Veldenar

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Have we heard anything from Drop Dead Studios on this topic?


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Pathfinder second edition no longer automatically scales spells with level. That means it would be fairly simple to convert it to a psionics-like point-based system, where raising slot level becomes increasing point cost when casting. At least in theory, anyway.

I'm trying to homebrew a mana point system for my home game, because it doesn't seem like there's any news on psionics from Dreamscarred Press at all (seems like they're still working on their Starfinder conversion, so it would take a while).

The challenges here is mostly the distinction between spontaneous and prepared casters, since spontaneous casters would lose their biggest advantage in such a system. A second concern is how to limit higher level spells so they not used to "nova".


I have a hard time seeing how undercasting would make spontaneous casters too powerful or too versatile compared to prepared casters. It's a nice lateral boost in flexibility since it only really affects the use of lower level spell slots.


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Will there ever be supplements deities not just as individuals, but rather as pantheons?

The Core deities are kind of a mish-mash of entities who have a few lines describing their relationships but not really in any greater detail than how "Shelyn and Zon-Kuthon are siblings" or "Asmodeus and Sarenrae hate each other but both hate Rovagug more". There's also mentions of how Torag is a dwarf god, Calistria is an elf god, and Aroden (RIP) is a human god. But we rarely see any complex groupings of deities based on origin, or by the cultures of their worshipers. The only true Pantheons (as in, a family or otherwise related group of deities worshiped by followers as a whole) are the orc pantheon orcs, the Azlanti pantheon, and the Archdevils of Hell in Cheliax.

If you look at mythology in real life and in many other settings, cultures have unique and distinct groupings of gods that they pay respect to, and while priests might serve only one god at a time, most members of the population will give prayer to different gods depending on the situation. Forgotten Realms is a big example, which has a pantheon for each core race plus several human pantheons by ethnicity. In a world where these gods really do exist, the same gods can even appear in multiple pantheons under different names and take on varied cultural affectations while keeping their alignment and core tenets.

In Golarion, as complex as the cultures and histories are, we never really see cultures grouping gods together in thematic sets barring rare exceptions. Even characters who are not divine casters are usually presented as devotees of singular gods rather than following a polytheistic religion.

Since we're getting Gods and Magic soon, is there any chance of seeing things like the elf pantheon, the dwarf pantheon, the Varisian pantheon, the Ulfen pantheon, etc? It would certainly flesh out religion as a whole for each culture, as well as the relationships between gods.


It's a bit odd that unconscious creatures only take a -4 penalty to Reflex saves even though they won't be woken up by the triggering action (for example, if they are dying).

It makes more sense to me that a creature who is unconscious takes a -4 to Reflex saves only if the triggering action causes the creature to lose the unconscious condition. However, if the triggering action does not cause the creature to wake up, the creature instead critical fails all reflex saves.


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Would it break the game if characters can freely choose a general OR ancestry feat at level 3 and every odd level beyond?

Similarly, would it be any way unbalanced if characters can choose either a skill feat, or a skill increase, at every level?

Obviously all level and proficiency prerequisites would still apply, since we still can't have level 5 characters running around with legendary skills. I'm just curious as to why players are limited to an even split between skill feats and skill increases, as well as between general and ancestry feats.


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One of my biggest gripes in 3.5/PF1 is that PCs gain progressively better bonuses to attack as they level, but increases in defense largely rely on magic items like amulets of natural armor and rings of protection. Not only are those items boring, but they also take up valuable slots for more interesting and flavorful alternatives.

It would be a step in the right direction to introduce something like a base defense bonus that scale with level. Not only is this good for eliminating "mandatory" items, but also paves the way for rolling "active defense" as reactions should the player want to.


I'm not sure if this is the right board to post this kind of thing. If it's not, mods please put it in the appropriate board. Thanks!

Some of my favorite sourcebooks are the NPC and Monster codices, which provides statblocks for encounters and sometimes a simple writeup of the character in question. But these books don't contain a lot of the newer classes, and there's a very distinct lack of non core base, hybrid and occult NPC statblocks ready for use. I also find it hard to find characters of rare and unusual races.

Two days ago I posted a similar thread on Reddit's r/Pathfinder_RPG, and got a lot of approval and support. The idea is that everyone contribute a few characters, either unique NPCs they built for their own home games, or PCs they are currently playing or have played. It's minimal effort on each person's part to share these existing characters, but once compiled it would be very interesting for DMs to reference and use as plug-and-play encounters. And if character builds and backstories are interesting, it could make a nice read on its own too!

The codex, once compiled, would be a large PDF containing a whole lot of uniquely built characters from level 1 to 20, arranged alphabetically by class and by CR. The format would be very similar to the NPC Codex and the Inner Sea NPC codex. As the editor of this project, I will be giving priority to non-core classes and uniquely flavorful archetypes of core classes.

If you wish to contribute, please check out the detailed contribution guidelines, submission template, and the (currently nearly empty) submission folder.


I recently converted a game from 3.5e to Pathfinder, and a character in said game is an Archivist. So I tried my hand at converting the class to Pathfinder, adding or removing some features on the way to put it more in line with Pathfinder classes. Notably, I removed the ability to learn absolutely every divine spell in the game through scrolls (it's a feat instead, similar to the Magus's Spell Blending arcana).

I also changed how Dark Knowledge works to be more in line with standard knowledge checks, and boosted Lore Mastery.

Archivist base class

The capstone ability I added is taken from this conversion.

Tell me what you think! Any advice and suggestions are welcome. I'm especially looking for potential ways to expand its options in terms of feats, archetypes, etc.