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I've mostly completed the number crunching part for a d20 Slayers/Pathfinder Hybrid campaign. What I'd like help with at this point is have people look over what I've drawn up and give me feedback (both good and bad) for it. I'm including links to my 4 shared account (which is where I've currently got them stored for online review).
As some of you may remember, I've put some time and energy into developing a working version of this system. My current project is to create a fully fleshed out campaign guide; complete with new races, new classes, a revamped spellcasting and item enchantment system, new deities, and hopefully a decently fleshed out history. I'll start by posting the races that I've designed (or in the case of humans, overhauled). I'm including picture links for those who are interested in seeing what I used for inspiration for each race. And yes, feedback is welcome.
Let's face it, the average group of wandering monsters has more wealth than some cities. Given that most of said money tends to go toward magical items (either purchasing or creating), I've come up with this suggested solution. [hr] Essence Crystals Essence Crystals are distilled magical energy in a solid form. Each crystals weights one pound and contains an amount of magical energy depending upon how it was created. Essence crystals are used primary in magic item creation and under certain cirumstances can replace expensive and/or hard to find material spell components. Essence Crystals can only be created by a spellcaster and require a DC20 spellcraft skill check. A spellcaster must sacrifice a memorized spell (or a spell slot if a spontaneous caster) the level of which depends on the crystal to be created. This process requires an hour of uninterrupted work, any interruption will cause failure and the loss of the spell being sacrificed. Alternately, essence crystals can be distilled from a recently deceased creature, the process must be started within one minute of the deceased creature's death. Essence Crystal Stats
Essence Crystal Creation
While I'm certain that this has been done already, I thought that I'd share with the community my concept on how this might be done. While I can't speak for anyone else, the thought of a six inch character fluttering about and chucking fireballs does have a certain appeal... Frost Fairy (aka Winter Fairy)
Tiny!*
Flight
Low-Light Vision
Shadow Resistance
Arcane Resistance
Languages
I've noticed a rather large hole in the enchanting rules so I'd like to suggest an alternative archetype to fill that gap. Artifacter (Wizard Archetype) The Artifacter is a true master at creation, specifically working with magical items. An Artifacter can turn out a wide variety of magical items and can function in party in the same
Restrictions: Must select arcane bond, must select four opposition schools. Consumption: At third level, the Artifacter may destroy existing magical items to capture a
Nothing Up My Sleeve: At fourth level, the Artifacter can use a spell that he doesn't know as
Smithy: At fifth level, the Artifacter gains Craft Armor and Weapons feat. For the purposes of
Fast Enchanting: At sixth level, the Artifacter makes magical items faster. He now creates
I've been building a high level cleric with emphasis on channeling. I'd like to suggest a couple of extra feats. Enlarged Channel
Restorative Channel
About Locke of HighdelvePFS Information:
PFS Number: 230524-2003 Experience: 13 Reputation: 14 Fame: 5 Maximum Gold: 61.08 (including starting 15 gp) Training: Scrolls Major Factions
Purchased Boons
Locke of Highdelve:
Ethnicity: Varissian Nationality: Brevoy (Issia) Birthplace: Highdelve Age: 20 Gender & Pronouns: Male (he/him/his) Height: Weight: Physical Appearance: Human (Versatile) Issian Partisan Rogue; Level: 2 Medium Humanoid Human Chaotic Good Languages: Taldane (common), Varissian, Dwarven, Draconic, Goblin ____________________ SENSES Perception: +7 ((1 wis) + (6 prof) + (0 item)) [E] Special Senses: ____________________ DEFENSES HIT POINTS: 26/26 ARMOR CLASS
Unarmored: [T], Light: [T], Medium: [U], Heavy: [U] SAVING THROWS
Class DC: 18 (10 + (4 dex) + (4 prof) + (0 item)) [T] Speed: 25 ft Melee Strikes
Ranged Strikes
Weapon Proficiencies
Acrobatics: +10 = (4 dex) + (6 prof) + (0 item) - (armor) [E]
STR 10 (+0), DEX 18 (+4), CON 12 (+1)
Ancestry Feats and Abilities
Skill Feats
General Feats Class Feats and Abilities
Bonus Feats
Combat Gear: leather armor, aldori dueling sword, dagger, sap, shortbow, arrows (20)
Bulk: 3.7 (Encumbered at: 5 = 5 + (0 str); Maximum at: 10 = 10 + (0 str)) Coins: 8.5 gp
CHRONICLES 1. PFS(2) 1-01: The Absalom Initiation (GM):
Engraved Wayfider (slotless): You can attach this lid to any compass, including a wayfinder, to personalize it. [_] Society Connections (downtime): Check the box that precedes this boon when you Earn Income during Downtime to attempt a task of level 3. If you critically fail the check, you still earn the result of a failure for that task. Reputation(s): +4 (Horizon Hunters) Fame Earned: 4 Fame Spent: 0 Gold Earned: 14 Downtime: Earn Income (fail): 0.08 gp 2. PFS(2) Q4: Port Peril Pub Crawl:
Fane’s Friend (General): This boon has special benefits when slotted during scenarios and quests that feature Stella Fane. Reputation(s): +1 (Horizon Hunters) Fame Earned: 1 Fame Spent: 0 Gold Earned: 3.5 Downtime: Earn Income (success): 0.1 gp 3. PFS(2) 1-08: Revolution on the Riverside:
[_][_][_] River Kingdom Politician (General): Check a box in order to participate in political intrigues of the region, allowing you to find an Earn Income task of up to your level + 1. Once all three boxes are checked, this boon has a special effect in a future adventure. Reputation(s): +4 (Horizon Hunters) Fame Earned: 4 Fame Spent: 0 Gold Earned: 14 Downtime: Earn Income (Success): 0.4 gp 4. PFS(2) 2-00: The Thorned Monarch:
Reputation(s): +4 (Horizon Hunters) Gold Earned: 14 Downtime: Earn Income (Critical Failure): -- |