Difference between revisions of "Class (archived)"

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This article relates to Pathfinder classes and some house rules for minor tweaks that are aimed at making them a little bit more balanced. Mainly it is about buffing slightly weaker classes to get a buff up to that of other classes.
This article relates to '''Pathfinder classes''' and some house rules for minor tweaks that are aimed at making them a little bit more '''balanced'''. Mainly it is about buffing slightly weaker classes to get a buff up to that of other classes.


Unless otherwise specified, these changes are in addition to the original class features.
Unless otherwise specified, these changes are in addition to the original class features.
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{{Roleplaying}}





Revision as of 19:21, 13 September 2015

This article relates to Pathfinder classes and some house rules for minor tweaks that are aimed at making them a little bit more balanced. Mainly it is about buffing slightly weaker classes to get a buff up to that of other classes.

Unless otherwise specified, these changes are in addition to the original class features.



Fighter

  • Something to be decided.


Monk

  • Something to be decided.


Rogue

The rogue class especially needs some love, considering it's younger brother the Ninja is generally better and that Hökaland generally doesn't include that many traps. They of course exist where it is apropriate, but many locales are not hundreds of year old crypts guarded by automatic systems, but places where soldiers or other walk on a daily basis and can't be so actively trapped. Since trapfinding is the main defining feature of a rogue compared to, for instance, the Ninja, a few minor tweaks are in order.

Level 1

  • Rogues gain 9 skills per level instead of 8.
  • Weapon and Armor Proficiency - Add all weapons with the 'crossbow' type to the list, including exotic crossbows such as repeating crossbows. If the rogue takes feat specifically for a crossbow type, it applies to all crossbows. (Actual repeating crossbows will be slightly nerfed, however.)
  • Finesse Sneak - The rogue gains the ability to use her Dexterity bonus in place of Strength bonus for attack rolls as if she had the Weapon Finesse feat. In addition, she adds 1 point of Dexterity bonus (if any) per rogue class level to all of her damage rolls. This counts as precision damage, which creatures who are immune to critical hits are immune to and this damage. This bonus damage is added after any multiplers such as other feats, critical hits or two-handed weapon strength bonus.

Level 2

  • Combat Escapist - Escape grapples or pins as a move action. If successful, the agressor of the pin is flat-footed.
  • Rogue Talent - Additional talents to choose from.

Level 3

  • Skillfull Insight - Twice per day, the rogue can add her rogue class level as a bonus to any one skill check. This ability can be used once more per day for every 3 levels after up to a total of 7 times at level 18.

Additional These seem like interesting ideas but need tome though before implementation. Variant sneak attacks:

  • Courageous Sneak Attack
    • When you successfully deal sneak attack damage, all allies within 30 feet of you gain a +1 morale bonus to attack and damage rolls for one round. This bonus increases by +1 at level 5 and every 4 levels after.
  • Cunning Sneak Attack
    • When you successfully deal sneak attack damage, you may attempt one free trip, steal, or dirty trick combat maneuver on the same opponent with a +1 bonus. This extra combat maneuver can only be attempted once a round. This bonus increase by +1 at level 3 and every 2 levels after.




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