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![]() honestly, my preference for having it at 12 instead of 16 might be because I don't play that many high-level campaigns, but considering the kind of insane stuff casters can do at 12, I don't think an emergency heal seems too unbalanced at that level. I'm gonna go through the ninja clans more thoroughly today or tomorrow and come back with more feedback! ![]()
![]() I think you've done a great job with this. I honestly think almost all classes would benefit from having something akin to domains/bloodlines/oracle mysteries/cavalier orders, etc., i.e. a little package of thematic abilities sort of like a mandatory archetype. In this respect, I love the ninja clan concept, and it's also so immensely flavorful and cool. I haven't gone through all the clans yet, but the structure of them is really nice, with the unique Ki Power, the skill bonus, mastery and restrictions. I've dabbled some in trying to make an "unchained ninja" myself, but this is leagues ahead of what I accomplished. Don't really have any specific balance notes right now, except possibly the Oni's Healing ninja trick seems to require an unnecessarily high level and grants rather paltry fast healing. I'd suggest requiring level 12 and having the fast healing be equal to your Cha mod, rather than just 2 hp per round. I've been away from PF for a longish while though, so maybe my balance instincts are a bit rusty. It's just my gut feeling right. Anyway, great work! ![]()
![]() some of the ones my group have used in the past, primarily to make life easier for non-caster classes: * Power Attack isn't a feat, but just something everyone can do, regardless of their STR modifier. It thus doesn't exist as a prereq for any feat
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![]() Hello folks! I'm not sure if anyone remembers me, but I used to frequent these boards years ago posting homemade classes and stuff. Took a pretty long break from RPGs, but I've recently gotten back into messing around with PF stuff, and I thought I'd share an old class I built before my hiatus, but which I never got around to publishing. Link to the Google Drive folder: Congeries Files
I'm going to dive straight into looking at other people's stuff here, but I thought I'd just throw this up in the meantime. Basically, this is a pretty weird idea I had, of making a playable "swarm template" class. It's a class that allows you to play a swarm, either one that's gained sentience via a hive mind, or one represented by the swarm's "leader" which is played and represented by the player. It's a pretty out-there class/character concept and certainly won't fit every campaign, but I think I've managed to create a playable swarm that isn't too OP or impervious. You don't actually gain the true swarm template, though it is included in an appendix for reference. Anyway, any thoughts or criticisms welcome! Cheers,
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![]() Sorry if this has already been brought up, but I couldn't find it. Is there any info on how much homebrewing (if any) one will have to do in order to file off the default campaign setting of Starfinder? A lot of the time, my group really likes creating our own campaign worlds, campaigns and adventures. We just want the rules and don't like using prefab fluff. Does this game seem like it's gonna work for a group like ours? Cheers,
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![]() Hi everyone.
Cheers,
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![]() I don't really have anything further constructive to add to the Magical Child discussion. I just want to get one more post under my belt where I just generally restate my opinion that if it turns out you can't Mauler your animal guide everything sucks and I hate everyone. There. Done. Sincerely,
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![]() Right. But why would you play it, though, when a Synthesist seems like it models this whole "magical girl" thing far more effectively? I'm not very familiar with the genre (I only ever saw that one show about the girls with the magical sailor outfits as a kid, dubbed into horrible Swedish), but is like the animal pal thing an important aspect? I thought it was all about transmorphing into a magicky...child...person? I might be out of my depth here. The point is it's a very attention-grabbing, PC-centric character concept, but without access to maulers it seems like a glorified NPC class to me. Which maketh none of the sense. ![]()
![]() I just wanted to say I like this guide a lot. It taught me Magical Child allows you to combine Imp. Familiar with Mauler, which is all I've ever wanted to do in my whole life ever. This guide, it's the first one I've read cover to cover, even though there are so many other well-written PF guides out there. Problem with all the other ones? Not enough cussin'. Not nearly enough cussin', cousin. Cheers,
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![]() Right. That's what I figured. It still seems like a weird rule to me. I mean, I get it's hard attacking submerged creatures, but I feel like cover when partially submerged and improved cover when completely submerged would make more sense, as opposed to improved cover when partially submerged and total cover when completely submerged. That might just be me though. ![]()
![]() The rules for combat in aquatic terrain state: Quote: Characters swimming, floating, or treading water on the surface, or wading in water at least chest deep, have improved cover (+8 bonus to AC, +4 bonus on Reflex saves) from opponents on land. Land-bound opponents who have freedom of movement effects ignore this cover when making melee attacks against targets in the water. A completely submerged creature has total cover against opponents on land unless those opponents have freedom of movement effects. Magical effects are unaffected except for those that require attack rolls (which are treated like any other effects) and fire effects. Does this mean that, unless I am benefiting from freedom of movement, if I am standing on the shoreline, I cannot jab a spear down to strike a fish swimming in the water, because it is "completely submerged" and thus has total cover? ![]()
![]() I am definitely SillyString's last one. If I could, I would probably just play a crazy homebrewed monster race in every single campaign my home group does. My character concepts have included playing an awakened monkey swarm and a gelatinous cube. I also have this obsession with playing constructs and undead (real undead, not frickin' dhampirs, eww), but I refrain due to not wanting to cause the GM even further headaches than I usually do. I also tend to want to change characters all the time. ![]()
![]() Thanks for all the input, guys. Well, it seems I overestimated wyrwoods' core drawback a bit, which makes me more inclined than originally to think they might be broken as a PC option in most instances. I wasn't actually aware of all those healing/revival options for constructs. It was probably a bad word choice to claim a wyrwood "trivializes" encounters. More accurately, it will be a lot of extra work for the GM in certain instances to plan around a wyrwood in order to challenge it. Things like poisons, mind-affecting effects, a lot of things undead (especially incorporeal ones) tend to do are useless against them. Not needing to breathe, eat or sleep can probably also cause unexpected problems, especially at low levels. I suppose a wyrwood unchained rogue could be kind of neat though, especially if the rest of the party is rather high-powered (tier 3 and above). ![]()
![]() I can't help but come away with the feeling that this cleric character is a really manipulative, cynical, unpleasant sort. Maybe I'm misreading things, or maybe it's possible to be that and be neutral good at the same time. I dunno. It just doesn't jive for me, personally. I definitely think Suggest Course of Action is the appropriate way of handling a situation like this in terms of rules language, though. ![]()
![]() I think Dave Justus is spot on vis-a-vis what should actually be done about this. If I was the GM in this situation I would be like, "Wow, this player and I must have completely different definitions of what constitutes 'good' on like a really fundamental level. We should probably talk this over." I should probably point out I only think it would be evil for the cleric to actually sincerely think and feel these things. If he's just taking the piss out of or trying to deceive the slaver for a good cause, that's a whole different thing. ![]()
![]() Yes, Pinocchio! But the roleplaying half of being a little wooden boy has never been anything I've had trouble with. It comes naturally to me because I'm actually an animated pupp- I mean I'm a fully fleshed living human. I agree the tiny hp pool and dying at 0 hit points is a very considerable drawback, but it seems kind of lopsided, balance-wise, against the construct immunities. Like, basically, you will be overpowered and trivialize a vast range of encounter types, and then you will just...die and not be able to be resurrected. Doesn't really seem like a set-up that spells fun for either the GM, the wyrwood player or any of the other players. Maybe my imagination is just failing me here. I do really badly want to come up with a way of playing a wyrwood that's workable. ![]()
![]() I love weirdo monster-like races, especially things akin to constructs, undead, oozes, aberrations and swarms. Eldritch stuff. Wyrwood are super-neat. Weird little magical wooden puppet people. Creepy and cool. But, obviously, with their construct immunities they seem absolutely broken. I know constructs have weaknesses and drawbacks as well, as a creature type, but these don't seem in any way, shape or form to be properly balanced against the boons. Is there some class or...thing or something, some means by which one could include a wyrwood PC in a campaign with other, normal PCs without wrecking utter havoc? Has anyone ever had any good experiences with wyrwood PCs? ![]()
![]() The Universal Monster Rules wrote: Dual Initiative (Ex): The monster gets two turns each round, one on its initiative count and another on its initiative count – 20. For example, if the monster's initiative is 23, for its first turn it could make a full attack (and take a 5 foot step) at initiative 23, and for its second turn at initiative 3 it could take a move action and cast a spell. This allows the monster to perform two actions per round that normally take an entire round, such as using a summon monster spell. For the purposes of spells and effects that have a duration of a round or longer or trigger at the beginning of the creature's round or the start of its turn such as saving throws against ongoing effects or taking bleed damage), only the monster's first turn each round counts toward such durations. Is this the Mythic thing people have been discussing, or is that something different? ![]()
![]() A difference of experience, I suppose. Our campaigns tend to feature a lot of unique or modified monsters, especially the BBEGs. It's mostly because all of us players know the bestiaries by heart (we're all monster nerds), so it's a way that we can keep being surprised by encounters both in and out of character. I personally think of initiative as very abstract. It's only a measure of your reactions and, well, initiative, in my book. So a creature with two turns per round would just be unusually quick and adept at exploiting timing and so forth. It wouldn't, in our group anyway, feel like some super-weird unique crazy ability. Mechanically speaking it is, of course, but roleplaying-wise it strikes me as quite inconspicuous compared to things like crazy supernatural abilities and what not. ![]()
![]() @Deadmanwalking: Maybe I'm misunderstanding your point, but aren't the bestiaries simply brimming with enemies "having the ability to do things the PCs can't theoretically get in some way"? I mean, having more than one turn per round doesn't seem that much different from scores of other unique monster abilities out there, many of which are usable at will, that are fine for an enemy to have but would disrupt the game severely if put in the hands of a PC. I do agree though that mechanically this seems very fine and unproblematic. I would echo others that replied before me that you probably shouldn't have a multiple-turn villain just go all out nova with its most powerful attacks straight away. It's also probably a very good idea to have the different initiatives for the multiple turns be quite far apart, so that the second turn's initiative is rolled at a -5 or -10 penalty, and an even bigger penalty if they have a third turn per round. ![]()
![]() Oh, no, I think we're all on board with the fact that it's possible to both be vulnerable and resistant to a type of energy damage. The only caveat regarding the actual thought experiment is that it stipulates that you can never gain immunity to cover up or cancel out your vulnerability (I don't even know if that's possible by RAW). But casting resist energy or whatever is fine. Restrictions regarding resistance were too harsh, I came to realize. ![]()
![]() Alleran, if you had read the OP you would have noticed I specifically restricted choices to acid, cold, electricity and fire. If you had read through the rest of the thread, you'd have noticed the question has now evolved to a choice between fire immunity and cold vulnerability or vice versa, versus electricity immunity and acid vulnerability or vice versa. Jus' sayin'. :P ![]()
![]() Well, I think it's pretty obvious that if the choice is completely free, fire immunity and acid vulnerability is the way to go. But if you have to choose to become vulnerable to the element opposed to the one you choose to become immune to (i.e. fire v cold and acid v electricity), would fire immunity + cold vulnerability still come out on top, as opposed to electricity immunity paired with acid vulnerability?
About DM Doomed HeroThe Course:
1) The Climb.
2) The Beam.
3) The Rope.
4) The Doors.
5) The Gauntlet.
6) The Gap.
7) The Wall
8) The Pit.
9) The Pendulum.
10) The Ward
11) The Gate
The City:
Arch hangs in the void of Limbo, a city without a home. The whole city was transported from its homeworld by magic and ended up lost in a howling void. The unstable dimensional travel created a ring of unstable planar breaches which constantly open and close gates to other worlds. Door Street, as it has become called, is Arch's most famous, and most important feature. These planar gates have become the city's lifeline. Through the gates the adventurous citizens of Arch explore the multiverse and bring back important resources for the city. The city is ruled by a Council made up of representatives from the Noble Houses, and Guilds. The geography of the city is essentially divided into layers. The Noble houses have the surface of the city, the dwarves have the ground below. The dragons have a large cavern below the dwarven hold, and the elves have the sky above.
The Guilds:
The Four Guilds run the day to day operations of the city. They are the gears that keep the whole machine running. The Forge: Responsible for industrial endeavors, manufacturing, education, and training. The Forge handles everything from Education to Civic Engineering. The Forge's primary concern is making sure the city has enough space to house all its citizens. The design of the Homespires are the Forge's answer to overpopulation issues. The dangerous, but extremely efficient Arch Undercity is the Forge's solution to public sanitation. The legendary Arch Academy is the Forge's crown jewel. The Forge is a collective of futurists, all trying to predict and prepare for the next big problem. The Temple: Responsible for city defense planning, military preparation and promoting social welfare. The temple concerns itself with protecting the city in all ways, be it physical or spiritual. Arch's Holidays (which are really just city-wide disaster simulations) come from the great minds at the Temple Warcollege. The Temple grounds themselves house the Godstone. The Orphanage, which is the Elementary School version of the Academy, is run by the Temple. Pragmatism and generosity are the Temple's two guiding principals. The Guard: Where the Temple protects the city from external threats, the Guard protect the city from internal threats. Due to the complexities created by Door Street, the Guard definitely has it's hands full.
The Tower: Responsible for research and application of magics, processing and compiling information regarding other planes, studying unknown artifacts and magical items, cataloging the city's history, and maintaining the city's ecosystem. In addition, the tower is responsible for maintaining the Harbinger and detecting anyone attempting to uncover anything about Arch's homeworld or the Enemy. Such information is given the highest priority and passed to the Census immediately. The Houses:
House Caine : Dedicated to the idea that everything you need to succeed is built right into your body, House Caine preaches a dogma of self reliance and uncompromising discipline.
House Calister : Graceful combatants known for their scathing wit and lightning fast reflexes.
House Creed : House Creed has the amusing reputation of being a large group of isolationist loners. Really, they run the full gamut of social types, but have a tendency to be well suited to exploration or scouting, traditionally single person jobs. Highly adaptable, this house prides itself on its' reputation as survivors. Their skills in animal husbandry are second to none.
House Drake : House Drake has always been more than Human. Their blood runs hot with magic, and their ties to their draconic heritage is strong. They tend to have many of the personality traits associated with Dragons, often without the power to back it up. This often leads young members of House Drake to dangerous and painful life lessons. Scions of house Drake often have odd physical characteristics, such as slitted eyes or hairless bodies. Exposure to the draconic magics commonly worked by house Drake can cause abrupt changes in their appearance as they are taught their house abilities. House Drake rarely sponsors or accepts petitioners that cannot spontaneously cast spells or have obvious draconic heritage.
House Fell : Known for their specialized armor crafting, and defensive training as well as their incredible willpower and resilience. This House has mastered the unenviable art of absorbing punishment and enduring the unendurable.
House Kale : Known for their headstrong impulsiveness and their knack for turning whatever is at hand into the proper tools for the task. Their resourcefulness and adaptability are legendary. Many consider them walking good luck charms.
House Locke : Masters of getting what they want, it's been said that House Locke's words should be "...Sure, but it'll cost ya..." With their knack for being unobserved and their reputation for cunning, House Locke's sons and daughters make wonderful allies and vicious enemies.
House Raxus : Feared for their recklessness and powerful command of the weather. House Raxus is a dysfunctional family. Their unpredictable nature and their unbridled power make for a volatile combination.
House Sever : Members of House Sever carry a rich family legacy of trust and respect. These traits are embodied in the blades they all carry. House Sever believes that edged weapons are superior to other weapons. They are harder to make, require more dedication and effort to care for, and have the most potential to harm those who wield them sloppily, therefore edged weapons require a higher level of dedication, skill and care to wield. To house Sever, this speaks volumes about those that master them. It is for these reasons that every member of House Sever is trained in their use. Most carry weapons of deep personal significance.
House Shepard : House Shepard is rumored to be able to read minds. They have a knack for deciphering riddles and picking up on subtle interactions among individuals. Known for their pragmatism and skepticism, this house believes that knowledge is the key to power, but unlike most knowledge seeking philosophies whose followers tend to become isolationist bookworms or introspective truth seekers, the dogma of house Shepard is to pay attention to your surroundings to learn truth. Scions of house Shepard lean toward societal roles regarding investigation and exploration, but are well suited to any task they undertake due to their ability to quickly understand the situations they find themselves in.
House Solar : It is said that somewhere in the past, one of the lords of House Solar was highly blessed by a god of light and entrusted with holding back the forces of darkness. This attitude and outlook still permeates the house's beliefs to this day.
House Stark : Easily the most feared of the Houses, Starks believe that life's greatest weaknesses come from life itself, and that those weaknesses can be both overcome and exploited. House Stark has a family tradition of elaborate tattoos, which are often enchanted.
House Voss : Some people naturally fall into leadership positions, being innately trustworthy and easily relied upon. House Voss seems to be full of these sorts. Surprisingly enough, even when others are running the show, most members of the house seem perfectly willing to follow orders. The Voss family is well known for being able to adapt well to any sort of structured environment.
Dwarves : Master craftsmen and merchants with a keen eye for an opportunity to make money. Many are very adept at creating incredible crafts for a fraction of the normal time and cost.
Elves : Have developed the ability to create and manipulate glassteel and enhance the life force of others. They also possess a ritual for the granting of wings.
New Feats:
Caine's Combination
Caine's Distain
Calister's Needle
Calister's Blitz
Creed's Wanderlust
Creed's Companion
Drake's Blood
Drake's Wings
Fell Guard
Fell Arcanist
Kale's Adaptation
Kale's Workaround
Locke's Keys
Locke's Break
Raxus' Ire
Raxus' Squall
Sever's Edge
Sever's Spellstrike
Shepard's Crook
Shepard's Flock
Solar's Flare
Solar's Glare
Stark's Revelation
Stark Outlook
Voss' Break Down
Voss Orders
Weapon Recombination
Explosive Aptitude
Soul of Glass
Avariel Ascension
General House Rules:
--Small Changes, because Martials deserve nice things-- Combat Maneuvers Do Not Provoke. In addition, all maneuvers can be attempted in place of an attack. All characters with a BaB of +1 or better count as having all "improved combat maneuver" feats for the purposes of feat qualifications. (note that this does not grant the usual bonuses to those maneuvers. Just the not provoking part. If you want combat maneuver bonuses you'll have to pay for them.) Reposition and Bull Rush are for shoving people off cliffs or into campfires. The caveat about not being able to move people into danger with these maneuvers is removed. Any creature with an Intelligence of 3 or higher receives Combat Expertise as a bonus feat at +1 BaB. Defending yourself with a weapon is instinctive and should not be taxed mechanically. You're already taking a penalty to do it. That's enough of a trade off. Improved Unarmed Strike is a Martial Weapon Proficiency. Anyone trained in all martial weapons knows how to punch someone. Dervish Dance is Weapon Specific, but can be used with any Finesse-able weapon. Think of this like Weapon Focus. Pick a weapon when you chose the feat. You get Dex to damage with that weapon. Proficiency with Exotic Weapons cost a Trait. Because none of them are worth a feat, but they are cool and I like to see them used more often. Spears of all kinds may be used in one hand while weilding a shield by a character proficient in Martial Weapons. Because history. Characters have a number of Attacks of Opportunity each round equal to the number of attacks granted by their BaB. More skilled martial characters should be better at exploiting combat opportunities. Combat Reflexes adds AoOs equal to a character's Dex modifier to their number of AoOs a round. Characters have a number of Five Foot Steps each round equal to the number of attacks granted by their BaB. Mobility in combat is important. Nobody likes aborting attacks because they killed their enemy on the first swing. Reach Weapons do not use the ranged weapon Cover rules. Attacking from behind other people is what polearms are designed to do. A character shouldn't have to invest in archery feats (improved precise shot) in order to use a polearm the way they are designed to be used. Reach Weapons use the 3.5 Diagonal exception. Normally, pole arms do not threaten on diagonals, unless you are a large creature. Ignoring this little artifact of the grid makes pole arms more functional. Armor Spikes, Spiked Gauntlets, Bite attacks and other weapons that do not need to be employed in hands allow a character to threaten squares adjacent to them, even if they have attacked with a Reach weapon that round. Light Weapons can be drawn as a Free action. Treat them as ammunition. If drawing an arrow is a non-action, so is drawing a knife. Pistols count as Light weapons for the purposes of drawing. -- Fun Changes-- Spells don't Fizzle. Anyone that fails a concentration check doesn't simply lose the spell. Instead, the Scroll Mishaps rules will be consulted to see what happens to the magical energy when it is interrupted. Size Matters: Creatures that are bigger than you might move you if they hit you. Slam or Bludgeoning attacks from a creature one size category larger than their target or any melee attack from a creature two or more size categories larger initiate a Bull Rush as a free action after a successful hit (regardless of damage dealt). This bull rush is not automatically directed by the attacker, and uses the Grenade scatter rules to determine which direction the target is moved. Any result that would indicate the target is moved toward the creature instead moves the target straight back away from them. If you get hit by something four or more times your mass, expect to go flying. Drawing Objects From Pouches: Any adventurer worth his salt knows that sometimes it's handy to have things like caltrops, tanglefood bags or potions as accessible as possible. As such, bandoleers and pouches are treated exactly like (and cost the same as) Wrist Sheathes or Spring Loaded Wrist Sheathes. A typical belt can hold up to six of them. With a belt and two bandoleers an adventurer could have as many as 20 ready pouches. This rule exists mostly because the system for retrieving small objects is total b+**##@~. GM Tools:
Initiatives
Perception
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