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[Wizards of the Coast] Dungeons & Dragons—4th Edition: Player's Option: Heroes of the Elemental Chaos Hardcover
This cover would look better if included a Prothean. Regards,
Hello, I am converting creatures for Bonegarden, ye olde sandbox module from Necromancer Games. The currently converted creature is something nameless, called (by yours truly) Titanic Bone Assembly.
However, as this creatures goes beyond PFRPG guidelines with regard to its CR, I have used my gut feeling (and experience) to assign Challenge Rating. Just in case my players may feel under-rewarded, please rate its CR. Before adding comments, please take into account the following important factors:
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DEFENSE
OFFENSE
STATISTICS
ECOLOGY
SPECIAL ABILITIES
Regards,
Here is how gunslinging thief looks like in Guild Wars 2 preview:
Note the ultra high agility, numerous gun-related maneuvers, and how the character makes up for lack of armor. Regards,
Here is a thought I've head about building Gunslinger as Magus Archetype. Similarities:
Magus came off as a decent class - bringing Gunslinger to Magus power level should be good enough to save the Gunslinger from oblivion. Vague proposals:
Regards,
The Premise As written, gunslingers are not playable in standard campaign. It was already covered by others, but allow me to summarize it for the sake of completeness: - economy. Gunslingers are not viable financially. At the cost of 1 GP per bullet, I am quite sure that anyone capable boring an impression in a brick is likely to laugh their had off at this price. When one takes into account the breakage rules for firearms, it becomes obvious that Gunslingers are money sink. - damage. Loss of iterative attacks (well, one could always use Quick Draw and draw a bow, but that somewhat ironic, not effective). Guns are inferior both in terms of range and damage to other weapons. oh, and guns can break. - complexity. Gunslingers are Fighters sans weapon and armor training. They are saddled with most ineffective weapons in game (well, crossbows do come close, but crossbows do not break). And yet, in order to do their shtick they have to memorize rules for grit. The grit and deeds have been very precisely criticized by Cartigan and ProfessorCirno elsewhere. Salvaging Bits and Pieces As written in playtest PDF, firearms rules are not open to debate. As such, they are not salvageable. The prices, the fragility and default loss of iterative attacks are there to stay. In order to fix the Gunslinger, we have to make them overcome shortcomings listed above. Fortunately, it is not difficult as in terms of problem complexity, Gunslingers are still rather simple. - economy. Let the Gunslingers make their own guns, mend their guns and produce gunpowder and bullets at no cost. In the beginning, the musketeers had to make do in the field with their weapons. And so they did.
- damage. The loss of iterative attacks (and at the same time in-game presence of spells like Scorching Ray) led me to the following ideas for salvaging damage (essentially, this is a Warlock class ability in disguise): Firearm Expertise (Ex) A Gunslinger firing a gun gains bonus damage damage equal to 1d6 per two class levels (+1d6 at 2nd level, +2d6 at 4th level, up the the maximum of +10d6 damage at 20th level). The damage is not multiplied upon critical hit. The damage is considered precision damage and as such does not affect creatures immune to critical hit. This ability replaces Weapon Training. The next ability is meant to portray insane mobility of inconic Hong Kong action gunslingers. At the same time, it fulfills the purpose of allowing gunslingers to use ranged weapons in melee. Enhanced Mobility (Ex) As an immediate action, a gunslinger may use an attack of opportunity to move 5 feet into any direction. The action provokes attacks of opportunity as normal. If the ability is used in response to an attack, resolve the attack first albeit increase Gunslinger's armor class by 4 and his Reflex save by 4. This ability replaces Armor Training. Evasion (Ex) (to reflect Mobility and to help with the next weakness) Fragile Supplies: Any fire based effect which inflicts damage on Gunslinger renders 10% of his supplies unusable and inflicts 50% more damage. Any soaking with liquid renders 10% of his supplies unusable until the supplies are properly treated. - complexity. The game already has feats, spells, smites, energy channels, rages and so on - do we need yet another class incapable of multiclassing due to incompatible subsystem? Drop Grit and Deeds. The Monks do it better and yet they still are quite bad at being in the front line. The Magus gets better action economy with Spell Combat, and Magus Arcane Pool mechanic is simpler and more effective. Drop targeting. This is far outside of existing combat system. And it makes no sense with the presence of other ranged weapons in game - the crossbows and bows are pretty accurate, too. Just add a few Gunslinger-only feats. And let Gunslinger qualify for Fighter feats. Additionally, you could add firearm upgrades (costly and requiring certain prerequisites to use effectively):
Regards,
Spellstrike (Su): At 2nd level, whenever a magus casts spell with a range of "touch" from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. If successful, this melee attack deals its normal damage as well as the effects of the spell. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon as part of casting this spell. If used with spell combat, this does not grant an additional attack.
Needs to be clarified. There are four cases to be handled here: #1 Magus uses spell combat to deliver spell with a range of "touch". It works just like a regular use of spell combat. #2 Magus casts a spell with a range of "touch" using a standard action. Instead of making a free melee touch at his melee touch attack bonus, he can opt for making a melee attack with his weapon, doing normal melee attack and delivering spell upon success. #3 Magus casts a spell with a range of "touch" using a swift or free action action. Magus is entitled to free melee attack with ability to deliver spell effect. This use of the ability allows Magus to take his remaining actions as normal (i.e. Spellstrike on quickened Daze, then Spell combat with full set of iterative attacks and Vampiric Touch). This is quite possible as Spell combat does not prevent one from using Spellstrike, and rods with metamagic feats are quite likely to feature in Magus reportoire of magic items. #4 Magus begins turn with a held touch spell. *bzzt* *problem* Magus cannot use spell combat, as it would dissipate the spell (held spell disappeares the moment you begin spellcasting). He cannot use spellstrike since this is not the round Magus cast the spell. Concluding: This is pretty *meh* unless the Magus can produce #3. It's also overly complicated. Proposal: Clean the ability description to to clearly specify uses of the ability. One should not analyze rules to find all benefits. Secondly, remove ability to cast two spells per round (i.e. #3) - this could be quite a hog (i.e. time waster) due to sheer number of abilities to resolve in addition to iterative attacks. For example: Spellstrike (Su): Whenever casting a spell with a range of "touch", magus may opt to replace subsequent melee touch attack with a melee attack with a wielded weapon. Note that this attack is considered part of spellcasting, and as such is made at your highest attack bonus plus any applicable penalties (such as caused by Spell combat or Power Attack). Relevant quotes:
Pathfinder PRD, Magic wrote: Touch Spells and Holding the Charge: In most cases, if you don't discharge a touch spell on the round you cast it, you can hold the charge (postpone the discharge of the spell) indefinitely. You can make touch attacks round after round until the spell is discharged. If you cast another spell, the touch spell dissipates. Regards, RuemereThis is a proposal for eliminating Cost lookups. As per my tentative estimate, 4 NPC Wordcaster Sorcerers of 10th level require 400% longer pause to allocate Target and Effect words, the biggest time waster of which is cost accounting. As a GM, I feel obliged to optimize costs expenditures, and so I need to look up costs at least twice per word being cast - once to make a decision, and the second time, to check if I cannot allocate leftover budget.
DEFINITIONS spellword - spell assembled and cast using words of power.
THE PROPOSAL
Regards,
I have devised a simple tabular cost calculator for Words of Power System. Features:
View Words of Power Cost Calculator
Regards,
PS. In case this is wrong forum to post the file, please accept my apologies and move it to the right one. I'm reading the rules and find them very complex.
For example: 1. Select an available spell level and find spell budget.
Regards,
As per Sunbeam spell description, all opponents, who fail Reflex save are blinded. Spell description does not specify duration of the condition, however:
So, the question here is:
Regards,
i. Basing on the structure of playtesting feedback, here is a suggestion on how to conduct open playtests in the future. 1. Provide base class material (already implemented). 2. Provide builds created by class designers. Builds should include items and several versions (for different levels). Builds should not be optimized. 3. Discuss builds and alter them as per player feedback. A few builds intended for abusing class mechanic should be added (community feedback would be most helpful in this regard). 4. Provide challenges (a list of sample encounters or Bestiary monsters). A sample encounter should be sketchy - a list of opponents, starting distances, general description of terrain. 5. Evaluate playtests. ii. The reasons for this proposal 1. Two weeks are unlikely to provide ample time for high level tests. And, as per our experiences, stuff tends to break down more at higher levels.
2. Quite a lot of feedback provided was rendered somewhat useless due to changes introduced by designers. The on-the-fly changes are necessary, they are also appreciated by the community, however they also mandate reevaluation of tests. Presence of sample builds and challenges is likely to ease the pain of changes. 3. While comparing three forums for each of three rounds, it is pretty evident that quite a lot of enthusiasm was lost over time. It's to be expected as playtests require quite a lot of preparation on both player (new rules) and GM (rules and encounters). By adding sample content community users would be able to devote more time to playtest. --
Regards,
Here are a few deceptively simple questions: 1. What is intended niche/utility for Summoners outside of combat? 2. What would be a social role for a Summoner NPC in a community? The Summoner, at this moment, looks like a pokemon trainer with basic swarming spellcasting tactics. That means that unless the GM and players will bend the concept to create a niche (a ratcatcher, a wandering tournament pokemon player, etc) there is no actual reason to put one in a campaign. The reason why it is important - good game worlds follow certain inner logic. Adventurers have their ecology, so to speak, however, once retired/not adventuring, each class can become a worthy member of a community... which makes for a great way to build stories, characters etc. So, what is the intended role, non-combat, for a summoner? Regards,
PS. No offense intended for those who find pokemon references disagreeable. The pokemon trainer stereotype has been present in various media for a long time now... my cause for concern is only its extreme shallowness of concept - hence my indirect request for expanding it. (disclaimer: based on BETA impressions)
I would like to submit a request for a graphic-light PDF version of Pathfinder RPG.
Regards,
To counter Sunder nastiness allow me to propose a fix. Pathfinder BETA already allows to mend items with "Broken" condition via low level magic spells (any weapon not Destroyed is Broken, Destroyed = 0 hp, during Sunder you may choose NOT to Destroy a weapon if you find out yourself dealing too much damage). The fix would be as follows:
Regards,
There is an mabiguity with regard to the limit of controllable Undead. Specifically, it is not stated toward which abilities/spells are affected:
"" wrote:
However, the power does not state which spells or abilities are affected: - Channel Negative Energy (1 HD/level)- Control Undead spell (2 HD/level) - Animate Dead (4 HD/level) Regards,
Problem #1:
How to reconcile this? For now, we have ruled that creation of primitive Undead (mindless) is not Evil if Elemental spirit is used to animate the corpse (i.e. the caster states at the casting time: I choose to use Elemental spirit). Other Necromancy [Evil] spells of note:
Problem #2:
How to reconcile this? Replace 8th level ability with Channel Negative Energy as per Evil/Neutral Cleric of appropriate level. Regards,
Problem #1:
How to reconcile this? For now, we have ruled that creation of primitive Undead (mindless) is not Evil if Elemental spirit is used to animate the corpse (i.e. the caster states at the casting time: I choose to use Elemental spirit). Other Necromancy [Evil] spells of note:
Problem #2:
How to reconcile this? Replace 8th level ability with Channel Negative Energy as per Evil/Neutral Cleric of appropriate level. Regards,
---- The following article is divided into two parts:
---- OPENING CAN OF WORMS The following article contains the list of issues we have found with arcane schools as written in Pathfinder BETA. Several measures have already been put into place to reign in some of them, however while they may be usable, they are far from being universal. Arcane School rules in usable format Arcane School rules are not suitable for prime time. There are several ways to improve on this, however it is beyond the scope of this article. Instead, I will provide our current interpretation for easier reference later. Arcane Schools, as interpreted by Ruemere wrote:
1. Special powers are not balanced. Special powers granted by schools are not balanced against each other and comparable class abilities. Universal School is the most serious example of this problem. 2. Special powers are overly restrictive. Several special powers granted by schools are restricting ability to play. Necromanctic School is unusable for Good or Neutral Necromancers since:
3. Special powers do not follow any usability guidelines. In other words, some schools offer only combat powers, other utility powers. Some benefits are versatile while some are specialized.
4. Special powers use nonstandard mechanics for DCs. Specifically, the wording for DC calculation is wrong (see "Note: Ignore original rules..." above).
5. Special powers clearly specify its type. There is no need to state that:
6. School bonus spells mechanic is extremely difficult to use. See interpretation and ranting above for more details.
7. School bonus spells mechanic is cumbersome to record. Right now character card of party wizard contains entries like
---- TENTATIVE REVISION PROPOSAL FOR ARCANE SCHOOLS 1. Revert to 3.5 mechanic for bonus spells. It's simple and efficient. SRD 3.5, bonus spells wrote: A specialist wizard can prepare one additional spell of her specialty school per spell level each day. She also gains a +2 bonus on Spellcraft checks to learn the spells of her chosen school. 2. Create strict guidelines on Arcane School special powers. Above all, keep them as generic and non-restrictive as possible. Several suggestions below. a) NO FREE METAMAGIC FEATS! Ahem. Mucking about with free or lower cost metamagic feats invites disaster. See Universal School of terrifying example of broken usage. b) No freebies for universalists, please. These guys don't need special powers or bonus slots. Or at least eliminate one of those benefits. After all, they do not get prohibited schools. b) Suggested guidelines Specialist Bonus:
Universalist Bonus:
1st:
8th:
20th:
---- Regards,
COMBAT MANEUVERS
Introduction My stern belief is that Pathfinder Fighters are inferior to 3.5 Fighters with regard to scalability. In other words, high level Fighters under Pathfinder system are worse off than their 3.5 versions. According to Crusader of Logic problems occur beyond 5th level, while in my campaign this issue began to trouble my players around 8th or 9th. Stating all the reasons for this claim is beyond the scope of this article, however for those who want to know here are a few tips:
Additionally, Fighters are still limited to 2 skill points per level and they still lack ability to deal with impossible challenges. Also, Fighters are still ridicoulsly easily eliminated from melee combat. Three simple examples of issues with persisting in this approach:
Having said this, I have decided to create a proof of concept for allowing Fighters to shine using Combat Maneuvers. Caveat: this is just a proof of concept, i.e. it is a proof that this is still possible to save Fighters from being reduced to dumb damage dealers, but the mechanics proposed below are not complete or playtested. Combat Maneuvers, Mission Goals Current Maneuvers fare pretty well in most playtests, however they are notorious for low effectiveness. Also, especially at higher levels, DC to succeed is so high have you cannot really hope to win (Storm Giant, CMB +30 at CR 13 vs Fighter 13, CMB +19, Tripping Giant: DC 45 [15 base DC], Escaping Giant's Grapple: DC 55 [15 base DC, +5 circumstance for winning grapple check]). Moreover, damage dealing is often preferred since it is viewed as more dependable way of disposing of opponents. So, to make use of Combat Maneuver to be a viable combat option, the following changes should be made:
To be more precise, we must detail elements further (forgive me certain assumptions as to statistics - D20 system is anything but linear and uniform): 1. Expected range of CMBs for PCs to face is as follows (all of these share two common traits - their BAB is that of a fighter, their abilities are diverse enough not to make them specialized in CMB value [as opposed to Elder Earth Elemental, CR11, CMB 31], 2 of them can use Improved Grab): - CR 9 - Bone Devil (Osyluth) - Large Outsider, BAB 10, Str 21
- CR 11 - Barbed Devil (Hamatula) - Medium Outsider, BAB 12, Str 23
- CR 16 - Horned Devil (Cornugon) - Large Outsider, BAB 15, Str 31
2. Expected range of CMBs for PC Cleric, Medium, Str 18 (i.e. PC of average melee competence, no special buffs or items factored in): - Level 9 - CMB 10
3. Expected range of CMBs for PC Fighter, Medium, Str 22 (i.e. PC of high melee competence, no special buffs or items factored in): - Level 9 - CMB 15
4. Expected range of CMBs for CM Specialist, i.e. PC Fighter, Large, Str 24, CM +4 competence bonus (i.e. PC built or prepared for high degree of CM specialization): - Level 9 - CMB 21
5. We would like to achieve the following: - ordinary melee characters should be able to try to get out of desperate situations (like escaping grapples) or to try something wild - 5% - 10% chance of success - competent melee characters should have a reasonable chance to escape grapples, they should not shy away from trying cool maneuvers - 20% - 30% chance of success - CM specialists should be terrifying opponents and next to impossible to grapple or pin - 60% - 80% chance of success Conclusions from Pairing Opponents Comparing abilities listed in previous section we find out that:
CMB Formula, Further Conclusions Current CMB formula:
Current CMB defensive DC:
All significant melee monsters gain BAB at the same rate as fighters, and some gain even faster (Monstrous Humanoids). How is that possible? The answer:
Add to this the fact Strength and Size adjustments usually favor monsters and suddenly, with defensive CMB being better by 5 points, the DC scales quickly beyond any hope of making the check into the realm of impossibility. Without non-existent combat feat granting +4 to CMB even dedicated CM specialist can hope for 25% chance to pull off a stunt. With this feat - they may close on 45%. So, basically, when you're frontline character, hope that the opponent does not use CM on you (or if he does, that you have buddies to support you). Otherwise, unless your opponent is a wimp in melee, you're going to get grappled, pinned and killed. Why current CMB formula causes problems? Four flaws:
What would be sufficient to annul the flaws:
Proof of Concept Fixes 1. To reduce differences change CMB Formula to the following:
Current CMB defensive DC:
Current CMB Competence bonus for attacker:
2. Introduce "Combat Maneuver Specialist" feat:
3. To compensate Monks (and possibly other Martial Arts classes) for low BAB, either class description or "Improved Unarmed Strike (Combat)" feat should include the following entry:
4. Introduce the following feats to enhance Combat Maneuver experience: Combat Maneuver Brutality (Combat)
Combat Maneuver Follow-up (Combat)
Combat Maneuver Fatality (Combat)
5. Introduce Combat Maneuvers which enhance Combat Maneuver experience: - Grab and Throw (for martial artists)
Regards,
The following proposals have become a part of our regular campaign. They have been all somewhat playtested and, in general, they were found out to be useful addition to gaming. 1. Weapon Finesse & CMB. Users of Weapon Finesse are allowed to use Dexterity instead of Strength for the Purpose of calculating CMB. 2. Love for Monks. Monks gain +4 competence bonus on Combat Maneuvers.
3. Revisions to existing combat maneuvers. Existing maneuver: Grapple.
4. New combat maneuvers (note that there is no prerequisites, this is just a proposal, not a fully fleshed rule). New maneuver: Intercept.
New maneuver: Grab and Trip / Throw.
New maneuver: Strike to Unbalance.
New maneuver: Strike to Daze.
New maneuver: Strike to Cripple.
5. We have houseruled Improved Grab. If someone finds it useful, brief version quoted below: ruemere wrote:
Regards, RuemereThis is an extension of original Channel Energy rules (Pathfinder BETA, Combat 9 - Combat, Special Attacks, page 148), created in response to requests for allowing for holding undead at bay instead of damaging them or making them flee or controlling them. The rule has been discussed in [Channel Energy] Holding undead at bay. Current version number: v3.0 Ladies and Gentlemen, the rules themselves:
The restrictions imposed on undead vary depending on the number of Channel Energy damage dice. Undead with hitdice up to your damage dice in Channel Energy:
Undead with hitdice exceeding your damage dice in Channel Energy are affected just like their lesser brethren, however they are entitled a Will saving throw to resist the effect. The DC of this save is equal to 10 + 1/2 your cleric level + your Charisma modifier. Failed save results in standard effect taking place. Failed save may be retried once per minute. Success allows undead to act normally and ignore Holding at Bay for one minute.
Regards,
First of all, it's rather important to remember that properly fit armor was not restrictive to movement actions. You could do somersaults just fine in plate armor if you had proper training (of course, added weight or improperly fit armor could factor into this). Secondly, Light armors and Medium Armors made of Mithral are superior to Heavy or straight Medium Armors. No movement penalty, no dexterity bonus limit, negligible armor class difference and, most important of all, you do not get skill penalties (no drowning, no problems with escape artist and so on). Suggestion:
For example: SRD 3.5 wrote: A character can walk for more than 8 hours in a day by making a forced march. For each hour of marching beyond 8 hours, a Constitution check (DC 10, +2 per extra hour) is required. If the check fails, the character takes 1d6 points of nonlethal damage. A character who takes any nonlethal damage from a forced march becomes fatigued. Eliminating the nonlethal damage also eliminates the fatigue. It’s possible for a character to march into unconsciousness by pushing himself too hard. Running, fighting, swimming beyond (CON bonus + 1) minutes in Heavy armor requires that Fortitude save is made (DC 10, +2 per extra minute beyond limit). Failure means that the character becomes Fatigued. Continued activity while Fatigued: Exhausted.Regards,
Short version:
The longer version:
Solution:
Alexi Goranov wrote:
it stands to a reach to lift the restriction and replace it with this penalty. Regards,
This is a full rewrite of Shadowdancer prestige class.
DESIGNER NOTES
Shadowdancer concept is one of the most climactic concepts among prestige classes. It also reminds me somewhat of one of favorite novel characters, Jack of Shadows, a cunning rogue with affinity to shadow, a cynic whose good intentions made fate of the whole world turn to worse (or apocalyptic change at least). He's also a wizard, scientist and he has a castle of shadows hidden in his shadow. Therefore, when one of my players approached me several years ago asking to play one, I agreed immediately and resolved to make this class worth playing. Fast forward 3-4 years. We have a playtested solution, though, since the player trusts me, not all the changes to his class are readily apparent (truth to be told, some of the changes were introduced as results of narrative, and then, when the story ran out, were withdrawn for balance purposes). That said, it must be stressed, that this is the first time I decided to gather together my notes and come up with a complete solution. About the changes to the class itself. Well, the class abilities suck. They look cool on paper but any vanilla rogue can overtake this class in terms of scouting, skill use or damage dealing. Mobility afforded by shadowjumping is easily trumped by item with Dimension Door function and the shadow is the most menacing threat to shadowdancer himself. All undead are very vulnerable to certain spells and effects, and since a Shadow needs to get close and personal, any boss monster or area effect user can kill it quickly. Moreover, this Shadow is easily noticeable, so it is going to stand out like a hitchkier's thumb everywhere. The best class ability, Hide in Plain Sight, violates cardinal rule of RPG - how are you supposed to believe that someone can hide because there is a shadow nearby? It's not actually turning invisible, it's hiding. So how does it work? Summing it up. The class needed some boosting, some clarifications and some purpose to fulfil. Hopefully, we have managed to provide all of this (adjusting for changes of Pathfinder BETA and Pahtfinder BETA Prestige Classes). See below. PS. Feel free to use it, abuse it, change it provided you keep some information on its authors as per OGL :P ---- SHADOWDANCER
Requirements
Note: There are not feats which pertain to class concept, therefore feat requirement was skipped in favor of Knowledge (Planes) as it was deemed that affinity with Plane of Shadow was required. As the skill ranks work now, this class is acquirable at 6th level. Class Skills
Note: Added Linguistics (for Decipher Scripts), Sense Motive (for improved ability to negotiate with outsiders), Use Magic Device (to allow the class to benefit from devices reserved for more empowered classes). Class Features Lvl . BAB . Fort . Ref . Will
Level .1 ........... Shadow Companion I, Hide in plain sight
All of the following are features of the shadowdancer prestige class.
Note: And why should they? Unless someone sacrifices arcane caster levels, they are unlikely to need any. Shadow Companion I (Su): At 1st level, a shadowdancer can summon shadow companion, an undead shade with its own personality and unique outlook. Usually, Shadow Companions look like beings they were before they were turned into shades, however their memories of past lives are fragmented at best. Unlike a normal shadow, shadow companion possesses a number of unique features:
Note: Shadow Companion is intended to become a useful tool - it replaces lockpicks, weak area damage spells. It can also provide a great roleplaying opportunity. In my games it is Elena, a little girl with a shadow of a dead kitten. She is a little timid, loves playing around and when she gets mad, people get bad feeling straight out of horror movies. Shadow Companion II, III, IV, V (Su): At 3rd level, and every two levels thereafter, Shadow Companion grows gaining +4d12 hitpoints, +2 attack bonus, +4+Intelligence bonus skill points (the bonuses already include ability increases from improved hit dice).
- Corrupting Gaze (Su): Range: 30 feet. Gaze attack. Fortitude save or take 2d10 points of damage. - Corrupting Touch (Su): Deal 1d6+Charisma bonus damage with successful Incorporeal Touch attack. This is in addition to Strength drain. - Frightful Moan (Su): Range 30 feet. Sonic Mind-affecting Fear attack. Will save or become panicked for 2d4 rounds. Successful save renders targets immune for 24 hours. - Horrifc Appearance (Su): Range 60 feet. Gaze Mind-affecting attack. Fortitude save or take 1d4 damage to Strength, Dexterity and Constitution. Successful save renders targets immune for 24 hours. - Malevolence (Su): Must enter the same space as Medium-sized or smaller target (subject to attack of opportunity). Incorporeal Touch attack. Will save to resist. Successful save renders target immune for 24 hours.
- Animate Object (Su): Must enter the same space as Medium-sized or smaller object (subject to attack of opportunity). Creates animated object of appropriate size, with Shadow Companion Intelligence, Wisdom, Charisma, hitpoints, feats and skills. Lasts until object is destroyed, Shadow Companion leaves target object voluntarily or Shadow Companion is driven off by use of ability which targets possessed creatures or Undead (Shadow Companion loses immunity to control, turning or rebuking upon successfully possessing target). - Telekinesis (Su): As Telekinesis spell. Usable once per minute. Caster level equal to Shadow Companion's hitdice. - Darkness (Su): As Darkness spell. Caster level equal to Shadow Companion's hitdice. Hide in plain sight (Su): Whenever you are standing in shadow (partial shadow and total darkness are fine, too), you may use Stealth skill even if observed - you simply turn invisible. Once hidden, you may continue moving even if it means crossing someone's line of sight or leaving shadow. You may not use your own shadow for the purpose. Note: a significant nerfing of an ability done for roleplaying purposes. Evasion or Improved Evasion (Ex): A shadowdancers gains Evasion, or, if the charactger already has it, gains Improved Evasion instead.
Note: combined Evasion and Improved Evasion together (note: there is no way to gain Improved Evasion if the character haven't gained it a lower level). Removed restriction with regard to armor type (heavier armor = better protection, and, actually, well made armors do not restrict movement). Darkvision 60' (Ex): A shadowdancer gains Darkvision up to the range of 60'. Note: Specified darkvision distance. Changed ability from Supernatural to Extraordinary to allow to benefit from this in areas of anti magic. Uncanny Dodge or Improved Uncanny Dodge (Ex): A shadowdancers gains Uncanny Dodge, or, if the charactger already has it, gains Improved Uncanny Dodge instead.
Note: Cleaned Uncanny Dodge. After all, Rogues are not the only characters which require flanking for sneak attacking. Shadow Illusion (Sp): A shadowdancer can create visual illusions. This ability's effect is identical to that of the arcane spell silent image and may be employed once per day. Shadow Jump (Su): A shadowdancer gains the ability to travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some shadow. A shadowdancer can jump up to a total of 20 feet each day in this way; this may be a single jump of 20 feet or two jumps of 10 feet each. Every two levels higher than 4th, the distance a shadowdancer can jump each day doubles (40 feet at 6th, 80 feet at 8th, and 160 feet at 10th). This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment. Shadow Twin I (Su): As a swift action and once per day for the duration of one minute per shadowdancer level, a shadowdancer may order her shadow to detach and become a shadow twin. The shadow twin is a three dimensional colorless replica of a shadowdancer. It shares senses with a shadowdancer, may act independently (treat is a a separate creature controlled telephatically by a shadowdancer of the same creature type as shadowdancer) but must remain within 60' from its master or disappear.
Shadow Twin II, III and IV (Su):
- Shadow Castling (Su): Usable once per Shadow Twin use. As an immediate action, switch places with Shadow Twin. - Shadow Tentacled Horror (Su): Shadow Twin erupts into mass of shadowy tentacles throwing itself at a target. Usable once per Shadow Twin use. Shadow Twin loses ability to perform any other activities than grappling or moving at Speed 5' (it still threatens area as normal, however it when using AoO it only grapples), but it gains Improved Grapple feat (+2 to grapple checks, do not provoke attacks of opportunity when performing grapple combat maneuver), further +8 competence CMB for the purpose of grappling and attempts to grapple. Each round afterwards Shadow Twin attempts to grapple again and, if successful, damage target. - Shadow Devouring Horror (Su): Shadow Twin changes in a gaping maw one size larger than Shadow Twin. Then it proceeds to swallow whole any target of smaller size. Shadow Twin loses ability to perform any other activities than attempting to swallow or moving at Speed 5' (it still threatens area as normal, however it when using AoO it only attempts to swallow), but it gains Improved Grapple feat (+2 to swallow checks, do not provoke attacks of opportunity when performing swallow combat maneuver), further +8 competence CMB for the purpose of swallowing and attempts to swallow. Each round afterwards Shadow Twin attempts to swallow again. Swallowed darkness are enveloped in darkness, are considered grappled (but not pinned) and cannot use any Supernatural or Spell like abilities until they break free or Shadow Twin disappears. To break free, Shadow Twin must be damaged either from inside or from outside to the point of disappearing (0 hp). - Shadow Double (Su): Shadow Twin changes its appearance as per Alter Self spell, with duration equal to Shadow Twin duration. It also gains colors and may mimick any target creature as per Disguise skill check made by Shadow Twin master. - Shadow Lifespan Extension (Su): Each use of Shadow Twin lasts 10 minutes per shadowdancer class level rather than 1 minute per level. - Shadow Cloak (Su): Shadow Twin may become a shadowy cloak protecting its target. Usable once per Shadow Twin use. A shadowdancer or individual chosen by shadowdancer gains a number of temporary hitpoints equal to those Shadow Twin. However, the Shadow Twin may not revert to its standard form until the end of its duration or until it is dismissed or slain. - Shadow Distance Extension (Su): Shadow Twin may leave vicinity of its master up to one mile away per shadowdancer class level. - Shadow Escape (Su): If the shadowdancer dies with Shadow Twin active, she may transfer her soul into Shadow Twin. Shadow Twin duration is extended up to one day per shadowdancer class level. Shadow Twin retains replicas of shadowdancer equipment, however she the replicas disappear if they lose contact with Shadow Twin. If shadowdancer's original body is raised or resurrected, a shadowdancer may return to its original body. If the duration passes, a shadowdancer dies.
Note: Shadow Twin is not an original concept, but allows to make up for loss of combat ability, while also improving character options by adding yet another support ability to class effectiveness. Defensive Roll (Ex): Once per day, when a shadowdancer would be reduced to 0 hit points or less by damage in combat (from a weapon or other blow, not a spell or special ability), she can attempt to roll with the damage. She makes a Reflex saving throw (DC = damage dealt) and, if successful, takes only half damage from the blow. She must be aware of the attack and able to react to it in order to execute her defensive roll. If she is in a situation that would deny her any Dexterity bonus to AC, she can't attempt a defensive roll. Slippery Mind (Ex): If a shadowdancer is affected by an enchantment and fails her saving throw, 1 round later she can attempt her saving throw again. She only gets this one extra chance to succeed at her saving throw. If it fails as well, the spell's effects occur normally. Shadow Step (Su): Once per level per day, as a Move action, a shadowdancer may leave material plane and enter corresponding place in Shadow plane, or exit Shadow plane and enter corresponding place in a coterminous material plane. Whenever performing this action, there is a 50% chance to miss desired place and appear displaced in random direction by 1d10 * 10' (or less if there is no unoccupied space).
Note: This is direct and relevant ability to keep the class on par (somewhat) with Plane Shift and Teleport. Shadow Ascension (Ex): Upon use of Shadow Step to enter Shadow plane, a shadowdancer may choose to appear in a Deep Shadow safe area. It may appear as a castle, cavern or a hut, however all locations inside except the one of main chamber, appear to be unstable and changing. The main chamber sports a comfortable resting accomodations, ample food and water to feed an army and other furniture as desired by shadowdancer. The safe area lasts for up to one day per shadodancer class level, but it can be dismissed earlier. Upon dismissal or if shadowdancer leaves safe area, any creatures within safe area are safely deposited back in material plane close to the place they entered Shadow plane displaced in random direction by 1d10 *10' (or less if there is no unoccupied space).
Note: Shadow Ascension is meant to add to character flavor. While it affects combat abilities only indirectly, it should allow for necessary breather at higher levels and storage of accumulated wealth. ---- Regards,
A few personal impressions on NEW FEATS and critical ranges First of all, allow me to tell you an anecdote from a session from some years ago:
This anecdote illustrates general uneasiness most GMs feel around weapons with good threat ranges or high damage multipliers. On the one hand, scythes and scimitars are part of the game. On the other hand, critical-optimized characters, NPC or PC, can change the flow of a battle with one lucky die roll. And the problem is not the lack of predictability, the problem is that of randomness. Critical based character is very strongly dependent on die rolls - he may be a pushover during one session, and total wimp during another. And if you put a lot of critical-immune opponents, he is going to feel left out. And now we get a generous helping of new critical options:
in addition to:
Consequently, Immune to Criticals Special Quality becomes more valuable, ditto for Fortification in armors and weapons with good threat ranges. Balance-wise, Criticals are a schtick of similar applicability as Sneak Attack (they roughly affect the same targets in 3.5), albeit more random and Critical optimized Fighters are likely to be pretty much useless in combat involving elementals, undead and similar, since most of their feats are going to be rendered void. Given these issues, I would like to propose some balancing, specifically: #1 SOME LOVE FOR FIGHTERS WHO WANT TO USE CRITICALS Fighter class feature: Weapon Training, Level 9
Fighter class feature: Weapon Training, Level 17
#2 KISS FOR IMPROVED CRITICAL The problem with Improved Critical feat: your weapon gets sundered or you find a better weapon. Result? Your precious feat is wasted.
So here is a way to lower unpredictability while improving appeal: Weapon property: Keen
Spell: Keen Edge
Feat: Critical, Improved
---- Net result: For attacks (including rays and natural weapons) with negligible threat range, +2 becomes more beneficial than simple doubling. For standard threat ranges, we preserve the bonus and add much needed stacking between Keen and Improved Critical. For weapons with bigger threat ranges, we maintain higher critical range, however instead of doubling, they get a fixed enhancement. Also, weapons with high critical multiplier are not that disruptive to flow of combat rounds (Scythe, anyone) since their threat range is kept in check, too. Finally, the feat does not go to waste with loss of a weapon. It stays and grows with the owner. In other words, you don't need to invest into vulnerable hypersecialization. Regards,
At the risk of repeating myself, this is the list of several feats which may allow for viable built of Combat Maneuver specialist. ---- Feat: Shall Not Pass (Combat, Combat Maneuver)
Feat: Strike To Stun (Combat, Combat Maneuver)
Feat: Strike To Hinder (Combat, Combat Maneuver)
----
Monk class feature: Martial Arts Mastery
Feat: Combat Maneuver Offense
Feat: Combat Maneuver Offense, Improved
Feat: Combat Maneuver Defense
Feat: Combat Maneuver Brutality
Feat: Combat Maneuver Follow-up
Feat: Combat Maneuver Fatality
---- Regards,
----
This is a fully developed version of "Formal Nitpicks Only". However, the article is still restricted to formal side of the feats. The feat analysis to be discussed later. DISCLAIMER: I do not reserve the right to be right. ----
1. Thanks for creating new feats. 2. Please fix FEAT LISTING ORDER please. All indices in the world list terms like
3. Be warned: there are four instances of personal anguish getting better of me below. They are fully justified by violation of common sense (and in two cases, rules). ----
Note: Rule 5 and rule 6 are extremely important for game balance. Breaking one of them should be considered valid reason for feat removal. 1. Feat is a special ability of binary type. If you have it, you can use it. 2. Feat name must be informative, so that at a glance at your character sheet, you should be able to recall its function. Consequently, feat text should be brief and unambiguous. 3. Feat availability should be determined by character accomplishments (features which scale with level, like BAB, skills, saves, abilities), not by virtue of other feats or levels in particular class.
4. Virtual feats (bonus feats which work only in particular circumstances: for example, Ranger combat style feats require light or no armor) are unnecessary complication. Let them be simply feats. Otherwise, if one gains a feat by fulfilling prerequisite with virtual feat, the problems begin when virtual feat becomes inactive (i.e. Ranger dons armor) thus invalidating regular feat (as per rules, whenever you failt to meet prerequisites of acquired feat, you lose feat benefit). 5. Feats must never duplicate skill abilities. They work differently (binary effect vs gradation of success). Feat with functionality overlaping with skill may upset game balance. 6. It's generally better to create a feat which scales with level than two feats with one improving another. Exception: if the feat provides bonus to ability which already scales with level (BAB, skill, saves), it should definitely NOT scale with level. ----
Acrobatic Steps Advance (Combat)
Bleeding Critical (Combat, Critical)
Blinding Critical (Combat, Critical) Critical Focus (Combat) Critical Mastery (Combat)
Deafening Critical (Combat, Critical) Disruptive (Combat)
Exhausting Critical (Combat, Critical) Fleet
Greater Bull Rush (Combat) Greater Disarm (Combat) Greater Feint (Combat) Greater Grapple (Combat) Greater Overrun (Combat) Greater Penetrating Strike (Combat)
Greater Shield Focus (Combat)
Greater Shield Mastery (Combat)
Greater Sunder (Combat) Greater Trip (Combat) Improved Greater Fortitude Improved Iron Will Improved Lightning Reflexes Lunge (Combat) Master Craftsman Nimble Moves Penetrating Strike (Combat)
Powerful Critical (Combat, Critical) Shall Not Pass (Combat)
Shield Focus (Combat)
Shield Mastery (Combat)
Sickening Critical (Combat, Critical) Spellbreaker (Combat)
Staggering Critical (Combat, Critical) Step Up (Combat) Strike Back (Combat) Stunning Critical (Combat, Critical) Tiring Critical (Combat, Critical) ----
As mentioned above, the feats should be listed based on <noun> than <adjective> <noun> order.
1. Original listing. Acrobatic Steps
2. Proposal: Index listing. Acrobatic Steps
---- That's it for now. Regards,
The following occured during last session. (during introductory session part for a Barbarian player) Evening. The strongman for hire (will guide, escort or moderate disputes at reasonable rates, including killing in self-defense, squashing bugs or looting corpses for life) was having a quiet drink by himself in his office (shop-like establishment, just selling services instead of goods).
The Barbarian is level 11 (Str 20, 2 largely irrelevant magic items, Keen Falchion, Devastating Blow feat, several rage powers, including Mighty Swing, Strength Surge, Powerful Blow). CR 9 as per Pahtfinder BETA guidelines.
The scene was deliberately set up as to allow Barbarian test a few abilities and then escape. It was just a test of his abilities, not to kill him before introducing him to the rest of the party. Also, all film noir references were intentional, as the current adventure deals with betrayal, revenge for family members and close associates (previous campaign) and Hamatula here is a renowned member of mafia-like merchant family (nickname: Uncle Desperate, or Unkledespert - real name). The Barbarian puts a punch or two, saves versus Fear (no rage yet, merely mild alcoholic intoxication to the rescue of Will save) and gets grabbed and thrown threw the wall of his office (losing also 6 points of Strength due to poison). There he reflects upon ineffectiveness of his actions, enters rage, grabs a weapon and using Devastating Blow, Powerful Blow and Mighty Swing and deals over 40 points of clean damage to Uncle Desperate. Uncle Desperate decides to get serious as the fun side job turns a little too brutal for his taste and shuts down Barbarian in Ice Wall cage. Then he exits office deciding to change tactics a bit (after all, Barbarian infamous rages are short lived and, best of all, pretty soon second bout of poison will activate). He also uses Stealth at -5 penalty (one full move action) to hide outside of the office. Barbarian, thanks to Strength surge breaks down Ice Wall cage Hulk style and follows out. He fails to notice Uncle Desperate but keeps searching. He also fails to note that half of the street has been turned to ice already (backup plan by Uncle Desperate). Hamatula uses Major Image to create three copies of himself, one in the office, one at the top of the roof, one coming down the street from his real direction. The only exit left is ice covered street. He just wants Barbarian to start running without dwelling too much on time limits (Rage duration, Poison). Barbarian runs, stumbles and does a spectacular salto mortale thanks to Ice Wall lying on the street. He is quickly covered by another Wall of Ice. Still, he escapes again thanks to Strength Surge, only to collaps out of rage a moment later... however at this time the rest of the party appears, and one Seek the Soulless later there is no street to hide, and one Feeblemind later there are no spells to use for the devil. Salivating and muttering intelligibly, Hamatula succumbs to damage returning into welcoming arms of Hell. He is going to be back later, he's a member of family after all. Notes New Barbarian Rage Powers are spot on. Of them most interesting was Strength Surge which practically negated effects of Strength damage (Poison) and allowed escape otherwise inescapable Ice Wall ability. The test was conducted using Points version of Rage powers, but the same (or similar) was achievable using Swift Rage Powers. Devastating Blow was nice, but confirm critical power (Mighty Swing) was much nicer. In a simple exchange of blows (Barbarian's 153hp vs Hamatula's 126hp + damage reduction) Barbarian could win with better initiative. Given special abilities of Hamatula however, it wouldn't happen (as it should be, given difference in their CRs). Regards,
Here a a few nitpicks by a player of mine who converted his Wizard specialized in Necromancy to Pahtfinder version. 1. Current version of school specialization severely limits character concepts. In short, Pathfinder Necromancer is only a Minion Master (to use Guild Wars terminology), and as such must be Evil to be used reasonably. Also, his granted abilities are significantly inferior to those of Universal School.
2. Specialist bonus does not come with ability to control undead. In other words, use of this bonus is restricted until much higher level, and only that it is temporary. You also need to be Evil to use the bonus (even Animate Dead is an Evil spell).
3. Grave Touch (Su) aka "If you got an itch, I can I scratch your back". Inferior to spells. Useless unless you want to kill a Tarrasque (or Troll). Hmm, scratch this - it's useless against Tarrasque (and Trolls), too. Oh, and it's melee only. 4. Animate (Su)... the best way to ruin financially a wizard. Material components cost a lot if you use them, and the effects are mediocre (8th level animation vs 5th level fireball - no contest here). 5. Deathless (Su). Should be (Ex) (you cannot negate Ex with antimagic). Should be a template (becoming an Undead is significantly more complex). And Lichdom (available since 11th level) is still much more beneficial.
Fix proposals 1. Bring Specialist up to Universal School wizards or nerf Universal School guys. 2. Less straitjacketing. Not every Necromancer is Evil (Hollowfaust, Hollowfaust, Hollowfaust), not every Necromancer is a Minion Master and, most certainly, not everyone wants to become a poor cousin to Lich. 3. School ability: +1 caster level to Necromancy spells would suffice. It's pretty standard and not as overpowering as Universal School powers. 4. Grave Touch - replace with Spectral Hand or Invisibility to Undead. 5. Animate - either make Animate Dead a neutral spell (mindless dead are automatons, after all) or grant Control Single Undead (or similar) instead. Quantity does not equal Quality. 6. Deathless - get rid of this altogether. +2 DC to all Necromantic spells would be much more interesting (as said previously, Lichdom is already an option since 11th level). Or put Animate here with no material cost. Or some Undead immunities (benefits) without drawbacks. regards,
Tentative proposals for sexing up Medium and Heavy armors...
1. Damage reduction versus criticals and sneak attack damage and other types of precision based damage. Whenever critical hit is confirmed, the certain values are deducted from additional damage inflicted on target wearing armor of Heavy or Medium type. Rationale: Medium and Heavy armors cover greater areas of one's body, so it stands to a reason to reduce effect of critical damage, i.e. damage hitting particularly vital spot. Benefits:
Example:
2. Medium and Heavy armors do not reduce speed. Speed is vital for warrior types, as their reduced speed causes them to be easy target for other characters with higher speeds.
2. Apply arcane failure to all arcane spells and supernatural abilities targetting people in armors with arcane failure penalty. Benefit: Each user of armor with arcane failure penalty is also benefitting from straight chance to escape effects of any Arcane spell or Supernatual ability (provided that the effects are subject to spell resistance). 3. Partial elemental and force damage reduction. Benefit:
Rationale:
Regards,
This is a fork (and continuation of my post from another thread). Introduction I'd like to propose major class redesign, since current (3.5) version of Monk class lacks clear focus (niche) and fails to deliver with regard to current role (i.e. the lightly armored highly martial melee artist). Proposed methodology (i.e. steps to be taken to redesign class) 1. Concept (class function within D20 system).
Lights! Camera! Action! 1. Concept. Monks are jacks of all arts, i.e. depending on class feature assignment, they could be casters, combatants and skill experts or mixture of both.
2. Sources of inspiration. - Hong Kong action movies: grand masters of martial arts, mystical mentors, sages, exorcists, champions of common folk
3. Basic class abilities. - abilities divided into Martial and Mystical Arts,
4. Disposition against canonical four. - unless hyperspecialized, Monk should be a mix of various class abilities,
5. Class design. - two good saves of player's choice
Some reasons for this post As written, Monk class is severly restricted. Its lack of flexibility and narrowness tend to discourage people from playing it. Other severe problems:
The class is also very bland. Each Monk will play exactly the same. There is no potential for customization. My redesign proposal:
Regards,
This is a short version of the article I have tried to post yesterday (the lag monster ate it and I did not feel like trying all over again). Anyway, here it is: 1. Paladin should stay the way it is, i.e. LG smiter for justice and goodness (with all the new bits suggested by esteemed colleagues here). 2. Class writeup should introduce OPTIONAL rules on champions of other alignments and their concepts. The champions should use different names in order to differentiate from Paladin. Suggested champions alternative names:
No neutral variants, as the champions of the cause should be built upon their convictions. 3. Paladin abilities should be replaced as per alternative concepts in order to fulfil their duties. - Vigilante - no smites, no spells, buffs to abilities, negative condition removal, morale boosting,
Comments? Regards,
This is a short version of the article I have tried to post yesterday (the lag monster ate it and I did not feel like trying all over again). Anyway, here it is: 1. Paladin should stay the way it is, i.e. LG smiter for justice and goodness (with all the new bits suggested by esteemed colleagues here). 2. Class writeup should introduce OPTIONAL rules on champions of other alignments and their concepts. The champions should use different names in order to differentiate from Paladin. Suggested champions alternative names:
No neutral variants, as the champions of the cause should be built upon their convictions. 3. Paladin abilities should be replaced as per alternative concepts in order to fulfil their duties. - Vigilante - no smites, no spells, buffs to abilities, negative condition removal, morale boosting,
Comments? Regards,
This is short list of notes gathered after creating 12th level Paladin characters. 1. Skill Ranks Per Level: 2 + Int Should be "Skill Points Per Level"
Advice: boost up to 4. 2. Aura of Good (Ex) Can we please add some meaning to this ability? As it is now, it does nothing. 3. Detect Evil (Sp) Staple of paladinhood, the most hated low level ability for all whodunit scenarios. It may be fixed with limiting its applicability to Suprise round automatic detection, but still, it would change a lot. 4. Smite Evil (Su) Not terribly useful. If it worked like Barbarian rage in terms of duration, it could have had some potential. As it is now, it does not come into play very often. And even if it does, by the time it does +20 damage, the damage is not very danagerous.
5. Divine Grace (Su) Staple of paladinhood, loses some significance at higher levels unless character invests heavily into +Cha items. 6. Lay On Hands (Su) Nerfed beyond any semblance of usefulness. 10th level paladin can expect to receive 100 points of damage within a round while being able to heal 1/10 of that. Suggestion #1: Remove limitation on number of points healed or damage dealt (yes, this is going to allow Paladins to heal for
Oh heck, if you find this formula clumsy, simplify it to
Suggestion #2: Make use of this ability on self to be Swift action. Why the suggestions: this ability, especially at higher levels, will keep the character going against really serious challenges. It's nothing astounding to learn that one was dealt 40 or 80 points by an iron golem. It's important however, not to die in the next round. 7. Aura of Courage (Su) Great ability. 8. Divine Health (Ex) Classic. 9. Channel Positive Energy (Su) Paladin turning sucked in general, unless Paladins were optimized for high Charisma. Now, this new and improved turning replacement, is not Charisma dependent. Also, requires browsing of another class section to find out details of actual mechanics. Suggestion #1: Paladin should not be poor-man's response to turning specialist, so Channel Positive Energy should become fully operational (i.e. no artificial "cleric three levels lower" limitation").
10. Spells I have played paladins over years and incarnations of various versions of the system. And I'd like to say that Paladin spells (with the exception of some 4th level unique spells) are useless. Weak effects, short duration, easily dispellable (half caster level, anyone?). Their list is severly limited and their spell slots allotment is minimal, especially since this is MAD victim class. There is no easy way around the problem, except possibly these below. Suggestion: Make Paladin spontaneous caster like Sorcerer and Bard.
11. Divine Bond (Sp) Great ability. Pokemounts were not terribly useful, but the weapon easily solves warrior golfbag syndrome (i.e. warrior needs different weapons to deal with different damage reductions).
Suggestion #1: Make it Supernatural instead of Spelllike ability.
12. Remove Disease (Sp) Great idea, problem with ability cost. Resource management should be simplified, not made more complex. Paladins already have: spell slots, numerous abilities with uses/day cost type, abilities which cost uses of Smite Evil, and now we have ability which costs Lay on Hands uses. Apart from removing limits, it is strongly advised this cost. Suggestion #1: Make it usable once per 6 levels.
13. Aura of Resolve (Su) Great ability. 14. Remove Curse (Sp) Great idea, problem with ability cost. Resource management should be simplified, not made more complex. Paladins already have: spell slots, numerous abilities with uses/day cost type, abilities which cost uses of Smite Evil, and now we have ability which costs Lay on Hands uses. Apart from removing limits, it is strongly advised this cost. Suggestion #1: Make it usable once per 9 levels.
15. Aura of Justice (Su) Interesting but somehow little appealing. I do not like idea of ability using up Smite evil uses, so could we simply limit usage to once per day per 10 levels of Paladin? 16. Neutralize Poison (Sp) Good idea, but still. If it was on the list of paladin spells and if the paladin was a spontaneous caster, there would be no need to list is as a separate ability (like 12 and 14). 17. Aura of Faith (Su) Great ability. 18. Break Enchantment (Sp) Great ability but again, problematic cost. See 12, 14 and 16 for my opinion on this mechanic. 19. Aura of Righteousness (Su) Great ability, but, hmm, you know, he is supposed to fight evil. Why grant protection from all creatures but those which are Evil, and really powerful at that? 20. Heal (Sp) Great... etc. See 12, 14, 16 and 18.
21. Holy Champion (Su) Very nice but: 19. 22. Code of Conduct. Classic handicap. What are the "proficiencies" mentioned here - is it a secret eggish return to 2nd ed of AD&D? It's also twistable and vague on certain aspects of morality. Could we simplify it a bit, for example:
Especially lack of e/ is often the reason for internal conflicts. Would be a good idea to add that. 23. Associates. Request to drop this feature. Should be part of the code of conduct. Also, Paladin should not be limiting anyone's alignment, but support those who act in accordance with his ideals - limiting someone else's freedom is definitely not a nice idea.
Regards,
Below are links to posts featuring paladins. Lecture heartily recommended in order to avoid redundancy. (found in Playtest section) lastknightleft
Vult Wrathblades
Zmar
Adam Karpolorich
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