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![]() Klay Fireheart wrote: I have a fan made (not by me) dark sun pathfinder book too! Its at 244 pages. But I have no idea how to send it around on this forum. I have a google account but don't use google. I tend to use Sribd as my source for fan ebook stuff. If someone could tell me how you can post pdf's here I would post my dark sun pathfinder copy I have.... I love your one though. It's pretty boss! You can include a link to the site by proper formatting. To see how, click the hide button down at the bottom. ![]()
![]() So Vorka, the final boss of We Be Goblins, has some weird hp. It says that she has the Toughness feat, and a +2 Con mod, yet somehow at level three she is getting a +12 to her 3d8. By my calculations, she should be getting a +9 (+6 from her Con and +3 from Toughness). Where is that extra +3 coming from? It doesn't look like it's coming from any spell or potion, so what gives? ![]()
![]() DM Beckett wrote:
It is in my opinion that this is the best and simplest fix to unchain the cleric. I'm going to use this and your recommended skills/feats. Which subdomains would get changed? ![]()
![]() Gun Dragon wrote: I have no idea on how to share my google drive documents? If you click the button that says "How to format your text" there is an example, the third one down, that shows how to post links. If you don't do it this way, then the links get broken in the text, usually towards the end. In your link at the top, the break is between M7p and OA84 right before the /edit. For your second post, formatting can help again with bold and italics to differentiate between racial traits and fluff text alternatively. Here's your Pard-Folk link fixed. ![]()
![]() Thanks for taking an interest guys! To be honest I had put this idea on the backburner for a bit to mess with some other stuff. I'll take a look at the Dragonbound soon and see if it works for me. Using a true dragon would be ridiculous, which is why I thought of a wyvern. I like the idea of a sort of domesticated version of the wyvern instead of the real thing. Some sort of drake would be cool, but I don't know about a mutable one. Course customizing your companion does sound pretty awesome. Hmm. The Dragonbound does sound pretty sweet. ![]()
![]() I feel like the smaller islands should hold smaller races. Kobolds sound like a good one for this world, you could alter their fluff to make them more crocodilian than draconic. Buff their stats a bit, maybe give them bonuses to swimming and fishing related activities instead of trapping and mining. ![]()
![]() I'm going to be running this soon, and I went ahead and changed two npc's, though I'm not super sure if I did their stats right, but close enough probably. Tsuto Kaijitsu, Ninja:
Male half-elf ninja 4 LE Medium humanoid (elf, human) Init +7; Senses low-light vision; Perception +11 Defense AC 15, touch 15, flat-footed 13 (+1 deflection, +3 Dex, +1 dodge) HP 31 (4d8+10) Fort +3, Ref +7, Will +3; +2 vs enchantments Defensive Abilities Uncanny Dodge Offense Speed 30 ft. Melee kunai +4 (1d4+1) or katana +4 (1d8+1) Ranged kunai +6 (1d4+3) or composite shortbow +6 (1d6+1/x3) Special Attacks sneak attack +2d6 Tactics During Combat Tsuto’s main advantage in battle is his mobility. He uses Acrobatics to move around the battlefield and flanks foes with his goblins as he can. When he retreats, he flings his kunai at his foes to provide a distraction and uses his shadow clone ninja trick if he can to further confuse his enemies. Morale If brought below 8 hit points, or if all his goblins are slain, Tsuto runs for his life down the smuggler’s tunnel, abandoning all thought of returning to Naulia with his sister in tow and fleeing back to Thistletop. Statistics Str 12 Dex 16 Con 12 Int 13 Wis 14 Cha 8 Base Atk +3; CMB +3; CMD 20 Feats Deflect Arrows, Dodge, Improved Initiative, Improved Unarmed Strike, Skill Focus (Bluff), Stunning Fist, Toughness, Weapon Finesse Skills Acrobatics +10, Bluff +9, Diplomacy +6, Disable Device +10, Disguise +6, Intimidate +6, Perception +11, Perform (wind) +4 Languages Common, elven, goblin SQ poison use, ninja tricks (bleeding attack, shadow clone), no trace, elf blood, ki pool (1) Combat Gear potion of cure light wounds; Other Gear composite shortbow with 20 arrows, ring of protection +1, masterwork thieves tools, masterwork flute, silver earrings (25 gp for the pair), journal, 6 pouches of gold dust worth 50 gp each, 8 pouches of silver dust worth 5 gp each, 10 pp Naulia, Warpriest:
Female aasimar warpriest of Lamashtu 6 CE Medium outsider (native) Init +1; Senses darkvision 60 ft.; Perception +5 Defense AC 20, touch 13, flat-footed 19 (+7 armor, +2 deflection, +1 Dex) HP 55 (6d8+26) Fort +7; Ref +3; Will +8 (+2 vs confusion, insanity, and fear) Resist acid 5, cold 5, electricity 5 Offense Speed 30 ft. Melee fervor (2d6 touch), +1 bastard sword +8 (1d10+4/19-20), claw +3 (1d6+1) Ranged mwk composite longbow +5 (1d8+3/x3) Special Attacks fervor 6/day, channel negative energy (DC 16, expends 2 uses of fervor, 2d6 negative energy), Lamashtu’s Mark (DC 19 Fort, 1d4 Cha damage which lasts for 1 hour) Spell-Like Abilities (CL 6th; concentration +9) 1/day - daylight Spells Prepared (CL 4th, concentration +7) 2nd – bull’s strength, cat’s grace, cure moderate wounds, shatter (DC 15) 1st – divine favor, doom (DC 14), obscuring mist, sanctuary (DC 14), shield of faith 0 (at will) – bleed (DC 13), detect magic, mending, stabilize Tactics Before Combat If Naulia suspects combat is imminent, she casts bull’s strength, cat’s grace, and shield of faith on herself. She takes a standard action to use Unholy Strike on her bastard sword. During Combat Naulia activates her Sihedron medallion as a free action at the start of combat to gain false life and casts divine favor. She prefers to fight with her bastard sword, her face and impassive mask save for her eyes, which blaze with anger. She uses a standard action to use Strength Surge to enhance her attacks for one round, and will use this every other round. She saves shatter to use on any weapon that seems to be particularly dangerous in an enemy’s hands. If possible, she moves into the hall to the south so that it’s harder to surround her, and so she has an escape route handy, using channeled negative energy to clear a path if needed. Morale Naulia is loath to abandon her hard work, but if reduced to fewer than 15 hit points, she does just that, reasoning that escape and eventual revenge is better than death at the hands of the players. She uses obscuring mist and/or sanctuary to aid her escape, then does her best to flee Thistletop, ordering any surviving minions to guard her retreat. If she escapes, she makes her south to Magnimar to reunite with the Skinsaw Cult. Base Statistics Without her prep spells, Naulia’s statistics change as follows: AC 16, touch 9, flat-footed 16; HP 49; Ref +1, Melee +1 bastard sword +6 (1d10+2/19-20), claw +1 (1d6); Ranged mwk composite longbow +3 (1d8+1/x3); Str 12, Dex 8; CMB +5, CMD 14 Statistics Str 16, Dex 12, Con 14, Int 10, Wis 16, Cha 17 Base Atk +4; CMB +7, CMD 18 Feats Exotic Weapon Proficiency (bastard sword), Lamashtu’s Mark, Power Attack, Selective Channeling, Weapon Focus (bastard sword) Skills Diplomacy +5, Intimidate +12, Knowledge (religion) +8, Linguistics +4, Perception +5 Languages Celestial, Common, Goblin Gear +1 breastplate, +1 bastard sword, masterwork composite longbow with 20 arrows, Sihedron medallion, gold holy symbol (100 gp), 7 pp, 5 gp Special Abilities Blessings 6/day (3+1/2 warpriest level) Evil (unholy strike, minor): Touch a weapon, grant +1d6 against good for 1 minute; Strength (strength surge, minor): +3 (1/2 warpriest level) on melee atk, CMB, and Strength checks for 1 round; I'm also going to include competitions and prizes at the festival, and I tired to keep the prizes relatively interesting but not overpowering. I'm debating whether or not to reveal the prizes before each competition or not. Third place prizes at 20 silver, second place at 40 silver, and first prize takes 10 gold and something else that varies based on the contest.
Other than that I just have plans and contingencies for every named NPC should the players kill/capture/redeem them, or if they escape, and I'm making connections between the various subplots that weren't there before, like Ironbriar being Tsuto's father, possibly having to escort former enemies to the Black Arrows, etc. And Naulia will hopefully pop back up throughout the campaign, possibly gaining some antipaladin levels. ![]()
![]() Kobold Press's Deep Magic has rules for Ley Lines. Color alignments have been discussed before too, worth checking out. ![]()
![]() I have a couple of odd ideas. 1. Perhaps each moon is tied to its own levels of spells? For instance, the moon with the 11 day cycle is tied to 1st to 3rd level spells, and refreshes them. The 17 day cycle moon is tied to 4th to 6th level spells, and the 41 day cycle is tied to 7th-9th level spells. This allows low-level spells to refresh way more often than spells and keep low level casters strong compared to higher level ones. Alternatively, maybe an asteroid ring around the world allows level 1 or 2 spells to be replenished every night. 2. Perhaps each moon is tied to its own branch of magic, like the three moons of the Dragonlance setting are tied to white, red and black magic. In this case, the three branches could be Divine, Arcane and Psychic, or whatever. That's all I got for now. ![]()
![]() What if a Sorcerer learned a new spell at every level? That fits with the idea of an innate caster I think, versus the Wizard who has to find a scroll or book with the spell in it. On the other hand, the idea to revise the Bloodlines has been om these boards once or twice I think, usually to mimic an Oracle's Mystery. Which isn't necessarily a bad thing, but it makes the two classes almost mirror images to each other that way, with the main difference being a different spell list and branch of magic. So if a rewrite is in order, try not to make them Mysteries. I love the change to Smite for the Paladin, seems almost perfect for a looser or different alignment game. ![]()
![]() Like an Invocation Pool perhaps? You could throw a few options like a melee boon and danger sense in there. It really does just seem like the hexcrafter magus. Hexstrike seems like the only new mechanic, and even that is just a spellstrike with hexes. Maybe drop the spellstrike and the spells, and focus on the hexstrike with an invocation pool of some sort, and maybe an eldritch blast type ability. ![]()
![]() If you remove the spell-casting you'll probably end up with something a bit like the Primal. Maybe you can draw some inspiration from that. Personally I like the flavor of yours better. ![]()
![]() I am a bit disappointed yeah, cause I like your fancy pdfs. About the kineticist though, I don't think it's a great idea to keep that class unmodified. I think the burn mechanic needs to be changed. Accepting some non-lethal damage in the deserts of Athas is inviting death, since you already have to deal with the heat. Maybe the kineticist should use a ki pool instead? ![]()
![]() This is probably just a pet peeve of mine, but does anyone else find it odd that stances are listed in the same format and with maneuvers but aren't maneuvers? I understand differentiating them in the class ability texts, I just don't know why they didn't list them separately. Or why they didn't include them as maneuvers. Not really helpful to the conversation, just a minor annoyance to me. My apologies. How about something like: Spent prepared maneuvers can only be regained after 1 hour of training. I seem to recall this being a preferred method for swapping out fighter feats, so maybe it could work here.
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