Blog Archives
ALTERNATE HERO POINTS FOR PF1
Hero points are a mechanic that allows players to “edit” the events of an encounter and the rules of the game to a limited degree. They give heroes the ability to do the amazing things heroes do in fantasy fiction, but with specific rules for doing so, and they encourage players to make the sort of choices fantasy heroes do in those stories, in order to get more Hero points.
A GM decides where or not to use Hero points, and while it’s most common for that to be done on a per-campaign basis, it needn’t be. A GM could allow Hero points only when the PCs are involved in something they have strong feelings about, or only in climactic plotline-ending scenes. Alternatively, a GM might use Hero points when a player can’t make it to a game session, to give the remaining characters a power boost, or use it for day-in-the-life game sessions when combat and life-or-death situations are unlikely but the GM would like to encourage players to get involved in telling social stories.
Hero points are a pure power up for characters, but they are also a way for the GM and players to have a rules-based back-and-forth with what moments each consider important to the ongoing story. Some groups like having some ability to edit events to be closer to what they want, while others feel it takes focus away from the risk-and-reward feel of the game rules. The most important thing is to find what a GM and their game group are comfortable with, and do that.
These Hero points are based on those from the M&M game, and are intentionally more common and generally more powerful than those presented in the APG (though explicitly excluding the Cheat Death option, since having that tends to discourage Hero point spending for any other purpose). Even so, you can look to the APG rules on Hero points for more ideas on how and why you might use them. For example, these rules are not designed to be used with the Hero’s Fortune feat (APG), but you could combine them with such a feat if you wished.
(This is an Extended Post, with additional material including rewritten versions of the Hero Point Feats from the APG made available exclusively on my Patreon, for my supporting Patrons.)
HERO POINTS FOR PATHFINDER 1E
Players start each game session with 2 Hero points. During the adventure they get opportunities to earn more Hero points. Unspent Hero points don’t carry over to the next session; the heroes start out with 2 points again. Use them or lose them!
Unless otherwise noted, spending a Hero point is a reaction that takes no action (thus not restricting your other reactions). You can spend Hero points for any of the following:
EXTRA ACTION
You can spend a Hero point to gain an additional standard action on your turn (this is an exception to the rule that Hero points are normally a reaction), or to gain an additional Move action at any time. You cannot combine multiple extra actions into a full round action.
One Hero point allows you to re-roll any die roll you make and take the better of the two rolls. On a result of 1 through 10 on the second roll, add 10 to the result, an 11 or higher remains as-is (so the re-roll is always a result of 11-20). You must spend the Hero point to improve a roll before the GM announces the outcome of your initial roll. You cannot spend Hero points on die rolls made by the GM or other players.
REUSE
You can spend a hero point to recall a spell you have already cast or to gain another use of a special ability that is otherwise limited. This should only be used on spells and abilities possessed by your character that recharge on a daily basis.
You can spend a Hero point to get sudden inspiration in the form of a hint, clue, or bit of help from the GM. It might be a way out of the villain’s fiendish deathtrap, a vital clue for solving a mystery, or an idea about the villain’s weakness. It’s up to the GM exactly how much help the players get from inspiration and how it manifests, but since Hero points are a very limited resource, the help should be in some way significant.
You can spend a Hero point to recover faster. A Hero point allows you to immediately remove a bleed, confused, dazed, dazzled, fascinated, fatigued, prone, shaken, sickened, or staggered condition, without taking an action.
Spending a Hero point to recover also lets you convert a cowering condition into frightened, panicked into frightened, frightened into shaken, exhausted condition into a fatigued condition; convert a stunned condition into a staggered condition, or convert a nauseated condition into a sickened condition.
You can also use a Hero point to overcome the limitations of the blinded, broken, deafened, energy drained, entangled, grappled, flat-footed, or paralyzed condition for 1 round. This does not end the condition, and you cannot move from a spot the condition roots you to, but you ignore all its other effects until the beginning of your next turn.
If at 0 or fewer Hit Points and dying, you can spend a Hero point to stabilize. If at 0 or fewer hit points and stable, you can spend a Hero point to become conscious and have positive hit points equal to half your level (equal to your level if you have Toughness or Endurance, equal to 1.5x your level if you have both).
MINOR SCENE EDITING
A player may offer the GM a Hero point to make a minor edit to a scene. For example, if the player’s character is set on fire in the middle of the street, the player might offer the GM a Hero point in order to add a trough of water to the street, so the PC can jump into it and extinguish themselves. Minor editing should always make sense, should never bypass an encounter entirely, and is entirely at the discretion of the GM. If the GM does not edit the scene as requested, the player retains the Hero point.
The GM can give any player a Hero point to edit events in a way that goes against the player’s character without allowing die rolls, and in contravention of the normal rules or action order. For example, if an adventure calls for a villain to escape, and a PC has the villain grabbed, the GM can grant the player a Hero point and declare the villain wriggles free and dashes out of sight. If a PC manages to kill a major foe in a single blow, the GM can give that PC’s player a Hero point and state the foe miraculously blocked the attack at the last second.
A GM can also offer a player a Hero point as an inducement to have the player’s PC make a poor choice. This is always voluntary—the player decided whether to accept the Hero point and make the bad decision. For example, if a sketchy old man offers the PC an apple out of nowhere, and the player obviously rejects the iffy fruit, the GM could offer the player a Hero point if the PC takes and eats the apple instead. This should only be done in furtherance of the adventure, and obviously not if it means permanent negative consequences for the PC.
These options should never be used to make a character look incompetent or stupid, unless the player encourages that as part of their characterization of their PC.
If a player does something especially heroic, awesome, funny, or helpful, the GM may grant them an extra Hero point in response.
PATREON
There is an extended version of this article on my Patreon, available only to patrons. You can join for as little as the cost of a cup of coffee a month, and it’s one of my primary forms of support to put out my essays, letters, background, context, and of course game content in an effort to make the ttRPG industry a better place.
d20 Spotlight Tokens
d20 Spotlight Tokens are an optional rule for most d20-rule based (or “T20”) games. The tokens are designed to give players a concrete way to grab some spotlight time (real-world time where they are getting the most done, being the most impressive, and having the most attention paid to them). These are absolutely a power-up in terms of what a group of PCs can handle, and that’s both intentional and, in my opinion, a good thing. It’s not an increase in what characters can do all the time, but it is a way for a player to decide to have remarkable success when the going gets tough… or when the player just wants that to be the way the story goes.
These are a mechanical solution to spotlight time. A player can’t help but be the focus of attention when one is spent, even if they are shy or not big talkers.
Once you have played with d20 Spotlight Tokens for a few game sessions, it should be obvious how to adjust for them as a GM. It may be the players simply choose to take on more encounters in a row, taking overnight rests or breaks to recharge abilities less often, in which case no adjustment may be needed. Or it may be appropriate to treat the characters as being one or two levels higher, so they face more dangerous opponents that require them to expend some tokens to succeed.

Spotlight Token Rules
You get one token per session, plus one per 5 full character levels. If no other player takes the same spotlight token as you, you gain 1 extra token per session.
Select one of the following tokens. This should be done, together, as a group. If two players choose the same token, they can decide if they want to overlap, or one or both of them change their choice. Once this choice is settled, it cannot be changed until you gain a level or another player selects the same Spotlight Token you already have (in which case, again, you discuss it and one, both, or neither of you can change your choice).
You can spend a Spotlight Token immediately any time the relevant game event occurs, even if the action has already been resolved. For example, if you select the Attack Token, you can spend it after an attack misses, or after it hits but does less damage than you want. When you spend a spotlight token, you also get one additional full round of actions you get to take immediately. This additional round of actions does not benefit from the powers of the Spotlight Token–for example if using the Assault token attacks you make as part of your bonus round of action do not also automatically hit.
Currently, here are the token choices. They are designed to lean into common character focuses, and to have more than one options for each broad focus.
ARMOR – You take no damage until the end of your next turn.
ATTACK – Your attack (anything requiring an attack roll) hits and does 150% its max damage.
ASSAULT — Your attack (anything requiring an attack roll), and all attacks you make before the beginning of your next round, hit.
CRITICAL — Your attack, effect, or spell (anything requiring an attack roll) is a critical hit, if it has rules for being so (for example of a spell does not require an attack roll and has no rules for being a critical hit, it does not benefit from this token).
DEFENSE – An attack misses you, as do all other attacks from the same source until the beginning of your next turn.
EFFECT – One foe fails a saving throw against a spell or effect of yours. If there are degrees of failing a saving throw (such as an additional penalty if the save is failed by 5 or more), it takes the worst effect.
MANA — You activate one spell or ability you can use at least once per day without it counting against your normal uses per day.
OVERCOME — You get to take a single action that can be performed in one round or less, that you would be able to take if your character was not suffering any damage, penalties or effects, and without applying any penalties for current damage, penalties, or effects. Yes, even if you are dead.
RESIST — You succeed at a saving throw, and at all other saving throws from the exact same effect (such as all saves against a poison, or against one ongoing spell).
SKILL — You may choose for one skill check (regardless of how much time it represents), or all skill checks you make in a single round, to be treated as if you had rolled a 20 and the d20 roll.
Patreon
I have a Patreon. It supports the time I take to do all my blog posts, but especially longer and more experimental ones like this. If you’d like to see more game-bending rule options (or more fiction, game industry essays, game design articles, worldbuilding tips, whatever!), try joining for just a few bucks and month and letting me know!
OGL Warlock for Pathfinder 1st edition (Part 4: Draconic Patrons)
Given how popular the Fiendish patron was for thePathfinder 1e Warlock class I worked on last week and wrote the spell access rules for, I thought we’d tackle another Patron before moving on to the Pact Boons and Invocations.
Draconic Patron
You have become tied to draconic power, and bound forever to one or more dragons or groups of dragons. This link may be a classic pact made with a dragon god or elder dragon, perhaps even similar to your being the familiar of a true dragon wizard. But it also might be a more primal tie, such as being born of a sorcerer with a draconic bloodline when the Constellation of Draconis was ascendant, or being marked by a ritual as an infant with the blood of a dragonne.
Regardless of where your bond comes from, it is as much a part of you as your mind, soul, and blood. There is draconic might coursing through your veins, demanding you meet its needs, even if you don’t have a pact with one specific dragon or council of wyrms.
(Art by ratpack 223)
Patron Spells
The following spells are considered part of your warlock spell list, allowing you to select them as spells known and use spell completion items linked to them.
1st—snapdragon fireworks, 2nd—burning arc, 3rd—draconic reservoir, 4th—detect scrying, 5th—spell resistance.
Eldritch Blast (Su)
You gain the power to breath an energy attack. You can use this as an attack action, and do not need a hand free to do so. Beginning at 8th level, you can take a full attack action to make multiple eldritch blasts just as you would with a standard weapon. You are proficient with your eldritch blast, and can select it for feats and class features that apply to weapons (such as Weapon Focus).
Your eldritch blast can benefit from effects that augment natural attacks, such as an amulet of mighty fists or the magic fang spell. However, any augmentation to damage applies to only one target of your choice in the area.
Your draconic eldritch blast is a 15-foot cone that deals 1d4 damage of the the same energy type your draconic affinity feature grants you resistance against. You make a ranged attack roll against each creature in the area (rolling once, and comparing the result to the AC of each creature). You add your Charisma bonus, rather than your Dexterity bonus, to your attack rolls, and also add half you your Charisma bonus to the damage of your eldritch blast.
Your eldritch blast has a critical threat range of 20. You make one attack roll to see if you confirm the critical hit, comparing the result to the AC of all targets. On a critical hit you do double damage, and may make a free Intimidate check to demoralize each creature damaged.
Draconic Affinity
Select one type of true dragon. Once this choice is made, it cannot be changed. You gain resistance to one energy type (selected from acid, cold, electricity, fire, sonic) that dragon deals as breath weapon damage. You may choose the type, and once made this choice cannot be changed. If the selected dragon does not do one of the possible energy types you automatically gain fire resistance. This is your affiliated energy type
Your energy resistance is equal to 5 + your warlock level. At 15th level, you gain immunity to the selected damage type.
Additionally, whenever you do energy damage that is not of your affiliated damage type (or grant other creatures the ability to do energy damage, or grant them resistance to an energy type) you may choose to make it your affiliated damage type instead.
Patron Gift: A warlock with the fiendish patron can choose from any of the following patron gifts.
Breath Weapon (Su): The primal power of dragonkind seethes within you. You gain a breath weapon. This breath weapon deals 1d6 points of damage of your affiliated energy type per warlock levels you have (Reflex half ). The shape of the breath weapon is either a 30-foot cone or a 60- foot line, selected when choosing this revelation. You can use this ability once per day at 1st level, plus one additional time at 5th level and one additional time per day for every 5 levels beyond 5th.
Draconic Presence (Ex): Whenever you successfully do damage of your affiliated damage type, as a swift or immediate action you can make an Intimidate check to demoralize one creature that can see you and the damaged target.
Draconic Resilience (Ex): When you suffer a fear effect other than being shaken, you are instead shaken for the same duration. You are immune to magic sleep and paralysis.
Draconic Resistances (Ex): Like the great dragons, you are not easily harmed by common means of attack. You gain resistance 5 against one chosen energy type and a +1 natural armor bonus. At 9th level, your energy resistance increases to 10 and your natural armor bonus increases to +2. At 15th level, your energy resistance increases to 20 and your natural armor bonus increases to +4.
Dragon Magic (Sp): Your draconic power grants you a limited form of access to arcane magic. Select one spell from the sorcerer/wizard spell list that is 2 levels lower than the highest-level spell you can cast, or two spells that are both at least 3 levels lower. You can cast each of the selected spells twice per day as a spell-like ability.
You must be at least 10th level to select this patron gift.
Dragon Senses (Ex): Your senses take on a keen draconic edge. You gain darkvision with a range of 60 feet, or low-light vision, or scent. At 9th level, you can select one of those options you do not already have or gain gain blindsense with a range of 30 feet. At 15th level, you one of the previous option you do not already have, or add 60 feet to your darkvision, or 30 feet to your blindsense, or gain a +4 bonus on Perception checks.
Form of the Dragon (Su): Your kinship with dragonkind allows you to take on the form of a dragon. As a standard action, you can assume the form of a Medium dragon, as per form of the dragon I. At 15th level, you can assume the form of a Large dragon, as per form of the dragon II. At 19th level, you can assume the form of a Huge dragon, as per form of the dragon III.
You can use this ability once per day, but the duration is 10 minutes per warlock level. If you are at least 15th level and choose to have this ability function as per form of the dragon I, the duration is instead 1 hour per warlock level.
Rather than form of the dragon spells, you can choose for this revelation to act as form of the alien dragon I, II, and III or form of the exotic dragon I, II, and III if your draconic affinity is for such a dragon. This choice must be made when you first gain this revelation, and cannot be changed.
You must be at least 10th level to select this revelation.
Kith of the Shell (Ex): Even as you are bound to dragonkind, there is a drake bound to you. You gain a drake companion, and it has one bonus drake power.
Mystic Arcanum (Sp): You gain a spell you can cast once per day as a spell-like ability. You may select one spell from the following list. You may select this patron gift more than once. Each time, you select a different spell. You must meet the listed minimum level to select the listed spells.
Warlock Level 12th– ancestral memory, command, greater, siphon magic, true seeing, or any 5th level spell from your warlock spell list.
Warlock level 14th– age resistance, chain lightning, transformation
Warlock level 16th– arcane sight, greater, firebrand, spell turning
Warlock level 18th– spell absorption, greater
Presence of Dragons (Su): Those who would oppose you must overcome their fear of dragons or be struck with terror at your draconic majesty. As a swift action, you can manifest an aura of draconic might around yourself. Enemies within 30 feet who can see you when you activate this ability must attempt a Will save (DC 10+1/2 warlock level + Cha bonus). Success means that the creature is immune to this ability for the following 24 hours. On a failed save, the opponent is shaken for 2d6 rounds. If the creature is already shaken its level of fear is not increased, but the duration of its shaken condition is extended by 2d6 rounds. This is a mind-affecting fear effect. You can use this ability once per day, plus one additional time per day at 10th level and for every 5 levels beyond 10th.
Scaled Toughness (Su): You can manifest the scaly toughness of dragonkind. Once per day as a swift action, you can harden your skin, giving it a scaly appearance and granting you DR 10/magic. During this time, you are also immune to paralysis and sleep effects. This effect lasts for a number of rounds equal to your warlock level. At 13th level, you can use this ability twice per day. You must be at least 8th level to select this revelation.
Tail Swipe (Ex): You express your wrath through sweeps of a wicked tail. You can grow a scaly tail. This tail can be used only to make attacks of opportunity, but it allows you to make one additional attack of opportunity each round. This tail attack deals an amount of bludgeoning damage equal to 1d8 (1d6 if you are Small) + your Charisma modifier. At 10th level, you can attempt a free trip combat maneuver check against any creature damaged by your tail attack. This does not provoke an attack of opportunity.
Talons of the Dragon (Su): You fight with the fearsome talons of dragonkind. You can grow claws as a free action. These claws are treated as natural weapons, allowing you to perform two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals an amount of slashing damage equal to 1d4 (1d3 if you are Small) + your Charisma modifier. These claws are considered magic weapons for the purpose of overcoming DR. At 8th level, the damage die increases by 1 step, to deal an amount of slashing damage equal to 1d6 (1d4 if you are Small). At 11th level, these claws deal an additional 1d6 points of damage of your affiliated energy type on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.
Wings of the Dragon (Su): Like the great dragons, you can take to the skies and terrorize opponents from above. As a swift action, you can manifest leathery dragon wings that grant you a fly speed of 60 feet (clumsy maneuverability). At 10th level, your maneuverability increases to poor. You can use these wings for 1 minute per day for each warlock level you have. This duration does not need to be consecutive, but it must be spent in 1-minute increments. At 12h level you can use these wings for 10 minutes per day for each warlock level you have. At 15th level, you can use the wings indefinitely. You must be at least 8th level to select this gift.
Eldritch Master
At 20th level, you gain the ability to cast spells as a sorcerer of 9th level (gaining spells known and spells per day as a 9th level sorcerer, with a caster level of 9 for these spells).
Additionally, you can select any one patron gift from any patron that does not list a level requirement, or any patron gift from your own patron.
Patreon
Want me to create more adaptations from other games to pathfinder 1e? Want to see the warlock for other game systems? Want something else? Really Wild West content? Would you rather see more material for 5e, or industry insider articles? Join my Patreon for a few bucks a month, and let me know!
OGL Warlock for Pathfinder 1st edition (Part 3: Patrons)
So Monday we took a first look at adapting the 5e Warlock class for Pathfinder 1st edition. (tackling proficiencies and the class table), and yesterday we outlined how we are going to handle spell access and spell slots.
It’s time to tackle a Patron.
Your patron is one of the crucial elements of the warlock. It represents the otherwordly force with which you have made a pact, and from which you gain your powers. The concept is extremely similar to witch patrons, but warlocks interact with their patrons using different rites and rituals, and have access to their own list of possible patrons.
At 1st level each patron gives you an eldritch blast, a granted power, an expanded list of spells you may select as warlock spells known at the appropriate level, and a series of patron gifts you can choose from.
While we’d likely to patrons for most of the same ones witches have access to in a full version of the class, for now let’s create the classic fiendish patron option.
Fiendish Patron
You have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. Fiends powerful enough to forge a pact include demon lords, archdevils, pit fiends and balors that are especially mighty, and ultroloths and other lords of the yugoloths.
(Art by Brian Brinlee)
Patron Spells
The following spells are considered part of your warlock spell list, allowing you to select them as spells known and use spell completion items linked to them.
1st—protection from good, 2nd—align weapon (evil only), 3rd—magic circle against good, 4th—unholy blight, 5th—dispel good.
Eldritch Blast (Su)
You gain the power to channel a form of fiendish fire as an attack against your foes. You can use this as an attack action, and must have a hand free, or holding a weapon with which you are proficient, to use this power. Beginning at 8th level, you can take a full attack action to make multiple eldritch blasts just as you would with a standard weapon. You are proficient with your eldritch blast, and can select with for feats and class features that apply to weapons (such as Weapon Focus).
Your eldritch blast can benefit from effects that augment natural attacks, such as an amulet of might fists or the magic fang spell.
Your fiendish eldritch blast is a ranged attack with a range increment of 30 feet, that deals 1d8 fire damage. You add your Charisma bonus, rather than your Dexterity bonus, to your attack rolls, and also add your Charisma bonus to the damage of your eldritch blast.
Your eldritch blast has a critical threat range of 19-20. On a critical hit you do double damage, and your target takes a -2 penalty to saving throws for 1d4 rounds.
Dark One’s Blessing
Starting at 1st level, when you reduce a hostile creature to 0 or fewer hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1). These hit points last until expended or you next regain your spell slots, but do not stack.
Patron Gift: This is be a flexible class feature similar to oracle revelations. In fact, I borroewed heavily from an oraclae mystery for the following into patrons, just so I don’t have to create a whole slew of new class features.
A warlock with the fiendish patron can choose from any of the following patron gifts.
Balefire (Su): You call upon the searing fires of the lower planes to burn your foes. As a standard action, one target within 30 feet is wreathed in screaming flames and takes 1d6 points of fire damage per level. A successful Reflex save halves this damage. At 10th level, the fire’s howls cause any creatures damaged by it to be staggered for 1 round. At 15th level, creatures who fail their saves against the balefire are staggered for 1d4 rounds and stunned for 1 round. You can use this ability once per day plus one additional time per day at 10th level.
Dark One’s Own Luck (Su): You can call on your patron to alter fate in your favor. When you make an ability check, skill check, or saving throw, you can use this feature to add a d6 to your roll. You can do so after seeing the initial roll but before any of the roll’s effects occur. This increases to 1d8 at 8th level, and 1d10 at 16th level. Once you use this feature, you can’t use it again until you regain your spell slots.
Demonhide (Su): You alter your flesh to be as tough as a demon’s hide, granting you a +4 armor bonus. At 7th level, and every four levels thereafter, this bonus increases by +2. At 13th level, this armor also grants you DR 5/cold iron. You can use this revelation for 1 hour per day per warlock level. The duration does not need to be consecutive, but it must be spent in 1-hour increments.
Dread Resilience (Ex): You have been hardened by exposure to the otherworldly energies of the lower planes, and you just keep getting tougher. You gain a +1 inherent bonus to Constitution upon taking this revelation and another for every four warlock levels gained thereafter. You must be at least 10th level to select this revelation.
Fiendish Magic (Su): Your spells gain a +4 bonus on caster level checks made to overcome the spell resistance of chaotic, good, or lawful outsiders.
Fiendish Resilience (Su): Each time you regain your spell slots, you can choose one damage type. You gain protection against that damage type until you choose a different one with this feature. If you select bludgeoning, piercing, or slashing you gain DR/gld iron equal to 1/4 your warlock level. If you select acid, cold, electricity, fire, or sonic, you gain energy resistance equal to your warlock level.
Fiendish Weapon (Su): Your understanding of the powers that move through the lower planes allows you to imbue weapons with the ability to penetrate the defenses of creatures native to other planes. Once per day as a standard action, you can touch one weapon (or a group of up to 20 similar pieces of ammunition) and give it the ability to penetrate DR/cold iron for 1 minute per caster level. At 9th level, you can also grant the additional ability to bypass DR/chaotic, DR/evil, or and DR/law. You can use this ability an additional time per day for every 5 warlock levels you possess.
Hurl Through Hell (Sp): Once per day when you hit a creature with your eldritch blast, you can use this feature to instantly transport the target through a temporary demiplane you create that emulates the lower planes. This is treated as plane shift with a spell level equal to 1/2 your class level, though the effect is as follows — the creature disappears and hurtles through a nightmare landscape. At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 damage as it reels from its horrific experience.
Mystic Arcanum (Sp): You gain a spell you can cast once per day as a spell-like ability. You may select one spell from the following list. You may select this patron gift more than once. each time, you select a different spell. You must meet the listed minimum level to select the listed spells.
Warlock Level 12th– caustic blood, commune, flame strike, unholy ice, or any 5th level spell from your warlock spell list.
Warlock level 14th– curse of the outcast, dust form, invoke deity (chaos, evil, fire, law only)
Warlock level 16th– blasphemy, dictum, word of chaos
Warlock level 18th– divine vessel (anarchic, axiomatic, or fiendish only)
Planar Haze (Su): You can fill an area with the smoky miasma of the lower planes. Once per day when you cast a spell that has an area, as a swift action you may also fill that area with a thick haze that acts as obscuring mist, except it originates at the center of your spell effect and cannot expand beyond the spell’s area. At 10th level, the haze functions as fog cloud. You may use this ability one additional time per day at 7th level, and one additional time per day at 14th level.
Planar Infusion (Su): As a standard action once per day, you can cause a 20-foot-spread to gain the mildly chaotic-aligned, mildly evil-aligned, or mildly-lawfully aligned planar trait for a number of rounds equal to your warlock level. Lawful creatures in a chaotic-aligned area take a –2 circumstance penalty on all Charisma-based checks, as do good creatures in an evil-aligned area and chaotic creatures in a lawful-aligned area. At 11th level, the infusion makes the area strongly aligned, which causes the –2 circumstance penalty to apply on all Intelligence-, Wisdom-, and Charisma-based checks made by any creature that lacks the matching alignment component (these penalties stack with those from the lower-level effect).
Telepathy (Su): You can mentally communicate with any other creature within 100 feet that has a language, as per the telepathy power of demons. You must be at least 10th level before selecting this gift.
Unearthly Terrain (Su): You can twist the material world into the harsh, jagged edges and uneven angles of the outer planes. As a standard action, you can turn one 20-foot square into difficult terrain for 1 round per level. Once you use this ability, you cannot do so again until you next regain your spell slots.
Wings of Terror (Su): You can manifest a pair of enormous, batlike demon wings that grant you a fly speed of 60 feet with average maneuverability and a +4 bonus on Intimidate checks. At 10th level, your speed increases to 90 feet, your maneuverability increases to good, and the bonus increases to +8 on Intimidate checks. You can use these wings for 1 minute per day per warlock level. This duration does not need to be consecutive, but it must be spent in 1-minute increments.
Eldritch Master
At 20th level, you gain the ability to open rifts between planes. This allows you to use gate as a spell-like ability once per day. If you use this ability to call creatures, you still need to provide 10,000 gp in offerings to secure the creature’s aid.
Additionally, you can select any one patron gift from any patron that does not list a level requirement, or any patron gift from your own patron.
Patreon
Want me to create more adaptations from other games to pathfinder 1e? Want to see the warlock for other game systems? Want something else? Really Wild West content? Would you rather see more material for 5e, or industry insider articles? Join my Patreon for a few bucks a month, and let me know!
Gamifying Friday the 13th in 4 Game Systems
It’s Friday the 13th, a day long associated with misfortune and evil spirits… and urban legends.
So, what would such a day look like in an RPG? Let’s examine 4 different ideas, in 4 different game systems–Pathfinder 1st and 2nd edition, Starfinder, and 5e.
PF1
Blood Night
On blood night, the moon takes on a dull reddish hue that lasts through the night. Blood night is always in autumn, but exactly what night it occurs is based on a complex set of rules only heirophants really seem to understand. What is known is that when a blood night occurs on the night of a full moon, the bad luck is far worse.
From sundown to sunup, any attack that normally only threatens a critical hit on a natural 20, or 19-20, instead threatens one on an 18-20. Additionally, attack rolls made to confirm critical hits gain a +8 circumstance bonus
PF2
Minotaur’s Moon
When the ancient Cyclops Calendar begins the month of Maze on the week of a new moon, that is the day of the Minotaur’s Moon, when the Bull Man works to kill the small and weak. Goblins, in particular, greatly fear this.
On the Minotaur’s Moon, everyone has Doomed 2.
Starfinder
Which Weird
The kasatha and shobad calendars do not normally line up, being from different worlds with different year durations. But both have a “wyrd” day that is observed in grim reserve, and every few years those days happen to overlap by a period of 11 to 17.5 hours.
During that “which weird,” all Reflex saving throws take a -4 penalty.
5e
Lichgate
When the Imperial Calendar gets a full day off from the Seasonal Calendar, a day must be added to adjust the beginning of Spring. This day is seen as a gate through which evil dead spirits can speak into the world to so discord for one say, and weaken the resolve of heroes, and is known as Lichgate.
On Lichgate, when making a Wisdom saving throw, you roll twice and use the lower result as if you had disadvantage. However, if your unused result is enough to resist the effect, you only suffer the consequences of the failed saving throw for 1 round. After that you shake off the evil spirits that weakened you, and are no longer effected. But if both die rolls are failures, the effect’s duration upon you is doubled.
Want More in Four?
If you enjoy seeing one concept done in 4 different game systems, check out the 52-in-52 subscription, where once a week, every week in 2020, you get a new game product which is released to you in four versions–for PF1, PF2, SF, and 5e.
Here’s a teaser of content yet to come this year in the 52-in-52 subscription!
Want to Support the Blog?
Like getting free blog content 5 days a week? Want to suggest other things I could do here? Join my Patreon and help me have time to do this writing for the cost of a cup of coffee each month.
One Feat: Four Systems (Allied Spellcaster)
So, obviously, I’ve been working in a lot of different game systems recently. With the 52-in-52 program, I’m developing the same game content for Pathfinder 1st ed, Pathfinder 2nd ed, Starfinder, and 5e.
It’s been a fascinating view of how the different game systems look at game elements that have the same name, but different functions.
For example, feats.
In Pathfinder 1e and Starfinder, feats are cross-character goodies that are generally designed to be optional, and sometimes tie into class design (such as for the fighter and soldier), but not always.
For Pathfinder 2e, feats are the quintessential character ability, and different kinds of feats are crucial to your ancestry, class, and any archetype you take.
For 5e, feats are entirely optional, and if taken come in place of ability score advancements. Each feat is more potent in many ways, but you can make a character with a single feat, or no feats, and no class depends on feats for any part of its core functions.
As an example, we’re going to take a PF1 teamwork feat, and present it (as a non-teamwork feat) in different versions, one for each of the four game systems.
Here’s the original, a PF1 Teamwork feat
Allied Spellcaster (Teamwork)
With the aid of an ally, you are skilled at piercing the protections of other creatures with your spells.
Prerequisite: Caster level 1st.
Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus on level checks made to overcome spell resistance. If your ally has the same spell prepared (or known with a slot available if they are spontaneous spellcasters), this bonus increases to +4 and you receive a +1 bonus to the caster level for all level-dependent variables, such as duration, range, and effect.
Here’s a new PF1 version, that isn’t a teamwork feat
ALLIED SPELLCASTER
You can aid an allied spellcaster, adding your magic power to their own.
Prerequisite: Caster level 1st.
Benefit: Whenever you are adjacent to an ally who can cast spells, as a standard action you can expend a spell slot or prepared spell of 1st level or higher to attempt to boost their spellcasting ability. This requires a Spellcraft check, DC 10 + double the level of the spell slot expended. On a successful check, you increase their caster level for the next spell they cast before the beginning of your next round by an amount equal to the level of the spell or spell slot expended.
You can also take eldritch power from a willing adjacent spellcaster to boost the power of your own spells. The allied spellcaster must ready to grant you a spell slot or prepared spell of 1st level of 1st level or higher on your turn. If they do so, you make the same Spellcraft check as a swift action and, if successful, for the next spell you cast this round your caster level is increased by an amount equal to the spell level your ally expended.
*So, that plays with both action economy and resource management, but it lets you play the spellcaster who can work in a group without anyone else having to also have the feat in question.
Here’s the same spell for Starfinder.
ALLIED SPELLCASTER
You can aid an allied spellcaster, adding your magic power to their own.
Prerequisite: Caster level 1st.
Benefit: Whenever you are adjacent to an ally who can cast spells, as a standard action you can expend a spell slot of 1st level or higher to attempt to boost their spellcasting ability. This requires a Mysticism check, DC 10 + triple the level of the spell slot expended. On a successful check, you increase their caster level for the next spell they cast before the beginning of your next round by an amount equal to the level of the spell or spell slot expended. If the spell does damage and does not have a duration, area, or damage calculation based on level, you can instead grant +3 damage per level of spell you expended.
You can also take eldritch power from a willing adjacent spellcaster to boost the power of your own spells. The allied spellcaster takes a standard action to imbue you with energy by expending a spell slot of 1st level or higher on your turn. If they do so, on your turn you can make the same Mysticism check as part of the action to cast your next spell and, if successful, gain the benefits listed above. If you do not cast a spell within 1 round of being imbued, the additional spell energy is lost.
*That’s very similar, though it makes an adjustment for the fact that Starfinder doesn’t generally have damage affected by caster level and readied actions work differently caused us to make some adjustments.
Here’s a version for 5e.
ALLIED SPELLCASTER
Prerequisite: Caster level 1st or higher
You are skilled at magic manipulatipons. Increase your Intelligence, Wisdom, or Charisma score by 1.
You can cast a spell to boost the effectiveness of an allied spellcaster within 60 feet, rather than its normal effect. If allied spellcaster casts a spell of their own that is no more than one spell level higher on their next turn, they have advantage on any attack roll the spell requires, or one target of their choice has disadvantage on any saving throw the spell requires.
An ally can cast a spell to boost your effectiveness rather than the spell’s normal effect, giving you the same benefit on your next turn.
*Things in 5e are simpler. Like, way simpler. Advantage or disadvantage is 75% of how the game handles things. And they are pretty big bonuses (work out to about a +4 bonus on a d20), so it’s okay that this only applies to spells of a level close to the level you expend.
That said, weaker feats in 5e also give you a +1 to one ability score (since you gave up a +2 to get the feat), which applies here given how circumstantial this is.
Here’s the same feat for PF2
ALLIED SPELLCASTER FEAT 2
General Skill
Prerequisites: Expert in Arcana, Nature, Occultism or Religion
You can use the aid reaction to assist an adjacent ally when they cast a spell. This requires a successful Arcana, Nature, Occultism or Religion check (you must be expert in the selected skill) with a DC of 20 + double the level of spell the ally is casting. You must expend a spell slot of 1st level or higher, and you gain a bonus to your skill check equal to the level of the spell expended. You grant the ally a +2 circumstance bonus to their attack roll, or a +1 bonus to the save DC of their spell.
An adjacent allied spellcaster can attempt to use the aid reaction when you cast a spell. This works the same way, except you must make the Arcana, Nature, Occultism or Religion check.
*Pf2 uses a universal proficiency system for everything, so a +2 bonus matters as much at 15th level as it does at 5th level. There’s already an aid action which might be usable if a spell required an attack roll, but it’s not clear how it would apply and it certainly won’t boost save DCs. This cut through that, and is a skill feat spellcasters might really appreciate.
PATREON
Enjoy this look at one feat in four game systems? want to see more? You can back my Patreon to encourage me to do more of this kind of work, and you can subscribe to the 52-in-52 program to get entire game supplements, one a week for every week of 20020, that are done in four versions, one for each game system!
d20 Design Diary (Part 6)
This is the sixth in my series of class-focused d20 Design Diaries. I suspect I only have a couple more posts to go on this topic, but we’ll see how the topics actually shake out (and what kind of feedback I get).
If you followed class design steps in the order I have written about them, we’ve settled on an appropriate and interesting class concept, set up the right class progression tools, made sure we are following (or at least only breaking by intent rather than by accident) the game’s style and etiquette, looked at how many options you want for each level of your class and how that impacts complexity, and discussed spell access and progression.
But we still need to talk about spell lists. Specifically, do you give your new class access to one (or more) existing spell lists, or make a brand-new spell list? And, it turns out, that.s a pretty complex question that depends very much on the game system you are using.
So, you know, let’s start by saying studying what that system does and how it handles those questions.
Also, it’s very important to know if you are building expansions classes that are in addition to a *core* set of pre-existing classes or are building a whole set of classes from scratch. Most of the advice here is directed at the former case. If you are in the latter situation, there may not even be pre-existing spell lists for you to borrow from. In that case you’ll need to make decisions about how many class lists to build from scratch, and the following advice may still be applicable to that decision.
Certainly the more you want a spell list to have a very strong theme tied to the class’s concept, the more you should consider a unique class spell list. The more you want the spell list to interact and grow well with other publisher’s content, the more you should consider using an existing class list.
In Pathfinder 1st edition, classes have access to a hodgepodge of class-specific lists, sharing class lists, and mixing class lists. The bard has its own spell list for example (though the skald later gains access to it as well), while the warpriest just has access to the cleric list (though it gets most spell levels later in its own level progression, when they are less powerful compared to the challenges being faced). Both sorcerers and wizards use the sorcerer/wizard spell list, though it has specific spells only one of the classes can take. Hunters get both druid and ranger spells (and gain access to ranger spells much earlier than rangers do, potentially making them more powerful compared to the challenges faced when you first access them), but inquisitors have a unique spell list.
Counting only official classes, no alternate classes, and only actual spell lists (as opposed to formula lists for alchemists and investigators), by the end of its run Pathfinder 1st d had 16 separate spell classes. On top of that, all of the class spell lists are defined as being arcane, divine, or occult.
In that environment, it seems insane to create a brand new unique class list. First, there are tons of lists with different themes already. Second, each of those lists has been expanded by so many supplements (official and otherwise) that any new lists is either going to fill a small book on its own, or have many fewer options than the 16 existing lists. Further, if someone is adding content from other publishers, those 3pp spells won’t even know to suggest what new spells should be on your unique class spell list.
By the same token, by the time a game has 16 unique spell lists, it’s hard to claim a 17th will be the bridge too far for design weight.
Pathfinder 2nd edition, as a counterexample, has only 4 spell lists. Absolutely every class has access to the arcane, divine, occult, or primal spell list. Some classes can pick what spell list they access based on other class features (such as the sorcerer), and many classes have access to a very small number of “focus spells” unique to their class. This includes both classes with access to a traditional spell list (such as the bards and their occult spells), and classes with no other spell access (such as champions). While it would be possible to build a whole 5th spell list (akashic magic, perhaps, or runic magic), this would likely only make sense if designing multiple classes that accessed it, or perhaps writing class variants of existing classes that accessed your new magic type. However, adding a small number of focus spells to any new spellcasting class, but otherwise tying them to one or more of the 4 existing lists, seems an excellent way to both benefit from that class having unique and flavorful spells of its own (new focus spells) and benefiting from ties to a growing standard spell list that other books and companies can expand. Pathfinfer 2nd ed also has things such as spell rarity which could be used to create “new” spell list options (such as creating a magister class that has access to common spells for multiple lists, but can never gain uncommon or rare spells).
By contrast Starfinder goes the opposite route, and give every spellcaster their own unique spell list.
Starfinder only has 3 official spellcasting classes so far of course, and each also has the same level of spell access and spells/day. That certainly sets an expectation for players that a class focused on spellcasting would likely follow the same path. There are many potential reasons to not go that route (if creating a mechanic/technomancer hybrid class, the Dronemancer, that only had access up to 3rd level spells, it might well make sense for it to have the technomancer spell list), but again the key point is to know what tools are at your disposal, and study how the core game (or similar games, if you are starting from scratch) use them.
Dungeons & Dragons 5th ed also gives each class its own spell list (at least in the Player’s handbook), including the sorcerer and wizard, who shared a spell list when the sorcerer was first introduced in 3rd edition. There is greater variety in both spell access (paladins and rangers only get up to 5th level spells), and how the class uses spells (warlocks and wizards have very different game mechanics dictation how they interact with and use their spells). The larger number of lists makes it more likely that you can match a specific class’s theme with an existing class list or combination of lists, but it also drives home player expectation in much the same way Starfinder does.
As a final note, it’s worth mentioning that whether a game has dozens of class spell lists or just three, d20 games almost always have some basic spells that appear on multiple (or even all) spell lists. the most flavorless and utilitarian spells are often there, from detect magic to light. By the same token, most such games have at least a few types of spells that are kept off specific spell lists, in the tradition of “clerics don’t cast magic missile, wizards don’t heal.”
But honestly, that’s another whole blog post worth of commentary.
PATREON
These Design Diaries are among the most popular of the things I wrote, but they are also the biggest, hardest, and most time-consuming to create. If you want to keep seeing them, I encourage you to join my Patreon. Just a few dollars a month can make the difference between me having the time to tackle these larger, in-depth design articles, and sticking to shorter, simpler topics.