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2

The suggested way to add a race to NPC is to simply add the racial features from the NPC Stat Blocks section of the Dungeon Masters' Workshop in the DMG, as per the answer to How do you add a race to a race-optional monster?. Most cases don't include proficiencies, so this isn't an issue. However, in this case, there are no additional skills and saving ...


4

Is it balanced? In my experience, skills like Investigation, Arcana, and History are rarely used by monsters. If you are in a game where they are used more often, this might have a bigger impact, but I doubt that having the skill proficiencies will affect balance significantly. As for the saving throws, the Evil Mage already has these two proficiencies ...


1

Consider why having bonuses spread out is good. Classes generally fall into one of two categories, they either depend on one ability score for everything (called a SAD (single-ability-dependent) class) or depend on more than one ability score for everything (called a MAD (multi-ability-dependent) class). For MAD classes, having the bonuses spread out is ...


6

It is quite strong, but won't break your games This is quite different from rolling stats, though. What these races are doing is actually consistently buffing SAD classes and making MAD classes even harder to play. I have played a rolled stat character with 18/16/14/10/10/6 as attributes. I can easily play a Paladin or Barbarian or Monk with these rolled ...


2

It probably won't make a huge difference to the balance of the game, because the game is already designed to handle randomly generated stats that can easily get you into the 18-20 range with a racial bonus. The main negative I can see is that this can pigeonhole the race into a very small number of class options, depending on which attribute you're talking ...


17

Bounded accuracy solves most problems My table rolls stats and we've done roll systems where it's not unreasonable, and in fact common, to roll an 18 to start in at least one stat. Doing this has never caused 'problems', and I mostly realized that the differences of modifiers in the positive range really aren't gamebreaking. The dice roll is a much bigger ...


1

Pathfinder has many options for giving a player an weapon that becomes stronger as they do or ways to grant that flavor. I rank these options starting with the one that takes the least amount of work for you. 1. Allow players to upgrade their equipment You could allow players to upgrade equipment by having them pay the difference in price -- so upgrading a +...


1

Just say that's what they're doing narratively, while using the normal system There's no need to have the mechanical system where you can trade out an item for another one narratively correspond to selling an item. If a player would like to have a consistent weapon for lore reasons, the benefits and drawbacks to that fact, independent of the wealth ...


4

Give them a Scaling Magic Weapon Pathfinder already has a system for magic items that grow with the user's level called Scaling Items. Typically, player characters find themselves buying and selling magic items as they gain levels to keep up with the increasing threats they face. Items come and go from each character’s inventory with such frequency that ...


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Google returns 37 results for site:https://aonprd.com/FeatDisplay.aspx "If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.", which should cover each of these feats. There are false positives, however, so there are not 37 of these feats. Sifting through the results, I leave as an exercise to the reader. As ...


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I am in agreement with Anagkai that the problem is largely one of expectations. Depending on your group either you, or your DM, or both of you, should explain to the other players that part of the flavor of Curse of Strahd is that your characters are never truly safe anywhere. This is not just about this spell - it is a larger feature that underlies the ...


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It defeats the purpose of the spell The idea of tiny hut as you say, is to be safe while resting at night. Having the destructible gate defeats that purpose. If it is broken depends on what you want to do. When you can fight through the gate and the opponents can break it down, this seems quite reasonable. This depends on the hit points of the gate, ...


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