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Kaedrin - Modifiche alle Classi Base

#1
Barbaro
- ha aggiunto l'ira turbinante come opzione alternativa:
Citazione:Whirlwind Frenzy: A barbarian with this variant form of rage doesn't gain the normal bonuses when he enters a rage. Instead, when a barbarian with whirling frenzy enters a rage, he temporarily gains a +4 bonus to Strength and a +2 dodge bonus to Armor Class and on Reflex saves. While in a whirling frenzy, the barbarian may make one extra attack in a round at his highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. This extra attack does not stack with Haste and uses the haste improvement instead (no penalty applied to all attacks).

Whirling frenzy is otherwise identical to the standard barbarian rage in all other ways. At 11th level (when a standard barbarian gains greater rage), the Strength bonus increases to +6, and the dodge bonus to Armor Class and on Reflex saves increases to +3. At 20th level (when a standard barbarian gains mighty rage), the Strength bonus increases to +8, and the dodge bonus to Armor Class and on Reflex saves increases to +4.

è una variante ufficiale ed è implementata uguale quindi io la terrei.


Guerriero
ha aggiunto alcune capacità di pathfinder 1e con la postilla che i bonus vengono persi in caso di multiclasse.
Citazione:[*]Armor Training: Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed. This bonus is lost if the character has levels in any class other than Fighter, Divine Champion, or Weapon Master.
[*]Weapon Training: Starting at 5th level, a fighter gains a +1 bonus on attack and damage rolls. This bonus improves by +1 at 9th, 13th, 17th, and 20th level. This bonus is lost if the character has levels in any class other than Fighter, Divine Champion, or Weapon Master.
[*]Armor Mastery: At 19th level, a fighter gains DR 5/— whenever he is wearing armor or using a shield. This bonus is lost if the character has levels in any class other than Fighter, Divine Champion, or Weapon Master. This damage reduction does not stack with any other source of DR.
I bonus non sono insensati secondo me ma non fanno parte del nostro regolamento e non so se vogliamo ibridizzare, non mi convince il vincolo sul multiclasse in ogni caso.


Monaco
gli ha regalato un po' di talenti bonus ed ha potenziato Wholeness of Body
Citazione:[*]Bonus Feat at 1st: Weapon Focus (Unarmed), Weapon Focus (Quarterstaff)
[*]Bonus Feat at 4th: Unarmed Combat Mastery
[*]Bonus Feat at 10th: Weapon Specialization (Unarmed), Weapon Specialization (Quarterstaff)
[*]Bonus Feat at 14th: Greater Weapon Focus (Unarmed), Greater Weapon Focus (Quarterstaff)
[*]Bonus Feat at 18th: Greater Weapon Specialization(Unarmed), Greater Weapon Specialization(Quarterstaff)

[*]Wholeness of Body can be used 1 time for every 3 monks levels. Wholeness of Body now provides 1 point of regen for 3 minutes when used if the character only has Monk levels.
Sono bonus totalmente inventati, però vero pure che il monaco è la classe più scarsa in assoluto quindi male non fanno..


Paladino
Gli ha dato incanalare energia del chierico di pathfinder 1e (ma per qualche motivo non mi pare l'abbia dato al chierico), TS Volontà alta, un incantesimo extra di livello 1 e 2 e Divine Spirit
Citazione:Channel Positive Energy: When a paladin reaches 4th level, she gains the supernatural ability to channel positive energy. Using this ability consumes two uses of her turn undead ability. Channeling energy causes a burst that affects all creatures in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two paladin levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). At 20th level the Paladin always heals or harms for the maximum value. Undead creatures will take damage from the channeled energy and will receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the paladin's level + the paladin's Charisma modifier.

-[b]Divine Spirit:
[/b]At 5th level, a paladin is granted their alternate class feature instead of a mount: Divine Spirit. Benefit: Upon reaching 5th level, you can call upon your deity for aid in the form of a celestial spirit. Using this ability is a standard action that does not provoke attacks of opportunity. Your paladin level determines which kinds of celestial spirits answer your summons. You can summon the spirit available at your current level as well as any that became available at lower levels.
Paladin Level 5th: Spirit of Healing 10th: Spirit of Combat 1/day 15th: Spirit of Heroism 1/day 20th: Spirit of the Fallen 1/day 25th: Spirit of Heroism 2/day 30th: Spirit of the Fallen 2/day
Each spirit available to you can be summoned once per day. A spirit remains for a number of rounds equal to your paladin level (except for Spirit of Healing which provides a passive benefit).
Spirit of Healing: This spirit increases your ability heal damage to you or your allies. This grants the Paladin the equivalent of two additional uses of Lay on Hands (healing version).
Spirit of Combat: This spirit enhances combat ability. You and your allies within 10' when the spirit is summoned gain holy fervor. Holy fervor grants a +1 sacred bonus on attack and damage rolls for every four paladin levels you possess (up to a maximum of +7 at 28th level). This is an instantly activated ability.
Spirit of Heroism: You gain DR 10/-. In addition, you gain bonus hit points equal to your character level. This is an instantly activated ability.
Spirit of the Fallen: You summon a celestial spirit to watch over you and your allies within 30 feet. You and your allies present when the spirit is summoned gain fast healing 10 and a ward against death. If those warded against death drop to 0 or fewer hps the spirit revives that character. The character revived heals an amount equal to twice your paladin level. This is an instantly activated ability.
Gli spiriti sono l'unica variante ufficiale e l'unica cosa che terrei.
[Immagine: DxZDGZq.jpg]

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#2
Ranger
Gli ha dato altri compagni animali (che non ho idea di come sono), una capacità per demoralizzare, incantesimi extra di liv 1 e 2, altri stili di combattimento e spostato nascondersi in piena vista dal 17 al 14
Citazione:- Demoralize Opponent: You try to intimidate your opponent and demoralize them. Failure to make a Will save (DC equal to d20 + your Intimidate skill) causes the enemy to suffer a 2 point penalty to attack rolls, saving throws, and skill checks. This ability does not affect those immune to fear.

-Animal Companion Combat Style
Type of Feat: Class
Prerequisite: Ranger 2
Specifics: You have chosen to train in the art of fighting with your animal companion. As your ranger level increases, you gain the following bonus feats: Natural Bond at 2nd level, Protective Ward at 6th level, Exalted Companion at 11th level, and Epic Animal Companion at 21st level. You gain the benefit of these feats even if you do not meet their prerequisites.
Use: Automatic.

- Crossbow Combat Style
Type of Feat: Class
Prerequisite: Ranger 2
Specifics: You have chosen to train in the art of the crossbow. As your ranger level increases, you gain the following bonus feats: Rapid Reload at 2nd level, Crossbow Sniper at 6th level (full bonus), Crossbow Mastery at 11th level, and Epic Rapid Reload at 21st. You gain the benefit of these feats even if you do not meet their prerequisites.
Use: Automatic.

- Shadow Combat Style
Type of Feat: Class
Prerequisite: Ranger 2
Specifics: You have chosen to train in the art of the shadows. As your ranger level increases, you gain the following bonus feats: Sneak Attack 1d6 at 2nd level, Sneak Attack 2d6 at 6th level, Sneak Attack 3d6 at 11th level, and Bane of Enemies at 21st. You gain the benefit of these feats even if you do not meet their prerequisites. Sneak Attack stacks with other sources of Sneak Attack.
Use: Automatic.

- Two-Handed Weapon Combat Style
Type of Feat: Class
Prerequisite: Ranger 2
Specifics: You have chosen to train in the art of fighting with a two-handed weapon. As your ranger level increases, you gain the following bonus feats: Power Attack at 2nd level, Improved Power Attack at 6th level, Enhanced Power Attack at 11th level, and Supreme Power Attack at 21st level. You gain the benefit of these feats even if you do not meet their prerequisites. You suffer a -4 AB penalty when using armor heavier than Light Armor.
Use: Automatic.
Gli stili sono inventati e/o vagamente ispirati da pathfinder 1e, gli unici vagamente sensati sono Crossbow e Two-Handed, personalmente non prenderei nulla ma se vogliamo prendere qualcosa prenderei questi due.


Ladro
Ha aggiunto nascondersi in piena vista tra le capacità prendibili dal ladro al 13, non è corretto da regolamento però toglie la tentazione di prendere un livello da ombra danzante a caso..


Sciamano
Ha aumentato, correttamente, il danno di Chastise Spirit ed aggiunto il bonus alla CA per la Spirit Form, per qualche motivo gli ha dato pure RI però
Citazione:- Chastise Spirit damage increased from d4/level to d6/level
- Spirit Form changed from:
50% concealment for 5 rounds

to

50% concealment, a Deflection AC bonus equal to her Charisma modifer, and Spell Resistance equal to 11 + her character level for 10 rounds.
RI a parte è tutto corretto e lo metterei.


Rodomonte
Gli ha dato TS Riflessi alto, Evasion al liv9 ed Improved Evasion al 16, Bleeding Wound di pathfinder 1e ma potenziato e talenti bonus a caso
Citazione:[*]Bleeding Wound: At 6th level, when a swashbuckler hits with a successful sneak attack, she inflicts a bleeding wound that deals 2 points of damage per round for 3 rounds. This damage stacks with previous damage caused by a Bleeding Wound attack. She must be either unarmed or wielding only light weapons in order to inflict a Bleeding Wound. At 12th level, the damage increases to 4 points per round, and at 18th level, it increases to 6 points per round. Each level of Bleeding Wound counts as one die of sneak attack damage for purposes of class and feat prerequisites.
[*]Bonus Feats: Swashbucklers gain a bonus feat at 6, 10, 14, 18, 22, 26, and 30. They also gain a bonus epic feat at 23, 26, and 29th level.
Tutta roba inventata da NON portare secondo me.
[Immagine: DxZDGZq.jpg]

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#3
BARBARO: Ok, la modifica ci sta

GUERRIERO: Son modifiche stile PF1 si, e il motivo per cui lo ha vincolato è che a PF1 ci sono i gruppi di armi che evidentemente non è riuscito a ricreare. Sicuramente arricchisce la classe. E' un pò ristretta la lista, ma ci può stare come concetto, magari allargando lo spettro delle classi "compatibili"

MONACO: Avoglia, tanto non credo sbilanci alcunché

PALADINO: Anche qua, se rinforzi male non gli fa. L'incanalare è un pò fuori tema, piuttosto gli dai più usi di imposizione delle mani

RANGER: Aggiungerei gli stili, aggiungendo anche quello del compagno animale, e ok nascondersi al 14. No per il demoralizzare

LADRO: Per me si può aggiungere, appunto evita uno splash standard

RODOMONTE: Bleeding wound si può lasciare, così come gli eludere, ma i talenti bonus anche no.
Asher Hargrave, incantatore della Gilda dei Maghi di Hillsfar
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#4
Il mio unico dubbio è che bleeding wound è la capacità principale della cdp lama invisibile e tra l'altro per com'è scritta non funziona con lo stocco che è l'arma tipica del rodomonte
[Immagine: DxZDGZq.jpg]

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#5
Se iniziamo a lasciare cose che il manuale non prevede perchè così "a sentimento" questa classe ci sembra troppo forte o troppo debole si prende una brutta china, io ve lo dico...
"I live...AGAIN!"
IVOR CHERNOV (e JASSIN OAKSTAFF)
[Immagine: Firma-Ivor.jpg]
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#6
BARBARO: Ok

GUERRIERO: Ok, tolta la parte del multiclasse

MONACO: Ok, i talenti, di fatto, aumentano txc e danno e basta.

PALADINO: incanalare anche no. Spiriti ok

RANGER: Nope, il ranger 3.5 va bene. Al massimo il nascondersi in piena vista ma il resto no.

LADRO: Nope. Elimini del tutto la cdp ombra danzante.

RODOMONTE: Nope
DM IGNEM
[Immagine: magic-book-burning-movie-481435076.jpg]
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#7
PUNTI ANCORA DA DECIDERE:

1) Guerriero: aggiungerei anche Audacia da pathfinder https://golarion.altervista.org/wiki/Guerriero

2) Paladino: Vogliamo dargli Volontà Alta come su pathfinder? https://golarion.altervista.org/wiki/Paladino

3) Ladro: Vogliamo aggiungere nascondersi in piena vista tra le capacità prendibili dal ladro al 13?

4a) Rodomonte: Vogliamo dargli Riflessi Alti come su pathfinder?
4b) Rodomonte: Evasion al liv9 ed Improved Evasion al 16?
4c) Rodomonte: Bleeding Wound al 6?
[Immagine: DxZDGZq.jpg]

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#8
Per me cercare di bilanciare le classi non è fondamentale, uno sceglie la classe per giocare un certo personaggio e non dovrebbe farsi condizionare dall'essere più o meno a livello di altre classi.

Concordo con quanto scritto da Caleb, qualche modifica giustificata ok ma cercherei di limitarle.
[Immagine: fXe3pco.jpg]
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#9
1. Ok
2. Ok
3. No
4a. Indifferente?
4b. No
4c. Ok, facendola funzionare con lo stocco
[Immagine: firma_artemis.png]
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#10
Ladro si
Ranger si
Monaco si
Rodo no
1 - Xovar
2 - Charles
3 - Morgan
4 - Raphael
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