Custom Setting, New Races + Content, Looking for Critique


Homebrew and House Rules


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Hey there folks, I have been working on a custom setting for a long time now and have sort of got all the races worked out enough that I am looking for outside critique. There is a whole bunch of other stuff as well, if you want to take a look.

Here it is: The Sealed World (if the formatting is weird it means the fonts might not have loaded properly so refresh the page)

The four custom races are:

Araenae, sentient giant spiders with different subraces that were pushed from their underground homes.

Modus, a modular clockwork race designed by an ancient clockwork wizard to interact with larger clockwork creations called Chassis to modify their functions.

Thrall, a race of mutants created by eldritch horrors that gained their own free will.

Yethsari, a race of serpentine humanoids created by an ancient being to serve her.

There is a whole bunch of other stuff as well, new feats, archetypes, and new rules.


Dotting to look at later. There is a huge amount of info here. Not that it's a bad thing to have.


I though I remembered the Araenae. You made a post about it last March.

I'm dotting it to look at later, too. Too much work to do right now.


Aralicia wrote:

I though I remembered the Araenae. You made a post about it last March.

I'm dotting it to look at later, too. Too much work to do right now.

Yup! Mostly everything has had serious rewrites since then, and the document was split up to help with performance.

Who knew that google docs wouldn't agree with a 100+ page document?

It is definitely a ton of stuff to go through, and I still have a lot of work left.


Good to see some free sealed world stuff out there. ;)


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Slowly adding setting information that I had compiled elsewhere / hadn't copied to computer yet. Has maps as well!


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I rewrote the Gun Templar (a lawful-any Paladin who uses Firearms) to work a bit better. I sort of want Firearms to be not-garbage occasionally.

People of Teayr - The Autunï wrote:


Gun Templar
Extremely fearful of the ‘monsters’ to the north of them, the Autunï have a formidable military presence composed hosting an elite force known as the Gun Templar. These firearm wielding knights act as both military and law enforcement, roaming the northern borders of Autun to keep the country's enemies far from its borders. Though not entirely religious, many of the gun templar follow the Azure Order. Some gun templar are sent on missions outside of the region, either to stomp out sects, lead military incursions against their enemies, or recover powerful relics. The order of Gun Templar are under the beck and call

Autunï Gun Templar (Paladin Archetype)
Gun Templar patrol Autun’s borders, acting as both a militant organization and law enforcement amongst the region’s border towns. Gun Templars are exemplars of the law, fighting to server their people and destroy corruption and chaos both.

ALIGNMENT
Gun Templar can be any Lawful alignment.

WEAPON AND ARMOR PROFICIENCY
Gun Templar are proficient with all simple and martial weapons, firearms, with all types of armor, and with shields (including tower shields).

AURA OF LAW (EX)
The power of the gun templar’s aura of law (see the detect law spell) is equal to his paladin level.

This ability replaces the paladin Aura of Good class feature.

DETECT CHAOS AND CORRUPTION (EX)
At will, the gun templar can use detect chaos and detect corruption as the spell. A gun templar can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is chaotic or corrupted, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect chaos or corruption in any other object or individual within range.

This ability replaces the paladin Detect Evil class feature.

SANCTIFIED FIREARM
At 1st level the gun templar gains Gunsmithing as a bonus feat. He additionally gains a battered firearm identical to the one gained by the Gunslinger. This battered firearm can be a Pistol, Musket, or Musket-Lance.

SMITE CHAOS AND CORRUPTION (Su)
At 1st level the gun templar gains the ability to smite chaotic creatures. This functions as the paladin’s smite evil ability, except that it affects chaotic targets rather than evil targets. Rather than affecting outsiders with the evil subtype, evil-aligned dragons, or undead creatures, the bonus to damage on the first successful attack instead applies to creatures with the corrupted or unknown subtypes. The benefits of smite chaos and corruption apply to creatures of those subtypes no matter their alignment. This ability otherwise functions as Smite Evil, and counts as such in regards to prerequisites, magic items, and the like.

This ability modifies the paladin Smite Evil ability.

AXIOMATIC GUNMAN (Su)
At 1st level the gun templar gains rapid reload, precise shot, and point-blank shot as bonus feats. They can reload any two-handed firearm as if it was a one handed firearm.
At 3rd level the gun templar adds their charisma modifier to damage rolls of all attacks made with a firearm.
At 6th level the gun templar reduces the reload time of their firearm by 1 step, this stacks with rapid reload.
At 9th level, the gun templar reduces the misfire chance of their firearms by 1.
At 12th level, the gun templar never suffers from misfires while wielding a firearm.
At 15th level, the gun templar adds twice their charisma modifier to damage rolls of all attacks made with a firearm, this replaces the damage increase gained at 4th level.
At 18th level, the gun templar increases the critical damage multiple of their firearm by 1.

A gun templar does not gain any spells or spellcasting abilities, does not have a caster level, and cannot use spell trigger or spell completion magic items without Use Magic Device.

This ability replaces the paladin Mercy ability and Spells ability.

BULLET DEFLECTION (EX)
At 2nd level a gun templar wearing medium or heavy armor gains half the armor’s bonus plus the armor’s enhancement bonus (if any) as a deflection bonus against any non-siege firearm or splash weapon attack (including the alchemist’s bomb class ability). This ability has no effect on spells, spell-like abilities, or supernatural abilities that make a touch attack.

ARMOR TRAINING (EX)
At 4th level, a gun templar learns to be more maneuverable while wearing armor. Whenever she is wearing armor, the armor check penalty is reduced by 1 (to a minimum of 0) and the maximum Dexterity bonus allowed by her armor increases by 1. Every four levels thereafter (8th, 12th, and 16th), the bonus increases by 1, to a maximum of a –4 reduction of the armor check penalty and a +4 increase to the maximum Dexterity bonus allowed. This ability stacks with the fighter class ability of the same name, and counts as such for prerequisites or magic items.

This ability replaces the paladin Channel Positive Energy ability.

DIVINE BOND (SU)
At 5th level, a gun templar forms a bond with his ideals. This functions as the paladin’s divine bond ability, except the bond must always take the form of a firearm. In addition to the listed abilities, a gun templar can add the distance, keen, seeking or thundering special abilities to his weapon, but he cannot add the defending, disruption or holy special abilities. When this divine bond is active the bonded firearm produces its own ammunition (reloading automatically after each attack) and cannot misfire.

This ability replaces the standard paladin’s divine bond.

AURA OF PURITY (SU)
At 11th level the gun templar gains a sacred bonus to their armor class against attacks from corrupted creatures equal to their charisma modifier. This bonus also applies to allies within 10 feet.
This ability functions only while the paladin is conscious, not if he is unconscious or dead.

This ability replaces the paladin Aura of Justice ability.

AURA OF ORDER (SU)
At 14th level the gun templars weapons are treated as law-aligned for the purposes of overcoming Damage Reduction. Any attack made within 10 feet of him is treated as law-aligned for the purposes of Damage Reduction.
This ability only functions while the paladin is conscious, not if he is unconscious or dead.

This ability replaces the paladin Aura of Faith ability.

AURA OF GUARDED MINDS (SU)
At 17th level the gun templar gains power resistance equal to 11 + their paladin level, and immunity to compulsion spells, powers, and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against compulsion effects.
This ability functions only while the paladin is conscious, not if he is unconscious or dead.

This ability replaces the paladin Aura of Righteousness ability.

SANCTIFIED CHAMPION (SU)
At 20th level, a paladin becomes a conduit for the power of his cause. His power resistance increases to 15 + paladin level. Additionally he is constantly under the effect of the Anti-Corruption Shell spell, with a DC equal to 10 + ½ his paladin level, + his Charisma modifier.

This ability replaces the paladin Holy Champion ability.

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