Monthly Archives: April 2022

Eldritch Chess, ver 1.1

I love Chess variants. The origin of this love is twofold. First, I adored the idea of “Martian Chess,” or Jetan, that Edgar Rice Burroughs in The Chessmen of Mars, complete with full rules of the game. Second, my father loved classic boardgames, including chess and chess variants. As a child he taught me Go, Checkers, Chess, and then Shogi and Xiangqi. When I fell in love with Jetan we played it for months (using tape to temporarily turn a Go board into a Jetan board), and he introduced me to Chancellor Chess, Checker-Chess, and a tone of other variants.

When Dragon Magazine published Dragon Chess, he and I used out multiple chess sets and many of my lead miniatures to make a set, and played. I don’t think we ever got through a whole game, but we made multiple runs at it.

(Somewhere in here I also found the video game Archon, which was also a big influence).

So, I’ve adored the idea of chesslike games for a long time, and have played Knightmare Chess, and various 3-, 4-, 5-, and 6-player chess variants. Eldritch Chess is an outgrowth of that old passion, and while this version is highly experimental, it’s grown enough I want to have all the current rules in one place.

Also, a BIG shoutout to Mike Myler, who first collated a lot of my social media posts into a pdf, and codified some rules I had hinted at but not written down. Thanks, Mike!

(Art by Martin Bech)

Basic Rules
Eldritch Chess uses the rules of regular chess, with the possible addition of new special pieces called “eldritch pieces.” Each player begins before play with a typical chess army of eight pawns, two rooks, two knights, two bishops, a queen, and a king, but may substitute a number of pieces for eldritch pieces.

Setup and Substitution

All eldritch piece substitutions are decided on prior to pieces being placed on the board. Then, after both sides have decided and noted down what pieces they are using, each side places all their non-eldritch pieces on the board, each in one of its legal starting places, alternating with White placing the first piece. If one side has more non-eldritch pieces, they place all their remaining non-eldritch pieces after the two sides stop alternating.

Then, the two sides take turns placing their eldritch pieces using the same rules as for non-eldritch pieces, above. When placing an eldritch pieces, a player must put in on the beginning square of one of the pieces it replaces, if possible. If not possible, the player chooses any open starting square on the first 2 rows of their side of the board. If there are no such open squares, the eldritch pieces is placed on their third row, as close to the side of the board as possible.

Each time an eldritch piece is placed, which piece it is and what piece(s) it is replacing is revealed to the opposing player.

First Game

It’s recommended that when first playing Eldritch Chess that each player be limited to a single
eldritch piece, increasing the number of allowed eldritch pieces by one for every three matches played.

Matched Sides

To ensure balanced sides, it is possible for eldritch chess to be played with both sideshaving the same eldritch pieces. The players decide on how many substitutions they will have, limiting themselves to an even number (2 eldritch pieces, or 4, 6, or 8). Black then selects one eldritch piece both sides will begin with, and which piece(s) it replaces. White then selects the next eldritch piece and what it replaces, and the players continuing taking alternating turns until all eldritch pieces are selected. Players then set up their pieces, as described in Setup and Selection, above.

Invoke

Some pieces have an invoke. this is something the piece does when you invoke it, which can only be done on your turn and counts as your move, but does not move the piece using its normal movement.

Promotion

Pawns retain the ability to promote if they reach the far row, but can only promote to standard chess pieces (even if you did not being with any of that piece on the board), and eldritch pieces you began the game having on the board. Other pieces only promote if they say so, and may have special rules. A peice can never promote to a liege.

Piece Types

An Eldritch Chess, some pieces are defined as spells, priests, royals, or lieges. Of the standard chess pieces bishops are priests, kings and queens are royals, and the king is a liege. Some eldritch pieces have special rules that interact with these types. Each player must have one and only one liege, which can castle as a king (unless it states otherwise), and is subject to the rules of check and checkmate as a king.

Victory Conditions

Normal victory conditions are to checkmate your opponent’s liege. If a liege is in check, its player must take it out of check. A liege cannot choose to enter check. In some cases, destroying your opponent’s liege may occur without it ever being in check, such as if it is destroyed by a Fireball. This is considered checkmate for victory conditions.

If neither side has pieces remaining capable to checking the opposing liege, the game is a draw. For example, if both players are down to an archmage and some oozes, the game is a draw.

Eldritch Piece Rules

Abjurer
An Abjurer can move and capture 1 space in any direction. An Abjurer cannot be captured except by royal pieces, and cannot be jumped over (even by pieces that normally can jump). Substitution: You can replace one or both rooks with abjurers.

Archmage
The Archmage can move up to 2 spaces in any direction, jumping. It cannot capture. It cannot castle. It is a liege. Substitution: The Archmage replaces your king.

Barricade
The Barricade moves/captures 1, 2, or 3 spaces orthogonally or vertically. It can invoke to Block, preventing the opponent on their next move from capturing it, moving pieces adjacent to it, or jumping over it. It is a spell. You can replace one or both rooks with Barricades.

Berserker
A Berserker moves and captures as a pawn. It can move and capture as a knight or queen, but after doing so it is removed from play. The Berserker cannot check a liege. It can promote on the back row as a pawn. Substitution: You can replace one or both rooks, and/or one or both knights, with bersekers.

Celestial
A Celestial moves and captures up to 4 diagonal spaces. It can jump pieces. It is a priest. When the Celestial is captured, you can immediately promote one pawn that is not in a position to capture or check if it becomes a knight into a knight. Substitution: You can replace your queen, and/or both bishops, with one Celestial.

Conjurer
A Conjurer moves and captures like a pawn. If you have fewer than 8 pawns, as an invoke the Conjurer can create a pawn you control as a move, placing it in a clear adjacent square. Substitution: You can replace your queen, and/or both rooks, with one Conjurer. You cannot have more than one Conjurer.

Court Magician
A Court Magician moves as a king or knight, and promotes as a pawn. It is royal, and remains royal after promoting. You can replace one or both rooks, or both knights, or your queen with one Court Magician.

Diviner
A Diviner moves and captures as a king. You can discard a Diviner without taking a move to force your opponent to undo the move they just took. It’s still their move, but they cannot repeat the same move.
Substitution: You replace your queen, and/or both bishops, with one diviner.

Geomancer
The geomancer moves and captures as the king, but is not a liege. As an invoke, the geomancer can add a strip of four squares to a side of the gameboard. All the edges of one long 4-square side must be adjacent to the original board, and black and white squares alternate with the original board. The added squares can be moved on as normal, but don’t change where pieces promote. Substitution: You replace one or both knights with geomancers.

Ghost
The Ghost can move 2 spaces in any direction. It does not capture pieces, but instead suborns them,
sharing their space and moving with them and preventing your opponent from moving them. It
cannot suborn priests. While suborning, the Ghost moves as itself or the suborned piece, whichever you select for each move. If captured while suborning a piece, the Ghost is destroyed and you place the suborned piece in an adjacent open square where it is returned to your opponent’s control. Substitution: You can replace your queen, and/or both bishops, with one Ghost.

Doppelganger
A Doppelganger moves, captures, castles, and follows the rules of check and checkmate as your king. It is not a liege or royal. However, both your king and Doppleganger must be checkmated for you to lose the game. Substitution: You can replace your queen, or both knights, with a Doppleganger, but may only have
one Doppelganger.

Dragon
A Dragon can move 2 spaces diagonally or orthogonally, and can jump over a piece. It can capture a piece it lands on, or one in any square adjacent to where it lands. Substitution: You can replace both knights with Dragons (but not just one).

Druid
The Druid moves and captures as a pawn. If it doesn’t already have one, it can create a beast as a move. A
beast appears in an unoccupied adjacent space, and moves and captures as a knight. A beast can only move twice, then disappears. If a beast is captured, so is its Druid. The Druid is a priest, but its beast is not. Substitution: You can replace your queen, or both bishops, or one bishop and four pawns, with druids.

Enchanter
An Enchanter can move 2 (and only 2) spaces diagonally or orthogonally. It can capture only by moving into an adjacent enemy piece. An enemy piece adjacent to an Enchanter can’t move. Substitution: You can replace a queen, or a pawn plus one bishop, knight, or rook, with an enchanter.

Evoker
The Evoker moves and captures as a pawn. It can also invoke to capture a piece that is 1 vertical and 2 orthogonal spaces away, or 2 vertical and 1 orthogonal spaces away without moving. The Evoker can capture your own pieces. Substitution: You may replace one or both rooks with Evokers, and/or your queen, and/or one or both knights, but cannot have more than three total Evokers.

Familiar
The Familiar moves/captures 1 in any direction. As an invoke, it can hop onto an adjacent piece of yours. It thereafter moves and is captured with that piece, until it uses it invokes again to leave the shared space and land in an adjacent, unoccupied square. You can replace one or both bishops with Familiars.

Fiend
The Fiend moves up to 3 spaces in any direction, can jump pieces, can turn once during its movement, and can capture friendly pieces. The fiend can capture but not land adjacent to a priest, and the fiend captures a friendly pawn when landing next to it. Substitution: You can replace one or both knights
with fiends.

Fireball
The Fireball moves/captures 1, 2, or 3 spaces diagonally. When it captures a piece that piece, the Fireball, and every adjacent piece, is destroyed. If a liege is destroyed, this is treated as checkmate. It is a spell. You can replace one or both rooks with Fireballs.

Gargoyle
The Gargoyle moves as a knight, but cannot jump pieces. It cannot be captured, removed from the board, or suborned by spells. You can replace one or both knights and/or one (but not both) rook and/or one (but not both) bishop with Gargoyles.

Giant
The Giant moves and captures 1 or 2 spaces orthogonally. As an invoke, it can throw any adjacent non-royal piece of yours 2 or 3 spaces in any direction, jumping pieces, to an unoccupied space. You can replace one or both rooks with Giants.

Gremlin
A Gremlin moves and captures as a pawn, but does not get a double move on it first turn, and does not promote. If it reaches the far row, it turns around (moving and capturing toward you, rather than away from you). You can replace one or both knights or bishops with three gremlins each, or a rook for 5 gremlins, or a queen for 9 Gremlins. However, you cannot have more than 24 total pieces at start of the game when using Gremlins.

Highlander
The Highlander moves and captures as a queen. When captured, it returns as a bishop or rook (your
choice) on your next turn, on any unoccupied square on your back row, without requiring a move to do so. (If you do not have an unoccupied square on your back row, it can appear on any unoccupied square on the first row closest to you that does have one.) If captured again, it returns as a knight, and if again as a pawn. Substitution: You can replace your queen and one knight and one pawn, with one Highlander.

Illusionist
The Illusionist moves as a bishop, rook, knight, or pawn, but only captures as a pawn. Substitution: You can replace your queen, or one rook, with an illusionist. You do this by noting which piece you swapped one of those pieces for an illusionist, but don’t have to reveal to your opponent which it is until the Illusionist is first moved. When placing pieces, you don’t place any queen or rook until you place your illusionist, at which point you place the Illusionist and all remaining rooks and queens.

Initiate
The Initiate can move 1 forward or 1 to either side, but can only capture when moving 1 forward. It can
be promoted to any priest if it reaches the back row. The initiate is a priest. Substitution: You can replace up to two pawns with initiates, or as many as you like if you also sacrifice a knight.

Lightning Bolt
The Lightning Bolt moves as a pawn (with all associated rules), but can take two moves (including capturing twice) as your turn. It is a spell. If it promotes to a knight, it retains double moves and is still a spell. You can replace your queen and/or a single rook for a Lightning Bolt.

Miasma
Miasma can move one space orthogonally, but cannot capture. As an invoke, it can destroy all non-royal pieces in squares adjacent to it, including you own. It is a spell. You can replace one or both knights with miasmas.

Mystic
The Mystic moves and captures as a pawn. If captured, the Mystic can be immediately return to its starting space without taking a turn. It captures any piece in that space. Substitution: You can replace one or both knights, and/or one of both rooks, with Mystics.

Necromancer
The Necromancer moves as the bishop. As an invoke, a piece captured by the necromancer can be used to replace your identical missing piece, placing it in the starting position of the piece being
replaced. The Necromancer does not block the movement of enemy pieces. Substitution: You may
replace one bishop and a rook, and/or one knight and a rook, and/or your queen, with one Necromancer.

Ooze
An Ooze moves 1 in any direction. It cannot capture or be captured. Your own pieces can always jump
over your ooze. Substitution: You can replace both rooks, or both knights, or four pawns, with two oozes. You can have up to 6 oozes.

Pendulum
The pendulum can move and capture one vertical space forward or backwards. You can replace two pawns with three pendulums, but you cannot have pendulums that bring you over 24 total pieces.

Pontiff
The Pontiff can move and capture 2 spaces along any diagonal. It is a noble, priest, and liege. If you have a pontiff, pawns that reach either of the far 2 rows can be promoted to bishops, but never queens.
Substitution: The pontiff replaces your king.

Portalkeeper
The Portalkeeper has no move and it cannot capture. It can invoke to Portal, switching places with any other piece of yours. A king cannot portal out of check. A piece that is Portaled to a place where it would normally promote does not promote (but can later promote if it takes a normal move that would promote it). You can replace one or both knights with Portalkeepers.

Shadowmancer
The Shadowmancer moves and captures as the king. Your king cannot be put in check as long as your Shadowmancer is in play. You can replace you queen, and one bishop, knight, or rook with a single Shadowmancer.

Shapeshiffter
A Shapeshifter can invoke to become a pawn, rook, bishop, or knight without changing squares. Substitution: You can replace your queen, or any two pieces made up from bishops, rooks, and
knights, with shapeshifters.

Shieldmaiden
A Shieldmaiden moves and captures as a queen. When your liege is in check, you can invoke your Shieldmaiden to swap its position with your liege, if this gets your liege out of check. You can replace your queen and a rook, or a rook, knight, bishop, and pawn, with one shieldmaiden.

Sphinx
The sphinx moves, jumps, and captures as a knight or a pawn. If it does not currently have one, as an invoke it can create a riddle in any empty adjacent sqaure. A riddle does not move or capture, but otherwise acts as a piece for purposes of other pieces’ movement (stopping the movement of any piece that cannot jump, and being captured when another piece ands in its square). Your own priests can capture your riddle, but not other pieces of yours. A sphinx is a priest and a royal. A riddle is a spell. You can replace one knight and one bishop with one sphinx, or both knights, both bishops, and two pawns with two sphinxes.

Valkyrie
The Valkyrie moves and captures as the knight. As an invoke, the Valkyrie can take a pawn of yours (or any piece you have that can be substituted for a single pawn) and return it to play in an unoccupied square adjacent to the Valkyrie. The Valkyrie is a royal and priest. You can substitute your queen, or both knights and one bishop, for a Valkyrie.

Vampire
The Vampire moves and captures as a knight. Each time it captures, it gains the ability to alternatively
move 1 in a single direction of your choice (such as 1 forward, or 1 diagonally back left). If it captures 8
times, it can also move as a queen. It is a royal and liege. Substitution: The Vampire replaces your king, and queen, and any one of your bishops, rooks, or knights.

Supporting This Blog
I’m absolutely not immune to the money crunch in the game industry, so if you want to help ensure blog posts like this keep getting produced, please consider supporting my efforts through my Patreon campaign, or dropping a cup of coffee worth of support at my Ko-Fi (which is also filled with pics of my roommate’s cat).

Retrospective, The Past (Nearly) Decade

Roughly nine years ago, I began working with Green Ronin on-staff rather than as a freelancer. They very quickly became some of the people I trust most and love most fiercely in this industry. I’ve been a Ronin, on and off, ever since. I have learned more from them than I can ever explain, and if you enjoy anything I’ve made since 2013, no matter who published it, the Ronins get some of the credit.

Exactly eight years ago (to the hour), Lj and I packed up our household and moved to the Pacific Northwest, so I could work at Paizo Inc. I wanted to spend time with yet more of the greatest creatives in the world, and I have no regrets in that department. I wish I had handled some things differently, and that housing costs hadn’t grown at a rate I didn’t conceive of, but the people I got to know, friends and family-of-choice I made, and the projects I got to be part of are among my greatest joys even today.

Roughly three years ago, we left for Indiana, for a lower-stress, lower-cost-of-living career move. That didn’t go as planned, but given the friends I made, I can’t find it in me to regret it.

Roughly two years ago, during the pandemic, we moved back home to Oklahoma. That was never the plan, and in many ways it felt like total failure on my part. But it’s also where my family and the friends I’ve known for 40 years and more live, and being home as the world churns has helped keep me sane.

I don’t know what the next chapters will be. They won’t be anything I imagined 8 years ago. I’d love to find a full-time steady remote game industry job with benefits… but I’m not counting on unicorns.

If you’d like to help me make ends meet as I try to keep making games and helping people, you can join my Patreon, drop a cup of support in my Ko-Fi, or both. 🙂

Shakk (Species for Starfinder)

The shakk are an amphibious species who evolved as aquatic solo alpha predators on their home world. Their own legends claimed they choose to evolve the ability to move on land, however awkwardly, to ensure there was no part of their planet they could not dominate. However, shakk evolved into sentience and sapience hundreds of thousands of years ago, and their planet was ravaged by numerous world wars fought with terrible weapons of mass destruction. Their entire pre-technological history is long lost, with counterfeits and propaganda from 103 known previous worldwide cultures further cluttering what is known about previous ages.

Shakk claim to now be in their “104th Society,” and it is this culture which became starfarers thousands of years ago. Thier current parent culture never moved past a form of technological feudalism that closely resembles the structure of organized crime in other societies, and many shakk are socialized to see might-makes-right mobster and corporate organizations as the “true” and “most real” types of government. A classically-educated shakk learns about negotiation, game-theory, and leverage as children, the lessons being thought much more important than “good behavior,” “making friends.” or “sharing.”

The 104th Shak Society sees the need to have a firm hierarchy the only way to prevent more destructive wars that could finally wipe them out as a species. As a result, shakk are often accused of being a species of mobsters, though of course they are no more genetically attuned to being mobsters than dwarves are crafters or humans are renegades. But the fact many shakk have managed to be extremely successful as overbosses of illegal and semi-legal operations keeps the stereotype alive.

There is some anthropological and genetic evidence to suggest shakk are distantly related to (or were perhaps engineered by) the alghollthus. Shakk themselves tend to see this claim as weak-at-best, and even if there is some relationship, fine it more likely that alghollthus are a genetically-engineered offshoot of shakk, perhaps a lost colony of a previous society that used genetic engineering to alter themselves to survive harsh environments.

(Art by Jacob Blackmon)

Shakk
+2 Con, +2 Int, -2 Dex
Hit Points: 2
Large aberration
Swim speed: 40 feet
Slow but Steady: Shakk have a land speed of 20 feet, which is never modified when they are encumbered or wearing heavy armor. They also gain a +2 racial bonus to saving throws against poisons, spells, and spell-like abilities, and when standing on the ground they gain a +4 racial bonus to their KAC against bull rush and trip combat maneuvers.
Hefty: Shakk are treated as huge creatures when determining if they can be affected by maneuvers and special abilities. They can use weapons designed for Medium, Large, or Huge creatures without penalty.
Lungful: A shakk can hold its breath for a number of hours equal to it Con score.
Darkvision: Shakk can see up to 60 feet in the dark.
Sly: Shakk gain a +2 species bonus to Bluff, Diplomacy, Intimidate, and Sense Motive checks. (This represents a classic shakk education. Shakk raised in different environments can learn different lessons, and a GM may grant them a +2 species bonus on four different related skills.)
Strong Mind: Shakk gain a +4 racial bonus to Will saves vs compulsion effects, and the DC to Intimidate them is 4 higher than normal. If a shakk succeeds at its save against a compulsion effect, it has no effect on the shakk (even if there is normally a partial effect on a successful save).

Supporting This Blog
I’m absolutely not immune to the money crunch in the game industry, so if you want to help ensure blog posts like this keep getting produced, please consider supporting my efforts through my Patreon campaign, or dropping a cup of coffee worth of support at my Ko-Fi (which is also filled with pics of my roommate’s cat).

Converting the Witchwarper to PF1: Paradigm Shifts (Part 8)

Another post working on our PF1 witchwarper. We’re working on paradigm shifts, having written their category rules, and creating the warp pool. Now we’re seeing how many days we can go, converting 2-3 a day (or more), until we run into our next design challenge.

Today, we get into the 14th level paradigm shifts.

When looking at these, I try to keep in mind they’ll come into play the same time as the spells control weather, limited wish, and resurrection. None of these really needed any design choices to convert, and while I am concerned about their power level (it’s high), they’re not any more powerful in pathfinder than they were in Sf, so for the moment I’m just chalking that up to what happens at 14th level.

Paradigm Shifts [14th level]

Shifting Immunity (Su)
As a reaction when a creature with immunity to a type of energy damage within 100 feet is affected by energy damage, you can change the creature’s immunity to another type of energy (acid, cold, electricity, fire, or sonic) before the damage is resolved. The effect of this paradigm shift lasts for 3 rounds. This does not affect the creature’s ability to survive environmental hazards or conditions, only what damage it takes from attacks and special abilities. (For example, a creature normally immune to fire that has its immunity shifted to cold by this ability and then swims in lava still doesn’t take damage from the lava even though it’s now vulnerable to fire weapons and spells.) The creature can attempt a Will saving throw to negate this effect. Once you’ve targeted a creature with this paradigm shift, you can’t target that creature with this paradigm shift again for 24 hours. You must know the shift resistance paradigm shift to learn this paradigm shift.

Swapping Step (Su)
Once per round as a move action, you can switch the positions of two creatures within 100 feet, instantaneously swapping their places. This movement does not provoke attacks of opportunity. You can’t swap creatures’ positions in a way that would cause either creature to take damage or be forced into an inappropriate physical space. (For example, you could not swap the positions of two creatures of different sizes if doing so would cause the larger creature to risk falling off a cliff or into a hazard, or cause one of the creatures to be placed within a solid object). Each targeted creature can attempt a Will save to avoid this effect. If either creature succeeds, this paradigm shift has no effect. Once you’ve targeted a creature with this paradigm shift, you can’t target that creature with this paradigm shift again for 24 hours.

Unveil Reality (Su)
As a standard action, you can target one creature within 100 feet and tear back the veils of all worlds, overwhelming the target with a bewildering phantasmagoria. This causes the creature to gain the stunned condition for 3 rounds unless it succeeds at a Will saving throw. This is a mind-affecting effect. Once you’ve targeted a creature with this paradigm shift, you can’t target that creature with this paradigm shift again for 24 hours.

BROUGHT TO YOU BY MY PATRONS!
I have a Patreon. This post would not exist without its support. If you’d like to see more Pathfinder 1st edition options, join for just a few bucks and month and let me know!

Converting the Witchwarper to PF1: Paradigm Shifts (Part 7)

No surprises, it’s another post working on our PF1 witchwarper! Still working on paradigm shifts, having written their category rules, and creating the warp pool. Now we’re seeing how many days we can go, converting 2-3 a day (or more!), until we run into our next design challenge.

Today, we get into the 11th level paradigm shifts.

Paradigm Shifts [11th level]

Dart Aside (Su)
As a reaction when you are hit by an attack but before the attack’s damage is resolved, you can expend 3 points from your warp pool to teleport (as the spell) up to 10 feet away. This movement does not provoke attacks of opportunity. If your new location would cause you to be an invalid target for the triggering attack (for example, because you are out of range of a melee attack or the attacker no longer has line of effect to you), the attack is treated as a miss.

Shaped Infinities (Su)
When you use infinite worlds, you can exclude up to one 5-foot square per witchwarper level from the effect’s area.

Substitute Mind (Su)
You can free a creature from mental control or conditions that hamper it. Once per day as a standard action, you can touch a willing or helpless creature. When you do, the affected part of its mind is replaced with a nearly exact duplicate from an alternate reality, ending all mind-affecting effects the target has. The subject is stunned until the end of its next turn.

You can also attempt to use this ability on an ally who would normally be willing, but is currently unwilling due to the influence of a mind-affecting effect. In this case, the ally must attempt a Will save against substitute mind. If that saving throw fails, then your substitute mind works as if the target were willing.

At 14th level, you can use this ability on yourself, even if you’re otherwise unable to take actions because of a mind‑affecting effect. If you do, it must be the first thing you do on your turn, and you are stunned until the end of your next turn.

For dart aside, my main struggle was how to price its warp pool expenditure. It costs 2 Resolve Points in the original Sf version, and that’s a huge cost given RP are also used to recover Stamina Points, stabilize, and get back into the fight. Since this lets you entirely dodge a melee attack, which is much more common in Pathfinder than in Starfinder, I wanted to make sure a typical 11th-level witchwarper still wouldn’t be doing it very often. I think a typical 11th-level witchwarper is likely to have a 24 Charisma (16 to start, +1 at 4th and 8th, +4 from an item — you could absolutely get higher, but I’m looking for a baseline, not the maximum), which would give them 11 warp points. Charging 4 means you can do this once a day and still have lots of other options, but if you use it 2 or 3 times, it starts to be most of what you are doing with your warp points that day. That sounds perfect to me.

Shaped infinities needed no changes at all. Substitute mind felt too complex, so I boiled it down. That said, I left it at once per day, since there’s no limit to what mind-affecting abilities it can stop. It might be a stronger Pathfinder design to make it a dispel check (maybe with a +4 bonus)… I’ll have to think about that, but this is as good as the original, so it’ll do for now.

BROUGHT TO YOU BY MY PATRONS!
I have a Patreon. This post would not exist without its support. If you’d like to see more Pathfinder 1st edition options, join for just a few bucks and month and let me know!

Converting the Witchwarper to PF1: Paradigm Shifts (Part 6)

Aaaaand… another post working on our PF1 witchwarper! Still working on paradigm shifts, having written their category rules, and creating the warp pool. Now we’re seeing how many days we can go, converting 2-3 a day (or more!), until we run into our next design challenge.

Today, we get into the 8th level paradigm shifts.

Paradigm Shifts [8th level]

Flash Teleport (Su)
As a move action, you can expend 1 point from your warp pool to teleport (as the spell) up to 30 feet. You must have line of sight to your destination. This movement doesn’t provoke attacks of opportunity.

Hobble Creature (Su)
As a standard action, you can expend 1 point from your warp pool to target a creature within 100 feet and swap in alternate physiologies or circuitry in its body in this version of existence, imposing the staggered condition for a number of rounds equal to 1/3 your witchwarper level. The creature can attempt a Fortitude save to negate this effect. You must know the disrupt creature paradigm shift to learn this paradigm shift.

Magic Deletion (Su)
As a reaction when you are targeted by a spell, you can expend 1 point from your warp pool to gain spell resistance equal to 12 + your witchwarper level until the end of your next turn.

Other than deciding to have all of those be fueled by our warp pool (rather than expending spell slots, as some did originally), again those all adapted with very little change.

BROUGHT TO YOU BY MY PATRONS!
I have a Patreon. This post would not exist without its support. If you’d like to see more Pathfinder 1st edition options, join for just a few bucks and month and let me know!

Converting the Witchwarper to PF1: Paradigm Shifts (Part 5)

Another post working on our PF1 witchwarper. We’re working on paradigm shifts, having written their category rules, and creating the warp pool. Now we’re seeing how many days we can go, converting 2-3 a day (or more), until we run into our next design challenge.

Today, we get into the 4th level paradigm shifts.

Paradigm Shifts [4th level]

Inhibit (Sp or Su)
As a standard action, you can prevent a creature within 100 feet from taking its best course of action by overwhelming it with visions of its failures in other realities as a supernatural ability. The target must succeed at a Will save or become staggered for 1 round. At 8th level, alternatively, you can expend 1 point from your warp pool to instead use slow as a spell-like ability. Once you’ve targeted a creature with this paradigm shift, you can’t target that creature with this paradigm shift again (regardless of how you use it) for 24 hours.

Optimize (Sp or Su)
You can show a creature a glimpse of the results of its choices in other realities, allowing it to act more efficiently. As a standard action, you can touch a willing creature to increase all of its speeds by 10 feet. This is considered an enhancement bonus and is a supernatural haste effect. At 8th level, alternatively, you can expend 1 point from your warp pool to instead use haste as a spell‑like ability. Once you’ve targeted a creature with this paradigm shift, you can’t target them with this paradigm shift again (regardless of how you use it) for 24 hours.

Resist Elements (Su)
As a reaction when you or a creature within 100 feet would take energy damage, you can expend 1 point from your warp pool to grant the target resistance 5 against that energy type (acid, cold, electricity, fire, or sonic). This resistance is applied before the damage from the triggering attack. At 8th level, the resistance granted increases to 10. At 11th level, the resistance granted increases to 15.

Shifting Offensive (Su)
As a standard action, you can touch a weapon or magic item that deals damage and temporarily change its damage type (to acid, bludgeoning, cold, electricity, fire, piercing, slashing, or sonic). If the weapon deals more than one type of damage, you can change all the damage it does (regardless of type) to the new damage type, or change just one of its damage types (leaving its other damage types unchanged). This effect lasts until the end of your next turn.

None of these needed more than some clean-up and clarification to adapt to pathfinder. Tomorrow, on to 8th-level paradigm shifts!

BROUGHT TO YOU BY MY PATRONS!
I have a Patreon. This post would not exist without its support. If you’d like to see more Pathfinder 1st edition options, join for just a few bucks and month and let me know!

Converting the Witchwarper to PF1: Paradigm Shifts (Part 4)

Another post working on our PF1 witchwarper. We’re working on paradigm shifts, having written their category rules, and creating the warp pool. Now we’re seeing how many days we can go, converting 2-3 a day, until we run into our next design challenge.

This set rounds out the 2nd level paradigm shifts from the rulebook the Sf witchwarper first appeared in.

Paradigm Shifts [2nd level]

Push Area (Su)
As a reaction when a thrown attack with an area or splash effect, or instantaneous effect or spell defined as a burst radius that requires a saving throw with has an area of at least 5-foot-radius would be centered within 100 feet, you can expend a point from your warp pool to shift the area’s center by 5 feet before it detonates. Your allies within its area of effect gain a +2 insight bonus to their saving throws against the area-effect. At 8th level, you can shift the area’s center by 10 feet. At 11th level, you can shift the area’s center by 15 feet
.

Shift Resistance (Su)
As a standard action, you can change the type of a single energy resistance (but not immunity) of a creature within 100 feet (from cold to fire, for example) for 1 round. The creature can attempt a Will saving throw to negate this effect. Once you’ve targeted a creature with this paradigm shift, you can’t target that creature with this paradigm shift again for 24 hours.

Thwart Ability (Su)
As a reaction when you or an ally within 100 feet is affected by a spell or ability that allows a saving throw and would deal damage, and fails the saving throw, you can expend 1 point from your warp pool to grant the target a new saving throw with a +2 bonus to avoid or mitigate the effect’s damage and effects (with success acting as if the original save was successful).

“Push grenade” got rewritten to be “push area,” since I expect spells and magical area effects to be far more common in Pathfinder than bombs. Shift resistance and thwart ability didn’t need any real modifications, just some tweaks to match Pathfinder rules and phrasing.

BROUGHT TO YOU BY MY PATRONS!
I have a Patreon. This post would not exist without its support. If you’d like to see more Pathfinder 1st edition options, join for just a few bucks and month and let me know!

Converting the Witchwarper to PF1: Paradigm Shifts (Part 3)

Another post working on our PF1 witchwarper. We’re working on paradigm shifts, having written their category rules, and creating the warp pool yesterday and writing up our first two shifts yesterday. So, let’s see how many days we can go, converting 2-3 a day, until we run into our next design challenge.

Paradigm Shifts [2nd level]

Eldritch Secret
You can draw specific magic effects from other realities, allowing you to access spells normally not available to witchwarpers. Select one spell from an arcane or occult class’s spell list. It must be of a level no greater than 1 lower than the highest-level spell you can cast. (Alternatively, you can select one spell from a divine class’s spell list. It must be of a level no greater than 2 lower than the highest-level spell you can cast.) Add this to your list of witchwarper spells known.

You cannot select a spell that requires class features you do not possess. If you select a spell of a different source than your own spells (arcane, divine, or occult), it changes to be a spell of that type. You cannot select a spell available only to members of specific groups (such as worshippers of a specific deity) unless you are a member of that group. You cannot select a spell available only through archetypes, prestige classes, or class features other than “spells” (such as spells only available through an arcane school, bloodline, or domain).

Each time you gain the ability to cast a higher level of witchwarper spells, you may swap out the spell gained with this paradigm shift for a new spell of a maximum level no greater than 1 lower (or 2 lower for a divine spell) than the highest-level spell you can cast. You can select this paradigm shift more than once but cannot at any time have more than one additional spell known from this ability at each level of spells you can cast.

Overlapping Forms (Su)
As a standard action, you can overlay faint outlines of yourself from multiple alternate realities, giving yourself a +1 dodge bonus to your AC. At 5th level, you can expend 1 point from your warp pool when using this ability to instead give an ally you touch a +1 dodge bonus to AC. In either case, the bonus lasts for a number of minutes equal to your caster level. You cannot have overlapping forms active on more than one creature at a time–if you place it on a new creature while it is still active on a previous creature, the older use ends.

Prevent Wounds (Su)
As a reaction when you or an ally within 100 feet takes hit point damage, you can expend 1 point from your warp pool to prevent 1d4 points of that damage for every 2 witchwarper levels you have. You cannot prevent more damage than was dealt, and even if you prevent all damage any associated effects from the attack (such as disease or poison) still apply.

Okay, so far so good! I tweaked eldritch secret because there are SO many more spellcasting classes in Pathfinder than Sf, and the division between divine magic and arcane or occult is actually strong enough to impact spotlight time and class expertise. I also gave some general guidance to cover weird corner-case things that might have snuck into a game using other 3pp material. I wanted to split the different between allowing witchwarpers to select that paradigm shift all they want, and only being able to do so once, resulting int the “only one eldritch secret spell per spell level” rules, which I’m actually really happy with.

I altered overlapping forms to be a dodge bonus and extend its time, because the math in Pathfinder is much less tight than Sf, and while enhancement bonuses in Sf are rare, they’re common as heck in Pathfinder. This should make it useful, but not overpowering, at any level of play. I also added the one-at-a-time limitation because I extended the duration by x10.

Prevent wounds just got the note about carrier attacks, to make sure it can’t be used to shut down non-hp effects. It’s supposed to be preventative healing, not a way to negate anything that requires an attack roll.

As the project progresses, we’ll see what else crops up in these conversions!

BROUGHT TO YOU BY MY PATRONS!
I have a Patreon. This post would not exist without its support. If you’d like to see more Pathfinder 1st edition options, join for just a few bucks and month and let me know!

Converting the Witchwarper to PF1: Paradigm Shifts (Part 2)

Another post working on our PF1 witchwarper. We’re working on paradigm shifts, having written their category rules yesterday.

I’m going to start with the paradigm shifts from the book the witchwarper originally appeared in. I was the developer for that book, and developed the witchwarper, so I have a strong grasp of the design intent behind all those abilities. Also, our Pathfinder version may drift in concept compared to its Sf roots, and beginning with a firm foundation of core abilities is the best way to make sure the end result feels like the original, without being beholden to every eventual power that class gained.

And, as if often the case with such projects, we run into a huge design consideration right off the bat. The very first 2nd level paradigm shift from that Sf book is disrupt attack, which lets you expend a Resolve Point for an ability. Our problem? Pathfinder doesn’t have Resolve Points. So, how do we balance powers with limited uses without having the original game system’s pool of points to do it?

We have some options.

We could make each power useable a number of times per day, such as once per day, or one plus one for every 4 witchwarper level. This is simple to write as a designer, but it has some tricky balance implications. At low levels, our Pf witchwarper won;t be able to use such paragim shifts as often as their Sf cousin, ebcause they’ll have very few paradigm shifts, each with its own hard limit. At higher levels, however, the Pathfinder witchwarper might have so many shifts with thier own uses/day that they never run out of options.

We could have shifts expend spell slots, like infinite worlds does. That has a note of elegance, tying into an existing class feature. But it also means we have to decide if low-level spell slots can do this at full power for higher-level witchwarpers. As currently defined, paradigm shift powers save DCs is based on class level, and if a 1st level spell slot can be expended for an offensive power with a save based on class level, that can be overpowering. Some Sf witchwarper powers do this (such as disrupt creature), but then generally tie the effectiveness of that power to the level of spell. Since none of the things originally fueled by RP have that scaling built into them, this becomes a good deal more design work.

We could create a pool of warp points, similar to an arcanist’s arcane reservoir. This has the advantage of creating a pool we can scale as we need for the right number of uses/day/level, and being easy to design and understand. It has the drawback that if a witchwarper doesn’t select a paradigm shift that has a warp point cost, their warp reservoir serves no function. On the other hand, we could allow warp points to fuel the witchwarper’s infinite worlds ability, which is currently powered purely by spell slots. That would be a bit of a power-up to classic witchwarper spell/infinite worlds balance, but very much in keeping with how arcanists and psychics (both late-era PF1 0-9th level spellcasters) handle such issues. We’d have to write the text for that… but we have good examples of how such abilities have been done in Pathfinder before.

Out of all these ideas, I like a warp pool of warp points the best. So, for our draft, let’s assume that’s what we are doing. When we bring the whole class together in the post-first-draft stage, we can change that chocie if it hasn’t gone how we’d like.

So, now we need a Warp Pool class feature, gained at 1st level.

Warp Pool (Su): A witchwarper has a pool of supernatural mental energy that he can draw upon to fuel his infinite worlds ability, and potentially powers gained through paradigm shifts. The maximum number of points in a witchwarper’s warp pool is equal to 1/2 his class level + his Charisma modifier. The warp pool is replenished each morning after 8 hours of rest or meditation; these hours don’t need to be consecutive. Points gained in excess of the pool’s maximum are lost.

A witchwarper can expend a warp point from his warp pool, rather than expend a spell slot, to fuel his infinite worlds ability. When used for this purpose, the warp point functions as a spell slot with a spell level equal to half the witchwarper’s class level -1 (to a minimum of 1st level spell slot).

Okay, with that done, let’s look at how we want to adapt a couple of paradigm shifts.

Paradigm Shifts [2nd level]

Disrupt Attack (Su)
As a reaction when you or an ally is targeted with an attack originating within 100 feet, you can expend 1 warp point to impose a –2 penalty on the attack roll. If the attack is coming from a creature, that creature can attempt a Will saving throw to negate this effect. Once you’ve targeted an attacker with this paradigm shift, you can’t target the same attacker with this paradigm shift again for 24 hours. At 8th level, the penalty changes to –3, and at 14th level, the penalty changes to –4.

Disrupt Creature (Su)
As a standard action, you can expend a warp point to target a creature within 100 feet and swap in alternate physiologies (or gears, planar energy, or whatever the creature’s equivalent to physiology is) in its body in this version of existence, imposing the shaken condition for a number of rounds equal to 1/3 your witchwarper class level (minimum 1 round). The target is allowed a Fortitude save to negate this effect. This is not an emotion, fear, or mind-affecting effect, and it does not stack with other shaken or fear conditions. However, if you target a creature that has succeeded at a save against your disrupt creature ability in the past 24 hours, it takes a -2 penalty to its save if you target it again.

Okay, I like the look of both of those. Know we can start kicking out a few paradigm shifts a day in future blog posts and see how far we get.

BROUGHT TO YOU BY MY PATRONS!
I have a Patreon. This post would not exist without its support. If you’d like to see more Pathfinder 1st edition options, join for just a few bucks and month and let me know!