I was wondering if any one else would like to see a PF supplement dedicated to streamlining play to be faster and more narrative?
The reason I would like to see this is because my normal weekly game sessions usually last around 3 hours. Once we start getting into mid levels, our games get bogged down by the number of dice rolls, looking up rules, and tactical positioning. This usually means that we get into about one mid sized or larger encounter per session between RP and have had to end mind encounter several times because it took too long.
I realize this will get a lot of "play 5e", "it's just math", and get mini's and a tac map". I'm also not asking for a new edition either, just a supplement.
If you are interested in this, what would you try to pair down to make PF mechanics faster?
I was wondering if anyone was interested in a possible revamp of the skill system? The idea came about when going through the d20 game Legend. One thing I liked about the game was that their skill checks were laid out so that higher DCs got you more impressive effects. You could balance on tree leaves or treat your movement as flight for 1 to 3 rounds when jumping at higher DCs. While maybe a bit more fantastic than I want to aim, I think buffing the skill system would be good for classes that are deemed to be underpowered, like Monk and Rogue. Assuming that the system I have in mind is viable, it would require revamping classes, feats, some spells, etc.
Here is the basic idea: Skills Ranks are equal to your Character Level + Stat + Racial Modifiers + Feats. Each skill has a series of eight tiers that you gain access to the next level once you have a total bonus of 6, 11,16,21, etc. Every one gets the first skill tier for free. Having a Class Skill automatically bumps you up one tier from where your current modifiers place you. Skill Focus would bump you up another tier. Skill Mastery would bump you yet another tier, though this might be Rogue only.
What do the Tiers get you? They would allow you to just perform certain abilities at a DC equal to your Tier x 5 without rolling. You can just do those. In opposed checks you can either give your opponent a static DC, if your opposed skill is of a higher Tier or roll using your normal bonuses, which ever you prefer. This way a Rogue might be able to sneak past some guards with a higher Stealth Tier than their Perception Tier without a roll, while the GM might give the guard’s leader a roll against the Rogue’s static DC because the leader is the big opponent of this encounter. If the Leader and the Rogue have the same Tier in their opposed skill then it is a roll off. If the Leader has a higher Tier than she would have to roll versus the Leader’s static DC or, if the GM really wants to press the issue, keep it as a roll off. Note that you can always roll against the DC of a Tier that is higher than your current Tier.
Now, aside from covering basic difficulty level, this would allow for a DM to increase the difficulty or a PC to do a simpler task with a greater degree of success for more risk. Now a basic DC 5 task is something anyone can do. You’re heroes, you can climb a knotted rope without rolling for it. However there might be conditions that make the task more difficult, meaning the DM has the ability to increase the DC by a number of Tiers which would increase the DC. A more hazardous climb up that rope might be while taking fire from below, increasing the character’s stress and desperation to get up and the Tier by 1 along with it. Climbing the rope up a cliff side in a storm might raise it two Tiers. At the extreme end, climbing a rope during a storm on a pitching ship might increase it by three Tiers.
The PCs would also have the option of increasing the DC/Tier to try and achieve more. Some example would be:
• Performing a Skill as a 1) Move Action, 2) Swift Action, 3)Interrupt, rather than as a Standard action.
• Affecting a group of 1) Small Party (around 10 or less), 2) A crowded Tavern room, 3) Marc Anthony’s speech in Shakespeare’s Julius Caesar.
• Performing a skill to move 1) Base Movement, 2) Double Move, 3) Running, instead of as a half move.
In both cases I probably wouldn’t do more than 3 increases due to difficulty and due to the PCs risk. So if a PC has decided that any one can pee on the floor but a hero s@#$% on the ceiling, the highest they can get is +6 Tiers/+30 DC. GMs can also use circumstantial bonuses to lower the DC such as PC buying the bar a round to ease some diplomacy checks, might drop the DC down by a Tier too.
What would Tiers get you beyond basic rolling? Here is the part that I’m having trouble figuring out all the details. Certain abilities I think should be part of skill checks. For instance Slow Fall would be good for any acrobatic character. Each Tier of Acrobatics might provide a certain level past Tier 2 or so, with the chance to roll for more. Higher Tiers of skill might allow you to heal HP for characters by 1d6 per Tier with one treatment of the Heal skill. Gaining access to abilities like Tracking or searching for magic traps are some other option. Increased affects such as being able to apply the Charmed condition to people with Diplomacy or increase the level of fear you install for Intimidate. Basically I’d like each Tier to mean more than your just an additional amount better at a skill, but you can still attempt to do higher Tiered abilities.
I was wonder if anyone else had a monster that they were disappointed with because it doesn't live up to the myths around them? I realize that a lot of monsters and races have been altered from their origins and generally I'm ok with it. Trolls share little in common with the myths around them, but the changes drop some of the silly aspects in favor of scary. I'm good with this, though I wouldn't mind seeing a troll with two or three heads that are smarter than their kin and can sling spells too. Still some of the monsters just don't live up to the myths.
For me, the big one is the Bunyip. In Pathfinder they are CR 3 I believe but in myths they had all sorts of powers and was widely feared by Aboriginies. They were highly dangerous, ellusive, shapeshifting, creatures that could cause floods that turned those swept up by it into black swans. For a creature that is supposed to make Hippos look like cuddly teady bears, having them 2 CR below Hippos (not saying that they don't deserve that CR 5) is disappointing. I'd much rather have Bunyips be something players soil themselves about when I pull them out. I'd probably also make them an outsider or, possibly, a dragon rather than a magical beast.
This in response to the issue of the Rogues power level, mostly. Rather focus on DPS of a class, which a Rogue shouldn't need to match a Fighters, why not look at the skill system as a whole? For a heroic fantasy game the skill system has always seemed mundane to me. So rather than trying to fix the class, why not try to fix the focus so that skills can be used in a more heroic fashion?
First off we'd need to look at what needs to be a skill. Things like do we really need a Climb and a Swim skill or could we combine them into Athletics? I for one would ditch Perform (Bards could keep it for their abilities as a Class Feature that they automatically get a skill point in every level). Why does it need to be there except for bard? If you want to say your character is a good singer, do you really need a skill to cover a quirk of that character? You cold always make it a trait that gives a bonus to Diplomacy. If you want to make money off of it, Profession would make more sense.
As for skills being more heroic, that's one place I'm having trouble. I'd say that if you can take ten on a skill you can just succeed at the skill for one thing. Even if climbing down a knotted rope on a cliff side to get into a cave, it's still a knotted rope and you are playing heroes. Why worry about this even though there might be a slim risk of falling and taking damage? What if you could use skills to more effect in combat, such as tumbling around a giant to get it to overbalance and fall or Diplomacy to get an enemy to hold their action rather than attacking that round? It would give all the classes another option but would favor Rogues the most.
The basic idea I came up with was taking a FRA to make a skill check that is either opposed with an appropriate skill or targets the AC or CMD. Something that would allow you to do something cool in combat rather than worrying about DPS. Of course this is dependent on using the current skill system, which might not be the best option. Any one have any thoughts on how to make skills matter more?
Please, this is not about what you dislike about Pathfinder but what you might like to see. There is no right or wrong answer here.
I for one would like to see a Racial Progression for characters so you can choose different options based on race at 2nd, 6th, 10th, etc. You could also convert this to do things like Heroic Paths from Midnight or even mock up something similar to Dragon Marks in Eberron.
I've been toying around with the idea for a feat that could be taken at first level that negates a race's -2 to X stat. Essentially you'd be trading a starting feat so that a Gnome or Halfling would be exceptionally strong for their race, Dwarf more amiable, and elf hardier. Do you think this would be an ok trade off for loosing your 1st level feat?
I'm working on a campaign setting and I'm working on the races for it. They follow the same basic format of:
*+2 to any one stat or 2 +2s and a -2
*a Feat
*3 lesser abilities
*2 +2 saves
*3 +2 to skills
*Weapon Familiarity
Here are the various races minus most of the flavor text.
Dwarves: Not sure if I should bump the Natural Armor to +2. I'm trying to get rid of really specific effects like the Dodge bonus vs Giants.
Dwarves:
Racial Traits
•+2 to Constitution and Wisdom, -2 to Charisma.
•Size: Medium.
•Speed: Slow and Steady- 20’, but Dwarves do not suffer any penalties to movement due to Armor or from Medium or Heavy loads.
•Endurance: as the Feat. If Endurance is gained from another source then this becomes the Die Hard Feat instead.
•Darkvision 60’
•Stability: +4 to Combat Maneuver Defense to resist Trips and Bull Rushes when on the ground.
•Thick Skinned: +1 to AC from Natural Armor
•Hardy: +2 to save versus Spells, Spell-like Abilities, and Poisons.
•Stonecunning: Dwarves gain +2 to Appraise, Crafts, Knowledge: Engineering, and Perception when dealing with earth, stone, metal, and crystals.
•Weapon Familiarity: Dwarves treat Battle Axes, Light and Heavy Picks, and Warhammers as Simple Weapons. They also treat weapons with “Dwarven” in it as Martial Weapons.
•Languages: Common and Dwarven. Bonus Language: Dwarves with high Intelligence scores can choose from the following list: Giant, Gnomish, Goblinoid, Orcish, Terran, and Undercommon.
Elves: Mortal vessels for the Sidhe. They have no memories of their immortal selves.
Elves:
Racial Traits
•+2 to Dexterity and Charisma, -2 to Constitution.
•Size: Medium.
•Speed: Normal- 30’
•Fey Magic: An Elf may cast Detect Magic and one other Cantrip of the player’s choice from Light, Read Magic, or any Cantrip from the Enchantment or Illusion schools. An Elf may cast these two Cantrips as if she was a Sorcerer equal to ½ her character level (minimum of 1).
•Low Light Vision
•Light Sleepers: Elves can operate with only 4 hours of sleep a night (though they still require 8 hours of rest to recover expended spells and abilities). They also only suffer -5 to Perception checks while sleeping, rather than -10.
•Timeless: Elves do not suffer any negative effects from aging. They do gain any bonuses they would normally receive from aging. They are also immune to any effects that would increase their age. If an Elf gains a similar ability, such as the Timeless Body ability of Druids and Monks, then that Elf will not die of old age.
•+2 to Save versus Enchantment and Illusion Effects.
•+2 to Perception, Spellcraft, and Use Magic Device.
•Weapon Familiarity: Elves treat Longbow and Shortbow, Longswords and Shortsword, and Rapiers as Simple Weapons. They treat any Exotic Weapons with “Elven” in it as Martial Weapons.
•Languages: Common and Elven. Elves with high Intelligence bonuses can choose from the following list of languages- Draconic, Gnollish, Gnomish, Goblinoid, Orcish, and Sylvan.
Gnomes: think of them as refuges from a culture like Atlantis. I wanted to make Gnomes distinct from Dwarves.
Gnomes:
Racial Traits
•+2 to Constitution and Intelligence, -2 to Strength.
•Size: Small.
•Speed: Slow- 20’.
•Breadth of Knowledge: as the Feat in the Advanced Player’s Guide but they do not need to meet the Age requirement.
•Low Light Vision.
•Insatiable Curiosity: Gnomes can detect magical traps as a Rogue can with Perception. If a Gnome gains this ability from another source, such as the Rogues Trap Finding class ability, then she gains +2 to such checks.
•Natural Linguists: Gnomes always have Linguistics as a class skill. If one of their classes has Linguistics as a class skill already then the Gnome gains two bonus languages as long as they aren’t secret like Druidic.
•+2 to save vs Illusions and mind effecting spells and spell-like effects.
•+2 to Diplomacy, Disable Devices, and Perception.
•Weapon Familiarity: Gnomes treat Hand Crossbows, Rapiers, and Repeating Crossbows as Simple Weapons. They treat any Exotic Weapons with “Gnomish” in it as Martial Weapons.
•Languages: Common and Gnomish. Gnomes with high Intelligence bonuses can choose any language that isn’t secret, like Druidic.
Half Elves: not the offspring of Humans and Elves. They are Elves born without a connection to the Sidhe.
Half Elves:
Racial Traits
•+2 to any one Stat of choice.
•Size: Medium.
•Speed: Normal- 30’
•Skill Focus: as the Feat for a skill of choice.
•Low Light Vision
•Multi-Talented: you may select a second Favored Class. You can choose to choose the same class as your first Favored Class and gain an additional benefit. If you do this, you must take two different benefits each level (i.e. an extra Skill Point and extra Hit Point).
•Minor Magic: as the Rogue Talent.
•+2 to Save versus Enchantment and Illusion Effects.
•+2 to Diplomacy, Perception, and Use Magic Device.
•Weapon Familiarity: Elves treat Longbow and Shortbow, Longswords and Shortsword, and Rapiers as Simple Weapons. They treat any Exotic Weapons with “Elven” in it as Martial Weapons.
•Languages: Common and Elven. Elves with high Intelligence bonuses can choose from the following list of languages- Draconic, Gnollish, Gnomish, Goblinoid, Orcish, and Sylvan.
Half Orcs: I'm treating Orcs like Neandertals so Orcs and Humans can cross breed.
Half Orcs:
Racial Traits
•+2 to any one Stat of choice.
•Size: Medium.
•Speed: Normal- 30’
•Interesting Life: choose one from the following list of Feats- Acrobatic, Alertness, Animal Affinity, Athletic, Deceitful, Deft Hands, Magical Aptitude, Persuasive, Self-Sufficient, and Stealthy.
•Darkvision 60’
•Orcish Ferocity: the Half Orc can act as staggered for one round when brought below 0 Hit Points.
•Determination: once per game the Half Orc can spend a Hero Point to add +20 to any skill or stat check, rather than rolling.
•+2 to save versus Poison and Disease.
•+2 to Intimidate, Sense Motive, and Survival.
•Weapon Familiarity: Orcs treat Falchions, Great Clubs, and Great Axes as Simple Weapons. They treat any Exotic Weapons with “Orcish” in it as Martial Weapons.
•Languages: Common and Orcish. Orcs with high Intelligence bonuses can choose from the following list of languages- Dwarven, Elven, Giant, Gnollish, Goblinoid, and Halfling
Halflings: less friendly, more connected with nature.
Halflings:
Racial Traits
•+2 to Dexterity and Wisdom, -2 to Strength.
•Size: Small.
•Speed: Slow- 20’.
•Heroic Luck (Feat): +1 to all Saving Throws.
•Agile: Halflings gain +4 to CMD versus Disarms and Trips.
•Fast Stealth: as the Rogue Talent.
•Animal Friendship: Halflings treat an animal’s NPC Reaction as one higher than normal, to a maximum of Friendly, so long as they do not act in a hostile or threatening manner.
•+2 to Save versus Fear and Compulsion effects.
•+2 to Acrobatics, Climb, and Perception.
•Weapon Familiarity: Halflings treat Kukris, Scimitars, and Shortbows as Simple Weapons. They treat any Exotic Weapons with “Halfling” in it as Martial Weapons. Also they treat any Exotic small dagger-like weapons and sling-like weapons as Martial Weapons.
•Languages: Common and Halfling. Halflings with high Intelligence bonuses can choose from the following list of languages- Druidic, Elven, Gnomish, Goblinoid, Orcish, and Sylvan.
Humans: they are buck the format a bit but I'm hoping it balances. I plan on using Hero Points for the game.
Humans:
Racial Traits
•+2 to any one Stat of choice.
•Size: Medium.
•Speed: Normal- 30’
•Bonus Feat: select one Feat that you meet the requirements for.
•Fast Learner (Feat): you gain an additional skill point each level.
•Bonus Class Skill: select one skill to add to your class skills at 1st level.
•Great Potential: +1 Hero Point.
•Weapon Familiarity: Humans are highly adaptable; they only suffer -2 to hit with weapons they are not proficient with.
•Languages: Common and one language of choice. Humans with high Intelligence bonuses can choose any language that isn’t secret, like Druidic.
Orcs: I'm a completionist. I know people might have a problem with giving them a Charisma boost, but I've found that Half Orc characters in previous additions have always had the most forceful personalities.
Orcs:
Racial Traits
•+2 to Strength and Charisma, -2 to Intelligence.
•Size: Medium.
•Speed: Normal- 30’
•Diehard: as the Feat, but does not need the Endurance Feat. You will need to take the Endurance feat to qualify for any Feat that has Diehard as a prerequisite.
•Darkvision 60’.
•Quick Healer: Orcs gain +2 hit points from natural and magical hearing.
•Brawny: Orcs calculate their encumberance as if they were Large size. They are treated as Medium size in all other respects.
•+2 to save versus Poison and Disease.
•+2 to Acrobatics, Intimidate, and Survival.
•Weapon Familiarity: Orcs treat Falchions, Great Clubs, and Great Axes as Simple Weapons. They treat any Exotic Weapons with “Orcish” in it as Martial Weapons.
•Languages: Common and Orcish. Orcs with high Intelligence bonuses can choose from the following list of languages- Dwarven, Elven, Giant, Gnollish, Goblinoid, and Halfling
I plan on throwing in some other races but for now I just want feedback on balance.
I’m putting this up here since the playtest is already over and, even if it wasn’t, I know that Paizo is going to keep with the system that they are developing now.
I don’t believe that point buy is truly a fair and equal way to design much of anything. I’ve been toying around with using a point buy since D20 Anime was put out in 3.0 and detailed the various races out of the PHB (IIRC Dwarves and Gnomes were around 5pts, Halflings were around 6pts, and Elves were around 7pts). I tried, for a time to work around with making a point buy system that worked and even put out a version to use as a guideline during a game that the setting was designed by all the players to try to balance out races the various players involved had come up with. While it helped some, it became obvious that it was also limited as some players used the points available to do some pretty horrendous things and remained within the same point scheme as a Gnome or an Elf.
A short time after the Eberron setting came out I abandoned the use of a point buy system and started working with in a general framework that emulated the basic setup for PC races but boosted to be more equal with the new and powerful Warforged and Shifter races. Working within a framework keeps the general feel of a PC race and keeps them closer to even in power level. I’m not saying it was perfect, as different bonuses are going to be more useful to some builds than others (i.e. a race with +2 to Perception and Stealth will probably get more use out of those bonuses than a race with bonuses to Heal and Swim). It worked a lot better than point buy for creating races that were fun and they ended up far more balanced than a point buy.
Below is an example of what I might do to make a race within the general power level presented in the CRB. Note that this is not completely form fitting to all races presented in the CRB but I believe it will get you close.
Stats: choose either:
+2 to one physical stat, +2 to one mental stat, and -2 to any stat that does not receive a bonus.
Or
+2 to any one stat of the player’s choice determined at character creation.
Size and Speed: choose either Small or Medium size. Small size creatures have a base movement speed of 20ft. Medium size creatures have a base movement speed of 30ft.
Talents: select or create three special talents for the race. In general, these should be useful but not nearly that of a Feat. If a talent is very specific (such as a Dwarf’s Hatred and Defensive Training) then then you may take an additional talent that is equally specific. Some talents might be worth a Feat by themselves (such as a Halfling’s Halfling Luck, which was also a Feat in 3.X called Heroic Luck in one of the many books) and be worth the equivalent of two talents.
Skill Bonuses: +2 to two skills appropriate to the race’s background.
Saves: +2 to two specific effects requiring saving throws.
Weapon Familiarity: Select three Martial Weapons that can be treated as Simple Weapons. Also any racial Exotic Weapons count as Martial Weapons.
Languages: Start with two base languages to start with, appropriate to the campaign. Default to Common and a racial language. Six additional languages should be selected as appropriate languages that can be learned with a high intelligence score.
What I personally prefer to use for races is a bit more powerful as it was developed originally with Eberron and Midnight as influences and it was easier to balance out against a Warforged or Shifter. I’ve updated it some for PF. Rather than give the full list here are the changes:
One Feat: This should not be a combat feat or spellcasting feat. For instance I give Dwarves Endurance as their feat as I think it fits well, with the option of upgrading to Die Hard if gained from another choice. Elves don’t get a Feat per say but gain the ability to cast two Cantrips as a Sorcerer of ½ character level for Elven Magic (Detect Magic and Read Magic, Light, or an Enchantment or Illusion based one). Gnomes I gave something similar to the Breadth of Knowledge Feat from the APG so I just switched to that for simplicity. Halflings got Heroic Luck.
Certain abilities might be worth more than a Feat so I tend to use Talents along with certain abilities. A Human’s Bonus Feat, which is not fixed and ignores the restrictions above, is worth a Feat and a Talent in my opinion (their other two talents go to their bonus skill points, which could be duplicated or doubled with a favorite Feat of mine, Fast Learner). Shifters and Changlings from Eberron with their Shapechange and Shifting abilities I also valued at a Feat and a Talent. The various immunities a Warforged got I found to be worth a Feat and two Talents. I would avoid anything that seems like it should be worth a Feat and all three talents.
Skills: I would give an additional skill at +2, largely due to the prevalence of 3 skills at +2 in 3.X.
Favored Terrain (Optional): This was in there before PF (I believe I stole it from AEG Publishing’s Mercenary title, originally). I’m unsure of this now as it is a Ranger class feature.
This is just a hypothetical topic that I started thinking about due to another thread:
http://paizo.com/paizo/messageboards/community/gaming/4thEdition/mikeMearls IsTrolling
What would people think if WotC looked at the success of Pathfinder and made a 5th Ed for DnD that was like Pathfinder, maybe with some overall improvements due to the fact Paizo has already done a lot of trial and error testing? I don't want to slight the folks at Paizo, but some times you can't come up with ALL the cool ideas. If you're interested in this assume that 5th Ed is as similar to PF as PF is to 3.5, very close but can still be told apart.
I have some general ideas on how I expect others would react. I'd imagine that there would be those who play PF and 4th who might feel jilted as they lost support for one game. I'd imagine that a lot of players who just do 4th ed wouldn't be happy. I also think there would be those who stuck with PF due to fewer probable splat books as both progressed and Paizo's customer support. On the other hand there would be those who would go to 5th Ed because they came to PF because it was an improvement over 3.5 and was being supported. If WotC improved on what Paizo did and was able to publish material not covered by the SRD, I'd imagine some would leave PF behind.
I'm curious about this because I don't know what I'd do myself. I came to Pathfinder because it was better then 3.5 but I've been impressed with Paizo's attention to and reliance on the gamer community. I don't see PF as perfect and, going with the idea that this hypothetical version of 5th Ed is closer to my ideal, it would definately tempt me. On the other hand I definately want to keep supporting Paizo.
FFG did something along this line with their Dawnforge setting but I really got interested in it due to 4th Ed. When I first heard about 4th Ed it sounded like there would be a racial progression along side class progression. Honestly I didn't like the idea but when it wasn't there I found I was disappointed rather then happy. Since then I've been stuck on it.
I've tried working on this a few times but always stall out. The idea is that each race has a pool of racial traits that they could pick up, beyond the ones they start out with, as they progress in levels. You'd be able to select a racial trait at 2nd, 6th, 10th, etc (no dead character levels!). The idea is that you get a little of the really old Demihuman classes while making them a little more epic. Don't worry this would apply to Humans too.
I'm thinking of thematic trait options like giving elves some minor spell casting or dwarves getting some Natural AC. My problem, aside from scale and ADD, is figuring out what the power level should be: Feat, Class Ability (Rogue Ability, Rage Power, etc), or Trait. For instance, one idea I had for Elves would make them not suffer any stat penalties from aging. Thematically this sounds great, an elf fighter that can still kick butt at 500+ as if they were 100, but mechanically not really that great.
Is any one interested in an optional system like this?
How would people feel about a version of a Summoner that calls up a Magic Weapon rather then an Eidolon? I figure you'd start with a basic weapon template:
One Handed 1d8 20/x2 at Blunt, Piercing, or Slashing.
You can have it active as a Swift action a number of times per day equal to 10 + Cha + Summoner Level (I want them to be able to have it when necessary, but not all the time). You can use Evolution points to buy it a two light weapons, a two handed weapon, reach weapon, a double weapon, etc. for a certain number of Evo. points. You could buy other enhancements to to increase damage, threat range, crit multiplier, make the weapon B/P or S/P, etc. You'd also be able to purchase magic enhancements at 1 point/per enhancement plus and the max enhancement you could buy would be 1/2 your summoner level. Other enhancements would include extending the number of rounds you could have the weapon.
Would people be interested in playing this variant?
Back in 3.5 my group and I came up with a number of Races for games. Some worked out well and were popular, some didn't. My questions are:
*What are they?
*How'd you get them to stack up against the core races popularity wise?
*How did you convert/balance them to Pathfinder?
I've had a few that I've yet to convert to PF that I'll be working on. Brief descriptions:
Avriel- I was going with humanoids with a connection with celestial entities similar to what Elves (3.5) and Gnomes (PF) had with Fey. I went with Greek heroes as inspiration. They were athletic, vital, charming, but tended to be proud and have poor impulse control.
Sairs- The oppisit of Avriel. My initial problem was how would a race survive having spent time on the lower planes. I imagined a race that was manipulative, cutthroat, and completely loyal to each other.
Taros- This race has gone through a number of name changes and since Pechs are now in B2. They were small humanoids that were actually strong. One thing I did was that, when they aged, their physical stats increased but their mental ones decreased until they became out of control.
I still have to figure out how to convert the stats over but ,in the mean time, what have you got?
So I did a brief once over of the Samurai and I'm glad the fine folks at Paizo didn't make the Ronin what happens when you break a code of conduct or something like that. I'm very happy that you can just be a Ronin. It seems like a lot of times I've seen games with a Samurai class that being Ronin makes a Samurai weaker.
I was thinking though, a Ronin seems like they would be the easiest to work into an adventuring group then a Samurai in service to a lord. A Samurai has a lord that they have to serve and a steady income. A Ronin needs to find a way to feed themselves that still is appropriate for a Samurai. Adventuring would probably be a great way to do this and allow them to test their skill. It seems to me that a Samurai with a lord would need a lot more shoe horning into an adventuring group then a wave man, due to their duties. Somethings might need to be changed around, like changing the flavor text for Orders a bit so it represents the techniques taught by their sensei and additional abilities they gain show how the perfect those techniques, or something.
Sorry if I should have posted this in the products section.
What do people think of marketing a version of Pathfinder to a younger crowd? I know a lot of gamers who are starting to introduce their kids into gaming and there isn't a lot of games out there that are really trying to bring in new gamers to the hobby (I don't believe that 4th Ed succeeded here). Pathfinder itself is a complex game and is rather intimidating to new players.
So what if Paizo released a simplified of Pathfinder (I'm calling it Trailblazer for simplicity)? Something simple that would be easy to teach, learn, and play. Would people be interested if Paizo released this type of thing as a secondary line? What suggestions would you have for doing this?
I'm looking for a good world map maker program so I can actually layout my PF campaign setting. I like Autorealm better then Campaign Cartographer, but it tends to be unwieldy at times and doesn't do everything I want it to do. For instance, actually making a continent and then adding an area like a forest, lake, or desert is a headache. Any suggestions?
I've wanted to develope a Psionic system that relies on the d20 Feat system for a while. I want to do it with feats because it would do a fine job of representing wild talents and I think, if done right, it could represent being more versatile then powerful then magic while being easily recognizable as being different. Of course there are several ways of using feats to do this, which makes it difficult to actually figure out how I want to proceed. So I figured I'd open it up to the board and see what people think.
Here are some of the options I've thought of:
1) Feats in theory, Skills in practice: This would be a Star Wars-esque approach (the older additions, I never looked at Saga). Essentially you use Feats to unlock Skills that give you special powers. Now their are several ways to do this such as having a lot of skills under a limited number of Feats like Star Wars, which kind of over shoots the Wild Talent mark IMO, several feats that unlock a few skills each, or only three skills (Power <Cha>, Manipulation <Int>, Shielding <Wis>) with Feats unlocking different ways to use them. These are just the ones I thought of.
2) Unique Power Tree Feats: Each feat would either provide or alter a power. Think of it sort of like using Feats to buy a class feature like Rage or Bardic Music.
3) Feats in theory, Spell-like abilities in practice: Think Dragon Marks from Eberron, only with one or two more levels of feats. I think this would work well for Wild Talents but actually making classes for it would leave me feeling very 4th Ed. Still, it's something to consider.
Things to consider:
1) Transparency of Psionics and Magic: I'm all for it but, depending how it turns out, psionics might need to be seperate. Only playtesting will solve that though.
2) Psychic Focus: I liked the concept from 3.5. It might be useful for maintaining a base level power or for actual psychic classes to use psionic powers on a regular basis
3) Points: point systems already exist within Feats, like Stunning Blow. It might be a good way to activate powers.
4) Classes: What classes to put in and how to work them. I'd like to provide modifications to monks so you could build one that selects psychic powers with their bonus feats and possibly use Ki with them. Psychic Warriors could become a modified Fighter.
Powers: a lot of the names bugged me for the power categories, here are what I'd go with (not set in stone):
Biokinesis: Altering the body to better suit your surroundings, heal your self, get natural weapons, shapechanging, etc. Primarily focused on the self with higher levels being able to futz with others a bit.
Clarisentience: Remote Viewing, Post and Precognition, Mediums, Astral Projection, etc. The normal stuff.
Psychokinesis: Manipulating energy through will whether it's cold, electricity, heat, or force. I'm not including Acid, I just can't bring myself to seeing it as actual energy. It could be an option for Biokinetics though.
Psychoportation: Manipulating space and time through will. Not just teleportation but altering a space to seem longer or shorter than it is or allowing you to effectively slip through a crack.
Vitakinesis: It would incompass both healing others (example: psychic surgery) and psychic vampirism. primarily applies towards others. I'd give them mental healing as well, even though it might be close to telepathy.
Telepathy: Mind reading, Empathy, Empathic and Psychic Suggestion (emotion vs idea). What you normally expect.
So hopefully that lays the ground work. Thoughts? Ideas?
This is an idea that I've had kicking around for a while, concerning Serpent-like dragons. Essentially they are snakes that grew old enough and learned enough secrets that they become sentient, highly intelligent, and very powerful. The idea is based off of a story my brother wrote that involved a snake named Accuser, who was all of these things and had a venomous bite that could calcify flesh.
Some traits that they would have: They'd all be dragons. They'ed all have venom which I'm thinking might be powerful enough to at least have some effect on even those immune to poison. Many might have attacks like constrict or swallow whole. Burrowing would be common. A paralyzing gaze attack could replace Dragon Fear. They'd have age categories like a dragon (excluding things like hatchling).
Wyrms a greedy, like other Dragons, but they'd be more interested in information and secrets, making them interesting NPCs when PCs need information. I'm having some trouble deciding on how I'd catagorize different breeds of Wyrms. I was thinking of using Domains as the idea of a Death Wyrm with a rattle is cool to me and I'd like a Dream Snake that acts as an Oracle. I'd avoid things like the elemental or alignment Domains.
Another aspect that I'd like to pursue is that they use cast off skins to create and modify minions. This could include Wyrmskin Golems, Snake men, and even marked servants (templates and/or PrCs)
I like the fact that there are very few things immune to critical hits and sneak attack in Pathfinder. It always sucked to start a standard game as a Rogue and then have the DM decide to go full on undead. Having played to 10th level as a Rogue I am starting to feel a little guilty (Rogues are my favored class, so I worry about this sort of thing). I was wondering if people thought a middle ground might work. Give undead, constructs, plants, etc a resistance to critical damage. They only take 1/2 damage from precision damage (sneak attack) and lower the critical multiplier of a weapon down one step (to a minimum of X1.5). This would mean these monsters where a bit tougher but you don't negate a class ability and you still get to do more on a critical. I'd also change Fortification over to this.
I've been kicking around an idea for a different way of dealing with armor. The system would do away with specific types of armor and just deal with the category. It would give a defensive progression and would get rid of the Speed penalty, one of the big reasons I avoid medium and heavy armor.
Light Armor: +2 Armor Bonus/ +1 per every 4 Levels, Armor Check: -0, Arcane Spell Fail: 10%, Full Dex Bonus to AC.
Medium Armor: +4 Armor Bonus/ +1 per every 3 Levels, Armor Check: -3, Arcane Spell Fail: 20%, 1/2 Dex Bonus to AC.
Heavy Armor: +6 Armor Bonus/ +1 per every 2 Levels, Armor Check: -6, Arcane Spell Fail: 30%, No Dex Bonus to AC.
You might also give an Unarmored Defense Bonus Feat (Monks would get it for free) that gives you the +1 to defense every 5 levels when unarmored.
I'll put this out in front so you know what you'd be getting into, it would involve rewriting the Non-spellcasters to give them abilities that work similar to how some of the abilities in Incarnum worked. Assuming you haven't run away screaming (especially from the Azuren Sorcerer of doom), this is what I'm thinking:
You get a pool of points that you can use to improve things that your class is good at each round. For instance X level Fighter has 3 of these points. She can spend them to get bonuses for things fighters are good at like hitting, taking hits, and dealing damage. Lets say she decides to spend one to get +2 to hit, one to gain +2 to AC, and one to deal an extra 1d4 points of damage. Next round she spends them to gain +4 to hit and +1d4 to damage.
A Rogue might get things like increasing the Threat Range of a weapon by 1, bonuses to CMD, or performing skill checks in combat. These are just arbitrary suggestions for abilities. It's even possible that you could do something like a Barbarian spending one to enter/maintain Rage and spend additional points to activate various powers she has.
I figured I'd throw this out as I'm looking at some massive reworks for a game setting (including making Bards a PrCl and replacing it with the Adventurer class). This is one idea I had and I wanted to get feedback. I'm also thinking of making Paladins (Champions, to make them not LG dependent in the setting) and Rangers non-spellcasting.
These are ideas for specializations based on ways of practicing magic, rather then spell schools. Haven't worked out any powers yet, I'm just throwing them out as ideas:
Spiritualist: gains magical energy and knowledge from spiritual beings, not necessarily gods.
Mentalist: a nod towards psionics, magic comes from the power of your will manipulating energy around you.
Elementalist: Draw power from the raw building blocks of creation. I'd like to throw in the Chinese Elements and shadows as an option too.
Enlightened Reason: Magic is a science, follow a formula and you get a certain result.
Namer: Call forth power by speaking true names.
Blood Magic: Draw energy from the power of life and, often, sacrifice. Practitioners are often really good (self sacrifice) or really bad.
Channeling: Pull energy from their surroundings into themselves, shape it, and then send it out.
Savant: Have no idea what they are doing, wierd formulas pop into their head that they have no idea where it came from or what it means. They just instinctively follow it.
Here's my stab at converting races from Eberron. I haven't done the Kalashtar as that would require a stab at psionics. I need feedback.
Changling:
• +2 to Charisma but -2 to Constitution, Changlings have a knack for knowing just what to say but their malleable nature makes them somewhat unstable.
• Subtype: Shapechanger.
• Size: Medium or Small (+1 to attack and AC, -1 to CMB and CMD, +4 to Stealth), see below.
• Speed: 30ft.
• Minor Shape Change (Su): Changelings may change their appearance as per the Alter Self spell as a Full Round Action. This may be done at will and last until the Changling changes her shape again. This gives a Changling the ability to change her size, sex, and even the appearance of her age as well as other minor cosmetic changes. This doesn’t give her the ability to change her clothing or equipment. A Changeling reverts to her true form when killed, but not when unconscious, and can be detected with a True Seeing spell. Changlings gain +10 to Disguise checks and suffer no penalties to checks to appear as a different race or sex.
• +2 to save vs Sleep and Charm effects. Changelings have slippery minds.
• +2 to Bluff and Sense Motive. Changlings are naturally empathic.
Shifter
• +2 to Dexterity, -2 to Intelligence. Shifters are agile but their feral natures interfere with rational thought.
• Subtype: Shapechanger.
• Size: Medium.
• Speed: 30ft.
• Shifting (Su): As a Swift action a Shifter may call upon their Lycanthropic nature. Shifting may be used a number of rounds a day equal to her Constitution bonus before Shifting + 3. Each Shifter Feat the Shifter takes increases the number of rounds she can remain Shifted by 2. While Shifted she gains the benefit of her Shifter Trait, chosen at character creation.
• Low Light Vision: Shifter’s see twice as far in low light.
• +2 to Acrobatics and Climb checks. Shifters are naturally athletic.
Shifter Traits:
• Beast Hide: +2 Constitution and Natural Armor.
• Long Tooth: +2 Strength and gains a natural bite attack that deals 1d6 and add +1 damage/4 levels. May be used as a secondary attack at -5 penalty.
• Cliff Walker: +2 Dexterity and gains a Climb speed of 20ft.
• Razor Claw: + 2 Strength and gains claws which are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. These attacks deal 1d4 points of damage each and add +1 damage/4 levels.
• Longstrider: +2 Dexterity and +10ft to Speed.
• Wild Hunt: +2 Constitution and gains the Scent ability.
Warforged
• +2 to Constitution, -2 to Charisma. Warforged are sturdier then most races but aren’t known for their individualism.
• Subtype: Living Construct (Ex): don’t feel like writing it all out.
• Size: Medium.
• Speed: 30ft.
• Composite Plating: +2 Armor bonus and 5% Spell Failure. Warforged cannot wear armor or robes. The Warforged may be enchanted like normal armor. Counts as Light Armor.
• Light Fortification: 25% chance of ignoring a critical damage or Sneak Attack damage.
• Natural Slam Attack: 1d4 Bludgeoning.
I put this idea forward as an example in the "What Class Would You Add" thread. The thread got me thinking on how I'd actually work it up and the following is a basic idea I came up with.
Concept: a Moderate Divine caster (Bard-like spell progression), that is trained to fight supernatural threats (one foe in particular) with knowledge. Keep in mind, this is only a basic framework. It doesn't even have a complete order discription as an example.
L Class Features
1 Order, Sense Weakness +1, Spellcasting, Grimorie
2 Ancient Lore: Sense Unnatural
3 Sense Weakness +2
4 Order Secret
5 Sense Weakness +3, Requisition: Talisman
6 Ancient Lore:
7 Sense Weakness +4
8 Order Secret
9 Sense Weakness +5
10 Ancient Lore:
11 Sense Weakness +6, Requisition: Relic
12 Order Secret
13 Sense Weakness +7
14 Ancient Lore:
15 Sense Weakness +8
16 Order Secret
17 Sense Weakness +9, Requisition: Artifact
18 Ancient Lore:
19 Sense Weakness +10
20 Order Secret
HD: d8
SP: Int + 6
Skills: Appraise, Bluff, Craft, Diplomacy, Heal, Intimidate, Knowledge (All), Linguistics, Perception, Perform, Profession, Ride, Sense Motive, Spellcraft, Swim, Use Magic Device. An Inquisitor also gets class skills listed under her Order in "Training"
Proficiencies: All Simple Weapons and the Symbolic Weapon of her Order. She is also Proficient in Light Armor and Shields.
Order: At 1st level an Inquisitor selects an Order to belong to. This gives the Inquisitor a particular Foe she specializes in, two additional class skills listed under "Training". A +2 Bonus to the Knowledges listed as "Primary Knowledges" which increases to +4 if she gains 10 ranks in one, and a Martial Weapon Proficiency under Symbolic Weapon.
Sense Weakness: Inquisitors train constantly in their battles against there foes and develop an uncanny knack for spotting supernatural entities vulnerabilities. At 1st level, and every other level there after, an Inquisitor gains +1 damage to her damage roles solely for the purposes of defeating Damage Reduction. This damage is doubled when fighting her Order’s foe and is treated as regular damage in all respect, even applying to her Order’s foes that do not have DR. Sense Weakness does not work against natural creatures, Humanoids, Beasts, Plants, and Oozes that are immune to its effects, unless otherwise stated.
Spellcasting: Gets access to 1-6 levels of Divine Casting, with Int the primary stat. Suffers Spell Failure as a drawback to hopefully balance it. Gets Orisons too.
Grimorie: Like a spellbook.
Ancient Lore: Equal to Int + 1/2 Inquistor Levels. Allows you to activate abilities like Sense Unnatural. This works like a detection spell that lasts 1 minute/level. 1st Round it detects a supernatural creature in the area of effect(No Humanoids, Beasts, Plants or Oozes). 2nd it lets you zero in on specific ones and gives you a general power level. 3rd it gives you the type.
Order Secrets: You gain the Secret listed for your Order at that level.
Example Order:
The Order Stalwart: These Orders have dedicated themselves to stopping the enemies of life. They fight an unending battle against the undead. When one threat ends they move one to the next. The Inquisitors of these orders are perhaps the most free with the knowledge they possess then any others. They constantly preach how to detect, ward against and destroy the Undead to any one who will listen. There is no threat more implacable and these men and women will fight it to the bitter end.
Primary Knowledge: Knowledge History and Knowledge Religion.
Training: Climb and Survival. Orders Stalwart often travel where mortals fear to tread.
Foe: Undead.
Symbolic Weapon: Flail
Secrets: Channel Positive Energy (SU): When the Inquisitor reaches 4th Level, she gains the supernatural ability to channel positive energy like a Cleric. Using this ability consumes two uses of her Ancient Lore ability. An Inquisitor uses her level as her effective Cleric level when channeling positive energy. This is a Charisma-based ability. The Inquisitor always channels positive energy regardless of her alignment.
Detect Undead (SP): When the Inquisitor reaches 8th Level she may spend an Ancient Lore point to cast Detect Undead as a Spell-like ability. The caster level of this effect is equal to the Inquisitor’s level. This is a Charisma-based ability.
Shield of Life (EX): When an Inquisitor reaches 12th Level she becomes immune to being raised as Undead or being turned into a spawn. She also gains a bonus to her saves versus Death effects, Negative Energy effects, and all Supernatural and Spell-like Abilities of Undead equal to her Charisma.
This is something that has bugged me since 3.0 and especially in 3.5. Sleep spells have an experation date and aren't even guarenteed to work at level 1 if your DM throws something kind of beefy. I figured this might be a way to keep useful:
Sleep- Effects 4 HD (I'd personally like 5 as thats the statistical average of the original 2d4) of creatures + 1HD/2 Levels.
What do people think of the following changes to make Mounted Combat a more attractive character option?
A mounted character with mounted combat does not count as having used a move action if her mount uses a move action to move up to its base movement. This allows a character to move her mount and still make a full attack. If your mount takes a double move or charges you only get to make a single attack.
I think this would make mounted combat more of an attractive option. As it stands it only gives you a high ground advantage against creatures smaller then it.
So we've heard 2/3 of what's going into the Advanced Players Handbook for classes. I was wondering what other classes/niches they could see as full on classes rather then prestige classes? Here are some ideas to get the ball rolling:
Animist: A shapeshifting warrior type that draws power/inspiration from one particular animal type (i.e. Bears, Caninines, Large Cats, Raptors, etc.). I like Shifters from Eberron, what can I say.
Mystic: I liked the Shaman from Oriental Adventures but most people are familiar with the spirit shaman. It fit somewhere between Monk, Druid, and Cleric.
Inquisitor: A lot less "The Spanish...", a lot more Van Helsing. Moderate Divine Caster (Bard Spellcasting). Uses Knowledge to fight the unnatural and a nod to the Archivist Class.
Roundhead: specialized in beating up on Cavaliers! Hey, some one had to make the joke!
These are just some archetypyes I could see being full classes, not necessarilly suggestions on what should be made as full classes. What do you think could make it as a class?
Don't get me wrong, I intend to play Pathfinder as is. I even plan on keeping their combined skills rather then using the ones my groups have been using since 3.0. There are a couple of rules that I've wanted to try out since late 3.5 that I never got to try do to the rift that developed between one group about 3rd vs 4th. I also wanted to see what PFRPG did. I still want to give these a shot at some point:
Damage Threshold: Replaces DR. DT services as a pool of hit points that refreshes each round. The idea is to keep monsters tough, but allow even a wizard with a dagger to contribute to a fight and avoid having the sword caddy. The formula I was thinking of was DR/5 x (CR + Size). Large = +1, Huge= +2, etc. I'm also toying with adding Natural Armor and/or Con bonus to the total. I was thinking that, instead of bypassing DT, anything that would normally bypass DR would add an extra 1 or 2d6 to the damage. I was thinking of giving Barbarians 5 DT every time they would have gotten DR 1/-.
Variant to Attacks: First of I want to state that you get your full BAB on each attack. I've had people nearly rip my head off before I finished because they thought I was nerfing fighters. The idea is that, as you progress, you gain an attack based on your Standard, Move, Swift, and even Immediate Action. Rapid Shot, Flurry, Two Weapon Fighting, etc. give you an extra attack if you take a Full Round Action to attack. I originally invisioned having the extra attacks be based on feats. The idea is to give fighter types the ability to dish out damage even when they have to move and to cut down on the time it takes high level fighter types to take their turn with all their attacks and various bonuses.
Any one else have variant rules they want to try out?
My brother and I had been working on our own version of 3.5 for a while before finding out about Pathfinder and I must say that I'm impressed. I particularly like the artwork! I noticed the comments about starting hit points in one of the side bars and that you guys kept one of my problems with 3.5, DR. I realize that Pathfinder is inbeta tesriht now, but I figure I'll put forth some of my ideas to at least get some feed back.
The first idea I had that might make characters more survivable at early levels also tries to tackle one of the, apparently, major problems of 3rd Ed: Instant Death effects. The idea is to throw in Wound Points which are equal to a character's Constitution + level + other bonuses. Wound Points would only be lost when you loose all your hit points or suffer an Instant Death Effect. So if a character gets hit by a Finger of Death Spell and saves she might take 3d8 + Character Level in Hit Point Damage, but on a fail she takes it in wound points. I was also thinking that this could be used with certain attacks such as the Wounding enchantment and Level Drain (something I've hated since it came out). Instead of causing bleeding wounds or loss of levels, each attack might do a couple of Wound Points. I was also thinking that you could apply staggered to someone who is into their Wound Points as well.
The second idea replacing DR with something that keeps a monster tough but allows every one to contribute. Its very frustrating for people when a DM throws a monster that their character can effect, like a Rogue using a Rapier fighting a Golem with out adamantine. Even DR 5 can make the majority of attacks in effective. The idea to replace it was Toughness (the Feat with the same name changed to Hardy and gave 4 HP and 2 WP) which gives a monster temporary Hit Points each round. So instead of getting DR 5/ it might get Toughness 10 or 15 that everyone can effect but still has to wear through before doing any real troubling injury to a monster each round. A weakness to a particular effect might do an extra d6 of damage. To simulate things like a Werewolf's weakness of silver I was thinking Regeneration could prevent it from taking Wound Points from any thing other then silver or elemental damage and even if you do, if it has toughness 10, you need to wear through that the next round.
I hope these ideas might be of some help. Sorry for the long post.