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So lately i've been working on a digital battlemap / combat manager style program to work with herolab .por files or xml exports, just for me and my wife to use but she recommended since it's turning out to be pretty great for us i see if there would be interest from other people.

would any of you want to use a program like this?
if so what features would you want to see in something like this?

feel free to respond here or use this link to a suggestions form:
suggestion form

Note: this is not a character builder at all, it uses hero lab files, and all content gets imported with the characters, as of right now, it's just an interactive battle map that tracks initiative turns, health, enemies / ally's of the party, lets you color tokens, highlights reach spaces to track when moving through threatened areas, and provides quick roll features to quickly roll attacks, saves, skills, etc.

screen shot

also would be interested in finding some people that would be willing to alpha test and help scour for bugs.


Home gambling rules
Being a professional gambler has higher reward and higher risk than any other career choice. Being a professional gambler requires 8 hours a day of working on your profession(4 hours a day can be done for an increased dc of +5, but reprisal percentages are increased by 5% for each day you gamble in this fashion). The amount of money you can make per day and per week is listed below in the chart that follows. These values are based on pathfinder settlements base value for wealth. (Daily max bets are based on 10% of item by value availability per settlement size.) The most you can make per day is equal to double your bet money or double the daily max as outlined in the chart below (Whichever is lower). the most you can earn per week in a settlement is based on the weekly max figure provided below. Betting has a chance of upsetting the locals if you are too "Lucky" (Lucky is the term being used though rules for cheating will follow as well). If you earn the most you can during a duration equal to a settlements reprisal rate the gm should roll a reprisal percentile in secret, and if the roll falls below the settlements reprisal chance people will have taken note of your luck and act accordingly. (Local crime boss forces you to play a rival of his with threat of death if you fail, locals run you out of town for cheating, people refuse to play you in that town. If running fame and infamy systems making a character infamous for gambling is a good way to go.)

Examples of reprisal rates being met.

if a person wins double the daily bet 3 consecutive days in a small town. (These days do not need to be in a row, just with no days of losses in between)

If a person wins the weekly maxin a large city

town size daily bet weekly max dc reprisal % reprisal rate Perception
thorpe 5 50 13 5% daily 12
hamlet 20 200 15 12% daily 14
village 50 500 18 18% daily 16
small town 100 1000 20 25% every 3 days 18
large town 200 2000 23 30% every 3 days 20
small city 400 4000 25 40% every 3 days 22
large city 800 8000 28 55% weekly 24
metropolis 1600 16000 30 75% weekly 26

Gambling as a profession requires daily rolls. The DC listed is the dc required to make back 1/2 of your bet as extra. AKA bet 4 earn 2 end with 6. Beating the dc by 5 or more allows you to earn double your daily bet. Not making the dc means you break even, missing the dc by 5 or more means you have lost your bet entirely.

Cheating, using magic, and having an advantage.

Cheating:
Cheating is a great way to make it a little easier to earn money but has a higher chance of you getting caught. To cheat you roll a sleight of hand check against the settlement size perception check. If your check succeeds you lower the dc of the gambling roll by 2, plus 2 for each 5 that you beat the dc by. Failing to make a cheating check involves an immediate reprisal role from the gm with an additional 25% chance of reprisal. On any day you fail your cheating check you lose all money that you bet that day.

Magic:
Magic rules are very similar to cheating with some minor adjustments. A: you use spellcraft instead of sleight of hand to make your roles. B: up to gm discretion depending on how common magic is in a city extra modifiers may apply.
No magic: -10 to settlement perception
Low Magic: -5
normal magic: 0
common magic: +5
high magic: +10
(high magic refers to a city that likely has people detecting magic around gambling houses and taverns where cards and dice are played.)

Having an Advantage:
There are many situations that could further change the dc of gambling within a settlement and we will refer to these as advantages. The number listed next to the advantage below is a number that the DC is reduced or increased by for settlement advantages. Skills listed only apply if you have five or more ranks, at 10 ranks the bonus is doubled. Advantage bonuses and penalties do stack.

Player
Advantage Adjustment Game
Bluff -2 Cards
Sleight -2 Dice
Diplomacy -1 Cards
Appraise -2 Cards
Intimidate -1 Cards
Stealth -1 Dice
Sense Motive -1 Cards
*Perception -2 Cards / Dice
Glibness -5 Cards
Lie Detection -5 Cards
Aura Detection -5 Cards
Detect Thoughts -10 Cards
*This bonus only applies in areas where cheating is common

Settlement
Lawful +2 Cards
Good +1 Cards
Evil +2 Cards / Dice
Militaristic +4 Cards
Organised Crime +5 Cards / Dice


My wife and myself have been working on play testing / fleshing out a new homebrew class based on the mythic system for the past couple months. The concept we started with was to make a full class that by level 20 would be the equivalent to a mythic rank 10 level 20 character, as a new type of mythic system to use for various npc's, or mythic campaigns. This particular class is based very very very loosely one the concept of Rune Lords from rise of the rune lords. We are looking for general feedback on the concept of mythic classes, as well as class specific feedback and suggestions for class specific feats and Rune powers. We have a few rune powers already that are not listed on the linked document as we are still play testing their viability before adding them there. Any feedback and suggestions is greatly appreciated.

Class document Link: Rune Lord Class


attempting to make a fey race with heritage from imperial cloud dragons (no eastern settings in my world but the imperial dragons are still there) would like some feedback on the race. (ended up being a 33 point race from the ARG).

Boydran race


I am not looking for changes to the encounter, i know the rules for making it are fudged for a few abilities, i'm just trying to get an idea of what CR people would place this as.

Morgrith CE Demon


it has always bugged me that there weren't rules included for complex magical rituals so we made some complex magical rules for rituals. Feedback as always is appreciated and encouraged.

Rituals

A ritual is a long and complicated endeavor that a group of casters can choose to undertake in order to cast a spell that is otherwise unavailable to them. This is usually done by several lower level casters wishing to cast a spell too powerful for any one of them to cast alone, but this isn’t a universal truth.

Class and Caster Level of the Ritual

The first consideration is that all participants of the ritual must be of the same caster class. The reason for this is that they all need to cast magic in the same way in order to cast cooperatively. The participant with the highest caster level is considered the ritual leader.

Using the class of the participants, determine the lowest caster level needed to prepare and/or cast the spell they wish to activate using the ritual. That caster level is the total number of caster levels the group needs to equal (or exceed) in order to cast the ritual.

As an example, Wish is a 9th level sorcerer/wizard spell. We’ll continue to use this spell as the example from here on out. The earliest level a wizard is able to cast it is 17th level, and a sorcerer at 18th level. Therefore, if the ritual participants were wizards, their wizard class levels would have to equal 17 ( A level 9 and a level 8. Or three level 4’s and one level 5. And so on.) The same for a sorcerer, except they’d need one more caster level, since they can’t cast 9th level spells until 18th level (Two at level 9. Or three level 2’s, one level 5, and one level 7. Etc).

Length of Time

Now, you need to determine the length of the ritual. A ritual lasts a number of hours equal to double the caster level of the spell minus the caster level of the ritual leader. A Wish cast by wizards with a level 10 wizard acting as the ritual leader would last 24 hours (17th caster level x 2 - 10 for the level of the leader).

Each additional participant that adds caster levels above the minimum needed, and isn’t necessary for the casting of the ritual, adds one hour to the ritual’s time. The caster levels are added from highest to lowest. For this reason, the first participant who exceeds the needed caster level for the ritual isn’t counted as adding an hour to the ritual if removing them would take the caster level below the needed amount. This makes them necessary for the ritual to function and therefore not an ‘additional’ participant.

So in the case of a level 16, a level 7, three level 5’s, and two level 3 wizards casting Wish, the level 16 is counted first. He needs one additional caster level in order to cast the Wish ritual, so we add the level 7 next. They now meet the caster level requirement. The three level 5’s and two level 3’s add an additional 5 hours to the ritual because they aren’t actually needed. This would make their ritual take 23 hours (17th caster level x 2 - 16 for the level of the ritual leader + 5 for the additional participants)

Determining the Difficulty

Now that you’ve determined your caster class, caster level of the ritual, number of participants, and time of the ritual, you’re ready to figure the spellcraft DC needed for the ritual to succeed.

As stated earlier, the participant with the highest caster level is considered the ritual leader and they’ll be the one to make the spellcraft check at the end of the ritual to determine whether or not it was cast successfully. The other participants do NOT give any bonus to this check,

The base difficulty of a ritual is 20 + the spell level + 1/hour of the ritual.
After determining that, adjust it by adding 2 to the DC for each participant in the ritual, excluding the ritual leader.

If the total caster level of the participants exceed the needed caster level to perform the ritual, add the excess caster levels together, divide by 2 (round down) and reduce the total DC by that number.

To reduce the DC further, lives can be sacrificed as a part of the ritual. Each level (minimum 1) that is sacrificed reduces the spellcraft DC by 1 (A level 5 fighter would reduce the DC by 5). If the victim is an NPC class, you count ¼ of his levels off the DC (minimum 1). In the case of a level 8 Commoner, the DC would be reduced by 2.

Concentration and Interruption

Because rituals require so much focus and dedication, the longer they go on the harder they are to maintain.

After the first 12 hours, all participants must make concentration checks once an hour, every hour. These checks begin at DC 10 and go up by 1 every two hours. If you succeed by 10 or more, you can choose to give a +2 to another member of the ritual on the following check. If any
member fails their concentration check, the ritual is interrupted.

If a ritual is interrupted for any reason before completed, the ritual fails. All casters involved are depleted of their magical energies for the day (all prepared spells or spell slots are expended) and they’re fatigued for a number of hours equal to the time left in the ritual before it was interrupted.

Combined Ability Scores

A ritual cannot be completed if the casters involved do not have a high enough combined ability score to cast that spell.
To determine the combined ability score, start with the ritual leader’s primary casting ability (Intelligence for wizards). Now separately add the MODIFIERS of the rest of the participants and divide by 2 (round down). Add this number to the ritual leader’s ability score.

For example, the ritual leader has an intelligence score of 16. The other two participants helping him have int scores of 16 and 14. Take their modifiers (+3 and +2 respectively) added together (for a total of +5) and divided by 2 (which becomes a +2 after rounding down) and add that to the ritual leader’s int score of 16 (which becomes 18 with the +2). The end result will look like this: 16 + {(3 + 2) / 2} = 18. This group has a combined modifier of 18, meaning they can cast up to 8th level spells at the highest.

Multiple Spells and Past 9th Level...

For rituals involving multiple spells, the overall spell level is equal to highest spell in the ritual + 2 for each other spell involved. So combining a 9th level, a 6th level, and a 5th level spell would be the equivalent of a 13th level spell for the ritual’s purposes.

When determining the caster level for 10th level spells and up, assume the caster level is 20 + 3 for every level above 9th. A 10th level spell caster level would be 23, 11th would be 26, 12th would be 29, and so on. Use this caster level for all above considerations such as DC or time needed.

Additional Considerations

A rituals needs the normal components listed for the spell(s), as well as another 1000 gold per level of the spell(s).

The spellcraft difficulty for an outside observer to determine the spell effects of a ritual are 20 + spell level + 1/person involved in the ritual's casting.

A spell with a target of personal can only be used in a ritual if the target is the ritual leader. Additionally, the leader needs to be able cast the spell being used.

In order to make a ritual permanent, the Permanency spell must be included in the ritual (not cast afterwards) and 20,000 gold worth of diamond dust must be added to the material components used for the ritual.

To determine how multiple magic effects work together in the ritual, use the guidelines under Combining Magic Effects in Chapter 9: “Magic” of the Pathfinder Core Rulebook.


I made a new base class called inventor based off the clockwork golems introduced in Bestiary 3. I am looking for some ideas / suggestions for possible feats to effect their invention base forms and their gadgets. any input would be greatly appreciated. The full class is posted on a google doc at Inventor Class

and please no criticism on spelling, punctuation or formatting errors, I haven't gotten around to proof reading it yet.