Obherak

Dusbringer's page

Pathfinder Rulebook Subscriber. Organized Play Member. 9 posts. No reviews. No lists. No wishlists. 1 Organized Play character.


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Pathfinder Rulebook Subscriber

Wis could be a "wait for an opening" type Perception-based Racket. It might be built around making better use of Prepared Actions. Could be something like "Treat enemies as Flat-Footed while they're taking actions with the Manipulate or Concentrate traits."

Int is probably something like the old Investigator Studied Combat class feature, maybe riding off of the Recall information action. Something like "When you successfully Recall Information about a specific creature you can see, treat them as flat-footed for 1 minute, or until you hit them with a Sneak Attack."

Dunno about Con though, maybe some sort of reactive style like Wis, but based on enemies attacking you?


Pathfinder Rulebook Subscriber

I'd put the natural Bite and the Swordtrained in separate heritages, maybe even make the whole glide thing into a third. Other potentially thematic Ancestry feats could include Long Nose Form and the various 'turning into ravens' powers.


Pathfinder Rulebook Subscriber

Honestly, with the way they've set up classes and archetypes in PF2e, I'd actually prefer Gunslinger as an Archetype instead of a class in a sort of 'weapon specialist' vein like the Aldori Duelist we've already got. Maybe add in some gun-compatible feats in weapon-specialist classes, but other than the wild west feel (or pirate feel) guns as a weapon don't actually add enough to justify a whole class based around. I also don't like the implied exclusivity of having a Gunslinger class.

Re. Bruno Grande; All that looks good except the Burrowing trait- I don't like Dex-to-damage inherent to a weapon. If the weapon's drawbacks really warrant a damage bonus, maybe just have a numerical bonus that scales with damage dice like Forceful? Plus I think Propulsive is just for Thrown weapons without melee functionality.


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Pathfinder Rulebook Subscriber

The Striking rune is a Fundamental Weapon Rune for a reason- it functionally replaces the damage contribution of PF1's fire/frost/shock enchantments. However, it does so while removing any sense of individuality and variation from those same enchants. I'm well aware that they still technically exist, but wouldn't it be so much better to integrate them back into the damage role they were always meant for?

This expansion of "Striking" runes (any of which can be slotted into the original Striking's place) aims to cover elemental variants like fire/frost/shock, disproportionate adders like Vicious and Bane, and even damage mutators like Brilliant Energy.

Elemental Rune (Flaming, Freezing, Shocking, Corrosive): Item 5/13(Greater)/20(Major)
- The weapon is cloaked in elemental energy, increasing the weapon damage dice to 2 instead of 1. These extra damage dice are Fire/Cold/Acid/Electricity damage. The Greater version increases the damage dice to 3, the Major to 4.

Vicious Rune: Item 3/11(Greater)/18(Major)
- The weapon draws vitality from the wielder to more easily damage foes, increasing the weapon damage dice to 2 instead of 1. However, when the wielder hits with a Strike, the weapon deals 1 die of weapon damage to them in return. The Greater version increases the damage dice (but not the return damage) to 3, the Major to 4.

Bane Rune: Item 3/11(Greater)/18(Major)
- The weapon has a particular hatred for a particular foe, increasing the weapon damage dice to 2 instead of 1 against foes with a Trait chosen when the Rune is crafted. The Greater version increases the damage dice by a further 1 regardless of the target, the Major by 2.

Energy Rune (Fire, Ice, Lightning, Acid): Item 4/12(Greater)/19(Major)
- The weapon's striking surface (And potentially more) is made of elemental energy, increasing the weapon damage dice to 2 instead of 1. All damage dealt by the weapon becomes Fire/Cold/Acid/Electricity damage, unless the original weapon had the Versatile property, in which case only the primary damage type is replaced.

As you can likely deduce, the nature of the Bane runes were toned down a fair bit from the "all or nothing" base, since in PF1 you'd have other "runes" to pick up the slack. It and Vicious are the discount Striking runes in this model, while the Elemental Runes are ranked higher because of the way Resistance and Vulnerability work. Likewise, the Energy Runes are much weaker than you'd think, to the point of being the same level as Striking because of the lack of touch AC and resistance frequency.

What do you all think?


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Pathfinder Rulebook Subscriber

I actually think you're going the wrong way to declare them Advanced or even Martial weapons. It might be better to showcase the firearm's most historically advantageous trait: just about any peasant can use them with a few weeks of training.

With this in mind, all early firearms are Uncommon Simple weapons:

-Pistol- 1d8P - 20 ft range - Reload 1 - 1 hand - Spread, Recoil 1, Deadly 1d10
-Musket- 1d10P - 40 ft range - Reload 1 - 2 hands - Spread, Recoil 2, Deadly 1d12

-Spread- The weapon is inherently inaccurate beyond a certain range. When Striking a target beyond the first range increment, you miss unless you would critically hit, in which chase you hit instead.
-Recoil- The weapon has a kick that throws off your aim for future shots. When you Strike with this weapon, increase the multiple attack penalty by the listed number for any further attacks. Reduce this rating by your Constitution Modifier, and by a further 1 if you are wielding a 1-handed weapon in two hands.

In this case I'm assuming the prevalent use of alchemical cartridges as proposed earlier in this thread, which combined with some suspension of disbelief allows the Reload of 1 for both weapons which historically (both IRL and in PF1) took much longer.
The assumption of alchemical cartridges also allows for some additional versatility, as presented by the ammunition types or variant weapons below (I'd recommend you don't use both).

-Ball Cartridge (default)- No modifications.
-Shot Cartridge (packaged shot for shredding damage)- Double the Recoil by 1, replace Deadly with Fatal.
-Blast Cartridge (dragons-breath rounds)- reduce the range by half, add the Blast property.
-Spike Cartridge (Flechettes)- Double the Recoil, add the Penetrate property.

Pistol Variants: Dragon Pistol (with Blast Cartridges), Hand Cannon (with Shot Cartridges), Bolter (with Spike Cartridges)
Musket Variants: Blunderbuss (with Shot Cartridges), Dragon Musket (with Blast Cartridges), Heavy Bolter (with Spike Cartridges)

With the properties as follows:
-Blast- The weapon creates a conical blast of length equal to weapon range when you Strike, dealing weapon damage as normal to all creatures that would be hit in the area. Attack actions you take (including Strike) require an additional Action and attack rolls are made as though you had made an additional attack with this weapon (for the purpose of multiple attack penalties).
-Penetrate- The weapon creates a linear blast of length equal to weapon range when you Strike, dealing weapon damage as normal to all creatures that would be hit in the area. Attack actions you take (including Strike) require an additional Action and attack rolls are made as though you had made an additional attack with this weapon (for the purpose of multiple attack penalties).

All the other canonical Pathfinder guns (like the Buckler Gun) can be easily created from there by combining properties above with those in the core rulebook (add the Attached property to the Pistol, while reducing the damage die). For extra spice, make different guns or ammo types different levels, add Advanced firearms (at Rare) by reducing the downsides and having a larger clip size, or create new ammo types (Blast Cartridges with Fire damage anyone?).

What are your thought?


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Could you please cancel my starfinder subscription?


Pathfinder Rulebook Subscriber

One of the major problems with the new Unchained Summoner is the relative lack of variation and content. For example, I can play with an eidolon of almost any type of outsider, but what if I want to play a summoner followed around by the revenant of his dead wife? What about the son of a mad fleshwarper accompanied by his grotesque bodyguard?

Eidolon Variant: Earthbound Eidolon
Unlike a standard eidolon, an earthbound eidolon is not an outsider but a creature originating on Golarion. It does not have the outsider type and does not need to have an alignment one step away from the summoner, though most do. An earthbound eidolon does not need to be summoned and cannot be dismissed like a standard eidolon, it is not affected by any effect that targets summoned creatures unless it also targets creatures of the eidolon's type. An earthbound eidolon begins each each day with the number of hit points it had at the end of the last day + it's master's summoner level or half of it's maximum hit points, whichever is larger. Unlike a standard eidolon, an earthbound eidolon can die and should this happen the summoner can return it to life as the effects of True Resurrection via a ritual that takes 24 hours to perform and 200 gp per summoner level. This modifies the Summoner's Eidolon ability.

What do you think? Balanced? Suggestions?


Pathfinder Rulebook Subscriber

In the Thaumaturge archetype one of the listed greater exploits is Greater Spell resistance, which requires the spell resistance exploit which is not available to Thaumaturges. Additionally, the Thuamaturge unlike the Arcanist has no way to refill their reservoir even though it uses Arcanist exploits designed for spamming (flame arc, force missile, etc.). I might personally suggest being able to expend granted abilities for temporary reservoir points until the ability is no longer expended or the ability to dismiss a pact spirit for permanent reservoir points.