Suggestions and Concerns of Captain Sir Hexen Ineptus


Alpha Release 1 General Discussion


Dear Paizo,

I am very excited at this new edition of Dnd. I personally believe that the heart of DnD will probably live on more so in your Pathfinder than in 4e.
This being said, I am doing my best to help the Pathfinder RPG become the best game possible, and has devoted my time to hopefully make this possible. So I will go through the sections discussing what I would like changed and why.

Class
Hit point and Base Attack bonus linkage:
This just doesn't seem to work. I personally think there should be no set rule in the two linking. Adding a rule like this does not simplify things, but rather limits and complicates things.

CoDzilla concern.

Spoiler:
Even though there has been steps to reduce this in the new version of Cleric, I still think a few things need to be changed. Working with the concept of the cleric supposed to be the front line healer, have heavy armor, D8 hit die, good fort saves, all to make it possible for a cleric to survive on the front line. This has brought me to a conclusion on how we need to further restrict the raw combat ability of a cleric to keep 2nd and 3rd clerics in the party from taking the role of fighters.
The Cleric needs to get the worst base attack bonus. This being done, you need to modify the spell, I don't know the name, that grants full base attack bonus for its duration. You can create a spell by the same name, and make it do something completely different. Then create a spell by a different name and create a more balanced version of that spell. This would fix the problem probably with out getting into copy written material.
To a lesser degree I think this is a perfect way to get into intermediate saving throw progression.

Intermediate Saving Throw Progression

Spoiler:
This is a common place in classes such as the swashbuckler and the scout. The more useful and effective version of this would look like a poor saving through, with a +1 bonus at level 1, 10, and 19. A number of classes probably should gain intermediate saves in place of good and/or poor saves.
Cleric: (the C in CoDizlla) Should gain intermediate fort saves.
Druid: (the D in CoDizlla) Should gain intermediate fort saves.

Some suggestions:
Fighter: Might want to grant intermediate reflex saves.
Paladin: Might want to grant intermediate will saves.

Skill Points
I am sorry, but I just don't think we should give up skill points. Too often have I seen people split 1 skill point per level into two knowledge skills, and stopped putting skill points into survival because he didn't think he would ever need to feed an army, or need that much food themselves due to a ring of sucedance. So I have written you out my proposal as to how to bring skill points back.

This should replace the first four paragraphs on PG 20.
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Spoiler:
Skills represent some of the more mundane abilities your character possesses. As your character advances in level,
you gain new skills and/or your existing skills improve.

*Acquiring Skill Ranks*

At first level, your character gains a number of skills point dependent upon your class (table 5-1), plus your Intelligence modifier times 4 (x4), +4 if you are human. If you acquire a level in a new class you do not gain the x4 bonus, as this bonus only applies to your first character level. These points are spent into training with a specific skill. At every level of a class you gain skill points equal to your intelligence modifier, plus our classes bonus, plus any racial bonuses.
These skills can be divided into two categories, class skills and cross-class skills. Class skills are those favored by your chosen class (or classes). Your character is most proficient in these skills, as they represent part of his professional training and constant practice. Your character can be knowledgeable in cross-class skills, but you will never be as skilled with them as you will be in those favored by your class. Class skills cost 1 point per rank. Cross class skills cost 2 points per rank. A character may put 1 point into a cross class skill to gain 1/2 a rank, but they do not gain any bonuses till they reach a full rank. A character can not save their skill points for later levels. At every level the minimum skill points a character can gain is 1.
Each rank you have in a skill provides a +1 bonus to your rolls to meeting the DC of a skill check. The max rank you can have in any class skill is 3+ your character level. The max you can have normally in a cross class skill is exactly 1/2 that of your class skill; except if you have more than one class (see New Class Levels section below)

*Advancement Points*
Advancement points are skill points gained by all characters as the advance in character level but at a different rate. At every even character level (At 2nd level, another at 4th, etc.), you gain additional skill points equal to 3 plus your character level. At level 3 and every odd character level after that (1 at 3rd level, another at 5th, etc.), you gain 1 additional skill point every time you increase in character level from then on. So a fighter which at level 2 got 3 skill points for leveling would now gain 4 at level 3, 5 at level 5, etc. If you gain a different class these bonus skill point progress normally but are applied to your different skill list.

*New Class Levels and Skill Points*
As stated above, if you acquire a level in a new class you do not gain the x4 bonus to you skill points, as this bonus only applies to your first character level. If you acquire a new class, you gain an additional skill points equal to skills point dependent upon your class (table 5-1), plus any racial bonuses (such as +1 for humans), plus your Intelligence modifier, plus additional advancement points (see above). All skill points must be spent as class and cross-class skills of this new class. However, if a skill is a cross class skill for one, but a class skill for another, you treat the maximum rank as if it is a class skill. So if a Level 1 Rouge takes a level in fighter for her 2nd character level she may opt to put 2 skill points into stealth sense she wants to continuing maxing the rank of that skill.

*Skill Checks*
Whenever your character is required to make a skill check, roll 1d20 and add, your skill rank, and the appropriate modifier. This must meet the appropriate difficulty check (DC) for the act you are performing with that skill. If you are not trained in the skill (and it may be tried untrained) you may attempt the skill using only the bonus (or penalty) provided by the skill’s associated ability score modifier. Any racial modifiers apply to all of these rolls.


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This isn't perfect, but it is a start. You could have a simple chart for simple play with the original design in a small chart off to the side, to also be used for NPCs. I am also concerned about the amount of skills/skill points players are getting, however that is just a thought. Maybe 5 extra skills over 20 levels would be good enough???

Feats:
I personally hate combat feats. The idea of some feats being converted to combat feats, such as two weapon rend, was a nerfing of feats that were barely useful as it is. That being said, if you plead! on having combat feat "two weapon rend" be made a normal feat again. It barally made two weapon fighting good for fighters as it was, this is a huge nerfing of it. I have also added a number of two weapon fighting feats for fighters on the most part for the changes to make two weapon fighting more accessible for fighters.

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Spoiler:

Perfect Two-Weapon Fighting
Prerequisites

Base attack bonus +16, Greater Two-Weapon Fighting, Improved Two-Weapon Fighting, Two-Weapon Fighting.

Benefit

You can make as many attacks with your off-hand weapon as with your primary weapon, using the same base attack bonus. You still take the normal penalties for fighting with two weapons.
Normal

Without this feat, you can only get a single attack with an off-hand weapon (or two attacks with an off-hand weapon if you have Improved Two-Weapon Fighting, or three attacks with an off-hand weapon if you have Greater Two-Weapon Fighting).

*Fighter Feats:*

Two Weapon Rend
Prerequisite: Fighter Level 6, Two Weapon Fighting

Benefit: When ever you deal damage with both weapons in both hands you deal an additional 1d6 +str modifier of damage. The damage type is the same as your off hand weapon.

Perfect Two Weapon Fighting
Prerequisites

Dex 21, Greater Two-Weapon Fighting, Improved Two-Weapon Fighting, Two-Weapon Fighting.
Benefit

You can make as many attacks with your off-hand weapon as with your primary weapon, using the same base attack bonus. You still take the normal penalties for fighting with two weapons.
Normal

Without this feat, you can only get a single attack with an off-hand weapon (or two attacks with an off-hand weapon if you have Improved Two-Weapon Fighting, or three attacks with an off-hand weapon if you have Greater Two-Weapon Fighting).

Perfected Two Weapon Fighting Balance
Prerequisite: Fighter Level 9 or Base Attack of +12, Two weapon fighting

Benefit: You reduce the minuses to fighting with two weapons by 1. You also treat a one handed weapon as light weapons for the purposes of two weapon fighting.

*Modify Weapon Finesse*

Special

A fighter may select Weapon Finesse as one of his fighter bonus feats. When a fighter reaches 9th level this feat also includes all one handed weapons as being able to use the fighters dex instead of str as a bonus to hit.
Natural weapons are always considered light weapons.

Improved Two Weapon Rend
Prerequisite: Fighter Level 12, Two Weapon Rend, Two Weapon Fighting, Improved Two Weapon Fighting.

Benefit: When ever you deal damage with both weapons in both hands you deal an additional 2d4+ 1 1/2 str modifier of damage. The damage type is the same as your off hand weapon. This damage is in replacement of the normal 2D4 damage of two weapon rend and do no stack.


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Other than this I can't think of it at the moment. I will post more later if I remember anything I missed. I hope this is helpful

Thank you very much Paizo
Captain Sir Hexen Ineptus


CoDzilla suggestions/concerns extended:
I think clerics probably should gain tower shields to compensate, and reinforce their role, if they get the changes above.

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