| Kirth Gersen |
Thanks again Chris. You make me glad I posted the thread. :)
Amen! Your diligence is appreciated.
A note on list order: sometimes I list things in order of power, or thematically, or whatever. For example, for Shape Spell, I'd probably prefer to ultimately have things listed in order of spell level adjustment, rather than in terms of 1st letter of the 1st word.
For lists that are in no particular order (and I'm regrettably guilty of that as well, as you've often noticed!), I agree they should probably be alphabetized, and appreciate the reminders.
| Kirth Gersen |
Innate Metamagic, I get the impression that once you choose which metamagic effect the spell will gain it cannot be changed, but that is not stated specifically in the feat.
Wow -- that's a glaring omission. Your impression is correct, of course; I'll change the feat wording immediately. Thank you VERY much for catching that one!
TriOmegaZero
|
Just leaving this here. Not quite sure what the goals were, but it has some nice ideas to crib.
| Kirth Gersen |
Just leaving this here. Not quite sure what the goals were, but it has some nice ideas to crib.
Thanks -- the more the merrier!
| Eli Kilgore |
Hey, I'm back
I saw a post where you mentioned a classless system? any chance that is on a computer somewhere? I'd love to check it out.
I've been trying to think of a way for that to work so I could implement it in a elderscrolls d20 game I'm working on.
oh and for the person who was asking about summoner/alchemist why not make them schools of the wizard class?
I think the summoner would work well this way (they might have to loose access to a certain school of spells to balance it out), but the alchemist might have a little trouble.
TriOmegaZero
|
joela
|
The following are direct links to the Word documents. At some point in the future I intend to make a SRD style site for them. In the meanwhile, feel free to post comments and questions here.
Armor.
Feats.
Houserules.
Races.
Skills.
Weapons.Barbarian.
Bard.
Cleric.
Druid.
Favored Soul.
Fighter.
Inquisitor.
Monk.
Prestige Paladin.
Ranger.
Rogue.
Sorcerer.
Wizard.
Are all these changes aimed to be balanced against the monster's CR?
| Eli Kilgore |
Classless PF PDF
haha that was fast. Thanks a lot
EDIT: I really like it! Makes me think though.... what would happen/ how would you make kirthfinder function this way? there seem to be a lot more choice in your homebrewed system, which just screams a classless system to me.... I imagine it would be a lot of work though seeing as making prerequisites/ costs for all of them would be a pain
| Kirth Gersen |
Makes me think though.... what would happen/ how would you make kirthfinder function this way? there seem to be a lot more choice in your homebrewed system, which just screams a classless system to me.... I imagine it would be a lot of work though seeing as making prerequisites/ costs for all of them would be a pain
Let me state up front and without hesitation that I overwhelmingly prefer a classless system. However, finding players requires one to make compromises. The gaming group I had the great good fortune to meet up with was OK with substantial houserules, but for the most part was unwilling to take the next step to a classless system. You need to play to the audience at hand.
| Eli Kilgore |
Let me state up front and without hesitation that I overwhelmingly prefer a classless system. However, finding players requires one to make compromises. The gaming group I had the great good fortune to meet up with was OK with substantial houserules, but for the most part was unwilling to take the next step to a classless system. You need to play to the audience at hand.
Well, why don't people like classless systems? is it because they feel less powerful? they have too many choices? its too easy to overstreatch yourself and cover to many areas, while not being good at any of them? I think if you can figure out why the system doesnt appeal to your players you might be able to try and make it more viable as a system.
besides that I guess I'll be checking in now and again to see whats been updated (PS the fighter is a LOT of fun to play, which is a great change over the fighter of 3.5).
| Dragonsong |
Let me state up front and without hesitation that I overwhelmingly prefer a classless system. However, finding players requires one to make compromises. The gaming group I had the great good fortune to meet up with was OK with substantial houserules, but for the most part was unwilling to take the next step to a classless system. You need to play to the audience at hand.
I will give you an Amen on that as I am in the same boat.
TriOmegaZero
|
Fantasy Craft is on my list of things to check out. I think the price is the sticking point for now.
Kirth, something brought up in a thread about ability scores that I found interesting was that Wis is just as important in avoiding attacks as Dex is. If you can't perceive the threat, you cannot react to it. I may do some play testing of using Wis instead of Dex for AC to see how it works.
| Kirth Gersen |
Kirth, something brought up in a thread about ability scores that I found interesting was that Wis is just as important in avoiding attacks as Dex is. If you can't perceive the threat, you cannot react to it. I may do some play testing of using Wis instead of Dex for AC to see how it works.
The houserules barbarian, monk, and ranger in particular get an awful lot of mileage out of a high Wisdom because of canny defense. I like it better "in addition," rather than "instead of" Dex because of the added ways to ramp up your attack bonus in the houserules.
| Kirth Gersen |
For your reading pleasure.
The best part are the spoilered de-motivational posters...
| Christopher Hauschild |
I worked on converting a few other races to be compatible with Kirth's house rules and I though I would post the crunch so others could see and steal ideas from them if they would like. I was originally going to place them in their own thread, but then realized that most people who have not read Kirth’s house rules may not understand them and since TOZ has been linking other house rules to this thread I hope it is okay.
For the first race I tried to incorporate ideas from the bog striders, dromite, and thri-kreen, races as a basis. Here is goes:
Typical Classes: Ranger, druid. A dromite can choose Strider as a racial class and it always counts as a favored class for them
Attribute Adjustments: +2 Dexterity, +2 Wisdom, –2 Charisma.
Racial Feats: Dromites choose two of the following racial feats:
Armored Body (Ex): You gain a +1 natural armor bonus to AC
Energy Resistance (Ex): You can choose one energy to gain resistance 5 to: cold, electricity, fire, or sonic. This stacks with any other energy resistance you gain
Favored Terrain (Ex): You gain one of the following favored terrains: deserts, forests and jungles, hills and mountains, or marshes and swamps. This grants you a +2 bonus, as the ranger class feature of the same name, and this stacks with favored terrain bonuses granted by the ranger or druid class.
Favored Terrain Sense (Ex): You gain the feat stone sense with the following changes, it works on any surface that counts as your favored terrain and the range is equal to 3 feet per rank of perception that you possess.
Racial Traits: Dromites choose two of the following traits:
Compound Eyes (Ex): You gain a +2 racial bonus to perception checks.
Darkvision (Ex): You gain darkvision with a 60 ft. range.
Quick (Ex): You gain Skill Focus (Athletics) as a bonus feat.
Weapon Familiarity: Dromites have Martial Weapon Proficiency with spears and with one throwing weapon of their choice. Those proficient with all martial weapons from a class feature receive Exotic proficiency with one type of spear of their choice.
Starting age is as a human
Male height and weight 5 ft 2 in / 130 lbs. / 2d8 / x6 lbs. Female height and weight 5 ft 0 in / 90 lbs /2d8 / x6 lbs
For the next race I incorporated ideas from lizardmen, ophiduans from dream scarred press, and serpentfolk:
Typical Classes: Barbarian or fighter. Lizardfolk “mystics” (clerics or wizards) are not unknown and these are the ones who most commonly leave their tribes and unlock the potent sorcery in their blood. Lizardfolk are also eligible for the Serpentfolk racial class, and always treat it as a favored class.
Attribute Modifiers: +2 Strength, +2 Constitution, -2 Charisma.
Racial Feats: Lizardfolk choose two of the following:
Athletic Predisposition (Ex): As the human’s Skilled racial feat, but use the extra skill rank per level for acrobatics.
Favored Terrain (Ex): A Lizardfolk treats swamp as a favored terrain with a +2 bonus, as the ranger class feature.
Great Climber (Ex): Lizardfolk gain a base climb speed equal to ½ their base land speed. This provides them with a +8 racial bonus on Athletics checks to climb and allows them to take 10 while climbing, even if conditions would normally prohibit it. They do not lose their Dexterity bonus to AC while climbing.
Great Swimmer (Ex): Lizardfolk gain a base swim speed equal to ½ their base land speed. This provides them with a +8 racial bonus on Athletics checks to swim and allows them to take 10 while swimming, even if conditions would normally prohibit it. They can use the run action while swimming, provided movement is in a straight line.
Scaled Hide (Ex): A Lizardfolk gains a + 1 natural armor bonus to AC
Serpents Bite (Ex): A Lizardfolk gain a primary bite attack dealing a base 1d4 piercing damage.
Racial Traits: Lizardfolk choose two of the following traits:
Darkvision (Ex): Lizardfolk can see in the dark up to 60 feet
Hold Breath (Ex): Lizardfolk can hold their breath for a number of rounds equal to 4 times it constitution score before drowning.
Lithe (Ex): Lizardfolk have Skill Focus (Acrobatics) as a bonus feat.
Poison Master (Ex): Lizardfolk have the skill focus (Craft: toxicology) as a bonus feat.
Weapon Familiarity: Lizardfolk have Martial proficiency with daggers and morningstars. Those who already have Martial proficiency in one or more of the weapons listed (as a class feature) also gain Exotic proficiency in one of the above weapons.
Starting age is as a human
Male height and weight 5 ft 10 in / 150 lbs. / 2d10 / x7 lbs. Female height and weight 5 ft 5 in / 110 lbs /2d10 / x7 lbs
For my minotaur I base them heavily off the more humane Dragonlance minotaur hailing from Taladas. I always thought that making the race with an internal satellite GPS the world’s master sailors was a good idea and I would like to dedicate this minotaur conversion to James O’Rance, who’s 3rd edition Taladas house rules were absolutely amazing for their time.
Typical Classes: Fighter, sorcerer. Minotaur are eligible for the half-giant paragon class if they so choose and always treat it and the fighter class as a favored class. Minotaur selecting the half giant paragon class often choose the deformities of oversized horns (treat as oversized horns under racial feats) and weak mind.
When gaining a level in a favored class, a minotuar has the following options (instead of the standard +1 hp or +1 skill point):
Gain a +1 racial bonus to your CMD to resist forcing maneuvers.
Choose great axe or hand axe. Add a +1 circumstance bonus on critical hit confirmation rolls with that weapon (maximum bonus of +4, at which point you are considered to have the Critical Focus feat with that weapon). This bonus does not stack with that from the Critical Focus feat.
Attribute Modifiers: Strength +2, Charisma +2, Intelligence -2.
Racial Feats: Minotaur choose two of the following:
Favored Terrain (Ex): Some minotaur are especially at home riding the waves, they gain a +2 favored terrain bonus on water (above) (as the ranger class feature).
Natural Cunning (Ex): Although minotaur are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells and they are never caught flat-footed. A minotaur will never become lost at land or sea and will always be able to retrace his route home.
Oversized Horns (Ex): You gain a primary gore attack dealing a base 1d4 piercing damage. If you use this attack at the end of a charge its damage is doubled.
Powerful Build (Ex): Although Medium sized, the physical stature of a minotaur lets them function in many ways as if they were one size category larger. A minotaur treats his size as Large when calculating CMB and CMD, and when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A minotaur can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
Racial Traits: Minotaur choose two of the following:
Darkvision (Ex): You gain darkvision with a 60-ft. range.
Gatecrasher: You gain a +2 bonus on Strength checks to break objects and a +2 bonus on sunder attempts. When attacking inanimate, unattended objects, you ignore the first 5 points of the object’s hardness.
Intimidating Prowess (Ex): Add your Strength modifier to bluff checks to browbeat or demoralize in addition to your Charisma modifier. If your Charisma modifier is –1 or worse, you may use your Strength modifier in place of your Charisma modifier.
Keen Senses (Ex): You receive a +2 racial bonus on Perception skill checks.
Weapon Familiarity: Minotaur have Martial proficiency with Axes. If already proficient with all martial weapons (as through a class feature), they gain Exotic proficiency with great axes.
Starting age is as a human
Male height and weight 5 ft 10 in / 150 lbs. / 2d10 / x7 lbs. Female height and weight 5 ft 5 in / 110 lbs /2d10 / x7 lbs
| Christopher Hauschild |
Next are the racial classes. I broke the serpent folk racial class up into two choices, the warrior (degenerate) and mystic (advanced). If I did it right you should be able to use a lizardman for the base class and then advanced them so that they match the serpent folk in the bestiary 2 pretty closely. I also let humans choose this racial class progression for those you like the Yuan-ti feel (turning humans into their mindless warrior brutes or great sorcerers turning into serpent folk). I see that the message board messes up the tables but hopefully everyone is able to figure them out.
Serpent folk Warrior
To play a serpentfolk, a character starts as a human or a lizardfolk and then selects the Serpentfolk racial paragon class for at least one level. Thereafter, the character can multiclass to progress in one of the standard classes when leveling. He or she can also choose to continue progress in the Serpentfolk class, eventually becoming a mystic (advanced) or warrior (degenerate) serpentfolk.
Racial Feats and Traits: Unless noted otherwise, serpentfolk retain all the racial feats and traits of the primary race.
Type: A Serpentfolk’s type is Monstrous humanoid, rather than fey or humanoids; Serpentfolk levels are considered monstrous humanoid racial hit dice, as described below.
SERPENTFOLK WARRIOR (MONSTROUS HUMANOID TYPE) HIT DICE: D10
Level BAB Special
1st +1 Attribute Boost (+2 Str), Darkvision, Natural Armor
2nd +2 Poisonous Bite or Toughened Skin
3rd +3 Attribute Boost (+2 Str and Con, -2 Int and Cha),
Scent, Spell Resistance, Telepathy 100’
4th +4 Agile, Attribute Boost (+2 Str, Dex and Con, -2 Int),
Immunities
5th +5 Attributes (+2 Str, Con and Wis, -2 Int,), Hyper-
vigilant, Toughened Skin
Saving Throws: Serpentfolk gain Iron Will and Lightning reflexes for their Serpentfolk class.
Class Skills: Athletics (Str), Bluff (Cha), Craft (any) (Var), Fly (Dex), Handle animal (Cha), Perception (Wis), Stealth (Dex) and Survival (Wis).
Skill Points at Each Level: 4 + Int modifier.
Weapon and Armor Proficiency: As monstrous humanoids, Serpentfolk have Simple proficiency with all weapons. They do not automatically gain any proficiency with armor.
Bonus Language: Serpentfolk gain Draconic as a bonus language if they do not posses it already.
Darkvision (Ex): Serpentfolk gain darkvision with a 60-ft. range. If they already possess darkvision due to their non-Serpentfolk parent race, the range of their existing darkvision increases by 30 ft.
Attributes (Ex): At 1st level you gain a +2 Str bonus. Once you develop telepathy you develop a further awareness about the ancient history in your blood. Your body starts to strengthen and develop at the expense of your individual personality and ability to reason, you have started down the road of madness. At 3rd level you gain a +2 Str and Con at the expense of a -2 Int and Cha. At 4th level your body further develops as the voices keep you from being able to concentrate on anything other than their wishes and demands, +2 Str, Dex and Con, -2 Int. At 5th level your body’s development is complete at the expense of reason and sanity, you live to please the voices commands and your focus becomes fanatical to their wishes, +2 Str, Con and Wis, -2 Int.
Natural Armor (Ex): At 1st level, you gain a +1 bonus to your natural armor. This stacks with any existing natural armor bonus. At each level in Serpentfolk warrior gained, this bonus improves by an additional +1.
Poison Bite (Ex) —At 2nd level the serpentfolk can choose to gain a poisonous bite as a secondary attack (1d6 damage). Poison is: injury; save Fort DC 15; frequency 1/round for 6 rounds; effect 1d2 Str; cure 2 saves. The save DC is Constitution-based. Poison bite save DC equals 10 + Con modifier + 1/2 total Hit Dice.
Toughened Skin (Ex): At 2nd level Serpentfolk can choose to gain a +2 to their natural armor bonus which stacks with other natural armor bonuses so (the Serpentfolk’s total natural AC bonus at 4th level is +4). They gain this an additional time at 5th level.
Scent (Ex): Starting at 3rd level you gain the scent special quality.
Spell Resistance (Ex): Starting at 3rd level, you gain spell resistance equal to 5 + your character level.
Telepathy (Su): Starting at 3rd level, you gain telepathy to 100 feet.
Immunities (Ex): Starting at 4th level, you are immune to mind-affecting effects, paralysis, and poison.
Agile (Ex): Starting at 4th level, you gain skill focus (escape artist) as a bonus feat.
Hyper-vigilant (Ex): Starting at 5th level you gain skill focus (perception) as a bonus feat.
SERPENTFOLK MYSTIC RACIAL CLASS
To play a serpentfolk, a character starts as a human or a lizardfolk and then selects the Serpentfolk racial paragon class for at least one level. Thereafter, the character can multiclass to progress in one of the standard classes when leveling. He or she can also choose to continue progress in the Serpentfolk class, eventually becoming a mystic (advanced) or warrior (degenerate) serpentfolk.
Racial Feats and Traits: Unless noted otherwise, serpentfolk retain all the racial feats and traits of the primary race.
Type: A Serpentfok’s type is Monstrous humanoid, rather than fey or humanoids; serpenfolk levels are considered monstrous humanoid racial hit dice, as described below.
SERPENTFOLK MYSTIC (MONSTROUS HUMANOID TYPE) HIT DICE: D10
Level BAB Special
1st +1 Darkvision, Natural Armor, Serpentine Sorcery, Spell
Like Abilities
2nd +2 Poisonous Bite, Scent
3rd +3 Attribute Boost (+2 Dex, Con, Int, and Cha; -2 to
Str); Spell Resistance, Telepathy 100’
4th +4 Agile, Attribute Boost (+4 Dex, +2 Con, Wis, and Int; -
2 Str), Immunities
5th +5 Attribute Boost (+4 Dex, Int, and Cha, +2 Con and Wis)
Magic in the Blood
Saving Throws: Serpentfolk gain Iron Will and Lightning reflexes for their Serpentfolk class.
Class Skills: Athletics (Str), Bluff (Cha), Craft (any) (Var), Fly (Dex), Handle animal (Cha), Perception (Wis), Stealth (Dex) and Survival (Wis).
Skill Points at Each Level: 4 + Int modifier.
Weapon and Armor Proficiency: As monstrous humanoids, Serpentfolk have Simple proficiency with all weapons. They do not gain any proficiency with armor.
Bonus Language: Serpentfolk gain Draconic as a bonus language if they do not posses it already.
Darkvision (Ex): Serpentfolk gain darkvision with a 60-ft. range. If they already possess darkvision due to their non-Serpentfolk parent race, the range of their existing darkvision increases by 30 ft.
Natural Armor (Ex): At 1st level, you gain a +1 bonus to your natural armor. This stacks with any existing natural armor bonus. For every 2 additional levels in Serpentfolk Mystic gained, this bonus improves by an additional +1.
Serpentine Sorcery (Ex): Serpentfolk who multiclass into sorcerer and select the Serpentine bloodline treat their Charisma score as 2 points higher for all sorcerer class abilities. If you have one or more class levels in archivist, cleric, favored soul, sorcerer (serpentine bloodline only), or wizard, you can choose to forego all racial spell-like abilities. If you do so, add half your serpentfolk level to your caster level in one of the above-referenced classes for purposes of determining your caster level, spells known, and spells per day. If you have class levels in ranger or monk, add your Serpentfolk Mystic level to your class level on one of those classes for purposes of determining caster (manifester) level, spells (or ki powers) known, and ki powers usable per day.
Spell-Like Abilities (Sp): Starting at 1st level, a Serpentfolk Mystic can use disguise self at will as a spell-like ability, with a caster level equal to his or her total number of hit dice. As his power increases, so does his list of spell-like abilities, according to the following table.
Racial level Hit Dice Serpentfolk Mystic
1st 1st Disguise Self (at will)
2nd 2nd Ventriloquism (at will)
3rd Blur
7th Major Image
3rd 5th Mirror image
9th Dominate person
15th Mass charm monster
4th 5th Suggestion
11th Teleport
13th Mass suggestion
5th 17th Dominate monster
19th Imprisonment
Poison Bite (Ex) —At 2nd level the Serpentfolk Mystic gains a poisonous bite as a primary attack (1d6 damage). Poison is: injury; save Fort DC 10 + Con modifier + 1/2 total Hit Dice; frequency 1/round for 6 rounds; effect 1d2 Str; cure 2 saves.
Scent (Ex): Starting at 2nd level you gain the scent special quality.
Attributes (Ex): Once you develop telepathy you develop a further awareness about the ancient history of your blood, your body starts to atrophy as your individual personality and ability to reason increases. You have heard the voices, and they are calling out for you to lead them. At 3rd level, you gain +2 Dex, Con, Int, and Cha;-2 Str. At 4th level your body further weakens as your mind develops to better give commands, +4 Dex, +2 Con, Wis and Int; -2 Str,. At 5th level your mind’s development is complete; you are the commander of your race and an instrument to fulfill your heritage’s destiny +4 Dex, Int, and Cha, +2 Con and Wis.
Spell Resistance (Ex): Starting at 3rd level, you gain spell resistance equal to 5 + your character level.
Telepathy (Su): Starting at 3rd level you gain telepathy to 100 feet.
Agile (Ex): Starting at 4th level, you gain skill focus (escape artist) as a bonus feat.
Immunities (Ex): Starting at 4th level, you are immune to mind-affecting effects, paralysis, and poison.
Magic in the blood (Ex): Starting at 5th level you gain skill focus (Spellcraft) as a bonus feat.
| Christopher Hauschild |
The Strider racial class tries to match the bog striders found in Blood for Blood. I left them general though so you could make rock striders (who would more closely match Thri-kreen). One would need to start as a Dromite to take this racial class
STRIDER RACIAL CLASS
Racial Feats and Traits: Unless noted otherwise, Striders retain all the racial feats and traits of the primary race.
Type: A Strider’s type is Monstrous humanoid, rather than humanoid; Strider levels are considered monstrous humanoid racial hit dice, as described below.
STRIDER (MONSTROUS HUMANOID TYPE) HIT DICE: D10
Level BAB Special
1st +1 Bite, Blinding Fast, Hold Breath, Natural Armor, Spell Like Abilities, Strider magic
2nd +2 Attribute Boost (+4 Str and Con, +2 Dex) Surefooted, Tremor Sense 120’ (in favored terrain)
3rd +3 Attribute boost (+2 Int, Wis, Cha)
4th +4 Attribute boosts (+4 Cha ,+2 Int)
Saving Throws: Striders gain Iron Will and Lightning reflexes for their strider class.
Class Skills: Athletics (Str), Bluff (Cha), Craft (any) (Var), Fly (Dex), Handle animal (Cha), Perception (Wis), Stealth (Dex) and Survival (Wis).
Skill Points at Each Level: 4 + Int modifier.
Weapon and Armor Proficiency: As monstrous humanoids, Striders have Simple proficiency with all weapons. They do not automatically gain any proficiency with armor.
Darkvison (Ex): You gain darkvision to 60 ft.
Bite (Ex): At 1st level, striders gain a primary bite attack that does 1d4 points of damage.
Blinding Fast (Ex): At 1st level, striders gain fleet as a bonus feat
Hold Breath (Ex): At 1st level, striders can hold their breath for a number of rounds equal to 4 times their constitution score before drowning.
Natural Armor (Ex): A Strider gains a natural armor bonus equal to their strider racial level that stacks with other natural armor bonuses.
Spell-Like Abilities (Sp): Starting at 1st level, you can use tireless pursuit once per day as a spell-like ability, with a caster level equal to your total number of hit dice. As your power increases, so does your list of spell-like abilities, according to the following table. Unless otherwise noted, each spell-like ability is usable once per day.
Bog Strider Rock Strider
Class Level Minimum Hit Dice Spell-Like Abilities Spell-Like Abilities
1st 1st Tireless pursuit Tireless pursuit
2nd 2nd Water walk (continuous) Spider climb (continuous)
3rd Entangle Hunters howl
7th Swift haste Poison Bolt (thrown weapon instead of arrow or bolt)
3rd 5th Fog Cloud Chameleon stride
9th Command plants Instant enemy
4th 11th Freedom of movement Telepathic bond
13th Elemental body I (water only) Stoneskin
Strider Magic (Ex): Strider who multiclass into druid can choose to forego all racial spell-like abilities. If they do so, add half their strider racial level –1 to their caster level in one of the above-referenced classes for purposes of determining their caster level, spells known, and spells per day. For example, a strider 4/druid 4 would cast spells as a 5th level druid. If you have class levels in ranger, add your Strider level to your class level to ranger for purposes of determining caster level and spells usable per day.
Attribute Boost (Ex): Starting at 2nd level, you gain a +4 Str and Con, +2 Dex. Your attributes continue to increase as you gain more levels with a +2 Int, Wis, and Cha bonus at 3rd level and an additional + 4 Cha and +2 Int bonus at 4th level that stacks with your 3rd level attribute bonus.
Sure Footed (Ex): Starting at 2nd level, you gain sure footed as a bonus feat.
Tremor Sense (Ex): Starting at 2nd level, you gain tremor sense in your favored terrain out to 120 feet.
| Christopher Hauschild |
The next one is a little different. The biggest problem with centaurs are that they make bad player characters in a mixed group (we are all going to have some fun role playing in the tavern while half moon goes to munch some hay in the barn, or sorry you cannot fit though this dungeon entrance we will tell you how the adventure went when we get back). Now if you treated them as lycanthropes and let them lose most of their racial abilities while they turn back into normal humans as desired they become a more viable PC race. My final fix is that I hate that centaur cannot take all the cool mounted feats so I changed that. Again my table does not convert well, there are three choices: dinosaur, equine, and feline.
Racial Feats and Traits: Unless noted otherwise, Quadrupeds retain all the racial feats and traits of the primary race.
Type: Quadrupeds are Monstrous Humanoids, rather than fey or humanoids; Quadruped levels are considered Monstrous Humanoid racial hit dice, as described below.
QUADRUPED (MONSTROUS HUMANOID TYPE) HIT DICE: D10
Level BAB Dinosaur Special Abilities Equine Special Abilities Feline Special Abilities
1st +1 Change Shape (Sp), Expert Riders, Natural Armor, Undersized Weapons Change Shape (Sp), Expert Riders, Fleet, Undersized weapons Change Shape (Sp), Agile, Expert Riders, Undersized Weapons
2nd +2 Improved Forcing Maneuvers, Mounted Combat Two hooves attack, Mounted Combat Two claws attack, Skirmisher
3rd +3 Masterful Charger Attribute Boost (+2 Dex),Expert Marksman Attribute Boost (+2 Dex), Rake, Scent
4th +4 Attribute Boost (+2 Dex, Wis, and Cha) Attribute Boost (+4 Dex, +2 Wis and Cha) Attribute Boost (+4 Dex, +2 Wis)
Saving Throws: Quadraped gain Iron Will and Lightning reflexes for their quadraped class.
Class Skills: Athletics (Str), Bluff (Cha), Craft (any) (Var), Fly (Dex), Handle animal (Cha), Perception (Wis), Stealth (Dex) and Survival (Wis).
Skill Points at Each Level: 4 + Int modifier.
Weapon and Armor Proficiency: Quadrapeds have simple proficiency with all weapons and do not gain any armor proficiencies.
Darkvision (Ex): You gain darkvision to 60 ft.
Change Shape (Sp): As a full round action you can change into a half quadruped creature (ie. dinosaur, equine, or feline). You gain a +1 natural armor bonus, a +4 to Str and Con, and a -2 to Dex, your size increases by one step, and you gain +10’ move bonus. This functions as a polymorph spell and can be used an unlimited number of times per day. In hybrid form a quadruped creature’s carrying capacity is equal to x3 that of a normal bipedal character All abilities granted by this racial class other than the attribute boosts are applicable only while in hybrid form, when you change back into your base creature form you lose non-attribute boost abilities.
Agile (Ex): At 1st level a feline quadruped gains the dodge feat for free.
Expert Riders (Ex): You can qualify for feats as if you had handle animal skill ranks equal to your hit dice +3 and Skill focus (handle animal).
Fleet (Ex): At 1st level an equine quadruped gains fleet as a bonus feat.
Natural Armor (Ex): A dinosaur quadruped gains natural armor as a bonus feat, this armor bonus stacks with any other armor bonuses you have. This bonus increase by +1 in hybrid form for each additional quadraped racial class level you have.
Undersize Weapons (Ex): Although you are one size larger in your hybrid form, your upper torso is the same size as that of your original humanoid size. As a result, you wield weapons as if you were one size category smaller than your actual size (Medium for most humans).
Forcing Maneuvers (Ex): At 2nd level, a dinosaur quadruped gains improved forcing maneuvers as a bonus feat. If they already possess improved forcing maneuvers they gain greater forcing maneuvers instead
Hoof (Claw) Attacks (Ex): At 2nd level, an equine or feline quadruped gains 2 additional attacks with their claws or hooves (1d6 damage).
Mounted Combat (Ex): At 2nd level, a dinosaur and equine quadruped gains mounted combat as a bonus feat.
Skirmisher (Ex): At 2nd level, a feline quadruped gains skirmish as a bonus feat.
Attribute Boost (Ex): Quadrupeds gain attribute bonuses. An equine quadruped gains a +2 Dex at 3rd level, and an additional +4 Dex, +2 Wis, and Cha at 4th level. A feline quadruped gains a +2 Dex at 3rd level, and an additional +4 Dex and +2 Wis at 4th level, a dinosaur quadruped gains a +2 Dex, Wis, and Cha at 4th level.
Expert Marksman (Ex): At 3rd level an equine quadruped gains mounted archery as a bonus feat.
Masterful Charger (Ex): At 3rd level, a dinosaur quadruped gains spirited charge as a bonus feat.
Rake (Ex): At 3rd level if a feline quadruped gains the rake special quality (see bestiary) this grants when applicable 2 claws, at your front claw attack bonus (1d6 damage)
Scent (Ex): At 3rd level a feline quadruped gains the scent special quality (see bestiary)
Random Height and Weight Table for Quadrupeds in Hybrid Form
Base Height Base Weight
Gender Height Modifier Weight Modifier
male 6' +2d10 600 lb x (6d10) lb
female 6' +2d10 600 lb x (6d10) lb
| Christopher Hauschild |
Finally the last two build very closely off Kirth’s plane touched racial class: the fetchling (based off of a humanoid mixing with a nihiloi from pathfinder #29) and the dragonman (using a silver dragon as an example). Hopefully there are some ideas people can use from these examples.
To play a fetchling, a character starts with one of the standard races (generally human), and then selects the Fetchling class for at least one level. Thereafter, the character can multiclass to progress in one of the standard classes when leveling. He or she can also choose to continue progress in the Fetchling class, eventually becoming a shadow creature like a nihiloi.
Primary Race: Any fey or humanoid; Secondary Race: Nihiloi (Pathfinder #29).
Racial Feats and Traits: Unless noted otherwise, Fetchling retain all the racial feats and traits of the primary race.
Type: Fetchling are outsiders (native), rather than fey or humanoids; Fetchling levels are considered outsider racial hit dice, as described below.
PLANETOUCHED (FETCHLING) (OUTSIDER TYPE) HIT DICE: D10
Level BAB Special
1st +1 Darkvision, Low Light Vision, Planar Resistances, Planar Sorcery, Skill Synergy, Spell-Like Abilities
2nd +2 Fast Healing, See In Darkness, Shadow Blending
3rd +3 Immunities, Malleable
4th +4 Improved Planar Resistances, Wings
5th +5 Attribute Boosts (+2 To All Attributes), Natural Armor
6th +6 Attribute Boosts (Additional +2 To Any 3 Attributes)
Saving Throws: Fetchlings gain Great Fortitude, Iron Will, and Lightning Reflexes for their fetchling class.
Class Skills: Athletics (Str), Bluff (Cha), Craft (any) (Var), Diplomacy (Cha), Fly (Dex), Heal (Wis), Knowledge (the planes) (Int), Perception (Wis), Profession (any) (Wis), and Stealth (Dex).
Skill Points at Each Level: 6 + Int modifier.
Weapon and Armor Proficiency: As outsiders, Fetchlings have Martial proficiency with all weapons. They do not automatically gain any proficiency with armor.
Bonus Language: Fetchlings gain Abyssal or Mabrahoring (Infernal), depending on their heritage.
Darkvision (Ex): Fetchlings gain darkvision with a 60-ft. range. If they already possess darkvision due to their non-outsider parent race, the range of their existing darkvision increases by 30 ft.
Low Light Vision (Ex): Fetchlings can see twice as far as humans in conditions of dim light.
Planar Resistances (Ex): At 1st level, fetchlings gain resistance 5 to cold and electricity.
Planar Sorcery (Ex): Fetchlings who multiclass into sorcerer and select the Shadow bloodline treat their Charisma score as 2 points higher for all sorcerer class abilities.
If you have one or more class levels in archivist, cleric, favored soul, sorcerer (shadow bloodline only), or wizard, you can choose to forego all racial spell-like abilities. If you do so, add half your fetchling level to your caster level in one of the above-referenced classes for purposes of determining your caster level, spells known, and spells per day. If you have class levels in ranger or monk, add your fetchling level to your class level on one of those classes for purposes of determining caster (manifester) level, spells (or ki powers) known, and ki powers usable per day.
Skill Synergy: At 1st level Fetchlings gain skill synergy (ninja) as a bonus feat.
Spell-Like Abilities (Sp): Starting at 1st level, a fetchling can use disguise self once per day as a spell-like ability, with a caster level equal to his or her total number of hit dice. As his power increases, so does his list of spell-like abilities, according to the following table.
Minimum Plane-Touched Level Minimum Total Hit Dice Fetchling
1st 1st Disguise self (humanoid only)
2nd 2nd Darkness 3/day
3rd Mirror image, detect thoughts
7th Damming darkness (lords of madness)
3rd 5th Deeper darkness
9th Shadow walk
15th Greater shadow evocation
4th 5th Minor image
11th Shadow evocation
13th Plane shift
5th 17th Shades
19th Entangling greater shadow evocation
Fast Healing (Ex): Starting at 2nd level, you gain Fast healing in shadows at a rate equal to your fetchling level.
See in Darkness (Ex): Starting at 2nd level, you can see in complete darkness, even that of a deeper darkness spell.
Shadow Blending (Su): Starting at 2nd level, attacks against a fetchling in dim light have a 50% miss chance instead of the normal 20%. This does not grant total concealment, just an increase in the miss chance.
Immunities (Ex): Starting at 3rd level, you are immune to cold.
Malleable (Su): Starting at 3rd level, you start to become more and more like a living shadow. Anytime you are aware of imminent attack, you receive the benefit of a 20% concealment as you can warp and shift to avoid the blow.
Improved Planar Resistances (Ex): At 4th level, your resistance to electricity increases to 10.
Wings (Ex): At 4th level, a fetchling grows shadowy wings and can fly at twice the base creature’s base land speed (good maneuverability).
Attribute Boosts (Ex): At 5th level, you become infused with the power of the planes. You gain a +2 racial bonus to all attribute scores. At 6th level, the racial bonus to any three different attribute scores you choose improves by an additional +2 points, to +4 total.
Natural Armor (Ex): At 5th level, you gain a +1 bonus to your natural armor. This stacks with any existing natural armor bonus. At 6th level, this bonus improves by an additional +1.
Dragonman
To play a dragonman, a character starts with one of the standard races (generally human), and then selects the Dragonman class for at least one level. Thereafter, the character can multiclass to progress in one of the standard classes when leveling. He or she can also choose to continue progress in the Dragonman class, eventually gaining the half dragon template with some spell like abilities.
Primary Race: Any fey or humanoid; Secondary Race: Dragon.
Racial Feats and Traits: Unless noted otherwise, Dragonmen retain all the racial feats and traits of the primary race.
Type: A Dragonman’s type is dragon (air), rather than fey or humanoids; dragonmen levels are considered dragon racial hit dice, as described below.
DRAGONMAN (DRAGON, AIR TYPE) HIT DICE: D12
Level BAB Special
1st +1 Darkvision, Low Light Vision, Dragon Resistances, Dragon Sorcery, Natural Armor, Skill Synergy, Spell-Like Abilities
2nd +2 Natural Weapons
3rd +3 Immunities, Breath Weapon
4th +4 Improved Resistances, Wings
5th +5 Attribute Boosts
6th +6 Attribute Boosts
Saving Throws: Dragonmen gain Great Fortitude, Iron Will, and Lightning Reflexes for their Dragonman class.
Class Skills: Appraise (int), Athletics (Str), Bluff (Cha), Craft (any) (Var), Diplomacy (Cha), Fly (Dex), Heal (Wis), Knowledge (any) (Int), Linguistics (int), Perception (Wis), Spellcraft (Int), Stealth (Dex), and Survival (Wis).
Skill Points at Each Level: 6 + Int modifier.
Weapon and Armor Proficiency: Dragonmen have Simple proficiency with all weapons. They do not automatically gain any proficiency with armor.
Bonus Language: Dragonmen gain Draconic as a bonus language.
Darkvision (Ex): You gain darkvision with a 60-ft. range. If you already possess darkvision due to your non-dragon parent race, the range of your existing darkvision increases by 30 ft.
Low Light Wision (Ex): You can see twice as far as humans in conditions of dim light.
Dragon Resistances (Ex): At 1st level, dragonmen gain resistance 5 to cold and a +2 save bonus to sleep or paralysis.
Dragon Sorcery (Ex): Dragonmen who multiclass into sorcerer and select the Draconic (silver) treat their Charisma score as 2 points higher for all sorcerer class abilities.
If you have one or more class levels in archivist, cleric, favored soul, sorcerer (draconic (silver)), or wizard, you can choose to forego all racial spell-like abilities. If you do so, add half your dragonman level to your caster level in one of the above-referenced classes for purposes of determining your caster level, spells known, and spells per day. If you have class levels in ranger or monk, add your dragonman level to your class level on one of those classes for purposes of determining caster (manifester) level, spells (or ki powers) known, and ki powers usable per day.
Natural Armor (Ex): At 1st level you gain a +1 natural armor bonus that stacks with other natural armor bonuses, you gain an additional armor bonus that stacks at dragonman racial levels 2, 4, and 6.
Skill Synergy: Dragonmen gain Skill Synergy (Forthright) as a bonus feat.
Spell-Like Abilities (Sp): Starting at 1st level, a dragonman can use alter winds as a spell-like ability, with a caster level equal to his or her total number of hit dice. As his power increases, so does his list of spell-like abilities, according to the following table:
Minimum Dragonman Level Minimum Total Hit Dice Dragonman (Silver)
1st 1st Alter winds
2nd 2nd Feather fall, obscuring mist
3rd Alter self
7th Wind wall
3rd 5th Cloak of winds
9th Control winds
15th Reverse gravity
4th 5th Sleet storm
11th Polymorph
13th Control weather
5th 17th Shape change
19th Storm of vengeance
Natural Weapons (Ex): Starting at 2nd level, a dragonman gains two claw attacks and a bite attack. These are primary attacks that deal a base 1d4 and 1d6 damage, respectively (assuming you are Medium).
Immunities (Ex): Starting at 3rd level, you are immune to magical sleep and your resistance to cold increases to 10.
Breath Weapon (Su): Starting at 3rd level, you gain the eldritch blast ability which functions and improves as if you were a sorcerer with the draconic (silver) bloodline at your character level -1, if you have class levels in sorcerer with the draconic bloodline your racial levels stack for the purpose of the sorcerer’s eldritch blasts.
Improved Resistances (Ex): At 4th level you gain immunity to cold and paralysis.
Wings (Ex): At 4th level, you grow leathery wings and can fly at twice the base creature’s base land speed (good maneuverability).
Attribute Boosts (Ex): At 5th level, you become infused with the power of your dragon ancestors. You gain +4 Str and +2 Con. At 6th level your attributes improve further to a total of +8 Str, +6 Con, +2 Int and Cha.
Thanks,
| Kirth Gersen |
Christopher,
Thanks for posting your ideas! And, yes, this thread is certainly an appropriate place for new "Kirthfinder-compatible" material. I very much like how you've taken a base race (the dromite) and allowed progression to become, essentially, a thri-kreen (a paragon class); likewise with the lizardfolk and variant serpentfolk. Good show!
Regarding centaurs and fetchlings, I've done some work on them as well, which I'll post from home later on.
I have a few rather nitpicky editorial comments on what you've posted, if you'll permit me to return the favor:
Lastly, to avoid thread clutter, I wonder if we all ought to spoiler huge walls of text in the future, when posting long descriptions (this of course applies to me as much as to anyone else!)
| Christopher Hauschild |
Of course please correct any errors I made. This is the advantage of posting, others catch things I miss makes these things stronger.
I agree on changing the wording for the dromite. Change it to “you gain a + 1 natural armor bonus to AC, this natural armor bonus stacks with other natural armor bonuses and it can be selected twice during character generation, stacking with itself.”
When I had originally created the strider paragon racial class I had given them “additional favored terrain” (as the ranger’s class ability) at 4th level but dropped it when I realized they would be gaining it 1 level before the ranger class does.
“You gain darkvision and one other choice of a racial trait” sounds good. Consider it done
I agree on changing the dromites any thrown weapon to chakra.
On the athletic predisposition, sorry cut and paste error I think, change to acrobatic predisposition.
You are right the -2 to Cha is a carry over from dream scarred press’s ophiduans and because I really did not want to inhibit Int (like the bestiary) to gimp serpentfolk wizards. Also do not forget you can select HUMAN or lizard folk as the base class, so to be an effective serpent folk sorcerer you start as a human (and use your +2 for Cha even so I would argue serpent folk sorcerers are viable).
Make two edits, 1) I did make an error in the attribute increases for the serpent folk mystic, there should not be a +2 Con at 5th level. 2) lizard folk gain a +2 to one ability score of their choice.
For the hold breath ability I agree, consider it merged and it should say “A lizardfolk can hold his breath for a number of rounds equal to 4 times his constitution score before drowning.” Since the grammar in the original sentence needs some fixing.
On centaurs in dungeons, facing rules help from a width perspective but so many dungeons have stairs… I know in 3.5 most paladins tended to be small so they could ride ponies rather than horses purely because of the difficulty horses face in dungeons.
| Kirth Gersen |
OK, as promised earlier, here's what I had so far:
FETCHLING
Primary Race: Any humanoid or fey; Secondary Race: Shade (see below). Per Gary Gygax’s City of Hawks, human fetchlings are called “phantom-folk,” elf fetchlings are “fuligi,” and dwarven or gnome fetchlings are “murklings.”
Physical Description: Other than their yellow or smoke-colored eyes, a fetchling’s flesh has no particular color—it is either stark white, midnight black, or a shade of gray, depending on the light conditions. On the Material Plane, they conceal themselves with heavy clothing or dim light so they can work without prejudice.
Typical Classes: Rogue, illusionist, sorcerer (Shadow bloodline). In addition, fetchlings are eligible for the Shade (fetchling paragon) class, and always treat it as a favored class.
Attribute Modifiers: +2 Dex, +2 Cha, -2 Wis. Fetchlings are quick and forceful, but often strange and easily distracted easily by errant thoughts.
Racial Feats: Fetchlings trade both of their normal racial feats for the following:
Racial Traits: Fetchlings descended from humanoids of Small size retain that trait. In addition, all fetchlings have the following racial traits:
FETCHLING PARAGON (SHADE)
SHADE (Hit Dice: d8)
Level / BAB /Special
1st / +0 / Gloomsight, hide in plain sight, shadow defense, stealthy, swiftness
2nd / +1 / Evasion, spell-like abilities
3rd / +2 / Fast healing
4th / +3 / Outsider type
Saving Throws: Shades receive Lightning Reflexes, granting them the good Reflex save progression for their Shade class hit dice.
Class Skills: Acrobatics, Bluff, Diplomacy, Escape Artist, Perception, Perform (any), Sleight of Hand, and Stealth.
Skill Points per Level: 4 + Int bonus.
Weapon and Armor Proficiency: Shades have Simple proficiency with all weapons. They do not gain any proficiency with armor or shields.
Gloomsight (Ex): You gain darkvision 60 ft. and superior low-light vision. You also gain a racial bonus to Perception equal to +1 per Shade class level. Starting at 3rd level, you can see in darkness.
Hide in Plain Sight (Ex): As the rogue talent of the same name.
Shadow Defense (Ex): While in shadowy light, you gain a deflection bonus to AC and a luck bonus to saving throws equal to your Shade class level.
Stealthy: You gain racial bonus to Stealth checks equal to your Shade class level.
Swiftness (Ex): You gain a racial bonus to speed for all of your modes of movements equal to +5 ft. per Shade class level you possess.
Spell-Like Abilities: A shade of at least 2nd level gains spell-like abilities according to his or her total character level, as shown in the following table. Each ability is usable a number of times per day equal to your shade level –1, at a caster level equal to your total character level.
Character Level -- Spell-Like Abilities (Usable in shadows only)
1st -- Darkness
3rd -- Mirror image
5th -- Displacement
7th -- Deeper darkness, shadow conjuration
9th -- Dimension door*
11th -- Shadow evocation, shadow walk
13th -- Greater shadow conjuration, plane shift (Plane of Shadow or Prime Material Plane)
15th -- Summon monster (greater shadow)
17th -- Greater shadow evocation
19th -- Shades
* Into and out of areas of shadows only. You can divide the total range of the spell-like ability into multiple jumps during the day, but each jump must be at least 10 feet in distance.
Shadow Magic (Multiclass Option): If you have levels in illusionist or sorcerer (Shadow bloodline only), you can choose to give up spell-like abilities and instead gain one level of spellcasting in that class at 2nd, 3rd, and 4th levels (this applies to effective caster level, spells known, and spells per day).
Fast Healing (Ex): Starting at 3rd level, you gain fast healing 1 whenever you are in an area of shadows, dim light, or darkness. At 4th level, this improves to fast healing 2.
Outsider: At 4th level, your type changes to Outsider. You stop ageing and are immortal unless killed, but you cannot be raised or resurrected. You also gain spell resistance equal to 11 + your hit dice and DR 10/— while in shadowy light.
| Kirth Gersen |
And the centaur (for which you must take your 1st character level in "centaur").
CENTAUR
Primary Race: Human; Secondary Race: Horse.
Physical Description: Typically found on the fringes of civilization, these stoic people vary widely in appearance, their skin tones typically appearing deeply tanned but similar to the humans who occupy nearby regions, while their lower bodies borrow the colorations of local equines. Centaur hair and eyes trend toward darker colors and their features tend to be broad, while the overall bulk of their bodies is influenced by the size of the horses their lower quarters resemble.
Languages: Common, Sylvan.
Typical Classes: Barbarian, ranger. Centaurs always treat their racial class levels as favored class levels.
Attribute Modifiers: Dex +2, Int -2, Cha +2. Centaurs are agile and forceful, but less intelligent than most other races. They also gain a racial bonus to Strength and Constitution equal to their Centaur class level.
Racial Feats and Traits: Centaurs are Large sized, with a -1 size penalty to Armor Class and attack rolls, -4 racial penalty on Stealth checks, +1 size bonus to CMB, and lifting and carrying limits are double those of Medium characters. Your equine lower body makes it difficult for you to fit in passages meant for Medium creatures (you must squeeze through at half speed). Although you are Large, your upper torso is the same size as that of a Medium humanoid. As a result, you wield weapons meant for Medium creatures, and do not have reach.
You otherwise gain no human racial feats nor traits; instead, refer to the racial class features below.
Progression: You progress through 4 levels’ worth of racial hit dice (outlined below) before beginning progression in a standard PC class.
CENTAUR (Hit Dice: d10)
Level / BAB / Special
1st / +1 / Monstrous humanoid, hooves 1d4, speed 35 ft.
2nd / +2 / Natural armor, speed 40 ft.
3rd / +3 / Combat training, speed 45 ft.
4th / +4 / Hooves 1d6, speed 50 ft.
Saving Throws: As monstrous humanoids, centaurs have Iron Will and Lighting Reflexes as bonus feats, which gives them good Reflex and Will saving throw progressions for their racial hit dice.
Class Skills: Athletics, Bluff, Craft (any), Endurance, Handle Animal, Perception, Stealth, and Survival.
Skill Points at Each Level: 4 + Int modifier.
Weapon and Armor Proficiency: Centaurs have Simple proficiency with all weapons, and Martial proficiency with bludgeons, with bows, and with the lance. They are proficient with light armor and with shields (but not tower shields).
Monstrous Humanoid: As a monstrous humanoid, you have darkvision 60 ft. and are immune to spells that specifically target humanoids.
Hooves: You can fight with your fore-hooves as a secondary attack form while using weapons, or as a primary attack form while unarmed. Your hooves deal a base 1d4 damage; at 4th level, the base damage increases to 1d6.
Speed: You have a base land speed of 30 ft. plus 5 ft. per racial hit die you possess.
Natural Armor: At 2nd level, you gain a +1 bonus to natural armor.
Combat Training (Ex): Starting at 3rd level, you are treated as if you had the Mounted Combat feat for purposes of qualifying for other feats such as Spirited Charge. However, you do not need a separate steed, as you already have the lower body of a horse.
| Christopher Hauschild |
I like your fetchling Kirth.
For the centaur there are a few things.
TriOmegaZero
|
To my knowledge, Kirth's group is on hiatus, so no new play-testing is occurring.
Kirth, have you seen this yet? I picked it up the other day and thought it was a good deal. Not a lot for our games, but I would totally play some of the classes.
| Kirth Gersen |
Kirth, I have a request - when you add new feats or modify the existing ones, can you mark them in some way? Perhaps with a different color or an asterisk?
Sorry, but no -- TOZ uploaded the documents originally, over Mrs TOZ's hosting site. I have no access to how the documents appear here when linked; that's why I've listed stuff under the Egg of Coot avatar instead of fixing the documents here. And TOZ is a bit busy for me to bother him with constant new versions to upload.
If you mean, modify existing ones from the original PF feats, then I think you'll find that roughly 100% of combat feats would get an asterisk.
| Christopher Hauschild |
Now that ultimate magic is starting to make its way onto the d20pfsdr I took a look so see what may be useful for the inquisitor in your house rules. There were also quite a few editing issues I missed the first time through so here we go.
Grasp of Honesty (Su): Any creature you are grappling or pinning is affected by zone of truth (will negates). Outside of combat, you may use this ability by touching a target with both hands. You can use this ability a number of rounds per day equal to your inquisitor level. These rounds do not need to be consecutive. The effect ends if you stop grappling, pinning or touching the target.
Keen Senses (Ex): You gain darkvision 60 ft., low-light vision, and scent.
Misdirection (Sp): Each day when you prepare spells, you may choose an alignment. You detect as that alignment as if you had used misdirection on a creature with that alignment (this does not change any divination results about you other than your alignment) and you can add your class level on saving throws against abilities that detect lies or reveal or force the truth such as detect lies and zone of truth . Also, if your misdirection grants you the proper alignment, you can cast spells of an alignment opposed to you or your deity (ignoring the restriction in the Chaotic, Evil, Good, and Lawful Spells class ability).
Add a Ninjitsu Training like effect from the monk: Your inquisitor level stacks with your rogue level for determining the effects of level-dependent rogue talents, and you can freely select rogue talents in place of approbations, or advanced rogue talents in place of greater approbations.
Add your rogue level to your inquisitor level for purposes of determining the effects of level-dependent approbations, your judgments, and you can add half your inquisitor level to your rogue level for determining sneak attacks.
This approbation supersedes the Ascetic Rogue feat from Complete Adventurer. This would let you drop sneak attack and rogue talent as choices. (On a side note I just noticed your monk document did not list if the sutras were (Ex), (Sp), or (Su) on the original document.)
Share Judgment (Su): Chose one of your judgments you currently have active, all allies within 10 feet also gain the benefits of this judgment.
Warning (Ex): When you are aware that an ally within your line of sight would be attacked by a melee or ranged weapon you can call out a warning which grants a +1 Aid another bonus to their AC as a free action once per round. This bonus improves by +1 per 5 levels in inquisitor you possess (so +2 at 1st, +3 at 6th, etc.). The ally must be able to hear you and must not be helpless for this ability to have any effect.
Merge the zealous feats to something like: Zealous (Su): You are immune to fear and, if you are 8th level or higher, to compulsion effects. This approbation replicates the Black Flame Zealot prestige class feature of the same name, from Complete Divine.
For greater approbations:
Extend Judgment Aura (Su): You must have share judgment to select this approbation. Your aura for one of your active judgments extends out to 30 feet. At 18th level one of your active judgment’s aura can either extend out to 60 feet for one judgment or, if you have share multiple judgments, you can have the aura of two active judgments extend out for 30 feet.
Improved Cunning Initiative (Ex): You add your Wisdom modifier as an insight bonus to initiative checks (to a maximum of +1 per class level) to all allies within 30 feet, you must have cunning initiative to select this greater approbation.
Would you want merciless purity to scale?
Share Multiple Judgments (Su): Chose two of your judgments you currently have active, all allies within 10 feet share these judgments with you.
Stare of Oblivion (Sp): You can use feeblemind as a gaze attack against one creature (will negates) within 60 feet. This effect lasts 1d4 rounds, You can use this ability once a day at 12th level, twice a day at 16th level, and 3 times a day at 20th level.
Obviously these are rough and need some editing/playtesting. For the other classes I am not seeing a huge amount that ultimate magic will add, but I need to look through them more. Most likely the witch/wizard will be the other class to benefit the most (since it is written for the pathfinder rule set after all).
TriOmegaZero
|
| Kirth Gersen |
No problems... just post here what the entagle property do, and we're fine. (I'm translating the weapons rules to my group to use tomorrow :)
A weapon that "entangles," on a successful CMB check (combine with attack roll for ease of play, so it's all one roll), applies the "entangled" condition to the target. The "entangled" condition is as described in the PRD.
| Kirth Gersen |
Re: specialist wizards, I had an odd thought. What if they worked like 5-level prestige classes? Each level would improve your spellcasting solely in your specialist school (so a wizard 5/necromancer 2 would have spells per day as follows:
Level: 0 / 1st / 2nd / 3rd/ 4th
General: 4 / 3 / 2 / 1 / 0
School: +0 / +1 / +1 / +1 / +1
Looks like a lousy deal, but then each level would also provide a nifty thematic class feature (the kind of thing you currently get using the low arcana). So the necromancer above, in contrast to the current necromancer 7 (who would have a total of two low arcana) would instead have two general low arcana and two necromancer class features.
Yes, it makes specialists pay for their specialization, but I'm sort of OK with that. Thoughts?
| Christopher Hauschild |
One thing you can try is making certain spells specialist wizard specific. Good candidates would be the summon monster chain of spells, the image chain of spells, the polymorph chain of spells, etc. Then you allow universalist wizards (and sorcerers) access to these spells giving them an extra benefit.
This is similar to the old 2nd edition opposition schools but allows more flexibility on what to take away. It is also a strong downside to being a specialist. Take for example a possible list of specialist specific 1st level spells from the core rules: mage armor, alarm, hold portal, grease, mount, summon monster I, true strike, hypnotism, magic missile, color spray, magic aura, silent image, ray of enfeeblement, enlarge/reduce person. You can still obviously make a great wizard without these spells (if they are not in your specialty) and have access to a little bit of every school, but you do give up some flexibility and therefore power.
I also think more cleric spells should be domain specific (but I would still allow favored souls to pick the broad list). Most of the problem people have with the general casters is that they can do everything (Tier 1 classes since spell lists get expanded constantly). By specializing spells more you get away from this problem. It is a bad idea if you are trying to sell your rules for a profit, but for house rules it actually makes a lot of sense.
| Kirth Gersen |
It also seems that a full specialist would never get 9th level spells. Is that intentional?
A wizard 12/specialist 5 would have 0 to 6th level spells from all schools, and would also have 7th, 8th, and 9th level spells from the specialist school.
Thinking about it, I sort of prefer this, though:
Level ... Class Features ... Spellcasting
1st ... Specialist school power ... +1 level of specialist school
2nd ... Specialist school power ... +1 level of existing class
3rd ... Specialist school power ... +1 level of specialist school
4th ... Specialist school power ... +1 level of existing class
5th ... Specialist school power ... +1 level of specialist school
So a wizard 10/necromancer 5, for example, would cast spells from all schools as a 12th level wizard, and would cast necromancy spells as a 15th level wizard (including 7th and 8th level spells). He'd have all the normal class features of a 10th level wizard, and would ALSO have 5 necromancer specialist abilities.
Yes, lacking 7th and 8th level spells from other schools is a hindrance, but he still gets spells of those levels, and the massive addition of class features might be attractive, if they were useful enough.
| Kirth Gersen |
... taking this idea a step further, making (for example) the necromancer into a kind of prestige class allows you to, instead of a wizard/necromancer, play a cleric/necromancer instead. For example, a cleric 10 (death domain)/necromancer 5 would prepare the normal spells for a 12th level cleric, and could also prepare one 4th, one 5th, one 6th, two 7th, and one 8th level wizard spells from the school of necromancy. He'd have the normal 10th level cleric class features, and would also have 5 necromancer school powers.
Allowing a similar "universalist"-like prestige class would to some extent replace the Mystic Theurge with an option that, instead of providing more spells of lower levels, would provide the same number of spells, but some from both lists, and the massive power hit taken by the MT would be avoided.
| Midnightoker |
SO
First off HEY! my computer exploded a few months ago and a bunch of stuff happened so I have been gone.
Anyways I don't know if people still check this messageboard (think so but hey its been a while since I have posted) but here are some updates:
We modified all of Kirth's feats. Most stayed the same but some were expanded. A few were modified for power level, though most remained untouched. Alot were modified for versatility, like the feat that did something special for giving the Shaken condition was expanded to sickened and other conditions as well.
anyways so we have been playing Kirthfinder (and we even modified another character sheet for it :P)
Here is what has gone on and what we changed for our group:
We have done a lot of standard adventuring. We find that like normal we can fight things about CR +3 which is like normal campaigns for us (we sorta powergame because its a habit). The combat system itself is very seemless.
The tactical movement at any time makes combat very fluid. Endurance and Die hard is a great touch. Lightly wounded and Heavily wounded is a great addition, it effects combat and makes things much more interesting.
Most people haven't played a full caster, though I am playing an inquisitor so its kinda close (by the way were they supposed to get the bard spell progression or retain the old spell progression?)
I think the original tendency to play a mundane character was the complications with the system.
Things we changed:
First of all the feats got tweaked. Just slightly most of them and it was to avoid trying to find weak points.
Casting was just WAY too difficult to do and survive for most people. We allow casters to take tactical movement while casting a standard action spell with somatic components instead of kirth's 5 foot rule. Maybe kirth's casters are just pro at what they do but we had a little trouble with the heavy movement restriction. Plus we figured why limit movement for casters if the melees just got a boost, it was simpler just to let everyone have tactical movement.
We continued to use standard ability score use, so no wisdom instead of dex for us.
As for problems I dont remember any at the moment. If they were prevalent they were small and only slightly hindering.
Hopefully will remain able to update you guys and sorry you all are currently on hiatus. If it's any consellation we are enjoying your rules
| Kirth Gersen |
We modified all of Kirth's feats. Most stayed the same but some were expanded. A few were modified for power level, though most remained untouched. Alot were modified for versatility, like the feat that did something special for giving the Shaken condition was expanded to sickened and other conditions as well.
I'd love to see what you came up with! Do you have a Word file for them?