Guard Captain Blacklock

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Montalve wrote:


is not like you got 8 x4 skills for being rogue 1st level and then change to fighter just to have the ebenfit of the rogue skills... thanks paizo for that...

if like in 3.5 the rule was able to be abused (you take the rogue or bard class only and only for the skill poits... well now its only 8 + int mod) ok i would take that only the 1st level class would be considered as favored class, but since such abouse now is impausible... why not

Maybe I'm missing something but as far as I understand the skill points rules have been streamlined but not substantially changed. I mean that in 3.5 a 1st level rouge could spend all his (8+INT mod)x4 skill points to maximize 8+INT mod class skills (acquiring 4 ranks). With PF Beta he can still maximize 8+INT mod skills spending 1 point in each skill thus obtaining 4 ranks in each skill. The same holds for cross class skills.


By the way. Why has the half-elves +2 Diplomacy bonus been removed?


BlaineTog wrote:
He's still underpowered

I agree. I can see no reason (other than roleplay, of course) to choose this race.

What about changing the way Orc Ferocity works? I would make it:"...when a half-orc is brought below 0 hit points, but not killed he gains 5 (more?, less?) temporary hit points until the end of the encounter..."


Hi all!
In my opinion the Favored Class rule in the Beta is ok but I would leave it as an option.
Which class is favored by which race depends on the campaign you mean to play. It is strictly related to the flavor of the fantasy world your characters live in. The favored classes reported in the Beta can be left as a suggestion for a campaign set in Golarion but it should be clear that if my campaign is set in a completely different world I should possibly change the race-favored class association.
Ok, you will say: "It's obvious" but I would make it clear in a sidebar.
Bye!
P.S. Sorry for my broken English...