Reksew_Trebla's page

Organized Play Member. 1,333 posts (1,341 including aliases). No reviews. No lists. No wishlists. 1 alias.



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So I was reading the description for Krampus, and realized him being evil is actually not his own fault. The portal that summoned him from the First World was corrupted by the hateful emotions and bitter resentment of the villagers he was originally spawned to help during the harsh winter months. They had one too many bad winters, and Krampus's soul was stained because of this.

So I was thinking about what it might take to redeem him. Obviously powerful, maybe even deity level or deity-like level magic could do the trick, so unless you believe that is the only way, let's try to think of something else to redeem poor Krampus.

My take is a Mythic character who can't be (permanently) killed by Krampus could forcibly befriend Krampus. They might have to help him out a little, but as long as they play their cards right, and keep at it, Krampus will get something akin to Stockholm Syndrome, and see them as his friend. At which point they can start to help him.

Of course, you don't need to go all the way to Mythic for this, it's just that would be the easiest way to guarantee it would happen through a battle of attrition.

Anyways, what do you think?


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So as the title says, I'm thinking of looking through the Prestige Classes and seeing if any of them would work nicely with monsters, without adding any normal class levels first.

This works because a lot of the Prestige Classes only have something like a minimum skill rank requirement to take the class, and due to having Racial HD, monsters can sometimes meet these prerequisites without taking regular class levels first.

However, I wanted to hear stories of this first, to see if maybe others have already done this, and how it went for them.


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I don't know if it counts, but the Technology Artifact Powered Armor states there are rumors of other versions of it existing, including versions that are pretty much mechas. While it wouldn't be a monster, there are similar things in magic items that function somewhat like a creature that you pilot, including having statistics, so I would have loved that for the Powered Armor.

Dragon78 wrote:
A "psychic creature" template would have been cool.

It's third party, but here you go. It's got multiple versions of being psychic too.


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Dragon78 wrote:

Also would have liked elemental wisps for time, wood, and void as well.

We need elemental wysps for ice, lightning, magma, and mud first.

Also, I'd love mythic elder elementals for aether, ice, lightning, magma, and mud, just like we got them for the main 4 elder elementals.


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Vindictive Bastard, Sin Monk, Channeler of the Unknown, Planar Extremist, Heretic, Ronin.

Before I start, this is something that I don't think I'll ever get around to using, but I already put in a lot of work just to make it work with the rules, including the story for how this happens, so I am sharing this with all of you in the hopes that someone can make use of it.

If you haven't noticed the theme, it's basically a lack of commitment to your classes. The first four are archetypes that (I think) require you to start as an actual member of the actual class (though you can have archetypes as normal), and when you become an ex class member, you can immediately switch to the ex class archetype.

The fifth archetype can be taken right from the beginning, but, with GM permission, can be swapped to if you become an ex inquisitor.

The last one, the cavalier/samurai one is just a bonus, since you never become an ex cavalier/samurai, but follows the same theme since you become an ex order member.

As for how this would work, it would work like this, levelwise:

1: Paladin

2: Monk

3: Cleric of LG Deity

4: Inquisitor of LG Deity

5: Switch to NG, Druid, Ex Paladin/Monk-> Vindictive Bastard Paladin and Sin Monk.

6: Cavalier/Samurai. Order doesn't matter, but in the interest of keeping with the theme, you'll have to make use of/follow the order for at least one battle, if not a whole level. At this level or next switch to Ronin.

7: Which class gets the level doesn't matter much. Become CG, Ex Cleric/Inquisitor/Druid-> Channeler of the Unknown Cleric, Heretic Inquisitor, and Planar Extremist Druid. If not already a Ronin, switch to it this level.

Proceed with taking levels with what fits best for this monstrosity.

In a gestalt game, it would look something like this:

1: Paladin//Monk

2: Cleric of LG Deity//Inquisitor of LG Deity

3: NG, Druid (Change Paladin to Vindictive Bastard)//Cavalier or Samurai (Change Monk to Sin Monk). This level or next become Ronin.

4: CG, which class gets the level doesn't matter much (Switch Druid to Planar Extremist/Switch Cleric to Channeler of the Unknown)//which class gets the level doesn't matter much (Switch Inquisitor to Heretic/if not already, switch Order to Ronin).

Proceed with what works best.

Now before I continue, I know that is a sudden shift from Lawful to Chaotic, especially if Fast Level up XP is used, but it doesn't have to be quite that fast. There are plenty of levels that can be used as filler levels where no change in alignment occurs to make it more smooth of a transition.

I also know this is spread thin, but whatever.

For some actual story of how this could work:

Start off as LG Paladin. You strongly believe in the good of people, but also the authority of people. You then start disciplining yourself to better help people. You are now also a Monk. You are so much in love with your Deity's teachings, as they align with your beliefs, that you learn how to benefit from them, in various ways. You are now a Cleric and Inquisitor.

But then, disaster strikes. You are rudely awoken to the harsh reality of people being more inclined to evil than good. Whether this is true or not is irrelevent, as you've seen some bad stuff. Maybe you took a trip to Cheliax. Maybe you saw a cult legally sacrifice a small child because they were a slave the cult purchased, and you were nearly deemed a criminal for trying to stop them. Whatever this rude awakening is doesn't matter. You switch to NG.

You are now a Vindictive Bastard, and you give up your self discipline in your anger, making you also a Sin Monk. You turn to nature, as nature is not evil, due to not having people. You are a Druid.

You also find some somewhat like minded people and join their order. You are a Cavalier or Samurai.

However, your troubles don't end here. You soon learn that just because nature is primarily filled with animals and plants, doesn't mean intelligent life doesn't live in it. In fact, you come upon the most important realization: Nature created people. You are repulsed by this fact, and turn to the planes. You switch to CG. You are now a Planar Extremist.

But in doing so, you fall out of favor with your Deity. While you continue to pray, they don't answer you. But something has been watching you. Something else grants you powers now. You are now a Channeler of the Unknown.

You mistake this as your Deity answering you, so with your new teachings, you become a heretic of your old faith. You are now a Heretic.

You also get into a disagreement with your order, and decide to forge your own path instead of binding yourself to a specific group. After all, you have learned that the authority of people is illegitimate. You are now a Ronin.

Anyways, I hope someone can find some use of this. You don't have to use all 6 classes for this, I just wanted to be extra when I was coming up with this. Thanks for reading all that.


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Mine is the Anhana. In regards to the lore surrounding them, they remind me a lot of the Kokiri from The Legend of Zelda: Ocarina of Time, and I adore that race.

What about you?


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So instead of trading feats at levels 3, 7, 11, 15, and 19, and getting your VMC abilities at those same levels, you would instead trade feats at levels 1, 5, 9, 13, and 17, and get the abilities at those levels.

Anything that is gained with an effective class level less than character level would have an added text of "(minimum level 1)", for obvious reasons.

Anything that was already gained at 1st level is obviously still gained at 1st level, but otherwise, this means you get your VMC 2 levels early.

I know some options are trash, even if only because they are gained so late, so with this change, it might mitigate some of that.

And yes, the good options would be better, but this could make it where you don't have to exclusively take the good options, if you take this at all that is.

Obviously in the hands of a munchkiner, this could be bad, but just talk things out with your group ahead of time to have an understanding not to abuse this.

So would this be balanced?


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This thread has been necro'd 6 or 8 times, depending on whether or not you count a one month break a necro.

That's got to be a record or something.


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Hey VoodistMonk, if you're willing to advance the Wolverine to 4 HD like I previously said, and it turns out too weak for a CR 4, here is an idea:

Replace the two feats with Endurance and Diehard, and give it, as a bonus feat, Fast Healer. Make sure the +1 to an Ability Score from gaining its 4th HD goes to Con, so its mod goes up by one. This will lower its hp by 4 (from losing Toughness), but its hp also rose by 4 from the Con increase, so it pans out.

This will result in it adding half its Con mod (minimum 1) to any magical healing it gets, as well as healing from bed rest. However, I personally allow it to work with Fast Healing and Regeneration, because there is no logical reason it wouldn't if it also worked on bed rest healing.

This means, assuming you gave a +4 to Con from the Mutant template, it will heal 2 extra hp every turn, at the cost of its Skill Focus (Perception) and Toughness.


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Wolverine (Marvel), recently (sort of) got a fire ability where he super heats his claws. I'd say increase the HD of the mutant wolverine by 1 (so it gets an extra mutation), select heat metal, and have its natural attacks count as both fire-forged steel and adamantine, and as a result, increase the CR by +1. Depending on where it lands powerwise, you might need to increase its HD by more to balance it, possibly increasing its CR by a further +1. Though since it'll be taking fire damage, maybe have its fur count as fire-forged steel (armor version), to give it fire resistance, and to increase the fire damage on the natural attacks.


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As far as I know, you can only offer your own soul, as that is all they care about, but it is about as much a common trope to sell your first born child to a devil. In addition, the devil should know what you care about most, or will care about the most, but don't know it. Imagine selling your future pet's soul, because right now you are an ahole, but in the future, you'll become a good person.

In fact, that same devil comes to claim the pet's soul, but when you object, they say something like "perhaps you have something of equal, or perhaps more value to offer in place of this soul", hinting that they want your soul instead. It is the long con, but they most likely get your soul in the end, even though that wasn't the original deal.

Basically, I'm wanting lore on what exactly you can realistically offer a devil for a contract of some sort.


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The Bloodline Arcana of the Orc Bloodline for Sorcerers makes you gain the Orc Subtype. If the base creature is a Kobold, then congrats, you have a half Kobold, half Orc.

Also, there are rules (1st party rules) for making new races, and I believe you can make hybrid races (has two different racial subtypes). See if you can work something out with your GM in regards to these rules.

EDIT: Race Builder. If the type is Humanoid, you can choose two different subtypes denoting race, like how Half-Elves are Human and Elf.


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Don't know if you know this already VoodistMonk, but the Spellscar Fever is an interesting change for the Mutant and Mana Waste Mutant templates.

Anyone who survives the disease for a week becomes immune to it, gains one of those templates, and can gain one of the new deformities in the disease in place of a deformity of the MWM template, or in place of one deformity and one mutation on the Mutant template.

So it offers 4 new mutations (one of them is Echolocation, but both better and worse than the Mutant template version, as it gives Blindsight instead of Blindsense, but at a shorter range, and you can't cast spells with verbal components, and take a penalty on stealth checks).


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The Mutant template on an Unfettered Eidolon.

Very fitting thematically.


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Haven't done this yet (just thought up of the idea), but the Haunted One template, but instead of a random spirit, it is yourself, because your soul split in two or something.

Add in something that would allow your other half to take control, like the Possessed Creature template.

Alternativly, if the creature will have class levels, you could add in levels of Splintersoul Vigilante. This, combined with the thematic change to the Haunted One template, would allow you to make Moon Knight from Marvel Comics, or something similar.

Keep in mind that the weakness of the Haunted One template doesn't have to be used, as it says the rider only "typically" punishes the Haunted One for acting out of line, not that they always do so.


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Not exactly legal, but I like giving the Energized (Golem) template to non Constructs.

It's just a fun template, and I find it odd it is not only limited to constructs, but even further limited to just golems.


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Speaking of Goblins, this is my favorite abomination:

Oversized Goblin (Alternate Racial Trait/Subrace from Monster Codex, that makes them Medium) with the following templates:

Ogrekin (can be applied to any Medium Humanoid; makes them part Ogre)

Giantkin Ogre (since they are an Ogre now)

Mongrel Giant (since they are a non Ogre Giant now)

You already know Mutant Goblin template

You already know about the Mutant template

Mana Wastes Mutant

Id Mutant

Two-Headed

and then any CR +1 template. With PC Wealth at level 20, this is a CR 30 Goblin abomination.

If it is a Mythic game, remove the standing CR +1 template, Two-Headed, Id Mutant, and Mana Wastes Mutant. This makes them only CR 25, thus allowing a full Mythic Tier 10 to be added to them.


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VoodistMonk wrote:

This is neat. I hadn't ever looked at that particular template before. That would be a lot of fun to have available as a player.

I have never seen Goblins as weak, though, so this just makes them that much stronger. Goblins weren't screwed nearly as bad as Kobolds, and they [Goblins] rather excel at most of the available dex-to-damage options... of which, there are several.

Anyways, I will have to take a look at my Goblin characters to see if any are a good fit for the Mutant Goblin template. Thank you for showing that to me.

Oh, sorry, I forgot to say that some of that "CR decrease" was because almost all NPCs are going to have a starting attitude of Unfriendly, if not straight up Hostile, making things much harder on a Goblin PC. I don't always do that, but if I want Goblins to have the same general role in the game as canon, then the PC needs something to make up for this massive disadvantage.


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Goblin PCs all gain the Mutant Goblin template, with the following exceptions:

They can only gain the Extra Arm mutation once.

They cannot gain any mutation that isn't already detailed how it works, so the theoretical alternative options are not allowed.

Instead of Str +4 and Int -2, the goblin chooses a physical ability score to give a +4, and a mental ability score to give a -2.

The following are extra mutations (since at 20th level, they will be missing 2 mutations, due to only having so many options, with all of them being selectable only once):

Rugged (Ex): The goblin gains DR 1/-. If it has 5 Hit Dice or more, this increases to DR 2/-. If the creature has 10 HD or more, this increases to DR 5/-.

True Extra Arm (Ex): The extra arm from the extra arm mutation no longer functions as a vestigial arm, but as a natural arm. If the goblin has the two-weapon fighting feat, they can replace it with the multiweapon fighting feat, and if they have the two-weapon defense feat, they can replace it with the multiweapon defense feat. This mutation can only be selected if the extra arm mutation has been selected.

All of this is because they are about a -1 to CR compared to normal PCs, so it balances out.


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Derklord wrote:
Reksew_Trebla wrote:
So according to you, you can't make most weapons armor, shields, and tools with Fabricate. According to the spell, you can. Which means you are wrong on this point as well.
Where does it say that? I don't see the words "weapon", armor", shield" or "tool" in the spell description. Or any description of what you can create beyond "a product that is of the same material." (note the singular "material").
Fabricate wrote:
You must make an appropriate Craft check to fabricate articles requiring a high degree of craftsmanship.

Whether you like it or not, such items are going to be made of multiple materials, otherwise they wouldn't require a "high degree of craftsmanship".


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Diego Rossi wrote:

1) Making technological items require a laboratory, Fabricate isn't a laboratory.

2) Fabricate: "You convert material of one sort into a product that is of the same material."
Technological items generally aren't made from a single material.

1: Op already disproved this.

2: Most weapons, armor, shields, hell even ordinary tools, are made out of multiple materials (leather or wood for handles, steel for the main part, padding for armor, etc). So according to you, you can't make most weapons armor, shields, and tools with Fabricate. According to the spell, you can. Which means you are wrong on this point as well.


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Alright, I guess discontinue the Inquisitor rule, and instead just use your best judgment for it if you wish to treat it like a Hybrid class.

But Magus is still Fighter+Wizard.


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VoodistMonk wrote:
Reksew_Trebla wrote:
Is nobody gonna mention the Psychic Lich? Not only do they come back if destroyed, but their "Phylactery" (Memoir) gets restored if destroyed, unless you also destroy their Astral Legend.

Psychic Liches are still just Liches... destroying an Astral Legend is really no more involved than finding and destroying a phylactery/soul cage.

If you really want to throw a spanner in the works for the local Paladins, make it a Familial Lich... now they have to kill your bloodline. Lol. Some completely innocent soul whose only "sin" is being related to a Lich they don't even know about. Sorry little Sally, I know you be but seven, and you're loving and kind... but your great great great great great grandpa was very evil and you're the very last of their kin, so you have to die today.

Horrifying thought. What if Genghis Khan, of which 0.5% of all humans are believed to be descended from, became a Familial Lich?


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TxSam88 wrote:

What's the point? this is basically just gestalting the two parent classes with no drawbacks but a lot of extra paperwork.

Dude, it's just a fun thought exercise.

VoodistMonk wrote:
Best at what, exactly? ​

In general. If you need something more specific, basically, on average, which one would contribute the most to the group of PCs?

zza ni wrote:
an inquisitor (that i think should be paladin+cleric. same as you did magus for fighter+wizard) is not far behind and probably better at saves and attacks via bane, smite and judgment.

New rule, Inquisitor counts as a Hybrid of Paladin and Cleric.


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You are allowed Variant Multiclassing. Magus is treated as a Hybrid class of Wizard and Fighter, because let's be real, it's basically the precursor of the Hybrid classes.

Which class shines the most at level 20 with these rules?


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Is nobody gonna mention the Psychic Lich? Not only do they come back if destroyed, but their "Phylactery" (Memoir) gets restored if destroyed, unless you also destroy their Astral Legend.


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Phoebus Alexandros wrote:

I’ve never watched the show, but from what I gather Franko’s Oz is a con artist and a stage magician, right?

So maybe a Bard is a better starting point for that? Or better yet, a Rogue with either the Charlatan or the False Medium archetypes?

He is a con artist and stage magician, yes, but he is also a tinkerer and inventor.

He knew how to make fireworks, a smoke machine, and a moving image projector (projected onto the smoke from the smoke machine). He also knew how to make a pulley system for dummies to make it seem like they were alive and moving.

This isn't exactly what was said (I don't have access to the movie), but this conversation is helpful to knowing the theme of his skills:

Conversation:
China Girl: Do you grant wishes? The old wizard granted wishes.

Oz: No, I'm not that kind of wizard.

CG: Didn't think so.

*Small skip in conversation*

Oz: In fact, where I come from, there aren't any real wizards. *Pauses* Actually, there is one. Thomas Alva Edison. He made creations with electricity, like the light bulb, and even a picture that moves.

CG: A moving picture?

Oz: Yeah. And the best part of it all, he did it with nothing but a few bits of wire. He was a great man. That's the kind of wizard I want to be.

CG: You are that kind of wizard.

Oz: You think so?

CG: I know so.


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VoodistMonk wrote:
I have a Constructed Pugilist Brawler/Golemfist Magus already built. Lol. As well as a Living Weapon Brawler/Mindblade Magus. And a Constructed Pugilist-Living Weapon Brawler/Crossblooded Sorcerer Lich. All are Androids... part of my "51th robot regiment". There's also an Android Gunchemist/Eldritch Archer in there, too.

Try this:

Bladebound Magus//Phantom Blade Spiritualist.

You basically get a Black Blade twice, but one of them replaces the Phantom of the Spiritualist, and thus functions a little differently to keep with the theme of the Phantom.


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Jistkan Artificer//
Constructed Pugilist

I will admit I don't remember how well the two arms would stack as a single arm, but there is no real need for that, as you can simply have both of your arms be replaced, one for each class.

Bonus Points: Play a Kasatha, replace your remaining two arms and your two legs with Clockwork Prosthesis, and get yourself 4 Plasma Blades. You are now General Grievious.


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481: Keaton Grass

Keaton Grass is a circle of tall bunched up grass, with a center piece of tall bunched up grass. If any of the bunches are cut, the remaining will start moving away quickly, before disappearing. With feats and abilities like Cleave, you can manage to cut all of them before they disappear, however, this only produces a few copper pieces.

There is a hidden secret to Keaton Grass. If you wear a mask based off of a Keaton, and manage to cut all the grass before it vanishes, a Keaton will appear.

Any hostility to the Keaton will cause it to simply disappear like the grass, but if you are friendly, the Keaton will play a game, asking you some trivia questions about the local area. Answer all of them correctly, and the Keaton will give you a large Ruby, worth 5000 gp.


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Because of the extremely high amount of RP, instead of 5 Traits per Racial Trait Category, it will have 16. A member of this race will, at 20th level, count as 10 CR higher than normal, so with PC WBL, will be CR 30.

I got this CR by following the pattern for the increase to Average Party Level, based off of what the Average Race Points is. Following the pattern, it would be +10 to level at levels 16-20, when you have 140 RP.

Basically, I want to create a CR 30 entity, that is built somewhat similarly to the PCs (so no templates and no Mythic, and no full homebrew), to be the final boss of the campaign, but due to the sheer number of RP, I am crippled with decision paralysis, and was wondering if you all could help guide me with ideas of what I should build.


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I’ll try to answer your questions here.

Mark Hoover 330 wrote:

Maybe I'm dumb but here's my question: why take Celestial Servant for the Celestial template and ALSO take Entropic? Unless I miss my guess, the benefits are:

- 60' Darkvision (identical bonus from 2 different sources doesn't stack)
- Resist Acid/Cold/Electricity/Fire 5 (will increase over time)
- DR 5/Evil, DR 5/Lawful (will increase over time)
- SR = creature's CR +5 (would you use the familiar's effective hit dice instead?)
- Smite Evil 1/day
- Smite Law 1/day

The logic is that Cayhounds, who make up one of the two parents of Caypups, call out that they are more good than chaotic, but let’s be real, all pre adolescent creatures somewhat based on nature are more chaotic than when grown up, and I want the Lap Dog to (in fluff/flavor) be the pre adolescent form of a Caypup. I understand it isn’t optimal, but I want to do it this way to bridge the gap a tiny bit more between the Celestial Lap Dog and Celestial Caypup. Basically, pure flavor.

First off, would a weapon have to be both Evil AND Lawful to cut through the familiar's DR, or could it be one or the other?

Both at the same time, because it is two overlapping DRs. They don’t stack, but both still exist. So just because you are attacking with an aligned Evil weapon, doesn’t mean you overcome the DR/Lawful, and vice versa.

Second, could the familiar use both Smite abilities at the same time and deal x2 damage, or would it just have to be one at a time?

Maybe. I feel like there was some sort of FAQ for having multiple kinds of Smites active on the same target at the same time, but I can’t seem to find the Pathfinder 1e FAQ page.

I don't see a feat that gives the Caypup its original, double-templated shape, but there's Shapeless Familiar that lets the familiar change shape per Beast Shape II, though it has to be the same Size as the current familiar, so the Caypup would turn into a Small sized creature per the Beast Shape spell.

I was misremembering Spark of the Uncanny and sort of combining it with Shapeless Familiar. It’s been 6 months since I last played with a Familiar, so I’m not that fresh on some of the feats. My bad.


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I am fond of Caypups.

As a GM, I allow any Caypup with a Thundering Collar, to combine a use of both it and their own Thunderous Growl, to perform a Cayhound’s Thunderous Bark (with the save DC recalculated, of course). This prevents the Caypup from using both their Thunderous Growl and the Thundering Collar for 1d6 rounds. And it also costs them a full round action, rather than a standard action.

The logic behind this is that Caypups are the children of Cayhounds and mortal dogs, and Cayhounds themselves are the children of Cayden Cailean’s dog Thunder, and the Thundering Collar is an item used by members of his faith, and has the exact same effect as a Caypup’s Thunderous Growl, so rule of cool kicks in to allow the Caypup to tap into the power of their Cayhound parent, when thusly boosted in power.


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With the pandemic, most people. Only people my mom was going to interact with normally, are allowed, because she is immunocompromised or whatever the term is. So family members or close neighbors (since we believe in helping the community out, so I regularly give leftover food to them that my mom made).

I once tried to host a game online, but quickly realized I wasn’t equipped (tech wise) to draw maps, since I only have my crappy, heavily outdated iPhone to go online with (also at the time, my PS3, but I don’t have the ability to draw with that, as far as I know anyways).


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Diego Rossi wrote:
Senko wrote:
Diego Rossi wrote:
Maybe you had hidden it by error?
Can you hide one group of subforums?

My cat walking on the keyboard did that, once. No idea how.

She has an incredible ability in finding combinations of keys I don't even know exist.
She is so useful.
:D

My mom’s cat opened Diablo, loaded a save file, and had the character just strolling across the map.


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1: There is a 1% chance that touching a butterfly with a stick will turn it into a sprite.
2: At a specific alley at a specific time of night, you can witness two dogs eating a plate of spaghetti.


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Here is the revised Kokiri race. Thank you for your help with this.

Kokiri:
Kokiri Racial Traits:
+2 Dexterity, +2 Wisdom, -2 Strength: Kokiri are agile and wise, but they aren’t very strong.
Fey: Kokiri are fey.
Small: Kokiri are Small and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to CMD, and a +4 size bonus on Stealth checks.
Normal Speed: Kokiri have a base speed of 30 feet.
Low-Light Vision: Kokiri can see twice as far as humans in dim light.
Nature Life: Kokiri are adapted to living in nature, and gain a +2 racial bonus on Survival checks.
Fey Resilience: A kokiri with this racial trait gains DR 1/cold iron. This DR increases by 1 for every 5 HD the kokiri has.
Child of the Forest: Kokiri are bonded to forests, and gain the following abilities while in a forest:
1: Kokiri select three 0-level druid spells and one 1st-level druid spell. If they have a Charisma score of 11 or higher, when in forests, they gain these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user's character level. The DC for the spell-like abilities is equal to 10 + the spell's level + the user's Charisma modifier.
2: Kokiri can move through natural difficult terrain at their normal speed while within forests. Magically altered terrain affects them normally.
Guardian Sprite: Kokiri gain a sprite familiar with the sage archetype at level 1. The kokiri’s effective wizard level is equal to half their character level (minimum 1). However this special familiar functions differently from a normal familiar, as noted below.
1: Guardian sprites actually have an HD total equal to the effective wizard level of the kokiri, instead of merely an effective HD total. In addition, they do not replace their hit points with half that of the kokiri’s.
2: The guardian sprite qualifies as a sage familiar for the feats Boon Companion and Sage’s Guidance, but not for any other purposes. GMs can add feats or class abilities that they qualify as familiars for, as they see fit. However, if the kokiri would gain a familiar from another source, the guardian sprite now counts as a familiar for all purposes, and their effective wizard level stacks, to a maximum of HD+1.
3: The guardian sprite’s alignment matches the kokiri’s.
4: If the guardian sprite goes further than 100 feet from the kokiri, they lose half their maximum hit points. If they go further than 200 feet from the kokiri, they drop to 0 hit points. The guardian sprite’s maximum hit points return to normal when they cease being too far away, but their current hit points aren’t restored until they heal it naturally or with magic.
5: If the guardian sprite dies, the kokiri gains a negative level until they replace them (as per replacing a normal familiar) or revive the guardian sprite.
Weapon Familiarity: Kokiri are proficient with all bows, short swords, longswords, and greatswords.
Languages: Kokiri begin play speaking Common and Sylvan. Kokiri with a high intelligence score can choose from the following languages: Aquan, Dwarven, Gnome, Goblin, Tengu, and Treant.

Kokiri Alternate Racial Traits:
Natural Healer: Some kokiri are more receptive to healing than reducing damage. These kokiri receive Fey Foundling as a bonus feat at 1st level. This racial trait replaces fey resilience.
Friend of the Hero of Time: The older kokiri tell tales of an adopted kokiri, whose true race has been lost to time. This child was blessed by Shyka, and saved entire worlds from destruction with the powers of time manipulation. A kokiri who had interacted with this hero of time can take this racial trait, gaining Ineffable Count of the Clock as a bonus feat. This racial trait replaces fey resilience.
Healing Sprite: Kokiri gain a sprite as a traveling companion, but some also learn how to gain the aid of healing fey. As a standard action once per day, kokiri with this racial trait can surround themselves with the image of a pink illuminated sprite circling them, that affects them as faerie fire and grants fast healing 2. The sprite lasts for 3 rounds plus 1 additional round per 2 character levels the kokiri possesses. This racial trait replaces fey resilience.

Pathfinder Race Builder Kokiri RP Calculations:

Type: Fey (RP 2)
Size: Small (RP 0)
Speed: Normal Speed (RP 0) Kokiri have a 30 ft land speed.
Ability Scores: Standard (+2 Dexterity, +2 Wisdom, -2 Strength, RP 0)
Language: Standard (Common+Sylvan, Aquan, Dwarven, Gnome, Goblin, Tengu, Treant RP 0)
Defense Traits: Fey Resilience (This is the Gathlain alternate racial trait, RP 2)
Feat and Skill Traits: Skill Bonus (Survival, RP 2)
Magical Traits: Fey Magic, Lesser (HotW, Forest, this is an alternate racial trait for many races, homebrew (This is Fey Magic, but instead of choosing a terrain at character creation, every member of the race has the same terrain. It is valued at 1 RP by comparing it to Camouflage and Terrain Stride, but is raised back to 2 RP due to Kokiri already being a Fey source), RP 2)
Movement Traits: Terrain Stride (Forest, RP 1)
Offensive Traits: Weapon Familiarity x2 (Bows, Short Swords, Longswords, and Greatswords RP 2)
Senses: Low-Light Vision (RP 0 (comes with Fey Type))
Other(?): Guardian Sprite (homebrew, RP 4?)

RP: 15

Alternate Racial Traits: Static Bonus Feat (Fey Foundling, Trade Fey Resilience, RP 2)
Static Bonus Feat (Ineffable Count of the Clock, Trade Fey Resilience, RP 2)
Nimbus of Vitality (This is the Gathlain alternate racial trait, Trade Fey Resilience, RP 2)


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*Thelith wrote:
Name Violation wrote:
Algarik wrote:
*Thelith wrote:

Here is one I made long ago...

10 RP, undead race..

I don't want to come off as rude or anything, as i think the fluff is pretty cool, but it does not seem to be a 10 rp race.

Here's how i would calculate;

Racial Qualities: 18 rp
Type Undead (16 rp)
Size: Small (0 rp)
Base Speed: 30 Feet (0 rp)
Ability Score Modifier Quality: Greater Paragon ; +4 Dex, -2 str, -2 int (2 rp)
Language: Standard (Undercommon) (0 rp)

Ability Score Modifiers: 13 rp
Advanced Charisma (4rp)
Advanced Dexterity (4rp)
Advanced Dexterity (5rp)

Defensive Racial Traits: 3 rp
Spell Resistance, Greater (3 rp)

Weakness Racial Traits: -6 rp
Resurrection Vulnerability (-1 rp)
Vulnerable to Sunlight (-2 rp)
Light Blindness (-2 rp)
True Death: True death is not an existing trait, but i would not count it as a weakness as it's way too situational, but lets count it as a -1 rp anyway. (-1rp)

The total would amount to 28 RP.

it looks as if they're trying to cheese a -10 con onto an undead that has no con for free points.

Yes, it's cheesed a little bit, but perfectly legal based on the race builder rules.

That's part of the problem with the builder, you can manipulate it to be whatever you want it to be.

And it is only 10 RP.

No it isn’t. There is no Weakness Racial Trait for gaining additional penalties to any ability score beyond the starting Ability Score Modifier Qualities, and Undead have no con, so you can’t choose the Greater/Mixed/Weakness one and put a penalty into con.

Furthermore, your race’s True Death is a homebrew ability, thus isn’t even valid to quantify it in RP in the first place.

Seriously, it’s literally just homebrewing the Race Builder. That is the definition of not legal.


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So I’m not talking about quickly renewable material components. I’m talking about things like precious gems and diamonds, that while there may eventually be more of them, it takes thousands of years to make new ones, yet spellcasters use them up at high speeds.

I mean, so many different spells use diamonds or diamond dust as a material component, thus permanently using it up. Shouldn’t that mean the cost of diamonds would be increasing as diamonds become more and more rare?

The same is true of other material components that aren’t quickly renewable, so yeah, why isn’t the gp cost of these things increasing as time passes?


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I’d recommend looking up the Resident Evil 1 mansion (I don’t know what the original was like, as I know they made a few changes here and there to the remake on the Gamecube, so I recommend looking at the remake mansion), as well as the Luigi’s Mansion 1 mansion.

While admittedly, they are both geared towards horror, you have to admit they decorate their mansions well enough. Also, even if you don’t include the whole secret lab stuff in the RE mansion, it is clear it is built sturdy. I mean, it has to be to include death traps.


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Sorry for not responding. This escalated way faster than I was expecting, and I haven’t really had time to look at it.

KingGramJohnson wrote:

Exactly! The OP isn't asking about all PF mechanics in the real world, they're asking about what are the real world consequences that would exist for PF mechanics. I wasn't thinking that all mechanics apply at the same time. I was isolating specific mechanics and trying to figure out what consequences there would be for them.

If ALL mechanics applied, it would just be an RPG, and this thread would be moot.

This is exactly what I was asking. Thank you for explaining it.


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I don’t know how helpful this will be, but to add to the whole “how you present it will determine how age appropriate it is” thing, look at the cartoon Adventure Time. It is basically a D&D parody, and they made the bloody Nightosphere (basically their version of the Abyss, as it has demons, and the ruler is pure chaotic evil, by his own words,) a good time for child viewers (it was actually kind of messed up when they went there, from an IN universe prospective, but as a viewer, it was all fun and games).

So yeah, take notes from Adventure Time.


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OP wrote:
Linguistic difficulties. (e.g. NPCs can't pronounce human PCs' names.)

I don’t think you know how names work. Humans have difficulty pronouncing other cultures of HUMANS’ names. The other races are biologically similar in mental capabilities. So what makes you think this wouldn’t be true in a “humans are the dominant race” game?

In other words, this does absolutely nothing to show humans aren’t the dominant race.


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Garlic

What makes it illegal? Am I missing something here?


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Reksew_Trebla wrote:

155: Clay Familiar

A Clay Familiar is a variant of creatures that have been Familiars, either in this life, or a previous one, but aren’t necessarily still serving as a Familiar. They have a CL 20 Clay Skin spell active, except it lasts for 24 hours, and reapplies itself every 24 hours. However, this doesn’t offer complete protection, as all damage negated by the spell is dealt as nonlethal damage that can’t be blocked by the Clay Skin spell it normally has. As a result, most Clay Familiars have a higher chance of survival than a normal member of their species.

The way a Clay Familiar comes into exist is through violence. When either the Familiar is slain, and is reborn, or its master is slain, the former Familiar gains a magical protection. This is a sort of cosmic joke, as they likely won’t be able to make use of the protection to its fullest now that they no longer are a Familiar.

A feat (named Clay Familiar) can be taken by a prospective master, allowing them to take a Clay Familiar as a regular Familiar, and thus if they have Improved Familiar and this feat, they can select a Clay Familiar as an Improved Familiar option that is just a non-Improved Familiar with a template, such as an Entropic Clay Familiar, or Celestial Clay Familiar. Alternatively, if they have this feat and Improved Familiar, they can take a regular Clay Familiar, but the Clay Skin spell is upgraded to a Stoneskin spell.

Oh man, I meant to say the DR/Adamantine of the Clay Skin spell (as well as Stoneskin if it is the Improved Familiar version) gets replaced with an equal value of hardness, except Adamantine, and anything that isn’t Adamantine that overcomes DR/Adamantine (such as a high enough enhancement bonus on the weapon), still overcomes it.

This way they have protection against energy damage as well.

Also, if the damage was originally nonlethal damage, then the hardness does get complete protection from it. Only lethal damage isn’t completely reduced, instead being converted to nonlethal damage that the Clay Skin spell doesn’t block.


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111: Teacup Dog

This rare category of dog was bred to be as small as possible. They are typically owned by the wealthy. Teacup dogs cannot be combat trained. Use young templated fox statistics.


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I actually calculated Usain Bolt’s speed the other day. His average run speed in a round is 205 ft (rounded down after decimal point), and his top speed, which he maintained for a little more than 1 second, was 244 ft (after rounding down).

This means he has a base land speed of 41 ft, the Run feat, and a Quick Runner’s Shirt.

How do I know he has a Quick Runner’s Shirt? The fact that he doesn’t do his top speed more than once a day, his top speed lasts about the estimated time of a swift action, and it is ~1.2 times his average run speed, which assuming he has the Run feat, which he obviously does, would be approximately an increase of one full move action.

Making it conform more to Pathfinder, he would have the Fleet feat either 2x, (for a 40 ft speed) or 3x, (to have the minimum 41 ft speed, but rounded up to 45 ft), the Run feat, and a Quick Runner’s Shirt.


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Claxon wrote:

Sandslice you have an error somewhere in your math I believe.

Edit: Specifically your last line gives an incorrect answer of 8.8 mph, but you were correct in your second line.

30ft per 6 seconds = 5ft per second. 5ft/sec * 60 sec/min * 60 min/hr * 1mi/5280 ft = 3.4 mi/hr (mph).

This matches up with what could be considered an average walking speed.

Pizza Lord's suggestion of approximating it by diving by 10 is pretty darn close.

I think he meant 5280/600 is the same as 8.8, since that's what you get when you do the math. So he meant it would be faster to just divide by 8.8.


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Can we please f@*~ off with the "Batman every alignment chart" bs? The first Batman on it is Adam West, whose portrayal of Batman is so far from the norm, that that Batman can be argued NOT to have any mental illnesses. When people ask what alignment Batman should be, things like Adam West's or Frank Miller's versions should never be considered unless specifically asked for. There are trends generic Batmen follow. Please use those trends for figuring out his alignment.


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I just thought about it, and the idea of building a construct around the phylactery, so that you essentially have to fight the phylactery itself to destroy it, seemed amusing, but I don't know how others would feel about this.