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Currently rogues suffer both in and out of combat. In combat offensively he lacks the opportunity to land his SA frequently enough. Defensively his poor hp and AC makes him a easy target. Out of combat rogue suppose to be the best skill user but in reality he get matched or even surpassed by other classes. Everyone has his skill rank capped at level+3+ability modifier + feats anyway, so a rogue sneaking is no better than a wizard if the wizard max out his sneak and get a sneaking trait.

So I propose following fixes:
1. Make rogue easier to qualify for flanking. Rogue from lvl X onwards can flank a enemy as long as the flanking partner is not adjacent to him, or even remove the restriction at higher level, making rogue show his worth as long as there’s another friendly adjacent to the target.
2. Defensive roll which works like mounted combat, allow rogue using opposing acrobatic check to negate physical attack, X times per round, with X increasing with rogue level
3. Better skill user. Allow rogue to choose one class skill as his favored skill and add half his class level on it, and then allow the rogue to chose more favored skill as he levels.
4. Modify rogue talents to apply various conditions like shatter armor(AC penalty), negate DR on his SA without sacrificing SA dice. Making rogue’s combat role support fighter and condition inflictor.

Thoughts?


So we all know martials with or without pounce make huge difference, as a standard action attack only deal about 1/3 or less damage than a full attack. Paizo try to use vital strike feat chain to make melee martials' day easier but still seems not enough.

So I created a house rule that every class can make full attack after movement, but at an attack penalty of 1/2 BAB round down. So a lvl 20 fighter can always choose to move and make a single attack with no penalty (most likely a sure hit, but damage potential is low), or move and make a full attack with -10 to attack on each hit (most likely better than single attack, unless target AC super high, and definitely worse than a normal full attack), or deliver the standard full attack without penalty. And any class or ability that originally gives pounce negates the attack penalty.

By doing this I wish to reduce the gap between damage with or without movement, and gives more option to melee charactors.

Any thoughts?


boosting ac hasn't been a good idea since dnd 3.0 to 3.5 to pathfinder, because "ac doesn't scale with level". that's why most martial builds focus on kill the enemy before they kill you, and dump ac when level goes higher.
now the simple question is: would it be broken if we let ac scale with level like bab does, but at a slower rate?

a rough idea is:

all full bab class gain 1 point of "parry" ac when wielding melee weapon at every even class level. This represents their improved skill of parry incoming physical blow. this nets them a total of 10 points of free ac at level 20.

all 3/4 bab class gain 1 point of parry ac when wielding melee weapon at every 4th class level.

all 1/2 bab class doesn't gain any benefit, cause full casters don't bother trivial stuff like ac.

i imaging the 10 points of free ac for PC who goes close and personal wouldn't really help them become impervious to scary monsters, but could make defensive builds more viable.

what's your thoughts on this suggestion?