Red Dragon

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RPG Superstar 6 Season Star Voter. Organized Play Member. 252 posts (254 including aliases). No reviews. No lists. 1 wishlist. 2 Organized Play characters. 1 alias.

Liberty's Edge

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Paizo has been really good with producing 1 'classic' vein AP and 1 AP to shake things up so-to-speak. Mummy AP (classic) followed by the Iron Gods AP (shaker). Next should be another classic, followed by another shaker! My vote is for:

1) Colonial Exploration AP (classic)

What's old is new again as factions of the Inner Sea vie for influence in the new world! Explore uncharted lands, support your chosen factions, discover new riches, and found villages on the frontier! Its got everything you want: Ships, Trade, Politics, Factions, Exploration, Wilds, Building! :)

2) Distant Worlds AP (shaker)

I'm a sucker for exploring other worlds. Even better, give me a ship and a star to guide her by! I NEED this AP to happen and with Iron Gods and the Distant Worlds source material out now. This...just...may...happen!! Woohoo!

Liberty's Edge

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Quick note, I did not see anyone suggest this yet: has anyone tried eliminating 5th level spells and higher but (and this is where it gets interesting) keeping spellcasting slots at higher levels? Heightened Spell feat I'd free. Casters can fill these slots with any of their spells or, better yet, fill them with metamagic-enhanced spells. This would help curtail the high level spell power but still allow an increase in spell power tied to the metamagic fears a caster has. I would provide an additional bonus feats every 2 levels to casters to help balance the dependency out.

Liberty's Edge

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Cold, Far East, Maritime, War, etc. are out.

My best guesses: Urban AP, Distant Worlds AP, or a Colonial Exploration AP (aka a new continent is revealed!)

Personally I think a new continent to explore would give us a little of all the things I enjoy seeing in an AP:

1) A new continent!!
2) Hexcrawl exploration!
3) Colony/fort building (minor kingdom building)
4) Harvesting resources to send back to purchase new supplies (minor mercantile)
5) Competing factions intrigue! (plus new vistas for the society to play in)
6) A Sandbox!! Haggle, conquer, plunder, or trade your way to fame as the greatest explorers in all of golarion!

This should be done before Distant Worlds AP because once you've seen other worlds the whole 'greatest explorers' selling point loses some of its umph. ;P

Liberty's Edge

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The purpose of my current Pathfinder House Rules Document (PHRD) is to encourage my less rule-savy/number-crunching gamers to adventure 10+ level and beyond! Additionally, it encourages greater mobility allowing for fights to be more dynamic and a greater use of combat maneuvers.

Feel free to ask any questions on my experience with these rules and the nature of their origins. This set is currently being applied and play-tested at 11th level in the Kingmaker AP with 4 players.

Attacks of Opportunity
Attacks of opportunity work as normal except the attack is replaced with a free combat maneuver that does not provoke and failure by 10 or more has no effect.

Combat Maneuvers
All combat maneuvers may be performed in place of an attack roll.

Iterative Attacks
This variant replaces the normal progression of iterative attacks:

  • At BAB +6, gain a 2nd attack but both suffer a -2/-2 penalty. Gain the Vital Strike feat.
  • At BAB +11, this penalty is reduced to -1/-1. Gain the Improved Vital Strike feat.
  • At BAB +16, the penalty is reduced to -0/-0. Gain the Greater Vital Strike feat.

Flurry of Blows, Rapid Shot, and Two Weapon Fighting provide one additional attack as normal. Flurry progression, improved, and greater two weapon fighting do not provide additional attacks but instead each reduce the penalty for all attacks by one.


  • Bluff (Feint) = Move Action
  • Intimidate (Demoralize) = Move Action


  • Improved Feint: Feint = Swift Action
  • Improved maneuver feats = +2 bonus and may be performed as a move action
  • Greater maneuver feats = +4 bonus and may be performed as a swift action

Spontaneous Metamagic
When a metamagic feat is selected you may modify a spell 3/day, at the time of casting, with no increase in the spell's level. The maximum spell level the metamagic feat may be applied to is equal to the caster's highest spell level minus the level increase of the metamagic feat. Any number of metamagic feats may be used but may not exceed maximum spell level. Additional selections of the same metamagic feat allows the uses per day to stack.

Spontaneous casters may apply metamagic to their spells as a free action. Preparation casters may apply metamagic to their spells as a move action or may prepare their spells ahead of time using up a use per day as normal and cast their modified spell normally.

Magic Item Variant
In this variant all magical weapons, shields, armor, cloaks of protection, attribute enhancement belts/headbands, and attribute buffing spells that provide a numerical modifier are removed from the game. This variant also replaces attribute bonuses normally received at 4th level and every 4 levels after.

Magical arms and armor with special qualities still exist but without their numerical bonuses. Instead these become inherent bonuses for each character and these bonuses apply to all arms and armor of masterwork quality that the character has proficiency with. Starting characters receive 75% of their wealth by level (WBL) if they are non-martial/non-armor-based characters and 50% WBL for martial characters. The price of magical arms and armor begin at the +1 level and increase based on the special abilities added. So a flaming (+1) bane (+1) magical (+1 base) sword would cost 18,000 gp (at the +3 level).

  • At 2nd and every 2 levels after: +1 to any two attributes
  • At 2nd, 5th, and every 4 levels after: +1 to all saves
  • At 2nd and every 4 levels after: +1 Armor
  • At 3rd and every 4 levels after: +1 Shield
  • At 4th and every 4 levels: +1 Atk/Dmg

NPCs and Monsters
Minion Template: NPCs and creatures modified by the minion template are reduced to 1 HP, become immune to magical and special ability secondary affects due to failed saving throws, AC -4 and CR -3. For effects dependent on hit dice, a minion's effective hit dice are equal to the base creature divided by 2.

Liberty's Edge Star Voter Season 6

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Covent wrote:
Sean K Reynolds wrote:

*Holds up Boom-Box*

Song Plays


This is now my voting theme song! I shall have this on continuous loop while voting lol.

Liberty's Edge

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I too tend to play TPKs straight up with no coddling. I have one caveat though: we use Hero Points from the APG (we only use the points, no HP feats or spells). So I kind of cheat TPKs by introducing a mechanic that discourages TPKs from happening through their use in-game.

As a result I am able to play the dice as they lie and never worry about balancing encounters 'just right' or whether the party will TPK or not. Its a care free solution for my DMing style and we're all enjoying it.

I have also found HPs also helps players that have radically different play-styles. One player, for example, really prefers no-characer-death games while another player wants multiple characters and see several go to a horrible fate. With HPs Player #1 is allowed to hoard a minimum of 2 Hero Points (the points necesariy to avert outright death with a good explanation) while Player #2 spends his Hero Points to do wild and fun things but then occasionally his character does die a horrible death. Best of both worlds and even better, as the DM I typically don't have to worry about a thing!

To date we have had only 2 character deaths (1st - 8th) and a number of near-TPKs but no actual TPK yet. Continuity of course is the mother of story and TPKs do tend to disrupt that (hence why I discourage them in a hands-off sort of way) but outright disallowing TPKs to happen by DM fiat...that almost harms the game more by disrupting the sense-of-disbelief for my players.

Liberty's Edge

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Here's a simple WIP of what I am currently implementing for my KM campaign (they have just finished part 2) to alleviate somewhat the removal of the magic item economy.

This expands the 'farm' hex development into three different types and adds the Trade edict which allows for the conversion of excess 'farm' resources into monthly BP. Magic item slots remain but can no longer be sold for BP though they can add a small economy bonus.

My group will be play-testing this 'live' in our KM campaign so I highly value any feedback or experiences anyone may have using this system.

Hexes may be developed for resources in the following 3 ways:

1. Farm/Fishery (Plains, Hills, Swamp, or Lake Hex)
2. Logging Camp (Forest Hex)
3. Mine (Hills or Mountain Hex)

All three developments will act in all ways as farms do now (swamp and mountain hexes cost double BP to develop) by reducing kingdom consumption by 2 BPs but for different hexes. Total kingdom consumption will be divided by 3 to represent the need for each of the three sectors:

Example 1
Kingdom Total Consumption = 11
Farm (4), Log (4), Mine (3)

Example 2
Total Consumption = 22
Farm (8), Log (7), Mine (7)

Additionally, I will be adding the Trade edict. The Trade edict represents trade negotiations with neighboring lands and can be set to convert an amount of excess consumption in one resource sector into BP.

Changing the trade edict level will require a successful Loyalty check by the Kingdom Diplomat (adding their ranks in diplomacy to the roll) against the kingdom's Control DC. This represents the breaking/negotiating of trade agreements and lobbying the kingdoms merchants to accept whatever deals are made.

As the amount of trade increases in your kingdom so does the need for safe and secure trade routes! This is represented by the stability penalty to your kingdom as the pressures on security forces mount and crime arises due to the higher volume of trade between your kingdom and other lands.

Edict Level_______Resources Converted______Stability Penalty

The impact of the Trade edict also increases as your kingdom grows larger:

1. Baron (one sector may be converted)
2. Duke (two sectors may be converted)
3. King (all three sectors may be converted)

* * * * * *

Magic item slots remain. The ability to sell them for BP has been removed. To cycle through the magic item slots each month the kingdom may choose to roll to 'move' (i.e. sell) an item slot per the original rules for selling magic items though no BPs are earned for doing so. Magic item slots may also be converted into a small economy bonus rather than filling them (+1 for minor, +3 medium, and +5 major) as an option.

The ability for the kingdom leadership to 'take' a magic item from a slot for themselves remains. This automatically incurs 1/2 the normal unrest (as if the check was failed) and shuts off all magic item access purchased by the leadership through the kingdom until a settlement for the item is made either by (1) paying for the item and all returns to normal (2) or negotiating a settlement for half price (though the unrest remains).

Note: For medium and major magic items, this is often one of the few ways (besides discovering items somewhere or crafting them) to access powerful and expensive magic items and it is always a good idea to have these slots and cycle through them.

Liberty's Edge

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"Don't colorspray me bro!"


Liberty's Edge

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Acknowledgements: Thanks go out to all our fellow paizonians that have spearheaded numerous inspirational artificer class conversions here and elsewhere. Without their efforts I would never have attempted to tackle my own humble attempt. A few good ideas have indeed been yoinked. Tinker on fellow artificers and good gaming!

Text has been condensed under various spoiler tags to keep the wall O’text monster away and keep the class compact and viewable by those with a passing interest. Though hopefully interests will be piqued and readers will dig further to satisfy curiosity.

This class conversion is currently undergoing play-testing in my Pathfinder Eberron - Shardspace campaign.

Class Conversion Notes:

  • The artificer was converted to an Int-based class versus a cha-based class. This seemed an intuitive move given the class propensity for crafting and specialized knowledge as well as my own interest. As a result, the artificer has been somewhat weaned off its absolute dependency on the Use Magic Device skill.
  • Infusions were made standard actions and are cast similar to spells. With the general weakness of the artificer infusion list, when applied to combat, having infusions requiring any more time to cast affected playability and player enjoyment. For balance, Infusions must now be prepared in advance (1 hour each day to fill used slots as a wizard does). Infusion slots may also be left open and filled later as well.
  • I liked to see artificers a bit more tinkery and so for entirely selfish reasons I added some fun and useful 0th level Infusions.
  • A Schema Book has been introduced to this class for two purposes: (1) Somewhat restrict the breadth of magical items created to a reasonable degree (at least without expending resources to be more capable of doing so) as well as represent an artificer’s “specialized” knowledge and skill mastery, and (2) allow artificer’s to show off their magic item mastery without always relying on a use magic device skill roll. Again, the choices an artificer makes to specialize in certain spell schematics make then unique and less of a carbon copy.
  • To this end the item crafting feats have been somewhat curtailed but remain plentiful and open-ended to allow for the creation of unique artificer characters. Whether a dual-wand wielding specialist, an item metamagic master, or a jack-of-all trades
  • The bonded artifact class ability now allows the artificer to choose to either have a homonculus or a bonded magic item (minus the casting penalty without).
  • One minor note: in the games that I run, the feat prereqs for Craft Wand is 3rd Level and Craft Wondrous Item is 5th.
    HD: d8
    BAB: 3/4 Progression
    Saves: Fort (Poor), Reflex (Poor), Will (Good)
    Infusions Per Day: As Bard Class

    The artificer’s class skills are: Appraise (Int), Craft (Int), Disable Device (Dex), Knowledge Arcane (Int), Knowledge: Engineering (Int), Knowledge Planes (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Spellcraft (Int), Use Magic Device (Cha).

    Skill Ranks per Level: 4 + Int modifier

    Weapon and Armor Proficiency: Artificers are proficient with all simple weapons, light and medium armor, and shields (except tower shields).

    1st Craft Reserve, craftsman training, disable trap, scribe scroll, spell schematics
    2nd Artisan expertise, trade secret
    3rd Bonded artifact
    4th Trade secret
    5th Retain essence
    6th Craftsman training
    7th Metamagic spell trigger
    8th Trade secret
    9th Etch schema
    10th Craftsman training
    11th Metamagic spell completion
    12th Trade secret
    13th Skill mastery
    14th Metamagic mastery
    15th Craftsman training
    16th Trade secret
    17th Skill mastery
    19th Craftsman training
    20th Master of artifice, trade secret


    Artificers are more skilled craftsmen than spellcaster. They wield magical tools and specialized knowledge to temporarily imbue items with magical powers - these powers are called infusions. To learn and use an infusion an artificer must have an Intelligence score equal to 10 + the infusion level. Save DCs are 10 + the infusion level + the artificer's Int bonus. An artificer begins play with knowledge of all infusions on their list. Artificers can use only a limited number of infusions each day per Table 1-1 (per Bard spell progression) and gain a number of bonus infusions per day if they have a high Intelligence score.

    An artificer must prepare infusions ahead of time, like a wizard or cleric, and spends 1 hour gathering tools and assembling components in order to replenish their daily allotment of infusions. 0th level infusions are prepared the same as higher level infusions but are useable at-will. In infusion is neither divine nor arcane magic. However, the action of infusing an item functions like the casting of a spell. Infusions also follow all rules for spells. An infusion can only be placed upon a construct or masterwork item. Infusions are temporary and may be placed upon already enchanted items but similar powers do not stack.

    An artificer can apply any metamagic feat they know to their infusions and increases the level of the infusion just like a spell.

    Artificer Infusion List:

    0th Level
    Arcane Mark
    Detect Magic
    Know Direction
    Launch Bolt
    Purify Food and Drink
    Read Magic
    Silent Portal

    1st Level
    Ablative Armor (M)
    Armor Enhancement, Lesser*
    Detect Secret Doors
    Energy Alteration*
    Enhancement Alteration*
    Hold Portal
    Indisputable Possession (M)
    Inflict Light Damage*
    Launch Item (SC)
    Magic Vestment
    Magic Weapon
    Metamagic Scroll (M)
    Pending Potion (M)
    Repair Light Damage*
    Resistance Item*
    Shield of Faith
    Skill Enhancement*
    Spell Storing Item*
    Weapon Augmentation, Personal*

    2nd Level
    Align Weapon
    Arcane Lock
    Armor Enhancement*
    Bear's Endurance
    Bull's Strength
    Cat's grace
    Continual Flame
    Chill Metal
    Eagle's Splendor
    Elemental Prod (M)
    Find Traps
    Fox's Cunning
    Heat Metal
    Inflict Moderate Damage*
    Locate Object
    Lucky Blade (M)
    Make Whole
    Owl's Wisdom
    Reinforce Construct (M)
    Repair Moderate Damage*
    Toughen Construct*
    Weapon Augmentation, Lesser*
    Wood Shape

    3rd Level
    Adamantine Weapon (M)
    Arcane Seal (SH)
    Armor Enhancement, Greater*
    Blast Rod (M)
    Construct Energy Ward*
    Explosive Runes
    Glyph of Warding
    Inflict Serious Damage*
    Lucky Cape (M)
    Magic Weapon, Greater
    Metamagic Item*
    Power Surge*
    Quench (SC)
    Repair Serious Damage*
    Sign of Sealing (SC)
    Spell Snare (M)
    Stone Construct*
    Stone Shape
    Suppress Requirement*
    Suspended Silence (SC)

    4th Level
    Censure Elemental (M)
    Concurrent Infusions (M)
    Construct Energy Ward, Greater*
    Fire Trap
    Globe of Invulnerability, Lesser
    Inflict Critical Damage*
    Item Alteration*
    Iron Construct*
    Metal Melt (SC)
    Minor Creation
    Ray Deflection (SC)
    Repair Critical Damage*
    Rusting Grasp
    Shield of Faith, Legion's*
    Weapon Augmentation*

    5th Level
    Inflict Light Damage, Mass (R)
    Invoke Elemental (EH)
    Ironguard, Lesser (SC)
    Major creation
    Repair Light Damage, Mass (R)
    Slaying Arrow (M)
    Spell Matrix, Lesser (SC)
    Stone Shape, Greater
    Wall of Force
    Wall of Stone

    6th Level
    Blade Barrier
    Disable Construct*
    Globe of Invulnerability
    Glyph of Warding, Greater
    Sign of Sealing, Greater (SC)
    Inflict Moderate Damage, Mass (R)
    Move Earth
    Repair Moderate Damage, Mass (R)
    Spell Snare, Greater (M)
    Total Repair
    Wall of Iron
    Weapon Augmentation, Greater

    * - Eberron Campaign Setting, (EH) - Explorer's Handbook, (M) - Magic of Eberron, (R) - Races of Eberron, (SC) - Spell Compendium, (SH) - Sharn, City of Towers.

    Craft Reserve:

    The artificer knows techniques to reduce the cost of potions, spell completion, and spell trigger magic items they create. This pool of craft reserve may be used to offset item creation costs for these types of magic items and their bonded artifact. Each time the artificer gains a new level they receive a new pool of craft reserve. Any leftover from the previous level is lost.

    1st 200
    2nd 400
    3rd 600
    4th 800
    5th 1,000
    6th 1,500
    7th 2,000
    8th 2,500
    9th 3,000
    10th 4,000
    11th 5,000
    12th 7,000
    13th 9,000
    14th 12,000
    15th 15,000
    16th 20,000
    17th 25,000
    18th 30,000
    19th 40,000
    20th 50,000

    Craftsman Training:

    At 1st level and multiple levels thereafter, the artificer gains a +2 bonus to any one craft skill of their choice. Each time this ability is gained it applies to a different craft skill.

    Disable Traps:

    Like a rogue, an artificer can use Disable Device to disarm magical traps. They can also study and bypass traps if they beat the trap DC by 10 or more.

    Spell Schematics:

    An artificer's caster level is equal to their artificer level and they may create magic items, even if they do not have the ability to cast spells. The artificer must first master the spell schematic by copying it into their schema book through the study of a scroll or a magic item (as the same cost as a wizard scribes spells). The artificer may additionally emulate other crafting requirements per the Use Magic Device skill, each requiring its own successful skill check.

    Spells an artificer has mastered satisfies the requirements for having that spell on the caster's spell list when using spell completion and spell trigger items. At 1st level, an artificer begins with 3 + Int modifier free spell schematics and gain 2 additional mastered spell schematics each level at no cost. Spell schematics may be mastered from any spell list.

    Artisan Expertise:

    At 2nd level, an artificer gains a +2 bonus on Use Magic Device skill checks for any item that they also know the item creation feat for.

    Trade Secret:

    At 2nd, 4th, and every 4 levels thereafter, the artificer may select a bonus feat. An artificer need not meet the level requirements but must still possess any feat prerequisites to take these feats and may be selected from the following: any metamagic feat, Exceptional Artisan, Extraordinary Artisan.

    At 2nd level, the following feats are added to the list: Brew Potion, Craft Wand.

    At 4th level add: Attune Magic Weapon, Craft Magic Arms & Armor, Craft Wondrous Item, Rapid Infusion.

    At 8th level add: Craft Rod, Forge Ring, Improved Homunculus, Wand Mastery.

    At 12th level add: Craft Construct, Craft Staff, Extra Rings.

    Bonded Artifact:

    At 3rd level, an artificer bonds with a specially created artifact - a homunculus created as if the artificer possessed the Craft Construct feat or a bonded magic item (per arcane bond except infusions may be cast without it at no penalty). The artificer must emulate the spell requirements as if crafting a magic item and must pay the standard costs but does not expend any time doing so. An artificer may also use their craft reserve to offset this cost.

    An artificer can at any time upgrade their existing bonded artifact at normal cost but without expending any time. If they own a homunculus, the cost is 2000 gp per 1 Hit Die. If the artificer adds more than 6 Hit Die in this way, it becomes a Small creature (but never grows larger than Small) and advances as such. An artificer's homunculus can have as many Hit Dice as its master's Hit Dice -2.

    Retain Essence:

    At 5th level, an artificer can breakdown a magic item to its most vital components to be used in the creation of other items. The artificer can only do this with items they possess the appropriate item creation feat and must spend a full day studying the item and carefully disassembling it. At the end of the day, the item is destroyed and the artificer is left with a single magical component equal to half the original item's value.

    A magical component can only be used to create one new item - any excess value left after the creation of the new item is lost. Multiple components may be used together and in conjunction with an artificer's craft reserve to craft a new item.

    Metamagic Spell Trigger:

    At 7th level, an artificer can apply any metamagic feat they know to a spell trigger item using a mastered spell schematic. This uses a number of extra charges on the spell trigger item equal to half the spell level increased (rounded up). The increased spell level of the affected item cannot exceed the artificer's highest infusion level they have access too.

    Etch Schema:

    At 9th level, the artificer gains the knowledge to create minor schema as a bonus feat per the Magic of Eberron sourcebook and bypasses the normal level requirement.

    Metamagic Spell Completion:

    At 11th level, an artificer can apply any metamagic feat they know to a spell completion item using a mastered spell schematic. This requires a successful Use Magic Device check against a DC equal to 20 + (spell level x 2). The increased spell level of the affected item cannot exceed the artificer's highest infusion level they have access to.

    Skill Mastery:

    At 13th and 17th level, an artificer may select two skills to take 10 on from the following list, even when they normally would not be able to do so: Craft (Any), Disable Device, Perception, Profession (Any), Spellcraft, Use Magic Device.

    Metamagic Mastery:

    At 14th level, an artificer may choose to use any metamagic feat they know and the spell level increase is reduced by one to a minimum of +0. This can be done a number of times per day equal to their Cha bonus. Additionally, an artificer may now increase the spell level of magic items and infusions with metamagic feats up to a total spell level equal to half the Artificer's level, up to a maximum of 9th at 18th level.

    Master of Artifice:

    At the height of their ability, the artificer has combined their mastery to imbue massive powers into a single unique item, creating an artifact. The powers and creation process for this artifact will be determined by the GM and will require extraordinary resources, time, and questing. The artifact becomes the sole possession of the artificer until death and hence will be their mortal legacy.

    Liberty's Edge

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    I don't understand why Vital Strike doesn't just state it requires a standard action to perform. This would have dispelled any confusion.