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ok so i just want to make sure im doing this right and not mistaking or miss reading what i can do/ what things do.

so first off is this possible...
class: stalker
archetype: soul hunter
template: bushi

the template is for stalker but is mixing the archetype in. is this ok?

the next thing is the trait i picked...
Practiced Initiator (Combat)
Pick an initiating class—your initiator level in that class gains a +2 trait bonus as long as this bonus does not raise your initiator level above your current Hit Dice.

this is raising my initator level correct? as long as its lower or equal to my HD.
meaning if i go 2 levels in a initator class, 4 levels in fighter my initiator level will be...

2+2+2=6?
initiator level + trait + fighter level 1/2


besides the basic twf tree weapon finesse and point blank shot/ rapid shot than something that might make the risk of using chakrams in melee (that would be homebrewed though) i don't know what else to take. i know people say thrown weapons are not the best build but there is a difference between optimizing to be the best and optimizing to be good in the character specialty. for this character it be chakrams. i just don't know what feats to take. so some help be nice with this


so i do have another post about me trying to create my own vampire template. (http://paizo.com/threads/rzs2tsun?advice-skyrim-vampire-template-and-throw n)

but this post is what if i went with the dread vampire template instead as a child vampire or what if i went the vampire template as a child vampire.

its a cr +3 or +2 seems really low for gaining all the ability scores and not having to worry about con anymore. i know that not being able to go into direct sunlight is a major flaw and could stop me dead in my tracks. is that why a vampire has these great scores and abilities they have? or is it for another reason?

if you were to take away the weakness to die instantly under the direct sunlight what other powers would you take away? same for the must reach coffin in 2 hrs or die. what would a vampire lose if you were to take that away?

what powers or edits would you make out right to balance this being added on to someone?

i don't mean both post to be similar if they are to similar. the other one is to see what i made was balance or not. this post is so i can understand how this would be balanced for a player to have the original templates and if it needs to be homebrewed a bit.

http://www.d20pfsrd.com/bestiary/monster-listings/templates/dread-vampire-c r-3

http://www.d20pfsrd.com/bestiary/monster-listings/templates/vampire

http://www.d20pfsrd.com/extras/community-creations/thesmlnbndt-s-lab/templa tes/-living-vampire


ok so i need help with two things. one major one minor.

major
i'm trying to make a vampire template for skyrim setting pathfinder system. the vampire pathfinder has is nothing like the ones in skyrim and trying to make a template isn't the easiest since there is no guidelines to make a template. so far ive done this in two ways.
universal monster rules and race creation rules
i came up with 20rp vampire template using the race rules.
there is no rating for the monster rules.
(ill post the race creator version since its the only one that actual has a rating system. do keep in mind this goes ontop of a character with class levels and race keeping everything they have while gaining vampire powers on top of that.)

Light Blindness (–2 RP)
Prerequisites: Darkvision or see in darkness trait.
Weakness: Abrupt exposure to bright light blinds members of this race for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.

Elemental Vulnerability (–2 RP) (fire)
Weakness: Pick one of the following energy types: acid, cold, electricity, or fire. Members of this race have vulnerability to the chosen energy type. They cannot posses any racial trait that grants them resistance or immunity to this energy type.

Natural Attack (1 RP) {claw x2}
Benefit: Pick one of the following natural attacks: gore, hoof (if the race has hooves), slam, talons, or wings (if the race has flight). Members of this race receive one natural attack of the chosen type. Gore, slam, and talons are primary natural attacks, while hoof and wings are secondary natural attacks. The damage is based on the creature's size.
Special: This trait can be taken multiple times. Each time, pick a different natural attack.

Bite (1 RP)
Prerequisites: Small or larger size.
Benefit: Members of this race gain a natural bite attack, dealing damage equivalent to that of a creature two size categories lower than normal for their size (1d2 for Small races, 1d3 for Medium, etc.). The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons.

Object of Desire (1 RP)
Prerequisites: None.
Benefit: Members of this race add +1 to their caster level when casting charm person and charm monster.

Skill Bonus (2 RP) (stealth
Benefits: Pick a single skill. Members of this race gain a +2 racial bonus on skill checks made with this skill. Alternatively, pick two related skills—each member of this race gains a +1 racial bonus on these skills during character creation.

Energy Resistance (1 RP) (cold)
Benefit: Pick one of the following energy types that corresponds to the plane the race has ties to: acid (earth), cold (water), electricity (air), or fire (fire). Members of this race have resistance 5 to the corresponding energy type.

Undead (10 RP) esitmated number because some things where taken out

Undead have no Constitution score. Undead use theirCharisma score in place of their Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon's DC).

Undead are immune to bleed damage, death effects, disease, paralysis, poison, sleep effects, and stunning.

Undead are harmed by positive energy and healed by negative energy. An undead creature with the fast healing special quality still benefits from that quality.

Undead do not risk death from massive damage, but are immediately destroyed when reduced to 0 hit points or fewer.

Undead are not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.

Undead do not breathe, eat, or sleep, unless they want to gain some beneficial effect from one of these activities. This means that an undead creature can drink potions to benefit from their effects and can sleep in order to regain spells, but neither of these activities is required to survive or stay in good health.

Undead have the darkvision 60 feet racial trait.

this comes to a total of 13
adding in two once per day spells (dominate person and animate dead) puts it at a 20rp
also it can give creatures the vampire disease with its bite

one way i was thinking about balancing is have the powers be gained with out feeding for x number of days with x number stages equal to days.


ok so i went looking for this question for awhile and found somethings but none of them seemed to get to a true answer.

How do elves age vs humans?
more what im trying to get at is why would it take an elf to learn to become a wizard if they are 110 vs a human 15 years of age?
is there an official answer to this?

the reason why im questioning this is because im wanting to play eleven child who was raised by humans teaching/helping the child to become a druid.