Setorines's page

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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).


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.