Paladin of Iomedae

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Unicore wrote:
I think ACP makes sense. You are wearing pounds of metal on your body for hours at a time. It is heavy, no matter how you distribute the weight, and it limits mobility. However I do think that as your training in armor improves, it should reduce your ACP.

The oft-repeated trope of Knights needing life alert does not need to exist in Pathfinder anymore. There are numerous examples online of people moving around in armor and performing quite a few feats that most normal people wouldn't have even been able to do.

Armor already comes with a speed penalty, that's penalty enough.


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I entirely agree! It blows my mind that ACP wasn't the first thing to be considered when it came to proficiency.

To avoid mentioning 'that edition that will not be named', Wizard's sorted it out by just having Heavy Armor have a detrimental penalty to stealth, and a STR requirement to move full speed.

That later bit would be so useful here. Nobody else in the game outside of the Barbarian has the STR levels of a Fighter or Paladin that uses Heavy Armor. Give the heavy stuff a minimum STR to wear and reduce the speed penalty. Only going 15 feet an action sucks, especially without sudden charge.


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Cantriped wrote:
Quality and Material eliminate the check penalties for all but the heaviest armor (which end up with an ACP of -1 if made from Mithril)

Except for people, yet alone Adventurers, don't suddenly 'get better' at wearing armor because the quality of armor is better. They get better at wearing armor because they get used to wearing it, ergo why, another idea I had, involved ACP being reduced by proficiency, personally.

Secret Wizard wrote:
ACP feels like it prevents you from being good at what you should be good at

This is honestly the huge thing for me. Athletics is one of the fighter and Paladin's signature skills explicitly because they're supposed to be big strong heroes. ACP makes them about as effective as a wizard untrained in Athletics.


I've edited my opening post to reflect my miss of the 'attack' trait in the combat maneuvers section.


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This is my first time posting feedback for anything major, so I apologize if it's not the best.

I'll readily admit that my playtest experience right now has mostly been a little bit of experimental 'one on one' with a friend, facing off against various creatures in the bestiary, rather than a standard adventure.

That being said, there's a huge glaring problem with Heavy Armor in 2e.

The Armor Check Penalty has always been a nuisance in 1e. However, it was manageable in the sense that it applied to skills most martials didn't bother with, namely acrobatics, stealth, climb, and swim, to name a few.

With the changes to skills and the introduction to the new degrees of success, the Armor Check Penalty transform from a nuisance to a downright dealbreaker for heavy armor.

Take for example the Athletics skill, one of the main signature skills for Fighters and Paladins, the classes that use Heavy Armor the most. Athletics not only covers climbing, swimming, and jumping, but also most of the major combat maneuvers.

Combat maneuvers are not only nigh impossible to pull off in heavy armor, they're increasingly likely to end with the one performing them to either go flat-footed or fall prone. In the same vein, the degrees of failure get worse with Climb, Jump, and Swim checks, since there is the overwhelming chance that a critical failure on any of those checks will lead to an unfair character death.

Armor Check penalties had their time, but it's time for them to either be changed (maybe it should only apply to Stealth and Thievery checks), or done away with entirely.

Edit: Blundered on the combat maneuvers, chalk that one up for the formatting.


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I will readily admit that I haven't played too too much of the core classes other than paladin, and since the Gunslinger, Brawler, or Vigilante aren't in the playtest, I suppose I can go on a bit about my favorite Paladin Archetypes, which admittedly isn't that many. Too many fall into the trap of getting rid of Divine Grace, and in return give something that isn't all that good.

1: Oath of Vengence. OoV is a good paladin oath for those more interested in destroying evil. It gets rid of Channel Energy, something that I've never once used when playing my paladin save for one rare circumstance when it was useful.

2: Chosen One. Functionally you're only losing Divine Bond at 5th to gain a familiar at 1st, who grows in power over time. I did enjoy the one-shot I played with my angel-disguised kitty cat.

3: Tempered Champion. Paladin Spellcasting sucks and I often forget that I have spells, and since they have to be prepared ahead of time more often than not I don't have the right spells prepared at the time. That and being in a party with multiple magic users, I'd rather play with bonus feats and scaling weapon damage.

4: Shining Knight- Cool little Cavalier-like archtype, nothing more nothing less.

5: Warrior of the Holy Light- I like the fluff behind this one, however the mechanics of it aren't really that good unless you have a large party, or are bringing an army.

Now for 5 that either need to be re-done, or scrapped entirely:

1: Silver Champion: All around bad, gives up way too much for a mount that doesn't scale.

2: Holy Gun: While the ability to wield guns efficiently isn't a problem, what is a problem is the gimping on Smite Evil, having it go from an "until combat ends" to "one attack a day" until Divine Grit kicks in, and even then it's still bad."

3: Grey Paladin: Most DM's houserule the paladin's don't need to be Lawful Good, and even if that isn't the case, this archtype is just terrible all around save for the ability to smite non-good creatures.

4: Empyreal Knight: Trading Divine Grace for the ability to speak Celestial is a horrible trade and nobody should ever make it.

5: Hospitalar: Seperating Channel Positive Energy from Lay on Hands does not help the fact that channeling at -3 is horrible, and is not worth losing smite, mercy, and Aura of Justice over.


Greetings! A bit new to the forum, but I recently picked up the Starfinder book and I wanted to theorize a build using the Jarlslayer armor.

Now, that particular powered armor itself is considered large, and comes with two weapon slots. I was reading through the book and looked around online, but I couldn't find anything about how installing weapons onto Powered Armor interacts with how one is holding it.

Say, for example, I wanted to mount an Elite X-gun and a Firedrake Flamethrower and carry a large Zero-Edge Longsword into battle using Jarlslayer armor. 1, how would I change my holding on my weapons if they're locked into the powered armor; and 2, how does Heavy Weapons interact with Powered Armor?

The Jarlslayer artwork looked like it had both a heavy Gatling cannon of some sort, and a rocket launcher, both of which are a heavy weapon.

What would the logistics of something like this look like?