Nar'shinddah Sugimar

Makeitstop's page

250 posts. No reviews. No lists. No wishlists.

16 people marked this as a favorite.


The playtest has been going on for quite a while, and after months of discussion and several rules updates, I've had a lot of time to consider the strengths and weaknesses of the system. I think there are a lot of good ideas, and even those aspects of the system which I have issues with, I think can be tweaked to make something really good. And it is for that reason that I am sharing with you an outline of how we can make the best of all possible second editions.

Some of these things I have commented on before, and some are things that have evolved over the course of the playtest. But I present it all together now because ultimately, each element affects the others, and thus a big picture approach is useful. That said, obviously many people will agree with some of my ideas while disagreeing with others, and that's fine too. This isn't meant to be a list of demands for what the system must be, but a vision of what the system could be, a template for the kind of changes that could truly elevate it to greatness.

Before we begin I feel it would be worth noting that most of the changes are in service of the following goals:

1. Increasing player choice
2. Supporting a wider variety of playstyles and story types.
3. Better utilizing existing design space and creating more room for growth.
4. Reducing the gulf between game mechanics and in-universe logic.

As you can see, my priorities here are about not just about improving the design to fit my tastes, but also to make the system as a whole more versatile and capable of appealing to a wider variety of people. Part of the problem with the "try the most extreme change first" method employed in the playtest is that those extreme changes tend to leave a lot less flexibility than moderate approaches, and a system ought to be flexible enough to work for people who have different tastes and priorities. That's why, for example, I am not throwing out the ability score boosts at character creation in favor of rolling stats, even though I have no intention of ever giving up rolling for character creation. Since that is something where the system can already support both playstyles, there is no need to comment.

Now, let's get to it.


Character Creation and Feats

As many people have pointed out, ancestries are damn near empty at level 1, and it is very weird that it will take a dozen or more levels before you can start to actually feel like you are a member of your race. And at the same time, the fact that ancestry feats are mandatory means your character has to develop in a specific way even if you wanted them to be different. While separating feat progressions to better allow flavorful noncombat feats to exist is a good idea, forcing a specific type that players may not want is a mistake. As such, I propose the following changes.

Heritage Feats: Heritages are back to being called heritage feats (for what little difference that makes) and instead of getting a single one at level 1, you now get four. In this way, you can get a fully fleshed out member of your ancestry right at level 1. And because you can mix and match, there is less at stake for each individual selection, and therefore less pressure to pick the optimal choice over flavorful ones.

In addition, the Mixed Heritage general feat allows you to also count as a member of another ancestry, and take up to three of those heritage feats from that other ancestry. This allows for all playable humanoid races to be mixed as half-races. In order to keep half-orcs in core, orc is now a core race.

Ancestry Feats: Ancestry feats are no longer a category. All such feats are now sorted into other feat categories and simply have an ancestry as a prerequisite. You can still make Dwarfy McDwarferson, the Dwarfiest Dwarf who ever Dwarfed™, but you can also play a dwarf that is just a regular guy, or even one who is very un-dwarf-like, an anti-dwarf.

Feat Progression: All those ancestry feats you gained as you leveled up are now replaced with general feats. In addition, we introduce a new category, combat feats. Combat feats are, just as the name suggests, feats that focus on improving combat abilities. This category would not only allow any character to improve their abilities with a bow or sword, but also allows for things like unarmed combat, teamwork feats, and metamagic. It also provides an appropriate place for improving things like armor proficiency and saves for those who don't get them automatically from their class. Anything that is combat focused but not terribly specific to a single class can potentially go here. And by taking the generic combet feats out of class feats, we leave more room for flavorful and unique abilities for each class.

So, you get general feats and combat feats at all odd numbered levels, and class feats and skill feats at all even numbered levels. This creates a nice, smooth progression of 2 feats per level, one of which is largely combat focused, one of which is more likely noncombat.

Backgrounds: You now select three backgrounds, your first, second and third backgrounds. Each background offers three potential benefits, the first being a stat bonus, the second being a skill feat and the third being a lore skill. Effectively, backgrounds remain unchanged except that you get to pick three and choose which gives you the stat boost, which gives you the skill feat and which gives you the lore skill. Again, this allows for more player choice and more flavor, and also prevents the current problem where campaign specific backgrounds eliminate all other options because you only get one.

I also wouldn't mind seeing more variety in the types of things you can get from backgrounds, possibly replacing the skill feat or in the form of a fourth benefit that, like traits in 1e, can be anything.


Life and Death

The dying system in the playtest is one of my biggest sticking points. By completely separating damage from death, they have turned the entire health system into the kind of save or die effect that the four degrees of success system has been working to eliminate, and also created a recurring problem with consequences since there is no lingering damage to heal. The addition of treat wounds was a step in the right direction, but it has a lot of flaws and easily healing to full renders damage meaningless from the opposite direction as well. All these problems can be eliminated while still getting the best of both worlds if we switch to a health and stamina based system.

Health and Stamina: HP gets replaced with health and stamina. You now start with health equal to your constitution score plus your race bonus (now 3, 4, or 5), and this does not scale with level, though certain things may cause it to increase, such as the toughness feat. Every level you gain stamina equal to your Con modifier plus your class bonus, now 3, 4, 5, or 6. Incoming lethal damage goes through stamina first before targeting health unless otherwise stated by a specific effect, such as a coup de grace. Nonlethal damage goes through stamina before piling up in a separate stack, causing unconsciousness if it ever exceeds your current health.

Healing: The fine details of how healing work could go a number of ways, but the basic concept is rather straightforward. Stamina heals quickly and easily, health heals slowly and at more cost. Leaning towards simplicity, I would suggest that healing magic should affect health at a third the rate it affects stamina, and that the caster can decide which to target first. Stamina heals naturally while resting at an hourly rate, health is restored naturally at a daily rate. Treat wounds can speed up this process, though restoring health require medical supplies by default, and cannot be used repeatedly on the same damage. Medicine comes in varying degrees of quality, giving tools to the GM to make restoring health easier or harder depending on preferred playstyles, and in a way that does not affect the balance of in combat healing.

Dying: Whenever your stamina is at 0, you are fatigued (or something like it). When your health is at 0 or below, you lose consciousness. When your health hits a negative value equal to or greater than your max health, you begin saving against death. If you fail the save you die, if you pass the save you live for another round, and if you crit the save you stabilize and make no more saves until you take damage. The DC for the save is determined by your negative health, so the more damage you take, the more likely you are to die. And because there is a decent size buffer between conscious and dying, you won't see people popping up and down over and over again in a single fight.

This system eliminates the arbitrariness of the current condition based system, and creates a better balance between allowing easy recovery between fights to keep the adventure going, while also allowing for some injuries to have a lingering consequences.


Rolling the Dice

The math of 2e is both a strength and a weakness. While it is in a way brilliant and elegant, the entire system is kept in a stranglehold by the balancing issue it creates. Because a crit is always +10 or -10, the DCs for everything have be very tightly controlled, and bonuses have to be carefully guarded. Except, for some reason, we still get a level bonus which trumps all other bonuses combined.

Crits and Botches: The crit system gets a much needed overhaul to free up the math a bit and allow for some flexibility in design. As before, exceeding the DC can cause a crit, but now crits come in multiple levels which are triggered in increments of 5. The effects of crits are written out in a format similar to heightening. If you get a bonus for every 5 points by which you beat the DC it would be crit +1, if you get a bonus for every 10 it would be crit +2, and so on. For the sake of clarity, I would call the levels of critical failure botch -1, botch -2 and so on.

So an entry on treat wounds might look something like this:

  • Success: The target regains stamina equal to their level + their con.
  • Crit +1: The target regains additional stamina equal to their level + their con
  • Crit +2 (Max +2): You may expend 1 use of medical supplies to restore health to the target equal to their Con + the quality modifier of the medical supplies used, and the target becomes bolstered against this effect.
  • Failure: The target regains no stamina.
  • Botch -1: That target takes 1 point of nonlethal damage

    Not only would this allow for a tremendous amount of flexibility in the math, it would even allow for multiple crit or botch effects that trigger at different levels of success. And it's simple and takes up no more page space that the rigid 4 degrees we have now.

    1s and 20s: Because of this, we also reduce the extreme swinging of the dice a bit, as 20s and 1s become a flat +5/-5. Still enough to make them special, but not enough to make them routinely do idiotic things.

    Level Bonus: Level bonus is reduced to 1/4 level. This will keep the basic concept around, but reduces it to a much more reasonable progression, where level provides slightly less of a bonus than going from untrained to legendary. It also greatly expands the flexibility GMs have in putting together encounters without murdering the party or boring them to death. Having a 1/4 level bonus still allows for the party to be special, super powered heroes if you want to play that way, but doesn't preclude more down to earth stories for groups who prefer that sort of thing, the way the current system does.


    Miscellaneous Changes

    The rest of these I would consider to be smaller things, but still too important for me to not mention them.

    Weapon Damage: Damage no longer scales monstrously. Weapon quality gives a flat bonus to attack and damage, while enchantments add cool effects. This not only makes a lot more sense when the quality bonus is nonmagical, it is also necessary to be compatible with the slower rate of stamina gain as described above. Damage scaling from other sources would obviously be affected as well, but that should go without saying.

    Size Modifiers: Size modifiers are back. Let's be honest, this was never hard to keep track of, and it very rarely ever changed. AC and attack go up, weapon damage and carryweight go down, certain specific skill uses are affected. Easy.

    Bulk: Bulk is gone and good riddance to it. This is pretty much the only thing about which I will say I could find no redeeming value. You want a simpler max carryweight calculation? Fine, strength score times X, Y, and Z for light medium and heavy, done. Want to switch to kilos instead of pounds? Fine with me. But this nonsense where nothing resembles a real world weight, and a scimitar is ten times the encumbrance of a short sword and half the encumbrance of a full set of chainmail? No. Just no.

    Resonance: Resonance, at least as it was, is gone. Individual magic items have their own limitations, whether that means that they are consumable or used x times per day. I would also prefer worn equipment be slot based, but I am not going to fight and die for that alone.

    Reactions: We want more of them. Everyone gets a few basic reactions just for being alive, conscious and capable of reacting to their surroundings. Things like hitting the deck, attempting to dodge or parry for a small AC bonus against a single attack, and taking a step can now be done as a reaction by anyone. As you you level up and gain feats, you can get more reactions and improve the ones you already have, but at least these basic things are always available. No more characters going into a vegetative state between turns, and consequently, all the more incentive for players to stay alert as well.



    And that's my list. Obviously there are a lot of little things that I could probably nitpick,* but these are the big system-wide things that I feel the need to comment on. Because while there will always be nits to pick, these are the things that will likely change whether my group and others like them decide to move over to 2e, or write it off as 4th edition all over again. And I don't say that lightly or maliciously, but as someone who genuinely sees parallels to the very situation the brought me into Pathfinder.

    2e needs to be a well designed system, and one which can appeal to many types of players and groups. Not only does it have to compete with D&D for the attention of newcomers to the hobby, it also has to compete with many other systems to hold onto existing players, and compete with it's own first edition. If 2e is not an improvement in the eyes of those who have been playing it, most will either stick with the current content and maybe hope for continued support and/or a system reboot from third party devs, or they will migrate to other games. God knows there is no shortage of games that I want to play but haven't had time for.

    Pathfinder has been able to keep me coming back because it is a system where I can play damn near any character I want in damn near any type of story I want. It is that variety that keeps me coming back, and that is the element that I want to make sure 2e retains. Without that, there is nothing to separate it from games like Shadowrun or VtM, which are certainly fun, but too restrictive to be the default option for the next big game your group plays. Even a very well designed 2e would only ever see a little use at my table if it continues down the path of limited story and character choice. If I'm going to be shoehorned into something, I'll choose to be shoehorned into something new that suits my mood at the time, such as Mistborn or Dresden Files.

    And that would be a shame, because I do see great potential in PF2e. I think this could be a great system, which is why I've posted this overly long manifesto on the subject. I want to see the system become the new default game at my table. I want it to be the system that I bring new people into. I want it to be the system that I can master over the next decade. And I want it to become so dear to me that I can have reservations about switching to a third edition.

    What do you guys think? Does this sound like a system you'd want to play or am I butchering an already good system? Are there sweeping changes you think could make 2E better? I'd love to hear it.

    *I could make a pretty big list of things that should be free actions but aren't. It's enough that I think it might be good to bring back swift actions, if only so we have a fifth action per turn reserved for paying these types of action taxes.

  • Obviously with no Multiclassing, the concept of a favored class is nonsensical. But in eliminating it, I think Paizo has eliminated one of their more underutilized design spaces.

    A while back I created an expanded list of favored class bonuses which included new universal bonuses and class-specific ones that could be taken by anyone with the relevant class features. After implementing the system in several games the response has been overwhelmingly positive.

    I think 2E would benefit greatly from having a similar character resource, one with the flexibility to spend on a variety of things, but coming in smaller units than whole feats. For example, you can't simply learn a language as things stand now, you have to spend a feat to learn 2 at once. Languages aren't worth a whole feat, but that's the only unit of character building currency we have to spend. There is clearly a gap in the system that should be filled.

    Skill points are gone, but spell points and resonance are now here. Proficiencies could be purchased. Uncommon spells could be learned. Feats could be saved for. There's no real limit to what you can do with it, and it all expands player choice, customization and the sense of progression.

    A bonus every level, to be spent or saved. That's all I ask.

    10 people marked this as a favorite.

    I see great potential in the idea of using feats to create half-races. But to fully realize that potential, we need to integrate them into the rules for normal races.

    Currently, only humans get access to half-races, and only half-elf and half-orc, and only by spending their one 1st level ancestry feat. It's unnecessarily restrictive, and it turns iconic core races into feat taxes.

    So, I suggest a slightly different system: Everyone gets two heritage feats at level 1. One of these feats must come from your ancestry, but one can come from any other ancestry with GM approval. If you pick a heritage feat from another ancestry, you get the corresponding trait and are a half-race.

    To balance this, I would also suggest giving those who pick both feats from their own ancestry their choice of some bonus proficiencies (or perhaps even a signature skill) from a list of things associated with their ancestry. The elf who picks a human heritage feat can get access to human stuff, but the one that stays pure elf might get those sweet elven archery skills.

    A system like this would make any combination of playable races possible using the same rules as making normal characters. And it would make half-races actually function like half of one thing and half the other. It would also have the added benefit of giving ancestries more impact and flavor right at level 1, something they are currently sorely lacking.

    I was arguing about weapon proficiencies recently, and made the point that weapon proficiencies should be available through resources other than feats, since exotic weapon proficiency is rarely worth it. Then it occurred to me that the Hobgoblin rogue favored class bonus does just that, and could easily just be a universally available option:

    "Reduce the penalty for not being proficient with one weapon by 1. When the nonproficiency penalty for a weapon becomes 0 because of this ability, the rogue is treated as having the appropriate Martial or Exotic Weapon Proficiency feat for that weapon."

    And that got me thinking that maybe there should just be more options in general. I'm cool with races having unique bonuses for a given class, but I also feel like there's a lot of potential for expansion of the standard options as well. Such a flexible resource is capable of filling a lot of holes in the game design.

    What do you think, are there other favored class bonus options you guys think should be opened up for everyone to use?

    Just trying to get clarification on how Empathy and Tenacious inspiration interact when rolling inspiration dice on a sense motive check.


    When attempting a Sense Motive check, the investigator makes two d20 rolls and takes the higher result. If an investigator uses inspiration on a Sense Motive check, he rolls the inspiration dice twice and takes the higher result. Once per day, the investigator can expend one use of inspiration to target a single creature that he can see and hear within 30 feet. Upon doing so, the investigator detects the surface thoughts of the target’s mind, as if he concentrated for 3 rounds while using the detect thoughts spell, unless the creature succeeds on a Will saving throw. The DC of this save is 10 + 1/2 the investigator’s level + his Intelligence modifier. If the target fails, the investigator can continue to detect the surface thoughts of the target creature for a number of rounds equal to 1/2 his investigator level.

    Tenacious inspiration:

    When an investigator rolls his inspiration die, he can roll an additional inspiration die and take the higher result.

    I couldn't find a general rule on reroll/double-roll stacking, and even the specific wording suffers from an order of operation problem. Do I roll 2d6 because of empathy and then roll an additional die to make it 3d6? Or do I roll an additional die because of Tenacious Inspiration, and roll that twice because of empathy for a total of 4d6?

    Just wanted to see if I could get some clarity on the fine details of Dissolving Weapon and by extension, Dissolving Touch.

    Dissolving Weapon:

    As dissolving touch, except your weapon is charged with acid until you make a successful attack.

    Dissolving Touch:


    Your touch, claw, or bite is corrosive, and sizzling moisture visibly oozes from your natural weapon or hand. You deal 4d6 points of acid damage to any creature or object you touch with your successful melee touch attack. Acid you secrete denatures 1 round after use, losing all efficacy and ability to deal damage. You are immune to your own acid.

    Augment For every 2 additional power points you spend, this power’s damage increases by 1d6 points.

    Does the power crit if the weapon crits?

    Touch attack powers that do damage crit on a 20 for double damage. But this attack is being made with a weapon, and otherwise emulating a touch power. If the weapon crits on an 18, does the power crit, like with a magus using spell strike? If so, would a x3 crit weapon also lead to x3 damage since there is no wording like spellstrike has to rule that out? Or does the power still only crit on a natural 20 even if the weapon crits on an 18, like nothing in the rules I can think of? Or is this extra damage being applied to the weapon which doesn't crit at all, like a flaming weapon?

    I'm leaning toward the spell strike-like version, as that seems like the most reasonable interpretation, but I really have nothing to base that on beyond an unwillingness to to have two separate crit ranges on a single attack.

    For those who are unfamiliar, the Ardent in 3.5 was something like a psionic cleric, a full manifester who got all his powers from domain-like representations of abstract concepts called mantles. Feeling nostalgic for my first D&D character, I decided to create a pathfinder ardent.

    You can see the whole thing here

    The basic concept is largely the same, but the execution has shifted into something closer to an oracle than cleric. The 3.5 ardent was cool, but very inconsistent and lacking for class features, so a lot of changes were necessary:

  • Upped the hit die from d6 to d8 like every other d6 class from 3.5
  • Changed starting gold from 3.5 standard to Pathfinder standard.
  • Removed heavy armor proficiency
  • Increased skills from 2+int to 4+int, because non-int based classes that get 2+int skills are an abomination and must be purged as heresy.
  • Changed class skills to account for differences in Pathfinder’s skills and the addition of class skills to mantles
  • Speaking of, added class skills to mantles
  • Removed alignment mantles, both because psionics interacts less with alignments in Pathfinder and because nearly all the powers associated with them failed to make the jump
  • Standardized power lists to have 2 powers per level for 0-4 and 1 per level for 5-9, as opposed to 3.5’s methodology which seems to be based on throwing darts at a scrambled list while blindfolded.
  • Reduced power overlap down to the barest minimum possible without creating a bunch of new talents and high level powers.
  • Moved some powers around for consistency and to accommodate the previous two changes.
  • Adjusted or replaced virtually all mantle abilities (now called focal abilities, since 3.5 didn’t bother naming them)
  • Added 6th, 12th, and 18th level abilities from primary mantles, as Pathfinder classes are expected to have more features and the ardent was pretty skeletal even by 3.5 standards
  • Added free talents from primary mantles, as talents weren’t really a thing in 3.5 but are in Pathfinder
  • Changed the rules on swapping primary mantles from “at 8th and 15th level” to “whenever you level up if it won’t break the mantle power count rules.” Who am I to tell you when your character can change?
  • Added attuned skills and swift attunement to help fill out empty levels more than anything else.
  • Reworded some of the flavor text to be slightly less terrible and stop referring to all abstract concepts as philosophies. Will probably replace it all for the final version.

    This is one of the biggest projects I've ever done, as it meant making 26 mantles, each with its own power list and 4 abilities. It also means there's a lot more opportunities for mistakes or miscalculations, so I'd definitely appreciate any feedback you guys have.

  • TL;DR: Does an entity which is possessed or controlled make a save against being helped by protection from evil if that's what the evil influence would want it to do?

    This is a little dispute between me and the GM. In our last session, I cast protection from evil on enemy that was clearly being controlled or possessed (this was right before we stopped for the night so not everything has been revealed). The creature failed it's new save against being controlled, but the other effects still potentially interfered with the possessing entities plans.

    Now the GM is saying that he thinks that since the creature would have resisted due to the influence it was under, that it should have gotten a save, and he wants to retcon it and roll a save for it next session. I'm arguing that the spell doesn't say that possessing entities can save against it, and that the target was the possessed creature, not the possessing entity, hence the harmless label on the save for the spell. Given that this is one of the intended uses of the spell, a will save to resist being helped should have been mentioned explicitly if it was necessary.

    I'm fleshing out my pantheon right now, and one of the gods has psionics as part of his portfolio. So I figured maybe there should be a psionic cleric archetype, augmenting their divine spellcasting with psionic abilities.

    Here's what I've put together. Let me know what you think:

    Disciple of the Mind

    Diminished Spellcasting: A disciple of the mind gains one fewer spell slot of each level, and does not receive domain spell slots. If this reduces the number of spell slots of a given level to 0, the disciple of the mind may only cast spells of that level using bonus spell slots from a high ability score.

    Focused Faith: A disciple of the mind uses his intelligence modifier in place of his charisma modifier when determining the effects and available uses of his domain powers. This replaces domain spells.

    Psionic Powers: At each level, a disciple of the mind gains one psionic power from the psion list. This power may be no higher in level than the highest level cleric spell the disciple of the mind has gained. These powers are intelligence based, and the disciple of the mind must have an intelligence score of at least 10 + the level of the power in order to learn that new power. This replaces channel energy.

    Power Points: A disciple of the mind gains power points as listed below. In addition, a disciple of the mind receives bonus points based on his intelligence modifier, and may choose to gain a power point in place of a skill point or hit point when selecting their favored class bonus.

    1st level: 1
    2nd level: 2
    3rd level: 3
    4th level: 5
    5th level: 7
    6th level: 9
    7th level: 11
    8th level: 14
    9th level: 17
    10th level: 20
    11th level: 24
    12th level: 28
    13th level: 32
    14th level: 37
    15th level: 42
    16th level: 47
    17th level: 52
    18th level: 58
    19th level: 64
    20th level: 70

    1 person marked this as a favorite.

    So, I've got a list of the house rules I'm planning on using in an upcoming game, which you can see here

    I'd love feedback and suggestions in general, but the big thing I'm interested in is my health system, Health and Stamina. It's a revised version of wounds and vigor mixing in wound thresholds.

    One thing I should mention right off the bat is that I have a spreadsheet to track the party status which auto-calculates the threshold penalties, and I'll be displaying the penalty right on top of their tokens on roll20, so keeping track of it shouldn't be a problem.


    Health and Stamina

    Determining Health: Characters get health equal to their constitution score. Creatures above medium size get a size bonus to their health (Large +4, Huge +8, Gargantuan +16, Colossal +32). Size bonus health is lost first, and missing size bonus health which would be eliminated due to size reduction is converted to nonlethal damage.

    Determining Stamina: Characters get stamina from hit dice, gaining max stamina at level 1, and rolling for stamina every level thereafter. If a character rolls a 1 for stamina, they may make a single reroll. Stamina damage which goes past 0 is converted to health damage.

    Nonlethal Damage: Accumulates as normal in a separate stack. Characters also take nonlethal damage equal to half the health damage inflicted in a given attack rounding down. If nonlethal damage accumulated ever exceeds your current stamina by an amount equal to or greater than your constitution score, you fall unconscious. Nonlethal damage beyond max stamina + constitution is converted to stamina damage. Nonlethal damage is healed normally, even when targeting health points health points.

    Health, Stamina and Nonlethal Thresholds: As characters get more tired, injured or woozy, their ability to function decreases, and thus they take a threshold penalty on all d20 rolls, as well as to AC and CMD. Characters below half stamina or health take a -1 penalty. Characters at 0 stamina or 0 or lower health take a -2 penalty instead. A character whose nonlethal damage exceeds half their maximum stamina takes a -1 penalty. Threshold penalties from low health, low stamina and nonlethal damage stack, up to the maximum of +5 (though most creatures beyond low level can’t get more than a +4 without falling unconscious)

    Attacking Health Directly: One point from each sneak attack die rolled is automatically health damage. Similarly, one point of damage from any attack against a flat footed character is converted to health damage. Opponents struck by a confirmed critical hit take health damage equal to the critical multiplier of the weapon. Negative energy (or positive energy where applicable) can target health directly, inflicting one point of damage per die. Creatures with no stamina and helpless opponents may have their health attacked directly.

    Low Health and Death: Characters at 0 health or less become staggered. Taking a standard or move action while staggered causes them to take 1 point of health damage and make a constitution check to avoid falling unconscious. The DC of this check is equal to 5 + the number of negative health points they currently have. Don’t forget that threshold penalties also apply!

    The Chunky Salsa Rule: Anything that would reduce your body to the consistency of chunky salsa instantly kills you regardless of what the rules say. This also applies to other extreme effects, such as falling in lava or getting cut in half lengthwise. (Note: For the most part, this rule is only there to prevent metagaming holes in the rules or just doing really, really stupid things, I promise not to abuse it.)

    Bleeding out: No longer a thing. Characters who are unconscious only suffer additional damage if it is caused by something such as an attack or bleed damage.

    Healing Spells and Positive Energy: Healing spells can either be applied to health or stamina, not both. When healing stamina, they heal the full amount. When healing health, they restore 1 health per die, and an additional 1 for every 10 points in flat bonus. So a cure moderate wounds spell would restore 2 points of health at caster level 9 or below, and 3 points of health at caster level 10.

    Rest: An 8 hour uninterrupted rest restores half your stamina and your con modifier (minimum 1) in health. A full day’s rest restores all of your stamina and twice your con modifier (minimum 2) in health. A successful heal check to provide long term adds one additional health for 8 hours rest and 2 health for a full day’s rest.

    Favored Class Bonus: Goes into stamina if selected.

    Fast Healing: Fast healing adds 1 stamina per round, and 1 health per minute. Creatures with fast healing higher than 1 gain their health back at a faster rate. For amounts which cannot be evenly distributed, apply the remainder first. So fast healing 2 would be 1 health every 5 rounds. Fast healing 3 would be 1 health after 4 rounds, then 3 rounds, then 3 rounds. Fast healing 4 would be 1 health after 3 rounds, then 2 rounds, then 3 rounds, then 2 rounds. And fast healing 5 would be 1 health every 2 rounds.

    Damage Reduction: Attacks which inflict both health and stamina damage apply damage reduction together, subtracting from the stamina damage first.

    Hit Point Trigger Effects: Effects that trigger on 0 hit points (such as disintegration) now trigger on 0 health.

    Breath of Life: Heals up to 5d8 + 1/level points of damage until it brings the character back to life. As soon as the character is alive again the spell reverts to healing one point per die, as with other healing spells. When below negative constitution, apply caster level points first, then dice from highest to lowest. If the die that brings the character back from death exceeds the required amount to bring the character back to life, it also applies 1 additional point of health.

    Constructs: All health, using the normal hit point rules for constructs. Suffer no threshold penalties and die at 0 as usual.

    Undead: Charisma for health (representing the magic binding the undead form), stamina points from hit dice (representing the magical aura between the bindings which helps operate the actual corpse). Suffer no threshold penalties and die at 0 as usual.

    Toughness: Hit points from Toughness are divided between stamina and health in a 3 to 1 ratio. It adds 1 health at levels 1,5,9,13,17, and all other hit points from the feat are stamina points instead.

    Die Hard: Die hard removes the constitution check to avoid falling unconscious, and the nonlethal damage from health damage above 2.


    Let me know what you guys think.

    7 people marked this as a favorite.

    I'm starting a new campaign in the not too distant future, and to help my players develop their characters, I put together 20 questions for them to respond to. By filling in a reasonably complete answer, the players not only flesh out their character on several levels, but also earn rewards.

    Everyone's really enjoying it and putting in a lot of effort. And since others might find the basic concept to be helpful, I figured I'd share.

    So here's the google doc link: 20 questions for new adventurers.

    Figured I'd start a new thread for this since I've got several of these and possibly more on the way.

    I've been tinkering with archetypes to go with the Revised Drake Companion. All of the archetypes below are considered rough drafts, and I'd appreciate any feedback you have.

    First the easy one, the inquisitor archetype.


    An elite order of inquisitors, the dracolytes are inducted into their secretive order as young men and women and trained for years in preparation for their role. While they learn the arts of seeking out and dealing with targets, they forego working with others to instead learn to work with a dragon partner. Few images can instill fear into heretics like a an inquisitor hunting his prey from the back of a soaring dragon.

    Hoard Mark: At 1st level, a dracolyte gains the ability to mark creatures and objects which are under his jurisdiction. This functions as arcane mark, except that the mark is always invisible and cannot be made visible by detect magic, though stronger magic may reveal it. A dracolyte can detect any creature or object bearing the mark as though with the scent ability. A dracolyte can maintain a number of marks equal to 3 + his wisdom modifier, and may dispel a mark as a free action. This replaces track.

    Drake Companion: At 4th level, a dracolyte gains a drake companion with an effective charge level equal to his inquisitor level -3. If the drake companion dies, it can be replaced with an uninterrupted 24 hour ritual. This replaces, domain, solo tactics, and teamwork feats.

    I considered replacing bane with an elemental ability doing the same damage, but figured it was better left as is.


    Up next, the alchemist archetype


    The mysteries of dragons have eluded the greatest minds. Few would dare to seek out these ancient creatures of legend and nightmare, let alone have the audacity to steal their secrets. But some learned individuals scoff at a fear of the unknown, and would risk life and limb to solve the riddles of the universe. While most dragons will not tolerate study, those raised from the egg by a researcher tend to be far more cooperative. For a draconolgist, the benefits of having a dragon under one’s control are secondary to wealth of knowledge to be gained from peeling away their mystique and unlocking the secrets of dragons.

    Drake Companion: At 1st level, a draconologist gains a drake companion which enables her to pursue her unusual research. A draconologist’s drake companion must be alive and present in order for a draconologist to prepare her mutagen. Replacing a drake companion requires 24 hours of uninterrupted alchemical work.
    Because of the specialized nature of her research, a draconologist may prepare one fewer extract of each level than normal. If this reduces the number to 0, she may prepare extracts of that level only if her Intelligence allows bonus extracts of that level. This replaces Brew Potion, swift alchemy, instant alchemy, and the discoveries at 2nd and 12th level, and alters alchemy.

    Breath weapon: A draconologist does not make ordinary bombs. Instead she gains the breath weapon discovery at level 1 and must use this discovery with all of her bombs. Each time a draconologist uses her breath weapon, she can shape the effect into a 15 foot cone or a 30 foot line. A draconologist can never benefit from effects that activate on a direct hit with a bomb, and can apply only the following bomb discoveries to her breath weapon: Acid bomb, concussive bomb, ectoplasmic bomb, defoliant bomb, force bomb, frost bomb, grease bomb, hellfire bomb, holy bomb, neutralizing bomb, profane bomb, shock bomb, and sunlight bomb. A draconologist gets half as many bombs per day as an ordinary alchemist. This replaces throw anything and modifies Bomb.

    Draconic Mutagen: A draconologist’s mutagen seeks to duplicate the awesome power of dragons. In addition to the normal effects of a mutagen, a draconologist’s mutagen grants immunity to sleep effects and paralysis effects. In addition, when using her mutagen, a draconologist takes on a scaly, draconic appearance and gains some of the traits of a dragon, chosen when the mutagen is prepared.
    At 1st level she may choose one of the following: low-light vision, Prehensile tail, swim speed 30 feet, Wild Stride (choosing one terrain type the ranger’s terrain list)
    At 5th level she adds the following to the list of available traits: Darkvision 60 feet, Energy resistance 5 (acid, cold, electricity or fire), Gliding wings (race builder version),
    At 9th level, she can choose two traits, one of which may be from the following list of advanced traits: Amphibious, Bite attack (Primary, 1d6 at medium size, 10 foot reach) Fly 40 feet (average), Scent,
    At 13th level she adds the following to the list of advanced traits: Blindsense 30 feet, burrow 10 feet, Damage reduction magic ( equal to 1/4 alchemist level),
    This replaces poison use, poison resistance, swift poisoning and poison immunity.

    This is the one I'm least sure about, since it is the most complicated and therefore hardest to balance.


    And finally, the barbarian archetype.

    Dragon Rager

    In the wild places far from civilization, tales are told of warriors who fight with the fury of dragons. Those warriors who can earn the trust of the dragon can be allowed to form a symbiotic bond, tying their strength to their dragon ally. As part of this bond, the dragon will grant their ally an object of power, a weapon which is invested with a piece of the dragon’s soul. Though few are ever found worthy, those who become dragon ragers have earned an ally for life, and a connection stronger than death.

    Weapon and Armor Proficiency: A Dragon Rager is not proficient with medium armor.

    Drake Companion: At first level, a dragon rager bonds with a particularly intelligent drake. She gains a drake companion with the intellect power as a bonus power. If the drake companion dies, the dragon rager loses all benefit from rage save for the strength bonus (attack and damage rolls for unchained barbarians) and any rage powers she may possess until the drake has been revived or replaced. Replacing a drake companion is a difficult process, requiring an hour-long uninterrupted ritual to be performed once per day for 3d12 days, or leveling up, whichever comes first. This replaces the rage powers gained at 2nd, 6th, 10th, 14th, and 18th level.

    Dragon Rage: A dragon rager draws upon the power and fury of a dragon. While raging she gains a +2 bonus to her existing natural armor (if any) and energy resistance 5 to the energy type associated with her drake's breath weapon (regardless of whether it actually has the breath weapon powers). At level 11, the natural armor bonus increases to +3 and the energy resistance increases to 10. At level 20, the natural armor increases to +4, and the energy resistance becomes energy immunity. The dragon rager does not gain any bonus to will saves while raging, or a constitution increase (or temporary hit points for unchained barbarians). This modifies Rage.

    Eyes of the Dragon: At 2nd level, the dragon rager gains low-light vision while raging. At 7th level, she gains darkvision out to 30 feet while raging. At 12th level, she gains darkvision out to 60 feet while raging. If the dragon rager already possesses darkvision, the range of her darkvision increases by the amount granted by this ability while raging. This replaces uncanny dodge, improved uncanny dodge and indomitable will.

    Soulbound Weapon: At 3rd level, the dragon rager gains a magical weapon tied to her drake. This weapon comes with a +1 enhancement bonus, and can be any melee weapon with which the dragon rager is proficient. At 6th level and every four levels thereafter, the enhancement bonus increases by +1. Double weapons must divide the enhancement between the two sides of the weapon, and must have at least a +1 on both ends if possible. With the help of the drake, the enhancement bonus on a double weapon can be redistributed once per day through a one hour ritual. A soulbound weapon cannot be granted additional enhancement bonuses or special abilities by any outside force. Regardless of the type of weapon or enhancement bonus currently on it, the soulbound weapon has a hardness of 20 and 10 hit points + 4 hit points per level. In the hands of anyone who does not have the approval of the drake (including the dragon rager if the drake adamantly opposes her actions) the soulbound weapon loses all magical abilities save for its hardness and hit points. If the drake dies, the soulbound weapon retains its abilities for those who were allowed to use it at the time of the drake's death. If the soulbound weapon is destroyed, it can be replaced after one week with an uninterrupted 24 hour ritual that costs 200gp per level. This ritual can also be used to render the soulbound weapon inert and transfer its power to a new masterwork weapon capable of becoming a soulbound weapon. This replaces Damage Reduction.

    Invested Life Force: The life force of the drake is tied to the soulbound weapon. So long as the drake lives and is available to assist, the 24 hour ritual to replace a soulbound weapon can take place at any time, and has no material cost. So long as an intact soulbound weapon is in the dragon rager's possession, the drake can be resurrected through an uninterrupted 24 hour ritual at no cost. While raging and wielding the soulbound weapon, the dragon rager can use this connection to communicate telepathically with her drake in a language they share at a range of up to a mile.

    Draconic channeling: The dragon rager learns to add special abilities to her soulbound weapon as a swift action while raging. At 5th level she can apply a single +1 equivalent ability, and every four levels thereafter, the total enhancement bonus equivalence that may be active at a time on the soulbound weapon increases by +1. The dragon rager may choose from the following list of abilities: Anchoring, brilliant energy, corrosive, corrosive burst, dancing, flaming, flaming burst, frost, ghost touch, icy burst, keen, merciful, returning, shock, shocking burst, and vicious. Abilities which add energy damage can only be chosen if they match the dragon rager’s energy resistance from raging, and abilities which require specific weapon types must be compatible with the soulbound weapon. These abilities last for a number of rounds equal to 1/3 the dragon rager’s level, and activating them consumes a number rounds of rage equal to the enhancement bonus value being applied to the soulbound weapon. Each time the dragon rager uses this ability, she may apply any number of abilities, up to the maximum amount amount of enhancement allowed at her level. If the dragon rager ends her rage, these abilities are ended as well. This replaces Trap Sense (danger sense for unchained barbarians).

    And that's it. I've also been considering archetypes for the kineticist, witch, cleric/warpriest and wizard/arcanist. But those will probably be on the back burner for now.

    Let me know what you guys think.

    1 person marked this as a favorite.

    For your gamin enjoyment, I give you the Sicari, the final addition to my 10 race collection.

    The sicari are a race of monstrous humanoids who come from an alien world. Forced beneath the surface by radiation flowing from a distant blue sun, the sicari live in a cave system under siege by a demonic horde. Due to the harsh realities of their crapsack world, many sicari embark on a dangerous journey to hidden gateways between worlds, in search of a better life.

    But life on the other side has its own downsides. Sicari are often alienated as outsiders, and those that fall into a mercenary life often give the rest a bad reputation. But those sicari who do manage to find a place will treasure their home, knowing all too well what they sacrificed to get here, and what they have gained in return.

    As always, I appreciate any feedback you guys have.

    In terms of balance, it is impossible to determine their exact RP score as there are no parallels for most of their abilities. I would spitball them as being about a 12, but I'm fine with anything in a 10-15 range. I want something that would fit comfortably in a party with humans, tieflings and aasimar, but not something as powerful as, say, svirfneblin.

    5 people marked this as a favorite.

    The drake archetypes are known to be utter crap. I've spent quite a bit of time working on a fix for the silver champion paladin, and in the process fixed the drake as well. With that done, I tried my hand at fixing the archetypes as well. You can see it all here.

    I will say that I am more confident in the drake and silver champion than the other archetypes. I certainly think they are better than the originals, but I wouldn't be surprised if you guys saw ways to improve them.

    3 people marked this as a favorite.

    The hatarihm are a revised and expanded version of one of my older homebrew races. The base race remains almost completely unchanged, but the lore has been reworked and massively expanded,* and they now have tons of alternate race traits and racial feats.

    As always, I would greatly appreciate any feedback you guys have, particularly on the alternate race traits and feats, since they haven't been used extensively like the base race has.

    In terms of balance, I always aim for something that would be comfortable in a party with core or featured races. Doesn't have to be perfectly equal with half-elves, but fetchlings are pushing the limit and if you hit svirfneblin, you've definitely gone too far.

    * I know, I have a lot of flavor text, some of which is world specific. Skip past it if you are bored by it.

    The drake archetypes from Legacy of Dragons are up on Archives of Nethys, and... good lord are they bad. You trade a hell of a lot for a replacement companion that is hardly even an improvement.

    The Silver Champion in particular is a great concept with a painfully bad execution. You give up divine bond (duh), half your smites, half your mercies, Aura of Justice (ouch), Aura of Righteousness, one spell slot per level, and the entire paladin spell list.

    In return, you get a "mount" that you need to be tiny size to ride at level 5, and which can't even become an actual, factual flying mount until level 11 for small characters, and level 13 for medium characters.

    And here is your new spell-list:

    1st—animate rope,


    1st—divine favor,

    1st—expeditious retreat,

    1st—floating disk,


    1st—magic fang,

    1st—protection from chaos,

    1st—protection from evil,


    2nd—align weapon (good only),

    2nd—locate object,

    2nd—wood shape,

    2nd—align weapon (law only),

    2nd—animal trance,

    3rd—draconic reservoir,


    3rd—magic circle against evil,


    3rd—magic circle against chaos,

    3rd—stone shape,

    3rd—magic fang (greater),

    4th—dragon's breath,


    4th—minor creation,

    4th—order's wrath,

    4th—dimension door,

    4th—holy smite,

    4th—locate creature,


    Some decent spells, but not nearly enough options, and not even a basic cure light wounds.

    So my question is, what should be changed to make this trade a bit more fair?

    I know I would at least make the mount a size category larger right off the bat. And it would get flight and a weak and/or severely limited breath weapon by default. On top of that, either get rid of the dragon magic, or make it add spells to the paladin list, not replace them all. It would still be a bit too costly if we didn't bring back some smites, mercies or auras, but at least you'd get something worth having.

    1 person marked this as a favorite.

    For your gaming enjoyment, I present the Narok

    This is a massive rewrite of my first homebrew race (rhinotaurs) from way back in my 3.5 days. I'd really appreciate any feedback you guys have.

    In terms of balance, I'm aiming for something that would be comfortable in a party alongside humans, drow, tiefling and aasimar. Since they are built around abilities that are not anywhere in the race builder, the RP value is very much unknown.

    As for the flavor text, it is a bit more setting specific than I normally do, and it even references races I am working on but haven't finished yet, so keep that in mind. Don't worry too much about golarion lore or anything.

    Hope you like it.

    I've always thought that as wizards and other spellcasters get more skilled and powerful, they become less and less reliant on things like chants and gestures. While there are feats which can eliminate these these things, it isn't the same as something that comes naturally over time. So, I thought I'd slap something together in order to add that missing flavor to character growth.

    Here's my rough idea:

    Each component would have a point value. Material components (excluding costly components) are 1 point, Verbal components are 2 points, and Somatic components are 3 points.

    The three highest spell levels you can cast are handled normally. For each level below those, you can reduce the required components by an additional point. So, if you can cast level 4 spells, you gain the ability to ignore material/focus components on 1st level spells. If you can cast level 5 spells, you can ignore material components on second level spells, and either verbal or material components (but not both) on 1st level spells.

    So, a full caster capable of throwing around 9th level spells would look like this

    • 1st level spells - ignore VSM
    • 2nd level spells - ignore VS, VM, SM
    • 3rd level spells - ignore VM, SM
    • 4th level spells - ignore VM, S
    • 5th level spells - ignore V, M
    • 6th level spells - ignore M
    • 7th level spells - No change
    • 8th level spells - No change
    • 9th level spells - No change

    I know, spellcasters don't need to made even stronger, but this is really just for flavor. What do you think, does this seem reasonable?

    For your gaming enjoyment, I give you the Xindi

    The xindi are semi-incorporeal humanoids who once ruled a vast empire. When their civilization fell, they were cursed and become otherworldly shadows of their former selves. Driven into the desert, they work to rebuild, and create a society that won't repeat the mistakes of the past.

    Almost none of their race traits come from the race builder, so their RP value is just a series of judgment calls. Based on my estimates and collaboration with others, they have an estimated 12 RP.

    As always, any feedback you have would be greatly appreciated.

    For your gaming enjoyment, I give you the vahaan.

    They are a tiny race which was designed to be reasonably balanced, playable and flavorful. They are a race of living language, and by memorizing and meditating on liturgies, they can alter themselves and gain new abilities.

    The vahaan come in 4 flavors: Earth, Sea, Sky and Aether. Each type gains its own language, spellcasting bonus and movement method, as well as access to unique racial feats which enhance their abilities.

    Please note that this is an advanced race, which is inevitable for a tiny creature. Half of their traits have no race builder equivalents, so their rp value is enough of a judgment call that we might as well just look at the race as whole and decide how balanced it is without bringing in race points. The goal was simply to make something that was as playable as possible for a tiny race, and which would be able to fit in with a party of dwarves, drow, tieflings, etc.

    As always, any feedback you have is greatly appreciated.

    1 person marked this as a favorite.

    For your gaming enjoyment, I give you the firbholg.

    The firbholg are medium sized giants who were exiled by elves, enslaved by orcs, and liberated by the blessing of a god who granted them the power to give life to inanimate objects. Now they've regained their lost homeland, and make their way as simple farmers, dedicated craftsmen, and the leading makers of constructs.

    Inside you'll find not only the base race, but alternate race traits, race feats, and page after page of fluff.

    A few quick points, before anyone asks:

  • These are based loosely on the actual myth, and I'm happy with where they are flavor-wise. I am always glad to hear suggestions about how to make this better, but don't particularly care how close they come to any other firbholg concept.
  • They have an estimated RP value of 11, though obviously that's a judgment call since they have abilities which aren't in the race builder
  • They have powerful build. I know this can be divisive, but it was something I wanted from the beginning and it is here to stay.
  • I intend to flesh out the gods mentioned in the fluff and add racial archetypes eventually.

    As always, your feedback is greatly appreciated.

  • 1 person marked this as a favorite.

    For your gaming pleasure, I give you, the trow

    Based loosely on the creatures of orkney myth, trow are a race of pseudo-fey refugees from another world, who were warped and twisted by a force known as the corruption. Now that they are here, they carve out lives for themselves as traders, bandits, bards and con artists. While most trow are natural illusionists, the corruption created monstrous warriors known as kunal trow, and gifted necromancers known as death mages.

    Trow are designed with both PCs and NPCs in mind. While I tried to keep everything within a reason for a PC, certain things are meant more for use on NPCs, particularly the later kunal trow feats.

    Now let's get this show on the road. And as always, your feedback is greatly appreciated.

    5 people marked this as a favorite.

    It's time to crank up that epic theme music, we're talking gargoyles.

    Before we begin, a few points I need to cover:

    First, while I certainly took inspiration from the classic cartoon series, these are not meant to be the gargoyles from the cartoon. Nor are they meant to be a modified version of the existing monster. They are a new race, with their own traits and fluff.

    Second, these are probably best thought of as an advanced race. Since they have abilities not found in the race builder, they don't have a specific number of race points. They weren't made to pass a core race acid test, just to be fun and reasonable enough that a GM might allow them in a normal campaign.

    Third, the recessive traits feat is intended to allow for more than just what is stated in the description. I would encourage GMs to consider making a few gargoyles with some of the racial traits of other creatures, and to work with players who want to do the same. But short of writing a massive new system, there's no easy way to make that work, and certainly not to keep it balanced. As such I included only the simple, unobjectionable part in the rules, which is still good enough to stand on its own if need be. The rest is left to the GMs best judgment.

    Now that that's out of the way, here's the link to the google doc. Let me know what you think.

    4 people marked this as FAQ candidate. 1 person marked this as a favorite.
    See Magic (Su): The arcanist can see magical auras. If she expends 1 point from her arcane reservoir, for 1 minute she instantly recognizes magic item auras and spell effects (as detect magic). During this time, she is treated as if she had studied each aura for 3 rounds and she treats her Knowledge (arcana) skill check as if she had rolled a 15 on the d20. In addition, if she touches a magic item during this time, she can immediately identify its properties using Spellcraft without needing to spend 3 rounds examining the object. If an enemy possesses the object, the arcanist must first succeed at a melee touch attack to identify the item.

    I can see two ways of reading this.

    The first is that the arcanist can always see magical auras (but does not reveal info about said auras), and spending a point allows him to instantly study them to determine the properties.

    Alternatively, it could be that the first sentence is just making a statement about the existence of the ability, followed by a description of how it works. So the arcanist doesn't get magic vision unless he spends the point.

    So which interpretation is the correct one?


    On the one hand, I want the first interpretation to be right. It may be a bit much given the massive implications, but it makes it worth spending the exploit. Detect magic is a cantrip after all and one that gets a lot of use, hardly worth spending an exploit and reservoir points just to free up a 0 level spell slot, especially when quick study will accomplish the same thing and a lot more.

    On the other hand, if it were meant to give you permanent aura-vision, I would expect additional clarification. I am leaning towards the second interpretation being RAI, even if the first one is RAW. This is sad, because I can't imagine using this ability instead of just spamming detect magic.

    Really, this is a paragraph that would have benefited greatly from an "in addition," or "in order to use this ability" to make things perfectly clear.

    1 person marked this as a favorite.

    Before I get side tracked by my rambling, here's google docs link

    So, I've always loved lizardfolk. They are just plain cool and full of flavor. I've included them to one extent or another in every campaign I've ever run. There's just one problem: The lizardfolk option given for players is mechanically boring.

    In order to correct this, I set out to make a more interesting version. They are a bit different, and designed to have more versatility and uniqueness. There's also plenty of alternate race traits and racial feats, so lots of options. In terms of power, the aim was "within reason," so somewhere between humans and Aasimar.

    I've also included several pages of fluff to help flesh them out and keep them as interesting as possible. I wanted them to retain the tribal society roots, but also be a bit more complex and not just the usual archetypical native/tribal/savage race.

    As always, your feedback is greatly appreciated.

    3 people marked this as a favorite.

    For your gaming pleasure, I have created a new race, the finfolk. Just click this Google Docs link and see it for yourself. Here is a visual representation, courtesy google images.

    Based loosely on the orkney myths finfolk are a race I've included in my old 3.5 worlds but, unbeknownst to my players, were never actually given their own stats. Now that my oceanless sky pirate campaign is over, I'm planning my eventual return to an old 3.5 setting of mine, and the first item on the agenda is bringing these guys back.

    My intent with the finfolk was to make something primarily for NPCs. A race that can provide many new and interesting options for stories and encounters, and which helps create a more interesting world. At the same time, I want them to be balanced to such an extent that I could allow a player to play one, and that a player might actually want to play one despite finfolk being aquatic. Since half the race's features aren't from the race builder, I'm estimating their RP value to be around 11 or 12, for what little that's worth.

    As always, your feedback is greatly appreciated.

    10 people marked this as a favorite.

    I was actually just thinking about posting something like this, and with the other 101 threads, why not make this one of them.

    I always like giving out interesting but less than amazing items just to see what uses the party can figure out for them. Let's see how many we can come up with

    1. The "Holoprojecter," an ancient artifact which gives unlimited use of a silent image spell, but everyone who sees it automatically disbelieves it.

    2. The Blind Candle, a candle which when lit, gives off no light, and whose flame is invisible. However, anyone looking in the direction of the candle with their eyes closed can see the flame, even if it's on the other side of an obstacle, so long as it's within range (120ft).

    3. Lonely Stones, a pair of teardrop shaped stones, which when placed on the ground, will always point to each other, no matter the distance. Great for following something or finding someone who is lost. Note: Does not rotate up and down to account for elevation.

    4. Spider's Cup, an ordinary looking cup which when turned upside pours out water, up to 1d4 gallons per hour. The weird part, when the water hits the ground it flows uphill, not down. Drinking from the cup was a bad idea.

    5. String of regeneration, a 50 ft spool of seemingly ordinary thread. When two ends are put together, they instantly fuse into one perfect piece. Cannot exceed 50 ft.

    1 person marked this as a favorite.

    For the past few months I have been putting together a homebrew class, and I thought I'd share with all of you.

    The Renaissance Man

    The basic concept of the class is that he is an expert in a variety of fields, which grant more and more powerful abilities as they increase in rank. There's a tremendous amount of freedom and versatility, without destroying balance, or stepping on any existing class's toes. It fills a niche of a genius character (anything from the Davinci or the Doctor to Batman or Tony Stark), and provides enough flexibility and choices that with a little skinning you should be able to make almost anything.

    I'd appreciate any feedback you guy's have. I know there's a tremendous amount of content (I've run multiple playtests and still have yet to touch even half of it) but I'd love to hear what you guys think. Are there any problems you can see? Does it look fun to you? Would you want to play one, or allow one in your game?

    Hope you guys like it.