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Character Creation Variant Hope youll understand my notes, english its not my native language.Sorry! Due too the very rigid character creation in terms on that you need specifik "best" race for specifik class and that your class always get the same skills in what you are good, the game become rather static and rigid.
Basicly you start with 10 in all attributes and allocate 18pts-
You can buy a flawed character one +2 and one -2 to attribute but it now cost one ancestery feat. (still max one 18 however.
Secondly the big difference instead of a fixed attribute value to your skill you get a total number of talent points based on your total attributes that you can allocate freely on your skills up to max 4.
Information changes in regard to normal rules for balance as follow: Attributes
Strength Forced march or fatigue roll you use the strength attribute
Skill
Lore All lore abilities use the same lore skill!
Perception (No longer include initiative & Insight) Thievery
Feats
Talented General Feat: You get 2 extra talent points. Charisma 12 is required. NPC have the normal rules stat and class allocation. Only the Heroes use this rules. • Allocate attribute 18 pts (see Below)
Attributes
Ancestry Feat: Flawed +2 pts one stat -2 one stat. A negative attribute affect talent point gained. Talents (Instead of the normal fixed attribute allocation for skills)
An 8 in an attribute affect as follow.
Total your talent points based on your attributes and you can then allocate them freely to the skills
When you gain an attribute increase you also gain additional skill talents based on your increased attribute allocation. You may only increase a talent one point per skill at each attribute increase time.
Strength attribute +2
Ancestries
Race (Starvalue pts) Extra point to buy for
Elf 4pts +0pts Gnome 2 pts +2pts Goblin 3pts +1pts Half-Elf 2 pts +2pts Halfling 0 pts +4 pts Half-Orc 2 pts +2pts Hobgoblin 4pts +0pts Human 1pts +3 pts Leshy 2pts +2pts Lizardfolk 2pts +2pts Shoony 1pt +3 pts Ancestry compliments you can buy based on your bonus point 1pt Hp+2 (Max 10)
Heritage All ancesteries as normal gain one heritage. Physical attributes
Skills
Deception
Arcana
Let me know if you have any questions. Have fun!
I was just wondering if someone has the full three races choises and feats for level 1 to share?
We are to start the Ash campaign this saturday and some of these new races seems very intresting and I would like to be able to see if any of them was to my liking now.
As the subject say I would like to know what feat there is currently in pathfinder 2ed that gives the character a +2 circumstance AC for a action with a weapon and a free hand. I have found two so far. DUELING PARRY [one-action] FEAT 2 Fighter ALDORI PARRY [one-action] FEAT 4 Archtype Aldori Duelist Is there any other of this kind of feat that you know about?
In the adventure Doomsday our playtest Group found the DC ALL to high, especially the DC for climb, seek and disarm. Most or all is above DC 16 up to 21.
Even worse is that some skills some classes should logical be good at they are not.
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.
Solution to this is easy.
Talent points should exchange the current abilities Points from the skills. Each character should get Talent Points to allocate to the skills
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.
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!
As the current skill system work you get plenty of classes that really cant contribute at all in skill challenges.
Even worse is that some skills some classes should logical be good at they are not.
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.
Solution to this is easy.
Talent points should exchange the current abilities Points from the skills. Each character should get Talent Points to allocate to the skills
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.
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!
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 spells into attack spells, buff spells and utiliy spells.
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.
What you guys Think of this?
I have just started playing and have noticed a game balance issue between spellcasters and fighter classes.
It doesnt really feel balanced in the game as it is now. There is several way to handle this like if you cast a spell you can not make a melee attack the same round. Another solution to this would be to implement a strike called controlled strike for 1 attack for 2 actions, max 1 per round as frequency. That for multiattack purposes didnt get any penalty.
But there is possible there is better solutions. Also I think the dual weapon fighting need be clarified as it is now it is not really clarified and balanced. It just feel difficult and off. Dual weapon fighting is difficult to get balanced.
Ready off hand weapon for dual weapon strike 1 action cost.
You get a extra off hand strike for each strike with your main hand you hit with, this with the same penalties as main hand strike.
Only agile weapon could be used for off hand attack to balance the damage output. Something along this line I think could work. I also think all of fighter, monk, ranger, rogue should have the possibilty to dual fight.
What do you all think of my thoughts? |