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![]() I was inspired to make a few cards of characters from Terry Prachett's Discworld. Here they are with comments to follow. Rincewind
The Luggage
Detritus
With the new mechanic for allies that are linked, The Luggage and Rincewind mesh perfectly.
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![]() I thought I'd start this thread as a compliment to the PFS and SFS threads of the same name. I know we aren't going to get stories like they do there. Instead it is funny coincidences and weird dice checks. I'll go first. Last night we were playing 4-1D. The player before me had found the boss in the final location. I only needed a 7 Wis check to defeat it. My character, the Naga from PF Tales deck, has a d6. I did have a blessing, and so did the other 2 players. I explore and go to fight the boss. We all spend blessings so I now have 4d6 to roll vs. a 7.
Mind you we were cursed with quite a few 1s showing up all night long. ![]()
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![]() While the Starfinder CRB has several good themes. I have seen many people use the themeless theme, because none of the others fit thier character concept. Here are a few ideas I have come up with that i'd like to see. I know they are incomplete, these are concepts at this stage. DOCTOR: Either thru saving life or experimenting with new prosthetics, Medicine is your life. (+1 to Int. Skill bonus to Medicine, and adds to Class list.) NOBLE: You have grown up around the elite, and have inside information about them. (+1 Cha. Skill bonus/ class skill to Diplomacy) FORGOTTEN: You grew up destitute. You know your way around urban, and semi-urban areas, and how to find food and shelter there. (+1 Con. Skill bonus/ class skill to survival) ![]()
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![]() We had Raheli the Witch and Ramexes the Oracle playing. for this scenario using Defensive Stance, most the locations only had 4 cards. I think 1 of the first 4 locations had 5. On the second turn, the witch draws the deck 4 monster, Elemental Arachnid.
The very next turn, the Oracle drew a second one, and also had no armor. ![]()
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![]() Something close to this usually happens multiple times per game. I'm playing Drelm in MM PACG.
in 3-2E:
At the end of Runelords, I avoided the location that cancelled all 1s and 2s rolled. That would have been over half my dice usually. ![]()
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![]() Even as a youth the man now known as Hallifax could talk almost anyone into anything. Some even wondered if he was able to sweet-talk the gods.
Hallifax
Skills:
Cards:
Powers:
Guild Master
Con Artist
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![]() I came up with an idea for a power for a charisma based rogue. (Roles are Guildmaster and Con Artist.) I came up with a power to represent the ole bait and switch tactic. Right now I'm looking at having it as a base power, but one you have to spend a power feat to activate. (Brackets represent check box) [] You may banish ([] Bury) a boon to automatically acquire a boon of the same type. Is this too powerful for a base power? What if it was moved into a role power? ![]()
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![]() Darzec is a bald gnome wizard and an affinity for Fire, and likes to blow things up! This is based off a character played in the Kingmaker campaign (RPG) that I ran a few years back.
While Darzec is VERY powerful in what he can do, he has little he can do otherwise. Feedback welcome. Darzec
Skills:
Powers:
Cards: Favorite card type: Spell
[ ] Pyromancer
[ ] Artificer
(wow it actually kept it's formatting :)) ![]()
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![]() Just played them tonight at our weekly pacg game.
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![]() We had an interesting conundrum come up in tonight's play. We had closed all the locations and were looking for the boss when our bard encountered a monster.
So with all locations closed were does the monster go? We ruled that it would just shuffle back into it's own location. ![]()
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![]() So far all of the Core Rulebook iconics have made it into the card game (some more than once) and several from the later books. ut only half the iconics from The APG are represented so far. Here is the first of the 3 missing; Alain, the Iconic Cavalier. I based this off his backstory in 'Meet the Iconics'
Alain
Skills:
Powers:
Cards: Favorite card type: Weapon
[ ] Marshal
[ ] Sellsword
Riding Horse Deck B Ally
Display this card to increase your hand size by 1. At the beginning of your turn, you may pick up this card. If you do discard it. Discard this card from your hand to move to another location. Heavy Warhorse Deck 4 Ally
Reveal this card to add 1d8 to your combat check. Discard this card to explore your location. Lance Deck B Weapon
For your combat check, reveal this card to roll your Str or Melee skill plus 1d10. You may additionally discard this card to add another 1d8. If you are not proficient with weapons, the difficulty of this check is increased by 4. NOTES:
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![]() We have the shuffling thread, but no generic humorous stories thread so I thought I'd start one. My first story. Last night while doing guild play we had a table of Flenta, Amaryllis, Lem and Wu Shen. We were halfway thru the first scenario when we realized that Wu Shen was the token Tallie among a party of Halflings. ![]()
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![]() Would a Kineticist's blast and racial traitss that increase the caster level of element effects work together? An example would be the Dwarven Stonesinger Alternate racial trait: Quote: Stonesinger: Some dwarves' affinity for the earth grants them greater powers. Dwarves with this racial trait are treated as one level higher when casting spells with the earth descriptor or using granted powers of the Earth domain, the bloodline powers of the earth elemental bloodline, and revelations of the oracle's stone mystery. This ability does not give them early access to level-based powers; it only affects the powers they could use without this ability. This racial trait replaces stonecunning. This would also include things like the Ifrits Fire Affinity trait. ![]()
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![]() As the thread title says, "What Iconics would show up in your Kingmaker ACG Box?" You have 7 characters in the starter box, and 4 in the add-on deck They must be thematically appropriate, and provide a wide range of play styles. The list of classes with Iconics (I can't remember all the names so I will only list he clases): Core Classes:
Base Classes:
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![]() Henric grew up in Ustalav where undead are a very real threat. After the local Pharasman priest sacrificed himself to save Henric's family, Henric vowed to combat the undead where ever he found them. (I hope teh formatting sticks) Henric
Skills:
Powers:
Cards: Favorite card type: Weapon
[ ] Vampire Hunter
[ ] Preacher
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![]() I was lucky and got the Xenophile boon at gencon.
Spoiler:
Xenophile: As the Pathfinder Society becomes increasingly diverse, you have studied the unique talents possessed by these rare creatures. You may include with this boon any number of Chronicle sheets that enable you to play a character of a different race. Each such chronicle sheet grants you skill specialization in a particular skill associated with that race. (explains Specialization) My question: If I have a multi-race boon, do I only count one of the races on it, or can I count all the races listed? ![]()
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![]() Okay, I know it is somewhere in the rules but cannot seem to find it. (I only have a d4 perception.) Starting with the 3rd AP you remove any basic cards from the game as they come up. Where is this cited? My home group of RotRL just hit the 3rd AP and I want to do this right, but cannot find it in either rulebook. ![]()
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![]() I don't have access to my books and have a few questions about Brevoy and Choral (sp?) The Conqueror. IIRC Choral used Red dragons to conquer Brevity from N of Lake of Mists.
Is it mentioned what the final fate of Choralis? Did he die in his bed or how?
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![]() I was playing a game recently and Valeros got 3 weapons in his hand.
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![]() Thought I'd see what people think about an idea for a new weapon card. Aldori Dueling Sword
Check to Acquire: strength, dexterity, melee 9 For your combat check, reveal this card to roll you strength or melee die +1d8. You may additionally discard this card to add another 1d6.
Paizo, if you want to use thsi as a basis for the real card. I give all rights for the concept to you. (Other legalize inserted here.) Anyone else have any weapons they would like to use? ![]()
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![]() I've always loved the flavor of the Aldori Swordlords and the Aldori Duelist. After reading Inner Sea Combat, I really wanted to make one again, but found using the fighter and corresponding archetype to bland. Then I saw the Kensai archetype for the Magus and realized you could use that as a basis for an ALdori Sworldlord prestige class. This is my first time building a Magus, So I may make a few missteps. I wanted to see the general impression people have of the core build. I'll post at 1st, 5th, 8th, and 12th, using a 20 point buy and PFS building rules. One note, Inner Sea Combat is not in Herolab yet, so I will have to add that content in manually, so may make a few mistakes. So here is the build at level 1. Spoiler: Unnamed Hero
Human (Taldan) Magus (Kensai) 1 N Medium humanoid (human) Init +3; Senses Perception +0 -------------------- Defense -------------------- AC 14, touch 14, flat-footed 10 (+4 Dex) hp 10 (1d8+2) Fort +4, Ref +3, Will +2 Defensive Abilities canny defense -------------------- Offense -------------------- Speed 30 ft. Melee aldori dueling sword +4 (1d8+1/19-20) Magus (Kensai) Spells Prepared (CL 1st; concentration +3): 1st—shield 0 (at will)—detect magic, light -------------------- Statistics -------------------- Str 12, Dex 17, Con 14, Int 14, Wis 11, Cha 10 Base Atk +0; CMB +1; CMD 14 Feats Dazzling Display, Weapon Finesse, Weapon Focus (sword, aldori dueling) Traits fast-talker, vigilant battler Skills Acrobatics +4, Bluff +5, Intimidate +4, Knowledge (nobility) +3, Sense Motive +2 (+4 on opposed rolls to counter a feint in combat), Spellcraft +6 Languages Common, Draconic, Skald SQ arcane pool, chosen weapon, spell combat Other Gear aldori dueling sword, 130 gp -------------------- Special Abilities -------------------- Arcane Pool (+1) (3/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers. Canny Defense +1 (Ex) +INT bonus to AC (max Kensai level). Chosen Weapon (Sword, Aldori dueling) Kensai abilities only function when wielding a weapon of this type. Dazzling Display (Sword, Aldori dueling) Intimidate check to demoralize can affect those within 30' who see you. Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other. Vigilant Battler +2 to Sense motive when making opposed rolls to counter a feint in combat. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
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![]() I have a question about how teleport would function if the area the wizard is trying to teleport to has changed since the last time he was there. Say the wizard used the back room of the inn the party frequents as a familiar location. Then the wife decides to change the furniture around while the party is out adventuring. What happens to the chances of success for the teleport? I noticed that now you have to scry on a person not an area. ![]()
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![]() I've been reading my test copy, (since I'm running it), and found a typo(?) that is causing me confusion: Spoiler:
In Thrul's Lodge, in room A4, subtier 10-11 is listed twice. once with tier 7-8 and once by itself.
I'm guessing the later is correct, and that raises another question, where does the second demon start? It's a great scenario BTW. I love it already. ![]()
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![]() Or more specifically, an Efreet. While running Thornkeep: Sanctum of a Lost Age;
Spoiler:
The party enters the Hall of Graven Images, and the Quasit starts releasing the monsters from the paintings.
After releasing several other monsters, the Quasit releases the Efreet. The bard recognizes it and quickly yells for the party NOT to attack it. While it is hit with incidental damage from AoEs and splash (which is healed by the cleric channeling and not excluding it), the Bard successfully Diplomacizes it and stops the fight against it. They promise to release it as soon as they solve the puzzle of the Sanctum. During the next fight, against one of the BBEGs it goes badly for them, the Efreet is watching and asks if they would like his help for a later favor. The players seeing the hook the worm is on, still agree as long as it did not go against their moral code. So now what I need is ideas for what the Efreet might need help with. ![]()
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![]() For the fun of it, I build a Hulk clone using Pathfinder. I'd thought I'd post it here for people to look at. He isn't optimized,and probably isn't very efficient or easy to play. But I only built him in an hour or so. Bhannor Bryce was commissioned by House Thrune to create a champion to challenge Captain Andoran.
(As Bhannor Bryce) Spoiler:
Bhannor Bryce Human (Chelaxian) Alchemist (Ragechemist) 2 Barbarian (Invulnerable Rager) 10 CN Medium Humanoid (human) Init +4; Senses Perception +13 -------------------- Defense -------------------- AC 22, touch 17, flat-footed 17 (+5 armor, +4 Dex, +2 deflection, +1 dodge) hp 155 (10d12+2d8+72) Fort +15, Ref +10, Will +3; +2 bonus vs. poison, +2 trait bonus vs. illusion, +1 trait bonus vs. divine spells DR 10/lethal, 5/—; Resist cold 2, extreme endurance (cold), poison resistance +2 -------------------- Offense -------------------- Speed 40 ft. Melee +1 Adamantine Brass knuckles +15/+10/+5 (1d3+4/x2) and . . Unarmed strike +16/+11/+6 (1d3+5/x2) Ranged Bomb +16/+11/+6 (1d6+2 Fire/x2) Special Attacks bomb 1d6+2 (6/day) (dc 13), rage (27 rounds/day), rage powers (brawler, brawler, greater, intimidating glare, roused anger, unexpected strike [1/rage]) Alchemist (Ragechemist) Spells Prepared (CL 2): 1 (3/day) Stone Fist, Enlarge Person (DC 13), Jump -------------------- Statistics -------------------- Str 16, Dex 18, Con 20, Int 15, Wis 10, Cha 10 Base Atk +11; CMB +14 (+16 Bull Rushing, +16 Grappling); CMD 31 (33 vs. Bull Rush, 33 vs. Grapple) Feats Cornugon Smash, Dodge, Eclectic, Extra Bombs, Improved Bull Rush, Improved Grapple, Improved Unarmed Strike, Power Attack -3/+6, Throw Anything Traits History of Heresy, Skeptic Skills Acrobatics +17 (+21 jump), Climb +16, Craft (alchemy) +13 (+15 to create alchemical items), Heal +8, Intimidate +15, Knowledge (arcana) +7, Knowledge (nature) +10, Perception +13, Spellcraft +10, Survival +9, Swim +11, Use Magic Device +9; Racial Modifiers alchemy +2 Languages Common, Infernal, Vudrani SQ discoveries (spontaneous healing [5 hp/day]), fast movement +10, mutagen (dc 13), poisoning (standard action), rage mutagen Combat Gear Mutagen: +6 STR, -2 INT, +2 Nat AC, Ring of the savage beast (1/day); Other Gear +1 Adamantine Brass knuckles, Amulet of mighty fists +2, Belt of physical might (Dex & Con +4), Bracers of armor +5, Ring of protection +2, 5999 GP -------------------- Special Abilities -------------------- Alchemy +2 (Su) +2 to Craft (Alchemy) to create alchemical items, can Id potions by touch. Bomb 1d6+2 (6/day) (DC 13) (Su) Thrown Splash Weapon deals 1d6+2 fire damage. Brawler While raging, the barbarian is treated as if she has Improved Unarmed Strike. If she already has the feat, her unarmed strikes deal 1d6 points of damage (1d4 if she is Small). Brawler, Greater While raging, the barbarian is treated as if she has Two-Weapon Fighting when making unarmed strike attacks. A barbarian must have the brawler rage power to select this rage power. Cornugon Smash When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent. Damage Reduction (10/lethal) You have Damage Reduction against non-lethal damage Damage Reduction (5/-) You have Damage Reduction against all attacks. Damage Resistance, Cold (2) You have the specified Damage Resistance against Cold attacks. Extreme Endurance (Cold) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded. History of Heresy +1 save vs, divine spells Improved Bull Rush You don't provoke attacks of opportunity when bull rushing. Improved Grapple You don't provoke attacks of opportunity when grappling a foe. Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal. Intimidating Glare (Ex) While raging, use Intimidate to shake your opponents. Mutagen (DC 13) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 20 min. Poison Resistance +2 (Ex) +2 to save vs. Poison. Poisoning (Standard Action) (Ex) Normal: Apply poison to a weapon as a standard action. Power Attack -3/+6 You can subtract from your attack roll to add to your damage. Rage (27 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged. Rage Mutagen STR mutagen bonuses increase, but penalty to Will & Int when hurt (Will neg). Ring of the savage beast (1/day) Three types of rings of the beast exist; all three appear as yellowed bone carved in the shapes of wild beasts devouring their own tails. The type of beast depicted on each ring depends on the ring’s nature, but could be a wolf (ring of the relentless beast), a rhinoceros (ring of the savage beast), or a tiger (ring of the swift beast). Once per day, a ring of the beast can be activated as a standard action to unleash the primal spirit hidden inside even the most peaceful creatures. When the ring is activated, the wearer gains a bonus to a single physical attribute and a penalty to a single mental attribute for 10 minutes, as determined by the type of ring. A ring of the savage beast grants a +4 enhancement bonus to Strength and a –2 penalty to Intelligence. As long as the effects of this ring are active, the wearer also gains a +2 enhancement bonus to his natural armor bonus. Construction
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
As the Brute Spoiler: Bhannor Bryce Human (Chelaxian) Alchemist (Ragechemist) 2 Barbarian (Invulnerable Rager) 10 CN Medium Humanoid (human) Init +4; Senses Perception +13 -------------------- Defense -------------------- AC 22, touch 15, flat-footed 17 (+5 armor, +4 Dex, +2 natural, +2 deflection, +1 dodge) hp 179 (10d12+2d8+96) Fort +17, Ref +10, Will +5; +2 bonus vs. poison, +2 trait bonus vs. illusion, +1 trait bonus vs. divine spells DR 10/lethal, 5/—; Resist cold 2, extreme endurance (cold), poison resistance +2 -------------------- Offense -------------------- Speed 40 ft. Melee +1 Adamantine Brass knuckles +17/+12/+7 (1d3+15/x2) and . . Unarmed strike +16/+11/+6 (1d6+16/x2) and . . Unarmed strike +16 (1d6+9/x2) Ranged Bomb +16/+11/+6 (1d6+1 Fire/x2) Special Attacks bomb 1d6+1 (5/day) (dc 12), rage (27 rounds/day), rage powers (brawler, brawler, greater, intimidating glare, roused anger, unexpected strike [1/rage]) Alchemist (Ragechemist) Spells Prepared (CL 2): 1 (3/day) Stone Fist, Enlarge Person (DC 12), Jump -------------------- Statistics -------------------- Str 26, Dex 18, Con 24, Int 13, Wis 10, Cha 10 Base Atk +11; CMB +19 (+21 Bull Rushing, +21 Grappling); CMD 34 (36 vs. Bull Rush, 36 vs. Grapple) Feats Cornugon Smash, Dodge, Eclectic, Extra Bombs, Improved Bull Rush, Improved Grapple, Improved Unarmed Strike, Power Attack -3/+6, Throw Anything Traits History of Heresy, Skeptic Skills Acrobatics +17 (+21 jump), Climb +21, Craft (alchemy) +12 (+14 to create alchemical items), Heal +8, Intimidate +15, Knowledge (arcana) +6, Knowledge (nature) +9, Perception +13, Spellcraft +9, Survival +9, Swim +16, Use Magic Device +9; Racial Modifiers alchemy +2 Languages Common, Infernal, Vudrani SQ discoveries (spontaneous healing [5 hp/day]), fast movement +10, mutagen (dc 12), poisoning (standard action), rage mutagen Combat Gear Mutagen: +6 STR, -2 INT, +2 Nat AC, Ring of the savage beast (1/day); Other Gear +1 Adamantine Brass knuckles, Amulet of mighty fists +2, Belt of physical might (Dex & Con +4), Bracers of armor +5, Ring of protection +2, 5999 GP -------------------- Special Abilities -------------------- Alchemy +2 (Su) +2 to Craft (Alchemy) to create alchemical items, can Id potions by touch. Bomb 1d6+1 (5/day) (DC 12) (Su) Thrown Splash Weapon deals 1d6+1 fire damage. Brawler While raging, the barbarian is treated as if she has Improved Unarmed Strike. If she already has the feat, her unarmed strikes deal 1d6 points of damage (1d4 if she is Small). Brawler, Greater While raging, the barbarian is treated as if she has Two-Weapon Fighting when making unarmed strike attacks. A barbarian must have the brawler rage power to select this rage power. Cornugon Smash When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent. Damage Reduction (10/lethal) You have Damage Reduction against non-lethal damage Damage Reduction (5/-) You have Damage Reduction against all attacks. Damage Resistance, Cold (2) You have the specified Damage Resistance against Cold attacks. Extreme Endurance (Cold) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded. History of Heresy +1 save vs, divine spells Improved Bull Rush You don't provoke attacks of opportunity when bull rushing. Improved Grapple You don't provoke attacks of opportunity when grappling a foe. Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal. Intimidating Glare (Ex) While raging, use Intimidate to shake your opponents. Mutagen (DC 12) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 20 min. Poison Resistance +2 (Ex) +2 to save vs. Poison. Poisoning (Standard Action) (Ex) Normal: Apply poison to a weapon as a standard action. Power Attack -3/+6 You can subtract from your attack roll to add to your damage. Rage (27 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged. Rage Mutagen STR mutagen bonuses increase, but penalty to Will & Int when hurt (Will neg). Ring of the savage beast (1/day) Three types of rings of the beast exist; all three appear as yellowed bone carved in the shapes of wild beasts devouring their own tails. The type of beast depicted on each ring depends on the ring’s nature, but could be a wolf (ring of the relentless beast), a rhinoceros (ring of the savage beast), or a tiger (ring of the swift beast). Once per day, a ring of the beast can be activated as a standard action to unleash the primal spirit hidden inside even the most peaceful creatures. When the ring is activated, the wearer gains a bonus to a single physical attribute and a penalty to a single mental attribute for 10 minutes, as determined by the type of ring. A ring of the savage beast grants a +4 enhancement bonus to Strength and a –2 penalty to Intelligence. As long as the effects of this ring are active, the wearer also gains a +2 enhancement bonus to his natural armor bonus. Construction
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
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![]() Is there a feat in Pathfinder that allows medium creature to use a Large weapon without penalty? IIRC in 3.5 there was a feat called Monkey Grip that did something similar. I'm creating a custom race that are about 8 foot tall degenerate giants. They are medium but still use their ancestor's weapons. ![]()
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![]() I was prepping this module and found an error I can't believe madeit thru editing. The tier 10-11 Lyone Ekonian (p.12) shows level 5 spells prepared but only has a 14 intelligence! He also seems to be missing a feat (Atleast according to Herolab). Now, I know that the player's won't see this and I can play around this. But how did they not spot this when editing the scenario? ![]()
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![]() I am running a Kingmaker Campaign, and one of my players wanted to have his Cohort take leadership.
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![]() I'm planning to run the Ruby Phoenix Module for a PFS group. Setting aside my complaint that this should have been a 2-slot PFS Scenario, instead of a stand alone mod... While imputing the various characters into Herolab (mainly for spell access without having to look thru multiple books) I've found several errors in the various NPC stat blocks. (I'm not thru yet so there will be more.) Chung Po: The only way I could get his HPs to be the same as the module was to use 6 of his Favored class bonuses as hps. Non are used as Skill points or for extra Ki, Yet were are the other six spent? All on HPs should give him 6 more.
Ruby Phoenix Monks: I cannot get their stats to match up. Using the Heoic statblock, I come out 1 point short in either Str or Wisdom. And again, they underspent their Favored Class bonus by four. (they should either have 4 more HPS, Four more Skill points, or 1 more Ki point)
Oremetsu Yasi: Again, his Favored Class bonus is underspent by 4. Otherwise everything matches. As I find others, I'll post them ![]()
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![]() From reading these forums I've come to the conclusion that most GMs are Richards. Using a bit of Hyperbole, this is the game Many GMs on this board I think would want to run. (Of course what the players want is inconsequential) *Any race is allowed, as long as it provides the character with absolutely no benefits.
From reading threads on these boards. Combining many of the gripes, b+%*%es, and whining. This is (with a lot of Hyperbole), the game many want. If this hits a little to close to home, don't flame me, examine your play style, and MAYBE Pathfinder is not the game for you if this is truly the game you want to play. ![]()
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![]() I always liked Sword and Sorcery's Relics and Rituals book. One of the spells they listed I thought was a good idea but not complete. So I reworked it to be a lot like keen Edge, Lead Blades, and Gravity Bow. Here is my version. I'll leave my thoughts afterward. If you leave feedback, make it helpful, not trollish. (Original Spell: Assassin's senses)
Upon casting this spell, the weapon touched is empowered by the casters deity and seems to glow and grow heavier toward the outer end, yet is no harder to wield than normal.
____________________________________________________________ Okay. to be honest, I'm thinking or dropping ranger from the casters. While it fits great with the whole Smite/Judgement aspect of the other two; it doesn't fit the theme of a ranger as well.
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![]() I was flipping thru my copy which I got to day and have 2 questions that popped out at me. First: Under Torag Traits; 'Eye of the Father' - It gives a +1 to any one craft skill and Perform(?) as a class skill? That second part seems to come out of left field. Second:
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![]() The Iconic Bard, the halfling Lem, Could never make it on Golarion Idol. First, in the APG, It shows people throwing up when he tries to sing. Now, on the cover of "Halflings of Golarion", he tries to play the flute and does so badly, that the Harpies have to hold their ears.
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