Ajbal Kimon

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Need comment and critique on this. A little backstory, I am slowly trying to transition all my games to 2e, one of them being Giantslayer. One of the players is a Reincarnated Druid. There is more than flavor to this choice, so I thought I'd make an order to fit the basic themes in 2e.

Here's the link

English is not my native language, BTW.


Greetings,

Is it possible to teleport (greater) from ,say, an astral plane onto a demiplane that is also in the astral plane, provided you have some information on how it looks or appears. Nothing in demiplanes really contradicts this.

However I feel it cheapens the demiplane greatly, meaning anyone who would spend some time casting divination and legendary lore can get access to any demiplane without needing a planar forked metal rod attuned to the demiplane.

What would you say? An official/semi official ruling would be nice...


Downtime is a nice system of rules, but say I have a guild-house and I plan a big expansion. Add a bunch of rooms and a huge auditorium. Even x3 building speed for x3 labor it's still 90+ days. A huge amount of time.

Say, one would use fabricate to help the process, add quicken the construction of beams, foundation, floors and other mundane art-less construction work. How would you categorize this input in terms of speeding up construction?

Maybe there are other spells that can help? Or spells that do exactly what i want and I just missed them...


Good day to everyone.

Simple question, did anyone try to stat other cities nerby?
Most notably, did anyone try to stat Mivon, maybe calculate Mivons economy even? Brevic cities are also welcome. With the appetite for conquest my players have... I'll need that info...

Or maybe some handy tips? Those will help too.


We will be starting Curse of the Crimson Throne after a while, and I am already thinking about a possible build.

We roll for backgrounds and with what I have I probably should go martial, but as an alternative, and a good source of fun roleplay, I decided to try the:

Fighter 1(mutation warrior or vengeful hunter)/Wizard 1(admixer)/Eldrich Knight 3/9 Signifier(Order of Nails for story purpouses)/Eldrich knight 6.

Will be playin a Peri-blooded aasimar, but with a vanilla spell-like to qualify for early Eldrich Knight (GM allows).

Now, for wizard, I am thinking admixer, intensify metamagic, still metamagc, traits to make snowball 1 level lower for metamagic...

Biggest draw of this build in 9th level spells + full plate. And I know what you are thinking, I won't have enough swift action. Our GM arrows to convert a move action into a swift action, a nifty houserule.

But aside from that, I am in a loss what feats to take and how to spend my point-buy. A Dex build? A Str build? Any help with feats and point buy?


For specific purposes, our party is in need of an amulet with the "PROTECTIVE PENUMBRA" constant effect. Now, crafting such such an amulet is not the hard part or the question I want answers...

The amulet must:
1) Change the allignment by 1 or 2 steps.
2) Had the property to drop the enchantment or re-start it on specific persons command, at a limited distance (but preferably any distance).
3) The amulet is so nice, the holder would never wish to take it off.
4) Possibly - self destruction.

What spells, and price would compose such an amulet?
Any ideas or advice?


My party is pretty close to creating a kingdom and I feel they have already made a few enemies that might not like what they are doing right now, their methods and approaches.

I feel assassins may be send to deal with those pesky rulers...

And I do have a few ideas in mind...

But, the question is, what kind of assassins may operate in and around the area, besides the classic backstaby kind?

maybe someone is willing to share some ideas.


Hello everyone, this is an idea I am pushing inside my current Kingngmaker campaign. Something somebody else may find fun and use sometime. The idea behind Moonradish economy is to provide a variety of sidequests and economic/diplomatic opportunities to roleplay and advance the kingdom.
The premise is simple, Moonradishes and Fangberries are a very sought-after commodity in most parts of Golarion, among spell-casters at the very least. But they seem to grow only in specific areas of Stolen Lands and Brevoy, and under very specific circumstances, which are not well known to the majority of the academia. This makes cultivation of these plants a difficult challenge. Many wizards and alchemists of the regions tried to but very few had any real results. One of them is the once famous alchemist, now a mad hermit, Bokken. But like most who found out the secret - he does Moonradishesnot wish share it with anyone. Evidence to his knowledge - his own small path of Moonradishes and Fangberries in the vicinity of his hut.

Lore On Moonradishes

:
DC15 Knowledge Religion - moonradishes are often sought out by churches of Erastil as a non-magical cure for certain stomach diseases, migraines and insomnia. It is highly praised by sects of Desna, since consumption of radishes before sleep helps have lucid dreams.
DC25 Knowledge Nature - tales us that these radishes, besides glowing under the moonlight and besides being very spicy, nutritious and delicious, have an additional alchemical property. Fresh radishes juice, with the help of some alchemical infusions and mixing, can be made into Moonvigor, a very powerful concentrated tonic that can be used by alchemists in potion creation. When brewing potions under the moonlight this vigor can be added to the mix to increase the base alchemical brew potency, allowing to make 2 exact same potions instead of 1, by spending 25% of the base price worth of materials on tonics (essentially getting a second portion for 1/4 price).
DC35 Knowledge Planes - very few scholars know the truth, that Moonradishes are not native to this world. In fact, they hail from the first world. This explains why these plants do not grow in cultivated soil far from fey-controlled forests.

Lore On Fangberries

:
DC15 Knowledge Local - Fangberries are sometimes made into an expensive, spicy liquor called Fangwine, which, for some reason is very popular among many magicians in the Brevoy region.
DC30 Knowledge Arcane - skilled alchemists know how to distill Fangberries into Fangwine, a strong alchemical spirit that when consumed - greatly increases magicians internal vigor (aside from regular alcoholic intoxication). This newly found vigor allows to hasten magical item creation without fear of magical fatigue getting in the way. Fangwine allows 16h of crafting per day instead of regular 8h, although the intoxication provides a cumulative -4 modifier to any craft check, per cumulative day of crafting.
It usually takes 2 gallons of fangberies to make 1 portion of Fangwine. Making Fangwine is not hard, usually Fangberries are set to ripe then juiced in a process that takes a week or two, then with a DC15 Craff Alchemy and 5gp worth of special yeast it takes another week to distill and produce the so called Fangwine.
DC35 Knowledge Planes - same as Moonradishes, Fangberries are thought to come from the First World.

Market price
In my game it’s roughly 10gp per 1 lb of radishes and 50gp for a 1 gallon of Fangberries.

Kingdom influence
For every 2 hexes that have either these radishes or berries increase the kingdom lore by 1 and economy of the kingdom by 2. In addition, when the kingdom with access to these commodities crafts random magic items - roll twice and select most needed one. Of course, such hexes will also have additional upkeep and would be fairly rare.
Players that decide to craft in their free time can make use of Fangberrie and Moonradish effects.

In my game, the secret to cultivating and Fangberries is fresh water from fay-controled regions and fey-made natural “fertilizer” (you know what I mean). But you can make it dark and grim by making it fey-blood or something. This may require cultivation of fangberies be seasonal or having some upkeep behind it.

Trade war

DC 20 Knowlege Local - House Medvyed is currently the largest supplier of both Fangberries and Moonradishes for the region, exporting barely enough to sooth the growing demant, and asking any price they wish.

If players wish to explore the possibilities of making money from these plants, they might get some infamy with House Medvyed.


Hi everyone.

I have a question. My half-elf summoner is getting around that time when he has lots of free funds to spend, and I found this very fun spell some time ago, Paragon Surge.

Now say one would try and make a cloak of continuous paragon surge. This is where I find it hard to grasp the real pricing and an effect of such an item.

Say it's just user activated, then it's 5x3x2000=30k. A standard action and I have 5 minutes to use the ring. Not bad, good to get a spell I need or a bonus to a particular skill, or a combat feat.

But what about continuous effects, if I want a craft feat for a day or two? By logic 5x3x2000x2=60k. But at the same time, will I be able to change the feat effects? Pricing 60k for just 1 feat is a bit too much since most other feat-granting items cost around 10-15k.

So how would it work? What do you think?


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"Good time of the day noblemen. It's time we, the Swordlords, do something about our southern borders..."

So yeah, me and my group are going to start Kingmaker around mid-late August. Maybe later if things don't go as planned. A party of 4-5 people, classes and backgrounds set (a ranger, a rouge on the path to an arcane trickster, a druid and a mage)

But eve now I scroll through books and forums and other sources for fun and memorable things that I can add or throw in.

The thing is, I am not a big fan or modules, usually think all of my stuff myself, but I rather liked Kingmaker. It's fun. Still, I am going to add a few of my own twists and turns instead of random events. And would love to hear what changes and additions, what detours other Dungeon Masters made to make their game more fun.

So far I have read only the first few books and had these ideas:
1) The variant rule to make simple firearms martial weapons, will give the game a more wild west/colonial era vibe.
2) After 1st book, but before book 2 and the creation of the settlement, make the players earn those resources by forging alliances and taking loans in neighboring countries.
3) Add situation NPCs with own agendas to possibly play cohorts, help or hinder PC kingdom building.
Two the ones already conceived are:
a) A young Numerian Warlord, who claimed this land beforehand but only now turned up to build a country (can be a rival or an ally or make a union with him)
b) A corrupt noble from Brevoy, with forged parers to act as an adviser and siphon money into his necromancy experiments.
4) An early small invasion of local Kobolt (or other minor critter) tribes, to make a point that "you need an army guys".
5) After some 2-3 years throw in some political turmoil from all sides.

What other fun ideas are there? Friendly advice? Maybe some critique on these ones? Some ideas to add or change to mine?


I wanted to try and play a sorcerer for a while but those guys are very diverse, thanks to their bloodlines. But the thing is I don't really like the pure spellcaster feel, I mostly enjoy filling a few roles at the same time, like taking an arcane duelist to buff and try to make it in a fight...

Then I came across the wildblooded sylvan bloodline, that gives you an animal companion. And I thought, this might work, I take an ape, name it Bobo, we will be a comedy duo of Bobo getting in trouble and me saving his sorry behind, and vise-verso in combat. I am the brains he is the brawn. I can also share my spells on him buffing the lil' guy, or to turn him into a human with alter self or something like that. Best idea ever. But, I notice I don't get handle animal...

So my question is, is my dream of a comedy duo of a sorcerer and his pet gorilla worth it? Or Are there better sorcerer ideas that could effectively fill several roles, that I missed out?

Or should i just go synthesist/summoner...


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Umbral Reaver in this thread had a gret idea about gving some arcane powers by taking specific feats.

So I decided it could be a good idea to mix things up a bit and make something similar with Alchemist extracts. Maybe there already is something similar, if that is the case, sorry for wasting your time.

The new feat chain would be:

Alchemical study I
Prerequisite: 1 rank Craft Alchemy, 11 INT
Benefit:
Learn to make one 1st level alchemist extract per day, the same way alchemists make theirs. Can be taken multiple times to gain new extracts or to increase the amount of extracts per day. The extract DC and other parameters are treated as if your alchemist level was 1/2 your character level or full alchemist levels, if you poses any (whichever is higher).

Alchemical study II
Prerequisite: 4 ranks Craft Alchemy, Alchemical study I, 12 INT
Benefit:
Learn to make one 2nd level alchemist extract per day, the same way alchemists make theirs. Can be taken multiple times to gain new extracts or to increase the amount of extracts per day. The extract DC and other parameters are treated as if your alchemist level was 1/2 your character level or full alchemist levels, if you poses any (whichever is higher).

Alchemical study III
Prerequisite: 7 ranks Craft Alchemy, Alchemical study II, 13 INT
Benefit:
Learn to make one 3rd level alchemist extract per day, the same way alchemists make theirs. Can be taken multiple times to gain new extracts or to increase the amount of extracts per day. The extract DC and other parameters are treated as if your alchemist level was 1/2 your character level or full alchemist levels, if you poses any (whichever is higher).

Alchemical study IV
Prerequisite: 10 ranks Craft Alchemy, Alchemical study III, 14 INT
Benefit:
Learn to make one 4th level alchemist extract per day, the same way alchemists make theirs. Can be taken multiple times to gain new extracts or to increase the amount of extracts per day. The extract DC and other parameters are treated as if your alchemist level was 1/2 your character level or full alchemist levels, if you poses any (whichever is higher).

Alchemical study V
Prerequisite: 13 ranks Craft Alchemy, Alchemical study IV, 15 INT
Benefit:
Learn to make one 5th level alchemist extract per day, the same way alchemists make theirs. Can be taken multiple times to gain new extracts or to increase the amount of extracts per day. The extract DC and other parameters are treated as if your alchemist level was 1/2 your character level or full alchemist levels, if you poses any (whichever is higher).

Alchemical study VI
Prerequisite: 16 ranks Craft Alchemy, Alchemical study V, 16 INT
Benefit:
Learn to make one 6th level alchemist extract per day, the same way alchemists make theirs. Can be taken multiple times to gain new extracts or to increase the amount of extracts per day. The extract DC and other parameters are treated as if your alchemist level was 1/2 your character level or full alchemist levels, if you poses any (whichever is higher).


So, I always liked ettercaps, don't know why. They just seamed cool to me, and it was a shame that those lovable spider-hugging cannibalistic aberrations aren't really playable. So I decide to make a kind of distant, more inteligent and civilized cousen of ettercap.

I present, the Ettermen:

Spoiler:
Ettermen (High Ettercap), Aberration (3rp)

+2 CON, +2DEX, -2INT, -2 CHA: Etterment are slender and quick as well as quite hardy for their frame, but retain much of the bizarre anatomy and mind-set of their ancestors (-4rp)

Medium: Ettermen are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Etterman have a base speed of 30 feet.

Darkvision: Ettermen can see in the dark up to 60 feet. (0rp from aberration)

Climber: Ettermen are extremely good climbers, and can easily scale walls. They have a climb speed of 20 feet, and gain the +8 racial bonus on Climb checks that a climb speed normally grants. (2rp)

Etterspeach: Ettermen natural language is composed of shreeks and clicks and is almost inaudible to human ear. Any ettermen can communicate with another etterman at distances up to 60ft, as if using telepathy. Anyone within 30ft of the talking etteman can make a DC20 perception check to hear the barely audible language. This ability works only with etterspech language. (2rp)

Ettercap jaws: Ettermen have a capable pair of chelicerae, which are not only sharp but also poisonous. The primary bite attack deals 1d4 damage, plus strength modifier, with a successful attack the opponent can also be poisoned. The poisons stats are as follows: Bite—injury; save Fort DC 15; frequency 1/round for 10 rounds; effect 1d2 Dex; cure 2 consecutive saves. The save DC is Constitution based. (5?rp)(taken right of the ettercap monster, maybe nerf it a bit?)

Trapper: Ettermen are secretive creatures, from birth they are tought to keep a low profile and relying more on cunning traps and stealth than on raw power. Ettermen treat stealth and craft (traps) as class skills. (1rp)

Imitated speech: Etterman have no vocal cords, and as such, they communicate by imitating words with clicks, hisses and low-pitched shrieks. As a result, they have a problem getting their point across, when dealing with other races. Etterment suffer -2 to all social skill checks, except intimidate, made against other sapient races. Also, when casting spells that are language dependant, the save DC for those spells is also lowered by 2. (-3?rp)

Spider Empathy (Ex): This ability functions as the druid's wild empathy, save that an ettermen can only use this ability on spiders. An ettercap gains a +4 racial bonus on this check. Spiders are mindless, but this empathic communication imparts on them a modicum of implanted intelligence, allowing ettermen train giant spiders and use them as guardians. (2?rp)

Languages: Etterspeach. Ettermen with with high Intelligence scores can choose any of the following: undercommon, common, gnome, orc, dwarven, drow.
Aging Effects: Middle Age 20 Old 30 Venerable 40 Max 40+1d10
Height and Weight: Male Height 1.85m Weight 85kg
Female Height 1.75 Weight 75

Alternative traits:

Ettermaw – Particular breeds of ettermen hone monstrous chelicerae, twice the regular size. These, while not as poisonous, can do much more harm. The primary bite attack damage dice changes to 1d6+1 ½ STR modifier. The poison stats are as follows: Bite—injury; save Fort DC 15; frequency 1/round for 5 rounds; effect 1d2 Dex; cure 2 consecutive saves. The save DC is fortitude based. This trait replaces Ettercap jaws and Trapper traits.

Hunter – some above-land etterment prefer the more direct approach to hunting their pray. They treat survival and stealth as class skills. This trait replaces the Trapper trait.

Clawed – some ettermen still poses the large claw-like appendages on their arms that, though useful in combat, are quite the nuisance when performing mundane tasks. Etterman gains 2 primary 1d6 claw attacks. However, he also receives -2 on all skill rolls that require fine motor skills (such as craft or disable device) and doesn’t add his DEX bonus to CMD when being disarmed.

Not sure on some of the costs, but IMHO it's without doubt an advanced race.

Still, I liked these guys so much, I made a couple of racial achetypes for them:

The Venomous Stalker (Rogue):

Spoiler:

Venomous stalkers are skilled ettermen assassins and is saboteurs; they use their natural poison to fulfil their tasks.

Natural Poison (Ex): At 1st level venomous stalkers learn how to apply their natural poison, from the chelicerae, dirrectly to their weapons, as a full-round action, as if using regular poison. He can do this a number of times per day, equal to twice his constitution modifier (minimum 1). The poison becomes inert after 1 minute after application. This ability replaces trap sense.

Poison gathering (Ex): At level 2 the venomous stalker learns to collect unused poison from his chelicerae. 1 dose of poison can be collected per 2 unused venom applications to a weapon, per day. The collection requires a DC15 Craft (Alchemy) check or DC15 Heal check. The poison dose becomes inert after 2 days, if not used, or after 1 minute, if not stored correctly.

Potent Natural Poison (Ex):At level 6 the venomous stalker learns how to force his body to produce a more volatile and potent version of the poison. By spending 2 Natural Poison uses at once the DEX damage of the poison increases by 2 and the DC save against the poison rises by 2 as well. The poisons damage and DC save continues to rise by 2 at levels 10 and 14, to a maximum of +6 to DEX damage and +6 to save DC at level 14.
This replaces rogue talents at levels 6, 10 and 14.

Venomous stalker adds these feats to his Rogue talents list: Poison use. He adds Swift poisoning (Ex) (as alchemist class feature) to his list of advanced talents.

So, pretty much a poison-focused rogue. I think it needs work.


Spider Rider (chevalier)

Spoiler:

Due to their natural bond with spiders, ettermen are the only few creatures capable of capturing, taming and ride large spiders into battle.

Mounted Spider training: All Spider Rider abilities work only when riding Ettermen Spiders, or other spiders, large enough for the spider rider to use for mounts. In addition, when Spider Mount attempts to climb and move at climb speed, the spider rider does not need to roll a ride check, or fall, as long as he is not attacked and hit.

The Spider Rider picks Ettermen Spider as his animal companion and mount:

Ettermen Spider
Starting Statistics:
Size Large; Speed 30 ft., climb 30 ft.; AC +2 natural armor; Attack bite (1d6 plus poison); Ability Scores Str 14, Dex 15, Con 10, Int —, Wis 10, Cha 2; Special Attacks poison (frequency 1 round [4], effect 1 Str damage, cure 1 save, Con-based DC); Special Qualities darkvision; CMD trip +12.
4th-Level Advancement:
AC +2 natural armor; Attack bite (1d8 plus poison); Ability Scores Str +2, Con +2. tremorsense 30 feet

Challenge (Ex): Spider rider receives challenge ability, at level 4, at 1 use per day, adding 1 additional use per day, every 4 levels.

Webbed charge (Ex): At level 4, after making a successful charge and dealing damage, the Ettermen Spider can attempt to start a grapple as a free action, as if he had grab ability, but it also provokes an attack of opportunity.
This replaces Banner and Greater banner ability.

Webbed grapple (Ex): At level 6 the spider riders mount receives +6 to grapple attempts, and provokes attacks of opportunity only if he fails the attempt. The spider rider doesn’t need to dismount and can attack the creature, grappled by his spider, as if it were standing in the nearest adjacent square.

Webbed capture (Ex): At level 11 Ettermen Spider, when giving pinned condition to the grappeled creature, as a swift action, can tie it in a thick coat of webs, giving it the helpless condition, getting out of these webs required a DC25 Strength check, or a DC30 escape artist check.
This ability replaces Mighty Charge.

Webbed assault (Ex): At level 20 Spider Riders mount, when ending its charge, instead of an attack, can attempt to grapple, and maintain a grapple, on up to its DEX modifier of creature in reach, in a consecutive order, without provoking attacks of opportunity, and upon success pin that creature.
This ability replaces Supreme charge.

Very mount-dependent, but can do a lot of fun stuff... needs optimizing, and nerfing, i belive.


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After the few threads about monks and their problems, a thought occured, that maybe a slightly more divine monk is a good idea?

Ladies and gentlemen, I present to you the Cloistered monk!

Cloistered Monk:

Cloistered Monk

(The cloistered monk serves as a more western variant of the regular eastern monk. A blend of a cloistered cleric archetype, of sorts, and monk class)

Cloistered monks are the other side of religious orders that produce paladins and clerics. They are men of god, favored by divine grace, but not as swords of vengeance or beacons of faith, but as those who spread enlightenment and safeguard knowledge. Yet, unlike cloistered clerics, they are prepared to go into the world and are trained in various forms of self-defense, including deadly martial arts.

Class Skills
Cloistered monk's class skills are Appraise (Int), Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis) and Spellcraft (int).

Saves – Reflex save becomes a bad save.

Weapon and Armor Proficiency
Cloistered monks are proficient with the following weapons: club, crossbows, heavy mace, light mace, battle aspergillum, dagger, quarterstaff, spears, battle poi and sling. He is also proficient with his deities favored weapon. They are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, cloistered monks loses their AC bonus and flurry of blows abilities.

Divine grace (Su)
A cloistered monk casts a limited number divine spells which are drawn from the limited cleric spell list (mostly cures and self-buffs). Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs. A cloistered monk must choose and prepare her spells in advance. To prepare or cast a spell, a cloistered monk must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cloistered monk's spell is 10 + the spell level + the cloistered monk's Wisdom modifier. Like other spellcasters, a cloistered monk can cast only a certain number of spells of each spell level per day. In addition, she receives bonus spells per day if she has a high Wisdom score. Her base daily spell allotment is:

1st 3 1 — — — — —
2nd 4 2 — — — — —
3rd 4 2 1 — — — —
4th 4 3 2 — — — —
5th 4 3 2 — — — —
6th 4 3 3 — — — —
7th 4 4 3 1 — — —
8th 4 4 3 2 — — —
9th 4 4 4 2 — — —
10th 4 4 4 3 1 — —
11th 4 4 4 3 2 — —
12th 4 4 4 3 2 — —
13th 4 4 4 4 3 1 —
14th 4 4 4 4 3 2 —
15th 4 4 4 4 3 2 —
16th 4 4 4 4 4 3 1
17th 4 4 4 4 4 3 2
18th 4 4 4 4 4 3 3
19th 4 4 4 4 4 4 3
20th 4 4 4 4 4 4 4

Cloistered monks meditate or pray for their spells. Each cloistered monk must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a cloistered monk can prepare spells. A cloistered monk may prepare and cast any spell on the cloistered monk spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

This ability replaces the following Monk abilities: Ki pool, fast movement, slow fall, high jump, wholeness of body, diamond body, abundant step, diamond soul, quivering palm, timeless body, tongue of the sun and moon, empty body, and perfect self.

Orisons

Cloistered monks can prepare a number of orisons, or 0-level spells, each day, as noted on Table. These spells are treated like any other spell, but they are not expended when cast and may be used again.

Domains

A cloistered monk's deity influences her alignment, what magic she can perform, her values, and how others see her. A cloistered monk chooses one domains from among those belonging to her deity. A cloistered monk can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain.
Domain grants a number of domain powers, dependent upon the level of the cloistered monk, as well as a number of bonus spells. A cloistered monk gains one domain spell slot for each level of spell she can cast, from 1st on up. Each day, a cloistered monk can prepare one of the spells from domain in that slot. If a domain spell is not on the cloistered monk spell list, a cloistered monk can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.
In addition, a cloistered monk gains the listed powers from her domain, if she is of a high enough level. Unless otherwise noted, activating a domain power is a standard action.

Bonus Feats

Cloistered monk adds these feats to the list of bonus feats she may take: Scribe scroll, Spell focus, Run, Careful Speaker, Combat Casting…

Ex-Monks
A monk who grossly violates the code of conduct required by her god loses all spells and class features, except for weapon proficiencies. She cannot thereafter gain levels as a monk of that god until she atones for her deeds (see the atonement spell description).

So, pretty much a trade of all (Su) monk powers for divine spells up to level 6, to make a "what if a cleric was a monk". Changed skills and weapons as well. 1 domain as a cherry on top. Tied to a god for roleplay fun.
Still in thought about the spell list and possible bonus feats. Maybe grand access to some original monk abilities at higher levels as feats? maybe add some original content to make them more unique? Make them an alternative class to monk/cleric?
Any thoughts, ideas?


My answer... a bit of both.

Me and my good friend had this scuffle. He wanted to house rule that shields, when the target is flat-footed, grant no bonus to AC, since it's an active defense and while flat footed one is slow on reaction.

His example: "when you back-stab someone, he will not be able to put his shield upfront".

And 3 hours later I kinda understood, a bit, what he was saying, but still, flat-footed is not paralyzed. As stated, in the rules, he is just "unable to react normally to the situation". He is flat on his feet, he can't run or jump, or evade what is coming for him, as well as he might - be he ready. But he could lift his shield to stop a dagger coming right into his groin. Not step away or dodge, that's a lot of muscle reflexes.

Still, there is the problem of "awareness". What if the opponent you about to attack, is fully unaware of you, you got full invisibility, total ninja, or the opponent is a drowsy guard that had a bit too much ale and whose peripheral vision can't and will not register. What then? To me, it appears totally logical to forgo the shield bonus.

Still, this logic opens windows... a totally concealed rogue could insta-kill lots and lots of people using his ring of invisibility, by targeting "unaware" peoples helmet-less heads with a hatchet. Even with all the called shot penalties... it's just a DC 10 now, "cuz' no armor on the head".

Or maybe a new condition is needed. A kind of... Unaware flat-footed. When the opponent is unaware of the attacker but is not helpless.

Now, your thoughts, comrades. Shield, do they or don't they, or should they, or they should not? Why and when?


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Ive been poking around and saw there is really nothing I'd call a demonologist... so I decided to make my own. Logicaly, it should be a prestige class...

Demonologist:

Demonologist (prestige class)

Alignment: Dabbing into demonic powers and learning infernal secrets is borderline insanity for some and an act worthy of death and damnation for others. Thus, demonologists are rarely lawful or good, tending towards chaotic and evil alignments. Some demonologists aim to control demons for the good of man, still, good demonologists are a rare sight.
Hit Die: d6.

Requirements
To qualify to become a demonologist, a character must fulfill all the following criteria.
Skills: Knowledge (Planes) 5 ranks.
Feats: Spell Focus (conjuration)
Spells: Able to cast 3rd level arcane spells, including Summon Monster III.
Language: ability to speak Abyssal and Infernal.
Special: the character must have fought or encountered a demon or demonic creature on at least 5 separate occasions and made a successful DC 20 Knowledge (Planes) check on it, to find out about its true nature, or posses the Abyssal Bloodline.
Class Skills
The Demonologist's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (planes) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Ranks at Each Level: 2 + Int modifier.
Base Attack Bonus progression: Bad
Good save: Will
Bad save: Fort and Ref

Features by level:
1) Demonic summoning, Demonic affiliation
2) Improved Demonologist Familiar
3) Summon Demonic Ally 1 time per day
4) Potent Demonic summoning
5) Lesser possession
6) Summon Demonic Ally 2 times per day
7) -
8) Arch-Demonic summoning
9) Summon Demonic Ally 3 times per day
10) Full possession

Class Features

Weapon and Armor Proficiency
Demonologists gain no proficiency with any weapon or armor.

Spells per Day/Spells Known: When a new demonologist level is gained, the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a demonologist, he must decide to which class he adds the new level for purposes of determining spells per day.

Demonic summoning
By studying the hierarchy of demons and applying that knowledge to conjuration, demonologists learn how to pull the best monstrous specimens directly from the Abyss.
When using summon monster spells, no mater what is the demonologists alignment, summoned mosters will appear with the fiendish template, if with any. Creatures summoned with summon spells also receive the following traits: Immunity to acid, death effects, disease, and poison; additional Resistance to cold 5, electricity 5, and fire 5 (This does not stack with any DR or resistance the creature might have except with those of Fiendish template); if not mindless, ability to speak or understand Abyssal and Infernal.
For various purposes, in addition to being extraplanar, summoned creatures are considered to be of the demon subtype. Creatures that do not gain a fiendish template (such as devils or other summoned outsider with an existing subtype) or re already of demon subtype - do not gain these extra traits.
When using Summon monster spells to summon a monster that already had demon subtype, roll 1d6+1 instead of 1d4+1 on the number of summoned creatures.

Demon affiliation
Demonologist add his demonologist level to all knowledge checks concerning demons, demonic matters and lore. He also adds half his demonologist level to his spell save DC when using them against demons.
In addition he adds a new 3rd level spell to his spells known, Demonic dismissal. This spell functions like Dismissal, a 4th level sorcerer/wizard spell, the only difference being – it is fashioned for extraplanar creatures with demon subtype. Extraplanar creatures of other subtypes are also affected but to a far lesser degree, receiving +5 on their will save against the spell.

Improved Demonologist Familiar
Demonologist can summon a demonic familiar to be his faithful ally. This Feature acts the same way as Improved Familiar feat, but the only familiar demonologist can take is the Quasit.

Summon Demonic Ally
Demonologist learns to bring true demonic beings into the material realm. Once per day at demonologist level 3, and one additional time at levels 6 and 9, the demonologist, when casting a summon monster spell can instead summon true demons. All spell parameters and rules are unaffected, except there are 1d2 of summoned creatures (instead of 1d4+1). The summonable Demonic Allies are:
Summon monster II summons 1d2 Dretch or Quasit;
Summon monster III summons 1d2 Schir
Summon monster IV summons 1d2 Babau
Summon monster V summons 1d2 Shadow demon, Nabasu or Succubus
Summon monster VI summons 1d2 Vrock or Kalavakus
Summon monster VII summons 1d2 Hezrou or Omox
Summon monster VII summons 1d2 Glebezu or Nelfeshee
Summon monster IX summons 1d2 Shemhaziam
Demonologist can’t have more than one Demonic Ally summoned in this way at any time.

Potent Demonic summoning
Abyss creatures now benefit from the demonologists extensive knowledge. Upon summoning a monster via summon monster spell, or by using his Summon Demonic Ally ability, the demonologist can either empower the demons strength or prolong their stay in the material realm.
If he chooses to empower the creatures – the creatures receive additional 1d6 + Demonoloist Int modifier energy damage (fire, cold, electric or acid) to any one attack type.
If he chooses to prolong their stay – he adds half his demonologist level + his Int modifier to the number of rounds the creature will be present on the material plane until it is vanishes.
This ability can be used only if the summoned creature is a demon, devils and other summoned creatures of other subtypes are not affected.

Lesser possession
At level 5 the demonologist with all the demonic forces, powers and forbidden knowledge he possesses becomes partially demonic in his nature. He becomes a native outsider for purposes of various effects as well as receives the following traits and abilities:
• +4 to fortitude rolls against any poison; (doesn't stack with Sorcerer Demonic bloodline resistances)
• Resistances to acid 5, cold 5, fire 5 and electricity 10. (doesn't stack with Sorcerer Demonic bloodline resistances)
• Damage reduction 5/cold iron or good.
• Darkvision 60ft, of if he already has darkvision, he receives +30ft bonus to it.
• He receives a one primary natural attack his choosing, with damage rolls appropriate to his size. If he chooses a natural attack with a natural weapon that he already possesses, the damage increases by 1 step. The attacks he may choose are:
o A bite attack with sharp fangs;
o A gore attack with horns that jut out of his head;
o 2 claw attacks with sharp claws.

Arch-Demonic summoning
At demonologist level 8, the demonologist powers are great enough to grant both empowerments of the Potent Demonic summoning ability to any summoned creature of the demon subtype.

Full possession
The domonologist stared so long into the Abyss that the Abyss has become a part of him. At level 10 the demonologist becomes a demon. Now he is considered a native outsider and a demon for various effects. He receives following traits:
• If the Demonologists’ alignment is not chaotic evil, it shifts 1 point towards chaotic and 1 point towards evil.
• Immunity to electricity and poison.
• His resistances gained from lesser possession increase to acid 10, cold 10, and fire 10.
• His damage reduction lesser possession increase to 10/cold iron or good.
• Telepathy out to 200 ft., an ability to communicate with any creature, regardless of intelligence, so long as they have an Intelligence of 1 or higher.
• He gains spell resistance 20.
• He gains any one of the following abilities, usable once (plus his Int or Cha modifier, whichever is higher) times per day:
o Demonic infusion (Su) – as a standard action, for 5 minutes, infuse any weapon or natural attack the demonologist touches with demonic power, granting it a +1 enchantment bonus to attack and damage. In addition the weapon strikes as if it were a chaotic and evil cold iron weapon (in addition to retaining the qualities of its actual composition).
o Demonic form (Su) – as a standard action, for 5 minutes, the demonologist grows bat-like wings and gains the ability to fly, as if under the effects of the sorcerer/wizard Fly spell. He also receives an enchantment bonus of +4 to Strength and Constitution.
o Unholy Nimbus (Su) - as a free action demonologist can create a nimbus of unholy light, causing nauseating beams of writhing color to play around its body. One round later, the light bursts in a 60-foot radius. Any non-demon creature caught within this area must succeed on a DC 15 + demonologists charisma modifier Will save or be dazed for 1d10 rounds as visions of madness hound it. The save DC is Charisma-based.
o Planar jump (Su) – as a swift action, teleport up to 120ft.
o Unholy scream (Su) – as a standard action the demonologist can emit a scream of unholy words that crowd the mind and churn the intestines. All creatures except demons within a 30-foot-radius spread must succeed on a 15 + demonologists charisma modifier Fortitude save or be nauseated and stunned for 1 round.


Questions? Ideas? Anything about balancing it, maybe adding something or nerfing abilities?


So I am a fairly low-on-traps DM, which is good, since when one pops up, none expects it...

Still, running one of my more recent games I decided to make a trap gauntlet, a long corridor of danger, with the prize at the end. In the movies and books this is a very fun concept, axes and spears randomly jerking out at no warning, turning floor tiles, flamethrowers... but it was greatly not fun in our session... granted, I am probably the one to blame, but our party was quite rouge-heavy.

Question, how to make it work? One of the ways I thought so far, is making traps ridiculously hard, so that the party must find a clever way to get by, or put it all on a timer, like a wall closing in behind them, pushing them forward. Automatons or monsters immune to traps, or traps themselves (ooze pits and oozes themselves) forcing a fight inside the gauntlet...

Any other ideas or experiences?


First of a few I'd like to start with asking for critical input and maybe some fun additions to some concepts that I had.

In creation, I partially referenced the race builder and other templates, but as good as it may look for me, I know some might think otherwise and correct my blunt mistakes.
[and pardon my mediocre English, it's not my first language]

First, High Goblins fill a role of forest savages, somewhat noble and witty, mostly a forest folk, but it is not rare for them to trade with others.

Spoiler:

High Goblin (Giblin) Humanoid (Goblinoid)

+2 DEX, +2 WIS, -2CHA: Giblins possess a small nimble frame, they are cautious of their surroundings, but to most appear a bit unpleasant on the eyes.

Medium: Giblins are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Giblins have a base speed of 30 feet.

Lowlight vision: Giblins can see twice as far as humans in conditions of dim light.

Skilled hunter: Giblins make due by drifting and hunting. They receive +2 on survival checks.

Survivalist: Giblins are adept at making various traps to survive in the wilderness. Survival and Craft Traps are always a class skill for Giblins.

Ferocious: Members of this race gain the following extraordinary ability: 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.

Languages: Goblin. Giblins with high Intelligence scores can choose any of the following: gnome, common, orc, or giant.


Deep Goblins give dwarves and gnomes a run for their money, constantly struggling for resources and competing in who has better underground architecture. Where dwarves are wiser and more noble, these guys would prefer trickery and deceit.
Spoiler:

Deep Goblin (Grobt); Humanoid (Goblinoid)

+2 CON, +2 INT, -2 CHA: Grobts, though short, are quite stocky. Among all the goblinoids they poses the greatest natural prowess for skill and knowledge, but their tick hide is considered unpleasant by most.

Medium: Grobt are Medium creatures and have no bonuses or penalties due to their size.

Slow Speed: Grobts are quite slow for heir size. Base land speed is 20 feet.

Darkvision: Grobts can see in the dark up to 60 feet.

Light Sensitivity: these goblinoids lived in darkness for a long time and are dazzled as long as they remain in an area of bright light.

Sure-footed: Grobt receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground.

Improved Natural Armour: Grobts possess thick skin that can absorb some damage. They receive +1 Natural Armour.

Tough kind: Grobts are a very tough bunch. They receive Toughness as bonus feat.

Master Tinkers: Grobt gain a +1 bonus on Disable Device and Knowledge (engineering) checks. Members of this race are also treated as proficient with any weapon they have personally crafted.

Craftsman: Grobts have a +2 racial bonus on all Craft or Profession checks to create objects from metal or stone.

Languages: Goblin. Giblins with high Intelligence scores can choose any of the following: dwarven, gnome, common, orc, or giant.

An artificially bred race in times before, now free Brutlings are pretty much the scum under the earth, breed like rats, form savage war-bands and loot, loot, loot, kill, kill, kill.

Spoiler:

Brutlings; Humanoid (Goblinoid)

+2 STR, +2 CON, -2 INT; -4 CHA: Brutal, ill-witted and deformed, they are the bane of sewers, caves and chasms.

Medium: Brutlings are Medium creatures and have no bonuses or penalties due to their size.

Slow Speed: Brutlings slow and clumsy. Base land speed is 20 feet.

Darkvision: Brutlings can see in the dark up to 60 feet.

Light Sensitivity: these goblinoids lived in darkness for a long time and are dazzled as long as they remain in an area of bright light.

Tough hide: Brutlings have ugly hard skins. They have +2 Natural Armor.

Fearless: these goblin cousins rarely feel fear. Brutlings gain a +2 racial bonus on all saving throws against fear effects.

Ferocious: Members of this race gain the following extraordinary ability: 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.

Languages: Goblin. With high Intelligence scores they can choose any of the following: dwarven, gnome, common, orc, or giant.

last but not least, the one I would like the most help and input with.
Ogre-kin, a playable race in my home-brew, since story-wise, breeding giants and giant-like creatures in alchemy labs for warfare was a thing "a while" back, but now there is enough of them to procreate on their own. They are made to be clumsy, dumb, disfigures yet versatile damage and work machines, nothing more.

Spoiler:

Ogre-kin; Humanoid (Giant/Human)

+4 STR, +2 CON, -2 WIS, -2 INT, -2 CHA: Half-ogres are immensely strong and hardy, but somewhat slow-witted, brash and unpleasant to talk to.
Medium: Orge-kin are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Orge-kin have a base speed of 30 feet.
Low-light vision: Orge-kin can see twice as far as humans in conditions of dim light.

Imposing Figure: Orge-kin are intimidating without trying. They get a +2 racial bonus to Intimidate checks.

Social stigmata: Orge-kin are often subject to prejudice and distrust. They receive -2 to Diplomacy checks against all other humanoids.

Powerful build: Orge-kin poses the physical stature that lets them function in many ways as if they were one size category larger. Whenever an Ogre-kin is subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), the Ogre-kin is treated as one size larger if doing so is advantageous to him. A Ogre-kin is also considered to be one size larger when determining whether a creature's special attacks based on size (such as grab or swallow whole) can affect him. An Ogre-kin can use weapons designed for a creature one size larger without penalty. However, his space and reach remains that of a creature of Medium size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.

Degeneracy: like inbred ogres, ogre-kin often suffer from disfigurement and degeneracies that make these imposing creatures even more similar to their cousins. After deciding to be an Ogre-kin and allocating ability scores an Ogre-kin can pick a number of degenerative traits that will grant him certain abilities in price of lowering certain ability scores, losing traits or gaining weaknesses. Note one can take as many degeneracies as he wants, as long as no ability score ends up lower than 6, or take non at all. Every degeneracy can be taken only once. An ogre-kin can have only one ancestral degeneracy.
Degeneracies:
• Vestigial head. A malformed, repulsive twin’s head juts out from the ogre-kin collarbone, providing the ogre-kin with all-around vision, meaning ogre-kin sees in all directions at once and cannot be flanked.
This head, though a part of the Ogre-kin, possess an Intelligence score and Wisdom score of its own (which are equal to Ogre-kin base Intelligence and Wisdom scores -8, but no less than 3). It can make Perception and knowledge checks on its own, using ogre-kins ranks in those skills and, if intelligent enough, convey that information to others.
In addition once per day, +1 additional time every 4 levels, when faced with illusions or other mind-affecting spells and spell-like abilities, the Ogre-kin can re-roll the will or perception check using his second head with its ability scores.
This deformity, is considered very repulsive by most and causes breeds certain behavior issues, the Ogre-kin loses additional -4 Charisma and -2 Wisdom.
• Ogre Maw (Ex). The half ogre is born with a vicious animalistic jaw full of jagged teeth and fangs, however, such a jaw imposes several speech difficulties and deforms the skull. Such a sight instils fear in others and the Ogre-kin gains additional +2 to Intimidate checks. This maw grants him a 1d6 primary natural attack. However the Half-ogre receives -2 to Charisma. By taking Ogre Maw degeneracy, a half-ogre can take an additional degeneracy:
o Cannibalistic urges (Ex). Some Half-ogres go even further and embrace the ogres hunger for raw flesh. By taking this trait the Half-Ogre is required to consume raw flesh of humanoids or monstrous humanoids as sustenance at least once every 2 days or take DC 20 Fortitude save each subsequent day he does not consume flesh to resist taking (character level +2)d6 points of nonlethal starvation damage from hunger. By taking starvation damage ogre-kin makes a DC 20 Will save to resist taking 2d6 points of Wisdom drain as the cannibal urgings overwhelm the PC and drive him to the brink of madness.
The Ogre-kin gains Tearing bite special attack. While in grapple with a living creatures of flesh and blood the Ogre-kin can make a single natural bite attack at highest base attack bonus. If the attack is successful the target makes a fortitude save DC 10 + Ogre-kin character level + damage or takes double damage from the bite attack. On his own turn, if the special attack was successful, as a swift action, the Ogre-kin can swallow the flesh, gaining fast healing 2 for 2 rounds. If the flesh is torn The target then takes a DC 15 fortitude check to overcome agonizing pain, that adds -4 to all attack and skill rolls for 1d4 rounds.
• Vestigial arm. An additional arms, left or right, stick out of the side of the rib cage, it is somewhat malformed and misshaped. This arm follows same rules as an alchemists discovery by the same name, and In addition grants a +4 racial bonus on grapple checks but reduces Charisma by 2.
• Liverot Ogre. This particular ogre-kin is suffering from a rare degeneracy. The Half-ogres skin is covered in hideous blisters and blots, giving off the feeling of rotting alive. This degeneracy functions the same way as Oracles Wasted curse:
o You take a –4 penalty on Charisma-based skill checks, except for Intimidate. You gain a +4 competence bonus on saves made against disease.
o At 5th level, you are immune to the sickened condition (but not nauseated).
o At 10th level, you gain immunity to disease.
o At 15th level, you are immune to the nauseated condition.
• Ironhide. This particular Ogre-kins skin is as tough as those of pure-blooded Ogres. This skin, though tough, looks deformed and unnatural, as if the half-ogre wears someone else's skin on top his own. This degeneracy provides +2 Natural armor at a cost of 2 Charisma.
• Cyclopiod (Ancestral Degeneracy). This particular ogre-kin shares ancestry with the race of Cyclops. As a result one of his eyes is much larger and shifted to the center of the skull, while the other is much smaller and deformed. The Ogre-kin gains Flash of insight supernatural ability, same as Cyclops, usable once per day, +1 additional use at level 10 and 20. This ability cannot be used more often than once per round. At the same time the Ogre-kin suffers a -4 to Charisma.
• Broad-kin. This particular Ogre-kin has huge, monstrous arms for its size. These arms poses immense strength and make the ogre a bit clumsy. The ogre-kin gains additional +2 to Strength and reach of 5ft. Yet the Ogre-kin racial speed drops by 10ft per round and he gains -2 to Intelligence.
• True Half-ogre (Ancestral Degeneracy). This particular ogre-kin has a much closer heritage to other ogres, growing to be even larger and more vicious, while losing some of their humanity. True Half-ogres loose the benefits of Powerful build trait, gain +2 Natural armor and become large instead, gaining all the benefits of being large. Large creatures gain a +2 size bonus to Strength and a –2 size penalty to Dexterity. Large races take a –1 size penalty to their AC, a –1 size penalty on attack rolls, a +1 bonus on combat manoeuvre checks and to their CMD, and a –4 size penalty on Stealth checks. A Large creature takes up a space that is 10 feet by 10 feet and has a reach of 5 feet. Ogre-kin also loses additional 2 points of Intelligence.
• Horned Ogre (Ancestral Degeneracy). Though exact reasons are unknown, some half ogres upon maturity grow a pair of robust horns from their massive foreheads. Horned half-ogres receive a primary 1d6 Gore natural attack and Scent ability at a price of -2 to Intelligence.
• Oni Ogre (Ancestral Degeneracy). This particular ogre-kin shares ancestry with infamous Ogre Mages and inherits some of their magic powers. The Ogre-kin as a standard action gains spell-like abilities identical to Darkness and Alter Self spells usable once per day, plus one additional time for every 5 lever he possesses, with the caster level being half the Ogre-kins levels (minimum 1). However the Ogre-kin loses his Powerful Build trait.
• Greavetaint half-ogre (Ancestral Degeneracy). Very rare bloodlines of half-ogres can be traced to rare or ancient experiments of human-ogre transmutation done upon the dead and living. These Ogre-kin poses an unnatural connection to the dead and receive the half-undead trait which gives following benefits:
o Half-undead have the darkvision 60 feet racial trait.
o Half-undead gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
o Half-undead take no penalties from energy-draining effects, though they can still be killed if they accrue more negative levels than they have Hit Dice. After 24 hours, any negative levels they've gained are removed without any additional saving throws.
o Half-undead creatures are harmed by positive energy and healed by negative energy. A half-undead creature with the fast healing special quality still benefits from that quality.
Ogre-kin who have this unnatural affinity for death are also able, as a standard action to cast a cause light wounds spell. This ability can be used once per day, plus one additional time for every 5 lever he possesses, with the caster level being half the Ogre-kins levels (minimum 1)
Half ogres of this kind are not as robust as their kin and loose the powerful build trait, as well as receive -2 to Charisma because of their disturbing lifeless outlook.
• Troll-blood (Ancestral Degeneracy). This ogre-kin is a descendant of a very rare artificial bloodline of Troll-Ogre hybrids. The ogre-kin is able to regenerate wounds very quickly, gaining Fast healing 1 and additional +1 for every 5 levels, up to a total regeneration 5 at level 20. The common heritage with trolls is not without cost, it deforms the body and mind: Ogre-kin gains -4 to Intelligence and base land speed is lowered by 10ft per round. Troll-bloods can receive double damage from fire and acid attacks and these types of damage can only heal by conventional means.

Languages: Common, Giant. Half-ogres with high Intelligence scores can choose any of the following: dwarven, goblin or orc.

Maybe someone will have some ideas for additional degeneracies?