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![]() I am not a game designer, nor do I have a keen eye for balance. I am, however, able to notice what annoys me about Pathfinder 1e, and I hope that Paizo is taking steps to address it: ============ 1. Content aggregation and ease of understanding. AKA, "Pathfinder is too Bloated."
2. Establishment of versatile, cross-class, and exchangeable abilities.
Magic is Cross-Compatable; A single spell, once developed, can be distributed to dozens of spellcasters. Abjuring step can be cast by an alchemist, arcanist, bard, investigator, magus, occultist, psychic, skald, Sorcerer, and Wizard. Creating a single spell can increase the options of half a dozen classes, and as such, it is economical.
Magic is Adaptable; A single spell is not a game-defining choice, nor does it deny you the option of an important, heavily required feat. Chokehold takes up two feats, and up to 3/4ths of a 7th level characters feats. [url=http://www.d20pfsrd.com/magic/all-spells/a/aboleth-s-lung/]Aboleth's Lung[/b] requiers a 2nd level spell slot and *Perhaps* Heighten Spell. 1/14th of a character's spell slots, and perhaps 1/4th their feats if they focus on it. Magic is easy to understand: A spell does not have to abide by the laws of physics. It does not have to listen to how gravity works, or explain itself. Nothing of the sort is required. Bladed Dash is something that could happen if fast enough, but is limited to only Spellcasters. To my knowledge, no similar ability exists for Mundane characters. Because it doesn't seem "Realistic" enough. ====== So my question with Paizo is: What are they doing to resolve these issues? What does 5e do to either remove the problems with magic or enhance martial characters to make each character more viable? Does anyone know? In my eyes, if they implement structural changes to allow martial options to be output at a similar level to Magical options, then we're probably golden on this edition. If they do not, this edition has about 5 years. But I'm not an expert, and I'd like to hear what you have to say. ![]()
![]() As just a random idea for buffing skills, is just an "Intuitive Skill" system. You may select a 2 + Cha skills (Unless you have 6 or more skill ranks, then it's just Cha mod), linked to a class skill you possess. You gain skill ranks in those skill equal to 3/4ths your character level. This increases automatically as you level. Basically, to serve to make Charisma kinda useful, and improve other classes skill ranks. ![]()
![]() You are a level 20 Wizard, legend among worlds- And yet some bizzare entity comes to you. "You! I shall send you to another world as my tool."
The Being Speaks to you, "I have sent you here with a Task- You must make a chain of restaurants, larger in size and number than that of the McDonald's restaurant Chain in this World Today. You have Five years. Should you fail in that time, you shall cease to exist, and all you have been for will have been naught." "In addition, you cannot cast spells on any of the beings of this world- Your magic will slip off of them like water, as will their hands on any magic they might attempt to use. It's like this for every living being in this world. To Take Another's Effort is even worse, so no buying another restaurant. And to make the food yourself is a great sin- Should you partake in these horrid acts, I will wipe you from existence." So you, a level 20 wizard with WBL, have five years to make a chain of restaurants that dwarfs McDonalds. How do you do it? TL;DR
Can you do it? ![]()
![]() For those who wish to perform your one minute survival test before the beginning of any encounters, here is the place. To begin with, you hear a voice in your mind. "You are my choice"
Post your character sheet (In any form you want, even if just shorthand), a one sentence backstory, and your first round. ![]()
![]() Legend held of the Artificer Brigh, who, in ancient ages past and in a land far away, rose to Godhood. It is said that it was She who forged from iron and steel every facet of the world, and every weave of magic Mage’s forge.
Welcome to the Arena of Brigh. I’m looking for at least a dozen (Plausibly more) of people interested in playing with magic items out of control, screwing around with their enemies, and lots of painful ways to kill your fellow man with artifacts long forgotten. In the arena of Brigh, you will have to survive rare artifacts, Character Creation:
How the Tournament works:
Die Rolling Template:
Just copy and paste should work for this. [dice=Artifact 1]2d275[/dice] [dice=Artifact 2]2d275[/dice] [dice=Artifact 3]2d275[/dice] [dice=Artifact 4]2d275[/dice] [dice=Artifact 5]2d275[/dice] [dice=Artifact 6]2d275[/dice] [dice=Belts]2d73[/dice]
[dice=Other Wondrous Items]3d993[/dice] [dice=Armor]2d162[/dice]
[dice=Iona Stone]2d134[/dice] [dice=Entertainment]2d29[/dice]
Die roll template example: Artifact 1: 2d275 ⇒ (274, 213) = 487 Artifact 2: 2d275 ⇒ (227, 171) = 398 Artifact 3: 2d275 ⇒ (173, 71) = 244 Artifact 4: 2d275 ⇒ (183, 85) = 268 Artifact 5: 2d275 ⇒ (129, 5) = 134 Artifact 6: 2d275 ⇒ (162, 269) = 431 Belts: 2d73 ⇒ (52, 71) = 123 Body: 2d64 ⇒ (51, 8) = 59 Chest: 2d50 ⇒ (7, 20) = 27 Eyes: 2d53 ⇒ (17, 25) = 42 Feet: 2d80 ⇒ (61, 61) = 122 Hands: 2d79 ⇒ (70, 7) = 77 Head: 2d140 ⇒ (76, 38) = 114 Headband: 2d60 ⇒ (30, 9) = 39 Neck: 2d222 ⇒ (137, 122) = 259 Shoulders: 2d118 ⇒ (40, 7) = 47 Waist: 2d67 ⇒ (27, 11) = 38 Other Wondrous Items: 3d67 ⇒ (37, 21, 34) = 92 Armor: 2d162 ⇒ (86, 77) = 163
Iona Stone: 2d134 ⇒ (109, 82) = 191 Entertainment: 2d29 ⇒ (27, 25) = 52
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![]() As listed in the title, you are an epic wizard who has to make a pair of dresses for your two daughters. You have one million gold to spend on enchanting the dress. What enchantments do you perform on the dress. You can use any items from pathfinder, 3.5, spheres of power and psionics, plus any custom item using the pathfinder item creation rules. What do you add to the dress? Presume that your daughter lives in your demiplane- However, you will frequently have adventurers, dragons, and outsiders visit your demiplane, and not all of them will be friendly. So you should be prepared for level 5 characters to attempt to attack your daughter, or to manage to convince her to go adventuring. In addition, you should be keenly aware that you could quite plausibly die. ![]()
![]() As listed in the title; You have 30 rounds to save the world from complete destruction. The entire nuclear arsenal of the world, fifteen thousand nukes, have been launched, and is directed to burn the world in fire. All your possessions, your demiplane, and everything you possess have been teleported with you. If you do not save the earth, you cease to exist. You only have to save 40% of the population. Rules:
If three minutes is not enough time, is 10? 30? What's the lowest amount of time you'd need. ![]()
![]() What would you recommend to do if you shifted pathfinder up to 5th level? Currently, I'm swapping the individual goblins from individuals to troops; homebrewed up a goblin troop base to modify later on. How does the monster look (I don't use EXP, so just ignore that). ![]()
![]() Welcome to the Artisans Guild- We’re the guys who work on the walls, keep the wilds out. We’re the men who build the warp gates. We’re the ones who build the cities. You, however, are the ones who get the materials needed to do this. Now, grab some stuff to get yourself armed, we have a job to do, get to the Airship.
What I’m looking for
In addition to filling one of those roles, I request that you also provide a small amount of detail about your character: This is primarily in the form of backstory and personality. Finally, I require each player to tell me how they make their magic items. How they create things is intimately tied to each character, as such, how they make magic items should detail far more than anything else who the character is. The posting rate should be at least once every two days, maybe daily. Recruitment ends December 23rd. The setting:
One hundred years ago, something came to golarion. Nobody knows what it was that came, or how it came, but it broke the word to ashes. Most of the Gods from the old world have died, as have most societies. However, from this chaos and madness, new magic was born. Akashic magic, Magic of Spheres, Psionics, and many other forms that nobody has even thought possible. From this chaos, the world was remade, with most of the stories from long ago long forgotten, and with new stories taking their place.
The world, however, is now full of creatures beyond mortal comprehension, creatures that could kill whole squads of mortal men with ease. The world was reforged as ten megacities, connected by those adept with the talents of teleportation, and Warp Gates designed to permit things to travel between the cities. Each city consists of five rings- The inner city, where lords and the chief artisans work, the midcity, where trade and commerce are as common as the wind, the outer city, where most folks live, the forest city, where farms and forest reside, and the Border City, where most artisan guilds and guards guarding the walls against those who wish to break them down reside. Outside the city walls are the Wilderness, a wild expanse of chaos and madness- Few are willing to travel outside the city for fear of what lies beyond- Outside the city walls lie beasts outside of most comprehension- But many things worth more than any sort of comprehension. However, there is a lot that remains out there in the Wilderness, and there are the occasional small town, isolated outside of the Cities. They are few, and very isolated. Those who go out into the Wilds are called “Foragers,” who are sent out to gather materials to keep the cities running- Usually in the form of materials, or salvaged weapons, or similar materials or metal. They are sent out into the wild to gather materials to make things they needed. You are an artisan in the Artisans guild, with training as a Forager, as most artisans are. Your home city isn’t that far from the Mana Waste, which you will have frequent incursions to. The Mana Wastes primal magic is also far, FAR more chaotic than before in their wild magic. To the north, beyond the mana waste, the Nex Ruins, where arcane wonders lie, and where every artisan hopes to one day travel to to make their fortune. But magic there is particularly wild, in those ruins, but the danger does not stop your lust for knowledge. Welcome to the Artisans Guild. The Artisans Guild is a homebrew, high-magic Gestalt game I’m going to be running here on the Paizo forums. Character Building rules:
-Sourcebooks: Paizo permitted by default, as is Spheres of Power (And expanded) and Psionics on the SRD.
-Starting Level: 9 (Gestalt rules). Everyone must Gestalt with the Artisan class.
-Starting Wealth: 1,000 gp worth of mundane items, starting WBL in Gold Coins, and 98,000 gp worth of magic, alchemical, or costly items you can craft. If you have Efficient Enchanting, add 16k to your WBL. If you have Spark of Creation or Hedge Mage, increase your WBL by 3k. No Item worth more than 25k. No pre-game crafting- that’s listed above. -Race: The Artisan Guild doesn’t give a crap about what you are- The reforging resulted in nearly every type of character to move to the major cities. So, generally, if it’s outside core or featured, then talk about the race for a bit. -Alignment: Generally speaking, the Artisans Guild is one that greatly prefers you follow the laws of the city. They live at the edge of it, and even though they do permit seediness, if you do anything that actually threatens to get people to hate the Artisans guild, then you're f%*~ed, and are going to be thrown into the wasteland to be eaten by colossal magic bears. -Hit Points: Roll or take the average per hit dice. -Ability scores: 12 point physical buy, 12 point mental buy, with one point added to the ability type of your choice. Alternatively, roll two sets of four 4d6b3s, select the best three for your point buy for your physical score or mental score. -Skill Points: As normal, but Background Skills are in use. You cannot select a Craft skill for this purpose, and if you're a bard, you cannot select a Perform skill. -Traits: Two traits, three with a drawback. -Deities: Many of the gods changed after the reforging. In some cases, they gained a bit of Artifice. The biggest thing, however, is the fact that Brigh is now the biggest god in the world, thanks to the number of her disciples who got things to work well. -Alternate Crafting Rules: We will not be using the standard Paizo crafting rules. We will be using the Unchained Dynamic Item Creation, Unchained Craft and Profession, Unchained Afflictions, and Skill Unlocks. You can choose to take Unchained classes, but are not required to. -High Level Spells: Spells above level 7 cannot be scribed down, or learnt by spontaneous casters. They must be learnt from monoliths found in the Wild, from consuming the blood of an outsider, or by pact with a divine deity (This doesn’t mean clerics gain higher level spells). You still have the spell slots, but must use metamagic to derive. Level 7 spells require an entire spellbook to be scribed. You can either prepare a spell from a monolith (If a prepared caster), or add it to your spells known for one month (If spontaneous) from a monolith. Spell DCs: The DC for all spells are now 1/2 level + Spellcasting Mod. Primarily for simplicity sake. -Hero/Action points: If not a spellcaster, Gain a one action point every week, up to your Charisma mod. Two action points can be used as a hero point. -Third Party and homebrew: Primarily due to lack of support for item crafting, I’m permitting some third party material. Generally speaking, I’m relatively lenient in my acceptance, especially for the purpose of flavor. If I cannot be linked to it legally, then I will probably not permit it. However, I have a lot of D&D 3.5 material, and, if you desire to use any of it, just ask. As such, here’s a list of pre-approved 3rd party material, besides the listed above:
I have a few homebrew and minor house rules, as listed below:
House Rules/Minor homebrew: -Improved Familiars can take the Valet archetype (Only).
-If you can fit it into your background how you got the soul, you can have a Soulbound familiar as a Improved Familiar. -If your Caster Level is equal to that to craft it, you may take any of the alternate homunculi as an Improved familiar/Homunculus familiar. -You can take 1 on any roll. This means that you take literally the worst possible roll without taking any more time. -Magic Items are crafted from History Stone, and History Dust. History stones and History Dust are basically Gold and Platinum pieces for the purpose of magic items, and can be gathered at a 50% rate from magic items by tools at the Artisans guild from magic items. ![]()
![]() I just have these campaign concepts in my head, and I can't seem to get them out of my head, and I'm not sure which I'd prefer to run, though I'm leaning to the Artisan one. So, consider this an interest check for two very different games, and which one I should do. The first one is a reletively simple one: Everyone is a member of the Artisan guild- Their duty is to discover more things to create, and to create a wonderful world for the people who live in it. To do this, they go out on quests and adventures to gather materials needed to make their home city the best it can be! Mechanically, it's a Gestalt with the third party class Artisan, an item crafter. It'll be a high-gold game. The alternative one is a odd one- You were once a man, but awoke one day in a city, little more than a shadow. You stumble across someone, strugling to walk, seemingly blind, bearly able to hear, but they seemed like they shouldn't suffer from that. You learn that they are what are reffered to as "Shells," people who were once whole who had their history drained from them, and used as armor for those who took their minds. The officers helped them back on their feet, but they are like this now. They want to become whole again, but they can't adventure safely. They need someone to guide them- And you are that someone. You are an "Echo," a being that is more a memory than man. You enter her mind, as she guides you into the multiverse in search of her memories. Mechanically, it'll be a Gestalt variant where I choose your other class. I can only choose to run one of these, which one seems funner to play? Both will be run in the Pathfinder rule system, since that's the one I'm most familiar with. ![]()
![]() While not having much relevance, I am playing an artisan, and would like some tips on what to make for myself- At the current moment, I craft everything at a 30% discount. The primariy issue is that I have half WBL of an 8th level character, and I don't have many non-crafting class features- So I ask the people of this site, if you were playing a Expert, who could craft any magical item or construct, with a Homunculus Familiar, what would you craft? You have 16.5K to spend. ![]()
![]() So, I have a game working where the party is composed solely of Wizards, and they have to go colonize a colony in another dimension, but I'm not entirely certain what will actually lie in that dimension, nor how to design that game. As it is, I'm not sure what to have as the BBEG, or whether to have a BBEG at all, or whether to simply make it so that nature simply is trying to kill everyone, or what. ![]()
![]() (For those who don't know, Gestalt rules Let's say that everyone in the world gestalts with Sorcerer- But with the spell on their spell list determined randomly, with no option to retrain besides the option granted by the sorcerer option list. Let's say you can swap around mental stat of your sorcerer class by dropping your bloodline spells, or first level bloodline power. ![]()
![]() I've heard that several spells should just be things Martials should be capable of doing at high-enough levels, and I want to see some of the spells in question. Just my curiosity, I'm not trying to start any fights, and try to keep it ON TOPIC (I've seen to many threads like this derailed, so please be polite). ![]()
![]() I like to give out feats as story rewards, but giving out feats people were already gonna take, or ones that are too powerful and will throw off ecl, isn't very smart. So I'd like to put a list together of feats that have either a very niche use, or are kinda underwhelming most of the time but do something interesting beyond the +X to Y thing, like skill focus (which I often do give out). So post a feat you like, but would probably never be able to work into a build. ![]()
![]() So- Upon folks talking about my Archetype, commenting that the changes I made were so drastic that it might as well be a new class...
Tell me what you all think of it: New Base Class; The Pastor This is the roughest of rough sketches. I really do mean the roughest of all the rough. I fear it might be a bit powerful in how strong it is, but it does gain fewer bardic performances than a bard, and IS a level behind in spellcasting. However, to ensure that they can still serve their job as healbot, they can pick up the Restoration spells the same level a Cleric can by expending rounds of Sermons. Please Evaluate And Critique Honestly. You can use the Comment function on Google Docs to provide recommendations. ![]()
![]() Basically, I'm working on a few custom domains (Well, mostly one base domain with a ton of subdomains), and I want to make them based on various genres or musical movements- I Have the domain spells for Pop, Rock, Metal, Heavy Metal, and Choral domains, and the domain powers for Pop domain, but I would like a domain spell list for the Romantic movement, the Classical movement, Folk, Hip Hop, Jazz, and nearly every other genre you can think of. Note- In the game this is for, everyone is gaining Bardic Performance as a bard of equal level- As such, just granting them Bardic Performance will do next to nothing, due to that fact. So you can create a wide array of domain abilities based upon the Genres. ![]()
![]() Primarily, I need ideas about how to make it more interesting than my current idea- Primarily, increase numeric effects of a bardic performance by 1, and increase the DC for any effect by 1. The thing is, I'm not entirely certain what to make it actually DO. I want to be something worth investing in, primarily because people working as a band rather than alone is a primary reference.
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![]() Primarily as a thought process, I've come up with an idea for a Casting, support focused Cleric. The Pastor:
Spontaneous Casting: A Pastor does not gain the ability to Spontaneously cast Cure or Inflict spells. Sermonic Performance An Pastor gains the ability to deliver a select number of supernatural and spell-like performances through the force and power of her divinely inspired preaching and exhortation. This ability is similar in all respects to bardic performance as used by a bard of the same level (including interactions with feats, spells, and prestige classes), using Perform (oratory) as the pastor's performance skill. However, an pastor gains only the following types of bardic performance: countersong, fascinate, and inspire courage at 1st level; inspire greatness at 9th level; and inspire heroics at 15th level. Sermonic performance replaces a Cleric's good fort save, replacing it with a poor one. Channel Energy: The die healed or hurt by a Pastors channel energy is increased to d8s. Divine Connection: A Pastor may connect to a number of people equaling his Charisma modifier- They gain all the abilities of being a familiar, treating their masters level as the Pastor's level. Their intelligence is not modified. Domains: A pastor, at level 10, gains a bonus domain of their choice. ![]()
![]() I've been thinking up something akin to the Tome of Battle, but slightly less powerful and more versatile. Primarily, I'm thinking it like this: take the Vitalizing Spellpoint Variant,, double the granted spell points, and, instead of granting spells, grant them these things I call "Tricks" Tricks are split into four catagories- Skill Tricks, Ability Tricks, Warmups, and Inherent Tricks. Skill Tricks are tricks performed via making a skill check- An example would be a Practiced Surgion trick, that granted you the ability to use your skill to heal 1d6 damage per 5 you beat a DC 15 skill check. Maybe Disarm as a swift action by making a DC 20+CR of opponent Slight of hand check? Ability Tricks: These are more combat oriented- Basically, they're nifty in-combat tricks- Such as, let's say, trading your first iterative attack for the ability to move half your move speed, have everyone gain a AoO to completely alter their position and cause them to be confused. Standard Action attacks that deal status effects, and alter the battlefield, that sort of thing. Warmups are pretty much buffs from other classes, only taking a minute or five to perform, and lasting a minute to thirty in return. Inherent Tricks is the odd-one out: They aren't really TRICKS so much as just flat bonuses and a replacement for WBL. A level two one might grant a +2 enhancement bonus to an ability score, or to AC, or something akin to that. Just want a bit of feedback and ideas. ![]()
![]() Chapter One:
While I am not entirely certain as to the plot as of yet, I'd like to run a game where everyone is a bard- And I mean EVERYONE. All your enemies, allies, NPCs and such are all bards. Everyone is bard-blooded. Background:
Character Creation:
Keep in mind, I’m looking for characters, and not stat blocks- You should have a fairly decent backstory, or decent roleplay.
Deadline for concepts is the thirteenth of March, deadline for character sheets is the fifteenth, and the accepted characters will be decided sometime early during the week. You can certainly attempt to post your character later, but I wouldn't recommend it. The deadline MIGHT be extended. You gain gain a +1 bonus on any d20 roll by making a DC 20 perform check, increasing by 1 for every 10 you beat the DC by.
Lesser Gestalt Rules:
Every level, you Gestalt with either Bard or Skald, but do not gain saves, skill points, hit dice, or base attack bonus of the gestalted class. If you have 2+Int skill points, increase that to 4+Int skill points. Everyone gains ONE versatile performance (Unless you’re a pure bard- See further down). To prevent everyone from having the same handful of spells, I hold free will to change up your spells according to your backstory (So ensure your spells make sense with your characterization). It won’t all be cruel, however, since I might swap it for stuff from other classes spell lists.
All bard abilities may be used with one of the following ability scores:
Alterations to Perform:
High Powered Classes and Bard:
Bard as the whole class:
Archetypes:
Prestige Classes- Prestige Classes that advance bardic music may put the levels that advance bardic music on the Gestalt side. Third Party Policy: I’ll look over third party stuff upon request- Just run it by me. At the moment, Path of war is denied, but Psionics is allowed. Bard stuff is far more likely to be accepted.
Pre-accepted Third Party Bard archetypes:
Gaining access to path of war
3.5 materials and homebrew: Alright, now, for even more options, I’m willing to permit 3.5 materials upon request, with Bard related stuff permitted fairly easily- However, like all third party options, you’ll have to run it by me. Skill rank requirements are reduced by three for 3.5 materials.
*Denotes that you can Gestalt with this class
Feats:
Homebrew Feats: And, finally, a few homebrew feats:
Weapon Finesse [Altered]: Gain Dex to Damage and Attack rolls. Any penalty you take to strength applies to your HP, AC, Attack, and Damage. Shield Bearer:
Combat Expertise [Altered]:
Combat Training:
House Rule List: And now, I have a few, fairly minor house rule list-
*Flanking is a condition- Meaning that you are considered flanked by everyone if you are flanked, period. *Clerics gain their choice of variant channeling for free (Or Rebuke/Command undead), which they choose which channel to use when channeling energy. *Fighters and rogues are considered to have two copies of each class feature for the purpose of archetypes. Alternatively, a rogue may obtain This bonus instead. *Will saves are now based off of Charisma OR wisdom. *Gain a passive Perception check- Your base attack bonus plus your Wisdom modifier. Rouge levels count as having full base attack bonus for this purpose. *Gain a free rank per level in either Profession (Any), Craft (Any), or Knowledge (Local, Engineering, Geography, or History). Base it on your character background. *There are now two versions of Craft Magic Arms and Armor, Craft Magic arms and Armor, and Craft Arms and Armor- The difference is that the Non-magical ones are mundane- If you craft it, explain why the bonuses it gives are mundane. Use Profession (Blacksmith) or Craft (Arms)(Armor) in place of spellcraft for these rolls. *Everyone gains the original combat expertise and power attack as a bonus feat. *Everyone gains a pool of action points up to their Wisdom or Charisma modifier, plus one per four character levels. You may trade two action points for a Hero Point, up to either your Strength or Charisma modifier (Whichever is higher). Do not count nine level spellcasting purposes for your effective character level. If you are a Charisma or Wisdom based nine level caster, or summoner, count your Charisma as one lower per spellcasting level you have access to (So, if you had a charisma of 20 and could cast 2nd level spells, your charisma is counted as being 18 instead of 20) *Action Points are gained upon rolling a natural one or twenty on any d20 roll and permitting something bad to happen to your character (State upon discovery of roll), good roleplaying, and/or playing out your drawbacks. You will lose action points if you do not roleplay low ability scores or your drawback. You might loose access to the Action Point system if your traits do not match up with your characterization. *When you crit, you may make a skill check, ability check, or combat maneuver in place of dealing extra damage. *Gain an Improved/Greater Combat Maneuver, Weapon Focus, Armor Proficiency, 1/2 a metamagic feat, or Weapon Proficiency feat at level 1, 3, 6, and every 3 levels thereafter. At level one, you may choose to gain Weapon Finesse as your level one feat. Alternatively, if you posses Two Weapon Fighting, gain a feat with that as a prerequisite instead of an improved combat maneuver feat (You must meet the prerequisite for the feat, however). *Spell Like abilities count as spells for the purpose of meeting prerequisites for prestige classes. *If a gun has a higher enhancement modifier than your strength modifier, take a -4 penalty to attack rolls, and never target touch AC. *Dazing spell decreases the DC for a spell by 10. *Failing a skill check by 5 or less will have something interesting happen instead of merely failing *You can increase the "Level" of your called shot by taking a -5 penalty. From Called Shot, to Critical shot, then to Debilitating Blow. *A Witch may choose to become a Divine caster, basing their spells and Hexes off of Wisdom instead of Intelligence. If they have a penalty to Intelligence, apply that penalty to their Wisdom score for all things requiring Wisdom. *Eidolon's max attacks are reduced by one. Campaign Setting Info:
Campaign Traits:
Fairy Manager- You gain a +2 trait bonus on all Diplomacy checks made to deal with fey creatures and a +1 trait bonus on Will saves made against their spells and supernatural abilities. Bard of the Fantasy- Gain a +2 bonus to any single perform type, and gain a +1 bonus on Bardic Knowledge or equivalent checks. Foolhardy Soul: Morale bonuses last for 1d4 rounds, but take a -1 penalty to sense motive checks. Outsider- Do not gestalt with Bard. As a bonus, you may now sunder Bard spells, and any bardic music you hear, as with the Spell Sunder rage power. In addition, gain a bonus feat every even level. You may make a perform check opposed by your opponents own perform check to neutralize the magic in Bardic Performances. Animal Whisperer-
Blooded
Impurity of the Salt
Fairy Godmother
Destined Swordbearer-
And now, to a local god: Songheim:
Keep in mind- All these house rules apply to all beings- Meaning that, now, monsters have Hero Points, and are gestalted with Bard. So be wary- You never know who you might encounter. ![]()
Female Half-Elf Scryer Wizard 1/Separatist Cleric 1/Evangelist 1/Mystic Theurge 1/Evangelist 1
![]() The tavern is fairly empty, as folks slowly enter into the Mended Drum. It's not a very nice establishment, as you can tell by some of the bloodstains on the floor, but it's generally where people of all colors gather, good, evil, Upper and Lower, everyone goes to the Mended Drum fairly frequently- Primarily because it's also the safest place in town.
To his left, is a fairly young woman, a small book around her neck. She's cleaning a few glasses. She's quite obviously a cleric (Of whom, nobody is quite certain), and has a pair of feather wings on her back. She idly waves at you, turning back to her glasses. You know that she usually handles the cleaning and everything having to do with leaving the house. Her name is Abby. The Mended Drum is about three floors- First floor is the bar and such, second floor is the lodging for guests who wish to stay, and the top floor is for Isaac and Abby's room, along with a small kitchen and a game room, where card and dice games are performed. ![]()
![]() Primarily, I need a god akin to the Christian, Old Testament, smite the corrupt god- I need a god that would say "Prove your faith by slaying your child," while being good. Basically, I need a god to re-fluff this ![]()
![]() I'm kinda thinking of ideas on how to re-do arcane schools to make it both more flavorful, as with Cleric domains. Currently, I'm thinking of this- Level 9 spells cannot be added automatically, but must be scouted for. Secondly, more class features for your arcane school! However, this comes at a price- Drawbacks. An example would be, let's say, the Divination school banned: Level 3: -5 against scrying effects Level 5: You can only have 5 ranks in perception. Level 7: Blinding effects last twice as long. Level 9: Fail all divinations Level 11: When you cast a spell, be blind for 5 rounds. Level 13: Become Blind, permanently Level 15: When you cast a buff on someone, they must make a DC 20 will saving throw, or become depth for two round Level 17: When you cast a buff on someone, they must make a DC 20 will saving throw, or become blind for three rounds. Level 19: You automatically fail all divination, and when one is cast with you the target, take damage equal to the casters hit die. ![]()
![]() This is just my curiosity burning inside- What's the most f***ed up s*** your players have ever done? For myself, I have to say it was when I DMed for some new players for Pathfinder- The party was a Bard, a Sorcerer, and the player of Note- a Barbarian. The person playing the sorcerer was dating the person playing the barbarian. I was running them through Master of the fallen fortress, and, after interrogating one of the trygolytes, the barbarian, despite the Bard's protest. After they got up the stairs, the sorcerer was sad because she had nothing to use Mage Hand to throw things at. So the barbarian plopped the trygolyte down, and proceeded to carve it into five pound chunks for the sorcerer to launch at their enemies.
About MeligasterMelee +1 sword cane +6 (1d4) or
Mesmerist Spells Known (CL 7th; concentration +14)
Combat Gear potion of cure moderate wounds, potion of cure serious wounds, potion of fly, potion of lesser restoration, scroll of glitterdust, wand of slow (13 charges);
Mesmerist Tricks Meligaster can implant a hypnotic suggestion in an ally’s mind up to 10 times per day. Doing so requires him to touch the ally as a standard action, and a creature can be the subject of only one mesmerist trick at a time. Meligaster can trigger an implanted trick as an immediate action so long as the subject is within 170 feet.
Spells
Gear Meligaster has the following items.
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