Half-Orc of Averaka

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Hello all.

I'm a somewhat experienced Pathfinder player and I'm looking for a game. I'd really like a chance to play rather than GM, and I'm quite an easy-going, friendly sorta guy. I live in Halton Hills in southern Ontario, but I'm capable of going beyond there as long as it's about a half an hour or less drive. I have access to numerous books, models, dice, and various other gaming accessories that I can bring along.

If you have any questions, comment or send me a PM.

Thanks for listening.
-Tom


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:
A: If male, almost always of a monstrous race, or somehow disfigured, deformed, or generally hideous.
B: If female, always extremely busty and attractive, even if of a race that usually isn't.

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
Though much of it's body is hidden beneath a concealing trenchcoat, what is visible reveals this creature's ophidian nature: scaled skin, sinuous tail, and the head of a serpent grown to monstrous size. It walks erect on pre-mammalian members, regarding you with alien contempt.XP 400
NE Medium Humanoid (reptilian)
Init +0; Senses darkvision 60 ft., low-light vision; Perception +2
--------------------
Defense
--------------------
AC 15, touch 10, flat-footed 15 (+5 natural)
hp 18 (2d8+2)
Fort +1, Ref +3, Will +2
SR 5
--------------------
Offense
--------------------
Speed 30 ft., swimming (15 feet)
Melee Bite (Serpent Person) +1 (1d4/x2)
Special Attacks poison (dc 12)
Sorcerer Spells Known (CL 2):
1 (5/day) Charm Person (DC 12), Disguise Self
0 (at will) Mage Hand, Read Magic, Ghost Sound (DC 11), Detect Magic, Detect Poison
--------------------
Statistics
--------------------
Str 10, Dex 11, Con 12, Int 17, Wis 14, Cha 13
Base Atk +1; CMB +1; CMD 11
Feats Deceitful
Skills Bluff +5, Craft (alchemy) +7, Disguise +5, Knowledge (arcana) +4, Knowledge (history) +4, Knowledge (religion) +4, Spellcraft +4, Swim +8, Use Magic Device +2
Languages Aklo, Azlanti, Common, Draconic, Undercommon
--------------------
ECOLOGY
--------------------
Environment Any Jungle, Underground, or Urban.
Organization Solitary, Pair, Cabal (2-4 plus one cleric, wizard, or sorcerer of at least 3rd level), or Cult (4-10 plus 2-3 acolytes of at least 3rd level plus 1 cult leader of at least 7th level).
Treasure Double standard.
--------------------
Special Abilities
--------------------
Poison (DC 12) (Ex) Poison—Injury; save Fort DC 12; frequency 1/round for 6 rounds; effect 1d2 Con; cure 2 consecutive saves.
Spells Serpent people cast spells as a 2nd-level sorcerer, and can cast spells from the cleric list as well as those normally available to a sorcerer. Cleric spells are considered arcane spells for a serpent person, meaning that the creature does not need a divine focus to cast them.

Racial Stats:
-+2 Constitution, +6 Intelligence, +4 Wisdom, +2 Charisma
-Medium Size
-Speed: 30 ft. (Land), 15 ft. (Swim)
-Humanoid: Serpent People have 2 levels of humanoid (reptilian), giving them 2d8 hp and 4 skill points (2 per level). Good reflex saves, poor fortitude and will saves.
-Class Skills: All craft skills, all profession skills, climb, handle animal, heal, ride, survival.
-+5 Natural Armour.
-Darkvision 60 ft and low-light vision.
-Natural Attack: Bite (1d4 damage) and poison (injury, cure 2 saves, constitution based, 1d6 CON damage).
-Spell Resistance equal to 5 + class level.
-Spells: See above.
-Starting Languages: Common, Aklo.


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:
Pelenial
Male Serpentfolk Wizard 5
NE Medium Monstrous Humanoid
Init +11; Senses darkvision 60 ft., scent; Perception +13
--------------------
Defense
--------------------
AC 20, touch 17, flat-footed 13 (+7 Dex, +3 natural)
hp 115 (5d10+5d6+35)
Fort +9, Ref +14, Will +10
Immune mind-affecting, paralysis, poison; SR 20
--------------------
Offense
--------------------
Speed 30 ft.
Melee Bite (Serpentfolk) +14 (1d6-1/x2)
Special Attacks poison: bite - injury (dc 15)
Spell-Like Abilities Blur (1/day), Disguise Self (humanoid form only) (At will), Dominate Person (1/day), Major Image (1/day), Mirror Image (1/day), Suggestion (1/day), Ventriloquism (At will)
Wizard Spells Prepared (CL 10)*:
3 (4/day) Ray of Exhaustion (x2) (DC 24), Vampiric Touch (x2), Fly, Undead Anatomy I
2 (6/day) Invisibility, Blindness/Deafness (x3) (DC 23), Brow Gasher (x2), Lipstitch (DC 23), Pernicious Poison
1 (7/day) Magic Missile (x2), Hydraulic Push (x2), Chill Touch (DC 22), Feather Fall (DC 21), Ant Haul (DC 21), Ray of Sickening (x2) (DC 22)
0 (at will) Mage Hand, Detect Magic, Arcane Mark, Penumbra
--------------------
Statistics
--------------------
Str 8, Dex 24, Con 16, Int 30, Wis 11, Cha 13
Base Atk +7; CMB +6; CMD 23
Feats Arcane Blast (Su), Command Undead (13/day) (DC 13), Great Fortitude, Improved Initiative, Scribe Scroll, Spell Focus (Necromancy), Synergistic Training, Weapon Finesse
Skills Acrobatics +12, Appraise +14, Bluff +11, Diplomacy +11, Disguise +6, Escape Artist +20, Fly +14, Knowledge (arcana) +18, Knowledge (dungeoneering) +18, Knowledge (engineering) +18, Knowledge (geography) +18, Knowledge (history) +18, Knowledge (local) +18, Knowledge (nature) +18, Knowledge (nobility) +18, Knowledge (planes) +18, Knowledge (religion) +18, Linguistics +22, Perception +13, Sense Motive +5, Spellcraft +23, Use Magic Device +11
Languages Aboleth, Abyssal, Aklo, Aquan, Auran, Azlanti, Celestial, Common, Cyclops, Daemonic, Draconic, Dwarven, Elven, Ignan, Infernal, Jistka, Osiriani, Polyglot, Terran, Undercommon; telepathy (100 feet)
SQ arcane bonds (object [amulet of spell mastery] [1/day]), grave touch (13/day), specialized schools (gluttony [necromancy])
Combat Gear Scroll of Comprehend Languages, Comprehend Languag, Scroll of Decompose Corpse, Decompose Corpse, Deco, Scroll of Restore Corpse, Restore Corpse, Restore , Scroll of Sculpt Corpse, Sculpt Corpse, Sculpt Cor; Other Gear Amulet of spell mastery, Pelenial (1/day), Cloak of resistance +2, Handy haversack (1 @ 5 lbs), Headband of vast intelligence +4 (Bluff, Diplomacy, Scroll box, Silk rope, Spell component pouch, 756 GP
--------------------
Special Abilities
--------------------
Arcane Blast (Su) Convert a level 1+ spell into a 30' ranged touch attack dealing 2d6+1d6/spell level
Arcane Bond (Amulet of spell mastery) (1/day) (Sp) Use object to cast any spell in your spellbook 1/day. Without it, Concentration required to cast spells (DC20 + spell level).
Bookplate of recall (Pelenial) (1/day) Inscribe name on plate then place in book. Named person can summon book to self.
Command Undead (13/day) (DC 13) Channel energy can take control of undead.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Gluttony (Necromancy) The dread and feared necromancer commands undead and uses the foul power of unlife against his enemies.
Grave Touch (13/day) (Sp) Melee touch attack, shakes then frightens target.
Immunity to Mind-Affecting attacks You are immune to Mind-Affecting attacks.
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Poison: Bite - Injury (DC 15) (Ex) Poison deals 1d2 STR damage, 1/round for 6 rds, cure 2 consecutive saves.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.
Spell Resistance (20) You have Spell Resistance.
Synergistic Training You learn how to apply the lessons from all areas of
your life to improve your spellcasting.*
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.

*Third party feat. Allows me to add HD from other 'classes' to my caster level.

Option 2:
Pelenial
Male Serpentfolk Alchemist (Mindchemist) 5
NE Medium Monstrous Humanoid
Init +10; Senses darkvision 60 ft., scent; Perception +13
--------------------
Defense
--------------------
AC 23, touch 16, flat-footed 17 (+4 armor, +6 Dex, +3 natural)
hp 135 (5d10+5d8+45)
Fort +11, Ref +14, Will +6; +4 bonus vs. poison
Immune mind-affecting, paralysis, poison; Resist poison resistance +4; SR 20
--------------------
Offense
--------------------
Speed 30 ft.
Melee Bite (Serpentfolk) +16 (1d8+2/x2)
Ranged +2 Icy burst Light crossbow +16/+11 (1d8+2+1d6 cold/19-20/x2+1d10 cold) and
. . Bomb +15/+10 (3d6+7 Fire/x2)
Special Attacks bomb 3d6+7 (12/day) (dc 19), discoveries (explosive bomb, precise bombs), poison: bite - injury (dc 16)
Spell-Like Abilities Blur (1/day), Disguise Self (humanoid form only) (At will), Dominate Person (1/day), Major Image (1/day), Mirror Image (1/day), Suggestion (1/day), Ventriloquism (At will)
Alchemist (Mindchemist) Spells Prepared (CL 5):
2 (4/day) Cure Moderate Wounds (x2), Invisibility (x2)
1 (6/day) True Strike, Cure Light Wounds (x2), Ant Haul (DC 18), Negate Aroma (DC 18), Vocal Alteration (DC 18)
--------------------
Statistics
--------------------
Str 10, Dex 23, Con 18, Int 24, Wis 12, Cha 13
Base Atk +8; CMB +8; CMD 24
Feats Brew Potion, Great Fortitude, Improved Initiative, Improved Natural Attack (Bite [Serpentfolk]), Master Alchemist, Throw Anything, Weapon Finesse
Skills Acrobatics +11, Bluff +7, Craft (alchemy) +23 (+28 to create alchemical items), Diplomacy +7, Disable Device +16, Disguise +6, Escape Artist +19, Heal +9, Intimidate +8, Knowledge (arcana) +22, Knowledge (dungeoneering) +15, Knowledge (engineering) +15, Knowledge (geography) +15, Knowledge (history) +15, Knowledge (local) +15, Knowledge (nature) +18, Knowledge (nobility) +15, Knowledge (planes) +15, Knowledge (religion) +15, Linguistics +9, Perception +13, Sense Motive +9, Sleight of Hand +10, Spellcraft +18, Stealth +18, Use Magic Device +16 Modifiers alchemy +5
Languages Abyssal, Aklo, Azlanti, Common, Cyclops, Draconic, Elven, Osiriani, Polyglot, Undercommon; telepathy (100 feet)
SQ cognatogen (dc 19), fast poisoning (move action), perfect recall, swift alchemy
Combat Gear Potion of cure light wounds, Potion of Endure Elements, Antiplague (3), Bloodwine (3), Blue whinnis (4); Other Gear +3 Haramaki, +2 Icy burst Light crossbow, Crossbow bolts (30), Amulet of mighty fists +2, Handy haversack (19 @ 31 lbs), Ring of sustenance, Alchemy crafting kit, Belt pouch (empty), Portable alchemist's lab, Silk rope, Thieves' tools, masterwork, 12862 GP
--------------------
Special Abilities
--------------------
Alchemy +5 (Su) +5 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 3d6+7 (12/day) (DC 19) (Su) Thrown Splash Weapon deals 3d6+7 fire damage.
Cognatogen (DC 19) (Su) At 1st level, a mindchemist learns how to create a cognatogen, as per the cognatogen discovery.

This ability replaces the mutagen class ability (a mindchemist cannot create mutagens unless he selects mutagen* as a discovery).
Darkvision (60 feet) You can see in the dark (black and white vision only).
Explosive Bomb (Su) The alchemist’s bombs now have a splash radius of 10 feet rather than 5 feet. Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames i
Fast Poisoning (Move Action) (Ex) Apply poison to a weapon as a move action.
Immunity to Mind-Affecting attacks You are immune to Mind-Affecting attacks.
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Master Alchemist You may create 7 doses of poison in the time it would normally take to create one, and may create alchemical items 10x as fast.
Perfect Recall At 2nd level, a mindchemist has honed his memory. When making a Knowledge check, he may add his Intelligence bonus on the check a second time. Thus, a mindchemist with 5 ranks in Knowledge (history) and a +2 Intelligence bonus has a total skill bonus
Poison Resistance +4 (Ex) +4 to save vs. Poison.
Poison: Bite - Injury (DC 16) (Ex) Poison deals 1d2 STR damage, 1/round for 6 rds, cure 2 consecutive saves.
Precise Bombs (7 squares) (Su) Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs.
Ring of sustenance Immune to hunger and thirst, and only sleep two hours a night.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Spell Resistance (20) You have Spell Resistance.
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

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?
What classes stack well with an ooze's abilities?
Is there any way to change an ooze's size or maybe take humanoid-ish shape?
What about equipment?

Any suggestions?


As the title says, are aboleth's amphibious? They have the aquatic subtype but amphibious isn't listed under their SQ. I could have sworn they were in previous editions.....


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?


As the title says, is there any way to add intelligence to mindless creatures in hero lab? Say I want to make an intelligent gelatinous cube (don't ask why), is it possible?


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
2. Elven Magic trait

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?


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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.
-Lawful Evil (Asura, Devil, Kyton, Rakshasa)
-Neutral Evil (Daemon, Div, Oni)
-Chaotic Evil (Demon, Qlippoth)

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*.


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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
-+2 Dexterity, +2 Intelligence, -2 Charisma:
Argonians are nimble and cunning, but are gruff and slow to trust.
-Medium Size: Argonians have no bonuses or penalties based on size.
-Humanoid Type: Argonians are humanoids with the (reptilian) subtype.
-Speeds: Argonians have a land speed of 30 ft and a swim speed of 30 ft.
-Amphibious: Argonians can breathe both air and water, and are equally comfortable on both land or water.
-Argonian Resistances: Argonians receive a +4 bonus on fortitude saves to resist poison or disease (including magical disease).
-Histskin: Once per day, an Argonian can gain fast healing equal to half their character level (minimum 1) for 1 minute. Using this ability is an immediate action that does not provoke an attack of opportunity.
-Languages: Argonians begin play speaking Tamrielic and Jel. They can choose any common language as a bonus language (except secret or esoteric languages, like Dwemeris).

Swim Speed 2
Amphibious 2
Healthy 2
Histskin 6 (Ad Hoc)
Linguist Array 1
Total RP 13

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:
-+2 to one ability score:
Bretons gain a +2 to any single ability score, chosen at character creation.
-Medium Size: Bretons have no bonuses or penalties based on size.
-Humanoid Type: Bretons are humanoids with the (human) and (elf) subtypes.
-Normal Speed: Bretons have a land speed of 30 ft.
-Arcane Focus: Bretons receive a +2 racial bonus on concentration checks when casting defensively.
-Bonus Feat: Bretons receive an extra feat at 1st level.
-Skilled: Bretons gain an additional skill rank at 1st level and one additional skill rank whenever they gain a level.
-Spell Resistance: Bretons possess spell resistance equal to 6 + their character level.
-Languages: Bretons begin play speaking Tamrielic. They can choose any common language as a bonus language (except secret or esoteric languages, like Dwemeris).

Arcane Focus 1
Flexible Bonus Feat 4
Skilled 4
Spell Resistance 2
Linuist Array 1
Total RP 12

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:
-+2 Strength, +2 Intelligence, -2 Charisma:
Dunmer are intelligent and possess strong physiques, but are aloof and clannish.
-Medium Size: Dark Elves have no bonuses or penalties based on size.
-Humanoid Type: Dark Elves are humanoids with the (elf) subtype.
-Normal Speed: Dark Elves have a land speed of 30 ft.
-Ancestor Knowledge: In dunmer myth, it is said that honoured ancestors continue to watch over their descendants. Every dark elf picks two knowledge skills at character generation. They receive a +2 racial bonus on both of these skills, and always treat these skills as class skills.
-Elven Immunities: Dark Elves are immune to magic sleep effects and gain a +2 racial bonus on saving throws made against enchantment spells and effects.
-Fell Magic: Dark Elves have a notorious reputation for dark magics. Dark Elves add +1 to the DC of any saving throws against necromancy spells that they cast. Dark Elves with a Wisdom score of 11 or higher also gain the following spell-like abilities: 1/day—bleed, chill touch, detect poison, touch of fatigue. The caster level for these effects is equal to the user’s character level. The DC for these spell-like abilities is equal to 10 + the spell’s level + the user’s Wisdom modifier.
-Fire Resistance: Dark Elves are inured to flames, and possess Fire Resistance of 5.
-Languages: Dark Elves begin play speaking Tamrielic and Dunmeris. They can choose any common language as a bonus language (except secret or esoteric languages, like Dwemeris).

Shards of the Past 4
Elven Immunities 2
Fell Magic 3
Fire Resistance 1
Linguist Array 1
Total RP 11

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:
-+2 Constitution, +2 Intelligence, -2 Charisma:
Altmer are hardy and possess keen intellects, but are often snobbish and arrogant.
-Medium Size: High Elves have no bonuses or penalties based on size.
-Humanoid Type: High Elves are humanoids with the (elf) subtype.
-Normal Speed: High Elves have a land speed of 30 ft.
-Aldmeri Resistances: Of all the meric races, High Elves cleave the closest to their ancient Aldmeri ancestors. High Elves are immune to paralysis and gain a +4 bonus on Fortitude saves against disease, including magical diseases.
-Aldmeri Vulnerabilities: High Elves are less tolerant to extreme energies then the other races. They are vulnerable to cold, electricity, and fire damage.
-Classical Schooling: High Elves receive a +2 racial bonus on knowledge (arcana), knowledge (history), and spellcraft checks.
-Elven Immunities: High Elves are immune to magic sleep effects and gain a +2 racial bonus on saving throws made against enchantment spells and effects.
-Focused Study: At 1st, 8th, and 16th level, High Elves gain Skill Focus in a skill of their choice as a bonus feat.
-High Magic: High Elves gain a +1 bonus to the DC of any saving throws against illusion spells that they cast. High Elves with a Charisma score of 11or higher also gain the following spell-like abilities: 1/ day—faerie fire, dancing lights, ghost sounds, and prestidigitation. The caster level for these effects is equal to the user’s level. The DC for the spell-like abilities is equal to 10 + the spell’s level + the user’s Charisma modifier. High Elves also gain a +2 bonus on caster level checks made to overcome spell resistance and receive a +2 racial bonus on Spellcraft checks made to identify the properties of magic items.
-Languages: High Elves begin play speaking Tamrielic. They can choose any common language as a bonus language (except secret or esoteric languages, like Dwemeris).

Aldmeri Resistances 3 (Ad Hoc)
Vulnerabilities -6
Skill Bonuses 6
Elven Magic 2
Focused Study 4
Gnome Magic 2
Linguist Array 1
Total RP 12

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:
-+2 to one ability score:
Imperials gain a +2 to any single ability score, chosen at character creation.
-Medium Size: Imperials have no bonuses or penalties based on size.
-Humanoid Type: Imperials are humanoids with the (human) subtype.
-Normal Speed: Imperials have a land speed of 30 ft.
-Bonus Feat: Imperials receive an extra feat at 1st level.
-Emissary: Once per day, members of this race can roll twice when making a Bluff or Diplomacy check and take the better roll.
-Skilled: Imperials gain an additional skill rank at 1st level and one additional skill rank whenever they gain a level.
-Urbanite: Imperials gain a +2 racial bonus on Diplomacy checks made to gather information and Sense Motive checks made to get a hunch about a social situation.
-Languages: Imperials begin play speaking Tamrielic. They can choose any common language as a bonus language (except secret or esoteric languages, like Dwemeris).

Flexible Bonus Feat 4
Emissary 1
Skilled 4
Urbanite 1
Linguist Array 1
Total RP 11

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:
-+2 Dexterity, +2 Charisma, -2 Wisdom:
Khajiit are nimble and gregarious, but lack the common sense of other races.
-Medium Size: Khajiit have no bonuses or penalties based on size.
-Humanoid Type: Khajiit are humanoids with the (Khajiit) subtype.
-Normal Speed: Khajiit have a land speed of 30 ft.
-Cat's Luck: Once per day, when a Khajiit makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before attempting the saving throw
-Cat's Stealth: Khajiit are known for their amazing stealthiness. Khajiit gain a +4 racial bonus on stealth checks.
-Claws of the Khajiit: Khajiit possess razor sharp claws that they can use in melee. They have 2 claw natural attacks that deal 1d4 points of damage each.
-Eye of Fear: Khajiit can use the spell Cause Fear 1/day as a spell-like ability at a caster level equal to their character level.
-Low-Light Vision: Khajiit can see twice as far as a race with normal vision in conditions of dim light.
-Languages: Khajiit begin play speaking Tamrielic and Ta'agra. They can choose any common language as a bonus language (except secret or esoteric languages, like Dwemeris).

Cat's Luck 1
Stealthy 5
Claws 2
Spell-like Ability 1
Low-Light Vision 1
Linguist Array 1
Total RP 11

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:
-+2 to one ability score:
Nords gain a +2 to any single ability score, chosen at character creation.
-Medium Size: Nords have no bonuses or penalties based on size.
-Humanoid Type: Nords are humanoids with the (human) subtype.
-Normal Speed: Nords have a land speed of 30 ft.
-Bonus Feat: Nords receive an extra feat at 1st level.
-Frost Resistance: Nords are inured to frost, and possess Cold Resistance of 5.
-Skilled: Nords gain an additional skill rank at 1st level and one additional skill rank whenever they gain a level.
-Stubborn: Nords gain a +2 racial bonus on Will saving throws to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, if a Nord fails such a save, he receives another save 1 round later to prematurely end the effect (assuming the spell or spell-like ability has a duration greater than 1 round). This second save is made at the same DC as the first. If the Nord has a similar ability from another source (such as a rogue’s slippery mind class feature), he can only use one of these abilities per round, but can try the other on the second round if the first re-roll ability fails.
-Languages: Nords begin play speaking Tamrielic and Nordic. They can choose any common language as a bonus language (except secret or esoteric languages, like Dwemeris).

Flexible Bonus Feat 4
Frost Resistance 1
Skilled 4
Stubborn 2
Linguist Array 1
Total RP 12

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:
-+4 Strength, -2 Charisma:
Orcs are the strongest of the common races, but are often feared and hated.
-Medium Size: Orcs have no bonuses or penalties based on size.
-Humanoid Type: Orcs are humanoids with the (elf) and (orc) subtypes.
-Normal Speed: Orcs have a land speed of 30 ft.
-Berserk: Once per day, when an Orc takes damage, she can fly into a frenzy for 1 minute, gaining a +2 racial bonus to Constitution and Strength, but a –2 penalty to AC.
-Forge Craft: Orc smiths are known for their craftsmanship. All Orcs gain a +2 racial bonus on Craft (Armour) and Craft (Weapons) skill checks.
-Languages: Orcs begin play speaking Tamrielic and Orcish. They can choose any common language as a bonus language (except secret or esoteric languages, like Dwemeris).

Greater Paragon 2
Advanced Ability Score 4
Frenzy 2
Skill Bonuses 4
Linguist Array 1
Total RP 13

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:
-+2 to one ability score:
Redguards gain a +2 to any single ability score, chosen at character creation.
-Medium Size: Redguards have no bonuses or penalties based on size.
-Humanoid Type: Redguards are humanoids with the (human) subtype.
-Normal Speed: Redguards have a land speed of 30 ft.
-Bonus Feat: Redguards receive an extra feat at 1st level.
-Poison Resistance: Redguards gain a racial bonus on saving throws against poison effects equal to their Hit Dice.
-Swordtrained: Redguards are trained from birth in swordplay, and as a result are automatically proficient with swordlike weapons (including bastard swords, daggers, elven curve blades, falchions, greatswords, kukris, longswords, punching daggers, rapiers, scimitars, short swords, and two-bladed swords).
-Languages: Redguards begin play speaking Tamrielic. They can choose any common language as a bonus language (except secret or esoteric languages, like Dwemeris).

Flexible Bonus Feat 4
Poison Resistance 3
Swordtrained 4
Linguist Array 1
Total RP 12

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:
-+2 Dexterity, +2 Wisdom:
Bosmer are quick and observant.
-Medium Size: Wood Elves have no bonuses or penalties based on size.
-Humanoid Type: Wood Elves are humanoids with the (elf) subtype.
-Normal Speed: Wood Elves have a land speed of 30 ft.
-Beast-Kin: Wood Elves can use the spell Charm Animal 1/day as a spell-like ability at a caster level equal to their character level.
-Bow Focus: Wood Elves are proficient with all bows (shortbows, longbows, composite shortbows, and composite longbows) and gain Weapon Focus (Shortbow) or Weapon Focus (Longbow) as a bonus feat.
-Elven Immunities: Wood Elves are immune to magic sleep effects and gain a +2 racial bonus on saving throws made against enchantment spells and effects.
-Poison Resistance: Wood Elves gain a racial bonus on saving throws against poison effects equal to their Hit Dice.
-Woodsman: Wood Elves receive a +4 racial bonus on stealth checks in forested or jungle areas.
-Languages: Wood Elves begin play speaking Tamrielic and Bosmeris. They can choose any common language as a bonus language (except secret or esoteric languages, like Dwemeris).

Flexible Modifiers 2
Weapon Familiarity 1
Static Bonus Feat 2
Spell-like Ability 1
Elven Immunities 2
Poison Resistance 3
Camouflage 1
Linguist Array 1
Total RP 13


Now with the Advanced Race Guide out, I get to make my favourite race as a PC race! Enjoy the write-up, I hope its not total crap.

Playable Serpentfolk

(And if you're wondering, I just threw the art together in GIMP.)


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:
-go Psion 5/Flayerspawn 6 for one half
-grab Illithid Grapple 4 times
-and I was thinking of combining this with a combat oriented class, to take advantage of having 4 nat. attacks with full BaB.

Now my choices are:
-Fighter; focus on just pure combat.
-Ranger; take nat. weapon combat style to get as many attacks as possible.
-Rogue; doesn't have as high a BaB, but lots of sneak attacks
-Go ranger/rogue with a psionic race and get loads of attacks and sneak attack.

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:

A diabolist’s imp increases in power as the diabolist gains levels according to Table 3–8: Animal Companion Base Statistics in the Pathfinder RPG Core Rulebook, with the following changes.

Class Level: This is the diabolist’s class level plus her highest caster level. This does not stack with class levels that grant an animal companion.

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???

Silver Crusade

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.


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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)


This may be a stupid question, but what races are legal in PFS? Is it core only? Any race with 0 racial HD? (other then drow noble and deep gnome of course)

Silver Crusade

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.


11 people marked this as FAQ candidate. Answered in the FAQ.

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
NE Small humanoid (ratfolk)
Init +2; Senses darkvision 60 ft.; Perception +11
AC 15, touch 13, flat-footed 13 (+2 Armour, +2 Dex, +1 size)
hp 5d10+2
Fort +4, Ref +7, Will +3
Speed 20 ft.
Melee dagger +2 (1d3–2/19–20)
Ranged Rifle +11 (1d10+2)
Special Attacks Bomb 3d6+5 10/day, 2 Grit Points, Swarming
Alchemist Formulae Known
1st – comprehend languages, cure light wounds, disguise self, endure elements, expeditious retreat, identify, jump, true strike.
2nd – cure Moderate Wounds, Restoration
Discoveries Explosive Bomb, Explosive Missile
Str 6, Dex 15, Con 12, Int 20, Wis 14, Cha 9
Base Atk +5; CMB +3; CMD 15
Feats Brew Potion, Fast Trajectory Calculation, Point-Blank Shot, Precise Shot
Skills Acrobatics +10, Appraise +11, Craft (Alchemy) +14, Disable Device +7, Knowledge (Arcana) +13, Knowledge (Engineering) +17, Perception +11, Spellcraft +12, Stealth +11, Use Magic Device +8; Racial Modifiers +2 Craft (alchemy), +4 Handle Animal to influence rodents, +2 Perception, +2 Use Magic Device
Languages Common, Aklo, Dwarven, Goblin, Orc
Gear Dagger, Rifle, Leather Armour, 30 Metal Cartridges, Gunsmith's Kit, Alchemist's Kit, Handy Haversack, 4 Potions of Cure Light Wounds


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???


This is probably a stupid question, but do drow count as elves for purposes such as feats and prestige classes?


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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.
Physical Description: The most apt description of Gnolls is that of an anthropomorphic hyena. They stand slightly taller then the average human, with builds ranging from lean and wiry to thickly-thewed and muscular. They sport speckled, furred hides of various colours. The colour usually depends on what tribe or clan they hail from, and can range from light tan, dirty yellow, dark brown to charcoal black. Clothing varies from region to region and tribe to tribe. For example, 'civilized' Gnolls wear clothing reminiscent of nearby human settlers, often sporting loose robes and colourful headscarves to keep the sun off the wearer. Barbaric Gnolls on the other hand wear rough hides and leathers, and carry crude bone adornments and fetishes, as well as trophies from defeated foes.
Society: Much like the hyenas they resemble, Gnolls are scavengers with a lazy streak a mile wide. Abhorring hard labour, they most often force slaves to perform the more unsavoury tasks. In Gnoll society, the strong rule the weak, and weak Gnolls must always show deference to their superiors. Despite worshiping a female deity, Gnoll society is misogynistic, and females either birth the tribes young or serve as clerics (and sometimes both).
Relations: Most civilized races consider Gnolls to be monsters, and thus are treated with suspicion at best and violence at worst. In cities where slavery is legal, Gnolls often come to sell slaves unsuited to their nomadic lifestyle and to acquire stronger, healthier slaves. Here they are treated as equals (usually), but suspicion always remains. Other monstrous races such as orcs and goblins often get along very well with Gnolls, and trolls in particular are often hired to serve as guards and enforcers in Gnoll bands.
Alignment and Religion: Most Gnolls fall within the Chaotic Evil range, rarely valuing things such as life or liberty, although Chaotic Neutral tribes are beginning to become more common. Even such progressive tribes still venerate the Gnoll racial deity, a being they call the 'Mother of Monsters', a dark goddess of blood and fertility, which they say birthed the Gnoll race and many others. Gnoll Clerics are almost universally female, and despite the misogyny of Gnoll society, are revered even above the band's chief.
Adventurers: For Gnolls, exile is the worst punishment imaginable, only reserved for the most horrific of crimes. Those Gnolls who are exiled often try to integrate themselves into other humanoid society to mitigate the loneliness. There also exists another breed of outcast Gnolls: those who leave the band of their own volition. These exceptional Gnolls are almost always females who find the gender constraints of Gnoll culture suffocating, and leave to seek their own destiny in the world. These individuals are a breed apart. For them, other humanoids are not always to be enslaved or eaten, the old ways are not always the best, and loneliness can harden ones soul. For what doesn't kill you, only makes you stronger.

Racial Traits:
-+2 Strength, +2 Constitution, -2 Charisma; Gnolls are hardy and strong, but have abrasive attitudes and a reputation as savages.
-Type: Gnolls are Humanoids with the (Gnoll) subtype.
-Medium Size: Gnolls have no bonuses or penalties due to their size
-Normal Speed: Gnolls have a base speed of 30 ft.
-Darkvision: Gnolls can see in the dark up to a range of 60 ft.
-Natural Armour: Gnolls have thick, furred hides and thus have a +1 natural armour bonus.
-Acute Senses: Gnolls have highly developed senses, particularly their sense of smell. Gnolls receive a +2 racial bonus on perception checks, and have the scent universal monster ability.
-Savannah Runner: Gnolls receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion, or other ill effects from running, forced marches, starvation, thirst, or hot or cold environments.
-Stalker: Gnolls are renowned as hunters and trackers, spending long hours stalking their prey across the savannah. Perception and Stealth are always class skills for Gnolls.
-Languages: Gnolls begin play speaking only Gnoll. Gnolls with high intelligence scores can choose from the following: Abyssal, Common, Giant, Orc.

Newl Feats:

Hunter's Speed (a.k.a. 'Do the Snuffle Shuffle')
You have learned to drop down to all fours to increase your speed.
Requirements: Gnoll, Dexterity 13
Effect: As a swift action you can drop to a quadrupedal shuffle, thus doubling you movement speed. While using this feat you cannot utilize your limbs for anything other then moving, and thus cannot carry anything in your hands.

Breeder's Scars
You have given birth 'the old fashioned way' enough times to develop a tough layer of scar tissue over your abdomen.
Requirements: Gnoll, Female, Must have given birth at least once.
Effect: You gain an additional +1 bonus to your natural armour. Also if your scars are visible you gain a +2 bonus on all bluff, diplomacy and intimidate checks against Gnolls and worshippers of Lamashtu.

Third Eye
Either you purposely drilled a hole in your forehead to better resemble you goddess, or perhaps you were born with an auspicious deformity. Either way, you now have a third eye with eerie magical powers.
Requirements: Gnoll, Wisdom 15
Effects: You receive a +1 bonus on perception checks. Also, you gain the ability to make a gaze attack a number of times a day equal to 1+ your wisdom modifier as a standard action. Any foe who meets your gaze must pass a will save (DC = 10 + your wisdom modifier + 1/2 you HD) or become shaken for 1 round.

New Archetypes

Tribal Mother (Cleric Archetype)
Requirements: Female, Must worship Lamashtu.
In the barbaric tribal societies, woman are often relegated to the role of breeders and property. In tribes that worship Lamashtu, there is also another route. Although females are still seen as chattel, clerics of the Mother of Monsters are almost always female, and are revered as honoured mothers, given as much respect as the tribe's chief, if not more. The majority of these clerics are Gnolls, but it has since spread to others of the Mother's Faith.
Tribal Mothers have the following class features.
Weapon Proficiency: Tribal Mothers are proficient in all simple weapons, as well as kukris and falchions. This replaces the cleric's standard weapon proficiencies.
Mother's Milk: Upon taking her first level of this class, the Tribal Mother's breasts become engorged with milk and begin to lactate, even if she is not pregnant. This breast-milk has magical healing properties. A number of times per day equal to her cleric level, she may lactate and collect the milk as a full-round action. The milk functions as a potion, and remains potent for 1 minute. Anyone who drinks it gains the effect of a cleric spell with a caster level equal to the Tribal Mother's cleric level. The Tribal Mother chooses the effect, and can choose effects from lower levels. This ability is taxing (and somewhat pleasurable) for the Tribal Mother, and after using it she is fatigued for a number of rounds equal to the level of the spell duplicated.
At 1st level, it can duplicate a Cure Light Wounds spell.
At 3rd level, it can duplicate a Cure Moderate Wounds or Lesser Restoration spell.
At 5th level, it can duplicate a Cure Serious Wounds, Remove Blindness/Deafness, or Remove Disease Spell.
At 7th level, it can duplicate a Cure Critical Wounds, Neutralize Poison, or Restoration spell.
At 11th level, it can duplicate a Heal spell.
At 13th level, it can duplicate a Regenerate or Greater Restoration.
This ability replaces Channel Energy.
Beast Mother: At 1st level, the Tribal Mother gains the service of a faithful animal companion. This creature follows her on her adventures and vision quests, and serves her loyally and without complaint, whatever her needs may be. The Tribal Mother is restricted in her choice of animal companions, and must choose an animal sacred to Lamashtu, most often a hyena or jackal. This otherwise functions as a druid's animal companion, and the Tribal Mother treats her cleric level as her druid level for determining all the abilities of her animal companion.
This replaces the Cleric's Domains ability


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
Consisting of a mechanical, bag-like contraption attached to a long rope, this weapon is infamous for it's difficulty to use. It is designed for the bag to be thrown over an opponents head, and then with a pull of the rope, blades spring out of the mechanism, hopefully, severing the targets head and returning it to the wielder. To use it is a full-round action that provokes an attack of opportunity. The attacker must roll to hit as normal, but suffers a -4 penalty. Non-proficient users suffer a -8 penalty. If the weapon hits, it inflicts an automatic Coup De Grace on the target. Retrieving the guillotine is a full-round action that provokes an attack of opportunity.

Name Flying Guillotine
Cost 75gp
Damage 1d6 Small, 1d8 Medium
Range 40 ft
Weight 20 lbs
Type Slashing
Qualities Special; See above


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?


Say you take a kitsune monk (or any race with a bite attack) with the feral combat training feat. Can he use flurry of blows with his bite attack (flurry of bites) and then get extra attacks if he holds a weapon in his hands?


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
+2 Constitution, +2 Wisdom, –4 Charisma: Durzagon are hearty and observant, but also stubborn and belligerent.
Slow and Steady: Durzagon have a base speed of 20 feet, but their speed is never modified by armour or encumbrance.
Darkvision: Durzagon can see in the dark up to 120 feet.
Duergar Immunities: Durzagon are immune to paralysis, phantasms, and poison. They also gain a +2 racial bonus on saving throws against spells and spell-like abilities.
Fiendish Resistance: Durzagon have cold resistance 5, electricity resistance 5, and fire resistance 5.
Fiendish Ancestry: At character creation, a Durzagon can choose one of the following as a racial trait (this can also be rolled randomly, depending on preference);
1 – Fiendish Sight: A Durzagon with this racial trait can see perfectly in darkness of any kind, even magical darkness, like a devil.
2 – Poison Quills: A Durzagon with this racial trait has poisonous quills hidden in their beard or hair. They can shoot these quills up to a range of 15 ft as a standard action that does not provoke an attack of opportunity. They deal 1d4 piercing damage plus poison;
Quill Poison; Type Injury Frequency 1/round for 4 rounds (DC equal to 10 + Durzagon's HD)
Damage 1d3 dexterity damage Cure 1 Fortitude save
3 – Madness: A Durzagon with this racial trait has had their mind warped by visions of horror and insanity. They replace their +2 Wisdom, -4 Charisma with +2 Charisma, -4 Wisdom, are immune to insanity and confusion effects, and use their charisma modifier instead of their wisdom modifier on will saves.
4 – Deep One: A Durzagon with this racial trait is descended from an aquatic fiend. It gains a swim speed of 20 ft and the amphibious quality.
5 – On Dark Wings: A Durzagon with this racial trait has great leathery wings like a fiend. It gains a fly speed of 30 ft with (poor) manoeuvrability.
6 – Hellish Power: A Durzagon with this racial trait has strong ties to it's fiendish ancestor. They gain the following spell-like abilities; darkness 1/day, doom 1/day, desecrate 1/day. They also radiate an aura of evil like an evil cleric equal to their HD.
Natural Attack: Male Durzagon have a Beard natural attack that deals 1d6 slashing damage. Female Durzagon have 2 Claw natural attacks that deal 1d4 points of slashing damage.
Stability: Durzagon receive a +4 racial bonus to their CMD against bull rush or trip attempts while on solid ground.
Light Sensitivity: Durzagon are dazzled as long as they remain in an area of bright light.
Languages: Durzagon begin play speaking Common, Dwarven, and Undercommon. Durzagon with high Intelligence can choose bonus languages from the following: Abyssal, Elven, Infernal, Orc, Goblin.


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?


I was wondering what would be a good animal for a Duergar Lycanthrope? I was thinking a Dire Badger or a Hairless Mole Rat, something like that.

Any Thoughts?

(P.S. Hail to the Duergar!)

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