1. I'd steer clear of making effectively Tiny PC races -- they tend to be too good as full casters.2. If you want them to have dragon abilities, that's what the lizardfolk/half-dragon racial class levels (Chapter 2) are for (for non-casters), or the Draconic bloodline (for sorcerers).
1: understood2: it's not necessarily 'dragon abilities' that I want. I just want Kobolds and how they work. The connection to their patron was going to do something mechanically different than just being 'half dragon'
3: the idea of taking class levels to represent your race doesn't sit right with me. I think that Race and Class should be completely separate personally
Kaouse wrote:While an argument could be made for at least Lesser Celerity that it's a "movement" trick, it would still be nice to specify if swift/immediate action spells retain their cast time when turned into skill tricks.Now that I've got the spells rules functioning correctly, I need to go back through all the other chapters (esp. classes, races, equipment, and monsters) and make sure they're playing nicely together. Stay tuned for more details, as I figure them out.
I'd kind of rather have the Combat section up and running more than a skill trick that I can just decide to not take. If you could get that done before going through the rest of the chapters to audit spellcasting, I would appreciate it immensely.
Of course, I know that you have a lot of work to do and I don't want to come off as whiny or anything, but I'm in the early stages of running a Kirthfinder game (my first game ever as a GM) and having a complete rulebook would greatly ease my anxiousness.
Unfortunately, it's really the only way to handle more powerful races while maintaining any semblance of game balance.
I will say this is true for certain things (the Half-Dragon stuff in particular), but I feel that some races could potentially just have a stat block without needing to take a new class for it, particularly the Drow. Vanilla had drow as a PC race already without Level Advancement.
Speaking of drow, I actually started to put together something for them... I feel like an idiot for asking you this, but could you take a look to see if it seems to be okay so far? (it's not complete, and again I get it's dumb to be asking your advice for my setting since you probably think I'm picky or something for not taking it how you put it in the book, but it would help a lot)
Yet another offshoot of Elves, it is said that the first drow were cursed with their coal black skin for betraying the Sidhe in exchange for Demonic patrons like The Spider Queen… Such elves are often portrayed as sadomasochistic parodies of their former selves. This is true to an extent, but not quite to the excess that most assume.
In the world of Theamonte, there are actually Two forms of drow. Those that follow the Widow, and those that follow the Weaver.
Widow drow are about what you would expect drow to be, the stereotypes, their taste for evil, their murderous ambition and willingness to murder each other for even the slightest bit of power, and their cultural misandry.
Weaver Drow started with a simple cleric who heard whispers of a way to create a world that benefitted all drow, rather than just helping herself. She took this whisper as a sign from the divine, and brought a number of lower class drow out to help her start a new home on the surface. These Drow take the deserts of () as their home, building a sandy empire for a new people (Think Gerudo).
Physcial appearance: Drow tend to have surprisingly little variation, all having a similar coal black skin tone, silvery white or hair that matches their skin, and crimson eyes (though some Surface Drow have been seen with Topaz colored eyes.)
Type: Drow are Humanoids [Civilized] and have the [Drow] Subtype.
Languages: Drow begin play speaking Common And their choice of either Undercommon (for Widow Drow) or Weaver (a dialect specifically made by the weavers to be distinct from their traditional language). Drow with high intelligence scores can learn Undercommon, Weaver (whichever they don’t have), Terran, Infernal, High Elf, Wood Elf, and Goblin.
Attribute modifiers: +2 dex, +2 cha, -2 con. Drow are swift and seductive, but frail.
Racial Feats: Select 2 of the following
Backstabber (Ex): Gain 1d6 sneak attack damage.
Elven Immunities (Ex): You gain Arcane Defense (enchantment; sleep) as a bonus feat (Chapter 5).
Eternal Grudge (Ex): You grew up in an elitist community where generations-old slights and quarrels linger as eternal blood feuds. You gain a +2 favored enemy bonus (as the ranger lore; Chapter 3) against civilized humanoids, or against uncivilized humanoids.
Also I should mention that for Elves I replaced light sensitivity with iron allergy for this new setting
I honestly wasn't sure where to go with them. Making up standardized rules, like for the other monsters, was one possibility, but there are already like 300 undead templates published. Mostly I've been statting undead by slapping the skeleton warrior, juju zombie, ghost, etc. templates on other things -- but nothing really official yet.
Can Feat mastery allow you to qualify for feat unlocks / tiers 5 levels early / boost your effective class level past you hit dice?
For example Could a 11th level fighter take feat mastery vital strike to count as level 16 for the purposes of vital strike?
I could swear it let you do that but I can't find an explicit call out in the feat. Although to me it's implied because of the specific exclusion of early spell access with magical tallent.
Flavor stuff for your own homebrew world(s) should be up to you and your players -- I wouldn't presume to have any input with that.
Well, I'm not really asking for fluff and flavor, I'm asking you for the balance side of things. Whether I can end up handing in the wrong combination of traits and race feats that end up breaking something (though I do need to fill out the race feats and traits more).
I feel like with drow this will be relatively simple, but I think it's still worth getting another pair of eyes.. And your advice can help me better shape my other races for the setting. And on top of all of that, I think that the next two races will be a lot more complex to balance. the Dragonbloods (Working title, whether they'll be Dragonborn, Dragonkin, Dragonbloods, or something else is up in the air) and the Kobolds.
Also some balance checks on things I gave to base races
both forms of elves got an Iron Allergy in place of light sensitivity.
Wood Elf Trait
•Ancestral Blade (Ex): Some Wood Elf warriors are greatly connected to the spirits of the forest, and find it calling them to take arms. These elves gain the Ancestral Weapon feat, and can consider it under a constant Ironwood spell. (This also allows them to take wooden forms of weapons which normally should not be able to be made of wood, like a Sword or an Axe)
Human Trait choice (or would this go into feats)
•Ancestral Relic: Some Humans hold a particular sentiment towards a particular object, and from this bond gains power. They gain Ancestral Weapon as a bonus feat
Mountain Dwarf Feat
•Armored Caster (Ex): You gain the Armored Caster feat as a bonus feat.
I have two rules questions/clarifications
1. Can the Summoner sorcerer variant get any class synergy from other classes or racial classes? Most entries for synergy from other classes specify bloodline powers/resistances, but the Summoner description states somewhat emphatically that the Summoner's Eidolon and other features is not a bloodline. Also, the Greater Aspect power calls out evolution points, but it looks like the Eidolon is now customized by CR +1 additions. Similarly, in the feats section, evolution points are still referenced.
2. Alchemy Skill: Does the crafting of alchemical items (acid flasks, thunderstones etc.) require magical skill on the part of the creator? The text states that the effect is handled as if a spell, right after referring to mundane liquids that require no magical talent to create. Also, how do higher damage effect acid flasks (and similar) interact with the rogue's grenadier talent? It appears that combining the two could result in some tremendous damage.
I have two rules questions/clarifications
1. (a) Can the Summoner sorcerer variant get any class synergy from other classes or racial classes? Most entries for synergy from other classes specify bloodline powers/resistances, but the Summoner description states somewhat emphatically that the Summoner's Eidolon and other features is not a bloodline.
(b) Also, the Greater Aspect power calls out evolution points, but it looks like the Eidolon is now customized by CR +1 additions. Similarly, in the feats section, evolution points are still referenced.
2. Alchemy Skill: (a) Does the crafting of alchemical items (acid flasks, thunderstones etc.) require magical skill on the part of the creator? The text states that the effect is handled as if a spell, right after referring to mundane liquids that require no magical talent to create.
(b) Also, how do higher damage effect acid flasks (and similar) interact with the rogue's grenadier talent? It appears that combining the two could result in some tremendous damage.
1. (a) I would probably allow it. While technically not a bloodline, the eidolon & abilities are an analogous class feature. A note in the Summoer text clarifying that is probably in order.(b) Thanks for the heads-up. I'll check those and see if the text needs to be corrected or merely excised.
2. (a) No. The KF general Craft rules supersede the Pathfinder ones, and do not specify any actual spellcasting ability as a requirement:
Masterwork and Magical Items: The rules for masterwork items and magical items are the same. Costs for enhancement bonuses, for working in special materials, etc. are provided in Chapter 6 (masterwork and special items also count against your maximum numen, as described in that chapter). Unless otherwise noted, creation of expendable items requires 1 hour per 250 gp base value (8 hours/day of work maximum), expenditure of materials equal to half that cost, and an applicable Craft check.The creation of most magic items requires an appropriate Craft skill (see below), with a number of ranks equal to the caster level prerequisite. Single-use items can be created using the appropriate skill and [effective] caster level. Permanent items also require the Imbue Item feat. Unlike in the core rules, in which the item crafter begins with a normal masterwork item, these rules assume that the crafting of the item, and the imbuing of magic into it, are part of the same process. Imbuing a pre-existing item is still possible, but adds 50% to the total crafting time, as much of the initial work must be modified or undone first.
Re-reading this, I would actually delete the text about caster level entirely. This is echoed more specifically in the Imbue Item feat:
Special: For characters without spellcasting ability, certain talents and feats can be substituted for spell prerequisites. Obvious examples include Weapon Specialization or weapon training in lieu of a greater magic weapon spell; armor training in lieu of magic vestment; the Shared Shield feat in lieu of shield other when crafting a defending weapon, etc. It is also possible to waive spell requirements by substituting exotic components. For example, a flaming sword might be made by quenching the newly-forged blade in the blood of a living salamander, rather than casting one of the listed fire spells.In all cases, your maximum effective caster level and effective spell capacity cannot exceed your number of ranks in the appropriate Craft skill, so that the maximum spell level of spell effects (Chapter 8) in items you craft is equal to half your number of ranks in the appropriate Craft skill (a character with 6 ranks in Craft (alchemy) can potentially use the blood of a displacer beast to brew a potion of displacement; a character with fewer ranks than that cannot).
2.(b) They do stack, and yes, you can produce ungodly piles of damage that way. However, by the time you accumulate high sneak attack dice, and enough mojo to stockpile high-damage flasks, monsters and NPCs usually have energy resistance either always on or else easily available.
|The Egg of Coot|
OK, fixed a bunch of summoner text:
Class Features: Summoners are treated as standard sorcerers except as specifically noted (as shown in Table C, they do not receive many of the class features gained by the standard sorcerer or battle sorcerer). The lack of a bloodline or martial path means that you gain no bloodline/wudan arcana, eldritch blast, eldritch resistances, or bonus feats. However, class synergy features that would normally improve bloodline abilities do apply when determining your eidolon’s total CR, and for determining class level-dependent effects of your other class features.
Aspect (Su): Starting at 10th level, you can temporarily “borrow” one +1 CR template from your eidolon. In essence, you gain that template, and the eidolon loses it. The transfer requires a full round, during which time your eidolon must remain with you, and lasts until your eidolon is dismissed, slain, or otherwise sent back to its home plane.
Greater Aspect (Su): At 18th level, you can divert more of your eidolon's evolutions to yourself. This ability functions as the aspect ability, but up to +2 CR worth of templates can be taken.
Also cleared up some "the you" references left over from early editing.