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I own all the alternate paths pdf books and English is not even my first language.
But PLEASE, what I'm waiting for since years is physical books !!
Don't do a 1000 pages PDF but three 350 pages hardcover. PLEASE PLEASE. I'M BEGGING YOU.


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Try "A good idea for a rpg campaign setting" as many times as necessary


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Sphères of power/might ! :)


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Hello, I think character creation is slow and long to explain to beginners.
Here's the problematic points for me :
- Calculate Abilities Scores
- Choice of feat without knowing the game
- Too few HP at level 1
- Skills to choose without knowing the game
- Equipment to buy

This post is about skills.
At level 1 you have to choose X+int ranks.

What if, at level 1 you gain 1 rank in all your class skills and then, after that, you gain X+int at each level ?

Would something be broken ?
It's faster, makes more competent characters but int is still important at further levels.
"Balance" between classes is the same, Rogue is still the king with 23 class skills.

What do you think about ?


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What would be PERFECT should be a sheet for Spheres of power things. Not a new character sheet for each classe, but at least 1 sheet where you can put your spheres, your talents, caster level, spell pool, ...


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- "Official" take on E6,E8 and gestalt
- Options for a low-magic game
- Alternative divine magic system, different from arcane magic (maybe a magic system based of faith, the more you believe the more you can do magic, so it could be used in a world where gods don't exist)
- critical and critical failures variants
- rules for acquiring templates, and new templates for PCs.
- suggestions on combinations of variants rules in order to do different game styles. (example : Automatic bonus progression from unchained 1, E6 from unchained 2, wild magic, this and that, for a low magic sword and sorcery system, and so on...)
- archetypes using variant rules or unchained classes
- list of spells "bannable" for different degrees of magic (from create water, to extra planar teleportation spells, and detect evil)
- variant rules to stunt a guard in a hit from behind, to murder someone in one hit, this sort of thing not easy with hp.
- A method to generate NPC quickly
- Alternate NPC classes with VERY LOW BAB, so an expert can be a 15th level master crafter without being a good fighter.
- Alternate rules on races to distinguish physionomy and culture (a dwarf adopted by elves could gain proficiency in bows and elven weapons but not immunity to sleep for example but won't have stone cunning)


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Ultimate survival (wilderness, desert, cold places) and ultimate dungeon (like the 3.5 Dungeonscape book). A Cityscape equivalent is not necessary between the gm book, the campaign book and ultimate intrigue.
And an Ultimate Romance to replace the book Of erotic fantasy ?? :p


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No interest ? :(

The goal is to have character more powerful and versatile, as in gestalt, but not too much, inspired by the variant multiclassing rules from pathfinder unchained.

There's too much broken combinations in gestalt for pathfinder, so this set of rules could tone down that (I had 2 players gestal level 1 that beat easily a dungeon of average difficulty made for four 4th level pcs).

I'v added a rule, the skill synergy.
Synergy Skills bonus
For each skill belonging to both the primary and the
secondary class skills lists, you gain a +1 synergy bonus
to this skill.

So by "gestalting", you have better HD, BAB, SAVES and a little boost on some skills, and some abilities of another class, but not so much. You can be a sorcerer that can track its preys and have an animal companion, but he'll never be a true ranger, for example.


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Hello, after a lot of reading about gestalt, P6/P8, their advantages and their drawbacks, I tried to think about a system to make gestalt character in a P8 game, with interesting combinations, good versatibility, and not too much powerful because of combination of new classes and archetypes.
I got inspired by the variant multiclass from unchained.

Don't hesitate to criticize a lot, as long as we avoid critics about "gestalt" of "P8" :)
The could be mistakes and a few classes look too weak and need to be reworked (the ranger, for example)

Building A Variant Gestalt E8 Character
To make a 1st-level gestalt character, choose two classes, a primary class and a secondary class. (You can also choose any archetype for the primary class but you can’t combine two versions of the same class.) Build your character according to the following guidelines.

Hit Dice
Choose the larger Hit Die. A monk/sorcerer would use d8 as her Hit Die and have 8 hit points (plus Constitution modifier) at 1st level, for example.

Base Attack Bonus
Choose the better progression from the two classes.

Base Saving Throw Bonuses
For each save bonus, choose the better progression from the two classes. For example, a 1st-level variant gestalt fighter/wizard would have base saving throw bonuses of Fortitude +2, Reflex +0, Will +2—taking the good Fortitude save from the fighter class and the good Will save from the wizard class.

Class Skills
Take the number of skill points gained per level from whichever class grants more skill points, and consider any skill on either class list as a class skill for the variant gestalt character. For example, a variant gestalt barbarian/bard would gain skill points per level equal to 6 + Int modifier and can purchase skills from both the barbarian and bard lists as class skills.

Class Features
A variant gestalt character gains the class features of its primary class and a few features of its secondary class at 1st, 3rd, 5th and 7th levels.
Class- and ability-based restrictions (such as arcane spell failure chance and a druid’s prohibition on wearing metal armor) apply normally to a gestalt character, no matter what the other class is.

Occult, Psionics, Spheres of Power, Path of War classes must be primary classes and cannot be mixed.
These classes are too complex or too rich to be summarized into 4 abilities without loosing too much.

A variant gestalt character follows a similar procedure when he attains 2nd and subsequent levels. Each time he gains a new level, he chooses a primary class and a secondary class, takes the best aspects of each, and applies them to his characteristics. A few caveats apply, however.

Class features that two classes share (such as uncanny dodge) accrue at the rate of the faster class.
Variant Gestalt characters don't have the spellcasting ability of their secondary class.
Prestige classes are not allowed for now (they may be turned into secondary classes later).

SECONDARY CLASS ABILITIES

CORE CLASSES

BARBARIAN (UNCHAINED)
1 RAGE
3 UNCANNY DODGE
5 RAGE POWER
7 IMPROVED UNCANNY DODGE, RAGE POWER

BARD
1 BARDIC KNOWLEDGE
3 BARDIC PERFORMANCE (LVL-2)
5 VERSATILE PERFORMANCE
7 LORE MASTER

CLERIC
1 DOMAIN (1st power)
3 CHANNEL ENERGY 1d6
5 CHANNEL ENERGY 2d6
7 DOMAIN (2nd power)

DRUID
1 ANIMAL COMPANION or DOMAIN (1st power)
3 WILD EMPATHY
5 WILD SHAPE (2/day)
7 DOMAIN (2nd power) or ANIMAL COMPANION ADVANCEMENT

FIGHTER
1 BRAVERY +1, BONUS COMBAT FEAT
3 ARMOR TRAINING
5 WEAPON TRAINING
7 ADVANCED ARMOR TRAINING or ADVANCED WEAPON TRAINING

MONK (UNCHAINED)
1 UNARMED STRIKE
3 FLURRY OF BLOWS
5 KI POOL/KI STRIKE (MAGIC)
7 KI POWER

PALADIN
1 SMITE EVIL (1/day)
3 LAY ON HANDS
5 SMITE EVIL (2/day)
7 DIVINE BOND

RANGER
1 TRACK
3 FAVORED ENEMY
5 FAVORED TERRAIN
7 HUNTER'S BOND

ROGUE (UNCHAINED)
1 TRAPFINDING, WEAPON FINESSE
3 SNEAK ATTACK +1d6
5 ROGUE TALENT
7 SNEAK ATTACK +2d6

SORCERER
1 BLOODLINE POWER
3 BLOODLINE POWER
5 CANTRIP
7 BLOODLINE BONUS FEAT

WIZARD
1 ARCANE SCHOOL
3 ARCANE BOND
5 CANTRIP
7 BONUS FEAT (METAMAGIC, ITEM CREATION or SPELL MASTERY) or ARCANE DISCOVERY

BASE CLASSES

ALCHEMIST
1 ALCHEMY
3 BOMB 1d6
5 MUTAGEN
7 DISCOVERY, BOMB 2d6

CAVALIER
1 TACTICIAN
3 CHALLENGE 1/day
5 ORDER ABILITY
7 CHALLENGE 2/day

GUNSLINGER
1 GUNSMITH
3 GRIT, DEEDS (level 1)
5 GUN TRAINING 1
7 DEEDS (level 3)

INQUISITOR
1 INQUISITION
3 JUDGMENT 1/day
5 DISCERN LIES
7 JUDGMENT 2/day

MAGUS
1 ARCANE POOL
3 MAGUS ARCANA
5 BONUS FEAT (COMBAT, ITEM CREATION or METAMAGIC)
7 MAGUS ARCANA

ORACLE
1 MYSTERY, ORACLE'S CURSE
3 REVELATION
5 ORISON
7 REVELATION

SUMMONER (UNCHAINED)
1 EIDOLON
3 BOND SENSES
5 SHIELD ALLY
7 MAKER'S CALL

VIGILANTE
1 DUAL IDENTITY
3 SOCIAL TALENT
5 VIGILANTE TALENT
7 SOCIAL TALENT or VIGILANTE TALENT

WITCH
1 HEX
3 HEX
5 HEX
7 HEX

ALTERNATE CLASSES

ANTIPALADIN
1 SMITE GOOD (1/day)
3 TOUCH OF CORRUPTION
5 SMITE GOOD (2/day)
7 FIENDISH BOON

NINJA
1 NINJA TRICK
3 KI POOL
5 NINJA TRICK
7 LIGHT STEPS

SAMURAI
1 RESOLVE
3 CHALLENGE 1/day
5 ORDER ABILITY
7 CHALLENGE 2/day

HYBRID CLASSES

ARCANIST
1 ARCANE RESERVOIR, CANTRIP
3 ARCANIST EXPLOIT
5 ARCANIST EXPLOIT
7 ARCANIST EXPLOIT

BLOODRAGER
1 BLOODLINE POWER (1st level)
3 BLOODRAGE
5 BLOOD CASTING, ESCHEW MATERIALS
7 BLOODLINE POWER (4th level)

BRAWLER
1 UNARMED STRIKE
3 MARTIAL FLEXIBILITY
5 KNOCKOUT
7 MARTIAL FLEXIBILITY (SWIFT ACTION)

HUNTER
1 ANIMAL COMPANION
3 ANIMAL FOCUS
5 HUNTER TACTICS, TEAMWORK FEAT
7 TEAMWORK FEAT

INVESTIGATOR
1 INSPIRATION
3 INVESTIGATOR TALENT
5 STUDIED COMBAT, STUDIED STRIKE 1d6
7 INVESTIGATOR TALENT

SHAMAN
1 SPIRIT, SPIRIT ANIMAL
3 HEX
5 HEX, WANDERING SPIRIT
7 HEX, WANDERING HEX

SKALD
1 RAGING SONG
3 BARDIC KNOWLEDGE
5 RAGE POWER
7 LORE MASTER

SLAYER
1 STUDIED TARGET
3 SLAYER TALENT
5 SLAYER TALENT
7 STALKER

SWASHBUCKLER
1 SWASHBUCKLER FINESSE
3 PANACHE, DEEDS (level 1)
5 CHARMED LIFE 3/day
7 DEEDS (level 3)

WARPRIEST
1 BLESSINGS
3 FERVOR 1d6
5 SACRED WEAPON +1
7 SACRED ARMOR +1, FERVOR 2d6


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Hello, I liked the idea behind the Artificer class from Adamant Entertainement but the class has some problems (like for example the fact that you can create any scroll for your wizard to learn, and thus, become a living library...)
I tried to fix the things I didn't like but I also tried to remake the class into something more fun.
I removed some item crafting feats and replaced them with two main abilities : a way to create clockwork creatures easily and to become an armored warrior with mechanical limbs, something like a fantasy Iron Man mixed with Robocop, with magical cannons mounted and mechanical and magical claws. :)

Please review and tell me what I should improve !
(sorry it's a hell to try to make a grid with all the levels etc.. I gave up, it's ugly, sorry...)

Artificer
Alignment: Any

Hit Dice: d8

Starting Wealth: 3d6 x 10 gp (average 105gp)

Class Skills
The artificer’s class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Escape Artist (Dex), Knowledge (arcana) (Int), Knowledge (engineering) (Int), Perception (Wis), Linguistics (Int), Spellcraft (Int) and Use Magic Device (Cha).

Skill Ranks per Level: 6 + Int modifier.


Level BAB For Ref Will Special Inventions
LVL1 LVL2 LVL3 LVL4
1st__+0________+2/+0/+2__Elbow grease, brain of all trades, weird science....................0 — — —
2nd__+1________+3/+0/+3__Item creation, artificer's scribe scroll............................1 — — —
3rd __ +2 ________+3/+1/+3__Iron man............................................................1 — — —
4th __ +3 ________+4/+1/+4__Craft wondrous Item............ ........................ 1 0 — —
5th __ +3 ________+4/+1/+4__Craft magic arms and armor, salvage, bonus feat............ 1 1 — —
6th __ +4 ________ +5/ +2/ +5__ Metamagic science, elbow grease +4.................................. 2 1 — —
7th __ +5 ________ +5/ +2/ +5__ Craft wand.............................................. 2 1 0 —
8th __ +6/+1 ____ +6/ +2/ +6__ Quicker weird science .................................. 2 1 1 —
9th __ +6/+1 ____ +6/ +3/ +6__ Clockwork limbs, Bonus feat.................................. 2 2 1 —
10th __ +7/+2 ____ +7/ +3/ +7__ Improved brain of all trades.................................. 3 2 1 0
11th __ +8/+3 ____ +7/ +3/ +7__ Elbow grease +6 ................................... 3 2 1 1
12th __ +9/+4 ____ +8/ +4/ +8__ Craft clockwork ................................... 3 2 2 1
13th __ +9/+4 ____ +8/ +4/ +8__ Improved metamagic science, Bonus feat .................................. 3 3 2 1
14th __ +10/+5 ____ +9/ +4/ +9__ Armored iron man ................................... 4 3 2 1
15th __ +11/+6/+1 __ +9/ +5/ +9__ Quicker craft clockwork ................................... 4 3 2 2
16th __ +12/+7/+2 __ +10/ +5/ +10__ Quickest weird Science ................................... 4 3 3 2
17th __ +12/+7/+2 __ +10/ +5/ +10__ Arcane builder, Bonus feat................................... 4 4 3 2
18th __ +13/+8/+3 __ +11/ +6/ +11__ Quickest craft clockwork................................... 5 4 3 2
19th __ +14/+9/+4 __ +11/ +6/ +11__ Mind exemplar ................................... 5 4 3 3
20th __ +15/+10/+5 __ +12/ +6/ +12__ Magnum Opus............................................... 5 4 4 3

All of the following are class features of the artificer.

Weapon and Armor Proficiency:
An artificer is proficient with all simple weapons, with light armor, and with shields (except tower shields).

Elbow Grease
At 1st level, the artificer gains a +2 bonus to all Craft checks. This bonus raises to +4 at 6th level, and +6 at 11th level.

Brain of All Trades
At 1st level, the artificer has picked up a smattering of even the most obscure intellectual skills. He may use any skill based on Int, Wis and Cha untrained.

Weird Science
An artificer is not a spellcaster, but instead possesses the ability to imbue items with magical power. At 1st level, this weird science allows the artificer to create devices that combine the effects of one or more spells, either arcane or divine.

An artificer has access to both arcane and divine spell lists, but only up to 4th level. At first level, an Artificer may only replicate one spell per device. Starting at 5th level, they may include 1 additional spell. For every 5 artificer levels past 5th (10th, 15th, 20th) they may include one additional spell on a single device. Spell statistics (casting times, etc.) remain unchanged, although no components are required and the artificer is considered the “caster” for the purposes of CL.
When more than one spell are combined into a device, they'll all have the same target. It's not possible to launch a fireball somewhere and throw a lightning bolt somewhere else, or heal a party member at the same time.
The only exception is spells who will be targeting the Artificer herself and only her. These spells can be combined with anything. It's possible to throw a fireball and heal the Artificer at the same time for example.

Weird science devices must be invented in advance, however -- they cannot be created on the fly. The time to create such devices is 4 hours per spell level used, consuming 100 gp per spell level in materials during creation. As such, an artificer usually has a fixed collection of regularly-carried devices.
Device weight is 1lb per spell level, devices lighter than 4lbs are one handed, devices weighting 4lbs or more are two handed.

An artificer start at level 1 with a number of devices he already made equal to his INT modifier.

Weird science devices are temporary and unreliable. They are able to be used reliably a number of times per day equal to 1 plus half the class level of the artificer who built the device (rounding up, naturally). The device may be used by anyone -- but if used by someone other than the artificer who built it, it requires a Use Magic Device roll at DC 15 to activate (a failed roll indicates that the device fails to activate for that user, and a roll of 1 means that the device breaks down for good).

If the device is used more times than allowed (by anyone), it requires a Use Magic Device skill check with a DC equal starting at 20 and rising by 1 every additional time the device is used. A failed roll means that the device breaks down and may not be used again (the artificer will have to build another).

Combining multiple magical effects into a single device means that both effects function simultaneously upon activation (effectively casting two or more spells at once) -- but such devices are even more unstable than usual: The Use Magic Device check for extra activations starts at DC 25 + the number of effects used, and goes up for each additional usage by the number of effects used.

Item Creation
At second level, an artificer’s invention ability expands to include the creation of true magic items, even if the artificer does not have access to the prerequisite spells. The artificer must make a successful Craft check (DC 20 + caster level) to emulate each spell normally required to create the item or use a scroll she wrote herself. This ability does not stack with the Master Craftsman feat.

The magic item creation guidelines are used, and for the purpose of emulating prerequisites, the artificer’s effective CL equals his class level +2. However, if the item duplicates a spell effect, the statistics of that effect use the artificer’s actual level.

Bonus Feats
An artificer gains some item creation feat as a bonus feat. He gets Craft Wondrous Item as a bonus feat at 4th level, Craft Magic Arms and Armor at 5th level, Craft Wand at 7th level and Arcane builder at 17th level. In addition, an artificer gains a bonus feat at 5th, 9th, 13th and 17th level. For each of these bonus feats, the artificer must choose a feat from the following list: Empower Spell, Enlarge Spell, Extend Spell, Heighten Spell, Magical Aptitude, Maximize Spell, Quicken Spell, Silent Spell, Skill Focus, Still Spell, Widen Spell.

Artificer's scribe scroll
At second level, the Artificer get the ability to write scrolls. Same as the scribe scroll feat, except nobody can learn a spell using an Artificer's scroll. These scrolls are neither divine or arcane and need an UMD check by anyone but the Artificer. He is considered as to having the scribe scroll feat.

Iron Man
At 3rd level, The Artificer gains both proficiency and the ability to wear medium armor while casting spells, without any penalty from arcane spell failure. If the Artificer already had proficiency with medium armor, the armor check penalty lessens by one with all medium armor worn.
Moreover, the Artificer can mount on a medium armor one of her devices created with the Weird science ability, and can use it hands free. The invention is attached to the armor and cannot be removed. Only the artificer can use an invention mounted this way.

Salvage
At 5th level, an artificer gains the ability to salvage the gold piece value from a magic item and use those funds to create another magic item. The artificer must spend a day with the item, and he must also have the appropriate item creation feat for the item he is salvaging. After one day, the item is destroyed and the artificer gains the gp value it took to create the item. This value is cannot be spent as gold, it may only be used in the creation of another magic item.

Metamagic Science
At 6th level, an artificer gains the ability to apply a metamagic feat he knows to a spell trigger item (such as a wand). He must have the appropriate item creation feat for the spell trigger item he is using. Using this ability expends additional charges from the item equal to the number of effective spell levels the metamagic feat would add to a spell.

Quicker weird science
At 8th level, the time to create weird science devices become 2 hours per spell level used, but consuming 200 gp per spell level in materials during creation.

Clockwork limbs
At 9th level, the artificer replaces some of her limbs with clockwork limbs.
Doing so, the artificer gains the following :
STR+2, CHA-2 for each arm replaced
CON+2, Shield bonus to AC equal to 2 if all arms are replaced
CHA-2 and base land speed is doubled if both legs are replaced
If both legs are replaced, the Artificer does not have a limit to how long it can run, nor does it risk fatigue or exhaustion from forced marching.
The artificer must choose which limbs she wants to replace with a restriction, his charisma score cannot go under 6.
Moreover, for each replaced arm that does not have a natural attack associated with it, an Artificer gains either a slam or claw attack that deals damage appropriate as if it was one size category larger. If the Artificer has no other attacks these natural attacks are primary, otherwise they are secondary. If the Artificer already has a natural attack associated with a replaced limb (arm or leg), he keeps the primary/secondary status as before and the damage from that attack increases by one step.
Against damage directed specifically at an Artificer replaced limb (for example, attempts to sunder a limb, or attacks from foes that deal damage to the limbjack touching or attacking it), the Artificer gains DR 20/adamantine, and resist acid, cold, and fire 30.
Against spells that specifically target a replaced limb (such as stay the hand), the Artificer gains SR equal to 15 + it's CR.
Any of the natural attacks associated with a replaced limb can be upgraded to be masterwork, made of different materials, or made into a magic weapon. The cost for this is the same as for a longsword of the same size as the Artificer, and the new limb must be crafted by the Artificer himself.
Weakness :
Though only some of the Artificer is replaced with metal, it's enough to make him vulnerable to effects that target metals. He counts as a ferrous creature for the purposes of rusting grasp and other spells that have special effects on metal.

Improved Brain of All Trades
At 10th level, all skills based on INT, WIS or CHA are now considered class skills for the artificer, receiving the usual +3 bonus given to class skill checks.

Craft clockwork
At 12th level, the artificer can craft any construct with the clockwork subtype, ignoring spells, feats and skills requirements.
Creating a clockwork this way requires 8 hours of work per 1,000 gp in the item's base price (or fraction thereof), with a minimum of at least 8 hours.
The artificer must spend the gold at the beginning of the construction process and can not create more than one clockwork per day.

Improved Metamagic Science
At 13th level, an artificer gains the ability to apply a metamagic feat he knows to a spell completion item (a scroll, for example). He must have the appropriate item creation feat for the spell completion item he is using. The DC for the Use Magic Device check is equal to 20 + (3 times the modified level of the spell).

Armored Iron Man
At 14th level, the Artificer gains both proficiency and the ability to wear heavy armor while casting spells, without any penalty from arcane spell failure. If the Artificer already had proficiency with heavy armor, the armor check penalty lessens by one with all heavy armor worn. Also, Artificers wearing medium armor have their armor check penalty lessens by two.
Moreover, the Artificer can mount on a heavy armor two of her devices created with the Weird science ability, and can use it hands free. The invention is attached to the armor and cannot be removed. Only the artificer can use an invention mounted this way.

Quicker craft clockwork
At 15th level, creating a clockwork this way requires now 4 hours of work per 1,000 gp in the item's base price (or fraction thereof), with a minimum of at least 4 hours.

Quickest weird science
At 16th level, the time to create weird science devices become 1 hour per spell level used, but consuming 400 gp per spell level in materials during creation.

Quickest craft clockwork
At 18th level, creating a clockwork this way requires now 2 hours of work per 1,000 gp in the item's base price (or fraction thereof), with a minimum of at least 2 hours.

Mind Exemplar
At 19th level, the artificer's Brain of All Trades ability reaches its zenith: the artificer may now add a +10 bonus to all skill checks based on INT, WIS or CHA, even untrained.

Magnum Opus
At 20th level, the artificer unlocks the secret of creating artifacts. He gains one minor artifact, subject to GM’s approval, which represents his constant tinkering throughout his life. This item is virtually indestructible and may be called to the artisan who made it from anywhere, even across planes. This minor artifact is not bound equipment and thus may be used by others.

The artificer may now forge major and minor artifacts, but the process for crafting such items is long, difficult, and unique to each item. Forging an artifact could require rare and unique materials, visits to other planes, communication with outer gods, fire from the heart of an active volcano, or any number of special prerequisites.

Credits :
Advanced bestiary, for the limbjack template.
LordErebus12 from GitP forums, for some ideas reused in the Iron man ability / Thread "Pathfinder-Reworked-Class-Artificer"
WhiteDrag0n from GitP forums,for the Magnum Opus ability / Thread "Fixing-Adamant-Entertainment-s-Artificer-again"