When PF2ed comes around I am taking a year break from pathfinder. With M&M, Savage worlds, 13 age, and a few others systems I can give them a try. After the year I should be more respective to 2ed.
A few things I wold like martials to be able to do:
Improvised Shield
As a free action, you may wield an improvised weapon as an improvised shield for a round. When wielded as an improvised shield, the weapon’s damage die is decreased by 2 sizes, and the weapon grants a shield bonus: light weapons grant +1 shield bonus, one-handed weapons grant a +2 shield bonus, and two-handed weapons grant a +4 shield bonus. Just as with all shields, you lose this shield bonus to AC if you use the improvised shield to attack, unless you possess the ability to make shield bashes without sacrificing shield bonus.
Whenever you are wielding a shield with the fragile special feature and a target scores a critical hit against you, you may give your shield the broken condition to change the critical hit into a normal hit.
Shatter Earth
You may attack the ground around you with a savage blow. You may make a brutal strike against the corner of a square within your reach as a full-round action. You may reduce this to a standard action by expending martial focus. This attack automatically hits and deals damage normally. If you manage to deal more damage than the floor’s hardness, you cause a 5 ft. radius, 10 ft. cone, or 15 ft. line (your choice) to become difficult terrain. Radius’ increase by 5 ft. per 10 base attack bonus, cones by 5 ft. per 5 base attack bonus, and lines by 10 ft. per 5 base attack bonus. A square can be cleared as a standard action (provoking an attack of opportunity)to no longer be difficult terrain.
Defensive Whirl
Whenever you use an attack action and successfully strike a single creature with both your main-hand and off-hand weapons, that creature takes a -1 penalty to all attack rolls against you for 1 round. For every 5 points of base attack bonus you possess, this penalty increases by an additional -1.
This one is a bit more gonzo
Limb Ripper
Prerequisites: base attack bonus +10.
When you successfully maintain a grapple against a creature you have already pinned, you may as an immediate action attempt to remove a limb from them; the creature must make a successful Fortitude save or have one of its limbs removed by you (arms, legs, tentacles, or wings), ending the grapple.
If you remove a wing, the target loses a wing natural attack if it had any and cannot fly (creatures with 3 or more wings who lose a wing have their flight maneuverability reduced to clumsy and have their flight speed reduced by 1/2 for each wing which they are missing). If you remove a tentacle, the creature loses all attacks and abilities related to that tentacle. If you remove an arm or leg, the target suffers a series of penalties listed below.
Creatures with more than 2 legs do not suffer the penalties listed below, but instead lose 10 ft. from their movement speed and lose the benefits of being a quadruped if they had them. In addition, the target suffers 1d6 points of bleed damage from the wound, +1d6 for every 4 points of base attack bonus you possess.
A severed limb counts as an object one size category smaller than the creature it came from if using it as an independent object or improvised weapon.
A character who has lost an arm incurs the following penalties:
-10 penalty on Climb, Craft, Disable Device, Sleight of Hand, and Use Magic Device skill checks;
-8 penalty on grapple checks;
Must make a caster level check at a -5 penalty to cast spells with somatic components;
Unable to wield weapons two-handed or make two-weapon attacks, and may not wear a shield on the affected arm.
Carrying capacity is not reduced. However, the maximum weight a character can lift over head or off the ground is halved.
A character who has lost a leg incurs the following penalties:
-10 penalty on Acrobatics, Climb, Ride, Stealth, and certain Perform skill checks (GM’s discretion).
Cannot run or charge.
Cannot bull rush or overrun and takes a -12 penalty to resist these combat maneuvers.
Speed is reduced to 5 ft., and can no longer make a 5-ft step.
Carrying capacity is reduced by two thirds and the maximum weight a character can lift over head or off the ground is halved when sitting, impossible when standing.
These penalties do not stack with other penalties for losing limbs. A character who has lost both arms cannot use any of the listed skills, make attacks, or use objects, without the aid of prosthetics or magic. A character who has lost both legs is always considered flat-footed and prone, and can only move 5 ft as a full round action, without the aid of prosthetics or magic.
I'd also add to it that levels have suffered from devaluation in every single version of D&D, with the biggest offender being the forgotten realms guide in 3.0, which statted up drizzt as a level 25+ character, and elminster as level 30+. There is no way Drizzt in the books (at that time) was anything beyond maybe level 11, but it colored peoples perception of levels for a long time.
The fact remains a level 9 cleric (not level 9 spells, level 9) in 3.pf can call down a miracle equivalent of almost everything God did in the old testament to prove His existance, beyond level 9 it just gets silly.
Well to be that guy Drizzt in 3.0 is lv. 15 but your spot on for elminster lv.31 w/mythic and a template. Also a marty stu.
My reason is they internally playtested for two years and are just refining it. I feel like they are just going to tweak little by little but as a whole its done. In not so many words paizo is going to do what paizo is going to do.
Our aim is to make the game easier to learn and simpler to play, while maintaining the depth of character and adventure options that has always defined Pathfinder. In this version of the game, for example, players can still build a dual-wielding ranger or an elemental-focused druid, but doing so is easier and more streamlined. Along those same lines, a lich is still the same terrifying foe that it’s always been, but now Game Masters can build one to add to their stories in about half the time.
[i]Our aim is to make the game easier to learn and simpler to play, while maintaining the depth of character and adventure options that has always defined Pathfinder. In this version of the game, for example, players can still build a dual-wielding ranger or an elemental-focused druid, but doing so is easier and more streamlined. Along those same lines, a lich is still the same terrifying foe that it’s always been, but now Game Masters can build one to add to their stories in about half the time.[/]
From pg.3 of the play test Using these playtest rules, you can build any
kind of sword and sorcery story imaginable to explore with your friends, family, and acquaintances whose love for imagination and camaraderie matches your own. Seems like a lower power lv is the goal.
I know Goblins are Paizo's bread & butter, but why on earth are they getting a Charisma boost as a standard? And they get to skip the Str penalty every Small race usually gets? Dex/Int, Dex/Con, or even Int/Con would have been preferable Boosts imho, seeing as they're agile, crafty, and known to stomach literal garbage.
Also don't like how all races mature by 20 years of age. But that's a personal quibble.
Care Bear CR 8
XP 4,800
Celestial black bear mesmerist 5 (Pathfinder RPG Bestiary, 31, Pathfinder RPG Occult Adventures 38)
NG Medium magical beast (augmented animal)
Init +7; Senses darkvision 60 ft., low-light vision, scent; Perception +16
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Defense
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AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
hp 125 (12d8+29)
Fort +8, Ref +12, Will +12
DR 10/evil; Resist acid 15, cold 15, electricity 15; SR 13
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Offense
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Speed 40 ft.
Melee bite +11 (1d4+3), 2 claws +11 (1d4+3 plus grab)
Space 10 ft.; Reach 5 ft.
Special Attacks bold stare (sluggishness[OA]), hypnotic stare (-2), manifold tricks (2 tricks), mental potency (+1), mesmerist tricks 5/day (break stupor, enchanting words, reflect fear), painful stare (+2 or +1d6+2), smite evil
Mesmerist Spells Known (CL 5th; concentration +8)
. . 2nd (3/day)—hypnotic pattern (DC 15), mantle of calm[ACG] (DC 15), suggestion (DC 15)
. . 1st (5/day)—adoration[UC], charm person (DC 14), color spray (DC 14), sleep (DC 14)
. . 0 (at will)—dancing lights, detect magic, lullaby (DC 13), mage hand, message, prestidigitation
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Statistics
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Str 17, Dex 17, Con 15, Int 10, Wis 12, Cha 16
Base Atk +8; CMB +11 (+15 grapple); CMD 24 (28 vs. trip)
Feats Endurance, Extended Stare[OA], Improved Initiative, Iron Will, Run, Skill Focus (Survival)
Skills Acrobatics +3 (+7 to jump with a running start, +7 to jump), Bluff +5, Diplomacy +18, Perception +16, Sense Motive +16, Survival +5, Swim +13; Racial Modifiers +4 Swim
SQ consummate liar +2, touch treatment 6/day (Minor)
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Special Abilities
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Consummate Liar +2 Counts as Combat Expertise for some feats.
Damage Reduction (10/evil) You have Damage Reduction against all except Evil attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Energy Resistance, Acid (15) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (15) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (15) You have the specified Energy Resistance against Electricity attacks.
Grab: Claw (Medium) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Hypnotic Stare (-2, 40 feet) (Su) As swift action, target creature takes penalty on Will saves.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Manifold Tricks (Su) You can have mulitple tricks implanted at once.
Mental Potency (+1) (Ex) Increase HD limit and total HD of enchantment or illusion spells by 1.
Mesmerist Tricks (150 feet, 5/day) (Su) Implant hypnotic bond with allies. granting edge vs. foes.
Painful Stare (+2 or +1d6+2, 1/round) (Su) As a free action, hyp. stare target takes extra precision dam from a hit.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Sluggishness (Su) Hypnotic stare reduces target speed by 5 feet, and applies to Reflex saves.
Smite Evil (1/day) (Su) +3 to hit, +12 to damage when used.
Spell Resistance (13) You have Spell Resistance.
Touch Treatment (Minor, 6/day) (Su) Remove certain conditions from creature touched.
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Well it's a reforged yellow ring. in my head canon this ring was made by Parallax to subvert Sinestro “reconditioning”. But he found out and destroyed it. Ganthet found it and in a experiment reform it with some modifications. One is to use fear to motivate and to seek someone with strong morals. He was inspired by Batman
On earth not that much. Due to the stimaga of the yellow lanterns.
Hero lab is being a butt so here is some back story
You inspire great fear.
Four words that change my life. I am no hero by any stretch of the imagination. In fact I am a dirty coward at heart. Always running and hiding. In fact that's how I got this ring. I was hiding in a abandon building after a battle with a green and yellow lantern. A sinister voice spoke to me. Do you wish to master your fear? I promptly ran. But the ring had other plans. It placed in a bubble. Now then as I was saying... After I calmed down and listen to it, I figured the only way to escape this was to accept the "offer". That was 5 years ago.
The jist is he uses his own fear to fuel his ring. when he pushes himself he gets Glowing Eyes of Doom yellow of course
you can take the Magic power as high as you want. None of the alternate powers or "spells" can break power level. So if you had Magic 15, you could use it to buy Flight:15 (which I just made up without looking at how the points break down, but I think it is fine) or Dimensional Travel or something. But your Defenses, Attacks, Saves, and other Power Level limits are still in place.
Catman, a yellow ring user is fine. You will be 2 Power Levels below most Green Lanterns. For inspiration, you might look at the Alan Scott Green Lantern, who has been retconned to be a somewhat street level hero in Gotham pre-Batman.
Personally, I'd prefer to avoid any dramatic shifts or changes to the setting. Civil War, Hero Registration, or a Watchmen-esque take on things kind of spoils the simplicity of using the DC setting.
I'd rather a continuous Heroic timeline; there have been heroes all along, many of the classic big names soldiering on, mentoring, retiring, or dead, though some would surely be continuing on (the immortal ones like Wonder Woman, Dr. Fate, and Deadman, ones without physical bodies, like Captain Atom, Aliens with long lifespans like Martian Manhunter an Supergirl, for example. Don't forget the Marvels either, their powers change them into mature adults; that would work just as well if they are presently adults as well (most were young enough they'd likely be about the same age as their super personas like Captain Marvel/Shazam)
Combat training no longer grants armor proficiency. Cavaliers are the only ones hat get an armored mount from start... But they still suck balls. If you want a martial mounted combatant, you're much better off playing a Paladin or Ranger.
I must say, I think Mythic Adventures did a lot to improve martial characters. I've been using Mythic Vital Strike to be quite effective and able to move and attack. I'm a guardian, so Cage Enemy lets me have true battlefield control. I'm not even particularly optimized, but I'm pulling my weight.
I don't think I'll ever run a non-mythic campaign again. I just wish there were mythic versions of more feats from all the various books beyond mostly Core.
Penance considers the reactions sudden combat readiness strange and without even drawing his blade strides forward and sees what all the fuss is about.