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Pathfinder Society Member. 1,890 posts (5,766 including aliases). No reviews. No lists. 1 wishlist. 2 Pathfinder Society characters. 41 aliases.

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Now to start, it'll be a while before I can do serious work on this this as I'm in the midst of a heavy workload, however I am still looking for feedback, suggestions, and possibly help in the meantime.

The idea here is to modify the core d20 rule set to get rid of classes primarily, but also to change magic to make it less reliable, but also less restrictive, and for it to not be balanced by limited use per day, but rather balance it via other methods.

I figure I should start with determining what major factors will change and what shall stay the same.

The goals I truly want at the core,
-be classless, ptu style "classes" are somewhat acceptable
-more explicit and unified power tiers (and ability to remain within a tier)
-magic more skillful, fluid, and flexible
-remain close enough the spells, feats, equipment, other d20 material is easily usable

A few minor things I'd like to see, but not as important,
-growth more about versatility than number enlarging
-useable for my magetech setting
--tech rules
--ships, for sea, air, and space
--mass combat
-different health system (fort save, or modified wounds/vigor, or something else)
-DCs fixed in line with everything else
-better use of various materials and not just the special ones
-more interesting crafting
-better match together various subsystems

So thoughts on these or suggestions for other goals?

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I looked at recent threads and didn't see any addressing this issue, so if I am repeating some old thread, I'm sorry but a reminder is needed.

I have found the PM (private messages) system to be inadequate when trying to look up old messages.

First issue is the system treats each message individually,then separates between sent and received. This makes it very difficult to follow a back and forth conversation, especially if other PMs were sent or received during the same time period. Following an old conversation currently requires checking and comparing dates and times while flipping between two webpages with the list pages being reset every single time.

Potential Solution, connect a PM reply to the PM it was a reply too into a chain which can be viewed like a thread.

Issue 2, looking at a page of PMs, if you select one far down, you then have to scroll up to see it, then be careful to hit the back link and not the browser back button, then hit the page number (most of the time but not always) then scroll down again.

Solution, for single PMs, open right in the list, or for PM chains open in new tab or a new column, or just improve the code to return view to the right spot on the lost. In any case, make each page of PMs an actual web page like with threads, so the browser navigation works as expected.

A better solution all around is to revamp the PM subsystem to functon similarly to threads. Thread titles would include the participants and each response would simply add to the chain. I'm not sure about all the backend stuff as web is not my field, but I imagine the PM threads could be done "lighter."

Being able to organize the PMs would be nice, but that probably requires more work than is worth it.

Also, "prev" and "next" buttons to jump from one PM vhain to the next would be nice. Not as the primary way to navigate perhaps, but useful still.

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I noticed that there were no special materials for non-metal, non-wood armors and weapons. (of course, I'm not totally up on the bazillion different supplements.)

So I decided to create one.

I call it Ironweave Silk. Made from spider silk and created in a thick, tough, and redundant weave (kinda like denim in thickness, flexibility, and yet tougher because of being silk and the redundant weave). The material itself takes time to create, thus driving the expense and rarity of the material (not to mention the difficulty of getting enough silk to begin with). It is lighter than leather, more flexible, and just as tough.

It thus is like mithral, save for what items can be made from it. It can be used to make padded, leather, studded leather, hide, and other non-metal armors. It can also be used to make net, chain, rope, and similar weapons. Because the material is a cloth, it costs half as much to disguise the armor as a particularly nice set of normal clothes or to decorate with patterns and designs. Embroidery is commonly found on items made from this material.

Other things can be made from the material to take advantage of the light weight and toughness, such as hammocks and tents. The material is waterproof, so bags and packs are often made from it to keep contents dry.

However, it does not count as silver for bypassing armor.

At first, I figured on simply copying the mithral mechanics for new items, save for the silver dr bypass, but I'm thinking something unique would be really nice to add to it, perhaps cheaper enchanting or mild thermal protection, perhaps cold resistance.

Thoughts, suggestions, feedback?

Being a soldier in real life and having done a lot of looking at how magic would change a world, I find the idea of soldiers in a world of learnable magic that don't cast magic to be downright ridiculous. Certainly, even a full blown wizard doesn't have the magical endurance to last through an army on army battle casting spells left and right, (not even a lvl 20 can last 10 minutes) but an army of soldiers casting the right spells at the right times will flatten an army that merely seeds the occasional wizard in various places.

Also, any attempts I've seen thus far of a sword and spell mixture class has very poor selection of abilities, usually focused entirely on damage output. A soldier that uses no magic is either stupid, incompetent, religiously anti-magic, or incapable of learning magic. Or a conscript (aka untrained cannon fodder, though not exactly PC material).

What I want to do is make a class more representative of what a soldier would actually be like in a world of learnable magic. Such a soldier would use weapons and armor (they last the battle), but also strategically cast spells, mostly long lasting enhancments, maneuvering, defenses, defense bypassing, etc, with only a few blasting spells (what good is a sword if you spell everything to death, what good is wasting all your spells on short bursts of damage when you have other attack options and need your damage output to last long term). They would also have a few spells for establishing, and breaking into, fortifications and a few convience field spells like for hygiene and putting up tents quickly (cause the commanders would demand it at least).

Spells like enlarge person, teleport, greater invisibility (for the commandos), spider climb, dispel, mount, shield, are all the sorts of spells a soldier would use.

What do you think of this concept? Any suggestions or comments?

Hanging around the Silly Scalpel Outfitters, a group of folks, either brave or stupid depending on who you ask, prepares to venture into the depths of the most dangerous dungeon known.

Across the street, the old geezers make bets over who lives long enough to return frightened out of their wits, or who will not return before the next moon.

The wearisome explorers huddle around the campfire, talking about anything but the terrifying mobs of monsters wandering the very halls they now rest in.


I have started a blog. Not all of it is games and I only have a few posts up so far. Some of it is serious and some of it is me talking alot about something I know very little about.

But I also want to write a fair bit about games including RPGs.

I have my own system I'll be writing about, but I'd also like some ideas from you guys about topics, particularly topics that don't get written about very often, or perhaps analysis of things, just whatever ideas you guys would like to propose.

Feedback about the blog would be nice too of course. :)

Here is the link,

I am making a game, but finding players to delve into something completely new on the internet is kinda hard, so, I thought I'd try testing specific mechanics in a more familiar system instead.

I figure the game story will revolve around explorers and treasure hunters exploring a massive metal ship that recently crashed. It isn't technology, but rather a magic ship. It would be several towns have grown around the crash as brave folks venture inside.

The inside is basically random dungeon, but there is some story elements involved. How closely the players interact with that story is up to them.

I figure on testing out only one or two of my mechanics at a time. Pathfinder is roughly compatible with my game, so swapping out a few mechanics will usually be simple.

I will leave it to interested persons to pick which mechanics to test out first.

The big one to test, and that requires the most adjustment, is the health and armor system. Basically, it is a fort save with ever increasing penalties, a failure means you gain a wound of some sort (like being lamed, or losing a limb), the severity of the wound depends on weapon penetrating value (piercing damage penetrates further than bludgeoning for example). Armor mitigates damage received and the reduces the severity of wounds received.

Some simpler to implement houserules,
Spellcasting, instead of slots, there is a strain mechanic. Casting a spell requires a strain roll. The more powerful the spell, the more likely to fail. Each time you fail, you reduce the power you can channel at once, and increase the chance you will fail further strain checks. Eventually strain hits zero and you can't cast any spells at all. This basically lets you cast tiny spells all day but high powered spells will quickly drain you dry. There are no hard limits on how many spells you can cast, but rather as you cast spells you start to inhibit how much power you can wield for any one spell, and drawing on too much power and your magic can fail all together.

There is a fatigue mechanic, basically like spellcasting, except applies to physical abilities and prowess, such as stunning fist. It penalizes physical skills once you get reduced enough. Combat maneuvers require fatigue checks as do certain combat abilities. Should be fine going through a fight or three, but spells that cause fatigue or exhaustion, (or other things, like rage) will certainly have a different impact. Also, this becomes a soft limit on things like stunning fist, instead of a hard cap. Basically, you can continue making such attempts as long as you like, but not only do you start to take penalties after a while, but eventually you start running the risk of falling unconcious.

The loot system. Basically you have Loot. Loot is the undefined lesser stuff you find in dungeons. Things like jewelry, spoons, bowls, clothes, crafting materials, etc. You don't track the specific items, just the value, quality, and weight. Quality determines the lowest quality stuff you can find in your loot. For example, with low quality loot, you pick up everything that isn't nailed down, thus if you need, you can make a search check to find a cheap mundane item in your loot, such as a pot or bowl, if you need something of that sort. If you stick with high quality loot however, you pick up only the pretty stuff, thus you gain less stuff, but you get all the high value stuff. High quality loot however lacks any of the cheap stuff you may want, such as string, pots, flint and steel, etc.

Another mechanic to try is that players roll all the dice related to various things. Player casters roll against the npc static save scores. And other similar things.

I have other mechanics if there is any pathfinder mechanic you'd like to try an alternative for.

Also, I will be using the 3d6 alternative to a d20. My system uses a bell curve so I want to preserve that. A really minor issue for a d20 game. I'll double check the pf version, though I doubt they would change it much from unearthed arcana.

Something that has come up a few times is "when does combat start?"

The only answer I've found is the very unofficial, and unhelpful "when GM says so."

The problem is, there are rules about the start of combat that can make a huge difference based solely on when the GM considers to be start of combat, such as being flat footed before acting. But these rules sometimes do not make sense with how the GM starts the combat.

For example, if characters are about to duel, it does not make sense for one of them to be flat footed for the first attack since both know well ahead of time that combat will happen and are generally in prepared, defensive stances.

But since the rules say nothing of when combat starts, many GMs just consider the first attack to be start of combat, thus everyone being flatfooted regardless of whether they should be or not, also negating certain actions taken in preparation, such as taking a defensive stance.

Granted, this doesn't seem to come up very often for others, but it has on many times for me.

I've recently been having threads in my focus list that shouldn't be there, threads that I never heard of much less visited.

I wrote a riddle for a magic door, the answer to the riddle is what the door needs to open. I'm curious if it is too easy or difficult and what others think of my riddle.

The riddle,


Show me true,

to be let through,
what follows the darkest dark,
split by wit for me to hark,
and if I should not catch sight,
the truth which is right,
you won't live out the tonight.

The Empress has authorized an expedition to the Old Capital. Any willing person of good standing may apply at the Tottering Trough near the Drake Gate. It is 3000 miles through the wastelands left by the Suthforn War to get to the Capital. Very dangerous, no non-combatants.

I have a homebrew setting, very not standard fantasy, in fact, there are many technology like devices powered by mana. Neither explosives nor true guns exist, though some gun like weapons can be found.

Magic is everywhere, but it is limited in what it can do. Magic isn't capable of literally anything the imagination can create. Most spell effects that are familiar at low levels still work.

Homebrew system, similar enough to d20 for easy learning, even find many d20 feats that are usable as is. Classless and levelless.

Looking for a good even mix between roleplay and rollplay.
Post rate of once per 1-2 days (I'm on mostly during the nights central time, more so on the weekend.).
Looking for players who will take charge and push things forward without me dragging them nose. I tend toward the style of saying "You are here. This is what you see. What do you do about it." That said, the world doesn't revovle around the players, so things off screen can still be affected and have an effect later on. (for example, if you retreat from the bandit camp, expect the watch to be doubled the next night.) Also, the monsters you encounter will usually be defeatable, but not always, so it isn't always smart to attack everything.

Modrate lethality, you shouldn't die if you are careful, but death is a real possibility, so Mr. Stupid Tactics will probably need to be saved quite often.

I developed a new setting for my own system, but not everyone wants to play my new system as they'd rather stick to the familar.

However, in my new setting, magic is everywhere. Even farmers have a family grimoire of basic magic to use around the farm. PC spellcasters would simply be those with exceptional magical skill and knowledge. Further, magic isn't as limited in terms of how often it can be used.

Obviouly, certain alterations need to be made to spells, such as reducing spell damage.

In the system this setting was developed for, a spell's power was rolled against fatigue, failure would reduce fatigue. Once fatigue reached reached zero, the caster would fall unconcious. Thus low power spells could be cast all day long, while very powerful spells could quickly deplete a caster.

In the empire, there are schools for children, and magic is part of the basic curriculum.

I'm looking for ways to bring d20 rules to this type of magical world without rewriting absolutely everything (which would defeat the point of trying to make it work with d20).

Certain spells would be restricted or changed. Healing spells require knowledge in medicine, teleport doesn't involve planes, and summoning requires a sprite and a body to attach it to (hence undead, much easier than creating a magical body for this sprite to control), etc. Most of those are generally flavor and at most might shuffle the spell lvl.

Here lies the discussion thread.
Character creation rules will shortly be posted in the campaign tab.

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I am hoping for some players to run a PF game with several houserules, some of which need testing. Mostly the magic will be modded as this setting has pervasive magic as most folks even farmers can do some magic. I'd like to see who would be interested in playing, though thoughts on the rule changes, which are open to discussion, will be appreciated. If you decide the rules aren't to your liking, can you tell me why please?

The non magic house rules.
*Armor as DR. The armor bonus is DR instead. Armor check penalty applies to AC (now Avoidance Class) which should work with,

*BCB. BAB is now Base Combat Bonus and applies to AC.

*Weapons deal extra damage for every 5 points by which an attack beats AC.

*Health. In addition to HP, there are Wound Points equal to con score. 0 HP results in unconciousness. Half WP or less makes a character disabled. 0 WP is dead. Crits go straight to WP. Cure spells can't heal WP damage. Restoration spells heal WP.

*Multiple attacks. Twf and bonus atks from high bab are combined. Any extra atks, regardless of source, take successive penalties. TWF allows an extra attack with offhand weapon at -7, the feat reduces this to -5. The penalty for each successive attack stacks so a fighter with a +6/+1 BCB and a second weapon can make three attacks at +6/+1/-6, or with the twf feat, +6/+1/-4.

*Start of Combat. A character counts as in combat, or "combat ready" if they know or suspect combat is about to occur. So the first round of combat is when a character first suspects or realizes combat is about to happen, even if the players and GM have not started using rounds yet. (Thus standing in total defense staring at an enemy waiting for the arena bell to ring doesn't leave one side flat footed, since both sides know combat will occur before it happens.)

*Proficiencies. Crossbows are martial, normal bows are simple. Classes that grant all simple weapons instead gain 3 profs plus int modifier. Classes the grant simple and martial gain 9 plus int. Simple weapons cost 1 prof, martial cost 2, exotic cost three. All classes get daggers profficiency for free. Weapons similar in style and use can be usd at a -1 instead of the normal -4. I.E. proficiency in short swords but not longswords lets you use a longsword at -1 because they are similar weapons.

Now, the magic changes. A flexible, vitalizing, spellpoint system.

*Spellpoints. All characters have a number of SP equal to their con score. Caster classes gain more in a similar fashion to HP, by rolling an SP die forveach level. D8 or full casters, d6 for medium casters, and d4 for low casters (yes before they get spells normally).

*SP recharges con modifier each hour. Sleep improves this gain by 50%.

*Casters roll a spellcraft check to cast a spell. The caster level of the spell is the result minus the DC. No spell has a minimum caster level. The save DC is 10+casting stat mod+caster level. The DC to cast a spell is 15 for 0 lvl spell, each level after adds it's lvl to the previous level's DC (so starting with 0 ;15/16/18/21/25/30/36/43/51/60) so ninth lvl spells have a DC of 60. The spellcraft check to cast a spell is keyed to your casting stat. There is no minimum ability score to cast a spell, nor minimum level, though a spell can't be mastered until your class wouod normally gain that spell level.

*All casters can cast spontaneously or prepared, even mixed. Each has benefits. Prepared casting is easier (-2 DC) but costs an extra spellpoint per prepared spell. The spellpoints for a prepared spell can't be recovered until the spell is expended. A prepared spell can be sacrificed to cast a spontaneous spell by adding a +2 to the spellcraft DC. Only spells known as mastered (via the spell mastery feat, or similar) can be cast spontaneously. Preparing a spell takes one minute per spell lvl.

*The SP cost for a spell is the spell lvl times 3, and one SP for 0 lvl spells.

* All casters can use any metamagic feat (that I'm familiar with). Metamagic feats add 2 to the DC of the spell and 1 to the SP cost, each per spell level increase, (so +2 spell levels would be a +4 DC and +2 SP) but does not otherwise affect anything relying on spell lvl.

*Counterspelling, roll your spellcraft as if casting a spell, but with a -5 penalty. If you beat the other caster's spellcraft check, the spell has been countered. Imp Counterspell reduces the penalty to -2. You must spend half as many SP as the cost of the spell to be countered. You can spend additional SP, each to add one to your check. (in essence, you could burn a bunch of power to counter a more skilled caster.)

*A caster can cast a spell by using their life force if they don't have enough SP. For each SP they are missing, they take 1d4 WP damage. They must also succeed on a concentration check based on this damage, or the spell fails.

*Save or die spells instead deal ability score damage. I.E. paralysis deals dexterity damage.

*Most spells no longer have caps based on caster lvl.

*Noncasters who are trained in Spellcraft can cast spells as rituals. Treat just like preparing a spell except the time to cast is 5 minutes per spell level and the spell takes effect at the end of the ritual. A spellbook is required during the ritual.

*Many magic items in this world simply hold a spell but require the user to put SP into the item to make it work. This takes a UMD check to do so, DC 10+SP spent. Can do partial charging, but it is a standard action to charge an item. The item goes off once it has the required SP to work.

*Spell like, per day, and other similar abilities use SP.

*A caster can learn or cast a spell from another spell list, but it is treated as one spell lvl higher.

*New skill, Use Manatronics. Manatronics are computer-like devices that function using magic. More robust than computers, but less flexible, as each "program" needs to be crafted "by hand." Thus no copying, nor simple typing.

In almost twenty years of playing rpgs, mostly 3.x, I have never needed to worry about party make up or roles, nor optimizing my characters.

However, in this one game I just joined I already have the GM expressing concern about my lack of optimization particularly because I'm the primary arcane caster.

So I'm curious what exactly everyone expects from the various party roles, preferably in more detail than "Tank equals taking all the damage."

I always figured the point of arcane casters in terms of party role was the damage type for getting around DR and the knowledge and spellcraft skills, and perhaps the occasional utility spell such as invisibility or magic item use.

So my character has chill touch and orb of acid for the damage type aspect and has the k arcana, k planes, and spellcraft skills. Then I built the rest of the character as a stealthy deceptive combat caster.

Yes I asked the GM, but I figured I'd also get comments from the community out of curiousity.

This comes from a derail on another thread, so here it won't be a derail.

Some folks aren't understanding the difference I'm trying to convey, while both sides affect each other they aren't the same thing, and these sides are self identity and social responses.

Your self identity is how you think of and describe yourself. Social response is how others treat you. Social response doesn't dictate your self identity, though it can affect it if you place value on the reaction of others (usually can't be totally avoided). From the other side though, and the point I was trying to convey, is that how you describe yourself can have a massive effect on how you socially respond to others.

For example, my self identity does not include my gender or race, therefore, I don't see the gender or race of others unless it is pointed out for some reason. I also never cared about people's description of me as being girly, because I don't care about being girly or manly as gender isn't part of my identity.

Likewise, there are some people I've met who are clearly proud of their race (both black and white), and every single one of them were always bringing race into everything. Their race was a major part of their self identity, therefore they just could not ignore it (though they weren't always negative either).

If you describe who you are by what you are, then your subconcious will apply the same to your judgement of others, and by this I mean that what others are will be obvious to you, and how you feel about that what will affect your initial reaction and judgement. This may or may not lead to racism, it could be a pity for disabled folks, in which case, the first thing you notice about a disabled person is their disability which immediately evokes that pity, regardless of whether that person wants or deserves your pity. You can attach anything you want to these traits, you could attach respect with cleft, and your first impression of someone with cleft would be respect.

So, if you do what I was trying to say I do, and not use physical attributes to identify yourself, then subconciously, you will not look to physical attributes to make first impressions of others and instead you'll find their behaviour, or state of dress, or whatever you judge yourself by will be the first things you notice about others.

Now, others in that previous thread seem to think I was trying to hide away from racial and gender discrimination, but I'm not. I can recognize someone foolishly judging me based on my race and gender without it affecting how I see myself. Since I judge myself based on behaviour, my opinion of others is heavily affected discriminitory behaviour, while ignoring their race.

Being discriminated against isn't about your self identity, it is about others making assumptions they shouldn't be. What happened to her wasn't right, but it had nothing to do with her identity.

I get discriminated against for being a brony, even my mother thinks it is wrong, and I fight against the idea that a male can't like something traditionally for females, but that doesn't mean I identify myself as a male. In fact I generally hate the expectations placed on me because of my physical gender. My body may be male, but my body is not and never will be who I am. I do not see myself as a male, I see myself as a person who just happens to have a male body, and from that perspective, gender discrimination is ridiculous because I don't see "who" I am and "what" I am as having any connection, so I fight against those who insist on trying to force "who" I am to match with "what" I am, and the only way I can see for a chance at success, is for everyone to stop seeing "what" as having anything to do with "who."

Cranky tried to use an example of people burning down black churches, and these churches didn't let in white people. Quite frankly, if a church is not letting in white people, that is racist, and thus wrong. The arson is just as wrong too, but I'd hardly call the burning of racist churches an act of racism, more like idiotic anti-racism.

And this actually brings up another point, how often do we hear about racist actions against nonblacks? Sometimes we about it against mexicans, but that is uncommon, and we never hear about people being racist against whites, native americans (who in the past suffered far more than blacks did), or asians. I've been discriminated against, particularly as a delivery driver, some houses would give me nothing nor to other drivers except they give huge tips to drivers of the same race (mostly this happened with blacks, but there was a mexican family that tilted things in favor of mexicans, strangely, didn't happen with any white family in our delivery area). I think people get so focused on the hyped up racism against blacks, that they forget that racism can go against others as well.

Now BigDTBone said, (paraphrasing due to lack of C&P),
Point 1, he says that I see my race and gender as generic and that these are aspects of my identity and therefore are my baseline for judging others.

His second point, [based on my previous comment about focusing on a future without racial considerations] is that by trying to remove race from consideration, that I am trying to get others to conform to a white male identity, and that doing so would lose cultural heritage and similar.

Now to address these points (though a true qoute from someone else for proper context would be wonderful),
point 1, The idea of using one's self identity as a baseline for judging others is exactly what I was trying to say above, however, my race and gender do not determine my culture nor my beliefs. I also have never stated nor implied my race, so thinking I'm white is an assumption (gee I wonder where that came from). But as I've been trying to say, gender and race are not requirements of self identity, though they are common. Kids tend to learn about this stuff from observation, so seeing people talk about race make them think race is important and therefore as they develop, they tend to incorporate race because everyone treats it as a big deal. This is a tendancy based on what they are exposed to, not an absolute.

Point 2, how does ignoring race equate with ignoring culture and heritage? The only way that could be is if you equate race with culture, in which case, you are basically promoting racal division, which, whether intended or not, leads to racism. You can have multiple cultures without having racial distinctions. Also, I am of the opinion that heritage is to be learned from, and never something to be proud of What right do you have to take pride in the actions and choices of other people? Their actions don't elevate you above others, thus is nothing to prideful of., and rarely something to emulate.

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I am hoping some creative GM out there will create and run an adventure to take an unusual character of mine through the Test of the Starstone.

I am looking for something challanging where success is not assured. I am also one for making creative solutions to problems so I want a GM that won't shoot down any possible idea they didn't plan for (doesn't mean I'm unreasonable, but for example in one game I was a cleric and tried to kill a lich by channeling every scrap of power I had into a raw positive energy attack with no thought for surviving it. Not something expressly allowed by RAW, but it did make sense and was an epic moment.)

There are three possible characters that I have to use for this depending on how comfortable the prospective gm is with them.

The first is a masterless familiar looking to finish her dead master's quest.

The second is an awakened tiger seeking to prove his ability, not realizing the scope of the task nor what the starstone does.

The last is a weretiger hoping that the power she gains will be enough to finally go home.

I'm expecting a level 20 adventure, but I'll leave the details open to discussion. I'm not very familiar with anything beyond core, and have no experience with mythic or unchained or splatbooks. I have used archtypes and other base classes found on d20pfsrd, but that is about it beyond the core stuff. I am familiar with much of the 3.5 Unearthed Arcana if you'd like to try something from that (spellpoints perhaps?)

Whether solo or with a group doesn't matter too much as long as losing players doesn't stop the game. As long as both the GM and I are active I'd like the game to keep going (though having patience is fine with me.)

I can post about once a day. Usually more often on the weekends.

Here is an idea I had to present an alternate spellcasting system with two considerations, one is balance against martial characters, and two is caster flexibility.

First thing to comment on is damage balance against martials. The idea here is that a mage will generally put out less damage per spell, but has the advantage of flexibility and reach, being able to do area attacks and to use differing damage types, while leaving martials with consistant high damage but generally limited to the weapon's damage type and reach. A caster can put out more damage but only at great risk, the mitigation of this risk at higher levels keeps them comparable to martials as the martial get iterative attacks.

The second thing to comment on is flexibility. The idea here is to give casters something similar to spellwords, where the specifucs of area and range are selectable at casting time and are seperate from a specific effect.

#As I'm on a phone, I'll be posting this in parts.

I make a lot of unusual characters and then, sadly, I rarely get to play them. So I figure I'll post a few I really want to play and see if any of them get chosen by any GMs out there.

I'm not very familiar with any published settings though nor a lot of supplementals such as incarnums and psionics.

The concepts are only semi built so they can easily be made for whatever the GM has in mind and according to the custom char gen rules.

First, Stripes an awakened tiger, ex-companion of a druid who was killed by an orc raiding party. Stripes took up with some caravaneers for a while and learned some basic magic. She left for a while to advance her studies in magic. She does keep up her martial prowess as well though.

Second, in book of scoundrels there was an entry for a wizards familiar that somehow survived her master's death. I figure it would be fun to do something similar, an ex-familiar black cat of a witch outside a small village. The witch got soul trapped, severing the magical connection yet the cat didn't die and now seeks for her old master to free her.

Three, for an aquatic game, I created a race called grettles (until I find a better name) that are basically sentient octopi. Most of the development for my new races come during playing them, so I'd like to play one. Physically they are as one expects of octopi, boneless eight tentacled color changing creatures. They are different in that they are not colorblind and they can survive in freshwater, though it is uncomfortable, like being in cloudy or smoky air would be to a human.

Four, I love playing werecats of different varieties, I even have a drow werepanther. I generally play natural ones though, as tje appeal comes from shapeshifting and the social/cultural struggles, not the internal struggle over it.

Fifth, I created a race called Reaplings, half constructs which take the form of the skeleton or body which is used to craft the individual. I particularly like the snake body forms. You may have seen my thread on them, though they have grown quite a bit since then.

Okay, I had this amazing idea to crossover Halo and MLP: FIM in a way similar to Fo:E crossed two stories together.

In this world, ponies fight against the covenant of puppies, kitties, coons, and other alien species to save all of not just ponykind, but the entire galaxy whilst discovering hints of the ancient beings of long past.

The kitties, or Zyphers, are like the elites, powerful warriors of honor, each equal to a Spartan in power and ability (Actually created them for another world, but I noticed they fit perfect into this role with minimal changes).

Puppies are like the grunts, numorous, aggressive, and pack minded.

Coons are like the jackels, thieves and swindlers, they also are great at sniping and such.

Still working on the rest. I have lots of ideas on making this unique in it's own way yet still recognizable as halo and mlp.

I don't have a system decided as yet, mostly interested in any help in building this concept further, whether to be played or merely written.

I am looking to try out some rules I developed and would like to run a game of either Fallout Equestria or MLP. The latter would explore far off lands and involve the Elements of Strength and the Elements of Wisdom.

It is a skill based system. Every roll is 3-5 dice added together in the same simple yet versatile pattern. Attributes and skills each give one die to the pool, the better the stat, the bigger the die. Bonuses and penalties are added up to determine the size of the circumstance die.

Every character has four elements: description, attributes, skills, and features.

I am testing a new system of mine (you may have noticed early iterations of it a while ago, much has improved since then) called Roads and Ruins.

As I happen to have the complete Witchfire Trilogy, I thought I'd run that campaign using my new system. I will change a few things about the setting though, steam engines aren't as common, instead things like steamjacks are powered by power crystals instead, and much of the tech is arcane tech, powered by the user, including some more advanced items.

Obviously this means the setting will be slightly heavier on magic. Mostly want to test my rules for arcane tech, but this should be mostly minor flavor.

Mostly the story will remain the same, so those who are familiar with it will hopefully not be disappointed.

For those wondering, I have the book which includes both bridge adventures, should the game last that long.

I am trying to make a black blood sorcerer. Right now I am trying to make it a bloodline.

I have some ideas but balancing them is troubling and I still need to make the some powers, spells, feats, and some other holes.

So far I have,

Sorcerer black blood bloodline
Class Skill: Knowledge (religion)
Bonus Spells #10: ?
Bonus Feats: ?

Bloodline arcana: The black blood sorcerer is immune to all effects of black blood, both good and bad. The black blood sorcerer reacts to positive and negative energy just like an undead (positive energy harms and negative energy heals). The black blood sorcerer gains a +1caster level on all necromantic spells and spell like abilities.

Bloodline Powers:

1: Laughing Touch (Sp): At 1st level, you can make a melee touch attack. A creature affected by this ability takes 1d6 points of cold damage plus 1 per two sorcerer levels. Additionally a creature that fails a fort save [DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier.] takes 1 con dmg that heals after 5 minutes. Once a creature has been affected by chilling touch, it is immune to its effects for 24 hours. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

3: Cold Resistance (Ex): At 3rd level, you gain cold resistance 10. At 9th level, your cold resistance increases to 20.

9: Iceblast (sp): At 9th level, you can unleash a blast of cold ice shards once per day. This 20-foot-radius burst does 1d6 points of cold damage per sorcerer level. Those caught in the area of your blast receive a Reflex save for half damage. Creatures that fail their saves take [1 +1 per 5 sorcerer levels] points of con damage. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet.

15: Dark Resilience (Su)

The black blood flowing through a black-blooded sorcerer’s veins gives her resistance to many effects to which undead are immune. She gains a +3 on saves against ability drain, a death effect, disease, energy drain, paralysis, or poison.

20: ?

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I am making a new game system and am looking for thoughts, suggestions, feedback, etc.

Basic premise,
Skill based and classless (though with optional class packages).

The core mechanic is to roll 3-5 dice, totaled and compared to a DC. The dice are different sizes depending on the character's stats. Can earn fortune (which grants boons for characters to use) and boosts (which scales levels of success), and their negative counterparts, can be earned on these checks.

So this makes a bell curve for more consistent results. The system can also easily and smoothly scale from weak to normal to heroic to divine.

There are fewer secondary stats as well. A bit simpler stat wise then d20, but otherwise has a similar level of complexity.

Magic and other powers are less certain and more balanced against martial capabilities, such that martials are better at damage but casters have versatility.

I have also included a better non-combat encounter system called Daunts, which is versatile and remains based on the characters.

It is also being design to easily handle a wide range of genres including classic Tolkien style fantasy, to Gygax style fantasy, to Star Wars, to modern, to several other settings I am keeping in mind.

I have a google site with the rules, I some major updates to make (again) but I have to do that on weekends cause my phone won't work with editing google stuff.

I am making an entire game system. I have a magic system in place for it but I would like some feedback on what you all think of it. Criticisms (of the constructive sort), comments, suggestions, and alternatives are all welcome.

The magic system.

This is part of a skill based system which has skills and features (features are like feats, perks, etc).

To learn magic one picks a spellcasting feature. Each one is a magic tradition, such as Wizardry or Sorcery, and affects how easily spell effects of each school are to learn and cast.

Once a magic tradition feature is gained, the mage can learn a spell effect as a skill. Since each spell effect is a skill, once learned they can be improved like any other skill (skills improve through use).

Casting magic has two elements to worry about, complexity and fatigue cost.

Complexity determines how difficult the spell is to cast, the higher the complexity the higher the casting DC.

Fatigue cost is how much fatigue is spent when the spell is cast.

The ability to change the number of targets or the range of the spell requires no skill or learning, but instead alters the complexity and cost of the spell. For example, casting fire in a small cone has a lower fatigue cost then casting it as a large burst.

I.E. Freya casts a spell to make a fireball. She rolls her Evocation (Fire) skill. She is is using her Wizardry magic tradition.

The complexity, or DC, for the spell is 14 (10 base for Wizardry Evocation effects, +2 for ranged burst, +2 for long range)

The fatigue cost is 9 (4 for evocation, +4 for 20' ranged burst, +1 for long range)

Freya rolls her skill and if she rolls higher then the spell's complexity, she is successful in casting the spell and reduces her fatigue by the spell's fatigue cost, however, if she rolls high enough, the fatigue cost can be reduced.

In 3.x psionics is just another form of magic, but I usually hear players talk about psionics as though they are something completely different.

So I was wondering if PF considers psionics another form of magic or something uunrelated to magic?

I noticed a couple comments about italicizeing spells, but in the template there were no italics where the spells for creation should go so I didnt add any.

Is there a list of conventions that should be used? If not can we get one, cause not all of them are obvious even when reading examples (such as not using ' and " for feet and inches, which I thought was a professional thing to do,[ of course I worked as a carpenter so maybe it was an industry thing].)

Not sure where to put this, so I hope the mods can move it if this is the wrong spot.

I have an old reference sheet from many years ago that lists what bonus types stack. These rules are different from PF and 3.5 so I'm hoping someone can tell me where they came from. They might come from some d20 spin off but I dont have access to my old pdfs to check.

The differences from PF are,
Competence bonuses, all items stack but with only one spell,
Deflection, insight, and luck stack with themselves
And shield bonuses stack 1 mundane bonus plus 1 spell, plus half of any further spells.

Anyone know where these odd rules come from?

In the kingdom of Lorati, in the city of Graphunduur, there is a tavarn, this one is on the ground and made mostly for the larger folks in town. This is the Oak Barrel Tavern.

Inside there are some Fealin, several kobalds (most with their paired Zypher), a few dwarves, and even an elf family.

The bar comes out in the middle of the room, with a dwarf tender, one side of the room is tall and for medium sized creatures while the other has the floor raised significantly and made for the fealin (who stand between 1'3" to 1'7") with the bar inbetween.

Suddenly a kobald dressed as an official courier riding her Zyphor rushes into the bar in a very excited fashion. "There's been an amazing discovery up north. Sky mountain had a landslide and revealed a passageway, a constructed passageway!"

Sky mountain is well known as the tallest mountain. It resembles Devils Tower a bit but is so high, it makes Mt. Everest look small. Many have theorized that it was constructed, but no evidence was ever found, noteven ruins have been found near the mountain. Until now, according to the courier.

Many folks start buying the courier drinks and ask details, which seem rather sparse, but one thing is clear, the courier claims, "The Northern Guard have closed it off until the University scholars arrive. Knowing them, they'll probably hire locals for protection and labor. People are already gathering up for it at the mountain."

This is where your story starts, what do you do?

Here be the discussions.
We can either discuss both here, either a mish mash or separated with spoilers. Or I can make a completely separate thread but it won't be connected to the campaign threads.

Lantern Lodge

I need test players for my new game system. The setting isn't all that important and am willing to use either a generic fantasy, scifi, or a specific one I am familier with such as Mass Effect, Kingdom hearts, etc. Am open to suggestions on that count.

What I want from players, is honest feedback, what they like and hate, suggestions, and help in making setting specific material (don't worry about not knowing what is alright or not, that can always be fixed and anything that draws questions is highly desired. It helps find out what needs clarified and tells me how clear I am explaining the rules.)

The system is roughly compatible with d20, though the d20 has been replaced with three dice, the luck die a d12, an attribute die size based on your attribute, and a skill die based on your skill level. This is also a classless system with skills replacing bab and such. Feats are much like dnd, and abilities are like feats except improvable and cover those things that get better.

I call it Roads and Ruins, however be warned that much has changed since I last posted anything on the paizo forums about it.

If I get interest I'll post the complete rules.

I am looking for plenty of players 6-10 however to reduce the slowdown from large groups, I will not be useing initiative (except special cases) instead everyone will post their actions for the round and I will inform how it comes out and make intelligent use of a pc should their action not be valid (which is unlikely to happen by my way of thinking, even if two players attack the same enemy and only one attack is needed, it would come out as a simokill, of course posting contingencies doesn't hurt) each round will be given 24 hours, weekends will depend on the players involved. I want a larger group for more input and because larger groups are generally more active, however if only a few sign up thats fine too.

Lantern Lodge

I created a race of creatures called Reaplings. With the ARG and the opportunity to play nonstandard races becoming more common I have begun converting the various Reaplings into the ARG rules.

The reaplings are similar to an ant colony except some of them are independant and inttelligent.

The reaplings actually have multiple forms.

The Queen form, which can make many things and are the only ones that can make more reaplings. The queen looks like a larger version of the leader forms and is large sized.

The Warrior forms, soldier, corporal, sergeant. These forms are playable but are a little lacking in intelligence. They are medium sized with elven like but bland features.

The Leader forms, scout, captain, major. These forms are better for players, they are the smart forms doing the intellectual tasks and the spellcasting for the colony. They also usually lead and direct the warrior and worker forms. They are small sized and have an elven torso with a snake like body instead of legs.

The Worker forms, micro, spider. These forms are tiny and small respectively. They have 4 legs and a stumpy torse with two arms sitting in the middle of the 4 spider like legs.

All reaplings have these traits.
7 pts Half construct
3 pts aberration (warriors are humanoid [reapling] instead)
3 pts Deathless spirit
-1 negative energy affinity

Lantern Lodge

Over in the alignment discussion, I had the realization that certain actions could require an atonement, either mundane or the spell, without always breaking ones alignment. Alignment is just not fine tuned enough for this, pparticularly with paladins, clerics, druids and other role concepts with such restrictions.

They have already announced the likely inclusion of criminal tags, so my idea is to build on that system and provide another flag that could become active when someone does something that is against their code of conduct as required by their religion, order, or whatever. I.E. A paladin might have enough LG alignment that a single case of murder would not change her alignment, but this does not mean the paladin should escape the consequences of losing her role abilities for commiting murder.

The idea is that the criminal flagging system could be made modular so that any number of rulesets, could be made to produce a flag when certain actions are performed. Each religion o role concept could have it's own ruleset in addition to the criminal ruleset (which this would also make it easier to alter the criminal ruleset as needed), thus if one acts against a code of conduct, then they lose the tied abilities until they atone, or, if allowed, change whatever is raising the flag. Thus if a druid wears metal armor, or a cleric of Pharasma creates undead, or if a monk wears heavy armor, etc.

Also you could implement a code maker that allows player made religions.

Questions? Concerns? Thoughts?

Lantern Lodge

I noticed the rules said the archtype has to be appropriate to the River Kingdoms but the examples of ineligble entries are all archtypes tied to something specific that's not in or about the River Kingdoms.

Does this mean that an archtype doesn't actually have to be intwined with the River Kingdoms lore? Merely it has to be something that could, or would likely be found there?

I ask because my better idea would the with the location but isn't built on any lore. Though I imagine being tied lore-wise would be a boon, but if it's not required I think I'd rather send in a more inspired idea then some piece of junk because I couldn't tie anything really cool to the lore.

Lantern Lodge

I don't know much about the River Kingdoms as I do not own (and can't buy) the books/pdfs, so is there a place to find out about the region or will we be granted the pdfs should we be selected for top 32?

I know we are supposed to have knowledge of the setting, but frankly I avoid premade stuff like plague in playing/running the game, but am perfectly willing to do the research needed to make an item fit the setting (research is good for inspiration too).

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I heavily modified this template. I do not remember who I got the original from but I'll post the credit here if I ever figure it out.

I put the blank profile in this avatar so anyone can easy get it to C&P.

I also put it there so I can update it.

I am open to suggestions, and would love to hear any comments.

Here is the current version,
C&P, then fill in the holes with your character's info.


Race: Gender Race Subrace
Age: ?yo (Adult, Child, Old, Etc)
Size: Size, ?' ?" ?lbs
Type: Type (subtype)


Str ? (+?), Dex ? (+?), Con ? (+?),
Int ? (+?), Wis ? (+?), Cha ? (+?)

Senses; Perception +
Aura Strength/Alignment (see detect evil)
Init +?; Speed ? ft.
BAB +?; CMB +?; CMD +?
Concentration +?
Fort +?, Ref +?, Will +?
AC ?, ff ?, touch ?; (+? Armor, +? Deflection, +? Dex, +? Dodge, +? Natural, +? Shield, +? Sacred)
HP ? ( HD: ?D?)


Total Skill Name (Ranks) Class (Ab Mod) [Bonus] {conditional}
+? Acrobatics()()[]
+? Appraise()()[]
+? Bluff()()[]
+? Climb()()[]
+? Craft:
#+? Subskill()()[]
+? Diplomacy()()[]
+? Disable Device()()[]
+? Disguise()()[]
+? Escape Artist()()[]
+? Fly()()[]
+? Handle Animal()()[]
+? Heal()()[]
+? Intimidate()()[]
+? Knowledge:()()[]
#+? Subskill()()[]
+? Linguistics()()[]
+? Perception()()[]
+? Perform:
#+? Subskill()()[]
+? Profession:
#+? Subskill()()[]
+? Ride()()[]
+? Sense Motive()()[]
+? Sleight of Hand()()[]
+? Spellcraft()()[]
+? Stealth()()[]
+? Survival()()[]
+? Swim()()[]
+? Use Magic Device()()[]
+? Wild Empathy()()[]


    LVL 1
  • Name Desc

    LVL 3

  • Name Desc

    LVL 5

  • Name Desc


  • Trait Name; Catagory(faith trait, combat trait,etc)



  • Ability Adjustments:
  • Senses:
  • :


Sorcerer Class Features

  • Ability Name; ?/? Per DayLevel acheived/origin



At Will

Once Per Day

By Spell Slots

Class/Spellbook #1 CL ?
LVL 0 (? Known/slots) 0-0 DC ?
LVL 1 (? Known/slots) ?/? Per Day DC ?

Domain Name
# Ability Name; ?/? Per Day
Level acheived/origin

# Ability Name; ?/? Per Day
Level acheived/origin


Worn/Equipped: 24lbs
Outfit: Outfit Name (? lbs)
Magic Item Slots:

  • Location: Name Desc

Non-Slotted Items: 1 lbs

  • Holy Symbol, Silver (1 lbs)

Carried: 12 lbs

  • Ranged/Melee: Name ? ATK/DMG Desc, critical, range, etc

Belt Pouch #1: (0.5 lbs) 1.5 lbs

  • Healer's Kit (1 lbs)
  • Potion of Cure Light Wounds x 2
  • GP

Type: (? lbs) 24 lbs

  • Bedroll (5 lbs)
  • Blanket (1 lbs)
  • Climber's Kit (5 lbs)
  • Hammock (3 lbs)
  • Mirror, Small Steel (0.5 lbs)
  • Rope, Silk 50-ft (5 lbs)
  • Scroll Case (0.5 lbs)
  • Waterproof Bag
  • Waterskin (4 lbs)
  • GP

STR (?) —
light: ???1/3, medium: ???x2/3, heavy: ???x1, LOG: ???x2, Drag: ???x5



History Here!

I expect the start to be slow because of christmas so I'm starting you off for introductions and will arrive to hand out your mission after the holidays. Doesn't mean I won't be active till then however.

All of you have worked for your institution for at least a year, whether it was the military, police, or customs. Recently your boss told you that you have been selected for a special mission and that you were to report to the Feshira Hotel.

The Hotel is a moderate hotel, but it does have all the ammenities, including a bar with a radio! (an uncommon thing and a sign of the hotels wealth)

You have rooms for each of you.

Lantern Lodge

I am recruiting a few players to play a homebrew game. I have a few players already set and they will start whenever ready. This group will start then meet up the other players when this group is ready to go (hopefully a dozen or so days from now).

Character creation guidelines
Level 3
2 traits
20 point buy

You work for the government of the Free Clans Confederacy. (Military, police, etc)

Info about the world
This world has some electronic technology (such as radios and electrics motors), but not guns or mundane explosives (which means no combustion engines either).

Any race is acceptable (some may require being a lower level, or some other tweaking) including making something in the ARG (10pt and lvl3, 20pt and lvl 2, can purchase a trait one step above your races rank by adding 1 to the cost. IE a 10pt race can buy an advanced trait by paying 1 point more)

The common races are,
Catfolk (called Fealin)
Kindaur (custom race, basically oversized awakened tigars, an attempt to make super war mounts in 456 but they freed themselves some time ago and took refuge with the FCC. Note they do not have hands, they use magic to manipulate small things but can't wield weapons, shields, etc)

Uncommon races
Halflings (a slimmer, shorter and less hairy version of dwarves, came from that world)
Human (came from the Fealin world)

All other races are rare, at least around here.

Note, all planer spells will malfunction and all history agrees that every race was on some other world almost 1000 years ago, but suddenly found themselves here. For some, magic completely changed from what it was before, for others magic didn't exist prior, for the elves magic is similar but planer spells no longer work.

Summoning works very differently. If any one plans one summoning anything I'll fill you in what you need to know, beware the the levels of the spells and such are much different.

The unusual races have entries in the campaign notes or otherwise taken from the ARG. Kindaur will be posted there tommorrow.

Standard WBL = 3000g
However as a magic heavy world any magic item with a caster level of 1 is 25% cheaper, CL 7 or less is 15% cheaper, and CL 15 is or less is 5% cheaper. Beware of items, like Bracers of Armor, that say the caster level must be two or three times the bonus provided, the listing at top is just the minimum, use that or the caster level needed to make the item at that bonus, whichever is higher.

Also because you are in a sponsered force you may have a, +1 or mithral, weapon or armor free.
You can use enchanted wraps to get weapon enchantments on your unarmed strikes. Pay for the enchantment as normal plus 1gp for weapon and 300gp for masterwork. Each wrap covors one fist, knee, foot (which takes the foot slot), elbow, etc

Lantern Lodge

M Human Intellectual Fighter 2, Scientist 1

Okay here is the discussion thred for my Maginexus game.

Any PF stuff is good, might consider 3rd party, might tweak things as they come up but PF is gonna be pretty safe.

Level three, 20 pt buy, 2 traits, and you are in the military, police, or the miltia of Fawazua City, a major trading hub/port for the Free Clans Confederacy.

Any race is acceptable (some may require being a lower level, or some other tweaking) including making something in the ARG (10pt and lvl3, 20pt and lvl 2, can purchase a trait one step above your races rank by adding 1 to the cost. IE a 10pt race can buy an advanced trait by paying 1 point more)

The common races are,
Catfolk (called Fealin)
Kindaur (custom race, basically oversized awakened tigars, an attempt to make super war mounts but they freed themselves some time ago and took refuge with the FCC. Note they do not have hands, they use magic to manipulate smalls thing but can't wield weapons, shields, etc)

Uncommon races
Halflings (a slimmer, shorter and less hairy version of dwarves)

All other races are rare, at least around here.

Note, all planer spells will malfunction and all history agrees that every race was on some other world 1000 years, but suddenly found themselves here. For some, magic completely changed from what it was before, for others magic didn't exist prior, for the elves magic is similar but planer spells no longer work.

Summoning works differently, a caster makes a sprite (like a magical computer program) and then either temporarily binds it to an existing body (necromancy) or conjures a body for it bind to (still temporary but is the traditional summon spells). If any one plans one summoning anything I'll fill you in what you need to know, beware the the levels of the spells and such are much different.

Lantern Lodge

I was inspired by Goblins to make a yuan-ti (Human torso on a snake body) character, but PF has no stats, so I have made a few builds with the ARG, and am looking for feedback.

However the ARG doesn't give any support for anything that doesn't have two arms and 2+ legs, so any ideas for being legless would be good. Personally I think the lack of being able to wear feet slot items should be the major if not only cost to being immune to trips.

Had to go with blindsense instead of tremor sense. Any ideas how that changes things?

I made these first ones large, but should I make them medium size?

What about constrict? They should have that but I didn't find anything like it in the ARG other then improved grappling with free hands.

20pt build:

RP ---Item
3 Monstrous Humanoid
0 Normal Speed
0 +2Dex +2Int -2Cha
0 Standard Languages
7 large size
1 +1 Natural Armor
3 SR 11+ HD
2 Climb Speed
1 Fast
2 Nible attacks, gain weapon finesse
1 Natural attack, slam, primary

30pt build:

As above but add
RP ---Item
4 Blindsense 30'
4 Scent
2 Prehensile tail

Lantern Lodge

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M Human Intellectual Fighter 2, Scientist 1

Planning for group 2!

We should list what we have played AP-wise and what we would like to play and what we can run.

I am currently in Maure Castle and Skulls and Shackles. I would like to run through Kingmaker and a mid to high level game.

I have GMd many PnP games but this will be my first PbP as GM. I don't own any APs, I do have a few small 3.5 modules.

I generaly run homebrew, so if there is anything odd or unusual you would like to try (I.E. an awakened tiger or spellpoints) I am probably the best pick for running it.

Lantern Lodge

The 40th level game recruitment thread inspired me to make a prestige class to lead up to becoming a god.

The idea is to have a prestige class that can be taken by epic level characters to slowly gain some of the abilities of a god with maxing out the class resulting in full-fledged godhood.

Some of the things I was thinking of was to have powers and things related to the demi-gods following (more reverence received equaling more power) rather then just own rank, and the demi-god level just allows to have more abilities and make better use of the followers.

This links the two fluff-wise and means the demi-god has stuff they need to do to maintain and grow their power. Possibly including a requirement of needing a certain level of following to advance.

Some of the big things that need to be included/discussed are,
Aura effects
Granting spells
Godly realm
Communication with mortals

One idea is for all of the character's power to spark divinity, granting a divine aura. The character can perceive all within this aura. The aura starts small and grows 5' per level. Eventually one is able to affect, then control things at will in this aura, which eventually becomes the godly realm. Eventually it becomes large enough that the demi-god can only focus on certain things, which become the portfolios.

Prayers from followers create a linkand the demi-god can sense things through the link just like it can in it's aura. The demi-god, though it can automatically sense things related to the portfolios, can only use normal senses from one's body. Eventually one can create an aspect which the high powered demi-god can use as one's own body, the number of which that can be controlled being limited by level (probably best to limit to two until actual god-hood).

Every 5 levels or so the demi-god gains an appropriate domain.

Lantern Lodge

I am making a new game system called Roads and Ruins, and am looking to see if anyone wants to test play it.

Warning, the rules may change (always with warning and after discussion with the group) throughout gameplay as we find things that work or need fixed, thus I am looking not just for players but players who can give good critique and suggestions and help add new feats and spells etc.

The basic idea is a cross between d20 and Savage worlds. You roll a d12 + an ability die + a skill die. It is a classless, skill based game but has much in common with d20 and will use a lot of d20 feats and spells (modded on the fly) till a good list is made for the game.

I will be making a consistant sandbox game to play and have fair experience in GMing spontaneously.

Here is a link to a webpage SRD for it, however it is unfinished till my computer is working again.

As a PBP with only my phone, no maps, and combat will be done in rounds, each player posts their actions for the round and I will put those together in a descriptive post at the end of each round.

I will answer any questions and if enough people decide to play I will post more defined rules (the missing ones anyway) in the campaign tab.

Note, I would like to explore various playstyles and have a mix of play experience in the group as well. (Aka, newbies to roleplaying or PBP are welcome)

Lantern Lodge

I am making a new system that is a bit of a cross between D20 and savage worlds. I am looking for feedback on what people think of this concept.

Instead of a d20, the standard roll for most everything is a d12 + attribute die + skill die + skill specialization die (if applicable).

edit Note, there are no classes in this game.

BAB is now your skill in fighting with your equipped weapon

Saves are now just free skill checks (Reflex is Acrobatics, Fortitude is Endurance, Will is Intuition)

HP is now Wounds (Equal to your con) and Vitality (your con die rolled for each level)

Hit Dice = Con dice per level adds to VP but not WP.

AC is either rolled or 6 + half your Combat: Dodge skill + Size + Deflection + Magic.
Armor is now DR, so all AC is now TT AC; FF AC is the same as for a moving object (6+ Size +1/5ft of movement per round, +2 if the target is unstable such as in active combat etc) plus any magic bonuses.

CMB is now just making an attack roll while adding the size bonus

CMD is now just a dodge roll except you include str and dex and size.

You have a fatigue score, all physical and magical skills are penalized by your fatigue score, all mental skills are penalized by half your fatigue score.
Add 1 fatigue each time (each source or attack) you take wound damage and spells add to fatigue score (see magic).
Non-sleeping rest can reduce any fatigue gained since your last rest by half.

Casting a spell
Roll your Spellcraft vs. DC 15 + 2 times spell rank + the spell school modifier, add two to fatigue + half spell rank round down min 0. +1 DC for each of the optional focus elements not used, focus elements - Somatic, verbal, focus material. Other meta-magic feats simply add to the DC as normal (from increasing the spells rank) and can be used without extra time. Reduce the fatigue from casting a spell by one for every 3 points that you exceed the DC.

Lantern Lodge

I created this spell cause I thought it was cool, though I am looking for feedback to make the wording clearer, and to maybe fix any glaring problems like what level it should be, and in general to see what everyone thinks of it.

Shadow Form Clones
School conjuration (shadow)[shadow]; Level ?(3rd perhaps)
Casting time 1 round
Components V,S
Range personal/close (25 ft. + 5 ft./2 levels)
Effect two or more summoned clones
Duration 1 round/level (D)
Saving Throw none; Spell Resistance no
This spell allows the caster to split their body into multiple clones each partially made from shadow and partially made of the caster and each holds a part of the casters soul.
The caster's remaining HP and Max HP are divided evenly amongst all clones at the time of casting(if a clone takes damage it is not shared amongst all the clones). Spells and limited use abilities (and anything else the GM deems is tied to a character's soul) is pooled and can be used by any clone(a caster with a 2/day ability can only use it 2 times that day, even if split into three clones).
The link between the clones is limited, the clones cannot communicate through this link in any fashion and any rolls or checks must be made individually for each clone as they do not share senses. However the memories of a clone that was not destroyed by an anti-magic zone, dispel magic, or similar effect, is combined with the caster's own(the caster/other clones, know what happened to a clone after that clone doesn't exist). Any effects are not shared between clones except for those that affected the caster before the casting of this spell. When all but one clone have been destroyed the final clone becomes 100% real and thus is the caster and the spell is over. If there are clones left when the spells duration wears out, the clones instantly fade and combine into only one clone chosen at random.
Each clone is a percentage real based on how many clones the caster is split into(three clones left are 33% real even if the caster originally cast the spell with four clones). This percentage works in a similar fashion to the shadow conjuration spell. A creature that interacts with the clone has a chance to notice that the clone is not entirely real and if they succeed, they only take a percentage of damage from that clone and have a +4 when targeted by opposed social skill checks(for a 33% real clone, the target of the clones intimidate check gets a +4 to resist, but doesn't get the +4 when making an intimidate check against the clone, and takes only 33% damage from the clones attacks, if successful in it's will save)

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