Goblin

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Don't know if this has already been thought of (or if it's hidden in the bloodlines somewhere), but this class screams Blackblade to me. A bloodline based on the blackblade would be amazing.


Casmaran/Vudra, Southern Garund, Arcadia, and Sarusan. I really want to see the rest of the world.


If we were to take Golarion as the setting, yes, half-breed races are rare, but they are common enough that people know what they are, and they on occasion form communities (and do breed true), would anyone be interested in spit-balling some name ideas?

Lady Kamari Ipeq wrote:

How about horc and helve?

Given how half-orcs tend to face a fair bit of bigotry, I can see 'horc' as being a derogatory term - at least in its origins.

^ I love Horc as a derogatory term, and given the mindset of many orcs/half-orcs, I see them taking that as their own.


I recently became somewhat disillusioned with the generic names "Half-elf" and "Half-orc" as race names. I just think that eventually members of those races (or those around them) would have created names. A Half-vampire is a Dhampir. A Half-dwarf is a Mul (in Darksun). We have Aasimars, Tieflings, Ifrits, Oreads, Sylphs, Undines, Changelings, Sulis, and Skinwalkers, all of which are either human-descended or even half-humans.

So, my question to the community is has anyone ever encountered a book/movie/TV show or setting which gave half-elves or half-orcs actual names? Has anyone ever given names to these races? (and if so, what were they?)


Kinda rez-ing my own thread here, but I'm still looking for feedback on the actual implications of this ability. Any thoughts?


dotted for future reference.


Ok. I'm just spit-balling how to make combat more viable from a ground-up, basics point of view. My group has only had one monk player so far, and he went with the Martial Artist archetype, so Ki wasn't something I considered, and honestly, is a whole other beast beyond the scope of this idea.

One complaint I keep hearing about is how the flurry is awesome, but if the monk does use his awesome speed to keep mobile, he misses out on dealing a lot of damage. I was just thinking of how to fix that (I also tend to run low-magic games, so the cost issue of things like amulet of mighty fists and such wasn't part of this thought process).

Simple fixing the "move and then attack" option to keep monks up in damage until they flurry (or if they flurry- leaping about the battlefield Death Punching enemies sounds kinda cool to me).


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So a while back I had an idea on how to make the monk just a little bit more effective in combat (from a damage standpoint at least. I personally think monks are awesome, but it is hard to get a good damage rating sometimes).

The basic idea is this: Keep Flurry of Blows as is, but roll it together into one ability called Fist of Legend (or something else cheesy and awesome) which, in addition to the standard Flurry, allows for the use of the Vital Strike feat chain.

So, at level 6, the monk "gains" vital strike. When using this attack, just like with flurry, his BaB equals hit level (not 2/3 as normal).
At levels 11 and 16, he automatically gains Improved Vital Strike and Greater Vital Strike in the same manner.

While I haven't had the chance to playtest this, I think it could help to alleviate some of the damage issues monks seem to have.
Comments? Questions? Hurtful statements? What do you guys think?


just a dot. love this thread.


Looks great so far!


Agreed. I would also request that future classes (like the Gunslinger) have the favored class options included in the class description. Just makes sense to me.


leo1925 wrote:

Is there a trait that grants you acrobatics as a class skill? If yes where it is?

Thank you.

The only two that I know of are Jenivere Crew (campaign train from Serpents Skull, and I think the religion trait for Irori grants a class skill in a str/dex skill (can't remember off the top of my head).

It's a really useful skill, I think thats why there isn't really a way to get it added as a class skill.

There is a feat (Hermian Blood (sp?)) from the caaign guide (the new one) that allows you to pick 2 str or dex based skills and have them be class skills, but it's first level only.


Xum wrote:

You can add to the sword normally, just check the inteligent item section. There should e some details about it, but there is no big problem there. If you add bane to the blade as our friend suggested you can Vorpal it with your ability, but you're gonna have to drop the bane. It would work like the paladin's ability that's been discussed over and over and over...

Particularly I disagree with the +10 limit regarding those abilities, but it's the consensus here.

I was unaware that you could apply a temporary enhancement and have it suppress an existing ability. That changes things.


Archangel62 wrote:

Ok, this might be a kind of goofy or odd question but it has been bugging me. I got a look at the Swordbound Magus and there are a few things that I want clarification on.

1) Just being sure, but if you do swordbound you are at Int mod +1/3 your level in points for the spell pool instead of 1/2 correct?

Yes.

Archangel62 wrote:
2) Looking at it a problem arose, for the weapon can it be enchanted and/or is it necessary, I know that it seems to get an innate +1-5 bonus on it I was more wondering about adding features and if there was anything special for it (sorry if it's a stupid question)

You could add your own bonuses, but remember that a weapon can never go above +5 to hit/dam and +10 total. This means that the moment you make your black blade a bane (or any other enhancement ability) weapon, you can never use pool points to make it vorpal. I don't see any issues with other GP value only weapon add-ons though.


sadie wrote:

Along with the release of Ultimate Magic (or at least the PDF), I've made a Magus sheet. I'll put it up as a separate file for now, and incorporate it into the next version of my main sheets eventually. In the meantime I welcome any feedback on this any my other sheets.

Download Magus.pdf

I was just about to post asking if you planned on doing a Magus sheet. Many thanks!


Alzrius wrote:
I think a major part of epic-level - more than most gamers realize - is based around feeling rather than mechanics.

Agreed.


f I remember correctly (just finished running Kingmaker about 2 weeks ago) in the first adventure (and first one only) the hexes were worth 400 each, not 100 each. But even if thats not the case, just run a quick "random" encounter or two and you should be good.


Got my PDF, and the only thing I felt was missing are racial favored class benefits for the Magus. Any chance we can get those as a blog post or something? Or will they detailed in a future book?


buddahcjcc wrote:

Ah I missed the part where you cant gain flanking advantage with a ranged weapon. Damn. the sniper looks far less cool now, especially with the loss of trapfinding

Looks less cool, until you get a pair of sniper goggles from the APG and a ring of invisibility. Go invis. Sneak attack out to any distance. Deal extra damage while doing it. One of my players did this rather effectively with a rogue/ranger in Kingmaker.


Alright, it sounds like the jury's still out on a definitive single culture. So there probably wasn't one?
All of your suggestions make sense though, so I'll just try to pick bits and pieces from all of them.
Thanks for the input!


Mikaze wrote:

Yep, the Shoanti are awesome. :)

but it's also been noted that they are well on their way towards becoming one.

Agreed :)

And they have their own entry in the new campaign setting book, so I think that qualifies as own ethnicity.

Native American, though. I wasn't thinking about them, due to that whole Arcadia place...but I could see it happening. Crow + volcanoes and emberstorms + win = Shoanti (mebbe?)

And I'll have to track down #10. I am one of the heaviest roll-players in my group, and I can't stand not having cultural background play a part in my characters actions.

Thanks!


So, my group is getting ready to start the Serpents Skull AP, and as I was coming up with a character I came across the Shoanti in the world guide. I think they are awesome (I love tribal cultures), and I was wondering if any other information has been printed about them/ where I could find that information. I was also curious as to whether the Shoanti have any real world equivalent culture (I don't recall any bad@$$ volcanic wasteland nomads from world history, but maybe I missed that day).


Tiny Coffee Golem wrote:
FYI there is a smaller cheaper version of a bag of holding in the Seeker of Secrets. It's a thousand gold and is the equivelant of a belt pouch.

Got that book. Love every inch of it. And I'll tell my player that you liked his suicide-less death maneuver :P


You could do like one of my players in Kingmaker did. Hit the inside of the worm with a sack holding 4 type 4 Necklace of Fireballs and then spend two hero points to "cheat death".
He has successfully used this maneuver twice now.


I have been running the katana using the stats of the Aldori dueling sword. One or two handed, finesse-able, good crit range, ok damage.
Why would it be two handed without the exotic weapon prof (being treated as a longsword)? I just go with a cultural preference to finesse the blade, but use it two handed to get some extra damage.


This and the Shadow Assassin are my favorite products that you guys have put out (with the Godling in a close second). I just wanted to say thanks for what you do and to keep it up.
3.5 taught my group to stay away from 3pp, but SGG has brought us back.


I'd go with a yes. Even today, you wear body armor over clothing of some kind (uniform, t-shirt, etc...). It helps to prevent chafing.


I kinda have to agree as well. It seems like the book was made with the assumption that you would build the race around which class you intended to play for that specific character, not for building a new race for any character to potentially be. Rules clarification would be appreciated.


I've been kicking around an idea for the Monks in my game, and thought that it might be cool to have monks who dont walk faster than most can run, but who was just a little bit tougher than normal.
So, rather than gaining a bonus to speed (and the bonus to jump checks that brings) would it be unbalancing to allow a monk to gain DR 1/Adamantine and a +1 stability bonus (like a dwarf) at the same levels he would normally gain a speed increase?
Thanks for any input.


I like the idea. I've never liked the Ranger class being forced to go TWF or ranged.


Majuba wrote:
SkinnyD wrote:
Name would have to be changed, but I want to see a fixed, pathfinder-ized SoulKnife. The 3.5 class kinda...sucked, but I loved the flavor.
No need to change the name - soulknife is open content (just about the entire expanded psionics handbook is open, in the Psionics SRD).

I thought the book said that nothing was open content? Maybe I mis-read.

And what does SRD mean?


Name would have to be changed, but I want to see a fixed, pathfinder-ized SoulKnife. The 3.5 class kinda...sucked, but I loved the flavor.