Marble might be a bit of a country girl, but she's built to be one of the best batman/support wizard(s), with her selection spells, ability to craft magic items, precise shot for ranged touch attacks, and most importantly crafting skills for building structures! Don't you fret about Magic Items and Kingdom building getting pricey, Marble is here to help claim the Stolen Lands! Mechanics: --------------------
Backstory and Description -------------------- Ingenuity has always been the cornerstone of Marble Beth's life, the Jublimick family having been renown craftsman throughout the ages. Whilst Marble's branch of the family is better known for their moonshine, Marble had a keen mind for architecture, and a thirst to learn magic. Even saving up her allowance to obtain cantrip scrolls, and practicing her spells on her favorite rabbit Cinnabun. Her parents saved up to send Marble to the Pitaxian Academy, there she acquired knowledge about the arcane, history, and a variety of other studies. However, engineering and architecture were always at the forefront of her studies. Hearing news of the expedition to reclaim the Stolen Lands, and help establish a new nation, Marble gathered her things, bid farewell to her friends at the Academy, and ventured to Oleg's Trading Post. With the glimmer of adventure and opportunity sparkling in her eye. Marble stands at a might 3'2" for a gnome, and comes weighing in at a spry 35 pounds. Though her hair is frequently covered by her favorite widebrimmed straw hat, it's a verdant moss green, and her skin has a copper-like hue from her time in the sun. For clothing she tends to wear whatever is most comfortable, preferably something with a lot of pockets. As she loves to have access to her various tools. --------------------
Racial Favored Class Bonus:
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Special Attacks
Class Abilities:
Arcane School: Arcane Crafter
Associated School: Universalist. Replacement Power: The following school power replaces the hand of the apprentice power of the universalist school.
Metamagic Mastery (Su)
Reference: https://www.d20pfsrd.com/classes/core-classes/wizard/arcane-schools/paizo-a rcane-schools/classic-arcane-schools/universalist/ Prepared Spells
1st Level
2nd Level
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Traits
Hedge Magician, Benefit: Whenever you craft a magic item, you reduce the required gp cost to make the item by 5%.
Skills ((Class Base) 2 + (Int) 5 = 7 * (Level) 4 = 28) + 3 from favored class = 31 Total
Languages Common, Gnome, Sylvan, Dwarven, Elven, Draconic, (*Headband of Intellect) Giant Combat
Other Gear:
Money:
Remaining
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Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects. Keen Senses: Gnomes receive a +2 racial bonus on Perception checks. Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice. Utilitarian Magic: Some gnomes develop practical magic to assist them with their obsessive projects. These gnomes add 1 to the DC of any saving throws against transmutation spells they cast. If their Intelligence score is 11 or higher, they also gain the following spell-like abilities 1/day—mage hand, open/close, prestidigitation, and unseen servant. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Intelligence modifier. This racial trait replaces gnome magic. Master Tinker Gnomes experiment with all manner of mechanical devices. Gnomes with this racial trait gain a +1 bonus on Disable Device and Knowledge (engineering) checks. They are treated as proficient with any weapon they have personally crafted. This racial trait replaces defensive training and hatred. Fey Fortitude: Gnomes with this racial trait are infused with a connection to life. They gain a +2 racial bonus on saves to resist death effects. This replaces weapon familiarity. Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light. Reference: https://www.d20pfsrd.com/races/core-races/gnome/
Level 1
Level 2
Lady Melo wrote:
Let me just say, I don't give a hoot about Pathfinder's fiction. Honestly, after 5E came out I stopped caring about Pathfinder almost altogether. So feel free to take my advice with a grain of salt. I don't think a modular system need require penalties, that or blocking a character from accessing various features. In fact, your comment about classes, "can be just as defined by what they can't get as what they can get", says that classes do literally the same thing. As for an In World Identity, why not let the character and player make their own? Rather than, "I'm Grishnak Half-orc barbarian number 5945490904905492342341, I smack things with great axe." Instead, let Grishnak pick the rage ability, but what if he wants to fight like a monk? Give him martial arts feats, and you've got a berserking monk of badassitude. I think a streamlined open system, would be far easier than this sort of.. Half modular half old school mix that is currently going on. Cause the minute sidebooks start rolling out, these are just going to get out of hand quick.
Stephen Radney-MacFarland wrote:
I'll take a gander at P1, and review it. I agree, current Pathfinder is just... blah. Which is sad, cause it has the ratfolk race, and I'm rather a big fan of the little dudes. Wish 5E had them, but oh well. Sure thing.
Rysky wrote:
I actually replied to the wrong guy with that one, I meant to reply to Moro. :(
velwein wrote:
Killin' me bro... Killin' me. Joking aside.. Then based off of what I've seen so far... What I like,
Issues,
Overly complicated, while I've played my fair share of rpgs. New players might look at all these options and be overwhelmed. There is so much to choose from, that and when you add supplements? Getting Pathfinder players to buy it, people went with Pathfinder cause it catered to, "I don't want to change editions." That and 4th ed was a neat concept, but ended up being poorly executed. In my opinion, 4th ed would have done better, if it hadn't been called Dungeons and Dragons. However, that's a debate for another time. I'm worried your own fan base won't be willing to transition.
Stephen Radney-MacFarland wrote: While this is a playtest and we are evaluating everything, I think it's a pretty safe bet that we will not be removing classes from the game. Sadly, what looks good on paper isn't always in practice. That and you might not see x + y = infinite combo until it's too late. That or if you're making new feats later, you've got to go back, run through every possible combination of other feats and make sure they play nice. Ideally, I agree, it'd be awesome
BluLion wrote: I'm a bit torn in regards to classes. I like the feel of classes, and they help with building a functioning character, but at the same time, I feel that a classless system will make building a specific concept easier. I think as Waterslethe recommended, where the original classes are presented in already made kits, with a clear progression lined out, would make that easy for new players to run with.
Zedth wrote:
Ah, I mean true can use a system like Hero or Gurps. However, from my perspective, Pathfinder 2.0 is sort of a bad hybrid of those systems and D&D. I understand wanting to stick to roots from where Pathfinder came, but at the same time, Pathfinder has already gone off into left field. Sometimes embracing change is exactly what is needed. As for the "best", I mean, you'll have that with their current system anyway. Each class and race will have the perfect mix to form something broken, it's more about trying to keep it balanced, and presenting each option as something fun to use. Rather than focusing on what min-maxing munchkins will do.
Reviewing the new modular approach to 2nd ed Pathfinder, I believe classes are counter-intuitive to this approach. Instead, I believe the player should be able to pick the features they want. That and I would use this to streamline the feats found in the game, make three main branches, spells, combat, skills, and then continue to separate them from there. Rather than this massive bloat of feats right out of the gate, which is only going to get worse with side books. |