Post by wrathofzombie on Jun 16, 2011 15:21:26 GMT -5
While on vacation last week I decided to trim down on Pathfinder a bit and keep enough abilities to make each class unique, but not be overburdened with choices that plague 3.x games.
Take a gander and let me know what you think
Character Creation-
Roll 4d6, keep highest three (no rerolling of 1s). Allocate in order of player choosing. Then choose race and class.
Races-
angsty elf-
Racial Attributes- +2 Dex, +2 Chr, -2 Con.
Darkvision- A angsty elf can see 160 ft in the dark.
angsty elf Immunities- angsty elf are immune to sleep effects and receive a +2 against Enchantment Spells and effects.
Spell Like Abilities- Dancing Lights, Darkness, and Faire Fire each 1x/day.
Light Blindness- Stunned for 1 round and is dazzled while in affected area.
Dwarf-
Racial Attributes- +2 Con, +2 Wis, -2 Chr.
Hardy- Dwarves receive a +2 to saving throws against Poisons, Spells, and Spell-like Abilities.
Hatred- Dwarves receive a +1 on attack rolls against Orcs and Goblins due to a special training against these enemies.
Darkvision- A Dwarf can see up to 60ft in the dark.
Dungeon Knowledge- A Dwarf has 2 in 6 on Architecture when dealing with stone-working and dungeoneering.
Slow and Steady- Dwarves move at 20 ft, but their speed is never affected by armor penalties.
Elves-
Racial Attributes- +2 Dex, +2 Int, -2 Con.
Low-Light Vision- Elves can see twice as far as humans in dim light conditions.
Sharp Eyes- Elves have 2 in 6 Perception Skill.
Elven Immunities- Elves are immune to sleep effects and receive a +2 against Enchantment spells and effects.
Meditative State- Elves enter a meditative dream-like state for 4 hours to feel rested.
Gnomes-
Racial Attributes- +2 Con, +2 Chr, -2 Str.
Small- Gnomes receive a +1 AC and Attack Rolls, but a -1 to their CMB and CMD. They also have a 2 in 6 Stealth Skill.
Low-Light Vision- Elves can see twice as far as humans in dim light conditions.
Gnome Magic- Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities: Dancing Lights, Ghost Sound, Prestidigitation, and Speak With Animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier.
Illusion Resistance- Gnomes get a +2 racial saving throw bonus against illusion spells or effects.
Slow Speed- Due to their small stature Gnomes have a 20 ft movement.
Half-Elf-
Racial Attributes- +2 to any one Attribute Score.
Low-Light Vision- Half-Elves can see twice as far as humans in dim light conditions.
Sharp Eyes- Elves have 2 in 6 Perception Skill.
Elven Immunities- Elves are immune to sleep effects and receive a +2 against Enchantment spells and effects.
Human Blood- +1 Will Save Bonus.
Half Orc-
Racial Attributes- +2 to any one Attribute Score.
Dark Vision- Orcs can see up to 60ft in the dark.
Orc Rage- 1x/day (like Barbarian Rage. This stacks if playing Barbarian Class). Ferocious Presence- +1 to Charisma checks when intimidating.
Halflings-
Racial Attributes- +2 Dex, +2 Chr, -2 Str.
Small- Halflings receive a +1 AC and Attack Rolls, but a -1 to their CMB and CMD. They also have a 2 in 6 Stealth Skill. Due to their stature a Halflings movement is 20 ft.
Fearless- Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck- Halflings receive a +1 racial bonus on all saving throws.
Sure Footed- Halfings have 2 in 6 to Acrobatics and Climb
Humans-
Racial Attributes- +2 to any one Attribute Score.
Human Ingenuity- A human receives +1 in two skills of player’s choice.
The Human Will- Humans are a driven people. They receive +2 to their Will Saves.
Tiefling-
Racial Attributes- +2 Dex, +2 Int, -2 Chr
Darkvision-
Spell-like Ability- A Tiefling can tap into their infernal blood and cast Darkness 1x/day.
Fiendish Resistances- Due to their heritage a Tiefling has the following resistances; Cold 5, Electric 5, and Fire 5.
Classes-
*All classes progress on Saves, HP, and BAB until level 10 where they plateau and only gain the following in HP every level:
+1 Alchemist, Oracle, Sorcerer, Wizard, and Witch.
+2 Bard, Cleric, Inquisitor, Magus, Monk, Ranger, and Rogue.
+3 Barbarian, Fighter, and Paladin.
BAB and Saves upgrade 1 every four levels.
At level 4 and 8 a player may raise one attribute. This does not happen any further past level 8.
Skills- This is handled like Lamentations of the Flame Princess- all characters (Save for Rogues and where else indicated) have a 1 in 6 chance to succeed on a task.
Alchemist- Level 1- Alchemy, Brew Potion, Bomb 1d6, and Mutagen.
Level 5- Bomb 2d6, Swift Alchemy, and Discovery.
Level 10- Bomb 3d6, Discovery, and Poison Immunity.
Barbarian- Level 1- Fast Movement, Rage 3x/day, 1 Rage Power.
Level 5- 1 Rage Power
Level 10- DR 2/- and Rage Power.
Bard- Level 1- Jack of All Trades (they have 2 in 6 chance on all skills rather than 1 in 6). Bardic Performance- Distraction, Fascinate, and Inspire Courage +1.
Level 5- Bardic Performance- Suggestion.
Level 10- Bardic Performance- Inspire Greatness.
Cleric- Level 1- Channel Energy 2d6 3x/day and 1 Domain.
Level 5- New Domain and Channel Energy 3d6 3x/day.
Level 10- Channel Energy 5d6 3x/day.
Druid- Level 1- Natures Bond and Wild Shape 1x/day.
Level 5- Trackless Step and Wild Shape 2x/day.
Level 10- Venom Immunity and Wild Shape 4x/day.
Fighter- Level 1- Power Attack, Cleave, and Weapon Focus.
Level 5- Weapon Training and Bravery +2.
Level 10- Improved Critical and Vital Strike.
Inquisitor- Level 1- Domain and Judgment 1x/day.
Level 5- Track, Bane, Judgment 2x/day.
Level 10- Second Judgment, Judgment 4x/day, and Discern Lies, Improved Track.
Magus- Level 1- Spell Combat and Spell Strike.
Level 5- Medium Armor Training and Weapon Focus.
Level 10- Improved Spell Combat
Monk- Level 1- Flurry of Blows, Unarmed Strike, and Acrobatics 2 in 6.
Level 5- Stunning Fist and Evasion.
Level 10- Wholeness of Body and Slow Fall 30 ft.
Oracle- Level 1- Oracle Curse, Mystery, Revelation
Level 5- Mystery Spell.
Level 10- Revelation and Mystery Spell.
Paladin- Level 1- Smite Evil 1x/day, Detect Evil, and Lay on Hands 1x/day.
Level 5- Aura of Courage.
Level 10- 1 Mercy point and Smite Evil 3x/day.
Ranger- Level 1- Favored Enemy, Track, and Combat Style.
Level 5- Hunters Bond and Improved Track.
Level 10- Combat Style.
Rogue- Level 1- Sneak Attack 1d6, Evasion, Skills, 1 Rogue Skill.
*Rogues start with 4 skill points and gain 2 every level until level 20.
Level 5- Uncanny Dodge.
Level 10- Sneak Attack 3d6 and Advanced Talent.
Sorcerer- Level 1- Bloodline Power and Bloodline Spell.
Level 5- Bloodline Spell and Bloodline Power.
Level 10- Bloodline Power.
Summoner- Level 1- Eidolon, Life Link, Summon Monster, Bond Senses, and Summon Spell 3x/day (as per Lamentations of the Flame Princess).
Level 5- Masters Call.
Level 10- Aspect.
Witch- Level 1- Witches Familiar and Hex.
Level 5- Hex.
Level 10- Hex or Major Hex.
Wizard- Level 1- Arcane Bond, Scribe Scroll, and School Focus.
Level 5- Combat Casting.
Level 10- School Focus and Craft Wand.
Skills-
Acrobatics
Appraise
Architecture
Climb
Disable Device
Languages
Perception
Performance
Pick Locks
Search
Sleight of Hand
Stealth
Swim
Use Magic Device
Tracking- Goes off of Search. Rangers and Inquisitors have a 3 in 6 chance when using this skill in this fashion. Improved Track raises skill to 4 in 6 chance.
Weapon Damage, Armor, Spells, and CMB/CMD all as Pathfinder.
XP Allowance: If a player wishes to learn the use of a new language or weapon they can spend 500xp to do so. A Barbarian or Rogue can also spend 1000xp to drop their current Rage Talent or Rogue Trick and learn a new one.
Multi-attack- Only Fighters get the Multi-attack option at level 6. Rangers and Monks can get more than one attack through their special abilities. Only Fighters get standard.
Take a gander and let me know what you think
Character Creation-
Roll 4d6, keep highest three (no rerolling of 1s). Allocate in order of player choosing. Then choose race and class.
Races-
angsty elf-
Racial Attributes- +2 Dex, +2 Chr, -2 Con.
Darkvision- A angsty elf can see 160 ft in the dark.
angsty elf Immunities- angsty elf are immune to sleep effects and receive a +2 against Enchantment Spells and effects.
Spell Like Abilities- Dancing Lights, Darkness, and Faire Fire each 1x/day.
Light Blindness- Stunned for 1 round and is dazzled while in affected area.
Dwarf-
Racial Attributes- +2 Con, +2 Wis, -2 Chr.
Hardy- Dwarves receive a +2 to saving throws against Poisons, Spells, and Spell-like Abilities.
Hatred- Dwarves receive a +1 on attack rolls against Orcs and Goblins due to a special training against these enemies.
Darkvision- A Dwarf can see up to 60ft in the dark.
Dungeon Knowledge- A Dwarf has 2 in 6 on Architecture when dealing with stone-working and dungeoneering.
Slow and Steady- Dwarves move at 20 ft, but their speed is never affected by armor penalties.
Elves-
Racial Attributes- +2 Dex, +2 Int, -2 Con.
Low-Light Vision- Elves can see twice as far as humans in dim light conditions.
Sharp Eyes- Elves have 2 in 6 Perception Skill.
Elven Immunities- Elves are immune to sleep effects and receive a +2 against Enchantment spells and effects.
Meditative State- Elves enter a meditative dream-like state for 4 hours to feel rested.
Gnomes-
Racial Attributes- +2 Con, +2 Chr, -2 Str.
Small- Gnomes receive a +1 AC and Attack Rolls, but a -1 to their CMB and CMD. They also have a 2 in 6 Stealth Skill.
Low-Light Vision- Elves can see twice as far as humans in dim light conditions.
Gnome Magic- Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities: Dancing Lights, Ghost Sound, Prestidigitation, and Speak With Animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier.
Illusion Resistance- Gnomes get a +2 racial saving throw bonus against illusion spells or effects.
Slow Speed- Due to their small stature Gnomes have a 20 ft movement.
Half-Elf-
Racial Attributes- +2 to any one Attribute Score.
Low-Light Vision- Half-Elves can see twice as far as humans in dim light conditions.
Sharp Eyes- Elves have 2 in 6 Perception Skill.
Elven Immunities- Elves are immune to sleep effects and receive a +2 against Enchantment spells and effects.
Human Blood- +1 Will Save Bonus.
Half Orc-
Racial Attributes- +2 to any one Attribute Score.
Dark Vision- Orcs can see up to 60ft in the dark.
Orc Rage- 1x/day (like Barbarian Rage. This stacks if playing Barbarian Class). Ferocious Presence- +1 to Charisma checks when intimidating.
Halflings-
Racial Attributes- +2 Dex, +2 Chr, -2 Str.
Small- Halflings receive a +1 AC and Attack Rolls, but a -1 to their CMB and CMD. They also have a 2 in 6 Stealth Skill. Due to their stature a Halflings movement is 20 ft.
Fearless- Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck- Halflings receive a +1 racial bonus on all saving throws.
Sure Footed- Halfings have 2 in 6 to Acrobatics and Climb
Humans-
Racial Attributes- +2 to any one Attribute Score.
Human Ingenuity- A human receives +1 in two skills of player’s choice.
The Human Will- Humans are a driven people. They receive +2 to their Will Saves.
Tiefling-
Racial Attributes- +2 Dex, +2 Int, -2 Chr
Darkvision-
Spell-like Ability- A Tiefling can tap into their infernal blood and cast Darkness 1x/day.
Fiendish Resistances- Due to their heritage a Tiefling has the following resistances; Cold 5, Electric 5, and Fire 5.
Classes-
*All classes progress on Saves, HP, and BAB until level 10 where they plateau and only gain the following in HP every level:
+1 Alchemist, Oracle, Sorcerer, Wizard, and Witch.
+2 Bard, Cleric, Inquisitor, Magus, Monk, Ranger, and Rogue.
+3 Barbarian, Fighter, and Paladin.
BAB and Saves upgrade 1 every four levels.
At level 4 and 8 a player may raise one attribute. This does not happen any further past level 8.
Skills- This is handled like Lamentations of the Flame Princess- all characters (Save for Rogues and where else indicated) have a 1 in 6 chance to succeed on a task.
Alchemist- Level 1- Alchemy, Brew Potion, Bomb 1d6, and Mutagen.
Level 5- Bomb 2d6, Swift Alchemy, and Discovery.
Level 10- Bomb 3d6, Discovery, and Poison Immunity.
Barbarian- Level 1- Fast Movement, Rage 3x/day, 1 Rage Power.
Level 5- 1 Rage Power
Level 10- DR 2/- and Rage Power.
Bard- Level 1- Jack of All Trades (they have 2 in 6 chance on all skills rather than 1 in 6). Bardic Performance- Distraction, Fascinate, and Inspire Courage +1.
Level 5- Bardic Performance- Suggestion.
Level 10- Bardic Performance- Inspire Greatness.
Cleric- Level 1- Channel Energy 2d6 3x/day and 1 Domain.
Level 5- New Domain and Channel Energy 3d6 3x/day.
Level 10- Channel Energy 5d6 3x/day.
Druid- Level 1- Natures Bond and Wild Shape 1x/day.
Level 5- Trackless Step and Wild Shape 2x/day.
Level 10- Venom Immunity and Wild Shape 4x/day.
Fighter- Level 1- Power Attack, Cleave, and Weapon Focus.
Level 5- Weapon Training and Bravery +2.
Level 10- Improved Critical and Vital Strike.
Inquisitor- Level 1- Domain and Judgment 1x/day.
Level 5- Track, Bane, Judgment 2x/day.
Level 10- Second Judgment, Judgment 4x/day, and Discern Lies, Improved Track.
Magus- Level 1- Spell Combat and Spell Strike.
Level 5- Medium Armor Training and Weapon Focus.
Level 10- Improved Spell Combat
Monk- Level 1- Flurry of Blows, Unarmed Strike, and Acrobatics 2 in 6.
Level 5- Stunning Fist and Evasion.
Level 10- Wholeness of Body and Slow Fall 30 ft.
Oracle- Level 1- Oracle Curse, Mystery, Revelation
Level 5- Mystery Spell.
Level 10- Revelation and Mystery Spell.
Paladin- Level 1- Smite Evil 1x/day, Detect Evil, and Lay on Hands 1x/day.
Level 5- Aura of Courage.
Level 10- 1 Mercy point and Smite Evil 3x/day.
Ranger- Level 1- Favored Enemy, Track, and Combat Style.
Level 5- Hunters Bond and Improved Track.
Level 10- Combat Style.
Rogue- Level 1- Sneak Attack 1d6, Evasion, Skills, 1 Rogue Skill.
*Rogues start with 4 skill points and gain 2 every level until level 20.
Level 5- Uncanny Dodge.
Level 10- Sneak Attack 3d6 and Advanced Talent.
Sorcerer- Level 1- Bloodline Power and Bloodline Spell.
Level 5- Bloodline Spell and Bloodline Power.
Level 10- Bloodline Power.
Summoner- Level 1- Eidolon, Life Link, Summon Monster, Bond Senses, and Summon Spell 3x/day (as per Lamentations of the Flame Princess).
Level 5- Masters Call.
Level 10- Aspect.
Witch- Level 1- Witches Familiar and Hex.
Level 5- Hex.
Level 10- Hex or Major Hex.
Wizard- Level 1- Arcane Bond, Scribe Scroll, and School Focus.
Level 5- Combat Casting.
Level 10- School Focus and Craft Wand.
Skills-
Acrobatics
Appraise
Architecture
Climb
Disable Device
Languages
Perception
Performance
Pick Locks
Search
Sleight of Hand
Stealth
Swim
Use Magic Device
Tracking- Goes off of Search. Rangers and Inquisitors have a 3 in 6 chance when using this skill in this fashion. Improved Track raises skill to 4 in 6 chance.
Weapon Damage, Armor, Spells, and CMB/CMD all as Pathfinder.
XP Allowance: If a player wishes to learn the use of a new language or weapon they can spend 500xp to do so. A Barbarian or Rogue can also spend 1000xp to drop their current Rage Talent or Rogue Trick and learn a new one.
Multi-attack- Only Fighters get the Multi-attack option at level 6. Rangers and Monks can get more than one attack through their special abilities. Only Fighters get standard.