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Totally Not Gorbacz wrote:
QuiZZer wrote:

It's so strange to me that small/medium has no real effect on weapon damage or that all races now are in effect equal in stats...

Certainly not rules I'll be using. Very annoying that this is set as default options.

You only noticed the weapon size thing because I pointed it out; it's been like this for three years. This means, it never really was a problem for you because if it were something important, you'd notice and raise it sooner.

No, it means I haven't played second edition yet since I've had 2 children since it came out and I've got all the 1st Edition books so switching never much tempted.

Now... I'll need to edit any game I start to avoid idiocy where 90cm tall halflings deal the same damage as a 2m tall orc with the same two-handed sword... Maybe I should just go back to GURPS...


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It's so strange to me that small/medium has no real effect on weapon damage or that all races now are in effect equal in stats...

Certainly not rules I'll be using. Very annoying that this is set as default options.


Cold Napalm wrote:
Okay so I just got the GMG and under armor random roll chart, it says to roll metal for studded leather armor...which means you can have mithril studded leather armor for +3 armor, +7 max dex and 5% ASF. I think I have my new favorite EK armor hehe :) .

The studs could be made of mithril, but there isn't enough material to really affect the armour. From the PRD:

Pathfinder PRD wrote:
Items not primarily of metal are not meaningfully affected by being partially made of mithral. (A longsword can be a mithral weapon, while a quarterstaff cannot.)

A studded leather armour is mostly made of leather (80%-90% or so) and can not really be "made" of mithril in that respect. Same as making a mithril spear would not halve it's weight.


I also tried my hand on creating more of a shapechanger base class here:
Wildling
I even have a thread lying around looking for more advice *hint, hint*

But back on topic, not everything is possible with the current classes, but it's the job of inventive players and GM's to get more good classes out there =)


Thanks guys,

I'll look into generalizing the class more, perhaps make it more clear they are felines, canine, apes etc.

Also, awesome picture Jerrie =)

So I suppose I should look happily upon the class, I still haven't gotten a single person telling me I did something dreadfully wrong! Huzzah for thinking!


Bryan Bloomer wrote:
Innate Poison: "This innate poison can be utilized a number of times per day equal to the poisoner’s class level + Constitution modifier."

Would it not be better to do the "numbers of times" similar to the Barbarian rage, something like 4 rounds + 2 for each level hereafter?

I also agree that you should not have a saving throw to this, you are making the DC too high. It seems odd though to have a poison deal HP damage since the standard is Ability damage.

I also agree that the HD should be increased and the Saves "normalized".

I will look it over more when I have time, but it's a really cool concept =)


Thanks for your answer Bryan,

It seems Google might have an issue at the moment, but I'm trying to "re-share" at least.

I'll look into trying to separate them, it would also make it more interesting for a wildling living in the outer planes more I suppose.

Glad you think it looks good so far balance wise =)

Wildling class link


Still looking for someone to look this class over and give me some pointers to it's power level versus normal classes and tell me if I did something wrong.


Hello again,

I'm still looking for insight into the mechanics of this class and since I can't edit my first post, I might as well use the wonders of Google Documents to help me.

Does the class seem balanced so far? Is the HD and BAB ok, or should I increase the BAB and/or HD?
Do the Blessings seem balanced? Do I need something more? Something that seems off for the class? Anything is welcome :)

Link to wildling


A daily limit would certainly make the abilities more easily balanced and a ritual seems much "nicer" on players.

You haven't written up their armour and weapon proficiencies though, would these be similar to a cleric or sorcerer?

With regards to Spell Burst, perhaps you should specify that the TN can use positive or negative energy in a burst?

The canopic jars is an interesting idea, but it seems to leave the class rather vulnerable, of course, that's up to the GM on how mean he wants to be to the player.

I haven't looked through the spell list, but I assume it would be limited but quite useful what they can cast.


Suggestions for new Blessings and any hints to mechanical or flavour weaknesses would be appreciated.

Any and all comments are welcome :)


Hi Saracen,

I like the idea and feeling of your True Necromancer but I honestly think it seems a bit overpowered.

The TN gains a lot of magical effects and not to mention the chance of dying as you level up, that's not exactly player friendly. Would it not be easier to keep the cost and use an xp penalty instead to go through with the ritual?

I would think Intelligence or Wisdom would be a more natural casting stat for a TN than Charisma as well. Can they choose any spells from the Healing and Necromancy subset or just arcane or divine spells?


Louis IX wrote:

Nice.

Touched by the Wild:
- does the character actually transform into an animal or is it more a state of mind?
- duration isn't much, especially as you gain elemental forms for hours per day.
- why list attacks from the animals instead of referring the bestiary?
- is it possible to add animals to the list? are they only from a forest environment?

Blessings of the Wild:
- if your goal here is to add choices like the Paladin's mercies, you should state it, like "at level 4 (BotW2), add the following to the list of Blessings the Wildling can choose" otherwise we might think only the second list is available when gaining BotW2

Perhaps more later...

Hi Louis IX,

Thanks for the reply.

Touched by the Wild:
- It's supposed to be similar to a Shifters ability to change into a more "feral" form. It would have some physical changes, like manifesting the natural weapons and more, also quite possibly a mental component of making them more aggressive.

- As for duration, at level 15 the wildling can change into it's feral state as often as it wishes, I listed this under Transformation of the Wild. Perhaps I should move it?

- It would most likely be easier to simply list weapon damages for natural weapons as found in the manual, I agree.

- It should of course be possible to add animals to fit a different environment or setting. I tried to make it a bit varied and some of the Blessings should also add to the variety, but work and patience could turn up any number of combinations.

Blessings of the Wild:

- I will do so. Do you happen to know if there is an "Edit" button somewhere for my post and I'm simply not seeing it or do I have to make a new post?

Thanks for your input =)

Edit: I found the edit button for answer, no such thing for my original post then?


Hello my fellow role-players.

I have a class I'm currently designing and I was hoping for some more input on how valid it is. Note that this is not the finished version and I'm currently still tweaking it and adding abilities etc. that fit.

The concept is that of a blessed guardian of nature, kind of a mix between a druid/ranger/barbarian.

Any suggestions on what to add, remove or tweak will all be greatly appreciated :)

Wildling

GAME RULE INFORMATION

Wildlings have the following game statistics.

Abilities:
Dexterity helps wildlings become nimble and overcome their lack of access to heavy armour.
Wisdom is also important because it affects many skills, especially Perception and Survival, that most wildlings consider vital to their ability to survive in the wild and to detect enemies efficiently.

Alignment: Any neutral

Hit Die: d8.

Starting Gold: 4d6x10 gp.

Class Skills

A wildling’s class skills (and the key ability for each skill) are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), Survival (Wis), Swim (Str).

Table 1–1: The Wildling
BAB: 3/4
Saves: Fort weak, Ref strong, Will weak

  • 1st
    Touched by the wild, track, fast movement +5

  • 2nd - Blessed by the wild I, endurance

  • 3rd - Woodland stride

  • 4th - Blessed by the wild II, fast movement +10

  • 5th - Trackless step

  • 6th - Blessed by the wild III, swift tracker

  • 7th - Scent

  • 8th - Blessed by the wild IV, fast movement +15

  • 9th - Evasion

  • 10th - Blessed by the wild V, nature's protection

  • 11th - Elemental affinity I, hide in plain sight

  • 12th - Blessed by the wild VI, fast movement +20

  • 13th - Elemental affinity II, superior senses

  • 14th - Blessed by the wild VII

  • 15th - Elemental affinity III, transformation of the wild

  • 16th - Blessed by the wild VIII, fast movement +25

  • 17th - Elemental affinity IV

  • 18th - Blessed by the wild IX

  • 19th - Elemental affinity V

  • 20th - Gifted by the wild, Blessed by the wild X, fast movement +30

Skill Points at 1st Level: (6 + Int modifier) x4.
Skill Points at Each Additional Level: 6 + Int modifier.

Weapon and Armour Proficiency:
Wildlings are proficient with all simple weapons, throwing axes, handaxes, battleaxes, greataxes, greatclubs and short bows. They are also proficient with all natural attacks gained from this class.

Wildlings are proficient with light and medium armour but are prohibited from wearing metal armor as the druid; thus, they may wear only padded, leather, or hide armor. A wildling may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. Wildlings are proficient with shields (except tower shields) but must use only those crafted from wood.

A wildling who wears prohibited armour or uses a prohibited shield is unable to use any of her supernatural class abilities while doing so and for 24 hours thereafter.

Touched by the Wild (Su): At 1st level your spirit animal awakens. Choose one of the animals from this list: Bear, Ape, Tiger, Wolf or Snake.

You can transform into an feral-like state for 4+Con modifier rounds per day, these rounds need not be consecutive. At each level after 1st, you may transform for an extra 2 rounds per day.

Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a wildling can transform per day. A wildling can transform as a free action. The total number of rounds of transformation per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.You may end the transformation at any time.

Bear: Gain a claw attack with each hand, 1d4+Str damage. This damage increases in power every 5th level. (1d6 at 5th level, 1d8 at 10th level, 2d6 at 15th level and 2d8 at 20th level)

Ape: Gain a slam attack, 1d4+1-1/2Str damage. This damage increases in power every 5th level. (1d6 at 5th level, 1d8 at 10th level, 2d6 at 15th level and 2d8 at 20th level)

Snake: Gain a bite attack, 1d6+1-1/2Str damage. This damage increases in power every 5th level. (1d8 at 5th level, 2d6 at 10th level, 2d8 at 15th level and 4d6 at 20th level)

Tiger: Gain a claw attack with each hand, 1d4+Str damage. This damage increases in power every 5th level. (1d6 at 5th level, 1d8 at 10th level, 2d6 at 15th level and 2d8 at 20th level)

Wolf: Gain a bite attack, 1d6+1-1/2Str damage. This damage increases in power every 5th level. (1d8 at 5th level, 2d6 at 10th level, 2d8 at 15th level and 4d6 at 20th level)

Fast Movement (Su): A wildling’s land speed is faster than the norm for his race by +5 feet.
This benefit applies only when you are wearing no armour and carrying no more than a light load.
The speed bonus increases by +5 feet for every 4 levels thereafter (+10 feet at 4th, +15 feet at 8th and +20 feet at 12th, +25 feet at 16th and +30 feet at 20th level).

Track: A wildling gains Track as a bonus feat.

Endurance: A wildling gains Endurance as a bonus feat at 2nd level.

Blessings of the Wild (Su): At level 2 the wildling receives a blessing from nature, based upon his spirit animal.
You can choose a new blessing at every two levels thereafter which you qualify for (4th, 6th, 8th etc.).

I:

^Hunters prowess: Gain +2 to Perception and Stealth checks.

^Natural agility: Gain +2 to Acrobatics and Escape Artist checks.

^Natures empathy: Gain +2 to Intimidate and +2 to Sense Motive checks.

^Natures cunning: Gain +2 to Bluff and Survival checks.

II:

Nature’s wrath: Your natural weapons count as magical and gain a +1 enchantment bonus to attack and damage, this bonus increases by +1 for every 4 wildling levels you have.

*^Enhanced senses: You gain Low-light vision, if you already possess Low-light vision (either from your race or this class), increase the range increment by 1 (2x as far as normal becomes x3 as far as normal etc.)

*Thick skinned: You gain +2 natural armour. This blessing requires you to have the Bear or Ape as your spirit animal.

Embrace of nature: You can use constrict when grappling to deal damage equal to your natural weapon. You need to have the snake as your spirit animal to select this blessing.

III:

*Improved natural weapon: Choose one of your natural weapons, it's damage increases by 1 die size. This does not stack with the Feat of the same name. Each time you choose it you must choose a new natural weapon.

*Natures arsenal: You may choose another natural weapon, it must be one you do not have from before and it must be from the Touched by the Wild list.

IV:

Terror of the night: A wildling can move stealthily even at a quick pace.

You no longer takes a –5 penalty on Hide and Move Silently checks when moving at any speed up to his normal speed, and he takes only a –10 penalty (instead of a –20 penalty) on Hide and Move Silently checks when running. (You still takes the normal –20 penalty when attacking or charging). This blessing requires you to have the Tiger or Snake as your spirit animal, you must be level 8 before you can choose this blessing.

Terrifying roar: The wildling can roar loudly, scaring lesser creatures. The wildlings terrifying roar makes enemies within 30 feet shaken when you activate the ability.

This is a sonic, mind-affecting fear effect. Creatures in the area must make Will saves (DC 10 + half your Wildling class level + your Cha modifier).

On a failed save, a creature is shaken for 2d6+Cha modifier rounds (minimum 1 round). Creatures with more Hit Dice than you are immune to this effect.

This blessing requires you to have the Bear, Ape or Tiger as your spirit animal.

V:

Tigers pounce: The wildling can make a full attack after charging. This blessing requires you to have the Tiger as your spirit animal.

Bloody wounding: If you hit with both claws during a combat round, you deal extra damage equal to [claw damage]+half Str damage, you may only apply this extra damage once a round. This blessing requires you to have the Bear or Tiger spirit animal.

*Enduring skin: You gain damage reduction 2/piercing. You must have chosen the Thick skinned blessing previously. This blessing requires you to have the Bear or Ape as your spirit animal.

The abilities marked with a (*) may be chosen more than once.
The abilities marked with a (^) are active even when not transformed.

Trackless Step (Ex): Beginning at 3rd level, a wildling cannot be tracked in natural surroundings.

Scent (Ex): At level 7 the wildling gains Scent

Evasion (Ex): At level 9 the wildling gains Evasion

Nature’s Protection (Su): At level 10 the wilding gains the blessings of Nature. You gain a +4 bonus to saving throws against mind-affecting spells and abilities.

Hide in Plain Sight (Ex): At 11th level the wildling can use the Hide skill in natural terrain even while being observed

Elemental affinity (Su): At 11th level the wild imbues you with the pure power of the elements. While using your Blessings of the Wild you also gain the added power of the elements.
Choose an element from one of these: Air, earth, fire or water. You gain resistance 5+half your wilding class levels to the chosen element even when not shapeshifted.
You are also able to change into an elemental form as a druid. When taking the form of an elemental, the wildlings's transformation functions as elemental body I, except as noted here. The effect lasts up to an hour per wildling level. It is not possible to use both the Transformation of the Wild or Blessings of the Wild at the same time as your elemental transformation. Every 3 levels your elemental transformation strengthens. When you reach 14th level the transformation functions as elemental body II, at 17th as elemental body III and at 20th level elemental body IV.
At every 2 levels thereafter your affinity to your chosen element strengthens, you may choose one of the following blessings at levels 13, 15, 17 and 19.

I:

*^Elemental damage: Your natural attacks deal bonus elemental damage based on your chosen element.
Air: +1d6 bonus electricity damage, Earth: +1d6 bonus acid damage, Fire: +1d6 bonus fire damage and Water: +1d6 bonus cold damage.

*^Elemental power: Based on your element you gain one of the following benefits:
Air: +2 to deflection AC, Earth: +2 natural AC, Fire: +2 Fire damage and Water: +2 to each save.

II:

*^Elemental duality: You may choose a second element and gain resistance against it equal to 5+1/2 your wildling class levels. This blessing requires level 15 before you may choose it.

III:

IV:

^Aerial grace: Your natural agility improves, giving you an edge in reaction. Your speed increases by +10 feet and your deflection bonus from "Elemental power" increases to +3.
You must be level 17 to choose this blessing and have taken "Elemental power (air)".

^Armour of earth: Your skin thickens and you become denser than before. You gain damage reduction 2/- and your natural armour bonus from "Elemental power" increases to +3.
You must be level 17 to choose this blessing and have taken "Elemental power (earth)".

^Fury of fire: Your natural attacks deal extra damage, increase the bonus fire damage dealt by "Elemental damage" to +2d8 fire damage instead of +1d6.
You must be level 17 to choose this blessing and have chosen "Elemental damage (fire)".

^Cloak of water: Your mind and body becomes more resistant to outside influences. You become immune against poisons and the save bonus from "Elemental power" increases to +3 to each save.
You must be level 17 to choose this blessing and have taken "Elemental power (water)".

The abilities marked with a (*) may be chosen more than once. It must apply to a different element each time.
The abilities marked with (^) means that the bonus granted stacks with any other wildling class ability or skill.

Superior Senses (Ex): At level 13 the wildling gains Darkvision out to 60 feet, if the wildling already possesses Darkvision the range is extended by 30 feet.

Transformation of the Wild (Su): At 15th level you gain the ability to change your shape into a lycanthropic form of your spirit animal.
You may now change shape at will.
You gain the animals bonus to physical statistics and may change into either a hybrid or a animal version of the animal.
You gain all of it's extraordinary abilities while doing so. While in hybrid form you retain enough of your humanoid appearance to carry weapons if you wish.

Bear : Alternate form: +4 Str, +2 Dex, +8 Con, lycanthropic empathy, damage reduction 10/silver

Gorilla: Alternate form: +8 Str, +2 Dex, +4 Con, lycanthropic empathy, damage reduction 10/silver

Snake: Alternate form: +2 Str, +8 Dex, +4 Con, lycanthropic empathy, damage reduction 10/silver

Tiger : Alternate form: +4 Str, +6 Dex, +4 Con, lycanthropic empathy, damage reduction 10/silver

Wolf : Alternate form: +4 Str, +4 Dex, +6 Con, lycanthropic empathy, damage reduction 10/silver

Gifted by the Wild (Su): At 20th level you become a true champion of nature. You gain the shapeshifter subtype and become immune to mind-affecting spells and effects.
You also become immune to the main element you chose as your Elemental Affinity.