Rentaromon
2011-10-19, 08:06 PM
I have always felt that their were some strange aspects of the stat system in pathfinder and dnd. charisma and wisdom always seemed to be dump stats unless you needed them to cast off of, and some feats would simply never be worth taking a feat slot because of how situational they were. This is an attempt to fix this, its still a rough idea so a critique would be useful.
Strength: carry weight, bonus to hit and damage, str skills.
Dexterity: dodge bonus to ac, reflex saves, bonus to hit for light and ranged weapons. All light weapons can use dexterity for bonus to hit as if the user had finesse.
Constitution: HP, fort save.
Intelligence: determines mana(or PP), and overuse limit. Will save is now based on intelligence.
Training: wisdom skills are now based off training. Training now grants bonus skill points instead of intelligence. Skill points can now be used to purchase feats. 8 points grant a feat, you can spend only a part of the cost at a level but you don’t gain the feat until you have totally paid for the feat.
Charisma: bonus to cha skills. Wisdom casters now cast off of charisma. Class abilities and feats that require a wisdom score now use charisma.
Statistical Bonuses: high stats in a skill can grant additional abilities. At 20 and every 10 levels after that you gain the bonus again.
STR: increase your normal weapon size by 1. (as powerful build)
DEX: increase speed by 10.
Con: increase natural armor by 1.
INT: increase Caster level by 1 for determining save and spell statistics like damage and duration.
TRA: increase BaB by 1.
CHA: increase all skills by 1.
Feats: certain feats require less skill points to gain, the list will increase when i have more time to scale the feats.
Single weapon proficiency: 3
Exotic weapon proficiency: 5
New Magic:
MANA: each spell requires an amount of mana, increasing for more powerful spells. Casting spells works like psionic classes with intelligence adding mana instead of additional powers, intelligence is always used for extra mana. Mana for 1-9 casters as psion, 1-6 casters as psionic warrior, 1-4 casters as marksman. Spells known as normal for class.
Overuse: Additionally a caster can only use a certain amount of his mana before he must rest. 1-9 casters can use int mod.+caster level in mana before they must take a 1d4 turn break from casting. 1-6 casters can use int mod.+caster level before they must take a 1d6 break. 1-4 casters can use int mod./2+caster level before they must take a 1d6 break.
Rituals: at the cost of a large amount of time and concentration a caster, or group of casters can perform a spell that none of them could normally cast, or they can greatly increase the caster level of a spell, or even a combination of both. The limits of casting a spell as part of a ritual is the Combined Caster Level (CCL) and time.
Note: to cast the spell the knowledge of the spell must be in a ritual book or scroll or available to everyone casting the spell in some form, a scroll is used up as normal. And the caster level of the spell is the minimum level required to cast the spell, the caster level can be augmented.
Casting time can not be lowered below the normal time of the spell.
Lvl 1 spell: normal casting time, 1 CCL.
Lvl 2 spell: 30 seconds, 3 CCL.
Lvl 3 spell: 1 minute, 5 CCL.
Lvl 4 spell: 5 minutes, 7 CCL.
Lvl 5 spell: 30 minutes, 9 CCL. Requires 1 caster able to cast a lvl 2 spell.
Lvl 6 spell: 1 hour, 11 CCL. Requires 1 caster able to cast a lvl 3 spell.
Lvl 7 spell: 12 hours, 13 CCL. Requires 1 caster able to cast a lvl 4 spell.
Lvl 8 spell: 1 day, 15 CCL. Requires 1 caster able to cast a lvl 5 spell.
Lvl 9 spell: 1 week, 17 CCL. Requires 1 caster able to cast a lvl 6 spell.
By increasing the time by 2 levels you can lower the combined caster level required by 2. By increasing the combined caster level by 4 you can lower the time required by 1 level. By increasing the combined caster level by 2 or time by 1 level the caster level of the spell is increased by 1.
Strength: carry weight, bonus to hit and damage, str skills.
Dexterity: dodge bonus to ac, reflex saves, bonus to hit for light and ranged weapons. All light weapons can use dexterity for bonus to hit as if the user had finesse.
Constitution: HP, fort save.
Intelligence: determines mana(or PP), and overuse limit. Will save is now based on intelligence.
Training: wisdom skills are now based off training. Training now grants bonus skill points instead of intelligence. Skill points can now be used to purchase feats. 8 points grant a feat, you can spend only a part of the cost at a level but you don’t gain the feat until you have totally paid for the feat.
Charisma: bonus to cha skills. Wisdom casters now cast off of charisma. Class abilities and feats that require a wisdom score now use charisma.
Statistical Bonuses: high stats in a skill can grant additional abilities. At 20 and every 10 levels after that you gain the bonus again.
STR: increase your normal weapon size by 1. (as powerful build)
DEX: increase speed by 10.
Con: increase natural armor by 1.
INT: increase Caster level by 1 for determining save and spell statistics like damage and duration.
TRA: increase BaB by 1.
CHA: increase all skills by 1.
Feats: certain feats require less skill points to gain, the list will increase when i have more time to scale the feats.
Single weapon proficiency: 3
Exotic weapon proficiency: 5
New Magic:
MANA: each spell requires an amount of mana, increasing for more powerful spells. Casting spells works like psionic classes with intelligence adding mana instead of additional powers, intelligence is always used for extra mana. Mana for 1-9 casters as psion, 1-6 casters as psionic warrior, 1-4 casters as marksman. Spells known as normal for class.
Overuse: Additionally a caster can only use a certain amount of his mana before he must rest. 1-9 casters can use int mod.+caster level in mana before they must take a 1d4 turn break from casting. 1-6 casters can use int mod.+caster level before they must take a 1d6 break. 1-4 casters can use int mod./2+caster level before they must take a 1d6 break.
Rituals: at the cost of a large amount of time and concentration a caster, or group of casters can perform a spell that none of them could normally cast, or they can greatly increase the caster level of a spell, or even a combination of both. The limits of casting a spell as part of a ritual is the Combined Caster Level (CCL) and time.
Note: to cast the spell the knowledge of the spell must be in a ritual book or scroll or available to everyone casting the spell in some form, a scroll is used up as normal. And the caster level of the spell is the minimum level required to cast the spell, the caster level can be augmented.
Casting time can not be lowered below the normal time of the spell.
Lvl 1 spell: normal casting time, 1 CCL.
Lvl 2 spell: 30 seconds, 3 CCL.
Lvl 3 spell: 1 minute, 5 CCL.
Lvl 4 spell: 5 minutes, 7 CCL.
Lvl 5 spell: 30 minutes, 9 CCL. Requires 1 caster able to cast a lvl 2 spell.
Lvl 6 spell: 1 hour, 11 CCL. Requires 1 caster able to cast a lvl 3 spell.
Lvl 7 spell: 12 hours, 13 CCL. Requires 1 caster able to cast a lvl 4 spell.
Lvl 8 spell: 1 day, 15 CCL. Requires 1 caster able to cast a lvl 5 spell.
Lvl 9 spell: 1 week, 17 CCL. Requires 1 caster able to cast a lvl 6 spell.
By increasing the time by 2 levels you can lower the combined caster level required by 2. By increasing the combined caster level by 4 you can lower the time required by 1 level. By increasing the combined caster level by 2 or time by 1 level the caster level of the spell is increased by 1.