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Adventurers don't have a primary attribute. But do they have a caster level?
91. The Aptitude Between the curative and emboldening magics of their allies, the insidious curses and magical onslaughts of their enemies, the constant questing for magical items, and a diet that consists more of potions than of food, adventurers find themselves exposed to far more magic than anyone who isn't a wizard themselves, and this familiarity puts them at east around magic and aids them in the learning of it.
-At 1st level, adventurer levels stack with levels of any other spellcasting class to determine the adventurer's caster level.
-At 4th level, whenever the adventurer is under the effects of a [harmless] spell, she gains a +1 familiarity bonus to whichever save that spell would have allowed had the adventurer not been a willing target. This effect stacks with itself.
-At 8th level, whenever the adventurer gains a level in a spellcasting class, she chooses a number of spells equal to her bonus in that class's primary spellcasting attribute that are NOT on any of her classes' spell lists, and are of no higher spell level than the highest spell the adventurer IS able to cast. She treats those spells as though they were on her spell list for purposes of Use Magic Device checks, never needs to make Spellcraft checks to recognize those spells being cast.
-At 12th level, an adventurer's body has absorbed so much residual magical energy that she herself radiates an aura as though she were a magical item. The adventurer may attempt a Spellcraft check to change the school of magic she radiates as a standard action, but the strength of this aura is determined by her total Hit Dice as her "crafter's caster level". The adventurer may attempt to use this residual magic to modify any spell she casts from a wand, scroll, or by her own power. The adventurer rolls a d20 in additon to any rolls the spell itself demand. On a natural 20, treat this additional magic as a spell mishap from a failed UMD check to activate a wand, but such effects typically work in the caster's favor and are determined by the nature of the spell being cast. (Exact effects are up to the GM.)
-At 16th level, the adventurer gains her familairity bonus from EVERY spell cuurently affecting her, even from hostile sources. This bonus even applies to repeated saves allowed by the very spell granting the bonus in the first place.
Here's a thought: suppose an enchanted Dwarven Battlestein will always clean itself out between drinks, regardless of what the enchantment is? Maybe at +3 equivalent or higher, it can be commanded to fill with ale? Or even just make water taste like ale, a la prestidigitation?
Other enchanted weapons can be commanded to shed light as a torch regardless of the nature of the enchantment, so why not?
I'm Hiding In Your Closet wrote:
Honestly, I was worried that it was too powerful with all the extra abilities I'd added on. Not having to retrieve the potion from a pack is already a big help. As for filling it with liquids that you don't intend to drink yourself, well, that just sounds like blasphemy! ;)
A friend of mine (who usually GMs our games) also suggested that drinking a potion out of it would be a move action, but that's because he once read about a 3rd-party potion bottle with a soluble stopper, where you could drink faster because you could just "drink" the stopper instead of uncorking it. That sounds ridiculous to me, IIMO.
I was on the fence about whether to make it light or 1h. Light means you can dual-wield them, for two-fisted drinking and two-weapon fighting, or off-hand it for axe-and-ale combat. One-handed means you can Power Attack with it. But my freind/GM also said he couldn't picture it doing more than 1d6, and even that was pushing it, so I went with light.
My only regret is that Monk of the Empty Hand and Drunken Master aren't archetypes that stack.
Why has nobody done this yet?
Typically crafted from hewn stone or wrought iron and etched with traditional dwarven drinking songs, the handle of this ale stein is inlaid with leather and shaped to sit tightly against a drinker's fist, making it suitable as a close-combat weapon as well as a vessel for drinking out of.
You get a +2 bonus on Bluff checks to convince someone that the stein is not a weapon. The stein can hold up to one alcoholic drink or one potion without spilling, and the latched lid can be opened or closed with the thumb of the hand wielding it as a free action. (Drinking the contents takes the normal amount of time.) If the stein is full, it deals damage as though it were one size category larger. If you have the Catch Off-Guard feat, you may treat the battlestein as both an improvised and a manufactured weapon.
Dwarves treat the battlestein as a martial weapon, and get a +2 on Sense Motive checks to recognize the difference between it and a normal stein.
The biggest issue is that this means everybody will have a mount. Are you prepared to make horses a constant presence in your campaign? Do all the taverns have stables? Are the quests taking place in areas that horses can access?
Are your players familiar with the rules for A] animal companions, and B] mounted combat? If not, are they prepared to learn them? I'd ask your players how they feel about this before giving them a mandatory mount.
If everyone is okay with it, then yeah, go right ahead.
191. Small metal objects (keys, nails, gears, jewelry) practically leap into your hand when you reach for them, and you never have any trouble finding some (though finding the right key or whatnot is no easier for you than anyone else). If you tense the muscles in your hand, you can make a handful of them hover in your palm and dance around each other. Sometimes you reach into your pockets and find a handful of such metal bits that you don't remember picking up. Gold and silver objects are unaffected.
177. Interstellar scrying sensors, drifting aimlessly through the void, having collected and transmitted all the information about their intended subjects centuries ago, now hundreds of light-years away from their original long-dead casters.
178. A derelict graveyard, consisting of several fleets worth of wrecked spaceships and other debris, held together by crude chains and tethers as well as gravity and "piloted" by the undead crewmembers who arose out of the trauma of being Lost At Sky (or were raised as skeleton crew when spacefaring necromancers discovered their vacuum-preserved corpses). Semi-scrambled distress beacons still lure in new additions to the fleet...
It's an exception for wizards, but not sorcerers. They might still learn it, if they want to read scrolls (or already learned all the cantrips they care about).
If you're asking why it's an exception, it's because if it weren't, wizards would need to prepare and cast Read Magic to read their spellbooks... to prepare and cast Read Magic. The exception is to make clear that wizards can always read spellbooks.
The best way I can see this being worthwhile is if a monk were to UMD a wand of Chill Touch (since that spell grants multiple charges per cast) and then hold the charge until next round, when he flurries and delivers an extra 1d6 negative energy damage onto all his attacks.
Trouble is, monks rarely have the Charisma or skill points to make UMD worth it, and Chill Touch grants one charge per CL, so you'd need to spend major gold on a high-level wand of it.
A gnome with the fell magic alternate racial trait and 11 or more Wisdom gets a free Chill Touch per day, and counts all his monk levels towards his CL, but... then you're a gnome monk. Hey, at least you can make Bewildering Koan work, right?
83. People you know sometimes fail to recognize you immediately, no matter how well they know you. They always remember you after a few minutes, or after you remind them of your name, and then can not explain why they didn't recognize you earlier.
84. In your presence, people occasionally use the wrong word by mistake. Sometimes they use another language's word for the same idea, whether they know that word in the other language or not.
33. When in the moonlight, your skin reflects the light like polished silver and your hair shines like spun gold.
34. Your breath smells like honey and cinnamon, no matter what you've been eating.
35. Your eyes are mismatched, of colors that are not natural for your race, and are a new color every morning.
36. You have never grown a single hair anywhere on your body.
37. Your voice reverberates with an inexplicable bassy note, as though your voice box were far deeper in your throat and your whole chest was producing the sound.
I feel obliged to point out that nonproficiency and improvised weapons both have the same penalty (-4), so it doesn't really matter a whole lot which one applies.
I would also suggest that perhaps, if a character has a bite attack (alternate Half-Orc, Tiefling, or Tengu racial trait) then they could take a feat to wield a weapon in their jaws.
The fluff for tieflings and aasimars both say that the outsider's influence can come from several generations down the line, so both celestial and fiendish heritage can "lie dormant" for several generations. Thus, there's a good likelihood that the child will be a regular human/elf/whatever... but his or her descendants could produce both tieflings and aasimars.
Thus, eighty or ninety years later, a humble farmer's wife has twins-- one angelic and one demonic, and nobody knows why because Great-Grandpa just passed away last year and can't tell them that the children got it from his parents.
30. Mercantile Savvy: For all the disparaging talk about their people skills, adventurers are experts at dealing with merchants, caravaneers, couriers, and the independently wealthy. An adventurer treats every settlement as though it were one size category larger for the purposes of whether magic items are available for sale in that settlement. In addition, she adds her adventurer level to Survival checks made to navigate to a settlement for the purpose of buying or selling merchandise, to Appraise and Sense Motive checks made during bargaining, and to any Bluff, Diplomacy, Sense Motive, and Knowledge checks made to convince someone to employ her or offer her work.
31. Adventurer's Rule:Rule #14: I can have that special ordered. Starting at 7th level, an adventurer who knows Rule #14 can name any item of value not more than 50% of her recommended WBL and announce her intention to purchase it. That item becomes available for purchase in the settlement she is currently in after 2d10 days. She must still pay the full value of the item, and must remain in the settlement until the item arrives or is custom-made. Alternatively, the adventurer can spend 2d4 days traveling in order to meet a courier on the road. Any Survival checks made while traveling in this way benefit from her Mercantile Savvy bonus. Either way, if she does not purchase the item upon arrival, it is immediately lost and the adventurer may not use this ability again for 30 days or until she has gained a level in adventurer.
18. Fuzzy Math: Once per day, whenever an adventurer rolls a natural 1 on a d20 or fails a d20 roll by 10 or more, she may reroll it. She gains a bonus on this roll equal to the number of modifiers added to or subtracted from the original roll. (Those modifers apply to the reroll as normal.) She must take the new result, even if it worse, and can not combine this ability with any other ability that grants rerolls.
475. A tall elf girl in a porcelain mask is juggling flaming batons, while a halfling in a matching mask talks up her performance and holds a jar out for donations. A DC30 Perception, DC25 Sleight of Hand, or DC15 Profession (juggler) check will reveal that the girl is actually making several mistakes and the flames are coming dangerously close to her body. A Detect Magic spell, followed by the appropriate checks, will reveal that she is protecting herself with a Draconic Reservoir spell. A DC25 Sense Motive check will reveal that several members of the audience are in fact accomplices of these performers, and seem to be subtly "corralling" the passersby towards the crowd.
If the PCs stay to watch the performance, then after 2d6 minutes a signal is given and the two performers start attacking the party, along with the accomplices in the audience.
Okay, Ive reviewed it on the Paizo shop page. I'll head to DriveThruRPG and review it there later.
I also just got the email notifying me of the next installment of the Tangible Taverns series. Since my biggest initial complaint was that I thought The Bull & The Bear was a full-length book all about different taverns and only got one tavern, I'm glad I waited to write the review!
For tarot cards, you don't actually need an archetype or a class, you just need to take the Harrowed feat and you can then do Harrow readings.
If you've got room in the build for a feat, you can then switch Cartomancer to vanilla witch and get your familiar back for the cryptozoology and animism without losing any of the other fields Witch gives you.
I'd like to see a necromancer based off of Victor Frankenstein or Herbert West. Probably wizard or alchemist. Possibly summoner with the eidolon refluffed as a flesh golem.
I don't know how "psuedoscientific" that counts as, since I don't think reanimation was ever really a "scientific field" but both of those stories presented their protagonists as scientists.
This is probably nothing you all haven't seen before, but I thought of them on my own so I'm kind of proud of them.
1) Improved Bull Rush on any high-STR build. Unlike Improved Trip, which requires COmbat Expertise (don't get me started), Imp. Bull Rush only requires Power Attack-- a feat you already wanted to take anyway. Bull rushing itself may not seem like the most powerful option, but most people never even attempt it because of the AoO. Once you have the Improved feat, you start seeing all sorts of applications for it.
2) Lookout granted to a mount or AC. Cavaliers can benefit especially from this; normally Lookout is a useless choice because Tactician can't grant it to allies soon enough for it to be of any use. But once you get your mount's Int up to 3, the mount can take the feat, and as long as you're in the saddle, you effectively get to roll twice on Perception checks and take the better result. Any other class with an AC can do this trick as well, but they tend to be WIS-based casters who don't really need it.
If he has a babau under his thumb, there's a good chance he also has a quasit. You know, the tiny demons that can fly and turn invisible at will?
Why cast scrying when you can just have a tiny minion follow the party around and report back?
Alternatively, he may have instructed the babau itself to shadow you and wait for an opportunity. The Bestiary does list them as being good at stealth and assassination. A single babau is a CR appropriate fight, and it's possible the thing was only stealing your stuff so that you would be easier to fight.
There is one thing that rogues and only rogues get, and it was the basis of my suggestion: the Thug archetype. Rogues can use Intimidate to inflict the Frightened condition nonmagically, which means no limit on times-per-day, no saving throw, no SR, no Protection from Evil*, no nothing. Your only defense is having max ranks in Sense Motive, and even then a rogue built to Intimidate will hit the DC more often than not. Add in the greater invisibility effect of Invisible Blade (not exclusive to rogues, but put to good use by them) and you don't even get to see what you're fighting to know how to counter it, while you take full (nonlethal) sneak attack damage every round from the thing that's inflicting the Frightened condition.
Sure, a Slayer with a potion of Greater Invisibility could probably TPK your group more efficiently. A bard or cleric could probably deny more player agency by keeping the characters fleeing in fear for longer. But remember-- a BBEG should be a hard fight, but ultimately a winnable one, and a memorable one. I guarantee you they'll be talking about The Invisible Thug for years.
*Okay, Prot: Evil will still apply to their AC against him hitting them, but he gets a +2 for being invisible on top of only having to hit flat-footed AC. And if he misses, he's still invisible, so he can just swing again.
For Conjuration, I would definitely go with a tiefling. Probably female and around Seoni's age if we want "cute devil girl", or perhaps an older man if we want a more Faustian image.
Abjuration just screams Dwarf to me.
For Necromancy, I'd either play to the audience's expectations with a gaunt, pale, older Elf, or go unexpected with a Gnome girl with a mad gleam in her eye.
The Evocation iconic would be a half-orc, male but leaner and less muscular than most iconic half-orcs, with a raven familiar on his shoulder and a fistful o'loitnin'.
Give him the Thug archetype, and have him max out Intimidate. Bludgeoner feat, high STR, and a greatclub or dire flail.
Then give him the ki pool and invisible blade ninja tricks. Max ranks in Stealth helps, as does a Cape of the Mountebank.
The PCs are infiltrating his lair, finding the various traps, henchmen, and what-have-you, when suddenly one of them takes 1d10+10d6+whatever damage... and is frightened for X rounds. Nobody sees what caused this.
The party wizard attempts a Spellcraft or Know(arcana) check? Fail. The cleric channels positive energy to defeat the "haunt"? Fail. Trap sense? Nope. Will saves through the roof? Nope. Next thing you know, the party is either retreated back to the tavern (giving the BBEG time to reset the traps) or is scattered to the four winds throughout the hideout and doesn't know what they're fighting (giving the BBEG's henchmen the opportunity to gang up on each PC separately).
I'd probably set up the BBEG himself like he's half crime-boss, half Scooby Doo villain, having convinced half the city that he's actually some kind of undead creature or that his hideout is haunted. Bonus points if the party comes in assuming he's a vampire or lich and try to channel positive energy at him.
Personally, I also like the idea of an oracle lich. Oracles get their power straight from the gods without necessarily understanding their plan, so an oracle might not choose to pursue lichdom, but have it thrusted upon him for reasons he doesn't understand. Such a lich might not even know what his phylactery is! Perhaps he sees it in his visions, and has been questing for it without precisely knowing why or how to find it.
Is there any way to flurry or at least attack more then once with the lich's paralytic touch? If so the warpriest lich is scary.
The lich template specifically calls out "once per round", so no.
That said, a grippli lich would be kind of scary. Paralyzing touch delivered at a 15' range, bonuses to stealth from being Small, and being able to climb onto walls and ceilings to hide? Brrr...
During Iron GM at TotalCon, I played in a campaign where the basic premise was that the PCs were all children of paladins and knights who had fought and died at the Worldwound. The campaign began the day after the funeral of the last living parent among us (my character's mother), and I was approached by a woman claiming to be my long-lost sister (who was later revealed as the villain).
The GM later told us that WE were supposed to be the paladins, as he'd given us "7th-level Good" as the basis for us to build our characters and assumed we'd all build paladins, clerics, and holy crusaders. Instead we went for a Good-aligned "classic party" (fighter, rogue, cleric, sorcerer, bard) so he made us their children
When everybody keeps talking about magically-propelled cars, moped mounts, and feather falling out of planes, I just keep thinking to myself, "Guys. C'mon, guys. Teleport spells exist."
The public transit system, at least within large cities, would probably be based less around flying trains and more about a "portal network". You know how subway maps represent each train as a straight line with the stop sin sequential order? Now imagine if instead of train tracks, each station was just a depot with several portals leading to other stations? The maps would just be rectangles with color-coded dots, connected to dots in other rectangles.
Meanwhile, large businesses might splurge on their own private portal network. The loading dock behind any major retail store isn't a truck unloading dock, it's a designated teleportation destination. The home office might keep a few portals to its largest branches locked behind an "Employees Only" sign.
Think of what this means for any franchise business-- any of the kind that try to make all their locations similar to each other. What if, for example, there is only one McDonald's restaurant, somewhere in the Midwest, as an enormous complex with thousands of cashiers and grills running 24/7. Now think of the McDonald's closest to you (whether you ever go there or not) and imagine that there's no food being cooked there, it's actually just a kiosk with a stable portal to the REAL McDonald's. Would greasy fast food have the same societal connotations it does now if you could meet someone from halfway across the world while you're out grabbing a bite?
I would rule that the beanstalks reduce the Survival DC to find food, but don't eliminate it entirely. Beans provide some nutrients, but not all of what a person needs, so the PCs can't live on just beans regardless of how many stalks they can summon.
Still, clever secondary use of a spell, so I'd let the PC who thought of it get some benefit out of it.
(Now I've got the Daffy Duck cartoon stuck in my head too.)
Rake would be a decent option... except it doesn't stack with Thug, and involves building around the same gimmick (Intimidate checks) as Thug, so if you want an Intimidator rogue, you go Thug and therefore not Rake.
I was totally gonna say Crossbowman too.
I think Blight Druid deserves mention. Lose your animal companion in exchange for your choice of a familiar As in, a weaker animal companion) or a few additional domains? Meh. Your wild empathy is at a -4 penalty, in exchange for being able to use it on vermin? In a certain campaign, sure, but still meh. But the real winner is that at 5th level, you become a liability to your party as nobody can tolerate standing next to you without having to make Fortitude saves. Congratulations, you're now playing as that guy you knew from high school who never bathed and nobody liked.
So your NPC villain can have a fancy magic weapon that's not an automatic "mine!" for the fighter who took WF: Longsword?
In fairness, Paizo wants new splatbooks and new NPC cultures to have new weapons, but there's only so many dice on the table. Even the CRB alone has a few "why use this over that?" weapons, so redundancy is kind of an unavoidable side effect of a game for which new material is still being printed.
158). A traveling candlemaker has set up his merchant's wagon in the market square. He says his candles are the highest quality, made from the freshest beeswax. Nobody doubts this, because his wagon is surrounded by a cloud of hornets at all times. In the three weeks he's been here, two beggars and four dogs have been killed by bee stings, but this is a strictly-run Abadarian city and by the law, the candlemaker can't be held accountable, nor can he be ejected from the city since his market square permit was reserved and paid for months in advance. Now, concerned citizens are asking to PCs to find a solution that gets the candlemaker (or at least his hornet-filled wagon) out of the city in a way that doesn't cause the candlemaker to seek legal reparations.
I've always thought that in medievil times, like the times we all assume it is in D&D/PF, people's names were taken from their role in life, not the other way around. Like the blacksmith wasn't named Smith until after he became a blacksmith. The idea of "family names" came later, and only then did people's names STOP matching their lot in life.
Pretty much all of my characters have names that match their role, but I've always figured that their descriptive names were given to them after their role became clear. For example, I'm currently playing a dhampyr cleric of Abadar whose repressed fixation on blood and devout faith in the God of Wealth has resulted in her becoming fixated on gold and precious gems. Her name is Gabriella Blood-Money.
I also get inordinate pleasure out of making high-Dex characters good at Acrobatics AND lockpicking, and then nicknaming them "Tumblers".
166. An assortment of crystals and stones, ranging in size from pebble to fist-sized, of various colors and shapes. Some seem to be glowing under their own power, others are abnormally hot or cold to the touch, and a few have surfaces covered in what appears to be carved runes. A large display of labeled cubbyholes appears to identify each specimen, but the display has been knocked over and most of the stones are on the floor.
So the NE merchant ends up in Abbadon either way, but if he's more forthright about which deity he worships, he gets higher up on the "food chain"?
Does it work the other way? Would a LN merchant who pays lip service to Norgorber end up a beggar on the streets of Utopia, while he could have had an estate there instead if he acknowledged Abadar instead?
Also, Golarion is just one part of the multiplanar cosmology. The dwarves may not have access to the surface, but they probably have access to the First World or the Shadow Plane, and thus can hunt or gather anything they can bring through a portal. Naturally-occurring subterranean portals are probably a thing, and support dwarven populations in much the way river mouths full of fish support coastal settlements.
Also, if magic exists, then "magical energy" is probably a natural phenomenon, like magnetism or the strong nuclear force, and there are probably organisms that can feed off of it. Arcanosynthesis instead of photosynthesis?
It also helps that Golarion is a world with active interventionist deities. I doubt Torag is going to let his most faithful worshipers starve to death. It also handily explains where they get beer-- their priests turn water into it.
462. A group of six swarthy men are hauling a wagon full of animal hides and hunting supplies, apparently returning from a successful hunt to bring their spoils to market. A DC 28 Perception check lets the PCs notice the armed bear trap that fell off the wagon and landed in the street. If none of them make it, 1d10 minutes later a DC -10 Perception check lets them hear a woman's scream coming from that same spot.
463. Two halflings, dressed in jester's attire and holding several sticks with brightly colored ribbons tied to them, are sitting on a fence somberly eating some bread and cheese. A passerby approaches them, but one of the halflings rebuffs him with "Not now. Come back when we've had our lunch."
464. If any of the PCs have an animal companion, mount, familiar or eidolon, regardless of what it looks like, a little half-elf girl no older than five approaches that PC and asks to pet it.
465. A third-story window about two blocks from the PCs shatters, as a man falls backwards out of it and lands on the street on his back. The sound of his skull cracking on the ground is unmistakeable, and by the time the PCs get to him, he's dead.
There's one pretty nifty thing about oracles that nobody here has mentioned: they're a divine casting class that uses the Cleric spell list, but they're missing that clause in their contract that restircts clerics to casting spells of their own alignment.
Ever find an intriguing-looking spell, only to realize it's verboten because it has the [evil] descriptor you're not doing "that kind of campaign"? Well, roll an Oracle! Build a zombie army! Death Knell your enemies! Spont-cast a Maximized Empowered Inflict Serious Wounds! Play with all the shiny toys your GM never let you use! And do it all with "Neutral Good" and "Chosen deity: Desna" written on your character sheet! Straight face optional!
Having a dump stat. I like the idea that even though I'm playing a heroic adventurer, I still have a weakness and have to be wary of it being exploited, and that I will one day find a challenge where I have to step back and let my allies be the hero this time.
When I roll for stats, I don't mind rolling a 6 as long as the rest of the stats are playable. I HATE rolling all 12's and 13's. I'd rather roll 2d8+2 for stats, honestly.
On a similar vein, characters with low Dex. Everybody and their sister is stacking Dex so high, every adventurer group looks like a troupe of acrobats. And why do none of the races in the ARG have a DEX penalty when so many have a Dex bonus? At least Armor Training gave PF Fighters a new reason to want Dex even in full plate, but whenever I play a Paladin, I dump Dex into the ground. Forget BSF's, I'll take BCF's (Big Clumsy Fighters) any day.
It's been pointed out that this change is a nerf for martials, who certainly don't need to be nerfed. I'd be perfectly happy to just rule "spells don't crit".
Honestly, getting rid of the idea that ray spells are a type of weapon closes up a lot of rules ambiguity without really "nerfing" anybody. Who's taking Weapon Focus: Ray, really?
That said, since my idea was that each weapon can have its own critical damage dice, and two otherwise identical weapons might deal different extra damage on a crit, it would make sense that each individual spell has its own text on what extra bonus a nat 20 gets you, if any.
If we're talking about MAJOR changes, my big one would be to condense the game down to 10 levels instead of 20.
Let's be honest, how many groups actually play a campaign out to all 20 levels? Even PFS only goes to 12, as a consent that 20 is too many.
And it seems like most PF arguments I see are caused, at their root, by the fact that high-level and low-level play are essentially two different games. Which would be fine if they actually WERE two different games, but people who like the first game have to inevitably watch it slowly metamorphose into the second game, while people who prefer the second game have to slog through the first game to get there.
So, make it a 10-level game instead. A 1st-level character in this paradigm would be about as powerful as a 3rd or 4th level character is now, while a 10th-level character would be as powerful as a15th-level character is now.
Spells would get condensed into four or five levels. 1st-level spells can either get rebalanced or dropped altogether (srsly, every class's 1st-level spells, half of them look like something I'd pay a clown to do at a birthday party). 7th, 8th, and 9th-leve spells can mostly be cut, or repackaged into "epic events" that can happen when the plot says so (9th-level casters are long overdue for their date with the nerf bat anyway).
Feat chains will have to be condensed as well, to allow for the fact that characters will get fewer feats over the course of their lifespans.
Prestige classes can either become base classes in their own right, or be dropped. Their more flavorful abilities can perhaps become feats, talents/powers/discoveries, or spells, so as to remain options for that style of play.
This is in many ways building a new RPG from the ground up rather than "changing Pathfinder", but it would solve a lot of the issues of Pathfinder.