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but for real though, lets avoid the 1000th iteration of scaling feats replacing chains, there are a thousand threads featuring those, plus they are in new paths compendium and kirthfinder. Not to say i don't love them of course. To keep it neater try to link to the original feat on a database to show where the differences lie.
edit: oh and link
I am going to prefix by saying not one of these is going to be wisdom to hit. sorry, but I frankly don't see monks receiving that from paizo, and these are suggestions for a rewrite somewhere down the line (assuming paizo would want minimal changes. Would be cool if they did though...otherwise, assuming they wouldn't do that...
True strike is going to be popular, as well as barkskin. It's only 4 changes, and realistically (unless you are using core only) most monks have the quigong archetype. now you are just adding the abilities instead of replacing them. note that it may be necessary to scale a few of these abilities back some when applied to certain monk archetypes, (sohei maybe, zen archer certainly). will work on those later. thoughts?
Long title, but here are my thoughts. What if you allowed archetype swapped abilities to count as their replaced abilities for prereqs? A further stipulation is that abilities that replace multiple abilities only count as said abilities at the appropriate levels. For example, abilities that swap out still mind still count as such for prereqs.
This was an errant thought of mine, but what if you replace every instance of the word touch ac with flat footed? One thing to note before the discussion starts, because I can see this coming up immediately, is that firearms don't actually count as hitting Touch AC for effects. This means that they wouldn't count as hitting Flatfooted AC for effects in this instance as well, sorry rogues. Any other thoughts on this?
So I decided to come up with a partbreed eidolon player race. The issue of course is limiting the power of evolutions to the player race, though I think I made a good start to that at least.
Evolving Blood: At 1st level all Warped receive 2 evolution points, for which they may spend on Eidolon evolutions as if they were an Eidolon with the biped base form. They automatically qualify for the extra evolutions feat and may choose to grant any number of the evolution points to themselves instead of their Eidolon (if they have one), however they may only use the feat on themselves a total of three times. For every 5 character levels they possess they gain an additional evolution point to spend. The evolutions the Warped gains are permanent and they cannot be the subject of spells that change or grant Evolutions, such as Transmogrify or Evolution Surge.
any thoughts on how to flesh this out a bit more?
My players love prestige classes, so i decided to start this thread to see what others experience with that kind of backwards compatibility. If you happen to share a prc you altered for use in pathfinder, please let us know why, so as to get a better understanding of the classes balance. So I will start with my favorite and why. The 3.5 Geomancer, aka what the mystic theurge should have been. The only change I made was to reduce the progression to match the arcane archer, and replace drifts with evolution points equal to the level of drift. The evolution chosen must be restricted to those available to a humanoid eidolon. I also changed the prerequisites so it required 2nd level arcane and divine spellcasting, and 3 ranks in knowledge (arcane, and religion). I made these changes to better balance out the class (plus add evolutions which are more cool than drifts), yet make it more accessible to players, who may not necessarily get to play to level 11(which was the earliest you could get in 3.5
So when i started my recent campaign with a twist on point buy to see if i could help mad classes. First i set a hard roof and floor cap at 18 and 8 respectively(before racials are added in). Dumping a score to eight only grants a single point, but every score takes only a single point to raise at every increment. So far our party includes a melee druid a, rogue, and a monk. They used 20 point buy and no dumpstats(after racials). So far they have dealing with cr appropriate situations just fine without any implications that it is too easy. I do plan on introducing some less ability dependent classes into the fold to see how it goes for them. Any see any problems coming in the future?
I do mean open discussion, if you love it feel free to state why. That being said, I personally feel kinda meh about that paizo Assassin (and only slightly less so about the 3.5 version, though the magic felt stapled on). Number one on my list is removing the evil only BS. Assassin's don't always mean ruthlessly killing the family man for a pocket full of coins. My favorite example of non-evil Assassins is how the league of Assassins started out in the Wanted comic book universe. anything anyone else want to see differently?
For those who haven't read it here is the link for my monk remake doc. For the thread discussing it here is that link as well.
first I will admit one thing, with one simple change i made (plus an additional class ability) I made it possible to start as a monk who not yet achieved wisdom. this concept was borrowed from the the first shaolin monks who believed spiritual enlightenment was through physical attunement (hence the kung fu). My concept for the new class ability comes from the thought, monks weren't all a bunch of naturally wise people who got together to learn kung fu (though I sure plenty were). Many were taught wisdom and awareness as part of their religious training. So hear we go.
AC Bonus-now is based on con, and is considered natural armor that stacks with magical sources.
Flurry of Blows-you use your monk level as bab when not flurrying, eliminating the minus two penalty. apply flat ac bonus as bonus to hit as well.
Fast Movement-untyped bonus
stunning fist- also changed to con
ki pool- full level plus con (to represent it being the bodies energy)
slow fall-screw the wall
Wholeness of body-moved to move action, functions as cure light wounds, for every extra two points spent, bumps it up too the next cure spell (no mass versions)
12th level-also gets abundant agility as a bonus feat.
diamond soul- now an immediate action.
new 2nd level ability
admittedly pretty different, mentioned this before on the new monk thread, so I thought "hey why not post it". let me know what you think.
I have been considering special abilities awarded to to dhampirs turned by the vampire who created them. The lazy part of me wants to just slap on the advanced template and call it good, but frankly I want more. Ideas I've had include constant deathwatch/detect undead, the ability to "adopt" spawn from other vampires, and even to see and experience through their spawn. thoughts, suggestions?
I have heard the opinion, and pretty much agree, that witches make more sense thematically to cast on wisdom. So thinking on this I wondered what the repercussions would be. Obviously higher Will saves, better perception, and monk dip synergy would all be benefits. In return they would lose...focusing on skill stuff (points, knowledge skills, etc). My question is this, is it worth changing the witch to wisdom, aka do the benefits mechanically far outweigh the idea thematically?
I just had yet another realization about the androids, and that is, being of humanoid type means they can be raised as undead. Now in my upcoming zombie/undead apocalypse campaign I really wanna a couple different variations at my players. Ideas include Terminator style skeletons, zombies with circuitry hang out of their wounds, and white noise looking ghosts. I was wondering what other ideas people might have.
So in an upcoming game i am going to try something new. In this game I am detaching xp from leveling and instead want to use it instead as an alternate currency system. Thoughts so far have been extra feats, ability score boosts (limit to 20 maximum), and possibly bonus hero points (not sure if I am using these yet). I am looking for a good way to scale this as well as other possible rewards, possibly on an individual class basis.
So I am going to try this again using a better subject line. In a previous thread I tried to start a place for people to post their racial feats that catered to the more deprived races of the ARG. It ended up being walls of posts of feat ideas I had, with just a few other posts. I also would like to take a moment to thank those people for their feedback. So after some time has passed I have consolidated my feats into a google doc and ask for public opinion. I am convinced that some of these feats are overpowered, while others underpowered. Feats
I once again come back to androids, though this time the issue is more thematic than mechanical. the issue is this, how does an artificial race access eldritch magic through bloodlines? obviously there is many ways this could be handled, and i think it would be fun to have multiple people post their ideas here.
Inner Sea Bestiary wrote:
so as i read it if you were a barbarian you only get the -2 to AC and Rage Powers but no other drawbacks, worth it?
After being brought up in the Half-construct/undead thread, i decided to design some pretty plain racial traits that grant the types in question. to be honest i kinda wonder why these weren't just racial traits in the first place.
Touched With Death (5RP)
It's brought up by several posters that they have made racial feats the more deprived races out there (I am looking at you suli). I am in the process of putting together a freakshow campaign and wanted to produce a a line of feats for the really rare races. However it occurred to me that I could probably reach out out to people who have actually, you know , used their feats and have a real idea about balance in the game. Note I will post some custom feats myself later myself but want to open the floor to more experienced homebrewers.
for a while now i have been wanting to do this. i definitely think that less common races need some love in the archetype department, and obviously reusing current racial archetypes accomplishes this for many of them. for example, the stonelord paladin for dwarves happens to fit oreads like a glove.
now it might be necessary to further fluff the actual abilities of an archetype to fit certain races. one that comes to mind is the kinslayer dhampir archetype, which can be used for tieflings by changing any references to undead instead to outsiders with the evil subtype. you could even go as far as to say that "detect evil outsider" works as detect undead but for outsiders, if clarification is necessary.
i will be back with more ideas but i would have other people other people give this concept a try from their own perspectives. Together We are Superior
i know that some of you would love to argue that this isn't unbalanced, but if you want to do that please use another thread. with that being said let me state the reason i don't readily accept this property.
its a two person party with 25 point buy starting at level 5, alot of advice is needed. i do want the dude to have some pretty decent support abilities. also for added info the other guy is doing a fighter, thats using the duelist prestige archetype posted on the boards a while ago. thank you very much.
young plus advanced equals +8 dex, +4mentals, size reduction CR0
i was working when this idea popped in my head so it hasn't been tested yet. in lieu of favored class characters instead get a racial feat every three levels of a favored class of their choice. i am really guessing as to what an appropriate amount of levels should be and if it should really only apply to one class. Btw i am calling this rule paragon classing.
does this seem too easy to abuse?
i dont want to make too powerful a starter race for 10 points