Pathfinder 1E Pathbreaker - musings of an amateur game designer

Lord Mhoram

Adventurer
Oh as a short note, most of what I am working on now are things that I haven't completely solved in the last 20 years, special cases and things I wanted to see that didn't exist. I love the Talent Monk that Owen wrote, so aside from getting all talents and edges in one document and printing it, I don't need to do design work on it, just compiling and editing, and I can use as is - so no real motivation to get to that first. It will come.... just not yet.
 

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Lord Mhoram

Adventurer
Been working on collating Mythic info I use. Things like Mythic versions of class abilities I try and keep with the class itself, but for general I run things with some serious changes.

One - there aren't any specific mythic paths, they all get 4 HP per tier.
Two - and the biggest one, I don't use mythic points. Every path ability, every mythic feat are the ones that do not use points - they are either passive abilities or something you can just do, no artificial limit on how often things can be done. Points were a balancing point for some of the more extreme powers, so most of those are out, or some modified.

I've been noodling around with allowing them as a specific thing - like getting them as part of mythic magic, but then in can only be used for mythic spells, and nothing else, and you don't get as many. Or for skill and save bumps, but only for that.
 

Lord Mhoram

Adventurer
Next little while I don't have much design work I'm planning on. Last little while, I was organizing all my various books (to make them much easier to reference) as well as sorting all my adventures (3.x and Pathfinder) and noting the levels. This in addition to finishing my Mythic path document; one where I get all the mythic path stuff from all the sources I have to have all together -not unlike the "great netbooks of old"

I was going to do some work with Akashic stuff, but that has even more different sources than Mythic; Dreamscarred for the originals, some stuff from Lost Spheres publishing, some Legendary, Studio M, some bits from the original Magic of Incarnum book, and a few others. So right now I am getting all the veils from all those sources (the ones I plan to use anyway) into one chapter/book/file. Having that to hand will make design work on Akashic stuff much easier.

Getting that and then doing the same for Martial Maneuvers will be a dry run for the huge project that will take forever. Getting all the spells I use together. Which I will likely do by letter. All "a" spells, all "b" and so on. Long work, but super useful when I am done.
 

Lord Mhoram

Adventurer
Still plugging away at Akasha - have 70 pages of veils pulled together from a few sources... probably about 35-40 percent of all I have.

The other things I am working on - two subsystems from other games (and a third I have written up because it was short).

Playing a solo game means you don't really have a party healing, so that can be an issues - the way I solved that was the Reserve points from Iron Heroes. You have reserve points equal to your HP. After a fight you can move a pt from reserve to HP, at 1 HP per minute, so you can get mostly full for the next fight, but it still hasa a limitation on how much you can do in a day. Healing goes to the reserve then to HP. That is the basic idea. It has worked for us.

Action points for d20 modern/unearthed arcana/eberron. I generally dislike this kind of mechanic (spend a point to roll a die and add), but I've been looking at other uses. Still don't know if I use it or not... but it is something I am looking at.

The third is the Escalation die from 13th age (I think) 2nd round of combat put a d6 out and add the number to the PCs hit rolls and such. It means as combat goes on, it starts leaning in the players favor. As a solo character will take longer in a fight than a party (Action economy and all that) this helps with that.
 

Lord Mhoram

Adventurer
So I have copy edited and formatted another 50 pages of veils, and this weekend (Mon and Tues for me) I will be putting them in the main list alphabetically. Also got most of the work on master list of veils, by slot and class (that was a bear).

So today is usually dead for me at work (work escalations at a call center, and Sundays have lots of available time), I am going through my large collection of 3.5 edition books (most of which I've read multiple times) to look for cool rule bits to use. One of those was something I had some issues with mechanically, but really liked the idea of - (from Mongoose Quintessential Wizard or something with Dragon Magic from them) - you learn the language of magic (or draconic in the original) takes skill points, and when you get to certain benchmarks it gives you bonuses. I'm thinking free levels of metamagic. There was also an alternate metamagic system somewhere out there that ran differently - as long as you could cast the metamagice enhanced spell, it didn't take a higher level slot, but used normal. It also had a matrix of Metamagic you picked and could use that wasn't feat choices (those may be 2 different things that I merged in my head). This allows lower level spells to be useful without killing using higher level spells (as usually the metamagic version was still weaker than the native spells) The idea of casting a maximized and Empowered Magic Missile as a first level spell rather than 6th makes lower level spells much more useful.

Note - I tend to lean heavily on magic use, as that is one of my favorite parts of the game - given that this is solo, the LFQW isn't an issue (and I buff martial characters with Path of War, Spheres of Might and borrowing heavily from Unchained Fighter and Legendary Fighter.
 

Lord Mhoram

Adventurer
Got all the veils (77 pages of them) all in one document, formatted, and alphabetized. Still have more to add, but the three biggest sources of veils are now in that one document.

Did some minor design work - Modified Bloodborn to something I like better mechanically, made an arcane version of the Elan (using Owens Spell Point system for spells, which made the conversion pretty easy), Figured out the "Akashic Memory (or as I call it the "Overmind") path for Vizier stealing bits from the Akashic from Monte Cook's Arcana Unearthed/Evolved, a cool new Veil I made myself, and some other minor editing.


The Veil ( I was looking for some crossover between Akashic and Normal Spell system, as there is some Akashic and Sphere interaction, and some Spheres and regular spells interaction existing.

Diadem of Magic Prowess
Descriptors none
Class vizier;
Slot : Headband
Saving Throw
none

Shaping this veil forms a small diadem with a pearlescent gem with split that brings to mind a cat's eye. It appears to look at people interacting with the veilweaver.

When this veil is shaped in the Headband slot, it effects normal spells that the user may cast. She no long needs to use verbal components when casting spells. This does not mean that the spill isn't obviously from the caster, and the eye generates a small pulse of white light when the spell is cast.

Essence: Each point of essence increases the maximum level of effect/damage for the spell being cast. For example if the caster casts burning hands as a 7th level caster (with a normal Maximum of 5d4), and has 2 essence invested, the spell would be 7d4 of damage.. If the caster were 10th level, it would maximum of 9d4 (as the essence only added 4 levels). This still cannot get damage higher than a 9th level spell.

Chakra Bind (Headband)- Touch spells can be cast at short range, and all other ranges doubled.​
 

glass

(he, him)
Funnily enough I had been meaning to ask you if you were familiar Monte Cook's Akashic and if so, if if there was any way to fit it in/reconcile it with DPS's Akashic stuff (I am considerably less familiar with the latter).

BTW, did you take a look at my Wide and Supplementary classes posted earlier in the thread? What did you think?

EDIT: Added words so the first paragraph made some kind of sense. Also added link.

_
glass.
 
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Lord Mhoram

Adventurer
Funnily enough I had been meaning to ask you if you were familiar Monte Cook's Akashic and if so, if if there was any way to fit it in/reconcile it with DPS's Akashic stuff (I am considerably less familiar with the latter).

BTW, did you take a look at my Wide and Supplementary classes posted earlier in the thread? What did you think?

EDIT: Added words so the first paragraph made some kind of sense. Also added link.

_
glass.
I did. They worked to fill some of the same things I am doing, and were very interesting. If I wasn't so set in my ways I might use them, but I went down a different path... but there are bits I'm stealing. :)
 

glass

(he, him)
I did. They worked to fill some of the same things I am doing, and were very interesting. If I wasn't so set in my ways I might use them, but I went down a different path... but there are bits I'm stealing. :)
Now I am curious what bits!

BTW, I have started a thread about my approach to tackling some of the same issues (albeit for slightly different reasons - I am not married), if you want to take a look and maybe steal some more.

_
glass.
 




Lord Mhoram

Adventurer
Now I am curious what bits!

BTW, I have started a thread about my approach to tackling some of the same issues (albeit for slightly different reasons - I am not married), if you want to take a look and maybe steal some more.

_
glass.
I took a look and read through (lightly) the document. I think you are doing a good job of bringing 3x Epic to Pathfinder. Personally I won't find much use for it, but that is not because of your abilities or design. I personally never liked the way the Epic Level Handbook approached the material.
When that came up what I did was pretty much the same thing that they did with the concept of E6 (or P6). After 20th level there is one class "Epic Hero" - it gains 1 HP+con, and a class feature - and those were basically epic feats (in Pathfinder I am going to include mythic feats, and path abilities). To up attack bonus and saves there are feats for those, as well as for more HP, but I wanted to really really slow down advancement, so that high level published modules could be used. Sort of the opposite direction you went.

As to the bits I stole from the first thing you posted, I liked the Beastblooded concept, and am likely to make a version for my world. I really liked the "Supplementary Class" idea. I did my "Third Wheel" that was sort of "bonus in all directions" type of that, I was going to leave it at that, but after seeing yours, I am likely to do more. Gestalt is part of the system, it makes sense to build more towards that specific use.

Thanks for posting it.
 

Lord Mhoram

Adventurer
So plugging away at veils is still going on (and still tedious), and I've been working on a new character and an idea I was toying with, a Maneuver Based Magus.

There are some issues. There was no formal archetype for it in PoW Expanded. Second, in trying to figure out how to make your own archetypes, what kind of things that got replaced for maneuvers were, balance wise, all over the place. A bard gives up his entire spell casting, but a fighter gives up like 4 or 5 feats; with a rogue giving up 5 talents. Maybe they were trying to re-balance the base classes, but it makes it hard to utilize as a guide.
The second issue is one of action types. Spell Combat is a full round action, and Spell Strike replaces the touch attack with a melee attack as a special ability. Neither of those are the standard action that are maneuvers... especially full round action maneuvers.

So first thing - it would take much to include language in the Spell Strike and Spell combat that include standard action maneuvers as the attack. Done

The other - what to remove to add the archetype progression for maneuvers for the bard. One of the design goals for this new class is to keep the "fight and magic at once" vibe that is the core theme of the class, so I made some changes.
First - Spellcasting in now spontaneous - this really limits the choice of spells which can limit the power of the spellcaster.
2nd - I dropped Spell Recall, Improved Spell Recall, Knowledge Pool, Greater Spell Access - all of these add either extra spells or more spells. Removing them reduces the Magus casting power overall, which is good as matching spells with damage enhancing maneuvers are scary enough. Then I got rid of counterstrike, mostly because "why not" and that I'd removed most other "magic but more" abilities, so it fit thematically.

So that drops 5 class abilities, and some of them were definitely more potent than a fight feat. Keeps the theme and downpowers, which is then re empowered with the Maneuvers.

I need to go through the magus arcana, and trim some and add some - it seems pretty obvious for one to do an "instant readied manuever" in there... and spell recall might return as an arcana, but not as an automatic ability.

Then to complete the theme, the three disciplines that are given with the class - Elemental Flux, Riven Hourglass an Veiled Moon - three of the "These are magical disciplines" to further cement the combat & Magic mixed theme of the class.
 

glass

(he, him)
As to the bits I stole from the first thing you posted, I liked the Beastblooded concept, and am likely to make a version for my world.
Glad you liked it!

A bit of backstory: The Beastblooded was inspired by the brief appearance of the Sorcerer in the DDN playtest. Not any of the specific mechanics (I am not sure I even had that playtest packet), but just the one line description of "bloodlined character becomes more monstrous as they use up their magic". It got quite a bit of traction when I talked about the idea on RPGnet, so it got developed into its current form.

EDIT: I responded to the Epic bits of your post above in the other thread.

_
glass.
 
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Lord Mhoram

Adventurer
So the last few days have been pretty scattershot. I did some work on veils, tried to see how editing maneuvers went. I started with Veils thinking it was the smallest of Veils, Maneuvers and Spells, and I don't think it is... lol.
I made a major change to Magisters for my game - they just get spells from all three realms (Psychic, Divine, Arcane) by default. I also was playing with a non spontaneous version. I made more additions to my fighter replacement Armsman (mostly adding third party fighter archetypes as talents), using archetype suggestions in Path of War, and adjusting some stuff I found I made a Maneuver/Spells version of Magus. I call it Bladecaster. I did some work on a couple of characters and/or other potential characters (I build characters and don't use them just as a form of creativity, and I like doing that) Then today I untangled a knot.

I have a "shaper" class that is a merge of a little akashic, Aegis suit and Soulblade. I never really liked the way it came off... And recently I read about the "enhanced" veils, which replace weapons, get bonuses from essence and binding, and can be enchanted like a normal magic item (although I use the innate progression so that last part isn't of use to me). The big problem was it didn't have a clear class identity or theme, it was just a number of mechanics that all sorta fit together, and so I fixed that today.

I created the "Astral Adept" who reaches in and reshapes the astral into things. Pieces I stole from other classes - Astral Suit, Enhanced Weapon Veils (but in this class while they use similar mechanics it isn't veils), the Summoner "summon monster" special abilities as Astral Constructs, some bits from the Shaper Psion Discipline and the Astral Sorcerer blood. Then filled it out with some bonus feats a few extra veils (but not really veils). The mechanics... while being pulled from multiple places, now have a consistent theme and identity. The class sings now, rather than mutters.
 

Lord Mhoram

Adventurer
Did some fine tuning on my Armsman, Monk and the Maneuvers/spell Magus (Bladecaster - stolen from another class, I just liked that name).

Did more on characters than design the last few weeks. But that has been really fun.
 


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