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Lol yes the fighter was my next challenge actually. If you believe the bab won't overpower the class then i fully encourage you to test it out i a campaign. I would love to see how large of a difference this makes, I think I'll continue on the campaign I'm on now without the extra change seeing as how it's already started though and go from there. :) Thanks for the feedback. ![]()
I thought about adding full BAB, but I didn't want to over correct and make him too strong, and I know while it isn't a huge change rogues are fairly decent early levels (from what I've seen) then progressively fall behind. The 1 additional BAB might make him almost too strong early on (particularly at level 6 where he is getting an extra attack, and adding extra damage that other classes can't.) If he is still under powered after this fix though perhaps the 1 extra bab could finally balance things. I just need play testers first. I just started a campaign as a rouge with this today, and so far so good. ![]()
Anyone? Based on the fact that this isn't getting much (any) attention I'm going to point out something i think is kind of big.... This actually allows for a range based rogue to be worth something, quite honestly this could make the rogue be the best archer class due to the extra damage with a bow that other classes just wouldn't get. On top of that 1D4 all the time means that you don't NEED to have everyone help you to be worth something, and allows you to stay in tact when you fight monsters that take no penalty to being flanked. On top of this you are no longer a glass cannon. Just a cannon. You still aren't as strong as the fighter, but are a lot more versatile. ![]()
Based on the definition of the spell i would treat it like fly in the way that PD mentioned earlier. "The transmuted creatures can tread on any liquid as if it were firm ground. Mud, oil, snow, quicksand, running water, ice, and even lava can be traversed easily, since the subjects' feet hover an inch or two above the surface. Creatures crossing molten lava still take damage from the heat because they are near it. The subjects can walk, run, charge, or otherwise move across the surface as if it were normal ground." More specifically: "can be traversed easily, since the subjects' feet hover an inch or two above the surface." It isn't like the water is treated as concrete or something. ![]()
Okay so after reading on all the hate about the rogue class top complaints I've seen is that the saving grace of the rogue in combat (sneak attack) is too situational, and that you're too squishy to be considered a front liner even though thats where you're expected to be if you want to deal optimal damage. For that reason i thought of 2 potential fixes, and a name change; The tactician: exactly like the rouge in every way except with these 2 exceptions. 1. Sneak attack is no longer based on being caught flat footed, but instead always happens. This is due to being able to quickly think ahead and find the weak points of the target. To avoid this being overly OP dice are decrease by 1 "dice level" (for instance a knife master who gets D8s on their sneak attacks would use D6s). 2. The tacticians hit die is a D10. Any and all feedback is greatly appreciated. Play testing is also appreciated as I would like to see how well, or poorly, this balances the class (outside of theory). ![]()
Hey sorry i have replied to this one, i accidently double posted this and was looking at the other one. As far as why monks etc. would be allowed all magic would come from the gods and only from the gods. Anyone that can have magic wouldn't accept the gems being as their power would come from a god other than their own, The idea of combining gems would be very interesting and I may incorporate it later, but Itheres a lot on my plate already as it is. I'll let my players know in advance that tweets are bound to happen, and if the health drain of a spell is too much, or they feel the gem is too OP in comparison to the others then I'll change it. And since I posted this i came up with the idea of a mana pool thats based off of a new attribute all together that I'll call gem mastery. You can go past the amount of mana you have, but then it starts cutting into your health. ![]()
I was thinking only those that are the highest in their respective religions would be granted any magical abilities at all. As far as allowing some use to them with no penalties I have mixed feelings about this idea. It would allow me to keep the lower level spells more useful as leveling happened, but I would like to scale down the damage as you level up as apposed to eliminating it entirely. An alternative route that I thought of is essentially adding mana to the game, and if it runs out it starts to do damage to your hp, but I'm not sure how well that would work either. ![]()
Alright, I intend to start DMing here in a few weeks, but I don't plan to play straight pathfinder. I have a few changes to the game that I want to implement but need some help doing so. The main change being that my world has no magic except that which is provided by the gods. When it comes to character selection i know this will limit my players can chose and some will be tempted to become a monk or paladin and while I won't outright tell them they can't i will advise against it. Now that there's no magic in the world (for the most part) at the end of my first major quest i will introduce "gems" to my players each getting 2. These allow any character to do magic, but only specific spells which are a part of the gem, and instead of having a limit per day they will cost the health of the player. Here's a list of the gems and a simple explanation of each: Fire: allows the user to create and control fire.
Just before the buff gem was made i came up with the concept of leveling up the gems, and adding an additional called gem mastery to roll for in character creation. To give you an idea of what I mean ill show you the buff gem which is done up to level 5 and the fire gem which i only have the first 3 spells for. Buff gem Strength- acquired at level 1
Intuition- acquired at level 2
Healing- acquired at level 3
Speed-acquired at level 4
Accuracy- acquired at level 5
Fire gem Fireball: acquired at level 1.
Flamethrower: acquired at level 2
Cone of fire: acquired at level 3.
First of all i would like to ask if you think the concept of unlimited casting at a cost of health can work, and secondly I need some ideas of how to scale the spells so they are useful throughout, without being overpowered right away, and make the health drain for using the spell not instantly kill an early level, but not be a loss of like 1 health in later levels. (But still easier to cast as time goes on.) Sorry for not having spoilers to make this easier to keep up with. First time posting, and posting from ipad. ![]()
Alright, I intend to start DMing here in a few weeks, but I don't plan to play straight pathfinder. I have a few changes to the game that I want to implement but need some help doing so. The main change being that my world has no magic except that which is provided by the gods. When it comes to character selection i know this will limit my players can chose and some will be tempted to become a monk or paladin and while I won't outright tell them they can't i will advise against it. Now that there's no magic in the world (for the most part) at the end of my first major quest i will introduce "gems" to my players each getting 2. These allow any character to do magic, but only specific spells which are a part of the gem, and instead of having a limit per day they will cost the health of the player. Here's a list of the gems and a simple explanation of each: Fire: allows the user to create and control fire.
Just before the buff gem was made i came up with the concept of leveling up the gems, and adding an additional called gem mastery to roll for in character creation. To give you an idea of what I mean ill show you the buff gem which is done up to level 5 and the fire gem which i only have the first 3 spells for. Buff gem Strength- acquired at level 1
Intuition- acquired at level 2
Healing- acquired at level 3
Speed-acquired at level 4
Accuracy- acquired at level 5
Fire gem Fireball: acquired at level 1.
Flamethrower: acquired at level 2
Cone of fire: acquired at level 3.
First of all i would like to ask if you think the concept of unlimited casting at a cost of health can work, and secondly I need some ideas of how to scale the spells so they are useful throughout, without being overpowered right away, and make the health drain for using the spell not instantly kill an early level, but not be a loss of like 1 health in later levels. (But still easier to cast as time goes on.) Sorry for not having spoilers to make this easier to keep up with. First time posting, and posting from ipad. |