The Powers of the Realms

Additional Thoughts

Rapid Shot and Manyshot provide one extra attack each. They should read, “The extra attacks provided do not deliver any precision damage unless within a bow’s improved range of 10’.” This will give a reason for Dual Wield rogues to exist. Ranged will have 2 normal and 2 SA, melee will have 4 SA.

Gang Up should also now state that this allows for flanking for melee and ranged attacks.

Didn’t do as much work on the elves looking for racial substitutions, could find better ones.

Do rangers need to get their pet at level 1 instead of 4 now? If so, what, if anything, do we push back to lvl. 4 instead?

Should druids get spontaneous casting since we’re discussing giving it to oracles, clerics, sorcs, and wizards?

Medium/Heavy armor applies a 10’ move penalty. While it makes sense logically, it impacts the mechanics of combat counter-intuitively. Ranged characters and casters always get a full round of actions regardless of placement and also don’t have to deal with the threat of being in melee range. Melee however must spend 1 or more rounds moving to attack. Penalizing their movement on top of that seems frivolous.

Is there a class that you look at, and with a cool character concept in mind, still say that you just wouldn’t play it? If yes, why?

Natural Attacks should have crit ranges of 19-20/x2 or 20/x3 if they are 20/x2. It is an oversight by the game developers that encourages players to only choose weapon based builds even though there are multiple natural attack options available.

Adamantine should be just +1 to the crit multiplier for weapons. That plus ignores 5/- is too much honestly.

Damage Reduction as a whole should change. A rough standard:
Lowbie DR: Minions (None), Lieutenants (Up to 5/-), Bosses (5/- to 10/-)
Mid DR: Minions (5/-), Lieutenants (5/- to 10/-), Bosses (10/- to 15/-)
Things that should pierce DR should be limited. No more DR/Magic, that’s just stupid. It should be something that is opposition referencing the basic concept of evil creatures have DR/Good. Orcs might have DR/Dwarven weapons for example. Specific materials should only matter insofar as makes sense, such as Cold Iron with Fae.

The idea was brought up that the players could rise as Undead. Looking through the races and how to balance them I found the RP cost of Undead is 16. Instead of worrying about levels and templates (which are non-existent in Pathfinder) we could allow players not taking Undead buy a few things that are within concept/reason. It would be more powerful, but also less powerful than taking classes level adjustment templates.

Nimble Attacks (2RP) Weapon Finesse, Quick Reactions (2RP) Imp Init, Fast (1RP) +10 move, Spell Resistance (see elves), Construct (20RP), Plant (10RP), Half-Undead/Construct (5-10ish), choose other races such as Drow, Multi-Armed (8RP for 4 arms),

Light Armor: Padded and Quilted Cloth equal AC 9 if you have a Dex mod of 8. Leather, Studded Leather, and Chain Shirt all equal out to 8 AC. Thematically this is disappointing because no one wants to be wearing padded armor.
Medium Armor: Breastplate is the best at 9 AC.
Heavy Armor: Full Plate is the best at 10 AC.

Default “best” weapon types
Rule 1: x multiplier, 1 dmg step, and 1 threat range are interchangeable.
Rule 2: One aspect of Rule 1 can be traded for special maneuver access or Reach.
Rule 3: Ranged weapons suffer a 1 step penalty to pay for ranged.
Rule 4: Exotic weapons usually get one shift for free without paying for it.

Light Martial: 1d4 18-20/x2, 1d6 19-20/x2, 1d8 20/x2
Medium Martial: 1d6 18-20/x2, 1d8 19-20/x2, 1d10 20/x2
2H Martial: 1d10 19-20/x2 w/Reach, 2d6 19-20/x2, 3d6 20/x2
Shortbow: 1d6 20/x3, recommend change to 1d6 19-20/x2
Longbow: 1d8 20/x3, recommend change to 1d8 19-20/x2

Exotic Light: Best listed match Light Martial. Recommend a one shift change for free such as 1d6 18-20 or 1d8 19-20/x2, or 1d6 19-20/x3.
Exotic Medium: 1d10 19-20/x2 and 1d8 18-20/x2 listed, supports above.
Exotic 2H: 1d10 18-20/x2 w/Weapon Finesse, 2d6 20/x3 w/Reach, supports above.
Exotic Ranged: Offers oddity choices with no improvement on dmg or bows, recommend the same as Exotic Light suggestions.

Recommended Racial Weapons:
Elven Shortblade 1d6 18-20/x2
Elven Longsword 1d8 18-20/x2 or 1d8 19-20/x2 Weapon Finesse
Elven Curved Blade 2d6 18-20/x2 or 1d10 18-20/x2 Weapon Finesse
Elven Shortbow 1d6 18-20/x2
Elven Longbow 1d8 18-20/x2
Elven Greatbow 2d6 19-20/x3 (flavor weapon specific to game world, base cost similar to Mithril at roughly 30k gold)

Orc Small Axe 1d8 19-20/x2
Orc Axe 1d10 19-20/x2
Orc Great Axe 3d6 19-20/x2
Orc Shortbow 1d8 19-20/x2
Orc Warbow 1d10 19-20/x2
Orc War Axe 3d6 19-20/x2 (flavor weapon specific to game world, base cost similar to Mithril at roughly 30k gold)


SkeletonJack SkeletonJack

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