| Jacob Jett |
The following laundry list is a set of variant rules I'm planning on using for future campaigns once I've gotten my 3.5 campaign setting converted over to PF2e. I'm going to use spoiler tags throughout this document in order to keep its vertical length manageable. My hope is to get some feedback from the community.
Some remarks on how I view PC classes. In my view a PC class is just a set of statistics and rules that indicate what role a player's character fills in an adventuring party. Class choice also works together with Background, Ancestry, and Archetype to indicate a character's position in both their native cultural heritage group and in the larger society that cultural heritage group operates within. Hence my goal with developing a sub-class system for Fighters was to differentiate between the socially formalized role that a soldier fills with the less formalized one that a folk hero fills. To this I added a pair of carry overs from 3.5--holy warriors (which was a customized riff on the old magicless paladin/champion from the 3.5's Unearthed Arcana book and pyschic warriors an eponymous 3.5 holdover).
Fighter (Variant Rules)
General Changes to the Class:
- Attack Proficiency Changes
[list] - Trained in martial weapons
- Trained in unarmed attacks[Expert in simple weapons]
- Martial Tradition (Level 1): Added a formal subclass category (see below for details)
- Bravery (Level 3): Ability moved to Hero Martial Tradition
- Fighter Weapon Mastery (Level 5): Ability replaced by more individualized abilities in particular sub-classes
- Battlefield Surveyor (Level 7): Ability moved to Soldier Martial Tradition
- Combat Flexibility (Level 9): Ability moved to Hero Martial Tradition
- Weapon Legend (Level 13): Ability replaced by more individualized abilities in particular sub-classes
- Improved Flexibility (Level 15): Ability moved to Hero Martial Tradition
[/list]
Martial Traditions (New)
- Hero Martial Tradition, Abilities
[list]
- Signature Weaponry (Level 1): Choose 2 common Martial weapons. These are your signature weapons. Gain expert proficiency with all martial weapons in your signature weapons’ groups. You gain trained proficiency in all advanced weapons in your signature weapons’ groups. Your signature weapons gain the Deadly (1d4) trait while you are wielding them. If either (or both) of them already have the deadly trait, increase the size of that weapon’s deadly damage die by one step, to a maximum of 1d12, while you are wielding it.
- Bravery (Level 3): This is the ability with the same name from the existing Fighter class.
- Heroic Weapon Mastery (Level 5): Your proficiency rank with all simple weapons and martial weapons in your signature weapons’ groups increases to master. Your proficiency rank with all other martial weapons, unarmed attacks, and advanced weapons in your signature weapons’ groups increases to expert. You gain access to the critical specialization effects of all weapons and unarmed attacks for which you have master proficiency.
- Fearsome Mein (Level 7): You gain the Battle Cry feat, even if you don’t meet the prerequisites. You also gain a +2 status bonus to all checks to Demoralize observed foes.
- Combat Flexibility (Level 9): This is the ability with the same name from the existing Fighter class.
- Hero's Legendary Panoply (Level 13): Your proficiency rank with all simple weapons and martial weapons in your signature weapons’ groups increases to legendary. Your proficiency rank with all other martial weapons, unarmed attacks, and advanced weapons in your signature weapons’ groups increases to master. Further, increase the size of your signature weapons’ damage die by one step, to a maximum of 1d12. Increase your signature weapons’ Deadly trait to 1d6; or increase the die of that trait by one step if it is already 1d6 or larger, to a maximum of 1d12. Other weapons in your signature weapons’ groups gain the Deadly (1d4) trait while you are wielding them or, if they already have the Deadly trait, you increase their deadly die by one step, to a maximum of 1d12, while you are wielding them.
- Improved Flexibility (Level 15): This is the ability with the same name from the existing Fighter class.
- Psionic Weapon (Level 1): Choose 1 common simple or martial weapon. This weapon is your signature weapon. Gain expert proficiency with all martial weapons in your signature weapon’s group. You gain trained proficiency with all advanced weapons in your signature weapon’s group. Additionally, you gain the psi weapon psi cantrip and a focus pool of 1 Focus Point. You become trained with occult spell attacks and occult spell DCs. A psi cantrip is heightened to half your level, rounded up.[list]
- Psi Weapon (Cantrip): Traits: Uncommon, Evocation. Cast: 1 action (somatic). Duration: Sustained. You focus your psychic might and manifest a weapon of force that takes the form of your signature weapon. This weapon uses the statistics for a normal version of your signature weapon with the exception that it deals +1d4 force damage in addition to its normal damage. Heightened (+2): The extra damage increases by 1d4.
[/list]
- Temple Reliquary (Level 1): You are devoted to a deity have been granted a copy of your deity’s weapon (regardless of if its uncommon or not), which you zealously bear into battle. Choose a deity and gain a copy of their chosen weapon. If it’s uncommon, you also gain access to it. If it’s an unarmed attack with a d4 damage die or a simple weapon, increase the damage die by one step (d4 to d6, d6 to d8, d8 to d10, d10 to d12). Your proficiency rank in all martial weapons or unarmed attacks in the group of weapons that your deity’s favored weapon belongs to increases to expert. Your proficiency in all advanced weapons in the group of weapons that your deity’s favored weapon belongs to increases to trained. Further, the weapon you bear is also a Relic of your deity. If your deity’s favored weapon is fist, then this Relic is a pair of gauntlets suitable for heavy armor. Regardless, this relic has one minor gift of your choice.
- Matched Armor (Level 3): You gain a set of matching armor from your temple’s reliquary. If your deity’s weapon is in the club or knife group then this is clothing of some kind (i.e., it is in the unarmored group), if it is any other kind of simple weapon, this armor is light armor, and if it is any other kind of martial weapon, this armor is medium armor. If the relic you already bear is a pair of gauntlets suitable for heavy armor, then the armor relic gained is heavy armor. Regardless, this armor has one minor gift.
- Relic Weapon Mastery (Level 5): Your proficiency rank with all simple weapons and martial weapons in your relic weapon’s group increases to master. Your proficiency rank with all other martial weapons, unarmed attacks, and advanced weapons in your relic weapon’s group increases to expert. You gain access to the critical specialization effects of all weapons and unarmed attacks for which you have master proficiency.
- Empowered Relic Weapon (Level 7): Through your deity's blessings, your relic’s abilities increase. Select a second minor gift for your relic weapon.
- Empowered Relic Armor (Level 9): Your deity has blessed the relic your bear on your body. Select a second minor gift for your relic armor.
- Legendary Deific Panoply (Level 13): Your proficiency rank with all simple weapons and martial weapons or unarmed attacks in your relic weapon’s group increases to legendary. Your proficiency rank with all other martial weapons, unarmed attacks, and advanced weapons in your relic weapon’s group increases to master. Further, your relic weapon grows in power. Select a major gift for your relic weapon.
- Awakened Relic (Level 15): Your deity blesses you again by empowering the relic weapon you bear in their name even further. Select a second major gift for your relic weapon.
- Military Occupational Specialty (Level 1): You gain an Archetype Dedication Feat from the following list: Archer, Artillerist, Bastion, Cavalier, Demolitionist, Dragoon, Lancer, Line Infantry, Marshal, Mauler, Medic, Phalanx Infantry, Pike Infantry, Scout, Sentinel, or Shock Infantry. You may only select an Archetype Dedication Feat for which you fulfill the requirements (this will impact your skill proficiency choices, and, in at least in one case, your background choice too). In many cases, an Archetype Dedication feat grants the character the trained proficiency with one or more skills or weapon groups. If you are already trained in those skills and/or weapon groups (e.g., as through a feature of the Fighter Class), then you gain expert proficiency with those skills and/or weapon groups instead. [See Archetypes section below for more information.] If you have expert proficiency in one or more weapon groups, then you also gained trained proficiency with advanced weapons in those groups. Additionally, as long as you are adjacent to an ally, the weapon you are using gains the Deadly (1d4) trait. If your weapon already has the Deadly trait, then increase its deadly die by one step, to a maximum of 1d12.
- Tactical Drills (Level 3): You know how to fight in formation with your brethren. When you are adjacent to at least two allies, you gain a +1 circumstance bonus to AC and saving throws. This bonus increases to +2 on Reflex saves against area effects.
- Veteran’s Expertise (Level 5): Your proficiency rank with all martial weapons, advanced weapons and unarmed attacks that you are trained with increases to expert. Your weapon proficiency with all simple weapons and any other martial weapons you already have expert proficiency with increases to master instead. You gain access to the critical specialization effects of all weapons and unarmed for which you have master proficiency.
- Battlefield Surveyor (Level 7): This is the ability with the same name from the existing Fighter class.
- Tactical Maneuvers (Level 9): You are adept at working with your allies to surround a foe. If an enemy is within reach of you and at least two of your allies, that enemy is flat-footed against you. [Reuses an appropriate Hobgoblin Ancestry feat.] Further, you also gain the Captain at Arms ability.[list]
- Captain at Arms: If you fight with an Army in a battle, your presence bolsters that army’s mindset to a greater extent than normal. You grant a +2 status bonus to that army’s Morale checks.
- General of the Vanguard: If you are fighting with one of the armies you command in battle, you grant a +3 status bonus to that army’s Morale checks.
[/list]
[/list]
Assuming you've glanced through the above spoiler text then you'll notice that one Fighter sub-class interacts with Archetypes, including a number of Archetypes that don't exist. New archetypes are in the spoiler section below.
Additional Archetypes
- Dragoon - You are a mounted infantry soldier, capable of both riding into battle astride a beast and wielding firearms (i.e., “dragons”).
[list]
- Prerequisite: Trained in Nature or Survival
- Dragoon Dedication (Feat 2): You become trained in all simple and martial weapons in the firearms group. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency rank in all simple weapons in the firearms weapon group. If you are at least a master with the firearm you are using, you gain access to the critical specialization effect with that firearm. Additionally, you gain the Ride Feat if you do not already possess it. Special: You can't select another dedication feat until you have gained two other feats from the dragoon archetype.
- Hit the Dirt (Feat 4)
- Quick Mount (Feat 4)
- Risky Reload (Feat 4)
- Sword and Pistol (Feat 4)
- Cauterize (Feat 6)
- Incredible Aim (Feat 6)
- Mobile Shot Stance (Feat 6)
- I Meant to Do That! (Feat 10)
- Trampling Charge (Feat 10)
- Trick Shot (Feat 10)
- Whirling Knockdown (Feat 14)
- Prerequisite: Trained in Nature or Survival
- Lancer Dedication (Feat 2): You become trained in all simple and martial weapons in the spears group. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency rank in all simple and martial weapons in the spears weapon group. If you are at least a master in the spear you are using, you gain access to the critical specialization effect with that spear. Additionally, you gain the Ride Feat if you do not already possess it. Special: You can't select another dedication feat until you have gained two other feats from the lancer archetype.
- Bashing Charge (Feat 4)
- Bullying Staff (Feat 4)
- Cavalier's Charge (Feat 4)
- Quick Mount (Feat 4)
- Hurling Charge (Feat 6)
- Mounted Shield (Feat 6)
- Staff Sweep (Feat 6)
- Levering Strike (Feat 10)
- Trampling Charge (Feat 10)
- Unseat (Feat 10)
- Legendary Rider (Feat 20)
- Line Infantry Dedication (Feat 2): You become trained in all simple and martial weapons in the firearms and knives groups. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency rank in all simple and martial weapons in the firearms and knives weapon groups. If you are at least a master in the firearm or knife you are using, you gain access to the critical specialization effect with that firearm. Special: You can't select another dedication feat until you have gained two other feats from the line infantry archetype.
- Cover Fire (Feat 4)
- Hit the Dirt! (Feat 4)
- Munitions Crafter (Feat 4)
- Risky Reload (Feat 4)
- Cauterize (Feat 6)
- Incredible Aim (Feat 6)
- Mobile Shot Stance (Feat 6)
- Scatter Blast (Feat 10)
- Stab and Blast (Feat 10)
- Trick Shot (Feat 10)
- Prerequisite: Trained in Nature or Survival
- Mounted Archer Dedication (Feat 2): You become trained with all simple and martial weapons in the bows group. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency rank in all simple and martial weapons in the bows weapon group. If you are at least a master in the bow you are using, you gain access to the critical specialization effect with that bow. Additionally, you gain the Ride Feat if you do not already possess it. Special: You can't select another dedication feat until you have gained two other feats from the mounted archer archetype.
- Assisting Shot (Feat 4)
- Point-Blank Shot (Feat 4)
- Quick Mount (Feat 4)
- Quick Shot (Feat 4)
- Advanced Bow Training (Feat 6)
- Parting Shot (Feat 6)
- Staggering Fire (Feat 6)
- Mobile Shot Stance (Feat 8)
- Archer's Aim (Feat 8)
- Trampling Charge (Feat 10)
- Legendary Rider (Feat 20)
- Phalanx Infantry Dedication (Feat 2): You become trained in all simple weapons in the spears group and with martial weapons in the swords group. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency rank in all simple weapons in the spears weapon group and with martial weapons in the swords group. If you are at least a master in the spear or sword you are using, you gain access to the critical specialization effect with that spear or sword. Additionally, you gain the Shield Block Feat, if you already have the Shield Block feat, you gain the Reactive Shield Feat instead.
- Aggressive Block (Feat 4)
- Brutish Shove (Feat 4)
- Lunge (Feat 4)
- United Assault (Feat 4)
- Disarming Block (Feat 6)
- Powerful Shove (Feat 6)
- Reflexive Shield (Feat 6)
- Shielded Stride (Feat 6)
- Drive Back (Feat 10)
- Shield Wall (Feat 10)
- Pivot Strike (Feat 14)
- Pike Infantry Dedication (Feat 2): You become trained in all simple and martial weapons in the polearms and spears groups. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency rank in all simple and martial weapons in the polearms and spears weapon groups. If you are at least a master in the polearm or spear you are using, you gain access to the critical specialization effect with that polearm or spear. Special: You can't select another dedication feat until you have gained two other feats from the pike infantry archetype.
- Brutish Shove (Feat 4)
- Lunge (Feat 4)
- Power Attack (Feat 4)
- United Assault (Feat 4)
- Advanced Weapon Training (Feat 6)
- Clear the Way (Feat 6)
- Powerful Shove (Feat 6)
- Staff Sweep (Feat 6)
- Levering Strike (Feat 10)
- Shoving Sweep (Feat 10)
- Pivot Strike (Feat 14)
- Shock Infantry Dedication (Feat 2): You become trained in heavy armor and martial thrown weapons. Whenever you gain a class feature that grants you expert or greater proficiency in certain armor or weapons, you also gain that proficiency rank in heavy armor or martial thrown weapons as appropriate. If you are at least an expert with the thrown weapon you are using, you gain access to the critical specialization effect with that thrown weapon. Additionally, you gain the Shield Block feat, if you already have the Shield Block feat, you gain the Reactive Shield feat instead. Special: You can't select another dedication feat until you have gained two other feats from the shock infantry archetype.
- Aggressive Block (Feat 4)
- Barreling Charge (Feat 4)
- Steel Skin (Feat 4)
- United Assault (Feat 4)
- Armor Specialist (Feat 6)
- Disarming Block (Feat 6)
- Reflexive Shield (Feat 6)
- Shielded Stride (Feat 6)
- Drive Back (Feat 10)
- Shield Wall (Feat 10)
- Overpowering Charge (Feat 12)
[/list]
And here we have the Monk. Truth be told I vacillated in making a name change here but between the example of Friar Tuck being an expert swordsman and archer in some depictions and the fact that most of my resultant sub-classes have monk in the name led me to retain the name. To some extent I worry about the name because of the chances of cultural appropriation and fetishization of Asian culture but I suppose the monk term is broad enough to survive its usage here. Like with fighters above, the meditation on monk with formalized sub-classes below realizes many different permutations with regard to both origin and practice. This meditation is informed by the many years I have spent studying Asian cultures and history, especially with regards to China and Japan. Importantly, the employment of weapons is an important aspect of many martial arts, and so weapon skills have been more thoroughly incorporated to the extent that the monk is much more of an armed peer to the fighter.
Monk (Variant Rules)
General Changes to the Class
- Additions to Class Abilities
[list]
- Martial School (Level 1): Added a form subclass for monks (see individual rulesets below)
- School Arms (Level 1): Select one weapon group. You are trained with martial weapons in that group.
- Mystic Strikes (Level 3): Ability moved to the Ascetic Monk Martial School
- Expert Strikes (Level 5): Ability replaced by more individualized abilities in particular sub-classes
- Path to Perfection (Level 7): Ability moved to Monastic Scholar Martial School
- Metal Strikes (Level 9): Ability moved to the Ascetic Monk Martial School
- Second Path to Perfection (Level 11): Ability moved to Monastic Scholar Martial School
- Master Strikes (Level 13): Ability replaced by more individualized abilities in particular sub-classes
- Third Path to Perfection (Level 15): Ability moved to Monastic Scholar Martial School
- Adamantine Strikes (Level 17): Ability moved to Ascetic Monk Martial School
- School Secrets (Feat 2): Your school maintains a set of secret techniques that only practioners with higher levels of skill are permitted to be initiated into. You gain the Ki Rush or Ki Strike feat.
- Ki Rush (Feat 1): Added prerequisite: Monastic Scholar Martial School
- Ki Strike (Feat 1): Added prerequisite: Ascetic Monk Martial School
- Monastic Archer Stance (Feat 1): Added prerequisite: Temple Monk Martial School
- Rain of Embers Stance (Feat 1): Added prerequisite: Temple Monk Martial School
- Reflective Ripple Stance (Feat 1): Added prerequisite: Temple Monk Martial School
- Stoked Flame Stance (Feat 1): Added prerequisite: Temple Monk Martial School
- Monastic Weaponry (Feat 4): Changed from Feat 1.
[/list]
Martial School (New)
- Ascetic Monk Martial School, Abilities
[list]
- Wizened Strikes (Level 1): Your time in seclusion and privation has taught you that mind is greater than matter. It has hardened your will, allowing you to focus your will into your physical attacks. You add your wisdom bonus to your unarmed attack rolls instead of your strength bonus.
- Mystic Strikes (Level 3): This is the ability with the same name from the existing Monk class.
- Expert Strikes (Level 5): You’ve practiced martial arts and have now surpassed your former skill. Your proficiency ranks for unarmed attacks, simple weapons, and martial weapons in your school arms’ weapon group increase to expert.
- Resolve (Level 7): You've steeled your mind with resolve. Your proficiency rank for Will saves increases to master. When you roll a success on a Will save, you get a critical success instead.
- Metal Strikes (Level 9): This is the ability with the same name from the existing Monk class.
- Juggernaut (Level 11): Your body is accustomed to physical hardship and resistant to ailments. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.
- Master Strikes (Level 13): You have honed your skill in using your body as a weapon. Your proficiency ranks for unarmed attacks, simple weapons, and martial weapons in your school arms’ weapon group increase to master. You gain access to the critical specialization effects of all weapons and unarmed attacks for which you have master proficiency.
- Greater Resolve (Level 15): Your unbelievable training grants you mental resiliency. Your proficiency rank for Will saves increases to legendary. When you roll a critical failure on a Will save, you get a failure instead. When you fail a Will save against a damaging effect, you take half damage.
- Adamantine Strikes (Level 17): This is the ability with the same name from the existing Monk class.
- Training Hall (Level 1): You have studied under the tutelage of a master martial adept who has taught you their school of martial studies. You gain expert proficiency with unarmed attacks.
- Hall Armory (Level 3): You gain the Monastic Weaponry feat.
- Master Strikes (Level 5): You’ve practiced martial arts and have now surpassed your former skill. Your proficiency ranks for unarmed attacks increase to master. Additionally, your proficiencies with simple weapons, martial monk weapons, and martial weapons in your school arms group increase to expert. You gain access to the critical specialization effects of all weapons and unarmed attacks for which you have master proficiency.
- Evasion (Level 7): You’ve learned to move quickly to avoid explosions, a dragon’s breath, and worse. Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead.
- Lesser Armed Flurry (Level 9): You may use Flurry of Blows while using monk weapons that have the twin trait.
- Juggernaut (Level 11): Your body is accustomed to physical hardship and resistant to ailments. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.
- Improved Evasion (Level 15): You elude danger to a degree that few can match. Your proficiency rank for Reflex saves increases to legendary. When you roll a critical failure on a Reflex save, you get a failure instead. When you roll a failure on a Reflex save against a damaging effect, you take half damage.
- Greater Armed Flurry (Level 17): You may use Flurry of Blows while using any monk weapons.
- Ki Flow (Level 1): Your study of ancient martial writings has revealed important structures of the human body to you. You become trained in Medicine. If you would automatically become trained in Medicine (from your background or class, for example), you instead become trained in a skill of your choice. Further, the sword is a focus of your martial practice, you must select the swords group as the weapon group for your School Arms. Finally, your insight into the human body’s vulnerabilities allow you to focus your attacks on your opponents’ weaknesses. You may substitute your intelligence modifier for your strength modifier for all of your Strikes with attacks from the brawling and sword groups.
- Sword Dance (Level 3): Your studies of motion and the flow of ki have made the practice of the sword integral to your martial practices. You gain expert proficiency with simple and martial swords.
- Scholarly Expert Strikes (Level 5): You’ve practiced martial arts and have now surpassed your former skill. Your proficiency ranks for unarmed attacks and simple weapons increase to expert.
- Path to Perfection (Level 7): This is the ability with the same name from the existing Monk class.
- Sword Master (Level 9): Your proficiency with simple and martial weapons in the sword group increases to master. You gain access to the critical specialization effects of all weapons and unarmed attacks for which you have master proficiency.
- Second Path to Perfection (Level 11): This is the ability with the same name from the existing Monk class.
- Scholar's Mastery (Level 13): You have honed your skill in using your body as a weapon. Your proficiency ranks for unarmed attacks and simple weapons increase to master.
- Third Path to Perfection (Level 15): This is the ability with the same name from the existing Monk class.
- Sword Saint (Level 17): Your proficiency with simple and martial weapons in the sword group increases to legendary.
- Martial Temple (Level 1): You are a monk in one of the monastic temple orders and practice a wide variety of martial arts styles. You gain one additional class feat.
- Temple Armory (Level 3): You gain the Monastic Weaponry feat.
- Expert Strikes (Level 5): You’ve practiced martial arts and have now surpassed your former skill. Your proficiency ranks for unarmed attacks, simple weapons, martial monk weapons and martial weapons in your school arms’ weapon group increase to expert.
- Evasion (Level 7): You’ve learned to move quickly to avoid explosions, a dragon’s breath, and worse. Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead.
- Lesser Armed Flurry (Level 9): You may use Flurry of Blows while using monk weapons that have the twin trait.
- Resolve (Level 11): You've steeled your mind with resolve. Your proficiency rank for Will saves increases to master. When you roll a success on a Will save, you get a critical success instead.
- Master Strikes (Level 13): You have honed your skill in using your body as a weapon. Your proficiency ranks for unarmed attacks, simple weapons, martial monk weapons, and martial weapons in your school arms’ weapon group increase to master. You gain access to the critical specialization effects of all weapons and unarmed attacks for which you have master proficiency.
- Improved Evasion (Level 15): You elude danger to a degree that few can match. Your proficiency rank for Reflex saves increases to legendary. When you roll a critical failure on a Reflex save, you get a failure instead. When you roll a failure on a Reflex save against a damaging effect, you take half damage.
- Greater Armed Flurry (Level 17): You may use Flurry of Blows while using any monk weapons.
- Monastery Armory (Level 1): You gain the Monastic Weaponry feat.
- Weapon Expert (Level 3): Your proficiency with simple and martial monk weapons increases to expert. Additionally, you gain trained proficiency in advanced monk weapons.
- Expert Strikes (Level 5): You’ve practiced martial arts and have now surpassed your former skill. Your proficiency ranks for unarmed attacks, simple weapons and martial weapons in your school arms’ weapon group increase to expert.
- Juggernaut (Level 7): Your body is accustomed to physical hardship and resistant to ailments. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.
- Weapon Master (Level 9): Your proficiency with simple and martial monk weapons increases to master. You gain expert proficiency with advanced monk weapons. You gain access to the critical specialization effects of all weapons and unarmed attacks for which you have master proficiency.
- Resolve (Level 11): You've steeled your mind with resolve. Your proficiency rank for Will saves increases to master. When you roll a success on a Will save, you get a critical success instead.
- Master Strikes (Level 13): You have honed your skill in using your body as a weapon. Your proficiency ranks for unarmed attacks, simple weapons, and martial weapons in your school arms group increase to master.
- Greater Juggernaut (Level 15): You have a stalwart physiology. Your proficiency rank for Fortitude saves increases to legendary. When you roll a critical failure on a Fortitude save, you get a failure instead. When you roll a failure on a Fortitude save against an effect that deals damage, you halve the damage you take.
- Legendary Weapon Master (Level 17): Your proficiency with simple and martial monk weapons increases to legendary. Your proficiency with advanced monk weapons increases to master.
[/list]
The above meditations have not been playtested. They would benefit from playtesting. If you try them out, let me know how it goes and how they feel.
A note relating to the samurai thread in the general forum--the Monastic Scholar Martial School Monk might be a good approximation for characters like Mimura Kenshin. Note though, that when I envisioned it I was thinking of sword dance practices throughout Asia generally and tai chi practices in particular.
| Jacob Jett |
Here is an addendum to the above meditation. There is much debate regarding the general balance between martial classes and caster classes, especially the fighter vs the wizard and witch. IMO, these are all balanced as is. However, the house rules above (slightly IMO) raise the power bars for Fighters and Monks. The reason for their existence is consistency in rulesets. When I run my games I like it when the players encounter consistent ways for accomplishing things, like character creation. The existing Fighter and Monk classes do not possess true sub-classes (feat selection is a task taking place anyway for martial characters). Hence the above house rules came into being.
Now, a result from their existence is that the perceived gap between martial and caster classes may appear to have been exacerbated. The following house rules address this potential exacerbation while also redressing another inconsistency within the existing ruleset, specifically that caster classes do not receive the benefit of choosing a class feat at level 1.
- Changes to the Bard -- Bard Feat (Level 1): Move from Level 2 and change text to: “At 1st level and every even-numbered level thereafter, you gain a bard class feat.”
- Changes to the Cleric -- Cleric Feat (Level 1): Move from Level 2 and change text to: “At 1st level and every even-numbered level thereafter, you gain a cleric class feat.”
- Changes to the Druid -- Druid Feat (Level 1): Move from Level 2 and change text to: “At 1st level and every even-numbered level thereafter, you gain a druid class feat.”
- Changes to the Sorcerer -- Sorcerer Feat (Level 1): Move from Level 2 and change text to: “At 1st level and every even-numbered level thereafter, you gain a sorcerer class feat.”
- Changes to the Wizard -- Wizard Feat (Level 1): Move from Level 2 and change text to: “At 1st level and every even-numbered level thereafter, you gain a wizard class feat.”
- Changes to the Oracle -- Oracle Feat (Level 1): Move from Level 2 and change the text to: “At 1st level and every even-numbered level thereafter, you gain an oracle class feat.”
- Changes to the Witch -- Witch Feat (Level 1): Move from Level 2 and change text to: “At 1st level and every even-numbered level thereafter, you gain a witch class feat.”
- Changes to the Magus -- Magus Feat (Level 1): Move from Level 2 and change text to: “At 1st level and every even-numbered level thereafter, you gain a magus class feat.”
- Changes to the Summoner -- Summoner Feat (Level 1): Move from Level 2 and change text to: “At 1st level and every even-numbered level thereafter, you gain a summoner class feat.”
- Changes to the Psychic -- Psychic Feat (Level 1): Move from Level 2 and change text to: “At 1st level and every even-numbered level thereafter, you gain a psychic class feat.”
While we're making changes, we might also address an awkward holdover from PF1 and various earlier editions of D&D--namely weapon proficiency choices for bards, rogues and wizards.
- Bard Weapon Proficiencies
[list] - Trained in simple weapons
- Trained in unarmed attacks
- Trained in martial finesse weapons
- Bard Weapon Expertise (Level 11): Change text to: “You have become thoroughly adept with bardic weapons. You gain expert proficiency in simple weapons, martial finesse weapons, and unarmed attacks. When you critically succeed at an attack roll using one of these weapons or an unarmed attack while one of your compositions is active, you apply the critical specialization effect for that weapon or unarmed attack.”
- Trained in simple weapons
- Trained in unarmed attacks
- Trained in martial agile and finesse weapons
- Weapon Tricks (Level 5): Change text to: “You have become thoroughly familiar with the tools of your trade. You gain expert proficiency in simple weapons as well as martial agile weapons, martial finesse weapons, and unarmed attacks. When you critically succeed at an attack roll against a flat-footed creature while using an agile or finesse simple weapon or unarmed attack, or when using any of the listed weapons, you apply the critical specialization effect for that weapon or unarmed attack.”
- Master Tricks (Level 13): Change text to: “You’ve mastered a rogue’s fighting moves. Your proficiency ranks increase to master for all simple weapons, martial agile weapons, martial finesse weapons, and unarmed attacks.”
- Trained in unarmed attacks
- Trained in simple clubs, knives, firearms, and mechanical weapons
- Wizard Weapon Expertise (Level 11): Change the text to: “Through a combination of magic and training, you’ve learned how to wield wizard weapons more effectively. You gain expert proficiency in the simple clubs, knives, firearms, mechanical weapons, and unarmed attacks.”
[/list]
Now, you may have noticed that Wizards gain proficiency with simple firearms but since they're supposed to know things like basic alchemy this should make sense. Regarding the mechanical weapons, these are weapons with a new trait--mechanical. This represents that educated and erudite individuals like wizards also have a grasp of basic engineering (earlier realized by their crossbow proficiency).
Mechanical (Trait): Items with mechanical trait are more easily damaged because they have many moving parts. Their damage threshold is 1/4th of their hit points instead of 1/2. They also take twice as long to repair.
Further additions to these house rules are coming, possibly as early as tomorrow. But for now I hope I've provided some interesting morsels for thought. I do welcome feedback on these house rules which are a portion of a larger set.
| Jacob Jett |
For part 3 of this meditation I'm going to go into "fixes" for "weak" classes. Generally, I'm sympathetic to the "I expected X but received Y and had less fun because of it" arguments. So I'm sympathetic to arguments that classes like the alchemist and witch overpromise and underperform. The following house rules are my take on how these issues might be addressed.
For the Alchemist my approach was to make some sensible adjustments to their weapon proficiencies and increasing the utility of the infused daily items.
Alchemist (variant rules)
General Changes to the Alchemist
- Attack Proficiencies[list]
- Trained in simple weapons
- Trained in unarmed attacks
- Trained in martial and advanced alchemical weapons
- Trained in martial and advanced injection weapons
- Alchemical Weapon Expertise (Level 7): Change text to: “You’ve trained to more effectively wield the weapons you find in your lab. Your proficiency ranks for simple weapons, unarmed attacks, martial alchemical weapons, advanced alchemical weapons, martial injection weapons, and advanced injection weapons increase to expert.”
- Alchemical Weapon Mastery (Level 15): You’ve trained to more effectively wield the weapons you find in your lab. Your proficiency ranks for simple weapons, unarmed attacks, martial alchemical weapons, advanced alchemical weapons, martial injection weapons, and advanced injection weapons increase to master.
[/list]
Additions to Research Fields
- Bomber Research Field[list]
- Explosive Potency (Level 1): All bombs that you create using infused reagents are more potent. If a bomb made by you has the infused trait, then it deals additional damage equal to 2 + half your levels (rounded up).
- Medicinal Potency (Level 1): All healing elixirs that you create using infused reagents are more potent. If an elixir made by you has both the healing trait and the infused trait, then it restores a number of hit points to the drinker equal to 2 + half your levels (rounded up) in addition to its normal effect.
- Mutagenic Potency (Level 1): All mutagen elixirs that you create using infused reagents are more potent. If an elixir made by you has both the infused trait and the mutagen trait, then it grants the drinker a number of temporary hit points equal to 2 + half your levels (rounded up) in addition to its normal effect.
- Toxic Potency (Level 1): All poisons that you create using infused reagents are more potent. If a poison made by you has the infused trait, then increase its save DC by 2 + half your levels (rounded up) after determining its highest normal DC.
[/list]
Alchemists in particular have an unusual niche in PF2 since they are neither a fully martial class or a fully caster class. Master level proficiency will likely arrive too late for most campaigns (since they do seem to wrap between levels 8 and 12). The potency buffs should help each research field feel more effective during encounters without overamping their down-time abilities.
My approach to Witch has been conservative. I focused more on item creation, integrating the cauldron and cackle feats, rather than doing a total rebuild like Chromantic Durgon <3's approach. However, the integration did necessitate a number of trickle down effects.
Witch (variant rules)
- Added Abilities
[list]
- Boil, Bubble, Toil and Trouble (Level 1): This uses the text from the Cauldron feat as a class ability.
- Mirthful Magic (Level 1): This uses the text from the Cackle feat as a class ability.
- Added Feats
[list]
- Bungling Jinx (Feat 1): Your patron has gifted you with the ability to curse others with terrible clumsiness. Your familiar adds maladroit flash to its spell list.
- Debilitating Jinx (Feat 1): Your patron has gifted you with the ability to curse others with weakness. Your familiar adds ray of enfeeblement to its spell list.
- Withering Jinx (Feat 1): Your patron has gifted you with the ability to curse others with ill health. Your familiar adds enervating beam to its spell list.
- Forsaking Jinx (Feat 10): Your patron has gifted you with the ability to curse others onto death. Your familiar adds imperiling doom to its spell list.
- Witch’s Bottle (Feat 4): Moved from Feat 8.
- Temporary Potions (Feat 8): Moved from Feat 10.
- Cackle (Feat 1): Ability integrated into class.
- Cauldron (Feat 1): Ability integrated into class.
- Curse Patron Theme: Exchange the ray of enfeeblement granted spell for the befuddle spell
[/list]
Integrating feats left some gaps which required engineering new feats. Which, in turn, necessitated engineering some simple spells. The new spells introduced are summarized below but, they are all three, in essence, reskinned versions of ray of enfeeblement.
- Enervating Beam (Spell 1)
[list] - Traits: Uncommon, Attack, Necromancy
- Traditions: arcane, divine, occult
- Cast (2 actions): somatic, verbal
- Range: 30 feet; Targets: 1 creature
- Saving Throw: Fortitude; Duration: 1 minute
- Effect: A ray with the power to sap a foe's vitality flashes from your hand. Attempt a ranged spell attack against the target. If you succeed, that creature attempts a Fortitude save in order to determine the spell's effect. If you critically succeed on your attack roll, use the outcome for one degree of success worse than the result of its save.
[list] - Critical Success: The target is unaffected.
- Success: The target becomes drained 1.
- Failure: The target becomes drained 2.
- Critical Failure: The target becomes drained 3.
[/list]
- Traits: Uncommon, Attack, Enchantment
- Traditions: arcane, divine, occult
- Cast (2 actions): somatic, verbal
- Range: 30 feet; Targets: 1 creature
- Saving Throw: Fortitude; Duration: 1 minute
- Effect: A ray with the power to sap a foe's agility flashes from your hand. Attempt a ranged spell attack against the target. If you succeed, that creature attempts a Fortitude save in order to determine the spell's effect. If you critically succeed on your attack roll, use the outcome for one degree of success worse than the result of its save.[list]
- Critical Success: The target is unaffected.
- Success: The target becomes clumsy 1.
- Failure: The target becomes clumsy 2.
- Critical Failure: The target becomes clumsy 3.
[/list]
- Traits: Uncommon, Attack, Divination
- Traditions: arcane, divine, occult
- Cast (2 actions): somatic, verbal
- Range: 30 feet; Targets: 1 creature
- Saving Throw: Fortitude; Duration: 1 minute
- Effect: A ray with the power to alter the target’s fate flashes from your hand. Attempt a ranged spell attack against the target. If you succeed, that creature attempts a Will save in order to determine the spell's effect. If you critically succeed on your attack roll, use the outcome for one degree of success worse than the result of its save.
[list] - Critical Success: The target is unaffected.
- Success: The target becomes doomed 1.
- Failure: The target becomes doomed 2.
- Critical Failure: The target becomes doomed 3.
[/list]
[/list]
| Jacob Jett |
Part 4--I'm calling this the "quality of life" pass. Basically it's a series of house rules that align relatively "minor" aspects of certain classes to better align with my experiences and worldview.
For instance, a tweak to the Barbarian's Animal Instinct. When you gain Raging Resistance instead of Resistance to Piercing and Slashing, you gain Resistance to Bludgeoning and Slashing.
This tweak in essence is an admission that sharp pokey things definitely kill large megafauna but no one's ever beat a full-sized healthy deer or bear to death with a club. Large muscle and fat masses tend to distribute energy from bludgeoning hits (sort of like kevlar).
Bard Warrior Muse Tweak
- You gain the Martial Performance feat and add fear to your spell repertoire as normal. At 7th level you gain Bard Weapon Expertise instead of Expert Spellcaster. At 11th Level you gain Expert Spellcaster. At 15th level you gain Bard Weapon Mastery instead of Master Spellcaster. At 19th level you gain Master Spellcaster instead of Legendary Spellcaster.
-- Bard Weapon Mastery (Level 15): You have become thoroughly adept with bardic weapons. You gain master proficiency in simple and martial weapons and unarmed attacks. When you critically succeed at an attack roll using one of these weapons or an unarmed attack while one of your compositions is active, you apply the critical specialization effect for that weapon or unarmed attack.
This change basically pushes the Warrior Bard into the same not-a-martial, not-a-caster space that the Alchemist lives in by effectively expediting weapon skill and retarding spell-casting skill.
Cleric Warpriest Doctrine Tweak
- Replace the existing Fourth Doctrine (Level 11) with: Your proficiency ranks for divine spell attack rolls and spell DCs increase to expert. Additionally, you gain expert proficiency with martial weapons.
- Replace the existing Fifth Doctrine (Level 15) with: Your proficiency rank for Fortitude saves increases to master. When you roll a success at a Fortitude save, you get a critical success instead. Additionally, you gain master proficiency with your deity’s favored weapon, simple weapons, and unarmed attacks.
This change pushes the Warpriest Cleric into the same not-a-fighter, not-a-caster space with the Alchemist and the Warrior Bard (above).
Investigator Tweaks
- Added Ability:
-- Canny Strikes (Level 1): Your calculating and studious ways have taught you that brains are better than brawn. You are able to employ weapons in clever and inventive ways. You add your intelligence bonus to your damage instead of your strength bonus as long as your attack is an agile or finesse unarmed attack or uses an agile or finesse weapon (including an agile or finesse thrown weapon) or belongs to one of the following weapon groups: bows, firearms, or slings.
- Changed Ability:
-- Devise a Stratagem (Level 1): Change the phrase, “you must use the result of the roll you made” to, “you may use the result of the roll you made”. Change the sentence, “When you make this substitution, you can also add your Intelligence modifier to your attack roll instead of your Strength or Dexterity modifier, provided your Strike uses an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon (which must be agile or finesse if it's a melee weapon with the thrown trait), or a sap.” To “When you make this substitution, you can also add double your Intelligence modifier to your attack roll instead of your Strength or Dexterity modifier, provided your Strike uses an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon (which must be agile or finesse if it's a melee weapon with the thrown trait), or a sap.”
Basically, this fixes one of the most unfun things about the class, lack of choice in attacking when you Devise a Stratagem. The advantage of having brains is always having choices. Beyond that, I wanted to bring out the brains over brawn themes which is definitely a thing. (Typically in a melee-style fight there's hierarchy of things that determines who's going to win: 1) training - the most skilled person wins, when these are matched then 2) agility - the faster person wins, when these are matched then 3) stamina - the person who can take a beating longer and tires slower wins, when these are matched then 4) size - at the end of the day, all other things being equal, in nature, the bigger one always wins)
Oracle Ancestors Mystery Tweak
Change the sentence: “On a failure, you spend the action but gain no effect (though you don't lose the spell if you were Casting a Spell).” To: “On a failure, you suffer a -1 circumstance penalty to the die roll (or if casting a spell that instead requires a saving throw, you reduce your spell DC by -1).” And add the sentences: “If you are under the effect of the Moderate Curse for your Mystery, this penalty is -2 instead. If you are under the effect of the Major Curse for your Mystery, this penalty is -4 instead.”
I'd be surprised if many tables don't already use an Oracle tweak like the one above. Otherwise the Ancestors Oracle is nigh-unplayable since it randomly seizes up like a car with a bad ignition module.
Finally,
Gunslinger Tweaks
- Attack Proficiencies revisited
-- Add simple and martial slings to the list of weapons with which a gunslinger has expert proficiency at level 1. Change the word "crossbows" to the phrase "mechanical bows".
-- Add advanced slings to the list of advanced weapons with which a gunslinger has trained proficiency at level 1. Change the word "crossbows" to the phrase "mechanical bows".
The relatively innocent looking tweak above has an enormous amount of knock-on effects requiring all kinds of changes to both class abilities and way abilities. I've summarized these below but in essence, the cause for these tweaks is because slings typically have reload times and are basically unsupported (making it impossible to tell a David vs. Goliath type of story).
- Changes to Abilities:
-- Singular Expertise (Level 1): Change the text to: “You have particular expertise with slings, guns, and crossbows with the mechanical trait that grants you greater proficiency with them and the ability to deal more damage. You gain a +1 circumstance bonus to damage rolls with firearms, mechanical bows, and slings. This intense focus on the ranged weapons listed above prevents you from reaching the same heights with other weapons. Your proficiency with unarmed attacks and with weapons other than firearms, mechanical bows, and slings can't be higher than trained, even if you gain an ability that would increase your proficiency in one or more other weapons to match your highest weapon proficiency (such as the weapon expertise feats many ancestries have). If you have gunslinger weapon mastery, the limit is expert, and if you have gunslinging legend, the limit is master.”
-- Gunslinger Weapon Mastery (Level 5): Change the text to: “You fully understand the best way to utilize your unique weapons. Your proficiency rank increases to master with simple and martial firearms, mechanical bows, and slings. Your proficiency rank for advanced firearms, mechanical bows, slings, other simple weapons, other martial weapons, and unarmed attacks increases to expert. You gain access to the critical specialization effects for firearms, mechanical bows, and slings.”
-- Gunslinging Legend (Level 13): Change the text to: “You've learned unique techniques for wielding slings, guns, and crossbows that give you unmatched skill in their use. Your proficiency rank increases to legendary with simple and martial firearms, mechanical bows, and slings and, it increases to master with advanced firearms, mechanical bows, and slings. Your proficiency rank for simple weapons, martial weapons, and unarmed attacks also increases to master.”
- New Feats
-- Expert Peltast (Feat 1): You have a deep understanding of slings. When you're wielding a sling and Interact to reload it, including Interact actions as part of your slinger's reload and similar effects, you gain a +2 circumstance bonus to the damage roll on your next Strike with that sling. As normal, this isn't cumulative with the +1 circumstance bonus from singular expertise. If the sling is a simple sling, also increase the damage die size for that attack by one step. You must make the attack before the end of your turn or these benefits are lost.
- Changed Feats
-- Sword and Pistol (Feat 1): You're comfortable wielding a sling, gun, or crossbow in one hand and a melee weapon in the other, combining melee attacks with shots from the firearm. When you make a successful ranged Strike against an enemy within your reach with your one-handed sling, one-handed gun, or one-handed crossbow, that enemy is flat-footed against your next melee attack with a one-handed melee weapon. When you make a successful melee Strike against an enemy with your one-handed melee weapon, the next ranged Strike you make against that enemy with a one-handed sling, one-handed gun or one-handed crossbow doesn't trigger reactions that would trigger on a ranged attack but not a melee attack, such as Attack of Opportunity. Either of these benefits is lost if not used by the end of your next turn. [...and the Soldier Fighter who has this feat as a choice should use this version of the feat...]
-- Defensive Armaments (Feat 2): You use bulky firearms, mechanical bows, or slings to shield your body from your foes' attacks. Any two-handed firearms, two-handed crossbows, and two-handed slings you wield gain the parry trait. If an appropriate weapon already has the parry trait, increase the circumstance bonus to AC it grants when used to parry from +1 to +2.
- Changes to Ways
-- Way of the Drifter
--- Slinger's Reload
---- Change the requirements to: “You're wielding a firearm, mechanical bow or sling in one hand, and your other hand either wields a one-handed melee weapon or is empty.”
---- Change text to: “You make a melee attack and then reload your crossbow, gun, or sling in one fluid movement. Strike an opponent within reach with your one-handed melee weapon (or, if your other hand is empty, with an unarmed attack), and then Interact to reload. You don't need a free hand to reload in this way.”
--- Advanced Deed
---- Change the requirements to: “On your last action, you failed (but didn't critically fail) a Strike with a firearm, mechanical bow, or sling you're holding in one hand, and your other hand is either wielding a melee weapon or empty.”
--- Greater Deed
---- Change the text to: “You drift across the battlefield, striking down foes as you go. You Stride, and you can Strike up to three times at any points during your movement. Each attack must target a different enemy and must be made with a one-handed firearm, mechanical bow, sling, melee weapon, or unarmed attack. Each attack counts toward your multiple attack penalty, but your multiple attack penalty doesn't increase until you've made all your attacks. Your movement doesn't trigger reactions.”
-- Way of the Pistolero
--- Initial Deed
---- Change the text to: “You react to trouble with lightning speed, positioning yourself just right. You gain a +2 circumstance bonus to your initiative roll, and you can Interact to draw a one-handed firearm, mechanical bow, or sling. As your first action on your first turn, you can Step up to 10 feet as a free action.”
--- Advanced Deed
---- Change the requirements to: “You're wielding a one-handed firearm, mechanical bow, or sling.”
---- Change the text to: “You punish your foe's failure with a shot. Make a Strike against the triggering foe with a one-handed firearm, one-handed mechanical bow, or one-handed sling.”
--- Great Deed
---- Change the requirements to: “You have a one-handed firearm, mechanical bow, or sling visibly worn or wielded.”
-- Way of the Sniper
--- Initial Deed
---- Change text to: “Your first shot is the deadliest. Interact to draw a firearm, mechanical bow, or sling. On your first turn, your first Strike with that weapon deals an additional 1d6 precision damage. This precision damage increases to 2d6 at 9th level and 3d6 at 15th level.”
--- Greater Deed
---- Change text to: “Make a firearm, mechanical bow, or sling Strike. If you're hidden from or undetected by the target, the Strike adds the additional precision damage from One Shot, One Kill; if you would already receive that additional damage on the Strike, the effects aren't cumulative. If you were undetected or unnoticed by any creatures, you're now hidden from them instead, as the origin of the attack is clear.”
-- Way of the Spellshot
--- Initial Deed
---- Change the text to: “You unleash a small surge of magical energy into your weapon, shrouding the bullet with potential energy and granting it the ability to deal energy damage to your foes to exploit their weaknesses. You can Interact to draw a ranged weapon. On your first three Strikes of this encounter with a firearm, mechanical bow, sling, or thrown weapon, you deal an additional 1 acid, cold, fire or electricity damage. You choose which damage type to deal as part of making each Strike.”
--- Advanced Deed
---- Change the trigger to: “You miss with a firearm, mechanical bow, or sling Strike while using ordinary level-0 ammunition”
---- Change the text to: “You amplify the connection between ammunition and weapon, calling your missed shot back into your crossbow, gun, or sling. The ammunition you just fired is reloaded back into your crossbow, gun, or sling and immediately ready to fire again.”
--- Greater Deed
---- Change the text to: “You imprint a crossbow bolt or a bullet with a field of abjuration built upon your magical signature, disrupting the magic of whatever it hits. Make a firearm, mechanical bow, or sling Strike against a foe you can see. If you hit, you attempt to counteract a spell effect active on the target (your choice, or the highest-level effect if you don't choose). Your counteract level is equal to half your level (rounded up), and your counteract check modifier is equal to your class DC – 10.”
-- Way of the Vanguard
--- Slinger's Reload
---- Change the requirements to: “You're wielding a two-handed firearm, mechanical bow, or sling.”
--- Initial Deed
---- Change the text to: “You can posture defensively with slings, guns, or crossbows, acting like a walking tower. Interact to draw a firearm, mechanical bow or sling. You then position that weapon defensively, gaining a +1 circumstance bonus to AC until the start of your first turn, or a +2 circumstance bonus if the chosen weapon has the parry trait.”
--- Advanced Deed
---- Change the requirements to: “You're wielding a loaded sling, gun, or crossbow.”
--- Greater Deed
---- Change the text to: “With unbelievable force, you charge and smash your weapon into a target before digging in your heels and pulling the trigger. Leap or Stride, then make a Strike with the required sling, gun, or crossbow against an adjacent target. This Strike deals an additional 3d8 bludgeoning damage and ignores 10 points of the target's Hardness (if any), or of their shield's Hardness if the target uses Shield Block. After the Strike, you become immobilized and position the required weapon defensively, gaining a +1 circumstance bonus to AC, or a +2 circumstance bonus if the chosen weapon has the parry trait. Both effects last until the start of your next turn. If a force would move you while you're immobilized in this way, it must succeed at an appropriate check against your class DC.”
Inventor Tweaks
- Add "Expert in simple and martial mechanical weapons" to the list of starting attack proficiencies.
As always, futzing around with starting attack proficiencies has knock-on effects.
- Changed Abilities
-- Inventor Weapon Mastery (Level 5): changed from Inventor Weapon Expertise – You develop tricks for using your weapons more effectively. Your proficiency ranks simple and martial mechanical weapons increases to master. In addition, your proficiency ranks for simple, martial, and advanced weapons and unarmed attacks increase to expert. You gain access to the critical specialization effect for any weapon you have master proficiency with. If you have a weapon innovation, you also gain access to the critical specialization effect with your innovation.
-- Legendary Weapon Inventor (Level 13): changed from Inventor Weapon Mastery – You fully understand your weapons. Your proficiency ranks for simple and martial mechanical weapons increase to legendary. In addition, your proficiency ranks for simple, martial, and advanced weapons and unarmed attacks increase to master.”
And finally, I wanted to add some things to Inventor to make it possible to realize something like Escaflowne (and other examples of the giant robot genre). While not perfect, I believe I did manage to stay within the general boundaries established by the overall PF2 rules.
- Armor Innovation
-- Add the following options to the list of armor modifications:
--- Oversized Exoskeleton (Power Suit only) <Initial Modification>: Your size increases by 1 size category while you are wearing your power suit, but you also suffer the effects of Clumsy 1 which cannot be reduced or negated while you are using the power suit. Additionally, while wearing your power suit, your reach increases by 5 feet. Increase the power suit’s bulk by 1. When under the effects of overdrive, you gain 5 temporary hit points.
--- Massive Exoskeleton (Power Suit only) <Breakthrough Modification>: Your size increases by 2 size categories while you are wearing your power suit, but you also suffer the effects of Clumsy 2 which cannot be reduced or negated while you are using the power suit. Additionally, while wearing your power suit, your reach increases by 10 feet. Increase the power suit’s bulk by 3. When under the effects of overdrive, you gain 10 temporary hit points.
--- Enormous Exoskeleton (Power Suit only) <Revolutionary Modification>: Your size increases by 3 size categories while you are wearing your power suit, but you also suffer the effects of Clumsy 3 which cannot be reduced or negated while you are using the power suit. Additionally, while wearing your power suit, your reach increases by 15 feet. Increase the power suit’s bulk by 7. When under the effects of overdrive, you gain 20 temporary hit points.
As always, thoughts, criticisms, and feedback are welcome.
| Jacob Jett |
The fifth and final part--expansion of player choices.
As I mentioned in the beginning and elsewhere, empowering players with choices is part and parcel to me GMing approach. What follows are alternate rules that sub-classes to classes with relatively few choices.
Additional Cleric Doctrines:
-Cloistered Monk Doctrine
-- First Doctrine (Level 1): As the keeper of your faith’s records, you have access to a sliver of your deity’s divine knowledge through the names of all things. This allows you to wield an aspect your deity’s power over the world around you. You gain the Reveal True Name feat and add the invoke true name cantrip to the cantrips you have access to.
-- Second Doctrine (Level 3): Your proficiency rank for Fortitude saves increases to expert.
-- Third Doctrine (Level 7): You gain the Cast Down feat and add the compel true name spell to the 4th-level spells you have access to. Additionally, your proficiency ranks for divine spell attack rolls and spell DCs increase to expert.
-- Fourth Doctrine (Level 11): You gain expert proficiency with your deity's favored weapon, simple weapons, and unarmed attacks. When you critically succeed at an attack roll using your deity's favored weapon, you apply the weapon's critical specialization effect; use your divine spell DC if necessary.
-- Fifth Doctrine (Level 15): Your proficiency ranks for divine spell attack rolls and spell DCs increase to master.
-- Final Doctrine (Level 19): Your proficiency ranks for divine spell attack rolls and spell DCs increase to legendary.
- Itinerant Monk Doctrine
-- First Doctrine (Level 1): You do not gain a Divine Font and instead gain Esoteric Lore.
--- Esoteric Lore: Your experience with the unknown, as well as the tales you've exchanged with other travelers, has taught you about strange phenomena of every kind. You become trained in Esoteric Lore, a special lore skill that can be used to Recall Knowledge regarding haunts, curses, and creatures of any type, but that can't be used to Recall Knowledge of other topics. Unlike a normal Lore skill, you use Charisma as your modifier on Esoteric Lore checks. You also gain the Dubious Knowledge skill feat.
-- Second Doctrine (Level 3): You become an expert in Esoteric Lore.
-- Third Doctrine (Level 7): Your proficiency ranks for divine spell attack rolls and spell DCs increase to expert.
-- Fourth Doctrine (Level 11): You gain expert proficiency with your deity's favored weapon, simple weapons, and unarmed attacks. When you critically succeed at an attack roll using your deity's favored weapon, you apply the weapon's critical specialization effect; use your divine spell DC if necessary.
-- Fifth Doctrine (Level 15): Your proficiency ranks for divine spell attack rolls and spell DCs increase to master. Additionally, your proficiency ranks increase to master with Esoteric Lore.
-- Final Doctrine (Level 19): Your proficiency ranks for divine spell attack rolls and spell DCs increase to legendary.
- Lay Cleric Doctrine
-- First Doctrine (Level 1): Your divine font channels your deity’s beneficence or ire. Instead of gaining a healing font or harmful font, you gain a blessed font or calamitous font. If your deity would normally grant you a healing font, you gain a blessed font instead. If your deity would normally grant you a harmful font, you gain a calamitous font instead. If your deity would provide you, your choice of font, you may choose either a blessed font or a calamitous font. Once you choose, you can’t change your choice short of an ethical shift or divine intervention. A blessed font counts as a healing font for the Versatile Font feat. A calamitous font counts as a harmful font for the Versatile Font feat.
--- Blessed Font: You gain additional spell slots each day at your highest level of cleric spell slots. You can prepare only bless spells in these slots, and the number of slots is equal to 1 plus your Charisma modifier.
--- Calamitous Font: You gain additional spell slots each day at your highest level of cleric spell slots. You can prepare only bane spells in these slots, and the number of slots is equal to 1 plus your Charisma modifier.
-- Second Doctrine (Level 3): Your proficiency rank for Fortitude saves increases to expert.
-- Third Doctrine (Level 7): Your proficiency ranks for divine spell attack rolls and spell DCs increase to expert.
-- Fourth Doctrine (Level 11): You gain expert proficiency with your deity's favored weapon, simple weapons, and unarmed attacks. When you critically succeed at an attack roll using your deity's favored weapon, you apply the weapon's critical specialization effect; use your divine spell DC if necessary.
-- Fifth Doctrine (Level 15): Your proficiency ranks for divine spell attack rolls and spell DCs increase to master.
-- Final Doctrine (Level 19): Your proficiency ranks for divine spell attack rolls and spell DCs increase to legendary.
- Mendicant Monk Doctrine
-- First Doctrine (Level 1): Your divine font channels your deity’s divine power to shield you and the faithful. Instead of gaining a healing font or harmful font, you gain one of the following fonts: merciful font, restful font, or warding font. Once you choose, you can’t change your choice short of an ethical shift or divine intervention. A restful or warding font counts as a healing font for the Versatile Font feat. A merciful font counts as a harmful font for the Versatile Font feat.
-- Merciful Font: You gain additional spell slots each day at your highest level of cleric spell slots. You can prepare only forced mercy spells in these slots, and the number of slots is equal to 1 plus your Charisma modifier.
-- Restful Font: You gain additional spell slots each day at your highest level of cleric spell slots. You can prepare only sanctuary spells in these slots, and the number of slots is equal to 1 plus your Charisma modifier.
-- Warding Font: You gain additional spell slots each day at your highest level of cleric spell slots. You can prepare only protection spells in these slots, and the number of slots is equal to 1 plus your Charisma modifier.
-- Second Doctrine (Level 3): Your proficiency rank for Fortitude saves increases to expert.
-- Third Doctrine (Level 7): Your proficiency ranks for divine spell attack rolls and spell DCs increase to expert.
-- Fourth Doctrine (Level 11): You gain expert proficiency with your deity's favored weapon, simple weapons, and unarmed attacks. When you critically succeed at an attack roll using your deity's favored weapon, you apply the weapon's critical specialization effect; use your divine spell DC if necessary.
-- Fifth Doctrine (Level 15): Your proficiency ranks for divine spell attack rolls and spell DCs increase to master.
-- Final Doctrine (Level 19): Your proficiency ranks for divine spell attack rolls and spell DCs increase to legendary.
- Sepulchral Cleric Doctrine
-- First Doctrine (Level 1): Your divine font has been yoked to channel positive or negative energy more directly into your environment. Instead of gaining a healing font or harmful font, you gain a disruptive font or restless font. If your deity would normally grant you a healing font, you gain a disruptive font instead. If your deity would normally grant you a harmful font, you gain a restless font instead. If your deity would provide you, your choice of font, you may choose either a disruptive font or a restless font. Once you choose, you can’t change your choice short of an ethical shift or divine intervention. A disruptive font counts as a healing font for the Versatile Font feat. A restless font counts as a harmful font for the Versatile Font feat.
--- Disruptive Font: You gain additional spell slots each day at your highest level of cleric spell slots. You can prepare only disrupting weapon spells in these slots, and the number of slots is equal to 1 plus your Charisma modifier.
--- Restless Font: You gain additional spell slots each day at your highest level of cleric spell slots. You can prepare only necromancer’s generosity spells in these slots, and the number of slots is equal to 1 plus your Charisma modifier.
-- Second Doctrine (Level 3): Your proficiency rank for Fortitude saves increases to expert.
-- Third Doctrine (Level 7): Your proficiency ranks for divine spell attack rolls and spell DCs increase to expert.
-- Fourth Doctrine (Level 11): You gain expert proficiency with your deity's favored weapon, simple weapons, and unarmed attacks. When you critically succeed at an attack roll using your deity's favored weapon, you apply the weapon's critical specialization effect; use your divine spell DC if necessary.
-- Fifth Doctrine (Level 15): Your proficiency ranks for divine spell attack rolls and spell DCs increase to master.
-- Final Doctrine (Level 19): Your proficiency ranks for divine spell attack rolls and spell DCs increase to legendary.
The addition of doctrines with alternate divine fonts necessitates some alterations to feats (and some additional new feats).
- Changes to existing Cleric feats
-- Turn Undead (Feat 2): Change text to: “Undead harmed by your positive energy might flee, compelled by an innate aversion to the force opposite undeath. When you use a disrupting weapon or heal spell to damage undead, each undead of your level or lower that critically fails its save gains the fleeing condition for 1 round. Further any undead of your level or lower that critically fails a save caused a forced mercy or sanctuary spell cast by you or critically misses a target protected by a protection spell cast by you also gains the fleeing condition for 1 round.”
-- Channel Smite (Feat 4): Change prerequisites to: disruptive font, harmful font, healing font, or restful font. Change text to: “You siphon the destructive energies of positive or negative energy through a melee attack and into your foe. Make a melee Strike and add the spell’s damage to the Strike’s damage. This is negative damage if you expended a harm or necromancer’s generosity spell or positive damage if you expended a disrupting weapon or heal spell. The spell is expended with no effect if your Strike fails or hits a creature that isn’t damaged by that energy type (such as if you hit a non-undead creature with a heal spell).”
-- Command Undead (Feat 4): Change prerequisites to: harmful font or restless font; evil alignment. Change text to: “You grasp the animating force within an undead creature and bend it to your will. If the next action you use is to cast harm or necromancer’s generosity targeting one undead creature, you transform the effects of that spell. Instead of the spell’s normal effects, the target becomes controlled by you if its level is equal to or lower than your level – 3. It can attempt a Will saving throw to resist being controlled by you. If the target is already under someone else’s command, the controlling creature also rolls a saving throw, and the undead uses the better result.”
-- Necrotic Infusion (Feat 4): Change prerequisites to: harmful font or restless font; evil alignment. Change text to: “You pour negative energy into your undead subject to empower its attacks. If the next action you use is to cast harm or necromancer’s generosity to restore Hit Points to a single undead creature, the target then deals an additional 1d6 negative damage with its melee weapons and unarmed attacks until the end of its next turn. If the spell is at least 5th level, this damage increases to 2d6, and if the spell is at least 8th level, the damage increases to 3d6.”
-- Radiant Infusion (Feat 4): Change prerequisites to: disrupting font or healing font; good alignment. Change text to: “You pour invigorating positive energy into a living ally. If the next action you use is to cast disrupting weapon to empower a single living creature’s weapon or heal to restore Hit Points to a single living creature, the target deals an additional 1d6 positive damage with its melee weapons and unarmed attacks until the end of its next turn. If the heal spell is at least 5th level, this damage increases to 2d6, or 3d6 if the spell is at least 8th level.”
-- Channeled Succor (Feat 8): Change prerequisites to: blessed font, healing font, or warding font. Change text to: “You can remove conditions with divine grace. You can sacrifice one bless, heal, or protection spell you’ve prepared in your extra slots from your font to cast one of the following spells instead: remove curse, remove disease, remove paralysis, or restoration. The spell is heightened to the same level as the heal spell you sacrificed.”
-- Cremate Undead (Feat 8): Change the text to: “Your positive energy sets undead alight. When you use a disrupting weapon or a heal spell to damage undead, each undead that takes damage also takes persistent fire damage equal to the spell’s level. Further undead that fail a save caused a forced mercy or sanctuary spell cast by you or hits a target protected by a protection spell cast by you also takes persistent fire damage equal to the spell’s level.”
-- Martyr (Feat 8): Change the text to: “You go to extreme lengths to support your allies, even when it means bringing harm to yourself. If your next action is to cast a spell from your divine font to affect a single ally, you can channel your own vitality along with the spell. You lose 1d8 Hit Points per level of the spell, which can't be reduced or mitigated in any way, and your ally regains an equal number of Hit Points.”
-- Improved Command Undead (Feat 10): Change the prerequisites to: harmful font or restless font; Command Undead; evil alignment.
-- Defensive Recovery (Feat 12): Change the prerequisites to: harmful font, healing font, or restful font.
-- Remediate (Feat 16): Change the prerequisites to: divine font. Change the text to: “If your next action is to use your divine font to cast a 3-action heal or harm spell to damage creatures, or any other divine font spell for their normal effect, you can harness the residual energy to counterbalance opposing forces. You use your spell to attempt to counteract one effect in the spell's area with the chaotic, evil, good, or lawful trait. The chosen trait must oppose one component of your deity's alignment; if your deity is neutral, you can choose any one trait.”
- Additional Cleric Feats
-- Armor of Faith (Feat 1) [Prerequisites warding font]: Your warding magic is particularly potent. Your protection spells grant a +2 status bonus to Armor Class and saving throws, increasing to +4 against effects that would directly control the spell’s target or the attacks of summoned creatures.
-- Exorcist’s Touch (Feat 1) [Prerequisites disruptive font]: The vibrant strength of your positive energy grows. When you cast disrupting weapon, the affected weapon deals extra d6s instead of d4s.
-- Firebrand Preacher (Feat 1) [Prerequisites calamitous font]: You channel your diety’s power more effectively when you call upon them to curse their foes. When you cast bane the emanation’s base area increases to 10 feet and those failing their save take a -2 status penalty to attack rolls while they are within the area. Additionally, those who successfully save still take a -1 status penalty to attack rolls while they are in the area. Those who make a critical save ignore the spell’s effects as normal.
-- Guardian’s Beneficence (Feat 1) [Prerequisites merciful font or restful font]: You deity has gifted you with powerful protective powers. When you cast forced mercy or sanctuary spells, add +2 to the spell’s save DC.
-- Inspiring Preacher (Feat 1) [Prerequisites blessed font]: You channel your diety’s power more effectively when you call upon them to favor their followers. When you cast bless the emanation’s base area increases to 10 feet and those within the area gain a +2 status bonus to attack rolls while they are within the area.
-- Necrosavant’s Touch (Feat 1) [Prerequisites restless font]: Your negative energy is even more mordant and restorative. When you cast necromancer’s generosity, you roll d10s instead of d8s.
-- Holy Retaliation {1 action} (Feat 6) [Prerequisites merciful font, restful font, or warding font]: The force of your faith can repel creatures seeking to do you or your wards harm. If the next action you use is to cast forced mercy, protection, or sanctuary and the attacking creature fails its Will save or misses its attack, then that creature is knocked away from their target by a distance of up to 10 feet and falls prone.
-- Castigator’s Wrath {1 action} <Metamagic> (Feat 8) [Prerequisites calamitous font or merciful font]: The next time you cast bane or forced mercy, those affected by the spell suffer 2 persistent poison damage for the spell’s duration.
-- Miracle Worker’s Beneficence {1 action} <Metamagic> (Feat 8) [Prerequisites blessed font, restful font, or warding font]: The next time you cast bless, protection, or sanctuary, those affected by the spell gain fast healing 2 for the duration of the spell.
-- Divine Beneficence {1 action} <Metamagic> (Feat 16) [Prerequisites blessed font]: The next time you cast bless, those affected by the spell gain temporary hit points equal to you level.
-- Divine Wrath {1 action} <Metamagic> (Feat 16) [Prerequisites calamitous font]: The next time you cast bane, those affected by the spell suffer drained 2 for the duration of the spell.
Additional Ranger Hunter's Edges
- Command: You are experienced in using animals to hunt prey. You may Command an animal as a free action so long as the command is for the animal to Move towards or away from your hunted prey, Strike your hunted prey, or Support you against your hunted prey.
-- Masterful Hunter Upgrade (Level 17): Your coordination with animals during hunts has increased greatly. Your free Command action may be used to command an animal to use any of its possible actions against your hunted prey.
- Lead: You are very effective at coordinating others’ efforts against your prey. All of your allies who can see or hear you gain a +1 circumstance bonus to their attack and damage rolls against your hunted prey. In turn you gain a +2 circumstance bonus to your attack and damage rolls against your hunted prey as long as you are accompanied on the hunt by at least one ally.
-- Masterful Hunter Upgrade (Level 17): Your mastery allows you and your allies to quickly corner your prey and run it to ground. All of your allies who can see and hear you gain a +2 circumstance bonus to their attack and damage rolls against your hunted prey. Your own circumstance bonus increases to +4 against your hunted prey as long as you are accompanied by at least one ally.