| Corvo Spiritwind |
Forum ate my post, I'm crying a little.
Returning player to PF and this site, been gone a long long while.
Me and my friends kinda grew up with freeform rp, either in chats, forums or games, and so we wanted to run an experimental game with no DM, but I've been volunteered to somewhat lead the game and so I felt I could use a little checks of balance so I don't ruin the game.
First issue I had was advanced races. Each player can make one but it's not sure everyone will, it's all up to taste and preference. Mainly I wanted to hear if this seems broken or too powerful. The game isn't super serious so we won't be min maxing dmg or dmg per rounds or such, the focus is more about storytelling and aesthetics.
Race inspired by Rakan/Xayah from League of Legends, idea was they are akin to kitsune and tengu, possibly supplying the tengu with swords and assisting nearby humanoids with engineering issues, such as fixing carts or windmills if in good favor. Idea was they mostly move around by climbing trees/mountains and glide around, nothing unique there. The spell like ability was to represent a hour long meditation and focus upon a task. Scouts focus on the wisdom to better perceive their surroundings, envoys on charisma and crafters and scholars on int.
Race: The Kindred
Type: Humanoid [Kindred] [0rp]
Size: Medium [0rp]
Speed: 30ft [0rp]
Ability: +2 Cha, +2 Int [2rp]
Language: Common, Sylvan [0rp]Traits
[1rp] - Skill Training: Craft (weapons) and Knowledge (engineering) are always class skills.
[2rp] - Master Tinker: +1 Craft (weapons), Knowledge (engineering). Proficient with personally crafted weapons.[2rp] - Spell-like Ability: Visualize the Mind, 1/day, caster level equal to character level. 1 hour cast, 24 hour duration. +5 to skill checks to Int, Cha or Wis.
[3rp] - Gliding Wings: No falling damage as if constant non magical feather fall. While midair, can glide up to 5ft per 1ft they fall, at speed of 60 per round. Cannot gain height unless subjected to strong winds or other effects.
[2rp] - Climber: Members of this race have a climb speed of 20 feet, and gain the +8 racial bonus on Climb checks that a climb speed normally grants
[1rp] - Low-light Vision: Members of this race can see twice as far as a race with normal vision in conditions of dim light.
Total RP: 13 (Human is 10, tiefling 13)
Second question is more in ballpark of opinion and not rulewise legal but as a homebrew request. "Can we dump an aspect of archetype/pick only one archetype feature to fullfill our concept/aesthetic." in my case it's the Blood Alchemist, I've tried to recreated Artificer from Ebberon and this pretty much nails it except the first and last feature. So question is, would it be too game breaking to keep the blood points and circles feature, but drop the more gory Lifeblood and Blood Knowledge? Blood Alchemist
Third question came up while discussing something. The master tinker trait says the character gains proficiency with any weapon they personally craft. Bladed Belt can change into any weapon of slashing/piercing type. Would a master tinker who made such a belt be proficient in those weapons? Personally I'm mixed on it because drawing the line is hard and specifics trump general rules. If not, does that one weapon whose name evades me, the weapon that can split in two mean that the duplicate doesn't give proficiency since you didn't "craft it" but you crafted the original it mimics?
Probably more to come.tm
Thank you in advance for helping!
| ericthecleric |
Re Question 1: The race seems OK to me, except for the spell-like ability. Compare that to crafter’s fortune (APG 213). Personally, I’d replace the SLA with:
(2 rp) Visualize the Mind: Up to twice per day, you can apply a +5 morale bonus on a skill check for an Int-, Wis-, or Cha-based skill. (You do not have to decide which skills the bonus may apply to.) You must declare you are using the bonus before making the roll.
Re Question 2: Officially, you’re not supposed to dump archetype aspects. You could have a character take that archetype and just not use the lifeblood and blood knowledge class features (but still lose out on mutagen). However, Rogue Genius Games has produced some Talented Class books, where people can choose which class features they want, at least for the classes for which those books are available. You could also rewrite the blood alchemist archetype without those abilities. In short, it’s your and your friends’ game. Feel free to ignore the lifeblood and blood knowledge class features (and retain mutagen) if you want. Perhaps call it a “Circle Alchemist” instead?
Re Question 3: Strictly speaking, a belt is not a weapon, therefore if the master tinker crafted it, he should not be proficient with any weapons it is changed into. If you want to be generous, do allow the player character to be proficient with the various weapons it is changed into.
I hope this helps!
| Corvo Spiritwind |
It does help, any and all feedback does but the more direct the better.
Re 1: Is that a race trait? I picked the spell because of it's casting time and it sort of fit the fantasy of meditating upon your duties and doing them better. But I was concerned if it was a bit too strong and no other spells on the 1-2 list seemed to fit.
Re 2: By rewriting it, are you referring to some new ruleset on archetype creation? I think I saw some new rules for making classes but that seemed a bit too advanced. Plan was to ask everyone if the removal of those other two abilities was okay and if everyone agreed then go for it, and if not to either suck it up and grab it without using those features or just skip it. Goal was mainly the fantasy of alchemist gone FMA/Magical Blacksmith/artificer.
Re 3: Figured that was the case, our group just got a little talking, food for though musing sort of thing, so there wasn't much of hope towards one result or the other.
| ericthecleric |
It does help, any and all feedback does but the more direct the better.
Good!
Re 1: Is that a race trait?
It's not. I created it as something I thought reasonable for a 2 rp ability.
Re 2: By rewriting it...
Sorry if I wasn't clear. Just go with the alchemical circles class feature if that's all you want.
| Corvo Spiritwind |
Corvo Spiritwind wrote:It does help, any and all feedback does but the more direct the better.Good!
Corvo Spiritwind wrote:Re 1: Is that a race trait?It's not. I created it as something I thought reasonable for a 2 rp ability.
Corvo Spiritwind wrote:Re 2: By rewriting it...Sorry if I wasn't clear. Just go with the alchemical circles class feature if that's all you want.
I could probably dump the SLA or find another spell. When it comes to races, I'm trying to stick as much as possible to the official content so everyone is on same playing level.
The leniency on more on account of it usually giving something and taking something, hence removing the 3rd ability as well since it didn't take anything, just to make sure it didn't take the first ability into consideration. Could always keep the circles and rename it to something edgy like "Circle Forger" or such.