Kutholiam Vuere

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1. Studious Librarian/Magician (Bard) - I like the idea of a song-based caster. Perhaps this isn't best as a bard archetype (no full spellcasting without a lot of fiddling), but weaving spells with songs has always felt more right to me than weaving them with just words.

2. Master Chymist (Alchemist) - Technically it's a prestige class, but it would be better as an archetype. Often people want to make a Dr. Jekyll character, but doing so through a prestige class can be awkward.

3. Urban Barbarian (Barbarian) - I dig the idea of a controlled rage. A character who can enter into a trance-like focus is something I'd like to see more often.

4. Warrior of the Holy Light (Paladin) - A paladin who, rather than learning how to cast spells, channels their devotion through auras and other holy abilities.

5. Ninja (Rogue) - In current Pathfinder it's an alternate class. Doesn't have to be asian-inspired, just a rogue with magical tricks. Vanishing, magical distractions, and ways to mess with event combatants.

EDIT: Formatting


Another person working on the project here.

I agree that some of the rules guff is going to be more difficult to simplify, though ultimately I think the added flavor will be worth it. I'll be doing a large part of the rule finagling, and if anyone has suggestions then I'd be happy to hear them.

That said, we may be trying to get a bit of alpha rules testing done soonish. I don't know who all is familiar with Hero Lab, but I've been working on creating a module for it (and currently have a few races available) - Hero Lab makes character management much easier. I of course realize that not everyone uses Hero Lab, so we'll keep it simple regardless. The goal I have in mind at the moment is to have a unique world, but not necessarily unique rules-concepts.


Rogues don't do that because natural attacks and iterative attacks are considered separate. UAS and IUS don't count as natural attacks - for the purposes of the rules (though exceptions are made), unarmed attacks are light iterative weapon attacks. Combining natural weapon and iterative weapon attacks works like this:

Iterative attacks are considered primary. If you're using TWF, /all/ attacks (not just iterative ones) take a -2 penalty.

All natural attacks (whether normally considered to be primary or secondary) combined with iterative attacks count as secondary natural attacks (the iterative attacks are primary). Secondary natural attacks /all/ take a -5 penalty, and only get half strength to damage.
(source: http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules #TOC-Natural-Attacks )

This means that in the Kick/Kick/Claw/Claw/Bite scenario, the penalties would be -2/-2/-7/-7/-7 with only half the Strength modifier applied to the -7 attacks. That really doesn't seem overpowered to me (note that alchemists don't even get full BAB in the first place) unless the rest of the party has some reliable way to flat-foot enemies whilst simultaneously allowing the alchemist in question full attacks each turn. Even in such a case, that's simply good party synergy, and should ultimately be encouraged rather than discouraged.

With multiattack, it becomes -2/-2/-4/-4/-4, which is still not very powerful for three feats on a character with a medium BAB.