Anthropomorphized Rabbit

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Thanks guys, I now have several good options to think sensate fighter sounds a cool option as well as the reincarnated oracle of battle. Thinking seriously about the monk and the soulknife as well.

I am going to play in an all samasaran party. The campaign will be an occult infuse Carrion Crown.

We were part of the guard who perished in the Harrowstone fire and were reborn as samsarans. The other player's are going to use: a psichic, spiritualist, alchemist and a ranger/ inquisitor. I will like to play a "fighter" type character to defend the group but being a samsaran I do not which choice will be the best. Can you help me?

Hi I would like some guidance on feat selection for a Samsaran Savage Skald that would be playing the Reign of Winter AP. I have not played one some I am here looking for advice.
The starting stats are:

Str 16
Dex 12
Con 12
Int 12
Wis 10
Cha 14

The character is based in a Valkyrie, specifically in Lenneth from Valkyrie Profile.

Thanks in advance.

Hi guys,

I am designing an amphibious race, and I wanted to give them a way to communicate themselves while underwater. My goal is to give them a telepathy ability but so far I only have come with is Spell-Like Ability, Lesser (Detect Thoughts) 2 RP. Do you have any suggestions.

Thanks in advance.

Can you guys suggest me which Witch patrons are the best suited for this AP. The character is a Samsaran.

Icyshadow wrote:
Wait a minute, I mentioned that in the Umbral Dragon example.

You are absolute right Icyshadow. I miss understood what you meant, I thought that I had to have both types I was caught in the moment and did not read it carefully, my apologies. :(

Darkholme wrote:
King Kazma wrote:

Hi guys.

I am developing a new campaing setting that takes pkace in a different plane. One of the homebrew races that I am designing is a dragon type. My question is because that race will be native to that plane but is also a dragon, what creature type should I use, to calculate the RPs, dragon type (10rps), native outsider (3rps) or both (13rps)?

I read planescape stuff for fun.

I would actually advise using their description of what qualifies as "outsider". If you go with the default assumption in a planar game, then pretty much everyone will be an outsider.

The definition in the 3e planescape book is "is strongly tied to a specific plane - such as being made up of that plane's energy (hence no resurrection)."

If they're just planar dragon people, I'd suggest going with their classification of "Dragon (extraplanar, any other keywords)". You can also have "Human (Extraplanar)" etc. That should let you run a planar game without making all the spells go wonky.

Thanks Darkholme! I think I will go with that!

Icyshadow wrote:
blackbloodtroll wrote:
Must they be of Dragon type?

How could you call them Dragonfolk if they weren't?

Then again, Kobolds are draconic but they are Reptilian Humanoids...

Hehehe that is right... thanks for catching that up Icyshadow.

I think I can either say that the name was coined by the people because they represented the dragons... or use the first version.

Here is version 2 using only the Outside (Native) type:

Dragonfolk vs 2
Type: Outsider (native) 3 RP
Size: Medium 0 RP
Base Speed: Normal 0 RP
Ability Score Modifiers: Flexible (+2 Str, +2 Cha) 2 RP
Languages: Standard 0 RP
Racial Traits
Defense Racial Traits:
Natural armor 2 RP
Feat and Skill Racial Traits
Emissary 1 RP
Skill training (Diplomacy & Sense Motive) 1 RP
Offense Racial Traits:
Breath Weapon 1 RP
Increased Area 1RP
Weapon Familiarity 1 RP
Senses Racial Traits
Darkvision 60 ft. — RP
Low-light vision 1 RP
Total 13 RP

blackbloodtroll wrote:
Must they be of Dragon type?

I would prefer to, but nothing is set in stone yet...

Although I understand that the race will have a high RP cost I do not know how to trimm it down. Maybe you guys can give me a hand.

In my campaign the "dragonfolk" (haven't decided a name yet) are a race of honorable & virtouos warriors that originally were created by the dragons as their emissaries and champions (if needed) serve as the peacekeepers of the land.

Type: Dragon, Native Outsider 13 RP
Size: Medium 0 RP
Base Speed: Normal 0 RP
Ability Score Modifiers: Standard (+2 Str,-2 Dex,+2 Cha) 0 RP
Languages: Standard 0 RP
Racial Traits
Defense Racial Traits:
Natural armor 2 RP
Feat and Skill Racial Traits
Skill Training (Diplomacy, Sense Motive). 1 RP
Offense Racial Traits:
Breath Weapon 1 RP
Senses Racial Traits:
Darkvision. - RP
Low-light vision . - RP
Total 17 RP

Hi guys.

I am developing a new campaing setting that takes pkace in a different plane. One of the homebrew races that I am designing is a dragon type. My question is because that race will be native to that plane but is also a dragon, what creature type should I use, to calculate the RPs, dragon type (10rps), native outsider (3rps) or both (13rps)?

It depends on your playstyle.

For me it will be hard to choose only one, but if I need to do it, it will be the summoner. I just love to tailor down what kind of abilities I will give to my trusty friend. And my runner ups are the witch, druid, ualchemist, monk & soulknife...

Hi guys,

I am developing a new campaign setting and I need your advice regarding on the races that I am going to use.

In my setting a portion of the prime material world was ripped of and hidden between the planes of existence. Time have passed since that "event" and its inhabitants have evolved from the original population, do I need to change the type of all the races from normal humanoid into outsider?

Would it be correct to assume that the RP cost of the gnome Warden of Nature trait cost is 2 RPs since it substitutes 2 1RP abilities? I was thinking more on the lines of 3RPs since I found it kind of powerful. What do you think guys?

I am asking this because I wanted to use that ability in a homebrew race.

Thanks Necromancer!

I'm not sure if this is the correct place to post this question, but here it goes. I could not find the RP cost of the Strix's Nocturnal trait in the ARG and since its a conditional I assumed 3 RP. Did somebody found it? Hace anybody used another RP amount?


Thank you guys!!! Muahahaha gillmen v1.0 here I go!

Hello guys! I am sorry if this question have been asked already. Is there an established demarc on when a race becomes an ECL +1, how many RP points? 11? 15? 20?


@ Shadows of Fall: Thanks! I loved the movie and the character, I was thrilled to find that nobody hadn't take it yet =D

@ Shadows of Fall, Owen & Alexander: Thanks, I really like the gillmen but always thought that the servitor trait was too much... It always discouraged my players, I guess they are more afraid of what the DM can do with them when they receive the Aboleth's call...

And last but not least Happy Fathers Day!

Wow... I really love the Mystic Past life, now it's time for spell selection for my samsaran witch and magus :D

Would it be possible to have a little teaser about the vanaras & gillmen? And if there is an ability or a feat that would help to mitigate the Servitor hidrance of the gillmen?

What about the gillmen? Do they have any neat tricks? Summoning bonus? Do they have a way to neutralize the servitor trait??

And the Nagaji, do they receive a summoning bonus? Favored class?

Sorry for all the questions, I got carried away... :)

What feat selection will you suggest for a Samsaran Rogue/ Soulknife character for the Skull & Shackles AP. The player wants to go Rogue 1/ Soulknife the rest, and use rhe two mindblade style and since none of my group have used psionics before we cannot help him that much... So for those who have he would be grateful for some pointers on which psionic and non psionic feat can go well with his character which is basically a pirate Psylocke from Marvel.

Thanks guys!

Between Profession (Sailor) & Profession (Cook) I think if he decides to be a cook should he get Profession (Cook) first so he can get the +2 gnome racial bonus? What do you think?

What three skills will be the most important in your opinion to help you through the first adventure as a suggestion for a gnome summoner, have not decided yet if becoming a siege weapon especialist or a cook...

I have never played a barbarian before, and I have decided to play a Catfolk Barbarian Sea Reaver for our Skull & Shackles AP, so I would like from you guys some advice (important feats & powers, etc...) So far I thought of my stats like this:

Str 16
Dex 14
Con 14
Int 10
Wis 11
Cha 12

What do you think?

The summoner told me he wants to create a Leviathan from the FF type creature, athough he cannot give it the Tsunami spell maybe he can add lightning bolt. Now that I know that I'm thinking I should take the tank role in the group, so I believe Sea Reaver will be a best fit. One thing that I have thought I might change is changing is species, how about a Catfolk Sea Reaver?

Thanks for your responses, after a lot of pondering I have 2 finalists:

Dwarf - Barbarian(Sea Reeaver)
Tengu - Ranger

Altough I getting more inclined for the dwarf because I feel that our group needs more a tank than anything else...

Arrrrg mates! What class you think can complement this group best? We have:

Changeling(Sea hag)- Witch(Sea)
Samsaran - Magus(Hexer)
Aasimar - Lore Oracle(Seeker)
Nagaji - Summoner

I have played with the idea of an Vishkanya Alchemist, but not sold on the idea yet. What do you think?

Buying the large evolution and a permanency-ed reduce person gets you +6 str, +4 con, and 2 more natural armor for only 4 points as opposed to the +8 str and +4 con/dex from ability increase for 12.

Thanks Momar, for your suggestion, I really like this.

On that note it might be worth your time to ask the DM to refund you the 1 point for the claws evolution the biped starts with so that you could throw it into something more useful to you, or more thematic, like maybe unnatural aura.

I mentioned this to my DM and he said he had no problem with it. :)

Wow, I haven't seen this feat before, sweet sugestion CyderGnome :)

Thanks for your tips guys and the feats suggested. Nicolas, I just reviewed the The Summoner's Handbook, that guide is really good. I believe I will go with the slugger build, although I will give Tamotsu a scythe (grim reaper) to keep the flavor, maybe select for him feats like improved critical and critical focus to ensure get that x4 of the scythe.

Thanks Jak.

Currently I sm working on the details of how Satoshi received his first mission; he is having visions of the Harrowstone prisioners burning down the town of Ravengro...

Which feat do you suggest? Maybe Spell Focus Conjuration?


I would like your help to optimize my eidolon for our upcoming campaign, Carrion Crown.

In this campaign I would play a samsaran summoner, I know it is not the best race for summoner, but the race flavor would work fine with his and the adventure background since Satoshi was a human prison guard who died in the Harrowstone fire 50 years ago and reincarnated as a samsaran.

Since Satoshi was not exactly a role model, Emma-O (in our game the eastern version of Pharasma) let him reincarnate to atone himself of his sins. How he will do it? By aiding him cleanse the world of nuances like the undead. For this crusade he lend him the aid of one of his agents a grimm reaper/ shinigami shaped eidolon named Tamotsu.

I am still working on Satoshi's background story, and the above presented was only the backbone.

My problem is which evolutions select for Tamotsu at higher levels. Which ones do you suggest?

Below are both my character and his eidolon for your critique.

Samsaran Summoner 1
NG Medium humanoid (samsaran)
Init +2; Senses low-light vision; Perception +1
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 9 (1d8+1)
Fort +1, Ref +2, Will +3
Speed 30 ft.
Melee dagger +1 (1d4+1, 19-20/x2)
Melee spear +1 (1d8+1, x3)
Ranged crossbow +2 (1d8, 19–20/x2)
Ranged dagger +2 (1d4+1, 19-20/x2)
Ranged spear +2 (1d8+1, x3)
Spell-like abilities (CL 1st; concentration +3):
1/day—Comprehend languages, deathwatch, and stabilize.
5/day—Summon Monster I
Summoner Spell Known (CL 1st; concentration +3):
1st (2/day): Enlarge Person, Mage Armor
0 (at will): Detect Magic, Disrupt Undead, Guidance, Light, Read Magic
Str 13, Dex 14, Con 12, Int 12, Wis 12, Cha 15
Base Atk +0; CMB +1; CMD 13
Feats: Summoner's Call
Skills: Knowledge (arcana) +9, Knowledge (local) +7, Spellcraft +5
Traits: Teacher’s Pet (+2 to knowledge Arcana), Two-world Magic (Disrupt Undead)
Racial Modifiers: +2 to two Knowledge skills.
Languages: Common, Samsaran, Tien.
SQ: Lifebound (Ex), Samsaran Magic (Sp), Shards of the Past (Ex), Cantrips, Eidolon, Life link, Summon Monster I
Gear: Lamellar cuirass, light crossbow, (20 bolts), dagger, scythe, spear, backpack, bedroll, spell component pouch, tindertwigs (3), trail rations (5 days), traveler’s outfit, waterskin, whetstone

TAMOTSU – Grimm Reaper
NG Medium outsider (humanoid base form)
Init +1; Senses darkvision 60 ft.; Perception +5
AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
hp 11 (1d10+1)
Fort +3, Ref +3, Will +2
Spd 30 ft.
Melee scythe +5 (2d4+6/x4), 2 claws +5 (1d4+4)
Str 18, Dex 12, Con 13, Int 7, Wis 10, Cha 11
Base Atk +1; CMB +5; CMD 16
Feats: Martial Weapon Proficiency (scythe)
Skills: Intimidate +4, Knowledge (religion) +2, Knowledge (planes) +2, Perception +5
Languages: Common, Samsaran, Tien.
SQ evolutions* (ability increase [Str]), claws, improved natural armor, limbs [arms], limbs [legs]), link, share spells.

Sorry for the confusion, yes I will be the kitsune, and was going to roleplay that the eidolon would be the protector of my family and took the form of the nine tails fox too.

Merry Christmas & Happy Holidays guys!

I need help designing the eidolon for my kitsune summoner for the Jade Regent AP. I would like to create the fabled nine tailed fox. Unfortunatly I do not which abilities and powers should it have, since I don't have a too many ranks in Knowledge Asian history... Any help will be appreciated.


Hello guys,

In our homebrew campaign I would like to use the Maenads as an aquatic off shoot race of the Azlantl and swore enemies of the Aboleths. They were previously servants of the before mentioned aberrations who eventually broke free of the control of the masters and rebelled against them (an aquatic version of to the Gith and Mind Flayers, probably need the gillmen into this).

I would like give the Maenads the aquatic ability, and thought of replacing the inner rage and ordered rage for the aquatic ability (see below) but I am not sure if that would be a balanced trade off.

Things I would like to keep: Ability bonus, Size, Speed, Naturally Psionic, Maenad Psionics, Sonic Affinity & Psionic Aptitude. I need to keep the psionic flavor, the rest can be adapted to their new flavor.

Maenad (alternate version)

Racial Traits

+2 to one ability score: Maenads gain a +2 bonus to one ability score chosen at creation, to represent their varied nature.

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

Normal Speed: Maenads have base land and swim speed of 30 ft.

Naturally Psionic: Maenads gain the Wild Talent feat as a bonus feat at 1st level. If a maenad takes levels in a psionic class, he instead gains the Psionic Talent feat.

Maenad Psionics: Maenad gain the following psi-like ability. 1/day—energy ray. A maenad can deal only sonic damage with this ability. It is accompanied by a tremendous scream of rage. The manifester level is equal to 1/2 Hit Dice (minimum 1st). The DC for this power is equal to 10 + the power’s level + the maenad’s Charisma modifier.

Sonic Affinity: Maenads add a +1 to the DC of any spell or power with the sonic descriptor.

Outburst: Maenads can dampen their mental processes for an increase in raw power called an outburst. As a result, they take a -2 penalty to Intelligence and Wisdom but gain a +2 bonus to Strength. The character must spend one power point at the beginning of each round during an outburst and may stop an outburst at any time.

Replace the following:

Inner Rage: Maenads are able to rage one additional round per day should they have the rage ability and they gain an additional round per day every odd character level. In addition to using these rounds for rage, maenads may use them to fuel their outburst, instead of power points.

Ordered Rage: Maenads may take levels in the barbarian class even if they are of the lawful alignment.


Aquatic: Maenad are aquatic and can breathe water. They are amphibious, but prefer not to spend long periods out of the water.

Natural Sailors: Maenads have a +2 bonus to Swim and Profession (sailor) checks. In addition, they gain a +2 bonus to Acrobatics and Climb checks made on sailing ships.

Weapon Familiarity: Eliminiate the following sentence: "Maenads are proficient with flails." (I don't think flails would work well in an aquatic environment). Keep the following sentence: Maenads treat any weapon with the word “maenad” in the name as a martial weapon rather than an exotic one.

Psionic Aptitude: When a maenad takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point.

Languages: Maenads begin play speaking Common and Maenad. Maenads with high Intelligence scores can choose can choose from the following: Aboleth, Aklo, Aquan, Azlanti, Draconic, Elven, and Sahuagin.

What do think?

Thanks calagnar!

I am going for the spirits Patron. I really like what it brings to the game, a nice mixture of defensive, offensive and misc, plus it fits really good with my character being a hengeyokai. =)

Hello guys! Can you help me select an appropriate Witch Patron and Traits for the Carrion Crown AP?

She is a Hengeyokai Cat (In the Company of Henge). So far I have thought of the following Patrons: Elements, Enchantment, Moon, Shadows & Trickery.

The rest of the party members are:

Fetchling Summoner
Aasimar Life Oracle
Dhampir Inquisitor
Ironborn Alchemist

Here is my group so far.

1. Rúmil Elendil - Mist Elf male - N. Good Wizard. Planning Shaman 5/ Wizard5 / Hallowed Mage 5.

2. Rouzz - Changeling female (fey based, not doppleganger based) N. Good. Planning Rogue 2/ Druid 2(Unearthed Arcana)/ Bard 1/ Green Ear 5/ Fochlucan Lyrist 5.

3. Zuicahetl "Z" - Shifter male - C. Good Ranger. Planning Ranger 10/ Waretouched Master 5.

4. A'kahmu - Kalashtar male - L. Good Monk. Planning Monk 15.