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Not sure if this has already been covered, but I was wondering if someone would be able to clarify something for me regarding the ability score choices when creating a new race.

IIRC, when creating an "Advanced" race, you get to pick a maximum of 3 traits from a single category until x number of choices are used up. Even more for "Monstrous races." Does that mean that if I pick the advanced ability score modifier for 4 points, that I could theoretically pick from that area again 2 more times (like favoured for 2 points and/or human heritage if of the humanoid [human] subtype for 0 points)? Or are you only allowed to pick once from this particular category?


Hey All,

I don't know if this has already been addressed (my apologies if it has), but I couldn't find a definitive answer on the messageboards or in the SRD. I have a two-part question regarding the Tactican Archtype for the Fighter.

First, UC states that the Tactician ability gained at 5th level replaces Weapon Training 1, and the character can use this ability an additional time per day every 5 levels after 5th. No mention is made at all of the remaining Weapon Training levels or Weapon Mastery. Indeed, in the SRD's Fighter Archtype chart only Weapon Training 1 has an X in its respective box; all the others are untouched.

So my questions are: Does the Tactician get Weapon Training again at 9th level, or are the additional daily uses of the Tactician ability meant to replace them too? If he does get Weapon Training again, does he start at Weapon Training 2 (+1 to one weapon group, +2 to another weapon group) and carry on as per normal?

Any insight to help clarify this for me would be appreciated.


Hey there,

First, I'd just like to say thank you to Paizo for providing a 3.5ish alternative to 4e. I've liked what I've seen so far from the Pathfinder RPG Alphas. Keep up the good work guys.

With regard to skills, I have a suggestion to allow players to customize their classes a little more. Allow a player to pick a number of skills (player's choice) to always be treated as class skills, equal to their intelligence modifier. So, if their character has an Intelligence of 16, the player can pick 3 skills of their choice that are always treated as class skills. Even if the character multi-classes, these three skills will always be treated as class skills. This will have a couple of effects. First, Intelligence will no longer be thought of as a "dump stat" for the more martial classes. Secondly, it will help characters differentiate themselves from each other, even if they are from the same class. It won't give a character any more actual skill points, but it will give them more choice of what to put their points into if they invest in intelligence.

Half-Elves have now become a much more viable option for players, beyond just the fluff they added in standard 3.5. To tweak this a little further, I suggest that they give them two options, that must be determined during character generation, which reflects their upbringing. If the Half-Elf is raised in a Human community, they are proficient in a martial weapon of their choice (or an exotic weapon if they already have martial weapon proficiency). If raised in an Elven community, they Half-Elf treats all weapons with the word "Elven" in their name as martial weapons. Gives a little bit of crunch, but also distinguishes Half-Elves raised by Humans from those raised by Elves.

Just a couple of suggestions for the designers (and the community in general) to mull over and discuss.