Karzoug the Claimer

Anaxxius's page

63 posts. 1 review. No lists. No wishlists.




Alright, I am a heavy pro-4e fan. I have noticed the many mechanical flaws in 3.5 which make it 'not fun' and just how time consuming each round is at higher levels.

When Paizo announced their new edition, I was rather excited to see what they had in store. But alas, I am not all too impressed. These 'revolutionary changes' appear to be nothing more than some minor retoolings of character classes and feats.

Honestly, if I had to choose between 3.5 or Pathfinder, I would probably stick with 3.5. So, I have come here to see if there is any hope left for me.

I am looking to see if someone can convince me to spend my money on Paizo and their adventures/ruleset, rather than Wizards of the Coast and the actual Dungeons and Dragons ruleset.

Thanks,

Anaxxius


Well, time to save some money for 4th edition. Could I please have my subscription canceled?


Hello all, I don't post often and I have no idea if this is the beginning of many posts on these here fine forums.

Now, let me make this clear, I LOVE what Paizo has done and I am a fence-sitter in terms of 3.5 and 4.0 and was really hoping that Paizo would blow me away with some new classes in this new release. However, I appear to be sadly mistaken.

This thread is for everyone and anyone to convey their personal opinions on the classes released so far, love 'em or hate 'em, and why.

Barbarian: In comparison to the 3.P Fighter, I found the Barbarian to be underpowered in comparison to the other classes, and, after burning out their points they seem like a useless hack and slasher. The added book-keeping that comes attached definitely didn't make my views any better regarding barbarians.

Druid: I was expecting a more drastic change. Other than a few minor alterations, it is still a very powerful casting class. It didn't exactly fix the whole 'CoDzilla' thing for me, since it can still pull off almost everything the original druid could.

Paladin: Eh...none of the main problems were fixed with them. Arcane and divine casters will still mop the floor with them, and their smite is definitely restrictive. Although it is quite easy to make it evil alignment, its more than a little annoying that it is still officially restricted to good aligned people.

Sorcerer: I tried to like it, I REALLY did. But, sadly, I came to the realization that the Wizard gets their 'special abilities' from specialization and the sorcerers from lineage. They get special abilities at x levels and they ARE different than the wizard abilities, but the difference is still not distinct enough.

Aw smurf, maybe I'll just stick to 3.5 :/.
Regardless, I'm interested in seeing everyone else's opinions on the new classes, and I'm sure the nice people here at Paizo are open to honest opinion...
*runs away to hide from potential assault*


As I'm sure many of you are obviously aware, a large number of people are crying foul over the power level of the fighter and how it constantly falls under one niche. Obviously, it is supposed to be a capable defender and foes should WANT to attack it.

Now, consider the Knight from PHB II along with a feat from Miniatures Handbook.

The Knight: Looking here, we can see that the knight has a number of abilities to gain advantages over enemies, draw their attention toward him, and hinder enemies in his area. In addition, he even has the power to wear certain armor without penalty.

Now, for those of you without PHB II, here is a quick run through of some major abilities.

Challenges: There are a decent number of these and they require a swift action to activative. They give the knight bonuses, force foes to target the knight (upon a failed save), or benefit the party in some way.

Hinderance: The knight gets a special ability which allows it to treat all squares adjacent to it as difficult terrain, meaning no free-five feeting away, and if you do move, you will provoke!

Armor Without Penalty: No longer would the slow fighter in full plate slowly creep his way across the field if they could wear that full-plate like a second skin, moving with fluidity beneath it.

Goad: This gem from Miniature's Handbook allows the taker of the feat to, as a move action, force a target foe to make a Will Save or be forced to focus melee attacks against them. Sensing a pattern here?
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I may be alone in this endeavor, but I believe that advances to the fighter could certainly begin by looking to Players Handbook II and the beautiful feat above.
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Hoping he posted this in the right section

-Anaxxius-


Hey all, first time poster here hoping to finally make an appearance more often, and this certainly seems like the best time to join the Pathfinder experience!

Now, I'm not sure about you, but reading through the Alpha pages has got me hooked on the new system and the announcement of this new addition has cleared the writing block I've been suffering from for some time.

So, this thread is dedicated to all of us who want our creative juices to flow as we contribute ideas to Paizo and our fellow board members. Ideas could include new write ups for the many things which still haven't been addressed by Paizo.

Here we go! First post on Paizo is a big'un.

The Sorcerer: Brainstorming the other day I quickly pieced together the vague outlines of a feasible sorcerer along the power level of the 3.P wizard.

HD: d6/level
Base Attack: Poor Fortitude: Poor Reflex: Poor Will: Good
Special: A sorcerer gains access to cantrips like a wizard does, along with an ‘Arcane Bond’. Unlike a wizard, however, an arcane bond is mandatory for a sorcerer and functions differently.

Arcane Bond: The sorcerer begins play with an Arcane Bond to a familiar or item. This object grants the sorcerer control over their innate powers and allows them to focus the magic they call upon within the tool of their choice.

A sorcerer lacking an arcane bond must make a Spellcraft check (DC 20 + spell level) or suffer as though in an area of Wild Magic (see Dungeon Master’s Guide).

So long as the sorcerer has his arcane bond near him, he is capable of applying metamagic feats without the penalty of increasing the casting time of the effect to that of a Full-Round action.

Invocations: At 1st, 5th, 10th, 15th, and 20th levels, a sorcerer may select a specific spell from his lower level slots to be able to cast it at will.

At a level where a sorcerer gains an invocation, they may choose any spell on the sorcerer spell list up to 1st level, but they may choose spells from a list 1 level higher every 5 levels beyond that (max 4th level)

Limitations: Spells which you may give to allies to increase their performance are limited to one target per casting no matter what the circumstance, and you may not produce a second invocation while the other is active. So, you cannot cast fly on yourself and then fly on another party member, as you already have it active.

These spells cannot be affected by metamagic feats, but are always considered spells.

Example: Idinaeus has just reached the 15th level, and has to choose an invocation. Earlier, he had selected Magic Missile, Fly, and Displacement. Since he is 15th level, he may now choose 4th level spells and decides to get Dimension Door.

Metamagic Mastery: Beginning at 5th level and every 5 levels thereafter, the sorcerer may select a metamagic feat and gain it as a bonus feat.

Metamagic Specialization: Beginning at 6th level and every 6 levels thereafter, the sorcerer gains the ability to amplify spells they cast spontaneously without modifying levels. This ability functions as follows:

The sorcerer begins each day with a Metamagic Pool equal to their charisma modifier +3. This pool may be drawn upon to apply metamagic feats to spells cast by the sorcerer as a free action. Every Metamagic Pool point counts as one level modifier towards the metamagic ability, and only one metamagic feat can be applied to a spell in this way.

You can never amplify a spell to the point where you would be unable to cast it yourself if you actually had to pay for the level increase.

Example: Idinaeus is a 10th level sorcerer with 22 charisma for a +6 modifier. He has a Metamagic Pool of 6 points. He decides to cast Fireball and announces that he wants to Empower it by spending 2 points from his Metamagic Pool. Now, Idinaeus has 4 metamagic points. He then announces he wants to use his last few to Quicken his scorching ray. However, he cannot since a Quickened Scorching Ray is a 6th level spell, so he settles for Magic Missile.

Wild Magic Aura: Beginning at 10th level, for a number of rounds equal to their charisma score, a sorcerer may create a field of Wild Magic which radiates out 10 feet around the sorcerer. Everyone within the area casting arcane and divine spells must succeed on a Spellcraft Check (DC 25 + spell level) whenever casting a spell or having their spell affected as though in a Wild Magic zone. (See Dungeon Master’s Guide). This ability can be dismissed as an immediate action, but it must remain active for a full-round before the sorcerer may suppress it.

Wild Magic Mastery: Beginning at 20th level, the sorcerer becomes a master of the chaotic energy which has ruled over them for so long. As a free action, the sorcerer may radiate a Wild Magic Aura out to 20 feet. The aura may now be used for a number of rounds per day equal to twice the sorcerer’s charisma score, by all other means, it functions as a Wild Magic Aura, except for the fact that arcane and divine casters are no longer allowed a spellcraft check in the aura.

All Wild Magic rolls made in your aura are rolled twice. You may consult the table and choose which of the two results occurs.
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Whew,

Love it? Hate it? Got an idea of your own? POST HERE!

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Anaxxius
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