Ilquis

Richard Federle's page

Organized Play Member. 59 posts (60 including aliases). No reviews. No lists. No wishlists. 1 alias.




So I've got a flying race with perfect maneuverability in my campaign. I'm trying to determine if you need the Hover feat in order to make a full round attack while flying or if you can just make a fly skill check. The rules seem to be both ambiguous and contradictory in that regard.


Has anyone thought of or have an idea what it might look like if you would put the ability on a weapon instead of as a wonderous magic item? It would be helpful if you wanted to carry two weapons.


1 person marked this as a favorite.

I've mostly completed the number crunching part for a d20 Slayers/Pathfinder Hybrid campaign. What I'd like help with at this point is have people look over what I've drawn up and give me feedback (both good and bad) for it.

I'm including links to my 4 shared account (which is where I've currently got them stored for online review).

New Races

General Classes

Specialist Classes


I've been wanting to try Reign of Winter AP with a full (only) female party. I have a Callistrian Cleric that I'd like to use specifically for this AP.

Anyone?


As some of you may remember, I've put some time and energy into developing a working version of this system. My current project is to create a fully fleshed out campaign guide; complete with new races, new classes, a revamped spellcasting and item enchantment system, new deities, and hopefully a decently fleshed out history.

I'll start by posting the races that I've designed (or in the case of humans, overhauled). I'm including picture links for those who are interested in seeing what I used for inspiration for each race.

And yes, feedback is welcome.


Let's face it, the average group of wandering monsters has more wealth than some cities. Given that most of said money tends to go toward magical items (either purchasing or creating), I've come up with this suggested solution.

[hr]

Essence Crystals

Essence Crystals are distilled magical energy in a solid form. Each crystals weights one pound and contains an amount of magical energy

depending upon how it was created. Essence crystals are used primary in magic item creation and under certain cirumstances can replace

expensive and/or hard to find material spell components.

Essence Crystals can only be created by a spellcaster and require a DC20 spellcraft skill check. A spellcaster must sacrifice a memorized spell

(or a spell slot if a spontaneous caster) the level of which depends on the crystal to be created. This process requires an hour of

uninterrupted work, any interruption will cause failure and the loss of the spell being sacrificed. Alternately, essence crystals can be

distilled from a recently deceased creature, the process must be started within one minute of the deceased creature's death.

Essence Crystal Stats
Level 1, 100 gp enchantment value, 10 gp sell value
Level 2, 250 gp enchantment value, 40 gp sell value
Level 3, 500 gp enchantment value, 90 gp sell value
Level 5, 1000 gp enchantment value, 250 gp sell value
Level 10, 2500 gp enchantment value, 1000 gp sell value

Essence Crystal Creation
Level 1, 2nd level spell or 1-3 HD creature
Level 2, 3rd level spell or 4-5 HD creature
Level 3, 4th level spell or 6-7 HD creature
Level 5, 5th level spell or 8-10 HD creature
Level 10, 6th level spell 0r 11+ HD creature


2 people marked this as a favorite.

While I'm certain that this has been done already, I thought that I'd share with the community my concept on how this might be done. While I can't speak for anyone else, the thought of a six inch character fluttering about and chucking fireballs does have a certain appeal...

Frost Fairy (aka Winter Fairy)
Winter Fairy
-2 Strength, +2 Dexterity, +2 Charisma

Tiny!*
Fairies are tiny sized Fey creatures. Tiny creatures gain a +2 size bonus to Dexterity and a –2 size penalty to Strength. Tiny races gain a +2 size bonus to their AC, a +2 size bonus on attack rolls, a –2 penalty on combat maneuver checks and to their CMD, and a +8 size bonus on Stealth checks. Tiny characters take up a space of 2-1/2 feet by 2-1/2 feet, so up to four of these characters can fit into a single square. Tiny races typically have a natural reach of 0 feet, meaning they can't reach into adjacent squares. They must enter an opponent's square to attack it in melee. This provokes an attack of opportunity from the opponent. Since they have no natural reach, they do not threaten the squares around them. Other creatures can move through those squares without provoking attacks of opportunity. Tiny creatures typically cannot flank an enemy.

Flight
Frost Fairies fly at a speed of 70 feet with perfect maneuverability.

Low-Light Vision
Frost Fairies have low-light vision to 60 feet.

Shadow Resistance
Frost Fairies have Cold resistance 5 and Electric resistance 5.

Arcane Resistance
Frost Fairies have a +2 racial bonus on concentration checks made to cast arcane spells defensively.

Languages
Frost Fairies start with only their own racial languages (i.e. Fairy) which to the untrained ear sounds only like bells ringing.
Frost Fairies with a high intelligence may select from the following list: Common, Auran, Draconic, Sylvan.


Has anyone converted (or attempted conversion) of Pathfinder Magic/Classes into Slayers d20?


I'm not sure if I'm putting this in the right location but here goes.

I recently acquired a copy of slayers d20 (3.5 compatible) and I was wondering about using that in a pathfinder adventure path instead of the standard rule set. Anyone got any feedback?

Thank you.


I've noticed a rather large hole in the enchanting rules so I'd like to suggest an alternative archetype to fill that gap.

Artifacter (Wizard Archetype)

The Artifacter is a true master at creation, specifically working with magical items. An Artifacter can turn out a wide variety of magical items and can function in party in the same
role as a normal wizard.

Restrictions: Must select arcane bond, must select four opposition schools.

Consumption: At third level, the Artifacter may destroy existing magical items to capture a
portion of their power for enchanting a new magical item. He recovers 15% of the value from
a single item when using this ability.
At 6th level, he recovers 30% of the value and can consume two items.
At 9th level, he recovers 45% of the value and can consume three items.
At 10th level, he may destroy one cursed item with no ill effects. This must be done as
a stand alone (i.e. not part of item creation)
At 12th level, he recovers 60% of the value and can consume four items.
At 15th level, he recovers 75% of the value and can consume five items.
At 18th level, he recovers 90% of the value and can consume six items.

Nothing Up My Sleeve: At fourth level, the Artifacter can use a spell that he doesn't know as
long as he possesses a copy of the spell in creation of an item. He must otherwise be able
to cast the spell (see Use Magic Device).

Smithy: At fifth level, the Artifacter gains Craft Armor and Weapons feat. For the purposes of
this feat, his caster level is double his Artifacter level. This ability replaces wizard bonus
feats.

Fast Enchanting: At sixth level, the Artifacter makes magical items faster. He now creates
items at the rate of 2000 gps per 8 hours of work, with the appropriate increase in potions and
scrolls (as per Magic Item Creation, page 549). This increase to 3000 gps per 8 hours of
work at twelfth level and 4000 gps per 8 hours at eighteenth level.


I've been building a high level cleric with emphasis on channeling. I'd like to suggest a couple of extra feats.

Enlarged Channel
Your channel affects a larger area.
Prerequisite: Improved Channel feat.
Benefit: You may channel to affect an area twice the normal area by taking a full round action and expending 2 daily uses.

Restorative Channel
Your channel has additional curative effects.
Prerequisite: Improved Channel feat.
Benefit: Your channel removes the following conditions: fatigued, shaken, sickened


Aside from the Cosmopolitan and Hermean Blood feats, are there any others that let you make a skill into a class skill? There's plenty of traits that do but I haven't run across a general use feat yet.


I've been in parties with 4th level barbarians that dish out 40-50 points of damage a hit. And 2nd level rangers that dish out in the 25-30 point range.

For the life of me, I can't figure out how this is done.

Race

HP 26/26 | AC 19 | F +5 R +10 W +7 | Perc +7 | Stealth +8 |

Classes/Levels

25 ft | Hero Points: 2/3 | Active Conditions: ---

Gender

CG M Human Rogue 2 |

About Locke of Highdelve

PFS Information:

PFS Number: 230524-2003
Experience: 13
Reputation: 14
Fame: 5
Maximum Gold: 61.08 (including starting 15 gp)

Training: Scrolls

Major Factions
Envoy’s Alliance:
Grand Archive:
Horizon Hunters: 14
Vigilant Seal:
Minor Factions
Radiant Oath:
Verdant Wheel:
All Faction Reputation
Total (Sum of the Above) Reputation: 14

Purchased Boons
Horizon Hunters Champion (Faction) (0 Fame)
Home Region (Slotless) (0 Fame): Issia | The Broken Lands
Hireling (Ally) (4 Fame): Nature, Hunting Lore (2+level = +4)

Locke of Highdelve:

Ethnicity: Varissian
Nationality: Brevoy (Issia)
Birthplace: Highdelve
Age: 20
Gender & Pronouns: Male (he/him/his)
Height:
Weight:
Physical Appearance:

Human (Versatile)
Issian Partisan
Rogue; Level: 2
Medium Humanoid Human
Chaotic Good
Languages: Taldane (common), Varissian, Dwarven, Draconic, Goblin
____________________
SENSES
Perception: +7 ((1 wis) + (6 prof) + (0 item)) [E]
Special Senses:
____________________
DEFENSES

HIT POINTS: 26/26

ARMOR CLASS
AC: 19 (10 + (4 dex) + (4 prof) + (1 item)) [T]

Unarmored: [T], Light: [T], Medium: [U], Heavy: [U]

SAVING THROWS
Fortitude: +5 ((1 con) + (4 prof) + (0 item)) [T]
Reflex: +10 ((4 dex) + (6 prof) + (0 item)) [E]
Will: +7 ((1 wis) + (6 prof) + (0 item)) [E]
Notes:
____________________
OFFENSE

Class DC: 18 (10 + (4 dex) + (4 prof) + (0 item)) [T]

Speed: 25 ft

Melee Strikes
+1 aldori dueling sword +9 ((4 dex) + (4 prof) + (1 item) [T]
damage (1d8 + (4 dex)) [S] (finesse, uncommon, versatile P)
dagger +8 ((4 dex) + (4 prof) + (0 item) [T]
damage (1d4 + (4 dex)) [S] (agile, finesse, thrown 10 ft, versatile S)
sap +4 ((0 str) + (4 prof) + (0 item) [T]
damage (1d6 + (0 str)) [Bld] (agile, nonlethal)

Ranged Strikes
shortbow +8 ((4 dex) + (4 prof) + (0 item) [T]
damage (1d6)) [P] (deadly d10)

Weapon Proficiencies
Simple: [T], Martial: [T], Other (aldori dueling sword): [T]
____________________
SKILLS

Acrobatics: +10 = (4 dex) + (6 prof) + (0 item) - (armor) [E]
Arcana: +2 = (2 int) + (0 prof) + (0 item) [U]
Athletics: +4 = (0 str) + (4 prof) + (0 item) - (armor) [T]
Crafting: +6 = (2 int) + (4 prof) + (0 item) [T]
Deception: +8 = (2 cha) + (6 prof) + (0 item) [E]
Diplomacy: +6 = (2 cha) + (4 prof) + (0 item) [T]
Intimidation: +6 = (2 cha) + (4 prof) + (0 item) [T]
Lore (Dueling): +6 = (2 int) + (4 prof) + (0 item) [T]
Lore (Pathfinder Society): +6 = (2 int) + (4 prof) + (0 item) [T]
Lore (Underworld): +6 = (2 int) + (4 prof) + (0 item) [T]
Medicine: +1 = (1 wis) + (0 prof) + (0 item) [U]
Nature: +1 = (1 wis) + (0 prof) + (0 item) [U]
Occultism: +6 = (2 int) + (4 prof) + (0 item) [T]
Performance: +6 = (2 cha) + (4 prof) + (0 item) [T]
Religion: +1 = (1 wis) + (0 prof) + (0 item) [U]
Society: +6 = (2 int) + (4 prof) + (0 item) [T]
Stealth: +8 = (4 dex) + (4 prof) + (0 item) - (armor) [T]
Survival: +5 = (1 wis) + (4 prof) + (0 item) [T]
Thievery: +8 = (4 dex) + (4 prof) + (0 item) - (armor) [T]
____________________
ABILITY SCORES

STR 10 (+0), DEX 18 (+4), CON 12 (+1)
INT 14 (+2), WIS 12 (+1), CHA 14 (+2)
____________________
FEATS:

Ancestry Feats and Abilities
Special 1st: Bonus Feat (Weapon Proficiency 1)
Heritage 1st: General Training (Weapon Proficiency 2: Aldori Dueling Sword)

Skill Feats
Background: Charming Liar
1st: Intimidating Glare
2nd: Cat Fall

General Feats

Class Feats and Abilities
Feature 1st: Racket (Thief)
Feature 1st: Surprise Attack
Feature 1st: Sneak Attack (+1d6)
1st: You’re Next
2nd: Aldori Duelist Dedication

Bonus Feats
Weapon Proficiency 1 (Versatile Heritage)
Weapon Proficiency 2: Aldori Dueling Sword (General Training)
____________________
EQUIPMENT

Combat Gear: leather armor, aldori dueling sword, dagger, sap, shortbow, arrows (20)
Magic Items: wayfinder, potency rune (+1), minor elixir of life
Other Gear: backpack, chalk, thieves tools, flint and steel, torch (3)*, waterskin*, soap, rope (100 ft)*, disguise kit*, crowbar*, caltrops, bedroll*
*Bulk subsumed by backpack (0.9)

Bulk: 3.7 (Encumbered at: 5 = 5 + (0 str); Maximum at: 10 = 10 + (0 str))

Coins: 8.5 gp
____________________

CHRONICLES

1. PFS(2) 1-01: The Absalom Initiation (GM):

Engraved Wayfider (slotless): You can attach this lid to any compass, including a wayfinder, to personalize it.
[_] Society Connections (downtime): Check the box that precedes this boon when you Earn Income during Downtime to attempt a task of level 3. If you critically fail the check, you still earn the result of a failure for that task.
Reputation(s): +4 (Horizon Hunters)
Fame Earned: 4
Fame Spent: 0
Gold Earned: 14
Downtime: Earn Income (fail): 0.08 gp

2. PFS(2) Q4: Port Peril Pub Crawl:

Fane’s Friend (General): This boon has special benefits when slotted during scenarios and quests that feature Stella Fane.
Reputation(s): +1 (Horizon Hunters)
Fame Earned: 1
Fame Spent: 0
Gold Earned: 3.5
Downtime: Earn Income (success): 0.1 gp

3. PFS(2) 1-08: Revolution on the Riverside:

[_][_][_] River Kingdom Politician (General): Check a box in order to participate in political intrigues of the region, allowing you to find an Earn Income task of up to your level + 1. Once all three boxes are checked, this boon has a special effect in a future adventure.
Reputation(s): +4 (Horizon Hunters)
Fame Earned: 4
Fame Spent: 0
Gold Earned: 14
Downtime: Earn Income (Success): 0.4 gp

4. PFS(2) 2-00: The Thorned Monarch:

Reputation(s): +4 (Horizon Hunters)
Gold Earned: 14
Downtime: Earn Income (Critical Failure): --