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![]() Tiefling with soul seer and pass for human + adopted (any geniekin) minor wishcraft it's in inner sea races page 197 Pass for human let's you count as a humanoid (this is important for wording) Soul seer replaces your racial 1/day darkness spell-like ability for deathwatch at will Adopted let's you take race traits that aren't yours like balloon headed or the cure to pirate Prate Rob's confusion Any—Minor Wishcraft: You gained some power of wishcraft from a genie ancestor. You can spend a use of a racial spell-like ability or your elemental assault racial trait for the day to instead use any 0-level spell as a spell-like ability. The spell must be used to produce an effect requested aloud by a humanoid within 30 feet since the end of your last turn. D20srd is lacking the traits from inner sea races, so you'll need the book or PDF to read it. ![]()
![]() ezrider23 wrote:
an update would be marvelous please ![]()
![]() So for the last year or so in my spare time I've been trying to convert the World of Darkness games into very generalized playable pathfinder character races. Paizo did a great deal of the work for me; humans (mage and hunter), dhampirs (vampire), and skinwalkers (werewolves); With a little tweaking tieflings (demon) and Androids (promethean); and I'm not bothering with changeling or mummy. I got hung up on using the Elan with the reconstruction alternate racial trait for Geist, at first I thought i had to create an entire complex rules sub system to make it work. Then just the other day I was hit by a great breakthrough using K.I.S.S. philosophy and this is what I came up with. I'm mostly looking for feedback on balance, but if you're familiar with the source material of geist I want to know if these mechanics match the basic fluff of that game. Any help is appreciated though. ![]()
![]() For the next campaign I run I want to do it with a gestalt or dual-class style rules but with an experience flavor similar to the older game editions, where rogues left wizards and priest in their dust leveling. This might be a little difficult for me to explain, but I was thinking about dividing the classes into their training categories; intuitive, self-taught, and trained, then assigning a leveling experience progressing to each group. Intuitive classes get the fastest, self-taught get the medium, and trained classes get the slowest. With each character starting as level one of both classes and each class leveling with the appropriate experience. After looking at the class and experience breakdown though I couldn't figure why anyone would consider playing a cleric/wizard when an Oracle/sorcerer would quickly out level and overpower To balance this I'm considering flooding the trained classes with more feats while leveling, granting additional favored class bonuses to the slower progressing classes, and removing favored class options from the intuitive classes If I could get some help and suggestions to balance and still let players feel trained classes would be a viable option I would be very grateful. |