Difference between revisions of "Talk:Pathfinder Homebrew"

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(Approved playable races?)
(Approved playable races?)
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: You're killin' me, smalls. -coach
 
: You're killin' me, smalls. -coach
 
:: Honestly it's less about min/maxing than just an extreme distaste for choosing human. I gotta <strike>roleplay as </strike>be a human all the time IRL, why would I want to be one in games? At the same time I don't want to be a small race and since elves/half-elves are pretty much out and I've already got a half-orc there aren't any other options.--[[User:Bartley|Bartley]] ([[User talk:Bartley|talk]]) 20:48, 15 March 2016 (EDT)
 
:: Honestly it's less about min/maxing than just an extreme distaste for choosing human. I gotta <strike>roleplay as </strike>be a human all the time IRL, why would I want to be one in games? At the same time I don't want to be a small race and since elves/half-elves are pretty much out and I've already got a half-orc there aren't any other options.--[[User:Bartley|Bartley]] ([[User talk:Bartley|talk]]) 20:48, 15 March 2016 (EDT)
 +
::: Hakani Gnomes are the best race! +Int & +Chr! UMD bump and always a class skill! Easy availability of psionics! -gm
 +
::: Your motivation is really understandable, frankly, though the lack of crazy-fantasy races is an intentional design decision and a core part my vision of the world. Lowish-Magic, Lowish-Fantasy is the guiding vision for this setting, even though I have to acknowledge that's a direction that runs contra to the rest of the trends in fantasy gaming (dragonborn and sliths and tieflings, oh my!). Even Slitherr's lizardfolk was an edge case I wasn't thrilled with until a lot of work went into it, and that's a race that demonstrably exists all over the place. Gub's Hobgoblin was also an edge case,  but one that very much fit in with that party and that setting and hobgoblins, at least, are also demonstrably all over the place and canonically have been seen working with good-guy races, at least distantly. -gm
 +
::: If we were going to go high fantasy, I'd just run Dark Sun. Which, frankly, I would love: I genuinely believe Dark Sun is the most interesting thing to happen to the fantasy genre since the advent of Tolkien and I absolutely love it. But, as long as we're in the Alexandrian realm, high-humanism is just going to be the template we operate under. -gm
 +
::: Anyway, only half-elves are verboten. The other groups are frankly lousy with elves, and canonically the rate of emigration/exile from Sidhe-Praxen is relatively high in the modern era. Pick up that feat that lets you use Dex instead of Str for damage, grab power attack, focus on Elven Curved Blade and you got a stew goin'. -gm
 +
::: I don't believe for a second you're not *also* a champion grade min-maxer. You contain multitudes. [[User:Detarame|absalom]] ([[User talk:Detarame|talk]]) 09:27, 16 March 2016 (EDT)
  
 
== 3.5 Weapons Allowable?==
 
== 3.5 Weapons Allowable?==
 
*[http://www.realmshelps.net/stores/weapons/Shotput3_orc Orc Shotput] - Exotic Ranged Bludgeoning Weapon, orc; Cost:10 gp; Dmg(S)1d8; Dmg(M)2d6; Crit:19-20/x3; Range: 10 ft.; Weight: 15 lb; Description: Special training turns a grapefruit-sized sphere of crude iron into a deadly missile. Even with the Exotic Weapon feat, a wielder must be Medium-size or larger to use the weapon effectively (or suffer an additional -3 penalty to attack rolls in addition to the standard non-proficiency penalty).--[[User:Bartley|Bartley]] ([[User talk:Bartley|talk]]) 17:31, 15 March 2016 (EDT)
 
*[http://www.realmshelps.net/stores/weapons/Shotput3_orc Orc Shotput] - Exotic Ranged Bludgeoning Weapon, orc; Cost:10 gp; Dmg(S)1d8; Dmg(M)2d6; Crit:19-20/x3; Range: 10 ft.; Weight: 15 lb; Description: Special training turns a grapefruit-sized sphere of crude iron into a deadly missile. Even with the Exotic Weapon feat, a wielder must be Medium-size or larger to use the weapon effectively (or suffer an additional -3 penalty to attack rolls in addition to the standard non-proficiency penalty).--[[User:Bartley|Bartley]] ([[User talk:Bartley|talk]]) 17:31, 15 March 2016 (EDT)
 
**Gokar could cause some crazy ranged damage with one of these with strength bonus added. If he had the money to get it enchanted with returning, tailwind, flame burst, sundering, etc he'd basically be a 1 man cannon.--[[User:Bartley|Bartley]] ([[User talk:Bartley|talk]]) 17:49, 15 March 2016 (EDT)
 
**Gokar could cause some crazy ranged damage with one of these with strength bonus added. If he had the money to get it enchanted with returning, tailwind, flame burst, sundering, etc he'd basically be a 1 man cannon.--[[User:Bartley|Bartley]] ([[User talk:Bartley|talk]]) 17:49, 15 March 2016 (EDT)

Revision as of 09:27, 16 March 2016

  • Regarding Detect Psionics - The power description in the SRD says, "Augment: If you spend 2 additional power points, the duration changes to 3 rounds/lvl. (D) (no concentration required) and it also gives you a +10 enhancement bonus on Spellcraft checks made to identify the properties and command words of magic items in your possession. This power does not allow you to identify artifacts." Is that augmentation completely going away, or is there a way to use/purchase Detect Psionics so that the augmentation can be used? The SRD online is a bit contradictory in places on how talents can be used. In some places it says "no augmentation at all", and in others, it says, "no augmentation unless you spend 1 psp on it". - vashalla
    • See if this clears things up or makes things more confusing: One can pick up Detect Psionics as a 1st level power selection to allow augmentation. The talent version of the power that I give psions and wilders at creation, like all talents, cannot be augmented. -gm

Gnome Alternate racial traits

  • Any of the alternate racial traits acceptable for Hakani gnomes? I'm specifically interested in Eternal Hope (replaces defensive training and hatred) and Magical Linguist (replaces gnome magic and illusion resist)
    • Absolutely. -gm

Approved playable races?

Are planar-typed races allowed? Given the Veil I would assume celestial/fiendish wouldn't be, but how about sylphs or fetchlings?--Bartley (talk) 03:44, 15 March 2016 (EDT)

You're killin' me, smalls. -coach
Honestly it's less about min/maxing than just an extreme distaste for choosing human. I gotta roleplay as be a human all the time IRL, why would I want to be one in games? At the same time I don't want to be a small race and since elves/half-elves are pretty much out and I've already got a half-orc there aren't any other options.--Bartley (talk) 20:48, 15 March 2016 (EDT)
Hakani Gnomes are the best race! +Int & +Chr! UMD bump and always a class skill! Easy availability of psionics! -gm
Your motivation is really understandable, frankly, though the lack of crazy-fantasy races is an intentional design decision and a core part my vision of the world. Lowish-Magic, Lowish-Fantasy is the guiding vision for this setting, even though I have to acknowledge that's a direction that runs contra to the rest of the trends in fantasy gaming (dragonborn and sliths and tieflings, oh my!). Even Slitherr's lizardfolk was an edge case I wasn't thrilled with until a lot of work went into it, and that's a race that demonstrably exists all over the place. Gub's Hobgoblin was also an edge case, but one that very much fit in with that party and that setting and hobgoblins, at least, are also demonstrably all over the place and canonically have been seen working with good-guy races, at least distantly. -gm
If we were going to go high fantasy, I'd just run Dark Sun. Which, frankly, I would love: I genuinely believe Dark Sun is the most interesting thing to happen to the fantasy genre since the advent of Tolkien and I absolutely love it. But, as long as we're in the Alexandrian realm, high-humanism is just going to be the template we operate under. -gm
Anyway, only half-elves are verboten. The other groups are frankly lousy with elves, and canonically the rate of emigration/exile from Sidhe-Praxen is relatively high in the modern era. Pick up that feat that lets you use Dex instead of Str for damage, grab power attack, focus on Elven Curved Blade and you got a stew goin'. -gm
I don't believe for a second you're not *also* a champion grade min-maxer. You contain multitudes. absalom (talk) 09:27, 16 March 2016 (EDT)

3.5 Weapons Allowable?

  • Orc Shotput - Exotic Ranged Bludgeoning Weapon, orc; Cost:10 gp; Dmg(S)1d8; Dmg(M)2d6; Crit:19-20/x3; Range: 10 ft.; Weight: 15 lb; Description: Special training turns a grapefruit-sized sphere of crude iron into a deadly missile. Even with the Exotic Weapon feat, a wielder must be Medium-size or larger to use the weapon effectively (or suffer an additional -3 penalty to attack rolls in addition to the standard non-proficiency penalty).--Bartley (talk) 17:31, 15 March 2016 (EDT)
    • Gokar could cause some crazy ranged damage with one of these with strength bonus added. If he had the money to get it enchanted with returning, tailwind, flame burst, sundering, etc he'd basically be a 1 man cannon.--Bartley (talk) 17:49, 15 March 2016 (EDT)