Jess and I were joking around about a character having Kung Fu grip so we made these feats. They are intended to be a joke, but as a GM I’d allow them given their situational nature.
Kung Fu Grip [Feat]
Prerequisites: Base Attack Bonus +3, Strength or Dexterity 15+
Benefit: You gain a +4 bonus to your CMD against disarm attempts.
Improved Kung Fu Grip [Feat]
Prerequisites: Kung Fu Grip, Base Attack Bonus +8, Strength or Dexterity 17+
Benefit: You cannot be disarmed.
When I saw the “The Reward” I felt that it in many ways encompassed how I feel about gaming with friends. The people behind it are trying to make it series via Kickstarter. I highly recommend watching “The Reward” and if you like it please help make the series happen.
Just needed to say a heartfelt “Thank You” to the people at Paizo. Your products may be amazing, but you people are the soul of you company and make you great!
Just looking at the basics of this new Kickstarter and it looks like it could be a fun time. And its cheap! Check it out here.
Jim and I have a website for our miniature campfires and other terrain he is making, there is also more to come. You can find it at http://twobugbears.com be sure to check out Jim’s other auctions at the bottom he makes some pretty rocking terrain.
They say that half-orcs are aggressive because of their orc ancestry, Harl hadn’t met any other half-orcs, but he was certain that his aggressive angry nature did not come from his mother. His father was completely human, yet he knew no tact, no kindness, he had no gentle hand. His father, Greth, was a violent and angry man, driven to drink and fits of rage. His mother, Zenka, was very much an orc, yet she was a graceful flower, kind and gentle. Harl had never met another orc either, and he supposed his mother might not be a typical one, but certainly their reputation was not completely deserved if his mother was anything to go by. What she saw in his rageful father was beyond him.
For some the path of the Barbarian is not a choice, it’s a curse that they are lucky if they can control.
An Unwilling Barbarian cannot control his rage ability either to start or to end it. Preventing or Ending rage requires Will Saves with varying DCs. An unwilling barbarian never attacks allies while raged, but if they are still raging when all enemies are defeated they being to attack the nearest inanimate object until it’s destroyed and continue to do so until they exit rage.
My friend Jim, who is a sculptor, and I are making miniature campfires with light up flames that flicker like candle light. Some pictures and the video of one in action are below. Also below are links to our ebay and etsy sales. Jim also has some other miniature work up for sale.
We’ve created a website for this endever at http://twobugbears.com
Often in RPG’s the loyalty (or enmity) between characters and major NPC’s is overlooked. The impact of character friendships and rivalries often falls into the realm of how players role-play with each other but have no in game effect. The loyalty rules option can assist the GM in giving these relationships impact on the outcome of certain actions and events from a rules standpoint. This system is meant for GM’s to track and implement with the players not knowing their scores.
Each character starts with a base loyalty score of 0 towards each other and NPC’s. This loyalty is effected by several factors. Note that a characters loyalty to another can be very different than that characters loyalty towards them. GM’s may also apply these rules to NPC’s that are significant to their campaign.
For each part of a characters alignment that is the same as another characters, they receive a +1 to loyalty. For each step apart the characters are for both parts of character alignment they receive -1. In example, a pair of Lawful Good characters would both receive a +2 to loyalty due to the fact that are in tune as far as alignment, while a lawful good and a neutral good pair would start receive no bonus (+1 for good, -1 for the lawful / neutral difference.) Lawful good and chaotic evil, being opposite ends of the spectrum on both sides would both have a -4 loyalty (-2 for good / evil and -2 for lawful / chaotic.) This reflects the ease in which people of a similar outlook on life interact and the difficulties those of opposing views may face. Continue reading
World Bound [1 Point Evolution]
Benefit: When you are rendered unconscious or fall asleep your eidolon is not banished. However the rune that links you together fades and your eidolon becomes under a NPC under the control of the GM. It does however remain loyal to the Summoner and will protect him with it’s life. While in this state your Eidolon can be killed and replacing him is exactly like replacing a dead familiar. Your eidolon also is not considered an outsider during this time.
I’m a real boy [2 Point Evolution]
Prerequisites: World Bound
Benefit: Your Eidolon is becomes a real entity bound to the material plane. He cannot be dismissed or banished. He looses the outsider type and heals normally. Spells and abilities that normally target your eidolon still function unless they dismiss your eidolon.