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![]() Erik Mona wrote: The problem with the Builder Series is that not enough people bought them. You have to think of the fact that the builder series were very niche, and often difficult to justify buying unless you were going to actively use them. I would suggest you repackage the builder series in a open view format like the Champions of Evil. For example the Goblin Builder Set:The Rares (excluding the Warchief) could be formatted as Goblin Iconics. and Sell at $16 dollars. Now the Warchief and all the other goblins were old sculpts repainted so they can be sold cheaper. For the price of $25, you get two of each standard goblin and one of the war-chief. In my opinion once you get prices above $30 dollars it becomes hard to justify them and once you buy 30 packs of goblins and don't get all the rares you become too discouraged to ever buy a builder set again. ![]()
![]() leo1925 wrote:
From a business point of view, that would be a horrible decision. It would further distance many players in what is already a radical shift in style. ![]()
![]() Ciaran Barnes wrote:
1) There is actually a d8 Hit die, and Moderate (3/4) BAB. The Will save only seemed thematically fitting in conjunction with Magic in the Blood Ability. You sacrifice health for magic and you won't be the best at warding off disease. 2) I thought of a Divine focus but the issue was that I wanted to focus on spells dealing Hit Point Damage. 3)I have to admit that I didn't do much proof-reading. 4) Good idea. ![]()
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![]() To put it bluntly: Your conversion is subpar and nearly straight.
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![]() As a DM and a player, I've always been in favor of more theatrical and realistic style of play.
I had the idea of letting characters doing nonlethal or possibly weak lethal damage with combat maneuvers, and letting them do so as part of a full round action assuming they have high enough BAB. I'm implementing both Clobbered and Death By Massive Damage Rules. Along with 3.5's Defense Roll and giving players an opportunity to get a +1-5 on their roll if the description is good. Any other ideas? ![]()
![]() Joanna Swiftblade wrote: If you're the creative type, just get some modding clay and make your own. I fancy myself the creative type but after hours of attempts it's quite difficult to sculpt such a small piece and keep it on par with minis you'd find in Pathfinder Plastic boxes, let alone the metal miniatures. *shudder* I've created a life-size Kobold before but I can't seem to manage this.![]()
![]() Tequila Sunrise wrote:
I banned all anthropomorphic races, without being given special permission, after a furry ruined my perception of them. I am sorry but once you have a catfolk that spends more time licking himself than engaging in civil conversation you need to bring down the hammer.Literally a guard claimed he was a demon and brought a maul down on to his face. I let it be a critical hit. In my opinion all races are good but you need to realize how to play what. I've met people that have played amazing Tengu and Drow that had human interests and personality.
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![]() I always just use Golarion with a few hints of Ebberon.
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![]() ABOVE ALL: A male fighter/paladin/Cavalier in full plate and a beard. Racial Builder (Every core/base Class in each gender) Sets:
Typical Builder Sets:
Book/AP Series
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![]() I would suggest that you remove AoO for Combat Maneuvers. Keep the Greater Combat Maneuver Feats but just treat them as though they did not have the prerequisite of an Improved Combat Maneuver Feat. As for add-ons I have looked into D&D Next and ToB to find the solution. Tome Of Battle: Book of The Nine Swords Add-On:
Instead of adding the classes, I would recommend allowing players to take a feat in order to use a single discipline school. Many 3rd party disciplines are expertly balanced as well. Their initiator level is equal to their BAB. Rogues may take a Rogue Talent to use their rogue level as their BAB for the purpose of determining Initiator level. Monks may use their Monk Level as their iniator level in place of Maneuver Training For D&D Next Fighters get what is know as Expertise.I would suggest giving this to all Classes that have a Full BAB as well as the Rogue. What is Expertise and how does it Work?:
How Expertise Works You have 2d6 die (and an additional 1d6 every four levels after). These effectively function as your ability to push your body in a noticeable way. Some of them I will ignore because they merely replicate existing feats. Once you use them they're gone until you rest or use an action (Assumably a move action in this game but that's up to DM interpretation) At first Level you get two Expertise Schools: Death Dealer & Superior Defense and may pick one from each. All must be announced before a roll is made unless otherwise stated. I would recommend allowing them to use any of them at any time or simply allowing them to decide on it each day. Death Dealer:
Deal a Deep Wound Use one 1d6 of your expertise. This is how much extra damage that is dealt. Inspire an Ally They deal an additional 1d6 of damage using your expertise die. Shield Slam Leave the target at a disability until your next turn and deal an extra 1d6 damage. It doesn't say exactly what type of disability so I would assume staggered to best account for them being knocked windless. I would also remove the extra 1d6 damage to balance it with the Deep wound ability Richochet a Ranged Weapon: Pick a target within five feet of another after making a successful ranged Attack. Roll 1d6+Dex mod Str is more plausible in pathfinder of damage. That's how much damage the second enemy takes. Superior Defense:
Block a Ranged/Projectile WeaponRoll 1d6 Add this to your or an adjacent Ally's Armor Class. Nimble Dodge If not wearing light or no armor you may roll 1d6 to add to your armor class. If the Attack misses you may make a five foot step away from your opponent. Parry When wielding a melee weapon or shield you may roll 1d6 and this to any attack from a melee weapon. If you roll a 6 and the attack fails, I would allow the defender to make AoO as a counter if you will. Warn Another If you can see someone and they are capable of hearing you, you may warn them of the in rushing attack as an immediate action before the attack is made. They gain 1d6 insight bonus to armor class. At level 4 you gain
Unerring attacker:
Inspire Accuracy You may as an immediate action to someone you can see that is capable of hearing you point out a weak spot or give encouraging words. This grants 1d6 morale or insight bonus to your allies attack roll. Careful AttackYou may add 1d6 to your attack roll. Nick/Glancing BlowIf an attack fails you may roll 1d6 after being resolved as a miss. If it hits, it's a nick/Glancing Blow and deals half damage. You gain no extra benefits from a Sneak attack, Poison or similar ability. You do however still gain your full Str/Dex Mod and enhancement bonus to the attack. Shield Swipe After missing an attack of opportunity with a primary weapon, you may reroll the attack with a 1d6 bonus using your shield as the weapon. At Level 7 you gain
Unstoppable: Bolster Save Roll 1d6 and add this to a saving throw. Bolster Allies If you can see an ally, and they can heal you. You can grant them a 1d6 morale bonus to one of their saves. ![]()
![]() Alright that makes more sense.
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![]() Wounds and Vigor System, and 1st level with a 10 point buy (So the party feels fragile.)
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![]() Simply because I have never met a DungeonMaster that was keen on it: 50 Centaur. ![]()
![]() Wind Chime wrote:
I institute the two alignment system. Moral CompassAbsolutist Viewpoint The first is what is necessary for a class, it shows what the character values. Both King Arthur and Pope Alexander VI value Law and Good. They're men of the people in their own mind.
So King Arthur would be Lawful Good (Moral Compass)/Lawful Good (Absolutist)
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![]() Does it matter? It's a matter of fluff and aesthetics. Change it. In my games this
Notice the differences? One covers only the upper chest, and has grieves. One covers the front (only). One covers the entire upper body.
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![]() He duel wielded Cestus, and on second thought it was a roll of the dice. (two hits, had critical hits.)
On second thought, I can see your point. Ultimately for the issue of balance, how would you recommend making it so that ToB Classes are not the only melee characters ever seen? ![]()
![]() If you really want to push the fact that being stupid isn't a good idea, let them find an npc in the dungeon. The NPC should be quirky and lovable. (Noteworthy ones that I've met are: The Punching Dwarves that get you drunk and brutalize you but afterwards act quite kind again. George, a deformed homeless man that thanks to being thrown into a river tainted by the mana wastes recovered one of his lost eyes.) ![]()
![]() I ran into trouble when I decided the group needed realize that they were not invulnerable.
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![]() Alright so let's see
Now let me say this is honestly bullshit but it's legal. Your Gamemaster should honestly throw an encounter at him that is specifically designed to debuff his armor class. Kill him off and then tell him he has to make a completely new character or roll from the following table in the spoiler section taken from Heroes of Horror. (In addition to his negative levels.) Ressurection Mishap Table: d% Result 01–04 The subject has an unusually cold touch that, while harmless, lingers in an uncomfortable fashion long after contact has been broken. 05–08 The subject’s eyes change in color, tint, size, or shape. 09–11 The subject smells of freshly dug earth— comforting to druids, perhaps, but unsettling to urban characters. 12–16 The subject’s fi ngernails and hair become brittle and colorless. 17–20 The subject becomes reckless, feeling that death is no longer to be feared. 21–24 The subject becomes overly cautious, fearfully holding on to her second chance at life. 25–28 The subject becomes more generous and caring, feeling that his second chance is best used serving the greater good. 29–32 The subject becomes more selfi sh, withdrawn, and possessive. This outcome works well if the PCs divvied up the character’s belongings before she was brought back. 33–36 The subject becomes fascinated with death and seeks others who have returned from death to share stories and experiences. 37–40 One of the subject’s feats has been swapped for a different one. If the subject has a list of spells known (like a sorcerer) then one of the spells has changed, too. 41–44 The subject has a split personality. One of the personalities is the one from the previous life and the second is the personality of someone else who died very near the subject at some point in the past. 45–48 The subject is followed by a shadow creature that wants to kill her and those who raised her. d% Result 49–52 The subject is now owned by some extraplanar entity and must do its bidding as though summoned. 53–56 The subject is phobic of things that represent death (think of Imhotep’s reaction to the cat in The Mummy). 57–60 The subject develops a taste for raw flesh (or for maggots, rotting flesh, or another repugnant viand). 61–64 The subject carries the look of someone who has died, with too-pale fl esh, dull eyes, or some other haggard feature. 65–68 The subject develops an abiding interest in religion (or redoubles his interest, if already religious). 69–72 The subject talks about how death still wants her and is waiting for her. 73–76 The subject spurns wealth and possessions, feeling they have no value to one who walks beyond death. 77–80 The subject seeks to ease the suffering of the dead, tending to the respectful burial of even his most hated enemies. 81–84 From time to time, the subject suddenly babbles in unknown languages, or channels an unearthly voice. 85–88 The subject sleepwalks, even attacking people in his sleep (although usually unarmed). 89–92 The subject has a body part or patch of skin that remains dead/rotting/discolored and smells of carrion. 93–96 The subject has horrible nightmares that disturb her sleep; she requires an extra 2 to 4 hours of rest to be fully rested. 96–100 If the campaign is using taint mechanics, the subject is tainted by the passage from death to life and gains 1d4 points of taint. In addition, roll again on this table for a second result ![]()
![]() Odraude wrote: I've actually had people complain about Paizo's paladin for "pandering" to the African American crowd. In 2012, this argument still happens. Amazing. I would've been far more accepting of Seelah as well if well there was an Aryan paladin, not to denote racial superiority but just to display that sort of idealized English Knighthood of Sir Lancelot and the like that I've grown to love. Then I found the Cavalier Iconic Alain, and was more than happy to see that hole was filled with a cliche I love. ![]()
![]() Worldbuilder wrote:
Thank you. I hate resurrection magic. ![]()
![]() ub3r_n3rd wrote: Hah, me too. I just think it'd open it up for much more fun at the table if the prototypical paladin was a thing of the past and a newer generation of holy warriors was allowed to follow the gods/goddesses. It'd probably make a lot of table run a lot smoother too. I'm currently playing the prototypical paladin, the only difference is. No one really respects him anymore. The age of knighthood died a century ago and the man is a Don Quixote inspired nutcase trying to regain his glory. He's desperately trying to cling to something so unrealistic that most of the time he sanctimoniously defies it anyhow. (The gamemaster lets most of it slide, because he agrees the codes are bogus.) ![]()
![]() It varies. I played a game that went from 1-8, 4-8, 10-20. The problem is players have short attention spans in a single story arc, if you can't keep them hooked you lose them to a new story. The 4-8 would've went longer but after I lost my arm and an ear, and the other players were left equally as maimed from bloody battles. We all hated the characters for being stupid, we were learning to play and still are afterall. The 1-8 (skipping levels 6-7) was focused around being hired to kill our previous PCs. It's all a matter of how to keep your players interested.
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