Pathfinder- E8 Generic Classed Home-Brewed


Conversions


I am thinking about running a E8 Generic classed home brewed game. The reason I am going generic is that there are TOOOOOOO many options out there and as that this will be a play by post game I want it to be more about the characters and their skills and community then running a dungeon and killing everything.
with the classes below I realize that a spellcaster will be extremely powerful individuals, they will also be rare and those who are NPC's will be leaders opposing the rising character players. I am looking for feed back on what else I could modify to make the game more appealing to prospective players

The Commoners
CON mod X HD=hitpoints saves three poor
2+INT Skills 4 skills
Prof. with work "tool" as weapon, club, sling, spear, half spear
~~not suggested for a hero class

The Experts
d8 Saves two good, one poor (1) 2/0, (2) 3/0, (3) 3/1, (4) 4/1. (5) 4/1, (6) 5/2, (7) 5/2, (8) 6/2
8+INT Skills any 12 skills plus Craft (any) and Profession (any)
Weapons: simple melee and simple range
Armor;: Light
Bonus Feats: 1,2,4,8
Attacks: (1) +0, (2) +1, (3) +2, (4) +3, (5) +3, (6) +4, (7) +5, (8) +6/+1
~~good for those who want to specialize in skill based task

The Warriors
d10 Saves one good two poor (1) 2/0, (2) 3/0, (3) 3/1, (4) 4/1, (5) 4/1, (6) 5/2, (7) 5/2, (8) 6/2
4+INT Skills any 6 skills plus Craft (any) and (Profession Sailor, Soldier, Thug or Bodyguard)
Bonus Feats 1,2,4,6,8
Weapons: one "heir-loomed" weapon proficiency, all simple and martial weapons
Armor: Light & Medium and shields (not heavy or tower shield.. there is a feat for that)
Attack: = to HitDie
~~good for those who want to specialize in combat based tasks

The Spellcasters
d6 Saves one good, two poor (1) 2/0, (2) 3/0, (3) 3/1, (4) 4/1, (5) 4/1, (6) 5/2, (7) 5/2, (8) 6/2
6+INT Skills any 6 skills plus Craft (any), Knowledge (any/all) Profession (any)
Bonus Feats: 1,4,8
Weapons: One "focused" weapon of choice, daggers, clubs, slings, and Staffs
Armor: NONE wearing any type of armor prevents ability to cast any spell
Attack: (1) +0, (2) +1, (3) +1, (4) +2, (5) +2, (6) +3, (7) +3, (8) +4
Spells: Choose one ability score to cast spells from Select spells "known/cast (like SOR)
spell chart known/cast (bonus spells to known and cast) (if caster has a ability score bonus that would grant a know spell of the new level, they can learn it and cast.)
1st zero=4/unlimited first= 2 / 3
2nd zero=5/unlimited first= 2 / 4
3rd zero=5/unlimited first= 3 / 5 second= 0 / 3
4th zero=6/unlimited first= 3 / 6 second= 1 / 3
5th zero=6/unlimited first= 4 / 6 second= 2 / 4 third 0 / 3
6th zero=7/unlimited first= 4 / 6 second= 3 / 5 third 1 / 3
7th zero=7/unlimited first= 5 / 6 second= 3 / 6 third 2 / 4 forth 0 / 3
8th zero=8/unlimited first= 5 / 8 second= 4 / 6 third 2 / 5 forth 1 / 3

Spell casters will actually be very powerful individuals... each one different and unique, they will have access to all spell lists to draw their spells from.
~~good for those who want to master Magic

Homebrewed: Modified feats

Improved Unarmed Strike: deals lethal damage at the following levels
1st–3rd small 1d2 medium 1d4 large 1d6
4th–6th small 1d4 medium 1d6 large 1d8
7th–8th small 1d6 medium 1d8 large 1d10

Improved Unarmed Strike Damage: improves damage dealt by one size category. Prerequisite: Improved Unarmed Strike; BAB +2 or higher (can be taken multiple times with)

Evasion (Ex): As the monk ability. Prerequisite: Base Reflex save +3

Improved Evasion (Ex): As the monk ability. Prerequisites: Base Reflex save +5, evasion.

Familiar: As the wizards ability. Use spellcaster level to determine familiar's abilities. Prerequisite: ability to cast spells
Spellcaster Level Natural Armor Adj. Int Special
1st–2nd +1 6 Alertness, improved evasion, share spells, empathic link
3rd–4th +2 7 Deliver touch spells
5th–6th +3 8 Speak with master
7th–8th +4 9 Speak with animals of its kind

Animal Companion: As the druids ability. Prerequisite: Animal Affinity or any Trait/Feat that grants a handle Animal bonus; Handle Animals 1+ ranks.
Level feat is taken counts as 1st level, example taken at 4th level by a 6th level Warrior Animal Companion would be a 2nd level on this chart
level HD BAB F R W Skill Feat NatAC S/D Tricks Special
1st 2 +1 +3 +3 +0 2 1 +0 +0 1 Link, share spells
2nd 3 +2 +3 +3 +1 3 2 +0 +0 1 —
3rd 3 +2 +3 +3 +1 3 2 +2 +1 2 Evasion
4th 4 +3 +4 +4 +1 4 2 +2 +1 2 Ability score increase
5th 5 +3 +4 +4 +1 5 3 +2 +1 2 —
6th 6 +4 +5 +5 +2 6 3 +4 +2 3 Devotion
7th 6 +4 +5 +5 +2 6 3 +4 +2 3 —
8th 7 +5 +5 +5 +2 7 4 +4 +2 3 Ability score increase, Multiattack

Wild Empathy (Ex): As the druid ability. Prerequisite: Handle Animal 2+ranks.

Track (Ex): As ranger ability. Adds half of total character levels (minimum 1) to Survival skill checks made to follow or identify tracks.

Swift Tracker (Ex): As ranger ability. Can move at their normal speed while using Survival to follow tracks without taking the normal –5 penalty. They take only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking. Prerequisite: Track, Survival 6+ranks

Trap Sense (Ex): Combines the rogue class features of trap sense and trapfinding. Prerequisite: Disable Device 2+ranks, Perception 2+ranks.

Uncanny Dodge (Ex): Combines the barbarian class features uncanny dodge and improved uncanny dodge. All class levels stack to determine the minimum character level required to sneak attack the character.

Sneak Attack (Ex): As the rogue ability, but +2d6 on damage rolls. Prerequisites: Stealth 2+ranks.

Improved Sneak Attack (Ex): Add +3d6 to your sneak attack damage. Prerequisites: Stealth 5+ ranks, sneak attack.

Greater Sneak Attack (Ex): Add +4d6 to your sneak attack damage. Prerequisites: Stealth 8+ ranks, sneak attack, improved sneak attack.

Favored Enemy (Ex): As the ranger ability. May be selected more than once; each additional selection improves any one favored enemy bonus (including the one just selected) by 2.

Fast Movement (Ex): As the barbarian ability. Land speed is faster than the norm for there race by +10 feet. This benefit applies only when subject is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the subject's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the subjects land speed.

Channel Energy (Su): as clerics ability. Regardless of alignment, any Spellcaster can release a wave of energy by channeling the power of their faith through their presented holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. Perquisite; can be chosen only on Spellcaster's 1st level; Knowledge Religion 1+ranks
~A good Spellcaster (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil Spellcaster (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral Spellcaster who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether they channel positive or negative energy. Once this choice is made, it cannot be reversed.
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the Spellcaster. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two Spellcaster levels beyond 1st (2d6 at 3rd, 3d6 at 5th, 4d6 at 7th). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the Spellcasters level + the Spellcasters CHA modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A Spellcaster may channel energy a number of times per day equal to 3 + their CHA modifier. This is a standard action that does not provoke an attack of opportunity. A Spellcaster can choose whether or not to include themselves in this effect. A Spellcaster must be able to present their holy symbol to use this ability.

Domains: as clerics ability. add ONE Domain spell list to Known spells and listed powers from the domain Perquisite: Spellcaster; Knowledge Religion 1+ranks (can be taken Multiple times, different domains)
~Each domain grants a number of domain powers, dependent upon the level of the Spellcaster, as well as a number of bonus spells. A Spellcaster gains one domain spell known for each level of spells they can cast
In addition, a Spellcaster gains the listed powers from the domain, if she is of a high enough level. Unless otherwise noted, using a domain power is a standard action.

Bloodline: as sorcerer ability. A Spellcaster's source of magic comes from somewhere in their heritage that grants them extra spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. Perquisite; can be chosen only on Spellcaster's 1st level. (Bloodlines will be slightly modified for E8 if chosen by the Spellcaster)

Wild Shape (Su): as druid ability. Spellcaster's can turn themselves into any ONE (once chosen can not changed) Small or Medium creatures with the animal type and back again 1 per day/per level. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per Spellcaster's level, or until they changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of an animal with which the Spellcaster is familiar. Perquisite: can be chosen only on Spellcaster's 1st level.

Large Wild Shape (Su): as Wild Shape, except Spellcaster can select a SECOND type of creature with the Animal type of large, small or medium (once chosen can not changed). Perquisite: Spellcaster 4th level, Wild Shape

Elemental Wild Shape (Su): as Wild Shape, this ability functions as elemental body I spell. the effect lasts 1hr/per Spellcaster's level. Perquisite: Spellcaster 6th, Wild Shape, Large Wild Shape

Wild Shapechanger(Su): as Beast Shape III spell (can choose any animal type of tiny, small, medium, large size) or Elemental II spell (small or medium sized elemental) at 1 hr/Spellcaster level Perquisite: Spellcaster 8th, Wild Shape, Large Wild Shape, Elemental Wild Shape


I've run a lot of E6 and E8. The only reason to come up with reduced class options is if the players don't know the rules, you aren't going to help them, and you plan to give them a thin booklet of all the character creation stuff for your game.

If you are going to run PPP on this site for these people, I don't think stripped down classes are really necessary. Personally, I would rather play a fighter than your warriors, and I'd rather play a bard or rogue than the stripped down expert.

By the way, the Paizo people make all their money selling APs, and hate any house rules that change the game to where their APs aren't playable. If they see the word "E8" or E6 in your post, they will bury your post in the bottom of a sub-forum where no one will read it.

It is a lot better if you say, "I'm going to run Pathfinder RAW besides these changes." And then put up your changes. Then tell people you only plan to run the game for the first few levels.


Actually will be played on another site but the PRD through Paizo will be the only allowed source for traits, feats, and spells. I found that the discussions here are more "sound".

A lot of the group I game with like the idea of building their own class if you will from feats and skills. That's where the Idea for this came from.

take away the class bonuses and be careful on what feats you chose if you want to do something in a level or two...

simplified ROLE playing instead of power ROLL playing was the goal

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