Akyrak

worg64's page

53 posts. No reviews. No lists. No wishlists.



1 person marked this as a favorite.

Shields have bonus AC as normal rules when raised and stop an amount of damage equal to their Hardness when blocking as normal.

All types of Shield have a fixed breakvalue.
On a normal hit and the total damage of the attack before reductions equals the BREAKVALUE of the shield the shield gets one structure damage. (if the shield was used blocking, not otherwise)

On a critical hit and the total damage of the attack before reductions equals the HARDNESS value of the shield the shield gets one structure damage. (if the shield was used blocking, not otherwise)

OBS: Precision damage and/or non physical damage like poison damage & non leathal damage is NOT counted for structure damage purposes.

When a Shield has structure damage it is damaged but can be used normally. It can be repaired by crafting as normal.
If the shields structure becomes 0 the shield is destroyed and can not longer be used nor repaired.

Buckler +1AC, 3 Hardness, 6 Breakvalue, 2 Structure.
Wooden shield +2AC, 3 Hardness, 12 Breakvalue, 3 Structure.
Steel shield +2AC, 5 Hardness, 20 Breakvalue, 3 Structure.
Tower shield +2AC, 5 Hardness, 20 Breakvalue, 3 Structure.
(+4Accover action)

Hardness and Breakvalue for magic shields & special material equal their normal hardness and uses their hp for breakvalue.

Repair
ExplorationManipulate
Source Core Rulebook pg. 243
Requirements You have a repair kit.
You spend 10 minutes attempting to fix a damaged item, placing the item on a stable surface and using the repair kit with both hands.
You can repair one structure damage each 10 minutes. The GM sets the DC, but it’s usually about the same DC to Repair a given item as it is to Craft it in the first place.
You can’t Repair a destroyed item.


1 person marked this as a favorite.

Intresting class and good conversion to P2ed.
However there is one thing I dont like and thats the elemental type damage the bloodhunter gets.
I would very much so prefer necrotic damage to its attack and with some flavor maybe poison damage could be included as well

Just my 2 cents


1 person marked this as a favorite.

They already exist on this forum so I dont think we need to keep it a secret.
It is Under the threads

Lost Omens Products
Paizo Blog: You're A Lizard, Harry
Paizo Blog: Love 'Em Or Leaf 'Em
I cant find the hobgoblin just now but it should be there as well otherwise you can see it on youtube
https://www.youtube.com/watch?v=yx_dl3tuxRw
Pathfinder also has made a movie where they discuss them so it is no secrets
https://www.youtube.com/watch?v=ENSxR9TXbJ0
By designer Mark Seifner where they make a leaf champion character from scratch and talk about the new coming races as well.


1 person marked this as a favorite.
Barnabas Eckleworth III wrote:

Don't take this as any jab. But I have no idea what I just read. I opened the post and saw a big long thing of a bunch of numbers, glanced at it, and hit the back button on my browser.

Maybe it's that I just got off a 12 hour shift. I might try again after a shower and coffee.

Well it might very well be your 12h shift :-) but it might as well be my poor English. Its not my native language and while I can speak rather well my writing has a lot to desire.

I hope you have some patience with me and take the time to read it because it is not really that difficult.

But here is the short version:

1 Remove abilities from the skills (stats)
2 Replace those removed abilities with fixed amount of Talent Point that you allocate yourself to the skills. ( 3 of each of +4, +3, +2, +1)
(with stat increase you get 4 x +1 each time more talent points)

This to get a much more free and flexible skill system.
By being able to choose where the talents are located you actually get better at the skills you want your character to be able to use.
Currently the skills are veryrigid due to the stat allocation to the skills. Hope this helped :-)


2 people marked this as a favorite.

As the current skill system work you get plenty of classes that really cant contribute at all in skill challenges.
Examples Fighters and Barbarians that only are good at athletic pretty much useless in rest.

Even worse is that some skills some classes should logical be good at they are not.
Examples: Intimidation Barbarian, they have no charisma so they are useless in this.
Rangers and Rogues that dont have wisdom and are bad in Perception, instead you have Clerics and Druids being the uber scouts! I mean where is the logic in this?

Worst of all is that you as a player have no freedom at all on what skills you should be good at because how the abilities affect the skills. Not only that there really is no flexibility on what skills you can learn and I for one as well as my playgroup would find it fun and logical as well as flexible if you could pick the skills you would want to be talented in.
Example if you want a Performing Druid you could, or a Occult intrested Fighter or why not a Acrobatic Paladin to mention a few.

Solution to this is easy.
Remove Abilities from skills!
Include talents for skills.

Talent points should exchange the current abilities Points from the skills.

Each character should get Talent Points to allocate to the skills
3x+4, 3x+3,3x+2, 3x+1 (Instead of current fixed abilites/skills)
Each stat increase thereafter you would get 4 more talent point to allocate.
You could then raise current talents by +1 to a max 0f +4
(+5 if you have a 20+ ability)

This would make for a really free and flexible skill system where roleplaying and freedom to be who you want is at focus!

Example: You want to make a silvertounged Diplomatic Wizard with a criminal background that actually are good at what he should be.
You pick
+4 talent in Diplomacy and get trained in the skill
+4 talent in Deception and get trained in the skill
+4 talent in Thievery and get trained in the skill
+3 talent in in Arcana and get trained in the skill
+3 talent in Stealth and get trained in the skill
+3 talent in Perception and get trained in the skill
+2 talent in Performance and get trained in the skill
+2 talent in Athletic and get trained in the skill
+2 talent in Acrobatic and get trained in the skill
+1 talent in Social and get trained in the skill
+1 talent in Lore and get trained in the skill
+1 talent in Craft and get trained in the skill

It might be that you can not train all your choosen skills just as it now due to to few skill but these you can train up along the way or ignore much as it works now

THIS would really make a free and fun character with their own personality and make a lof of different types of personalities even within the same classes.

A truly flexible and intresting skill system for all characters regardless of Abilities and classes!

And it is EASY to implement within the current system as well!


2 people marked this as a favorite.
PossibleCabbage wrote:
Not only that but "I am functional in heavy armor" is for some reason genetic and therefore mutually exclusive with "I am hard to poison" and "I am magic resistant" and "I live in the desert."

I find it extremly unrealistic that dwarf are the only race woth 20 speed.

Secondly that Dwarf in Heavy armor is not possible make it even more unrealistic since Dward should be able to wear Heavy armor without massive speed penaly.

I suggest all Dwarf get 25 speed as well as 5 feet less armor speed penalty.


4 people marked this as a favorite.

I am just curious if any other player group out there have this issue as our group has with the Daily abilities/powers/spells. Especially now with less spells /day. What have happened a couple of times now is that our spell casters when playing use up their spells rather early into the game session and then they feel pretty useless with only cantrips or low to hit weapon attacks. They just dont have a fun time.

This also make them all to often want to hide out and rest and to continue first again when they have gotten their spells back. Same goes for when the party lose all their healing and are afraid to continue because of that. Or worse use all spells up in a inferno of Power and then get back to base and lay low untill they can go out again.

Here I would like to discuss if the former encounter powers from 4th ed and short rest power from 5th ed D&D could be a better option for many reasons and getting rid of the Daily Powers/spells all together.

Encounter Powers would make the game more fun and take away the need of constant need for rest as well that you wouldnt need to keep track of the spells over all day. It also could take away the need for keeping track of buffs time.

Now with the spells nerfed as well as having less spells a change to encounter power ONLY could be that all spell casters got their spells back after each encounter instead.
Make the really strong spells cost 3 actions to cast.
Might be need of taking away 1 spell slot/encounter?

Make the spells into attack spells, buff spells and utiliy spells.
Attack spell could be used once/encounter unless cantrips.
Buff spells when cast was valid the entire encounter or untill dispelled or lost concentration if a spell needed that.
Utility spells is spells used under encounters for tactical benefits like moves similiar or could be used out of combat.

It would get rid of the need of hunkering down taking rest all time untill all Daily Powers was back but it would also make the encounters more intresting and more fluid I feel.
A short rest catching your breath 1min (or 5min) during no combat would get you the encounters Powers/spells back.

What you guys Think of this?
Sorry if this has been discussed Before. Just putting my 2cent in here


1 person marked this as a favorite.

It just doesnt make any sense to get all armor and shield for one mulitclass feat. That is if you have the requirment needed compared to get them by using 1 feat for each armor level and also 1 feat to get shield.
Example a sorceror would get Heavy armor and shield for just 1 feat.