Showing posts with label Class. Show all posts
Showing posts with label Class. Show all posts

Monday, May 11, 2015

Rainbow Domain - Prismatic Priests and Dazzling Druids

Heimdall an der Himmelsbrücke by Emil Doepler, via Wikimedia
What do Heimdal, Renly Baratheon, and Kermit the Frog have in common? They all know the power of rainbows.  The mystery and splendor of the rainbow has inspired countless myths across the world.  In Norse mythology, the rainbow bridge connects the realm of the gods to the realm of men.  In Judeo-Christian tradition, the rainbow is the visual sign of the pact between God and Noah never to flood the earth again.  To the Australian aborigines, the rainbow serpent is a primordial creator deity that provides both fertility and disease.  With so many divine rainbow connections, it only seems right to have the option for a rainbow domain.

And since rainbows are also natural phenomena, it also makes sense to offer the rainbow domain to druids as part of their nature bond ability.  In fact, I would be lying if I said that my original intent was not to allow the creation of terrifying rainbow-blasting druids.

The following material given in gold text is available as Open Game Content under the OGL.  Open Game Content is ©2015 Jonah Bomgaars.

Monday, November 24, 2014

The Swashbuckler - A New Base Class

I really like swashbucklers as a class, and I was disappointed with Pathfinder for a while because the closest thing to a swashbuckler they had was a lackluster rogue archetype.  Of course, I made my own homebrewed conversion of the swashbuckler from Complete Warrior for use with Pathfinder rules.  Then, a few months ago, Paizo released the Advanced Class Guide, promising ten new classes based on combining other existing classes, including a swashbuckler!  Well, that's out now, and the swashbuckler is the only one I've looked at, and... I don't really like it.

We've got a problem right off the bat in that the swashbuckler is a combination of the fighter and the gunslinger, and I don't like the gunslinger.  It's not just because of the fact that the feel of the gunslinger is totally wrong for most campaign settings, it's also that I don't like their Grit ability.  I'm okay with the 'pool' mechanic for magical or mystical abilities, like the Magus' Arcane Pool or the Monk's Ki Pool, but not with physical abilities.  If I'm playing a gunslinger and I ever say to myself "Oh, I can't do that cool thing I do with my guns because I haven't scored a critical hit or a killing blow recently," that would take me out of my character.  It's a gamey mechanic and it feels wrong and 4th-edition-y.  Well, the new swashbuckler class uses a similar mechanic called 'panache', which is just terrible.  "Sorry, I can't perform that deed right now, I don't have enough panache," said no swashbuckler ever.  Aside from that, the class is generally pretty boring.

Naturally, I decided I would do a blogpost introducing my homebrewed swashbuckler to the world.  I opened it up to look it over, and immediately changed my mind.  My old swashbuckler was basically a word-for-word copy of the swash from Complete Warrior with a few modifications and the ability to take rogue talents.  So I scrapped it and built a new, original swashbuckler base-class from scratch!

Illustration by Kent Hamilton
The following text in gold and the associated table is available as Open Game Content under the OGL. Open Game Content is (C)2014 Jonah Bomgaars.

Monday, October 20, 2014

Polearm Feats and Polearm Ranger Style


Hello, dear readers.  Long time, no see.  I'm pretty well settled back on my home continent now, sadly very far away from any castles but very close to all my RPG books.  I'm sorry for the lack of updates recently, but that changes now.  I'm getting back on schedule and bringing you more content every Monday.

Today, as I promised long ago, I've written up a selection of feats centered on making polearms a more appealing weapon choice for adventurers.  While all of these feats are great for people that use polearms, a number of them will also be of interest to adventurers who don't keep their weapons on the end of a ten-foot pole.

And, now that polearms have more feat support, I've also made a polearm fighting style for rangers.  I know at least two of my players have expressed a desire to play a polearm ranger and been frustrated by the lack of options available to them.  Rangers seem like they would be well-suited to polearms; they tend to seek out and fight a lot of scary stuff, and in my experience it's often best to have ten feet of weapon between you and scary things.