Sorry for the long silence on the blog, but I’ve been on vacation in England and Scotland for the last two weeks. This week has been catch up on everything that had dust settle on it while I was away.
I was able to work on a few RPG projects while traveling through some of the most gorgeous countryside ofEnglandandScotland.
The trip was amazing and I got to meet some cool people, experience some awesome customs, and see buildings that were built way before the “discovery” of America by Christopher “the Genocidal” Columbus.
The trip was inspiring and powerful for me because I saw areas that have inspired fantasy stories and role-playing since the beginning. I got to hear about brutal wars and see castles that have seen a fair share of adventure, war, bloodshed, and torture.
All in all it was an amazing trip.
The Subject at Hand
One of the things I worked on was taking Pathfinder (a system that I really do enjoy despite my current desire to shy away from rule heavy systems) and making it lighter and trim the fat.
The idea first came about when I was skimming through some of Zak’s older posts and came across this. I have been delving into many older and newer systems (even if I don’t play them, just reading them and absorbing what I like).
I wanted to go for a more Old School rules lite feel.
Here is the SRD of Pathfinder for your browsing pleasure.
One thing I wanted was to give each class a FEW of their features, but not be burdened down by the sheer amount of options and feats and skills that are currently present in the system.
Feats are gone except where I have integrated them into the class features.
This is still rough around the edges and I need to figure out how I want to handle Saves after level 10. I have the characters plateauing off at level 10 and making it much harder for them to go further as this represents the “peak” of their abilities.
So here is what I have come up with thus far:
Same as Pathfinder. Roll 4d6, keep highest three (no rerolling of 1s). Allocate in order of player choosing.
*All classes progress on Saves, HP, and BAB until level 10 where they plateau and only gain the following in HP every level:
+1 Alchemist, Oracle, Sorcerer, Wizard, and Witch.
+2 Bard, Cleric, Inquisitor, Monk, Ranger, and Rogue.
+3 Barbarian, Fighter, and Paladin.
At level 4 and 8 a player may raise one attribute. This does not happen any further past level 8.
Skills– This is handled like Lamentations of the Flame Princess- all characters (Save for Rogues and where else indicated) have a 1 in 6 chance to succeed on a task.
Alchemist– Level 1- Alchemy, Brew Potion, Bomb 1d6, and Mutagen.
Level 5- Bomb 2d6, Swift Alchemy, and Discovery.
Level 10- Bomb 3d6, Discovery, and Poison Immunity.
Barbarian– Level 1- Fast Movement, Rage 3x/day, 1 Rage Power.
Level 5- 1 Rage Power
Level 10- DR 2/-
Bard- Level 1- Jack of All Trades (they have 2 in 6 chance on all skills rather than 1 in 6). Bardic Performance- Distraction, Fascinate, and Inspire Courage +1.
Level 5- Bardic Performance- Suggestion.
Level 10- Bardic Performance- Inspire Greatness.
Cleric– Level 1- Channel Energy 2d6 3x/day and 1 Domain.
Level 5- New Domain.
Level 10- Channel Energy 4d6 3x/day.
Druid– Level 1- Natures Bond and Wild Shape.
Level 5- Trackless Step.
Level 10- Venom Immunity.
Fighter– Level 1- Power Attack, Cleave, and Weapon Focus.
Level 5- Weapon Training.
Level 10- Improved Critical.
Inquisitor– Level 1- Domain and Judgment 1x/day.
Level 5- Track, Bane, Judgment 2x/day.
Level 10- Second Judgment, Judgment 4x/day, and Discern Lies.
Monk– Level 1- Flurry of Blows, Unarmed Strike, and Acrobatics 2 in 6.
Level 5- Stunning Fist.
Level 10- Wholeness of Body.
Oracle– Level 1- Oracle Curse, Mystery, Revelation
Level 5- Mystery Spell.
Level 10- Revelation and Mystery Spell.
Paladin– Level 1- Smite Evil 1x/day, Detect Evil, and Lay on Hands 1x/day.
Level 5- Lay on Hands 2x/day and Aura of Courage.
Level 10- 1 Mercy point.
Ranger– Level 1- Favored Enemy, Track, and Combat Style.
Level 5- Hunters Bond.
Level 10- Combat Style.
Rogue- Level 1- Sneak Attack 1d6, Evasion, Skills, Trapfinding, 1 Rogue Skill.
Rogues start with 4 skill points and gain 2 every level till level 10.
Level 5- Uncanny Dodge.
Level 10- Sneak Attack 3d6.
Sorcerer– Level 1- Bloodline Power and Bloodline Spell.
Level 5- Bloodline Spell.
Level 10- Bloodline Power.
Summoner– Level 1- Eidolon, Life Link, Summon Monster, Bond Senses, and Summon Spell 3x/day (as per Lamentations of the Flame Princess).
Level 5- Masters Call.
Level 10- Aspect.
Witch– Level 1- Witches Familiar and Hex.
Level 5- Hex.
Level 10- Hex or Major Hex.
Wizard– Level 1- Arcane Bond, Scribe Scroll, and School Focus.
Level 5- Combat Casting.
Sleight of Hand
Use Magic Device
Tracking– Goes off of Search. Rangers and Inquisitors have a 3 in 6 chance on this skill.
Dwarf– Hardy, Hatred, Darkvision, Dungeoneering 2 in 6 (Dwarf Only). 20 ft movement.
Elves– Low-Light Vision, 2 in 6 Perception, Elven Immunities, Meditative State (only need 4 hours rest).
Gnomes– Small, Low-Light Vision, Gnome Magic, Illusion Resistance. 20 ft movement.
Half-Elf– Low-Light Vision, 2 in 6 Perception, and Elven Immunities.
Half Orc– Dark Vision, Orc Rage 1x/day (like Barbarian Rage. This stacks if playing Barbarian Class). Ferocious Presence- +1 to Charisma checks when intimidating.
Halflings– Small, Fearless, Halfling Luck, Sure Footed- +1 to Acrobatics and Climb. 20 ft movement.
Humans– +1 in two skills of choice.
Weapon Damage, Armor, Spells, and CMB/CMD all as Pathfinder.
XP Allowance: If a player wishes to learn the use of a new language or weapon they can spend 500xp to do so. A Barbarian or Rogue can also spend 1000xp to drop their current Rage Talent or Rogue Trick and learn a new one.