Kobold Cleaver DESTROYS the Big Six!


Homebrew and House Rules

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Sovereign Court

Goth Guru wrote:
Let's pretend for a moment I don't know what you mean by a bangle.

It's like a doodad only more jangly.


Garbage-Tier Waifu wrote:
I want many bangles. This alone will suffice, KC. Who needs stats and bonuses when I have BANGLES and THE MOST BANGLES. Banglefinder?

Sounds like somebody has a case of the Manic Mondays.

I'll show myself out.


Also, KC, I'm with you on being bored by having to take the same six magic items. My solution as a player has been to nigh-eschew them. Turns out, the game is survivable without them--my highest level character (Serpent's Skull AP) made it to 16 with only one of the six, and it was a cloak of resistance +1 that he was wearing for sentimental reasons. Every time it swirled in the wind, he remembered the face of the guy he took it from...


AC bonuses
Obviously I haven done any math here, but you could try adding 1/2 of a character's BAB to their AC. Full martial classes benefit the most, and spellcasters gain a somewhat smaller bonus.

Saving throws
I personally think it's a lot easier to increase saving throws than it is to increase DCs. If it weren't for spells than can end you with one bad roll, I would say scrap these bonuses. Maybe instead of a bonus to all saves, you could get a +1 every so many levels and assign it to a certain save, the way you can choose a bonus hit point or skill point. Just an idea.

Ability score increases
I read an idea on the forums once where the author suggested that every time a level is gained, the character gains one point that could be banked or spent using the point buy system. This would make increasing your highest ability score possible less frequently, but make improving your low scores pretty easy. Is might be a pain to do, but I thought it was clever.

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