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>> No.52967844 [View]

>>52967683

Another option is to make the non-combat abilities high-impact.

Again, consider virtually every half-caster in the game, whose noncombat spells are high-impact enough (e.g. detect magic, disguise self, invisibility, suggestion) that people are actually enticed to select such spells alongside more combat-oriented spells.

What Spheres of Might actually does:

Fencing:
>Master of Misdirection: You gain ranks in Bluff equal to your Hit Dice. Whenever you gain a Hit Die (such as when gaining a level), you gain a rank in this skill. If you possess ranks in Bluff already, you may immediately retrain them at no cost.
>Read Foe: You have learned to read the subtle cues of your enemy. You gain ranks in the Sense Motive skill equal to your Hit Dice. Whenever you gain a Hit Die (such as when gaining a level), you gain a rank in this skill. If you possess ranks in Sense Motive already, you may immediately retrain them at no cost.
"More skill ranks? Meh."

Boxing:
>While outside of combat, whenever a creature makes a Bluff check against you while speaking, you can make a Bluff, Diplomacy, Intimidate, or Sense Motive check opposed by their Bluff check; upon making a successful opposed check, you can force them to either tell the truth (as far as they know) about the subject or take a -5 on Charisma-based skill and ability checks (this includes Bluff, Diplomacy, and Intimidate, even if the target uses an alternate ability score to determine their bonuses with these skills) against everyone who listened to them speak for 1 day.
"Very cool! But my class is [armiger/blacksmith/conscript/striker], and my mental ability scores a not that high..."

Equipment, legendary:
>Oversized Weapons: You may wield weapons sized for creatures 1 size larger than yourself with no penalty, may treat two handed weapons of your normal size as one-handed weapons, and may treat one-handed weapons of your normal size as light weapons.
"Now this is what I will take for 3d6 damage two-handers!"

>> No.52388132 [View]

>>52387789

Yes, under Paizo's weapon groups for the fighter class.

>> No.51162024 [View]

>>51161931

>How much less?
6d6 base damage goes down to 4d8 base damage, for 3 less damage on a hit.

>When you multiclass initiators together you don't get to skip prerequisites if you have it on the previous class, but have to build up the 'tree' from scratch.
I can find no such passage in the systems and use chapter: http://www.d20pfsrd.com/path-of-war/systems-and-use

Is there a certain passage I am missing concerning building up prerequisites from scratch?

>the trick falls off from this point forward as well due to the way the trait works
On the contrary, the character simply returns to taking warder levels. They are only 1 initiator level behind, and they have still gained an incredible deal from their one-level dip into stalker (brutal slayer).



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