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![]() I would say don't. Or don't make anything like that for PC's. It sounds too similar to letting PC's craft their own major artifacts, and unless they're gods, that shouldn't be a thing. If you're going with this, it should be a mcguffin or something similar. Something very specific to one circumstance or situation. It should be extremely difficult, if not impossible, to replicate it somewhere else or to give it a different effect. Another option could be to make it a magical ritual of some kind that takes more arcane/divine spellcasters than a group of adventurers could realistically hire. ![]()
![]() I think changing the craftsman to professions, knowledge, and perform would work. I know that might seem like a silly change that doesn't alter much, but profession is someone able to do a job (sailor, merchant, trader, etc) which seems to fit better for what you wanted it to do, at least as far as I understand. In addition, it seems like it would transition nicely into the Unseen Court you have, since the NPC class options they can have are non-combat. I do think the Court should have a limit of how far they can go from the focus statue, like 1 mile. But I don't see anything wrong with having multiple statues used as a focus, each one after the first increasing their max distance. For example: 1 statue = 1 mile, 2 statues = 10 miles, 3 statues 100 miles, and 4 statues (max) 1000 miles. If one statue is broken, then any of the 'court' exceeding the limit of the statues remaining could be pulled instantly back to the new limit (or to the location of the statues, decided when the spell is cast), dropping whatever they were holding/doing at the time. You may be right about Leadership, but I don't have a lot of experience with that feat as every group I've played with, it's a banned feat. ![]()
![]() I like the unseen servant household and greater unseen servant, but I'm not keen on the craftsman or tradeguild variant. It's basically giving the wizard yet another way to make mundane completely useless for basically nothing. If the unseen craftsman was 1 hour/level, maybe 2 hours/level and only created one, while using a consumable and costly material component, then I think it might work. As for the tradeguild version, I'd ditch that one completely. ![]()
![]() Personally I'd remove the arcane pool option, as it doesn't seem to fit in my mind, and the time limit. Even if the arcane pool option isn't removed, I don't see an issue removing the time limit. From my reading, when using one of these weapons you never do critical damage as its replaced with the weapon trying to steal the creature's life force. My version, with the arcane pool kept in, would be this:
Quote: The root of the wyrwood tree has a peculiar quality. When a weapon constructed of wyroot confirms a critical hit, it absorbs some of the life force of the creature hit. The creature hit is unharmed and the wyroot weapon gains 1 life point. As a swift action, a wielder with a ki pool or an arcane pool can absorb 1 life point from the wyrwood weapon and convert it into either 1 ki point or 1 arcane pool point. A wyroot weapon can hold up to 1 life point at a time. More powerful wyroot weapons can hold up to 3 life points at a time. A creature can convert life points from only one wyroot weapon per day. If the wyrwood weapon's life point pool is full, it can deal critical damage as normal.
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![]() I'm with OmniMage here, it feels too conservative. For me, Bracers of Armor go up to +10, are considered Light armor for enchantments, and can be improved by enchantments that just cost GP. Doing something like that still allows the Bracers to come out ahead and gives a reason to eventually get them over using this spell. ![]()
![]() Here is a link to two feats to improve/add options to the Unchained Monk's style strike ability. I was thinking the cost for Ki-Infused Style Strikes should be 1 ki point per enhanced style strike, but I wrote it to be less to be generous. ![]()
![]() TriMarkC wrote: Looks like the original wiki these were posting to is gone. Where are they now, please? The first post of this thread has this link. ![]()
![]() Derequa wrote: ...this class could categorically out damage Ranger and Slayer... This I understand, at least for the most part. I've never played a Slayer, nor has anyone I know chosen it. Since I haven't seen how it plays, I can't really comment on that part. As for the Ranger part, they do have access to spells, one of which basically lets them use their favored enemy on whatever (I can't remember the name of it off the top of my head at the moment, just got off work). Their access to spells makes them fairly versatile, but I understand wanting to keep the oils from tipping it too far. Maybe make it a limited resource per day? Another option could be to add in some mechanic for the witcher to swap out/forget a currently known oil for a different one when they gain a level (or every third level?). That way as they gain levels, their known oils have less of a chance of becoming useless/underused if they find that they are no longer fighting the same types of foes they went up against 5 levels earlier. This may put their oils slightly above the ranger's favored enemy ability, but they have Instant Enemy (I remembered it!) to get around that. Derequa wrote: ...flight sign... I think feather fall and air step are good options, after thinking about it more, it's flight and air walk that goes a bit too far for me, though I understand your intention. On the note of possibilities, though it may not be 'flight' exactly, I was thinking 'what else could fit thematically?' Mage Hand and possibly a deflect arrows type ability that can deflect a number of projectiles equal to the witcher's number of AoO (or just Protection from Arrows). Mage Hand would be a neat little trick, and the other could be an option to protect the witcher from objects in 'flight'. I almost suggested telekinesis, but it seemed as if it would step on Aard's toes a bit. (I wanted to suggest something like a 'Reverse Lashing' as seen in the Stormlight books, but I'm not sure how you'd be able to write that one up at all. It'd be a neat trick though.) IIRC, Ciri is the only one who teleports, but she's also technically not a 'Witcher', just witcher trained or a Witcher as a profession/lifestyle. That said, I could definitely see it working, and I swear I can just barely remember some class ability or spell that allowed for short ranged teleportation 'hops', but I can't put my finger on where it's from (for all I know, I'm remembering something from some 3.5 book). Derequa wrote: ...Studied Target... I forgot all about your witcher class having studied target, though I'm glad you like the one I made. A while ago in my game, it actually saved the group by pushing a failed Perform check by the monk into a success. I wanted it to be fairly broad so it could be used creatively by the fighter, giving him something he could do somewhat consistently out of combat to contribute to the group. ![]()
![]() I think having them focus on just Str, (maybe Dex if ranged), Con, and Wis would work. To me, witchers seem more intuitive, in tune with their senses and the world around them than especially bookish. (They are bookish to some degree, but translating the characters from the books/games to a PF game just make a class MAD as hell as I mentioned.) Pulling the focus from Int and putting it to Wis instead would also help to offset, at least a little, their weak Will saves. Simply giving them low-light vision would work. From what I remember in the game, their eyesight is very good at night and also during the day, but without the potion, they still need a light source to see in the dark. Low-light vision is common, and witchers are anything but, so I lifted my suggestion from Dragon Senses to give the witchers something a bit exotic, but not too far out there. As for the 'Flight Sign', from what I know, Witchers don't fly, so giving this to them seems off. Part of the reason why I say that is the premise of signs being small, relatively simple magic, and flight feels as if it goes against that idea. If something like the the Path of the Beast's abilities were granted as part of a mutagen of some sort, a temporary sort of improvement, it would fit the Witcher idea in my head, but not as a path/school. I realize the Marksman/Fletcher are based off combat styles, but even those I find should be combined. It wouldn't be difficult to have a X or Y feat selection for path feats, for example something like this: At X level the witcher can add either Crossbow Mastery or Improved Precise Shot to his list of Path feats. It allows for each witcher to have flexibility, but does make them consider where to put their focus, without bloating the options with basically identical abilities. Sorry, yeah, I meant for the witcher to learn 2 Witcher Oils each time. Since Oils and Potions remind me of the Alchemist's extracts, I would say just make give them a craft time but remove the GP cost. An additional suggestion, allow the witcher, at a later level, to craft multiple oils/potions at the same time, like one additional oil/potion at 8th and 16th levels or something like that. A different option could be to keep the skill ranks per level at 4+Int, but combine Monster Lore, Improved Monster Lore and Witcher Oils into two abilities. I did something like this for my house rules for the Fighter. (It's a bit long winded and not polished, and don't have the best ability names (I kinda suck at them), I meant to get to doing that, but it's worked so far so I haven't had incentive to fix it up.)
Something like this:
Hard Knock Wisdom (Ex):
Whether from training or personal experience, information relevant to defeating his foes is literally or figuratively beaten into him. Because of this, at 1st level, the fighter adds his Constitution modifier on Knowledge skill checks in addition to his Intelligence modifier when making skill checks to identify a creature, its abilities, and/or weaknesses. He is not considered untrained when making checks of this nature. In addition, starting at 4th level, a fighter treats his fighter levels as ranks in Knowledge for making checks to identify a creature, its abilities, and/or weaknesses, the fighter gains the +3 bonus on knowledge checks of this kind as if they were class skills with ranks. Like an Open Book (Ex):
The 'Like an Open Book' ability appeals to me for a witcher class because even though they were created to kill monsters, that isn't always the best option, and it would grant them some out of combat use (even if it is limited). The 'Hard Knock Wisdom' ability means the Fighter has a good chance of knowing what he needs to to fight whatever he comes up against, but it doesn't grant him any additional tangential knowledge in those areas, it also frees up his skills to be used other places (No non-spellcasting class in my games has less than 4+Int skill ranks per level). ![]()
![]() I like it, but I do find a few things a bit off. The biggest issue I have with this class is how MAD it is. It seems you'd need good Str, Con, Int, and Wis to make this class work well (as well as Dex if you're going ranged). The 'Witcher Oil' ability should be allow the witcher to select 2 creature types each time, not just 1. The witcher has to constantly spend money on these and he has no ability to switch them (and it also brings the witcher closer to game version). Another option could be that the witcher could study a book of monster lore and once per day swap which creatures he can create oils for. Any creature types he does not have selected but still has crafted oils for, those oils can become inert until he selects that creature type again. Witch the 'Master Witcher' ability, it doesn't really make sense that once one witcher uses the ability on a creature, it suddenly becomes immune to all witchers. If the creature became immune to the ability used by the witcher, or any witcher from the same 'Path', that would make sense to me. Instead of 'Witcher Mutation' giving Darkvision 60ft or the See In Darkness (60ft) ability (not clear which you intended here), I feel like it would be more appropriate to allow them to see twice as well in normal light and four times as well in dim light. This would make the 'Cat Potion' worth it (at least to me). I'd get rid of the 'Flight Sign' completely. Perhaps add a witcher potion that enhances a witcher's dexterity. When I looked at the paths and saw 'Path of the Beast', I immediately went, 'eh, worthless'. I saw the two ranged options and thought, 'these are so similar they should be one path'. ![]()
![]() Temperans wrote: So solution, take 10 doesn't count for increasing skill level. Which can explain why lots of people have low skill, they just keep doing the minimal effort and not improving. I don't understand how you came to this conclusion. Yes, you're not experimenting, but you're making sure you're doing what needs to be done correctly, in the right order, etc. If you're a cook, a baker, a lumberjack, whatever, by taking 10, you still do the thing, but you can get better at it, get faster because you've learned to do that task by rote. When you think of someone who's a master in their craft or whatever, many times it's not just because they can do some amazing things, but that they can do these things with a speed and precision a new person can't even understand how it's possible. That is their skill level increasing. ![]()
![]() Skoll Drachen wrote: pathfinder does have a long rest? a long rest is 8 hours or more..and radiant damage is a thing..its essentially a form of holy damage... If that's what a 'Long Rest' means, then yes..but it's not called that. Most classes that have abilities have them essentially 'recharge' once per day. For instance, Monks have a Ki Pool (their mystic power), each day after 8 hours of rest (does not need to be consecutive for the monk), it replenishes. Spellcasters have their 'Spells per Day', how many spells of each level they can cast per day, resets after 8 hours of rest. Things like that. If there's a 'Long Rest' does that mean there's a 'Short Rest', because if there is, I don't think that would fit into PF. As for 'Radiant Damage', PF would most likely call that 'Positive Energy'. Like I said, check out the Cleric's Channel Energy ability. ![]()
![]() Just looked at it quickly and there are terms used that do not apply in PF: Long Rest, Radiant damage, Reaction. What are these? Looking through PF, what do you think would be the most similar? Once you've found those, replace those 5e terms and if need be rework the class ability to make it better fit PF. Pathfinder has Archetypes for classes, but not the way that 5e apparently does, so that wording would need to change. Take a look at the Barbarian's Rage ability and its Rage powers, the Ranger's Combat Style ability, or even the Unchained Monk's Ki Power ability, to get an idea of how you could make it more PF friendly and get away from using Archetype within the class itself. Redemption looks most like the Cleric's Channel Energy ability, so I suggest reading up on that. ![]()
![]() What I suggested to do doesn't really involve math, what it does involve is you putting in some effort though. 5e uses terms, abilities, and systems that PF doesn't. Look at the terms and abilities in 5e and try to find what seems to match the best in PF. Once you do that, replace things in either the Barbarian or Fighter class with those. For instance if your homebrew class has an ability that increases every 4 levels, put that ability in place of the fighter/barbarian abilities. Like I said, it won't be balanced, but once you have that rough outline, it'll be easier for others to help. Key word, 'Help' not 'Do it for me'. You said you don't know how to do any of it. You've been given a very rough outline to begin learning how to go about it, now it takes effort to do it. ![]()
![]() Ahh, I must have missed you mentioning it's mostly from the core book (or misread), I thought it was what you had come up with. Sorry about that. I haven't had a reason to look into those rules for a long time, completely forgot about them honestly. I think I know when you're referring to, that was rough to say the very least. I'm just glad I had my new beautiful SUV with massive heat output while working that night. (The USPS might have shut down, but newspapers didn't, and I wasn't going to pass up the chance to gain a few hundred dollars extra for one night's work XD ) I didn't get any frostbite from that insane walk of mine, but like I said, bedridden for nearly 36 hours after, could barely move my arm to press a button to turn on my radio. Like I said, I had thought you had come up with these on your own, and that your goal was for the cold to be something your players had to survive and suffer through with severe consequences. As if the cold itself was basically something like an antagonist. Not exactly sure where I was getting that from after rereading what you posted. ![]()
![]() I kind of feel that your 'Extreme Cold' rules are a bit too harsh. I say this based on my own experience in MN winters. These are just suggestions and reasons why. I know being as real as possible isn't the name of the game for fantasy, but to me, some of these seem..off. While only wearing 3 layers of pants (two thin cotton pants and a pair of jeans), shirts (under-shirt, t-shirt, long-sleeved shirt), coat (light hoodie), hat, scarf, hood (hoodie), and a leather trench coat, I walked for more than 3 hours in -50+ temp (I think it reached below -60 at one point), at night, in the middle of a blizzard. None of the clothes by themselves were specifically designed to prevent extreme cold, but together they worked out to be what I'd imagine would be considered your 'Extreme Cold Outfit'. By your rules, I would have been dead in minutes, even with your Extreme Cold Outfit. My department manager and store manager both yelled at me for being a stubborn idiot with a death wish. I did finish my shift and was given a ride home, but I was bedridden for almost 36 hours afterwards. This is just an example of the stupidest time I've been out in the cold like this (at least willingly). I've been in similar (though less extreme) situations, since I work nights and MN winters suck ass especially when you need to commute without a car and have to either walk, ride a bike (if you can through the snow), or rely on public transportation that takes hours for the next bus to arrive in the middle of the night. My point being, I think the lethal damage should not be automatic with no save unless the temp is below -50, or at the very least, if the character is wearing an Extreme Cold Outfit, it should convert the lethal damage to non-lethal until at least 2 hours have passed, and grant a save. Remove the additional non-lethal damage from Extreme Cold. Also, frostbite should only be possible from -20 and below, but never above 0 (10 is more accurate, but 0 for the ranges you've given), unless exposure is prolonged (2+ hours). Have frostbite impose penalties that could become permanent after extended exposure, including the loss of fingers/toes or, if severe enough, limbs. Possible penalties could be -1 to actions requiring fine motor control, -1 any attempt requiring balancing, or -2 attack due to numb fingers. As for hypothermia, my suggestion is to alter it so that it has three stages. Non-lethal damage two (maybe three) times, save vs hypothermia, if fail, gain a status, repeat until final status. Status: Hypothermia (Fatigue), Severe Hypothermia (Exhausted), Death. These are just some suggestions based on my personal experience. ![]()
![]() I'm not a 5E player, so I don't have much knowledge of what many of the terms used refer to, but to start off, I would suggest you look find what abilities/saves/etc in PF you think matches up best with the 5E ones and replace them. Then use the Barbarian (I think the Fighter matches up, in regards to flavor and fluff, a bit better than the Barbarian, but the Barbarian has more variety of abilities) and use it as a template. Try to replace Barbarian abilities and features with your Behemoth's abilities. This will not be balanced in any way, but it is a way to go about kind of learning how to go about adapting something. Once you've got a rough outline, people here much more experienced and better at class balance than I am, could probably give you pointers or suggestions in how to finalize it. ![]()
![]() I don't know how you'd go about doing it, as this is just a spitballed idea, but perhaps reduce the number of 7-9th level spells that casters can use each day (by say, 3/4 after bonus spells per day, minimum 1). In return though, as casters level up, their lower level spells 1-3 (maybe 4th) can gain additional time/damage/whatever effects and/or be cast more often. Just off the top of my head that seems like it would really make those high level casters choose whether to use their 'NUKE' spells. It would allow them to basically use lesser spells more effectively (basically when a high level wizard is asked about low-level spells, 'oh yeah, those are easy to cast, basically a cantrip at this point'). ![]()
![]() I wanted to try my hand at creating an unchained version of the zen archer. As I went through it, it seemed to go a bit beyond what an archetype did, so I made it into an alternate class for the monk, in the same way as the ninja is to the rogue. I haven't yet written up which Ki Powers will be available to the class, but everything else regarding the class should be done. Here's a link to the google document: Unchained Zen Archer ![]()
![]() This doesn't just concern Jabbing Style, but other styles that add additional damage if a condition is met. I have a monk with Jabbing Style. He's fighting a mob with DR 5/cold iron. The two attacks that hit both rolled 7 for damage. I know both of those numbers get dropped to 2's (DR...yay...), but I rolled a 1 for Jabbing Style's bonus damage. My question is this: Is Jabbing Style's bonus damage subject to DR? My brain says yes, because, unless an ability says it bypasses DR, then it is subject to DR's effect. My DM asked a couple of people and they said no because, 'it's bonus damage from a feature'. I'm perfectly fine with either. On one hand, my monk does more damage. On the other, it interacts with DR the way my brains believes it should. ![]()
![]() Quixote wrote: Well like I said, it's hard to determine how balanced it is as a class ability when I can't see the whole class. If it's a replacement for the barbarian's faster movement, it's rather too good. But if it replaces a wizard's spells, then it needs a bit more. As I said in the first post 'fit a rogue or ranger', though I lean heavily towards rogue. If rogue I think it could replace Danger Sense and/or Rogue's Edge, and for ranger replace Favored Terrain and/or Favored Enemy. (I've never been a fan of either ranger ability as they are way too situational for my taste.) Quixote wrote: I would not call all of these abilities extraordinary, though. Supernatural is more appropriate for the ones that simulate spell effects. As far as I can remember, off the top of my head, except for True Sight, all of the other abilities are actually classified as Ex abilities. Quixote wrote:
I don't know about the ghost part, but something like this? Deduce Thoughts and actions (Ex):By spending a full round paying close attention to a creature's eye movements, speech patterns, emotions, body language, and other subtle cues, you are able to determine whether the creature is intelligent (animal like Int 1-2, or complex Int 3+) or not. If it is intelligent, you can make an educated guess as to what they are thinking or what actions they may take. (Not fleshed out, just spitballing. Maybe have it rely on Sense Motive vs the target's Bluff or Will save?) And again, just spitballiing here.
Quixote wrote: Also, scent. It should have scent on the list, too. I left out scent because only the very last part (tracking) of it isn't covered by one or more of the other abilities listed (same with Thought Sense I think it's called, which allows a character to sense things and know whether they are intelligent or not, and another ability that allows a character to sense invisible or ethereal beings). Scent gives, what seems to me, to be a very small bonus to tracking as it is, and I wasn't sure how to increase that part of it to fit with the rest of the ability.But, as I think of it, it should be on here as well, if for no other reason than for fluff and character/player options (like keeping darkvision and see in darkness separate). ![]()
![]() Coidzor wrote:
Yes, their normal range of sight, that's why I didn't give it a defined range. Coidzor wrote:
I didn't think I needed to add it in since +5ft x 6 (one for each time a character gains Uncanny Perception, assuming character is at least 18th level) = +30ft, so the maximum range would be 60ft. Coidzor wrote:
Ah, I see the issue. Each time the character gains Uncanny Perception, each of the abilities gain +5 feet of range (+10 for darkvision), it's not meant to be 'for each that the character has' but all of them. So if the character selects True Sight, it will be at its maximum range of 20ft when they select it. There are abilities that are similar to this that give a minimum and have an increase, but a character will never be at that minimum because by the time they can get the ability, it already has an increase. Maybe the wording could be more clear, but I can't think of how to do it atm. ![]()
![]() Balance mostly. I've had characters have these various abilities, and I've had player characters do the same, just not all at the same time. It doesn't feel like too powerful to me, but I wanted to see what others thought in case I'm overlooking something. The book I was listening to had a character who is very rogue-like with a bit of body enhancing and shadow-themed magic. At first his vision just got better in dim light and then he could see in the dark. Eventually he moved on to being able to sense the world around him even with his eyes shut, including seeing through the illusions others like him made. He was also (at least later on) able to see and sense magic, and even destroy it to some degree, but I felt that was a bit out of the range of this specific ability, so I left it out. I did think about adding something about needing blindsense before getting blindsight, but since there are currently so few options as it was, it seemed as if someone with this class ability would gain both anyway. As for See in Darkness, I did originally have darkvision automatically become see in darkness, but, if for some reason, a player didn't want their character to gain see in darkness, or wanted them to gain it suddenly, for fluff reasons either way, I wanted to allow for those possibilities. I'm open to other ideas to add to this, as long as the 'sensing' ability is, or can be refluffed as, extraordinary (true sight is kind of as 'magical' as I wanted the ability to go, that's why it has a time limit). For instance, seeing the past of an item, at least its recent past, I could see it as the character picking up small details of the item, where it was found, its condition, etc, and creating a mental timeline in their head to come up with the item's past. Even if that ability went a bit beyond that limited scope, the fluff would still work in my head for this ability. I'm curious about your thought/idea about the future sight, and what you mean by 'sixth sense'. ![]()
![]() Uncanny Perception is a work in progress name, but essentially it's an ability that allows the character to gain various sensing abilities as they level up and expand the range of the abilities. At 1st level, you gain extraordinary sensory powers. You can choose any ability from the list below, as long as you meet the requirements to do so, and gains its basic range.
Fogsight (Ex): You can see through fog, mist, smoke, and other similar conditions (including underwater), normally, without penalty, as long as there is enough light to allow you to see normally. True Sight (Su): You can see things as they truly are, as if using the true seeing spell. You can use this ability for a maximum number of minutes each day equal to your phantom fist level. When you use this ability, you use your available time in half minute intervals (5 rounds), but they need not be used consecutively. I had the idea while listening to a book and thought it might fit a rogue or ranger.I tried to match (as much as possible) the abilities to around the same time characters would be able to have access to either spells or items that grant them the abilities. Do you think it would work? Do you think any of them are too much? Or that their ranges are too big starting out, or even at their maximum? ![]()
![]() Reksew_Trebla wrote:
I'm honestly baffled how you can say something like this given how wrong it is. Even as someone who is mostly a player and not a DM, just keeping track of this for my own character seems needlessly complicated and tedious for no reward. This is especially true since I have next to zero luck with anything RNG or luck based, like rolling dice or gambling, but I find tabletop games fun because of the group aspect of it. This 'mechanic' would make me quit quickly, as my penalties for the Nat 1's I constantly get would screw me over. As for a master or large monster somehow missing a commoner, it's possible, and the chance of it happening via dice roll can rationalized (if need be) in many ways. For example, the commoner either being really lucky at that moment and moving in a way that was unexpected, flailing wildly and their untrained motions happened to slip through the defenses, or whatever. The master fighter's grip on their weapon slipped a bit, a bit of dust got in their eye, a random thought/memory struck them, or in the large monster's case, their own gigantic hand/body got in the way of them seeing the commoner and then misjudged where the commoner was. Combat in these games isn't static, every round the characters are 'moving, bobbing&weaving, shifting positions, etc' within their space, striking and being blocked, parried, or trying to open up their foe to be able to get in a strike. The rolls are basically just the results of the actions of the character put into 'game form'. ![]()
![]() I kind of agree with the guy at your table. It doesn't make much sense for a normal class, and as I was looking at this I found myself wondering if this was suppose to be a prestige class. As far as I know, you can have as many prestige classes as you want (as long as you meet the requirements for each), so if you want to put class prerequisites/requirements in it, just make it a prestige class. It keeps it consistent with the rest of the game. Alignment restrictions are basically worthless as they are right now. They use to be used as a 'balance' of sorts (how effective it was is debatable), but they're just leftovers now. ![]()
![]() I haven't given these ideas a whole lot of thought, as they just came to me as I read these comments, but these are what I've got: The coins are unable to be moved for limited time after the person dies/records their final message? If it were for the length of an hour or so, I think most raiders/goblins/whatnot wouldn't wait around for that long. Or The coins cannot be moved until a creature agrees to either take up the request personally or bring it to someone (or something, like a guild, the constabulary, local military, the person's estate) which can then fulfill the request? Agreeing to this would put the person under a type of non-harmful geas or just a magical contract of some sort, bolstered by truth magic so only those who are honestly willing to fulfill the request (or to take it to those who can) can take the coin. ![]()
![]() I'm in agreement with SunKing, though I do like the idea of shields having higher AC's (though I think the buckler should also gain that +1 bonus as well). With shields, you generally don't want to take an attack 'head on', instead your aim is usually to redirect the attack in a way that will give you an opening to attack your opponent. That's partially why many, if not most, shield designs are rounded or angled. If you do want to add in another percentage roll, perhaps instead of negating an attack you could do a reduced damage sort of thing. For instance, if an attacker meets, or beats (by 5 or less), a shield wielding PC's AC, have the attacker roll a percentage die. If the attacker rolls under a certain percentage, their attack damage is then reduced by a certain amount.
This way it only comes into effect when the attacker just barely hits. When visualizing it, you could think of it as the shield getting in the way just enough to make the attack less powerful/precise or a glancing blow. I'd only do one of the options (meets the AC or beats it by 5 or less) depending on whether you wanted the roll to happen more often or not. ![]()
![]() I've slowly been working on something like this. I first removed a number of armors because they either made no/little sense or were too similar to other armors, some I simply renamed. I gave some armor inherent DR to certain types of damage types. For instance, a gambeson (thick) has DR 3/- against bludgeoning attacks and arrows, bolts, darts, shuriken, thrown daggers, and other light piercing weapons, while chainmail has DR 3/- against slashing attacks and DR 2/- against piercing attacks and a person can don or remove it as a move action (no 'don hastily' for chainmail). I have not gone through all of the armor in PF, and I haven't gotten to Heavy armor yet, but this is what I've got so far. ![]()
![]() Darkdoom wrote:
The link seems as if it would work if you set it so that people can view it. I think right now it's set to private. ![]()
![]() I've personally allowed special enchanted clothes for some time, and like you plan on doing, they take up the armor slot, but they don't count as armor (similar to how Bracers of Armor don't count as armor). The one's I usually run with are specially made items costing 500gp and have an armor value of +0, and they are always worn over all other clothing. I've used things similar to a mozzetta, monastic scapular, and shawls to represent these sorts of things. ![]()
![]() My party is in a corridor just outside of a room with 2 guards. One of our group moves forward to attempt to bluff their way past the guards. The guards are only aware of that person, but the rest of us are still hidden. One of the guards doesn't buy the bluff and attacks, the other sounds the alarm. The rest of the group is still unknown to the guards. We rolled initiative and order we got was: Guard 1, A, Guard 2, B (the one who attempted to bluff but got attacked instead because the roll was that bad), C, D, E, F. There is a dispute about how this should actually work.
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![]() Thanks for the answer. I thought (and hoped) that's how it would be, but since I never saw it explicitly stated either way, I was erring on the side of no, just in case. I'm just now looking into the PoW stuff because the DM approved a PoW character for our game. He's giving me a chance to 'update' my Monk with the PoW monk archetype if I want to, and I was thinking of focusing on Broken Blade and Iron Tortoise. (I can't remember the name of the trait, but it would allow me to drop one of the disciplines of the archetype for one of my choice, being Broken Blade). Would there possibly be any feat or trait, that you know of, that would allow for a discipline to use a different skill (like change Bluff for something else)? ![]()
![]() So it is entirely possible I've overlooked this, multiple times, and that my google-fu is as bad as ever, so the searching I've done has failed..but I haven't been able to find an answer either way. So here goes:
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![]() Showbox is an app you can use to watch tv shows/movies by downloading torrents of them (you may be able to stream them as well, but I'm not sure on that point). I don't know what the other two are, but I wouldn't be surprised if they were similar to showbox. Maybe they think they're being helpful or whatever, but it's still a link to something basically illegal. ![]()
![]() Anguish wrote:
You're not wrong. Those links have absolutely nothing to do with any game at all nor with answering any question at all. ![]()
![]() Derklord wrote:
I should have been more clear. I was meaning Cha based caster classes. It's just a rough idea obviously. It would probably be better to just make a list than trying to making it a broad filter. ![]()
![]() You could add in some sort of restriction like, 'Charisma based classes (Paladin, Sorcerer, etc) gain 1 reroll for ever +3 Charisma modifier'. Yeah, it would mean that they aren't getting as many as others would if they actually put points into Cha. Unless you have to, or you're trying to be the 'Face', Cha is kinda useless for you, so I think in the end it would be fairly even; Non-Cha characters may gain 1 or 2 rerolls a day while the Cha with their focus on that stat could end up more than that, but that's what they get for being a SAD class. ![]()
![]() I saw the Ascetic archetype from Kobold Press, but as others pointed out, it basically gave up nothing to gain many bonuses. So I'm trying my hand at it. I put a note at the top saying that this modifies or replaces all aspects of the Cleric class, so it's not compatible with any other archetype. I did that both because it's true, and because I'm not sure how I'd describe how each ability or feature replaced things like spell levels. This Ascetic cleric can only cast spells up to 6th level with Diminished Spellcastin and no spontaneous casting of cure or inflict spells, does not have Aura or Channel Energy, has slightly different Class Skills, keeps its medium BAB, d8 hit die, and skill ranks per level, and it only has one Domain (or an option to have two inquisitions). (Since inquisitions are so much weaker than domains, I don't think a 1to1 swap works. One domain for two inquisitions seems better to me, and it's a change I'd personally give to the inquisitor or any other domain class that wanted to take inquisitions over a domain.) So yeah, what do you think?
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![]() The character would need a minimum Strength score of 26 just to be able to carry the thing and be able to carry even a single trail ration, and that would be their maximum heavy load. Or they'd need a minimum of 29 Strength to do the same thing at maximum medium load. To have it as a maximum light load, the character is going to need something like a 34 Strength (though that's only a rough guess on my part). I doubt even Guts has a strength score that high, and his dragon slayer 'sword' might weigh in around that number. ![]()
![]() With something that heavy, I would also say the wielder should take a penalty to CMB and CMD because your center of balance is going to be thrown off quite a bit. It should also impart a penalty to certain skills, such as Climb, Acrobatics, Ride, and Swim, probably Stealth and Fly as well, so basically everything that armor check penalties apply to. Unlike armor, which has its weight fairly evenly distributed across the whole of the body, this thing will have its weight concentrated in one spot on the body. On the flip side, I could see it gaining the wielder a bonus to something like Intimidate, possibly Diplomacy and Perform in certain circumstances. Another thing to consider, even if someone is sufficiently strong enough to hold and use a weapon of that weight, it won't be easy, or comfortable, and will drain the person's stamina. So perhaps they're always fatigued, or become so after a battle or any strenuous activity as long as they've been wearing it or using it. I could also see them taking a hit to their land speed, killing all of their swim, climb, and fly speeds (if they have them). Organized Play Characters
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