Pathfinderish basics?
Posted: Tue Jan 17, 2012 10:04 pm
Update: 2-2-2012
I was reading the 2nd Edition to 3.0 rules conversion guide, found out thieve's get so many skills due to their thieving skills becoming actual skills vs a class feature. So I pulled the crazy skill bonus that thieve's would get.
Dice Rolling, House Rule:
4d6, reroll 1's; keep high 3
OR
Point Buy:
81 Points to be split between stats.
Multiple Attacks
Rules:
Once BAB hits 6, second attack is +1, begins as if second (and subsequent attacks are at level 1)
Fighter
1st 2nd 2nd 3rd 3rd
Attack Attack Attack Attack Attack
Level Bonus Level Bonus Level Bonus
1 1
2 2
3 2
4 3
5 4
6 4
7 5
8 6 1 1
9 6 2 2
10 6 3 2
11 7 4 3
12 7 5 4
13 8 6 4
14 8 7 5
15 8 8 6 1 1
16 9 9 6 2 2
17 9 10 6 3 2
18 10 11 7 4 3
19 10 12 7 5 4
20 10 13 8 6 4
Dice Rolling:
4d6, reroll 1's; keep high 3
OR
Point Buy:
81 Points to be split between stats.
Hit Points:
Start with MAX HP at level 1.
Level 2, start with 75% (round up)
Level 3+, average (since die's are split in middle, start with high average, then low average next level)
Example 1d6 Avergare is 3.5, Level 3 is 4 HP, level 4 is 3 HP.
New Combo Class:
Halfling: Fighter/Thief
Dwarf: Fighter/Cleric
Proposing:
Fighter/Magic-User: Magus
Fighter/Cleric: Paladin (Dwarf's?)
Fighter/Thief: ?
Magic-User/Thief: Bard
Magic-User/Cleric: ?
Attack Bonus, Cumulative for combination classes
Skip second class level 1 BAB bonus, otherwise balance is thrown off.
Fighter Cleric Magic- Total
/Thief User Monster BAB BAB
NM 0 0
1 1 1 1 +1 1
2 3 4 2 +1 2
4 5 6 3 +1 3
5 7 9 4 +1 4
7 9 13 5 +1 5
8 12 16 6 +1 6
11 15 19 7 +1 7
13 18 8 +1 8
16 10 +1 9
18 12 +1 10
14 +1 11
16 +1 12
20 +1 13
24 +1 14
28 +1 15
32 +1 16
D20 Saves
Death Ray = Dodge
Poison = Fortitude
Magic Wand = Depends on Wand types (see Spells) or Dodge
Paralyzation/Petrification = Fortitude
Dragon Breath = Dodge
Spells = Depends on spell effect, try to fit to above.
A saving throw against your spell has a
DC of 10 + the level of the spell + relevant ability score bonus
Differences are: old saves are attack based, new saves are defense based.
Cleric Fighter Magic-User Thief
Level Fort Ref Will Fort Ref Will Fort Ref Will Fort Ref Will
1 2 0 2 2 0 0 0 0 2 0 2 0
2 3 0 3 3 0 0 0 0 3 0 3 0
3 3 1 3 3 0 1 1 1 3 1 3 1
4 4 1 4 4 1 1 1 1 4 1 4 1
5 4 1 4 4 1 1 1 1 4 1 4 1
6 5 2 5 5 1 2 2 2 5 2 5 2
7 5 2 5 5 2 2 2 2 5 2 5 2
8 6 2 6 6 2 2 2 2 6 2 6 2
9 6 3 6 6 2 3 3 3 6 3 6 3
10 7 3 7 7 3 3 3 3 7 3 7 3
11 7 3 7 7 3 3 3 3 7 3 7 3
12 8 4 8 8 3 4 4 4 8 4 8 4
13 8 4 8 8 4 4 4 4 8 4 8 4
14 9 4 9 9 4 4 4 4 9 4 9 4
15 9 5 9 9 4 5 5 5 9 5 9 5
16 10 5 10 10 5 5 5 5 10 5 10 5
17 10 5 10 10 5 5 5 5 10 5 10 5
18 11 6 11 11 5 6 6 6 11 6 11 6
19 11 6 11 11 6 6 6 6 11 6 11 6
20 12 6 12 12 6 6 6 6 12 6 12 6
CON bonus applied to Fortitude saves
DEX bonus applied to Reflex saves
WIS bonus applied to Will saves
Initiative:
1d6 + Dex for players
1d6 + Number of attacks (over 1) for monsters (possibly 1d8)
Armor/Arcane (Magic-User) Spell Failure
Armor Penalties
Leather Armor 10%
Chain Mail 20%
Full Plate 35%
Mithril reduces Arcane Spell Failure by 10%
Fighter/Magic-User:
Level 5: -5%
Level 10: -10%
Level 15: -15% (minimum of 1%)
Level 17: -20% (minimum of 1%)
Level 20: -25% (minimum of 1%)
Damage Protection for players/monsters, option
Defense: Roll vs Defense to hit vs AC, this is the dodging ability.
Damage Protection (DP): Subtract this much from damage before applying damage.
Players:
Defense = 10 + Shield Bonus + Dex Mod + other modifier's
(including Armor's Enhancement bonus)
Damage Protection (DP) = Armor Bonus + Enchantments + 1/5 Levels
Armor DP
Leather 2
Chain 4
Plate Mail 6
Monsters:
Since 11 is unarmored for PC's, any AC above 11 for creatures is due armor/dex bonus, so my formula just splits that bonus down the middle w preference towards dex (i.e. Defense)
AC - 11 = (a + b)
A and B should be equal, if unequal, uneven goes to A
Defense = 11 + A
DP = B + 1/5 HD
Example, AC is 20, HD is 10
20 - 11 = 9; A = 5, B = 4
10HD/5 = 2
Defense = 16 (11 + A)
DP = 6 (1/5 HD + B)
Optional:
Since HD is used as a measure of Hit Points and Toughness in the old rules, it's an option to halve any HD over 8, round up.
Example: 12 HD would now be 10 HD. 20 HD would now be 15 HD.
If doing so, apply Damage Protection (1/5 HD) formula after the HD loss.
Reasoning: A Golem has a high HD due to it's nature of being made from tough material. Yet Giving it a Damage Protection and High Hit Points is redundant. It only needs High Damage Protection.
Attack Bonus is now given from the Dex Bonus, and not Strength Bonus for Melee Attacks
Strength is used if a hit is trying to get through Armor, now a hit is trying to get around dodge ability, so Dex comes into play more.
Strength still gives Damage bonus.
This means dex is used for both melee/ranged attack bonus.
Review: Gives too much power to Dex, since it's now for AC/Combat. Maybe make it for pointy weapons (would make the game a bit harder to keep track of).
Skills
Armor Penalties
Leather Armor -0
Chain Mail -5
Full Plate -6
Mithril reduces Penalty by 2.
Base DV: 17 (GM adjusts on his discretion)
Skill Cleric Fighter Thief Magic-User Ability Armor Pen
Acrobatics — — C — Dex 1
Appraise C — C C Int
Bluff — — C — Cha
Climb — C C — Str 1
Craft C C C C Int
Diplomacy C — C — Cha
Disable Device — — C — Dex 1
Disguise — — C — Cha
Escape Artist — — C — Dex 1
Fly — — — C Dex 1
Handle Animal — C — — Cha
Heal C — — — Wis
Intimidate — C C — Cha
Knowledge (arcana) C — — C Int
Knowledge (dungeoneering) — C C C Int
Knowledge (engineering) — C — C Int
Knowledge (geography) — — — C Int
Knowledge (history) C — — C Int
Knowledge (local) — — C C Int
Knowledge (nature) — — — C Int
Knowledge (nobility) C — — C Int
Knowledge (planes) C — — C Int
Knowledge (religion) C — — C Int
Linguistics C — C C Int
Perception — — C — Wis
Perform — — C — Cha
Profession C C C C Wis
Ride — C — — Dex 1
Sense Motive C — C — Wis
Sleight of Hand — — C — Dex 1
Spellcraft C — — C Int
Stealth — — C — Dex 1
Survival — C — — Wis
Swim — C C — Str 1
Use Magic Device — — C — Cha
C = Class Skill; 1 = Armor check penalty applies
Formula:
Class Skill Bonus (+3) + Stat Bonus + 1/2 Level - Armor Penalty
Prior to update; below................................................................................
I was thinking along the lines of a standard exp table and implementing basic skill checks (no skill points alloted, just half of level). What you guys think? I think pathfinder had to beef up some weaker classes when they got everyone on board with the same exp table. However, I think if one used the Magic User as the base table, and mapped existing classes to that Table using the original classes point of progression (i.e. what level would the old class be at if it was mapped to the magic user table).
I see some problems with a level 20 magic user, and a Cleric who has the same exp is going to be about 5 levels higher than the mage at the same exp, which means some class balancing would need to be done, and it might be more work than it's worth.
Example:
Map all existing levels with the magic-user level progression (A variant idea is to average out all experiences between classes, and create a new table, and map that table to old exp-level's per class)
Thief
Exp.
Level Points Hit Dice New Notes
1 0 1d4
2 1,250 2d4 1
3 2,500 3d4 2
4 5,000 4d4 3
5 10,000 5d4 4
6 20,000 6d4 5
7 40,000 7d4 6
8 75,000 8d4 7
9 150,000 9d4 8
10 225,000 9d4+2 Skip
11 300,000 9d4+4 9
12 375,000 9d4+6 Skip
13 450,000 9d4+8 10
14 525,000 9d4+10 Skip
15 600,000 9d4+12 11
16 675,000 9d4+14 Skip
17 750,000 9d4+16 12
18 825,000 9d4+18 Skip
19 900,000 9d4+20 13
20 975,000 9d4+22 Skip
21 1,050,000 9d4+24 14 (Adds +9 to +10 thieving skill points), nothing can be 100%
This creates two issues I saw:
One. Starting Classes such as Cleric/Thief are going to start with higher stats (i.e. 2 hit dice for both a cleric/thief at new described "level 1") than a level 1 Magic-User or Fighter.. However, this will balance itself in the end.
This could be fixed by starting everyone as the same experience as a level 3 Magic User. So now a Thief would be starting at level 4 (new level 3).
The other problem is, certain classes will max out at lower levels (i.e. only the Magic-User) will be able to progress to stated level 20 (even though with the above table, a "New Level 13" Thief is the same as a level 20 Magic-User. A new table would have to be created for the classes wishing to seek a new level 20 zone.
This could be solved by capping levels to say level 13 (Magic User gets to cast level 6 Spells at this level).
combining the two concepts together, one could have a new level chart depicting levels 3-13, remapped, they would be levels 1-10.
I was reading the 2nd Edition to 3.0 rules conversion guide, found out thieve's get so many skills due to their thieving skills becoming actual skills vs a class feature. So I pulled the crazy skill bonus that thieve's would get.
Dice Rolling, House Rule:
4d6, reroll 1's; keep high 3
OR
Point Buy:
81 Points to be split between stats.
Multiple Attacks
Rules:
Once BAB hits 6, second attack is +1, begins as if second (and subsequent attacks are at level 1)
Fighter
1st 2nd 2nd 3rd 3rd
Attack Attack Attack Attack Attack
Level Bonus Level Bonus Level Bonus
1 1
2 2
3 2
4 3
5 4
6 4
7 5
8 6 1 1
9 6 2 2
10 6 3 2
11 7 4 3
12 7 5 4
13 8 6 4
14 8 7 5
15 8 8 6 1 1
16 9 9 6 2 2
17 9 10 6 3 2
18 10 11 7 4 3
19 10 12 7 5 4
20 10 13 8 6 4
Dice Rolling:
4d6, reroll 1's; keep high 3
OR
Point Buy:
81 Points to be split between stats.
Hit Points:
Start with MAX HP at level 1.
Level 2, start with 75% (round up)
Level 3+, average (since die's are split in middle, start with high average, then low average next level)
Example 1d6 Avergare is 3.5, Level 3 is 4 HP, level 4 is 3 HP.
New Combo Class:
Halfling: Fighter/Thief
Dwarf: Fighter/Cleric
Proposing:
Fighter/Magic-User: Magus
Fighter/Cleric: Paladin (Dwarf's?)
Fighter/Thief: ?
Magic-User/Thief: Bard
Magic-User/Cleric: ?
Attack Bonus, Cumulative for combination classes
Skip second class level 1 BAB bonus, otherwise balance is thrown off.
Fighter Cleric Magic- Total
/Thief User Monster BAB BAB
NM 0 0
1 1 1 1 +1 1
2 3 4 2 +1 2
4 5 6 3 +1 3
5 7 9 4 +1 4
7 9 13 5 +1 5
8 12 16 6 +1 6
11 15 19 7 +1 7
13 18 8 +1 8
16 10 +1 9
18 12 +1 10
14 +1 11
16 +1 12
20 +1 13
24 +1 14
28 +1 15
32 +1 16
D20 Saves
Death Ray = Dodge
Poison = Fortitude
Magic Wand = Depends on Wand types (see Spells) or Dodge
Paralyzation/Petrification = Fortitude
Dragon Breath = Dodge
Spells = Depends on spell effect, try to fit to above.
A saving throw against your spell has a
DC of 10 + the level of the spell + relevant ability score bonus
Differences are: old saves are attack based, new saves are defense based.
Cleric Fighter Magic-User Thief
Level Fort Ref Will Fort Ref Will Fort Ref Will Fort Ref Will
1 2 0 2 2 0 0 0 0 2 0 2 0
2 3 0 3 3 0 0 0 0 3 0 3 0
3 3 1 3 3 0 1 1 1 3 1 3 1
4 4 1 4 4 1 1 1 1 4 1 4 1
5 4 1 4 4 1 1 1 1 4 1 4 1
6 5 2 5 5 1 2 2 2 5 2 5 2
7 5 2 5 5 2 2 2 2 5 2 5 2
8 6 2 6 6 2 2 2 2 6 2 6 2
9 6 3 6 6 2 3 3 3 6 3 6 3
10 7 3 7 7 3 3 3 3 7 3 7 3
11 7 3 7 7 3 3 3 3 7 3 7 3
12 8 4 8 8 3 4 4 4 8 4 8 4
13 8 4 8 8 4 4 4 4 8 4 8 4
14 9 4 9 9 4 4 4 4 9 4 9 4
15 9 5 9 9 4 5 5 5 9 5 9 5
16 10 5 10 10 5 5 5 5 10 5 10 5
17 10 5 10 10 5 5 5 5 10 5 10 5
18 11 6 11 11 5 6 6 6 11 6 11 6
19 11 6 11 11 6 6 6 6 11 6 11 6
20 12 6 12 12 6 6 6 6 12 6 12 6
CON bonus applied to Fortitude saves
DEX bonus applied to Reflex saves
WIS bonus applied to Will saves
Initiative:
1d6 + Dex for players
1d6 + Number of attacks (over 1) for monsters (possibly 1d8)
Armor/Arcane (Magic-User) Spell Failure
Armor Penalties
Leather Armor 10%
Chain Mail 20%
Full Plate 35%
Mithril reduces Arcane Spell Failure by 10%
Fighter/Magic-User:
Level 5: -5%
Level 10: -10%
Level 15: -15% (minimum of 1%)
Level 17: -20% (minimum of 1%)
Level 20: -25% (minimum of 1%)
Damage Protection for players/monsters, option
Defense: Roll vs Defense to hit vs AC, this is the dodging ability.
Damage Protection (DP): Subtract this much from damage before applying damage.
Players:
Defense = 10 + Shield Bonus + Dex Mod + other modifier's
(including Armor's Enhancement bonus)
Damage Protection (DP) = Armor Bonus + Enchantments + 1/5 Levels
Armor DP
Leather 2
Chain 4
Plate Mail 6
Monsters:
Since 11 is unarmored for PC's, any AC above 11 for creatures is due armor/dex bonus, so my formula just splits that bonus down the middle w preference towards dex (i.e. Defense)
AC - 11 = (a + b)
A and B should be equal, if unequal, uneven goes to A
Defense = 11 + A
DP = B + 1/5 HD
Example, AC is 20, HD is 10
20 - 11 = 9; A = 5, B = 4
10HD/5 = 2
Defense = 16 (11 + A)
DP = 6 (1/5 HD + B)
Optional:
Since HD is used as a measure of Hit Points and Toughness in the old rules, it's an option to halve any HD over 8, round up.
Example: 12 HD would now be 10 HD. 20 HD would now be 15 HD.
If doing so, apply Damage Protection (1/5 HD) formula after the HD loss.
Reasoning: A Golem has a high HD due to it's nature of being made from tough material. Yet Giving it a Damage Protection and High Hit Points is redundant. It only needs High Damage Protection.
Attack Bonus is now given from the Dex Bonus, and not Strength Bonus for Melee Attacks
Strength is used if a hit is trying to get through Armor, now a hit is trying to get around dodge ability, so Dex comes into play more.
Strength still gives Damage bonus.
This means dex is used for both melee/ranged attack bonus.
Review: Gives too much power to Dex, since it's now for AC/Combat. Maybe make it for pointy weapons (would make the game a bit harder to keep track of).
Skills
Armor Penalties
Leather Armor -0
Chain Mail -5
Full Plate -6
Mithril reduces Penalty by 2.
Base DV: 17 (GM adjusts on his discretion)
Skill Cleric Fighter Thief Magic-User Ability Armor Pen
Acrobatics — — C — Dex 1
Appraise C — C C Int
Bluff — — C — Cha
Climb — C C — Str 1
Craft C C C C Int
Diplomacy C — C — Cha
Disable Device — — C — Dex 1
Disguise — — C — Cha
Escape Artist — — C — Dex 1
Fly — — — C Dex 1
Handle Animal — C — — Cha
Heal C — — — Wis
Intimidate — C C — Cha
Knowledge (arcana) C — — C Int
Knowledge (dungeoneering) — C C C Int
Knowledge (engineering) — C — C Int
Knowledge (geography) — — — C Int
Knowledge (history) C — — C Int
Knowledge (local) — — C C Int
Knowledge (nature) — — — C Int
Knowledge (nobility) C — — C Int
Knowledge (planes) C — — C Int
Knowledge (religion) C — — C Int
Linguistics C — C C Int
Perception — — C — Wis
Perform — — C — Cha
Profession C C C C Wis
Ride — C — — Dex 1
Sense Motive C — C — Wis
Sleight of Hand — — C — Dex 1
Spellcraft C — — C Int
Stealth — — C — Dex 1
Survival — C — — Wis
Swim — C C — Str 1
Use Magic Device — — C — Cha
C = Class Skill; 1 = Armor check penalty applies
Formula:
Class Skill Bonus (+3) + Stat Bonus + 1/2 Level - Armor Penalty
Prior to update; below................................................................................
I was thinking along the lines of a standard exp table and implementing basic skill checks (no skill points alloted, just half of level). What you guys think? I think pathfinder had to beef up some weaker classes when they got everyone on board with the same exp table. However, I think if one used the Magic User as the base table, and mapped existing classes to that Table using the original classes point of progression (i.e. what level would the old class be at if it was mapped to the magic user table).
I see some problems with a level 20 magic user, and a Cleric who has the same exp is going to be about 5 levels higher than the mage at the same exp, which means some class balancing would need to be done, and it might be more work than it's worth.
Example:
Map all existing levels with the magic-user level progression (A variant idea is to average out all experiences between classes, and create a new table, and map that table to old exp-level's per class)
Thief
Exp.
Level Points Hit Dice New Notes
1 0 1d4
2 1,250 2d4 1
3 2,500 3d4 2
4 5,000 4d4 3
5 10,000 5d4 4
6 20,000 6d4 5
7 40,000 7d4 6
8 75,000 8d4 7
9 150,000 9d4 8
10 225,000 9d4+2 Skip
11 300,000 9d4+4 9
12 375,000 9d4+6 Skip
13 450,000 9d4+8 10
14 525,000 9d4+10 Skip
15 600,000 9d4+12 11
16 675,000 9d4+14 Skip
17 750,000 9d4+16 12
18 825,000 9d4+18 Skip
19 900,000 9d4+20 13
20 975,000 9d4+22 Skip
21 1,050,000 9d4+24 14 (Adds +9 to +10 thieving skill points), nothing can be 100%
This creates two issues I saw:
One. Starting Classes such as Cleric/Thief are going to start with higher stats (i.e. 2 hit dice for both a cleric/thief at new described "level 1") than a level 1 Magic-User or Fighter.. However, this will balance itself in the end.
This could be fixed by starting everyone as the same experience as a level 3 Magic User. So now a Thief would be starting at level 4 (new level 3).
The other problem is, certain classes will max out at lower levels (i.e. only the Magic-User) will be able to progress to stated level 20 (even though with the above table, a "New Level 13" Thief is the same as a level 20 Magic-User. A new table would have to be created for the classes wishing to seek a new level 20 zone.
This could be solved by capping levels to say level 13 (Magic User gets to cast level 6 Spells at this level).
combining the two concepts together, one could have a new level chart depicting levels 3-13, remapped, they would be levels 1-10.