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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.

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)?

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.

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?


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?


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.

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?

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?


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.

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?

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