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Spells taking time to renew is an out of combat thing. Which means, if youw ant the spellcaster around, you leave combat too.
So, standard memorization taking too long hurts the party, not the wizard. Once he's got his spells up, he's fine...everyone else waits on him.
Now, the whole 'sit down for 15 minutes to grab the spells I want on the fly', yeah.
73. Ability score maximum benefits by class. Especially Con scores.
THe reason why Gygax didn't work with low stats having bonuses is to force specialization.
If everyone gets Strength bonuses easily, it means that those who rely on Strength primarily are devalued.
So, a 12 Str now gets you a +1/+1. That's the equal of a 17 Str in 1E. For next to no investment, you have a combat bonus.
It rewards spreading points around, rather then focusing on something and being good at it. Strength scores sub for martial ability easily (just ask wildshapers). By making it hard to get those strength scores and benefit from them, you made melee levels more valuable.
This is also why there were Con/HP bonus limits for non-melee classes. It made that big d10 for HP more valuable...you couldn't just buff Con to the skies to sub for it...which is exactly what caster classes do now. Fighters went from having absolutely the most hp to having basically what any other class with Con as a secondary stat did, or less, if that class wanted to raise Con and had fewer other stats to raise (like, oh, wizards).
Sucessive studies have shown that except for raw muscle power, there's really no difference at high end or average ability scores for men and women. Men can be colossally resistant to pain and possessed of superior endurance (start reading some survival stories, or look at ultra marathon records). Women are just as smart, understanding and capable of leadership, albeit in different manners.
The best way to reflect the difference in women's social abilities is simply assign the -2 to Strength, and +2 to any other ability score, up to 18 maximum, to reflect the fact they don't get by on raw muscle power. If that ends up in Wisdom or Charisma or Dexterity, that's 'normal', and women will be naturally stronger in areas men are not by default, but not at the high end.
And note that while magical strength doesn't have to obey biology, even at the high end of literature examples, the male characters tend to be stronger then the women (Superman/Supergirl being best examples), while the women tend to have other strengths.
Green Star Adept. you eventually turned into a construct, IIRC.
The biggest abuser of caster level nonsense was that one necromancy-centered class that counted ALL your class levels towards the caster level. Worked awesome with Theurge classes.
There was a 3rd level Armor of Light spell that granted you a +6 AC bonus and blinded enemies that was an abjuration. Otherwise, yeah, looking at Shield. Still, +9 AC from a Shield spell was nothing to sneeze at, and there was NO DRAWBACK for taking those 5 AC levels. Full BAB, full casting, + class abilities. That's why it was crazy broken.
Not the AC bonus. That was just icing.
And not to mention she could easily be rocking a 50+ AC while she does so. And we haven't even gotten into her diplomacizing Wishes out of hapless efreet for inherent bonuses.
While telepathically commanding multiple orders of knights, adventurers and allies across the entire world.
Ah, poor will save? Once you equip her as a PC, her Charisma should be around 37. That's a DC 28 Will save for the at-will charm monster.
Her base Will save is +30. Her defenses are incredible. 144d6 worth of healing.
She can Smite something for an additional +13 to hit, +12 damage, and basically hit with every iterative. Add in Power attack, and items to up str or dex depending on the build, and she's a monster on the attack. Sword bond on top of everything else she can do...she's fine.
NPC's are always lower on the totem scale until they are properly equipped.
I think if you put her into a PC party she'd do just fine.
Especially when she starts leveraging profane gift and the ability to communicate telepathically with the recipients across any distance...and then teleport to them on demand.
and you're wrong.
Look at adamantine full plate.
13,500 gp to make. By the rules, making a set of adamantine full plate will take a VERY skilled armorsmith more then six months to churn out.
In that same time period, a mage can make 360 suits of adamantine armor.
In short, no smiths are going to be making adamantine armor. They can't afford to invest the time into something, and one mage can meet the demand of an entire nation.
Second, plagues are a problem because the demands spikes to a need for thousands in a very short period of time, and then falls off.
But there is a HUGE difference between a plague, and crafted items.
Let's use something simpler, like masterwork chainmail, value 300 gp. Note that the wizard does not need Masterwork Transformation to make the chainmail, since he'll automatically pass the check.
Let's give a 5th level smith with the right feats, tools and helpers like +20 to the crafting roll. With a DC 10, he gets 30, x the Craft DC of 20, = 600 silver per week, or 60 gp. It will take him 5 weeks to craft Masterwork Chainmail if he doesn't rush things.
The wizard replaces 70 Armorsmiths worth of production for high end chainmail. He replaces 2,190 of them if we're talking Adamantine Full Plate.
Note: I'm using a 5th level smith as the 'average' smith. Sure, a 15th level smith with magic items can work faster. The Fabricator is only going to be replacing HUNDREDS of such magnificently, 1/kingdom smiths, instead of thousands of them. Do you really believe that even a Mythic Crafter could compete with someone who can churn out 27,000 gp worth of armor every day? And that's a fresh, wet-behind the ears level 9 wizard, not some level 18 Archmage casting 7 of these spells a day before Pearls.
A magic item that casts Fabricate 1/day at 9th level using the craft mods of whoever uses the item costs 9th level x 5th level spell x 2000 gp, divided by 5 for 1 use/day, = 18,000 gp.
It pays for itself in two days of making adamantine full plate, and from then on is pure profit. If you can get an order for tens sets of adamantine full plate from the hellknights, you can afford to upgrade your Fabricate Toy to 5 times/day. Hilarity would then ensue as you put 2190 smiths worth of production to work, wiping out the high end work department for smiths across the entire country. Yes, you could very, very easily keep an entire kingdom supplied with masterwork armor and weapons BY YOURSELF. Remember, all this masterwork stuff you are making is going to be around for years and years. You've got time to build up a freaking arsenal at a fraction of the cost in time and labor of any other smith.
And we won't even get into the destruction of high end jewelers and gemcrafting. By the rules, that is.
Oh, and one more thing. You have to have the raw materials on hand. You don't need tools, which aren't involved in the making.
Fabrication is realistically totally broken, and so avoided like the plague in all things. It's a 'fun spell', there to help PC's make something they want right now, and totally avoids the realism of what havoc it would wreak in the high end Craft market.
That's why Fabrication should have either an a) time limit on how much Crafting it replaces (I favor 1 day) or b) an absolute limit on how much GP work it can do (I again favor 1 day's worth of GP production, or maybe 1 gp/level, or what have you). Not having either of these limitations, with no cap, is what breaks this spell.
Fabricate destroys time investment in labor. It should be brought back down to earth.
When does it break? when it's doing the work of ten crafters? 20? 30? Sure, it's a complete waste if you're dealing with stuff a Crafter can churn out in one day...in our example above, that would be anything worth less then about 6.5 gp, as two Fabricates/day would basically be around 90 gp of production.
Where's your cut off? Ten crafters? Everything 65 gp or higher is best done by Fabricate. 20? 50?
What happens when a Wizard who can make masterwork items faster then a smith can make normal ones has saturated the masterwork market? He starts lowering the price and shrinking the normal market, because he's still making money, so why not?
That's how realistic economics work.
This kind of thing is why writers prefer to work with fighters, rogues, and classes with severely constrained spellcasting. Because if you actually use the spell list like a wise or intelligent person would, you very quickly start to break things.
A minor problem with portraying Native Americans is that while they are definitely classical barbarians (i.e. don't have a written language for the most part), they do NOT have the Barbarian-style backstory of rage-happy, battle-crazed warriors. The great warriors of the NA's are mostly awesome rangers with the resulting spiritual component from spellcasting and stuff.
Makes for a very different cultural standard when your great heroes are all rangers. Although rangers with FE: Humans are naturally devastating opponents against humans...
unlimited times a day...as long as you are in a fight.
It should be noted that if you aren't fighting, technically there's no way to discharge most To9S techniques.
So the guy who can unload the mass AoE fire assault? He can only do it repeatedly if he's actually fighting something, since he can't refresh outside of combat. That door over there is perfectly safe from a second swing.
And that's the only time 'out of combat' is relevant, is when you are NOT fighting.
In practice, he just has all of a limited set of abilities available each fight. The spellcasters have a much, much wider set of available abilities that can potentially run out, but if they are a prepared caster, can literally cover almost any situation...far more flexible.
And in PFS, sorcs follow the same paradigm.
And I will note that in To9S, the Fire and Shadow Disciplines were intended for the use of the most mystic of the 9 Disciplines. The 'fighting' disciplines like Iron Heart and Stone Dragon and Tiger Claw had very, very little of the casty flavor and more of the "I'm an 18th level Melee, watch THIS" flavor.
I'm not sure what you're saying, Aelryinth. Do you mean to say that what was wrong with Maztica was that we didn't get more of it?
I'm saying the reason that it went nowhere is because it got no support from TSR.
It was one of a great many boxed sets they put out, that they then either didn't support or immediately invalidated with events in the Realms.
But, hey, they finally told us where Balduran died, and that wood elves keep killing all those settlers from across the oceans...and that the most elite mercenary company in the Forgotten Realms is dumb enough to put all their priests on one ship AND don't have the power to save it from a storm.
Yeah. But meeting Hiawatha of the FR? Not gonna happen.
And what did they do with 4e? Swiped in an entirely new continent or two as Abeir finally came back to Toril. Convenient place to put your dragonbloods, and suddenly one green dragon is enough to subjugate a continent.
Maztica was a standard TSR boxed set case.
"Here's this great and robust world covering an entire two continents but focused on this Aztec culture that we're putting out here and with a trio of stories to validate it, and then we're going to completely ignore it in later canon except for the occasional reference so Ed Greenwood doesn't get too mad with us.
Legendary Gems I find useful. If I get the names wrong, the effects will still be accurate.
#1. Miranae the Teardrop:
#2 Simplicity's Strength: If your primary attack is your main attack, this is your gem. Straight damage to your repeated no-cost attacks. At level 20, this is +40%.
#3 Bane of the Trapped: If you're using slow/chill/freeze effects, this is your toy.
#4 Bane of the Powerful: Another favorite, this one gives you +20% damage for an increasing period of time after you kill an elite pack. It's about a minute at level 30. If rapidly clearing Rifts is your thing, this comes in VERY handy.
#5 Miser: This one makes you gold. If you have gold problems, slot this and don't look back as you go around slaughtering stuff. You can effectively get 'drop rates' of over 50% at higher levels, and picking up gold increases your movement speed! Combine with a Goldskin to really make the money.
#6: Gizzard and Estoeric Alteration: These are two of the new gems. The first gives you regeneration powers, and the second one gives you a big boost to your resistances.
#7 The other new gem that gives you bonus xp/monster. If you can level this to 25, you can level up noobs in no time at all. The xp bonus multiplies by your level, so it is MASSIVE. Combine with a -40 level required weapon, and accelerate your noob to uberness.
#8 The Toxin stone: The poison DoT isn't that impressive. It's like a Smite that takes ten seconds to actually use. The best part is, at level 25, anything taking poison damage takes +10% damage from anything else, once you've damaged them. Paint a target with AoE's, they take some incidental per round, and 10% from the real stuff you're heaping on them.
#9 The pet enhancer stone: If you are doing major damage with Pets, you can't go wrong here.
#10 Zei's Vengeance.
Special: Elemental Booster: The new gem that does massive damage of a particular elemental type as it changes every 4 seconds should be EXTREMELY useful to a Tal Rasha build that makes use of all 4 elements anyways.
General Words of advice:
The key things to get to a million damage are Base Weapon: High main stat; Crit Damage; Crit Chance; and Attack Speed....in that order.
Socket your main weapon with an emerald. Just do it. Biggest emerald you can find.
Get your fighting stat up there. While each +400 to the stat might not seem like much, the aggregate is your main damage multiplier.
Your necklaces and rings should have +stat, +Crit damage, +Crit chance. Whether you want +Vit or Attack speed or +Elemental damage otherwise is up to you.
Your Bracers should have + 6% Crit Chance modded to them, with +Stat. +Vit or + Resist All is your call. The bracers that give a bonus to movement speed save you paragon points. Bracers can also roll with any + Elemental modifier.
YOur boots should ALWAYS have +Movement. Most boots do NOT mod to +Resist All, but some do. Test and see. Your ideal combo is +stat, +vit, +Movement, +resist all. THe illusory boots that let you move through enemies are excellent since they let you wall through Wallers.
The Witching Hour and the Hellcat Waistguard both give you more offensive punch.
Your gauntlets should be +stat, +crit damage, +crit chance, and then choose between Attack Speed or Vit. I usually go with AS if possible. There are Legendaries that roll with +Cold and +fire elemental mods.
Your helm should be +stat, +vit, +6% crit chance. The #1 offensive helm is Andariel's Visage, which always rolls with an elemental modifier and a +attack speed. The #1 non-set defensive helm is Blind Faith, which gives a 30-35% chance to blind on hit, which is huge for shutting down a foe.
Your torso should ALWAYS have +stat, +vit, and 3 sockets. I prefer resist all as well. Cloaks can also roll +Discipline for DH's. There's a lot of nice non-set BP's. A lot of people end up with Blackthorn's for a time because it's so common.
Your legs should be the same as torso, with 2 sockets. legs often come with nice secondaries if legendaries, from +move, to acid clouds, to double base skills damage, and more.
Your shoulders should be +stat, +vit, +resist all, and +regen. You may or may not want to sub in resource reduction or cooldown reduction for regen.
There is an item, the Rimaldi token, that lets you socket a weapon. Which means that you can tinker for +weapon damage (max +10%) or +Attack speed (max+7%).
Special Note: Any Special gem effects are based on your weapon damage, not your DOT. Thus, using a big 2 handed weapon means those effects, like the poison DOT or the Teardrop smite, are bigger if you are using a 2h'er.
Off hand: You want +Stat, +crit chance (up to +10%, huge!), and if you're a DH, +attack speed (up to +20% on a quiver, huge!). +Vit is next. Special powers vary by class, but your off-hand often determines your game play (Bombardier's Rucksack and Seven Cirri for DH's, Mirrorball for Wizards, for example).
Crusaders may or may not want +Block % on a shield. It depends on your play style. WD's and Wizards probably want +maximum mana.
That's gear basics. I'll get to Companions next.
christos gurd wrote:
Once you have Rage, Extra Rage Power means you can take them with feats.
Which I find really amusing, since rage powers are definitely stronger then combat feats.
Truthfully, I don't care about multi-classing rules.
the fighter has fewer class features then any other class.
The fighter gets bravery, weapon training and armor training. That's 3 features.
So, 6 class features. Only 3 of them scale, and one of them (Bravery) is basically worthless.
We'll see if they change things. But since they have never mentioned actually changing/updating the fighter CLASS...I have my doubts.
relying on other classes to actually be strong/versatile is a cop-out. We'll see what shakes out, I guess.
Interesting. the reverse of the spell can target objects or petrified creatures, but cannot target creatures made of stone.
So, useless against elementals or stone golems or whatnot.
I take it back. RD, yer mucked. Disintegrate is over in corner waiting for you to come begging back, however.
The post explicitly notes that a masterwork shield is a masterwork weapon, but doesn't gain any bonuses for being such.
You are drawing lines where they do not exist.
The cost of a masterwork shield as weapon is part of a masterwork shield, period.
You are attempting to add something on which is completely irrelevant. Shields are armor and weapons. A masterwork shield is a masterwork armor and weapon, BUT does not get the bonus to hit.
Where exactly is this artificial line you are inserting supposed to go? It's already masterwork. End stop. You add the cost of a masterwork shield to the cost of the magic shield. If you already added that cost to the armor side, there's no need to add it twice...it's ALREADY ADDED. It gets tacked on to the front of the total cost of the item, it doesn't get tacked on twice!
I'm really not sure how you're interpreting this and making it so hard.
The masterwork pricing for shields specifically mentions that the shield is a weapon, yet does not gain a bonus to hit. This implies that even though its a masterwork weapon, it's an exception to the normal masterwork weapon rules, else they wouldn't need to mention it.
There really isn't a question about it.
There are no such things as masterwork shield spikes, because all they do is modify the underlying weapon.
A masterwork shield is masterwork with or without spikes. You can't buy spikes and pick up a +1 TH, it's still a shield and masterwork shields don't get a bonus to hit.
A shield IS a weapon. A masterwork shield is masterwork for both purposes, defense and offense. There's no 'line' between the functions. Likewise, you never enchant shield spikes...you enchant the shield. The spikes change the shield, the shield is still what you hit with and what you enhance.
I oppose that line of thought. Combat Expertise should stand on its own as an excellent feat that does what the title says it does.
If it is supposed to be a gateway feat, call it "Advanced Combat Defensive Training" or some other name to indicate how useless relatively it is.
To make it stand alone AND a gateway feat, simply do the following:
If you are a Fighter and choose Expertise as a Combat feat, in addition to the normal benefits, you also:
1) Pick a number of Maneuvers equal to your Expertise Bonus. You no longer provoke an AoO when attempting those maneuvers. You may choose Unarmed Strike or Grapple as maneuvers for this purpose.
2) You gain a bonus to your CMD against all combat maneuvers equal to your Expertise Bonus.
3) You gain a bonus on the maneuvers you've chosen equal to your Expertise bonus.
----See what I did there?
I got rid of an entire line of Improved and Greater Feats, I made Expertise scale, and I made it plain that if you're a smart fighter and take this feat, it will come in VERY handy for you.
So if you swing that 13 INt as a fighter, you get something GOOD for it.
I keep trying to get a DM to let me play a Magic of Incarnum character but so far no luck.
Incarnum is pretty cool. It's like having Power Armor made out of your soul, just plug your soul into what you want boosted.
The INcarnum Mage prestige class can break pretty easily. Depending on how you interpret it, you can have your Incarnum pay metamagic costs for you as you cast spells. If you're a blaster and have 4 points of Incarnum free, that means you could Twin Spell or Quicken Spell every round.
I had a friend who simply cast continual light on a leather strap wrapped around his hand. THe fight starts, he threw it away.
The lodestone Cont Light sticking to a helmet or shield is over thirty years old.
Here's a Forgotten Realms version of a Nightstick.
Rolled, gnarled steel tube with a flare head that encompasses an iris. In front of the iris, the lens cap can be unscrewed and swapped out for various colors, or other magical effects (like possibly enchanting them as low level detection spells, or covering things in the area of effect in faerie fire).
The COntinual Light is Heightened to at least 5 to overcome COntinual Darkness and other darkness effects. It is mirror-mounted on an activated Sinhalas gem, which dispels and prevents Darkness spells from manifesting with 30' of it, so such things cannot be cast onto the light to dispel the illumination. With a lens on it, line of effect is broken and the Cont Light cannot be directly targeted by dispels, either. The sinhalas can be moved up and down the tube to vary the amount of illumination, while the iris can be further used to narrow it down if desired. If there is no lens, the Light can actually jut forth out of the tube for full 360' illumination.
The back half of the light is sealed and empty. When thrown into water, the light has positive buoyancy and will float.
The end of the tube has a clip ring for hanging to the belt, and can also be unscrewed. Within is another Continual Light sinhalas mounted on a lodestone. It can thus be mounted on a helmet or shield for universal illumination as needed, while the main light throws out illumination in a desired direction much further.
Sometimes ranger survivalists add a small dimensional storage area to the back half of the unscrewed tube (1 cu ft) for hiding important things or necessary supplies.
The whole can be enhanced as a jo stick (d4 dmg) if desired, although, being hollow, it can dent easily if used in combat before being enhanced.
There is a pen light version that does the same thing, designed for pinpoint illumination so as not to betray one's prescence, popular with thieves. The lens is often magically conditioned to change the light to a Continual Faerie Fire effect across items illuminated, and in doing so operating as an ersatz Detect magic and revealing invisible objects at the same time.
1) TWF is a feat intensive build. Generally requires 4-6 feats. Feats that could be spent on other things.
2) The -2 to hit for TWF is the main reason TWF is worse then 2h fighting. A low BAB class is effectively magnifying this problem.
3) You have to pay for two weapons. In short, you have worse weapons, with lower TH bonuses.
4) You only get to TWF if you make a full attack...or spend yet another feat or take an archetype that allows you to attack with each weapon on a standard action or charge.
TWF is only going to be better for you if:
You get MONSTROUS bonuses to hit, or fight enemies with a low AC.
You get fixed damage bonuses per attack (like ranger FE, or Sneak Attack on every swing, or Paladin Smites) that stack on every swing.
No, there is no way to fix the accuracy problem. All the typical bonuses to hit you get, you will also get on a non-TWF build. Buffing from the party will help you, but you have a low BAB to overcome.
Ninjas in stories are fighting people with no armor. People with no armor are easy to TWF. Monsters are not people with no armor.
Monks effectively get the TWF tree for free, but their increased damage by level is NOT enough to offset their lesser damage per swing. Pummeling style is probably the best to use, but there's a reason its banned in PFS.
TWF is simply a less effective style in Pathfinder. Your AC suffers, your ability to hit suffers, and your damage suffers.
If you want to TWF, restrict it to one attack and one feat. That will only matter when you full attack, the second attack is at relatively high to hit. It will gimp your iteratives, however. It's a little bit extra you can heap onto mooks or a low AC foes if need be.
What, you're not using the Strongarm bracers that allow you to wield a weapon another size larger?
And why are you using a greataxe instead of a Minotaur's Greathammer? You can't stack Greater Mighty Wallop onto an axe!!!
I'd also like to point out on Twin Spell: It was indeed one of the best spells to take as Metamagic, right after Quicken Spell, and after Empower if you were a blaster.
But: Persistent spell does almost the same thing in PF. Persistent spell forces two rolls for saves...which is exactly what Twin Spell would do with a non-damage spell, since you can't change the target of a Twinned Spell.
the absolute best damage feat was Split Ray, because it had a +2 modifier to double your Ray damage. Combine with Spellwarp sniper to convert any damage spell into a ray, and you could get nice damage numbers out of that. Add in Empower, and then Chain spell to hit multiple targets, and you had a room clearer of a spell.
The Smithsonian is a pretty cool visit, even if you've never seen the movies.
I personally love the gemstone exhibits in the Museum of Natural History.I think the movie actually only involves the Museum of Natural History.
FYI, 'the Smithsonian' is EVERY museum around the National Mall, the stretch of open grassland at the center of them between the Washington National Monument and the Senate Building. I actually didn't know that until I walked up on it...who calls an open park a Mall?
Boston has one major problem...getting around by car is a total pain. At least both places have good public transportation.
A lawful person believes in rules, structures and authorities that extend beyond himself.
A Chaotic person believes in rules set only by those he believes personally in, that he sets himself, and authority is the reach of your arm, no more.
YOu believe in authority and laws, but you may not believe in specific laws or specific authorities (like, say, an illegitimate ruler, or laws allowing slavery). You do not have to have a personal investment in an authority or legal body to regard it as valid. Even if it goes against your personal desires, you might still regard a law or authority figure as correct and defer your judgement to them.
A chaotic person always decides these things incident by incident, person by person. They may not respect the law, but they may respect an honest cop who enforces it fairly, and try not to cause him a hassle. They may respect family as an authority figure, and stop absolutely right there, but it will still be based on personal respect and blood ties, not simply "Obey Dad."
But being lawful does not mean you unwaveringly do what the local law or authority says. Your personal code can easily override lesser strictures, and this is why multiple LN countries can very, very easily go to war with one another.
Aye, the Mythic version is basically "Spend one Mythic to heal yourself of 50 hit points of damage"
Contrast with Mythic Spellcasting: Spend one mythic to cast any spell you could normally cast. Like, oh, HEAL. Granted, the guardian ability is available at a low level, but it rapidly falls behind in usefulness. Having to blow more mythic power on it so it scales is just blatantly unfair.
For 3PP, the Yabusame (samurai archetype) from Rite Publishing because I helped design it. And because I needed an archer specialist who didn't just lob endless arrow volleys, but rather fired less shots that were far more accurate and damaging - more like the concept of sniper. Most of the yabusame's special archery attacks involve a single shot at its target at great distance and not seeming like a fantasy machine gunner as seems to be other archer schticks...
Okay. He gets a typeless smite as often as the Paladin. With arrows, no less.
In ONE level, he gets Dex to damage, AND the whole Vital Strike chain for free.
He can slaughter basically any foe from range and is considered the epitome of honor if his foe can't strike back.
And this is a samurai/cavaliar archetype?
I am not impressed, and would never allow the archetype as it stands.
Vital Strike should be open to all melees, or at least all fighters. I'd never give it out to one archetype flat like this.
I would be hugely leery of Dex to damage for archers as a massive damage punch that they simply do not need.
The archetype should have issued a standard challenge to a foe. The bonus should have been to negate cover/concealment of his foe, and a bonus against the ranged return attacks of his enemy. Archers do not need a damage bonus. The bonus should have gone up at the normal cavalier rate, too.
:( Sorry, man, that archetype is just WAY overpowered.
A party with fast healing starts really placing emphasis on high hit points and getting immunities to other conditions. This is so they don't have to worry about in combat healing...they have so many hit points they WANT the fight to be about hit points.
Hit points come back out of combat for nothing. totally a win situation. 1hp of fast healing/rd = 15,000 hp/day, which is the equal of 55 CLW wands. A party with fast healing starts tilting their gameplay style towards hit points and gogogo.
This is very friendly to classes with few daily resources, like fighters and rogues, whose only resource to manage is hit points. They are never telling the party 'time to rest' because they are out of hit points.
Barb damage: For realistic purposes, Pounce and Come and Get me are unclimbable walls to the average fighter, and can massively increase damage output. Put in Reckless Abandon on top of it, well...
So a Barb will outdamage a fighter in melee combat.
For Rangers, keep in mind that the iconic feat, Shield Master, Rangers not only get six levels earlier, but don't have to waste pre-req feats to get. That's the huge thing about rangers...they don't have to take dump feats to get the good feats, and Fighters do.
For Paladins...come on. No fighter has the staying power of a paladin. Lay on hands means bundles and bundles more hit points for a paladin. Better saves and outright immunities on top of it. Spells and Weapon Bond can easily equal the damage gap with fighters even against neutral foes (since the enhancement bonus of the sword bond stacks with the enhancement on the weapon, the Paladin's +2 sword becomes +4 as the fighter is laying about with +1 weapon Mastery and weapon spec).
The paladin will outlast the fighter because he can heal himself and endure the damage coming his way.
These are proven facts. It's why people rage on the fighter. I want a fighter that is the dominant physical combatant that he was in 1e. except maybe against giant-class humanoids, heh! He does not exist in the post 3E world or in PF.
The 'game changing' effect of fast healing is 'go go go.' Since you don't run out of healing, you can just keep going.
It doesn't 'radicalize' things. It doesn't change the game into rocket tag, or make the PC's suddenly capable of stomping all over enemies.
If you're able to gain some key defenses and immunities, such as against charms, save or dies, Freedom of Movement, and the like, you literally never need truly fear hit point damage.
Your melees are thus capable of solving more problems because they don't have to worry about injuries so much, and are always at full strength.
Conversely, with the melees shouldering even more of the load, the power of spellcasters can be stretched out a very long time. Casters that can melee along with the melee classes can extend this time out even further.
So, yes, it will change the game, because you can just keep going. The change may take the GM by surprise, and even the PC's might be startled at the shift in ability.
I cite 3.5 Persistent Mass Lesser Vigor, which granted the whole party fast healing 1 for 24 hours, and completely shifted party dynamics as nobody needed to heal, and altered the playstyle as a result.
His point is the fighter still does not have the ability to add enhancements to his weapon, ridiculous or even good saves, still has to meet prereqs on his feats, doesn't automatically get an animal companion, can't heal himself or remove status effects, doesn't have a lot of skill points or skill, and no immunities.
After you take away his ability to disarm. A really MINOR ability. Take away smite and FE, MAJOR abilities, and the paladin and ranger still aren't looking all that horrible.
IT has the following effects, depending on how it is applied:
1) if One person has it, it means you don't have to spend any after-combat healing on them. This means if they are a melee person, they have no downtime or being in danger to heal. For fighters and rogues, it effectively means they can fight forever because they never run out of resources.
2) if multiple people have it, assuming they are melees, it truly frees up a lot of casting slots since healing magic will only be used sparingly.
3) if the whole party has it, you only have to heal in combat in desperate circumstances. No money will be spent on downtime perishables. Also, the constant healing means the party will 'always' recover to full between fights.
From a realistic standpoint: Its a bigger deal the lower your level is. At higher levels, having to dish out a 200 HP heal to keep a tank alive is not uncommon. Out of combat healing is incidental spare change.
At low levels, not having to spend ANY money on out of combat healing, and healing to full within a few minutes, is a massive advantage, meaning your primary melee's health is never a reason to call it the end of the adventuring, and he's always starting every fight at full health.
Tactical choice for casters should be made by type of spell.
Spells should have different casting times. Making them swift, move, standard, full attack, full round and multi-round+ casting times would be a tactical choice.
For instance...iron rule, all summoning spells are full round, no getting them out faster. Summoning is a monstrously useful, powerful spell set...but by making it full round only, you really have to be careful with using it in a fight.
Evocations, on the other hand, might all go off as standard actions, with a subset of them as quickened.
Other 'combat spells' might only be full attack, greatly lessening the mages maneuverability.
Basically, there should be such a thing as 'combat magic'. Spells that have utility uses, great flexibility, or somesuch should NOT be Standard Actions.
Indeed, if evocations and a few abjurations like Dispel Magic were the ONLY spells that you could get off with a swift or Standard action, barring some rare excetpions like feather fall, that would do a LOT for making it a more popular school of magic.
A full attack should basically be the equivalent of a flurry...maybe generating an extra attack. It should also be a more defensive style, giving you possibly a bonus to AC or your saves, possibly your bonus to hit.
Let's just say a Standard Action gave you all your attacks.
Taking the full attack action now means you are GIVING UP your move action. What do you get for that? Specifically, why isn't a full attack useful at level 1, when you don't get multiple attacks, as well as at 16th when you get your 4th?
Redefine what a full attack means.
Full Attack: Gain a +2 To Hit, to your AC or to your saves, your choice. This improves by +1 for each iterative attack you have.
So, you'd give up your move to really be able to hit something hard, to really defend yourself against an attack where you can't move, or to harden yourself against incoming spells and stuff.
That's worth losing a move action. It becomes a tactical choice, instead of the tactical choice being, "How can I move to get a full attack?"
Which also does away with Pounce and the best class being the one that gets it or an equivalent first.
The flip side of this? You have to choose if monsters also get the benefit of this with multiple natural attacks, or if it is only available with iteratives.
If iteratives, it swings the damage bar away from natural attack users and back to weapon users. Humanoids will have an advantage over monsters and wildshapers.