Kelzar's page

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I also agree about stop pigeon-holing characters and classes. There are days when I am tired of seeing the stock half-elven ranger and would have a hoot with dwarven scorcerer that could be just as survivable (game mechanically) as an elven one, but perhaps for different reasons.

Instead of a *favored class* per se why not have some of the racial bonuses conditional on the initial class.

I'm thinking along the lines of free Symbiosis Feat that is based upon thier race AND initial class: (this is just a partial list for sake of example)

Thick Skin
+2 AC
Racial PreReq: Dwarf, Half Orc
Class PreReq: Wizard, Sorcerer

Magical Affinity
+3 to DC on spells cast
Racial PreReq: Elf, Gnome, Half Elf
Class PreReq: Wizard, Sorcerer, Druid

Nimble Fingers
+2 BAB
Racial PreReq: Gnome, Halfing
Class PreReq: Wizard, Rogue, Druid

Big Bodied
+1HP/level
Racial PreReq: Human, Half Orc, Half Elf
Class PreReq: Wizard, Sorcerer

Long Stride
+10 Base Movement Rate
Racial PreReq: Human, Half Orc, Half Elf
Class PreReq: Druid, Ranger, Rogue

Broad Shoulders
Encumberance does not effect Base Movement
Racial PreReq: Dwarf, Human, Half Orc
Class PreReq: Fighter,Paladin,Barbarian

Nimble Body
+5 CMB bonus
Racial PreReq: Gnome, Halfing
Class PreReq: Fighter,Paladin,Barbarian

Some combinations might have only have one choice while others have options.
This could also help tone down ECL/LA mismatchs and add flavor.

If you give some (game mechanical) incentives to players to try different race/initial class combinations other than the *standard* matchups then the players will start to try them and enrich our gaming experience.


CrackedOzy wrote:
Keryth wrote:
OK, I may have missed something. Anyhow, I was looking over the Apha 2 rules and noticed the magic item creation rules mention nothing of an XP cost for magic item creation. I'm pretty sure 3.5 had one, so, I'm wodering, is it gone in PF? Do PC's only pay a GP cost now when making magic items?

Yes, time and money* are now the only costs for making magic items.

P.S. *and feat selections!

I love this change. I have NEVER understood how you can have LESS experience after making something than you did BEFORE making it. I well understand that it was so that characters couldn't crank out magic items during thier supposed down time to make adventures later on a cakewalk but putting the limiting factor on feat selection and cash is definitely the right move in my book.