Tuesday, September 28, 2010

Aragorn was a 5th Level Character, Creeping Class Progression!

VERY Interesting!!!!
The color will hurt your eyes like a bitch, but it's interesting.
Check out the section on "Aragorn was 5th Level".


http://www.thealexandrian.net/creations/misc/d&d-calibrating.html

Update & Break

So!
My plate is rather full right now so I will be taking a break from this blog for a bit. (As some of you may have guessed...)


-I am currently managing a Pen & Paper Game Company by the name of Little Red Goblin Games. You may see some of the stuff on this site worked in even! (though everything is tweeked)
-I am currently engaged as a Site Moderator for Gaia Online :) (It's a LOT of work ^^; )
-I am running a LARP for the local area in Tempe! (Good times!)
-A full load of classes at UAT (less than 1 year!!!!)


If you have anything interesting you would like to get in contact with me about, please hit me up!


Contact Info:
E-Mail: Scoglads@uat.edu
AIM: vanriku
Phone: 1-860-751-2049

Wednesday, August 18, 2010

40k Mud High Concept

40k MUD High Concept


Factions:

Space Marines

Orcs

Eldar

Chaos Space Marines


Classes:

Scout

Tactical Marine

Devastator (DPS, Glass Cannon)

Assault Marine (CC Specialist)

Terminator (Tank)

Tech Marine (Buff/Machine Damage)

Chaplin (Buff/Chaos Damage)

Apothecary (Heal/Buff)

Librarian (Damage)

Heretic

Chaos Marine

Havoc (DPS, Glass Cannon)

Raptor (CC Specialist)

Obliterator (Tank/Damage)

Chaos Terminator (Tank)

Possessed Marine

Sorcerer (Damage/Buff)

Deamon (CC Damage, no armor)

Guardian

Dire Avenger

Dark Reaper (DPS, Glass Cannon)

Ranger (Stealth DPS)

Striking Scorpion (CC Specialist)

Howling Banshee (CC/DeBuff)

Fire Dragon (DPS, Fire Damage, Negate armor)

Warlock

Farseer (Buff/DeBuff/Damage)

Ork Boy

'Ard Boy (Tank)

Nob (Tank & CC)
Kommando (Sneaky gits get stealth and DPS)

Loota (Ranged DPS, all weapons)

Odd Boy

Weirdboy (Random effect damages, buff)

Painboy (Heals & CC)


Ranks:

Brother... (L1-25)

Sergeant... (L26-50)

Lieutenant... (L51-75)

Captain... (L76-99)



… the Cultist (L1-25)

...the Aspiring Champion (L26-50)

Lieutenant... (L51-75)

Lord... (L76-99)



... (L1-50)

Exarch... (L51-75)

Autarch... (L76-99)



... (L1-50)

Boss... (L51-75)

...da' Big Boss (L76-90)

...da' Bigest Boss (L91-99)



Factions:

Ultramarines

Imperial Fists

Space Wolves

Salamanders


Khorne

Nurgle

Slaanesh

Tzeentch


Ulthwe

Saim-Hann

Iyanden

Biel-Tan


Evil Sunz

Bad Moons

Blood Axes

Goffs


Each class/race combos have certain weapons/armor available to them. Factions only matter for “fluff”, a special chat channel, special location (with special gear possibly), and in-game stuff. (GMs summons all of the Imperial Fists for an event)



Equipment:

Imperial Ranged Weapons:

Bolter

Bolt Pistol*

Plasma Pistol*


Imperial Tactical Weapons:

Storm Bolter

Missile Launcher

Flamer


Imperial Heavy Weapons:

Heavy Bolter

Lascannon

Plasma Cannon


Imperial Melee Weapons:

Combat Knife*

Chainsword*

Company Standard* (A flag that grants small HP regen)


Imperial Tactical Melee Weapons:

Power Sword*

Lightning Claws

Powerfist*

Storm Shield* (Lowers armor save)


(*This indicates weapons that can be used in 1 hand)


Imperial Armor:

Scout Armor (4+)

Power Armor (3+)

Jump Pack/Assault Armor (3+)

Servo Harness (3+)

Terminator Armor (2+)

Artificer Armor (2+)


(Note: I would like to use the 40k way for armor. Armor provides no defense. It provides a chance to negate an attack completely. After a hit is scored, the MUD rolls a number 1-6. If the result is higher than the value of the save- it hits.)


Chaos Ranged Weapons:

Chaos Bolter

Chaos Bolt Pistol*

Chaos Plasma Pistol*


Chaos Tactical Weapons:

Chaos Missile Launcher

Chaos Flamer


Chaos Heavy Weapons:

Chaos Heavy Bolter

Chaos Lascannon

Chaos Plasma Cannon


Chaos Melee Weapons:

Chaos Combat Knife*

Chaos Chainaxe*

Icon of Chaos* (A flag that grants small HP regen)


Chaos Tactical Melee Weapons:

Chaos Power Sword*

Chaos Lightning Claws

Chaos Chainfist*

Storm Shield* (Lowers armor save)


Chaos Armor:

Pre-Herasy Power Armor (4+)

Mark of Khorne (3+, Atk bonus)

Mark of Nurgle (3+, HP bonus)

Mark of Slaanesh (3+, Atk speed bonus)

Mark of Tzeentch (2+)

Chaos Terminator Armor (2+)


Eldar Ranged Weapons:

Shuriken Pistol*

Shuriken Catipult


Eldar Melee Weapons:

Eldar Close Combat Sword*

Eldar Spear*


Psyker Weapons:

Witchblade*

Singing Spear


Dire Avenger Weapons:

Diresword*

Avenger Shuriken Catipult


Howling Banshee Weapons:

Executioner

Mirrorswords


Fire Dragon Weapons:

Fusion Gun

Firepike


Striking Scorpion Weapons:

Scorpion Chainsword*

Biting Blade


Dark Reaper Weapons:

Reaper Launcher

Tempest Launcher


Ranger Weapons:

Long Rifle


Eldar Armor:

Eldar Bodysuit (4+)

Integrated Forceshield (3+)

Rune Armor (3+)


Ranged Weapons:

Shoota

Slugga*


Tactical Weapons:

Kustom Shoota

Big Shoota


Heavy Weapons:

Rokkit Launcha


Melee Weapons:

Choppa*

Bigga' Choppa


Armor:

Nuffin' (6)

'Ard Boys Armor (5+)

Nob Armor (4+)

Mek Armor (3+)



Gear Slots:




Barebones:

Scout

Tactical Marine

Devastator (DPS, Glass Cannon)

Assault Marine (CC Specialist)

Terminator (Tank)

Heretic

Chaos Marine

Havoc (DPS, Glass Cannon)

Raptor (CC Specialist)

Obliterator (Tank/Damage)

Guardian

Dire Avenger

Ranger (Stealth DPS)

Striking Scorpion (CC Specialist)

Warlock

Farseer (Buff/DeBuff/Damage)

Ork Boy

'Ard Boy (Tank)

Nob (Tank & CC)
Loota (Ranged DPS, all weapons)

Odd Boy

Weirdboy (Random effect damages, buff)

Weapons:

Basic Close Combat Weapon

Basic Ranged Weapon

Tactical Weapon

Heavy Weapon

Basic Armor

Advanced Armor

Tuesday, August 10, 2010

Zero Sum Armor

Zero Sum Balance for Armor


No Armor

Defense: 1

Vs. Slashing: +0% (1)

Vs. Piercing: +0% (1)

Vs. Blunt: +0% (1)

Vs. Non-Physical: +0% (1)

Movement Speed: +5% (2.1 per sec)


Leather Armor

Defense: 2

Vs. Slashing: +50% (3)

Vs. Piercing: +25% (2.5)

Vs. Blunt: +0% (2)

Vs. Non-Physical: +0% (2)

Movement Speed: -0% (2 per sec)



Spiritual Armor

Defense: 2

Vs. Slashing: +0% (2)

Vs. Piercing: +0% (2)

Vs. Blunt: +0% (2)

Vs. Non-Physical: +75% (3.5)

Movement Speed: -0% (2 per sec)



Chainmail

Defense: 3

Vs. Slashing: +37% (4.1)

Vs. Piercing: +38% (4.14)

Vs. Blunt: +0% (3)

Vs. Non-Physical: +0% (3)

Movement Speed: -10% (1.8 per sec)



Half Plate

Defense: 4

Vs. Slashing: +50% (8)

Vs. Piercing: +35% (1.4)

Vs. Blunt: -10% (3.6)

Vs. Non-Physical: +0% (4)

Movement Speed: -20% (1.6 per sec)



Full Plate

Defense: 5

Vs. Slashing: +50% (7.5)

Vs. Piercing: +35% (6.75)

Vs. Blunt: -10% (4.5)

Vs. Non-Physical: +0% (5)

Movement Speed: -30% (1.4 per sec)



Ceremonial Armor

Defense: 10

Vs. Slashing: -10% (9)

Vs. Piercing: -20% (8)

Vs. Blunt: -10% (9)

Vs. Non-Physical: +115% (21.5)

Movement Speed: -40% (1.2 per sec)



Notes:

+% vs. a damage type means they take less damage from that amount. -% means they take more damage from that type than others.

+1 Defense value = -10% Movement speed. Balanced at 2.

Total value of vs. damage types is 75%

-1% against damage type = +1% against another damage type

The bonus from weapon defense factors into the base defense score. (Not damage type adjustments)


Statistical Note:

Players get a stat to strength that accounts for 25% of damage dealt.

Players get no statistic bonus to defense.


Zero Sum Balance + Risk/Reward Scenario Compensation

Hay guys! Sorry for the lack of updates these last weeks. I've been a bit swamped with finals and the like. A few friends of mine helped me start up a small RPG supplemental material company. We are "Little Red Goblin Games" and are publishing under the Pathfinder Compatibility License we got for Paizo! Check their sites in the coming weeks for our first releases! Some stuff from this Blog will be added as PDFs for purchase, though they've been play tested (and adjusted) extensively from when you guys have seen them!

Ok, so this entry will be on "zero sum balance" and "risk/reward compensation". It's part of a project I'm working on for a college project so I hope you enjoy. Below, you will find a list a weapons with statistics that reflect an MMORPG fantasy setting.

Happy Gaming!

-Scott Gladstein


Zero Sum Balance for Weapons


Einhander (Long Sword)

Damage: x-x+8 every 1 second

(1d8 damage every second)

Defense Bonus: +5%

Range: 1

Damage Type: Slashing


Mace

Damage: x-x+10 every 1 second

(1d10 damage every second)

Defense Bonus: +3%

Range: 1

Damage Type: Blunt


Twin Daggers

Damage: x-x+4 every .5 seconds

(1d8 damage every second)

Defense Bonus: +5%

Range: 1

Damage Type: Piercing


Cestus (Battle Gloves)

Damage: x-x+4 every .5 seconds

(1d8 damage every second)

Defense Bonus: +5%

Range: 1

Damage Type: Blunt


War Hammer

Damage: x-x+18 every 2 seconds

(1d9 damage every second)

Defense Bonus: +2%

Range: 2

Damage Type: Blunt


Spear

Damage: x-x+18 every 2 seconds

(1d9 damage every second)

Defense Bonus: +2%

Range: 2

Damage Type: Piercing


Great Axe

Damage: x-x+18 every 2 seconds

(1d9 damage every second)

Defense Bonus: +2%

Range: 2

Damage Type: Slashing


Bow & Arrow

Damage: x-x+8 every 1 second

(1d8 damage every second)

Defense Bonus: +1%

Range: 5

Damage Type: Piercing


Standard

(Provides Bonus)

Damage: x-x+3 every 1 second (Bonus not offered to allies)

(1d3 damage every second)

Defense Bonus: +10% (Bonus extends to allies in range)

Range: 5

Damage Type: Blunt


Short Sword & Shield

Damage: x-x+4 every 1 second

(1d4 damage every second)

Defense Bonus: +9%

Range: 1

Damage Type: Slashing


Flail & Shield

Damage: x-x+4 every 1 second

(1d4 damage every second)

Defense Bonus: +9%

Range: 1

Damage Type: Blunt



Explanation:

We can look at the total value of a weapon's damage per second to balance it. (Though we can actually start at whatever bonus we wish) A weapon that deals x+10 damage every second is the same as a weapon that deals x+5 every half second. However, this becomes a risk/reward scenario. In a risk/reward scenario, you must reward the person who is taking the greater risk. (In this case it would be the first example, X+10) We can give him a slight raise in damage (X+10 becomes X+11 or X+12 for example depending on the amount of risk vs reward) or even a slight bump in the defense bonus it provides (+1% or +2% to the total). There are many things we can compensate the risk/reward gap with, but so long as it's balanced out- the result should be the same as the first weapon in terms of balance. The goal is that we end up giving the same total value to each weapon type. Increasing in one area means decreasing in another area. Keep in mind that in a zero sum balance system like this, you need to either eliminate total value progression (“better weapons”, think WoW loot) or provide an equivalent for ALL existing weapons. (“Tiered” weapon classes) Oddballs, like the Standard in this list, can be a little more powerful in a non-targeted attribute. (Due to the risk/reward gap it has)

Monday, July 26, 2010

Reverse D20ish system?

(Using standard D20 ability scores and values)

Attack is a static number (like Ac)
Defense is a dice size (Like weapon damage)
Wounds are your Hit Points. They are generally 10 or lower.

Example #1:
Player 1 attacks and deals 5 damage to player 2.
Player 2 has a d8 defense dice. He rolls a 4 and only takes 1 damage.


Example #2:
Player 1 attacks and deals 5 damage to player 2.
Player 2 has a d8 defense dice. He rolls a 7 and takes no damage.



Attack values range from 1-10
Defense dice size range from d4-d12 (d4, d6, d8, d10, d12)
Wounds range from 5 (starting) to 10 (maximum)

To increase a attack by 1 it costs 1 training point. (Cap 10)
To increase a dice size in defense it costs 2 training points. (Cap d12)
To increase your total wounds by 1 it costs 1 training point. (Cap 10)




Design Notes:
Minimum dice sizes are where chosen so that they would be higher on average (and at cap).
Maximum values where chosen so that the spread between min and max where not very large.



Options:
Damage mitigation (like damage reduction or simply armor) could provide a damage threshold. Damage under 2 is ignored for example. If they take OVER 2 damage at one time, their armor is useless until repaired and does not factor into the fight anymore.
Dice sizes can be effortlessly converted to percent values or random number generation.

Little Red Goblin Games/Phagen Sorcerer (Infernal Bloodline ftw!)

As some of you may have heard, I recently got limited licensing from the awesome folks at Paizo to put out material under the Pathfinder Comparability license. I also got the ability to put up PDFs of our products on their site. They will be going on sale soon, with a good number of character classes being our first big "to do". I recently started a company named "Little Red Goblin Games" who's business is the production and publication of table top RPG material. Root for us!

Anyway- without further adue, I present to you the "Phagen Sorcerer" prestige class!


PHAGEN SORCERER


Some are tempted by the darkness that at the heart of a mortal. This temptation stems from power. The lust for power stems from inadequacy and weakness. No mortal knows this better than those with the blood of devil's in their veins. Drawn to the depths of hell to obtain the power they seek, phagen sorcerers pay a hefty toll for the abilities they gain. The path is seductive and once taken, many find it impossible to leave!


Role: A phagen sorcerers is adept at casting her favored spells more frequently than any other sorcerer. When they run out of spells, they can sacrifice their own body to gain access to even greater powers. Though they are often times made frail, they are mages without equal. Allowing their demonic heritage to overcome them willingly gifts them with a wide verity of powers other sorcerers, even ones of the same bloodline, miss out on.


Alignment: Most if not all Phagen sorcerers are of the evil-alignment. Few would view embracing one's own infernal heritage as an act of good.

Hit Dice: d6


REQUIREMENTS

Race: Any non-outsider

Language: Infernal

Spellcasting: Ability to cast 1th level arcane spells without preparation. If the character has sorcerer levels, he must have the infernal bloodline. If the character gains levels of sorcerer after taking this class, he must take the infernal bloodline.

Bloodline: A phagen sorcerer must be a sorcerer of the Infernal bloodline.


CLASS SKILLS

Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha)

Skill Points Per Level: 2 + Int modifier

BAB: Low (As wizard)

Good Save: Will (as wizard)


1 Blood of the pact, deal with the devil, seductive power

2 Infernal presence, bloodline feat

3 Infernal presence, scion of hellfire

4 Infernal presence, bloodline feat

5 Ritual sacrifice


CLASS FEATURES

Weapon and Armor Proficiency: Phagen sorcerers gain no proficiency with any weapon or armor.


Spells per Day: At every level, a phagen sorcerer gains new spells per day as if he had also gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not, however, gain other benefit its a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one arcane spellcasting class before becoming a phagen sorcerer, he must decide to which class he adds the new level for purposes of determining spells per day.


Blood of the Pact: A phagen sorcerer adds his level to his sorcerer levels when determining the powers gained from his bloodline. If the phagen sorcerer does not have levels of sorcerer, he instead gains bloodline powers of the infernal bloodline, using his phagen sorcerer level as his sorcerer level to determine the bonuses gained. This ability does not grant bonus spells to a sorcerer unless he possesses spell slots of an appropriate level. Such bonus spells are automatically granted if the sorcerer gains spell slots of the spell’s level.


Deal with the Devil (Su): Dealing with the dark powers of the underworld is not for the feint of heart of frail of body. When casting a spell, a phagen sorcerers may chose to sacrifice an amount of their own health to cast a spell. The amount of health that must be sacrificed is equal to ten times the spell level.(A 5th level spell costs 50 HP to cast) A phagen sorcerer can not cast spells of a level that he is not normally able to cast. When using metamagic feats, use the adjusted level of the spell for the purposes of this effect. This damage must be taken voluntary and in full or the spell fails. At 1st level a phagen sorcerer can preform this task a number of times per day equal to his constitution modifier.


Seductive Power: Every level a character takes in the phagen sorcerer prestige class damages their very soul. They loose the ability to cast 1 spell from each level per day for every level they take in the phagen sorcerer prestige class. If a player wishes to take levels in another class, they must make a will save to do so. The will save is DC 15 + their current phagen sorcerer level. If they fail, they must take this class next level.


Bloodline Feat: Upon reaching 2nd level a phagen sorcerer receives one bonus feat from the infernal bloodline’s bonus feat list (see chapter 3 in the Pathfinder Core Rulebook). At 4th level a phagen sorcerer can select a second feat from this list.


Infernal Presence (Ex): Becoming more corrupt with infernal power does twisted thing to one's mind and body. As the phagen sorcerer sinks lower and lower, his forms becomes more devil-like. At each level indicated by the chart, he gains one of the following traits:


Horns: You gain a 1d4 headbutt attack from a pair of great horns. This counts as a natural weapon. You loose 2 charisma.

Forked Tongue: Your tongue triples in length and becomes forked. You receive a +6 bonus to diplomacy checks but loose 2 charisma.

Infernal Skin: You gain fire resistance 10 as you skin deepens to an unnatural color. Your skin is unnatural and puts people off to you. You loose 2 charisma.

Devil Tail: You grow a vestigial tail. It occasionally twitches and moves in rhythm to your motions as you move. Otherwise, it has no use.

Dark Prince's Blessing: You gain 4 charisma for an almost otherworldly attraction people find themselves having towards you.


Scion of Hellfire (Su): Any spell cast by a phagen sorcerer of 3rd level or higher automatically overcomes any fire resistance a target may have.


Ritual Sacrifice (Su): Slipping evermore into the grasp of hell, a phagen sorcerer gains an ever greater power! When casting a spell, a phagen sorcerers may chose to sacrifice an amount of their own health to apply any one metamagic feat that you know to a spell you are about to cast. This does not alter the level of the spell or the casting time. The amount of health that must be sacrificed is equal to five times the spell level.(A 5th level spell costs 25 hit points to cast in this fashion) This damage must be taken voluntary and in full or the spell fails. At 5th level a phagen sorcerer can preform this task a number of times per day equal to his constitution modifier.

Wednesday, July 14, 2010

Roleplay High Concept Discussion

This occurred on a roleplay site I run and have been for going on 3 years now. (Same plot, setting, ect.) We've got over 100 members and consumes a good deal of my attention at time XD
The smaller text in bold is me. It's a back and forth in private messages.









The Fourteen Warlords Of Animalia
Once all the creatures of the world, evolved to intelligence, lived in peace, in tribes of each type of creature.
But, an odd rumor got around that god had stated 'A union of seven powerful warlords will take over the world'
This, of course, was false.
But, the leaders of seven tribes from each side of the vertabrate line banded together, in an effort to take over the world.
It was not long before each union had taken over their entire side of the line.
Now, each union is preparing for war against eachother.

whaddya think?







What do I think of it in regards to what?
Is it a roleplay high concept?
Is it backstory for your character?
Is it an explanation for a delicious sandwich?





XD
roleplay concept.... IDK 'bout the 'high'
but... yeah









A high concept is what you call something like that.
It means "a rough, overview concept" and normally is only a paragraph or less in length.

I know you don't wanna hear it but it sounds a little cliche. Just go to Barton Town and you'll find 15 with similar concepts. There is no inherent motivated conflict other than "he's in group two and I'm in group one! That bastard!" icon_sweatdrop.gif

Example of Motivated Combat:
"Group A is destitute and needs land for it's booming population, which group B has plenty of but group A's aggressive and militaristic nature ensures that no diplomatic solution can occur."
or
"Group A has been recently established in a certain location and made it into a holy site for their god but Group B who use to live there holds the same ground as holy. While group A maintains a militaristic but fair use policy of the holy ground- group B's religion has deemed group A to be the ones who will bring about the end of days."


You also want to have conflict off the bat, be it emotional (drama), physical (war for example), or even spiritual (a crisis of morality). It should then have a period of downtime followed by a larger crisis. This excitation of danger (and actually have people fail- that's the good bits! It makes people understand the costs!) and of stakes will make for a compelling roleplay.
Example: If the first conflict was a small skirmish between two forces, then the second might be something like an armed group of young children trying to kill the RPCs. (This is a moral and physical challenge).

In yours you just have a setting- not a scenario. That's well and good if you're writing a D&D campaign setting where people employ their own scenario... but this is a Roleplay. Plan plot out for at least 3 scenario ahead.

Sunday, July 4, 2010

Sexually Dimorphic Elves (Vættir)


The Vættir


When I was writing a setting a while back I was doing research on elves and dwarves in regards to their mythological origin. In short, the term "Vættir" was applied to supernatural creatures and these nature spirits divide up into 'families', including the Álfar (elves) and Dvergar (dwarves).

I wanted elves & dwarves to appear more "fantastic", so I decided to make them one race. Thanks to a case of sexually dimorphism, all Vættir males appear like we normally see dwarves. All Vættir women are elves. They are generally "split" at birth and don't live in the same society. In general- the two sexes dislike each other a great deal. However, there is a single night out of the year where they put aside their differences. This night is the night of the festive of fertility, a celebration where Vættir pay respect to the goddess of fertility. (If you wanna use Germanic deities- Nerthus works).

Half breeds are common (try keeping it in your pants or staying off your back all but one night a year...) but sterile. The child of a elf and a dwarf is always the same- males are dwarves and female are elves. Anyone breeding with a dwarf gets a stocky, hairy version of their race. (I used the Halfing race and changed their weapon proficiency to dwarven weapons.) Females from dwarf fathers generally get picked on by other Vættir for being "masculine". Half-Elves (using the same race) come out much more gaunt and fair, making them look slightly more feminine. (Something the dwarves just can't stop laughing about... "frilly ass half humans!")

This came from the concept of "sexually dimorphism". Some species exhibit extreme physical differences between their genders (look at the angler fish!!!). I always saw dwarves as being a metaphor for males (hard drinking, big beards, strong, boxy body, rude, crude, brave, ect) while elves represented all that was feminine (grace, poise, patience, the ability to make a fine sandwich on command, slight build, ect) This became the next logical step in my brain.

What do you guys think? Anything else I should conciser?

Friday, July 2, 2010

Spellcrafter Homebrewed Class

Spellcrafter

Hit Dice: d6

REQUIREMENTS

Skills: Spellcraft 10 ranks

Feats: Improved Counterspell

Spells: The ability to cast Detect Magic, Dispel Magic, and Greater Dispel Magic

CLASS SKILLS

Appraise (Int), Craft (Int), Fly (Dex), Knowledge (All) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int)

Skill Points Per Level: 2 + Int modifier


CLASS FEATURES

Weapon and Armor Proficiency: Spellcrafters gain no additional proficiency with any weapon or armor.


Spells: When a new spellcrafter level is gained, the character gains new spells per day as if he

had also gained a level in any one spellcasting class he belonged to before he added the prestige class. He does not, however, gain other benefit its a character of that class would have gained. This

essentially means that he adds the level of spellcrafter to the level of whatever other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly. If a character had more than one spellcasting class class before he became a spellcrafter, he must decide to which class he adds each level of spellcrafter for the purpose of determining spells per day.


Eyes of the Mage (Sp): You may use “detect magic” as a free action as a spell-like ability with no limit to the number of times per day you are able to use it.


Spellcrafter (Ex): You may counterspell spells that you do not know with “Dispel Magic” as if it where the correct spell. You may also spontaneously convert any spell of 3rd level or higher to “Dispel Magic”. Any spell of 6th level or higher may be spontaneously converted to “Dispel Magic Greater”.


Meddle (Ex): Instead of “counter-spelling” (which renders a spell inert after a ready action) you may change the fabric of a spell to re-design it's purpose. This counts as an attack of opportunity. When someone casts a spell, you roll and opposed spell-craft check. If you are successful- you get to turn the spell back on the caster. This spell will not effect them until the start of their next turn at which point they may chose to expend a swift action to meddle it (if they can). As with normal attacks of opportunities you may not meddle flat-footed. The number of meddles you can make per turn is not improved by Combat Reflex. On a successful meddle check, you may only apply a metamagic feat to a spell. If another metamagic feat is applied to this spell it automatically overrides the older effect.


Mimic Spell (Su): With a successful Spellcraft check (DC 15 + the spell's level) to identify a spell being cast, you may mimic that spell on your next turn- provided that you sacrifice a spell of equal level in order to do so. Any metamagic or other such augmentation is not mimicked and you use your own statistics (such as statistics and caster level) to cast the spell. You can do this once per day at 2nd level. You may do this twice per day at 4th level, three times per day at 6th level, four times per day at 8th level and at 10th level you can mimic a spell five times per day.


Bonus Feats: At 7th and 9th level, a spellcrafter gains a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation feat, or Spell Mastery. The spellcrafter must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels. The spellcrafter is not limited to the categories of item creation feats, metamagic or Spell Mastery when choosing those feats.


Spell Division (Ex): When you successfully meddle a spell, you can send a second copy of the spell at a different target (or the same target if you are feeling particularly malicious). You may chose to do this a number of times per day equal to you Intelligence modifier but never more than once in a round.



New Feats:

Meddling Mage

Prerequisite: Ability to Meddle Spells

You may make a number of additional meddle checks per round equal to your Wisdom bonus. With this feat, you may also meddle a spell while flat-footed.


Magical Duelist

Prerequisite: Ability to Meddle Spells

+5 to Meddle Checks


Disruptive Meddling

Prerequisite: Meddling Mage

When you successfully meddle a spell, the spell sent back at them gives them a -10 during their next Meddle check to effect this spell.

Thursday, July 1, 2010

Totem Spirit Barbarian 3.5 Conversion

Totem Spirit Barbarians

Like all the conversions I do, the base for this is not my work, but a good idea so I converted it over from 3.5 to Pathfinder. Some people have expressed interest in improving the Barbarian because it doesn't stand up quite as well at high levels. (I can't speak to that myself) I ended up looking this over and wanting to convert it over. Because Pathfinder is a higher power game than 3.5 I removed the stuff they loose to gain this. Each of these entries normally have “A barbarian dedicated to the such and such totem does not gain the standard fast movement, uncanny dodge, trap sense, and improved uncanny dodge barbarian class features, and instead gains the following abilities.” but I removed that.

Barbarian Totem Spirits

In a barbarian-heavy campaign, you can increase the variation between barbarian characters if each barbarian tribe dedicates itself to a different totem creature, such as the bear or the jaguar. The choice of a totem must be taken at 1st level, and cannot be changed later except under extreme circumstances (such as the barbarian being adopted by another tribe).

The barbarian gains class features as determined by his totem. All totems do not necessarily grant abilities at the same levels, nor do they all grant the same number of abilities. These class features are extraordinary abilities unless otherwise indicated.

The list of totems discussed here is by no means exhaustive. If you prefer to use other totems, you can either substitute the totem name for that of a similar creature (such as changing the Lion Totem to the Tiger Totem) or create a new set of totem abilities, using the information here as a guide.

Ape Totem Class Features

  • At 1st level, an ape-totem barbarian gains a climb speed equal to one-half his base land speed (round down to the nearest 5-foot interval).

  • At 2nd level, an ape-totem barbarian gains a +2 bonus on Intimidate checks.

  • A 3rd level ape-totem barbarian gains Power Attack as a bonus feat.

  • At 5th level, an ape-totem barbarian's climb speed equals his base land speed.

Bear Totem Class Features

  • A 1st-level bear-totem barbarian gains Toughness as a bonus feat.

  • At 2nd level, a bear-totem barbarian gains Improved Grapple as a bonus feat, even if he doesn't meet the normal prerequisites.

  • Beginning at 5th level, a bear-totem barbarian gains a +4 bonus on grapple checks when raging.

Boar Totem Class Features

  • When raging, a 1st-level boar-totem barbarian is treated as having the Diehard feat, even if he doesn't meet the normal prerequisites.

  • At 3rd level and higher, a boar-totem barbarian's rage lasts for 2 rounds longer than normal.

  • Beginning at 7th level, a boar-totem barbarian's damage reduction is 1 point higher than the normal value. Thus, at 7th level, a boar-totem barbarian's damage reduction is 2/-, and it rises by 1 point every three levels thereafter.

Dragon Totem Class Features

  • A 1st-level dragon-totem barbarian gains Blind-Fight as a bonus feat.

  • At 2nd level, a dragon-totem barbarian gains a +2 bonus on saves against paralysis and sleep effects.

  • At 5th level, a dragon-totem barbarian gains the frightful presence ability. The save DC is equal to 10 + 1/2 barbarian level + barbarian's Cha modifier.

Eagle Totem Class Features

  • At 1st level, an eagle-totem barbarian's keen vision grants him a +2 bonus on Spot checks.

  • An eagle-totem barbarian gains Lightning Reflexes as a bonus feat at 3rd level.

  • An eagle-totem barbarian gains Fleet as a bonus feat at 5th level.

Horse Totem Class Features

  • At 2nd level, a horse-totem barbarian gains Run as a bonus feat.

  • A 3rd-level horse-totem barbarian gains a +2 bonus on Handle Animal checks made with regard to horses and a +2 bonus on Ride checks made to ride a horse.

  • At 5th level, a horse-totem barbarian gains Endurance as a bonus feat.

Jaguar Totem Class Features

  • At 1st level, an jaguar-totem barbarian's keen vision grants him a +2 bonus on Jump checks.

  • An jaguar-totem barbarian gains Lightning Reflexes as a bonus feat at 3rd level.

  • At 5th level, a jaguar-totem barbarian gains Lunge as a bonus feat even if he doesn't meet the perquisites.

Lion Totem Class Features

  • At 1st level, a lion-totem barbarian gains Run as a bonus feat.

  • A 2nd-level lion-totem barbarian gains a +2 bonus on Hide checks.

  • A 5th-level lion-totem barbarian gains a +2 bonus on damage rolls whenever he charges.

Serpent Totem Class Features

  • At 1st level, a serpent-totem barbarian gains a +2 bonus on Fortitude saves against poison.

  • A 2nd level serpent-totem barbarian gains a +2 bonus on Move Silently checks.

  • At 5th level, a serpent-totem barbarian gains Improved Grapple as a bonus feat, even if he doesn't meet the normal prerequisites.

Wolf Totem Class Features

  • A 1st level wolf-totem barbarian gain the “scent” ability.

  • A 2nd level wolf-totem barbarian gains Improved Trip as a bonus feat, even if he doesn't meet the normal prerequisites.

  • A 5th level wolf-totem barbarian gains Track as a bonus feat.


Monday, June 28, 2010

Hierophant Pathfinder Conversion

So going along the same vein as I've been for a few weeks now, I'm turning out another 3.5 conversion. I converted the Hierophant over to Pathfinder from D&D 3.5. I wanted a class that could pick and chose metamagic on the fly so when I was looking though my old Dungeon Master's Guide I came across this class and decided it needed a full 10 levels rather than 5 and I could squeeze my metamagic gambit in there to sweeten the pot. Let's see how it's gonna do- it will be one of the classes (along with all my other converted/home-brewed prestige classes) tested in the upcoming game next month at our school's LAN.

Enjoy!

-Scott


The Hierophant


The will of the masses is a powerful tool and when a divine caster begins to gain political clout (or other reputation) so too grows their clout in the eyes of the divine as well. Forsaking the advancement of their divine spells- they delve deeper into the service of their deity and are rewarded with divine secrets only the most devout can truly comprehend.


Hit Dice: d6

REQUIREMENTS

Skills: Knowledge (Religion) 7 ranks, Diplomacy 7 ranks

Feats: Any metamagic feat, Leadership

Spells: Ability to cast 5th level divine spells


CLASS SKILLS

Diplomacy (Cha), Knowledge (religion)(Int), Sense Motive (Wis), and Spellcraft (Int).

Skill Points Per Level: 2 + Int modifier


CLASS FEATURES

Weapon and Armor Proficiency: Hierophants gain no proficiency with any weapon or armor.


Spells and Caster Level: Levels in the Hierophant prestige class, even though they do not advance spell progression in the character's base class, still stack with the character's base spellcasting level to determine caster level.


Divine Secret: Every other level, a Hierophant gains access to a “Divine Secret” of his choice from the following:

Blast Infidels (Su): You can use your Channel Energy feature to their maximum effect on creatures with an alignment opposed to the your deity. (See below for a list of which alignments are opposed to each alignment.) When using the channel energy effect to deal damage to a creature of opposing alignment, you treat Channel Energy as if it where under the effect of Maximize Spell. This does not increase the amount healed by the Channel Positive Energy ability, but it does increase the damage dealt to undead.




Divine Reach (Su):
A Hierophant with this ability can use touch spells on targets up to 30ft away. If a spell requires a melee touch attack the Hierophant can make a ranged touch attack instead. Divine reach can be selected a second time as a Divine Secret, in which case it increases the range to 60ft.


Faith Healing (Su):
You can use your Channel Energy feature to their maximum effect on creatures with the same alignment as your deity. When using the Channel Energy effect to heal a creature of the same alignment as you deity, you treat Channel Energy as if it where under the effect of Maximize Spell. This does not increase the amount damage by the Channel Negative Energy ability, but it does increase the amount healed to undead.


Gift of the Divine (Su): Available only to Hierophants with cleric levels, this ability allows a Hierophant to transfer one or more uses of his Channel Energy ability to a willing creature. The transfer can last for up to 1 day for every Hierophant level. While the transfer is in effect, the number of times the cleric can Channel Energy is reduced by the number transferred. The recipient turns use Channel Energy as a cleric of the Hierophant’s cleric level, but uses their own Charisma modifier.


Gift of the Wild (Su): Available only to Hierophants with druid levels, this ability allows a Hierophant to transfer one or more uses of his Wild Shape ability to a willing creature. The transfer can last for up to 1 day for every Hierophant level. While the transfer is in effect, the number of times the cleric can use Wild Shape is reduced by the number transferred. The recipient turns use Wild Shape as a cleric of the Hierophant’s druid level.


Mastery of Energy (Su): Available only to Hierophants with cleric levels, this ability allows a Hierophant to channel positive or negative energy much more effectively. Add a bonus equal to your Hierophants plus 2 to the amount healed or damaged by channel energy effects.


Spell Power: This special ability increases a Hierophant’s effective caster level by 1 for purposes of determining level-dependent spell variables and for caster level checks. This ability can be selected more than once, and changes to effective caster level are cumulative.


Metamagic Feat: A Hierophant can choose a metamagic feat in place of one of the Divine Secrets described here if desired.


Mastery of the Earth (Su): Available only to Hierophants with druid levels, this ability allows a Hierophant to draw spells from a second druid domain, though the Hierophant does not gain the granted powers. This ability can be selected more than once, and each time is applies to a new domain.

Beastkin (Su): Available only to Hierophants with druid levels, this ability gives the Hierophant a +10 bonus on Wild Empathy checks and Handel Animal checks.


Glossolalia (Su): You can speak and comprehend languages as if under the tongues spell. This is a spell-like ability that the Hierophant can use at will but he must state when he is using it. When using this the character will jabber on in an incoherent, trance-like fashion until they want to actually communicate.


Beastlord (Su): Available only to Hierophants with druid levels, this ability gives the Hierophant the ability to add part of his Hierophant level to the number of animals summoned by a summon nature's ally spells. If a Hierophant uses a summon nature's ally spell and selects the option to summon multiple lower level creatures, it may add it's Hierophant level minus the spell level in extra creatures and to the level of the creatures summoned. (For example: A Druid 10/ Hierophant 8 wants to cast summon nature's ally V spell and use it to summon 1d3 4th-level creatures of the same kind, it instead summons 1d3+3 creatures of 7th-level.)


Divine Influence (Su): You may reroll any one attack roll, critical hit confirmation roll, or save once per day. You must decide to use this ability after the first roll is made but before the results are revealed by the GM. You must take the second result, even if it is worse.


Divine Leadership (Su): You may add your Charisma level to your Leadership score again. (Normally it is simply added once)

Metamagic Feat (Su): At 4th level a Hierophant can select a metamagic feat as a bonus feat. The Hierophant must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels.

Divinity (Su): Starting at 2nd level, a Hierophant can treat a single spell cast per day as if it where under the effect of any one metamagic feat he currently meets the requirements for (including caster level minimums). He may decide spontaneously what this feat is. He does this without increasing the level of the spell affected. This is ability is refreshed when he does preparation. He gains a second use of this ability at every even level to a maximum of 5 times per day at 10th level.




(Note: This is currently undergoing revision. Until it is updated to a more final format please use the following abilities per level:)

1 Divine Secret

2 Divine Leadership, Divinity 1/Day

3 Divine Secret

4 Metamagic Feat, Divinity 2/Day

5 Divine Secret

6 Divinity 3/Day

7 Divine Secret

8 Divinity 4/Day

9 Divine Secret

10 Divinity 5/Day

Sunday, June 27, 2010

Pathfinder Database

Hay guys! Some of my Pathfinder material is now up on Pathfinder Database. It's a great resource for GMs running Pathfinder games. There are pre-made NPCs, maps, and just about everything you can imagine homebrewing! Head on over!

Link http://www.pathfinderdb.com/

Saturday, June 26, 2010

The Aberrant Template

Aberrant Creatures

What is an aberrant? Aberrant creatures dwell past the eons that lie between the stars, beyond the planes as we know them, nestled in far realms beyond our very imagining. Some know them as the realms of insanity due to their bizarre and seemingly unnaturalness, but others simple call them “The Far Realms”. When summoned to the Material Plane aberrant creatures often take the form of, and emulate the abilities of familiar creatures, though they are more gruesome in appearance than their earthly counterparts. Alternatively, they may appear in a manner more consistent with their origins: a mass of writhing tentacles is a favorite, although other terrible forms are always possible.



Aberrant Template

A aberrant creature uses all the base creatures statistics and special abilities except as noted below. The creature's type changes to “Outsider”.


Special Attacks:
The creature retains all it's special attacks and also gains the following:

True Strike (Su)

Once per day, the creature can make a single normal attack with a +20 insight modifier on a single attack roll. The creature is not affected by the miss chance that applies to attacks made against a concealed target.


Special Qualities: The creature retains all it's special attacks and also gains the following:


Spell Resistance (Equal to the creature's HD + 10. If it has class levels that changes to Character Level + 10.)


Unusual Anatomy (Immunity to critical hits and sneak attack damage dealt from non aberrant creatures.)


Blindsight (60 foot range)


Damage Reduction 5/-


Alternate Form (Su): At will an aberrant creature can take on the form of a grotesque, tentacle mass (or other appropriately gruesome form determined by the GM), but all it's abilities remain unchanged despite the alien appearance. Changing shape is a standard action. Other creatures receive a -1 moral penalty ti their attack roll made against aberrant creatures in this alternate form.


Saves: Same as base creature.


Abilities: Same as base creature but Intelligence is at least 3.


Skills: Same as base creature.


Feats: Same as base creature.


Climate/Terrain: They are native denizens of the Far Planes, though their somewhat adaptive biology allows them to call almost any place home.


Organization: Same as base creature.


Challenge Rating: +1-+2*


Treasure: Same as base creature.


Alignment: Same as base creature.


Advancement: Same as base creature.



*Design Note: Lower level they are much more of a challenge due to DR & Immunity to crit/sneak attack.

Note for GMs running one shot games

When running a 1 shot, don't have enemies with high defense or defensive capabilities. The longer and less exciting the fight the less players wanna play. I recently ran into my players in my low fantasy play test campaign loosing some of their gusto when faced with enemies they had to roll rather high to hit (AC 20 vs level 4 characters). This morning we where playing a Savage Worlds 1 shot and the enemy had "hearty" which negated the "2 stuns = a wound" roll. We ended up rolling dice and stun locking it for about an hour or more...

In short- just give players a quick thrill. High attack enemies are great for this, multi-target enemies are nice too (I think 4th ed calls them "solo monsters"). Toss in a bunch of mooks, toss in a maybe one significant challenge at the end. (BBEG* :D) Still- remember players dislike discouragement (like 99% of the world) so low defense is advisable. Remember- they want to win.

Just a quick note based on observations of recent games I've been playing it : )



*BBEG stands for "Big Bad Evil Guy" aka "the boss".

Friday, June 25, 2010

Alienist Prestige Class Pathfinder Conversion

Alienist

Hit Dice: d4


Requirements:

To qualify to become a Alienist, a character must fulfill all the following criteria.

Skills: Knowledge (Arcana) 8 Ranks, Knowledge (The Planes) 8 Ranks

Feats: Alertness

Spells: Ability to cast at least one Divination spell and at least one summoning spell of 3rd level or higher.

Special: Prior contact with an alienist or Aberrant creature.


Class Skills:

The Alienist's class skills are Craft (Int), Perception (Wis), Handle Animal (Cha), Knowledge (Int), Profession (Wis), Linguistics (Int), Use Magic Device (Cha), Spellcraft (Int)

Skill Ranks per Level: 4 + Int modifier.


Class Features:

The following are class features of the Alienist.

Weapon and Armor Proficiency: Alienists gain no additional proficiency in any weapon or armor.

Spells Per Day: When a new alienist level is gained, the character gains new spells per day as if he had also gained a level in a spellcasting class he belong to before adding the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic, or item creation feats, hit points beyond those he receives from the prestige class, and so on), except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming an alienist, he must decide to which class he adds each level of alienist for the purposes of determining spells per day. An Alienist can channel stored spell energy into summoning spells that he hasn’t prepared ahead of time. He can “lose” a prepared spell in order to cast any summon monster spell of the same level or lower.


1 Summon Alien

2 Aberrant Form

3 Metamagic Secret

4 Mad Certainty

5 Aberrant Familiar

6 Extra Summoning

7 Metamagic Secret

8 Unusual Anatomy, Insane Certainty

9 Aberrant Form

10 Transcendence

(Chart coming later)

BAB: 10th level +5 (1,1,2,2,3,3,4,4,5,)

Good Save: Will

Spells Per Day: +1 level of existing class per level


Summon Alien (Sp): When an alienist casts an summon monster spell, he summons a “ Aberrant” version of the creature chosen from the appropriate list on page 351 of the Pathfinder Core Rulebook. For example, by casing summon monster V, he could summon a Aberrant dire lion. This adds the “Aberrant template” (see Aberrant Creatures below). If the selected creature would normally be celestial or fiendish, the Aberrant template replaces that template.

Alien Blessing: An alienist applies a +1 insight bonus on all saving throws, but he permanently looses 2 points of Wisdom.


Metamagic Secret: An alienist listens to the secret voices whispering from beyond time's end, and profit thereby. At 3rd and 7th levels, he may choose any metamagic fear as a bonus feat.


Mad Certainty: At 4th level, the alienist's mad certainty in the power of entities beyond the reach of normal space and time lends him an unnatural fortitude. He gains +3 hit points. For every Hit Die he possess beyond 3, he gains an additional +1 hit point as though from the Toughness feat. If he has more than 3 Hit Dice, he gains +1 hit points whenever he gains a Hit Die (such as when he gains a level). However, constantly dwelling on such beings is mentally corrosive, and the alienist's mind begins to fracture. He develops a phobia against a specified kind of creature, suffering a -2 penalty to saving throws, attack rolls, and charisma-based skill and ability checks in regards to those creatures. The selected creature gains a +2 morale bonus to their AC and saving against the phobic alienist. The DM determine the creature feared. Good choices include spiders, snakes, birds, or insects. Beings that share attributes with or those that resemble the selected creature also trigger the phobia.


Aberrant Familiar: At 5th level any familiar the alienist already possesses takes on aberrant qualities and gain the Aberrant template as a result. From this point onward any familiars summoned by the alienist already posses the Aberrant template


Extra Summoning: From 6th level on, the alienist gains one extra spell slot at his highest spell level. This slot can only be used for a summon monster spell. As the alienist becomes able to learn higher level spells, the extra slot migrates up to the new highest level.


Unusual Anatomy (Ex): An Alienist's anatomy is changed, giving him a 25% chance to ignore any critical hit or sneak attack scored against him. If you already have this benefit from the Aberrant Bloodline this bonus increases to 50%. If that to has already been obtained then you gain the “Alien Resistance” ability instead.


Insane Certainty: The alienist's mad certainty crystallizes into a truly chilling mania.He gains another +3 hit points. For every Hit Die he possess beyond 3, he gains an additional +1 hit point as though from the Toughness feat. If he has more than 3 Hit Dice, he gains +1 hit points whenever he gains a Hit Die (such as when he gains a level). His phobia likewise intensifies. All penalties and bonuses listed under Mad Certainty for the selected creature increases to -6/+6.


Aberrant Form (Ex): An Alienist's body becomes truly unnatural, you are immune to critical hits and sneak attacks. In addition, you gain blindsight with range of 60 feet and damage reduction 5/-. The promise of transcendence is near...


Transcendence (Su): At 10th level the alienist though long association with alien entities and intensive study of insane secrets, transcends his mortal form and becomes an alien creatures altogether. His type chances to “outsider”, which means (among other things) that he is no longer effected by spells that specifically target humanoids, such as charm person, but he an be hedged out by a magic circle spell against his alignment. Upon achieving transcendence, the alienist's appearance undergoes a minor physical change, usually growing small tentacles or other strange addition or substitution, such as an extra appendage, organ, eye, or enigmatic lump. The alienist can his this abnormality but the alienist's growth is not under the alienist's control and sometimes it moves, twitches, opens, or otherwise animates of it's own accord.


Anyone who shares the alienist's study of the Far Realms immediately recognizes him as being transcended and he gains a +2 circumstance modifier on all charisma-based skill and ability checks when interacting with such beings. He gains a +2 modifier on Intimidation checks against all other creatures whom he reveals his abnormal nature to.



Aberrant Template coming later

(Same as Pseudonatural template, though I will have to revise it a bit)