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*Pathfinder & Starfinder
Extensive HR Document: Mostly new feats, plus several system-mods.
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<blockquote data-quote="Siberys" data-source="post: 4347930" data-attributes="member: 30619"><p>I got these feats from this thread - as for Canny defense, it's got steep requirements and gives bonus that makes cloth equal to leather; it's only better in terms of weight and cost (and you're spending a feat to get this, so the cost bit is up in the air). Rogue weapon training was taken because I could see the need for it, with my current group. A player wanted a Shadar-Kai rogue with their signature (ironically) Spiked Chain, but that would be mechanically difficult in 4e. Maybe add to it; "You cannot use the Reach property of the Spiked Chain with a Rogue power or Sneak Attack."?</p><p></p><p></p><p></p><p>Noted, advice taken; power removed.</p><p></p><p></p><p></p><p>I find it fun <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> I haven't played many sessions, but I love fiddling with rules. Also, you'll not that most of my doc is additions in the form of feats and races.</p><p></p><p></p><p></p><p>Thanks! I thought it rather elegant myself.</p><p></p><p></p><p></p><p>I couldn't really think of something that was civilization-y, though. I made the connection of Civilization -> Law -> Control, and it was the best I could come up with. Any suggestions?</p><p></p><p></p><p></p><p>Advice noted and taken.</p><p></p><p></p><p></p><p>I was looking at this as you suck the soul out of the triggerer and force it into the target, rejuvenating them. Note that the triggerer is NOT the target. Still, a more deathy suggestion is welcome.</p><p></p><p></p><p></p><p>Alrighty. I like the former, so I'll use it.</p><p></p><p></p><p></p><p>Advice noted and taken</p><p></p><p></p><p></p><p>I think I'll change it to d6s AND Cha, as Cha seems more spring-y to me. Using a cleric's healing surge works well too. EDIT: I'm taking out the "An ally may shift one square" bit, too.</p><p></p><p></p><p></p><p>I really like the trickery power. It sounds like fun.</p><p></p><p>From here on out, I suggest that we discuss items a bit page by page, allowing for a more structured critiquing. So for first page: </p><p></p><p>With the Elf and the Half-Elf, I did NOT like the Group Skill abilities. So I removed them. I added Trance to elves, to fit with previous versions. Alright there.</p><p></p><p>The half-elf is what's worrying me. I gave them a variable stat bonus (any one except charisma), which is powerful, and worth more than the Group Diplomacy was, that's for sure. However, I replaced Dilettante with a Bonus Multiclass feat of their choice, which doesn't have as much utility as gaining an at-will power as an encounter, so I <em>think</em> it's balanced. I'd like confirmation on my train of thought, though.</p><p></p><p>Skills are pretty straightforward. I wanted to increase the utility of Intelligence, and the most obvious way is to bring back <em>part</em> of what made it rock in 3.x; a say in how many skills you got.</p><p></p><p>With the Implement change, I wanted spellcasters to be nerfed without their implement just as weapon-users would be without their weapons. I even made a feat tree to parallel my unarmed fighting tree, but for implementless casters.</p><p></p><p>I saw lots of people complaining about the uncustomizability of the cleric and paladin, deity-wise, so I sought to fix that, especially in regards to power damage. A cleric of the RQ would not use Fire, for example. This was built off of a statement in the DMG about customizing powers for villains; I took it a step farther and codified it.</p></blockquote><p></p>
[QUOTE="Siberys, post: 4347930, member: 30619"] I got these feats from this thread - as for Canny defense, it's got steep requirements and gives bonus that makes cloth equal to leather; it's only better in terms of weight and cost (and you're spending a feat to get this, so the cost bit is up in the air). Rogue weapon training was taken because I could see the need for it, with my current group. A player wanted a Shadar-Kai rogue with their signature (ironically) Spiked Chain, but that would be mechanically difficult in 4e. Maybe add to it; "You cannot use the Reach property of the Spiked Chain with a Rogue power or Sneak Attack."? Noted, advice taken; power removed. I find it fun ;) I haven't played many sessions, but I love fiddling with rules. Also, you'll not that most of my doc is additions in the form of feats and races. Thanks! I thought it rather elegant myself. I couldn't really think of something that was civilization-y, though. I made the connection of Civilization -> Law -> Control, and it was the best I could come up with. Any suggestions? Advice noted and taken. I was looking at this as you suck the soul out of the triggerer and force it into the target, rejuvenating them. Note that the triggerer is NOT the target. Still, a more deathy suggestion is welcome. Alrighty. I like the former, so I'll use it. Advice noted and taken I think I'll change it to d6s AND Cha, as Cha seems more spring-y to me. Using a cleric's healing surge works well too. EDIT: I'm taking out the "An ally may shift one square" bit, too. I really like the trickery power. It sounds like fun. From here on out, I suggest that we discuss items a bit page by page, allowing for a more structured critiquing. So for first page: With the Elf and the Half-Elf, I did NOT like the Group Skill abilities. So I removed them. I added Trance to elves, to fit with previous versions. Alright there. The half-elf is what's worrying me. I gave them a variable stat bonus (any one except charisma), which is powerful, and worth more than the Group Diplomacy was, that's for sure. However, I replaced Dilettante with a Bonus Multiclass feat of their choice, which doesn't have as much utility as gaining an at-will power as an encounter, so I [I]think[/I] it's balanced. I'd like confirmation on my train of thought, though. Skills are pretty straightforward. I wanted to increase the utility of Intelligence, and the most obvious way is to bring back [I]part[/I] of what made it rock in 3.x; a say in how many skills you got. With the Implement change, I wanted spellcasters to be nerfed without their implement just as weapon-users would be without their weapons. I even made a feat tree to parallel my unarmed fighting tree, but for implementless casters. I saw lots of people complaining about the uncustomizability of the cleric and paladin, deity-wise, so I sought to fix that, especially in regards to power damage. A cleric of the RQ would not use Fire, for example. This was built off of a statement in the DMG about customizing powers for villains; I took it a step farther and codified it. [/QUOTE]
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Extensive HR Document: Mostly new feats, plus several system-mods.
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