paizo.com Recent Posts by Sellsword2587paizo.com Recent Posts by Sellsword25872013-09-18T14:37:34Z2013-09-18T14:37:34ZRe: Forums: Homebrew and House Rules: Western Steam Punk SettingSellsword2587 (alias of Brennan Ashby)https://paizo.com/threads/rzs2u8nf?Western-Steam-Punk-Setting#62017-03-16T18:47:36Z2017-03-16T18:47:36Z<p>Heya dudes. The Westbound PDF can be found on <a href="http://paizo.com/products/btpy9osd/discuss?Westbound" target="_blank" rel="nofollow">Paizo's site</a>, <a href="http://www.drivethrurpg.com/product/193326/Westbound" target="_blank" rel="nofollow">DriveThruRPG</a>, and <a href="https://www.opengamingstore.com/products/westbound" target="_blank" rel="nofollow">Open Gaming Store</a>.</p>
<p>In Westbound, we have Western-themed archetypes for the alchemist (a snake oil salesman), the barbarian (a native-american themed "brave"), the bard (a gunslinging bard), an order and archetype for the cavalier, two archetypes for the gunslinger (a charisma-based one, inspired by The Mariachi/Desperado; the other a knife-slinger inspired by the Magnificent Seven), the magus, the monk (inspired by the gun clerics in Equilibrium), ranger styles and archetype (cowboy inspired), a rogue archetype (a train hopper), and some witch hexes revolving around gunpowder, firearms, and technology.</p>
<p>We've also designed a new base class, the Marshal, a gun-slinging lawman.</p>
<p>Check it out!</p>Heya dudes. The Westbound PDF can be found on Paizo's site, DriveThruRPG, and Open Gaming Store.
In Westbound, we have Western-themed archetypes for the alchemist (a snake oil salesman), the barbarian (a native-american themed "brave"), the bard (a gunslinging bard), an order and archetype for the cavalier, two archetypes for the gunslinger (a charisma-based one, inspired by The Mariachi/Desperado; the other a knife-slinger inspired by the Magnificent Seven), the magus, the monk (inspired by...Sellsword2587 (alias of Brennan Ashby)2017-03-16T18:47:36ZRe: Forums: Homebrew and House Rules: Front Ended classes.Sellsword2587 (alias of Brennan Ashby)https://paizo.com/threads/rzs2txx1?Front-Ended-classes#242016-10-05T14:16:33Z2016-10-05T14:16:33Z<p>Multiclassing is best handled by systems like D&D5E, where numerical progression is tied to your character level, and not your class level. Then, multiclassing becomes more of a flavor-mechanics choice than a numerical boost choice.</p>Multiclassing is best handled by systems like D&D5E, where numerical progression is tied to your character level, and not your class level. Then, multiclassing becomes more of a flavor-mechanics choice than a numerical boost choice.Sellsword2587 (alias of Brennan Ashby)2016-10-05T14:16:33ZRe: Forums: Off-Topic Discussions: Ask Kirth AnythingSellsword2587 (alias of Brennan Ashby)https://paizo.com/threads/rzs2t6yu&page=3?-Ask-Kirth-Anything#1132016-07-13T19:25:54Z2016-07-13T19:25:54Z<p>Hello Kirth, hope you're well!</p>
<p>What's your opinion on class-less RPG systems? Do they make it easier or more difficult to fulfill character concepts? What advantages/disadvantages does a class-based system have compared to a class-less one?</p>
<p>Thanks for your time. Cheers!</p>Hello Kirth, hope you're well!
What's your opinion on class-less RPG systems? Do they make it easier or more difficult to fulfill character concepts? What advantages/disadvantages does a class-based system have compared to a class-less one?
Thanks for your time. Cheers!Sellsword2587 (alias of Brennan Ashby)2016-07-13T19:25:54ZRe: Forums: Off-Topic Discussions: Ask *Mark Seifter* All Your Questions Here!Sellsword2587 (alias of Brennan Ashby)https://paizo.com/threads/rzs2r7kg&page=98?Ask-Mark-Seifter-All-Your-Questions-Here#48902016-07-13T18:46:40Z2016-07-13T18:46:40Z<p>Hello Mark, hope you're well!</p>
<p>What's your opinion on class-less RPG systems? Do they make it easier or more difficult to fulfill character concepts? What advantages/disadvantages does a class-based system have compared to a class-less one?</p>
<p>Thanks for your time. Cheers!</p>Hello Mark, hope you're well!
What's your opinion on class-less RPG systems? Do they make it easier or more difficult to fulfill character concepts? What advantages/disadvantages does a class-based system have compared to a class-less one?
Thanks for your time. Cheers!Sellsword2587 (alias of Brennan Ashby)2016-07-13T18:46:40ZRe: Forums: Off-Topic Discussions: Ask *Jason Bulmahn* ALL your Non-Rules Questions Here!Sellsword2587 (alias of Brennan Ashby)https://paizo.com/threads/rzs2pn0z&page=18?Ask-Jason-Bulmahn-ALL-your-NonRules-Questions#8912016-07-13T18:27:33Z2016-07-13T18:27:33Z<p>Hello Jason, hope you're well! Big fan. </p>
<p>What's your opinion on class-less RPG systems? Do they make it easier or more difficult to fulfill character concepts? What advantages/disadvantages does a class-based system have compared to a class-less one?</p>
<p>Thanks for your time. Cheers!</p>Hello Jason, hope you're well! Big fan.
What's your opinion on class-less RPG systems? Do they make it easier or more difficult to fulfill character concepts? What advantages/disadvantages does a class-based system have compared to a class-less one?
Thanks for your time. Cheers!Sellsword2587 (alias of Brennan Ashby)2016-07-13T18:27:33ZRe: Forums: Homebrew and House Rules: Casting Defensively (new)Sellsword2587 (alias of Brennan Ashby)https://paizo.com/threads/rzs2tqin?Casting-Defensively#322016-07-01T14:33:17Z2016-07-01T14:33:17Z<p>@rainzax, I'd highly recommend the following math for your variant:</p>
<p><b>Casting Defensively:</b> Concentration DC is equal to either 10 + highest BAB among threatening opponents + twice the spell's level, or 15 + twice the spell's level, whichever is higher.</p>
<p>This way things remain the same at lower levels, but get more difficult at higher levels and makes casting near combat-capable opponents much riskier, without concentration checks being near-impossible to succeed from the get-go.</p>
<p>Also, to clarify cuatroespada's previous comment, per the rules of provoking an AoO while casting, the AoO happens <b>before</b> the spellcast is resolved. Therefore, if the caster takes damage from that AoO, then, by RAW, the caster would be required to make ANOTHER concentration check, per the "injured while casting" rule (DC 10 + damage taken + spell's level).</p>
<p>Your variant is subject to this rule, as you stated the spell is cast <b>after</b> the AoO, so your variant is still balanced (less so if you keep your current math), but it can still add extra die rolls in combat, which is not really a <b>better</b> way to design things. If your fine with the combat pace it sets though, then run with it.</p>@rainzax, I'd highly recommend the following math for your variant:
Casting Defensively: Concentration DC is equal to either 10 + highest BAB among threatening opponents + twice the spell's level, or 15 + twice the spell's level, whichever is higher.
This way things remain the same at lower levels, but get more difficult at higher levels and makes casting near combat-capable opponents much riskier, without concentration checks being near-impossible to succeed from the get-go.
Also, to...Sellsword2587 (alias of Brennan Ashby)2016-07-01T14:33:17ZRe: Forums: Homebrew and House Rules: Casting Defensively (new)Sellsword2587 (alias of Brennan Ashby)https://paizo.com/threads/rzs2tqin?Casting-Defensively#172016-06-30T18:28:42Z2016-06-30T18:28:42Z<p>Given your new option, even with the change in math, I wouldn't expect to see a decline in melee casting from your players. Your option DOES make casting in melee more difficult, but it's also removed the only drawback to casting defensively, the spell fizzling on a fail.</p>
<p>Therefore, I would still choose to cast in melee if forced to, because your proposed rule essentially just offers a free layer of protection when casting normally in melee, AND ensures my spell casts. And in most cases, a spell's effects are worth the risk.</p>
<p>To clarify, using your option, if my defensive cast fails, then I have the choice to either lose my spell, but prevent AoO (like normal), or keep my spell, but provoke AoO, as if I didn't cast defensively from the beginning. However, now I have 2 opportunities to avoid taking damage, but still always cast my spell, when casting in melee; 1. if my check succeeds, and 2. if the AoO I provoked from a failed check misses.</p>
<p>If your goal is to make melee casting "riskier" as in "more difficult," and not "deadlier" (i.e. removing defensive casting altogether), then JUST add an opponent's BAB to the DC, and not include the latter part.</p>
<p>As an additional suggestion, to prevent harshly punishing hybrid casters using your variant, I'd allow PCs that take the Combat Casting feat to add their BAB to thier concentration checks, in addition to the +4 bonus.</p>Given your new option, even with the change in math, I wouldn't expect to see a decline in melee casting from your players. Your option DOES make casting in melee more difficult, but it's also removed the only drawback to casting defensively, the spell fizzling on a fail.
Therefore, I would still choose to cast in melee if forced to, because your proposed rule essentially just offers a free layer of protection when casting normally in melee, AND ensures my spell casts. And in most cases, a...Sellsword2587 (alias of Brennan Ashby)2016-06-30T18:28:42ZRe: Forums: Homebrew and House Rules: Looking for a hybrid Magus/RangerSellsword2587 (alias of Brennan Ashby)https://paizo.com/threads/rzs2tosd?Looking-for-a-hybrid-MagusRanger#32016-05-27T17:34:39Z2016-05-27T17:34:39Z<p>More class skills and skill points per level.</p>
<p>Use the Hunter spell list (druid/ranger spells up to 6th level).</p>
<p>Alter arcane pool to a nature pool (using Wisdom instead of Intelligence for all magus abilities) Perhaps pool can instead be used to gain a temporary favored enemy/favored terrain, or to emulate the Hunter's Animal Focus class feature; see Eldritch Scion Magus Archetype in Advanced Class Guide for wording.</p>
<p>See the Myrmidarch Magus Archetype (Ultimate Combat) for ranged spellstrike.</p>
<p>Favored Enemy/Favored Terrain options, or perhaps a few other ranger class features, or perhaps even some Hunter's Tricks (Skirmisher Ranger Archetype, Advanced Player's Guide), could replace some/all Magus Arcana options.</p>
<p>Ranger Combat Style feats could replace magus bonus feats.</p>
<p>The hunter's Nature Training class feature could replace magus' fighter training class feature.</p>
<p>Knowledge Pool and Greater Spell Access class features would likely need to be replaced.</p>
<p>Very interesting concept! I did the same thing with a Magus/Witch archetype a while back. Fun stuff.</p>More class skills and skill points per level.
Use the Hunter spell list (druid/ranger spells up to 6th level).
Alter arcane pool to a nature pool (using Wisdom instead of Intelligence for all magus abilities) Perhaps pool can instead be used to gain a temporary favored enemy/favored terrain, or to emulate the Hunter's Animal Focus class feature; see Eldritch Scion Magus Archetype in Advanced Class Guide for wording.
See the Myrmidarch Magus Archetype (Ultimate Combat) for ranged
...Sellsword2587 (alias of Brennan Ashby)2016-05-27T17:34:39ZRe: Forums: Homebrew and House Rules: Kirthfinder - World of Warriorcraft HouserulesSellsword2587 (alias of Brennan Ashby)https://paizo.com/threads/rzs2mtob&page=57?Kirthfinder-World-of-Warriorcraft-Houserules#28102016-05-09T15:18:31Z2016-05-09T15:18:31Z<p>I would much appreciate an update to the files! Thank you in advanced.</p>
<p>[Spoiler omitted]</p>I would much appreciate an update to the files! Thank you in advanced.
[Spoiler omitted]Sellsword2587 (alias of Brennan Ashby)2016-05-09T15:18:31ZRe: Forums: Homebrew and House Rules: Fixing the fighterSellsword2587 (alias of Brennan Ashby)https://paizo.com/threads/rzs2tlbd&page=4?Fixing-the-fighter#1752016-05-03T14:54:28Z2016-05-03T14:54:28Z<p>It's my plan, as part of my fighter/feat rework, to roll Toughness and Diehard into a single feat. The purpose of both is to prevent you from dying, no? Makes the feat(s) worth taking at that point.</p>It's my plan, as part of my fighter/feat rework, to roll Toughness and Diehard into a single feat. The purpose of both is to prevent you from dying, no? Makes the feat(s) worth taking at that point.Sellsword2587 (alias of Brennan Ashby)2016-05-03T14:54:28ZRe: Forums: Homebrew and House Rules: Fixing the fighterSellsword2587 (alias of Brennan Ashby)https://paizo.com/threads/rzs2tlbd&page=3?Fixing-the-fighter#1352016-06-11T05:43:42Z2016-04-29T20:03:56Z<div class="messageboard-quotee">Outland King wrote:</div><blockquote> I'm just scratching my head trying to figure out what the fighter actually brings that's special, besides be decent at fighting enemies with a couple of weapon groups. </blockquote><p>I've always envisioned the fighter approaching combat like an art, like a monk without the mystical inner perfection/awakened wisdom angle. Therefore they should be encouraged/rewarded for attempting to use combat maneuvers, and be experts at performing them, instead of being punished for doing other than whacking it for damage.
<p>I've also always envisioned fighters as those courageous dudes that are extraordinarily resilient, with abundant stamina to fight long battles without becoming winded from wearing heavy armor and wielding heavy weapons for hours a day. Therefore they should have the ability to remove conditions, resist effects, stave of fatigue, exhaustion, and even death, laugh in the face of fear, and should be able to do cool things in combat without having to "switch on/rev up" like a barbarian that has to rage for his bonuses and cool abilities, or a ranger/paladin that has to buff himself with spells or face a certain foe in order to do his cool stuff. They should be the best at persistent, extraordinary resilience, and not be really tough JUST when they're buffed with spells or their limited abilities.</p>
<p>Fighters should be masters of a fighting style, which should include, and not be limited to, the mastery of specific weapons and/or armor.</p>Outland King wrote:I'm just scratching my head trying to figure out what the fighter actually brings that's special, besides be decent at fighting enemies with a couple of weapon groups.
I've always envisioned the fighter approaching combat like an art, like a monk without the mystical inner perfection/awakened wisdom angle. Therefore they should be encouraged/rewarded for attempting to use combat maneuvers, and be experts at performing them, instead of being punished for doing other than...Sellsword2587 (alias of Brennan Ashby)2016-04-29T20:03:56ZRe: Forums: Homebrew and House Rules: Fixing the fighterSellsword2587 (alias of Brennan Ashby)https://paizo.com/threads/rzs2tlbd&page=3?Fixing-the-fighter#1172016-04-28T15:55:31Z2016-04-28T15:55:31Z<div class="messageboard-quotee">Aelryinth wrote:</div><blockquote>Gains Advanced training in addition to feats, in all the empty slots, I assume.</blockquote><p>Correct.
<div class="messageboard-quotee">Aelryinth wrote:</div><blockquote>No auto AT? And you made it very expensive, to boot.</blockquote><p>My apologies, I was referencing an alternate version of armor training that I was experimenting with, and not my functional version further down the page. My player didn't take armor training, nor plans to in the immediate future, so I hadn't looked at either version in a while.
<p>Here's my version:
<br />
[Spoiler omitted]</p>
<div class="messageboard-quotee">Aelryinth wrote:</div><blockquote>No DR, which means no stacking with adamantine armor.</blockquote><p>As I said, Armor Mastery was rolled into a training talent, combined/superseded by the armored defense feature of the armor master archetype:
<p>[Spoiler omitted]</p>
<div class="messageboard-quotee">Aelryinth wrote:</div><blockquote>Does the maneuver training stack with the feats, or supersede them? Getting all manuvers basically improved is a little high to me, but, again, just feat consolidation.</blockquote><p>Yes, it stacks, but my consolidated maneuver feats only ever grant a +2 bonus. But still, the class feature makes fighters best at combat maneuvers, naturally.
<div class="messageboard-quotee">Aelryinth wrote:</div><blockquote><p>You have physical condition removal, but no healing.
</p>
No anti-magic.
<br />
No narrative ability...
<br />
No ability to give away buffs.</blockquote><p>With resolve, the fighter can gain temp hit points, but no, no new way to heal other than the Heal skill.
<p>Resolve allows you to roll twice when making a saving throw, so that is sort of "anti-magic".</p>
<p>My fighter's new narrative power comes from an expanded skill list and a couple training talents. My fighter now has just as much narrative ability as a barbarian, cavalier, gunslinger, rogue, or samurai.</p>
<p>There are a couple advanced training talents that allow my fighter to buff his allies, look to the tactician fighter archetype for some specific examples.</p>
<div class="messageboard-quotee">Aelryinth wrote:</div><blockquote>But if you're going to compete with spellcasting, you should probably broaden abilities and/or Talents even more, unless you're snatching up a bunch of the nice ones (Mutagen Warrior, Eldritch Guardian, etc).</blockquote><p>The goal of my rewrite was never to give the fighter the ability to compete with spellcasting, no true martial class (i.e. spell-less) can, but as I said above, it does put the fighter on par with the barbarian, cavalier, gunslinger, rogue, and samurai in terms of non-combat contribution.
<p>Being that my summary was not holistic, there are several advanced training talents that broaden the fighter's role. Almost every fighter archetype ability is available as an advanced training talent, in one form or another, so look to those for examples.</p>
<p>All in all, thanks for feedback Aelryinth. I'll try to post something in the near future to paint a more complete picture.</p>Aelryinth wrote:Gains Advanced training in addition to feats, in all the empty slots, I assume.
Correct. Aelryinth wrote:No auto AT? And you made it very expensive, to boot.
My apologies, I was referencing an alternate version of armor training that I was experimenting with, and not my functional version further down the page. My player didn't take armor training, nor plans to in the immediate future, so I hadn't looked at either version in a while. Here's my version:
[Spoiler omitted]
...Sellsword2587 (alias of Brennan Ashby)2016-04-28T15:55:31ZRe: Forums: Homebrew and House Rules: Fixing the fighterSellsword2587 (alias of Brennan Ashby)https://paizo.com/threads/rzs2tlbd&page=3?Fixing-the-fighter#1072016-04-27T20:02:53Z2016-04-27T20:02:53Z<div class="messageboard-quotee">Aelryinth wrote:</div><blockquote> Any day to day modularity/ability to customize?</blockquote><p>My fighter is able to retrain one combat or teamwork bonus feat each day.
<p>Something in particular you had in mind? Or something that I can clarify?</p>Aelryinth wrote:Any day to day modularity/ability to customize?
My fighter is able to retrain one combat or teamwork bonus feat each day. Something in particular you had in mind? Or something that I can clarify?Sellsword2587 (alias of Brennan Ashby)2016-04-27T20:02:53ZRe: Forums: Homebrew and House Rules: Fixing the fighterSellsword2587 (alias of Brennan Ashby)https://paizo.com/threads/rzs2tlbd&page=3?Fixing-the-fighter#1052016-06-11T06:06:44Z2016-04-27T16:55:46Z<p>I am working on a fighter rewrite right now for my current gaming group. The goal was to get more players to play a fighter over another martial class. Once I have it in a more presentable format, I'll post for you all.</p>
<p>"Brief" Summary of changes:
<br />
[Spoiler omitted]</p>
<p>Right now, the fighter in my home game that is using these changes is level 7, and started at level 4. Dwarf. Str 16, Dex 13, Con 14, Int 12, Wis 14, Cha 10. He focuses on a 2-handed fighting style with hammers (singular mighty blows with Vital Strike), favors resiliency, and focuses his skills on climb/swim, perception, intimidate, heal, ride, some knowledge skills, and survival (playing Kingmaker Adventure path). His feats are: Combat Stamina, Weapon Focus (great club; hammers with weapon training talent), Cleave, Pushing Assault, Vital Strike, Combat Expertise, Signature Skill (Perception), Toughness, and Endurance.</p>
<p>Other members of the party are an Unchained Rogue, Fire-bloodline Sorceress (uses Spheres of Power system), and Cleric of Erastil (crusader archetype; uses spheres of power system).</p>
<p>We also use the Revised Action Economy from Pathfinder Unchained.</p>
<p>The fighter is a powerhouse in combat, without a doubt, but has been able to keep up with (and sometimes surpasses) the rest of the party in terms of travel/exploration, survival, perception, and "negotiations".</p>I am working on a fighter rewrite right now for my current gaming group. The goal was to get more players to play a fighter over another martial class. Once I have it in a more presentable format, I'll post for you all.
"Brief" Summary of changes:
[Spoiler omitted]
Right now, the fighter in my home game that is using these changes is level 7, and started at level 4. Dwarf. Str 16, Dex 13, Con 14, Int 12, Wis 14, Cha 10. He focuses on a 2-handed fighting style with hammers (singular mighty...Sellsword2587 (alias of Brennan Ashby)2016-04-27T16:55:46ZRe: Forums: Homebrew and House Rules: Advantage/Disadvantage from 5eSellsword2587 (alias of Brennan Ashby)https://paizo.com/threads/rzs2thxw?AdvantageDisadvantage-from-5e#152016-03-09T18:05:47Z2016-03-09T18:05:47Z<div class="messageboard-quotee">Oceanshieldwolf wrote:</div><blockquote><p> To the OP - no.</p>
<p>Advantage/Disadvantage is the very mechanic that completely turned me off 5e.</p>
<p></blockquote><p>May I ask why?Oceanshieldwolf wrote:To the OP - no.
Advantage/Disadvantage is the very mechanic that completely turned me off 5e.
May I ask why?Sellsword2587 (alias of Brennan Ashby)2016-03-09T18:05:47ZRe: Forums: Rules Questions: Yet another bodyguard questionSellsword2587 (alias of Brennan Ashby)https://paizo.com/threads/rzs2tidu?Yet-another-bodyguard-question#202016-03-09T15:39:22Z2016-03-09T15:39:22Z<div class="messageboard-quotee">PRD wrote:</div><blockquote><p>Bodyguard (Combat)
</p>
Your swift strikes ward off enemies attacking nearby allies.
<br />
Prerequisite: Combat Reflexes.
<br />
Benefit: When an adjacent ally is attacked, you may use an attack of opportunity to <b>attempt the aid another action</b> to improve your ally's AC. You may not use the aid another action to improve your ally's attack roll with this attack.
<br />
Normal: Aid another is a standard action.</blockquote><p>Bolded for emphasis. I think the confusion mostly stems from this.
<p>By RAW, you must be in melee combat and able to make a melee attack on your opponent in order to <b>attempt to (with a melee attack roll vs. AC 10)</b> aid your ally's AC. This suggests that for Bodyguard to function, you must be able to make a melee attack against the opponent attacking your ally; i.e. you're adjacent to your ally, the attacking opponent is within your reach, and you're able to make a melee attack against said opponent (this suggests that you must threaten the opponent).</p>
<p>That aside, my initial impression was also that you could use the Bodyguard feat to protect an ally from ranged attacks as well. I have yet to see this situation play out at my table, however. I've only ever seen the Bodyguard feat used against melee attacks.</p>PRD wrote:Bodyguard (Combat)
Your swift strikes ward off enemies attacking nearby allies.
Prerequisite: Combat Reflexes.
Benefit: When an adjacent ally is attacked, you may use an attack of opportunity to attempt the aid another action to improve your ally's AC. You may not use the aid another action to improve your ally's attack roll with this attack.
Normal: Aid another is a standard action.
Bolded for emphasis. I think the confusion mostly stems from this. By RAW, you must be in melee...Sellsword2587 (alias of Brennan Ashby)2016-03-09T15:39:22ZRe: Forums: Homebrew and House Rules: Advantage/Disadvantage from 5eSellsword2587 (alias of Brennan Ashby)https://paizo.com/threads/rzs2thxw?AdvantageDisadvantage-from-5e#52016-03-03T16:39:35Z2016-03-03T16:39:35Z<p>After running the numbers myself a while ago, and I believe verified by the math of others, the "roll two, take the best/worst" mechanic of advantage/disadvantage comes out to be about a +/- 4.5 bonus/penalty, at least within 5E's bounded accuracy numbers and DCs.</p>After running the numbers myself a while ago, and I believe verified by the math of others, the "roll two, take the best/worst" mechanic of advantage/disadvantage comes out to be about a +/- 4.5 bonus/penalty, at least within 5E's bounded accuracy numbers and DCs.Sellsword2587 (alias of Brennan Ashby)2016-03-03T16:39:35ZRe: Forums: Homebrew and House Rules: Complete Cleric Overhaul Project/AKA 'Unchained Cleric'Sellsword2587 (alias of Brennan Ashby)https://paizo.com/threads/rzs2t98l&page=4?Complete-Cleric-Overhaul-ProjectAKA-Unchained#1682016-02-11T19:45:52Z2016-02-11T19:45:52Z<div class="messageboard-quotee">Arnakalar wrote:</div><blockquote><br />
<br />
<p>Breaking down the 'revelations' per domain is something I have considered, however my worry is that Mysteries have an extremely strong flavor and focus - an Oracle of "The Heavens" is a very flavorful and specific thing.</p>
<p>While Godss are likewise interesting and specific, domains aren't, and I think mashing up revelations will make the cleric feel messy.</p>
<p>I think Shaman hexes might actually be a better point of reference for the 'revelation' ability - they get a core set of hexes that are available to all or most shamans, and then they get two 'half mysteries'+domain (5 revelations each, minor medium and major domain power-equivalents).</p>
<p>I'm thinking, what if each domain gives ~2-4 revelations (they might keep their domain powers, they might not) - clerics pick one or two domains at 1st/low level, and perhaps get an additional domain or two as they advance - perhaps a flexible/pledged domain, perhaps they just make fixed choices.</p>
<p>What if, for your primary domain you get the lesser & greater (and perhaps another high level power) automatically, as well as access to 3 revelations. At 4th(?) & ~12th you get another domain, and you get the 1st level powers of that/those domain(s), access to the domain revelations, and perhaps you can select the greater and supreme domain powers as revelations.</p>
<p>You get the 'domain spells' (to be expanded) of all your deity's domains on your list regardless.</blockquote><p>So basically everything I suggested <a href="http://paizo.com/threads/rzs2t98l&page=3?Complete-Cleric-Overhaul-ProjectAKA-Unchained#122" target="_blank" rel="nofollow">about a week ago</a>. It isn't complete, but it should give you a starting framework.Arnakalar wrote:Breaking down the 'revelations' per domain is something I have considered, however my worry is that Mysteries have an extremely strong flavor and focus - an Oracle of "The Heavens" is a very flavorful and specific thing.
While Godss are likewise interesting and specific, domains aren't, and I think mashing up revelations will make the cleric feel messy.
I think Shaman hexes might actually be a better point of reference for the 'revelation' ability - they get a core set of...Sellsword2587 (alias of Brennan Ashby)2016-02-11T19:45:52ZRe: Forums: Homebrew and House Rules: Complete Cleric Overhaul Project/AKA 'Unchained Cleric'Sellsword2587 (alias of Brennan Ashby)https://paizo.com/threads/rzs2t98l&page=3?Complete-Cleric-Overhaul-ProjectAKA-Unchained#1262016-02-04T18:03:35Z2016-02-04T18:03:35Z<div class="messageboard-quotee">Silver Surfer wrote:</div><blockquote> <div class="messageboard-quotee">doc the grey wrote:</div><blockquote><br />
<br />
<p>I'd let them keep light armor and spont but not the Wis to AC. Giving their casting stat more utility in the form of defense just encourages SAD building where you've got clerics with stupid high Wis and junk other stats but being able to tank alongside the old cleric or other martials. </blockquote><p>You misunderstand..... by no armour and shield... I mean <b>NO ARMOUR AND SHIELD!!</b> Similar to the Ecclesitheurge. So tanking is not possible.
<p>You forget a basic un-enchanted chain shirt and shield costing almost nothing gives you +6 AC straight off. With max enhancements for both that gets you +16 AC. </p>
<p>The version as stated doesnt prevent investment in med/heavy armour and so secretly encourages tanking - my way completely prevents it. To get +10 AC from WIS will take even the most dedicated build until 13th-14th level.</blockquote><p>Divine casters don't necessarily have all of the defensive spell options, nor the extreme range on many of their spells, that arcane casters do, so they're more likely to be closer to the enemy in combat. We're already dropping their HP, Fort Save, and medium armor and heavy shield proficiencies, giving them anything less almost ensures TPKs and just seems slightly masochistic. They're still buffers and healers, they need some survivability in combat. Giving them light armor and light shields does NOT make them more likely to tank anymore than a rogue or bard would consider tanking; not without heavy spell and feat investment.
<p>Plus, arcane spell casters suffer from armor spell failure chance, which is why they shy from armor. Divine casters do not, so they'd wear armor (at least light armor) anyhow, accepting the non-proficiency penalties. So why would Clerics abandon armor and shields altogether, based on mythology alone? Also, why give them the option of being proficient with martial weapons (of their deity), but punishing them (further, due to the reduction in BAB progression) for using them in combat? And they WILL use them more than wizards, because they do not have nearly as many offensive spell options that arcane casters do.</p>
<p>If someone wants more of a priesty-type cleric, an archetype that takes away casting in armor and shields, and weapon proficiencies, in exchange for more spells or a another domain or something, is a viable alternative. It's just not how I see clerics (and I'm sure most people as well); their not just mere cloistered priests. Honestly, I always thought that Oracles should be the armorless clerics.</p>
<div class="messageboard-quotee">Silver Surfer wrote:</div><blockquote> And remember this is a new D6 class NOT a D8 class... its supposed to be SAD. </blockquote><p>Wizards/sorcerers don't add their Intelligence/Charisma to AC either, nor do they add INT/CHA to Will saves, and a cleric would. They are less SAD by nature, than a cleric. Don't need to make the cleric even more so than they already are, in comparison.Silver Surfer wrote:doc the grey wrote:I'd let them keep light armor and spont but not the Wis to AC. Giving their casting stat more utility in the form of defense just encourages SAD building where you've got clerics with stupid high Wis and junk other stats but being able to tank alongside the old cleric or other martials.
You misunderstand..... by no armour and shield... I mean NO ARMOUR AND SHIELD!! Similar to the Ecclesitheurge. So tanking is not possible. You forget a basic...Sellsword2587 (alias of Brennan Ashby)2016-02-04T18:03:35ZRe: Forums: Homebrew and House Rules: Complete Cleric Overhaul Project/AKA 'Unchained Cleric'Sellsword2587 (alias of Brennan Ashby)https://paizo.com/threads/rzs2t98l&page=3?Complete-Cleric-Overhaul-ProjectAKA-Unchained#1222016-02-05T04:20:55Z2016-02-03T20:30:21Z<p>If I had more bandwidth, and actually had a player playng the traditional cleric with spells (instead of a crusader archetype and the Spheres of Power system), I'd probably throw something more substantial together, but here's the quick and dirty on how I envision an unchained cleric. Keep in mind, numbers are rough.</p>
<p>[Spoiler omitted]</p>If I had more bandwidth, and actually had a player playng the traditional cleric with spells (instead of a crusader archetype and the Spheres of Power system), I'd probably throw something more substantial together, but here's the quick and dirty on how I envision an unchained cleric. Keep in mind, numbers are rough.
[Spoiler omitted]Sellsword2587 (alias of Brennan Ashby)2016-02-03T20:30:21ZRe: Forums: Homebrew and House Rules: Complete Cleric Overhaul Project/AKA 'Unchained Cleric'Sellsword2587 (alias of Brennan Ashby)https://paizo.com/threads/rzs2t98l&page=2?Complete-Cleric-Overhaul-ProjectAKA-Unchained#902016-01-27T21:00:30Z2016-01-27T21:00:30Z<div class="messageboard-quotee">Arnakalar wrote:</div><blockquote><br />
<br />
Something that stands out to me with this experiment is some serious hesitation about going with the Domain & Pledged/Wandering Domain idea. My main issue is that it makes the cleric much more one-note, as well as diluting the oracle's specialty. Conversely, when I've been working on giving gods 'Prayers/Hexes/Revelations', I've found that giving gods 5 domains worth of revelations leaves too many variant choices for a given cleric, muddying the waters greatly. </p>
<p>Even two might be too many - and I still don't know what role domain powers should have, but there's more work to be done in figuring out how to apply talents/revelations/whatever to the cleric. </p>
<p>Another obstacle I've come across is trying to revisit domain spell lists. I'd like to rework the cleric spell list so there are more - and more diverse - options depending on your god, but I've had trouble coming up with reasonable, interesting lists for even a few domains - and when you get to similar domains, what do you do? For example, assume that war, strength, and protection are all viable 'battle cleric' domains: do they ALL get Divine Favor, Magic Weapon (?), Shield of Faith? What about Bulls Strength? (Clearly a 'Strength' spell - but also, stat buffs should possibly stay on the... </blockquote><p>If you were to combine a domain and each of its sub-domains, that's at least 4 domain powers to choose from in a hex/mystery style (after equalizing their power to be level-agnostic). That's a pretty good, flexible, and flavorful selection from your Primary Domain, and up to 2 at any given time from your Wandering Domain at 14th+ level. A base Shaman (without supplements) has 10 (1 main + 9 wandering) spirits to choose from at any given time. I think a cleric choosing from 3-4 Wandering domains from their deity is hardly muddying anything, comparatively. 4 powers per domain may even be too few, for some people.
<p>In terms of domain spells, once again, combining a domain and its sub-domain already generates a decent list of spells for you. Fill in the gaps so that each spell level has at least 3-4 domain spells, and you have a fairly wide selection of spells at any given spell level.</p>
<p>Channel energy?
<br />
I feel it should become more like a channel pool; its points spent to use domain powers, spent to heighten the caster level or DC of your domain powers/spells (like an arcanist)[maybe your cure/inflict spells by default, as well?], and/or spent to heal/inflict damage on a single target like a paladin's lay on hands (only the Life and Death domains affect an area like normal channel energy)[damage healed/inflicted could also be alignment or creature-type based, allowing clerics to damage creatures of opposing alignments or types, based on their domains, not just undead creatures, like a divine smite or something]. You would obviously need more uses of channel energy depending on the number of uses you have for it.</p>
<p>You could also merge the Variant Channeling effects from Ultimate Magic into domains by default, therefore each domain would alter/offer new uses for your channel energy ability organically, by the nature of your chosen domain(s).</p>Arnakalar wrote:Something that stands out to me with this experiment is some serious hesitation about going with the Domain & Pledged/Wandering Domain idea. My main issue is that it makes the cleric much more one-note, as well as diluting the oracle's specialty. Conversely, when I've been working on giving gods 'Prayers/Hexes/Revelations', I've found that giving gods 5 domains worth of revelations leaves too many variant choices for a given cleric, muddying the waters greatly. Even two might...Sellsword2587 (alias of Brennan Ashby)2016-01-27T21:00:30ZRe: Forums: Homebrew and House Rules: Changing the way crits work?Sellsword2587 (alias of Brennan Ashby)https://paizo.com/threads/rzs2ta2c?Changing-the-way-crits-work#62016-01-27T19:33:29Z2016-01-27T19:33:29Z<p>For high crit weapons in 4E (weapons with the High Crit weapon property), they did maximum damage +1 weapon die of bonus damage at 1st-10th levels, and +2 weapon die of bonus damage at 11th-20th levels.</p>
<p>Examples:
<br />
High Crit Longsword (1d8) would deal 8 + 1d8 on a crit (lvl 1-10), or 8 + 2d8 (lvl 11-20)</p>
<p>High Crit Greatsword (2d6) would deal 12 + 2d6 on a crit (lvl 1-10), or 12 + 4d6 (lvl 11-20)</p>
<p>For Pathfinder, especially if you keep the current threat ranges, I'd just take the "Flaming Burst" route that says you deal +1d10 extra damage on a crit with a High Crit weapon (normally x3). Perhaps +2d8 for normally x4 weapons, +3d8 for x5 weapons (x4 weapons in the hands of a fighter with Weapon Mastery).</p>
<p>Critical Focus (and other abilities that grant bonuses/penalties to crit confirmation rolls) could simply add +4 damage on crits.</p>For high crit weapons in 4E (weapons with the High Crit weapon property), they did maximum damage +1 weapon die of bonus damage at 1st-10th levels, and +2 weapon die of bonus damage at 11th-20th levels.
Examples:
High Crit Longsword (1d8) would deal 8 + 1d8 on a crit (lvl 1-10), or 8 + 2d8 (lvl 11-20)
High Crit Greatsword (2d6) would deal 12 + 2d6 on a crit (lvl 1-10), or 12 + 4d6 (lvl 11-20)
For Pathfinder, especially if you keep the current threat ranges, I'd just take the "Flaming...Sellsword2587 (alias of Brennan Ashby)2016-01-27T19:33:29ZRe: Forums: Homebrew and House Rules: Fixing the fighter.Sellsword2587 (alias of Brennan Ashby)https://paizo.com/threads/rzs2t9a3&page=2?Fixing-the-fighter#932016-01-21T15:18:03Z2016-01-21T15:18:03Z<p>Among SEVERAL other changes I've made to fighters in my home games, here's what I've done with weapon training. This change (in addition to all the others) has been in testing for several months now, and has performed quite well and enabled several interesting encounters/choices for our fighter.</p>
<p>[Spoiler omitted]</p>
<p>At 1st level, my homebrew fighter gains Combat Stamina (Unchained feat), Endurance (feat), a Fighter Talent (my fighter is talent-based, mostly abilities from existing fighter archetypes), and a Fighting Style (typically a free feat that ignores prerequisites or other minor ability that makes certain builds/styles more viable; Precise Shot for free, Two-Weapon Fighting for free, Agile Maneuvers + Weapon Finesse for free, Bodyguard feat for free, Use Strength to determine AC instead of Dex, monk unarmed damage progression, etc.). I also give the fighter one free exotic weapon/shield proficiency, which can be exchanged for the Weapon Focus feat if fighter is the character's favored class.</p>
<p>For perspective, my fighter player (all my players, really) are not min/max optimizers nor chronic class dippers. All of their characters are heavily concept driven, so they only multi-class if it'll help them flesh out their concept, which is rare; they usually stay within a single class.</p>
<p>Right now, my fighter gains a talent at every odd level, and a bonus feat at every even level, but I'm toying with the idea of moving Talents to every even level, dropping bonus feats, and allowing them to take bonus feats in place of talents, if desired. Right now, fighter bonus feats are not limited to combat feats, and the fighter can exchange a bonus feat once per day. I'm also condensing feat chains to eliminate feat tax, which is why I'm even remotely considering dropping fighter bonus feats.</p>Among SEVERAL other changes I've made to fighters in my home games, here's what I've done with weapon training. This change (in addition to all the others) has been in testing for several months now, and has performed quite well and enabled several interesting encounters/choices for our fighter.
[Spoiler omitted]
At 1st level, my homebrew fighter gains Combat Stamina (Unchained feat), Endurance (feat), a Fighter Talent (my fighter is talent-based, mostly abilities from existing fighter...Sellsword2587 (alias of Brennan Ashby)2016-01-21T15:18:03ZRe: Forums: Homebrew and House Rules: Complete Cleric Overhaul Project/AKA 'Unchained Cleric'Sellsword2587 (alias of Brennan Ashby)https://paizo.com/threads/rzs2t98l?Complete-Cleric-Overhaul-ProjectAKA-Unchained#462016-01-19T19:42:28Z2016-01-19T19:14:01Z<p>What Spheres of Power does for clerics, and I understand this doesn't relate as well to base Pathfinder spell lists/spells, to determine their "spell list" is:</p>
<p>- Good clerics get the Life sphere (healing) and Life talents for free as they level, and their Destruction sphere (damaging spell) is only half as effective against non-evil creatures; Evil clerics get the Death sphere (necromancy/negative energy) and Death talents for free as they level, and their Destruction sphere (damaging spell) is only half as effective against non-good creatures; Neutral clerics choose one or the other, as normal.</p>
<p>- Your chosen domains determine the rest of your inherent "spell list", granting you a free Sphere (base spells/effects) and Talents (advanced spells/effects) as you level.</p>
<p>- Otherwise, you gain generic Talents throughout normal progression. These talents can be spent to enhance the spheres you already have (based on your alignment and domains) or to gain new spheres (new spells, essentially).</p>
<p>So in Pathfinder terms, a cleric's base spell list, according to the Spheres of Power model, should consist primarily of cure/inflict spells and domain spells. </p>
<p>So, I'm in agreement that a cleric should have a list of "generic cleric spells," but then also believe that the majority of his spell list be determined by his domain spells.</p>What Spheres of Power does for clerics, and I understand this doesn't relate as well to base Pathfinder spell lists/spells, to determine their "spell list" is:
- Good clerics get the Life sphere (healing) and Life talents for free as they level, and their Destruction sphere (damaging spell) is only half as effective against non-evil creatures; Evil clerics get the Death sphere (necromancy/negative energy) and Death talents for free as they level, and their Destruction sphere (damaging spell)...Sellsword2587 (alias of Brennan Ashby)2016-01-19T19:14:01ZRe: Forums: Homebrew and House Rules: Complete Cleric Overhaul Project/AKA 'Unchained Cleric'Sellsword2587 (alias of Brennan Ashby)https://paizo.com/threads/rzs2t98l?Complete-Cleric-Overhaul-ProjectAKA-Unchained#442016-01-19T18:53:12Z2016-01-19T18:53:12Z<div class="messageboard-quotee">Marc Radle wrote:</div><blockquote> <div class="messageboard-quotee">Sellsword2587 wrote:</div><blockquote><br />
<br />
It might also be worth taking a look at the <a href="http://www.d20pfsrd.com/classes/3rd-party-classes/fat-goblin-games/the-saint" target="_blank" rel="nofollow">Saint base class</a>, which actually got certified by Paizo to be part of the Pathfinder Community, for inspiration for other cleric changes. </blockquote>As an aside ... I'm curious what you mean by "actually got certified by Paizo to be part of the Pathfinder Community". To my knowledge, no 3rd part content has ever been "certified by Paizo" - that's just not something Paizo does. </blockquote><p>My apologies, I may have misspoke to a degree.
<p>Dorn, the Iconic character for the 3rd Party class, The Saint, is the only iconic character featured on the <a href="http://www.pathfindercommunity.net/iconic-characters" target="_blank" rel="nofollow">Pathfinder Community site's list of iconic characters</a>, which operates under Paizo's Community Use Policy, that is not a member of an official Pathfinder base class.</p>
<p>Now, when I first found the Saint base class, I thought I had read, but this is likely where I'm wrong, that either the Saint base class, or Dorn the Iconic Saint, was one of the winners of an RPG Superstar contest, or something similar. But looking back, I can't seem to find where I came across this information. So again, my apologies.</p>Marc Radle wrote:Sellsword2587 wrote:
It might also be worth taking a look at the Saint base class, which actually got certified by Paizo to be part of the Pathfinder Community, for inspiration for other cleric changes.
As an aside ... I'm curious what you mean by "actually got certified by Paizo to be part of the Pathfinder Community". To my knowledge, no 3rd part content has ever been "certified by Paizo" - that's just not something Paizo does. My apologies, I may have misspoke to a...Sellsword2587 (alias of Brennan Ashby)2016-01-19T18:53:12ZRe: Forums: Homebrew and House Rules: Complete Cleric Overhaul Project/AKA 'Unchained Cleric'Sellsword2587 (alias of Brennan Ashby)https://paizo.com/threads/rzs2t98l?Complete-Cleric-Overhaul-ProjectAKA-Unchained#412016-01-19T18:28:33Z2016-01-19T18:28:33Z<div class="messageboard-quotee">Arnakalar wrote:</div><blockquote><div class="messageboard-quotee">Sellsword2587 wrote:</div><blockquote> Essentially, the cleric selected only one domain at 1st level from his deity's portfolio; this was his "devoted domain,"... 4th level, once per day when he prepared spells, he could choose a second domain... his "pledged domain,"</blockquote>I am doing the same thing, but these names are 1000x better than anything I came up with. Do you mind if I borrow this terminology? </blockquote><p>Please, by all means.Arnakalar wrote:Sellsword2587 wrote: Essentially, the cleric selected only one domain at 1st level from his deity's portfolio; this was his "devoted domain,"... 4th level, once per day when he prepared spells, he could choose a second domain... his "pledged domain,"
I am doing the same thing, but these names are 1000x better than anything I came up with. Do you mind if I borrow this terminology? Please, by all means.Sellsword2587 (alias of Brennan Ashby)2016-01-19T18:28:33ZRe: Forums: Homebrew and House Rules: Complete Cleric Overhaul Project/AKA 'Unchained Cleric'Sellsword2587 (alias of Brennan Ashby)https://paizo.com/threads/rzs2t98l?Complete-Cleric-Overhaul-ProjectAKA-Unchained#352018-08-18T13:17:29Z2016-01-19T15:35:16Z<p>An idea I had a while ago for the cleric, before I adopted the Spheres of Power system for my home game and the cleric in my group took up the Crusader archetype with a very definitive theme in relation to his deity (so he wasn't looking for flexibility), was to have a cleric's domain selection mirror the shaman's wandering spirit functionality.</p>
<p>Essentially, the cleric selected only one domain at 1st level from his deity's portfolio; this was his "devoted domain," the domain that defined his core beliefs and could not be changed. At 4th level, once per day when he prepared spells, he could choose a second domain from his deity's portfolio, gaining the 1st-level ability and adding the domain spells to his list; this second domain is his "pledged domain," and represents the clerics pledge to his deity's cause for that day or current circumstances. This pledged domain could be changed each day, giving the cleric a bit of flexibility for current circumstances. At 12th level, the cleric gained the first AND second abilities of his pledged domain.</p>
<p>The goal was to give the cleric a little more flexibility in his customization, so everything wasn't just decided at 1st level and then never changed, and to spread out his domain powers so the cleric could look forward to new things as they leveled, other than just new spells (so domain powers at 1st, 4th, 6th or 8th, and 12th).</p>
<p>My other thought was to make domains more like oracle mysteries, but then you might as well just play an oracle, who honestly fit the feel and theme of "cleric" better than clerics do.</p>
<p>It might also be worth taking a look at the <a href="http://www.d20pfsrd.com/classes/3rd-party-classes/fat-goblin-games/the-saint" target="_blank" rel="nofollow">Saint base class</a>, which actually got certified by Paizo to be part of the Pathfinder Community, for inspiration for other cleric changes.</p>An idea I had a while ago for the cleric, before I adopted the Spheres of Power system for my home game and the cleric in my group took up the Crusader archetype with a very definitive theme in relation to his deity (so he wasn't looking for flexibility), was to have a cleric's domain selection mirror the shaman's wandering spirit functionality.
Essentially, the cleric selected only one domain at 1st level from his deity's portfolio; this was his "devoted domain," the domain that defined his...Sellsword2587 (alias of Brennan Ashby)2016-01-19T15:35:16ZRe: Forums: Homebrew and House Rules: Alternative rules for combat?Sellsword2587 (alias of Brennan Ashby)https://paizo.com/threads/rzs2t8yc?Alternative-rules-for-combat#42016-01-14T15:57:29Z2016-01-14T15:57:29Z<p>I agree, the Unchained revised action economy is great.</p>
<p>Pathfinder has rules for <a href="http://paizo.com/pathfinderRPG/prd/ultimateCombat/variants/calledShots.html" target="_blank" rel="nofollow">Called Shots</a>, but the associated penalties make them quite difficult to land successfully, so many players/GMs don't bother making them. </p>
<p>A lot of the extraneous penalties and stipulations (under the Additional Rules section of Called Shots), like doubling cover bonuses, increasing concealment miss chance, or touch attacks have to be made against normal AC, could be done away with and called shots would still be difficult to pull off because of their inherent attack penalties, but wouldn't be as impossible, making them more feasible. Pathfinder has enough math as it is.</p>I agree, the Unchained revised action economy is great.
Pathfinder has rules for Called Shots, but the associated penalties make them quite difficult to land successfully, so many players/GMs don't bother making them.
A lot of the extraneous penalties and stipulations (under the Additional Rules section of Called Shots), like doubling cover bonuses, increasing concealment miss chance, or touch attacks have to be made against normal AC, could be done away with and called shots would still be...Sellsword2587 (alias of Brennan Ashby)2016-01-14T15:57:29ZRe: Forums: Homebrew and House Rules: Shooting down a hallSellsword2587 (alias of Brennan Ashby)https://paizo.com/threads/rzs2t7mq?Shooting-down-a-hall#222015-12-29T16:48:45Z2015-12-29T16:48:45Z<p>The better question would be, "When do you hit a target's cover, instead of hitting the target?"</p>
<p>RAW, if you want to hit an invisible creature down a hallway with an arrow, you need to pick a square and make an attack roll.</p>
<p>But also RAW, if the invisible creature was still in the 5-ft hallway, it effectively grants soft cover to the square you are targeting.</p>
<p>So when, if at all, do you hit a target's cover instead of hitting the target (square, in this case)?</p>
<p>If you are able to hit the square's cover (the invisible creature), you then need to resolve the 50% miss chance. Bypass the miss chance, and then you need to compare your attack roll to the invisible creature's AC. Exceed the creature's AC, congrats, you have hit the invisible creature.</p>The better question would be, "When do you hit a target's cover, instead of hitting the target?"
RAW, if you want to hit an invisible creature down a hallway with an arrow, you need to pick a square and make an attack roll.
But also RAW, if the invisible creature was still in the 5-ft hallway, it effectively grants soft cover to the square you are targeting.
So when, if at all, do you hit a target's cover instead of hitting the target (square, in this case)?
If you are able to hit the...Sellsword2587 (alias of Brennan Ashby)2015-12-29T16:48:45ZRe: Forums: Homebrew and House Rules: How to fix Pathfinder? Easy.Sellsword2587 (alias of Brennan Ashby)https://paizo.com/threads/rzs2nxny?How-to-fix-Pathfinder-Easy#202015-12-18T18:33:04Z2015-12-18T18:33:04Z<p>Easy fix for Pathfinder?</p>
<p>Bounded Accuracy; smaller bonuses and penalties that have a cap (no ridiculous modifiers of +/- 20+), and PC power level is measured in options/actions during their turns (doing more, unique stuff) instead of growing/more numbers.</p>
<p>D&D 5E is a good example of Bound Accuracy put into practice.</p>Easy fix for Pathfinder?
Bounded Accuracy; smaller bonuses and penalties that have a cap (no ridiculous modifiers of +/- 20+), and PC power level is measured in options/actions during their turns (doing more, unique stuff) instead of growing/more numbers.
D&D 5E is a good example of Bound Accuracy put into practice.Sellsword2587 (alias of Brennan Ashby)2015-12-18T18:33:04ZRe: Forums: Advice and Rules Questions: WHAT IS THE GEARHEAD'S 'POWER SOURCE'? (PURE STEAM CAMPAIGN SETTING)Sellsword2587 (alias of Brennan Ashby)https://paizo.com/threads/rzs2t5u5?WHAT-IS-THE-GEARHEADS-POWER-SOURCE#32015-12-05T16:02:28Z2015-12-04T15:36:13Z<div class="messageboard-quotee">Sjark wrote:</div><blockquote><p> Just wondering if anyone has an explanation as to the Gearhead's (http://www.d20pfsrd.com/classes/3rd-party-classes/icosa-entertainment-llc/ gearhead) mysterious 'power source'.</p>
<p>It seems to be a mental thing, based on the description, and it basically seems to be magic (at least from my perspective).</p>
<p>I guess there isn't really a solid answer, but I want to provide some kind of tangible explanation as to what it is without saying 'it's magic' or some other mystical, mental energy.</p>
<p>Thoughts or ideas anyone?
<br />
TIA </blockquote><p>Hey there Sjark,
<p>I'm the designer of the Gearhead class, so this is as straight of an answer as you're going to get, I think :)</p>
<p>So the class, as presented on D20PFSRD, isn't really done justice as out of context as it is. The Gearhead is strictly science-based, so therefore his "power source" is literally a sort of energy generator; it generates either steam, electric, thermal, kinetic, chemical or some other scientific form of energy that the Gearhead utilizes to power/activate his contraption devices. The type of energy generated is left to the Gearhead's player to decide, for flavor, which is why I left it a little vague. A Gearhead's Scientific Specialty could also help define his power source by the nature of the fields of science the specialty revolves around; an Electric Engineer likely uses some sort of electric battery/generator, a Pneumatic Engineer likely uses steam generated through either chemical or thermal reactions, etc.</p>
<p>Mechanically, a Gearhead's power source (or power generator) is really no different from a wizard's or sorcerer's limited ability to manipulate magical forces.</p>
<p>Hopefully that gives you a little bit of clarity on what a Gearhead's 'power source' really is. I'm happy to answer any further questions you may have regarding the Gearhead or Pure Steam. </p>
<p>Either following or parallel to the release of our upcoming wild-west Pure Steam Campaign Setting supplement, Westbound, I'll be compiling FREE PDFs of Pure Steam's contraption and schematic system, contraption-related feats, and possibly the Gearhead class (maybe even our upcoming Tech Savant class). So be sure to keep an eye out on our website's <a href="http://puresteamrpg.com/downloads/" target="_blank" rel="nofollow">Downloads page</a> for those in the coming months.</p>
<p>Cheers!</p>Sjark wrote:Just wondering if anyone has an explanation as to the Gearhead's (http://www.d20pfsrd.com/classes/3rd-party-classes/icosa-entertainment-llc/ gearhead) mysterious 'power source'.
It seems to be a mental thing, based on the description, and it basically seems to be magic (at least from my perspective).
I guess there isn't really a solid answer, but I want to provide some kind of tangible explanation as to what it is without saying 'it's magic' or some other mystical, mental
...Sellsword2587 (alias of Brennan Ashby)2015-12-04T15:36:13ZRe: Forums: Homebrew and House Rules: Homebrew PRC: SeductressSellsword2587 (alias of Brennan Ashby)https://paizo.com/threads/rzs2t4pw?Homebrew-PRC-Seductress#52015-11-19T17:43:43Z2015-11-19T17:43:43Z<div class="messageboard-quotee">cartmanbeck wrote:</div><blockquote><br />
<br />
<p>While it's great to think of the Seductress as female, you should open it up to both genders by changing the name to something else. Prestige classes, unlike base classes, can have two-word names, so perhaps something like "Seductive Avenger" or the like.</p>
<p></blockquote><p>Simply, "Seducer," or the like, would also work toward this end.cartmanbeck wrote:While it's great to think of the Seductress as female, you should open it up to both genders by changing the name to something else. Prestige classes, unlike base classes, can have two-word names, so perhaps something like "Seductive Avenger" or the like.
Simply, "Seducer," or the like, would also work toward this end.Sellsword2587 (alias of Brennan Ashby)2015-11-19T17:43:43ZRe: Forums: Homebrew and House Rules: Homebrew PRC: SeductressSellsword2587 (alias of Brennan Ashby)https://paizo.com/threads/rzs2t4pw?Homebrew-PRC-Seductress#42015-11-19T17:38:38Z2015-11-19T17:38:38Z<p>This concept has been something I've been thinking of designing for years, but never found the time/motivation to get it "onto paper".</p>
<p>Instead of a PRC, I'd recommend either a base class or an archetype.</p>
<p>Possible routes/sources of inspiration:
<br />
<ul>
<br />
<li> Check out the <a href="https://drive.google.com/file/d/0B6bKY5cuGjh9VFA1OF8xVmtqWjA/edit" target="_blank" rel="nofollow">Beguiler conversion</a> floating around the forums here
<br />
<li> Try the <a href="http://www.d20pfsrd.com/occult-adventures/occult-classes/mesmerist" target="_blank" rel="nofollow">Mesmerist</a> from Paizo's Occult Adventures
<br />
<li> Consider taking the Investigator class from the Advanced Class Guide and replacing the alchemy spells with bard spells & spontaneous casting, taking some abilities from the <a href="http://paizo.com/pathfinderRPG/prd/advancedClassGuide/classOptions/investigator.html" target="_blank" rel="nofollow">Investigator (Infiltrator) archetype</a>, and maybe sprinkling in some of the Master Spy and Assassin abilities
<br />
<li> Consider either the Concealed Casting ability of the Vigilante (with some slight rewording to indicate that is also hides the sparkly, visual queues of casting a spell), or take inspiration from an ability I designed for the Pure Steam Campaign Setting's Chaplain class, for their upcoming Westbound supplement (see below)
<br />
</ul></p>
<p>[Spoiler omitted]</p>
<p>I hope this information was helpful to you, and I am looking forward to what you develop around this.</p>This concept has been something I've been thinking of designing for years, but never found the time/motivation to get it "onto paper".
Instead of a PRC, I'd recommend either a base class or an archetype.
Possible routes/sources of inspiration:
Check out the Beguiler conversion floating around the forums here
Try the Mesmerist from Paizo's Occult Adventures
Consider taking the Investigator class from the Advanced Class Guide and replacing the alchemy spells with bard spells & spontaneous...Sellsword2587 (alias of Brennan Ashby)2015-11-19T17:38:38ZRe: Forums: Advice and Rules Questions: Unchained monk archetypes?Sellsword2587 (alias of Brennan Ashby)https://paizo.com/threads/rzs2svup?Unchained-monk-archetypes#82015-08-26T02:06:28Z2015-08-25T18:14:14Z<div class="messageboard-quotee">UnArcaneElection wrote:</div><blockquote><p> I guess it would have been a bit much to expect the Unchained Monk archetypes to be in Pathfinder Unchained (although ACG/ACO and Occult Adventures introduced all of their classes with archetypes), but does anyone know when Unchained Monk archetypes are supposed to be coming out from Paizo?
</p>
</blockquote><p>So while at GenCon this year, I was in a Q&A session with the Pathfinder Design Team and asked a very similar question.
<p>Their response to me was that they plan on making most, if not all, future monk archetypes both Unchained- and classic-monk simultaneously compatible.</p>
<p>In terms of classic monk archetypes, they had no foreseeable plans of going back to retrofit classic monk archetypes into Unchained-compatible ones. Jason Bulmahn explained that you technically still could take classic monk archetypes as an Unchained monk, replacing Unchained class features at the levels indicated by the classic archetype's features, but it wouldn't be nearly as clean, wouldn't work in all cases, nor would it be legal in PFS.</p>
<p>Needless to say, I was a little bummed at that latter response.</p>UnArcaneElection wrote:I guess it would have been a bit much to expect the Unchained Monk archetypes to be in Pathfinder Unchained (although ACG/ACO and Occult Adventures introduced all of their classes with archetypes), but does anyone know when Unchained Monk archetypes are supposed to be coming out from Paizo?
So while at GenCon this year, I was in a Q&A session with the Pathfinder Design Team and asked a very similar question. Their response to me was that they plan on making most, if...Sellsword2587 (alias of Brennan Ashby)2015-08-25T18:14:14ZRe: Forums: Homebrew and House Rules: My Quick Keneticist Burn FixSellsword2587 (alias of Brennan Ashby)https://paizo.com/threads/rzs2suqa?My-Quick-Keneticist-Burn-Fix#92015-08-17T14:23:29Z2015-08-17T14:23:29Z<p>Instead of HP damage, couldn't it be as simple as moving down a sort of condition track?</p>
<p>Step 1 = At burn max? = fatigued until rest
<br />
Step 2 = At burn max + 2? = exhausted until rest (replaces fatigued)
<br />
Step 3 = At burn max + 4? = staggered until rest
<br />
Step 4 = At burn max + 6? = unconscious for 1 min or until healed
<br />
Step 5 = At burn max + 8? = drop to -1 hp and dying, until healed to 0+ hp
<br />
Step 6 = At burn max + 10? = dead</p>
<p>Track conditions stack.</p>
<p>The "max" here being a threshold, not an actual cap. So a kineticist could except burn all day, but eventually it would kill them without messing with their HP pools.</p>
<p>Another option is to have a burn threshold value, say Con bonus + 1/4 level. For every point of burn you accept, you roll 1d6 (that's a max of 7d6 at 18th level for a 7-burn blast), if your roll is greater than or equal to your burn threshold, you move down the above track one step. For every 5 over your threshold, or fraction thereof, you move down 1 more step. If you roll below burn threshold, no penalty; enjoy your augmented blast.</p>
<p>So if you made a 7-burn blast at lvl 18, and say your burn threshold was 9 (5 Con + 4 for level), and you rolled say 24 on your burn roll (avg roll for 7d6), you would move 4 steps down the condition track and be unconscious, staggered, and exhausted after your blast went off (>9 = 1 step; >9+5 = 2 steps; >9+10 = 3 steps; >=9+15 = 4 steps)</p>
<p>These changes would likely require dropping the Constitution dependency though, as they no longer need all of that HP.</p>Instead of HP damage, couldn't it be as simple as moving down a sort of condition track?
Step 1 = At burn max? = fatigued until rest
Step 2 = At burn max + 2? = exhausted until rest (replaces fatigued)
Step 3 = At burn max + 4? = staggered until rest
Step 4 = At burn max + 6? = unconscious for 1 min or until healed
Step 5 = At burn max + 8? = drop to -1 hp and dying, until healed to 0+ hp
Step 6 = At burn max + 10? = dead
Track conditions stack.
The "max" here being a threshold, not an...Sellsword2587 (alias of Brennan Ashby)2015-08-17T14:23:29ZRe: Forums: Rules Questions: TWF w/Weapon and Armor Spikes while wielding a ShieldSellsword2587 (alias of Brennan Ashby)https://paizo.com/threads/rzs2sc6o&page=9?TWF-wWeapon-and-Armor-Spikes-while-wielding-a#4172015-06-16T03:13:27Z2015-06-16T01:05:00Z<p>Again, the question to be FAQ'd is <a href="http://paizo.com/threads/rzs2sc6o&page=6?TWF-wWeapon-and-Armor-Spikes-while-wielding-a#299" target="_blank" rel="nofollow">—- HERE —-</a>.</p>
<div class="messageboard-quotee">Quote:</div><blockquote>When Two-Weapon Fighting while wielding a shield, but not using the shield as a weapon for one of your attacks, do you lose the shield's shield bonus to AC until your next turn?</blockquote><p>Please hit the FAQ button. Regardless of anyone's feelings, I'd rather know how it's officially ruled than have someone proved wrong/right.Again, the question to be FAQ'd is --- HERE ---.
Quote:When Two-Weapon Fighting while wielding a shield, but not using the shield as a weapon for one of your attacks, do you lose the shield's shield bonus to AC until your next turn?
Please hit the FAQ button. Regardless of anyone's feelings, I'd rather know how it's officially ruled than have someone proved wrong/right.Sellsword2587 (alias of Brennan Ashby)2015-06-16T01:05:00ZRe: Forums: Rules Questions: TWF w/Weapon and Armor Spikes while wielding a ShieldSellsword2587 (alias of Brennan Ashby)https://paizo.com/threads/rzs2sc6o&page=6?TWF-wWeapon-and-Armor-Spikes-while-wielding-a#2992020-03-04T17:53:17Z2015-06-15T14:10:05Z<p>So, here's your question to get FAQ'd:</p>
<p>When Two-Weapon Fighting while wielding a shield, but not using the shield as a weapon for one of your attacks, do you lose the shield's shield bonus to AC until your next turn?</p>
<p>Hit that FAQ button, people.</p>So, here's your question to get FAQ'd:
When Two-Weapon Fighting while wielding a shield, but not using the shield as a weapon for one of your attacks, do you lose the shield's shield bonus to AC until your next turn?
Hit that FAQ button, people.Sellsword2587 (alias of Brennan Ashby)2015-06-15T14:10:05ZRe: Forums: Rules Questions: TWF w/Weapon and Armor Spikes while wielding a ShieldSellsword2587 (alias of Brennan Ashby)https://paizo.com/threads/rzs2sc6o&page=4?TWF-wWeapon-and-Armor-Spikes-while-wielding-a#1862015-06-12T22:42:39Z2015-06-12T19:04:04Z<p>Alright so the Rules as Written for ALL SHIELDS (bold = emphasis mine):</p>
<div class="messageboard-quotee">Ready or Drop a Shield wrote:</div><blockquote><b>Strapping a shield to your arm to gain its shield bonus to your AC</b>, or unstrapping and dropping a shield so you can use your shield hand for another purpose, requires a move action.</blockquote><p>Conclusion as Written:
</p>
As long as a shield is strapped to your shield arm, you gain the shield's bonus to AC.</p>
<div class="messageboard-quotee">Shield (Under Weapons in 'Equipment') wrote:</div><blockquote>Shield, Heavy or Light: You can bash with a shield instead of <b>using it for defense</b>.</blockquote><p>Refined Conclusion as Written:
</p>
As long as a shield is strapped to your shield arm, <b>and you are using the SHIELD for defense</b>, you gain the shield's bonus to AC.</p>
<p>——-</p>
<p>Rules as Written for LIGHT/HEAVY SHIELDS (bold = emphasis mine):</p>
<div class="messageboard-quotee">Shield (Under Weapons in 'Equipment') wrote:</div><blockquote>Shield, Heavy or Light: You can <b>bash with a shield instead of using it for defense</b>.</blockquote><p>Conclusion as Written:
</p>
You can use a shield beyond just defending. You can also <b>bash</b> with it.</p>
<div class="messageboard-quotee">Shield Bash Attacks (Under Armor in 'Equipment') wrote:</div><blockquote>You can bash an opponent with a light shield. See “shield, light” on Table: Weapons for the damage dealt by a shield bash. Used this way, a light shield is a martial bludgeoning weapon. For the purpose of penalties on attack rolls, treat a light shield as a light weapon. <b>If you use your shield as a weapon, you lose its AC bonus until your next turn.</b> An enhancement bonus on a shield does not improve the effectiveness of a shield bash made with it, but the shield can be made into a magic weapon in its own right.</blockquote><p>Refined Conclusion as Written:
</p>
Using your shield as a weapon (read "for offense"), causes you to lose its AC bonus until your next turn.</p>
<p>So far, the only other thing that prevents you from adding a shield's bonus to AC, aside from not having it strapped to your arm and not using the strapped shield for defense, is using the shield as a weapon.</p>
<p>——</p>
<p>THE EXCEPTION TO THIS RULE:</p>
<div class="messageboard-quotee">Improved Shield Bash feat wrote:</div><blockquote>When you perform a shield bash <b>(read "using a shield as a weapon")</b>, you may still apply the shield's shield bonus to your AC.</blockquote><p>——
<p>No other written rule in the entire Pathfinder series of core rulebooks states another condition for when you lose your shield bonus to AC <b>from a light/heavy shield</b> (aside from being the target of a touch attack).</p>
<p>——</p>
<p>Bucklers and Tower Shields are really no different. <b>If you aren't using the SHIELD for defense</b>, then you don't gain its shield bonus to AC, even if it is strapped to your shield arm. And it is specifically stated that neither a buckler nor a tower shield can be used to shield bash, aka "as a weapon".</p>
<p>——</p>
<p>Nowhere in the Two-Weapon Fighting rules does it say anything about losing your shield bonus to AC, as long as you continue to use it for defense and not as a weapon (at which point it is treated as a one-handed weapon).</p>
<p>——</p>
<p>In conclusion, the Rules As Written for when your shield bonus DOES NOT apply to AC:</p>
<p>When the <b>shield</b> IS NOT strapped to your arm.
<br />
When the <b>strapped shield</b> IS NOT being used for <b>defense</b>.
<br />
When the <b>strapped shield</b> IS being used as a <b>weapon</b> WITHOUT the Improved Shield Bash feat.</p>
<p>——</p>
<p>It really is pretty straight forward, by RAW.</p>
<p>So what <b>I</b> can rule from RAW is that you can attack with your longsword and then your armor spike (assuming proficiency and that you are Two-Weapon Fighting), with a -4 penalty to your primary attack, and a -8 to your off-hand attack (because an armor spike is treated as a light weapon; -2/-2 if you have TWF feat; and assuming you aren't making iterative attacks with either), AND retain your light/heavy shield's bonus to your AC, because you are <b>still using the shield for defense, and not as a weapon</b>, in this scenario. </p>
<p>I believe many people share this same ruling.</p>
<p>Shield NOT being used for DEFENSE = No Shield Bonus to AC
<br />
Shield IS being used for DEFENSE = Shield Bonus to AC</p>Alright so the Rules as Written for ALL SHIELDS (bold = emphasis mine):
Ready or Drop a Shield wrote:Strapping a shield to your arm to gain its shield bonus to your AC, or unstrapping and dropping a shield so you can use your shield hand for another purpose, requires a move action.
Conclusion as Written:
As long as a shield is strapped to your shield arm, you gain the shield's bonus to AC. Shield (Under Weapons in 'Equipment') wrote:Shield, Heavy or Light: You can bash with a shield...Sellsword2587 (alias of Brennan Ashby)2015-06-12T19:04:04ZRe: Forums: Homebrew and House Rules: High Powered Steampunk CampaignSellsword2587 (alias of Brennan Ashby)https://paizo.com/threads/rzs2scaa?High-Powered-Steampunk-Campaign#32015-06-09T13:21:28Z2015-06-09T13:21:28Z<p>Woot for Pure Steam! Thanks for using our setting, mate! I hope you're enjoying it!</p>
<p>To calculate CR in a mythic game, you first have to factor your PCs effective level. You add 1/2 the PC's mythic tier level (minimum 1) to the PC's character. So a 1st-level\1st-tier PC is effectively a 2nd level character, and can handle CR 2 encounters.</p>
<p>If your NPCs have mythics tiers or ranks, you add 1/2 the NPCs tier or rank (min 1) to its CR. So a 1st-tier CR 1 creature would effectively be a CR 2 creature.</p>
<p>All of these rules can be found <a href="http://paizo.com/pathfinderRPG/prd/mythicAdventures/mythicGame.html" target="_blank" rel="nofollow">HERE</a>.</p>
<p>For the psionic mythic path, I'd suggest taking a look into material from Dreamscarred Press. They released a Mythic Psionics book, called <a href="http://dreamscarred.com/product/psionics-augmented-mythic-psionics/" target="_blank" rel="nofollow">"Psionics Augmented"</a>.</p>
<p>Best of luck with your campaign my friend!</p>Woot for Pure Steam! Thanks for using our setting, mate! I hope you're enjoying it!
To calculate CR in a mythic game, you first have to factor your PCs effective level. You add 1/2 the PC's mythic tier level (minimum 1) to the PC's character. So a 1st-level\1st-tier PC is effectively a 2nd level character, and can handle CR 2 encounters.
If your NPCs have mythics tiers or ranks, you add 1/2 the NPCs tier or rank (min 1) to its CR. So a 1st-tier CR 1 creature would effectively be a CR 2...Sellsword2587 (alias of Brennan Ashby)2015-06-09T13:21:28ZRe: Forums: Homebrew and House Rules: Kirthfinder - World of Warriorcraft HouserulesSellsword2587 (alias of Brennan Ashby)https://paizo.com/threads/rzs2mtob&page=50?Kirthfinder-World-of-Warriorcraft-Houserules#24712015-06-03T15:28:57Z2015-06-03T15:28:57Z<p>I posted me email with a request for the final rules a while back, but it's likely it got missed.</p>
<p>I'd still like a copy, if you would please.</p>
<p>[Spoiler omitted]</p>
<p>Thanks!</p>I posted me email with a request for the final rules a while back, but it's likely it got missed.
I'd still like a copy, if you would please.
[Spoiler omitted]
Thanks!Sellsword2587 (alias of Brennan Ashby)2015-06-03T15:28:57ZRe: Forums: Homebrew and House Rules: Weapon proficiency as skill pointsSellsword2587 (alias of Brennan Ashby)https://paizo.com/threads/rzs2sbj6?Weapon-proficiency-as-skill-points#22015-06-02T13:21:03Z2015-06-02T13:21:03Z<div class="messageboard-quotee">Gnomik wrote:</div><blockquote><br />
<br />
<p>2. each weapon will have three levels of proficiency: simple, martial, exotic (requires adding to all weapons, it's a lot of work). at level one, a character can put a skill point in •any• weapon, but will have only basic training)
<br />
the difference between the skill levels can be damage, crit threat, crit multiplier, hands needed , and other effects like brace, trip etc.
<br />
for example a bastard sword will be two handed if your proficiency is simple or martial, but one handed once you've reached exotic, and the damage will also vary between the skill levelss
<br />
</blockquote><p>Kirth Gersen's "Kirthfinder" houseruled system already did a lot of this legwork for you. Each of his weapons have a simple, martial, and exotic version, so it might help with your efforts.
<p>If you'd like a copy of his equipment section, just PM me your email address.</p>
<p>Otherwise, it's an interesting idea, but I think you might be over-complicating it by matching too closely to the PF skill system. Having all of the points that you suggest just doesn't make a whole lot of sense, especially because you want to stop at 16 max points in a weapon. Also, the "weapon familiarity bonus" you suggest is unclear and seems moot. +3 to what, attack rolls? That would be too powerful.</p>
<p>I'd base your weapon prof points off of BAB, 1 pt per 2 BAB or something, with all characters getting a few starting points at 1st level (like 2-3; maybe fighters get 5 to start). This gets you 10 + starting points for fast BAB classes, 7 + starting for medium BAB classes, and 5 + starting for slow BAB classes, by 20th level. That will get you roughly 5-6, 3-4, or 2-3 exotic proficiencies, respectively, by 20th level (because everyone has simple proficiency, and then it only takes 2 more points per weapon to get to exotic). Likewise, it could give you martial proficiency is twice as many weapons.</p>
<p>Alternatively, and what I'd recommend, weapon proficiency points could apply to weapon groups instead of individual weapons. There is something like 15-16 weapon groups in Pathfinder currently, and having martial or exotic proficiency in say a longsword, which is a heavy blade, but only having simple proficiency in say a scimitar (also a heavy blade) doesn't make complete sense, at least not for a fighter. OR you could rule that weapon proficiency points apply to a weapon group until you want to apply exotic prof. to that group, which at that time you must instead choose a specific weapon.</p>
<p>Then, I'd also give fighters an ability like this (and/or make it a feat):</p>
<p>Weapon Aptitude (Ex): At X level, the fighter’s penalty for wielding a broken, improvised, non-proficient, or wrongly-sized weapon are halved.</p>
<p>Anyhow, good luck on your house rule. I hope my feedback/ideas can be of aid to you.</p>Gnomik wrote:2. each weapon will have three levels of proficiency: simple, martial, exotic (requires adding to all weapons, it's a lot of work). at level one, a character can put a skill point in *any* weapon, but will have only basic training)
the difference between the skill levels can be damage, crit threat, crit multiplier, hands needed , and other effects like brace, trip etc.
for example a bastard sword will be two handed if your proficiency is simple or martial, but one handed once...Sellsword2587 (alias of Brennan Ashby)2015-06-02T13:21:03ZRe: Forums/Pathfinder First Edition: General Discussion: Assign Pathfinder classes to university majors!Sellsword2587 (alias of Brennan Ashby)https://paizo.com/threads/rzs2saeg?Assign-Pathfinder-classes-to-university-majors#72015-05-21T13:02:06Z2015-05-21T13:02:06Z<div class="messageboard-quotee">Claxon wrote:</div><blockquote><p> Paladin = Junior Lawyer
</p>
Antipaladin = Senior Lawyer</p>
<p>;)</p>
<p><span class=messageboard-ooc>I know antipaladin are CE and it doesn't really work but we don't have a Lawful Evil equivalent</span> </blockquote><p>LE Inquisitor = Senior LawyerClaxon wrote:Paladin = Junior Lawyer
Antipaladin = Senior Lawyer;)
I know antipaladin are CE and it doesn't really work but we don't have a Lawful Evil equivalent
LE Inquisitor = Senior LawyerSellsword2587 (alias of Brennan Ashby)2015-05-21T13:02:06ZRe: Forums: Homebrew and House Rules: Hexblade (Magus Archetype)Sellsword2587 (alias of Brennan Ashby)https://paizo.com/threads/rzs2s9ox?Hexblade#122015-05-14T05:53:32Z2015-05-14T05:53:32Z<div class="messageboard-quotee">Ciaran Barnes wrote:</div><blockquote><p> Looks pretty good on the whole.</p>
<p>Spells
<br />
Because of the difference in theme between the witch's spell list, and what the 3.5 hexblade got, this might warrant building a custom spell list. Its a lot of work, but might be for the best. I'm not sure I agree with granting access to the highest level spells for scrolls and such. Does a magus or bard gain such an ability? The original hexblade certainly had no equivalent. </blockquote><p>That would take a crazy ton of work, as you said. What spells from the witch list don't work for this concept? The 3.5 hexblade inspiration pretty much stopped at the spontaneous Cha casting. The 3.5 hexblade is still very much an arcane magic user; I wanted more witchcraft with this archetype.
<p>Also, there is a caveat in the spells entry already, <i>"A hexblade cannot use spell completion or spell trigger magic items (without making a successful Use Magic Device check) of witch spells of 7th level or higher."</i> This straight up prevents him from gaining access to higher level witch spells.</p>
<div class="messageboard-quotee">Quote:</div><blockquote><p>Patron Spells
</p>
I not sure you need to loose a class feature to justify gaining access to these bonus spells. Its pretty common nowadays for spontaneous casters to gain a predetermined list of bonus spells.</blockquote><p>Knowledge Pool is strictly for prepared spell-casting, not spontaneous, so it's of no use to the hexblade. This just seemed to be the most convenient place to state the replacement.
<div class="messageboard-quotee">Quote:</div><blockquote><p>Spellstrike
</p>
I would actually revert this to the original version and leave it that way. The ability to only cast necromancy seems pretty hindering. If you want the ability to toss out a hex while making weapon attacks, you could write a custom hexblade arcana for that.</blockquote><p>I understand your skepticism, but consider this list of necromancy spells at 1st level, keeping in mind that the ability states, <i>"but the hexes or [necromancy or curse] spells need not be touch attack abilities"</i>:
<p><i>touch of fatigue, cause fear, chill touch, hex vulnerability, inflict light wounds, interrogation, ray of enfeeblement, ray of sickening</i> (likely missed one or two others)</p>
<p>Also, the ability says that he can cast spells with the curse descriptor with spellstrike as well, meaning such spells don't need to be necromancy spells. PLUS hexes on top of that; so you're not really hurting for spellstrike options until you hit 7th level and get your normal spellstrike.</p>
<div class="messageboard-quotee">Quote:</div><blockquote><p>Hex Arcana
</p>
It might be appropriate to write a list of magus arcana and hexes that he has access to, and then to write a half dozen or so hexblade-specific abilities to augment it.</blockquote><p>He has access to all hexes and to all magus arcana that don't involve prepared spell-casting. Fairly straightforward. Some hexblade-only arcana would be pretty sweet though; thanks for the add!!
<p><b>Anyone have some suggested hexblade magus arcana?</b> Perhaps ones tied more closely to his Patron (that'd be pretty cool)?</p>
<div class="messageboard-quotee">Quote:</div><blockquote><p>Hex Magus
</p>
I feel like its enough that he gains access to a magus arcana or hex at every even numbered level, and that grand hexes should should stay with the witch. Maybe you can think of something else to put in these levels. Something unique to the hexblade, that is not pulled from the magus or witch.</blockquote><p>At most, the hexblade gets 2 mandatory hexes, one at 4th and another at 11th. Otherwise, he gets a magus arcana at 3rd <i>(can't swap this one for a hex, yet)</i>, and then every 3 levels thereafter, not every even level (not sure where you got that from; thinking of the witch's hex progression, perhaps?).
<p>That is 6 magus arcana and 2 hexes, over 20 levels. The hexblade can get a grand hex at 18th level, but possibly only ever one, because he'd have to give up his last magus arcana to do so. A witch gets 2 grand hexes.</p>
<p>Again, swapping a magus arcana for a hex is completely optional. Furthermore, this is the exact same option as the hexcrafter archetype, so Paizo already thought it was fair/balanced. Honestly, I'd be more inclined to take a magus arcana over a hex 75% of the time, as their just more combat effective.</p>
<p>Thanks for combing through everything, Ciaran, I really appreciate the thorough inspection!</p>Ciaran Barnes wrote:Looks pretty good on the whole.
Spells
Because of the difference in theme between the witch's spell list, and what the 3.5 hexblade got, this might warrant building a custom spell list. Its a lot of work, but might be for the best. I'm not sure I agree with granting access to the highest level spells for scrolls and such. Does a magus or bard gain such an ability? The original hexblade certainly had no equivalent.
That would take a crazy ton of work, as you said. What...Sellsword2587 (alias of Brennan Ashby)2015-05-14T05:53:32ZRe: Forums: Homebrew and House Rules: Hexblade (Magus Archetype)Sellsword2587 (alias of Brennan Ashby)https://paizo.com/threads/rzs2s9ox?Hexblade#112015-05-14T04:56:20Z2015-05-14T04:56:20Z<div class="messageboard-quotee">Cyrad wrote:</div><blockquote> Oh, I didn't realize that hexcrafter gets major and grand hexes. That's my mistake. I'd honestly go a little further with the patron than giving spells, but I guess this is fine. But yeah, I'd just leave arcane pool as is. By making it a different pool, it raises many questions. For example, Extra Arcane Pool would technically not work for accursed pool since it's not arcane pool anymore. Generally, you shouldn't replace the pool with a different one unless the mechanics work differently. Grit, Panache, and Luck are exceptions because the game specifically says they're all the same pools. </blockquote><p>It's already changed, but I did have these two lines of rules for the exact point you bring up:
<p>"This otherwise functions as the magus’ arcane pool class feature."
<br />
"This ability <b>alters</b> arcane pool, and abilities that modify arcane pool also modify accursed pool."</p>
<p>That would have covered your Extra Arcane Pool feat. Also, if an archetype ability alters a class feature, and doesn't actually replace it, then you still have that class feature.</p>
<p>I do see where it can cause confusion though, which is why I still changed it.</p>Cyrad wrote:Oh, I didn't realize that hexcrafter gets major and grand hexes. That's my mistake. I'd honestly go a little further with the patron than giving spells, but I guess this is fine. But yeah, I'd just leave arcane pool as is. By making it a different pool, it raises many questions. For example, Extra Arcane Pool would technically not work for accursed pool since it's not arcane pool anymore. Generally, you shouldn't replace the pool with a different one unless the mechanics work...Sellsword2587 (alias of Brennan Ashby)2015-05-14T04:56:20ZRe: Forums: Homebrew and House Rules: Hexblade (Magus Archetype)Sellsword2587 (alias of Brennan Ashby)https://paizo.com/threads/rzs2s9ox?Hexblade#72015-05-13T22:34:51Z2015-05-13T22:34:51Z<div class="messageboard-quotee">Cyrad wrote:</div><blockquote><p> I'm not crazy about them getting major and grand hexes. I feel like those should stay with the witch.</p>
<p>Getting patron spells feels "meh" to me considering it replaces abilities you don't get until much later and yet you benefit from it at 2nd level.</p>
<p>Accursed pool doesn't need to exist. Just say that the hexblade magus uses Charisma instead of Intelligence for hexes, arcane pool, magus arcana, and other magus class features. Making up a new pool just raises a lot of mechanical questions while not really doing anything. It's one of the many reasons the Eldritch Scion is such a terribly designed archetype.</p>
<p>Other than the above points, I actually really like the general idea behind this archetype. And the tradeoffs made seem fairly balanced. The magus's spellcasting is diminished, but he gets hexes and can spellstrike with them. </blockquote><p>The hexcrafter archetype gets major and grand hexes, so I just followed along with that decision. They are at a late enough level, and the magus arcana are already so precious in their availability, that I think it's a fair trade.
<p>The addition of patron spells, like I stated above, was mostly a thematic/flavor decision that does little in the way of swaying his power balance. A hexblade's patron chooses him for some mysterious purpose, and then infuses him with power to carry out that purpose. Patron spells seemed like a natural representation of that, plus it helps expand his spell list a bit, as some patrons offer spells not on the witch's spell list.</p>
<p>A hexblade is already pretty limited in the number of spells he can cast per day, so giving him a few patron spells on top of his also limited spells known really doesn't do a whole lot in terms of power, just like a Sorcerer and his bloodline spells; just because they get more spells known, doesn't mean they get more spells per day. Plus, the number of spells they'd know is still less then they could theoretically get with a spellbook, which is only limited by its number of pages and access to spells to copy into it.</p>
<p>I changed the name of the arcane pool mainly for flavor reasons, and I attempted to make it as clear as possible that accursed pool works just like arcane pool, and anything that alters arcane pool also alters accursed pool. It's enough to change it back, if it helps eliminate confusion.</p>
<p>Anyhow, thanks for the feedback guys! I'm glad you guys like it for the most part. I'll make those couple tweaks here shortly. Thanks again!</p>Cyrad wrote:I'm not crazy about them getting major and grand hexes. I feel like those should stay with the witch.
Getting patron spells feels "meh" to me considering it replaces abilities you don't get until much later and yet you benefit from it at 2nd level.
Accursed pool doesn't need to exist. Just say that the hexblade magus uses Charisma instead of Intelligence for hexes, arcane pool, magus arcana, and other magus class features. Making up a new pool just raises a lot of mechanical...Sellsword2587 (alias of Brennan Ashby)2015-05-13T22:34:51ZRe: Forums: Homebrew and House Rules: Hexblade (Magus Archetype)Sellsword2587 (alias of Brennan Ashby)https://paizo.com/threads/rzs2s9ox?Hexblade#62015-05-13T22:12:00Z2015-05-13T22:12:00Z<div class="messageboard-quotee">I'm Hiding In Your Closet wrote:</div><blockquote> <div class="messageboard-quotee">kestral287 wrote:</div><blockquote> Spontaneous Cha seems off, given that you're combining two Int-based prepared casters.</blockquote>He means to echo the 3.5 Hexblade, which was Charisma-based and spontaneous. I'd love to see some spontaneous Intelligence-based magicians, though (then again, I wish they'd started that trend from the get-go with the Sorcerer). </blockquote><p>This, and also the idea that the witch patron infuses the hexblade with power, typically against their will, like the Oracle.
<p>It is for this same reason that they get patron spells.</p>
<p>I took away Greater Spell Access mostly because I really didn't want them to have access to the offensive wizard spells like fireball again, doesn't really fit with the theme I was going for. Though I suppose at 19th level, it doesnt really matter that much that. I can add it back.</p>I'm Hiding In Your Closet wrote:kestral287 wrote: Spontaneous Cha seems off, given that you're combining two Int-based prepared casters.
He means to echo the 3.5 Hexblade, which was Charisma-based and spontaneous. I'd love to see some spontaneous Intelligence-based magicians, though (then again, I wish they'd started that trend from the get-go with the Sorcerer). This, and also the idea that the witch patron infuses the hexblade with power, typically against their will, like the Oracle. It...Sellsword2587 (alias of Brennan Ashby)2015-05-13T22:12:00ZForums: Homebrew and House Rules: Hexblade (Magus Archetype)Sellsword2587 (alias of Brennan Ashby)https://paizo.com/threads/rzs2s9ox?Hexblade#12015-05-13T18:16:19Z2015-05-13T18:16:19Z<p>I thought it'd be a really unique concept for a character to be a mix of the witch and the magus, and with the hexcrafter from Ultimate Combat falling short of my expectations, I decided to design the <a href="https://docs.google.com/document/d/1mmA6xqTs4zu9d1mphtLbL7xGDUlwPh6SkCf_EWDF8Gw/edit?usp=sharing" target="_blank" rel="nofollow">[Hexblade]</a>.</p>
<p>Basic Features:
<br />
- Witch spell list
<br />
- Spontaneous Charisma caster
<br />
- Witch Patron
<br />
- Gains a couple witch hexes, and can sub a magus arcana for additional witch hexes
<br />
- At first, can only use spellstrike to deliver hexes, curses, and necromancy spells. Eventually, spellstrike functions as normal.</p>
<p>Let me know what you guys think, and enjoy! If you play a character with this archetype, please let me know how it goes! (none of my players have taken me up on this concept yet)</p>I thought it'd be a really unique concept for a character to be a mix of the witch and the magus, and with the hexcrafter from Ultimate Combat falling short of my expectations, I decided to design the [Hexblade].
Basic Features:
- Witch spell list
- Spontaneous Charisma caster
- Witch Patron
- Gains a couple witch hexes, and can sub a magus arcana for additional witch hexes
- At first, can only use spellstrike to deliver hexes, curses, and necromancy spells. Eventually, spellstrike functions...Sellsword2587 (alias of Brennan Ashby)2015-05-13T18:16:19ZRe: Forums: Rules Questions: Strength Score Needed To Rip A Humanoid in Half?Sellsword2587 (alias of Brennan Ashby)https://paizo.com/threads/rzs2s9n4?Strength-Score-Needed-To-Rip-A-Humanoid-in-Half#292015-05-13T17:59:29Z2015-05-13T17:59:29Z<div class="messageboard-quotee">Ventnor wrote:</div><blockquote> <div class="messageboard-quotee">Falcar wrote:</div><blockquote> You could look at Grendel from mythic adventures. He has an ability to rip limbs off based in a grapple check. His strength however is quite high (36 if I remember correctly) </blockquote>Why would Grendel have that ability? He's the guy who gets his arm torn off, not the arm tearer. </blockquote><p>Because in the novel, "Grendel," (not Beowulf), Grendel tore men apart numerous times throughout the story, simply because they were bugging him, until he himself had his arm torn off by Beowulf at the end.Ventnor wrote:Falcar wrote: You could look at Grendel from mythic adventures. He has an ability to rip limbs off based in a grapple check. His strength however is quite high (36 if I remember correctly)
Why would Grendel have that ability? He's the guy who gets his arm torn off, not the arm tearer. Because in the novel, "Grendel," (not Beowulf), Grendel tore men apart numerous times throughout the story, simply because they were bugging him, until he himself had his arm torn off by Beowulf...Sellsword2587 (alias of Brennan Ashby)2015-05-13T17:59:29ZForums/Pathfinder First Edition: General Discussion: [Unchained] I've developed an interactive Staggered Advancement XP CalculatorSellsword2587 (alias of Brennan Ashby)https://paizo.com/threads/rzs2s9on?Unchained-Ive-developed-an-interactive#12015-05-13T17:39:52Z2015-05-13T17:39:52Z<p>The Staggered Advancement variant in Pathfinder Unchained only lists the values for Medium XP advancement pacing, so I just did the math for Fast and Slow XP advancement pacing, and then condensed the chart of values and ability gains into an interactive spreadsheet. I also determined the actual advancement options you had available at each XP tier based on your level and BAB progression.</p>
<p>I'm using this for my home games, and thought it might be useful for others, so hopefully it helps you out.</p>
<p>Please let me know if you find any errors in the data. Enjoy!</p>
<p><a href="https://docs.google.com/spreadsheets/d/1sl-o1h5fJ2oJr0YSrGl7DUx9p8yAKjl—s3J-u6I_yM/edit?usp=sharing" target="_blank" rel="nofollow">[LINK]</a></p>The Staggered Advancement variant in Pathfinder Unchained only lists the values for Medium XP advancement pacing, so I just did the math for Fast and Slow XP advancement pacing, and then condensed the chart of values and ability gains into an interactive spreadsheet. I also determined the actual advancement options you had available at each XP tier based on your level and BAB progression.
I'm using this for my home games, and thought it might be useful for others, so hopefully it helps you...Sellsword2587 (alias of Brennan Ashby)2015-05-13T17:39:52ZRe: Forums: Product Discussion: [Kickstarter] [Pure Steam Campaign Setting] Wild West Steampunk for Pathfinder!Sellsword2587 (alias of Brennan Ashby)https://paizo.com/threads/rzs2s2k8?Kickstarter-Pure-Steam-Campaign-Setting-Wild#402015-04-27T20:11:40Z2015-04-27T20:11:40Z<p>Westbound has officially funded! Thanks again to all of you who helped us make this project a reality! I cannot wait to get this game product into your hands! Stick around!</p>Westbound has officially funded! Thanks again to all of you who helped us make this project a reality! I cannot wait to get this game product into your hands! Stick around!Sellsword2587 (alias of Brennan Ashby)2015-04-27T20:11:40Z