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Community
General Tabletop Discussion
*Pathfinder & Starfinder
House Rules for a swashbuckling game?
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<blockquote data-quote="randomling" data-source="post: 1519737" data-attributes="member: 8432"><p>Another potential change: Instead of 3 + ability mod, character level + ability mod? Even with the bumped prerequisites and restrictions (first level only), is that too powerful?</p><p></p><p>I'm not too sure how to put together a feat-based system, and I think going beyond first level spells with feats is reasonably iffy anyway. :\ </p><p></p><p>Some Witch notes:</p><p></p><p>Prerequisites will resemble my notes in the previous posts.</p><p></p><p>Probably poor BAB, medium defence, good Will save, 4 skill points. Class skills will probably vary depending on the type of caster - three subclasses. I need a cool name for the intelligent caster (Book Witch?), but probably Nature Witch for the wise witch and Charm Witch for the charismatic one.</p><p></p><p>They'll spontaneous-cast, so probably know few spells but be able to cast a decent amount per day. With the prerequisite casting feats they'll have access to lots of low-level magic, and I think be able to get 4 or 5 spell levels over a 10-level prestige class (that may be too much - I might substitute the higher spell levels for some cool flavour abilities, or something).</p><p></p><p>Almost certainly get a familiar.</p><p></p><p>Other ideas: either Detect Magic at will, or a Magic Sense. I like Magic Sense (and Evil Sense for paladins) better - you'd pick up the presence of magical auras automatically but have to concentrate to get further information, and you'd be at risk of being overwhelmed by very strong magical auras whenever they were there. (I'd probably say it was a move or standard action to suppress a Magic Sense.) Flavour abilities for the witch might be different depending on your "witch type" - maybe you could pick from a list, or something.</p><p></p><p>Contributions appreciated!</p></blockquote><p></p>
[QUOTE="randomling, post: 1519737, member: 8432"] Another potential change: Instead of 3 + ability mod, character level + ability mod? Even with the bumped prerequisites and restrictions (first level only), is that too powerful? I'm not too sure how to put together a feat-based system, and I think going beyond first level spells with feats is reasonably iffy anyway. :\ Some Witch notes: Prerequisites will resemble my notes in the previous posts. Probably poor BAB, medium defence, good Will save, 4 skill points. Class skills will probably vary depending on the type of caster - three subclasses. I need a cool name for the intelligent caster (Book Witch?), but probably Nature Witch for the wise witch and Charm Witch for the charismatic one. They'll spontaneous-cast, so probably know few spells but be able to cast a decent amount per day. With the prerequisite casting feats they'll have access to lots of low-level magic, and I think be able to get 4 or 5 spell levels over a 10-level prestige class (that may be too much - I might substitute the higher spell levels for some cool flavour abilities, or something). Almost certainly get a familiar. Other ideas: either Detect Magic at will, or a Magic Sense. I like Magic Sense (and Evil Sense for paladins) better - you'd pick up the presence of magical auras automatically but have to concentrate to get further information, and you'd be at risk of being overwhelmed by very strong magical auras whenever they were there. (I'd probably say it was a move or standard action to suppress a Magic Sense.) Flavour abilities for the witch might be different depending on your "witch type" - maybe you could pick from a list, or something. Contributions appreciated! [/QUOTE]
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House Rules for a swashbuckling game?
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