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![]() I found Cristián Andreu's metric conversion guide and updated it for easier mathematics, especially for longer distances and time travelled. Download: Metric Conversion Guide ![]()
![]() Here's my version based of his current 5th Ed stats as a Fighter/Ranger. I've substituted the Golden lion figurine for Guenhwyvar and given him the Companion Figurine even though Rangers can't normally take that feat. Drizzt Do’Urden CR 19:
XP 204,800 Drow fighter (two-weapon fighter) 12/ranger 8 (Pathfinder RPG Advanced Player's Guide 109, Pathfinder RPG Bestiary 114) NG Medium humanoid (elf) Init +9; Senses darkvision 120 ft.; Perception +28 -------------------- Defense -------------------- AC 31, touch 16, flat-footed 25 (+14 armor, +5 Dex, +1 dodge, +1 shield) hp 206 (20d10+92) Fort +18, Ref +15, Will +9 (+3 vs. fear); +2 vs. enchantments Defensive Abilities defensive flurry; Immune sleep; SR 26 Weaknesses light blindness -------------------- Offense -------------------- Speed 30 ft. Melee icingdeath +27/+22 (1d6+11/12-20 plus 2d6 vs. evil outsiders and 1d6 cold) or . . twinkle +29/+24/+19/+14 (1d6+13/12-20) Ranged taulmaril (heartseeker) +28/+23/+18/+13 (1d8+3/×3) Special Attacks combat style (two-weapon combat), doublestrike, favored enemies (goblinoids +4, magical beasts +2), improved balance, twin blades Spell-Like Abilities (CL 20th; concentration +22) . . 1/day—dancing lights, darkness, faerie fire Ranger Spells Prepared (CL 5th; concentration +8) . . 2nd—cure light wounds (2) . . 1st—detect animals or plants, glide[APG] -------------------- Statistics -------------------- Str 18, Dex 20, Con 19, Int 17, Wis 17, Cha 14 Base Atk +20; CMB +25; CMD 40 Feats Agile Maneuvers, Blind-fight, Combat Expertise, Combat Reflexes, Companion Figurine, Dodge, Double Slice, Endurance, Greater Weapon Focus (scimitar), Greater Weapon Specialization (scimitar), Improved Critical (scimitar), Improved Initiative, Improved Two-weapon Fighting, Mobility, Quick Draw, Spring Attack, Two-weapon Defense, Two-weapon Fighting, Weapon Focus (scimitar), Weapon Specialization (scimitar) Skills Acrobatics +15, Appraise +8, Climb +12, Escape Artist +13, Handle Animal +10, Heal +10, Intimidate +10, Knowledge (dungeoneering) +14, Knowledge (geography) +11, Knowledge (history) +7, Knowledge (local) +7, Knowledge (nature) +14, Perception +28, Ride +10, Sense Motive +8, Spellcraft +8, Stealth +29, Survival +17, Swim +12; Racial Modifiers +2 Perception Languages Abyssal, Common, Elven, Goblin, Undercommon SQ favored terrains (cold +4, mountainous +2), hunter's bond (golden lion named Guenhwyvar), poison use, swift tracker, track +4, wild empathy +10, woodland stride Other Gear +4 mithral chain shirt, icingdeath, taulmaril (heartseeker), twinkle, arrows (20), belt of physical might +4 (Str, Con), boots of speed, bracers of armor +6, cloak of elvenkind, figurine (golden lions), 509 gp -------------------- Special Abilities -------------------- Agile Maneuvers Use DEX instead of STR for CMB Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them. Blind-Fight Re-roll misses because of concealment, other benefits. Combat Expertise +/-6 Bonus to AC in exchange for an equal penalty to attack. Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed. Companion Figurine You may select the creature summoned by your figurine of wondrous power as an animal companion or familiar, or as appropriate. The figurine has the standard abilities of a familiar or animal companion of its type, plus additional abilities related to Darkvision (120 feet) You can see in the dark (black and white only). Defensive Flurry +3 (Ex) +3 AC vs. melee when making a full-attack with both weapons. Doublestrike (Ex) Standard action: Attack once with each weapon (normal two-weapon penalties). Drow Immunities - Sleep You are immune to magic sleep effects. Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue. Favored Enemy (Goblinoids +4) (Ex) +4 to rolls vs. goblinoids foes. Favored Enemy (Magical Beasts +2) (Ex) +2 to rolls vs. magical beasts foes. Favored Terrain (Cold +4) (Ex) +4 to rolls when in cold terrain. Favored Terrain (Mountain +2) (Ex) +2 to rolls when in mountainous terrain. Improved Balance -1 (Ex) Reduce the penalties for two-weapon fighting or count off-handed one-handed weapon as light. Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it. Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area. Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon. Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks. Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells. Spell Resistance (26) You have Spell Resistance. Spring Attack You can move - attack - move when attacking with a melee weapon. Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced. Track +4 Add the listed bonus to Survival checks made to track. Twin Blades +2 (Ex) +2 to hit and damage when making a full attack with both weapons. Two-Weapon Defense +1 to AC while wielding 2 weapons. +2 when doing so defensively. Wild Empathy +10 (Ex) Improve the attitude of an animal, as if using Diplomacy. Woodland Stride (Ex) Move through undergrowth at normal speed. -------------------- Guenhwyvar CR –
Level Progression:
Fighter 1 Improved Initiative, Two-Weapon Fighting (F) Fighter 2 Weapon Focus (Scimitar) (F) Fighter 3 Quick Draw Fighter 4 Two-Weapon Defense (F); Str Fighter 5 Dodge Fighter 6 Weapon Specialization (Scimitar) (F) Fighter 7 Blind-Fight Fighter 8 Improved Critical (F); Con; Guenhwyvar Ranger 1 Combat Reflexes Ranger 2 Improved Two-Weapon Fighting (R) Fighter 9 Combat Expertise Ranger 3 Dex Ranger 4 Companion Figurine Fighter 10 Greater Weapon Focus (Scimitar) (F) Ranger 5 Mobility Ranger 6 Double Slice (R); Dex Fighter 11 Agile Maneuvers Ranger 7 Ranger 8 Spring Attack Fighter 12 Greater Weapon Specialization (Scimitar) (F); Str ![]()
![]() Chess Pwn: And yet you read it and commented. Matthew Downie: It's not a character write-up. It's a comparison on the Fighting Style not the application of Damage as I wanted to see the differences the selected classes bring to the table. Buy I guess you missed that. Updated to include the single class Ranger with Str/Dex swapped out. ![]()
![]() I was doing a bit of research on TWF and this is what I came up with using 3 different builds: Fighter, Fighter/Ranger, Fighter/Rogue; with the Fighter using the Two-Weapon Fighter archetype as a base to work from wielding 2 scimitars. Fighter:
Fighter/Ranger
Fighter/Rogue
As you can see the single class Fighter is the way to go for this option. The Fighter/Ranger isn't far behind. Where the F/R shines is against their favoured enemy gaining: Fighter/Ranger vs Favoured Enemy
The Fighter/Rogue shines with the amount of damage they can apply on a sneak attack. Here is the complete listing of stats for your perusal: Two-Weapon Fighting Comparison ![]()
![]() Here's my version using the 14, 14, 14, 18, 12, 10 ability array for the build. I used Hero Lab for the build with average HP for each class. The build doesn't include spells, etc, as I wanted to see what the general statistics looked like, most because the class looks like it doesn't give very much in features. Well I can definitely say that I'm liking what I see so far. Eldritch Knight: Half-elf Fighter (Weapon Master) 2/Transmuter (Enhancement) 8/Eldritch Knight 10
LG Medium humanoid (elf, human) Init +9; Senses low-light vision; Perception +13 (+16 to sight-based checks in shadows) -------------------- Defense -------------------- AC 32, touch 24, flat-footed 23 (+8 armor, +5 deflection, +3 Dex, +6 dodge) hp 168 (20 HD; 8d6+12d10+60) Fort +17, Ref +13, Will +15; +2 vs. enchantments, +1 bonus vs. effects targetting a Longsword held by you Immune sleep -------------------- Offense -------------------- Speed 30 ft. Melee +5 undead-bane flaming ghost touch keen longsword +22/+17/+12/+7 (1d8+15/17-20 plus 2d6 vs. Undead and 1d6 fire) Transmuter Spells Prepared (CL 19th; concentration +24) . . Opposition Schools Enchantment, Necromancy -------------------- Statistics -------------------- Str 19, Dex 16, Con 14, Int 20, Wis 12, Cha 10 Base Atk +16; CMB +15; CMD 44 (45 vs. disarm, 45 vs. sunder) Feats Alertness, Arcane Shield[APG], Arcane Strike, Combat Expertise, Craft Magic Arms & Armor, Craft Wondrous Item, Dodge, Greater Weapon Focus (longsword), Improved Dodge, Improved Initiative, Martial Versatility[ARG], Multitalented Mastery[ARG], Quick Draw, Selective Spell[APG], Skill Focus (Spellcraft), Spell Focus (transmutation), Still Spell, Weapon Focus, Weapon Specialization (longsword) Traits elven reflexes, magical knack Skills Appraise +16, Climb +15, Craft (blacksmith) +18, Handle Animal +11, Intimidate +11, Knowledge (arcana) +23, Knowledge (dungeoneering) +10, Knowledge (engineering) +10, Knowledge (geography) +10, Knowledge (history) +10, Knowledge (local) +10, Knowledge (nature) +10, Knowledge (nobility) +10, Knowledge (planes) +10, Knowledge (religion) +10, Perception +13 (+16 to sight-based checks in shadows), Ride +14, Sense Motive +14, Spellcraft +29, Stealth +11, Survival +12, Swim +15; Racial Modifiers +2 Perception Languages Common, Elven SQ arcane bond (Arcane Familiar, owl), augment, elf blood, perfection of self, physical enhancement (+2), spell critical, weapon guard Other Gear +5 undead-bane flaming ghost touch keen longsword, bracers of armor +8, cloak of resistance +5, ring of protection +5, 692,105 gp -------------------- Special Abilities -------------------- Arcane Shield Convert a level 1+ spell into + Spell Level deflection bonus to AC for 1 rd. Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction. Augment (+2 ability or +2 AC, 4 rounds, 8/day) (Sp) Grant either +2 to an ability score or +2 natural armor by touch. Combat Expertise +/-5 Bonus to AC in exchange for an equal penalty to attack. Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you. Elf Blood Half-elves count as both elves and humans for any effect related to race. Elven Immunities - Sleep You are immune to magic sleep effects. Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar. Enchantment You must spend 2 slots to cast spells from the Enchantment school. Enhancement Associated School: Transmutation Familiar Bonus: +3 to sight-based Perception checks in shadows You gain the Alertness feat while your familiar is within arm's reach. Improved Dodge Gain a +1 dodge bonus against melee attacks. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Necromancy You must spend 2 slots to cast spells from the Necromancy school. Perfection of Self +4 (Strength, 8 rounds/day) (Su) At 8th level, as a swift action you can grant yourself an enhancement bonus to a single ability score equal to 1/2 your wizard level (maximum +10) for one round. You may use this ability for a number of times per day equal to your wizard level. Physical Enhancement +2 (Strength) (Su) When preparing spells, chosen physical attribute gains enhancement bonus. Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks. Selective Spell You can cast a spell that does not affect some targets within its area. Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch. Speak with Animals (Ex) Your familiar can communicate with animals similar to itself. Speak with Familiar (Ex) You can communicate verbally with your familiar. Spell Critical (Su) Cast a spell as a swift action when you confirm a critical hit. Spell Focus (Transmutation) Spells from one school of magic have +1 to their save DC. Still Spell You can cast a spell with no somatic components. +1 Level. Weapon Guard +1: Longsword (Ex) +1 CMD vs. Disarm and Sunder or other effects targeting your chosen weapon. ![]()
![]() Finished exporting Feats and Salient Divine Abilities so started playing around with InDesign to see what I could come up with in the way of presentation. Still have a lot of work to do (and learn), mostly checking and rechecking SDAs until I'm happy with the conversion. Then I'll start with flushing out my own Pantheon of Godly Powers and statting up Avatars ... The sample file can be downloaded for your viewing pleasure from above. ![]()
![]() In my research on updating Deities & Demigods to the Pathfinder rules, two classes really started to stick out for me: Paladin and Anti-Paladin (renamed to Blackguard, as Anti-Paladin just doesn't sound menacing enough); which brings alignment into sharp focus. I did a quick search and found a lot of people think that being of Lawful Good alignment means that a character is a ridged do-gooder with a stick stuck up the butt. For me, that's as far from the truth you can get. Being LG doesn't mean the character is without flaws. So lets break down the alignment to its basic parts as it's relates to a single person. Chaotic = emotional.
Evil = selfish.
So a LG Paladin would be a well organised person intent on doing the right thing that follows a deity of a similar mindset (just like a Cleric). They abide by the laws of the land, IF those laws are just and fair (but the speed limit is just too slow). In the same vein, a Chaotic character is more emotional and less organised and an Evil character is selfish and self-centred. Characters shouldn't be bound by the Law/Chaos axis as much as they should be by Good/Evil. It's a matter of morals over ethics. A lawful character can be just as emotional as a chaotic one, they just control it better. And a good character can be just as selfish as an evil one, but they feel bad about it and try do the right thing overall. This leave use with just the LN and CN alignments. LN is more ridged in their ethical beliefs over moral, whereas CN is more prone to random behaviour without regard to either ethics or morals. To me, a person will follow their moral compass over and above their ethical first. Unless they are LN or CN. As an example: I see a lot of people like to dump Batman into the Chaotic Good school of thought. He's Lawful Good through and through. He's well disciplined, organised and has a very structured, methodical mindset. Yes, he's brutal, but this serves a purpose in distilling fear into criminals. Now to me, Superman is more Chaotic than Lawful as he seems to follow his emotional side more often than not. Maybe placing him in the NG with Lawful tendencies category. So ultimately this means that Paladins should be restricted to any Good alignment and Blackguards to any Evil. Discuss!!! ![]()
![]() Can'tFindthePath wrote:
Thanks for the comments, glad you like it so far. Deities & Demigods was updated to the 3.5 rules and then released as an SRD document, which I'm using to do the conversion. The most time consuming part is checking to see if there are feats and other updates already used in Pathfinder. I've already updated DR to bring it into line with all other resistances. ![]()
![]() I've been slowly working on a Pathfinder conversion for the Deities & Demigods 3.5 rules. Taking a page out of impersonater's work on his 5th edition conversion Deities & Divinity, I've decided to submit what I've done so far. This is still very much a work in progress and far from complete. I got tired of looking at a Word document so started playing around with design ideas before I get back to work. ![]()
![]() I've always been fascinated in how fantasy books and games have portrayed deities/gods/powers. I loved the idea of a semi-structure pantheon of deities, so you can imagine my delight when Faiths & Avatars for the Forgotten Realms came out. And again with Deities & Demigods for 3.x. But there was always something missing that I could never put my finger on, maybe it's just me ... I also love the idea that Paizo doesn't want to stat out their deities (yet, anyway), but have given us Heralds to play with in Inner Sea Gods. But I still want to know who's more powerful in a general kind of way. So here's my thinking. If you're going to stat out deities do it in a general why so you get a fell of their powers, Divine Rank works well here with abilities and powers that scale based on it. As well as grouping the deities with special rules for each group. Greater Powers (16 - 20)
Intermediate Powers (11 - 15)
Lesser Powers (1 - 10)
Vestiges (0)
Avatars
Demigods
Quasi Powers
So what do you think? ![]()
![]() I've been doing a lot of research on character (NPC or PC) age and how they would progress through levels via general lifetime experience. From all the reading I've done, there isn't much difference between a 16 year old human, elf, half-elf, dwarf or whatever. They grow and learn in a very similar fashion, the only difference is general outlook, not necessary maturity. The shorter lived races tend to start chafing to get out on their own sooner than longer lived races. There's no stopping a 25 year old elf, which has the same developmental cycle as a 25 year old human, from going out and making his mark on the world. He just doesn't have the desire to as he has so much still to learn about all the subtleties that elven life has to offer. In any event he's happy to live at home for the next 100 years as he in no rush to leave. To me this is the easiest why to handle general age between different races. Now that being said: each race will experience the desire to leave the nest at different stages in their life, hence the starting age in the core rulebook. Which is just a general guideline and not written in stone :P SO I've come up with a general Life Experience and Level progression for the core races, where the races will earn a set amount of XP over a year and progress through levels accordingly (this is based of other forum threads I've read and tweaked myself). Some Notes
Here are the tables I did to help quickly see what a given level a particular race would be based: Character Advancement by Age Let me know what you think. Oh, I've used the Fast Level Progression table as a guideline so you can get a feel of what a given character can do. As you will see the only race to achieve 20th level is elf (no surprise there). ![]()
![]() Thanks for the info, I'll def look into using Adobe's suite more, it's just that I work faster in Corel as I've been using it for years. I don't have a portfolio as such as that's why I'm offering to do a 4 page sample. Mainly because I don't have artwork to play with. But I have designed some stuff for RPGNow and my own use. Here are a few links to my public Dropbox folder: https://dl.dropbox.com/u/26642775/TUCPH_01.jpg
And here's my stuff on RPGNow: http://www.rpgnow.com/product/56476/Comprehensive-Character-Record-Sheet?te rm=Comprehensive+Character+Record+Sheet If you have any other questions and/or suggestions, please don't hesitate to ask. ![]()
![]() Hi All I'm looking to change my career into something a lot more enjoyable than my current situation, so I though I'd try freelance DTP and layout design work for the RPG market. I come from a design background doing everything from vinyl signs to packaging design, though it's been a few years. I'm currently a hobbyist/semi-professional photographer and retoucher and use Photoshop often if not daily. I've been using CorelDRAW since version 2 (why back in the 90s) and have InDesign, though I prefer Corel. I understand colour processing, spot colours and colour separation for printing, PDF creation, etc. If your are interested, I'd love to do a 4 page sample based on your requirements. Looking forward to hearing from you. Regards
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![]() I've been fooling around with new character classes, skills and feats relating to Knighthood and the Nobility, and need playtesters to help bring them to life. So if anyone is interested, please e-mail your request to shadavar@hotmail.com with your full name and location and the subject line of Eclipse Playtesting Request. Thanks
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![]() After a bit of work I've refined the feat selection, and the Knight and Noble base classes, somewhat. The Knight is a combination of the Knight found in the Tome of Secrets and the cavalier in the Advanced Player's guide. And the Noble is a suped up Aristocrat with expectational leadership and organisation skills, who know hows to fight. I've also introduced two new skills Knowledge [Stewardship] and Knowledge [Warfare], of which I still have to work out the mechanics. The feats are: Expectational Leadership, Heir, Improved Status, Knighted, Land Grant, Military Rank, Nobility, Royalty & Sovereign. I've removed the tiers from all previous feats and combined them into Improved Status. Knight, Nobility and Royalty are feats that grant you said status. Each with their own set of benefits and penalties, etc. You also start out as the lowest rank within your status, Knight-Errant, Squire, Distant Relation to the Sovereign which equates something to being a Squire with the title Prince of the Realm attached. With the Improved Status feat you can increase your standing: Knights - Knight-Banneret or Knight-Baron; Nobility - Baronet, Baron, Earl or Duke; Royalty - Uncle, Brother, Grandson, Son of the of the Sovereign. Land Grant also improves your given status, as you hold title to lord over a domain, whereas all other titles are court titles only. So a Squire with Land Grant is of higher rank than a court Squire, but not of a court Baronet. The size of the land also depends on your rank. Military Rank will follow a similar tier as Improved Status, but gear towards military use that I have still to work out. Heir and Sovereign are very special feats. Heir is a place holder feat that indicates that you are the current heir to a specific title that is worked out by you and the GM which requires you to have ranks in Nobility or Royalty and Improved Status. So if you are the heir of a duke you need to have Nobility and Improved Status (Earl). This feat basically allows you to function as if your were already the title holder, with some exceptions, until the feat is replaced Nobility (Duke). Sovereign means you are the absolute ruler of your kingdom, empire or city state and your words are as law. Very dangerous feat, but fun to roleplay. More to follow as I work it out :D ![]()
![]() Hi All I just saw your post as I'm doing currently doing research on how to do my own Noble PC class. The first thing I started thing about is what does a noble entail and how they would fit into a PC class based system. What I came up with is the Knight and Noble Base Classes. And am now working on feats (called social feats) that grant some form of nobility to a character. The most important feats are, Knighted, Land Grant, Noble Title, Royalty and Sovereign. All of which of multiple tiers, except for Sovereign. Knighted: Which is as it's name implies. The character has been knighted and is in the service of whom ever he was knighted by. There are 3 tiers, where the 3rd tier is hereditary (can be inherited by a character's heir). This is the "easiest" feat for non-noble characters to get, as it normally involved them doing something heroic that benefits whomever knighted the character. Land Grant: Again, as the name implies, a character has been granted reign over some land. With the land and/or population getting bigger the higher up the tiers go. Noble Title: The character has been granted or inherited a noble title. my current tiers are: Squire, Baronet, Baron, Earl and Duke. With privileges gained depending on the title. Royalty: The character is a member of the Royal Family. The higher the tier, the closer to the crown. If a character has Royalty, he'll almost always also have Noble Title as well. Sovereign: You are the ruler of your own kingdom or empire. Requires the Royalty feat. Well, that's basically what I've got so far. And am now currently working on the Knight and Noble classes with these base feats in mind. Let me know what you think. |