Danse Macabre

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My question is about using the Eldritch scion magus and the bladebound magus.
The Eldritch scion changes all class abilities based on intelligence to be based on charisma. It gives you an Eldritch pool at 1st level (this replaces arcane pool).
The bladebound arcane pool is changed from 1/2 magus level to 1/3 magus level.
This is the only overlapping ability for the archetypes.

My question is can you do both considering that the Eldritch pool ability states that "abilities that modify arcane pool also modify Eldritch pool?


If I really want to screw with my party I throw a Multi-Headed, Feral, Insectile, Corrupted, Half-Illithid Something (the base creature depends on the campaign) at them. But first make sure it has sorcerer levels. I normally only give it one more head, which means it has 8 tentacle attacks, 6 improved claw attacks, and Superior Multiweapon Fighting. Plus some spell casting for balance.


From Paizo Advanced Race Guide, Race Builder Chapter.

Wormkyn
Aberration 3RP
Remove Darkvision 60 ft -2RP
Medium 0RP
Slow Speed 20 ft -1RP
Greater Weakness -3RP +2 Int, -2 Wis, -4 Cha
Advanced Wisdom +4 8RP
Xenophobic 0RP
Plagueborn 1RP
Skill Bonus (x2) 4RP (+2 Escape Artist, Stealth)
Skill Training 1RP (Escape Artist, Stealth)
Burrow 20 ft 3RP (+3RP to increase burrow speed to 30 ft)
Carrion Sense 1RP
Blindsense 30 ft 4RP
Hold Breath 1RP
Total RP = 21

I used plageborn instead of energy resistance because the prerequisite for energy resistance is to be an outsider (native). If you want to change that:
Outsider (native) type 3RP
Energy Resistance 5 1RP Acid
Improved Resistance +5 2RP (+3RP for +10 resistance, +4RP for +10 resistance)
Elemental Immunity +4RP


Here is a link to my spider themed race, Arachnoids.

https://docs.google.com/document/d/1-g1CfGYDuTB5zgBsNEDUwFoS4oeSrQXwJZxCH4W zqc0/edit?usp=docslist_api


GM_Artifex wrote:

Aenguendi

-----
Greater Weakness (–3 RP): Pick either mental or physical
ability scores. Members of this race take a –4 penalty to
one of those ability scores, a –2 penalty to another of those
ability scores, and a +2 bonus to the other ability score.

-4 cha -2 int + 2 dex.

Greater weakness is for all the ability scores in either the mental or physical category. So based on the first two ability scores it should be -4 cha, -2 int, +2 wis (not dex). You can get +2 dex with 4RP


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Slivers are my favorite creatures in MTG. Started when they came out & now I have 7 Sliver decks; 1 of each base color, 1 artifact base deck, and a 5 color deck.

Love all this. Will probably have to use it later.


No problem, I appreciate the feedback.


I actually like your concept here.

Just to help you with some ideas here is a hombrew race I made called Arachnoids (based off the Insectile template from Wizard of the Coast Savage Species.

Here is a link to my google doc
https://docs.google.com/document/d/1-g1CfGYDuTB5zgBsNEDUwFoS4oeSrQXwJZxCH4W zqc0/edit?usp=docslist_api


Allowed anyone with the link to view the document
Here is a link to my google doc
https://docs.google.com/document/d/1-g1CfGYDuTB5zgBsNEDUwFoS4oeSrQXwJZxCH4W zqc0/edit?usp=docslist_api


Forgot one book
Wizard of the Coast
Races of Stone (Mountain Rage)


I believe I have fixed the sharing problem. Still working on formatting my tables.

Published sources that were used to complete the race.
Pathfinder Advanvced Race Guide (Drow-spider sac, spider summoner, living garments, web bolt, web cloud; Race Builder chapter)
Wizards of the Coast:
Monster Manual v3.5 (Multiweapon Fighting), Complete Divine (Shaman), Complete Adventurer (Brachiation, Oversized Two-Weapon Fighting), Complete Warrior (Dervish, Drunken Master, Hulking Hurler), Complete Mage (Defending Spirit, Hasty Spirit, Vengeful Spirit), Forgotten Realms Silver Marches (The Orc Scout), Forgotten Realms Underdark (Chitine, Handle Vermin, Vermin Empathy, Vermin Form, Vermin Companion, Spiderskin, Spidersilk, Web Choker), Savage Species (Insectile Template, Extra Item Space, Greater Multiweapon Fighting, Improved Multiweapon Fighting, Multitasking, Gythka, Notbora, Scissors Sword, Tail Blade, Tail Club, Serpent Armor, Whip of Webs).


I thought I did. Still need to re edit, tables did not work.

Used ideas from wizards of the coast for racial archetypes, feats, equipment, and a few spells.


Here is a link to my google doc
https://docs.google.com/document/d/1-g1CfGYDuTB5zgBsNEDUwFoS4oeSrQXwJZxCH4W zqc0/edit?usp=docslist_api

They are actually going to be the main villain in my campaign.


1 person marked this as a favorite.

The Araneoida Clan Racial Traits
Members of the Araneoida Clan have six arms and two legs. This is the most recognizable clan.
+2 Dexterity, –2 Constitution, +2 Wisdom, –4 Charisma: Araneoida are fast and observant but relatively fragile and very gruff.
Medium: Araneoida Arachnoids are Medium creatures and have no bonuses or penalties due to their size.
Aberration: All Arachnoids are aberrations since they possess the multiple limbs and the eyes of spiders, as well as hard, chitinous shells.
Normal Speed: Araneoida Arachnoids have a base speed of 30 feet, and a Climb speed of 30 feet.
Darkvision: Araneoida Arachnoids can see in the dark up to 60 feet.
All-Around Vision: Because of its multiple eyes and wide angle of vision, an Arachnoid has a +4 racial bonus on Perception checks and cannot be flanked.
Low-Light Vision (Ex): Araneoida Arachnoids can see twice as far as humans in conditions of dim light.
Armor: Araneoida Arachnoids have a +2 natural armor bonus because of their chitinous shell.
Expert Climber: Araneoida Arachnoids can cling to cave walls and even ceilings as long as the surface has hand- and footholds. In effect, they are treated as being constantly under the effects of a nonmagical spider climb spell, save that members of this race cannot cling to smooth surfaces. This trait, in addition to the climb speed bonus, means the arachnoid has a +16 bonus on Climb checks.
Web: The creature can spin a web with the aperture in his belly. However this webbing cannot be used as a weapon.

The following are the racial traits for the other arachnoid clans.

The Apocrita Clan Racial Traits
Members of the Apocrita Clan have four arms, two legs and two wings. These are the enforcers of their society.
+2 Dexterity, –2 Constitution, +2 Wisdom, –4 Charisma: Apocrit Arachnoid are fast and observant but frail and gruff.
Medium: Apocrita Arachnoids are Medium creatures and have no bonuses or penalties due to their size.
Aberration: All Arachnoids are aberrations since they possess the multiple limbs and the eyes of spiders, as well as hard, chitinous shells.
Normal Speed: Apocrita Arachnoids have a base speed of 20 feet, and a fly speed of 30 feet with poor maneuverability, granting them a -4 penalty on Fly checks.
Darkvision: Apocrita Arachnoids can see in the dark up to 60 feet.
All-Around Vision: Because of its multiple eyes and wide angle of vision, an Arachnoid has a +4 racial bonus on Perception checks and cannot be flanked.
Low-Light Vision (Ex): Apocrita Arachnoids can see twice as far as humans in conditions of dim light.
Armor: Apocrita Arachnoids have a +2 natural armor bonus Because of their chitinous shell.
Poison Resistance: Apocrita Arachnoids gain a racial bonus on saving throws against poison effects equal to their Hit Dice.
Toxic: A number of times per day equal to his Constitution modifier (minimum 1/day), an Apocrita Arachnoid can envenom a weapon that he wields with his toxic saliva. Applying venom in this way is a swift action.
Weakening Venom: Injury; save Fort DC 10 + 1/2 the Apocrita Arachnoid’s Hit Dice + the Apocrita Arachnoid’s Constitution modifier; frequency 1/ round for 6 rounds; effect 1d2 Str; cure 1 save.
Natural Weapon: An Apocrita Arachnoid has a sting attack that deals 1d4 points of damage.
Quick Reactions: Apocrita Arachnoids receive Improved Initiative as a bonus feat.

The Ixodida Clan Racial Traits
Members of the Ixodida Clan have six arms and two legs. These arachnoids are small in stature but have a nasty bite.
-2 Strength, +2 Dexterity, –2 Constitution, +2 Wisdom, –2 Charisma: Ixodida are nimble and strong-willed, but physically weak.
Small: Ixodida Arachnoids 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. Ixodida Arachnoids have a space of 5 feet by 5 feet and a reach of 5 feet.
Aberration: All Arachnoids are aberrations since they possess the multiple limbs and the eyes of spiders, as well as hard, chitinous shells.
Slow Speed: Ixodida Arachnoids have a base speed of 20 feet, and a Climb speed of 20 feet.
Darkvision: Ixodida Arachnoids can see in the dark up to 60 feet.
All-Around Vision: Because of its multiple eyes and wide angle of vision, an Arachnoid has a +4 racial bonus on Perception checks and cannot be flanked.
Armor: Arachnoids have a +1 natural armor bonus Because of their chitinous shell.
Expert Climber: Ixodida Arachnoids can cling to cave walls and even ceilings as long as the surface has hand- and footholds. In effect, they are treated as being constantly under the effects of a nonmagical spider climb spell, save that members of this race cannot cling to smooth surfaces. This trait, in addition to the climb speed bonus, means the arachnoid has a +16 bonus on Climb checks.
Toxic: A number of times per day equal to his Constitution modifier (minimum 1/day), a Ixodida Arachnoid can envenom a weapon that he wields with his toxic saliva. Applying venom in this way is a swift action.
Life-Stealing Venom: Injury; save Fort DC 10 + 1/2 the Ixodida Arachnoid’s Hit Dice + the Ixodida Arachnoid’s Constitution modifier; frequency 1/ round for 6 rounds; effect 1 Con; cure 1 save.
Natural Weapon: An Ixodida Arachnoid has a bite attack that deals 1d3 points of damage.
Web: The creature can spin a web with the aperture in his belly. However this webbing cannot be used as a weapon.

The Opilione Clan Racial Traits
Members of the Opilione Clan have longer appendages, four arms and four legs, which make them faster than the others.
+2 Dexterity, –2 Constitution, +2 Wisdom, –4 Charisma: Opilione are agile and clever, yet frail.
Large: Opilione Arachnoids take a –1 size penalty to their AC, a –1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a –4 size penalty on Stealth checks. An Opilione Arachnoid takes up a space that is 10 feet by 10 feet and has a reach of 5 feet.
Aberration: All Arachnoids are aberrations since they possess the multiple limbs and the eyes of spiders, as well as hard, chitinous shells.
Quadruped: Opilione Arachnoids possess four legs, granting them a +4 racial bonus to CMD against trip attempts. In addition, Opilione Arachnoids use weapons and armor as if they were Medium.
Fast Speed: Opilione Arachnoids have a base speed of 40 feet, and a Climb speed of 20 feet, granting them a +8 bonus on Climb checks.
Darkvision: Opilione Arachnoids can see in the dark up to 60 feet.
All-Around Vision: Because of its multiple eyes and wide angle of vision, an Arachnoid has a +4 racial bonus on Perception checks and cannot be flanked.
Armor: Arachnoids have a +2 natural armor bonus Because of their chitinous shell
Jumper: Opilione Arachnoids are always considered to have a running start when making Acrobatics checks to jump.
Web: The creature can spin a web with the aperture in his belly. However this webbing cannot be used as a weapon.

The Oribatida Clan Racial Traits
Members of the Oribatida Clan have four arms and two legs. These arachnoids tend to largely go unnoticed but are very helpful.
-4 Strength, +2 Dexterity, –2 Constitution, +4 Intelligence: Oribatida are fast and insightful but are extremely weak physically.
Tiny: Oribatida Arachnoids are Tiny creatures. Oribatida Arachnoids 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. Oribatida Arachnoids 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. Oribatida Arachnoids 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. Oribatida Arachnoids typically cannot flank an enemy.
Aberration: All Arachnoids are aberrations since they possess the multiple limbs and the eyes of spiders, as well as hard, chitinous shells.
Slow Speed: Oribatida Arachnoids have a base speed of 20 feet, and a Climb speed of 20 feet.
Darkvision: Oribatida Arachnoids can see in the dark up to 60 feet.
All-Around Vision: Because of its multiple eyes and wide angle of vision, an Arachnoid has a +4 racial bonus on Perception checks and cannot be flanked.
Low-Light Vision: Oribatida Arachnoids can see twice as far as humans in conditions of dim light.
Armor: Arachnoids have a +1 natural armor bonus Because of their chitinous shell.
Plagueborn: Oribatida Arachnoids gain a +2 racial bonus on saving throws against disease, ingested poisons, and becoming nauseated or sickened.
Expert Climber: Oribatida Arachnoids can cling to cave walls and even ceilings as long as the surface has hand- and footholds. In effect, they are treated as being constantly under the effects of a nonmagical spider climb spell, save that members of this race cannot cling to smooth surfaces. This trait, in addition to the climb speed bonus, means the arachnoid has a +16 bonus on Climb checks.

The Scorpione Clan Racial Traits
Members of the Scorpione Clan have six arms (the top two have claws, not hands), two legs and a tail. These arachnoids are fierce physically and personally.
+2 Strength, –2 Constitution, +2 Wisdom, –4 Charisma: Scorpione are strong and stubborn, but fragile.
Medium: Scorpione Arachnoids are Medium creatures and have no bonuses or penalties due to their size.
Aberration: All Arachnoids are aberrations since they possess the multiple limbs and the eyes of spiders, as well as hard, chitinous shells.
Normal Speed: Scorpione Arachnoids have a base speed of 30 feet, and a Climb speed of 20 feet, granting them a +8 bonus on Climb checks
All-Around Vision: Because of its multiple eyes and wide angle of vision, an Arachnoid has a +4 racial bonus on Perception checks and cannot be flanked.
Armor: Arachnoids have a +2 natural armor bonus Because of their chitinous shell.
Poison Use: Scorpione Arachnoids are skilled in the use of poison and never risk accidentally poisoning themselves.
Plagueborn: Scorpione Arachnoids gain a +2 racial bonus on saving throws against disease, ingested poisons, and becoming nauseated or sickened.
Toxic: A number of times per day equal to his Constitution modifier (minimum 1/day), a Scorpione Arachnoid can envenom a weapon that he wields with his toxic saliva. Applying venom in this way is a swift action.
Paralytic Venom: Injury; save Fort DC 10 + the 1/2 Scorpione Arachnoid’s Hit Dice + the Scorpione Arachnoid’s Constitution modifier; frequency 1/ round for 6 rounds; effect 1d2 Dex; cure 1 save.
Natural Weapon: A Scorpione Arachnoid receives two claw attacks. These are always primary natural attacks that deal 1d4 points of damage. They also have a secondary tail attack that deals 1d6 points of damage and +1 ½ strength.

The Solifugae Clan Racial Traits
Members of the Solifugae Clan have six arms and two legs. These larger breed of arachnoid protect the other clans.
+2 Strength, –2 Dexterity, +2 Wisdom, –2 Intelligence, –4 Charisma: Solifugae are savage, clumsy and swift to anger.
Large: Solifugae Arachnoids take a –1 size penalty to their AC, a –1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a –4 size penalty on Stealth checks. A Solifugae Arachnoid takes up a space that is 10 feet by 10 feet and has a reach of 10 feet.
Aberration: All Arachnoids are aberrations since they possess the multiple limbs and the eyes of spiders, as well as hard, chitinous shells.
Slow Speed: Solifugae Arachnoids have a base speed of 20 feet, and a Climb speed of 20 feet, granting them a +8 bonus on Climb checks.
All-Around Vision: Because of its multiple eyes and wide angle of vision, an Arachnoid has a +4 racial bonus on Perception checks and cannot be flanked.
Armor: Arachnoids have a +2 natural armor bonus Because of their chitinous shell.
Web: The creature can spin a web with the aperture in his belly. However this webbing cannot be used as a weapon.


I actually did and decided to create one using Pathfinder's Advanced Race Guide race builder chapter.

Arachnoid clans

Instead of the normal alternate racial traits I built alternate racial clans. Each clan is built from the original race without adding RP.

The original race is going to be called Araneoida, a superfamily scientific classification under the class Arachnida. The rest of the clans will be named after orders and suborders of the class Arachnida.

The arachnoid clans are as follows: Apocrita (spider wasps), Ixodida (ticks), Opilione (harvestmen), Oribatida (mites), Scorpione (scorpions), and Solifugae (solifuges).


Here is my take on a base race made from the Insectile template from Wizard of the Coast Savage Species. (always thought it was oddly named since it was essentially a spider template.

I am naming it Arachnoids

Monstrous=>20+RP=>5 traits per category 3+0-1-2+0+2+1+2+4+1+4+4+4+4+4=30

Aberration (3 RP)
Aberrations have bizarre anatomies, strange abilities, alien mindsets, or any combination of the three. An aberration has the following features.
• Aberrations have the darkvision 60 feet racial trait.
• Aberrations 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.
Mixed Weakness (–2 RP): Pick either mental or physical ability scores. Members of this race gain a +2 bonus to one ability score of that type and a –2 penalty to another ability score of that type. They also gain a +2 bonus to one ability score of the other type and a –4 penalty to another ability score of the other type.
(+2 Dex, -2 Con, +2 Wis, –4 Cha)
Standard (0 RP): Members of this race start with Common plus their racial language (if any). 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. Common and Terran (Drow Sign Language, Dwarven, Elven, Giant, Goblin, Orc, Undercommon)
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.
Low-Light Vision (1 RP): Prerequisites: None; Benefit: Members of this race can see twice as far as a race with normal vision in conditions of dim light.
All-Around Vision (4 RP): Prerequisites: None; Benefit: Members of this race have some way of seeing all around them, granting them a +4 racial bonus on Perception checks and making them immune to flanking.
Climb (2 RP): Prerequisites: None; Benefit: Members of this race have a climb speed of 20 feet, and gain the +8 racial bonus on Climb checks that a climb speed normally grants.
Expert Climber (4 RP): Prerequisite: Climb racial trait; Benefit: Members of this race can cling to cave walls and even ceilings as long as the surface has hand- and footholds. In effect, members of this race are treated as being constantly under the effects of a nonmagical spider climb spell, save that members of this race cannot cling to smooth surfaces. This trait doubles the normal +8 racial bonus on Climb checks normally granted to creatures with a climb speed (to a total +16 bonus).
Multi-Armed (4 RP): Prerequisites: None; Benefit: Members of this race possess more than two arms. A member of this race can wield multiple weapons, but only one hand is its primary hand, and all others are off hands. It can also use its hands for other purposes that require free hands. Special: This trait can be taken multiple times, each time the race gains an extra arm.
Multi-Armed (4 RP): Prerequisites: None; Benefit: Members of this race possess more than two arms. A member of this race can wield multiple weapons, but only one hand is its primary hand, and all others are off hands. It can also use its hands for other purposes that require free hands. Special: This trait can be taken multiple times, each time the race gains an extra arm.
Multi-Armed (4 RP): Prerequisites: None; Benefit: Members of this race possess more than two arms. A member of this race can wield multiple weapons, but only one hand is its primary hand, and all others are off hands. It can also use its hands for other purposes that require free hands. Special: This trait can be taken multiple times, each time the race gains an extra arm.
Multi-Armed (4 RP): Prerequisites: None; Benefit: Members of this race possess more than two arms. A member of this race can wield multiple weapons, but only one hand is its primary hand, and all others are off hands. It can also use its hands for other purposes that require free hands. Special: This trait can be taken multiple times, each time the race gains an extra arm.

Now I know the original text for multi-armed stated that you can only take this trait twice, so the maximum number of arms you have is four, but a spider has eight legs and arms. So I fudged the race building rules a little.