Belkzen War Alchemist

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Looking for feedback.

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Simple question: Which would you prefer to play: Starfinder or Starjammer?

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Has anyone ever done a conversion of the shadowcaster from Tome of Magic to Pathfinder?

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I'm kicking around the idea of world that is sort like Philip Pullman's His Dark Materials series. If you're not familiar, this is a world where people's souls exist outside their bodies in the form of animals called "daemons." It's more or less a world where everyone has animal companion/familiar.

The question is, how to balance it in Pathfinder where certain classes have animal companions and others do not normally gain them. There are several archetypes like the homuncultist (alchemist), the carnivalis (rogue) and the mad dog (barbarian) that grant certain classes animal companions or familiars. There's also a few options like the animal domain or the familiar bond feat which requires characters to use up two feat slots. But I'm looking for a way to make having an animal companion or a familiar the default for every character.

Basically, I'm thinking what needs to be done is either taking something away from each class that doesn't have some kind of bond feature or adding something to those that do. For example, letting the druid have both an animal companion and a domain. Is that overkill? Would it make the druid too powerful?

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Why don't familiars gain feats as their witch/wizard gains levels but animal companions do?

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I have a question where the names of the various Empyreal Lords in The Chronicle of the Righteous. Were they invented by the author(s) or were they based on any particular culture or mythology?

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Which 3rd-party divine caster makes the best replacement for the party's cleric and why? Right now, I'm leaning toward the priest class from Kobold Press, but I'd like to hear other suggestions. Which is more customizable for particular deities/religions?

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What is the relationship between the gods and the various outsider races in your campaigns? Some are easy to describe. The devils all work for Asmodeus. The angels serve various good deities. But what about the proteans or the inevitables? Is there an ultra-lawful deity who commands the inevitables? Are the demon lords subordinate to or rivals of the chaotic evil gods?

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I know Rogue Genius came out with their spell point system. Are there any other examples of Non-Vancian spell casting rules in Pathfinder, 3PP, homebrew, or otherwise?

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I'm working on a campaign styled on a frontier. Humans are moving into an area where, up to now, they have not occupied. Other humanoids, such as orcs, goblins, and centaurs, already live in this region in small tribal groups. Naturally, there is going to be friction as humans encroach on their territory and start fencing things in. It's analogous to American western stories, but it's not a direct copy. Land is used either for farming or mining. Most cargo is transported by skyships, so piracy is also a big factor. Think Lone Ranger meets Pirates of Caribbean. So far, I have the following products:

Avalon's Homestead Guide to Frontier Life
ICOSA's Pure Steam Campaign
Green Ronin's Freeport Pathfinder Edition
Kyoudi's Thunderscape the World of Aden
Frog God Games Razor Coast Campaign Setting and Freebooter's Guide to the Razor Coast.
Rogue Genius Game's Fight Like a Pirate

Any other third party products that could be used for inspiration for frontier and/or pirate based campaigns?

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Pathfinder now has over 20 base classes. If you include third party material, it's over a hundred. The number of PC races is about the same.
So, when you're setting up your campaign, how do you decide which ones to say no to? Is it based on your personal tastes? Thematic reasons (for example, if there is no Asian-themed society in your world, the ninja and samurai would be out)? Balance? Have you ever excluded a whole category of spell casters, such as no arcane or no divine casters?

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It never really made much sense to tie acid damage to earth elementals. It seems like after the designers tagged the other three elementals with the obvious energy types (water = cold, air = electricity, and fire = fire), they just tacked acid onto earth by process of elimination.

But, why not sonic damage instead? Sound is a compression wave moving through a medium. Earthquakes are waves as well. I think it fits better than acid. Sonic has always the overlooked energy damage type. There aren't a lot of spells that do sonic damage, but that can be fix with some new spells.

What would be the other implications of switching out acid for sonic damage? Should monsters with acid resistance be granted sonic resistance instead?

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With all the homebrew and 3rd party stuff out there, sometimes it's hard to find exactly what you're looking for. Case in point: divine spell casters. I'm looking ideas for an alternative to the cleric, a full (9-level) divine caster that, instead of worshiping the gods, actively opposes them. Sort of like the character Salim from Elaine Cunningham's Death's Heretic novel. Something like the 3.5e Ur-Priest prestige class, but as a base class instead. Anyone have any ideas?

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There have been a lot of artificer/inventor/steampunk kinds of classes for Pathfinder. So, here's my question:

Which one(s) do you think are the most balanced/fun to play and why?

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Now that we have 20-odd classes from Paizo plus dozens from 3rd party publishers, it seems to me that not every class is needed for every campaign. What classes don't fit in your campaign?

For example, I'm building a campaign world with a wild west theme. Firearms are common and advanced (revolvers, rifles, and shotguns). This has a number of implications for many of the classes.

Take the fighter. In our real world, armor was obsolete long before the late 19th century. While my campaign is not based on actual history, the prevalence of guns does make armor less advantageous. Armor training is therefore, not as useful class ability for what is already widely regarded as a weak class. Thus, in my campaign, the fighter will probably be dropped with the gunslinger taking over its role.

The next one is the cleric. Everyone has an opinion on this class. Put me among those that dislike like it. The druid, inquisitor, and oracle are, in my opinion, far more interesting for the role of priest-type characters.

So those are probably out. On the fence are the paladin and cavalier. Obviously, cavalry has a role in a western-themed campaign, but I'll probably have to emphasize archetypes that are less dependent on heavy armor.

Also on the fence are the Asian-themed classes (monk, ninja, and samurai). Most people probably don't think about ninjas in the west, but perhaps they could be "exotic" classes brought from people who migrated from a land that is more Eastern in flavor, much like many Chinese immigrants came to the US to work on the railroad.

So, what about your campaigns? Have you looked at any classes and thought, "This just doesn't fit"?

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Anyone has any suggestions for a wizard specializing in runes and glyphs?

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So, if you were going to run a campaign in which there were no armor, what house rules (non-magical) would you adopt to replace it?

How about giving each class a dodge bonus to their AC equal to 1/3 their BAB? Making the Dodge feat scale with level?

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Any word on whether there will be digital editions of the Pathfinder Comics available?

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I've thought about ways to encourage more fisticuffs in my campaign, so I came up with replacing the feat Improved Unarmed Strike with Unarmed Proficiency. Classes with full BAB plus monks and rogues would be considered proficient in unarmed attacks. All other classes would have to take the feat to become proficient, much like they have to take a feat to become proficient in a martial weapon.

Characters proficient in unarmed attacks can make unarmed attacks without provoking an attack of opportunity and can choose to inflict lethal or non-lethal damage. Medium characters do 1d6 points of damage while small ones do 1d3. Monks will continue to increase the amount of damage they do as they gain levels.

Thoughts?

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There are a lot of conversions of the 3.5 swashbuckler for Pathfinder floating around out there. So, which one do you think is the best? Which one is the most balanced? Which one would you rather play/GM?

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Yeah, It's another fighter revamp.

The general idea of this design is move away from the armored tank stereotype and let players create virtually any warrior archetype they can imagine.

Summary of changes:

Weapons and armor:
Fighters gain proficiency with all monk weapons. Their armor proficiency is determined by their choice of warrior path (see below).

Skills:
Fighters now have 4 skill points per level. Acrobatics and Perception are now class skills.

Warrior Paths:
At first level, a fighter selects a warrior path His choice of path determines his armor proficiency, his primary weapon group, and his 1st level bonus feat. A fighter gains attack, damage, and CMB bonuses with his chosen weapon group.

Fighter Talents:
Armor Training and Bravery are replaced with talents.

Bonus Feats: Fighters now have grit and may select any grit feat in place of a combat feat. A few feats, Improved Unarmed Strike, Weapon Focus, and Weapon Specialization are modified.

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Has anyone worked on planetouched characters that are tied to lawful or chaotic planes for Pathfinder?

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An inquisitor class that doesn't cast spells.

Looking for suggestions/feedback on this.

Non Spell Casting Inquisitor

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Has anyone ever run a campaign where there are no divine spell casters? Has it been a problem? The obvious deficit would be the lack of party healing. As a fix, would you recommend adding the Cure X Wounds spells to the sorcerer/wizard spell list, or would enabling them to cast those spells (as well as use wands and scrolls) be too unbalancing?

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I put together some rules for a possession template for a campaign idea. Any suggestions or comments would be appreciated.

Spoiler:

Possession
Possession is an acquired template that can be applied to any outsider of the evil subtype. Such an outsider gains the incorporeal subtype when on the material plane. Unless summoned by a spell, a possessing outsider can only manifest on the material plane as an incorporeal creature.

While on the material plane, the outsider can attempt to possess a creature. To be a target of possession, a creature (called a “host”) must be living and corporeal. Constructs, oozes, plants, and undead are immune to possession. The potential host must also have an Intelligence score. When an outsider attempts to possess a potential host, the target creature must make a Will save (DC = 10 + ½ the outsider’s hit dice + the outsider’s Charisma modifier). If the creature succeeds, the outsider cannot attempt to possess that creature for 24 hours. If the creature fails, the outsider’s incorporeal form merges with its new host.

Once an outsider has possessed its host, it has full access to all of the host’s senses and can perceive the world as the host does. It does not have to reveal its presence to its host. In fact, the outsider can possess a host without the host even being consciously aware of it. While possessed, the host will have an aura of evil equal to that of the outsider, regardless of his or her true alignment.

Using the host’s form, the outsider can take any of the following actions:

Speak through the host: At any time, the outsider can take control of the voice of its host. It can choose to speak in any language known to it or to its host. Doing so, of course, will immediately alert the host of its presence (if the host did not already know) and may make any creatures listening suspect that the host is possessed, though they may think the host is insane or evil instead.

Communicate with the host: At will, the outsider can communicate telepathically with its host.

Spell-like abilities: The outsider can use any spell-like abilities it possesses, normally.

Torment host: At will, the outsider can cause the host to become wracked with pain, causing them to become nauseated for 1d6 rounds. This is often used by the outsider to force obedience from the host.

Control the host: At any time, the outsider can attempt to take control of the host’s body. To resist control, the host must make a Will save (DC = 10 + ½ the outsider’s hit dice + the outsider’s Charisma modifier). If the host succeeds, the outsider cannot make another attempt to control the host for 24 hours. If the host fails, the outsider takes complete control and can make use of any of the host’s abilities, including any extraordinary, supernatural, spell-like abilities the host may possess, including any abilities gained through class levels. The outsider can still use any of its own spell-like abilities as well. While under the outsider’s control, the host remains conscious, but is unable to take any actions whatsoever, including mental actions other than telepathic communication with the outsider. Control lasts until the outsider voluntarily relinquishes it or is forced out of the host’s body (see below).

Transform the host: At will, the outsider can attempt to transform its host into a fiendish creature. The host may make a Fortitude save (DC = 10 + ½ the outsider’s hit dice + the outsider’s Charisma modifier) to resist transformation. If the host succeeds, the outsider cannot attempt to transform the host again for 24 hours. If the host fails, the host gains the fiendish template for 10 minutes/per the number of hit dice the outsider has. While transformed, the host’s alignment shifts to match that of the outsider and behaves accordingly.
At any time, the outsider can leave the host’s body and elect to possess another creature. The outsider can attempt to possess the same host again, however the host is entitled to another Will save to avoid possession.

Exorcism.
Possession can been ended by forcing the outsider to leave the host’s body. A successful use of dismissal or banishment can exorcise the outsider from the host’s body and immediately force it to return to its home plane. Dispel magic or break enchantment can also force the outsider out of its host’s body (use the outsider’s caster level for its spell-like abilities for the caster check), but not send it back to its home plane. An outsider exorcised in this manner remains on the material plane as an incorporeal creature and can attempt to possess any creature, including the host it just vacated. Powerful spells like wish or miracle will also exorcise the outsider and send it back to its home plane. Finally, a cleric or paladin with the Alignment Channel (evil) feat can use their channel energy ability to damage the outsider. If the outsider is reduced to zero hit points by this method, it is immediately forced to return to its home plane.
CR = 0.

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Of the eleven core classes, it seems to me that the cleric was changed the least. The channel energy rules make a lot more sense than the 3rd edition turning rules did and they got a few new domain powers. But that's about it. Most of the other classes got new options to make them more customizable. Even in the Advanced Player's Guide, while many of the other classes got new archetypes to try out, all clerics got were subdomains, which are really just variant domains.

So what can we do to make the cleric more customizable?

One idea I had was to regroup the spells into Faith spells and Domain spells. Faith spells (such as bless and magic weapon) are available to all clerics, while domain spells can only be cast by a cleric who selects that particular domain. For example, all the fire-based spells would be put under the fire domain while all the spells relating to undead and negative energy would be in the death domain. Spells that related to particular alignments would belong in the appropriate alignment domain. For example, protection from evil and hallow would belong to the good domain.

Any other thoughts?

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This is a new base class I put together as an NPC villain type. It's loosely based on the blighter PrC from Complete Divine. The idea is a divine version of the defiler wizards from Darksun mixed with a pyromaniac. Any comments will be appreciated.

The Blighter

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This is my update of the Bloodhound PrC from Complete Adventurer. Any suggestions/comments/feedback is appreciated.

http://www.mediafire.com/?3ar0ojv88na59n6

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Anyone know what Pathfinder is planning on doing about level adjustment for races like hobgoblins, drow, etc?

Like, maybe doing what WOTC never could do and be logical and consistent with it?

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Since Concentration is no longer a skill, are there any suggestions on converting 3.5 feats with ranks in Concentration as a prerequisite? A minimum caster level or ranks (-3) in Spellcraft?

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First, let just say thank you for showing some love for 3.5. Not everyone believes that 4th edition is needed at this time. And I'm not happy with some of the preview stuff that's trickling out of WOTC now. Already it seems like half the PCs in 4th edition will be tieflings and that doesn't thrill me at all.

Okay, now, let's talk about races:

Dwarves: Not a lot of changes here, but then, this is a race that really doesn't need major surgery in my opinion. Glad that you're keeping darkvision. Why WOTC would think taking it away from their primary mining race is good idea is beyond me. The weapon proficiencies are good. The axe-wielding dwarf is stereotype held over from Tolkien, but I like that you threw in warhammers. They're smiths, so using hammers as a weapon makes sense. I like the sense-based Perception bonuses. The Wisdom seems to me to be a little iffy and will probably result in more dwarf clerics and paladins showing up, but it's not a bad idea. Overall, no real suggestions.

Elves: Okay, I admit it. I am an elf-hater. They get more racial abilities in the SRD than any other race and generally tend to attract a certain (ahem!) kind of player. The "unnatural beauty" thing looks like it could easily be abused and will probably make the elf the de facto party spokesman even if the party has a character with a higher charisma. I also think the +2 to caster level checks is a bit much. I suggest making that into a racial feat so that the pointy-eared toymakers have to at least burn a feat slot to earn it.

Gnomes: +2 to Charisma. That's good for their favored class, but I've always liked the idea of tinker gnomes (serious tinkers, not the buffoons in Dragonlance), so as with previous editions, I'd suggest a +2 to Int instead. That would shift their racial benefit from Perform and spellcasting to bardic knowledge and further improve their Craft bonus.

Half-elves: This version is more of a true blending of humans and elves than the one in the SRD, but I think it's a little too powerful. I suggest dropping Adaptability. Bonus skills should be the specialty of humans.

Half-orcs: Bravo. Love the Ferocity and Weapon familiarity. The Wisdom bonus, however, seems a little off. Full-blooded orcs in the SRD have a penalty to Wisdom. Also, I'm bored with the orc=stupid stereotype and would prefer to give half-orcs a Charisma penalty instead of an Intelligence penalty. In my campaign, I've given half-orcs a +2 bonus on Intimidate and Survival checks to reflect their ferocious nature and life in the less hospitable terrains. It gives them a little more role playing opportunities to work with.

Halflings: The biggest problem I see with this race is Weapon Familiarity. There simply aren't that many weapons in all of the 3.5 publications with the word "halfling" in them compared to those with "elven" or "dwarven" in them. Also, giving them proficiency with the sling is not that great of a bonus. Sling is a simple weapon and the only class in the SRD that is not proficient with slings is the Wizard. This is one case where what you took out of the SRD (+1 bonus to hit with slings and thrown weapons) is better than what you replaced it with. Also, can somebody please explain to me why dwarves and gnomes get a dodge bonus versus giants and halflings don't?

Humans: Humans are a little weak, especially compared to half-elves. Putting the two races side-by-side, and half-elves look like humans with lots of goodies at the cost of only losing the bonus feat slot. Humans are supposed to be the most adaptable race and still need a little more to reflact that. Suggestion: +2 racial bonus on any single skill, chosen at first level.

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The war is over and, like many survivors, you've spent the past few years
shuffling around Korvaire looking for a place in the new "peace" that has
come. The war has cost you a lot: friends, family, reputation. Peace time
hasn't been much easier and you're willing to take any job now just to get
by. As luck with have it, your travels took you to Sharn, where you heard of
an airship looking for crew members, no questions asked.

When you arrive at the docks, you see the ship and it looks like it saw more
rough times during and after the war than you have. The soarwood hull has
taken numerous hits, looking cracked and even scorched in a few places. You
wonder if this thing is even airworthy, but the fire elemental powering it
seems able to keep it aloft somehow.

The ship is called the Ace of Spades and her captain is a one-eye named
Branna Coullier Lyrandar. When asked about her connection to House Lyrandar,
she frowns and changes the subject quickly, saying only that the Ace of
Spades is working off the books of the House and it's best not to ask
questions unless you're sure you want to the answers.

The other crew members include a halfling cook named Bartleby, a half-orc
bosun named Gruk, and a warforged deck hand who seems to spend all
day and all night swabbing the deck. When asked, Bartleby and Gruk both just
shrug and say, "that's Swab. He was here when the Cap'n acquired the ship."
For his own part, Swab doesn't say anything and ignores any effort to engage
him in conversation. Then there is Trad, a goblin who sticks near the Captain all the time. Occassionally, you've caught him whispering in her ear, but other than that, he says nothing to the crew. He never appears on deck without his red robes covering his entire body. Is he a spell caster or something else? The ten or so enlisted members of the crew avoid him and he avoids them and you as well.

What the hell, you think. This is still the best job offer you've had in
over a year. You sign on with the crew, hoping to learn enough about working
on a ship to get by.

That's the set up. The player characters will serve as the officers of the airship. The work promises to be hard and rough, but it will not be dull.

Any interested parties can email me at den451@comcast.net.

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Hi,

I'm looking to join a gaming group in and around Harrisburg. I'm interested in playing any form of d20 game.