Like a fair number of people, I found the swashbuckler in Advanced Class Guide to be thoroughly uninspiring, so I made a Swashbuckler of my own. Check it out HERE. I would post the text here as well, but some of it (the leveling-up table) is in jpeg form. Plus my friend did an awesome illustration for it, so you should probably see that too. I've played as this swashbuckler and had a swashbuckler in another one of my adventures at low levels and it played great, but I'd love some feedback from you guys. Especially if any of you decide to play it in a campaign or something.
I felt the need to tweak the Spinosaurus stat block a bit to take into account the new findings that have been released. Full thing is here. Spinosaurus CR 11
At 60 ft. long, Spinosaurus is the largest predatory dinosaur. It lives a primarily aquatic lifestyle, its body well-built for stalking the muddy rivers and swamps where it dwells. It is somewhat less maneuverable on land, where its short hind legs and long torso and neck force it to walk mainly quadrupedally. Its long, conical teeth and sharp, grasping claws are ideal for catching large fish and wrangling with sea monsters, but Spinosaurus is an opportunistic predator and will eat anything that it can catch. Riverboat captains that work near Spinosaurus territory know to stay clear of the water when the dinosaur’s massive sail is spotted.
For the Cinquedea I would probably just use the stats for a short sword. But since we're playing around with things here, let's try to make a unique cinquedea. Cinquedea - Light Simple Weapon
or Cinquedea - One-Handed Simple Weapon
For balance reasons, I would say it can either be a light piercing weapon or a one-handed piercing-or-slashing weapon. Making it a light (and therefore finessable) simple weapon that does piercing and slashing might make it a bit too powerful, but on the other hand making it a martial weapon would make it too weak. Any thoughts?
I've been messing about with some of the short blades, rebalancing them and making room for new ones.
The summary: Dagger, Stiletto - Light Simple Weapon
Dagger, Punching - Light Martial Weapon
Dagger, Kris - Light Martial Weapon
Falcata - One-Handed Martial Weapon
Dagger - Light Martial Weapon
Throwing Knife - Ranged Simple Weapon
Hunga Munga - Light Exotic Weapon
What say you?
I like the idea of using an ice bucket trap as an in-game call back to your group's participation in the ice bucket challenge. It could be something as silly as just a bucket of icewater propped against the top of a door, or maybe a bucket full of alchemist's ice.
FanaticRat wrote: Not knocking anyone for enjoying things that I don't enjoy, but I've seen this idea before and I just don't get what the point of making languages harder to learn is. Linguistics is already a pretty crapshoot skill in my opinion, and I usually play characters that pump it like crazy (the pain of knowing 20 different languages and never knowing the right one for the job). What makes this system more appealing than leaving linguistics and language acquisition as it is now? Like any system that adds another layer of complication on top of things, it certainly isn't for everyone. For a lot of people, the added challenge contributes to the realism and the sense of immersion that they feel in the campaign. Trying to explain a situation to the city guards in a language you barely understand, deciphering an ancient inscription based on your knowledge of the modern tongue, bartering with a foreign merchant in a language neither of you fully comprehend... these types of encounters are made possible by such rules systems. Really, I guess it all comes down to how much importance your DM places on language in their campaign setting.
So I recently reworked the firearm rules to make guns less exceptional, and at the same time I re-did the early firearms weapons table to be exclusive to Medieval gunpowder weapons. Check out the full thing on my blog, or read it below: Rules Changes for Early Gunpowder Weapons
Range and Penetration: Pathfinder's rules for penetration - that early firearms attack touch AC within the first range increment - are fine enough, I guess. But for simplicity's sake, my rule is that gunpowder weapons attack regular AC like any other weapon unless stated otherwise in the weapon's description. That also gets rid of the problematic implication that guns are just as effective as magic rays against a stout wooden shield, a suit of +5 full plate, or even a red dragon's thick hide. Loading a Firearm: Keep the Pathfinder rules as written. Misfires: On a roll of a natural 1 (or 1-2 if the user is non-proficient), the gun misfires, gaining the broken condition. Additional rolls to confirm a critical fumble occur as usual, and any effects of the critical fumble occur on top of the misfire. While the weapon has the broken condition, its chance of misfire doubles. A second misfire before the weapon has been repaired means the weapon explodes. When the weapon explodes, the wielder takes damage as if he had been hit by the weapon; the damage type is 'bludgeoning and piercing and fire'. All adjacent creatures take half damage (DC 12 Reflex Save negates). A critical fumble result (as from a fumble table or the Critical Fumble Deck) that gives the broken condition to the weapon stacks with the broken condition caused by the misfire, causing the gun to explode. Ammunition: Most gunpowder weapons require both black powder and shot. The number of charges of black powder required, and the type of shot required, vary from weapon to weapon. Deflecting and Snatching Bullets: The Deflect Arrows feat and the Snatch Arrows feat cannot be used to deflect or snatch bullets. Medieval Gunpowder Weapons Fire Arrows
The fire arrow deals fire damage like a splash weapon to all within the target square, and one point of fire damage to every creature within a 5-foot radius. In addition, any creature struck directly with the fire arrow takes normal arrow damage, including any bonuses granted by enhancements to the bow or its wielder. Fire arrows can be fired from shortbows or longbows, dealing normal arrow damage appropriate to the bow, and add 40 ft. to the range increment. Fire Arrows (5) - Ammunition Early Gunpowder Weapon
Fire Lance
Fire Lance - Two-Handed Early Gunpowder Weapon
Hand Cannon
Hand Cannon - Two-Handed Early Gunpowder Weapon
Three-Barrelled Hand Cannon
Hand Cannon, Three-Barrelled - Two-Handed Early Gunpowder Weapon
Fire Bolts
The fire bolt deals fire damage like a splash weapon to all within the target square, and one point of fire damage to every creature within a 5-foot radius. In addition, any creature struck directly with the fire bolt takes normal bolt damage, including any bonuses granted by enhancements to the crossbow or its wielder. Fire bolts can be fired from light or heavy crossbows, but not hand or repeating crossbows. They deal normal bolt damage appropriate to the crossbow. Their weight subtracts 20 ft. from the range increment. Fire Bolts (5) - Ammunition Early Gunpowder Weapon
Arquebus
The arquebus is heavy, and requires a support stick to steady it while aiming, which takes a move action to set up, and must be repositioned every time the arquebusier moves to a different firing position. The arquebus can be fired without the support stick at a -2 penalty to hit. Those with a Strength score of 16 or greater can aim and fire the arquebus without the support stick at no penalty. Arquebus - Two-Handed Early Gunpowder Weapon
Rocket Gun
Rocket Gun - Two-Handed Early Gunpowder Weapon
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ How do you like that system? Would you use those weapons in your campaign? (Second matter: is it kosher to post stuff from my blog here? I post on a weekly basis, and a lot of those weeks involve homebrewed content. If I could post that homebrewed stuff here too, I would really appreciate the increased feedback and number of people seeing and potentially using my ideas.)
Wow, I came up with a very similar system here. In fact, I was about to get angry until I saw this was posted a month before mine. In any case, if anyone is looking for a character sheet that supports a multi-tier language-learning system, check mine out.
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