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Games Rules - Changes - Allowed classes e.c.t

1602418924

Edited 1615073873
Rules - Changes These changes are included to either adjust style or balance or personal preference where a miss match between a standard rule or optional rule occurs please ask for clarification as i can not find all options Races All Base races (Human , Elf, Dwarf etc) < 10 race points                 +2 to a stat (not the same one as the racial bonus)                 +1 Bonus feat                 Gain 2 Free traits that can be related to being on a ship Race points between 10 and 15                 +Gain 2 Free traits that can be related to being on a ship Class     All Class recive + 2 Skill points     Fighter - Gain the option  to take an archtype based  of where they were born from first level (Draft)                 - At 3rd level they gain Weapon Training +1 or Armour Training +1 there choose (Draft)                 - At 11th level they gain Strike where it Hurts - incrases your base damage dice by one step  (Draft)                 -At 17th Level they Gain Strike where it Hurts II - When a creature would be immune to your damage you instead deal 25%. (Draft)     Rogue - Must be unchained and gain the hidden blade archetype for free,     Rogue - Gain poison use or acrobatic training , Ship wise or Shady Dealer   for free     Rogue - The rogue talent called ninja talent can be taken more than once.     Bard -  Gain the Feat - Knowlage of the Orders (+4 to knowlage checks related to the history, Nobles, Geographic information that you are a member off)      Bard at 5th - Gain +1 Luck bonus to Attack Rolls, Damage Rolls  and  Skill checks when using a FINE or higher set of equipment this increases by +1 per 5 levels  of bard     Bard - Gain either one off the following at 3rd and every 3 levels               Luck of the sea - 1 rerole per day  must be declared  after you have seen the dice role but before the result(Can be taken 1 only)                +1 Bonus Bardic Feat or Skill focus feat                +5 Skill points                 +10 Favour points with an organisation that you allready have average standing with                  +Trader of the Valuts  + 1000Gp to the BUY/Sell limit of the city you are in for you only                 Raider of the Toob +2 Saves V Traps  and + 2 perseption in toombs / under ground  increases by +1 per 5 levels                 Artifact hunter - May be taken only once and will give you a custom clue to  a legendery bardic instroment  or Song  ....                 Recomend   at 10th +                  Paladin - Lay on Hands has 2X effect on mount ,  A paladin using ride to counter a hit on their mount  may choose to pass even if they failed the check by less than ten, however they take the blow instead.     Ranger -  Gains a second combat style at  8th for free, however it may not share more than 2 feats with their original combat style     Cleric -  No change - See feats / spells & Healing / Harming     Wizard - Arcane Bonber or  Spellslinger  do not loose there arcane bond or  arcane school but may not be taken with any other archtype                 in addtion  See feats / spells,     Sorcerer - Count as 1 level higher for spells known and spells per day - See feats / spells     Barbarian - Gain - The invulnerable rager archetype for free at 8th level.     Alchemist - You also gain in addition to your per day bombs, 1 per 4 normal bombs per encounter (Round Down) , In addition alchamists                         gain gun use     Cavalier - Gain Gunsmith feat , and  proficancy with guns ,     Gun Slinger - Gain proficancy with medium armour ,  Gain a standard firarm  not broken , Buccaneer archtype  DEEDS, Bonus feats, Sword and pistol at level 9 , Gun Training at level 13,     Inquisitor - Move to D10 Hp, Gain FireArms use , Count as one level higher for spells.     Magus - No change     Omdura - No Change     Oracle - No Change     Summoner - Removed (Plot reasons)     Vampire Hunter - Gain a bonus feat at 1st , 5th  and 10th  gain firarms proficancy      Vigilante - No change     Witch - No change     Antipaladin - Not a PC class     Ninja - removed (Rogues can still take the talants)     Samurai - Removed     Arcanist - Removed     Bloodrager - No change     Brawler - No change     Hunter - No change     Investigator - No chagne     Shamaan - Not PC     Skald - No change     Slayer - No change     Swashbuckler - No change (Will review)     Warpriest - No change Path of War - No class, Archtypes / feats only Psionics -  All classes apart from Vitalist and Tactition  are un changed ,  Vitalist and taction are removed along with the network power feat.  Spells     Mirror image - Now a 4th level spell with duration of 1 min per level gives 1d4+1 image per caster level  , Aoe and cleave attacks can effect multiple images.     Create food/water type spells below  4th level are usable only every other day     Freedom of motion - Grants +10 to all related checks but does not make you immune and is now  3rd level Dr/magic weapons Magic weapons of a certain bonus do not count as a special material. Your required to actually use the specific material to bypass material DR.  Magic DR comes in more than one tier.  Magic DR requires +1 (A weapon with magical effects does not count as magic for this purpose) Great Magic DR requires a +3 magical bonus Legendary Magic DR requires a +5 bonus. Where a creature has a composite  DR such as  Good  + Blunt  + Magic and you do not meet all the requirments then damage past dr is capt at 10 points General Racial and class DR/ER stack with themselves you may then stack  either a spell or an  equipment bonus with this. If your race has  Fire resistance 5 and you have a class that grants you ER 5 fire. If you cast a spell, it goes to  10(5 Race  and  5 Class)  + Spell If you wear an armour that grants + 10 it goes to 20 If you cast the  spell whilst in the armour it goes to 10+ Spell Monsters Monsters come in several types the most powerfull of these "Great Beasts" are required to gain mythic power For tier 1 mythic you have to slay 1 beast of a higher tier, after this follow the mythic task progression
Races All Base races (Human, etc) < 10 race points (Both elf and dwarf have 10 or more race points)                 +2 to a stat (not the same one as the racial bonus)                 +1 Bonus feat (your wanting humans to have 2 bonus feats?, I tend to avoid stacking a strength)                 +1 to two saves (based of race) or +4 to poison and disease (If your using race builder as a point of balance then +1 to all saves is equal to the +4 to poison and disease).  Race points between 10 and 15                 +1 Bonus feat and +1 to 1 save  or +2 to poison and disease (Considering the way the game maths works personally I would avoid giving out save boosters for free during creation. If your wanting the tie in with being on a ship, a list of campaign traits might be a better way to do this)
Fighter - gains the  Martial Training  at 3,5,7,9,11,13  - as bonus feats- HD changed to 2d6 With the intent to be to make fighter a more appealing class to higher level, neither of these changes addresses the fighters core issue of downtime activities.  Skill points will still be an issue. I have rarely seen a fighter struggle for hit-points so the 2d6 is a bit of a wash really.  Martial training implies PoW is allowed. Adding Martial training feats to a fighter does not make the fighter equal to the warlord etc. It will also be very bolt on and disjointed as it requires a mental stat that the fighter does not use. If your looking for a way to make later levels of fighter appealing rather than 1-2 level early stacking being the issue, maybe something like at 3rd, 11th & 19th you can add a fighter archetype for free, would let the fighter access more skills and if he wants he could pick myrmidon at 3rd for access to PoW stuff, he would also be able to avoid PoW too picking something like lore warden) 
    Rogue - gain martial training at 4,7,10,13,16,20     Rogue - Gain poison use or acrobatic training , Weapon finesse (full feat)  , Ship wise or Shady Dealer   for free Unchained rogue gets most of this already?  It is the rogue just give him the hidden blade archetype for free, portable hole specialist, some gambits and hidden weapons (quick-draw basically) is not exactly game breaking. With the fact that it now costs no talents for that archetype I am sure they can then buy some ship appropriate ones, or if your worried the player will not make the archetype cost but provide free specific talents at those levels instead.) 
  Paladin - Gain 1 bonus smite per 4 levels starting at 8th, mount may have the aquatic sub-type bolt on If your looking to improve the paladin, I would not look exactly to smite. Pally smites target, target dies is already pretty well supported. If you want him to feel like he can use the ability more often recharge would be a slightly more interesting method to get that. So as to discourage hording of the smites. That said I more see issues with the paladin getting around and about. So movement, though this is in character for a plate wearing pally so not sure id mess with it.  Or in keeping their mount alive should they take it. Possibly some HP sharing or aggro drawing mechanic would be a better help to the pally.  
    Ranger -  Gain Two weapon fighting style for free, gain bow fighting style for free, As mentioned saying the ranger picks two rather than one combat style is a cleaner way to state the intent here. If your looking to enforce generalisation maybe something like the combat styles cannot have 2 or more feats in common for the 1st set of feat picks. 
&nbsp; &nbsp; Barbarian - Gain - Sense of the Sea -&nbsp; Dr -1 per 4 levels (doubles V non lethal) and ER 2 per 5 levels ( Stacks with racial / spells)&nbsp; at 15th gain Undying &nbsp;&nbsp;&nbsp;&nbsp;rage&nbsp; , From first level&nbsp; gain advantage on Hp or roll 2d8 instead of 1d12 You have mostly written out the abilities than the&nbsp; <a href="https://www.d20pfsrd.com/classes/core-classes/barbarian/archetypes/paizo-barbarian-archetypes/invulnerable-rager" rel="nofollow">https://www.d20pfsrd.com/classes/core-classes/barbarian/archetypes/paizo-barbarian-archetypes/invulnerable-rager</a> &nbsp;gets.&nbsp; You may as well save the mathematically illiterate 2d8 is average 9, d12 is average 6.5. There is zero reason to take the D12. Advantage on a D20 is only a 2.5 swing, so there is zero chance the average of d12 advantage will be better than 2d8 advantage.&nbsp; Are all racial/class ER bonuses going to stack with spells, if so that might be better as a general rule.&nbsp;
Mirror image - Now a 4th level spell with duration of 1 min per level gives 1d4+1 image per caster level&nbsp; each image adds 1AC any misses remove 1 image. When&nbsp; mirror image &nbsp;is cast, 1d4 images plus one image per three caster levels (maximum eight images total) are created. &lt;- This is the base spell. With yours you sure your wanting d4 + (7 to 20) to AC? AC type? Having thought on this spell more, the simpler fix I have thought of is to allow cleave to work on multiple images. Also allow AoE attacks to pop all the images. Rules it back to more its binary nature back in 2nd ed.&nbsp;
&nbsp; &nbsp; Magic weapons nolonger count as other materails , the list of possible special materials has been expanded&nbsp; (see monsters) &nbsp;&nbsp;&nbsp; Magic Dr is now grades based of the monster and ranges from +1 to +6 (with 6 replacing both Mythic and Epic Dr) Suggest removing mythic from this as mythic is its own beast.&nbsp; Better wording for the above as was discussed would be.&nbsp; Magic weapons of a certain bonus do not count as a special material. Your required to actually&nbsp;use the specific material to bypass material DR.&nbsp; Magic DR comes in more than one tier.&nbsp; Magic DR requires +1 (or +0? if otherwise magical effect?)&nbsp; Great Magic DR requires a +3 magical bonus Legendary Magic DR requires a +5 bonus.&nbsp;
monsters &nbsp;&nbsp;&nbsp; Monsters - coming in&nbsp; 5 tiers &nbsp;&nbsp;&nbsp; Minion - these are as the book monsters but may have temp hp to replace DR &nbsp;&nbsp;&nbsp; Skilled - These will have some unique abilities and represent more challenging foes&nbsp; they may have multiple actions or hit bars&nbsp; , or change forms&nbsp; e,c,t None of the above do the players need to know. You can just describe somethings as more weaker or stronger than usual.&nbsp; &nbsp;&nbsp;&nbsp;&nbsp; Boss&nbsp; - Will have max HP for the HD, or temp hp , may have conditions that have to be met to harm them , will have unique mechanics &nbsp;&nbsp;&nbsp;&nbsp; Mythic&nbsp; - Will be using the mythic monster abilities&nbsp; and monster paths Implied by just the fact your running a mythic game?&nbsp; &nbsp;&nbsp;&nbsp;&nbsp; Kijan -&nbsp;&nbsp; Represent&nbsp; the legendary beasts of the sea - these are found in the dark places of the sea / world and are the only way to gain mythic power they will be based on the colossal monster template / kijan template + mythic monster + Boss Again do not care exactly how you build the monsters. You can cheese things with basic templates or you can home-brew a complete monster that under performs for its level. I trust you enough to assume your at least using some sort of system.&nbsp; Boiling the above down is&nbsp; Some of the monsters will not be built on the same rules as the PC's. This will most commonly come in the points of action economy. I am going to assume you mean Kaiju, (not whatever kijan is) as in strange beasts and godzillia... Kaiju will be great beasts scattered throughout the seas and will be the main source of mythic power for the campaign.&nbsp;
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Edited 1609633900
Rules - Changes These changes are included to either adjust style or balance, or personal preference. Where a mismatch between a standard rule or optional rule occurs, please ask for clarification as i can not find all options Races All Base races (Human , Elf, Dwarf etc) &lt; 10 race points &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;+2 to a stat (not the same one as the racial bonus) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; +1 Bonus feat &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Gain 2 Free traits that can be related to being on a ship Race points between 10 and 15 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; &nbsp; &nbsp; &nbsp;&nbsp; +Gain 2 Free traits that can be related to being on a ship Class &nbsp;&nbsp;&nbsp; Fighter - Gain a fighter archetype for free at 3rd, 11th, and 17th &nbsp;&nbsp;&nbsp; Rogue - Must be unchained and gain the hidden blade archetype for free, &nbsp;&nbsp;&nbsp; Rogue - Gain poison use or acrobatic training , Ship wise or Shady Dealer&nbsp;&nbsp; for free &nbsp;&nbsp;&nbsp; Paladin - Lay on Hands has 2X effect on mount ,&nbsp; A paladin using ride to counter a hit on their mount&nbsp; may choose to pass, even if they failed the check by less than ten, however they take the blow instead. &nbsp;&nbsp;&nbsp; Ranger -&nbsp; Gains a second combat style at&nbsp; 8th for free, however it may not share more than 2 feats with their original combat style &nbsp;&nbsp;&nbsp; Cleric -&nbsp; No change - See feats / spells &nbsp;&nbsp;&nbsp; Wizard - No change- See feats / spells &nbsp;&nbsp;&nbsp; Sorcerer - No change - See feats / spells &nbsp;&nbsp;&nbsp; Barbarian - Gain - The invulnerable rager archetype for free at 8th level. &nbsp;&nbsp;&nbsp;&nbsp; Spells &nbsp;&nbsp;&nbsp; Mirror image - Now a 4th level spell with duration of 1 min per level gives 1d4+1 image per caster level&nbsp; , Aoe and cleave attacks can effect multiple images. &nbsp;&nbsp;&nbsp; Create food/water type spells below&nbsp; 4th level are usable only every other day &nbsp;&nbsp;&nbsp; Freedom of motion - Grants +10 to all related checks, but does not make you immune, and is now&nbsp; 3rd level DR/magic weapons Magic weapons of a certain bonus do not count as a special material. You're required to actually&nbsp;use the specific material to bypass material DR.&nbsp; Magic DR comes in more than one tier: * Magic DR requires +1 (A weapon with magical effects does not count as magic for this purpose) * Great Magic DR requires a +3 magical bonus * Legendary Magic DR requires a +5 bonus If your weapon does not match the type (Slashing/Piercing/Blunt), it is limited to a maximum of 10 points damage no matter what. If your weapon does not match the material of the required type at all, then damage is limited to Floored dice and 1 per 10 from other bonuses - I.e if your hitting a skeleton with a&nbsp; bladed weapon&nbsp; and your normal damage is 1d10+10, you now do 2 per hit General Racial and class DR/ER stack with themselves,&nbsp; however Spell OR equipment can stack, not both for example If your race has Fire resistance 5 and you have a class that grants you ER 5 fire, you'll have 10 ER fire total If you cast a spell giving you more fire resistance, it goes to 10 + whatever the Spell provides, eg. 10 + 5 = 15 ER fire total If you wear armour that grants +10 fire resistance, it goes to 20 ER fire total If you cast the spell whilst in the armour, your armour's fire resistance will be replaced by the spell, so you'll have eg. 15 ER fire total &nbsp;&nbsp;&nbsp; Magic items &amp; Item creation &nbsp;&nbsp;&nbsp; All permanent magic items only (Not wands, potions, scrolls) &nbsp;&nbsp;&nbsp; MC or Higher version of the base item.(this is a minor additional cost) &nbsp;&nbsp;&nbsp; Essence or gold equal to the creation cost &nbsp;&nbsp;&nbsp; 1 day per 1000gp in crafting costs &nbsp;&nbsp;&nbsp; Spell craft check: as per the book (You may take 10, however the craft time increases to 1 day for 500 gp) &nbsp;&nbsp;&nbsp; Item craft check:&nbsp; DC = item cost /1000 + 10 ; Succeed = no issues , 20 = 1 Perk&nbsp; , 1 = 1 flaw , 1 and fail by 10 or higher is 2d3 flaws or &nbsp;&nbsp;&nbsp;&nbsp;minor curse Monsters Monsters come in several types, the most powerful of these "Great Beasts" are required to gain mythic power For tier 1 mythic you have to slay 1 beast of a higher tier, after this, follow the mythic task progression v1.4