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==Notable Changes Since Last Game==
__NOTOC__
* Updated way CMB and CMD are calculated. See new character sheet for details
* Class abilities which grant bonuses to combat maneuvers should have been updated (notably, Brawler's Dirty Fighting feature)
** Ask each player to review and ID any maneuvers which their class grants bonuses to; I may have missed some.
** Max bonus from a class should be +5 to either CMB or CMD
** renamed "Run" feat to "Runner" (to disambiguate the run action)
* Parade armors (incl. coat of arms and martial regalia) no longer provide a circumstance bonus to diplomacy and intimidate
* Warlord's stance (Hold the Line) updated slightly to make combat maneuvers more viable for them.
* Revamped skill crits -- grants a +5 to the result.
* Added [[Piloting]] skills (Aviator, Delver, Drover, and Sailor), removed from [[Profession]] skills.


==Skill Refactoring Project==
* need to add some hit points to the transmogrify templates (maybe around 25% more?)
Class skill thoughts on 'how many of these re-maps should we be handing out?':
:* might want more clarification on whether things like temp hit points carry over to transmogrifies (current rules say 'no'; is this good?)
* some of the racial traits seem a bit too generous with the class skills remapping.
* I'd like to tone racial trait class skills down a little, and give a few (all?) of the character classes some additional remappings, either as class features, or at level 1.  These could be generic "pick any skill", or we could choose one or more specific skills which use stats that aren't good for that class and say they remap those.  For example, a barbarian should be good at intimidate, but it's CHA based, and two of the miens will suck at CHA.


I'd say add a third to the transmogrify template (to start) and leave the temp hitpoints rule alone.  if GM's want to override it, that's fine, but i don't think we need to do both.
::* how would you feel about adding 25% to 33% more hit points, and saying all conditions (beneficial or harmful) are cleared upon transmog'ing (but you'd still have to be able to take the action appropriate to cast the spell)?  This would clarify the 'no temp hit points' thing, but also give a way for casters to use this to un-screw themselves if they're in a bad way.


* Knobs to turn when replacing existing skill benefits:
* should update the charm/dominate line of status conditions to have some damage numbers if they attack a fellow party member (similar to singed/burned/immolated?)
** training bonus (+1 to +4)
** remapping/class skill (worth up to a +12)
** improved crit range for one skill (as high as 16-20)
** improved crit outcome for a skill (instead of +5, it could be as high as +20)
** if we had all the skill uses well mapped out, we could offer some skills to sub in for a specific skill use of another skill
*** e.g. diplomacy to barter with a merchant, instead of barter; barter would still be useful for appraising things, etc.
*** e.g. might for climbing, instead of movement
*** it would be like a partial re-mapping for one specific use of a non-optimally statted skill to an optimally statted skill.


As I recall, monsters that lay self-damage conditions already have language that they inflict a certain damage in the power writeup of the monster. The condition description is for monster vs monster attacks...which might also need to be made different (higher), now that I think about it.


* it's "Integral" not "Inherent"


* swarms need a little clean-up -- something to indicate they always hit anything they can reach, update 'immune to spells that have a limited number of targets' to include abilities that only target one creature (e.g. imperiling jolt)


* if a skill like Knowledge, Perform or Profession is selected as a class skill, what is the behavior (just one? all? some?). 
** my take is it should be one. I'm willing to be talked out of this.
** probably only matters for knowledge, since few people will ever take more than one perform or profession skill.
* what happens if someone takes Piloting as a class skill, or a bailiwick skill? are these disallowed? or does it let them 'lock in' another stat?
** I'm kind of open to allowing this, since I think it's an edge case. We can discuss.


* need to add size limitations or modifiers for drag, reposition, bull rush


Changes being made:
* need to create wands for the new selective metamagic feat
* class skills: no longer a numeric bonus -- instead, allows you to remap the skill to the ability modifier of your choice
* need to create wands for the new multi-target feats


* class features / racial traits
https://www.youtube.com/watch?v=3C2V5GtqTpA
** any bonus provided is a 'training bonus' -- +1 to +4 (1st / 10th / 20th / 30th) (maximum)
** does not stack with itself -- a race trait training bonus doesn't stack with a class feature training bonus on the same skill


* feats:  
https://docs.google.com/document/d/10l7QaghWH9XbHv6SAwvPtBWWc8up3tCpJYjJydVpRsw/edit
** skill focus, or single-skill bonus -- feat bonus -- +1 to +5 (1st / 8th / 16th / 24th / 32nd)
** dual-skill feats -- feat bonus -- +1 to +3 (1st / 12th / 24th)
** feats which give incidental skill bonuses -- feat bonus -- +1 and some other benefit
*** same bonus type; does not stack with itself


* magic items:
* update in-combat skill assist language (no penalty on fail, since it costs a standard action)
** enhancement bonus: range +1 to +18 (same progression as weapons/armor; cost around 1/8th of armor -- cheap-ish)
** integral bonus: range of your level - ranks in the skill in question
*** your ranks + integral can never exceed your level
*** ranges from +1 to +35, but expensive (1/2 armor?)
*** does NOT count as ranks for purposes of prerequisites, etc., just another way to boost the skill


* Update any monsters that use [[Grabbed]], [[Grappled]], or [[Pinned]] (find them using the "What Links Here" from each of those pages).
* Consider adding weapon quality that allows better grapple maneuvers
* Consider high-level feat that allows Pinned condition on a particularly good grapple check (maybe change it so it's Grabbed when you equal or beat the DC, Grappled when you beat the DC by 3 or more, and Pinned when you beat the DC by 6 or more? Currently, it's Grabbed when you equal or beat the DC, and Grappled if you beat the DC by 5 or more, with no chance for pinned.)


In general, any bonus we haven't reviewed will need to be divided by 4-ish (drop fractions; minimum 1) until it gets reviewed.
fix init and skills and "all other skills" values in monster template, when a pattern is applied


Need to review the size bonuses/penalties table (it gives a stealth bonus for small creatures, for example)
* fix the spell template so it substitutes text into the table (will require page rebuilds so table data is actually local)
* add comment in Character Advancement to mention to check Skill Basis increases (every 4 levels) and Maneuver Defense increases (every even level)
* re-write first sentence of Monk Water and Stone to clarify what it applies to (to-hits AND damage? to-hits OR damage?)


Bonuses and penalties we need to revise/review:
=== random thought for class feature ===
* Invisibility gives +20 to stealth... this will need to change (+10?).
* dice as input influencers, instead of output influencers. I.e. roll dice to see what you can do, then do some of those things efficiently (no dice to determine outcome, only dice to determine what is possible).
* Sniping penalty of -20 (-10?)
* moving while stealthed -10 (-5?)
* consider reducing armor check penalties for armor, in light of new ranges of skill bonuses.


Updated skill criticals -- grants a +5 bonus to result (generally enough to bump it up one category (e.g. easy to average, etc.))
===2 new warlord feats===
* may want to add feat, race or class abilities that improve the crit chance for one or more skills to 19-20 (instead of 20).
* formation dice now lay temp hit points on ally and heal them, instead of granting bonus damage to their attack; still requires them to hit an enemy creature first
* (requires first feat) formation dice now do two of the following three things: grant bonus damage, grant temp hit points, heal the target ally; still requires target to hit an enemy creature first. warlord picks this every time they use it.


==Highest Priority Things To Do==
===New Magic Weapon Properties ===
* Vehicle combat
primarily intended for implement wielders, but are also useful to multi-classers
** cost for base vehicle types (prior to class and size selection)
* '''Runic:''' +1 property that grants the [[Implement (Quality)]] to the weapon it is applied to (one-off)
** PC vehicle character sheet
* '''Excinding:''' +3 property to allow wielder to use their ranged to-hit bonus for melee attacks with that weapon (one-off)
* '''Excising:''' +3 property to allow wielder to use their melee to-hit bonus for ranged attacks with that weapon (one-off)
* +3, +5, +7, +9 properties that lower the level increase caused by metamagic feats applied to spells while that weapon is being wielded (-1 to -4)
:* '''Competent, Professional, Professorial, Authoritative'''
* +2, +4, +6, +8 properties that increases the save DC of spells or class features while it is being wielded (+1 to +4)
:* '''Visceral, Intuitive, Instinctive, Reflexive'''
* '''Spellblade:''' +1 property that lets wielder add the weapon's base weapon damage to any spell damage they inflict while wielding that weapon
:* '''Hexblade:''' +3 property that lets wielder add their full weapon damage (includes any stat bonuses to the weapon's attack type: ranged or melee) to any spell damage they inflict while wielding the weapon
:* '''Baneblade:''' +5 property that lets wielder add bonus damage from class features, such as sneak attack, formation, encroachment, etc, on top of their full weapon damage to any spell they cast while wielding the weapon, if target qualifies for that bonus damage.


* consider renaming Spycraft to Espionage
=== new magic item ===
* ring that lets you apply magic armor properties, but only if you don't have anything else equipped that can take magic armor properties. (Cost should double the cost of magic armor properties if they were just applied to armor.)


* When making magic item pass (and apply to mounts, magic weapons/armor, etc.), use a variable in place of cost, and refer to a table so we can centrally manage costs
===lore updates?===
* update all the monster template sub-templates (e.g. To-Hit, Save-DC, Special-Standard-Dmg, etc.) so that if "Lore" is in the page title, it replaces the value with "<span style="background:black; color:white">REDACTED</span>"
* then create a new 'full lore' auto-page that shows the basic lore, strong against, weak against, all special abilities, and out-of-combat sections, redacting out all the numerical values.


* Review barbarian feats again
===miss chance - final thoughts?===
* Concealment / miss chance should apply to combat maneuver (skill) checks, and any skill that has a 'physical manifestation'.


* New Senses
=== Traps ===
** Write up telepathy as a sense
* write the actual rules for traps on the Traps and Hazards page
** Cloudsense (see through clouds, fog and mist; akin to radar)
:* create a list of all traps (somewhere)
** Improved Tremorsense - detect and see through solids even past gaps in solids (i.e. detect solids on other side of a wall) as long as within your max range for sense
:* create a list of all complications (somewhere)
* redo all class features related to traps
* find all spells or effects that inflict 'anti-magic', and update them with language that traps are only disabled by these effects until the start of the caster's next turn. (This should also be in the traps page writeup, and maybe even on the trap itself).
* create some traps
* create some complications
* then, FINALLY, ask Ben to make "The ConTRAPtion" (font: https://www.fontspace.com/fabulous-steampunk-font-f26419)


* Monsters
=== Reputation ===
** Finish moving existing monsters to the new Monster template (done through CR 8)
* players get reputation, settlements get influence
** Finish converting blueprints to new template (done through CR 13)
:* player reputation can be general (very powerful) or specific (less powerful)
** finish creating heroic-level monsters (CR's 17 to 20)
:* reputation is a value from +1 to whatever, and is a straight-up circumstance bonus to any social interaction skill check with the affected party
::* this is why general reputation is so powerful -- it's a permanent skill boost for all social interactions
::* specific reputation (e.g. with a merchant you've had positive business experiences with) makes it easier to get good deals, get quality intel, etc.
::* should generally be rewarded for actual role-playing, as a way to encourage that sort of thing, but can also be given out as a taste of what's possible...
* reputation doesn't have to be positive, of course...


* character sheet
=== Campaign Setting ===
** more automation
* Something you've done in your campaigns a lot is to use the same setting (Celegia) but set the game in different time periods in its history.  This has several advantages:
** may need to wait until skill refactoring is complete
:* it lets you explore some fairly substantially different settings while still maintaining some familiarity
:* it lets you flesh out the history of the setting more thoroughly through the players' actions
* Once we've settled on a setting (Reist, Celegia, whatever), I think, before we worry about modules, we should establish five 'timeframes' where adventuring within the history of that setting is recommended (let's call them Epochs or something)
:* within each Epoch, we should build a panoply of NPCs that are iconic and important during those times (there may even be crossovers, especially for long-lived races/characters).
:* we should also have a list of adventure hooks for each epoch, to seed the GM with ideas
:* we should have a player's guide to each epoch to paint the picture of what life is like in each, and what sorts of adventures to expect therein.
:* we should then provide some guidance to GMs to allow the outcomes of adventures in one epoch to influence the history of future (or even past) epochs
* once all this is done, we can consider writing a starting module or two


* Combat Maneuvers:
One thing I'd really like to include in whatever setting we use is the notion of a mysterious predecessor race that liked to build complicated things, especially underground.  This wouldn't be the origin of all dungeons, or anything like that, but a source of some rare dungeons that are more likely to hold Potens Machenvar. 
** update feats (again!) for new status conditions, as needed
** update weapon qualities for the new status conditions/combat maneuvers, as needed


* consider renaming Paladin's "Mercy/Correction/Scourge" to "Cleansing"
===Potens Machenvar===
* On the topic of Potens Machenvar, how would you feel about nearly all of these being (extremely) limited use?
:* Basically, each time you use the PM, you have to roll a d6 to see if it breaks or crumbles to dust.  The less powerful PMs might only crumble on a roll of a 1, but the really good ones would always crumble (i.e. on a 6 or less). 
* This flows well with the 'mysterious predecessor race' theme, where these are ancient devices of uncertain and irreplaceable origin, that still function even after millennia of neglect, but are prone to breaking down.  Since no one knows how to fix them, once broken, they are basically trash (or they could turn into one portion of sellable goods, if we're feeling generous, and want players to just use them like candy).
* By going with a system like this, these things could actually show up in a campaign with some regularity, if a GM so chooses, without upsetting the balance of the game too much.  They'll definitely upset the balance of a single encounter, but that's kind of the whole point, really.


* add weights for all doors and such on the 'breaking objects' page, for purposes of the Might skill.
* Make traps more interesting/fun
* revisit Merchant DC numbers on Money and Merchant pages (make sure they line up with Hard DC's for the NPC level we want)


* May want to review the damage done by mounts (currently adds damage bonus equal to CR of mount, assuming it is combat-trained). See [[Ride]] for details.
=== Breaking Objects ===
* Sunders against terrain objects (not unattended objects) changes their terrain states: Blocked &rarr; Impeded &rarr; Difficult &rarr; Unobstructed/Clear.  This lets us redo the breaking objects rules to get rid of the language related to the very outdated Abstract Encounter rules, while still maintaining a useful time-scale for doing things like tearing down walls.  Sunder DCs will need to be brought back in line with the Skill DC chart.
:* In general, I think terrain objects should have a very low sunder DC (like 15), since anybody who knows how to swing a pickaxe should be able to make their way through it eventually.  The variable we need to talk about is Durability -- how many rounds would it take a dude with a pickaxe to turn a 5-foot section of castle wall from 'Blocked' terrain to 'Impeded' terrain?  Each state change should, in my opinion, take the same amount of time (mostly for simplicity).
:* We can also talk about things like Assists (possibly mandatory for large-scale works like sapping a castle wall?), and time, and how much effort a non-hero can really put into performing sunders per hour.
::* We already have a rule that you can only perform a single combat maneuver per round, so even level 35 heroes are limited to 1 sunder per 6 seconds, assuming we don't put further limitations on this.
:* We can talk about siege weapons later; I don't think we should factor them into this conversation -- I'd rather make them work organically with the system after the fact.
 
i think i violently agree with all of this :)  The terrain progression is just awesome, as it makes all sorts of possibilities just happen. (we could have difficult terrain 'splash' from the site of siege attacks, to represent debris fields, for example)  the difficulties in the charts were partially converted to 'DC at CR' format already, which I tentatively agree with as our model moving forward.  siege could/should be last, so we can scale those devices properly against DC's, which already should have CR coded into them to gain the proper numbers.  siege and settlements could include a possible vehicle pass as well.
 
===Notes / To Do===
* random loot generation
* random remnant generation (a built-in roller would be cool)
 
* We could also consider making 'civilized' versus 'uncivilized' treasure parcels for monsters (could be keyed off of the monster's INT stat, meaning no changes to existing monsters, just changes to the main template), which would affect whether some of the treasure was in coins, gems, trade goods, versus just 'sellable goods' (read: goopy bits).
 
* treasure idea: in addition to remnants, other currencies could drop (settlement currencies, magic item upgrades, eggs (for mounts), etc.), maps to other locations of interest, a way to spawn specific encounters.  This would also be a good way to put single-use magic items into the game (which could be anything from a bottle of alchemist's fire to a scroll that calls a deific champion to help you for one round, or a genie that grants you a single wish).
 
* need to issue guidelines for adapting content from other systems? the heavy/legend roles might need to be emphasized for conversion tasks
 
* revisit the [[Vehicle Combat]] rules. Clean up, simplify, and remove language about multiple piloting skills, stat dependency on ship class, etc. Perhaps vehicles should perform like magic weapons (enhance bonus, properties, dweomermetal) that the pilot 'wields' to attack.  This would allow the use of to-hit rolls, instead of maneuver checks for attacking.  Try to make the system more like traditional combat... maybe figure out a way to remove facing.
 
* figure out a way to make the bailiwicks more distinct from their associated knowledge skills.  In some cases, it's not bad (Spycraft vs Know:Local), but in many cases, it's ambiguous (Reason vs. Know:Logic; Naturalism vs. Know:Nature, etc.)
 
* consider cross-referencing all the between adventures into each of the appropriate skills.
 
* fix tables on [[Between Adventures]] page.
 
* clean up weapon page tables, adding categories for their weapon groups, handiness, and size.
 
* update monster template to account for adding a role to a monster with a modified # of attacks


* Redo analysis pass for all character classes
[[Feats With No Associated Class]] this category serves as a handy reference for old feats to be re-worked into potential magic items
** I'd like to revisit the Brawler's restriction on magic weapons (e.g. Amulet of Mighty Fists). Why? (I forgot)


* Vehicles & Siege Weapons
** base costs of land/naval/burrowing/submerging/flying/aether vehicles (before vehicle class costs)
** template for siege weapons?


* Finish Equipment descriptions
=== Possible New Feats: ===
* Bard
:* crowd pleaser - the bard may target one additional target with their Bardic Performances.  This feat may be taken more than once, each time increasing the number of affected targets by 1.
* Druid
* Ranger
* Partisan
:* introvert - 6th - add partisan level to healing
:* solipsist - 16th - add partisan tier as dr/er
:* surveillance - 26th - add introspection/introvert/solipsist to allies in aura
:* caltrops - add partisan level in damage against any attacked foe in aura, once per attack, hit or miss


* Pre-Made Magic Items List : "Acculturate" magic items so that there is a courageous, heroic, epic, and mythic version on every item for every slot.
* trap damage table?


* Skills
* re-write perform skill to collapse it into a single skill (instead of subskills).
** Update the skills pages with the new Skills template
:* [[Perform]]: performance complexity - clarify to setting the CR of the song
** Need to review all skills to update Target DC's using new skill check DC's table, if appropriate.
:* same for entertaining an audience
*** Should also review epic skill uses for the same thing.
** sleight of hand needs a new use: obscure a non-spell ability from observation (e.g. Paladin's detect ethos, barter's detect magic, etc.)
** Combat Uses for Skills -- maybe we roll all combat maneuvers into the skills? Get rid of CMB?  Could keep CMD as a resistance against skill-based dirty tricks...


* new feats needed:
* need a note in the ability scores page (and probably the caster pages) that you can't get spells of a higher level than your class level allows, even with a high stat.
** Warlord - more formation dice
** Ranger - more quarry dice
** Ranger - better traps (better action economy, use against an occupied space)
** Prowler - improve save DC for encroaching jolt?


* Feats:
* add new status conditions that inflict a circle penalty (or alter existing conditions to include it)
** Review mounted feats, in light of changes to Mounted Combat
:* create a "circle 0" and update the various mana burning rules for it.
** Update any feats which apply to abstract encounters with the "Category:Abstract Encounters" category.


==Lower Priority Things To Do==
* integrate hustle rules on the [[Types of Movement]] page onto the [[Environmental Effects]] page.
* templates:
** update spell template to pass info to master list (components)
** consider redoing rogue talents pages into a template
** consider moving the weapon/armor/shield magic properties pages into templates
** consider moving fighter tactics into templates/separate pages


* consider renaming Prowler to Skirmisher, Corsair, Drifter, Outlaw
* Update Between Adventures section on Spell Research to clarify language about adding metamagic to a researched spell -- metamagic added /can/ increase the gross spell level above 17, just not be added as research to produce an infinitely metamagicked spell.


* Add to the SR magic enchantment page to include a section which grants a +1 through +6? bonus to existing (class-feature) SR.


* Epic Bloodline (archaic bloodline) writeups
* '''Character Sheet:'''
:* PDF Character Sheet (Fillable) -- yes, this will happen
:* create sample characters for each class, with planned builds up through level 5


* Create dweomermetal properties for implements, and add dweomermetals as an option for Implement creation


* Partisan (was Cromlech) - primary tank class
* '''Monsters:'''
:* create at least 10 per CR.  Still need CR's 19 through 40, but CR's 1 - 18 are done ''enough'' for now. currently working on this effort, but with an emphasis of CR's 1-5 (aiming for 20+ for all those CR's), since the MMM makes higher CR's richly populated by default.  still need at least 10 for CR's 19-40


* Sharp (was Gambler) - buff/controller class


* Pariah (was Warlock) - striker/caster
* '''Setting:'''
:* Cosmology of Creation page should be tailored to suit our view of the campaign setting.  If we try to keep it 'generic', it will feel hollow.
:* decide how the many races factor into our default setting. Are all the races treated as normal citizens, or are some discriminated against (half-orcs, for example)? Are non-human races (in particular the oddball ones) sometimes born to human parents, or are they only products of their own purebred lineages? 


* Build/flesh-out basic rules pages
** How to gaming page
** Ability Scores page
** Finish Character Advancement page
** How to Combat page
** Glossary of Terms page
** Re-write "what is epic path" page. (Started)


* Sorcerer Bloodlines page
=== Cleanup Tasks===
* Cleric Domains page
* Finish moving the following into their respective templates:
* Import spells to page - started!
:* fighter tactics
:* Equipment pages -- finish them, clean out the stupid stuff
* finish the Designing Skill Challenges section on the [[Game Master's Guide]] page.
* add some notes to the [[Spells]] page, regarding GM's adjudicating 'fluff' vs 'crunch'.
:* Specific examples are direct damage (crunch) vs. illusions (fluff).
:* Rules for bonuses from fluff which give general 'not to exceed' values.
::* plus for caster level (+1 to +3), and plus for creativity (+1 to +2).
* need to update / create page for monster types and subtypes.
:* need to review any broken links to subtypes that we don't actually want to define (e.g. azata)
* create a "tactical" keyword and category that would identify feats, abilities, skill uses, etc. that are very dependent on a map, and wouldn't work well in a 'theater of the mind' game.


* Auramancy
=== Bonus Systems ===
* Settlements and Sieges
* Epic Skill System
* Followers / Leadership / Large-Scale War Rules
* Auramancy / Blood Magic
* Divine Domains (any character class; part of pre-apotheosis)
* True Dweomers
* True Dweomers
* Prestige Classes
* Artifacts
* Traps (as enemy combatants)
* Remnants


* If we ever allow multiclassing, we need to create feats for each character class akin to the [[Shaping Focus (Feat)]].
=== Printable Version ===
* Need some cover art for a book(let)s. Open to suggestions...
* leaning towards a 5.5" x 8" book size as our 'starter guide' for cons, ~80 half-pages, for everything: how to play, character classes, equipment, weapons, low-level magic items, status conditions, basically everything you'd need to play up to level 5-ish.  Interior will not have art, unless we really want to commission some.
:* Needs to be everything you need to know to play the game (at low levels), without access the internet or the wiki.
::* shouldn't have links or other web-based 'features', and it will need a table of contents and an index.
:* Short appendix that describes some of the other features that are available in the complete game on the wiki.
:* Found some online print sites that will do this for about $10/book, so 20 of these per convention would be about $200 which doesn't seem crazy to me.
::* will give these out to anyone who plays through the module.
* pre-generated characters on no more than 4 pages each, printed on cardstock? 
:* Will give these out to anyone who played that class through the module.
:* should be designed as a good party mix, rather than just 1 of each class; assume somewhere between 5 and 8 players.
* a module we can run in 4-ish hours that shows off the best parts of our game -- skills, character class uniqueness, dynamic and fun combats, including a 'threat' fight as the finale.  Characters should probably be level 1, but I'm willing to consider up to level 3 if there's a good reason to go there.
:* needs to have good opportunities to role-play, opportunities to use skills in an interesting way, and some fun set pieces for the combat encounters.


* Create master list of allowable spells for spell effects for magic item creations (optional?)
=== Siege Weapons / Settlements Notes ===
* review 'breaking objects' page, in light of changes to vehicle combat and removal of abstract encounters rules
* siege weapons - how do they work with the vehicle combat rules?
** unless we want siege weapons to continue to be cumulative forces, though it seems like people hated all the dice rolling of the abstract encounters
** right now, vehicles will never penetrate heavy defenses and fortifications; the target DC's are way too high, as are many of the durabilities
* add weights for all doors and such on the 'breaking objects' page, for purposes of the Might skill.


== Playtests ==
moving these links to here for future re-write/inclusions/expansion, possibly/probably as part of settlement pass
{| border="1" cellpadding="5" width="60%" class="sortable"
|- style="Background:#DEB887; Color:#000;"
! Class || Sub-Class || Char Name || Lvls || Campaign
|-
| Alchemist ||  || Zanril || 1 - 5 || Fane
|-
| Alchemist ||  || Hydrazine || 1 - 8 || Windward Marches
|-
| Barbarian ||  || Gant || 1 - 5 || Fane
|-
| Barbarian ||  || Keladin || 1 - 6 || Windward Marches
|-
| Barbarian || Urban || Wrathia || 1 - 6 || Fractured World
|-
| Bard ||  || Fennec || 1 - 12 || Golden Portal
|-
| Brawler ||  || Punch || 1 - 5 || Fane
|-
| Brawler ||  || Culotta || 1 - 12 || Golden Portal
|-
| Cleric ||  || Scoria || 1 - 5 || Fane
|-
| Cleric ||  || Tedrick || 1 - 12 || Golden Portal
|-
| Druid ||  ||  ||  ||
|-
| Fighter ||  || Corvus || 1 - 8 || Windward Marches
|-
| Fighter ||  || Sojourn || 1 - 12 || Golden Portal
|-
| Monk ||  ||  ||  ||
|-
| Paladin ||  || Edric || 1 - 8 || Windward Marches
|-
| Prowler ||  || Sigel || 1 - 5 || Fane
|-
| Prowler ||  || Gabriel || 1 - 12 || Golden Portal
|-
| Prowler ||  || Draught || 1 - 6 || Fractured World
|-
| Ranger ||  || Nerium || 1 - 12 || Golden Portal
|-
| Ranger ||  || Coldre || 1 - 6 || Fractured World
|-
| Rogue || Clever || Vellum || 1 - 8 || Windward Marches
|-
| Rogue || Clever || Ashe || 1 - 12 || Golden Portal
|-
| Rogue || Ruthless || Senka || 1 - 6 || Fractured World
|-
| Sorcerer ||  || Ruin || 1 - 12 || Golden Portal
|-
| Warlord ||  || Skipia || 1 - 8 || Windward Marches
|-
| Warlord ||  || Brin || 1 - 6 || Fractured World
|-
| Wizard ||  || Atticus || 1 - 5 || Fane
|}


== Character Classes ==
* [[Siege Weapons]]
* '''Physical Adept''' class (Fleshcrafter?) - arcane-powered melee, re-tool eidolon-style abilities as self-buffs
* [[Siege Gunner (Feat)]]
* [[ Siege Engineer (Feat)]]
* [[Master Siege Engineer (Feat)]]
* [[Siege Commander (Feat)]]
 
 
== Possible New Character Classes ==
 
* '''Physical Adept''' class (Fleshcrafter?) - arcane-powered melee, re-tool eidolon-style abilities as self-buffs?
* <strike>Mentat</strike> <strike>Warsage</strike> '''Storm Knight''' class - intelligence-based melee and thrown weapons user.
* <strike>Mentat</strike> <strike>Warsage</strike> '''Storm Knight''' class - intelligence-based melee and thrown weapons user.
* '''Fanatic''' class - divine melee/unarmed, low heals, light armor, no spells. Lay on Hands that does damage; touch attacks.
:* can 'game out a fight' -- may declare at any point in a round that they have not yet dealt any damage (even after one or more failed attacks) that they are simply gaming out the fight, forgoing all damage for the remainder of the round.  In exchange, they gain a massive buff in the following round against that opponent.
* '''Toxotes''' - high damage ranged attacks, trick shots (possibly just create via new rogue talents?)
* '''Toxotes''' - high damage ranged attacks, trick shots (possibly just create via new rogue talents?)
* Galvanist
* '''Galvanist''' - sorceror/prowler/alchemist, focus on The Spark as a way to empower things (weaps/armor/potions) with sparks and essence
* Seeker
* '''Seeker''' -  sorceror/ranger/prowler, has 'target/treasures' they are looking for, can have up to five, each treasure/target allows them to activate a diff power/class feature, they have to pick new ones as they find old ones or they lose powers
* Templar
* '''Templar''' - arcane/urban fighter//paladin striker/tank, much stronger if has a place to defend or a crusade to advance. Can use a taunting variant of mirror image (can't attack, but taunts and soaks up a hit or two).
* '''Effigy''' (Artifact? Vestige?)
:* the character is an actual artifact, which is intelligent. The actual artifact is /somewhere/, though even the player may not know where. They have extended their consciousness into a remote effigy (moppet?) with which they interact with the world.  look at material for the warforged as inspiration?
:* they can use their experience to augment their effigy, giving it better abilities
:* like a summoner or pet class, except that the master isn't present on the battlefield
* '''Assassin:''' inflicts and spreads bruise/bleeds/ruptures; can end all effects to deal that much damage to all enemies (even non-bleeding ones)
* '''Horolog''' master of clockworks, makes ether-powered devices that do stuff (attacks, defenses, pets, buffs, move, mounts?) the martial-version of an alchemist
* '''Oracle''' divine-powered sorcerer/paladin, has the ability to give blessings, lays curses, has no heal but can absorb damage from allies in a radius and lay on hands. sorcerer/cleric/paladin hybrid with unique damage transfer power+
* '''Jinx:''' can store up and use failed d20 checks (to-hits, saves, etc.) to unleash powerful curses and debuffs.  Encouraged to take wild risks in order to miss more (and have that wild payoff when they don't fail).
 
Reminder links to complete additional classes at future date
 
* [[Pariah]]
* [[Sharp]]
 
 
=== Ideas For Class Features ===
* Death Attack (Ex) prowler, ranger, partisan, warlord? x times/day perform a magnum-size hit like monk?
* Swift Death (Ex) same classes as candidates, add more times per day
* Angel of Death (Ex) use up all death attacks to roll a coup de grace
 
* Live to Tell the Tale (Ex) barbarian, partisan, brawler?  x times/day roll maneuver offense vs attackers maneuver defense to negate a hit
 
* Elaborate Attack (Ex) bard, paladin, rogue, fighter? spend a full BAB attack roll (or any 5-foot step?) to trigger a class feature (finale for bard, smite for pally, sneak for rogue, challenge for fighter?)
 
* Spell Critical (Su) sorc, wiz, druid?  if confirms a critical with an attack, can cast a spell as a swift action. aimed at rays, but leave open-ended for dual/multi/prestiges
 
* Inspiring Demeanor (Ex)  bard, cleric, fighter, paladin, warlord? roll maneuver offense against the maneuver defense of an ally to upgrade one action to the next higher action x/day
 
* Arcane Pool (Su) sorc, wiz, bard, ranger?  1/2 caster level plus Int mod /day, spend a point from the arcane pool to add +1 to-hit with implement (8th), or, character level to damage done by a spell to one enemy (23, 28, 33) or, +1 to save DC (13), or +1 to spell penetration (18). starts at 1 point/round max, scales to 2, 3, 4, 5. damage feature is multiplicative, 5 points adds 5x level to up to 5 targets (!)
 
* dismount abilities for mounts -- special attacks that can only be performed as a dismount action.  Think something like a bull rush that immobilizes everyone you manage to push (after the push concludes).
 
* Steelborne (Ex) cleric, bard, brawler, prowler, warlord, rogue?  Allows the class to count their levels as Fighter levels for qualifying for feats. Differentiate by level acquired (8th for warlord, brawler, prowler, 13th for cleric, 18th for bard?) and by how 'strong' the fighter qualification is (warlod fighter = -5, brawler = -3, bard = -15, etc.)
 
* Indestructible (Ex) cleric, paladin, warlord, fighter?  Complete immunity from critical hits while wearing heavy armor (c28, w23, f18?)  improves to immunity to precision damage as well five levels later?
 
* Deadly Defense (Ex) rogue, ranger, fighter, warlord, partisan?  Whenever you ready an action to attack a foe outside your current melee reach, add +2 to the threat range of your attack and add your character level to the damage dealt as base damage (!!)


==Character Class Mini-Games==
* Combat Advisor (Ex) bard, cleric, paladin, rogue, warlord? Whenever you miss with a melee attack, (and don't spend an action point) you may designate an ally within 30 feet that can see you to gain a +1 (morale? martial?) bonus on their next attack against that target. improves to next attack against any target, +2 against that target, +2 against any target, +1 to any target until end of the encounter. doesn't stack, of course.
The goal of the minigame is to keep each class feeling distinct from any other class (drive home the theme of the class), and also prevent the "I hit him again" same-ness that can happen with combat. Give people something that requires planning or tactical awareness or resource management every round, to keep them engaged. The prowler's mini-game is simple, but it's great, in my opinion. You have to look at the board, you have to remember where you last attacked, you have to think about how you're going to set up your next attack.


Ideally, the mini-game is largely optional. You can play any character as "I hit him again", if you want, and you'll do okay. But if you play the mini-game, it gives you opportunities to optimize your play and improve your outcomes by 10 to 25% or so.  Enough of a reward to give the min/maxers something to feel rewarded by, but not so much that it unbalances the class.
* Throw Implement (su) sorc, wiz, bard?  x times per day, converts any spell which deals damage with a circle into a single-target ray with a range of 60 feet, embodied as charging the currently wielded implement and throwing it.  


===Already Addressed===
* Path to Refuge (sp?) cler, dru, sorc, wiz? x times per week, manaburn 1 spell per hundred miles to return to your 'refuge'. manaburn same x spells per additional person to bring with you. cler 13, dru 18, sorc/wiz 23?
* Barbarian - generate fury by getting attacked, decide how to spend fury
ranger?
* Druid - wild shape; animal companion; spells -- probably busy enough each round
* Partisan - establish zone of control; govern it
* Prowler - displace 10 feet between each attack
* Ranger - determine how to spend quarry dice; keep quarry active
* Sharp - fate deck


===Need Work===
* Stored Life (su) barbarian, brawler, fighter, partisan, paladin?  when affected by a status condition, sacrifice a class feature for the remainder of the day to ignore the condition until the end of the encounter. rage power, tactic, type of attack, lay on hands, feat, etc, are all eligible.  
* Alchemist - throw bombs or hulk out; fetish;
describe this as [[Essence Omission]]; seems to follow the same rules
* Bard - "compose a stanza"? arrange a sequence of power words to determine your actions for the round?
* Brawler - jab and counterstrike are interesting options; the status attacks seem to get short shrift vs haymaker; class is very "I hit him" oriented
* Cleric - stay adjacent to injured ally; could use more, IMO. Maybe a bonus once/encounter spell (based on domain) that is triggered by something thematically relevant?
* Fighter - wall of steel fighter is fine, IMO; other fighters may feel a lot more "I hit the guy" than I would want.
* Monk -
* Paladin -
* Pariah -
* Rogue - seek flanks, maybe some better stealth tricks?
* Sorcerer -
* Warlord - keep temp hp's up, probably need a little more (maybe a variable way to improve their hold the line stance each round as an action?)
* Wizard -


== New Systems ==
* Killing Focus (Ex) barbarian, fighter, monk, ranger, rogue, pariah, prowler, brawler? spend a swift action to focus on an opponent. If you then use a full attack action to attack that foe, making the maximum number of attacks, gain +1 to-hit and +1 base weapon damage with all attacks. Note: once gained, persists until the foe dies or you focus on something else, stacks!
* Prestige-class replacement system (feat trees?) Alternatively, examine 'good builds' in existing sources and recreate similar functionality in a 'package' of class abilities, call it the <strike>'Epic Path'</strike> 'Divergent Path'; 'Dilettante Path', 'Dabbler Path' ?
* Off-class specializations (prestige classes):
** tank - divergent way
** striker - motley calling
** leader - specialized training
** controller - eclectic pursuit


* Balance thoughts for multi-classing; 5 levels minimum dip, multi-class characters may not use action points, multi-class characters may not use feat trees/epic paths, etc.
* Shadow Double (Su) bard, monk, pariah, prowler, rogue? x-times per day, move so sneakily you seem to be in two places at once. gain a flanking bonus with yourself, or, gain concealment, or, gain mirror image effect.
* Abstract Action mechanic worked out, needs playtesting/balance/integration into all game mechanics


* True Dweomers - data compilation begun
* High Strike (Ex) barbarian, brawler, fighter, monk, prowler? a scaling number of times per day, if you make an attack from higher ground, gain a bonus attack as a swift action (!) this can be triggered by using climb, making a jump, using native sloped terrain, or by having a hover, vault, or fly speed.  
* Interoperate with Abstract actions/become ritual magics?
* Some casting times measured as a standard action usable in Real-Time, some casting times measured in Intervals?
* Require skill rolls vs DC's to cast? (Old idea, but, it kind of works with the new systems pretty good....)


10th  Corrupt Dweomers: Target a foe, any items they have no longer give them a bonus until the end of the encounter. If the items have a CL of 20 or below, there is no roll. If the items have a CL of 21 or higher, make a caster level check vs a target of 10+ the CL of each itemIf it succeeds, the item no longer gives a bonus until the end of the encounter. If it fails, there is no effect.
* Inveigle (Su) bard, cleric, pariah, sorcerer, warlord, wizard a scaling number of times per day, make a maneuver offense or caster check against a target within scaling distance. if you succeed, they no longer count as allied creatures to their former allies, and count as allies of you and your side instead. they provoke, cannot move through their former friends, do not grant flanks, etc. conversely, they now cannot make attacks of opportunity against your side, can be moved through without issue, and can be used to gain flankinglasts for 1 round, scaling to end of encounter. can scale to allow multiple creatures to be affected per use of the ability


11th
* Everburn (Su) brawler, fighter, paladin, partisan?  gain the ability to spend an action point to gain an action even while under the effects of a condition which normally removes the ability to take actions, such as helpless, paralyzed or petrified.


12th
* Serendipity (Su): Bard, urban barb, brawler, cleric, prowler, warlord?  When you or one of your allies within 30 feet rolls any d20 check, use this ability as an immediate action before the results of the roll are checked to tweak the odds in their favor, increasing the result of the die roll or check by 1. This CAN turn a normal hit into a critical threat, but it cannot make an attack roll a natural 20.  The character can use this ability a number of times per day up to their  character level of the class that grants the ability. At intrepid tier (second tier) of the granting class, and every additional tier thereafter, they can increase the die result of the target's roll by an additional 1 by using up more of their daily uses. For example, a 12th-level bard with three tiers of bard has 12 points of serendipity, and can spend up to three points of serendipity to increase an ally's roll by 3 in one immediate action.


13th  Accursed Dweomers: As Corrupt Dweomers, except any affected items inflict a penalty equal to their normal bonus until the end of the encounter.
* candidate for prestige class: mystic theurge is super cool, should be in the running for an early prestige class
* check 'vigilante' class for ideas for possible skills expansion pass, might be some interesting ideas in there


14th


: Truemagic Feats
critical path thoughts:
**  Truemagic Scribe    - learn one new true dweomer of 10th level
**  Truemagic Supplicant - learn two new true dweomers of 10th or 11th levels
**  Truemagic Ordained  - learn three new true dweomers of 10th thru 12th levels
**  Truemagic Nominate  - learn four new true dweomers of 10th thru 13th levels
**  Truemagic Magus      - learn five new true dweomers of 10th thru 14th levels


== Dice Roller ==
nine primary stats, seven derived stats
Str-ength Physical strength, lift/carry/throw, melee damage, adds to PD, stamina, stun,
Dex-terity Physical quickness, adds to physical hit and dodge, SPD
Bod-y Physical hardiness and toughness, adds to ED, stamina, stun, recovery, stagger


* All electronica baby!
Ego-tism Mental strength, Telekinetic lift/carry/throw, mental damage of all sorts
Int-elligence Mental quickness, adds to mental hit and dodge, SPD
Wil-lpower Mental hardiness and toughness, adds to DR, stun, stagger


http://www.anydice.com/
Tal-ent Arcane strength, arcane lift/carry/throw, arcane damage of all sorts
Cra-ft Arcane quickness, adds to arcane hit and dodge, SPD
Abi-lity Arcane hardiness and toughness, adds to DR, stun, stagger


*it hurts me, but I am unable to stop poking at it:
PD
ED
DR


http://www.cut-the-knot.org/recurrence/word_primes.shtml
Spd


hexatrigesimal prime numbers as words. (whimper)
REC
STA
STN


==Things to find and replace ==


== Name Generator Site==
== Interesting Links ==
[http://fantasynamegenerators.com/planet_names.php#.WAV60OArKUl fantasy name generators]
* [http://www.anydice.com/ All electronica baby!]
* it hurts me, but I am unable to stop poking at it: [http://www.cut-the-knot.org/recurrence/word_primes.shtml hexatrigesimal prime numbers] as words. (whimper)
* Name Generator Site: [http://fantasynamegenerators.com/planet_names.php#.WAV60OArKUl fantasy name generators]
* Running combat with [http://theangrygm.com/manage-combat-like-a-dolphin/ urgency and exigency].
* http://clipartmag.com/decorative-line-break
* art link https://www.artstation.com/ariirf
* weapon names generator https://www.fantasynamegenerators.com/sword-names.php

Latest revision as of 01:05, 18 December 2024


  • need to add some hit points to the transmogrify templates (maybe around 25% more?)
  • might want more clarification on whether things like temp hit points carry over to transmogrifies (current rules say 'no'; is this good?)
I'd say add a third to the transmogrify template (to start) and leave the temp hitpoints rule alone.  if GM's want to override it, that's fine, but i don't think we need to do both.
  • how would you feel about adding 25% to 33% more hit points, and saying all conditions (beneficial or harmful) are cleared upon transmog'ing (but you'd still have to be able to take the action appropriate to cast the spell)? This would clarify the 'no temp hit points' thing, but also give a way for casters to use this to un-screw themselves if they're in a bad way.
  • should update the charm/dominate line of status conditions to have some damage numbers if they attack a fellow party member (similar to singed/burned/immolated?)
As I recall, monsters that lay self-damage conditions already have language that they inflict a certain damage in the power writeup of the monster. The condition description is for monster vs monster attacks...which might also need to be made different (higher), now that I think about it.


  • swarms need a little clean-up -- something to indicate they always hit anything they can reach, update 'immune to spells that have a limited number of targets' to include abilities that only target one creature (e.g. imperiling jolt)


  • need to add size limitations or modifiers for drag, reposition, bull rush
  • need to create wands for the new selective metamagic feat
  • need to create wands for the new multi-target feats

https://www.youtube.com/watch?v=3C2V5GtqTpA

https://docs.google.com/document/d/10l7QaghWH9XbHv6SAwvPtBWWc8up3tCpJYjJydVpRsw/edit

  • update in-combat skill assist language (no penalty on fail, since it costs a standard action)
  • Update any monsters that use Grabbed, Grappled, or Pinned (find them using the "What Links Here" from each of those pages).
  • Consider adding weapon quality that allows better grapple maneuvers
  • Consider high-level feat that allows Pinned condition on a particularly good grapple check (maybe change it so it's Grabbed when you equal or beat the DC, Grappled when you beat the DC by 3 or more, and Pinned when you beat the DC by 6 or more? Currently, it's Grabbed when you equal or beat the DC, and Grappled if you beat the DC by 5 or more, with no chance for pinned.)
fix init and skills and "all other skills" values in monster template, when a pattern is applied
  • fix the spell template so it substitutes text into the table (will require page rebuilds so table data is actually local)
  • add comment in Character Advancement to mention to check Skill Basis increases (every 4 levels) and Maneuver Defense increases (every even level)
  • re-write first sentence of Monk Water and Stone to clarify what it applies to (to-hits AND damage? to-hits OR damage?)

random thought for class feature

  • dice as input influencers, instead of output influencers. I.e. roll dice to see what you can do, then do some of those things efficiently (no dice to determine outcome, only dice to determine what is possible).

2 new warlord feats

  • formation dice now lay temp hit points on ally and heal them, instead of granting bonus damage to their attack; still requires them to hit an enemy creature first
  • (requires first feat) formation dice now do two of the following three things: grant bonus damage, grant temp hit points, heal the target ally; still requires target to hit an enemy creature first. warlord picks this every time they use it.

New Magic Weapon Properties

primarily intended for implement wielders, but are also useful to multi-classers

  • Runic: +1 property that grants the Implement (Quality) to the weapon it is applied to (one-off)
  • Excinding: +3 property to allow wielder to use their ranged to-hit bonus for melee attacks with that weapon (one-off)
  • Excising: +3 property to allow wielder to use their melee to-hit bonus for ranged attacks with that weapon (one-off)
  • +3, +5, +7, +9 properties that lower the level increase caused by metamagic feats applied to spells while that weapon is being wielded (-1 to -4)
  • Competent, Professional, Professorial, Authoritative
  • +2, +4, +6, +8 properties that increases the save DC of spells or class features while it is being wielded (+1 to +4)
  • Visceral, Intuitive, Instinctive, Reflexive
  • Spellblade: +1 property that lets wielder add the weapon's base weapon damage to any spell damage they inflict while wielding that weapon
  • Hexblade: +3 property that lets wielder add their full weapon damage (includes any stat bonuses to the weapon's attack type: ranged or melee) to any spell damage they inflict while wielding the weapon
  • Baneblade: +5 property that lets wielder add bonus damage from class features, such as sneak attack, formation, encroachment, etc, on top of their full weapon damage to any spell they cast while wielding the weapon, if target qualifies for that bonus damage.

new magic item

  • ring that lets you apply magic armor properties, but only if you don't have anything else equipped that can take magic armor properties. (Cost should double the cost of magic armor properties if they were just applied to armor.)

lore updates?

  • update all the monster template sub-templates (e.g. To-Hit, Save-DC, Special-Standard-Dmg, etc.) so that if "Lore" is in the page title, it replaces the value with "REDACTED"
  • then create a new 'full lore' auto-page that shows the basic lore, strong against, weak against, all special abilities, and out-of-combat sections, redacting out all the numerical values.

miss chance - final thoughts?

  • Concealment / miss chance should apply to combat maneuver (skill) checks, and any skill that has a 'physical manifestation'.

Traps

  • write the actual rules for traps on the Traps and Hazards page
  • create a list of all traps (somewhere)
  • create a list of all complications (somewhere)
  • redo all class features related to traps
  • find all spells or effects that inflict 'anti-magic', and update them with language that traps are only disabled by these effects until the start of the caster's next turn. (This should also be in the traps page writeup, and maybe even on the trap itself).
  • create some traps
  • create some complications
  • then, FINALLY, ask Ben to make "The ConTRAPtion" (font: https://www.fontspace.com/fabulous-steampunk-font-f26419)

Reputation

  • players get reputation, settlements get influence
  • player reputation can be general (very powerful) or specific (less powerful)
  • reputation is a value from +1 to whatever, and is a straight-up circumstance bonus to any social interaction skill check with the affected party
  • this is why general reputation is so powerful -- it's a permanent skill boost for all social interactions
  • specific reputation (e.g. with a merchant you've had positive business experiences with) makes it easier to get good deals, get quality intel, etc.
  • should generally be rewarded for actual role-playing, as a way to encourage that sort of thing, but can also be given out as a taste of what's possible...
  • reputation doesn't have to be positive, of course...

Campaign Setting

  • Something you've done in your campaigns a lot is to use the same setting (Celegia) but set the game in different time periods in its history. This has several advantages:
  • it lets you explore some fairly substantially different settings while still maintaining some familiarity
  • it lets you flesh out the history of the setting more thoroughly through the players' actions
  • Once we've settled on a setting (Reist, Celegia, whatever), I think, before we worry about modules, we should establish five 'timeframes' where adventuring within the history of that setting is recommended (let's call them Epochs or something)
  • within each Epoch, we should build a panoply of NPCs that are iconic and important during those times (there may even be crossovers, especially for long-lived races/characters).
  • we should also have a list of adventure hooks for each epoch, to seed the GM with ideas
  • we should have a player's guide to each epoch to paint the picture of what life is like in each, and what sorts of adventures to expect therein.
  • we should then provide some guidance to GMs to allow the outcomes of adventures in one epoch to influence the history of future (or even past) epochs
  • once all this is done, we can consider writing a starting module or two

One thing I'd really like to include in whatever setting we use is the notion of a mysterious predecessor race that liked to build complicated things, especially underground. This wouldn't be the origin of all dungeons, or anything like that, but a source of some rare dungeons that are more likely to hold Potens Machenvar.

Potens Machenvar

  • On the topic of Potens Machenvar, how would you feel about nearly all of these being (extremely) limited use?
  • Basically, each time you use the PM, you have to roll a d6 to see if it breaks or crumbles to dust. The less powerful PMs might only crumble on a roll of a 1, but the really good ones would always crumble (i.e. on a 6 or less).
  • This flows well with the 'mysterious predecessor race' theme, where these are ancient devices of uncertain and irreplaceable origin, that still function even after millennia of neglect, but are prone to breaking down. Since no one knows how to fix them, once broken, they are basically trash (or they could turn into one portion of sellable goods, if we're feeling generous, and want players to just use them like candy).
  • By going with a system like this, these things could actually show up in a campaign with some regularity, if a GM so chooses, without upsetting the balance of the game too much. They'll definitely upset the balance of a single encounter, but that's kind of the whole point, really.


Breaking Objects

  • Sunders against terrain objects (not unattended objects) changes their terrain states: Blocked → Impeded → Difficult → Unobstructed/Clear. This lets us redo the breaking objects rules to get rid of the language related to the very outdated Abstract Encounter rules, while still maintaining a useful time-scale for doing things like tearing down walls. Sunder DCs will need to be brought back in line with the Skill DC chart.
  • In general, I think terrain objects should have a very low sunder DC (like 15), since anybody who knows how to swing a pickaxe should be able to make their way through it eventually. The variable we need to talk about is Durability -- how many rounds would it take a dude with a pickaxe to turn a 5-foot section of castle wall from 'Blocked' terrain to 'Impeded' terrain? Each state change should, in my opinion, take the same amount of time (mostly for simplicity).
  • We can also talk about things like Assists (possibly mandatory for large-scale works like sapping a castle wall?), and time, and how much effort a non-hero can really put into performing sunders per hour.
  • We already have a rule that you can only perform a single combat maneuver per round, so even level 35 heroes are limited to 1 sunder per 6 seconds, assuming we don't put further limitations on this.
  • We can talk about siege weapons later; I don't think we should factor them into this conversation -- I'd rather make them work organically with the system after the fact.
i think i violently agree with all of this :)  The terrain progression is just awesome, as it makes all sorts of possibilities just happen. (we could have difficult terrain 'splash' from the site of siege attacks, to represent debris fields, for example)  the difficulties in the charts were partially converted to 'DC at CR' format already, which I tentatively agree with as our model moving forward.  siege could/should be last, so we can scale those devices properly against DC's, which already should have CR coded into them to gain the proper numbers.  siege and settlements could include a possible vehicle pass as well.

Notes / To Do

  • random loot generation
  • random remnant generation (a built-in roller would be cool)
  • We could also consider making 'civilized' versus 'uncivilized' treasure parcels for monsters (could be keyed off of the monster's INT stat, meaning no changes to existing monsters, just changes to the main template), which would affect whether some of the treasure was in coins, gems, trade goods, versus just 'sellable goods' (read: goopy bits).
  • treasure idea: in addition to remnants, other currencies could drop (settlement currencies, magic item upgrades, eggs (for mounts), etc.), maps to other locations of interest, a way to spawn specific encounters. This would also be a good way to put single-use magic items into the game (which could be anything from a bottle of alchemist's fire to a scroll that calls a deific champion to help you for one round, or a genie that grants you a single wish).
  • need to issue guidelines for adapting content from other systems? the heavy/legend roles might need to be emphasized for conversion tasks
  • revisit the Vehicle Combat rules. Clean up, simplify, and remove language about multiple piloting skills, stat dependency on ship class, etc. Perhaps vehicles should perform like magic weapons (enhance bonus, properties, dweomermetal) that the pilot 'wields' to attack. This would allow the use of to-hit rolls, instead of maneuver checks for attacking. Try to make the system more like traditional combat... maybe figure out a way to remove facing.
  • figure out a way to make the bailiwicks more distinct from their associated knowledge skills. In some cases, it's not bad (Spycraft vs Know:Local), but in many cases, it's ambiguous (Reason vs. Know:Logic; Naturalism vs. Know:Nature, etc.)
  • consider cross-referencing all the between adventures into each of the appropriate skills.
  • clean up weapon page tables, adding categories for their weapon groups, handiness, and size.
  • update monster template to account for adding a role to a monster with a modified # of attacks

Feats With No Associated Class this category serves as a handy reference for old feats to be re-worked into potential magic items


Possible New Feats:

  • Bard
  • crowd pleaser - the bard may target one additional target with their Bardic Performances. This feat may be taken more than once, each time increasing the number of affected targets by 1.
  • Druid
  • Ranger
  • Partisan
  • introvert - 6th - add partisan level to healing
  • solipsist - 16th - add partisan tier as dr/er
  • surveillance - 26th - add introspection/introvert/solipsist to allies in aura
  • caltrops - add partisan level in damage against any attacked foe in aura, once per attack, hit or miss
  • trap damage table?
  • re-write perform skill to collapse it into a single skill (instead of subskills).
  • Perform: performance complexity - clarify to setting the CR of the song
  • same for entertaining an audience
  • need a note in the ability scores page (and probably the caster pages) that you can't get spells of a higher level than your class level allows, even with a high stat.
  • add new status conditions that inflict a circle penalty (or alter existing conditions to include it)
  • create a "circle 0" and update the various mana burning rules for it.
  • Update Between Adventures section on Spell Research to clarify language about adding metamagic to a researched spell -- metamagic added /can/ increase the gross spell level above 17, just not be added as research to produce an infinitely metamagicked spell.


  • Character Sheet:
  • PDF Character Sheet (Fillable) -- yes, this will happen
  • create sample characters for each class, with planned builds up through level 5


  • Monsters:
  • create at least 10 per CR. Still need CR's 19 through 40, but CR's 1 - 18 are done enough for now. currently working on this effort, but with an emphasis of CR's 1-5 (aiming for 20+ for all those CR's), since the MMM makes higher CR's richly populated by default. still need at least 10 for CR's 19-40


  • Setting:
  • Cosmology of Creation page should be tailored to suit our view of the campaign setting. If we try to keep it 'generic', it will feel hollow.
  • decide how the many races factor into our default setting. Are all the races treated as normal citizens, or are some discriminated against (half-orcs, for example)? Are non-human races (in particular the oddball ones) sometimes born to human parents, or are they only products of their own purebred lineages?


Cleanup Tasks

  • Finish moving the following into their respective templates:
  • fighter tactics
  • Equipment pages -- finish them, clean out the stupid stuff
  • finish the Designing Skill Challenges section on the Game Master's Guide page.
  • add some notes to the Spells page, regarding GM's adjudicating 'fluff' vs 'crunch'.
  • Specific examples are direct damage (crunch) vs. illusions (fluff).
  • Rules for bonuses from fluff which give general 'not to exceed' values.
  • plus for caster level (+1 to +3), and plus for creativity (+1 to +2).
  • need to update / create page for monster types and subtypes.
  • need to review any broken links to subtypes that we don't actually want to define (e.g. azata)
  • create a "tactical" keyword and category that would identify feats, abilities, skill uses, etc. that are very dependent on a map, and wouldn't work well in a 'theater of the mind' game.

Bonus Systems

  • Settlements and Sieges
  • Epic Skill System
  • Followers / Leadership / Large-Scale War Rules
  • Auramancy / Blood Magic
  • Divine Domains (any character class; part of pre-apotheosis)
  • True Dweomers
  • Prestige Classes
  • Artifacts
  • Traps (as enemy combatants)
  • Remnants

Printable Version

  • Need some cover art for a book(let)s. Open to suggestions...
  • leaning towards a 5.5" x 8" book size as our 'starter guide' for cons, ~80 half-pages, for everything: how to play, character classes, equipment, weapons, low-level magic items, status conditions, basically everything you'd need to play up to level 5-ish. Interior will not have art, unless we really want to commission some.
  • Needs to be everything you need to know to play the game (at low levels), without access the internet or the wiki.
  • shouldn't have links or other web-based 'features', and it will need a table of contents and an index.
  • Short appendix that describes some of the other features that are available in the complete game on the wiki.
  • Found some online print sites that will do this for about $10/book, so 20 of these per convention would be about $200 which doesn't seem crazy to me.
  • will give these out to anyone who plays through the module.
  • pre-generated characters on no more than 4 pages each, printed on cardstock?
  • Will give these out to anyone who played that class through the module.
  • should be designed as a good party mix, rather than just 1 of each class; assume somewhere between 5 and 8 players.
  • a module we can run in 4-ish hours that shows off the best parts of our game -- skills, character class uniqueness, dynamic and fun combats, including a 'threat' fight as the finale. Characters should probably be level 1, but I'm willing to consider up to level 3 if there's a good reason to go there.
  • needs to have good opportunities to role-play, opportunities to use skills in an interesting way, and some fun set pieces for the combat encounters.

Siege Weapons / Settlements Notes

  • review 'breaking objects' page, in light of changes to vehicle combat and removal of abstract encounters rules
  • siege weapons - how do they work with the vehicle combat rules?
    • unless we want siege weapons to continue to be cumulative forces, though it seems like people hated all the dice rolling of the abstract encounters
    • right now, vehicles will never penetrate heavy defenses and fortifications; the target DC's are way too high, as are many of the durabilities
  • add weights for all doors and such on the 'breaking objects' page, for purposes of the Might skill.

moving these links to here for future re-write/inclusions/expansion, possibly/probably as part of settlement pass


Possible New Character Classes

  • Physical Adept class (Fleshcrafter?) - arcane-powered melee, re-tool eidolon-style abilities as self-buffs?
  • Mentat Warsage Storm Knight class - intelligence-based melee and thrown weapons user.
  • can 'game out a fight' -- may declare at any point in a round that they have not yet dealt any damage (even after one or more failed attacks) that they are simply gaming out the fight, forgoing all damage for the remainder of the round. In exchange, they gain a massive buff in the following round against that opponent.
  • Toxotes - high damage ranged attacks, trick shots (possibly just create via new rogue talents?)
  • Galvanist - sorceror/prowler/alchemist, focus on The Spark as a way to empower things (weaps/armor/potions) with sparks and essence
  • Seeker - sorceror/ranger/prowler, has 'target/treasures' they are looking for, can have up to five, each treasure/target allows them to activate a diff power/class feature, they have to pick new ones as they find old ones or they lose powers
  • Templar - arcane/urban fighter//paladin striker/tank, much stronger if has a place to defend or a crusade to advance. Can use a taunting variant of mirror image (can't attack, but taunts and soaks up a hit or two).
  • Effigy (Artifact? Vestige?)
  • the character is an actual artifact, which is intelligent. The actual artifact is /somewhere/, though even the player may not know where. They have extended their consciousness into a remote effigy (moppet?) with which they interact with the world. look at material for the warforged as inspiration?
  • they can use their experience to augment their effigy, giving it better abilities
  • like a summoner or pet class, except that the master isn't present on the battlefield
  • Assassin: inflicts and spreads bruise/bleeds/ruptures; can end all effects to deal that much damage to all enemies (even non-bleeding ones)
  • Horolog master of clockworks, makes ether-powered devices that do stuff (attacks, defenses, pets, buffs, move, mounts?) the martial-version of an alchemist
  • Oracle divine-powered sorcerer/paladin, has the ability to give blessings, lays curses, has no heal but can absorb damage from allies in a radius and lay on hands. sorcerer/cleric/paladin hybrid with unique damage transfer power+
  • Jinx: can store up and use failed d20 checks (to-hits, saves, etc.) to unleash powerful curses and debuffs. Encouraged to take wild risks in order to miss more (and have that wild payoff when they don't fail).

Reminder links to complete additional classes at future date


Ideas For Class Features

  • Death Attack (Ex) prowler, ranger, partisan, warlord? x times/day perform a magnum-size hit like monk?
  • Swift Death (Ex) same classes as candidates, add more times per day
  • Angel of Death (Ex) use up all death attacks to roll a coup de grace
  • Live to Tell the Tale (Ex) barbarian, partisan, brawler? x times/day roll maneuver offense vs attackers maneuver defense to negate a hit
  • Elaborate Attack (Ex) bard, paladin, rogue, fighter? spend a full BAB attack roll (or any 5-foot step?) to trigger a class feature (finale for bard, smite for pally, sneak for rogue, challenge for fighter?)
  • Spell Critical (Su) sorc, wiz, druid? if confirms a critical with an attack, can cast a spell as a swift action. aimed at rays, but leave open-ended for dual/multi/prestiges
  • Inspiring Demeanor (Ex) bard, cleric, fighter, paladin, warlord? roll maneuver offense against the maneuver defense of an ally to upgrade one action to the next higher action x/day
  • Arcane Pool (Su) sorc, wiz, bard, ranger? 1/2 caster level plus Int mod /day, spend a point from the arcane pool to add +1 to-hit with implement (8th), or, character level to damage done by a spell to one enemy (23, 28, 33) or, +1 to save DC (13), or +1 to spell penetration (18). starts at 1 point/round max, scales to 2, 3, 4, 5. damage feature is multiplicative, 5 points adds 5x level to up to 5 targets (!)
  • dismount abilities for mounts -- special attacks that can only be performed as a dismount action. Think something like a bull rush that immobilizes everyone you manage to push (after the push concludes).
  • Steelborne (Ex) cleric, bard, brawler, prowler, warlord, rogue? Allows the class to count their levels as Fighter levels for qualifying for feats. Differentiate by level acquired (8th for warlord, brawler, prowler, 13th for cleric, 18th for bard?) and by how 'strong' the fighter qualification is (warlod fighter = -5, brawler = -3, bard = -15, etc.)
  • Indestructible (Ex) cleric, paladin, warlord, fighter? Complete immunity from critical hits while wearing heavy armor (c28, w23, f18?) improves to immunity to precision damage as well five levels later?
  • Deadly Defense (Ex) rogue, ranger, fighter, warlord, partisan? Whenever you ready an action to attack a foe outside your current melee reach, add +2 to the threat range of your attack and add your character level to the damage dealt as base damage (!!)
  • Combat Advisor (Ex) bard, cleric, paladin, rogue, warlord? Whenever you miss with a melee attack, (and don't spend an action point) you may designate an ally within 30 feet that can see you to gain a +1 (morale? martial?) bonus on their next attack against that target. improves to next attack against any target, +2 against that target, +2 against any target, +1 to any target until end of the encounter. doesn't stack, of course.
  • Throw Implement (su) sorc, wiz, bard? x times per day, converts any spell which deals damage with a circle into a single-target ray with a range of 60 feet, embodied as charging the currently wielded implement and throwing it.
  • Path to Refuge (sp?) cler, dru, sorc, wiz? x times per week, manaburn 1 spell per hundred miles to return to your 'refuge'. manaburn same x spells per additional person to bring with you. cler 13, dru 18, sorc/wiz 23?
ranger?
  • Stored Life (su) barbarian, brawler, fighter, partisan, paladin? when affected by a status condition, sacrifice a class feature for the remainder of the day to ignore the condition until the end of the encounter. rage power, tactic, type of attack, lay on hands, feat, etc, are all eligible.
describe this as Essence Omission; seems to follow the same rules 
  • Killing Focus (Ex) barbarian, fighter, monk, ranger, rogue, pariah, prowler, brawler? spend a swift action to focus on an opponent. If you then use a full attack action to attack that foe, making the maximum number of attacks, gain +1 to-hit and +1 base weapon damage with all attacks. Note: once gained, persists until the foe dies or you focus on something else, stacks!
  • Shadow Double (Su) bard, monk, pariah, prowler, rogue? x-times per day, move so sneakily you seem to be in two places at once. gain a flanking bonus with yourself, or, gain concealment, or, gain mirror image effect.
  • High Strike (Ex) barbarian, brawler, fighter, monk, prowler? a scaling number of times per day, if you make an attack from higher ground, gain a bonus attack as a swift action (!) this can be triggered by using climb, making a jump, using native sloped terrain, or by having a hover, vault, or fly speed.
  • Inveigle (Su) bard, cleric, pariah, sorcerer, warlord, wizard a scaling number of times per day, make a maneuver offense or caster check against a target within scaling distance. if you succeed, they no longer count as allied creatures to their former allies, and count as allies of you and your side instead. they provoke, cannot move through their former friends, do not grant flanks, etc. conversely, they now cannot make attacks of opportunity against your side, can be moved through without issue, and can be used to gain flanking. lasts for 1 round, scaling to end of encounter. can scale to allow multiple creatures to be affected per use of the ability
  • Everburn (Su) brawler, fighter, paladin, partisan? gain the ability to spend an action point to gain an action even while under the effects of a condition which normally removes the ability to take actions, such as helpless, paralyzed or petrified.
  • Serendipity (Su): Bard, urban barb, brawler, cleric, prowler, warlord? When you or one of your allies within 30 feet rolls any d20 check, use this ability as an immediate action before the results of the roll are checked to tweak the odds in their favor, increasing the result of the die roll or check by 1. This CAN turn a normal hit into a critical threat, but it cannot make an attack roll a natural 20. The character can use this ability a number of times per day up to their character level of the class that grants the ability. At intrepid tier (second tier) of the granting class, and every additional tier thereafter, they can increase the die result of the target's roll by an additional 1 by using up more of their daily uses. For example, a 12th-level bard with three tiers of bard has 12 points of serendipity, and can spend up to three points of serendipity to increase an ally's roll by 3 in one immediate action.
  • candidate for prestige class: mystic theurge is super cool, should be in the running for an early prestige class
  • check 'vigilante' class for ideas for possible skills expansion pass, might be some interesting ideas in there


critical path thoughts:

nine primary stats, seven derived stats Str-ength Physical strength, lift/carry/throw, melee damage, adds to PD, stamina, stun, Dex-terity Physical quickness, adds to physical hit and dodge, SPD Bod-y Physical hardiness and toughness, adds to ED, stamina, stun, recovery, stagger

Ego-tism Mental strength, Telekinetic lift/carry/throw, mental damage of all sorts Int-elligence Mental quickness, adds to mental hit and dodge, SPD Wil-lpower Mental hardiness and toughness, adds to DR, stun, stagger

Tal-ent Arcane strength, arcane lift/carry/throw, arcane damage of all sorts Cra-ft Arcane quickness, adds to arcane hit and dodge, SPD Abi-lity Arcane hardiness and toughness, adds to DR, stun, stagger

PD ED DR

Spd

REC STA STN


Interesting Links