Pirate Bomber

Valeria Wardroxan's page

12 posts. Alias of Killer Pixie.




Hello, everyone! I've been working on a setting and I wanted to try something wild and different with the races, so I built a few. I based them around the seven deadly sins, all with the cheesy latin names.

The thing is I was wondering if you could help me balancing them a bit. Here they are:

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

Avaritia:

Standard Racial Traits

Ability Score Racial Traits: Avaritia are nimble and perceptive. They gain +2 Dexterity and +2 Wisdom
Tupe: Avaritia are Humanoid creatures.
Size: Tristitia are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Avaritia have a base speed of 30 feet.
Languages: Avaritia begin play speaking Common and Avaritian. Avaritia with high Intelligence scores can learn any language they want.

Defense Racial Traits

Desert Runner: Avaritia receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments.

Feat and Skill Racial Traits

Greed: Avaritia gain a +2 bonus on Appraise checks to determine the price of non-magical goods that contain precious metals or gemstones.
Sneaky: Avaritia gain a +4 racial bonus on Stealth checks.

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

Gula:

Standard Racial Traits

Ability Score Racial Traits: Gula are extremely fat, making them slow and weak, but protecting them from damage. They gain -2 Strength, -4 Dexterity and +2 Constitution.
Type: Gula are Humanoids with the Reptilian subtype.
Size: Gula are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Gula have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Languages: Gula begin play speaking Common and Gula. Gula with high Intelligence scores can choose from the following: Aboleth, Aklo, Aquan, Avaritian, Dwarven, Infernal and Iran.

Defense Racial Traits

Stability: Gula receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground.

Movement Racial Traits

Swim: Gula have a swim speed of 30 feet and gain the +8 racial bonus on Swim checks that a swim speed normally grants.

Senses Racial Traits

Darkvision: Gula can see in the dark up to 60 feet.
Water Sense: Gula can sense vibrations in water, granting them blindsense 30 feet against creatures that are touching the same body of water.

Offense Racial Traits

Stench Aura: Gula secrete a terrible scent as a 15-foot aura that nearly every other creature finds offensive. All living creatures (except those with the stench aura ability) within the aura must succeed at a Fortitude saving throw (DC 10 + 1/2 the user's character level + the user's Constitution modifier) or be sickened for 5 rounds. Creatures that succeed at the saving throw cannot be sickened by the same creature's stench aura for 24 hours. A delay poison or neutralize poison spell or similar effect removes the effect from the sickened creature. This is a poison effect.
Grabbing Tentacles: Benefit: Gula can make melee attacks with their long tentacles. This is a single secondary attack. A creature hit by this attack cannot move more than 10 feet away from the attacker and takes a –2 penalty to AC as long as the tentacle is attached (this penalty does not stack if multiple tentacles are attached). The tentacle can be removed by the target or an adjacent ally by making an opposed Strength check against the attacking creature as a standard action or by dealing 2 points of damage to the tentacle (AC 11, damage does not reduce the Gula's hit points). A member of this race cannot move more than 10 feet away from a creature stuck to its tongue, but it can release its tentacle from the target as a free action. A member of this race can only have one creature attached to its tentacle at a time.
Toxic: A number of times per day equal to its Constitution modifier (minimum 1/day), a Gula can envenom a weapon that it wields with its toxic saliva. Applying venom in this way is a swift action.
Gula's Gastric Juices: Injury; save Fort DC 10 + 1/2 the user's Hit Dice + the user's Constitution modifier; frequency 1/round for 6 rounds; effect 1 Con; cure 1 save.

Other Racial Traits:

Amphibious: Gula are amphibious and can breathe both air and water.

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

Invidia:

Standard Racial Traits

Ability Score Racial Traits: Invidia are clever and assume beautiful, but frail, forms. They gain -2 Con, +2 Int and +2 Cha.
Type: Invidia are Humanoid creatures with the Shapechanger subtype.
Size: Invidia are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth Checks.
Base Speed: Invidia have a base speed of 30 feet.
Languages: Invidia begin play speaking Common and Protean. Invidia with high Intelligence scores can learn any language they want.

Feat and Skill Racial Traits

Camouflage: Invidia gain a +4 racial bonus on Stealth checks while within an Urban terrain.
Integrated: Invidia gain a +1 bonus on Bluff, Disguise and Knowledge (local) checks.

Magical Racial Traits

Greater Change Shape: Invidia can assume the appearance of a Small or Medium humanoid as the alter self spell, save that it does not adjust its ability scores.
Object of Desire: Invidia add +1 to their caster level when casting charm person and charm monster.

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

Ira:

Standard Racial Traits

Ability Score Racial Traits: Ira are very strong, but also deformous and many times dim and absentminded. They gain +4 Str, -2 Int, -2 Cha and -2 Wis.
Type: Ira are Humanoids with the Giant subtype.
Size: Ira are Large creatures and thus gain a +2 size bonus to Strenght, a -2 size penalty to Dexterity, a -1 size penalty to their AC, a -1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a -4 size penalty on Stealth checks. Ira take up a space that is 10 feet by 10 feet and habe a reach of 5 feet.
Base Speed: Ira have a base speed of 30 feet.
Languages: Ira begin play speaking Common and Ira. Ira with high Intelligence scores can choose from the following: Abyssal, Celestial, Draconic, Gulan, Orc and Terran.

Senses Racial Traits

Darkvision: Ira can see in the dark up to 60 feet.
Low-Light Vision: Ira can see twice as far as normal in conditions of dim light.

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

Luxuria:

Standard Racial Traits

Ability Score Racial Traits: Luxuria can be brutal and clumsy. They gain +4 Str, -2 Dex and -2 Int.
Type: Luxuria are Monstrous Humanoid creatures.
Size: Luxuria are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Luxuria have a base speed of 30 feet.
Languages: Luxuria begin play speaking Common and Luxurian. Luxurian with high Intelligence scores can choose from the following: Avaritian, Gulan, Halfling, Ignan, Infernal and Tristitian.

Defense Racial Traits

Fearless: Luxuria gain a +2 racial bonus on all saving throws against fear effects.
Natural Armor: Luxuria gain a +1 natural armor bonus to their Armor Class.

Movement Racial Traits

Sprinter: Luxuria gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions.

Offense Racial Traits

Bite: Luxuria gain a natural bite attack, dealing 1d3 points of damage. The bite is a primary attack, or a secondary attack if the Luxuria is wielding manufactured weapons.
Relentless: Luxuria gain a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the Luxuria and its opponent are standing on the ground.

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

Superbia:

Standard Racial Traits

Ability Scores Racial Traits: Superbia characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Type: Superbia are Humanoid creatures.
Size: Superbia are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth Checks.
Base Speed: Superbia have a base speed of 20 feet.
Languages: Superbia begin play speaking Common and the language of their home society. Superbia with high Intelligence scores can learn any languages they want.

Defense Racial Traits

Ancient Foe: Superbia gain a +2 dodge bonus to AC against Outsiders and a +2 racial bonus on combat maneuver checks made to grapple them.
Lucky: Superbia gain a +1 racial bonus on all saving throws.
Unnatural: Superbia unnerve normal animals, and train to defend themselves against the inevitable attacks from such creatures. They take a –4 penalty on all Charisma-based skill checks to affect creatures of the animal type, and receive a +4 dodge bonus to AC against animals. Animals' starting attitude toward Superbia is one step worse than normal.

Feat and Skill Racial Traits

Flexible Bonus Feat: Superbia select one extra feat at 1st level.

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

Tristitia:

Standard Racial Traits

Ability Score Racial Traits: Tristitia are resistant and contemplative, but they don't go along well with others and their appearance is hideous for many. They gain +2 Constitution, +2 Intelligence, and –2 Charisma.
Type: Tristitia are Monstrous Humanoid creatures.
Size: Tristitia are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Tristitia have a base speed of 30 feet.
Languages: Tristitia begin play speaking Common and Tristitian. Tristitia with high Intelligence scores can choose from the following: Abyssal, Avaritian, Celestial, Draconic, Elven, Iran, Sylvan

Defense Racial Traits

Rocky Hide: Tristitia have a +1 natural armor bonus.

Feat and Skill Racial Traits

Camouflage: Tristitia gain a +2 racial bonus on Stealth checks. This bonus goes up to +6 when the gargoyle is in an Urban terrain.

Movement Racial Traits

Rocky Wings:  Tristitia gain a +4 racial bonus on Fly checks.

Senses Racial Traits

Darkvision: Tristitia can see perfectly in the dark up to 60 feet.

Offense Racial Traits

Bite: Tristitia gain a natural bite attack, dealing 1d4 points of damage. The bite is a primary attack, or a secondary attack if the Tristitia is wielding manufactured weapons.

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

Could you help me with this? Any feedback?

Thanks in advance!


Hello, everyone!

I'm interested in GMing a homebrew campaign... made by you. Let me explain myself more properly: You probably have a certain campaign idea you would love to be involved with as a player, and, depending on what it is, I might enjoy running it. So, for example, you want to play in a campaign set in the Mana Wastes where the PCs hunt for an ancient artifact or whatever, and, if you're okay with it, please ask me to run it.

I have to admit, though, my reasons to do this are not truly very altruistic, because, well, I also want to play in a campaign without the (low) discomfort of having to go through various recruitment threads.

So, here's the deal, if you're still interested:

You post here saying a bit about the campaign you would like me to run for us (with the houserules and creation rules you want), and what would you run. If you want to play with specific friends, I can give them a sorted spot.

If I like your idea, we set recruitment threads to find players for both campaigns.

I guess that's it.

I am looking to play an AP, pretty much any, except for Council of Thieves, with 15, 20 or even 25 point buy, depending of the Adventure, all Paizo classes allowed, and most Races too.

I hope you're interested in this!


Templates like aqueous creature or celestial changing the type of the creatures that have it to Outsider makes plenty of sense to me, but it is not mentioned anywhere in the Monster Summoner's Handbook. Does the type change or not?

Thanks!


Otlukbeli is a town in northeastern Anatolia, a part of the now fallen Empire of Trebizond, which was conquered by the Ottoman Sultan, Mehmet II. Now, he marches against Uzun Hassan and his tribe, the Ag Qoyunlu, which had close relations to Trebizond.

The tense atmosphere that has been present in the town since the arrival of Uzun Hassan, King of Kings, is felt by everyone in the Gentle Genie tonight. In the tables, precisely ordered in front of a wooden counter, the people eat silently and slowly, as if they hoped that it would somehow delay the battle to come. Many of them keep staring at the front window, decorated with arabesque designs, the voices of Turcoman soldiers and the whinnies of their horses coming into the welcoming inn through it.

Feel free to introduce your characters, I'll be around controlling NPCs and stuff. Remember this is a sandbox campaign, so there won't be a set plotline, or it will be something guided by the players and their characters. Even so, I'm going to set a few plot hooks that you may or may not take.


Hi!

My question comes from the Race Builder section of the ARG, where they show the build of the Svirfneblin. The thing is that the book shows the cost in Race Points of both the Craft (Alchemy) and Perception Skill Bonus AND the Underground Sneak racial trait, which gives this bonus. Wouldn't this mean the Svirfneblin is paying for this ability twice, and it's in fact a 20 RP race and not a 24 RP one?

Thanks in advance!


Dot here, please!


The year is 1473 on Earth. The age of the printed book has just begun, as the Ottomans dwarves, led by Mehmet II, conquer Eastern Europe and Turkey, and Leonardo da Vinci works on his first drawings.

In the little town of Otlukbeli, Uzun Hassan, Padishah of Iran and leader of the White Sheep Turkomans, waits with his army as the Ottomans approach the place, in what will end in a bloody confrontation that may decide the future of Turkey.

Hello, everybody! I'm going to run a sandbox game set in the year 1473 of our world, except it will have magic, monsters and many of the things that make fantasy so interesting. I developed a quite complex campaign setting that fits most races in the world and many events are changed a bit to adjust, say, the king of Sweden living seven hundred years.

I'm looking for 4 players that can post regularly and try to make interesting characters. Of course, things will change, so let's see:

About deities:
Gods can always be a complicated thing in this kind of campaign settings, but I'm sure it can be solved. I could talk about this for a while, but I'll just go straight to how this affects the rules for clerics, inquisitors or whatever:

There is definitely something big out there granting divine power to some characters, but this happens for worshipers of all religions. It is not known in the setting why does this happen, but there are many people with theories. The Catholic Church assumes the power of their clerics comes from God and the other magic from the Devil, and it's something quite similar with many religions, believing their magic to be the only one that comes from the creature they worship, while the others come from something else, usually evil. If you are going to play a character who mechanically benefits from deities, your character must only truly believe and worship a version of that deity and be no more than one step away from them in the alignment chart. This way, you can play a good catholic cleric, who believes God is a force of orden, peace and friendship that wants to guide people to their salvation, but you can also play an evil chatolic cleric who worships the same God, that wants him to hunt down everyone who does not believe in him, and will give them eternal torment once they die. Understand? Good!

Character Creation:
I am not going to ask you to make the whole crunch of a character and then end up not being accepted, but I'd like a good background, a 10-minute background, and a summary of the character's abilities. If you get chosen, you can work in the full alias without worrying about not using it. Also, if you have trouble working out a background, just PM me and I'll help you!

Attributes: 1st level, 15 point buy, okay?

Classes: Anything Paizo is fine for me, but no third party, since I think you can make practically every concept using only the official material, and I'd rather not worry about insanely overpowered material.

Races: This ones are outright allowed, but you should still dot before playing so you can have an idea of how they fit in the setting:

All Core
Aasimar
Changelings
Dhampir
Fetchlings
Ifrits
Kitsune
Orcs
Oreads
Samsarans
Sulis
Sylphs
Tengu
Tieflings (You don't get the Stealth bonus)
Undines
Wayangs

Most other races are allowed too, but they are not know to the Europeans of the time, so please dot with the one you are interested in playing so I provide you with a summary of the race's existance in the setting and you decide if you can make it work.

Monsters with a CR lower than 2 will be allowed on a case-by-case basis.

Alignment: Any, I only ask for teamwork, if your antipaladin, Worshiper of the Big Bad Ugly Killer Skull of Evil, can work well with a party with some good characters, she's welcome, and, if your paladin, Defender of Puppies, can work well with a party with some evil characters, he's welcome too!

Background: What I said above, also, your character must have a reason to be in the dwarven and human town of Otlukbeli, in Turkey, keep that in mind!

Traits: Two traits, you can take another one if you also choose a drawback.

Wealth: Roll depending on class, if you get something below average, you can take average.

House Rules: None yet, if many people is interested in something specific, I will allow it.

I will let recruitment open for about a week.

You can ask me anything about the setting of the campaign to improve the creation of your character, because many things are obviously different. From a summary of how society views spiritualists to the legends about unicorns, go ahead and ask if you are interested!


Your eyes open.

A bright light is surrounding you and it does not let you see anything for a few seconds. When you get used to it, you see you are standing in a reddish cobblestone floor. In any other direction you look, you can't see further than about a hundred feet. Beyond, there is only a blinding white light. Four creatures are standing in front of you, three of them are of normal height, but the other is almost twice as tall. All of them are covered in Hellknight armor, but the horns in their helms have apparently been cut off.

With their maces in hand, the human-sized hellknights move towards you.

Roll initiative, please!

Hellknight 1 Initiative: 1d20 ⇒ 15
Hellknight 2 Initiative: 1d20 ⇒ 4
Hellknight 3 Initiative: 1d20 ⇒ 17


Dot here!


Dot here!


I have some experience in RPGs, but I've never GMed before and I have found one good way to introduce myself into this could be using a module from the One on One Adventures Compendium.

I'm looking for one new player, who should be pretty familiar with the rules, but I would really accept anyone who can commit into this and be patient if I make mistakes or have difficulties.

The module I'll use, the power level (that may range anywhere from gestalt/mythic to a regular character) and the rules used will depend of the chosen character's concept, so if you are interested just dot with a short idea of whatever you would like to play and we will decide the rest if you get picked.

The recruitment will last a couple of days, maybe less, I guess it won't be a problem since you don't have to create a character just yet.