bjorn while saluting.

Do us will have any backup in case that Tower lider goes treacherous to us?

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thats what I call an express recruitment. Well, good luck to all.

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What I don't understand is the big penalty to social events or prices. It is like: 20 cha Bard with maximized social skills get free room and 50% discounts in all magical devices? or just a 1d10% after a good forced roll?
Because a dump cha of 5 is -3. Expend just a point in a class skill with cha as its asociated stat and you got +1 to that skill. Worst case, 3 skill points nullify the problem.

Otherwhise is just insanely unfair

@John-Andre wrote: I have to point out that in quite a lot of cases, players don't have a lot of choice when it comes to accepting GMs. Some places only have one person in the entire town willing to run Pathfinder -- and unless you're willing to accept his rules, or you want to go to the hassle of playing online, you don't get to play at all.
Never accept tyranny, ever. As above is being said, he can put rules like "no dump" but no be silent and then be a jerk to show off he is the "sheriff" and owner of the law.

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IMHO instead of thinking on tactics tricks and other subjects to nerf or just kill the player, I stick to the ones that say that you must talk to him, probably you all are a bunch of friends. Tell him to try to not augment more his bow attacks, and retrain his cleric level to inquisitor, because he already is good enought and doesn't need that boost. Just the recon that he is creating a monster character will be enough award in a friends group.

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There was a d20 game system Conan book. It got some of the races that populates conan world and diferent system for defense, being level dependent AC (dodge) and converting armor to damage resistance. Take it a look for locations citys and maps too.(And being d20, it will be easy to convert if needed at all.)

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Too bad there aren't warlocks in Pathfinder, but any caster build around ranged touch spells can be funny. A whipping magus can be interesting too, like a bomb tosser alchemist. Or the diminutive bard, you can name it Nano-I-Pod :P

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Damn wood, damn doors, damn water, saviors of the last dragons! or something :P

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whith permision of M. Night Shyamalan, you can make a nice plot from the idea behind "the happening", where the dragons flee from unexplained strain of "rampaging/berseking" dragons that fight their kind to death (or other beings with the potential of killing them) instead of just harming themselves like in the movie(that I find dull...). Thats the reason they flee, because not only the invisible and unpredictable strain is harmful, but it makes them harm its own family or friends.

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Don't feed the Troll!!!!!

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A proposito de la edición física, las erratas son gordas, de no mirarselo dos veces. No hubiese comprado la edición física de haber sabido la dejadez con que se ha maquetado.

About the fisical CRB, the errors are big, just with a second look they should found it. I would not bought the fisical edition if i knew about the laziness in the final publishing.