Is an "Ultimate Adventurer" planned?


Homebrew and House Rules

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Stuff I'd wanna see in this book:

-Heavy focus on archetypes for Rogues, Bards, Investigators, and Swashbucklers.
-Light focus (like 1 of each) on archetypes for Fighters, Paladins, Clerics, Warpriests, Gunslingers, Slayers to make them feel "Adventurey."
-An optional system for "social combat."
-An optional system for gathering information.
-A lot of new traps.
-Lots of mundane items that assist in espionage, spying, or fitting into social scenes.

Example of a possible archetype:
Indiana Jones Fighter
Gets 4+int skill points, acrobatics, perception, and sense motive as class skills.
Loses heavy armor. Gets trap sense in place of armor training.


thenovalord wrote:

Only if it consists of a one line document that says

Every class should have 3 more skill points per level than stated

I really do not want the skills to have a combat role as they will be OP. As you can get a 50 on a skill check by say 10th level, this far outstrips any attack, save,AC, etc "number"

So you concede that by mid levels people are achieving god-like skill check DCs, but you want more skill points added across the board?


thenovalord wrote:


Every class should have 3 more skill points per level than stated

I

Simple. Human, int 12, favored class in Skills= 3.

Too many folks dump int to 7 then whine when they don't have any skills.


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DrDeth wrote:
thenovalord wrote:


Every class should have 3 more skill points per level than stated

I

Simple. Human, int 12, favored class in Skills= 3.

Too many folks dump int to 7 then whine when they don't have any skills.

I don't even know where to begin with that statement. Its just not true. Besides, you are aware a Ranger with 7 int has the same number of skill points as a 14 int fighter. There is a huge disparity when it comes to skills. should a Ranger be more skilled? yes. Should it be to the degree that a fighter needs double the ranger's intelligence to get the same amount of skill points? No.

Should I be forced to play a human just to have skills? no.


Zedth wrote:
thenovalord wrote:

Only if it consists of a one line document that says

Every class should have 3 more skill points per level than stated

I really do not want the skills to have a combat role as they will be OP. As you can get a 50 on a skill check by say 10th level, this far outstrips any attack, save,AC, etc "number"

So you concede that by mid levels people are achieving god-like skill check DCs, but you want more skill points added across the board?

But it won't add to the skills total, just range....odd that adventurer may have +25 in perception, but only +3 in survival, climb,etc. It just doesn't seem very adventurey!


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I'd want to see some Rogue talents that are actually worthwhile. As in, as good as a decent feat (or considerably better for Advanced talents). Do for the Rogue what UC did for the Barbarian.


Given that we have given a lot of options from rogues to other classes via feats and archetypes, it's only fair to do the reverse via feats, talents, and archetypes.


Erik Mona wrote:

We don't have anything like this planned. The boys were supposed to cover all of that stuff in the two previous Ultimate books.

If this gets enough interest, will "the boys" change their minds?


I'd like to see a book focusing on rogues, bards, and other skill monkey and sneaky types for sure.... but yeah, if it focuses on archetypes, rogue/ninja talents and feats.
Further detailing skills and clarifying what can be done with them would be fine, so long as the situation doesn't become one where suddenly things that could be done with a really simple skill roll mechanic becomes needlessly complicated, or something that could have been handled (and would make sense to have handled) by a skill ends up being turned into something a feat is required to have.


I also like the scalling feat in the path compendium from kobold press
it was like iron heroes but without tokens.

maybe make more chain feats as one feat which can level up with use...

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