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Pathfinder Roleplaying Game Superscriber
![]() Hi, When trying to place my order for these subscriptions, it kept changing my selections for where to start. Can you please fix this so that all subs start with the PF2 products: (Core Rulebook, Bestiary, Hellkight Hill, Fall of Plaguestone, and Lost Omens World guide Also with they delay of the Lost Omens world guide, I'm wondering when that will ship. Is it going to be its own shipment? If so, is it possible to delay everything until the Lost Omens world guide is available to save on shipping costs? Thanks ![]()
Pathfinder Roleplaying Game Superscriber
![]() My house rules are way more extensive, but if I were to focus solely on this issue these are the changes I would limit them too:
This allows small races to avoid being pigeonholed into Dex based builds. I will agree that this really only matters at lower levels (which is what I personally prefer), and at higher levels the penalties of being Small don't matter nearly as much. ![]()
Pathfinder Roleplaying Game Superscriber
![]() Can'tFindthePath wrote:
Thanks, I'm gald you like them. The ABP header of the Table is linked to the document, but >here< it is. The numbers in the chart are just transposed from the document for easy reference. I was originally working on something a bit different, but after collaborating with bitter lily, she took it a different direction and came up with this system. Overall I really like it. There are a couple things I might change (getting +1 Resistance for free) but I haven't had the time to tinker/experiment with different options yet. ![]()
Pathfinder Roleplaying Game Superscriber
![]() I'm still working on these, but here is what I have so far: >House Rules< I'm not sure how many of these rules I would consider essential. Also, I have not tested all of them yet, so tread carefully. Any questions or feedback is welcome. ![]()
Pathfinder Roleplaying Game Superscriber
![]() Re: Berselius
Re: Kerney
Re: Lady-J
Re: UnArcaneElection
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Pathfinder Roleplaying Game Superscriber
![]() Goal: After playing through many campaigns I've grown tired of Human being the default race. I want all of the other races to be an equally attractive option. How? The main reason that humans are so popular in my group seems to be the free bonus feat they receive. I started out by removing the feat and attempting to balance the other races down to match the newly nerfed Human. After doing this I noticed that many of the core races lost their uniqueness, or at least the semblance of uniqueness (did you know that more than half of the races have Keen Senses? boring...). So to re-add the uniqueness I started adding what I felt were thematic (and hopefully balanced) traits to the races. >>Revised Races<< DISCLAIMER: I will be using Spheres of Power in place of standard Vancian casting, so some races traits are specific to SoP. Brief Explanation of Changes
Common Changes:
Abilities: I removed the negative from every race and instead let the player choose either the physical or mental ability increase, but not both. My hope is to allow a bigger variety of race/class combinations.
Slow Speed: increased 20ft -> 25ft. I love the idea of small characters being on the front lines fighting with the rest of their larger companions, but often times having a 20ft move speed meant that they arrived to combat a round or more after everyone else. I wanted to remove Slow Speed entirely but figured this would be an easier compromise. Dwarf:
Added Craftsman. Fairly straight forward change. Elf:
Elven Knowledge: changed because I am also condensing the skills, so Spellcraft has been removed and added into Knowledge (Arcana).
Magical Aptitude: I wanted something to convey that Elves have an aptitude for magic based on study and research. Gnome:
Friend to Fauna: since Gnomes lost Speak With Animals I wanted something to replace the feeling of their natural rapport with small animals.
Fey Heritage: Something to convey that Gnomes are long descended from Fey. I might reduce this to DR 1/Cold Iron, but no one ever seems to play Gnomes in my group so this is probably inconsequential. Gnome Magic: Gnomes are naturally magically talented. I'm considering limiting the effects granted by the Cantrips feat, but once again this may be inconsequential. Half-Elf:
Silver Tongue: This represents Half-Elves' ability to adapt and integrate with the other races Half-Orc:
Abilities: Didn't want yet another +2 to Any. Str and Wis seemed like obvious choices.
Tough Hide: Like Gnomes, Half-Orcs are very underplayed in my group, so maybe this will attract some players Halfling:
Thrown Weapon Prowess: I'll admit I stole this idea from LotR Hobbits. Was considering also increasing the range increments of thrown weapons by 5ft, but I didn't want to overdo it. Human:
Abilities: After stripping Humans of the bonus feat, I realized that I made it so that no one would ever pick human. Hopefully having two +2's will give a bit more reason to choose Human. Initially this was +2 to one ability and +1 to a second, different ability, but I was afraid my disdain for Humans was clouding my judgment.
Skill Training: Something to further illustrate Humans' varied nature. What are your thoughts on these changes? Do they seem balanced? Is there a race that is way too strong? Is there a race that is too weak? ![]()
Pathfinder Roleplaying Game Superscriber
![]() bitter lily wrote:
Hopefully I did that right. I don't have much experience linking Google Docs. Oh, and I only went up to 12th level because I don't expect my game to go past that. I could extend it to level 20 if you wanted. I just don't want to do work on something that won't be used, haha. ![]()
Pathfinder Roleplaying Game Superscriber
![]() Wraithguard wrote: Oh, I forgot that I also finished a conversion of Automatic Bonus Progression into a Point System. It allows players to customize their advancement while still providing plenty of limits. I actually just finished doing this as well. I basically took the value of the gold that you get each level in the ABP chart divided by 1000. Then used the cost of enchantments divided by 1000 to determine how many points it cost to upgrade from one level to the next. So a +1 weapon costs 2 points (2000 gp / 1000). Upgrading from +1 to +2 costs 6 points etc. Is that anything like what you did? I'm not sure when I'll get a chance to use these rules, but I'd love to hear how it goes for you. ![]()
Pathfinder Roleplaying Game Superscriber
![]() I'm planning to run these modules (as well as Revenge of the Kobold King) and after looking at the logistics of everything, I think I'm going to make Crown occur in a separate building from the one in Hollow's Last Hope. I'm thinking of renaming the building from Hollow's from a Dwarven Monastery to a Dwarven Smithy. Then making the Monastery an independent building nearby the Smithy. The Monastery will be a mostly open room (with some decorations and Monastic stuff) and some stairs that lead down to the dungeon in Crown. That way they can finish the objective of Hollow's and when I start Crown they won't be under the same time constraints. Not sure if any of this helps, just wanted to share my thoughts. You may still run into the same problem of leveling mid-dungeon, but maybe they will have the time to rest since they don't have to worry about the disease imposed time-limit. ![]()
Pathfinder Roleplaying Game Superscriber
![]() wraithstrike wrote: "This" strength damage is referring to the strength damage from a shadow, not any one hit. Hmm...That makes sense too. I guess my interpretation makes shadows a fairly silly threat. I feel like one of those rules lawyers trying to exploit every little loophole. And I hate those guys, haha. ![]()
Pathfinder Roleplaying Game Superscriber
![]() OP did not die, rather is unconscious. Ability Score Damage wrote: Diseases, poisons, spells, and other abilities can all deal damage directly to your ability scores. This damage does not actually reduce an ability, but it does apply a penalty to the skills and statistics that are based on that ability...If the amount of ability damage you have taken equals or exceeds your ability score, you immediately fall unconscious until the damage is less than your ability score. Greater Shadow's Strength Damage Ability wrote: A greater shadow's touch deals 1d8 points of Strength damage to a living creature. This is a negative energy effect. A creature dies if this Strength damage equals or exceeds its actual Strength score. Therefore, the only way you can die from a shadow's attack is if your ability score is 8 (if the shadow rolls max damage) or lower. Even if you are hit multiple times each attack checks against the actual strength score separately. So unless he had 8 or less strength either naturally, or through ability drain (not damage) from some other source he is merely unconscious. Cast Lesser Restoration a few times and he's good as new. |