Mogmurch

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I'm making a simple retro clone and want to have a small monster manual, so I need some good low level monsters.


In the SRD page about Potions it says "It must not have a range of personal." I don't understand why this would be a rule. Can anyone tell me why this is a rule before I change it and brake something?


I've been digging for a while on the internet and I cannot find a list of all damage types. So does anybody know where I can find that?


I have been GMing for a while but I been struggling with enemies. My usual group size is two but I have a five person group and about to get another one. When their just two people I don't have any troubles but when it comes to the five person group, I always throw too weak of encounters at them. Is there a equation for HP and damage, that I can use?

P.S. I don't use the bestiary because I like to be able to throw any thing at them at any time. I once threw a level 1 dragon at my players and it was so fun. In the same campaign I used goblins that was scaled for level 5.


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My favorite class is the bard or the cleric. I like helping people and I'm very Pro party. lastly most of my characters have been neutral good. So that's why I like them.


I would say, keep it to only one favored weapon, not armor or shields. Also I would go with Gods can use any weapon because their Gods, but they stay with their favored weapon.


16.) A swarm of Dragons. 5000 little dragons.


Quixote wrote:
There seems to be precious little that actually separates the two sub-races. I think a +2 Str on a small humanoid is pretty odd, and a missed opportunity to make them decidedly unique.

This is the old thread, the updated one: http://paizo.com/threads/rzs2urtl?Updated-Homebrew-Race-would-like-further# 1


Moonclanger wrote:
Of course point-based systems like the Hero System tend to feature a lot of disabled PCs - this is because you can gain extra character points at the cost of disadvantages like physical limitations, so characters with missing limbs and eyes etc. are quite common.

Is there a negative trait in pathfinder that I can lose an arm or a leg, lol.


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VixieMoondew wrote:
Wevi wrote:
VixieMoondew wrote:
in my games, it's simple: everybody gay
Not bisexual? How do they have kids in your world? Is it looked down upon in your world to like the opposite gender? My questions to you.

trans girls

Ok but for real: my setting does include probably more gay people than straight people, with a whole lot of bi/pan people, aces and demis and probably others too, and of course, as mentioned, transgender folks. My wife's PC actually provides HRT potions for my friend's PC, it's great. (Note that it's a homebrew setting, so magic is extremely limited and there's no Elixir of Sex Change.)

Races (in the "skin color/features" sense, not "orcs/elves/etc" sense) are all over the place, with a lot of "mixed."

Definitely more important ladies than otherwise (personal preference, as my wife and I are both sapphic).

Body types all over the place, too.

Disabled people are A Thing, but I haven't thought to include many in my actual writing/campaign, so maybe that's something I can bring into it.

I do need to work on bring in Disabled people into my settings. When I made this thread, I forgot about Disabled people. That just says how lacking they are in my games.


VixieMoondew wrote:
in my games, it's simple: everybody gay

Not bisexual? How do they have kids in your world? Is it looked down upon in your world to like the opposite gender? My questions to you.


Moonclanger wrote:

Many of my decisions are driven by what fits the setting. So as a GM my NPC mix tends to broadly reflect the demographics of whatever region the players are adventuring in.

As a player I also allow myself to be influenced by the campaign setting. For example, I associate Dragonlance with kender, Wizards of High Sorcery and Solamnic Knights. I've played in two Dragonalance campaigns. In the first I played a kender rogue, in the second an elven wizard. If I play in a third I hope to play a knight.

On Golarion I've played a human cleric and a gnome paladin. I played the cleric in Kingmaker. Since that campaign begins in Brevoy I read up on the region and the human ethnic groups common to the region. Of these I decided that Ulfen best fit the concept and this in turn helped determine physical attributes such as height (6') and hair colour (white blonde, although until that point I'd visualised her as being dark haired).

Although romance doesn't usually play a great part in our games, I also decided that she was a lesbian because it seemed to fit her personality. However I expected to spend the campaign in the closet or having a discreet affair with a minor NPC. But it came to pass that I fell in love with the party paladin. She'd been making eyes at the party fighter, but he was courting an NPC and didn't even notice. Indeed I was the only one (both IC and OOC) who recognised her behaviour for what it was.

So, seeing that another player was keen to roleplay a romance, I came out of the closet and began courting her. We played out the entire courtship, marriage and childbirth. (We used sex-changing magic to turn into men and get each other pregnant!) Most of this was played out over email between sessions and come the end of the campaign our exchanges ran to several hundred pages.

I consider it the finest piece of roleplaying I've ever done as a player, but it wasn't planned. It just happened.

Wow that's some fine RP there. Any time I had done that it was not by choice. I had a GM that wanted every player to have some relationship, I did not know that when walking in. I told him that, I did not want to do it. So the GM did not let me RP with any of the NPC's. I left that game 5 sessions later.

Also every NPC was a white human. I don't have problems with GMs wanting to keep all the NPC's white. But I do have a problem with every NPC being gay. If the NPC had a partner it would be the same gender. I try to keep it every random when choosing a NPC partner. Also I got bored seeing human after human. He said the town was diverse because one dwarf bartender.


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Atavar wrote:
Wevi wrote:
For skin I just need to find a pic that's not white.
Why is that?

It's a lot easier to find white people, so I need to spend more time looking for pic's for my NPC's, to get more diverse people.


Interesting Loot


NeoTiamat wrote:
his was intentional to counterbalance PC tendency to play male characters...

To not do the same when I'm playing, every time I start a new character I go to the other gender. I just played a female human bard, now I'm about to play a male ratfolk wizard. When it come I playing a female dwarf druid.


Tiny Coffee Golem wrote:

I have to remind myself to NPC female characters (I’m male).its not intentional. I just identify as male and it’s my mental go-to.

lol, I had that same problem when I first started.


Kiora Atua wrote:

For my current campaign:

For races my NPCs are dominantly human with human-hybrids (mostly aasimar and tiefling because it makes sense for the setting). That's mostly to reflect the area, though. I will introduce occasional core races (dwarf/elf/gnome/halfling).... other exotic races, I want to keep exotic, so I don't use them except once in a blue moon.

For gender I flip a coin. I think I've ended up with more women than men but that is kind of a coincidence. As far as nonbinary genders go... I have an intersex NPC that hangs out with the PCs. I don't have any nonbinary NPCs, I've been thinking of introducing at least one. I had a Raelis Azata NPC but I wanted to depict him as young and therefore predominantly presented himself as binary male. I also have a transwoman NPC that became a leadership cohort of one of our PCs :)

For skin color, I'm using the Inner Sea races. Because of the setting I have mostly kellids, chelish, and taldane (so basically, white) but I try to make a point of introducing non-white races amongst our NPCs. I think among my "main cast" friendly NPCs I'm at 33% PoC, which I feel is reasonable given the setting.

For body type, it is hard to find cool fantasy art of varied body types. I typically don't describe body types, also, so I think that is something I can work on. I do make a point of trying to have middle-aged women present in the world as competent fighters.

Sexuality-wise I've had gay, bi and lesbian NPCs. And a poly NPC. No asexual NPCs so far, but we have an asexual PC.

I make a conscious effort to have diverse NPCs because that kind of fantasy setting makes me happy when I'm consuming other fantasy media and it makes me happy to have a diverse world that I GM. YMMV, though.

Generally I keep most of my npc's bisexual because I'm just flipping a coin.


DeathlessOne wrote:

I tend to only mention certain aspects of the NPCs and allow the player's to use their imaginations to fill in the gaps. If being grossly overweight (such as in a bloat mage) is an important fact, I give that information to the players. If ethnicity is important, such as Kellid or Ulfen, I mention that and move on.

Don't need the stress of trying to be PC or overly focused on pushing diverisity in our games.

I leave very little to the imagination because I use pictures for every NPC. If I don't have a picture I will only say one or two sentences explaining the person, usually in a list form. Those are throwaway Npc's any which way.


bhampton wrote:

Interesting....I run my own world in our campaign so don't have all the races heavily featured. As for the NPCs, I do try to keep it mixed, I've tried to keep white 'european' to a single nation, and as such wanted my NPCs to reflect this, so unless they come from that country they'll be a different skin-tone, hair colour, etc. My PCs tend to be lacking when it comes to description on their characters, which is a big thorn in my side, I love to fill the description and background pages, but they usually just have a line maybe 2.

I am looking forward to introducing my PCs to some key NPCs soon, and I think so far they're my favourite NPCs, a blind flame Oracle with her travelling companion who is an Orc barbarian/elemental bloodrager. Mostly I'm interested to see how the party Dwarf (who actually made up a nice background story on how he hates Orcs) interacts with her.

I try to keep my games in a place in the world were people meet up, like

a main trading country.


Tarik Blackhands wrote:
Wevi wrote:
Tarik Blackhands wrote:

I'm pretty poor when it comes to racial diversity. I just can't give up that human bonus feat or +1 skill rank on the player end. Most of my other groups tend to be the same, mostly sticking around the core races (minus gnomes) and tieflings/aasimars rounding out the plane touched. Body type generally doesn't even pass the muster when playing since even a Str 7 twig is going to be in moderately good shape for the adventure day and skin color just matches the nation standard (be white if from not-Europe, black if from not-Africa, olive if from the not-Mediterranean, etc).

On the other end of the screen I'm pretty firmly in the same racial comfort zone as when playing although I do have my moments of having Baron Harkonen type baddies (bloat mage riding a permanent floating disc), plane touched who have an emaciated appearance (Daemon-Spawn tieflings), or the frail old cleric for body types but most revolve around either the fit/wiry/bulky norm of the genre. Skin still generally just follows the national norm since I rarely find diverging from that to be yield memorable NPCs without tossing on more legwork on my end unless they turned neon blue from a magic experiment.

I set out to play ever class and race. My Human was used as a bard named Lin. I think if you stay with one thing it can become stale.
I hardly think the same way. Race on its own just means very little to me from a character perspective. I can craft a million different characters and motivations from a human and just pallete swapping it to say a...Strix doesn't make him more interesting to me. The feat and extra skill rank do loads more for me than "Has an octopus for a lower body" when fleshing out a character.

I was going for more mechanical stand on saying it's stale because backstory can go with any race.


Tarik Blackhands wrote:

I'm pretty poor when it comes to racial diversity. I just can't give up that human bonus feat or +1 skill rank on the player end. Most of my other groups tend to be the same, mostly sticking around the core races (minus gnomes) and tieflings/aasimars rounding out the plane touched. Body type generally doesn't even pass the muster when playing since even a Str 7 twig is going to be in moderately good shape for the adventure day and skin color just matches the nation standard (be white if from not-Europe, black if from not-Africa, olive if from the not-Mediterranean, etc).

On the other end of the screen I'm pretty firmly in the same racial comfort zone as when playing although I do have my moments of having Baron Harkonen type baddies (bloat mage riding a permanent floating disc), plane touched who have an emaciated appearance (Daemon-Spawn tieflings), or the frail old cleric for body types but most revolve around either the fit/wiry/bulky norm of the genre. Skin still generally just follows the national norm since I rarely find diverging from that to be yield memorable NPCs without tossing on more legwork on my end unless they turned neon blue from a magic experiment.

I set out to play ever class and race. My Human was used as a bard named Lin. I think if you stay with one thing it can become stale.


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When it comes to your games that you run or playing in, how diverse is your NPC's? I'm talking about race, skin, gender, body type for NPC's. I think I do a good job on race, gender. I need to work on skin, but I fell on body type. I looked at my NPC's and say only 001% of my NPC's are heavy, but very little are paper thin too.

For race's I use what ever I think would be good or a race that I have not used in a while.

For gender I flip a coin.

For skin I just need to find a pic that's not white.

For body type I need to work harder to find pic's that are more varied.


Val'bryn2 wrote:
A rank in the linguistics skill.

Yes that what I was doing but say to a NPC "I put one Rank to Linguistics." Then I would be look at like I crazy.


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I played a character that I wanted to know as many Languages as possible. Ever time I leveled up I got a new Language, But we never could explain this. What would be a reason my character would just learned a Language?


I found this old thread and liked the website so this what I got for my ratfolk.

Detailed Results: Lawful Neutral

Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXXXXXXXXXXXXXXX (29)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXX (20)
Chaotic Good ---- XXXXXXXXXXXXXX (14)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX (33)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXXXXX (24)
Chaotic Neutral - XXXXXXXXXXXXXXXXXX (18)
Lawful Evil ----- XXXXXXXXXXXXXXXXXX (18)
Neutral Evil ---- XXXXXXXXX (9)
Chaotic Evil ---- XXX (3)

Law & Chaos:
Law ----- XXXXXXXXXXXXXXXXXX (18)
Neutral - XXXXXXXXX (9)
Chaos --- XXX (3)

Good & Evil:
Good ---- XXXXXXXXXXX (11)
Neutral - XXXXXXXXXXXXXXX (15)
Evil ---- (0)


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I had gave one of my players a Handy Haversack that could talk to other Bags and talk to the wearer.


Darigaaz the Igniter wrote:
Wevi wrote:
Volkard Abendroth wrote:
avr wrote:
Among humans you can get some very big families in the right circumstances, e.g. around the time of a demographic transition with religion pushing them further. The oldest person I know came from a family of 10 children and her mother came from a family with 12 children. No twins at least in the family of 10. It's not the number per pregnancy that determines how large the family gets, it's how large they want and similar pressures.

I had a grandmother on one side that was one of 16.

A great grandmother on the other side that was one of 14.

Both were farming families. More kids = more farmhands.

God, that's 6 years of being pregnant.

16(Kids)*9(Child Growth)= 144(Months)/12(M Pre Year)= 6 (Years)
12 years, not 6

My bad


Volkard Abendroth wrote:
avr wrote:
Among humans you can get some very big families in the right circumstances, e.g. around the time of a demographic transition with religion pushing them further. The oldest person I know came from a family of 10 children and her mother came from a family with 12 children. No twins at least in the family of 10. It's not the number per pregnancy that determines how large the family gets, it's how large they want and similar pressures.

I had a grandmother on one side that was one of 16.

A great grandmother on the other side that was one of 14.

Both were farming families. More kids = more farmhands.

God, that's 6 years of being pregnant.

16(Kids)*9(Child Growth)= 144(Months)/12(M Pre Year)= 6 (Years)


SorrySleeping wrote:

So, the current campaign I'm having a bit of a problem being "the tank" as I have 35 HP at level 5 with a d12 hit die. This is mainly due to starting races (picked Elf, out of a limit of Human, Elf, Half-Elf) and the fact that all decent physical options had negative con modifiers.

I have 7 con, working on getting 8 (the campaign may not make it that long, GM is unsure however, it for sure won't go past 9). I know I need to get a Belt of Con (low wealth world, yay), eventually pick up Toughness, and I'm putting FCB into HP.

I'm slowly retraining HP as downtime in the campaign arises (luckily discounted to be in tune with the world unlike magical items). Is there anything else I can do to increase my HP?

To have a 1d12 you must be a Barbarian. For that class your looking to have at lowest a 14 in Con cuz your rage and low AC. But try to use your favored class bonus to HP.


Lady-J wrote:
Wevi wrote:
Lady-J wrote:
can you be crossblooded?
Nah I'm keeping with the sage
doesn't answer the question, can you be cross blooded

I'm trying to stay with one archetype, this would be my first time playing a full spell caster. So I'm trying to keep thing simple.


Lady-J wrote:
can you be crossblooded?

Nah I'm keeping with the sage


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Decimus Drake wrote:
What level?

1 Lvl


John Napier 698 wrote:

Sonic-based spells. Demons have absolutely NO resistance to Sonics. When you can, get the ones from the CRB, like Shout and Great Shout. If your GM allows spell research in-game, research sonically-substituted versions of Fireball, Lightning Bolt, Ice Storm, and others. Hope this helps.

Edit: coding.

Tacticslion wrote:

If you put minor effort into it, SR should mostly not be a problem - spell penetration and better version means that you'll probably hit 3/4 of the time, presupposing you're facing a high SR demon of your CR.

Other than that, sonic effects as mentioned; go for touch spells and non-SR save-or-suck.

How about force damage?


Tiny Coffee Golem wrote:
Wevi wrote:
Haywire build generator wrote:
Wevi wrote:

Walking Hand

This cut off magic elf hand can walk around. The player can control this hand thing with a ring. The hand can talk to the player with the mind. The hand has free will. The hand has lots of gold tucked away.
HP: 100,000,000
AC: 10
Size: Tiny
DR: All damage has no effect

Speed: 10 ft
Climb: 10 ft

Str: 14
Dex: 14
Con: 30
Int: 8
Wis: 6
Cha: 6

Skills
Acrobatics: +10
Climb: +10
Stealth: +10
Disable Device: +8

Mage Hand: Caster Level 20, Can be used 3 + Player Cha Mod

*Casts Shield Other.*
I have no clue what your taking about.
He made your invulnerable hand into a hp damage soaking sponge.

lol I feel stupid


Haywire build generator wrote:
Wevi wrote:

Walking Hand

This cut off magic elf hand can walk around. The player can control this hand thing with a ring. The hand can talk to the player with the mind. The hand has free will. The hand has lots of gold tucked away.
HP: 100,000,000
AC: 10
Size: Tiny
DR: All damage has no effect

Speed: 10 ft
Climb: 10 ft

Str: 14
Dex: 14
Con: 30
Int: 8
Wis: 6
Cha: 6

Skills
Acrobatics: +10
Climb: +10
Stealth: +10
Disable Device: +8

Mage Hand: Caster Level 20, Can be used 3 + Player Cha Mod

*Casts Shield Other.*

I have no clue what your taking about.


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I playing a Ratfolk Sorcerer(Sage). That means I use Int and must have arcane bloodline. But I'm going into a campaign with lots of Demons and I know they got good DR's. So what I'm looking for is spells that would be good against them?


Melkiador wrote:
If you wanted to keep the fey flavor while still giving them stats that differentiate them from the other races, I'd go with a penalty to constitution and bonuses to wisdom and charisma. Since those stats are a little on the weak side, I'd also give them a lesser version of fey foundling, where they heal an extra hit point per die of healing done from spells and effects, with a minimum extra hit point if no dice are used.

That would not work because gnomes use Standard ability score.

"Standard (0 RP): Members of this race gain a +2 bonus to one physical ability score, a +2 bonus to one mental ability score, and a –2 penalty to any other ability score."

http://paizo.com/pathfinderRPG/prd/advancedRaceGuide/raceBuilder/racialQual ities.html#ability-score-modifier-quality


Walking Hand
This cut off magic elf hand can walk around. The player can control this hand thing with a ring. The hand can talk to the player with the mind. The hand has free will. The hand has lots of gold tucked away.
HP: 100,000,000
AC: 10
Size: Tiny
DR: All damage has no effect

Speed: 10 ft
Climb: 10 ft

Str: 14
Dex: 14
Con: 30
Int: 8
Wis: 6
Cha: 6

Skills
Acrobatics: +10
Climb: +10
Stealth: +10
Disable Device: +8

Mage Hand: Caster Level 20, Can be used 3 + Player Cha Mod


44)
Player 1 "I did 9 damage on the orc."
GM (Points at player 2) "Ok your turn"
Player 2 "I want to use cure light wounds on the orc."
Player 1 (Pics of book slowly)
GM "Why? What ever roll for it."
Player 2 "Rolled a 8!"
Player 1 (Throws book at player 2 and then gets kicked out of GM's house.)
Explayer 1 "So worth it!"


P.S. Toughness use to be a Orc Ferocity (2 RP).


Fixed the naming Problem and added RPs. I completely forgot about RPs so sorry about that. But I would like to know if you guys think they're balanced or not.

Backstory: Rin used to be one race from the desert. Rin used to fight a lot. But all the tribes became weak from constant battle. Meeting with each other they decided to mark off the land. But they still needed to work with each other. Over many many centuries two types of Rins were formed, one that could fight and hunt and another one that could talk and barter. The build Rins called Dreddrins stand taller then well spoken counterpart Threaddrins. Even though they are two different size categories they both start off the same size when they're born. This means that Threaddrins could give birth to a Dreddrins and not know about it until they grew up.

Physical Description: Both Rins have dark skin and short hair and have trouble growing facial hair.

Life: Most Rins like to live in small towns or tribes, though larger cities do exist. Most of the time Threaddrins control the government, but Dreddrins run the wars and generally are Kings. Farming and hunting is done by both parts of the race.

(RP 11)Rin
Type: Humanoid creatures with the rin subtype.
Languages: Depends on the type of Rin

Defense Racial Traits
(RP 2)Desert Runner: All Rins 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
(RP 2)Intimidating: All Rins get a +2 on all Intimidate checks.

Movement Racial Traits
(RP 1)Terrain Stride: All Rins can move Desert at their normal speed while within the chosen terrain. Magically altered terrain affects them normally.

Senses Racial Traits
(RP 2)Darkvision: All Rins can see perfectly in the dark up to 60 feet.

Offense Racial Traits
(RP 1)Weapon Familiarity: All Rins are proficient with scimitar and with weapons with the Word "Rin" in there name.

Dreddrins
Ability Score Racial Traits: They gain +2 Str, +2 Wis, -2 Int
Type: Humanoid creatures with the rin subtype.
Size: Medium
Base Speed: 30 ft
Languages: Common and Rin

Movement Racial Traits
(1 RP)Sprinter: Dreddrins gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions.

Offense Racial Traits
(RP 2)Toughness: Once per day, when a Dreddrin is reduced to fewer than 0 hit points but is not killed, it can fight on for 1 more round as if disabled. At the end of its next turn, unless brought to above 0 hit points, it immediately falls unconscious and begins to die.

Adulthood: 12
Male Average Height: 6 Ft 2 In
Male Average Weight: 160lb
Female Average Height: 6 Ft 0 In
Female Average Weight: 150lb

Threaddrins
Ability Score Racial Traits: They gain +2 Str, +2 Cha, -2 Int
Type: Humanoid creatures with the rin subtype.
Size: Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
(RP -1)Base Speed: 20 ft
Languages: Common and Rin

Feat and Skill Racial Traits
(RP 1)Emissary: Once per day, Threaddrins can roll twice when making a Bluff or Diplomacy check and take the better roll.

(RP 3)Silver Tongued: Threaddrins gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature's attitude, they can do so up to three steps up rather than just two.

Adulthood: 12
Male Average Height: 3 Ft 5 In
Male Average Weight: 40lb
Female Average Height: 3 Ft 4 In
Female Average Weight: 35lb


I have this old setting named Blackwater. It was a fun world but we played a Homebrew system at that time. Now were using pathfinder and I'm wanting to move over the races and need some help. Do you guys think this race is to strong?

The Rin come from deserts and are combat warranted. There are two parts to the Rin race, Dreddrins and Threaddrins. Dreddrins are bigger and tougher. Threaddrins are smaller but better a speech.

Dreddrins
Ability Score Racial Traits: They gain +2 Str, +2 Wis, -2 Int
Type: Humanoid creatures with the rin subtype.
Size: Medium
Base Speed: 30 ft
Languages: Common and Rin

Defense Racial Traits
Hardy: +1 on Fort Saves.

Feat and Skill Racial Traits
Sandwalker:When desert terrain would reduce your overland movement speed to 1/2 normal, you can move at 3/4 your normal speed. You gain a +2 bonus to Survival checks to find food and water, and to checks to avoid getting lost in a desert.

Heavy Walker: Their speed is never modified encumbrance.

Senses Racial Traits
Darkvision: Dwarves can see perfectly in the dark up to 60 feet.

Offense Racial Traits
Weapon Familiarity: Rins are proficient with any weapon with the word “Rin” in its name as a martial weapon.

Adulthood: 12
Male Average Height: 6 Ft 2 In
Male Average Weight: 160lb
Female Average Height: 6 Ft 0 In
Female Average Weight: 150lb

Threaddrins
Ability Score Racial Traits: They gain +2 Str, +2 Cha, -2 Int
Type: Humanoid creatures with the rin subtype.
Size: Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Base Speed: 20 ft
Languages: Common and Rin

Defense Racial Traits
Hardy: +1 on Fort Saves.

Feat and Skill Racial Traits
Sandwalker:When desert terrain would reduce your overland movement speed to 1/2 normal, you can move at 3/4 your normal speed. You gain a +2 bonus to Survival checks to find food and water, and to checks to avoid getting lost in a desert.

Well Speakers: +2 on Diplomacy and Intimidate.

Senses Racial Traits
Darkvision: Dwarves can see perfectly in the dark up to 60 feet.

Offense Racial Traits
Weapon Familiarity: Rins are proficient with any weapon with the word “Rin” in its name as a martial weapon.

Adulthood: 12
Male Average Height: 3 Ft 5 In
Male Average Weight: 40lb
Female Average Height: 3 Ft 4 In
Female Average Weight: 35lb


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Thornborn wrote:

"In that new age, the hue of Her avatar gloried to an endlessly deep black, pricked with stars as She desired, whether solar irises or nebulae brows. Faint few stars flickered, hinting whispers along the line of Her lips. And on the black canvas, draped streams of colors, riotous or restful, raging or romantic, as ever any was Her wish. These often suggested, or even clearly drew, on the works of mortals, though whether the goddess was robed in their reveries, or their reveries wrought by Her wont, is not a question, or surely not an answer, for mortals."

She's CN, man. :) You can't pin her down.

Show her in a closed gallery (or one rocking at midnight?), pieces on the walls echoed in her clothes, and an easel in the shot, with a piece just started that _might_ suggest inspiration flows the other way.

Thornborn what are you talking about?


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She stands tall and has long black hair. Her four arms and hands are covered in obsidian. Also right above her knees and carries down her feet is covered in obsidian. She has wings completely made of a fire. The rock spikes poke through her skin. Lastly all the Obsidian is slightly broken open to expose lava.


Potato Disciple are you looking for a new look or need a pic.


So I need to make a ratfolk family for my back story. I'm trying to make this a very large family. But I need peoples thoughts to help me out here. How many kids would a ratfolk have in one birthing process?
My thoughts they would have three ratfolk in one litter.

P.S. I had no clue how to phrase this question.


I don't use it when I run games over Roll20. But if I'm sitting around a table I will use it.


41. GM you say this campaigns in a forest
I get a animal companion with a climb speed
Get a bow
Get good ride skill
Ride animal companion
Sit in trees, walk in trees, shoot off of trees with animal companion
Never be touched


I can see this as a god with 0 Int. But the biggest problem it would just destroy the world because it doesn't understand anything. So people could be scared that it would wake up and eating everyone.

OK another pure neutral god idea. It would punish the evil and the good, so that might work.

Now the thing I would go for. A god of luck. It's a coin flip to punish or help someone. So it has stories of it helping cites, but also having stories of it eating adventurers.


Thx Komoda.

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