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*Pathfinder & Starfinder
an odd idea on how to revise magic classes for a low magic setting
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<blockquote data-quote="Nyeshet" data-source="post: 3409811" data-attributes="member: 18363"><p><strong>Well, it *is* supposed to be an alteration for a low magic setting</strong></p><p></p><p>That is, in fact, the reason I gave them d6 HD, medium BAB, light armor, simple weapons, and 4 + int skill points per level, a medium save (in addition to a Good Will save), and several specials. Magic is a significant part of their character, but it is not the *only* part of their character. Only those seeking the highest and most potently powerful spells are reduced to d4 HD, low BAB, only one good save, 2 + Int skill points, and half the number of specials. It is a trade-off, and quite a potent one. </p><p></p><p>Note, however, that the above does not take into consideration bonus spells per day due to high casting ability score (which, considering the few spells they get normally, is a notably more potent increase in casting per day). Yet considering the bump in level for stat boosting spells (as mentioned at the top of the first post), and considering also the higher caster level needed to cast such spells, items that increase an ability score while they are worn will be significantly more expensive, significantly rarer. Wish and tomes, etc will be even rarer - if not unique artifacts - due to the utter rarity of those capable of ninth level casting. Thus natural ability scores (with the boost received every 4th level) will be far more important. </p><p></p><p>Another thing to consider is that priests (aka clerics) do not have domains listed. I have not yet decided how to deal with them. Spontaneous casting no longer exists, but then its function has been taken on by Lay on Hands. I might go a sphere route, arranging spheres such that each one has more or less the same number of spells per level as any other sphere. With as many spells as exists, it should not be too difficult. Actually, I'm thinking of altering Turning such that it becomes Channeling, and only priests of certain deities would turn undead, just like others turn this or that type of elemental, or vermin, etc. Still others would use turning to activate one of their granted domain powers. Other uses of channeling might also potentially exist. </p><p></p><p>Sorcerers would likely be quite different, one from another, based upon their ancestory. I might go through the spells and add a subtype to some suggesting whether or not a sorcerer of a given path can take that spell, thus further differentiating them. Some spells would be generalized, allowing any sorcerer to take them. With this and the heritage paths in place, Sorcerers would be notably different from each other - potentially extremely so. </p><p></p><p>As it is, the 'typical' magus would be more along the line of a lesser combative with a gift of magic that allows them to keep up with the others in the band. At highest levels their powers would make them indispensable parts of the band, while at lower levels they would be useful but not necessarily necessary members of the band. </p><p></p><p></p><p>On the other hand, I should point out that, as I answered on another thread, I tend to use a different arrangement of demographic leveling than suggested in the core rules. </p><p></p><p>Lv 1 - apprentice, ~10% of a given population</p><p>Lv 2 - journeyman, ~15% of a given population</p><p>Lv 3 - journeyman, ~20% of a given population</p><p>Lv 4 - journeyman, ~25% of a given population</p><p>Lv 5 - journeyman, ~15% of a given population</p><p>Lv 6 - journeyman, ~10% of a given population</p><p>Lv 7 - journeyman, ~5% of a given population</p><p>Lv 8+ - rare, often unique individuals in any given population</p><p></p><p>NPC - ~85-90% of a population</p><p>PC - ~10-15% of a population</p><p></p><p>Commoners - only the slaves, serfs, and lowest menial laborers, ~20% in urban, ~40% in rural</p><p>Experts - typical NPCs, ~75% of the population in urban areas, ~55% in rural areas</p><p>Warriors - ~1d10% of the population (~5.5% usually)</p><p>Adepts - unused, instead use PC caster (as above), but keep levels as shown above for NPCs</p><p>Aristocrats - <1%, but use an Expert instead for versatility (except use high BAB)</p><p></p><p></p><p>The end result is that most NPCs are 3rd - 4th level Experts, with the occasional commoner or warrior thrown in for variety. In part because of this, I tend to start off a campaign with the party at level 3 or 4. Occasionally I'll start it at level 1 or 2, but that tends to be when the group wants to play something unusual (perhaps the youthful survivors of a destroyed town or village, seeking their way in life, etc).</p></blockquote><p></p>
[QUOTE="Nyeshet, post: 3409811, member: 18363"] [b]Well, it *is* supposed to be an alteration for a low magic setting[/b] That is, in fact, the reason I gave them d6 HD, medium BAB, light armor, simple weapons, and 4 + int skill points per level, a medium save (in addition to a Good Will save), and several specials. Magic is a significant part of their character, but it is not the *only* part of their character. Only those seeking the highest and most potently powerful spells are reduced to d4 HD, low BAB, only one good save, 2 + Int skill points, and half the number of specials. It is a trade-off, and quite a potent one. Note, however, that the above does not take into consideration bonus spells per day due to high casting ability score (which, considering the few spells they get normally, is a notably more potent increase in casting per day). Yet considering the bump in level for stat boosting spells (as mentioned at the top of the first post), and considering also the higher caster level needed to cast such spells, items that increase an ability score while they are worn will be significantly more expensive, significantly rarer. Wish and tomes, etc will be even rarer - if not unique artifacts - due to the utter rarity of those capable of ninth level casting. Thus natural ability scores (with the boost received every 4th level) will be far more important. Another thing to consider is that priests (aka clerics) do not have domains listed. I have not yet decided how to deal with them. Spontaneous casting no longer exists, but then its function has been taken on by Lay on Hands. I might go a sphere route, arranging spheres such that each one has more or less the same number of spells per level as any other sphere. With as many spells as exists, it should not be too difficult. Actually, I'm thinking of altering Turning such that it becomes Channeling, and only priests of certain deities would turn undead, just like others turn this or that type of elemental, or vermin, etc. Still others would use turning to activate one of their granted domain powers. Other uses of channeling might also potentially exist. Sorcerers would likely be quite different, one from another, based upon their ancestory. I might go through the spells and add a subtype to some suggesting whether or not a sorcerer of a given path can take that spell, thus further differentiating them. Some spells would be generalized, allowing any sorcerer to take them. With this and the heritage paths in place, Sorcerers would be notably different from each other - potentially extremely so. As it is, the 'typical' magus would be more along the line of a lesser combative with a gift of magic that allows them to keep up with the others in the band. At highest levels their powers would make them indispensable parts of the band, while at lower levels they would be useful but not necessarily necessary members of the band. On the other hand, I should point out that, as I answered on another thread, I tend to use a different arrangement of demographic leveling than suggested in the core rules. Lv 1 - apprentice, ~10% of a given population Lv 2 - journeyman, ~15% of a given population Lv 3 - journeyman, ~20% of a given population Lv 4 - journeyman, ~25% of a given population Lv 5 - journeyman, ~15% of a given population Lv 6 - journeyman, ~10% of a given population Lv 7 - journeyman, ~5% of a given population Lv 8+ - rare, often unique individuals in any given population NPC - ~85-90% of a population PC - ~10-15% of a population Commoners - only the slaves, serfs, and lowest menial laborers, ~20% in urban, ~40% in rural Experts - typical NPCs, ~75% of the population in urban areas, ~55% in rural areas Warriors - ~1d10% of the population (~5.5% usually) Adepts - unused, instead use PC caster (as above), but keep levels as shown above for NPCs Aristocrats - <1%, but use an Expert instead for versatility (except use high BAB) The end result is that most NPCs are 3rd - 4th level Experts, with the occasional commoner or warrior thrown in for variety. In part because of this, I tend to start off a campaign with the party at level 3 or 4. Occasionally I'll start it at level 1 or 2, but that tends to be when the group wants to play something unusual (perhaps the youthful survivors of a destroyed town or village, seeking their way in life, etc). [/QUOTE]
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