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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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.


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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?


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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?


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


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.


Gnomes get a -2 Str, +2 Con, +2 Cha. But why do they get +2 Cha. If they are the tinkering race should the get +2 Int not +2 Cha.
Though if this was done Gnome Magic needs to change from Cha to Int.


So I'm wanting to play a Barbarian but don't understand DR/- fully. I was fighting a Demon earlier this month and it had DR of 5 against physical attacks. Though we could negate this DR with Coldiron, Silver and Enchantment. So can an enemy negate my DR through those options?