I am building a religious order for my campaign and it got me thinking that to make them more unique they would have sworn a sacred oath toward their goal (ridding a region of demonic influence and cleansing the land of taint).
This got me thinking that while I could give them an oath or two for flavor reasons I would like to have that mechanic in my game for future character and NPC options. Organized religion is templated from the Middle Ages Catholic Church with clerical variety coming from the patron saints that a cleric swears to.
I have been looking online and for Pathfinder all I can find are the monk vows which I could retool for my needs but I was hoping maybe some of you have already done work in this area and wouldn't mind weighing in.
I like the spirit of 3.5 exalted handbook feats but find them clunky mechanically.
Have any of you come up with something that works well in your game?
I have a player who wants to be a soulknife (Ultimate Psionics) but would like their weapon to be a spiked chain with the intent of taking the spiked chain feat chain.
the rules are slightly ambiguous with how the mind blade is treated for weapon related feats, what are your thoughts?
would it be game breaking or OP to allow the player this option?
So I am running a game with a bunch of my wiccan friends and while building out the fluff and framework for the world I wanted to use real world occult and magical themes as a guide post for various aspects of the game.
Right now I have set up a complex magical system in the empire where magic is practices with an elemental focus and thus 4 great arcane schools dominate the landscape each to one element. drawing inspiration from the Tarot I assigned the traditional arcane focus for each school to their corresponding tarot suite:
fire-wand/staff
water- chalice/cups (a scepter cup design)
air- swords
earth- pentacle/coins (amulet form)
To further make tie ins for my players (most of them have some form of magical character) I am also working on trying to assign secondary schools of magic that also correspond to the symbolic meaning of the 4 suites.
Water/cups is primarily about emotions so I felt that the enchantment school was a good fit. earth/pentacles is about not only wealth but also material things so I though that transmutation with its focus on the material world works. For air/swords I had to go with divination as it focuses on information, communication, thinking, and logic.
I'm having trouble with fire/wands. This suite is all about energy, passion, and motivation; the flame that provides energy to new ventures. On the surface evocation comes to mind but I'm worried that this is too concentrated. Not only do the majority of the spells with fire descriptors already come from that school, making the affiliation evocation just implies they are heavily geared towards blasting. My goal with the school affiliation is to further flesh out the magical disciplines and provide another dimension to them beyond the elemental spells they tend to choose.
What I have developed for my game so far are main gods: one of darkness and one of light. These two gods are served by saints who represent the diversity in influence and domains. this is modeled after gods from the Iron Kingdoms setting and Elder Scrolls. These deities operate along the good evil access. these gods are beholden to their faithful and draw a measure of their power from worship.
I then have a number of unaffiliated divine entities much like the Daedric princes of elder scrolls, that operate along the law chaos axis. they are not however, beholden to mortal worshipers for power. they represent physical and philosophical forces and mostly see mortals as play things and tools (much like the Dedra).
I am building these different divines to have a more human appeal. Much like the greek gods of old these deities have flaws and virtues and motives. I do make sure to demonstrate the grey areas of life as opposed to starkly black and white.
I'm trying to figure out how to incorporate evil deities in society, how to explain how and why they fit in. the good aligned gods are the main gods that are openly worshiped but there are people who discreetly worship the dark gods.
so far society is structured in a classic feudal empire with a strong focus on the military. I;m having trouble thinking of a convincing way to explain how and why people are worshiping the dark. The way I want it to fit is that people aren't inherently good or evil (average person registers as neutral with detect spells). People have real motivations for what they do so no stereotypical worshiping the dark gods because they are all twisted and evil.
How do you all incorporate dark and less savory gods?
I have been thinking of different ways that classes interact with the world around them and have been a little stuck on the Druid.
The fluff around druids is that they are almost always found out in the wilds away from civilization, shunning it in favor of nature. while this is all fine and dandy I was thinking of how the druid could fit in other capacities like a local wisewoman who supports a village or town with their farming, herbal medicines, guidance, etc.; helping communities to better live in harmony with nature instead.
I like the idea of having strings attached to clerical healing especially the idea of making those seeking healing stay on grounds. Like having to go through ritual cleansing and purification rituals to be rid of diseases and curses.
The psionic doctors act as a fee service without the heavy dose of religion that comes with it. They can still do most of what the clerics can do, especially with expanded content that Dreamscarred Press added, and do it as a secular public service for minimal cost.
I am making a campaign world where the dominate magical organization is Psionic. There is a strong central church modeled after the Catholic church.
What I am trying to make is the Psionic group has an active public image and operates clinics all over the empire that service the common man with psionically enhanced doctors.
what I'm trying to do now is make the fluffy explanation as to why it is this way without making the church seem like greedy bastards who are withholding healing from the masses.
so far I have that since clerics spontaneously cast their domain spells and not cure/inflict spells and only one patron saint has the healing domain it makes an immediate reduction.
I have been toying with the idea that magical healing converts to non lethal damage instead of "poof its all better" but that applies equally to psionics and magic.
any thoughts or suggestions would be greatly appreciated.
So I was thinking about adding elemental magic into my game, more so then is standardly done in pathfinder. I wanted to add wind, earth and water elemental damage for various monsters, spells, and effects. I know that this doesn't jive well logistically speaking since if is hard to conceptualize how wind deals "wind damage" and so on.
What I have come up with is that the mortal form has a balance of elemental forces within that all come together in certain proportions to create sentient living things. Thus far I have fire, water, earth, air, holy, and darkness as the six needed energies to create living things (the last two are basically positive and negative energy). The way in which a spell deals elemental damage to a person is by changing the balance of these energies in the body with harms the target.
What I'm not sure about is how to go about structuring these new features of the world to mesh with the pathfinder game and I was hope you all could share idea's with me.
Sorry to call you out specifically but I don't know of any other way of getting in contact with other board members. In a thread recently you gave outlines for your take on the warlock. I was wondering you would be willing to share your class? I like the idea of swearing pacts with otherworldly beings for power. If you can let me know! Thanks a bunch!
Not bad at all, Drogan. Not bad. I see that you kept the 'per day' uses where I wanted to explore more of the 'pool' type stuff we saw with the monk and magus. I have to do a deep read, but I am liking what I see on the surface.
Master Arminas
Thank you! This class uses the pathfinder paladin as a frame work which is why the curse has uses per day. The hex pool is a fine idea for the class though.
There are also feats for this class that grant an extra 2 uses of the curse ability and a feat to learn one extra scourges.
Also you will notice that some abilities reference a Magic (Mag) modifier. This is a new game mechanic that I have in my games. It replaces casters main stats when determining spell save DC's and bonus spells. It is also used for spellcraft and use magic device skills.
Role: Hexblades excel at weakening their foes with their curse, crippling both their offensive and defensive abilities. Their martial skill makes them effective front line warriors, while their potent defenses against magic protect them from harm.
Alignment: Any non-good.
Hit Dice: d10
Class Skills: The hexblade's class skills are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Profession (Wis), Ride (Dex), Spellcraft (Mag), Swim (Str), Use Magic Device (Mag)
Skill Ranks Per Level: 2 + Int modifier
BaB= Good
Fort, Will= Good
Ref= Poor
Weapon and Armor Proficiency: A hexblade is proficient with all simple and martial weapons, with light armor and shields (except tower shields). A hexblade can cast hexblade spells while wearing light armor and use a light shield or buckler without incurring the normal arcane spell failure chance however the hexblade must have at least one hand free to cast spells with somatic components. Like any other arcane spellcaster, a hexblade wearing medium or heavy armor or using a heavy shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass hexblade still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Detect Magic (Sp): At will, a hexblade can use detect magic, as the spell. A hexblade can, as a move action, concentrate on a single item or individual within 60 feet and determine if it has any magical properties, learning the strength of its auras as if having studied it for 3 rounds. While focusing on one individual or object, the hexblade does not detect magic in any other object or individual within range.
Hexblade’s Curse (Su): Once per day, as a free action, a hexblade can unleash a curse upon a foe. The target must be visible to the hexblade and within 60 feet. The target of a hexblade's curse takes a -2 penalty to on attacks and damage rolls for 1 hour thereafter. A successful Will save (DC 10 + 1/2 hexblade's class level + Mag modifier) instead restricts the effect to rolls opposed to the hexblade alone. At every three levels beyond 1st (4th, 7th, 10th, 13th, 16th, 19th) a hexblade gains the ability to use his curse one additional time per day, as indicated on the above table. Multiple hexblade's curses don't stack, and any foe that succeeds on their saving throw against the effect cannot be affected again by the same hexblade's curse for 24 hours. Any effect that removes or dispels a curse eliminates the effect of a hexblade's curse. A hexblade can remove his own curse from the target as a free action, regardless of distance or visibility.
Arcane Resistance (Su): At 2nd level, a hexblade gains a bonus equal to his Charisma modifier (minimum +1) on saving throws against spells and spell-like effects. This does not stack with similar abilities, such as Divine Grace.
Mettle (Ex): At 3rd level, a hexblade can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save, he instead completely negates the effect. An unconscious or sleeping hexblade does not gain the benefit of mettle.
Scourge (Su): At 3rd level and every 3 levels thereafter (6th, 9th, 12th, 15th, 18th) a hexblade can choose one additional penalty or condition to apply to a target of his curse, chosen from the following list: ability and skill checks, armor class, fatigued, movement (reduced by 5ft. for each point of curse penalty), shaken, sickened. Targets that pass their save against a hexblade's curse still suffer scourge conditions when engaging the hexblade; the condition immediately fades when engaging targets other than the hexblade.
At 9th level the hexblade adds the following scourges to the list of those that can selected: bleed (equal to twice curse penalty), caster level, confused, damage reduction, DC of the target’s special abilities, energy resistances (applies to all), exhausted, frightened, nauseated, saving throws.
At 15th level the hexblade adds the following scourges to the list of those that can be selected: blinded, deafened, paralyzed, spell save DC, stunned (1d4 rounds, then staggered for the curses duration).
Arcane Bond (Su): At 4th level, a hexblade gains an arcane bond, just as a wizard. His effective wizard level for the arcane bond is equal to his hexblade level -3.
Spells: Beginning at 4th level, a hexblade gains the ability to cast arcane spells drawn from the hexblade spell list presented in Complete Warrior. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a hexblade must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a hexblade's spell is 10 + the spell level + the hexblade's Magic modifier.
Like other spellcasters, a hexblade can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on table above. In addition, he receives bonus spells per day if he has a high Magic score (see Table: Ability Modifiers and Bonus Spells).
The hexblade's selection of spells is extremely limited. A hexblade at 4th level begins play knowing two 1st-level spells of the hexblade's choice. At each new hexblade level, he gains one or more new spells, as indicated on table above. (Unlike spells per day, the number of spells a hexblade knows is not affected by his Magic score. The numbers on the table below are fixed.)
Upon reaching 8th level, and at every third hexblade level after that (11th, 14th, and so on), a hexblade can choose to learn a new spell in place of one he already knows. In effect, the hexblade “loses” the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level hexblade spell the hexblade can cast. A hexblade may swap only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
A hexblade need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell's level.
Through 3rd level, a hexblade has no caster level. At 4th level and higher, his caster level is equal to his hexblade level – 3.
Bonus Feat: At 5th level, and every five levels thereafter (10th, 15th, and so on), a hexblade gains a bonus feat, which must be selected from the following list: Ability focus (hexblade's curse), Combat Casting, Extra Scourge, Extra Curse, Greater Spell Focus, Greater Spell Penetration, Spell Focus, Spell Penetration, or any Combat Feat; the hexblade must qualify for the selected feat.
Greater Hexblade’s Curse (Su): When a hexblade attains 6th level, the penalty incurred by a target of Hexblade’s curse becomes -4 instead of -2 and the hexblade can select a target at a range of 120 feet.
Emanation of Misfortune (Su): Starting at 8th level, a hexblade can create a baleful aura of calamity. Any melee or ranged attack made against the hexblade while this aura is active has a 20% miss chance. Activating this emanation is a free action and he can use this ability for a number of rounds per day equal to 4 + his Magic modifier. At each level after 8th a hexblade can use emanation of misfortune for 1 additional round per day.
Supernatural Resistance: At 11th level, a hexblade's arcane resistance applies to all Supernatural effects as well.
Two-Fold Bane (Su): At 11th level a hexblade can apply two scourges when using the hexblade's curse ability.
Dire Hexblade’s Curse (Su): When a hexblade attains 12th level, the penalty incurred by a target of Hexblade’s curse becomes -6 instead of -4, and the hexblade can select a target at a range of 240 ft. Additionally, remove curse is no longer effective against the hexblade’s curse.
Unerring Hexblade’s Curse (Su): Starting at 14th level, whenever a target of Hexblade’s curse succeeds on their saving throw against the effect, they suffer half the normal penalty for 1 hour (and still suffer full penalties with respect to the hexblade as normal)
Dread Hexblade’s Curse (Su): When a hexblade attains 18th level, the penalty incurred by a target of Hexblade’s curse becomes -8 instead of -6, and the hexblade can select a target at a range of 480 ft. Additionally, break enchantment is no longer effective against the hexblade’s curse, only limited wish, miracle, or wish can remove the effect.
Relentless Hexblade’s Curse (Su): At 17th level when a target successfully saves against a hexblade's curse the target must make another save on subsequent rounds or be cursed. For a number of rounds equal to half your Charisma modifier the intended target must pass a will save or suffer the full effects of the hexblade's curse. This only counts as one use of a hexblade's curse regardless of how many saves a target must make.
Unending Curse (Su): At 20th level, when the target fails their will save against the hexblade's curse, the hexblade can choose for it to last until dispelled or removed, either by himself or an effect that dispels or removes curses. A hexblade can have a number of unending curses equal to his magic modifier active at a time, with any additional curses last 1 hour as normal. If a hexblade creates another relentless curse while one is active, the previous relentless curse’s duration returns to one hour; if one hour has already passed, the curse immediately ends as normal.
Master of Misfortune (Su): At 20th level the hexblade has become a master of curses. The hexblade can use his emanation of misfortune at will with an unlimited duration and the miss chance granted by that ability increases to 40%. Furthermore the DC for hexblade's curse increases by +2. finally as a full round action you can trigger one of your active curses to become a deadly curse. Doing so immediately ends the hexblade's curse on the target and forces them to make a fortitude save (DC 10+ 1/2 hexblade's level +Mag modifier) or die. If a target successfully saves it cannot be affected by deadly curse for 24 hours.
This class was modified from a conversion build I found at http://dicefreaks.superforums.org/viewtopic.php?f=29&t=2385>
Hexblade Spell List:
Spell List
1st-Level Hexblade Spells
Alarm: Wards an area for 2 hours/level.
Ant Haul APG: Triples carrying capacity of a creature.
Beguiling Gift APG: Subject immediately accepts an offered item and uses it.
Beast Shape I: You take the form and some of the powers of a Small or Medium animal.
Cause Fear: One creature of 5 HD or less flees for 1d4rounds.
Bungle UM: Target takes a –20 penalty on its next attack roll or check.
Charm Person: Makes one person your friend.
Crafter's Curse APG: Subject takes –5 on Craft skill checks.
Delusional Pride UM: Target is penalized on attacks and checks but gains bonus against charms and compulsions.
Disguise Self: Changes your appearance.
Disfiguring Touch UM: Target becomes disfigured.
Entropic Shield: Ranged attacks against you have 20% miss chance.
Expeditious Retreat: Your speed increases by 30 ft.
Feast of Ashes APG: A target starves with an insatiable hunger.
Fester APG: Gives subject SR 12 + your level vs. healing effects.
Forbid Action UM: Target obeys your command to not do something.
Fumbletongue UM: Target cannot speak intelligently.
Glide APG: You take no falling damage and move 60 ft./round while falling.
Gravity Bow APG: Arrows do damage as though one size category bigger.
Hideous Laughter: Subject loses actions for 1 round/level.
Identify: Determines properties of magic item.
Ill Omen APG: Target rolls twice for checks and attacks and uses worst roll.
Lead Blades APG: Melee weapons damage as if one size bigger.
Magic Aura: Alters object’s magic aura.
Magic Weapon: Weapon gains +1 bonus.
Mount: Summons riding horse for 2 hours/level.
Murderous Command UM: Target is compelled to kill its ally.
Pain Strike APG: Inflicts 1d6 nonlethal damage 1 round/level.
Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Sleep: Puts 4 HD of creatures into magical slumber.
Steal Voice UM: Target gains the croaking spellblight.
Undead Anatomy I UM: Take the form and some of the powers of a Small or Medium undead.
Undetectable Alignment: Conceals alignment for 24 hours.
Unseen Servant: Invisible force obeys your commands.
Wartrain Mount UM: Animal gains the combat training general purpose.
2nd-Level Hexblade Spells
Alter Self: Assume form of a similar creature.
Animate Dead, Lesser UM: Create one skeleton or zombie.
Beast Shape II: You take the form and some of the powers of a Tiny or Large animal.
Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Blindness/Deafness: Makes subject blind or deaf.
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Coward's Lament APG: If subject doesn’t attack you it receives a penalty.
Cup of Dust APG: Causes a creature to become dehydrated.
Darkness: 20-ft. radius of supernatural shadow.
Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
Eldritch Fever UM: Target gains the eldritch ague spellblight.
Enthrall: Captivates all within 100 ft. + 10 ft./level.
False Life: Gain 1d10 temporary hp +1/level (max. +10).
Glitterdust: Blinds creatures, outlines invisible creatures.
Invisibility: Subject is invisible for 1 min./level or until it attacks.
Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
Monstrous Physique I UM: Take the form and some of the powers of a Small or Medium monstrous humanoid.
Protection from Arrows: Subject immune to most ranged attacks.
Pyrotechnics: Turns fi re into blinding light or choking smoke.
Rage: Gives +2 to Str and Con, +1 on Will saves, –2 to AC.
Resist Energy: Ignores first 10 (or more) points of damage/ attack from specified energy type.
See Invisibility: Reveals invisible creatures or objects.
Spider Climb: Grants ability to walk on walls and ceilings.
Suggestion: Compels subject to follow stated course of action.
Summon Swarm: Summons swarm of bats, rats, or spiders.
Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage.
Undead Anatomy II UM: Take the form and some of the powers of a Tiny or Large undead.
Vomit Swarm APG: Produces a spider swarm that fights for you.
3rd-Level Hexblade Spells
Arcane Sight: Magical auras become visible to you.
Beast Shape III: You take the form of a Diminutive or Huge animal, or Small or Medium magical beast.
Charm Monster: Makes monster believe it is your ally.
Calcific Touch APG: Touch attack slows target, 1d4 Dex damage.
Confusion: Subjects behave oddly for 1 round/level.
Curse of Magic Negation UM: Target gains the negated spellblight.
Deep Slumber: Puts 10 HD of creatures to sleep.
Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius.
Dispel Magic: Cancels magical spells and effects.
Excruciating Deformation UM: Target takes Dex and Con damage.
Fleshworm Infestation UM: Worms deal hp and Dex damage.
Forbid Action, Greater UM: As forbid action, but 1 creature/level.
Invisibility Sphere: Makes everyone within 10 ft. invisible.
Magic Weapon, Greater: +1/four levels (max. +5).
Malfunction UM: Construct behaves oddly for 1 round/level.
Malicious Spite UM: Target is compelled to plot against another.
Moonstruck APG: Subject is enraged and confused.
Monstrous Physique II UM: Take the form and some of the powers of a Tiny or Large monstrous humanoid.
Nondetection: Hides subject from divination, scrying.
Phantom Steed: Magic horse appears for 1 hour/level.
Poison: Touch deals 1d3 points of Con damage, repeats in 1 min.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Shadow Projection APG: Temporarily become a shadow.
Slow: One subject/level takes only one action/round, –2 to AC and attack rolls.
Stinking Cloud: Nauseating vapors, 1 round/level.
Undead Anatomy III UM: Take the form and some of the powers of a Diminutive or Huge undead.
Vampiric Touch: Touch deals 1d6 points of damage/two levels; caster gains damage as hp.
Wind Wall: Deflects arrows, smaller creatures, and gases.
4th-Level Hexblade Spells
Animate Dead: Creates undead skeletons and zombies.
Baleful Polymorph: Transforms subject into harmless animal.
Beast Shape IV: You take the form of a Diminutive to Huge animal or a Tiny to Large magical beast.
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Contact Other Plane: Lets you ask question of extraplanar entity.
Curse of Disgust UM: Target is sickened when viewing a trigger.
Detect Scrying: Alerts you of magical eavesdropping.
Dimension Door: Teleports you short distance.
Dominate Person: Controls humanoid telepathically.
Enervation: Subject gains 1d4 negative levels.
Envious Urge UM: Targets steal from or disarm others.
Fear: Subjects within cone flee for 1 round/level.
Foe to Friend APG: Redirect an enemy creature's attack.
Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
Monstrous Physique III UM: Take the form and some of the powers of a Diminutive or Huge monstrous humanoid.
Pain Strike, Mass APG: As pain, but affects multiple creatures.
Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 points of damage.
Polymorph: Gives one willing subject a new form.
Scrying: Spies on subject from a distance.
Sending: Delivers short message anywhere, instantly.
Solid Fog: Blocks vision and slows movement.
Suffocation APG: Target quickly suffocates to death.
This looks great! I am so going to use this in my campaign. I am going to work on expanding the spell list a little bit so as to make it as large as the bards list so that class has some variety and customizability.
You don't think making the eldritch blast and invocations supernatural abilities would be too strong? It would ignore spell resistance, but also stop provoking attacks of opportunity (although using a ranged touch attack would still provoke, so that evens out, I reckon). It probably would work, I am just concerned it might be seen as too strong.
Master Arminas
Since the action of a ranged touch attack still provokes and AoE and to my knowledge you cant do that on the defensive I don't think the change in ability classification to be too unbalancing. All it would really do is give the warlock a more reliable combat ability without making it too overpowered. It is still balanced by touch AC just like other ranged touch attacks so I don't see the big deal. Although some may look at that ability and say " supernatural instead of spell-like?! my game will implode into warlock fueled chaos with this class!!!!1!!" those who understand the rules will see that it is a small but important change for the class that doesn't upset the cosmic balance of the game.
Just a thought, why not change eldritch blast and its invocations to supernatural abilities? I mean when you think of it a spell-like ability is a mechanic to give creatures that ability to cast spells without being a spell caster. As far as I know eldritch blast and invocation duplicate no spells on their own.
Now I understand that by making this ability supernatural it removes the threat of spell resistance negating the attack. But when I think of it the Warlock can only use this ability once per round and the damage is moderate compared to what other classes can dish out. I think that making the blast a little harder to avoid or resist will make it on par with other caster types as far as combat effectiveness.
The blast is the the only really offensive thing that this warlock can do as its spell list is geared mostly towards buffing and debuffing. of course the class can make use of UMD to have offensive casting abilities and the classes Cha focus will make UMD a better option but with the pathfinder skill system you can easily make any class be able to competently use magic items.
Actually someone has already made a D20 version of the Alien and made their own source book for it.
http://michael.tresca.net/
just go to freebies and then select D20 Aliens. I have the PDF and have used it. The alien that he made is really good make up from the movies. hope this helps!!
I have been following this thread for a while at work (hence the lack of feedback as I can get in trouble for participating in message boards. reading is okay but...) I would love to try and play test this if your willing to share.
Can you please share your house rules with me? I am trying to make a list for my new campaign and I would greatly appreciate some examples. Also if your so inclined feel free to explain why you think that your house rule is needed so that we all can better understand your reasoning. Thanks a million.
Thanks for responding. That is not what I was looking for exactly but your response has prompted me to add more clarification to my request.
What I am looking for is mechanical guidance in how to optimize this character with interesting feat spell combination. Also I am not sure which spell casting class I want to choose for this idea.
In addition I should point out that although I have the ability to change certain parameters of classes to fit my need I would prefer to do that as little as possible as I personally don't like bending the rules to accomplish my goals.
My idea so far is a character that comes for a strange land and as such he approaches situations differently. For example I do not want to use direct damage spells like fireball and scorching ray. I would rather hit a group with waves of fatigue or use unconventional means that don't involve always dealing direct HP damage each round. So I would say that versatility is an absolute must. Going with the sorcerer idea, I'm not sure what bloodline to take. I am human so I will get those extra spells from the favored class.
So I am starting a Gestalt game soon and one of the character ideas that i was thinking of is a monk + sorcerer/ (any spell caster) that focuses on stealth, shadow, and ability damage over direct attack spells.
I am figuring that monk provides some combat hardening to the build while providing a slew of neat capabilities and the other spell casting class provides the bulk of the magical options. I am able to use pretty much anything I like that was in 3.5 and pathfinder. My D&D is being very liberal with character creation basically saying that if I want to change something about the mechanics of a class then I am free to do so as long as it makes sense. An example of this is that I changed the casting stat for the sorcerer to Wisdom so that it matches this build better.
Any and all input would be greatly appreciated as I would love this character to be fun and unique and I would really like for him to approach combat in a different way that I have never tried before. Thanks a million!
EDIT: My choice of class is variable and can be changed if anyone has other ideas.
You might still reexamine the spontaneous casting of domain spells, but instead have the cleric pick one domain and spontaneously cast those spells. They'll get a similar number of options to a standard cleric, but not step on the toes of spontaneous divine spellcasters so much.
Something else to consider, if only for yourself: why are there no gods? Were there never gods? Or did the people of the land overthrow the organized religions of the world? That could have some significant effects on the social structures of your world.
That is something I didn't consider. Well I would say that maybe there were gods at one point but after the cataclysm that brought the dark mist into the world the gods were cut off from world. That is an interesting idea.
What if that magical event somehow affected the gods so that now they are slumbering or something. Unconsciously able to channel divine power into the world but not give it direction. That would account for the cleric of anything approach.
Also I like the idea having just one of the cleric domains be spontaneous casting and the other domain be for the domain spell slot. then I can still grant the cleric another normal domain at 10 level.
On that note I think it would be fair to allow the cleric to change his spontaneous domain when he gains a new domain or at every even level to represent how the clerics world view changes the older and wiser he becomes. In this way the clerics spontaneous domain represents his main focus in life.
In my campaign world, the civilized religion does not include gods. Instead, civilized people associate with the Temple of Virtues. Each Virtue is associated with three domains; clerics choose a Virtue that they must seek to embody and pursue. Essentially the Virtue is acting in the place of a god for members of the civilized nations.
If this idea interests you, I'm happy to reproduce my list of Virtues and their associated domains.
This sounds great I would love to see your list if you could. It would provide a guide for my own endeavors.
Hmmm I see your point regarding the spontaneous casting. The reason why I did it was so that clerics of different gods were actually different from each in something more then name. Although now that I am removing gods this may not be needed. I must admit though that I like the idea of spontaneous domains since it make domain choice more important. What if instead of adding more domains I give the class a free spell slot at each spell level that can only be used to cast a domain spell? A domain spell slot so to speak ;).
Additionally I should have said this in my first post but I was thinking about still having churches but making them kind of like the the Roman Catholic church of old in that the "work for god" but are actually a powerful political and spiritual organization. So in effect churches may project power and influence in certain areas and the clerics of those churches would all pick from certain domains that the church favors (representing areas of spiritual study).
Hello this is my first post on the Paizo boards but I have been reading them for weeks now. I have a home made world that I have been working on for about 3 years. I'm having trouble with how I want the divine system to work. I am unsatisfied with a run of the mill polytheistic pantheon of gods like in the core book. I would like to just remove gods altogether. Here are some of my ideas and I would love any and all constructive feedback you all can provide. Thanks!!
I was thinking of just having clerics only use the no god option for selecting domains. In my world clerics do not spontaneously cure/inflict they instead spontaneously cast their domain spell lists. Also since cleric lack a capstone ability like the other classes I have slated the class to gain a third domain at 10th level and maybe a 4th domain at 20th.
Furthermore I allow pretty much anything from 3.0/3.5 after review so there is an issue with certain prestige classes.
Lastly one thing that I'm not sure about and would like some input on is how a godless society would run in a iron age/medieval setting that pathfinder and subsequently my world runs in.
Thanks you all for your input!!!
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