I started work on a pathfinder home brew that addresses some of my biggest issues with it. I love pathfinder in and out, the systems great for customization and the classes all feel alive and useful by design. My Issue is that 3.5 is still a hefty system and most of its weight is unneeded. I looked around on Google for a pathfinder lite, and I found several but they all had the issue of dropping functionality for archetypes and cut out many of the customization bits I love. Then I remembered how 4e Essentials slimmed down 4e, and took on a more "traditional" d20 leveling progression. So I've combined Pathfinders customization bit with the simpler approach of 4e essentials, in an attempt to streamline.
Health: Follows wounds and vigor rules. The addition of healing surges(borrowing a house rule). surges per/day 5+con healing d6+lvl in combat, and d6+lvl x2 outside of combat with dc 15 heal check. standard in combat to spend healing surge gaining healing and +2 to ac,fort,ref, and will.If unconscious, dc 15 heal to grant unconscious player a spending of surge.Surge Healing can be applied to either vigor of wounds as per rules.
Skills: cut the skills down to athletics,endurance, acrobatics, stealth, thievery, arcana, history, religion, dungeoneering, heal, insight, nature, perception, bluff, diplomacy, intimidate, and streetwise. I used to play 4e and these base skills work for across the board. Also some classes receive special skills. Preform for bards for example. Each class also receive base number of trained skills equal to base skill point(monk has 4+int, so 4 trained skills). All skills receive 1/2 character level(rounded down) scaling. armor check pen applies to all str,dex,and con based skills. Training in skill nets +3 bonus.
Initiative & Speed: normal
Defenses: Uses armor as dr rules.CMD, fort, reflex, and will saves all function normally. Fort,reflex, and will having normal progression determined by class.
Action point: Hero points rules used
Attack bonus, CMB, Damage: function the same
Feats and Ability Score increases: normal
Multiclassing: Functions as normal however gaining half base skills and new trained skills and half hit die +con
My design goals with this is to make for the simplest but most open character creation for pathfinder. skills function as per DnD 4E with bonus from pathfinder. Combat function the same aswell.
Possiblilties:
1st level multiple times per day power becoming at will.
Barbarian:Rage
A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for any number of times per day but only for rounds equal to 4 + her Constitution modifier in a given use.
Bard:Bardic Performance
A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired.
He can use this ability any number of times per day but only for rounds equal to 4 + his Charisma modifier in a given use and can end his performance as a free action and is fatigued after Preforming for a number of rounds equal to 2 times the number of rounds spent in the Preforming.
Cleric: Unlimited casts of domain 3+wis abilities. Damaging abilities damage changed to die + wis+ 1 for every two Cleric levels possessed
Druid: unlimited casts of domain 3+wis abilities or companion.Damaging abilities damage changed to die + wis+ 1 for every two druid levels possessed
Fighter: No change
Monk: Unlimited stunning fist or stunning fist replacement feature
Paladin:Smite Evil (Su)
Any number of times per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite.
If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases by 1 per the number of levels the paladin possess. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.
In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.
The smite evil effect remains until the target of the smite is dead
Ranger:No change
Rogue: No change
Sorcerer: Unlimited cast of bloodline 3+cha abilities. Damaging abilities damage changed to die + cha+ 1 for every two sorcerer levels possessed
Wizards: Unlimited cast of school 3+int abilities. Damaging abilities damage changed to die + int+ 1 for every two wizard levels possessed
Alchemist: Bomb (Su)
An alchemist can use any number of bombs each day.On a direct hit, an alchemist’s bomb inflicts 2d6 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier + 1 for every two Alchemist levels you possessed.
Cavalier: Challenge
Any number of times per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier’s melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to +1, this bonus increases by +1 for every four levels the cavalier possesses.
Challenging a foe requires much of the cavalier’s concentration. The cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.
The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier’s challenge also includes another effect which is listed in the section describing the cavalier’s order.
Gunslinger: No Change
Inquisitor:Unlimited cast of domain 3+wis abilities. Damaging abilities damage changed to die + wis+ 1 for every two levels possessed
Magus: No Change
Oracle:*work in progress*
Summoner: Unlimited cast of summon monsters, however master summoner may only summon a max of creatures equal to cha modifier
Witch:No change
Ninja,Samurai,Anti-Paladin follow the rules for their alternative class.
Comments and Critiques would be wonderful! How did I do so far?
Health: Follows wounds and vigor rules. The addition of healing surges(borrowing a house rule). surges per/day 5+con healing d6+lvl in combat, and d6+lvl x2 outside of combat with dc 15 heal check. standard in combat to spend healing surge gaining healing and +2 to ac,fort,ref, and will.If unconscious, dc 15 heal to grant unconscious player a spending of surge.Surge Healing can be applied to either vigor of wounds as per rules.
Skills: cut the skills down to athletics,endurance, acrobatics, stealth, thievery, arcana, history, religion, dungeoneering, heal, insight, nature, perception, bluff, diplomacy, intimidate, and streetwise. I used to play 4e and these base skills work for across the board. Also some classes receive special skills. Preform for bards for example. Each class also receive base number of trained skills equal to base skill point(monk has 4+int, so 4 trained skills). All skills receive 1/2 character level(rounded down) scaling. armor check pen applies to all str,dex,and con based skills. Training in skill nets +3 bonus.
Initiative & Speed: normal
Defenses: Uses armor as dr rules.CMD, fort, reflex, and will saves all function normally. Fort,reflex, and will having normal progression determined by class.
Action point: Hero points rules used
Attack bonus, CMB, Damage: function the same
Feats and Ability Score increases: normal
Multiclassing: Functions as normal however gaining half base skills and new trained skills and half hit die +con
My design goals with this is to make for the simplest but most open character creation for pathfinder. skills function as per DnD 4E with bonus from pathfinder. Combat function the same aswell.
Possiblilties:
1st level multiple times per day power becoming at will.
Barbarian:Rage
A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for any number of times per day but only for rounds equal to 4 + her Constitution modifier in a given use.
Bard:Bardic Performance
A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired.
He can use this ability any number of times per day but only for rounds equal to 4 + his Charisma modifier in a given use and can end his performance as a free action and is fatigued after Preforming for a number of rounds equal to 2 times the number of rounds spent in the Preforming.
Cleric: Unlimited casts of domain 3+wis abilities. Damaging abilities damage changed to die + wis+ 1 for every two Cleric levels possessed
Druid: unlimited casts of domain 3+wis abilities or companion.Damaging abilities damage changed to die + wis+ 1 for every two druid levels possessed
Fighter: No change
Monk: Unlimited stunning fist or stunning fist replacement feature
Paladin:Smite Evil (Su)
Any number of times per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite.
If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases by 1 per the number of levels the paladin possess. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.
In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.
The smite evil effect remains until the target of the smite is dead
Ranger:No change
Rogue: No change
Sorcerer: Unlimited cast of bloodline 3+cha abilities. Damaging abilities damage changed to die + cha+ 1 for every two sorcerer levels possessed
Wizards: Unlimited cast of school 3+int abilities. Damaging abilities damage changed to die + int+ 1 for every two wizard levels possessed
Alchemist: Bomb (Su)
An alchemist can use any number of bombs each day.On a direct hit, an alchemist’s bomb inflicts 2d6 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier + 1 for every two Alchemist levels you possessed.
Cavalier: Challenge
Any number of times per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier’s melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to +1, this bonus increases by +1 for every four levels the cavalier possesses.
Challenging a foe requires much of the cavalier’s concentration. The cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.
The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier’s challenge also includes another effect which is listed in the section describing the cavalier’s order.
Gunslinger: No Change
Inquisitor:Unlimited cast of domain 3+wis abilities. Damaging abilities damage changed to die + wis+ 1 for every two levels possessed
Magus: No Change
Oracle:*work in progress*
Summoner: Unlimited cast of summon monsters, however master summoner may only summon a max of creatures equal to cha modifier
Witch:No change
Ninja,Samurai,Anti-Paladin follow the rules for their alternative class.
Comments and Critiques would be wonderful! How did I do so far?
