Post by Zyraen on Jan 18, 2020 21:14:55 GMT 8
Note: This is mostly for my own reference. Most players will not have to refer to this, but you can read if you wish. For avoidance of doubt, a "Spell" is anything implement related, anything named in place of an existing spell, anything with keyword arcane, divine, occult, primal, spell-like, supernatural. Non "spell" keywords are extraordinary, martial, natural, racial.
Edit: A Spell shall simply be identified by the keyword "Spell" (Sp)
Edit (29 Oct): Modifications to prebuffs, enemies need not sustain, and if you did not benefit from the prebuff during the encounter, the prebuff ends but the ability is not used up. Bold highlights the changes.
=====
ABILITY FRAMEWORK
This should help lay out some framework for Signature Abilities using Class Features, Spells and Levels. This is also because Pathfinder is more structured than regular UB and it theoretically helps bring across a feel.
LEVEL BENCHMARK
First is a Level Benchmark. We can approximate three Unbound Levels to be two Pathfinder levels, ie a 3UB:2PF ratio. The players should take on the last scenario for their characters at Level 14 in PF, so about level 21 in UB terms.
Next we apply the Pathfinder Class as a reference. Generally speaking, your Rank4 Signature Ability should be no higher than whatever Spell or Feature is available at Level 14 on your class.
Taking this a bit further, we get
- Rank4 : Level 14 PF or lower
- Rank3 : Level 11 PF or lower
- Rank2 : Level 8 PF or lower
- Rank1 : Level 5 PF or lower
Why is Rank1 Level 5? Well, of the identified Iconics, the highest is in fact level 5. So oh well.
The above is only a guideline. For example a Spell might be Level 8 spell but due to UB translation, only be Rank3 or Rank4. In which case, it is ok to get it earlier. In any case, it is entirely likely and probable most PF spells are only ever going to get closer to their PF potential (which usually lasts for a long time or does near instant death) via application of Mastery.
Not all spells need be Signature abilities, in fact some might be rituals, or better off as rituals.
SWORD VS SORCERY
Pathfinder generally did a good job accounting for martial vs magic prowess, via BAB, Slower Spell Progression, reduced spell lists etc, which is better than certain games out there.
When working on UB theres a concern that every Spellcaster will have similar looking trees (which draws from class spell list), notably hybrid classes (eg warpriest, magus etc) and half caster classes (eg paladin, ranger). This can be exacerbated by sharing many spells from same spell list, and whats the point of Multiclassing if your base hybrid class gives you access to high level spells anyway?
Bearing above in mind, some guidelines ( and they *are* guidelines, exceptions might be made if there's sufficiently good reason). We start with weapon users for comparison and end with pure casters.
- Weapon User (eg Fighter, Monk, Barbarian etc) : A weapon user only has weapon abilities. Since a spellcaster can multiclass in his own class any number of times without a feat, in principle so can a weapon user. In practice, they likely cap out at one full tree and one half tree. As usual, Signatures are not duplicated. Note that with Power Versatility and Iconics, "placeholder" trees and abilities are allowed for them to gain more uses of abilities they wish to focus on.
- Half-Caster (eg Ranger, Paladin, Bloodrager, classes that gain actual spells only at L5) : A half-caster has a separate Magical Tree based on his spell list. Spells go up to L4 PF level. If no spell is good enough to be a Rank4, the Magical tree stops at Rank3. He may only obtain his Magical abilities after obtaining his first rank in his respective Non-Magical abilities, ie weapon SA1 before magical SA1, weapon SM1 before magical SM1. Half-casters also usually cannot choose starting Implement proficiency.
- Hybrid Caster (eg Warpriest, Magus, Inquisitor, Alchemist) : A hybrid caster has one "default" tree and advances it independently. Each rank can be either a non-magical or magical ability. The hybrid caster is considered a spellcaster and may have multiple trees incorporating spells (without repetition), and spells go up to Level 6 in PF, and L5 by L14. If a hybrid caster is allowed weapon proficiency (an Alchemist is an example of a hybrid caster who isn't allowed weapon proficiency) he may only have one non-Magical signature of each rank and type, ie SA1 to SA4, SM1 to SM4, which can be interspersed among his trees as he pleases.
- Full Caster (eg sorcerer, wizard, cleric, druid, etc) : The full caster only has magical abilities, and may multiclass into their own class to pick up to potentially all the spells. A full-caster may access up to L9 PF spells, and up to L7 spells at Level 14.
Above sections are silent on class features, which generally can be used to substitute ranks as required, but typically one such signature of each rank and type (and often, relatively few attack abilities).
SPELL LEVELS AS SIGNATURE RANKS
This is just to give an approximate aim. In the end progression is still measured by Ranks and the actual mechanics brought onto the table.
CA) Cantrip or Level 1
S1) Level 1-2
S2) Level 2-3
S3) Level 3-4
S4) Level 5+ (and maybe some L4s?)
This turns out fitting nicely into the original approximation.
MASTERY VS METAMAGIC
UB's Mastery feats were intended for all and any abilities. For Flavour, UB Pathfinder will have two types of Mastery, one being Mastery which works withweapon abilities/martial non-Magic keyword abilities, other being Metamagic which works with implement abilities/spells Magic keyword abilities. Both Mastery and Metamagic can be applied to a class feature ability.
Edit: Incorporated earlier mention on Magic
===============
IMPORTANT : NEW RULES / KEYWORDS
CAMPAIGN RULES
1) Sustain is not a new keyword, however any ability that allows Sustain (including Masteries) has some chance of ending when the one who activated it falls unconscious. For each ability that the creature is sustaining, it makes a saving throw, and the only modifier that applies to this is the +2 bonus from the Resilience feat (ie even bonuses from race, abilities etc do not apply). If it fails the saving throw, that particular ability ends.
2) Thunder/Sonic damage in the campaign is considered Lightning. Untyped Implement damage may be referred to as "Force" damage.
3) Where enemy Summons / Familiars are part of a scenario encounter, they are considered part of the Encounter Budget and their own creatures. Note that some such bosses might be Solos with a capped number of Summons, and can replenish the Summons as needed.
4) Invisibility (as per the spell or similar effects) apply a +10 Stealth bonus to the user.
5) Monster Knowledge DCs are as follows
- 3 x Creature Level / 5 (round down) + 14 (ie 14 17 20 23 26 29 32 35 etc )
- Common applies a -4 DC, and Rare applies a +4 DC.
- A Mook counts as 5 levels lower, an Elite counts as 5 levels higher, a Solo counts as 10 levels higher. These modifiers only apply if the Mook/Elite/Solo classification is due to encountering something innately more powerful due to its race/nature, eg a powerful demon against a low level party, and not due to class levels, eg a half-elf alchemist might be an elite or a solo, but it doesn't make it more difficult to identify it is a half-elf.
KEYWORDS
- Alchemical : The effect is caused by an alchemical reagent. Alchemical effects can be dispelled and detected as if arcana, but cannot be counter-spelled (which is a specific application of Dispel Magic). For avoidance of doubt, Alchemical effect is Magic.
- Confusion : When a creature is confused, it is dazed when not on its turn. When it starts its turn, it rolls a 1d4.
On a 1, it is stunned for its turn.
On a 2, it is dazed, cannot delay and uses its standard action to charge/ make a basic attack against the last creature it can see that damaged it, or if none, that attacked it. If still none, it does so against the closest creature it can see.
On a 3, it is dazed for its turn.
On a 4, it acts normally during its turn, including not being dazed. Any feat, feature or ability that applies to dazed also applies to confusion. It is treated as more serious than dazed but less serious than stunned.
( edited on 21 Apr for clarity and to allow attacks on last creature that attacked/damaged it )
- Ethereal : A creature that is in the ethereal plane may interact normally with ethereal creatures/effects, but can neither affect nor be affected by creatures/effects in the usual plane, ie the material plane. An ethereal creature has phasing with its usual speed, and can perceive creatures/effects in the material plane normally. If a creature returns to the material plane from the ether into an occupied square, it instead returns in the nearest unoccupied square of its choice.
- Magic : Magic means anything that is magical in nature (and can be used interchangeably with the word magical) Its Source may vary, eg Arcane, Divine, Primal, etc. Racial and Martial keyword abilities are generally non-magical, but it may not always be so. A Martial ability may be magical, while an Arcane ability need not be magical. There are also Supernatural Racial abilities (eg. Ifrit Backlash) which are magical.
Remarks: I felt a need to be clearer about Magic apart from earlier mention about Implement. Not least because many Signature Move abilities do not have the implement keyword, but are magical.
- Extraordinary, Supernatural, Spell-Like Abilities, Spell (respectively Ex, Su, SLA, Sp) : These classifications generally don't affect UB gameplay much, but may affect certain interactions. An Extraordinary ability is non-magical nature and is not affected by any sorts of dispels etc. A Supernatural ability is magical in nature but not a spell, and can be suppressed by effects that suppresses magic. An Spell-Like Ability is effectively a magical spell and can be dealt with in all ways that a spell might be subject to. Spell is a magical spell as per the spell listing on classes.
- Pre-Buff : An ability with the Pre-Buff keyword can be activated using 1 WP outside of combat. You can use a Scroll or a Potion with a Pre-Buff keyword ability, but you still have to expend 1 WP in addition to using up the consumable. When activated with 1 WP, it remains until the ability has an application in a particular scene, or until the start of the next combat, whichever first. If it is a scene, the ability remains if the scene ends without combat, or until start of combat during that scene. If it is a combat, it is treated that it was activated in the first round of combat. Note that surprise round counts as the first round of combat. In the unlikely case of the activating creature falling unconscious outside of combat, a Pre-Buff also ends. If you did not benefit from a Pre-Buff during an encounter, the ability is treated as not expended and you only need to use 1 WP to re-apply the Pre-Buff, if you so wish. Note that a consumable that has not been benefited from by the end of scenario is used up.
For UB PFS, an adventure may involve multiple days of travel, and it is assumed the activator has time to do the necessary to keep the Buff active while he sleeps, hence this only applies if the unconsciousness is caused by some external (usually negative) influence. For avoidance of doubt, in UB PFS, Pre-Buffs also end if the entire party regains all WP, hence do not carry over between sessions.
Note that enemies that use Pre-Buffs are as per the scenario text. They do not expend WP for such Pre-Buffs, but generally the number of buffs they can put up are limited by the type of enemy they are. Generally speaking, Standards have no more than 1 Pre-Buff, Elites have 2-3 Pre-Buffs, and Solos can have as much 4-5 Pre-Buffs, perhaps more if it seems relevant to the scenario. If a Mook is Pre-Buffed (very very unlikely), it is treated as having expended their Signature Ability, if any.
Remarks: Note that Pre-Buff abilities aren't the only abilities that can be cast before combat, but they need to be continually sustained and are not practical if combat does not occur in the next few minutes.Like players, enemies may also "Pre-Buff" such abilities, but are usually greatly limited by action economy of sustaining them. NPCs with high level abilities of such kind are generally assumed to have enough lower Signatures to sustain such abilities until combat begins. NPCs do not have to use actions to sustain their Pre-Buff nor Buffs.
Edit: A Spell shall simply be identified by the keyword "Spell" (Sp)
Edit (29 Oct): Modifications to prebuffs, enemies need not sustain, and if you did not benefit from the prebuff during the encounter, the prebuff ends but the ability is not used up. Bold highlights the changes.
=====
ABILITY FRAMEWORK
This should help lay out some framework for Signature Abilities using Class Features, Spells and Levels. This is also because Pathfinder is more structured than regular UB and it theoretically helps bring across a feel.
LEVEL BENCHMARK
First is a Level Benchmark. We can approximate three Unbound Levels to be two Pathfinder levels, ie a 3UB:2PF ratio. The players should take on the last scenario for their characters at Level 14 in PF, so about level 21 in UB terms.
Next we apply the Pathfinder Class as a reference. Generally speaking, your Rank4 Signature Ability should be no higher than whatever Spell or Feature is available at Level 14 on your class.
Taking this a bit further, we get
- Rank4 : Level 14 PF or lower
- Rank3 : Level 11 PF or lower
- Rank2 : Level 8 PF or lower
- Rank1 : Level 5 PF or lower
Why is Rank1 Level 5? Well, of the identified Iconics, the highest is in fact level 5. So oh well.
The above is only a guideline. For example a Spell might be Level 8 spell but due to UB translation, only be Rank3 or Rank4. In which case, it is ok to get it earlier. In any case, it is entirely likely and probable most PF spells are only ever going to get closer to their PF potential (which usually lasts for a long time or does near instant death) via application of Mastery.
Not all spells need be Signature abilities, in fact some might be rituals, or better off as rituals.
SWORD VS SORCERY
Pathfinder generally did a good job accounting for martial vs magic prowess, via BAB, Slower Spell Progression, reduced spell lists etc, which is better than certain games out there.
When working on UB theres a concern that every Spellcaster will have similar looking trees (which draws from class spell list), notably hybrid classes (eg warpriest, magus etc) and half caster classes (eg paladin, ranger). This can be exacerbated by sharing many spells from same spell list, and whats the point of Multiclassing if your base hybrid class gives you access to high level spells anyway?
Bearing above in mind, some guidelines ( and they *are* guidelines, exceptions might be made if there's sufficiently good reason). We start with weapon users for comparison and end with pure casters.
- Weapon User (eg Fighter, Monk, Barbarian etc) : A weapon user only has weapon abilities. Since a spellcaster can multiclass in his own class any number of times without a feat, in principle so can a weapon user. In practice, they likely cap out at one full tree and one half tree. As usual, Signatures are not duplicated. Note that with Power Versatility and Iconics, "placeholder" trees and abilities are allowed for them to gain more uses of abilities they wish to focus on.
- Half-Caster (eg Ranger, Paladin, Bloodrager, classes that gain actual spells only at L5) : A half-caster has a separate Magical Tree based on his spell list. Spells go up to L4 PF level. If no spell is good enough to be a Rank4, the Magical tree stops at Rank3. He may only obtain his Magical abilities after obtaining his first rank in his respective Non-Magical abilities, ie weapon SA1 before magical SA1, weapon SM1 before magical SM1. Half-casters also usually cannot choose starting Implement proficiency.
- Hybrid Caster (eg Warpriest, Magus, Inquisitor, Alchemist) : A hybrid caster has one "default" tree and advances it independently. Each rank can be either a non-magical or magical ability. The hybrid caster is considered a spellcaster and may have multiple trees incorporating spells (without repetition), and spells go up to Level 6 in PF, and L5 by L14. If a hybrid caster is allowed weapon proficiency (an Alchemist is an example of a hybrid caster who isn't allowed weapon proficiency) he may only have one non-Magical signature of each rank and type, ie SA1 to SA4, SM1 to SM4, which can be interspersed among his trees as he pleases.
- Full Caster (eg sorcerer, wizard, cleric, druid, etc) : The full caster only has magical abilities, and may multiclass into their own class to pick up to potentially all the spells. A full-caster may access up to L9 PF spells, and up to L7 spells at Level 14.
Above sections are silent on class features, which generally can be used to substitute ranks as required, but typically one such signature of each rank and type (and often, relatively few attack abilities).
SPELL LEVELS AS SIGNATURE RANKS
This is just to give an approximate aim. In the end progression is still measured by Ranks and the actual mechanics brought onto the table.
CA) Cantrip or Level 1
S1) Level 1-2
S2) Level 2-3
S3) Level 3-4
S4) Level 5+ (and maybe some L4s?)
This turns out fitting nicely into the original approximation.
MASTERY VS METAMAGIC
UB's Mastery feats were intended for all and any abilities. For Flavour, UB Pathfinder will have two types of Mastery, one being Mastery which works with
Edit: Incorporated earlier mention on Magic
===============
IMPORTANT : NEW RULES / KEYWORDS
CAMPAIGN RULES
1) Sustain is not a new keyword, however any ability that allows Sustain (including Masteries) has some chance of ending when the one who activated it falls unconscious. For each ability that the creature is sustaining, it makes a saving throw, and the only modifier that applies to this is the +2 bonus from the Resilience feat (ie even bonuses from race, abilities etc do not apply). If it fails the saving throw, that particular ability ends.
2) Thunder/Sonic damage in the campaign is considered Lightning. Untyped Implement damage may be referred to as "Force" damage.
3) Where enemy Summons / Familiars are part of a scenario encounter, they are considered part of the Encounter Budget and their own creatures. Note that some such bosses might be Solos with a capped number of Summons, and can replenish the Summons as needed.
4) Invisibility (as per the spell or similar effects) apply a +10 Stealth bonus to the user.
5) Monster Knowledge DCs are as follows
- 3 x Creature Level / 5 (round down) + 14 (ie 14 17 20 23 26 29 32 35 etc )
- Common applies a -4 DC, and Rare applies a +4 DC.
- A Mook counts as 5 levels lower, an Elite counts as 5 levels higher, a Solo counts as 10 levels higher. These modifiers only apply if the Mook/Elite/Solo classification is due to encountering something innately more powerful due to its race/nature, eg a powerful demon against a low level party, and not due to class levels, eg a half-elf alchemist might be an elite or a solo, but it doesn't make it more difficult to identify it is a half-elf.
KEYWORDS
- Alchemical : The effect is caused by an alchemical reagent. Alchemical effects can be dispelled and detected as if arcana, but cannot be counter-spelled (which is a specific application of Dispel Magic). For avoidance of doubt, Alchemical effect is Magic.
- Confusion : When a creature is confused, it is dazed when not on its turn. When it starts its turn, it rolls a 1d4.
On a 1, it is stunned for its turn.
On a 2, it is dazed, cannot delay and uses its standard action to charge/ make a basic attack against the last creature it can see that damaged it, or if none, that attacked it. If still none, it does so against the closest creature it can see.
On a 3, it is dazed for its turn.
On a 4, it acts normally during its turn, including not being dazed. Any feat, feature or ability that applies to dazed also applies to confusion. It is treated as more serious than dazed but less serious than stunned.
( edited on 21 Apr for clarity and to allow attacks on last creature that attacked/damaged it )
- Ethereal : A creature that is in the ethereal plane may interact normally with ethereal creatures/effects, but can neither affect nor be affected by creatures/effects in the usual plane, ie the material plane. An ethereal creature has phasing with its usual speed, and can perceive creatures/effects in the material plane normally. If a creature returns to the material plane from the ether into an occupied square, it instead returns in the nearest unoccupied square of its choice.
- Magic : Magic means anything that is magical in nature (and can be used interchangeably with the word magical) Its Source may vary, eg Arcane, Divine, Primal, etc. Racial and Martial keyword abilities are generally non-magical, but it may not always be so. A Martial ability may be magical, while an Arcane ability need not be magical. There are also Supernatural Racial abilities (eg. Ifrit Backlash) which are magical.
Remarks: I felt a need to be clearer about Magic apart from earlier mention about Implement. Not least because many Signature Move abilities do not have the implement keyword, but are magical.
- Extraordinary, Supernatural, Spell-Like Abilities, Spell (respectively Ex, Su, SLA, Sp) : These classifications generally don't affect UB gameplay much, but may affect certain interactions. An Extraordinary ability is non-magical nature and is not affected by any sorts of dispels etc. A Supernatural ability is magical in nature but not a spell, and can be suppressed by effects that suppresses magic. An Spell-Like Ability is effectively a magical spell and can be dealt with in all ways that a spell might be subject to. Spell is a magical spell as per the spell listing on classes.
- Pre-Buff : An ability with the Pre-Buff keyword can be activated using 1 WP outside of combat. You can use a Scroll or a Potion with a Pre-Buff keyword ability, but you still have to expend 1 WP in addition to using up the consumable. When activated with 1 WP, it remains until the ability has an application in a particular scene, or until the start of the next combat, whichever first. If it is a scene, the ability remains if the scene ends without combat, or until start of combat during that scene. If it is a combat, it is treated that it was activated in the first round of combat. Note that surprise round counts as the first round of combat. In the unlikely case of the activating creature falling unconscious outside of combat, a Pre-Buff also ends. If you did not benefit from a Pre-Buff during an encounter, the ability is treated as not expended and you only need to use 1 WP to re-apply the Pre-Buff, if you so wish. Note that a consumable that has not been benefited from by the end of scenario is used up.
For UB PFS, an adventure may involve multiple days of travel, and it is assumed the activator has time to do the necessary to keep the Buff active while he sleeps, hence this only applies if the unconsciousness is caused by some external (usually negative) influence. For avoidance of doubt, in UB PFS, Pre-Buffs also end if the entire party regains all WP, hence do not carry over between sessions.
Note that enemies that use Pre-Buffs are as per the scenario text. They do not expend WP for such Pre-Buffs, but generally the number of buffs they can put up are limited by the type of enemy they are. Generally speaking, Standards have no more than 1 Pre-Buff, Elites have 2-3 Pre-Buffs, and Solos can have as much 4-5 Pre-Buffs, perhaps more if it seems relevant to the scenario. If a Mook is Pre-Buffed (very very unlikely), it is treated as having expended their Signature Ability, if any.
Remarks: Note that Pre-Buff abilities aren't the only abilities that can be cast before combat, but they need to be continually sustained and are not practical if combat does not occur in the next few minutes.