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Help! lol

I've made a bit of a big deal about the weird necklace that the Ancient Mariner was wearing, and expanded it into a side-story that one of my players has really taken an interest in. And now I don't know how to finish the side-story!

What I've done is have the necklace be one triangular piece of a six-piece medallion. Throughout the following adventures and travels I've occasionally had them come across another piece. They've learned that the aboleths made the medallion, and now that they have all 6 pieces they have decided not to put them together to see what it does.

What happens is that the pieces are "attracted" to each other, sort of like how the One Ring "knows" it needs to get back to Sauron and somehow it finds its way into hands that can do that. So, the heroes got the medallion from the Mariner, another piece was on the Sahuagin King, etc. The pieces don't detect as magic unless they are brought close to each other. The player who took an interest in this side story is a merfolk.

But what if they do? This isn't something that's part of the module, and I've kicked around a few ideas as to what it's all about but so far I've come up empty. The player wants to find someone to cast legend lore on it to find out what it does but... I DON'T KNOW WHAT IT DOES! lol

Any suggestions?


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Is Tidewater Rock based on a real place?

Check out Rockfleet Castle, Ireland... it looks just like Tidewater Rock is described, right down to the pitched roof and apparently even the locations of the chimneys! It's situated on the coast, but not quite to the extent that Tidewater Rock is said to be, though.

Also, it has a history tied to piracy...

https://www.youtube.com/watch?v=i-Sis_RJJrY

https://en.wikipedia.org/wiki/Grace_O%27Malley


Ok so I have some questions about how catapults are supposed to work in Skull and Shackle.

You have to Aim again every time you choose a new target or square. So, does a moving ship count as a target, or, when it moves, are you choosing a new square?

The former, and it seems that once you get a hit on a ship, you'll never miss with subsequent shots because it's the same target, you don't have to re-Aim. You get that +10 bonus to hit which almost guarantees a hit because of the low DCs to use catapults.

The latter, and it seems you'll never get a shot off because of the long Aim time. By the time you've aimed at a square, a few rounds have passed and the ship doesn't occupy that square any more and you've got to Aim again.

So... which is it? Never miss? Or never hit? Or is there some other way to interpret this that makes catapults useful on a ship other than bombarding immobile targets (like coastal settlements -- which the rules don't cover... )?


My Carrion Crown campaign is drawing to a close, and the next AP my group wants to do is Skull and Shackle.

I have a place who'd like to run a merfolk, and I'm generally the type of DM who's rather say "yes, but" instead of just "no."

I know that mobility will be a problem for a long time, at least until he can afford a seafoam shawl (and that only helps a few hours a day). Perhaps far more of a hindrance than playing an unusual race is worth.

In the interest of "yes, but," I was trying to brainstorm other means of helping this character move on land, and thought of a wheeled hand cart.

I figured it would increase his speed to 10 ft. or 15 ft., which is still quite slow but not as bad as 5 ft. He'd need at least one hand free in order to move.

I'd price it at about the same as a cart, 15 gp, because it would have to be a special order from a carpenter. I'm sure such hand carts aren't "off the shelf" in Golarion.

Any input, advice, or suggestions?


Hey all!

My group is one that enjoys a little PC downtime. They like making their own magic items and such, and with the addition of retraining rules downtime is even more important to them.

I've been running the Carrion Crown adventure path, and although we're all enjoying it my group's a bit disappointed that it's a big race against time with little opportunity to just hang out in a city for a few weeks making stuff.

However, we're nearing the end of Carrion Crown and we're looking at the following APs to take up next:

Legacy of Fire (I know this one is 3.5 and not updated yet, and I can deal with that...)

Council of Thieves

Giantslayer

Iron Gods

Skull and Shackle

Now, out of those adventure paths, which ones, if any, allow for decent PC down time?

If none of them offer any downtime, that's ok, too, because at least then they'll know not to waste skill points and feats on crafting.

Thanks!

Also, please avoid spoilers in your answers, as I intend to share this with my group to help them make up their minds which one they'd like to do next.


I have a player in my upcoming Carrion Crown campaign that wants to flesh out his character a bit with more class skills to help fill in his background.

To this end, he asked if he could take more than one drawback in exchange for more traits that would give him the class skills he'd like.

The RAW indicate that you can take one drawback to get one extra trait. Can you do that more than once?

(I know that as GM I can rule as I wish, and the player understands that more than one drawback could be crippling, but I just want to get a feel for others' opinions.)


Here's my idea...

**********

Physical Training (Ex): Starting at 3rd level, a fighter trains his physical abilities. He gains a +1 competence bonus to all Strength- and Dexterity-based class skills.

Every four levels thereafter (7th, 11th, and 15th), this bonus increases by +1, to a maximum of +4.

**********

This keeps the ability within the realm of affecting skills, as armor training does by affecting the armor check penalty.


Here's an idea I had for a new Metamagic feat. All the other Metamagic feats are about boosting power, increasing the spell level, etc. This one takes it in the opposite direction. It lets you prepare a spell using a spell slot one level lower than normal.

I know that you can always cast a spell using a lower caster level, but this is different -- it actually affects the spell slot you use to prepare a spell.

For example, fireball is a 3rd level spell. With this feat, you could prepare it as a 2nd level spell, and since you have more 2nd level spells than 3rd level spells, it means you could cast it more often than you would normally be able. Also, using the Pathfinder rules for cantrips, you could effectively turn magic missile into a 0-level spell, essentially making it an at will spell.

Accomplished Spellcaster (Metamagic)
Some spells are easier for you to cast.

Prereqisite: Spell Mastery

Benefit: Each time you take this feat, pick one spell from the list of spells you selected for Spell Mastery. That spell takes up a spell slot 1 level lower. You can take this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a different spell.

Well? What do you think?


If you've created a Haunt using the rules in the GameMastery Guide, post it here! Let's get haunted!

Here's my first one... a classic poltergeist:

Poltergeist Haunt CR 2
XP 600

CN haunt (20 ft. by 20 ft. room)
Caster Level 2
Notice: Perception DC 15 (items in the room begin to move and levitate)
hp 18; Trigger proximity; Reset 1 day
Effect items move and levitate, small items are thrown at anyone in the room (as telekinesis; sustained force up to 50 lbs.; CMB +2; violent thrust 2 objects, range 20 ft., up to 50 lbs., Atk +1 ranged, damage by weapon type or 1 pt. per 25 lbs. for soft objects or 1d6 for hard objects); persistent; slow; tricked by hide from undead
Destruction The poltergeist is driven away if brought to 0 hp by the channel positive energy class ability.


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Here are some that I've come up with:

Government
Commune: The settlement’s citizens cooperate to share resources, work, and income. In theory, all citizens in the commune are equal, and there is no ruling class. (Crime and Society -1, Corruption and Lore +1).

Qualities
Counterculture Movement: The settlement's citizens are free-thinking and philosophical, and generally exist on the cutting edge of new social customs. (Corruption and Law -1; Lore and Society +1).

Financial: The settlement is home to powerful financial and mercantile organizations. (Corruption and Law +1; Economy +2; increase base value by 30%; increase purchase limit by 50%).

Government Capitol: The settlement is the seat of a significant government, such as a king's castle or national capitol. (All settlement modifiers +1; increase base value and purchase limit by 10%).

Industrial: The settlement is on the forefront of technological development, containing many mills, factories, and markets. (Corruption, Economy, and Lore +1; increase base value by 10%; increase purchase limit by 20%).

Military Presence: The settlement hosts a major military installation, such as a fort or naval base. (Economy and Law +1; increase base value by 10%).

Organized Crime: The settlement has a powerful thieves guild or is strongly under the influence of a corrupt organization. The organization isn't powerful enough to be a form of government (see Secret Syndicate), but it does have significant sway with the settlement's officials. (Corruption, Crime, and Economy +1; Law -2; Danger +10).

Disadvantages
Dead Magic: The settlement was constructed on a natural magical void. (This settlement effectively has the Dead Magic planar trait; see GameMastery Guide, pg. 187).

Dying: The settlement has fallen on hard times and is slowly dying. Its economy is in a shambles and it is a sad shadow of what it once was. Its authorities are apathetic at best and totally corrupt at worst, and its citizens are bitter and disillusioned. (Corruption and Crime +4, Economy -6, Law and Society -4; reduce base value by 30%; reduce purchase limit by 50%).

Wild Magic: Magic does not behave properly in this settlement. (The settlement effectively has the Wild Magic planar trait, see GameMastery Guide, pg. 188).


Let's see if we can think up unique names for dual-class combinations based on the abilities of the two classes. Here's what I've come up with so far...

Barbarian/bard – skaald
Barbarian/cleric – witchdoctor
Barbarian/druid – shaman
Barbarian/fighter – berzerk
Barbarian/monk – n/a due to alignment restrictions
Barbarian/paladin – n/a due to alignment restrictions
Barbarian/ranger – survivalist
Barbarian/rogue – stalker
Barbarian/sorcerer – trollblood
Barbarian/wizard – rage mage

Bard/barbarian – skaald
Bard/cleric – cantor
Bard/druid – skop
Bard/fighter – bandsman
Bard/monk – ?
Bard/paladin – ?
Bard/ranger – troubadour
Bard/rogue – mountebank
Bard/sorcerer – ?
Bard/wizard – ?

Cleric/barbarian – witchdoctor
Cleric/bard – cantor
Cleric/druid – medicine man
Cleric/fighter – chaplain
Cleric/monk – guru
Cleric/paladin – hospitaler
Cleric/ranger – hermit
Cleric/rogue – ?
Cleric/sorcerer – arcanist
Cleric/wizard – kabalist

Druid/barbarian – shaman
Druid/bard – skop
Druid/cleric – medicine man
Druid/fighter – ?
Druid/monk – ?
Druid/paladin – n/a due to alignment restrictions
Druid/ranger – ?
Druid/rogue – ?
Druid/sorcerer – ?
Druid/wizard – ?

Fighter/barbarian – berzerk
Fighter/bard – bandsman
Fighter/cleric – chaplain
Fighter/druid – ?
Fighter/monk – warrior monk
Fighter/paladin – errant
Fighter/ranger – hunter
Fighter/rogue – bandit
Fighter/sorcerer – ?
Fighter/wizard – war mage

Monk/barbarian – n/a due to alignment restrictions
Monk/bard – ?
Monk/cleric – guru
Monk/druid – ?
Monk/fighter – warrior monk
Monk/paladin – ?
Monk/ranger – ?
Monk/rogue – ?
Monk/sorcerer – ?
Monk/wizard – ?

Paladin/barbarian – n/a due to alignment restrictions
Paladin/bard – ?
Paladin/cleric – hospitaler
Paladin/druid – n/a due to alignment restrictions
Paladin/fighter – errant
Paladin/monk – ?
Paladin/ranger – ?
Paladin/rogue – templar
Paladin/sorcerer – ?
Paladin/wizard – ?

Ranger/barbarian – survivalist
Ranger/bard – troubadour
Ranger/cleric – hermit
Ranger/druid – ?
Ranger/fighter – hunter
Ranger/monk – ?
Ranger/paladin – ?
Ranger/rogue – scout
Ranger/sorcerer – ?
Ranger/wizard – ?

Rogue/barbarian – stalker
Rogue/bard – mountebank
Rogue/cleric – ?
Rogue/druid – ?
Rogue/fighter – bandit
Rogue/monk – ?
Rogue/paladin – templar
Rogue/ranger – scout
Rogue/sorcerer – ?
Rogue/wizard – ?

Sorcerer/barbarian – trollblood
Sorcerer/bard – ?
Sorcerer/cleric – arcanist
Sorcerer/druid – ?
Sorcerer/fighter – ?
Sorcerer/monk – ?
Sorcerer/paladin – ?
Sorcerer/ranger – ?
Sorcerer/rogue – ?
Sorcerer/wizard – ?

Wizard/barbarian – rage mage
Wizard/bard – ?
Wizard/cleric – kabalist
Wizard/druid – ?
Wizard/fighter – war mage
Wizard/monk – ?
Wizard/paladin – ?
Wizard/ranger – ?
Wizard/rogue – ?
Wizard/sorcerer – ?


Being the odd duck that I am, I want my Pathfinder setting to be Northern Crown. I've always had an affinity for the era from the mid-1600s to the very early 1800's, and when I found NC, I knew that it was the setting for me!

If anyone else out there is familiar with NC, I'd like some input on my ideas for "Pathfinderizing" it. Here goes...

Dodging
You can take the Dodge feat up to 3 times. Each time past the first increases the dodge bonus by +2. Thus, the first instance of Dodge gives you a +1 dodge bonus, the next increases the bonus to +3, and the last increases the bonus to +5. You can swap out class-granted Armor Proficiency feats for the Dodge feat if you intend to not focus on armor. The Max Dex penalty for armor also applies to this dodge bonus.

(This is intended to decrease the reliance on magical armor and shields to boost one’s AC.)

Guns
Firearms do Ballistic damage, which is difficult to stop with manufactured armor. Against worn armor of any kind, an attack with a firearm is counted as a ranged touch attack. This does not apply to natural armor.

(This gives one a reason to not bother with heavy armor types, and gives guns a little more respect.)

Classes
The Agent.
Instead of the agent (pg. 78), use the rogue class. Add the following agent class abilities to the list of rogue talents: Blend In, Insight (can be taken 4 times), Slip Away, Undetectable Alignment. Add the following agent class abilities to the list of advanced rogue talents: Improved Critical (dagger), Hide in Plain Sight, Discreet Attack.

(The agent is basically the rogue with a few extra abilities, so I decided to just meld them.)

The Natural Philosopher.
Increase the hit dice type for the natural philosopher to d6. Otherwise, the class is unmodified except as needed based on the differences between core d20 and the Pathfinder rules.

(This one is a but short on class abilities, but I'm not sure what needs updating or what to add. This one will need some work, because I know that one of my players will likely use this entirely new class.)

The Raider.
Instead of the raider (pg. 90) use the barbarian class. Add the Quiet Movement raider class ability to the 3rd level barbarian class abilities.

(The raider is just a slightly tweaked barbarian. Most of the War Dance abilities have already been covered in the Pathfinder barbarian rage powers.)

The Rake.
Use the rake class unmodified except as needed based on the differences between core d20 and the Pathfinder rules.

(The rake is also a rogue variant, but with enough significant differences that I didn't want to just fold it into the rogue as well. The rake has a full set of class abilities, but as with the natural philosopher, I'm not sure if they're good enough to be balanced with Pathfinder.)

The Scout.
Instead of the scout (pg. 95), use the ranger class. Add the Sharpshooting Combat Style (2nd, 6th, and 11th level). A ranger who forgoes spells gains the Sneak Attack ability starting at 4th level (1d6 at 5th level, 2d6 at 8th level, 3d6 at 11th level, 4d6 at 14th level, 5d6 at 17th level, and 6d6 at 18th level). This ability functions in all ways like the rogue sneak attack ability, and stacks with the sneak attack ability of any class that provides it.

(Another only slightly tweaked class, the scout is a ranger without spells and with sneak attack. Is the option of dropping spells in favor of sneak attack at roughly the same level appropriate?)

The Soldier.
Instead of the soldier (pg. 98), use the fighter class. Add the Military Training class ability to the 1 level fighter class abilities.

(I'm not entirely sure why this is called a new class. It's basically a renamed fighter with a new class ability.)

The Witch.
Instead of the witch (pg. 100), use the witch class (Pathfinder Advanced Player’s Guide).

(I'm not sure about this one. I'll have to compare and contrast the two witches to see which I prefer.)


I placed this order on the evening of Jan. 31, and got a shipment notice on Feb. 2. It's now Feb. 11. I haven't received my books yet, and it was sent by USPS so I'm unable to track it.

The order number is #1351853.

I know that there was a weekend and a lot of snow in the time since it was shipped, so some delays are expected.

When might I expect to receive my books?


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Everything's nuttier with squirrels!

Just tinkering with race design, and watching the squirrels in my back yard inspired this as yet incomplete race write-up:

Sciurid
-2 Str, +4 Dex
Small size
Speed 20 ft., climb 20 ft.
Due to having a climb speed, +8 racial bonus on Climb checks and can take 10 on Climb checks
Nature’s Acrobat: +4 racial bonus on Acrobatics checks
Agile Climber: Uses Dex instead of Str on Climb checks
Low-light vision
Scamper: Has Run as a bonus feat, but since it involves running on all fours, the sciurid can only use it if both hands are free and she is wearing light or medium armor, and a shield no larger than a buckler.


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I wrote this some time ago for 3.x. It's a variant halfling race with a reason to live in underground burrows that has nothing to do with Tolkien.

^_^

A giant ant is moving through the trees. Strangely, it is wearing a saddle and bearing a halfling rider. The halfling is slender rather than round, and has a scowling face beneath his sturdy looking helm. On his leather armor is a symbol resembling an ant’s head.

Long ago, in a time lost to history, the burrows of some halfling clans merged with those of giant ants. The halflings that took up residence with giant ants are the forerunners of the antlings.

Thousands of years of interaction and trust between the antlings and the giant ants allow the halflings to live peacefully and safely among the otherwise voracious giant vermin. An antling can move safely anywhere in the giant ant colony except for the queen’s chamber - only nurse ants and male ants are allowed there. This immunity to attack by giant ants only extends to the colony in which the antling was born, of course. Since they carry the smell of their colony with them everywhere they go, giant ants of different colonies go out of their way to attack them. While out of the colony above ground, antlings ride giant worker ants and use them as beasts of burden. So far, only worker ants have been domesticated in this way. Giant soldier ants are far too aggressive to be used as mounts.

Aside from their unusual living arrangements, antlings are much like any other halfling. They enjoy good food and fellowship, and they make a very fine wine made of fermented mosses. Although they are a gregarious people, other humanoids find the smell of an antling a little difficult to abide; antlings usually reek of formic acid.

Antlings have modeled their society after ants to a certain degree. They are a matriarchal culture, with females being the heads of the households and the primary leaders and decision makers of the clans as a whole. Antlings revere a single queen, and her chief advisers are all female relatives; sisters, aunts, cousins, and nieces. The antling queen - and only she - may wed several husbands. Those not familiar with the inner workings of their unique culture assume that antling females are stereotypical domineering, male-hating amazons. Nothing could be farther from the truth.

Unlike the society of giant ants, in which males are merely drones whose only purpose is to fertilize the queen, male antlings have an important place in their society. Male antlings (called myrmidons) are the hunters, foragers, and soldiers of the colony. They are the most likely to be encountered above ground, except in rare cases. Within the colony, the females are the final say in all matters of law and dispute. Out of the colony, however, the males are in charge since it is they who know the most about the outside world. Above ground, all females except the queen listen to the advice and follow the decisions of the leading males.

The dual nature of antling society—females in charge below ground and males in charge above—may seem confusing to many, but it works for the antlings and has worked for centuries.

Although it is extremely unusual for an antling to leave the colony to go exploring, it has been known to happen from time to time. Adventurous antlings are the exception to the rule, and the general consensus among other antlings is a feeling of “good riddance to bad company.” To them, an antling who puts his own ambitions and curiosity above the greater good of the colony is unwelcome anyway. Obviously, antlings in general are very patriotic and dedicated to their homeland. Rarely are antlings that leave the colony ever welcomed home should they return.

Antling clerics revere a trio of female deities called the Great Queen, the Warrior, and the Worker. There is a lesser-known male deity, the Drone, but he is not worshipped and only appears in the religious artwork of the antlings as a small figure beside the Great Queen.

Antling Characters
Antlings are stronger than average halflings, but have sacrificed a little of their free will to the greater good of the colony. Clerics of the Great Queen can choose from the Law, Knowledge, and Magic domains. Clerics of the Warrior can choose from the Protection, Strength, and War domains. Clerics of the Worker can choose from the Earth, Strength, and Travel domains.
— +2 Dexterity, -2 Charisma— Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Stealth checks, -1 penalty to CMB and CMD.
— An antling’s base land speed is 20 feet.
— +2 racial bonus on Acrobatics, Climb, and Stealth checks.
— Ant Companionship (Ex): Giant ants from the same colony as an antling never attack the antling unless he poses an immediate threat to the colony (such as entering the queen’s chamber or attacking the ants unprovoked). This immunity does not extend to any of the antling’s companions unless they, too, are antlings from that colony. The companionship between giant ants and antlings is such that an antling druid or ranger can choose a giant worker ant as her animal companion, and an antling paladin can choose a giant worker and as her special mount.
— +1 racial bonus on all saving throws.
— +2 morale bonus on saving throws against fear. This bonus stacks with the antling’s +1 bonus on saving throws in general.
— +1 racial bonus on attack rolls with thrown weapons and slings.
— +2 racial bonus on Perception checks.
— Automatic Languages: Common, Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin, Orc.


^_^

Who (Tall) CR 1/2
This creature’s pot-bellied
And I don’t mean to alarm
But he has three fingers
On the end of his arm.

He has a short rounded nose,
Somewhat like a muzzle,
And thick shaggy hair
Completes the strange puzzle.

XP 200
NG Medium humanoid (who)
Init +4; Senses low-light vision; Perception +4 (+8 sound-based)
Defense
AC 16, touch 14, flat-footed 12 (+4 Dex, +2 leather)
hp 5 (1d8+1)
Fort +3, Ref +4, Will +0
Offense
Speed 30 ft.
Melee short sword +5 (1d6+3)
Statistics
Str 14, Dex 19, Con 13, Int 8, Wis 10, Cha 12
Base Atk +1; CMB +3, CMD 17
Feats Weapon Finesse
Skills Perception +4 (+8 sound-based); Racial Modifiers +4 to sound-based Perception
Languages Who
Ecology
Environment any land
Organization solitary, bunch (2-5), ‘ville (20-50)
Treasure standard
Special Abilities
Who-Senses: Whos have little in the ways of attacks and defenses, but the one thing they have is their keen Who-senses. A Who, don’t you know, has a keen sense of hearing (+4 racial bonus to sound-based Perception checks) that help them prepare when an enemy’s nearing. A Who can see well in even dim light (low-light vision 30 ft.), for Mount Crumpet’s huge shadow can be dark as the night.

There are three types of Who;
The tall and the small (Small, -4 Str, +2 Dex, -2 Con),
And the third type of Who
Is almost not there at all (Tiny, -8 Str, -4 Dex, -2 Con)!

They all live in Who-Ville
A quaint little place
At the foot of Mount Crumpet
And its jagged face.

The Whos are good people
With hardly a care:
They can spend the whole day
Just breathing the air!

With music and laughter
The Whos while away
The days and the nights
And the best holidays.

The song-happy Whos
Don’t usually fight.
They just run and hide
When things start to bite.

If cornered a Who
Will fight for his life
But Whos just prefer
To avoid too much strife.

Grinch
There’s a fourth type of Who
Of which rarely is spoken,
A Who who’s Who-soul
Has somehow been broken.

These Whos are called Grinches,
They are angry and mean,
They are cruel and red-eyed,
And furry and green!

Unlike other Whos,
Which are usually nice,
The Grinches are evil
And consumed with vice.

The Grinches are loners,
They love nothing at all,
Because their hearts — it is said —
Are three sizes too small.


Happy Holidays, everyone! ^_^

I know this may not be in exactly the right format for monsters and such, but I'm still getting to know my way around the change and new layout.

Enjoy!

Elf, Arctic CR 1/2
A gnome-like creature peers out from behind the evergreen, shielded from the driving snow by its branches. It stands about 3 feet tall, and is clad in a green tunic and red breeches. A white beard reaches almost to its knees, spilling out from under its bulbous nose like an avalanche.
XP 200
CG Small humanoid (elf)
Init +1; Senses low-light vision; Perception +1
Defense
AC 12, touch 12, flat-footed 11 (+1 size, +1 Dex)
hp 4 (1d8 )
Fort +1, Ref +1, Will +1
Offense
Speed 20 ft.
Melee dagger +1 (1d4−1)
Ranged dagger +3 (1d4)
Statistics
Str 8, Dex 12, Con 8, Int 12, Wis 12, Cha 12
Base Atk +1; CMB −1, CMD 10
Feats Skill Focus (any one craft skill)
Skills Craft (any one) +12, Craft (any two) +5, Handle Animal +5, Ride +5, Stealth +5
Languages Elf, Common
Ecology
Environment cold land
Organization solitary, team (2-20), or workshop (20-100)
Treasure standard
Special Abilities
Skills: *An arctic elf receives a +4 racial bonus on any three Craft skills.

Arctic elves, also called “tinker elves,” are a race of diminutive folk that dwell in secluded valleys and underground complexes far to the north. There is some speculation that they may be a rare hybrid race of gnome and elf, but his is strongly disputed by members of both races. They call themselves elves, so there is generally no doubt among sages that arctic elves are an offshoot of that race. Their origin and history unknown, arctic elves are the rarest and most reclusive of all elf races.
Arctic elves rarely have the need for combat, as they are so isolated that potential enemies rarely reach them. They do occasionally have the need to fend off predators, and can do so as fiercely as any other elf tribe.
Most arctic elves encountered outside of their workshops are warriors. The statistics block above is for one of 1st level.

Arctic Elf Society
Arctic elves are industrious and hard working, always busy, and never letting a spare moment go by in which they aren’t working on some plan or craft. They live in a harsh and unforgiving environment, and each elf knows the value of labor—should they stop working and allow themselves to become idle and complacent, their very existence would be threatened by the icy world around them. Because of their ingrained need to remain busy, arctic elf clans have organized themselves into workshops and warehouses, each clan specializing in a different facet of the operation of the community. Their constant labor ensures their survival.

Reindeer, Flying CR 1
Startled, the deer raises its head and sniffs the air. It pauses a moment, stamps once or twice, then suddenly springs into the air and rapidly disappears into the night sky.
XP 400
N Medium magical beast
Init +2; Senses low-light vision; Perception +4
Defense
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 30 (4d10+8 )
Fort +6, Ref +6, Will +2
Offense
Speed 40 ft., 60 ft. fly (average)
Melee gore +5 melee (1d6+1)
Statistics
Str 13, Dex 15, Con 14, Int 3, Wis 11, Cha 12
Base Atk +4; CMB +5, CMD 17
Feats Dodge, Mobility
Skills Acrobatics +6, Fly +6, Perception +4, Stealth +6, Survival +0
Ecology
Environment cold land
Organization solitary or team (2-8 )
Treasure none
Special Abilities
Skills: Flying reindeer are natural navigators, and receive a +4 racial bonus on Survival checks to avoid getting lost.

Flying reindeer resemble normal reindeer in all respects. They are small deer, approximately 4 feet tall at the shoulder. They have long fur, tawny in color, to keep out the cold of their arctic habitat.
Flying reindeer are very rare, a magical mutation usually appearing in only 1 out of 1,000 normal reindeer. Two flying reindeer always produce flying offspring. Young flying reindeer can fly soon after they can walk, and it becomes as natural a form of locomotion for them as walking and running.
Certain tribes of arctic-dwelling humans herd reindeer in massive numbers, using them as pack animals and as food in leaner times. When a flying reindeer is discovered in a domesticated reindeer herd, it is released to the wild out of respect and awe for its supernatural abilities. There are rumors of arctic elves keeping great herds of flying reindeer in hidden valleys far to the north.
Flying reindeer are strong enough to act as light pack animals, and are also quite useful as draft animals in pulling sleighs, sledges, carts, and wagons. Flying reindeer can only fly when used as draft animals if the vehicle to which they are hitched has also been magically enchanted to allow flight or levitation—the weight is simply too great for them unless somehow countered. These animals can be ridden by any creature of Small size or smaller.
Flying reindeer are exceptionally smart, capable of understanding speech and directions nearly as well as a small child. They cannot speak, however, regardless of their comprehension of language. The arctic elves usually awaken their reindeer to enhance their usefulness.
Flying reindeer only fight if cornered, or if they are forced to defend their mates or their young. Normally, their first instinct when faced with a potential predator is to take to the air and flee.

Red-Nosed Flying Reindeer
Approximately 1 in 1,000 flying reindeer are born with an unusually bright, red nose. Such reindeer can cause their nose to illuminate at will as per the light spell as cast by a 4th level cleric.

Snow Man CR 1
Moving through the snow, unimpeded by the drifts and hidden patches of ice is a vaguely humanoid form. Its facial features are comprised of lumps of coal, and its nose appears to be an old button. It wears a battered cap on its round head.
XP 400
N Medium outsider (cold, elemental, native)
Init +2; Senses darkvision 60 ft.; Perception +5
Defense
AC 12, touch 12, flat-footed 10 (Dex +2)
hp 15 (2d10+4), limited fast healing 10 (see snow form special ability)
Fort +5, Ref +5, Will +0
DR 10/bludgeoning or slashing; Immune cold, elemental traits
Weaknesses vulnerable to fire
Offense
Speed 30 ft., 50 ft. snow glide
Melee slam +3 (1d4+1)
Special Attacks breath weapon (30 ft. cone, 2d6 cold damage, Reflex DC 15 for half, useable every other round)
Statistics
Str 12, Dex 15, Con 15, Int 7, Wis 10, Cha 8
Base Atk +2; CMB +3, CMD 15
Feats Ability Focus (breath weapon)
Skills Acrobatics +7, Knowledge (nature) +3, Perception +5, Stealth +7
Languages Common
SQ snow form
Ecology
Environment cold land
Organization solitary
Treasure standard
Special Abilities
Snow Form (Su): As a full-round action that provokes an attack of opportunity, a snow-man can pack its wounds with fresh snow, thereby gaining fast healing (10) for that round. It can only do this with fresh snow on the ground around it. When moving across snow or ice, a snow-man adds +20 feet to its speed.
Vulnerabilities (Ex): Being comprised of normal snow, snow-men take 1 hit point of damage per hour per 10 degrees above freezing. Likewise a snow-man can recover from injury at a rate of 1hp per hour per 10 degrees below freezing.

A snow-man is an animated mass of snow that has been infused with life by a lesser elemental spirit of cold. Only one such being has been known to exist, but sages postulate as to the certainty of the existence of other beings of this sort. Snow-men are exceedingly rare, if indeed others exist, and all certainly dwell in the extremely cold regions of the north (and possibly) south poles.
A snow-man can be summoned via a summon nature’s ally I spell; this spell requires the material component of a previously crafted humanoid snow sculpture, however.
Snow-men possess the ability to speak and reason approximately on par with children, but their lack of knowledge of customs and habits leads them to be somewhat naive and gullible.
Due to their inherent weakness and ineffectiveness in combat, most snow-men are used as servants or companions. Snow-men are well aware of their inherent fragility, and are very reluctant to enter combat. They instinctively shy away from all sources of heat.

Summoning A Snow-man
Snow-men are quite easily summoned. Some wizards jest that even a child could summon one! Some wizards suggest that some children have already done so.
To summon a snow-man, one need only create a normal snow sculpture in a rudimentary humanoid form. The summoner need only succeed on a DC 10 Craft (Sculpting) check and then cast summon nature’s ally I. Alternately, one could place a hat of animation on the sculpture’s head.

Hat of Animation
Aura faint conjuration; CL 5th
Slot head; Price 5,000 gp
Description
A hat of animation is a magical article of clothing that infuses any humanoid snow sculpture it is placed upon with life by summoning a minor elemental spirit of cold. A hat of animation can be fashioned as any form of clothing or worn gear, such as a scarf or an old silk hat. The exact nature of the article of clothing is left to the desires of the creator and the nature of the snow-man they wish to create. Once made, the creator need simply affix the hat to the previously prepared snow-man in order to bring it to life.
A snow-man can animated by such a hat can be de-animated by simply removing the hat from all contact with the snow from which it is made with a successful disarm attack. A snow-man that has lost its hat returns to a simple snow sculpture where it stands.
Construction
Requirements: Craft Wondrous Item, summon nature’s ally I; Cost 2,500 gp


I like the Master Craftsman feat, but I was wondering why Brew Potion isn't one of the available item creation feats it allows access to?

Allowing Brew Potions as an available feat would let you create a village healer, someone who can whip up a healing poultice or concoct a herbal remedy to cure a disease, and so on, without having to be a spellcaster.

What might some of the potential snags be in house-ruling this?


I don't have the Pathfinder Bestiary yet, so all I have to go on is the PRD.

In the Creature Types section, it says that monster types have specific class skills:

http://paizo.com/pathfinderRPG/prd/monsters/creatureTypes.html

However, in the Monster Creation section, Step 6, is says that any skill that you put points into is considered a class skill for the creature.:

http://paizo.com/pathfinderRPG/prd/monsters/monsterCreation.html

So which is correct?

I don't have the Bestiary yet, so if this is corrected there please disregard my question. :)