When I bought the Pathfinder second edition book at my local game store, is it possible to get a pdf copy of the same book?
I was considering adding a Tiny sized race to my home campaign that had advanced technology (Fusion Generators for electricity, Battlemechs (which work out to be medium sized constructs) etc.
Now my question is, how could I reflect the technology advancement in the race creation points? Or even should I?

Before the Advanced Class Guide was talked about, I created a system for home games that lets you take two classes and "merge" them.
Unlike Gestalting, you don't gain everything from each class, and you have to "pay" for it with class levels that don't gain you any advancement but more hit points.
Level (HD) Hybrid Class Levels Benefits
1 1/1 Best HD, BAB, Saves, of Both Classes, merged special abilities
2 1/1 Alternate (Worst) HD, no level advancement in classes
3 2/2 Best HD, BAB, Saves of Both Classes, merged special abilities
4 3/3 Best HD, BAB, Saves of Both Classes, merged special abilities
5 4/4 Best HD, BAB, Saves of Both Classes, merged special abilities
6 4/4 Alternate (Worst) HD, no level advancement in classes
7 5/5 Best HD, BAB, Saves of Both Classes, merged special abilities
8 6/6 Best HD, BAB, Saves of Both Classes, merged special abilities
9 7/7 Best HD, BAB, Saves of Both Classes, merged special abilities
10 7/7 Alternate (Worst) HD, no level advancement in classes
11 8/8 Best HD, BAB, Saves of Both Classes, merged special abilities
12 9/9 Best HD, BAB, Saves of Both Classes, merged special abilities
13 10/10 Best HD, BAB, Saves of Both Classes, merged special abilities
14 10/10 Alternate (Worst) HD, no level advancement in classes
15 11/11 Best HD, BAB, Saves of Both Classes, merged special abilities
16 12/12 Best HD, BAB, Saves of Both Classes, merged special abilities
17 13/13 Best HD, BAB, Saves of Both Classes, merged special abilities
18 13/13 Alternate (Worst) HD, no level advancement in classes
19 14/14 Best HD, BAB, Saves of Both Classes, merged special abilities
20 15/15 Best HD, BAB, Saves of Both Classes, merged special abilities
In order to keep from creating overpowered combinations, you can only hybrid two classes together from different groups.
Group A Group B Group C
Fighter Wizard Druid
Paladin Sorcerer Cleric
Monk Bard
Level Hybrid Benefit
1 1/1 Best HD, BAB, Saves, special abilities from both classes
2 1/1 Gain HD of other class, but no other level increases
I'd be really interested in feedback, especially from Math whizzes that can Min/Max this and tell me if its broken
:)
The title kinda says it all.
I'm going to assume a 7? Tiny is 4 RP, Large is 7.
Does an Artificer gain bonus Weird Science devices as a wizard gain's bonus' due to high Intelligence?
So I'm playing a Wild Rider halfling druid who is riding on the back of an ape. The ape has simple weapon prof: Club and actively enters combat. My question is this.. if I want to armor my ape, do I buy him barding, or do I have to wait till the ape gets another feat and get him armor prof??

I'm working on a homebrew class that takes the concept of a Warlock and advances it. Because the first trial concept of the class had a glowing light shield and fired light beams for damage, I named them Lanterns.
No need to panic however, they do not have magic rings, their powers come from a Patron.
It's still in the dev stages, but here's a run down. Unlike Warlocks, Lanterns can also take Domain abilities as well as arcane school abilities. This lets you created one Lantern that can heal or even "channel energy", while another could use transformation like abilities.
What I have so far....
Lantern
A Lantern is a person bound by a mystic Oath. An Oath so powerful it fills the Lantern with mystic energy known as *Light*. People become Lanterns for many reasons, some to avenge wrongs, some to protect others, and some just for the pure power. The Lantern Oath also binds the Lantern to an Order, like the Cavalier Orders.
Lanterns are chosen by powerful beings known as Patrons. Patrons can be Gods, spirits, or perhaps the force of magic itself. The Patron is the one that gives the Lantern their Oath, and the Patron can also revoke the Oath. At a crucial moment in the Lantern’s life, the Patron will offer the powers of a Lantern in exchange for the Lantern’s dedication to the Oath.
Whenever Lantern’s use their powers, their eyes and hands glow with colored Light, and the item or effect they create also seem to be made of the same colored Light.
Role: Lanterns are a support class. They have a limited amount of powers but they can use those powers over and over, providing a good supplement to any party.
Alignment: Lawful. Any Lantern that deviates from Lawful risks having the Patron track the Lantern down and remove their powers.
Hit Die: D8
Skills: Acrobatics (Dex), Bluff (Cha), Craft Construct (Int), Diplomacy (Cha), Knowledge (The Planes), Knowledge (Religion), Knowledge (Arcana), Linguistics, Profession, Sense Motive.
Skill Points per level: 4
Level BAB FORT REF WILL Special Invocations
1 2 3 4
1 +0 +0 +0 +2 Oath, Cantrips, Invocations, Shield (AC1/DR1) 1
2 +1 +0 +0 +3 2 School or Domain Abilities 2
3 +2 +1 +1 +3 Shield(AC2/DR2) 2
4 +3 +1 +1 +4 School Ability 3 1
5 +3 +1 +1 +4 Enhanced Ability (+1) 3 1 1
6 +4 +2 +2 +5 School Ability 3 2 1
7 +5 +2 +2 +5 Shield(AC4/DR4) 4 2 2
8 +6/+1 +2 +2 +6 School Ability 4 3 2
9 +6/+1 +3 +3 +6 Enhanced Ability (+2) 4 3 3
10 +7/+2 +3 +3 +7 School Ability 4 3 3 1
11 +8/+3 +3 +3 +7 Shield(AC4/DR8) 5 4 3 1
12 +9/+4 +4 +4 +8 School Ability 5 4 4 1
13 +9/+4 +4 +4 +8 Enhanced Ability (+3) 5 4 4 2
14 +10/+5 +4 +4 +9 School Ability 6 5 4 2
15 +11/+6/+1 +5 +5 +9 Shield(AC5/DR10) 6 5 4 3
16 +12/+7/+2 +5 +5 +10 School Ability 6 6 5 3
17 +12/+7/+2 +5 +5 +10 Enhanced Ability (+4) 6 6 5 4
18 +13/+8/+3 +6 +6 +11 School Ability 6 6 5 4
19 +14/+9/+4 +6 +6 +11 Shield(AC5/DR15) 6 6 6 5
20 +15/+10/+5 +6 +6 +12 School Ability 6 6 6 5
Class Features
Cantrips: A Lantern gains access to a number of cantrips, or 0-Level spells equal to his Wisdom Mod
Enhanced Ability: At lvl 5, and every 4 levels after that, the Lantern gains the ability to add an enchantment equivalent to the School Abilities and Invocations they know. At lvl 5 this bonus is +1, but this can be used to purchase enchantments as if there was already a +1 enhancement.
Invocations: Invocations are spell like abilities a Lantern learns. These abilities duplicate the effect of a spell, either arcane or divine. Invocations are usable a number of times per day equal to 1 plus half the class level of the Lantern, rounded up. To push himself, a Lantern can continue to try to use the Invocation, but that requires a Spellcraft check starting at DC 20 and rising by one every additional time the Invocation is used. Invocations use the Lantern’s Class level as Caster level for spell effects, duration, etc, but the spell seems to be generated in whatever Light the Lantern uses. Lantern’s gain bonus Invocations based on their Wisdom score.
Oath:
School Abilities: School abilities come from either the Arcane School Lists, or the Domain abilities list. In addition, the Lantern may learn additional school abilities listed in this section. The Lantern may only take a school ability less than or equal to his Lantern level. He may also take a cantrip in place of a school ability. For example, a 2nd level Lantern gets a new school ability. Since he is not yet fourth level, he must select a 1st level ability or cantrip.
The Lantern does not need to take a lower level school ability in order to select a higher one. For example, a 4th level Lantern can select summon monster even if he doesn’t have acid dart. In addition, the Lantern may swap school abilities whenever he is able to take a new school ability, but he must replace the old one with a school ability of equal or lesser value (cantrips can only be swapped for other cantrips).
The Lantern’s level is used to determine the caster level for school abilities. The DC for any save is equal to 10 + the spell’s level + the caster’s Wisdom modifier. School abilities are not spells and thus cannot be affected by metamagic Feats. Using a school ability is a standard action.
Abjuration School
CL Ability
4th Arcane Grip (Su): Any door, window, chest, or other opening with a lid that you touch remains locked as per the arcane lock spell. You must continue to touch the object in order for this effect to remain in place. Anything that can open an arcane lock can also foil this ability.
12th Break Enchantment (Su): This ability works exactly as the spell of the same name. You can only use this ability on a single person or object once per day.
16th Mind Veil (Su): Your mind is shielded from scrying or manipulation as per the mind blank spell.
Conjuration School
CL Ability
4th Summon Monster (Su): You can summon monsters to aid you as per the summon monster II spell. The duration lasts a day. Creatures summoned always have maximum hit points.
12th Combat Teleport (Su): You can instantly teleport anywhere that you can see. Roll a d20. On a 6-20, you end up exactly where you want to be. On a 2-5, you appear close to it. Roll a d8 to determine the direction (N, NE, E, etc) and then roll a 1d4 to determine the number of 5-foot squares in that direction you’ve moved. If this is impossible (e.g. you were trying to teleport near a wall), then you appear as close as you can in that direction. On a roll of 1, you suffer a mishap. You take 1d10 points of damage and roll again (perhaps changing directions and/or suffering mishaps again). You keep rerolling as long as you suffer mishaps. In addition, you are dazed for 1d4 rounds.
16th Phase Self (Su): You can create an ethereal door that only you can pass through. This functions as the phase door spell except that you cannot take or allow anyone else through the passage. The ethereal door only opens as you pass through it and closes as soon as you leave. It is possible for an opponent to target you through the door before your next turn.
20th Summoning Master (Su): You may use any summon monster spell for this ability.
Divination School
CL Ability
4th See Invisible (Su): You see invisible creatures or objects as per the see invisibility spell.
12th Analyze Magic (Su): You discern the properties of any magic item as per the analyze dweomer spell.
16th Find Person (Su): You can locate a person no matter where she is. You can only concentrate on a single individual at a time and, once you change people, you can no longer use this ability for the previous target for the rest of the day.
Enchantment School
CL Ability
4th Heroic Touch (Su): You gain a +2 morale bonus on attack rolls, saves, and skill checks. You can transfer this ability to another creature with a touch, but you lose the benefits while the other creature is affected. You can take back the bonus at any time.
12th Hypnotic Presence (Su): You can influence anyone within 10 feet with as per a suggestion spell.
16th Trembling Presence (Su): Any creature that gets within 30 feet of you gets the shaken condition. You may select which creatures within range are affected. There is no saving throw, but magic resistance applies.
Evocation School
CL Ability
1st Arcane Bolt (Su): You can make a ranged touch attack that does 1d6 points of damage, +1d6 for every two warlock levels. The warlock may choose whether the damage is acid, cold, electricity, or fire. The range on an Arcane Bolt is 100ft. + 10ft./level.
Errata
The range on an Arcane Bolt is 100ft. + 10ft./level.
[Source]
4th Arcane Burst (Su): You can use his arcane bolt as a burst effect with a 20 foot radius.
12th Arcane Flurry (Su): You can divide your arcane bolts into multiple bolts that do half damage. You may manifest a number of bolts equal to your caster level/4 (so three at 12th, four at 16th). These bolts require separate ranged touch attacks and cannot manifest a burst effect.
16th Arcane Eruption (Su): You can now use your flurry bolts for burst effects. Each bolt has a burst effect with a 40 foot radius.
Illusion School
CL Ability
4th Blurry Form (Su): Attacks miss you 20% of the time when you use this ability. Your attacks also have a 20% miss chance while you are in blurry form.
12th Phantasmal Demon (Su): You can create a phantom fear that attacks the target. This operates as per phantasmal killer, except that the target is not subject to immediate death and takes 1d6 damage for every 3 warlock levels (4d6 at 12th level, 5d6 at 15th level, 6d6 at 18th level).
16th Phantasmal Dance (Su): You can affect multiple targets, as per the weird spell. This ability still does not cause death, nor does it cause the Strength damage.
Necromancy School
CL Ability
4th Draining Touch (Su): You can make a melee touch attack. If you succeed then the target is shaken for 1d4 rounds.
12th Touch of Fatigue (Su): Your draining touch now causes a target to become fatigued if he fails a Fortitude save.
16th Astral Travel (Su): You may travel into the astral plane at will, as per astral projection. Unlike the spell, however, you cannot take anyone else with you.
Transmutation School
CL Ability
4th Levitate (Su): You can levitate as per the levitate spell.
12th Physically Fit (Su): You can add a +2 bonus to one of his ability scores. You may change the ability score affected from round to round.
16th Iron Skin (Su): You can turn your body into living iron, as per the iron body spell.
Shield: A Lantern can use his Light energy to create a glowing shield around him, or even project the shield around others. At lvl 1, the Shield is AC 1 DR 1, but increases as the lantern gains abilities. When the Lantern learns Enhancement abilities, any Armor or Shield enhancements can be added to the Shield.
So I am making a home made race that I want to give the abilities of a lvl 1 cleric.
Would this just be a CR+1 and give them the abilities of a cleric?
I'm working on building a playable race who, like the goa'uld of stargate have to find a humanoid host in order to adventure.
However, I'm also a bit of a rules lawyer, in the fact that I want to be able to use the Advanced Race Guide to show the point costs for said race as well as having rules for taking hosts.
That being said, there's very few entries in the ARG that can help.
How much should being a parasite cost?
What kind of attack would be taking a host?
How would you create/roll the host's stats so that the parasite doesn't become so uber compared to the rest of the party?
Any ideas?

Ok guys, here is your chance. I've been given the opportunity to rewrite Infinite Futures for Avalon Games and make it into what the Future of Pathfinder should be.
So I want to open the floor. What do you, as GM's, players, readers and collectors want in a Futuristic Setting.
Here's my initial view for Infinite Future's 2
1. Generic. The book should be about HOW you play, not a bunch of fluff about a universe you ton't want to play in. Just the changes to Pathfinder to enjoy playing games in a modern or Scifi setting.
2. Guiding. Once the rules are in place, IF 2 will show you how to choose your setting. Fights with vampires on the streets of Seattle, or Laser sword fights on the floating cities of Mars. All will be possible, and we'll show you how to lay out the technology and choices for YOUR world.
3. Supported. Once IF2 is out the door, Avalon has plans for 2 "Official" settings. Fringe, a science fiction adventure on the edge of controlled space with alien threats to conquer, and Nova Avalon, a Fantasy/Scifi hybrid where both magic and science work together and have taken mankind to the stars.
So now, I want to hear from you. What are your hopes and dreams for a Science Fiction rules set for Pathfinder?
Suppose I have a high tech like dart gun (or tranq gun). I fill the delivery dart with a healing potion.
Later, in combat, i fire said dart at an ally. Do they get the effect of a Cure Potion?
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Just because I love weird races, I wanted to make a playable version of both the Puppeteer and Intellect Devourer.
The Puppeteer is listed as a CR 1 creature, so I'm guessing making it into a race wouldn't be too hard, but what would the point cost?
Another race idea is based on the Intellect Devourer. I wanted to strip away most of it's special abilities and just leave it the "Body Thief" ability from P 215 of Dreamscarred Press' Psionic's Unleashed.
Any ideas?
This is becoming quite popular with my table. Someone in the party will save up and get a Mage's Magnificent mansion turned into a magical item. My question is, how much? We tried figuring out the cost, and we get a number around 24k.
24k and your group can have it's own base with them at any time. While it's a cool idea, what are the RAW for this magic item? Should it be more expensive? Is the mansion now permanent and anything they put in it will always be there?
Questions questions...
I want to create an Enchantment for Armor that mimics the ability of a Necklace of Adaptation. The Necklace requires the 2nd level spell "Alter Self".
Are there any guidelines for creating Enchantment Bonus' from spells?
Ok, I know I've brought this up before, but I really need to vent this.
In my campaigns, Artificers are the gadgeteers of the world. RAW, they can make "weird science" objects, which mimic's spell effects. These objects must be made beforehand, as they take hours to make. The description goes on to explain that others can attempt to use the devices.
Using this, my Artificers have built things like CLW pens that people can use to cast CLW on themselves, shield rings, broach communicators, and more.
Now no where that I can read says that these devices "stop working" after they are made. Unless you break them, they work forever.
Is this somehow misinterpreting the text?? as I've been told the items "stop working" the next day that the Artificer refreshes his "spell list"?
This makes the Artificer the PERFECT support class. He can fix almost anything, boost almost anything, and even throw a good attack spell now and again. I love this class this way. But am I wrong??
Here's the issue. I play an NPC that comes along with the party and helps out as best he can. As a bard, he can buff, heal, and even help with combat.
However, he usually ends up with the highest CHA score in the party, making him the "choice" for diplomacy or bluff checks.
Is there a class out there somewhere that does the same kind of buffs and spells, but doesn't use CHA?
In another thread, I've been asking about kobold half dragons, and it seems the majority of the answers I'm getting is "Half Dragons" are for encounters.
Does this mean PC's shouldn't use the templates in the Beastiary for playable races?
So I did a quick search through the forums, and found a few entries for this, but my players have pulled a fast one on me that I need some advice on.
Kobold, as a race, is listed as -2 CR.
Half Dragon, as a template, is listed as +2 CR
Does this mean a Kobold Half Dragon is actually a 0 CR race?
I'm working on Races for an upcoming world book. One of my races, the Ellyon, are a race of Diminutive winged humanoids resembling Fey, but are in fact quite mortal.
The cost in the Advanced Racial Guide for Tiny is 4 RP, what would the cost of Diminutive be?
My hope is, to provide each race not only with its own history and background, but also a racial stat block so anyone can see the cost and makeup of the races.
Any suggestions are welcome!
What I'm looking to do is create a class that instead of casting "animate skeleton" and Animate Dead, you can create and animate simple manikins. So I guess not so much of a class, but some new spells or creatures that could make my skeletal legion necromancer not have to tap into the Dark Powers and tick off all those do-gooder paladins.
Any thoughts?
For an upcoming SciFi/Magic campaign book I'm writing, I have created a race called Scarabs. Basically, this race is a millipede like insectoid creature about 2 feet long with a flat, beetle like head. It attaches to a creatures spine via its many legs and attaches it's head to the back of the creature's head. It injects a poison that, if not resisted, can kill the higher brain functions of the host creature. Now the Scarab inserts fibres and connectors that allow it to control the creature's body like a puppet.
I have all that in rules and figured out, what is perplexing me is what to do about the host body.
It's brain dead, does that mean it's not living and cure spells would not affect it?
Is it still living and cure spells can fix it, what about healing the damage to the brain while the Scarab is still attached?
I'm proud to say my first book for Pathfinder has been published on RPGnow.com. This supplement for Avalon Game Companies "Infinite Futures" Pathfinder Sci-Fi rules allows for magic and science fiction to play together at last.
http://www.rpgnow.com/product_info.php?products_id=100180
This is all leading up towards my Pathfinder Sci-Fi/Magic setting Star Empire, where starships and magic work together under the rules of the human driven Star Empire.
So I love what the basics of the Race Guide gives you. You can now build custom races in minutes and know they are as balanced as the core races.
However, what if I wanted to go out there and build something like the Stargate Goa'uld? Where is "Parasite" for a weakness? How about the ability to take hosts?
Yes, I know, the evil, not well written Synthesist.
All I want to know is how many times can a Sythesist "fuse" with his Eidolon? Is it just once a day? Is the Synthesist to wander around town floating inside this outsider creature?
Or is it that the systhesist can call on the Fusion as long as the Eidolon is "summoned"?
Ok, this is probably going to be one of the more "Out there" concepts in Pathfinder, BUT.. I'd love to get people's opinion on how to make up a race of magical constructs that transform as my beloved hasbro toys do.
Anyone have any bright ideas?
In a home campaign, I have written up rules for playing "Living Toys", action figure sized creatures that have come to life.
In one rulebook I have, 6 inches tall is listed as "Tiny".
In another book I have, 6 inches tall is listed as "Diminutive"
Can I get a somewhat official take on this?
My wife recently pointed out two things that I need cleared up from the Tome of Secrets.
1. What stat is used for the Artificer's Weird Science ability for DC?
2. When it lists "Weird Science" infusions in the class chart, is that Weird Science infusions known or how many the artificer can memorize that day or ?
Thanks
I have a home game where one of the races is Diminutive in size. In order to be viable in combat, he is using a +1 Forceshot pistol out of ToS. According to the book, it does 1d6 Force damage as it is based on the Magic Missile spell.
My question then is, if it's made for a Dim size character, does the weapon damage scale? What about from a wand?
Ok, just cause I'd love to know some actual reasons, but WHY on earth is use magic device based on CHA? CHA is supposed to be your force of personality yes? so are you trying to convince the magic item it likes you and wants to work? Are you performing an expert monologue to stimulate the wand into working?
Wisdom is the basis for Will, and Intelligence is the basis for arcane magic. Why aren't one of these the basis for Use Magic Device?
In my games, I allow the players to decide to take UMD based on INT, or keep it on CHA. I've had multiple arguments that players state UMD based on CHA means you are "imposing your will" on the magic item. But if the item isn't sentient then how will it know you are a clever speaker?
Ok, I know the name sucks and I'm working on a rename, but I've been working on a class that is to Constructs what a Druid is to animals.
Basically put, Arcane spells for repair and creation of Constructs, construct companion, and eventually Construct Shape.
Until the rules for the Eidolon came out, I was stuck for how to build the construct shapes, but now I'm thinking if I use the same ruleset from the Eidolon for constructs, and allow a Constructicon <cringe> to turn into one at 5th level that might work.
What I'm looking for is some feedback for a good name and some extra class abilities?
In our Pathfinder campaign we are using the Armor as DR rules taken out of Unearthed Arcana. As such, most of the party has at least DR:1/-
My question is, does this protect against spells or magical effects?
What about strikes from magical weapons?
In one part of the DR descriptions, I found that Magic and magical effects ignore DR. Does that include a +1 Longsword?
What if the armor itself is magical as well?

This race is from my Homebrew setting "Ruin Marches", which takes place 400 years after the Great War.
The Soulbound
Hundreds of years ago, the great nations of Avaria and Drakor waged a war that changed the world. Dire magics used by both sides rendered fields unable to grow food and water as poison as venom. Creatures created of magic and steam walked the land destroying anything believed to be an enemy. The Great War ended with both great nations reduced to ruins and fallow deserts.
Avarian Artificers worked for many weeks on a way of letting the survivors of the Great War carry on, but food and resources were low. Eventually the surviving populous began dying off to starvation and sickness. It was then that a lowly Toy Artificer named Martak was led by the gods to a way to help everyone survive. Martak made Living Dolls for children, constructs that combined metal and wood with living tissue. Each Living Doll could eat and drink and behave just like a tiny person would, but they had no will of their own, and would obey their owners every whim. Call for Martaks wares had stopped when the Great War started, leaving him lots of time to putter around in his workshop. While watching a pair of his last Living Dolls tend a tiny garden in his home, Martak realized the Living Dolls could survive on less than 1/1000th of what a full size person would need. If he could turn himself and the rest of the survivors into Living Dolls, everyone could live. He took one of the Living Dolls not yet animated and worked on creating a method of putting his conscious soul into the tiny being. As if by lead by Divine Knowledge, it took Martak only days to create the Soulbound Eye. The Eye was a crystal the size of a pea that would fit inside the head of a Living Doll. When someone looked into the Soulbound Eye and the Eye was activated, it would pull their living soul into the Doll and animate it as their own body. Martak designed a special Living Doll, with a head that could open allowing the Eye to sit inside. He then converted his Assembler to build more Souldbound Eye’s and the special Dolls.
He took his creation to the surviving Councilmembers, sure that they would see the opportunity to allow all the survivors of Avaria a chance to live on.
Instead, the Council condemned Martak’s idea, stating that these tiny dolls would not allow the Avarians to continue to use the weapons of war to “Bring an end to the Great War by destroying their hated enemies”. Martak was distraught. People were dying by the hundreds each day due to lack of food and water, yet their leaders still wanted to fight a war.
Arriving at home, he found his wife lying on the floor, stricken by poisons in the water. Martak knew she would sicken and die a painful death, as he had watched so many friends do before. He carried her down to his workshop, begging her to hang on to life long enough for him to do what must be done. He worked feverishly over his Assembler to create a Living Doll that resembled his wife. Hours passed and Martak’s wife grew sicker and sicker. As her breathing began to become labored, Martak completed his Living Doll and held his wife while she looked into the SoulBound Eye. With a flash of light the Eye drew out the dying woman’s soul and held it in the tiny Doll, the head closed and the tiny creature began to breath. Placing the Doll into one of the many dollhouses he had in his workshop, Martak began to work on more Living Dolls, knowing his time was limited.
That morning, his wife awoke in her new body. At first bewildered and confused, she very quickly realized what Martak had done and tried to find her husband. She found him laying over his workbench, the Assembler underneath him. He had died of the same poison water that had sickened her, but had never stopped working on his project. A note scrawled next to his body explained that the Assembler would now copy the appearance of whoever stood in front of it and create a new Living Doll with a Soulbound gem within it. His wife went to all their friends, and told them of what her husband had done, and faced with a painful death, they too came and stood before the Assembler. More and more people heard of the process and soon the Soulbound were born.
Physical Description
Soulbound appear to be tiny humanoids made of wood and flesh. They appear human save for wooden plates at their joints and a leathery like flesh. Their heads have a wooden plate over their forehead and eyes, giving the appearance of a mask.
Game Attributes
-6 STR, +2 DEX +2 Con. Soulbound are very small creatures and thus have very little in the way of Strength, but they are nimble and quite hearty. Since they were once human, they gain a +2 bonus on either INT, WIS, or CHA.
Fine Soulbound are Fine in size, granting them a +8 bonus to AC, +16 to Stealth, and -8 to CMD Treat 1 inch = 1 foot when figuring height of a Soulbound
Living Construct Soulbound are of the Living Construct subtype, which combine Construct and Humanoid Traits.
- Unlike other constructs, a living construct has a Constitution score. A living construct does not gain bonus hit points by size but gains (or loses) bonus hit points through a Constitution bonus (or penalty) as with other living creatures.
- Unlike other constructs, a living construct does not have low-light vision or darkvision.
- Unlike other constructs, a living construct is not immune to mind-influencing effects.
- Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, and energy drain.
- A living construct cannot heal damage naturally.
- Unlike other constructs, living constructs are subject to critical hits, effects requiring a Fort save, death from massive damage, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects.
- Unlike other constructs, a living construct can use the run action.
- Living constructs can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a living construct can be healed by a cure light wounds spell or a repair light damage spell, for example, and a living construct is vulnerable to a harm spell. However, spells from the healing subschool provide only half effect to a living construct.
- A living construct responds slightly differently from other living creatures when reduced to 0 hit points. A living construct with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and greater than -10, a living construct is inert. He is unconscious and helpless, and he cannot perform any actions. However, an inert living construct does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable.
- Can be raised or resurrected.
- Does not need to sleep, and only needs minute amounts of food and water to survive.
- Does not need to sleep, but must rest for 8 hours before preparing spells.

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After being inspired by another threat talking about the Gargoyles (Admittedly my favorite cartoon now and then) I decided to bring them into my Sky Realms home campaign. Although I didn't opt for the Living Construct approach as discussed on the other thread I would be interested in getting feedback.
This is a draft, without all the fluff.
The Gargoyle
Medium Size: +2 STR or +2 WIS, -4 CHA
Small Size: +2 DEX or +2 INT, -4 CHA
Natural Attack: Gargoyles have claws doing 1d4 for small, 1d6 for medium
Stone Sleep: When Gargoyles sleep, they change from flesh and blood into Stone. This state lasts for 4 hours, and the Gargoyle is helpless and unresponsive the entire time. If attacked, the stone Gargoyle can be shattered, instantly killing the sleeping Gargoyle. However, while in Stone Sleep, Gargoyles gain Fast Healing 1, allowing them to recover from nearly any wound after the 4 hours resting as a statue.
Wings:Gargoyles have wings which allow Flight (Clumsy). The exact appearance of the wings is up to the player.
Thoughts/Comments?
Somewhere, sometime, in some D20 book, I remember coming across a feat that let a multiclass Monk/Druid use his monk abilities in animal form.
I am drawing a complete blank as to where I saw it.
Anyone have any idea? Comments on the conversion to PF?
As a fan of the neitchien people from Andromeda, my wife wants to play a neitchien. I want to use the Pathfinder Race cookbook to make it a fair base race, but do I have to come up with another name, like Uber, or is neitchien fair game?
In one of my homebrew campaigns (Currently I have 3) the idea of Ki points and even Ki powers don't work with the flavor of the setting.
Would you think it was game balanced to take away the monk's Ki powers and replace them with Divine spells from a limited list. I was considering giving them spell progressions as per a bard at 2 levels lower than the monk's level.
Thoughts?

While reading over the new posts, I came across a thread talking about Apprentice levels, and while interesting, it didn't really fit what happens in my games. Then someone mentioned Hybrids from 4E.
<ducks all the rotten tomatoes>
Now, I have played 4E, and personally, if all you want is a tabletop game with simple characters and powers, it does it's job well. However, I prefer Roleplaying in my RPG's so Pathfinder has become the ONLY D&D style rules system I'll play.
That being said, there was one feature from 4E that I rather liked... that being Hybrid Classes.
I run two tables for Pathfinder. One is a group of 6 players, the other a group of 3 (Including myself as DM) The smaller group often finds it necessary to multiclass in order to have a healer, arcanist, fighter and rogue basics in party. While Multiclassing works, at 6th level you have 2 3rd level classes but the monsters you are facing are all much more powerful than you are. I've considered letting my players Gestalt two classes together, but then you get the problem that if one character doesn't want to run a Gestalt, it's much less powerful than his compatriots.
What I would like to see, is official Hybrid rules that you could merge the abilities of two classes while still remaining equal or on par with non hybrid classes of your own level.
Thoughts?
First off, hello to all. This is my first post after lurking here all through Round 1 Playtesting.
After reading through the Summoner, I'm confused on one point. It says the summoner can summon his Eidolon once per day. That's it? Not once per day per level? Seems that there will be many times the Eidolon wouldn't be able to follow his summoner around (in a city perhaps) and this would really limit the ability of the summoner to use his "prime helper".
Even a lvl 20 Summoner can only call on his Eidolon once in a 24 hour period? Am I missing something?
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