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Grand Lodge

I had posted this in the product discussion for the Kingmaker Stolen Land Minis but didn't get a response. I was just trying to find out if that PDF still included the 4 hireling minis from Hirelings, since my copy didn't seem to have them.

Thanks in advance.

Grand Lodge

So I need some help. My profile up there in the corner is my... persona, lets call him. Diodric (Deo-drick) or Dio is my most favorite D&D/Pathfinder character. I first made him over 13 years ago. I played him in a 2e campaign that lasted one whole summer, and one small tryst in 3.5 Eberron. Well I finally have the chance to play him in Pathfinder for the first time as a DMPC (the closest I'll actually get to playing any time soon). Thing is, while I've built and rebuilt him *multiple* times over the years I never ported his back story to Golarian canon.

I am completely at a loss.

Some quick background as far as I have it:
First off, both parents are alive, well, and supportive! Ha! Diodric's mother, Jillian, is the mayor of a small halfling village of Highreach, located somewhere near Falcon's Hollow in Andoran. His father, Eldon, owns a prominent business (undecided at this time, but I'm thinking an orchard and cidery); so Diodric is well-to-do but not affluent I would say.

He has a twin brother, Oiddric, (who's played by my real life younger brother) his back story includes becoming Captain of the Highreach militia and a brief issue with alcoholism then turning to the priesthood of Cayden Cailean.

With Diodric though, he grows up, there's some kind of classical training or mentoring with a Gnome mentor. That's it. He's an archaeologist bard, but I'm having a bad writer's block/disconnect between home and adventuring.

So I need some help trying to figure out, who/what/where/why. I've done the background generator from Ultimate Campaign, but nothing's really clicking with me.

I like the idea of a mentor being a Pathfinder Venture Captain, but at the same time I feel its too easy, its a cop-out. I don't need the gnome mentor, but that's where I was at with 2e and Eberron 3.5.

If anyone has any ideas or some guidance, I would really appreciate the help.

Grand Lodge

Hey guys,
I had an idea to convert the Gnome Artificer Craft Artificer Device class ability into a item creation feat. I was thinking almost a straight conversion with a few tweaks for PF, but the biggest question is: Is it doable? The class feature is a huge chunk of rules. Is it balanced enough for a feat with prereqs? It doesn't seem anymore complex than normal magic item crafting, but looking at it I'm just at a lost at where to start.

Some advice and direction would be great if anyone wouldn't mind tossing their 2 cents my way.

Grand Lodge

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This is a rough draft of all the playable Warcraft races from WoW for Pathfinder. I created these from the ARG, all are between 14-16 points. I went with a much higher point buy on the fact that it feels like Azeroth is a much tougher place, more "high fantasy" and 10 race points can't pull off an effective bestial race. I'm planning do do subraces as well such as Wildhammer and Forest Trolls.

Draenei (15):

Type
Humanoid (draenei) (0 RP)
Size
Medium (0 RP)
Base Speed
Normal (0 RP)
Ability Score Modifiers
+2 Str, +2 Cha; -2 Dex (0 RP)
Languages
Standard (0 RP)
Racial Traits
Defensive Racial Traits
Exalted Resistance (3)
Halo (2 RP)
Magical Racial Traits
Spell-like Ability, Greater – Aid (2 RP)
Offensive Racial Traits
Celestial Crusader (7 RP)
Senses Racial Trait
Low-Light Vision (1 RP)

Dwarf, Bronzebeard (15):

Type
Humanoid (dwarf) (0 RP)
Size
Medium (0 RP)
Base Speed
Slow (-1 RP)
Ability Score Modifiers
+2 Con, +2 Wis; -2 Dex (0 RP)
Languages
Standard (0 RP)
Racial Traits
Defensive Racial Traits
Hardy (3 RP)
Stability (1 RP)
Surface Survivalist (2 RP)
Natural Armor +1 (2 RP)
Feat and Skill Racial Traits
Curiosity (4 RP)
Stonecunning (1 RP)
Offensive Racial Traits
Hatred – Trolls (1 RP)
Senses Racial Traits
Darkvision 60 ft. (2 RP)

Elf, Blood/High (14):

Type
Humanoid (elf) (0 RP)
Size
Medium (0 RP)
Base Speed
Normal (0 RP)
Ability Score Modifiers
+2 Dex, +2 Int; -2 Con (0 RP)
Languages
Standard (0 RP)
Racial Traits
Defensive Racial Traits
Spell Resistance, Lesser – 6+Character level (2 RP)
Feat and Skill Racial Traits
Skill Bonus – Knowledge (arcane) (2)
Magical Racial Traits
Arcane Focus (1 RP)
Elven Magic (3 RP)
Constant Spell-like Divination – Detect Magic (3 RP)
Lightbringer (2 RP)
Senses Racial Traits
Low-Light Vision (1 RP)

Elf, Night (15):

Type
Humanoid (elf)
Size
Medium (0 RP)
Base Speed
Medium (0 RP)
Ability Score Modifiers
Flexible +2 Dex, +2 Wis (2 RP)
Languages
Xenophobic (0 RP)
Racial Traits
Defensive Racial Traits
Shadow Blending (1 RP)
Shadow Resistance (2 RP)
Silent Hunter (2 RP)
Stalker (1 RP)
Feat and Skill Racial Traits
Camouflage (1 RP)
Skill Bonus – Acrobatics (2 RP)
Skill Bonus – Survival (2 RP)
Offensive Racial Traits
Weapon Familiarity (2 RP)

Gnome (14):

Type
Humanoid (gnome) (0 RP)
Size
Small (0 RP)
Base Speed
Slow (-1 RP)
Ability Score Modifiers
+2 Dex, +2 Int; -2 Str (0 RP)
Languages
Linguist (+1 RP)
Racial Traits
Defensive Racial Traits
Defensive Training, Lesser – Troggs (1 RP)
Spell Resistance, Lesser 6+Character Level(2 RP)
Feat and Skill Traits
Master Tinker (2 RP)
Nimble Attacks (2 RP)
Skill Bonus – Escape Artist (2 RP)
Skill Bonus – Perception (2 RP)
Skill Bonus – one Craft or Profession (2 RP)
Offensive Racial Traits
Hatred – Troggs (1 RP)

Goblin (14):

Type
Humanoid (goblin) (0 RP)
Size
Small (0 RP)
Base Speed
Slow (-1 RP)
Ability Score Modifiers
Flexible +2 Con, +2 Cha (2 RP)
Languages
Standard (0 RP)
Racial Traits
Feat and Skill Racial Traits
Beguiling Liar (2 RP)
Skill Bonus – Appraise (2 RP)
Skill Bonus – Craft (alchemy) (2 RP)
Silver Tongued (3 RP)
Magical Racial Traits
Pyromaniac (3 RP)
Senses Racial Traits
Low-Light Vision (1 RP)

Human (15):

Type
Humanoid (human) (0 RP)
Size
Medium (0 RP)
Base Speed
Normal (0 RP)
Ability Score Modifiers
Flexible (2 RP)
Languages
Linguist (1 RP)
Racial Traits
Defensive Racial Traits
Stubborn (2 RP)
Feat and Skill Racial Traits
Flexible Bonus Feat (4 RP)
Skilled (4 RP)
Sociable (1 RP)
Urbanite (1 RP)

Orc (15):

Type
Humanoid (orc) (0 RP)
Size
Medium (0 RP)
Base Speed
Normal (0 RP)
Ability Score Modifiers
Specialized +2 Str, +2 Con; -2 Int (1 RP)
Languages
Standard (0 RP)
Racial Traits
Ability Score Racial Traits
Advanced Wisdom (4 RP)
Defensive Racial Traits
Resistant (2 RP)
Feat and Skill Racial Traits
Skill Bonus – Survival (2 RP)
Offensive Racial Traits
Bite – 1d3 (1 RP)
Ferocity (4 RP)
Senses Racial Traits
Low-Light Vision (1 RP)

Pandaren (14):

Type
Humanoid (pandaren) (0 RP)
Size
Medium (0 RP)
Base Speed
Normal (0 RP)
Ability Score Modifiers
Advanced +2 Str, +2 Dex, +2 Con, +4 Wis; -2 Int (4 RP)
Languages
Standard (0 RP)
Racial Traits
Defensive Racial Traits
Mist Child (1 RP)
Natural Armor, Improved +2 (3 RP)
Feat and Skill Racial Traits
Nimble Faller (2 RP)
Skill Bonus – Acrobatics (2 RP)
Static Bonus Feat – Improved Unarmed Strike* (2 RP)
*The Pandaren may choose to deal bludgeoning or slashing damage with its unarmed strikes.

Tauren (16):

Type
Humanoid (tauren) (0 RP)
Size
Medium (0 RP)
Base Speed
Normal (0 RP)
Ability Score Modifiers
+2 Str, +2 Wis; -2 Dex (0 RP)
Languages
Standard (0 RP)
Racial Traits
Ability Score Racial Traits
Advanced Strength (4 RP)
Advanced Constitution (4 RP)
Defensive Racial Traits
Desert Runner (2 RP)
Natural Armor +1 (2 RP)
Offensive Racial Traits
Natural Attack – Gore 1d6 (1 RP)
Powerful Charge (2 RP)
Movement Racial Traits
Sprinter (1 RP)

Troll, Jungle (15):

Type
Humanoid (troll) (0 RP)
Size
Medium (0 RP)
Base Speed
Normal (0 RP)
Ability Score Modifiers
Advanced +2 Str, +4 Dex, +2 Con; -2 Int (4 RP)
Languages
Xenophobic (0 RP)
Racial Traits
Defensive Racial Traits
Fast Healing 1 (6 RP)
Feat and Skill Racial Traits
Skill Bonus – Stealth (2 RP)
Movement Racial Traits
Terrain Stride – Jungles (1 RP)
Offensive Racial Traits
Frenzy (2 RP)

Undead, Forsaken (15):

Type
Half-Undead (5 RP)
Size
Medium (0 RP)
Base Speed
Normal (0 RP)
Ability Score Modifiers
Flexible (2 RP)
Languages
Standard (0 RP)
Racial Traits
Defensive Racial Traits
Deathless Spirit (3 RP)
Dual-Minded (1 RP)
Natural Armor +1 (2 RP)
Resist Level Drain (included in Type)
Undead Resistance (included in Type)
Feat and Skill Racial Trats
Static Bonus Feat – Blood Drinker* (2 RP)
Senses Racial Traits
Darkvision 60ft. (included in Type)

Worgen, Greymane (15):

Type
Humanoid (worgen) (0 RP)
Size
Medium (0 RP)
Base Speed
Normal (0 RP)
Ability Score Modifiers
Specialized +2 Str, +2 Dex; -2 Wis (1 RP)
Languages
Standard (0 RP)
Racial Traits
Defensive Racial Traits
Healthy (2 RP)
Feat and Skill Racial Traits
Skill Bonus - Perception (2 RP)
Skill Bonus - Stealth (2 RP)
Movement Racial Traits
Fast +10' (1 RP)
Offensive Racial Traits
Bite – 1d3 (1 RP)
Claws x2 – 1d4 (2 RP)
Senses Racial Traits
Scent (4 RP)

Grand Lodge

So as I sit here looking through my APG looking to roll a new character, all the new racial traits just look amazing and sometimes its hard to give up an old favorite for something that sounds like fun to try. So I want to cheat and have them both, lol!

So here is an feat I came up with to try to have my cake and eat it too.

Racial Paragon
You are a prime example of your race.
Prerequisites: 13+ in your races favored attributes, 10+ in your races non-favored attributes, 1 skill rank in a favored racial skill.
Benefit: You may select 2 additional racial traits as bonus traits without replacing any previously selected traits.

So for example an Elf would need at least a 13 Dex, 13 Int, 10 Con, and at least 1 skill rank in Spellcraft or Perception.

A human on the other hand would require a 13 in whatever attributes was assigned the +2 bonus, and I would say a 10 is required in all other attributes. As for the human skill rank, I have no idea, but some feedback would be greatly appreciated, thanks all!

Grand Lodge

Yeah, odd question.

I was reading part 2 of RotRL last night for a new campaign I was going to run, and it mentions broken glass on the floor in a certain part and to treat them as caltrops. I know there are going to be at least 2 halflings in the party and I know neither of them wear boots or shoes. How would that affect those characters?

So I was curious, how would that affect them since they still have the Tolkienesque leathery feet, but apparently no written rules for them. Has anyone done something like this? Even like a minor racial trait?

Grand Lodge

Can you use the Duelist's Precise Strike feature with a pistol? Or even how would you rule this?

As per RAW it makes no mention of a melee weapon, only that it has to be a light or one-handed weapon and that you cannot attack or use anything in the other hand. Every pistol rule I have ever seen gives firearms bludgeoning and piercing damage.

Grand Lodge

Even just a simple "This is over/underpowered" or "This doesn't make sense," would be appreciated. lol

Grand Lodge

Here was an idea I had. Curious about what you thought.

Would you rule that a witch could use the spell to deliver touch spells? The description says spells of 4th level or lower however. Do hexes have spell level equivalences like the 3.5 warlock? I feel this would be a better go-around then house ruling curses with range and saving throws.

Please excuse me if this had already been mentioned and I missed it.

Grand Lodge

So I need some help, 'o denizens of the forums. To cut right to the chase, I'd like help coming up with a new rogue capstone ability instead of Master Strike. I'd like to have something more skill and less combat related for those rogues who aren't all about the combat scene. I'd like something maybe lock and trap related, or maybe something diplomatic for our silver-tongued friends out there, but frankly, I've got nothing to go on.

Thanks in advance

Grand Lodge

I posted this on another thread, but I'd like to offer it now as an official new rule suggestion, reposted here for your convience:

You always gain atleast full damage from 1 damage die.

Examples
Longsword (1d8 x2) 8+1d8
Battleaxe (1d8 x3) 8+2d8
Pick, heavy (1d6 x4) 6+3d6

IMO critting with a longsword and hitting for 2 wasn't really a crit was it, and just doing 8 doesn't even make critting worth while since you'll never do more than normal damage. This way a crit will always do more damage than an average swing (even if its a single point), while still allowing some truly damaging hits.

Grand Lodge

I had an idea for a house rule to let rogues pick any skill trick from Complete Scoundrel as a rogue talent, most likely with the skill prereqs still in place. I feel most of the rogue talents are on par with the skill tricks and let them use a resource other than their skill points, which in my game is all they have going for them. My rouges are house ruled to be skilled experts, not WoW assassins (but thats for another thread).

I'd just like some feed back on what you think.

Grand Lodge

So I know its an insanely minor thing, but as a faithful player of halflings I need to ask. Why did halflings randomly loose their +2 bonus to taste-based Perception tests. Again, its minor, but just curious as to any reason why when all other races that have Keen Senses gain two different uses. Maybe I missed something somewhere?

Thanks
Dio