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Thanks for that guys, some great stuff! alexd1976:
When talking about flexibility I'm overall not worried too much. I'll be upfront with the players that I intend to invite to this campaign about restrictions. As for the Draconomicon, many things in it just don't work (Prestige classes for Dragons and characters really don't work in Pathfinder). I mostly just use it for the metabreath feats which can add additional challenges to the group, which have been enjoyed so far in this world. Mysterious Stranger:
Just A Guess:
Paradygmatic:
As it is, there is a theme I have in mind that I want to share with my players as they help build this part of the world with me. ![]()
Hi guys, First of all, sorry if this is the wrong forum, but I am genuinely interested in advise on this. Anyway! I'm a long standing GM and for the longest time I've often not delved into house rules. Usually because every time I start a new campaign it has a new player and I end up having to explain any small details that may change or because I dislike limiting my players from all the available resources (Basically if it's on the SRD my players can run wild). Although recently, I've been shaping up my game world all proper like. This started innocently enough with saying "There's no Gunslingers on this continent" or that I'm using the Draconomicon for all my dragons (because really, why wouldn't I). You know, easy stuff. Basically, I'm looking on advice on how to implement house rules for my next campaign, which is set in a largely unexplored continent (Think Europe, Africa, Asia and Oceania combined).
So, to you GMs who do have various house rules...
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Quite a simple one, but I'm unsure because of how I initially interpreted it compared to a friend. With School Understanding, you gain a School Power. Fine, I get that. Using Arcane Reservoir gives you the other Level 1 Power. Fine. If you take a single Level of Wizard, along with 19 Levels of Arcanist; Do you count as a 20th Level Wizard for every from your Arcane School, extra School Spells Memorised and all (as well as the Opposed Schools)? This is how my friend interpreted it. Or do you only get the School Powers? My interpretation. As for the Bloodline Development, the same situation really. 1 Level of Sorcerer, 19 Levels of Arcanist. Does this give you all of the Bloodline Powers as well as the extra spells known and additional feats? Or just all of the Bloodline Powers? ![]()
It's usually whatever I feel like playing at the time. My most common fall back character would be a Cleric. Aasimar, if the GM allows the race.
Other backups I have include a human Illusionist. He's a practical joker, but when it comes down to it you don't want to annoy him. He has a tendency of making sure things die. A half-orc Fighter/Sorcerer/Dragon Disciple. Never actually got to play him. A human weapon master who specialises in Falcatas and critting people all day long. And a catfolk rogue with the minor and major magic talents. ![]()
Looking at the Weapon Master Fighter Archetype, there's a few things missing from a couple of the descriptions. Firstly, Weapon Training. It replaces Armour Training 1, 2, 3 and 4 at their respective levels, which is fine. It does not, however, state that it otherwise works like standard Weapon Training, in that it states a specific weapon, rather than weapon groups. Secondly, but not as importantly, Unstoppable Strike is gained at Level 19. It doesn't mention what skill it replaces, but I would presume it replaces Armour Mastery. |