ofMars's page

165 posts. Alias of Marten Dollinger 101.




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So maybe this should go in general instead of homebrew, let me know.

I created a shop generator. There aren't really clear guidelines of what should be available to purchase beyond the very simplistic suggestions in the GM guide, so I made a sheet to use the following calculations:
an item has a % chance of being in the shop, 70% if it's of the settlement level -4 or lower, 65% level -3, 60% level -2, 55% level -1, 50% level, 35 % level +1, 25% level +2
if it's in the shop, there are d3 of that item, +1d4 if it has the consumable trait, 10% chance of adding 1d2, and -1 available if it's uncommon, -2 available if it's rare. The philosopher stone and elixir of rejuvenation are technically in the sheet but currently have 0 chance of being shown as available in the shop.

https://drive.google.com/file/d/16SjEP0b5BoHOVbBrMaEVxUQ4vKo8zUkY/view?usp= sharing

I created it in excel, but it works in google sheets just fine. Make a copy and let me know what you think or if you have any suggestions on how to make it more accessible or if any calculations seem wonky


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So hand of the apprentice is not an "initial school spell," but it does require you to be a universalist to take it. So, since choosing universalist as the level 4 archetype feat "arcane school spell" doesn't grant you anything, and you wouldn't meet the universalist prereq if you tried to take it using the "basic arcana" feat, there is no way to gain Hand of the Apprentice through archetypes. Even if you took arcane school spell at 4 and basic arcana at 6, it wouldn't matter, because taking the school spell at 4 doesn't make you a member of the school you choose, it just gives you the power. I'm wondering if this is just a quirk of the rules, or if it's an intentional balance decision.


So we already had a long drawn out thread about how many hands it takes, but I want to know how it interacts with the dying condition. Normally you can stabilize an ally in combat, can you use battle medicine to treat wounds on a dying creature? Seems gross to have it be 1 fewer action, a lower DC, and a much better result than first aid, but it's also a feat, so I'm not sure


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say a dragon bloodline goblin deals fire damage with his dragon claws, do they gain the +1 status bonus to damage from the burn it feat?


So it's an action, but it explicitly says it doesn't work in combat. the Pickpocket skill feat lets you do it in combat if you're a master in thievery, but it takes 2 actions instead of 1, and takes a -5. I'm sure this isn't the only action that seems to be something you'd mostly do in encounter mode rather than exploration mode. Can you be in encounter mode (read: initiative order and limited to 3 actions) and not be in combat? I've certainly run and participated in games that do this, but when rules call out combat specifically, it seems important to lay out the distinction between whether or not you're actually in combat when you roll for initiative.


Your background gives you two skills, and your class gives you one. As far as I can tell, if you want to improve those, you need to spend your skill increases on them.

Skilled Heritage gives you two skills, and automatically scales them up without spending skill increases.

Can you pick skills that you are granted by your background/class for your skilled heritage feats? in a other situations where you already have a skill when something grants you a skill, it lets you choose another for free i.e. a dedication feat. Since all this happens at first level, though, I'm assuming you don't get the same benefit, but I could be wrong.

SO lets say I'm a human fighter with 10 int and the laborer background. Between my class and background, I am trained in
Acrobatics (granted by class)
Athletics (granted by background)
Crafting
Intimidation
Medicine

If I chose Skilled Heritage, and selected Athletics and Medicine, would I get two more skills, or just the benefit of those skills automatically progressing without taking up skill increases?


Why can't we make tower shields out of adamantine, cold iron, mithral, or dragonhide? Why is it that only darkwood is allowed? this seems like an arbitrary rule that I am going to ignore for my games unless there's some real mechanical reason not to


I haven't been on the forum in a while, so it's possible someone made this already, but here's a thing:

https://tinyurl.com/y9bt5yg4

It bugged me that the rulebook was done like the 5e rulebook with regard to spells, having the spell lists having just a name and having to flip back and forth between the list and the alphabetized spell descriptions when choosing spells. I'm working on doing something similar for powers, but it's a little trickier to organize in the most optimal way, so let me know if you have any ideas for layout for a quick reference for powers for each of the classes that get them