My current bonuses are +4 human and +2 Good outsiders. Just hit level 8 so I have some time to decide but the thing is we are fighting humans a lot, but the amount of Good outsiders have been slowly increasing. long story short humans and good outsiders are the main enemies most of the time. With the DR and more deadliness of the good outsiders I have been considering focusing all my increases into Good outsiders from here on out, but that would mean the instant enemy spell won't be as powerful than if I just focused on human and cast instant enemy instead.
So should I go +4 human +4 good +2 whatever when I get my next favored enemy, or should I go +6 human +2 good +2 whatever so I can get the most out of the instant enemy spell?
Also I can cast instant enemy to treat good outsiders as humans even if they are one of my other favored enemies right? the wording on the spell makes me question that...
so I've been running Dragons demand in the party has been in the downtime before the auction. They've been working on increasing their relationships with the townsfolk, however they got in a bar fight with Sir Pelle and long story short they nearly killed him and made a pretty big enemy out of him. On top of that one of the PCs is already looking for ways to screw with him. I'm trying to decide what he's going to do in retaliation. Any good ideas?
So I'm making a TWF Ranger and so far I'm loving him. We just reached 2nd level. I'm used to playing spellcasters so I'm a bit rusty when it comes to the martial characters so I wanted some advice on my build.
Party: Rogue, Wizard, Ranger (me ^_^) and a Cleric that has mostly been carborded.
Human Ranger
Str 20
Dex 12
Con 12
Int 16
Wis 15
Cha 8
(18 in Str, 8 in charisma, the other 4 rolled 1d10+7, straight down, Took the Dual talent racial substitution ability and added a +2 to Str and +2 Con for the above stats. )
I was planning on going Scimitar Kukri Ranger but after a few close calls and it being an evil campaign maybe a Scimitar and Quickdraw Shield might be a better plan...
1 Power Attack
2 CS TWF
3 Combat Reflexes or Improved Shield Bash
4 +1 Wis Wolf Companion
5 Boon Companion
6 CS ITWF
7 Out Flank**
8 +1 str
9 Paired Opportunist** or Improved Critical
10 CS TWR*
11 Dazing Assult or Shield Mastery
12 +1 str
13 Coordinated Charge* or Bashing Finish
14 CS DOUBLE SLICE*
15 ??? or Dazzing Assult
16 +1 str
17 ???
18 CS Greater TWF*
19 ???
20 +1 str
My Original Plan was to go Kukri and Scimitar and Cestus, but The idea of using a quickdraw shield for the added protection and bashing finish is starting to sound like a good idea. With my poor dex the extra AC might be worth it, although I won't be criting as much as I would with a Kurkri in the off hand.
*Not entirely sure which order I want to go with on these feats yet
**These Depend on Other characters and My wolf so I guess we will see. There is a great sounding combo with Paired Opportunist and Outflank granting me an AoO if I crit but that assumes that line in Paired Opportunist referring to taking an AoO when others can only applies to if they are adjacent or not. the wording if vague there.
Thoughts on the Wolf
The idea is I want to focus him on tripping and locking down opponents and Teamwork feats with the ranger.
4 Armor P Light
5 Combat reflexes
5 Paired Opportunist
8 Out Flank
10 ???
13 ???
16 ???
18 Coordinated Charge
Are the Teamwork feats worth it? And I was really planning on Scimitar and Kukri but that extra AC, Shield Mastery, and Bashing Finish with a quick draw shield looks pretty good too... Any recommendations are appreciated! Let me know what you think.
I'm gonna be running a Dark Sun campaign soon. After looking at the 2nd and 3rd edition Dark Sun wizards and the rules for defiling and preserving, I decided to kind of combine them into an easy to fit archetype. Here is the result:
Let me know what you all think. Wizardry is so rare and despised in dark sun, wizards don't have the luxury to specialize in schools of magic (at least in 2nd edition they couldn't), so I decided to create a "Defiling school" It rewards the evil defilers with more power, and weakens the good preservers all while dangling that power within their reach...
We just started skulls and shackles and I wanted to try my hand at a rogue, which is a class I never seemed to click with. I've checked out the famous rogue guides and such, but I decided to try something similar but different and thought putting it up here for some advice and if it is good, to share the idea.
The idea is that you use a 1 handed weapon with 2 hands and when you get sneak attack, you quick-draw the a second light weapon and go to town. Swashbuckler achetype helps with the build big time, and fits the theme of the game! You need to have a decent strength to pull this off though, mainly to do decent damage and to ignore the weapon finesse feat. Here is the build at 1st level, and the planned build afterwards
Switching Rogue:
Medium-sized Humanoid (Human)
Rogue 1
____________________________________________________________________
STATISTICS
Str 17 (+3); Dex 17 (+3); Con 14 (+2); Int 9 (-1); Wis 13 (+1); Cha 12 (+1) [+2 Dex Human, Stats generated randomly]
Initiative :+5
____________________________________________________________________
FEATS
Dodge, Martial weapon proficiency [Scimitar (cutlass)], Two-weapon fighting
____________________________________________________________________
TRAITS
Reactionary
Touched by the sea
____________________________________________________________________
DEFENSE
HP: 11
AC: 17, touch 14, flat-footed 13 (base +10; armor +3; dex +3; +1 dodge)
CMD: 17 (base +10; str +3; dex +3; +1 dodge)
Saves: Fort +2, Ref +5, Will +1
____________________________________________________________________
OFFENSE
Base Attack: +0; CMB +3
Melee: scimitar +3 (1d6+4 / 18-20/x2)
Melee: scimitar +1 (1d6+3 / 18-20/x2), dagger +1 (1d4+1 / 19-20/x2)
Ranged: dagger +3 (1d4+3 / 19-20/x2)
____________________________________________________________________
SPECIAL ABILITIES
●Favored class benefit: +1 hit points
●Human Bonus Feat: Gain an extra feat
●Skilled: Gain an additional skill rank at 1st level and one additional rank whenever they gain a level
●Martial Training (Ex): Martial weapon proficiency scimitars. May take the combat trick rogue talent twice.
Planned build:
(Stats) +1 Str, Dex, Wis, Int; Most-likely but not necessarily in that order.
(2)RT: Combat Trick Quick Draw
(3)F: Power Attack
(4)RT: combat trick #2 Furious Focus
(5)F: Improved Initiative, Toughness, Combat Reflexes, or Double Slice*
(6)RT: Weapon Training Scimitar
(7)F: Improved Initiative, Toughness, Combat Reflexes, or Double Slice*
(8)RT: Hold Breath, Strong Stroke, Swift Poison, Combat Steal, Resiliancy, or Strong Impressions)*
(9)F:Improved two weapon fighting
(10)ART: Crippling Strike
(11)F: Improved Critical Scimitar or Vital Strike(Improved Initiative, Toughness, Combat Reflexes, or Double Slice)*
(12)ART:Opportunist
(8)STAT: +1 Dex or Wis
(13)F: Improved Critical Scimitar or Vital Strike(Improved Initiative, Toughness, Combat Reflexes, or Double Slice)*
(14)ART: Hunters Surprise, slippery mind, redirect attack, or feat
(15)F: Greater two weapon fighting (or Improved Critical Scimitar or Vital Strike(Improved Initiative, Toughness, Combat Reflexes, or Double Slice)*
(16)ART: Hunters Surprise, slippery mind, redirect attack, or feat*
*Indecisive on these feats at the moment. Any other ideas are welcome. Otherwise will take whichever feat seems more appropriate when the time comes.
Books that I'm allowed to use are Core, Advanced, Ultimate Combat, and Ultimate Magic.
Party consists of a me, a healing oracle, and a conjuration wizard. We have a forth player who is going to be most likely making a barbarian.
I don't need to be a powerhouse, just want to be useful in combat. Thoughts?
Trottingham is the first settlement in the travel route through Equestria from the cold lands, and it sees many visitors and refugees, and has a huge industry in farming along with an increasing industry in metalworks. The town also sports a school, a theatre, and an ever increasing slums. Newcomers to the town are struck by the industry and optimism in the citizens. Despite the slums and the overpopulation from the refugees, the quality of life here is much better than in the cold lands.
You have each responded to posters placed around the area by Baroness Cookie, the ruler of Trottingham, for worthy adventurers and heros. The posters were vague, failing to describe the baroness’s need in any detail, but the rich reward promised, 100 Florins, drew your attention.
On arriving at the baroness’s keep, you were shown into an audience room and asked to wait while the baroness finished with urgent business. You are the only ponies present.
Go ahead and take this opportunity to introduce your characters.
Here is the Discussion Thread. More to come soon. We're still looking for a few more players, so if anyone stumbles in here and is interested, feel free to head over to the recruitment section to see if we are still recruiting.
"The blizzard has ended, but all that remains is a frozen wasteland. Ponies all over are forced to flee to the new land of Equestria and leave their old prejudices behind. With the hope of starting over in this lush untouched land, you have made yourself at home in the town of Trottingham. It is a simple farming village, the first Settlement made in Equestira. Despite the overpopulation and constant refugees flowing in and out, the quality of life is so much better now it's hard to complain."
Hey everyone, Here is the recruitment thread for the Pony Pbp! The setting is a few years after the founding of Equestria. Luna and Celestia are not yet around and the Ponies are just getting used to their new homes. But this new land is untouched and ripe with adventure!
I've got two players from my RL game currently and I am looking for 4 more players for the game. I'd like there to be a mix of all three pony races, and preferably I'd like two of each race.
Beyond that I only ask that you have a reason for wanting to protect the people of Trottingham and a thirst for adventure!
I'm going to put a close date for character submissions for Saturday night August 4th at 11:59 pm. So about a week.
The game rules and campaign rules are attached above. If you have questions about the game or need help feel free to ask.
I've been toying with the idea of running a my little pony campaign and I'm checking for interest. Thinking of setting it after the heart's warming eve play timeline, so game play would be way before the TV series, and involve a very early Equestia.
If there is enough interest I will try to come up with an adventure/story and set up a recruitment thread. Rules for the game is linked above.
"So my player just totally joined a new play-by-post, and he chose me~♪ to be his character! Isn't that just so Totally, Amazingly, Awesome!♥"
"Anyway, I'm a totally chaotic bard that is supposed to randomly brake out into songs and lighten the mood! But my player, gods bless his poor soul, sucks at making up lyrics! So I was thinking... What about a thread with bardic music song and lyrics? So I scrounged the threads, but alas, no luck. So I though, why not make a thread for young aspiring bards who are in need of some songs to sing! Brilliant, huh?"
"So... anyone have any songs they've used or made? I'd be eternally grateful, and your friend forever! And anyone else who would like to use them can too of course! Whole songs, single verses, a little ryme... I'll be happy with anything! And I am sure that others would be too!"
"So, ahhh... Thanks in advance for those of you kind enough to contribute!"
I have a player that I suspect is cheating. He plays through video feed on the laptop, so his rolling is basically through the honor system. I have talked to him about it before but he insists that he is not cheating. He basically never rolls less than a 15 on a d20 and never rolls less than 1 point away from max damage.
Worst part is, it is starting to effect the other players and the game itself. They are getting more and more irritated, they are feeling they are being overshadowed, and I think they are starting to cheat now because of it. The game is supposed to be fun.
We are all good friends, so kicking players is out of the question, but I feel this issue is starting to grow out of control. Any advice is welcomed.
Never played in a low magic campaign and I am actually a bit excited. Magic is really rare, and thus if I am too open with my magic it could cause problems if npcs start to find out. So any good advice on how to keep the magic on the down low and how to play a cleric in a low magic campaign? Big 6 magic items are out, replaced with some sort of power up per level system. Other magic items will be rare and nearly impossible to buy. Making magic items is possible, but getting the money towards it will be challenging without the magical loot to sell. The party is me, a sword and board fighter, a bard archeologist and a barbarian.
Here is the stats for the character. We have not started the game yet so I can probably make some changes if need be.
Human Cleric of Sarenrae (Merciful Healer)
Stats (heroic array)
Str 13
Dex 12
Con 10
Int 8
Wis 16
Char 15
Feats: Selective Channeling, Toughness
1 skill ranks into heal and sense motive
Domain Healing
Equipment:
Scale mail
Buckler
Scimitar
Hvy Mace
Sling
Took the missionary trait (Doom, Divine Favor, and Command) and the Sarenrae feat that deals 2 fire damage on crits.
There is alot of talk about the rogue being the weakest class. I've seen alot of "fixes" proposed, but I have not seen something as simple as increasing the Rogue's BAB. I'm not so sure about how weak a rogue actually is in game, as I don't play them, but I was just wondering why this kind of fix is not as common as fixing sneak attack or altering the classes special abilities.
And for discussion's sake, anyone think a full base attack rogue would work, or would that be too much of a power boost?
Hey everyone! I was thinking of adding an encounter in one of the next few sessions in which the PC's have a chance to help either santa or one of his helper's or reindeer or something like that.
If they help out, they will get a magical gift from santa when they wake up the next morning!
But, unlike normal treasure, I want these items to have very little in game effect, but I would like them to be cool enough that the PC's would keep them instead of selling them for money. I would also like them to be made with low level spells so the price would not be too high.
I have a player that is probably going to be taking the Improved Familiar feat and take a Faerie dragon. So before he takes the feat I want to check a few things that I assume might come up.
Does a Faerie Dragon have thumbs? AKA, can it hold or use Items or weapons appropriately sized fore it. If not, could it use a wand in it mouth or something like that?
If the Faeri Dragon is given regular (Small or Medium) sized alchemical items, wands, scrolls, potions, ect, could it use them even though it is tiny?
Working on a rogue where critical attacks and sneak attack work together better. Let me know what you think.
Devastating Striker:
A devastating striker rogue is always looking to make the most out of her attack as possible, even if she doesn’t have the advantage of surprise.
Critical Training (Ex)
At 1st level, a lucky strike rogue uses her rogue level in place of her base attack bonus when confirming critical hits and for meeting the prerequisites of the critical focus feat, the improved critical feat and all critical feats. A lucky strike rogue may choose one of these feats instead of a rogue talent if they meet the prerequisites of the feat. Base attack bonuses granted from other classes are unaffected and are added normally.
In addition, at 14th level, a lucky strike rogue can ignore the fighter level requirement for the critical master feat. All other prerequisites must be met to take this feat.
This ability replaces trapfinding.
Deadly Critical (Ex)
At 2nd level, a lucky strike rogue adds 1/2 her level to damage rolls whenever she rolls a critical hit. If the critical hit was also a sneak attack, this bonus is equal to her full rogue level. These bonuses are multiplied.
This ability replaces trap sense.
After Shock (Ex)
At 3rd level, when a lucky strike rogue scores a critical hit, the target is shaken by the pain for 1 round. If the hit was also a sneak attack, the shaken effect lasts for a number of rounds equal to the number of sneak attack bonus dice that the rogue has. Unlike normal, additional fear effects or uses of this ability does not increase the level of the shaken condition.
I'm not much of a rogue player, so I don't have much to say on whether Rogue is a weak class or not, but somehow sneak attack got stuck in my mind, and I started to break down what it means to sneak attack. Basically your hitting a vital spot and it is the same type of damage as a critical hit. Critical hits are basically lucky strikes to vital spots. So a thought struck me. Why not rework sneak attack to work through critical hits?
So here is my take on the rogue with a major re-haul to sneak attack.
The class is exactly the same except for the following:
Weapon Proficiency: Whip is added to the rogues list of weapon Proficiencies.
Critical Training (Ex)
At 1st level, a rogue uses his rogue level in place of his base attack bonus when confirming critical hits with special rogue weapons (dagger, dart, hand crossbow, punching dagger, rapier, sap, shortbow, short sword, and whip.)and for meeting the prerequisites of critical feats. Base attack bonuses granted from other classes are unaffected and are added normally.
Sneak Attack and all of it's improvements are replaced by the following:
Sneak Attack (Ex)
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack with a special rogue weapon (dagger, dart, hand crossbow, punching dagger, rapier, sap, shortbow, short sword, and whip.) she can strike a vital spot for extra damage.
The rogue's attack is automatically a critical hit anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. Should the rogue score a critical hit with a sneak attack, nothing changes as the attack is already a critical. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.
Quick Critical (Ex)
At 3rd level, when a rogue gets a critical hit normally or through sneak attack while using his rogue weapon, he adds his dexterity modifier to the damage roll. This additional damage is multiplied as normal.
Improved Sneak Attack (Ex)
At 5th level, and every four levels thereafter, a rogue learns more ways take advantage of his targets to pull off sneak attacks, and can select an improved sneak attack. Each improved sneak attack adds a new condition that allows the rogue to pull off a sneak attack. The rogue can pull of one sneak attacks against one of the following conditions: Deafened, Disabled, Exhausted, Nauseated, Panicked
At 9th level, a rogue adds the following conditions to the list of those that can be selected: Dazed, Entangled, Fatigued, Frightened, Staggered
At 13th level, a rogue adds the following conditions to the list of those that can be selected: Poisoned, Shaken, Sickened
At 17th level, a rogue adds the following conditions to the list of those that can be selected: Prone, Grappled, Dazzled.
Rogue Critical (Ex)
At 7th level, the critical range and critical multiplier of the rogue’s rogue weapons increase by 1. These benefits stack with other critical increasing feats or magical items.
Catch of Guard (Ex)
Once a day, at 11th level, as a swift action you may designate one target and for your next attack, that target is considered flatfooted.
Greater Rogue Critical (Ex)
At 15th level, the critical range and critical multiplier of the rogue’s rogue weapons increase by 1. These benefits stack with other critical increasing feats or magical items.
Greater Catch of Guard (Ex)
When using Catch of guard, the target is treated as flatfooted towards all of the rogues attacks until the beginning the rogues next turn.
Rogue Talents
For the most part these would be the same. Any talent that works with a sneak attack instead works with a critical with a rogue weapon. the critical multiplier is the equivalent of the sneak attack bonus dice.
Possibly some talents that give bonuses to using rogue weapons as a group.
Possibly a talent for adding a weapon into the rogue weapons list. two rules if this was used.
1) Must be proficient with the weapon.
2) Must be a light or 1 handed melee weapon or thrown weapon or a bow. If a 1handed weapon is chosen, you lose the rogue weapon quality when you use two hands to wield it.
Anyway let me know what you all think. I have no idea if it is balanced, But I think the concept is pretty cool.
I know that pathfinder has their own firearms rules, but I'm looking for something a bit different for my current game. I adjusted them and made a few more types for variety. I plan on unveiling them to my group soon so I would appreciate it if anyone finds any problems and flaws.
I have been having trouble finding good spell sheets for my spell casters, especially for prepared spell casters. It's too much paperwork to change the spells each day, so a sheet with all the spells on it is what I'm always looking for. So far I have not been able to find any, So I have decided to try my hand at making one.
If someone has found good spell sheets, let me know, no reason to make these if there is already a good one out there. But otherwise I'm going to try to do this for all the core classes. Let me know what you think.
Thanks.
edit-
K = known / written in spell book.
p = prepared
S = scroll
The little shield with the school abbreviation is for marking specialty schools and prohibited school spells.
So how many people play bards that actually use an instrument? Because of the hands being used to play the instrument, most people I've seen have focused on non instrument playing bards. So I came up with an Idea...
Sharp Instrument, Minor
Aura Minor Transmutation; CL 1st
Price 2000 gp; Weight Varies.
DESCRIPTION
By playing a sharp note on these instruments, any character with bardic music and ranks in the appropriate perform group can cause harm to those near them.
During a bardic performance, as a standard action, the wielder can attack an adjacent foe with a sharp sound from the instrument. The target makes a fortitude save equal to 10 + 1/2 of the appropriate perform skill ranks (including class bonus). Failure indicates that the target takes 1d6 points of sonic damage, success negates the attack. If the wielder has multiple attacks due to a high base attack bonus, the wielder can make additional sharp note attacks. Treat this in all other ways as if making an attack with a melee weapon.
Construction
Requirements Craft Wondrous Items, Sound burst; Cost 1,000 gp
Thoughts? Another way could be to make it a feat, but it seems a bit too supernatural for a feat, but it could work. Might think of a Major version later.
Hey everyone, I'm starting a new campaign and I'm trying to decide if I want to use an AP or try Sandboxing a campaign. I've ran one once before but it was more of a joke campaign that I ran when we were missing too many players and it was a LONG time ago.
anyway, any good pointers on running a sandbox style game?
I'm about to end my current campaign, and in it the characters have just gotten a flying city (From the Crucible of Chaos module).
In the next campaign I'm going to have the pc's run two characters: Normal characters, starting first level, and on the side they will keep playing their old characters in regards to running and expanding on their flying city. The new characters will have some connection to the old ones (probably the children of the old characters) and after taking a look at the kingmaker campaign, I think I might be able to make it work so that I can run this adventure path with a flying city...
The characters were planning on making some farming colonies as they expand the city and travel the world, and I was thinking I might break the adventure path into multiple locations in the world as they are expanding their empire.
Those of you who have played in the kingmaker campaign, can you give me some input on problems I might run into if I attempt this? Thanks!
So, I'm sure that this has been asked a lot, but what do you do when a character dies and they make a new character? Do you have them come back in at the same level or at a lower level? What do you do with the dead characters wealth?
Hey Everyone, I'm about to reveal some homebrew races for my next campaign and I wanted you guys to give them a review before I give them out as options to the players. (also quick side note, all my races only give a +2 to a single stat, so I guess ignore the stat increase...) Here is the first one:
DracomorphHalf-dragon (or maybe more "were-dragon?")
Fluff:
This race replaces gnome. they are the "half dragon" race in my world. they are much, much more human in appearance due to dragons taking human form in their conception, and this transmutation effect has much to do with their racial powers.
Ability Score Bonus: +2 Intelligence; Dracomorphs inherit a gift of intelligence from their draconic heritage.
Medium Size: Dracomorphs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: 30 ft (6 Squares); Dracomorphs have the basic speed for a medium creature.
Languages: Dracomorphs begin play speaking Common and Draconic. Dracomorphs with high Intelligence scores can choose from the
following: Celestial, Dwarven, Elven, Fae-ri, Goblin, Infernal, and Orc.
Skill Bonuses: +2 Bluff, and +2 Climb.
Racial Weapon Familiarity: Dracomorphs treat any weapon with the word “dragon” in its name as a martial weapon, such as the dragon hooked hammer.
Dracoform: Due to the transmutation magic involved in a dracomorph’s conception, they can take on a more draconic from. As a swift action, dracomorphs can shift into a humanoid shaped dragon, gaining special draconic traits. Dracomorphs can stay in their dracoform for 5 + constitution modifier rounds a day(minimum 1). A dracomorph chooses his dragon color, and gains the following racial traits chosen from the list below. These traits only apply when the Dracomoph is in Dracoform.
Dragon’s Breath: A dracomorph gains a breath weapon usable once per day based on the dragon variety (see below).
The breath weapon deals 1d4 hit points of damage per two character levels possessed by the dracomorph. (Reflex half; DC 10 + 1/2 creature’s racial HD + creature’s Con modifier).
Dragon Sense: The dracomorph gains darkvision 60 feet and lowlight vision.
Dragon Scales: The Dracomorph chooses one of the following two benefits: The Dracomorph’s Nat. armor improves by +1, or the dracomorph gains energy resistance 5 versus the same energy of his breath weapon.
Dragon Ferocity: A dracomorph chooses one of the following two choices of natural attacks: The Dracomorph gain’s two claw attacks or a single bite attack. The dracomorph can use manufactured weapons while in dracoform. The claw attacks deal 1d4 damage while the bite attack deals 1d6 damage and always adds 1½ strength mod to the damage. These natural attacks are considered primary attacks. If a Dracomorph uses a weapon while in dracoform, his natural attacks become secondary attacks and he loses a claw if it is holding a weapon. (see “Natural Attacks” on pages 301–302 for more info).
Dragon Variety Breath Weapon
Black or copper 30-foot line of acid
Brass 30-foot line of fire
Blue or bronze 30-foot line of electricity
Gold or red 15-foot cone of fire
Green 15-foot cone of acid
Silver or white 15-foot cone of cold
Racial Trait:
Strong Dracoform: Your Dracoform is much stronger than the average. When making a choice for either dragon scales or dragon ferocity, you may take both instead.
Special: If you take the extra traits feat, you make take this trait again, allowing you to take all of the available options dracoform allows. This is an exception to the rule that you can only take one trait from each category.
Stats will be determined at the first session, including character creation. If randomly generated, I need to be able to see the roll/draw.
One of the following stat generation methods... (let me know your opinion on these)
1.)DM's Choice:Two Card Draw: Two suits of cards 4-9 are shuffled, and then two cards are drawn. Repeat this, leaving out the pulled cards until all the cards are drawn. The sum of the pairs of cards are your stats, you may place them as you wish.
2.)15 point buy: You know this.
3.)DM's Least favorite: 4d6 drop the lowest: You know this. However, I think I have had my fill of rolling stats...
possible other rules in association...
Hero points: If you do not like the stats outcome, you may scrap the stats and buy a redo for x amount of your starting hero points, assuming the hero point system is used.
Heroic Array: If you do not like your Stats, you can choose the heroic array instead. (15,14,13,12,10,8)
Potential House Rule 2: Hit Point Generation
1.) Standard. This means that you get what you roll. No roll if under half, or if it is a one. If heropoints are in play, you may buy a reroll by spending a hero point, and take the better of the two rolls.
2.)Average. The character gains half of their hit die plus 1/2 a hit point (rounded down). So, for example, a Barbarian would have 12 hp at 1st level, 18.5 hp at 2nd level (rounded down as 18) and at 3rd level 25hp (12 +6.5 +6.5). A wizard would have 6 hp at 1st level, 9.5 hp at 2nd level (rounded down as 9) and at 3rd level 13hp (6 +3.5 +3.5).
3.)Above Average: The character gains their hit die - 2. So, for example, a Barbarian would have 12 hp at 1st level, 22 hp at 2nd level and at 3rd level 32hp (12 +10 +10). A Wizard would have 6 hp at 1st level, 10 hp at 2nd level and at 3rd level 14hp (6 +4 +4).
4.)1d6+n: All classes roll a d6 for hit die, and add the difference at the end. So, for example, a Barbarian would have 12 hp at 1st level, 1d6+18 hp at 2nd level and at 3rd level 2d6+24hp (12, +1d6+6, +1d6+6). A wizard would have 6 hp at 1st level, 1d6+6 hp at 2nd level and at 3rd level 2d6+6hp (6, +1d6+0, +1d6+0).
Average is my favorite, above average may be too much. 1d6 is interesting. let me know what you think...
Hey everyone. My current campaign is coming to a close and my group wants to start new characters with standard pathfinder in my world (I was using E8 with pathfinder and much more powerful races) I toned my races down and was wondering if they are on par now with the standard races now. One note before anyone looks, I do the stat adjustments for the races differently in my game, each race grants a +2 to a specific stat, humans gaining a +2 to a stat of their choice. No stat pen, nor second stat bonus to the races that usually get them. Anyway thanks in advance for any advice.
Troll:
* Note: this race replaces half orc i n my game. They are not d&d/pathfinder trolls. If anything, they are simmilar to Shadowrun trolls in design.
Troll Racial Traits Ability Score Bonus: +2 Strength; Trolls are the largest of the medium sized races, granting them immense strength.
Medium Size: Trolls are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: 30 ft (6 Squares); Trolls have the average speed of a medium sized creature.
Languages: Trolls begin play speaking Common and Troll. Trolls with high Intelligence scores
can choose from the following: Draconic, Fae-ri, Goblin, Orc, and Terran.
Skill Bonuses: +2 Intimidate, and +2 Survival.
Racial Weapon Familiarity: Trolls treat any weapon with the word “Troll” in its name as a martial weapon, such as the troll
double axe.
Long Arms: Although troll’s arms are not long enough to grant them a natural reach, trolls gain
the benefits of the lunge feat, even though they do not meet the prerequisites of the feat.
Regeneration: Trolls can heighten their immune system to regenerate a small amount of
damage. Three times a day, as a swift action, a troll can heal himself 2 hp.
Fae'ri:
* Note: Fae'ri replace halflings in this game. They have the ability to fly through feat(s) later in the game, but the ability to fly is obviously too powerful at early stages of the game.
Fae’ri Racial Traits Ability Score Bonus: +2 Dexterity; Fae-ri are the swiftest of the civilized races.
Small Size: Fae-ri are Small creatures and 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.
Slow Speed: 20 ft (4 Squares); Fae-ri have slow speed due to being small size.
Vision: Low-light vision; Fae-ri can see twice as far as humans in conditions of dim light.
Languages: Fae-ri begin play speaking Common and Fae-ri. Fae-ri with high Intelligence scores can choose from the following: Celestial,
Draconic, Goblin, Orc, Sylvan, and Troll,
Skill Bonuses: +2 Fly, +2 Knowledge (Planes). Even though a Fae’ri does not have a fly speed, a faeri can put skill points into the fly skill.
Racial Weapon Familiarity: Fae-ri treat any weapon with the word “Fae-ri” in its name as a martial weapon, such as fae-ri sling-staff.
uided Jump: Fae’ri treat all their jump checks as if they have a running start. If a fae’ri performs a running start on a jump check, they also gain a +4 circumstance bonus to the check, and can add their fly skill ranks and racial bonus to the check.
Guided Fall: If a Fae’ri falls 10 ft or more, they may attempt to lessen the falling distance. By making a DC 15 fly check, a Fae’ri can subtract 10ft from the fall. For every 5 they beat this check by, they can subtract an additional 10 ft from a fall.
Wings: If a fae-ri’s wings are bound up, damaged, removed, or prevented from functioning, they lose their guided fall and guided jump abilities until their wings are in proper working condition again. A creature can attack a fae’ri’s wings as a sunder attempt. If the wings take damage equal to twice the fae’ri’s hit dice, the fae’ri’s wings are severed. If a fae-ri’s wings are removed, they grow back in 2d6 days. Fae-ri’s wings heal very fast. Any minor damage, like a cut or break to a wing, heals within 1 hour, regaining any racial abilities lost.
Fade: Fae-ri can slip into folds in the dimension that most cannot see. In essence the fae-ri can pop out of the dimension for a fraction of a second. A fae-ri cannot stay in this dimensional fold, and are forced right back out, but it can be long enough to avoid potential harm and is a survival technique all fae'ri learn. As an immediate action, once per day, a Fae-ri can negate a physical attack with a reflex save. The DC is equal to 10 + the damage that is dealt. Success indicates that the fae-ri avoids the blow entirely, while a failure means that damage is inflicted as normal.
Dracomorph:
*Note: This race replaces gnome. they are the "half dragon" race in my world. they are much, much more human in appearance due to dragons taking human form in their conception, and this transmutation effect has much to do with their racial powers. They are designed simmilarly to 3.5's eberron shifter race. This is the race i'm must worried about balance wise lo let me know what you think. ;)
Dracomorph Racial Traits Ability Score Bonus: +2 Intelligence; Dracomorphs inherit a gift of intelligence from their draconic heritage.
Medium Size: Dracomorphs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: 30 ft (6 Squares); Dracomorphs have the basic speed for a medium creature.
Languages: Dracomorphs begin play speaking Common and Draconic. Dracomorphs with high Intelligence scores can choose from the
following: Celestial, Dwarven, Elven, Fae-ri, Goblin, Infernal, and Orc.
Skill Bonuses: +2 Bluff, and +2 Climb.
Racial Weapon Familiarity: Dracomorphs treat any weapon with the word “dragon” in its name as a martial weapon, such as the dragon hooked hammer.
Dracoform: Due to the transmutation magic involved in a dracomorph’s birth, they can take on a more draconic from. As a
swift action, dracomorphs can shift into a humanoid shaped dragon, gaining special traits while in its form. A dracomorph chooses his dragon color, and gains two draconic traits chosen from the list below. Dracomorphs can stay in their dracoform for 3 + constitution modifier rounds a day(minimum 1).
Dracoform Traits: Dragon Bite: The dracomorph gains a Bite attack that deals 1d6 damage (plus an additional +1 for every four character levels). If used as a primary attack, the Dracomorph adds 1½ strength modifier to damage with his bite attack. The dracomorph cannot attack more than once per round with her bite even if her base attack bonus is high enough to give her multiple attacks. She can use her bite as a secondary attack (taking a -5 penalty on her attack roll, and only adding strength modifier to damage) while wielding a weapon.
Dragon Claws: The Dracomorph gains two claw attacks that deals 1d4 damage each. These claws deal Id4 points of damage (plus an additional +1 for every four character levels) with each successful attack. A Dracomorph can attack with one claw as a standard action or with two claws as a full attack action. She cannot attack more than once per round with a single claw, even if her base attack bonus is high enough to give her multiple attacks. She can attack with a claw as a light off-hand weapon while wielding a weapon in her primary hand, but all her attacks that round take a -2 penalty. While in this form dracomorphs may use manufactured weapons and other objects (such as shields, wands, & ect.) in your clawed hands as normal.
Dragon scales: The drocomorph gains a +2 racial bonus to Natural Armor
Energy Resistance: The dracomorph gains Energy resistance 10 against the energy associated with its dragon color.
Spell Resistance (Ex): The drocomorph gains Spell Resistance equal to 6+class level.
Improved Spell Resistance (Ex): The drocomorph gains Spell Resistance equal to 11+class level. (Spell resistance must be taken)
Dragon Roar: By ushering forth draconic roar Dracomorphs with this trait can use their roar to intimidate more than one target when
demoralizing opponents. They can demoralize all enemies within 10 ft of them. A target does not need to see a dracomorph,
but has to be able to hear them to be effected.
Dragons Breath (Su): Dracomorphs with this trait can blast a cone of energy at their enemies as a standard action, once per day while in dracoform. This is treated as the burning hands spell, except that it deals energy of the Dracomorphs energy type, and the dracomorphs DC vs the targets’ reflex saves is equal to 10 + ½ his hit dice plus his con modifier. The Dracomorphs caster level is equal to his class level.
Dragon Immunity (Ex): Dracomorphs are immune to sleep and paralysis effects.
Dragon Sense (Ex): Dracomorphs with this trait gain darkvision 60ft and can see in shadowy illumination twice as far as a human. They also gain the benefit of the blind fight feat as well.
Damage resistance: Dracomorphs with this trait gain damage reduction 1/magic. This increases by +1/5 levels.
Water breathing (Ex): The Dracomorph can breathe underwater (Black only)
Sound Imitation (Sp): The Dracomorph can mimic any voice or sound it has heard by making a successful
Bluff check against a listener’s Sense Motive check. The dracomorph may also use ghost sound at will.
Woodland Stride (Ex): The Dracomorph gains the woodland stride ability. (Green Only)
Smoke Vision (Ex): The Dracomorph can see perfectly in smoky conditions (such as those created by pyrotechnics). This does not include mist, fog, or cloud effects. (red only)
Icewalking (Ex) The dracomorph can move across icy surfaces without penalty and does not need
to make Acrobatics checks to run or charge on ice. (White only)
Move Sand (Sp) Once a day, a dracomorph can move sand. This functions as Expeditious Excavation, but it only affects sand. The dracomorph uses his HD in place of his caster level for this effect. (Brass Only)
Repulsion Breath (Su) once a day, a bronze dragon can breathe a 15 ft cone of repulsion gas. Targets must make a Will save or be compelled to not harm the dracomorph for 1d6 rounds. If the Dracomorph attacks anyone after this effect, the duration immediately ends. This is a mind-affecting compulsion effect. (Bronze only)
Climb Stone (Ex) a copper dracomorph can climb on stone surfaces as though he has a climb speed of 20 ft. (Copper Only)
Lucky Scales (Ex) a gold dracomorph gains a +1 luck bonus to all saving throws. (gold Only)
Fog Vision (Ex) A silver dradracomorph can see perfectly well in fog and clouds. This does not include smoke or mists. (silver only)
Dragon magic: +1 to save dcs.
Was wondering how this stands up with standard animal companions. I understand that dragons are non-animal companion material, but these are more like watered down animal like dragons in this case.
LESSER DRAGON
Starting Statistics: Size Medium; Speed 30 ft.,
fly 80 ft. (poor); AC +0 natural armor; Attack
bite (1d6), 2 claws (1d4); Ability Scores Str 13, Dex 13, Con 17, Int
2, Wis 12, Cha 6; Special Qualities darkvision 60 ft., Breath weapon
7th-Level Advancement: Size Large;
AC +3 natural armor; Attack bite (1d8), 2 claws (1d6);
Ability Scores Str +8, Dex –2, Con +4.
Breath Weapon (Su) Each type of Lesser dragon can unleash a Particular breath weapon every 4 rounds as a standard action. The Breath weapon deals 1d8 damage of the indicated energy. The DC is Constitution-based.
Color Breath Weapon (Medium/Large)
Black 30/40-foot line of acid
Blue 30/40-foot line of lightning
Brass 30/40-foot line of fire
Bronze 30/40-foot line of lightning
Copper 30/40-foot line of acid
Gold 15/20-foot cone of fire
Green 15/20-foot cone of acid
Red 15/20-foot cone of fire
Silver 15/20-foot cone of cold
White 15/20-foot cone of cold
I was thinking about making a new set of races, each having a different elemental affinity to either earth, water, wind or air, but now I am thinking of doing this through traits. I was wondering if anyone had any good ideas for traits based on one of the four elements. Few Ideas I have had so far:
Elemental Explosion: You have an explosive control over your element when wielding it in combat. Whenever using and ability or item that deals damage of your element, you deal 1 extra point of damage of your elemental type.
Elemental Resistance: You have an inherited ability to resist your chosen element. You gain energy resistance 1 against your chosen element’s energy. This stacks with any other elemental resistances gained.
Elemental Ward: You have an inherited ability to protect yourself from your chosen element. You gain a +4 trait bonus to fortitude saving throws when being in natural conditions of your element (such as extreme heat for fire) and a +1 trait bonus on all saving throws against fire effects.
In Your Natural Element (Water): You learned to swim right after you learned to walk. You gain a +1 trait bonus on melee damage rolls while under water a +1 trait bonus on Swim checks. Swim is always a class skill for you.
As I think of more I will post them, if anyone has any good ideas, let me know.
Is it possible to have a low magic campaign in pathfinder with out having to totally rework the system, or change spell casting classes? Has anyone ran a low magic campaign that has any words of wisdom to some one that is planning on trying their hand at a low magic game?
I have heard a lot of DM's use monsters but color them differently to get a totally different monster out of them. I was wondering what people have done that worked well in this regard. In my next game I want to make things a bit different from the pathfinder/d&d norms. A few Ideas I had were:
Mice men:
Use Kobolds but they look like mice like humanoids, and they ride dire rat mounts into combat.
Gobble-lins
Exactly like goblins, but in my campaign they are ravenous eaters, they eat almost anything except metal and stone, they have a bite attack, and "hobgoblins" are matured goblins that have eaten enough strong beings that they grow into a stronger form. Otherwise they become hobble gobble-lins.
In the end, very little actually changes, just what the monster is. Has anyone else done anything like this?
So I am thinking of running a low magic game, and Magic items will not be able to be purchased and creating them costs as much as if you were buying. One of the only ways to get magic items is to make them yourselves. However, one thing I am thinking about adding to the game is special material components that can be used to bring the item creation costs back down to normal. Here is the idea:
Spoils of war: When ever you slay a Dragon, Intelligent Undead, or Magical beast, you can make an appropriate knowledge check, DC 10 + hit dice of the creature slayed to know about how to retrieve a "trophy" from the creatures body that has residual magical energy from the beast within. Actual removal of the trophy requires a survival check equal to the above DC. If the same person who made the Knowledge check is the one rolling the survival check, he gains a +2 circumstance bonus to retrieving the item.
The item retrieved can be anything off of the slayed creature, but only the first Item so harvested can be considered a spoil of war. Multiple, similar items can be harvested, along as they function as 1 unit, such as a collection of dragon teeth. When making such items, the material used must make sense in the items construction. A winter wolf femur would make a good wand, but would be impossible for a cloak, while its pelt would be vice-versa. Spoils of war drop the item cost in half for crafting magical items.
Alternatively, the item could also add a tiny little thematic bonus. For example, if you used the winter wolf pelt as a cloak of resistance +1, it grants an additional +2 resistance bonus against the first cold save of the day.
Soulstone: When an Abberation, Fey, or Outsider die, they may choose to leave a piece of their soul in a solidified form. If you can find or convince/trick one of these creatures to leave such a boon to you at their death, you can use their soul stone to make magic items. Using soul stones work just as above, but you can use the soul stone in any item, altering its form into whatever you need. A soulstone should always have a tiny thematic bonus, as the above one.
Alternately, the partial soul can be bargained with for temporary boosts of power. Failure to uphold the bargain causes the magic item to loose it's magic powers, until the bargain is completed. (not sure what generic boosts of power might be, maybe it is more appropriate to leave it blank...)
Also alternately, A new magic item slot can be added into the game, specifically for a soulstone. To use a soulstone in this way, you actually force the stone into your body, granting you magical powers while it is imbued in you. It is a full round action to remove or insert a soulstone, and the character is dazed 1 round after one is removed or inserted. The soulstone grants the character a number of spell like abilities. The spell casting stat is depended on the creature that the item was taken from: Aberration is Wisdom, Fey is Charisma, Outsider is Intelligence. The DM decides what spells the soulstone grants. Once a soulstone is made into a magic item, it can never be retrieved to be used like this again. For this rule, I plan to use clerical domains and sorcerer bloodline spells for the bonus spells since they have them grouped together in theme so nicely.
I know this was a lot of text, and the final item was a bit of the opposite of "low magic." Thoughts?
I have been tinkering with the idea of a low magic campaign, however, I don't want to prevent pc's from choosing magical classes, and I don't want to have to change any of the classes either. So after thinking and looking at some material from all over the place, I came up with a template/condition to add to the spell casting system that might help with keeping mages in line of power with non-magic users without debilitating them.
The idea is pretty simple. Whenever you cast a spell, there is something like a "cooldown time" before you can "safely cast a spell again." This is called the spell haze. The haze lasts longer depending on the level of the spell. If you do cast during a spell haze, you take non-lethal damage equal to the spell level of the spell you cast.
So, for example, if you cast a 1st level spell, for 1 round after you are under a spell haze. If you cast a 5th level spell, you are under the spell haze for 5 rounds. If you cast a 1st level spell during one of these hazes, you take 1 NL damage, and if you cast a 5th level spell during a haze, it deals 5 NL damage.
If you are under more than one spell haze, you simply use the longer of the two hazes at the time of the casting, they don't "stack". If you cast a 5th level spell the round after casting a 7th level spell, you use the remaining 6 rounds of the 7th level's haze. Instead, if you cast the 5th level spell 4 rounds later, you would use the 5th levels haze since it would run longer.
Spells that take shorter time to cast do not effect other castings of spells that round, but add to the total duration of the haze. For example, a quickened 1st level spell cast in the same round as a 6th level spell would not cause any spell haze damage, but the haze would last 11 rounds.
Another idea is using spell levels -1 or -2 using the above rules, thus making 1st or 2nd level spells unaffected by spell haze rules. Another idea is to go with dice durations and/or damage, such as: 1, 1d2, 1d3, 1d4, 1d6, 1d8, 1d10, 1d12, 2d6.
Taking the idea further, Spell haze can be a "condition" like sickened and such, allowing other ways to give spell haze to targets, making spell casting hurt them.
Spell-like abilities would work the same way as above, and casting from different spell casting classes through multiclassing doesn't matter with this system.
So the necromancer in my game wants to animate a bebilith that the party killed, and I think that would be awfully powerful, but under the rules, I cannot see a reason to say no. He is an 8th level caster. So am I missing something, or is he good to go for animating this thing.
I have been toying with the idea of letting a specific BBEG act more than once in a round, mainly to make the bad guy more tough, since this bad guy has no underlings and will not be at the end of a dungeon (AKA the party will be at 100%). Has anyone else done something like this before or have any idea how much more deadly this would be if i did implicate such an ability/rule? Assuming that I let him go only one additional time, the plan would be to have him take his second turn at half of what his normal initiative is or to at least let half of the party go before his second attack.
I was toying with the idea of a game of pathfinder where the level of magic was ramped up a bit, and everyone used magic. Was wondering what everyone one thought of the idea, and if they had any ideas or any advice they wanted to add.
The Purpose: few ideas about rule changes and the feel I'm going for... still in very early development.
Classes
quick note, these classes would replace the standard classes, and are more powerful. so don't try to balance them against the core.
(warrior) mage: High BAB lowest magic, gains 2nd level spells at 5th level. essentially a gish.
(general) mage: Medium BAB medium magic, gains 2nd level spells at 4th level. Somewhere in between the other two.
(utility) mage: poor Bab, highest magic, gains 2nd level spells at 3rd level. more traditional mage.
I still don't have any class features for the moment, obviously the warriors should have something to do with fighting, something that helps blend fighting with magic. Utility is the more traditional type of caster. where general would be somewhere in between.
I am thinking about spell points form the unearthed arcana, not positive though. everyone will be spells known, very similar to a sorcerer.
If anyone has any good ideas let me know i will add more as i can.
Im thinking about taking phantom steed for one of my 3rd level spells, and had a few questions about mounted combat in general, and how it would pertain to casting spells.
1.) when moving in combat mounted, when is moving considered vigorous, and when is it violent. It states a moving mount and a galloping mount. I'm thinking it means that moving would be move actions and galloping would be running or charging on the mount, but I'm not sure.
2.) when moving a mount, how does it affect your actions? if I move its standard movement (60ft) does that cost me a move action, or is the character free to do a full round action (such as summoning a monster or casting another 1 rd spell)? Could my mount attack an adjacent creature, move, and then could i cast a spell and still have a move action left?
3.) when riding a horse (or more appropriately a phantom steed)through a dungeon, can you squeeze through doorways and what obstacles would prevent me from navigation the dungeon? For example, can a horse go up and down stair cases? Obviously as I gain levels certain obstacles are by-passable, such as with water walk and flying, but for now, its just a normal phantom horse. My DM has a thing of making things difficult and I'd hate to cast one of my highest level spells with a 10 minute long cast time that lasts a 1/4th of the day to have to leave it because a mount is too unwieldy in the dungeon.
4.) any other good insights would be welcome. I'm trying to weigh the advantages of this spell and would like to make good use of this increased movement within combats for most of an adventure. Most of civilization in this campaign treats magic users as demon spawn, so walking into a mage guild or something to increase my spell capacity is not looking good, so I'm trying to make the most of my two wizard spells per level.
In my game my group is going to enter an alien spaceship-dungeon that fell to the land long ago. It was built by alien humanoids, and has a airport-like commons area towards the entrance of the dungeon that im trying to flesh out with some cool futuristic flavor and stuff, but i don't want to give the pcs anything game breaking. anybody have any ideas, or can lead me to some good resources?
So I'm playing a wizard with a 7 str and I have my handy dandy quarterstaff, like any other cliche of a wizard. Now does my attack with said walking stick deal 1d6-2 damage or 1d6-3 damage? Not that I am ever planning to actually wield this weapon in combat, but you never know.