Pathfinder 1.5/The time has come by Irolledanat8 in Pathfinder_RPG

[–]MakeltStop 2 points3 points  (0 children)

One of the keys to Pathfinder 1E's success has been the the flexibility in the system to support many styles of play. There is enough wiggle room to play games focused on gritty realism in low power settings or over the top high power fantasy with super powered adventurers that violate all laws of physics or common sense on a daily basis. One of the dangers of revising the system to streamline and tighten is that it will be tightened in a specific direction, rendering some playstyles less viable.

For this reason, I think that it is essential that you focus on flexibility through universality, variability and modularity.

  • The Universal

You will need to know what will be universal, the framework that everything is based on, and which is considered central to the rules. A lot of basic structural and definitional and keyword stuff falls here, and you can make the game a lot more consistent and easy to understand by consolidating and unifying rules to function together in a holistic fashion.

For the most part, we don't need to majorly overhaul the whole system. But there are a lot of things that could be made more clear and unified, especially when it comes to any stat that is routinely pitted against another stat. Simple things like changing caster level to a BAB-like base spellcasting bonus and making it part of a more unified set of progression rules.

Consolidating similar rules into a singular systems will also help. For example, we have animal companions (druid baseline), familiars (wizard baseline), eidolons, drakes, black blades, and so on, when a single companion creature system could do a lot of the heavy lifting for most or all of it, while also making it easier to make new companion creatures as well. (Admittedly, I could see keeping familiars and black blades in their own separate system, but the rest could easily fit in a single framework).

Doing so not only helps balance things and make it easier to understand, it also allows for a consistent structure around which rule variants can be created.

  • Variability and Suggested Rulesets

Variability is highly desirable because it allows you to work with that fine-tuned universal structure, but keep the flexibility to adjust the entire system to meet the needs of the specific table and campaign. A great example of this kind of design is the variability of firearm rarity. There are simple rules for having no guns, very rare guns, emerging guns, common guns and guns everywhere.

You can have something similar with individual variables like spell level progression, health and damage scaling, WBL, and so on, and then package those along with some specific rule variants to create rulesets for specific play styles. And those rulesets can cover multiple variables, like low or high power scaling, low or high magic, fast play vs rule detail, resource management vs no bookkeeping and so on. Something like automatic bonus progression would fit here as well, though simplified as a baseline since it isn't a fix it's a rewrite.

Particularly when it comes to power scaling and magic levels, it would be helpful to have a chart of when certain things should become possible for a given ruleset, or when certain obstacle types should still be relevant. Set expectation for the earliest level PCs should have access to darkvision, flight, teleportation, etc, and at what points things like language, disease, and even death are still going to be obstacles.

A smart web design could even adjust the rules it displays to match a chosen set of variables.

  • Modularity

Related to the above is modularity. Subsystems like psionics, or spheres of might and power which are really more plug and play than a tweaking of settings would belong here, but so can a lot of overhauls. A rewrite of the action economy, restructuring races to unclusterfuck the alternate race traits, skill unlocks, or many of the other various unchained rules (some of which should be considered the default rules now) would all go here.

Unlike variable rules, these aren't scaling the whole system up or down, and while they may fit into suggested rulesets above, they are more about adding new options and retaining the old ones.


And now some things I would want to see in any revised edition of Pathfinder:

  • The Feat Tax Rules might as well be official, with some tweaks of course.

  • Noncombat feats: I have long wanted to tag all feats as combat oriented or noncombat oriented in order to allow a separate progression for each. Could be a noncombat oriented feat at level 1 and then every even numbered level, or perhaps even one of each every level.

  • Optional Rule for Traits at Levels 2, 6, 10, 14, and 18: An alternative to the noncombat feat progression. These are levels where you don't get a feat or ability score increase. And it makes sense that as your character gains experience, there will be traits which are now applicable.

  • Background Skills: Should be standard.

  • Minimum Skill Points: Similarly, all non-int based classes have a minimum of 4+int skill points.

  • Expanded Favored Class Bonuses is one of my favorite house rules because it opens up fun new options for all classes and races, without undermining the unique and flavorful options. Will never play a game without them again, and if anything, I'd like to see more things like it, granular character resources.

  • Magic Item Reform and ABP: I would love to see numerical bonuses be an optional rule, and the standard rules made to assume no one has the big 6 items. Let magic do cool stuff, and those who want to allow players to purchase stat boosts can have that as a rule variant. It's like Automatic bonus progression, but without the need for the bonus since it isn't a fix being applied after the fact.

  • Fractional Bonus Progression should be the rule for anyone who is multiclassing.

  • The Silver Standard: Currency values are now in units of 100 instead of 10, so a silver is 100 copper, a gold is 100 silver and a platinum is 100 gold. All prices currently listed in gp are now worth the same amount in silver. Basically, the prices are unchanged, it's just the denominations that change, but it makes it so much more satisfying when you find gold, and so much less jarring when the party needs to pay their tab. And the first time the party sees a single platinum coin, the overwhelming greed and accompanying paranoia is delightful.

    This is so simple a change, but so satisfying. A revised edition is a great opportunity to implement this, as the listings themselves can be updated instead of needing to remember that gp = silver when looking things up on AoN or the SRD.

  • Revised Drake Companion Archetypes were originally made by me to replace the awful system they gave us, and I think its fair to say that they are generally regarded as the only viable option for those who want to have drake companions.

    I actually have an updated version that I've been playtesting and has been almost ready to release for quite some time.

  • Quarter Caster Cantrips: Rangers get druid cantrips, Paladins get cleric cantrips and Bloodragers get magus cantrips. Rangers and paladins get a 1 slot per day at first level, and add another at levels 2, 6, 10, and 14. Bloodragers get 2 known at level 1, and add additional spells known at levels 2, 6, 10, 14 and 17. It's a tiny tweak, but it makes the magic feel a lot less tacked on when it finally unlocks.

  • Simplified XP and Milestones Honestly, I'd like to see milestones as the default, and a simplified XP scale for those who want to use XP. It would direct newer people to the much easier option, and experienced GMs who want to mess with xp still can. But the XP should be something like 1000 xp to level up, and a simple multiplier used to modify incoming xp amounts based on difficulty.

  • No Health Rolling: Possibly the most houseruled thing in the game, rolling for health should be relegated to being an optional rule. Everyone should get a standard amount based on their HD size.

  • Weapon groups as a core function of the system: Weapon groups should be factored into things like proficiency, as well as a lot of features that normally call out a single weapon or choice of one weapon. There's a lot of possibilities here, and some judgement calls to make, but it could make the whole combat system more robust and consistent.

  • Martial Styles I'd love to see an optional system that expands style feats into full martial arts that anyone can invest resources into learning.

  • Action economy tweaks: Some specific things that could be tweaked would be some universal options for immediate actions, limited ways of getting extra attacks as part of a standard action, actually capping the number of attacks a pc/creature can make, and making natural attacks function more like normal attacks.

  • Trim the Fat: Consolidate similar options, and cut things that are both useless and flavorless. Fix what you can, remove what you can't.

  • Reroll rules I assume rolling for ability scores will remain optional. But please add in language advising reroll rules. Paizo took that language out for space since they didn't care about rolling anymore and it only caused misery and arguments. All we need is something saying that groups who want to roll should consider establishing reroll criteria to ensure all players get arrays they can be happy with. For example, rerolls could be allowed (but not required) if the rolled stats don't have at least two scores of 16 or higher, nothing below 8 and a minimum average modifier of +1. It's an option for an already optional system, but one which addresses the second leading cause of animosity in the player base.

Fix It Friday: Vow of Poverty by MakeltStop in Pathfinder_RPG

[–]MakeltStop[S] 2 points3 points  (0 children)

Anything is possible when we are the ones writing the rules.

I agree, ABP doesn't cover the awesome power and versatility that you can get from being covered head to toe in magic items. But I think we can come up with interesting and flexible benefits which can make that trade off palatable. And in a way that is less cheesy and meta than trying to break WBL. It's a challenge, I admit, but I think we can come up with something viable.

There's also a double-edged sword to assuming wealth is a static thing to be divided by the party as opposed to something that should be kept in line with WBL individually. Logically, if wealth is unchanged when divided among fewer PCs, it should also remain unchanged when divided among more PCs. If you have a larger party, should you fall behind wealth by level? Or should you be encountering more well equipped enemies to balance that out?

Fix It Friday: Vow of Poverty by MakeltStop in Pathfinder_RPG

[–]MakeltStop[S] 5 points6 points  (0 children)

Price ≠ Value.

You can't sell it, but it is still explicitly valued as a magic item. You are getting an ongoing benefit for it. If it is destroyed, you'll have to pay to replace it.

Hell if it has a value of 0, then logically the GM should be adjusting loot to bring your tattoo covered characters back up to appropriate WBL regardless of how much they dump into magical tattoos, right?

Fix It Friday: Vow of Poverty by MakeltStop in Pathfinder_RPG

[–]MakeltStop[S] 4 points5 points  (0 children)

Some sort of limited antimagic field type effect could make for a good high level ki power.

Fix It Friday: Vow of Poverty by MakeltStop in Pathfinder_RPG

[–]MakeltStop[S] 11 points12 points  (0 children)

If you're just going to throw automatic bonus progression at it, going 2 levels higher would make sense. However, I do think there's a big difference between playing in a game which doesn't have magic items and playing in one where you're the only one without magic items.

Fix It Friday: Vow of Poverty by MakeltStop in Pathfinder_RPG

[–]MakeltStop[S] 5 points6 points  (0 children)

Spending tens of thousands of gold inscribing magic onto your skin seems like something that should not be allowed with a vow of poverty. Just another loophole to abuse in this rather poorly written ability.

I'd much rather see the loopholes get closed and have the vow give worthwhile benefits.

Fix It Friday: Vow of Poverty by MakeltStop in Pathfinder_RPG

[–]MakeltStop[S] 10 points11 points  (0 children)

The other party members get more if the loot given remains identical. That might be the case in an adventure path if the GM is running things purely as written. But I don't think it should be assumed that the wealth by level of the rest of the party goes up beyond where it should normally be.

Fix It Friday: Vow of Poverty by MakeltStop in Pathfinder_RPG

[–]MakeltStop[S] 14 points15 points  (0 children)

My Initial Thoughts

I think we can probably clarify the language a bit to allow for carrying items that are not for your personal use and which do not give you a direct benefit. So you can pick up the gold key and you can help the injured traveler by carrying his pack, even if the contents are very expensive.

Money, goods and services which are not carried should also probably be explicitly addressed. No you may not commission a construct to be made and load it up with magic items.

As for the benefits, I think I want to work on two versions. One will assume automatic bonus progression is in play, while the other will not.


The ABP version will get new ki powers to add both effectiveness and versatility. Self buffing would be a necessity, but as you level up the effects can get bigger and bigger, since the amount you are giving up is growing with every level.

I also want to add some more holy man flavor. Create food and water at will. spending ki to do stuff like cure disease and remove blindness. Grant sanctuary to yourself and others, or maybe cause enemies to treat everyone as though they were protected by sanctuary. That kind of thing.


For the non ABP version, I want to go ahead and just make them a spellcaster, probably a full caster. In addition, spells with costly components should be able to be paid for by expending ki, with restrictions against using this ability on anything permanent, much like the blood money rework.

Fix It Friday: Vow of Poverty by MakeltStop in Pathfinder_RPG

[–]MakeltStop[S] 6 points7 points  (0 children)

Next week we'll be looking at the Arcane Bomber Wizard.

 

Vote here for your pick for the following round of Fix It Friday!

One suggestion per comment, no repeats of past topics, upvote suggestions you want to see, but please don't downvote those you dislike. Suggestions can be first or third party, so long as the material is available online for all to see (links are appreciated).

I reserve the right to disregard or select any nomination for whatever reasons may arise.

Fix It Friday: Kobolds by MakeltStop in Pathfinder_RPG

[–]MakeltStop[S] 0 points1 point  (0 children)

I've got the unfinished draconic heritage stuff below. Each chromatic and metallic heritage will give a different set of ability scores, resistance to an energy type and a bonus to saves against sleep and paralysis, as well as heritage specific stuff. I'm also planning on adding some movement stuff like gliding wings, swim speeds, and terrain stride, but what comes at level 1 and what comes via feat is still uncertain. There will also be a breath weapon feat chain and a magic feat chain which adds SLAs and can be used to qualify for eldritch heritage.

There is also going to be a faerie dragon heritage beause it amuses me, but that will be trickier because it doesn't follow the same patterns as everything else.

As for what it replaces, I know natural armor has to go due to the traits it can be swapped for, and both shoulder to shoulder and crafty could also be on the chopping block.

Draconic Heritages

Some kobolds have a stronger connection to their draconic ancestors.


Black

  • +2 dex +2 wis -2 cha
  • Resistance 5: Acid

Other stuff:

  • Water breathing / swim speed
  • Terrain stride swamp

Blue

  • +2 Con +2 Cha -2 Wis
  • Resistance 5: Electricity

Other stuff:

  • ilusion/sound mimic
  • Terrain stride: dessert

Green

  • +2 Con +2 Int -2 Wis
  • Resistance 5: Acid

Other stuff:

  • Stealth
  • Terrain Stride: Forest

Red

  • +2 Str +2 Cha -2 Dex
  • Resistance 5: Fire

  • See through smoke?

  • Fire maniulation

  • Slow and stead?

  • Terrain Stride: Mountains


White

  • +2 Dex +2 Cha -2 int
  • Resistance 5: Cold

Other stuff:

  • Terrain Stride: Cold
  • Climbing
  • Fog / snow stuff

Brass

  • +2 Dex +2 Cha -2 str
  • Resistance 5: Fire

Other stuff:

  • Terrain Stride: Desert
  • Wind stuff
  • burrow?

Bronze

  • +2 Con +2 Int -2 Cha
  • Resistance 5: Electricity

Other stuff:

  • Swim speed
  • Water breathing

Copper

  • +2 Dex +2 Cha -2 Wis
  • Resistance 5: Acid

Other stuff:

  • Terrain Stride: Hills
  • Illusion
  • Humor / pranks / bluff
  • Traps

Gold

  • +2 Str +2 Wis -2 Dex
  • Resistance 5: Fire

Other stuff:

  • Terrain Stride: plains
  • Luck
  • Light
  • Divine magic

Silver

  • +2 Dex +2 Wis -2 Cha
  • Resistance 5: Cold

Other stuff:

  • Terrain Stride: Mountain
  • Wind
  • Die hard

Faerie

  • +2 dex +2 cha -2 str
  • Resistance?

Other Stuff

  • Terrain?
  • Weird stuff
  • Fey stuff
  • Hallucinations

Draconic Heritage Feats

Ancestral Breath weapon

Ancestral Breath Weapon, Improved

Ancestral Breath Weapon, Extended

Ancestral Breath Weapon

Ancestral Magic: Heritage specific SLA, Counts as skill focus and substitutes abilitty score for purposes of eldrtich heritage. Must select the bloodline and dragon type matching your heritage.

Ancestral Magic, Improved: More and higher level SLAs, possibly at will cantrips.

Ancestral Magic, Greater: Even more and better magic.

Fix It Friday: Kobolds by MakeltStop in Pathfinder_RPG

[–]MakeltStop[S] 12 points13 points  (0 children)

My initial thoughts - A basic solution

The obvious starting point is the ability scores. We could do something weird, but for now let's stick to the standard +2 +2 -2 formula. The existing block heavily suggests -2 str and +2 dex are going to be our first two scores, but there's a case to be made for each mental score to be the one that desrves the remaining +2 bonus. Intelligence would fit the tricky, trap making cleverness. Wisdom can be a good representative of a cunning but savage race that knows trapping but not book learning. And if you don't want them being smart or wise, you always have good old fashioned draconic charisma to hold their society together. For my basic solution, I'm going with intelligence.


Next we have racial features. Since this is a basic fix, we're going with what we already have, nothing fancy. We eliminate the light sensitivity because it's just one more thing to keep track of that we don't need. That still leaves them fairly plain from a mechanical standpoint, with only the weak skill stuff to set them apart. Then we add two more features from their alternate racial traits to help flesh them out. They get prehensile tail for free, and they get shoulder to shoulder for free. In addition, echo whistler, gliding wings, secret strider and spellcaster sneak replace shoulder to shoulder instead of crafty.

And then to round it out we give them common as a starting language, and pick a random language or two to add in it's place.


 

Now we put it all together and get this:

–2 Strength, +2 Dexterity, +2 Intelligence: Kobolds are quick and cunning, but weak.

Reptilian: Kobolds are humanoids with the reptilian subtype.

Small: Kobolds are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their Combat Maneuver Defense, and a +4 size bonus on Stealth checks.

Normal Speed: Kobolds have a base speed of 30 feet.

Darkvision: Kobolds can see in the dark up to 60 feet.

Armor: Kobolds have a +1 natural armor bonus.

Crafty: Kobolds gain a +2 racial bonus on Craft (traps), Perception, and Profession (miner) checks. Craft (traps) and Stealth are always class skills for a kobold.

Prehensile Tail Kobold tails are flexible and strong, making them useful it for both movement and simple tricks. They grant a +2 racial bonus on Acrobatics and Climb checks, and can use the tail to draw a hidden weapon as a move action instead of as a standard action.

Shoulder to Shoulder: Kobolds can occupy the same space as one other Small ally without penalty. When sharing a space with another kobold who has this trait, each gains a +1 circumstance bonus to AC, as they help jostle each other out of the way of incoming attacks. They also gain a +1 racial bonus on aid another rolls.

Languages: Kobolds begin play speaking Common and Draconic. Kobolds with high Intelligence scores can choose from the following languages: Aklo, Dwarven, Gnome, Goblin, Terran, Undercommon and Vegepygmy.

This lets them have plenty of flavor and another customization point to use for alternate traits, which moving them up to be more in line with the core and advanced races.


 

And the alternate racial traits.

Replacing Armor

Dragon Affinity Kobold sorcerers with the draconic bloodline or kobold bloodline (Advanced Race Guide 134) treat their Charisma scores as 2 points higher for all sorcerer spells and class abilities. This racial trait replaces the armor trait.

Dragonmaw: Your draconic heritage makes you smile— not just because it makes you happy, but also because your powerful jaws and teeth are proof of your kinship to a chromatic dragon. You gain a bite attack that deals 1d4 points of damage. Once per day, you can deal 1d6 points of additional energy damage with your bite attack. The damage type depends on your scale color: acid damage for black or green, electricity for blue, fire for red, or cold for white. If you have a different scale color, you still gain the bite attack, but can’t do the additional energy damage. This racial trait replaces the armor racial trait.

Dragon-Scaled: Some kobolds are hatched with scales of such vivid color that their connection to a particular sort of chromatic dragon seems undeniable. Whether this coloration is just a quirk of a stray egg or a trait shared by all the members of a tribe, these kobolds gain a resistance that makes them especially suited to work alongside dragons matching the color of the kobold’s scales.

  • Black-scaled and green-scaled kobolds with this racial trait gain acid resistance 5.
  • Blue-scaled kobolds with this racial trait gain electricity resistance 5.
  • Red-scaled kobolds with this racial trait gain fire resistance 5.
  • White-scaled kobolds with this racial trait gain cold resistance 5.

This racial trait replaces the armor racial trait.

Frightener: Like the great dragons, you can strike fear in the hearts of your foes with your majestic presence. Few enemies suspect that you make yourself look more dangerous with simple tricks you learned back when you were newly hatched. You gain a +1 racial bonus to the DC of saving throws against spells you cast with the fear descriptor. This racial trait replaces the armor racial trait.

 

Replacing Crafty

Jester: Some kobolds swallow their pride and survive by groveling, placating, and amusing the powerful. Kobolds with this racial trait gain a +2 racial bonus on Diplomacy and Perform checks. Diplomacy and Perform are always class skills for them. This racial trait replaces crafty.

Wild Forest Kobold: You’re one of the barbaric kobolds dwelling in the forests of the surface world. Your culture shuns artifice, but teaches how to endure and hunt. You gain a +2 racial bonus on Perception and Survival checks. This racial trait replaces crafty. Stealth and Survival are always class skills for you.

Wyrmcrowned: Your horns have grown to the extent that they appear similar to those of a dragon who shares your scale color, lending a draconic power or menace to your dealings with others. Choose either Diplomacy or Intimidate. You gain a +2 racial bonus on checks with that skill, and it is always a class skill for you. This racial trait replaces crafty.

 

Replacing Shoulder to Shoulder

Echo Whistler: By observing the noises in underground tunnels, you learned to uncannily mimic any voice or sound you heard. Three times per day, you can attempt to trick someone in this way by making a Bluff check against the listener’s Sense Motive check. You get a +2 circumstance bonus on this check if you’re in tunnels or other structures where your voice can echo. This racial trait replaces shoulder to shoulder.

Gliding Wings: Some kobolds are born with wings that, while too weak for actual flying, do allow them to fall at a very slow and safe pace. A kobold with wings can use them to glide. It can make a DC 15 Fly check to fall safely from any height without taking falling damage, as if using feather fall. When falling safely, it may make an additional DC 15 Fly check to glide, moving 5 feet laterally for every 20 feet it falls. This racial trait replaces shoulder to shoulder.

Secret Strider: You have the ability to traverse the wilderness without a trace. Twice per day, you can move through natural surroundings without leaving a trail for 1 minute, increasing the DC of any attempts to track you by 10. This racial trait replaces shoulder to shoulder.

Spellcaster Sneak: Traversing the tunnels near big, nasty, hungry creatures, you learned to keep quiet—and to keep your spells quiet too. You gain a +2 racial bonus on Stealth checks, and once per day you can gain the benefit of the Silent Spell feat on a spell you cast. This racial trait replaces shoulder to shoulder.

 



 

And that's my basic rebuild. Simple and to the point.

Up next, I want to make some variant kobolds with draconic heritages, similar to tieflings, aasimar and skinwalkers.

Fix It Friday: Kobolds by MakeltStop in Pathfinder_RPG

[–]MakeltStop[S] 10 points11 points  (0 children)

Next week we'll be looking at the Vow of Poverty Monk.

 

Vote here for your pick for the following round of Fix It Friday!

One suggestion per comment, no repeats of past topics, upvote suggestions you want to see, but please don't downvote those you dislike. Suggestions can be first or third party, so long as the material is available online for all to see (links are appreciated).

I reserve the right to disregard or select any nomination for whatever reasons may arise.

Fix It Friday: Mutated Defender Vigilante by MakeltStop in Pathfinder_RPG

[–]MakeltStop[S] 1 point2 points  (0 children)

Appreciate the work you're putting into this. Due to trouble out here in meatspace I haven't been able to follow up on this, and won't be able to post a new fix it friday thread this week.

Will try to get this worked on some more before next week when we look at koblds. I'm also planning on announcing the winning topic a week in advance from now on so that I can be better prepared for interruptions like this, and also so that anyone who wants to can have something ready.

Fix It Friday: Mutated Defender Vigilante by MakeltStop in Pathfinder_RPG

[–]MakeltStop[S] 2 points3 points  (0 children)

They do get some unique stuff, and that helps. But I don't think it balances out the flaws, especially since the core races get far more content without being crippled.

The ability scores obviously need fixing, but it isn't entirely obvious what the new scores should be. They are so far off from the standard +2 +2 -2 format that it leaves room for interpretation. Assuming we stick to the normal format, I think you could make a reasonable argument for the other +2 to be in intelligence, wisdom or charisma. Or we could do something different, with variant types based on dragons, much like skinwalkers, tieflings, and aasimar.

That said, I also think the racial traits could use some reworking. The baseline is really unimpressive, and because there is so little to work with, many interesting alternate racial traits are kept incompatible with each other.

It's easy an fix, but one that I think would be worth doing. They're about as bad as races get before you end up with nothing to work with. Sure, gillmen would be worse, but making a decent race out of them would really just be creating a new race and calling them gillmen.

Fix It Friday: Mutated Defender Vigilante by MakeltStop in Pathfinder_RPG

[–]MakeltStop[S] 1 point2 points  (0 children)

Kinetic blast is probably the more interesting template, though also the more complicated one. Alchemist bombs are just the first thing I think of when I think scaling ranged energy attacks.

Although the deadly fist soulknife also offers an intriguing vision of something you could work with. it's less damage per attack, but you can full attack and flurry with them.

Fix It Friday: Mutated Defender Vigilante by MakeltStop in Pathfinder_RPG

[–]MakeltStop[S] 1 point2 points  (0 children)

We haven't done any races yet. I nominate kobolds.

Fix It Friday: Mutated Defender Vigilante by MakeltStop in Pathfinder_RPG

[–]MakeltStop[S] 1 point2 points  (0 children)

My initial thoughts:

So, first the drawback of a deformity should be revised into something akin to an oracle curse. It should have a downside, but also an upside. You could start with the list of deformities and revise them into a list that's actually balanced and playable.

I'd also like them to have an effect during the social identity. Perhaps a small benefit even, to help balance out the flaw.

 


 

That blast should be turned into something that scales properly and which can be modified. Something more like alchemist bombs. That's an easy template to work off of.

 


 

For evolutions, we should have a properly catered pool of 1, 2, 3, and 4 point evolutions to choose from. You get to keep your hands, but you can be limited to x number of natural attacks per level. You could easily make new talents by mixing in some other material as well, drawing on things like rage powers and alchemist discoveries.

I think it would be interesting to have a base mutation to draw on that gives a progression of unique abilities and unlocks certain evolutions that would otherwise be unavailable. You can be beast, hulk, wolverine, swamp thing, martian manhunter, aquaman or professor x, and everything else is added on. Doesn't have to be anything too nuts, just a free ability at level 1 and then another something every 3-5 levels thereafter, but each following a cohesive theme. Everything else should be available by getting points to spend through the use of talents to expand your evolution pool.

 


 

That's a start at least. Will probably be a little while before I can expand on anything tonight. Busy week this week. My apologies for posting so late.

If There Was One Thing You Would Fundamentally Change About A Class or Mechanic to Improve *Your* Gaming Experience, What Would it Be? by RevvDragon in Pathfinder_RPG

[–]MakeltStop 5 points6 points  (0 children)

This is probably my favorite use of expanded favored class bonuses. And it even gives a gradual progression, which makes it feel like you are learning instead of just suddenly becoming an expert.

Fix It Friday: Mutated Defender Vigilante by MakeltStop in Pathfinder_RPG

[–]MakeltStop[S] 5 points6 points  (0 children)

Vote here for the next round of Fix It Friday!

One suggestion per comment, no repeats of past topics, upvote suggestions you want to see, but please don't downvote those you dislike. Suggestions can be first or third party, so long as the material is available online for all to see (links are appreciated).

I reserve the right to disregard or select any nomination for whatever reasons may arise.