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![]() I normally GM, but a friend is going to be running a game in January (Reign of Winter AP), so I actually get to play (it has been a long time). I'd appreciate some advice regarding general optimization with an Exploiter Archetype wizard. For the record, I'm optimizing because she expects it of us and requested it. I normally go for a more moderate approach. The basic run down of what I have so far is as follows: Spells: I'm very familiar with good spell choices, so no need for listing here. Many of my spells focus on the concept (primary & secondary to prevent damage), but I also added in some backups like Life Pact & Infernal Healing since we have no dedicated healer. Basics
Planned Feat/Exploit Progression
Party
Again, any assistance is appreciated. ![]()
![]() What follows is the VERY basic framework (specifically, a space opera style game, though I'm trying to keep the framework generic enough to adapt to magic, tech, and so on) for a conversion of homebrew material to Pathfinder, but uses an alternate method of powers/spells/etc with "no levels" or vanacian-style memorization. The final version will determine the theoretical and practical DPR expectations for designing the framework for PC and NPC (or monster) creation and associated charts. I'd appreciate examination of said framework, to include constructive criticism and suggestions to assist in balancing said framework (and not to be rude, but I'm not interested in suggestions to use another system - this is the homebrew forum, afterall). Power Framework (Tech/Psi/Force/Spell) I've tried to keep everything brief and generic, also providing a few sample "effects". Again, constructive criticism, comments, and any questions are appreciated. ![]()
![]() This is a work in progress. No one in my group, myself included, likes the arcane bonded item rules. Since wizards do not gain familiars in my setting (or anyone other than witches, save in special circumstances requested by a player), my players asked me to revise the bonded item with certain elements borrowed from some pretty obvious sources. So far, this is the result. Most of it is pretty straight forward; the "arcane bolt" is based on a suggestion by one of my players who is quite fond of the "staff" mechanics from the Dragon Age console/computer game, which he felt was a better idea than "shoot them with my crossbow" - with which I agree. I'd appreciate constructive comments and feedback, as usual. ![]()
![]() So, one of the projects I've been working on in the background, when I have time, is a correction for certain issues I and my group have with certain spells. It is by no means exhaustive, but we do make efforts to address specific spells which are problems for our group. We take a vote every time someone points out an issue and if it's deemed important enough (the results of the vote determine this), it is added to the list. The "Dominate" line is one of a few groups that EVERYONE agrees with (I have 8 players, same group for the past 12+ years and for them to all agree on something is a big deal) and I'm currently working on it. The following is what I've got so far, with Skill-Based Spells information included for reference purposes only (we've been using it for sometime and are happy with the way it functions). A side-effect of this project is a "fix" for the protection from <alignment> spells and "blanket immunity" spells relating to enchantment once this "fix" is complete. Skill-based Spells (Find Traps, Knock, Glibness, etc.):
The caster of these spells gains ranks equal to their caster level. In the instance the caster already posseses the skill and has maximum ranks, they instead gain a bonus on the skill check equal to 1/2 their caster level. The DC of actions using the skill, if applicable, is reduced by an amount equal to the level of the spell (DC 10 minimum). Dominate Spells
II. In addition, these spells allow the caster to influence the victim in more subtle ways. While a spellcaster may still directly command an individual, risking the victim throwing off the effects of the spell, they may also use social skills to influence the victim, at a much lower risk, which also grants the benefit of the Skill-Based Spells rule - in this case, with Bluff and Diplomacy. While under the effects of this spell, a victim may be convinced to do things they might not otherwise do - failure on the skill check does not grant the victim a saving throw, but does prevent them from being influenced in this way for 24 hours, i.e. the spellcaster may attempt the same check on the following day. If the spellcaster succeeds, he may attempt additional checks to influence the behavior of the victim in other ways until such time as he fails (he may not attempt to influence on the same topic for another 24 hours). For every 5 cumulative points that she exceeds the DC, she may treat the victims alignment as 1 full step in a direction of her choice (5 points is 1 step and 10 points is 2 steps) in determining what she may convince the victim to do. o For example, a 12th-level witch with a Charisma of 18 has dominated the 10th-level fighter (10 Ranks Sense Motive, Wisdom 13), Lawful Good king of a particular land. Instead of directly commanding the king, she decides to use the secondary aspect of the spell, influencing him through Bluff. Since the prince of the kingdom objects to her presence, and opposes her at every turn, she creates a false story of the prince's intentions to dethrone his father. We will treat this as a far-fetched lie, as the prince has demonstrated loyalty to his father and the king trusts his son, but it is far from impossible. As she has maximum ranks in Bluff, she gains a +6 bonus to her roll to convince the king to imprison, banish, or even have the prince executed for treason. Her attempt results in a roll of 5 (total of 32 - 10 = 22) against a DC of 10 + the king's Sense Motive + the king's Wisdom modifier (a total DC of 21 - 5 for spell level = 16). Her roll is successful, and sufficient to alter the king's alignment by 1 step for the purposes of her check (assume that good will imprison, neutral will banish, and evil will excecute for the purposes of this example), so for the time being, she has to settle for the banishment of the prince from the kingdom. I'm seriously considering that when the alignment is adjusted on a particular topic, that it "remain" adjusted for the duration of the spell, as well as reducing the victims saving throw for further castings of the spell (i.e. extending the spell) while the initial effect is still ongoing. Thoughts, comments, criticisms? ![]()
![]() I'm not terribly good with new diseases, but the core idea is as follows, in rough draft form. All names (including disease name and template name) are just placeholders until I come up with something more fitting: Template: Fey Mad
Fey Madness
Right now, it's a very rough idea and is intended, primarily, to be an issue for a fey and faerie (a racial subtype in my setting). While there are several types of faerie (Sidhe, Sith, Shifters, and so on), as a general rule, they get along, despite differing philosophies. The idea was inspired by Orthos' Shadow Curse as a "flaw" to the harmony of an otherwise flawless race (flawless, in their opinion, of course). Hide from Fey keeps them from just destroying each other if they meet, for example, so most of the abilities are for practical, as well as thematic reasons. I'd appreciate in any help polishing this up, in keeping with the core concept, including CR adjustment advice, specifics on how a magical disease/curse should be removed, and so on. ![]()
![]() I'll keep this fairly brief. We don't use traits, but are interested in replacing them. Always liked the idea of merits and flaws, but every system we've seen has been a bit of a let down. I stumbled upon the "Arcana" from 7th Seas d20 and really liked the feel of them. I'm considering working on a project to flesh these for our Pathfinder games, with some changes, of course - these are rough examples. Monologue [Flaw]
Hopeless Romantic [Flaw]
Upon selecting a Flaw at 1st level, the character may also select a Seductive [Merit]
Discerning [Merit]
Hopefully, that will get the idea across. Mostly, I'm going to be adapting these directly (but removing mechanics specific to 7th Seas), but I plan to add some new ones in, as well. A lot of the originals are good or evil, only, and neutral characters aren't permitted to select them, which I found to be quite silly outside of a 7th Seas game, but I understand why in the context of the game. For my games, I'm thinking I'll probably go with everyone selects a flaw and they gain one merit as a result. Anyway, was mostly wondering if this interested folks in terms of contributing to and using, and so on. ![]()
![]() What follows is the first draft of the ovate, a spontaneous druid. It follows a specific theme in an attempt to capture some elements of older editions in terms of the druid, celtic lore, and so on You can find the draft here: The Ovate I'd appreciate constructive comments, questions, and so on. Important Notes:
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![]() I've been tooling around with the idea of a spontaneous witch (the warlock) and spontaneous druid class (the ovate) for some time. Ultimately, I gave up on them both until recently, when I was once more motivated to get back on it. This is the first draft of a spontaneous witch, the warlock, and was designed as a result of gutting my Witch Archetype to give the Warlock his own, unique, class feature which didn't involve reusing bloodlines, tiresome pact concepts, hexes, and so on. You can find the draft here: Warlock I'd appreciate constructive comments, questions, and so on. Note: For some reason, google docs really hates my pasted tables, so spells known and spells per level are left out of the document. However, they're identical to those of a sorcerer/oracle. ![]()
![]() One of the flavor-based aspects of my campaign setting is the idea that "sometimes you come back different," i.e. being brought back from the death can and sometimes does have flaws. In some cases, you just can't return; in others, you carry the taint of the grave with you. Previously, we've used the following mechanics to represent this:
Simple Template: Risen (CR +1 or +0):
These creatures have returned from the grave one time too many. A risen creature's CR increases by +1 only if the base creature has 3 or less HD. A risen creature's quick and rebuild rules are the same. Rebuild Rules
Does anyone else use rules to give character death an impact in a system where, with good will and cash available, characters can be effectively immortal? What are the details of your system? How has it impacted play? For the record, my players are the ones who suggested giving death an actual impact. We're interested, however, in seeing how others do it and perhaps further refining our method. ![]()
![]() My setting has a particular type of human (the Valhir) with a culture based heavily on the Norse mythology. As an option, I wanted to provide a "subrace" trait, more common in females than males, and rooted in said culture and mythos. The trait is as follows, is based on the War Blessing from the Warpriest (which isn't used in the game, so gutting it for ideas isn't an issue): Valkyr (Valhir Racial Subtype)
This trait is only an option based on a roll of the dice: 25% chance for females (16 or higher on 1d20), 5% (natural 20) chance for males. The issue I'm having is one of RP cost. It's very versatile, luck-based to get it, relies on GM arbitration (willingness of the deceased), and usable once every 24 hours. I'm leaning toward 3-4 RP for the "exchange rate" on the trait. Thoughts? ![]()
![]() I'm working on some additional material for my setting, this archetype being one of them. It is a bit of a throwback to the 1e bard in some respects (more druidic overtones). Bard Archetype - Ovate
Constructive comments and criticisms are appreciated. ![]()
![]() I've tried multiple times to revise counterspells for my home setting and failed miserably; I'd like to see it far more frequently, but as many of my players and folks online comment, "The best counterspell is damage." I was looking through my SWSE books, and noticed a particular force power (negate energy & rebuke, for those familiar with the system) which allowed you to counter another. The following is derived from this particular idea, as well as block/deflect and defenses from SWSE and the way attacks of opportunity and CMD/CMB work in Pathfinder. Basics
Order of Operations
So far, this is the most basic framework I could come up with for it. I'd appreciate honest criticism or comments. ![]()
![]() I'm currently in the process of rebuilding my setting from the ground up. Plan
Real general list. I have no illusions about this being done anytime soon, but you gotta start somewhere. I decided to start, in order, with the following: Rogue, Fighter, Wizard, Cleric. After I finish these core classes, I can tool around with the others. Anyway, the following is what I have so far: Rogue Basics
Class Progression:
Level| Special 1st | Guile, path talent, vanish 2th | Evasion, rogue talent 3rd | Trapsense +1, path talent 4th | Rogue talent, uncanny dodge 5th | Path talent 6th | Rogue talent, trapsense +2 7th | Path talent 8th | Improved uncanny dodge, rogue talent 9th | Trapsense +3, path talent 10th | Advanced talents, rogue talent 11th | Path talent 12th | Rogue talent, trapsense +4 13th | Path talent 14th | Rogue talent 15th | Trapsense +5, path talent 16th | Rogue talent 17th | Path talent 18th | Rogue talent, trapsense +6 19th | Path talent 20th | Path mastery, rogue talent Class Features:
For the sake of brevity, I'll list actual changes.
Sample Rogue Talents:
Generally speaking, I intend for these to be a mix of general rogue-style talents, some combat related, others skill or niche related. No real prerequisites are attached right now, as I haven't decided yet what abilities I want available and at what level. This is just a sample from quick brainstorming.
Path I: Direct damage focused.:
Just a few from brainstorming. Obviously, I'll have to remove the critical feats. Most of the abilities in each Path will cost a variable amount of Guile.
Path II: Damage over Time.:
Path III: Armor Pentration.:
Constructive comments, questions, and criticisms are appreciated. ![]()
![]() I've been reviewing the critical feats of late as part of planning out a class which is rogue-related. Is it just me or are they only neat on first or second glance? As I was reading them, I kept thinking to myself: Okay, that's neat! A fighter can blind on a critical hit. Wait, a prerequisite of +15 BAB? Can't a spellcaster do that at 3rd level? Oooh! Tiring critical. You can fatigue on a critical hit at... 13th level. What? Isn't touch of fatigue a cantrip... Yeah. Don't get me wrong, one or two of them we're actually impressive, but the rest of them ran through my head as the two mentioned above. A majority of these effects can be done on-demand by a spellcaster ( alot of them are not that high level); additionally, a majority of them are area of effect, last longer, and/or have other secondary effects. The Critical Focus feat looked rather familiar on first glance, as well, though I can't quite place it yet. I don't get it. Edit: As I'm homebrewing a class, I guess what I'm asking is can anyone see any mechanical and logical reason these have the prerequisites they have or any reason I can't tie some of these to the expenditure of a class pool (similar to arcane/ki/etc)? ![]()
![]() I've been working on a new setting for my players of late (they've been playing in my current setting for over a decade now); this setting is quite different than my previous and contains human only races (with 1 or 2 very minor, very human-looking exceptions), restricted magic (bloodline/hereditary lines with each line able to use specific sets of magic), removed or restricted classes to fit the flavor, so on and so forth. They seem to be pretty excited about the ideas I've thrown at them, which is all good. One of my players, however, brought up the topic of movement speed as a stat and all of them agreed they'd like to see it implemented in some form or fashion. I inquired further about the topic and several other RPG systems were listed as an example, so I set about trying to figure out how to implement it. The following rules are what I have: General Rules
Speed Attribute Formula (Attribute Range 1-45+)
The table ends up looking like this:
Table: Speed Ability:
Speed .......... Bonus Speed
1 ............... -10 ft 2-3 ............... -10 ft 4-5 ............... -5 ft 6-7 ............... -5 ft 8-9 ............... - 10-11 ............... - 12-13 ............... - 14-15 .......... +5 ft 16-17 .......... +5 ft 18-19 .......... +10 ft 20-21 .......... +10 ft 22-23 .......... +15 ft 24-25 .......... +15 ft 26-27 .......... +20 ft 28-29 .......... +20 ft 30–31 .......... +25 ft 32–33 .......... +25 ft 34–35 .......... +30 ft 36–37 .......... +30 ft 38–39 .......... +35 ft 40–41 .......... +35 ft 42–43 .......... +40 ft 44–45 .......... +40 ft Benefits and Limitations
Any thoughts, comments, critiques on implementation? ![]()
![]() The following is an idea I had for a variant type of spell casting, based on the idea of the "death spiral" mechanic and reduced book-keeping for my home setting. Unfortunately, whether it was due to the way I phrased the post or some other issue I was unaware of, it seemed to confuse people and there was little in a way of commentary on the subject. As a second attempt, just over 9 months later, I've tried to simplify. Please keep in mind this is setting-specific and I'm attempting to lay the foundation. Premise
Enervation
Spells
Metamagic
Those are pretty much the notes I have thusfar. I appreciate any questions or constructive comments. Once I have this concept fully hammered out, I'll post the class(es) and begin building the spell lists. Additionally, don't read anything into the use of Intelligence, singularly, as THE spellcasting attribute. It is a placeholder until such time as I've decided how varied I want attribute choice for casters to be. ![]()
![]() I've been considering experimenting with removing the sole acquisition of bonus skill points from Intelligence, i.e. spreading it throughout the other attributes. While I'm sure it has been done before, the meat of what I'm considering is as follows: Characters gain skill points from their class. These skill points may be freely spent on the class' class skill list, referred to as general skill points. Additionally, characters gain bonus skills from all attributes which grant a positive modifier. Attribute-based skill points may be spent on skills modified by said attribute. A character may exchange 2 attribute based skill points for 1 general skill point. For example, Yellowbeard the Pirate (Human Fighter 1) has the following attributes: Str 15, Dex 14, Con 13, Int 10, Wis 12, Cha 10. He gains 2 skill ranks from Fighter 1, 2 Strength related skill ranks (RSR), 2 Dexterity RSR, 1 Constitution RSR, and 1 Wisdom RSR. Using the above rules, Yellowbeard might have the following skills: Climb +6, Intimidate +4, Knowledge (engineering) +4, Profession (Sailor) +5, Survival +5, and Swim +6 with a single Dexterity RSR remaining to combine for the next level, or apply to a skill he's selected from multiclassing. Using the normal rules for skill points, Yellowbeard might have the following skills: Intimidate +4, Profession (Sailor) +5, Swim +7. Any feedback would be appreciated, whether simply speculation or experience with similar rules. At this point, it is just a passing thought I've not really invested much time in researching or consideration of potential exploits. Notes: Perhaps limit attribute skill combining for general skill points, somewhat. Requires 2 physical to purchase a rank in a physical skill; 2 mental to purchase a single rank in another mental skill? ![]()
![]() I'd appreciate folks giving a look over the following Big Bad, which will be part of the finale of the current campaign I'm running. I expect to have 6 out of 8 players showing up (1 is out for military duties; 1 has other obligations), all of which are well-optimized and APL is 16 (1 two-handed fighter, 2 witches, 1 inquisitor, 1 rogue, 1 cleric). Five out of six have high system mastery under their belt. Etain, Witch-Knight of Mordent. The idea is based off a PC I considered making a while back; she's a melee/hybrid, using the witch spells as debuffs (ill omen) off criticals with the eldritch knight capstone, spell critical (unwilling shield, touch of idiocy, etc), and has limited support. The amount of time she has to prepare for the party will depend on key accomplishments, but there are basic spells she'll have going regardless (mage armor, false life, ghoul army). The fight will occur indoors with limited movement options, though the PCs can certainly move the fight elsewhere. If you see anything I should do differently, please let me know, or otherwise have questions or comments. Edit:
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![]() I was doing a bit of brainstorming earlier regarding Monk and two-weapon fighters - specifically, some damage and DR penetration issues they have. I ended up with the following: Two-Weapon Fighting [Combat]
Improved Two-Weapon Fighting [Combat]
Greater Two-Weapon Fighting [Combat]
I'm giving some thought to the addition of, specifically for unarmed combatants, a scaling +1. +2, +3 shield bonus for each tier (two weapon gives +1, improved +2, greater +3). Basically, you can use this bonus or your weapon's enhancement bonus, whichever is greater. Thoughts? Comments? Flames? ![]()
![]() This is a work in progress, but represents a class based on certain aspects of my home campaign setting. It has elements of the barbarian, the summoner, and other influences. In essence, it uses the rage style mechanic to apply the abilities of the symbiont to the host. While I don't have it mentioned in the flavor text just yet, the two can't be separated without killing both, i.e. two minds in one body. One of the downsides of the class, as a whole, is the ability of the symbiont to exert dominance in cases where conflicting desires occur (as per ego and intelligent items). The name of the class is in the air, at the moment (just a placeholder), and I'm working on refining the evolutions to less generic descriptions and abilities (see the hydra evolution, for example). * Base Class: Living Weapon Class
I'd appreciate constructive comments, criticisms, and so on. ![]()
![]() I'm currently working on adjusting the Incantation system from Unearthed Arcana and D20 Modern to work with Forbidden Lore (a modified version of the system for it, as well) for some of my more cultist, elder god-related, and so on NPCs and monsters. A sample ritual is as follows, but unfortunately there was no "seed" similar enough to it in d20 Modern, so I had to work from scratch in constructing it, which wasn't as difficult as I'd originally thought it might be. Since most "immortality-related" spells and effects for PCs have been removed from my campaign (life-span is very important in my setting, as are rituals which raise the dead), one of the first ones I decided to build is built around that idea. Eternal Youth
There are a lot of things I intend to tie to this system, such as lich & vampire transformation ritual, wards and elder signs, and so on. I mostly just wanted to share and get other folk's thoughts on it. ![]()
![]() I'm a hater of the 1/day spell-like abilities and effects. In an effort to try and tailor it more to my liking (as a GM), I did a little brainstorming and considered the per encounter effects used by Star Wars Saga Edition. Didn't like that, either. It went from too little, to too much. The thought occured to me, however, that "cooldowns" were mentioned in one of my 3.0 books, so I went looking and found the Recharge Magic system which got my interest. Recharge for these in rounds, however, was worse than the per encounter mechanic in terms of frequency. Anyway, ended up with the following chart, after some modification; I'm considering trying it out. Spell .... Arcane ........... Divine
Has anyone else tried something similar? How did it work out? Did you continue/stop using it? ![]()
![]() The following is an idea I had for a variant type of spell casting, based on the idea of the "death spiral" mechanic and reduced book-keeping. Death Spiral (Definition):
A game mechanic involving a resolution system that somehow creates diminishing capabilities of the character and makes it more likely for the character’s capabilities to further diminish. That is to say, suffering an initial failure makes the second failure more likely, which makes the third even more likely and so on. There is virtually no escape from a Death Spiral once it’s begun. This incarnation presents it as a system for psionics (sci fi or simply re-skinned magic). It makes use of preexisting spells, to avoid bloat, as most spells and psionic powers are mechanically similar, with different fluff. Ultimately, what I need assistance with is insuring that the Concentration DCs remain relevant and that "psychic enervation" doesn't build up too quickly. Additionally, the benefits by level may require adjustment. Constructive criticism and suggestions are welcome and appreciated. Google Doc (with comments enabled): The Psion. ![]()
![]() I've been refreshing my familiarity the rules for flight, the fly spell, and the Fly skill (involving the spell, etc) of late due to the problems flight can cause at low levels (real or perceived), and something struck me as odd about it. After a few times of looking over the skill, I noticed that the Fly skill has a "Concentration check" of sorts built into it, similar to the check required by a spellcaster when injured while casting. While a caster must succeed on a Concentration DC (10 + damage dealt + spell level), an individual need only succeed on a DC 10 check to avoid losing 10 feet of altitude. I realize these are two different actions - casting a spell versus maintaining elevation - but I posit that they both require a relevant degree of focus. After giving it a great deal of thought, I'm giving serious consideration to making the following change: Original: "If you are flying using wings and you take damage while flying, you must make a DC 10 Fly check to avoid losing 10 feet of altitude." House Rule: "If you are flying using wings and you take damage while flying, you must make a DC (10 + damage dealt) Fly check to avoid losing 10 feet of altitude." The effects of the change are as follows:
Thoughts? ![]()
![]() A while back I found, while searching the web, the beginnings of a social combat system for the d20 system. I found it interesting and waited patiently for it to be completed for use in my home games. Unfortunately, interest seemed to die out and no further refinement of the system occurred. The following material is heavily based on this, with several additions such as a form of social condition track. I'd like to see it refined further and scale appropriately, which I'm not sure it does currently and would appreciate suggestions and criticism in that direction. Google Docs Link: Social Combat ![]()
![]() The following is a system for a transitive plane specific to my campaign setting. It is a concept borrowed from the "Umbra" from the WoD RPG and the "Twilight" from the Nightwatch & Daywatch novels. These "new" mechanics for the Gloom were adapted from a netbook which used 7 "layers" (I only needed one layer), for which I can no longer find the link. For all intents and purposes, this plane replaces the plane of shadow and the ethereal plane in my campaign setting as transitive planes. Ghosts, "gloom-template" creatures, and other incorporeal things dwell here. The Plane of Shadow was incorporated into another plane within my setting (think Shadowfell and Feywild of 4e). Anyway, I'd appreciate constructive comments and criticism in refinement of this latest revision. ![]()
![]() The following was inspired by Byrdology's Shadowdancer revisited thread. I'd mentioned I actually felt shadowdancer would be better represented as an archetype and decided to see how it'd work out. StreamOfTheSky had an interesting point in a post, that being the direct labeling of Shadow Jump as Dimension Door to allow for use of the Dimensional Feat chain. Constructive comments, suggestions, and criticism appreciated. Rough First Draft: Rogue Archetype: Shadowdancer ![]()
![]() As I've said in a previous post, monster creation is not my strong point. However, I've recently decided to flesh out some concepts for creatures native to my campaign setting. One of which follows and is a revision of the mermaid to match that of a b-movie I've been fond of for some time (She-Creature). The "base" or standard mermaid follows, which I figured I'd get evaluated before moving on to the "pod leader". In essence, mermaids subsist on a diet of intelligent humanoids, often human sailors. I'm considering removing the captivating song and granting that to the pod leader only. Constructive comments and criticisms are welcome. ![]()
![]() I've been considering for some time now, specifically with regard to the Drow, removing Spell Resistance as a racial trait and replacing it with something else, such as a bonus to saving throws against spells and spell-like abilities. Just to be clear, I am only considering removing the spell resistance racial trait from player character races in my campaign setting, not in any way, shape, or form altering the mechanics or functions of spell resistance or spells that specifically provide Spell Resistance. Has anyone else given thought to this or used similar rules and if so, how did it perform? The following is an example with regard to racial trait changes: Considering replacing spell resistance with: Spell Defense, Lesser (2 RP)
Spell Defense, Greater (3 RP)
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![]() The following creature is intended to act as a "draconic mount" for the purposes of my home setting. You'll notice influences from "Pern" regarding the telepathy & imprinting, but that's about it. Overall, I didn't want to use the standard dragons as they're significantly more powerful and the idea of "controlling" one is hard for me to swallow. Add to this I generally do not like the design paradigm of classes based around being a "dragon rider". Realizing what I have may not be balanced around a CR of 5 (which is the ideal CR for this), I'd appreciate any constructive comments, suggestions, or criticism. ![]()
![]() I was inspired by a post in conversions by burrahobbit regarding certain "kits" from 2e. One of my favorites was always the Blade Bard, though I never really cared for it as a "bard kit" and felt it was better represented in the rogue class. What follows is a new archetype for the Rogue character class called The Blade. I tried to adapt pre-existing mechanics in order to reflect the flavor of the kit (though a couple are certainly new mechanics) and would appreciate any constructive feedback or criticism for the purposes of balance and potential problems I may not have forseen. ![]()
![]() The threat of permanent death has ceased to be a major concern for all but low-level parties since the release of 3.0 and into Pathfinder. In concept I've always liked the idea of resurrection being something truly special. In practice, however, I like being able to bring back dead characters. I've seen ideas to eliminate resurrection spells, the "You Come Back Wrong" option, and ideas based purely on GM fiat (which is fine for NPCs). I'm curious how other GMs feel on the topic and if they perceive it as a problem, how they handle it. I'll start off with the method I've used for several years now and hope it gets the ball rolling: At character generation, I secretly roll 1d4 + 1 (or 1d4 + 5 if a homebrew "Nine Lives" trait is selected). The result is the number of Fate Points a character has. Fate points determine the number of times a PC or special NPC may return from the dead without repercussions. Once this pool is depleted, the deity presiding over the dead and judgement marks the PC (with her symbol over their heart) and begins sending agents after the PC to bring them in. Additionally, the deity occasionally returns a previously defeated nemesis of the PC to life on condition of slaying the PC. Death by the deity's agents or the nemesis is permanent. There are ways to get "unmarked", though difficult. It has proven to be very beneficial in terms of story, without being heavy-handed or resulting in arbitrary decisions on my part. The allowance of certain villains returning, through the bargain with the deity, has also allowed for the return of some favorite villains. ![]()
![]() So, I was inspired to work on a system which reflected certain Greek myths about "heroes" and being descended from the gods (Heracles, Perseus, Odyssus, etc), either distantly or directly. To further this, I also ran across SKR's Bloodlines variant rules while hunting for a pre-existing rule sets for inspiration. While reviewing the material, I decided on a basic paradigm: Paradigm
Sample Template
Example:
6th Level: Select one domain from the list below. You gain the associated power as a spell-like ability. Your caster level is equal to your character level. DC is Charisma-based.
11th Level: Choose one attribute from the following list: Strength or Charisma. You gain a permanent +2 bonus to that ability score. Alternatively, I've considered granting the 1st level power of a Domain (nothing else) at level 6 instead of trying to come up with balanced and competitive powers for each domain and 21 deities. Obviously, I'd like to make this as "balanced" as possible. Constructive criticism and comments appreciated. ![]()
![]() I had an idea for a racial trait, which is loosely based off of an archetype I did a while back (Witch Archetype – Binder). I've been considering using it (the trait) for a few things:
I'm leaning toward options 1 and 2, but pricing is a concern, as potential for abuse and perceived “power”. The trait is as follows: Imprint Vestige (Su) A member of this race may capture and imprint the vestige of a newly dead corpse. Imprinting a vestige requires a full-round action which provokes attacks of opportunity and the corpse of a living creature that has been dead for no longer than 1 hour per character level she possesses. At the end of the process, the vestige is absorbed into the member of this race. Once imprinted, the imprint remains until a new vestige is harvested, after which the old vestige is lost forever. The member of this race gains this as an alternate form, usable a number of minutes per day equal to his character level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments.
Constructive criticism and comments are appreciated. ![]()
![]() I've been fleshing out a sort of "Lost World" area in my campaign setting, of late. While it has seen no use in the past, it has drawn a significant amount of interest from the party and is definitely "on the menu". My goal is to have two dominant races on this continent, of which one is fairly standard. The second is as follows and is based on the "Orion" race from the Star Trek series, both culturally and statistically (it is a bare-bones version, for the sake of brevity). The race is sexually dimorphic (males and females have different traits) and very specialized, which is intended. However, I would appreciate constructive comments and criticisms to help polish off any rough edges, as well as fresh perspectives. While they are not currently a race available to players, they will be in the future (there are several races in my settings which are not playable until they are "discovered" or as part of an overarching plot). Concerns & Balance: Females
Thoughts? One thing I do not like is the mechanics of Nereid Fascination (3 rp - titled Dance of D'Nesh - D'Nesh being one of their deties). I dislike the 1/day mechanics, but recognize their place as "balancing factors". I'd like to change the way in which it works, but am concerned about balance. Below is the original text, followed by the proposed change: Original Nereid Fascination Text (borrowed from the Undine, which actually had the duration, unlike the ARG)
Modified Nereid Fascination Text
I'm aware the second version is significantly better, but I am uncertain as to how that might translate into Race Points. I'm considering increasing the RP cost to 4 or 5. If she takes levels in bard, the dance is obsolete and replaced by the standard fascinate - the idea behind the replacement with the feat if she has bard levels is to correct for that. Concerns: Males
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![]() So, it is my intention to include psionics - Telepathy only - in my campaign setting in a very specific region. I don't like the ruleset used by 3.5 or Dreamscarred's update of it (I just don't care for that system or the skill-based systems which are also prolific). The idea is highly influenced by the Babylon 5 TV series. What follows is a bit of brain storming to help form the idea and intended structure. Telepathy can be broken down into the following four subcategories: Telepathy
Defense: Protecting your mind and others, blocking sense/detection. Tower of Iron will, Mental Barrier and so on. Sensing/Detection: sensing & reading other minds & psionic use. Communication: commanding, erasing/adding/editing minds, creating links, sending & receiving information, language. Each category will contain a list of powers, usable by anyone with the appropriate character level, knowledge, and the Psionic feat (or "telepath" class). Appropriate character level will be defined as a static level in the telepath class, or for those just taking the feat, as follows: BAB Based Psi-Level
Each power will have a Psi level and minimum knowledge(psionics) to use consisting of something similar to the "easy, basic, tough" setup (though a bit more involved than that), for Example: Mental Barrier
At 4th level, a full bab class could use it; 2nd for 3/4 & 1/2 bab; monks and telepaths could use it at 1st (assuming a monk and the other non-telepath classes took the psionic feat). Any constructive thoughts, criticisms, and suggestions are welcome. Edited to Add: I'm also considering the idea that magic (divine, arcane) and psionics (mundane) do not mix and preventing those classes which have access to magic of either variety from taking psionics. I'd appreciate thoughts on this, as well, from an objective mechanical standpoint. ![]()
![]() The lizardfolk of my campaign setting, of which there are two types, consist of one fairly standard version, and the following, which I would like assistance with: Note: I skipped adding in the fluff, as most people don't seem to care about it, but I can provide a basic rundown if requested, as the selection of traits is based on it. Sarkrith (10 RP)
Evolutions
Constructive criticism and feedback is appreciated. Edit Edited to correct the ability adjustments and cost. I put the wrong set in originally. ![]()
![]() I recently had a really odd request from one of my female players: she wants to play a Forlarren rogue. I told her I'd give it a look over and consider it, after which I made a "rough draft" of the race using the ARG. I immediately decided there was no way I, personally, would ever play a race like this and wrote down the reasons why (it has some severe... very severe penalties). After allowing her to review these reasons, making sure she understood the mechanics behind it, she is still all for it, if not more so. There was only one issue in calculating the total cost of the race, which is how to value the following: Remorse (Ex) Whenever a forlarren kills a living creature, it must make a DC 15 Will save to avoid becoming overwhelmed with remorse. If it fails this save, the forlarren becomes nauseated for 1d6 rounds. This is a mind-affecting effect. It is a pretty severe penalty, particularly with a rogue's Will saves and takes a lot of "work" to try and compensate for through feats. Any constructive assistance is appreciated. ![]()
![]() Background: I'm working on fleshing out a section of my campaign setting with heavy Chinese influences and a touch of the Three Kingdoms. I intend to use the Oracle with a re-flavor to fill the "divine" caster niche (I'm not using clerics). Issue: I have a problem with the curse mechanic: I do not like it - but more importantly, it doesn't fit the "Wu" Archetype (see wu xing and wu shaman on wikipedia for more information) I'm basing the flavors changes on (albeit loosely). Possible Solutions:
Obviously, I prefer option 1 for simplicity (though 2 is pretty spiffy flavor wise with some more work). However, I do not know with 100% certainty that removing the curse and benefits won't break something I haven't considered. All constructive thoughts and criticisms are appreciated. ![]()
![]() Another Witch archetype that's in the rough-draft stage. I was inspired by a homebrew prestige class and a post I found here (but can't find now) regarding Ritual Casting. Archetype: Ceremonial Witch. Constructive criticism is welcome, as usual. ![]()
![]() So, I've got several more archetypes coming, mostly for witches, which I'll group up in a larger post later, but I just "finished" this one for presentation. The name is still in the air, but the overall concept mirrors in fantasy the idea of various "Traditions" of witchcraft. I provided a couple off-the-cuff examples in the link, as it would be up to the GM/players to flesh out their campaign traditions or family tradition. Anyway, here it is: Archetype: Coven Witch. Constructive criticism is welcome, as usual. ![]()
![]() The following is an archetype I'm working on for my home campaign setting for the witch class. While this uses the terms "binder" and "vestige", it is not an attempt at converting the class from the tome of magic. Witch Archetype: Binder The primary issues I'm concerned about at the moment are the "costs" of the Children of the Grave ability, the mechanics behind harvesting the vestiges, as well the following question: Are the benefits gained worth more, less, or roughly the same as the loss of the familiar, addition of a spell book, and the diminished spellcasting with the fluctuating nature of the Inner Reliquary taken into account? I welcome and appreciate constructive comments and criticisms. ![]()
![]() The following is archetype (mechanics blatantly stolen & modified from the 3.5 wilder) for a primal sorcerer. It is my intent that this will apply only for sorcerers in my campaign setting (and later bards once this is ironed out, i.e. archetypes created later for arcane, charisma-based casters). I've always liked the idea of uncontrolled magic, but hated the comical wild magic rules since AD&D 2nd edition and of course, the many regurgitations of these rules since. The wilder mechanics, however, accomplish pretty much what I want. A main concern is risk vs reward. The risk increases significantly with the level of the sorcerer and the level of the spell cast. I'm torn on whether or not to keep the damage suffered from a backlash as lethal or change it to nonlethal. Link: Archetype: Primal Sorcerer I'd appreciate any constructive comments, criticisms, or potential problems this may cause. ![]()
![]() I've had a problem with the Linguistics skill since release of the core rule book, specifically the "Learn a Language" entry - the rest I have no problem with. Language is important in my campaign setting (just like the real world) and having 20+ languages by level 20 as a side effect of trying to increase the other aspects of the linguistics skills is, quite frankly, just silly. While working on correcting this problem, I noticed I had all these great ideas that weren't my own - I'd seen them before in my OGL Babylon 5 Core Rulebook. Here's the result of what I intend to house rule into my setting thusfar: Considerations: How to acquire fluency in a new language? My initial thought is to add a trait (someone else's house rule) that grants a single language. A feat is too expensive. However, I also believe that spending 1 feat slot to gain a language is too expensive (1 feat grants 2 traits). I'm considering allowing the players to spend 2 of their skill points to learn a new language, however, these skill points grant only the language and a +2 bonus on all Knowledge checks relating to the culture that uses said language (i.e. their religion, nobility, local cultural customs, and so on) and does not grant an increase to the Linguistics skills. Thoughts? ![]()
![]() When I design a house rule, I usually attempt to find every mention of a specific mechanic, similar mechanics, and so on that relate to what I intend to do with said house rule and to double check if said rule even needs implemented - then testing to see if it performs as I want it to. I'm hoping I've just overlooked it, but I cannot seem to find any reference to taking 10 or 20 on an Ability check - only Skill checks. This is relevant to me, as I'm working on a "Feat of Strength" mechanic to solve something I perceive as an issue (albeit a minor one) with Strength checks and, for example, busting down doors. The thread which got me thinking about this is here. I'd made a suggestion and ultimately, didn't like it, so went hunting for a solution. I searched through several other d20-based game systems I own and finally found a feat in the Saga Edition of Star Wars which accomplishes what I want, but I don't want to make it a feat. I'm going to tie it to the Strength entry, i.e. if the character has a Strength of X, he may perform a feat of strength. The following is the edited/modified version of what I seek to accomplish: Mechanic wrote: Feat of Strength A character with a Strength of 15 or greater may draw on inner reserves of physical power to perform great feats of strength. As a full-round action, you can take 20 on a single Strength check, if even you are distracted or threatened. You may attempt a feat of strength a number of times per day equal to your Constitution modifier (minimum 0). After attempting a feat of strength for the first time in a given day, make a DC 15 Endurance check (as a free action). If the check succeeds, the attempt does not count against your feat of strength attempts for the day. Relevant Notes 1. The idea is this is usable by all with the minimum Strength rating.2. I haven't decided whether it should be "take 10" or "take 20" or start off as "take 10" and increase to "take 20" at a higher Strength rating. 3. Endurance is a skill we adopted to cover many Constitution-based checks from Star Wars Saga Edition. In essence, treat it as an ability check (or refer to Kirthfinder, I think he uses a similar mechanic). Any assistance, be it with regard to a page number on taking 10/20 with ability checks or the mechanics listed above are appreciated. ![]()
![]() With around 9 months of playtesting, I've revisited the Warlock archetype for the Witch class for some minor changes. Overall, it seemed to work out pretty well. A primary issue noticed almost immediately during play was the "hex" tax for the modifications to a character's "witchfire". Too many of the standard witch hexes were too important to pass up, and though the "witchfire blast" was used, it was primarily used at the base level (i.e. unmodified). I decided to just drop the "essences" as they were (partly due to warlock not being OGL which Kitsune Knight pointed out ages ago and partly due to the immense amount of space it took) and pulled the mechanic from the antipaladin's "touch of corruption" to allow for modifications to the witchfire with a couple minor additions (primarily changing the blast to certain elements). The "Witchfire Malediction" hex now covers most of the secondary effects possible for a warlock and allows a player to acquire more diverse abilities, though still limited. At the moment, I still have the "Pattern" hexes as individual hexes and added a few new patterns to the mix. I've been giving some consideration to rolling them, as well, into a "Witchfire Patterns" hex and allowing the player to select around 2-3 patterns per purchase of the hex or use a similar rate to acquire them as the Malediction version, all in the name of diversity. I added an additional component to the base witchfire, as well, allowing the player to decide whether they wished to make a melee or ranged touch attack. The current version with the changes can be found here: Witch Archetype: Warlock. ![]()
![]() A lot of ideas have been tossed around regarding holy warriors for alignments other than lawful good and chaotic evil, so I decided to try my hand at it for some bad guys in an upcoming campaign, though I'll probably make it available for my players if they so choose. Base Class: Champion. Notes: I dropped the aura & smite <alignment> abilities in exchange for the inquisitor's judgements (minus 2 of them). The aura abilities only affect the champion. Added "Paths" which are basically skins for determining what ability types you get (whether you channel negative or positive, get intimidate or diplomacy, lay on hands or mercies and so on). This a (REALLY) rough draft. I ultimately want to give them something other than touch of corruption/lay on hands, but I've yet to determine what I want that to be other than versatile enough to work for all paths. Levels 11 and 14 empty (save for spells). Constructive criticism, questions, and comments are appreciated. |