Medium and heavy armor increases. More Shield feat options. Magic Staff changes are great! Dislikes - The loss of most save or die effects. Generalist Wizard should have a capstone or specialists need stiffer penalties for using opposition schools. Barbarian's need a little more rage pow...
11Medium Barding 12+1 STR 13Blind Fight 15Combat Reflexes 16+1 STR 17Diehard 19Toughness Hunter Half the party is hard locked for this one. You will need a Cleric or anOracle angel main characterfor divine spells (Daerancould also kind of work, but there's too much overlap since Dae...
1 Spirit Animal, Simple Weapon Proficiency, Armor Proficiency (Light Armor), Armor Proficiency (Medium Armor) 6 Wandering Spirit Allocating Skills Knowledge (Arcana) Lore (Nature) Lore (Religion) Persuasion Others Feat: Spell Focus Second Feat: Spell Penetration Spirit Animal: Hare Familiar Deity: ...
I can't even really ignore Str with druid and medium armor: don't have weight limits and don't want penalties, so have to wear light and a bad one at that. With plate penalties would be crippling. On topic, my chars always have them, but almost never use: hands are almost always...
Weapon Proficiency: Simple Weapons, Martial Weapons, Medium Armor, Light Armor, and Shields (excluding Tower Shields) Barbarian Subclasses Armored Hulk– Armored Hulk trades off some detection bonuses for heavy armor proficiency Beastkin Berserker– In exchange for losing their speed, they get access ...
using spell for the more anime-like effects such as Flowing Strike, Blink Strike, obviously generic Spellstrike + Shocking Grasp or whatever, Laughing Shadow for the teleport and strike ability, and yes using a Katana, however I ended up still in medium armor with a +1 dex in order to pu...
Dwarven society is traditionally divided into numerous clans. Each clan is associated with a particular gemstone cut into a specific shape; the stone is usually one common in the clan's lands but rare enough to be valuable. These stones are often set in clan members' armor or the hilts of...
Magical armor DOES protect the wearer better than non-magical armor. Magical bows shoot farther, straighter and do more damage. Magical arrows hit more reliably and do more damage. In game mechanics this is best represented by bonuses to attack probabilities and damage bonuses. Many magic items ...
They gain light and medium armor profieciency and the encumbered resilience feat. -Halflings are now known as lightfoot halflings. They no longer suffer a -2 penalty to strength and gain a +1 to cha in addition to the +2 to dex they have. They gain the naturally stealthy and shadow ...
That would be chainmail, a medium armor. This was the heaviest armor common in Europe in the early middle ages and it's the top of the armor food chain in Middle Earth. There's also a distinct lack of high medieval weapons like halberds, arbalests, and horseman's picks. Why you're...