Kirthfinder - World of Warriorcraft Houserules


Homebrew and House Rules

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I know the correct terms, but when I'm speaking to people unfamiliar with 1e, a bit of translation is needed.


JamesHarrison wrote:

1. Monk - Daze - only effects 4th level targets, yet is a monk's bread and butter, as it's not a cantrip and hightened to 1st level could it affect any HD, or HD less than monk level etc?

2. Ranger - If spontaneous he gets his spell levels two levels later than prepared caster (as he does not get the +1 bouns spells on his spell known list.

3. Sorcerer - Spontaneous casters traditionally knew lots of cantrips: a feat or option that doubles the number of 0th level spells known for spontanious casters?

1. Agreed; add a note that it affects HD up to your 3 + your class level.

2. Agreed; maybe the easiest thing is to shift all rows up by 1 (so he gets 1st level spellcasting at 1st level, 2nd at 3rd, etc.). Still getting them later than prepared, but it's not unreasonably awful.

3. Add the following text to the sorcerer's expanded arcana ability: "You also gain an additional cantrip (0-level spell) known at 1st, 6th, 10th, 14th, and 18th levels."

Liberty's Edge

I feel like there should be more of those “add +4 to your class level to advance in (some class ability)” feats, like Practiced Bloodline and Practiced Fighter. Add +4 for determining your druidic initiation abilities, cleric domain abilities, wizard specialisation abilities, etc. If these feats already exist, well... ignore me. I only saw a couple though!

General Feats

Spoiler:

- Agility Training (p.1): ‘at 18 ranks Acrobatics’ should be ‘at Acrobatics 18 ranks’.

- Claws, Envenomed (p.2): Reword the poison description section like:
“Any creature struck must make a Fortitude save or be poisoned. You are immune to your own poison. The poison you secrete cannot be collected or preserved.
Poison, natural weapon—injury; save Fort DC 10 + ½ your character level + your Con modifier; frequency 1/round for 4 rounds; effect 1d2 Str damage; cure 1 save.”
- Altering the frequency by level is a little iffy... 1d2 for 4 rounds is equivalent to 3.5e 1d4/1d4 poison (which is what this feat was originally). 1d2 for 6 rounds is equivalent to 1d6/1d6. If you want to reduce the effect at lower levels, the best way to do this is to make it do only 1 point of Str damage to begin with; 1/round for 4 rounds dealing 1 Str is equal to 1d2/1d2 poison. Well, you see where I’m going with this. I personally wouldn’t even bother trying to scale it (except for possibly increasing the frequency a little, maybe making it take 2 saves to cure at some level).

- Deep Intuition, Improved (p.3): Typo—‘In addition, If you are’ (shouldn’t be capitalised)

- Favored Terrain (p.3): So what happens if, for example, a dwarf ranger picks up this feat (racial bonus, for example), and then picks Favoured Terrain (hills and mountains) from a ranger ability? Do they stack, or is it overwritten?

- Great Fortitude, Improved (p.4): Typo—‘In addition, If you are’ (shouldn’t be capitalised)

- Iron Will, Improved (p.5): Typo—‘In addition, If you are’ (shouldn’t be capitalised)

- Leadership (p.5): Should your followers gain a morale bonus to all Intuition saves when following you into combat as well?

- Lightning Reflexes, Improved (p.6): Typo—‘In addition, If you are’ (shouldn’t be capitalised)

- Moral Training (p.6): Why do you have to take this feat multiple times, but the Dexterity booster is a scaling feat? Same goes with the other similar feats...

- Natural Armor, Improved (p.6): Considering many other feats that give bonuses to AC (Dodge, etc.) give a scaling bonus, why doesn’t this feat?

- Open Minded (p.7): Typo—‘You immediately gain an number of extra’

- Paragon of Intellect (p.8): Typo—‘to any one problem as if you had cast a augury spell’ (an not a)

- Resistance (p.8): Why do you need to add the line about resistance bonuses not stacking? We already know that.

- Skill Focus (p.9): Refers to ‘special bonus’ and not any particular proper type of bonus.


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Arcane Feats
Spoiler:

- Dimensional Agility (p.14): Untyped bonus to Concentration checks.

- Internalize Spell (p.17): Typo—“While you under the effect of any of those spells” (needs ‘are’ after ‘you’)

- Kin Mastery (p.18): Do you think some Incarnates could take this too? e.g. Waves revelation being able to turn aquatic creatures.

- Talent, Magical (p.21): Not sure why most classes wouldn’t take this feat rather than Innate Spell... I mean, let’s say I pick this up at level 10, and I’ve got 10 ranks of Spellcraft. Rather than sacrificing a spell slot to cast a 1st-level spell 2/day, I instead can cast that spell at will with no penalty. And then I’ve got a whole bunch of other spell levels to spend. I LIKE this feat, I just think it makes Innate Spell pretty useless.


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Combat Feats (General, Armor)
Spoiler:

- Alert Bodyguard (p.28): Refers to uncanny dodge as a class feature rather than a feat. Also talks about improved uncanny dodge (rather than simply the improved form of the feat).

- Critical Focus (p.30): You repeat the information about applying a Strike feat on a critical hit.

- Defensive Combat Training (p.31): I think the second part of the feat (the bonus you get for being a full BAB character) should just say “If your base attack bonus is equal to your Hit Dice, you instead gain a +4 [bonus type- competence?] bonus to your CMD.”

- Feint, Improved (p.33): Initiating the Baffling Defense as an immediate action does... what, exactly? If it comes into effect AFTER you’re hit, what’s the point? Making sure nobody else hits you, I guess?

- Fight On (p.33): ‘a Maximize Spell feat’ should be ‘the Maximize Spell feat’

- Initiative, Superior (p.34): Couldn’t you just merge this with Improved Initiative? Add the ‘special’ text to Imp Init.

- Mounted Combat (p.35): You need to specify that the free combat maneuver gained with Imp. Weapon Maneuvers is achieved when you charge while mounted, not just when you charge.

- Staredown (p.40): BAB +11 ability—why does it say ‘Those affected are shaken for 1 round, or for 1 round per point of your base attack bonus’?

- Uncanny Dodge (p.41): Since Sixth Sense scales off Perception ranks, I think it would be easier to scale Uncanny Dodge off Perception ranks as well. Just make the requirement equivalent:
Prerequisites: Perception 4 ranks; Sixth Sense. ((This is implicitly ‘Sixth Sense +2’))
If you have 8 ranks in Perception, ... ((This is implicitly ‘Sixth Sense +3)
If you have 12 ranks in Perception, ... well you get the idea.

- Shield Parry (p.44): Typo—‘If your base attack bonus is +11, if you use a magical shield’ (should replace the second ‘if’ with ‘and’)
- “For every 5 ranks in Perception you have, you may simultaneously use this ability against one creature with a gaze attack.” Do you mean ‘one additional’?

More to come! Hope this is useful, Kirth!


Alice Margatroid wrote:
- Talent, Magical (p.21)

This is where i "dreamt" it! I'm not mad! mwhahaha, it is in your core rules... could it be applied to other places? :D cool rule

The Egg of Coot wrote:

1. Agreed; add a note that it affects HD up to your 3 + your class level.

2. Agreed; maybe the easiest thing is to shift all rows up by 1 (so he gets 1st level spellcasting at 1st level, 2nd at 3rd, etc.). Still getting them later than prepared, but it's not unreasonably awful.
3. Add the following text to the sorcerer's expanded arcana ability: "You also gain an additional cantrip (0-level spell) known at 1st, 6th, 10th, 14th, and 18th levels."

1)Awesome :D

2)Awesome, possibly the Shift up only while he doesn't have the domain ranger lore? (which provide the +1 bonus spells)

3)Awesome! You could apply it to the incarnate also.

The Egg of Coot wrote:

How about this instead?

FLURRY OF BLOWS
Prerequisite: Two-Weapon Fighting.
Spoiler:

Benefit: When you make a full attack with any single melee weapon, you gain all the effects of any Two-Weapon Fighting feats you possess, even though you are not fighting with two weapons. This applies to number of attacks, Strength bonus to damage, application of Strike feats, etc. You may freely substitute disarm, sunder, and trip combat maneuvers for attacks with weapons that permit those maneuvers as part of a flurry of blows.
For example, an 11th level fighter with this talent and the Improved Two-Weapon Fighting feat, armed with a longsword and a shield, could attack with the longsword at +11/+11/+11, or could instead make a flurry of six attacks with the longsword at +9 each.

It's not in the monk document at the moment (It seems missing, but i may have missed it), I haven't looked for it in the fighter document, and it's not (probably rightly :D) in the feats.

Seems good, you cant Two weapon flurry with ranged weapons at all, you can two weapon fight with thrown weapons if you can draw enough... flurrying wouldn't change that :D

Hum I'm wondering if I've just missed this in the documents and I've made a non-point!

Back to the reading!
God Bless,
james

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber

One thing I noticed while reading the Sorcerer document was that the Arcane Bloodline power included the ability to prepare spells with metamagic. If I read it correctly, sorcerers of a given level or above don't suffer the casting delay for using metamagic anyway, so I'm not sure of the point of this bloodline power.


Alice Margatroid wrote:
I feel like there should be more of those “add +4 to your class level to advance in (some class ability)” feats, like Practiced Bloodline and Practiced Fighter. Add +4 for determining your druidic initiation abilities, cleric domain abilities, wizard specialisation abilities, etc. If these feats already exist, well... ignore me. I only saw a couple though!

A lot of the class docs have an appendix for class-specific feats. That said, I'd allow pretty much any reasonable "Practiced X" feat.


Alice Margatroid wrote:

Moral Training (p.6): Why do you have to take this feat multiple times, but the Dexterity booster is a scaling feat? Same goes with the other similar feats...

This FAQ was answered upthread.


JamesHarrison wrote:
It's not in the monk document at the moment (It seems missing, but i may have missed it), I haven't looked for it in the fighter document, and it's not (probably rightly :D) in the feats.

As discussed upthread when Alice pointed it out, FoB is essentially a synergy effect for TWF, so it was moved to the TWF description. It is not a feat.


Alice Margatroid wrote:
Initiative, Superior (p.34): Couldn’t you just merge this with Improved Initiative? Add the ‘special’ text to Imp Init.

I wanted to be able to give a +2 Init as a bonus (referencing that feat) without it being +4.


P.S. With less than a week to go (and given the sheer volume of errata you two are finding), there's no way I'll be able to both answer questions and make corrections. Therefore, going forward I'm going to first prioritize on errata, and only when those are complete will I come back to questions like "why did you decided to do X" (which seem to be constitute the bulk of some of the reviews). A lot of those questions I probably won't get to until after the deadline. Of course, people using these rules at home are encouraged to alter them to suit their taste -- especially if you disagree with my rationales.

P.P.S. Regarding poison layout: I really don't like the standard Pathfinder format, which is why I use the alternative shown. It presents the same info in format that's a lot easier for me to use when I'm running a game.


Kirth Gersen wrote:
P.S. With less than a week to go {snip}

I'm sorry if I ask questions, and I'm really happy for them not to be answered! (I also think the "errata" we are finding would be easy to fix if this was the document as it stands now, without a having to ask anything!)

You are running on schedule - you have an awesome system - we are lagging behind in reading it all! But we'll continue to look for little bits till the end, also if it feels best to have proofreading continue past next week you can say, but i think the "no more core rules changes" etc. is right; your system is lovely!

Some bits mostly metamagic, and to wordy sorry:

Spoiler:

Metamagic:

Noting the two clauses in Blinding spell and Deafining spell (below), blindness is pegged as a 3rd level ability and deafness as a second level ability: a good change in Changes to schools of Magic, under necromancy to state that "the blindness spell, clearly superior to it's deafness counterpart, has been increased to a 3rd level spell".
Blinding spell - "using a spell slot 4 levels higher the spell’s normal level, you can increase the duration to Permanent (Cf. Cascade Spell: Blindness)"
Deafining spell - "using a spell slot 3 levels higher the spell’s normal level, you can increase the duration to Permanent (Cf. Cascade Spell: Deafness)."

Evocation, Irresistiale: <It's prerequisite is a little easy as it may only be applied to lowish level spells (+4 spell levels)thus> Change: "Prerequisite: Spellcraft 1 rank per level of the spell to be affected." to "Prerequisite: Spellcraft 2 ranks per final/original <your choice> level of the spell to be affected."

Page 12- Disruptive spell: Change "Targets affected by a disruptive spell must make concentration checks when using spells or spell-like abilities (DC equals the save DC of the disruptive spell plus the level of the spell being cast) for 1 round. " to "For 1 round after being affected by a disruptive spell targets suffer a penalty equal all concentration checks equal to the Disruptive spells DC-10, and must pass a concentration checks to cast spells or use spell like abilities if they wouldent usually (DC 10 “concentration check,” equal to a caster power check minus twice the level of the spell you are attempting to cast, see above)." <This metamagic should force the usual concentration check with a sutible penality>

Spells: Disrupting spell, mention you can similarly disrupt spell like abilities (CF: Rogue: Under skill tricks it says "As spell-like abilities, skill tricks can be disrupted)

God Bless,
james

Liberty's Edge

A lot of my questions are more or less "Is this how you intended it?" or alternatively, "This is unclear, you'll need to clarify this part" rather than things I'm looking for answers about. And those that are not are usually things I think would be nice to add, e.g. the Practiced X feats. So no worries Kirth. Keep up the good work. :)


Alice Margatroid wrote:

Heal: I feel like Perform Surgery is pretty useless in the face of First Aid. At level 5, a cleric will easily have a Heal modifier of (4 wis + 5 ranks + 3 trained + 2 healer’s kit) = +14. In 2 minutes, taking 20, the cleric can restore 34 hp, once every encounter! Heck, as a full-round action only she’ll heal an average of 24 hp. And yet surgery takes hours and leaves them exhausted for even longer, has a limitation of 1/week, and restores 5d6 hp (average 17 hp). I don’t think the First Aid ability is overpowered per se—I mean, CLW wands are cheap as chips—but I think that it vastly outperforms and renders useless the perform surgery ability.

- My suggestion is to just switch First Aid and Surgery’s healing amounts. First Aid does 1d6 per level (or perhaps 1d6 per rank in Heal), making it kind of like a cure light wounds shot, but you can only do it once an encounter. Surgery heals an amount equal to your Heal check, reflecting the fact that a character with a better Heal score actually makes them better at performing surgery. What do you think?

Ah, but instead of 5th level (at which 1st aid wins) look at 15th. First Aid heals up to 46 hp (15 ranks + 3 trained + 6 Wis + 2 kit +20 dice). Surgery heals up to 90 hp (mean 45).

That said, I'd add amend surgery as follows: "...Surgery restores 1d6 hit points for every character level of the patient (up to the patient’s full normal total of hit points) with a successful skill check, with a minimum amount on each die equal to the patient’s Constitution modifier (if +7 or higher, instead of rolling, use Con modifier x character level)."

Liberty's Edge

Frankly, using the Heal Skill in that manner is probably only going to occur at low levels, because at higher levels people will have far more efficient ways of healing themselves up. The fact that you can spend 2 minutes every encounter to heal the average amount of damage from surgery (much more relevant to look at averages than maximums) means that surgery is still pretty useless... I would never, ever do it.

The Con modifier thing does make it improve, however, I'm not sure how much it would improve by.


Ok Spells chapter finished, though my mind was flagging at the end! Plus some other bits :D

Random

Spoiler:

Skills; Heal - it would be good to have a row for malpractice on table.

Ranger - Fast movement (lore) does not work under medium/heavy load, Tireless ignores effect of medium/heavy load. Add (to Fast movement lore) "(this will only hinder rangers before they gain the tireless ability)"

Monk - Change "Special: If you choose Two-Weapon Fighting and/or Improved Two-Weapon Fighting as a combat style feat, you gain the Flurry of Blows ability (see below)." to "Special: If you choose Two-Weapon Fighting and/or Improved Two-Weapon Fighting as a combat style feat, you gain the Flurry of Blows ability (see feat description).

Character Sheet - I would have the "apparant age" all on one line :D

Feats -

Battle Touched; change "If you have the Spell Strike feat, you can apply the spell effect to each attack made with that weapon that round. If you have the Battle Touch, Spell Strike, and Two-Weapon Fighting feats, you can use the Spell Strike feat in conjunction with a pair of weapons and spells" to "If you have the Spellstrike feat, you can apply the spell effect to each attack made with that weapon that round (However, all attacks and combat maneuver checks you make that round suffer a -5 penalty). If you have the Battle Touch, Spellstrike, and Two-Weapon Fighting feats, you can use the Spellstrike feat in conjunction with a pair of weapons and spells" <Incorpirating the penality mentioned in spellstrike; unless i've missed a subtle distinction and the -5 shoulden't apply to a touch spell turned mass>

Spellstrike: Change "If the attack misses, you may hold the charge." to "If the attack was a melee attack and it misses, you may hold the charge." <We have a affrican dagger flinging monk, thus this stood out!>

Metamagic and friends

Spoiler:

If you decide to change the prerequsites on Irresistable evocation also change Linchpin spell, Selective spell, Poison spell; either way add "original spell level" or "final spell level" to the prerequsite for clarity.

Mentioned previously: Storm spell & Uttercold spell: Delete energy substution prerequsite.

Cascade spell: Important to clarify weather the individual components are hightened or not. (e.g. Shield+Obscuring mist as 3rd leve spell, +4AC or +6 AC?) - I would not heighten them, but highten all of them after applying cascade spell (Shield + Cascade spell(mage armour)=lv3 Hightened (+2)= 5th level spell +6AC, +6shield)

Quicken spell, Add bold: "Special: This feat can be applied to any spell cast spontaneously (including sorcerer spells, bard spells, and cleric or druid spells cast spontaneously), without the need for an increased casting time allowing it to be cast as a swift action."

Explosive spell - Change "(any creature struck dead-on, determined by a ranged touch attack, is pushed the full length of the line)." to "(any creature struck dead-on, determined by a ranged touch attack, is pushed 50ft+10ft/caster level up to the full length of the line).
<Why? this still allows substantial extra damage on one target (+10d6 for a 5th level caster's lightning bolt) without my limitation however this is possiable: Ray of frost(lv0)+ray to line (+1 level) + close to Long (+2-1=+1) + Explosive Spell (+1)=0+1+1+1=3rd level line of cold (@5th level doing 5d6 damage) that hitting somone smack in the chest (range touch) who fails there reflex save is then pushed 600ft; for +60d6 untyped damage! OW!>

Scantum spell - Change "A sanctum spell has an effective spell level higher than its normal level if cast in your sanctum" to "A sanctum spell has an effective spell level one level higher than its normal level if cast in your sanctum" and change "All effects dependent on spell level (including save DCs) are calculated according to the adjusted level." to "All effects dependent on spell level (not caster level) are calculated according to the adjusted level (such as damage caps, static bonuses, DCs; see effects of hightened spells above)."

Shape Spell - Add Spellcraft Prerequsite as Evocation irresistiable (clearly this is a spellcraft stlye of metamagic). Change "Rays changed to cones, lines, and bursts allow a Reflex save for half damage" to "Damaging rays changed to cones, lines, and bursts allow a Reflex save for half damage"

Sudden Metamagic, greater: Change "Prerequisites: Metamagic feat to be emulated, Sudden Metamagic (any other feat)." to "Prerequisites: Metamagic feat to be emulated or Sudden Metamagic (any other feat)." <my preference> or Delete "You can still use the feat normally if you have it."
<As currently you must have sudden mettmagic lesser and the feat you want to make greater; with such an expencive requirement I'd probably try and craft a rod!>

Summoning imbued - Unclear if you can grant more than one your summoned creature the effects of a spell; yet will auto highten any summon spell to summon 1d3 monsters rather than simply one. For a nice modification change to the following (Also prerequsite changed; spell focus conjuration is needed for augument summoning, a counjurer should just have access anyway; fluf text changed to cat's greace as bull's strength stacks not with augument summoning)

Summoning, imbued
Your summoning spells gain an element of surprise! When you summon a lone creature you may grant it the benefit of one of your prepaired spells (such as invisibility or cat's grace).
Prerequisite: Conjurer or Augment Summoning
Benefit: This metamagic feat can be applied to any spell of the summoning sub-school used to summon a single creature. As part of casting the summoning spell you may imbue it with the effects of touch range spell of 3rd level or lower spell that you have prepaired (or know and may cast for spontanious casters). The spell (or spell slot) is used up and the summoned creature under the effected of the spell when it appears.
An imbued summoning spell uses up a spell slot of the same level as the originality spell. Further hightening of the spell dos not increase the the number of monsters summoned, instead it hightens the spell sacrificed by the caster to benifit the summoned creature
Synergy: If the creature summoned has a 3rd level or lower spell or spell like ability of personal or touch range it may instead sacrifice one use (or memorisation etc.) of it's ability to be under the effects of it's ability when it appears, which will be heightened appropriately if this spell is heightened.

<I've reduced it to +0 spell levels to get round the problem of heightening the spell causing the summoning of 1d3 creatures. If wejust swiched off the auto highten for this metamagic feat you still have the question in the casters mind: Is one creature under invisibility (etc.) worth giving up the possiabality of three creatures?.>

Uttercold spell: Change to "Uttercold Evocation" and move it apropriatly :D

Widen spell: I think change "actual level; tripling " to "actual level, tripling "... though I'm bad with SPG!

Evocation Spell Examples:

Spoiler:

Call lightning: Remove extra space, shown by . "vertical line; . -1 level"

Fireball: change "Reach Spell (15 ft. to long; +2 levels)" to "Reach Spell (close to long; +2 levels)" mention "-1 level= 3rd level" (you could add seering evocation and still have a 4th level spell, so the slightly lower level iconic fireball spell seems well placed :))

Hellfire: Change "and 5d6 diabolic" to "and 5d6 unholy", or change the corrupt spell feat.

also

Sacred spell, Change to match the corrupt spell feat, dealing Holy damage (they are just worded differently) <personally I prefer diabolic and divine to unholy and holy>

Shout, Greater: Change Shout, Greater: Ray of frost (0) + versatile evocation (sonic) + Cascade Spell (deafness, 2nd level, +1 level) + Dazing Spell (+1 level) + Shape Spell (ray to cone; +1 level) + Widen Spell (30 ft. to 60 ft.; +1 level) + Bane Magic (crystalline) = 6th level (damage cap 15d6 or 21d6 vs. for crystalline; deafness permanent)." to
"Ray of frost (0) + versatile evocation (sonic) + Bane Spell (Crystaline) (+1) + Deafening Spell (+2 levels) + Dazing Spell (+1 level) + Shape Spell (ray to cone; +1 level) + Widen Spell (30 ft. to 60 ft.; +1 level) = 6th level (damage cap 15d6 or 15d8 vs. crystalline; deafness permanent)." <or use bane magic- but it doesn't add +1 level, it's a personal ability>

Similarly Shout becomes: Shout: Ray of frost (0) + versatile evocation (sonic) + Deafening Spell (+1 level) + Shape Spell (ray to cone; +1 level) + Still Spell (+1 level) + Bane Spell (crystalline) (+1 level) = 4th level (damage cap 10d6; 10d8 for crystalline)


Save or lose spells
Spoiler:

Confusion: Change "5th level; up to one creature per caster level takes a penalty to Wisdom equal to 1d6 + 1 per 2 caster levels (maximum +15), " to "5th level; up to one creature per caster level takes a penalty to Wisdom equal to 1d6 + 1 per caster level (maximum +15), " <as per table>

Slow: Also changed to 5th level effect so should be; "5th level; targets take Dex penalty equal to 1d6 + level (max +15), half if save, for 1 round per caster level." <as per table>

FEW!
God Bless,
james


Alice Margatroid wrote:
Frankly, using the Heal Skill in that manner is probably only going to occur at low levels, because at higher levels people will have far more efficient ways of healing themselves up.

Gotcha. Yeah, I think you're spot-on there. Maybe surgery should be a way to cure permanent attribute drain instead, and we leave curing hp damage to first aid?


@James -- Great catches, esp. the metamagic abuse cases. Thanks!!!


For Surgery and advanced uses of the Heal Skill, you might want to consider something like the Asclepian Doctor feat from the New Argonauts product. Feat is as follows, but you could always just merge these effects, or similar effects into the Heal skill.

Quote:

Asclepian Doctor [General]

Your knowledge of medicine lets you perform miracles of healing.

Prerequisites: Field Surgeon, Heal 10 ranks.

Benefit: You can use the Heal skill to perform complex surgery and use advanced treatment methods to cure mortal wounds and terminal afflictions. The required treatment determines the DC of the Heal check.

Treatment DC
Neutralize poison 15 + poison DC
Remove disease 15 + poison DC
Cure hit points 20
Repair injury 20
Raise the dead 30 + number of days dead

Neutralize Poison: You detoxify one poison from a creature or object, similar to using the spell of the same name.

Remove Disease: You cure one disease present in the target creature, similar to using the spell of the same name.

Cure Hit Points: You cure 1d10 hit points as if using a cure spell. This is immediate curing rather than the delayed effect of field surgery.

Repair Injury: You can repair permanent injuries or debilitations such as a crippled leg or blindness. The patient can’t regrow missing tissue, so recovering lost limbs or repairing blindness from having one’s eyes torn out cannot be accomplished.

Raise the Dead: You can restore life to a person killed by poison, disease, or injury, subject to the limitations of the raise dead spell. The gods do not appreciate mortals raising the dead, however, and Zeus hurled a thunderbolt at the last mortal to do so....

Treating a patient normally takes 1 hour. You may take 20 on this check. Reducing the time to 10 minutes, 5 minutes, or 1 minute respectively adds +5, +10, or +15 to the DC.

Try Again: Yes.

Basically, allow the Heal skill to duplicate some of the curative magics with sufficiently high Heal skill levels. After all, once you get out of the DCs possible for mundane humans and into the skill DCs only possible for the fantastic, the effects of the skill should be similarily fantastic.

One such effect, could be duplicating the effect of a restoration spell (greater, regular, lesser). Another such effect could be inducing a regeneration/fast healing in a character for a limited period of time, etc.


Thanks for the heads-up, Caedwyr. A lot of those effects are already covered, but integrating the rest seems like a good idea. I especially agree with your point regarding the idea of fantastic results for fantastic levels of skill; one of my biggest regrets now is not setting up skills more like scaling feats: e.g., "If you have at least 6 ranks in Skill Q, you can do X; if you have at least 11 ranks, you can do Y; if you have at least 16 ranks, you can do Z."


One of the cooler things about Greek myths is the idea that mortals of extreme skill in a certain area can perform feats that rival some of the powers of the gods. For high-level fantasy, this seems to be a useful concept to port across, and keeps skills relevant at higher levels when spells and class abilities are well beyond the range of what is humanly possible.

One of the other things I've played around with, is allowing the various craft feats to duplicate the craft-related spells such as Minor Creation, Fabricate, etc at appropriate skill levels. This can be limited by a certain number of uses per day that increase with skill ranks or via other limitations you might want to use.


Kirth Gersen wrote:
Gotcha. Yeah, I think you're spot-on there. Maybe surgery should be a way to cure permanent attribute drain instead, and we leave curing hp damage to first aid?

I really like the Idea of heal dealing with attribute damage and drain (perhaps turn drain into damage... even as far as permanent negative levels to temporary)... and also the idea of raising the dead, very cool idea.


Doh it killed my edit; overclocked my time!

I've just come up with a beautiful idea I want to say before I go to bed, feel free to ignore it.

Secondary Skills

Spoiler:

Move Administration to Profession (Administrator)
Move Drive to Profession (Driver)
Move Linguistics to Knowledge (Linguistics)

TaDa!
Secondary skills have suddenly simply become:

Craft,
Knowledge,
Perform,
Profession!

Simple, and clear as to what constitutes a secondary skill :)

{Brought to my attention by the Profession skill's typo: "Examples might include Accountancy, Administrator (you can function in a bureaucracy)," Delete additional space before Administrator!}

{Also "Tailor (including sewing, weaving, and dying of textiles)" is probably superseded by Craft (Needlework)}

God Bless! It's time for me to sleep!
james


JamesHarrison wrote:

TaDa!

Secondary skills have suddenly simply become:
Craft, Knowledge, Perform, Profession!
Simple, and clear as to what constitutes a secondary skill

I'd do it, except for the sheer number of people who try to do things like take Profession (Acrobat) instead of Acrobatics, for example, because of an insufficiently-tight definition of what counts as a "profession."

So I'm trying to keep Craft restricted to only skills that involve making stuff, and Profession ONLY for skills that involve some service-industry thing.

Administration would therefore fit nicely into Profession (administrator), but Driving (think Grand Prix, not Miss Daisy) wouldn't be a Profession skill, and wouldn't really be a Perform skill in the way that dancing, music, and acting are.


Hello everyone

I'm the monk James was talking about (and the reason for all the throwing weapons stuff, I'm afraid).

Hope you don't mind, but just a few spelling corrections (I don't know the rules well enough for anything else!):

Spoiler:
Feats, page 48: "Two weapon strike" should be "Two-weapon strike", under "Synergy", under "Grapple, Improved".

Rogue, page 2: "Unlike spells, skill talents" should be "Unlike spells, skill tricks", under "Skill tricks".

Ranger, page 13: low-light vision is repeated under "Giants and monstrous humanoids", under "Favored Enemy Adaptation"


Thanks for chiming in, tshakah! The more the merrier!


It is hard to believe that these are almost done. With my daughter being born a couple weeks ago it will likely be some time after April 1st when I get to read these updated documents, but it will be really nice to have the "final" rule set.

I am glad a few others came on board to do some proof reading also, it is nice to see and shows how inspiring this rules rewrite is.

Good luck during this last crunch week.


Thanks, Christopher -- and congratulations!

Liberty's Edge

Christopher, congrats!


Proofreading Round 2.

Spoiler:

FIGHTER
Page 11. Recommend adding the following to Juggernaut: “ Special: For determining hit points gained by previous d10 hit dice that are now d12s, either re-roll those hit dice, or, if taking the average, add 1HP/HD converted.”
Page 12. In the Mobility talent, characters are given the ability to take 10 on acrobatics checks even when threatened/distracted, and allowed to take 20 on such a check once per day per 5 fighter levels. If the intent is to allow taking 20 in a threatening/distracting/penalty for failure situation, recommend changing the last part of the sentence to: “…and can take 20 on an Acrobatics check while threatened, distracted, or when there is a penalty for failure once per day for every five fighter levels you possess.”
Page 12. The Parry Spells talent allows a fighter to parry a spell he is aware of as a pre-emptive action, following the same rules as the Parry action. His attack role is opposed by the opponent’s caster level check (1d20 + caster level + spellcasting attribute modifier). Since the fighter will likely have more bonuses to his attack roll than 1d20+BAB+STR (such as weapon focus, magic weapon, etc), I feel that the caster should be allowed to add any Spell Penetration bonuses he might possess to the roll to penetrate the fighter’s spell parry.

RANGER
Page 11. Change Evasion talent to: “Evasion (Ex): You gain evasion, as the rogue class feature. If you have at least 11 levels in Ranger, you also gain Improved Evasion (you do not gain Greater Evasion).” to standardize the wording with the fighter version of the same talent.

PRESTIGE PALADIN
Page 3. Divine aura paragraph. Change “kevel” to “level”.
Page 4. Holy Champion. Change 20th level to 15th level to match table. Change “heals” to “heal”.
Page 4. Introductory paragraph. If the intent is to allow characters to gain the abilities of multiple archetypes (for example Ftr 4 / Clr 1 would gain both Holy Champion and Martial Champion), add the following sentence: “Characters may gain abilities from multiple archetypes if they have levels in the class(es) listed for an archetype.”
Page 9. Greater Aura of Life. At 15th level, if all five auras from the Suite of Life are taken, this aura will effectively cause each lay on d6 rolled to be a 6, which is duplicated by the maximizing of lay on hands effect of Holy Champion, which all paladins get at 15. A paladin that has so specialized in life(healing) should be better at lay on hands than a paladin that has focused in other auras. Recommend adding: “If you possess all five auras in this suite, this aura instead adds +1 to each lay-on-hands die (which are maximized by Holy Champion).” This allows each d6 to roll a 7. Alternatively you could have it empower each dice, but that would be a substantial boost to power.
Page 10. Bastion of Good. Clarify whether the half-damage to allies applies against targeted attacks or AoE attacks, or all attacks. Change Charisma bonus to AC to (minimum +1). Change maximum bonus to (to a maximum of +4 at 12th level) or change it to +1/3 levels, maxing at +5 at 15th. Clarify that the duration of this ability lasts as long as a normal smite evil.

FEATS
Page 70. Wind Stance. Change the last sentence to read: “you gain a 50% miss chance (treat as if from concealment) during any round in which you move a distance equal to or greater than your speed.” so that it can be activated after a double move. (Aside: This feat seems at odd with the general rules for stances, which require no movement. Presumably, you move, then swift-action to activate the stance.)

Jumped around a lot, so findings are somewhat chaotic. Sorry!

Cheers,
Jeffrey


Hi,
As said many times above, Christopher; Congratulations, that is very exciting for you :D!

Proof reading; very spotted sorry - I'll start properly on a new document today!

Skills - delete the spaces

Spoiler:

Extra space at * - find and destroy! (For other documents simply search for " "(space space) and scroll through the document looking for the yellow!)
Bluff: "Assess Prowess: * You can size up "
Diplomacy bribery; "accept it. * When a character requires a bribe"
Heal (Perform autopsy): "basic check allows you to determine what, in general, * killed"
Perception (tremorsence): "tremorsense is sensitive to vibrations in the ground and gains * a +8 bonus to Perception"
Spellcraft (emulate class feature): Spellcraft check result minus 20. * This skill
Streetwise - "through illegal arms, to child prostitutes or white slaves. * Attempts to hire an assassin also fall under this heading."
Secondary skill table, toxicology: (poisonmaking), * poison use
Craft - " others can be added using those shown * as guidelines"
Craft Construction - "Craft (construction) check * at DC 15 + the object’s hardness)"
Knowledge warfare: "Check: * Basic drills in non-combat situations"
Profession: "Examples might include Accountancy, * Administrator (you can function in a bureaucracy), "
Profession (Mining): "a Perception check as if you were actively searching to notice that something is amiss, * and then"
Perform "his suggestion ability, 9 ranks to inspire greatness, 12 * ranks to "

Skills; some potted skill changes

Spoiler:

Administration -Change: "Find Ally: A successful skill check (DC based on Diplomacy rules) might allow a character with Admin skill to name-drop their way into a shared relationship" to "Find Ally: A successful skill check (opposed by npc's will save (or highest will save for a group of creatures), see Diplomacy "Change Attitude"[I]) might allow a character with Admin[i]istration skill to name-drop their way into a shared relationship"

might; a clarification on the 'might' would be vastly helpful as my friend and I have vastly different opinions on what would be considered a reasonable 6 degrees of separation: a more concrete skill could be:

"Find Ally: You may attempt to find an ally within a group of individuals, who are at least indifferent towards you, by attempting to name-drop your way into a shared relationship (even in unlikely situations; think “six degrees of separation”). Your administration skill check is opposed by a Intuition save, made by the NPC with the second highest Intuition modifier in the group; and modified by how closely the most connected NPC is connected to your organisation, shown by the following table (use all modifiers that apply):

Connectedness...........Intuition save Modifier
Your Organisation........... - 5
Related Organisation..... + 0
Unrelated Organisation.. + 5
Your Base of Operation .. - 5
Same country.................. + 0
Neighboring country....... + 5
Distant country............... +10

If you succeed, you find someone within the group who has a helpful attitude towards you. If you fall short of the groups intuition save by 5 or more you antagonize someone in the group; decreasing there attitude towards you by one step (see diplomacy).

Add bold (It's currently unclear if this is part of Find ally) - "Garner Favor: With a successful check (DC 20 + creature’s CR) you can compel an NPC to grant you some boon or perform some favor"
(This seems a separate ability to Find ally - alternatively clarify that this is only usable on the ally found)

Bluff, Inuendo: Change "decipher the message by succeeding at an opposed Deception check." to "decipher the message by succeeding at an opposed Bluff check."

Endurance: Change "Run: A character can run (4x normal speed) or otherwise maximally exert himself (such as fight) for a maximum number of rounds equal to 10 + his Endurance modifier. After this time, he or she is fatigued and must rest."

to "Exert: A character can exert himself (e.g. run, fight or cast spells requiring concentration checks) for a maximum number of rounds equal to 10 + his Endurance modifier. After this time, they are fatigued and must rest if able. If the character wishes to overexert themselves they must make a DC 15+1 "per round of continued overexertion" Endurance check or become Exhausted. An exhausted character who is fatigued or exhausted in this manner feints from Over-exhaustion - falling unconscious for as many minuets as rounds of overexertion they performed (min 1)."

Perception-change "invisibility provides no bonus to this check (unlike in the core rules)" to "invisibility provides a greatly reduced bonus to this check, see Chapter 7. Spells" OR repeat invisibility change in the spells chapter.

Perception: add to the Search table a line:
"Documents, offices, scrolls use Administration or Linguistics"

Other

Spoiler:

Wizard
Consider adding "Eldar Craftsman: You gain a +1 competence bonus to any Craft skill of your choice (counting as a virtual rank towards Caster Level requirements of crafting items)" <similar to skill focus craft>
OR Consider changing Page 2 - artificer "and receive a +4 competence bonus on Craft checks to create items (counting as a virtual ranks towards Caster Level requirements of crafting items)" - <probably not both!>

Evoker - Change "School Powers: In substitution for one or more of the school powers described below, evokers can select bonus feats such as Blistering Spell, Brimstone Spell, Irresistible Evocation, Piercing Cold Evocation, Searing Evocation, etc. " to "School Powers: In substitution for one or more of the school powers described below, evokers can select any "Evocation" metamagic bonus feat (such as Burning Evocation or Irrisistable Evocation)."

Fighter:
Grit Change "Each time you confirm a critical hit while using this ability in the heat of combat, you regain 1 round worth of use" to "During the heat of combat each time you confirm a critical hit during a round in which you have previously used grit to gain the effect of a hero point or gain the use of a combat feat you regain 1 grit" <leaving the rest of the sentence notably the clarification that it doesn't count if you used the grit to confirm the hit>
Additionally change "When you reduce a creature to 0 or fewer hit points while using this ability in the heat of combat, you regain 1 round of use" to "During the heat of combat each time you reduce an enemy to 0 or fewer hit points during a round in which you have previously used grit to gain the effect of a hero point or gain the use of a combat feat you regain 1 grit"

Bard
Change "Elder Kantelist (Ex):" to "Elder Kantelist (Ex) (Minstrel or Skald):"

Ranger Favoured enemy adaption - many errors in the list:
 Animals, magical beasts, and vermin: Great Fortitude, Iron Will, Lightning Reflexes
 Constructs and oozes: Great Fortitude, Iron Will, Lightning Reflexes,
 Dragons: Great Fortitude, Iron Will, Lightning Reflexes,
 Fey and plants: Great Fortitude, illusion resistance, Iron Will, Lightning Reflexes to Arcane Defense Illusions
 Giants and monstrous humanoids: low-light vision, low-light vision, repeated
 Outsiders and aberrations:Great Fortitude, Iron Will, Lightning Reflexes,
 Undead: Great Fortitude, Iron Will
I suggest removing all saving throw feats from the table and replacing them with a static "+2 to Fort(etc)" saves as the ranger is only lacking in will saves and changing the save feats to the "Improved" versions will be strong; as with a swift action he could swap between different improved save types could stack up a lot of re-rolls a day! Finally the save bonuses given do not quite match your introduction table.

Favoured weapon - change "By calling upon the aid of nature spirits when you prepare spells, you can imbue your weapon with a +1 enhancement bonus per level of the highest-level spell you prepare" to "By calling upon the aid of nature spirits when you prepare or rejuvinate spells, you can imbue your weapon with a +1 enhancement bonus per level of the highest-level spell you prepare or spell slot you have access to"

The ranger's barksin lore is weaker than the fighters armored flesh talent which, in turn, is weaker than the monks ironskin sutra... the Barbarians Beast hide rage power seems good, but still not as strong as the monks (stacking with totem powers, but not amulet of natural armour) - Consider standardization of these.

Possible introduction addition(I suggest you ignore this, but was in my head): You could state that if you gain Low light vision from multiple sources you automatically gain "Superior low light vision", tripling the distance seen in darkness... quadrupling it if you gain it from three sources etc.

A little more on Secondary skills...

Spoiler:

Kirth Gersen wrote:

1) I'd do it, except for the sheer number of people who try to do things like take Profession (Acrobat) instead of Acrobatics.

2)Profession ONLY for skills that involve some service-industry thing; Driving (think Grand Prix, not Miss Daisy) wouldn't be a Profession skill

If you want to change it I think two rules additions would allow this:

1) Profession, and secondary skills in general, cannot duplicate the function of Primary skills; Thus any secondary skill that replicates the features of a primary skill (such as Profession (Acrobat) or Profession (Escapologist) are disallowed.

2) After a section on how profession skills are to represent service-industry skills add: in a fantasy setting Profession (Drive) represents the skill for coachmen, couriers, hauliers, and wagoners - exceptional levels in this ability can represent exceptional abilities; flying zeplins, dog fighting on academical gliders, ben-hur chariot races and the like.

Then it covers the standard service industry aspect, and for PC's allows great feats of daring do!


Serenity-point to possibly ignore! :D
Spoiler:

You have weakened serenity so that it does not move your will save to a different type of save; however it still has a hefty Cha pre-requsite; which effects mainly melee casters... it's quite possibly not an issue; but reflexive shot etc does not have a Wis pre-requsite.

Edit: I'm feeling more strongly that this prerequsite overly inhibits the half casters (Monks and Rangers) who want to access their spells with Wis, cast them with Cha, and fight with the other stats.; it prevents the uber druids and clerics from doing melee and being awesome at spells, but I rely feel for the half casters!

Change: "Prerequisite: Cha 13." to "Prerequisite: Cha 13; or four levels in monk, ranger or prestige paladin"

God Bless,
james


Just a few more

Spoiler:

Incarnate: Mystery Spells: "At the indicated levels breaks" should be "At the indicated level breaks" on pg 1.

Monk: Advanced sutras: Unstoppable is missing from the initial list

Feats: Sixth Sense: "You gain a +1 dodge bonus to AC and Reflex saves, during surprise rounds and against traps..." - remove the comma before "during".

Feats: Alert Bodyguard: "If you have at least 6 ranks in Perception and the improved uncanny dodge ability, your ally gains the effects of that ability as well." - there is no improved uncanny dodge defined, as it has been combined into normal uncanny dodge.

Races: Mountain dwarf paragon: Natural Armor (Ex): "At 4th level, your skin beginsa to become as hard as the metals you work at yourf forge." should be "At 4th level, your skin begins to become as hard as the metals you work at your forge."

Sovereign Court

browsed the stuff, I like it :)


Rangers -- the ability to ignore prerequisite feats for Combat Style Feats, to my mind, was largely a relic of the "feat chain" system in 3.0/3.5/PF. Making feats scale, rather than link together in chains, has alleviated that concern. Therefore, combat styles have been modified as follows:

Spoiler:
Combat Style Feat (Ex): At 2nd level, you gain a bonus combat feat for which you meet the prerequisites. You gain an additional such feat every 4 class levels thereafter.
If all of your combat style feats are in a reasonably well-defined “style” (e.g., archery, two-weapon fighting, mounted combat, or whatever), then with the referee’s approval you can gain other special abilities that also tie in with that “style” in place of feats. For example, a ranger specializing in mobility, who takes the Spring Attack and Skirmish feats, might be allowed to select the fighter’s Mobility stance as a 10th level combat style feat.

The entire appendix full of examples can then be removed.

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber

I have a flash drive with me for anything you'll be ready to pass on tonight Kirth.


TOZ -- I still have the corrections from the last 2 pages of this thread to fix this weekend! Would it be OK if I emailed everything to you next week?

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber

Just letting you know so you have all options available.


TriOmegaZero wrote:
Just letting you know so you have all options available.

... and options are what Kirthfinder is all about! Well said, sir. And thanks.


Disclaimer: This is James Harrison on tshakah's computer.... :D
I have not had time over the past few days for more proofreading - but I intend to try and swiftly move through the classes this week and continue to post changes as I find them - though I think now they are all much smaller than before as I'm moving into pre proofread territory!
Sorry we cant proofread faster!
God Bless,
and keep up the awesomeness!
james


Just a reminder: anything posted after tomorrow is past the deadline, and won't appear in the final rules when TOZ posts them.

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber

I'll be out of the house until late tomorrow night, but I should be able to post it up before bed.


Unfortunately, I left a note to myself that I needed at the office -- damn memory is no good anymore now that I'll be officially an old person in a couple of days.

I'll still finish everything else today, and then fix that stuff and email everything to you tomorrow night. No hurry posting it -- I doubt there's sufficient demand that people will be battering at your door, and it's not like it's a paid gig!

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber

I wish. I'd start rewriting 3.5 tonight!


heliopolix wrote:
Since the fighter will likely have more bonuses to his attack roll than 1d20+BAB+STR (such as weapon focus, magic weapon, etc), I feel that the caster should be allowed to add any Spell Penetration bonuses he might possess to the roll to penetrate the fighter’s spell parry.

I really like that! Consider it done. Assimilating your other comments as well.

Liberty's Edge

Hey, sorry for ditching on the proof-reading jobs. I got really busy with university work. Looking forward to seeing the final copy :)


As the saying goes: "Real life: it happens."
Good luck with the work load!


Kirth Gersen wrote:
Just a reminder: anything posted after tomorrow is past the deadline, and won't appear in the final rules when TOZ posts them.

Ok I won't go through the remaining bits ! Huzzah we are finished!

I will bother to put my last few notes down however, they were written before the deadline and not uploaded!
God Bless,
James
PS it's been an experience helping :D
Spoiler:

Wizard

page 2: Delete ", nor can you gain an additional option through a feat or other class feature." based on previous conversations, move to diligent preperation

Diviner specilist bonus is + 1/2 level, shou it be + specilist bonus (there first specilist bonus ability)

Apendix A. Arcane focus: Change "If attempt to cast a spell without your bonded object worn or in hand, you must use the normal material components, and must succeed at a concentration check (1d20 + your wizard caster level + your Intelligence modifier) or lose the spell. The DC for this check is equal to 15 + (2 x the spell's level)." to "If you attempt to cast a spell without your bonded object worn or in hand, you must use the normal material components, must always make concentration checks to cast (even if in restfull conditions) and all such concentration checks have there DC's increased by 5"

These last two are just thoughts:

Staff: Selete bold "Spellstaff (Sp): A 1st level bonded staff is treated as a Staff magic item", even if you do not have the Imbue Item feat." as you may only take the staff if you are a generalist you must have the imbue item feat... (Unless you gain this through a feat, yet I feet the staff should be reserved for the generalist)
"When fully charged, your staff has a number of charges equal to 1 + half your class level (maximum 10)" no real reason it couldent have 11 charges at 20th level - it's an awesome cool wizard staff after all!

Skill Ranks per Level: 0 + Int modifier; this just seems so harsh...


JamesHarrison wrote:
Skill Ranks per Level: 0 + Int modifier; this just seems so harsh...

Consider it this way: generalist wizards get 2 bonus skills, = 2 skill ranks/level, +1 secondary skill rank/level, + Int bonus ranks/level... meaning that they're getting MORE skills than in a straight Pathfinder game. Indeed, a generalist wizard with Int 16 is getting 2+1+3 = 6 skill points/level, as many as a Pathfinder bard or ranger. The only difference is that two of them are pre-selected.

The "0" was to avoid having most wizards maxing out Acrobatics, Perception, Stealth, and a zillion other skills just because their Int bonus gave them so many skill points to spend (and, yes, we did see this happening).

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber

'0'?

Oh snap!


In this case, "0" = 2.
Or, if you're comparing with straight Pathfinder, "0" = 3.

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber

Tonight will be a good night!

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