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homebrew:lost_expedition:creation [2022/09/12 05:23] fredhomebrew:lost_expedition:creation [2023/02/01 16:43] (current) – [Ability Scores] fred
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 //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:lost_expedition:houserules|Houserules section.]]+**Characters will start at level 2, with the Free Archetype variant (described with conditions in the [[homebrew:lost_expedition:houserules|Houserules section.]]**
  
 ===== Ability Scores ===== ===== Ability Scores =====
-Standard ability score boosts for Pathfinder 2nd Edition. When selecting Ability Boosts from your Ancestryyou may elect to take on two additional flaws to gain one additional boost. You cannot increase a score above 18 this way.+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 Boosts rule, replacing all of your Ancestry boosts and flaws with two free boosts. This would let you increase any two ability scores at this stage. You may still choose Ability Flaws if you like, but this is strictly voluntary and does not otherwise benefit your character. 
 + 
 +The Alternate build works very well with any character who needs Charisma, or doesn't need either Constitution or Wisdom (though they are both important ability scores; Con gives you HP and Fort saves, and Wis gives you Initiative and Will saves).
  
 ===== 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'tar orcs, freed derro or uncorrupted dwarves, or perhaps someone else found along the way while wandering around Khyber. 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'tar orcs, freed derro or uncorrupted dwarves, or perhaps someone else found along the way while wandering around Khyber.
  
-**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's Guide to Eberron)
  
  
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   * **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's Way abilities and feats, and still be an effective member of the class.    * **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's Way abilities and feats, and still be an effective member of the class. 
   * **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's needs. Many of their class abilities are //Unstable,// and can only be used once before taking a few minutes out of combat to reset. They are otherwise an effective combat character in melee or ranged combat. I might add some class feats that make them better at crafting regular magic items, but that would be in tandem with some other changes to the crafting system, which I might implement at some point. If you want to be able to craft magical items, we'll find a way for the Artificer to do that.   * **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's needs. Many of their class abilities are //Unstable,// and can only be used once before taking a few minutes out of combat to reset. They are otherwise an effective combat character in melee or ranged combat. I might add some class feats that make them better at crafting regular magic items, but that would be in tandem with some other changes to the crafting system, which I might implement at some point. If you want to be able to craft magical items, we'll find a way for the Artificer to do that.
 +  * **Thaumaturgist:** A martial (as in non-spellcasting) class focused on finding hidden lore and strange magical items. Expert at finding (or creating) weaknesses on monsters to boost damage, and can access a variety of occult implements to help them in and out of combat.
 +  * **Psychic:** A full, spontaneous occult caster. Has fewer spells per day as most other spellcasters, but uses their mental powers to amplify cantrips and cast spells without somatic components.
 +
 +Below is a picture that describes some of the relative strengths, weaknesses, and level of complexity of each class:
 +
 +{{:homebrew:lost_expedition:pf2e_class_list.png?direct&800|}}
homebrew/lost_expedition/creation.1662960236.txt.gz · Last modified: 2022/09/12 05:23 by fred

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