| Kirth Gersen |
I like what you've done.
I also REALLY like Porpentine's Stealth Rules Rewrite
I haven't done a lot of digging into your Stealth rules - but do you have something comparable?
Thanks for the encouragement!
Stealth is something that bugs me a lot in 3.5/Pathfinder -- as soon as I get the opportunity, I'll eagerly check out the variant you linked. For the most part, I sadly haven't had enough time to devote to skills, I've been so busy with the classes and feats.
Thanks again,
--Kirth Gersen
| Christopher Hauschild |
My paladin catches
Under requirements: Change Knowledge (religion) to Knowledge (The planes)
For class skills, I would recommend adding (blacksmith and construction) as the only option for Craft (though only the craft toxicology would seem immensely wrong), Knowledge religion change to knowledge the planes, Under profession add (all).
Page 2 The martial champion entry should be moved to be between the detect evil and smite evil entries. Under Divine grace change you gains to you gain.
Page 3 Bonus feats were not updated to the version 2 feats. Defensive stance, rallying presence, and shield ally appears to have been removed; also it looks like the fighter talent responsive duelist was removed. I would change the responsive duelist to riposte, and add for bonus feats defend ally, defensive rebuke, lead the charge, and vigilant defender (not 100% sold on vigilant defender though).
Page 4 Shared defense, second bullet point At 8th level, “the above” rather than “this”.
Page 5 Aura of endurance should give a +1 bonus not penalty to endurance checks. Change marshal’s aura lesser, to marshal’s aura, superior.
Page 6 Under divine armor. You can use this ability once per day at “2nd” level.
Page 7 Continuing under divine armor beyond “2nd”, to a total of four times per day at “14th”
level.
Page 8 Change the two references of sacred servant to paladin in the last paragraph of the symbol of divinity section.
Page 9 under the annihilate undead feat: Do you really want the save DC to be based upon ½ the prestige paladin’s level, I think your divine caster level may be better unless you want the five levels needed before taking the class to be a tax or you want to make it open to multiclass bards.
| AdAstraGames |
AdAstraGames wrote:I like what you've done.
I also REALLY like Porpentine's Stealth Rules Rewrite
I haven't done a lot of digging into your Stealth rules - but do you have something comparable?
Thanks for the encouragement!
Stealth is something that bugs me a lot in 3.5/Pathfinder -- as soon as I get the opportunity, I'll eagerly check out the variant you linked. For the most part, I sadly haven't had enough time to devote to skills, I've been so busy with the classes and feats.
Thanks again,
--Kirth Gersen
Stealth bugs me as well. In large part because I've got friends who've been trained by SOCOM, and have gone through their "two week training" courses. While Porpentine's rewrite isn't perfect, it's about six major steps in the right direction.
The big changes (and their ripple effects):
Invisibility becomes a much smaller Stealth bonus, but essentially allows you to use Stealth in situations where it's otherwise flat out not possible.
The two 'low level' Hide in Plain Sight abilities from Shadowdancer and Assassin got toned down to 'weaker invisibility bonuses' - they allow Stealth in a wider range of circumstances and got renamed Hide in Shadows.
The high level Ranger Hide in Plain Sight ability got improved; a 17th level Ranger in his favored terrain is a terrifying thing. I'd say 'to see', but, well, you really won't see him.
There is now a category for "Mundane Invisibility" - opponent is blinded, you're behind full cover, opponent does not have appropriate vision to see where you're at.
Darkness becomes as good as Invisibility in some situations, better in one major way, and worse in others. Darkvision becomes more valuable.
Stealth becomes somewhat easier to use, but isn't a "I'm Stealthed, You're Pwned." modifier.
It's also considerably more consistent and better organized.
And, TriOmegaZero, good luck on your deployment. Keep your head down. Having it shot off would greatly reduce the entertainment value and utility of your posting here. :)
| Dreaming Warforged |
I've been enjoying reading the document so far. Great work, many thanks.
The problem I would face is with PbP. I find it a bit harder to implement too many houserules in this format of gaming, as it creates an obstacle for new players who have to ingest a lot of things from the get go.
Someone shares my concerns?
| Kirth Gersen |
Frank put up a discussion of the Diplomacy skill if you have the patience for it.
I was anxious to see what he had come up with -- but, typical for him, he correctly points out what's wrong with it but doesn't provide actual mechanics for a workable solution (as opposed to a hint as to what direction he thinks it would take).
TriOmegaZero
|
TriOmegaZero wrote:Frank put up a discussion of the Diplomacy skill if you have the patience for it.I was anxious to see what he had come up with -- but, typical for him, he correctly points out what's wrong with it but doesn't provide actual mechanics for a workable solution (as opposed to a hint as to what direction he thinks it would take).
He did have something on the 'separate the Diplomacy roll from the Attitude roll' bit, I think. I'll have to read more indepth and figure something out.
| Kirth Gersen |
Looking through the races, I just noticed that the wood elves' Woodcraft ability says to "choose one of the following options," but there are no options listed.
Sorry -- that's been superseded by the favored terrain (an existing mechanic that does what I wanted the options to do). Delete that entry entirely.
| Aelryinth RPG Superstar 2012 Top 16 |
Open Review of Feats. I don't know if you include other feats in your campaign or these are merely the ones you included. Suprised you didn't have Arcane Thesis, for instance.
======================
Aberration blood/heritage: I don’t mean to sound weird, but you have obvious physical malformations from this feat. Why are there no social interaction penalties? You look monstrous and ‘inhuman’ (sub whatever race you are.)
Ancestral Weapon: Should probably reiterate that you can add magic to the weapon without needing a spellcaster or item creation feat…just add gold! At the same time, having to spend a feat on something you can do by having a party member handle for the same cost is pretty strange...and in the end, rather useless.
Breadth of Experience: Should probably include Craft skills. In all honesty, this should simply be a starting trait possible for demi-humans who start the game older then normal. Otherwise, bonuses to this stuff are subsumed in the int/wis/cha bonus as you age.
Chaotic Mind: Should have a Lawful counterpart against Luck Bonuses (Fateful Mind?).
Eagle Eyes: I’d add ‘or racial bonus to Perception checks’ so that, well, eagles can take advantage of this feat, and normal elves DO have better eyesight.
Eldritch Claws: I’d have the order of silver/iron be elective. Someone with a fey bloodline/heritage might want cold iron earlier, someone with a celestial heritage might want silver.
Fey Heritage: Any bonuses or penalties to social skills for choosing an obvious heritage? Bonus with fey, penalty with non-fey would seem appropriate.
Intimidating Prowess: Really feel this should be a core choice for the skill, and not a feat. It would also mean less feat expenditure for having a skill actually useful outside of combat.
Iron Will/Great Fortitude, etc: You toned the level 11 jump down to +3 instead of doubling it to +4? Is this because you combined it with the Improved feat?
Mind over Body: Is that 1 pt/day or 1 pt/stat/day? Always thought it was the latter?
Moral training: Sounds like a paladin thing. Philosophical Understanding speaks more to the heart of this. Might want to change the title.
Paragon of Agility: Note that an attack using weapon finesse is, in effect, a Dex Check.
Power over Shadow: I’m assuming this hugely powerful feat would be subject to DM approval only. Basically planeshifting for free.
Racial Heritage: If changelings or dops are in the campaign, they should also be able to qualify for this. They thus ‘adopt’ another race as their own. There is a match to this feat in Eberron.
Rapid Metabolism: This effectively amounts to + your Con bonus in hp/day. This is not worth a feat. Something more akin to your Endurance in hp/hour might actually be useful…you would generally completely heal over the course of a day, but not between fights.
Or, you could scale it…at low levels, Endurance/day…at medium levels, End/hour, and at high levels making it fast healing 1/minute.
Sharp Senses: Not sure why Skill Focus is a pre-req for a RACIAL feat. Remove it, and you can have particularly sharp-sensed animals and monstrous things. Have it add +2 or +4 to their racial bonus.
Skill Focus/Skill Synergy: Make a side note that Feat bonuses (focus, synergy) cannot be granted by magical effects.
Social Training: Charisma is about force of will and personality, not schmoozing…those are skill checks. A sorceror doesn't have to practice being sociable! Probably should rename this Soul Aflame or Force of Personality or something.
Skilled: Note because this is a Competence bonus, it won’t stack with anything magical that actually enhances the ability-skills you want, making this less then useful. Just make it a Feat bonus (skilled) so you get the +1 all the time. Might even double it at 10.
Stone Sense: I’d move the reqs down to 5/5 so it can be taken at a lower level. Dungeons are the bomb at mid-low levels, when this would be the most fun to have.
MAGICAL FEATS..
Alacritous Cogitation: Spell you KNOW (as in your spellbooks) or spell you memorized today? ‘know’ should be clearly defined.
Allied spellcaster: this is hugely misleading. You mean if he and I both have magic missile memorized, we both gain +4 to all our checks, +1 to level, if he casts acid arrow and I cast fireball? Rewrite this.
Battle touch: You reference Hold the Charge in this feat, with no reference/explanation. Battle Touch is, um, misleading. Go with Fist of Arcane Fury or something that clearly shows hand attack and magical power.
Boost, Arcane: What the heck is an Arcanum? :)
Break Wards: No pre-req? IOTSV are Abj specs.
Counterspell, Improved: Misspell ‘archmages’.
Diviner’s Delving: For fairness’ sake, I’d make the pre-reqs “or divination specialist.”
Evocation, Piercing: Is this feat supposed to replace Piercing Cold and Scorching Fire, which do damage equal to half their damage even to those immune to such things? If you want to establish equality, just have the spell ignore half of resistance or immunity, or a straight half of the spell is considered untyped, like a Flamestrike. Too many of these variable condition damage spells/feats around.
Familiar, Obtain; Obtaining a familiar ‘cakes’ 24 hours….should be ‘takes’.
Imbue Item: One feat for ALL the item construction feats? Interesting.
Innate spell: No level req?
Master Craftsman and Imbue Item are redundant…Imbue Item does everything Master Craftsman does, and a whole lot more.
Nameless: generally speaking, the nameless are also immune to geas, quests, and curses, too, from a historical sense.
Natural Spell: the power and soul of the druid class, and still no fix? J I must ask why an arcane spellcaster using Polymorph Spells can’t gain the same benefit, as wild shape and polymorph now operate under the same rules.
Practiced Bloodline: Name it Vigorous/Vital/Hearty Bloodline. How does a Bloodline practice?
Preparation, Arcane: You might want to iterate if the sorc needs a spellbook or not to accomplish this. “Spells you know” can be very widely interpreted.
Shield, Arcane: In effect, this overlaps with Arcane Boost, except the boost from Arcane Boost is typeless, stacks with anything, and can be taken at level 1. This requires level 10?!? I’d just strike this if you’re going to use Arcane Boost.
Spell Focus: Why don’t you just double it at 10th level and get rid of Greater Spell Focus.
Somatic weaponry: Fairly useless, unless you add the caveat “You are still considered to be wielding your weapons for all purposes while spellcasting.” Thus, the caster could take advantage of defender bonuses from a weapon, and do AoO. Note this feat doesn’t allow you to inflict touch spells with those weapons…might want to add that as well.
Spell Mastery: Suggest bringing in Improved Spell Mastery to reflect the old Mage Lord ability: Spells that you have Spell Mastered you may cast spontaneously by giving up your memorized spells. Also, kindly iterate that if your Int increases, you may (or may not) add to your Mastered spells. This could be a viable solution to the ‘Spontaneous Spell chain’ problem.
Spontaneous spell: See Spell Mastery. I would expand this to automatically include any spells as a ‘list’ in a specific Domain, i.e. Spontaneous Domain.
Staff Fighting: Do you really want to give out a feat that could grant someone +12 dmg on weapon attacks for owning a staff of unseen servant that they never use the charges on?!?
Summon Item: There you go using that Arcanum phrase again. This is a feat, not an Arcanum or class ability.
===================================
Arcane Metamagic:
Pre-Modified Spells: There is a problem with your stacking rules. A Still, Silent Maximized Fireball is exactly the same level as a Maximized Fireball. In effect, as long as you can pile on +1 or +0 effects, you should, which by extrapolation should result in ALL spells with metamagic being Still and Silent, Concentration, Deafening, Disruptive, Blistering & Burning & Searing or Flash Frost/Numbing Cold/Piercing Cold/Uttercold, Extended, Focused, Invocation of the Knife, Poison, Extended Ray, Selective, Reach, Transdimensional, Coercive, Channeling spell, if written down as spell. After all, it doesn’t require the feats to learn them as spells, so if just one person can pull this off, they can help EVERYONE to pull it off.
In effect, any level 1 Metamagic feat becomes FREE as soon as you add any other metamagic feat. Is this your intention?
Invocation of the Knife: Um, why have Piercing Cold or Searing Spell if you have this? It effectively does the same exact thing. Or do they combine to deal 100% dmg? (DR has no effect on magical dmg, even if slashing). And it overlaps with Piercing Invocation, too…too many feats doing the same thing.
Lynchpin Spell: Um, this is exactly what Vancian casting is supposed to represent, or normal spell preparation…you do all the casting ahead of time, and then release it boom, boom, boom.
Widen Spell: I’m missing something. The original feat doubled all dimensions (length, height, breadth) at the cost of +3 levels. If you wanted to break it down, I suppose you could say each dimension costs +1 level.
If you want to triple the dimension instead of double it, add +2 levels. This would result in a +6 modifier for your fireball, making it level 9 with a 60’ burst radius.
====================
RESERVE FEATS:
Aquatic Breathing: So, just memorizing Water Breathing is enough to have it always working. Heh. Might want to reduce the level of Water Breathing to level 1 or 2.
Arcane Strike and Blade of Force do effectively the same thing…the only difference is strike incorps against counts as magical. Fold them into the same feat with both benefits, i.e. if you have a Force Spell memorized, it can hit incorps.
Hexblade’s Curse: How is this a Reserve Feat?
Minor Shapeshift: Some people have noted that gaining +hd in temp hp/rd is extremely nice…that’s a LOT of DR for a swift action.
===============
Combat Feats:
Bane of the Clockwork: Fortitude Save or critical strike related, possibly?
Black Doubt: Remove the Bluff check. You already restricted it to a single opponent, AND the bad guy has to miss for the feat to work at all. In other words, if you’re lucky enough that he misses his first, his iteratives won’t hit. Originally, it worked against ALL attacks from ALL enemies during the round.
Charge, Sidestep: You might want to fold the Hold the Line and Steadfast abilities into this one anti-Charge feat.
I.e. you get an AoO when you are charged. You are considered automatically braced for charges. You may choose to use the AoO to sidestep instead of attacking.
I would also add a kicker…if charged by a mounted foe, they may not use their Ride skill to neutralize your braced hit unless they stop their charge and retreat outside your reach. Simply put, you should NEVER charge someone with this feat.
Dirty Fighting: Has no effect on spellcasters or archers (non-melee opponents)? Gives a whopping +2 to hit unless you have SA? Must be a rogue feat…but what Rogue wants to be the center of attention?
Giant Slayer: Typo “and you successfully use the Acrobatics skill ‘to’ enter the space of…
I would remove the ability of Gnomes and Dwarves to double the bonuses, else you should give it to Rangers with Giant FE’s. Furthermore, they shouldn’t receive the attack bonus…their racial enemies are orcs and kobolds and goblins. Give them their half of the feat for free, and they can take the full feat to get the remainder of the bonus. Gnomes already profit immensely by being size S.
Improved Initiative: Is Feat bonus now a typed bonus for you? Otherwise, it should just be a +4 bonus to Init. If you follow my suggestion above, just note that only feats can grant a feat bonus.
Initiative, Superior: The duelist ability is half a feat…the Epic Feat adds another +4. I would simply have it scale with BAB like your other feats and be done with it.
Intimidating Smash: Intimidate checks are now Bluff checks? Furthermore, the very nature of the feat supposes a powerful blow, so I’d add Str to the check as a bonus, if the warrior can’t already.
Power Attack: Define if you MUST take the full penalty, or can take a lesser one if you so choose.
Practiced Fighter: This should extend to both Fighter levels and Fighter BAB for feats that improve by BAB (in effect granting a bunch of +1 bonuses he wouldn’t normally have) up to his HD.
Scything Blow: This is a killer bonus against PC’s, the same way Brilliant Weapons are…and adds up to a +7 bonus to hit at high level? That’s better then the whole weapon spec tree. I suggest the Lion feat from OA…+2 to hit against Armor/Nat Armor, take 1/3 levels, stacks. Lots of bonuses TH devalue the value of armor.
Sidestep: To keep this fair, it should burn one of your AOO uses, just like sidestep charge does.
Skirmish:
I think you need to break it down a bit better.
I.e. You may charge and make a full attack instead of a single attack. The normal modifiers apply.
You may make move, make a Skirmish attack, and move away. If you have iteratives, you may move 5’ between attacks. You must move at least 10’ before starting this sequence of attacks. Successive attacks may/may not? Be used against the same opponent.
If you have the Vital Strike feat, successive iteratives while doing moving Skirmish attacks do Vital Strike damage.
Strike Ride-by, Flyby, Shot on the Run from Sources. These should be folded into the Spring Attack feat if you have Mounted Combat, Point-Blank Shot, or a fly speed.
Spring Attack: Because you have changed the nature of this feat, you need to define if all the opponents you are trying to hit cannot make AoO’s on you during the entire course of your movement, or only if they are the target of your next attack, or what.
Student of War (combat): This ability should also supersede the Knowledge Devotion skill. Aberrations and oozes should also have Knowledge (Nature)/Survival as alternatives, as they are enemies of the Druids. There might also be exceptions for those with Subterranean as a Favored Terrain for Survival checks.
Unskittering Attack: Fold it into Pierce Magical Protection as a feat chain, and you’re good.
Whirlwind Attack: Within reach or adjacent? Reach/whirlwind can get nasty.
Armor Feats:
Impact Reduction: Armor Specialization 2/- that stacks with adamantine armor and/or class benefits would be much more useful. Note that this feat is useless against anything attacking with claws and teeth!
Deft Strike: The same thing as Scything Blow (redundant). Either limit the usefulness (make it a standard action, Power Attack does the rest) or it becomes overpowered. +7 TH on top of everything else is huge. And note again, it works best against the PC’s.
Pulverize Foe, Skewer foe, etc: Make it one feat, and pick a damage type (like Melee weapon Mastery). No need for 3 feats.
TW, Bear Fang: You subsume High Sword, Low Axe, but don’t allow a sword to be used with the feat?
Two Weapon Versatility: Restrict the ‘sharing’ of magic to ‘Primary weapon applies to Secondary’. Otherwise, you get ridiculous +1/+9 and +5/+5 combos. With this, the primary weapon bonuses apply to the secondary, reducing its cost to very little without overpowering the style. If you don’t, you could end up with a +19 weapon.
TWF, Improved: I don’t see anything there about being able to attack with both weapons as a SA (double slice?)
Versatile Blow: Does this include feats as special abilities?
Weapon Finesse: Allowing Str+Dex to add together, in addition to all the other benefits of high Dex, is probably overpowered…but your call.
Weapon Finesse, Special: The only relevant portion of Weapon Finesse is the extra stuff at +11 BAB or higher. It should simply apply, and taking the Weapon Finesse feat IN ADDITION, should not be required. Call it Powerful Finesse for any weapon you have Focus in.
Weapon Focus: +3 to hit with a specific weapon, vs +7 for Deft Strike for any weapon.
Weapon maneuvers, Greater; You’ve got skill vs forceful maneuvers all lumped together, here. Break out the tricky stuff from the brutal stuff.
Also, the Halbschwert effect should increase the weapon size to Medium, not ‘any weapon’. It’s still a huge improvement.
Weapon Spec: No longer restricted to Fighters, eh.
RANGED FEATS
Deadly Aim: Clarify if they have to take the full penalty or can choose a lesser one.
Power Throw: Adopt the 4e rule that Str applies to M or L thrown weapons, and Dex to L thrown weapons, and just use Deadly Aim.
Point Blank Shot is now better then Weapon Focus/Spec and applies to all ranged attacks, not just one weapon.
Weak Spot: Dex to damage should probably not apply, either.
STANCES
Combat Expertise gives an AC bonus without a TH penalty?
Note that Fighting Defensively in 3.5 scaled at 5 ranks, 10 and 15. The penalty TH was always –4, the AC was –2, -3, and –4, and doubled for Total Defense. It kept scaling, also.
Flanking, Adaptable: You overwrote it. It doesn’t matter what square you are treated as being in, if ALL opponents adjacent are treated as flanking. If your friend is right next to you, he’s still flanking with you.
Giant’s Stance: Due to size stacking problems, you ‘might’ want to restrict this to one size larger then a creature of your size normally wields. Otherwise, you get Enlarged Heavy Oversized Greatswords reaming out 6-36 dmg.
Hold the Line: You made it a stance, consider just mixing it with Sidestep Charge up higher. Also, you might want to penalize or eliminate the ability of a rider to make a Ride check to neutralize the AoO, unless he immediately stops the charge.
Quick Recovery: This is highly abusable. You’re basically giving anyone with a full attack a +AC for missing with his last iterative.
Spellcasting Harrier: You should explicitly state that using Spell-like and/or Supernatural abilities also provoke.
Steadfast Pike: I suggest doubling the benefit if the polearm is braced.
Vigilant Stance: Is this supposed to replace the Thicket of Blades, as well? Because Thicket of Blades also works against withdraw maneuvers and 5’ steps, and Spring Attack and whatnot.
STRIKES
Bleeding Strike: Confirm that fast healing/regeneration will stop the bleed dmg.
Daunting Strike: This should be noted as mind-affecting and a fear attack, and as such useless against creatures that do not feel fear, either.
Decisive Strike: This should also be available to fighters, as it emulates the level 16 alternate class feature of the Fighters from PHII.
Follow Through: worded poorly. “IF you have the Combat Reflexes, you can continue making extra Attacks of Opportunity against opponents in reach. Every such strike after your first blow takes an AoO usage. If your BAB is +6 or higher, you may take a single step between strikes, to a total distance of 5’ squares equal to your speed (ex. 4 squares = 20’ move).
Note that this ability effectively grants a Whirlwind attack up to your # of AoO’s, which rather takes the wind out of Whirlwind.
Insightful Strike: This steps on the Duelist-derived feat that does the same thing. Combine, declare when the strike is taken whether you are using Int or Wis, and make it unchangeable.
Penetrating Strike: Not sure why you have the feat that ignores 5 DR if you have this, and it’s so much better.
Rallying Strike: I trust you are allowing the Fighter to know the CR of the opponents he is facing to see if he can use this strike, right?…
The mechanics are clunky. Not sure how you can reword it…and this has to be a supernatural healing effect. Highly magical. I’d restrict it to people who can channel, not just anyone.
Steely Strike: So you gain +1 th per-1 AC? Why not just expand Expertise into the complete Offense/offense/defensive/complete defensive arena? This is just Expertise reversed…and much beloved by Shock Trooper lovers in combo with Power Attack.
Unstoppable Strike: It doesn’t emulate those abilities, which are all standard actions or even faster. This is a full round action, and so hideously slow. I don’t know who would dare use it.
BTW, are there rules for interrupting strikes?
DIVINE FEATS
Divine Impetus: Include language restricting it to 1 extra/rd? As written, he could sacrifice a dozen channels for a dozen swift actions. You might or might not want to disinclude spellcasting from those actions, too. This is a line to multiple quickened spells/rd.
Domain, Extra: Note that you don’t gain the ability to cast any more extra spells/day, you just have access to them as spell choices. And forgive me, but why is this a 17th level feat?
Godhammer should be restricted to clerics with specific domains (War). It IS a reserve feat…they all have similar restrictions. This is analogous to giving away Reserve feats for any type of spellcasting…who needs an acid spell memorized?
Spell Focus, Malign: This should be Spell Focus, Aligned. There is a Good version of this feat, and presumably lawful and Chaotic variants.
Violate Spell: this is arguably more dangerous then a Sacred Spell, which is arguably mostly useless (look, it does half the direct damage against something mostly immune to it. Or ¼ on a save…yay, useless Flamestrikes!) +1 level modifier should be at least +2. Unable to heal this wound in ANY way is basically ability drain against hit points unless you can find a Good area to rest in…like those are coming out of the wood, and it makes combat healing impossible. Even the fact it’s restricted to one spell/feat doesn’t take away from its power. At +1, in your system, it’s basically ‘free’ if you add any other damage causing metas to it.
Just my 2p.
==+Aelryinth
| Kirth Gersen |
Pre-Modified Spells: There is a problem with your stacking rules. A Still, Silent Maximized Fireball is exactly the same level as a Maximized Fireball. In effect, any level 1 Metamagic feat becomes FREE as soon as you add any other metamagic feat. Is this your intention?
I'm still looking over your other comments (some very good, some a bit off-base), but let me address this one immediately: the language "(to a minimum +1)" means that +1 does not become +0. Perhaps I could have written that more clearly, or repeated it or something, but there you have it.
Another couple of quick responses: Defensive Fighting, Combat Expertise, and Elaborate Parry are all a unified mechanic now (see main Houserules document). Feats negating armor bonuses are now OK (if not potentially important), insofar as fighters in particular can jack their armored AC through the roof using the Armor Training talent and a shield (esp. with Combat Expertise). There are lots of ways in these houserules to get very big numerical bonuses; there are an equal number of ways to negate them. That's mostly on purpose.
| Christopher Hauschild |
Few more catches
For bards, I just now noticed on the spells known table that they can only learn 5+1 1st level spells, but they can learn 6+1 spells of 2nd -4th level at 20th level.
Another thing is that on the Inquisitor and monk the penetrating strike's and ki strike's +4 enhancement overcomes any damage type and lawfully aligned respectfully. In the pathfinder core rulebook page 562 +4 weapon enhancement overcomes adamantine automatically. The +5 bonus overcomes alignment based DR automatically.
For the inquisitor
Page 1 Add (all) to the profession skill. I noticed you removed long bow and replaced it with the heavy mace, I assume this was intentional. Finally for the judgment's section in the back you removed the increasing bonuses per round, but left the reference to them increasing each round in the main section. Did you want to re-include this round by round improvement to your judgment section at the end?
Page 2 Somewhere in the judgment section do you want to include a clause “If the inquisitor is evil he gains a profane bonus instead of a sacred bonus as appropriate. Neutral inquisitors must select profane or sacred bonuses, once decided the choice cannot be changed.”
For table 2 do you want the inquisitor’s spells known to match the bards? My first reaction says that it should, but since the spell lists are different there may be a good reason for them not to match. Finally, You can use spells of this level only if your “Wisdom” bonus is high enough to provide a bonus spell. Right now it states charisma.
| Christopher Hauschild |
Both the Skills survival and Knowledge (lore) allow you to identify giants, is that intentional?
Uncivilized humanoids, they are not listed as being identifiable in the survival skill, and it just says "humanoids" in the profession mining skill. Should be clarified I believe. Also I did not see vermin in either skill, may have missed it
Identifying civilized humanoids is not specifically stated as being possible in the Streetwise skill
Continuing on about the inquisitor
Page 3 Spells, Acid splash the s in splash should not be capitalized, lesser restoration is out of alphabetical order, undetectable alignment is under 1st and 2nd level spells, greater magic weapon, greater invisibility, greater command, mass cure light wounds, mass inflict light wounds, mass cure moderate wounds, and greater dispel magic are out of alphabetical order.
APPROBATIONS Under detect evil add “Finally, if your deity is chaotic rather than lawful you can detect law.” Or similar wording at the end.
Under exorcism I think the DC should be based off of character level not caster level. Under oathmark change presses to press and knows to know.
JUDGMENTS for resiliency add (magic) after the +1 in the table
| Midnightoker |
Hey Kirth
About the critical Dodge I am fine with just changing to 10 + BAB of opponent.
Personally I dont mind the 1/ day things but hey I usually run the monsters..
With that said I can see TOZ's point and yours. I recommend changing it to once per encounter instead. That way a DM has a little more discretion on how often (based on the length of 'encounters') and PC's get to use it more than once per day.
I implimented a once per encounter "action point" (similiar to your hero points but I also have Destiny Points in my campaign so action points are slightly weaker).
As for the Heritage feats here is what I would recommend:
Make a Heritage Feat that looks something like this:
Abnormal Heritage
You possess heritage of unusual nature. The bonuses below is based on the player's choice:
Aberation: +1 grapples, +1 to AC against rolls to confirm criticals +2 to perception and a +1 on will saves.
Fey: +2 Illusion and enchantment, +1 deflection to AC
Dragon: Immunity to paralysis, resistance 5 of chosen energy type
(yadah yadah yadah)
In addition to the above bonuses you have a small interesting characteristic that bonds you to your heritage. This mark when revealed grants a +2 for charisma checks with creatures of the given heritage. This characteristic also grants an equal penalty to interacting with people who fear your heritage when the characteristic is revealed.
you get the idea
depending on how long you want to make the feat you could have additional bonuses granted as the character grows in level as he is coming into his heritage (much more minor than the sorceror's bloodline)
not that the above bonuses are balanced or appropriate for certain feats
as long as the feats dont always pertain to magic but more with the monstrous parts of the race I don't see anything wrong with it. Some characters make whole backstories based on finding their heritage.
Just my thoughts.
and Kirth lastly I just want you to know the things I say to you about your system I do because I like it so much. I make alot of my own stuff for games (particularly monsters and magic items) and I recognize what I do isn't always perfect. This is why I always suggest things to you (and people on this thread), is because even if you disagree and think it should stay the same I get another point of view on why, which lets me eventually decide for myself to use it or help with the system that alot of people really like.
| Midnightoker |
So I looked over the favored soul a bit
A few questions :)
One (just curious) why favored soul instead of Oracle? did you merely like the DnD name better? it seems to reflect the pathfinder oracle more than the favored soul in the sense of curses and revelations so I was just wondering.
Two: are all the Final Revelations meant to be equal in power (relatively anyways) or is this dependent upon the type of Favored Soul?
For instance The Cult Favored soul gets the fiendish or pseudonatural template... at 20th level.
Where as (just a random one) the Contemplative Favored soul becomes a magical creature Outsider and gets Damage reduction 10/alignment where the alignment is chosen.
I am not sure how Fiendish was updated for pathfinder but I was definitely thinking the Psuedonatural template was nothing special (even in 3.5 I thought it was pretty lackluster and that the alienist was a less than reputable class other than flavor wise)
even these two I am curious how they stack up against Bones favored souls (my opinion the most powerful final revelation)
Upon reaching 20th level, you become a master of death. Once per round, you can cast bleed or stabilize as a free action. If you are brought to below 0 hit points, you automatically stabilize. You can cast animate dead at will without paying a material component cost (although you are still subject to the usual Hit Die control limit). Once per day, you can cast power word: kill, but the spell can target a creature with 150 hit points or less.
I understand this is as written for pathfinder but JESUS CHRIST. basically they get free undead by walking into a graveyard or going to slaughter something automatically stabilize (eh) can cast bleed and stabilize for free (also eh).
Lets not forget the most staggering part (to me anyways) Power Word Kill once per day on top of your normal spells AND its better than normal.
To me its almost in comparable. Now in your system this isn't too big a deal (after all most can do something comparable) but in comparison to some types of Favored Souls it seems un-level
Now I know what your thinking, Who actually plays to 20th level right? Its a capstone, by that time you are pretty much done so who cares.
That is definitely true, but a capstone is also the flavor text, some players fantasize about that day when their character can do the amazing ability (even if they never reach it) and if that character ever gets used in their campaigns as a high level NPC (likely, I do this all the time though not necessarily with 20th level always)
I would like to hear thoughts (yes anyone that wants to jump on the pig skin :) ) on whether this goes left or right. maybe I am just way in left field here
Also
Do feats that say epic just mean epic in the definition of the word or do they refer to after 20th level?
I figure its the former but just some clarification
| Kirth Gersen |
1. For bards, I just now noticed on the spells known table that they can only learn 5+1 1st level spells, but they can learn 6+1 spells of 2nd -4th level at 20th level.
2. Another thing is that on the Inquisitor and monk the penetrating strike's and ki strike's +4 enhancement overcomes any damage type and lawfully aligned respectfully. In the pathfinder core rulebook page 562 +4 weapon enhancement overcomes adamantine automatically. The +5 bonus overcomes alignment based DR automatically.
For the inquisitor
3. Page 1 Add (all) to the profession skill.
4. I noticed you removed long bow and replaced it with the heavy mace, I assume this was intentional.
5. Finally for the judgment's section in the back you removed the increasing bonuses per round, but left the reference to them increasing each round in the main section. Did you want to re-include this round by round improvement to your judgment section at the end?
6. Page 2 Somewhere in the judgment section do you want to include a clause “If the inquisitor is evil he gains a profane bonus instead of a sacred bonus as appropriate. Neutral inquisitors must select profane or sacred bonuses, once decided the choice cannot be changed.”
7. For table 2 do you want the inquisitor’s spells known to match the bards? My first reaction says that it should, but since the spell lists are different there may be a good reason for them not to match. Finally, You can use spells of this level only if your “Wisdom” bonus is high enough to provide a bonus spell. Right now it states charisma.
1. Agh! That's a fairly egregious error. The max should be 5+1. Yes, I know the Paizo bard can learn more low-level spells at higher lever, but this bard is better in pretty much every other way, so...
2. We've been using a sort of 1st ed. equivalence system of magic = +1, silver = +2, cold iron = +3, other stuff = +4, adamantine = +5. Like the rest of our house rules, that's subject to change by majority approval. Anyone who prefers the Paizo equivalence system should by all means use it.
3. OK.
4. Yes, it was.
5. The end ones should hopefully represent the "final" APG versions; the note in front is an artefact from the playest and should be deleted.
6. Yes -- good point. At the beginning of the section, add, "Note: Although all bonuses are expressed as sacred bonuses for the purpose of brevity, inquisitors who worship evil gods and/or serve evil causes gain profane bonuses instead."
7. Yes, it should match the bard's.
| Kirth Gersen |
One (just curious) why favored soul instead of Oracle? did you merely like the DnD name better? it seems to reflect the pathfinder oracle more than the favored soul in the sense of curses and revelations so I was just wondering.
Two: are all the Final Revelations meant to be equal in power (relatively anyways) or is this dependent upon the type of Favored Soul? Now I know what your thinking, Who actually plays to 20th level right? Its a capstone, by that time you are pretty much done so who cares.
1. To us, an "oracle" is like the Oracle at Delphi -- it should give cryptic advise based on visions. Before the APG came out, our home campaign already involved a quest for the "forgotten Oracle" (in the latter sense). None of us liked Paizo's proposed class name, so retaining that name, rather than the existing (3.5e) Favored Soul, was therefore rejected.
2. Actually, you pegged my thoughts exactly. In my experience, 3.5e had a "shelf life" of about 10 levels of good play, and another maybe 3 or 4 of increasingly erratic and lopsided play. I had hoped to extend the "good" play to maybe 14th, with another maybe 4 or 5 levels of wonky play after that. In either case, 20th level was still pretty much off the radar.
So: yes, I agree that, as a matter of good game design, they should be all equal. And so should the cleric's Domain Exemplar abilities, and the druid's Numinous Hierophant abilities. But in practice I expended very little effort in making sure that was actually the case, given that there were far more pressing, lower-level corrections that needed to be made.
| Bwang |
Added to the consensus, that helps. My gripe with 3/day is that it's even harder to keep track of than 1/day.
+1
I work my magic on spell points and a player has begun bringing glass bead tokens from her M:tG days to track hers (looks like a trend, the Cleric was impressed), plus index cards for each of her 'limited' uses powers, complete with the SLA's text. When used, that card goes into her discard pile. Further query revealed that's how she plays Wizards (and why she has multiples of several 'spell cards'). If all my players were as organized, I'd be hard pressed to stay ahead of them.
Edit: It was just pointed out to me that that is a 'on-table' mechanic, possibly not germain to the discussion. Sry
| Aelryinth RPG Superstar 2012 Top 16 |
My post was looking at feats as a stand alone, not at the entirety of the rules system.
I'm a bit perturbed by the escalation in AC/TH arms race, which is going to really punish those with less AC. I suppose the limits on Power Attack limit things, and iteratives become much more powerful...
===Aelryinth
| Kirth Gersen |
iteratives become much more powerful...
Yes! Especially if you look at the fact that we capped the iterative penalty at -5 (so an 11th level barbarian attacks at +11/+6/+6) and allowed Multiattack to apply to iteratives (for +11/+9/+9). And allowed a half move and full attack.
Again, these changes were quite intentional, as were the changes to spellcasting in combat. We wanted martial classes to massively dominate the battlefield, and for casters to feel out of place there.
| Christopher Hauschild |
Monk review, and I tried to not list anything already listed in the thread.
Page 1 Table 1 1st level add Flurry of blows to the class feature column. For class skills add (all) to the skills: craft, perform, and profession. Change Knowledge (religion) to Knowledge (The planes). Was it intentional to not give monks the class skill Knowledge (lore). That skill would help them fit the wise man on the mountain role better.
Also I have a question on Table 1. You start Ki strike at 4th level, which is also the first level monks gain access to 1st level Ki powers, thereby linking these two abilities as coming every 4th level. Then on Table 2 you divorce these two abilities by having the Ki powers not follow the every 4th level rule anymore, they are now every third. Problem is you are still linking these two abilities for the purpose of granting the Ki strike improvement. Also your advanced sutra power Ki strike, improved works only if the monk has access to 6th level spells, which you do not give them access to. They could gain 6th level spells though if you follow the every 3rd level progression laid out on table 2 (they should have access to 6th level spells at 19th level). Your Bard and Inquisitor gained the ability to go up to 7th level spells since capping them at 6th was an "artificial cap" in those cases, so why "artificially cap" the monk. At first I was going to recommend increasing the Ki strike progression to every third also, but that would play havoc on the progression of all the other abilities on Table 1, also the monk is a full BAB class with all good saves and gains some pretty good sutras. Not to mention the monk’s spells are boosted further by allowing some to have the sudden and immediate usage along with the no disruption clause. I think it would be easier errata to change the spell level progression to every 4th rather than every third. I would also eliminate the Ki strike, improved advanced sutra or roll it into the capstone ability of perfect self.
Page 2 the agile dodge and bonus feats sections are not in alphabetical order. Of the bonus feats listed I could not find agile maneuvers, Improved feint, Maneuver training, one finger (I think you meant stunning finger), unavoidable strike (I think you meant unstoppable strike), greater focus fist, and snatch arrows in your feat document. Finally the vital strike under the 10th level options I think should actually state vital strike (finishing blow).
Page 3 table 2 already discussed
Page 4 spells out of alphabetical order: sudden jump, lesser confusion, nerveskitter, Nybor’s gentle reminder (attack), lesser restoration, sudden protection from energy. Misspelled words "neutralize" poison. Finally under ki strike, does it only apply to weapons you have the exotic weapon proficiency in?
Page 5 Delete reference to silver under the +3 Ki strike, +2 already gives you this
Page 7 Precognitive Surge, change the “or check” to “skill check”
Page 9 Freedom of Movement, does it remove the staggered condition you gain if you are at exactly zero hit points? Diamond Soul: that equals or exceeds your (remove the). Initiative, Uncanny: change to you always “treat” your initiative roll not treats. Ki Strike, Improved needs clarification. Sipping Demon criticals multiply hit points gained by x 2 or is it x the weapons modifier?, also ki should be italicized.
| Kirth Gersen |
Also I have a question on Table 1. You start Ki strike at 4th level, which is also the first level monks gain access to 1st level Ki powers, thereby linking these two abilities as coming every 4th level. Then on Table 2 you divorce these two abilities by having the Ki powers not follow the every 4th level rule anymore, they are now every third. Problem is you are still linking these two abilities for the purpose of granting the Ki strike improvement. Your Bard and Inquisitor gained the ability to go up to 7th level spells since capping them at 6th was an "artificial cap" in those cases, so why "artificially cap" the monk. At first I was going to recommend increasing the Ki strike progression to every third also, but that would play havoc on the progression of all the other abilities on Table 1, also the monk is a full BAB class with all good saves and gains some pretty good sutras. Not to mention the monk’s spells are boosted further by allowing some to have the sudden and immediate usage along with the no disruption clause. I think it would be easier errata to change the spell level progression to every 4th rather than every third.
This is a knotty problem that potentially affects the ranger as well. I'd sort of like to cap the "half-casters" at 5th level spells, which means either (a) keeping the spell progression "front loaded" and decoupling ki strike from it; or (b) spreading out the progression. Doing the latter means that monks and rangers need to wait a lot longer to get fairly low-level spells (cure serious wounds for a 16th level ranger is a drop in the bucket, for example, and not really worth casting). That REALLY bothers me. There is an option (c), of course, that keeps the progression the same as the ranger's, and eventually gives access to 6th level spells/powers -- but as you point out, that's a bit much when we're already looking at full BAB classes with a LOT of nice class features. (BTW, Improved ki strike is for multiclass caster/monks using the "Enlightened Fist" option; it doesn't enter the discussion for single-classed monks.)
Opinions?
| Midnightoker |
Christopher Hauschild wrote:Also I have a question on Table 1. You start Ki strike at 4th level, which is also the first level monks gain access to 1st level Ki powers, thereby linking these two abilities as coming every 4th level. Then on Table 2 you divorce these two abilities by having the Ki powers not follow the every 4th level rule anymore, they are now every third. Problem is you are still linking these two abilities for the purpose of granting the Ki strike improvement. Your Bard and Inquisitor gained the ability to go up to 7th level spells since capping them at 6th was an "artificial cap" in those cases, so why "artificially cap" the monk. At first I was going to recommend increasing the Ki strike progression to every third also, but that would play havoc on the progression of all the other abilities on Table 1, also the monk is a full BAB class with all good saves and gains some pretty good sutras. Not to mention the monk’s spells are boosted further by allowing some to have the sudden and immediate usage along with the no disruption clause. I think it would be easier errata to change the spell level progression to every 4th rather than every third.This is a knotty problem that potentially affects the ranger as well. I'd sort of like to cap the "half-casters" at 5th level spells, which means either (a) keeping the spell progression "front loaded" and decoupling ki strike from it; or (b) spreading out the progression. Doing the latter means that monks and rangers need to wait a lot longer to get fairly low-level spells (cure serious wounds for a 16th level ranger is a drop in the bucket, for example, and not really worth casting). That REALLY bothers me. There is an option (c), of course, that keeps the progression the same as the ranger's, and eventually gives access to 6th level spells/powers -- but as you point out, that's a bit much when we're already looking at full BAB classes with a LOT of nice class features. (BTW, Improved ki strike is for multiclass caster/monks...
Honestly getting 6th level spells at 19th level doesn't sound horrible. Afterall at that level the overall utility of the spells of that level become less of a problem.
If 6th level spells seem a bit much I would just make it a fairly restricted list of spells. I mean Rogues can imitate 9th level spells with skill excellence, and fighters are just friking sweet. Barbarians probably dont need the help too much. Honestly if Bards and Inquisitors got the bump to 7th level spells then it shouldnt be too bad.
Basically all I am saying it by the time you are 19th level 6th level spells (especially when 9th level spells are floating around two levels before this) it to me isn't a big deal as long as the classes lists are appropriate for the class. The ranger shouldn't be shooting out classic Wizard/sorceror/cleric spells and maybe not even 6th level druid spells. I always liked that they had their own spell list, just make that more of a feature.
thats my opinion atleast.
TriOmegaZero
|
Got an NPC I'm going to be running in the next couple sessions.
He won't have 6th level spells yet, but maybe eventually he will and I can give playtest reports on Full BAB/6th level spells.
| Midnightoker |
While I like the Idea behind eagle eyes it essentially only grants a conditional +1 to perception checks per level (provided the target is far away) while decent it could be juiced. Perhaps to allow survival to track checks to be performed at 10 ft away per 2 ranks (this is what Legolas basically does in lord of the Rings when he is asked what his elf eyes see)
| Midnightoker |
1 Ability Focus (in reference to Spell Focus)
Why does this grant a +2 bonus to essentially Supernatural, spell-likes, feats, etc. and Spell Focus grants a +1 to a specific school? Is this to increase the benefits of spell like abilities? This will encourage casters to attain spell likes instead of spells (seems kinda unfair that saves are now astronomically boostable but DC's for spells are stuck with a measily +1 to the DC for a specific school) Resistance basically neutralizes spell focus... and then some because its to multiple schools and types of saves. Arcane Defense grants a +3 bonus against a certain school (appropriate because you can't always guess what school you are going to use but you definitely know what spells) but in comparison to the +1 to DC for spell focus its almost dwarfing. Iron will and Great Fortitude also seem to make spell focus less effective by alot. The rest of the system (especially the five foot step standard action casting) already does alot to nerf the caster. The system makes casters have a level playing field, kudos. But if feats were intentially skewed so casters couldn't have equal benefits for taking feats (in my opinion unfair) I would ask why based on the new design is that necessary?
2 Eagle Eyes
While I like the Idea behind eagle eyes it essentially only grants a conditional +1 to perception checks per level (provided the target is far away) while decent it could be juiced. Perhaps to allow survival to track checks to be performed at 10 ft away per 2 ranks (this is what Legolas basically does in lord of the Rings when he is asked what his elf eyes see)
3 Ignore Condition/Improved Ignore Condition
Seems like this should be subsumed into Endurance. Also the Once Per day thing with ALSO a level cap on the rounds is a very steep price.
4 Intimidating Prowess
This feat lets strength apply to intimidate (no longer its own skill) which seems really lackluster. Now if it applied to Diplomacy and Bluff checks to intimidate we might be talking worth while, which even makes sense with legendary strength heroes (hercules, beowulf, achiles, etc) atleast in my opinion.
5 Lucky Halfling
This feat is very lackluster, requiring a race and the Once Per Day with a 30ft limit. This only allows a reroll for the party member. While decent it just seems unlikely that a player would take this feat. I believe players should use their abilities to help people not take abilities that ONLY help other people. even the bards abilities help himself or are applicable to himself, this feat literally doesn't benefit the halfling at all (I hate to say players are selfish but you are trying to make your character a bad ass not everyone else a bad ass because you are lucky, my opinion obviously)
6 Mind Over Body
Seems lackluster as the healing applies only per day of sleep (now with heal skill being good, clerics, wands to heal, healing monks and rangers, etc) really not that great. Now if it also granted benefits for "taking a breather" that makes the mechanic that much better while also increasing the usefulness of the feat.
7 Improved Natural Armor
Grants a decent benefit that only seems worthwhile at lower levels. Unlike most attack based feats it does not stack with level you have to select it multiple times (although natural armor can be usable by all classes) making it stack with either endurance or BAB makes it increas with level (even for wizards and most likely battle sorcerors) while still maintaining its uniqueness and validaty
8 NightStalker
Does this also allow you to negate stealth bonuses for size of smaller opponents? that would make it fit the title a little more while improving the utility.
9 Open Minded
Would have made this function similiar to toughness but this isn't bad.
10 Racial Heritage
Could be subsumed with a general heritage feat that grants a bonus based on racial background (similiar or the same as the one I suggested earlier but with base races included) as the original feat grants no real benefits.
11 Rapid Metabolism
This and Mind Over Body are similiar. see mind over body.
12 Shared Insight/Sociable
With the new system's ease of aiding another this seems to be feat waste. For shared insight merely point it out or tell everyone to hush. For sociable... why aren't you doing the diplomacy? why isnt someone who is good at diplomacy doing the diplomacy? why is there multiple diplomacy going on?
13 Skilled
Seems to be a small benefit but nice at the same time... but why not take an ability booster that does exactly this (even though it requires higher ranks but 5th level isn't far) and save this feat for something else. Also not a fan of 1st level only feats.
14 Veiled Vileness
Grants minor benefits (no visible orc nature which is only good dependent upon campaign rather than mechanics) and a +1 bluff and +1 will save. These benefits seem minor compared to feats that can do better (skilled, skill focus, iron will, resistance, etc). it has nice flavor but it tastes stale. Also dont like the Only takeable at first level stuff, seems like a race ability substitute rather than a feat to me.
I also cant find the feat that improves intelligence by +2? is this because essentially you would get the skills you put into get the feat free? while I can understand that it seems unfair that only one ability score cannot get the granted benefit and that just so happens to be the one that makes wizards get better... when the cleric and druid can grab the wisdom or the sorceror can snag charisma. just an observation. Perhaps making the requirement in ranks apply to a secondary skill (which I was under the impression you couldn't spend ranks on) might help?
| Christopher Hauschild |
I did not take into account the enlightened fist option and I remember now that you have a battle sorcerer variant. I would choose a) decouple the Ki strike from the ki powers. It takes away the incentive for a player to use their ki powers just in case they will need their ability to get through damage reduction later in the day (or they forget they used up all their higher level ki powers already). On the idea of creating a 6th level spell category, you could give some nice utility 5th level spells as late entries into the 6th spell slots for both rangers and monks. Honestly though if you want to cap their spells at 5th level (which I had not noticed but I agree with the idea whole heartedly) there is no reason to make a 6th level spell slot just for appearance. On the other hand there may be some current 5th level spells for the monk or 4th level spells for the ranger you would like to stretch out to be capstones (which quite frankly a 6th level spell would be since it is coming in at 19th level).
The easiest way to decide is take a look at the list I could come up with for candidates, if you say I never would allow it for that class, or I would just make them a 4th or 5th level ranger or monk spell the decision is made and do not do it. Making Ki strike into a reserve feat is what made it so noticable.
Possibilities for being a 19th level character's capstone spells.
Both: breath of life, commune, spell resistance,
Ranger: awaken, transmute rock to mud
Monk: suffocation (attack), dominate person (attack), magic jar (I feel dirty suggesting this but a nice capstone for evil monks), telekinesis, planar adaptation
Thanks.
| Kirth Gersen |
Kirth if you HAD to give this system a name, you know, hypothetically, what would that be?
Mentally, I've been thinking of it as the (S)uperior (H)ybrid (I)nteractive (T)abletop roleplaying system. (My home campaign takes place largely in a kingdom called Aviona, so I suppose you could call them the "Aviona Houserules," if you like that better than the obvious acronym.)
| Kirth Gersen |
1 Ability Focus (in reference to Spell Focus): Why does this grant a +2 bonus to essentially Supernatural, spell-likes, feats, etc. and Spell Focus grants a +1 to a specific school?
2 Eagle Eyes: While I like the Idea behind eagle eyes it essentially only grants a conditional +1 to perception checks per level (provided the target is far away) while decent it could be juiced.
3 Ignore Condition/Improved Ignore Condition: Seems like this should be subsumed into Endurance. Also the Once Per day thing with ALSO a level cap on the rounds is a very steep price.
4 Intimidating Prowess: This feat lets strength apply to intimidate (no longer its own skill) which seems really lackluster.
5 Lucky Halfling: This feat is very lackluster.
6 Mind Over Body: if it also granted benefits for "taking a breather" that makes the mechanic that much better while also increasing the usefulness of the feat.
7 Improved Natural Armor: Grants a decent benefit that only seems worthwhile at lower levels.
8 NightStalker: Does this also allow you to negate stealth bonuses for size of smaller opponents?
9 Open Minded: Would have made this function similiar to toughness.
10 Racial Heritage: Could be subsumed with a general heritage feat that grants a bonus based on racial background (similiar or the same as the one I suggested earlier but with base races included) as the original feat grants no real benefits.
11 Rapid Metabolism: This and Mind Over Body are similiar. see mind over body.
12 Shared Insight/Sociable: With the new system's ease of aiding another this seems to be feat waste.
13 Skilled: Seems to be a small benefit but nice at the same time... but why not take an ability booster that does exactly this (even though it requires higher ranks but 5th level isn't far) and save this feat for something else.
14 Veiled Vileness: seems like a race ability substitute rather than a feat to me.
15 I also cant find the feat that improves intelligence by +2?
1. Ability Focus affects only one (1) ability or power, whereas Spell Focus affects ALL spells and SLAs of an entire school.
2, 4, 5, 8, 10, 14. I agree -- these are feats I dumped in from Pathfinder and never got around to fixing. Flagged for revision. Veiled Vileness and Intimidating Prowess will probably just end up being movd into the half-orc race (currently, half-orcs get one or the other as a bonus feat).
3. Interesting idea... but Endurance is already awesome. I'll think on this one.
6. That's a nice thought! And I love streamlining mechanics.
7. Hmmmm. Fighters, rangers, and barbarians get one that scales with level. I wanted other people (and monsters) to have access, but for it not to be as good. Also, the above-mentioned could take it to improve their class-feature natural AC, in which case I don't want double-scaling going on. Will think on this.
9. That's a great idea! Consider it swiped.
10. Maybe. Or maybe just do away with them and have people take a level in sorcerer or something. Dunno.
11. Those should have been merged, and I missed it. Thanks!
12. - 13. I might just delete these, or roll them into existing feats/mechanics.
15. Quite intentionally, there is no such feat. First off, it would potentially provide a gold mine of free skill points, and secondly, Wizards are already so awesome they don't need it, and I don't want them to have it.
| Kirth Gersen |
The intimidate based on CHA and having to burn a feat to use STR always bugged me. Why not word intimidate to use CHA or STR, whichever is higher and be done with it? Or a choice a charcter makes at creation?
Because (a) Strength does not always (nor ever usually) correlate with an intimidating appearance (e.g., Bruce Lee); (b) body builders are some of the least intimidating people I can think of, personally -- they scare the rubes, but anyone who's been in a fight knows better; and (c) in a world in which a feeble old man can suck the moisture out of everyone around him, leaving them dried husks, Strength isn't all that intimidating to begin with.
| Kryzbyn |
Kryzbyn wrote:The intimidate based on CHA and having to burn a feat to use STR always bugged me. Why not word intimidate to use CHA or STR, whichever is higher and be done with it? Or a choice a charcter makes at creation?Because (a) Strength does not always (nor ever usually) correlate with an intimidating appearance (e.g., Bruce Lee); (b) body builders are some of the least intimidating people I can think of, personally -- they scare the rubes, but anyone who's been in a fight knows better; and (c) in a world in which a feeble old man can suck the moisture out of everyone around him, leaving them dried husks, Strength isn't all that intimidating to begin with.
Well, an overly charismatic character just standing there isn't intimidating either. They have to invoke it, make a laced threat and use their force of personality to give it sting.
A fighter with an impressive STR can flex or bend a sword, using his physique to drive home the point that he can and will follow through on his threats.a) Bruce Lee chose to intimidate with his CHA, although the whole "Boards don't hit back" scene in Enter the Dragon would be a STR display;
b) Someone who's been in a fight may not take a body builder seriously (or have a higher BAB or Sense Motive to aid in him not being intimidated);
c) A wizard probably uses CHA to intimidate. A feeble old wizard not expecting an encounter with a guy who could possibly one-shot him before he got a spell off (especially using your rules) may find the STR of a fighter intimidating indeed.
EDIT: I only say "use STR" as a means of saying "martial prowess" vs. CHA's "force of personality" for intimidation. If BAB is a better tool, then so be it. To hit and damage both use STR as their base, is all.
TriOmegaZero
|
A fighter with an impressive STR can flex or bend a sword, using his physique to drive home the point that he can and will follow through on his threats.
Which is why he gets it in addition to his Cha, because if he has a Porky Pig stutter when he tells you that you're n-ne-ne-next, it's going to impact your effectiveness.
| Kryzbyn |
Kryzbyn wrote:Which is why he gets it in addition to his Cha, because if he has a Porky Pig stutter when he tells you that you're n-ne-ne-next, it's going to impact your effectiveness.
A fighter with an impressive STR can flex or bend a sword, using his physique to drive home the point that he can and will follow through on his threats.
Doesn't matter if he stutters or not. If he points at your head, says nothing then crushes a coconut in his fist, point made.
| Kryzbyn |
You have to act well enough to convince the target you will follow through, and Perform is a Cha based skill. If you don't have the force of personality to make him believe it, you'll fail.
There's no perform check involved in intimidate. It's its own skill.
It's currently based on CHA only, which is what I take issue with.My example may not intimidate you IRL, but a character has to make an opposed roll to not be intimidated. If a well built (stat wise)fighter tries to intimidate somebody, he will most likely fail, no matter how strong or fluent in the arts martial he is. Him having to burn a feat to have an average chance to intimidate someone, is where I have a problem.
If it works IRL like it does in game, then every gradeschool bully who's dimwitted as hell would never be able to intimidate anyone ever.
They aren't using force of personality, they're using fear of an impending ass whooping, relying on another's dislike for pain to motivate them.
You don't have to agree with me, I'm just stating my case :)
| Kryzbyn |
I don't disagree with you entirely, and probably wouldn't take issue with it if a player wanted to switch Cha for Str at character creation. I just don't think it's really all that big of a difference since the bulk of your Intimidate skill comes from ranks and class skill bonus.
Understood.
| Kirth Gersen |
Which is why he gets it in addition to his Cha
This I might get on board with -- have Bluff checks to intimidate use your Str bonus as a special modifier, in addition to your overall bonus with the Bluff skill. It wouldn't be instead of Cha modifier, but rather in addition to it.
Charisma has to trump Strength, though -- Cha has so few uses and so little value compared to the other stats, I'd prefer not to devalue it further. In fact, it could probably be rolled into Wisdom to make a single combined "Personality" score without affecting anything at all. If I could start from scratch, that's what I'd do, anyway -- 5 ability scores, instead of six. But having Charisma as a sixth stat is a sacred cow at this point, so I'm stuck with it.