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Dark Archive

Pathfinder Roleplaying Game Charter Superscriber
Gorbacz wrote:
Dragon78 wrote:
...and yet the monk archtype for Catfolk doesn't use cha instead of wisdom for there ac/abilities, so I ask what was the point of giving them a monk archtype.
To drive "everything must be optimized!!!!!murragghhbllzzleeeee" folks up the wall ;-)

The Suli (racial -2 Int penalty) Magus archetype is just as bad.

Though a magus character can possibly grab the SGG Cabalist archetype from Ultimate Options: New Magus Arcana to swap Int for Cha as your casting stat.


2 people marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Maybe it's not that they are making bad optimization choices in their archetype designs, but rather that they are trying to throw those particular race/class combos a bone so they can be more or less on par with those races that have a +2 in the appropriate stat?


No strix awesomeness? :(


*bump*


1 person marked this as a favorite.

A bump after 30 minutes.

Desperation is a pungent cologne...


Strix get a fighter arctype(airborn ambusher), a feat that improves there flight speed, magic item(stonemist cloak), spell(strong wings), and a weapon(snag net)

Alternate racial traits
Dayguard-+2 perception and perception is a class skill, replaces nocturnal.
Frightening-+2 intimidate checks, replaces nocturnal.
Nimble-+1 reflex saves, replaces suspicious.
Tough-+1 fortitude saves, replaces suspicious.
Winged clipped-weaker flight but gains a +2 to bluff, climb, and diplomacy.

Favored class bonus
Barbarian-+1 rage round per day.
Fighter-+1/4 to hatred bonus.
Monk-+1/4 ki point.
Ranger-+1/2 to duration for companions bonus for hunter's bond.

Dark Archive

Ravingdork wrote:
Pomkin wrote:
Azure_Zero wrote:


Answer:
Magus: Add +1/4 point to the magus’s arcane pool.
That's actually perfect. Bladebound magus's everywhere will rejoice.
Do any of the core races get anything similar for the magus?

Humans get that and half-elves do. All core races have something for every class.


What different sizes are supported by the race builder? I remember the playtest only having rules for tiny through to large, but as a GM I have two races, a diminutive-sized race and a colossal-sized race, in mind, and I'd love to get some support for making them both from the ARG.


Gluttony wrote:
What different sizes are supported by the race builder? I remember the playtest only having rules for tiny through to large, but as a GM I have two races, a diminutive-sized race and a colossal-sized race, in mind, and I'd love to get some support for making them both from the ARG.

Sorry, the ARG does not support those sizes

only Tiny to Large


Tch, so much for my high hopes there... Ah well, there's still lots of things in the ARG that I do want, so I'm still buying it.

...I'll probably houserule RP costs for the sizes I want once I can get my hands on the book and get a good look at how the prices of different traits compare to each other.


Kvantum wrote:
Gorbacz wrote:
Dragon78 wrote:
...and yet the monk archtype for Catfolk doesn't use cha instead of wisdom for there ac/abilities, so I ask what was the point of giving them a monk archtype.
To drive "everything must be optimized!!!!!murragghhbllzzleeeee" folks up the wall ;-)

The Suli (racial -2 Int penalty) Magus archetype is just as bad.

Though a magus character can possibly grab the SGG Cabalist archetype from Ultimate Options: New Magus Arcana to swap Int for Cha as your casting stat.

{whispers:} Pssst...

Spoiler:
Sorry, can't help with non-WIS monk, but for the "CHA magus," see Wayfinder #7 when it comes out in July.
Silver Crusade

Racial pre-requisites for some features in the Race Builder are still in, requiring the race to be some kind of elf, gnome, etc.

BUT, there's also a sidebar pretty much saying "Yeah, ignore all of that stuff anyway, it's your world." so it balances out.

Grand Lodge

I've got a question that doesn't seem to have been covered in the book regarding spell-like abilities.

It says that it costs 1 RP per level of the SLA. However, what if you're not gaining all of the benefits of the spell itself? Like say half-celestials that have Summon monster IX (celestials only). What number of RP do you gain back from that? Obviously that would cost 9 RP if you could use that spell normally, but with this limitation it's only 1/2 as useful. So maybe you get back 3? Also, what if you had that ability 3/day? Would you, given my above example number, have a -3 RP to each usage? So instead of it costing 27 RP it's now 18?

If it is in the book, and I don't see it, by all means point it out, but I found this to be quite the oversight.

Also, I know pixies have 4 HD, but how are their SLA only costing them 3 RP when they've got 11 SLA? Is their HD giving them spells as a wizard? Does it not cost more RP for constant usage of some of them? Confused.

Owner - House of Books and Games LLC

kevin_video wrote:

I've got a question that doesn't seem to have been covered in the book regarding spell-like abilities.

It says that it costs 1 RP per level of the SLA. However, what if you're not gaining all of the benefits of the spell itself? Like say half-celestials that have Summon monster IX (celestials only). What number of RP do you gain back from that? Obviously that would cost 9 RP if you could use that spell normally, but with this limitation it's only 1/2 as useful. So maybe you get back 3? Also, what if you had that ability 3/day? Would you, given my above example number, have a -3 RP to each usage? So instead of it costing 27 RP it's now 18?

If it is in the book, and I don't see it, by all means point it out, but I found this to be quite the oversight.

I'd say that most casters should only get partial usefulness out of summoning; I'd look with quite a skeptical eye on a good-aligned caster summoning a good chunk of the creatures on the summon list.

But in short - it's really not that big of a handicap. The fact that they can summon at all as a SLA is the huge part; the fact that they have a restricted list is really pretty minor in comparison.

Grand Lodge

gbonehead wrote:

I'd say that most casters should only get partial usefulness out of summoning; I'd look with quite a skeptical eye on a good-aligned caster summoning a good chunk of the creatures on the summon list.

But in short - it's really not that big of a handicap. The fact that they can summon at all as a SLA is the huge part; the fact that they have a restricted list is really pretty minor in comparison.

That's not what I'm asking though. I'm looking at all these creatures with SLA, and they have multiple spells, but they're not being charged all that much. I'm just asking if I'm reading it wrong, and what the point cost should be.

How I'm reading it is that it costs you X RP equal to the spell level, 1/day. So a 9th level spell 1/day should cost 9 RP. A 3rd level spell should cost 3 RP. Yet I'm seeing all these races with multiple SLA at various levels (some higher than 2nd level) and they cost a minimum amount. Take for the example the human half-fiend. They get Blasphemy 1/day, which is a 7th level spell, yet it says that their spell-like ability only costs 2 RP. So does the human half-fiend in the example not get Blasphemy, Contagion, Poison 3/day, and Summon Monster IX?

I want to eventually build my own races, but as I said, I'm confused with regards to the SLA.

EDIT: I'm looking to make my own races, much like others, but SLA is a big part of it. Don't really want to rip off my players.


How are the sample races? I mean the ones they designed in the race builder section. Were they any cool?

Liberty's Edge

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber
kevin_video wrote:
gbonehead wrote:

I'd say that most casters should only get partial usefulness out of summoning; I'd look with quite a skeptical eye on a good-aligned caster summoning a good chunk of the creatures on the summon list.

But in short - it's really not that big of a handicap. The fact that they can summon at all as a SLA is the huge part; the fact that they have a restricted list is really pretty minor in comparison.

That's not what I'm asking though. I'm looking at all these creatures with SLA, and they have multiple spells, but they're not being charged all that much. I'm just asking if I'm reading it wrong, and what the point cost should be.

How I'm reading it is that it costs you X RP equal to the spell level, 1/day. So a 9th level spell 1/day should cost 9 RP. A 3rd level spell should cost 3 RP. Yet I'm seeing all these races with multiple SLA at various levels (some higher than 2nd level) and they cost a minimum amount. Take for the example the human half-fiend. They get Blasphemy 1/day, which is a 7th level spell, yet it says that their spell-like ability only costs 2 RP. So does the human half-fiend in the example not get Blasphemy, Contagion, Poison 3/day, and Summon Monster IX?

I want to eventually build my own races, but as I said, I'm confused with regards to the SLA.

EDIT: I'm looking to make my own races, much like others, but SLA is a big part of it. Don't really want to rip off my players.

Sorry, what page do you see a human half-fiend on? (Because I'm thinking you're looking at the Tiefling, who gets Darkness 1/Day and the points make sense.)

Grand Lodge

Reckless wrote:
Sorry, what page do you see a human half-fiend on? (Because I'm thinking you're looking at the Tiefling, who gets Darkness 1/Day and the points make sense.)

No, I'm not thinking of tiefling. And, apologies, it's called the Half-fiend Human and it's under the Monster Races Examples. His SLA is 2 RP. The tiefling is 1 RP for their Darkness. One spell, level 1, 1/day = 1 RP.

Looking it over, I'll assume that the example is for a lvl 1 human with the half-fiend template, and therefore only getting Darkness 3/day, but reading over the rules, that should still mean 3 RP, not 2.

While I know the drow is an "approximation" of how many points it should actually be, I would like to know how to actually calculate the numbers because 6 RP, when some of those are "at-will" and not "1/day", seems a bit confusing.

Liberty's Edge

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber
kevin_video wrote:
Reckless wrote:
Sorry, what page do you see a human half-fiend on? (Because I'm thinking you're looking at the Tiefling, who gets Darkness 1/Day and the points make sense.)

No, I'm not thinking of tiefling. And, apologies, it's called the Half-fiend Human and it's under the Monster Races Examples. His SLA is 2 RP. The tiefling is 1 RP for their Darkness. One spell, level 1, 1/day = 1 RP.

Looking it over, I'll assume that the example is for a lvl 1 human with the half-fiend template, and therefore only getting Darkness 3/day, but reading over the rules, that should still mean 3 RP, not 2.

While I know the drow is an "approximation" of how many points it should actually be, I would like to know how to actually calculate the numbers because 6 RP, when some of those are "at-will" and not "1/day", seems a bit confusing.

Tieflings: Darkness= lvl 2 spell, 1/day= 2RP

Drow Nobles have SLAs.

The at-will SLA is a monstrous trait that takes twice as many RP as the spell level(s)(minimum 2) for up to five spells. The Drow Noble can do dancing lights(1=2), deeper darkness (3=6), faerie fire(1=2), feather fall (1=2), and levitate(2=4) at will. 2+6+2+2+4=16rp, as listed.

They have a lesser SLA 1/day and a Greater 1/day, which could also be up to 5 spells. In this case , the Lesser is Divine Favor at 1RP, and the Greater includes Dispel Magic and Suggestion, both as level 3 spells for a total of 6RP.
Finally, they have Detect Magic as a constant SLA costing 3RP.

Hope this helps, because I don't see your half-fiend anywhere in my pdf and you didn't give me a page number.

Grand Lodge

Yeah, got the same answer from the Races board too. Was looking to do up a Dante character race from Devil May Cry, but it's totally not worth it. It's going to run about 57 RP before the game even starts. That makes it about a LA +5 creature. That's beyond unfair for the PC to have.

Silver Crusade

I think something really Dante-like might be better approached on the class level rather than racial. (not that race can't be a starting point for such a character though)


Solo campaigns typically have higher point buys, so higher racial PB seems reasonable

You will still lose to a kid with a demonic leech stuck in his eye though.

Grand Lodge

Mikaze wrote:
I think something really Dante-like might be better approached on the class level rather than racial. (not that race can't be a starting point for such a character though)

Maybe a racial class. Regular class wise he'd likely be a ranger/gunslinger/fighter.


So fiendflayer lets you increase your arcane pool by losing con. Then it says any points not spent are lost the next time you prepare. Since it's increasing your pool size, if you spend the point, does it permanently increase your pool size?


Doctor Carrion wrote:
How are the sample races? I mean the ones they designed in the race builder section. Were they any cool?

There is:

A fairly lame construct race (constructed by a wizard killed wizard control their own means of production and are secretive)

A meh fey race (small clumsy flyers)

A ugly meat shield race that's good at grappling.

A kobold/dragon crossbreed -- pretty much what you would expect here.

Most the rest are builds of already existing monster races -- lizardfolk, centaurs, gargoyles and the like...

nothing that really jumped out at me over all.


^Ugly meat shield race? Well, I guess it's all opinion. I thought the Trox looked pretty cool though (both visually, and as an enemy. Maybe not so much as a PC).


The "totally not thri kreen we swear" race was functional.

Grand Lodge

Anyone figure out how the Construct and Half-Construct are priced? I'm asking because I want to build the Living Construct (3.5 warforged), and knowing how many RP it'll take would be wonderful.


Anyone work out the Kistune's total cost?

(They seem to be popular on the boards.)


I think this is the closest:
Kitsune: Total 8 RP
+0 RP: Type Humanoid (kitsune, shapeshifter)
+0 RP: Size: Medium
+0 RP: Base Speed: Normal
+0 RP: Ability Score Modifiers: Standard (+2 Dex, +2 Cha, –2 Str)
+0 RP: Languages: Standard: Common, Sylvan; any human language, Aklo, Celestial, Elven, Gnome, and Tengu

Defense Racial Traits:
+1 RP: Agile (Ex): Fixed Skill Bonus [+2 racial bonus on Acrobatics checks]

Offensive Racial Traits:
+1 RP: Natural Weapons (Ex): In her natural form, a kitsune has a bite attack that deals 1d4 points of damage.

Magical Racial Traits:
+3 RP: Change Shape, lesser (Su): A kitsune can assume the appearance of a specific single human form of the same sex. The kitsune always takes this specific form when she uses this ability. A kitsune in human form cannot use her bite attack, but gains a +10 racial bonus on Disguise checks made to appear human. Changing shape is a standard action. This ability otherwise functions as alter self, except that the kitsune does not adjust her ability scores.

+2 RP: Kitsune Magic (Ex/Sp): Kitsune add +1 to the DC of any saving throws against enchantment spells that they cast. Kitsune with a Charisma score of 11 or higher gain the following spell-like ability: 3/day—dancing lights.

Senses Racial Traits
+1 RP: Low-light vision


Thanks, Spiral Ninja.

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