Turgin's page

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Hello.

I have a hopefully useful question: how were the total number of skill choices per class determined?

As in, a Rogue, gets 10. That's huge. I don't remember all the rest, but they were on average at best 5 for almost all the rest, and I think I saw some 3's. All these are before Intelligence Modifier.

Would the other Classes benefit from having 25/50/75 percent of the Rogue's 100 percent choice range? If not, why? If so, why?

Basically, how might this be addressed, as, considering the sheer range of options, the ability to spread out skills choices actually makes the Skills far more meaningful.

By focusing on perhaps one or maybe at most two Skills to be Signature, and the rest just get left alone, the Rogue is the skill-monkey of the party, and is arguably the only one with a broad enough Skill package after getting so many choices to spread around to pull their own weight.

I think the concept of the Skill system as presented thus far is for now sound enough to proceed with further playtesting. The TEML categories is new, and it would be better if a character can get more Skills to start and then if able, meaningful choices as they level up if they can spread all their Skill picks at maybe 25/50/75 percent of the Rogue, which is the 100 percent in this case.

Maybe using a sort of reverse HP system on Skills, or at least, as a general guideline, of the 25/50/75/100 percent for the classes might be best utilized as a 4/6/8/10 system, for example. Or, if need be, use the 3/6/9/12 if that works better.

Constructive Criticism, please.


Hello.

So, to put it bluntly, I'm working on making some gear that's Legendary. Literally: Artifact Legendary gear, pretty much.

I'm running a Pathfinder Diablo mashup game.

Here's a sample piece of gear:

---

Astartes Pauldron

Primary:

+ 10% HP
+ 10% AC
+ 10% BAB
+ 1 To all Saves

Secondary:

The target is under the permanent effect of a (1/2 Character Level Total) Level Paladin's Mercy; this effect allows the wearer to select the differing Mercy benefits granted at levels 3, 6, 9, and 12.
+ 1 Grit Point per Turn

Legendary Affix:

Your attacks gain the Truestrike Spell effect.

---

So, this is my conundrum: this is basically the equivalent to Torment X (ten, 10) gear. Is + 1% HP enough, or is this my baseline of gear? I'm fine either way, however, this feels like pretty solid starting Legendary equipment.

The other issue: Gear like this is going into a Level 20 Gestalt PF and Paizo only campaign. The enemy is off training, and the players are pretty much in a situation where they actually have to work with Asmodeus to get anywhere from here on out.

Thoughts please; please also keep feedback constructive. This is going to happen, the question is simply how to best bring in flavor that livens up the game, rather than causing damage to my story.


Hello reader, this thread is still in idea stage currently.

I am attempting to figure out how to convert some Astartes over to Pathfinder system, just in case I ever figure on using them in game.

I have collected feedback thus far, and things look reasonably bright.

Here is the plan thus far:

Race: Astartes

Human base everywhere, with the following added:
+ 4 RP - Flexible Feat (Included in both Humans and Astartes)
+ 2 RP - Static Feat, Toughness
+ 1 RP - Racial Skills, Perception and Survival
+ 3 RP - Darkvision 120 Ft. (Space Wolves, if it need be said)

Classes:

Blood Claw:
1 Barbarian (Armored Hulk)
2 Fighter

Grey Hunter:
1 Barbarian (Armored Hulk)
2 Fighter
1 Ranger (Track in Heavy Armor, nothing else)
1 Gunslinger (Gun Tank)

Tech Equipment: (Bolt Pistol and Chainsword for Blood Claws, Grey Hunters carry all below)

+ 3 CR Boltgun; 3d6 Damage, 18-20 / x 2, 150 ft., 60 rounds
(Uses .75 Cal bolt rounds; wielder carries 9 total mag's)
+ 1 CR Aux. Gren. Launcher, 6d6, 3 shots, treat as a fireball
+ 2 CR Bolt Pistol; 3d6 Damage, 18-20 / x 2, 50 ft., 20 rounds
(Uses .75 Cal bolt rounds; 5 mag's, can go in boltgun)
+ 2 CR Chainsword; 3d8 Damage, 15-20 / x 3, Melee, Keen, Impact,
Deadly (base weapon property)

Normal Equipment:

O Yoroi "Power Armor"
+ 1 to Armor provides 1/2 the Base Armor Bonus to Touch AC,
round down
Combat Knife (Longsword)
Equipment Frame (Aurora's Guide)
Heavyload Belt
Pathfinder's Kit
Fighter's Kit
Deluxe Dungeoneer's Kit

Above Tech Equipment as needed (BC's are CR 7, GH are CR 13)

Any thoughts or replies?

Edit:

Stats:
Blood Claw:
Strength 15
Dexterity 15 (Racial +2)
Constitution 14
Intelligence 10
Wisdom 12
Charisma 8

Grey Hunter:
+ 1 Strength at Level 4

Edit 2:

Feats:

Blood Claw:

Exotic Weapon Proficiency Firearms
Toughness
Exotic Weapon Proficiency Chainsword
Two Weapon Fighting
Power Attack
Cleave

Grey Hunter:

Add Rapid Reload from Ultimate Combat