Hard Skin: If I was GMing, I would allow it, though it would be a 3rd level sorcerer/wizard spell: base the spell on barkskin (2nd level spell), +1 spell level because you are converting a spell from a different class to your class, at least +1 spell level for the longer duration and -1 spell level for slower progression of the effect compared to barkskin.
Ghost Self: That is a tough one; I would only allow it if there was an expensive material component involved, and even then the spell might need more limitations. If by doubling scribe costs you mean per scroll instead of merely because you are creating two scrolls at a time that would be acceptable. If the 500 gp limit per scroll is the price of the scroll rather than the creation cost, that would limit scrolls to 3rd level (CL6) or lower with which would help to balance it.
Improbable stats are improbable, but not impossible.
I like option 2; it provides a progressing mythic tier initiative bonus and gives mythic heroes the option of an extra action while not being overly powerful, and it gives incentive for players to still select the Improved Intiative feat (it also gives incentive for players to select the Improved Intiative (Mythic) feat if there is one planned for the final version of Mythic Adventures).
DeathQuaker wrote:
This is an excellent solution as it encourages roleplaying rather than a meta-game response from the GM.
Lord oKOyA wrote:
According to the first test: Chaotic Good Human Wizard (6th level)Ability Scores: Strength: 9 Dexterity: 14 Constitution: 12 Intelligence: 17 Wisdom: 13 Charisma: 10 Second Test was a little rougher:
With a 10 point buy, I place my scores as:
If I went by the 3 point buy rules for basic NPCs, I would have to go with:
Seeing as the Fighter has been given special abilities that define it's class beyond the full BAB (and Barbarians, Rangers and Paladins have a full BAB with their assorted special abilities), Monks should have a full BAB as they are a front line combatants like the other stated classes. They all approach combat in different ways, but they are all heavy combatants nonetheless. If there needs to be a compromise, give the Monk a full BAB on unarmed combat and a 3/4 BAB on combat with weapons. At first level and every five levels the Monk can add a special monk weapon to his unarmed style. In game terms, this would allow him to use the full BAB with this selected weapon(s).
I alway thought that empower spell should affect all numeric effects, not just the variable ones. For one thing, how can someone create an ability booster magic item with a +6 modifier without empower spell and the respective ability boost spell (fox's cunning, bull's strength, etc.)? Without the benefit of empower spell, the maximum bonus on these magic items would be +4.
IMHO, WIzards are masters of planned spellcasting and Sorcerers are masters of spontaneous spellcasting, and this is as it should be. Each has his or her strengths and weaknesses when it comes to spellcasting. All in all, Sorcerers are much more powerful, spell vs. spell; They can pull a card out of their sleeve so to speak much more easily than Wizards. Wizards, however when prepared are more versatile and can counter a larger range of threats, again, given ample preparation. I honestly used to think Sorcerers were too powerful, but after reviewing all their separate abilities, I think Wizards and Sorcerers are well suited for their individual roles, and this is the ultimate goal of a game system. If the GM of an individual campaign wishes to alter this, that is always the GM's choice.
Chobbly wrote:
This is an excellent point, but if he knew then his life's calling why not select at first level? It is possible that he had no choice (perhaps there was a war and he was conscripted to serve and that is how he became a figher, but he always saw a different path for himself, though it took time to be able to act upon it). I have a possible solution. What if a player can change his favored class once after first level? In the end I think this is going to have to be a decision between the GMs and players. My rule of thumb is that if it positively advances the story and the roleplaying it is usually a good idea.
Papa-DRB wrote:
I think it is technically legal, but on this I urge players to consider the roleplaying reasoning behind gaining a skill point or hp with the acquisition of each favored class level (at least in my opinion). My take on this is the idea that since the favored class is the class in which they initially trained it is naturally easier for them to gain more training in that class, therefore they have extra time to train on skills or physical enhancement, respectively. With this reasoning, the favored class should be (again, imo) the class the character takes at first level.
Since specialists are no longer completely forbidden from using spells from their "prohibited" schools, this all balances out. That being said I do think that a spells within the specialist's school should have a higher DC. How about giving a specialist a +1 to the DC in his or her respective school at the cost of a -1 when he or she casts spells from his or her prohibited schools? This can be an optional (permanent) choice for the player when the character is created, since this is an advantage for some schools while not really mattering in others. This could also be a potential feat. The argument will be made that since there are two prohibited schools, it should be a +2 DC for a -1 penalty, but since a +1 on a school you use frequently is more of a bonus that a -1 is a penalty on schools that you tend to avoid, it is pretty much favorable to the specialist without being overly powerful. The +1 DC would, however, stack with Spell Focus and Greater Spell Focus. If this is too powerful, you could give these feats a caster level prerequisite, say at 3rd and 7th, or something to that affect.
How about adding three new feats, Greater Great Fortitude, Greater Lightning Reflexes and Greater Iron Will, each with a prerequisite of its base feat (Great Fortitude, Lightning Reflexes and Iron Will respectively)?
SirUrza wrote: Too be honest I've always missed the +2 bonus Spell Focus and Great SF gave in 3.0. I agree, but to keep low level characters from having spells in which a save or die spell becomes virtually impossible to save, I would make Spell Focus (+2 DC) have a prerequisite of Caster Level 3 and Greater Spell Focus (+4 DC) have a prerequisite of Caster Level 11 (or at minimum Caster Level 9).
Devil of Roses wrote:
The first point makes absolute sense; Does every person who can jump have the ability to tumble? I don't think so. It also makes jump attempts modified by strength again. I have always agreed that search should be a separate skill from perception as well.
To the one point, I do favor a base of 4 skill ranks per level due to the fact that they have the higest level of education of all of the classes. The four base ranks could represent the following standard courses of study every wizard would receive: Knowledge (Arcana), Linguistics, Spellcraft, and one elective, either Appraise or an additional Knowledge skill. That being said, I also favor the idea of Wizards only receiving a base of 2 skill ranks per level for the following reason: The study of magic takes an incredible devotion of time and energy. Most of the wizard's base course work deals with this study (the two base ranks represent their standard coursework of Knowledge (Arcana) and Spellcraft). The only reason they would have time for other courses is due to their high intelligence, which plays out in these rules as is. Unfortunately, whether it is two or four probably depends upon the specifics of each campaign, so there may well always be disagreement. I would say this would be a valid house rule decision.
Concerning the duskblade, all I would do is change the HD from a d8 to a d10 as noted previously and he should be good to go. This class can be extremely powerful if the player knows how to run him. Concerning the Scout, besides changing the HD to d8, I think he needs something else, although I do not know what that is. He certainly is playable "as is" so I would not worry too much; but still, he is missing something.
Krome wrote:
I agree, It is best to place everything on the table then cut away items that do not fit. It may also be wise that if there are certain controversial additions that these be optional variants. That may be the key to making this a more universal system. Nobody is going to agree on every rule change. The game should be easily customizable depending on the parameters of each individual campaign.
In the Defense Bonus thread I suggested this new feat since I see the Compbat Expertise feat as a mechanic that is parallel to the idea of a defense bonus.
This is an excellent way to reward players for building non-standard characters such as the Intelligent Fighter. Improved Combat Expertise
For example, if you receive a +4 Dodge bonus, you would take a -2 on your attack rolls.
Seldriss wrote:
This hits on a major problem with the defense bonus, PCs will be harder to hit, and so will monsters. This could slow the game down considerably. Besides, there is already a defense bonus aspect to the game: the Combat Expertise feat. Maybe instead of adding a Defense Bonus to the game an Improved Combat Expertise feat could be added for selection, whereby the PC with this feat would gain a +1 Dodge bonus of AC at the cost of half in attack bonus given up. For example, if a character with this feat subtracted 2 from his attack bonus, he or she would receive a +4 Dodge Bonus to AC. Of course at least one prerequisite would be Combat Expertise. I would also recommend a prerequisite of 15 intelligence.
There are two changes off the top of my head: 1) Magic Missile: Allow additional missiles above 9th level. For example, a 13th level caster would fire 7 missiles. 2) Summon Monster Spells: Expand these lists. Evil casters have a distinct advantage in their summoning choices. While the rules do not state that a good character cannot summon an evil creature, such a character would hesitate greatly in doing so as he would not wish to bring evil into the world, even if it is temporary. Better yet, on the summoning spells create rules for the DMs and players to create their own lists. CRs for each level of summoning do not seem to be set in stone. There should be some kind of guidelines to follow on this on how to determine the CR that is acceptable for a given summoning level.
Brent wrote: I would like to see the Universalist Wizards abilities bumped back to closer to what they were in Alpha 1. Specifically, the Metamagic Mastery ability essentially allowed 1 use per level in the Alpha 1 and is 1 use per 2 levels in the Alpha 3. In my own playtests of the wizard, the universalist abilities have been the funnest change as they have made a straight class Wizard worth playing again. In that same vein, I would like to see a Universalist ability at first level like all the specialist wizards have. It seems the Universalist was scaled back in Alphas 2 and 3 because there were complaints that their class features were too good, which I just don't agree with. The generalist wizard already suffers compared to specialist casters and now I would argue also to Sorcerers and their bloodline class feature. I don't want the Universalist Wizard castrated to the point it isn't as good an option as the other casting classes in the beta and final product. I strongly agree with this. I would also give Wizards Spell Focus (for their chosen school) as a bonus feat at first or third level. I would like it at first level, but it would equally be acceptable if they had to advance a couple levels before receiving this kind of "mastery". If it is at third level and they already have Spell Focus, they instead receive Greater Spell Focus (again, for their chosen school).
rugbyman wrote:
I like this way, except for the fact that it favors d12 and d8 and disfavors d10 and d6. It probably should be: d12 is 6+1d6
Yes the search skill is often used in an investigative role in examining for clues, ideas and deductions so it should be separate and based off of intelligence. If you are glancing around and notice something, perception (formerly spot) should be used. The search skill deals not only with noticing something but knowing whether that something is the valid item of your search. It can be an obvious deduction, like looking though a pile of clothes and finding a gem and deciding it is worth while, or thorough reasoning, like finding clues on a wall to find the device that stops the spiked ceiling from decsending (however figuring out how to disarm the trap would be disable device).
Celric wrote:
I agree, no class has to spend more personal wealth in order to adventure than the Wizard. When compared with the other classes the wizard is not over-powered. The class that I would worry about being over-powered is the Sorcerer. Most of the Wizard's school powers are one shot a day, whereas the Sorcerer's bloodline powers are in many cases continual and each grows significantly in power as the sorcerer advances. By the time the sorcerer reaches the 16th-20th level range, he easily has more power than any other class.
Are gauntlets not considered armor and therefore unavailable to the monk? In any event, per Pathfinder A3, page 29:
Couldn't the monk just have his hands enchanted into a magical weapon?
Concerning the weapon training trait, I propose that the characters receive the following choice:
This makes the weapon training trait valid for fighter types. This also give non-fighter types the option of being a little better in one of their class weapons. I am not a big "wizards with swords" fan, so this gives wizards an option to utilize weapons training without resorting to carrying a sword or other martial weapon. If a wizard wants to use a sword, fine, but he or she also has the option to become a little better at using his or her staff instead.
Cpt. Caboodle wrote:
I like the arcane bond, but I agree with this assessment. The DC on the check should be changed to 15 + the spell's level. Concerning the half normal cost to add enchantments to the bonded item, I would keep this but have a maximum limit per level of the caster that can be added.
Could there be more clarification on how the Arcane Bond with an object works, in particular the wizard's ability to enchant the object. Below are two examples of clarifications needed. The paragraph states "A wizard can enchant a bonded object as if he has the required feats." Does this mean a third level wizard ca enchant a staff (with which he is bonded) with magic missile? Would this function at 3rd level and then as the wizard advanced in level at a higher level since staves use the caster level of the spellcaster? Or would the minimum level that a wizard be able to enchant an arcane bonded staff be 8th since this is the minimal CL of a staff's ability to function? Over the course of his career, can the wizard change the object to which he is bonded (for example from staff to amulet)? If he cannot switch the type of object, can he at least switch the actual object (For example, he starts with a MW staff, but in his adventures throughout the years he finds a staff of fire, can he transfer the bond to the staff of fire)?
I like the present point buy system. If you want to play an epic campaign rather than a standard, then choose the epic point buy of 25. If a character can start at 1st level with a 20 (after racial modifiers) in his or her primary attribute and then have above average (12+) in most of his or her other attrbutes, then that is an epic type campaign, whether you choose to call it that or not. If the consensus is that this is still too low, then shift the points up, for example: Campaign Type Points
As a gamemaster, I shift these numbers dependent upon the number of players in the campaign; With fewer players, I will inch up the points to help with survivability. |