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70 posts. Alias of Eyolf The Wild Commoner.


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I found that the Gargoyle example on the Race Builder for the PRD example.

Has flight of 50 ft and average maneuverability. Though the cost for this is listed as 8 RP.

Under my two interpretations of the Rules As Written. This would seem to support the first.

Meaning that the first is 4 RP for the ability itself, +2 for increased flight and maneuverability multiplied by two.

Which is 30 + 10 + 10 = 50 Flight speed, and Clumsy -> Poor -> Average.


I found that the Gargoyle example on the Race Builder for the PRD example.

Has flight of 50 ft and average maneuverability. Though the cost for this is listed as 8 RP.

Under my two interpretations of the Rules As Written. This would seem to support the first.

Meaning that the first is 4 RP for the ability itself, +2 for increased flight and maneuverability multiplied by two.

Which is 30 + 10 + 10 = 50 Flight speed, and Clumsy -> Poor -> Average.


I have a rule question for the Race Builder Flight ability. (Answered see my second post).

The following ability states that you may take it multiple times and each additional time you take it, if you spend 2 RP you increase the Flight speed and maneuverability.

Quote:
Flight (4 RP): Prerequisites: None; Benefit: Members of this race have a fly speed of 30 feet with clumsy maneuverability. Special: This trait can be taken more than once. For each additional 2 RP spent, the race's fly speed increases by +10 feet, and the maneuverability improves by one step.

Does this mean that if you take the base feat by spending 4 RP. Then add an additional 2 RP to that cost (Total 6) You gain 40 FT flight with Poor Maneuverability.

Or, does this mean you would be required to spend 4 RP base + 6 RP, total 10 RP. To gain 40 ft Flight and Poor Maneuverability.


I have a rule question for the Race Builder Flight ability. (Answered see my second post).

The following ability states that you may take it multiple times and each additional time you take it, if you spend 2 RP you increase the Flight speed and maneuverability.

Quote:
Flight (4 RP): Prerequisites: None; Benefit: Members of this race have a fly speed of 30 feet with clumsy maneuverability. Special: This trait can be taken more than once. For each additional 2 RP spent, the race's fly speed increases by +10 feet, and the maneuverability improves by one step.

Does this mean that if you take the base feat by spending 4 RP. Then add an additional 2 RP to that cost (Total 6) You gain 40 FT flight with Poor Maneuverability.

Or, does this mean you would be required to spend 4 RP base + 6 RP, total 10 RP. To gain 40 ft Flight and Poor Maneuverability.


Jr. Annalist wrote:

I finally have the revised Beta version of the Abridged P6 Codex posted at: http://p6codex.com/AbridgedP6CodexV0p2.pdf

I think I made changes in the spirit of most of the suggestions posted above - all of your advice, comments, criticism, and support was invaluable. Thank you!!

The major changes were:
* An additional signature feat can be taken every ten epic advancements (the added flexibility for those playing that long seemed worth the modest power creep, and it removes a bit of the systems mastery optimization need)
* Leadership was modified to make it easier to get Followers and to lower the starting Cohort level
* Combat Improvement has a prerequisite of BAB +4 (so it matches what the characters actually get at 7th level)
* Extra Skill Capacity was rolled into Greater Skillfullness, which was also simplified
* Greater Toughness was simplified
* Intrinsic Bond was weakened for Druids (as several pointed out, not all 8th level granted powers are equal...)
* Legendary Craftsman was simplified and a list of all creatable magic items was added to the document
* Master of Forms was weakened
* The Signature Combat Feat was added, subsuming Improved Critical, Improvised Weapon Mastery, and Stunning Fist, and also allowing the 3/4 BAB classes the potential of obtaining +6 prerequisite combat feats as signature feats
* The rule for violating item creation prerequisites was modified

(V0p1 is still posted, with a cover sheet added -- just change V0p2 to V0p1 in the link).

I look forward to any suggestions you have on what the current document needs.

Right now I'm working on the unabridged parts (adding in selected pieces from the Advanced and Unlimited books) and will be posting sections as I go along. Hopefully soon!

Well I started making a pathfinder E6 variant way back in like 2008 or 2009. I'm reviewing your variant and I'm seeing a LOT of extra wording, especially confusing sentences.

I've been doing some modifications on my own variant with inspiration from yours. I'd love to share ideas and perhaps we could work together in creating a better E6.

I've cleaned up a lot of wording as well in my opinion. Been working on E6 heavily for the past four days ><

If you have a skype, it'd be great to communicate that way. I can private message you my skype name.


Examples below as requested.

Click Here for Examples:
The Stitched (portion)
From:
Golems: Artifical constructs created by wizards and clerics to act as guardians and soldiers. Made from a variety of sources, ranging from Clay to Iron, but no form of Golem is more ghoulish and reviled than the Flesh Golem. Created from the corpses of the dead, in many minds Flesh Golem are only one step removed from the undead, and are walking abberations and mockeries of life.

But what if they were something more.

Occasionally, once in a great while, a wizard will be seized with a sudden spark of inspiration. Driven by forces they can barely comprehend, the wizard will begin constructing a Flesh Golem in the standard way, collecting the corpse parts, expending the money and resources, and casting the spells that will imbue the Flesh Golem with life.

But what gets up is not a flesh golem. Its one of the Stitched.
The Stiched are not Flesh Golems, nor are they fully human. They are some sort of halfway point between constructs and humans, fully aware and intelligent, full of curiosity of the world around them, but also cursed with an unnatural aura that makes them unable to fit in with most humanoids. As a result, most Stitched are solitary wanderers or hermits, looking to understand the world they live in and the secrets of their origins.

Each Stitched also carries the spark that created them, allowing each of them to create a member of their own kind. However, whether human or Stitched, the Spark only allows the creation of one Stitched. All future attempts to create Stitched either fail or create common flesh golems.

TO:
Golems: Artificial constructs created to act as guardians. Made from various materials like Clay or Iron. The most repulsive made from Flesh, stitched together from corpses. Most view them as undead abominations, mocking life.

Though they can be much more, sometimes a Flesh Golem rises through unknown circumstances as a Stitched. Sentient and curious about the world around them, though cursed in a state between life and death. Causing most Stitched to adventure alone, seeking out the mystery of their creation.

All stitched retain the spark of energy which gave them life, and are able to share it, creating one Stitched to share life with.

From:
Sometimes known as "living ghouls"
To:
Known as "living ghouls"

From:
and feast upon the dead of other species.
To:
to feast upon the dead of other species.

From:
In spite of this, Sluagh are not necessarily evil or malicous. In truth the Sluagh fulfill the same function in nature as vultures and jackals, existing to get rid of carrion and filth. In more civilized times, Some Sluagh take this as their task is to wipe out all undead.

To:
Slaugh are not evil or malicious, instead they fulfill the function of a scavenger in nature like vultures. Cleaning up the carrion filth, some even view it as their task to eliminate undead in this method.


I've read the racial statistics fully, and parts of the fluff.

I'd like to recommend that when you create a race you stick as close to the 10, 20, and 30 point ranges. Going below or above them by 1 is usually acceptable.

The reason I state this is because any race below 10 points will be weaker than average among the selection of races. Those who can be rounded to 20 or 30 will receive a penalty to levels depending on the average group level.

Thus I'd buff your sheep. The stitched, I typically never recommend going over 20 points, but hey, your race, your game. 30 point races are fine.

Though I noticed this;
Dual minded: This Stitched was created using two halves of different brains, giving the Stitched a +2 bonus to all saving throws. This replaced Fearless. (1 rp)

I'm not sure why anyone would NOT take this trait. +2 Vs Fear or +2 to all saves (including fear).

As for fluff. I like it all, though I'd recommend removing the actual construction steps from the stitch and any unnecessary text from each race's fluff. It just adds to the reading which makes a player less likely to gain any important information about the character, retain that information or be interested in reading it.


CrinosG wrote:
Insanity Logic wrote:
Like to recommend you use bolding on titles and spoiler on fluff for easier review.
Okay, I will do that on future posts. Sorry about that.

No apologies necessary. Just attempting to help you. I'll review them now.


Bestial Wild Shape
At 1st level you gain the ability to use Wild Shape At Will as if you were level 4, except you have no time or use limit.


Revisions:
Quickened Shape
At 7th level your Wild Shape ability becomes a move action that does provoke attacks of opportunity.
At 8th level your Wild Shape ability becomes a swift action that does provoke attacks of opportunity.


Like to recommend you use bolding on titles and spoiler on fluff for easier review.


Threeshades wrote:

I would clean up the wording a little bit first.

Bestial Wild Shape
At 1st level you gain the ability to use Wild Shape at will. You wild shape lasts an unlimited amount of time. When using wild shape to transform into an animal, treat your effective druid level ability as equal to your Bestial Wild Shape druid level +3.

You definitely need to lose a lot more original druid stuff to justify the increase in shapeshifting power though. We're rapidly approaching a completely new class here, I think. Diminished casting definitely makes sense (perhaps as the new hunter's, having druid spells but only up to level 6 and with accordingly slower progression)

Why would the Wild Shape need to be Druid Level +3? That I do not understand and would in fact make the class more powerful than I have it now.

In addition what powers are you speaking of specifically that make it significantly more power that you'd warrant it requiring a nerf to casting?


Spoiler the fluff. We're here to help balance the race stats, not the fluff. Also I recommend adding Race points to the stats so it's easier to judge.


Thank you all for the feedback, it has been greatly appreciated.


GarnathFrostmantle wrote:
I feel like shield wall feat should be involved somehow. I do like them receiving shield ally.

That is a Combat and Teamwork feat and thus is accessible through Combat Focus.

Combat Focuses:
Combat Feat: If chosen this ability grants you a bonus Combat Feat or Shield related Teamwork Feat.


Threeshades wrote:

This definitely looks alright to me.

First off, a lot of abilities look like they have been copy pasted from elsewhere. That's alright but you might want to edit them so they actually talk about yur class.

The class captures the flavor of the spartan hoplite nicely and has unique and useful abilities for an adventuring party and it looks well balanced too, so all in all I would say goal achieved.

Maybe it could take defensive or shield relatedteamwork feats as combat focuses that it grants to allies. coordinated defense, shielded caster and back to back come to mind.

On the final version all mentions of other classes have been removed. I've also removed all mentions of specific genders and have replaced them with the Spartan or you / your.

I've also added to the Combat Focus that you can take any Teamwork Shield related feats.


Insanity Logic wrote:
Could someone explain this Mythic and Champion tier stuff to me?

Found it. Not sure when they added that to the PRD. One thing is sure. I failed my perception check and I'm being flanked right about now.


If they don't get the 3 clues and you really want them to know the situation. Then just throw it at them. Have the Lady Sisca herself inform them who she is.

Have a mysterious stranger tell them.

Heck, tell one of the players that their character after hearing the information believes there may be something more to know about The Lady Sisca.

They may have even guessed it but just not cared enough to mention it.


Rorenado wrote:
First of all, I would knock them down to a d10. Warriors they were, berserkers they were not.

I unfortunately ended up removing Champion and such, but I believe the abilities replacing them work just as thematically.

How does it look now with the above posted revised changes?


Added reposition to Stand Firm.


Vigilant Defender is now a Combat Focus. Tower Shield Bash is granted at level 5.
Hit dice reverted back to d10.

Armor Training 1 and Tower Shield Training granted at level 3.

Armor Training (Ex): Starting at 3rd level, when wearing armor, you reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by 1.
In addition, you can also move at normal speed while wearing medium armor.

Tower Shield Training (Ex): At 3rd level, while you employ a tower shield, for Armor Training 1 the armor penalty is reduced by 3 and the maximum Dexterity bonus allowed by your armor increases by 2.


Hit dice increased to 1d12.

Phalanx Fighting is now granted at level 1. Combat focus has been removed from level 1.

At level 3 you now have the ability to bash with tower shields at 1d6, 1d8 if you get it spiked (you may only get them spiked if you have this class)


See. I like the fact you tackle the actual issues with this instead of the ones that are not actually issues.

We could remove other class features or nerf some in exchange for the extra power given by the swift shaping.

Though if it's that much of an issue in combat, then I'd rater restrict it to something else, perhaps a move action or even eliminating the quickened shape altogether.

Thus allowing the Druid to operate with the core idea of what this archetype is meant to be.

I will definitely look into the vermin spell stuff though to replace elemental body, which more thematically fits. Though I think it'd be best to keep the elemental body and just use the normal wild shaping. Typically players would keep to their own themes so long as the GM supports it in my opinion. Though I am highly focused on trying to not break things.

I'll post a new version of this later.

Again, you're awesome. Thank you so much. Seriously. You have no idea.


Updated and here is the new Spartan. Please review and provide new feedback.

Spartan Class

Alignment: Any

Hit Die: d10

Class Skills: Bluff (Cha), Climb (Str), Craft (Int), Intimidate (Cha), Knowledge (History) (Int), Perception (Wis), Survival (Wis), Sense Motive (Wis), and Swim (Str).

Skill Ranks Per Level: 2 + Int modifier per level.

Quote:

Level | BAB | Base Fort | Base Ref | Base Will | Granted Abilities

1st | +1 | +2 | +0 | +2 | Combat Focus
2nd | +2 | +3 | +0 | +3 | Combat Focus, Stand Firm 1
3rd | +3 | +3 | +1 | +3 | Phalanx Soldier
4th | +4 | +4 | +1 | +4 | Combat Focus
5th | +5 | +4 | +1 | +4 | Vigilant Defender
6th | +6/+1 | +5 | +2 | +5 | Combat Focus, Stand Firm 2
7th | +7/+2 | +5 | +2 | +5 | Deft Shield 1
8th | +8/+3 | +6 | +2 | +6 | Combat Focus
9th | +9/+4 | +6 | +3 | +6 | Shield Ally 1
10th | +10/+5 | +7 | +3 | +7 | Combat Focus, Stand Firm 3
11th | +11/+6/+1 | +7 | +3 | +7 | Deft Shield 2
12th | +12/+7/+2 | +8 | +4 | +8 | Combat Focus
13th | +13/+8/+3 | +8 | +4 | +8 | Shield Ally 2
14th | +14/+9/+4 | +9 | +4 | +9 | Combat Focus, Stand Firm 4
15th | +15/+10/+5 | +9 | +5 | +9 | Irresistible Advance
16th | +16/+11/+6/+1 | +10 | +5 | +10 | Combat Focus
17th | +17/+12/+7/+2 | +10 | +5 | +10 | Shield Ally 3
18th | +18/+13/+8/+3 | +11 | +6 | +11 | Combat Focus, Stand Firm 5.
19th | +19/+14/+9/+4 | +11 | +6 | +11 | Shield Mastery
20th | +20/+15/+10/+5 | +12 | +6 | +12 | Combat Focus, Shielded Fortress

Class Features

Weapon and Armor Proficiency: You are proficient with all simple and martial weapons and with medium, and light armor and all shields (including tower shields).

Stand Firm (Ex): At 2nd level, a phalanx soldier gains a +1 bonus to CMD against bull rush, overrun, and trip attempts. This bonus also applies on saves against trample attacks. The bonus increases by +1 for every four levels beyond 2nd. This ability replaces bravery.

Combat Focus (Ex): Starting at 1st level, you gain a Combat Focus from the Combat Focus list below. You gain a new Combat Focus at 2nd level and every two levels thereafter (4, 6, 8, 10, 12, 14, 16, 18, and 20).
Combat Focuses:
Combat Feat: If chosen this ability grants you a bonus Combat Feat.

Spoiler:
Shifting Stance (Ex): As a move action you may perform a special feint combat maneuver against an adjacent foe. If successful, the target loses their dexterity bonus to armor class for your next attack. In addition they suffer a -2 penalty to armor class for the next round. You may use this ability a number of times per day equal to your Spartan level.

Intimidating Glare (Ex): You may make an Intimidate check against one adjacent foe as a move action. If you successfully demoralize your opponent, the foe is shaken for 1d4 rounds + 1 round for every 5 points by which your check exceeds the DC.

Resiliency (Ex): Once per day, you may gain a number of temporary hit points equal to your Spartan level. Activating this ability is an immediate action that can only be performed when you are brought to below 0 hit points. This ability can be used to prevent yourself from dying. These temporary hit points last for 1 minute. If your hit points drop below 0 due to the loss of these temporary hit points, you fall unconscious and are dying as normal.

Numbing blow (Ex): Opponents damaged by your attacks can't make attacks of opportunity for 1 round.

Stand Up (Ex): You may stand up from a prone position as a free action. This still provokes attacks of opportunity for standing up while threatened by a foe.

Swift Reaction (Ex): During the surprise round, opponents are always considered flat-footed to a Spartan with this ability, even if they have already acted.

Internal Fortitude (Ex): You are immune to the sickened and nauseated conditions. A Spartan must be at least 8th level before selecting this ability.

Clear Mind (Ex): You may reroll a failed Will save. This ability is used as an immediate action after the first save is attempted, but before the results are revealed by the GM.You must take the second result, even if it is worse. A Spartan must be at least 8th level before selecting this ability. You may only use this ability once per encounter.

Determined Will (Ex): Your determination of will makes you almost immune to compulsion. As a free action you may make an additional saving throw against a mind-affecting spell or ability, even if an opponent is controlling or influencing your actions. You may only use this ability once per round. You must be at least level 12 to take this ability.

Fearless (Ex): You are immune to the shaken and frightened conditions. A Spartan must be at least 12th level before selecting this ability.

Knockback (Ex): Once per round, you may make a bull rush attempt against one target in place of a melee attack. If successful, the target takes damage equal to your Strength modifier and is moved back as normal. You do not need to move with the target if successful. This does not provoke an attack of opportunity.

Knockdown (Ex): Once per encounter, you can make a trip attack against one target in place of a melee attack. If successful, the target takes damage equal to your Strength modifier and is knocked prone. This does not provoke an attack of opportunity.

Mighty Swing (Ex): You automatically confirm a critical hit. This ability is used as an immediate action once a critical threat has been determined. A Spartan must be at least 12th level before selecting this ability. This ability can only be used once per encounter.

No Escape (Ex): You can move up to double your normal speed as an immediate action but may only use this ability when an adjacent foe uses a withdraw action to move away from you. You must end your movement adjacent to the enemy that used the withdraw action. You provokes attacks of opportunity as normal during this movement. This ability can only be used once per encounter.

Powerful Blow (Ex): The Spartan gains a +1 bonus on a single damage roll. This bonus increases by +1 for every 4 levels the Spartan has attained. This ability is used as a swift action before the roll to hit is made. This ability can only be used once per encounter.

Quick Reflexes (Ex): You can make one additional attack of opportunity per round.

Renewed Vigor (Ex): As a standard action, You may heal 1d8 points of damage + your Constitution modifier. For every four levels the Spartan has attained above 4th, this amount of damage healed increases by 1d8, to a maximum of 5d8 at 20th level. A Spartan must be at least 4th level before selecting this ability. This ability can be used only once per day.

Strength Surge (Ex): You may add your Spartan level on one Strength check or combat maneuver check, or to a Combat Maneuver Defense when an opponent attempts a maneuver against you. This ability is used as an immediate action. This ability can only be used once per encounter.

Surprise Accuracy (Ex): You gain a +1 morale bonus on one attack roll. This bonus increases by +1 for every 4 levels the Spartan has attained. This ability is used as a swift action before the roll to hit is made. This ability can only be used once per encounter.

Unexpected Strike (Ex): You can make an attack of opportunity against a foe that moves into any square threatened by you, regardless of whether or not that movement would normally provoke an attack of opportunity. This ability can only be used once per encounter. A Spartan must be at least 8th level before selecting this ability.

Come and Get Me (Ex): As a free action you may leave yourself open to attack while preparing devastating counterattacks. Enemies gain a +4 bonus on attack and damage rolls against you until the beginning of your next turn, but every attack against you provokes an attack of opportunity from you, which is resolved prior to resolving each enemy attack. A Spartan must be at least 12th level to select this ability.

Flesh Wound (Ex): Once per day, you can try to avoid serious harm from an attack. You must make a Fortitude save with a DC equal to the damage that would be dealt by the attack. Your armor check penalty applies on this saving throw. If the save succeeds, you takes half damage from the attack and the damage is nonlethal. You must elect to use this ability after the attack roll is made, but before the damage is rolled. A Spartan must be at least 10th level to select this ability.

Ground Breaker (Ex): Once per encounter, you can attack the floor around you as a standard action. This attack automatically hits and deals damage normally. If you manage to deal more damage than the floor's hardness, the space you occupy and all of the squares adjacent to you become difficult terrain. Creatures in these squares, except you, must make a DC 15 Reflex save or be knocked prone. A Spartan must be at least 6th level to select this ability.

Overbearing Advance (Ex): You inflict damage equal to your Strength bonus whenever you succeed at an overrun combat maneuver.

Overbearing Onslaught (Ex): You may overrun more than one target per round, with a –2 penalty on your CMB for each overrun check after the first. You must have the overbearing advance Combat Focus to select this ability. A Spartan must be at least 6th level to select this ability.

Smasher (Ex): Once per encounter, whenever you make an attack against an unattended object or a sunder combat maneuver, you can ignore the object's hardness. This ability must be used before the attack roll or sunder check is made.

Phalanx Fighting (Ex): At 3rd level, when a phalanx soldier wields a shield, he can use any polearm or spear of his size as a one-handed weapon. This ability replaces armor training 1.

Vigilant Defender (Ex): Starting at 5th level, you may stand your ground, warding the spot where you make your stand to prevent foes from slipping past. If an opponent attempts to use the Acrobatics skill to move through your threatened area or your space without provoking attacks of opportunity, the Acrobatic check DC to avoid your attacks of opportunity increases by an amount equal to your class level.

Deft Shield (Ex): At 7th level, the armor check penalty from a shield and the attack roll penalty are reduced by –1 for a phalanx soldier using a tower shield. At 11th level, these penalties are reduced by –2. This ability replaces armor training 2 and 3.

Shield Ally (Ex): At 9th level, when using a heavy or tower shield, you can, as a move action, provide partial cover (+2 cover bonus to AC, +1 bonus on Reflex saves) to yourself and all adjacent allies until the beginning of your next turn.

At 13th level, you can instead provide cover (+4 cover bonus to AC, +2 bonus on Reflex saves) and evasion (as a rogue) to one adjacent ally until the beginning of his next turn. This cover does not allow Stealth checks.

At 17th level, you can provide cover to yourself and all adjacent allies, or provide improved cover (+8 cover bonus to AC, +4 bonus on Reflex saves, improved evasion) to a single adjacent ally.

Irresistible Advance (Ex): At 15th level, you gain a bonus on bull rush and overrun CMB checks. This bonus depends on the type of shield used: +1 with a buckler, +2 with a light shield, +3 with a heavy shield, or +4 with a tower shield.

Shield Mastery (Ex): At 19th level, a shielded fighter gains DR 5/— when wielding a shield. This ability replaces armor mastery.

Shielded Fortress (Ex): At 20th level, your shield cannot be disarmed or sundered. You gain evasion (as a rogue) when using a shield (improved evasion when using a tower shield). As a move action, you can provide evasion to all adjacent allies until the beginning of your next turn. As an immediate action, you can provide improved evasion to an adjacent ally against one attack.


Thank you. I'll probably modify the armor proficiency to remove heavy armor, and reduce the hit points to d10.

I'll also look into focusing on shields more.

I like the idea for more bonuses against positioning. Though I'm not familiar with reposition.


Super slow board!


Speaking of which. I've been very active in this forum lately. I figure it's common courtesy for someone to review other works if he wants his own reviewed. I've noticed that either this board is extremely slow or I'm impatient or I have bad fortune. I've had exactly 1 person review my own work and it's not very informative.

If you could please review either the Spartan Class or the Bestial Wild Shape Druid archetype, that would be appreciated.


Now I see what you mean. I believe Scribe Scroll is appropriate. Works well. I have no further issues with this. I like it.


This seems like an amazing class. I like the thought you put into creating this. It's really cool. Reminds me of Xerath from League of Legends.

As for balance. I honestly don't know. I'd have to test the class out in some combats I suppose to determine that.

Would appreciate if you reviewed my Spartan Class. It's on page 1 of this board. Thank you.


I like it. Though may I ask why you get Scribe Scroll free with no loss for it? That doesn't seem quite right to me.

Also I'd like it if you could review my Spartan Class it's on this first page. Please, thank you.


I'd like to recommend you use a format lay out for your class like I did with mine, The Spartan. It may make things easier to review by your peers.

My spartan can be found in this forum.


I like to use the Three Clue Rule. A situation may seem obvious to you, but it's not to the players.

Always present to them at least 3 individual clues to any situation.


Captain Emberwrath wrote:
Insanity Logic wrote:
I like it. Though the disguise at the bottom there has no listed RP.

blarg. I knew I forgot something. I was really tired when I posted it.

Since it's just one skill I think 1 RP is fair.

Actually, no. If you're going to use the Race Builder system, you need to not cheat it. A single +2 bonus to any skill is worth 2 RP.

Skill Bonus (2 RP): Prerequisites: None; Benefits: Pick a single skill. Members of this race gain a +2 racial bonus on skill checks made with this skill. Alternatively, pick two related skills—each member of this race gains a +1 racial bonus on these skills during character creation. Special: This trait can be taken up to three times. Each time it is taken, choose a different skill (+2 bonus) or two different skills (+1 bonus on one of character's choice).

http://paizo.com/pathfinderRPG/prd/advancedRaceGuide/raceBuilder/racialTrai ts.html#_feat-and-skill-racial-traits


Insanity Logic wrote:

Updated.

Manoeuvre Training (Ex): Starting at 1st level you gain a +1 bonus to both Combat Maneuvers Bonus and Combat Maneuver Defense. Every four levels thereafter your bonus increases by a cumulative +1, becoming +2 at level 5, +3 at level 9, +4 at level 13, and +5 at level 17.

Combat Focus (Ex): Starting at 2nd level, you gain a Combat Focus from the Combat Focus list below. You gain a new Combat Focus every two levels thereafter (2, 4, 6, 8, 10, 12, 14, 16, 18, and 20).

Would appreciate feedback. Full on feedback >< Once again trying to compare these to the core fighter and barb. I don't want this class to be obviously better. I want it to be a nich. You play the barbarian for its rage ability and movement / trap sense abilities.

You pick the fighter for mastery of weapons and armor, along with the large selection of feats.


Maybe the see in darkness thing, just give them Darkvision instead? Would help reduce the RP.


I'd just recommend you try playing E6 or E8. I have the rules for you if you'd prefer. It'd get rid of all the chaos.


I like it. Though the disguise at the bottom there has no listed RP.


Updated.

Manoeuvre Training (Ex): Starting at 1st level you gain a +1 bonus to both Combat Maneuvers Bonus and Combat Maneuver Defense. Every four levels thereafter your bonus increases by a cumulative +1, becoming +2 at level 5, +3 at level 9, +4 at level 13, and +5 at level 17.

Combat Focus (Ex): Starting at 2nd level, you gain a Combat Focus from the Combat Focus list below. You gain a new Combat Focus every two levels thereafter (2, 4, 6, 8, 10, 12, 14, 16, 18, and 20).


I think planning on the eidolon like mechanics would be best. Also +1 for Tiny Stark.


I think planning on the ediolon like mechanics would be best. Also +1 for Tiny Stark.


I'd recommend you try and do something with a range of 10 to 12 RP if possible. This would make it more in line with the core and other non-standard races.

As it stands now, he'd be rounded to 20 and have an adjustment of 1 level.


I actually have some Gripli that have a sunken temple in the swamp. More like a temple city though. Most of the chambers are drowned, though some still have integrity and provide stale air.


Looks good to me, I'll use this with your permission of course. All credit goes to you.


I could move Vigilant Defender to level 5. Put Combat Focus at level 1.

Then for level 13 come up with a better version of Vigilant Defender. Not sure what that would be though....


Ciaran Barnes wrote:

I don't have the time to look through the entire write-up, but I'll say a little. The class skill list is interesting. I like it. The first level of this class has absolutely nothing worthwhile to offer. Look at the barbarian, paladin, and ranger. All have a way to way to inflict extra melee damage at first level, as well as another feature or two. Your has a +1 to hit in a situation that seldom arises.

As for the combat focuses, I would follow an "even numbered level" formula like rage powers, rogue talents, etc. I would also create more choices unique to the class. At levels 5 and 13 I would create a new class feature.

Just not sure what to create for levels 5 and 13. As for level 1, not quite sure what to put there again.

I could try and come up with an ability that spans the following levels. My worry is making the class too powerful though. (1 5, 9, 13). I'd like to have a gauge of where I'm at power wise between the Fighter and Barbarian.

If this class makes them obsolete or if they all have their roles.

I'd like to make more Combat Maneuver based abilities for the Combat Foci. Though I'll get to that later.


Kirth Gersen wrote:
Arthun wrote:
I don't know how soon I will get to using the rules - but be sure that I will let you kow

Awesome!

I wish you years of happy gaming!

Question for you, Kirth. How well does the Wisdom for ranged attacks work in your games?


Oceanshieldwolf wrote:
DM_aka_Dudemeister wrote:

I've created a playable dragon Right here.

It's slightly more powerful than a PC race, but not overwhelmingly so.

I get a blank page when I click on the link DM...

[EDIT - now I'm signed in it's fine... Looks great!]

I have an issue with the RP you used for the type Dragon. In the Race Builder. Dragons are 10 points type. Why do you have it listed as 4?


alientude wrote:

As far as I can see, you've essentially made Strength worthless. Upping the weapon size is usually an increase of +1 damage on average, and that requires 4 Strength, which if you had put into Dexterity would get you +2 to attack, damage, AC, Reflex, and initiative. Why would you ever bother choosing Strength?

I assume these houserules are intended for very low levels only? Because giving only 1-2 hp + Con mod per hit die means after a few levels, people will be dropping unconscious after one hit. Doesn't sound particularly fun to me.

Also I will agree. The pure dex thing creates a HUGE imbalance and shatters balance. Does make strength obsolete and is very unrealistic.

Yes, precision damage is great and all, but to apply dex on all weapons. This is why we have rogues and assassins with special abilities like sneak attack.


Mine have built a city around a dormant volcano and also out of magically enchanted ice alongside a sub-arctic mountain.


Could someone explain this Mythic and Champion tier stuff to me?