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Is anyone else worried that the new power attack may be too good, epeciallly at low level?

New system: Full attack without power attack, using greatsword (for comparison purposes, we will use old rules for the greatsword).

At first level, fighter with str 18, expert proficiency, so about +6 (+4 str, +1 level, +1 prof) to hit vs AC 12, so needing a 6 to hit with the first attack.

Without power attack: hits on 6 (75% chance, crits 25%) doing 2d6+6, hits on 11 (50% chance, can't crit, crit fail 5%), doing 2d6+6, hits on a 16 (25% chance, can't crit, crit fail 30% chance) doing 2d6+6. Expected average damage 13(*.5) +26(*.25) +13(*.5)+13(*.25)= 22.75, round to 23. 32% chance of having at least 1 crit fail. (Doesn't reduce damage but may trigger a bad reaction.)

With power attack: hits on 6 (75% chance, crits 25%) doing 4d6+6, hits on 11 (50% chance, can't crit, crit fail 5%), doing 2d6+6. Expected average damage 20(*.5) + 40(*.25) + 20 (*.5) = 30 extra damage, with 5% chance of a crit miss.

So on average, power attacking is worth about +7 damage when full attacking at first level, assuming base damage per attack is similar to what it is to PF1.

Now this does assume that the fighter isn't using their third action for something else, as that third action attack isn't very valuable and may even be harmful. So the question then becomes what third action is worth giving up the extra damage from using power attack.

Note that these are averages, the actual results are going to be a LOT swingier. This is also assuming a critical hit simply doubles damage, which might easily not be the case.

I see Bayek more as a ranger than a slayer, mostly because of his link to Senu the eagle.

My take:

Str 16, Dex 16, Con 12, Int 10, Wis 13, Cha 10

Skills: Survival, Stealth, Perception, Ride, Climb, Knowledge (Geography), 1 pt into other skills

Feats/Class Abilities:
1st: Point Blank Shot, Focused Talent - Skill Focus (Stealth), Favored Enemy (Human) +2
2nd: Combat Style - Archery (Precise shot)
3rd: Endurance, favored terrain (Desert), Deadly Aim
4th: Animal companion (Bird), +1 Wisdom
5th: Boon Companion, Rapid shot, Favored Enemy (Human) +4, Animal +2
6th: Combat Style (Improved Precise Shot)

Saint Bernard wrote:
My hope is that the sling (war sling) will be a much better weapon in PF 2. A trained slinger should be able to put as many bullets in the air as an archer.

Here's an idea I just had for slings. Have the weapon die of the sling increase based on Proficiency.

Untrained: 1d3
Trained: 1d4
Expert: 1d6
Master: 1d8
Legendary: 1d10.

That way you have shepherds who don't do a lot of damage while guarding their flocks, while at the same time those legendary sling warriors can exceed the damage of a longbow.

Barbarian - Invulnerable Rager: I consider this the default Barbarian.

Bard - Archaeologist: All the bard goodness without needing to sing.

Fighter - Mutation Warrior: I'm Popeye the sailor man...

Rogue - Scout: Less about robbery, more about exploration.

Wizard - Spell Sage: The ability to cast spells no other wizard can cast.

This is all speculation, but here is my guess for something like a dwarf fighter. Fighters get 3 weapon groups at skilled, 1 weapon group at expert. They get all armor and shield proficiencies. They get two skill proficiencies from their class at skilled from a small list. They also get a proficiency at Fortitutde. From Dwarf, they get 2 ancestor proficiencies at skilled from a list, including weapon groups like axes or hammers at skilled. They get a skilled proficiency per level of Int. Finally they get 1 proficiency at skilled from their background, which could be anything.

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BretI wrote:

I am glad to hear that there are practical methods of healing and condition removal available to any class. It sounds like the method is outside any class gating, which I think is great.

Perhaps now characters can emulate what Strider did with leaves of the Athelas and boiling water to heal Frodo’s knife wound. There are also lots of similar things in literature using various bandages, herbs, alchemical healing ingredients and such.

PF1 had those options. The problem was that they were so expensive, it was usually cheaper and easier to just buy the appropriate potion.

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It will make translating Kineticists to PF2E much harder.

*Thelith wrote:
I'd just like to point out that 10 int and 7 charisma is basically 80% of the people you'll meet in real life... So if they can be funny and can have a conversation and do some limited critical thinking then so can your fighter... Roleplaying 10 int 7 Cha probably doesn't require much for most people because that matches them IRL...

This particular fighter has an Int of 5 and Cha 8. So... yeah.

Well, he is supposed to be dumb after all. It's a feature, not a bug.

One of the issues with fighters and their 2 skill points per level is that once you go below Int 10, there is no reason not to continue to dump Int, since you can't go below one skill point no matter how far down you go. So what if you take a -3 to Int skills. You don't have any Int skills to worry about in the first place.

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Okay, I took the original concept of a big stupid scary tiefling fighter who wields a large greatsword to see what I came up with at level 10. I went with standard wealth by level, but included no outside buffs.


Tiefling (Qlippoth-Spawn) 10
Str 26 (20+2 level+4 enh) dex 12 con 14 int 5 wis 14 cha 8
Racial Abilities: Scaled Skin (+1 natural Armor, Fire Resistance 5), Skilled (+2 to Escape Artist and Survival), Darkvision 60', Prehensile Tail, Oversized Arms
Skills: Survival +17, Intimidate +26 (+1 skill point from favored class bonus)
Traits: Muscle of the society, Indominable Faith
Feats: 1st: Power Attack, Furious Focus 2nd: Weapon Focus (Greatsword) 3rd: Skill Focus (Intimidation) 4th: Weapon Specialization (Greatsword) 5th: Advanced Weapon Training (Warrior Spirit) 6th: Vital Stirike 7th: Corungon Smash [Adavanced Armor Training: Armored Confidence] 8th: Dazzling Display 9th: Signature skill (Intimidation), [Advanced Weapon Training (Armed Bravery)] 10th: Advanced Weapon Training (Dazzling Intimidation)

Important Equipment
Large Adamantine Greatsword +2, Gloves of Dueling, Belt of giant strength +4, cloak of resistance +3 , Full plate +1, ~7000 gp in other equipment

Single attack +25 to hit (+10 BAB, +8 str, +1 WF, +4 weapon training, +2 enhancement), 6d6+29 (+12str +9 PA +2 WS, +4 WT, +2 enh)
Full attack +25/+17 to hit, 3d6+29

With warrior spirit (bane): An additional +5 to hit, +2d6+5 dam 5/day

So calling upon his dark power 5 times a day (making his weapon a +5 bane weapon), he does an average of 62 points of damage as a standard action and 110 as a full action. Each hit he gets a free demorallize check, and if he beats the DC by 10 they have to make a DC 20 will save or become panicked for a round or be frightened for 1d4 rounds (they will be shaken pretty much automatically). By taking a standard action, he can demoralize all enemies within a 30' radius.

Out of combat he has a few roles. He is a a quite competent tracker. He can intimidate pretty much anyone. With the adamantine greatsword he can smash most things to rubble. He can carry over a half ton, and briefly lift over a ton. He has a +12 will save to help keep from killing his friends.

There you go. A big, stupid terrifyingly effective fighter.

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I know some people have a problem with the class, but I have a player who is playing a Kinetic Chirurgeon and she loves it. While they are still low level, the amount of healing she does is insane. She says that for the first time, she actually feels like a healer.

I hope that something similar is included in 2nd edition.

In my home game, charisma is how well you are liked, including by the universe. It is effectively the luck stat. If something good or bad would happen randomly to one of the PCs, they make a charisma check (highest for something good, lowest for something bad).

Needless to say, people rarely dump charisma.

One of the things I haven't heard discussed yet are the NPC classes. I wonder if they will or should keep all of them. They are a pretty important part of my home campaign for example.

Unfortunately, Katars are martial weapons, so you have to take a class that has the proficiency, unless you want to waste a feat on the weapon. I have given two possible builds below. I used the standard heroic array (15, 14, 13, 12, 10, 8) and did not include any traits or favored class bonus. They are also somewhat undergeared for their level, which normally should be about 2400 gp, instead of the approximately 700 - 1000 gp I used. The first one is a single classed option which you said you wanted. The second is a multi-class option.

Halfling Swashbucker (4): Str: 12-2=10 Dex: 15+2+1=18 Con: 13 Int: 8 Wis: 10 Cha: 14+2=16, HP: 29 +6 Initiative
Skills: Acrobatics +10, Intimidate +10, Escape Artist: +10 Feats: Weapon Finesse (c), Weapon Focus (Katar), Dodge, Weapon Specializaton (Katar)
Armor Class 22/16 flat footed, 17 touch (+4 armor (masterwork chain shirt), +1 shield (masterwork buckler), +4 dexterity, +2 dodge (dodge feat, nimble class feature), +1 size)
Melee: Masterwork Katar +11 to hit (+4 BAB, +4 dex, +1 Weapon focus, +1 enhancement, +1 size), 1d3+6 (precise strike, weapon spec), x4 critical.
Ranged: Sling +9 to hit, 1d3 x20 damage
Other equipment: Flasks of alchemist fire x2, smokestick, tanglefoot bag, potion of shield of faith

Tactics: If the team knows they are facing a dangerous adversary, they will drink their potions at the beginning of combat. If facing archers, 1 will use a smokestick, while the others ready alchemist fire against the nearest target. If there is an obvious magic user, one will use a tanglefoot bag against the caster. If possible, they will attempt to flank for the additional +2 to hit. Any hit will trigger Menacing Swordplay unless they have used their swift action for charmed life. If below half health, they will switch to fighting defensively (-4 to hit, +3 to AC). If badly injured (less than 5 hp remaining), they will switch to total defense (+6 AC) and attempt to flee. They will never use their last Panache point. They will almost never use their sling unless facing flying targets or cannot reach the targets in melee.

If you are willing to use rapiers, you can go with inspired blade swashbucker and add the fencing grace feat, increasing damage to 1d4+10.

If willing to multi-class:

Brawler (Snakebite striker) 1/Unchained Rogue 3: Str: 12-2=10 Dex: 15+2+1=18 Con: 13 Int: 10 Wis: 14 Cha: 8+2=10 HP: 26 +4 init
Feats/Rogue Talents: Dodge, Weapon training (Katar), Two weapon fighting (Finesse Training/Katar)
Armor Class 21/16 flat footed, 16 touch (+4 armor (masterwork chain shirt), +1 shield (masterwork buckler), +4 dexterity, +1 dodge (dodge feat), +1 size)
Melee: Masterwork Katar +10 to hit (+3 BAB, +4 dex, +1 Weapon focus, +1 enhancement, +1 size), 1d3+4+3d6 sneak attack, x4 critical. Full attack: x2 Masterwork Katar +8 to hit (+3 BAB, +4 dex, +1 Weapon focus, +1 enhancement, +1 size, -2 twp weapon fighting), 1d3+4+3d6 sneak attack, x4 critical
Ranged: Sling +8 to hit, 1d3 x20 damage (+3d6 sneak attack if able to trigger)
Other equipment: Flasks of alchemist fire x2, smokestick, tanglefoot bag, potion of shield of faith

This will do a lot more damage than the swashbuckler when able to trigger the sneak attack. Tactics are similar, but flanking is much more important. I didn't include skills for this one.

Since a spent wand has no listed cost, would Eschew Materials cover it for Arcane Concordance?

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At this point, probably the best thing to do is advise the player that after checking the rules he can't flurry with the dagger, but to make up for it, a merchant has heard of the weapon, and has lined up a buyer for it. Since he really wants to turn it over quickly, he is wiling to give everyone in the party credit to purchase what they want at the shop for more than the normal sale value. Depending on how many players you have, offer 6000 to each player if it's a party of 4, 5000 if it's a party of 5 or 4000 if it is a party of 6. (Normal sale price is about 16000 for the dagger.)

Yes, this is way over the wealth by level of the party, but at least it spreads it over the entire party, as opposed to concentrating it into one person's hands.

Quick note: The Childlike feat only gets a small boost to disguise, and Disguise is not a class skill for witches. If you can find a trait that gets you the Disguise skill as a class skill, definitely take it. If this is a home game, see if you can convince your GM to let you take Almost Human (normally a half-orc race trait) which gets you Disguise as a class skill and +4 to Disguise to pass as a human.

Note that Bluff is also not on the clsss skill list.

I normally wouldn't take Warded against nature, as it could cause some negative reactions from others (if you have ever seen Young Frankenstein, think of the scene with Freu Bleucker and the horses). That said, goblins have a hatred of dogs and horses, so that might be reflection of your history.

Sneak attack is not doubled on a critical hit. If you don't think you need the skill point, the Halfling favorite class bonus isn't terrible, but if you are only going to be using daggers you can only take it 8 times. You also don't any effect until level 2, and that is only a +1 to hit only to confirm the critical. If you are going for a crit fisher style, perhaps. Note that the earliest you can get improved critical as a rogue is 11th level, so you will be stuck only gets crits on 19-20 for a long time.

One big question is are there any feats or abilities you want later? If you do, many times you need to start planning on it from level one. It isn't necessary, of course, and you can just take things as you go and let your character build organically, but if you do have something you are aiming for it might be useful to plan for.

What is his goals and plans? Is it goblin genocide? How is he planning on doing so? Having at least a plan on where you want to end up can help bring the other decisions in focus.

Strength builds also allows you to be good at combat while focusing resources at other things. It's why I prefer strength investigators to dex investigators. It means I don't have to waste resources (level in Swashbucker or multiple feats) in being able to handle combat, so I can use those resources on bettering myself being an investigator.

1) For every +1 Int bonus, a character gains a bonus language. For Halflings, they get Halfling and Common for free. With an Int of 12, you can choose a bonus language from Dwarven, Elven, Gnome or Goblin.

2) Charisma 12 is probably sufficient. Bluff, Disguise and Use Magic Device are all charisma based, so having a positive score is useful. I'd say either put the extra point either in str for the extra carrying capacity or Int so you can qualify for combat expertise and Improved Feint (if you want to go down that path).

3) Escape Artist you need to hit a 20 to escape from spells like Entangle or Animate Rope, and versus your opponent's 20 + CMB to escape bindings or your opponent's CMD to escape from a grapple. You need to hit DC 30 to escape from manacles (35 vs masterwork manacles) and 30 to squeeze through very tight spaces. It's usefulness depends on how often the GM throws you against grapples and entangling spells. Disguise allows you to pass for something you are not. For example, to fool someone by pretending to be a human child, they roll their perception vs. your disguise roll result. Pretending to be human is -2 and a younger age is another -2. Fortunately a human child is already small, so you don't have the -10 vs. different size. Its usefulness depends on how often you want to appear as someone you are not.

4) I don't use drawbacks in my game, but generally if allowed you should take them more for roleplay reasons than for getting a bonus, especially if you were planning on doing so anyway. From your description I would say Paranoid (Allies need a DC 15 to aid you) fits.

5) When you choose a favored class, every time you take a level in that class you get either 1 hit point or 1 skill point. Alternatively, you can take the alternate favorite class bonus listed for your race in that class. So if you take rogue as your favorite class, each time you level in rogue you can take either +1 hit point, +1 skill point or +1/2 bonus to critical confirmation rolls with a dagger, sling or a Halfling weapon. Note that you don't get a fractional bonus until it hits a whole number. From your concept, I'd take either the skill point or hit point.

6) You can't take weapon focus yet, you need a +1 BAB to qualify. You do get Weapon Finesse for free at least, since you are taking the unchained rogue. It sounds like you want to be a melee rogue, so I would say either Two weapon fighting (if you want to fight with two daggers) or Combat Expertise (if you want to qualify for improved feint). You could also take a skill focus if you want to really excel at a skill, or you could take a fun feat that only halflings qualify for, like Well-prepared (Sleight of hand check vs DC of 10 + GP value once per day to just happen to have a certain item).

With Int of 12 you get goblin as a bonus language, so you can use your skill point for something else instead of linguistics. Probably Sleight of hand, as that is how you would have been able to take and keep food hidden from the goblins.

What is your favored class bonus? Probably skill points?

If you are planning on using daggers, then river rat is a great trait.

If you want to pretend you are a human child, childlike give you an effective +6 to disguise just for that, +2 for all other uses of disguise. Skill focus (Disguise) is probably better in the long run for pretending to be other things, like a goblin for example. Or you can get a more useful feat. I'd probably go for cha 12 or 14.

Dwarf Sorcerer's ability to do more damage with acid and earth spells would make me consider it, even though I am stuck having to play an empyreal bloodline to make it work.

The Elf Barbarian speed boost FCB is another one where I would consider it for certain builds where normally I would never consider it what with the Con penalty.

The Gnome Hunter's FCB DR/Magic boost to his animal companion makes it pretty viable.

The Halfling Slayer's dodge boost from the FCB is great for a Halfling who wants to be a martial class.

The only reason I would pick a Half elf Investigator over a Human Investigator is their FCB.

Unfortunately there are no hard and fast rules on what you can and cannot do with the creation spells. Check with your GM on what is and is not allowed. Some GMs allow objects made of different materials, some do not.

Much comes down to what an object is. Is the ammunition part of the object, or separate? Again, it comes down to what the GM will allow you to do.

The reason to choose inspired blade is not the extra panache from Int, but the fact you get both Weapon Finesse and Weapon Focus at first, allowing non-humans to take fencing grace at level 1 (or humans to get fencing grace as well as an extra feat). There is also the +2 damage from rapier training as opposed to the +1 damage from swashbuckler training at level 5.

There currently is a Kinetic Chirurgeon in the game I'm running. I don't know how well it will work in your game but I do have some insight. They are still low level, so this is also only the experience at that level.

First, the other players have to be willing to take the burn themselves from the healing. If they expect you to take the entire burden, forget it.

You want a Con of at least 18, plus a physical blast. (The player took water.) This means you heal 1d6+5 at first level at the cost to the target of 1 point of burn (one point of non-lethal to first level character.) Explain this to the players as healing nearly all the damage and converting the rest to non-lethal which goes away after a night's rest. So depending on how damage is spread about, that can be up to 15 to 20 healings (which are more powerful than a cure light wounds) before the non-lethal accumulates to the point of the need of stopping. At first level. After a point, you can start using your own burn to keep going for another half dozen heals, but you may need it for any injuries you take.

Do not dump charisma. You have Use Magic device on your class skill list, which helps for using CLW wands and other healing means.

You will eventually get mercies and wild talents which help with status effects. Choose the ones that you often run into. Fatigued, Shaken and sickened are all good early choices.

You only really need two feats, Point Blank shot and precise shot. This allows you to take some feats you might not normally take. Our player took the focused study alternate racial trait, So she gets a skill focus at 1st, 8th and 16 instead of the bonus first level feat. You may want to use it for use magic device or some other skill. (The player took a trait to get diplomacy as a class skill and skill focus diplomacy to also be the team face.)

Choose wild talents that will help with damage mitigation as well. For water, slick and kinetic cover are good early choices.

(Specifically for water kineticist) Hydrokinesis is better than it looks. You get create water, which is nice, but if you are doing any water travel, you can control currents with a strength of your Con.

Finally, since this is a home game, talk to your GM about allowing you to switch out gather power for something actually useful to you. I allowed the player to switch out gather power and composite blast plus their upgrades for extra utility wild talents every odd level.

AlleRacing wrote:
This is such a hard decision to make, but ultimately I think I'll give the nod to the kineticist. Mind, there are more classes that I haven't played than have, so there's a ton out there I have yet to experience even in part, let alone fully.

I have a player who absolutely loves her Kinetic Chirurgeon. Being able to play both a healer and a blaster without worrying about spell slots is exactly what she wanted. (I did house rule that she could swap gather power and composite blasts for additional utility talents, which helped.)

Can I use the Summoner's list? Because I want to use the Summoner's list.

My particular solution was to do a virtual gold and slot system. There are no permanent items. Instead, starting at second level, the characters get virtual gold equal to their wealth by level that they can use to enhance their virtual slots (each slot is restricted to half their virtual gold per slot). A character can disrupt a slot, which after 24 hours gives them the virtual gold back to buy new "items".

The original purpose was to get players off the gold treadmill so that they were much less motivated by money. However it also reduced the disparity between martials and casters, as martials could now fly or teleport if they really desired.

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An Int 18 first level evoker gets 7 magic missiles a day, just from his school. That's not counting his rays of frost which he can do every round. He can save his 3 actual spells for more important things than just killing stuff.

Other schools have other tricks that helps on those long adventuring days.

Slayer with the Deceptive combat style gets you improved and greater feint without needing to take combat expertise. Since you don't want to dump charisma, you can be an excellent Bluffer and Intimidator as well since Studied target boosts both.

The Slayer talent Blood Reader can be a real game changer depending on the level of intrigue in the game. Being able to get people's hit point total can give you an estimated level, which means you can identify who in the crowd is the high level threat/person you need to talk to.

The Utility Wild Talent Skilled Kineticist, Greater allows you to add half your levels to a class skill, of which Use Magic Device is one.

If you really don't want alchemy, the sleuth investigator archetype trades away alchemy for non magic options. That would cover many of the scientist concepts.

Xenocrat wrote:
Douglas Muir 406 wrote:

Yeah, I wouldn't call the Spell Sage the best, but (1) as the man says, when you need it, you need it, and (2) once you're into midlevels it's a pretty solid upgrade from the core wizard. Spell Study makes you the ultimate utility caster, and your overclock power makes you increasing deadly in combat. At high levels, in a fair fight the Spell Sage should kill any other wizard archetype except maybe a capstone Diviner.

Uh, have you seen the (HHH) Pact Wizard’s 10th level ability? Roll twice on initiative, concentration, caster checks, or saves a limited (but not that limited) number of times per day. At 15th you roll twice AND add your Int modifier! And you keep your school (if you didn’t combine with Exploiter). It’s the most obscene think published except maybe Glimpse of the Akashic.

I don’t understand how Spell Sage is dangerous. A CL boost is nice on the weakest form of offensive magic (until you’re capped), but slow spell flexibility (on top the offensively best list) doesn’t add much. You want the PW’s saves to survive, initiative to go first, and LOL SR penetration, and the Exploiters DC boosts.

Spell Sage is not a great combat wizard, so if your GM's style is a kick in the door campaign with 6 to 8 combats a day I'd not bother with the archetype. But out of combat, he is the ultimate Schrodinger's Wizard, always having the right spell needed for any occasion. Also check with your GM to see if you can use it to count for item crafting purposes.

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cavernshark wrote:
Mista Moore wrote:
Forester(Hunter) – no animal companion instead takes the ability bonus and a Ranger’s favored terrain. Trade precise companion for bonus combat feats at level 2, 7, 13 & 19. Trade teamwork feat with animal companion instead with allies, improved empathic link & speak with the master for evasion and improved evasion, camouflage for bonus tricks, breath of life for raise animal companion and lastly hide in plain sight for greater empathic link. I have no interest in the Hunter class because it entails lugging around an animal companion and specializing in utilizing said animal companion, this archetype on the other hand does not. All of the trade-outs are a net positive in my opinion by getting rid of the animal companion mechanic and everything that comes with it you get bonus combat feats, improved evasion, teamwork feats with allies, breath of life and favored terrain with stealth bonus in said terrain.Top 3 archetype in the book IMO.
Totally agree on this. I've been trying to make a Cavalier/Hunter concept for awhile and had always been lukewarm on the animal companion. This is a great kit for something between a Druid and a Ranger without Wildshape or an Animal Companion.

I put this in the errata thread, but I think that the first terrain was supposed to be at level 1, not level 5. It replaces animal companion (that you get at level 1) and calls out an improvement at level 5, which doesn't make sense if you get the first terrain at level 5.

Forester (Hunter Archetype): The Favored Terrain replaces animal companion, a 1st level ability but states that it gets the first favored terrain at 5th level. It then states that starting at 5th level the Forester gets half the bonus in damage to creatures while in the Terrain fighting creatures native to that terrain.

Is Favored Terrain supposed to be starting at first level? If not, I'd remove the starting at 5th level phrasing as it implies that at some point the Forester doesn't have this ability.

I use a system where there is no permanent magic items. Instead any noble (PCs and NPCs with adventuring classes) uses a virtual gold and virtual slot system to purchase magic item abilities.

I looked at the automatic bonus progression rules for no magic items to see if I wanted to replace it. It looks like it would work really well for martials and for a low magic campaign. My campaign is much more high magic though, and the bonus progression system really hurts wizards and sorcerers. In general, they don't use weapons, they don't use armor, the bonuses to AC and physical stats aren't that great for them. The resistance bonus is a two edged sword, as most npcs will have higher saves than they normally would. The only thing that is good for them is the mental stat boost.

Wizards especially get the shaft. Much of their gold, especially early on, goes to improving their spell books. With much less gold, they won't be able to have too many spells known, their big advantage over sorcerers.

Now in some campaigns this may be a feature, not a bug, but you need to be aware of it. I ended up deciding to stay with my own system.

Spell Sages can cast healing spells but I wouldn't consider them a primary healer.

Do you have inspired alchemy?

I have a player who wants to try Kinetic Chirurgeon, but it has several issues, so I've made a few changes. Gather power, for instance, is useless until 7th, at which point it can only be used for composite blast. But if I replace gather power, it makes composite blast harder to use. In addition, metakinetic master does nothing, and Omnikinesis, the capstone power, does very little for a Kinetic Chirurgeon.

With that in mind here are some of the changes I am considering:

Additional Utility talents: Starting at first level and every two levels afterwards, the Kinetic Chirurgeon gain a utility wild talent that they qualify for. This replaces Gather Power and Supercharge.

Blast Focus: At 7th level, the Kinetic Chirurgeon does not get composite blasts. Instead they gain the feats Weapon Focus (Blast) and Weapon Specialization (Blast). If the Kinetic Chirurgeon already had Weapon focus (Blast), they can replace it with another feat they qualified for. At 16th level, the Kinetic Chirurgeon gains greater weapon focus (Blast) and Greater Weapon specialization (Blast). When using Kinetic Healer, the bonuses for weapon specialization and greater weapon specialization are doubled. This replaces composite blast and Composite Specialization.

Maximized Healing: At 19th level, when using Kinetic Healer, the Kinetic Chirurgeon can accept an additional point of burn to maximize the healing done with Kinetic Healer. This replaces Metakinetic Master.

Master Chirurgeon: At 20th level, a Kinetic Chirurgeon can reduce the cost of any utility wild talent by one, minimum zero. This replaces Omnikinesis.

What these changes do actually reduces the amount of damage the Kinetic chirurgeon does, but improves their utility greatly. Opinions?

Quick study: An investigator can use his studied combat ability as a swift action instead of move action.

You can use quick study as either a move or swift, your choice.

If you killed the Eagle Knight in a way that makes raise dead impossible, like taking the head or cutting out the heart, Now you need resurrection, costing 10k and access a 13th level cleric. If it takes more days than the caster level or you hid the body, now they need true resurrection and 25k, so they would need at least a 17th level caster.

I'm not sure how many 17th or higher level clerics there are in Andoran.

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My 4 suggestions for Swashbuckler:

Change Derring-do to not cost Panache (as long as you have one panache point...). Nobody wastes their panache on a +1d6 to skill rolls.

Have charmed life not take an action. Your life is charmed, you shouldn't have to think about it.

Allow Swashbuckler weapon training to count as fighter weapon training for the advanced weapon training feat and dueling gloves. While they don't get the free trainings at 9th, 13th and 17th, they can at least get a couple of them, which will help.

Change the Perfect Strike deed at 15th level. Getting one touch attack as a full round action at that level is a joke as the first attack is already going to be an auto hit on most things anyway. It needs to be much better. My suggestion would be a pseudo-pounce or pummeling strike equivalent on a standard action. That would be worth staying in swashbuckler for.

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Grumbaki wrote:

Vigilantes are great. In fact, I believe that they make the best "noble" class in the game. I mean, look at this:


In my homebrew game, I have a noble archetype based off of the vigilante that swapped out dual identity, vigilante specializations and talents for other, more non-combat abilities to create sort of an aristocrat+. about a third of my nobles are this, representing those who don't travel or adventure, but can still hold their own if necessary.

Firebug wrote:

Advanced armor training: adaptable training let's you treat your ranks in 1 skill as equal to your BAB, from a set list of skills. You can pick it more than once.

Advanced weapon training: versatile training let's you treat your ranks in 2 skills based on your weapon group as equal to your BAB.

Pretty sure there is a feat that gives you 1 skill rank per level, like toughness does for hp. Favored class bonus, human, 12 Int = 9 ranks per level.

Adaptable training can be taken up to four times. Versatile training can be taken twice. By 10th level you can have 10 + Int in skill points per level, although 8 of them have to be specific skills.

So, for example from versatile training - Heavy blades you get diplomacy and ride, versatile training - crossbows you get perception and stealth, while from adaptable training you pick up acrobatics, disguise, escape artist and say climb. That's 8 skills, plus your regular 2 + int.

It does cost your 3rd, 5th, 6th, 9th and 10th level feats, your 7th level armor training and you have to take weapon training for heavy blades and crossbows at 5th and 9th, but you CAN do it.

(You can also add 1 skill point/level from the Cunning feat and 1 skill point/level from favorite class bonus, but since anyone can do that, I didn't include them.)

Embrace the power of a level 20 half elf investigator.

So if I am understanding correctly, what you want is something that improves the non-combat options for fighters, and only fighters, while still being appropriate thematically. Okay, my suggestion:

Use the stamina system from unchained. Use the option that only fighters get stamina. (Maybe include the option where other classes can get it with a feat, maybe not.) Then allow certain non-combat feats to work with it as well. For example:

Endurance: If you fail a constitution check that is effected by endurance, you may spend stamina points equal to the difference to turn the failure into a success.

Fast Healer: Spend 2 stamina points to immediately heal half your constitution bonus (minimum +1) to your hit points.

Great Fortitude: Spend 5 stamina points to re-roll a saving throw. You must take this result even if it is worse.

Skill Focus: Spend 5 stamina points to be able to use the skill unlock for one roll in the focused skill. You must have at least 5 ranks in the skill to be able to spend stamina in this manner.

Now fighters have non-combat options available if they are willing to invest in them. (Not all non-combat feats will have stamina options. If a fighter takes a non-combat feat, work with them to see what, if any, boosts are available for using stamina.)

Since you are an alchemist, check with your GM to see if you can use your craft (alchemy) to create your own alchemical items. Since you only pay one third the prices, that increases your purchasing power for alchemical items by 3. You also start with brew potion, so again check to see if you can start with potions pre-brewed.

Even if you can't, see if you can at least purchase the raw materials.

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I used to run a game called Chill many moons ago. One of my most satisfying moments as a GM was when the players left as a group because none of them wanted to go out alone. That said, here is some advise:

1) The unknown is scarier than the known. As long as the players don't know what is going on, their imagination does the work for you. Once they know what they face, they can figure out how to defeat it. Hold off as long as you can.

2) To the pain! Once a character is dead, they can no longer be scared. Death also causes a release of tension in the game, as the player now knows nothing else can happen to them. Instead, let them figure out that there are worse things than death...

3) The tense roller coaster: Speaking of tension, while you want the tension to continue to rise throughout the session, there needs to be peaks and valleys. A small break let's the players catch their breath and lets the adrenaline gland refill before you empty it again.

4) Every choice is important, or at least seems to be. "You are going to open the door to the basement. Do you open it with your right hand, or your left hand." The player is now asking themselves why you would ask them that. Use this carefully, or it can lose impact after a while.

5) "Why is there a toad in the middle of the hotel lobby? Why is it staring at us?" Many times, it's the small, subtle things that raises the most fear. Something is wrong with the world, and nothing is going to be right again.

6) Failure is always an option. Without a real possibility of loss, it is hard to create that feeling of terror. There are always consequences to their actions... or non-actions. If they fail, follow through on these consequences.

As long as you are up to it, Investigator is a good choice. Lots of mysteries and non-combat encounters. I would suggest a higher point value, since the character is going to have to be able to do everything themselves.

What are their stats like? Many classes have certain stat requirements. (I'd hate to play a charisma 10 bard, for example.)

I assume since you are using spheres that psionics from Dreamscarred Press is out?

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