tuxedoraptor
First Post
I am running a game for two people and have added or removed a few features, what are your thoughts?
1. No feats allowed, variant humans instead get +2 +2, these may not be stacked, but may be split up
2. rogue subclasses were changed:
thief: second story work: gives a flat out climb speed in urban areas and advantage on acrobatics checks to climb
Eldritch knight: The spellcasting just felt wonky to me, I changed nothing but the word evocation is replaced with transmutation. To me, that makes more sense.
Elements monk: Gets sixth level wizard casting using wisdom modifier, but can only cast evocation spells
general features:
Protection and dueling are combined into a skirmisher style
two weapon fighting can be taken twice by the champion to gain the respective feat
archery can also be taken twice to gain the crossbow feat
great weapon master is now part of great weapon fighting, but now can only be used every other turn or the user takes one level of exaustion due to the strain placed on their body.
Short rests=1 day
Long rests=1 week
Quick rests are eight hours of setting up a campsite and function similiarly to a short rest. When preforming a quick rest, you get all features back as if it was a short rest. If a party member is trained in wisdom medicine, they can make a medicine check, the result is the number of hit points they can restore, split amongst the party. A healers kit gives advantage.
In my universe, using the pathfinder deities in my homebrew setting, being a player character doesn't make you any better than a normal person, as you can pull off extrordinary feats, but your body is the same as anyone elses; you may be stronger or wiser than the normal person, but you still risk disease and tearing muscles
1. No feats allowed, variant humans instead get +2 +2, these may not be stacked, but may be split up
2. rogue subclasses were changed:
thief: second story work: gives a flat out climb speed in urban areas and advantage on acrobatics checks to climb
Eldritch knight: The spellcasting just felt wonky to me, I changed nothing but the word evocation is replaced with transmutation. To me, that makes more sense.
Elements monk: Gets sixth level wizard casting using wisdom modifier, but can only cast evocation spells
general features:
Protection and dueling are combined into a skirmisher style
two weapon fighting can be taken twice by the champion to gain the respective feat
archery can also be taken twice to gain the crossbow feat
great weapon master is now part of great weapon fighting, but now can only be used every other turn or the user takes one level of exaustion due to the strain placed on their body.
Short rests=1 day
Long rests=1 week
Quick rests are eight hours of setting up a campsite and function similiarly to a short rest. When preforming a quick rest, you get all features back as if it was a short rest. If a party member is trained in wisdom medicine, they can make a medicine check, the result is the number of hit points they can restore, split amongst the party. A healers kit gives advantage.
In my universe, using the pathfinder deities in my homebrew setting, being a player character doesn't make you any better than a normal person, as you can pull off extrordinary feats, but your body is the same as anyone elses; you may be stronger or wiser than the normal person, but you still risk disease and tearing muscles
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