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Okay, my friend is starting a Rise of the Runelords game next week, and I'm building my character. Unfortunately, I've run into a problem I've actually had before: being type-cast, by myself and others. My characters always tend to be one of two things:
It's gotten to the point that a few people I usually play with always expect my character to be either a hideous freak or a some hot chick, and it'd probably shock them if they weren't....something that has not happened yet. Try as I might I can almost never come up with any concepts I actually like that aren't this. So, my question is this. Is this wrong? Should I actually try to make something different? Should I break out of this trap or is it perfectly acceptable? If I should, are there any tips that could help me make a character I enjoy? Thanks in advance for your time.
I heard somewhere a while ago that creatures immune to mind-affecting effects (undead, constructs, specific creatures like sinspawn and serpentfolk, etc) automatically fail will saves to disbelieve illusion spells like minor image and the like, even if they're sentient. Is this supported in any way? Or was that guy bullsh*&ing me?
Ok, so here's the deal. I have a distinct feeling (mostly because our GM has said so) that our Carrion Crown Campaign (try saying that three times fast) isn't going past Haunting of Harrowstone, for a few reasons (GM leaving and general boredom). I want to write my own campaign, and have three ideas, all with various problems. I'm going to list them here so strangers on the internet can help me make decisions. Yay modern era thinking! So here they are, and none of them are entirely thought out save basic feel: Idea 1:
One set in Irrisen, revolving around a secret city of vampires beneath Whitethrone, where the PCs are dragged into a struggle for power between the morally ambivalent nosferatu ruler and a young (for a vampire) cleric of Zura intent on conquering the city before invading Irrisen above. The PCs would likely be given a more PC friendly version of the Vampire template I'm whipping up. Problem with Idea 1:
I am really hesitant to set a campaign in an area that is heavily detailed or plays host to an adventure path. I really don't like mucking about with established material. Semi-nonexistent material, on the other hand, I'm more comfortable with. Idea 2:
A campaign where the PCs are contracted by the Sargavan government on the behest of a shadowy benefactor (whose race and class I haven't figured out yet, probably a Mwangi vampire or disguised serpentfolk, most likely female) to claim the stretch of land between Kalabuto and Mzali and create a buffer kingdom. This shadowy benefactor goes with them, disguised as a trusted ally, and takes part in the kingdom building (most likely as the ruler's consort). Her main goal is to eventually strike back at Walkena and Mzali in revenge for some slight I haven't figured out yet. I'd want to do this one because I really want to use the kingdom building rules in Ultimate Campaign. Problem with Idea 2:
The kingdom building rules. I really want to use them, but our group tried Kingmaker a year or so ago, and it failed miserably. Whether it was because of the GM at the time or something else, I don't know, but I'm still hesitant. Idea 3:
This is the one I really want to do. It's not entirely my idea even, but I thought of some cool stuff for it, and I'm excited about it now. It takes this plot seed from Cities of Golarion, specifically the section on Nisroch:
Cities of Golarion wrote: PCs investigating the disappearance of several acquaintances are drawn to clandestine dining parties hosted by a prominent shadow sorcerer at his manse in the Spires. Soon after, they uncover evidence that some attendees engage in gruesome acts of cannibalism. Further inquiry leads them into the perverse world of a secret society of “living vampires” who host orgies where participants cut themselves with shards of volcanic glass and drink each other’s blood. The cannibals are actually shapeshifters hiding among these bloodletters that seek to manipulate the Umbral Court. Since it doesn't explain what kind of shapeshifters, I was going to make it a cabal of serpentfolk (I really, really like serpentfolk, if anyone's noticed) who've lived amongst the Nidalese for centuries. Now after the defeat of Ydersius (this would be post-Serpent's Skull, a campaign my group got halfway through before various factors made us stop ((I'm sensing a theme here))), these humbled serpentfolk are attempting a subtler, less genocidal approach, hoping to create a nation on the surface where their kind can rebuild and, eventually, cooperate with other races more-or-less peacefully. But to do that, they need land, and it just so happens they've watched the Nidalese people and the Umbral court grow decadent and unsuspecting, and seeing as they are not very well liked by their neighbours (save Cheliax, but their hardly in a state to do some invading, seeing as they need to get their own house in order), they imagine as long as they present a mostly harmless front, that the rest of Avistan would see it as them doing the world a favour if they tore Nidal down and built their own nation. The PCs will have to decide between the lesser of two evils: helping the serpentfolk in a somewhat altruistic goal, and hope that they could possibly be turned to the path of good if given the right influence (assuming the party's good, if not who cares), or perpetuating the vile and evil status quo that is Nidal. Problem with Idea 3: The squick factor. Nidal involves some pretty brutal stuff, and I'm not sure if the group (myself included) can handle that. On the other hand, if I tone it down to the point of being non-existent, I'll feel as if I might as well have put it in Cheliax or some crappy place like that.
After reading through the ol' CoC D20 book and it's depiction of serpent people, I thought I'd try converting them to Pathfinder, because, well, PF serpentfolk are kinda ridiculous. So, I thought I'd share the resultant abomination with the community. As for design choices, I gave them spellcasting ability because in CoC, serpent people often know several spells, and as CoC's magic system is vastly different and there is no difference between arcane and divine, and without it they were essentially lizardmen with poison, I thought it wouldn't be too unbalancing for their CR. So....opinions? Serpent Person CR 1
Racial Stats:
Know before ANYONE cries afoul of 'game-breaking!', 'badwrongfun!', or of general insults to my character, I would like to point out that Paizo did release a supplement for vampiric PCs (i.e. Blood of the Night), so obviously I'm not the only person wondering about this, so please let's keep this civil. As Carrion Crown is the gothic horror campaign, and as it specifically states in Blood of the Night that nosferatu are the most likely vampires to be neutral, I was wondering if, properly toned down, they could serve as proper, thematic characters with rich roleplaying opportunities in a Carrion Crown campaign. What is the community's opinion?
Note: I've included the spoiler in case you don't want to hear me wine about my problems. If I come across as an A-hole during this post, I apologize. I've had a long, frustrating week. Okay.....So we're on book 3 of Serpent's Skull, and I'm dead. Spoiler:
I might have been a bit....reckless, but that was because I was labouring under the apparently false assumption that if I died, I could make a character I really liked. I had been crafting said character's background for weeks, had plot hooks and motivations, fit the whole theme of the campaign, the works. Even went out and bought a model and painted it. Granted it was a monster character, but I had tried to make it as balanced as humanly possible.
I was doing so because my 'GM' hinted at such things for the past three or four weeks, but when the situation actually came up, he gave me a downright no straight to my face. When I told him that he had said I could, he half-heartedly said 'oh sorry', and then changed the subject. When I tried to press the issue, him and another player (we'll call him 'Player A') tried to turn it around on me, saying the other players don't get things like that (which, actually, they do, like arbitrarily deciding that since the one guy is a tengu, he should be able to fly). He then said that I can have the same character, just use a standard race and we'll just 'call' him what I wanted it to be. I tried to explain to them that'd be like calling a dog a platypus, but they didn't see the point and asked me why it mattered so much. So, although extremely unhappy (weeks of backstory down the tube and all), I tried to roll with it, and asked if I could make a few changes, swap stat A for stat B, things like that. Player A (remember him) then proceeded to demand that if I get anything, he should as well. Things I asked for at least had a reason, but he just wanted to be downright immune to electricity for no f#@&ing reason. So I decided if I had to be 'dog-platypus' instead of what I actually wanted, I'd rather just be something else entirely. I also can't get my previous character raised, because the party decided without telling me until two days after that they were going to allow the party necromancer to animate him as a zombie. Yay friendship.... Which brings me to my point. I don't want advice about how to change my 'friends' or find a new group or anything like that. I've had to accept the fact my friends are a$&holes and that if I don't play with these guys, I won't be playing at all. I'm only telling you all this because it's cathartic to finally be able to say my friends are complete a$&holes. I really want to make a character that fits in with the setting and theme for the campaign, so that limits it to the Mwangi Expanse and the surrounding area. The problem is, pretty much the only non-monstrous races in the expanse are humans and elves, and I have this 'odd quirk' about refusing to play the core races. They're just so.....boring. My GM has also forbidden me from using the race builder, because its not 'balanced'. So that pretty much leaves me with Kuru and the various outsider races (I'm not even sure kuru are allowed). Have I also mentioned I hate the outsider races? Pretty much all the races I'd want to use are native to the darklands, and though I know we go there later on, it doesn't explain why one is suddenly on the surface in an ancient Azlanti ruin. The only core race I'd want to be that'd fit in the setting is pure-blooded azlanti, but of course I'm afraid to even ask given my track record. So basically, the game's on monday, and I'm asking if I've missed any character ideas, or for any ideas to make things I hate more palatable. If you need any more info, I'm always here. Or you could just ignore my pathetic ramblings. That seems to happen a lot....
Blood of Fiends wrote: In game terms, the difference between non-human tieflings and human tieflings is purely a matter of size. Unless they have specific tiefling-related size modifiers, the tieflings of each of these races are the same size as their non-fiendish ancestors. They gain any of the bonuses or penalties related to that size, but gain no racial bonuses except those of the tiefling; beyond size, their humanoid ancestry is purely cosmetic. So if they gain all bonuses and penalties related to size, does that include the ability scores increases and decreases related to going up or down in size from the bestiary? It might be wishful thinking but it just doesn't seem right to me that a tiefling born to ogre parents is no stronger then the average human, and in fact is faster! Please help.
I hate to be a jerk, but I haven't slept for nearly two days, so I'll keep this short. Basically, I have two characters for a Serpent's Skull campaign. They are both variations of the same guy, an outcast serpentfolk who's defected to the 'Anti-Ydersius' team (if such a thing exists). All I want to know is are they over-powered? We're 9th level right now, everyone else is using 25 point buy, but I'm using 10 to balance out the amazing serpentfolk stats. Option 1:
*Third party feat. Allows me to add HD from other 'classes' to my caster level. Option 2:
This ability replaces the mutagen class ability (a mindchemist cannot create mutagens unless he selects mutagen* as a discovery).
So, whatddya think? Are they over-powered? Really over-powered? Ridiculously over-powered? Or head-explodingly, world-endingly, mind-destoryingly OP? And which one is better or worse?
I am currently playing through Serpent's Skull with my friends, and I'm wondering, how useful is poison in this AP? I understand at later parts you fight a lot of serpentfolk, but is that all you fight? Right now I'm playing as a turncoat serpentfolk alchemist, and I was going to take a few levels of daggermark poisoner for flavour, but if poison will be useless for half the AP, what's the point? Will I be useless to the party if I do this? I don't care if I'm not super-duper all powerful, as long as I'm not useless. I despise feeling useless..... Opinions?
I've always been intrigued by the concept of an ooze character, and recently I've discovered the awaken ooze spell from dragon #304. So I've got a few questions: What ooze is most player-friendly? If any at all?
Any suggestions?
Pathfinder Core Rulebook wrote: You instantly change the appearance of the subjects and then maintain that appearance for the spell’s duration. You can make the subjects appear to be anything you wish. The subjects look, feel, and smell just like the creatures the spell makes them resemble. Affected creatures resume their normal appearances if slain. You must succeed on a Disguise check to duplicate the appearance of a specific individual. This spell gives you a +10 bonus on the check. Say a creature uses veil to become a creature of a different size, does it change size as long as the spell isn't revealed as an illusion? Or a non-humanoid becomes a humanoid, same dif? As an example, say an aboleth uses it's veil spell-like ability to assume the shape of a human, what happens when he walks into a building or picks something up? Is it right to assume that the illusion is so powerful that it can 'bend' reality in a way?
Not sure if this goes in advice or homebrew, but here goes. Right now I'm playing in a Serpent's Skull campaign, and we're over halfway done with Racing to Ruin. At the moment I need to make a new character, and I've managed to weasel my GM into letting me play a traitor Serpentfolk (follower of Abraxus maybe?). Now I definitely want to play a caster, which brings me to the crux of my problem: Serpentfolk make horrible casters. It's not their ability scores (which are fantastic), and the problem isn't even unique to them. Basically they're handicapped by their high racial HD. It just irks me immensely that a race whose mastery of magic surpassed even the Azlanti, is in most ways inferior to an orc of the same level. So here is my solution. What if racial HD and levels in a spellcasting class stacked to determine spells per day, caster level, and spell level, much like how certain prestige classes stack for caster level. Would that be overpowered? Any advice is welcome.
The inner sea world guide states that half-elves 'never seem to put on weight no matter what they eat'. Isn't that more of a full-blooded elf thing? It's always irked me that Jane Doe the half-elf can keep pounding back that cheesecake and not gain a pound while her elven mother has one slice and get's as big as Mammy Graul. Do elves have the same strange metabolism and it just isn't mentioned? Or does the combining of elves, the thinnest core race, and humans, the fattest core race (if modern North America is any indication) somehow create the super model god gene?
Don't worry folks, no long rants this time, just a quick question. I was always under the impression that the reason elves made such good wizards were: 1. +2 Intelligence
and that was about it. Now with the ARG, Duergar have the option to exchange their spell-like abilities for the Deep Magic trait, which is remarkably similar to Elven Magic. Granted they don't have a bonus to Int, but at least they got 1 out of 2, plus a bunch of other deep dwarf goodness. Does this make them a good(ish) choice for wizards? Or are they still at or worse then 'meh'?
I've been eyeing the Scarred Witch Doctor archetype in the ARG, and it does remedy the whole 'Orcs make horrible spellcasters' issue, but I'm just wondering if it's actually any good. From what I see, they give up one of the witch's best class features, the familiar, for a rather underwhelming mask thingy. Sure you could have really high strength and constitution, plus something like a strength patron, and make a pseudo-melee fighter, but for some reason it just strikes me as ineffectual. Tell me, is there a way to make a cool scarred witch doctor that is actually effective?
An idea popped into my head when reading this thread. Just a little mini game I came up with. Here are the rules: Step 1: Pick an alignment (Lawful Evil, Neutral Evil, or Chaotic Evil) Step 2: Pick an evil outsider type corresponding with that alignment.
Step 3: Pick three things to be the fiend's portfolio. It could be anything from hospitals, lawyers and strangulation to cheese, rape and babies. Go nuts!!! Step 4: Choose a name. Step 5 (Optional): Fill in minor details, like appearance and such. Let's see what we can come up with!
I would now like to regale the Paizo community with the tale of my gaming group's latest adventure, and humbly ask whether anyone else has had such strange games or are we just insane: (slight Spoilers for 'Souls for Smuggler's Shiv' ahead, matey) 'The Tale of a Plant, a Spider, and one very Confused GM':
So the past few weeks I've been running 'Souls for Smuggler's Shiv' for my two friends. They're kind of an odd bunch (hey, aren't we all), and you can tell from their character selection. In a hasty decision I soon came to regret, I allowed them to go nuts with the ARG. So we have a lawful evil Drider Inquisitor of the Mantis God (who I'm worried might have schizophrenia) and a sentient tulip-like plant creature the size of a house cat (which also happens to be infused with the magic of elemental air). Almost right out of the gate Sasha gets mortally offended by Spiderman's mentally-unbalanced cousin and stalks off into the jungle, alone. Said mentally-unbalanced arachnid has since developed an extremely unhealthy obsession with her, believing EVERY calamity that befalls the party and/or the castaways is her doing, and that she sucks the blood out of small primates at night and leaves them in his sleeping cocoon. Players, huh? Once they encounter Captain Kinkarian's ghost, the PCs have the 'brilliant' idea of extorting aid from him in exchange for the locket. After some bad role-playing on my part and an explanation of a certain undead pirate's deadly fixation with water, they learn of the cannibals' presence on the island. Foreshadowing FTW!!!!!! Later on, their old friend Pezock gets bitten by a lacedon during the treasure pit fiasco. Not realizing his condition, they leave him back at camp with Ishirou, thinking he'd be safer there. Now while the poor birdman goes through the grip of Ghoul Fever (aka Electro-gonnoria, the noisy killer), the PCs start to run into to that loveable bunch of cannibals, the Trunefangs. *Que scene of nearly being beaten by a single cannibal throwing javelins from the bushes.* Now, after doing some recon of the thrunefang camp, the party decides to wait near the path and ambush the returning patrols. In a peculiar stroke of good luck, they're left with a prisoner, who after not being phased in the slightest by giant spider-guy, nearly sh*ts his loincloth when confronted by an oddly charismatic talking tulip. Through him they learn of Klorak and Malikidna, and the latter's hatred of the former. Now, here is where the whole adventure got completely derailed.....in a good way. They decide, instead of killing them, they'll conquer them, becoming the new chiefs. They convince they're erstwhile prisoner (with the odd moniker of 'Bill') to arrange an audience with Malikidna, who, after some cajoling from aforementioned strangely personable tulip-man, decides to back their leadership coup. *Que awesome duel to the death with Klorak during a feast where Gelik the Gnome almost gets eaten and is the closest I've ever had to a TPK* Now with a half-strength tribe of cannibals at their beck and call, the PCs go about fixing the light house. But they need an engineer or the repair will take almost a week. Remembering they have one currently on his death bed back at camp, they return to a strange sight indeed. Now I like Pezock, and I didn't want him to become a violent flesh-eating ghoul, so I crack open my old 3.5 PDFs and bring up the Grave-touched ghoul template. Here is where my weird sense of coolness comes into play. The PCs return to find Ishirou with his hands bound next to an oddly serene yet sickly looking Pezock who inexplicably acquired a tea set. It turns out that returning from the dead had cured Pezock of his madness, and was now of (mostly) sane mind, although a bit 'silence of the lambs'-ish. He even had a good reason for tying up poor Ishirou, him having wanted to run off into the jungle alone to get help. "Oh, but I don't need help, Ishirou my friend.....I'm just.....fine" Pezock says sounding suspiciously like Anthony Hopkins. Anyway, Pezock was not hostile to the PCs, and after me and the other player convinced drider-man he wasn't a threat and that they needed him (odd that he would be the most prejudiced seeing as he's A GIGANTIC SPIDER MONSTER), they were off on their merry way. The last game left off with them descending into the Caves of the Mother and we'll have to put it on hold for a few weeks (my friends having a big hullabaloo to do out west in B.C.) I hope my little tale has entertained a few jaded gamers, and hey, it could be worse. You could have me as GM *insert evil laugh here*.
Greetings Paizonians. I am currently working on a pathfinder conversion of the pure awesomeness that is the Elder Scrolls. When its all done I'll put it up in a Google Document, with races, classes (base or prestige, haven't decided yet), feats, items, and more (including pictures! Oooh fun!). But first I'm going to post the 'core' races here, to wet your appetite (if anyone really has an appetite to wet). If you see anything unbalanced, let me know! (Info and introductory paragraphs were pulled from the UESPWiki ) Argonian:
Argonian Argonians (or Saxhleel in Jel, their native tongue, a word that seems to mean "People of the Root") are the reptilian denizens of Black Marsh. Little is known and less is understood about them. Years of defending their borders have made the Argonians experts in guerrilla warfare, and their natural abilities make them equally at home in water and on land. They have developed natural immunities to the diseases and poisons that have doomed many would-be explorers and conquerors of the region. Their seemingly expressionless faces belie a calm intelligence, and many Argonians are well-versed in the magical arts. Others rely on stealth or steel to survive, and their natural agility makes them adept at either. They are, in general, a reserved people, slow to trust and hard to know, yet they are fiercely loyal, and will fight to the death for those they have named as friends. Racial Traits
Swim Speed 2
Breton:
Breton Bretons are the human descendants of the Aldmeri-Nedic Manmer of the Merethic Era and are now the inhabitants of the province of High Rock. They are united in culture and language even though they are divided politically, for High Rock is a factious region. Bretons make up the peasantry, soldiery, and magical elite of the feudal kingdoms that compete for power. Many are capable mages with innate resistance to magicka. They are known for a proficiency in abstract thinking and unique customs. Bretons appear, by and large, much like other pale-skinned humans. They are usually slight of build and not as muscular as Nords or Redguards. Their Elvish ancestry is usually only detectable upon a closer inspection of their eyebrows, ears, or high cheekbones, though many individual Bretons appear to be more Nordic or Imperial than anything else. The great diversity in their appearance is to be expected from their politically fractured society, though their clothes, accents, customs and names are fairly uniform. Racial Traits:
Arcane Focus 1
Dark Elf:
Dark Elf The Dunmer, also known as Dark Elves, or Moriche in the Ayleid Language, are the ash-skinned, red-eyed, Elven peoples of the Eastern Empire. "Dark" is commonly understood as meaning such characteristics as "dark-skinned", "gloomy", "ill-favored by fate" and so on. The Dunmer and their national identity, however, embrace these various connotations with enthusiasm. In the Empire, "Dark Elf" is the common usage, but among their Aldmeri brethren they are called "Dunmer". Their combination of powerful intellects with strong and agile physiques produce superior warriors and sorcerers. On the battlefield, Dunmer are noted for their skill with a balanced integration of the sword, the bow and destruction magic. In character, they are grim, aloof, and reserved, as well as distrusting and disdainful of other races. Dunmer distrust and are treated distrustfully by other races. They are often proud, clannish, ruthless, and cruel, from an outsider's point of view, but greatly value loyalty and family. Young female Dark Elves are well known for their promiscuity. Despite their powerful skills and strengths, the Dunmer's vengeful nature, age-old conflicts, betrayals, and ill-reputation prevent them from gaining more influence. Those born in their homeland of Morrowind before its devastation were known to be considerably less friendly than those who grew up in the Imperial tradition. Racial Traits:
Shards of the Past 4
High Elf:
High Elf To Imperials, the haughty, tall, golden-skinned peoples of Summerset Isle are called High Elves. The Ayleids referred to them as Salache, but they call themselves Altmer, or the "Cultured People". In the Empire, "High" is often understood to mean proud or snobbish, and as the Altmer generally personify these characteristics, the "lesser races" generally resent them. Altmer confidently consider themselves, with some justice, to be the most civilized culture of Tamriel; the common tongue of Tamriel is based on Altmer speech and writing, and most of the Empire's arts, crafts, laws, and sciences are derived from Altmer traditions. However, the Altmer's smug self-assurance of superiority can be hard to bear. The Altmer are the most strongly gifted in the arcane arts of all the races, and they are very resistant to diseases. However, they are also somewhat vulnerable to fire, frost, and shock. They are among the longest living and intelligent races of Tamriel, and they often become powerful magic users, having centuries in which to practice their art. Some Altmers' incredibly strong minds make them naturally immune to all kinds of paralysis. Racial Traits:
Aldmeri Resistances 3 (Ad Hoc)
Imperial:
Imperial Known as Cyrodiils, Cyrodilics or Cyro-Nordics before the time of Talos, the well-educated and well-spoken Imperials are the natives of the civilized, cosmopolitan province of Cyrodiil. Imperials are also known for the discipline and training of their citizen armies, and their respect for the rule of law. Though physically less imposing than the other races, the Imperials have proved to be shrewd diplomats and traders, and these traits, along with their remarkable skill and training as light infantry, have enabled them to subdue all the other nations and races and erect the monument to peace and prosperity that comprises the Glorious Empire. Their hegemony has waxed and waned throughout the eras, and most historians refer to three distinct Empires, the ends of which each mark a new epoch in Tamrielic history. Racial Traits:
Flexible Bonus Feat 4
Khajiit:
Khajiit The Khajiit are a race of feline humanoids hailing from the province of Elsweyr, well-known for their keen intelligence and agility. While these traits make them superb thieves and acrobats, Khajiit are also fearsome warriors, although seldom gifted with the skill to harness magical forces. This is not to say that Khajiit do not possess the ability, merely that strenuous training must be undertaken to make wielding magic a serious option, either in passive or aggressive actions. Physiologically, Khajiit differ greatly from both the varied races of man and mer, not only in their skeletal structure (possessing a tail and, in some forms, a digitigrade stance, i.e. toe walking) and dermal makeup (the "fur" that covers their bodies) but in their digestion and metabolism as well. The Khajiit, along with the Argonians and the Imga, make up the so called 'beast races' of the Empire, due to their therianthropic qualities. It is currently unclear whether a successful union between Khajiit and other races may occur, for no well-documented cases exist despite rumours. The divergent appearance and mannerisms of the Khajiit often lead bigoted members of other races to look down on them. Racial Traits:
Cat's Luck 1
Nord:
Nord The Nords are the children of the sky, a race of tall and fair-haired humans from Skyrim who are known for their incredible resistance to cold and magical frost. They are enthusiastic warriors, and many become renowned soldiers and mercenaries all over Tamriel. Eager to augment their martial skills beyond the traditional methods of Skyrim, they excel in all manner of warfare, and are known as a militant people by their neighbors. Nords are also natural seamen, and have benefited from nautical trade since their first migrations from Atmora. They captain and crew many merchant fleets, and may be found all along the coasts of Tamriel. Racial Traits:
Flexible Bonus Feat 4
Orc:
Orc Orcs, also called Orsimer or "Pariah Folk" in ancient times, are sophisticated, beastlike people of the Wrothgarian Mountains, Dragontail Mountains, and Orsinium (literally translated as "Orc-Town"). They are noted for their unshakable courage in war and their unflinching endurance of hardships. In the past, Orcs have been widely feared and hated by the other nations and races of Tamriel, and were often considered to be goblin-ken. However, they have slowly won acceptance in the Empire, in particular for their distinguished service in the Emperor's Legions. Orc armorers are prized for their craftsmanship, and Orc warriors in heavy armour are among the finest front-line troops in the Empire, and are fearsome when using their berserker rage. Most Imperial citizens regard the Orc society as rough and cruel. The Orcs of the Iliac Bay region have developed their own language, known as Orcish, and have often had their own kingdom, Orsinium. Racial Traits:
Greater Paragon 2
Redguard:
Redguard The most naturally talented warriors in Tamriel, the dark-skinned, wiry-haired Redguards of Hammerfell seem born to battle, though their pride and fierce independence of spirit makes them more suitable as scouts or skirmishers, or as free-ranging heroes and adventurers, than as rank-and-file soldiers. In addition to their cultural affinities for many weapon and armor styles, Redguards are also physically blessed with hardy constitutions, resistance to poison, and quickness of foot. Redguards do not share the same blood as the other human races, and they have no connection with the ancestral Nordic homeland of Atmora. Racial Traits:
Flexible Bonus Feat 4
Wood Elf: Wood Elf The Bosmer are the Elven clan-folk of Valenwood, a forested province in southwestern Tamriel. In the Empire, they are often referred to as Wood Elves, but Bosmer, Boiche, or the Tree-Sap People is what they call themselves. Bosmer rejected the stiff, formal traditions of Aldmeri high culture, preferring a more romantic, simple existence in harmony with the land, its wild beauty and wild creatures. They are relatively nimble and quick in body and wit compared to their more "civilized" Elven cousins, making them well-suited for a variety of professions, including scouts, thieves, traders and scholars. The best archers in all of Tamriel, the Bosmer snatch and fire arrows in one continuous motion; they are even rumoured to have invented the bow. They have many natural and unique abilities; notably, they can command simple-minded creatures and have a nearly chameleon-like ability to hide in forested areas. As part of their Green Pact, they are religiously carnivorous and cannibalistic, but do not harm vegetation of Valenwood (though they are not averse to using wooden or plant-derived products created by others). Racial Traits:
Flexible Modifiers 2
I've wanted to make a whip-using character ever since I saw the Whip Mastery feat tree in UC. Its trickier then I that though. The whip's damage is far too minimal for a damage build, so its best use would be its trip and disarm features (plus grapple once you get greater whip mastery). Problem is, unless you're fighting nothing but medium (or smaller) humanoids, your CMB is going to pale in comparison to most foes. The most commonly used monsters (at least in my experience) are either large sized with a high strength, multi-legged, or both. My challenge to the community is this, can you make a whip-using character that can still be of use even at higher levels?
(As the title says, this is not a conversion. I am seeking advice on this build. Yes it is a PF build. Please do not move to the Conversion or 3.5 boards.) My GM has ok-ed the 3.5 Flayerspawn Psychic and Illithid feats from Complete Psionics. I'm using Psionics Unleashed by Dreamscarred Press (fantastic book, by the way), and we're 11th level gestalt. Now my plan is to:
Now my choices are:
Also for race I was thinking psionic duergar (yay!), half-giant, or blue. What are the community's thoughts? Should I focus on combat and buffing myself? Screw combat and focus on powers? Or am I wasting my time on this whole flayerspawn stuff?
One of my fellow players claims that the D&D 3.5/Pathfinder ruleset simply does not work without spellcasters and magic. I think this is just silly. If one made an entire setting specifically designed without out it, new classes, new monsters, and the equivalent of most magic items (technology maybe), I think it could work. What does the community think?
My group has been playing pathfinder for almost 3 years now. Granted it hasn't been the same campaign, we've taken a month or two off, and we've had players come and go. The only members from the original group are me and our current GM. Now to the heart of my problem...... I'm worn out. Our weekly game, for me at least, has become more of a chore then fun. It has become more a source of frustration and anxiety, but I'm not sure anyone else feels that way. I've got one person on my side, but I haven't spoken to the rest of the group yet, and I'm not sure how they'd take it (especially the one guy, but thats another story entirely). I've looked at other systems, like shadowrun and world of darkness, but none of them really 'clicked'. I've even started thinking about......ugh....4th edition (I feel so unclean). I need ways to make monday night fun again, but I'm not sure how. What do???
Under the Diabolist's imp companion, it says this: Princes of Darkness wrote:
Under RAW, I take this to mean it is diaboloist level+total caster level, including the diabolist levels. My GM and at least one other player (not that I was arguing) say this is not RAI, and disallowed it. But I am wondering if this is RAI, because it seems to me that the other diabolist class features, plus the frailty of a normal imp, are weak enough to actually allow this. What are the thoughts of the paizonian community???
Bestiary wrote: Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. How exactly does this come into play? Say you have a succubus paladin (i.e. my namesake) who wields a holy weapon, does she choose the most advantageous effect? Or does she suffer a negative level while being able to wield it? Do the two alignments cancel each other out? Please help.
Am I the only one who hates how humanocentric Golarion is? Out of the entirety of the Inner Sea region, only 3 areas are predominantly non-human, Belkzen, Kyonin, and the Five Kings Mountains (4 if you count the worldwound). Not only are there only a handful of non-human regions, but they barely get ANY attention. Why have all these interesting and cool races if you're going to shove them into the corner and let the boring old humans have the spotlight all the time? (and I'm sure this will get a lot of responses along the lines of 'humans are the most relatable' and all that jazz, but it won't change my line of thinking)
Basically, the group I play in is rather...... 'unstable'. Players come and go, and we kind of had a revolving GM thing for a while. Unfortunately, not only have we started to run low on players, but no one wants to GM. The group is losing confidence. I need someone to be Game Master, but I cannot find someone to be a Game Master and stay Game Master. I'm conflicted, I don't want to GM, but I don't want to force the role on someone who doesn't want to either. I only know a few people who can, most of which who don't want to, and the majority of the group has neither the drive, time, will, nor the experience to GM. I know there is probably no way strangers on the internet can help with this problem, but I'm at the end of my rope. I just want to be able to play, and everyone to be happy.
The Final Embrace Horror and Final Embrace Master feats from Ultimate Combat both require the Ability Focus (Constrict) feat. Now, I read the ability focus feat description and it said it only affects saving throw DCs. I also read the Constrict ability description, and it says it inflicts damage on a successful grapple check, not a failed saving throw. Am I right to assume ability focus cannot be applied to constrict? In which case the two feats are unattainable? Or is this a design oversight? Please Help.
I'm not sure if this should go under advice or rules questions, but here it is: In numerous books, games and settings, Dragons walk amongst mortals in disguise, appearing as the same person and often spending years as humanoids without being discovered. Yet, as far as I can tell, there is no way to do this from a rules standpoint. Alter Self only lasts 1 minute per level, and shapechange isn't much better. There's also no magic item that can do this. The only thing that comes close is a hat of disguise, which although can make a dragon look like a human, anyone interacting with them can obviously tell they're not. So my question is, how can a dragon reliably disguise oneself as a humanoid?
corerulebook wrote: Instead of taking the listed benefit at 4th or 7th level, you can instead choose to increase the companion’s Dexterity and Constitution by 2. Does this replace all the listed benefits for the 4th or 7th level advancements or just one of them? For example, a mastodon companion at 7th level becomes large. Could someone instead take the +2 dex instead of the size increase but retain the other benefits for 7th level? Or would it replace everything the mastodon gets at 7th level?
Serpentfolk are probably my all time favourite thing in the Golarion setting. Now I'm wondering, is it possible to make a gestalt serpentfolk? Say take a 6th level gestalt character, and make a serpentfolk wizard 6/magus 2, since they are CR 4? I'm probably misguided in my reasoning, but is it possible?
I've been having fun building interesting characters, and I hope you've been at least somewhat entertained with my crazy and terrible ideas, but unfortunately I've once again been somewhat semi-forced into the role of Game Master. But I'm sure the weird inter-personel relationships of my rag-tag gaming group would bore you immensely, so I'll proceed to my question: After picking up a copy of 'Distant Worlds' and eagerly devouring it's contents (one of the reasons I was barely hesitant to become GM once more), I became fascinated with the concept of a interplanetary campaign. So I planned a campaign that would take my players from the petty squabbling of the River Kingdoms to the very stars themselves. Now that my long-winded introduction is over, I require help with one thing. I planned on them having to chase after a former member of the party (my character actually) who betrayed them. The trail would eventually lead to Galt and the mysterious 'Maze of the Open Road', a living Hedge Maze that contains portals to other worlds. My problem is this: I have no idea what to put in the maze itself. I need to make it challenging, but I don't know how. The game is tomorrow and I still have diddly squat. Everything else is planned out except for this, so I was wondering if the community could help me with this small roadblock. So in essence, how do I make a magical hedge maze?
This thread is a continuation of my previous thread found here To summarize I'm basically looking for level 5 gestalt advice, and I'm going to post a few builds and see what people think. This first one I've nicknamed "I'm the Bomb". He's a gunslinger/mindchemist who carries around a rifle he can turn into a rocket launcher. I've taken a 3rd party feat that allows me to use my Int modifier on ranged attack rolls, and thus will be buffing myself with my cognatogens. Ratfolk Mindchemist/Gunslinger 5
In the group I play in, we have a guy who the only thing he ever plays is a barbarian. Now I make theme characters, and they aren't always optimized. Almost all of the situations we get in are combat (mostly because this guy and his buddy invariably piss off everybody, but thats another story) and this guy has gotten so good at playing barbarians that, in my opinion, he pretty much completely invalidates my entire existence. In every encounter I feel completely useless, and when I tried to talk to the group about they just brushed it off and said 'so?' We're starting a new gestalt campaign, and he's guaranteed to make some form of barbarian. Now I'm not trying to up stage him, I just want to hold my own and not feel useless. I wanted to make a wizard/???, maybe a wizard/sorcerer, and the race was probably going to be an elf or drow (preferably drow). My question is this: how would I make an optimized drow wizard that could hold his/her own with the party barbarian???
Taking the lead from some other posters, I've decided to start a thread dedicated to housing all of my crazy and random homebrew stuff. I'm naming this post after it's first article, i.e. stuff all about Gnolls! Its entirely up to you to whether or not you use any of this crap, I just vainly hope that at least one of my non-sensical little pieces of dribble meet your discriminating tastes. (Not all of it may be balanced, but I tried.) (WARNING: some of this stuff is .... well, 'adult' material. I'm not sure if everyone thinks this qualifies for that label, but I'd rather be safe then sorry.) Well now on to the good stuff, GNOLLS!!!! Gnolls as a player race: Gnolls are a race of tribal beast-men that inhabit desert wastes and sun-shrouded savannahs. Gnolls have a reputation among civilized races as being cannibalistic savages, more animal then humanoid, that practice horrible blood rites under the light of the moon in honour of their profane and monstrous deities. The sad fact is that this assumption is often correct.
Racial Traits:
Newl Feats: Hunter's Speed (a.k.a. 'Do the Snuffle Shuffle')
Breeder's Scars
Third Eye
New Archetypes Tribal Mother (Cleric Archetype)
I have a hypothetical question: If, say, you take a 5th level Soulknife. Would her levels in soulknife count as manifester levels for prestige class qualification? Take the Thrallherd for example. One of its requirements is 'Manifester Level 5th and must be able to link minds together, whether through mindlink, mind control, or a worldthought network' (I have no idea what the last one is). Say if the soulknife could use mindlink as a psi-like ability or something, could said soulknife take a level in Thrallherd if she meets the other prerequisites?
I've started a campaign set in the Dragon Empires, and the first session was last monday. It was a rousing success, and one of my players at first thought I was doing a published adventure. But I've run into a little snag, and I'd like some advice. If you think your one of my players DON"T READ THIS!!!!! Spoiler: Right now I'm working on the villain. I've decided to make the MAIN BBEG the lovechild of the Goddesses Daikitsu, the patron of the kitsune and craftsmen, and Nalinivati, patron of the Naga and goddess of fertility, whose romance was hinted at in the Gazetteer. Don't ask me the mechanics of how two female gods gave birth to a child. Anywho, I wanted this demigod to have been born with a horribly warped mind, due to the interplay of the two wildly different cosmic foci. Completely insane, the child had to be imprisoned due to it's bloodthirstiness and cannibalistic tendencies. The plot is going to revolve around some insane man/woman attempting to free this monster blah blah blah.......
My problem is deciding on the gender of this demigod. I would like to make it female, due to the fact that both its parents are female. But out of the last three campaigns I've run, two of them the significant villain was a woman, and I don't want my players to see a pattern and start thinking I'm sexist (which I am not BTW). The fact that our entire group is male might 'soften the blow', so to speak, but its still something I worry about. Advice?
Well for various reasons, I am once again GM for my group. Don't feel bad, I enjoy the role, and it gives me a chance to do something new. I've decided to run a Dragon Empire Campaign, and for the BBEG I wanted something exotic and intimidating. So I found the Yamabushi Tengu Oni from 'Jade Reagent #1: The Brinewall Legacy' (I think it was that one). But I wanted something more, so I settled on giving him that most infamous weapon, The Flying Guillotine!!!! New Weapon: The Flying Guillotine
Name Flying Guillotine
I know I've been posting a lot of threads recently, but for various reasons I haven't been getting out much lately. Which brings me to my question. Play by post, how does it work? I'm just wondering what mechanics are involved, is it played mostly on forums? Is it possible to Skype or something like that? I've never been involved in something like that, I just want to know more about it so I can formulate an opinion.
I've been reading through the core books recently because I still have to make a new character (our gaming group still hasn't reconvened due to the holidays), and I'm torn. I was going to go with monk, but reading (and developing a serious headache from) this thread, I've kind of been soured on the idea. And determining not to play a caster (do to another semi-related headache nightmare) I started looking for non-caster classes that already haven't been filled in my group. Here's where I ran into my current problem. I read through the ninja's class features, and I love them, but I hate ninjas. This hatred mostly stems from the popularization of Naruto. This problem is exacerbated by the fact that I'm dead set on playing a Kitsune (or possibly an Oni descended tiefling) So tell me, is their anyway I could play a kitsune ninja without other people viewing me as a Naruto fanboy?
I know I already posted a version of this in the ARG playtest area, but I felt it was lacking in flavour, so I brewed up some homebrewy goodness for it. Durzagon
I am not going to lie; I have a tendency to make new characters. Granted I've only done it once so far, my group is starting to get frustrated about it. But I have actually run into a genuine snag that can only be fixed by making a new character. My situation is this: the party is level 3. We have a Fighter, a Barbarian, a Rogue and me. I usually build oddball characters and this one is no exception. I used the Savage Species rulebook conversion by zerzix (a wonderfully done conversion I might add), which my GM allowed. He also allowed me to multiclass without finishing all the monster class levels. So, listening to the inner munchkin in me, I made a Nymph Zen Archer. Here's where the problem lies. At level 3 I have an AC of 23 and saving throws through the roof. Granted I'm not outdoing the party barbarian in terms of damage, but I'm literally untouchable when it comes to combat. I'm not sure what to do, every time I talk to my GM about it he thinks I'm just bored with my character. What should I do?
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