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This is a first draft of a replacement system for racial fcbs, it would offer all members of a certain class 2 or 3 options for fcb other than the standard hp or skill. Astute readers may notice some classes missing from this list, that's because they aren't (currently) used by my gaming group, so I didn't write anything for them. So with that, wall of poorly formatted text incoming, if you have comments about the content, please share! Notes: companion bonuses are kept if a new companion is called, critical confirmation bonuses don't stack with critical focus (or anything that wouldn't stack with it) and are +5 max, new spells known must be 1 level below max known. The following are in addition to the standard hp or sp options. Alchemist: 1/6 of a discovery, or 1/2 a daily bomb
I'm in the early stages of setting up a table top Elder Scrolls campaign. Setting and plot are non-issues, but I'm a little stuck on a system to use. Considering 3rd ed Gurps, but it's a bit dry. Also looked at Runequest (again probably 3rd ed), but would need to mangle the magic system quite a bit, particularly enchanting and alchemy. Any thoughts or other suggestions for a system? I specifically do not want a level based, d20 style, system. Something classless and skill based ideally.
A few spells (such as Major Image) have a duration of "concentration +3 rounds" (or whatever added value). Are spells like this valid targets for extend metamagic? Ifnit was just concentration the answer would be no, if it was 3 rounds it would be yes. And if so, would the effect of the metamagic be to double the second paet and not interact with the concentration part?
I am considering removing racial FCBs and instead picking out 2 or 3 of the middle value ones for each class and making them options for that class across the board. While this would remove some unique character to the races it would also nullify particular races being 'the best' or 'trap' options for a class based on those bonuses. Wondering what folks think of this idea?
Some ideas, explanations and stuff about runewells, sihedron amulets, scrying and mystic geometry that occurred to me. Much of this is pulled from a dark recess of my brain, only the starting points are from the book. The central secret of 'rune magic' is taking advantage of the inherent power that certain shapes create, much like a star metal smith takes advantage of the inherent power of star metals. The Sihedron rune is a potent enough geometry that when charged with magic (when it is part of a magic item) or with a surge of spirit energy (like when a person marked with it dies) it creates a ripple in space. This ripple effectively reduces the distance between the rune and another magic effect that utilizes spacial rune magic. Say a scrying effect or a soul lense over a runewell. If not for this effect the well of Greed would have a similiar distance limit to the lesser wells of Wrath, and Karzoug's tricks with Sihedron amulets would not work. This explaims why the 'curse' on the Sihedron amulets does not show up to identification magic. It does require the rings to have a defensive enchantment to block this. One of the characters in my campaign is a conjuration specialst wizard turned loremaster, with a skill focus in knowledge planes who has recently become aware of the strange space warp around the amulets, but the implications have not been realized yet (they are just about to travel to Jorgenfist.). I'm still pondering all of the implications/effects of this in game. Any thoughts or comments?
My group is going to roll initiative for Stones Over Sandpoint tomorrow, and looking ahead in Book 4 and beyond I am considering switching the Lamias from following Lammashtu to Lysalla. Thinking this will increase the feeling of old mysteries returning, and remove the confusion that maybe Lammashtu is behind all this. Anyone else considered this switch or want to tell me why it's a bad idea?
Working on a construct building wizard archetype that a player isnpushing for, and am curious as to folks opinions on power balance for it. The short working version is drop arcane school and bond, and reduce sp3lls per day by one at each level. In exchange get a pet modeled after the construct rider alchemist. Scribe scroll.and the 5th level bonus feat are dropped, and craft construct added at 5th level. Thoughts?
I've been almost exclusively running homebrew sandbox since the days when I first colored in my dice with a wax pencil, but have a hankering to try out an AP. So I come seeming reccomendations, preferably one that will not require too much knkwledge of Golarion for players to appreciate, or that I can port to my setting without having to completely rewrite it. So, what have you got for me?
I'm considering allowing the hand(s) holding a wizard's bonded object to count as empty for spells with somatic components. Mostly I think this will allow bonded staves or weapons to be a bit more viable, since meta rods can be held in the other hand. What exploits am I missing that make this a bad idea?
A houserule I have decided to use is that bullrush, pushing assault and the like can put the victim in dangerous places. Afterall, if someone is dumb enough to stand on the edge of a sheer cliff, you should be able to shove them off. This concept and ramifications is just fine with my group. The hang up that has occurred to me, and I'm working on the answer before it comes up in session, is what the roll should be for the victim to catch the edge of cliff, or grab a bush, o something, before falling. My first idea is a reflex save dc of 10+ 1/2 attacker's bab + attacker's str mod. This would scale with level at about the same rate as spell save dcs. Does this sound decent? Any other ideas?
So I'm mostly done with my project to build a pantheon from scratch, but my selection of evil deities looks light to me. So I have come to solicit aid. My basic premise is was to list all of the primary archetypes that a fantasy pantheon needs/ has openings for, and then brew up something to fill each one. There are no race or region specific deities, there are just variations in name and superficial trappings to each deity in different places, specific symbols, exact favored weapon, that sort of thing can vary. So, for evil deities I have:
Looking for a few others, any ideas?
I have never really,liked the racial weapon proficiencies, kinda bugs me that every elven shopkeeper knose how to use a longsword, for example, but most englishmen do not know how to use a longbow. So the idea is this, each culture in the campaign has about three cultural weapon familiarities, and about the same number of neglected weapons. Familiar weapons are treated as one category 'easier' and neglected as one category 'harder.' The scale being automatic proficiency, simple, martial, exotic. So typical elven might be familiar: long and short bow, curve blade, rapier. Neglected: lance, flails, battle axe, great axe. Viking type human familiar: bastard sword, battle axe, hand axe, neglected rapier, crossbows. Half elf and half orc would take the set for,one parent or the other. Still sketching out the sets, trying to hit balance and flavor. What do you think about this, fun variety for character creation, or meh extra work for what?
So I'm running an odd ball, all "monster" campaign, currently second level and a new player is likely to join. He has a littlle 3.5 experience, no PF, and usually plays quiet fighter types. Current groups is Dhampir antipaladin, gnoll dirge bard, hobgoblin slayer (twf), hobgoblin undead lord cleric, and a peri blood aasimar unchained summoner. What would you recommend for the new player?
So, I am considering stsrting a Shadowrun campaign with a group of first time players, group has middling to high amounts of experience with other games, lots of DnD and older WoD, and I have played shadowrun a little, and run alot of different games for too many years. The question is which edition of the game do I want to use? Mostly I am lokking at the core mechanics, how well are they explained and how smoothly do they flow?
Thinking about the army in the movie Hero that used bows while sitting, bow braced by the feet and drew the string back with hands. How would you do this in pf? I'm thinking of making it effectively one size larger, 1 1/2 str bonus comp bow. Requires a move action to load and must be prone or sitting to load and fire? Obviously not ideal for adventurers, but for massed goons, maybe interesting.
This is for my homebrew sandbox campaign. I don't want to ban PCs enchanting gear, but I do want to limit/ control it. (I also do not have 'magic marts' in my game). The standard tools of controlling pc wealth and available time to craft don't work for my style and philosophy as a gm, so I am kicking around two alternate systems/ rules for this and am intersted in opinions on how these two would play out. Idea 1: Caster level is a hard requorement, and prereqs may not be ignored. Idea 2: Each magic item needs a "recipe" known. These could be firgured out by examining an item, or researched from scratch. Spellcraft DCs would be based on complexity of the item, CL of the item, and if the item particularly matches, or doesn't, the crafter's domains/ arcane school/ bloodline, whatever. Obviously the first would be simpler, though the second is not too much work. So ideas?
I'm currently building a homebrew pantheon by starting with a list of archetypical roles for the deities and filling in crunchy details. But for two of them, the motherly Mistress of the Hearth, and the majestic King of the Heavens, I am drawing a blank for favored weapons. Overall I am trying yo make deities favored weapons martial or exotic, to make free proficiency meaningful when classes get it. Thanks in advance for the flood of great ideas I anticipate.
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