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:
^ 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?)
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).
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).
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.
leo1925 wrote:
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:
I was unaware that you could apply a temporary enhancement and have it suppress an existing ability. That changes things.
Archangel62 wrote:
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:
I was just about to post asking if you planned on doing a Magus sheet. Many thanks!
buddahcjcc wrote:
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.
Mikaze wrote:
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).
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.
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.
Majuba wrote:
I thought the book said that nothing was open content? Maybe I mis-read. And what does SRD mean? |