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General Tabletop Discussion
*Pathfinder & Starfinder
Old base class (made up for 3.0 long ago) needs revamp
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<blockquote data-quote="Scion" data-source="post: 1744217" data-attributes="member: 5777"><p>Interested2: currently pretty weak at level 20? sure, but then half of its levels arent even filled in so I would hope so! <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=";)" /></p><p></p><p>Arkhandus: Thanks for the insight. I only found a partial writeup so obviously a lot was missing.</p><p></p><p>Energy attacks are the 5 basic energy types, force does not count.</p><p></p><p>Damage is done to the shields before regular hp. Most effects that check for hp should look to shields or hp, whichever is higher at the time, to base the effect on (I am thinking specifically of power word: kill with that thought). This is because the shields are actually a very personalized effect, steming from a creatures life force drawn forth in a very controlled manner.</p><p></p><p>The shields work sortof like a primary source of hp. Which is why they get so many. Effectively they have the equivalent of 8+d4 hp per level, but that last d4 really sacks their fighting potential.</p><p></p><p>Shields replenishing however, I forget how the original regenerated them. Any suggestions? Being unable to be healed through cure spells but regenerating at 1 point/level/hour sounds about like how they should feel (drawing from starcraft, the medics can heal the body but not the shields).</p><p></p><p>About the doubling of nonprofiency penalty, I agree it feels very strangely artificial. I just wanted something that would make the class have a reason for not useing other weapons for certain situations <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=";)" /> It really isnt a balancing factor in a useful sense, so it can stay or go pretty easily. In reference to commoners though, they are proficient with simple weapons. These guys are proficient with nothing but the claws. To me that seems like they are one step below commoners in that sense. The original version, from 3.0, had the class use two seperate BAB's.. Good with the claws and poor with anything else. 3.5 seems to have gotten rid of that so I had hoped it was a valid way to transfer the same sort of condition.</p><p></p><p>About the hp, the d4 is just there for the baseline, their actual combat training is all with the shields and claws. In essence during training and meditation they may have 'never' been physically hit in combat. Still, with the shields having so many 'hp' the d4 shouldnt be a big deal. If the class actually gets down to the point where they are useing them then they are already in some 'massive' trouble.</p><p></p><p>If there are enough effects that should, logically, bypass the shields then I will change it so that con still boosts hp and wisdom boosts the shield bonus at each level. I dont want to make it grant too many hp/shield points at each level, but since they already require 3+ good stats it shouldnt be a huge problem.</p><p></p><p>Stabalize self? hmm.. I'll check it over.</p><p></p><p>When I get a bit of time later I will modify the above guy. Hope your help continues, and others as well if anyone likes <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=";)" /></p></blockquote><p></p>
[QUOTE="Scion, post: 1744217, member: 5777"] Interested2: currently pretty weak at level 20? sure, but then half of its levels arent even filled in so I would hope so! ;) Arkhandus: Thanks for the insight. I only found a partial writeup so obviously a lot was missing. Energy attacks are the 5 basic energy types, force does not count. Damage is done to the shields before regular hp. Most effects that check for hp should look to shields or hp, whichever is higher at the time, to base the effect on (I am thinking specifically of power word: kill with that thought). This is because the shields are actually a very personalized effect, steming from a creatures life force drawn forth in a very controlled manner. The shields work sortof like a primary source of hp. Which is why they get so many. Effectively they have the equivalent of 8+d4 hp per level, but that last d4 really sacks their fighting potential. Shields replenishing however, I forget how the original regenerated them. Any suggestions? Being unable to be healed through cure spells but regenerating at 1 point/level/hour sounds about like how they should feel (drawing from starcraft, the medics can heal the body but not the shields). About the doubling of nonprofiency penalty, I agree it feels very strangely artificial. I just wanted something that would make the class have a reason for not useing other weapons for certain situations ;) It really isnt a balancing factor in a useful sense, so it can stay or go pretty easily. In reference to commoners though, they are proficient with simple weapons. These guys are proficient with nothing but the claws. To me that seems like they are one step below commoners in that sense. The original version, from 3.0, had the class use two seperate BAB's.. Good with the claws and poor with anything else. 3.5 seems to have gotten rid of that so I had hoped it was a valid way to transfer the same sort of condition. About the hp, the d4 is just there for the baseline, their actual combat training is all with the shields and claws. In essence during training and meditation they may have 'never' been physically hit in combat. Still, with the shields having so many 'hp' the d4 shouldnt be a big deal. If the class actually gets down to the point where they are useing them then they are already in some 'massive' trouble. If there are enough effects that should, logically, bypass the shields then I will change it so that con still boosts hp and wisdom boosts the shield bonus at each level. I dont want to make it grant too many hp/shield points at each level, but since they already require 3+ good stats it shouldnt be a huge problem. Stabalize self? hmm.. I'll check it over. When I get a bit of time later I will modify the above guy. Hope your help continues, and others as well if anyone likes ;) [/QUOTE]
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