Hello everyone! For lack of a better suited section, I'll post this here.
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Hello guys, I was trying to write a module for my blog. It should be released as a downloadable PDF (for free, so I'm not earning any money from it!).
Thanks in advance for the help.
Wise suggestion.
Heh, well, MAD surely can be a problem with this class... if you want to max every feature within, let's say, level 7/8. Otherwise, the various ability score increases and wondrous items that enhance them can solve the problem, if you have patience. That said, I DO understand that, to some people, a MAD approach might not appeal. I kinda want, as it is, to find a balance between the possibility of optimization (and, if that's the case, minmaxing) and the class concept I had in mind.
Hey, I know, but although "it's my class and I can do what I want", I posted it here to get some advice. Which you did, and this is why I'm trying to incorporate your thoughts without eliminating what I myself love about the class.
Hmmm... I never had such a "shop" in my game, but I did have a guy with a large cart selling stuff even him didn't even know everything about. Like a map that would show wrong trails unless you persuaded it by flattery, and an intelligent pistol that was always terribly depressed and you had to pay a lot of attention when using it, because if it cried, her tears would wet the powder and you couldn't fire.
I really happened to like Privateer Press's Monsternomicon for their Iron Kingdoms RPG when it still used the d20 system. Every monster entry had a full page dedicated to lore, possible hooks for using the creature and even some examples of interesting treasure to be found once the creature is defeated. In my opinion that is incredibly valuable information in a monster manual.
I see. As I mentioned before, I thought of using both CHA and INT to basically give to players the option of focusing on one or the other, and then have different builds. Obviously, if one's trying to get the max out of both stats' features, he's gonna have an hard time and probably he won't be able to put many points (or good rolled numbers) into physical stats, which is detrimental to his fighting abilities (and chance of survival). Problem is that I really can't figure a martial leader not using INT (for tactics) or CHA (to bolster his comrades). And the full BAB is because, contrarily to the bard, this class has received military training and might need feats that require a BAB of +1 at 1st level; its combat prowess is far better than that of a minstrel. And yes, the warleader is meant to be at least decent in combat himself, given his command feature use is limited. As you see, there's a logical reason for every choice; however, this doesn't mean those choices are necessarily right.
Hello everyone! Hope I chose the right section to post this.
Cheers!
Hm. Well, first of all thanks for the comments! I agree about the sylph & co. favored class options and I'm already looking for something less situational to replace them. I'm open to suggestions!
@Sphynx: Your opinion on Accurate Strike is totally understandable, and I had the same doubt when first writing it. However, as Sah observed, it's really hard to abuse any of the class features without losing the others. The class itself (like the paladin and monk class, for example) was written with a balanced ability scores array in mind. Just as a monk's Wisdom bonus to AC can become overpowered if the PC has an 18/20 in both Dex and Wis (resulting in a very high armor class at low levels without wearing any armor) but meaning he probably won't have good scores in Str and will then be punching for few damage points, the warleader can't really dump any stat besides Dex and Wis (and even then, he shouldn't have a score lower than 10). In a 20 point buy with a human PC, the scores would probably be 14 12 13 14 10 16, already applying the +2 racial bonus to Cha. So no, I don't think it's that much, considering each command can only have one tactic applied to it and you have limited use of the command. @Sah: In addition to what I wrote above, which gives a reason to the spread use of ability scores, you shouldn't forget that, while decent at melee and ranged combat, the Warleader is mainly a buffer and enabler for his allies. His main stat is Charisma, his secondary stats are Intelligence and Strength. Dexterity, Constitution and Wisdom come last and you really should choose which ones to improve based on the type of leader you want. A demagogue will probably have high mental stats and pack less serious hits in melee; a field tactician will have good melee stats and settle on an average Charisma, limiting his leadership but considerably improving his chances to do something when in melee apart from granting the Expose Weakness bonus. At the same time, I really can't imagine which stats to make less relevant in a similar character concept. He's a martial character, so there's no reason for him to have low or medium BAB. And he's a leader and tactician, meaning good Cha or Int (not both, but that's because he forces you to make a choice when building the character). What would you dump?
Thanks Oceanshieldwolf. I guess I was not the only one loving 4E's warlord!
Loving the art! (you can never go wrong with mr. Reynolds, he's both a good guy and a great artist!)
(not a shameless bump!) I forgot to mention, I'm currently working on racial favorite class bonuses for the warleader:
no problem. I enjoy reading about alternate classes and archetypes (I just wrote one myself: here)... I'm glad you found my suggestion worth considering.
Thanks Marc. I didn't know about this supplement. I hope I've not spent days on something that already existed :D Truth is, we felt the urge of a completely new class to make everything work. A simple cavalier archetype or alternate order didn't feel right and customizable enough, I guess. With the warleader class you can build any type of leader, from the savage to the knight to the bandit lord.
Just a few thoughts:
Hope this helps!
I recently started writing on a blog, called Halfling's Den. I try to write at least one article per week, and every week I provide the readers with pregenerated characters (PCs and NPCs) to use when in a hurry.
Vadskye wrote: Awesome. I hope it works out well. (Note that the natural weapons were intended to work with my revisions which make natural weapons function almost exactly like regular weapons. Some of the druid abilities which grant natural weapons may not work well with the original natural weapon system - but I am not sure.) Well, if needed, we'll tweak it here and there. The main thing is giving a strong identity to the character, providing it with options that aren't just borrowed from another class (like the druid domains in Pathfinder), but instead feel "special" and unique to that class.
Vadskye wrote:
As soon as I get in touch with my group again and continue our campaign, I'll ask them if they're OK with incorporating some of your rules. If they are and the results are interesting, I'l let you know! EDIT: Actually, I'm sure our Ape Shaman druid will LOVE your take on Wild Aspect (ape). She basically built her PC to be an acrobat/monk/druid, so giving her natural attacks and rend makes her character WAY cooler than it currently is.
I read through all of it, and I must say I'm impressed. Although I began making some changes to 3.5 that are very similar to yours (mainly the heal 1/2 HP when resting and TWF as a Standard action), you really brought your ideas to the "next level". I might consider trying some of these variations in my current Pathfinder campaign. Thanks for sharing!
There was an old 3.5 book, Cityscape, but I don't know if it's still available in any "legal" way. It covered pretty much what you need. EDIT: here it is... on Amazon
Hello everyone. I'm currently working on a short adventure (3 to 5 hours) to be made available for FREE (so, no money involved, just contributing to the gaming world out of generosity) on my blog, The Halfling's Den. The adventure uses the Pathfinder Roleplaying Game System and contains references to the Core Rulebook, Bestiary I, Advanced Player's Guide and Ultimate Equipment. Plus, there are a couple of Kobold Traps of my own creation. Being this the first time I do something like this, I don't know which kind of license or agreement I have to reference/include in the PDF version of the module that will be uploaded on the site. I just want to avoid incurring in legal troubles, because honestly, I have no interest in passing as mine ideas that are not, and I am grateful to all the people at Paizo for their hard work. I hope this is the correct section of the forums for this question; if it is not, my apologies to the moderators.
Yora wrote: I don't think the points are a good way to measure the equal strength of races. I just build races as I consider them balanced with the other ones. I agree. Usually, when creating a new race, I use the RP system as a guideline, but then adjust and tweak the results by confronting them to other races' statistics.
Ye Olde Map Maker is available on AppStore and Android, and although simple it gives you all the basic tools you need for a map. Here's the site.
Hello guys. So, I'm gonna run a quick Dark Sun adventure using Pathfinder Rules. Although I've built pregens, monsters and NPCs using the core rulebooks and the awesome resources from Dreamscarred Press, I'm stuck with quite a relevant problem: a quick way to handle journeys through the athasian desert. Now, the average temperature in the desert during the day is 110 Fahrenheit degrees (about 43 Celsius), often reaching 130° F (54° C). The core rulebook suggests a Fortitude Save every 10 minutes for temperatures above 110° F (DC 15+1 per previous save) or take 1d4 nonlethal damage. Honestly, having my whole party roll 6 saves per hour would slow things a bit too much. On the other hand, the book suggests a roll every hour for heat from 90° F to 110° F.
I still have some doubts concerning the checks' DC (15 or more?), and the amount of nonlethal damage suffered (1d4 or more?). Please let me know your thoughts on this.
Although many humans have completely forgotten their past glory under the waves of the Cerulean Sea, some ancient settlements near rivers directly flowing into the ocean use to throw into the dark waters any leftovers of their meals, which usually disappear in a short time. Their elders say that's "nourishment for the souls of the ancestors". Most of the exiled Krabmen built settlements on the land far enough from the shores (plains and hills), but some of them decided to explore the red peaks that they had sometimes seen from under the surface of the sea: the Rust Chain, that the ancestors called "Qumro-esh", "Red Razor". They had seen no life form since they had left the ocean, and wanted to know more. There, they found strange stones and metals they did not know: and past the mountains, an immense expanse of sand and rocks. They called this desert "The Boiling Wound", for the sun scorched this place without mercy. While most explorers stopped there and went back to tell the other exiled of their discovery, one of them decided to stay there. His name is lost in time, but we know him as the First Shaper. A thousand days and a thousand nights he wandered the Wound, and there he finally met some animals (the Gauntback with his sad pose and powerful bite, and the Screecher of Night with his bronze wings; and some other things that were born from the primal surges of creation). And he discovered the power of magic, and he became able to transmute and summon. When the Shaper came back to his city, he realized his fellows had built great temples and palaces. But the temples and palaces and cities lacked something: a life form other than humans. The Shaper gave them life through his magic, populating them with animals and other creations of his own. He discovered that his power could change the nature of existing life, and through study and endless efforts the first Aberrants were born:
Threeshades wrote:
Maybe :) However, as a xenomorph lover (platonic lover I should say) and 40k tyranid player, I was morally obliged to read this. Although I'm not too familiar with the concept of unfettered eidolons, I guess they're the opposite of the traditional "captivity" eidolons controlled by summoners.I love the concept of the chimantis as a colony-organized swarm of aberrations (you could take a look at Magic: the Gathering's Slivers too). What I'd love to see is a kind of tyranid frenzy-like weakness when they're alone: they could go berserk (this for drone or higher CR chimantis) or enter a sleeping state (larvae and chrysalids should probably fall into this category). Some of them could even self-destruct in an eruption of digestive acids and ichor. Concerning the illustrations: I dig almost all of them, except for the matriarch. Personally, I'd give her two strong back legs to support her abdomen (also, flying is much easier after a jump). However, such additional pair would probably increase her speed to 40 ft. so I don't know if that will work for you. Other than that, nice job, and yes, we do need more insectoid alien horrid species. I love when a player asks "but what's this bad guy motivation?" and the answer is just "hunger" or "survival".
hmmm. well, from what I understand reading the Kaer Maga entry on Pathfinder Wiki, the city is a boiling cauldron of anarchy, where people from all races and cultures reside (mainly outcasts and exiled misfits). You mentioned you're going archaeologist after trickster: could it be that your character is in search of some information concerning a relic or other artifact, and that information is warded by some outcast that lives in Kaer Maga?
As a DM, I often try to balance the leveling/combat aspect and the roleplaying aspect of the game. If my players start at level 1 and some of them are unexperienced, they'll probably have two warm-up fights before getting into a linear ("railroad", if you want) story arc towards level 3. They'll reach that level in 6 to 7 sessions (but we're talking 8 hours sessions). Then, once they're level 3 and can take a bit of a beating, I usually level them up once every 6 to 8 sessions. If I see them getting bored of their current powers, I throw in there a couple of random encounters to quicken the XP gain; on the other hand, if they're struggling to find a synergy with their new abilities, I slow the progression. If you're the DM, I suppose it's part of your job to manipulate the rhythm of the sessions, balancing the various aspects of the game. As a player, I love getting to a particular build I've thought of, and I understand the frustration of playing a character that gets its chance to shine later at mid to high levels (I currently have a girl playing a druid in my campaign that has chosen to focus on her Wild Shape and has been getting feats for it since 1st level, but at the moment she's 3rd level and almost useless in combat as she's not able to wild shape yet). If all the players are experienced and know how to build a PC of a level higher than 1st, I think it would be reasonable to allow beginning the adventure at a level everyone's OK with. This decision has to be made before the DM starts planning the story, of course.
Well, if you follow the old 3.5 guidelines, a CR corresponds to 1/4 the resources of a 4-5 players party of that level. As such, a CR 7 creature takes 1/4 of the resources from a 7th level party formed by 4 PCs to defeat. If you need a good creature for a 1 on 1 fight then you must use a creature with a CR roughly 2 points lower than the PC's class level. So, a CR 1 creature (like a Gnoll or a Ghoul) is a good opponent for a 3rd level dwarf fighter if you want the fighter to expend approximately 1/2 his resources to defeat it.
Ok, so each day you have 6 fire bolts ready, which do 1d6 + 1/2 level (1) damage. That's some solid combat option, if combined with spells and weapon attacks. Unless you're dealing with a 10/15 rooms dungeon full of monsters, you should be OK. If that's the case, leave the dirty work to fighters and other damage dealers and beef up on healing spells, leading from the back (heheh). Ranged weapons could be a nice idea too. The character as a whole doesn'rt look bad to me, but if you don't like it, hey, just try something else. Plenty of options out there! :)
As Scott UAT said (besides stealing MY FACE! OMG), your sun's blessing counters the channel resistance some undead have (not your average zombie or skeleton, but more powerful forms of undead, like the Skeletal Champion or the Wraith). At 2nd level, when you channel positive energy you deal 1d6 damage to all undead within 30 ft. Those undead can make a Will saving throw to half the damage they suffer. Let's say you are a 2nd level cleric with 14 Charisma (+2 modifier). The DC of the save an undead must make to avoid taking full damage from your channel is 10+1/2 your level (in this case, 1/2 your level is 1) plus a +2 because of your Charisma modifier. In total, 10+1+2=13. If one of the undead in the area is, let's say, a Wraith (channel resistance +2), it normally would add a +2 to its Will save against your channel. Instead, good old Sarenrae says NO and the Wraith adds its normal Will save bonus. Regarding spells, yes, at 2nd level you have few slots, but remember: as a Good Cleric you can switch any of your non-domain 1st spells for a Cure Light Wounds, and this gives you a bit of versatility. Another thing you should keep in mind is that, although you have to choose your spells in anticipation, you don't have to do that at the beginning of the day. Let's say you sleep for 8 hours, then wake up and meet the guy explaining your mission: he says you will have to descend into a crypt and face a group of necromancers messing with local un-life. If you haven't spent your daily 1-hour meditation yet, you can do it now and, knowing there will probably be a lot of undead, prepare the right kind of spells to deal with them appropriately. This isn't different from a ranger buying antitoxin before entering a dungeon full of venomous spiders: you maximize your odds of surviving the encounter.
Wow. That's some ending you got there. And I thought my illithid spaceship battle in 3.5 was badass...
Question: what kind of role do gods play in your campaign? I mean, is it like Athas, where the divine power came from a powerful magic authority, or are there actual gods (or just one God, given the biblical inspiration you took for the story? The cleric's mission could be finding the "truth" about the deities he (or others) serve... This also could bring a spark of light in the darkness concerning the ending you planned, hinting at a "greater meaning" behind the whole campaign.
Well, I'm sorry. I read the description on the net and it basically said the size and toughness of the body resembled that of a horse, while the arms were similar to those of a gorilla, but with claws (so yes, you could call the attacks "claws"). The overall pose of the creature looked like that of a gorilla or an adult bear. Given that you asked for a "docile beast of burden" I tried to work on CR 2 existing creatures, because anything stronger than that I hardly see as a manageable mount. Aside from all this, of course the details of this animal's biology are different from a horse or primate, but I worked with numbers, which are kinda abstract. And it was just a first try.
Hmm. Looks like something between a horse and a gorilla to me. Both the gorilla and the heavy horse are CR 2 creatures, so we can kind of put together their stats, tweaking them a bit. Chalicoterium
See if this works for you. If these animals are breeded to serve as beasts of burden, you could add the Special Quality Docile, that makes them treat both their slams as secondary attacks unless specifically trained to fight.
Even though clerics are the most common healer class, oracles and in a lesser fashion druids, witches and paladins can heal too. However, you should consider this:
Hope you find a good, original build for your cleric: it's one of the most versatile classes around, with plenty of customization available.
Thanks thanael, I figured it out too after checking the text of your post :) @Doug OBrien: it's full photoshop. However, some textures are from the net (I got them from free sites) and the cannons for the ships are from a 3d model I found on 123dapp (said model was free to use as long as I, well, get no money from using it).
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