6) Not really a house rule, but "no math or physics" was periodically mentioned. Especially when we tried to use physics or math to show that an ability would work or something an enemy did wouldn't work.
This is really a pretty necessary rule. You think rules arguments are bad given the set of Pathfinder rules, arguments that devolve into looking up physics concepts on Wikipedia? NEVER. ENDING.
I agree. I (the GM) am a mathematics student, and my players consist of a biology student and two geology students. Needless to say, creating a believable world for them is a bit more difficult. "No, no. That country wouldn't be a desert. The easterly winds blowing over that ocean would carry precipitation to the region." I usually to fall back to the classic response: "Magic!"
One of my players is playing a cavalier (beast rider), and the group will hit 3rd level after next session. It's difficult designing encounters for the group because of the cavalier's horse. I designed one adventure specifically for him (horse chase and outside combat afterward), and the rest of the adventures he's had to leave his horse. I get the feeling he's getting tired of not being able to use his horse, but I'm having trouble designing encounters in which he can take full advantage of his mount. He particularly likes the mounted charge with lance.
So my question is this: What can I (or he) do to make the game more fun for him?
In my homebrew campaign setting, the large, technologically advanced city-state is going to war and decides to create an army of living constructs instead of sending its own citizens to fight. Eventually, I would like this race to become a player race, so I thought I'd go ahead and make it a player race now. I naturally decided to use warforged as a basis, but instead of converting it myself, I searched these forums.
Fellow Paizo message board user Anburaid posted his/her conversion of warforged a year and a half ago. (The post can be found here.) Since it was the last post before the thread died, I wasn't able to see what any one else thought of it. I liked it, and what you'll find below are a blend of my own ideas and a few of his/hers. I'm looking for critiques on balance. What are your opinions?
Living Construct Subtype:
A living construct is a construct with the soul of a living creature. This soul can either be created specifically for a living construct or it can be taken from a different creature and placed in the living construct. They have the following features:
Hit Dice, base attack bonus, saving throws, and skill points based on character class.
Traits: A living construct possesses the following traits:
Immunity to bleed and sleep effects.
Can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a living construct can be healed by a cure light wounds spell or a repair light damage spell, for example, and a living construct is vulnerable to disable construct and harm. However, spells from the healing subschool and supernatural abilities that cure hit point damage or ability damage provide only half their normal effect to a living construct.
Cannot heal damage on its own, but can be repaired through the use of the Craft Construct feat or through various Craft skills.
Not subject to exhaustion or nonlethal damage.
Can be raised or resurrected.
Warforged:
+2 Strength, -2 Charisma: Warforged are physically imposing, through their alien appearance and origin make social situations difficult.
Medium: Warforged are Medium creatures and have no bonuses or penalties due to their size.
Humanoid (living construct).
[b]Tireless:
Warforged gain the Endurance feat. They do not need to sleep, warforged spellcasters still need 8 hours of rest in order to regain any spells.
Auto-Stabilizers: Warforged who are reduced to -1 hit point or lower automatically stabilitze on their turn.
Unusual Anatomy: Due to their unusual anatomy, warforged gain a +4 bonus to saving throws against poisons and disease and against effects that confer the sickened or nauseated conditions.
Unusual Composition: Since they are made of wood and metal, warforged are vulnerable to certain spells and effects that don't affect living creatures. A warforged takes damage from heat metal and chill metal as if he were wearing metal armor. Likewise, a warforged is affected by repel metal or stone as if he were wearing metal armor. A warforged is repelled by repel wood. The iron in the body of a warforged makes him vulnerable to rusting grasp. The creature takes 2d6 points of damage from the spell (Reflex half; save DC 14 + caster's ability modifier). A warforged takes the same damage from a rust monster's touch (Reflex DC 17 half). Spells such as stone to flesh, stone shape, warp wood, and wood shape affect objects only, and thus cannot be used on the stone and wood parts of a warforged.
Armor Plating: Warforged possess a built-in armor plating that provides a +2 armor bonus. The plating makes wearing normal armor impossible. It provides a warforged with a 5% arcane spell failure chance, similar to the penalty for wearing light armor. Any class ability that allows a warforged to ignore the arcane spell failure chance for light armor lets him ignore this penalty as well. The armor plating may be removed (such as to replace it with better plating), but the warforged takes 2d6 damage. The warforged may not drop below 1 hit point because of plating removal. Once removed, old plating can be reinstalled with a DC 15 Craft (armor) check and new plating can be installed with a DC 20 Craft (armor) check. If the installer has the Craft Construct feat, the DCs are reduced to 5 and 10, respectively. The DC for crafting armor for a warforged is increased by 5. If the crafter has the Craft Construct feat, the DC is unaltered.
Languages: Warforged begin play speaking common. Warforged with high intelligence scores can choose any languages they want (except secret languages, such as Druidic).
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