This post has been de-listed
It is no longer included in search results and normal feeds (front page, hot posts, subreddit posts, etc). It remains visible only via the author's post history.
I currently have plans to start a play by post, RP heavy, low magic game. I have been working to tweak all the classes so that they fit with the low magic theme I am going for, which is a world where arcane magic is almost all but gone, and divine magic is just starting to come into play. The focus of the game itself, unless a player chooses otherwise, will from a combat perspective be more about battles with armies than it will be about individual/grid based fighting. I'm looking for feedback from anyone who feels that have a good mechanical sense of the game, and isn't just going to respond with a knee jerk "You removed spellcasting, ergo this class is worse". Below is the changes I have detailed about each class, as a blanket rule I haven't gone over archetypes, just because of the sheer amount of them, but generally anything that "might be magic " should be asked about. If you see any inconsistencies, obvious loopholes, or classes that would now be excessively too weak or strong please let me know! If you have any ideas about how to make my banned classes fit within this world and setting please let me know! Apologies in advance for any poor wording, if something doesn't make sense I'd like to clear it up now.
Class Changes:
Barbarian: Change the alignment restriction to its loyalties counterpart. Otherwise unchanged, use unchained version.
Bard: Remove spellcasting. Lower bardic performance to 1 CHA/day. Remove counter song and Distraction. Move suggestion to 8th level, move soothing performance to 14th.
Cleric: Change the alignment restriction to its loyalties counterpart. Remove Spellcasting. Remove Aura. Change channel energy use per day, to per week. Change the use from 3 CHA to 3 CHA or WIS. Change the healing of channel energy to be -1for each d6, so d6 -1, 2d6-2, 5d6-5, and so on. At 2nd lvl the cleric gains an orison of their choosing, usable at will. At 4th level, the cleric gains one of their 1st level domain spells as a spell like ability 1/day, every 2 levels after the cleric gains a new spell like ability, selectable from the next teir of spell (2nd lvl at 6th, 3rd lvl at 8th, etc), they may choose to take a lower level spell like ability instead of a higher one. Changed/Removed Several Domains.
Monk: Change the alignment restriction to its loyalties counterpart. Unchained version. Otherwise Unchanged.
Paladin: Change the alignment restriction and paladins code to its loyalties counterpart. Remove Alignment Aura. Remove spellcasting. Change detect evil to detect loyalty, detecting loyalties in opposition to their own. Change smite evil to smite opposition, the target must have loyalties in opposition to your own, or be a known enemy of your house or the house you serve. Change the lay on hands use from per day, to per week. Change Aura of courage to include “Enemies who try and intimidate allies in the aura take a -4 to their check”. The channel energy ability works the same as the cleric version, 1d6-1, etc. Change Aura of Resolve to include “Allies gain a 4 to sense motive against bluff checks while in the aura”.
Ranger: Remove Spellcasting. Add the Vicious Aim ability from the Divine Marksman archetype instead of spellcasting. Any archetype that would replace spellcasting instead replaces Vicious Aim. Otherwise unchanged.
Rogue: Unchained Version. Remove Major and Minor Magic. Otherwise unchanged.
Sorcerer: Banned. Unable to salvage the class due to too much magic reliance.
Wizard: Banned-ish. One player may play the class; (I have not re-balanced any of these options yet, I actually doubt my players will want to as there' a restriction on it)
Alchemist: Remove Extacts. Replace brew potions with extra bombs. Remove any discoveries that imitate spells. Possible discovery change on case by case basis.
Cavalier: Orders are chosen based on which house you serve. Otherwise unchanged.
Gunslinger: Bolt Ace archetype only, no guns in this campaign. Otherwise unchanged.
Inquisitor: Remove Spellcasting. Change the alignment restriction to its loyalties counterpart. Change detect Alignment to Detect Loyalties, detecting instead one singular target like a paladin, and searching for any loyalties which a in line with “Good, Law, Chaos, and Evil”. Change the use of Discern lies to per week instead of per day.
Magus: Banned, unable to savage this class due to too much magic reliance.
Oracle : Banned, unable to savage this class due to too much magic reliance.
Summoner: Banned, unable to savage this class due to too much magic reliance.
Vigilante: Remove all magical abilities, or archetypes that grant access to such. Otherwise unchained. .
Witch: Banned-ish, see wizard.
Antipaladin: Change the alignment restriction and antipaladins code to its loyalties counterpart see paladin for aura of alignment, smite good, detect good, touch of corruption, and channel negative energy changes. Remove Spellcasting.
Ninja: Change the Vanishing trick ability to read “…can disappear for 1 round per level, but no more than 3 rounds. Otherwise unchanged.
Samurai: Orders are chosen based on which house you serve. Otherwise unchanged.
Arcanist: Banned, unable to savage this class due to too much magic reliance.
Bloodrager: Banned, unable to savage this class due to too much magic reliance, it just ends up being a weak barbarian.
Brawler: Unchanged.
Hunter: Remove Spellcasting. Otherwise unchanged.
Investigator: Remove Extracts. Otherise unchanged.
Shaman: Banned, unable to savage this class due to too much magic reliance.
Skald: Remove Spellcasting. Remove Scribe Scroll, and Spell Kenning.
Slayer: Cannot gain the rogue talents listed under the rogue section of this guide. Otherwise unchanged.
Swashbuckler: Unchanged.
Warpriest: Remove Spellcasting. Change the alignment restriction to its loyalties counterpart (see cleric). Remove the ability for sacred weapon to grant specifc types of weapon enchantments. See Paladin for the changes to fervor, in addition the type of fervor you cast is solely based off of the deity you worship. See paladin for changes on channel energy. Remove the ability for sacred armor to grant specific types of enchantments. Blessings are all subject to change or removal, talk with GM before choosing them.
Occult classes: Banned, unable to savage these class due to too much magic reliance and conflicting themes.
Subreddit
Post Details
- Posted
- 8 years ago
- Reddit URL
- View post on reddit.com
- External URL
- reddit.com/r/Pathfinder_...