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Variant Merfolk: a Merfolk for when players want to play as a Mermaid in a non-aquatic campaign.

Current Merfolk:

Hit Points: 8
Size: Medium
Speed: 5 feet, swim: 25 feet
Boost: Dex, Cha, Free
Flaw: Con
Languages: Common, Thalassic
Low Light Vision: Can see dim light as bright light
Aquatic Grace: when you succeed against water effects, you critically succeed instead.
Hydration: 24 hours without water -1 in fortitude. 48 hours you sufocate.

Variant Merfolk (only listing changed stuff):
Speed: 25 feet, swim 25
Aquatic Grace: Gain a +2 circumstance bonus to resist water effects
Hydration (deleted)
Merfolk Shapeshift (new): Free action. Your Merfolk tail can be transformed into humanoid legs. You may also transform your humanoid legs back into a Merfolk tail.


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As an alternative oracle, your access to divine magic has granted you great powers, but it has left you permanently cursed. Instead of choosing when you want to be affected by the minor stage of your curse via casting revelation spells, your curse is locked at its minor stage and it cannot be decreased by any means.

However, your greater degree of curse brought you greater control over your revelation magic. Whenever you cast a revelation spell, it does not affect the advancement of your curse in any way.

Furthermore, you gain the advance curse action (costing a single action). Whenever you use the advance curse action, your curse advances by one stage. Immediatly after using the advance curse action, you are able to cast one of your revelation spells without expending focus points.

As with other oracles, after refocusing you may return your curse to its minor stage and when overwhelmed you can only lose such condition after taking a long rest. However, as you wake up stil feeling the effects of your minor curse, you are reminded of the big price you paid to obtain your powers.


1) Focus spells that originally did not have the cursebound trait (aka spells that come from your domain), do not gain the cursebound trait after you learn them.
In other words, some focus spells are revelation spells and others aren't.

The remaster allowed classes to just rest for 30 minutes and regain all focus points. It feels bad to be locked at one or two focus spells per encounter or be overwhelmed for the rest of the day.
This way, the oracle would be able to be in the same place as other classes. The extra options they gain are compensated by the fact that once your curse increases by one or two degrees, most of those options are gone for the rest of the encounter.

2) Advance Curse [insert icon of a single action]. When you use the advance curse action, you also spend a focus point and advance your curse by one degree.

A lot of the time, it is good to have the benefits from the more advanced levels of the curse, so you need to randomly throw spells into the air to advance the curse. I think there should be a way to advance the curse that works better role-playing-wise.

What do you think? What would be your homebrews, if you think the oracle needs any homebrews at all?