Koriah Azmeren

Kira Sovaar's page

12 posts. Alias of Warhawk7.




Hey all,

I'm creating a character for a game I'm attempting to run because, lo and behold, none of the group is really skilled in repairing, computers, piloting, or offensive spells. I was tossing the idea back and forth between a mechanic or technomancer, but then thought about multiclassing them both. Is this viable?

The idea is an ace pilot android mechanic with an exocortex and either alternating between the 2 classes or only dipping a few levels into technomancer to be more of a 15/5 build.

The party build-up is as follows:

[list]
Soldier (Blitz)
Operative (Thief)
Solarian
Mystic (Healer)

Any thoughts? If I didn't dip into Technomancer, the character would still take the Technomantic Dabbler feat at 1st level (mend, transfer charge, and most likely supercharge weapon for spells).


So, I'm running an Iron Gods game and we are short on players so I'll be running a GM-PC. I had an idea for a character build and was wondering about everyone's opinion. I'm going for a major 'rule-of-cool' with this character concept, so I'm not worried about min/max or whether she'd be super effective.

She's an android rogue on the run from the Technic League and the party will most likely meet her shortly after the adventure really kicks off.

She's using the Numerian Scavenger archetype, but will be taking levels in Sorcerer (nanite bloodline ftw) and eventually become a technomage. Now, perusing the sorcerer archetypes the tattooed sorcerer caught my eye, which brings me to the point of this thread...

Would an android tattooed nanite-blooded sorcerer really work out?

I'd figure her circuitry-tattoos would work out thematically with the tattoo familiar and whatnot.

What say the community?


Hey all,

So, I'm trying to get a game going and my players were really interested in doing game in a magitech setting. Since I've only come up with the basics for my magitech campaign setting (most of my creativity has been focused on my fantasy western, standard fantasy, and futuristic settings), I've run into the issue of coming up with some ground rules and items for a world with magitech. The premise of the world is that an ancient race (original, right?) had vastly advanced technology utilizing crystals died out and all of their technology, or magitech, became lost to time: sort of like Stargate (tv show) meets Disney's Atlantis but without space travel.

That being said, I feel that changing a majority of the Technology Guide and at least the 1st Iron Gods AP to fit the setting would be fairly straightforward. So far I'm pretty much replacing any mention of normal 'technology' and 'electronics' with magitech and mana-themed equivalents. A vast majority of the items would most likely use the Timeworn rules. After the first AP, I'm planning to get them to a different planet where this technology is more prevalent (or would Legendary Planet be a better AP for this?).

Androids have been re-fluffed to be a sort of magical construct race instead. Also, instead of the various pistols and rifles, I've instead made a single 'mana-pistol/mana-rifle' that normally fires a beam/blast of un-typed magic energy (SR would effect it). To change the energy type different crystals would be utilized to change it to what they desire. These would run out when the charges are expended, reverting the weapon back to a basic mana-firearm until the crystal is replaced.

Robots are also pretty straightforward, gaining a special subtype to replace robot, but keeping most of the same features.

The only real hang-up I have is for cybernetics and pharmaceuticals, and what to call them.

Does anyone have any suggestions or ideas for re-fluffing cybernetics and pharmaceuticals, or for anything else really.


Disclaimer: I'm not sure if this goes here or in the Suggestions/House Rules/Homebrew/ section, so I'll post it here.

First off, I am TERRIBLE at pricing for magic item creation, doubly so for new technological item creation. That being said, perhaps someone could help with the pricing for a new technological armor.

Basically, it's equivalent to mithral agile half-plate that allows the wearer to fly with 1 charge/round with a max charge of say 25 (basically trying to duplicate the Archangel Armor from X-COM: Enemy Unknown)

I know mithral agile half-plate would cost 9850. According to the technology guide, creating a technological item that duplicates a spell would use the 'Use-activated or Continuous' category. Fly is a 3rd-level spell, which requires a minimum of a 6th-level character. According to the rules, as a minimum it would be 3 x 6 x 2000, plus the 9850 for the armor, equaling 45,850.

After it's all said and done, the armor should provide +8 AC, have +2 ax Dex Bonus, and a -1 ACP for climb and jump checks, but -4 ACP for all other checks.

Am I doing my math/calculations correctly?

The other option would be to add the capability to fly to the HEV suit, which would fit the X-COM: Enemy Within rendition of the Archangel Armor. Considering the HEV suit costs 61,000 gp, how much would adding the capability to fly cost?


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I recently received Occult Adventures as a birthday gift (my wife regrets every Pathfinder gift she gets me), and I was greatly pleased by the classes included. For my low-magic fantasy western campaign setting, the occult classes fill a perfect void left by the removal of 90% of all of the arcane spellcasters.

One thing I was disappointed with was the lack of a gun-using archetype, so I've decided to work on one, but I'd like help.

The purpose of this thread is to get everyone together and brainstorm one of the following:

  • A hybrid class (to include a MultiClass Archetype, since they predated the Hybrid Classes)
  • An archetype for one of the new occult classes
  • An archetype for the gunslinger itself
  • Or all of the above!

I was thinking personally of maybe mixing the Occultist and the Gunslinger. Originally I was tempted to change some of the Spellgun Magus MCA abilities to fit with the Occult theme, blending it with the Mindblade Magus archetype or the Battle Host Occultist archetype.

Any other ideas?


Post your characters here guys. I'll get a starter post and opening scrawl up by the end of the weekend hopefully.


I am currently trying to come up with a racial archetype for the paladin class, and was wondering if giving them a laundry list of 'talents' or 'powers' to choose from (starting at 3rd level, and a new one every 3 levels after) would be an appropriate replacement for spells. The paladin's mercies would be replaced as well (one of the talents allows them to choose a mercy if they so choose).

Does this seem balanced? The talents are mostly drawn from different places; many from the Genius Guide to the Templar and Zealous Powers from the MCArchetypes page, while a few are new that I have created.

Questions, Comments, Concerns?


~ Bleakwood Falls was like any other frontier town, quiet and reserved one day and bustling with activity the next. It was soon to be a booming mining town, silver to be exact, as the miners returned with cartloads of ore each passing day. Today was a quiet day, until they wandered into town--six strangers with various backgrounds and motives: a former medic from the War, an ex-corporate ‘problem-solver’ on the run, a Society member on a mission to seek out the dreaded Black Abbot, a wet-behind-the-ears Deputy of the Silver Star, a gunman seeking adventure, and an eccentric inventor seeking to test his inventions. They were only passing through, stopping at the local saloon to rest and grab a drink. Whatever troubles they may have avoided in their past seem to have caught up to them here. ~

------------------------------------------------------------

The Dusty Silver Saloon certainly seemed to live up to its namesake. Loose boards creaked as folk walked around the main room, competing against the mediocre ditty played on the piano. A burly orgeth bartender stood behind the bar cleaning glasses with a rag and spit below a sign warning "No Weapons Allowed!" in Common. The air was full of dust blown in through the doors each time someone walked in. The atmosphere was sullen, with the only sound of excitement emanating from one of the rooms upstairs as a saloon girl entertained a patron. Other saloon girls either stood bored by the piano or flirted with the other patrons in hopes of earning a little extra coin. In addition to the six of you, there are four other patrons in this fine establishment. Three are playing poker on a table in the center of the room, while the other two sit at the bar nursing swill that the saloon tries to pass for whiskey.

Please let me know where you are positioned in the saloon common room and describe what you are doing. You can be sitting at the bar, playing poker with the three, or even flirting with a saloon girl.


This is the discussion thread for the Fantasy Western campaign.


Welcome to the Territories, pardner.

Now, I reckon ya got yer reasons fer comin' out here to make yerself a fortune-be it gamblin' in Gunsmoke, gold pannin' up north, or some good ol' fashioned banditry- but just be careful out there. If it ain't the indig* elves that gets ya with their strange magicks, it'll be the bullet of some spellgun-slinger bandit. Don't say I didn't warn ya.

* - derogatory slang for indigenous elves.
---------------------------------------

Greetings folks. This is my recruitment thread for my fantasy western game. It's a homebrew setting taking place in a wild western frontier where elves, catfolk, magic, some steampunk, and guns can be found everywhere. It's a mix of Wild Arms, Trigun, and Brisco County Jr with magic and guns.
Here are the guidelines:

  • Characters start at level 1.
  • Race and Class must be chosen from the list in the guide.
  • Starting gold is the listed average for the class chosen, or you take the random roll here on the forums that I can roll for you using the class' dice..
  • Stats are 15 pt. Buy.
  • Choose two traits plus one campaign trait from the campaign guide.
  • Please come up with a compelling background.

Recruitment goes on from now until 22 November. I look forward to seeing everyone's submissions.

Here is the Campaign Guide.


The last thing you remember before slamming against the bulkhead of whatever starship you were in was the warning klaxon and hurried shouts over the starship's intercom. After that, nothing. What had happened or what was said you cannot remember, but as you slowly regained consciousness and your vision began to focus you were able to make out your surroundings.

You found yourself in a small, sparsely furnished room roughly 10 feet long on each wall. The simple bed you awoke on was far from comfortable, nothing more than a metal platform attached to the wall. A heavy-looking door stood at the one end of the room, and in the opposite corner there was a small in-wall privy.

After a few moments of examining your surroundings you realized your situation... you were a prisoner, possibly in an Imperium Prison.

Suddenly the door slid open revealing a glowing force field in its place in the doorway. On the other side of the force field stood two Imperium soldiers armed with deadly pulse rifles flanking a strange three-eyed alien with a vicious grin. After a moment, you recognize the alien as a Glirik--a devious and opportunistic species that willingly allied with the Imperium and serve as their chief scientists and researchers.

As soon as the force field dropped you sprang into action, planning to rush the three individuals in hopes you would either defeat them or perish. Life as an Imperium science prisoner was rumored to be particularly gruesome, and many considered death to be preferable. You would have succeeded in your efforts if the scientist hadn't pushed a button on a handheld switch that activated the control collar you were apparently wearing. Searing pain washed through your body and you dropped to the ground, your body convulsing uncontrollably.

"Come now," the Glirik said calmly, "The Imperium has plans for your species, my friend. You don't want to ruin the Imperium's plans now, do you? You and I are going to be good friends..."[b] he said menacingly with an evil grin and glare in his three eyes. [b]”Allow me to introduce myself. I am Doctor Qua’Rhee,” he pauses, letting his name sink in, “you may have heard of me.”

The rest of that day was hazy at best. All you can recall is pain, so you assume you were tortured pretty badly that day.

After roughly two months of his torture and experimentation, you almost start to give up hope. You have discovered, however, that you aren't the sole prisoner here. There are at least four or five others, all of different species. The Imperium is gathering intelligence on these species, but for what purpose you don't know.

Then one day, everything changed. You heard what sounded like pulse rifle fire in the hallway and a thump against the door. When the door opened, there was only one guard. As you sat there on your bed staring, your eyes widened in surprise as you watched as the guard removed their helmet, revealing a female whose species you immediately recognized--a Terran! They were the Imperium's primary enemy, and no Terrans were willing members of the Imperium. As she keyed in a few codes on the door's control panel in the corridor, hope filled your heart and mind. The now inert control collar on your neck fell to the floor and the force field dissipated.

"Major Alia Rocknell, Confederacy Special Forces," the Terran stated as she stepped back, allowing you to exit the cell. As soon as you exited into the hallway, you noticed the other prisoners exiting their own cells and two bodies slumped on the floor-both presumably the guards responsible for this section of the facility. "Your belongings are in the storage room at the end of the corridor. Gear up and gather what you can. It's time to throw a wrench in the Imperium's plans," she said with mischievous smile as she turned and made her way to the opposite direction of the storage room, pulse rifle at the ready.

After gathering your gear, you were finally able to see the other prisoners. Including yourself, there was: a Marjun with fierce looking facial tattoos; a strange blue female humanoid with an icy air about her; a Nekoji with grey fur and armor befitting a Deruteian conscript; a Terran with an air of nobility and physical features that seem slightly off; and what looks like a Vukii templar armed with their signature energy sword.

Major Rocknell calls from down the hall. ”Let’s move people, we have a limited window of opportunity here!” she says as she moves to secure what looks like an elevator lift.


Welcome, welcome!

This is the discussion/ooc thread for the campaign. We can get things situated and squared away before the game begins, and make sure everyone is on the same page.


Hey guys,

I was curious as to what the rules are for 3pp that are no longer available when it comes to the OGL. I have a PDF product that can literally no longer be found for sale anywhere, and the website associated with the company doesn't exist anymore.

The information inside is nifty, and I was hoping to use it in a PbP game but was unsure how to share it with the players. I like using 3pp for my games and I always post a link to d20pfsrd.com or even the MC Archetypes website rather than post the information myself, but for material that is not on the SRD is where I'm concerned.

My understanding of OGL legalese is somewhat lacking. If I were allowed to post information that is considered Open Gaming Content, what actions should I take to ensure I don't land myself in any hot water?
Can I post portions of information and mention what material they came from?
Do I have to ask the company/creator of said material permission to post the information that is designated OGC (which would of course be troublesome if the company no longer existed)?

Any advice on these would questions would be greatly appreciated.


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Earth-that-was is no more… in fact, the whole Sol System is practically uninhabitable now. In the Earth year 4302, the humans from Earth--known throughout the Galaxy as Terrans--tried to harness the power of their sun in way never meant to be attempted. Their actions caused the star known as Sol to experience a strange supernova. Unlike a normal supernova that would have completely obliterated the entire system, the negative energy released by the sun’s ‘explosion’ swept through the system and turned all life on all of the planets and colonies into the Undead. The effects of this event rippled through the Galaxy, causing political upheavals and civilizations to collapse. Now, the system is considered quarantined by the new ruling force in the Galaxy, the Derutei Imperium--any vessels found violating this quarantine are mercilessly destroyed (not that the Imperium really show mercy anyhow).

The year is now 3346 AD (After Desecration) and multiple factions vie for control of the Galaxy putting it on the brink of a galactic conflict. People of all walks of life try to eke out a living in this dangerous time.

Greetings!

Here is my recruitment thread for my Pathfinder Space Western PbP Campaign.
Best way to describe it would be to take Star Wars, Star Trek, Firefly/Serenity, Wildstar Online, Cowboy Bebop, Outlaw Star, Farscape, Babylon 5, and a few others, put them in a Galactic-sized martini shaker, and place that shaker on a paint-mixer.

I'd like for it to be a dark and gritty campaign with a little bit of snarkiness. Basically, it's whatever the players want it to be... a sandbox game, if you will.

Campaign Guide

TL;DR - Sheesh, at least peruse it!!
The game is a space campaign using Pathfinder rules with some Star Wars Sag Edition and Santiago (most rules from the player's guide, such as magic = technology. It's free!).

Rules for recruitment are as follows:

  • Read the supplied files for almost everything you need to know.
  • Create an interesting character using the given rules. I'd like to see a short background of the character, explaining physical description, general demeanor, outlook on life, aspirations, motivations, etc...
  • State what type of game you are looking for: i.e. military operations, smuggling, little-bit of everything.
  • Start at Level 1.
  • Starting credits are 500.
  • Pick 2 traits.

I'm looking to recruit five (maybe six) individuals for this adventure. The three main roles I am looking for are:

  • Martial-types
  • Healer
  • Skill Monkey
Think about what roles are generally needed for a ship of 5-6 people to operate smoothly (relatively speaking).

I will hold recruitment open for about a week. After that, I will peruse through the applicants and pick the five I find most interesting and that 'should' work well together.

Looking forward to seeing all the interesting characters!


As the subject line states, I am doing an interest check for a PbP game I'd like to try and run. Both are essentially homebrew.

First option is the Space Opera. As Conquest of the Universe hasn't been released yet (patiently waiting on that one), I'd most likely just use the Santiago conversion of magic to tech. Essentially, it would be 'Pathfinder... IN SPAACE!'

I have a few new custom alien races available, but most other races are available (elves, dwarves, etc.).

The second option is the Fantasy Western setting I've been working on. For this one, I would most likely take some published adventure(s) and reflavor them. Races and classes are limited, and I have two alternate classes I've worked on: the maverick (rogue), and lawbringer (paladin).

Please, let me know if there is an interest for these here.


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Hey guys.
So, a discussion about androids and summoners got me thinking, why not have an archetype for androids that is Int based instead of Cha based. This led to me working on a racial archetype for android summoners. It's not completely finished, but I was hoping the community could help out on that regard.

Nanotech Summoner (Racial Archetype):

The nanotech summoner is an archetype of the summoner class, available to android summoners.

Sometimes an android has a unique power over the nanites in their body. They can use these nanites to create a visual manifestation of the android's subconscious. These android summoners, dubbed nanotech summoners by some, harness their power over their nanites to summon powerful eidolons and other creatures, all created from their nanites.

Class Features

Class Skills: The nanotech summoner gains Disable Device as a class skill and removes Use Magic Device.

Nanotech Genius (Ex): A nanotech summoner uses Intelligence, rather than Charisma, to determine all class features and effects relating to the summoner class, such as the Spells and Summon Monster class features.

Diminished Spellcasting: A nanotech summoner can cast one fewer spell of each level than normal. If this reduces the number to 0, she can cast spells of that level only if her Intelligence allows bonus spells of that level.

Robotic Summoning (Sp): When a nanotech summoner uses her summon monster ability or casts the summon monster spell, she typically summons creatures that are robotic versions of normal creatures. When a creature on the summon monster spell list indicates that it is summoned with either the celestial or the fiendish template based on the alignment of the caster, the creature summoned by the nanotech summoner has the robotic creature template instead. Furthermore, the summon monster lists are modified in the following ways (these changes also apply to using a higher-level summon spell to summon multiple creatures from a lower-level list).

All aquatic, elemental, and outsider creatures are removed.

Summon Monster I – add arachnid robot
Summon Monster II – add mechanical viper
Summon Monster III – add robot collector
Summon Monster IV – add scrapyard robot
Summon Monster V – add machine soldier
Summon Monster VI – add torturer robot
Summon Monster VIII – add myrmidon robot

This ability otherwise functions as, and replaces, the summoner’s normal summon monster spell-like abilities.

Robotic Eidolon
The eidolon of a nanotech summoner tends to take more robotic forms than other summoners' eidolons. A nanotech summoner's eidolon is a physical manifestation created by her own personal nanites, the two are inseparable. When her eidolon manifests, her circuitry-tattoos glow as if she were using her nanite surge ability and her nanites pour from her circuitry-tattoos. As long as her eidolon is manifested, her circuitry-tattoos have a soft glow, giving off light as a candle.

Spells that repair constructs, such as make whole and greater make whole, heals the eidolon. Spells and effects that target constructs with the clockwork or robot subtype or have specific effects against constructs with these subtypes affect the eidolon as if it were a construct with the clockwork or robot subtype. The eidolon is especially vulnerable to electricity, taking 150% as much damage as normal from electricity attacks, unless they are immune to electricity via other special defenses

The eidolon gains a +2 bonus on saves against disease, exhaustion, fatigue, paralysis, poison, sleep effects, and stunning. At 7th level, this bonus on saves can be increased to +4 by spending 2 additional evolution points. At 12th level, this protection can be increased to immunity against these attacks by spending 2 additional evolution points (the summoner must pay for the 7th-level upgrade before paying for this 12th-level upgrade).
Even though a nanotech summoner’s eidolon appears to be robotic, it is still considered an outsider.

A nanotech summoner's eidolon cannot take the aquatic base form, nor can it take the following evolutions:
1-point evolutions: gills, hooves, magic attacks, slippery, sticky, unnatural aura
2-point evolutions: alignment smite, shadow form, sickening, undead appearance
3-point evolutions: celestial appearance, fiendish appearance, frightful presence, swallow whole
4-point evolutions: incorporeal form, no breath

In addition, the following evolutions are changed as follows:

1-point evolutions:
Basic Magic - All spells are treated as technological effects, and as such aren’t affected by effects that hinder magic, but are affected by effects that hinder technology.
Resistance - If the eidolon selects electricity, they are no longer vulnerable to electricity. All other resistances are unchanged by this (they increase as normal per the evolution).

2-point evolutions:
Energy Attacks - The energy attacks become ranged touch attacks with a range increment of 15ft.
Immunity - The summoner cannot select electricity as an immunity unless the eidolon already has selected the electricity resistance evolution first.
Minor Magic - All spells are treated as technological effects, and as such aren’t affected by effects that hinder magic, but are affected by effects that hinder technology.

3-point evolutions:
Damage Reduction - The eidolon gains DR/5 adamantine instead of an alignment-based DR. At 12th level, this protection can be increased to DR 10/adamantine by spending 2 additional evolution points.
Major Magic - All spells are treated as technological effects, and as such aren’t affected by effects that hinder magic, but are affected by effects that hinder technology.

4-point evolutions:
Ultimate Magic - All spells are treated as technological effects, and as such aren’t affected by effects that hinder magic, but are affected by effects that hinder technology.

This ability alters the summoner’s eidolon ability.

Nanite Surge (Ex): At 8th level, the nanotech summoner and her eidolon share the capability to perform a nanite surge. Once per day, the nanotech summoner's eidolon can gain the benefits of the nanite surge racial ability. This does not expend the nanotech summoner's own nanite surge uses for the day.
The nanotech summoner’s eidolon can use this an additional time per day at 16th level.

This ability replaces the transposition ability.

Nanite Hijack: At 16th level, as a full-round action, the nanotech summoner can command her nanites to infect and attempt to take over another robot of equal HD or lower. The targeted robot must make an opposed Will saving throw. If the targeted robot succeeds its saving throw, it is staggered for 1d6 rounds, but otherwise is unaffected. If the targeted robot fails, it comes under full control of the nanotech summoner for a number of minutes equal the summoner’s level. At the end of the duration of this control, the targeted robot regains control of its functions and immediately becomes hostile to the summoner, regardless of its initial attitude.

This ability replaces the merge forms ability.

New Evolutions:

3 point evolution:
Force Field - The eidolon gains a force field that sheathes the eidolon in a thin layer of shimmering energy that grants a number of bonus hit points. The amount of hit points is equal to 5 x the eidolon’s Hit Dice. All damage dealt to the eidolon with an active force field is reduced from these hit points first. As long as the force field is active, the eidolon is immune to critical hits. A force field has fast healing equivalent to the eidolon’s HD, but once its hit points are reduced to 0, the force field shuts down and cannot reactivate until the summoner rests for 8 hours.

I will be posting the template mentioned shortly. If anyone has any ideas for other new evolutions, please feel free to post them here. I want to replace Twin Eidolon with something else for a capstone, but I haven't thought of anything yet.
Also, I couldn't think of whether to name it Nanotech Summonner or Neosummoner.


Greetings. My second favorite holiday is just around the corner, and I felt like starting a thread for people to post their Halloween or seasonal creations. I will start out with something I posted 2 years ago, but I've worked on it a little bit since then and I felt it would be good to re-release it.

So, without further a-boo (pun intended)...

Sinister Squashling CR 1/2:

What appears to be a normal pumpkin suddenly proves otherwise as it lifts itself up off the ground with its vine appendages and waves two large vines to either side of its body in anticipation of its next meal. Two hollow eyes and an unsettling grin open maliciously as an eerie fire glows from within.

XP 200
NE Small plant
Init +6; Senses low-light vision; Perception +4

DEFENSE
AC 16, touch 13, flat-footed 14; (+2 Dex, +3 Natural, +1 Size)
hp 5 (1d8+1)
Fort +3, Ref +2, Will +0
Resist fire 5; Immune plant traits

OFFENSE
Speed 15 ft.
Melee bite +1 (1d4); vine whip +1 (1d4)
Ranged pumpkin toss +3 (1d4 plus 1d6 fire)
Space 5 ft.
Reach 5 ft.
Special Attacks pumpkin toss (1d4 plus 1d6 fire)

STATISTICS
Str 11, Dex 14, Con 12, Int 2, Wis 11, Cha 9
Base Atk +0; [b]CMB -1; CMD 11 (can’t be tripped)
Feats Improved Initiative
Skills Perception +4, Stealth +10 (+18 in vegetation)
Special Qualities pumpkin form

ECOLOGY
Environment temperate forests, hills, or plains (pumpkin patches)
Organization solitary or patch (2-10)
Treasure incidental

SPECIAL ABILITIES
Pumpkin Form (Su) A sinister squashling looks like a normal squash or gourd, most commonly a pumpkin, when at rest. A DC 20 Perception check is required to notice it before it attacks for the first time. Anyone with ranks in Survival or Knowledge (nature) can use either of those skills instead of Perception to notice the plant.
Vine Whip (Ex) A sinister squashling can attack with its vine ‘arms’ to deal 1d4 slashing damage.
Pumpkin Toss (Ex) A sinister squashling can detach its head and throw it at its target up, dealing 1d4 damage plus the causing the target to burn (1d6) as per the special ability, with a DC 10 Reflex save. The sinister squashling’s head has a range of 30 ft. Without its head, the sinister squashling is affected as if it had the blinded condition, but gains tremorsense of 15 ft. It remains in this condition until it can find another suitable pumpkin or similar vegetable to replace the one it lost.

Sinister squashlings are carnivorous and malevolent plants related to jack-o’-lanterns that are created by unique necromantic energies that only occur during the fall. They make their homes in pumpkin patches and similar crops, relying on their unique nature to kill their prey. As a last resort, a sinister squashling will throw its 'head' at its target to try and escape.
A sinister squashling looks like a jumble of vines standing two feet tall with a pumpkin, gourd, or squash for a head. It usually sports what looks like a face with two triangular eyes and a malicious mouth. It uses two large vines on the side of its 'body' as whips.

Sinister Squashling Familiars: A wizard or witch of 3rd level or higher may select a sinister squashling as a familiar if they possess the Improved Familiar feat.

Any suggestions or corrections (my math sometimes gets fuzzy) are greatly appreciated.

Anyone else have some good Halloween - related material?


As the title says, I want the community as a whole to help me build/refine a racial archetype for either the standard ranger or the spell-less ranger from Kobold Press. It is for a sub-race/clan of dwarves that live in the north (think Norse), and they often have a natural connection to the fierce storms in their homeland. Essentially, I want a ranger/spell-less ranger equivalent to the Stonelord dwarf paladin archetype, but with electricity. Shall we get started?

First off, the name. I was thinking Stormwarden for the name. I know WOTC has a stormwarden ranger path for 4th Edition, but that is a strictly melee class whereas this archetype is not. It is, however, partially inspired by the stormwarden paragon path from Neverwinter.

At 1st level, I plan on giving them Focused Enemy like the Wilderness Stalker archetype; reducing the ranger to only one favored enemy (more can be gained through feats or ranger talents, of course). This would allow for some abilities and keep the class balanced.

At 2nd level, I was thinking of an ability called Storm Strike. There are two possible ways of doing this:

Storm Strike (Su): At 2nd level, the stormwarden learns to draw upon the power of the northern storms and channel them through her weapons. As a standard/swift action, she imbues her attacks with electrical damage for a number of rounds per day equal to 3 + her Wisdom modifier. This extra damage is 1d6 at 2nd level, and it increases by 1d6 every four ranger levels thereafter, to a maximum of 5d6 at 18th level.

Or

Storm Strike (Su): At 2nd level, the stormwarden learns to draw upon the power of the northern storms and channel them through her weapons. As a standard/swift action, she imbues her attacks with the shock property for a number of rounds equal to 1/2 her ranger level (minimum 1). The stormwarden can use this ability a number of times per day equal to 3 + her Wisdom modifier.

This could replace Spells for a regular ranger, and stealth attack for the spell-less ranger. I am unsure whether to make it a swift or standard action.

At 3rd level, I was thinking of the following, borrowed from the sorcerer’s stormborn bloodline. I think it needs a new name, however:

Stormchild (Ex): At 3rd level, the stormwarden gains resist electricity 5 and resist sonic 5, and treats wind effects as being one step less severe.

This ability would replace Endurance.

At higher levels, I was thinking of the following:

Thundering Storm Strike (Su): At 10th level, a stormwarden’s storm strike explodes with thunderous force upon striking a successful critical hit. In addition to the damage he deals from her storm strike ability, she deals an extra 1d8 points of sonic damage on a successful critical hit. If the weapon’s critical multiplier is x3, she adds an extra 2d8 points of sonic damage instead, and if the multiplier is x4, she deals an extra 3d8 points of sonic damage. Targets hit by the thundering storm strike must make a Fortitude save of DC 14 + your ranger level or be deafened for x minutes.

Or

Thundering Storm Strike (Su): At 10th level, a stormwarden’s storm strike explodes with thunderous force upon striking a successful critical hit. In addition to the shock property, she imbues her attacks with the thundering property.

This would be an upgrade to Storm Strike. The first version I don’t think I want the target to be permanently deafened, only temporarily. Making the save would reduce the time by half.

I wanted to replace Evasion and Improved Evasion as well, but cannot think of anything to put there.

Finally, for the Capstone, I was thinking of using the full movement while tracking part of the standard ranger/spell-less ranger capstone, but changing the rest to be something storm/electricity related.

Thoughts?


I'm working on a racial archetype for the spell-less ranger (from Kobold Press) and was wondering if a limited uses per day (was thinking 3 + Wis rounds/day) would be a viable alternative to the stealth attack ability (similar to sneak attack), with damage increasing at the same levels.

Essentially, I want to try and replace the stealth attack ability with an equivalent to the shock weapon property, increasing in damage at the same levels and eventually upgrading to shocking burst later on.

Does this seem balanced, too powerful, or not powerful enough (which I'm okay with as give me more play with tweaking the archetype)?


Okay, so dwarves are one of my favorite races in RPG's. As such, they are the most fleshed out race in my homebrew setting.

I am at a quandary, however, with how to classify the different subraces of my dwarves. The two options I am stuck over are whether to separate them into clans or 'type' of dwarf.

The first option is this:

There are seven major clans, each unique in its own way. (northern/norse, standard mountain, adventurous tinkers, psionic,
All dwarves have the same core racial traits - +2 Con, +2 Wis, -2 Cha; Medium; Slow and Steady; Stability; and Weapon Familiarity. All of these are from the standard dwarf from Pathfinder.

Where each clan differs are the other 4 racial traits, unique to each clan, such as differences in sight (low-light, dark, etc...).
This idea has the most fleshed out, but also limits the diversity of dwarves to these clans. There may be 1-3 different alternate traits available for each clan to add to the diversity, but I haven't come up with any of those yet.

The other option was as follows:

There are five different types of dwarves - Dark, Hill, Mountain, Tinker, Wild. Each type has different primary stats, with a handful of racial traits to diversify different clans of dwarves of the various types. This does allow more clans than the previous idea though, as the northern/norse clan belongs to the Hill dwarf, while the psionic and traditional/standard clans belong to the mountain, etc...
Another benefit of option 2 is that the players could have greater freedom in even creating their own clan (after all, it helps me add more to my setting).

I'm personally very partial to the first option, but I also see lots of potential with the second... hence my quandary. Any suggestions?


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Here is my setting made from Worldbuilding Exercise - Get 5 Random Races, Build a Setting by Mikaze.

The Realm of Toridae

Toridae is a vast continent with a large desert encompassing the northwestern portion, a rocky range of volcanic mountains to the northeast, and a large jungle in the south.

History:

Millennia ago, five Creators came to the land of Toridae with the purpose of creating a lasting civilization, each setting out to create a race of their choosing.

From the endless deserts, the Creator known as Asherat the Wise shaped the sand itself into a humanoid form. When he was satisfied with the final result, he bestowed the breath of life upon his creations and named them after himself, the Asherati. He taught them about the stars and imparted his great wisdom upon them, and they used this knowledge to create a vast kingdom in the desert.

The Creator known as Devinii the Beautiful, who was the most beautiful of the Creators, sculpted her own race out of the land's rich supply of obsidian. This race shared their Creator's grace and beauty with their flawless obsidian skin and contrasting white hair. She called this race the Drow, as it meant beautiful in her own tongue.

In the steamy jungles, the Creator known as Varitali the Trickster wanted to create a race that shared her appreciation for merriment and trickery. She settled on using the jungle's winged insects as inspiration to create a dimunitive race of fey tricksters. This race, called Sprites, became a physical embodiment of Varitali's carefree outlook.

Seeing how successful his companions were, the Creator known as Thagdel the Stalwart created a race to protect the fledgling races. To accomplish this, he turned to the hardy dragon-like creatures that could be found in all corners of Toridae and shaped them into an imposing race called the Dragonborn. This race expertly filled the roll as protectors of the land.

The last Creator, Fedrine the Craven, grew jealous of her companions' success and created a race of vile and ugle humanoids in the darkest parts of the jungle that she called hags. These loathsome creatures matched their Creator in both looks and cunning. Fedrine instructed her creations to kidnap male members of the other races and breed with them in an effort to undermine those she now considered her rivals. The resulting unions created the Changelings, or hag-kin. These unnaturally beautiful females were to be used to subvert and corrupt the other races, but eventually developed their own martiarchal culture.

It has been many centuries since the Creators departed from the lands of Toridae, yet their creations thrive.

The Asherati:

The Asherati have built and rule a vast kingdom of sand, spending their days contemplating the universe and striving for greater enlightenment.

Culture: The Asherati have a mostly ancient Mesopotamian-themed culture, mostly evident in their architecture.

The Drow:

The Drow wander the land as gypsies, never staying in one set location for long and providing their services as dancers and entertainers, as well as master craftsmen. Their works of art are considered to be the most beautiful in the land.

Culture: The Drow culture is best described as a heavily romanticized Romani culture (the gypsy culture portrayed in movies).

The Sprites:

The Sprites continue in their mostly-harmless trickery, yet have beome some the the land's best spies. They use the other races' preconceptions of them to gather valuable information that could be used as leverage. Only a few outsiders know of the network of spies and informants that the Sprites have created.

Culture: Sprites do not necessarily have a cultural theme of their own. They have mostly assimilated into the cultures of the otehr races (excluding the Changelings).

The Dragonborn:

The Dragonborn continue to be protectors, often serving as guards for wealthy Asherati of Drow caravans. Some have formed mercenary bands, willing to sell their protective and martial services to whoever pays the most.

Culture: The Dragonborn have a mostly Mongolian-themed culture, primarily in their style of clothing/armor.

The Changelings:

The Changelings have blended into regular society exceptionally well. Many attempt to seduce unsuspecting males and lure them to their hag mothers to be used to breed more Changelings. Some, however, have eschewed this lifestyle. These rogue Changelings have struck out on their own and attempt to live a relatively normal life inside of society.

Culture: The Changelings, and their hag mothers, primarily live in seclusion deep in jungle and have an Amazonian women styled matriarchal society. Those that leave their secluded settlements blend in with whatever race their father belonged to.


I came up with this today while thinking of a quick Halloween themed adventure involving a scarecrow and some jack-o-lanterns. I wanted something a little lower in CR than the jack-o-lanterns, so I sort of modified a vegepygmy. And yes, before the comments commence, I based this off of the minipet from World of Warcraft.

Sinister Squashling:
What appears to be a normal pumpkin suddenly proves otherwise as it lifts itself up off the ground with its vine appendages and waves two large vines to either side of its body in anticipation of its next meal. Two hollow eyes and an unsettling grin open maliciously as an eerie fire glows from within.
Sinister Squashling CR 1/2
XP 200

NE Small plant
Init +6; Senses blindsense 30ft., low-light vision; Perception +4
DEFENSE
AC 16, touch 13, flat-footed 14; (+2 Dex, +3 Natural, +1 Size)
hp 5 (1d8+1)
Fort +3, Ref +2, Will +0
Defensive Abilities plant traits, DR 5/slashing or bludgeoning; Immune fire
OFFENSE
Speed 30ft.
Melee vine whip +1 (1d4)
Ranged pumpkin toss +3 (1d4 plus 1d6 fire)
Special Attacks vine whip (1d4), pumpkin toss (1d4 plus 1d6 fire)
STATISTICS
Str 11, Dex 14, Con 12, Int 8, Wis 11, Cha 11
Base Atk +0; CMB -1; CMD 11
Feats Improved Initiative
Skills Perception +4, Stealth +10 (+18 in vegetation); Racial Modifiers +4 Stealth (+12 in vegetation)
SQ camouflage
ECOLOGY
Environment any temperate
Organization solitary, pair, or patch (3-10)
Treasure incidental
SPECIAL ABILITIES
Camoulage (Ex) Since a sinister squashling looks like a normal squash or gourd, most commonly a pumpkin, when at rest. a DC 20 Perception check is required to notice it before it attacks for the first time. Anyone with ranks in Survival or Knowledge (nature) can use either of those skills instead of Perception to notice the plant.
Vine Whip (Ex) A sinister squashling can attack with its vine ‘arms’ to deal 1d4 slashing damage.
Pumpkin Toss (Ex) A sinister squashling can detach its head and throw it at its target, dealing 1d4 damage plus the causing the target to burn (1d6) as per the special ability, with a DC 10 Reflex save. Without its head, the sinister squashling is affected as if it had the blinded condition, but gains blindsense of 30 ft. It remains in this condition until it can find another suitable pumpkin or similar vegetable to replace the one it lost.

Sinister squashlings are carnivorous and malevolent plants created by unique necromantic energies that only occur during the fall. They make their homes in pumpkin patches and similar crops, relying on their unique nature to kill their prey. As a last resort, a sinister squashling will throw its 'head' at its target to try and escape.
A sinister squashling looks like a jumble of vines standing two feet tall with a pumpkin, gourd, or squash for a head. It usually sports what looks like a face with two triangular eyes and a malicious mouth. It uses two large vines on the side of its 'body' as whips.