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PRD wrote:
Got 8 things here replacing 4 things. At different times. This quote is directly from the PRD.
Quote:
I'm thinking maybe these abilities aren't right. This is directly from the PRd.
Whenever I build an NPC stat block I always come across some ability that I have an internal debate as to where to list one of their class abilities. Particularly whether its or not its a Special Attack or Special Quality. My first step for finding an answer is to first check products that have NPCs and look for ones of the same class to find out where it normally gets listed. If that fails I've turned to a standard guideline that Special Attacks are use activated and Special Qualities are static bonuses or modifying abilities. Is there an official guideline to use?
Sarkun
Motivations/Goals: In his youth, Sarkun became lost in the Mindspin Mountains for many months, returning with a deep reverence for them and the darkness at their core. But reverence has turned to obsession as he seeks to keep any from defiling them.
Schemes/Plots/Adventure Hooks: Hellknight patrols are being harried by a stone man, and morlocks have been seen lingering around Citadel Vraid in the Mindspin Mountains at night. Their mine collapsed, the town of Copperhold is attacked nightly by crawling men. Word spreads that the angered spirit of the Mindspin Mountains hunts travellers in its passes. Sarkun CR 9
Goldfever Alchemist (Alchemist)
Weapon and Armor Proficiency: Alchemists are proficient with all simple weapons and bombs. They are also proficient with light armor and medium armor, but not with shields. Metallurgy (Su): At 1st level, a goldfever alchemist understands metals like few others, and is able to strengthen them or exploit their weaknesses. He receives a +2 competence bonus on Craft checks when working with metal. When sundering metal objects the goldfever alchemist adds half his alchemist level (minimum +1) to the damage rolls. The goldfever alchemist can also create a solution to strengthen or weaken metal objects temporarily, specified upon creation. He can create a number of applications of the solution each day equal to his alchemist level + his Intelligence modifier. Solutions become inert after 24 hours. Applying a solution takes 1 minute per application, and each application coats up to five square feet of metal no more than one inch thick. Objects strengthened or weakened in this way have their hardness increased or decreased by a number of points equal to the alchemist’s level. This ability cannot lower an object’s hardness below zero. The effects of the solution will last for 10 minutes per alchemist level. The solutions act like extracts and bombs when not in possession of the alchemist. This ability replaces mutagen and persistent mutagen. Craft Arms and Armor (Ex): At 3rd level, a goldfever alchemist gains Craft Arms and Armor as a bonus feat. This replaces brew potion. Metallurgic Shift (Su): At 4th level, a goldfever alchemist can temporarily transmute the properties of metal weapons in his possession. As a standard action, an alchemist can apply specially prepared oil to a weapon that will allow it to be treated as silver for the purpose of overcoming damage reduction. The effects of the oil will last 1 minute per alchemist level. A goldfever alchemist can create one vial of the oil each day at 4th level, and an additional vial every four levels thereafter for a total of five at 20th level. The oil becomes inert after 24 hours. At 10th level, he can create oil that will allow a weapon to be treated as cold iron for the purposes of overcoming damage reduction. At 16th level, he can create oil that will allow a weapon to be treated as adamantine for the purposes of overcoming damage reduction and bypassing hardness. The oils act like extracts and bombs when not in possession of the alchemist.
Grim Howler
As a part of an Intimidate check, a wielder creature can use the horn to demoralize all opponents within 60 ft. with its rattling howl. If a bard uses the horn as the audible component for his dirge of doom performance, the range of the dirge increases to 60 feet and the bard does not have to be seen for the performance to take effect. Creatures that are already shaken can become frightened or panicked from these effects. Three times per day, the horn can be used as the verbal component for a summon monster spell. When used in this way, the spell is considered evil and will summon an additional creature from a lower list than chosen during casting. This ability cannot be used to modify a summon monster I spell.
A small thing on sneak attack. You can't use it against things with concealment, doesn't make very useful in a back alley, or sneaking up on someone in a shadowy corridor. Because shadowy illumination provides concealment. I just thought this was funny, I'm not an avid rogue player, so I wasn't aware of this small piece of information. And I'm pretty sure that in many of our games that this small rule is completely glazed over. I'm still not a fan of the ambigious sneak attack, aka Pathfinder RPG Sneak Attack, ability to be used on everything under the sun. And with that in mind I beleive that it should be limited to only working on the first attack during a round. I'm not saying that it should be made into a standard action, but that if you've got 2 attacks which qualify for SA, that only first one gets the SA damage.
Just going to plop down Alpha Versions of NPC classes in here as well. Aristocrat
Spoiler: Hit Die: d8
Class Skills: Appraise (Int), Deception (Cha), Diplomacy (Cha), Disguise (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (all skills taken individually) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Ride (Dex), Swim (Dex), Survival (Wis). 1st Level Skill Choices: 4 + Int modifier. Class Features:
Onto the next chapter! Well first, as has been said the limited customizability is not entirely appealing, but as a regular DM I love the simplicity the new skill system gives me in the creation of NPCs and monsters. In the Design Focus thread, I have already suggested what I thought the best comprimize I saw in the choices, so I'm not going to repeat it here. Query, why is Acrobatic (which has jump mushed in) not on the Fighter class skill list? I've always thought that the Fighter should have access to Balance (damn uneven flagonstone messing up my charges) and Tumble (damn creatures with reach), so I most certainly see it as an appropiate skill to be on their list! (Same goes for Paladin and Ranger, especially Ranger) Open Lock should be mushed in with Disable Device not Theft...it just doesn't seem to fit. I find it curious that Perception is so mushed with other skills. For one, part of me believes that Search would be more appropiate as apart of the Theft skill. I also believe that Sense Motive should have been placed in Perception. I believe that Disguise should be placed into Deception perhaps. For Disguises are most certainly disceptive. I like the expansion on the diplomacy skill. I've had a pet peeve with the diplomacy skill for a very long time. I found the set DCs (and the lack of set modifiers to augment them) to easy to pass and making it so that either I had to stone wall PCs or feel jipped when forced to make every NPC is forced to do what the PCs wants if they're not completely unreasonable. Fantastic change on the Knowledge (arcana) with learning info about creatures. The HD didn't make much sense seeing as it made it incredibly hard to ID some fairly common large+ monsters. I like the 10+CR it is much more reasonable and realistic. I beleive this should be applied to all knowledges that can ID creatures. Ah, Perception and the inclusion of modifiers based on the level of light. An excellent addition. ^^ I like the addition of smell, taste, and touch to the perception to the skill as well. I beleive it will add a whole new level to the game. ~Anry
I'm liking the varied xp progression. Its a good way for DMs to control the power level of their game. Why is there a faster progression on the feats? Pumping up the hp will be a good way to keep 1st level characters being taken down by horses. I'm favourable to the 1st level hp = maximum + Constitution score. And that's the starting hp I'm going to use for the playtest adventures. I also like the standardized design for HD types based on BAB progression. Though I don't beleive that the barbarian should break the mold, and that something else should be thought of when representing the barbarian's extra durability. Alright onto the actual classes. Cleric: I'm all thumbs-up for the addition of the auto-proficiency with their dieties favoured weapon. That's something that I've thought should have always in place. The change in the domain powers and orisons seem very favourable. I like the fact that their are now progressive domain powers, it gives a good reason to continue down the path of the cleric. Fighter: I am unsure of the additional abilities added to the fighter. I won't see how these effect the game until the game are run, themematically though I beleive they fit quite well with the class. Rogue: The increased hp is certainly a boon here. The sneak attack change is disconcerting though the expansion to all creatures could be overly devastating, sneak attack was already incredibly powerful and to open it up to constructs, undead and other creatures seems a bit much to me. I have often found the standard sneak attack more devastating than any spell or attack. Perhaps a limitation that Sneak Attack only applies to the first attack in a round? I mean honestly imagine the damage potential here when you get into multiple attacks. If we take a rogue of 8th level hits with both strikes in which a sneak attack is possible and they're weilding a shortsword they're going to deal 10d6 plus other modifiers in a single round of combat. Now though this mostly on par with a wizard's spell, except that a wizard runs out of spells. Now imagine a 19th level rogue with shortswords, your looking at 33d6 points of damage in a single round. And as long as a rogue maintains a flanking positition....There needs to be some limitation to this ability to rien it back into par with the rest of the classes. Wizard: Huzzah for more hp! Gods knows its the wizard PC that is the most likely to fall down no matter the level after a well placed blow.
~Anry
I am reviewing the Alpha release chapter by chapter, This is my review upon the races. As note, this is a review based strictly on the text presented, I will bring the feedback from my groups once we get together. I particularly like the expansion of Weapon Familiarity without the need of additional feats. I also feel that the adjustments to the races, specifically half-elf and half-orc have made them more desireable to play. Of all the standard races these two races were rarely played, most of the players in my groups finding them under par incomparison to other races. Favoured Classes? And multiclassing? Are there still going to be xp penalties? ~Anry |