Riftwarden

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Boomerang Nebula wrote:

There are lots of great ideas there. The battle of wits is my favourite.

You might want to add some complexity to the challenges so that there is some strategy involved in how they are tackled rather than have each challenge come down to just a skill roll.

For instance, for the strength challenge, contestants have to move 2,000 pounds of sand across a precarious bridge in the time it takes for a small candle to burn down (1 hour). They may use a large barrel to carry the sand that weighs 100 pounds when empty that can hold 500 pounds of sand when filled to the brim. Carrying more weight means fewer trips, but is slower and more fatiguing and more tricky to maintain balance (depending on how encumbered the character is). Magic could be used to help to make the character stronger, more agile and/or move quicker.

I like the way you think, that should add a lot flavor to the setting too. For a lot of people so many dice rolls just makes it un-immersive.


Name Violation wrote:

Just a nit-pick.

You should use standard spell/spell-like-ability save DCs

so instead of 10+level its either 10+spell level+cha mod or 10+1/2 character level+cha mod

Sure that makes total sense. Thank you.


I have decided to change the clowns boon a bit.

The Clown Boon The ghost clown grants the ability to make creatures laugh uncontrollably. This ability can be used to distract enemies, to defuse tense situations, or simply to bring joy to others.
The user is granted the Hideous laughter spell. (DC 10 + lvl) You can use this ability a number of times per day equal to 1/2 of your level. Unless the target is a willing creature or wants to laugh then you may continue to use this ability.

The user is granted the Sow Thought spell (DC 10 + lvl).
You can use this ability a number of times per day equal to 1/3 of your level.


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First off my writing is not done and a lot of this I'm hoping to change as I perfect it. This started with a few of my players complementing work in a past campaign I ran that gave them a boon for completing the quest. I gave each person a +2 in a stat they chose. Which to me is as bland as white bread. So I decided to do something different this time. I don't plan on incorporating too many of these situations in the game but I want the players to remember this one. Im trying to keep the atmosphere spooky, with the combination of the tortured souls of the audience, the unwilling participation of the staff. The mystery behind the tragic event that occured here. I have many parts of this I am not pleased with yet and hoping to have another set of eyes staring at my work. If you see something you like please nab it for your own game. Please critique it. Try to break any of the items or boons I provide. Tell me that my story needs to change for whatever reasons necessary. I am going to be having the players in my pathfinder 1e campaign trapped in a carnival of Ghosts. A small pocket in the Ethereal plane. The carnival will slowly start to appear around them and entice them to join in the festivities. I didn't want just a battle to the death with ghosts... Besides my party is going to be level 5 for this so they would struggle handling ghosts anyway. I still need a name for the carnival. But I know it is featuring:

The Neverending Show.

These wonderful individuals(The party.) Have been selected to work as carnival employees for the night. Most of it is just fun and games... But it is stated up front if they fail they are trapped here forever. As the audience of the damned. No refunds. At this point it should be stated the audience is a myriad of different people and creatures all trapped in the carnival forever. Having their life essence sucked away and empowering the entire crew. But of course the adventurers are special. Though the employees were once good of heart. They are going to try their hand at possession. And if the adventurers do not perform well enough they will ride the adventurers out of the carnival gaining a new body to roam the world in. But there is another unlikely option. The adventurers must complete all tasks given to them. Each player must succeed in 3 events before the night is through. And all events must have been attempted at least once.

Here are the events and characters I've come up with so far. This is barebones character descriptions. If you have any ideas please contribute. I have the boons and items scaling up with levels so that the players don't feel like they don't need it anymore. But they might be far too powerful. Though I have deprived them of items a bit to prepare for this.

1. The ringmaster is a ghost of a man who was once a successful circus performer. He was killed in a freak accident, and he now finds himself trapped in the carnival. He is bitter and angry, but he still loves to perform. He leads the other ghosts in shows and performances, and he always tries to make people cheer.

The Ringmaster: The ringmaster challenges the players to a game of skill. The players must complete a series of tasks, such as juggling balls or riding a unicycle. If the players fail a task, they take 1d6 points of damage from the whips sting.

Juggling is a dexterity or a relative perform check.
Riding a unicycle is is a dexterity or a relative perform check.

You have 4 attempts for success.

Ringmaster's Whip

This whip is made of fine leather and is decorated with intricate metalwork. It is said to have been owned by a famous ringmaster in a traveling carnival.

The whip has the following properties:

This whip has a +1 enhancement bonus.
It grants the bonded wearer exotic weapon proficiency (Whip).
It has a 15 foot reach
It deals bludgeoning damage 1d6 + str and may strike someone even with a natural or regular armor bonus.
The user may cast charm person on a humanoid after striking them with the whip. DC 10 + level of the wielder.

The Clown/The Jester: The jester challenges the players to a game of wit. The players must tell a joke, make a pun, or perform a skit. If the player fails to make the jester laugh, they take 1d6 points of sonic damage.
This is more up to the dms discretion (Is it funny?). Or if any person in the party laughs.

You have 4 attempts for success.

The Laughter Boon The ghost clown grants the ability to make creatures laugh uncontrollably. This ability can be used to distract enemies, to defuse tense situations, or simply to bring joy to others.
The user is granted the Hideous laughter spell. (DC 10 + lvl) The user may use this ability 3 times per day. Unless the target is a willing creature or wants to laugh.

3. The fortune teller is a ghost of a woman who was once a wise and respected woman. She was killed as someone set fire to her tent, and she now finds herself trapped in the carnival. She is bitter and angry, but she still loves to help people. And will give the players advice if they complete her trial. She gives readings to the other ghosts, and she always tries to offer them hope.

The Fortune Teller: The fortune teller challenges the players to a game of knowledge. The players must answer a series of questions about history, geography, and current events.(Knowledge checks of each.) If the player fails they are confused for 2d6 rounds. You must get 3 questions right to succeed. You have 4 attempts for success.

The eyes of divination. The ghost of a long-dead fortune teller reaches out to you, offering her gift of sight. With her boon, you can cast the augury spell.
You can use this ability a number of times per day equal to 1/3 of your level. You also gain a +2 bonus on Perception checks that rely on sight. The ghost's touch is cold and clammy, but her eyes are warm and wise. She tells you that you have a great destiny ahead of you, and that her boon will help you to fulfill it.

4. The strongman is a ghost of a man who was once a powerful and strong man. He was killed defending the acrobat from a angry patron, and he now finds himself trapped in the carnival. He is bitter and angry, but he still loves to help people. He lifts weights and performs feats of strength, and he always tries to protect the other ghosts.

The Strongman: The strongman challenges the players to a game of strength. The players must lift a heavy weight, break a chain, or tear a book in half. If the player fails, they take 4 points of damage bludgeoning damage. As he cuffs them on the back.

The person must succeed in all three with only one chance for failure. Book DC 12 Weight DC 14 Chain DC 16 You have 4 attempts for success.

Granting the boon Strength: You may take 10 on any strength check not involving combat by as a standard action. As a swift action The Strongman grants you a +1 bonus to Strength checks attack rolls and damage rolls. This bonus lasts for 1 minute equal to your Strength modifier (minimum of one) these must be used in 1 minute increments. While the bonus is active you double your weight carry.

5. The acrobat is a ghost of a woman who was once a graceful and talented acrobat. She was killed in a fall, and she now finds herself trapped in the carnival. She is bitter and angry, but she still loves to perform. She flips and twirls through the air, and she always tries to entertain the other ghosts.

The Acrobat: The acrobat challenges the players to a game of agility. The players must jump through a hoop, climb a freestanding ladder, and walk on a tightrope. If the player fails, they take 1d6 points of fall damage.

Acrobatics or Dexterity check. Hoop DC 12 Ladder DC 14 Tightrope DC 18

Tattoo of the trampoline.

This large, colorful trampoline is said to have been used by a famous ghost acrobat who performed at a carnival many years ago. The trampoline is said to be haunted by the ghost of the acrobat, who is said to be a master of the trampoline.

The acrobat hands it to you and it vanishes but you can feel like it's almost under your feet at all times.

You can use an action to summon the trampoline and cast the jump spell on yourself. The caster level is your level. You can use this ability a number of times per day equal to 1/2 of your level.
You gain a permanent +2 to acrobatics concerning jump.
If you were to be knocked prone you may use an immediate action to summon the trampoline on the ground below you and bounces you to a standing position. You can use this ability a number of times per day equal to 1/3 of your level.

The Magician: The magician challenges the players to a game of magic. The players must be a part of the magicians favorite magic trick, sawing a person in half. If the player fails, they take 1d6 points of slashing damage.

You may make a sense motive or will save to disbelieve. DC 16 you must have 3 successful saves in a row.

Master of Escape boon:

You gain the following benefits:

You can use an action to teleport up to 30 feet to an unoccupied space you can see.
You can use this ability a number of times per day equal to 1/3 of your level.
You can use windy escape a number of times per day equal to your 1/2 your level (minimum 1)

The animal tamer: A ghost of a man who was once a famous animal tamer. He was killed by his animals after someone let them out of all of their cages, and he now finds himself trapped in the carnival. He is bitter and angry, but he still loves animals. He talks to the animals in the carnival like they are his best friends.

The Animal Tamer: The animal tamer challenges the players to a game of animal handling. The players must tame a wild animal, such as a dog, a lion, and a elephant. If the player fails to tame the animal, they take 1d6 points of damage. The DC for taming the animals is Dog 12 Lion 16 Elephant 18
You have 4 attempts for success.

Ghostly Animal Whistle

This small, unassuming whistle is said to be imbued with the spirit of a ghost animal tamer. While you are carrying the whistle, you gain the following benefits:

You can use an action to use the whistle, if you do you gain +1/2 your level to all handle animal checks.

You also can use an action to cast the speak with animals spell on a creature of your choice. Twice a day.

8. The fire eater: A ghost of a man who was once a famous fire eater. He was killed in a fire, and he now finds himself trapped in the carnival. He is bitter and angry, but he still loves to perform. He eats fire, breathes fire, and always tries to put on a good show.

The Fire Eater: The fire eater challenges the players to a game of fire resistance. The players must hold their hand in a flame for 10 seconds. They take 1d6+2 points of damage each round until they put out the fire. They must last longer than the fire eater. And make a Will save for 3 consecutive rounds. DC 12 DC 16 DC 18. You have 4 attempts for success.

Once per day, you can choose to store a single fire attack that strikes you for later, you can choose to absorb the attack, equal to 1d6/lvl stored. Anything leftover still dealing damage as normal. You can then release the stored energy as a standard action, targeting any creature within 15 feet of you. The stored attack deals the same amount of damage as you absorbed.

9. The sword swallower: A ghost of a man who was once a famous sword swallower. He was killed by a sword, and he now finds himself trapped in the carnival. He is bitter and angry, but he still loves to perform. He swallows swords, walks on glass, and always tries to push himself to the limit.

10. The Sword Swallower: The sword swallower challenges the players to a game of pain tolerance. The players must swallow a sword. If the player gags or vomits, they take 1d6 points of damage.

The person must make three fortitude saving throws. DC 12 DC 16 DC 18 You have 4 attempts for success.

Guts of Iron
The ghost bestows upon you their ability to cheat death once. When you would normally be dropped to zero or lower hitpoints, you can use your immediate action to cast the false life spell on yourself. You can use this ability a number of times per day equal to 1/3 of your level. Your character level is the caster level for the sake of the spell.

Twice per day you may give yourself +2 on a Fortitude saving throw as a immediate action.

11. The Barker: The barker was once the carnival's hype man. He was a loud and boisterous man who loved to draw attention to himself. He was last to die killed by a jealous lover, and his soul was trapped in the carnival. The barker is now a restless spirit who haunts the carnival. He challenges anyone who enters the carnival to a game of wits.

The Barker's Bell: This bell is made of a ghostly material and emits a faint, eerie sound. It can be used to attract attention and to create a sense of excitement.

Description: The bell is a small, silver bell with a black ribbon attached to it. It is about the size of a human hand.

Abilities: When you ring the bell, you can create a ghostly image of yourself that appears to be performing a task or action. The image is perfectly lifelike and can even interact with the environment. It cannot cast any spells or perform any aggressive actions. The image will remain for 1 round per level you have.

In addition, you can use the bell to create a sense of excitement and anticipation. When you ring the bell as a standard action, all creatures within 30 feet of you must make a Will saving throw (DC 10 + your level). On a failed save, a creature becomes fascinated with you for 1 round. A fascinated creature is not hostile towards you and will follow your instructions to the best of its ability.
You can use this ability a number of times per day equal to 1/2 of your level.

12. The Ticket Seller: The ticket seller was once the carnival's ticket seller. She was a kind and generous woman who loved to help people. She was eventually killed and her soul was trapped in the carnival.

If you fail you take 1d6 slashing damage as a wound appears in your chest.

Part 1
The Ticket Seller's Puzzle: The day I died I sold 543 tickets 17 were premium seats cost 3 times as much per ticket. If each ticket costs 2 copper how much did we make that day?
You have 60 seconds to answer.
Answer:
1154 copper "You think your clever... What is it in silvers then?" 115 silver and 4 copper "Oh yeah and what about gold?" 11 gold 5 silver and 4 copper.

"Odd I know it's correct I've totaled it up so many times but that night I messed up, I ended with 1,290. Bonus question. If you can answer how I did that then consider us sqaure." She charged double the premium price. Or 6 times the average seat.. You have 60 seconds to answer.

Part 2

She says
I am a tool of death,
I am sharp and I am cold.
What am I?
I am a blade.

Part 3

How did I die?

I overcharged customers and was stabbed as a result.

Ghostly Ticket

This small, unassuming ticket is made of thin, greyed paper. It is blank on one side, but on the other side is a single word: "Welcome."

When a character possesses this ticket, they gain the following benefits:

You gain a +2 on appraise checks.

You gain the ability to cast the coin shot spell. You can use this ability a number of times per day equal to 1/2 of your level.

You can cast the fear spell on a single target. You can use this ability a number of times per day equal to 1/3 of your level. DC 10 + character level
Your verbal component is the word welcome. And the target that is affected by fear sees The Neverending Show around them until the effect ends.

13. The Concession Stand Worker: The concession stand worker was once the carnival's concession stand worker. He was a hard-working man who loved to make people happy. He was eventually killed in the fire consuming the carnival, and his soul was trapped in the carnival. The concession stand worker is now a helpful spirit who haunts the carnival.

The vendor challenges you to a food eating contest against another person. Whoever eats the most food in a certain amount of time wins.

The Iron Stomach Challenge: The vendor challenges you to eat a plate of their food that is known to be spicy or otherwise challenging to eat. If you can finish it without getting sick, you get a prize.

Boon of the Ghost Concession Stand Worker

You can use these spells a number of times per day equal your 1/2 your level. The uses must be split evenly. With any extra going in descending order
Good Berry (kettlecorn)
Create food and water.(fair food only)
Grease.

You can use this spell a number of times per day equal your 1/4 your level.

Vomit Swarm.

14. The Freak

Name: Elastic Man
Benefit: You gain the following benefits and may use them as a swift action for 1 round.
You can stretch your limbs and body to great lengths. Your reach is doubled, and you can use your limbs to reach and grab objects that are up to 10 feet away from you.
You can elongate your limbs to increase your speed by 10 feet.
You can contort your body into strange shapes. You can fit through openings that are half your size, and you can squeeze through tight spaces.
You can use these abilities a number of times per day equal to 1/2 of your level.

Physical Challenge: The elastic man might challenge the party member to a wrestling match or to escape from a rope which has lowered you into water.

Wrestling the first to get the other pinned wins.
Escaping the water prison. A break DC for the ropes or escape artist. A swim check to the bottom of the tank for the key.

15. The Gambler
The gamblers challenge.
The Gambler will challenge the player to black jack, street dice, or poker. Best of three rounds wins.

Gambler's Gloves: These gloves are made of black leather and are decorated with playing cards and dice. They grant the wearer a +2 luck bonus to Sleight of Hand. They also have a small pocket dimension inside them that can hold 10 pounds equal to 1/3 of your level(minimum 10), these items can be of any size.

Accessing the Pocket Dimension: Accessing or stowing objects in the pocket dimension is a swift action. To do so, the wearer simply needs to concentrate on the hidden compartment on the inside of the gloves. If withdrawn for 1 round the items have the unseen quality.

16. The Carnie: The carnie was once a carnival worker. He was a mischievous and playful man who loved to have fun. He was eventually killed in a freak accident, and his soul was trapped in the carnival. The carnie is now a mischievous spirit who haunts the carnival. He challenges anyone who enters the carnival to standard carnival game. If the challenger loses, the carnie will take part of their soul resulting in 1d6 negative energy damage.

Haunted Prize

This small, wooden object is decorated with brightly colored ribbons and has a small hole in one end.
Effect: As a standard action the bearer can choose to have the haunted prize shift into any other object that is worth no more than 10 gold pieces.
You can use this ability a number of times per day equal to 1/3 of your level. The bearer of this object can use it to summon a ghostly carnival prize. The carnival prize will appear in the bearer's hand and will last for 1 hour. The prize can be any one of the following:

Stuffed Animal: The stuffed animal is a loyal companion that will follow the bearer around and defend them from harm.
AC: 16 (+4 nat armor +2 dex)
HP: 30
Attack: Bite +4 (1d6+1)
Speed 30 ft
Consider all other stat bonuses not listed as a 0.

Toy Horse: The toy horse is a phantom steed that can carry the bearer at a supernatural speed.
Toy Horse:
AC: 13 (+3 dex)
HP: 20
Speed: 60 ft.
Consider all other stats not listed as a 0.

Balloon: The balloon is a floating beacon of light that can be used to guide the bearer through magical and non magical darkness.
AC: 11 (+1 dex)
HP: 5
Speed: 30 ft.
Consider all other not listed as a 0.

Toy Gun: The toy gun is a ghostly weapon that can be used to shoot bursts of energy. Choose one energy type. Each attack deals 2d6 points of energy damage.

Small Trinket: The small trinket is a magical item that has a minor beneficial effect, such as granting the bearer a +1 bonus to a certain skill, initiative, natural armor or saving throw.

That is all I have come up with so far. Thank you. If you have questions comments criticism or concerns please let me know.


Long story short, I made a 20th level character that if using the run action can go past Mach 4. My gaming group has always played using physics which poses several questions. Wouldn't this person just disintegrate? If so how fast can he go without harming himself? Would he die from pure sonic damage? Can he run on water? Can he run up walls?What about people nearby? How would they be affected by the sonic boom that he produces? Please feel free to make your own rulings on this subject, usually pathfinder covers everything but this appear to be a gray area. I may have missed some additional rulings feel free to add whatever you like to this conversation.


Long story short, I made a 20th level character that if using the run action can go past Mach 4. My gaming group has always played using physics which poses several questions. Wouldn't this person just disintegrate? If so how fast can he go without harming himself? Would he die from pure sonic damage? Can he run on water? Can he run up walls?What about people nearby? How would they be affected by the sonic boom that he produces? Please feel free to make your own rulings on this subject, usually pathfinder covers everything but this appear to be a gray area. I may have missed some additional rulings feel free to add whatever you like to this conversation.


It started by finding all the untyped speed bonuses in the game and all multipliers that could stacked. Thanks again I will switch over to the home brew section.


Long story short, I made a 20th level character that if using the run action can go past Mach 4. My gaming group has always played using physics which poses several questions. Wouldn't this person just disintegrate? If so how fast can he go without harming himself? Would he die from pure sonic damage? Can he run on water? What about people nearby? How would they be affected by the sonic boom that he produces? Please feel free to make your own rulings on this subject, usually pathfinder covers everything but this appear to be a gray area.


FireberdGNOME wrote:
I like the 'draw it as a weapon' because it is a free action when incorporated into another move action, and a move action if not :)

Thank you, i rather liked that effect as well, I mean why not? It's a reasonable action. i really come up with a lot of my best homebrew running games with some random new players. They will usually say something to the effect of; "What do you mean i cannot move and draw a potion?" "That Orc drew his GreatSword and moved!" And my jaw will just drop, i am always caving into someones undeniable reasoning. Due to the fact that they have no knowledge of the subject they truly think outside the box.

LeesusFreak wrote:
Just make it a swift to draw from the belt, and you've successfully stopped any Pun-pun-esque shenanigans.

Though i do agree that would crush a Pun-Pun resistance. It delves a lot deeper than just one side like drawing a potion as a swift, i think it would be interesting if people were able to keep alchemical items and such and still find them mildly useful at 8th lvl. I don't know how many games it has been where i have gotten rid of most of my starter gear in the 3rd town. But because this rule is so much more extensive than it seems i just want to cover all my bases.


The Steal combat maneuver can be used on items in plain view (such as on a bandoleer) but not ones in your pack. This is a penalty for quick storing, there is no advantage to having alchemical items, potions, scrolls, and wands on your belt. Somehow it is just as slow as retrieving it from your backpack.(It would be awesome if someone could tell me i am wrong.)
So here comes the houseruling; without any extra equipment(bandoleer) you may store two extra items of a reasonable size for the character on your belt,and you may draw it as if it was a weapon (Allowing you to use the quick draw feat.) Any items in the backpack still take the normal move action. =) Hope you all like, please tell me if you think you can Pun-Pun this rule


Ciaran Barnes wrote:
In 1st edition, initiative was handled differently. More realistically... maybe? GG devoted a lot more brain power to working out this part of the game out than modern developers have. Your suggestion reminds me of old school weapon speeds and casting times, which I could never completely wrap my head around at that age. I don't necessarily think it is wrong, just that PF is a different game, and that there are appropriate places for simplicity and complexity. It depends on our tastes and where we prefer gamism vs realism. I feel that standard PF initiative - and the built-in benefits of standardized turns - is a boon to the game.

Pathfinder is a great game i have played many wondrous gaming sessions in the "vanilla" world, to put it simply this is just a house rule that rounds also include subrounds, and i totally agree that it is about realism, my groups makes decisions often enough about the realism of the game, but i dont believe that any of us think we have broken it.And some pathfinder rules are not exactly optimal. "Wings are also considered to be arms for purposes of a called shot." I really hope they meant legs, it would make a lot more sense.

All in all I still call the game i play pathfinder, i use the same content that everybody else does to develop the characters and story.


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I dig it, but i agree that at 20th that power wont be used, here is mine, i really liked the Nanite bloodline to begin with and i have this player that wants to play a bloodrager but probably wont be a big fan of the bloodline list. Feel free to tell me what i missed.


Nanite Bloodline:

Your conception was marked by alien influences.
Bonus Spells: mirror strike (7th), defensive shock (10th), gaseous form(13th), miasmatic form (16th)
Bonus Feats: Blind-Fight, Combat Expertise, Dodge, Eldritch Heritage,Expanded Arcana, Improved Disarm, Lightning Reflexes,
Bloodline Powers: The microscopic nanites in your blood grant you incredible powers and alien magic.
Nanite Strike (Ex)
At 1st level as a free action while bloodraging, you can cause nanites to flow from your body and coat the striking end of any manufactured melee weapon you wield. When you hit with a melee attack using this weapon, some of the nanites infect the blood of the victim (Poison—injury; save Fort DC 10 + 1/2 your bloodrager level + your Con modifier; frequency 1/round for 6 rounds; effect 1 Str damage; cure 1 save).
At 4th level, weapons you use with this ability are treated as magical for the purposes of overcoming DR, and the poison also deals 1 point of Constitution damage. At 8th level, the damage increases to 1d2 points of Constitution damage and 1d2 points of Strength damage. At 12th level, the cure becomes two successful saves.
You can use this ability for a number of rounds per day equal to 3 + your Charisma modifier; these rounds need not be consecutive.
Nanite Surge (Ex)
At 4th level, once per day as an immediate action, you can cause your nanites to surge, granting you a bonus equal to 3 + your Bloodrager level on any one d20 roll; this ability must be activated before the roll is made. If you already possess the nanite surge ability from another source (such as from being an android), you can use your nanite surge an additional time per day.
At 8th level, you can use this ability an additional time per day.
Nanite Resurgence (Ex)
At 8th level, once per day as an immediate action upon being reduced to one-quarter your maximum hit points while bloodraging, you can force the mechanical swarm living inside you to keep you alive. This ability functions like a resurgent transformation spell using your Bloodrager level as the caster level, except it is an extraordinary ability and cannot be dispelled.
At 12th level, you can use this ability twice per day (though using this ability twice in one 24-hour period entails a chance of system shock and death; see the spell's description for more details).
At 16th level, you never die of system shock from using this ability.
Distributed Body (Ex)
At 12th level, anytime you are struck by a critical hit or a sneak attack, there is a 50% chance that your nanites scatter and reincorporate around the attack, negating the extra damage and causing the attack to deal damage as normal instead.
Swarming Bloodrager (Su)
At 16th level, once per day you can at will, you may break down your body into small flying nanites, you are not subject to critical hits or flanking, never staggered, or reduced to a dying state by damage. Immune to every spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). You take half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and many evocation spells. You cannot be tripped, grappled, or bull rushed. Your weapons and items remain solid and can be weilded as normal.
Living Swarm (Su)
At 20th level, you and the machines within you become one. Your nanites consume and replicate your body, allowing swift and radical physical alterations with little more than a thought. You become immune to bleed effects, diseases, and poisons, and gain an additional DR 5/—. At will, you can break down your body and move in a shimmering stream of flying nanites, as if affected by gaseous form. You can gain all these benefits constantly as well as the abiity to use Nanite Resurgence even while not bloodraging.


Tiny update but adds a lot to the system..
You may not stop a charge then start a full attack action within the same round. You may choose to start a Run action at any time if the charge action cannot be completed.

I removed Closing The Gap. Adding this new rule got the same effect that everyone was looking for.
Movement in Combat: Whenever you choose to dedicate any amount of actions to movement you may decide to take your movement anytime during the initiative order that the action takes place, these movements may or may not invoke attacks of opportunity depending on the circumstances.

Update to full attacks, just a clarification really.
A magus casts his spell first and attacks(only with half if given more than one attack.) in the 1st subround.


InVinoVeritas wrote:
reefwood wrote:

Out of curiosity, what spells say that you can touch creatures over multiple rounds?

And how would you handle chill touch? Standard action to cast and free action for one touch? If I understand you correctly (which maybe I'm not), you can only use this spell to touch one creature because you can only get one touch in the round that it is cast, and the spell will not carryover to the next round. But if this is the case, why is the limit up to one creature/level? This seems to indicate that you can touch multiple creatures, and I think the only way to do that would be for the spell to carryover multiple rounds. But maybe I'm missing something you said or something in the rules?

As far as I can remember, Chill Touch and Elemental Touch are the only multiple touch spells. Elemental Touch has a duration; that's pretty straightforward. Chill Touch grants the caster a touch attack, successfully dischargable a number of times equal to your caster level.

Now the real question is what happens when you cast Chill Touch and start grappling someone.

The world still wants to know.. No seriously, and what if it is the converse and i am holding the charge?


Adding tid bits of changed content, but the more this is used the better it seems.
Examples: Those with spears can actually use the brace ability. Casters have a chance to flee from some fights but not all. Those with movement capabilities have a chance to use them in combat. As we all know this changes the way a magical/melee caster is played, you get one free attack as part of casting a touch spell within the same round you cast it. So you can cast (Standard), next subround move up to your speed (Move), then touch something (Free). Or cast defensively in a threatened square (Standard), then touch something (Free), then taking a movement next subround which will provoke an attack of op. Everyone seems to execute fullround action abilities as good as before if not better. Though it has been brought to attention that a summoning type character has a slightly more difficult time, that was until i mentioned that they should cast invisibility.

The table Concentration Check DCs is applied a lot more often.

Cast defensively 15 + double spell level
Injured while casting 10 + damage dealt + spell level
Affected by a non-damaging spell while casting DC of the spell + spell level
Grappled or pinned while casting 10 + grappler's CMB + spell level
Vigorous motion while casting 10 + spell level
Violent motion while casting 15 + spell level
Extremely violent motion while casting 20 + spell level
Entangled while casting 15 + spell level
The Additions

Readying an Action: You can ready a standard action, a move action, a swift action, or a free action. To do so, specify the action you will take and the conditions under which you will take it. Anytime before your next subround, you may take the readied action in response to that condition. The action occurs just before the action that triggers it. If the triggered action is part of another character's activities, you interrupt the other character. Assuming he is still capable of doing so, he continues his actions once you complete your readied action. Your initiative result changes. For the rest of the encounter, your initiative result is the count on which you took the readied action, and you act immediately ahead of the character whose action triggered your readied action.
You can take a 5-foot step with part of your readied action, but only if you don't otherwise move any distance during the round.
Your initiative result does not become the count on which you took the readied action. If you come to your next subround and have not yet performed your readied action, you can hold it for the current subround.

Delay: By choosing to delay, you take no action and then act normally on whatever initiative count you decide to act. When you delay, you voluntarily reduce your own initiative result for the rest of the combat. When your new, lower initiative count comes up later in the same round, you can act normally. You can specify this new initiative result or just wait until some time later in the round and act then, thus fixing your new initiative count at that point.


I was thinking the same thing but in a mildly different way, my opinion on the subject is that druids are not as good at healing or doing damage, but better at transferring existing energy.(Dealing damage and healing.)I have always thought that the plant/creature side of druids spells was really just lacking.
I would love to see a druid using a similar ability to channel energy though.

I have not play tested the spells below, just thinking that it might add some flavor to this conversation.

Spells:

Leaching Vine
Level druid 1

CASTING
Casting Time 1 standard action
Components V, S

EFFECT
Range close (25 ft. + 5 ft./2 levels)
1 living target
Duration instantaneous
Saving Throw none; Spell Resistance yes

DESCRIPTION
A vine darts forth from your arm (ranged touch), on a successful hit the vine sucks the opponents blood 1d4/level (max 5d4) damage. You heal yourself half of the damage dealt(Minimum 1hp)
Objects, undead, constructs, or anything else that is not a water based life form is not damaged by the spell.

Invasive Species
School transmutation; Level Druid 2,

CASTING
Casting Time 1 standard action
Components V, S, M (a seed)

EFFECT
Range close (25 ft. + 5 ft./2 levels)
1 living target
Duration 1round/lvl
Saving Throw none; Spell Resistance yes

DESCRIPTION
A seed covered in a layer of force fires from your fingertips(ranged touch) which deals 1 force damage. A plant roots and grows as it deals severe wounds over time. The plants hp is equal to half the damage it deals. On the same round it is injected it drains 1d4 hp. On each consecutive round the plant obtains a damage bonus equal to it's current hp. A creature with hands may pull out the rooting plant as a swift or move action, in turn this deals all of the plants current hp as damage. The plant does not disappear at the end of the spells duration. It just stops feeding off of it's current host. You must remove this plant before you heal (it is rather hard to heal a wound with a tree in your arm.) If a monster is killed with the drain effect of the spell they become a plant of the same CR. (Not under the control of the druid by any means.)

Vine Wall
School transmutation (creation); Level Druid 2

CASTING
Casting Time 1 standard action
Components V, S

EFFECT
Range close (25 ft. + 5 ft./2 levels)
Effect One Vine Wall
Duration 1round/lvl

DESCRIPTION
This spell allows you to summon a 5 feet long by ten feet high mass of vines for 1round/lvl. It has a health of 1d4/lvl (max 5d4) and has vulnerability to cold, fire, and slashing damage.It takes no part in the initiative.The vines threat range is that of a medium monster regardless of how many are stacked together. The Vines do not deal damage, instead it can cause a opponent that walks through it's threat range and fails a CMD check to become grappled. The Vine wall has a chance at catching projectiles and other types of objects within it's threaten range as well, all projectiles CMD is equal to the attack roll. Your vines CMB is equal to your caster level plus your Intelligence, Wisdom, or Charisma modifier, whichever is highest. A creature that's grappled takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity. A creature capable of spell casting that is bound by this spell must make a concentration check with a DC of 15 + the spell's level to cast a spell. A grappled creature can slip free as a move action, making a Strength or Escape Artist check. The DC for this check is equal to the DC of the spell.or cut the vines. It is a 1-inch-diameter vine 4 hit points, AC 10. If this spell blocks any area of effect before it detonates (such as a fireball) it detonates early centered on one side of the Vine Wall.
A Vine Wall can prevent damage dealt by area effect spells or similar effects. For example, if you can remove line of sight or contain the blast from a fireball.

Aspect of Hawk
School transmutation; Level Druid 2

Casting 1 standard action
Components V, S, F (a wing feather)

Range touch
Target creature touched
Duration 1 min./level Max 10
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

The target sprouts wings and can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). It can ascend at half speed and descend at double speed, and its maneuverability is good. Using a fly spell requires only as much concentration as walking, so the subject can attack or cast spells normally. The subject of a fly spell can charge but not run, and it cannot carry aloft more weight than its maximum load, plus any armor it wears. The subject gains a bonus on Fly skill checks equal to 1/2 your caster level.Called shots to the wings are easy to make (–2 penalty). A flying creature shot in the wing must make a Fly check to avoid descending involuntarily (DC 5 + damage dealt to wings over time) failing by 5 or more means plummeting to the ground .

Attacked While Flying -You are not considered flat-footed while flying. If you are flying using wings and you take damage while flying, you must make a DC 10 Fly check to avoid losing 10 feet of altitude. This descent does not provoke an attack of opportunity and does not count against a creature’s movement.

Collision While Flying - If you are using wings to fly and you collide with an object equal to your size or larger, you must immediately make a DC 25 Fly check to avoid plummeting to the ground, taking the appropriate falling damage.

Avoid Falling Damage - If you are falling you can make a DC 10 Fly check to negate the damage. You cannot make this check if you are falling due to a failed Fly check or a collision.

Should the spell duration expire while the subject is still aloft, the magic fails abruptly. The subject falls the distance, taking 1d6 points of damage per 10 feet.


Suggested rules from my gaming party.

It is totally okay to start a full round action on the second subround, it is completed on the end of your next subround.

You may 5 footstep with a charge if a character has used a 5 footstep to move out of your threat range.

I totally agree with the second one but the first one i am a little iffy about.


Choon wrote:
So, how is this "closing the gap" different from normal move-action movement?

Closing the gap - Allows characters to follow a target in motion. For example if a cleric plans on running south and a fighter wants to intercept but is coming east, Ordinarily you would hold your action until after the cleric has acted so you may properly guess where he is going to be his next turn. Yet that is not how real life works. We adapt our choices at a moments notice. Closing the gap is like saying "Im going to take my move action on your turn."

If you have indecisive players who already take too long on their turns this mechanic is not for you. =)

Keeping what has been talked about in mind i would love to hear different rules and actions that would balance this mechanic.


The Archive wrote:

Why exactly would someone want to full attack in this system? Or rather, how could someone full attack in this system?

By splitting the combat into two "subrounds," what's to prevent the person I'm trying to full attack becoming an invalid target when they just move out of my reach?

As well, this could lengthen how long combat takes. Something to keep in mind.

When making a full attack you make half or your attacks in the first round. The second round you may decide to take the other half or not. "A character can stop a 2 action sequence and is refunded whatever is left of his action."

When play testing melees immediately charge, a ranged based character makes a decision to either A. Run or B. Fire before the brute reaches him. If the ranged character decides to take a move action out of the full attack actions which i assume is a threatened space the melee can make an attack of opportunity and gets refunded an action Or if ranged takes a five foot step then the melee can make the same 5 foot step after him. As per normal rules of pathfinder.


Ascalaphus wrote:
Could you summarize in just a few lines what you're trying to accomplish, and why?

I am splitting combat into 2 subrounds, the objective is to make the combat a little less linear and a little more life like, each subround occurs all at once, characters takes actions "together" but the first in the initiative has right of way. As well i added a feature to allow people to follow a target to the best of their ability, i call it closing the gap.


I had this idea on how to make combat more fluid. Please feel free to tell me if i missed anything or if this doesn't work with a feet or something.

How Combat Works

Combat is cyclical; everybody participates in a action based cycle. Combat follows this sequence:

1. When combat begins, all combatants roll initiative.

2. Determine which characters are aware of their opponents. These characters can act during a surprise round. If all the characters are aware of their opponents, proceed normally. See the surprise section for more information.

3. After the surprise round (if any), all combatants are ready to being the first normal round of combat.

4. Combatants choose to make 1 action, such as a move or standard action, they can choose to make a longer action such as a full round action but not all effects occur until later in the combat round.
In a round of combat, you can do either :
1 Full-round action OR
1 Standard action plus 1 Move action (in any order) OR
2 Move actions (effectively trading your Standard action for a Move action)
Plus a combination of :
1 Swift or Immediate Action and 5 Free Actions

5. When the two subrounds have occurred, the next combat round begins with the combatant with the highest initiative, and steps 4. and 5. repeat until combat ends.

The Combat Round

Each round represents 6 seconds in the game world; there are 10 rounds in a minute of combat. A round normally allows each character involved in a combat situation to act.

Each round's activity begins with the character with the highest initiative result and then proceeds in order. When a character's turn comes up in the initiative sequence, that character decides what his action is and then waits for the action sequence to end. Everything in 1 subround occurs all at once. A character can stop an 2 action sequence and is refunded whatever is left of his action.

.
Initiative

At the start of a battle, each combatant makes an initiative check. An initiative check is a Dexterity check. Each character applies his or her Dexterity modifier to the roll, as well as other modifiers from feats, spells, and other effects. Characters act in order, counting down from the highest result to the lowest. There are 2 action based subrounds in every round. The combatants act together simultaneously, yet the first in the initiative has right of way in combat or entering a square.

Flat-Footed: At the start of a battle, before you have had a chance to act (specifically, before your action in the initiative order), you are flat-footed. You can't use your Dexterity bonus to AC (if any) while flat-footed. Barbarians and rogues of high enough level have the uncanny dodge extraordinary ability, which means that they cannot be caught flat-footed. Characters with uncanny dodge retain their Dexterity bonus to their AC and can make attacks of opportunity before they have acted in the first round of combat. A flat-footed character can't make attacks of opportunity, unless he has the Combat Reflexes feat.

Inaction: Even if you can't take actions, you retain your initiative score for the duration of the encounter.
Surprise

When a combat starts, if you are not aware of your opponents and they are aware of you, you're surprised.

Sometimes all the combatants on a side are aware of their opponents, sometimes none are, and sometimes only some of them are. Sometimes a few combatants on each side are aware and the other combatants on each side are unaware.

Determining awareness may call for Perception checks or other checks.

The Surprise Round: If some but not all of the combatants are aware of their opponents, a surprise round happens before regular rounds begin. In initiative order (highest to lowest), combatants who started the battle aware of their opponents each take a standard or move action during the surprise round. You can also take free actions during the surprise round. If no one or everyone is surprised, no surprise round occurs.

Unaware Combatants: Combatants who are unaware at the start of battle don't get to act in the surprise round. Unaware combatants are flat-footed because they have not acted yet, so they lose any Dexterity bonus to AC

Miscellaneous Actions

The following actions take a variable amount of time to accomplish or otherwise work differently than other actions.
Take 5-Foot Step

You can move 5 feet in any round when you don't perform any other kind of movement. Taking this 5-foot step never provokes an attack of opportunity. You can't take more than one 5-foot step in a round, and you can't take a 5-foot step in the same round that you move any distance.

You can take a 5-foot step before, during, or after your other actions in the round.

You can only take a 5-foot-step if your movement isn't hampered by difficult terrain or darkness. Any creature with a speed of 5 feet or less can't take a 5-foot step, since moving even 5 feet requires a move action for such a slow creature.

You may not take a 5-foot step using a form of movement for which you do not have a listed speed.
Use Feat

Certain feats let you take special actions in combat. Other feats do not require actions themselves, but they give you a bonus when attempting something you can already do. Some feats are not meant to be used within the framework of combat. The individual feat descriptions tell you what you need to know about them.
Use Skill

Most skill uses are standard actions, but some might be move actions, full-round actions, free actions, or something else entirely.

The individual skill descriptions in Using Skills tell you what sorts of actions are required to perform skills.

Immediate Action-No action
Much like a swift action, an immediate action consumes a very small amount of time but represents a larger expenditure of effort and energy than a free action. However, unlike a swift action, an immediate action can be performed at any time—even if it's not your turn. Casting feather fall is an immediate action, since the spell can be cast at any time.

Using an immediate action on your turn is the same as using a swift action and counts as your swift action for that turn. You cannot use another immediate action or a swift action until after your next turn if you have used an immediate action when it is not currently your turn (effectively, using an immediate action before your turn is equivalent to using your swift action for the coming turn). You also cannot use an immediate action if you are flat-footed.

Free Action-No action
Free actions don't take any time at all, though there may be limits to the number of free actions you can perform in a turn. Free actions rarely incur attacks of opportunity
Cease Concentration on Spell

Drop an Item
Drop Prone
Speak

Swift Action- No Action
A swift action consumes a very small amount of time, but represents a larger expenditure of effort than a free action. You can perform one swift action per turn without affecting your ability to perform other actions. In that regard, a swift action is like a free action. You can, however, perform only one single swift action per turn, regardless of what other actions you take. You can take a swift action anytime you would normally be allowed to take a free action. Swift actions usually involve spellcasting, activating a feat, or the activation of magic items.

Move Action-1 Action
Move - Equal to movement speed
Closing the gap(The character follows a target, equal to it's movement speed)
Control Frightened Mount
Redirect an Active Spell
Draw a weapon -- If you have a base attack bonus of +1 or higher, you may draw a weapon as a free action combined with a regular move. If you have the Two-Weapon Fighting feat, you can draw two light or one-handed weapons in the time it would normally take you to draw one.
Drawing ammunition for use with a ranged weapon (such as arrows, bolts, sling bullets, or shuriken) is a free action.
Load a hand crossbow or light crossbow
Open or close a door
Mount/dismount a steed
Move a heavy object
Pick up an item
Sheathe a weapon
Stand up from prone
Ready or drop a shield -- If you have a base attack bonus of +1 or higher, you can ready or drop a shield as a free action combined with a regular move.
Retrieve a stored item

Standard Action-1 Action
Attacks - (Ranged, Melee, Magic)
Charge - You are able to take only a standard action, you can still follow the target and charge, but you are only allowed to move up to your speed. (instead of up to double your speed).
Aid Another
Activate a magic item
Cast A Spell
Channel Energy
Concentrate on spell
Concentrate to maintain an active spell
Dismiss a spell
Drink a potion or apply an oil
Escape a grapple
Feint
Light a torch with a tindertwig
Lower spell resistance
Read a scroll
Ready (triggers a standard action)
Stabilize a dying friend (see Heal skill)
Total defense
Use extraordinary ability
Use spell-like ability
Use supernatural ability

Full-Round Action - 2 Actions
A full-round action consumes all your effort during a round. You can take a 5-foot step before, during, or after the action.
Charge - Charging is a special full-round action that allows you to move up to twice your speed following the target and attack during the 2nd action. After moving, you may make a single melee attack. You get a +2 bonus on the attack roll and take a –2 penalty to your AC until the start of your next turn. A charging character gets a +2 bonus on combat maneuver attack rolls made to bull rush an opponent.
Full Attack You can choose to fight defensively when taking a full attack action. If you do so, you take a -4 penalty on all attacks in a round to gain a +2 dodge bonus to AC for the same round.
Deliver Coup De Grace
Escape Net
Extinguish Flames
Light Torch
Load a heavy or repeating crossbow
Lock or unlock weapon in locked gauntlet
Throw splash weapon
Run - When you run, you can move up to four times your speed in a straight line (or three times your speed if you're in heavy armor). You lose any Dexterity bonus to AC unless you have the Run feat.You can run for a number of rounds equal to your Constitution score, but after that you must make a DC 10 Constitution check to continue running. You must check again each round in which you continue to run, and the DC of this check increases by 1 for each check you have made. When you fail this check, you must stop running. A character who has run to his limit must rest for 1 minute (10 rounds) before running again. During a rest period, a character can move no faster than a normal move action.
Use touch spell on up to six friends
Withdraw