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Now that Alignment is going away, and Paizo have made attempts to rehabilitate other "monsters" like orcs, goblins, and gnolls, are ogres still going to be inbred rapists?


I'm going to use Anadi, Iruxi, and Sekmin (serpentfolk) in a game, but I don't have any idea what the singular form of each of those names is. Have there ever been examples of these being used singular?


So after the Lost Omens setting book itself, what are the best books for getting into world lore?

What confuses me is having books like the Character Guide and Ancestry Guide: how much world lore do those books contain?

Also, how much does Gods & Magic contain besides gods? (Gods not being a terribly interesting part of most settings to me.)


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I've read discussions about PF 1 vs 2. I'm not familiar with any talk about differences between PF 1 and Starfinder. Anyone have any insights they want to share?


As far as I can tell, creature type gives few, if any, mechanical effects.

Does this mean a GM can, with maybe a few exceptions, switch creature types as they like? Say, I wanted to make Bugbears Fey instead of Humanoids.

I know these tags are supposed to do something, but I can't find anything like PF1e's "We have to make these enemies Humanoids so they'll be affected by low-level charm".


I came to the forums this morning and found there were Pathfinder subscriptions sitting in my cart that I hadn't put there.

I removed them and changed my password.


I'm thinking I might need to get Spheres of Might for those times I don't have Internet access to the wiki. But I don't want to get it now, only to find out a couple months later they're dropping the Kickstarter for an Ultimate version.

Has anyone heard anything?


Rather than make full new races for my setting, I'd rather just start off with the human stats and modify them a little. For the following ARTs I'm not quite sure what to replace with them or if they need more things added to be worth replacing certain traits.

Serpent: You have the tail of a snake in place of legs, possibly also resembling a snake with a humanoid torso and arms. You cannot be tripped, but you also cannot make a running start to jump unless granted one by a class feature, feat, or spell, and you multiply your height by x1/2 to determine your jump height limitation.

Tar (tawr): You have the body of a quadruped animal in place of legs. You gain a +4 racial bonus on CMD vs Bull Rush, Overrun, and Trip. However you suffer a -10 penalty to Climb checks, and must make such checks to climb ladders or stairs of 45 degrees or greater.

Aquatic: You can breath water as easily as air, gain Skill Focus (Swim) as a bonus feat.
Natural Weapons: You can deal slashing or piercing damage with your unarmed strike, and it counts as a natural weapon for the purposes of abilities and spells.

Winged: You can make a Fly check to fall from any height without taking falling damage and gain a +4 racial bonus on Fly checks. At level 7 you gain a Fly speed of 30 ft (10 m) with (clumsy) maneuverability.


The "Pathfinder 1.5 musings" thread doesn't allow adding third-party content. This one does.

You should still try to maintain some amount of backward compatibility. I won't dictate how much, but maybe start a "Divergent Pathfinder 2e" thread if you want to radically redesign.

My thoughts:
* Incorporate the monster/NPC design rules from Rogue Genius Games' Talented Bestiary.
* Incorporate Drop Dead Studios' Spheres of Might talents. While I'd also like to incorporate Spheres of Power, SoM is easier to slot in without breaking backwards compatibility as much.
* Slot in the multiple-choice beastfolk from Silver Games LLC's Hybrid Blood. Heck, maybe use their rules for race-mixing for all the core choices (which would mean half-elves and half-orcs don't need full write-ups, while orcs would join the core).
* Change out Ranger's Favored Enemy for the Quarry system from Legendary Games' Legendary Ranger. Oh, also the Wildspeak feature because talking to nature is cool.
* Put the Shifter in core, but use the Legendary Shifter (Legendary Games).
* Make Automatic Bonus Progression core, but don't adjust Wealth By Level. But also make WBL a hard cap.
* Do away with "masterwork" and DR-bypassing special materials, or make then something that can be added later. I've had the idea that instead of a weapon needing to be "masterwork" to be enchanted the weapon might need to be "anointed", "sanctified", or "engloried". Do the same with DR-bypass. No more golf-bags!

That's all I can think of right now.


You know how if an ability, spell, or other such effect offers a choice of energy type is nearly always "acid, cold, electricity, or fire"? Why no "sonic"? I think I remember someone saying in a conversation a long time ago the reason was because so few creatures have Sonic Resistance. But that's easy to change.

I don't anticipate this is a difficult question, I just want to make sure that people with better grasp of PF1 mechanics than I do haven't found some hidden reason why sonic should be rated higher than the rest of the energy types.


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Silver Games is having a Kickstarter for a triple-statted (PF1, PF2, DD5e), modern-day anthropomorphic animal supplement:

https://www.kickstarter.com/projects/silvergamesllc/tails-of-the-city/


https://www.drivethrurpg.com/product/295160/Ponyfinder--Untamed-Lands?term= untamed+lands

What does this offer someone who isn't interested in D&D 5e or PF2e?


I need to try PF2 at least a little bit before I discard it from personal use. So I'm trying to find a game of it.

Personal preferences: Light-hearted, perhaps even funny stories. Not really a fan of Always Evil races: prefer other methods of designating guiltless killing.


Has anyone here tried setting the amount of hit points healed as static numbers rather than XdY?


Consolidated Skills.
Grouped Skills.

Does anyone know how these work with the system in SoM where you gain skills ranks for gaining talents in certain spheres?

Or is that no longer needed when using one of these variant rules?


It at least used to be popular to try and tweak Charisma to have more utility, to give it something to add to other than certain skills and some spellcasting. I'm still thinking on that issue, so I'm trying to collect tweaks I know of so everyone can discuss them:

1) Determining minions. This can usually be summarized as "Give everyone the Leadership feat for free". Drawback is that the Gm and player might not want to have to deal with all those extra characters.

2) Bonus to Will saves. This is either in the form of straight-up replacing Wisdom or taking the higher or average of the two. Drawback here seems to be that screws with how much Will the Monk gets.

3) Influences initial reactions. Something like "For each +1 of bonus, move the NPC one step up on the Attitude table". I assume that means negative Charisma moves it down. Not sure how what I read was supposed to apply to groups: does having low-social characters drag down starting attitude?

4) Some kind of reputation system.

5) One non-Pathfinder d20 system I know makes Charisma govern how good you are managing money. (Yeah, that didn't make that much sense to me, either, so I switch for governing Will saves and gave "money management" to Wisdom.)

Personally I've long wanted to do the "adds to Will save instead of Wisdom" thing on the basis that I like the idea that unperceptive people are more resistant to mental stuff, rather than any logic.

What about Wisdom, then? I flirt with having it govern ranged attack rather than Dexterity on the basis that no matter how agile you are, if you have bad senses you can't aim well. I realize the logic doesn't work for everyone. Also some mechanical knock-on effects I'm too short-sighted to realize.


Usually if you want to indicate that a casting tradition uses their hands you give them Somatic Casting. But that kind of armor restriction has always felt weird to me, so I want to design a Drawback that lets you wear any armor but still restricts you to needing free hands.

Hand Signs
You must have both hands free to cast your spells. Armor does not restrict your casting, but you may not be holding anything other than required spell components or foci, nor may you cast while your hands are bound.
Special: This casting tradition may not be taken by any character with less than two manipulatory appendages.


There was talk 2 years back about trying Spheres of Power in Starfinder (for lack of any kind of conversion guide).

Has anyone tried it?


What are peoples' experiences with SoP mixed with other non-core system like Dreamscarred Psionics, Akashic, various systems by Interjection Games, etc?


I'm wondering how to deal with Spheres of Might giving free skill ranks when using an alternate skill system like Consolidated skills. Give half as many ranks? Consider it a bonus to that use of the Consolidated skill that doesn't stack with ranks?


I've read Spheres of Might through, but Path of War is taking me longer for various reasons. Is there anyone who's used both who can give me a quick idea of how PoW compares to SoM? Like, if you use both what is the purpose of using one over the other?


....which do you choose?

To keep this interesting you have to cut at least one of the original 20. You may move some things you like from a sphere you are cutting to one you aren't, but try to cut at least 1 whole sphere's worth of stuff.

I'll start:
Death: I don't really need reanimation and corpse control (I prefer going that route through Conjuration), and I don't feel drawn to the Ghost Strikes enough to cut something else to keep them.
Divination: Magic that lets you find stuff out doesn't feel like my setting style. I might move some of the Sense talents over to Enhancement, but that's about it.
Fate: I often don't "get" what this sphere is or/and it feels too religious for my unconscious atheism.
Illusion: Feels too "mind-whammie" (see below). I'd really only want Illusion for image projection, and I could probably just create technology for that.
Mind: I don't like mind-control/manipulate magic.
Time: Somehow "manipulate time" does feel that spectacular to me, probably because it looks to me like variations on pushing rewind and fast-forward on the universe and that gets old really quickly.
War: I couldn't completely tell you why I'd cut War, other than "battlefield control magic" is only really impressive to me when there's a visual component. Also maybe SoM's Warleader not being a magical effect makes War feel too lesser to bother with. Badass Normals and all that.

I'm also not always sure about Warp and Weather; I think it depends on my mood.

If I was required to give an absolute minimum to keep it would Alteration, Destruction, Life, Nature, and Telenkinesis.


So you can either have wings and average maneuverability or no wings and perfect maneuverability. Oh, but the second can be stopped by a 6th level spell or 10th level Advanced Technique.

So until 10th/12th level this is a free perfect maneuverability?

Also wouldn't those anti-magic effects likely cause the companion to wink out anyway, due to being summoned?


Something I haven't questioned up until now is how class skills work. But recently I reread one of those "you always have this skill as a class skill" traits and it suddenly occurred to me that it seems to imply that sometimes you lose class skills. I don't thing that's the case, but I want to be sure.


I've read somewhere that a critique of 3.P's skill system is that at high levels there can be a ludicrous difference in skill level. I'm wondering if 2e PF's 5-level Proficiency system would make a good solution, and if anyone's already contemplated this.

Maybe keep the current system of ranks and the skill list, but each rank invested in a skill moves you up in 2e's system (-2 > +0 > +1 > +2 > +3) capping at 4 ranks. So rather than promoting the same skills over and over characters eventually have to diversify.

You'd still probably gain skill bonuses from other sources, so it won't always be a strict 5-level-only swing, but it won't be the same as 1e's eventual "You didn't take [skill X] at all over 20 levels? Guess you like having a virtual -20!"

EDIT: I'm not quite sure what to do about other bonuses. "Class skill" doesn't seem that necessary anymore. Racial and class bonuses might be changed into granting 1-X free ranks depending on size of bonus (allowing retraining if the skill is already maxed). Other bonuses I might just leave alone, but impose some kind of stacking cap.


Both the Sphere Wizard and Cosmic Sage archetypes lose Arcane School for obvious reasons of flavor. But nowhere in the Eclectic Researcher does it state the archetype loses Arcane School. Is that intentional, or was that an oversight? Is there something else I'm missing?


Hearing good things about this one.

Anyone here checked it out?


Anti-magic fields and the magical natures of some creatures bring a question to my mind: Are there any creatures in Pathfinder that absolutely can't exist inside an anti-magic field (whether because they only exist "because magic" or need magic to live/be animate)?

What if they were a PC race?

Tl;dr: What if there was a racial trait called "Can't enter anit-magic field"?


The usual system of Classic Four elements bugs me. When using Spheres of Power that's not that much of a problem as most of its is pretty un-associated in terms of elemental relationships. The two big hold-outs are the base Nature Packages and the Elemental Transformation talent.

Here's what I'm thinking for each:

----Nature
--When you take the base sphere, and for every iteration of Expanded Geomancing, choose three individual abilities from among the base packages. You gain those three abilities. If a talent requires a specific package you may gain that talent if you have any ability from that package. You must still possess a specific ability to use talents that reference that ability, such as Flying Debris with Tremor.

----Elemental Transformation
--Rather than have set forms when taking on Elemental shape you can choose three of the following: darkvision 60 ft, 30 ft burrow speed + Earth Glide, the Burn special quality (1d4, increases by 1 die size per 5 caster levels, may choose acid, cold, electricity, fire, or sonic*), flight speed of 30 ft (counts as 2 choices), +30 ft to one existing speed for every 5 caster levels, the ability to create a Whirlwind (as an air elemental of the same size), water breathing + a 30 ft swim speed, the ability to create a Vortex (as a water elemental of the same size), or a +2 bonus to one physical ability score (may only be chosen once per transformation). You also gain resistance to one energy type (acid, cold, electricity, fire, sonic*) equal to your caster level.

* I would be increasing the frequency of Sonic Resistance to compensate.

The "choose three base Nature abilities" isn't terribly important so if that's too imbalanced I'm willing to just throw that out (it's as much about how the Fire ones are boring as it is about elemental associations). But the Elemental Transformation one is so I don't have to go designing new packages of abilities to conform to whatever new elements I come up with while still allowing the talent to exist at all, so I really need some kind of change.

Thoughts?


An old idea popped up in my head while reading someone's critique of the Automatic Bonus Progression system:

Why not just let characters buy magic item features as inherent to themselves?

Which could always end there, but I'm more curious than need a way to play Pathfinder sans magic items. So I'm trying to think of all the game features that assume magic item stuff is separate from characters:

* Any class feature that grants magic items bonuses (such as a Magus' base Arcane Pool use).
* The Disenchanter's ability to render magic items non-magical.
* Amulet of Mighty Fists.

Unfortunately I can't think of many, but that's probably because I don't focus on that aspect very much.


Pathfinder races don't do it for me: I'm just not that interested in messing around with the stats. For most people that would prompt a "run humans only" thought, but I hate the visual aesthetic of humans. So I came up with some "alternate humans" based on furries and anime cute monster people. But since Pathfinder's race builder system is suspect I need someone who feels they know race balancing better to tell me if I got my alternate race traits right.

Pan
Pan use the stats for humans, with the following change:
Size: Medium or Small. This choice is made at character creation.

Alternate Racial Traits
Taur: Taur Pan have the lower body of a quadruped, running mammal. They gain a +4 racial bonus on CMD vs trip attempts, a +10 ft bonus to their land speed, and +50% to their carrying capacity. They also gain two secondary natural attacks, either claws or hooves, that deal damage appropriate to their size (1d4 Medium, 1d3 Small). This replaces either the flexible bonus feat or Skilled.
Spidertaur: Spidetaur have a lower body in the shape of a giant spider. They may use their web glands to create a 30-foot length of silk rope. They may do this a number of times per day equal to one half their character level, minimum 1. The rope decomposes and is destroyed after 24 hours. Additionally they gain a +4 racial bonus on CMD vs trip attempts and a climb speed of 20 feet and gain the +8 racial bonus on Climb checks that a climb speed normally grants. This replaces either the flexible bonus feat or Skilled.
Snaketaur: Snaketaur pan have a long “tail” -- the lower body of a snake -- starting at their hips in place of legs. Their ground speed decreases by 10 ft, but they become immune to trip attempts so long as they are standing on the ground and not moving. This replaces either the flexible bonus feat or Skilled.


So, ignoring the wonkiness of the Race Point system, if you were going to give out racial features in feats approximately how much could you give per feat?

My idea is that rather than having to make new races for every concept I have I instead make feats out of their key traits and then use humans as the base. These feats can be taken as bonus or regular 1st-level.

The question is how RP I can invest in each feat?


I think I want to run a Pathfinder game where regular damage doesn't kill a target: targets only die by intention. The only difficulty is what's currently known as non-lethal damage, which wouldn't really do anything under this new system.

Is there some change I can make to non-lethal damage options still useful?


What it says in the title.

There's several reasons I might not want to bother with Starfinder even for higher-tech games, but this is a big one. The fact that the official conversion for Spheres of Might is a bunch of notes makes me hope that and SoP version, even if it handwaves a few things, would be easy enough that someone has tried it.


Rite Pubishing's In the Company of Dragons, Unicorns, and Aberrations creates special archetypes to allow the races in those books to advance some of their racial powers while still taking most existing classes. However there is no support for the Spheres of Power/Might classes (not that there should be), so I have tried to figure out which class features each of the Spheres classes loses in order to allow the racial archetypes.

Spheres of Power classes:
* Armorist: Modify the armorist’s bound equipment to be gained at 3rd level, and modify the bonus progression to be every other odd level. Removed the bound equipment limit increase at 20th, and the arsenal tricks at 6th and 12th levels.
* Elementalist: Remove the combat feats gained at 2nd, 10th, and 14th level, the dodge bonus gained at 4th, 12th, and 20th level, and the elemental defense gained at 5th level (gaining Resistance 5 at 11th and Resistance 10 at 17th).
* Eliciter: Modify the eliciter’s hypnotism to be gained at 4th level, with an effective level of the eliciter’s level -3 to determine hypnotism’s effects and uses per day. Remove the elicitor’s convincing ability, as well as the emotions gained at 5th, 14th, and 20th levels.
* Fey Adept: Modify the fey adept’s shadowmark class ability to use d4s to roll damage instead of d6s. Replace the fey adept’s darkvision, see in darkness, and permanent illusion class abilities, and the truesights gained at 8th and 16th levels.
* Hedgewitch: Choosing a Universal Racial Archetype replaces one of the character’s traditions.
* Incanter: Racial Archetype costs 2 Specialization points.
* Mageknight: Replace the mageknight’s resist magic ability, the mystic combats gained at 6th and 14th levels, and the combat feats gained at 8th and 20th.
* Shifter: Replace the shifter’s wild empathy, the bestial trait gained at 6th and 14th level, and all enhanced physicalities.
* Soul Weaver:[/i] Reduce the damage healed/harmed by the soul weaver’s channel energy by 1d6, and replace the nexus powers normally gained at 8th, 12th, and 16th level.
* Symbiat: Modify the symbiat’s psionics ability to be gained at 4th level, with an effective level of the symbiat’s level -3 to determine psionics’ effects and rounds per day. Replace the symbiat’s share expertise, trapsense, share capacity, share expertise (others), and share capacity (others).
* Thaumaturge: The thaumaturge loses the forbidden lore gained at 5th and 9th levels, and the invocations gained at 1st, 15th, and 19th levels.

Spheres of Might:
* Armiger: Modify the Amiger’s Quick Change to be gained at 5th level and use her armiger level - 5 to determine how many times she can use it per round Replace the prowesses gained at 4th, 10th, 14th, and 20th levels.
* Blacksmith: Modify the blacksmith’s thunderous blows class ability to use d4s to roll damage instead of d6s. Replace the smithing insights gained at 2nd, 8th, 14th, and 20th levels, and the rapid maintenance class feature.
* Commander: Replace the commander’s lingering commands ability, and the enhanced tactics gained at 4th, 10th, 14th, and 20th levels.
* Conscript: Racial Archetype costs 2 Specialization points.
* Scholar: Replace either the free Alchemy or Scout sphere gained for free by the scholar (player's choice), and the scholar’s knacks gained at 4th, 10th, 14th, and 20th levels.
* Sentinel: Modify the guardian challenge to be gained at 4th level, with an effective level of the sentinel’s level -3 to determine guardian challenge’s effects. Modify the dedicated defense ability to be gained at 6th level, and increase by 1 at 14th and 20th levels. Replace the instant challenge and final challenge class features.
* Striker: Replace the AC bonus normally granted at 4th, 9th, 13th, and 18th level, and the striker arts normally gained at 5th, 8th, and 14th levels.
* Technician: Replace the technicians’s trapfinder ability, and the technical insights gained at 4th, 10th, 14th, and 20th levels.


I tried converting some animal races I made for another system into Pathfinder. They're not very good, but I'm not comfortable with Pathfinder's racial balance so I need someone else to make some suggestions.

Don't worry if they don't seem like exact simulations: it's more important to get somewhere near-enough.

https://drive.google.com/open?id=14AY3eDSxZlgmrYylVxIqaB7_8icqJXJR9i-QDgbsi lA


I get the feeling that Large size isn't trusted for PCs, both from the Race Point 7 cost as well as other comments from around the Internet that I can't quote because I can't remember them. In preparation for fiddling around with designing a Large-ish race I could use some advice on what qualities of size are so problematic so I can maybe give the race a drawback that removes some of them.

Here's what I've got so far:
* +2 Str, -2 Dex.
* Space: 10 ft
* Reach +5 ft, but only if you're "(tall)".
* -1 attack and AC.
* +1 CMB and CMD.
* It changes whether some abilities (typically based around grabbing) can affect you.
* -2 Fly.
* -4 Stealth.
* +4 Intimidate vs Medium or smaller.
* Natural weapon attacks go up one die size.
* +50% carrying capacity.
Hopefully I haven't missed anything (I can't find a chart with all this on one page of the SRD).

So which of these would you consider the most offending features of giving PCs Large size, and which do you think wouldn't break the game too much? (In the end Large size shouldn't be free, but it's a question of whether there's anything that can be trimmed so it might be more balanced nearer to the Standard races.)


1) Someone heard they had GoT spoilers.

2) Trump was going to invade. It was the only way.

3) The gods got tired of people asking "What happened to Aroden?"

4) The server went down.

5) The crew of the Enterprise has been captured and needs the PCs to rescue them and let them fix the Negative Space Wedgie.

6) The Tablets of Fate are cracked, and Ao's on vacation.


Like, instead of having 5-10 weapons per category (simple light, simple one-handed, etc), just turning each category into a single weapon stat line?

It's not that I want to change the game, but sometimes option paralysis means I wish I knew what the "average" weapon for a category was so I could just pick that.


I'm considering No Alignment for a setting I'm working on, and I don't think the paladin is much of a problem. Even Smite Evil can just become Smite, with an assumption that it's intended to be used mostly without restriction because the majority of enemies should be Evil (YMMV). But if I remove Alignment then the part about "outsider with the evil subtype, an evil-aligned dragon, or an undead" doesn't work: the first two can't exist any more, while I'm making a designer decision that undead aren't inherently inimical. So what (if anything) do I replace this with?

My thought is that I allow the paladin to chose one Ranger Favored Enemy other than Animal or Humanoid. Just one because Smite is now more broadly applicable. Though it might not break things if they can chose three.

This still might be an interesting houserule even if you don't remove Alignment: rather than paladins having a fixed three types that receive extra damage GMs can instead let paladins customize (though you'd have to require most types to only apply to Evil-aligned versions, except undead and maybe constructs).


If you use ABP, what happens to class features that go "you may grant this weapon a +1 bonus", temporary or not? (I suppose a similar question exists using those bonuses on +1 or higher magic weapons.)

I kind of suspect the answer is "they stack", but I want to be sure there isn't something I've missed.


So I've come to hate assigning race stats. Or assigning what races are available (including saying "humans only"). Honestly my favorite games have always been "make up whatever $#!+ you want to put in the 'race' slot and move on".

I could just use a point-buy system...... but I would rather prefer a very popular system like Pathfinder. And because it's just this one aspect.

So has anyone ever actually tried turning the race creation reins over to the players? I mean not just make up the fluff but design the crunch, too? (I mean there's the ARG Race Creation guide, but I often hear it's unbalanced so maybe there's not point in sticking close to it.)


Because I made a gunslinger typo and immediately thought "Okay, that sounds at least vaguely interesting".

I've heard tell there was once a genre of movie/TV show where the stars were cowboys who sang a lot. It just strikes me as too amusing an idea to not exist.


(I know "Rasputin Must Die!" takes place on Earth circa WWI. Please don't recommend it just because of that.)

Schizo Tech

Earth is easy to run because you can just look up stuff on Wikipedia. Earth Right Now is really easy to run because you live in it. So it's got to make a good setting.

But for the same reason of "laziness" I don't want to have to make up/find/buy rules for modern equipment. So I'm just going to say anything that can't be handwaved as a plot-device or reflavoring doesn't exist. So gun tech is less advanced, melee weapons and armor are still big, but you have planes and the Internet.

So into this insane mix I'm going to want to insert a pre-made module. Because "lazy" and "inexperienced". And preferably something that doesn't require Golarion-specific situations (i.e. no country should have to worship devils, no matter how much recent political events may make us feel otherwise).

Also please don't recommend XCrawl: wrong kind of world.


Is there a function on these boards for making it so you can't see the posters of specific posters?


So I like Rite Publishing’s In The Company of Dragons and Unicorns. I also like Spheres of Power. But the two have a slightly hard time going together due to there being no class adjustment for the SoP classes to allow them to insert the Universal Racial Archetype. So I’m going to try and figure those adjustments:

* Armorist: Modify the armorist’s bound equipment to be gained at 3rd level, and modify the bonus progression to b every other odd level. Removed the bound equipment limit increase at 20th, and the arsenal tricks at 6th and 12th levels.
* Elementalist: Remove the combat feats gained at 2nd, 10th, and 14th level, the dodge bonus gained at 4th, 12th, and 20th level, and the elemental defense gained at 5th level (gaining Resistance 5 at 11th and Resistance 10 at 17th).
* Eliciter: Modify the eliciter’s hypnotism to be gained at 4th level, with an effective level of the eliciter’s level -3 to determine hypnotism’s effects and uses per day. Remove the elicitor’s convincing ability, as well as the emotions gained at 5th, 14th, and 20th levels.
* Fey Adept: Modify the fey adept’s shadowmark class ability to use d4s to roll damage instead of d6s. Replace the fey adept’s darkvision, see in darkness, and permanent illusion class abilities, and the truesights gained at 8th and 16th levels.
* Hedgewitch: Choosing a Universal Racial Archetype replaces of the character’s traditions.
* Incanters: Universal Racial Archetype costs 2 Specialization points.
* Mageknight: Replace the mageknight’s resist magic ability, the mystic combats gained at 6th and 14th levels, and the combat feats gained at 8th and 20th.
* Shifter: Replace the shifter’s wild empathy, the bestial trait gained at 6th and 14th level, and all enhanced physicalities.
* Soul Weaver: Reduce the damage healed/harmed by the soul weaver’s channel energy by 1d6, and replace the nexus powers normally gained at 8th, 12th, and 16th level.
* Symbiat: Modify the symbiat’s psionics ability to be gained at 4th level, with an effective level of the symbiat’s level -3 to determine psionics’ effects and rounds per day. Replace the symbiat’s share expertise, trapsense, share capacity, share expertise (others), and share capacity (others).
* Thaumaturge: The thaumaturge loses the forbidden lore gained at 5th and 9th levels, and the invocations gained at 1st, 15th, and 19th levels.

Any criticism or help would be appreciated.


The magic item creation rules in Spheres of Power cover most standard magic item conversions because you want the items to use the new magic system anyway. But occasionally you run into items like golems that aren't simply replacing one system with another. Does anyone have any advice on converting golems prerequisites to SoP?


What it says in the title: assume for the purposes of magic item crafting non-casters could "know" a few spells so that when they made magic items using Master Craftsman they didn't have to raise the DC because they didn't know the correct spells. Spellcraft (or maybe a Knowledge skill) would give 1 "known" spell per rank, kind of how Linguistics gives 1 language.