|
|||||||||||||||||||||||
|
I am running an Eberron campaign, using Pathfinder rules. So far, I really think that Pathfinder represents many aspects of Eberron better than the original 3.5e rule set. Say that I am tossing an idea around concerning Dragonmarks, House & Aberrant. I have found Eberron in Pathfinder very helpful with some ideas. I like the idea they have for each DMarked House having a Bloodline. I'm not sure if the Eldritch Heritage feat is the way to go for actual Dragonmarks, though. I am leaning to a modified Varisian Tattoo feat. Then I can use the Tattooed Sorcerer as the basis of a DMarked Sorcerer. I said that because I am thinking that Aberrant Marks could be tied to Witches. Still using the Tattoo feat, but making a "Tattooed" Witch Archetype for Abberant Spellcasters. The thinking is that Abberant Marks supposedly come from Dark powers. Powerful Abberant Marked people are those that explore their Marks through Witchcraft. I guess the biggest complaint about the Monk is MADs (Multiple Attribute Dependency). How about a little fix that may alleviate this problem. Rename the AC Bonus column in the Monk Table to Zen Bonus. Now what does this mean? It means, we add the Wis bonus & this bonus not to just AC. We add it to BAB and damage as well. It allows one stat, Wis, to do the heavy lifting for the class. The other stats are nice to have a bonus in, just as it was with the standard AC bonus, but now the majority of your build can concentrate on a good Wis. the BAB & Damage won't benefit unless we are using Monk Weapons. I'm running a campaign that is starting out in the Eldeen Reaches, but really has nothing to do with Kingmaker. The question I have for the community is this. Do you guys think that the first Kingmaker module, The Stolen Lands, would make a decent stand-in for the Northern Eldeen Reaches? I will have to change some things, but my party will be searching the area for an object that fell from the sky. I thought the treks & quests in that module would be a great way to try to trade services with the locals, so to speak, to get help finding this object. Here is a great little company that is doing some great stuff. You should check out their site at Torn World. They have some beautiful maps, an adventure or two, and a Player's Guide (that will be coming out soon). I guess this could be called a rant, but I really don't intend it to be. I just find it funny, frustrating, and nonsensical that many of the legends/mythology/fluff of many races fails to live up to the mechanics. Two prime examples: Elves & Gnomes. Elves
Fluff: The fluff of the elf seems to concentrate around fey origins. Why is it they have nothing fey-like to back this up? Nature loving? The gnomes are closer to what I would think an elf is supposed to be in RPGs. From the write ups, you would think that they elf would be the quintessential druids & rangers of the game. Fiction in D&D and Pathfinder seems to support that, but no mechanics. Gnomes
Fluff: The fluff here says they are mechanically inclined. That said, they get saddled with many traits that are more appropriate for the fluff of Elves. The only time that a gnome has come close to myth is with the Tinker Gnomes. A little over the top, but a better representation of the myth. If I had to choose, I would want them tinker-like, along the lines of Salvatore's The Spearwielder's Tale series of books. As a matter of fact, I would like the elves to be more like the elves from these books, too. Like I said, I really find this humorous. I am not screaming for, "Paizo to correct this oversight." LOL. I do hope that in some future incarnation of the game, that maybe we can, not so much as kill the sacred cows, but make fluff actually come closer to the myth, and the mechanics. Veil of Truth by Eridanus Books seems to be stepping into Pathfinder SciFi. I won't be able to get this for a couple of weeks. If somebody gets this can you please let us know what you think? Using the The Genius Guide to Arcane Archetypes and the Investigator Archetype I made a neat alternate Rogue class that could be used for a modern setting, or a wild west like I am running. Kind of neat what you can do with the 3pp products out there. I am getting ready to start a long campaign based on the Spelljammer module Under the Dark Fist. Since the module was 2e & designed to start at 10th level, I will begin on Eberron and expand it to a full AP type campaign. Even when put on Flow maps, Eberron is pretty isolated from normal space lanes. The Vodoni discover it and start planning to add it to their empire. I'm not going to discuss rules here, much. This is to get help with campaign ideas as I run along with this. How the campaign is planned to go, lol. We know how PCs can put a cramp into that. Here are highlights of events. The players are starting out on Eberron. The basics are that as they adventure, they will be drawn into the fact that their world is being invaded. First the Vodoni hit Sarlona. It has worked to isolate itself from the world, so the reasoning is take them out & few are likely to notice. They accomplish some of this with an artifact created when the gods of Vodonispace where trapped. A large crystal that allows the Fleet Commander to isolate large areas of a world from planar contact. Combined with other magics, the Quori are effectively ejected from Sarlona. Next major target will be the Demon Wastes. They don’t want rakshasa trying to take over after they conquer everything. Also, the use of the artifact isolates a major part of Khorvaire from the planes. Namely Eberron's Fey from the Eldeen Reaches. Their next goal, begin invading Khorvaire proper. Open with the artifact over Sharn. Destroys the manifest zone & most of the towers crumble. A terror attack of massive proportions. Now the kingdoms can’t produce more airships. Vodoni have cannon & firearms. They have air superiority. This stage is a war. Towards the end, the dragons finally react & help drive off the invaders. Captured intel allows Spelljamming & PCs are tapped to go look for help. Pretty sure that if something isn’t done, the invaders will return. This starts the core part of the Under the Dark Fist module. Now, what the PCs will be doing during this: Campaign Overview
2. Gnome Droppings from Dungeon # 63 - Gnomish sidewheeler crashes. Vodoni shot it out of the sky & come looking for it. Gain an autognome 3. Go to Zilargo to learn more about Ergo the autognome - Vodoni Conquering Sarlona as the adventure starts. Characters know nothing. 4. Place holder - Worldwide nightmare caused by the Quori being banished from Sarlona 5. Lhazaar Principalities & Lyrandar losing ships (PCs investigate) - Vodoni consolidating Sarlona. Attacking ships at sea that gets too close to their shores. That is it so far. I'm showing the adventure first, or the idea for one. After the dash is pretty much what is going on behind the scenes. Adventures may not deal directly with the invasion. When Khorvaire gets hammered, they will run missions & stuff. Maybe go & try to reach the dragons in Argonessan. I should mention that I will be using more blackpowder stuff that is normal in Spelljammer. More akin to what is in Freeport. Anyway, I would really like some ideas. Or, even just discussing this. Going nuts not able to brainstorm with anybody. I am getting ready to start a long campaign based on the module Under the Dark Fist Print Edition. It will begin on Eberron. Even when put on Flow maps, it is pretty isolated from normal space lanes. Vodoni discover it and start planning to add to their empire. I'm not going to discuss rules here. This is to get help with campaign ideas as I run along with this. How the campaign is planned to go, lol. We know how PCs can put a cramp into that. Here are highlights of events. The players are starting out on Eberron. The basics are that as they adventure, they will be drawn into the fact that their world is being invaded. First the Vodoni hit Sarlona. It has worked to isolate itself from the world, so the reasoning is take them out & few are likely to notice. They accomplish some of this with an artifact created when the gods of Vodonispace where trapped. A large crystal that allows the Fleet Commander to isolate large areas of a world from planar contact. Combined with other magics, the Quori are effectively ejected from Sarlona. Next major target will be the Demon Wastes. They don’t want rakshasa trying to take over after they conquer everything. Also, the use of the artifact isolates half of Khorvaire from the planes. Their next goal, begin invading Khorvaire proper. Open with the artifact over Sharn. Destroys the manifest zone & most of the towers crumble. A terror attack of massive proportions. Now the kingdoms can’t produce more airships. Vodoni have cannon & firearms. They have air superiority. This stage is a war. Towards the end, the dragons finally react & help drive off the invaders. Captured intel allows Spelljamming & PCs are tapped to go look for help. Pretty sure that if something isn’t done, the invaders will return. This starts the core part of the Under the Dark Fist module. Now, what the PCs will be doing during this: Campaign Overview
2. Gnome Droppings from Dungeon # 63 - Gnomish sidewheeler crashes. Vodoni shot it out of the sky & come looking for it. Gain an autognome 3. Go to Zilargo to learn more about Ergo the autognome - Vodoni Conquering Sarlona as the adventure starts. Characters know nothing. 4. Place holder - Worldwide nightmare caused by the Quori being banished from Sarlona 5. Lhazaar Principalities & Lyrandar losing ships (PCs investigate) - Vodoni consolidating Sarlona. Attacking ships at sea that gets too close to their shores. That is it so far. I'm showing the adventure first, or the idea for one. After the dash is pretty much what is going on behind the scenes. Adventures may not deal directly with the invasion. When Khorvaire gets hammered, they will run missions & stuff. Maybe go & try to reach the dragons in Argonessan. I should mention that I will be using more blackpowder stuff that is normal in Spelljammer. More akin to what is in Freeport. Anyway, I would really like some ideas. Or, even just discussing this. Going nuts not able to brainstorm with anybody. I know, I know. Not another one. Well, thanks to the new playtest, there is another one. Also, this is about finding the original poster of the document I am going to link here for Eberron Conversion & House Rules. If you recognize your handywork, please let me know. I have edited the file, but not that much. I used the ARG Playtest, but some of the racial abilities had no analog, so I had to wing it. It would take a long time to explain all of my reasoning, but suffice to say I like them & will be trying them out soon. If you have specific questions on the races, I will answer them, but I am not changing them. LOL, your reasoning may be different. I am waiting to see what happens in game play. Maybe you will offer your takes on these races instead, because somebody may like yours better. A comment on some boards (can't remember where) got me thinking. Take the abandoned Maztica 2e setting. In the Forgotten Realms 4e history, this continent (basically the entire western hemisphere) of Toril is shunted to somewhere else. Spellslinger is a fantasy based wild west type setting. Take the shifted Maztica setting & place the Spellslinger setting north of the original setting. Then forward the timeline about 300 years. I am working on a different take on magic. Not really a new system, as a new approach. My approach assumes that some spells come more naturally to casters than others. To reflect this, I have divided the schools of magic by the associated casting stat, rather than spell lists by school. This approach has every caster with a prime stat for casting, which is used to determine bonus spells. Otherwise, his different stats determine the max level of spell that he can cast in a particular school. This leads to built in specialization. I know that this will have many screaming about MADS. That is true, but probably not as bad as some other classes. Also, there are many players out there that neglect certain schools to a greater or lesser extent anyway. At the most basic form of implementation, you should just use wizards, bards, and magi as the casting classes. Implement archetypes for the various neglected classes. I would eliminate clerics as a class. Take a lesson from Monte Cook’s Arcana Evolved setting & have priest be a calling available to any class, not a class unto itself. All spells would be available to any that have the appropriate stats to cast them. I am making a couple of classes that are built with this approach in mind. I will be using a spell point system pretty much identical to psionic power points. Before I finish it, I think I will be running a few games with just the base use implemented. The schools of magic & casting stats are as follows Abjuration (Intelligence) Conjuration (Charisma or Wisdom) (This is a dual stat school. This represents 2 differing approaches to casting these spells, as well as making each stat able to draw from 3 schools apiece). Divination (Wisdom) Enchantment (Charisma) Evocation (Intelligence) Illusion (Charisma) Necromancy (Wisdom) Transmutation (Intelligence) Universal (Any) I admit that this would basically create a different feel for any campaign that uses this. It is really a flavor mechanic, as much as a different approach to magic. Two products have put a burr in my saddle, so to speak. Anachronistic Adventurers: The Enforcer and Modern Heroes (go to downloads for product) have inspired me to consider running a campaign that starts with modern characters transported to a fantasy world. I know, been done. Well, I haven't run such a campaign before. My question is if there is a AP/campaign/product that would make for a good fit for this idea. I have been considering running the Red Hand of Doom. There are plenty of Pathfinder conversions out there to support it. I was seeing if anybody had a better idea. Two products have put a burr in my saddle, so to speak. Anachronistic Adventurers: The Enforcer and Modern Heroes (go to downloads for product) have inspired me to consider running a campaign that starts with modern characters transported to a fantasy world. I know, been done. Well, I haven't run such a campaign before. My question is if there is a AP/campaign/product that would make for a good fit for this idea. I have been considering running the Red Hand of Doom. There are plenty of Pathfinder conversions out there to support it. I was seeing if anybody had a better idea. I was wondering if you guys had thought of setting up a chat area? I only ask because that would be a better 'forum' for some of the ranting (not bashing anybody, just pointing out the style of posts) that goes on in some threads. I know people need to sound off, but it is getting ridiculous reading the same rants over & over. Prime example: The whole Sinister Coast fiasco. I know people are upset. I agree with their pain. BUT, their rant threads are getting monotonous. Not because I don't sympathize, but because it doesn't need to be aired out on the boards for the umpteenth time. That said, I thought that in the future that such discussions could be in a chat room, or even a special "RANTS" section of the boards. Looking over the revised Gunslinger has gotten me thinking of running a new campaign that takes a little bit from the d20 Past Shadow Stalkers campaign model. More inspration actually comes from 4e Forgotten Realms. They replaced Maztica with a new continent. Ignoring what WotC CLAIMS happened to those people, why not have most of them cross the Shadow and end up in the Old West? I know that the likelihood of a computer game based on Pathfinder is slim for the near future. Saying that just let people know I am not going off the deep end on this. My suggestion is, in the event Paizo license such a game, that they insist on a game that is more like the original Neverwinter Nights. By this I mean that owners can create their own custom content. I would thin that maybe the game actually be modular so that it is mainly the game system. Then 'modules' could be released. Basically a core game, then adventures, much like a normal Pen & Paper game. Would there be any possibility of you guys getting a PaizoCon that is East of the Mississippi? I live in Tennessee and it is next to impossible for me to get to Seattle, as much as I would like to go. The US is a big place, so I really think that a second convention for the other half of the country would be great. This is an idea I have been tossing around in my head. Most agree that the main reason gameplay becomes problematic at higher levels, meaning much above 15th, is the math becomes problematic. I mean from an attempt to maintain some form of balance. I don't have a complete solution, but I thought about is you borrow from 4e, and Star Wars SAGA, a bit and add a couple of twists. Let us take the classes as written. Now treat BAB, Skills, and Saves as just skills. Everybody progresses one ran every even level, similar to the poor BAB now. Certain classes get 1st level bonuses to skills, attacks, and saves. That would be similar to the save bonuses for classes in Star Wars SAGA. We could then add 10 more levels to the classes, for Epic play, while maintaining the math at the apparently magic number of a base of +15. I am batting around some ideas for a campaign, but thought I would get some feedback on some of the basics. Some of this may not even affect the players, at least at first. Major breaks from standard:
Look, I am a PFRPG GM, so this isn't a flame war. I am doing some personal project research. I have mainly read 4e books, so I have no play experience. What I am trying to find out if the general system seems to keep pretty well balanced all the way thru the levels? Does it seem to stay playable into the Epic tier? If there are any problems with playability, what are they? I know this could be interpreted as a rules question, but I really am thinking of a House Rule possibility. I wonder if it wouldn't be better to change the SR system to be a bonus to saves made against appropriate spells. This would make it on roll instead of rolling against SR then Rolling a save. It just seems that is where SR is more appropriate. OK, so I like the magic system tweaks that Monte Cook made in his AE setting. I am considering using the same system, changed for Pathfinder. I am wanting the method of casting, such as laden spells, spell weaving, heightened & diminished effects. I'm not looking to convert the casting classes. I happen to like what has been done with the wizard, sorcerer, cleric & druid classes. The question comes down to how to handle the classes, though. I am leaning to keeping it as is, such as preparation casters & spontaneous casters. I have considered though how the Magister is presented. He prepares spells, but then can choose any of the for the slots used. My thought was if I used that method for all casters, how do I differentiate between the former spontaneous casters & such. I was thinking if I did this, I would just make, say sorcerers, use bloodlines as a 'focus' for casting. Then require , say the wizard, to use a focus. The specialist wizards can learn an extra spell from their school each spell level learned, and the sorcerer gets to keep the extra spells known from their bloodline as a a bonus spell that is always prepared. Anybody have any ideas for this? I did this awhile back, but never posted it here. I found the file while searching my hard drive and decided to post it. I has never been playtested. I based it off the suggestions in Unearthed Arcana for the most part. I actually created a "Bloodline" for the class, so that is where the powers come from. BATTLE SORCERER Alignment: Any
1. Arcane Bond (martial weapon), cantrips, eschew materials
Class Features
Weapon and Armor Proficiency:/[b] Battle Sorcerers are proficient with all simple weapons and one martial weapon. They also gain proficiency with light armor. [b]Spells: A battle sorcerer can cast sorcerer spells derived from her class levels of battle sorcerer while in light armor without the normal arcane spell failure chance.
Combat Casting: The battle sorcerer receives the feat Combat Casting as a bonus feat. Combat Powers: At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline.
Cantrips (Sp): Sorcerers know a number of cantrips.
Eschew Materials: A battle sorcerer gains Eschew Materials as a bonus feat at 1st level. WEAPON FAMILIARS Weapon familiars are intelligent magic melee weapons crafted by a battle sorcerer with the arcane bonded weapon class feature. Each weapon familiar is magically linked to its creator, much like a normal familiar is linked to its master. A weapon familiar grants special abilities to its creator while held (as shown on the table below). Each weapon familiar grants one special ability based on the effort required to use it (light, one-handed, or two-handed) and its damage type (bludgeoning, piercing, or slashing). If a weapon familiar has more than one property in the same category (such as a morningstar, which deals both bludgeoning and piercing damage), the creator chooses which special ability the weapon familiar will grant. Weapon Familiar: Creator Gains
Weapon Familiar Basics: A weapon familiar is an intelligent magic weapon, with a basic description as given in the Player’s Handbook and the additional features described below. See Intelligent Items, page 268 of the Dungeon Master’s Guide, for more information. Ability Scores: As an intelligent item, a weapon familiar has Intelligence, Wisdom, and Charisma scores. Two of these abilities have a score of 14 and one has a score of 10, as determined by the warforged artificer at the time of creation. Hit Points: A weapon familiar has the normal hit points for a weapon of its type (see Table 8–8, page 158 of the
Saving Throws: A weapon familiar need not make any saving throw unless its wielder rolls a 1 on a save against an effect that could also damage the weapon familiar (such as fireball) or if the effect specifically targets the weapon familiar (such as shatter). For each saving throw, a weapon familiar uses either its own base save bonus (2 + 1/2 its creator’s battle sorcerer level) or its creator’s save bonus (from all classes), whichever is better. A weapon familiar adds its own ability modifiers on saving throws (Dex –5, Con +0, Wis varies). Senses: A weapon familiar has darkvision out to 60 feet, and it can hear as well as a normal person. Communication: A weapon familiar can speak and understand Common, plus one language per point of Intelligence bonus (if any). It can also communicate telepathically with its master as long as it is held. Alignment: When created, a weapon familiar has the same alignment as its creator. Note, though, that a weapon familiar and its creator might find themselves in conflict if the creator’s alignment ever changes. Ego: As an intelligent item, a weapon familiar has an ego score. Though it never engages in a personality conflict with its wielder, it automatically does so if another character attempts to wield it. For the purpose of determining ego score, a weapon familiar is considered to have six lesser powers, and to gain new lesser powers when its creator attains 11th level and 13th level. Weapon Familiar Ability Descriptions: All weapon familiars gain or impart special abilities depending on their creator’s artificer level. The abilities given on the table are cumulative. Creator Class Level: Hardness Adj: Special
Hardness Adj.: The number noted here is an improvement to the weapon familiar’s existing hardness. Alertness (Ex): The presence of a weapon familiar sharpens its creator’s senses. While a weapon familiar is held, the creator gains the effect of the Alertness feat (see page 89 of the Player’s Handbook). Deliver Touch Infusions (Su): If a weapon familiar is held by its creator at the time the creator imbues an infusion with a range of touch, the creator can then deliver the infusion by touching a target with the weapon familiar (either as a melee touch attack or as a normal melee attack). If the creator imbues another infusion before the touch is delivered, the touch infusion dissipates. Improved Evasion (Ex): A weapon familiar can avoid damage from certain attacks with a successful Reflex save and take only half damage on a failed save. See the monk class feature, page 42 of the Player’s Handbook. Share Spells: At the creator’s option, he can have any spell he casts on himself also affect his weapon familiar. The weapon familiar must be held at the time of casting to receive the benefit, and the creator and his weapon familiar can share spells even if those spells don’t normally affect objects. This ability otherwise functions identically to the share spells ability for familiars. Spell Resistance (Ex): If its creator is 11th level or higher, a weapon familiar gains spell resistance equal to the creator’s artificer level +5. The creator’s infusions automatically overcome this spell resistance. Scry on Weapon Familiar (Sp): If a creator’s level is 13th level or higher, he can scry on his weapon familiar (as if casting scrying with automatic success) once per day. See the spell description. I'm not saying that I would run this, though I am definitely leaning towards it, I think this Kingmaker could be adapted to Eberron. The primary area I am looking at is the Eldeen Reaches. Towards the end of the Last War Aundair pulled out of this area & it went to bandits. With a little rewrite of history you could make it where the bandits became an even larger problem, driving out citizenry. This could then make the area ripe for Aundair to sponsor the expeditions to reclaim this area. The Great Druid Oalian could be under the Nymph's control, which is why the major druidic sects don't exist yet. I was thinking if anybody else was considering the letting the PCs start the AP above 1st level. I'm not talking about rolling the up as higher level, but maybe running them thru a starter adventure. I'm thinking of relocating Crypt of the Everflame into southern Brevoy. Run the PCs thru it & that is what brings them to the attention of Restov. This way they will be from the same hometown & still use the campaign traits upon creation. I was wondering if anybody else is thinking about adapting parts of Luven Lightfinger's Gear & Treasure Shop for use as Oleg's Trading Post. They seem to go pretty well together, or will start to by #32. I'm thinking of lowering some of the PrC requirements in order for my players to enter the PrCs earlier. Things like Eldritch Knight and Arcane Archer. I am going to start running the Rise of the Runelords. Players have a concept in mind. Sometimes the only way to get that concept is to enter a PrC, but some of them take so long to qualify for. Players end up playing most of the AP without being able to play their concept. I was thinking of modifications to allow them to get into some of the PrCs no later than 5th level. For example, Eldritch Knight being 2nd level arcane spells and all martial weapons. Even the sorcerer can start upon entering their 6th level. Lets the players maybe finish the AP with the PrC completed. Does anybody see any BIG problems with this? I know this may never see light of day, but I think it would be nice to have some vehicle rules. If done, even by 3rd party, I hope somebody takes the time to make them meld better with the core rules. WotC gave us some that seemed arbitrary and ill conceived. I just feel that rules for constructs and vehicles should have something in common, so it is easier to stat out an animated vehicle as a construct. For example: An animated wagon should not have an entirely different set of stats from a normal wagon. Animated should be more or less templated on top of the wagon stats. After much thinking, I decided to take a crack at a 'gish' that I may allow in my game. I decided to use the Eldritch Knight as a basis. From there I trimmed & rearranged as I saw fit. Let's define a 'gish'. I will state for this class that a 'gish' is an arcane powered warrior. They look to boost most of their melee abilities thru the use of spells, rather than allot of combat feats. For a true 'gish', there is little need for spells above 6th level. The higher level spells aren't really 'gish' material. I also noted that most people that post builds go for at least a +16 BAB, indicating they are in favor of 4 attacks, therefore would like a full BAB. This is for the greater to hit ability, as well as the most attacks per round they can get. Doing this means that you will not have an ability, per se, every level. I used the fact at certain levels that the class gets not only 2 spells added to their per day list, but as well as an increase in the level of spell they can cast. Those levels are were I chose my 'dead' levels. Mage Knight
1. Bonded Weapon, Armored Mage (Light), Arcane Strike, Cantrips
Weapons and armor: I say start out with light armor, gaining medium armor at 8th level. As for weapons, either all martial, or maybe something similar to the Bard. Spells: Bard progression. A spontaneous caster, but using Intelligence as the caster stat. Spell list will be limited. I am for giving them Arcane Strike, the Combat Casting, as shown on the list above. These are 2 must feats, so why make them waste feat slots on them. Otherwise, we would have very little differences from one person's build to the next. Weapon Bond: As per Wizard. Makes sense for this class. Bonus Feats: No fighter only feats. Just combat feats, Craft Arms & Armor, Metamagic feats, maybe create some just for this class. Spell Critical: See Eldritch Knight. Good capstone for that PrC, but better as a high level ability for a base class. Knight Arcane: Still a place holder for a future capstone. Maybe auto confirm crits with bonded weapon. Spell critical treated as Maximized. Gets 10/magic damage reduction. I guess this is a rules topic. My question is about the mechanics of space travel a defined by the universe that is the default for the core rules. I know I can change it for my universe, but I was just trying to confirm that the default assumes a basic SciFi set of mechanics for space travel, and not a Spelljammer type. Has anybody considered using Legends of Sorcery to replace the normal magic system in Pathfinder? I have owned this PDF for awhile, but just now thought that it could be a great addition to my game. This is an Alternate Bard Class. Works slightly differently, but is still a Jack-of-all-Trades approach. Might be too much, but want to see if anybody can help make it something. Still a work in progress. Dabbler Saves: As Bard BAB & HD: As Bard 1. Bardic knowledge, Cantrips, Bonus Feat
Class Skills: As Bard Class Features
Spells: As Bard
Bardic Knowledge, Cantrips, Versatile Performance, Jack-of-all-Trades: As Bard Bonus Feat: Any feat the bard qualifies for.
Emulate Class Feature: Tricky to word. Basically looking to allow the Dabbler to take a class feature. Has to be a low level feature & can't be one that is in a chain. Basically, a feature that is the start of a chain is nice, like Wild Shape. The feature has to be of the Dabbler's level, or lower. At 7th level, he can take one from another class. At 11th, from a 3rd. At 15th, a second one from the 1st class, which can be one in the chain after the first one. At 19th, a second from the 2nd class. Bardic Magic: Dabbler adds 1/2 class level to Use Magic Device checks when emulating another class. Spell Knowledge: The Dabbler adds a new spell to his list of spells know. This new spell can be from any spell list. The Dabbler treats the spell as one level higher than listed. This way, Magic Missile is treated as a 2nd level spell for the Dabbler. ??: Signifies that I have no features there, as well as no Capstone at this time. I don't want to call this a 'FIX'. It might be, it might not be. I got to thinking about the Bard when I made a joke comment on another houserule thread. I remember my 2e Bard, who is the character responsible for my Xorial moniker on the boards. That class chose spells from all the wizard spells. Now, that would be over the top, to say the least. My idea is maybe adding a Spell Knowledge ability. It kinda fits with the whole dabbler concept of the Bard. This could even be expanded to to say that the Bard gains a spell to his list of known spells that comes from ANY spell list. The catch? The Bard treats the spell as being one level higher. This limits him to choosing from 5th level & below. The ability could be spread out appropriately to keep the number to a reasonable amount. This lets the bard get a few spells he would not normally have access to. Has anybody else read the Pathfinder Roleplaying Game Conversion Guide (OGL) PDF besides me? Time & time again, I see posters IGNORING the guidelines for conversions. The biggest culprit? Ignoring the established convention of BAB & HD are tied together. This is a KEY part of PFRPG compatibility. Most posters are busy trying to rewrite classes, when it is recommended not to. I can see eliminating defunct abilities and substituting, or creating, new ones. Filling in dead levels is fine, as well as giving a class a capstone. Remember, if you have a player wanting to play a certain class, then he probably wants to play something he read, not your new creation. I have been considering this idea for a little while now. What would the general thoughts be for some race specific bloodlines? The thought hit me while considering my own options for an Eberron conversion. I saw the Sorcerer Bloodline: Martial Spirit over at the Pathfinder Database website. While the bloodline may not be perfect, the idea fits extremely well with the Valenar elves. I was thinking that, in some cases, you could warrant the inclusion of sorcerer bloodlines that show up only in certain races. In Eberron, this could even be a product of Dragonmarks, where certain bloodlines are specific to a particular house. Paizo, I am already worried for you guys. I mean, with this big of a blowout at this year's GenCon, What ever are you guys going to do for NEXT year????? You are going to have to come up with something WAY over the top. Maybe dancing Monkeys acting out the top ten Pathfinder Chronicle Tales. You barely have a year to come up with the "NEXT BIG THING" before GenCon 2010 will be on you. Looks like even more sleepless nights & long weekends ahead for you. HEHEHEHEHE
|
|||||||||||||||||||||||||||||||||||||
|

