Toni Modar's page

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I plan on a future campaign that is a "modern earth" but has alternate earths merged together. So, there will be "fantasy-style" classes found in Pathfinder (core classes, hybrids, etc.) and I want to use modern classes from Anachronistic Adventures, Modern Adventures, and a slew of other books. I know most people would say just don't do it.

I'm gonna do it. (:lol:)

My questions is: Do these modern classes compare well enough with the fantasy classes or are they too underpowered?

I want to give my players ample choices to create their characters from any alternate earth. They will be thrown against monsters and the like from the Pathfinder books.

I know that Savage Worlds would be better for this kind of adventure; however, I don't like their magic system and I want the powerful magic found in Pathfinder.


After we submit, will we get an email stating that it was received? Thanks!

Thank you!

Does the item (or any other parts of the contest) have to be based on Golarion?

Thanks, everyone!

Hi. I'm working on a Druid Archetype called a Storm Fury. Would you lovely folks give me some feedback and advice?


The Storm Fury Druid focuses her attention on the raging chaos of storms including dust storms, fire storms, and earthquakes.


Storm fury druids may not be lawful.

Fast Movement (Ex)

A storm fury druid’s land speed is faster than the norm for her race by +10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the storm fury’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the storm fury’s land speed.

This ability replaces Wild Empathy.

Nature Bond (Ex)

A storm fury druid may not take an animal companion. She must choose the Air, Earth, Fire, Water, or Weather Domain, or the Arson, Ash, Cloud, Lightning, Monsoon, Oceans, Storm, or Wind subdomain.

Stormvoice (Ex)

At 3rd level, a storm fury druid’s voice can magically carry over howling winds and peals of thunder. Whenever a Perception check is needed to hear the druid’s voice, the DC is reduced by an amount equal to the druid’s level.

This ability replaces trackless step.

Rage (Ex)

A storm fury druid can call upon the ferocity of the storm that rages within, granting her additional combat prowess. Starting at 4th level, a storm fury druid can rage for a number of rounds equal to 4 + her Constitution modifier. At each level after 4th, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear’s endurance, do not increase the total number of rounds that a storm fury druid can rage per day. A storm fury druid can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in rage, a storm fury druid gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the storm fury druid 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a storm fury druid cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

A storm fury druid can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A storm fury druid cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a storm fury druid falls unconscious, her rage immediately ends, placing her in peril of death.

This ability replaces the wild shape ability the druid gains at 4th level.

Elemental Resistance (Ex)

At 4th level, a storm fury druid gains resist acid, cold, electricity, and fire 5.

This ability replaces resist nature’s lure.

Rage Powers (Ex)

As a storm fury druid gains levels, she learns to use her rage in new ways. At 6th, 8th, 10th, and 12th levels, the storm fury druid gains a rage power. A storm fury druid gains the benefits of rage powers only while raging, and some of these powers require the storm fury druid to take an action first. Unless otherwise noted, a storm fury druid cannot select an individual power more than once.

The storm fury druid may choose from the following rage powers: elemental rage, greater elemental rage, lesser elemental rage, energy resistance, greater energy resistance, energy absorption, energy absorption, flesh wound, ground breaker, greater ground breaker, hurling, greater hurling, lesser hurling, hurling charge, reckless abandon, knockback, knockdown, mighty swing, overbearing advance, overbearing onslaught, powerful blow, quick reflexes, raging flier, raging leaper, roused anger, swift foot, sprint, intimidating glare, terrifying howl, water sense, lesser elemental blood, elemental blood, greater elemental blood.

Any storm fury druid who meets the powers’ prerequisites can select and use rage powers. A storm fury druid’s barbarian level is equal to her druid level – 3.

This ability replaces the wild shape gained at 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th levels.


At 9th level, a storm fury druid can select another domain or subdomain from those available to her through her nature bond.

This ability replaces venom immunity.

Greater Rage (Ex)

At 13th level, when a storm fury druid enters rage, the morale bonus to her Strength and Constitution increases to +6 and the morale bonus on her Will saves increases to +3.

This ability replaces a thousand faces.

Storm Form (Su)

At 15th level, once per day when entering rage, you can take an elemental form as elemental body IV

This ability replaces timeless body.

Is there a sample Mythic Realm somewhere that I can take a look at to see how it's set up. I don't run a Golarian game but plan on using the mythic rules.


My question is: Why does a quadruped have to be a large creature? I've been kinda ignoring this for one of my races that is a goblin/worg similar to a centaur - Goblin torso, worg lower body.

Are these "rules" sort of general that I can kind of ignore size?

I know it's a weird, somewhat silly question.