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in my opinion the fix to the fighter is simple... Dip into rouge for 1 level. You will gain 1st level sneak attack which can be treated like a feat in it of itself so it's not a huge loss. It allows you to gain a fair amount of skill points, and gives you a lot more class skills so you can take that +3.

That more than makes up for the 1 less BAB and not being able to be disarmed when using the weapon of your choice upon reaching level 20.


Ha I was just thinking the fighter and rogue could be essentially merged together to make a class that was versatile in combat and worthwhile out of it. Adding the monk in would be great as well!


Lol yes the fighter was my next challenge actually.

If you believe the bab won't overpower the class then i fully encourage you to test it out i a campaign. I would love to see how large of a difference this makes, I think I'll continue on the campaign I'm on now without the extra change seeing as how it's already started though and go from there. :)

Thanks for the feedback.


I thought about adding full BAB, but I didn't want to over correct and make him too strong, and I know while it isn't a huge change rogues are fairly decent early levels (from what I've seen) then progressively fall behind.

The 1 additional BAB might make him almost too strong early on (particularly at level 6 where he is getting an extra attack, and adding extra damage that other classes can't.)

If he is still under powered after this fix though perhaps the 1 extra bab could finally balance things. I just need play testers first. I just started a campaign as a rouge with this today, and so far so good.


Anyone? Based on the fact that this isn't getting much (any) attention I'm going to point out something i think is kind of big.... This actually allows for a range based rogue to be worth something, quite honestly this could make the rogue be the best archer class due to the extra damage with a bow that other classes just wouldn't get.

On top of that 1D4 all the time means that you don't NEED to have everyone help you to be worth something, and allows you to stay in tact when you fight monsters that take no penalty to being flanked. On top of this you are no longer a glass cannon. Just a cannon. You still aren't as strong as the fighter, but are a lot more versatile.


I dont feel like the knowledge skill system right now is broken or needs fixing. Perhaps the whole skill system in general, but not the knowledge skill.


Based on the definition of the spell i would treat it like fly in the way that PD mentioned earlier.

"The transmuted creatures can tread on any liquid as if it were firm ground. Mud, oil, snow, quicksand, running water, ice, and even lava can be traversed easily, since the subjects' feet hover an inch or two above the surface. Creatures crossing molten lava still take damage from the heat because they are near it. The subjects can walk, run, charge, or otherwise move across the surface as if it were normal ground."

More specifically: "can be traversed easily, since the subjects' feet hover an inch or two above the surface."

It isn't like the water is treated as concrete or something.


Okay, so i probably put it in the wrong area, but I did post something about a potential "fix" for rouges in the home brew section, or here

(Sorry i dont know how to add links to these forums, I'm on my ipad and kinda surprised they dont have the buttons for it. Lol)


Okay so after reading on all the hate about the rogue class top complaints I've seen is that the saving grace of the rogue in combat (sneak attack) is too situational, and that you're too squishy to be considered a front liner even though thats where you're expected to be if you want to deal optimal damage. For that reason i thought of 2 potential fixes, and a name change;

The tactician: exactly like the rouge in every way except with these 2 exceptions.

1. Sneak attack is no longer based on being caught flat footed, but instead always happens. This is due to being able to quickly think ahead and find the weak points of the target. To avoid this being overly OP dice are decrease by 1 "dice level" (for instance a knife master who gets D8s on their sneak attacks would use D6s).

2. The tacticians hit die is a D10.

Any and all feedback is greatly appreciated. Play testing is also appreciated as I would like to see how well, or poorly, this balances the class (outside of theory).


Yes, I've decided to go with using a mana pool thats based off an attribute that I'll be adding to the character creation called "gem mastery". It will essentially be treated as HP but where substitute gm for con. When deciding how much you have.


I dont get it.


Hey sorry i have replied to this one, i accidently double posted this and was looking at the other one.

As far as why monks etc. would be allowed all magic would come from the gods and only from the gods. Anyone that can have magic wouldn't accept the gems being as their power would come from a god other than their own,

The idea of combining gems would be very interesting and I may incorporate it later, but Itheres a lot on my plate already as it is. I'll let my players know in advance that tweets are bound to happen, and if the health drain of a spell is too much, or they feel the gem is too OP in comparison to the others then I'll change it.

And since I posted this i came up with the idea of a mana pool thats based off of a new attribute all together that I'll call gem mastery. You can go past the amount of mana you have, but then it starts cutting into your health.


I entirely agree i know I would play it if you started a game from the ground up! Under age to buy you a beer though. Lol


Yes, I think i understand what you're saying, and even if I'm slightly off i love how im understanding it anyways. Lol thanks for the help. :)


I was thinking only those that are the highest in their respective religions would be granted any magical abilities at all.

As far as allowing some use to them with no penalties I have mixed feelings about this idea. It would allow me to keep the lower level spells more useful as leveling happened, but I would like to scale down the damage as you level up as apposed to eliminating it entirely.

An alternative route that I thought of is essentially adding mana to the game, and if it runs out it starts to do damage to your hp, but I'm not sure how well that would work either.


Thanks for the input, and yeah, I figured id so something along those lines as far as creating the gem spells goes. Cone of fire is just burning hands with the damage slightly reworked.


Oh and the reason id suggest against characters that get their magic from the gods is that they would refuse the gems due to their allegiance to their own god. (The gems being powered by another god that isn't theirs and all)


Alright, I intend to start DMing here in a few weeks, but I don't plan to play straight pathfinder. I have a few changes to the game that I want to implement but need some help doing so. The main change being that my world has no magic except that which is provided by the gods.

When it comes to character selection i know this will limit my players can chose and some will be tempted to become a monk or paladin and while I won't outright tell them they can't i will advise against it.

Now that there's no magic in the world (for the most part) at the end of my first major quest i will introduce "gems" to my players each getting 2. These allow any character to do magic, but only specific spells which are a part of the gem, and instead of having a limit per day they will cost the health of the player.

Here's a list of the gems and a simple explanation of each:

Fire: allows the user to create and control fire.
Water: Allows the user to control, locate, and freeze water.
Earth: allows the user to control the earth beneath their feet, and the wildlife/plants around them.
Air: allows the user to control and purify the air around them. Even to a molecular level.
Electricity: allows the user to create electrical surges and control the lightning during a thunderstorm.
Telekinesis: allows user to control small objects near them. (Launching as a projectile is still relatively complicated and I may scrap the idea of this one all together combining it with the next and finding a replacement.)
Telepathy: allows user to be able to read minds, and feelings as well as pushing their own emotions onto others. (Such as confidence to an ally to give them a boost, or fear to an enemy)
Buff: i originally had 12 gems but decided to put a few of them together all into this gem.

Just before the buff gem was made i came up with the concept of leveling up the gems, and adding an additional called gem mastery to roll for in character creation. To give you an idea of what I mean ill show you the buff gem which is done up to level 5 and the fire gem which i only have the first 3 spells for.

Buff gem

Strength- acquired at level 1
Gives the user great strength.
Cast time: 1full turn
Effect: Strength mod x 2
Duration: 1d8*gem level (minimum of 6, maximum of 24)
Range: self
Backlash: 1d10-fort-gem mastery

Intuition- acquired at level 2
Gives a great increase to all knowledges and crafting in the game. This effect can be used during combat to effectively dodge and land attacks as well.
Cast time: 1 full turn
Effect:Using this gems gives a +10 to knowledges, crafting, AC and your to hit roll.
Duration: 1d8*gem level (minimum of 6, maximum of 24
Range: self
Backlash 1d10-fort-gem mastery

Healing- acquired at level 3
Allows you to give your health to help an ally.
Cast time 1 standard action
Effect: heals an ally for 1d8+gem level
Duration: instant
Range 30 ft.
Backlash: 1d10-will-gem mastery

Speed-acquired at level 4
Gives the user great speed
Cast time: 1full turn
Effect: grants all actions during the battle phase twice
Duration: 1d8*gem level (minimum of 6, maximum of 24)
Range: self
Backlash: 1d10-fort-gem mastery

Accuracy- acquired at level 5
Increases your chance for critical hits drastically.
Cast time: 1full turn
Effect: adds a +5 bonus to your to hit roll, and still treats it as your natural roll.
Duration: 1d8*gem level (minimum of 6, maximum of 24)
Range: self
Backlash: 1d10-fort-gem mastery

Fire gem

Fireball: acquired at level 1.
You create a ball of fire that fits into the palm of your hand that can then be thrown at your opponent.
1 standard action
Damage: 1d10+gem level
Range: 60ft.
Backlash: 1d10-fortitude-gem mastery

Flamethrower: acquired at level 2
You shoot a blast of fire directly ahead
1 standard action.
Damage: 1d4+gem level

Cone of fire: acquired at level 3.
Expands the flamethrower to allow it to cover more ground.
1 standard action.
1d4 per gem level to everyone in the damage area.
Range 15 ft.
Backlash: 1d3 per gem level-gem mastery

First of all i would like to ask if you think the concept of unlimited casting at a cost of health can work, and secondly I need some ideas of how to scale the spells so they are useful throughout, without being overpowered right away, and make the health drain for using the spell not instantly kill an early level, but not be a loss of like 1 health in later levels. (But still easier to cast as time goes on.)

Sorry for not having spoilers to make this easier to keep up with. First time posting, and posting from ipad.


Alright, I intend to start DMing here in a few weeks, but I don't plan to play straight pathfinder. I have a few changes to the game that I want to implement but need some help doing so. The main change being that my world has no magic except that which is provided by the gods.

When it comes to character selection i know this will limit my players can chose and some will be tempted to become a monk or paladin and while I won't outright tell them they can't i will advise against it.

Now that there's no magic in the world (for the most part) at the end of my first major quest i will introduce "gems" to my players each getting 2. These allow any character to do magic, but only specific spells which are a part of the gem, and instead of having a limit per day they will cost the health of the player.

Here's a list of the gems and a simple explanation of each:

Fire: allows the user to create and control fire.
Water: Allows the user to control, locate, and freeze water.
Earth: allows the user to control the earth beneath their feet, and the wildlife/plants around them.
Air: allows the user to control and purify the air around them. Even to a molecular level.
Electricity: allows the user to create electrical surges and control the lightning during a thunderstorm.
Telekinesis: allows user to control small objects near them. (Launching as a projectile is still relatively complicated and I may scrap the idea of this one all together combining it with the next and finding a replacement.)
Telepathy: allows user to be able to read minds, and feelings as well as pushing their own emotions onto others. (Such as confidence to an ally to give them a boost, or fear to an enemy)
Buff: i originally had 12 gems but decided to put a few of them together all into this gem.

Just before the buff gem was made i came up with the concept of leveling up the gems, and adding an additional called gem mastery to roll for in character creation. To give you an idea of what I mean ill show you the buff gem which is done up to level 5 and the fire gem which i only have the first 3 spells for.

Buff gem

Strength- acquired at level 1
Gives the user great strength.
Cast time: 1full turn
Effect: Strength mod x 2
Duration: 1d8*gem level (minimum of 6, maximum of 24)
Range: self
Backlash: 1d10-fort-gem mastery

Intuition- acquired at level 2
Gives a great increase to all knowledges and crafting in the game. This effect can be used during combat to effectively dodge and land attacks as well.
Cast time: 1 full turn
Effect:Using this gems gives a +10 to knowledges, crafting, AC and your to hit roll.
Duration: 1d8*gem level (minimum of 6, maximum of 24
Range: self
Backlash 1d10-fort-gem mastery

Healing- acquired at level 3
Allows you to give your health to help an ally.
Cast time 1 standard action
Effect: heals an ally for 1d8+gem level
Duration: instant
Range 30 ft.
Backlash: 1d10-will-gem mastery

Speed-acquired at level 4
Gives the user great speed
Cast time: 1full turn
Effect: grants all actions during the battle phase twice
Duration: 1d8*gem level (minimum of 6, maximum of 24)
Range: self
Backlash: 1d10-fort-gem mastery

Accuracy- acquired at level 5
Increases your chance for critical hits drastically.
Cast time: 1full turn
Effect: adds a +5 bonus to your to hit roll, and still treats it as your natural roll.
Duration: 1d8*gem level (minimum of 6, maximum of 24)
Range: self
Backlash: 1d10-fort-gem mastery

Fire gem

Fireball: acquired at level 1.
You create a ball of fire that fits into the palm of your hand that can then be thrown at your opponent.
1 standard action
Damage: 1d10+gem level
Range: 60ft.
Backlash: 1d10-fortitude-gem mastery

Flamethrower: acquired at level 2
You shoot a blast of fire directly ahead
1 standard action.
Damage: 1d4+gem level

Cone of fire: acquired at level 3.
Expands the flamethrower to allow it to cover more ground.
1 standard action.
1d4 per gem level to everyone in the damage area.
Range 15 ft.
Backlash: 1d3 per gem level-gem mastery

First of all i would like to ask if you think the concept of unlimited casting at a cost of health can work, and secondly I need some ideas of how to scale the spells so they are useful throughout, without being overpowered right away, and make the health drain for using the spell not instantly kill an early level, but not be a loss of like 1 health in later levels. (But still easier to cast as time goes on.)

Sorry for not having spoilers to make this easier to keep up with. First time posting, and posting from ipad.