Apology, and Homebrew Collection - P.E.A.C.H.


Homebrew and House Rules


I would just like to apologize for my attitude and behaviour towards some of the members on this board. I apologize.

Aside from that I've decided to pretty much post a near entire collection of my homebrew and houserules. Both my own, and gathered. I would like to get rating of them all, especially the Druid Variant on balance and such.

So Please Evaluate And Critique Honestly

Masterwork Enhancements.:

Exponential Costs
All costs are exponential except for Disarm, Trip, Sunder, and Feint.
An example of the +1 Hardness and 5 hp Enhancement costs would be; +100 Gold for the first time, +200 gold IN ADDITION to for the second time, and then +400, +800, +1600 gold in addition each time.

Example

The requirements to give a Longsword the Enhanced Masterwork Quality of say
A Masterwork Reduced Weight Longsword, Enhanced +5 Hardness, 25 HP.
Would require that the Masterwork Component of the item have a DC total of 34.

This means that in order to create an Enhanced Masterwork item such as a longsword. You would be required to craft the item as normal, except the DC of the item's Masterwork Component would be increased, as well as the Masterwork cost of the item.

Meaning the Masterwork Component DC of the example longsword would be DC 34, and the Masterwork Component Cost would be 3600 Gold.

The Blue-Print

Price of Weapon = 15 Gold.
Masterwork Component = Separate MW DC of 20, +300 Gold MW Cost.
+5 Hardness, and 25 HP x5 = +10 to MW DC, +3100 Gold to MW Cost.
Reduced Weight (4 lb weapon) = +4 to MW DC, +200 Gold to MW Cost.

Total Cost = Cost of Weapon Materials + New Masterwork Component Cost.

Masterwork Weapon Enhancements wrote:

Enhancement --------------| Cost ---------| DC Increase -| Maximum

Reduce weight by 1/3 (33%) --| +50 / lb Gold -| 4 ----------------| 1
+1 Hardness and 5 HP ---------| +100 Gold ----| 2 ----------------| 5
+1 Disarm -----------------------| +200 Gold ----| 2 ----------------| 4
+1 Trip ---------------------------| +200 Gold ----| 2 ----------------| 4
+1 Sunder -----------------------| +200 Gold ----| 2 ----------------| 4
+1 Feint --------------------------| +200 Gold ----| 2 ----------------| 4
+1 Damage ----------------------| +500 Gold ----| 3 ----------------| 5
+1 To Hit Bonus -----------------| +500 Gold ----| 3 ----------------| 5
+1 Confirm Critical Threat -----| +1000 Gold ---| 2 ----------------| 4
+1 Critical Threat Range -------| +1000 Gold ---| 6 ----------------| 1

Stacking

All Masterwork Enhancements stack with Magical Enchantment bonuses except as listed below.

When applying the Masterwork bonus from the Critical Threat Range Enhancement with Keen, or Improved Critical. You apply the benefits AFTER applying Keen, or Improved Critical, NOT before.

Example

Enhanced Critical Threat Range essentially increases your Critical chance by 5%. Meaning that a weapon with 5% chance to Critical, with the Critical Threat Range Enhancement has a 10% chance to Critical.

A 5% Weapon with Keen has a 10% chance to Critical, a Keen Weapon with a Critical Threat Range Enhancement would therefore have a 15% chance to hit, NOT a 20% as the additional +5% is added AFTER the Keen, or Improved Critical is taken into account.

Masterwork Armor Enhancements wrote:

Enhancement ---------------| Cost ---------| DC Increase -| Maximum

Reduce Weight by 1/3 (33%) --| +75 / lb Gold --| 6 ---------------| 1
+2 Hardness and 10 HP ---------| +200 Gold ----| 4 ---------------| 5
+1 Max Dex ----------------------| +500 Gold ----| 4 ---------------| 3
Reduce ACP by 1 ----------------| +500 Gold ----| 4 ---------------| 3
-5% Spell Failure -----------------| +500 Gold ---| 4 ---------------| 1
+1 AC vs Confirm Critical Threat -| +500 Gold -| 4 ---------------| 4
Masterwork Tools and Instruments wrote:

Grade Degree --| Cost ------| DC ---| Bonus

Masterwork --------| +50gp -----| 20 ----| +2
Second -------------| +250gp ---| 30 -----| +4
Third ----------------| +1250gp -| 40 -----| +6

Bonded Wild Shape Druid Variant:

Instead of using their Nature Bond ability to acquire an Animal Companion or Domain. The druid has the option of enhancing their Wild Shape ability, thus granting their Wild Shape a handful of special features.

The Changes

+++ Starting at 1st level you are capable of using Beast Shape I at will.

+++ All other instances of your Wild shape ability function as normal except that your uses per day become hours per day. Thus at 6th level where you would normally have 2 uses of Wild shape per day, you'd instead have 2 hours of Wild shape per day. You can use this time in any manner in which you desire.

Example: You could Wildshape for 45 minutes, then for 25 minutes at another time, then for 50 more minutes later on.

+++ A Bonded Wild Shape druid is capable of taking on the shapes of Vermin. Add the following list of Vermin abilities to the appropriate Beast Shape levels.

Vermin Abilities

Beast Shape I
Malleable, Susceptible to Salt, Water Dependency, Pull (Filament), Luminescence, Flash Burst, Attach, Blood Drain, Poison 1/round for 2 rounds (1d2 Ability Type Damage), cure 1 save.

Beast Shape II
Lunge, Mandibles, Sudden Strike, Gnaw, Poison 1/round for 4 rounds (1d3 Ability Type Damage), cure 2 consecutive saves.

Beast Shape III
Poison 1/round for 6 rounds (1d4 Ability Type Damage), cure 3 consecutive saves.

Nature's Magic
Starting at 4th level you gain a magical enhancement bonus to your natural attacks equal to 1/4 your Druid level. This bonus functions like that of a normal magical weapon for the purposes of attack, damage, and bypassing damage reduction.

Quickened Shape
At 7th level your Wild Shape ability becomes a move action.

At 11th level your Wild Shape ability becomes a swift action.

At 17th level your Wild Shape ability becomes a free action.

Becoming Familiar with a Shape
In order to assume the shape of a creature you must be familiarized with that type of creature. Becoming familiar with the creature is done by studying its way of life. This is represented by a Knowledge check appropriate for the type of creature against DC 10 plus the creature's Challenge Rating. You must spend a total of 24 hours studying however, you may not study in periods less than 2 hours.

If you fail to succeed the Knowledge check after having studied, you may attempt to make another knowledge check at half the time requirement, after you have fully rested.

You are able to memorize a total amount of shapes equal to half your Druid level plus your Intelligence modifier, minimum one. You are capable of replacing previously learned shapes with new ones.

Example: Leila, a female Druid has spent three to four days studying the habits and general life of a squirrel family. She has accumulated at least 24 hours of time studying these animals and is now capable of taking their shape.

If Leila had failed to study these animals, she would need to have a full night's rest, and then study them for 12 hours, if she once again failed the check then she would require another full night's rest and only 6 hours of study the next day.

Homebrew Feats:

Swift Channeling
Clerics need not fear losing an action in combat to healing their allies.
Prerequisites: Channel Energy Class Feature, Extra Channel (Feat)
Benefit: You may channel energy as a swift action by using 2 of your daily uses of channel energy.

Sculpted Channel
You may use a small amount of your channeled energy to alter the way in which it manifests.
Prerequisites: Channel Energy 2d6
Benefit: When you channel energy you may reduce the amount of energy that you produce by 1d6 to enable you to manifest your energy in either a 30ft cone or a 60ft line.

Channeled Touch
You may channel all your energy into one target by touch.
Prerequisites: Channel Energy 2d6
Benefit: When you channel energy you may touch a single target. The target receives a 50% increase in the amount of channeled energy, however all the energy is consumed into the one target.

Spell Channel
You can channel energy more times per day than normal, by expending divine spells.
Prerequisites: Channel Energy Class Feature
Benefit: You can sacrifice a divine spell to channel energy, even if you have expended all of your channel energy uses for the day. The channel energy damage is a number of d6 equal to the spell's level minus one (minimum 1 damage). You cannot exceed your normal channel energy damage, Nor can you sacrifice Cantrips or Orisons for this effect.

Charged Channel
You can enhance the potency of your energy channeling by expending spell slots to power them.
Prerequisites: Channel Energy 2d6
Benefit: As a move action, you can sacrifice a Divine spell of a level no greater than your Primary Spell Casting Ability modifier (Wisdom for Clerics, Charisma for Paladins), to charge a Channel Energy use to be made on the same turn. For each level of the spell sacrificed, you add 1d6 to the Channel Energy use.

Studied Defenses
Prerequisites: Dex 13, Int 15
Benefit: You gain a +1 circumstance bonus granted by your Intelligence to your AC. This feat may be taken multiple times, though the bonus gained cannot exceed your Intelligence modifier
Special: You do not gain this bonus if you are flat-footed, immobilized or considered helpless, or when you wear medium or heavy armor, and or carry a medium or heavy load.

Battle Trained Foresight
Prerequisites: Dex 13, Wis 15, Non-Monk.
Benefit: You gain a +1 circumstance bonus granted by your Wisdom to your AC. This feat may be taken multiple times, though the bonus gained cannot exceed your Wisdom modifier
Special: You do not gain this bonus if you are flat-footed, immobilized or considered helpless, or when you wear medium or heavy armor, and or carry a medium or heavy load.

Improved Weapon Finesse [Combat]
You've become more reliant on precision strikes than brute strength.
Prerequisite: Weapon Finesse
Benefit: When you wield a finesse melee weapon, you may apply your Dexterity modifier instead of your Strength modifier to damage rolls made with it. You cannot apply your Dexterity bonus to damage rolls against creatures that are immune to critical hits.
Normal: When using a melee weapon, you apply your Strength modifier to damage rolls.

Ability Training [General]
You spend time honing one of your Abilities: Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma.
Benefit: Choose one Ability; treat that Ability as having a +2 bonus to that Ability Score whenever you are making an Ability Check. This bonus does not count when making a skill check or for any other use of that ability.
Special: You can gain this feat multiple times, its effects do not stack. Each time you take this feat it applies to another ability.

Ability Advancement [General]
Your training pays off, and one of your Abilities increases.
Prerequisite: Ability Training in the same ability.
Benefit: Choose one Ability. You gain a permanent +2 bonus to that ability. This bonus does not stack with the benefit from Ability Training.
Special: You can gain this feat multiple times, its effects do not stack. Each time you take this feat it applies to another ability.

Guarded Advance (Combat)
You are skilled at navigating through a dangerous melee behind the protection of your shield.
Prerequisites: Shield Proficiency, base attack bonus +1
Benefit: When wielding a light, heavy, or tower shield, you may attempt to move at half speed without provoking attacks of opportunity. As a free action, make a combat maneuver check against a foe that threatens you, adding your shield bonus to the check. If successful, you do not provoke attacks of opportunity from that foe due to movement. Check separately for each foe you move past, in the order in which you pass them (player’s choice of order in case of a tie). Add a cumulative +2 to the DC for each enemy beyond the first. You may use this feat multiple times during your move.
Special: You can use this feat while moving at full speed, but this increases the DC of each check by 10. You may not use this feat during a charge.

Burning Spell (Metamagic)
Your spells gain the ability to ignite your foes.
Prerequisites: Ability to cast spells with the [Fire] descriptor
Benefit: When casting a spell with the [Fire] descriptor that deals hit point damage, your targets must make a Reflex save (DC equal to the spell's DC) or catch on fire (dealing 1d6 damage per round until the flames are extinguished). The spell must successfully deal damage in order to have this effect. A Burning Spell uses up a spell slot one level higher than the spell's actual level.
Normal: Most [Fire] damage spells deal instantaneous fire damage that does not threaten to ignite the target.

Light Sleeper (Combat)
Even while asleep, your senses do not fail you.
Prerequisites: none
Benefit: While asleep, you only take a -5 penalty to Perception checks.
Normal: You take a -10 penalty to Perception checks while asleep.

Shielded Deflect Arrows (Combat)
You can knock arrows and other projectiles off course, by using your shield.
Prerequisites: Dex 13, Shield Focus
Benefit: You must be wielding a shield with which you are proficient to use this feat. Once per round when you would normally be hit with an attack from a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn't count as an action. Unusually massive ranged weapons (such as boulders or ballista bolts) can't be deflected. You may deflect projectile weapons such as spines from natural attacks, and spell effects.

Versatile Counterspell
You have learned how to adapt your magic to counter other spells being cast.
Prerequisites: Improved Counterspell (Feat)
Benefit: You are able to counter spells using any prepared spell or spell slot of a spell level equal to or greater than the spell level of the spell to be countered. For example, to counter a fireball using this feat, you would need a spell slot of 3rd level or higher in the case of spontaneous casting, or a prepared spell of 3rd level or higher.
Normal: You can normally only counter a spell using the same spell or Dispel Magic.

Non-Lethal Strike (Combat)
You have mastered avoiding the vital points of your foes.
Prerequisites: Combat Expertise, Proficiency With Wielded Weapon
Benefit: When attacking with a melee weapon that deals lethal damage, you can make nonlethal attacks with only a -2 penalty to your attack roll if the weapon is piercing or slashing, or with no penalty if the weapon is bludgeoning.
Normal: Attempting to make a nonlethal attack with a weapon that deals lethal damage imposes a -4 penalty on your attack roll.

Combat Step (Combat)
Prerequisites: BAB +6
Benefit: You may move up to half your speed and still make a full-round action. This movement provokes attacks of opportunity. All attacks are at -2.
Normal: You may make a five foot step and still make a full round action.

Improved Combat Step (Combat)
Prerequisites: BAB +11, Combat Step
Benefit: You may move up to your speed and still make a full-round action. This movement provokes attacks of opportunity. All attacks are at -2.
Normal: You may make a five foot step and still make a full round action.

Greater Combat Step (Combat)
Prerequisites: BAB +16, Combat Step, Improved Combat Step
Benefit: You may move up to your speed and still make a full-round action. This movement provokes attacks of opportunity.
Normal: You may make a five foot step and still make a full round action.

Shield Evasion (Combat)
You can use your shield to hide from deadly area attacks.
Prerequisites: Lightning Reflexes
Benefit: While wielding a shield you may add your shield bonus to your reflex save as an immediate action vs area effects. If you fail the save by 4 or more, your shield is subject to the damage. You cannot use a buckler for this effect.

Natural Talent
You have an enhanced aptitude for mastering skills.
Benefit: You gain +3 skill points. For every Hit Die you possess beyond 3, you gain an additional +1 skill point. If you have more than 3 Hit Dice, you gain +1 skill points whenever you gain a Hit Die (such as when you gain a level).
Special: This feat does not confer the ability to allocate more skill points to a skill than you have levels. The maximum number of skill points you may have in any skill is equal to your character level.

Never Die (Combat)
Prerequisites: Constitution 17, Wisdom 13 Diehard (Feat)
Benefit: Your negative hit point limit increases by a number of points equal to your total amount of hit dice.
In addition so long as your hit points are equal to or lower than 25% of your total hitpoints (rounded down), you gain a +2 morale bonus to your Strength, and Constitution scores, as well as your to your Will Save.

Special: The moral bonuses granted by this feat increase to +4 each if your total hitdice are equal to or higher than 8. If your total hitdice are equal to or higher than 16 the bonuses instead increase to +6 each.

Spells:

Animate Dead, Lesser
School necromancy [evil]; Level cleric 1, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, F (an onyx gem worth at least 5 sp per Undead)
Range touch
Targets one or more corpses touched
Duration 1 hour/level
Saving Throw none; Spell Resistance no

This spell turns corpses into undead skeletons or zombies that obey your spoken commands.

The undead can be made to follow you, or they can be made to remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. A destroyed skeleton or zombie can't be animated again.

Regardless of the type of undead you create with this spell, you can't create more HD of undead than your caster level with a single casting of animate dead. The desecrate spell doubles this limit.

The undead you create remain under your control for 1 hour/level. Once the spell duration expires they are destroyed. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. You choose which creatures are released. Undead you control through the Command Undead feat do not count toward this limit.

Skeletons: A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones.

Zombies: A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a physical anatomy.

Minor Missile
You point your finger and a glowing blue missile of pure magical force unneringly shoots from your finger towards a target.
School evocation [force]; Level: sorcerer/wizard 0
Casting Time: 1 standard action
Components: V, S
Range: medium (100 ft. +10 ft./level)
Target: one creature
Duration: Instantaneous
Saving Throw: none; Spell Resistance: yes

You shoot a missile of pure magical force unerringly at a target within range. The missile deals 1 point of damage. For every three caster levels you gain another missile for a maximum of three missiles at level 6. The missiles can be launched at separate targets but each target must be within 15 feet of each other. Objects are unaffected by this spell. Otherwise treat this spell as a magic missile spell for all purposes.

Halt Infection
School Necromancy [Death]; Level sorcerer/wizard 0
Casting Time 1 standard action
Components V, S
Range Melee Touch
Target One Creature
Duration instantaneous; see text
Saving Throw none; Spell Resistance yes

By laying your hands upon the target and infusing their body with the energy it requires to stave off infection. You grant the target a +2 circumstance bonus on saves against poison and disease.

You must be attending the target for at least 10 minutes for it to be granted this bonus.

Obscuring Colour Blast

School Illusion [Glamer]; Level sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, F (A small glass or crystal prism)
Range 100 ft. + 10 ft. / level
Target Caster, and one Target.
Duration 1 round / level
Saving Throw Fortitude negates; Spell Resistance yes

By focusing, and manipulating the energies around you, the colour from your equipment, and yourself slowly fades away and gatherings in front of you. As you seemingly fade away the now surging colour sphere lashes out as a lance at your target.

The target must make a Fortitude save or be blinded for 1 round. In addition you become invisible for a number of rounds equal to your caster level. This invisibility functions like the invisibility spell.

Crawling Smoke
School Transmutation; Level sorcerer/wizard 0, Druid 0
Casting Time 1 standard action
Components V, S, M (A pinch of soil)
Range 10 ft.
Area 5 ft. Square / level (Max 20 ft. square)
Duration 1 hour / level (Max 8 hours)

By focusing on a fire located within a small area, you are capable of manipulating the smoke created by the fire to float along the ground as if it were crawling, effectively preventing it from rising into the air. The smoke never rises higher than 1 foot off the ground, unless disturbed by a manipulating force. This spell lasts for for 1 hour per caster level, to a maximum of 8 hours.

Cauterize
School: Evocation [Fire]
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

With a touch of your hand there is a bright flash of light and a wave of heat that seals the target’s wounds closed.

With a touch, you cause a dying creature to become stabilized in the most painful way imaginable as you simultaneously sterilize and sear its wounds closed. This deals no damage, but causes severe pain in the victim that grants a – 2 penalty to all actions taken by that creature for 1d3 rounds.

House Rules:

Quick Draw - The quick draw feat in addition to its normal effects adds a +1 to your Initiative. This feat also allows you to "Quick Sheathe", and Don a Shield as a Swift Action so long as you have a Base Attack Bonus of at least +3.

Crossbows - Both the repeating crossbows, and the hand crossbow are considered to be simple weapons. In addition you may upgrade non-repeating crossbows to add increased damage, this upgrade functions similarly to that of the Composite upgrade for Bows. The maximum Upgrade number is +4, this gives them a minimum strength requirement to be able to load, or increases the loading time by one step for each +1 bonus (to a maximum of 2 full rounds) for those who do not meet the strength requirement.

Example: A +2 Composite Heavy Crossbow would require a minimum strength of 14 in order to load properly, but for those with a 13 or lower strength it would require two full rounds of loading time.

Cantrips/Orisons - You get bonus known cantrips, or orisons equal to the modifier of your casting ability modifier. Example: (A Wizard would get 4 bonus Cantrips for having a +4 Intelligence Modifier)

Force Spells - Also effect objects Example: (Magic missile can effect objects.)

Shape, Body & Form Spells - Beast Shape, Elemental Body, and Plant Form are available to Druids at one spell level lower. This means that Beast Shape I is a level 2 spell for Druids.

The following are the spells and their new spell level for Druids.
Beast Shape I = Level 2
Beast Shape II = Level 3
Beast Shape III = Level 4
Beast Shape IV = Level 5

Elemental Body I = Level 3
Elemental Body II = Level 4
Elemental Body III = Level 5
Elemental Body IV = Level 6

Plant Shape I = Level 4
Plant Shape II = Level 5
Plant Shape III = Level 6

Monks - Are not required to be Lawful, but may not be Chaotic.

Absolutes - Are no longer absolute, instead these are replaced with high bonuses or resistances. Examples are as follows.

Flesh and Blood = 60 Fire Resistance
Made of Fire = 120 Fire Resistance
Sleep Immunity for Elves/Half-Elves = +10 vs Magical Sleep
Druid venom immunity = +10 Vs Poisons
Monk Purity of Body = +10 vs natural diseases.
Monk Diamond Body = +10 Vs Poisons
Paladin Aura of Courage = +10 Vs Fear.
Paladin Divine Health = +10 vs All Diseases.

Chelonei Species:

Chelonei are not very well known if at all in foreign lands, this is due to their tendencies for home life. Those that have heard of them, know that the stories tell of a peaceful people whom are fair in all aspects. They hold family to be most precious jewel in life, and respect law, knowledge, and philosophy.

Personality: Chelonei tend to be a peaceful, sharing, happy people that enjoy leading simple lives. They enjoy learning new things, but above all hold family as the most important aspect of life. Although being a peaceful people, they are quick to retaliate if attacked. This is of course only if more diplomatic options fail.

Physical Description: Chelonei regardless of gender tend to have a height of 4'8" up to 6'0" feet in height. The bulk of their weight is from their shell, and this ends up giving them a total weight varying from 300-800 lbs. They are like any other humanoid creature, bipeds, and they have no hair on their turtle like bodies. Their skin is scaly, but some how surprisingly smooth and tends towards dull shades of green, brown, or yellow. It is possible for it to be lighter, more attractive shades, and even speckled. The most beautiful of the Chelonei people are the ones who have more bright, and colourful skin. The shell that all Chelonei have is very durable and helps to protect them, with some effort they are capable of withdrawing into their shells. It is unusual for Chelonei to wear clothing but some do have; gloves, belts, shoes, and bands for the head, arm, wrist or leg.

Relations: Chelonei are a peaceful species that usually stay within the boundaries of their village. They greet friendly visitors with hospitality and will often give aid to those who ask of it. Chelonei tend to have friendly relationships with Lizardfolk, but also have close ties with other species such as; Dwarves, Elves, Gnomes, Halflings, and Humans. There is a general distrust, and dislike for half-orcs due to their kin having a history of raids on Chelonei villages.

Alignment: Chelonei are creatures of order and neutrality, this leads them to usually be Lawful Neutral. However, the Chelonei that take upon themselves the task of adventuring tend to not fit the mold. They after all have some reason to leave their homes, and families, and explore the world. Be it a quest for knowledge, excitement, justice or revenge.

Chelonei Lands: Chelonei do not belong to any nation of their own and tend towards small villages on the boarders of other nations. Autonomy is one such trait that is common among the Chelonei peoples. Their homes tend to be built near sources of water, lakes, rivers, and oceans. Locations that crops can be grown in abundance. Chelonei villages consist of extended family units that span generations, and it is often possible for an entire village to exist solely of a single family unit.

Religion: Chelonei tend to respect and follow a more spiritual path than they do actual religion. They are more inclined to worship the forces that drive the waters, the earth, and the forests than they are any other. Though very seldom, some Chelonei turn away from the natural ways to worship the gods of other species.

Languages: Chelonei speak their own slow paced language called Chelonei. For any non-Chelonei listener it can require great patience to hold a conversation.

Names: Most Chelonei only have a single name that they are given at birth, family names are foreign to them, as they are rather closely tied to their families as their villages. That there is no need, everyone is family within their village. An example would be the Chelonei name followed by the name of their village.

Adventurers: Chelonei take up the tedious task of adventuring usually for the purpose of educating themselves with the wonders of the world, or a deeper understanding of life and more spiritual natures. They may even take up this duty to right wrongs that have been done upon themselves or their families. Chelonei tend to find that life among other species is far too fast paced for them. This is greatly known to other species who have met Chelonei and experienced their tendency towards lifestyles that allow them to take a very slow pace. Chelonei love knowledge, and some even love debates on difficult issues, no matter the species they are dealing with.

Chelonei Special Traits
Chelonei (Humanoid Turtle Species)
Ability Scores: +2 Con, +2 Wis, –2 Dex
Size: Medium
Slow Pace: Chelonei have a base movement speed of 20 ft.
Natural Swimmer: Chelonei have a base swim speed of 20 ft. and receive a +4 Racial bonus on Swim Checks. In addition Swim is always a class skill, and they are able to hold their breath for a number of rounds equal to (6 multiplied by their constitution score). before having to make standard checks for drowning.
Low-light Adaption: Chelonei have Low-Light Vision
Shell/Withdraw: Chelonei have a +2 Natural Armor Bonus granted by their tough shells. They may also as a move action withdraw inside their shell to gain Damage Reduction 5/Bludgeoning, and Energy Resistance 5 against both Fire and Acid. In addition they are treated as if they had the prone condition.

However, while withdrawn they are unable to; attack, move, cast spells with somatic components, lose their dodge and dexterity bonuses to Armor Class, take a -4 penalty to visual perception, and any items held within the hand that is not small enough to fit inside the shell with them (such as a dagger) must be dropped.
Cold Blooded: Whenever a Chelonei takes Cold damage they suffer an additional equal amount of non-lethal Cold damage.
Unique Structure: Due to having a large shell that encompasses their body Chelonei are unable to wear normal humanoid armors. This means that any armor above light must be specially constructed multiplying its cost by 2. In addition if a Chelonei is wearing Heavy armor it is unable to withdraw inside its shell.

Automatic Languages: Chelonei, plus one additional from bonus list. Bonus Languages: Aquan, Common, Draconian, Dwarven, Elven, Gnome, Goblin, Halfling, Orc

Age: Adult 20, Middle Age 80, Old 140, Venerable 200, Maximum 200 +1d%

Combat Facing Rules
If you are using the combat facing variant, any attack from behind a Chelonei that would hit their shell grants their withdrawn bonuses against the attack with none of the penalties.

This means that they would have Damage Reduction 5/Bludgeoning, and Energy Resistance 5 against Fire and Acid.


Eyolf The Wild Commoner wrote:
So Please Evaluate And Critique Honestly

Really like the masterwork rules, going to adapt them right away I think. Just one question: Do masterwork weapon's bonus to attack bonus stack with magical weapon bonuses? That sounds a fair bit of overpowered.

On the feats, most seem fine. A few though, caught my eye:
Charged Channel seems a little too powerful, seeing as how at higher level, low-level slots aren't worth much at all. Against undead, you can count on at least +3d6 damage everytime when you're in the teens.
Battle Trained Foresight would look better if it just didn't stack with the monk bonus. Mostly a case of grammatics though.
Ability Advancement seems to powerful. I remember originally seeing this in an E6 game as an "epic" feat, but as a normal feat it seems to powerful. I may be wrong though - two feats for +2 to con checks, +1 to fort saves, +1/level hp isn't far more powerful than two feats for +2 fort, +1/level hp (min3). I think it might be overpowered with caster stats, but time has to tell.
Light Sleeper seems a bit underpowered, seeing as how circumstantial it is. I'd at least reduce the penalty to -2, or make it have some other effect such as +2 on saves against sleep spells.
Shielded deflect arrows what constitutes as a "spell effect"? Could you deflect magic missiles with it? Fireballs? Or just weaponlike spells, or spells that require an attack roll?

House rules seems fine, and I agree with you on the matters of absolutes. Immunities should be really rare.

The chelonei seemed nice, though I generally don't use half-animals in my games. To each his own :3


Chelonei Response
Well, as an response to animals.. The human species itself is an animal.. As our the rest of the races.

Also the Chelonei are not a half-species. They are purebred evolved turtles.

Basically put it this way.. If given enough time to evolve the turtle we know may possibly one day turn into a humanoid like species. Not necessarily realistic given the species, but the point is that evolution if given millions of years is capable of such things.

In a fantasy setting with magic such things are more so believable even.

So they are indeed a PURE animal species, much like the human, or Orc.

Ability Advancement Response
As for the ability advancement. It is indeed from E6 however, It is not an epic feat for E6. It was a standard feat that could be taken as far as my knowledge recalls and I'm POSITIVE that I'm correct in this case.

Though possibilities, possibilities. Two feats to gain a total of +2 to a single ability score only ONCE seems fair to me. The Ability Training feat ceases to function upon attaining Advancement I believe.

So it's basically just straight +1's all around. +1 to fort, hitpoints, and con skills. That would be it for two feats and you wouldn't be able to take it again. Still is a small nice bonus, but if you think about it. You could just take Great Foritude (+2 To Fort save), and Toughness +3 Hitpoints (+1 per hitdice past 3). Significant and superior to that of Ability Training and Advancement. The only real bonus from advancement would be to your skills. Perhaps to me those feats seem very underpowered. However Con isn't the necessarily optimal choice with those feats. Dunno, perhaps it just works more sufficient in an E6 system. I do like the e6 system >.> Edit: I just thought of the fact that it would increase your negative limit by 2 points >.> That's pretty nice.

Trained Foresight Response
Uhm... As for that trained foresight... >. Yeah those are my homebrew feats.. I would really like to change those >< I had an idea of just making it a pure out feat which allows you to use your Int or Wisdom Mod INSTEAD of your dexterity modifier. This however required you to have a minimum dexterity requirement of 13 in order to be able to use your strategic advantage in combat. The requirements I think were not as heavy set as they are for the current feat if I believe. I just never got much feedback and so left it as if.. That is.. if I recall all correctly, lol.

Lightsleeper Response
I suppose it is circumstantial, but the same can be said for some feats in the core book. >< This is precisely the reason that I had the desire to adapt Sean's feat point system to the Pathfinder feats. However, I am not a good judge of balance and thus was unable or unwilling to take such a task upon myself alone. I attempted to ask Sean about it, though I never got an answer. >< If someone were to help me I could perhaps tackle the mission later on. But anyway, to me Lightsleeper seems fine enough however, perhaps I shall give it a buff somewhere to make it more appealing. Thank you for the input on that.

Shielded Deflect Arrows Response
Well magic missiles are homing so if you raised a shield to deflect I'm positive the missile would just curve around it. Though I could be wrong and it very well could hit the shield. In such a case though in accordance with my houserules. I would rule that the shield takes damage from the missile itself. I suppose a good example off the top of my head would be acid arrows or whatever.. is that spell still around? lol

Uhm, I'll try and find a better example for you.

No you could not deflect a fireball, it would probably explode upon contact with the shield. Depending on the shields size it might block some of the fire damage though >.> I believe that I have a feat in there for that somewhere.

general response
Thank you very much sir for commenting. You made me happy. lol. Now if only I get can some comments on my Druid Variant ><

Oh yeah, and the attack bonuses and such stack on the masterwork weapons.

True it would perhaps make it O.P., but if you think about it. The max it would be able to do is +10 to hit, not to mention you'd have to factor in the requirements to be able to MAKE such a weapon.

Those masterwork enhancements CANNOT be bought in stores. Meaning the weapon can't just be bought premade from any store. It must be made by a master, so such items although could be common in some campaigns/areas. For the most part in my opinion should be rare and highly valued. Check the crafting rules, I think the time alone to craft one takes a LONG ass time >< I really do hate the crafting rules... lol. I wanted to make an hourly crafting rule homebrew but it might throw the economy into the ground >< or rather... into the air?

So yeah.... Plus ya need a really GOOD craftsmen too.


Eyolf The Wild Commoner wrote:

Chelonei Response

Well, as an response to animals.. The human species itself is an animal.. As our the rest of the races.

Also the Chelonei are not a half-species. They are purebred evolved turtles.

Yes, I know, I just meant I personally don't like that "turtle-but-humanlike" just like how I'm not a big fan of catpeople, wolfpeople, or anything like that unless they're used as monsters - and even then, I prefer to keep them mammal and further away from humans (think minotaurs and centaurs). It's just a matter of personal preferences.

Eyolf The Wild Commoner wrote:

Ability Advancement Response

As for the ability advancement. It is indeed from E6 however, It is not an epic feat for E6. It was a standard feat that could be taken as far as my knowledge recalls and I'm POSITIVE that I'm correct in this case.

Though possibilities, possibilities. Two feats to gain a total of +2 to a single ability score only ONCE seems fair to me. The Ability Training feat ceases to function upon attaining Advancement I believe.

So it's basically just straight +1's all around. +1 to fort, hitpoints, and con skills. That would be it for two feats and you wouldn't be able to take it again. Still is a small nice bonus, but if you think about it. You could just take Great Foritude (+2 To Fort save), and Toughness +3 Hitpoints (+1 per hitdice past 3). Significant and superior to that of Ability Training and Advancement. The only real bonus from advancement would be to your skills.

Yes, that's the same analysis I did. I don't think it risks being overpowered when it comes to constitution, dexterity, or strength. However, a single feat can give +1 to the DC of one school of magic - these two feats will give a wizard +1 to ALL dc's, +1 skill point per level, +1 on all knowledges, spellcraft, concentration, and +2 on all straight intelligence checks. Since spell focus is seen as a rather good feat, this may be too good.

On Lightsleeper feat, I still suggest granting a +2 bonus to saves against sleep effects. It makes it a little (read: little!) more broad, and it certainly fits the flavor.

On the deflect feat, I think you should just make it "works against spells that require an attack roll". It's clear, not open to interpretation, and makes it work as though you described in those cases - it works against melf's, but not against fireball or magic missile.

The problem with letting masterwork stack the way it does is partly in PC crafters. A +4 to hit (+1 masterwork with +3 increases) weapon would cost only base price + 300 + 500 + 1000 + 2000 = 3800 gold pieces, and would be a DC 34 check, easily done in the early mid levels, especially if you allow a few assistants to aid another. Enchanting it to a +2 weapon would cost 8000 gp. For a price of 11800 gp, you've got a weapon that has a to-hit of +6 and damage of +2 - compare to a +4 weapon with a price tag of 32000. And most people would pick +6/+2 TH/Dmg over +4/+4, especially considering one loses most power in an antimagic field.

The Exchange RPG Superstar 2010 Top 32

Nice work!

Have you used the versatile counterspell much? I think it's a little powerful, especially now that everyone has more feats. I will try it in my own game with the requirement of using a higher level spell if you don't have a Dispel handy.

Hmmm, or possibly at least the same level if the same school, level+1 for a different school?

So to counter a Fireball would require a Dispel Magic, a 3rd level Evocation spell, or any 4th level spell or higher.

I've always wanted to improve the whole counterspelling thing, though it's probably a topic for a different thread. Say you countered a 3rd level spell with a 7th level one - it'd be nice to have some sort of feedback hit the caster. Hmmmm, ponder ponder ponder...


Masterwork
True the weapons themselves are stronger than non-magical.

However, you have to take into account the actual crafting time and if you're using multiple NPC crafters the possibility of allowing who to work on what.

ASIDE from that, the enhancements ARE NOT common place knowledge such as normal masterwork is.

These are meant to be more rare and valuable.

Plus a non-magical weapon although keeping its benefits in an anti-magic field. Can still be useless against creatures that have damage reduction or REQUIRE magical weapons to be used against them.

Advanced Training
I do see your point about the casters and ability advancement though. o.o

Light Sleeper
I am not comfortable granting it against magical sleep effects, though perhaps against normal sleep effects perhaps.

P.S.
P.S. Don't make me run the math for the masterwork stuff >< Oh fine, give me a little while.

Versatile
Hmm, if indeed versatile is a bit O.P. I would like to change it, though perhaps I would like to get more opinions before I do such a thing.

EXTRA!

Went and found the variants to Studied Defenses and Battle Foresight that I had created. Comments on them compared to the originals?

After
Studied Defenses
Prerequisites: Intelligence 15, Dexterity 13
Benefit: You may use either your Dexterity or Intelligence modifier, which ever is highest, as the bonus to your Armor Class
Special: You do not gain this bonus if you are flat-footed, immobilized, considered helpless, or when you wear medium or heavy armor, and or carry a medium or heavy load.
Normal: You may normally only use your Dexterity as the bonus to your Armor Class.

Battle Foresight
Prerequisites: Wisdom 15, Dexterity 13
Benefit: You may use either your Dexterity or Wisdom modifier, which ever is highest, as the bonus to your Armor Class.
Special: You do not gain this bonus if you are flat-footed, immobilized, considered helpless, or when you wear medium or heavy armor, and or carry a medium or heavy load.
Normal: You may normally only use your Dexterity as the bonus to your Armor Class.

As for a magical feedback, you could go along with a basical system of the countered caster taking 1d6 for each spell level of the spell used to counter his own above the countered spell.

Thus a lvl 3 spell countered by a lvl 7 spellwould grant 4d6 damage of feedback magical energy to the countered caster. Though if we went your route of 1 spell level above, possibly only 3d6. Though could THIS be o.p... I think so.

The Calculations!

Longsword.
DC 45
+3 To Hit.
+3 To Damage.
+5 Hardness, +25 HP.
7915 Gold
= 79150 Silver

17th Level NPC Blacksmith.
+17 = Ranks in Weapon or Armor Smithing.
+3 = Trained Class Skill Bonus
+6 = Skill Focus (Weapon/or/ArmorSmithing)
+1 = Intelligence Bonus
+2 = Masterwork Tools
+2 Aid Another From Apprentice
+2 Circumstance Bonus for How To Guide
+2 Master Craftsman
Taking 10 = +35; Result 45

This means that in a campaign it would take a level 17 Blacksmith in order to create a weapon that is even remotely comparable to a +3 Magic Enhanced Weapon.

And it would take 39-40 Weeks of work.

Item - +3 Magic Longsword
Cost 18,000 Gold
Time 36 Hours
Benefits - +6 Hardness, +30 HP, +3 To Hit & Damage Enhancement.

My complaint with the crafting system
In all reality it would take approximately 7-10 day to create a fullsuit of platemail armor. Perhaps working like 14 hours a day possibly, but it would only take that amount of time roughly. With an assistant or two I believe.

Anyway point is... with D&D/Pathfinder it takes a level 5 blacksmith it takes 32 weeks. >.>

At least this information is gathered from my friend who is sort of a weapons and armor expert and has told me this is the amount of time required realistically. That and if you play baldur's gate it takes only like ten days to make ankheg armor.


I went and edited the maximum caps on some of the enhancements.
What do you think? This should hopefully solve a few problems.

Masterwork Weapon Enhancements:

Enhancement ---------------------| Cost ---------| DC Increase -| Maximum
Reduce weight by 1/3 (33%) --| +50 / lb Gold -| 4 ----------------| 1
+1 Hardness and 5 HP ---------| +100 Gold ----| 2 ----------------| 5
+1 Disarm -----------------------| +200 Gold ----| 2 ----------------| 2
+1 Trip ---------------------------| +200 Gold ----| 2 ----------------| 2
+1 Sunder -----------------------| +200 Gold ----| 2 ----------------| 2
+1 Feint --------------------------| +200 Gold ----| 2 ----------------| 2
+1 Damage ----------------------| +500 Gold ----| 3 ----------------| 3
+1 To Hit Bonus -----------------| +500 Gold ----| 3 ----------------| 3
+1 Confirm Critical Threat -----| +1000 Gold ---| 2 ----------------| 4
+1 Critical Threat Range -------| +1000 Gold ---| 6 ----------------| 1

I'm working on some Helmets too that go along with the current core system.

Helmets:
Leather Coif
5 Gold, 1% Negate Critical, 1.5 lbs.

Mail Coif, 7 lbs.
15 Gold, 2% Negate Critical, 5.5 lbs.

Camail
30 Gold, 3% Negate Critical, 7 lbs.

Barbute
80 Gold, 6 lbs, +1 AC against Confirm Critical, -1 Perception, 5.5 lbs.

Armet
150 Gold, +1 AC against Confirm Critical, -2 Perception, -2 ACP, 20% ASF, 12 lbs.

They still need work, but any suggestions? I've gotta work on the differences between the Armet and the Barbute, and perhaps some bonuses that the Armet grants over it which would change the differences between them >.>

Plus the prices ><


Quote:
This means that in a campaign it would take a level 17 Blacksmith in order to create a weapon that is even remotely comparable to a +3 Magic Enhanced Weapon.

If he has no magic weapons and no skill in enchanting, yes. I don't think there's a problem if they don't stack, but if they do, it would be easy to get a weapon equal to a +3 weapon cheaply.

DC to create item with +2 damage, +2 attack bonus:
300 + 500 + 1000 + 500 + 1000 = 3300.
DC: 25+3*4=37

5th level blacksmith:
+5 = Ranks in Weapon or Armor Smithing.
+3 = Trained Class Skill Bonus
+3 = Skill Focus (Weapon/or/ArmorSmithing)
+2 = Intelligence Bonus
+2 = Masterwork Tools
+4 = Magic Item (at a cost of 1600, this is reasonable for a specialized NPC with 2400gp WBL)
+4 Aid Another From two Apprentices
+2 Master Craftsman
=+25. Needs to roll 12 to craft. If he rolls 6 or less, half again cost.

A PC should have similiar stats. Some may have higher stat bonus, some may have higher or lower magic item bonus, but basically it should be about the same.

This seems quite reasonable - while it's far cheaper than a +2 weapon, it doesn't bypass /magic DR and it's more vulnerable to sundering. It's a bit of a power creep compared to the magic sword, but not that big a deal. However, for 2000 gp it's in nearly all ways equal to a +3 sword - it doesn't overcome silver/cold iron DR (unless made from one of the materials, and it's a little bit easier to sunder. However, it gets a +2 bonus in antimagic fields and the like, which is quite a fair deal. This weapon in total costs 5500 gp (6150 if you include one failed attempt at crafting) while a +3 weapon costs 18000. You could make something equal to a +3 Holy weapon for 21300 instead of 50000.

If you as a DM keeps it under control, this might work fine, just saying you should keep an eye out for power creep.

I don't think the max caps of the abilities are the problem, just that the bonus from masterwork weapon and magic weapon stack. I'd just remove that.


On helmets, these are our rules, now slightly modified (we got rid of counting HP and said all had a single hit point).

Just throwin' it out :3


I think that I'll take some bits and pieces to help formulate my final helmets.

Though the crit evasion on your helmets seems overwhelmingly high.

However, I do like the counter balance of the hardness.

Though, you said that you did away with hitpoints and everyone had only 1 hitpoint? I suppose that could balance it out a bit, how did you go about doing that?

I definitely do NOT think I'll be doing that, but yeah just curious.


Eyolf The Wild Commoner wrote:


Though, you said that you did away with hitpoints and everyone had only 1 hitpoint? I suppose that could balance it out a bit, how did you go about doing that?

I definitely do NOT think I'll be doing that, but yeah just curious.

Easy. Hardness is 5/10/15 for leather/reinforced/metal. If for example a reinforced helmet takes 11 or more damage, it's broken. This means a leather helmet is usually broken when it comes to use, a reinforced or leather one is usually broken at higher levels.

Magic helmets exists and increase hardness by 5 as well as that they can only be damaged by magic weapons.


Oh, no, my bad. I misinterpreted. I thought you had meant that all characters only had 1 hp. I was confused, lol.


Say, could you give me an opinion on my Druid Variant?


Eyolf The Wild Commoner wrote:
Say, could you give me an opinion on my Druid Variant?

Haven't really played or looked into the PF druid, and none of my players has even changed shape by spells. Don't know it well enough to say anything, really.


I like your ideas for additional Masterwork enhancements. However, since the enhanced quality is purely mechanical (and not magical), there are some enhancement which are hard to imagine. I completely understand the harder/lighter qualities (although I think they aren't compatible with each other), as well as bonuses to Trip/Disarm (due to an unusual shape - the trip and disarm qualities can be grouped), and Damage/Increased Threat Range (because the weapon is sharpened or has additional spikes - same here, I'd group those two properties). I'd limit the To Hit bonus to +1 (which is already on top of the MW weapon inherent +1).

I don't see how a non-magical weapon could Sunder better, or help you with Feint or to confirm a critical threat. I have the feeling you listed all the basic maneuvers one can do with a weapon and put a price on them. Despite this, you can also add the following non-magical enhancements: Mercurial Weapon (a hollowed tube containing a heavy liquid gives your weapon a greater momentum, increasing your damage dice one step), Burning Blade (the hilt contains oil which can be pushed along the blade and put ablaze through a tindertwig set in the hilt), and Separate Blade (the weapon can be split in several pieces which can be hidden more easily - some parts can also be used as smaller weapons: a longsword split in two halves along its length can become two scimitars; a greatsword split in four parts can become a dagger, a shortsword, or a longsword).

Same remarks for armors: reduce weight and improved hardness are understandable but shouldn't stack, and I don't see how one can improve one's AC versus confirm critical hit rolls. Max Dex +1 and Reduce ACP by 1 could be grouped (under the mechanical explanation that the armor's joints are designed better). You can also add that having both reduced weight and reduced ACP makes your armor one encumberance category lighter.

For MW tools, I simply don't see how one could go that high. Magical equipment pieces rarely give more than +5 to one skill, so I'd make versions going from +1 to +4 but not more.

Don't forget that, as you said, these bonuses will stack with whatever magical enchantments you want, which quickly removes the +5 barrier. Whatever the cost and the DC, there are PCs who will get them.


@Louis IX. Various aborigin (sp?) tribes used to put several coloured feathers/ short ropes (usually red) at the tip of their spears not only for decoration but also to block sight and divert your attention when using them in combat.

Also some flexible weapons like nunchakus were threatening partly because they could be swung from unexpected places back at you (ie a head from the nunchaku hidden behind the attacker's back traveling below his should to your or ankle in only one swing)

That's just a couple random exemples from a random person with random knowledge, am sure an expert could come up with way way way more.


Comments about the "Rules" section:

Quick Draw: can a character do BOTH a "Quick Sheathe" and a "Don a Shield" as a single Swift Action? If yes, I think it's too much. If no, you might change your wording slightly.

Crossbows: might be interesting to add Masterwork Enhancements specific for Projectile Weapons, one of which can be "reloading wheel" allowing "Composite" Crossbows to be drawn by characters lacking the appropriate Str score. Why the +4 limit?

Cantrips/Orisons: didn't you mean "you can cast a number of additional cantrips" instead of "you get bonus known cantrips"?

Force Spells: weren't they already able to affect objects? (honest question)

Shape, Body & Form Spells: if druids get access to these spells, especially one level lower, there is less of a need for the Wild Shape class feature.

Monks: I'd house-rule that Monks can be of any alignment, but changing from RAW implies that the monk was apprenticed in an unusual school/temple, which has to be decided with the GM (mainly so that it can be integrated in the campaign world). This in turn implies that monk might have other requirements (a CE monk might be forced to make human sacrifices, a LE monk might be forced to overturn CG governments, etc). I already had this line of thoughts for the Paladin, BTW.

Absolutes: immunity as a class feature only gives +10 to the save? Could this bonus be scaled with the class levels? What about spells that don't allow a save? And, for creature made of the element, I'd rule that they are struck in the same way a flesh-and-blood creature is struck by a flesh-and-blood weapon.

That's all for now. Thanks for sharing.


golden pony wrote:

@Louis IX. Various aborigin (sp?) tribes used to put several coloured feathers/ short ropes (usually red) at the tip of their spears not only for decoration but also to block sight and divert your attention when using them in combat.

Also some flexible weapons like nunchakus were threatening partly because they could be swung from unexpected places back at you (ie a head from the nunchaku hidden behind the attacker's back traveling below his should to your or ankle in only one swing)

That's just a couple random exemples from a random person with random knowledge, am sure an expert could come up with way way way more.

Good point about the decorative-but-not-really things on weapon. I once saw a show where the same thing was explained about the tissue near the pointy end of the oriental spear. I can see this going under Feint. In fact, I'd like to see such an explanation for each of the enhancements listed (much like the Core book provides an explanation for weapons). If no valid reason can be provided, the enhancement should go.

About the threatening part: I'm okay for increasing the threatening range, I just don't see the mechanical reason for a +1 in the confirm-critical roll.

$0.02


At our table we are specially ticked by the absolute effects, which do not make so much sense. Like, should a fire giant be able to eat suck molten rock (aka lava) around for fun? Should the legendary wizard be negated of all his might by some antimagic field cast by some local rogue with a scroll? Should a lv1 gnome paladin resist the fear caused by the demon lord?

As such, immunitites are ususally replaced by a +10 on whatever check is tied to it and elemental immunitites replaced by 10 or 5 resistance per hit dice of the monster, depending on its tie to the element (fire giant-fire elemental for instances). It grants virtual immunity in level appropriate encounters and great odds of resistance against encounter several levels higher, but not in the extreme cases that can show up in some high level campaigns.

Epic lv30 wizard: I throw my heightened, empowered, maximized, twin fire ball at the fire giant child.
DM: It chuckles.
Epic wizard: But I am the red wizard, master of fire in the realms!
DM: Suck it.


Perhaps your right with certain stacking properties.

All those meaneuvers I feel are possibly and realistic when dealing with certain weapon designs as "gold pony" pointed out below you.

I removed the +6 from Masterwork tools, thank you for the suggestion.

Quick draw only allows you to do one of those at the same time period, you're not superman. I'll look into it, thank you. (Wasn't expecting someone to find fault with that, assumed it would have been general assumption as to how it works.

Because if I don't stop somewhere then people will just keep going and then it sort of just gets ridiculous. Personally, you can stop whereever you please if you want to use that in your game.

No, I meant cantrips known, as it is in pathfinder you can cast an unlimited amount of cantrips. Wouldn't make sense for you to be able to cast more cantrips when you can already cast as many as you desire. Knowing more cantrips however would allow you the option.

BUT.... I now see what you mean!

I'll make the changes to that so that it reads properly, my apologies. lol.

No, they were not to my knowledge, I'd confirm for you now. But yeah, am busy.

True, there is... but it just felt weird for me.

The bonus can me handled in any method in which you desire.

I would probably scale it with level depending on how many levels there are to normal immunity, I'd start from somewhere like +2 or +4 and work my way to +10.

Plus 10 is a significant enough bonus, if you feel it should be higher than raise to whichever you desire. +20 pops to mind.

Perhaps I'll do something with the confirm critical roll then, but I'll probably add descriptions to it afterschool.

Louis, didn't you help me with my Druid Variant before? What do you think of the more simplified system?

5 per hitdice eh... Never thought of that, I'll run that math on that one later.


Louis IX wrote:
I don't see how a non-magical weapon could Sunder

When chopping wood, you use an axe with a certain edge to have the maximum sundering force. If the angle was slimmer, it wouldn't sunder as well, and if it was wider, it would risk not getting stuck in the wood. A masterwork axe might have the exact perfect angle for sundering. The same could be said for most weapons - a heavy mace might have flangs of a certain angle that's good for crushing items, for example.

Quote:
or help you with Feint or to confirm a critical threat.
Confirming criticals are essentially metagaming and could be explained the same way as increased threat range, since they do the same thing: Increase the chance for a critical. Feints might be harder to motivate, but for example, having a hilt that hides the hand such as this is a way to make the angle of attack harder to anticipate.


Spell Channel - I don't like this because of the overlap with mass cure/inflict spells. Mass cure/inflict light wounds is 1d8+10 at level 10, but this feat lets them convert it into a 4d6 channel. The only real advantage of this feat is that it allows you to convert 2-4 level spells into AoE healing. Other than that the feat seems pointless.

The combat step feats are very OP. They let you make a full attack then tumble away leaving your opponent only able to make a single attack each round. I would change them so that you only get the benefit if you move before you attack.


What if I altered it to "Spell's level minus two (Minimum 1d6), cannot sacrifice cantrips or orisons for this effect." Unsure why I had it at minimum 1 damage, will probably bite me in the ass once I realize it.

lawl, anyway.

3d6 on average 3.5x3 = 10
Mass Cure on Average = 14 I believe.

Would that be sufficient? On the other hand I could keep the feat as originally stated and just alter the die to d4 instead of d6.

Same result 10 average. If my maths is correct >.>

I've removed combat steps from my collection.

To me feinting also took on the form of a spear with a red ribbon hanging from the end. >.> Focus on the ribbon it's shiney! -Stab-

Never did get an opinion.

What you think of these variants compared to the ones posted in the O.P.

Studied Defenses
Prerequisites: Intelligence 15, Dexterity 13
Benefit: You may use either your Dexterity or Intelligence modifier, which ever is highest, as the bonus to your Armor Class
Special: You do not gain this bonus if you are flat-footed, immobilized, considered helpless, or when you wear medium or heavy armor, and or carry a medium or heavy load.
Normal: You may normally only use your Dexterity as the bonus to your Armor Class.

Battle Foresight
Prerequisites: Wisdom 15, Dexterity 13
Benefit: You may use either your Dexterity or Wisdom modifier, which ever is highest, as the bonus to your Armor Class.
Special: You do not gain this bonus if you are flat-footed, immobilized, considered helpless, or when you wear medium or heavy armor, and or carry a medium or heavy load.
Normal: You may normally only use your Dexterity as the bonus to your Armor Class.


Eyolf The Wild Commoner wrote:

What if I altered it to "Spell's level minus two (Minimum 1d6), cannot sacrifice cantrips or orisons for this effect." Unsure why I had it at minimum 1 damage, will probably bite me in the ass once I realize it.

lawl, anyway.

3d6 on average 3.5x3 = 10
Mass Cure on Average = 14 I believe.

Would that be sufficient? On the other hand I could keep the feat as originally stated and just alter the die to d4 instead of d6.

Same result 10 average. If my maths is correct >.>

I've removed combat steps from my collection.

To me feinting also took on the form of a spear with a red ribbon hanging from the end. >.> Focus on the ribbon it's shiney! -Stab-

That is actually my point. Why would anyone take the spell channel feat? At higher levels I can convery to mass cure/inflict spells, and as written, the mass spells are better. The only thing the feat gives you is the ability to convert a 2nd, 3rd, or 4th level spell into an AoE heal/damage instead of a single target version.

Event with feats like divine metamagic that let you convert channel attempts into metamagic, the cost is so high it really isn't worth it. Sacrificing 5 level 2 spells to quicken another spell doesn't seem very efficient to me.

Maybe burning a level 2 spell off to use swift channel is about the only worthwhile use I can think of.

I don't think the feat is OP, if anything I think it is a very weak feat.


Eyolf The Wild Commoner wrote:


No, I meant cantrips known, as it is in pathfinder you can cast an unlimited amount of cantrips. Wouldn't make sense for you to be able to cast more cantrips when you can already cast as many as you desire. Knowing more cantrips however would allow you the option.

I was under the impression that a wizard began play with a spellbook containing all cantrips, but was limited in the number of different cantrips he could cast for the day. During his spell preparation, he chooses among all the known cantrips those he'll cast, and he can cast them as many times as he likes.

Now, if you talk about Sorcerers, then the number of cantrips is limited. But the number of spells a Sorcerer knows is fixed, whether it is a cantrip or a regular spell.

So, did you want to improve the Sorcerer's versatility, or the Wizard's power? Personally, I agree that the chart listing the Attributes Modifiers And Bonus Spells should provide bonus cantrips.

Eyolf The Wild Commoner wrote:


BUT.... I now see what you mean!

I'll make the changes to that so that it reads properly, my apologies. lol.

No, they were not to my knowledge, I'd confirm for you now. But yeah, am busy.

True, there is... but it just felt weird for me.

The bonus can me handled in any method in which you desire.

You might want to write a short reminder of what you're answering to. Kinda hard to read...

Eyolf The Wild Commoner wrote:


Louis, didn't you help me with my Druid Variant before? What do you think of the more simplified system?

I did, indeed. Forgetful, I am. Interesting, it is. Your list of Vermin abilities, take a pick at, I might.

stringburka wrote:


When chopping wood, you use an axe with a certain edge to have the maximum sundering force. If the angle was slimmer, it wouldn't sunder as well, and if it was wider, it would risk not getting stuck in the wood. A masterwork axe might have the exact perfect angle for sundering. The same could be said for most weapons - a heavy mace might have flangs of a certain angle that's good for crushing items, for example.

Huh. I don't equate chopping wood and sundering weapons that are being wielded and incidentally aiming at your own head. For me, Sunder and Feint are maneuvers that depend more on the character's action than his weapon.

stringburka wrote:


Confirming criticals are essentially metagaming and could be explained the same way as increased threat range, since they do the same thing: Increase the chance for a critical. Feints might be harder to motivate, but for example, having a hilt that hides the hand such as this is a way to make the angle of attack harder to anticipate.

Point taken. All I want is an explanation (in realistic terms, since we are not dealing with magic, there) about each effect, not just "oh, and you can add a +1 to all combat maneuvers, too." Additionally, having a realistic explanation can bring up the incompatibilities between the enhancements. Like, for instance: making the item sturdier is opposed to making it lighter.


Okay, I'm gonna remove the spell channel feat as I am sort of seeing it as a bit pointless.

>.> Plus the Charged Channel basically takes the job.

Aside from that

The wizard gets all cantrips yes, but there are SO many cantrips that can exist, thus I'd say the wizard gets the core cantrips or possibly a variant of them, or a number of cantrips equal to the number of core cantrips.

However there are variant and such and all that.

Those are what I shall call bonus cantrips, perhaps that can be a small bonus for a universalist. >.> Universalist's could know ALL cantrips in existence >.> lol

Uhm, so yeah. It buffs them both if you go by that.

Say a cantrip called Minor Missle, (which I have listed I think). Perhaps Ember Swarm (Fire variant of Acid Splash) or Jolt, maybe Icicles.

Sonic Snap or what not. So yeah, basically stuff like that or other utility cantrips and such.

Points taken for the Masterwork. I'll end up working on it and put into effect some more defining rules.

Comments on my alternate Battle Foresight and such would be appreciated


Been working on my helmets and desire some critique. Also ran into a problem with hitpoints due to the helms being like... 1.8/25th of an inch thick >.> Apparently from what I googled.

Though I think that I remedied it.

Leather Coif
?? Gold, 1% Negate Critical, -1 Listen
Hardness 2, Hitpoints 1
1.5 lbs.

Mail Coif
?? Gold, 2% Negate Critical, -1 Listen, 10% ASF
Hardness 10, Hitpoints 8
8 lbs.

Barbute
?? Gold, 3% Negate Critical, -1 Listen, 5% ASF
Hardness 10, Hitpoints 12
6 lbs.

Aventail Bascinet
?? Gold, 4% Negate Critical, -1 Listen, 15% ASF
Hardness 10, Hitpoints 16
9 lbs.

Armet (Close Helm)
?? Gold, +1 AC against Confirm Critical, -2 Perception, -1 ACP, 20% ASF
Hardness 10, Hitpoints 20
12 lbs.


Eyolf The Wild Commoner wrote:
Say, could you give me an opinion on my Druid Variant?

I will. I am currently playing a Druid in RotRL.

First, I do like all the free wildshaping, and especially the quickened wildshape. My character is all about shape-shifting, so he would get a kick out of it.

I also like how Druids can now access Beast Shape IV with the ability. A glaring problem with the original, IMO.

However, I am unsure about dropping the duration of Wildshape the way you did. Also, the free Beast Shape I, how long does it last? If it has no duration, it is OP. Recall that Druids can cast easily in animal form (Natural Spell). I, as a Druid, would never leave my animal form. Maybe I would have to talk occasionally, but I could be a dog, hang out with the Ranger, and just be the smartest dog since Lassie.

I see several avenues for powergaming here. I would propose this instead:

The Wildshape Druid gains the BeastShape I ability at 1st level. The Progression continues through normal progression (accounting that we started at lvl 1) until the top, where they gain 3 more uses of Wildshape/day. Duration is normal, but the Druid may spend 1 hr of the duration to change form. Also, I would add a feat that allows the Druid to double the duration of Wildshape 3 times/day (like a Extend SLA type of feat).

This will let the Druid shape-shift around without allowing them to engage in munchkin-type behavior.


Louis IX wrote:
Like, for instance: making the item sturdier is opposed to making it lighter.

Not necessarily, it depends on methods and how good a smith you are. If I did a plate mail, I assume a master armorsmith could make an armor both sturdier and lighter than the one I did. Increased hardness could be due to using folding techniques, making the parts so the force is distributed more evenly and so on. Making it lighter is simply a case of removing a bit of the material. Also remember that over about level 5, we leave the real world behind even if we skip magical stuff. You can't explain someone without magic powers jumping 30 feet, but mid-level characters can do that. So an armorsmith of say level 7 might very well discover new methods of hardening the steel, for example.


Mirror, Mirror wrote:
Eyolf The Wild Commoner wrote:
Say, could you give me an opinion on my Druid Variant?

I will. I am currently playing a Druid in RotRL.

First, I do like all the free wildshaping, and especially the quickened wildshape. My character is all about shape-shifting, so he would get a kick out of it.

I also like how Druids can now access Beast Shape IV with the ability. A glaring problem with the original, IMO.

However, I am unsure about dropping the duration of Wildshape the way you did. Also, the free Beast Shape I, how long does it last? If it has no duration, it is OP. Recall that Druids can cast easily in animal form (Natural Spell). I, as a Druid, would never leave my animal form. Maybe I would have to talk occasionally, but I could be a dog, hang out with the Ranger, and just be the smartest dog since Lassie.

I see several avenues for powergaming here. I would propose this instead:

The Wildshape Druid gains the BeastShape I ability at 1st level. The Progression continues through normal progression (accounting that we started at lvl 1) until the top, where they gain 3 more uses of Wildshape/day. Duration is normal, but the Druid may spend 1 hr of the duration to change form. Also, I would add a feat that allows the Druid to double the duration of Wildshape 3 times/day (like a Extend SLA type of feat).

This will let the Druid shape-shift around without allowing them to engage in munchkin-type behavior.

I disagree with you partially.

An animal companion is stronger than +2 bonus to nat armor, and one ability score, plus a possibly size mods. Not to mention that companion supplies other bonuses as well

I also believe that a domain power, and extra spells are equivalent.

Thus I do not believe that the fact you get Beast Shape 1 at 1st level, nor that you can use it indefinitely is over powered at all.

If anything is O.P. it is the fact that one can still cast spells while gaining all the other benefits.

Hence why I am considering altering it a bit to fix the balance. I had the belief that the spells may have been unbalancing but wanted to confirm by gathering additional critiques. I thank you for the opinion.

Anyway.


I love the Improved Finesse feat. I'm adding it rightaway to my game, perfect for a finesse fighter to gain a damage bonus in the same way that a STR fighter would :)

Also, I like the concept of the helms and crit hit negation. It kind of harkens back to the old D&D days when you bought and wore helms to protect against head shots. Now I just have to figure out how to adapt it to my code :)


Been adding stuff to the helmets, hopefully this works and is balanced.

I just wrote it up, didn't test anything, lol.

Quote:

Helmets are capable of negating critical hits. When ever someone wearing a helmet is threatened by a critical hit. Go about that the Confirmation normally, if a Critical hit is confirmed then roll a d100. If the percentage rolled falls within the stated negation of the helmet. The attack damage is separated into two parts. Normal Damage and Critical Damage. The normal damage is dealt to its proper target, the critical damage is dealt to the helmet.

Example; Sven has been attacked by an Ogre which has threatened a critical against him. The Ogre's attack is 2d8+7 with his greatclub, on a critical he would deal an extra amount of damage equal to his damage dealt (x2). Sven is wearing a Barbute, thus he has a 3% chance to avoid taking critical damage.

The Ogre confirms the critical, but the d100 lands on or between 1-3%. This means that the helmet negates the critical to Sven, but takes the damage itself.

The Ogre's damage is 17. (Thus a critical for him would deal 17 additional damage). Since the helmet negated the critical it takes the critical damage. The Barbute helmet has 10 hardness and 12 hitpoints. It takes 7 damage from the ogre's attack, and Sven takes 17 damage.

If a helmet would break from taking too much damage, any damage over of what the helmet would take is dealt to the intended target. Thus if the Barbute were to take 24 damage, it would take negate 22 damage from the critical and 2 of that damage would go through to the target.


As a VERY ROUGH outline, I've gone and drawn up some magical enhancement rules.

I'll go about clarifying, fixing, improving, whatnotting, caboobling, and whatchamajiggeting them later.

However, for now... TA DA!

Magically Improving the Hardness and Hitpoints of Helmets.
Although a helmet can be enchanted with magic to confer bonuses to its wearer. They are incapable of being enchanted with a normal enhancement bonus. The reason for this is that they do not have an armor class.

Thus helmets may be enchanted with a magical improvement bonus which increases their hardness and hitpoints equal to that of an equivalent enhancement bonus.

+1 Improvement 300 Gold +2 Hardness, +10 Hitpoints
+2 Improvement 1200 Gold +2 Hardness, +10 Hitpoints
+3 Improvement 2000 Gold +2 Hardness, +10 Hitpoints
+4 Improvement 3800 Gold +2 Hardness, +10 Hitpoints
+5 Improvement 6000 Gold +2 Hardness, +10 Hitpoints

I'm pretty sure there is a standard cost for those kind of increases, I'll look around for it myself later.

Probably will end up lowering a lot I think.

EDIT -> On second thought it may increase a lot.. Depends if I can figure out the darned formula >< I fail at math


Okay, so I went and made my WildShape Variant unable to cast spells while shapeshifted even if they have the natural spell feat.

Aside from that, can someone help me comprehend what mirror, mirror is saying? I think he's onto something, but am not sure if I grasp it.


Alrighty, I did some work on the helmets. Hopefully this looks better?

Comments please.

Quote:

Leather Coif

A small cap made from animal leathers, and may include padding.
?? Gold, 1% Negate Critical
Hardness 2, Hitpoints 5, 1.5 lbs.
Piercing or Slashing Ignores the Hardness of this helmet.

Mail Coif
A metal coif made from many small interlinking rings that includes padding, rests upon your shoulders.
?? Gold, 2% Negate Critical, -1 Listen, 10% ASF
Hardness 10, Hitpoints 12, 8 lbs.
Piercing Ignores the Hardness of this helmet

Barbute
A visorless, padded helmet that fully protects the cheeks and nose, usually has a T or Y shaped opening for the eyes and mouth.
?? Gold, 3% Negate Critical, -1 Listen, 5% ASF
Hardness 10, Hitpoints 20, 6 lbs.
Bludgeoning Ignores the Hardness of this helmet

Aventail Bascinet
An open faced, padded helmet that includes attachable mail to cover the neck and shoulders.
?? Gold, 4% Negate Critical, -1 Listen, 15% ASF
Hardness 10, Hitpoints 28, 10 lbs.
Bludgeoning ignores the Hardness of this helmet

Armet (Close Helm)
A padded, plate closed helm that completely covers the face and neck, and has slits for vision and breathing.
?? Gold, +1 AC against Confirm Critical, -2 Perception, -1 ACP, 20% ASF
Hardness 10, Hitpoints 40, 13 lbs.
Bludgeoning Ignores the Hardness of this helmet

Piercing Attacks Against Helmets
Melee
If you have both Weapon Finesse and Weapon Focus with a melee piercing weapon you may ignore the effects of helmets on a critical hit.
Ranged
If you have both the Point-Blank Shot, and Precise Shot feats you may ignore the effects of helmets on a critical hit when utilizing the Point-Blank Shot feat. If you also have Weapon Focus with the ranged piercing weapon used you may ignore the effects at any distance.

If any of the helmets need to be moved around let me know.


Forgot to post this.

Helmets
Helmets are capable of negating critical hits. When ever someone wearing a helmet is threatened by a critical hit. Go about that the Confirmation normally, if a Critical hit is confirmed then roll a d100. If the percentage rolled falls within the stated negation of the helmet. The attack damage is separated into two parts. Normal Damage and Critical Damage. The normal damage is dealt to its proper target, the critical damage is dealt to the helmet, if the critical damage exceeds the amount of damage a helmet can absorb it goes through to the target.

Example; Frelia has been the target of a critical hit. She is currently wearing a Barbute helmet and thus has a 3% chance to negate the critical. She rolls a d100 and it lands on 1%, her helmet is able to absorb the critical damage, however, her attacker is using a bludgeoning weapon. This bypasses the hardness of her helmet, fortunately the critical damage is only 10. Thus the end result is that Frelia takes the non-critical damage (10), and her helmet takes the critical damage (10). Her helmet is now in need of repair as it is only half its hitpoints.

Grand Lodge

Hey there!

Sorry I am popping in late, thanks for directing me here.

Love the rules for Masterwork options. Too many responses to read them all... I apologize it is late I am very tired. :) My only comment on the Masterwork options is I would have magical enhancements override them if equal to or higher. For example a Master work weapon has +1 to attack, but a +1 magic weapon just benefits from the magical +1 and the Masterwork enhancement is no longer applicable. In this case, I would say, for example, a +3 to Hit Masterwork weapon enchanted with a +2 magic bonus, would be +3 nonmagical to hit (if hitting DR/Magic critters it is +2) with +2 magic damage. The same weapon enchanted to +4 would function in all respects as a +4 magic weapon.

Feats- not worried about a cleric blowing off low level spells at higher levels. Even when I play a high level cleric I still use buff spells like crazy and they fall in the 12st-3rd level range generally, so I am giving up a lot of options by blowing of low level spells.

Battle Trained Foresight- not really thrilled with feats that actually exclude a particular class (even though I am not fond of monks). Feats that require certain class abilities is okay to me. I can see why you want to exclude a monk, but I think maybe a different way to do so is better.

Guarded Advance- I LIKE it, probably can add a lot of time to a fight, but I am not that worried about that aspect of it.

Shielded Deflect Arrow- i would change does not use an action to use an immediate action and I MIGHT require a CMB check to see if you fail... maybe... burning a feat seems worth not having to make a roll, but some critics may think that is too much so a CMB check might be good.

Versatile Counterspell- the way counterspell SHOULD have worked to begin with!

Shield Evasion- I LIKE IT!

Spells

Halt Infection- seems like it should be a Cleric spell rather than Sorcerer/Wizard

Crawling Smoke- define a small area... half an acre might be small to a Titan... is it Small as in the size so that it is 2-1/2 feet by 2-1/2 feet?

Houserules

Crossbows- wasn't there already a way to get that strength bonus requiring a certain STR score to reload?

Chelonei

Physical Description-Turtles don't have scaly skin... at least none I have ever seen :) They are pebbly though I don't think actual scales.

love the race and think it is quite cool! Might make them live longer though. I like the idea of a 1000 year turtle monk/philosopher! :) To balance they have very few births

will read more later... darn tired...


No there was nothing in core for crossbows.


I don't know if anyone mentioned this but I'm pretty sure a Swim Speed grants races an automatic +8 to swim checks (at least that's how I remember it being in 3.5), if someones already mentioned that or if it's not a rule in Pathfinder please ignore this comment.


You sir, are correct. I seemed to have missed that little tid bit. I'll incorporate that into my Chelonei Species then.

Quote:
Special: A creature with a swim speed can move through water at its indicated speed without making Swim checks. It gains a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. The creature can always choose to take 10 on a Swim check, even if distracted or endangered when swimming. Such a creature can use the run action while swimming, provided that it swims in a straight line.


Eyolf The Wild Commoner wrote:

You sir, are correct. I seemed to have missed that little tid bit. I'll incorporate that into my Chelonei Species then.

Quote:
Special: A creature with a swim speed can move through water at its indicated speed without making Swim checks. It gains a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. The creature can always choose to take 10 on a Swim check, even if distracted or endangered when swimming. Such a creature can use the run action while swimming, provided that it swims in a straight line.

I knew making humanoid muskrats (along with all the other races) in my home-brewed game would eventually lead me to make an intelligent comment somewhere :P


Now I'm interested in your races >.>


Okay, these are my new helmets.

Helmets
Helmets are capable of negating critical hits. When ever someone wearing a helmet is threatened by a critical hit. Go about that the Confirmation normally, if a Critical hit is confirmed then roll a d100. If the percentage rolled falls within the stated negation of the helmet. The attack damage is separated into two parts. Normal Damage and Critical Damage. The normal damage is dealt to its proper target, the critical damage is dealt to the helmet, if the critical damage exceeds the amount of damage a helmet can absorb it goes through to the target.

Example; Frelia has been the target of a critical hit. She is currently wearing a Barbute helmet and thus has a 3% chance to negate the critical. She rolls a d100 and it lands on 1%, her helmet is able to absorb the critical damage, however, her attacker is using a bludgeoning weapon. This bypasses the hardness of her helmet, fortunately the critical damage is only 10. Thus the end result is that Frelia takes the non-critical damage (10), and her helmet takes the critical damage (10). Her helmet is now in need of repair as it is only half its hitpoints.

Leather Coif
A small cap made from animal leathers, and may include padding.
?? Gold, 1% Negate Critical
Hardness 2, Hitpoints 5, 1.5 lbs.
Piercing or Slashing Ignores the Hardness of this helmet.

Mail Coif
A metal coif made from many small interlinking rings that includes padding, rests upon your shoulders.
?? Gold, 2% Negate Critical, -1 Listen, 10% ASF
Hardness 10, Hitpoints 12, 8 lbs.
Piercing Ignores the Hardness of this helmet

Barbute
A visorless, padded helmet that fully protects the cheeks and nose, usually has a T or Y shaped opening for the eyes and mouth.
?? Gold, 3% Negate Critical, -1 Listen, 5% ASF
Hardness 10, Hitpoints 20, 6 lbs.
Bludgeoning Ignores the Hardness of this helmet

Aventail Bascinet
An open faced, padded helmet that includes attachable mail to cover the neck and shoulders.
?? Gold, 4% Negate Critical, -1 Listen, 15% ASF
Hardness 10, Hitpoints 28, 10 lbs.
Bludgeoning ignores the Hardness of this helmet

Armet (Close Helm)
A padded, plate closed helm that completely covers the face and neck, and has slits for vision and breathing.
?? Gold, +1 AC against Confirm Critical, -2 Perception, -1 ACP, 20% ASF
Hardness 10, Hitpoints 40, 13 lbs.
Bludgeoning Ignores the Hardness of this helmet

Piercing Attacks Against Helmets
Melee
If you have both Weapon Finesse and Weapon Focus with a melee piercing weapon you may ignore the effects of helmets on a critical hit.
Ranged
If you have both the Point-Blank Shot, and Precise Shot feats you may ignore the effects of helmets on a critical hit when utilizing the Point-Blank Shot feat. If you also have Weapon Focus with the ranged piercing weapon used you may ignore the effects at any distance.


Eyolf The Wild Commoner wrote:
Now I'm interested in your races >.>

The Races of Kaj


Been screwing around with my Chelonei Species.

How do you think they are now?

Chelonei Racial Traits
+2 Strength, +2 Constitution, -2 Dexterity

Medium Size: Chelonei are Medium creatures and have no bonuses or penalties due to their size.

Slow and Steady: Chelonei have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

Natural Swimmer: Chelonei have a swim speed of 20ft., and may hold their breath for a number of rounds equal to (6 multiplied by their constitution score) before drowning risks. This natural swim speed also grants them a +8 on all Swim Checks.

Low-Light Vision: Chelonei can see twice as far as humans in conditions of dim light. See Additional Rules.

Shell: Chelonei have tough, resilient shells which encompass their bodies.
This grants them a +2 Natural Armor Bonus, and in addition any attack that would strike the shell is affected by the shell's other benefits; Damage Reduction 3/Bludgeoning, and Resistance 5 against both Fire and Acid.

Withdraw: By using two Move Actions a Chelonei is capable of withdrawing inside their shell for protection. This increases their Natural Armor Bonus by +2. However, while withdrawn a Chelonei cannot Attack, Move, Cast Spells with Somatic Components, has a -5 penalty to Visual Perception Checks, and loses all Dodge and Dexterity Bonuses to Armor Class. Any item larger than the size of a medium dagger cannot be brought into the shell while withdrawn. While withdrawn you are treated as if you had the Prone Condition.

Cold Blooded: Whenever a Chelonei takes Cold Damage they suffer an amount of Non-Lethal Cold Damage equal to half the Cold Damage taken.

Unique Structure: Due to having a large shell that encompasses their body Chelonei are unable to wear normal humanoid armors. This means that any armor above light must be specially constructed by multiplying its cost by 2. In addition if a Chelonei is wearing Heavy armor it is unable to withdraw inside its shell.

Age: Adult 40, Middle Age 100, Old 160, Venerable 220, Maximum 220 +1d%

Languages: Chelonei begin play speaking Chelonei and one additional language in their list. Chelonei with high Intelligence scores can choose from the following: Aquan, Common, Draconian, Dwarven, Elven, Gnome, Goblin, Halfling, Orc, and Terran.


Okay, I went and screwed around with my Chelonei species.

This is the new version. I sort of did away with the sleek desire and went War Turtle like area.

Chelonei Racial Traits
+2 Strength, +2 Constitution, -2 Dexterity

Medium Size: Chelonei are Medium creatures and have no bonuses or penalties due to their size.

Cold Blooded: When suffering Cold Damage, Chelonei take half again as much (+50%) more Cold Damage.

Keen Senses: Chelonei receive a +2 racial bonus on Perception skill checks

Low-Light Vision: Chelonei can see twice as far as humans in conditions of dim light. See Additional Rules.

Natural Swimmer: Chelonei have a swim speed of 30ft., and may hold their breath for a number of rounds equal to (6 multiplied by their constitution score) before drowning risks. This natural swim speed also grants them a +8 on all Swim Checks.

Slow and Steady: Chelonei have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

Snap Jaw: Hard-Shelled Chelonei have a Hooked Snapping Jaw which gives them a Natural Bite attack at 1d6 damage.

Claws: Chelonei have two Natural Claw Attacks which deal 1d3 damage.

Hard Shell: Chelonei have tough, resilient shells which encompass their bodies, this grants them a +1 Natural Armor Bonus.

Shelled Structure: Due to having a large shell that encompasses their body Chelonei are unable to wear normal humanoid armors. This means that any armor above light must be specially constructed by multiplying its cost by 2.

Age: Adult 25, Middle Age 85, Old 145, Venerable 205, Maximum 205 +1d%

Languages: Chelonei begin play speaking Chelonei and one additional language in their list. Chelonei with high Intelligence scores can choose from the following: Aquan, Common, Draconian, Dwarven, Elven, Gnome, Goblin, Halfling, Orc, and Terran.

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