paizo.com Recent Posts by Lucky Salamanderpaizo.com Recent Posts by Lucky Salamander2022-05-26T22:23:18Z2022-05-26T22:23:18ZRe: Forums: Rise of the Runelords: Post your RotR groupLucky Salamanderhttps://paizo.com/threads/rzs2hjj2&page=9?Post-your-RotR-group#4502016-09-30T12:17:05Z2016-09-30T12:17:05Z<p>Just started the campaign as a GM, and have three characters.</p>
<p>Insanius Mirrorhaft, CG Male Dhampir Rogue 2. A sadistic Robin Hood type character, struggling to keep the need to cause pain to others in check. Hermit Native of Sandpoint, short, slightly overweight and craving adventure, and often bullied by the other natives for his undead heritage. A skilled archer and thief.</p>
<p>Spidier Turnrou, LG Male Half-Elf Monk 1/Cleric 1. A devout worshipper of Sarenae, he constantly is committing small evil acts and then redeeming himself. Traveler of Unknown Origin, has a thick French accent and is our front liner surprisingly.</p>
<p>Tygoer Bellowfoot, CG Male Gnome Sorcerer 2. Atheistic former assassin really trying to atone for all the vile deeds he did. Infernal bloodline and a focused blaster. Reluctant to kill the innocent and has no social skills (Charisma 7 even with the gnome bonus).</p>
<p>Igeir Swallowtouch, NG Male Human Summoner 1. NPC run by me. Tian Xian noble, made a deal with a devil for a companion that will never leave him in exchange for his soul, and is trying to win it back. Buffer and Summoner, and his eidolon is a tank and Flank Buddy.</p>Just started the campaign as a GM, and have three characters.
Insanius Mirrorhaft, CG Male Dhampir Rogue 2. A sadistic Robin Hood type character, struggling to keep the need to cause pain to others in check. Hermit Native of Sandpoint, short, slightly overweight and craving adventure, and often bullied by the other natives for his undead heritage. A skilled archer and thief.
Spidier Turnrou, LG Male Half-Elf Monk 1/Cleric 1. A devout worshipper of Sarenae, he constantly is committing small...Lucky Salamander2016-09-30T12:17:05ZRe: Forums/Pathfinder First Edition: General Discussion: Your personal Top 3 classesLucky Salamanderhttps://paizo.com/threads/rzs2tq0q&page=3?Your-personal-Top-3-classes#1362016-09-27T00:01:05Z2016-09-27T00:01:05Z<p>1) Alchemist</p>
<p>2) Arcanist</p>
<p>3) Inquisitor</p>
<p>Honourable Mention: Sorcerer/Cleric/Mystic Theurge</p>1) Alchemist
2) Arcanist
3) Inquisitor
Honourable Mention: Sorcerer/Cleric/Mystic TheurgeLucky Salamander2016-09-27T00:01:05ZForums: Advice: Another Campaign, Another Character, Which to pick?Lucky Salamanderhttps://paizo.com/threads/rzs2tvj4?Another-Campaign-Another-Character-Which-to-pick#12016-08-30T23:32:53Z2016-08-30T23:32:53Z<p>So I have another campaign rolling up, and I need help deciding which of these two characters to choose. Or go with something else entirely. The GM made two characters premade for each player, and everyone has chosen theirs but me. If we don't like either option then we can just make our own. We start at level 10.
<br />
The classes we have allowed are The Core Classes, plus Arcanist, Archivist from 3.5, and the Oracle.</p>
<p>LN Male Drow Archivist of Zon-Kuthon 10
<br />
(A generalist with a focus on utility and support)</p>
<p>or</p>
<p>NE or CN Male Human Sorcerer 3/Cleric of Lamashtu 3/ Mystic Theurge 4
<br />
(Battlefield controler, and the party face, focus on divination)
<br />
If I go this character, I'm not sure if I want to go NE or CN, because both suck.</p>
<p>Party Composition</p>
<p>CE Male Human Rogue 9/Assassin 1
<br />
(Sadist, murderer, and torturer, he is the classic "chaotic stupid" character, but still does what our leader says, and risks his life for the party)</p>
<p>CG Male Gnome Illusionist 10
<br />
(Absolute random nut, he loves to befundle his foes and prank his friends, and he is probably the most hated character in the party, he is extremely annoying)</p>
<p>LN Male Elf Ranger 10
<br />
(Professional tracker and survivalist, he is our glorious leader and we follow him blindly.)</p>
<p>LG Male Human Monk 3/Paladin 7
<br />
(Moral Compass of the party, he is trying with extreme effect to redeem the evil doers in the party, which he has sworn to do. Complete Tank and Secondary Scout.)</p>
<p>TN Female Halfling Cleric of Calistria 8/Druid 1/Shadowdancer 1
<br />
(Heal and buff bot, she is encouraging the party to take a step towards neutrality and enlightenment, but frequently conflicts with the paladin)</p>So I have another campaign rolling up, and I need help deciding which of these two characters to choose. Or go with something else entirely. The GM made two characters premade for each player, and everyone has chosen theirs but me. If we don't like either option then we can just make our own. We start at level 10.
The classes we have allowed are The Core Classes, plus Arcanist, Archivist from 3.5, and the Oracle.
LN Male Drow Archivist of Zon-Kuthon 10
(A generalist with a focus on utility...Lucky Salamander2016-08-30T23:32:53ZRe: Forums: Homebrew and House Rules: Homebrew Challenge: Pantheon GeneratorLucky Salamanderhttps://paizo.com/threads/rzs2pqaf&page=8?Homebrew-Challenge-Pantheon-Generator#3512016-08-23T00:26:34Z2016-08-22T13:27:29Z<p>Alignment:Neutral
<br />
Domains:
<br />
1. Madness
<br />
2. Strength
<br />
3. Glory
<br />
4. Water
<br />
5. War
<br />
Subdomains
<br />
Blood, Duels, Fist, Flowing, Heroism, Resolve.</p>
<p>Lekst
<br />
Major God of ale, soldiers, drinks and war.
<br />
Favored Weapon: Unarmed Strike</p>
<p>Lekst was born a Human in a not-yet discovered island, far from any true civilization. His people lived in tribes and small bands, and he was the bastard son of the chief of the largest tribe on the island.</p>
<p>When he came of age, something horrible happened. Soldiers of a great empire, now long-dead, came to his island. He knew what he had to do. He rallied all the tribes and united them under one banner, and declared war. The tribes had no hope of victory, as it was Fists and Spears against Firearms and Swords, and all of his warriors where cowards, never seeing a real fight. He went to the island's shaman, and asked what to do. The shaman gave him some herbs and water, and told him to figure it out. He toiled for hours watching his warriors die while he worked. After days, he finally figured it out. He had finally made, ALE. He loved the stuff, and gave it to all of his warriors. All of their fear washed away and they overwhelmed the soldiers.</p>
<p>They built rafts and canoes, and followed them to their homeland, leaving the island forever. The tribes became a powerful kingdom, spreading far and wide and absorbing many tribes into their numbers. As they spread, they took their ale with them, and very soon, ale was all over the world. One night, Lekst was assassinated. They buried him and trapped his soul in a gem. As a worship ritual they sacrificed the gem to the Creator, and his soul with it. He gave him life again as one of his many children, one of the Gods.</p>
<p>Lekst's sacred colors are brown and red. His favored animal is the camel. His followers include alcoholics,soldiers and warriors.</p>Alignment:Neutral
Domains:
1. Madness
2. Strength
3. Glory
4. Water
5. War
Subdomains
Blood, Duels, Fist, Flowing, Heroism, Resolve.
Lekst
Major God of ale, soldiers, drinks and war.
Favored Weapon: Unarmed Strike
Lekst was born a Human in a not-yet discovered island, far from any true civilization. His people lived in tribes and small bands, and he was the bastard son of the chief of the largest tribe on the island.
When he came of age, something horrible happened. Soldiers of a great...Lucky Salamander2016-08-22T13:27:29ZRe: Forums: Homebrew and House Rules: Help me Balance this Voodoo-themed ClassLucky Salamanderhttps://paizo.com/threads/rzs2ttbr?Help-me-Balance-this-Voodoothemed-Class#32016-07-31T01:25:23Z2016-07-31T01:25:23Z<p>Sure/Bump</p>Sure/BumpLucky Salamander2016-07-31T01:25:23ZForums: Homebrew and House Rules: Help me Balance this Voodoo-themed ClassLucky Salamanderhttps://paizo.com/threads/rzs2ttbr?Help-me-Balance-this-Voodoothemed-Class#12016-07-30T21:32:05Z2016-07-30T21:32:05Z<p>Here is the link.</p>
<p>Witch Doctor
<br />
https://docs.google.com/document/d/1pObHmhPI18vJMKzzYVnkT61Vm0QZ8OS3auu3lUN cxrg/edit</p>
<p>Remove the space between the UN and cx, I can't seem to remove it for some reason, and it prevents you from getting into the document.</p>Here is the link.
Witch Doctor
https://docs.google.com/document/d/1pObHmhPI18vJMKzzYVnkT61Vm0QZ8OS3auu3lUN cxrg/edit
Remove the space between the UN and cx, I can't seem to remove it for some reason, and it prevents you from getting into the document.Lucky Salamander2016-07-30T21:32:05ZRe: Forums/Pathfinder First Edition: General Discussion: Favorite Prestige ClassesLucky Salamanderhttps://paizo.com/threads/rzs2trxh?Favorite-Prestige-Classes#432016-07-16T20:44:36Z2016-07-16T20:44:36Z<p>It's an odd choice but my favorite must be the Pathfinder Chronicler for those deep pockets.</p>It's an odd choice but my favorite must be the Pathfinder Chronicler for those deep pockets.Lucky Salamander2016-07-16T20:44:36ZRe: Forums/Pathfinder First Edition: General Discussion: Your most favorite spell?Lucky Salamanderhttps://paizo.com/threads/rzs2tqjf&page=3?Your-most-favorite-spell#1052016-07-16T18:01:25Z2016-07-16T18:01:25Z<p>I'm a fan of Planar Binding Because I like magic circles.</p>
<p>Close seconds is arcane mark and acid splash.</p>I'm a fan of Planar Binding Because I like magic circles.
Close seconds is arcane mark and acid splash.Lucky Salamander2016-07-16T18:01:25ZRe: Forums: Homebrew and House Rules: Please tell me if this race is horribly unbalanced.Lucky Salamanderhttps://paizo.com/threads/rzs2ts5u?Please-tell-me-if-this-race-is-horribly#102016-07-16T17:49:41Z2016-07-16T17:49:41Z<p>Alright here is revised</p>
<p>Hulu</p>
<p>Hulu Racial Traits
<br />
+2 Charisma, +2 Dexterity, –2 Strength: The Hulu are persuasive and quick, but fairly weak for their size.</p>
<p>Hulu: The Hulu are humanoids with the hulu subtype.</p>
<p>Medium: The Hulu are Medium creatures and receive no bonuses or penalties due to their size.</p>
<p>Normal Speed: The Hulu have a base speed of 30 feet.</p>
<p>Acid Vulnerability: The flesh of the Hulu burn and melt more than most when faced with acid. They have acid vulnerability.</p>
<p>Aura of Evil: The Hulu have a particularly powerful aura of evil, regardless of their alignment. Hulu exude evil as a evil outsider of their Hit Dice.</p>
<p>Calling: Hulu have a natural power over demons, and are especially skilled at calling them. Whenever one of the Hulu call a creature with the demon subtype using Summon Monster and similar spells, they summon one extra demon of the same kind.</p>
<p>Darkvision: Hulu see in the dark for up to 60 feet.</p>
<p>Skilled: Hulu gain a +2 racial bonus on Knowledge (planes) and Spellcraft checks, and always treat those skills as class skills.</p>
<p>Whispering Magic: The Hulu add +1 to the DC of the saving throws of any Conjuration (calling) spells they cast. The Hulu can cast the following spells each once per day. Silence, Ghost Sound, Command.</p>
<p>Languages: The Hulu begin play speaking Common, Ignan and Abyssal. Hulu with high intelligence scores can choose from the following: Aklo, Aquan, Auran, Draconic, Dwarven, Goblin, Infernal, Orc, Terran and Undercommon.</p>
<p>Alternate Racial Traits</p>
<p>Soldier of the Pit: The Hulu who lack talent with calling demons often take up their arms with their weapons. Hulu with this racial trait are always proficient with the Trident and Spiked Chain,and negate the strength penalty of the Hulu. This Replaces Whispering Magic and Calling.</p>
<p>Earthborn: The hulu with this alternate trait are less tied to the abyss then others of their kind, and more tied to the earth instead. Hulu with this alternate trait gain a +1 natural armor bonus to their AC and automatically speak Terran. This replaces Aura of Evil, Whispering Magic, the Abyssal and Ignan languages and Acid Vulnerability.</p>Alright here is revised
Hulu
Hulu Racial Traits
+2 Charisma, +2 Dexterity, –2 Strength: The Hulu are persuasive and quick, but fairly weak for their size.
Hulu: The Hulu are humanoids with the hulu subtype.
Medium: The Hulu are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: The Hulu have a base speed of 30 feet.
Acid Vulnerability: The flesh of the Hulu burn and melt more than most when faced with acid. They have acid vulnerability.
Aura of Evil:...Lucky Salamander2016-07-16T17:49:41ZForums: Advice: Help with Deciding CharacterLucky Salamanderhttps://paizo.com/threads/rzs2tscq?Help-with-Deciding-Character#12016-07-16T03:04:25Z2016-07-16T03:04:25Z<p>I'm completely torn between two character concepts I have, and which class will better fit the party, my concepts are,</p>
<p>NG Samsaran Oracle of Bones mystery, found out the one of his past live's soul was stolen by a demon, which released to back into the material plane. Only now does he realize that his every action is already planned by the demon, and he tries desperately to change the future he saw.</p>
<p>LN Half-Orc Sorcerer of Shadow bloodline, once the chief of a fairly successful chiefdom of orcs, he was banished for ideas of the chiefdom becoming a full nation and abandon the tribal ways. A powerful Kyton Ruler promised him command of a nation much greater then his old one in return for only one thing, the soul of a powerful lich. The Kyton gave him a single seed of shadow that grows in time as he gets closer to gathering the soul of the lich.</p>
<p>Party is composed of</p>
<p>CE Tiefling Rogue (A criminal and murderer, is a loner and is only with the party because he hears that the great BBEG has a horde of treasure unmatched by anything else, hates the paladin in the party). (Sneaky guy and a glass cannon)</p>
<p>LN Elf Fighter (He took up arms in a Great War where he killed many, and his deeds have left him scarred, he is reluctant to kill any living creature and is a trained soldier. He joins the party because he found out the BBEG was the cause of the war and is seeking revenge). (Main offensive warrior)</p>
<p>CN Gnome Abjurer (Pyromaniac tasked with guarding the material plane from the ethereal one, the BBEG has plans to open a portal bigger than the world has ever seen, unleashing hordes of extraplanar creatures). (Buffer and Blaster with minor controlling)</p>
<p>LG Halfling Paladin (Stereotypical Paladin) (Main defensive warrior and primary healer)</p>
<p>NE Oread Blight Druid (A twisted person who is only with the party because the lich has a stash of items which will bring the end to civilization. Darkness domain and healing focus. (Main debuffer and secondary healer)</p>
<p>Me</p>
<p>Party starts at level 5</p>I'm completely torn between two character concepts I have, and which class will better fit the party, my concepts are,
NG Samsaran Oracle of Bones mystery, found out the one of his past live's soul was stolen by a demon, which released to back into the material plane. Only now does he realize that his every action is already planned by the demon, and he tries desperately to change the future he saw.
LN Half-Orc Sorcerer of Shadow bloodline, once the chief of a fairly successful chiefdom of...Lucky Salamander2016-07-16T03:04:25ZRe: Forums: Homebrew and House Rules: Magic Beans!!Lucky Salamanderhttps://paizo.com/threads/rzs2tj6n&page=3?Magic-Beans#1192016-08-07T01:39:27Z2016-07-15T01:56:35Z<p>174: A sprinkle golem appears and spreads the wrath of the might sprinkle lord far and wide. Use stats for clay golem and looks akin to this https://img0.etsystatic.com/037/0/8865543/il_340x270.534250120_hanh.jpg</p>174: A sprinkle golem appears and spreads the wrath of the might sprinkle lord far and wide. Use stats for clay golem and looks akin to this https://img0.etsystatic.com/037/0/8865543/il_340x270.534250120_hanh.jpgLucky Salamander2016-07-15T01:56:35ZRe: Forums: Homebrew and House Rules: Prestige class- CraftsmanLucky Salamanderhttps://paizo.com/threads/rzs2ts9u?Prestige-class-Craftsman#22016-07-15T01:39:27Z2016-07-15T01:39:27Z<p>Remember you need to be a caster to gain Craft Magic Arms and Armor.</p>Remember you need to be a caster to gain Craft Magic Arms and Armor.Lucky Salamander2016-07-15T01:39:27ZForums: Homebrew and House Rules: Please tell me if this race is horribly unbalanced.Lucky Salamanderhttps://paizo.com/threads/rzs2ts5u?Please-tell-me-if-this-race-is-horribly#12016-07-16T23:09:29Z2016-07-13T03:48:23Z<p>I wanted to create a race that can summon demons from level 1, starting with Dretch and Quasits then getting to more and more powerful demons. I hope it is not horrible unbalanced. Please help me balance it.</p>
<p>Hulu</p>
<p>Hulu Racial Traits
<br />
+2 Charisma, +2 Dexterity, –2 Strength: The Hulu are persuasive and quick, but fairly weak for their size.</p>
<p>Almost Human: The Hulu are humanoids with the human subtype.</p>
<p>Medium: The Hulu are Medium creatures and receive no bonuses or penalties due to their size.</p>
<p>Normal Speed: The Hulu have a base speed of 30 feet.</p>
<p>Acid Vulnerability: The flesh of the Hulu burn and melt more than most when faced with acid. They have acid vulnerability. (-4 Rp)</p>
<p>Aura of Evil: The Hulu have a particularly powerful aura of evil, regardless of their alignment. (0 Rp)</p>
<p>Calling: Hulu have a natural power over demons, and are especially skilled at calling them. Once per day, a demonic can call a demon as Planar Binding, save for that you may call as many hit dice of demons as double your character level. (4 Rp)</p>
<p>Darkvision: Hulu see in the dark for up to 60 feet. (2 Rp)</p>
<p>Skilled: Hulu gain a +2 racial bonus on Knowledge (planes) and Spellcraft checks, and always treat those skills as class skills. (4 Rp)</p>
<p>Demonic Magic: The Hulu add +1 to the DC of the saving throws of any Conjuration (calling) spells they cast. Hulu can cast Magic Circle against Evil once per day as a Spell-like ability. (4 Rp)</p>
<p>Languages: The Hulu begin play speaking Common, Ignan and Abyssal. Hulu with high intelligence scores can choose from the following: Aklo, Aquan, Auran, Draconic, Dwarven, Goblin, Infernal, Orc, Terran and Undercommon.</p>I wanted to create a race that can summon demons from level 1, starting with Dretch and Quasits then getting to more and more powerful demons. I hope it is not horrible unbalanced. Please help me balance it.
Hulu
Hulu Racial Traits
+2 Charisma, +2 Dexterity, –2 Strength: The Hulu are persuasive and quick, but fairly weak for their size.
Almost Human: The Hulu are humanoids with the human subtype.
Medium: The Hulu are Medium creatures and receive no bonuses or penalties due to their size.
...Lucky Salamander2016-07-13T03:48:23ZRe: Forums: Homebrew and House Rules: Hybrid of Bard and Sorcerer: Stage Magician!Lucky Salamanderhttps://paizo.com/threads/rzs2trwe?Hybrid-of-Bard-and-Sorcerer-Stage-Magician#52016-07-13T03:18:16Z2016-07-13T03:18:16Z<div class="messageboard-quotee">Ciaran Barnes wrote:</div><blockquote> How many skill points per level? What are the class skills?</blockquote><p>Ummm..... I don't know. Probably, 4 + INT or so? Class skills, off the top of my head, I have no clue.
<p>Uh, here might be a list of class list for it, and I also really like the idea.</p>
<p>Appraise, Bluff, Craft, Escape Artist, Knowledge (arcana), Knowledge (local), Perform, Profession, Sense Motive, Sleight of Hand, Spellcraft, Use Magic Device.</p>Ciaran Barnes wrote:How many skill points per level? What are the class skills?
Ummm..... I don't know. Probably, 4 + INT or so? Class skills, off the top of my head, I have no clue. Uh, here might be a list of class list for it, and I also really like the idea.
Appraise, Bluff, Craft, Escape Artist, Knowledge (arcana), Knowledge (local), Perform, Profession, Sense Motive, Sleight of Hand, Spellcraft, Use Magic Device.Lucky Salamander2016-07-13T03:18:16ZRe: Forums: Homebrew and House Rules: Homebrew Challenge: Pantheon GeneratorLucky Salamanderhttps://paizo.com/threads/rzs2pqaf&page=6?Homebrew-Challenge-Pantheon-Generator#2842016-07-12T20:17:14Z2016-07-12T15:52:43Z<p>Alignment -> 4 = Lawful Neutral</p>
<p>Domain 1 = Law</p>
<p>Domain 2 -> 31 = War
<br />
Domain 3 -> 27 = Strength
<br />
Domain 4 -> 22 = Nobility
<br />
Domain 5 -> 9 = Destruction</p>
<p>Tharmanti</p>
<p>Portfolio: Survival of the Fittest, Competition, Natural Selection, Wealth, Power.</p>
<p>Followers: Psychopomps, Nobility, Genies, Barbarians, Druids.</p>
<p>Favored Weapon: Halberd</p>
<p>Tharmanti is the god of the Powerful. He represents the very essence of Wealth and Strength. He is worshiped by many, a major god of competition and he his followers belive that the poor and the weak must be wiped out, and the only way to do this is to bring along a major disaster in which only the strongest will survive.</p>
<p>Subdomains</p>
<p>Aristocracy, Blood, Catastrophe, Competition, Judgment, Tyranny.</p>Alignment -> 4 = Lawful Neutral
Domain 1 = Law
Domain 2 -> 31 = War
Domain 3 -> 27 = Strength
Domain 4 -> 22 = Nobility
Domain 5 -> 9 = Destruction
Tharmanti
Portfolio: Survival of the Fittest, Competition, Natural Selection, Wealth, Power.
Followers: Psychopomps, Nobility, Genies, Barbarians, Druids.
Favored Weapon: Halberd
Tharmanti is the god of the Powerful. He represents the very essence of Wealth and Strength. He is worshiped by many, a major god of competition and he his...Lucky Salamander2016-07-12T15:52:43ZRe: Forums: Homebrew and House Rules: Non-Casting Healing Class with DRUGS :OLucky Salamanderhttps://paizo.com/threads/rzs2t5bl?NonCasting-Healing-Class-with-DRUGS-O#62015-11-27T20:20:21Z2015-11-27T20:20:21Z<div class="messageboard-quotee">Ciaran Barnes wrote:</div><blockquote> This is the homebrew forum, not the use pre-written material forum. You are mean to write new material here. </blockquote><p>?????????
</p>
What, I've worked on this class for 3 days, this class is 100% my own homebrew.</p>Ciaran Barnes wrote:This is the homebrew forum, not the use pre-written material forum. You are mean to write new material here.
?????????
What, I've worked on this class for 3 days, this class is 100% my own homebrew.Lucky Salamander2015-11-27T20:20:21ZRe: Forums: Homebrew and House Rules: Non-Casting Healing Class with DRUGS :OLucky Salamanderhttps://paizo.com/threads/rzs2t5bl?NonCasting-Healing-Class-with-DRUGS-O#22015-11-27T01:23:25Z2015-11-27T01:23:25Z<p>Sorry if it was hard to read here is a better one.</p>
<p>Hi guys, it’s me, the lucky salamander, and I saw the jimibones83’s healer class and I just felt the urge to make one as one. I really like the class I made, and I think it’s my best creation yet. I hope you guys like it.</p>
<p>Medic or Pharmacist for name. (Healer for placeholder)</p>
<p>Rather than using powerful divine magic to buff and heal his allies, the healer uses pills and drugs to give his allies a boost against natural things; however, they usually come with some nasty side effects... The healer can fight decently in combat, and over time his exosphere to drugs helps him build up his immunity to poisons of all types.</p>
<p>Role: The healer can usually only take one role, the healing role (duh) however, using feats and the ability to use pills to boost himself, the healer can take the role of a secondary fighter.</p>
<p>Alignment: Any.</p>
<p>Hit Die: d8.
<br />
Class Skills</p>
<p>The healer's class skills are Craft (any) (Int), Diplomacy (Cha), Escape Artist (Dex), Heal (Wis), Knowledge (nature) (Int), Knowledge (nobility) (Int), Profession (Wis), Sleight of Hand (Dex), Survival (Wis), Swim (Str).</p>
<p>Skill Ranks per Level: 4 + Int modifier.</p>
<p>Good Will and Reflex, Bad Fortitude.
<br />
Medium BAB
<br />
No spellcasting.</p>
<p>1. Drugcraft, Non-magic Channel 1d6, Aura of Strength,
<br />
2. Poison Resistance +1, Medical Breakthough
<br />
3. Non-magic Channel 2d6
<br />
4. Poison Resistance +2
<br />
5. Non-magic Channel 3d6
<br />
6. Poison Resistance +3, Medical Breakthrough
<br />
7. Non-magic Channel 4d6
<br />
8. Poison Resistance +4
<br />
9. Non-magic Channel 5d6
<br />
10. Poison Immunity, Medical Breakthrough
<br />
11. Non-magic Channel 6d6
<br />
12.
<br />
13. Non-magic Channel 7d6
<br />
14. Medical Breakthrough
<br />
15. Non-magic Channel 8d6
<br />
16.
<br />
17. Non-magic Channel 9d6
<br />
18. Medical Breakthrough
<br />
19. Non-magic Channel 10d6
<br />
20. True Healing</p>
<p>Class Features</p>
<p>The following are class features of the alchemist.</p>
<p>Weapon and Armor Proficiency: Healers are proficient with all simple weapons plus the short sword. They are also proficient with light armor, but not with shields.</p>
<p>Drugcraft(Su): Healer's crafting power is way beyond his/her time. The healer gains Craft Pharmaceutic as a bonus feat, and gains a bonus on Craft (alchemy) checks and any craft checks related to crafting pharmaceutics equal to half her level. Finally, you treat an alchemist's lab as a Medical lab for the purpose of crafting pharmaceutics, and only use half the price of the pharmaceutic plus the worthless components used by the alchemist when crafting his extracts.</p>
<p>Non-magic Channel: Healers of any kind can release a wave of mundane energy by releasing a gas that heals tissue almost instantly. This wave of gas is affected by type or if the subject is living or dead and heals all organic creatures (not constructs, which it has no effect on). This gas is also not magical and is not affected by Dispel Magic or similar effects. </p>
<p>Channeling this gas causes a burst that affects all creatures in a 25-foot cone coming from the healer. The amount of damage healed is equal to 1d6 points of damage plus 1d6 points of damage for every two healer levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures healed by channeled energy can exceed their maximum hit point total—all excess healing is turned into temporary hit points. A healer may channel energy a number of times per day equal to her level. This is a standard action that does not provoke an attack of opportunity. A healer can choose whether or not to include herself in this effect.</p>
<p>The healer can add additional abilities to the healing effects with medical breakthroughs.</p>
<p>Aura of Strength (Su): At 1st level, the healer gives off his allies an additional boost to their internal health. The healer gives one temporary hit point every five rounds to any ally within 5 feet, adding an additional 5 feet and decreasing the time between temporary hit points every four levels after 1st (to a maximum of one temporary hit point every round to any allies within 25 feet).</p>
<p>Medical Breakthroughs (Su): At 2nd level, and then again every 4 levels thereafter (up to 18th level), a healer makes an amazing breakthrough in his healing abilities. Unless otherwise noted, a healer cannot select an individual breakthrough more than once. Some breakthroughs can only be made if the healer has met certain prerequisites first, such as uncovering other breakthroughs. The DC of any saving throw called for by a discovery is equal to 10 + 1/2 the healer's level + the healer's Charisma modifier.</p>
<p>Acid Fog: Healers with this breakthrough can sent out a cloud of acidic gas by expending one use of non-magic channel. This acid fog does damage equal to the amount normally healed by non-magic channel per round, and it lasts 5 rounds.</p>
<p>Expert Heal: Healers with this breakthrough can add additional healing to a creature. The creature adds a d3 of extra healing per d6 that the non-magic channel heals, however, the creature is sickened for a number of rounds equal to the damage healed.</p>
<p>Gun Heal: A healer with this breakthrough gains proficiency with firearms and can channel their non-magic channel trough firearms instead of using ammo by expending a use of it non-magic channel, then the healing gas effects all creatures in a 50 foot line instead of a 25 foot cone.</p>
<p>Insane Heal: Healers with this breakthrough can force the flesh of creatures to instantly repair itself. The creature heals a number of hit points equal to triple the amount of damage normally healed, however, the creature is nauseated for a number of rounds equal to the amount of damage healed, and this effect takes two uses of non-magic channel. The healer must have the expert heal breakthrough to learn this breakthrough.</p>
<p>Poison Resistance (Ex): At 2nd level, the healer gains a bonus on saving throws against poison equal to her level. At 10th level, the healer becomes completely immune to poison.</p>
<p>True Healing: At 20th level, the healer adds her level to all saving throws made within 20 feet made by allies or creatures neutral towards you, and anyone in your aura of strength gains immunity to poison, disease, paralysis, bleeding and non-lethal damage. Finally you become immune to ability damage and drain of all kinds.</p>
<p>Sorry for the double post the other one was too hard too read :(</p>Sorry if it was hard to read here is a better one.
Hi guys, it’s me, the lucky salamander, and I saw the jimibones83’s healer class and I just felt the urge to make one as one. I really like the class I made, and I think it’s my best creation yet. I hope you guys like it.
Medic or Pharmacist for name. (Healer for placeholder)
Rather than using powerful divine magic to buff and heal his allies, the healer uses pills and drugs to give his allies a boost against natural things; however, they...Lucky Salamander2015-11-27T01:23:25ZForums: Homebrew and House Rules: Non-Casting Healing Class with DRUGS :OLucky Salamanderhttps://paizo.com/threads/rzs2t5bl?NonCasting-Healing-Class-with-DRUGS-O#12015-11-27T01:17:54Z2015-11-27T01:17:54Z<p>Hi guys, it’s me, the lucky salamander, and I saw the jimibones83’s healer class and I just felt the urge to make one as one. I really like the class I made, and I think it’s my best creation yet. I hope you guys like it.</p>
<p>Medic or Pharmacist for name. (Healer for placeholder)</p>
<p>Rather than using powerful divine magic to buff and heal his allies, the healer uses pills and drugs to give his allies a boost against natural things; however, they usually come with some nasty side effects... The healer can fight decently in combat, and over time his exosphere to drugs helps him build up his immunity to poisons of all types.</p>
<p>Role: The healer can usually only take one role, the healing role (duh) however, using feats and the ability to use pills to boost himself, the healer can take the role of a secondary fighter.</p>
<p>Alignment: Any.</p>
<p>Hit Die: d8.
<br />
Class Skills</p>
<p>The healer's class skills are Craft (any) (Int), Diplomacy (Cha), Escape Artist (Dex), Heal (Wis), Knowledge (nature) (Int), Knowledge (nobility) (Int), Profession (Wis), Sleight of Hand (Dex), Survival (Wis), Swim (Str).</p>
<p>Skill Ranks per Level: 4 + Int modifier.</p>
<p>Good Will and Reflex, Bad Fortitude.
<br />
Medium BAB
<br />
No spellcasting.</p>
<p>1. Drugcraft, Non-magic Channel 1d6, Aura of Strength,
<br />
2. Poison Resistance +1, Medical Breakthough
<br />
3. Non-magic Channel 2d6
<br />
4. Poison Resistance +2
<br />
5. Non-magic Channel 3d6
<br />
6. Poison Resistance +3, Medical Breakthrough
<br />
7. Non-magic Channel 4d6
<br />
8. Poison Resistance +4
<br />
9. Non-magic Channel 5d6
<br />
10. Poison Immunity, Medical Breakthrough
<br />
11. Non-magic Channel 6d6
<br />
12.
<br />
13. Non-magic Channel 7d6
<br />
14. Medical Breakthrough
<br />
15. Non-magic Channel 8d6
<br />
16.
<br />
17. Non-magic Channel 9d6
<br />
18. Medical Breakthrough
<br />
19. Non-magic Channel 10d6
<br />
20. True Healing</p>
<p>Class Features</p>
<p>The following are class features of the alchemist.</p>
<p>Weapon and Armor Proficiency: Healers are proficient with all simple weapons plus the short sword. They are also proficient with light armor, but not with shields.</p>
<p>Drugcraft(Su): Healer's crafting power is way beyond his/her time. The healer gains Craft Pharmaceutic as a bonus feat, and gains a bonus on Craft (alchemy) checks and any craft checks related to crafting pharmaceutics equal to half her level. Finally, you treat an alchemist's lab as a Medical lab for the purpose of crafting pharmaceutics, and only use half the price of the pharmaceutic plus the worthless components used by the alchemist when crafting his extracts.
<br />
Non-magic Channel: Healers of any kind can release a wave of mundane energy by releasing a gas that heals tissue almost instantly. This wave of gas is affected by type or if the subject is living or dead and heals all organic creatures (not constructs, which it has no effect on). This gas is also not magical and is not affected by Dispel Magic or similar effects.
<br />
Channeling this gas causes a burst that affects all creatures in a 25-foot cone coming from the healer. The amount of damage healed is equal to 1d6 points of damage plus 1d6 points of damage for every two healer levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures healed by channeled energy can exceed their maximum hit point total—all excess healing is turned into temporary hit points. A healer may channel energy a number of times per day equal to her level. This is a standard action that does not provoke an attack of opportunity. A healer can choose whether or not to include herself in this effect.
<br />
The healer can add additional abilities to the healing effects with medical breakthroughs.
<br />
Aura of Strength (Su): At 1st level, the healer gives off his allies an additional boost to their internal health. The healer gives one temporary hit point every five rounds to any ally within 5 feet, adding an additional 5 feet and decreasing the time between temporary hit points every four levels after 1st (to a maximum of one temporary hit point every round to any allies within 25 feet).
<br />
Medical Breakthroughs (Su): At 2nd level, and then again every 4 levels thereafter (up to 18th level), a healer makes an amazing breakthrough in his healing abilities. Unless otherwise noted, a healer cannot select an individual breakthrough more than once. Some breakthroughs can only be made if the healer has met certain prerequisites first, such as uncovering other breakthroughs. The DC of any saving throw called for by a discovery is equal to 10 + 1/2 the healer's level + the healer's Charisma modifier.
<br />
Acid Fog: Healers with this breakthrough can sent out a cloud of acidic gas by expending one use of non-magic channel. This acid fog does damage equal to the amount normally healed by non-magic channel per round, and it lasts 5 rounds.
<br />
Expert Heal: Healers with this breakthrough can add additional healing to a creature. The creature adds a d3 of extra healing per d6 that the non-magic channel heals, however, the creature is sickened for a number of rounds equal to the damage healed.
<br />
Gun Heal: A healer with this breakthrough gains proficiency with firearms and can channel their non-magic channel trough firearms instead of using ammo by expending a use of it non-magic channel, then the healing gas effects all creatures in a 50 foot line instead of a 25 foot cone.
<br />
Insane Heal: Healers with this breakthrough can force the flesh of creatures to instantly repair itself. The creature heals a number of hit points equal to triple the amount of damage normally healed, however, the creature is nauseated for a number of rounds equal to the amount of damage healed, and this effect takes two uses of non-magic channel. The healer must have the expert heal breakthrough to learn this breakthrough.
<br />
Poison Resistance (Ex): At 2nd level, the healer gains a bonus on saving throws against poison equal to her level. At 10th level, the healer becomes completely immune to poison.
<br />
True Healing: At 20th level, the healer adds her level to all saving throws made within 20 feet made by allies or creatures neutral towards you, and anyone in your aura of strength gains immunity to poison, disease, paralysis, bleeding and non-lethal damage. Finally you become immune to ability damage and drain of all kinds.</p>Hi guys, it’s me, the lucky salamander, and I saw the jimibones83’s healer class and I just felt the urge to make one as one. I really like the class I made, and I think it’s my best creation yet. I hope you guys like it.
Medic or Pharmacist for name. (Healer for placeholder)
Rather than using powerful divine magic to buff and heal his allies, the healer uses pills and drugs to give his allies a boost against natural things; however, they usually come with some nasty side effects... The...Lucky Salamander2015-11-27T01:17:54ZRe: Forums: Homebrew and House Rules: Modern Humans!Lucky Salamanderhttps://paizo.com/threads/rzs2t486?Modern-Humans#492015-11-14T00:10:25Z2015-11-14T00:10:25Z<div class="messageboard-quotee">Kaisoku wrote:</div><blockquote> <div class="messageboard-quotee">Lucky Salamander wrote:</div><blockquote> <div class="messageboard-quotee">Zhangar wrote:</div><blockquote><p> Arguably, the Golarion humans already <i>are</i> modern humans - they have appropriate sizes, weights, and life spawns for humans of our era, rather than what would be reasonably expected for the Renaissance era.</p>
<p>I mean, IIRC, humans around the world were outright smaller a few centuries ago =P </blockquote>I wouldn't call 4 foot 10 and 120 pounds the appropriate sizes and weights, and the life span is just put in so your game can last longer, if your human was running around with only 30 years in their life, the game will become much more chaotic. </blockquote><p>You quoted the base, which is less than the minimum.. considering you need to add a modifier roll which is minimum 2.
</p>
So that'd be minimum 5 feet and 130 pounds for a male human. Or, since we are talking about averages, 5 feet 9 inches and 185 pounds for the average male.</p>
<p>Quick stats check says 5 foot 9 inches and 195 pounds is the average male in the US (<a href="http://www.cdc.gov/nchs/fastats/body-measurements.htm" target="_blank" rel="nofollow">google searched link</a>).</p>
<p>Seems pretty close to me. </blockquote><p>O.o
</p>
My entire career as a GM I have been forcing my players too be under 5 foot 2. Lol</p>Kaisoku wrote:Lucky Salamander wrote: Zhangar wrote:Arguably, the Golarion humans already are modern humans - they have appropriate sizes, weights, and life spawns for humans of our era, rather than what would be reasonably expected for the Renaissance era.
I mean, IIRC, humans around the world were outright smaller a few centuries ago =P
I wouldn't call 4 foot 10 and 120 pounds the appropriate sizes and weights, and the life span is just put in so your game can last longer, if your human...Lucky Salamander2015-11-14T00:10:25ZRe: Forums: Homebrew and House Rules: Modern Humans!Lucky Salamanderhttps://paizo.com/threads/rzs2t486?Modern-Humans#412015-11-13T02:59:51Z2015-11-13T02:59:51Z<div class="messageboard-quotee">SmiloDan wrote:</div><blockquote><p> Um. Maybe you should study some basic anthropology. Modern humans have been around for tens of thousands of years. It also takes a lot of intelligence to survive in pre-agrarian societies. </p>
<p>What you are proposing is borderline racist. Just a kindly warning.</p>
<p></blockquote><p>Actually it doesn't take a lot of intelligence to live in pre-agrarian times, there's a good reason survival is based off wisdom, as is perception, I don't think Appraise is going too come in too handy in the middle of tribal hunting grounds.SmiloDan wrote:Um. Maybe you should study some basic anthropology. Modern humans have been around for tens of thousands of years. It also takes a lot of intelligence to survive in pre-agrarian societies.
What you are proposing is borderline racist. Just a kindly warning.
Actually it doesn't take a lot of intelligence to live in pre-agrarian times, there's a good reason survival is based off wisdom, as is perception, I don't think Appraise is going too come in too handy in the middle of...Lucky Salamander2015-11-13T02:59:51ZRe: Forums: Homebrew and House Rules: Modern Humans!Lucky Salamanderhttps://paizo.com/threads/rzs2t486?Modern-Humans#362015-11-12T22:17:25Z2015-11-12T22:17:25Z<div class="messageboard-quotee">Zhangar wrote:</div><blockquote><p> Arguably, the Golarion humans already <i>are</i> modern humans - they have appropriate sizes, weights, and life spawns for humans of our era, rather than what would be reasonably expected for the Renaissance era.</p>
<p>I mean, IIRC, humans around the world were outright smaller a few centuries ago =P </blockquote><p>I wouldn't call 4 foot 10 and 120 pounds the appropriate sizes and weights, and the life span is just put in so your game can last longer, if your human was running around with only 30 years in their life, the game will become much more chaotic.Zhangar wrote:Arguably, the Golarion humans already are modern humans - they have appropriate sizes, weights, and life spawns for humans of our era, rather than what would be reasonably expected for the Renaissance era.
I mean, IIRC, humans around the world were outright smaller a few centuries ago =P
I wouldn't call 4 foot 10 and 120 pounds the appropriate sizes and weights, and the life span is just put in so your game can last longer, if your human was running around with only 30 years...Lucky Salamander2015-11-12T22:17:25ZForums: Homebrew and House Rules: Modern Humans!Lucky Salamanderhttps://paizo.com/threads/rzs2t486?Modern-Humans#12015-11-12T00:59:25Z2015-11-12T00:59:25Z<p>Humans, once tribal, brutal men and women of great strength and cunning, but we have traded it mostly away for things like, money, knowledge, and power. The humans of pathfinder are somewhat a cross between these two extremes of human nature.</p>
<p>I am making these humans for an upcoming campaign, where there is a portal leaking out into the modern world, making it possible for some of the two worlds inhabitants to cross over, however, a wealthy company is bent on taking over the world without laws, and a few lowly PCs are the only things able to stop it.</p>
<p>A new factor I put in is training, allowing you to trade time and expiriance for bonuses in ability scores, and Intelligence cap, (as the world has many creatures using insanity effects, and insanity effects saving throws are based off intelligence). Finaly, as this campaign has many guns, I added a recoil effect :D</p>
<p>Modern Humans</p>
<p>+2 Charisma, +2 to one ability score of your choice, -2 Constitution: Modern humans are quite social and varied, but living outside of nature has made them weak to its effects.</p>
<p>Human subtype Humanoid Type Medium size 30 base speed blah blah blah boring stuff.</p>
<p>Unfetting Itellect: Modern humans are immune to Intelligence damage.</p>
<p>Technology Effective: Modern Humans gain a +2 racial bonus to Disable Device and Knowledge (engineering) checks.</p>
<p>Gluttony: Modern Humans are adapted to eating much more then regular humans, as such they must eat twice as much food per day to avoid starvation.</p>
<p>Bonus Feat: Modern humans gain Skill Focus in a Proffesion skill of their choice.</p>
<p>Firearm Familiarity: Modern Humans are always proficient with Firearms as well as any tools associated with their Proffesion (such as Puching Dagger if the Proffesion is Doctor).</p>
<p>Languages: Same as humans.</p>
<p>Intelligence Caps</p>
<p>Humans: 30</p>
<p>Elf: 25</p>
<p>Half-Elf: 30</p>
<p>Dwarf: 15</p>
<p>Modern Humans: 50</p>
<p>Half-Orc: 15</p>
<p>Gnome: 20</p>
<p>Halfling: 25</p>
<p>Centaur: 15</p>Humans, once tribal, brutal men and women of great strength and cunning, but we have traded it mostly away for things like, money, knowledge, and power. The humans of pathfinder are somewhat a cross between these two extremes of human nature.
I am making these humans for an upcoming campaign, where there is a portal leaking out into the modern world, making it possible for some of the two worlds inhabitants to cross over, however, a wealthy company is bent on taking over the world without...Lucky Salamander2015-11-12T00:59:25ZRe: Forums: Homebrew and House Rules: New HomeBrew Class The ______ (Looking for name)Lucky Salamanderhttps://paizo.com/threads/rzs2t3up?New-HomeBrew-Class-The#182015-11-10T01:49:32Z2015-11-10T01:49:32Z<p>Alright, I think all of your opinions where good, and i took some of your advice. Also I turned it into a Prestige Class</p>
<p>Champion of Apollo</p>
<p>Fearsome leaders, tacticians and knights, the Warrior of Apollo is a powerful warrior. Using magic paints and oils to boost him/herself and others, as well as hindering his/her enemies.</p>
<p>Role: Champions of Apollo are most often found in the role of warrior, using his/her martial prowess to slay his/her foes.</p>
<p>Alignment: The road to becoming an eldritch knight is as varied as the paths leading to apprenticeship under a wizard or a career as a soldier, and eldritch knights can therefore be of any alignment. Maintaining a balance between studies of arcane lore and martial techniques requires great discipline, however, and for that reason many favor lawful alignments.</p>
<p>Hit Die: d10.
<br />
Requirements</p>
<p>To qualify to become an Champion of Apollo, a character must fulfill all the following criteria.</p>
<p>Skills: Survival 5 Ranks, Knowledge (Planes) 5 Ranks, Knowledge (Religion) 6 Ranks.</p>
<p>Special: Must have sacrificed at least two living things to Apollo.</p>
<p>Class Skills</p>
<p>The champion of Apollo's class skills (and the key ability for each skill) are Appraise (Int), Climb (Str), Knowledge (religion) (Int), Knowledge (planes) (Int), Ride (Dex), Sense Motive (Wis), and Swim (Str).</p>
<p>Skill Ranks at Each Level: 4 + Int modifier.</p>
<p>Fast BAB
<br />
Good Fort and Ref, Bad Will</p>
<p>Class Features</p>
<p>All of the following are features of the champion of Apollo prestige class.</p>
<p>Weapon and Armor Proficiency: Champions of Apollo gain no proficiency with any weapon or armor.</p>
<p>Blessed Prowess: The champion of Apollo adds her level to all her ability scores for the purpose of qualifying for any feat.</p>
<p>Tactician (Ex): As a standard action, the champion of Apollo can grant a teamwork feat he has to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the champion of Apollo possesses. Allies do not need to meet the prerequisites of these bonus feats. The champion of Apollo can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter. At 8th level, the champion of Apollo can use this ability as a swift action, and at 15th level, the champion of Apollo grants two teamwork feats the allies instead of one when he uses this ability. </p>
<p>Pints(Su): Champions of Apollo are masters of creating magic war paints and oils to rub on him/herself and allies to boost their power.</p>
<p>Pints are similar to extracts; however they are applied externally rather than drank like a potion, however it still takes a standard action to perform.</p>
<p>Pints in many ways, behave like spells in the form of paints, and as such their effects can be dispelled by effects like dispel magic using the Champion of Apollo's level as the caster level. Unlike potions, though, pints can have powerful effects and duplicate spells that a potion normally could not.</p>
<p>A champion of Apollo can create only a certain number of pints of each level per day. His base daily allotment of oils is given on Table 2–1. In addition, he receives bonus pints per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day.</p>
<p>When a champion of Apollo makes pints, he infuses the petals and dyes in the pint. Pints can be placed on allies who are 5 feet away as a full-round action. Pints, once created, remain potent for 1 day before losing its magic, so a champion of apollo must re-prepare his/her pints every day. Mixing a pint takes 1 minute of work. Most champions of Apollo prepare many pints at the start of the day or just before going on an adventure, but it's not uncommon for a Champion of Apollo to keep some (or even all) of his daily pint slots open so that he can prepare oils in the field as needed.</p>
<p>Although the champion of Apollo doesn't actually cast spells, he does have a formulae list that determines what pints he can create. A champion of apollo can utilize spell-trigger items if the spell appears on his formulae list, but not spell-completion items (unless he uses Use Magic Device to do so). Pints are "cast" by smearing it on something, as if imbibing a potion—the effects of pints exactly duplicate the spell upon which its formula is based, save that it only effects the create smeared with the pint. A champion of Apollo can draw and smear oil on something as a standard action. The champion of apollo uses his class level as the caster level to determine any effect based on caster level.</p>
<p>Creating pints consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the smearing of that particular pint. Pints cannot be made from spells that have focus requirements (Champion of Apollo Pints that duplicate divine spells never have a divine focus requirement).</p>
<p>A champion of Apollo can prepare a pint any formula he knows. To learn or use pint, a champion of Apollo must have an Intelligence score equal to at least 10 + the pint's level. The Difficulty Class for a saving throw against a champion of Apollo's pint is 10 + the pint level + the champion of Apollo's Intelligence modifier.
<br />
A champion of Apollo may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares his pints but not when he consumes it. A champion of Apollo begins play with two 1st-level formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new champion of Apollo level, he gains one new formula of any level that he can create. A champion of apollo can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. A champion of Apollo can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. A champion of apollo does not need to decipher arcane writings before copying them.</p>
<p>Solar Gift(Su): At 10th level, you are given a gift from your god, a spear of flaming light now follows you around, acting as either a +5 Vorpal Flaming Longsword or Lance (either one) or a Lantern Archon Familiar, and it can freely transform between these forms as a move action.</p>Alright, I think all of your opinions where good, and i took some of your advice. Also I turned it into a Prestige Class
Champion of Apollo
Fearsome leaders, tacticians and knights, the Warrior of Apollo is a powerful warrior. Using magic paints and oils to boost him/herself and others, as well as hindering his/her enemies.
Role: Champions of Apollo are most often found in the role of warrior, using his/her martial prowess to slay his/her foes.
Alignment: The road to becoming an eldritch...Lucky Salamander2015-11-10T01:49:32ZForums: Homebrew and House Rules: Bomber (Fighter)Lucky Salamanderhttps://paizo.com/threads/rzs2t419?Bomber#12015-11-09T21:32:57Z2015-11-09T21:32:57Z<p>I was playing a bomb-based alchemist in a pirate campaign, so i decided to make a bomb-based Full BAB archetype for the fighter, FUN.</p>
<p>Bomber(Fighter Archetype)</p>
<p>Weapon and Armor Proficiency: Bombers are proficient with bombs, but not with heavy armor.</p>
<p>Innate Intelligence: Bombers start off with +2 intelligence.</p>
<p>Bomb (Su): Bombers can mix various volatile chemicals to create powerful bombs that they can hurl at their enemies. A Bomber can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the bomber must use a small vial containing an ounce of liquid catalyst—the bomber can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster's component pouch. Most bombers create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the bomber for weeks.</p>
<p>Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an bomber's bomb inflicts 1d6 points of fire damage + additional damage equal to the bomber's Intelligence modifier. The damage of an bomber's bomb increases by 1d6 points at every odd-numbered fighter level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike), and every 4 levels after 1st, the bomber adds an additional 1d3 bludgeoning damage to the rolls (at 5th level the bomb deals 3d6 fire damage + 1d3 bludgeoning damage). Splash damage from a bomber bomb is always equal to the bomb's minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the bomber's level + the bomber's Intelligence modifier.</p>
<p>Bomber's can learn new types of bombs as discoveries (see the Discovery ability) as they level up. A bomber's bomb, becomes inert if used or carried by anyone else. This replaces Armor Training 1, 2, 3, 4.</p>
<p>Throw Anything(Ex): At 1st level, a bomber gains throw anything as a bonus feat. This replaces the fighter's 1st level bonus feat.</p>
<p>Discovery(Ex): At 5th level and every four levels thereafter, the bomber gains 2 alchemist discoveries selected from the list below. This replaces weapon training 1.</p>
<p>Bomb and Shield(Ex): At 9th level, the bomber learns to use a bomb and weapon or shield at the same time. The bomber can create and throw a bomb, and draw a weapon, using the same action. At 13th level, the bomber can throw a bomb and attack with a weapon using the same action, if the same enemy is hit with both the bomb and the weapon, he takes a -1 penalty to AC for the purpose of attacking with the weapon. This replaces weapon training 2 and 3.</p>
<p>Shield Bombs (Ex): At 17th level, the bomber gains a +4 armor bonus to AC when holding a bomb, and when someone strikes your bomb, it blows up, dealing the fire damage (not the bonus bludgeoning damage) to everyone in a 5-foot radius (including yourself). This replaces Armor Mastery.</p>
<p>Bomb Mastery: You can and must select bombs for Weapon Mastery.</p>
<p>Hope you all liked it!</p>I was playing a bomb-based alchemist in a pirate campaign, so i decided to make a bomb-based Full BAB archetype for the fighter, FUN.
Bomber(Fighter Archetype)
Weapon and Armor Proficiency: Bombers are proficient with bombs, but not with heavy armor.
Innate Intelligence: Bombers start off with +2 intelligence.
Bomb (Su): Bombers can mix various volatile chemicals to create powerful bombs that they can hurl at their enemies. A Bomber can use a number of bombs each day equal to his class...Lucky Salamander2015-11-09T21:32:57ZForums: Homebrew and House Rules: New HomeBrew Class The ______ (Looking for name)Lucky Salamanderhttps://paizo.com/threads/rzs2t3up?New-HomeBrew-Class-The#12015-11-07T15:14:03Z2015-11-07T15:14:03Z<p>Hope you guys like it!</p>
<p>THE _______ (looking for name)</p>
<p>Role: The _______ is often thrust into the role of leader thanks to her combat prowess and her supporting auras, using tactical strategies to win the battle, the _______ can be a great addition to any team.
<br />
Alignment: Any.
<br />
Hit Die: d10.
<br />
Class Skills</p>
<p>The 's class skills are Appraise (Int), Climb (St), Craft (any) (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (engineering) (Int), Knowledge (planes) (Int), Profession (Wis), Sleight of Hand (Dex), Survival (Wis), Use Magic Device (Cha).
<br />
Skill Ranks per Level: 4 + Int modifier.
<br />
Fast Bab
<br />
Good Fort and Ref Bad Will
<br />
Same spell progression as ranger. </p>
<p>Class Features</p>
<p>The following are class features of the _______.
<br />
Bodily Prowess: The ______ adds half her class level to combat maneuver checks and she treats all her ability scores as 2 higher for the purpose of fulfilling the prerequisites for any feat. </p>
<p>Weapon and Armor Proficiency: _______s are proficient with all simple weapons and martial weapons as well as nets. They are also proficient with all types of armor, and shields (except tower shields).</p>
<p>Oils(Su): _______s are masters of creating magic oils and gases to rub on himself and allies to boost their power.</p>
<p>Oils are similar to extracts; however they are applied externally rather than drank like a potion, however it still takes a standard action to perform.</p>
<p>Oils in many ways, behave like spells in liquid form, and as such their effects can be dispelled by effects like dispel magic using the _______'s level as the caster level. Unlike potions, though, oils can have powerful effects and duplicate spells that a potion normally could not.</p>
<p>A _______ can create only a certain number of oils of each level per day. His base daily allotment of oils is given on Table 2–1. In addition, he receives bonus oils per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day.</p>
<p>When a ________ makes oil, he infuses the tar and reagents in the oil and boils it. Oils can be passed out to allies for them to use. Oils, once created, remain potent for 1 day before losing its magic, so a _______ must re-prepare his oils every day. Boiling an oil takes 1 minute of work and a sufficient heat source (210 degrees or more)—most _______ prepare many oils at the start of the day or just before going on an adventure, but it's not uncommon for a _______ to keep some (or even all) of his daily oil slots open so that he can prepare oils in the field as needed.</p>
<p>Although the _______ doesn't actually cast spells, he does have a formulae list that determines what oils he can create. A _______ can utilize spell-trigger items if the spell appears on his formulae list, but not spell-completion items (unless he uses Use Magic Device to do so). Oil is "cast" by rubbing it on something, as if imbibing a potion—the effects of oil exactly duplicate the spell upon which its formula is based, sae that it only effects the create rubbed with the oil. A _______ can draw and rub oil on something as a standard action. The _______ uses his level as the caster level to determine any effect based on caster level.</p>
<p>Creating oil consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the rubbing of that particular oil. Oils cannot be made from spells that have focus requirements (_______ Oils that duplicate divine spells never have a divine focus requirement).</p>
<p>A _______ can prepare oil of any formula he knows. To learn or use oil, a _______ must have an Intelligence score equal to at least 10 + the oil's level. The Difficulty Class for a saving throw against a _______'s oil is 10 + the oil level + the _______'s Intelligence modifier.
<br />
A ______ may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares his oils but not when he consumes it. A _______ begins play with two 1st-level formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new _______ level, he gains one new formula of any level that he can create. A _______ can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. A _______ can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. A _______ does not need to decipher arcane writings before copying them.</p>
<p>Cruelties/Mercies (Su): At 4th level, the _______ gains the ability to use cruelties and mercies to her whim. This function exactly like Paladin/Antipaladin ability of the same name, save that the mercy/cruelty is activated when the _______ uses her tactician ability (all enemies within 30 feet are hindered from the cruelty and all allies within 30 feet benefit from the mercy). The _______ must choose if he wants to activate a cruelty or a mercy when he uses his tactician ability.
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Bonus Feats: At 1st level, and every three levels thereafter, the _______ gains a bonus feat chosen from the list below. He must meet the prerequisites for these feats.
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Any Teamwork Feat, Bouncing Spell, Craft Magic Arms and Armor, Cleave, Eldritch Heritage, Touch of Serene, Punishing Kick, Master Tactician.
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Tactician (Ex): As a standard action, the _______ can grant a teamwork feat he has to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the ______ possesses. Allies do not need to meet the prerequisites of these bonus feats. The _______ can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter. At 8th level, the _______ can use this ability as a swift action, and at 15th level, the _______ grants two teamwork feats the allies instead of one when he uses this ability.
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Weapon Training (Ex): Starting at 7th level, a _______ can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.
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Every six levels thereafter ( 13th and 19th), a _______ becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a _______ reaches 13th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 7th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.
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A _______ also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.
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Weapon groups are defined as follows (GMs may add other weapons to these groups, or add entirely new groups):
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Axes: battleaxe, dwarven waraxe, greataxe, handaxe, heavy pick, light pick, orc double axe, and throwing axe.
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Blades, Heavy: bastard sword, elven curve blade, falchion, greatsword, longsword, scimitar, scythe, and two-bladed sword.
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Blades, Light: dagger, kama, kukri, rapier, sickle, starknife, and short sword.
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Bows: composite longbow, composite shortbow, longbow, and shortbow.
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Close: gauntlet, heavy shield, light shield, punching dagger, sap, spiked armor, spiked gauntlet, spiked shield, and unarmed strike.
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Crossbows: hand crossbow, heavy crossbow, light crossbow, heavy repeating crossbow, and light repeating crossbow.
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Double: dire flail, dwarven urgrosh, gnome hooked hammer, orc double axe, quarterstaff, and two-bladed sword.
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Flails: dire flail, flail, heavy flail, morningstar, nunchaku, spiked chain, and whip.
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Hammers: club, greatclub, heavy mace, light hammer, light mace, and warhammer.
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Monk: kama, nunchaku, quarterstaff, sai, shuriken, siangham, and unarmed strike.
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Natural: unarmed strike and all natural weapons, such as bite, claw, gore, tail, and wing.
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Pole Arms: glaive, guisarme, halberd, and ranseur.
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Spears: javelin, lance, longspear, shortspear, spear, and trident.
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Thrown: blowgun, bolas, club, dagger, dart, halfling sling staff, javelin, light hammer, net, shortspear, shuriken, sling, spear, starknife, throwing axe, and trident.
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Champion of Dark Sun: At 20th level, the _______ truly becomes a god in everyone’s eyes. Your skin now looks like a permanent solar eclipse, and your eyes burn with the heat of a dying star. Your type changes to Outsider, and anyone who looks at you is permanently blinded (you can suppress or resume this ability as a free action). Additionally, you never take armor check penalties or have a maximum dexterity bonus or any other negative effects from wearing armor or a shield or carrying anything, so you only get the positive effects of armor and shields. Finally, a spear of flaming light now follows you around, acting as either a +5 Vorpal Flaming Longsword or Lance (either one) or a Lantern Archon Familiar, and it can freely transform between these forms as a move action.
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A _______ uses spells of up to 4th level on the Magus Spell</p>Hope you guys like it!
THE _______ (looking for name)
Role: The _______ is often thrust into the role of leader thanks to her combat prowess and her supporting auras, using tactical strategies to win the battle, the _______ can be a great addition to any team.
Alignment: Any.
Hit Die: d10.
Class Skills
The 's class skills are Appraise (Int), Climb (St), Craft (any) (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (engineering) (Int), Knowledge (planes) (Int), Profession (Wis), Sleight...Lucky Salamander2015-11-07T15:14:03ZRe: Forums: Homebrew and House Rules: Homebrew ArchetypeLucky Salamanderhttps://paizo.com/threads/rzs2t3f9?Homebrew-Archetype#42015-11-06T22:36:02Z2015-11-06T22:36:02Z<p>Also Arcane World replaces timeless body.</p>Also Arcane World replaces timeless body.Lucky Salamander2015-11-06T22:36:02ZRe: Forums: Homebrew and House Rules: Homebrew ArchetypeLucky Salamanderhttps://paizo.com/threads/rzs2t3f9?Homebrew-Archetype#32015-11-06T21:50:23Z2015-11-06T21:50:23Z<p>Druid list is now arcane.</p>Druid list is now arcane.Lucky Salamander2015-11-06T21:50:23ZForums: Homebrew and House Rules: Homebrew ArchetypeLucky Salamanderhttps://paizo.com/threads/rzs2t3f9?Homebrew-Archetype#12015-11-06T21:42:38Z2015-11-06T21:42:38Z<p>I'm bored so I'm making a new archetype.</p>
<p>The Lifemage(druid)</p>
<p>Some druids choose not to use the aid of the gods to protect their natural home and use their own power instead. These druids use arcane magic and druidic abilities with great power.</p>
<p>Arcane Spells: A lifemage treats spells cast as arcane rather then divine and she uses her Charisma as her casting stat instead of Wisdom. This Modifies Spells and replaces Bonus Languages.</p>
<p>Arcane Power(Ex): A lifemage can adds the Magic domain to the list of domains that can be selected for arcane bond.</p>
<p>Outside the Circle(Ex): At 3rd level, the lifemage leaves the circle of druids to strike out on her own. She gains a +4 racial bonus on saving throws against spells cast by divine spellcasters and receives a -2 penalty when making Diplomacy checks with such creatures. This replaces Trackless Step.</p>
<p>Totally Independent(Ex): At 4th level, the lifemage truly rejects all help, even from the gods. If she selected an animal companion as her nature bond, that creature is treated as a familiar as well as an animal companion. If she selected the domain as her nature bond, she gains a familiar as a wizard of her level -3. Additionally, she can never accept help with the aid another action. This replaces Wild Shape.</p>
<p>The Arcane World(Ex): At 15th level, a lifemage gains can cast World Wave once per day as a spell-like ability, and gains Brew Potion as a bonus feet. Finally, you can use Dirge of Doom bardic performance as a Bard of your level.</p>I'm bored so I'm making a new archetype.
The Lifemage(druid)
Some druids choose not to use the aid of the gods to protect their natural home and use their own power instead. These druids use arcane magic and druidic abilities with great power.
Arcane Spells: A lifemage treats spells cast as arcane rather then divine and she uses her Charisma as her casting stat instead of Wisdom. This Modifies Spells and replaces Bonus Languages.
Arcane Power(Ex): A lifemage can adds the Magic domain to...Lucky Salamander2015-11-06T21:42:38ZForums: Conversions: Hilarous BuildsLucky Salamanderhttps://paizo.com/threads/rzs2szue?Hilarous-Builds#12015-10-08T21:25:10Z2015-10-08T21:25:10Z<p>Remember that one character that everyone just laughed at his every move? That one character you made when you just weren't in the mood for rpgs? This is the place for those characters.</p>
<p>Albert Ham-Fist the Alchemist 8/Inquisitor 1/ Master Chymist 3/Sorcerer (destined) 1.</p>
<p>Albert Ham-Fist was born under a dwarf under a solar eclipse, which meant he was special. All the high priests told him he was destined for greatness and good. Then he became chaotic neutral. He discover how fun it was to make drinks that make himself and other people cringe, then he found a recipe to a sirum that makes you tougher. That best part about it that it also made you ugly, which was the best part by his opinion. He joined a group of adventurer inquisitors, which he made die by falling in to a pit as he pretended to be an ogre. After six years of frequent potion drinking, he wanted more, he wanted to be able to change without the potions. So he did.
<br />
That was the day Aberthams Lichhoon was born, a Lawful Good mutant alternate personality of Albert Ham-Fist. He had a white beard like Lincoln and he loves tea and crumpets, and he always wears a top hat and a tie. But he has claws 2 feet too big for him and a face like an ogre/orc with a bit of aboleth and he always has a tire with him. Always.</p>
<p>Post your own!</p>Remember that one character that everyone just laughed at his every move? That one character you made when you just weren't in the mood for rpgs? This is the place for those characters.
Albert Ham-Fist the Alchemist 8/Inquisitor 1/ Master Chymist 3/Sorcerer (destined) 1.
Albert Ham-Fist was born under a dwarf under a solar eclipse, which meant he was special. All the high priests told him he was destined for greatness and good. Then he became chaotic neutral. He discover how fun it was to...Lucky Salamander2015-10-08T21:25:10ZRe: Forums: Advice: Help with my Mystic Theurge?Lucky Salamanderhttps://paizo.com/threads/rzs2syag?Help-with-my-Mystic-Theurge#62015-09-21T19:50:09Z2015-09-21T19:50:09Z<p>Thank you for advice everyone who helped so far,
<br />
I've decided to to take either Admixture subschool or Void school and either the Lore or Heavens mystery, I'm going to make him a Battlefield Controller/ Blaster, though i still need to choose my race, please leave suggestions for race and other mysteries/schools you recommend. (the group is pretty low on optimization, just saying).</p>Thank you for advice everyone who helped so far,
I've decided to to take either Admixture subschool or Void school and either the Lore or Heavens mystery, I'm going to make him a Battlefield Controller/ Blaster, though i still need to choose my race, please leave suggestions for race and other mysteries/schools you recommend. (the group is pretty low on optimization, just saying).Lucky Salamander2015-09-21T19:50:09ZForums: Advice: Help with my Mystic Theurge?Lucky Salamanderhttps://paizo.com/threads/rzs2syag?Help-with-my-Mystic-Theurge#12015-09-20T19:53:46Z2015-09-20T19:53:46Z<p>I'm playing a campaign with some of my friends, with the party lacking in spellcasting classes. (A Monk 5/Druid 1, a Rogue 6, a Prankster Bard 3/Ranger 2 (his first character died), a Paladin 2/Fighter 4 and a Barbarian 5/Alchemist 1.) Then we have me, a Wizard 3/Oracle 3, going into Mystic Theurge, and i need help with what mystery and school of magic to choose, as well as to focus on wizard or oracle. So please help me by leaving advice and suggestions?</p>I'm playing a campaign with some of my friends, with the party lacking in spellcasting classes. (A Monk 5/Druid 1, a Rogue 6, a Prankster Bard 3/Ranger 2 (his first character died), a Paladin 2/Fighter 4 and a Barbarian 5/Alchemist 1.) Then we have me, a Wizard 3/Oracle 3, going into Mystic Theurge, and i need help with what mystery and school of magic to choose, as well as to focus on wizard or oracle. So please help me by leaving advice and suggestions?Lucky Salamander2015-09-20T19:53:46ZForums: Homebrew and House Rules: Warlock (witch archetype)Lucky Salamanderhttps://paizo.com/threads/rzs2ssl6?Warlock#12015-08-06T01:58:23Z2015-08-06T01:58:23Z<p>Warlock (Witch Archetype)</p>
<p>While most witches draw power from a dark mysterios patron, some draw their power from pacts and deals made with shadow spirits, devils and demons, while they don’t have as many hexes or spells, these witches have infernal familiars and an evil bloodline to support their powers.</p>
<p>Alignment: Any Non-Good.</p>
<p>Skills: Warlocks add Climb and Stealth to their list of class skills but remove Knowledge (history).</p>
<p>Weapon and Armor Proficiency: Warlocks are proficient with rapiers, nets, shields (not including tower shields) and light armor (no arcane spell failure chance for either).</p>
<p>Tiefling Familiar: Your witch’s familiar has the fiendish template.</p>
<p>Empowered Heritage: A warlock gains Eldritch Heritage as a bonus feat as 1st level, you must select the Abyssal, Infernal or Shadow (or Brutal, Pit-Touched or Umbral) bloodline with this feat. At 9th level, you gain Improved Eldritch Heritage as a bonus feat with the bloodline you selected at 1st level. This replaces your Patron and all Patron Spells.</p>
<p>Combat Focus: A warlock’s combat abilities is better than those of a normal witch, at 8th level, you gain the effects of Weapon Training 1 with the rapier and net only. This replaces the hex gained at 8th and 10th level.</p>
<p>Imp Binding: At 11th level, a warlock gains an Imp Familiar as if he had Improved Familiar, however the warlock’s alignment does not have to match the Imp’s alignment. This replaces the hex gained at 16th level.</p>
<p>Hellfire Casting: Warlocks add +1 to the DC of the saving throws of any [Fire] or [Evil] spells they cast, but reduce the DC of the saving throw of all other spells by -1.</p>
<p>Spells: Warlocks add Lesser Planar Binding to their spells known at 8th level, Planar Binding at 9th level, and Greater Planar Binding at 14th level.</p>
<p>I hope you like my archetype I homebrewed, feedback appreciated, I hope you think my Class and Race creating skills are getting better.</p>Warlock (Witch Archetype)
While most witches draw power from a dark mysterios patron, some draw their power from pacts and deals made with shadow spirits, devils and demons, while they don’t have as many hexes or spells, these witches have infernal familiars and an evil bloodline to support their powers.
Alignment: Any Non-Good.
Skills: Warlocks add Climb and Stealth to their list of class skills but remove Knowledge (history).
Weapon and Armor Proficiency: Warlocks are proficient with...Lucky Salamander2015-08-06T01:58:23ZRe: Forums: Homebrew and House Rules: Girafian RacesLucky Salamanderhttps://paizo.com/threads/rzs2sjyk?Girafian-Races#22015-07-29T17:07:53Z2015-07-29T17:07:53Z<p>Bump Bump come on people 6 different races here! Very Exciting!</p>Bump Bump come on people 6 different races here! Very Exciting!Lucky Salamander2015-07-29T17:07:53ZForums: Homebrew and House Rules: Yokish (Another Homebrew Race :3)Lucky Salamanderhttps://paizo.com/threads/rzs2sotq?Yokish#12015-07-29T15:10:19Z2015-07-29T15:10:19Z<p>Yokish, or Wolf Demons, are a race of humanoid wolf people that rely strongly on their comrades, they are adept at hunting and surviving in the wild and are allies with the Gnolls.</p>
<p>Yokish Racial Traits.</p>
<p>+2 Strength, +2 Dexterity, -2 Charisma.</p>
<p>Medium: Yokish are medium creatures and have no bonuses or penalties due to their size.</p>
<p>Slow Speed: Yokish have a base speed of 20 feet. (-1rp)</p>
<p>Darkvision: Yokish have darkvision out to 60 feet. (2rp)</p>
<p>Bite: Yokish gain a primary bite attack that deals 1d6 damage.</p>
<p>Fast Runner: Yokish gain Run as a bonus feat. (2rp)</p>
<p>Tripper: Yokish gain a +2 bonus to their CMB when making trip attemps. (2rp)</p>
<p>Pack Combat: Yokish gain a +2 racial bonus on attack rolls and to their AC when within 10 feet of at least 2 allies. They also gain a bonus teamwork feat at 1st level. (4rp)</p>
<p>Weapon Unfamiliarity: Yokish gain a -1 penalty to attack rolls made with light and one-handed weapons except the Battleaxe, Flail, Sap, Trident, Shortspear, Nunchaku, Sickle, Club and Kukri. (-1rp)</p>
<p>Yokish Sorcery: Yokish sorcerers with the Stormborn bloodline treat their Charisma as 2 points higher for all sorcerer class features. Yokish spellcasters with the Community domain use their domain powers and spells at +1 caster level. (1rp)</p>
<p>Languages: Yokish start play speaking Yokish and Gnoll. Yokish with high intelligence scores can choose from the following, Auran, Common, Infernal, Terran.</p>
<p>Pack Warrior (Fighter Archetype)</p>
<p>Weapon Proficiencies: Pack Warriors don't gain proficiency with Tower Shields, Heavy armor, the Longsword, the Scimitar, the Quaterstaff, the Falcata the or Greatsword, but gain proficiency with Nunchaku and Dire Flails.</p>
<p>Bonus Feat: Pack Warriors gain a bonus teamwork feat at 2nd, 4th, 6th, 8th, 12th, 16th, and 20th levels. This replaces the bonus combat feats at those levels.</p>
<p>Community Combat: At 2nd level, another creature can share the same square with the pack warrior at the same time. If the two creatures in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares. This replaces Bravery.</p>
<p>Pack Skill: At 3rd level, a Pack Warrior gains a +1 dodge bonus to their AC and a +1 bonus to all skill checks when within at least 15 feet of an ally. This bonus increases by 1 for every 4 levels beyond 3rd to a maximum of +4 at 19th level. When the nearest ally is more then 60 feet away, and you cannot see her, you take a -1 dodge penalty to your AC and a -1 penalty to all skill checks. This Replaces Armor Training 1, 3, and 4.</p>
<p>Weapon Training: Pack Warriors must select Spears, Natural, Axes, Close or Flails weapon groups for weapon training.</p>
<p>Pack Armor Mastery: At 19th level, whenever a pack warrior is using the same armor or shield as an ally within 40 feet, both of them DR5/-.</p>Yokish, or Wolf Demons, are a race of humanoid wolf people that rely strongly on their comrades, they are adept at hunting and surviving in the wild and are allies with the Gnolls.
Yokish Racial Traits.
+2 Strength, +2 Dexterity, -2 Charisma.
Medium: Yokish are medium creatures and have no bonuses or penalties due to their size.
Slow Speed: Yokish have a base speed of 20 feet. (-1rp)
Darkvision: Yokish have darkvision out to 60 feet. (2rp)
Bite: Yokish gain a primary bite attack that...Lucky Salamander2015-07-29T15:10:19ZRe: Forums: Homebrew and House Rules: Engineer Base ClassLucky Salamanderhttps://paizo.com/threads/rzs2sjfn?Engineer-Base-Class#92015-07-25T21:43:16Z2015-07-25T21:43:16Z<p>Okay all of you make very good points. How is this?</p>
<p>Engineer
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Role: The engineer focuses on non-magic battlefield control, from shooting cannons, to raising the terrain to shooting nets out of a gun. The engineer can also hold his own in combat with an enemy, with a style similar to the gunslinger.
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Alignment: Any.
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Hit Die: d8.
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Class Skills
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The engineer’s class skills are Climb (Str), Craft (Int), Disable Device (Cha), Knowledge (arcana) (Int), Knowledge (engineering) (Int), Knowledge (history) (Int), Linguistics (Int), Ride (Dex), Stealth (Dex), and Use Magic Device (Cha).
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Skill Ranks per Level: 4 + Int modifier.</p>
<p>Starting Wealth
<br />
The following table lists the starting gold piece value for engineer characters. In addition, each character begins play with an outfit worth 10 gp or less.
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×10 gp
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Class Starting Wealth Average
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Engineer 4d6 140 gp
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Class Features
<br />
The following are the class features of the engineer.</p>
<p>Level Base Attack Bonus Fort Save Ref Save Will Save Special</p>
<p>1st +0 +2 +0 +2 Engineer’s Lore, Electric Bombs, Bonus Feats, Bomb 1d6.
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2nd +1 +3 +0 +3 Engineer Talent.
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3rd +2 +3 +1 +3 Bomb 2d6.
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4th +3 +4 +1 +4 Engineer Talent.
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5th +3 +4 +1 +4 Bomb 3d6.
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6th +4 +5 +2 +5 Engineer Talent.
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7th +5 +5 +2 +5 Bomb 4d6.
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8th +6/+1 +6 +2 +6 Engineer Talent.
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9th +6/+1 +6 +3 +6 Bomb 5d6.
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10th +7/+2 +7 +3 +7 Engineer Talent.
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11th +8/+3 +7 +3 +7 Bomb 6d6.
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12th +9/+4 +8 +4 +8 Engineer Talent
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13th +9/+4 +8 +4 +8 Bomb 7d6.
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14th +10/+5 +9 +4 +9 Engineer Talent.
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15th +11/+6/+1 +9 +5 +9 Bomb 8d6.
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16th +12/+7/+2 +10 +5 +10 Engineer Talent.
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17th +12/+7/+2 +10 +5 +10 Bomb 9d6.
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18th +13/+8/+3 +11 +6 +11 Engineer Talent.
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19th +14/+9/+4 +11 +6 +11 Bomb 10d6.
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20th +15/+10/+5 +12 +6 +12 True Engineer Talent.</p>
<p>Weapon and Armor Proficiency: An engineer is proficient with all simple weapons, plus Hand Crossbows and Nets as well as bombs. Engineers are also proficient with light armor and shields (except tower shields).</p>
<p>Engineer’s Lore: An engineer adds half his class level on Knowledge (engineering)and Disable Device skill checks and may make those checks untrained.
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Electric Bombs: This is identical to the alchemist ability of the same name, save the bombs deal electric damage instead of fire damage.</p>
<p>Gunsmith: Engineers gains Gunsmithing as bonus feat at 1st level.</p>
<p>Throw Anything: Engineers gain throw anything as a bonus feat at 1st level.</p>
<p>Engineer Talent: At 2nd level and every 2 levels thereafter, engineers gain an engineer talent from the list below, engineer talents can not be selected more then once unless noted.</p>
<p>Alchemist Discoveries: An engineer can take a bomb discovery in place of an engineer talent. Can take Fire Bombs in place of Shock Bombs.</p>
<p>Fire Bombs: An engineer with this discovery can choose that his bombs deal fire damage instead of electricity damage. (Engineer Only)</p>
<p>Firearm Proficiency: Engineers with this talent are proficient with firearms.</p>
<p>Crossbow Training: This ability is identical to the Bolt Ace ability of the same name. You must be 7th level to select this talent.</p>
<p>Basic Gunslinger: Engineers with this talent gain Amateur Gunslinger as a bonus feat.</p>
<p>Oil Spill: Engineers with this talent can use Grease as a non-magical ability 3 times per day.</p>
<p>Mechanical Tentacle: Engineers with this talent can use Black Tentacles as a non-magical ability 3 times per day. You must be 11th level to select this talent.</p>
<p>-> -> Add more talents here <- <-</p>
<p>True Engineer Talent: At 20th level, you gain one of the following Final Engineer Talents.</p>
<p>Master Engineer: You may always take 20 on knowledge (engineering) and disable device checks, and you confirm any critical hit with any weapon you crafted.</p>
<p>Philosopher's Stone: The engineer learns how to create a philosopher's stone, and can do so once per month at no cost. Creating a philosopher's stone takes 1 day of work.</p>
<p>Gunslinger: You gain the Grit and Deeds abilities of a gunslinger your level -5.</p>
<p>True Bomber: You gain two free alchemist bomb discoveries and gain the effects of a permanent non-magical Bomber's Eye spell.</p>
<p>Now I will explain every thing.</p>
<p>Class Skills-</p>
<p>Climb- Just seamed fitting for some reason.</p>
<p>Craft- Everybody has craft.</p>
<p>Disable Device- Obvious.</p>
<p>Knowledge (arcana)- An engineer has got to know what mystical creature he is up against.</p>
<p>Knowledge (engineering)- Ahem, Engineer=Engineering.</p>
<p>Knowledge (history)- See climb.</p>
<p>Linguistics- Just so you can have a chance at party face.</p>
<p>Ride- See climb.</p>
<p>Stealth- Sometimes you must sneak around and plant bombs.</p>
<p>Use Magic Device- It says device in the name, so it seems fitting.</p>
<p>Weapon Proficiencies-</p>
<p>Hand Crossbow- Engineers and Crossbows go together.</p>
<p>Net- When have you seen a movie when an engineer didn't have a net?</p>
<p>Simple Weapons- No need to explain.</p>
<p>Bombs- One of the main mechanics of the class.</p>
<p>Class Features-</p>
<p>Gunsmith- With guns being a secondary feature of the class, being able to repair and craft guns before you could shoot them properly was nice i thought.</p>
<p>Electric Bombs- I wanted to make engineers bomb's differant from alchemist's bombs, and i thought electricity damage the most fitting and the least OP damage type.</p>
<p>Throw Anything- For bombs.</p>
<p>Engineer Talents-</p>
<p>Bomb Discoveries- Boring old bombs needed an upgrade.</p>
<p>Firearm Proficiency: I think this makes sense.</p>
<p>Crossbow Training: This too.</p>
<p>Oil Spill- Battlefield Control is the other of engineer's secondary class feature. (With talents)</p>
<p>Mechanical Tentacles- See Oil Spill.</p>
<p>True Engineer Discoveries-</p>
<p>Master Engineer- See engineer's lore.</p>
<p>Philosopher's Stone- Fun AND Effective :)</p>
<p>Gunslinger- I can't explain for some reason.</p>
<p>True Bomber- Yay! Better Bombs and Eyes!</p>
<p>I hope you like engineer 2.0 now :)</p>Okay all of you make very good points. How is this?
Engineer
Role: The engineer focuses on non-magic battlefield control, from shooting cannons, to raising the terrain to shooting nets out of a gun. The engineer can also hold his own in combat with an enemy, with a style similar to the gunslinger.
Alignment: Any.
Hit Die: d8.
Class Skills
The engineer’s class skills are Climb (Str), Craft (Int), Disable Device (Cha), Knowledge (arcana) (Int), Knowledge (engineering) (Int), Knowledge...Lucky Salamander2015-07-25T21:43:16ZForums: Homebrew and House Rules: Girafian RacesLucky Salamanderhttps://paizo.com/threads/rzs2sjyk?Girafian-Races#12015-07-29T21:23:32Z2015-07-24T01:45:14Z<p>Girafian Races</p>
<p>Girafian Centaurs (12rp)</p>
<p>Girafian Centaur Racial traits
<br />
+2 Strength, +2 Wisdom, –2 Intelligence: Girafian Centaurs are clever and strong.</p>
<p>Centaur: Girafian Centaurs are Monstrous Humanoids with the centaur subtype. Monstrous Humanoids have darkvision out to 60 feet. (3rp)</p>
<p>Large: Girafian Centaurs are large creatures and take a -1 penalty to their AC, a -1 size penalty on attack rolls, a +1 size bonus to their CMB and CMD, and a -4 penalty on stealth checks. They wield weapons, armor and gear as if they were medium sized, and uses manoeuvres that use their upper body as medium size (for example, they can use trip as a large character, but not grapple). (2rp)</p>
<p>Fast Speed: Girafian Centaurs have a base speed of 40 feet. (1rp)
<br />
Elemental Vulnerability: Girafian Centaur skin, while tough, is easy to melt and burn, Girafian Centaurs have vulnerability to acid and fire. (-4rp)</p>
<p>Centaur Magic: Girafian Centaurs can cast dancing lights and magic stone each once per day, using his total character level as his caster level. (2rp)</p>
<p>Hooves: Girafian Centaurs have 2 natural hoof attacks dealing 1d4 damage each. (2rp)</p>
<p>Horse’s Body: Girafian Centaurs have bigger bodies then other creatures; as a result they must eat twice as much food as normal in 1 day to avoid starving. (-2rp)</p>
<p>Large Body: Girafian Centaurs take a -2 penalty to all reflex saves because of their large size. (-2rp)</p>
<p>Mapping Instinct: Girafian Centaurs receive a +2 racial bonus on Knowledge (geography) checks and Survival checks made not to get lost. (3rp)</p>
<p>Of the Herd: Girafian Centaurs receive one teamwork feat as a bonus feat at 1st level. (4rp)</p>
<p>Quadruped: Girafian Centaurs gain a +4 bonus to their CMD against Trip attempts; also, their encumbrance is modified. (2rp)</p>
<p>Weapon Familiarity: Girafian Centaurs are always proficient with the Lances, Longbows (including Composite Longbows) and Pilums. (1rp)</p>
<p>Languages: Girafian Centaurs begin play speaking Common and Centaur. Girafian Centaurs with high Intelligence can choose bonus languages from the following: Aquan, Common, Draconic, Gnome, Goblin, Infernal or Undercommon.</p>
<p>Karkias (10rp)</p>
<p>Karkias Racial Traits</p>
<p>+2 Intelligence, +2 Constitution, –2 Dexterity: Karkias are clever and healthy, but clumsy.</p>
<p>Karkias: Karkias are humanoids with the Karkias subtype.</p>
<p>Medium: Karkias are Medium creatures and receive no bonuses or penalties due to their size.</p>
<p>Normal Speed: Karkias have a base speed of 30 feet.</p>
<p>Blacksmith: Karkias gain a +1 bonus on Use Magic Device and Craft (weapons and armor) checks, and they are treated as being proficient with any weapon they crafted and with Dire Flails and Scimitars. (4rp)</p>
<p>Breath Weapon: Once per day, as a standard action, Karkias can breathe a breath weapon that deals 2d6 points of force damage in a 15 foot cone. All creatures within the affected area must make a Reflex saving throw for half damage (DC=10+half your character level+ your Constitution modifier). (4rp)</p>
<p>Karkias Magic: Karkias add +2 to the DC of the saving throws of any [Curse] spells they cast; they also have a +2 bonus on saving throws against such spells. Karkias with an Intelligence of 13 or higher also gain the following spell-like abilities: 1/Day- Arcane Mark, Grease, See Invisibility and Read Magic. The caster level for these effects is equal to the karkias' level. The DC for these spells is equal to 10 + the spell's level + the karkias' Intelligence modifier. (4rp)</p>
<p>Low-Light Vision: Karkias can see twice as far as humans in conditions of dim light. (1rp)</p>
<p>Thin Blood: Karkias have a -2 racial penalty to saving throws against poison and checks made to stabilize when at negative hit points. (-3rp)</p>
<p>Languages: Karkias begin play speaking Common and Aklo. Karkias with high Intelligence scores can choose from following, Abbysal, Celestial, Draconic, Dromite, Giant, Gnome, Terran or Undercommon.</p>
<p>Girafian Kitsune (10rp)</p>
<p>Girafian Kitsune, often called Black Kitsune or Devil-Spawn, are the cruel kitsunes of the world of girafia. Unlike their kin on golarion, who specialize in friendly enchantments and making friends, girafian kitsune specialize in creating fearful illusions and manipulating others.</p>
<p>Girafian Kitsune Racial Traits </p>
<p>+2 Dexterity, +2 Charisma, –2 Wisdom: Girafian Kitsune are quick and manipulative, but tend to be a bit barbaric.</p>
<p>Medium: Girafian Kitsune are Medium creatures and have no bonuses or penalties due to their size.</p>
<p>Kitsune: Girafian Kitsune are humanoids with the kitsune and shapechanger subtypes. (-1rp)</p>
<p>Normal Speed: Girafian Kitsune have a base speed of 30 feet.</p>
<p>Low-Light Vision: Girafian Kitsune can see twice as far as humans in conditions of dim light. (1rp)</p>
<p>Bad Reputation: Girafian Kitsune receive a +2 racial bonus to Intimidate and Sleight of Hand checks but a -2 penalty to Diplomacy checks with non-kitsunes in their natural form. (1rp)</p>
<p>Change Shape (Su): A girafian kitsune can assume the appearance of a specific single human form of the same sex. The kitsune always takes this specific form when she uses this ability. A kitsune in human form gains a +6 racial bonus on Disguise checks made to appear human. Changing shape is a standard action. This ability otherwise functions as alter self, except that the kitsune does not adjust her ability scores. (4rp)</p>
<p>Black Magic: Girafian Kitsune gain one 1st level Witch Hex of their choice that she meets the prerequisites for. If she needs a familiar to perform that hex, she cannot choose it unless she has a familiar. (2rp)</p>
<p>Bloodlust: Any day a girafian kitsune does not eat any meat, they take 1d3 points of intelligence, wisdom and charisma damage. (-4rp)</p>
<p>Kitsune Magic: Girafian Kitsune add +1 to the DC of any saving throws against [Fear] spells that they cast. Girafian Kitsune with a Charisma score of 13 or higher gains the following spell-like abilities: 1/day—cause fear, ghost sound and charm person. (3rp).</p>
<p>Savage Bite: Girafian Kitsune has a bite attack that deals 1d6 points of damage and any disease the kitsune has a 50% chance (1-50 on a d%) to be transferred through the bite attack. (2rp)</p>
<p>Weapon Familiarity: Girafian Kitsune treat Spiked Chains and Hand Crossbows as martial weapons, and are always proficient with Light Picks and Greatclubs. (2rp)</p>
<p>Languages: Girafian Kitsune begin play speaking Undercommon and Sylvan. Girafian Kitsune with high Intelligence scores can choose from the following: any human language, Aklo, Celestial, Common, Elven, Gnome, and Tengu.</p>
<p>Girafian Svirfneblin (11rp)</p>
<p>Girafian Svirfneblin Racial Traits</p>
<p>+2 Constitution, +2 Wisdom, –2 Charisma: Girafian Svirfneblin are tough and observant but emotionally distant.</p>
<p>Gnome: Girafian Svirfneblin are humanoids with the gnome and dwarf subtype.</p>
<p>Small: Girafian Svirfneblin are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.</p>
<p>Darkvision: Girafian Svirfneblin have darkvision out to 60 feet. (2rp)</p>
<p>Defensive Training: Girafian Svirfneblin gain a +1 dodge bonus to Armor Class. (2rp)</p>
<p>Fortunate: Girafian Svirfneblin gain a +1 racial bonus on all saving throws. (2rp)</p>
<p>Hatred: Svirfneblin receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and dwarven subtypes due to training against these hated foes. (1rp)</p>
<p>Light Sensitivity: Girafian Svirfneblin are dazzled in areas of bright sunlight or within the radius of a daylight spell. (-1rp)</p>
<p>Skilled: Girafian Svirfneblin gain a +1 racial bonus on Craft (alchemy) and Stealth checks. (2rp)</p>
<p>Stonecunning: Svirfneblin gain stonecunning as dwarves. (1rp)</p>
<p>Earthen Magic: Girafian Svirfneblin add +1 to the DC of any [Earth] or [Acid] spells they cast. Svirfneblin also gain the following spell-like abilities: 3/day—nondetection 1/day—blur. Caster level equals the svirfneblin's class levels. (2rp)</p>
<p>Languages: Svirfneblin begin play speaking Gnome and Undercommon. Those with high Intelligence scores can choose from the following: Aklo, Common, Draconic, Dwarven, Elven, Giant, Goblin, Orc, and Terran.</p>
<p>Amdish (10rp)</p>
<p>Amdish Racial Traits</p>
<p>+2 Strength, +2 Charisma, –2 Constitution: Amdish are muscular and charismatic, but quite unhealthy thanks to their mixed blood.</p>
<p>Native Outsider: Amdish are humanoids with the grippli and orc subtype.</p>
<p>Medium: Amdish are Medium creatures and receive no bonuses or penalties due to their size.</p>
<p>Slow Speed: Amdish have a base speed of 20 feet. They also have a swim speed of 30 feet, can move in water without making Swim checks, and always treat Swim as a class skill. (1rp)</p>
<p>Darkvision: Amdish can see in the dark up to 60 feet. (2rp)
<br />
Swamp Stride: Amdish ignore difficult terrain at its normal speed while within a swamp. Magically altered terrain affects an amdish normally. (2rp)</p>
<p>Swampy Resistances: Amdish have a +2 racial bonus on saving throws against acid effects, poison and disease. (3rp)</p>
<p>Ancient Affinity: Amdish sorcerers with the elemental Abyssal or Marid bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Amdish clerics with the Animal domain cast their Animal domain powers and spells at +1 caster level. (2rp)</p>
<p>Languages: Undines begin play speaking Orc and Aquan. Undines with high Intelligence scores can choose from the following: Auran, Dwarven, Elven, Gnome, Halfling, Ignan, and Terran.</p>
<p>Gurdwars (10rp)</p>
<p>Gurdwar Racial Traits</p>
<p>+2 Dexterity, +2 Intelligence, –2 Strength: Gurdwars are quick and intelligent, but weak.</p>
<p>Medium: Gurdwars are Medium creatures and receive no bonuses or penalties due to their size.</p>
<p>Normal Speed: Gurdwars have a base speed of 30 feet.</p>
<p>Darkvision: Gurdwars can see in the dark up to 60 feet. (2rp)</p>
<p>Arcane Aloofness: Gurdwars take a -1 penalty to their caster level when casting spells not of the Abjuration or Divination schools. (-2rp)</p>
<p>Gurdwars Resistances: Gurdwars gain a +2 racial bonus on saving throws against starvation and electricity effects. (2rp)</p>
<p>Skilled: Gurdwars gain a +4 racial bonus to Climb and Sense Motive checks. (6rp)</p>
<p>Weapon Familiarity: Gurdwars are proficient with Short bows, Falchions and Rapiers, and treat any weapon with the word “dwarven” in its name as a martial weapon. (2rp)</p>
<p>Languages: Gurdwars begin play speaking Common and either Ignan or Infernal. Gurdwars with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.</p>
<p>Please give feedback on what you think of them, thanks for reading!</p>Girafian Races
Girafian Centaurs (12rp)
Girafian Centaur Racial traits
+2 Strength, +2 Wisdom, –2 Intelligence: Girafian Centaurs are clever and strong.
Centaur: Girafian Centaurs are Monstrous Humanoids with the centaur subtype. Monstrous Humanoids have darkvision out to 60 feet. (3rp)
Large: Girafian Centaurs are large creatures and take a -1 penalty to their AC, a -1 size penalty on attack rolls, a +1 size bonus to their CMB and CMD, and a -4 penalty on stealth checks. They wield...Lucky Salamander2015-07-24T01:45:14ZRe: Forums: Advice: Help with a race/characterLucky Salamanderhttps://paizo.com/threads/rzs2sjfb?Help-with-a-racecharacter#72015-07-23T00:02:12Z2015-07-23T00:02:12Z<div class="messageboard-quotee">Lastoutkast wrote:</div><blockquote><p> Off the top of my head.</p>
<p>Goblin Noble
<br />
TYPE
<br />
Humanoid 0 RP
<br />
SIZE
<br />
Small 0 RP
<br />
BASE SPEED
<br />
Normal 0 RP
<br />
ABILITY SCORE MODIFIERS
<br />
Advance`d (+4 Dex, –2 Con, +2 Int, +2 Wis, +2 Cha) 4 RP
<br />
LANGUAGES
<br />
Standard 0 RP
<br />
RACIAL TRAITS
<br />
Feat and Skill Racial Traits:
<br />
Skill bonus (Perception) 2 RP
<br />
Skill bonus (sense motive) 2 RP</p>
<p>Senses Racial Traits:
<br />
Darkvision 120 ft. 3 RP
<br />
</blockquote><p>Advanced scores are way too OP for 4 rp, how about...
<p>Yodoblin (See what a did there?)</p>
<p>Type- Humanoid (goblinoid)(gnome)</p>
<p>Size-Small</p>
<p>Speed- 30 Feet</p>
<p>Ability Scores- +2 Dexterity +2 Wisdom or Intelligence -2 Strength</p>
<p>Darkvision: Yodoblins have darkvision out to 60 feet.</p>
<p>Force: Yodoblins can cast Mage Hand and Detect Thoughts each once per day as a Spell-Like ability (Your Caster Level is equal to your character level).</p>
<p>Understand, I do: Yodoblin gain a +2 racial bonus to Sense Motive, Stealth and Linguistics checks.</p>
<p>Weapon Familiarity:Yodoblins treat Nunchaku and Whips as martial weapons, and are always proficient with Laser Torches.</p>
<p>Zen: Yodoblin gain 1 point of Ki per day.</p>
<p>Fun, no?</p>Lastoutkast wrote:Off the top of my head.
Goblin Noble
TYPE
Humanoid 0 RP
SIZE
Small 0 RP
BASE SPEED
Normal 0 RP
ABILITY SCORE MODIFIERS
Advance`d (+4 Dex, –2 Con, +2 Int, +2 Wis, +2 Cha) 4 RP
LANGUAGES
Standard 0 RP
RACIAL TRAITS
Feat and Skill Racial Traits:
Skill bonus (Perception) 2 RP
Skill bonus (sense motive) 2 RP
Senses Racial Traits:
Darkvision 120 ft. 3 RP
Advanced scores are way too OP for 4 rp, how about... Yodoblin (See what a did there?)
Type- Humanoid (goblinoid)(gnome)
...Lucky Salamander2015-07-23T00:02:12ZForums: Homebrew and House Rules: Engineer Base ClassLucky Salamanderhttps://paizo.com/threads/rzs2sjfn?Engineer-Base-Class#12015-07-29T23:59:37Z2015-07-22T22:28:39Z<p>Today I was thinking of making an engineer class, so I did, enjoy.</p>
<p>Engineer
<br />
Role: The engineer focuses on non-magic battlefield control, from shooting cannons, to raising the terrain to shooting nets out of a gun. The engineer can also hold his own in combat with an enemy, with a style similar to the gunslinger.
<br />
Alignment: Any.
<br />
Hit Die: d10.
<br />
Class Skills
<br />
The engineer’s class skills are Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Cha), Heal (Wis), Knowledge (engineering) (Int), Linguistics (Int), Perception (Wis), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).
<br />
Skill Ranks per Level: 4 + Int modifier.</p>
<p>Starting Wealth
<br />
The following table lists the starting gold piece value for engineer characters. In addition, each character begins play with an outfit worth 10 gp or less.
<br />
×10 gp
<br />
Class Starting Wealth Average
<br />
Engineer 4d6 140 gp
<br />
Class Features
<br />
The following are the class features of the engineer.</p>
<p>Level Base Attack Bonus Fort Save Ref Save Will Save Special</p>
<p>1st +0 +2 +0 +2 Engineer’s Lore, Mechanical Bombs, Bonus Feats, Bomb 1d6.
<br />
2nd +1 +3 +0 +3 Self-Defence, Siege Focus.
<br />
3rd +2 +3 +1 +3 Quick Engineering, Bomb 2d6
<br />
4th +3 +4 +1 +4
<br />
5th +3 +4 +1 +4 Bomb 3d6,
<br />
6th +4 +5 +2 +5 Gun Training 1
<br />
7th +5 +5 +2 +5 Bomb 4d6,
<br />
8th +6/+1 +6 +2 +6
<br />
9th +6/+1 +6 +3 +6 Fast Bombs, Bomb 5d6
<br />
10th +7/+2 +7 +3 +7 Large Weapons.
<br />
11th +8/+3 +7 +3 +7 Bomb 6d6.
<br />
12th +9/+4 +8 +4 +8 Gun Training 2.
<br />
13th +9/+4 +8 +4 +8 Bomb 7d6.
<br />
14th +10/+5 +9 +4 +9
<br />
15th +11/+6/+1 +9 +5 +9 Bomb 8d6.
<br />
16th +12/+7/+2 +10 +5 +10
<br />
17th +12/+7/+2 +10 +5 +10 Bomb 9d6.
<br />
18th +13/+8/+3 +11 +6 +11 Gun Training 3.
<br />
19th +14/+9/+4 +11 +6 +11 Bomb 10d6.
<br />
20th +15/+10/+5 +12 +6 +12 True Engineer.</p>
<p>Weapon and Armor Proficiency: An engineer is proficient with all simple weapons, plus all Crossbows, the Lance, Net, Scythe and Starknife as well as bombs, firearms and siege weapons. Engineers are also proficient with light armor and shields (except tower shields).</p>
<p>Engineer’s Lore: An engineer adds half his class level on Knowledge (engineering), Use Magic Device and Disable Device skill checks and may make those checks untrained.</p>
<p>Mechanical Bombs: This is identical to the alchemist ability of the same name, save the bombs deal force damage instead of fire damage.
<br />
Bonus Feats: An engineer gains Gunsmithing and Brew Potion as bonus feats as 1st level.</p>
<p>Devices: An engineer casts non-magical spells drawn mostly from the engineer spell list presented below. She can activate any device she knows without preparing it ahead of time. To activate a device, an engineer must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an engineer's spell is 12 + the spell level + the engineer's Intelligence modifier.
<br />
Like other spellcasters, an engineer can create only a certain number of devices per day. She can create 10 total devices of any combination of devices of the engineer device list.
<br />
An engineer's selection of devices is extremely limited. An engineer begins play knowing the Grease spell (Oil Spill Device), at 4th level she gains the Web spell (Spider’s Silk Device), at 8th level she gains the Sleet Storm spell (Forced Hail Device), at 10th level he adds the Black Tentacles spell (Mechanical Tentacles Device) to his list of devices known, at 13th level he adds Wall of Stone Spell (Stone Creation Device) to her list of devices known and at 16th level she adds the Forceful Hand spell (Outward Explosion Device) to his list of devices known. Any Summoned creatures gain the construct type instead of their normal type.
<br />
An engineer may know any number of spells (devices). He must create and choose his devices ahead of time by getting 8 hours of sleep and spending 30 minutes creating his devices. While creating his devices, the engineer chooses their function from his list of devices known.</p>
<p>Self-Defence: At 2nd level, engineers learn to defend themselves from opponents and to herd them where you want them to go; they gain a +2 bonus to their CMD and a +2 bonus to their CMB when making a Trip or Bull Rush attempt.</p>
<p>Siege Focus: At 2nd level you gain Siege Gunner and Combat Reflexes as bonus feats, also, siege weapons you build have extra hit points equal to half your class level+ your Intelligence Modifier.</p>
<p>Quick Engineering: At 3rd level engineers can build various siege engines with astonishing speed; and it takes an engineer a half the time and a quarter cost to build a Siege Engine of any kind, and you gain a bonus on Craft (siege weapons) equal to half you class level.</p>
<p>Gun Training: At 6th level and every 6 levels thereafter, you gain the Gunslinger Gun Training class feature; you can also pick a type of crossbow for this ability.</p>
<p>Fast Bombs (Ex): At 9th level, the engineer gains the fast bombs alchemist discovery.</p>
<p>Large Weapons: At 11th level, you arms grow more muscular from wielding huge siege weapons, permanently increase your strength by 1, also, you are treated as 1 size larger for the purpose of wielding firearms and crossbows one size larger than you.</p>
<p>True Engineer: At 20th level, you have mastered siege weapons it has paid off with your IQ, you can build Siege Weapons of any kind as a full-round action, also, you gain the Void Bomb alchemist discovery, and you permanently gain a +1 bonus to your Intelligence.</p>
<p>I hope you like my base class, feedback appreciated, feel (more than) free to playtest it, or any suggestions for next time?</p>Today I was thinking of making an engineer class, so I did, enjoy.
Engineer
Role: The engineer focuses on non-magic battlefield control, from shooting cannons, to raising the terrain to shooting nets out of a gun. The engineer can also hold his own in combat with an enemy, with a style similar to the gunslinger.
Alignment: Any.
Hit Die: d10.
Class Skills
The engineer’s class skills are Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Cha), Heal (Wis), Knowledge (engineering) (Int),...Lucky Salamander2015-07-22T22:28:39ZForums: Homebrew and House Rules: More Eidolon Base FormsLucky Salamanderhttps://paizo.com/threads/rzs2sisf?More-Eidolon-Base-Forms#12015-07-21T20:57:43Z2015-07-21T20:57:43Z<p>I thought up some eidolon base forms, so i hope you like them, feel free to post your own base forms you made or give feedback on mine.</p>
<p>Aberrant Base Form
<br />
Starting Statistics: Size: Medium. Speed: 30 feet.; AC: +2 Natural Armor Bonus; Saves: Fort (good), Ref (good), Will (bad); Attacks 2 Tentacles (1d4); Ability Scores; Strength 14, Dexterity 14, Constitution 13, Intelligence 7, Wisdom 10, Charisma 11.
<br />
Free Evolutions- Tentacle(1 evo), Limbs (legs)(2 evo), Grab (tentacle)(2 Evo).
<br />
Total 5 Free Evolution Points</p>
<p>Flying Base Form
<br />
Starting Statistics: Size: Medium. Speed: 30 feet, Fly 50 ft.; AC: +2 Natural Armor Bonus; Saves: Fort (bad), Ref (good), Will (good); Attacks 2 Tentacles (1d4); Ability Scores; Strength 12, Dexterity 16, Constitution 13, Intelligence 7, Wisdom 10, Charisma 11.
<br />
Free Evolutions- Flight +1(3 evo), Limbs (legs)(2 evo), Claws(1 evo), Rake(2 evo).
<br />
Special- Flying Eidolons permanently have 5 less evolution points in their evolution pool then normal Eidolons (minimum 1).
<br />
Total 8 Free Evolution Points (-5)</p>
<p>Colossus Base Form
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Starting Statistics: Size: Large. Speed: 30 feet.; AC: +2 Natural Armor Bonus; Saves: Fort (good), Ref (bad), Will (good); Attacks None; Ability Scores; Strength 16, Dexterity 12, Constitution 13, Intelligence 7, Wisdom 10, Charisma 11.
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Free Evolutions- Large (4 Evo), Limbs (arms) (2 Evo), Limbs (legs) (2 Evo).
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Special- Colossus Eidolons permanently have 5 less evolution points in their evolution pool then normal Eidolons (minimum 1).
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Total 8 Free Evolution Points (-5)</p>I thought up some eidolon base forms, so i hope you like them, feel free to post your own base forms you made or give feedback on mine.
Aberrant Base Form
Starting Statistics: Size: Medium. Speed: 30 feet.; AC: +2 Natural Armor Bonus; Saves: Fort (good), Ref (good), Will (bad); Attacks 2 Tentacles (1d4); Ability Scores; Strength 14, Dexterity 14, Constitution 13, Intelligence 7, Wisdom 10, Charisma 11.
Free Evolutions- Tentacle(1 evo), Limbs (legs)(2 evo), Grab (tentacle)(2 Evo).
Total 5...Lucky Salamander2015-07-21T20:57:43ZRe: Forums: Homebrew and House Rules: Post Random Sorcerer Bloodlines you made!Lucky Salamanderhttps://paizo.com/threads/rzs2sg5q?Post-Random-Sorcerer-Bloodlines-you-made#22015-07-14T20:18:23Z2015-07-14T20:18:23Z<p>I accidentally pressed post before I made the capstone</p>
<p>Aboleth Form: You can cast Beast Form IV, except you can become an aboleth, and only an Aboleth, except you retain all your class abilities, you can wield things with your tentacles and gain a +4 enhancement bonus to constitution and a +2 enhancement bonus to your strength.</p>
<p>So folks, Post, Post, Post all those epic sorcerer bloodlines you made in the back of your head, and hope you liked my bloodline</p>I accidentally pressed post before I made the capstone
Aboleth Form: You can cast Beast Form IV, except you can become an aboleth, and only an Aboleth, except you retain all your class abilities, you can wield things with your tentacles and gain a +4 enhancement bonus to constitution and a +2 enhancement bonus to your strength.
So folks, Post, Post, Post all those epic sorcerer bloodlines you made in the back of your head, and hope you liked my bloodlineLucky Salamander2015-07-14T20:18:23ZForums: Homebrew and House Rules: Post Random Sorcerer Bloodlines you made!Lucky Salamanderhttps://paizo.com/threads/rzs2sg5q?Post-Random-Sorcerer-Bloodlines-you-made#12015-07-15T06:41:15Z2015-07-14T20:05:11Z<p>Title is self explanatory.
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Ready?</p>
<p>Aboleth Bloodline
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One of your relatives was mutated and tortured by the aboleths, or maybe your distant ancestor WAS an aboleth, either way, you can change yourself and others with the skill of the aberrational fish.
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Class Skill: Knowledge (Dungeoneering).
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Bonus Spells: Reduce Person (3rd), Hypnotic Pattern (5th), Water Breathing (7th), Black Tentacles (9th), Baleful Polymorph (11th), Suggestion, Mass (13th), Control Weather (15th), Charm Monster, Mass (17th), Weird (19th).</p>
<p>Bonus Feats: Deceitful, Spell Focus (Enchantment), Silent Spell, Skill Focus (Swim), Great Fortitude, Blind Fight, Medusa's Wrath, Blinding Critical.</p>
<p>Bloodline Arcana: Whenever you cast a Transmutation or Enchantment spell on another creature increase your caster level by 1, also, you always know Aboleth as a language.</p>
<p>Bloodline Powers: As your powers grow stronger, so does your desire to rule and enslave other creatures, your fleshwarping skills grow stronger by the day.</p>
<p>Faint Fleshwarping: Starting at 1st level, you can change minor details and powers of a creature. As a standard action, you may give a creature a +1 bonus or a -1 penalty to one ability score of your choice, this lasts for 5d6 minutes+ half your Sorcerer Level, increase the bonus/penalty by 1 for every 6 sorcerer levels you have, to a maximum of +4/-4 at 18th level. You can use this ability a number of times per day equal to 3+ Your Cha modifier.</p>
<p>Aboleth Traits: At 3rd level you can cast Hold Person and Color Spray each once per day as a spell-like ability, at 4th level, you gain a swim speed of 30 feet and gain the aquatic subtype and the amphibious trait, at 9th level, you can also cast Dominate Person and Animal Growth each once per day as a spell-like ability.</p>
<p>Tentacles: At 9th level, you grow 4 tentacles, sprouting from your body, this functions as the Tentacle Alchemist discovery, at 13th level your tentacles increase their reach by 5 feet.</p>
<p>Fleshwarp: At 15th level, three times per day, you may change a creatures type and subtype to another creature type and subtype for 2d4 hours, the duration becomes 3d4 hours if you change their type to aberration type or aquatic subtype. Also you can cast Aboleth's Lung at will as a spell-like ability.</p>Title is self explanatory.
Ready?
Aboleth Bloodline
One of your relatives was mutated and tortured by the aboleths, or maybe your distant ancestor WAS an aboleth, either way, you can change yourself and others with the skill of the aberrational fish.
Class Skill: Knowledge (Dungeoneering).
Bonus Spells: Reduce Person (3rd), Hypnotic Pattern (5th), Water Breathing (7th), Black Tentacles (9th), Baleful Polymorph (11th), Suggestion, Mass (13th), Control Weather (15th), Charm Monster, Mass...Lucky Salamander2015-07-14T20:05:11ZRe: Forums: Homebrew and House Rules: Coria, The Barrier World - a post-post apocalyptic steampunk magitech settingLucky Salamanderhttps://paizo.com/threads/rzs2s5c5?Coria-The-Barrier-World-a-postpost#292015-07-12T12:53:41Z2015-07-12T12:53:41Z<p>I'm speechless, this is AMAZING. Everything about it is great, the races, the fluff and the prestige classes, everything. I have one suggestion for the drow though, maybe add +1 Caster Level for Transmutation spells would be cool for drow, as they don't have many unique traits that make them different from normal drow (stat-wise).</p>I'm speechless, this is AMAZING. Everything about it is great, the races, the fluff and the prestige classes, everything. I have one suggestion for the drow though, maybe add +1 Caster Level for Transmutation spells would be cool for drow, as they don't have many unique traits that make them different from normal drow (stat-wise).Lucky Salamander2015-07-12T12:53:41ZForums: Advice: Help with Party?Lucky Salamanderhttps://paizo.com/threads/rzs2sfkt?Help-with-Party#12015-07-11T13:30:20Z2015-07-11T13:30:20Z<p>So I have a two campaigns going on at the moment,the players are completely new players who know nothing about the game, currently we have,</p>
<p>Game 1
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Lvl1 LG Elven Enchanter
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Lvl1 NG Samsaran Cleric Battle-Healer
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Lvl1 LN Elven Cavalier
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Lvl1 TN Tengu Grenadier Alchemist (Me)
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Lvl1 CN Tiefling Melee-Based Magus</p>
<p>In our Second game we have</p>
<p>Lvl3 LG Fetchling Paladin
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Lvl3 CN Half-Elven Ranger
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Lvl3 NG Centaur Conjurer (Me)
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Lvl3 ?? ????????????????
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Lvl3 ?? ????????????????</p>
<p>Suggestions for the remaining two or changes for the rest?</p>So I have a two campaigns going on at the moment,the players are completely new players who know nothing about the game, currently we have,
Game 1
Lvl1 LG Elven Enchanter
Lvl1 NG Samsaran Cleric Battle-Healer
Lvl1 LN Elven Cavalier
Lvl1 TN Tengu Grenadier Alchemist (Me)
Lvl1 CN Tiefling Melee-Based Magus
In our Second game we have
Lvl3 LG Fetchling Paladin
Lvl3 CN Half-Elven Ranger
Lvl3 NG Centaur Conjurer (Me)
Lvl3 ?? ????????????????
Lvl3 ?? ????????????????
Suggestions for the...Lucky Salamander2015-07-11T13:30:20ZRe: Forums: Homebrew and House Rules: Salad Homebrew RaceLucky Salamanderhttps://paizo.com/threads/rzs2sfh0?Salad-Homebrew-Race#52015-07-10T13:51:27Z2015-07-10T13:51:27Z<p>Knew i should have called them Sellics...</p>Knew i should have called them Sellics...Lucky Salamander2015-07-10T13:51:27ZForums: Homebrew and House Rules: Salad Homebrew RaceLucky Salamanderhttps://paizo.com/threads/rzs2sfh0?Salad-Homebrew-Race#12015-07-10T13:34:48Z2015-07-10T13:34:48Z<p>Salads (10 Rp Total)
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Salad Racial Traits
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+2 Intelligence, +2 Constitution: Salads are clever and tough.
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Salad: Salads are humanoids with the salad subtype.
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Medium: Salads are Medium creatures and have no bonuses or penalties due to their size.
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Normal Speed: Salads have a base speed of 30 feet.
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Balanced Earth: Any area that is Hallowed or Unhallowed within 20 feet of the salad is temporarily dispelled until the salad leaves the area, also add +1 to the DC of the saving throws of any spells with the earth descriptor they cast.
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Limber: Salads have a +1 bonus to their CMB to make sunder or grapple attempts.
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Pain Sensitivity: Salads have a -1 penalty to saving throws against pain, and after being stuck by a slashing weapon, he takes a -1 penalty on attack rolls for 1 round.
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Salad Resistances: Salads have a +1 racial bonus on will saves and a +2 racial bonus on saving throws against weather effects.
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Throwing Training: Salads are trained to use throwing weapons to greater efficiency and accuracy, giving them a +1 bonus on attack and damage rolls made with thrown weapons, also they can wield thrown weapons one size larger without penalty and reduce the penalty for wielding inappropriately sized thrown weapons or crossbows by 1.
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Weapon Familiarity: Salads are always proficient with boomerangs, hand crossbows, javelins and lances and treat any weapons with the word “salad” in it as a martial weapon.
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Languages: Salads begin play speaking Common and Salad. Salads with high Intelligence scores can choose from any language they want.
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Balanced Earth- 2 Rp Limber- 1 Rp Pain Sensitivity- -2 Rp Salad Resistances- 2 Rp Throwing Training-3 Rp Weapon Familiarity-1 Rp Linguist Languages - 1 Rp Flexible Stat- 2 Rp Total- 10 Rp
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Alternate Racial Traits
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Consult your GM before selecting any of these new options.
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Bomber: Some salads give up most types of thrown weapons to train with bombs and destructive things. Salads with this trait are always proficient with bombs and gain a +1 bonus on attack rolls with bombs, and increase the range of bombs by 10 feet, also they gain a +1 racial bonus on all skills checks made to destroy something. This trait replaces Weapon Familiarity and Thrown Training.
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Huge Build: Some salads have an enormous build and can wield any weapon one size larger without penalty, but can wield thrown weapons two sizes larger without penalty, but reduce the damage of them by one step, however this build makes them less agile, and they take a -2 penalty to their dexterity. This trait replaces Salad Resistances and Limber.
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Good (or Evil) Aura: Some salads choose either good or evil to spread instead of balance and within 15 feet of the salad the area is treated as hallowed if you are good or unhallowed if you are evil. This trait replaces Balanced Earth and Salad Resistances.
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Favored Class Options
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The following options are available to all salads who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.
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Bard: Add +1 to the bard's total number of bardic performance rounds per day.
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Rogue: Add +1 to the rogue's CMD when resisting a grapple or reposition attempt.
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Sorcerer: Select one bloodline power at 1st level that is normally usable a number of times per day equal to 3 + the sorcerer's Charisma modifier. The sorcerer adds +1/2 to the number of uses per day of that bloodline power.
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Racial Weapons and Gear
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Weapons
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Salad War Boomerang
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A boomerang about double the size of a normal
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boomerang, lined with razor spikes on the front side,
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a salad war boomerang is always treated as having
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the returning weapon quality (however it is non-magical).</p>
<p>One-Handed Exotic Weapon
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Cost- 5gp
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Damage- 1d8 (1d6 Small)
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Critical-19-20 x2
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Range- 30 feet
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Weight- 6 lbs
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Type- B and S
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Special- Trip, See Text.
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Salad Feats
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Arced Throw
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Prerequisites- Salad, Boomerang Proficiency
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When throwing a boomerang (or salad war boomerang) you can choose to throw it in an arc instead of a normal line, when throwing the boomerang in an arc you must throw it from the diagonal and you must make a DC 10 reflex check to catch it.-</p>
<p>Wadya think (ignoring the name of course :P)?
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Any suggestions?</p>Salads (10 Rp Total)
Salad Racial Traits
+2 Intelligence, +2 Constitution: Salads are clever and tough.
Salad: Salads are humanoids with the salad subtype.
Medium: Salads are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Salads have a base speed of 30 feet.
Balanced Earth: Any area that is Hallowed or Unhallowed within 20 feet of the salad is temporarily dispelled until the salad leaves the area, also add +1 to the DC of the saving throws of any spells...Lucky Salamander2015-07-10T13:34:48ZForums: Homebrew and House Rules: Golems Homebrew RaceLucky Salamanderhttps://paizo.com/threads/rzs2scpd?Golems-Homebrew-Race#12015-06-13T14:27:13Z2015-06-13T14:27:13Z<p>Golem (10 rp)
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Golem Racial Traits
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+2 Constitution, +2 Charisma, –2 to any ability score: Golems are always naturally agreeable, and are usually hearty, but other than that they are quite varied.
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Medium: Golems are Medium creatures and have no bonuses or penalties do to their size.
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Normal Speed: Golems have a base speed of 30 feet.
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Archetype Originality: If a golem is an archetype, pick a single ability the archetype replaces, you keep that ability, and the one you replace it with.
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Golem Magic: Golems add +1 to the DC of saving throws of all conjuration spells you cast.
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Treasure Hunter: Golems have a +2 racial bonus to Perception checks to notice treasure; also you treat your level as 1 level higher for the purpose of determining the gear you get from a treasure chest.
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Weapon Familiarity: Golems are proficient with throwing axes, great-swords and nets, and treat any weapon with the word "Golem" in its name as a martial weapon.
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Languages: Golems begin play speaking Common. Golems with high Intelligence scores can choose any language they want, (Except secret languages, such as druidic).
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Archetype Originality-4rp Golem Magic-3rp Treasure Hunter-2rp Weapon Familiarity- 1rp
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Total- 10rp</p>
<p>Golem Weapons
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Golem Black Blade One Handed Exotic Weapon
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Price- 65 gp
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Damage- 1d6 (s) 1d8 (m)
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Critical- x3
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Weight- 8 lbs
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Type- S or B
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Special- See text.
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With a golem black blade, you can make a 1d6 (1d4 s) melee touch attack when you are below half health, when you succeed the attack, the victim gains a -1 luck penalty to fortitude saving throws.</p>
<p>Golem Lance Two Handed Exotic Weapon
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Price- 30 gp
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Damage- 1d6 (s) 1d8 (m)
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Range- 20 feet.
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Weight- 11 lbs
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Type- P
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Special- Brace, Performance, Distracting, see text.
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While wielding a Golem Lance, you gain a +2 bonus on attack rolls and CMD against Constructs; otherwise it functions like a lance.</p>Golem (10 rp)
Golem Racial Traits
+2 Constitution, +2 Charisma, –2 to any ability score: Golems are always naturally agreeable, and are usually hearty, but other than that they are quite varied.
Medium: Golems are Medium creatures and have no bonuses or penalties do to their size.
Normal Speed: Golems have a base speed of 30 feet.
Archetype Originality: If a golem is an archetype, pick a single ability the archetype replaces, you keep that ability, and the one you replace it with.
Golem...Lucky Salamander2015-06-13T14:27:13ZRe: Forums: Homebrew and House Rules: Taurus (Cow Centaurs)Lucky Salamanderhttps://paizo.com/threads/rzs2sc08?Taurus#72015-06-06T22:01:08Z2015-06-06T22:01:08Z<p>Okay yea it was kinda bad... but i wanted to make a cow centaur race to I'll make a better one.</p>Okay yea it was kinda bad... but i wanted to make a cow centaur race to I'll make a better one.Lucky Salamander2015-06-06T22:01:08ZRe: Forums: Homebrew and House Rules: Taurus (Cow Centaurs)Lucky Salamanderhttps://paizo.com/threads/rzs2sc08?Taurus#42015-06-06T16:39:16Z2015-06-06T16:39:16Z<p>Feedback would be nice. :D</p>Feedback would be nice. :DLucky Salamander2015-06-06T16:39:16ZForums: Homebrew and House Rules: Taurus (Cow Centaurs)Lucky Salamanderhttps://paizo.com/threads/rzs2sc08?Taurus#12015-06-06T14:53:24Z2015-06-06T14:53:24Z<p>Taurus are cows with a humans body where the head should be.</p>
<p>Taurus</p>
<p>+2 Intelligence, -2 Wisdom, +2 Constitution (For Males), +2 Charisma (For Females).</p>
<p>Taurus are treated as both a animal and a humanoid with the human subtype.</p>
<p>Taurus are Large Creatures, but they buy weapons and armor as if they were medium size.</p>
<p>Taurus have a base speed of 40 feet.</p>
<p>Cow Bell: Every Taurus wears a cow bell around its neck. We don't know why, but every single one does. It makes a sound whenever the Taurus moves, and they have a -2 penalty to Stealth checks. However the bell looks extremely awesome, and they gets +2 Charisma.</p>
<p>Bulls Horns (Male): Male Taurus have a primary gore attack dealing 1d6 damage.</p>
<p>Milk (Female): Once per day, Female Taurus can gain fast healing 1 for 1/2 minute per class level (min 1).</p>
<p>Obsessive (Calf): Taurus Calfs receive a +2 racial bonus on a Knowledge skill of their choice.</p>
<p>Darkvision: Taurus have darkvision out to 60 feet.</p>Taurus are cows with a humans body where the head should be.
Taurus
+2 Intelligence, -2 Wisdom, +2 Constitution (For Males), +2 Charisma (For Females).
Taurus are treated as both a animal and a humanoid with the human subtype.
Taurus are Large Creatures, but they buy weapons and armor as if they were medium size.
Taurus have a base speed of 40 feet.
Cow Bell: Every Taurus wears a cow bell around its neck. We don't know why, but every single one does. It makes a sound whenever the Taurus...Lucky Salamander2015-06-06T14:53:24ZRe: Forums: Homebrew and House Rules: Beastfolk (Animal Races, think catfolk)Lucky Salamanderhttps://paizo.com/threads/rzs2sbyd?Beastfolk#52015-06-06T13:59:18Z2015-06-06T13:59:18Z<p>Here is three more!</p>
<p>Molefolk</p>
<p>+2 Strength, +2 Wisdom, -2 Dexterity, -2 Intelligence.</p>
<p>Molefolk are humanoids with the molefolk subtype.</p>
<p>Mole have a base speed of 20 feet, they also have a burrow speed of 30 feet.</p>
<p>Molefolk are medium creatures.</p>
<p>Expert Digger: Molefolk can dig through rock, however his burrow speed is reduced to 10 feet and he is fatigued for 2 rounds afterwards.</p>
<p>Grip: Molefolk have the best grip of anyone and have a +1 racial bonus to attack rolls, profession (miner) and climb checks, also they have a +4 to CMD against being Disarmed.</p>
<p>Pick Skilled: Molefolk are always proficient with Light and Heavy Picks, and receive a +2 bonus to attack rolls using a pick, this stacks with the bonus from grip, however they have a -1 to attack rolls with bows and crossbows.</p>
<p>Keen Nose: Molefolk have extremely keen noses and have a +2 bonus to perception checks involving smell or touch, however they have a -2 penalty to perception checks involving sight.</p>
<p>Languages: Molefolk start speaking Common and Terran. Molefolk with high Intelligence can learn any language they want, however it takes twice the normal amount to learn Auran or Aquan.</p>
<p>Eelfolk</p>
<p>+2 Charisma, +4 Dexterity, -2 Strength or Intelligence, -2 Constitution.</p>
<p>Eelfolk are humanoids with the eelfolk subtype.</p>
<p>Eelfolk have a base speed of 30 feet, they also have a swim speed of 20 feet.</p>
<p>Eelfolk are medium creatures.</p>
<p>Weak Ears: Eelfolk have weak ears and they take a -2 penalty to perception checks involving hearing, but they have Sonic Resistance 5. </p>
<p>Hand Inepttantcy: Eelfolk have just evolved hands and are still learning how to use them, and receive a -2 penalty to Sleight of Hand checks, and a -1 penalty to attack rolls with weapons, </p>
<p>Electric Immumity: Eelfolk are well adapted to electricity and are immune to electric damage.</p>
<p>Shock: Once per day as a swift action, eelfolk can send out an electric shock dealing 1d4+character level of electricity damage to evreyone within 10 feet of you.</p>
<p>Languages: Eelfolk start speaking Common and Eelfolk. Eelfolk with high Intelligence can learn any language they want.</p>
<p>Turtlefolk</p>
<p>+2 Wisdom, +2 Constitution, -2 Dexterity.</p>
<p>Turtlefolk are humanoids with the turtlefolk subtype.</p>
<p>Turtle have a base speed of 10 feet,they also have a swim speed of 20 feet, and their speed can not be modified by anything.</p>
<p>Turtlefolk are medium creatures.</p>
<p>Underbelly: When attacked with sneak attack damage, turtlefolk take 2 extra damage.</p>
<p>Primitive Mind: Turtlefolk take a -1 penalty to attack rolls made with all exotic weapons, but a +2 bonus to attack rolls with simple weapons.</p>
<p>Skilled: Turtlefolk have a +4 racial bonus to Knowledge (history) and a +2 bonus to Appraise checks, but a -1 penalty to Use Magic Device checks.</p>
<p>Shell: Turtlefolk have a +4 natural armor bonus to their AC, but a -1 racial penalty to reflex saves.</p>
<p>Languages: Turtlefolk start speaking Common. Turtlefolk with high Intelligence can learn any language they want.</p>Here is three more!
Molefolk
+2 Strength, +2 Wisdom, -2 Dexterity, -2 Intelligence.
Molefolk are humanoids with the molefolk subtype.
Mole have a base speed of 20 feet, they also have a burrow speed of 30 feet.
Molefolk are medium creatures.
Expert Digger: Molefolk can dig through rock, however his burrow speed is reduced to 10 feet and he is fatigued for 2 rounds afterwards.
Grip: Molefolk have the best grip of anyone and have a +1 racial bonus to attack rolls, profession (miner) and...Lucky Salamander2015-06-06T13:59:18Z