Peren Ambergross

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16 posts. Alias of Tyler Burns 127.


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Jim McKeeth wrote:
Have you considered posting the source files on GitHub or similar so that others could update them? Many hands make light work and all that.

Looks like the links are no longer active. Does anyone have the update links?


1st) Bard List - so many unique and fun options.
2nd) Druid List - though I have only looked it over never played one.


I think the Bard is pretty easy for a new person(It was my first class). When in doubt sing your heart out.

I started my wife out with a Ranger. It is easy for her to under stand how it is built and played.

Also I saw someone say the unchained monk, i agree that it can also be an easy first class.

Hard ones for me at least are the barbarian(not unchained) and the rogue(to many people think Assassins Creed when they roll one I think).

Just my two coppers worth.


I will start with mine:
3) Halfling
2) Half-Orc
1) Gnome


Tyler Burns 127 wrote:

I have only played a few of the classes so I will rate the top 3 I have played.

3: Gunslinger(Musket Master Archetype) - I almost never miss with this character, the damage output is great, makes me feel like a barbarian with a gun.

2: Archer Bard - Never run out of things to do, lots of skills, a great spell list, buffs and a combat option.

1: Unchained Monk - Not sure why I like this class so much but it is one of my favorites to role play.

I wanna update this I have been playing an Oracle lately which has been great and versatile. I would rank it higher than the gunslinger which has been very lackluster in the last few games I have played.


Thanks guys for your suggestions I will look over them in more detail and see what changes i will make thanks again for your help.


Here is the original document from Basic Fantasy's website.

Turtle is Kappa

Dog/Human Hybrid is Caneins

Fairy Creature is Phaerim

Faun is Faun

https://drive.google.com/file/d/0B7Q5xNRLC-Q2Z1AzaEc3Q0x1clE/view?usp=shari ng


Thanks for the reply. Here is what I have come up with for the races but they seem to be a bit over powered, thank you for your insight.

Fairy Creatures:
Fey (2 RP)
A fey is a creature with supernatural abilities and
connections to nature or to some other force or place. A fey
race has the following features.
• Fey have the low-light vision racial trait.
• Fey breathe, eat, and sleep.

Small (0 RP): Small races gain a +1 size bonus to their
AC, a +1 size bonus on attack rolls, a –1 penalty on
combat maneuver checks and to their CMD, and a +4
size bonus on Stealth checks. Small races have a
space of 5 feet by 5 feet and a reach of 5 feet.

Slow Speed (–1 RP): The race has a base speed of 20
feet. If the race is Medium, its members’ speed is never
modified by armor or encumbrance.

Flexible (2 RP): Members of this race gain a +2 bonus to
Charisma and Intellgence.

Linguist (1 RP): Members of this race start with
Common plus their racial language (if any). Furthermore,
members of this race with high Intelligence scores can
learn any languages they want (except Druidic and other
secret languages).

Flight (6 RP): Prerequisites: None; Benefit: Members
of this race have a fly speed of 40 feet with Poor
maneuverability.

Spell-Like Ability, Lesser (2 RP):
Prerequisites: None; Benefit: Entangle and Obscuring Mist
Members of this race can use this spell as a spell-like
ability once per day. The caster level of the spell is equal
to the user’s character level.

Dog/Human Hybrid:
Humanoid (0 RP)
Humanoid races have few or no supernatural or spell like
abilities, but most can speak and have well-developed
societies. Humanoids are usually Small or Medium, unless
they have the giant subtype, in which case they are Large.
Every humanoid creature also has a subtype to match its race,
such as human, giant, goblinoid, reptilian, or tengu. I
• Humanoids breathe, eat, and sleep.

Medium (0 RP): Medium races have no bonuses or
penalties due to their size. A Medium creature has a space
of 5 feet by 5 feet and a reach of 5 feet.

Normal Speed (0 RP): The race has a base speed of 30 feet.

Human Heritage (0 RP): Prerequisites: Human subtype;
Modifiers: Members of this race gain a +2 to any single
ability score of your choice during character creation.

Standard (0 RP): Members of this race start with Common and Pack-Speak (No verbal communication with other Hundo and dog like animals.) Furthermore, choose
up to seven languages (except for Druidic or other secret
languages). Members of this race with high Intelligence
scores can choose from any of these additional languages.

Scent (4 RP): Prerequisites: None; Benefit: Members of this
race gain the scent ability (Bestiary 304).

Scent (Ex) This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.

Dual-Minded (1 RP): Prerequisite: Humanoid with two
subtypes or race with half-construct or half-undead
subtype; Benefit: Members of this race gain a +2 bonus on
all Will saving throws.

Eternal Hope (2 RP): Prerequisites: None; Benefit:
Members of this race gain a +2 racial bonus on saving
throws against fear and despair effects. Also, once per
day, after a natural roll of 1 on a d20 roll, members of
this race may reroll and use the second result.

Integrated (1 RP): Prerequisites: None; Benefit: Members
of this race gain a +1 bonus on Bluff, Disguise, and
Knowledge (local) checks.

Sprinter (1 RP): Prerequisite: Normal speed; Benefit:
Members of this race gain a +10 foot racial bonus to their
speed when using the charge, run, or withdraw actions.

TurtleMan:

Monstrous Humanoid (3 RP)
Monstrous humanoids are similar to humanoids, but
have monstrous or animalistic features. They often have
magical abilities as well. A monstrous humanoid race has
the following features.
• Monstrous humanoids have the darkvision 60 feet
racial trait.
• Monstrous humanoids breathe, eat, and sleep.

Medium (0 RP): Medium races have no bonuses or
penalties due to their size. A Medium creature has a space
of 5 feet by 5 feet and a reach of 5 feet.

Slow Speed (–1 RP): The race has a base speed of 20
feet. If the race is Medium, its members’ speed is never
modified by armor or encumbrance.

Standard (0 RP): Members of this race gain a +2 Constitution, a +2 Charisma, and a –2 Wisdom.

Standard (0 RP): Members of this race start with Common and
Tortugan. Members of this race with high Intelligence
scores can choose from any of these additional languages Draconic, Halfling, Sylvan, Giant, Orc, Goblin, Aquan.

Natural Armor (2 RP): Prerequisites: None; Benefit:
Members of this race gain a +1 natural armor bonus to
their Armor Class.

Improved Natural Armor (1 RP): Prerequisite: Natural
armor racial trait; Benefit: Members of this race gain a
+1 natural armor bonus. Special: This racial trait can be
taken multiple times. Each additional time you take this
trait, increase its cost by 1 RP. Its effects stack.

Swim (2 RP): Prerequisites: None; Benefit: Members of
this race have a swim speed of 30 feet and gain the +8 racial
bonus on Swim checks that a swim speed normally grants.

Lucky, Lesser (2 RP): Prerequisites: None; Benefit: Members
of this race gain a +1 racial bonus on all saving throws.

Faun:
I have no idea were to start on this one.


Hello

I am converting my home game from Basic Fantasy to Pathfinder, and unfortunately the not all the players races have a pathfinder equivalent. I looked over the race builder section in the advanced race guide, but everything I have come up with seems to powerful.

The Races I have to convert are:

Turtle-Humanoid: Basic Fantasy + amount to their armor class.
Larger Fairy like creature: Had limited flight and was small
Faun: A faun
Dog/Human Hybrid: Has a strong sense of smell.

Any ideas would be most helpful, since everything I build seems very overpowered compared to the base races.


I like armor expert for most of the characters I build, mostly lessons learned from bad climb and swim checks, but that is just personal preference.


There are some oracle mysteries that let you blast the one that comes to mind is the flame one. A druid might be a decent pick it has a unique and diverse range of spell casting options.


Thank you everyone for the advice it was very help. I have played several sessions of PFS and so far I believe this is my favorite character.


Deadmanwalking wrote:

Given your focus on offensive casting, I'd advise something in an offensive spell rather than Bane (which is a mediocre debuff). Cleric options in that regard are limited, but you could still grab Command instead (Command is actually not bad at low levels).

Yeah, Color Spray comes online at 2nd level, but you need something to tide you over until then.

Thanks for the reply I went with Doom instead of Bane, I grabbed a wand of Obscuring Mist as well.


Gnome Oracle 1;

Neutral Small

Init: +2; Perception: +6

DEFENSE

AC 18, touch 13, flat-footed 16, ( +4 armor +1 shield +2 dex +1 size)

hp 11 (11-11)

Fort +2 Ref +2 Will +1

OFFENSE

Speed: 20

Melee Morningstar +2 (1d6 +1 20/x2); Longspear +2 (1d6 +1 20/x3);

Ranged Sling +3 (1d3 20/x2);

STATISTICS

Str 12, Dex 14, Con 14, Int 10, Wis 8, Cha 18

Base Atk +0; CMB 0; CMD 13

Feats Extra Revelation;

Skills Knowledge (arcana) +4; Stealth +6; Perception +6; Use Magic Device

+5;

SPECIAL ABILITIES

Specials Obsessive; Defensive Training; Gnome Magic; Weapon Familiarity;

Low-Light Vision; Slow Speed; Small; Keen Senses; Languages; Illusion

Resistance; Hatred; Moonlight Bridge; Heavens; Haunted; Awesome Display;

Perception;

Lvl 0: Create Water, Mage Hand, Ghost Sound, Read Magic, Detect Magic and Light

Lvl 1: Bless and Bane


Spirit Guide what book is that from?


What if I played to the strong suit of gnomes and went heavens mystery route? Is the heavens mystery any good?