Eric Tillemans(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Modules, Tales Subscriber)
yukarjama wrote:
Any changes on Fortification armors? I hope they do,otherwise those new ciritical feats will probably become useless.
Fortification is 25/50/75. So heavy fortification has changed.
Eric Tillemans(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Modules, Tales Subscriber)
LoreKeeper wrote:
Quote:
Would somebody please be so kind as to provide the list of monk feats (and at what level which feats become available)? Thanks so much :)
Also, do the grapple rules still have the odd little clause that you gain +5 to your grapple attempt if the target has failed its attempt against you in the prior round?
Pretty please? :D
Well, the +5 is still there. At least I answered half of your question :P
I was just wondering if someone could give an overview of what each of the arcane specialists recieved.
Seconded!
Quote:
I know someone's already mentioned enchantment and the evocation 1st level power and school ability were mentioned in the preview but I'm also really curious about the 8th level ability of evocation and the conjuration school in general.
Do conjurers still receive that pitifully redundant +2 armor bonus? I hear evokers now get +CL/2 to spell damage, which sounds decent.
Would somebody please be so kind as to provide the list of monk feats (and at what level which feats become available)? Thanks so much :)
Also, do the grapple rules still have the odd little clause that you gain +5 to your grapple attempt if the target has failed its attempt against you in the prior round?
Pretty please? :D
Well, the +5 is still there. At least I answered half of your question :P
May the light of Sarenrae bless you kind stranger ;)
Is it still in the rules ?
Is it still the same (lame) ability than before (ready an action to cast the same spell of the enemy) ?
Please tell me that it has been changed somehow...
I'd like to know as well. I've always liked the idea of counterpselling, too bad it sucked hard in 3.5.
*crosses fingers*
Unfortunately, this doesn't look much different than 3.5
Hmm, this is unfortunately a sad thing.
Eric Tillemans(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Modules, Tales Subscriber)
Catharsis wrote:
Eric Tillemans wrote:
LoreKeeper wrote:
Did "Lunge" make it? Did it change?
Yes. Take a -2 penalty to AC and gain 5' of reach until your next turn. Also nice.
So this is basically threatening reach? Cool! Is it a swift action to activate? Can you full-attack with it?
No action, just choose to take the penalty and it applies until your next turn. So yes, you can full attack with it.
Eric Tillemans(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Modules, Tales Subscriber)
verminaard wrote:
Can a higher lvl Fighter/ Thief with the Fighter armor bonuses with max dex bonus wear medium/heavy armor then?
I don't see why not. With the lowered armor check penalty I could easily see a high level fighter/rogue wearing mithril full plate with nearly no penalty to skills and no movement restrictions.
Eric Tillemans(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Modules, Tales Subscriber)
Catharsis wrote:
I was just wondering if someone could give an overview of what each of the arcane specialists recieved.
Listing every power in a class or all of the domains or all of the specialist options is too much (mainly due to my laziness). You only have to wait for Thursday!
Could someone clarify the new Necromancy School abilities? The Wizard preview hinted at the option for a White Necromancer, I would really appreciate some additional details on this subject.
This thread is already too damn long to read all the way through. Can someone tell me if damage reduction works as it did in 3.5 or did they go with the Beta "enough plusses can still overcome most things" rule and if they did that how does Greater Magic Weapon apply to the equation?
Can a higher lvl Fighter/ Thief with the Fighter armor bonuses with max dex bonus wear medium/heavy armor then?
I don't see why not. With the lowered armor check penalty I could easily see a high level fighter/rogue wearing mithril full plate with nearly no penalty to skills and no movement restrictions.
This could make for the ultimate assassin type character if made properly.Looking forward to receiving my book!
Eric Tillemans(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Modules, Tales Subscriber)
Argothe wrote:
Could someone clarify the new Necromancy School abilities? The Wizard preview hinted at the option for a White Necromancer, I would really appreciate some additional details on this subject.
For their 1st level power necromancers can channel energy (for the purposes of turning or controlling undead only) a number of times per day.
Eric Tillemans(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Modules, Tales Subscriber)
Gurubabaramalamaswami wrote:
This thread is already too damn long to read all the way through. Can someone tell me if damage reduction works as it did in 3.5 or did they go with the Beta "enough plusses can still overcome most things" rule and if they did that how does Greater Magic Weapon apply to the equation?
Enquiring minds want to know.
Close to the Beta version where enough plusses can overcome most things. Greater Magic Weapon is silent on this issue, so it looks like it would also overcome most DR.
Thanks for all this guys and thanks to Paizo for a great game!
Did Master Craftsman make the final release?
YUP!
Kirth Gersen(Pathfinder Adventure Path Charter Subscriber; Modules Subscriber)
Eric Tillemans wrote:
Greater Magic Weapon is silent on this issue, so it looks like it would also overcome most DR.
In the Beta, GMW specifically stated it wouldn't help you overcome DR (for obvious reasons)... take a step forward, move two steps back. Unless GMW has had the duration nerfed to compensate?
This thread is already too damn long to read all the way through. Can someone tell me if damage reduction works as it did in 3.5 or did they go with the Beta "enough plusses can still overcome most things" rule and if they did that how does Greater Magic Weapon apply to the equation?
Enquiring minds want to know.
Close to the Beta version where enough plusses can overcome most things. Greater Magic Weapon is silent on this issue, so it looks like it would also overcome most DR.
WRONG WRONG WRONG
Greater Magic Weapon specifically says in it's entry
"pathfinder pg. 310 wrote:
This bonus does not allow a weapon to bypass damage reduction aside from magic
I accept that you probably just missed it but be careful about spreading misinformation ;)
As a side note, found my second houserule involving +DR weapons.
Greater Magic Weapon is silent on this issue, so it looks like it would also overcome most DR.
In the Beta, GMW specifically stated it wouldn't help you overcome DR (for obvious reasons)... take a step forward, move two steps back. Unless GMW has had the duration nerfed to compensate?
In the final GMW says explicitly at the end of the first paragraph "This bonus does not allow a weapon to bypass damage reduction aside from magic"
So GMW does not bypass silver/ adamatine/ good/ evil/ whatever.
I was just wondering if someone could give an overview of what each of the arcane specialists recieved.
Listing every power in a class or all of the domains or all of the specialist options is too much (mainly due to my laziness). You only have to wait for Thursday!
Indeed, I'm willing to answer specific questions but I'm not going to grind out class feature lists. Nothing we do here will do the classes justice anyhow.
. . . The only downside i can see is it might be a bit of a pain finding stuff just cause the book is so flipping big. For that only time will tell . . .
I've been using > Post-It Durable Tabs < (great minds, I guess! ~grin~) in my beta book, and I can't wait until my Core book gets here. UPS says tomorrow!!!
Eric Tillemans(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Modules, Tales Subscriber)
Dennis da Ogre wrote:
Kirth Gersen wrote:
Eric Tillemans wrote:
Greater Magic Weapon is silent on this issue, so it looks like it would also overcome most DR.
In the Beta, GMW specifically stated it wouldn't help you overcome DR (for obvious reasons)... take a step forward, move two steps back. Unless GMW has had the duration nerfed to compensate?
In the final GMW says explicitly at the end of the first paragraph "This bonus does not allow a weapon to bypass damage reduction aside from magic"
So GMW does not bypass silver/ adamatine/ good/ evil/ whatever.
Since they changed the Sorcerer's 1st lvl ability from at will to times per day, did they also change the "only once per creature per 24 hrs" rule as well?
I was just wondering if someone could give an overview of what each of the arcane specialists recieved.
Listing every power in a class or all of the domains or all of the specialist options is too much (mainly due to my laziness). You only have to wait for Thursday!
Indeed, I'm willing to answer specific questions but I'm not going to grind out class feature lists. Nothing we do here will do the classes justice anyhow.
That's very fair and I think it was only the description someone gave of a substantial number of domains that made me assume such a thing was reasonable.
I'll reiterate again what I concluded my post with though, in particular I'm interested in how/if the 8th level ability of the evocation school changed and if conjurers lost their largely redundant +2 to AC as a school power(Damn ninja!).
Eric makes a good point though, it only only thursday... But somehow thursday has never seemed so far away!
Can somebody tell me if conjurer school wizards still get the +2 natural armor bonus or did it change?
No they have 3 powers now. They add half their levels in additional rounds a summoning creature spell will last. They have a acid dart which is a touch attack at 30ft range doing 1d6 + 1 per 2 levels and finally at 8th level they can up to 30ft per level per day. They can bring others with them but must pay the range cost for each person.
Just one request: Can you repeat every word in the book, in order?
Failing that, a few quick questions:
Bards' versatile performance: Do you get "redundant" skill points back?
New weapons, especially racial ones: Well, what is there? Does everyone get something out of his weapon familiarity?
Monte Cooke's forward:
It start in 1997. Steve Winter, Creative Director at TSR, told a few...
This is going to take a while to type up so while I do that:
Versatile performance... redundant skill point? I think the answer is no, they just replace their existing skill points/ bonuses with the ones from versatile performance. (pick one at second level, sixth, tenth, etc...). Kind of wonky because it's a sort of instant mastery or as you say you kind of lose out on the previous investment of skill points.
Halfling sling staff - 1d6s/ 1d8 medium, can be used as a club (I wonder if enchanting it would affect both melee and ranged or would you enchant the two separately? Do masterwork sling staffs cost +600gp? Weapon Focus (Sling Staff) buys you ranged and melee bonus?)
Elven Curved Sword (bastard sword but threatens on 18-20)
Gnome Hooked Hammer
Orc Double Axe
Dwarven Urgosh and Waraxe
So pretty much everyone is covered... the only really interesting one is the sling staff.
Edit: Almost forgot:
Human Katana: 1d10/ 18-20 x4 (trip/ disarm/ finessable/ ignores DR up to 10/)
Can somebody tell me if conjurer school wizards still get the +2 natural armor bonus or did it change?
No they have 3 powers now. They add half their levels in additional rounds a summoning creature spell will last. They have a acid dart which is a touch attack at 30ft range doing 1d6 + 1 per 2 levels and finally at 8th level they can >teleport< up to 30ft per level per day. They can bring others with them but must pay the range cost for each person.
fixed.
Note... the 8th level power does not provoke AoOs and lacks the "can't do anything until your next turn" limits DDoor has so it's quite a bit better than the spell.
Can somebody tell me if conjurer school wizards still get the +2 natural armor bonus or did it change?
No they have 3 powers now. They add half their levels in additional rounds a summoning creature spell will last. They have a acid dart which is a touch attack at 30ft range doing 1d6 + 1 per 2 levels and finally at 8th level they can >teleport< up to 30ft per level per day. They can bring others with them but must pay the range cost for each person.
fixed.
Note... the 8th level power does not provoke AoOs and lacks the "can't do anything until your next turn" limits DDoor has so it's quite a bit better than the spell.
Hey the word teleport teleported on me before I could post it... yeah thats it. I didn't just forget... honest.
Human Katana: 1d10/ 18-20 x4 (trip/ disarm/ finessable/ ignores DR up to 10/)
Man, that is so underpowered, everyone knows that the katana could cut through chobham armour and is unbreakable even with the weight of an elephant on the blade!
Halfling sling staff - 1d6s/ 1d8 medium, can be used as a club (I wonder if enchanting it would affect both melee and ranged or would you enchant the two separately? Do masterwork sling staffs cost +600gp? Weapon Focus (Sling Staff) buys you ranged and melee bonus?)
Since it's a dual-use weapon (like a spear or dagger, able to be used in melee or at range) I'd imagine that one enchantment, masterwork cost and / or Weapon Focus would be needed for the whole she-bang.
That's the way it works for other ranged/melee hybrid weapons, like the club, dagger, spear or throwing axe.
Karui Kage(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Campaign Setting, Companion Subscriber)
Versatile Performance does not give 'back' skill points. You sacrifice skill points early to get that skill to use well early on. Not to mention that having ranks may still be necessary for some prestige classes, which the Versatile Performance does not substitute for. It just lets you use your Perform bonus for two associated skill checks.
The decision to wait for a specific VP or to put ranks into the skills you want to use early on is a challenging one, but one that has equal ups and downs.
Can somebody tell me if conjurer school wizards still get the +2 natural armor bonus or did it change?
No they have 3 powers now. They add half their levels in additional rounds a summoning creature spell will last. They have a acid dart which is a touch attack at 30ft range doing 1d6 + 1 per 2 levels and finally at 8th level they can >teleport< up to 30ft per level per day. They can bring others with them but must pay the range cost for each person.
fixed.
Note... the 8th level power does not provoke AoOs and lacks the "can't do anything until your next turn" limits DDoor has so it's quite a bit better than the spell.
Staff sling is like they were reading my mind... I was planning on having a bunch of goblins using staff slings to heave terra cotta pots of alchmists fire! Woot!
Staff sling is like they were reading my mind... I was planning on having a bunch of goblins using staff slings to heave terra cotta pots of alchmists fire! Woot!
Your gobos will have to take exotic weapon prof to get it. Unless they are half-blins or is the half-gobs? Really... if orc/ humans cross why wouldn't there be...
da Ogre, where did you find the mention of a Human Katana?
Hook, Line and Sinker! Methinks it was a joke :-)
As much as I try to make things OTT enough someone always takes my little zingers seriously. I thought the finessable bit would have been the clue in... damn. I guess if you weren't aware of the crazy OTT Katana flamewars on the Wizard's forums you wouldn't get the joke. Sorry ;)
I'm still really looking forward to this, and I'm excited about finally getting the rules in their concrete form, but I'm not too thrilled about either nerfing one of my feats for my cleric so I can keep my plate, or assuming that I have a suit of armor that I was never proficient in using.
Not to mention, to me, that a really, really big hit to backwards compatibility and "we aren't subtracting anything, just adding and changing how some subsystems work."
I know that I should wait for the final rules, but I really am not happy about this, especially since between the personal buffs the cleric can use, casting defensively, and the split between healing and damaging undead (which I was actually for), the cleric already got smacked around pretty hard in the nerf department.