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I've made a Bravery alternative for the Fighter class, which I bet is a completely new, original idea that no one has ever tried. Jokes aside, I, like many, felt like the ability itself was a bit lackluster, so I made an option that could possibly be better! Please feel free to tell me if any of the following abilities are crap, unbalanced or maybe even alright! Enjoy! Conditioning (Ex): Starting at 2nd level, and every five levels thereafter, you may select a form of conditioning. This conditioning provides you a +1 bonus to the specified saves or skill checks listed in the form of conditioning. This bonus increases by 1 for every four levels beyond 2nd. Alertness: You're constantly vigilant to any creature's attempting to hide from you or your allies, adding your conditioning bonus to Perception checks made to notice hidden creatures. Audacity: You are resistant to most forms of intimidation, and find it easy to see past factors such as size and situation, you may double your conditioning bonus to the DC of demoralization attempts made against you. Courage: Your mental resolve is strong, and are able to push through even the most terrifying of situations, adding your conditioning bonus to Will saves against fear effects. Cunning: You can duck and weave through the midst of combat, and can shift out of the way in a moment's notice, adding your conditioning bonus to Acrobatics checks made to move through a threatened square without provoking an attack of opportunity. Defiance: Your mind is conditioned against effects that would affect your mental faculties, adding your conditioning bonus to Will saves against mind-affecting effects. Endurance: Your body is resistant against poisons that would make its way into your body, adding your conditioning bonus to Fortitude saves against poisons. Suspicion: You're always on edge in the midst of combat, with each movement hiding the possibility of attack, adding your conditioning bonus to Sense Motive checks against feint attempts. Vigilance: You are always ready for a fight, and tend to react faster in the throes of combat, you can add your conditioning bonus to initiative checks. This class feature replaces the bravery class feature.
This is my barbarian homebrew for Starfinder. I've seen a number of homebrew classes that have been transferred from Pathfinder to Starfinder and have honestly been alarmed at the "copy-paste" nature of most of them. The Starbarian is intended to be a class focused around sustaining and dealing damage.
THE STARBARIAN
Class Skills: The starbarian's class skills are Acrobatics (Dex), Athletics (Str), Engineering (Int), Intimidate (Cha), Life Science (Int), Perception (Wis), and Survival (Wis). Skill Ranks per Level: 4 + your Intelligence modifier.
Key Ability Scores: You rely on your Constitution for your physical vitality and fortitude, so Constitution is your key ability score. A high Strength score makes your melee attacks both more accurate and more deadly. Level BAB Fort Save Ref Save Will Save Special
Class Features
Fast Movement (Ex) [1st Level]: Your base speed is faster than the norm for your race by 10 feet. This benefit applies only when you're wearing no armor or light armor, and not encumbered. Apply this bonus before modifying your speed because of any load carried or armor worn. This bonus stacks with any other bonuses to your base speed. Rage (Ex) [1st Level]: A barbarian can call upon inner reserves of strength and ferocity, granting them additional combat prowess. As a swift action, you can spend 1 Resolve Point to enter a rage that gives you a +2 morale bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws, and a -2 penalty to both your KAC and EAC. You also gain a number of stamina points equal to 5 x your barbarian level. You can rage for a number of rounds per day equal to 1/2 your barbarian level + your Constitution modifier. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours need not be consecutive. While in a rage, you cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics and Intimidate) or any ability that requires patience or concentration (such as spellcasting). You can end your rage as a free action, and are fatigued for 1 minute after your rage ends. You cannot enter a new rage while fatigued or exhausted, but can otherwise enter a rage multiple times per day. If you fall unconscious, your rage immediately ends. Nomad (Ex) [1st Level]: You are used to braving through harsh environments, and navigating through them. At 1st level, you gain a +1 insight bonus to Athletics and Survival skill checks. At 5th level, every 4 levels thereafter, and at 20th level, this bonus increases by 1. Rage Powers (Ex) [2nd Level]: As a barbarian gains levels, they learn to use their rage in new ways. At 2nd level and every 2 levels thereafter, you gain a rage power. You can only benefit from a rage power while raging. Some of these powers are always active during a rage, and others require you to take an action to use them. Unless otherwise noted, you cannot select an individual power more than once. Rage Powers:
2nd Level Rage Powers Adrenaline Rush (Ex): When making a Strength-based skill or ability check, you can roll twice and take the higher result, and add your rage bonus to such checks. Extended Fervour (Ex): You can rage for an additional 2 rounds per day. This rage power can be selected multiple times. Moment of Clarity (Ex): As a swift action, you can end all benefits and penalties you receive from raging for 1 round. This round still counts towards your total number of rounds of rage per day. Path of the Celestial, Lesser (Su): You gain a slam attack that deals 1d8 points of bludgeoning damage plus your Strength modifier. You're considered proficient with this natural attack. The damage dealt increases by 1d8 for every 6 barbarian levels you have. Path of the Fiend, Lesser (Su): You gain a gore attack that deals 1d8 points of piercing damage plus your Strength modifier. You're considered proficient with this natural attack. The damage dealt increases by 1d8 for every 6 barbarian levels you have. Primal Rage (Ex): You gain a bite attack that deals 1d6 points of piercing damage plus your Strength modifier. You're considered proficient with this natural attack. The damage dealt increases by 1d6 for every 4 barbarian levels you have. Raging Grappler (Ex): You gain a +2 morale bonus to melee attack rolls made to perform a combat maneuver and to your combat maneuver defense while raging. Raging Grenadier (Ex): You increase the range increment of your thrown grenades by 5 x your Strength modifier, and add your Strength modifier to the damage rolls made with grenades. Superstition (Ex): You gain a +2 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. This bonus increases by 1 for every 4 barbarian levels you have. While raging, you cannot be a willing target of any spell, and must make saving throws to resist all spells. Swift Foot (Ex): You gain a 10-foot enhancement bonus to your base speed. 6th Level Rage Powers
Clear Mind (Ex): You may reroll a failed Will save as an immediate action after the first save is attempted, but before the results are revealed. You must take the second result, even if it's worse. This power is usable once per rage. Forceful Maneuver (Ex): Whenever you succeed a combat maneuver against a creature, you deal an amount of damage equal to your Strength modifier plus your rage bonus to damage rolls. You must have the raging grappler rage power to learn this rage power. Internal Fortitude (Ex): You are immune to the sickened and nauseated conditions. Intimidating Physique (Ex): You add your Strength modifier instead of your Charisma modifier on all Intimidate checks made to demoralize a foe. Additionally, you can attempt demoralize attempts as a move action instead of a standard action. Overwhelming Strength (Ex): While determining your Strength score while wearing power armour, you use your Strength score instead of the power armour. Path of the Celestial (Su): You emanate an aura of positive energy while raging that deters evil-aligned attackers. Any adjacent, evil-aligned creature that hits you with a natural or melee weapon takes 1d6 points of positive energy damage plus your Constitution modifier. The damage dealt increases by 1d6 at 12th and 16th level. You must have the lesser path of the celestial rage power to learn this rage power. Path of the Fiend (Su): You exude a miasma of negative energy while raging that deters good-aligned attackers. Any adjacent, good-aligned creature that hits you with a natural or melee weapon takes 1d6 points of negative energy damage plus your Constitution modifier. The damage dealt increases by 1d6 at 12th and 16th level. You must have the lesser path of the fiend rage power to learn this rage power. Roused Anger (Ex): You can enter a rage even when fatigued. If you enter a rage while fatigue, you lose the fatigued condition and don't gain stamina points from the rage. Once this rage ends, you are exhausted for 10 minutes. Witch Hunter (Ex): You deal an additional amount of damage equal to your Strength modifier against creatures possessing spells or spell-like abilities. You must have the superstition rage power to learn this rage power. 10th Level Rage Powers
Ever Vigilant (Ex): You take no penalties to Perception checks for being asleep, though you still can't succeed at purely visual Perception checks while asleep. You can always act on the surprise round, though if your choose to do so when you would otherwise be surprised, you can use your initiative result or the initiative result of the first creature that would have surprise you -1, whichever is lower. Nomadic Athleticism (Ex): You gain a climb and a swim speed equal to your land speed. This speed is not increased by fast movement or the swift foot rage power. You must have the adrenaline rush rage power to learn this rage power. Path of the Celestial, Greater (Su): You gain electricity resistance equal to your Constitution modifier, and your weapons and natural weapons are considered good for the purpose of overcoming damage reduction. You must have the path of the celestial rage power to learn this rage power. Path of the Fiend, Greater (Su): You gain fire resistance equal to your Constitution modifier, and your weapons and natural weapons are considered evil for the purpose of overcoming damage reduction. You must have the path of the fiend rage power to learn this rage power. Retaliating Taunt (Ex): As a swift action, you can choose to leave yourself open to attacks. Attacks against you gain a +4 bonus to attack and damage rolls against you until the beginning of your next turn, but each attack against you provokes an attack of opportunity from you, resolved prior to each attack against you. Undying Resilience (Ex): Instead of the unrelenting resolve class feature giving you 1 Hit Point when spending a Resolve Point to remain conscious, you instead gain an amount of Hit Points equal to your barbarian level. This ability doesn't require you to be raging to be active. 14th Level Rage Powers
Uncanny Agility (Ex) [2nd Level]: You are immune to the flat-footed condition, and your opponent doesn’t gain any bonuses to attack rolls against you from flanking you or attacking you when you’re prone. Furthermore, covering fire and harrying fire don’t provide any advantage against you. Weapon Specialization (Ex) [3rd Level]: You gain the Weapon Specialization feat as a bonus feat for each weapon type with which this class grants you proficiency. Stalwart (Ex) [5th Level]: If you succeed at a Fortitude or Will save against an effect that normally has a partial effect on a successful save, you instead suffer no effect. Unrelenting Resolve (Ex) [7th Level]: Whenever you would fall unconscious due to having 0 Hit Points or fewer, you can instead spend 1 Resolve Point to gain 1 Hit Point and remain conscious. Each subsequent time you would fall unconscious due to having 0 Hit Points or fewer, the Resolve Point cost increases by 1. The Resolve Point increase resets after you have an 8 hour rest. Greater Rage (Ex) [11th Level]: Your bonuses to melee attack rolls, melee damage rolls, thrown weapon damage rolls and Will saving throws when raging increase to +3, and the number of stamina points gained is equal to 7 x your barbarian level. Barbarian's Assault (Ex) [11th Level]: When you make a full attack, you can make up to three attacks instead of two attacks. You take a –6 penalty to these attacks instead of a –4 penalty. Indomitable Will (Ex) [14th Level]: While raging, you become immune to fear and enchantment spells, spell-like abilities and supernatural effects. Mighty Rage (Ex) [17th Level]: Your bonuses to melee attack rolls, melee damage rolls, thrown weapon damage rolls and Will saving throws when raging increase to +4, and the number of stamina points gained is equal to 9 x your barbarian level. Brutalize (Ex) [20th Level]: As a full-round action, you can make all of your attacks at a -8 penalty against a single target, each dealing an additional amount of damage equal to half your base attack bonus. If two or more attacks successfully damage the target, you can expend 1 Resolve Point to force all creatures who can see you or your target to make a Will save or be panicked for 1 round, and are then frightened for 1d4 rounds after the panicked condition ends.
Hello! This is a concept I had for a 'caster' class that was meant to be strictly technological, yet I have little knowledge in turns of balancing an entire class, and so I thought why not turn to the well-spoken, measured and calm individuals of the internet! Spoiler: Chemist
Hit Points: 6 HP Key Ability Score
Class Skills
Proficiencies
3/4 BAB, Fort and Reflex Good saves, Will bad saves. Class Features
Inventions: Instead of casting spells, you instead create various trinkets and objects that replicate spell-like effects. These inventions can range from a missile launcher that replicates magic missile, or a med-kit that acts as mystic cure. You create inventions drawn from the chemist invention list. To learn or create an inventions, you must have an Intelligence score equal to at least 10 + the inventions level. The Difficulty Class for a saving throw against your inventions are 10 + the spell’s level + your Intelligence modifier. Due to the unstable nature of your inventions, they can only be utilized a certain amount of times per day before they breakdown, and must be repaired. In addition, you receive bonus uses per day if you have an Intelligence modifier of +1 or higher, note that you only receive these bonus uses once you can create inventions of that complexity normally. Your selection of inventions are limited. You begin play knowing two mark-1 inventions of your choice. At each new chemist level, you learn one or more new inventions. Every time you gain a level, you can swap out one invention you already know and learn a single new invention of the same complexity in its place. In effect, you lose the old invention in exchange for the new one. You can create any chemist invention you know at any time, assuming you have not yet used up your allotment of uses per day for the inventions level. Table 5-4: Inventions per day. As a technomancer Table 5-5: Inventions Known. As a technomancer Overclock (2nd Level): You may once per day, as a full round action cast a spell with a casting time of a standard action and cast that spell treating your level and key ability modifier as 2 higher for the purposes of Difficulty Class and other level-based variables on the spell. Experiments (2nd Level): Need ideas for these... Scientist (Ex) (3rd Level): Your general knowledge of technology and science provide you greater insight into machinery and the sciences. You gain a +1 insight bonus to Engineering and Life Science checks. This bonuses increases by 1 at 6th level and 3 levels thereafter. Spell List
Mk 2 - Darkvision, Fog Cloud, Force Blast, Mystic Cure, Remove Condition, See Invisibility, Inject Nanobots, Invisibility, Knock, Spider Climb, Recharge, Holographic Image Mk 3 - Arcing Surge, Discharge, Displacement, Explosive Blast, Haste, Healing Junkbot, Mystic Cure, Resistant Armor Lesser, Slow, Holographic Image, Nondetection Mk 4 - Mystic Cure, Resistant Armor, Corrosive Haze, Greater Invisibility, Overload System, Resilient Sphere, Soothing Protocol, Wall of Fire Mk 5 - Dominate Person, Feeblemind, Mystic Cure, Mystic Cure Mass, Remove Condition Greater, Control Machines, Heat Leech, Holographic Image, Holographic Terrain, Rapid Repair, Wall of Force, Telekinesis Mk 6 - Mystic Cure, Mass Mystic Cure, Psychic Surgery, Regenerate, True Seeing, Battle Junkbot, Chain Surge, Discharge Greater, Disintegrate, Wall of Steel
I've seen a substantial amount of things on the forums stating that Spheres of Power offers a far better system of Magic than 'Vanilla PF'. Can someone give me some help on: Introducing it to my players in a simple way. They're PRETTY used to the current system, so apart from using the Archetypes, what are some quick things I can explain to them? With Staves, Wands, Scrolls and Enchantments. Are Enchantments thrown out the window or are the ones they talk about simply new additions? I apologise for the small amount of info, but hopefully someone can help! Thanks!
Custom Counterspell: You expend an attack of opportunity to attempt a counterspell. To counterspell, you must expend one spell slot higher than the spell cast, or the same spell; and must be within 30ft. In either case, both casters must make an opposed caster level check; which receives a +2 bonus for each spell slot higher than the spell casted. For example: A Level 2 Wizard begins to cast shocking grasp, however, you're within 30ft and decide to use your Attack of Opportunity to counter the shocking grasp with a fireball; As you are a Level 6 Sorcerer. The enemy rolls a 13, and adds 2 (their caster level) to their check, resulting in a Caster Level check of 15.
FEAT EXAMPLES Improved Counterspell
Greater Counterspell
Reinforced Casting
I hope that these rules might prove to be useful, and if there is any constructive criticism that anyone can provide, that could prove to be useful; thanks!
I just want to confirm something: If a player with the Craft Magic Arms and Armor feat wants to give a weapon a +1 bonus, will that cost 1000gp instead of 2000gp? The wording - for me atleast - is a little confusing. Does this also mean that giving the flaming quality only costs +4000gp? If this is the case, does this also mean that giving armor a +1 bonus only costs 500gp? These prices just seem a bit cheap, and I've honestly never had to deal with magic item creation until recently. Thank you!
Hello! Recently, i've found the great (optional) system that are talismanic components. However, I also found that their was no real consistent way to calculate the worth of these in a balanced way. I then sought out to work and balance them! I'll get straight into the maths: First off, Armour/Shield Enchanting: +1 bonus = Sliver of Aether (+1,000gp)
These components are used to give a bonus of +1 to +5, the components are interchangeable, and are worth the amounts noted above.
Balanced = Earth Elemental Heart (+3,000gp)
All +1 properties MUST cost 3,000gp to be balanced and consistent. For those asking about multiple enchantments, i propose this:
+1 bonus = Sliver of Aether (+1,000gp)
As you can see, it only equals 7,000gp, which is why i propose a "binding agent" of some kind. This binding agent needs to be worth 2,000gp to work as well. Now, weapon properties work very similar, all you need is to double all the things above. For example, a +1 flaming keen shortsword costs 18,000gp.
That's the rundown of talismanic components! Let me know if there's any issues with this!
Hello! I was just needing some quick help with the explanation of the Magus Spellbook. "At each new magus level, he gains two new magus spells of any spell level or levels that he can cast (based on his new magus level) for his spellbook." Does this mean that a Level 7 Magus gains 2 Level 1 Spells, 2 Level 2 Spells, and 2 Level 3 Spells in his spellbook?
Hello! I was just wondering if anyone could help me balance or think of any new ideas for my custom shaman spirit. It is meant to be a slightly stronger spirit, and is a combination of the Flames and Battle spirits, so if anyone has any ideas (especially for the manifestation) that'd be great! Igari A shaman who allows Igari to become their spirit has a bestial look to them, and has the faint smell of molten metal about them. When they call upon their shamanistic abilities, their skin begins to turn red, and their eyes become pure beams of light. Spirit Magic Spells: touch of combustion (1st), bear's endurance (2nd), rage (3rd), dragon's breath (4th), fire snake (5th), mass bear's endurance (6th), firebrand (7th), frightful aspect (8th), elemental swarm (9th) Hexes: A shaman who chooses the spirit of Igari can select from the following hexes. Crippling Immolation (Su): The shaman causes a creature within 20 feet to be overcome with a crippling agony in the form of a fiery nimbus, making them vulnerable to fire and take a -2 penalty to all attack rolls until the end of the shaman's next turn. If the creature is already vulnerable to fire, this hex has no effect. Fire immunity and resistances apply as normal, and any saving throw allowed by the effect that caused the damage reduces it as normal. At 8th and 16th levels, the duration of this hex increases by 1 round and the attack penalty of this hex increases by 1. Primal Tenacity (Ex): The shaman gains a +2 bonus on Fortitude saves. At 5th level, the shaman receives Endurance as a bonus feat. At 10th level, the shaman receives Diehard as a bonus feat. Aegis of Flame (Su): The shaman touches a willing creature (including themselves) and grants a barrier of flame. The next time that creature would be dealt fire damage, that creature gains fire resistance 5. If that creature already has fire resistance, this ability does not stack. At 8th and 16th level, this resistance increases by 5. Battle Ward (Su): The shaman touches a willing creature (including herself) and grants a battle ward. The next time a foe makes an attack roll against the target, the ward activates and grants a +3 deflection bonus to the warded creature's AC. Each subsequent time the warded creature is attacked, the defection bonus decreases by 1 (to +2 for the second time and +1 for the third). The ward fades when the bonus is reduced to +0 or after 24 hours, whichever comes first. At 8th level, the ward's starting bonus increases to +4. At 16th level, it increases to +5. A creature affected by this hex cannot be affected by it again for 24 hours. Fire Nimbus (Su): The shaman causes a creature within 30 feet to gain a nimbus of fire. Though this nimbus doesn't harm the creature, it does cause the creature to emit light like a torch, preventing it from gaining any benefit from concealment or invisibility. The target also takes a –2 penalty on saving throws against spells or effects that deal fire damage. The fire nimbus lasts for a number of rounds equal to the shaman's level. A successful Will saving throw negates this effect. Whether or not the save is successful, the creature cannot be the target of this hex again for 24 hours.
Spirit Ability: A shaman who chooses the spirit of Igari as her spirit or wandering spirit gains the following ability.
Greater Spirit Ability: A shaman who chooses the spirit of Igari as her spirit or wandering spirit gains the following ability upon having access to the greater version of that spirit. Contagious Fervour (Ex): As a full-round action, the shaman can make up to 3 creatures (including themselves) within 30 feet become instilled with rage and warmth. All affected creatures gain a +2 morale bonus to their attack rolls and weapon damage rolls, and gain fire resistance 5. This ability lasts for a number of rounds equal to half their shaman level. True Spirit Ability: A shaman who chooses the spirit of Igari as her spirit or wandering spirit gains the following ability upon having access to the true version of that spirit. Primal Rage (Su): As a standard action, the shaman assumes the form of a Large creature, and gains a +10 morale bonus to Strength and Constitution, a +6 morale bonus on Will saves, a -10 penalty to AC, and a -4 penalty to Dexterity. This ability lasts for a number of minutes equal to their shaman level. Manifestation: Upon reaching 20th level, the shaman becomes an embodiment of the primal god of fire. The shaman gains fire immunity. In addition, the shaman automatically confirms all critical hits they threaten, and gain an immunity to fear effects.
Hello! I was just after some help regarding some Shaman Archetypes! To put it simply, soon, our parties Shaman will soon get the chance to stay as a normal Shaman, or denounce their wandering spirits in favor for a significantly stronger spirit. I do see the concerns for this, since the wandering spirits are a significant part of the class itself. I believe that the archetype itself could work, but I also have my doubts. The Devoted
The Animist
The idea for the Animist is having a stronger link with all spirits, whilst sacrificing their stronger bond with their original spirit.
Feel free to provide criticism where it's needed, as I'm aware that most of these will be a nerf or significant buff, so feel free to give me feedback!
Hello! This is my idea that languages shouldn't be so easily learned as soon as you gain a single rank in Linguistics, this system seems to work in my current campaign due to its seamless integration with everything. The system works quite simply, each language has a 'rank' representing your knowledge of the language, the ranks go from 1 to 5, 1 meaning that you can string together a few sentences and understand basic words whilst 5 represents a mastery of the language. Here is a further example of each rank, feel free to offer suggestions for balancing: Level 1 - You have a simple understanding of the language and recognize some phrases and sentences. -4 on Bluff, Diplomacy and Intimidate skill checks when speaking/listening to this language and -2 on Linguistics and Sense Motive. Level 2 - You have a basic understanding of the language and can recognize most phrases and sentences. -2 on Bluff, Diplomacy and Intimidate skill checks when speaking or listening to this language and -1 on Linguistics and Sense Motive when listening to this language. Level 3 - You have a complete understanding of the language and can recognize all well-known phrases and sentences. You receive no penalties or bonuses due to this. Level 4 - You have a further understanding of the language and use various synonyms and other language conventions in your sentences. +2 on Bluff, Diplomacy and Intimidate skill checks when speaking or listening to this language and +1 on Linguistics and Sense Motive when listening to this language. Level 5 - You have an advanced understanding of the language and try to use most language conventions in the most advanced way possible to make your sentences larger, and thus you exude an aura of authority and articulation. +4 on Bluff, Diplomacy and Intimidate skill checks when speaking or listening to this language and +2 on Linguistics and Sense Motive checks when listening to the language. For those who want to make progression more difficult, you might make your PCs make a Linguistics check to understand someone at Ranks 1 and 2, and make the same check for those listening to a PC with a rank of 4 and 5, though that's just an option, you could also make language progression have more ranks in between for more difficult languages.
Rules:
If anyone has any questions about the system that I haven't covered, feel free to bring it up. |