Shae

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I've been trying to find a reference to how cold resistance interacts with the nonlethal damage from cold weather & environmental effects. I seem to recall that cold resistance of 2 or 5, for example, makes one "immune" to nonlethal damage of that type, but may be remembering incorrectly.

Can anyone verify this, and cite book and page number if this is the case?


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


  • Concept: Blaster (Primary), Control (Secondary).
  • Traits: Magical Lineage (Fireball); Reactionary.
  • Skill Points: 7/level: Perception, Knowledge (arcana), Use Magic Device, Fly, Sense Motive, Spellcraft, Perform (RP purposes).
  • Languages: Varisan, Chelaxian (Common), Skald, Vishkkanya, Draconic
  • Favored Class Bonus: +1 Hit Point (Wizard).
  • Race: Human; Ability Scores: STR: 10 DEX: 14 CON: 12 INT: 19 WIS: 10 CHA: 14

Planned Feat/Exploit Progression


  • 1st-Level: spell focus (evocation), varisian tattoo (evocation HBF), arcane reservoir, exploit (potent magic)
  • 3rd-Level: spell specialization (burning hands - change to fireball at 5th level))
  • 5th-Level: empower spell, intensified spell, exploit (school understanding – evocation (admixture))
  • 6th-Level: greater spell focus (evocation)
  • 9th-Level: improved initiative, exploit (metamagic knowledge (undecided))
  • 10th-Level: dazing spell
  • 11th-Level: spell penetration
  • 13th-Level: quicken spell, exploit (quick study)
  • 15th-Level: greater spell penetration, spell perfection (fireball)
  • 17th-Level: toughness, exploit (metamixing or familiar)
  • 19th-Level: greater spell specialization (fireball)
  • 20th-Level: maximize spell

Party
The current party make-up, as I know it (at the moment). No dedicated healer (I'll admit, I'm a bit concerned, so I may take leadership to get a healer cohort at some point depending on how things go).
1 vishkanya rogue (deadly courtesan)
1 changeling witch (winter witch)
1 strix ranger (witchguard)
1 unknown race summoner (synthesist)
1 fetchlin inquisitor (black powder?)
1 human wizard (exploiter)

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.


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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.

Link: Arcane Bond

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.


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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
I. A caster must expend his move action to exert direct control after the first time direct control is used. The victim will, to the best of his ability, perform the desired action and will continue to do so until such time as a new command is given. Any command given when direct control is exerted, including the first, grants a new saving throw to the victim; commands which go against the nature of the victim grant a +4 modifier to the saving throw.

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
Savage Maw (Ex) The afflicted gain bite attack dealing 1d4 + Strength (+ disease). Bleed 1 on critical hit (automatically infects). This attack is treated as a secondary attack when making a full attack.
Savage Resilience (Ex) For every two points of Intelligence lost in this fashion, increase the base creature's Strength and Constitution by 1 point each.
Glide (Su) You take no damage from falls (as if from feather fall). In addition, you can move up to 5 feet in any horizontal direction for every 1 foot you fall, at a speed of 60 feet per round. You cannot use this spell to actually gain height, merely coast in other directions as you fall. If subjected to a strong wind or any other effect that causes you to rise you can take advantage of it in order to increase the distance you can glide.
Fast Healing 1 As per universal monster rules.
Hide from Fey (Su) Creatures of the fey type and faerie subtype cannot see, hear, or smell the afflicted. Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate such creatures. Non-intelligent creatures with the fey type are automatically affected and act as though the creature is not there. An intelligent fey creature gets a single Will saving throw (DC 10 + 1/2 the afflicted's character level or Hit Dice + the afflicted's Cha modifier). If it fails, the subject can't see the creature. If it has reason to believe unseen opponents are present, however, it can attempt to find or strike them.
Silence (Su) All sound by the afflicted is stopped: while the afflicted may appear to speak or growl, no noise whatsoever issues from the afflicted.
Notes: Considering adding in spider climb and nondetection, as well, as always on abilities.

Fey Madness
Type disease, contact, injury; Save Fortitude DC = 10 + 1/2 the afflicted's character level or Hit Dice + the afflicted's Cha modifier; in the case of contact, the DC of the save is 20.
Onset 1d6 days; FrequencY 1/day
Effect 1d3 Intelligence damage (this damage cannot be healed while the creature is infected); Cure 3 consecutive saves.
This disease reduces creatures with the fey type or faerie subtype to rage-maddened beasts, altering them physically as well as mentally. Those afflicted with the disease become chaotic evil after the first failed save and actively attempt to hide their affliction, going so far as to isolate themselves to allow the disease to run its full course. Any ceature of the fey type or faerie subtype reduced to 0 Intelligence while infected gains the Fey Mad template and is beyond the help of magic short of a miracle or wish. Non-fey are immune to the disease, instead becoming carriers.

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.


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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]
Trope: Evil Gloating
Benefits: The GM or a player (who has discovered this flaw) can activate this flaw once per day in order to get you to tell them your scheme.

Hopeless Romantic [Flaw]
Trope: Serial Romeo
Benefits: The GM or a player (who has discovered this flaw) can activate this flaw once per day in order to shoot you with Cupid's arrow, yet again.

Upon selecting a Flaw at 1st level, the character may also select a single bonus feat or a single Merit. Basically, you get one flaw and one merit (or a bonus feat) if you choose at 1st level.

Seductive [Merit]
Trope: Femme Fatale.
Prerequisite: Charisma 13.
Benefits: You may activate your merit once per day in order to make a Bluff check to convince another character (NPC only) to commit a deed that he normally wouldn't perpetrate. You gain a +5 insight bonus to this roll.

Discerning [Merit]
I couldn't find a trope, but basically putting yourself in the opponent's shoes to anticipate his next move.
Benefits: You may activate your merit once per day to predict what an opponent's very next action is going to be. Once the GM has told you what the action is, he cannot change his mind based on your actions.

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:
Ovates use the druid spell list.
Ovates use the sorcerer spells known and spells per day tables, respectively.


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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:

  • Version 1: One can be returned to life a number of times equal to one's Constitution modifier (1 in 20 chance of returning as a Risen, -1 on the roll per time previously returned to life);
  • Version 2 1d4 + Con modifier was rolled at character creation, in secret by the GM. These points represented the number of times one could return (1 in 20 chance of returning as a Risen, -1 on the roll per time previously returned to life).
  • Current Version: One can return as often as attempted, but the chance to return as a risen is increased (1 in 20 chance of returning as a Risen, -1 on the roll per time previously returned to life; Con modifier affects this roll, results equal to 1 or less are treated as a 1).

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
Senses
The creature gains darkvision 60 ft.
Defensive Abilities The creature gains the Negative Energy Affinity, Resist Level Drain, and Undead Resistance racial traits.
Special Attacks The creature gains the Keening racial trait.
Keening (Su) Once per hour as a standard action, a risen can release an anguished wail. Any creature not of the Undead type or Half-Undead subtype must make a successful Will saving throw (DC 10 + 1/2 the user's character level + the risen's Charisma modifier) or become shaken for 1d4 rounds. A target that successfully saves cannot be affected by the risen's keening for 24 hours. Creatures that are already shaken become frightened for 1d4 rounds instead. This is a sonic, mind-affecting effect.
Weakness The creature gains the Light Sensitivity racial trait. A risen increases its age category by one step per month. Upon reaching the venerable age category, a risen must succeed on a Fortitude save (DC 10 + 1 per day of life after venerable) or die. Such a character cannot be returned to life without the direct intervention of a deity who's portfolio includes Death.

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)
Choose the Slain (Su) A valkyr can draw the soul from a newly dead body and store it in her weapon (typically a sword or spear). This functions as soul bind, but the dead creature must be willing to have its soul taken. If the creature is unwilling, this ability has no effect. A valkyr may store no more than one soul at a time. After 24 hours, the soul is released to its final resting place. During this 24 hour period, a valkyr may call upon the spirit to grant her a battle blessing, which lasts for 1 minute. Each round at the start of her turn, she can select one of the following bonuses: +10 feet to base land speed, +1 dodge bonus to AC, +1 insight bonus on attack rolls, or a +1 luck bonus on saving throws.

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
Orisons (Sp) Ovate's learn a number of orisons, or 0-level spells, as noted on Table: Bard Spells Known under "Spells Known." These spells are cast like any other spell, but they do not consume any slots and may be used again.
This ability replaces cantrips.
Spells An ovate casts divine spells drawn from the druid spell list. He can cast any spell he knows without preparing it ahead of time. Every ovate spell has a verbal component (singing, reciting, or music). To learn or cast a spell, an ovate must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class (DC) for a saving throw against an ovate’s spell is 10 + the spell level + the ovate’s Charisma modifier.
Like other spellcasters, an ovate can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Bard. In addition, he receives bonus spells per day if he has a high Charisma score.
The ovate’s selection of spells is extremely limited. An ovate begins play knowing four 0-level spells and two 1st-level spells of the ovate’s choice. At each new ovate level, he gains one or more new spells, as indicated on Table: Bard Spells Known. (Unlike spells per day, the number of spells an ovate knows is not affected by his Charisma score (See Table: Ability Modifiers and Bonus Spells).
Upon reaching 5th level, and at every third ovate level after that (8th, 11th, and so on), an ovate can choose to learn a new spell in place of one he already knows. In effect, the ovate “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level ovate spell the ovate can cast. An ovate may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
An ovate need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.
This ability replaces bard spells.
Enhance Healing (Su) A number of times per day equal to his Charisma modifier, an ovate can cause any healing effect from a spell completion or spell trigger item to function at a caster level equal to his class level.
This ability replaces versatile performance.
Augury (Ex) At 10th level, an ovate can determine the action likely to bring success with the least risk through natural signs and portents. Once per day, he can take 10 on any d20 roll. He may use this ability one additional time per day for every three levels after 10th.
This ability replaces jack of all trades.

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
Improved Counterspell This feat allows multiple attempts (like combat reflexes) to counterspell. You can attempt 1 per round without it.
Counterspell check 1d20 + ½ caster level + primary casting stat + misc
Counterspell Defense 10 + ½ caster level + primary casting stat + misc

Order of Operations
1. Opponent casts spell.
2. Attempt to identify spell as normal. If successful, move on to 3.
3. The would-be counterspeller rolls a Counterspell check vs Counterspell Defense. If successful, move on to 4.
4. The counterspeller expends appropriate spell as normal or dispel check as normal with dispel magic and variations of.

So far, this is the most basic framework I could come up with for it. I'd appreciate honest criticism or comments.


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I'm currently in the process of rebuilding my setting from the ground up.

Plan


  • Build base classes around a core concept. Remove all feats which conflict the desired outcome of a classes abilities.
  • Provide niche protection & tie class abilities to specific weapon groups.
  • Melee can have nice things, too. Mundane fighters and rogues, for example, are called warriors and experts.
  • No more big 6.
  • Magic will follow consistant rules that don't step on everyone else's toes.

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
d8 HD, 3/4 bab, Will (Good), Reflex (Good) Fort (Poor).
Damage: High; Defense: Light

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.

  • Weapon and Armor Proficiency: Rogues are proficient with all simple and rogue weapons (hand crossbow, rapier, sap, shortbow, and short sword). They are proficient with light armor, but not with shields.
  • Guile (Ex) A rogue is a lightly armored, agile warrior that uses a combination of stealth and quick attacks to disable and destroy their opponents. Guile represents their ability to channel their energies into blindingly fast and lethal attacks. At the start of each day, a rogue begins with 1 point of guile. Her guile goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though some feats and magic items may affect this maximum. A rogue spends guile to activate her special abilities (see below), and regains guile in the following ways:
    Critical Hit: Each time the rogue confirms a critical hit with a rogue weapon while in the heat of combat, she regains 1 guile point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the rogue’s character level does not restore guile.
    Killing Blow: When the rogue reduces a creature to 0 or fewer hit points with a rogue weapon while in the heat of combat, she regains 1 guile point. Destroying an unattended object or reducing a creature that has fewer Hit Dice than half the rogue’s character level to 0 or fewer hit points does not restore any guile.
  • Vanish (Su) As a standard action, the rogue expends 1 point of guile to vanish from sight. This functions as the vanish spell and uses the rogue's level as her caster level. (Notes: Around level 9-11, the action cost for this will be reduced to a move action and again at 17-20 to a swift action)
  • Path Talents [Placeholder. At 1st level, a rogue will select her Path which will define her abilities as she advances through the class. A rogue may not select Path talents from any but her chosen Path.]

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.

  • Combat Training A rogue that selects this talent gains a bonus combat feat (see Feats) for which she meets the prerequisites. A rogue may select this talent multiple times.
  • Elusive (Su) A rogue can befuddle divinations used against her as if she were under the effect of a nondetection spell with a caster level equal to her character level. She can suppress or resume this protection as a standard action. If dispelled, the rogue cannot resume the nondetection for 1d4 rounds.
  • Fast Movement (Ex) A rogue's land speed is faster than the norm for her race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the rogue's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the rogue's land speed.
  • Scoundrel A rogue that selects this talent gains the Improved Feint feat.
  • Slice Throat (Ex) The rogue is skilled at quietly eliminating guards and others when they are caught unaware. If a rogue damages an opponent that is unaware of her, that opponent cannot speak or make other noises until the end of her next turn. This is a stunning effect. The effects of a rogue's Kiss (if any) stack with this effect.

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 I Signature Strike: I intend for this to grant 1 Guile, be used as a standard action, and grant a scaling amount of critical range and multiplier, but I haven't fully fleshed out the idea, obviously.
  • Kiss of Death A rogue may add her Dexterity modifier to her damage dealt with a rogue weapon on a successful critical hit.
    Alternatively, the rogue may inflict this extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target.
  • Kiss of Death, Improved The rogue may apply the additional damage granted by her Kiss of Death to all damage dealt with the dagger, kukri, punching daggers, or sword-breaker dagger. On a successful critical hit, she adds 1.5 times her Dexterity modifier.
    Alternatively, the rogue may inflict 1.5 times her Dexterity modifier anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target.

Path II: Damage over Time.:


  • Kiss Of Agony Whenever you score a critical hit with a rogue weapon, your opponent takes 1 point of bleed damage per two rogue levels each round on his turn, in addition to the damage dealt by the critical hit.
    Alternatively, the rogue may inflict this extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target.
    Bleed damage can be stopped by a DC 15 Heal skill check or through any magical healing. Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess.
  • Kiss of Agony, Improved This talent make the wounds “vicious”. Any concentration checks made while under the effects of a Kiss of Agony add the rogue's Charisma modifier to the DC, in addition to the damage dealt.
  • Path II Signature Strike: Wounding Strike (Ex) As a standard action, while wielding a rogue weapon, you may deliver a wounding strike. A wounding strike deals normal weapon damage on a successful hit and recovers 1 guile. Additionally, the jagged wounds the rogue leaves cause intense pain to her opponent that deal 1d4 damage each time he takes a move, standard, or full-round action for a number of rounds equal to one half her rogue level (minimum 1). Each round the target takes damage from this effect after the first, she gain 1 additional guile. This damage can be stopped by a Heal check (DC 15) or through the application of any spell that cures hit point damage.

Path III: Armor Pentration.:


  • Path III Signature Strike: I intend for this to grant 1 Guile, be used as a standard action, and grant a scaling amount of armor or DR penetration. I haven't fully fleshed out the idea, obviously.
  • Kiss Of Betrayal Whenever you score a critical hit with a rogue weapon, in addition to the damage dealt by the rogue's critical hit, your opponent suffers one of the following conditions for a short time: blinded, dazzled, deafened, entangled, shaken, or sickened. This condition lasts for 1 round. For every 5 by which your attack exceeds your opponent’s AC, the penalty lasts 1 additional round. This penalty can usually be removed if the target spends a move action.
    Alternatively, the rogue may inflict one of these conditions anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target.
    Kiss Of Betrayal, Improved The penalty lasts for 1d4 rounds, plus 1 round for every 5 by which your attack exceeds your opponent’s CMD. In addition, removing the condition requires the target to spend a standard action.

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
1. The roll is optional. A player may choose, before rolling, to select the average speed of 30 ft. for humans.
2. A player rolls 3d6: the result is their Speed attribute. Average result is 10.5 which grants no modifier – I'm comfortable with that.
3. A player may spend the human ability modifier on the stat, as well as any ability bonuses gained through leveling up or other means.
4. A limitation is placed on speed bonuses; a benefit is granted to speed penalties (see Benefits and Limitations).
5. Speed gains will be in the form of half of a 5' square (2.5). Every 2 increments will grant a bonus (or penalty) of 5' to movement.

Speed Attribute Formula (Attribute Range 1-45+)
(Speed Ability Score - 11) / 2 = Result (drop decimal)
Result * 2.5 = Modifier to Base Movement Speed.

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
1. A bonus to base movement speed applies only when you are wearing no armor or light armor and not carrying a heavy load. Apply this bonus before modifying your speed for any load carried. If a feature of your character class also improves your land speed, the speed increase stacks with that provided by the class feature.
2. If your character has a penalty to base movement speed, your speed is never modified by armor or encumbrance.

Any thoughts, comments, critiques on implementation?


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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
1. Spellcasting has limitations (just like every other spellcasting system). I will call it “Enervation” and it will represent destructive energies that build up in a caster as a result of casting spells. A secondary goal of this is to eliminate the Spells Per Day tables.
2. These limitations (Enervation) will not be in the form of lethal, non-lethal, or direct ability damage. These make spellcasting completely undesirable or are too easy to overcome with other spells.
3. Magic is magic. It is not arcane. It is not divine.
4. Spellcasting will require a roll. This roll should not determine whether a spell succeeds or fails, but whether a character builds up Enervation.
5. A spellcaster should have a means by which to reduce or discharge Enervation as a class feature.
6. An Enervation check should not be skill based. There are too many ways to trivialize it or make the DCs unreachable by non-optimizers.
7. A natural 1 or natural 20 has a critical failure/success for a spellcaster.
8. Metamagic always grants Enervation in addition to any acquired from a failed Enervation check.
9. I will not set a restriction (in this case Enervation) and grant a multitude of ways to trivialize it or bypass it altogether in later work, such as certain entities do.

Enervation
The strain of using magic can erode even the strongest of minds. For every two points of Enervation accumulated by the spellcaster, she suffers a -1 penalty on Enervation checks to activate her spells. A spellcaster may gain a number of points of Enervation equal to her character level + her Charisma modifier, after which, she suffers 1 point of Intelligence damage per point of Enervation over her limit. Ability damage suffered as a result of Enervation must be healed by normal means. Unless otherwise noted, Enervation lasts until the spellcaster receives a full eight hours of rest.

Spells
A spellcaster begins play knowing four spells of her choice. Each time she achieves a new level, she unlocks the knowledge of new spells. A spellcaster casts arcane spells drawn primarily from the sorcerer/wizard spell list. She can cast any spell she knows without preparing it ahead of time.
To learn a spell, a spellcaster must have a Intelligence score equal to at least 10 + the equivalent spell level. The Difficulty Class for a saving throw against a spellcaster’s spell is 10 + the equivalent spell level + the spellcaster’s Charisma modifier.
Casting a spell requires an Enervation check (DC 15 + 2 x equivalent spell level). When you make an Enervation check, you roll 1d20, add one half your spellcaster level (round down), and add your Intelligence modifier. Failure results in the spell taking effect as normal, but the spellcaster gains a number of points of Enervation equal to the equivalent spell level (minimum 1). A spellcaster need not check for Enervation with 0-level spells. A spellcaster’s caster level is equal to her level in a spellcasting class.
Critical Successes: A natural roll of a 20 on a d20 on a Enervation check always results in a critical success with the following outcomes (your choice):
* Increase the save DC for the spell by +2.
* Reduce your current Enervation by an amount equal to the Enervation you would have gained on a failed check.
* Increase your caster level by +1 for the spell cast.
Critical Failure: A roll of a 1 on a d20 on a Enervation check always results in a critical failure with the following outcome:
Suffer twice the amount of Enervation you would have normally gained.
Maximum Spell Level Known: A spellcaster begins play with the ability to learn 0-level and 1st-level spells. As she attains higher levels, a spellcaster may gain the ability to master more complex spells.

Metamagic
A spellcaster may select metamagic feats and apply them to her spells spontaneously. While this does not increase the casting time of the spell, she automatically gains a number of points of Enervation equal to the level increase granted by the feat. These points are in addition to any she might suffer from a failed Enervation check to activate a spell. A spellcaster may only apply a single metamagic feat to a single spell each round.

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:
I almost forgot. The Sidhe are a custom race for my setting and are Humanoid (faerie).
At the bottom of the page to the following link, you'll find their statistics: Faerie.


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I was toying with the idea of a conversion of the pale master, but the more I looked at the class, the less I liked it.

Anyway, I'd appreciate a critical eye of the following prestige class and welcome constructive comments, criticisms, and suggestions.

Deathbound Master


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]
You can fight with a weapon wielded in each of your hands.
Prerequisite: Weapon Finesse, Dex 15.
Benefit: When weilding a light melee weapon in each hand, you make additional strikes as a single attack. Damage dealt by your main hand attack increases by one die step: 1d3 becomes 1d4, 1d4 becomes 1d6, and 1d6 becomes 1d8.
Normal: An unarmed strike is always considered light.
Special: You add only half of your Strength modifier to damage rolls made while fighting with two weapons.

Improved Two-Weapon Fighting [Combat]
You are skilled at fighting with two weapons.
Prerequisites: Dex 17, Two-Weapon Fighting, base attack bonus +6.
Benefit: When weilding a light melee weapon in each hand, you make additional strikes as a single attack. Damage dealt by your main hand attack increases by one die step: 1d4 becomes 1d6, 1d6 becomes 1d8, and 1d8 becomes 1d10. In addition, you gain one-half of your off-hand weapon's enhancement bonus (rounded down) as a shield bonus to Armor Class.
Special: You add only half of your Strength modifier to damage rolls made while fighting with two weapons.

Greater Two-Weapon Fighting [Combat]
You are incredibly skilled at fighting with two weapons at the same time.
Prerequisites: Dex 19, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +11.
Benefit: When weilding a light melee weapon in each hand, you make additional strikes as a single attack. Damage dealt by your main hand attack increases by one die step: 1d6 becomes 1d8, 1d8 becomes 1d10, 1d10 becomes 2d6, and 2d6 becomes 2d8. In addition, you gain your off-hand weapon's full enhancement bonus as a shield bonus to Armor Class.
Special: You add only half of your Strength modifier to damage rolls made while fighting with two weapons.

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
* Evolutions

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
Necromancy [evil]
Prerequisite: knowledge (forbidden lore) 9 ranks; Skill Check: perform (ritual) DC 29, 6 successes (see text); Failure: two consecutive failed skill checks; Components: V, S, M; Casting Time: 1 hour (minimum; 1 check per 10 minutes); Range: personal; Target: self; Duration: instantaneous; Saving Throw: none; Spell Resistance: no
By casting the eternal youth incantation, you reduce your age category by one category for every step below old of the sacrificed humanoid.
For example, a venerable caster sacrificing an adult would reduce his age category by two, restoring him to Middle Age.
Material Components: One humanoid age category Middle Age or less, who is sacrificed at the end of the incantation (unwilling targets must be helpless). The humanoid’s blood is splashed all over the caster. Also, various incenses, oils, and candles to a total value of 20,000 gp are consumed when casting the spell.
Failure: The caster's age category is increased by one step. If this takes the caster past the venerable age category he must begin making saving throws as per the Curse of Ages witch hex (see new hexes).
Special: The sacrifice must be helpless, if unwilling. If, at at point during the ritual, the target slips the restraints or is otherwise rescued, the caster has until the next required roll to restrain the target or replace it with another. Failure results in the caster immediately suffers as if 2 consecutive failures have occurred, ending the ritual. A willing target need not be restrained.

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
0 ......... 1 hours ........... 1d3 hours
1st ...... 1 hours ........... 1d3 hours
2nd ..... 1d3 hours ....... 1d4 hours
3rd ...... 1d3 hours ....... 1d4 hours
4th ...... 1d4 hours ....... 1d4+1 hours
5th ...... 1d4 hours ....... 1d4+1 hours
6th ...... 1d4+1 hours ... 1d6+1 hours

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:
1. Ranks in fly matter a good deal more.
2. Maneuverability plays a more important role as well, especially when determining balance of low-level flying effects/traits.
3. The chances of actually suffering a Fly check failure by 5 or more while attacked are relevant, instead of next to impossible for many creatures with only a handful of skill ranks invested, if any.
4. Bringing down a winged flying creature with mundane means is far more feasible. However, creatures flying using the Fly spell are unaffected. I've yet to decide if this is an issue or not.

Thoughts?


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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


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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 Gloom


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.

Mermaids, Sorilian.

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)
Prerequisites: None.
Benefit: Members of this race gain a +1 racial bonus on saving throws against spells and spell-like abilities. At every fifth level after 1st, members of this race gain an additional +1 racial bonus on saving throws against spells and spell-like abilities (to a maximum of +4 at 16th level).
Notes: Or just a flat +2 bonus?

Spell Defense, Greater (3 RP)
Prerequisites: None.
Benefit: Members of this race gain a +2 racial bonus on saving throws against spells and spell-like abilities. Every four levels after 1st, members of this race gain an additional +1 racial bonus on saving throws against spells and spell-like abilities (to a maximum of +6 at 17th level).
Notes: Or just a flat +2 bonus, increased to +4 at 9th level?


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.

Dragon, Praetorian


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
1. Feat-based, selected at level 1 only or at any level provided one invested in a homebrew trait.
2. One does not choose their deific ancestor/bloodline. Randomization will help prevent any potential min/max efforts, though choice still plays a part (see #4). Exceptions are at the GM's discretion.
3. Power levels: the feat will progress at roughly 3 intervals with different types of benefits.
4. Based on the domains and portfolio of said deity, the player will have a variety of skills/minor powers to choose from allowing for some minor optimization.
5. These "divine scions" will always be hunted by something (be it the agents of an opposing deity, some horrible creature/nemesis from their past, or to prevent a vague prophecy of which they are presumed to be a part of.

Sample Template
1st level : select two skills from a list of 3 skills. These are always class skills; if already class skills, you gain a +1 bonus on said skills.
6th level: select from a list of 2-3 powers. gain this power with listed limitations (sample below borrowed from the Divine Scion prestige class - by no means the actual powers I'll attach to a domain).
11th level: select from a list of 2 attributes relating to the deity; gain a +2 bonus in one of these attributes.

Example:
The Lady of Chains
(Domains: Charm, Evil, Knowledge, Magic, War)
1st Level: Choose two skills from the following list: Diplomacy, Knowledge (any one), Stealth. These skills are always class skills. If you already possess these skills as class skills, you instead gain a +1 competence bonus on skill checks with these skills.

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.
Charm: beguiling gift 3/day
Evil: detect good constant
Knowledge: identify 3/day
Magic: detect magic constant
War: true strike 3/day

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:
1. Racial feat for dhampir or another race.
2. An attribute for an entirely new race.
3. A new hex.

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.
While assuming this alternate form, the member of this race is able to draw upon the imprinted vestige, gaining a +10 insight bonus on Disguise and Bluff checks made to impersonate that individual. In addition, the member of this race detects as if she had used misdirection on the imprinted vestige.
While a member of this race will revert to his natural form when slain, only true seeing or similar magic reveals his natural form.
Special: No corpse can be used for this purpose more than once and whether successful or not, the corpse is no longer suitable for use with the speak with dead spell. A harvested corpse may still be raised or resurrected normally. The vestige absorbed is the same trace of personality that a spellcaster accesses when she uses the speak with dead spell. A vestige is not the soul of a person who has died; it is the traces of that personality left behind in the body after death.

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).

The T'lani

Concerns & Balance: Females
I made some modifications to the Silver Tongued racial trait, modifying the "flavor" of it as well as adding in effect descriptors to make it fit with the flavor (mind-affecting poison effect). Since it is normally an automatic effect (creatures immune to mind-affecting or poison are also immune to it with my changes), I reduced the cost by -1 RP to a final cost of 2 RP. The seductive trait is simply a reskin of the Gregarious racial trait.

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)
Dance of D’Nesh (Su) (3 RP) T'lani females gain the following supernatural ability: Once per day as a standard action, a t'lani can create a 20-foot-radius aura that causes humanoids within the aura's range to become fascinated with her (as the bard's fascinate bardic performance) for a number of rounds equal to 1/2 the t'lani's character level (minimum 1). Targets may resist with a Will save (DC 10 + 1/2 the t'lani's level + the t'lani's Charisma modifier).

Modified Nereid Fascination Text
Dance of D’Nesh (Su) (? RP) As a standard action, a t'lani female may begin the Dance of D'Nesh, but it can be maintained each round as a free action up to a number of rounds per day equal to 1 + her Charisma modifier. While dancing, a t'lani female can create a 20-foot-radius aura that causes humanoids within the aura's range to become fascinated with her (as the bard's fascinate bardic performance). Targets may resist with a Will save (DC 10 + 1/2 the t'lani's level + the t'lani's Charisma modifier). Dance of D'Nesh is treated as bardic performance for the purposes of feats. If the t'lani possesses levels in the bard class, she is instead treated as if having the Extra Performance feat.

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
I'm not sure if it is just me, but they feel very bland to me. They're the subordinates in the society, are charged with all the menial tasks, and are the "face-men" for outsiders. I'm just not sure I'm doing them justice.


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
Assault:
Direct attacks on an opponents mind, fear, pain, altering perception (illusions). Think attack modes like ego whip, id insinuation, though my goal is not necessarily to recreate the 2e psionic system (though I'm also not against it - we'll see where this goes).

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
Psi-Level
= 1/4 character level + ability modifier: full bab.
= 1/2 character level + ability modifier: 3/4 bab.
= 3/4 character level + ability modifier: 1/2 bab.
= full character level: telepath & monk (with psionic feat).

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
Psi-Level: 1st (easy)

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)
Sarkrith are defined by class levels - they do not possess racial Hit Dice. Sarkrith have the following racial traits:
Ability Adjustments (0 RP) +2 Strength, +2 Wisdom, and -2 Constitution.
Senses Normal.
Size Medium.
Speed Sarkrith base speed is 30 feet.
Mutations (8 RP) A sarkrith gains an evolution pool of 4 points. Points from this pool can be spent on a wide variety of modifications and upgrades that add new abilities, attacks, and powers to the sarkrith (see evolutions). Once an evolution has been selected, it may not be changed. The sarkrith must conform to any limitations of the evolution.
Spell Resistance (2 RP) Sarkrith possess spell resistance equal to 6 plus their class levels.
Automatic Language Common, Slyvian.

Evolutions
1-point evolutions: bite, claws, climb, gills, improved damage, improved natural armor, low-light vision, magic attacks, pincers, pull, push, reach, resistance, scent, slam, sting, swim, tail, tail slap, tentacle, unnatural aura, wing buffet.
2-point evolutions: ability increase, constrict, energy attacks, flight , gore, grab, immunity, keen scent, limbs, poison , rake, rend, tremorsense, trip.

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:
1. Remove the curse and the benefits granted by said curse. Call it a day.
2. Alter the flavor text of the curse to a "sacrifice" the Wu must make in order to gain the blessing of the spirits/beings he or she draws power from.
Example for #2: In order to prove his devotion to the gods of the South, of Summer and Flame, Huang Tzu plunged his arms into a blazing fire, he screamed as he watched them shrivel and blacken, withdrawing them as he passed out from the agonizing pain. Upon waking, he found he had proven his worth (and thus gained the benefits and hindrances of the Blackened curse and the Flame Mysteries).

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.


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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.


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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:

Linguistics Revision.

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?


The following is a custom race for my campaign setting. I'd appreciate constructive criticism, thoughts, and so on.

Faerie: Sídhe


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.


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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.


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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.