You could go really crazy and just invent a whole new class with a proper Gith spellbook progression. In simple maths the full spellcaster progression is Spell Level = Class Level / 2 rounded up. Level 1 / 2 = Spell Level 1; Level 2 / 2 = Spell Level 1; Level 3 / 2 = Spell Level 2 ... The spellcasting archetype spellbook progression is pretty simple; follows the same progression except it starts 3 levels later, and it weirdly cuts off for 2 levels at level 10 as your table clearly shows. The purpose for this has clearly been that Class Feats are gained at even levels, and if the progression were Level X / 3 instead, you would gain spell progression at uneven levels i.e. not the levels you take the archetype casting class feat. With a Gish class this might be less of a problem, however, since the spellbook progression wouldn't be tied to class feats. This of course opens a can of worms: How do you make the Gish Archetype Casting work, especially since it can't follow the same progression as other Archetype Casting? Anyway, you could just make a Gish class by having a spellbook progression of Level X / 3 rounded up = Spell Level. 1/3 = 0
Dunno if this google spreadsheet clarifies anything(don't have much time so it's ugly!)
This is probably something that the designers considered when coming up with the casting systems. I really like the way they did it, but there are lots of cool alternatives for Gith classes for homebrew! Edit: link bugged out, fix'd
I love the consistent theming and sheer melodrama. Love it. I can't help but think that the Code makes it a very natural multiclass option with Champion. I'm a huge fan of Don Quixote and the many Orpheic heroes of epics like Orpheus https://en.wikipedia.org/wiki/Orpheus
I appreciate the gender-neutral take, so champions of love like Senua from the Senua's Sacrifice game have their place among the pantheon.
Hey gang, I'm new with Pathfinder and am planning my first campaign. I've been curious of ways to make an open-world setting that encourages long voyages and land travel. However, downtiming long travels isn't very interesting, and it certainly lacks an action component. Core rulebook p. 294 already mentions some transportation options, but nowhere in the book have I found information on how travel with the transportation services could actually be played. If anybody has a clue if such information is included in the book, please tip me off! I've planned to use simple hazard DCs to allow some kind of interaction with travel. E.g. before setting sail, the crew could roll for "Predict Weather" with Survival being matched against a predetermined Hazard DC. The Crit fail / fail / success / crit success could then have different boons or impediments to factors like travel time, fatigue, a chance of encounter or finding treasure. Further, there would be Exploration intervals during the travels, allowing them to investigate curious water areas, perhaps discovering a magically concealed treasure cove. Any past experiences of fun travel options or house rules / homebrew content to make travel interesting and rewarding for players is appreciated!
I'd seek to resolve this by tweaking the stats on either, if they're too similar. Skills can usually be different. I've played with great DMs who join the character creation, hinting at what skills I might want to take, because she knows the members' stats. Skills are the go-to place for tweaks, since they matter a lot in exploration and downtime. I've always had more character concepts than I've had groups to play with, so never actually encountered this problem myself as I've been happy to flex. I've also played pretty fun party dynamics with "twin" or "clan" concepts, so there might have been a sorcerer and her two bouncers like Tweedledee and Tweedledum. |