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So, I should really be in bed, sleeping. But I can't.
Sleep eludes me because I've got too many ideas, some probably great, some probably terrible, some probably just okay, all very likely silly, but buzzing in my brain and preventing me from sleep.
Ideas revolving around our collective favorite game. Ideas that, in all likelihood, will be gone in the morning once I finally do get to sleep.
Does this ever happen to you? It sure does to me, like tonight. So, I'm creating this thread.
This thread is for a single purpose: put down some of your zany, ill-conceived, late-at-night (or just all-day-thinking) ideas for game crunch, fluff, or anything else that's going through your head dealing with Pathfinder, or maybe even 3.X... maybe even 4E, or other systems!
Regardless, name the system at the beginning of the post (I suggest making the system name bold, bigger, and "ooc" with the appropriate tags, all of which are listed below. It'll look like this), and jot down what you're thinking thereafter. It doesn't need to be polished. It doesn't need to be good. You might reject it later, as an idea, or it might look stupid in the morning. Or someone else might take it and run with it, coming up with an even better idea, or a refinement. But this is a late-night notepad for our collective conscious to jot stuff down.
"Iron sharpens iron", notes the Bible, and it applies here too. Let's sharpen each other - enrich each others lives - even with only our idle wonderings. Let's see if something can be made. Feel free to quote and critique ideas, too. Make it constructive, or at least gentle, please!
Regardless: enjoy! And please put your own ideas in here! I'm not interested in just writing in this place alone.
EDIT: Devs, let me know if this is in the wrong spot, or change it!
Bold: simply put  brackets with the letter "b" (no quotation marks) inside them before the word or words you want bold and "/b" inside another set of  brackets afterwords.
Bigger: simply put  brackets with the word "bigger" (no quotation marks) inside them before the word or words you want bold and "/bigger" inside another set of  brackets afterwords.
OOC (stands for "out of character"): simply put  brackets with the word "ooc" (no quotation marks) inside them before the word or words you want bold and "/ooc" inside another set of  brackets afterwords.
You can affect the same word with multiple tags like that.
So I've been thinking about lots of things lately. One, is "what happens to magic above 9th level spells".
One idea that occurs to me is to bump the lower-level spells up a notch, and slowly increase the at-will potential stuff, and the other levels' spells per day too.
So for example, what happens when a sorcerer, wizard, or other full caster hits 21st level?
"Cantrips" and all the rules thereof are auto-heightened to first level and include all 1st level spells.
That means your first level spells suddenly become at-will. This doesn't negate the other 1st level spell rules - an expensive material component is still expensive. What this does mean, however, is that you now get your magic missiles, burning hands, and charm persons at will. You retain all your cantrip slots as well as your first level class slots, but they may now all be divided among first- and zero-level spells (all of which are now first-level spells). Your bonus spells for your intelligence score "roll up": you must have one more bonus spell for each spell level than the one above it. So, for example, let's say your a wizard and have a nice high INT: 36 with the appropriate item! That nets you a shocking four bonus first level spells! You would be able to put all four into second level spells or three into second level and one into third (that way your second level bonus spells outnumber your third by at least one).
This continues at 23rd level, rolling Cantrips up to 2nd level spells. Your seven bonus spells (four from first level and three from second) are now divided between 3rd level and higher: you could have seven additional 3rd levels, six to four 3rd-levels and one to three 4th-levels respectively, or even four 3rd-levels, two 4th-levels, and one 5th-level!
The Cantrip roll-up continues to 3rd level spells at 25th level, 4th-level spells at 27th level, 5th level spells at 29th level, 6th level spells at 31st level, 7th level spells at 33rd level, 7th level spells at 35th level, 8th level spells at 37th level and, finally, 9th level spells at 39th level. At 39th level, all your bonus spell slots are used for metamagic slots for spell slots higher than 9th level.
Anyway, it's not a complete set of rules, but it's something I've been mulling over.
So, if you know me, it's probably no secret that I like the idea of gods, statting them out, and the like. I'm interested in what that would look like, how it impacts the setting, and the nature of what it means to those "lesser".
I've done many takes on gods in the past, but here's one.
While I don't have the time tonight, it would be fascinating to take all the divine spells (specifically the buffs), look at what they do, and then take the highest bonuses possible with all of them combined.
So, say, the difference between a Bless spell and an Aid spell. In this case, the Aid is the better option: both give the same morale bonus, but Aid also gives temporary hit points, so we'd go with that.
Anyway, continue to compare and examine all the different bonuses. If there are different bonuses (morale, luck, etc), they stack, as normal. If there are similar bonuses, you only pay attention to the largest one, as normal. Once you've found the literal optimal, maximum possible collection of bonuses, you add all those together. Immunities (spelling? spell-checks got nothing), resistances, etc, all of them.
Gods get all those bonuses and benefits at the same time. Not by spell, not for a certain number of rounds in a day, but automatically. This is a supernatural ability. What this means is, when a cleric (or oracle, or druid, or whatever) uses a spell that grants a certain bonus to someone, what they're really doing is imitating the godly essence: they're using a magical spell to grant a small fraction of the divine perfection that gods have inherently, just by being gods.
This also grants a pretty decent concept for what it looks like when someone ascends. What's a person get from all that ascension anyway? Well... this, for one.
Of course, this could be tricky. What about shape-shifting? What about size-alteration? Stat bonuses? Temporary hit points? I don't know. I'm just a guy wracked with insomnia throwing ideas around for now.
I would tend to think that gods get their stats "re-rolled" as it were, to all 18s, with a +6 inherent bonus (one higher than mortals get to have), in addition to their racial traits, level-bonuses and the like.
I'd also suggest that all gods can channel energy, like a cleric of their hit dice (whatever that is), but gods probably get more "tricks" with channeling it than clerics do with theirs.
Anyway, that's what I'm thinking tonight on that.
Considering a Reincarnated Druid NPC as a viable contact/healer for some PCs. Add in a penchant that he'd loves reincarnating all that fall around him should be good entertainment alone. Considering adding a much lower level ranger helper as a sidekick for him. The sidekick will be loaned out to provide some support. Like any good sidekick, he'll die.
Yay! Another person posts!
I like the idea. You might want to kick around the idea of a homebrew feat or some powerful magic item that allows him to reincarnate for less (though, of course, you don't have to let the PCs know that).
And a dead sidekick only stays dead for so long around a reincarnating druid! Eh? Eh? :)
I can't remember some of my other ideas right now, but I've got to thinking more about the gods, so I'm going to jot these down too.
I'm also toying with the concept of gods, class levels, class abilities, and who gets what and how.
Smite abilities and auras - similar to paladins - seem to make sense for gods, but so do inspirational elements like bards. I'm considering taking a bard's highest bonus (or penalty) they can grant in a single field, double that, and apply it across the board to all the things a bard can affect. Gods can do that to people. Something like Smite Evil, only it affects alignments opposed to the god's own, and the various auras seem to make sense too.
For class abilities, something like "what's the greatest that this class can do in all fields" and just grant them that as an ability, rather than having them level up in a given class. They're kind of "classed" that way, but it saves the GM a hassle of going through the level-up process with a given class.
Also toying with the idea that they all auto-gain 20 levels of cleric-derivative/paladin-derivative gestalt (with d12 all good saves and 8+skills instead), gestalted with one more class, either one they had when they ascended, or, if they had cleric or paladin, replacing that with an appropriate one for their "style" of things.
But I'm not tied to this idea, as it could lead to them feeling very "samey".
Also they'd likely have their domain and sub-domain abilities at will.
So I remembered one idea I had. It's amazingly derivative, but the idea involves a very ridiculous, yet (mostly) well-balanced party, based off of things I've seen recently on these boards.
EDIT TO CLARIFY: absolutely none of these are my original ideas. I entirely stole them all off of these very boards when people were talking about their character concepts. They just sound fascinating together as a party, which occurred to me tonight.
* Stupid sorcerer with a really smart familiar.
These are the ideas, as ridiculous as they are, but they actually make a surprisingly well-balanced party, at least at a light glance-over. A powerful face and healer (the inquisitor), a decent mage (sorcerer), a sneak with trap-stuff (ninja), and a powerful tank-like damage dealer (swashbuckler). It would be fascinating to take a party like this through an adventure. I'm not likely to ever do a Play-by-post, and I'm certainly not going to force characters like these on some players. But it sounds like a blast. Also, it could make for some great fiction.
Pathfinder ... sort of.
So I'm thinking of running a one-player campaign for my wife set in a Hellenistic-ish campaign setting (more like a suite of "classical" lands of antiquity) where the primary character is a daughter of Dionysis after a tryst during one of the mystery rites. Her mother is a powerful oracle "blessed" by the fickle god with direct divine power.
I'm thinking of setting the daughter up (considering it's a one-player campaign) as a godling-derivative (from super-genius games)/oracle (with no curses) gestalt-like-thing.
Kicking around some ideas for how to represent this.
Pathfinder/3.X ... sort of. 4E Flavor/Crunch probably applies as well.
Probably the last one for tonight.
Something else I'm working on running currently is a Star Wars d20 game. I've already made some substantial adjustments to the character creation process (giving more skills, focusing on flavor for the characters, altering some of the basic stats, etc) and semi-sort-of half-Pathfinderized*-it. Ish.
We then played one session and ended in the middle of a battle.
Other changes I'm thinking of making (as this will be run by emails and phone calls) include completely dropping the ability scores and going only with the modifiers, reorganizing skills under their ability scores, and adjusting the action economy.
If iterative actions are taken (such as a full-round attack) you take a -5 penalty for each action category lower than what you are using to perform the action.
You can take a total of four actions (as described above) plus free actions.
So, for example, a full-round attack would be:
The idea being that each iterative action in a round, you're using up a smaller/faster action to perform, making it less precise and less ideal.
This applies to skills as well as attacks. Your speed (measured in meters) is treated no differently in this event, so it decreases by five meters for each other action you take (to a minimum of a one-meter step). Moving is a move action (obviously). There are some skills that are move actions too (these take penalties as above).
You may always use a "larger" action to take a "smaller" one with no penalty. So if you want to move your full speed twice in a round with no penalty, you may by sacrificing your standard action. If you wish to perform three minor actions in a round, you may without penalty.
Obviously, this is heavily house-ruled. This doesn't begin to cover the sweeping changes I'm making, but this is what I'm thinking about for now, as a basic introduction.
Welp. To bed with me! Huzzah!
* That's totally a word now.
Well as a fellow insomniac with feverish waking dreams of improbable power and unusual composition, allow me to add to this thread. Btw its 1 am here and i consider that early...
The raging gunslinger
so heres the plan. you play as a regular gunslinger till level 5, tough it out through level 8 and become a one shot wonder at level 9. at level 11 you can grab improved vital and do even more. Normally im not a fan of vital strike but this is a special case and worth mentioning.
build a bleeding fist unarmed fighter.
The druid pounce team
The FEAR Rat.
more to come...
So, it bothered me enough to put my money where my mouth is. Sort of. This is actually going to take quite a bit, so I'm going to provide one proof of concept, and then, to speed things up temporarily, just providing links to relevant spells and maybe work on this later.
So: godly spell immunity that a deity would automatically get.
Godly Spell Immunity wrote:
Base source: Greater Spell Immunity Presumes a caster level 40th.
Other valid spells:
So, taking all the bonuses at their most basic and just dropping them down below (ignoring some of the more complicated elements, like the wind's vengeance thing up top, and not adding the sum totals, yet) we get:
+2 bonus to attack and diplomacy
enemies take a -3 penalty to attack and saves, a -2 penalty to AC, and a -1 penalty to damage rolls and skill checks)
SR 25 against <aligned> spells., 12+"caster level" in general
Triple normal carrying capacity (this doesn't affect strength directly)
Increase all speeds by 30, gain 60 ft swim speed and can swim through the air (granting effective fly speed), able to breath air or water, don't need to breath at all; immune to the harmful effects of the god's own plane and also one other plane of the god's choice; all gods gain the benefit of one oracle's curse of their choice (but none of the penalties); air walk; stand up as a swift action that doesn't provoke;
Cast all spells of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.
immune to death spells and magical death effects, to energy drain, and any negative energy effects, including channeled negative energy, and attacks of opportunity, fear effects
Energy resistance (all) 30
gain 1 hero point per round (based off of Heroic Fortune - this kind of divine power would really set a god off from mortals, considering what this can do! [also, can roll 2d20 and take the better for any d20 roll once per round, and can double a single morale bonus once per round]
Also, gain 1 additional attack per round at the highest base attack bonus in addition to any other actions in a round
+4 enhancement bonus to all stats
Height doubles, weight increases by a factor of eight
Emanate aura that shakes enemies within 30 feet (frightens them for 1d4 rounds if they attack you in melee)
additional based-on-alignment stuff wrote:
... now that I think about it, a great number of area-based abilities would be very useful in a (un-)hallow/(con-/de-)secrate-like affect, tied to each god. Effectively, its worshipers would receive all the possible divine boons within the emanation, while worshipers of its foes would receive all the penalties.
But not tonight.
Alright. I think I'm done for now. Happy Insomnia everyone!
EDIT: for some serious tag fixing!
As I lay awake in bed I've always wondered if others house rule that Outsiders (those formed from souls specifically) gain a limited form of regeneration. Their immortal soul tries to slowly rebuild them back to ideal. Basically after a month or two they'll regrow a limb. Punch a succubi's teeth out, she'll have them grow back in a week or so.
So, after looking it up, their DR is overcome by cold iron or good (in the specific case of the succubus). After looking up a few other demons, the specifics vary, but pretty much good, cold iron, either, or both will work to overcome DR, if they have any.
So my suggestion for outisders without otherwise specified information is that chaotic outsiders have regeneration that's overcome by cold iron, lawful creatures by silver (ala devils) and any outsider's low-grade regeneration of this kind can be overcome by an alignment opposed to its own.
One other idea worth noting is that bless could also shut down the regeneration and allow a fiend to die (or a curse or something for a celestial).
At any rate, this would only apply to outsiders without normal regeneration noted.
Anyway, at some point soon, unless someone else wants to (hint, hint! :D) I'll take a look at the inquisitor.
So, even though it's not current insomnia, two things have kept me awake at night recently. I've posted about them in the forums elsewhere, so I'm just going to quote myself here.
I really think the potential of reorganizing the charts to be far more simple and concise would help a great deal for space-saving reasons. Each class would still need a chart, of course, but it would be a much smaller chart, as you're not trying to reprint the same information over and over every page or so. But this really isn't new mechanics, so on to...
That link only leads right back to this thread. So I'd really appreciate feedback on that, if you don't mind.
What I'll need feedback on:
1) how do you handle spells
2) how do you handle opportunity actions (more than just attacking) and reactions
3) should saving throws count against opportunity actions
4) along that lines, should feats like "lightning reflexes" allow more than one save in a round
5) how would all this affect the caster/martial disparity (on the surface, it may seem to give casters an advantage... but I'm not so sure, especially if spells tended to take up multiple actions in a round)
6) what about skill-monkeys: this might actually empower them, even in combat-type situations, as they'll be able to do a number of swift or minor actions while taking standard and move actions as normal. This could bring the rogue up to snuff.
Now, I know I'm not presenting a full system here. I'm not trying to. I've so many swirling, conflicting ideas about how to handle this, it's hard to even write anything down right now. But if anyone would please care to playtest this, I'd greatly appreciate feedback. Just remember to tag your feedback " Pathfinder ", as I mentioned above!
In response to Tacticslion's proposed alteration of the Action Economy.
1) Spells won't really change unless you decided to alter some spells to take advantage of the 'minor' action. A spell that takes a Standard action to cast normally, would still take a Standard action to cast in your new system. Unless you specifically choose certain spells that will be cast differently, not much will change. However, there is something that will change and I will cover that later.
A thought occurs to me about this that I will add into an 'ideas' section later.
2) What do you mean by 'opportunity actions' you referenced? Do you mean Attacks of Opportunity? If so, I'd propose to leave them the same. If someone performs an action that would provoke, then an Attack of Opportunity can be made.
The only other thing that comes to mind is 'Immediate' actions. I think it would work fine in this new system to keep it the same as it is in the old. An Immediate action uses up your Swift action in the following round. I have a thought on this that I will include later.
3) I'm not sure what Opportunity Actions are exactly, and why they would involve saving throws. I know you mentioned Opportunity and Reactive actions, but you didn't really clarify what they were. So I can't really reflect on this.
4) What do you mean by more than one save? Like being able to save twice against a Fireball because you have the Lightning Reflexes feat? It's an interesting thought, but I feel some people would feel cheated by it. Consider this, there are some characters who have saving throws that are low enough, that only a Natural 20 will let them make it. For example, Lydia has a Reflex of 10, but the DC for the Reflex save is 30. Only a roll of a Natural 20 would make it. If she took Lightning Reflexes, her Reflex Save increase to 12, meaning she needs an 18 or better to make it. Her chances to make the save increased from 5% to 15%. Contrary, the chances of you rolling a 20 out of two rolls of a d20 is 9.75% so you're actually better off with the flat static bonus.
5) Well, as written, this system could give a huge boost to martials, as they can now move, and get, somewhat, of a full attack. Even at low levels. As you have written it, a Martial could, at first level (not including ability score, feats items etc) make an attack routine of +1/-4/-9/-13 against an enemy. Sure, the third and fourth are unlikely to hit, and the first and second depend more on the die roll than the bonus, but anyone can roll a 20 right?
Considering the average AC of a CR 1 opponent is supposed to be 12, if I recall, the first and second attacks 'could' hit, and the third and fourth attacks could just be lucky rolls. I myself have rolled 5 natural 20s in a row when making a full attack with a bow, for 2 crits and a third hit (but no confirmation). Granted, the odds are heavily stacked against a player depending on such rolls, but considering the average attack bonus for a level 1 Fighter is roughly +5 (on the low end), you could see an attack routine of +5/+0/-5/-10 and it wouldn't be unreasonable to see three hits in a round on a semi-regular basis.
However, Casters also get a boost too, because there quite a few spells that can be directed or moves via a move action, while they cast another spell. So with your new system, said Casters could cast a spell, direct a Flaming Sphere, and then move via their Swift and Minor actions.
There is something else, however, that I feel I should mention. Depending on how you word the writing for the system (unless this will just be all explained at your table, no need for written rules and you'll work it out as you go), Casters could totally demolish martials, even at lower levels. Why? Because it's implied you can submit your 'lower-level' actions for 'higher-level' actions. So it could be possible to cast up to 4 spells in a round, albeit with penalties. But penalties to *what* exactly isn't well defined. Currently, it's only to attack rolls. So if I prepped 4 Magic Missiles, I could just ignore those penalties. Same thing with 4 Fireballs, or other spells that don't rely on an attack roll.
You could make those penalties apply to damage dice, Saving Throw DC, effective Caster level for determining Rounds or any number of variables in spells. For instance, a 10th level Wizard could cast 2 Fireballs and the first one deals 10d6 damage, while the second one could either:
6) It could help Skill Monkeys, but the only one it would really affect is the Rogue. Most other Skill Monkeys can get along just fine in combat as many of their Skill Checks are made while making another action. For instance, Knowledge checks don't normally take an action, and Stealth can be made as part of a Move action. Most skill checks made in combat, are usually made as part of another action, or take up no action at all. The only time I can think of off the top of my head where a Skill Check takes up an action, is using Perception to find an Invisible opponent.
Besides, I think the Rogue's main problem is the fact that, for the most part, every other class can do what the Rogue can as well or better than the Rogue can, with the exception of Sneak Attacks and even then, some Archetypes grant it! The Rogue is a flanker class, but he can have trouble hitting sometimes. That and there is a startling number of creatures, classes and monsters that can't be flanked (whether it's Imp. Uncanny Dodge or All-Around Vision).
Like I mentioned, the problem comes from other classes 'doing the Rogue better' than the Rogue. Bards are better Faces and can use spells to shore up any Skills he's lacking on. Clerics, with Wisdom as a primary attribute, are better spotters, Fighter's can add Strength to Intimidate, several classes have Acrobatics, and just about every class has an Archetype that allows them to disable Magical Traps like a Rogue does.
When Pathfinder first came out, I thought the Rogue was a wonderful class, but as Archetypes were released, it just became more and more obvious that Paizo wanted to give all of the Rogue's toys away to the other children.
Hmm, let me look back so I can reacquire my train of thought...
Ok, so I've got Spell Casting Components, additional Immediate actions, there was a third one, but I can't remember it.
Now what do I mean by Spell Casting Components? Well it's kidna hard to explain and might require a lot of work. But the basic gist is that the more Components required for the spell, the longer the action it takes to cast.
There are (V)erbal, (S)omatic, (M)aterial, and (F)ocus/(D)ivine (F)ocus Components included with each spell.
Perhaps you could find some way of mixing those Components into determining the actions require to cast a spell. For instance, say a Spell has the Verbal and Somatic Components, this means speaking and gesturing (forming hand symbols, waving arms, yadda, yadda, yadda). That means it requires the expenditure of at least 2 actions (starting at Minor and moving up) to cast. So a Verbal and Somatic Spell would be cast as a Move action. A Verbal, Somatic and Focus spell would be cast as a Standard action as it has three Components.
I skipped over Swift as Swift actions can be taken away via an Immediate action the round before, or be used up as part of a Quickened Spell.
Not a very well fleshed out idea, and it would further hedge the Disparity in favor of the caster, unless you limited to 1 Spell could be cast a round, barring certain circumstances, such as Quickened Spells, Immediate Action spells (like Feather Fall) etc.
Also, to tack along with this idea was certain Metamagic Feats. Feats like Silent or Still spell would actually reduce the casting time. By removing the Verbal Component from the Spell, you could reduce the Action cost by 1.
If you were to include such an idea, along with the limit of 1 Spell per round barring certain feats or spells, it might be interesting to see what exactly a Wizard would do with his Standard action. You might have to include the activation of certain items, like Wands, Scrolls Staves etc, into that limit of 1 spell per round.
Also, the actual casting time of the spell over-rides the Component breakdown. So if a Spell specifically calls out 1 Full Round, then it costs 1 Full Round even if it only has Verbal as it's Components. That way you don't get 1 Actions Summons or Scrying etc.
Idea, Part the Second
Much shorter than the last one, I assure you. This one is pretty simple; anytime you make an Immediate action, you can choose to expend a higher-tiered action, to gain another Immediate action. For example, one might need to cast two Feather Falls because someone is out of range of the first, so instead of using up his Swift Action for the next turn, he can choose to use up his Minor Action to gains an additional Immediate action. If he instead gives up his Move, he gains two additional Immediate actions, and he gains three additional Immediate actions if he gives up his Standard.
Kind of an oddball idea, but it popped in my head and I figured I'd toss it out there to merge with your Action Reorganization.
Anyway, that's all for now.
Tels, you've got some great ideas, and Evil Lincoln, I'm looking forward to you posting here! A lot!
First, Tels, I'm actually borrowing some pages from 4E's books, so to speak, but looking at them through a d20 lens, if that makes sense. This general idea (that of multiple actions to get full attacks) in its most basic form has been percolating around almost since I started playing the d20 system, but until 4E I never had the clarity of thought to describe iterative smaller actions, and when combined with the 3.5 (and now Pathfinder) idea of swift actions creates the suite you see before you up there.
Alright, see, this is exactly the kind of idea I was trying to get across and doing so poorly at. By making the components actions, it means that mages have to be doing stuff to cast spells instead of just saying "I cast the spell".
One thought that occurs to me, is splitting the (S)omatic components into two: (G)esture components, and (D)ance components. The one (gestures) would be something akin to a swift action, while the other (dance) would be a move action. That was exactly my point: that casting spells requires multiple actions for a single spell, thus pulling casters more into line with martials: martials have the variety to do things, whereas casters do not. And all spells require a standard action to cast.
This would, of course, require re-balancing components along the new action economy. One other thought that occurs to me about this, is the hard limit that material components forces upon casters. With a (V), (G), and (M) spell, that's their standard (to cast the spell), minor and swift (to gesture and to acquire the material component) and their free actions (to recite the spells). That only leave their move action to do anything with. And any spell that requires a (D) would suddenly be a full-round action anyway.
There would be spells that require longer casting times, but I'm wondering if I should borrow another page, and make some spells have an (R)itual component. Spells like Identify, or other spells that have long casting times have you could be "ritual" spells (though they are still spells).
Anyway, the real benefit of the quicken spell is that it would reduce all the normal actions it takes to cast a spell into a single, swift action... but the trade-off is that, in order to cast another spell, the mage is not going to be able to move: after all, a (V), (G), and (M) spell would automatically take up the rest of their actions. While Eschew Materials could definitely help with that, they'd be left with: a swift action.
And as for the 5-pt penalty for making a "spell action" more rapid? 5 Spell Levels. Given that a Fighter's BAB is it's main "make it work" schtick, this is roughly analogous to a spell's DCs - which are based off their spell level. Making the spell more rapid wouldn't increase the DC, but it would cost higher level spell slots.
An alternative, idea is that it could be made faster by adding +1 spell level requirement per component that has time reduced. Casting time from standard to move=+1. Material Component from swift to free=+1. Gesture from minor to swift=+1. (Verbals are already free). Net total: +3 to the spell level for one standard action (which can't, by itself, cast most spells). You could change the standard to a minor by sacrificing +2, or to a swift by sacrificing a +3, but you've already got swift and move actions taking up your spellcasting, meaning that you're not going to get too much benefit.
I do like your other ideas, too, though.
As far as opportunity action, I specify action, because I like the idea that said action doesn't have to be an attack, per se, but could be any action taken as the result of an opportunity (though in practice, it's probably usually an attack). As far as reactive actions, I wasn't sure if they should be one and the same, or separated from opportunity actions, thus the confusion in my words. This is all something that I've been mulling over for a while (and am just now putting into practice in a home campaign), and I've oscillated regularly on the hows and whys and whats. Part of the wording of the Star Wars d20 Revised Core Rulebook and the Pathfinder Core Rulebook have inspired some of the concepts (blending with a little 4E nomenclature) to create these, so I'm hammering them out with you.
The ideas include
My questions (for us as a community) are: are these the same? Are they different? How many of which does someone get in a round? What uses them?
So, if Opportunity Actions are different from Reactive Actions - how? Why? If they're the same (or if they're not): how many of those actions do you get in a round? Does taking an opportunity action count as a swift action? If so, that would mean that you lose a swift action next turn to take an opportunity action. Again, this brings up interesting possibilities for action economy, and it actually empowers martials when compared to casters... after all, casters need all those actions to cast their spells.
Anyway, that's pretty much what I've been thinking of.
And I see your point on the rogue.
Happy Insomnia, all!
Throwing in on the opportunity action idea...
Honestly, I feel like Standard + Move + Minor + Swift is too much; I'd drop the Swift Action. Four actions a turn seems like a lot. I see how they're all needed for the full iterative attack paradigm, though.
Tels, I literally wrote this up last night before I saw your post:
I, in a word document, for a Star Wars d20-based game this weekend, with a few tweaks for formatting wrote:
Anyway, although there's a little bit of ambiguity there some on purpose, some needing revising) and it's for a Star Wars d20-base game instead of PF (the Force Points make that kind of obvious), that's the most basic way I've set it up for now, as an alpha-style playtest (using this group as guinea pigs, so to speak).
EDIT: to give some more ideas about opportunity actions that, truth be told, are more like attacks than not. :)
I'm not sure I like the idea of Reactive Actions. It's very bad, mostly for PCs. Unless someone has, say, Combat Reflexes, giving him an extra number of Opportunity Actions equal to his Dex Mod, he only gets to make either a single saving throw, or a single OA a round. So a creature with poisoned claws, could make two attacks, and if they both hit, he automatically gets poisoned because he can't make a saving throw against the poison.
The same thing applies against other things too. Take two casters. Both use Dominate Person on the same guy, he only gets one saving throw and is guaranteed to be dominated by the enemy.
I know these are the rules for your Star Wars game, and since I've never played Star Wars, I don't know what powers and abilities are available in the game. But the same logic applies. Anytime there are two characters that can force a saving throw on a character, they are generally guaranteed success if they target the same guy.
By offering up Feats like Lightning Reflexes to allow multiple (I'm assuming Reflex) saving throws, you're forcing the players to take those Feats just to avoid an "I Win" situation from the enemy.
However, even though I don't like the idea of a limited number of saving throws a round, I will propose an idea for you.
Give a number of bonus saving throws each round off the ability modifiers. So if you've got a Con of 16 (+3) Dex of 14 (+2) and a Will of 11 (+0) they can make a total of 3 extra Fortitude saves, 2 extra Reflex saves and they can't make any extra Will Saves.
So in one round, they could make 1 Will save (because all characters get 1 save that uses up their Opportunity Action) 2 Reflex saves and 3 Fortitude saves. Anything beyond those numbers and they automatically fail.
You might include a rule to allow the characters with bonus saves in one category, to use up two of those saves for another category on a 2 for 1 ratio. So they could use up 2 of their Fortitude saves to make an extra Will save.
Feat Wise, I think you should keep things like Lightning Reflexes and Iron Will as is, but they give an extra save. So a character who takes Iron Will gets a +2 to Will saves, an an additional Will save each round.
You might also make a new feat Extra Saving Throw, that gives 2 extra saving throws that can be used for any category.
If you include the above changes to feats, I would suggest against allowing Combat Reflexes to increase the number of Saving Throws made each round, and that the bonus Opportunity Actions apply only to Opportunity Actions and not Reactive Actions.
See, I'm not sold on the whole single saves thing, either, but here are some of the ideas behind it:
1) Saves can be justifiably used as reactions to things that would cause them other than spells (falling off a cliff, dodging a falling rock, concentrating on a spell when hit, etc)
2) Considering how much effort a spell takes (I'll describe more in a bit, because I realized something I misspoke earlier), you're likely not going to have many spells
3) You always have the ability to give up a larger action for a smaller one (i.e. using up a minor action on additional saves, etc).
4) This means that the action economy remains important
5) I have other feats that augment saves, for now (which I haven't noted here, but that's mostly for time), but then again, I guess this comes down to simple semantics/fluff, so, yeah, I kind of do have those feats still. :)
Reference spells: before I said that all spells take at least a standard action in addition to their components. That isn't true, and isn't what I meant. That's just me being dopey. Sorry. What I meant is that a spell's action category (such as, "Action: Standard") tells you any additional actions that are required on top of their components. The "time" category then becomes a short-hand of an unmodified spell. What this translates to is the ability to have those swift- or immediate-action spells (such as Feather Fall), by simply not adding the Action: standard to it, and generally a mage will get a spell and a move action (due to all the stuff they do) or (by burning feats) a spell, move, and swift action.
Additionally, the use of the "one save, then an action" mechanic above, actually empowers martials slightly (at least in my head): while they slowly lose out on their actions by taking additional saves, mages - on average - tend to lose out more, because their spells (burned feats aside) tend to burn actions. Plus, opening up the door to make more things allow saves, means that casters will need them more.
All that said, I see your point, and am not entirely sold on the mechanic either. I'm just trying to think this stuff through.
EDIT: anyway, I'm really appreciating the feedback. It's giving me lots to think about. This is one reason I wanted to air it out, so that I had more than just me thinking about it. :)
Hey, my crew stay out.
Well, I've been musing on an idea based loosely off the Netherese Scrolls (in Lost Empires of Faerun, for the Forgotten Realms campaign setting) and the other artifact-type books, like the Book of Exalted Deeds/Vile Darkness, Libram of <~ Gainful Conjuration, ~ Ineffable Damnation, ~ Silver Magic>, Index of Alexandria, and the like (also a bunch of other artifacts related to the last king of Xen'drik, but that's not this project or topic, so I'm leaving it alone for now). The basic idea is that there are unfathomably ancient and powerful - and large - dragonshards that work kind of like a Spellshard (or more accurately, like an Aureon's Spellshard), only moreso. These might or might not be the actual shards or method that Aureon used, but they produce similar results, if you can gather and use them all.
Like the N. Scrolls, there are five sets of ten (for a total of fifty) that make up one set of the Shards, and each set of ten grants an additional benefit (plus three additional extra levels gained). These don't function exactly like the N. Scrolls, however, and require alignment sequencing to go through (though always moral sequencing, not ethical sequencing). You may pursue the shards in any order, but you must be the correct (currently moral) alignment of the one you are currently pursuing. I'm vaguely thinking of tying them to schools of magic but, of course, the current numbering system doesn't quite work for that - at least not evenly.
Anyway, and then there's the final trick: at the end, you lose your shadow and it becomes an advanced (probably greater or some other variant) shadow (possibly with a 3.5 shade template, dark template, or something similar) or possibly a shadow demon with levels equal to your own, only generally preferring things like the Shadow arcane school, the shadow bloodline (if using PF rules), or the Shadow Weave Magic feat and associated prestige class, or the shadow caster (from the Tome of Magic, perhaps with a Nocturnamancer PrC for flavor!).
I'm thinking of placing it as the result of a campaign in which Vol is seeking these ancient sources (after a hopefully-failed attempt on her part to harness the power of the Silver Flame directly from Flamekeep) in order to become a new actual god in Eberron (and return to life again: after 2,600 years, she'd need a 260th level cleric or 260 orange prism ioun stones to come back to life... and she'd definitely want a thought-bottle, too, first - rather hard to come by, all that).
Anyway, it's not tremendously detailed here, but that's the most basic gist of what I've been thinking on about it, for now.
Also, does anyone have an idea what the formula they used for getting Jaela's level in-Flame Keep (18th lvl) v. out-of-Flame Keep (3rd lvl)? I've got several possibilities*, but I'd like to know if they said anything (in order to make, say, new Keeper of the Flame in case Jaela dies.
* Some ideas: straight up "go to 18th level or your own, whichever is higher" [the most likely], or "your level +15" [also fairly likely], or "your level x6" [oh, mercy, not likely], or "add (your levelx5) to your actual level" [hahahah: no].
It's time for more outrageous stuff that I might never put into a game!
Without further ado, I present: artifact-like Magical Locations (as seen in the 3.5 book, Dungeon Master's Guide 2)!
And now, for the others!
Glory of the Magic and Mind Revealed (lesser) wrote:
Glory of the Magic and Mind Revealed (greater) wrote:
Glory of the Magic and Mind Revealed (true) wrote:
Alternate name: Glory of the Magic and Mind Revealed (epic)
Obviously, the above drawbacks tend far more to belong to the third edition rules than PF rules, however given the Codex of Infinite Planes, Deck of Many Things are part of Pathfinder (though those are legacy items), I think it still works. Besides, the Crown of the Iron King, Harrow Deck of Many Things (though this last is based off of a legacy item), and to a lesser extent the Totem of Angazhan all have permanent (at least semi-) negative changes to the bearer in question (and the Gem of Dreams applies templates to creatures!) make it look doable. Also, the Atrophied Lich template, there is precedent for permanently losing hit dice.
Still, if you want to, simply ignore the penalties (it's likely that I will, unless a given campaign calls for them). In this case, I might recommend reducing the metamagic stuff from three feats to one. Is it still extremely powerful? Oh, wow, yes. But I think it's okay.
That brings up the question, "Why are the penalties so uneven?" Most people will likely readily recognize that the drawbacks the magical locations apply aren't evenly balanced. So why grant such things? Well, because they actually are more desirable to different people. I'd, personally prefer to actually lose the hit dice. Why? because it's not a permanent over-all weakening of the character. Hit dice I can recover. Penalties to saves and loss of constitution are forever. True, there's no guarantee that my character will live long enough to get back their lost hit dice, but hey: it's my preference, given the choice. Thus, the obviously different power-levels of the penalties.
Also the CON-wrecking could make a pretty interesting Raistlen-type character, while the saving throw penalties would make an interesting "conduit of magic" approach, where you get better and better at magic, but it's naturally drawn to you - this could also grant a penalty to any spell-resistance (reducing any spell resistance you'd ever get by an equal amount) to make interesting story ideas. The loss of hit dice could be explained by sacrificing your power for greater potential - a trade off, of sorts. The loss of hit points indicates becoming so magically powerful that your flesh becomes weaker and more prone to injuries - said variant could be combined with something like the spell-scarred sorcerer variant bloodline, or maybe when certain damage types are done, a release of energy dangerous to the caster and/or their enemies occurs. Really, each have different interesting story potentials, depending on how you spin it. Thus, another reason for the different options.
Now, that said, there are some questionable choices about this (aside from the obvious "why do this at all"). I'll get to those in the next post.
Tackling questionable decisions time!
First questionable choice: why give a price or estimated value? Well, first off, it's strictly a "guesstimate". There's no hard, fast rules about pricing artifact stuff, but I'll tell you where I got it: from analyzing and deconstructing existing sites in the DMG 2, and by applying "what would it cost to get those benefits for one full year for every spell that you could possibly cast [below third level] (as that's all that was presented in the DMG) based off of all the arcane spellcasting classes in existence", (similarly, that's the length of the activation ritual of the (least) effect, when rounded up), and then dosing it with a bit of guestimation. After that I simply increased the price by iterative multiples of itself:
It's imperfect and heavily eyeballed, but that's how I did it.
But, then still why would I put that value there? After all, artifacts can't be bought or sold, so why have it at all? Simply: because it's nice to have. I like to know what I'm giving my players, and like to understand how valuable something is, even when it's way beyond reason.
Second questionable choice: why "package" some feats? Won't that just make those more valuable/obvious choices than others? Won't it unbalance things to bring in feats that were known to be broken in 3.5 to PF?
Well, first, that's three questions, not one.
Questionable Choice number three: "WHY, IN THE NAME OF ALL THAT EXISTS, WOULD YOU CREATE THIS OVERPOWERED, BROKEN PIECE OF DREK!"
Questionable Choice number four: why am I mentioning epic rules instead of mythic rules? Well, first of all, because we don't have mythic rules, yet, and even if we did, I haven't played with them enough to have an idea of how they should be applied - I haven't gotten the "feel" of them. Second of all, because I do have the epic rules, and enjoy them very much. Third... because why not? If you don't have epic rules, don't use that segment. Besides (much like psionics below), I based this off of third edition, and thus I include 3E epic rules.
Questionable Choice number five: why did I use psionics? Don't you know that psionics isn't a part of Pathfinder?
Sixth Questionable Choice: why would it affect two creatures?
Seventh Questionable Choice: why only arcane/psionic?
Eighth Questionable Choice: true or false: isn't it accurate to presume that you do or do not hate Martials!
Ninth Questionable Choice: why aren't you fixing the monk?
Tenth Questionable Choice: WHERE'S THE HISTORY?!
Welp, those are the questionable decisions I can see. Feel free to poke me and respond to stuff!
Also, just now realizing that the word "boll" and "ocks", when put together, makes it look like I'm typing something dirty. I hope that's not a bad word, as I try not to use those.
Also, contagion should be positive energy spell, and remove disease a negative energy spell. One causes life forms to spread rampantly, and the other kills them.
The outer planes are just too big to deal with. I know they are infinite and all, but all the outsiders seem to be stepping on each other's roles. Like Aeons. I don't even know what to do with them. And i still don't get what motivates daemons, even as i look at the articles about them.
I think it would be more interesting if you didn't have a plane for everything. Like Hell being a region of the abyss, and there is a continual siege on the borders.
piscodaemons should drain str with their "weakening poison" it would match the fluff of targeting the strong to make them weak. Con is not quite the same, as you fight with full strength and then keel over dead.
@ Tacticslion. Ill try to get around to reading your ramblings seeing as ive posted mine.
EDIT: Brambleman, I agree with the healing conjuration/necromancy thing! While I don't personally think the planes are "too much" or outsiders, I think the Hell-thing is actually a really fascinating idea. Reference the poison, I'm agreed: change the effect, or change the name! :)
Happy Halloween Everyone! I know I've been kind of under a rock for a while, but that's because a) I'm running a campaign, b) I've got a toddler (and that takes most of my time-resources), and c) I'm working on lots of interesting (to me) stuff! For example, while it's not entirely done yet, I figured, in the spirit of the season (Hah! Get it?! It's a pun! Oh, man, I slay me! ... at least you propably wish), I figured I'd drop in something a little... spooooooooOOOOOOOOO00000000OOOOOOOoooooooooky!
So, as Lotus Prince might say, "Let's. Go. Crazy!"
Tome of Radiant Darkness, Sanity's Sorrow
While I'm aware of DragoonWraith's rather excellent-looking vestiges (and I actually vaguely allude to them, even requiring being bound to specific Ancients for some spells that follow), I'm actually more interested in doing a more direct port/translation of the power found within the original game.
First of all, know that this is going to use some - no, strike that, quite a few - variant rules. Second of all, know that this is lacking a lot, and I mean a lot of polish. Sorry. I just don't have time to finish up now! That's why I'm working on it.
Second, it's not called "Eternal Darkness: Sanity's Requiem" because, frankly, I'm not entirely sure how much copyright infringement I can get away with, here, and I'd rather not push it.
Third of all, "What happened to the Martial locations?"
Tome of Radiant Darkness:
Each was powerful against one, and susceptible to the other, but Mantorok was more powerful than all. Each of the three who were not Mantorok desired to rule as a god over all the world and the universe beyond. And so one seduced and corrupted a skilled, powerful being (a warrior in the original game, thinking about it being related to Vol in mine), and, refusing to let anything stand in their way, began a plot that spanned millennia to allow them to return to the world and claim the glory of all.
In the middle of their machinations, was the book of Mantorok, the book borne by its chosen pawns in the eons-long games of death and magic and power and blood and flesh. This book - crafted from human flesh and bone and imbued with terrible power - contained a story, carefully crafted by Mantorok, that would ultimately seal the fate of all the ancients other than himself. This book contained great power. The Tome of Radiant Darkness.
There are up to four levels of power, although only the most basic three are generally available: 3-rune circle, 5-rune circle, 7-rune circle, and 9-rune circle.
Codices are the most basic comprehensible-to-mortals translation of the runes (and how they are identified).
Ritual Spell Scrolls give the formulas for the ritual spell, the ritual's name, it's important relevant details, and how to craft it. These teach a character the Ritual Spell quickly (whereas they'd have to spend months trying it out on their own otherwise).
Ritual Foci are items that weren't present in the original video game (at least kind of not-present), but are necessary in this as a kind of balancing factor and flavor-add-on.
The Ancient Essences are effectively minor artifacts that allow more powerful spellcasting than could otherwise be accomplished.
I'll break these various elements down further in the next post, then post some spells and a monster.
Another important note to make here; when dealing with a Tome of Radiant Darkness, regardless of your edition (3.X/PF or 4E), the system will work best with PCs (and the world at large) being less than 10th level, and magic being relatively rare (obviously, as I'm placing this in Eberron, that's not true in my campaign... I'm giving good advice that I'm not taking right now, 'cause I can't.)
Alright, now for the breakdown of the runic magic in the Tome of Radiant Darkness.
But first, the answer to a burning question I know you all have, to give a caveat, and to clarify a design choice on my part.
"Why 'Radiant Darkness'?" Why, because I'm tying it (in my home campaign) to the Radiant Idol cults. (I've a long, involved back story for this that would bore and/or confuse most of you, and isn't nearly as good as practically anything you guys could come up with.)
Second, this hasn't been play tested. I need you guys to know that I know it might not be balanced. This is all, currently, in my head-to-paper state. Feedback and play testing is appreciated!
Third, I know, I know, ED:SR spelled everything with "Magick" and similar such, but I didn't here. That's because I'm trying not to infringe too terribly much, and also because I am trying to make it more "compatible" with current terminology. Feel free to change it back, however!
Anyway, on to the magic!
Pathfinder/3.X (sort of)
Tome of Radiant Darkness, Sanity's Sorrow
While every system has hit points (or wound points, as the case may be),
Magic Points: much like hit points (your reserve of health), you have a reserve of magic. They are gained identically to hit points, but with a different dice (called your "magic dice") or base amount. Generally, your magic points are related to your hit-points in an inverse-relationship (the more hit points, the fewer magic points, and vice verse). These are used up as you cast magic and return slowly: either using the healing surge mechanic in 4E (that mechanic is replaced), or treating it like nonlethal "damage" to hit points in a 3.X style system. Intelligence is the primary attribute for magic (followed by charisma).
Sanity Points: much like hit points (your reserve of health), you have to care for your mental health. Sanity points are gained identically to hit points, but with a different dice (called your "sanity dice") or base amount. Generally, your sanity points are related to your will save (or will defense) and how tied to wisdom your class. Wisdom is the primary attribute for sanity (followed by dexterity). The more sanity you lose, the more strange and terrible things occur. The GM gets to roll extra encounters, send Nightmare-spell-like effects at your character (while you're awake), and randomly use illusions at you. Further, the GM gets to tell you outright lies about how much damage you take (either less or more), how many enemies you face, what you see with perception, or other effects that occur to you in-game. These will usually reverse themselves later.
Circles of Power:
3-Rune Power Circle [2nd level]
A base spell costs a number of magic points equal to the runes it holds. There are several different "costs multipliers" a spell can have: low, medium, or high. A low-cost multiplier is x1 (in other words, the base cost), a medium-cost multiplier is x2 (double the base cost), and a high-cost multiplier is x3 (triple the base cost).
Ritual Spell Formula Scroll:
Essences of the Ancients:
Welp! That's all the time I have tonight! I'll add more as time goes on, but I can't guarantee the timeliness of such things, even though they're already made: I have to reformat them every time I paste them or else it'll be an incomprehensible jumble.
Anyway, enjoy! Spells are likely next time!
So, I figured one more post while it's still Halloween!
Below is a combination proof-of-concept (that I actually do have the stuff written up), and evidence why it takes so long to make these posts (as you'll be seeing it unformatted).
unformatted copy-past from the first page of my Word document at home, about spells:
Ritual Spells: the results of blending runes to create ritual spells
*(v) Hiding Field [protect + item] (causes items or things to partially phase out of reality)
* Damage Field [protect + area] (causes harm to others when running into force field)
* Bind [protect + creature] (compels a foe to ally with you of its own accord for a time)
* Shield [protect + creature] (creates swirling motes of protective aligned energy)
So it doesn't look completely horrible, but it's not up to my standards, and it can tend to all blur together a bit, or break at strange places.
You'll notice that I didn't mention saves. That's because I haven't written them up, yet. The short version: if it deals damage, it's likely a reflex save; if it applies an effect against an unwilling creature, it's likely a will save (auto-fail for weak alignments, auto-succeed for strong alignments); if it applies to anything physical other than damage, it's likely a fortitude save.
I also didn't mention low/moderate/high cost multipliers. That's... just because I've forgotten what each spell in-game costs (and I'm trying to be as faithful to the material as possible).
You'll also notice (if you've played the game) that I placed a spell in that list that didn't exist... that's because I created spells where there were none (yep: I used the entire rune alphabet, this time!). However, I also added the caveat that you had to be bound to an Ancient vestige to use it... thus explaining why it didn't exist in the game (at least, to me :D).
Anyway: monsters are next!
It's "totally" because these are entirely in the PF/3.X (leaning toward the PF) style of monster creation (with PF-ish formatting).
Anyway, unspoilerd MONSTERS! Spoooooooooky!
EDIT: Uuuuuuugh! It's so ugly! Sorry guys! I warned you it's not edited! Just pretend the ugly is scary! For Halloween! It's how some people manage to watch gore-fest movies, right? Ugly = spoooooooooooooky!
unformatted copy-paste from my Word document at home, about monsters in general, including a list of important special qualities that all of the monsters have, and a list of finished or planned monsters:
Monsters of Radiant Darkness: the results of blending runes to create ritual spells
Special Traits of Radiant Darkness Creatures
Psuedonatural (Ex): the monsters of Radiant Darkness are unnatural, and creatures that are not aberrations, outsiders, or
undead receive a -1 morale penalty on attack rolls against it from the zombies' disturbing nature
Return to Radiant Darkness (Su): whenever a creature of Radiant Darkness (other than an Ancient) is fully destroyed, after
1d4 rounds they simply evaporate, turning into yellow magical energy that instantly dissipates into the environment.
Sense Alignment (Ex): except for Trappers, creatures of Radiant Darkness are fully aware of the alignment (if any) of any
creatures around them, and even whether or not they have any alignment at all. They are always enemies of
opposing alignments (including non-aligned creatures), and have a 50% chance of attacking a given creature of a
different alignment, unless otherwise compelled.
Vulnerable To Called Shots: monsters of Radiant Darkness tend to be extremely vulnerable to called shots; a called shot takes
only half the penalty of normal called shot, and if a limb or extremity is dealt an amount of damage equal to the
zombie's hit dice, the zombie loses that limb or extremity and any advantages said limb or extremity grants, such as
senses or an attack (the body is not subject to this effect, unless both arms and head are missing, or the target is a
Vulnerable To Coup De Gras: unlike normal undead, creatures of Radiant Darkness are vulnerable to coup-de-grace attacks, but
only if they've moved within the last minute. Zombies that have been coup-de-graced are completely destroyed, and
the creature that preformed the attack recovers sanity equal to double the amount drained by a given creature's aura
List of Monsters of Radiant Darkness
Pg Monster Name CR
8 Trapper 1/8
9 Zombie varies
12 Bone Thief 8
The ones without page numbers I don't even begin to have a thought for, although Bone Thieves are going to pretty much just be reflavored Intellect Devourers.
unformatted copy-paste from my Word document at home, about trappers:
Trapper (CR 1/8)
CE tiny outsider (augmented aberration, augmented undead)
Initiative +8; Senses blind beyond 10 ft, darkvision (see in darkness); Perception +0 (or -10 if visual)
AC 16, touch 16, flat-footed 12, (+4 DEX, +2 size)
hp 5 (2d8-3)
Fort +1 Ref +3 Will -1
Immune acid, cold, mind-affecting, disease, poison
Special Attacks trap
STR 4 (-3), DEX 19 (+4), CON -, INT -, WIS 10 (+0), CHA 15 (+2)
Base Attack +2; CMB -1, CMD 26
Feat Improved Initiative (b), Stealthy (b)
Skill Escape Artist +19, Perception +0 (-10 visual-based perception), Stealth +19
Racial Modifiers: +8 Escape Artist, +8 Stealth, -10 to visual-based perception
Chittering Communication (Ex): though they can't see beyond 10ft, Trappers can hear perfectly well, and
communicate via a chittering noise whenever they notice anything moving by hearing.
Fragile: although slippery, Trappers are actually quite fragile, taking a -4 penalty on all saves, and losing 3 hit points
Hard to Spot (Ex): despite being mindless, Trappers have maximum ranks in stealth, can take 10 in it, and can use it
even without cover or concealment.
Oblivious to Alignment: unlike other creatures of their kind, Trappers are practically incapable of knowing which
ancient a creature is aligned to, and thus they usually don't seek to affect such creatures. They do
automatically sense when an unaligned creature is within 30ft, however.
Slippery Bugger (Ex): despite being mindless, Trappers have maximum ranks in escape artist and can apply their
ranks, class skill bonus, racial skill bonuses, and feat bonuses (total of +15) as a bonus to their combat
maneuver defense, and can take 10 with escape artist checks
Trap (Su): a Trapper can unleash a wave of rippling energy over 10 ft that can trap an unready creature. Any creature
or object within the radius must make a reflex save [DC 18] (DC 20 + 1/2 HD + Cha mod) or be instantly
transported into the "Trapper Dimension" - really just a small set of ancient floating towers within the larger
Outer Darkness of the Ancients. Once a Trapper Once a Trapper uses its Trap ability, it dies and disintegrates instantly.
For the Trapper Dimension, I'm using a heavily modified version of the Twilight Tomb map (if you have that), where the entrance is the Nexus tower, there are one-way teleport circles instead of bridges, and the Exit is the Crystal Tower. There is no sea, just a hanging void, and the enemies are re-themed according to the monsters used. There are recovery pools in the depths of each tower, with a teleporter at the top that can be used, pretty much exactly like the game.
As you can probably tell, I entirely spit-balled the CR (and XP), because Trappers don't actually have any form of attack and, due to the nature of the Trapper Dimension being somewhat dangerous, but ultimately almost purely beneficial, that makes them really not worth XP at all. I might simply remove XP for them.
unformatted copy-paste from my Word document at home, about zombies:
Zombie (CR varies, see below)
XP varies (see below)
CE small, medium, or large outsider (augmented aberration, augmented undead)
Aura madness, unholy synergy
Immune undead traits
DR 5 or [1/2 lvl]/magic or slashing (whichever is better); Resist acid, electricity 5/4lvls (max 15); SR 10+HD (max 25)
STR varies (see below), DEX varies (see below), CON -, INT -, WIS 10 (0), CHA 10 (0)
Feat Toughness Skills -
Languages Goblin, Syranian, Undercommon (understand only)
Special Quality see below
Aligned Traits: each zombie is aligned and has particular traits based on their alignment
Chattur'gha: Chattur'gha zombies have double the normal HD, and have regeneration
Regeneration (Su): Chattur'gha zombies have regeneration equal to 1/3 (round down) the
zombies' hit dice; it only functions above 0 hp, but it otherwise functions like normal
regeneration. At 0 or less hp, the zombie is at least temporarily destroyed, but it makes
a DC 20 level check once per round for two rounds and for every 1d4+1 rounds
thereafter. If two checks in a row are successful, the zombie's hit points are set to 1 and
it begins regenerating immediately. If it fails a total number of checks equal to half its
HD, it is completely destroyed. If all of its limbs and extremities are removed (head and
limbs from the torso), if hit by holy water, natural sunlight, or similar effects shut off the
regeneration for 24 hours, causing it to be destroyed as normally during that time.
Ulyaoth: Ulyaoth zombies have two special attacks, but are otherwise as described.
Insane Keening (Su): once per day, 10ft radius, will save [DC 15] v. sanity damage as a slam attack
Final Spite (Ex): when an Ulyaoth zombie loses half their hit points in damage, they freeze, as if
paralyzed, and being a full-round detonation process. Any other Ulyoath zombies within
the radius will also begin to undergo this process; this increases the detonation time by
one round per additional zombie, increases the radius by 10ft, and adds the sum
damage together. Attack 1d6+1 damage per HD; Reflex DC 10+1/2 HD+1 per zombie.
A destroyed Ulyaoth zombie unable to complete a Final Spite attack, but it still counts
for the time required for other zombies, the damage dealt, and the increased radius.
Xel'lotath: Xel'lotath zombies are extremely vulnerable to fire; they have Weakness vulnerable to fire: they
take double damage from any fire damage they receive, and any source of fire (even a torch) will
set them on fire (DMG pg 303); when a Xel'lotath zombie loses a body part due to a called shot, it
retains a spectral version of that body part, allowing it to function normally. Attacks made with
that limb, however, deal sanity damage instead of normal damage.
Mantorok: Mantorok zombies have half the normal hit dice and are extremely vulnerable to fire; they have
Weakness vulnerable to fire: they take double damage from any fire damage they receive and any
source of fire (even a torch or instantaneous effect) will set them on fire (DMG pg 303)
Aura of Madness (Su): zombies are dead creatures, but filled with madness to the point of overflowing. Any creature
within 10ft per hit dice that sees a zombie is subject to a will save (DC 20 + 1/2 HD + CHA modifier) or take
an amount of sanity damage equal to the zombie's slam damage plus half the zombie's hit dice. A creature
cannot be affected by a zombie's aura of madness once in 24 hours.
Aura of Unholy Synergy (Su): zombies have an unholy aura infusing them, and empowering their fellows. For each
additional zombie within 20 ft, all zombies within the aura (including the zombie emitting it) receive a +1 to
attack and damage. This attack and damage stacks with other auras, though a given zombie can't have a
larger bonus these auras than they have hit dice.
Dead Awakening (Ex): when they are not moving and are prone, zombies appear like any other dead corpse, and are
impossible to tell apart; they are treated as an object if they remain unmoving for 1 minute or more in all
regards with hardness equal to their hit dice and hit points as normal
Grabbing Bite (Ex): the zombie can bite a creature it has grappled with its grab ability or with a combat maneuver
Staggered (Ex): zombies have poor reflexes and can only perform a single move action or standard action, but not
both in a round; a zombie can move its speed and attack with a charge
Unstable Dead (Ex): whenever an attack is made against a zombie, roll a combat maneuver check against it. If
successful, and the zombie takes damage, the zombie is knocked prone and unable to act for 1d4 rounds.
Though it may seem destroyed, it is not, and will get up again unless truly destroyed.
* Small Goblin Warrior Zombie (CR 1/2)
Initiative +1; Senses darkvision 60; Perception +0
AC 14, touch 12, flat-footed 12, (+1 DEX, +2 nAC, +1 size)
hp 11 (2d8+3) Fort +3 Ref +4 Will +3
DR 5/magic or slashing; SR 12
Attack slam +4 (1d4+1/x2 plus grab), bite +4 (1d4+1/x2)
STR 13 (+1), DEX 13 (+1)
Base Attack +2; CMB +2, CMD 12
Racial Skill Modifier +4 Ride, +4 Stealth (Blue goblins receive +2 Perception, Ride, and Stealth instead)
SPECIAL ABILITIES BY ALIGNMENT
Chattur'gha Zombies: 4 HD, 19 hp, +4 to attacks, CMB, and CMD; Regeneration 1/holy or sunlight; CR 1
Ulyoath Zombies: Insane Keening (Su): 1/day, 10ft radius, will DC 15 v. 1d4+1 sanity damage; Final Spite (Ex): after
taking 6 or more damage, they are paralyzed for a full-round, at the end of which they explode, dealing
2d6+2 damage; CR 1
Xel'lotath Zombies: Phantom Limbs; Weakness vulnerable to fire
Mantorok Zombies: 1 HD, 7 hp, slam/bite/CMB/CMD/saves are all one lower; Weakness vulnerable to fire; CR 1/4
* Medium Hobgoblin Warrior Zombie (CR 1/2)
* Medium Orc Warrior Zombie (as hobgoblin, except as noted below)
* Medium Blood Orc Warrior Zombie (CR 1)
* Large Bugbear Warrior Zombie (CR 2)
Well, that's pretty much all I have for monsters written up at this time, though it looks hideous up there.
Here's what I just thought up (and I should really go to bed or else I'll have to survive another lecture on only 4h of sleep...)
This might be overpowered as **** and I strongly advice against it in pathfinder, but for a pathfinder v2 it might be something that could work.
Martial classes should all be redesigned to have a "stamina pool" of stamina points that restore upon resting. The pool size is pretty small. Probably not much bigger than con mod +2.
Some feats are then designated as martial feats. Power attack, cleave, whatever.
Martial classes can spend stamina points to
What this would do is that it would eliminate the risks of trap feats to a greater extent as you have the ability to use a feat even i you don't have it, though at a cost. Even a fighter whose player picked suboptimal feats can now kinda compensate for that later on.
The difference between emulating a feat and actually picking that feat is obviously that the fighter who has learned a feat permanently can actually use it without spending stamina.
I'm going to bed now.
Neat idea, Ganryu! It actually kind of sounds similar to the 5E fighter mechanic I've been hearing about (though I'm really not sure if it is or not), and it seems similar, in some ways, to a Monk's ability.
It takes a much more "gameist" approach, as described now (as opposed to "simulationist"), but perhaps with the right flavor and presentation, it could be made more palatable to those who prefer the latter.
Regardless, it's a very nifty idea for a mechanic. There might be some sort of assignment of a cost-value relative to the "value" or "power" of a feat: for example those that have higher prerequisites might require more points to use, or something like that.
(Also, good sleeping and enjoy the lectures!)
EDIT: also, Brambleman, to clarify, I meant that personally I don't find the variety of planes "too much", as in for my tastes. That said, I like the idea of consolidating and reorganizing such things into a nifty new array as you're potentially suggesting. :)
Tacticslion: Yeah, It's all personal opinion. I was up late, and flipped through the bestiary, saw Aeons and just thought "What the hell do they need with a plane?" Ive started to see them as having use if you want to personofy a natural force from some magical experament. But ascribing goals to them just seems..... silly.
I do want to try a more streamlined cosmos some time. Possibly modeled as the wold tree.
Preliminary idea, but its got some problems with how to make a consistent cosmology. I also like the Alchemy symbolism route, that i can't get anywhere with.
i find the 'small pool' mechanic as best simulated as the Gunslinger Grit mechanic.
in this case, a Martial Pool equal to Con modifier (minimum 1), that replenishes completely after 8 hours, or one point at a time by felling a worthy foe - maybe for Barbarian, 2 pts for a higher level foe while raging, a higher level favored enemy for Ranger, a higher level evil for Paladin, a higher level foe using Flurry of Blows for Monk...
Well an idea I've had for a while,
Replace the summon monster tables with mini eidolons. Basically, each outsider summoned is built using the eidolon rules so you can have more variety without the summon list being ridiculously huge.
Alternatively, have a few basic summoned creature templates eg Bruiser, Healer, Scout etc and just have them describe the appearances different. Thus an evil sorcerer summons a "Batwinged horror with flaming claws" (flying bruiser with fire power) while the pious cleric summons a "beatific, golden skinned being with blazing short swords" (flyng bruiser with fire power).
Scar Casm: When the final war broke out, a deep crack formed from NYC, through Washington, and ending in LA. All the ugly mutants were tossed in the Scar Casm, to be eaten by the Plutonium Dragons, probably, they are the most unstable of metallic dragons. In any case, surface races are now cute, talking, animals such as ponies, bunnies, small bears, and suchlike. Humans are mostly remembered as boogie men who enslaved animals and or ate them. It is generally accepted that creatures use gravitons, glueons, and photons at the end of their hoolves, paws, or whatever, to pick up and use objects as if they had hands.
This is me making a reservation for posting later as to what my idea is. The great irony as that I'm about to go to bed! Lol!
Anyway, I'll come back tomorrow and definitely add in my idea that I've been working on. Ciao for now!
I've been working on two magic systems lately and the one is fully fleshed out and working, however the second one is kind of kicking my beard...
The first one is a chromatic-metallic system where each style of magic is based on a color/metal. The kinds of magic are (starting with the chromatic):
red - magic that weakens and damages targets
This system was nicknamed Soul Magic by my old game group and it required that the caster either a)form a contract with a magical being through diplomacy or force to use/improve one of the magical realms, or b)consume the soul of a fallen enemy (hence the popular nickname Soul Magic) to power the magic realms they wished to use.
This made a lot of sense because we played in a world where magic was acquired through the forming of contracts with magical beings and the consumption of souls. Due to the fact that magical beings were hunted and killed however, and the fact that the consumption of souls was heavily frowned upon (and punishable by death), magic users were shunned and often hunted down and killed. Clerics, Inquisitors and Paladins were exceptions because they gained their magic through extensive rituals, ceremonies and prayers to deities.
Magical beings gained magic through feeding off of the life-force of the cosmos. Example: a unicorn would typically live near a pool of water with reeds surrounding it. By drinking from the water at night (the water being fully exposed to the moon) the unicorn absorbed the power of the moon. The reeds that fed on the water would be eaten by the unicorn during the day to maintain its magical stores, because the moon's power would be stored in the reeds. A unicorn's power would also wax and wane according to the phase of the moon.
Magic in this world was very much centered around the interaction of the cosmos and the planes of existence. Spell casters that weren't part of the church were either loners that lived far away from civilization or kept their powers secret within their own homes.
Also, the power of a spell caster usually fluctuated depending on two factors: how many contracts they had with magical beings (the strength of the magical being, thus the strength of the contract, factored in as well in this part of the equation) and how many souls they currently had stored within themselves. At any one moment, a spell caster's power may increase or decrease depending on how much power they expend or absorb through their daily lives. Higher powered spells required more contracts and more souls, while lower powered spells required fewer contracts and fewer souls. The number of spells you could cast per day was based on how many each contract gave you and how many souls were expended with each spell. I.e. a spell that damaged a target for d6 damage may cost one soul or one level 1 slot from a contract, whereas a spell that could level a castle may cost upwards of 20 souls or possibly two level-9 slots from your contract(s).
Souls were like short-term investments and contracts were long-term. Souls lasted until you used the magical points you gained from them and could be gained rather quickly (short on souls to use, kill a few people and consume the ectoplasm). Each soul you consumed gave you a number of soul points to spend on spells. The number of soul points each soul gave you was equal to the CR of the creature the soul came from. If you absorbed the soul of a CR 5 monster, you gained 5 soul points to spend. If you absorbed 8 souls from CR 1/8 monsters, you gained 1 soul point to spend. The number of soul points spent to cast a spell were equal to the level of the spell. A level 5 spell would require 5 soul points to cast. You may think that this is ridiculously overpowered because after a few battles you'd be set on souls, right? Wrong. Each soul got a will save equal to 10 + it's CR + it's charisma modifier - the charisma modifier of the caster. If it failed, it was absorbed. If it succeeded, no soul for the caster!
Contracts on the other hand lasted for a long time and were made with three components. 1)Power level of the contract (this included the number of slots the contract contained and at what level those slots were), 2)conditions (what was required from both parties to maintain the contract and for how long it would last before needing to be renewed or simply becoming void), and 3)cost of the contract in order for it to be maintained and the cost of what would be lost should one of the parties break the contract before it reached the end of its term (i.e. a person may have to let a demon live in their left eye and if either were to break the contract they would become blind permanently with no way of regaining their lost vision.)
The level of a contract was equal to the CR of the magical being and the number of slots/power level increased at a steady rate according to a simple formula. Spell/day of given level = CR of monster - spell level + 2. According to this formula, a CR 5 monster gave you:
2 level-5 slots, 3 level-4 slots, 4 level-3 slots, 5 level-2 slots and 6 level-1 slots.
However, if you made a contract with another CR 5 monster you didn't get to double your available spell slots. Every consecutive contract at level 5 or lower only gave you a +1 to spells/day at the spell levels available according the CR of the monster. I.e. a contract with a CR 4 monster only yields a +1 level-4 slot, +1 level-3 slot, +1 level-2 slot and +1 level-1 slot.
Also, forming a contract with a stronger being reduces the previous contract to the simple +1 bonus. If I formed a contract with a CR 6 monster, I'd have:
2 level-6 slots, 3 level-5 slots, 4 level-4 slots, 5 level-3 slots, 6 level-2 slots and 7 level-1 slots.
The CR 5 contract from earlier now only gives me a +1 level-5 slot, +1 level-4 slot, +1 level-3 slot, +1 level-2 slot and +1 level-1 slot.
The number of spells known were also unlimited, so long as you had enough room in your tome, or enough tomes, to carry all the spells. Also, preparing a spell ahead of time allowed you to cast the spell as a standard action. However, you were also capable of looking up the desired spell, preparing it and casting it in a number of rounds equal to the level of the spell. After it was prepared, it could be cast immediately the next turn as a standard action or stored away for later use using another full round action. Although preparing spells in combat was possible, it wasn't advised or practical (until we entered into some longer, drawn out and epic-sized battles that required such actions just to survive).
So, that's the first system of magic. It's my personal favorite when it comes to magic and if I could use it every time I played pathfinder I totally would! Unfortunately, it really hasn't caught on yet with other players, and I fear it never will. Le sigh. :/
I guess that's the end of my first (official) post in the insomnia thread! :D
The soul magic part is kind of No-Res. If your character's soul was successfully consumed, no raise dead, resurrection, or reincarnation.If you instead keep the pact magic and add riches magic, it might catch on. Require a material component of 10 gp worth per spell level of the metal and gem color to cast.
Silver could also work for illusion, spell resistance, and spell reflection.
Platinum is a reagent so poly-morphing and some other alteration spells.
Violet, verging on the ultra violet could work for invisibility and air.
Resurrection was possible, even if your soul was consumed. Your spirit just had to make a successful will save to escape the confines of the caster's aura in order to return to your body, albeit at that point with a number of negative levels equal to 1/3 the level of the caster minus your charisma modifier. These levels were able to be healed though at a rate of 1/week upon a successful knowledge (spirit) and heal check. Knowledge (spirit) was added as personal flavor, but knowledge (arcane) may also do the trick.
I like your ideas for adding riches and the Platinum and Violet (which is technically the color Purple). However, they're kind of already covered. Illusions fall under the category of gray magic, because illusions pertain to the mind (what it perceives) and spell resistance/reflection falls under yellow magic (warding away the magic from harming you). Invisibility falls either under gray or yellow, because you're making it so that the targets either a)cannot see you or b)warding yourself against light, effectively turning you invisible. The system tried to give multiple paths to solutions so that flexibility was possible. As for polymorphing and alteration of the body, that falls under brown magic, because it allows you to alter matter itself, including your own body.
However, if I did add platinum...I'd have to think about what exactly it would do. Also, I would change purple to violet for cosmetics, because let's face facts, what sounds cooler? Purple magic, or Violet magic?
If you have any other cool ideas or suggestions just drop them on me. I'll consider what you've said and I just might alter the system a little. After all, I'm a tweaker and I'm constantly tweaking systems!
I sometimes want to try some radically altered settings, like fully embracing gun rules and using a 3 musketeers style napolionic setting.
Or running a golarion game set before Earthfall. Azlant and Thassilon struggle against snakemen and aboleth oppression. Centaurs and Cyclops are major races. Dwarves and Orcs have yet to show up. Even the Major dieties are different. Aroden is still a mortal hero wandering about somewhere.