So I'm going to be running Hell's Rebels within the next couple of months, and a couple of my players showed interest in playing Tiefling or Aasimar characters. Considering that Tiefling are already 3 RP higher than generally all base races on average, and Aasimar are an astounding 5 RP higher, I figured I didn't want to let them.
But instead, I opted to just make slightly balanced Tiefling and Aasimar variants to let players use :) Just wanted to see what people thought.
Aasimar Variant:
Aasimar
Certain Aasimar's divine bloodline presences are comparatively weaker in comparison to full-blooded aasimar. These ones are PC-playable, and go by the name "Aluen". Below are the traits associated with Aluen, including alternative ancestry options. Their bloodlines are faint, so they aren't as physically noticeable as true aasimar. They may still have minor physical traits, such as minorly glowing eyes, unnaturally light hair, or a serene warmth.
Standard Racial Traits
+2 Wisdom, +2 Charisma, -2 Constitution: Aluen are personable and insightful, yet less hardy than their more celestial cousins.
Type: Humanoid (Aluen) The aluen's celestial blood is quite diluted, and they are no longer considered outsiders with the native subtype.
Medium: Aluen are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Aluen have a base speed of 30 feet.
Darkvision: Aluen retain the enhanced vision of their celestial cousins and can see in the dark up to 60 feet.
Minor Celestial Resistance: Aluen begin play with resistance 5 acid, cold, or electricty (you choose). Once chosen, the type cannot be changed.
Skilled: Aluen have a +2 racial bonus on Diplomacy and Perception checks.
Spell-Like Ability: Aluen can use daylight once per day as a spell-like ability with a caster level equal to the aluen's class level.
Languages: Aluen begin play speaking Common and Celestial. Aluen with high Intelligence scores can choose from the following languages. Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan.
Tiefling Variant:
Tiefling
Certain Tiefling's infernal bloodline presences are comparatively weaker in comparison to full-blooded tieflings. These ones are PC-playable, and go by the name "Alakine". Below are the traits associated with Alakine, including alternative ancestry options. Their bloodlines are faint, so they aren't as physically noticeable as true tieflings. They may still have minor physical traits, such as minorly shadowed eyes, unnaturally pointed fingers, or an unnerving aura.
Standard Racial Traits
+2 Dexterity, +2 Intelligence, -2 Charisma: Alakine are quick in body and mind, but are inherently strange and unnerving.
Type: Humanoid (Alakine) The Alakine's infernal blood is quite diluted, and they are no longer considered outsiders with the native subtype.
Medium: Alakine are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Alakine have a base speed of 30 feet.
Darkvision: Alakine retain the enhanced vision of their fiendish cousins and can see in the dark up to 60 feet.
Minor Fiendish Resistance: Alakine begin play with resistance 5 cold, electricity, or fire (you choose). Once chosen, the type cannot be changed.
Skilled: Alakine have a +2 racial bonus on Bluff and Stealth checks.
Spell-Like Ability: Alakine can use darkness once per day as a spell-like ability with a caster level equal to the Alakine's class level.
Fiendish Sorcery: Alakine still have magical ties to their fiendish blood, even though it is not as pure as the blood of their dark cousins. Alakine sorcerers with the Abyssal or Infernal bloodlines treat their Charisma score as 2 points higher for all sorcerer class abilities.
Languages: Alakine begin play speaking Common and either Abyssal or Infernal. Alakine with high Intelligence scores can choose from the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc.
Checking what I actually changed, my Aasimar variant has:
- -2 Constitution attached to racial changes.
- Humanoid typing instead of outsider with native subtype
- Minor resistance in which one type is chosen instead of 3 types being given, balancing the type resistances
And my Tiefling variant has:
- Humanoid typing instead of outsider with native subtype
- Minor resistance in which one type is chosen instead of 3 types being given, balancing the type resistances
Seems about it, but it, from what I recall, lowers the RP value from 13 and 15 to 10 each. Just wanted to see what people thought :)
I'm just kind of hesitant to let one of my players play a Tiefling or Aasimar when they're generally good at being overpowered in general. Thank you all for your time and attention :)
Hey everyone, hopefully your days are going well :)
I'm going to be running Hell's Rebels soon, and one of my players asked if I'd be allowing the Unchained classes.
I wasn't certain so I started looking into them. The monk already seems WAY better than it was and the fighter progression with Flurry of Blows makes me wonder if they're actually more powerful than I should allow. The unchained Barbarian seems good and more streamlined, to be honest.
It mostly just seems like the monk was given a HUGE buff. Curious on peoples' thoughts on if they'd allow for the Unchained classes or not. Much appreciated :)
Curious about something that I tried Googling, oddly with absolutely no results relevant to what I asked.
Just wondering if magic items that give stat bonuses affect the level of spells you can cast, based on the rule that the highest spell level you can cast is up to your spellcasting stat minus 10.
So for instance, if a wizard with Int 16 had an Int +4 item, could they then cast up to level 9 spells instead of just 6? I could have sworn I heard somewhere that after 24 hours of wearing a magic item like that, it counts towards stuff like that. Not 100% myself, so thought I'd ask you fine folks. Thanks for your time :)
So, I've been working on my campaign lately, and in my world, most outsiders and aberrations only exist in the outer planes. Though in one event, a bunch of rifts open up and pour into the city the heroes are in.
This is in the beginning as a special event where the PCs have to decide which fights to take part in and which to avoid. Though as the first real encounter, I wanted the party to fight a few Zoog. They don't LOOK that powerful, but apparently just 2 Zoog count as a CR 3 encounter.
Are they really that hard? They seem to have fairly low AC, and only a moderate amount of health for that level.
Just curious on peoples' thoughts on these? The main thing about this event is that most of the enemies will be low-level outsiders, aberrations, and magical beasts. Not including the high-level things that are intended to keep the players away from certain areas in the city.
Hey everyone!~ Recently, I started work on a cooking contest for a festival at the beginning of my campaign. The rules kind of start off with just a few skill checks, then it turns into something of a chase. Just wasn't sure on the balance of what skills I used, or the DCs for them or whatnot. So I'm gonna put what I have here and see what you think :3
It likely needs a bit of work, or at the least, a bit of tinkering. So lemme know what you think, thoughts, feel, etc :D
I keep kind of flip-flopping between the two, or feel I should have both as a skill. But officially, is one of these used over the other? I just ask because as far as skill checks go to make food, couldn't a person technically use Profession? Or is Profession mostly used to make money off of a profession?
Just curious how others handle it, or which is technically an official skill. Because technically, both work well.
Recently I've been working on my own campaign and I wanted to do some interesting stuff for a (running cliche) festival in the beginning. I was wanting to actually attempt at making a cook-off/cooking contest, but wanted something more creative than "Do a Profession:Chef/Craft:Cooking check". I was thinking a possible point system where a check might add a couple of points, or deduct, if they fail really badly. And maybe make a few different judges be of different races, nationalities, and enjoy different tastes to maybe effect how the food is judged. Something that really includes a bunch of stuff about cooking :)
Has anyone out there tried anything interesting like this or custom rules that worked well for a more complicated cook-off? I just don't want it to be one of those carnivals of skill checks, as it were. Though I don't mind involving them on occasion, I don't want it to be the pure focus. So just curious on others' experiences :)
Hey everyone! Hope you're days/nights/etc are going well :)
So, I've been recently working on a campaign of my own (In my own world called Eblis), and am just working on the prologue right now. I'm trying to come up with a few things to start up the setting, and it seems partially bare.
(For reference, blue text is spoken to the PCs, red is saves/checks, and black normal font is for DM reference. If anything looks really silly or the formatting is off, blame Drive. It seemed to take liberties with willy-nilly editing on my behalf.) Take note, it's definitely not done, and doesn't include all districts in the city yet. Umm, there are a few things not included here that are in other documents not on my drive at the moment, so if you have questions or want clarification, feel free to ask.
I'm still working on it. Just curious on what types of things you guys might include to make the intro last a bit longer, or give more creative and fun things to do until the inevitable part where stuff goes bad.
Any input is appreciated and I thank you for your time and attention :D
Recently while working on my custom world, I was thinking I might take the drow in a different direction than what has been done with them before.
In the original, they worship spiders and Lolth as their goddess. In Eberron, they worship scorpions. In Golarian, they worship demons, which for some reason seemed more boring to me compared to the animal-themed religions.
So I was talking to a friend to try and come up with some ideas for my world's version of the drow. I was contemplating bats, or perhaps even snakes. My friend's world had a version of them where they were styled after the ancient Egyptians and worshipped scarabs.
Was curious if anyone here has played in a setting where the drow worshiped anything different or unique compared to the usual versions of them.
So I've been planning on starting my own campaign in my own offshoot world, Eblis, for a long time now. It's mostly a change of some deities and domains, geography, and race stuff (Mostly just very minor stuff, but has more to do with the geography and cultures).
Anyway, the main thing I was hoping to get some input on is the story itself. It is full of cliches, I'll admit.One thing I should note is that in the basic part of the world, monsters don't normally exist. Certain magical creatures do, or certain things caused by magic or wizards and the like. But normally, demons, devils, and certain other monstrous beings don't exist naturally.
So, the basic premise is:
Hundreds of years ago, there was a great evil (Jyrrikuth Andolithus, a dracolich) that threatened the world with destruction, opening tears through to the outer planes, allowing monsters to come flooding into the world of Eblis. When the world looked to be completely doomed, 5 heroes appeared and, with a powerful magical ritual, sealed away Jyrrik, both weakening the tears to the other planes and sending back most of the creatures. Jyrrik was separated in 3 ways through the ritual: Mind, Body, and Soul. His mind had been transferred into a great enchanted sword, which had been sealed away as well, so as to never be found. His body, now without a soul or mind, was disintegrated into pure dust and scattered amongst the winds and seas, so as to never be reassembled. The ritual had encased his soul within a magical crystal prison, along with pieces of the souls of the 5 heroes themselves, to empower the seal.
As the heroes had given up pieces of their souls to contain the evil, much of their strengths had been drained from them and they were forced to retire as adventurers. One of the heroes, Gideon Brask, had always felt wary of giving up their strength, even if it was to seal away the evil; he had felt they should have found ways to gain greater power to destroy the evil by their own hands.
As the years went by, the heroes' great feats had faded into near-obscurity as the world began to grow complacent and used to the peace without the monster threat. Gideon had noticed that Eblis was still filled with evil, even in its smallest forms; there were still those that would hurt, steal, and murder. Feeling that nobody truly appreciated all that the heroes had done for them, and that they were ungrateful, he grew jaded and hateful towards society. Years later, in a horrible incident, his wife Amaelie was murdered by a gang of rogues, crushing his heart and snapping his mind. He had decided; he would free and resurrect Jyrrikuth, and use his power to end the ungrateful, evil world. When trying to reclaim the sword with Jyrrik's mind, the other heroes had attempted to stop him, only to be slain (Through means I haven't decided yet).
Many years later in the present time (Gideon will have found a way to become age-immortal), the heroes are invited to a celebration of the 100th anniversary of the Acadamae of Grandon. There will be rumors of a strange light having originated from somewhere to the far west a month's time ago (Which will have been caused by a group of goblin explorer's stealing the soul-prison crystal ball from some ruins). After the festivities, the city comes under attack by monsters. Afterwards, the PCs are recruited to go find the source of the monsters, which leads them to the ruins that the strange light had come from. These ruins are where the soul-prison crystal ball was being held, and where it must be placed to complete the unsealing (unbeknownst to the party). When the PCs finally reach the final depths of the ruins, Gideon shows up to claim the SP from them. After a brief boss fight, the seal on the SP breaks, causing a massive explosive burst of magical energy (which turns out to be the immense soul of Jyrrik as well as fragments of the heroes'). This encases both Gideon and the PCs within crystal shards, which remain for 40 years (Though Gideon is freed sooner, he cannot take the SP from the party, since they are still encased in unbreakable crystal). Thus, 40 year time-skip.
From that point on, the PCs will be freed from the crystal, and be forced to learn about the events of the past 40 years and the world they now live in. Gideon's goals become: gather the SP and the pieces of the souls that were released from it to resurrect Jyrrik and become his new vessel. He will have the blade that Jyrrik's mind is trapped in, which will serve as his Blackblade companion. It'll have an impossibly high ego, allowing him to take control of Gideon at will, not that Gideon would stop him (He's going to be a Bladebound, I think. Though any class is viable, as I can just make Jyrrik-sword a normal intelligent weapon).
So this is where I'm kind of stuck on where to go from here, with the BBEG's plans. I think I was going to design it so he was going to free Jyrrik to be able to unleash the power of a world-sized Circle of Death that he will have some cult members help create through various PC-near-thwarted means.
Sorry for the fairly large post. And sorry if some of it is vague or overly complex, considering it doesn't seem like it'd have to be... Anywho, thoughts? And if you have questions, I am more than happy to clear up any strangeness or whatnot.
So, I've been planning on starting my own campaign in my own sort of offshoot world, Eblis, for a long time now. Generally, it's mostly a change (and addition) of some deities and domains, as well as the geography, and race stuff (Mostly just very minor stuff, but has more to do with the geography and cultures).
Anyway, the main thing I was hoping to get some input on is the story itself. It is full of cliches, but still sounds kind of interesting to me. OH! Right, one thing I should note is that in the basic part of the world, monsters don't normally exist. Certain magical creatures do, or certain things caused by magic or wizards and the like. But normally, demons, devils, and certain other monstrous beings don't exist.
So, the basic premise is:
Hundreds of years ago, there was a great evil (Jyrrikuth Andolithus, a dracolich) (Cliche #1) that threatened the world with eternal darkness and destruction, opening tears through to the outer planes, allowing monsters to come flooding into the world of Eblis. When the world looked to be completely doomed, 5 heroes (Cliche #2) appeared and, with a powerful magical ritual, sealed away the evil being, both weakening the tears to the other planes and sending back most of the creatures of the outer planes. The evil being was separated in 3 ways through the ritual: Mind, Body, and Soul. His mind had been transferred into a great enchanted sword, which had been sealed away as well, so as to never be found. His body, now without a soul or mind, was disintegrated into pure dust and scattered amongst the winds and seas, so as to never be reassembled. The ritual had encased his soul within a magical crystal ball, along with pieces of the souls of the 5 heroes themselves, to empower the seal.
As the heroes had given up pieces of their souls to contain the evil, much of their strengths had been drained from them and they were forced to retire as adventurers. One of the heroes, Gideon Brask, had always felt wary of giving up their strength, even if it was to seal away the evil; he had felt they should have found ways to gain greater power to destroy the evil by their own hands.
As the years went by, the heroes' great feats had faded into near-obscurity as the world began to grow complacent and used to the peace without threats of monsters. Gideon had noticed that Eblis was still filled with evil, even in its smallest forms. Feeling that nobody truly appreciated all that the heroes had done for them, and that they were ungrateful, he grew jaded and hateful towards society. There were still those that would hurt, steal from, or kill others. One day, years later, his wife Amaelie was murdered by a gang of bloodthirsty rogues, pushing him over the edge. He had made up his mind; he would free and resurrect Jyrrikuth, and use his power to end the ungrateful, evil world. When trying to reclaim the sword with Jyrrik's mind, the other heroes had attempted to stop him, only to be slain by Gideon (Through means I haven't decided yet).
So, many years later, in the present time (Gideon will have found a way to become age-immortal by this point), the heroes are invited to a celebration of the 100th anniversary of the Acadamae of Grandon. There will be rumors of a strange light having originated from somewhere to the far west a month's time ago (Which will have been caused by a group of goblin explorer's stealing the soul-prison crystal ball from some ruins). After the festivities, the city comes under attack by a large amount of monsters. After the attack, the PCs are recruited to go find the source of the monsters, which leads them to the ruins that the strange light had come from. Turns out, these ruins are where the soul-prison crystal ball is being held. When the PCs finally reach the final depths of the ruins, Gideon shows up to claim the SP from them. After a brief boss fight, the seal on the SP unintentionally breaks, causing a massive explosive burst of magical energy (which turns out to be the immense soul of Jyrrik as well as fragments of the heroes). This encases both Gideon and the PCs within crystal shards, which will continue for 40 years (Though Gideon is freed sooner, he cannot take the SP from the party, since they are still encased in unbreakable crystal). Thus, 40 year time-skip.
So, anyway, from that point forward, the PCs will become free from the crystal, because it does fade after an unknowable amount of time, and be forced to learn about the events of the past 40 years and the world they now live in. Gideon's goals will become: gather the SP and the pieces of the souls that were released from it to resurrect Jyrrik and become his new vessel. He will have the blade that Jyrrik's mind is trapped in, which will serve as his Blackblade companion. It'll have an impossibly high ego, allowing him to take control of Gideon at will, not that Gideon would stop him (He's going to be a Bladebound).
So this is where I'm kind of stuck on where to go from here. I think I was going to design it so he was going to free Jyrrik to be able to unleash the power of a world-sized Circle of Death that he will have some Jyrrik-cult members help create through various PC-near-thwarted means.
Sorry for the fairly large post. And sorry if some of it is vague or overly complex, considering it doesn't seem like it'd have to be... Anywho, thoughts?
Hey everyone. Just curious. Me and a friend were discussing this since during our last game, we both fell victim to an advanced vampire's Domination. She told us both to eat dirt. We both failed HORRIBLY. Both times.
So, now, for a minimum of almost 2 weeks, we're putting complete focus on eating dirt, and when we CAN, somehow, getting water or food to not die, then going back to eating the nearest pile of dirt.
Should I just make a new character at this point? Like, I mean, nobody else in the party is even aware of what happened. Our characters were away from the rest of the party when it happened, and the only other witness to this was torn to shreds in about 2 turns...
I am kinda venting, but I am also kinda just curious. Is my character useless at this point? Because aside from metagaming like crap, the party has no way to know we're being dominated by a vampire, so they shouldn't be casting protection from evil or anything on us for no reason. And the domination seems to say we put priority on this task above all other things, aside from those needed for survival. So we'd get a good night's rest just to get up, eat breakfast and drink something to live, then eat dirt...
So, I've been working on an adventure path of my own. I'm one of those GMs who wants everything to be pre-planned beforehand (At least to a degree), just so when a player goes "I try and lie to this npc", I don't go "Uh, okay, one sec" and have to look up what their total Sense Motive would be just for this specific skill, just because I decided they weren't important enough originally.
Anyway, I've been looking around. I know I CAN just reskin an already-existent NPC in the library and whatnot, but most of the ones close to what I want are completely different race, feat, etc-wise, so I'd have to re-start it from the race onward anyway, so I'd have to basically redo their stats, etc because of even that simple difference. Was wondering if there was a good online simple NPC generator that I can use to create a simple <level 5 NPC to use.
I had found one that was VERY close to what I wanted, but it only included PC classes... no NPC ones. So that was a bust...
Anyway, just seeing if there was anything anyone had tried before that works really well :) Much appreciated!
Hey everyone, hope you're all doing well. Lately, I've been making actual progress on my campaign setting and have been working on one of the main capitals of a country. Working on districts of the city and decided I wanted to give them better names than simply "Government district" or whatnot. So, been working on custom names for them... so far, I have:
Merchant - Nothing yet.
Noble - Nothing yet.
Academic District - Nothing yet.
Commons/Middle Class - The Cobbles
Religion/Temple - Sacred Stones
Slums - Ashtown
Government/Administrative - Golden Way
Guild - Nothing yet.
I am fine with opinions on the current names, possible new names, and possible thoughts on other districts that I am missing. For reference though, the Academic District would also include any mages or magical stuff being done.
Anyway, hope you all are doing well, and I thank you for your time :3
Thank you for all your opinions!
Good afternoon (Or appropriate time-thing) everyone! I know the question is rather vague, but I'll soon be starting a campaign that, to summarize:
Has the party starting in a world that is basically monster-free. There are certain outsiders because there is a heaven/hell setup, and dragons just because dragons.
Involves the party meeting up in the human capital of the continent they are on. They eventually meet some goblin merchants that have an artifact they took from a tomb a few days venture away that ends up unleashing a sealed evil that brings monsters into the world, and will eventually cause the party to be basically sealed in a crystal stasis that lasts 50 years.
The thing is, I was going to originally start it out that the reason they're in the city was for a giant festival. But it occurred to me, I start far too many of my campaigns in that way. Was looking into other starts, but didn't really like the idea of having the party being in jail, or arrive by ship for no real reason (then again, I could have them coming back from a job).
Was thinking of setting up a wedding, or having the party have a weird prophetic dream that they all shared and remember each other being in, or perhaps even a reunion at a school. But that would kinda pidgeonhole characters into having gone to school.
Just curious what reasons people have had before for their characters to all meet up in a specific city. I guess I technically also have to set it up so the group has a reason to join up together and meet up with the goblins...
Hey everyone! I had posted some of this stuff in Advice before, but kind of realized I was stupid and posted it in the wrong place... this seems to be the proper board, and I apologize if anyone here has read this already.
Anyway, I am working on my own sort of alternate-reality Golarion, and I have created a god of 'True Death'. That is, the belief that when things die, they should stay dead. No undeath, no resurrection, none of that. Finality is key. So, keeping that in mind, I noticed certain things in the Repose and Death domains seemed really silly and didn't work for this. Mainly creating undead, or speaking with the dead, considering this god's beliefs stem from "Leave the dead alone".
So I made my own couple of domains for him. Was just wanting some input on balance. So, without further ado, here they are. The Dust and Departure domains.
Domain Name: Dust
Granted Power(s) Description:You know that all things must come to an end, whether good or evil. And in the end, all things will erode and become dust.
1st Power:
Touch of Erosion (Sp): Targets you hit with a melee touch attack are struck with the painful feeling of erosion, inflicting a penalty to attack, damage rolls, and concentration checks equal to 1/2 your cleric level (minimum 1) for 1 round. The target may make a Will save (DC = 10 + 1/2 your cleric level + your Wisdom modifier) to negate the Concentration penalty, though attack and damage penalties still apply. You may use this ability a number of times per day equal to 3 + your Wisdom modifier.
2nd Power:
Hasten the End (Su): At 8th level, as an immediate action upon successfully striking an opponent with a melee attack, you can choose to reduce the remaining duration of all beneficial magical effects currently affecting the target by 1 round, minute, hour, or day—whichever measurement is used to determine the duration of each particular magical effect. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.
Granted Power(s) Description: You understand and follow the belief that everything must die eventually; reversal of the cycle is one of the truest sins.
1st Power:
Touch the Spirit World (Su): With a touch, you can empower a weapon to affect incorporeal creatures. The weapon touched deals half damage to incorporeal creatures, or full damage if it is a magic weapon. This benefit lasts for a number of rounds equal to your cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
2nd Power:
Aura of Respite (Su): At 8th level, you can emit a 30-foot aura of energy as a standard action. Undead creatures in this aura take 1d6 points of damage per round as their flesh evaporates. They also take a cumulative –1 penalty to Strength each round they remain in the aura. Once outside the aura, the penalty fades at the rate of –1 per round, but it begins building again if they reenter the aura. Incorporeal undead creatures take 2d6 points of damage per round as their spirit is eroded. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.
Domain Spells: 1st Deathwatch
2nd Consecrate
3rd Halt Undead
4th Rest Eternal
5th Ghostbane Dirge, Mass
6th Undeath to Death
7th Destruction
8th Halt Undead, Greater*
9th Soul Bind (Or Imprisonment**)
Special Notes:
*As Halt Undead, but a number of undead up to 1/2 your level are affected.
**This version of Imprisonment may only affect undead.
Okay, so, after all that, just wanna note a couple of concerns I truly have with this so far.
1) Greater Halt Undead - I couldn't find a true 8th level spell that really fit, so I kind of made up my own spell. Made a Halt Undead that works to greater effect. Not sure if it's balanced or not, but seems legitimate.
2) Not sure if Soul Bind seems more fitting, or if the undead-only version of Imprisonment seems better. Just seemed kind of boring for it's 9th-level domain spell to be Soul Bind. It's not terrible, don't get me wrong. Just thought the Imprisonment might be interesting.
3) Aura of Respite... This is an altered version of the Decay Subdomain's Aura of Decay. Only thing that kind of makes me feel it's a little weaker is that Aura of Decay hurts ALL living things, generally, whereas this only hurts undead. So the 1d6 for a specific type of creature might be underwhelming. The specific 2d6 for incorporeal undead as well seems... not bad, per se, but I kind of wanted it to give some more oomph for its use. Was thinking perhaps doing a static 2d6 damage per round with the added ability of causing incorporeal creatures in the radius to count as though affected by Ghostbane Dirge. Thoughts?
Anyway, those are the domains I have so far for this god. The rest will probably be ones already in existence, like Destruction, because it seems fitting. Going to also be making some domains for a god of tradition soon, so might make a tradition domain, or something similar.
Anywho, thank you all for your time and attention! Have a good'n!
Hey everyone. So, for my upcoming game that is basically a fly-by-the-seat-of-my-pants campaign (Kinda), I am going to be running it in my own alternate Golarion. I'm changing up the Gods a little, with mostly changes in names, favored weapons, and SOME domain and role changes.
I'm trying to make a few custom gods, however. One I have issues with is Kalathan-Zar, God Of True Death And Endings.
I was looking at the repose domain, but I keep thinking if he's a God of true death and endings, I doubt he'd be all for the whole preventing death and talking to the dead thing, so the repose domain somehow, despite sounding like it's about a final rest, doesn't fit with him. Trying to come up with a possible custom domain, or tweak on the Repose domain to give to him, but I'm having troubles with it. Checked some 3rd party domain abilities as well to see if I can use those, but most seem broken or just off. Was wondering if anyone else had made a god of true death or something similar before?
Just curious. I've been searching my succubus off. (Autocorrected tuccus)
Some people on here mentioned a rule about making wondrous items slotless by simply doubling the price. However, I can't find this rule ANYWHERE. Not in the Core, not in the SRD, nowhere.
Can someone point me in the right direction to find this rule, or perhaps clarify a bit on this? It's been driving me nuts since I can't find it no matter how much I read.
Hey everyone, hope you're all doing well. So, going to be starting a game of Carrion Crown soon and I was wanting to take Inscribe Magical Tattoo mostly for flavor on my Hexcrafter Staff Magus. I don't necessarily see it as broken because it's more expensive, and taken at a higher level, etc, but one of my friends who has been a DM for like, 12+ years says it seems quite broken to be able to use the feat to double-slot magical items. Which I can't really argue, if done right, I'm sure it can be broken.
So what I was thinking is that I might be able to convince my DM to allow me to take this as opposed to Craft Wondrous Items, maybe making slotless items not count as a slot when tattoo'd, but slotted items taking up a slot in tattoo form. And the interesting magical tattoo effects could compensate for being able to do the scroll and blablabla. Perhaps I can convince him to only up the price for that a little bit... And just kind of make it work in all other ways as Craft Wondrous Items. The only thing I can see that really sounds stupid to me with this though is the huge disadvantage of being able to sell stuff later. You can't really sell a magical tattoo, right? So I'd end up just losing out on lots of gold later on. And I heard Carrion Crown isn't as treasure intensive as certain adventure paths. So... yeah. That's kind of the gist of what I'm at right now. Anyone else have to deal with something like this before, or come up with something else similarly? I just kinda want to do the tattoos because I love the idea's flavor, and it really fits my character.
Anyway, any help and thoughts are much appreciated :) Thank you all!
Hey everyone! Just curious on some opinions of this...
I think I'm going to be making a Staff Magus because they seem really fun and are what I want to try being, considering I've been a regular magus and bladebound kensai before. However, someone had pointed out, I can be a Hexcrafter Staff Magus.
It seems like an awesome combo, really, being able to curse things through spell-strike and gaining access to hexes when I could take an arcana. However, the loss of Spell Recall seems a partial concern to me. I can in theory just balance this out with some Pearls of Power, so it doesn't HAVE to be a huge lose, but then I kind of take another look at the witch hexes and almost wonder if it's worth losing spell recall to gain those, especially when my character is going to be a bit more offense-based.
Just curious on if anyone else has played this particular combo, if they felt losing Spell Recall was worth it, and what experiences they've had in this particular area. Also, I suppose, what Hexes are worth getting for a more offensive type of character, if I do follow through with this idea.
Just curious on this. I'm going to be running an adventure pretty soon, and one of my players keeps talking about playing a Pack Lord, splitting his levels among multiple animal companions, then taking the Boon Companion feat to make the lower level one count as a higher level one.
To kind of clarify what I mean, he wants to, at 4th level, have an animal that counts as 3rd level, one that counts as 1st, then take Boon Companion at 5th to make the 1st level one count as 4 levels higher (to a max of his druid level). Is he doing this properly? Or does the feat mean that it makes HIS level count as 4 levels higher to a max druid level of his HD, that is then split among the animals?
It's just oddly phrased in the feat as well because it says the animals abilities are calculated as though your level were 4 higher to a max of your druid level, which makes it sound like the animal companions' abilities can be recalculated as though it counted as the one picked with your druid level.
Anyway, just looking for some confirmation on this so I can shut him down if he's truly breaking this. Thanks!
Hey everyone, hope you're well. Just curious, cuz I've been searching my butt off. Is there a Witch Hex sheet (Kinda like a well organized spell-sheet) anywhere? I can't seem to find one and was curious if anyone knew of one anywhere. Tried the Pathfinder Database, but that site seems to be gimped as of late and most things just link to the same page that forces me to scroll and not be able to download...
I'm currently building a Winter Witch and I am doing my best to pin-point which hexes I think I'll be using. I was able to trim my list down to two more, and I can only pick one.
The two I have to pick between?
Slumber or Peacebond.
My takes on them both:
Slumber - I love how this can affect any HD of creature, and it can make a fight over before it even starts if its' just one creature, or someone that we can tie up to hold hostage. Something along those lines. It also works in combat, by the looks of it, so it's not bad at all. It's a pretty good version, considering Sleep normally only affects up to 4HD of creatures, which at my level is going to be paltry if existent.
Peacebond - This seems to be more useful once a fight already starts (Though slumber seems to work just as well to be honest). I am just very favorable of the idea of shutting down archers completely for a bit so they stop shooting me and my companions, or trying to stop someone from whipping out a weapon while we're trying to talk to them or getting the drop on us. It's a very cool one.
I almost see them as a very similar thing in that it holds people off from attacking. Slumber seems to have more uses in the way that we can use it in infiltration missions (Though I am not really stealthy anyway), but Peacebond seems to be more useful once a fight starts so an enemy who is already up and willing to kill us might be easier to deal with.
So, just curious on peoples' thoughts. What would you take if you had a choice? Any you've used more than the other? All input is very appreciated :)
I know this has been asked a few times, but from what I could find, nobody really phrased the answer in a way that lets me know if I am understanding it correctly or not.
So, I am playing a Winter Witch. I know I have the option to take the Tongues hex, but I am already bogged down by a bunch of specific hexes I want, even with all of my Bonus Hex feats. I was just curious, for the Tongues spell to be made permanent...
Not sure if it's saying I have to be the one to cast permanency (Which I can't cuz I'm a witch), or if I have to be the one to cast tongues before someone else casts permanency on me. Anyone got a simple clarification on that?
Hello everyone! Going to be playing in yet another campaign coming up, and I've been looking heavily at the Bladebound Kensai archetype fusion. Aside from general stuff, there are a few things that are driving my indecisive brain INSANE.
So, taking a look at ability score distribution, I was thinking to be an elf, and to go with (After racial ability adjustments):
Str 12
Dex 18
Con 10
Int 18
Wis 10
Cha 7
So, a couple of things are running through my head right now.
First Off: A thought about my weapon. I was contemplating taking the Aldori Dueling Sword, and weapon finesse, and just kinda stick with that, OR go into the Duelist Prestige class with it. Then again, I also looked at using a Scimitar with the Dervish Dance feat. That would take advantage of my high dex and keep my damage quite on par with that of a proper fighter. Though, the Aldori Dueling Sword COULD be used with the Dueling Mastery feat to allow me to use it as a Duelist (See below). However, I wouldn't add my Dex to damage, so my damage output would be a little lower (Though AC a little higher).
Second: Prestige Class Possibility. I was thinking, since I have such a high intelligence bonus, should I abuse that and go into Duelist to up my damage potential via precise strike with a scimitar?
As for the spellcasting and really using the potential of shocking grasp, I was thinking of doing what many people suggest. Take Magical Lineage (Shocking Grasp) and other ways of upping it's potential damage, as well as just use whatever gold I WOULD be spending on armor to instead supply myself with a huge amount of pearl's of power (Which my character might wear like prayer beads).
I really like the idea of being hard to hit while having a fairly high and constant damage output. This paired with being able to defend allies with parry and stuff as well is quite amusing. I was curious on other peoples' thoughts on all this, because I see a large amount of people going with katanas as the kensai's weapon choice.
Hey everyone! So, since I buckled down with my character concept, I am going to be playing a Human Storm Druid (archetype). However, I can't fully decide on feats at the moment. I took a look at some, and have kind of decided I LIKE:
Toughness (A classic), Natural Spell, Naturespeech (or whatever it's called), Elemental Spell (Just to fit with my theme, I wanted a feat to be able to turn fireballs into thunder-balls and the like)...
Yeah. Those are kind of the few I've been looking into. I don't particularly want Augment Summoning, because I didn't take Summon Nature's Ally (Though I can at any time, of course), and my Spontaneous Casting has been replaced by the Spontaneous Domain Casting archetype class feature.
Anyway, just looking for input and suggestions and whatnot :) Thank you all for your time and attention!
I just had a few questions regarding this ability because I've heard answers in both directions regarding some things.
When the ability Storm Shape increases to Huge etc, does this actually affect YOUR size? If so, does this affect your Strength for size increase, or perhaps unarmed damage for purposes of the whirlwind ability?
I've just been thinking because someone pointed out that the DC for the Whirlwind ability is REALLY low for this class unless your Strength is skyrockety. There was just a few things about it all that made me wonder if it'd be unbalanced to make the Kindler's size increase as well?
Hello again, everyone. I hope your days are going well.
Lately, I've been flip-flopping like a madman between all my class ideas; a synthesist summoner with an angelic eidolon, a bard noble who is running away from home to avoid an assassination attempt, a monk who I couldn't decide would be a master of many forms, a drunken master, or martial artist... and then I stumbled upon the idea of being a Storm Druid/Storm Kindler (Master of Storms PrC). I REALLY like this idea and I love how the abilities of the Storm Kindler work later on, so I REALLY don't want to flip-flop away from this idea. Only thing is, I can't seem to come up with an ability score placement that I actually agree on.
Looking at the abilities of the Storm Kindler and whatnot, it seems I'll likely be some form of blasty-caster/controller mix. So Wisdom is a definite must. I kind of wanted a LITTLE bit of strength, just to make it so my carrying capacity wasn't cripplingly low, and maybe up the damage of the storm shape ability later on (Although minorly). Intelligence seems to be the least important for me. Dexterity, I figured, should be 14 or so, so I don't die terribly. A Con of 12 SHOULD work, and can be circumvented with favored class bonuses or toughness feat if need be. Was almost thinking of being the human type with different racial abilities to get rid of the bonus feat and skill point for an additional +2 to an ability score, but I don't know if the feat and skill loss would ruin me or not. I have played a character who used this racial ability before and it actually worked to great effect.
The campaign is using a 20-point buy system, core races only. (So no Advanced Race Guide ones). Anyone got any suggestions on how they would do it? I'm not meaning to be so... "Help! Help!" but I just really want to hear opinions on placements and such so I can kind of get an outside point of view on things.
I've been looking around at some things, and was thinking of making a Storm druid or Master of Storms or some such that requires flying at some point. The Fly skill says that you can't take ranks in it unless you have a natural or magical way of flying, basically.
So, does this mean that even though druids do eventually get the ability to by shapeshifting, I can't take ranks in it until level 5 or so?
Would weird back-story allow some way to take ranks in it at level 1? I just don't want to put ranks into something else, then circumvent points later to start tossing them into fly. For some reason I am picky or OCD-style about my skill ranks. I generally pick a few skills and stick with them as I level without just randomly throwing points into other skills on occasion. I dunno, I'm just... picky.
So I guess what it boils down to: Is there any way to put ranks into fly from level 1 onward without being a non-core race?
So, I finally came to the conclusion of what I want to play as in an upcoming campaign of my friends that I will be playing in.
Decided to play as a synthesist summoner. I know people rant that it is broken, and it is banned in Pathfinder Society games, but I wanna just go about it carefully to try and make a fun fighter-style character (When fused) without being completely unkillable or broken.
So, I kinda juggled ideas in my head until I came up with this one. My character was a sickly dying boy, who, in his final moments, was noticed by an angel who took pity on the boy and gave him part of his soul to save him from his likely fate. In the process, the two became linked, and the boy was then on able to summon Aizel, his guardian angel.
Not certain what type of attacks I want to use with this character. For a bit I was juggling the idea that he attacked with his fists and just slammed the crap out of evil creatures. Then I thought it'd be awesome for him to have four arms and use two-four spears, or perhaps a couple bastard swords or longswords. Wings sounds like a probable evolution I plan on taking at some point as well.
How would you guys (And/or gals) go about playing this type of character?
So! Planning on making a Martial Artist (Without the Master of Many Styles due to the general agreement that under normal circumstances, they can't stack) for an upcoming PF campaign using the High Fantasy point buy. Been looking at a lot of stuff and really can't tell where to go with this class. Also looking at the Dragon Style, and unsure on how the heck the 2nd feat in the chain works. It says you can use Elemental Fist as if you were a Monk of the 4 Winds. Not sure in which respect that implies... like.. does it mean I'm not linked to one element? Or does it mean that the damage increases, or... etc.
So, that aside, is there any general thoughts on what's good for a martial artist type character? I was hoping to NOT multiclass if possible, just because... not sure. I don't wanna hop all over the place with this, but I just really enjoy the flavor of being a pure badass of martial arts without the mystical powers thing.
So, a player in my game is planning on making a ring of cure light wounds, which would, in theory, allow him to cure the entire party at the end of every fight, to full, circumventing the party's need for potions, or healing spells, or resting ever.
This ring will only cost him 2000gp to make.
I thought this sounded wrong, but everything he told me sounds legit and I can't find ANYTHING in the book to disprove him. Is this actually possible? To make a simple ring with infinite uses of Cure Light Wounds that can just heal a party infinitely after battles?
Something sounds really wrong, so I thought I'd check here. Any help or clarification is welcome. Thank you!
Edit: I, for some reason, put $2000 instead of gp.
My friend recently invited me to play in his Curse of the Crimson Throne game he'll be running soon. I wasn't sure what to play at first, and was fiddling with the idea of a magus, and then to zen archer (until I found out the party had a monk already), then to the idea of a human paladin, since we were rolling for stats and I got quite a good roll.
If I recall, my rolls were:
11
12
15
14
14
16
They can be placed in any slot, of course, and I didn't put them in that order, because ew.
Anyway, I've been taking a look at all the archetypes, and decided I might be a Warrior of the Holy Light, since I've never been too tied to spellcasting with paladins and I like lay on hands and interesting abilities like that. Thinking my Campaign Trait will be the Religious Unhappy Childhood one; I used to be raised by Lamb, but found a holy symbol of Sarenrae and started attending sermons in the church and became quite dedicated to the worship of her. After Lamb beat me and wrecked my holy symbol, I decided to flee his care and became adopted by the church where I assisted in healing the sick and injured. Was a rough childhood, but my character found great joy in helping those who needed help.
So my traits are: Unhappy Childhood (Religious), Strength of the Sun, and Caretaker (Our GM is allowing us one campaign trait and two of our choice).
I took a look at the Holy Tactician which seemed really cool, until I noticed I lost my Divine Bond. I didn't much like that idea, so I backed out of it. As far as my role in the group goes, I wanted to be something of a protector and someone who could actually take hits, because the party seems to so far be: A monk, a sorcerer, a melee bard, and a rogue. None of which seem readily able to take a few hits and live too long. I don't really want to forsake defense or combat ability one way or the other if I can help it, but with certain things, I'd probably be convinced of their worth.
Just curious, without spoilers or too much assistance (cuz I don't want to be literally prepared for everything, metagame style), anything cool anyone else has made as far as paladins go, or mix and match archetyping? Any feats anyone has used that they find quite interesting, fun, or useful?
My friend recently invited me to play in his Curse of the Crimson Throne game he'll be running soon. I wasn't sure what to play at first, and was fiddling with the idea of a magus, and then to zen archer (until I found out the party had a monk already), then to the idea of a human paladin, since we were rolling for stats and I got quite a good roll.
If I recall, my rolls were:
11
12
15
14
14
16
They can be placed in any slot, of course, and I didn't put them in that order, because ew.
Anyway, I've been taking a look at all the archetypes, and decided I might be a Warrior of the Holy Light, since I've never been too tied to spellcasting with paladins and I like lay on hands and interesting abilities like that. Thinking my Campaign Trait will be the Religious Unhappy Childhood one; I used to be raised by Lamb, but found a holy symbol of Sarenrae and started attending sermons in the church and became quite dedicated to the worship of her. After Lamb beat me and wrecked my holy symbol, I decided to flee his care and became adopted by the church where I assisted in healing the sick and injured. Was a rough childhood, but my character found great joy in helping those who needed help.
So my traits are: Unhappy Childhood (Religious), Strength of the Sun, and Caretaker (Our GM is allowing us one campaign trait and two of our choice).
I took a look at the Holy Tactician which seemed really cool, until I noticed I lost my Divine Bond. I didn't much like that idea, so I backed out of it. As far as my role in the group goes, I wanted to be something of a protector and someone who could actually take hits, because the party seems to so far be: A monk, a sorcerer, a melee bard, and a rogue. None of which seem readily able to take a few hits and live too long. I don't really want to forsake defense or combat ability one way or the other if I can help it, but with certain things, I'd probably be convinced of their worth.
Just curious, without spoilers or too much assistance (cuz I don't want to be literally prepared for everything, metagame style), anything cool anyone else has made as far as paladins go, or mix and match archetyping? Any feats anyone has used that they find quite interesting, fun, or useful?
So, I'm reading the first chapter of the RotRL Campaign, and I kind of noticed, the adventure kinda trails off into the Catacombs of Wrath from the Glassworks.
I was kinda reading this with the thought in my head of "... why would the party go in here, exactly?". I couldn't exactly think of anything beyond "Oh hey, a tunnel! Let's check it out". Though probable, and very likely given the people I am running it for, it just seems out of place, motivation wise. I'd say that Tsuto and the goblins ran down it, so maybe they chased after, but what if Tsuto dies, or the goblins die AND Tsuto dies? Then there's nobody to chase down that cavern.
I am aware it's my responsibility to give story and reasoning behind stuff like this, but I'm just curious about input. I can't tell if I missed something EXTREMELY important that should lead the party that way to begin with.
Recently (By recently, I mean while ago, but I've been lazy), I picked up a copy of the Rise of the Runelords Anniversary Adventure Path and am planning on running it sometime soon.
Planning on running it for 4 people, without XP. Just going to level the party up at significantly important parts of the story to keep role playing a major part of it (and less discussion of how close the party is to leveling).
Two of the players are quite experienced in general, one is experienced with 3.5 D&D so should be easy enough to adapt to Pathfinder, and one is a complete D&D/Pathfinder Virgin, so I'll have to teach him how to play.
Just curious if anyone who has run this adventure path before has any tips, tricks, advice, or general suggestions on this particular path? Anything you ever had problems with? Anything that can be simplified or added upon to give the players a bit more fun or interactivity?
So! I'm going to be playing in a Pathfinder campaign more or less using the Core, Ultimate Magic, and APG (And I guess the Bestiary 1 and 2).
I am being very indecisive and jumping all over the place with my ideas. I keep going between the idea of a Qinggong basic monk, a Zen Archer, and a Monk of the Sacred Mountain (or a Qinggong of the Sacred Mountain, since apparently archetypes can stack if similar abilities aren't replaced?).
I kind of had a cool idea of making a monk that is themed around dragons (Or something similar), by being a qinggong and taking abilities that might be similar to what a dragon can do. An example would be taking the barkskin ability and saying it makes my skin scaly, or taking the ki shout and saying it's like a dragon's roar. Stuff like that.
However, I'm having a really hard time planning my ability scores, race, and what class I definitely want to go with, what with me being indecisive... I just kind of wanted to hear peoples thoughts on those 3 archetypes/styles, and see if any suggestions can be borrowed from you wonderful people :)
And for people's clarification: We are using 20-point buy, can only really use the core book, the bestiary books, the APG, and Ultimate Magic. I can use races from the bestiary like the Undine and whatnot as well, I'm not against that idea. Should be all the info I can give (Except noting that the rest of the party seem to be: a rogue, a barbarian, a druid, and a ranger).
Okay, so far, I have the input that the race's Tribal Role ability should possibly be changed to a small list of traits. Perhaps I'll make the race have their own racial list of traits, and they MUST pick at least one role trait. That seem like it'd be fair?
I'd have to slightly weaken them and make them make the skill a class skill, but should be able to easily do that.
Hey everyone! I've been fiddling with some new core races for my own homebrew Pathfinder setting. One of said races was supposed to be SOMETHING of a humanoid merfolk-style race (without completely ripping off merfolk). I've been using the Racebuilding Guide found here for most of my race-balancing needs, and so far, it works out well.
Anyway, I've almost got a balanced race for it, but it seems so much more boring compared to every other core race.(Also, I don't have a name for it.. ) I want to try and avoid something that is only a one-trick pony that might be completely boring to play outside of an aquatic area, even if the aquatic parts are amusing otherwise. This is what I have SO FAR:
Racial Traits +2 Strength, +2 Wisdom, -2 Intelligence: Decades of swimming have left them naturally stronger than others; and though they have good judgment, they aren’t as quick to learn as other races due to an attachment to tradition.
Natural Swimmers: _____ have a racial base movement speed of 30ft. and due to an almost water-dependant life have a base racial swim speed of 40ft. With their natural swim speed, they gain a +8 bonus on swim checks and swim is always considered a class skill.
Darkvision: _____ can see in the dark up to 60ft.
Amphibious: _____ can breathe naturally both under and above water. They have a set of gills that allow them to breathe underwater, and while above water, they have a complex system of lungs that allow them to breathe air.
Weapon Familiarity: _____ gain proficiency with the trident, net, and treat any weapon with the name “_____” in it as a martial weapon.
Languages: _____ begin play speaking Common, _____, and Aquan. _____ with high Intelligence scores can choose from the following: Auran, Draconic, Elven, Orc, and Sylvan.
With the race building guide I am, so far, at 9 points or so. Shown here as
Swim Speed (4)
Amphibious (2)
Darkvision 60ft (2)
Weapon Familiarity (1) (Making the Mancatcher from the APG a weapon used generally by them, giving it the name the _____ Mancatcher).
As you have probably noticed, the 5 underscores is just a placeholder for the true name for the race once I get it actually made. So, at the moment, it's kind of incomplete and needs another 1 point ability, but even with that, it seems kinda straight-forward, but boring. I'm looking for player and DM input on what might make this a balanced, yet fun race. This includes alterations to what is there so far, as if something about it seems horribly boring at the moment, I want to be able to alter, or remove that thing.
Hello everyone! I've been tooling around with a race using the system found in this thread. Was curious on if it seems balanced to people or not for a core playable race with NO level adjustment to CL.
Here it is:
Wispkin Racial Traits +2 Dexterity, +2 Charisma, -2 Constitution: Though less hardy due to their small stature, the wispkin are surprisingly nimble, and half a strong sense of willpower.
Small: Wispkin are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on stealth checks.
Slow Speed: Wispkin have a base speed of 20 feet.
Low-Light Vision: Wispkin can see twice as far as humans in conditions of dim light. See Chapter 7.
Defensive Training:Wispkin get a +4 dodge bonus to AC against monsters of the giant type.
Magic of the Wisp:Wispkin with a Charisma of 11 or higher gain the following spell-like abilities: 1/day – disguise self, ghost sound, prestidigitation. The caster level for these effects is equal to the wispkin’s level. The DC for these spells is equal to 10 + the spell’s level + the wispkin’s Charisma modifier.
Wings of the Wisp:Wispkin have faint magical gossamer wings that aren’t truly there, but are merely a sign of their close ties to magic. They give the wispkin the ability to float up 20ft. in a single round (with good maneuverability), but must begin and end their movement on a flat surface. If they end their movement in the air, they immediately fall straight down and take falling damage as applicable.
Wispfriend: Somewhere between the age of 10 and 12, wispkin mature slightly and are, from then on, able to call a small portion of their fey spirits in the form of a wisp. To call their wisp is a standard action that provokes no attacks of opportunity. The wisp sheds light as either a hooded lantern or a torch, at the wispkin’s discretion, and appears similar to a small Will-O’-Wisp of a color chosen at character creation. The wisp moves as the wispkin desires (with no concentration required), but must stay within 10 ft. of the wispkin, or winks out. The wisp may be dismissed as a free action that does not provoke attacks of opportunity.
Enemies of the Fey:Wispkin gain a +1 racial bonus on attack rolls against humanoid creatures of the giant and goblinoid subtypes due to special training against the hated enemies of the fey.
Wild and Free:Wispkin gain a +2 racial bonus to saves against mind-affecting spells and abilities.
Keen Senses:Wispkin receive a +2 racial bonus on Perception skill checks.
Expressive: Wispkin receive a +2 racial bonus on a Craft or Perform skill of their choice.
Fey Blood: Wispkin count as fey for the purposes of spells and abilities related to race.
Languages: Wispkin begin play speaking Common, Wisp, and Sylvan. Wispkin with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.
The majority of it seems balanced to me, but something still seems a bit off for some reason... I just need to get a bit of input from some people, or confirmation that it is indeed balanced. Thank you for your time and attention!
Hello everyone! (Sorry for posting this again, but it seems like my other post didn't actually... well, post). Lately I've been working on my own campaign setting using the Pathfinder rules, and noticed something; there seems to be absolutely no rules for lack of sleep! There seem to be rules for like... forced marching and the like, but those don't translate over well to lack of sleep (For instance, I don't want lack of sleep being fixable by a simple cure light wounds spell).
So I looked around on forums for a proper answer, and it seems there indeed are no official rules for lack of sleep. Though there is a general consensus on the issue of lacking sleep. It seems that all people, no matter how physically fit, will succumb to lack of sleep at some point. (The example given was army recruits still having sleep deprivation and withdrawal, including hallucinations). The other consensus seemed to be that people will take more hits to the mental faculties before any severe physical damage is sustained. Many also said that people will generally pass out before their bodies will let them die, but can eventually fall into something of a mini-coma to repair the lack of sleep.
People's ideas on how the rules should work also seem to follow a pattern: Many feel that there should be some form of constitution check, with a base DC of 10 that increases with time (with checks being made either daily, or hourly). Others feel that there should be a bonus for having a high constitution score. Many of these ideas included a fatigue penalty as well as an eventual exhaustion penalty.
In the end, I noticed a few ideas I liked, and kind of fused them to come up with something like this:
For every 4 hours of sleep missed, the character gains a -2 penalty to both wisdom and intelligence. When this penalty becomes -4, the character also becomes fatigued. When this penalty becomes -6, the character also becomes exhausted. These penalties can be removed at a rate of 2 per 4 consecutive hours above 4 that are slept (For example, 8 hours of sleep removes 2 points of the penalty, whereas 12 removes 4 points). Once either wisdom or intelligence become 0 due to these penalties, the character passes out and may not be woken up until they have received enough rest to lower the current penalty to at least a -2.
The only real things that come to mind with this, however are things like... how do these rules effect elves? Should the feat Endurance come into play with this? Should I try and include constitution at all? Should the penalties be able to be removed with something along the lines of restoration, or should I make them unable to be removed with a spell, to keep even higher level players aware of their levels of sleep?
Thank you all for your time and attention!
Hello everyone! Lately, I've been working on my own setting, using the Pathfinder ruleset and the other night, me and my friend stayed up working on it; and it had occurred to me, there didn't seem to be any rules for lack of sleep, no matter where I looked. There were rules for forced marching and the like, but I don't think those translated over well at all (Healing subdual damage should NOT make someone not tired anymore, for example).
So I've been scanning around a few forums, and got a general consensus, I think. Generally, everyone seems to note that no matter how healthy a person, they'll still go through sleep withdrawal and deprivation. The example given was that even army recruits go through it, despite being generally in good health. It has also been noted that people seem to go through mental fatigue quicker than any physical fatigue (Or at least get it worse).
I have also noticed a pattern in peoples thoughts on how the rules should be regarding sleep deprivation. Many think that there should be a constitution check with an increasing DC starting at around 10, or the like, or a constant wisdom, intelligence and/or charisma penalty. This is usually followed somewhere with a fatigue and/or exhaust effect built in as well.
In the end, I was contemplating doing it something along the lines of.... per 4 hours of missed sleep (Not sure when that would be gauged), the character attains a -2 penalty to Wisdom and Intelligence. Once these penalties become -4, the character becomes fatigued. Once the penalties become -6, the character also becomes exhausted. If either wisdom or intelligence become 0 due to sleep penalties, the character passes out due to physical and mental fatigue. The character can not wake up until they rest enough to bring the penalties down to at least -2. The penalties are removed at a rate of 2 per every 4 consecutive hours of rest after 4. (For example, 8 hours of rest will remove a -2 penalty caused from 4 hours of missed sleep).
Though this brings up questions as to when I would gauge the 4 hours missed, or whatnot (Perhaps if a character has 20 or more hours of being awake without sleep?), or if restoration removes the penalties.
I know, huge post, but what is everyone else's thoughts on the matter? I basically wanted to make a system so I can actually involve sleep importance, but without causing too much trouble or strain for me or the players, in the sense of too many rules and number crunching. Thank you all for your time and attention!