Ekaym Smallcask

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Hello Paizo Messageboards!

I find myself about to play in a Friends Campaign coming up here in the next week or so. He has agreed to let me play a Centaur like character- assuming I can build it to be closer to other player character races using the Race Building rules. (He's going to look over whatever I make up, and it is subject to change).

Anyways- before I send him anything for approval, I thought I should see what others thought about my build for the Centaur, and if anyone had any suggestion. I've been limited to around 15 Race points- and this is what I've come up with.

Centaur
Type
Monstrous Humanoid 3 RP
Size
Large 7 RP
(+2 Str, -2 Dex, -1 AC, -1 Attack roll, +1 CMB and CMD)
Base Speed
Standard 0 RP
(Base Speed 50 Feet)
Ability Score Modifier
Standard ( +2 Con, -2 Int, +2 Wis) 0 RP
(+2 Str Size, -2 Dex Size, +2 Con Race, -2 Int Race, +2 Wis Race)
Languages
Standard 0 RP
Racial Traits
Darkvision - RP
Hooves (Secondary) 1 RP
Fast 1 RP
Quadruped 2 RP
(+4 vs Trip, +10 Base Speed)
(May use Medium Armor and Weapons)

Total 14 RP


Can you use a targeted bomb admixture with the breathe weapon bomb discovery?

for me the targeted bomb admixture does not say that it cant, it says it gets rid of the splash damage and doubles the intelligence damage toward the direct damaged person.

the breathe weapon bomb also gets rid of the splash of the explosion but includes and area of people as the direct damage and halves it if they save a reflex save.

just wondering if there is a specific rule or something that says that these cannot work together.


Hey Paizo Bored!

Let me start out by giving a little explanation towards WHY I'm trying to create this spell. The game that I am currently running is based in a Post-Apocalyptic World- where Magic and Tech can be found (both in limited supplies mind you).

One of my players had came to me with the wishes to be able to make cheat Constructs (Robots and the such, that don't cost an arm and a leg to make and use). This inspired me to try and put this spell together, I've tried to keep it as close in line with other spells of its 'power level' as I can. (Once you read it, you'll see its obviously based off for Animate Dead).

The Spell is as follows:

Animate Droid:
Animate Droid
School transmutation; Level cleric/oracle 3, sorcerer/wizard 4;
CASTING
Casting Time 10 Minutes
Components V, S, M (Various Materials worth at least 50 gp per Hit Die of the Droid)
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Targets Droid Materials
Duration instantaneous
Saving Throw none; Spell Resistance no

DESCRIPTION
This spell allows the caster to channel a portion of their life energy to create Constructs in the form of Droids that obey your spoken commands.
The Droids can be made to follow you, or they can be made to remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. A destroyed Droid can't be animated again.
You can't create more HD of Droids than twice your caster level with a single casting of animate dead.
The Droids you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of Droid creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess Droids from previous castings become uncontrolled. You choose which constructs are released.

Droids Form: A Droid is always crafted to resemble the physiology of an existing creature. (Most being built after a Humans Form). The creature that a Droid is designed after must have a physical anatomy.

Also- I figure the rules on 'creating' these Droids could work as follows

Creating Droids:
Droid (CR +Varies)
Creating a Droid
“Droids” can be built to resimble any corporeal creature (other than an undead) that has a Physical autonomy, (referred to hereafter as the base creature), that the creator is very familiar with. The creator is considered 'very familiar' with his own Physical Autonomy for the purpose of creating Droids. To become 'very familiar' with with another creature, the 'creator' must study that creature for a week- either by watching that creature up close for extended periods of each day, or by examining a relatively in tact corpse.
Challenge Rating: This depends on the creature's new total number of Hit Dice, as follows:
HD CR XP
1/2 1/6 65
1 1/3 135
2–3 1 400
4–5 2 600
6–7 3 800
8–9 4 1,200
10–11 5 1,600
12–14 6 2,400
15–17 7 3,200
18–20 8 4,800
Alignment: Always True Neutral.
Type: The Droids type is Construct, and is treated as a Construct in every way, except as listed below.

Armor Class: Natural armor bonus changes as follows:
Droid Size Natural Armor Bonus
Tiny or smaller +0
Small +1
Medium or Large +2
Huge +3
Gargantuan +6
Colossal +10

Hit Dice: A Droid does not gain any HD gained from class levels (As the Creature it is based on may or may not of had) and changes racial HD to d8s (Not the normal d10s granted to Constructs). Creatures without racial HD are treated as if they have 1 racial HD. If the creature has more than 20 Hit Dice, it can't have a Droid made based on it by the animate droid spell. A Droid does not have a Con score, and should treat their score as if it was 10 for the purpose of Fortitude and other effects based off of their Con Score. Droids gain extra Hit Points based on the chart below.

Construct Size Bonus Hit Points
Fine —
Diminutive —
Tiny —
Small 5
Medium 10
Large 15
Huge 20
Gargantuan 30
Colossal 40

Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +1/3 HD.
Defensive Abilities: A Droid gains none of the Defensive Abilities of the Base Creature and gains DR 5/Adamantine and Vulnerability to Electricity. It also gains all of the standard immunities and traits possessed by Construct creatures.
Speed: Winged Droids can fly, but maneuverability drops by one (Minume Clumsy). If the base creature flew magically, so can the Droid. The Droid gains all other Movement types the Base Creature Has.
Attacks: A Droid has a single Slame Attack and all the natural weapons of the base creature, and is proficiant and all simple weapons. A Slam attack deals damage depending on the Droid's size (see Natural Attacks table below.) If the base creature already had a Slam attack, use the Droids claw damage only if it's better.

Natural Attack (Slam) Base Damage by Size
Fine Dim. Tiny Small Medium Large Huge Garg. Col.
- 1d2 1d3 1d4 1d6 1d8 2d6 2d8 3d6

Special Attacks: A Droid has none of the base creature's special attacks.
Abilities: A Droid's Dexterity increases by +2. It has no Constitution or Intelligence score, and its Wisdom and Charisma scores change to 10.
BAB: A Droid's base attack bonus is equal to 3/4 of its Hit Dice.
Skills: A Droid gains a single skill point per HD. These Skill points can not be spend on Int based skills, and no skills are considered class skills for Droids.
Feats: A Droid gains no feats possessed by the base creature and gains Improved Initiative as a bonus feat.

I figure the words 'Clockwork' could be slipped in there between Animate and Droid for 'higher' fantasy based games.

So I want to know if you guys think this is to Powerful as is? or perhaps is it to weak? Do you have any ideas that might make it better or perhaps something you might think make it cooler.

Any types, suggestions, critics, modifications or just general thoughts on this spell idea will be MOST useful!

Thank you in advance!


3 people marked this as FAQ candidate.

Heya Piazo Messageboards!

I need to know.. can I use Magic Jar on my Familiar? Meaning.. Can I cast Magic Jar, and send my familiar out to take over the body of those around me?

Just curious (Because it would be an Epic use of the spell- that's why!)


Hello once again Paizo Messageboards!

I'm going to be playing in a game coming up here in the next few weeks- and I'm trying to build a Firearm using Bard.

While Min-Maxing isn't my plan, I could always use some helpful tips or would love to hear some ideas if anyone has them.

We will be level 8, Epic Point Buy (25), with 20,000g as starting cash.

I'm thinking 1 level in Mysterious Stranger Gunslinger (Snag the Firearm Prof, along with some Grit, and Gunsmithing), then go the rest of the way with Arcane Duelist.

This is about as far as I've thought out so far (still in the works). Anyone have any Feat, Gear, Spell Selection ideas?


I'm thinking about building a Blight Druid (The Archetype).. problem is, I have no idea what an effective build using the Archetype (Not power gamed, or min maced.. just effective) while trying to stick with the theme of the Archetype.

Anyone have any ideas?


2 people marked this as a favorite.

Hello Messageboards!
(Let me start off by saying I'm not a 100% sure I'm posting in the correct place, so if I'm not, I'm sorry in advance.)

Now then.

I'm currently in the middle of running two different games- one of which I'm using mostly modules for one, and the other I'm trying to be more creative with, by building my own adventures.

Right now, my problem lies within the Dungeon I've created. I have the creatures to be held within it, the story to get them inside, and even a rather nice layout (if I do say so myself). My problem is in the lack of traps!

What do any good Dungeons have? TRAPS! And mine currently have none.

Id like to know if anyone knows of a website which might supply me with traps- or if any of you might have any creative ideas on some traps for low level adventures to be messing with? (Their level 3 currently).

Here's the basic idea behind the dungeon: Kobolds have been kidnapping people from a local village, and taking their hostages to an old tower out in the swamps. When close allies of the 'Heroes' are taken, our group will try and get them back before its to late! When they arrive at the old Tower, they discover the Kobolds have been hard at work, building down into a cave system below the Tower... Or is it something more then a cave? and thus begins the Dungeon. (SSSOOO Original.. I know!)

Id post a layout of the dungeon along with this, but I cant get to a scanner from here right now.

Does anyone thing they can help me out?


Hey guys

I'm building a fighter with Whirlwind attack- and I have one small question about the feat.

First off- would this feat cause 'friendly fire', meaning Id HAVE to attack allies within reach? Basically meaning everyone better step back when I use the feat- or can you choose not to attack them, and get everyone else.

Just trying to clear this up.


Explanation -
Hey guys, I'm trying to build a few custom races for a Home made Campaign setting, and what I'm about to present to you is my Psyons. A group of people with natural born Psychic powers.

I'm hoping that you guys can give me a few times to make the race over all better, and let me know if you think they maybe a tad over powered in any way.

Fair yeh be warned! A LOT of this first stuff is just 'fluff'. The real 'mechanics' are towards the bottom.

Psyon
Psyon can be born from any humanoid race, thought Humans and Elves tend to be the most common. Many Psyon live their entire lives without any knowledge of their potential power or in-born abilities. The select few who are discovered early enough and raised to develop their full potential grow into their Psychic ability with amazing success.

Physical Description: Psyon take on the physical appearance of their parent race, as a Psyon can come from any Humanoid race, so long as they are capable of Sentient thought. This tends to cause their appearance to vary widely between Psyon to Psyon, however, a few qualities do seem to appear in most. Most tend to have shaved heads, and a more frail look to them. In addition, all Psyon have a Gem placed into their forehead which can vary in shape, size, and color. This is due to the years spent within Psyon Temples of learning, and the right of passage in which a Psyon must shave their head and have the Gem placed into their head. Tattoo's and patterned scarring of the skin are not uncommon as well.

Something about the Psyon training process slows down their body clocks, making them age much closer to that of Elves, rather than their parents race. This means most Psyon's don't even reach adulthood till nearly a 100 years of age.

Society: Psyon are raised and trained from an early with either Temples, or small villages dedicated to raising, training, and developing the Psyon's Psychic abilities. This tends to cause many Psyon's to grow up with a false sense of what the outside world is like, as they are not allowed to leave their respect Temple or Village till after taking a right of passing, and receiving their Head Gem. The Governing system of a Psyon people is often a council of Elders, whom are replaced as the next generation comes to age. Council members are generally raced every 200 years or so.

Relations: Psyon seem strange and alien to most other races, their customs and traditions making little sense to anyone who was not been raised with them. Most races tend to view them as more of a 'cult' then a culture.

Alignment and Religion: Psyon tend to have more Lawful alignments, as they have grown use to codes and rules that they must obey as they grow up and are instructed with the fellow members of their Temples. Religions tend to lean more towards Gods who hold Intelligence and Mental Prowess high in regard. Nature Worshipers are also very common, as they tend to believe their Psychic born abilities are a way for Natural World of giving them a 'leg up' on the dangers of the world.

Adventurers: Every Psyon spends a portion of his or her life as an Adventurer or Traveler, because after receiving their Head Gem, they are pushed out into the world to discover its bounty and woes all for their own. Most will travel for a time, before returning to their home temple to help raise the next generation of Psyon. Some never return, either falling in battle, or finding a place for themselves within the rest of the world.

------------------------------------------------------------------------

Standard Racial Traits
______________________

Ability Score Racial Traits: Psyon are Intelligent and Willfull, but they are not physically adept. They gain +2 Intelligence, +2 Wisdom, and -2 Constitution.
Type: Psyon are Humanoids with both the Psyon and their parent race's subtypes. The Parent Race MUST be chosen during character creation.
Size: Psyon are Medium creatures and have no bonuses or penalties due to their size.
Base Speed: Psyon have a base speed of 30 feet.
Languages: Psyon begin play speaking Mind Speak and Common. Psyon with high Intelligence scores can choose from the following languages: Elven, Dwarven, Orcish, Halfing, Gnome, Sylvan, or Draconic.

Defense Racial Traits:
Spell Resistance: Psyon possess spell resistance (SR) equal to 6 plus their total number of class levels.

Magical Racial Traits:
Spell-Like Abilities (Su): Psyon can tap into the powers of their mind unlike others of their Parent Race.
Psyon with Intelligence scores of 11 or higher gain the following spell-like abilities: 1/day - Mage Hand, Detect Thought, and Share Memory.
The caster level for these effects is equal to the Psyon's level. The DC for these spells is equal to 10 + spell's level + the Psyon's Intelligence modifier.

Other Racial Traits:
Gifted Linguist: Psyon have spent many hours developing their mind, and because of such they have gained a gifted ability to understand languages. Psyon gain a +4 racial bonus on Linguistics checks, and they learn one additional languages every time they put a rank in the Linguistics skill.
Parents Blood: Psyon count as both Psyon and their Parent Race for any effect related to race.

------------------------------------------------------------------------

Alternate Racial Traits
_______________________

While Psyon are often trained to let go of their ancestral heritage in order to develop their true nature, its not uncommon for some of their Parent Race's blood to shine through.

-Little Guy: You may have let all ideas of your Parent Race go, you still retain their height. Psyon with this racial trait size changes to Small, rather than Medium.

-Dark Dwellers: Your parents were creatures of the dark, and because of this you can see as they did in the night. You gain Darkvision out to 60 feet. This replaces the Psyon's Gifted Linguist ability.

-Dwarven Heritage: There maybe some Dwarven blood in you yet. When you take this trait, you gain Darkvision out to 60 feet, your base speed drops down to 20 feet, and you gain the Dwarven (Slow and Steady) ability. This replaces the Psyon's Gifted Linguist ability.

-Elven Heritage: Your Elven blood still manages to stick out. You gain Low-light vision, and you gain proficiency with two of the Elven racial Weapon Familiarity (such as Longbows and Rapiers, Shortbows and Longswords, or any mixture of the two) and with any Weapon with 'Elven' in the title. This replaces the Psyon's Gifted Linguist ability.

-Gnomish Heritage: Its hard to keep a gnome down, even if they aren't raised as such. Your Size Category changes to Small, and your base speed drops to 20 feet. You gain Low-Light Vision, and the Gnome Magic ability. You still must meet the required Charisma score of 11 or higher to gain the Gnome spell-like abilties. This replaces the Psyon's Gifted Linguist ability.

-Halflings Heritage: Your Optimistic and Cheerful nature still shines through, even after years of training. Your Size Category changes to Small, and your base speed drops to 20 feet. You gain both the Fearless and the Halfling Luck, Halfling Racial Traits. This replaces the Psyon's Gifted Linguist ability.

-Orcish Heritage: Your Parent Race's Bestial like appearance still shows through to you now. You gain the Intimidating Half-Orc Racial. This replaces the Psyon's Gifted Linguist ability.

-Forgotten Heritage: You have lost almost every quality your Parent Race had to offer you, and because of such, you do not count as your Parent Race in terms of Subtype and things such as Spells, Feats, and a Rangers Favored Enemy. This replaces the Psyon's Parents Blood ability.

------------------------------------------------------------------------

Racial Feats
____________

All of following Feats are Intended for use by characters of the Psyon race.

Psychic Training (Psyon)
Your Psychic Abilities have developed further than the average Psyon.
Prerequisites: Able to use Psyon spell-like abilities, Psyon.
Benefit: You may use Mage Hand as a spell-like ability at will, and add Open/Close, Unseen Servant, and Comprehend Languages to the spell-like abilites that you may use once each per day.

Improved Psychic Training (Psyon)
Your Psychic Abilities have become more powerful as you have gained strength.
Prerequisites: Int 13, Able to use Psyon spell-like abilities, Psyon, Psychic Training.
Benefit: You may use Open/Close as a spell-like ability at will, and you may use your Detect Thought, Share Memory, and Unseen Servant spell-like abilities twice per day. Your Comprehend Languages spell-like ability instead becomes Tongues, which you may use twice per day.

Greater Psychic Training (Psyon)
Your Psychic Training is almost unmatched.
Prerequisites: Int 13, Able to use Psyon spell-like abilities, Psyon, Psychic Training, and Improved Psychic Training.
Benefit: You may use your dancing Detect Thought, Share Memory, Unseen Servant, and Tongues Ability at will.

Mind Shaper (Psyon)
Your Psychic Training has unlocked your ability to connect with other minds further.
Prerequisites: Int 15, Able to use Psyon spell-like abilities, Psyon, Psychic Training, Improved Psychic Training, Greater Psychic Training, and 10th level character.
Benefit: Select one of the following: Modify memory, Telepathic Bond, or Telekinesis. You may use this spell once per day as a spell-like ability. Your caster level is equal to your character level.
Special: You may take this feat up to three times, each time you must choice a different spell.

------------------------------------------------------------------------

Failed Psyon
Maybe you never finished your Psyon Training, or you were never discovered and taken to a temple or village to be help develop your abilities.
Prerequisites: 1st Level Character, Int 12, any non-Psyon.
Benefit: Select one of the Psyon spell-like ability. You may cast this as a spell-like ability 1/day. You may cast any of the three, however you can only do so once per day, rather than 1/day each.

_______________________________________________________________________

Construction of the Psyon Race Info:

The Psyon Race follows the construction rules placed forth by the Advanced Races Pathfinder book. The total number of Race points (with both the Core Racial Abilities or the Alter-net choices) comes to 10rp.

The Feats presented were made based off the Drow Racial Feats. The power level which they have been constructed, is meant to reflect that which Pathfinder has already allowed for play.


________________________________________________________________________

Alright guys- Let me know what you think.

Tell me if you have any idea's on what I could add to the race, or what you believe I should change.

Looking forward to your thoughts!


5 people marked this as a favorite.

Do I spy a Doctor Who quote in that title? :P


The Title kind of points towards what I'm trying to find out- but i'll explain some more.

Is a Wild Shape'd Druid effected by spells that would effect an animal? Such as Animal Growth, or Anthropomorphic animal? or other buff/debuffs for animals?


Hey Paizo Messageboards!

So- ... bad news- ... yesterday my group had a TPK (well... mostly.. the rogue ran off- ... but landed himself in jail... sooooo we have to start anew).

Anyways, I've started to build my new character, and I'm planning on playing a necromancer for the first time in a long time (never in pathfinder)

My first question based on this is-
Do Zombies and Skeletons retain Armor Proficiency? I can't seem to find if it says so or not in the Zombie/Skeleton rules.

Also- What feats should I Cleric Necromancer take?
Command Undead seems like a no brainer- but what else?


New day, new questions!

Okay guys- I want to know if the Fabricate spell can justifyingly build a small house.

Assuming I had the materials of course.


Okay- I'm a little bit confused about how effective 'Brass Knuckles' would be to take at this point.

I figured if I took Brass Knuckles, I could use my unarmed Strike (1d6, with the Brawl Rage ability, and the Improved Unarmed Strike feat) and still be able to have magic put onto the Brass Knuckles.

However- it states:
Note: Monks are proficient with brass knuckles and can use their Monk unarmed damage when fighting with them.

It says nothing about anyone else wielding them being able to use their unarmed damage with them (which I figured would make sense, seeing how its only meant to HELP with a punch, not make it weaker...)

Are Brass Knuckles just not worth my time?


Okay form folks!

Simple enough question for you all.

Does the 'Enrichment' effect of Plant Growth stack with itself with multiple castings?

My group has recently taken a desert keep for ourself- and the druid of the group wants to turn the area around the keep into an oasis of sorts, and would like to know.if multiple castings of Plant Growth would help.


1 person marked this as a favorite.

Heya Every Body!

I'm trying to put together some NPCs for a low level game I'm going to run tomorrow- and I'm looking for as many low level pre-built NPCs as I can find.

I'm mostly looking for a 1st or 2nd level Gunslinger, and summoner- but I'll take what ever you guys know is out there.


This is a two part question- ...

First off, do you think the idea of building a Clock Tower (With the Pathfinders setting of Tech level) would be out of the question?

Second- How much do you think it would cost to build something like that?


Okay- ... There's a member of our party that has managed to catch Lycanthropy- (And we didn't know they had it-... thus we were unable to remove it before the first full moon).

Said person is now running around the City as a Wererat..

What I want to know is- .. if I cast True Form on them- and they fail.. At the end of the spell, do they turn back into a Wererat? due to the full moon- or has the change been broken for the night?


Ok- .. so I wanted to know what would happen if say-

I'm currently using Magic Jar- .. and I'm in another body.

While in my 'new' body, I have Flesh to Stone cast on me.

You can take no actions when your 'Stone'
(atleast to my knowledge)

and it takes a Standard Action to jump back to your body- .... so are you just stuck for the duration of the spell?


Ok... So I have a Ring of Sustenance

I walk into an Anti-Magic Zone for a brief while- ... then I walk back out..

Do I have to wait another week for the Ring to work again?

Simple Question- ... aaaannnd GO!


I've been looking for any Pathfinder rules- on buying.. and running an Inn (or Tavern).

Like..

-How much would a Medium sized Inn cost? (Buying the building already built).

-How much would it cost the hire a 'staff' for the Week/Month/Year?

-Building up-keep

Things like that.

Do any of you know of any rules on such a thing, or what would be your best guess?


Ok forum! I need your help!

I'm looking for a way to add Diplomacy and Bluff to my list of 'class skills'.

I'm currently playing building a Wizard- and I know they aren't the best of 'Faces' for an adventure group- .. I get the feeling I may need to be :P

Anyways- .. I'd rather not use a feat (though I will listen if you know of a feat that will fill my 'needs'). Traits are what I'm trying to use- bbbuuuttt.. I know their limited :P

Anyways- let me know if you think you can help!


I'm hoping my 'title' will catch an eye or two- .. but now to my real question.

If you cast 'Speak with Animal', can you attempt to use Diplomacy to get them to give you a little info?

I have the feeling this has been answered before- but I'm unable to find it. ^^'


Very quick- and simple enough question.

Is an Unseen Servant ... smart enough/capable enough, to set up a Tent?

That is all!
Thank you! ^^


Ok- ... I'm currently playing a druid .. and I was looking through some Druid Spells (nothing I can take yet, but want to think about what direction I want to take my character).

I came across the
Anthropomorphic Animal Spell

Anthropomorphic Animal Spell:

You transform the touched animal into a bipedal hybrid of its original form with a humanoid form, similar to how a lycanthrope's hybrid form is a mix of a humanoid and animal form. The animal's size, type, and ability scores do not change. It loses its natural attacks except for bite (if it had one as an animal), all types of movement other than its land speed, and special attacks that rely on its natural attacks. One pair of its limbs is able to manipulate objects and weapons as well as human hands do; limbless animals like snakes temporarily grow a pair of arms. The creature's Intelligence increases to 3, and it gains the ability to speak one language you know. It is not considered proficient in any manufactured weapons. It can attack with unarmed strikes, dealing unarmed strike damage for a creature of its size (unless it has a bite attack, which is a natural attack).

Anthropomorphic animal can be made permanent with a permanency spell cast by a caster of 11th level or higher at a cost of 7,500 gp.

Now- .. with this.. I wanted to know.. would this spell allow you to Justify having your Animal Companion take the Martial Weapon Proficiency feat (Evening going so far to say a member of the party had tried to teach the Companion while the spell is cast)

I just like the idea of being able cast the spell, then hand my companion a Great Sword :P


I think- .. I'm COMPLETELY over looking something here.. (I hope I am- in all reality).. HOWEVER-

I need to understand WHY an Oracle would even use the Form of the Flame ability.

To my understanding, when the spell is cast, Any armor you are wearing meld into you (So if your wearing a Breast Plate and Shield, you'll be losing AC, even if you take in account for the Natural Armor and Dex bonus), You weapons meld into you... so you only get the burn ability and an unarmed attack, you can't even cast spells, if they have anything more than Verbal (seeing as Elementals don't have hands, per say).

So please-... tell me I'm incorrect, and that this ability has a good use? and also explain it to me.


I've read plenty of comments, and feed back on how the system works/how it should work, but has anyone played with their Custom Built Race yet?

I know I've yet to- ... 'game day' isn't till Sunday- and even then no ones trying out these new rules. (Maybe if one of the characters die, we could see some Custom Racy goodness, but I'm not about to put my characters head on the chopping block).

Basically, I want to know.. has anyone really PLAYtested this yet? and if so.. how did the game go?


I've read through the Gunslinger (mind you, I haven't studied the thing, to learn ALL of its pros and cons yet).. but I kind of like the look..

My group often 'cries' about Guns being in a game (though I like a little flintlock or two here and there)... But the guns are presented in such a way, that they don't seem ALL that different from any other Pathfinder book weapon.

(I do know this isn't the first place the rules on Guns have been placed, but I haven't seen them until now, so I wanted to put in my two cents on them :P)

The Grit, has caught my eye. A Ranger/Rogue's Ki Pool... is what it makes me think of (Or just a Gunslinger's Ki Pool.. if this class is to make it into the final).

The Low number of points you gain in your 'pool' does disappoint me a little.. but the feat to get more points in your 'pool' and the fact you can earn points back, should make up for that.

I for one, am not big on combat classes, but the Gunslinger has caught my eye.

... but that might just because I like Pirates, and I always think 'Pirate' when I think Fantasy Guns...

What do you all think of the class, thus far?