Izoze

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Hello everyone! I'm currently running a kung-Fu styled campaign, set in a home brew Asian martial kingdom. The kingdom is run by triads of style masters...there are 5.
Scorpion-Boar-Mantis (The Fates)
Monkey-Janni-Panther (The Winds)
Crane-Snake-Snapping Turtle (The Pillars)
Dragon-Djinni-Tiger (The Furies)
Marid-Efreet-Shaitan (The Elements)

I find myself in need of many NPCs...mainly unchained monk, but other templated monk builds would be useful.
Would anyone care to submit some monk builds who specialize in these animal styles? I need a wide variety ranging from levels 5-10.
I'll be making some myself ofcourse, but if i use your build i'll provide a full battle report of how they did.
The kingdom has alot of official dueling so the build may be matched against a PC of equal level....and I promise to fight to win ;).
A couple of notes: All characters start with Combat stamina, and all PRD content is being used except for the ACG.
Also, there is no magic, and everyone speaks common. So no wand wielders, or need for linguistics.
Only non-magical equipment please.


I was wondering if there were any plans to do a leveled racial codex with the traditional PC races. I'm helping run an Evil Chelaxian campaign and I'm having a hard time getting the right npc statblocks.
There used to be halfling and gnome entries in monster manuals, but there don't seem to be any in the bestiary.
Anyway, I'd love to buy this product...an "NPC" codex based on race rather than class..with all the core and featured races leveled up as if they were monsters for the purpose of Evil campaigns.
You could also use it as an NPC codex #2 for good themed games.


As some of you in the community may know, Warhammer fantasy battles is being discontinued.
I find myself wishing paizo had a mass combat system that could be used by players with large amounts of models...
I know there are some rules for this...but not on the scale of WHFB..
There are soon to be many players like myself with massive armies just sitting around...and a massive rules void for them.
Seems like a niche Paizo could exploit...just sayin' *shrug*


Hello everyone! I just wanted to share what I've been working on with the community.
I've made a full color illustrated guide book for the players in my game. it incorporates many variant systems from the Ult. books and from the Unchained book. There is also a modified version of the new action economy and other house adjustments.
The link goes to a file sharing site, just hit the "Download now" button at the bottom.
Pathfinder unchained guide book.
All the rules are d20 OGL based and all the artwork is shamelessly nabbed from image searches. This is not for sale, it's my gift to the community...feel free to rob it blind.
Also, Let me know what you think!


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Awareness,Vigilance,and Courage
Are not so much 'House rules',but rather,existing mechanics given a name.Their purpose is to speed game play by eliminating unneeded opposed rolling.This reduces variance.
· Awareness- is nothing more than 'Taking 10' on Perception.
(See the new Stealth rules thread for further details*)
· Vigilance- is the DC the core rules require for purposes of feinting.It is 10+Base attack+Wisdom bonus.If you are skilled in sense motive you may instead use 10+Sense motive for your Vigilance score(be sure to notate it.) Improved feint gives you +2 Vigilance,Greater feint gives you +2 more.
· Courage- is the DC the core rules require you to roll for purposes of Intimidating someone.Any feat or ability which increases saving throws versus Fear also increases ones Courage score(ex:Fighter's Bravery)


This is my stab at fixing it,based on the last playtest recommendations.I did not address the special sensory abilities questions.
STEALTH(REVISED)
(Dex; Armor Check Penalty)
A successful stealth check grants the 'Hidden' Condition.
Hidden: You are difficult to detect but you not invisible. A hidden creature gains a +2 bonus on attack rolls against sighted opponents, and ignores its opponent's Dexterity bonus to AC . You do not have line of sight to a creature that is hidden from you.Hidden creatures benefit from total cover if affected by an indirect attack;and may not be targeted directly.
Taking any action that would cancel Invisibility also cancels the hidden condition once the action is performed.
Deliberately making noise by speaking,casting(V),attacking inanimate objects etc.. forces a new stealth check at -10.
Moving within 5' of a creature from whom you are hidden allows them to make an active perception roll to detect you.

Action: Usually making a Stealth check is not an action. Using Stealth is part of the action you are taking.

Check: The difficulty for the successful performance of stealth is equal to the Awareness score (10+perception) of those from whom you wish to hide.The DC is increased by +2 for every additional dupe beyond the first.

Usually a Stealth check is made at the start of an action,and only when you have some kind of cover/concealment.
You may also spend a swift action to stay immobile and make a Stealth check if you have cover/concealment.
You can move up to half your speed and use Stealth at no penalty. When moving at a speed greater than half your speed and up to your normal speed, you take a –5 penalty.

When you make your Stealth check, those creatures whose awareness you have overcome treat you as hidden until the start of your next action or until the end of your turn if you do not end your turn with cover or concealment.
You are not hidden from creatures that are observing you.
Searching: A creature who is aware of the presence of a hidden enemy may make an active perception roll as a movement.

Sniping: If you already are hidden to a target and you are at least 10 feet away from that target, as a standard action, you can make one ranged attack against that target and immediately make a new Stealth check to stay hidden. You take a –20 penalty on your Stealth check when attempting to snipe.

Dispatching: A character with the hidden condition who kills or incapacitates/mutes a target in melee combat with a single strike,may attempt to remain hidden from any remaining observers by making a new stealth check at -10. using a Garrotte reduces the penalty to -5.

Creating a Diversion to Hide: You can use Bluff to allow you to use Stealth. If you do not have cover or concealment, as a swift action, you can attempt a Feint check. If you are successful, you gain concealment for a single movement action.If you succeed at your stealth roll and have cover/concealment once the your turn is complete you are Hidden.

Improved feint grants the hidden condition immediately but it is lost if you attack or end your turn without cover/concealment.
Greater feint allows you to snipe or dispatch in the open while hidden,but it is still lost at the end of the turn if you do not have cover/concealment.


Hello,
I know everyone is hard at work trying to ship all the sale orders,I've read some other recent posts here.
I was just wondering if I could get an update on my order,If part of it isn't ready I'd be amenable to partial shipping.
Thanks for all the Effort and great prices!


I'm running an anthropomorphic animal campaign and I didn't want the weirdness of animals riding traditional animals.So I have made a home brew version of the mythical Kirin for them to ride.
Here's what it looks like-
[IMG]http://i751.photobucket.com/albums/xx152/larkspire/HajimeKirin.jpg[/IMG]

Here are the rules-
KIRIN (domestic) XP 400
NG Large animal
Init +4; Senses low-light vision, scent.
AC 14, touch 14, flat-footed 9 (+4 Dex,+1 dodge, –1 size)
hp 14 (2d8+4)
Fort +4, Ref +7, Will +2 (+1 luck bonus to all saving throws vs. Spells)
Speed 60 ft.
Melee Gore +3 1d6+2 ,2 hooves -2 (1d4+1)
Space 5'x10' (long).; Reach 5 ft.
Str 14, Dex 18, Con 14, Int 3, Wis 14, Cha 12
Base Atk +1; CMB +3; CMD 17 (21 vs. trip)
Feats: Dodge,Nimble moves,Run
Skills: Perception +6,Acrobatics +6(+10 to jump/balance)
SQ: Docile (Ex) :Unless specifically trained for combat (see the Handle Animal skill, a Kirin's hooves are treated as secondary attacks.
Leaper(EX): Kirin are natural jumpers,the receive a +4 Racial bonus to jump/balance checks and always count as having a running start for purposes of determining DC.
Noble Kirin Blood(SU) :Lesser Kirin have but a glimmer of their Noble forebears magical essence.This is enough to grant all lesser Kirin
· Fire resistance: 5
· Good Fortune: 5' radius ,+1 to save vs.Spells (only effects good aligned creatures)
Kirin stand 4 to 5 feet tall at the shoulder and weigh between 700 and 1,000 pounds.

How does it look? I based it off of the horse.I did throw a new coat of paint and some glitter on it though.


What do you fine folk think of these houserules?
WANDS AND STAVES
Charges have been done away with.There is no "Juice" to run out of.All magical items are bound to the Weave and fueled by it's inexhaustable power.However,there is a limit to the amount of times items may tap into the weave .
· WANDS- may have up to 3 spells enchanted into them,only one of which may be above 2nd level.
Any 1st or 2nd level spell may be cast 3/day.
Any 3rd level spell may be cast 2/day.
A 4th level spell may only be cast once per day
ALL magical wands give the Wielder +2 to hit with spells that require an Attack roll.
A multi-spell wand costs the same as making 2 or 3 single spell wands,but the total crafting time is halved.
· STAVES-May have up to 6 spells enchanted into them,only 2 of which may be above 4th level.
Any 1st or 2nd level spell may be cast 3/day.
Any 3rd or 4th level spell may be cast 2/day.
Any 5th or 6th level spell may be cast once per day.
ALL magical Staves may apply REACH to a TOUCH range spell once per day.
Base price = spell level × caster level × 1000gp.Crafted the same as Wands.


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What do you think of these?
Grappling (revised)
There are three different ways to initiate a grapple from a standing position.
TACKLE- The grappler makes a CMB check vs. the CMD of the defender.
If the grappler fails: he falls prone,either in the square in front of the defender,or behind the defender (defender's choice).
If the grappler succeeds: both the grappler and the grappled are prone and have the grappled condition.The grappler may end the grapple as a free action...but is still prone.
GRAB- Only one free hand is required to perform a grab,doing so with both gives a +2 bonus.
If the grappler succeeds:The defender is considered entangled and must beat the grapplers CMD to end the effect.The grappler may end the effect as a free action.Nothing happens if the grappler fails.
RESTRAIN- Requires two free hands to perform.
If the Grappler succeeds: Both the grappler and the grappled are considered pinned,but the grappler may end this condition as a free action.He may choose to maintain the grapple,turn it into a grab,or simply let go.
If the grappler fails: The defender may attempt to grapple the attacker as an immediate Attack of opportunity.


I made a blog of the house rules that are in effect for my campaigns.So that the players would be able to easily access it and I figured I would share it with you guys as well.
Constructive criticism is welcome.
The books currently being used are the Pathfinder core,The players guide to the realms.The FRCS.Ultimate combat,Ult.Magic,and the Adv.players guide.
The blog does not contain the 2 for 1 feat list yet b/c they are already highlighted in my books and are very time consuming to post.
CHECK IT OUT. http://larkspireslair.wordpress.com


Than the forgotten Realms?
I ask because I've played in the realms most of my games,some Greyhawk,some Dragonlance but mostly FR.
I hoping you'll provide me with some good reasons to let that go and just accept the new setting,but I'm on the verge of buying the rest of the 3.5 realms books.
All IP considerations aside,which setting do you enjoy more? Why?
What's the biggest difference?


This is something I am doing for an upcoming game and I feel it's the simplest solution to the obvious upper power lvl disparity among characters.
I've divided the classes in the PG and the APG into slow,med,and fast advancement.
Fast(green):Fighter,Rogue,Monk,Cavalier.
Medium(blue):Ranger,Paladin,Barbarian,Bard,Inquisitor,Alchemist.
Slow(purple):Wizard,Sorcerer,Cleric,Druid,Witch,Summoner,Oracle.

What do you think about this? Do the Tiers seem right? Would you change anything?


Hello everyone! this is my first post here.I've enjoyed lurking until now.I've played D&D and other RPGs since Halfling was a character class.
I recently acquired the pathfinder book and I really love what they've done with it.
I do find the point spend method recommended somewhat lackluster..even w/ 25 points.So I devised my own.
IMHO it creates balanced playable characters.
Each player gets 20 pts.
The costs for scores are as follows.
8 +1 (gives bonus to spend elsewhere)
10 - (default-all scores start here)
12 -1 (negative values cost points)
13 -2
14 -4
15 -5
16 -7
17 -8
18 -10
Try it out and see how you like it.I only play tabletop..so I know nothing of online Pathfinder...but this method makes for good characters for tabletop.
Thanks for looking! Happy HoboMurdering :)