Cennapod's page

7 posts. Organized Play character for moon madness.




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I've been thinking about running a sci-fi themed game in Pathfinder and have already found some great material for it (in my opinion of course) with the "Star Tramps" 3pp line.

Star Tramps doesn't add any new classes, but it does give list of existing Paizo classes which fit the theme, as well as some minor adjustments for them. As far as casters go, for the setting as given in the book, they are stated as not recommended flavor wise, but nothing is stopping you from using casters in a more science fantasy setting.

But, I'm curious. What are some ideas to give casters a more sci-fi feel. Just saying their spells are gadgets they make at the start of the day is okay, but it doesn't really help to make wizards, sorcerers, clerics, etc, look unique to each other.

I look forward to your all's thoughts...


I'm curious. I know Spheres of Power is very good system, but for all of you who have used it, what do you think this does for the Martial/Caster Disparity? Better for martials, worse for martials, unchanged?

Your thoughts?


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Yep, you read right. Another attempt to improve the Fighter.

This is my first build for this alternate fighter, so just remember the following:

1. This is Homebrew. Use it if you want; no one's twisting your arm to play it.
2. I make no claims for this class to perfectly balanced. This aspect will take time and playtesting. I hope you all will assist with that.
3. This is my take on the challenge. Ideas and suggestions are welcome, but I am not building "your" version of the fighter. If you want "your" version of the fighter, get started on working on it yourself.

Now, with that out of the way, Here it is.

Questions, comments, and constructive criticism are appreciated.

-Thank You


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I have seen many threads about players wanting to have more option in combat for martial-based characters. In some of these threads, some people suggest a martial character being able to move around the battlefield better, especially during Full-Attacks.

Here is my own little set of house rule feats and a new skill I created with that in mind.

I by no means claim this to be perfect, but I think it is a pretty good start, so questions, comments, and constructive criticism are appreciated.

Thank You

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Athletics – Whenever a STR check is required for moving or lift heavy objects, or any other such feats of strength, you use Athletics. Add your STR modifier to this roll. Classes with this skill as a class skill are: Barbarian, Fighter, Monk, Paladin, Cavalier, Vigilante, Antipaladin, Bloodrager, Brawler, Hunter, Slayer, and Warpriest.

Mobile Combatant – You can move a base extra 5ft during a full-attack action. If you have 5 ranks in the Athletics skill, you can move a bonus extra 5ft. You cannot gain extra movement from Athletics while in heavy armor. This feat requires a BAB +6 as a prerequisite.

Mobile Warrior – You can move a base extra 5ft during a full-attack action. This stacks with the movement gained from Mobile Combatant for a maximum base of 10ft. If you have 10 ranks in the Athletics skill, you can move bonus extra 5ft. This bonus movement also stacks with the bonus movement gained from Mobile Combatant. You can only use half of this bonus movement in heavy armor. The total movement gained cannot exceed your base movement. This feat requires Mobile Combatant, DEX 15, and BAB +11 as prerequisites.

Mobile Warrior, Greater – You can move an base extra 5ft during a full-attack action. This movement stacks with the movement gained from both Mobile Combatant and Mobile Warrior for a maximum base of 15ft. For every 5 ranks you have above 10 in the Athletics skill, you can move a bonus extra 5ft. This bonus also stacks with the movement gained from both Mobile Combatant and Mobile Warrior. You can use all the bonus movement gained regardless of the type of armor you wear. This movement cannot exceed you base movement. This feat requires Mobile Combatant, Mobile Warrior, DEX 17, and BAB +16 as prerequisites.