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Jack Scoundrel
2014-12-09, 06:55 PM
A quick overview of the campaign. We are playing a "arcanepunk" style game where our characters are runners (Shadowrun style). The world has eight huge cities that were all founded by a powerful wizard ages ago. Each specializing in a school of magic. We ran a game in the Transmutation city already and now we are starting up a new game in the Evocation city. One of the current events that is floating out there to grab is the lower caste attempting to rebel against the ruling caste because of unfair wages, French Revolution style.

Here is a quick run down of some of the house rules we are using:

E6 = max level is 6th
+2 skill points per level
Bellcurve
Armor and Natural AC = DR
AC = 1/2 level, Dex, Deflection, and shield
20 point buy

The stats I've gone with:
Str 10
Dex 10
Con 14 (16)
Int 17
Wis 12 (14)
Cha 10 (8)

My basic question is the three feats that I will get 1st, 3rd, and 6th and then my two traits should be to help increase my Armor (DR), counterspelling, and buffing party defenses.

Traits that I found so far:
Spell Duel Prodigy

Feats I've looked at:
Ironhide
Improved Counterspell

Thank you for any help or suggestions.