mekka2000's page

178 posts. No reviews. No lists. No wishlists.



1 to 50 of 53 << first < prev | 1 | 2 | next > last >>

Hello,

https://www.d20pfsrd.com/magic/all-spells/h/heart-of-the-metal/

Target : one weapon per level

RAW, a weapon is a weapon, natural or manufactured.
So, it seems it's ok to cast it on a natural weapon.

BUT

In the magic rules :
"Some spells have a target or targets. You cast these spells on creatures or objects, as defined by the spell itself. "

A claw is not a creature neither an object.

I still think that, RAW, you can cast the spell on a natural weapon, but a friend doesn't agree and I think his point seems valid too.

What do you think about ?


Just for fun, let's try to replace classes with the "better 3pp version of class and archetypes".

Fighter --> Legendary Fighter
Barbarian --> Unchained Barbarian & Everyman Unchained Rage (Alternative : Legendary Barbarian)
Bard --> Everyman Unchained Bard & Everyman options : Unchained Bard Masterpieces
Monk --> Legendary Monk + Unchained Monk + Everyman Unchained Monk I & II
Ranger --> Legendary Ranger
Rogue --> Legendary Rogue
Cleric
Wizard
Sorcerer
Paladin --> Legendary Paladin
Druid

Any Ideas ?
You can suggest base classe, occult classes and hybrid classes too !


It seems they all come here as young barghest and can go back as greater barghests, but... how ? They have no abilities for doing that themselves.


Hello, first sorry for my poor english, it's not my native language, I hope I'll be understandable !

In PF2, there's 3 actions per turn. My player liked it a lot.
In PF Unchained, there was a similar system, but there was problems with swift actions and, for example, the action economy of the magus or warpriest.

WHAT IF, in PF1, we play with : free actions + 1 Swift Action + 3 standard or move actions ?

It'll change some things that seems to be balanced for me (as adversaries also have 3 actions) even if everyone has more power than with 2 actions (because of action economy).
Natural attacks could be 2 actions for all natural attacks (or 3, maybe ?).

Rocket tag may be worst, maybe a boost in HP for PC and foes should be necessary. I'm not even sure as, 3 attacks at level 1 with 0/-5/-10 for example, 2 attacks are almost guarantee to fail (except critical..).

What do you think about ?


Hello, I may start a small campaign in the Lands of the Linnorm Kings as an E8 campaign but... is it realistic, taking into account that a character, in order to become a king, as to defeat a linnorm alone ?

It's a great accomplishment and isn't doable by everyone, sure, but it is possible at 8th level ?

Tell me your strategy to defeat an ice linnorm (CR 17) at level 8, solo :p


Hello, I like a lot multiclass archetypes ( Here ), but I'd like to know which ones you'll recommend ?
I guess some are better than others, but what did you play and what are the best for you ?

I had 2 players using Shadow Fury and Beast Hunter, shadow fury was nice but the "silent rage" was never used and Beast Hunter was good but "replaced" by Paizo's Hunter...

I want to find the best MCA to suggest it to my players :)


One critical can kill you... Hard when you discover rpg and are a beginner.

Inspired by PF2 playtest.

Add a "racial hp bonus" to your character at level 1 :

Base is 8
If the race is small, -2
If the race is large, +2
If the race has a bonus to CON, +2
If the race has a malus to CON, -2
I think I reverse engineered how pf2 calculate it :)

So :
Dwarves : 10 hp
Elves : 6 hp
Halfling : 6 hp
Humans : 8 hp
Half-elf : 8 hp
Half-orc : 8hp
Gnomes : 6 hp

What do you think about ?


Inspired by pf2 playtest

1) Start with all abilities at 10
2) Add your racial modifiers
3) Add a background. A background is
- Choose between two +2 ability modifier
- Gain automatically 1 rank per level to a background skill (pf unchained) that you choose between the 2 of your background. (Example background : "Rural : +2 WIS or +2 CON, 1 rank/level in Handle Animal or Knowledge(Geography)"). I have 8 default background + you could make some for each campaign (like campaign traits).
4) Choose 4 different ability scores. Add +2 to them.
5) Choose 2 different ability scores. Add +2 to them.

Example :

Elf Ranger :

1) STR 10, DEX 10, CON 10, INT 10, WIS 10, CHA 10
2) STR 10, DEX 12, CON 8, INT 12, WIS 10, CHA 10
3) Rural Background : +2 CON; STR 10, DEX 12, CON 10, INT 12, WIS 10, CHA 10
4) +2 to DEX, CON, WIS; STR 10, DEX 14, CON 12, INT 12, WIS 12, CHA 10
5) +2 to DEX, WIS; STR 10, DEX 16, CON 12, INT 12, WIS 14, CHA 10

It's quicker to explain than how to calculate point-buy, for a beginner, it limits minmaxing (as minimal score is 8 and maximum is 18, but only one).

What do you think about ?


1 person marked this as a favorite.

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 ?


Hello, I have a question...

The barrage sphere give you this :

Barrage: As a special attack action, you may make two ranged attacks at your full base attack bonus -2. Associated Feat: Rapid Shot.

But Rapid Shot is :

When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot.

1st question. Do you gain the associated feat and can do both ?

2nd question. If "Barrage" replaces Rapid Shot, isn't it more limited ?
You can't do 5 attacks at (for example) +18/+18/+13/+8/+3 (full attack) but only +18/+18 as a "special attack action" ?

Is Barrage a nerfed and simplified Rapid Shot ?


I don't get the Archaic Alchemist from Geomancer's Handbook...

Does it replace Alchemy (extracts..) with normal Sphere Casting, losing all the "alchemist" flavor (extracts, again...) ?

And I can't understand the casting tradition...
Focus Casting drawback is "alchemy lab", so... alchemist can only cast with an alchemy lab in front of him ? What's the point ?
Only logical explanation could be that Skilled Casting drawback (craft alchemy) is that you use a sphere ability in front of an alchemist lab in order to imbue a potion with power but... it's not written...

So, please, explain it to me :)


I plan to run an E6 game, what would imply these changes :

STR will still be used for Damage, but DEX would be used for attack rolls instead of STR, to emulate precision needed to hit.

In order to counter the point that "attack roll is not only precision but also strength to pass through armor", Armor as DR rules are used.
This alternate rule is known to be unbalanced at higher levels, but at level 6 it should be fine. Shield still stay AC tough, as you need dex to avoid the shield.

Also, CHA is used to calculate Will Save, instead of WIS, so, it cannot be a dump stat.

These changes seems "realistic" to me, and can allow archetypal characters clumsy and brutish for example, that don't hit often (low dex) but hit hard (high str), or nimble but weak characters hitting a lot but doing low damage.

It'll remove Finesse feat, and some other things like that, maybe invalidate many builds..
But as a small private game, where not every build that ever existed is in game...

Didn't I see something else, and important things could be broken ?


Hello, I'm DMing a campaign since 2013 and characters died and were replaced, or were redone because players wanted to try something else.

Now we have a wizard, a medic (path of war), and two characters with spheres of power magic and they are all level 10.

The medic can heal a lot during combat, the two spheres of power characters have unlimited at will "a-lot-of-d6" damage from destruction sphere...

And the wizard... now is bored in combat. He delays his turns almost every time because he can avoid to waste his spells by letting the spheres of power characters playing before him...

Nobody is afraid of dying because of the almost unlimited healing of the medic...

This is no more a game of attrition, sphere PCs have good things to do every round, even with 0 spell points, and health is full every other round...

That's good in a way, because no 15 minute adventuring day, and the rythm of the game is more based on the story than the resource management game but... there is almost no challenge (even fights with CR a lot higher than theirs) and the wizard is still playing the attrition game and he's bored...

I've always seen people saying you could play sphere characters alongside vancian characters and never saw a problem until my player with the wizard PC told me he feel useless in combat and he's saying to himself each round "why waste a spell if they'll kill it without wasting resources if I delay my turn ?"...

Now with the medic it's worst !

Is there a solution that is not : "play with all sphere characters" or "redo all characters in the same system" ?


First, low-magic, for me, is LOTR magic, in opposition to Dragon Ball Z gods 9th lvl spellcasters, not "no magic".

Here are my design goals :
- Speed-up combat
- Less "problematic spells" while thinking about "classic fantasy" and not "demi-god destroying reality, forging demi-planes and so on..". And using Spheres of Power.
- Trying not to remove any class from the game.
- Avoiding too many small bonus to calculate.
- Too many magical stuff, nothing is exceptional when everything is just a +1 to attack, +2 to saves, +1 to int and so on...

Here I go :)

1 :
Suggested solution : Trailblazer (a d20 variant, like pathfinder) showed the maths behind its reasoning and it seems good to me.
So, at BAB+6 you do -2/-2 instead of 0/-5, at BAB+11 you do -1/-1 and at BAB+16 you do 0/0. Maths proves that it's more damage on average, except when fighting monsters with much higher or lower AC than you (harder in both cases, so, good to me :) ).

2 :
Limited magic from Pathfinder Unchained, Heighten Spell metamagic feat for free, limiting spells to 4th levels (but keep the higher slots for metamagic).
Power should be in line with what Spheres of Power offers, so, Vancian and Spheres should be useable.

3 :
With these two modifications, nothing need to be banned from a "low magic" setting except maybe non-unchained summoner.

4 :
Limit magic buffs to 1 per 5 levels. (For example a 16th level character could have 3). Inspired by 5e.

5 : Automatic Bonus Progression.

As it's a home game in a homebrewed world, I'm not concerned about balance against AP, for example. So if a 20th level wizard is less powerful and cannot handle the same challenges than a 20th level wizard, this is by design and not a problem.

What I want is more speed, more simplicity, more "classical fantasy" (I like high level play too, but not in this world), and less superpowers and magical "+2"s, and maybe more balance between spellcasters and martials.

What do you think about ?


Hello, here's a little system I'm thinking about...
I would like to test what happen if you remove full attack action with all iterative attacks and limit a lot of dice throwing, so characters can move more and players can play quickly...

Removing iterative attacks
At BAB+6 you automatically gain Vital Strike
At BAB+11 you automatically gain Improved Vital Strike
At BAB+16 you automatically gain Greater Vital Strike

These 3 feats are modified to exclude natural attacks and off-hand weapons.

Natural Weapons
Same rules as before, so you can have multiple attacks but cannot benefit of Vital Strike.

Two-Weapon Fighting
You have only one bonus attack and the feats work differently, completely modified and don't allow more attacks.
Two-Weapon Fighting : This feat don't change.
Improved Two-Weapon Fighting : This feat allow the benefit of Vital Strike to the off-hand attack (and still -2, not -5).
Greater Two-Weapon Fighting : This feat allow the benefit of Improved Vital Strike with the off-hand weapon (and still -2, not -10)

For example, at BAB+17, with Greater TWF, you have a primary weapon attack at full BAB that deals (4x damage dice)+str+misc and an off-hand attack at full BAB-2 that deals (3x damage dice)+str+misc

You lose a little damage you can do, but as you can do Vital Strike and TWF as a standard action, you are more free to do something else with your move action, you are not locked to "go into melee, full attack full attack full attack".

These modifications can be done quickly while playing for monsters, so monsters and PCs will be equal, so no balance problems about it.
The balance problem could be between casters and non-casters but the problem is already here and I plan to use Spheres of Power/Might, so...

What do you think about it ?


Hello, I'm looking for small races, 1st or 3rd party.

Earth, Fire, Air and Water themed small races (like Oread, Ifrit, Sylph and Undine). Don't have to be as thematically charged... For example if Dwarves were small, it would be ok for a "small earth-themed race).

Evil, Good, Shadow, Chaos and Lawful small races (Gnome is already a fey-themed small race, don't need another).

So :
------- Medium ------ Small
Earth----- Oread----- ?
Fire----- Ifrit----- ?
Air----- Sylph----- ?
Water----- Undine----- ?
Evil----- Tiefling----- ?
Good----- Aasimar----- ?
Shadow----- Fetchling----- Wayang
Fey----- Naiad----- Gnomes
Chaos----- Ganzi----- ?
Law----- Android----- ?


Hello, I'm GMing a game with 1 player in Belkzen.
The pc woke up in a cave in the ghostlight marshes, suffering amnesia, she escaped the savage degenerate humans (grimlocks from ToH4) that planned to eat her.
[Fast Forward >>>>] :)
[...]
Now she is in Freedom Town, working for Marotis, because she needs a tribal token and he'll give her one if she works for him.
She don't know he's a cleric of Mammon, and he's like the kingpin of the town. Everyone told her "go talk to Marotis" everytime she asked for a job or for a way to buy a tribal token to the black market.

Now, before she get a tribal token and continue her travel to Urgir, I want something happening with Marotis.
The PC discovering he's not really a good guy, and having to take a side...
The "quest" given by Marotis was to hunt a human/orc family because they ran away because they owe money to Marotis. He said they are in danger and he want them alive to pay him back but in reality, he want to sell them as slaves to reimburse himself.
So she'll probably help the family escape and try to steal the token from Marotis. But after that ?

I have no idea.. who could be Marotis' adversaries with wich the PC could take a side.
She could just steal it and run away from Freedom Town, but I'd like this to be more "subtle" and make her discover NPC against Marotis and helping her (and her helping them).
Could the council, in a hidden way, try to destabilize Marotis because of his influence in town ? Or maybe there's opposition against a Mammon Cult (but who ?).

Some ideas ? :D (and sorry for my bad english.. it's not my native language)


I've started a game for my girlfriend with these rules :

- PC is a gestalt character and important characters could be too.
- 2 free feats at lvl1, but flavorful feats.
- 20 point-buy.
- E6 game.
- PC could become mythic (we'll see), max mythic rank would be 3.
- Nobody can read and write except those with 15 int, or linguistic as a class skill or with a new feat "literacy".
- A lot of 3rd party stuff available (path of war, spheres of power, akashic mysteries, new path compendium, psionics)
- Wounds and Vigor rule.

She made a spell-less ranger//sphere sorcerer (draconic bloodline).
I tought a solo game would be hard, it's her 2nd session and it was a breeze, with mostly CR1 encounters and one CR2 encounter.

Here's her statblock, tell me what you think about her power. I'm afraid bigger CR encounters would be equal to "too much damage".
She will soon encounter 1 to 3 akaname (CR1, bestiary 5). Not sure it'll be too easy or too hard.
Her at-will fire blast that can set on fire her foes and make them burn 1d6 per round until they manage a saving throw is powerful for a lvl1 attack, and most creatures won't continue to attack while in fire (some could but most try to roll on the floor, hoping to estinguish the fire).

Reva Dorsaddr
Female human spell-less ranger 1/sphere sorcerer 1/gestalt 1
CN Medium humanoid (human)
Init +6; Senses Perception +6
--------------------
Defense
--------------------
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
Vig 11 (1d10) Wnd 24 (Threshold 12)
Fort +4, Ref +4, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee destructive blast +3 touch (1d6) or
. . morningstar +3 (1d8+3) or
. . punching dagger +3 (1d4+2/×3)
Special Attacks claws (2, 1d4, 5 rounds/day), favored enemy (orcs +2)
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 12, Int 13, Wis 12, Cha 14
Base Atk +1; CMB +3; CMD 15
Feats - Custom Feat : Literacy -, Blind-fight, Improved Initiative, Secret Signs[ISWG]
Traits flame-touched, resilient, surface stranger (underground)
Skills Acrobatics +6, Bluff +6 (+10 to pass secret signs), Climb +6, Handle Animal +6, Intimidate +7, Knowledge (dungeoneering) +5, Perception +6, Profession (soldier) +6, Stealth +6, Survival +5
Languages Common, Orc
SQ casting, destructive blast, energy blade, fire blast, focus sphere (focus sphere [destruction]), paranoid, sculpt blast, sorcerous blood, track +1, wild empathy
Combat Gear oil of light, potion of cure light wounds (3), potion of invisibility, alchemist's fire (2); Other Gear leather armor, morningstar, punching dagger, backpack, beast whistle (ungulate), belt pouch, flint and steel, mess kit[UE], pot, soap, torch (2), trail rations (2), waterskin, light horse, animal harness, bedroll, feed (per day), saddlebags, torch, trail rations, 57 gp
--------------------
Special Abilities
--------------------
Blind-Fight Re-roll misses because of concealment, other benefits.
Casting (CL 1, MSB +1, MSD 12, Concentration +3, DC 12) You can cast sphere effects.
Claws (5 rounds/day) (Su) 2 Claw atacks deal 1d4 damage
Destruction: Destructive Blast 1d6 Ranged or melee touch attack deals 1d6 damage
Destruction: Energy Blade Add your destructive blast to a weapon attack
Destruction: Fire Blast (DC 13) Your destructive blast deals fire damage and can ignite targets
Destruction: Sculpt Blast (DC 13) Deal destructive blast damage in a cone or line
Favored Enemy (Orcs +2) (Ex) +2 to rolls vs. orcs foes.
Focus Sphere (Destruction) Gain Destruction as a bonus sphere at +1 CL
Paranoid Aid Another DC 15 for attempts to help you.
Secret Signs You can hide somatic components of spellcasting
Sorcerous Blood You gain 1 extra spell point per sorcerer level
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.


I tried to do a witch with a bonded weapon (moreover, it's an intelligent item), with the template from spheres of power in order to do a sphere witch.

But it seems that the bonded item is lost, as it's supposed to work as the wizard's bonded weapon, and the sphere wizard archetype told me that no bonded weapon but a sphere talent instead.

Moreover, when I try this in Hero Lab, it let me chose "weapon" as a bonded item, but I cannot choose the weapon and instead get 1 sphere and 1 talent.

I know there's a casting tradition that could be used as a bonded blade (focus casting), I can take it (that what I did, in fact), but what's the point to the class feature and the way it's converted and why chose the bonded witch instead of a regular with with the right tradition ?

(Is there somewhere a feat to take the Bound Equipment (Su) from the Armorist ?? I cannot multiclass with it because fluff-wise, the summon weapons doesn't fit at all)


I'm working on a setting where all the gods have disappeared, it's E6 (or maybe E8) and would include Spheres of Power, Path of War and Akashic Mysteries, and some other classes.

As there's no god anymore, divine magic is replaced by another system. I'm thinking of Spheres of Power (there's archetypes for all classes, so, the work is already done), justifying that it's not the god that give the powers anymore, but the clerics get their powers in a more "raw" form from domains itselves.

I also want to change spontaneous casters, because now :
- Prepared arcane casters : "precise" spells studied and learned (classical vancian magic system)
- Prepared divine casters : Spheres of power with the right tradition
- Spontaneous divine and arcande casters : Spheres of power with the right tradition.

I think Prepared divine and all spontaneous are too close, not enough flavorful and different.
An idea ? Another system ?
Spontaneous could stay spheres (it seems to me its the right system for "raw unlearned" magic) but I want to keep the flavour of "divine prepared" take their magic from domains directly, so, psionics is not the solution.


Not sure if this should be in rules questions, 3rd party or homebrew..

There's strict rules for monster creation. A magical beast always have darkvision, and so on... for example...

Review of bestiaries found on the internet often talk about errors about the wrong skill ranks, things missing...

But at the same time, all these calculation often end to the numbers you wanted. For example, you want 20 AC, but the monster has 18, you add +2 natural and that's it. You want one more feat, "bonus feat" and voilà. You want more skill points : "racial modifiers"...

That's for the "normal" rules.

Now there's also unchained simple monster creation. Now AC, attack bonuses and all things... Everything is arbitrary and not from calculations.

Are these monsters supposed "wrong" ?
Let's imagine a 3rd party releases a bestiary with monsters following "unchained simple monster creation rules".. Is it "wrong" ? A bad choice because monsters would be "wrong" regarding maths ?

Moreover, there's some limits to unchained monster creation, a lot of special abilities doesn't exist.
If you add your own... it is still considered following the "right" rules.

And now, we are using unchained rules with arbitraries values. Adding special abilities from other monsters but not available into the unchained monster creation rules...
How far are we from just "writing what we want" to do the exact monster we want ? A magical beast without darkvision for example.

Will it be reviewed as "stat blocks full of mistakes" ?

I'm not talking about doing whatever I want at home (I once used 4e goblins...), but what is considered "right" or "correct".

Pathfinder unchained was released a long time ago, and there's no 3rd party bestiary following unchained simple monster creation rules, although it could permit some interesting critters. Is it because it should be considered as "wrong" or "illegal" monsters ?


Good lost.
Outsiders and gods from good outer planes cannot interact with the material plane anymore.
Good cleric lose all their powers, and have to give up or find a neutral (or evil !) deity to worship.

So :

- No Outsiders with subtypes [Good] AND [Extraplanar] (native are OK).
We lose Agathions, Angels, Archons, Azatas, and a few others like Cernunnos or Elysian Titans.

- No [good] spells works anymore. No bless water for example. (Cure spells are ok, as they don't have the [good] descriptor)

Will it break something I'm missing ? Is there very important spell with the [good] descriptor that could break the game if removed ?
Did I miss something else rule-wise that should be modified if "evil won and good outsiders are banned" ?

It's supposed to be a world where it's not that "Evil won", because there's many different evil (demons, devils...) and neutral forces that could be dangerous too...
As said earlier, good extraplanar outsiders don't have anymore access to the material plane, but on the contrary, all other outsiders can go freely.
So the world in invaded by devils "protecting" humanity (in exchange for souls..) against demons wanting to torture everyone.


I'm not sure I understand the "Scavenge field repair ability"... So, you make a craft check with the DC used to create the item you want to repair.
If this craft check is successful, you repair the object as if using the "make whole" spell.

Two questions...

First, how much time is necessary to repair this object ? There's nothing about the duration, only "make the check".

Second, isn't it "at-will full healing" for our Clockwork Soldier NPC (bestiary 3) if the Warsmith uses the field repair ability with the Crafting(clockwork) skill ?

Thank you.


Hello, I have the fluff for two NPCs, and I'd like to know what are your suggestion about which class to choose.
Maybe this topic could not stop here and other people could suggest characters and we find which class could be good.

Here are the rules :
All paizo and all 3rd party classes allowed.
The concept must exist at level 1 but can be a class, an archetyped class or a gestalt character.

Here's my NPCs :
- An elf woman, whos husband has been killed, she took his sword, and now, she has magical powers and she hears the voice of her husband from the sword. Maybe the soul of his husband is into the sword, maybe she's crazy.
Her powers are mostly offensive, and fire based. And witch's hexes like evil eye could suit too.
I thought of the Hellion from rogue genius games. A sort of martial witch with a bonded weapon. A gestalt between a martial and a sphere class with destruction sphere and focus casting drawback (the weapon is the focus) could work too. I have also seen a fighter archetype with an intelligent weapon (can't remember where) and gestalting this maybe...

- An intelligent morlock, with great knowledge and able to repair constructs, and maybe good crafter or whatever... his combat style is not determined at all, but not frontline fighter.
I thought maybe about the warsmith from liber influxus communis, maybe (again) gestalted with a rogue for the skills.

Suggest your idead and feel free to add others character's fluff in order to play to find the right classe(s).

And sorry for my poor poor english... Mon français est bien meilleur, mais je fais de mon mieux :)


Hello, my question seems simple but I cannot find the answer..

Does the effect of the cloak of human guise is continuous or does it have a duration of 10 minutes (as disguise self is 10minutes/level, CL 1) but without any limitation per day ?

So, do I have to just wear it, say the command word or whatever, and my half human is disguised until I say the safe word or I remove the hood or whatever, or do I have to tell my GM that I'll reactivate it every 9 minutes ?

This question applies to all magic items that have a continuous effect similar to a spell with a duration in the spell, but no X/day for the item.

Thanks !


When a templates changes the type, does the subtypes disappear or stay ?

Example : from monstrous "humanoid (cold)" to "undead (cold)" or to "undead" ?

Thanks


As seen in my thread in the rules questions section, there's a problem with the idol rules from Occult Realms.

A idol can upgrade from 10 INT, WIS, CHA to 20 INT, WIS, CHA and become all powerful in a few years with only one worshiper sacrifying 4 chicken each month.. and it's ridiculous.
So PC meet all cults with max power idols, or they are new trendy cults...

I see two houserules possible :

- The 10 000 gp sacrifices limit to upgrade an idol must be gathered during one month. So, the "usual monthly sacrifices" are there just so the idol doesn't lose power.
And the idol can only be upgraded on holy days (and only if it has enough worshipers so its EGO is at least equal to 10).
It seems logical to me, and interesting, a cult sacrifying 4 chicken a month to its god doesn't sound really evil and dangerous... until the holy day where it sacrifices 20 humans..
Moreover the holy days become really important and necessary to upgrade the idol, not just an optionnal way to quicken the upgrade.
There should need to change the number of holy days from 3 to 1, to slow down things.

- 250gp is too high for a sacrifice of a chicken. Why not 1HD = X gp (for creatures with 1 or 2 int) and 1HD = 5X gp (creature with 3 or more INT). How many gp per HD could be balanced and more "realist" so a cult must do sacrifices during many years before creating an allpowerful idol ?

I prefer the first houserule as at least 10 years are needed (after the idol has gained enough follower for having a 10 EGO), and if each year, paladins or other "heroes" prevent the sacrifices on holy day, its a year lost. Good quest idea :p


...do you add 1 ability point each 4 HD, even if the template doesn't specify it ?

For example the gigantean template (advanced bestiary, 3pp, but just an example..., my question is about all templates) enable the brain ooze to go from 10HD to 60HD (and freely add STR and CON points, remove DEX points).
Do I have to add 12 points to abilities ?

Thanks in advance :)


1 person marked this as FAQ candidate.

Hello, just a little question..
it's said that every 10000gp in sacrifices, an idol gains +2 to INT, WIS and CHA (or 0,+2,+4).
It's also said that an idol must receive a minimum of sacrifices each month, or else it'll lose power.
So, every cult serious about sacrifices and not missing a month should either be "new" or having an idol with 20 INT,WIS and CHA ?

Or did I misunderstood (or misread) and the 10000gp in sacrifices are to be done the same month (so, most of it during a holy day) ?

for reference: http://www.d20pfsrd.com/magic/variant-magic-rules/idols


I plan to do a game for 1 or 2 players with these rules :

- gestalt characters for players and "very important NPCs"
- P8 game but BAB and saves stop at 6th level (so iterative attacks are a "special ability" of BAB=LEVEL martial characters like in P6, BUT capstones abilities at lvl8 are there without adding houseruled feats)
- Level 4 spell slots are used only for metamagic augmented spells, nobody gains 4th level spells.
- Path of war, Psionics, Spheres of power and Liber Influxus communis available.
- Higher level spells could be used as rituals, as a tool for the story.
- You cannot gestalt 2 classes from the same source, except paizo, so a Path of War class can be gestalted with a Spheres of power class, but not two Spheres of power can be gestalted together, for example, but you can go rogue+barbarian (2 paizo) or one spheres and one paizo.
- Wounds and Vigor with Wound Thresholds Optional Rule on wound points.
- Automatic bonus progression but at 6th level you choose if you want the +2 bonus physical or mental first.
- Mythic rank 1,2 and 3 for characters and BBEG and other bosses.
- Spells like "detect magic", "create water" don't exist, so people cannot take magical shortcuts to mundane tasks like looting corpses or surviving in a desert.

The goal is to make a game fun for a low number of pc, low magic, but with characters able to handle bigger challenges, but need to find tricks or have good knowledge or an out-of-combat solution to handle higher CR foes.
Destroying a medusa or a ghost should be an adventure, not running into the cave and going face to face and dealing more damage without even knowing beforehand who's in this cave.

What do you think about ?


So, I'm working on a module...
Let's make it short :)
A woman has been turned into a zombie lord (template) through a ritual that also infected her with zombie rot (disease) so she can be the "patient zero" and start contaminating other people, launching a mini zombie apocalypse..

So, as she awakens as a zombie lord (and keeps her INT score), I'll play her as she has forgotten her past and is just grateful to the BBEG as she can let-it-go-let-it-go ( :p ), as she was a dhampir always hiding her origins before.

So, except beating her to pulp like ... (ooops almost spoiled the walking dead last episode :D ) how should you handle it if the characters want to talk to her and convince her to remember her past, the people that liked her and so and so... (she's CE now. she was a pickpocket and a NPC here with the PCs is an old priest that helped her to become a better person..).

Can you negociate with a CE undead (if so, how do you handle it, Diplomacy check ??) or is she lost forever until she's undeadified (with a sword inside her chest) ?

Sorry English is not my first language, I hope I'm clear...
Thanks


Does an adept 1 / cleric 1 has :

+2 Fort, +2 Will, 3 orisons, 1+1 level 1 spells,

or

+2 fort, +4 Will, 6 orisons, 2+1 level 1 spells ?


Ok, so, the future recurring villain (a male elf soul weaver -from spheres of power- level 8) is still unknown to the gestalt level 1 solo PC and the male human cleric level 1 NPC.
He is not here when they arrive but they find his two henchmen and they'll fight.
It'll be a hard fight. These guys are dark and their chief is a necromancer.

The first henchman is an fighter 2/dread 1 (psionics) and will go in melee.
What could be the second one to make the combat interesting ?
I thought about a sorcerer (a blaster) but not sure it'll be interesting at a level so low.
With a kineticist (void, negative energy blast), I'm afraid it'll be too hard.

You can use all paizo classes, path of war, psionics, spheres of power, liber influxus communis, and all archetypes.
You can use all archetypes. You can gestalt.

The fight will happen underground in a cave, where they were hiding to do a dark ritual (the poor dhampir girl has been already sacrified, the PC is too late).


I'm not sure how is determined the stuff the creatures possess.

I'll take one example :
The Sahuagin Shark Sentry (page 192), Sahuagin Ranger 4 (CR6).

The monster creation rules told us that, for a CR6 creature, the gold is 3000 gp max. and the wealth by level rules told us that, for a 4th level heroic npc, the gold is 4,650 gp max. .

So the equipment that can be looted shouldn't cost more than 4650gp, right ?

Without even counting the 2 potions and the 2 scrolls...

+1 elf-bane bolts (4) = 4 x 8000/50 = 640 gp
+1 studded leather = 1175 gp
cloak of resistance +1 = 1000 gp
mwk underwater heavy crossbow : 2400 gp
20 bolts : 2gp

It's too much...
If we count only "other gear" and not "combat gear", we are near 4650gp, so it could be correct but... is the creature supposed to shoot 4 magical bolts, use two scrolls and drink 2 potions and they are for "free" and doesn't count ??


Sorry a quick question again...

Spell-like ability DC is : 10 + spell level + ability modifier, if I'm right.
But the Barbegazi in tome of horrors complete has :
1/day : chill metal (DC 13), Icicle blast (as burning hands but deals cold damage) (DC13).

The barbegazi has +2 racial bonus to DC.

So :
Chill metal : 10 + 2 (spell level) -1 (cha) + 2 (racial) = 13, OK
But...
Burning hands : 10 + 1 (spell level) -1 + 2 = 12 ! May be an error or maybe it's me.

So is the formula 10 + spell level + ability modifier or do I forgot something ?

Thanks..


My question is simple, the spell "awaken" says that "An awakened animal gets 3d6 Intelligence, +1d3 Charisma, and +2 HD"

As there's +2 HD, do we need to recalculate saves, BAB, skills points or not ?
Is it only "more health" ou "the animal takes 2 levels" ?

Thanks !


Hello, here's my first release. Hope some will like it. :)
It's a hybrid class, Rogue+Barbarian with a darkness flavour.
I have sold enough to pay for the art, and take all the benefits to buy more art for a small bestiary I'm working on, with an ecology based off the Kaorti from D&D (it's not open content so, my creature is different enough but fit in the same niche and flavour) invading the world from "living hives", sort of living dungeons moving through planes to the center of the world and crawling to the surface.

But for now, here's the class :

"For some, there is only rage, but for some others, drowned in darkness, this rage is contained and explode in silence.
Drawing powers from the Shadow Plane itself, sometimes even without knowing it, these ferocious warriors have an affinity with the dark and cannot unleash their power in bright light, outside the security and familiarity of the shadows.
But once all the lights are off, all the fires extinguished, they can quietly devastate their adversary, jumping from shadow to shadow.

- A new class, the Wrathful, a hybrid class whose parents are the rogue and the barbarian.
- Favored classes bonus for all races (including psionic races !).
- Three archetypes, including an archetype with Path of War abilities.
- The iconic Wrathful, Sahza, a young female fetchling born on the material plane.
- Alternate rules for use with the Variant Multiclassing rule from Pathfinder Unchained, E6/P6 feats, and the all new Variant Gestalt P8 (described here with all core classes !)."

Get it here !


I tried something, tell me if it feels right.

Let's say for a commoner, 1 sp = 1$ from now.

So 1gp = 10sp = 10$

An expert level 1, with +5 profession will earn (4x1d20+5)/2 gp each month, on average it's 30gp
300$/month, seems OK for now, it's not modern world heh.

For the costs of buying a house, we'll refer to the ultimate campaign book, and an average house in town seems to be 1290gp = 12900sp = 12900$ (again, it's not modern world and modern prices...seems ok..).

Let's see the guide to korvosa, prices of rent seems equal to price to buy / 333, roughly.
But the prices doesn't feel right when you compare with money gained each months by low-level NPCs classes.

SO, let's continue to assume 1sp = 1$ and not 1gp = 1$ and let's divide by 33 instead of 333.

1290/33 = 39
39gp a month to rent an average house in "medieval" times.
average meals (ultimate equipment) cost 3sp a meal, so 3gp
42 gp out of 300gp

maybe it's too low.
but if we follow the rules of Ultimate campaign and keep the prices (so, 1290gp for an average house), how to make it better ?

In fantasy medieval times, I think having the lowest peasant in town needing only 15% of his wage for her house is too low...

Maybe let's forget the guide to korvosa and let's divide the sell price per 12 (wow, house reimbursed in 1 year... I'll buy a lot to rent...) and it's 107gp, out of 300, more "realistic"...

The CRB says 10gp/month for average lifestyle but it seems very wrong... 3gp for a month of average meals, so a rent for 7gp ?!! With peasants earning 300gp a month ?

So let's say ultimate campaign prices /12 for a rent, does it feels right ?


1 person marked this as a favorite.

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


Hello,
I'm learning Spheres of Power as a DM and made a few characters. One is an Elementalist (Archetype Wind-warrion, Tradition Air-adept) and he has the Destructive blast from the Destruction Sphere and a few talents.

He also has a Conductive Heavy Crossbow (it's a conversion, the original character was a kineticist).
Does this weapon can be used with the Destructive blast (or any other Sphere magical attack) ?
If it works, it seems ok with the basic blast (just do 4d6 damage from blast + 1d10 crossbow damage) or with different types of blast (for example : air, 4d6 nonlethal + 1d10 crossbow) but what about the Shapes Talents ? For example, do you create an Energy Wall with one square of it being the square where is the enemy that was hit ? And sculpt blast ? Does the cone emanate from the arrow once it hits ?

Thanks !


As seen on another thread, it's a class heavily inspired by the shadow fury from MCArchetypes (http://mcarchetype.wikispaces.com/Shadow+Fury).

More abilities and possibilities but some huge limitations. She can rage in silence in the shadow, sneak attack in the dark, teleport between shadows, surprise and scare her enemies..
Thematically limited, but not sure if it's too limited, or overpowered later... (For example she can start a rage only in dim light or darkness, but won't be noticed as she rages in silence).

Please tell me what you think about the Ferocious Shadow !

https://drive.google.com/file/d/0B2LzRpKzDdpCUkw1NmxWQWdEUFE/view?usp=shari ng


Hello,
One of my player used to play a shadow fury from MCA Archetypes ( http://mcarchetype.wikispaces.com/Shadow+Fury ) until his PC died at level 6.

I liked the concept and the class was nice but I wanted to revise it to make it more "fun". The silent rage is the main point of the class but not very useable.
So I made my version (maybe it's worse or overpowered, I'm not saying I'm better than the good people that worked hard on MCA Archetypes !), and wanted to release it to playtest and maybe include it in a project I have.

But on the MCA Archetypes website there is no OGL, and due to the pages hosted on wikispace, it's said to be Creative Commons License 3.0

There's a disclaimer saying :
"This should be under open Gaming license rather than cc 3.0, the reason being that it uses material from pathfinder and it's only legal to do so under ogl. Both creative commons 3.0 and ogl, both forbid the addition of terms, so anyone who remixes in the current state of this must either break cc 3.0, ogl or both. here is a copy of d20pfsrds ogl http://www.d20pfsrd.com/extras/community-use . I do not mean to in any way wreck your day or your project, I would just prefer it to be legal to use."

How do we have to understand it ?
Are MCA Archetypes illegal due to the CC3.0 not respecting OGL ?

For my variation of the shadow fury class, in fact, except the names "shadow fury" and "silent rage", "shadow jump" and also the "shadow skin" and "shadow jump" abilities that are a direct copy-paste, there's nothing more from the MCA archetype, I build all my text based on Unchained rogue and unchained barbarian abilities descriptions.

So, if I want to release my class as OGL, is it ok this way (silent rage, shadow jump, and so on... are rather generic terms...), do I need to rephrase the 2 abilities that are directly taken from the MCA class, do I need to change all the names (example : "dark jump" instead of "shadow jump", I dont like it but..) ?


Hello,
One of my player used to play a shadow fury from MCA Archetypes ( link ) until his PC died at level 6.

I liked the concept and the class was nice but I wanted to revise it to make it more "fun". The silent rage is the main point of the class but not very useable.
So I made my version (maybe it's worse or overpowered, I'm not saying I'm better than the good people that worked hard on MCA Archetypes !), and wanted to release it to playtest and maybe include it in a project I have.

But on the MCA Archetypes website there is no OGL, and due to the pages hosted on wikispace, it's said to be Creative Commons License 3.0

There's a disclaimer saying :
"This should be under open Gaming license rather than cc 3.0, the reason being that it uses material from pathfinder and it's only legal to do so under ogl. Both creative commons 3.0 and ogl, both forbid the addition of terms, so anyone who remixes in the current state of this must either break cc 3.0, ogl or both. here is a copy of d20pfsrds ogl http://www.d20pfsrd.com/extras/community-use . I do not mean to in any way wreck your day or your project, I would just prefer it to be legal to use."

How do we have to understand it ?
Are MCA Archetypes illegal due to the CC3.0 not respecting OGL ?

For my variation of the shadow fury class, in fact, except the names "shadow fury" and "silent rage", "shadow jump" and also the "shadow skin" and "shadow jump" abilities that are a direct copy-paste, there's nothing more from the MCA archetype, I build all my text based on Unchained rogue and unchained barbarian abilities descriptions.

So, if I want to release my class as OGL, is it ok this way (silent rage, shadow jump, and so on... are rather generic terms...), do I need to rephrase the 2 abilities that are directly taken from the MCA class, do I need to change all the names (example : "dark jump" instead of "shadow jump", I dont like it but..) ?


I'm making a small setting, not really "low magic" but "magic is not everywhere and easy to access". You can't go to a shop and buy +5 weapons. I want to make the words "survival", "craft" and "harvest" important.
Think minecraft survival in a fantasy postapocalyptic Midnight setting.
(It's Gestalt P6 Mythic (3rank max) with limited magic, esoteric component optional, overclocked spells, wounds and vigor, called shots, for 2 PCs)

I'm doing a monster from the dark tapestry with an exoskeleton whose arm is like a magical falcata (psychokinetic falcata, in fact).

The "weapon" is embedded in the armor and cannot be taken by someone else, once the monster is dead.

But I'd like to make it possible to break it, and take the "blade" as a dagger.
So, it's an improvised weapon (the "dagger" has no handle and it seems to "burn" the wielder a little) but with magical properties (it becomes a vicious weapon used this way).

I see nothing making it impossible, why not an improvised magical weapon made from the broken part of a magical weapon ? :)

BUT, I'm note sure about the price. My "new" vicious dagger should cost 2302 gp if I'm right (2000 vicious, 300 mwk, 2 dagger), but what about the "improvised" ?


I have a few questions, creating a new monster.
It's a humanoïd, subtype giant.
I want it to have a longspear and could use it's arms to slam, so there's a choice between using a reach weapon and attacking an adjacent foe (with only 1 slam, the other hand holding the spear) or let fall the longspear and attack an adjacent foe with 2 slams.

But as it's only CR2 (it's needed), and the reach and damage for a large longspear are really too much, I was thinking about giving him a medium longspear.

And I decided that the reach for the slam is only 5ft, event if it's a large creature.

So my questions are :

- Is there a penalty for using a medium weapon for a large creature ? It could be -2 but I'm not sure if -2 is not for a medium creature using a large weapon, it seems illogical that a smaller longspear would be harder to use for a large creature...

- If so, if I don't want a penalty, is there a way to create a rules legal weapon similar to a longspear for a large creature but with a reach of 5ft. more and not 10ft. more ?

- Is it rules legal to have a creature with a size 10ft. and a reach 5ft. without a feat or a disadvantage or whatever ?

Thanks ! (and sorry, english is not my naive langage, hope it's readable...)


1 person marked this as a favorite.

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"


Hello, I just created a monster, the Arachnicon from the Khoras campaign setting ( http://www.khoras.net ).

Basically I made it like a tauric creature half giant spider, half ettercap.
It also doesn't have poison but can grab with his bite and drain CON this way.

I think the maths are ok, but not sure for the CR at all.

Please tell me what you think about, is it ok, or tell me how you think I could improve it.

The statblock is here : https://docs.google.com/document/d/1S5mkmEsXysKxfS_-ZIgx5XqIMNaUKK10DyRoMDe OIxg/edit?usp=sharing

The fluff is here : http://www.khoras.net/Khoras/Faunflor/Fauna/Forest/Arachnicon/Arachnicon.ht m

Thanks in advance !


I'm trying to do races from the world of Khoras, a systemless setting without stats. ( http://www.khoras.net )

Here's the first, tell me what you think about !

The baenites are a desert race ( http://www.khoras.net/Khoras/Races/Greater%20Races/Baenites/Baenites.htm )

Baenites (11 RP)
Standard Racial Traits
Ability Score Racial Traits: Baenites gain +2 Con, +2 Int, and -2 Cha.
Type: Baenites are outsiders with the native subtype.
Size: Baenites are Medium creatures and thus receive no bonuses or penalties due to their size.
Speed: Baenites have a base speed of 30 feet.
Languages: Baenites begin play speaking Baenese. Baenites with high intelligence scores can choose from the following: Northern, Southern, Dwarven, Pugnar, or Saurian.

Defense Racial Traits
Energy Resistance: Baenites have fire resistance 5.
Bond to the Land: Baenites have a +2 dodge bonus to AC when in a desert.
Desert Runner: Baenites receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments.

Magical Racial Traits
Lightbringer: Baenites are immune to light-based blindness and dazzle effects, and are treated as one level higher when determining the effects of any light-based spells or effects they cast (including spell-like and supernatural abilities). If a Baenites has an Intelligence of 10 or higher, she gains the following spell-like ability:
At Will — light

Movement Racial Traits
Terrain Stride: Baenites can move through natural difficult terrain at their normal speed while within sand and wasteland terrain. Magically altered terrain affects them normally.

Senses Racial Traits
Darkvision: Baenites can see in the dark up to 60 feet.

1 to 50 of 53 << first < prev | 1 | 2 | next > last >>