Reading the Core Rules? Post observations HERE


Pathfinder First Edition General Discussion

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Wizard capstone (20th level) abilities for Conjuration, Evocation, and Universalist? Same as beta? Removed? Changed?


Matthew Morris wrote:
that it's not a true 'elven bastard sword'

Of course not! Those are half-elf bane.


Agentrock wrote:
Any further clarifications in the book on what sneak attacks and critical hits affect, as far as monster types go?

Not really, though reading the section on critical hits well literally taken could mean everything can be crit'ed.


LazarX wrote:


Ninja... would not be using a katana, perhaps you're thinking Samurai? a Ninja would be using a ninja-to (my spelling bad) which is essentially a short sword. And obviously there's no reason such a weapon can't be keen, or that you can take the improved crit feat with it once you qualify.

Nononono! Ninjas use katanas! Two of them at once. Because they're ninjas!

And usually, you cannot combine keen and improved crit - but a ninja with a katana can!

And sneak attack damage isn't multiplied on crits - except if you're a ninja with a katana!

They also get d12, full spell progression (like a sorcerer, but they know all spells from the book), sneak attack at every level, and have max ranks in every skill. Because they're ninjas!

Don't you know anything about ninjas?


Dennis da Ogre wrote:

I don't think I've seen this on here yet but rangers get medium armor prof and:

"The benefits of the ranger's chosen style feats apply only when he wears light, medium or no armor..."

Hm.. I guess with the new mithral rules, it kinda maxes sense. Otherwise, I just don't see a ranger letting himself be slowed down.


Thurgon wrote:
Agentrock wrote:
Any further clarifications in the book on what sneak attacks and critical hits affect, as far as monster types go?
Not really, though reading the section on critical hits well literally taken could mean everything can be crit'ed.

That's the intention. Or almost: Stuff that just has nothing in the way of anatomy (incorporeal critters or elementals) are immune.


Gorbacz wrote:
Zark wrote:
KaeYoss wrote:
stuff

OT.

KaeYoss or anyone who live in Europe

** spoiler omitted **

19:00 CET.

Is that CET 19:00 Thursday or friday?


Dennis da Ogre wrote:

I don't think I've seen this on here yet but rangers get medium armor prof and:

"The benefits of the ranger's chosen style feats apply only when he wears light, medium or no armor..."

In your face, Clerics!

Sorry I had to say it. They did say on those Banquet vids that they wanted to make Medium armour actually used! I have only ever seen one PC wearing medium armour, and that was breastplate for the image.

Silver Crusade

Pathfinder Adventure Path Subscriber

Thursday, our planet is not THAT big ;)


Gorbacz wrote:
Thursday, our planet is not THAT big ;)

It'll be Friday here!


Count Buggula wrote:
Ah, that's actually a question I've been wondering for awhile and don't think I've seen answered yet: does weapon finesse also apply to combat maneuvers or is the Agile Maneuvers feat still in?

This is one for Toy Robots too:

I just got the book, and Agile Maneuvers is still in... <grimace>

CMB maneuvers are clearly described as 'attack rolls', so Weapon Finesse does apply.
From how they're written ('replace STR with DEX'), they wouldn't stack, but the ONLY reason to take Agile Maneuvers is because it doesn't seem restricted to Finesse weapons (for whatever reason Weapon Finesse doesn't just use the term "Finesse Weapons", but lists Light Weapons, Rapier, Whip, and maybe one more), so you can use it with a Maneuver pole-arm (but you can't use Weapon Finesse with those for melee attacks). Spending 2 Feats for DEX->Attack for Finesse Weapons (Melee and Maneuvers) and DEX->Attack for Maneuvers (with all weapons) just seems like it would have been better implemented by a Improved Weapon Finesse expanding it beyond Finesse Weapons for Melee AND Maneuvers.

More wierdness:
Like in Beta, you can use any 1-handed weapon while Grappled.
The description of Light weapons specifically calls out how they work well when Grappled, but 1-Handed weapons' description DOESN'T say this (even though they aren't treated differently than Light weapons while Grappling).

Grand Lodge

Quandary wrote:


I just got the book, and Agile Maneuvers is still in... <grimace>

CMB maneuvers are clearly described as 'attack rolls', so Weapon Finesse does apply.
From how they're written ('replace STR with DEX'), they wouldn't stack, but the ONLY reason to take Agile Maneuvers is because it doesn't seem restricted to Finesse weapons (for whatever reason Weapon Finesse doesn't just use the term "Finesse Weapons", but lists Light Weapons, Rapier, Whip, and maybe one more), so you can use it with a Maneuver pole-arm (but you can't use Weapon Finesse with those for melee attacks). Spending 2 Feats for DEX->Attack for Finesse Weapons (Melee and Maneuvers) and DEX->Attack for Maneuvers (with all weapons) just seems like it would have been better implemented by a Improved Weapon Finesse expanding it beyond Finesse Weapons for Melee AND Maneuvers.

It does explicity say 'When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus.' And it does state that CMB = base attack bonus plus Strength modifier plus special size modifier. So I don't think Weapon Finesse applies.

Liberty's Edge

Ninjaiguana wrote:
Quandary wrote:


I just got the book, and Agile Maneuvers is still in... <grimace>

CMB maneuvers are clearly described as 'attack rolls', so Weapon Finesse does apply.
From how they're written ('replace STR with DEX'), they wouldn't stack, but the ONLY reason to take Agile Maneuvers is because it doesn't seem restricted to Finesse weapons (for whatever reason Weapon Finesse doesn't just use the term "Finesse Weapons", but lists Light Weapons, Rapier, Whip, and maybe one more), so you can use it with a Maneuver pole-arm (but you can't use Weapon Finesse with those for melee attacks). Spending 2 Feats for DEX->Attack for Finesse Weapons (Melee and Maneuvers) and DEX->Attack for Maneuvers (with all weapons) just seems like it would have been better implemented by a Improved Weapon Finesse expanding it beyond Finesse Weapons for Melee AND Maneuvers.

It does explicity say 'When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus.' And it does state that CMB = base attack bonus plus Strength modifier plus special size modifier. So I don't think Weapon Finesse applies.

That's disappointing - in the Beta agile maneuvers applied to both attack and defense, so it was worthwhile as a standalone feat. However now that it only applies to attacks, it in effect doubles up on the terrain of what used to be covered by weapon finesse in 3.5 (since most maneuvers were made with an attack roll).

Meh...it's hard to get too angry since we get more feats to play with in the first place, but there's plenty of other feats I'd really like to be able to be getting instead of burning two just to be able to use a dex-based character.


Ninjaiguana wrote:
It does explicity say 'When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus.' And it does state that CMB = base attack bonus plus Strength modifier plus special size modifier. So I don't think Weapon Finesse applies.
Final wrote:

Weapon Finesse

With (long way to say Finesse weapons), you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

At least the shield ACP thing is cool and flavorful. ++

But the fact that your Maneuver CMB is not the exact same thing as your Melee attack bonus is irrelevant: it doesn't mention "Melee attack bonus", it says ON ATTACK ROLLS (Maneuvers are one), use DEX mod instead of STR mod. If there was some way to use a Swim check (STR skill) as part of an Attack Roll, Weapon Finesse should still let you substitute your DEX modifier for STR modifier.

So it basically boils down to Agile Maneuvers offers very little compared to Weapon Finesse, and they aren't even very complementary, since Weapon Finesse-types don't seem likely to lug around some non-Finesse Maneuver weapon JUST for Maneuvers but that they can't use their DEX with for Melee attacks (while there exist plenty of Finessable weapons with either bonuses or compatability with useful Maneuvers)

OK, Here's one for everybody without the book:
Guess what this Feat DOES: "Unseat" (Combat)
Bathroom stall assaults? Grade-school chair-changing games gone bad? :-)

I can groan about this, but I think I'll save it for Q&A with Jason later to constructively hear his design rationale. Even beyond this specific issue, I can tell alot of simplification of wording, to preclude the need for FAQs and the like, simply wasn't done. Confusing wording like retaining the recommendation for Light Weapons in Grapples, when they work exactly like 1Handed Weapons in Grapple is equally what I'm talking about.


Summ interesting thing on Summoning.

Lists are totally redone at almost every level. There is no longer a list of "Fiendish XXX" and "Celestial YYY" instead good clerics get Celestial Versions and Neutral get the choice.

There is a lot more overlap between Summon Natures Ally and Summon Monster and for a change the SM options are generally better than the Druid ones because many of the choices are the same but with the templates added.

Some interesting to me changes:
Lantern Archon is now SM III
Hound Archon is (IV)
Lots of Dinosaurs and Prehistoric animals have been added including:
Pteranodon (IV)
Deinonychus (IV)
Woolly Rhinoceros (V)
Triceratops (VI)
Mastadon (VII)

In general the CR of the creatures at any given level is a bit higher than previous, in particular at higher levels. For example, Elephant appears at Summon Monster VI when previously it didn't appear until Summon Monster VIII, a full 4 caster levels earlier.

Flying creatures are quite limited in low levels and the hippogriff is conspicuously absent.


Quandary wrote:
I can groan about this, but I think I'll save it for Q&A with Jason later to constructively hear his design rationale. Even beyond this specific issue, I can tell alot of simplification of wording, to preclude the need for FAQs and the like, simply wasn't done. Confusing wording like retaining the recommendation for Light Weapons in Grapples, when they work exactly like 1Handed Weapons in Grapple is equally what I'm talking about.

I've never really had a lot of issues with vague wording in game. Seems to me the only place it's an issue is on the internet forums. If the wording were perfect people would find something else to argue about anyhow.


Dennis da Ogre wrote:
If the wording were perfect people would find something else to argue about anyhow.

NO THEY WOULDN'T!

Hey, are the stats for those summoned monsters... in the book?

Or are we still expected to apply a bunch of templates every time we cast the spell?

ALSO

Were there any changes made to the school descriptions? Or is transmutation still "Transmutation spells change the properties of some creature, thing, or condition" ? It's no wonder all the spells ended up in that school...

Shadow Lodge

In BETA it said

"When you perform a combat maneuver, make an attack roll and add your CMB to the result plus any bonuses you might have due to specific feats or abilities."

In the final it says

"When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus."

At least to me its clear that the DEX from Weapon Finesse is a "normal attack bonus" and thus not added.


Quandary wrote:

OK, Here's one for everybody without the book:

Guess what this Feat DOES: "Unseat" (Combat)
Bathroom stall assaults? Grade-school chair-changing games gone bad? :-)

I would assume "Knock enemy off his horse"?

Gimme a harder one - something to go home and look up in... ~checks clock~ 40 more minutes. :-)


Dennis da Ogre wrote:
Quandary wrote:
I can groan about this, but I think I'll save it for Q&A with Jason later to constructively hear his design rationale. Even beyond this specific issue, I can tell alot of simplification of wording, to preclude the need for FAQs and the like, simply wasn't done. Confusing wording like retaining the recommendation for Light Weapons in Grapples, when they work exactly like 1Handed Weapons in Grapple is equally what I'm talking about.
I've never really had a lot of issues with vague wording in game. Seems to me the only place it's an issue is on the internet forums. If the wording were perfect people would find something else to argue about anyhow.

I'd have to disagree; my GM and I have epic arguments over wording. He's old-school from waaaay back, and "knows" what the book is trying to say. I, on the other hand, only have the actual wording in the book to go on, cause PF is my first foray into gaming. It doesn't help that I'm a pedant, but wording *is* important. ~nods firmly~

Hey - can someone tell me if they've still got the definitions for fear effects in two places?

In Beta, there was one section toward the back, and then a second set of definitions in the glossary, and they didn't match word-for-word.


toyrobots wrote:
Dennis da Ogre wrote:
If the wording were perfect people would find something else to argue about anyhow.

NO THEY WOULDN'T!

Hey, are the stats for those summoned monsters... in the book?

Or are we still expected to apply a bunch of templates every time we cast the spell?

Nope... would be nice to see the stat block for the Woolly Rhinoceros :)

Last I recall the Celestial Template was pretty easy to apply on the fly. In any case I make my players have separate print outs of any summoned creatures ready so they don't have to flip through books. It's going to be great being able to just print out sheets from the Bestiary!

toyrobots wrote:
Were there any changes made to the school descriptions? Or is transmutation still "Transmutation spells change the properties of some creature, thing, or condition" ? It's no wonder all the spells ended up in that school...

That's the whole of it.


Dennis da Ogre wrote:


That's the whole of it.

Sigh.

That's it. I quit Pathfinder forever.


kijeren wrote:
I'd have to disagree; my GM and I have epic arguments over wording. He's old-school from waaaay back, and "knows" what the book is trying to say. I, on the other hand, only have the actual wording in the book to go on, cause PF is my first foray into gaming. It doesn't help that I'm a pedant, but wording *is* important. ~nods firmly~

There is a word for players who argue with me during a game and that word is "Ex"-Player. If a player wants to quietly discuss interpretation of a rule after the game I read the book and we've always had a meeting of the minds. If I'm playing in a game I likewise respect the GM and I've never had any rules issue that I couldn't resolve. Ultimately, it's not a competitive passtime and if everyone is having fun who cares if some rule is read exactly the same at every table.

kijeren wrote:

Hey - can someone tell me if they've still got the definitions for fear effects in two places?

In Beta, there was one section toward the back, and then a second set of definitions in the glossary, and they didn't match word-for-word.

From the index looks like it's all in one place but I'm not sure where else it might be so it's hard for me to guess. Things like frightened are listed under Fear effects and Conditions both and the wording is slightly different due to context but it is consistent.


threadjack about arguing wording. feel free to skip. ~grin~:
Dennis da Ogre wrote:
kijeren wrote:
I'd have to disagree; my GM and I have epic arguments over wording. He's old-school from waaaay back, and "knows" what the book is trying to say. I, on the other hand, only have the actual wording in the book to go on, cause PF is my first foray into gaming. It doesn't help that I'm a pedant, but wording *is* important. ~nods firmly~
There is a word for players who argue with me during a game and that word is "Ex"-Player. If a player wants to quietly discuss interpretation of a rule after the game I read the book and we've always had a meeting of the minds. If I'm playing in a game I likewise respect the GM and I've never had any rules issue that I couldn't resolve. Ultimately, it's not a competitive passtime and if everyone is having fun who cares if some rule is read exactly the same at every table.

Oh - we rarely get very far into it *during* a game - generally one of us (usually me, since my understanding is more fuzzy) will just go with it and we'll discuss it later.

But what I find happens a lot is that there's some sort of historical knowledge base that experienced players mentally access, so they translate what they're reading through that filter rather than reading the actual printed words. Of course right now I can't bring to mind any good examples, but it's amazingly frustrating as a novice player to know I can't really trust the books because I'm probably missing some crucial piece of information.

Dennis da Ogre wrote:
From the index looks like it's all in one place but I'm not sure where else it might be so it's hard for me to guess. Things like frightened are listed under Fear effects and Conditions both and the wording is slightly different due to context but it is consistent.

I'll have to check when I get home, I have flags in my beta book for "things I'm hoping they clarify" ~watches clock some more~ 9 minutes until I go home and get mine ~bounce~


kijeren:
kijeren wrote:

Oh - we rarely get very far into it *during* a game - generally one of us (usually me, since my understanding is more fuzzy) will just go with it and we'll discuss it later.

But what I find happens a lot is that there's some sort of historical knowledge base that experienced players mentally access, so they translate what they're reading through that filter rather than reading the actual printed words. Of course right now I can't bring to mind any good examples, but it's amazingly frustrating as a novice player to know I can't really trust the books because I'm probably missing some crucial piece of information.

I've introduced more than a couple people to the game and I think D&D is horrible for beginning players. I have a lot more sympathy for your cause now. For me this issue is almost the opposite, I know the rules better than my GM and wind up swallowing my tongue nearly non-stop during certain parts of the game.

*cringe* should be an AoO there
*cringe* no that doesn't work that way
*cringe* that should be....

Ultimately, I try and remember that the game really isn't about rules but about a group of folks hanging out and having fun. Maybe I'm doing it wrong, maybe I should hold the GM closer to the rule *shrug* whatever is fun.

Dark Archive

Vigil wrote:
Not from the core rules, but I noticed in Crypt of the Everlame that incorporeal no longer is a 50% chance of out-right missing, but instead cuts damage done in half. Except non-magic weapons, which still do nothing.

BRILLIANT! That's exactly how I wanted this ability to work; it's simpler during the game, and makes combats also less "swingy"!

Liberty's Edge

War domain is still the total suck as it has been since Alpha :(


Anyone know how the vital strike chain affects monk damage? Does it work with flurry, or only on regular attacks? Are we talking level 15 monk's being able to hit for 6d6 per blow?

Dark Archive

Coridan wrote:
War domain is still the total suck as it has been since Alpha :(

Well, it was likely *too* good in 3E, as you got *two* free feats with it -- *most* of the clerics picked it in my group (and we played quite a many of them). And the half-orc cleric in my Beta playtest campaign still took it, and said that he likes it better than the 3E version (I guess due to more fitting domain powers).

Dark Archive

Overhand Chop and Backswing are gone? Man, I really loved them as tactical options! :(

Looks like some PCs need to replace those missing feats now...

Scarab Sages

Coridan wrote:
War domain is still the total suck as it has been since Alpha :(

In Alpha, it allowed a cleric to wield a greatsword... that was pretty decent. Now that PF automatically gives a cleric proficiency in the deity's favored weapon, this amounts to a nerf.


Asgetrion wrote:
Overhand Chop and Backswing are gone? Man, I really loved them as tactical options!

I'm keeping them, for sure, unless they've been replaced with equivalents.


Third time - Wizard capstone (20th level) abilities for Conjuration, Evocation, and Universalist? Same as beta? Removed? Changed?

Dark Archive

Gully13 wrote:
Dennis da Ogre wrote:
Lots of things got pulled back after the beta, not just the cleric.

Which in my mind is the way to do it. You find out where the far limit is and then pull back from it ... rather then guessing where that limit might be.

Nice work Paizo.

Ditto. Adding's easy; removal of powers, not so much. Also maintains B/W with my 3.x stuff more easily ;-)

Dark Archive

toyrobots wrote:
Dennis da Ogre wrote:


That's the whole of it.

Sigh.

That's it. I quit Pathfinder forever.

Maybe you'll reconsider once you have the Core and had a chance to review it personally...? And even if PfRPG is not for you, future APs and mods are still compatible with the 3.x version of the world's oldest rpg.

Scarab Sages

joela wrote:
Maybe you'll reconsider once you have the Core and had a chance to review it personally...? And even if PfRPG is not for you, future APs and mods are still compatible with the 3.x version of the world's oldest rpg.

He's joking, he quits two or three times a thread.


I've actually a question: How do the Ranger's favored enemy bonuses now stack up versus the Paladin's new, multi-attack smite?

Scarab Sages

Mazaku wrote:
Third time - Wizard capstone (20th level) abilities for Conjuration, Evocation, and Universalist? Same as beta? Removed? Changed?

Conjuration: At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.

Evocation: At 20th level, whenever you cast an evocation spell you can roll twice to penetrate a creature's spell resistance and take the better result.

Universalist: No capstone. Their Metamagic Mastery ability scales (1/day at 8th, an additional time per day every two levels after 8th), but that is all.

Your God of Knowledge,
Nethys


Shango wrote:
Anyone know how the vital strike chain affects monk damage? Does it work with flurry, or only on regular attacks? Are we talking level 15 monk's being able to hit for 6d6 per blow?

I believe that Vital Striking now means that you only make one (1) attack that round. So no, it wouldn't work with a flurry.


Someone may have answered this already, but what did the druid gain, and what did it lose?


All this cleric talk (especially in the other thread) has whipped me into a frenzy- I can't wait to play a cleric!

What do the Community, Earth, and Healing domains offer in comparison to the beta?

Y'all are still rock stars. <3

Liberty's Edge RPG Superstar 2010 Top 8

My copy just arrived today! I've posted my initial impressions to my blog.


concerro wrote:
Someone may have answered this already, but what did the druid gain, and what did it lose?

It seems 100% in-line with the Beta & the new Animal Companion system Jason posted.

No mention of an "Improved Companion Feat", but it says additional Companion Types are in the Bestiary.
For Domains, Fire now grants access to Fireball,
and Water/Weather still share Obscuring Mist, Fog Cloud, AND Ice Storm :-)
(Darkness also shares Obsc. Mist, though not a Druid Domain option)

Sean FitzSimon wrote:
What do the Community, Earth, and Healing domains offer in comparison to the beta?

Earth has Acid Ranged x per day, Acid Resistance @ 8th+ (Immunity as 20th capstone), 3.5 spells

Community has non-lethal healing x per day, share Saving Throw Bonuses w/ allies <30' x per day @8th, 3.5 spells
Healing has 1d4+1/2CL healing touch, empower (+50%, doesn't stack w/ empower) ALL healing spells @6th, 3.5 spells

Alot of the Specialist Wizard abilities now seem very similar to the Domain abilities


Quandary wrote:

Earth has Acid Ranged x per day, Acid Resistance @ 8th+ (Immunity as 20th capstone), 3.5 spells

Community has non-lethal healing x per day, share Saving Throw Bonuses w/ allies <30' x per day @8th, 3.5 spells
Healing has 1d4+1/2CL healing touch, empower (+50%, doesn't stack w/ empower) ALL healing spells @6th, 3.5 spells

Alot of the Specialist Wizard abilities now seem very similar to the Domain abilities

Thanks! The healing domain looks amazing! Is that empowered healing an always active thing, or is it uses per day?


*ALL* healing spells.
Channel Energy isn't a *spell*, but yes, everything else essentially.
!Heal On!


Quandary wrote:

*ALL* healing spells.

Channel Energy isn't a *spell*, but yes, everything else essentially.
!Heal On!

Huzzah! That's miles ahead of +1 CL on all healing spells. Holy crap, what a waste of a domain that was.


Diplomacy:
Beating the DC by 5+ better their attitude 2 steps.
Failure by 5+ worsens it by 1 step.
Modifiers for adjudicating requests (once they are at least indifferent) are given.
(simple advice, detailed advice, dangerous aid, +5 per additional request, etc)


Quandary wrote:
concerro wrote:
Someone may have answered this already, but what did the druid gain, and what did it lose?

It seems 100% in-line with the Beta & the new Animal Companion system Jason posted.

Where was that post?

Dark Archive

DivineAspect wrote:
joela wrote:
Maybe you'll reconsider once you have the Core and had a chance to review it personally...? And even if PfRPG is not for you, future APs and mods are still compatible with the 3.x version of the world's oldest rpg.
He's joking, he quits two or three times a thread.

Ah. Thanks for the heads up.


concerro wrote:
Quandary wrote:
concerro wrote:
Someone may have answered this already, but what did the druid gain, and what did it lose?

It seems 100% in-line with the Beta & the new Animal Companion system Jason posted.

Where was that post?

Go to the beta threads in the cleric/ druid sections, it's a sticky at the top of the section.

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