Chaleb Sazomal

White Templar's page

29 posts. Alias of Douglas Mawhinney.

(From my understanding) Under the OGL, I can use open content created by another publisher if the author has designated that item as open content under the OGL.

However this becomes muddled when someone puts up "homebrew". I would normally credit them under section 15 of my OGL posting, however many of those who post homebrew do not do so explicitly under the OGL.

Just as an example, if I were to publish something with an NPC using a "mighty" crossbow, I would credit the amazing Kirthfinder. However, there is no OGL on his site.

I realize that easiest (and probably best) answer is, "Don't take inspiration from Homebrew." but using my example, I would almost feel barred from ever using a crossbow that added a characters strength to damage because I first saw it in Kirthfinder.

Since Homebrewers are using OGC, is their work legally implied to be Open Content?

Has anyone else ran into this problem? Is there any advice/rules of thumb I should follow?

Thank you!

I will not hold anything said here as legal advice under any circumstance. I understand I should speak to lawyer before doing anything ever. Thank you so much!


(First off - please correct me if any of my assumptions are wrong.)

From my understanding of the OGL, someone (like me) may use open content created by another publisher in my own product. (assuming they have designated it as open content, I utilize the OGL properly, etc.)

My question is, is there some sort of courtesy that is observed in the community? Such as, before you use something you contact the creator and let him know, or send a complimentary copy of whatever you publish to the author?

I am (slowly) getting ready to publish and I want to maintain good relationships with everyone and I don't want to upset anyone right out of the gate. :)

Thank you so much!

I will not hold anything said here as legal advice under any circumstance. I understand I should speak to lawyer before doing anything ever. Thank you so much!

Am I the only one who read these feats and thought they were underpowered?

Not only do you need to spend two feats to have the Weapon Focus line apply to a whole fighter weapon group, but Martial Mastery has a Fighter level 16 prerequisite!

Can anyone can tell me why Martial Mastery is so powerful that you shouldn't have it before level 16?

Would it have been too powerful if they had only been one feat, taking the benefits of Martial Mastery with the prerequisites of Martial Versatility?

Maybe I am just dissatisfied because I remember the old Aptitude weapon enhancement from the Book of Nine Swords.

For those who are asking, "What is he talking about?"
Martial Versatility
Martial Mastery

Avast Landlubbers! First!

(Always wanted to do that!)

It looks awesome and I can't wait to explore every single island! It is like having a whole new world to explore!

1 person marked this as FAQ candidate.

When I was looking over the Half-Orc today I stopped and really read the racial trait Orc-Blood.

Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.

Has anyone else played as this ability allowing a Half-Orc to take a feat with a prerequisite of Human?

Now, my group has never played it like this, we always played it as you could use magic items that required you to be human without making a UMD check, or if a spell does extra damage to humans it would also do it to Half-Orcs. I'm pretty sure that is RAI, but I was wondering if anyone else had ever interpreted it differently.

This question of course also applies to a Half-Elf's Elf-Blooded trait.


First things first. If you haven't gotten to look at the alternative Tiefling traits in the back of the Bastards of Erebus go, buy it, read it and bask in its awesomeness, then come back here.

Now, as cool as that is, let's be honest here. Tieflings are cool on their own. Aasimers tend to be a little forgotten sometimes. (Nualia's a cool exception)

Basically I am just starting this thread to see what the community thinks and to see if they have any ideas. I'll start with a few ideas and add more as I think of them.

Variant Aasimer Heritages

Angel (Standard Aasimer's are assumed to have angelic parentage)
+2 Wis, +2 Cha
+2 Dex, +2 Int
+2 Str, +2 Cha
+2 Con, +2 Wis
+2 Str, +2 Con
+2 Dex, +2 Cha

It's at this point I'm running a little low on Good-aligned outsiders or their close equivalents. I was briefly tempted to put unicorns as a heritage - "briefly" being the operative word here. So unless you want your next paladin to have to order a specially crafted helmet to accomodate his horn throw out some more ideas please.

Variant Aasimer abilities (In no particular order) - The abilities presented here replace a Aasimer’s daylight spell-like ability, with a caster level equal to its class level.

1. You gain the ability to understand and speak with all creatures. You possess the truespeech ability of your angelic forbearers.

2. You have feathered angelic wings that grant you a +2 racial bonus to Acrobatics checks made to jump. In addition, you can use you wings to save yourself from a fall, no matter the height. If you were to become unconscious your wings automatically stiffen in an open position negating all but 1d6 of falling damage. These wings are not strong enough to carry you.

3. Immunity to petrification

4. When attacking an evil outsider or evil undead you deal +1d4 points of damage.

5. Once per day you can fire a ray of light that deals 2d12 points of damage, this bypasses all damage reduction.

6. Once per day you may change into any canine form as though using Beast Shape II.


And it is about here I see it's almost 3:30. I had hoped to add more in the initial post. I'll stop back in and continue adding soon.


P.S. Constructive critiscism is welcome always. Remember, this is just a first rough draft of one guy's opinions. I'm always open to suggestions. Lastly, sorry it's light on the fluff. I'm a bit crunch happy myself. If anyone wants to take a crack at adding fluff you're more than welcome.

The Ranger has been very well overhauled in my opinion. I was actually in the process of remaking Ranger when I discovered Paizo had beat me to it. I have no complaints - save two.

The Rangers favored enemies are a grab bag of both good and bad choices. No ranger goes without taking Evil outsider, but I've never seen one take animal as a favored enemy. It is simply not worth it. I have a few suggestions.

1. Animal and vermin favored enemies should be combined.
2. Plant and Ooze should be combined.

These first two I think are the best. Not overpowered and are thematically very similar. The rest will probably provoke more discussion.

3. Air, Fire, Water and Earth outsiders should be combined under Outsider (Elemental)
4. Humaniods should be combined as well into one large group.

I believe the outsiders would not be overpowered, however the humaniods may be. I haven't done extensive playtesting with that variant.

Finally, two small changes to the Pathfinder favored terrain addition to the Ranger.

1. Dungeon and Cave should be combined into a general Underground.
2. Boats and Underwater should be combined into a general Water.

These two changes are due primarily to confusion. (ie. - Many dungeons start out as caves and are later expanded upon)

What does everybody think?