| The Shaman |
Hi, I am planning to run a PF campaign for some friends soon (Jade Regent, most likely) and I’ve been thinking of various tweaks I can make in the game. Some of them are overall changes, some are limited to certain classes or feats. I’d like to have your opinion both on whether you like those changes and on whether I’m setting some obvious traps for myself. Some things I am not certain on and have variants in parenthesis. Ok, so here goes:
- All non-Intelligence based classes get a minimum of 4+int skill points.
- Only classes with divine (or other intelligent and “choosing” power source) can have alignment restrictions. Lawful barbarians or neutral monks may be very rare, but they don’t lose their powers or forget how to advance in their studies.
- Spontaneous casters get new spell level at the same level as prepared casters
Cleric: all clerics have variant channeling by default . In general, a cleric (or druid or inquisitor) can expect to fall for the same reasons a paladin does, except their code is their dogma, and instead of evil acts they can fall automatically for conscious acts against their god or his/her highest servants (i.e. heralds). This is just to clarify the mechanic, instead of having it one way for paladins, another way for clerics, third for druids etc
Fighter:
o Heal and knowledge (nobility & royalty) are class skills.
o Bravery is +1 per 2 levels
o Armor training 2 and 4 give +1 dodge AC instead of their current bonuses (that or have armor training give DR/adamantine for optimized use of armor
o Weapon training gives insight bonus to AC vs weapons ofthat group and DC for any DC-based effects (i.e. the critical feats) when using that weapon.
o Armsmaster: Fighters of level 8+ only suffer half the non-proficiency penalties for weapons they are not proficient in.
o Indomitable: Fighters of level 12+ that are not flat-footed (as in, know they are in a fight) add half their bravery bonus to saves versus any effect that would make them unable to keep fighting (being held, dazed, death effects etc)
Monk:
The ki mechanic, slow fall, the healing and the speed bonus are out. Instead, monks become a psychic warrior archetype with the ascetic path that loses the standard weapon and armor proficiencies and the second path to keep their other abilities. Instead of having certain abilities when having ki points (ki strike etc) they have them when they have psychic focus. Also, they add autohypnosis to their skill list
Rogue:
The rogue gets an inspiration mechanic to represent the reserves of near-supernatural skill, opportunism, and luck that higher-level rogues do. The mechanic is identical to the ninja ki pool (and also based on charisma), but some of the effects are different. Whenever there is at least one point in their inspiration pool, rogues add +2 to their initiative. Rogues can spend an inspiration point as a swift action or immediate action for several effects (all bonuses are luck bonuses)
- Empower (+50%) the effects of a sneak attack
- Get a bonus equal to half their level on a single skill check (that they can also make untrained)
- +4 to AC/CMD for 1 round
- Ignore the DR of one creature for one round.
- Add charisma modifier to attack, damage and CMB for one attack
- Reroll a failed skill check, save or attack roll (either flat or at -5)
o The ninja is a rogue archetype that loses the skill bonus and the charisma to attack/cmb/damage for one attack for its current abilities
Paladin:
PF put a further thorn in the code by changing it from paladins falling for gross violations of the code to violations of the code, period. I’m using the 3.5 phrasing so paladins aren’t automatically denied their powers for minor infractions
o BTW, the atonement spell does NOT have costly material components. It requires fitting atonement, not just giving a lot of money to the church (though that might be fitting for sins caused by greed)
o I am considering adding the planar ally spells on their list somehow, i.e. by making lesser and normal ally as lvl 3 and 4 spells. High-level paladins should be pretty high in their deity's VIP list and should be able to call on some favors
Feats: I’d like to change several feats, including some that I try to improve by scaling them and removing their upgraded versions.
o Weapon focus gives a further +1 to attack at BAB 11 and 19, eliminating greater weapon focus.
o Weapon specialization requires weapon training and gives +1 to all weapon training bonuses with that specific weapon type (i.e. longsword, longspear, etc), with a further +1 at BAB 13, eliminating greater weapon specialization.
o Combat expertise works when fighting defensively and using the total defense action by giving +1 AC, and reducing (when fighting defensively) attack penalties by 1 and eliminating CMB penalties
o The shield focus and spell focus feats give a further +1 to their bonuses at BAB/caster level 11, eliminating their current greater versions.
o Improved TWF gives the effects of the greater TWF feat when your BAB becomes 11+
Equipment:
- Falcata has a regular critical rate: 18-20x2
- Greatclubs are simple weapons.
- Tridents cannot be thrown (except as other "improvised" weapons with a -4 penalty), but have x3 critical (to match longswords or battle axes)
Raymond Lambert
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Have you asked the.players if they want these house rules? Are you just asking because you want NPC ringer them? Players may just be happy with an extra free feat. Or more gold to better custume equipt themselves. Be careful about giving PCs more power. You do not want to come back complaining your PCs are too strong.
If you really want lawful barbarians, I suggest you come up with a list of restrictions for when they are allowed to rage or not.
Monks with less discipline may find they are less consistant such as no speed bonus the first round.of combat but an even greater extra bust of speed once a fight after round two, or lose stamina after 3 rounds of quick moving. Could require a round of regular attack against any given individual to warm up but then allow a flurry with no attack penalty the next round.
Wow, these seem like archetypes, need to remember them come RPG superstar time.
| The Shaman |
Ah, thanks for the questions! This is a draft for the houserules. I gave it to my players as well and will wait for their feedback. These houserules reflect my gripes with various classes and things I've seen and liked online.
My idea about alignment restrictions on certain classes is that in some cases they enforce the typical stereotype regardless of whether the restrictions is logically necessary or unavoidable for the archetype. Alignments, as written, are mostly descriptive of a character's usual socio-political and ethical views. In case the power comes from a third entity which has to approve of the character's compass and behavior -i.e. a cleric - then it makes sense. And yet a martial artist who is iconoclastic and individualistic need not be any less disciplined (by the same token, good fighters or wizards also need to work hard for their abilities). Likewise, rage can be substituted for combat trance or any other name as long as the mechanical aspects are identical - so it need not be impacted by how honorable the character is or how likely she is to keep her word.