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I've wanted to play a Satyr for a long time now, but since they are CR 4 it seemed like a terrible choice. Then I read the passage on their weaker, more benevolent cousins, the Fauns. CR 1? Meant that a race was easier to build from, but I need to see if it needs to be tweaked (Mainly because Racial Points are a very lopsided system and it's sometimes hard to tell if what you're making is feasible).

Faun Race (15rp)

Type: Fey (2rp)
Low-light Vision (0rp)

Size: Medium (0rp)

Speed: Normal (30ft) 0rp

Abilities: Flexible (+2 Dex, +2Cha) 2rp

Languages: Standard 0rp
*Common and Sylvan. May Learn Elven, Aklo, Draconic, Gnome, Giant, Goblin, Celestial with sufficient Intelligence.

Defensive Traits

Lucky, Lesser (2rp)
+1 to all Saving throws.

Fey Damage Reduction (3rp)
DR 5/Cold Iron

Skill Traits

Sociable (1rp)
Use Diplomacy again after a -5 failure to try to change the person's outlook about you again within 24 hours of the failure.

Skill Training (1rp)
Perform and Perception always class skills

Magic Traits

Spell-Like Ability, Lesser (2rp)
Hideous Laughter and Sleep.

Spell-like Ability, At-Will (2rp)
Ghost Sound.

I know the DR is too high (Fauns are supposed to have DR 2/Cold Iron, not DR 5/Cold Iron) but I wasn't sure if I should've reduced it to one racial point or two for the downgrade. I threw in Lucky, Lesser because their saves on the stat page is pretty high. I left out Panpipes because it seems pointless when you'll be getting class levels.
Should I remove anything? Add Anything? Is it too strong?

Hey guys! I am running a Katapesh-based campaign next week with a heavy focus on slavery themes (one PC is an Eagle Knight in training, etc).

I planned on making an arena fight viewable to the PCs early on to make the place seem exotic and exciting and want to make a Mwangi Daring Champion the star of the arena.

Anyways, looking through the weapons for a more interesting exotic weapon, I thought the concept of the Shotel was very fun, reaching around shields with a curved blade, but the weapon seems a little lackluster. I was possibly thinking of homebrewing a double-state style where it can deal slashing damage or piercing, but only piercing against shielded opponents. Or perhaps the ability to ignore shield AC altogether...or a trip feature.

Should I? Would it be better to just leave it? I really think it would be fun.

I've been wondering about Brawler's Cunning and its applications to roleplay. I am aware that functionally it has no connection to skills, powers or interests of the brawler, but I am curious nonetheless.

If I played a brawler with 7, 8, or 10 intelligence, would you as a GM allow me to play him as a more-than-intelligent person because of his unorthodox cunning? Would you limit it merely to that he can read others' fighting styles as an intelligent person, or would it merely mean he has a different way of seeing things?

I posted this to reddit's Pathfinder_RPG subreddit, but it hasn't garned much attention, so let me know what you guys think!

"Hey guys! so after reading through the Treesinger Archetype, I was enchanted at the interesting idea, my mind swirling with the possibility of playing as a treant from early levels.
This was only to find out that it's not that good. Only one viable companion, really, and the wildshape is one of the worst in all the archetypes. But it got me thinking on a way to make it a more viable option, and I have a few home-rule ideas that I'd like some help deciding.

  • The Treant companion should have AC bonus at least equal to Ankylosaurus, it's made of wood for Christ's sake. Starts at AC +9 Natural Armor Bonus and gets an additional +2 at 4th level. It would be otherwise identical to its RAW version.
  • The Druid's wild shape should start off with the constrict and poison abilities, and mostly advances with sizes. 6th level they can go Tiny or Large, 8th they can go Huge or Dimunutive, 10th level still functions as Plant Shape III but then they can become a Gargantuan plant, and at 14th they gain all special abilities of any plant they take the shape of. This should make them worthwhile considering they cannot even take elemental forms with their wild shape.
  • In case the above wild shape is considered too powerful, we could leave it as it is, but merely allow them to adopt the elemental forms as according to the original wild shape, as the normal plant forms are interesting, but the only powerful ones are better.

What do you guys think? Personally, I think giving them bigger forms than a common druid on the Plant spectrum is a fair trade for no animals and elementals but maybe I'm being misguided. Would this make them too strong? Should the Treant not be so tough? Should they even change and I overlooked some great ability/options they have?"

Based off Damascus Steel.

Long ago, the powerful, Lawful Azlanti Empire ruled over the world. Constantly battling demons, elves and sleuths of arcane enemies, the mighty empire found itself with a new weapon, a way to make cold iron stronger. Using a secret process they created Azlanti Steel, allowing an Azlanti swordsman to never have to switch blades in battle again!

Azlanti Steel is wave-covered cold iron that has been heated in such a way it created microtubes within that strengthened on the whole. Any weapon made with this material is automatically masterwork, and bypasses DR as both Cold Iron and Adamantine.

Azlanti Steel forging cannot be learned by any but the most powerful of crafters, and even they must search for years to uncover the process. Due to this, under normal circumstances, an Azlanti steel weapon cannot be commissioned, bought or crafted, it must be found. Despite this, any unenchanted Azlanti Steel weapon may be enchanted as a common masterwork weapon of its kind.

What do you guys guys think? Broken? Pointless? Any Suggestions on changes?

I plan on making a Slashing Grace, TWF Daring Champion character, wielding the Scimitar with either a kukri or second scimitar in off-hand.

My question is if I can apply Dex damage to my scimitars, do I need dual slice to apply it for the off-hand? Would it be unbalanced to not require it?

So nowhere in the lettering does it say that the Daring Champion needs a free hand for champion's finesse. So can they dual wield and maintain champion's finesse?

Also, does slashing grace require a free hand? Could I dual wield scimitar with this build?

So I was just reading Guide to River Kingdoms and read all about Sevenarches. It seems awesome and already spoke to GM about the idea of taking our party to the River Kingsoms in general, starting in Sevenarches as we're travelling up from Inner Sea.

The problem is my Magus is a half-elf. Now the GM will allow theAdvanced Race Guide half-elf specific spell that can disguise me as a full human if need be but I read enough ahead to know why Elves are not allowed in Sevenarches.

So my magus would count as an elf and be susceptible to the issue in Sevenarches (not saying what it is so as to not spoil it for others who have not read/played it) but would he be barred from entering too. The Oakstewards know why it would be bad for him to enter but would the border patrols and so forth???

Hey y'all! So I was going to run a new one-shot that may possibly expand into an small episodic game for some buddies at work and was planning on focusing on thieves in Daggermark, just using their guild wars as the main plot of the story.

I wanted to make a guild all my own that I was going to entitle the Merry Men of Mialee. Though it sounds like the perfect guild for a Mysterious Avenger or a Hooded Champion, I wanted it to be a bit more unique and be led by a former Assassin.

I know that if a Paladin falls from the path of good and becomes an ex-Paladin he keeps all martial abilities and loses his divine gifts, right? So what about a reformed assassin?

I assume the thing that would make the most sense is he could technically keep all the skills except True Death and Angel of Death, right? Or should it be that he loses all instances of Death Attack and its connected abilities?

Feel free to post your own variants for other core and even other races. And if it seems like something does not quite fit, let me know!

Feytouched (11rp), Pathfinder Variant Race

Abilities: +2DEX, +2CHA, -2CON (0rp) Taken directly from the 3.5 race of the same name, the Feytouched human is inherently charismatic and dextrous due to the influence of the illusory spritely fey, but suffers from their frailty to a degree as well.

Size: Medium (0rp) As they still appear human in almost every respect, and are usually born human, the Feytouched remain medium size.

Speed: Fast, 40ft (1rp) Spritely and much lighter on their feet than common humans, the Feytouched are inherently faster than common races.

Type: Fey (2rp) Though usually born humans, Feytouched are considered, by all technical purposes, to be more related to fey than humans, and as such only inherit the Fey type.

Low-light Vision (1rp) All fey-type races are gifted with low-light vision.

Flexible Bonus Feat (4rp) Though now in fact Fey, the Feytouched still have the versatility in skills and choices as their human forebearers. This, teamed with the fey's inherent unique and chaotic natures, causes the Feytouched to be just as likely to pick up extra feats, and may take any feat they meet the prerequisites for as a bonus feat.

Multitalented: +1 to HP/lvl and Skills/lvl(2rp) Though they inherit the flexibility of their human forebearers, fey are quick to latch onto that which they enjoy and cast all other pursuits aside. Due to this, fey only decide on two possible favoured classes and gain the bonuses when levelling up these classes.

Languages: Linguist, Common and Sylvan (1rp) The Feytouched are either born with an inherent understanding of Sylvan, taught it at a young age by fellow Feytouched or learn it prior to receiving their racial boon from the Fey.

Favored Classes: Bard, Sorcerer, Oracle, Ranger or Rogue. Feytouched Clerics are not uncommon but typically follow nature-bound deities.

I have yet to think of Favoured Class bonuses, alternate languages or alternate racial traits (mainly used ARG to create this template) but if you want to contribute, critique or correct, let me know!

If I gain the Eldritch heritage feat, could I ever gain a Bloodrager bloodline? If not, is it particularly unbalanced?

I know that the Society and basic rules would not allow it but I wanted to make a fey-blooded Ranger character from Sevenarches and did not want to dip into sorcerer or bloodrager. I know that there bloodline powers are meant to only be used during a bloodrage but is there any way to make a house rule that could give me access without breaking balance?

Hey guys! I'm just bored, watched Battle of Five Armies a second time, and wanted to have some fun with anyone willing. Needless to say, I was wondering if anyone else had contemplated what classes the members of the dwarf company from "The Hobbit" films would be?

I don't mean "Thorin: Fighter, Kili: Ranger" etc. etc...I mean which archetypes fits their style from the movie best? How would they be built, how would you supplement their weapons? So forth?

I'm thinking...

Thorin: Tactician Fighter.

Dwalin: Standard Fighter. (He uses like three different fighting styles)

Kili: Skirmisher Ranger.

Fili: On the fence between Two-Weapon Warrior or Spell-less Two-Weapon Ranger. I mean, he's sneaky and scout-like, but is really fierce and uses his two giant seaxes more than any of his other weapons...

Balin: Two-Handed Fighter, maybe with a level or two in Aristocrat.

Bofur/Bifur/Bombur: All miners, ergo mainly Expert class with a level or two in fighter, maybe.

Gloin: Foehammer or Two-Handed Fighter.

Nori: Scout Rogue, perhaps?

Dori/Ori: Aristocrats or Experts probably, not really combatants.

Oin: Finally, we have the tough one, Oin is the healer of the group and wields a staff in battle, and though he defenitely has more in common with a fighter, He needs to be trained in Heal skill, right?

Correct me if any seem wrong, or add your own and show me how bad I am at picking.

Myself, a friend, my cousin and possibly my girlfriend might all be thinking of putting our talents together to create a little, free download pdf sourcebook for the Pathfinder RPG, entitled "Dwarves Expanded".

I know this may seem strange coming from me, I've only been playing Pathfinder for a few months and am asking rule questions on the blog all the time, but I have played D&D since I was a wee 12-year-old lad and warhammer even before that. My first-ever tabletop RPG character was a Dwarf Fighter in 3.5, and since I was young, I loved the Dwarf Race in fantasy.

As I got older, taller and grew into my features, losing my round face, I started to look and feel more akin to an elf, or half-elf. Lithe, lanky and tall, I lost my connection with the dwarves of my old perspective. However, after the recent Hobbit films, and heavily due to Fili and Thorin (in that order) I've fallen back in love with dwarves again, as those two have shown me how versatile the race could be.

That being said, is it just me, or do dwarves, who are typically hailed as the greatest craftsman in fantasy, not have enough content? Not just in terms of the fact they lack a fair amount of armors, having only Dwarven Plate as far as I've seen, but also given only so many options for how to build one, typically almost entirely leaning to heavily armoured fighters?

Either way, I wanted to write some things for dwarves, possibly add a new race of their humanoid subtype, like a duergar variant or new type of dwarf, add in some new weapons, shields, armours...maybe an archetype or two if I can figure out good balancing and have time to write some up. These would all attempt to stay reasonably within Golarion's flavour, I would not want to create something so out of the setting that no GM would want it, or that would ruin the race. I just want something to, well, expand on the dwarves with.

Anyways, anyone have any tips, tricks, or advice for us? Maybe someone will tell me it's a dumb idea and we should not waste the time? I plan on writing, my friend will edit, my cousin is an artist, my girlfriend would help with art assets and possibly the graphic design. I may also draw the weapons because that's the only thing I can draw. Anyways, thoughts? Feelings? Condemnations?

So in the description in the book and multiple comments I have seen here on the boards, the Spell-less Ranger is said to have 5 favoured terrains and 6 favoured enemies, but the chart for their special abilities it only goes up to 4 terrains, 5 enemies, like a normal ranger.

Did I miss something?

First I'd like to say thank you to the different people who have helped me out and given me advice and suggestions before. The Pathfinder community on the whole seems a lot more friendly and welcoming then the Wizards of the Coast was, though maybe it was just my experience.

So for the first time I will be doing a five-person group campaign of Pathfinder! I have done a one-on-one run of Kingmaker, where me and my player have been multiple characters, and I've been a party member with friends but never a GM for a full-fledged group, and now I finally get to with some friends from work, my girlfriend and my aforementioned partner-in-crime.

That being said, the three friends from work have never played Pathfinder, and so I was wracking my brain trying to think up a campaign idea for them. One of the hardest parts about starting out with Pathfinder was choosing a class. I loved playing a Bard, a Ranger, and a Paladin before, but it took me a little while until I found true love with my character Tobias, a Caydenite Brawler. Due to this, I wanted my new players to try out some different classes, but not overwhelm them with the variety right off the bat, so I put this list together:

'The Loyalists' Campaign
Prince(ss) ANE (Alchemist, Bard, Rogue, Witch)
Mercenary CN(Archer, Polearm, Tower Shield, Two Weapon)
Guardian AG(Bloodrager, Cavalier, Paladin, Warpriest)
Apprentice AN (Arcanist, Magus, Sorcerer, Wizard)
Acolyte AG (Cleric, Druid, Oracle, Shaman)
Spy CG (Inquisitor, Knife Master, Poisoner, Rogue)

The campaign will take place in the kingdom of Raydia, our Kingmaker-made country, some 100 years after its founding. The players select a role in the story based off of a personality I describe to them. They choose a character and role in the story that is not locked in by gender or race, as Raydia is all-inclusive in culture. There's an upheaval, the Prince/Princess is usurped by a noble tyrant and must escape the kingdom temporarily with their retinue of companions from the palace, train to be strong enough, return and overthrow the evil King!

Pretty standard stuff, but I was curious what you guys thought and wanted to know if you had any tips for a still-newbie GM?

I'm surprised that paizo has no archetype for this, but I once read somewhere that what the Germanic tribes called "Berserkers" had a similar equivalent in the old Celt empire, where the largest Celts would sometimes not only fight naked but unarmed.

This gave me the idea for the Brawlbarian, where we could trade Martial Flexibility for Rage and Rage Powers, as well as possibly increasing hit dice to d12 but then making it so the character only rages when not wearing armor.

Pretty simple idea so not worth making a formal archetype on it myself, lazy and all but any of you are obviously welcome to, but curious as to what everyone thinks. I'm still fairly new and am not sure if this is too broken or too soft or if it's just meaningless.

Is Brawlbarian a good archetype concept?

Checking out tripod machine's Beastmaster class, I was interested in it, mainly for the flavour. I was planning on teaming my beastmaster with a friend's skinchanger and I was curious:

"Battle Roar (Ex)

Starting at 5th level, the beastmaster can unleash a powerful cry as a standard action. Any allied animals within 60 feet who can see or hear the beastmaster gains a +1 morale bonus to attack rolls and saves versus fear, while non-allied animals become frightened."

Does the +1 morale bonus apply to Skinchangers/Druids using wildshape? Or only true animals?

Soon I will be starting the Kingmaker campaign with a friend of mine, his character being the main focus of the story and mine being his childhood friend and tag-along companion. We have a whole party planned and also plan for the campaign to be a long one.

Now, my character is definitely starting as a Brawler, but as within the setting he is a brother to a Sorcerer character, I was toying with the idea of giving him at least a few levels in Bloodrager. My question would be if this is a viable choice, and if so, what would be the ideal balance between the two classes' levels?

So it says the Stag Lord's Armor is +1 leather with a bare chest, that despite the chest being bare it magically acts as leather armor and thus the wielder need not wear anything on their chest for the full AC bonus.

I wanted to know, as a new GM, is a character could wear something else that's specified to be only the chest? Like wearing a chainmail or mithral shirt over the chest and the Stag Lord's armor over the rest of his body? And if I would allow it, what kind of benefits and drawbacks should I add? Should it have a full +6 AC bonus with only the max Dex of the Shirt? Should I perhaps limit it to a +4 in total to make up for it? Or should I increase the check penalty instead?