Class love! Suggestions
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Darwin
- Posts: 3
- Joined: Thu Mar 03, 2011 2:42 pm
Class love! Suggestions
If you don't know, pathfinder is a player designed upgrade to 3.5. Much like bgtscc is a upgrade to nwn2
Anyhow I am not suggesting any kind of major overhauls or anything, just a few pathfinder based tweaks to help classes that need it, when they need it.
Today I will suggest 2 changes that strike me as good but not problematic
#1 Paladins are maaaad!
We should have more paladins but the mad stats suck. Change casting to charisma based like favored soul!
#2 leveling a low level sorc/wiz/etc makes me want to /endlife
Level 0 spells in pathfinder are unlimited, and this doesn't really unbalance anything, just makes level 1-10 easier when your wizard is not reduced to using a bow with 0 dex bonus and crap bab. I doubt it helps divine too much either, except to save money on potions of cure light wounds.
Anyhow I am not suggesting any kind of major overhauls or anything, just a few pathfinder based tweaks to help classes that need it, when they need it.
Today I will suggest 2 changes that strike me as good but not problematic
#1 Paladins are maaaad!
We should have more paladins but the mad stats suck. Change casting to charisma based like favored soul!
#2 leveling a low level sorc/wiz/etc makes me want to /endlife
Level 0 spells in pathfinder are unlimited, and this doesn't really unbalance anything, just makes level 1-10 easier when your wizard is not reduced to using a bow with 0 dex bonus and crap bab. I doubt it helps divine too much either, except to save money on potions of cure light wounds.
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nuthouse2k
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Re: Class love! Suggestions
Good ideas!!
Lockonnow wrote:Well if a Paladin detat something evil in the sarcophages?he will open it to tak a loke, it can be a evil item or a evil rat
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mute83
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Re: Class love! Suggestions
there was a very long topic, not long ago, about casters. The staff is looking at it. And wizards (and rangers) now have full spell progression, instead of ½
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- Xanfyrst
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Re: Class love! Suggestions
mute83 wrote:there was a very long topic, not long ago, about casters. The staff is looking at it. And paladins (and rangers) now have full spell progression, instead of ½
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dzidek1983
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Re: Class love! Suggestions
no. 1 - really... you serious.. NO
no. 2 - maybe.. but lvl 0 are cantrips... dont know if it changes that much
no. 2 - maybe.. but lvl 0 are cantrips... dont know if it changes that much
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muffinFBSL
- Posts: 97
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Re: Class love! Suggestions
Well yeah. I don't agree with the Paladin change. They are a solid class, with faults and strengths, but all in good harmony, since their caster level change.
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Larzs
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Re: Class love! Suggestions
No...with the Full Caster Progression granted they don't need this...they didn't need this before either. There is a reason why Paladins ultimately draw from MANY attributes....because they have many powerful abilities. Spells, Smite Evil, Fear and Disease Immunity, Lay On Hands Cha to Saves, Disease Removal, Turn Undead They are a WIS cleric caster and should remain this. If you want more spells...pump Wisdom. Give up your Cha to Saves and Lay On HandsDarwin wrote:#1 Paladins are maaaad!
We should have more paladins but the mad stats suck. Change casting to charisma based like favored soul!
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Vadenor
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Re: Class love! Suggestions
#1 could work if you disable paladins from becoming EK's, otherwise...you have NO idea what that would do to that already overwhelmingly powerful build.
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DM Sword
- Posts: 661
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Re: Class love! Suggestions
#2 is a really good idea to help the lvl 1-2, and even 3-4 wizards, but it sounds like a real pain to script. If anyone can find something already scripted that would be shweet.
- nlyh
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Re: Class love! Suggestions
I know kaedrin has those feats where a spellcaster can take it to provide continuous lower powered "shots", provided you have a particular spell memorised. It is not exactly what is being looked for right here, but it's a start.
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xmalchi
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Re: Class love! Suggestions
From Kaedrin's page... These feats, or some form of them, would be VERY nice.
Acidic Splatter
Type of Feat: Reserve
You can channel magical energy into orbs of acid.
Prerequisite: Ability to cast 2nd-level spells.
Benefit: As long as you have an acid spell of 2nd level or higher available to cast, you can throw an orb of acid as a ranged touch attack. The attack has a range of 5 feet per level of the highest-level acid spell you have available to cast and deals 1d6 points of damage per level of that acid spell.
This spell gains damage from Sneak Attack and Death Attack when appropriate.
Trigger Spells: Acid Fog, Greater Shadow Conjuration, Melfs Acid Arrow, Storm of Vengeance, Mestils Acid Breath, Vitriolic Sphere, Lesser Energized Shield, Energized Shield, Weapon of Energy, Orb of Acid
Clap of Thunder
Type of Feat: Reserve
You can deliver a thunderous roar with a touch.
Prerequisite: Ability to cast 3rd-level spells.
Benefit: As long as you have a sonic spell of 3rd level or higher available to cast, you can deliver a melee touch attack as a standard action. This attack deals 1d6 points of sonic damage per level of the highest-level sonic spell you have available to cast. Additionally, the subject must succeed on a Fortitude save or be deafened for 1 round.
This spell gains damage from Sneak Attack and Death Attack when appropriate.
Trigger Spells: Cacophonic Burst, Shout, Greater Shout, Castigate, Energized Shield, Sonic Shield, Lion's Roar, Resonating Bolt, Sound Blast, and Orb of Sound
Fiery Burst
Type of Feat: Reserve
You channel your magical talent into a blast of fire.
Prerequisite: Ability to cast 2nd-level spells.
Benefit: As long as you have a fire spell of 2nd level or higher available to cast, you can spend a standard action to create a 5-foot-radius burst of fire at a range of 30 feet. This burst deals 1d6 points of fire damage per level of the highest-level fire spell you have available to cast. A successful Reflex save halves the damage.
Trigger Spells: Deadly Lahar, Delayed Blast Fireball, Elemental Shield, Fire Storm, Fireball, Flame Arrow, Flame Strike, Incendiary Cloud, Meteor Swarm, Shades, Wall of Fire, Firebrand, Inferno, Combust, Flame Weapon, Fireburst, Greater Fireburst, Shroud of Flame, Body of the Sun, Scorching Ray, Lesser Energized Shield, Energized Shield, Flame of Faith, Weapon of Energy, Orb of Fire, Heartfire
Hurricane Breath
Type of Feat: Reserve
The power of elemental air you hold in your mind allows you to exhale the wind.
Prerequisite: Ability to cast 2nd-level spells.
Benefit: As long as you have a air spell of 2nd level or higher available to cast, you can attempt to knock a single creature within 30 feet back with a blast of wind. This requires a standard action and functions like a knockdown; roll 1d20 + the level of the highest-level air spell you have available to cast opposed by your opponent's Strength check. If you succeed, you knock the creature down.
Trigger Spells: Gust of Wind, Elemental Swarm, Flaywind Burst
Invisible Needle
Type of Feat: Reserve
You create tiny darts of force.
Prerequisite: Ability to cast 3rd-level spells.
Benefit: As long as you have a force spell of 3rd level or higher available to cast, you can use a standard action to hurl a tiny needle-shaped projectile created from pure force. This attack requires a successful ranged attack roll, and the dart has a range of 5 feet per level of the force spell. The needle deals 1d4 points of damage per level of the highest-level force spell you have available.
This spell gains damage from Sneak Attack and Death Attack when appropriate.
Trigger Spells: Mordenkainens Sword, Isaacs Lesser Missile Storm, Isaacs Greater Missile Storm, Bigbys Interposing Hand, Bigbys Forceful Hand, Bigbys Grasping Hand, Bigbys Clenched Fist, Bigbys Crushing Hand, Orb of Force
Storm Bolt
Type of Feat: Reserve
The electrical energy contained within your magic rages inside you, begging to be released.
Prerequisite: Ability to cast 3rd-level spells.
Benefit: As long as you have a electricity spell of 3rd level or higher available to cast, you can fire a 20-foot line of electricity as a standard action. This bolt deals 1d6 points of electricity damage per level of the highest-level electricity spell you have available to cast. A successful Reflex save halves damage.
Trigger Spells: Call Lightning, Chain Lightning, Lightning Bolt, Storm of Vengeance, Scintillating Sphere, Call Lightning Storm, Energized Shield, Weapon of Energy, Orb of Electricty
Sickening Grasp
Type of Feat: Reserve
You wreak havoc with the inner organs of a target, causing it to grow ill.
Prerequisite: Ability to cast 3rd-level spells.
Benefit: As long as you have a necromancy spell of 3rd level or higher available to cast, you can make a melee touch attack against living creatures which becomes sickened for a number of rounds equal to the level of the highest-level necromancy spell you have available. The subject can reduce this duration to 1 round with a successful Fortitude save.
A sickened creature takes a -2 penalty on attack rolls, weapon damage rolls, saving throws, and skill checks.
Trigger Spells: Animate Dead, Circle of Death, Mass Inflict Light Wounds, Cloudkill, Contagion, Control Undead, Create Greater Undead, Create Undead, Death Ward, Energy Drain, Enervation, Fear, Finger of Death, Harm, Poison, Slay Living, Vampiric Touch, Wail of the Banshee, Destruction, Horrid Wilting, Inflict Serious Wounds, Inflicts Critical Wounds, Infestation of Maggots, Undeath to Death, Mass Inflict Moderate Wounds, Mass Inflict Serious Wounds, Mass Inflict Critical Wounds, Mass Contagion, Mass Death Ward, Avasculate, Mass Curse of Blades, Blood of the Martyr, Scourge
Winter's Blast
Type of Feat: Reserve
The frozen magic within you can burst forth in a hail of frost.
Prerequisite: Ability to cast 2nd-level spells.
Benefit: As long as you have a cold spell of 2nd level or higher available to cast, you can create a 15-foot cone-shaped burst of cold. This cone deals 1d4 points of cold damage per level of the highest-level cold spell you have available to cast. A successful Reflex save halves the damage.
Trigger Spells: Frost Breath, Cone of Cold, Elemental Shield, Shades, Ice Storm, Polar Ray, Hypothermia, Creeping Cold, Greater Creeping Cold, Glacial Wrath, Lesser Energized Shield, Energized Shield, Weapon of Energy, and Orb Cold
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Angel Nightfire
- Posts: 315
- Joined: Wed May 20, 2009 8:19 am
Re: Class love! Suggestions
1 no.Darwin wrote:If you don't know, pathfinder is a player designed upgrade to 3.5. Much like bgtscc is a upgrade to nwn2
Anyhow I am not suggesting any kind of major overhauls or anything, just a few pathfinder based tweaks to help classes that need it, when they need it.
Today I will suggest 2 changes that strike me as good but not problematic
#1 Paladins are maaaad!
We should have more paladins but the mad stats suck. Change casting to charisma based like favored soul!
#2 leveling a low level sorc/wiz/etc makes me want to /endlife
Level 0 spells in pathfinder are unlimited, and this doesn't really unbalance anything, just makes level 1-10 easier when your wizard is not reduced to using a bow with 0 dex bonus and crap bab. I doubt it helps divine too much either, except to save money on potions of cure light wounds.
2 Cantrips? A crossbow works better.......however if wizards and sorcs got unlimited 1st level spells it'd make a noteable difference.
Retired
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matnow
- Posts: 23
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- Location: Poland/Great Britain
Re: Class love! Suggestions
no offence, but being a wizard/sorcerer and having 0 dex bonus is "very wise" idea
especially when your caster, you need every single AC point and even knowing about ASF- on armors
anyway, curious how you can make a build being caster not having any dex bonus, seriously
especially when your caster, you need every single AC point and even knowing about ASF- on armors
anyway, curious how you can make a build being caster not having any dex bonus, seriously
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KhyberKruel
- Posts: 47
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- Location: Fort worth, Texas
Re: Class love! Suggestions
Yeah not sure why you would make a caster without dex as it hurts your ability to land range touch attacks... which most of the good low level spells need to hit.
Also those feats are pretty nifty, would the action just have a cool down? (The needle one is freaking sweet, would make for great rp on my assassin wizard)
Also those feats are pretty nifty, would the action just have a cool down? (The needle one is freaking sweet, would make for great rp on my assassin wizard)
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Mezora Remeldo - A spark in the dark.
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Mezora Remeldo - A spark in the dark.
Fain Remeldo - Not but a shadow.
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dean1986
- Posts: 33
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Re: Class love! Suggestions
Mages have amazing damage reduction and mirror image. They could just get some strength instead.matnow wrote:no offence, but being a wizard/sorcerer and having 0 dex bonus is "very wise" idea
especially when your caster, you need every single AC point and even knowing about ASF- on armors
anyway, curious how you can make a build being caster not having any dex bonus, seriously
Inshalee Arabrae