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General Tabletop Discussion
*Pathfinder & Starfinder
Elementary Essentials: eliminating level bonuses & stacking.
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<blockquote data-quote="Kzach" data-source="post: 5660755" data-attributes="member: 56189"><p>So, here's what a mage (pyromancer) of 12th-level might look like with this system:</p><p></p><p>[sblock]Mara-kai, level 12</p><p>Tiefling, Wizard (Mage), Master of Flame</p><p>School: Pyromancy School</p><p>School: Evocation School</p><p>Spellscarred Harbinger Starting Feature Option: Twist Fate</p><p>Spellscarred Harbinger Level 10 Feature Option: Dimension Shift</p><p>Expert Mage Option: Pyromancy School Expert</p><p>Master Mage Option: Pyromancy School Master</p><p>Akanûl (Akanûl Benefit)</p><p>Theme: Spellscarred Harbinger</p><p> </p><p>FINAL ABILITY SCORES</p><p>STR 11, CON 17, DEX 14, INT19, WIS 9, CHA 14</p><p> </p><p>AC: 16 Fort: 16 Ref: 14 Will: 16</p><p>HP: 45 Surges: 9 Surge Value: 11</p><p> </p><p>TRAINED SKILLS</p><p>Arcana +10, History +10, Religion +10</p><p> </p><p>POWERS</p><p>Basic Attack: Melee Basic Attack</p><p>Basic Attack: Ranged Basic Attack</p><p>Spellscarred Harbinger Utility: Spellscar Empowerment</p><p>Tiefling Racial Power: Infernal Wrath</p><p>Wizard Utility: Mage Hand</p><p>Wizard Utility: Prestidigitation</p><p>Wizard Utility: Light</p><p>Wizard Attack 1: Flaming Sphere</p><p>Wizard Attack 1: Fountain of Flame</p><p>Wizard Attack 1: Burning Hands</p><p>Wizard Attack 1: Darkening Flame</p><p>Wizard Attack 1: Erupting Flare</p><p>Wizard Attack 1: Scorching Burst</p><p>Wizard Attack 1: Magic Missile</p><p>Wizard Utility 2: Shield</p><p>Wizard Utility 2: Moonstride</p><p>Wizard Attack 3: Fire Shroud</p><p>Wizard Attack 3: Cinderfall</p><p>Wizard Attack 5: Fireball</p><p>Wizard Attack 5: Summon Magma Beast</p><p>Wizard Utility 6: Fire Shield</p><p>Wizard Utility 6: Wizard's Escape</p><p>Wizard Attack 7: Fire Burst</p><p>Wizard Attack 7: Fire Sea Travel</p><p>Wizard Attack 9: Firescythe</p><p>Wizard Attack 9: Wall of Fire</p><p>Wizard Utility 10: Arcane Gate</p><p>Wizard Utility 10: Illusory Wall</p><p>Master of Flame Attack 11: Fanning the Flames</p><p>Master of Flame Utility 12: Burning Transformation</p><p> </p><p>FEATS</p><p>Level 1: Hellfire Arcanist</p><p>Level 2: Staff Expertise</p><p>Level 4: Toughness</p><p>Level 6: Unarmored Agility</p><p>Level 8: Superior Fortitude</p><p>Level 10: Improved Initiative</p><p>Level 11: War Wizardry</p><p>Level 12: Dispater's Iron Discipline</p><p> </p><p>ITEMS</p><p>Defensive Quarterstaff</p><p>Amulet of Protection</p><p>Adventurer's Kit[/sblock]</p><p></p><p>The pyromancer's bonus to damage stacks with the feat Hellfire Arcanist and Staff Expertise still grants a +1 to hit. Toughness becomes an almost must have in this system. It still doesn't solve the problem that the feat bonuses to defences are pretty much must haves as well. In fact, it may even make them overpowered. Healing will become a more tactical proposition simply because you'll be able to heal someone from 1 to full with one use of a leader heal so you won't want to waste it until the person is really low. I can see this only exacerbating the yo-yo effect.</p><p></p><p>All in all, though, I'm still positive that this is a workable system and would only require some common sense tweaks here and there to make it work whilst still having about 70-80% of 4e material usable and useful without significant or even any change.</p></blockquote><p></p>
[QUOTE="Kzach, post: 5660755, member: 56189"] So, here's what a mage (pyromancer) of 12th-level might look like with this system: [sblock]Mara-kai, level 12 Tiefling, Wizard (Mage), Master of Flame School: Pyromancy School School: Evocation School Spellscarred Harbinger Starting Feature Option: Twist Fate Spellscarred Harbinger Level 10 Feature Option: Dimension Shift Expert Mage Option: Pyromancy School Expert Master Mage Option: Pyromancy School Master Akanûl (Akanûl Benefit) Theme: Spellscarred Harbinger FINAL ABILITY SCORES STR 11, CON 17, DEX 14, INT19, WIS 9, CHA 14 AC: 16 Fort: 16 Ref: 14 Will: 16 HP: 45 Surges: 9 Surge Value: 11 TRAINED SKILLS Arcana +10, History +10, Religion +10 POWERS Basic Attack: Melee Basic Attack Basic Attack: Ranged Basic Attack Spellscarred Harbinger Utility: Spellscar Empowerment Tiefling Racial Power: Infernal Wrath Wizard Utility: Mage Hand Wizard Utility: Prestidigitation Wizard Utility: Light Wizard Attack 1: Flaming Sphere Wizard Attack 1: Fountain of Flame Wizard Attack 1: Burning Hands Wizard Attack 1: Darkening Flame Wizard Attack 1: Erupting Flare Wizard Attack 1: Scorching Burst Wizard Attack 1: Magic Missile Wizard Utility 2: Shield Wizard Utility 2: Moonstride Wizard Attack 3: Fire Shroud Wizard Attack 3: Cinderfall Wizard Attack 5: Fireball Wizard Attack 5: Summon Magma Beast Wizard Utility 6: Fire Shield Wizard Utility 6: Wizard's Escape Wizard Attack 7: Fire Burst Wizard Attack 7: Fire Sea Travel Wizard Attack 9: Firescythe Wizard Attack 9: Wall of Fire Wizard Utility 10: Arcane Gate Wizard Utility 10: Illusory Wall Master of Flame Attack 11: Fanning the Flames Master of Flame Utility 12: Burning Transformation FEATS Level 1: Hellfire Arcanist Level 2: Staff Expertise Level 4: Toughness Level 6: Unarmored Agility Level 8: Superior Fortitude Level 10: Improved Initiative Level 11: War Wizardry Level 12: Dispater's Iron Discipline ITEMS Defensive Quarterstaff Amulet of Protection Adventurer's Kit[/sblock] The pyromancer's bonus to damage stacks with the feat Hellfire Arcanist and Staff Expertise still grants a +1 to hit. Toughness becomes an almost must have in this system. It still doesn't solve the problem that the feat bonuses to defences are pretty much must haves as well. In fact, it may even make them overpowered. Healing will become a more tactical proposition simply because you'll be able to heal someone from 1 to full with one use of a leader heal so you won't want to waste it until the person is really low. I can see this only exacerbating the yo-yo effect. All in all, though, I'm still positive that this is a workable system and would only require some common sense tweaks here and there to make it work whilst still having about 70-80% of 4e material usable and useful without significant or even any change. [/QUOTE]
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