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Azothath wrote:

ô¿ô I did stick my thumb into the clafoutis.

*sigh* you have slammed into my sense of professionalism. I don't as money is the salve for being ignored and wasting time. I tried with some trite posters and it is just irritating.

So that's a no then? That's fine, no hard feelings. I understand your reasoning.


Azothath wrote:
Warden Void wrote:
Azothath wrote:
Warden Void wrote:

I've finished writing up (both in english and in french) a homebrewed player companion guide for one of the nations in my campaign's setting...

{ed: 32-36pg with illustrations, looking for trusted review}
PF Infinite would be your outlet (as you use their setting) so I'd check their requirements/criteria. Probably best outside of inner sea area.
But I'm using my own setting? Nothing from Golarion

It is my understanding there are two levels of usage; 1)PF1 compatible using the OGL and PF1 license like a 3rd party publisher, 2)PF campaign material selling on Pathfinder Infinite and Paizo takes a bigger chunk of sales.

When it comes to sharing creative work I'd have the prospective reviewer sign a small agreement so you lay out some bounds of what you want, what they can expect, and what they can do with your information after the disclosure and review. It's called an NDA (non-disclosure agreement). No need to get fancy but you need some words on paper so you can sleep snugly at night. If you don't plan on selling the work then it doesn't really matter.
Writer Beware is a good website

Thanks for the advice! For now, I'll just trust other users, because I'm still uncertain on what to do with it after this point. Just throwing this out there, but would you also be interested in reviewing it?


Melkiador wrote:
I could give it a quick read if you want to PM me the link. But what kinds of feedback are you looking for? Clarity? Balance?

Balance for the homebrewed traits. But clarity and general comments would be nice too!

Could I send you the pdf file?


Azothath wrote:
Warden Void wrote:

I've finished writing up (both in english and in french) a homebrewed player companion guide for one of the nations in my campaign's setting...

{ed: 32-36pg with illustrations, looking for trusted review}
PF Infinite would be your outlet (as you use their setting) so I'd check their requirements/criteria. Probably best outside of inner sea area.

But I'm using my own setting? Nothing from Golarion


Not sure if this is allowed on the forums so here goes...

I've finished writing up (both in english and in french) a homebrewed player companion guide for one of the nations in my campaign's setting.

It's the same length as Paizo's official player companions (32 pages, 36 if you count the covers and back-covers).

It's a solo project (even the illustrations), so I'd really appreciate it if I could get another, perhaps more experienced, pair of eyes on it.

If any of you are interested, feel free to reply here.

PS: I'd rather not just upload the doc for all to see just in case I want to do something with it that goes beyond just sharing it with my circle of players.


Azothath wrote:
Warden Void wrote:
Azothath wrote:
Regionalism can be a good thing but Rules have to be in effect that impact the choices of race, classes, languages, and other traits. Combined with the fact that trait mechanics language needs to be cleaned up and standardized as there's a lot of incongruity and partial duplication. The trait rules need to be accumulative with class benefits rather than independent.
I'm not sure I understand what you mean. As far as I can tell from the list of regional traits on AON, the vast majority are not linked to race or class. Could you clarify?

and that is part of a regional trait 'being generic' problem. The traits only require the PC say they are from an area. The way traits work (one per type) they might as well be generic. You see a lot of trait min-maxing as there aren't any restrictions or interactions and GMs tend to ignore trivial rules like 'being from varisia'. If you make a rule or distinction it has to have an impact to RAW and gameplay or it's worthless and just a rule to be a rule.

I mean that sounds more like you disliking how those rules were written by Pathfinder. As a GM, I do personally care about story coherence over minmaxing. For example, when a player wants to play a character from a certain area, I limit their race choices to those usually found there (and they're fine with that).

In this case, the regional traits do bring some form of limitation since they're supposed to represent graduates from those universities. So, players will have to imagine a backstory where their character attending said university makes sense.

What we usually do in my group is players give me their backstories, and I present them with a selection of traits that would make sense based on said backstories.


Azothath wrote:
Regionalism can be a good thing but Rules have to be in effect that impact the choices of race, classes, languages, and other traits. Combined with the fact that trait mechanics language needs to be cleaned up and standardized as there's a lot of incongruity and partial duplication. The trait rules need to be accumulative with class benefits rather than independent.

I'm not sure I understand what you mean. As far as I can tell from the list of regional traits on AON, the vast majority are not linked to race or class. Could you clarify?


Azothath wrote:
Regionalism can be a good thing but Rules have to be in effect that impact the choices of race, classes, languages, and other traits. Combined with the fact that trait mechanics language needs to be cleaned up and standardized as there's a lot of incongruity and partial duplication. The trait rules need to be accumulative with class benefits rather than independent.

Those are great ideas! Thanks for all the help


Tottemas wrote:

"- Ars Vis (understanding how all the forces interact with each other): You can make a DC 15 concentration check to add another type of energy damage to a spell they cast that would deal damage"

Like replace one energy type with another? That's soon to be an auto-success and would be an unlimited amount of the Elemental Metamagic. Very overtuned I'd say. Limit it to twice a day and it's still very potent.

==

"- Ars Temporum (studying history): whenever you look into anything that would ask for a knowledge (history) check, you can spend three hours browsing everything at hand to reduce the DC of the check by 5"

Unlikely to ever be useful. Three hours is quite the investment and History is not the most valuable of knowledge skills. Maybe allow Know History to be used in place of other Know skills once or twice per day. Or base it on the (overtuned) Arodenite Historian trait.
(https://aonprd.com/TraitDisplay.aspx?ItemName=Arodenite%20Historian)

==

"- Ars Vivens (studying all living things): choose offense or defense. If offense, you get a +1 trait bonus to confirm critical hit (against living creatures). If defense, you get a +1 trait bonus to AC only when ennemies are confirming a critical hit against you (the logic being you understand how your and other's bodies work better than most)"

The "+1 to confirm" traits are actually very weak since traits are supposed to be 1/2 of a feat and Critical Focus is a +4 bonus. You could give both bonuses and the trait would still be rather mid in power. I'd give +1 in both and increase one of them (player's choice) by 1.

==

"- Ars Geographicam (studying cartography and the planet itself): whenever you look into anything that would ask for a knowledge (geography) check, you can spend three hours browsing everything at hand to reduce the DC of the check by 5."

Not very flashy. Maybe add another way to use the skill instead. Like, if you have a map of the area you can plan a route to make overland travel faster for you and your group.

==...

Thanks for the suggestions!

Ars Vis: it was adding a single additional energy type to damage caused by a spell. Hadn't thought about the metamagic aspect. I'll limit to twice a day (maybe even once a day?).

Ars Temporum: My players are about to investigate some ancient elements of the worlds (as at least one will be playing a student working on his research paper). So there will be a lot of investigating history in the upcoming campaign. In light of this, do you still think I should replace it with your version (or maybe use your version and add mine as an optional campaign trait)?

Ars Vivens: I'll apply your modifications

Ars Geographicam: That's actually a unique take. Much more interesting than just another version of Ars Temporum. Maybe make the reduction of time 20%? Half seems like overkill

Ars Medicae: could you clarify what you meant by limiting the hp? Is one temp HP max per round not enough?

Ars Crescente: Your ideas seem fine, but I feel like limiting the trait to only two classes is a bit unfair. I originally thought of this "You get a +3 trait bonus to all knowledge (nature) checks that would apply to plant-life (similar to all the traits that grant buffs to checks)". But it's not very unique


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These would be traits that represent characters having graduated from one of 15 universities. I also made a reddit post here (https://www.reddit.com/r/Pathfinder_RPG/comments/1cpsbir/help_with_some_cu stom_regional_traits/?utm_source=share&utm_medium=web3x&utm_name=we b3xcss&utm_term=1&utm_content=share_button).

Here's a copy-paste of what I wrote there:

I'm trying to assign regional traits to my homebrewed world. As some background, these would be a set of fifteen regional traits for 15 universities in a metropolis dedicated to the pursuit of knowledge. The idea is that each trait is for a graduate. I've revamped some existing traits. Here's my current list.

I'd love some input into whether some of these traits are wildly imbalanced or on any suggestions on what to do. Mind you, I'm not going for a perfectly balanced system. Just some flavorful elements which don't make one player OP compared to the rest.

Five schools (the Corpus Externum) are dedicated to the fundamental forces which tie the world together:

- Ars Arcanum (arcane arts) is Quantium University graduate

- Ars Divina (divine arts) is Kwansai Believer

- Ars Prima (primal arts): Once per day, you can cast Suppress Primal Magic or Influence Primal Magic (only one of them). The effects last for three rounds.

- Ars Occulta (occult arts) is the same as quantium or kwansai, but for psychic spells

- Ars Vis (understanding how all the forces interact with each other): You can make a DC 15 concentration check to add another type of energy damage to a spell they cast that would deal damage

Five schools (the Corpus Vivum) are dedicated to studying the living and the civlizations of my homebrewed world:

- Ars Temporum (studying history): whenever you look into anything that would ask for a knowledge (history) check, you can spend three hours browsing everything at hand to reduce the DC of the check by 5

- Ars Vivens (studying all living things): choose offense or defense. If offense, you get a +1 trait bonus to confirm critical hit (against living creatures). If defense, you get a +1 trait bonus to AC only when ennemies are confirming a critical hit against you (the logic being you understand how your and other's bodies work better than most)

- Ars Creatrix (studying all art forms): you get a +2 trait bonus to perform (choose a category) and craft (choose category) checks. You may choose one to always be a class skill.

- Ars Geographicam (studying cartography and the planet itself): whenever you look into anything that would ask for a knowledge (geography) check, you can spend three hours browsing everything at hand to reduce the DC of the check by 5.

- Ars Systemata (studying how all the previous elements influence culture and social groups): Once per day, when making a diplomacy, bluff, or intimidate check against a crowd, you can choose to take a +5 trait bonus (must be chosen before rolling).

Five schools (the Corpus Faciens) are dedicated to the applied sciences :

- Ars Medicae (healing): when making a heal check for first aid, in addition to stabilizing them, you also grant them one temporary hit point for each round you spend with them (within 5 ft and spend at least 1 standard action with them).

- Ars Factorum (engineering): choose building, construct, or craft. If building, you reduce the amount of time it takes to build a room or building by half if you double the cost. If construct, you can choose craft (construct) as a feat without meeting its prerequisites. If craft (choose category), you get a +3 trait bonus to those checks.

- Ars Crescente (agriculture and other forms of plant cultures): I honestly have no idea

- Ars Potionum (potions and other such concoctions): Diminish the amount of time it would take to prepare a potion, poison, mutagen (and variants), balm or elixir by half

- Ars Artificis (studying ancient crafting and construction methods and attempting to replicate them): you can make a DC 20 knowledge (engineering) check for an item or construct (once per day for a specific item). This takes you an hour. If you succeed, you can attempt a craft check to replicate or repair the item as if you had 3 skill points in the matching crafting category.