Wyntrewolfe's page

Organized Play Member. 36 posts. No reviews. No lists. 1 wishlist. 4 Organized Play characters.




So with the Handle Animal skill, you can teach an animal companion the trick "Perform". If you do so, and you have your animal do the trick while you're using your Perform () skill, does it give you a bonus on your Perform check? And if so, does this apply for the PFS Day Job roll, or would that be "unbalancing"?

- Arandur


Hello! I've got two different games at my house setting up in Colton, CA.

The first is PFS, but we don't have enough players yet. We have one GM and two players, so we need two to three more. The game isn't set up yet, and it won't be until I have verification from my prospective players. I'm thinking of holding the games bi-weekly, but we'll have to see what works for our players.

The second game is a Pathfinder homebrew campaign that isn't fully built yet; I'm building the plot around the backstories of the characters. As such, if you're not so much interested in character development, don't bother applying. You'll need to submit a character backstory and character sheet before I can tell you much about the plot, though the setting will be a classic Gygaxian world. The plus is that we only need one more player to begin.

We're an LDS (Mormon) household, so no alcohol, no tobacco, no drugs, and cursing will not be permitted. Also, we cannot play Sundays.

If you're interested, please leave a note below, or else email me at vl.arandur@gmail.com . Thank you, and I look forward to playing!

- Arandur


For my upcoming game, I'm making some important changes to the Pathfinder roleplaying system, and as such need to fully consider the implications of such changes. I hope that the good members of this forum will assist me in this venture.

Divinity
The first change I have made is to assume that the gods have little, if any, influence on the campaign world, thereby bringing the religious and political situations a bit more in line with real-world history (which, while not my original intent, is an interesting side-effect). After careful consideration, I have decided that this effectively nullifies divine magic. The most direct result of this change is, off course, to nerf the Cleric class; I have decided to remove it form the class list completely. This of course raises the problem of access to Cure spells; I explain how I repair that flaw in the next section. "Clerics" still exist as church officials, like bishops; their character classes, though, will probably mostly be Sorcerers or Wizards specializing in Abjuration or Necromancy.

Druids stay largely unchanged; I have simply switched their magic type to "arcane". More details may be found in the following section.

I have not decided how to modify the Paladin yet, in order to balance out the lack of divine magic; any suggestions are welcome.

Rangers, instead of drawing from a divine spell list, will gain use of Magic as defined in the next section.

As a side note, I have also determined that it would fit well into the setting to remove all resurrection spells (e.g. Raise Dead) from the corpus.

Magic
The first change comes from needing to allow access to the Cure spells. While these are, in the normal Pathfinder game, under the Conjuration school of magic, I feel that adding them in with the other Src/Wiz Conjuration spells will overload that school. Therefore I have decided to move all spells of the Healing subtype to the Necromancy school, turning said school's modus operandi into more of a "manipulation of life energy" than a "perversion of the sanctity of death", thereby giving the school more credence and applicability for non-evil users. (As an aside, it may be noted that this also allows for an easier path to corruption for magic users; the delineation between good and evil becomes a bit more fuzzy when the same school is used both for giving and taking away life.)

The second change I have made has nothing to do with the absence of gods, which may come as a breath of fresh air. I am trying to introduce another system of magic into the world, wherein spells are "cast" through miniature rituals involving the drawing of runic diagrams. This type of magic, to which I am temporarily attaching the uncreative appellation "Magic" (as distinct from Wizardry or Sorcery; see below), is rather useless in a combat situation (unless advance planning is a factor), as in its current incarnation it takes a full minute to draw out the requisite diagram for a single "spell", but it makes up for its shortcoming in that area by being infinitely more versatile than the other two types of magic; Magicians are not bound by a limited number of Spells per Day (because the power of their magic comes not form themselves, but as an inherent quality of the diagrams), and spells can be "linked" together, one casting after the others in sequence, or affecting the others it is linked to.

Magic is viewed as three major groups, or types:


  • Wizardry is magic which is studied by wizards, written in spellbooks and prepared daily; a structured and scholarly approach available only to those with connections to the academies of the world.
  • Sorcery is magic which is inherent to a creature (person), coming from a taint in the bloodline or other some such aberration, volatile and mysterious.
  • "Magic" (I need a better name; my inspiration came from Fullmetal Alchemist, but 'Alchemy' describes something much different from what I'm attempting here) is almost a type of "folk" magic; in its most basic form it's accessible to almost anyone, since it takes no study or special ability to use; just copy a fancy shape and speak an incantation.

Druids are grouped (in the public eye, though not in the rules of the game) in with sorcerers, since their magic manifests in a similar fashion.

Magicians
The Magician class runs roughly as follows, I think:

BAB is 3/4 HD, at the rate of the Cleric; I figured that, since the special ability of the class isn't combat-oriented (or even particuarly combat-applicable), the BAB should be greater than that of the other two main spellcasters.

Good Reflex and Will saves; the good Will saves are a staple of the spellcasting class, and the good Reflex save comes from the constant scrawling of symbols and shapes. Or something.

Hit Die d8; I stole this and some of the following from the Cleric without any thought; I don't know if it's a good match or not. Playtesting will tell, I guess.

Starting Wealth: 4d6 x 10gp

Skill Ranks per level: 2 + Int

Proficiency with all simple weapons and light armor.

Magicians don't have to worry about Spells per Day, but they do need to track which "spells" they know, similarly to how wizards expand their spellbooks as they grow in level and experience, and/or by stealing spells from other wizards' spellbooks.

I have not yet created a spell list for the Magician; likely it will be the same or similar to that of the Sorcerer/Wizard.

I also had the idea that Magicians could gain the class ability to imbue weapons, armor, rings, etc. with spells, at the level that they would (were they Wizards) become eligible for the Craft Magic _____ feat. They won't actually be able to smith the sword, but they'll be able to take a Masterwork sword and imbue it with the markings to turn it into another version of, say, a Vorpal sword.

I am debating whether or not the Magician should gain a familiar.

That's all I have so far; any commentary or advice would be appreciated!

- Arandur