I have just moved to East Carbon this week and I am looking to find some players in the area to roll dice with. If you are in the area and want to give it a go drop me a line.
There is a new report in the journal "Intelligence" that proposes that people have grown dumber since the Victorian age. They came to this conclusion by studying the time that it takes to react to stimuli, rather than by looking at IQ tests which has been the standard measure until this study. Thoughts?
In a couple of discussions about using the Scarred Lands with Pathfinder, one of the consistent issues that has come up is the lack of a hunter themed sorcerer bloodline to use with followers of Hrinruuk. So I just threw together a suggestion called the Hunt Child bloodline (Now renamed Child of the Hunt). Anyway, look it over and let me know what you think. I am pretty sure that there is lots of room for improvement.
Child of the Hunt Bloodline
Class Skill: Stealth, Survival
Bonus Spells: True Strike (3rd), Locate Object (5th), Haste (7th), Locate Creature (9th), Animal Growth (11th), Transformation (13th), Ethereal Jaunt (15th), Screen (17th), Shape Change (19th)
Bonus Feats: Agile Maneuvers, Blind Fight, Deadly Aim, Diehard, Endurance, Spell Penetration, Stealthy, Toughness
Bloodline Arcana: Whenever you cast a spell that allows a saving throw to avoid the spell effect against a target that is flat footed, you receive a +1 arcana bonus to the DC of that saving throw.
Bloodline Powers
Force Arrow (Sp): At 1st level, as a standard action, you unleash a bolt of pure force energy targeting any single foe within 30 feet as a ranged touch attack. This bolt inflicts 1d6 points of damage +1 for every two sorcerer levels that you possess. This is a force effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Track (Ex): At 3rd level you add half your level to Survival skill checks made to follow or identify tracks.
Beast Kin (Su): At 9th level you gain a +1 bonus to natural armor, a +2 bonus to Stealth skill checks, and gains an animal companion as if you were a druid of your level -4. At 13th and 17th levels these bonuses increase by +1.
Beast Rider (Su): At 15th level you gain an empathic link with your animal companion. This link has a range of 1 mile and allows you to communicate with your companion and sense everything that they sense. While you are “riding” your companion it will not go further then one mile from you. You remain helpless while you are in communication although any damage will break the link.
Master of the Hunt (Su): At 20th level, you become the personification of the hunt. You gain DR 10/magic, you can see perfectly in all forms of darkness, continuous Freedom of Movement, and any target that you confirm a critical hit against is considered flat-footed against you for the next round.
I had a CN character in a Rise of the Runelords campaign I was running use Create Water to waterboard a goblin. What is the most creative use of a spell you have seen?
In the old Enemies and Allies book there was a group of adventurers called the Band of the Hand. They were a group of mercenaries who's only loyalty was to their paycheck and could be used as rivals of the PCs. I have been looking for a group to serve as a foil for the PCs in my own campaign, and since the Hand roughly mirrors the make up of my group I thought that they would be a great foil. I will warn you though, they are not a direct conversion, more of an adaptation to fit my needs.
Disclaimer: I know that this can be a controversial topic. Please keep the discussion civil.
Okay, so I keep hearing people say that they don't like catfolk in D&D/Pathfinder because they are "too anime." However, the first time I encountered catfolk was the Rakasta in Mystara clear back in 1991 or 1992. At that point the only anime that I had encountered was "Battle of the Planets," "Starblazers," and "Robotech" and didn't even know there was a term "anime." So I have always considered catfolk to be part of D&D lore and have never questioned their inclusion. I am interested to know how the community at large feels about it, so please share your thoughts about the inclusion of catfolk. I am more interested in the thinking behind the positions so if you would, please explain why you feel the way that you do on the subject.
Arderians live in the floating clouds of Arderial, high above the surface of the Moonlands. They are naturally gifted with an ability to fly, and love to spend their time floating among the clouds and soaring high in the stratosphere, where day gives way to eternal night. Their magic deals with the air and the weather, and although such magic may, at first glance, appear to be weaker than explosions and earthquakes, it is no less dangerous.
Personality: Among the Moonlands, the phrase "putting on airs" means acting like an Arderian. Arderians are known for being proud and vain, which is rather alarming when one considers that this means they are even more so than the rest of the Magi-Nation. In their opinion it is only just and right that they inhabit the region that soars above all others; they take it as proof if their inherent superiority, and they enjoy spending their idle time lazing on a cloud and gazing down at the other Magi far below. Arderians are typically soft-spoken and somewhat dreamy, as one might expect from a race that enjoys the utter freedom of magical flight. Yet despite the impression they give, Arderians are temperamental, and take slights as personally as the other races. Unfortunately for everyone, it takes some time for Arderians to work up a good fury when they are offended; as a result, they often exact their vengeance hours or days afterwards, which has given them a bit of a reputation for being as unpredictable as the weather.
Physical Description: Arderians tend towards the tall and thin; tall because their environment offers them no restrictions, and thin because the lighter they are, the easier soaring is for them. Arderian physique tends not to be as athletic as those of the ground-dwelling races, but rather softer and smoother as the gentle soaring does not but as much stress upon their muscles. There are exceptions, of course, and those Arderians who spend a lot of time on or near the ground tend to be more buff than their fellows. Arderians are light-skinned, even pale, and their eyes are usually light colors found in the summer sky. Their hair is most commonly blue, although shades from plum to blonde to gray are not unknown. Arderians prefer to wear their hair long and loose, as it looks best when blown in the breeze. And they make sure there are enough breezes at all times to show off their hair to best effect.
Attire: Arderian fashion follows the same trends as Arderian hairstyles: "long and free looks best on me." Most Arderian clothing is loose, with lots of long dangling sashes and billowing folds. At times when the expansive and decorative wardrobe would be indiscreet when blown about, tight underclothing is worn beneath to provide modesty with minimal interference with the windblown look. Arderians accessorize with light jewelry. They are especially fond of butterfly wings (treated for durability) as they provide maximum color and beauty for minimal weight.
Arderian Society: Arderian society is as free and unorganized as the winds and clouds themselves. Arderians are a rather intellectual society, spending countless hours debating philosophy, writing poetry, or idly - and rather wildly - speculating on the activities on the surface of the Moonlands far below them (this activity they term "groundwatching"). Children are allowed to soar about as they please; Arderian parents perhaps enjoy less parental concern than any other race in the universe; the heavens are slow to anger, and the children are incapable of falling as they soar gracefully from cloud to cloud. However, this freedom is not without a price. While blessed with freedom and security, many Arderian children lack the discipline of other races' offspring, and tend towards whimsy even when times are serious.
Names: Arderian names are very reminiscent of their region: open and airy. Vowels are round and full, and often found in pairs and diphthongs. Most consonants are soft.
Adventurers: Not all Arderians are condescending. Those who speak up about the value of the other regions often find themselves to be de facto outcasts, and descend to the surface of the Moonlands to find new friends. Other Arderians thrive on excitement, which is not something found in long supply whilst debating the finer points of existentialism on a gauzy cloud-top. Such Arderians similarly look for dangers to add some zest to their lives. Finally, Arderians have been known to visit the Moonlands surface just to find out more about the lesser beings that live there - though often this type of adventurer isn't overly popular to go exploring with.
Ardarian Racial Traits
+2 Dexterity, +2 Wisdom, -2 Strength; Ardarians are lithe and contemplative, but they are not known for their strength.
Medium: Ardarians are medium sized creatures and have no special bonuses or penalties due to size.
Low-Light Vision: Ardarians can see twice as far as humans in poor lighting conditions.
Normal Speed: Base speed for an ardarian is 30 feet.
Flight: Ardarians are capable of flying at a speed of 40 feet and have a maneuverability of Poor.
Perceptive: Ardarians gain a +2 racial bonus to Perception skill checks.
Languages: Ardarians begin play speaking Common and Ardarian. Ardarians with high Intelligence scores can choose bonus languages from the following list: Bograthian, Calder, D'Reshi, Kyberite, Naroomese, Paradan, or Weaver.
Mike Mearls said this at a product symposium at D&D Experience: "The stories and worlds of past editions of D&D are just as important to our development and ideas for D&D Next as the rules and other information is. I don't have any more information to share at this time, but we're definitely exploring and excited about what we have planned. " Perhaps we will get some Mystara love after all.
Okay, so I found out on Thursday that my players like music with their games, not going all the time in the background but theme music for battles or reoccurring villains and so forth. So I was hoping to get some suggestions of what I could use. I have already assigned the Imperial March to one villain and I am using O Fortuno for when the LE god of tyranny shows up. He is actually aiding the PCs to further his own ends. I know my players are big into anime and video games , but I am not, so maybe some of you know tunes from those sources which might work. Thanks in advance.
I would like to suggest that you guys add a list of adventures grouped by the appropriate level to the website. This would make things a lot easier for Gamemasters to find the adventure that is appropriate for the group that they are gaming with.
Hey everyone, This week I am starting my latest home campaign. This is by far the biggest campaign I have ever run; with a group of eight players in total. I will introduce you to the cast of characters next week once we get started, but I wanted to show off the shiny campaign resource that I have put together for my players to enable them to get familiar with the Scarred Lands. Campaign Wiki
So starting next week, I will be running a campaign for seven players. I have never run a game for a group that big, and I have only played in one group that is that size. That group had twelve players and that seemed rather unwieldy. So what I want to know is how would you run a game for a group that big, and just how big is too big?
I really loved the Magi-Nation CCG, particularly the innovative and interesting monsters that populated the world. Of particular interest to me were the hyrens, which were the Moonland version of dragons. So I am taking this opportunity to do some conversion work on them. So here is the first one, the forest hyren from Naroom.
Forest hyrens are the guardians of the forest. They move through the primeval woodlands of the Moonlands with great stealth seeking any threats to the natural balance. They have a particular hatred for anything related to the Core, especially darkbreed hyrens because of their ability to control other hyrens.
So I am about halfway through the first episode and it is really catching on with me. The conspiracy aspect of the story is intriguing and the characters have depth and complexity that you rarely see on television. I think I have found my new X-Files.
I was discussing the old BESM d20 system with a friend and we got to wondering, would Paizo ever consider publishing a Pathfinder Anime game using the SRD and OGL for that system? I am sure there is a market for it and since the syetem is OGL there would be no liscence fees involved. And it would allow me to finally be able to use a Pathfinder system to run an Exalted campaign :) So what do you guys think?
A project like a bestiary takes a lot of time and with Bestiary 3 done it is likely that the fine folks at Paizo are setting their sights on Bestiary 4, if such a project is planned. So now is our chance to make our voices heard and let them know what we would like to see. I don't know if it will influence anything one way or another, but it might help get the juices flowing. Here is my list:
Okay, I have been playing the Sims 2 for a while now and I am considering upgrading my Sims experience, however I am not sure if I should move up to Sims 3 or Sims Medieval. So I am looking for advice, which one should I move up to?
So I just got back from taking my kids to the dentist and I have to say this new guy must be the most awesome dentist ever. He specializes in treating children so he has toys and XBox and movies for the kids. For the dads he has video games! Not like Playstation and stuff, but old school cabinet games like Pac Man, Donkey Kong, 1942, and my personal favorite, Dig Dug! This is the first time I have ever thought going to the dentist rocks!
Just a little something I have been working on for my home game.
The Gods
Asmodeus
Alignment: Lawful Evil
Portfolio: Power, Domination, Tyranny
Domains: Evil, Fire, Law, Magic, Trickery
Favored Weapon: Mace
Although evil, Asmodeus is also honorable. He will honor the terms of any bargin he makes to the letter, although he will always look for loopholes that he can exploit. He is the most respected of the gods of evil and will even take council from and give aid to the gods of good if properly approached. However his aid is not to be sought or accepted lightly. Asmodeus is the absolute ruler of the Nine Hells, and his rule is strict and his punishments harsh.
Avandra
Alignment: Neutral Good
Portfolio: change, luck, trade, travel
Domains: Good, Liberation, Luck, Protection, Travel
Favored Weapon: Rapier
Avandra delights in freedom, adventure, and the frontier. She counts halflings, merchants, rogues, and adventurers of all kinds among her worshipers. In fact most people have whispered a prayer to the goddess of luck at one time or another. She is allies with Melora , Corellon , and Sehanine and a foe of Zehir, Asmodeus , and Torog . She is sometimes refered to as the Maiden of Fate and is worshiped alongside Ioun and The Raven Queen as the three goddesses of destiny.
Bahamut
Alignment: Lawful Good
Porfolio: Justice, Honor, Nobility, Protection
Domains: Law, Good, Nobility, Protection, Strength
Favored Weapon: Longsword
Often refered to as "the platinum dragon," Bahamut represents all that is good and right in the world. He is the patron of paladins and he is worshiped by metallic dragons as being the first of their kind. Bahamut was born when the primordials sundered the dragon god Io in two; which also makes him the twin of the goddess Tiamat. Tiamat and Bahamut have been enemies since their birth. Bahamut is closely allied with Moradin and Kord, and together they share the realm of Celstia. Nerathian kings were crowned in the name of Bahamut.
Bane
Alignment: Lawful Evil
Portfolio: War, Conquest
Domains: Destruction, Evil, Law, Strength, War
Favored Weapon: Morningstar
Bane is the brother of Kord. During the Dawn War his military success led to him being appointed the leader of all the divine armies. Once the war was over, his autority ended. However, he has ambitions for more and still looks forward to the day when he will crush the celestial realms under his heel and he assumes his rightful place as the ruler of everything. His chief ally is Asmodeus, who he aided in his bid to recieve divinity. His chief enemy is Kord, who has never forgiven him for murdering their other brother Turen.
Corellon
Alignment: Chaotic Good
Portfolio: Arcane magic, Spring, The arts, Beauty
Domains: Chaos, Good, Magic, Protection, War
Favored Weapon: Longsword
Corellon is the patron of the elves and the enemy of all drow. It was Corellon that led the fight against Lolth and drove her out of the celestial realm after she tried to userp his power. He is the husband of Sehanine and is also allied with Pelor and The Raven Queen as the four gods of the seasons. In addition to his animosity towards Lolth, Corellon is also enemies with Gruumsh.
Erathis
Alignment: Lawful Neutral
Portfolio: Civilization, Inventions, Law
Domains: Artifice, Community, Law, Protection, Travel
Favored Weapon: Battleaxe
Erathis is the favored goddess of kings, pioneers, explorers, and judges. It is in her name that cities are founded, laws are passed, and buisness is conducted. It is Erathis that inspires civilization to move forward and spread it's light. She is close allies with Ioun and Moradin and is the wife of Pelor. She is enemies of Gruumsh and Tharizdun who seek to destry everything she protects. Erathis is also patron of non-evil minotaurs.
Gruumsh
Alignment: Chaotic Evil
Portfolio: Turmoil, Destruction
Domains: Chaos, Destruction, Evil, Strength, War
Favored Weapon: Spear
Gruumsh is the creator of the orcish race and the sworn enemy of Corellon. It was one of their many battles that Gruumsh lost his left eye. Gruumsh strives for the day when his followers have conquered and destroyed all other races. He was once an ally of Lolth, but that has since turned to hatred.
Ioun
Alignment: Neutral Good
Portfolio: Knowledge, Prophecy, Skill
Domains: Artifice, Good, Knowledge, Magic, Rune
Favored Weapon: Heavy Mace
Ioun is the goddess most often worshiped by wizards and scholors. Many wizard colleges are dedicated to her name. She is also the second most revered god among mettalic dragons, just after Bahamut. Her temples are repositories of knowledge, and often they look more like libraries then places of worship. Ioun is allies with Corellon, Erathis, and Pelor. She is the sworn enemy of Vecna who seeks to undo her work of sharing knowledge freely.
Kord
Alignment: Chaotic Good
Portfolio: Storms, Strength, Battle
Domains: Chaos, Glory, Good, Strength, Weather
Favored Weapon: Greatsword
Kord loves conflict. He does not care about actual warfare, but he is please to see others competing against each other. He is the patron of soldiers and athletes alike. He frowns on cowardice and this has led to many half orcs and goliaths worshiping him. He despises anyone who uses their strength to oppress others, which leads him to often oppose his brother Bane's plans. He is friends with most non-evil gods, although Ioun sees him as too loud and Erathis believes him to be too wild. It is rumored that he and Melora are lovers.
Lolth
Alignment: Chaotic Evil
Portfolio: Spiders, Shadows, Lies
Domains: Chaos, Darkness, Evil, Madness, Trickery
Favored Weapon: Whip
Lolth is the patron goddess of the drow. Once she was the wife of Corellon but allowed ambition to get in her way. For her rebellion she was banished to the Abyss where she makes her home in a region known as the Demonweb Pit. For that she hates all the gods of good. She has no real allies among any of the gods and views all other beings except her followers with contempt.
Melora
Alignment: Chaotic Neutral
Portfolio: Seas, Wilderness
Domains: Animal, Earth, Madness, Plant, Water
Favored Weapon: Trident
Melora is the goddess of the wild seas and the peaceful glade. She represents both the raging tempest and the quite breeze. She is equally a wild beast and a peacful glade. She is both the best and the worst that the wilderness has to offer. Melora is allies with Avandra, Corellon, Sehanine and Pelor. She has a generally good relationship with Erathis, although the two goddesses have different outlooks. She is also rumored to be Kord's lover. She is enemies of both Tharizdun and Vecna who seek to destroy all the she hopes to protect.
Moradin
Alignment: Lawful Good
Portfolio: Creation, Artisans, Family
Domains: Artifice, Earth, Fire, Good, Law
Favored Weapon: Warhammer
Moradin is the patron of miners and smiths, and he is also the creator of the dwarves. He carved the mountains out of the primordial earth and shaped them to his own liking. He teaches that the highest good that you can do is to build something that will be of lasting impact in the world. This has led him to become good friends with Erathis, since civilization is the just one more thing that can be built. Moradin is an enemy of Torog who seeks to corrupt those who dwell beneath Moradin's holy mountains.
Pelor
Alignment: Neutral Good
Portfolio: Sun, Summer, Agriculture, Time
Domains: Good, Healing, Plant, Strength, Sun
Favored Weapon: Mace (Heavy or light)
Wherever there is suffering, you will find followers of Pelor seeking to make things better. As the god of both agriculture and healing he is the diety most involved in mortal affairs. In his role as god of summer he is allied with Corellon, Sehanine, and The Raven Queen. He is also the husband of Erathis and together they rule the celestial city of Hestivar. He is a foe of all evil gods, and bears particular hatred for Tharizdun. Pelor himself was the one who cast Tharizdun into the void that serves as his prison, and he is the one most concerned with Tharizdun's eventual return.
The Raven Queen
Alignment: Neutral
Portfolio: Death, Fate, Winter
Domain: Darkness, Death, Knowledge, Repose, Water
Favored Weapon: Kukri
The Raven Queen is one of the newest of the gods. Her real name has been long forgotten and she is known only by her title. She is one of the four gods that hold power over the seasons and one of the three godesses of destiny. Because of abuses by her predecessor, when she was elevated she was only given power over death itself, not over the dead. The Raven Queen has no enemies among the gods, but she has a clear hatred of the demon prince Orcus, who seeks to overthrow her and take her portfolio.
Sehanine
Alignment: Neutral Good
Portfolio: Trickery, Moon, Love, Autumn
Domains: Air, Charm, Healing, Good, Trickery
Favored Weapon: Shortbow
Sehanine is perhaps the most "human" of the gods. Only Pelor is more involved in mortal affairs, and even he is not interested in the minutia of mortal life. Marriages are sealed in her name, and lovers pray to her to hide their indiscretions from others. Sehanine is married to Corellon and is allies with Pelor and The Raven Queen as one of the gods of the seasons. She is also friends with Avandra and Melora. Sehanine encourages her followers to avoid zealotry and walk the middle line. She is enemies with Gruumsh, Lolth (who was Corellon's first wife), Asmodeus, and Zehir.
Tharizdun
Alignment: Chaotic Evil
Portfolio: Annihilation, Madness
Domains: Chaos, Destruction, Evil, Madness, Void
Favored Weapon: Greataxe
Long ago, even before the Dawn War, Tharizdun discovered a shard of pure evil and decided to incubate it in a remote corner. The result was the Abyss, and the experiment drove Tharizdun to madness. In a rare show of solidarity, the rest of the gods opposed him with a unified front and eventually Pelor and Asmodeus imprisoned him in an endless and formless void. Tharizdun is commonly worshiped today in the guise of the Elder Elemental Eye, and has co-opted the aid of five Primordials to serve as his exarchs until he is able to find a way to escape from the Void. What would happen if those Primordials found out they actually serve a god is unknown and something most do not wish to contemplate.
Tiamat
Alignment: Lawful Evil
Portfolio: Wealth, Greed, Envy
Domains: Destruction, Evil, Law, Scalykind, Trickery
Favored Weapon: Flail
Tiamat is the twin sister of Bahamut. Both were created when the dragon god Io was split in two by one of the primordials. All evil dragons revere her as their mother and many mortals also hope to curry her favor in exchange for great wealth and power. Although she is viewed as a destructive force, Tiamat is actually a very sutble goddess. She is not above razing a city, a castle, or a nation but only as a pleasent distraction from her long term goals.
The patron of jailers and torturers, Torog is also known as the Twisted God or The King Who Crawls. During the Dawn War he was trapped in the Underdark and sealed there for all eternity. However, that has not left him powerless, and some mortals are afraid that if they speak his name he will reach up from the earth and drag him to his torture dens to "play" with for all eternity. Although many feel this is a superstious fear, others point to places like the city of Maelbrathyr as proof that the fears in fact have a basis in truth.
Vecna
Alignment: Neutral Evil
Portfolio: Undeath, Secrets
Domains: Death, Evil, Knowledge, Magic, Trickery
Favored Weapon: Dagger
Vecna is one of only two current gods that were once mortal. The other is The Raven Queen, but this does not give them a special bond. Vecna's role os the Lord of Undeath actually makes him the enemy of The Raven Queen. Vecna was a litch before becoming a god. As the god of secrets, Vecna tries to keep others from learning. This places him in direct conflict with Ioun, and a shadow war between followers of the two gods occurs almost everywhere.
Zehir
Alignment: Neutral Good
Portfolio: Darkness, Poison, Serpents
Domains: Darkness, Destruction, Evil, Scalykind, Trickery
Favored Weapon: Spear
Zehir is the patron of serpents and assassins. He works in darkness and uses misdirection to achieve his ends; his cultists will even go so far as to accuse rivils of being cultists of Zehir to decieve others and get rid of competition. He is constantly scheming and even his own cultists do not know his full plan. At least one of his aims is to replace Vecna as god of secrets.
I have been working on some new and converted races for my home campaign that I am running for my kids. Since I have developed them using the upcoming Advanced Races Guide, I thought I would share them with you.
Eladrin Racial Traits
+2 Dexterity, +2 Charisma, -2 Constitution; Eladrin are quick and have an unearthly grace but they are somewhat more fragile than other races.
Medium Size: Eladrin are Medium creature and have no special bonuses or penalties due to size.
Normal Speed: Base speed for an Eladrin is 30 ft.
Low-Light Vision: Eladrin can see twice as far in poor lighting than a human.
Eladrin Immunities: Eladrin are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment and illusion spells and effects.
Fortunate: Eladrin gain a +2 racial bonus to all saving throws.
Spell-like Abilities: Eladrin can use Blur as a spell-like ability once per day.
Languages: Eladrin begin play speaking Common and Elven. Eladrin with high Intelligence Scores can choose from the following: Aklo, Draconic, Giant, Gnome, Orc, Sylvan
Heroes of the Feywild is coming soon, and it was announced that among the new races in the book is the pixie! Pixies will have a reach of 1, unlike most Tiny creatures and will have a racial power that lets others fly called Pixie Dust. Tinkerbell anyone?
Story Marvel Phase 2 is reportedly including movies featuring the GotG and the Inhumans. I am hoping that the former will be about Vance Astro, Starhawk, Martinex, Nikki, and the rest of the 31st century team, not the new group. I don't know what to make of an Inhumans movie. Thoughts?
Okay, so I created a race awhile ago that was published in Wayfinder #2. Now with a new campaign starting and the ARG playtest coming out I decided to update and "upgrade" it. It was inspired by the shadar-kai and ended up sharing several traits with drow and fetchlings, something I did not realize until I was done writing it up.
Svartalfar
Svartalfar (literally but inacurately dark elf) are the decendents of humans who sought refuge in the Shadowfell following the collapse of their kingdom. These humans were tainted by shadow stuff as a result of their self impossed exile and were transformed into something not quite human any more. In the end they sold themselves body and soul to the Raven Queen in exchange for her protection from the many threats in the Shadowfell.
Now svartalfar have pale, almost white, skin and their hair is either bone white or jet black. They prefer to dress in dark colors and generally their cloths have a death or bone motiff to them. Some svartalfar mark themselves with piercings and all of them mark significant events in their life with tatoos. They are a strict meritocracy and most svartalfar adventurers are trying to make their mark.
Racial Traits
+2 to One Ability Score: Svartalfar characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Svartalfar are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Base speed for a svartalfar is 30 feet.
Low-Light Vision: Svartalfar can see twice as far as a human in dim lighting conditions.
Child of the Shadows: Svartalfar have cold resistance 5 and electricity resistance 5. Perception and Stealth are always class skills for svartalfar characters.
Shadow Blending: Attacks against a svartalfar in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance.
Spell-Like Abilities (Su): A svartalfar can use Darkness once per day as a spell like ability.
Svartalfar characters begin play speaking Common and Svartalfar. Characters with high Intelligence scores can choose from the following: Abyssal, Aklo, Elven, Goblin, Infernal, Orc, and Sylvan.
You can see several of the other races I have made at my campaign wiki, although many of them will be getting a new look soon.
Okay, so I have been reading some of the new 52 books and I have not a clue what they are trying to do with it. Some of the books feel like total reboots, Superboy, Supergirl, the two Justice League books, Grifter, and Suicide Squad to name a few. Others seem to be continuation of series like Batman and Robin, Batwoman, Detective Comics, and Red Lantern. Although I don't have a problem with that, only Red Lantern took the time to fill me, a new reader, in on what had gone on before. Although I am fairly well versed on the Batman plot despite not having read the title in awhile, Batwoman was a complete mystery and even Wikipedia did not provide much help. The best book that I have read in my opinion is Batgirl, because it is a blend of the old and the new, although I am still confused at how Babs is walking again. Does anyone else feel like the has been a lack of cohesion in the way the titles have been handled or is it just me?
Marvel's Next Big Thing seems to have the X-Men going toe to toe with the Avengers, and features the return of Cable. While I am a big fan of Cable, I wish they had left him dead. Although as a time traveler, this could be an incarnation of Cable from before he died.
Okay, so my doctor diagnosed me last week as being insulin resistant and has me on a low carb, diabetic diet. However, I am quickly finding that it is not easy to find foods that fit my doctor's wishes. Does anyone have any advice or recipes that can help me? Breakfast is particularly hard as I am growing sick of eggs every day.
Okay I could see it if he were doing it to make a statement about gender inequality or something like that, but simply because his mom told him to try walking in heels if he thought it were so easy? Why not just walk around the house in the heels?
Okay, long ago in my childhood, I loved the game Shadow Over Mystara. A fe months back I stubled across a site that had a complete walkthrough of the game, as well as a bunch of other cool stuf and I though, "how cool would it be to run a Pathfinder game based on the old console game." So flash forward a few monthes and here we are. I am working on the idea as a whole AP type game that will eventually take the characters from level 1 up the climax at level 15. Anyway, here are my notes on the first chapter. I have decided to write them out episodically so that they string together like a tv series.
Episode 1: When Goblins Attack!
Summary: Goblins have been attacking the trade route through the Broken Lands between Glantri and Darokin. The PCs are contracted to stop the goblin attacks and prevent them from threatening trade ever again.
Long Synopsis
Several merchants in Darokin have been losing caravans to Glantri because of goblin attacks. Rather than simply pay for more guards to protect the caravans they decide to take a more permenant approach. The goblins must be wiped out for the good of everyone. They set the PCs up with a phony caravan and send them on their way.
Of course the goblins fall for the trap hook, line, and sinker. The fight should be difficult, but not overly so. The raiding party is entirely standard goblins and the PCs should have a fairly easy time defeating them. If they are smart they will keep one or two alive to interrogate. With a CD 12 Intimidate check or a DC 17 Diplomacy check they will be able to get the location of the goblin camp from them fairly easily. Goblins are inheritly distrustful of people who are nice to them. They always want something. Otherwise a DC 12 Survival check will allow the PCs to pick up the goblins's trail fairly easily.
The PCs will eventually find the goblins's lair in the mountains. A random encounter or two maybe approriate here, such as a hippogriff or a griffin attack. Remember that the PCs are still first level, so nothing to dangerous. The goblins should be divided up into a couple of groups throughout the caves that they lair in. Sprinkle in a few goblin rangers, fighters, and a domesticated giant spider or two. Finally they will meet the leaders of the goblins, a goblin druid who is in the process of praying to a dragon's skull when the PCs find him, and the chief (use these stats) who has a group of goblin fighters with him.
This battle should be harder, but not enough that it actually threatens a TPK (save that for later :) ). The PCs will also find some human slaves, survivors of the last caravan, and be told that the goblins have been selling their victims to slavers. From there the PCs should either find a note instructing the goblins where to send the slaves or else one of the slaves overheard the goblins talking about the village of Trintan.
Okay, I know the ninja rules are not finalized yet, but this character from BESM Dungeon is just too much fun to wait on.
Apprentice Ninja Cedric
Male Human Ninja 3
NG medium humanoid
Int: +6, Senses: Perception +8
AC: 17, touch 12, flat footed 15
hp: 23 (3d8+6)
Fort: +3, Ref: +5, Will: +3
Speed: 30 ft
Melee: Mwk sai +4 (1d4), two mwk sai -1/-1 (1d4)
Ranged: Mwk shortbow +4 (1d6/x3)
Special Attacks:Poison Use, Sneak Attack (+2d6)
Str: 10, Dex: 15, Con: 14, Int: 13 Wis: 15 Cha: 15
Base Atk: +2, CMB: +2, CMD 14
Feats: Improved Initative, Two-Weapon Fighting, Weapon Finess
Skills: Acrobatics +8, Bluff +8, Climb +6, Disguise +8, Escape Artist +8, Knowledge (local) +7, Perception +8, Perform (sing) +8, Stealth +8
Languages: Common, Elven
SQ: Ki Pool (3 points), No Trace +1, Vanishing Trick
Combat Gear: Bloodroot (2 doses), Drow sleep poison (4 doses), Potion of Cure Light Wounds (2); Other Gear: +1 chainshirt, two mwk sai, mwk shortbow w/20 arrows, gear and coin worth 100 gp
Cedric is a student in the prestige Spider Clan ninja school. Although not the top student in his class, he is certainly no slouch either. His family have been proud members of the Spider Clan since records for the clan exist. However, Cedric has a problem.
The Spider Clan is all male and Cedric has begun to have romantic feelings for his classmate Mint Yamada. He is pretty sure that he is not gay, but the feelings exist all the same. Unknown to anyone, least of all Cedric, woman have secretly joined the Spider Clan from time to time by posing as men. These women have worked dilligently to hide their true gender from everyone. In fact, this has happened so often that Cedric is the only male student left in the Spider Clan. In order to prove himself and to figure out just what he is going to do, Cedric has volunteered to seek out the mysterious Ghost Tower and retreive a mystical dagger that once belonged to his grandfather from within.
Note: This is all meant to be in fun, and is not intended to be offensive to anyone.
I just read "Fear Itself" #1 and I have a question. What happened that turned Odin from the guy who sent Thor to Earth to learn humility and compassion to the prick who dragged Thor back to Asgard in chains for picking defending Earth over returning to Asgard?
I am looking for someone who is artistically inclined and is willing to do some artwork simply for the enjoyment of it and the possible recognition that it could bring. I am writing up a unicorn centaur race for my Blood of Heroes campaign setting found here and I am looking for artwork for the page. However, the art that I can find on-line is either too adult or too anime for my use. I could really use some help on this. Thanks a lot.
I am building my own campaign setting and I have ran across some NPCs from WoW that I would like to use in my world. However, not being familiar with WoW at all I am not sure how to convert levels from that game to Pathfinder. For example, how would a level 43 or 61 character in Wow convert to Pathfinder's 20 level system. I appreciate any help that you can give me. Thank's in advance.
Okay, after avoiding this for quite a while, I decided to give it a go. While I am not convinced that the intent was not to create an A-Team cartoon in disguise, I am kind of enjoying it. I really liked Major Bludd actually going toe to toe with Snake Eyes, and while not winning, at least holding his own for awhile in episode 3. I am not sure I like some of the reimaginings of the characters like Breaker, but we will see how things go. I still hold out hope that Duke and the gang can convince everyone that Cobra is evil and then go kick butt like the big happy family they should be.
I have been converting some of the NPCs from the Shady Dragon Inn supplement to use in my campaign. I am sharing my work in case others want to use as well.
Warduke CR 7
Warduke is a muscular individual who dresses in fearsome looking armor and carries a shield emblazon with a symbol that looks like a demonic skull. He is never seen in public without his signature black winged helm that obscures his facial features.
Male Human Fighter 8
CE medium humanoid
Init: +4, Senses: Perception +1
AC: 25, Touch: 10, Flat Footed: 25 (+11 armor, +4 shield)
hp: 79 (8d10+32)
Fort: +9, Ref: +2, Will: +3, +5 vs. Fear
Speed: 30 ft
Melee: +2 flaming longsword +15 (1d8+5 plus 1d6 fire/19-20), mwk battleaxe +13 (1d8+3/x3), mwk dagger +12 (1d4+3/19-20)
Str: 17, Dex: 10, Con: 17, Int: 8, Wis: 12, Cha: 13
Base Atk: +8, CMB: +11, CMD: 21
Feats: Blind Fight, Cleave, Combat Reflexes, Disruptive, Improved Initiative, Power Attack, Quick Draw, Stand Still, Vital Strike
Languages: Common
SQ: Weapon Training (Axes, Heavy Blades)
Combat Gear: Boots of Elvenkind, Cloak of Resistance +2, Ring of Feather Falling; Other Gear: +3 half plate, +2 heavy steel shield, +2 flaming longsword, mwk battleaxe, mwk dagger.
Warduke was once a force for good and right in the world. Then he was exposed to the Heartstone, which amplified the evil that hid at the core of his personality. His one time ally, Strongheart the Paladin, is now his greatest enemy. Warduke and his allies scheme to seize control of at least a small country to establish a base of operations for some greater plan.
Note: Warduke also has a Nightmare that he uses as a mount.
This represents Warduke at an early stage of his career as predented in "The Shady Dragon Inn."
In today's preview on WotC they announced that in the upcoming Heroes of the Shadow book that they will be including the vampire as a class. Part of me likes this idea since a vampire should be able to be of any race. Part of me does not like this because vampires should be villains in my mind, period. Also I feel that it limits the character since it make sit so that you cannot have vampire rogues, vampire clerics, or vampire fighters.
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Male Dwarf Monk (Four Winds/ Sacred Mountain/ Qinggong Monk) 4
Lawful Good Medium Humanoid
Init +1; Senses Darkvision Perception +10
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Defense
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AC 18, touch 16, flat-footed 12 (+0 armor, +0 Shield, +1 Dex, +3 Wis, +1 natural, +1 Dodge, +0 Size, +1 Deflection, +1 Monk Bonus)
hp 39 (4d8+9) (+4 from Toughness)
Fort +7, Ref +5, Will +7
Resist None
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Offense
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Offenses Speed 20 ft. + 10 ft monk
Ranged Sling +4 (1d4+3 20/x2) (50Ft)
Melee Unarmed +6 (1d6+3 20/x2)
Melee Flurry of Blows +5,+5 (1d8+3 20/x2)
Special Attacks Elemental Fist 3/day, Deflect Arrows
Spell-Like Abilities
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Statistics
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Str 16, Dex 12, Con 16, Int 12, Wis 17, Cha 5
Base Atk +3; CMB +7; CMD 20
Languages Common, Dwarven, Terran, Tian
SQ None (dc XX)
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Feats
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Steel Soul (1)
You receive a +4 racial bonus on saving throws against spells and spell-like abilities. This replaces the normal bonus from the dwarf’s hardy racial trait.
Elemental Fist (Monk Bonus Feat 1)
Benefit: When you use Elemental Strike pick one of the following energy types: acid, cold, electricity, or fire. On a successful hit, the attack deals damage normally plus 1d6 points of damage of the chosen type. You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). You may attempt an elemental fist attack once per day for every four levels you have attained (see Special), and no more than once per round.
Special: A monk of the four winds receives Elemental Fist as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt an Elemental Fist attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.
Improved Unarmed Strike (Monk Bonus Feat 1)
You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.
Deflect Arrows (Monk Bonus Feat 1)
You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with an attack from a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn't count as an action. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects can't be deflected.
Dodge (Monk Bonus Feat 3)
You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Boar Style (3)
You can deal bludgeoning damage or slashing damage with your unarmed strikes—changing damage type is a free action. While using this style, once per round when you hit a single foe with two or more unarmed strikes, you can tear flesh. When you do, you deal 2d6 bleed damage with the attack.
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Traits
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Defensive Strategist (Religion)
Your knowledge of dwarven history and religion gives you an excellent mind for defensive strategy and tactics. You are not flat-footed when you are an unaware combatant. This includes a surprise round that you don’t get to act in, and before you get to act at the start of a battle.
Scholar of the Great Beyond (Magic) Knowledge (planes) selected
Your greatest interests as a child did not lie with current events or the mundane— you have always felt out of place, as if you were born in the wrong era. You take to philosophical discussions of the Great Beyond and of historical events with ease. You gain a +1 trait bonus on Knowledge (history) and Knowledge (planes) checks, and one of these skills (your choice) is always a class skill for you.
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Class Features
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AC Bonus (Ex):
When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Flurry of Blows (Ex):
Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so he may make one additional attack using any combination of unarmed strikes or attacks with a special monk weapon (kama, nunchaku, quarterstaff, sai, shuriken, and siangham) as if using the Two-Weapon Fighting feat (even if the monk does not meet the prerequisites for the feat). For the purpose of these attacks, the monk's base attack bonus from his monk class levels. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.
At 8th level, the monk can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).
At 15th level, the monk can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).
A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.
Unarmed Strike:
At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
Bonus Feat:
At 1st level, 2nd level, and every 4 levels thereafter, a monk may select a bonus feat. These feats must be taken from the following list: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything. At 6th level, the following feats are added to the list: Gorgon's Fist, Improved Bull Rush, Improved Disarm,
Improved Feint, Improved Trip, and Mobility. At 10th level, the following feats are added to the list: Improved Critical,
Medusa's Wrath, Snatch Arrows, and Spring Attack. A monk need not have any of the prerequisites normally required for these feats to select them.
Iron Monk (Ex):
At 2nd level, a monk of the sacred mountain gains Toughness as a bonus feat. In addition, the monk gains a +1 natural armor bonus. This ability replaces evasion.
Fast Movement (Ex):
At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: Monk. A monk in armor or carrying a medium or heavy load loses this extra speed.
Still Mind (Ex):
A monk of 3rd level or higher gains a +2 bonus on saving throws against enchantment spells and effects.
Maneuver Training (Ex):
At 3rd level, a monk uses his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus.
Base attack bonuses granted from other classes are unaffected and are added normally.
Bastion Stance (Ex):
At 4th level, a monk of the sacred mountain becomes like stone, nearly impossible to move when he stands his ground. If the monk starts and ends his turn in the same space, he cannot be knocked prone or forcibly moved until the start of his next turn, except by mind-affecting or teleportation effects. At 16th level, he is immune to any attempts to force him to move, even mind-affecting and teleportation effects. This ability replaces slow fall.
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Magic
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Bonus Spells (1st: 1, 2nd: 1, 3rd:0) Caster Level: 1 Spells Known () Level 0 DC xx
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Special Abilities
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None
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Equipment
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Equipment list]
Melee Weapons Ranged Weapons Sling 20 stones
Armor Other Gear Monk's kit :This kit includes a backpack, a belt pouch, a blanket, rope, soap, torches (10), trail rations (5 days), and a waterskin.
Explorer's Clothes
Magic Item Wand of Cure Light Wound (47/50), Ring of Protection +1
Braid of a Hundred Masters (3,600 gp;)
If the wearer of this necklace has levels in monk, his fast movement and unarmed damage are treated as a monk of 2 levels higher. If the character is not a monk, he gains the fast movement and unarmed damage of a 2nd-level monk. This fast movement functions just like the monk’s fast movement class feature. These bonuses do not stack with those granted by other items or effects. In addition, as a swift action three times per day, a character with the flurry of blows class feature can use the Braid of a Hundred Masters to apply 1-1/2 times his Strength bonus on damage rolls for successful attacks made with flurry of blows. This ability must be activated before the damage from the attack is rolled, though it may be activated after the attack roll is made and before the damage roll. Once this ability is activated, its effect lasts for 1 round.
Wealth 2352gp
+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.
Medium: Dwarves are Medium creatures and receive no bonuses or penalties due to their size.
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Dwarves can see in the dark up to 60 feet.
Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Lorekeeper: Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies. They can make such skill checks untrained. This racial trait replaces greed.
Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.
Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
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Vows
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Fasting:
The monk eats nothing but rice (or a similar bland, staple food) and drinks nothing but water. On certain days (usually once per month or on a religious holiday), he may eat a small portion of other simple, bland food to maintain proper nutrition. The monk cannot use tobacco, drugs, potions, alchemical items requiring eating or drinking, or any other thing that could be considered a food or beverage. A monk with this vow increases his ki pool by 1 ki point for every 6 monk levels (minimum +1).
Peace:
The monk must strive to attain peace and may only use violence as a last resort. He can never strike the first blow in combat. If attacked, he must use the fight defensively action or the total defense action for the first 2 rounds. He must always give his opponent the option to surrender, and cannot purposely slay another creature that could reasonably be influenced to flee or join a civilized society as a productive member (obviously this excludes many monsters). Many monks who have taken this vow learn how to grapple and pin opponents, tying them with specialized knots that allow them to work themselves free after sufficient effort. Many monks of peace are vegetarians. A monk with this vow increases his ki pool by 1 ki point for every 5 monk levels (minimum +1)
Truth:
The monk is not allowed to deliberately speak any lies, including bluffing, stating half-truths with the intent to deceive, exaggerating, telling white lies, and so on. This applies to all forms of communication. If presented with circumstances where telling the truth would bring harm to another, the monk remains silent. Many monks of this vow also take a vow of silence to show their commitment. A monk with this vow increases his ki pool by 1 ki point for every 5 monk levels (minimum +1).
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Background Story:
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Another dwarf from the Boulderstep clan, Rekgar is unique that he is usually very well groomed and unlike most of his breathen, clean shaven which can put off most other dwarves and other races used to viewing a bearded dwarf.
In fact it could be the fact that his child like face without a beard could make it difficult to take him seriously.
However despite his soft spoken manners, unwillingless to battle and apparent refusal to lie, He's a sturdy battle brother with his fists dealing surprising amount of damage for someone adverse to battle.
His skills at arms are however an estoric form of unarmed combat unique to dwarven worshippers of Torag utilising full body rushes, shoulder throws, elbow smashes, barrel rolls, foot stomps and open palm strikes.