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Raistlin

rowdy55's page

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Be sure to enforce when the players can rest, any encounter at APL +3 past level 10 are not going to challenge a fresh party if it's the only encounter they face.

A party typically has enough resources to last through 4 encounters At PL before things start getting lethal, 5 encounters for 5 players, but you need to remember that the party can't rest more then once in a 24 hour period, that means they must wait a full 16 hours before they can rest again.

Design a number of at PL random encounters designed solely to be inserted where you need them to keep your players on the move.

As for your party, let them wreck face, that's why they made their characters that way if they're having fun with their characters then you shouldn't have to make encounters that trump your player's capabilities.


Or if you could just give them better better ability enhancement items, have those bonuses go up to +8, and +10. And let their racial maximums remain at 18


Don't use miniatures and mats, doing so automatically puts the game in a third person perspective which puts a player out of character.
Just keep up with your descriptions from each player's point of view.


I plan on running a skulls & shackles campaign, and i would like to use a luck point system besides hero points.

My idea is each player has 1 luck point per session, the idea is when a player rolls a d20 he can spend his luck point to have his DM roll a second d20, but he must take the second roll.

So if you have used other methods, what is the best luck point system.


Da'ath wrote:
rowdy55 wrote:


The change from Saga edition sounds like a good idea, im just worried what it will do to their damage output, and other mechanics that rely on iterative attacks.
I sent you a message with the information. It's not OGL, so don't want to post it here.

Thanks for your time, ill consider it, the extra feat tax they may not like but it it probably would make things a hair more challenging for them.


stringburka wrote:
Why the change to XP gained/required?

Those XP numbers can get crazy, I have worked out the math and if an encounter is as challenging as written, it would give around the same amount of experience.

Plus the players don't need to reference the book every time they level to see how much XP they need to level, and at the end of each session i give each participant an updated XP total, so they're is no math involved on their part either.

I agree that it is unnecessary, the XP rules work fine as written, but so far my players love the change.


Da'ath wrote:
Iterative Attacks: Why? If you're trying to limit excess rolls, you could easily remove iterative attacks, allowing them only from feats, and grant the players a modifier to damage = 1/2 character level (Star Wars Saga does this).

I would like to know further how to work around this in pathfinder, and if i do what it would conflict with.


Da'ath wrote:
What's the reasoning behind the "no favored class" and then "Half-Elves get a favored Class"? Multitalented?

It felt like another odd little bonus tacked on, like traits, that don't feel like they're required. We would constantly lave to remind ourselves, to not forget our favored class bonus, and what the bonus applied to. Half-elves keep it because of their racial trait.


As for the parry rules, I kinda like them added in as a combat maneuver. If I might ask, what was your inspiration for the rules in a mechanical sense?

The duelist's class feature mainly, i tweaked it around a little to make it simpler, resolve quicker, and easier to use. Plus I felt it was weird that the duelists had an ability everybody assumed everybody was doing all the time.


Parry
my players love it, they can't tell it's slowing combat down since it keeps them involved even when it's not their turn.
I will talk to them about it though see what they really think, but so far it seems positive.

Magic items, I plan on using my shiny new ultimate equipment book to generate the items for that game, those particular items will get replaced by items of similar value, although the items are gone those bonuses are not, they will need to work harder to get them.
Again my players are crazy, it was their idea.


stringburka wrote:
One easy way to get a middle ground between randomness of dice roll and the fairness of point buy is the cards method. Take a standard deck of cards, pick out cards 4-9 each of spades and hearts - in total 12 cards. Each player shuffles them and puts them in six piles of two cards, then flips them over. That's your scores.

Never heard of it, love it, thank you.


As far as i know from my current kingmaker campaign, Smite Evil is Easy mode for most if not all bosses, making potentially exciting and challenging encounters pretty anti-climactic, i wanted to change it back into a single attack as it was back in 3.5, and retain the damage boost the paladins need.

As for the monk AC, i'll change it back

Spellstrike, one my player's idea, the one playing the magus, i could change it back.

Iterative attacks, not a rule to make martials less useful, i do want them to keep their damage, i did this one to speed up higher level gameplay.
The change from Saga edition sounds like a good idea, im just worried what it will do to their damage output, and other mechanics that rely on iterative attacks.


Starting Wealth
Because my players are crazy. LoL. They like it rough, i might change this to half PC wealth though.
One of the reasons is because of the amount of +5 AC items they could get arounf 15th level.
Besides this rule will only see play when characters are made past 1st level.


To Cheapy's post
Ability generation:
Quite clunky and will have really weird results. If you want to enforce "fairness" with rolling dice, use the 27-25-23 system, where you roll 4d6, drop the lowest, and that's your first score. You then subtract that from 27 to get your second score, and roll again for the 3rd one. Then subtract the 3rd score from 25 to get the 4th, and then roll for the 5th one and subtract that from 23 to get the 6th. If the computed score (2nd, 4th, or 6th) is greater than 18, reduce it to 18 and put the excess in it's paired score.

Then add racial bonuses and maybe a free +2.

I have looked all over the internet for people method of determing ability scores, and i don't think i have heard of that one.
I read one guy had people roll three times and then flip the dice over, but nothing like that.
I prefer my players to roll, as it gets them away from min maxing, and forces them to play the cards they're dealt, what i don't like about rolling is that it has a wide power range, someone could roll commoner stats, while another rolls significantly higher, putting him on par with things several CRs higher then him.
I chose my method, because they must still deal with the rolls they got but now they're more on equal terms, as well as not having stats too high or too low.


Azaelas Fayth wrote:

Piece of Advice: Put these in a Google Docs file then link to it.

At first glance they seem a bit odd... I can give you more after a bit.

Umm Wow...

Question... Why so many changes?

Well, these have accumulated over many years of gaming, this is the first time I posted my house rules on the forums, one of the things i hope to do is eliminate a lot of them.

So your input on any of them will be useful.


1: Ability Generation
You can roll your ability scores or you can choose an array.
If you roll, roll 3d6 six times to determine your scores, if any score is below 7 it counts as a 7.
Your ability modifiers should total +7 after rolling, if not choose a number of advantages or disadvantages until you make up the difference.
Advantages
+2 to an ability score, this advantage must be applied once per ability before it can be applied a second time.

Gain a hit dice, for hit points only, can be taken twice.

Gain a class skill with 1 rank, can be taken twice.

Gain a bonus feat, must meet prerequisites. Can be taken twice.

Gain 2,000gp extra starting wealth. Can be taken three times.

Disadvantages
-2 to an ability score, this disadvantage must be applied once per ability before it can be applied a second time.

Take a minimum on a hit die roll, this disadvantage can be taken twice, and doesn't affect your first hit dice.

Lose your first feat, the second time this is taken you lose your third level feat.

Begin play with no starting gear, or ½ an NPCs wealth

Suffer a -2 penalty on a saving throw, this can be take once per save.

Suffer a -4 penalty on Initiative. Can be taken taken only once.

You suffer a -2 penalty to armor class, can be taken twice.
If you don't want to roll you can choose one of the following arrays
16, 15, 14, 13, 11, 9
15, 14, 13, 12, 12, 11
16, 16, 13, 12, 11, 9

2: Races
When deciding on a race you may choose any race in the advanced race guide with the exception of
the ones in the race builder, be warned, if you choose an advanced or monstrous race, you'll need to choose a number of disadvantages, based on how many points the race consists of for every 4 points past 11 a disadvantage needs to be chosen.
Some racial abilities are quite powerful, you can also ask your GM to make a race more playable by toning down a racial ability.
If there are other races, that you would like to play that this guide doesn't cover, then ask the GM to
create it.
You may also choose any race that your gm has premade for his campaign.

3: Experience
Your character levels up for every 1000 experience points he gains, an Encounter rewards a set amount of experience based on it's difficulty.

4: Starting Wealth
Use the NPC's starting wealth when making character's higher then 1st level.

5: No Favored Classes
Half-elves still gain their favored class.
You may favor a class at the cost of a feat.

6: Base Saves
All your base saves are equal to 1/2 your total character level, if your first class has a good save bonus
you gain a +2 class bonus to that save, this bonus doesn't stack with other classes base saves, it instead
increases it by 1, For example a level 4 fighter, 2 barbarian has a base fortitude of +6, +3 for half level
+3 class bonus.

7: Hit Points
You take maximum at 1st level, each level afterwords you gain a fixed amount of hp based on your hit dice; d6=4, d8=5, d10=6, d12=7.
Each level up at your option, you may roll your hit dice.
Skulls & Shackles will be using the wounds & vigor variant, these rules are fully detailed in Ultimate Combat on page 206. They also use the above rules for hit dice.

8: Classes
Fighter
Weapon Mastery: also reduces the critical threat range of chosen weapon by 2.
Monk
A monk's AC bonus doesn't stack with armor bonuses.
Paladin
Smite Evil(Su): As a swift action, the paladin can make an attack at his highest attack bonus plus his charisma bonus. If it hits it does maximum damage plus additional damage equal to the paladin's class level, bypassing any damage reduction the target may have. This attack is a critical hit if the target is a evil outsider, dragon, or undead.
The paladin can use this ability once per day, and again at 3rd level and every odd-numbered paladin class level thereafter, if the paladin takes an Archetype that limits his uses of smite evil, it follows the normal progression instead.
Holy Vindicator
Vindicator's Shield: The Vindicator gains Channeled Shield Wall(UM 143) as a bonus feat, plus when
the vindicator uses this ability he gains temporary hp equal to the channeled energy maximized for 24
hours.
When you have 5 channel dice the deflection bonus improves to +3, +4 at 7 dice, and +5 at 9 dice.
Magus
Spellstrike: costs 1 arcana per use.

9: Skills
Acrobatics: A successful DC 20 acrobatics check allows you to stand from prone as a swift action,
a DC 30 check makes it a free action, if you beat an adjacent opponent's CMD it doesn't provoke an attack of oppurtunity.
Appraise: The GM will take your appraise skill into account when telling you how much gems and art
are worth.
Heal: You can expend two uses of a healer's kit to treat deadly wounds, this takes 1 minute to perform,
and heals a number of hit points equal to your heal check result minus 15, a negative result does mean
damage Note a healer's Kit does provide a +2 bonus on the heal check.

10: Attacks
All iterative attacks, and offhand attacks always do average damage.

11: Criticals
Don't roll threat rolls, if your first roll is a critical threat and it hits their armor class, you critically hit,
effects that add a bonus to threat rolls, add a bonus to attack rolls that threaten a crit, plus they add the
same bonus to critical damage.

12: Parry
New Combat Maneuver: Parry
When an attack is going to hit you, as an immediate action you can make a combat maneuver check to
negate the hit as long as your check exceeds the attack roll, if it's a ranged attack you can only parry it
if you exceed the attack roll by 5.
You can ready a Parry attempt as a ready action, if so you gain a +2 bonus on the attempt plus you make the parry roll before their attack roll is made.
Bonuses gained from feats and magic add to your parry attempt so it is safe to use the highest attack
bonus with that weapon.
The DC to parry armed opponents unarmed is increased by 5, unless you have improved unarmed strike.
A Defensive Weapon will always add it's bonus to parry attempts even when it used for AC.
Duelists add their class level to Parry attempts. This feature replaces their parry and riposte abilities.
Duelists gain Improved Parry, and Greater Parry as bonus feats, as soon as the meet the prerequisites.

Improved Parry(Combat)
Prerequisite: Int 13, Combat Expertise
Benefit: You gain a +2 bonus on parry attempts, also when you beat their attack roll by 5 they provoke
an attack of opportunity from you.

Greater Parry(Combat)
Prerequisite: Int 13, Combat Expertise, Improved Parry, Base Attack +6
Benefit: You receive a +2 bonus on parry checks, plus you can forgo your attacks for additional parry attempts, using the attack bonus of the sacrificed attack.

13: Magic Items

Amulets of mighty fists costs half again as much as a magical weapon does, and can be enhanced just like a weapon can.
Amulets of Natural Armor, Cloaks of Resistance, and Rings of Protection are banned.
When creating items, all requirements must be met, and cannot be ignored for a +5 DC, plus the DC to
create an item is it's caster level +10, and it must be met with the relevant skill besides spellcraft, with
the exception of scrolls, and wondrous items.
When adding properties to an item, it must be from an item of the same slot.


Here are some house rules ill be using in my upcoming skulls & shackles campaign, criticize away.


Be sure when you assign his gear and buffs, that his statistics are around a cr 25, the besitary 2 has a statistics chart going up to that point.
I also have gilgamesh showing up in the First World, hired by Nyrissa to stop the party and seize the sword Briar for himself. My version of Gilgamesh is a 20th level summoner 1st level fighter, with the synthesyst archetype, his Eidolon is his Genji armor, i have the encounters split in two, one were he is normal with his naginata, the second when he morphs and pulls out his multitudes of artifacts, Enkidu however is entirely differant encounter, mine is more like the FF 5 version, a half-fiend humbaba.


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Ive had similar problems with my Kingmaker campaign, and some of the problems i have seen with the encounter design is that solo creature fights have the hit points for a single creature, and group monsters have Statistics far lower the the APL, like the CR 5 Pitax Wardens and heralds in adventure 5.
For the single creatures, i just give them more hitpoints, i expect giving a creature double hp is worth a +1 CR, so if he's going to count for four encounters for that day, quadrupling it's hit points isn't such a bad idea. Feel free to reign this in if it seems like too much it's pretty easy to utilize on the fly.
For the groups i utilize a little template called mob tactics which grants all the opponents a morale bonus on strength and dexterity equal to twice the CR differance for example, 2 creatures +4, 3 creatures +6, 4 creatures +8, 6 creatures +10, 8 creatures +12.
This allows all the little minions to still be a threat but still feel weak in comparison to the players, if you were to just double their hitpoints, it would drag out the otherwise dull encounter.
Keep in mind that the players are also a group, and if you were to design their party as an encounter they would actually have an encounter level of 14-15, so having bosses and sub bosses match or exceed that encounter level may provide them a good challenge.
Be sure not to modify the experience with these adjustments, instead if the encounter actually end up being challenging reward them the experience in the book, give them half xp, if the fight is harder then expected give the encounter 50% more xp.
As for the magic items, i reigned that in during my last campaign by rolling it back to 3.5 rules, all requirements must be met, and be sure to apply the gp limit to crafting as well, settlements shouldn't have endless supplies of components. For their current items i would have a particular nymph come and confiscate certain powerful items for her own personal use or for her shelves.


A +2 heavy shield also costs 4000gp, so he's only gaining immunity to magic missile at the cost of another magic item slot.
Since it isn't in the book, you can still rule what item slot it takes up, perhaps a vital one, like their cloak, belt, or bracers slot.


I had a few ideas on changing toughness.
One idea was having it add the player's Constitution to their hit points, and no bonus per level.

Or you could have it work much like 4th edition toughness, +5 HP at 1st, 6th 12th, and 18th.

Or have toughness grant damage reduction 1/-

Or have it when you take toughness you gain an additional hit dice, at levels 1, 6, 12, and 18 for hit points only.

But i haven't changed it, mainly because no one has complained about it being not good.


My personal recommendation, if you wish to preserve the integrity and challenge of your campaign as written, that the caster level requirements for certain items such as, weapons, armor, bracers of armor, amulet of natural armor, ring of protection, and cloak of resistance.

be met. Sorry poor grammar.


Well guys i have been running the Serpent's Skull campaign, we are on part 5 of the campaign, Fortress of a Thousand Fangs, and one of my players is an item crafter, we used the rules as they were written, for every prerequisite he couldn't meet the Craft DC increases by 5. Now the party's gear is much to high of a level for the adventure. They're attack rolls can't miss, they're AC can't be hit, and they can't fail they're saves.

My personal recommendation, if you wish to preserve the integrity and challenge of your campaign as written, that the caster level requirements for certain items such as, weapons, armor, bracers of armor, amulet of natural armor, ring of protection, and cloak of resistance.

The damage has already been done in my campaign and it has largely become boring and unfun, i would suggest you set your foot down in your games before it's too late.


Also the caster level of an item must be met by it's creator, see page 460


1. Abilities.
Each player assigns either 13, 12, 11, 10, 9, 8 or 11, 11, 11, 10, 10, 10 to each of their abilities
Then you assign +4, +4, +2, +2, and -2
Then apply racial adjustments.
You may choose an older age category.
Your leveling rate also modifies your abilities, -1 to all abilities(fast) or +1 to all abilities(slow)

2. Each player levels up for every 1,000 experience points gained, unless they advance at a fast rate(750) or a slow rate(1500)

Experience Awards
Easy(APL-1) 150xp
Normal 200xp
Challenging(APL+1) 300xp
Hard(APL +2) 400xp
Epic(APL+3 and higher) 600xp


Saedar wrote:
rowdy55 wrote:
Item Creation A 1st level artificer has been trained to craft any sort of item, so as long as he meets the caster level requirement for a magic item he is treated as having the item creation feat for making that item, even if he doesn't have it. If an artificer does have the item creation feat for an item he can create those items at two caster levels higher then normal.

My main concern with this ability is that I didn't think that matching the CL was an absolute requirement to craft an item anymore, except for potions/scrolls/wands which explicitly say that you cannot set the CL of the item higher than your own CL (suggesting that you can do this for other items). At the very least, you could probably just adjust the craft DC by +5 to account for not having a prerequisite.

I could be misinterpreting the rules but I thought that I saw James Jacobs say something to this effect elsewhere... Can't seem to find it though.

rowdy55 wrote:
Retain Essence: At 3rd level an Artificer can break down a magic item in an hour, and get the raw materials back for it.
What is the mechanical benefit of this ability? Does it just refund the money spent to craft the item? If so, this seems slightly lackluster if PCs could just sell the items for half-price anyway.

i see, i'll just need to reword the first ability, retain essence brings back raw materials from an item, magic items can be made from raw materials, not raw gold. So in a dungeon it may be particularly useful


Please review, playtest, post your thoughts, but most of all enjoy


The Artificer

Alignment: Any
Hit Die: d6
Base Attack: Low
Good Save: Will

Requirements
Skills: 7 ranks in Spellcraft
Feats: Scribe Scroll, plus any two item creation feats and/or metamagic feats plus Skill Focus in Spellcraft
Spells: Able to cast six different spells of 3rd level or higher from 6 different schools.
Special: Must under go a week of training in a college of artifice, the player must read the magic item creation rules in the magic items chapter.

Class Skills
Appraise(Int), Craft(Int), Disable Device(Dex), Knowledge (Arcana)(Int), Knowledge(Architecture & Engineering)(Int), Knowledge(Dungeoneering)(Int), Knowledge(the Planes)(Int), Perception(Wis), Profession(Wis), Spellcraft(Int), and Use Magic Device(Cha)
Skill Ranks at each Level: 2 + Int Mod

Class Features
Spells per Day/Spells Known: When a new artificer level is gained, the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective
level of spellcasting. If a character had more than one spellcasting class before becoming an artificer, he must decide to which class he adds the new level for purposes of determining spells per day.

Item Creation A 1st level artificer has been trained to craft any sort of item, so as long as he meets the caster level requirement for a magic item he is treated as having the item creation feat for making that item, even if he doesn't have it. If an artificer does have the item creation feat for an item he can create those items at two caster levels higher then normal.

Artificer Knowledge: At 2nd level an Artificer adds half his artificer level to Appraise, Spellcraft checks made to identify the properties of an item, Use Magic Device checks with items you have the item creation feat for, And Perception checks made to detect traps. An artificer can use disable device to disarm magical traps.

Retain Essence: At 3rd level an Artificer can break down a magic item in an hour, and get the raw materials back for it.

Metamagic Spell Trigger(Su) At 5th level an artificer gains the ability to apply a metamagic feat he knows to a spell trigger item, he can use this ability three times per day plus an additional time at level seven, and at level nine. but each metamagic feat used consumes a number of additional charges equal to it's spell level adjustment.

Artifice Mastery: At 7th level an artificer can take 10 on spellcraft checks and use magic device checks, even when under stress.

Metamagic Spell Completion(Su) An 9th level an artificer gains the ability to apply the effects of a metamagic feat he knows to an item that has a spell completion effect, he can use this ability 5/day. This ability actually increases the spell level and caster level of the scroll.


I'm starting an obituary thread since someone suggested one on another thread, i'll start with my own.
Zordius Jeggare, Tieling Warlock 3(male witch)
was slain by a gibbering mouther, at the temple of Zura, the fell down into the holw where the soul dolls were located, 5 minutes later the mouther came to investigate, one player's eidolon was destroyed before it turned towards Zordius who was trying to perform melee touch attacks on it, he was quicly bit, grabbed, and the one turn later engulfed, dying at -13 hit points because of his reduced con of 11, unfortunately afterwards his soul was consumed by the unholy altar at the end of the dungeon.


ItoSaithWebb wrote:
rowdy55 wrote:

When a spell caster casts a spell he sets the caster level, the minimum being the minimum caster level for that spell level and the maximum being your class level, casting a spell costs a number of spell points equal to the spell's decided caster level.

Casters that prepare spells will still use their base spells per day for their number of spells prepared, they just need to prepare a spell once like a cantrip.
Domain spells once prepared can be cast with spell points.
Base Daily spell point allotment, will be based on the spell point value of each spell slot, but most likely at a reduced value.
This sounds very similar to the spell point system that I came up with. So far it has worked out for my group although it is a good idea to adjust the amount of spell points they receive. The way that I did this was to say that at each spell caster level they gained half (rounded up) of their primary spell casting attribute bonus plus half (rounded down) each new spell slot gain by the spell level. So a 6th level spell slot gained would equal to 3 spell points. So far it has worked out just fine and while it does provide flexibility it also sets limits.

i was just thinking base spell points equal to a spell slots level, while bonus spell points are determined by multiplying your key casting modifier times the highest level spell you can cast


When a spell caster casts a spell he sets the caster level, the minimum being the minimum caster level for that spell level and the maximum being your class level, casting a spell costs a number of spell points equal to the spell's decided caster level.
Casters that prepare spells will still use their base spells per day for their number of spells prepared, they just need to prepare a spell once like a cantrip.
Domain spells once prepared can be cast with spell points.
Base Daily spell point allotment, will be based on the spell point value of each spell slot, but most likely at a reduced value.


Well, an Epic adventure should be based on the design of the adventure itself, not how big the levels are, even the Savage Tide campaign began dealing with events that threatened the entire cosmos, at lvl 17.
If you want your players to go past lvl 20, let them go past 20, especially if they have earned that much experience.


Maximillian TN Male Human Wizard
Zordius Jeggare TN male Elvish Tiefling Witch(Warlock)
Ashur Shisari LN male human fighter(Mobile fighter)
Boom Boom CG male goblin(greyhawk)Alchemist
De-rock TN male poison dusk lizardfolk summoner
and his eidolon Sabbath


Yes that's fine, but then it becomes a problem for me whenever he takes the Vow of Poverty feat. Good role playing or not, that is simply way too much power for a single player.


The Monks add their wisdom modifier as a bonus to AC,
The Saint template, in the Book of Exalted Deeds, a template capable of being acquired by a player, among many other things adds the character's wisdom modifier as an insight bonus to AC.

I know i could simply disallow players from using this template, but another idea i had was simply changing the monk's bonus to AC into an insight bonus.


Then again a 1st level character, isn't meant to be a specialist in anything, they have just been trained with no experience, only when they have gained experience and leveled up, should they be allowed to specialize.


Yes your character might seem like a specialist starting out, but when you level up your not limited to what skills you put your skill points into, you don't have to put that rank in the same skill as you did last level, you can choose to diversify over specialize every Level up, not just level 1. And in Pathfinder you can even put ranks in cross-class skills without penalty, allowing you to diversify even more.


Oh yeah, i guess it already did give an Inherent bonus, woops.
As far as magic items go,i was thinking about adding a ECL/CR
modifier based on the item. Like a +6 Strength item, give a +3 mod.
Still working on it though, don't want a level 9 having a CR of 35 because hes equipped head to toe.


Yep, my players did like that little tease of a feat,
I instead went ahead and kept the normal ability increases every 4 levels and kept the feat, it gives an Inherent bonus now, so they can't go no higher then +5 on a single stat, and i like to keep my campaigns with a low magic setting and i don't use those manuals or that part of wish.


1: no more threat rolls, if you roll threat range, and your current roll also hits their AC, it's a critical hit.

2: Any effect that reduces threat range stacks, but it only reduces it by 1. 5% greater chance of critting, multiple effects of the same type won't stack however, like multiple keen effects.

3: On a critical hit base weapon damage is maximized,
a x3 weapon will deal max x2
and a x4 will instead deal Max x3

I have used these rules in my games and they have worked out wonderfully
speeds up gameplay and it makes critical hits more meaningful.


I use a slightly different point buy system, point costs are different.

SCORE/ POINTS
7/ -4
8/ -2
9/ -1
10/ 0
11/ 1
12/ 2
13/ 3
14/ 5
15/ 6
16/ 9
17/ 10
18/ 14

Low Power 15 points
Standard 20 points
Heroic 25 Points
Epic 30 points

As you can see the main difference is 15 and 17 costs only 1 point more, since unless it's Str(which will only allow you to carry more anyways)they don't really do nothing. But it does make an 18 more achievable so decide how many points you prefer.


My group uses Max Hit Die + Con Score at 1st Level, when they level up they gain a fixed amount based on their Hit Die: the half the max plus their con mod. They get a good amount of survivability at 1st Lv and it feels more natural. And if a Human Barbarian has an 18 Constitution, then he deserves 30 hit points.

As far as racial bonuses go, i would rather use a size bonus to hit points, but that would be a bit much, +4 for small, +5 for medium, +6 for large, anything huge or bigger should get a multiplier to HP.
Huge x2, Gargantuan x3, Colossal x4

And if you think that is overpowered, Encounters have ran smoothly in 4th ed with monsters with 5 times their normal HP(Solo monsters aka. bosses)


I noticed that you gain a feat every odd-numbered level, why not take off the ability increase every 4 levels(which I've always felt was a tacked on feature anyways) and make it a feat, you can take it as a normal feat or as a bonus feat but when you do you gain a +1 Inherent Bonus to one ability score of your choice each time you take it, it will tone down the power levels of the players slightly, while also giving them more options with a feat, and granting them control over how their character's improve.

Note: The maximum Inherent bonus you can have on one ability score is +5, so i recommend the exclusion of other ways to gain inherent bonuses, or make the feat a regular ability increase of +1.


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