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Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
![]() To be honest I mostly relied on looking through the Archives of Nethys site to try and figure out the wording for all the stuff, so I've already been working on a better-worded version of this ancestry, but your suggestions are all still good ones, so thank you for your comments. For Scent, I didn't realize until earlier this morning that there are even rules for making new custom senses, so I'm definitely gonna replace Scent with thermal sense. Hopefully the ranges on the Precise and Imprecise versions of the sense are good. Good idea on splitting off the bootleg Constrict ability and just making it its own thing. I suppose if someone wants both they can always forgo picking a higher-level ancestry feat later. Potent Venom spelling out its own DC (and same with Petrifying Gaze later) is partially due to me apparently completely missing that bit of wording on every example feat I looked at, so thank you for pointing that one out! Petrifying Gaze, and really the entire Medusa heritage, is something that I wasn't certain if it was just strong enough or too strong. From the sounds of it, and from talking with some other friends, I think I'm going to roll a lesser version of Stunning Gaze into the Heritage ability, and either use your suggestion for a level 17 "Flesh to Stone" innate spell for a 17th level feat, or make it usable a set number of times per day. I'm thinking of basing it off the character's Constitution modifier. ![]()
Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
![]() Hello everyone, partly on request for a friend of mine I took some time to write up a homebrew ancestry for the snake-tailed Lamia. The primary inspiration was Monmusu, but I feel this should be usable as a more bestial snake-person too, if you’d prefer. Also, naturally, there is no reason there can’t be male Lamia. Without any further ado, here is the Ancestry in question!
Heritages:
-Serpent’s Gaze: Born with a brilliant hood, a hypnotic gaze, or perhaps a combination of the two, you have learned to use this feature to fascinate or intimidate others. You become trained in your choice of Diplomacy, Deception, or Intimidation. At 5th level you become an Expert in the chosen skill. (ancestry feat at 9 gives ability to cause Fascinated to single target) -Echidna: Magic flows through your veins, marking you as an Echidna, a Lamia with potent magical powers. You gain one cantrip from the arcane or occult spell list. You can cast this spell as an innate spell at will of the appropriate tradition. A cantrip is heightened to a spell level equal to half your level rounded up. (associated ancestry feats at 5 and 9 give additional SLAs) -Medusa: Also sometimes called a Gorgon. In mythology, Medusae are said to be able to turn someone to stone with their gaze, but in reality the magic you can focus through your eyes is far weaker. You gain the “Paralyzing Gaze” action. (associated ancestry feats at 5 and 13 makes it more debilitating)
-Melusine: A subspecies of Lamia that often live by the shore, they are more akin to sea snakes than terrestrial snakes. While they seem to possess dragonlike wings on their arms, these are actually fins, and are used to aid in swimming. You gain a 10-foot swim speed and gain the Amphibious trait. (Level 1 ancestry feat increases swim speed to equal to land speed) Ancestry Feats:
--Lamia Weapon Familiarity: [Lamia] You are trained with Scimitars, Falchions, Longbows, Compound Longbows, Shortbows, and Compound Shortbows. In addition, you gain access to all uncommon Lamia weapons. For the purpose of determining your proficiency, martial lamia weapons are simple weapons and advanced lamia weapons are martial weapons. --Constricting Coils: [Lamia] When you start a turn with a target already grappled, you can wind your tail around their body, allowing you to maintain your Grapple without needing to use either hand. While using your tail to grapple a target, you gain a +2 bonus to Athletics checks to maintain the grapple and can move to any space adjacent to your target. --Ophidian Senses: [Lamia] You gain an imprecise Scent sense with a range of 30 feet. --Tough Scales: [Lamia] You gain a +1 item bonus to AC while unarmored. --Snake Friend: [Lamia] You gain a +2 bonus to Nature checks to Command an Animal if the target is a snake, and all snakes have a starting attitude toward you only of Indifferent. In addition, you can train Snakes as if you had the Train Animal feat. --Envenom Weapon: (requires Serpent’s Venom heritage) [Lamia] [Poison] You can apply your venom to a weapon that deals Slashing or Piercing damage using two Interact actions. An envenomed weapon deals additional Poison damage each hit equal to one quarter your character level (minimum of 1) on each successful strike. Though it doesn’t act like an alchemical poison, it still disappears on a critical failure.
-Level 5
--Powerful Tail: [Lamia] You gain a Tail unarmed attack, which deals 1d8 bludgeoning damage with the Finesse and Unarmed traits. This attack can be improved with Handwraps of Mighty Strikes. This unarmed attack can be used at any time unless your tail is already occupied or somehow unavailable.
--Tripping Tail: [Lamia] You do not require a free hand to perform a Trip attack; if you roll a critical failure, you are not knocked prone. You cannot use this feat if your tail is already occupied or somehow unavailable. --Climbing Snake: [Lamia] You gain a Climb speed equal to your Land speed. --Lamia Weapon Grace: [Lamia] Whenever you critically hit using a Lamia weapon or one of the weapons listed in Lamia Weapon Familiarity, you apply the weapon's critical specialization effect. --Ophidian Arcanum: (requires Echidna heritage) [Lamia] Pick a single 1st level spell from the same tradition as the Cantrip you chose on taking the Echidna heritage. You can cast this spell once per day as an innate spell of that tradition.
-Level 9
--Grabbing Tail: (requires Constricting Coils, Expert Athletics) [Lamia] When you roll a Critical Success on a strike, you can attempt a Grapple check as a free action using your tail. You cannot perform this feat if your tail is already occupied or somehow unavailable. --Spring Back: [Lamia] You gain the Spring Back reaction.
--Greater Ophidian Senses: (requires Ophidian Senses) [Lamia] Your Imprecise Scent sense now has a range of 40 feet, and you gain a Precise Scent sense with a range of 10 feet. --Potent Venom: (requires Serpent’s Venom heritage) [Lamia] A number of times per day equal to half your character level, you can attempt to inject a victim of your Fangs natural attack with Lamia Venom.
--Hypnotic Glance: (requires Serpent’s Gaze heritage) [Lamia] Pick a single target that you can see and can see you. That target rolls Will.
--Greater Ophidian Arcanum: (requires Ophidian Arcanum) [Lamia] Pick a single 3rd level spell from the same tradition as the Cantrip you chose on taking the Echidna heritage. You can cast this spell once per day as an innate spell of that tradition. -Level 13
--Lamia Weapon Expertise: [Lamia] Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency in Scimitars, Falchions, Longbows, Compound Longbows, Shortbows, and Compound Shortbows, and all lamia weapons in which you are trained. --Petrifying Gaze: (requires Medusa heritage) [Lamia] [Curse] Paralyzing Gaze gains the Curse trait, and now inflicts Petrification on a critical failure rather than Paralysis. This effect lasts for 1 hour instead of 1 minute, at the end of which the target must make another Will save, with the following effects:
-Level 17
Racial Weapon:
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Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
![]() Thanks for the responses everyone. It looks like I'm gonna be building my Brawling Blademaster with Crane Style, which is honestly a style I didn't consider until now. Here's to hoping that when the campaign happens, the build works well! ![]()
Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
![]() So, recently I learned about the Tyrant's Grasp adventure path, and the group I usually play with has gotten kind of excited about playing it, especially as we're currently making our way through Carrion Crown. Since I'm the sort of person who insists on making a billion different character concepts and then forcing myself to choose just one, I of course started thinking up character ideas for such a campaign. This brings me to the thread title. One of my ideas is a Brawling Blademaster, as I really like the concept, but I'm trying to work out what sort of build would work best for it. Should I pick a style feat, or not? How much focus should I put on my unarmed strike versus using a sword? What kind of sword (or other one-handed weapon) should I use? Honestly the only thing I'm positive I want to do is make it a Human. Because I'm boring like that. Anyway, if people could send me some suggestions, I'd appreciate it. ![]()
Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
![]() I doubt I'm ever going to use the 'official' setting for Starfinder. I've got plenty of ideas in my head for campaign settings, and unfortunately most of the setting-specific rules for Starfinder aren't quite compatible. As far as any changes to mechanics, aside from tossing anything campaign-specific (and just punting Drift drive right out the door), I don't foresee too many major changes. Also, whatever are the 'scrolls' for Starfinder, I'll probably replace with Caster Guns and Caster Shells, if something like that doesn't already exist in Starfinder. ![]()
Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
![]() 1: You're all a bunch of Rimrunner types, captain and crew of a smallish civilian freighter, part of a class of ships often called "Tramp Freighters". You just barely make ends meet running cargo and passengers between colonies in frontier-space; a couple of you might've suggested taking riskier jobs, but in the end nobody felt the kind of money offered for such work was worth it. However, while relaxing in the port's tavern on just another frontier world, the captain was approached by a suit offering a very tidy sum, enough to pay off all the crew's debts, fix the ship up, and still live comfortably for at least a couple months. And all they have to do is deliver a mysterious package to a certain location out in the boonies of a barely-colonized planet. Little does the crew of the tramp freighter realize that taking this job will change their lives forever... 2: Life on a space-station isn't easy. Living space is cramped, real food is expensive, and most work you can find is usually hard or legally grey, or both. You and your buddies weren't expecting all this trouble when you were hired to offload some cargo from a trading vessel. However, when a bunch of thugs from the Pirate Guild suddenly showed up and started shooting, you all got caught up in an adventure none of you ever asked for. Something about a holomap pointing to an incredible treasure. Oh well, at least the payoff promises to be good, if you can survive long enough to collect... 3: "Explore the unexplored, see new sights, witness phenonema you only ever dreamed of, expand the Pact's knowledge of space! Join the Discovery Corps now!" So said the faded poster on the window of the dingy old recruitment office. You might've had some misgivings about recruiting, but you probably didn't have much choice. The Discovery Corps had a high fatality rate, and everybody knew that, which is why most people you'll meet who can claim to be from it tend not to talk about their pasts before joining. Whatever your reason for joining was, that life is long gone. Now, you're an explorer, discovering new planets, charting space routes, meeting new (and probably hostile) alien species, and always wondering what's around the next bend, and what big, nasty weapon it'll have to try and kill you with this time. At least it's an exciting life! Still, that latest mission your crew went on still has you a bit shaken. Close encounters with ancient artifacts always do, especially when it's not immediately obvious what they actually did, like a laser of some sort shooting off into deep space and some weird alien voice jibbering at you from nowhere while a holographic starmap suddenly pops up... ![]()
Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
![]() Matrix Dragon wrote:
Actually, just my own two cents on the matter, but the average member of a race is not a good representative of the individual. It could be that the average Witchwolf Monk is a Martial Artist, hence their use of the style. Another thing to consider, is that it's not just Monks who can use Style Feats. Perhaps a Witchwolf Unarmed Fighter, or a Barbarian who prefers beating his opponents down with his bare fists. As far as the penalty to INT goes, I've seen plenty of characters who weren't using an optimal race for their class that still succeeded quite well. So, yes, Witchwolves might not make OPTIMAL Witches, but that doesn't mean they automatically make BAD Witches. It all depends on how you build it. Anyway, that's just my thoughts on the matter. ![]()
Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
![]() I'm actually thinking up a Racial Archetype for Android Barbarians right now. It replaces Rage with Overclocking which forces a cooldown period when you exit it, and replaces the morale bonuses with either an untyped bonus, or an "Overclocking Bonus". It's still, obviously, a work in progress, but once I've gotten something put together, I'll put it up on the homebrew board, see what people think of it. ![]()
Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
![]() A thought came to my mind. Zen Combat does not specify that it doesn't work if you wear armor. This would make it the only really useful Monk class feature that can be used even if you wear armor. Was this a typo, or intentional? Because if it was intentional, I can already think of one or two ways of exploiting it. ![]()
Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
![]() Personally, I think that the absolute worst thing you could do when picking feats is to not take the rest of your party into consideration. Depending on your abilities and the abilities of other party members, any feat's usefulness changes. In the case of Spring Attack, you could have a party with a Rogue in it. In an example encounter, you're in a group that happens to include a Rogue. For whatever reason, he's unable to flank anything to Sneak Attack, and you're seperated from him, with the only way to meet up with him to flank someone is through the threatened area of an Orc for argument's sake. For whatever reason, you don't want to risk an AoO. Maybe the orc is a Barbarian who's currently raging, and one good hit can knock you down. Normally, you'd be SOL. As it turns out, however, you took Spring Attack, despite people on the forums telling you it was a bad idea. So, you Spring Attack past the Orc, giving him a nick in passing out of spite, and set yourself up on the other side of another monster, just within 5 feet of the Rogue. The Rogue's turn comes along, he five-foot-steps to the monster, and stabs it a half-dozen times with Sneak Attack damage, completely destroying it. You're also both now in position to do the same to the Orc if he decides to pursue you. Basically, what I'm saying is, NOTHING is truly useless, unless the party dynamic and the campaign set-up make it so. P.S.: Vital Strike is awesome with Power Attack+Furious Focus. :3 ![]()
Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
![]() 47.) Your old man was a career soldier and an officer in the imperial army, and was known for his amazing swordsmanship. As you showed promise with the sword, you were given his old weapon, a Masterwork Longsword, along with an odd note from your father hinting at the possibility that it may have hidden powers... ![]()
Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
![]() Wand/Scroll of Teleportation (Bards have high CHA, so the UMD check should be trivial by level 9), up-to-date pictures of your various safe-houses so you can memorize what they look like, a primer on local customs for the place each safe-house is located in, some clothes to fit each region's latest styles, a Disguise Kit, some food, some cash (Preferably in 'universal' form, such as precious gems and gold ingots)... And some means of remotely activating all 50 (or more) Explosive Runes scattered around the base. Use the remote detonator, then the wand/scroll, and bask in the smug satisfaction that your enemies are now motes of ash strewn across the landscape. Extra credit if there is a highly-escapable and highly-advertised (Phantom voice announcing the time until detonation, perhaps?) time limit before the runes detonate all at once. ![]()
Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
![]() UPDATE! Paladin Archetype: Holy Knight
Replaces: Mercies, Spellcasting, Channel Positive Energy, Holy Champion Class Skills: Holy Knights gain Knowledge (Planes) as a class skill, but lose Spellcraft. Weapons and Armor: Holy Knights lose the ability to wear Heavy Armor, but otherwise retain all their Proficiencies. Detect Evil (Sp): A Holy Knight can use Detect Evil a number of times per day equal to 3+CHA mod. As a move action, they may focus on a single object or creature and gain information as if they had studied the object or creature for 3 turns. In addition, as a Full Round Action, they gain that benefit, as well as being able to determine if the object or creature's evil aura is that of an Evil Outsider's, and if so, they may perform a Knowledge (Planes) check with a bonus equal to their class level as a free action to identify the exact type of Evil Outsider. This otherwise follows the normal rules of a knowledge check to determine what exactly the target is. Holy Blade (Su): A Holy Knight, at first level, gains the ability to focus divine energy into the form of a sword with which to destroy their foes. This is a Move-equivalent Action that provokes Attacks of Opportunity. This weapon counts as a masterwork sword you are proficent with (sword type chosen when the weapon is created). This weapon only exists as long as the Holy Knight is wielding it, and dissipates immediately after leaving it's owner's hands. Additionally, if the Holy Blade manifested is a Light Weapon, they may instead manifest two Holy Blades, but doing so invokes all the penalties (and possible bonuses) of Two-Weapon Fighting. At second level, a Holy Knight gains the ability to manifest a Holy Blade as a free action by expending a use of Lay On Hands instead. At 4th level, the Holy Sword is now a +1 sword you are proficient with. Every 2 levels after 4th, you may increase the enhancement bonus, add the Flaming, Frost, Shocking, Corrosive, Evil Outsider Bane (Counts as a +1), Holy, Axiomatic, or Speed properties to the Holy Blade, or if the Holy Blade already has a total equivalent enhancement bonus of +10, he can change any of those properties out with new ones. These benefits are stacking and cannot be changed afterward. If manifesting two Holy Blades, They both benefit from these properties. A Holy Blade cannot otherwise be enchanted or improved. At 7th level, the Holy Knight can manifest a One-Handed weapon and a Light Weapon instead of only two Light Weapons for Two-Weapon Fighting. At 10th level, a Holy Knight may manifest a Holy Blade as a Free Action without spending a use of Lay on hands. This ability replaces Channel Positive Energy. Smite Evil (Su): A Holy Knight uses Smite Evil like any other Paladin, and gains new uses of Smite Evil like a normal paladin. However, at 10th level, a Holy Knight may also bypass any forms of Regeneration that an Evil Outsider they are currently smiting may have. Lay on Hands (Su): A Holy Knight gains a number of uses of Lay on Hands equal to 1+1/2 level+CHA mod. At 6th level, and every 4 levels afterward, the Holy Knight gains an additional use of Lay on Hands per day. Holy Power: At 2nd level, a Holy Knight gains the ability to focus the divine energy of their Lay on Hands skill in a new way. This is known as a Holy Power, and they can be used to accomplish a variety of effects. At 4th level, and every 2 levels after, the Holy Knight may gain another Holy Power. Unless specified, these powers can only be used by expending a use of Lay on Hands. All Holy Powers that require a save of some sort have a DC equal to 10+1/2 level+CHA mod. Unless specified, all Holy Powers require either a sword or the Holy Blade to use, and are Supernatural abilities. This replaces spellcasting --Judgment Blade: Your blade glows with a holy aura, ensuring that one particular creature you strike will regret ever facing you. As a Move Action that does not provoke Attacks of Opportunity, charge your sword or Holy Blade with divine energy, allowing you to deal additional damage equal to your Lay on Hands on a successful weapon attack. This charge is not wasted if you miss, only discharges when you will it to, and lasts for until it is discharged. If you drop your sword or dismiss your Holy Blade, it still retains the charge. The charge only disappears if you rest for 8 hours, regaining all your uses of Lay on Hands. --Cleansing Strike: You channel divine power through your sword, smiting any one foe unlucky enough to face you. As part of an attack action against an evil creature, you add your CHA mod and your Paladin level to the damage roll, and bypass all forms of DR they may have. In addition, Evil Outsiders, Evil Dragons, and Undead must make a will save or be Nauseated for 1d4 rounds. This damage does not stack on a target already affected by Smite Evil. You must announce you are using this Holy Power before you make your attack. At 12th level, this power also bypasses any form of Regeneration the target may have. --Hallowed Bolt: Your blade begins crackling with divine lightning, and with a thrust, you unleash a short line of electricity to pierce your foes. As a swift action, you charge your weapon with electrical energy, allowing you to deal an additional 1d8 Electricity damage with all melee attacks, and your weapon gains the Reach property. This power lasts for 1 round/level. You may also expend the entire charge of this power at any point, dealing 1d8 damage per round left to all enemies in a line 25+5/2 levels feet long. The damage of this discharge is half Electricity, half Sacred, and a reflex-save halves the damage received. --Divine Ruination: You unleash an explosion of holy energy from your blade, smiting all foes within range. As a Full-Round Action, you inflict 1d6/2 levels (max 10d6)+CHA mod damage to all foes within 25+5/2 levels feet of you, Reflex for half. This damage bypasses all forms of DR and Regeneration that the target may have, ignores total concealment, and is only affected by total cover. In addition, Undead and Evil Outsiders must make a Will save or be affected by Confusion for 1d4 rounds. Afterward, the Holy Knight is staggered until the end of their next turn and is considered Flat-Footed to all attacks. This Holy Power may only be chosen at 12th level or above. --Holy Chant: Your mantra heals the wounds of a single ally that can hear you. By making a Full-Round Action, the Holy Knight may use Lay on Hands on a single target within 25+5/2 levels feet of the user. This use of Lay on Hands may not be used to harm Undead. This Holy Power may be used with Improved Lay On Hands, but only for healing hit-point damage. This Holy Power does not require a Sword or the Holy Blade to use. --Holy Circle: You may use Magic Circle against Evil as a standard action. This is a spell-like ability. This works in all ways like the spell, using your Paladin level as your caster level. This Holy Power does not require a Sword or the Holy Blade to use. --Divine Armor: Holy energy coalesces around the user, creating a glowing outline of a suit of armor over the user, regardless of what they may actually be wearing. You may activate this power as a Standard Action, giving you a +4 sacred bonus to AC, lasting for 1 minute/2 levels; Alternatively, this bonus can be applied to a single ally, though the bonus is halved. At 10th level this bonus increases to +5, and increases again to +6 at 17th level. This Holy Power does not require a Sword or the Holy Blade to use. --Vengeance: Immediately after being struck in combat, the Holy Knight surges with divine energy and punishes their foe. After being struck by a melee attack, you may make an Attack of Opportunity at your highest attack bonus plus your Paladin level against the foe that struck you. You do not need to expend a use of Lay on Hands, but if you do, you deal an additional amount of damage equal to 1/2 your Paladin level+CHA mod. If you took 4/level or more damage from the triggering attack, add an additional 2/level damage to your own. You must be at least 6th level to take this power. --Divine Storm: As a standard action, you fragment your Holy Blade and unleash the shards of holy power in a storm of slicing fragments. This deals 1d6/2 levels (max 10d6)+CHA mod damage to all targets in a 15 foot cone. This cone increases to 20 feet at 10th level, and another 5 feet for every 4 level after. This power does not require a use of Lay on Hands; You can, however, spend a use to upgrade the damage to 1d8/2 levels. If you are dual-wielding Holy Blades, they are both consumed in this attack; If you are using a two-handed Holy Blade, you instead deal 1.5x your CHA mod as bonus damage. This can only be used with the Holy Blade, and destroys the currently manifested Holy Blade in the process. --Heavenly Blade: As a full-round action, the Holy Knight can stab their Holy Blade into the ground, and immediately afterward have much larger versions of the Holy Blade shoot up underneath all foes within 30 feet of the Holy Knight, dealing weapon damage as if it were a size category larger. Non-evil targets may take a reflex save to negate the damage, evil foes may take a reflex for half damage, and Evil Outsiders take a penalty to this save equal to your Charisma mod. This power does not benefit from any feats or abilities that improve weapon damage, such as Power Attack. You must be 12th level or higher to take this Holy Power. This power can only be used with the Holy Blade. --Divine Strength: You may use Bull's Strength on yourself as a standard action. This is a spell-like ability. This works in all ways like the spell, using your Paladin Level as your Caster Level. You must be 9th level to take this power. This power does not require a Sword or the Holy Blade to use. --Divine Shield: You may use Shield as a standard action. This is a spell-like ability. This works in all ways like the spell, using your Paladin level as your caster level. You must be at least 6th level to take this power. This power does not require a sword or the Holy Blade to use. --Divine Regeneration: The Holy Knight's wounds begin healing of their own accord. Using this holy power not only gives the Holy Knight the benefits of Lay on Hands, but they also gain Fast Healing 1 for 1 round/level. At level 13 this becomes Fast Healing 2, and Fast Healing 3 at level 17. This power can be granted to an ally. This Fast Healing cannot heal damage caused by Evil-aligned weapons and abilities, nor damage inflicted by Cold Iron weapons. You must be at least 9th level to take this power. This power does not require a sword or the Holy Blade to use. --Improved Lay on Hands: Your Lay on Hands power now heals 1d6 per level damage, and you may expend two uses of Lay on Hands to remove 2d4 points of permanent ability damage. In addition, at level 12, you can spend 3 uses of Lay on Hands to remove 1 negative level; This usage of the ability can only be used once per day. Finally, at level 15, you gain Channeled Revival as a bonus feat. You must be at least 9th level to take this power. This power does not require a Sword or the Holy Blade to use. Divine Blademaster: At 3rd level, and every 3 levels thereafter, a Holy Knight may take any Combat Feat that he meets the requirements for or Extra Channel as a bonus feat. Beginning at 6th level, a Holy Knight counts as a Fighter of their class level -3 when choosing Combat Feats, but any combat feats gained in this manner only apply to the Holy Blade. This ability replaces Mercies. Divine Bond (Su): A Holy Knight gains Divine Bond as normal, but may choose their Holy Blade for the first type; If they choose to apply Divine Bond to their Holy Blade, and are wielding two Holy Blades at once, the bonus granted by Divine Bond only applies to one of them. Aura of Justice (Su): A Holy Knight gains Aura of Justice like a normal Paladin, but all allies benefitting from this feature can also ignore enemy Regeneration like the Holy Knight. Improved Divine Blademaster: At 12th level, a Holy Knight gains Critical Focus and Improved Critical with their Holy Blade. If they already have one or both of these feats, they may instead gain an equivalent number of bonus Combat Feats. The Bonus Feats, Alignment Channel, Extra Channel, and the (Improved/Grand) Divine Blademaster class features all replace Spellcasting. Grand Divine Blade Master: At 17th level, a Holy Knight gains Greater Weapon Focus and Greater Weapon Specialization with their Holy Blade; If they already have one or both of these feats (somehow), they may instead gain an equivalent number of bonus Combat Feats. The Bonus Feats, Alignment Channel, Extra Channel, and the (Improved/Grand) Divine Blademaster class features all replace Spellcasting.. Northswain's Strike (Su): At 20th level the Holy Knight can, as a full-round action, make a single Melee Touch Attack against the target with his Holy Blade, and flood their body with as much Divine Energy as they can muster. This attack deals full Holy Blade damage plus CHA mod, and then the target must make a Fortitude Save (DC=10+1/2 class level+CHA mod). If they are unsuccessful, they take an additional 10d8 damage; A successful save reduces this to 3d8 damage. In either case, if the target is reduced to 0 HP or less from this damage, their body is reduced to a pile of ashes as if struck by a Disintegrate spell; If they don't die, however, they then become immune to this ability for 24 hours. This attack can be modified by expending uses of Lay on Hands, adding an additional 4d8 damage per use spent. Good creatures gain a +5 bonus to the save, while Evil creatures gain a -5 penalty. Good Outsiders are immune to this effect, while Evil Outsiders take an additional -5 penalty (totaling at a -10), are permanently killed even if not on their home plane, and all attempts to revive them must succeed at a DC (20+1/2 class level+CHA mod) spellcasting check to succeed This attack can only be used with the Holy Blade. No matter the result of this attack, the Holy Knight is staggered for 1d4 rounds afterward, and the effect cannot be removed by any means other than waiting it out. The Holy Knight may use this ability a number of times per day equal to half their CHA mod, minimum 1. This ability replaces Holy Champion. NEW FEAT!
Name: Improved Holy Blade
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Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
![]() 4.)There are massive flying reptiles capable of human speech, breathing fire (or lightning, or acid, or freezing cold wind that somehow deals lethal rather than nonlethal damage), and are capable of flight even though their skeletal structure is solid. Oh, and they can cast magic, too. ![]()
Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
![]() Well folks, it's been a long time since I posted a thread here. I'm not sure what the consensus on this will be, but please look it over and give me any comments or criticisms you can think of. Paladin Archetype: Holy Knight
Replaces: Mercies, Spellcasting Class Skills: Holy Knights gain Knowledge (Planes) as a class skill, but lose Spellcraft. Weapons and Armor: Holy Knights lose the ability to wear Heavy Armor, but otherwise retain all their Proficiencies. Detect Evil (Sp): A Holy Knight can use Detect Magic a number of times per day equal to 3+CHA mod. As a move action, they may focus on a single object or creature and gain information as if they had studied the object or creature for 3 turns. In addition, as a Full Round Action, they gain that benefit, as well as being able to determine if the object or creature's evil aura is that of an Evil Outsider's, and if so, they may perform a Knowledge (Planes) check with a bonus equal to their class level as a free action to identify the exact type of Evil Outsider. This otherwise follows the normal rules of a knowledge check to determine what exactly the target is. Holy Blade (Su): A Holy Knight, at first level, gains the ability to focus divine energy into the form of a sword with which to destroy their foes. This is a Move-equivalent Action that provokes Attacks of Opportunity. This weapon counts as a masterwork sword you are proficent with (sword type chosen when the weapon is created). This weapon only exists as long as the Holy Knight is wielding it, and dissipates immediately after leaving it's owner's hands. Additionally, if the Holy Blade manifested is a Light Weapon, they may instead manifest two Holy Blades, but doing so invokes all the penalties (and possible bonuses) of Two-Weapon Fighting. At second level, a Holy Knight gains the ability to manifest a Holy Blade as a free action by expending a use of Lay On Hands instead. At 4th level, the Holy Sword is now a +1 sword you are proficient with. Every 2 levels after 4th, you may increase the enhancement bonus, add the Flaming, Frost, Shocking, Corrosive, Evil Outsider Bane (Counts as a +1), Holy, Axiomatic, or Speed properties to the Holy Blade, or if the Holy Blade already has a total equivalent enhancement bonus of +10, he can change any of those properties out with new ones. These benefits are stacking and cannot be changed afterward. If manifesting two Holy Blades, They both benefit from these properties. A Holy Blade cannot otherwise be enchanted or improved. At 7th level, the Holy Knight can manifest a One-Handed weapon and a Light Weapon instead of only two Light Weapons for Two-Weapon Fighting. At 10th level, a Holy Knight may manifest a Holy Blade as a Free Action without spending a use of Lay on hands. Smite Evil (Su): A Holy Knight uses Smite Evil like any other Paladin, and gains new uses of Smite Evil like a normal paladin. However, at 10th level, a Holy Knight may also bypass any forms of Regeneration that an Evil Outsider they are currently smiting may have. Lay on Hands (Su): A Holy Knight gains a number of uses of Lay on Hands equal to 1+1/2 level+CHA mod. At 6th level, and every 4 levels afterward, the Holy Knight gains an additional use of Lay on Hands per day. Holy Power: At 3rd level, a Holy Knight gains the ability to focus the divine energy of their Lay on Hands skill in a new way. This is known as a Holy Power, and they can be used to accomplish a variety of effects. At 6th level, and every 3 levels after, the Holy Knight may gain another Holy Power. Unless specified, these powers can only be used by expending a use of Lay on Hands. All Holy Powers that require a save of some sort have a DC equal to 10+1/2 level+CHA mod. Unless specified, all Holy Powers require either a sword or the Holy Blade to use, and are Supernatural abilities. This replaces Mercies --Judgment Blade: Your blade glows with a holy aura, ensuring that one particular creature you strike will regret ever facing you. As a Move Action that does not provoke Attacks of Opportunity, charge your sword or Holy Blade with divine energy, allowing you to deal additional damage equal to your Lay on Hands on a successful weapon attack. This charge is not wasted if you miss, only discharges when you will it to, and lasts for until it is discharged. If you drop your sword or dismiss your Holy Blade, it still retains the charge. The charge only disappears if you rest for 8 hours, regaining all your uses of Lay on Hands. --Cleansing Strike: You channel divine power through your sword, smiting any one foe unlucky enough to face you. As part of an attack action against an evil creature, you add your CHA mod and your Paladin level to the damage roll, and bypass all forms of DR they may have. In addition, Evil Outsiders, Evil Dragons, and Undead must make a will save or be Nauseated for 1d4 rounds. This damage does not stack on a target already affected by Smite Evil. You must announce you are using this Holy Power before you make your attack. At 12th level, this power also bypasses any form of Regeneration the target may have. --Hallowed Bolt: Your blade begins crackling with divine lightning, and with a thrust, you unleash a short line of electricity to pierce your foes. As a swift action, you charge your weapon with electrical energy, allowing you to deal an additional 1d8 Electricity damage with all melee attacks, and your weapon gains the Reach property. This power lasts for 1 round/level. You may also expend the entire charge of this power at any point, dealing 1d8 damage per round left to all enemies in a line 25+5/2 levels feet long. The damage of this discharge is half Electricity, half Sacred, and a reflex-save halves the damage received. --Divine Ruination: You unleash an explosion of holy energy from your blade, smiting all foes within range. As a Full-Round Action, you inflict 1d6/2 levels (max 10d6)+CHA mod damage to all foes within 25+5/2 levels feet of you, Reflex for half. This damage bypasses all forms of DR and Regeneration that the target may have, ignores total concealment, and is only affected by total cover. In addition, Undead and Evil Outsiders must make a Will save or be affected by Confusion for 1d4 rounds. Afterward, the Holy Knight is staggered until the end of their next turn and is considered Flat-Footed to all attacks. This Holy Power may only be chosen at 12th level or above. --Holy Chant: Your mantra heals the wounds of a single ally that can hear you. By making a Full-Round Action, the Holy Knight may use Lay on Hands on a single target within 25+5/2 levels feet of the user. This use of Lay on Hands may not be used to harm Undead. This Holy Power may be used with Improved Lay On Hands, but only for healing hit-point damage. This Holy Power does not require a Sword or the Holy Blade to use. --Holy Circle: Holy energy instills the ground around you, warding off evil. As a standard action, you may cast Magic Circle against Evil as a supernatural power. This effect works in all ways like Magic Circle against Evil, using your Paladin level as your Caster Level. This Holy Power does not require a Sword or the Holy Blade to use. --Divine Armor: Holy energy coalesces around the user, creating a glowing outline of a suit of armor over the user, regardless of what they may actually be wearing. You may activate this power as a Standard Action, giving you a +4 sacred bonus to AC, lasting for 1 minute/2 levels; Alternatively, this bonus can be applied to a single ally, though the bonus is halved. At 10th level this bonus increases to +5, and increases again to +6 at 17th level. This Holy Power does not require a Sword or the Holy Blade to use. --Vengeance: Immediately after being struck in combat, the Holy Knight surges with divine energy and punishes their foe. After being struck by a melee attack, you may make an Attack of Opportunity at your highest attack bonus plus your Paladin level against the foe that struck you. You do not need to expend a use of Lay on Hands, but if you do, you deal an additional amount of damage equal to 1/2 your Paladin level+CHA mod. If you took 4/level or more damage from the triggering attack, add an additional 2/level damage to your own. You must be at least 6th level to take this power. --Divine Storm: As a standard action, you fragment your Holy Blade and unleash the shards of holy power in a storm of slicing fragments. This deals 1d6/2 levels (max 10d6)+CHA mod damage to all targets in a 15 foot cone. This cone increases to 20 feet at 10th level, and another 5 feet for every 4 level after. This power does not require a use of Lay on Hands; You can, however, spend a use to upgrade the damage to 1d8/2 levels. If you are dual-wielding Holy Blades, they are both consumed in this attack; If you are using a two-handed Holy Blade, you instead deal 1.5x your CHA mod as bonus damage. This can only be used with the Holy Blade, and destroys the currently manifested Holy Blade in the process. --Heavenly Blade: As a full-round action, the Holy Knight can stab their Holy Blade into the ground, and immediately afterward have much larger versions of the Holy Blade shoot up underneath all foes within 30 feet of the Holy Knight, dealing weapon damage as if it were a size category larger. Non-evil targets may take a reflex save to negate the damage, evil foes may take a reflex for half damage, and Evil Outsiders take a penalty to this save equal to your Charisma mod. This power does not benefit from any feats or abilities that improve weapon damage, such as Power Attack. You must be 12th level or higher to take this Holy Power. This power can only be used with the Holy Blade. --Divine Strength: You may use Bull's Strength on yourself as a standard action. This is a supernatural power. This works in all ways like the spell, using your Paladin Level as your Caster Level. You must be 9th level to take this power. This power does not require a Sword or the Holy Blade to use. --Divine Shield: You may use Shield as a standard action. This is a supernatural power. This works in all ways like the spell, using your Paladin level as your caster level. You must be at least 6th level to take this power. This power does not require a sword or the Holy Blade to use. --Divine Regeneration: The Holy Knight's wounds begin healing of their own accord. Using this holy power not only gives the Holy Knight the benefits of Lay on Hands, but they also gain Fast Healing 1 for 1 round/level. At level 13 this becomes Fast Healing 2, and Fast Healing 3 at level 17. This power can be granted to an ally. This Fast Healing cannot heal damage caused by Evil-aligned weapons and abilities, nor damage inflicted by Cold Iron weapons. You must be at least 9th level to take this power. This power does not require a sword or the Holy Blade to use. --Improved Lay on Hands: Your Lay on Hands power now heals 1d6 per level damage, and you may expend two uses of Lay on Hands to remove 2d4 points of permanent ability damage. In addition, at level 12, you can spend 3 uses of Lay on Hands to remove 1 negative level; This usage of the ability can only be used once per day. Finally, at level 15, you gain Channeled Revival as a bonus feat. You must be at least 9th level to take this power. This power does not require a Sword or the Holy Blade to use. Alignment Channel: At 4th level, A Holy Knight gains Alignment Channel as a bonus feat at 4th level. The Bonus Feats, Alignment Channel, Extra Channel, and the (Improved/Grand) Divine Blademaster class features all replace Spellcasting. Bonus Feats: A Holy Knight may take a bonus Combat Feat at 4th, 11th, and 18th levels. The Holy Knight must still meet all pre-requisites for the bonus feats. The Bonus Feats, Alignment Channel, Extra Channel, and the (Improved/Grand) Divine Blademaster class features all replace Spellcasting. Extra Channel: At 5th level, a Holy Knight gains Extra Channel as a bonus feat. The Bonus Feats, Alignment Channel, Extra Channel, and the (Improved/Grand) Divine Blademaster class features all replace Spellcasting. Divine Bond (Su): A Holy Knight gains Divine Bond as normal, but may choose their Holy Blade for the first type; If they choose to apply Divine Bond to their Holy Blade, and are wielding two Holy Blades at once, the bonus granted by Divine Bond only applies to one of them. Divine Blademaster: At 7th level, a Holy Knight becomes proficient in all sword and swordlike weapons. In addition, a Holy Knight gains Weapon Focus and Weapon Specialization with their Holy Blade. If they already have one or both of these feats, they may instead gain an equivalent number of bonus Combat Feats. In addition, the Holy Knight may take the Craft Reliquary Arms and Armor feat without meeting the normal pre-requisites, using their Holy Knight level as their Caster Level. The Bonus Feats, Alignment Channel, Extra Channel, and the (Improved/Grand) Divine Blademaster class features all replace Spellcasting.. Aura of Justice (Su): A Holy Knight gains Aura of Justice like a normal Paladin, but all allies benefitting from this feature can also ignore enemy Regeneration like the Holy Knight. Improved Divine Blademaster: At 12th level, a Holy Knight gains Critical Focus and Improved Critical with their Holy Blade. If they already have one or both of these feats, they may instead gain an equivalent number of bonus Combat Feats. The Bonus Feats, Alignment Channel, Extra Channel, and the (Improved/Grand) Divine Blademaster class features all replace Spellcasting. Grand Divine Blade Master: At 17th level, a Holy Knight gains Greater Weapon Focus and Greater Weapon Specialization with their Holy Blade; If they already have one or both of these feats (somehow), they may instead gain an equivalent number of bonus Combat Feats. The Bonus Feats, Alignment Channel, Extra Channel, and the (Improved/Grand) Divine Blademaster class features all replace Spellcasting.. Northswain's Strike (Su): At 20th level the Holy Knight can, as a full-round action, make a single Melee Touch Attack against the target with his Holy Blade, and flood their body with as much Divine Energy as they can muster. This attack deals full Holy Blade damage plus CHA mod, and then the target must make a Fortitude Save (DC=10+1/2 class level+CHA mod). If they are unsuccessful, they take an additional 10d8 damage; A successful save reduces this to 3d8 damage. In either case, if the target is reduced to 0 HP or less from this damage, their body is reduced to a pile of ashes as if struck by a Disintegrate spell; If they don't die, however, they then become immune to this ability for 24 hours. This attack can be modified by expending uses of Lay on Hands, adding an additional 4d8 damage per use spent. Good creatures gain a +5 bonus to the save, while Evil creatures gain a -5 penalty. Good Outsiders are immune to this effect, while Evil Outsiders take an additional -5 penalty (totaling at a -10), are permanently killed even if not on their home plane, and all attempts to revive them must succeed at a DC (20+1/2 class level+CHA mod) spellcasting check to succeed This attack can only be used with the Holy Blade. No matter the result of this attack, the Holy Knight is staggered for 1d4 rounds afterward, and the effect cannot be removed by any means other than waiting it out. The Holy Knight may use this ability a number of times per day equal to half their CHA mod, minimum 1. NEW FEAT!
Name: Improved Holy Blade
1.) Is the Holy Blade's progression too powerful? 2.) This class gains 11 bonus feats, though only 3 of them are (normally) freely selectable. Should I tone this down a bit? 3.) I've been constantly see-sawing on how to go about Northswain's Strike. I'm not sure if it's truly balanced, too powerful, or not powerful enough. I'm also uncertain if it should be gotten alongside the normal Paladin Capstone, Holy Champion. Also, for the Holy Powers that mimic the effects of spells, should they remain Supernatural Abilities or should they be Spell-Like Abilities? ![]()
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![]() So, I've been reading this for a while, and I just realized something. The two Monk prestige classes released with Paths of Prestige both specify that a couple of their class abilities can use or require Ki Points. For example, Brother of the Seal has a thing where you can use either daily uses of Stunning Fist or Ki Points to power Awesome Blow. In such cases, would this variant of Monk use Power Points at a 1-to-1 ratio to power these abilities, or would it be a slightly altered ratio? I'm kinda wondering because I'm thinking of using this Monk in a campaign sometime, and they'll eventually become a Brother of the Seal. ![]()
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![]() Well, pitching in my own two cents... This sounds like something that is best accomplished by simply coming up with a unique class for him. You know how in some video games with a class-system, like Final Fantasy Tactics or Disgaea, named characters will often have a unique class with special abilities? That's something that I think would work for this guy. ![]()
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![]() 145) In a world where people live on floating islands above an impenetrable sea of clouds, and flit through the skies on steam- and magic-powered airships, an empire of Elves devoted to technological and military supremacy have been slowly conquering the world. However, their leader is not satisfied with world domination. Rather, he seeks out a way to pierce the barrier surrounding the Skytower, to which all leylines in the entire world are connected to. If he is successful, he would ascend to the status of the legendary God-Mages of old, and he would truly rule over all of existence. ![]()
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![]() 149) The presentation of your miraculous handy-dandy I-must-be-insane-for-selling-it-as-cheap-as-1-Silver-a-bottle Cure-All didn't go as well as you had planned, and after losing the mob, you've gathered up your belongings, payed your room at the inn in full (Even con artists have standards!), and are now ready to skip-Er, "Move On" to the next town. ![]()
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![]() First off, 'dotting' this (if I understand that term as meaning that I'm favoriting it) Second off, I'm kinda curious as to your reasoning behind making this a 3/4 BAB class. Based on what I'm seeing so far (Primarily melee-focused, all forms of armor and shields [except tower shields], all Simple and Martial weapons), this class would probably benefit better from a full BAB, possibly with a corresponding increase in the hit die's size. Third, as far as what I think you should probably work on...
-As far as the armor goes, I think you might want to have it use the stats of pre-existing armor. As it stands, the stats used for Medium armor are actually closer to Light armor but with a worse Armor Check penalty, and the closest approximation to the Light armor version is Leaf Armor with a worse Arcane Failure Chance. -I don't believe there is DR/Mithril, so it might be better to make the Mithril weapon enhancements something like "Silversheen Blade/Fist" or something like that. -The Battlesuit needs some sort of upgrade to make it count as if it were made of Mithril. Perhaps an improved suspension system and circuitry to improve reaction time and lower the suit's over-all weight? -Needs more explosives. Like, bomb-launchers or something. -Freezethrower: Wut. -Why is Sustained Flight a 1 point device while both Jet Boost and Efficient Flight are 2 point devices? -This class needs an "Extra Devices" feat. Possibly use the Extra Evolution feat as a base? So, yeah, not a whole lot of things that I think need downsizing, and quite a bit more that I think need improvement/clarification. granted, I could just be looking at the class with rose-tinted glasses, but then again, I've always felt that Pathfinder needed a class like this, that used technology to accomplish what others do via magic. ![]()
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![]() Ok, since you're the only one who posted anything, Cranewings, I figured I'd address your points. For the Magus Spellcasting, it's mainly because that's the first arcane class I think of when I think "Magic Swordsman", which this template is supposed to do, to an extent. If you think a different spell list would be better, I'll check it out. As for the Wings of Blades, it stemmed primarily from the "Rule of Cool", I'll admit, but I've been working on making it a useful ability that is more the core of the template than it's spellcasting or arcane pool. In any case, here's Arcane Ronin 1.5. I'm trying to make a template that only goes as far as CR +1. If you think it's hit that point, great, but if not, please provide suggestions for how to do so. Template – Arcane Ronin (CR +0-+1)
Spellcasting: Arcane Ronin creatures gain Caster Levels, Spells Per Day, and Spells Known as a Magus of their HD. These bonuses stack with any gained from levels as a Magus, but only non-Magus HD count for the bonus from this template. Arcane Pool: Arcane Ronin creatures gain an Arcane Pool, as the Magus class feature, as a Magus of their HD. This stacks with the Arcane Pool gained from Magus, but only non-Magus HD count for the bonus from this template. Wings of Blades – The creature is capable of levitating any ‘sword’ weapon behind their back in a ‘wing’ pattern. These blades must actually be in the creature's inventory; however, while the blades are levitating, they do not count towards the creature's inventory weight. Making the blades float behind them is a standard action, but they can be dismissed and returned to their sheathed state as a free action. There is no cost to maintain the wings. For every 5 HD the creature has, when they make an attack action, they may attack with one of the blades that comprise their wings at a stacking -2 penalty to the attack, to a maximum of 4 additional attacks at 20 HD, not including their normal attacks with any held weapons.These strikes are considered magic for the purpose of overcoming DR. When making an attack action with the wings of blades, the additional attacks with the blades do not have to be the same target as the creature's held weapons, provided the additional targets are still within their attack range for the blades. The blades that make up the wings share the same Arcane Pool enchantments as the weapons the creature is wielding. At 10 HD, they may use their additional attacks to enhance their AC, gaining a +1 shield bonus to AC for each blade with a +1 Pre-Arcane Pool enhancement bonus or greater. At 15 HD, the Arcane Ronin creature gains flight speed 60 with Average maneuverability with the blade wings. At 20 HD, the flight maneuverability improves to Good. Bonus Feats: Flyby Attack – When an Arcane Ronin creature reaches 15 HD, it gains Flyby attack as a bonus feat, even if the creature does not qualify for monster feats. Ability Scores: +2 STR and +2 INT if HD is 8 or less; +4 STR, +4 INT, and +2 CON if HD is greater than 8. ![]()
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![]() Template – Arcane Ronin (CR variable)
Spellcasting: Arcane Ronin creatures gain Caster Levels, Spells Per Day, and Spells Known as a Magus of half their HD. These bonuses stack with any gained from levels as a Magus, but only non-Magus HD count for the bonus from this template. Arcane Pool: Arcane Ronin creatures gain an Arcane Pool, as the Magus class feature, as a Magus of half their HD. This stacks with the Arcane Pool gained from Magus, but only non-Magus HD count for the bonus from this template. Wings of Blades – The creature is capable of levitating any ‘sword’ weapon behind the creature's back in a ‘wing’ pattern. These blades must actually be in the creature’s inventory, however while the blades are levitating they do not count towards the creature’s inventory weight. Making the blades float behind the creature is a standard action, and they can be dismissed and returned to their sheathed state as a free action. There is no cost to maintain the wings. For every 5 HD the creature has, when they make a full attack action, in place of their additional attacks they instead may make an attack with one of the blades that comprise their wings at their maximum attack bonus, to a maximum of 4 additional attacks at 20 HD, not including their initial attack with a held weapon. These strikes are considered magic for the purpose of overcoming DR. When making a full attack action with the wings of blades, the additional attacks with the blades do not have to be the same target as the initial attack with the weapon the creature is using, provided the additional targets are still within their attack range for the blades. The blades that make up the wings share the same Arcane Pool enchantments as the weapon the creature is wielding. Once they have gained 15 HD, the Arcane Ronin creature gain flight speed 60 with average maneuverability with the blade wings. Bonus Feats: Flyby Attack – When an Arcane Ronin creature reaches 15 HD, it gains Flyby attack as a bonus feat, even if the creature does not qualify for monster feats. Ability Scores: +2 STR and +2 INT if HD is 8 or less; +4 STR, +4 INT, and +2 CON if HD is greater than 8. Primarily what I was hoping for was help in determining a CR range, though if anyone has any suggestions for something to add, change, or remove, I'm all ears. ![]()
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![]() Thanks Remco, I thought that was how it worked but I wasn't certain, hence why I was asking here. Now I can finally finish my Catfolk's character sheet. @.@ Edit: Actually, I just thought of another question: Could I still get those two attacks at no penalty while using Claw Blades? Or does that cause me to need to use Two-Weapon Fighting to avoid the full penalty? ![]()
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![]() So, I recently made a Catfolk Ranger, planning on going Natural Weapon style with them, and I took the Cat's Claws alternate racial trait. However, I was planning on going for a strong DEX build, with only a bit of STR for the bonus melee damage. With that in mind, I present to you this question: Do you use a pair of Claw attacks like you would Two-Weapon Fighting, or are there different rules for natural weapons? I'm a little confused by this due to the abundance of monsters with two or more natural weapon attacks but no TWF, or even MWF. Could I please get some verification here? ![]()
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![]() I just figured I'd toss in my own two cents here. I'm currently working on a Steampunk campaign of my own. I'm not too sure what "E6" or "E8" stand for, but the basic idea is that an Alchemist discovered a means of drawing energy from other planes and using them to power his inventions. Couple hundred years later, this process has become partially automated, and steam-tech is just as common as magic, but 'dedicated' spellcasters are somewhat rare. Most schools of higher learning provide spellcasting courses, so Wizards aren't as rare as they apparently would be in any other setting, and an "Artificer's Guild" provides "Poor Man's Magic". Airship, steam locomotives, and steamships all exist, with Airships mainly being used for transport of VIPs and important object. As far as Firearms, I use the 'Firearms Everywhere' rules, except all guns are Martial weapons. In addition, more 'archaic' forms of weaponry still exist alongside firearms, due to the creation of "Dragonscale Armor", which works by deflecting bullets rather than trying to stop them. Basically, it's a 'Mundane Property' that adds half the armor's total AC bonus (including Enhancement Bonus) to Touch AC. As a result, melee weapons still have a place on the battlefield. Plus, if you run out of ammo, or the guy is literally right in your face, what other choice do you have? On the subject of suggestions for what you could do to get players not to commit 'vulgar displays' of magic, about the best suggestion I can think of is to remind the players that they are dealing with a populace that is used to "Hedge Magician" levels of magic, not the powers of true reality-warpers. As a result, if they use any blatant displays of powerful magic, there is a VERY good chance that any nearby civilians will likely panic. Of course, this could be a GOOD thing, like if you're trying to clear a street before the Big Bad has a chance to start bringing out the big guns and really rack up the kill count. In either case, people are likely to remember this kind of thing the next time the characters go shopping. In short, using 'vulgar magic' will likely impose circumstance penalties on any 'social' checks that the group tries to make unless they were obviously trying to save people. Even then, your average joe is still likely going to be really weirded out that he's now gently floating to the ground instead of falling to his death, and where the hell did that big ol' winged fire-breathing lizard where the Sorcerer used to be come from? ![]()
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![]() Just my two cents, but near as I can tell, an Assassin could quite easily fill the "Rogue" role in a group. Just toss in a 1-level dip into Rogue, and it gets even better. He gets that +1d6 Sneak-Attack damage (not that overwhelmingly great, admittedly) and can disarm magical traps (Much better). Of course, the downside to doing so is that said Assassin never gets Greatfather of Assassins and all of his abilities that scale with his level and cap at 20 stop just shy of full max (unless you go into the epic levels, which is a whole different ballgame altogether). Still, I'd say the peace of mind that this gives the group of never having to worry about tripping a trap, mundane or magical, is more than worth it. Especially if you have a DM that's a little too trap-happy. ![]()
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![]() For the time being, until I've had a chance to test out this build and decide if making Ki Strike's enhancement bonus a passive thing is a better choice or not, Monks have to spend a Ki Point to gain the enhancement bonus for one round. Their damage still grows with their level and still caps at 2d10. Next, Wholeness of Body now provides Fast Healing, or may provide a "Healing Burst" for 2 Ki Points. A Monk may not gain both benefits unless they spend two rounds to get them both. A few additions have been placed on the list of feats that a Monk may choose for his Bonus Feat. Like before, a Monk must still meet all the pre-requisites for the chosen bonus feats. Forgot to add this, but there's another new feat, "Extra Ki Power". As it's name implies, taking it lets you choose another Ki Power from the list. Stay tuned, as I plan on adding some more Ki Powers later. ![]()
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![]() Ok, I think I must be missing something here. Could you please explain what you mean about Monks getting "More out of a 'single weapon' than another TWFing class can"? Near as I can tell, they follow all the same rules as everyone else, it's just that their unarmed strikes are always considered primary attacks, and the damage grows with their level. ![]()
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![]() Ok, first of all, giving Monk a flat damage dice that doesn't grow with level and instead gains an enhancement bonus to his unarmed strike and monk weapons is an interesting idea. I can definitely see the merits to it. However, this came after I had added a new magic item to the document. Since it seems nobody is actually READING the document anymore, and is just skimming it to find stuff they don't like, I'll talk about it here. Name: Prayer Beads of Battle
Honestly, I wouldn't mind the idea of only needing to use the Amulet of Mighty Fists for the desired special abilities, but I was wondering what people thought of this item before I started putting some serious thought towards it. ![]()
Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
![]() Ok, Notes on changes and just me wanting to point things out, as well as possible future changes, in no particular order: My version of Flurry of Blows was already stated as treating Monk Weapons as Light Weapons for purpose of Two-Weapon Fighting. I'm guessing you skimmed over that bit. Intuitive Combat has been split into it's class ability, which only benefits Attack Rolls, and a Feat that requires Weapon Finesse, which uses WIS for damage rolls instead of STR on weapons that qualify for Weapon Finesse. Monks treat their Monk Weapons as Light Weapons for purposes of this feat. I'm considering just making it so Monks treat Monk Weapons as Light Weapons period, none of this "For the purpose of" shenanigans. Monks are now a Full BAB class. 1000 Needles now only lasts a single round. May up the Ki Point cost to make it less abusable. I'm considering making Wholeness of Body give the Monk Fast Healing. Improved and Greater would improve the Fast Healing as appropriate. Abundant Step now has Dimensional Agility built into it, but still can't take anyone with him. Might change this later, possibly with a Ki Power. However, if you have Dimensional Agility, you can spend 2 Ki Points to give yourself a (small) Circumstance Bonus on Attack Rolls that round. Might reduce it to just the next attack roll. Thinking about adding Weapon Finesse, Combat Expertise, and any feats that require Improved Unarmed Strike or Combat Expertise to the list of Bonus Feats. Anyone know how that compares to a Fighter getting every Combat Feat on their Bonus Feat list? I'm trying to give Monk a similar level of versatility without upstaging Fighter. Slow Fall can now be used if within arm's reach of anything that could logically be used to slow your descent. Walls and Cliffs are still usable, of course, but now the Monk can also slide down ropes, banners, vines, etc. Let's just say the Monk uses Ki to keep his hands from getting Rope Burn and leave it at that. :P Talked it over with a few friends who've been playing this longer than I have, and it seems that Level+10 SR from Diamond Soul is about appropriate. Keep in mind that even though that Lich might be able to just yawn his way past your SR, your saves and better-than-pretty-much-everyone-else Touch AC will give him definite pause for thought before he tries tossing a spell your way. Not to mention Improved Evasion lessens the penalty for failing your save on most spells that might require a save. I'm seriously considering just moving Tongue of Sun and Moon down to 7th or 8th level. Maybe 10th, possibly. Quivering Palm now has a number of uses per day equal to 1 plus half your WIS modifier, and a successful save still subjects the foe to 5d6 damage, though they aren't in anymore danger of an insta-death from that particular attempt. I figure that's about in-line with most other "Save-Or-Die" effects. If I'm wrong, I'd appreciate knowing what'd be more in-line. Battle Meditation has had it's bonuses reduced to +3 each. I don't see what the problem with over-the-top powers is. Hammer Blows now gives a bonus to the Critical Hit confirmation roll, rather than auto-confirming. As it stands now, the bonus DOES stack with Critical Focus. As for a level limit on it, I made it so it's only available at level 10 or later, since that's around the time you can get Critical Focus. Something I realized you never noticed: Asura Strike can only be gotten at 14th level, and your first Ki Power comes in at 2nd level. Where are you getting those 5 bonus attacks? Also, said bonus attacks from Asura Strike are at a STACKING -5 after the first one. As such, it's not really that cost effective to take much more that 2 or 3 bonus attacks, maybe 4 if you're really certain about your chances of hitting. ![]()
Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
![]() Thanks for your critique Arminas, now for my response: Bonus Feats: I could've sworn I had written that a monk had to meet the pre-requisites for any Bonus Feats they took...*Checks* Nope, I didn't. Thanks for pointing this out for me, I'll fix that right away. Flurry of Blows: I must be missing something here. From what I understand, Flurry of Blows is Two-Weapon Fighting with full BAB, but the improved and greater versions gained at the 3/4 BAB rate. I just removed the Full BAB thing, though I might just make Monk Full BAB depending on what I do with 1000 Needles. More on this later. Intuitive Combat: My first big change, and it seems pretty much everyone has misread it. It's supposed to REPLACE STR in attack rolls, not ADD to it. It works basically like Weapon Finesse, in that you use the greater of your STR or WIS mod, but it applies to Damage as well. I'm starting to wonder, however, if I should remove the bonus to damage and just make that a feat instead. Ki Pool: I moved it to first level because of this version of Monk's dependence on Ki Points, even before fourth level. I suppose, looking back, up to 3 extra attacks might be a bit much. And yes, it applies to all attacks. Considering that a Monk only gets 3/4 BAB, I figured the extra attacks would balance out with the lower chance to hit. And, again, considering the Monk's greater dependence on Ki Points, I figure having more Ki Points wouldn't hurt. Ki Strike: This bonus only applies for ONE ROUND. If this isn't obvious, then I'll go back and fix that. I figure having to spend a Ki Point every round to get this benefit is what offsets it. And I guess I'm just used to slightly richer campaigns or players putting more emphasis on improving their weapons, because the improvements seemed in-line to me. >> Fast Movement: I was considering having it scale myself, or possibly even have it only be usable a few times per day. I need to think on this some. Still Mind: I might give it a ki-point use to further improve the benefit. Slow Fall: I figured the idea of being in arm's reach of a wall was just an example, and didn't realize it was the literal interpretation of the rules. I'll be changing this to reflect that this can be used when within arm's reach of ANYTHING you could conceivably slow your fall with via friction; A wall, a tree, a cliff, anything. Soothing Aura: As I understand it, Monks spend years learning how to basically 'keep their cool'. As a result, shouldn't it be possibly for a monk to be able to make a good first impression on anyone, if only by virtue of staying calm even as their companions are running amok? In any case, I might change this to only apply to humanoids, and only once every 24 hours PERIOD, so the group's Bard doesn't feel left out. Wholeness of Body: I get the feeling this is completely and utterly your personal opinion, and that I'm not the first person to suggest a "Healing Trance" for a class. In any case, I might make a feat to address this. Intuitive Maneuver(ing): Monks DON'T add their WIS modifier to CMD until they get this. Read AC Bonus again, and don't just skim over it this time. Improved Wholeness of Body: See Wholeness of Body. Abundant Step: It didn't strike me as underwhelming. Do you mean the Ki Cost is a bit much? In that case, see Ki Pool. If not, please elaborate, and I'll see how I can fix the problem. Diamond Soul: I was unaware that level+10 SR was underwhelming, considering my only experiences with SR was a wizard in this one group of mine having trouble hitting anything with anything with an SR of Level+10. I don't think he had the Spell Penetration feats though, so if that was the problem and spellcasters with Spell Penetration feats are nigh-unto useless against SR, then it sounds like Monks aren't the only ones with problems. Improved Ki Pool: See Ki Pool. Quivering Palm: I get the feeling you don't like Quivering Palm much. Care to elaborate? I'm always open to ideas, even if I don't decide to use them. Greater Wholeness of Body: See Wholeness of Body. Tongue of the Sun and Moon: I think it's more useful gained earlier as well, and I'm trying to decide what level would be a better spot to learn it at, or even if it should be a scaling thing. Battle Meditation: I'm thinking on this. It may see some changes later. Perfect Self: I was unaware that Outsiders did not need to eat, drink, or sleep, and I also didn't know that just being an Outsider gave you special vision. I'll have to look up info on Outsiders and clarify this. Ki Clone: I figured this'd be useful for more things than Naruto apparently uses this for. If you immediately think "Swarm Tactics" when you see this ability, you're doing it wrong. In any case, I don't see why this shouldn't be available regardless, though I MIGHT limit the number of clones at any one time. Possibly even per day, now that I'm looking at it again with that "Swarm Tactic" in mind... Normal/Improved/Greater Aura Bolt: Actually, I got this idea from FF, and since when did Naruto characters fire bolts of energy? I thought their stuff was primarily elemental? Anyway, this gives a Monk a ranged attack and a means of taking out Incorporeal Undead without risking Energy Drain. It stays. 1000 Needles: Ah, 1000 Needles...I now partially regret ever thinking up this ability, but I'm loathe to drop it now. If I make it only last 1 turn, or even drop it altogether, I'm making Monk a Full BAB class, in which case there's no reason to keep Flurry of Blows in it's Paizo version. If I keep it as it is, I need to keep Monk a 3/4 BAB class, or else it's just way too good. However, I don't like the idea of an OPTIONAL ability being ESSENTIAL for a class to be competitive. Any ideas you, or anyone else who might be reading this, can think of to help fix this dilemma will be appreciated. Four Winds Strike: I haven't watched a single episode of The Last Airbender, and I heard the movie was crap. As such, the name is purely coincidental. Earth Rage: I honestly don't really see what the problem with this is, other than your personal opinion. This can be an outward manifestation of a Monk's inner perfection. You're gonna need to make a better argument before I remove this. Boulder Cracker/Mountain Cracker: So, near as I understand it, the reason you hate this is just because it was me splitting Adamantine Ki Strike into the actual Ki Strike ability and this power. If I do change it back so a Monk gets Adamantine Ki Strike, then this will likely turn into a one-shot improvement on Unarmed Strike damage, as that's the only other effect I can think of with a name like "Boulder/Mountain Cracker". Asura Strike: I'm already trying to think of a way to tone it down without losing the flavor of the power. Suggestions are appreciated, even if they aren't used. Wind Blades: Another idea I got out of FF, and another thing I don't see any reason I should take out because of one opinion. No offense. Ki Shove: See Wind Blade, except I actually got this idea from Star Wars (Ki Shove=Force Push). I'm a little surprised you didn't actually get it, considering you apparently have a degree of knowledge in pop culture. >> Mantra: A Mantra is a prayer consisting of a handful of words spoken over and over again. This is not a Bard singing a song to inspire competence. Though I might change this to take 1 Ki Point per round, possibly taking a Swift Action to maintain. Hammer Blows: Your concerns will be taken into consideration. No, seriously; looking at it again I'm starting to realize just how badly abusable this power is. I'm fully aware that you mean no offense by any of your suggestions, and so I take no offense. Keep the comments and criticisms coming; Even if I don't use every idea I'm given, I still appreciate them. ![]()
Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
![]() Ok, list of changes, in no particular order: Changed Ki Strike to be less redundant. I rather liked your suggestion for Wholeness of Body, Tels, so I used that. Added to the list of Ki Powers which powers were Supernatural and which were Extraordinary. Made Chi Blast a Supernatural effect that uses one quarter of the character's total level or their Monk Level, whichever is better, as their Caster Level for bypassing SR. Clarified that Aura Bolt, while it works pretty much the same as Chi Blast, can't be used in a Flurry of Blows (Though might add in another Ki Power later, like Quickened Aura Bolt, that allows the Monk to do so anyway). With the change to Ki Strike, Boulder Cracker and Mountain Cracker had a slight change to wording, and are suddenly a lot more useful now that a Monk can no longer bypass Hardness as if their fists were made of Adamantine. Construct-killer Monks rejoice, if they ever want to use this set-up! A Monk now gains twice their level plus their Wisdom Modifier in Ki Points starting at first level, which improves to twice their level and twice their Wisdom modifier in Ki Points at level 13. Decided to keep Monk at 3/4 BAB, and made 1000 Needles last for a number of rounds equal to the Monk's level. Added a new Magic Item, my approach to the apparently common solution to the "Amulet of Mighty Fists" problem, in just creating a brand new magic item that works like a magic weapon for Unarmed Strike. Considering if it should just cover the hand slot or the hand AND arm slots (or wherever Bracers of Armor sit), due to Monks basically being able to make an Unarmed Strike no matter the situation Just realized it seems really weird that a Monk can't make an Unarmed Strike attack even when grappled, despite the fact that they should be close enough to at least headbutt the dude grappling them. Need to look into this and see if I should make a Ki Power to cover this, or if I'm just mis-interpreting something. As always, comments and criticism welcome. I'm also going to try and test this out in a oneshot campaign at some point, so we'll see how that goes. ![]()
Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
![]() Tels, this is why I decided to post my idea here. Between you and Reconstructor, I've been able to catch things I missed or forgot to add, and I had no idea about the limitations on Restoration. You are quite right about this class being a Ki Guzzler, and I am now starting to see that it might be necessary to fix this. I need to think on your suggestions and comments, but I will be making changes sometime soon when I think up ways of fixing this. Points I'm addressing, in no particular order: I completely forgot to put AC Bonus back in, and I'm starting to realize why the original Flurry of Blows gave a monk full BAB. I might just do what everyone else has been doing, it seems, and make Monk a full-BAB class. As far as the redundancies on the Ki Strike, I was COMPLETELY unaware that that's how it worked. Your suggestion is probably going to be what I use. The idea behind 1000 Needles isn't that it was supposed to be a 'necessary' ability. If it was, I would've just added it to the base Monk. I might nerf it a little, though if I make Monk a full BAB class that might not be necessary. Or perhaps it WILL be necessary. Again, I need to think on this. I had forgotten that Vital Strike was a standard action. Funny, really, considering I absolutely adore it on my Gunslinger Sniper that I'm building up. >>; If I greatly increase the number of Ki points a Monk gets, like you're suggesting, I'm going to have to address the Aura Bolt line, so that Chi Blast with the Aura Bolt line doesn't get abused. Then again, I might add a few things to make a Ranged Monk with that stuff a completely viable choice. Perhaps Greater Aura Bolt's enhancement can only be used a certain number of times per day? Once more, I need to think on this. Cannon Punch was a mistake on my part. I'm definitely gonna fix that so it works like normal. Probably also going to make it so any bonuses from Bull-Rush enhancing feats apply to it, as well... I need to think on Greater Wholeness of Body before I try making any changes to it. I know I want to make it an effective healing ability, but with your clarification on what makes it OP, I also need to address that. Perhaps I should take a look at the Cure line of spells, and maybe make it so that the Ability Damage can only be healed once a week, and the negative levels can only be healed once a month... In any case, thank you for your observations. Goofs on my part will be fixed immediately (like putting AC bonus back in, and the problem with Cannon Punch), and everything else will likely undergo changes once I've had some time to think them over and decide how to fix the problems with them. ![]()
Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
![]() Well, Reconstructor, taking your suggestions into mind, I took a look over everything, and made a few changes. 1: I decided to combine Catfall and Slow Fall, though you still only get the benefits from Catfall at 7th level. 2: I completely forgot to mention that Ki Strike is a Free Action. That's been fixed. Thanks for pointing that out. ^_^; 3: I added that a Monk can substitute however many attacks they make with a Flurry of Blows Full-Attack Action with Chi Blasts, provided they have charges available. 4: I'm afraid I'm not too certain what makes Greater Wholeness of Body OP. Is it the lifeline feature? The ability to make saves against effects you were never allowed a save in the first place? is the additional Ability Damage/Negative Level healing too much? Or is it a combination of those things, or even all of the above? I kinda need specifics before I start messing with it. As a note, I haven't exactly played Monk before myself, but I've heard and seen plenty of complaints about it, so if this is about something that you wouldn't really notice looking from the outside, I probably didn't realize it myself. Sorry if I seem like a noob. >_>; ![]()
Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
![]() Double post I know, but I can't figure out how to edit my post and I just realized I forgot to say something kinda important: I freely admit that I borrowed ideas from other suggestions people had for Monk that I've seen, so if you see your idea here, let me know so I can credit you for the idea on the document. ![]()
Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
![]() So, I was looking over Monk, and I noticed that there were a good few things wrong with the class. After coming here, I discovered I wasn't the first person to notice this. As a result, I decided I'd put together my own ideas on how to 'fix' Monk and make it more competitive with the other melee classes. This is my rough draft of the result, and is likely to undergo a few changes before I try playtesting it. I was hoping I could get some comments and criticism on this, because so far I've only talked to three people about this, and I need more opinions to get a good idea of whether this needs more work or not. ![]()
Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
![]() Alright, another question pops into mind: What about the 'consumable' or 'disposable' magic items? The wands that are only good for upwards of 50 uses and then they burn out? The potions of cure wounds, or Haste? How about that Staff of Fire the Wizard wants? I'm sorry, but I just don't see how it'd be possible to fully escape the "Christmas Tree Effect" or completely get rid of "Magic Mart". As far as I'm concerned, the best option is to find a viable in-story reason for why such a place exists, hence the "Artificer's Guild". This both helps to preserve the 'flavor' of the setting, and helps to fill a plot hole that might otherwise be created by people wondering where the heck these epic swords you sparingly give out come from, and why the Magical Blacksmiths that create them don't just make a load of less-powerful weapons, sell them, and become billionaires. One possible in-world explanation for a "Magic Mart" could be a "Merchant's Guild" that works with individual business-minded Wizards and Sorcerors and similar to provide such items to adventurers, soldiers, mercenaries, and anyone else who might want them. As a result, while the "Magic Mart" is still very much around, it has a solid in-world reason to exist. Also, as far as the whole "Piles of +1 Swords and Rings of Protection", that's just the spoils of war. It's natural, and will occur no matter what, whether they're a "+1 Longsword of Minor Uselessness", a "+5 Falchion of Epic Slaying", or even just a bunch of masterwork weapons you got from that horde of orcs you slew to protect a town. As a result, there will always be a need to offload this equipment. Even if you use this system, how do you prevent your party from just looting the corpses anyway, gathering what meager treasure they can find, and selling that to, eventually, afford some potions of Haste, so the group stands a better chance against a tough boss. Anyway, with all this said, I do want to say again that I like this system. I'm not trying to tell you that your work is wasted and it will never catch on, because that's an out-and-out lie. I fully support wanting to get rid of the "Christmas Tree Effect". I'm just trying to point out that it's more difficult than it seems, because you're not just trying to change a built-in system, you're also trying to change the mindset of your players. However, if you pull it off right, I think you'll be able to convince the players that patience is indeed a virtue, and reward said patience with the occasional epic new piece of equipment for each of them. ![]()
Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
![]() Ok, I felt I needed to make an account to post on here. First of all, before I say anything else, I actually really like this idea, and think it could work quite well on it's own. Second of all, however, I think everyone is forgetting one possible alternative to the "Magic Mart" problem: Enhancing your own equipment. Hear me out before you go into auto-pilot and say that's just trading one "Magic Mart" for another. Ok, say you're playing a character named Bob the Fighter. Pretend he's whatever race you want him to be, and is specialized for Longsword and Shield, with Heavy Armor. At first level, because his DM was nice (or possibly because his DM is actually a sadistic mofo who plans on tossing some hardcore encounters Bob's way), his sword, shield, and armor are all Masterwork. As time goes on and the campaign advances, Bob never sees a need to 'upgrade' to a different, better sword, shield, and armor. As his DM is running a low-magic-item campaign, this is a good thing, but to keep him competitive when Magic Items ARE handed out, something else happens: He finally reaches a city with an Artificer's Guild with skilled enough artificers to enhance his equipment to keep up with the rest of the group. Or, perhaps alternatively, the group's Wizard/Sorcerer/whatever has some Item Creation feats. In either case, he gives the Artificer or team-member some of his loot-cash, who then uses this to purchase the necessary reagents to conduct the enchanting ritual, granting his weapon the bonus required. As a result, Bob's Masterwork Longsword is now a Masterwork FLAMING longsword. As the campaign continues, he keeps using this method of enhancing his equipment, and so when the campaign finally reaches the end-game, although he never got the "+1 Sword of Infinity", his own Longsword is competitive with such a weapon thanks to his team-mate or his continued patronage of the Artificer's Guild. His weapon becomes part of his legend when the campaign ends, and becomes an heirloom of his family. In short, yes, it is A Magic Mart, but I think it makes sense in-game. This approach doesn't need to be used, and I'm not trying to defend the Magic-Item-Glut approach taken by the base game, I'm just presenting an alternative that doesn't require adding anything to the system. tl;dr: Let players upgrade 'base' equipment as an alternative to them finding magic items like they were grains of sand on the beach. |