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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.
The Commoners
The Experts
The Warriors
The Spellcasters
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.
Homebrewed: Modified feats Improved Unarmed Strike: deals lethal damage at the following levels
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
Animal Companion: As the druids ability. Prerequisite: Animal Affinity or any Trait/Feat that grants a handle Animal bonus; Handle Animals 1+ ranks.
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
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)
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
a character has been introduced to Pathfinder Society play that I have to question about... Female Chaotic Good Human Fighter (Weapon Master), Level 1, Init +4, HP 12/12, Speed 20 ft
My question is that they claim their character a human female AGE 10 is legal with the stats that they put on their character sheet... It was my understanding that society sanction play had to fall under the minimum age for class (for a human fighter age 15)
Quick Rules: +2 on all Dex-based rolls, –2 on all other rolls, –2 hp/HD. Rebuild Rules: Size decrease by one category; AC reduce natural armor by –2 (minimum +0); Attacks decrease damage dice by 1 step; Ability Scores –4 Strength, –4 Con, +4 size bonus to Dex. where do the rules stand on this one? |