
Majuba |

If I can get Seth to a STR of 30 and at level 20, picking the scythe as my weapon mastery for the Crit 5x. I use Devastating Blow along with Power Attack:
Damage: 10d4+220(5 heavy blade weapon training+ 5 enchantment bonus from the weapon+15 STR bonus+15 from power attack+ 4 from greater weapon specialization)
10d4 + 295 (Double strength mod from power attack).
Anyone know if we'll have any big feat changes going in to Alpha 2?

seekerofshadowlight |

seekerofshadowlight wrote:seths fine where he is I have plans for him lol.
Yeah the whole take has got me excited to see where it goes.Its funny I ended up the fighter I normally am a spellcaster when I get to play. I cant say I have seen any class change I have not liked really.
I have not as well. Even if it does not tickle my fancy, I can see where they are going with the changes.
And you may like Seth now, but Seth is the test character for a build. While not a true min-max, I intend to see if my build is over-powered or not. The idea is to use Devastating Blow along with the scythe for 200+ damage as a standard action.
If I can get Seth to a STR of 30 and at level 20, picking the scythe as my weapon mastery for the Crit 5x. I use Devastating Blow along with Power Attack:
Damage: 10d4+220(5 heavy blade weapon training+ 5 enchantment bonus from the weapon+15 STR bonus+15 from power attack+ 4 from greater weapon specialization)
For 8 of Seth's 23 feats. I am not sure that one shotting a Pit Fiend is overpowered(In comparison to what others can do).
I *heart* the new fighter. The secret to the new fighter is to multiply that weapon bonus using feats. Two-weapon fighting gives you an extra 40 points of damage for example.
A pitfiend or 3 can be arranged wait to you see what ya get to play with anyhow.

Pathos |

BM wrote:If I can get Seth to a STR of 30 and at level 20, picking the scythe as my weapon mastery for the Crit 5x. I use Devastating Blow along with Power Attack:
Damage: 10d4+220(5 heavy blade weapon training+ 5 enchantment bonus from the weapon+15 STR bonus+15 from power attack+ 4 from greater weapon specialization)
10d4 + 295 (Double strength mod from power attack).
Anyone know if we'll have any big feat changes going in to Alpha 2?
Add in being Large, due to enlarge person, with a matching sized weapon... OMG... totally insane. :oP

seekerofshadowlight |

Majuba wrote:Add in being Large, due to enlarge person, with a matching sized weapon... OMG... totally insane. :oPBM wrote:If I can get Seth to a STR of 30 and at level 20, picking the scythe as my weapon mastery for the Crit 5x. I use Devastating Blow along with Power Attack:
Damage: 10d4+220(5 heavy blade weapon training+ 5 enchantment bonus from the weapon+15 STR bonus+15 from power attack+ 4 from greater weapon specialization)
10d4 + 295 (Double strength mod from power attack).
Anyone know if we'll have any big feat changes going in to Alpha 2?
YOU THERE STOP GIVING HER IDEALS !!!!! LOL

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Jason Bulmahn wrote:Each one has a list of 8 bonus feats you get to choose from as you gain levels and five different powers that you gain as you advance. I'll post up another bit tomorrow.Hmm quick question Jason.. is the Arcane bloodline the bloodline for sorcerers that "don't want to be a freak" family tree? Kind of the Universalist for Wizards.
The "destined" bloodline sounds like what you're looking for, there. But then again, we won't know until we see the final product. I may have to adjust my usual Tuesday routine a bit; hit the gym MWF for a week instead of TThSa so I can download & peruse Alpha 2 right after getting home...

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BM wrote:If I can get Seth to a STR of 30 and at level 20, picking the scythe as my weapon mastery for the Crit 5x. I use Devastating Blow along with Power Attack:
Damage: 10d4+220(5 heavy blade weapon training+ 5 enchantment bonus from the weapon+15 STR bonus+15 from power attack+ 4 from greater weapon specialization)
10d4 + 295 (Double strength mod from power attack).
Anyone know if we'll have any big feat changes going in to Alpha 2?
I would guess not. It seems crazy good, but it is more of a exploit of the 5x crit of the scythe than the feat.
I could do worse, I could build a drizz't clone(fighter version) going full two weapon fighting, grab improved critical & oversized two weapon fighting, pick scimitar for weapon mastery and automatically get 3x crit on a roll of 15 or higher(with a hit), with 8 attacks per round as a full attack action.
Or go with a a flachion along the same route, but drop the two weapon fighting for power attack. Auto crit at 15 or higher, 3x crit, multiple attacks.
Both of these work on the same idea. Build off the equation of:
(X number attacks*percent of the crit threat range)*crit multiplier*(damage dice+damage mod)
Thats the math behind the fighter. All that you need to do pump up those values and fighter becomes the premier damage dealer.
There are weaknesses, to Seth's build. Since the feat I am using requires me to make an attack as a standard action, I cannot attack mutiple opponents at once. So I can kill a BBEG, I cannot kill all his henchmen. All it takes to stop Seth is more than 1 target. Anything that is a immune to crits is just painful.
This is also an option for the enemy. Seth is weak against his own techniqe. A Titan doing this is just crazy.
Also, for gary, the eaten post bug was effecting foxfire on my pc, but not my linux machine. ???

snappa |

Considering the scope of changes and additions that occured with this document, Alpha release 2 will contain all of the content from release 1. We wanted to do them as seperate documents, but the amount of changes meant that it did not make much sense to do it that way.
Jason Bulmahn
Lead Designer
Paizo Publishing
As a software designer, I can say better to have a large scope of changes than large changes to scope during alpha. (little design humor there)

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And seeker, do not worry. I know that what really plan on doing is send some form of a swarm to kill Seth. And you will laugh your ass off as my letal critcal scheme falls on its ass.
Seth:*Fighting a swarm of wasps* *Slashes at them with his scythe* WHY ISN'T MY PERFECT KILLING TECHINQUE WORKING!?! THEY'RE CRAWLING ALL OVER MY SKIN! There're going down my Throa-gah!!!!

seekerofshadowlight |

And seeker, do not worry. I know that what really plan on doing is send some form of a swarm to kill Seth. And you will laugh your ass off as my letal critcal scheme falls on its ass.
Seth:*Fighting a swarm of wasps* *Slashes at them with his scythe* WHY ISN'T MY PERFECT KILLING TECHINQUE WORKING!?! THEY'RE CRAWLING ALL OVER MY SKIN! There're going down my Throa-gah!!!!
Oh just to let you know I would never use wasps.I use fiendish[Immune to fire here] advanced wasp swarm with a hive mind and INT of at lest 14
Oh yes I shall be amused.

Pathos |

BM wrote:And seeker, do not worry. I know that what really plan on doing is send some form of a swarm to kill Seth. And you will laugh your ass off as my letal critcal scheme falls on its ass.
Seth:*Fighting a swarm of wasps* *Slashes at them with his scythe* WHY ISN'T MY PERFECT KILLING TECHINQUE WORKING!?! THEY'RE CRAWLING ALL OVER MY SKIN! There're going down my Throa-gah!!!!
Oh just to let you know I would never use wasps.I use fiendish[Immune to fire here] advanced wasp swarm with a hive mind and INT of at lest 14
Oh yes I shall be amused.
Or you could just drop him into an ooze infested pit, without a ladder.

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SirUrza wrote:Hmm quick question Jason.. is the Arcane bloodline the bloodline for sorcerers that "don't want to be a freak" family tree? Kind of the Universalist for Wizards.The thought behind the arcane bloodline is that this is the bloodline that 3.5 sorcerers take. For backwards compatibility and all that; they're the ones who are easiest to fill in that specific theme and role.
Ah so it's basically the nature spellcaster without mingled blood. That's good, I like my purebred sorcerers but I'm willing to check something new out.
Well, just imagine all of the "happy in the pants" excitement that will be unleashed when it does come out. C'mon, admit it, you'll be happy too. :oP
Yes I will be happy too, I'm just wondering where my toner cartridge is at in my laser printer and if I should get another. :)

niel |

niel wrote:
AArg!! Now must build undead halfing sorcerer!! It Burns, My Precious, It Burns!!Jason, I believe this counts as "torture by anticipation"!!--I can't wait.
LMAO... and he'll be named Smegol too? O,o?
Don't be silly- His name will be Igor Proudfoot. The Proudfoot family is an old and prestigious line, but it has numerous less upstanding offshoots. I am planning to have a bonded ring, though.

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Hey there All,
James is indeed right here. I am going to be trying real hard to get this too everybody on Tuesday, but it might slip a day, depending on schedule. However, since you guys are being so patient, I will throw you a bit of a bone here...
This is the complete list of sorcerer bloodlines in Alpha release 2.
Aberrant
Abyssal
Arcane
Celestial
Destined
Draconic
Elemental
Fey
Infernal
UndeadEach one has a list of 8 bonus feats you get to choose from as you gain levels and five different powers that you gain as you advance. I'll post up another bit tomorrow.
Jason Bulmahn
Lead Designer
Paizo Publishing
I'm a very happy camper. I was a HUGE fan of the bloodline feats in Dragon 311, and this sounds like it's going to be all that was and more. I'm truly looking forward to this. :)

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I'm a very happy camper. I was a HUGE fan of the bloodline feats in Dragon 311, and this sounds like it's going to be all that was and more. I'm truly looking forward to this. :)
I played a sorcerer with the Earth Bloodline feat from Dragon Compendium Vol 1 and it really gave my character flavor ... I'm hoping it will be close to this sort of esthetic.

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Thanks for being patient. I am glad to see that my little spoiler was well appreciated. BTW, the release 2 document is going to clock in at around 120 pages (roughly).
As promised, here is another little tidbit from release 2, this time about paladins. Enjoy
Jason Bulmahn
Lead Designer
Paizo Publishing

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Not bad Jason. Is that ability meant to be used more then once by allies? Because "within one round" could mean, after the paladin triggers it in that around and the next round, since the next round is within one round. It'd be clearer if it read "on their next action."
Also, people tend to confuse talk of round being THIS round.. and think they don't get the benefit if they already went before the paladin.

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Not bad Jason. Is that ability meant to be used more then once by allies? Because "within one round" could mean, after the paladin triggers it in that around and the next round, since the next round is within one round. It'd be clearer if it read "on their next action."
Also, people tend to confuse talk of round being THIS round.. and think they don't get the benefit if they already went before the paladin.
I would guess it means before the Paladin's next action on the following round.

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Thanks for being patient. I am glad to see that my little spoiler was well appreciated. BTW, the release 2 document is going to clock in at around 120 pages (roughly).
As promised, here is another little tidbit from release 2, this time about paladins. Enjoy
** spoiler omitted **
Jason Bulmahn
Lead Designer
Paizo Publishing
Sounds interesting. Thank you for sharing.
The problem with it may be if it hinged on Charisma - the bard and sorcerer should be able to hit and do a little damage with their feeble melee weapons.....
If that is the case - it really isn't that great of an 11th level ability IMO for a double-expense smite attack.
I'm still of the opinion that Smite Evil should activate various abilities: such as the actual ABILITY to do damage to evil beings by the members of the paladins party - such as an expenditure of said smite allows all companions (within so and so feet) consider their weapons as HOLY until the paladin's next turn (for the purpose of overcoming Good damage reduction)
I will refrain from being critical until I've seen more of the write-up. Again thanks Jason and crew for working so hard to provide all this info to us all - looking forward to next weeks release of 2.0
Robert

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The problem with it may be if it hinged on Charisma - the bard and sorcerer should be able to hit and do a little damage with their feeble melee weapons.....
It uses the paladin's bonus, not their own stats, so (if it works otherwise like the 3.5 smite) it's +(paladin's Cha) to attack, +(paladin's level) to damage.
If that is the case - it really isn't that great of an 11th level ability IMO for a double-expense smite attack.
I'm still of the opinion that Smite Evil should activate various abilities: such as the actual ABILITY to do damage to evil beings by the members of the paladins party - such as an expenditure of said smite allows all companions (within so and so feet) consider their weapons as HOLY until the paladin's next turn (for the purpose of overcoming Good damage reduction)
To a certain extent, if it does work the way I said, this is producing the same effect. Statistically, it's got a good chance of being +2 to hit and +11 (or more) to damage, which is enough to punch through a lot of DR.

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To a certain extent, if it does work the way I said, this is producing the same effect. Statistically, it's got a good chance of being +2 to hit and +11 (or more) to damage, which is enough to punch through a lot of DR.
That is true; so long as its not based on the individual character's charisma. Dont know too many highly charismatic fighters and barbarians. Although I guess the damage would be based off of character level - so that's enough to get over the damage reduction - just no bonus to hit.
Which of course this concern is irrelevant if indeed your are correct and it is based off of the paladin's charisma.
EDIT: I re-read Jason's write-up and somehow missed the fact that the paladin uses HER bonuses. D'OH! Then again I've never played a female paladin - so perhaps my mind subconsciously didn't register that part..... ;-)
Robert

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Sounds interesting. Thank you for sharing.
The problem with it may be if it hinged on Charisma - the bard and sorcerer should be able to hit and do a little damage with their feeble melee weapons.....
If that is the case - it really isn't that great of an 11th level ability IMO for a double-expense smite attack.
I'm still of the opinion that Smite Evil should activate various abilities: such as the actual ABILITY to do damage to evil beings by the members of the paladins party - such as an expenditure of said smite allows all companions (within so and so feet) consider their weapons as HOLY until the paladin's next turn (for the purpose of overcoming Good damage reduction)
I will refrain from being critical until I've seen more of the write-up. Again thanks Jason and crew for working so hard to provide all this info to us all - looking forward to next weeks release of 2.0
Robert
As noted this power is based off the paladin's Charisma, not those using the smite.
As for your other idea... who's to say that there is not another aura that does exactly that.
Jason Bulmahn
Lead Designer
Paizo Publishing

Joey Virtue |

As noted this power is based off the paladin's Charisma, not those using the smite.As for your other idea... who's to say that there is not another aura that does exactly that.
Jason Bulmahn
Lead Designer
Paizo Publishing
See this is why you should just give us full spoilers on the character classes LOL (I can hope)

Golarion Goblin |

Hey there All,
James is indeed right here. I am going to be trying real hard to get this too everybody on Tuesday, but it might slip a day, depending on schedule. However, since you guys are being so patient, I will throw you a bit of a bone here...
This is the complete list of sorcerer bloodlines in Alpha release 2.
Aberrant
Abyssal
Arcane
Celestial
Destined
Draconic
Elemental
Fey
Infernal
UndeadEach one has a list of 8 bonus feats you get to choose from as you gain levels and five different powers that you gain as you advance. I'll post up another bit tomorrow.
Jason Bulmahn
Lead Designer
Paizo Publishing
SQUEE!
I hug you and hump your leg! I love when things that I semi-predict come true. *Tosses old "Sorcerer Rewrite" and waits until the P20 version sees the light of the computer monitor.*
Drow_Battlemind |

SQUEE!
I hug you and hump your leg! I love when things that I semi-predict come true. *Tosses old "Sorcerer Rewrite" and waits until the P20 version sees the light of the computer monitor.*
I'm having the same reaction over the teaser we got for the Barbarian...
Oh, I cant wait to be able to say "Holy crap, I critted with my 'Tear His Damn Head Off!!!' attack!"
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As noted this power is based off the paladin's Charisma, not those using the smite.
As for your other idea... who's to say that there is not another aura that does exactly that.
Jason Bulmahn
Lead Designer
Paizo Publishing
Thanks for chiming in Jason. I am not saying theres not such a power....which is why I said I wouldn't be critical until after I saw the whole write - up......and feel free to go ahead and post that right now if you'd like - just to clear all haze up; thats the only reason though.
Did I mention I was REALLY looking forward to the Alpha 2 release??? :-)
Robert (whose favorite characters are paladins!)

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Thanks for being patient. I am glad to see that my little spoiler was well appreciated. BTW, the release 2 document is going to clock in at around 120 pages (roughly).
As promised, here is another little tidbit from release 2, this time about paladins. Enjoy
** spoiler omitted **
Jason Bulmahn
Lead Designer
Paizo Publishing
O that just sounds sweet!! Can't wait to see what else...er other aura's there are for the Paladin!!!!

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What is the current ETA for Alpha2? I want to be among the first 6 million gamers to download on the same day ;)
The answer is on page 2 of this thread.

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No tidbit of information about Alpha 2 today? *sniffs sadly*
Who said anything of the sort...
Here is your preview for today, a look at a pair of specific barbarian rage powers. As noted in a previous preview, barbarians gain rage points as they gain levels. These points can be spent to enter and prolong a rage, but they can also be used on a number of powers that consume rage points. There are 21 rage powers in the release 2 document. Here are two of them.
Mighty Swing (Ex): The barbarian automatically confirms a critical hit. This power is used as a swift action once a critical threat has been determined. A barbarian must be at least 8th level before selecting this power. (12 rage points)
Moment of Clarity (Ex): The barbarian does not take any of the penalties from rage for 1 round. This includes the penalty to armor class and the restriction on what actions can be performed. (6 rage points)
Enjoy.
Jason Bulmahn
Lead Designer
Paizo Publishing

Dalvyn |

Thanks!
By the way, I remember reading that Alpha 2 will contain Alpha 1. I guess that means that, along with Alpha 2, you are going to publish a revised version of some parts of Alpha 1. Will the parts that have been modified be clearly marked as such?
My interest in asking this is that I'm trying to keep an up-to-date translation of Pathfinder Alpha for players who don't understand English. Knowing what parts of Alpha 1 have been modified - and thus need to be translated again - would make my job much simpler!

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Dalvyn wrote:No tidbit of information about Alpha 2 today? *sniffs sadly*Who said anything of the sort...
Here is your preview for today, a look at a pair of specific barbarian rage powers. As noted in a previous preview, barbarians gain rage points as they gain levels. These points can be spent to enter and prolong a rage, but they can also be used on a number of powers that consume rage points. There are 21 rage powers in the release 2 document. Here are two of them.
Mighty Swing (Ex): The barbarian automatically confirms a critical hit. This power is used as a swift action once a critical threat has been determined. A barbarian must be at least 8th level before selecting this power. (12 rage points)
Moment of Clarity (Ex): The barbarian does not take any of the penalties from rage for 1 round. This includes the penalty to armor class and the restriction on what actions can be performed. (6 rage points)
Enjoy.
Jason Bulmahn
Lead Designer
Paizo Publishing
*drools*
I find the rage points/rage powers concept quite interesting, and full of potential.
Different barbarian tribes could develop different (and even exclusive!) powers, inspired by environment or totem or else, and thus give a crunch-strong basis for fluff.
Good times ahead for Shoanti tribes, I'd say.
Can't wait to see Alpha Release 2.

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By the way, I remember reading that Alpha 2 will contain Alpha 1. I guess that means that, along with Alpha 2, you are going to publish a revised version of some parts of Alpha 1. Will the parts that have been modified be clearly marked as such?
There should be a separate file that contain such information, like there was for 1.0 - 1.1 when they did the update.

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Dalvyn wrote:By the way, I remember reading that Alpha 2 will contain Alpha 1. I guess that means that, along with Alpha 2, you are going to publish a revised version of some parts of Alpha 1. Will the parts that have been modified be clearly marked as such?There should be a separate file that contain such information, like there was for 1.0 - 1.1 when they did the update.
I believe that they were saying that they weren't able to do that with this update and that it would be one large file.

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I believe that they were saying that they weren't able to do that with this update and that it would be one large file.
Dang it, forum ate my post and I forgot to copy it.
Oh well, go back to page 2 Fake Healer. DM Jeff asks if new content (like Barbarian, Sorcerer, etc.) will be sepeate from r1.1 content (like Fighter, Rogue, etc.)
Jason replied along the lines of they wanted to do that but because r1.1 stuff changed so much it wasn't feasible.
That doesn't mean read to me as there won't be a Development Notes #2 file like we got after 1.1 came out (PZO1110AE-DevNotes.zip.)

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Yeah... Alpha release 2 will be one big file that incorporates all of release 1.
However... seeing how much unnecessary extra work that lands on editing and PARTICULARLY on the art side (forcing the art director to lay out release 1 twice, essentially), I'm going to push for future releases to be separate documents. Then, once the Beta comes along, it'll have everything all in one happy spot.

Fox_Reeveheart |

Dalvyn wrote:No tidbit of information about Alpha 2 today? *sniffs sadly*Who said anything of the sort...
Here is your preview for today, a look at a pair of specific barbarian rage powers. As noted in a previous preview, barbarians gain rage points as they gain levels. These points can be spent to enter and prolong a rage, but they can also be used on a number of powers that consume rage points. There are 21 rage powers in the release 2 document. Here are two of them.
Mighty Swing (Ex): The barbarian automatically confirms a critical hit. This power is used as a swift action once a critical threat has been determined. A barbarian must be at least 8th level before selecting this power. (12 rage points)
Moment of Clarity (Ex): The barbarian does not take any of the penalties from rage for 1 round. This includes the penalty to armor class and the restriction on what actions can be performed. (6 rage points)
Enjoy.
Jason Bulmahn
Lead Designer
Paizo Publishing
Oh i'm REALLY Liking these ^.^ I'm already thinking up a kobold barbarian for some online freeform rp. That will be REALLY keen.
Holy apple sauce Jasonman... i mean batman!