homebrew:lost_expedition:creation
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homebrew:lost_expedition:creation [2022/06/04 03:27] – [Class] fred | homebrew:lost_expedition:creation [2023/02/01 16:43] (current) – [Ability Scores] fred | ||
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====== Character Creation ====== | ====== Character Creation ====== | ||
//Any feat, ability, item, spell, etc. with the Uncommon or Rare traits are subject to DM approval, but generally, if it isn't listed here, it's probably not available.// | //Any feat, ability, item, spell, etc. with the Uncommon or Rare traits are subject to DM approval, but generally, if it isn't listed here, it's probably not available.// | ||
+ | |||
+ | **Characters will start at level 2, with the Free Archetype variant (described with conditions in the [[homebrew: | ||
===== Ability Scores ===== | ===== Ability Scores ===== | ||
- | Standard ability score boosts for Pathfinder 2nd Edition. | + | Standard ability score boosts for Pathfinder 2nd Edition. |
+ | Dwarves normally receive boosts to Constitution and Wisdom, one boost to any other score, and a flaw to Charisma. You could use the floating boost to buff Charisma, negating the penalty. | ||
+ | |||
+ | Instead of this system, you may use the Alternate Ancestry | ||
+ | |||
+ | The Alternate build works very well with any character who needs Charisma, or doesn' | ||
===== Ancestry ===== | ===== Ancestry ===== | ||
All characters will start with the Dwarf ancestry. If a player character dies during the expedition, this restriction might be slightly relaxed, to fit with the story. New PCs might be Jhorash' | All characters will start with the Dwarf ancestry. If a player character dies during the expedition, this restriction might be slightly relaxed, to fit with the story. New PCs might be Jhorash' | ||
- | **Ability Boosts:** | ||
- | You can give up one of your set Ability Boosts (Constitution or Wisdom) to negate the Ability Flaw to Charisma. | ||
**Languages: | **Languages: | ||
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Any standard Dwarf heritage from the books is allowed, but no Versatile heritages. | Any standard Dwarf heritage from the books is allowed, but no Versatile heritages. | ||
Ruinbound Dwarf is another option, described in House Rules. Ruinbound dwarves start with greater access to aberrant symbionts, which can grant strange powers and sometimes have strange drawbacks. | Ruinbound Dwarf is another option, described in House Rules. Ruinbound dwarves start with greater access to aberrant symbionts, which can grant strange powers and sometimes have strange drawbacks. | ||
- | No more than one character can take the Mark of Warding heritage (described in House Rules) | + | No more than one character can take the Mark of Warding heritage (described in Pathfinder' |
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===== Class ===== | ===== Class ===== | ||
Select a class from the list below. The classes are described in brief. | Select a class from the list below. The classes are described in brief. | ||
- | * **Alchemist**: | + | * **Alchemist**: |
- | * **Barbarian**: | + | * **Barbarian**: |
* **Bard**: Another strong support class. They are a full caster that spontaneously casts Occult spells, but has strong cantrips and focus spells to support allies. Different Muses will give them access to new spells and benefits. | * **Bard**: Another strong support class. They are a full caster that spontaneously casts Occult spells, but has strong cantrips and focus spells to support allies. Different Muses will give them access to new spells and benefits. | ||
* **Champion**: | * **Champion**: | ||
* **Cleric**: A full prepared divine caster, who can choose between Cloistered Cleric (faster and higher spell proficiency) and Warpriest (armor training and better with their deity' | * **Cleric**: A full prepared divine caster, who can choose between Cloistered Cleric (faster and higher spell proficiency) and Warpriest (armor training and better with their deity' | ||
- | * **Druid**: A full prepared primal caster, they cast nature-based spells. Some can gain animal companions or even turn into animals themselves. Different orders will grant focus spells and skills. | + | * **Druid**: A full prepared primal caster, they cast nature-based spells. Some can gain animal companions or even turn into animals themselves. Different orders will grant focus spells and skills. |
* **Fighter**: | * **Fighter**: | ||
* **Investigator**: | * **Investigator**: | ||
* **Magus**: A hybrid character effective at casting spells and fighting with weapons. They get fewer spell slots than other spellcasters, | * **Magus**: A hybrid character effective at casting spells and fighting with weapons. They get fewer spell slots than other spellcasters, | ||
- | * **Monk**: Unarmed combat expert. Gains lots of mobility, can attack very quickly, and some monks can even cast focus spells. Great use of stances for various unique combat effects. | + | * **Monk**: Unarmed combat expert. Gains lots of mobility, can attack very quickly, and some monks can even cast focus spells |
* **Oracle**: Full spontaneous divine caster gains power from a great mystery, such as Flames, Life, Lore, or Tempest. Their mystery is both a blessing and a curse, however; they gain access to powerful focus spells, but casting them will advance their curse. Each mystery' | * **Oracle**: Full spontaneous divine caster gains power from a great mystery, such as Flames, Life, Lore, or Tempest. Their mystery is both a blessing and a curse, however; they gain access to powerful focus spells, but casting them will advance their curse. Each mystery' | ||
* **Ranger**: Nonmagical martial class excels at single-target damage. They can use Hunt Prey to track foes, and gain combat bonuses against them. The Hunter' | * **Ranger**: Nonmagical martial class excels at single-target damage. They can use Hunt Prey to track foes, and gain combat bonuses against them. The Hunter' | ||
- | * **Rogue**: Skill master. Gains skills and skill feats at every level, instead of every other level. Sneak attack allows them to deal some bonus damage against flat-footed opponents, eventually inflicting painful debilitations. Different rogue rackets allow you to choose different key ability scores, in addition to other benefits, such as Ruffian improving your armor proficiency and allowing you to sneak attack with more weapons, Scoundrel drastically improving your feinting, Thief, which is the only way to add your Dexterity to damage, Mastermind, which makes anyone you Recall Knowledge against flat-footed, | + | * **Rogue**: Skill master. Gains skills and skill feats at every level, instead of every other level. Sneak attack allows them to deal some bonus damage against flat-footed opponents, eventually inflicting painful debilitations. Different rogue rackets allow you to choose different key ability scores, in addition to other benefits, such as Ruffian improving your armor proficiency and allowing you to sneak attack with more weapons, Scoundrel drastically improving your feinting, Thief, which is the only way to add your Dexterity to damage, Mastermind, which makes anyone you Recall Knowledge against flat-footed, |
* **Sorcerer**: | * **Sorcerer**: | ||
* **Summoners** are partial spellcasters, | * **Summoners** are partial spellcasters, | ||
* **Swashbuckler**: | * **Swashbuckler**: | ||
- | * **Witch**: a full, prepared caster, who is devoted to a specific patron. The patron grants the witch a powerful upgraded familiar, a skill, some granted Hexes and spells, and sets the spell list (between occult, arcane, and primal). Some of the patrons will need to be reflavored to fit Eberron' | + | * **Witch**: a full, prepared caster, who is devoted to a specific patron. The patron grants the witch a powerful upgraded familiar, a skill, some granted Hexes (strong debuff cantrips) |
* **Wizard**: full, prepared, arcane caster. Wizards can focus on a particular school of magic, or be universalists (specialized wizards learn special focus spells and get a bonus slot per spell level of that school, and universalists gain an extra class feat and can recover one slot per day per spell level). In addition, each wizard has a Thesis, which grants them special powers, such as a better familiar, better metamagic, spell slot recovery, shifting prepared spells during the day, or investing your power into a magical staff. | * **Wizard**: full, prepared, arcane caster. Wizards can focus on a particular school of magic, or be universalists (specialized wizards learn special focus spells and get a bonus slot per spell level of that school, and universalists gain an extra class feat and can recover one slot per day per spell level). In addition, each wizard has a Thesis, which grants them special powers, such as a better familiar, better metamagic, spell slot recovery, shifting prepared spells during the day, or investing your power into a magical staff. | ||
* **Gunslinger** (called **Bolters** in this world): Since guns don't exist, this class is limited to Crossbows. Crossbows can use most (but not all) of the classes' | * **Gunslinger** (called **Bolters** in this world): Since guns don't exist, this class is limited to Crossbows. Crossbows can use most (but not all) of the classes' | ||
* **Inventor** (called **Artificer** in this world): A non-spellcasting crafting class dedicated to building fantastical inventions and upgrading gear. Since this is Eberron, all of their creations will be magical in nature instead of mechanical, but the class should function unchanged otherwise. They can build a special suit of armor, a construct companion, or an unusual magical weapon, all of which can be modified to suit the artificer' | * **Inventor** (called **Artificer** in this world): A non-spellcasting crafting class dedicated to building fantastical inventions and upgrading gear. Since this is Eberron, all of their creations will be magical in nature instead of mechanical, but the class should function unchanged otherwise. They can build a special suit of armor, a construct companion, or an unusual magical weapon, all of which can be modified to suit the artificer' | ||
+ | * **Thaumaturgist: | ||
+ | * **Psychic: | ||
+ | |||
+ | Below is a picture that describes some of the relative strengths, weaknesses, and level of complexity of each class: | ||
+ | |||
+ | {{: |
homebrew/lost_expedition/creation.1654313268.txt.gz · Last modified: 2022/06/04 03:27 by fred