Maybe instead of hail mary for when they over use their curse, it be limit burst tied to each mystery like life doing a big pulse of postive energy, fire causing a inferno. Think maybe using limit burst should leave different side effect instead of all curses doing the same.
Generally limit burst would fit theme of each mystery but still allow oracle to least be useful or somewhat useful afterwards, as you could say they their tapping into deepest part of the well and comes flooding out.
Yep Patron types should be given title, which also have boon and pact price. Are familar acting as middleman between the witch and patron which inparts the lessons on to us. So witch will likely never know who gave them their powers unless they figured it out or were told by patron.
The powers given are witchs as patron taking a chance with them, but in return we should likely get pact price that was forged when making the pact. So if witch ever goes against their patron or it dies the witch still has it powers.
This instinct was worked upon on discord with help from Syries.
Table: Invoker Instinct
Invoker Rage (Instinct Ability)
Feat 2: Invoker Tricks
Feat 4: Invoker Magic
Feat 12: Invoker Call
Feat 18: Invoker Might
This is homebrew for secondary Armiger that build to allow spellcaster to go into signfiers.
Hellknight Armiger(Caster) Dedication Feat 2
Special You can’t select another dedication feat except dedication feats for higher positions within the Hellknights until you have gained two other feats from the Hellknight armiger archetype.
Mental Resilience Dedication Feat 4
I think for newer books they should throw in methods for gaining access to like how you go about researching a ritual, tracking down specific spell, theirs x group in these areas so you could use them to get access to x class if you impress them would be more better than just having rare and uncommon be same thing. As right now mostly ever new thing seems to be gated behind rarity system and not making each tier of rarity stand out.
Silent spells just removes verbal part of spell, but still adds it's own action to it, so spell no longer requires using the mouth and benfits from both silent/concealed spell. Now if you used 20th lvl feat meta magic mastery on it you can reduce you your most of your spells actions by 1, like fireball from 2 to 1. aslong as it starts with 2 or 3 actions.
I make gliding either lvl 1 ancestery feat or heritage and have flying at lvl 9 as upgraded form, as that when flying spells also come online.
Plus if you did give them flying at as ancestery bonus, you don't need a extra flaw, as -2 hp and -5ft speed is already enough Think of ancestery wanting postive 2 or 3 AP before a heritage.
+5ft speed = 2AP
If you go by that you notice all ancestery have 3AP before heritage, except humans with 2AP as their heritages could be cosniders 3 AP.
Default package should be 8 HP
which is 0 AP
Thought maybe mutagentists could instead imbue the mutagens they create with minor mutations, like way old beastmorph archetype worked. So first research field they could probally have two from list, then at 9 or 15 create greater mutations. So anyone who drinks their mutagen turns into chimeric nightmare.
Im fan on scraping drawbacks for mutagens, and have mutagenist give bonus to any mutagen they inhibit like for example +1 circumstance bonus to ac for bestial. Since it make you want to use them then.
New wording be "While under the effect of a mutagen, you gain additional benefit from that given mutagen."
Since not fan of wait 20 levels to not suck at using your mutagens.
Think problem is specialists in any class are lacking, transmuation wizard should be best at transmutation followed by wild druid. In fact each of schools should have spells that only their school give to make them play more unique, oh sure you have complain about choice but specialization should always get the best stuff of their specility.
Removed Imprecise and shortened weapon range..
Gun Ranged Weapons
Feat 2: Alchemical Gunslinger Dedication
You know your way around the Mana Wastes and have craftsmanship that has led you able to craft the fabled guns from Alkenstarr region you have grown up in, you are gunslinger of sorts with penchant for alchemy. You become trained in Alchemical Crafting feat and Wilderness lore; if you were already trained, you become an expert instead. You also become trained in advance weapons from the gun category and gain access to pistol, blunderbuss, musket and have formulas for crafting cartridges and alchemical cartridges.
Special: You cannot select another dedication feat until you have gained two other feats from the Alchemical Gunslinger archetype.
Feat 4: Rapid Reload
Feat 4: Expert Aim
Feat 6: Alchemical Genius
Feat 8: Gun Legend
Gun Ranged Weapons
New Weapon Traits
Imprecise - This ranged weapon is less effective at far distances. Your attack against target that are at a outside range of listed distance take a -2 penalty.
Penetration - When this ranged weapon deals damage, it ignores the amount listed of resistance that the target may have.
Gun(Crit) - The gunshot viciously pierces the target, who takes 2 additional damage per weapon damage die.
Item 2: Cartridge
Item 2: Alchemical Cartridge(Lesser)
Item 4: Alchemical Cartridge(Moderate)
Item 12: Alchemical Cartridge(Greater)
Item 18: Alchemical Cartridge(Major)
Tiefling Universal Heritage:
Edits made. Also reason why they don't give low-light/darkvision straigtht away is most ancestries get either so you losing out then.
Tiefling Universal Heritage:
Feat 1: Fiendish Vision
Feat 1: Mighty Weaponry
Motherless Heritage: Unlike others when born you almost tore you way out during labor do to the set of fully grown set of teeth lining your enlarged jaw. You gain an jaw unarmed attack that deals 1d6 piercing damage and recovers 1d4 temporary hitpoints back on succuessful strike with the jaws.You may also choose Abyssal as a language to start with due to your Qlippoth blood.
Shackleborn Heritage: You know pain like no other, it comes naturally to you like an art form and you know how to make the best of it. You gain a +2 circumstance bonus on rolls involving emotion effects. You may also choose Shadowtongue as a language to start with due to your Kyton blood.
You can use this for your cause and tenets. I have them made for homebrew champions but not finished rest.
Tenet of Evil
LE: Tyrant Cause
⦁You must challenge those to establish supremacy, honor your word when given and inflict fear whenever needed.
Tiefling Universal Heritage:
Pitborn Heritage: You draw upon energies granted by Abyss to you making you body more full of life force. You gain +4 Hit Points to your ancestry. You may also choose Abyssal as a language to start with due to your Demonic blood.
Motherless Heritage: Unlike others when born you almost tore you way out during labor do to the set of fully grown razor-sharp teeth lining your jaw. You gain jaw unarmed attack that has deals 1d4 piercing damage and has unarmed and finesse traits and gives temporary hitpoints of 1d4 back. You may also choose Abyssal as a language to start with due to your Qlippoth blood.
Hellspawn Heritage: Your known to be rigid or organized at times, and how to demonstrate the skills to hold others attention. Whenever you use deception, diplomacy or intimidation skill you apply fascinated condition on the target upon critical success. You may also choose Infernal as a language to start with due to your Devil blood.
Shackleborn Heritage: You know pain like no other, it comes naturally to you like an art form and you know how to make the best of it. When you roll a success on a saving throw against an emotion effect, you treat it as critical success instead. You may also choose Shadowtongue as a language to start with due to your Kyton blood.
Feat 1: Fiendish Vision
Feat 1: Otherworldly Lore
Feat 1: Fiendish Resistance
Feat 1: Mighty Weaponry
Feat 1: Below Grace
Feat 5: Bony Wings
Feat 5: Mighty Cunning
Feat 5: Fiendish Twin Resistance
Feat 9: Tiefling Grace
Feat 9: Fiendish Flight
Feat 13: Tiefling Weapon Mastery
Yeah your right that martials get easier buy in and some archtypes seem fitting for more heavy armor classes. Plus assassinatinate type rogue already get at 18 I think even then it can only kill weaker enemies. If they were gonna be doing assassinations themes for red mantis then probally give it bleed persist type or some kind of divine slice.
Yeah timing when party should move varies about situation are they in dungeon, a forest, on a caravan travelling. It might be right around 10mins-20mins and make secret checks in background with you warning players the noise approaching in the cases patroling enemies. If player not doing anything but keeping watch maybe let them stay longer.
What people in fourm fail to account for is red mantis is kind of lacking on the theme it's meant to give off. If class meant to be suitable for rogue for example it's pretty late buy in for them.
Current one is now minor divine caster with shapeshifting ability to turn into mantis. But doesn't quite fit assassin but more illusive warrior.
Also corvo alot of complaints I seen be pretty reasonable about being worded weirdly or needing devs to tell us if something does work x way. Hopefully most of that will becovered by upcomming errta.
Think the sub heritages might be just baked into main one with short descriptions and choose a tag.
So you go human as ancestery then when pick Genie-kin heritage in it have 4 which likely either give small different bonus or same one.
Then 3 or 4 ancestery feats for example that locked to each sub heritage so sylph human can't choose undine human ancestery feats as they dont meet prequisite.
I say their more likely to be higher in numbers as sorcerer than wizards do to higher chance of coming into contact with planar influences or blood being passed down.
Wouldn't be suprised for example if Chelix noblity end up all as diabolical sorcerers sooner or later with succession crisis due to having tiefling progeny cause of hell influence.
Except for insect form which not sure about viability of red mantis is probally best out of 10 in terms of mechanics. Worst of them is living monlith it should either be rare dedication at 2nd lvl or remove rarity for ka stone as it dead route.
Armiger doesnt seem to strong enough likely cause better versions be here soon but does have some nice resistances. Sidenote devs should of included sidebar telling gms and such to use the old orders by checking online or older books for now.
Aldori Dulist sword needs its price checked and better trait to make it worth using 1 handed.
Magic Warrior is just fluff thing with no mechanics to back it up. Dont ever try to do something like that if at bare minimun makes it weak.
Runescarred is pretty decent one for non spellcasters or even spellcasters although its magic to more suitable for buffing spells.
Monk one is another decent one but one of it's focus spells that xenocrat listed could do with brush up.
Yeah already have all their tenets reworked just regoing over the some other stuff for them.
This was something I was working on to make evil champions possible, it still in need of evil champion specific feat but i'll post them at later date.
Tenets of Evil:
Tyrant Cause (LE)
⦁You must act honorable, submit or show supremacy when challenged and inflict fear into opposition,
Wrathful Strike Champion's Reaction
⦁You shield yourself and hurt your foe. You gain resistance to to all damage against the triggering damage equal to 2 + your level. If the foe is within reach, make a melee Strike against it and have it become frightened 1 on success.
Divine Smite Level 9 (LE)
Exalt Level 11 (LE)
Deceiver Cause (NE)
⦁You must act to corrupt and twist those who seek your company and push others towards more extreme ends.
Deceitful Glimpse Champion's Reaction
⦁You are unharmed by the triggering damage and your foe hurts itself in the process taking 5 of triggering damage.
Divine Smite Level 9 (NE)
Exalt Level 11 (NE)
Ravager Cause (CE)
⦁You must strive to be always spontaneous when possible and encourage others to be cruel when needed.
Unbounded Step Champion's Reaction
You free yourself from restraint. If trigger was an you taking damage, you gain resistance to all damage against the triggering damage equal to 2 + your level. You can break free of one of these effects grabbing, restraining, immobilizing or paralyzing you, and may also take a Step as a free action.
Divine Smite Level 9 (CE)
Exalt Level 11 (CE)
Necrotic Sting Focus 1
Your hand becomes infused with negative energy, hurting a living creature or healing an undead creature with touch. If you use Necrotic Sting on living target you deal 1d6 damage and it must attempt a basic Fortitude save as well a -1 status penalty to AC for 1 round. Against an undead target you restore 8 hit points.
Heightened (+1) The amount of healing for undead increases by 8, and
Yeah that does seem to be problem if you get 1/day perment item that can let you fly for 700gp and a potion of same type costs 1000gp then that seems off. Potion should be 250gp instead and wand for example 1000gp to encourage buying it.
On a sidenote I still see that enconomy of item price is still high prefer if arefacts for example were 1000gp instead of 100,000gp and potions in silvers, make the price seem less extrageted.