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RPG Superstar 8 Season Star Voter. 25 posts. No reviews. No lists. No wishlists.


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I made 9th level casters 6th level casters, 6th level casters into 4th level casters, and those with 4th level casting have no spells. The paladin and ranger have alternate abilities that still provide them excellent options to make them not feel left out. One would think that would be crazy...but it works.
all the 9th level casters gained additional abilities useful, and capping magic at 6th level was rather healthy. Can still get that magic world field without timestopping, wishing, miracles, firestorms, and all that silly stuff. I also made thinks like raise dead, teleporting etc still be able to be used, but not hot button items. Puts a lot of classes near the same. Even classes like the warpriest are still impressive with 4th level casting.
Drastic-yes
More balanced-yes
Hurt my party's optimizers-yes
Same amount of fun-yes


Still curious if that means it would make only the best of sense to make every Druid with one level of ranger just to get full favored enemy bonuses


The Illustrious Mr James Jacobs,
The shapeshifting hunter feat from ultimate combat says your Druid and ranger levels stack for selection of favored enemies. Does that also mean that a Druid 4/ ranger1 has two favored enemies both at +2, or one at +4 and one at+2. The wording of the feat implies only for selection of favored enemies, just wanted to know if you can increase your favored enemies bonuses past+2. Thanks so much you guys rock at paizo. Your she of worms modules are still my favorite!


That's how I read it too just wanted some clarification.


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Hello I was wondering if the shapeshifting hunter feat from ultimate combat applies to increasing previous bonuses from ranger levels. Ex: would a 1st level ranger/ 4th level Druid have one favored enemy at +2 and another at +4, or would both only have a +2. Unfortunately how it is worded is unclear and i needed some clarification for a future npc of mine. Thanks a million!


Sure I will post some of the classes later on tonight. I will have to convert them to google doc to make it easier. Let me know what you think of the seven classes so far. I have the rest of the 9 I am typing from my handwritten documents.


+
Hello, I have been involved in a year long playtest of an e6 no magic ruleset based on pathfinder. I have recreated many classes as well as developed new ones for this system. Feats and character progression have been rewritten to give a heroic feel without combat being rocket tag. The system rewards developed characters and emphasis's tactical combat rather than simply buffing and destroying. I have a wealth of various rules that fix why most people would rather not do a no magic campaign.. Fantasy meets Middle Ages. I will probably start a kickstarter to get some funding but I would like a simple interest check to see how many people I could get to support this kind of idea. It would also be supported by a publisher hopefully. I have most of the book fleshed out, but just a simple check to see if the rest of the pathfinder universe would be interested in a product like this.
Cheers,
Artemis


Hello, I have been involved in a year long playtest of an e6 no magic ruleset based on pathfinder. I have recreated many classes as well as developed new ones for this system. Feats and character progression have been rewritten to give a heroic feel without combat being rocket tag. The system rewards developed characters and emphasis's tactical combat rather than simply buffing and destroying. I have a wealth of various rules that fix why most people would rather not do a no magic campaign.. Fantasy meets Middle Ages. I will probably start a kickstarter to get some funding but I would like a simple interest check to see how many people I could get to support this kind of idea. It would also be supported by a publisher hopefully. I have most of the book fleshed out, but just a simple check to see if the rest of the pathfinder universe would be interested in a product like this.
Cheers,
Artemis

Star Voter Season 8

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I appreciate your ability as at least a vanilla magic weapon, but I find your lack of superstar disturbing

Star Voter Season 8

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Items that grant class abilites....boooo

Star Voter Season 8

Thats superstar material? Scary. I wouldn't keep that armor if my DM gave it to me at 1st level....


Hello,
I have an interesting no magic e6 sourcebook with classes adapted for a no magic system and settings. Lots of classes, feats, etc. just checking to see if anyone would be interested in a freelance writer or would like to discuss my other project I'm working on, the Codex Mortibus, a Libris Mortis themed book for pathfinder
Let me know if anyone is interested.


I actually am using a variant scholar-ish class. Might not be a bad idea, I was just seeing to cater to the god-lovers. Healing should be fine via herbs and concoctions as well as updated healers kit use to make them not so bland. One thing I am incorporating is similar to the heroic paths In midnight, but changing them to be more along the lines of minor bloodlines. Also rewrote 80 feats so far....busy, busy beaver. Wish I could work in collaboration with others it would be easier....


I pretty much revamped the pathfinder classes to e6 as well as added a few new flavorful ones of my own. I'm curious though. I want to reach out to the community for ideas on a priest type character that would still be viable as a player character. In my campaign world, the gods are still present from my pantheon but magic doesn't exist. Amy ideas in a e6 variant. I amped up the regular classes so don't be afraid to be zany. Thanks community I appreciate it. When I'm done playtesting my last few classes I will post my document so you all can bask in actual no magic fun. My first campaign was no magicme6 sandbox amd the players loved it. Ran a western marches type and had 8 players! Currently have more to commit, just have to finish brainstorming and playtesting.


Tarnor Silveraxe reporting for duty, I have found my way to ossians and will begin my genocide of ogres tomorrow, also, I gather every pile of rocks I find and will give them to Forgeholm crafters in ossians once every couple days, I gave fanndis a sizable contribution today.


It is Alpha, be patient and let this amazing team do some amazing work, might be related to the patch from earlier no worries, remember these guys are building from the ground up the best sandbox we could possible build castles in....smile
cheers


Thank you so very much hunterofstorms, looking forward to playing with you!


Hello,
Currently looking if anyone has an alpha invite for a veteran 13 year dm, I've been itching to actually be a player for once!!!
Langshanks84@hotmail.com
I really appreciate it and looking forward to meeting, trading, and hopefully contributing along with all of you,
Cheers,
Artemis


Hello, I'm new t the forums but not pathfinder....
Take a look at the arrow magnet wondrous item,
Use the tower shield for cover
Pick up the bodyguard feat
Also look at the Sacred shield archetype of the paladin and also the Oath of loyalty, those should be right up your alley for paladin.
Also, shield other works wonders with your swift action lay on hands to mitigate the life lost.
Cheers,
Artie


Thanks for all your hard work mr kirthfinder, if you have a moment I would love a copy. Mine is old and sadly I would love a Copy of it.
Langshanks84@hotmail.com


Greetings, I currently am developing a p6 game with 7 new base classes and will be allowing characters to purchases feats, gestalt levels, and a few other goodies once they break past 6th level. I need some advice on herbalism and alternative uses for heal skill. I am completely aware of the ramifications of no healing magic etc etc just trying to fish ideas, also, any new class suggestions either 3pp or homebrew? Thanks a million
Artie


Hello all, I'm remaking a pathfinder version of the Libris Mortis from the ground up with 2 new base classes, prestige classes, spells, feats, etc. was wondering if anyone would mind looking or play testing for me. Thanks a million

The Dark Necromancer

     There are those that claim to know the secrets of death, the gods grant their servants some limited power over the dead, wizards holed up in their towers pour over ancient texts looking for secrets of the past...
     All of those pale in comparison to the understanding of the veil of life and unlife granted to the Dark Necromancer. Even specialist Necromancer wizards are not as close to this power as the Dark Necromancer. He uses the powers granted to him to master the undead, cast spells drawn from dark powers, and command the life energies of those around him.
     Role: The Dark Necromancer has his power steeped in the powers of necromancy. Although he sacrifices much of his arcane spell options for the path of necromancy, this devotion allows him to cast spells normally unavailable to him. He can be useful for casting spells to inflict conditions upon foes, have a veritable army available to him, snuff the life force from opponents, and commune with the spirits of the dead to provide insight for the party. The Dark Necromancer can fill many of the roles a fellow caster can, although their focus might leave them stunted to fulfilling certain roles.
     Alignment: any, although good aligned necromancers are not incredibly common, they use their powers to thwart the undead and rival necromancers.
     Starting wealth: as wizard
     Skills
The Dark Necromancer's class skills are as follows: appraise, craft, fly, knowledge(all), linguistics, profession, spell craft, stealth, bluff, intimidate, heal.
     Skill ranks per level: 2 plus intelligence modifier.
The Dark Necromancer

Class level.   Bab.   Fort.   Ref.    Will.      Special
1.                   +0.     +0.     +0.      +2.       Necrotic bond, channel 1d6, spells

2.                   +1.     +0.     +0.      +3.       Bolster death

3.                   +1.     +1.     +1.      +3.       Channel 2d6, death magic

4.                   +2.     +1.     +1.      +4.       Death's secret

5.                   +2.     +1.     +1.      +4.       Channel 3d6, bonus feat, life sight.

6.                   +3.     +2.     +2.      +5.       Spell power

7.                   +3.     +2.     +2.      +5.       Channel 4d6, death magic

8.                   +4.     +2      +3.      +6.       Death's secret

9.                   +4.     +3.     +3.      +6.       Channel 5d6, master Necromancer  

10.                 +5.     +3.     +3.      +7.       Bonus feat.

11.                 +5.     +3.     +4.      +7.       Channel 6d6, death magic

12.                 +6.     +4.     +4.      +8.       Spell power, death's secret

13.                 +6.     +4.     +4.      +8.       Channel 7d6 

14.                 +7.     +4.     +4.      +9.       Death magic 

15.                 +7.     +5.     +5.      +9.       Channel 8d6, bonus feat

16.                 +8.     +5.     +5.      +10.     Death's secret

17.                 +8.     +5.     +5.      +10.     Channel 9d6, death magic

18.                 +9.     +6.     +6.      +11.     Spell power

19.                 +9.     +6.     +6.      +11.     Channel 10d6

20.              +10/+5. +6.     +6.      +12.     Deaths secret, bonus feat, death magic, eternal one

The following are class features of the Dark Necromancer.
     Profiencies :The Dark Necromancer is proficient with simple weapons, as well as one martial weapon of their choosing, once this choice is made it cannot be changed. The Dark Necromancer is not proficient in any type or armor or shield. These interfere with their spells and cause them to suffer spell failure while wearing them.
     Spells: The Dark Necromancer casts arcane spells drawn from a special spell list. They choose their spells from a list that includes all necromancy spells and universalist spells from the sorceror/wizard spell list as well as gain access to all necromancy spells from the cleric list. If a class has the spell on both lists, the Dark Necromancer may chooses to have the spell at a lower level. He must pick the spells on his list and he may spontaneously cast them a number of times per day as indicated on the spell table. Their spells are determined by their charisma score and in order to cast a spell they must have a charisma score equal to 10+spell level. The save dc for their spell is governed by charisma. In order to regain spells, the Dark Necromancer must rest for at least 8 hours then spend an hour communing with the spirits of the dead to regain his slots.   
     Necrotic bond(ex): the dark Necromancer gains a necrotic bond, strengthening his bond with the netherworld. He gains the ability to animate a special undead to serve him known as death's chosen. In order to have this chosen, the Necromancer must perform a ritual that takes one hour and requires a corpse of a medium sized creature. During this ritual the Necromancer invests a portion of his life energy into this creature and animates it. The Necromancer, at the completion of this ritual take 2 points of constitution damage from this investiture. The Necromancer may never heal or restore these points as long as the chosen is in existence. As soon as the chosen is destroyed, these points may be healed as normal. An undead creature instead invests 2 points of charisma into this process and may recover them as listed above. The chosen gains a number of abilities and is outlined on a separate table.
     Channel(su): through manipulation of raw negative energy, the Necromancer may channel energy as a cleric of his level. The Necromancer may elect to take feats that enhance channeling or take any feat that would apply to channeling in the same manner as if he had been a cleric of is level. He may channel a number of times per day equal to 1 + charisma modifier per day. He may also choose to include himself in the effect if desired. The Necromancer can only channel negative energy, either choosing to inflict damage or to heal undead creatures. He does not need a holy symbol to use this ability.
     Bolster death(sp): as per the specialist Necromancer arcane school. This can be used a number of times per day equal to 3+charisma modifier times per day.
     Death magic(ex) : the Necromancer gains the ability to choose a spell from the sorceror/ wizard spell list and permanently adds it to his list of spells known. This can be of any level and  is furthermore treated as a necromancy spell and loses its original school.
     Death's secret(ex,sp, or su, see description): the Necromancer has gleaned much from his knowledge of death and it's workings. He gains a death's secret from the list below. The secrets are varied in their use and could be an extraordinary, supernatural, or spell like depending on the secret selected.
     Lifesight(su): as per the necromancy arcane school power, except the range is 10 ft per 2 Necromancer levels.
     Master necromancer(ex): the Necromancer has delved into many sources of death magic and has vast knowledge of his chosen field. He may treat all knowledge(religion) checks made to identify undead as if his die roll was a natural 20. He may also treat any spell craft check made to identify a necromancy spell as if he rolled a natural 20. The game master lets him know before the roll if he can identify the effect.
     Eternal one(ex): at 20th level the Necromancer has reached a pinnacle of his apotheosis with the energies of death.  He may choose life or death. If life is selected, the Necromancer gains a + 2 inherent bonus to his constitution score and is forever immune to spells of the necromancy school unless he wishes to be affected by them. If he chooses death, he gains a +2 inherent bonus to charisma and is treated as an undead creature for all effects. He also loses his constitution bonus and is treated as if he had the monster type undead. He may research the means to become a lich and if he gains the ability to make a phylactery he may instead choose to become a lich with an automatic success rate.

Spells known.            Spell level
     
Class level.   1.    2.    3.    4.    5.    6.    7.    8.    9
1.                   3
2.                   4
3.                   4.    2
4.                   5.    3
5.                   5.    3.    2
6.                   6.    4.    3. 
7.                   6.    4.    3.    2
8.                   6.    5.    4.    3
9.                   6.    5.    4.    3.    2
10.                 6.    6.    5.    4.    3
11.                 6.    6.    5.    4.    3.    2
12.                 6.    6.    5.    5.    4.    3
13.                 6.    6.    5.    5.    4.    3.    2
14.                 6.    6.    5.    5     5.    4.    3
15.                 6.    6.    5.    5.    5.    4.    3     2
16.                 6.    6.    5     5.    5.    4.    4.    3
17.                 6.    6.    5.    5.    5.    4.    4.    3.    2
18.                 6.    6.    5.    5.    5.    4.    4.    4.    3
19.                 6.    6.    5.    5     5.    4.    4.    4.    3
20                  6.    6.    5.    5.    5.    4.    4.    4.    4

Spells per day
                                  Spell level
Class level.               1.    2.    3.    4.    5.    6.    7.    8.    9
1                                3
2.                               4         
3.                               4.    3
4.                               5     4
5.                               5.    4.    3
6.                               5.    5.    4
7.                               6.    5.    4.    3
8.                               6.    5.    5.    4
9.                               6.    6.    5.    4.    3
10.                             6.    6.    5.    5.    4
11.                             6.    6.    6.    5.    4.    3
12.                             6.    6.    6.    5.    5.    4
13.                             6.    6.    6.    6.    5.    4.    3
14.                             6.    6.    6.    6.    5.    5.    4
15.                             6.    6.    6.    6.    6.    5.    4.    3
16.                             6.    6.    6.    6.    6.    5.    5.    4
17.                             6.    6.    6.    6.    6.    6.    5.    4.    3
18.                             6.    6.    6.    6.    6.    6.    5.    5.    4
19!                             6.    6.    6.    6.    6.    6.    6.    5.    5
20.                             6.    6.    6.    6.    6.    6.    6.    6.    6

Death's secrets
     Below is a list of deaths secrets the Dark Necromancer may select from as he gains levels.
Negative energy affinity(ex): the Dark Necromancer is furthermore treated as undead for the purposes of how they interact with positive and negative energy.
Negative energy conduit(sp): as a standard action once per day, the Necromancer may create a desecrate aura radiating from him that lasts for 10 minutes per level. Also, an undead created by him now counts as having been animated in the aura of desecrate, regardless of whether they were created in one or not.
Blade and bone(su): the Necromancer may have any undead( not including his chosen)that were created through him to explode in a storm of bone. This automatically destroys the undead with no save, any adjacent creature to any of the skeletons takes 1d6/ per hd worth of piercing and slashing damage based on the hit dice of the skeleton destroyed in this manner. The creatures affected may attempt a reflex save( dc 10+ half Necromancer level+ necromancers charisma modifier). This ability is subject to damage reduction and is activated as a standard action. The Necromancer may use this once per day, selecting this secret an additional time grants one additional use of this ability.
Staunch(ex): the Necromancer automatically stabilizes when below zero hit points and never suffers from bleed damage.
Army of darkness(ex): the Necromancer now may command up to 5 times his caster level when using animate dead.
Legion of undeath(ex): the Necromancer now may command up to 6 times his caster level when using animate dead. Requires army of darkness.
Horde of the unliving(ex): the Necromancer now may command up to 8 times his caster level when using animate dead. Requires legion of undeath.
Returning dead(ex): the Necromancer may now reanimate destroyed undead as if they were never animated in the first place. The only exception to this are undead destroyed by his blade and bone ability. The Necromancer may only use this ability on a creature destroyed within a number of rounds equal to the necromancers level.
Life is cheap(ex): the Necromancer ignores half the material cost when casting an undead creating spell. If selected a second time, he ignores any material cost associated with it.
Deadened soul(ex): the Necromancer is immune to fear effects.

Death's Chosen
The chosen gain abilities as the Necromancer gains levels and is outlined below. The chosen is proficient in light and medium armor, and with all simple and martial weapons. Statistics use the base human warrior skeleton with the additional abilities listed below. In addition the chosen can speak the same languages as the Necromancer and has an intelligence score of 10.
Level.        HD.   Str/dex     Natural armor.    Special
1.                1.      +0.                  +0.              Link, share spell.
2.                2.      +0.                  +1
3.                3.      +1.                  +1.              Evasion
4.                4.      +1.                  +2
5.                5.      +1                   +2
6.                6.      +2.                  +3
7.                7.      +2.                  +3
8.                8.      +2.                  +4
9.                9.      +3.                  +4
10.              10.    +3.                  +5
11.              11.    +3.                  +5
12.              12.    +4.                  +6
13.              13.    +4.                  +6
14.              14.    +4.                  +7
15.              15.    +5.                  +7.                Improved evasion
16.              16.    +5.                  +8
17.              17.    +5.                  +8
18.              18.    +6.                  +9
19.              19.    +6.                  +9
20.              20.    +6.                  +10

     The chosen gains profiency with all simple and martial weapons. It also gains profiency with light and medium armor.
Hit dice: the chosen has an amount of hit dice equal to its masters level. Hit points, skills, feats and saves progress as with their listed undead hit dice.
Str/dex: the chosen gains the listed amount as an increased to both their dexterity and strength  scores.
Link: the Dark Necromancer and the chosen share a link as they are formed from the same soul. At any time, the Necromancer is aware of the chosen as per he stasis spell. Also, the Necromancer is always aware of the hit pont total of the chosen. The Necromancer can either communicate via verbal or telepathic communication, the chosen knows all of the languages as its creator.
Share spells: as per the familiar ability of the wizard.
Evasion: as per the rogue class feature of he same name, except that it may be used in light or medium armor.
Improved evasion: as per the rogue ability, except it may also be used in medium armor.


1 person marked this as FAQ candidate.

Thanks for the feedback everyone, I hope that a member of the Paizo staff sees this and hopefully makes an errata. To me it makes no sense why it would add to the animate but not the control. Desecrate handles that way better. IMHO I think it was just a simple miswording that I wish would be corrected. If anyone flags down James Jacobs I would highly appreciate it.


4 people marked this as FAQ candidate. 1 person marked this as a favorite.

Ok so I don't normally post stuff in the rules forum, but I have a question. The undead master feat states that it only adds to the hd limit for animating, but shouldn't it also add to the control cap as well? I desperately need an answer for this please can someone point me in the right direction or if it has been errated I cannot find it. Anyone from Paizo that can share some light on this situation? Thanks so much


Ok well I'm new to the forums but not to pathfinder. I have been DMing and playing games for 14 years now and I have a kickstarter I was getting ready to start.
Imagine an ultimate necromancy book with new monsters, spells, feats, classes, prestige classes, magic items etc. I have over 200 pages of balanced content I have playtested in my games and I was curious how much support would there be out there for a product like that and if anyone would be willing to help me or submit anything to be included with your credit and permission. Just want to get a feel from the gaming community on a crunch sourcebook that would be everything that Libris Mortis wasn't.
Thanks for any feedback I appreciate your time.