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6

I'll start by breaking this down by feature. Ability Score Increase: This is on the strong side of player races, up there with Mountain Dwarves, Half-Elves, and Humans. However, barring exceptional multiclass combinations or other weird builds, no one needs more than 3 stats. In a point-buy game, that means you want to try to start with 3 scores at 16, ...


0

Wings and gills for water-breathing are not game-breaking. They exist in a couple races already in Pathfinder, the Strix and Gillmen races respectively. There is a race builder tool/process that uses a point-buy system similar to point-buying for stats. Alternately, the easiest thing to do I find is to "re-skin" something existing or a sample race in the ...


5

I don't think it'd increase meaningfully This is effectively having slightly better luck on one die roll. We don't increase monster CR because you manage to roll high a few times, yet effectively this is no better than a guaruanteed high roll. Unless one of the following is true, I would not change CR for the monster at all: The monster has a ...


1

The True Strike Spell simulates ease of hitting something in combat very well. The True Strike Spell is a wizard spell that gives you a combat advantage on the first attack roll you make after its use, if you use the spell because of the way advantage works you have a pretty good chance of hitting right after casting because of the odds. Just using this ...


4

Having an "arcane skill" be an Attribute instead of a Skill is a bit unusual and something that neither the core rules, nor any supplementary setting that I am aware of, has ever tried to do. I think that you hit on one of the biggest consequences: Why would anyone not take Arcane Background (Psionics)? This is the biggest issue I see. Why would anyone not ...


-1

If the psionic powers supposed to be commonplace then it looks fine as is, but if you want it to be rare, then having the powers tied to a skill makes more sense. I'm not the most well-versed in Savage Worlds, so someone else may chime in to point out if I'm wrong.


8

The proposed class is effectively a Necromancy Wizard with the following changes: At level 1, you get Reaper and Death Domain spells instead of Arcane Recovery. At levels 3, 5, 7, and 9 you are constrained to choosing the Death Domain spells instead of being able to freely pick from the Wizard spell list. At level 17, you get Improved Reaper where the ...


-3

I have often used intelligence as a "fair" measure of control when it comes to overly powerful game items. The trick is to give the artifact a personality and if a particular usage is against such alignment the artifact may refuse to invoke an ability. The players may or may not have a way to communicate with the item, but that is for another story... If ...


13

According to d20pfsrd, the major difference between a major and minor artifact is how many there are. It even point out that "Minor artifacts are not necessarily unique items", just that they merely can no longer be created by common mortals. A major artifact on the other hand is one-of-a-kind, there are no copies and most likely never will be. The problem ...


5

From the core rulebook's definition: Minor artifacts Minor artifacts are not necessarily unique items. Even so, they are magic items that no longer can be created, at least by common mortal means but still will likely have a great impact on the adventurers and societies through whose hands they pass. Minor artifacts are typically distinguished as ...


4

The difference between the 2 versions is based on "irreconcilable creative differences" by one of the original project developers in the charm system. The original Vocation system uses charms in a Tree system (You must have spent X points in the Charm tree to learn further charms, without any direct prerequisites.) The forked Dream system puts the charms ...


-3

well the hacker on leverage often was responsible for foreknowledge, as much as actively bypassing things, maybe a spy type or something similar. someone who would be able to get the plans and be helpful in knowing what is to be expected. The real problem is that translating most of the tech skills to on the spot abilities overlaps with the other characters ...


1

A hacker works mainly uses (theoretic) knowledge in his role, so I would think of a learned character which would generally be clergy at medieval times, perhaps a specialist as a mason. A for his role in the team. He would probably be the only one who can read and write (which would make forgery perhaps also a possibility). Might have knowledge about ...


16

A Hacker gathers and distributes information by illegitimately posing as an authorized source. This is all a hacker does. Sometimes the hacker impersonates a person of authority in a system, like an admin or a regular user or some such. Often a hacker impersonates routine parts of the system's own processes. Sometimes they do other things. A society is ...


-2

The issue isn't really the lack of income for absent players but the huge gap in wealth between your players. Are you familiar with gold sinks? Having a vast disparity with different players levels of wealth is a very common issue in MMO economics. The most common solution is gold sinks: https://en.wikipedia.org/wiki/Gold_sink


2

Firstly; http://www.d20pfsrd.com/gamemastering#TOC-Placing-Treasure This reference includes links to the table for suggested character wealth by level, and also a table for suggested wealth per encounter. Assuming your randomly generated dungeons aim for the rewards suggested on this table, then you should be approximately on par for the suggested wealth ...


1

Use "Yes, and..." or "yes, but..." Reacting quickly is perfectly sensible! However, it shouldn't mean that no-one else gets to find out what's going on. If the wall collapsing is primarily narration and wasn't going to trap the players anyway, I would go with something like: GM: You hear a cracking sound- PC: I dive out of the way. GM: OK. The collapsing ...



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