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Author Topic: Pathfinder interest?  (Read 7361 times)

Bishop

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Re: Pathfinder interest?
« Reply #30 on: July 11, 2014, 12:42:09 PM »

General alignment of character's you're recruiting? 
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Sacremas

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Re: Pathfinder interest?
« Reply #31 on: July 11, 2014, 04:53:47 PM »

It won't entirely be an evil versus good kind of scenario, that'll feature into it but you'll also see evil beings being helpful and encounter good beings that are hostile (could you imagine how scary a Solar would be if made aware of the general life and doings of mortals?). As long as you're not chaotically evil destructive and viscious given to robbing people you're more meant to help along for the story's sake, any alignment will work. Realistic characters are more important, and the alignments exist primarily as guidelines and to tell you what alignment based effects and spells you are affected by.

Due to the general immunity to things like smite evil/good/law/chaos, True Neutral will be looked at harder than Chaotic Evil in that way.
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Sacremas

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Re: Pathfinder interest?
« Reply #32 on: July 11, 2014, 05:48:13 PM »

The Racial Paragons classes from Unearthed Arcana is something that I'll be using for this game, you can take a look at the official classes here: http://www.d20srd.org/srd/variant/races/racialParagonClasses.htm

The races for this game is different, so while the Human Paragon class will be used in it's entirety, the other classes will be different. Dwarves will increase their natural healing and gain Con and Int, High Elves will gain spell-like abilities, a deflection bonus to AC equal to the highest of their Intelligence and Charisma scores as long as they have spells available with a per-day use (including spell-like abilities) and are wearing only light armor, and an ability that lets them absorb the magic of a spell they have memorized or slots for to gain health equal to the spell level in d6, such as a wizard dropping his memorized Fireball spell to gain 3d6 health back. Wood Elves will gain druid-like spell like abiltiies, a tree-meld ability that allows them to meld with a tree and even rest inside it safe as long as the tree remained intact, and alchemical expertise that makes alchemy easier for them. Fey will increase in dexterity and chairsma but become Tiny and lose strength but gain further dexterity and butterfly or wasp wings (think Pixie). Orcs will go the other way, they'll eventually become Large as well as gain a natural armor bonus equal to their Con and a speed increase as long as they're wearing only medum armor, and a strength bonus.

Okay, Alchemy. If you've played the Witcher games as well as the Elder Scrolls game, that is the direction I want to go for potions rather than the classic D&D "spell in a bottle" version. To perform alchemy you take an alchemy feat first, with this you'll be able to use Search to gather plants and Knowledge Nature to identify them, higher and more exotic spell effects will have a higher DC, and some ingredients can only be gathered off slain monsters. The level of feat in Alchemy you have as well as your skill level will determine the strength of the potion and the level of the imbued spell, you can make healing potions, night vision poitions, a potion that cures a specific poison or disease (only magic can cure diseases in general), a potion that gives you haste or increased strength or resistance to an element, etc. You do not have to know the spell you are making, and you don't even have to be a spellcaster to brew potions. Potions powers come from the magical qualities inherent in the plants and ingredients, not from you. You can also use alchemy to make alchemical bombs, poisons, and other things. Since these are sitll magic effects however, the magic just coming from the ingredients rather than you, dwarven spell resistance keeps potions from working on them at all.

You can also take a feat that allows potions to affect you better, this invovles imbibing certain normally highly toxic mutagens under the supervision of a learned alchemist (and probably a cleric or druid if things go wrong), after which your biology will be noticably different. Once changed this way, you become sterile, but any potion you imbibe will affect you as if it was Empowered if it has variable qualities (3d8+5 healing becoming 3d8+12+5), and if it has a duration that becomes Extended by 50 % (10 rounds becoming 15 rounds). It will also allow you to take advantage of powerful potions that normally have no effect unless you have this feat, these will include potions giving you the effect of a Heal spell or (greater) restoration, a potion that makes you heal a small amount automatically if you within the next hour drops below 0 hit points, a stoneskin potion, a potion that increases magic resistance, etc. Dwarves can also take this feat, but the only effect of them taking it will be that normal potions can affect them normally.

THere will also be an alchemical process you can go through that changes you even further, this doesn't make you sterile or give you any abilities, but your normal Racial Paragon class has additional levels available for them to take. This will further evolve you along the same path, with human paragons gaining even more skills, ability points and feats for example.
« Last Edit: July 11, 2014, 05:51:23 PM by Sacremas »
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Sacremas

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Re: Pathfinder interest?
« Reply #33 on: July 13, 2014, 07:54:03 AM »

Okay some more classes.

Wizards will see a change in the spells available to them, some will be removed or banned (obviously anything from the Player's Handbook or the like repalced by Patfhinder spells is out, so Polymorph Self for example won't be allowed, you'll have to take the various Shape spells). The main alteration is the addition of the following.

Arcane Lance (Sp): Gained at level 1, this allows you to imbue an item (a staff or wand, this can be the same as if you've chosen the bond instead of familiar, or something else). As a standard action make a ranged touch attack roll, if you hit you do 1d6 damage plus half your caster level. At level 10 this increases to 2d6 plus half your caster level. This damage is pure magic damage, not force damage. If a creature has spell resistance, roll a caster check as if it was a 1st level spell on level 1-9, and a 3rd level spell on 10+.

Basically that's just to leave them with something magic to do when out of spells, and leaves them slightly less useless on low levels.

Not having to store up magic missiles or whatever to toss at lower level targets to have something to do, you need something to do with those extra spell slots don't you?

Clear your Mind (General, can be taken as a bonus feat by any class who's bonus feat list includes metamagic feats), requires 4th level caster.
You can drop lower level spell slots to be able to cast more higher level slots. This choice has to be made when you memorize or otherwise prepare spells regardless if you spontaneously cast or not. Select two spell slots of any level but 0 level spells (orisons and cantrips) and one level below the highest level you can cast, you get one additional slot of the next level. You can do this as much as you want, you don't have to leave any lower level spell slots available at all if you don't need them. This is not a permanent choice either but one you make each time you memorize or otherwise prepare spells.

So yeah, memorize what you want. Always struck me weird that if a wizard is limited by how much his memory should hold, why should he spend so much of that capacity on things no longer useful to him? Level 1-9 spells can be traded in, level 9 only if you have access to Epic level 10 slots, which are mainly for metamagic use, though there are a very few actual 10th level spells.

Those are the main changes to the wizard aside from changes to spell list, otherwise he'll work exactly like the normal Pathfinder wizard.

THe sorcerer will recieve more harsher changes, but this is mainly because a lot of bloodlines don't exist in this world, for example there is a dragon-based bloodline, but as no dragon has been seen in thousands of years, this is more of an oddity, people who claim to have been visited and affected by dragons in their dreams, whatever that may mean no one really knows, but the thought scares more than a few High Elven mages. Sorcerers are not seen as just a wizard who casts spells differntly, these are agents of change, with massive power and potential. All of the bloodlines that do exist will be changed, there will be more spells determined by your bloodline, and you'll have less spells that you get to pick on your own. The Arcane bloodline is unavailable entirely, you have to pick something else rather than defaulting. Several of the bloodlines additionally have more abilites and more powerful abilities, but they have drawbacks as well, prices that you must pay, the sorcerer is very much one of those who's candle burns twice as bright but half as long, and sorcerer is not considered a profession you expect to live very long doing, but like the Champion it's not really a profession you pick, as much as one that's chosen for you, except that the sorcerer is born into it rather than chosen by a god. Additionally there will be several spells that are only available to a Sorcerer (mostly highly destructive and damaging spells) and some Wizard spells that are not available (classic wizard preparation and utility spells mainly).

The cleric will recieve some strange changes. You'll no longer have access to the entire cleric class list plus your domain spells. In fact you don't have a domain at all, just another spell per day. You still pick a domain to grant you your normal powers, but the spell list is determined by what Spheres are available to a god's clerics, some gods just don't grant some classic spells. Now the biggest sphere is one available to all, regardless of god, this sphere will include the classic cure and inflict as well as heal, harm, raise dead and resurrection and (lesser/greater) restoration, the things clerics have always been needed for. If you want to play the party healer, it doesn't matter what god you pick, these will be universal spells available to you regardless. All of the other spells however will fall under spheres, similar to AD&D2 Spheres, these will be sun sphere, death sphere, lesser necromantic sphere, greater necromantic sphere, darkness sphere, magic sphere, trickery sphere, war sphere, and so on. Each god (and as it's a custom setting all the gods will be new) will give access to spheres, either Total access to all spells in a sphere, lesser access which only gives you up to 5th level in that sphere, or no access at all, in which case that spell just isn't on your list. If you want to use a cleric spell from another sourcebook, you have to mention it beforehand so I can decide what spheres it fit within.

Champions (Paladins/Blackguards/etc) will not get sphere access but they get access to different spells, with a completely changed spell list and many new ones. What's a 6th level spell for a cleric might be a 4th level spell for a Champion. Champion will also have multiple exclusive spells, mainly based around enhancing your weapon, your shield (if you use one), your armor or your mount to various degrees, such as a shield wearing paladin intending to go up against a dragon bloodline sorcerer known to use a lot of fire spells enhancing his shield so that if he readies it against a fire spell or effect, he gets the benefit of Evasion and rolls his fortitude as if it was his reflex save, potentially avoiding all damage by magically shielding against it. Champions will across their four spell levels have access to every buff there is practically, but only for themselves and their mount, they can't buff up the party with this. They also get spells that allow them to redirect foes attention to themselves (a "taunt") and spells that make them take less damage for each creature that is attacking them, as well as guard spells that have them take some of the damage that a guarded target takes.

Rangers (divine casting Hunters) and Druids do not pick a god, they serve the euponymous nature and nature spirits, as such their spell list is mostly unchanged. Although for druids one option is to instead of being a druid, take a very druid-like Nature Touched bloodline for Sorcerers, which gives them access to many druid spells...

Fighters, Rogues and Barbarians will all be changed, but only to add stuff to what's already there. Each of these classes can earn "hero points" through various means (a rogue earns them by killing stuff and being cool, a fighter gets them per day and gets a few back after using them depending on if he's chosen Skirmisher or Tank as his focus, and a Barbarian earns them while in rage from taking damage, dealing damage, seeing his friends fall and felling opponents). These hero points will be usable on stunts and maneuvers similar to that available to the Iron Heroes classes. Some of these are automatically available as long as you have the points to spend, others you have to take a feat or comes as part of taking a feat (the dual wielding ones comes by taking Two Weapon Fighting for example, and applies to all three).

The Barbarian will be able to spend his hero poitns or Rage Points on extending his rage by adding rounds to it, by getting temporary hit points that go away when his rage end, and by dealing massive damage, basically the stuff that barbarians are already doing. At higher levels he'll be able to spend more and more to the point where he can practically match a wizard's 9th level spell's damage output if he spends all of his rage points in a single climatic fight.

The Fighter will get to pick either Skirmisher or Tank, this is chosen at the first fighter level you take. Both will have access to spending points for a second wind to get some hit points back and stay in the fight as well as to get extra saving throws and rolls to debiliating effects that would otherwise keep them out of the fight (like Hold Person). The Skirmisher willl get points back when he kills things, he'll get the ability to more easily move across the battleifield, as well as deal large amounts of damage to single targets or enhance his cleaves against lesser targets. The Tank will get a mundane version of many of the Champion's powers, including a taunt, a guard (or rather intercept), and the ability to grant himself damage reduction, but he'll be doing a lot less damage than the skirmisher. The Tank gets points back when he he is attacked, regardless if he blocks, takes hit point damage or mitigates it all, and as such is best when surrounded by enemies.

The Rogue will see some class feature changes as well. First off each time you get a sneak attack dice you'll have the opportunity to pick a Talent instead of it, a normal talent on level 1-9, an advanced talent on level 10+. There will be new talents, things that allow him to study and learn from traps, disable traps faster, set traps on his own based on what he's learned, and combat stuff like Canny Dodge (add your Int as a dodge bonus to AC as long as you can add your Dexterity bonus, level 10+ talent), and increased abilities to deal with things normally immune to sneak attack like undead, constructs and oozes. The Rogue will be able to become nearly untouchable duelist type even without taking Duelist levels, and will learn a single-target taunt rather than the area taunt of the fighter tank, this will allow them to run up to and duel the boss while the tank handles crowd control with his minions, and later talents will give them increased bonuses towards taunted foes, such as being able to sneak attack them if they attack and miss the rogue in combat, be able to deal sneak attack damage if they ignore the rogue's challenge entirely (if you get challenged by a rogue you need to deal with him basically, for a wizard this usually involves having his fighter henchman step in), etc. A rogue gets points back when they do rogue things, when they disable traps, when they they sneak attack someone, etc. A rogue can spend his points on increased sneak attack damage, a mundane version of True Strike or the opposite version to massively boost their defense for a round, acrobatics abilities similar to that of a monk and other stunts. Want to launch yourself through the air, grab a chandelier and swing over the crowd to land next to and challenge the archduke? You can probably get points for acting that way. Want to sneak skukily through his crowd and drop his henchmen one by one without anyone noticing the hidden blade? Each dropped foe without alerting others grant bonus points for you to finish their boss off with.

Monks however... present an issue. There are no Kara-Tur or other ancient asian country for monk style characters and philosophies to have come from in the setting, at least as far as anyone knows.  As such thematically the monk just doesn't fit in. So there's two options, either rename and reskin the existing monk... or use the Oathsworn class from Monte Cook's Arcana Evolved. So far unless someone has a good idea on the matter, I'm leaning towards the latter choice.
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Sacremas

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Re: Pathfinder interest?
« Reply #34 on: July 13, 2014, 10:30:26 AM »

Okay, did some brainstorming and here's one idea for monk replacer:

The Aescetic
Aescetics are masters at dealing with their environments, using either mediation techniques, large amounts of alchemical sedatives and intoxicants, or insane degrees of experience and preparation to be able to ignore most of the world's problems, and to use the pain it gives normally in creative ways. Aescetics are mystics and contemplatives who spend most of their time in meditation, but when they're not sitting for years at the top of a mountain always covered in storms no one else would survive in, they're wandering the world and taking in experiences and learning how to overcome it.

Alignment: Any

HIt Dice: D12

Skills/per rank: Per Monk

Attack: Per Monk

Saves: Per Monk

Proficiencies: Aescetics are proficient with light armor and simple weapons, though many choose not to use either. An Aescetic's traveling gear tends instead to be simple clothes and a walking stick.

Improved Unarmed Strike: At 1st level, an Aescetic's unarmed attacks deal 1d6 damage instead of 1d4 (1d8 if Large, 1d4 if Small, 1d3 if Tiny). On level 4, 8, 12, 16 and 20, this damage rises by one step, to 1d8, to 1d10, to 2d6, to 2d8, to 2d10 on level 20. (to 4d6 if Large). An Aescetic uses the Monk's favorable attacks per round with unarmed attacks.

Absorb and Use Pain: On 1st level, an Aescetic learns the ability to absorb pain. Any attack that hits him that deals hit point damage (wether magical or mundane) has the damage it deals cut in half. The remaining half is turned into twice as much bleed damage, that affects the Aescetic over the following rounds, a wound will continue to bleed for a number of rounds equal to the damage absorbed /2. For example, an Aescetic is hit by a 20 point damage blow from a fighter, he instead takes only 10, and takes 20 points bleed damage, 2 points per round for ten rounds. The Aestetic can be affected by multiple of these bleeds, and they stack. Each of these bleeding injuries are called a Wound. When an Aescetic is affected by a bleeding Wound, he can use it to various effects. The primary use, described here, is deal damage back, if he strikes an opponent with an unarmed attack, the Aescetic can rid himself of one of these Wounds and add a +2d6 damage bonus on his unarmed strike. The Aescetic only gets this bonus once per attack per wound, but can rid himself of multiple wounds in a round if he has multiple attacks. Once an Aescetic has spent the pain of a wound, the bleed damage stops, and if he wants to deliver more pain, he needs to take it himself first. For example an Aescetic with 4 bleeding wounds has 5 attacks per round with his unarmed strikes, on each of the first four attacks he spends one wound to add +2d6 damage to each strike, but his final attack does normal damage. As an Aescetic becomes higher level, he learns to use his wounds and pain for other things, and even store it up. Note that nothing stops you from cutting yourself or having your companions do it for you, most aescetics just prefer to absorb the enemy's attacks instead, and many sects consider self-injury degrading, even if it's used in training.

Damage Reduction: Aescetics gains damage reduction equal to his Constitution as long as he's not wearing armor. This damage reduction does not apply against the bleed damage of wounds, but it does apply against the initial damage, so in the previous example of the 20 point hit an Aescetic with 16 constituion and thus 3 damage reduction would only take 7 points of initial damage, but he'd take the full 20 points as bleed damage still. If his constitution should rise later, his damage reduction rises as well.

Eschew Food: On 2nd level the Aescetic only needs half as much food as a normal being of his or her race and size. On 6th level and higher, an Aescetic only needs one bite of food every three days. On 12th level and higher, an Aescetic gets by by one bite of food (half a meal) every week.

Evasion: On 3rd level the Aescetic gains Evasion, as per the Monk and Rogue ability. An Aescetic never gains Improved Evasion however, as that would stop them from getting Wounds to put in those spellcasters and grenadiers faces.

Fast Movement: On 3rd level, the Aescetic learns to move faster, he adds 10 feet to his normal movement speed, whatever it may begin as. On 6th level this rises to +20 feet, on 9th level it rises to +30 feet, on 12th level it rises to +40 feet, on 15th level it becomes +50 feet and on 18th level it rises to +60 feet, such as 90 feet per move action for a human, or 80 feet per move action for a dwarf or fey. If he runs, he at level 3-10 run at x5 speed, and on level 11+ he runs at x6 movement speed, so a 18th level human Aescetic running would run at a speed of 540 feet per round (61,3 miles per hour).

Reach for the Clouds: On 4th level and up the Aescetic adds his Aestetic level to his Acrobatics checks when jumping or landing and have no maximum height when jumping. He can also use his Acrobatics check with this bonus added instead of his Climb check if he's got footholds available up a wall that he can jump between. An Aesceic reduces all falling damage even before rolling a landing with Acrobatics by his Aescetic level plus his Damage Reduction first.

Adaptation: On 4th level a Aescetic can ignore natural conditions to some degree, ignoring 5 points of nonlethal damage from weather conditions such as storms, freezing cold and heat. They add their Aescetic level to all Survival checks for surviving in bad conditions, but these survival skills are based on the aescetic's own inhuman tolerance levels, and so cannot benefit the entire party.

Catch my Breath: On 4th level the aescetic can as an action taking one minute heal his aestetic level plus his constitution modifier. He can do this a number of times per day equal to half his Aescetic level plus his constitution modiifer.

Ignore Fatigue: On 5th level the Aescetic seems to have a lot more energy in them. They have two additional fatigue levels that they take off whenever they should have taken fatigue damage, these additional levels are taken from before a Aescetic becomes fatigued as per normal rules. On 10th level they have 4 additional levels. On 20th level, they just don't get tired at all, the pain just drives them onwards, they are immune to any form of fatigue and no longer needs to sleep. Any per day abilities they will have will reset after 4 hours of meditating instead.

Nexus of Pain: On 6th level, an Aescetic with at least three bleeding Wounds can spend those wounds to make a 6d6 damage attack on a 30 foot radius oriented on himself as a standard action. Everyone but the Aescetic is hit by this attack, and targets can make a reflex save for half damage with a DC of 13 + the Aescetic's Constitution modifier.

Stop Bleeding: On 8th level, an Aescetic learns to store his pain for later. When affected by a bleeding wound, an Aescetic of this level can stop it's bleeding and store it away. A wound may be stored a number of hours equal to your Constitution modifier, and you can store a number of wounds likewise equal to your Constitution modifier. Once this duration has passed, if you havent's started the bleeding again (either to take the full damage or to rid yourself of it) then all stored wounds start affecting you. This can kill you. While you have a stored up wound, you can not rest in any way to heal from fatigue.

Feel my Pain: On 8th level, an Aescetic with at least two wounds can spend those wounds if he makes a gaze attack (a ranged touch attack) with any target within 100 feet, that target then takes 2d6 damage plus the Aescetic's Con modifier in mental damage, and additional damage equal to half the con modifier rounded down each following round for 5 rounds. While taking this damage, a spellcaster have to make a Concentration check any round they want to use spells or spell-like abilities, including psionics. The target can make a will saving throw against a DC of 14 plus the Aestetic's Con modifier to negate the damage. Anything that protects against mental psionic attacks like a mind blast protects against this. Targets who's eyes are somewhat shielded such as by use of goggles or who averts their sight cannot be targeted.

Eschew Water: On 8th level the Aescetic starts to need less water as well, he needs half as much water as a person his size normally does. On 12th level and up, an Aescetic can make do by one sip of water every three days. On 16th level, one sip per week will be enough.

Use your Fear: On 9th level, if the Aescetic gets affected by any form of fear attack, he instead ignores it entirely, and returns it as if he'd targeted that monster or spellcaster with Feel my Pain, but the saving throw DC of this effect is equal to the effect that was originally targeted on him, so if a monster with a DC 30 fear aura tries to affect the Aescetic, he returns a Feel my Pain with a Will DC 30 at the monster. On level 18, this extends to any compulsion effect or mental assault at all, including arcane, divine or psionic, the Aescetic just ignores it and sends it back at the caster.

Ignore Malady: On 10th level the Aescetic becomes immune to poison and disease.

Ingore Bleed: On 12th level you only take half the normal bleed damage, so an attack that deal 20 points of damage and that should have dealt 20 points of bleed instead deals only 10 poitns bleed over 10 rounds. On 16th level, this decreases to 1/4 the normal damage. Note that this cuts down on the duration of the bleed as well and how long you have to return the damage, so using the ability is a choice, you can choose to take the full bleed damage if you want the longer duration.

Ignore Conditions: At 14th level and higher, an Aescetic ignores all environmental and other conditions that would hamper his movement or attack, he can move (swim) at his normal speed and have no attack penalties underwater. Not even magical environmental conditions can hamper him, and a Web or Entangle spell for example is just ignored. This works as if the Aescetic were under the spell Freedom of Movement all times, this is not dispellable either.

Ignore Gravity: On 16th level an Aescetic can fly for a number of rounds per day equal to his Aescetic level plus his Constitution modifier, this works just like the 3rd level Wizard spell Fly, except that the duration can be split across several different rounds. Starting to fly or ending this movement mode are both swift actions, landing is something else entirely. This counts as a magical effect (specifically the Fly spell) for dispelling purposes.

Ignore Age: On 17th level, an Aescetic stops taking aging penalties, but still gets aging bonuses. Any penalties he's already gotten up to now sticks however, and when the Aescetic's time is up he still dies as normal. He cannot however be magically aged in any way.

Ignore Death: On 18th level, the Aescetic becomes immune to any death effect (generally any effect that deals 10 points of damage per caster level if you don't save against it in Pathfinder), as well as negative levels.

Ignore the World: On 20th level the Aescetic becomes capable of entering the Ethereal plane for a number of rounds equal to his Aescetic level plus his Constitution modifier. These rounds do not have to be consequive rounds. This works like the Ethereal Jaunt spell, except he can't bring anyone with him across.

Aescetics and Magical Tattoos: Tattoos and Runes inscribed on the skin of an Aescetic can be consumed as if it was a wound at any time. An Aescetic can hold twice as many skin runes as normal characters can. If the Aescetic is a Dwarf, the Dwarf's magic resistance works as normal against the runes however and keeps them from working or being applied, and you can't absorb them later either. THis is the trade-off mainly for having an Aescetic with a dwarf's natural healing.

Aescetics and Bleed effects: Bleed effects from any source be it a rogue's jugular cut or a Blood Mage's blood wond spell counts as wounds and can be spent and thus have their effect stopped by an Aescetic.
« Last Edit: July 13, 2014, 12:15:18 PM by Sacremas »
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Cyclone

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Re: Pathfinder interest?
« Reply #35 on: July 13, 2014, 12:00:53 PM »

I think the word you're looking for is ascetic, Sac.
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Sacremas

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Re: Pathfinder interest?
« Reply #36 on: July 13, 2014, 12:04:03 PM »

Blergh, there I go for not being a native speaker.
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Sacremas

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Re: Pathfinder interest?
« Reply #37 on: July 13, 2014, 12:15:37 PM »

Done, they're no longer as aestethically pleasing however.
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Bishop

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Re: Pathfinder interest?
« Reply #38 on: July 13, 2014, 12:34:50 PM »

I'm gonna withdraw from participation.  Good luck with further recruitment - I look forward to stalking the board later :)
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Requiem

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Re: Pathfinder interest?
« Reply #39 on: July 13, 2014, 01:00:19 PM »

Done, they're no longer as aestethically pleasing however.

 :)
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Sacremas

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Re: Pathfinder interest?
« Reply #40 on: July 13, 2014, 01:17:44 PM »

If a creature has spell resistance, roll a caster check as if it was a 1st level spell on level 1-9, and a 3rd level spell on 10+.

I doubt anyone will notice that, but no it's not a typo.

Your spell level will have an effect on if you can breach a target's spell resistance; breaching spell resistance will be a roll of d20 + half caster level + level of the spell you are casting + (improved) spell penetration. Normally it's your entire caster level, and not the spell level.

This means that lower level spells will have a problem at breaching spell resistance of course. Further more I intend to beef up the spell resistance of several beings, so that a Demon (or tana'ri as some of us know them) of a Wizard's CR will have a 50 % spell resistance chance or so before including spell penetration, and even with spell penetration the chance will be high.

However, there will be included spells that damage or lower spell resistance, at 5th level you get Lower Resistance as a Sorcerer/Wizard spell, it lowers the spell resistance by a certain amount (haven't decided because I haven't increased resitances yet) for a minute, but doesn't do anything else. At 8th level a Sorcerer/Wizard gets Pierce Magic, which lowers spell resistance as well as removes things like spell absorbtion and spell turning. At 9th level the Sorcerer/Wizard gets Spellstrike, it completely annihilates all dispellable spells and damages spell resistance to a great degree, it's like a focused version of Mage's Disjunction, the only thing that stops it is a Spell Shield. These spells (including multiple Lower Resistance) stacks, so if you cast 4 of them and they each reduced spell resistance by say 4 points (placeholder), the spell resistance of the creature would be 16 points lower, which should make it a lot easier to get spells through, but by themselves these spells do not do anything other than debuff that specific stat (and dispel spell protections). THey can not be saved against, nor resisted obviously. Casting multiple (or often just one) of these will make it a lot easier for the entire party to hit the monster you're fighting with magic.

In addition there's going to be a 4th level spell and a more powerful 6th level spell that lowers saving throws for a minute, these area spells, and putting one in a Sequencer with two empowered fireballs can often be a very nasty attack. Just don't have it tossed at you. Fortunatlely most mages prefer to put buffing spells in sequencers to renew a stoneskin, fireshield or the like as it's dispelled.

Clerics and druids will have access to a more mundane version of this that will lower the AC of the target you are fighting and make it easier for warrior types to hit them with a full attack.

For the other way around, buffs rather than debuffs, bards, clerics and druids will have the majority of the party buff spells, the Sorcerer/Wizard will have mainly spells that buff the caster, with a few exception ([greater] Magic Weapon, Haste, and an Improved Haste spell), and the Champion will have spells that buff them mainly to make them even better holy warriors.

Rangers (divine casting Hunters) and Druids do not pick a god, they serve the euponymous nature and nature spirits, as such their spell list is mostly unchanged. Although for druids one option is to instead of being a druid, take a very druid-like Nature Touched bloodline for Sorcerers, which gives them access to many druid spells...

Addendum to this as well, while Druids will see few changes to the class itself, they'll see some additions to their class list. Several spells like Firebolt, Ligthing Bolt, Incendiary cloud and other mage spells that's about dealing elemental damage will be added to the Druid spell list. Druids will be very flexible generalists, able to shapeshift to a form to cover the fighter or rogue's roles, or cast spells that will cover the cleric or mage's roles, but by themselves will not be able to replace any of those classes and will be second-rate at all of those things, and will mainly benefit from being able to do all of them at once. Their main focus will be summonings, both animals at lower levels and elementals at higher as well as some nature spirits like the Shambling Mound at very high levels. This is a world where the spirits play a very important role in how things work, and there's spirits in everything, and the druids - who are also often called shamans - will be the main link between the mortal and spiritual world.
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Sacremas

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Re: Pathfinder interest?
« Reply #41 on: July 13, 2014, 01:45:51 PM »

I'm gonna withdraw from participation.  Good luck with further recruitment - I look forward to stalking the board later :)

Any particular reason or change or just too many overall changes?
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Bishop

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Re: Pathfinder interest?
« Reply #42 on: July 14, 2014, 05:40:25 PM »

In my opinion, D&D and Pathfinder are already greatly modular; I had anticipated subtle changes to one or the other systems to fit a setting you dictate - pre-existing or homebrew - with players bringing you source material they'd want to work with.

Instead, it seems you're beginning to construct your own unique ruleset and system by completely rewriting classes, abilities, powers, spells, (and anything else that I forgot to mention).  That's not to sound detrimental or negative in any way - its actually inspiring to see the creativity.  Hence why I coined "Sac20" with the only similarities between the original systems and your proposed one being die-codes and Class names

Its just not what I was expecting, and, to avoid any unnecessary arguments between us about balance and source material and experience (which happens often with me), I thought it best if I withdraw.
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Sacremas

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Re: Pathfinder interest?
« Reply #43 on: July 14, 2014, 06:51:50 PM »

As I said before I actually welcome suggestions about changing things I already am changing if you think it's unbalancing, for example I'm pretty sure the the Ascetic class is pretty unbalanced to begin with and needs some workovers before it's viable. That's as I said why I am posting things here instead of just

As for the changes, they're not that great, compare them to the changes of most official campaign settings, with new prestige classes, changed class features, spells not working the same way, etc. THe majority of classes will still work the way they do in base pathfinder, and pretty much all spells will work the same. Most of these changes (the Hunter and Champion for example) have been to expand things that are alredy there (the Champion is entirely just a Paladin with the alignment restrictions removed, the Hunter is a Ranger with the spells being optional and the favored enemy being more versatile and useful) while others are because they didn't fit into the setting (the monk just not fitting with the Ki powers etc, the option other than making a new class is just to disallow it entirely).
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Bishop

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Re: Pathfinder interest?
« Reply #44 on: July 16, 2014, 12:18:35 AM »

You had some really awesome stuff that you were putting out there, and I guess I just wasn't ready for [that much of a] "new" game, nor do I want to feel like I'd hold you back from something that you seemed rather energetic about (I know I can be an a-hole with rules, but that tends more to set back creativity rather than inspire it).

I'd like to be helpful though, and would like to point out that, should you desire to look a little more closely at the Pathfinder SRD link, their Monk archetypes have variants that include "any alignment" -- like the Martial Artist:
http://www.d20pfsrd.com/classes/core-classes/monk/archetypes/paizo---monk-archetypes/martial-artist

Their Paladins are either the LG variety, or the Anti-paladin (CE) - but I have successfully played a lawful evil "Paladin of Tyranny" from the Unearthed Arcana and would suggest anything in that book as viable source material for you to use (comes with alignment "Detect" factors, substitute spell lists, and so on)

As I said before, it seems your class "hybrids" seem to reflect more of a gestault-type campaign and playstyle - the best of two classes mushed into one.  (Details can be found in the D&D3.5 Unearthed Arcana book)

There is already a great quantity of existing content to "modify" class specific abilities, trade them in for another class's ability (to help cover multiple areas of expertise for smaller campaigns) as well as encourage versatility and adaptability for each player and GM preferred style of gameplay.  Each existing system - 3.5 and Pathfinder - detail the "tradeoff" abilities if you were to look closer at them.

If i were to suggest anything, it would be based primarily on those resources that already exist; anything ad-hoc or homebrew would be just that (all 3.5 spellcasters get Eshew Materials as a bonus, un-retrainable 1st level feat; Humans get Bastard Swords reclassified as a Martial proficiency the way Dwarves get the Urgosh and waraxe; and so on...).
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