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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Fixing Implements
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<blockquote data-quote="Destil" data-source="post: 5022730" data-attributes="member: 1980"><p>So, implement rules are a horrid mess for a host of reasons. This is the cleanest, simplest fix I was able to come up with.</p><p></p><p>There's most likely a little more work to be done here. An 'Implement Focus' feat for +1/+2/+3 damage per tier is pretty clearly a good idea.</p><p></p><p><strong>New Rules</strong></p><p>You can use any implement for any implement power. No weapons count as implements except when they have properties allowing them to. All staff implements are instead quarterstaffs with the same stats. All implements must be wielded in one hand, with the following exceptions:</p><p>Holy Symbols, Ki Foci and Tomes need only be on your person.</p><p>Two-handed and double weapons used as implements (see Magic Weapon Proficiency) must be wielded in two hands.</p><p></p><p>The following classes gain the following Magic Weapon Proficiencies(see below):</p><p><strong>Swordmage:</strong> light blade, heavy blade</p><p><strong>Sorcerer:</strong> dagger, staff</p><p><strong>Wizard,druid,invoker:</strong> staff</p><p><strong>Monk,Assassin:</strong> Any weapon they're proficient with.</p><p></p><p><strong>New Feats</strong></p><p></p><p><strong>Magic Weapon Proficiency</strong></p><p>Prerequisites: none (Heroic).</p><p>Benefit: Choose one weapon group, such as light blades or staffs. You can use these weapons as implements for your implement powers.</p><p>Special: You can choose this feat more than once, choosing a different weapon group each time. </p><p></p><p><strong>Two-Handed Spellcaster</strong></p><p>Prerequisites: Any Arcane Class, Con 13 (heroic).</p><p>Benefit: When wielding an implement in two hands, you double its enhancement bonus to damage.</p><p>Special: This feat does not stack with the bonus from Dual Implement Spellcaster. </p><p></p><p>The last feat isn't entirely related, but it fixes a few things. I also just like it thematically.</p><p></p><p>My new rules screw two-handed implement users out of Dual Implement Spellcaster, so that's the main reason I'm including it. Swordmages who use a two-handed sword should deal more with their implement powers; they pay for the AC hit, they should get the bonus on weapon and implement powers. It offers a second path to the extra boost, aside from 13 Dex. Most arcane classes should have either Dex or Con.</p></blockquote><p></p>
[QUOTE="Destil, post: 5022730, member: 1980"] So, implement rules are a horrid mess for a host of reasons. This is the cleanest, simplest fix I was able to come up with. There's most likely a little more work to be done here. An 'Implement Focus' feat for +1/+2/+3 damage per tier is pretty clearly a good idea. [b]New Rules[/b] You can use any implement for any implement power. No weapons count as implements except when they have properties allowing them to. All staff implements are instead quarterstaffs with the same stats. All implements must be wielded in one hand, with the following exceptions: Holy Symbols, Ki Foci and Tomes need only be on your person. Two-handed and double weapons used as implements (see Magic Weapon Proficiency) must be wielded in two hands. The following classes gain the following Magic Weapon Proficiencies(see below): [b]Swordmage:[/b] light blade, heavy blade [b]Sorcerer:[/b] dagger, staff [b]Wizard,druid,invoker:[/b] staff [b]Monk,Assassin:[/b] Any weapon they're proficient with. [b]New Feats[/b] [b]Magic Weapon Proficiency[/b] Prerequisites: none (Heroic). Benefit: Choose one weapon group, such as light blades or staffs. You can use these weapons as implements for your implement powers. Special: You can choose this feat more than once, choosing a different weapon group each time. [b]Two-Handed Spellcaster[/b] Prerequisites: Any Arcane Class, Con 13 (heroic). Benefit: When wielding an implement in two hands, you double its enhancement bonus to damage. Special: This feat does not stack with the bonus from Dual Implement Spellcaster. The last feat isn't entirely related, but it fixes a few things. I also just like it thematically. My new rules screw two-handed implement users out of Dual Implement Spellcaster, so that's the main reason I'm including it. Swordmages who use a two-handed sword should deal more with their implement powers; they pay for the AC hit, they should get the bonus on weapon and implement powers. It offers a second path to the extra boost, aside from 13 Dex. Most arcane classes should have either Dex or Con. [/QUOTE]
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Fixing Implements
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