Green Paws
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My collection of homebrew and house rules can be found in this google doc. Feel free to use whatever you like. If you have any comments or requests regarding incomplete sections, commenting on the doc is the best way to reach me.
The doc is formatted into books because at one point I was working on trying to publish them. There are incomplete parts, but I still tinker with them when inspiration strikes.
Children of Nature: Alternate druid classes, nature themed options for the paladin, inquisitor, medium, and summoner, and playable plantfolk.
Heavy Metal: tower shield fighter, gunsmith, and battle wizard archetypes, a collection of weapon and armor properties, an intelligent psychic artifact weapon, and an unfinished class concept.
Magical Tricks: 2 classes: Battlemage and Necromancer (one of them is even finished!), the Resonant sorcerer bloodline, Bloodmage wizard archetype, Autoalchemist alchemist archetype, and Unseen Servant familiar archetype. Several metamagic feats, and a chain of feats I made for one of my players who kept wanting to make Will saves against real things as though they were illusions. Also a few spells and a magic item for kineticists.
Fighting With Panache: The panache/grit system is so cool, I made more ways to use it. Mostly swashbuckler archetypes, plus a spellcaster prestige class.
Specialized Spellcasting: Alternate progression for spontaneous casters (sorcerer/oracle/psychic) and a change to bloodline/mystery/discipline spells. The alternate spell lists for prepared casters I have not gotten around to completing, but there is an option for wizards.
This Way Lies Madness: A few of my sillier ideas that I wanted to write down anyway. The squirrels were for a very enjoyable and silly one shot a friend ran. Playing the Acorn Knight was a lot of fun.
| SheepishEidolon |
Quick feedback on the first few things:
Making access to other languages more difficult is interesting. Only issue I see is that it could cut interaction with NPCs, in favor of even more combat.
Applying undercasting to more spells absolutely makes sense. It gives summon monster / nature's ally yet another boost, though.
Your druidic classes rather seem to be archetypes than alternate classes, since the majority of features is unchanged.
Green Paws
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Quick feedback on the first few things:
Making access to other languages more difficult is interesting. Only issue I see is that it could cut interaction with NPCs, in favor of even more combat.
The language thing is particular to the way I run my games, for sure. I wouldn't generally introduce a language conflict if I didn't think something interesting could come of it, but if I did want to use it as a tool, I like there being a gray area between "I spent one rank in Linguistics so now I speak orc suddenly" and "I have no way to communicate".
Applying undercasting to more spells absolutely makes sense. It gives summon monster / nature's ally yet another boost, though.
This is certainly true, and summon focused builds can already be very powerful. But the intent here is to allow such builds to build versatility into their spell list, and encourage them to solve some problems in ways other than summoning. It seems to work with my players, but obviously YMMV.
Your druidic classes rather seem to be archetypes than alternate classes, since the majority of features is unchanged.
Because of the drastic change to spellcasting in particular, they felt more akin to the rogue/ninja and cavalier/samurai than just a regular archetype, but I did write their text in the style of archetypes. The distinction is kind of arbitrary anyway I think, but you're not wrong.