Search Posts
Hello there guys, Here comes what me and my gaming group thinks it's a better version of the Monk. Main changes:
Hope you guys enjoy.
Warning: This rule is now just speculation. I didn't tought too hard on it, and isn't playtested at all. Before I'm start, this rule exists to further extend the Automatic Bonus Progression. In this rule the characters are more powerful individuals by themselves, and don't need to have to worry to buy magical gear that gives them access to supernatural abilities. This mystic skills come through hard training, focus, faith, sheer determination or some magical lineage that allows incredible feats. To balance this now more powerful (yet less versatile) heroes, decrease character wealth by level to 1/10 the normal amount, and all slot equipped items are gone (but the held and consumables ones still exist). At each level you gain Ability Points (AP) equal to half of your wealth by level to spend "buying" magic abilities from items. Some rules do apply:
PC Level Wealth
I'm thinking about using the following rule in my games. Thoughts? Quote: In this option, the player can choose the better of two ability scores for the bonuses for these saving throws. Reflex save is based on the better of Dexterity or Intelligence bonus (representing the character’s quick-thinking), while Will save is based on the better of Wisdom or Charisma bonus (representing the character’s force of personality).
I think everyone know how "static" the combat in Pathfinder feels in some times, and I guess lot of people tried to adress this problem before. So, I was thinking to myself today: How much do we break the game if add the following Combat Action? Quote:
Please be gentle. :p
Hello, fellow Pathfinder players and GMs! I'm working in some house rules with my friends, and I've got the idea to do something in similar fashion of the Alternate Class features of the D&D 3.5 Player's Handbook 2. Before chek the link, keep in mind that we banned the following feats: disruptive, greater penetrating strike, martial mastery, penetrating strike, spellbreaker and teleport tactician. Hope you like it, and please leave your feedback!
Hello there fellow Pathfinder players. I was reading about the Slayer Advanced Talents, more specifically the Rogue and Ninja Advanced Talents. Let me quote the entry: 'd20pfsrd' wrote:
Unlike the Rogue Talent under the Slayer Talents, the Advanced Talents lacks the following text: 'd20srd' wrote:
So, can I select the Deadly Sneak Rogue Talent with a 10th level Slayer without meeting the prerequisites? Thanks.
Hello there, I'm going to play a Campaing that follow some peculiar rules:
I'm a Beastbrood Tiefling (didn't need to burn a Feat to be one) and I was looking to some cool concepts. Oh, the DM let's me get Rogue Archetypes as a Ninja replacing Poison Use and No Trace! I really like the idea to dual wield Wakizashis, and the Thug + Enforcer with Blade of Mercy Trait to do something like Kenshin in Samurai X. But i'm little lost in what can I build into. The Campaing starts at level 3. Any help will be appreciated.
Hello, people. I'm planning to play with an Unarmed Fighter with a dip in 2 levels in Master of Many Styles Monk (I love the possibilities of Crane + Dragon). But in that way, my Unarmed Damage will be stuck in 1d6. There is any Feat to allow 1/2 Level in Unarmed Strike progression? Thanks in advance. |