Valeros

A T's page

Organized Play Member. 155 posts. No reviews. No lists. No wishlists.



Sovereign Court

Cleric
Channel 3+CHA/Day [1d6/2 levels]
Spells

Paladin
Lay on Hands 1/2 level+CHA/Day [1d6/2 levels]
Channel (2 uses of Lay on hands)
Mercy
Spells

Can someone run some numbers for me at the various levels?

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From what I know now from the blurbs on the blog:
Alchemist - D
Cavalier - C
Oracle - A
Summoner - D
Unnamed classes - ?

I won't give any class a failing grade until I see the final product but where the Alchemist and Summoner may have a neat mechanical niche, they don't exactly strike me as base classes.

In fact, the Alchemist seems like a very weak Artificer that will get a lot of power by simply jimmying a lot power into the class unrealistically. Where are all of these self-using self-buffing potions effects coming from - a cleric list, a wizard list or all new effects? If they can be used by others it seems like it will be adding a whole new array of effects that really have never really existed in D&D. One day lifetime and timed to disenchant themselves potions? If the class is basically a wizard with craft potion feat, it does not work on its own. I think some form of "Artificer" would be better. Give them the ability to specialize in potion making or wand making or weapon and armor making or construct making, much more versatile conceptually.

The summoner is kind of a neat mechanical niche but couldn't this class be a PrC, it just really feels like one to me. Wizard with a powerful pet, why can't this simply be a wizard who specializes in this bent of magic (PrC)?

The Cavalier seems to be stealing some of the niche of the bard. The bard should/could have filled these mechanical shoes very easily and very well. The Cavalier could focus more on being a "knight" but then it would be stealing from the fighter. Given the choice I suppose it is better to steal from the bard. But even still, this also could have been a PrC very easily that either a bard or a fighter could get into. Either way I am sure it will be an interesting enough class, though it will steal thunder from the bard or fighter or both.

The Oracle is an excellent option and I really like this one conceptually as well as the suggested mechanics. I think this could simply replace the cleric all together if done right. If done wrong it will be a little used class next to the ultimately useful and powerful cleric.

The two unnamed classes I really hope will be the psion and some iteration or merging of the psychic warrior/soulknife.

One final thought, I think that Jason and the rest of the developers should really consider what they want from classes they create post core. As I see it there are two possible directions to go (and a small amount of gray area between), develop classes that have a really small niche and application (like summoner and alchemist) or ones with very broad niches and application (like that of the oracle). I believe one will create glut and the other will create game versatility.

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This Skill list is for those who want to add the option of having a less granular skill list and still maintain all of the mechanics.

Here is how it works, if your class had one of the skills previously available then they now have the new skill.

The only exception to this is the Craft skill which gives you Craft and Build, and Appraise which gives you Finery. I would also make UMD a class feature of the Bard, Rogue and Sorcerer that is rolled off of the Spellcraft skill. Finally, I would add in a Pilot skill and give everyone access to it, except perhaps the Monk.

Original Skill List
1. Acrobatics
2. Appraise
3. Bluff
4. Climb
5. Craft Alchemy
6. Craft Armor
7. Craft Bows
8. Craft Traps
9. Craft Weapons
10. Craft Items
11. Craft Structures
12. Craft Vehicles
13. Craft Art Objects
14. Diplomacy
15. Disable Device
16. Disguise
17. Escape Artist
18. Fly
19. Handle Animal
20. Heal
21. Intimidate
22. Knowledge Arcana
23. Knowledge Dungeoneering
24. Knowledge Engineering
25. Knowledge Geography
26. Knowledge History
27. Knowledge Local
28. Knowledge Nature
29. Knowledge Nobility
30. Knowledge Planes
31. Knowledge Religion
32. Linguistics
33. Perception
34. Perform Act
35. Perform Comedy
36. Perform Dance
37. Perform Keyboard Instruments
38. Perform Percussion Instruments
39. Perform String Instruments
40. Perform Wind Instruments
41. Perform Oratory
42. Perform Sing
43. Profession
44. Ride
45. Sense Motive
46. Sleight of Hand
47. Spellcraft
48. Stealth
49. Survival
50. Swim
51. Use Magic Device

New Skill List
1. Acrobatics (Acrobatics, Escape Artist, Perform Dance)
2. Athletics (Climb, Fly, Ride, Swim)
3. Bluff (Bluff, Disguise, Perform Act, Perform Comedy)
4. Build (Appraise, Craft Structures, Craft Vehicles, Knowledge Engineering)
5. Craft (Appraise, Craft Armor, Craft Bows, Craft Weapons, Craft Items, Knowledge Engineering)
6. Diplomacy (Diplomacy, Perform Oratory)
7. Disable Device (Appraise, Craft Traps, Disable Device)
8. Finery (Appraise, Craft Art Objects)
9. Handle Animal (Handle Animal)
10. Heal (Heal)
11. Intimidate (Intimidate)
12. Knowledge (Knowledge History, Knowledge Local, Knowledge Nobility, Knowledge Religion)
13. Linguistics (Linguistics)
14. Perception (Perception, Sense Motive)
15. Perform (Perform Keyboard Instruments, Perform Percussion Instruments , Perform String Instruments, Perform Wind Instruments, Perform Sing)
16. Profession (Profession All)
17. Sleight of Hand (Slieght of Hand)
18. Spellcraft (Spellcraft, Appraise, Craft Alchemy, Knowledge Arcana, Knowledge Planes, Use Magic Device)
19. Stealth (Stealth)
20. Survival (Survival, Knowledge Dungeoneering, Knowledge Geography, Knowledge Nature)

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So here is a list of the things that I changed, I am sure I won't get them all but I will try anyway.

The biggest change was the implementation of talents it uses the same format as the rogues every even level you pick one and at tenth you can begin selecting advanced ones. Most of the bardic performances are now here. The only stock performance is the fascinate performance, I felt this one should stay and be universal to all bards. Some of the talents I got from the rogue list others I made up and others were from the bards own class features. My concern is that I have not given the bard enough talents, these are the life blood of the bard and so they need mor than a rogue who also has many other features to fall back on in addition to their talents. In a revision these might be increased.

Versatile performer is a 1st level ability that affects all of your performance skills. So it is just a matter of getting the two adjoining skills at 1/2 price basically. Example sing gives bluff and sense motive so you will have both skill at the cost of 1 - perform (sing).

I added sonic resistance to the well-versed class feature because well, they should have it.

Now on to the specific talents:

Armor training is for chivalrous bard who still wants to cast spells while in heavier armor.

Countersong and distraction were combined, I cannot see selecting this one without them combined like this.

Note that many of the songs are now selectable at a lower level than they were previously available. I felt this was ok, even in the case of suggestion, which required the limited use of the fascinate performance.

Lingering performance is a must for those bards who want to provide bonuses it can effectively double the number of uses per round per day.

Quick performance is also very handy for getting your performances off quicly as a move action, this was removed from the text of performance and as a talent. The swift version became an advanced talent.

The sound burst and shout performances were a way that many people feel like a bard should be able to do some sonic damage utilizing their performance resources and this allows for that and in fact can be qouit powerful when coupled with quick/swift performance talents.

I gave them trapfinding so that they could also become rogue like with this talent this is more to take some of the we have to have a rogue pressure that can happen when dealing with a dungeon with a lot of traps.

Vicious Taunt is a new performance that I added, I have always thought that the bard needed something like this in their repertoire.

I gave them the possibility of getting evasion at the upper levels, it seemed thematically appropriate for them.

Inspire greatness and inspire heroics I made them to allow the bard to affect a number of people equal 1 per five levels they have much simpler and more powerful initially but weaker at the top end levels (at least for the number of people these can affect).

Jack of all trades is made simpler and better by simply allowing all skills and making all skills class skills.

Deadly performance is still the cap stone and not an advanced talent.

Hopefully this new and better version of the bard will allay some of the concerns that people are having with the bard. Please feel free to add new talents and give insight and inspiration into this new version of the class so that we can all use it.

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Is this how you would do it?

Any spells that were re-leveled to go onto a "lesser" list are reverted back to the original level.

Paladin list merges with cleric list.

Ranger list merges with druid list.

Bard to sorcerer/wizard list however they may only use Enchantment, Illusion, Alteration, Divination and Abjuration spells

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I am anticipating the preview for this character as I am actually going to be trying out a bard for the first time. In all of my 3e play experience I have not played one do to their inexcusable weakness. I know they were talking about changing the Monk and Bard significantly from the beta rules. So I look forward to seeing what is in store for my jester (comedy performing bard) character that is going to move into the Dragon Disciple PrC.

Have there been any leaks, I may have missed, that can wet my tongue in the meantime?

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What are the formulas for these two?

It does not look like they are the same as in beta when I look at the previews.

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I have not been to the site in months. But I had a stake in putting out my ideas for improving the game and what not a while ago.

What was resolved on these issues:
1. Multi-Classing

The +1/2 level thing for class features? Was that discussed or adopted?

2. High Level Play

I know save or suck/die spells were lessened, what about skill, BAB, and save extremes that really show up at higher levels?

Thanks, I am interested.

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The barbarian should have a class feature that says it gets to bump up its hit die by one step. This is so that it is not a strange exception to the (BAB == HD).

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Feat Requirements
I think these should be relaxed or removed entirely. I think feat chains and, in fact, all feat requirements should be flattened. I don't like looking through books and trying to remember feat requirements and killing character concepts because of a requirement. Feat requirements should not be balanced by requirements. An example: you don't have an INT of 13+, normally you cannot take combat expertise, but why not? You cannot use its effect, so what, you probably wont take it then. Why make it any more complicated than that?

Scaling Feats
It seems that some feats are scaling now and others are not. I can think of several off the top of my head that should probably scale. dodge, weapon focus, weapon specialization, and many of the "improved X" feats. Some feats have already been give scalability in pathfinder, the rest should follow suit.

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I won't get into what the numbers should be but what about the concept of raising the person your hitting AC instead of subtracting from your Attacks.

In this way you don't have to, at high level have to alter your chain of iterative attacks. Instead you say, "I give 'em +10 AC" and then make you normal attack rolls.

This would simplify the attack routine quite a lot and generate the same effect.

Thoughts?

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Acrobatics [DEX] jump, tumble, balance, escape artist
Athletics [STR] climb, fly, swim
Pilot [DEX] (new skill) profession sailor
Ride [DEX]
Sleight of Hand [DEX] feint (from bluff)
Stealth [DEX] hide, move silently

Bluff [CHA] disguise
Diplomacy [CHA] perform oratory
Intimidate [CHA]

Perception [WIS] spot, listen, search
Sense Motive [WIS]

Arcana [INT] appraise/identify magic items, knowledge arcana, craft alchemy
Arms [INT] appraise/identify weapons and armor, craft armor, craft weapons, craft bows
Craft [INT] appraise equipment and construction, craft equipment and buildings, knowledge engineering
Device [INT] appraise traps, disable device, open locks, craft traps
Finery [INT] appraise art objects, forgery, craft jewelry, craft art objects

Dungeoneering [INT] survival, knowledge geography
Handle Animal [INT]
Heal [INT]
History [INT] knowledge local, knowledge geography, knowledge nobility
Nature [INT] survival, knowledge geography
Religion [INT] knowledge planes
Spellcraft [INT] concentration, use magic device

Non ranked skills
Linguistics [none] each rank gives a bonus language
Perform – deleted?
Profession [none] each rank gives a bonus profession

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A T wrote:


If you are not proficient in the armor type, double the effective weight of the armor.

I don't know if this number is exactly right, it could be triple, I don't know. But the concept stands, combining the encumbrance rules with the armor rules so that you do not have two systems that do the same thing living together in the same book.

Encumbrance, becomes a lot more important in these rules. I would simplify encumbrance so that you don't have to track minutia. Possibly only tracking in this fashion.
Armor X
Weapons X
Pouch (if full 5)
Sack (if full 10)
Backpack (if full 15)

Define what it takes to fill up each of those and add up the weight. In this way their would be no need to track every piece of equipment or coin.

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We have all seen characters like this and been in situations where 3, 4 or 5 different bonuses/penalties are effecting the character. The following is a sheet I wrote up to help in getting through the ad nausea of a 16th level game I played in. Note this character was woefully under-powered even with 6 (or 9) attacks in that game...

Full Attack Cheat Sheet
Waraxe
BAB/str/magic +25/+20/+15, 1d10+11 +1d6 fire, +1d6 cold, +1d6 electrical, +2d6 vs evil, +2d6 sneak
Song 1 +31/+26/+21, 1d10+15
Stance (+2 str) +32/+27/+22, 1d10+16
Song 2 +35/+30/+25, 1d10+16
Recitation +37/+32/+27, 1d10+16
Enlarge +37/+32/+27, 2d6+17
Haste +38/+38/+33/+28, 2d6+17
Fight Def +34/+34/+29/+24, 2d6+17
Flank +36/+36/+29/+24, 2d6+17

Shield
BAB/str/magic +25/+20/+15, 1d6+7, +1d6 fire, +1d6 cold, +1d6 electrical, +2d6 sneak
Song 1 +31/+26/+21, 1d6+11
Stance (+2 str) +32/+27/+22, 1d6+12
Song 2 +35/+30/+25, 1d6+12
Recitation +37/+32/+27, 1d6+12
Enlarge +37/+32/+27, 1d8+13
Haste +38/+33/+28, 1d8+13
Fight Def +34/+29/+24, 1d8+13
Flank +36/+31/+26, 1d8+13

Lion Shield Attacks
BAB/magic +20/+15/+10, 2d6 +1d6 fire, +1d6 cold, +1d6 electrical, +2d6 sneak
Song 1 +26/+21/+16, 2d6+4
Song 2 +29/+24/+19, 2d6+4
Recitation +31/+26/+21, 2d6+4
Enlarge +30/+25/+20, 2d8+4
Haste +31/+26/+21, 2d8+4
Flank +33/+28/+23, 2d8+4

So what if anything can PF do to clean any of this recordkeeping up. And make play faster at these upper levels?

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We have all seen characters like this and been in situations where 3, 4 or 5 different bonuses/penalties are effecting the character. The following is a sheet I wrote up to help in getting through the ad nausea of a 16th level game I played in. Note this character was woefully under-powered even with 6 (or 9) attacks in that game...

Full Attack Cheat Sheet
Waraxe
BAB/str/magic +25/+20/+15, 1d10+11 +1d6 fire, +1d6 cold, +1d6 electrical, +2d6 vs evil, +2d6 sneak
Song 1 +31/+26/+21, 1d10+15
Stance (+2 str) +32/+27/+22, 1d10+16
Song 2 +35/+30/+25, 1d10+16
Recitation +37/+32/+27, 1d10+16
Enlarge +37/+32/+27, 2d6+17
Haste +38/+38/+33/+28, 2d6+17
Fight Def +34/+34/+29/+24, 2d6+17
Flank +36/+36/+29/+24, 2d6+17

Shield
BAB/str/magic +25/+20/+15, 1d6+7, +1d6 fire, +1d6 cold, +1d6 electrical, +2d6 sneak
Song 1 +31/+26/+21, 1d6+11
Stance (+2 str) +32/+27/+22, 1d6+12
Song 2 +35/+30/+25, 1d6+12
Recitation +37/+32/+27, 1d6+12
Enlarge +37/+32/+27, 1d8+13
Haste +38/+33/+28, 1d8+13
Fight Def +34/+29/+24, 1d8+13
Flank +36/+31/+26, 1d8+13

Lion Shield Attacks
BAB/magic +20/+15/+10, 2d6 +1d6 fire, +1d6 cold, +1d6 electrical, +2d6 sneak
Song 1 +26/+21/+16, 2d6+4
Song 2 +29/+24/+19, 2d6+4
Recitation +31/+26/+21, 2d6+4
Enlarge +30/+25/+20, 2d8+4
Haste +31/+26/+21, 2d8+4
Flank +33/+28/+23, 2d8+4

So what if anything can PF do to clean any of this recordkeeping up. And make play faster at these upper levels?

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Touch AC should be:
10 + 1/2 level + regular bonuses

Discuss.

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This thread is for two types of characters:
1. Characters that are broken or overpowered in 3.5 and we want to analyze what PF is going to have that makes them better or worse.
2. Characters that are broken or overpowered in PF and we want to analyze why that is.

So to get started I think we should talk about formatting. We should also show the lowest level you can achieve the broken combos. (looking at a bunch of 20th level characters is not the best way to handle this because I think 20th level characters are not the most played characters in D&D (yet arguably the most talked about)) They should be in the following format:

3.5 Elf Chain Fighter
Fighter 6/Exotic Weapon Master 3

28 point buy
STR16/DEX14/CON14/INT10/WIS12/CHA8
STR16/DEX16/CON12/INT10/WIS12/CHA8 (w/ elf)
STR18/DEX16/CON12/INT10/WIS12/CHA8 (w/ levels)
STR20/DEX18/CON12/INT10/WIS12/CHA8 (w/ stat items)

FORT +10 (5+3+2)
REF +5 (2+1+2)
WILL +5 (2+1+2)
HP ~67 (10 + 5d10 + 3d10 + 9)
AC 21 (10+4dex+5 armor+1 ring+1amulet)
BAB +9
Initiative +4
Skill Points 24 at least 3 in craft (weaponsmithing)

Feats
1 Exotic Weapon Proficiency (Spiked Chain)
F1 Combat Expertise (-5 to hit for +5 AC)
F2 Improved Trip (+4 to trip attempts)
3 Combat Reflexes (can take 5 AoO per turn)
F4 Deft Opertunist (+4 to hit with AoO)
F6 Weapon Focus (Spiked Chain)
6 Monkey Grip (use large weapon at -2 to hit)
9 Expert Tactician (if you hit with an AoO you and all allies gain +2 hit and damage)

Class Features
Exotic Reach (can take AoO against opponents with Cover)
Trip Attack (+2 to trip attempts)
Flurry of Strikes (-2 to hit but +1 attack)

Equipment
+2 Large Spiked Chain 8k
+1 Amulet of Natural Armor 2K
+1 Ring of Protection 2K
+2 Vest of Resistance 4K
+1 Mithral Chain 2K
+2 Belt of Str 8K
+2 Gloves of Dex 8k
2k left

Attacks (15 foot radius reach!)
bab 9, str 5, magic 2, wf 1, size -2, Flurry -2
+13/+13/+8 (Prone +4, AoO+4, Expert Tactician +2, touch attack to trip)
Trip Attempt
str 5, improved trip 4, trip attack 2
+11 vs their str or dex

Damage
2d6+9 (+2 w/ expert tactician)

So this is your basic chain fighter build. It will knock you down in a huge area and do it over and over and over.

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I have always been a fan of elves with a +2 Wis (high perception and will save) instead of Int. This could be ok, if there is a wood elf down the pike and the current elf is a high elf.

high elf +2 dex, +2 int, -2 con
wood elf +2 dex, +2 wis, -2 con
dark elf +2 dex, +2 cha, -2 con

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Here is the multi-classing rule that I think pathfinder should adopt:
Add 1/2 your other levels to your class to advance *all* of your class features but by no more than double.

Example:
Rogue 2/Wizard 6/druid 3 (character level 11)
Counts as a 7th level wizard
Counts as a 4th level rogue
Counts as a 6th level druid

They get all bonuses and class features as though they were of the particular class and level.

Note this is highly simple and portable. Nothing extra is really needed to be known to make this work. What do you think?

-> I wanted to isolate this rule from my long post for discussion.

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Races with the small size racial feature should also have their CMB modifier listed there as well.

Half-Elf should have a +2 to Dex or +2 to Int, and not +2 to any. They are after all 1/2 elf and at minimum a +2 con would be dumb.

Half-Orc should have a +2 Str, and not +2 Str, +2 Wis, -2 Int

Make Half-orcs and Half-elves have the "dual heritage" feature which gives a bonus to multi-classing. Something like -> "Pick two classes and have them be favored classes".

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Comments.

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I am pretty new to this and I was wondering a couple things about the open design process.
* First what are the stated design requirements?
* What formal documentation is requested?
* How "open" is the the design process?
* How closely does the design team follow the boards?

Here are my concerns.
* Am I going to be heard?
* Are the stated design requirements in line with my own requirements for a new edition of D&D?

I want to know what the design requirements are. If these are not out in the open and clearly defined then it will set this game up for a failure to meet requirements. The design goals set expectations and if they are not defined expectations will be wildly variable.

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PF Beta just got released and the game is pretty good. Several 3e issues have been dealt with. They still need to tackle multi-classing which is not in the book. Beyond that there are several niggles that I have with some of the things. Some of them are long standing 3.5 problems and others are newly created. So here we go…

Races
Races with the small size racial feature should also have their CMB modifier listed there as well.
Half-Elf should have a +2 to Dex or +2 to Int, and not +2 to any
Half-Orc should have a +2 Str, and not +2 Str, +2 Wis, -2 Int

Classes
Bard songs should be selectable similar to the rogue talents or barbarian rages. If that means that some of the more powerful ones need to have scaling in them so be it. Every 10th level bard should have had choices in which songs they invested in.
Monk class features also need to be selected from a monk talents list just like the rogue and barbarian.
Paladin class features need to be selected from just like rogue and barbarian, finding a theme here?
Cleric should not have a static number of channel energy from first through 20th level. I suggest something like Cha + 1 and then +1 more every 4 levels or something. Also, the cleric’s channel energy powers should be removed from the combat section and placed in the class features section. It is no longer overly long and complicated and can easily be accommodated in that section.

Skills
Overall I concur with many of the skill combinations. However I think more can be done.

Some of the skills are capital letters and others are not. Reason???

Craft skills should be made trained only and when looking at them they could stand to be merged a bit. For instance, I think that the various craft skills should be broken out on table 5-4 and different craft skills should be assigned to the various classes. I don’t think every class should have access to craft alchemy for instance. The following is how I would merge the craft skills:
Craft (Alchemy) (same)
Craft (Arms and Armor) (combines armorer, weaponsmith, and boyer)
Craft (Building) (building structures, siege engines etc.)
Craft (Devices) (traps, clockworks and other engineering feats)
Craft (Finery) (art objects, gems, wands, forgery, and other forms of finery)

Appraise skill, this is a more controversial change but one that I personally like very much. I would axe the appraise skill and combine that skill to each of the various craft skills. Want to appraise art objects? Finery check. Want to appraise armor and weapons? Arms and Armor check.

Profession skill should be removed. What it actually does by the rules is allow a character to earn a living (a few gold a week) with his “other” skills, too often this skill is confused to be so much more. It is often used to be sort of a yeah I know how to sail a ship or do some other thing that is not covered in the rules. Get rid of this skill and use fair market value for what ever profession a character wants to do and don’t use this meta-crutch skill to accomplish that end.

Pilot skill, a new skill, would take care of any vehicles that pop up in a D&D game. The most important one would be pilot(ship). This would give the game system to use a skill to do that rather than wrongly using profession skill in this capacity. Again, profession skill allows you to use your *other* skills to make money on a weekly basis.

Escape artist needs to be combined with Acrobatics. This is one of the most sub par skills that I have almost never seen taken and even less called for.

Fly, Climb and Swim need to be combined together for game mechanic reasons. I know that there is an idea floating around that all of the “modes” of movement need to be a separate skill. Hogwash, this needs to be done because there are characters that have 2 skill points.

Bluff skill is a skill that allows your character to: lie, cheat, con, and maybe seduce. But one of my long standing dislikes that could get addressed with this skill is the create diversion. This should not be a bluff check. Possibly make it a CMB check, but not a bluff check. Also, feinting in combat is a little odd too, but a little more believable than using bluff to create a distraction.

Feats
Improved and greater feats should be in the format: Two-weapon fighting, greater. That way you are not flipping back and forth looking at feats that should have been right next to each other.

The +2 to two skills feats need to be removed they were a waste of space in 3.5 and they are a waste of space in PF. Make a side bar note on how to convert the feat from other books (not they were selected by anybody – even in other books with sub-par characters) then create a feat called Skill Synergy that gives +2 to two chosen skills.

Arcane strike is this feat meant to replace the overly powerful complete warrior feat? This underpowered feat does not do that. Some middle ground could be found?

Table 6-1 seems to be using the format of: weapons focus gives +1 to hit, greater weapon focus gives +1 to hit which is meant to stack to give +2 total. This is not always consistent. Greater weapon specialization is meant to be +4 or +6?

Combat
Concealment, Stabilize, and Arcane Spell Failure are all percentile rolls. These could be easily cleaned up to be d20 rolls. It is a d20 game after all. This will actually speed up the game by a tiny fraction on these rolls. No searching for/fishing out the little used % dice just roll the d20 that is already in your hand.

Make Coupe de Grace a standard action so that it will actually be better to use that action than just doing a full attack.

Remove the “critical failure” roll a “1” on a save item destruction rules. Table 10-1 “the funky chart” needs to just be removed along with its corresponding rule. I have rarely seen the rule in play but when it is the players often feal cheated when it happens to them. There are no critical misses for a reason and this is a hidden critical miss rule that is just antiquated game design at its best. Please remove this rule.

One last thing about what has not been tackled yet
I really like the 3e multi-classing system (about a billion times better than 4e) it gives an almost limitless number of possibilities. However, it does have several problems. Primarily saves, BAB and spell casting progression could use the fix. In addition to spell casting progression there are a lot of other progressions (familiars, animal companions, unarmed strike, sneak attack etc.) that could do with a general rule to keep them competitive as a character levels up. Some attempt at dealing with this would make the game better as a whole.

This is pretty much a deal breaker for me. If PF is creative enough to put some thought into how to address the 3e multi-classing problem I will be pleased but if it is left to stand as is I won’t. The 3e band aids such as Eldritch Knight and other similar PrCs. I don’t want to wait until 6th level to actually do what I want with my character. I want to wait until 2nd level and be a fighter 1/wizard 1 and not be completely sub-par until I can place the band aid on my character. Anyway, here are a couple of ideas on how to address the most glaring multi-class problems.

Caster level and class feature progression fix
Caster level is equal to the spell casting class level plus 1/2 of all your other levels up to a max of double. This would also cover all of the scalable class features such as animal companions. The class features that would scale by half your other levels would have to be written into the class features themselves.

Saves fix
your saves are 1/2 your overall character level. Classes give a non-stackable +2 bonus in certain saves (Fighter FORT, Rogue REF, Wizard WILL, Cleric FORT and WILL etc.)
It might be nice to give everyone a +3 total rather than have some with a +4 and others with a +2 and only a few with +6.

BAB fix
Full gets BAB +4/level
3/4 gets BAB +3/level
1/2 gets BAB +2/level
Add all your BABs up and divide by 4. This is simpler than adding fractions.

Put it all together
So, if you had a fighter 2/cleric 8/wizard 4
BAB +10 ((8+24+8)/4=10)
Base FORT would be +9 (14/2=7 fighter gives +2 cleric gives +2 -> don't stack)
Base REF would be +7 (14/2=7)
Base WILL would be +9 (14/2=7 cleric gives +2, wizard gives +2 -> don't stack)
Wizard Caster level would be 8 (4+(10/2)=9 but can only get a max of double original level so 8)
Cleric Caster level would be 11 (8+(6/2)=11)