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The Spheres system from Drop Dead Studios. It allows for such wild a creative ideas to be built, and does wonders for closing the caster/martial disparity. It has been an overwhelmingly great addition to our table.


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These kinds of things can be tricky. The main issue is going to be action economy. 2 people are just never going to manage as much as 4 people. Being a higher level would help, certainly, but i think the bigger issue is that pregenned adventures assume a party with a variety of roles filled. I've gotten around this by using Gestalt rules so you can fill multiple roles with fewer people. If you don't want to do that (especially avoid if the players are new to the system), then I would advise looking into the various Hybrid classes (Investigator and Slayer are personal favorites). Bump them to 3rd level, and give it a go. adjust as needed from there.

The higher level will give them a bunch more health so they won't die as easy. Be careful with how much gold you give them, though, because a plethora of magic items will destroy anything designed to not have them involved yet.


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We have several that we use at our table, but the most significant one has been a ruling on beginning health. At 1st level, you add your constitution score to your hit die instead of your modifier. This has resulted in people trying out spellcasters who were previously only martial types, because they weren't afraid of "dying by critical via rat" at 1st level (actually happened, and poisoned that player against casters for years).


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Athaleon wrote:

Vivisectionist Sneak Attack does stack with other sources, though I don't know how it would work coming from the other side of Gestalt. The Alchemist's class features trump anything you could get from Assassin, and you don't even need to be evil to do it.

Investigator is another very good choice. Study the target extra hard for even more bonuses to hit and damage. Slayer's study bonus is untyped and Investigator's is an insight bonus.

It stacks in the essence of multi-classing. So if you took levels of Rogue, and levels of Vivisetionist, they would stack to create your total. IE; A Rogue(2)/Alchemist(1) would have 2d6 of sneak attack, just like a 3rd level rogue. A Gestalt Rogue//Alchemist would still only have 2d6 of sneak attack.


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It seems as though the class was designed to be able to do whatever it wanted with no drawbacks, since the "negative class features" are pretty much limited to roleplaying, and nothing mechanical. All good saves, full BAB, highest possible hit die, and no limitations on special ability uses makes for a flavorless, "do whatever I want and screw the rules" kind of class. I'm a very lenient DM, and allow alot of homebrew classes at my table, but something like this would never fly for me.


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My group wants me to run a campaign in the spirit of Firefly (especially since we love the show and universe, but aren't overly fond of the ruleset for the game)