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Watcher |
![Erudite Owl](http://cdn.paizo.com/image/avatar/eruditeowl.jpg)
I'm drunk with power. Like dangling a shiny toy for a cat =p
Run be free young Coridan! It's okay. This old owl will nap till Monday.
Hey, speaking of which.. make yourself useful.. Find out what happens, if anything, when a specialist wizard uses a wand or scroll from a Forbidden School. We already know that to memorize a Forbdden School spell it takes two spell slots.. find out if there are any penalties or restrictions on scrolls and wands. Make an old owl happy now..
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![Curthew](http://cdn.paizo.com/image/avatar/Calconnet.jpg)
Coridan wrote:I'm drunk with power. Like dangling a shiny toy for a cat =pRun be free young Coridan! It's okay. This old owl will nap till Monday.
Hey, speaking of which.. make yourself useful.. Find out what happens, if anything, when a specialist wizard uses a wand or scroll from a Forbidden School. We already know that to memorize a Forbdden School spell it takes two spell slots.. find out if there are any penalties or restrictions on scrolls and wands. Make an old owl happy now..
Grr, be thankful, the boards lost my original response to this it seems.
Anywho, reading the School Specialization, Wands and Scrolls section seems to show no penalty.
We're probably gonna houserule it back to 3.5 for that in my group. We thought it was far more interesting the old way.
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Lathiira |
![Duelist](http://cdn.paizo.com/image/avatar/PZO1118-Duelist_90.jpeg)
Don't have the Beta in front of me (don't know what to do with it now), but after 12th Monks get:
Dimension Door (essentially), Spell Resistance, and Etherealness which are at least new from 3.5 (I think, never played high level monk)
Those were normal for high-level monks in 3.5.
Did any rogue talents change?
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hogarth |
![Unicorn](http://cdn.paizo.com/image/avatar/unicorn2.jpg)
Coridan wrote:Those were normal for high-level monks in 3.5.
Don't have the Beta in front of me (don't know what to do with it now), but after 12th Monks get:
Dimension Door (essentially), Spell Resistance, and Etherealness which are at least new from 3.5 (I think, never played high level monk)
Bummer. It sounds like there isn't anything new.
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![Goblin](http://cdn.paizo.com/image/avatar/Pathfinder1_02a.jpg)
Lathiira wrote:Bummer. It sounds like there isn't anything new.Coridan wrote:Those were normal for high-level monks in 3.5.
Don't have the Beta in front of me (don't know what to do with it now), but after 12th Monks get:
Dimension Door (essentially), Spell Resistance, and Etherealness which are at least new from 3.5 (I think, never played high level monk)
Well, the way flurry of blows and stunning fist work now are sorta like new high level abilities. Flurry effectively grants 2-weapon fighting, then improved at 8th and greater at 15th and the monk uses their monk level as BAB, so they get 7 attacks at 20th level. Stunning fist grants conditions you can impose other than just stunning at higher levels.
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![Curthew](http://cdn.paizo.com/image/avatar/Calconnet.jpg)
Coridan wrote:
Don't have the Beta in front of me (don't know what to do with it now), but after 12th Monks get:
Dimension Door (essentially), Spell Resistance, and Etherealness which are at least new from 3.5 (I think, never played high level monk)
Those were normal for high-level monks in 3.5.
Did any rogue talents change?
Major Magic DC reduced by 1
Rogue Crawl can be used to take 5ft steps now
As previously mentioned: Trap Spotter, works like the Elven ability to detect secret doors, but for Traps!
Advanced look the same.
Sorry, was never familiar with Eldritch Knight so can't compare.
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hogarth |
![Unicorn](http://cdn.paizo.com/image/avatar/unicorn2.jpg)
Well, the way flurry of blows and stunning fist work now are sorta like new high level abilities. Flurry effectively grants 2-weapon fighting, then improved at 8th and greater at 15th and the monk uses their monk level as BAB, so they get 7 attacks at 20th level.
Are you quoting from the final rules, or are you guessing at those levels? I would've figured that they would get "Improved" at level 6 and "Greater" at level 11.
I still haven't heard anything that makes me want to take monk levels past level 12 (instead of, say, fighter levels).
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![Curthew](http://cdn.paizo.com/image/avatar/Calconnet.jpg)
Any sexy new Rage Powers to report for Barbarians?
Rage powers:
Bite attack
Reroll failed Will save
Fearless
Increased DR
+1 Dodge bonus to AC (+1 per 6 levels) to melee (one power) or ranged (a separate power)
Immunity to sicken/nauseate
Move action to demoralize
Knockback (Bull rush + damage)
Low light vision
Auto-confirm a crit
No rage penalties
Dark vision
Double speed immediate action to chase someone withdrawing
extra damage
extra AoO
super jump
super swim
Cure light self (improves by 1d8 every four levels)
rage while fatigued
scent
Add level to strength check or Combat Maneuver
increase saves vs spells
+1 to hit +1 per 4 levels
+5ft speed
Roar
Make an AoO against someone who ENTERS a threaten square.
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![Curthew](http://cdn.paizo.com/image/avatar/Calconnet.jpg)
Are you quoting from the final rules, or are you guessing at those levels? I would've figured that they would get "Improved" at level 6 and "Greater" at level 11.I still haven't heard anything that makes me want to take monk levels past level 12 (instead of, say, fighter levels).
Monk's
Level 1 - 2 attacksLevel 6 - 3 attacks
Level 8 - 4 attacks
Level 11 - 5 attacks
Level 15 - 6 attacks
Level 16 - 7 attacks
1 more attack with a ki point spent for a maximum of 18 attacks
Kind of a weird advancement rate.
Personally I think Quivering Palm is enough to take monk to 15th not to mention the whole level 20 immortality thing (with eternal youth) certainly seems a nice thing to go for from a real person's standpoint.
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Dennis da Ogre |
![Psionic](http://cdn.paizo.com/image/avatar/57-Psionics-Maenad.jpg)
Anywho, reading the School Specialization, Wands and Scrolls section seems to show no penalty.
We're probably gonna houserule it back to 3.5 for that in my group. We thought it was far more interesting the old way.
I don't see anything either... kind of bummed about that. Some of the specialist powers are quite nice also.
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Quandary |
![Ardeth](http://cdn.paizo.com/image/avatar/ardeth.jpg)
Fearless
Immunity to sicken/nauseate
Double speed immediate action to chase someone withdrawing
scent
increase saves vs spells
Make an AoO against someone who ENTERS a threaten square.
SCENT... Yes! (does that require lowlight + darkvision, or is it independent?)
Pursuing after a Withdraw sounds cool(is it only Full-Round Withdraw, or other disengaging Move Actions/ 5' steps?)
AoO on entering Threat range rocks as well...
I see Disarming an approaching enemy as an AoO, throwing your own weapon to the ground, then baring your Bite attack fangs and beckoning them to a Grapple :-)
Does that "super swim" actually give a swim speed, or is it just a skill bonus?
...I'm really glad that Scent made it in :-)
Finally giving Halflings a "Core" racial weapon is cool, and a dual ranged/melee weapon is not a bad thing!
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![Seltyiel](http://cdn.paizo.com/image/avatar/PZO1126-Seltyiel_500.jpeg)
hogarth wrote:Oh, I have another question:
What about the Overhand Chop/Backswing/Devastating Blow chain of feats? Do they still exist? Or have they changed?
They went poof.
A deciphering wizard will know as many languages as he puts ranks into linguistics.
Thats a shame about overhand chop. A player of mine loved that line ... oh well. Anything in it's place?
Also I did want to tell everyone answering thank you as well ... you guys don't have to do this but you're awesome for it.
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![Curthew](http://cdn.paizo.com/image/avatar/Calconnet.jpg)
Coridan wrote:Fearless
Immunity to sicken/nauseate
Double speed immediate action to chase someone withdrawing
scent
increase saves vs spells
Make an AoO against someone who ENTERS a threaten square.SCENT... Yes! (does that require lowlight + darkvision, or is it independent?)
Pursuing after a Withdraw sounds cool
(is it only Full-Round Withdraw, or other disengaging Move Actions/ 5' steps?)
Super Jump and Swim are "Add level as enhancement bonus to skill"
Scent is independent, darkvision requirs low-light
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Quandary |
![Ardeth](http://cdn.paizo.com/image/avatar/ardeth.jpg)
hogarth wrote:They went poof.Oh, I have another question:
What about the Overhand Chop/Backswing/Devastating Blow chain of feats? Do they still exist? Or have they changed?
No way...
Is there something similar to replace them? Where does Power Attack now lead?So it's all about Vital Strike/IVS/GVS if you want to scale Standard Attacks at all?
Throw anything is still in.
Aw yeah... That and Razor-Sharp Chair Leg...
Are just made for Cayden Cailean Paladins with the Weapon Bond thing :-)![](/WebObjects/Frameworks/Ajax.framework/WebServerResources/wait30.gif)
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![Curthew](http://cdn.paizo.com/image/avatar/Calconnet.jpg)
Coridan wrote:hogarth wrote:Oh, I have another question:
What about the Overhand Chop/Backswing/Devastating Blow chain of feats? Do they still exist? Or have they changed?
They went poof.
A deciphering wizard will know as many languages as he puts ranks into linguistics.
Thats a shame about overhand chop. A player of mine loved that line ... oh well. Anything in it's place?
Also I did want to tell everyone answering thank you as well ... you guys don't have to do this but you're awesome for it.
Vital Strike is now BAB +6 requirement and deals double damage if you make just one attack, it has improved and greater at +11 and +16 BABs
Penetrating Strike: Wpn Focus and 12th level fighter, attacks ignore 5 points of DR (Greater at 16th fighter ignores 10)
I miss 3.5 Power Attack/Cleave/Great Cleave and will probably house rule them back.
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Dennis da Ogre |
![Psionic](http://cdn.paizo.com/image/avatar/57-Psionics-Maenad.jpg)
Dennis da Ogre wrote:Throw anything is still in.Aw yeah... That and Razor-Sharp Chair Leg...
Are just made for Cayden Cailean Paladins with the Weapon Bond thing :-)
Razor sharp chair Leg is now Improvised Weapon Mastery... not as good a name but probably easier to find.
I am certain that halflings are considered improvised weapons :D
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![Curthew](http://cdn.paizo.com/image/avatar/Calconnet.jpg)
Thanks for making the wait easier! :-)
One other thing I can't wait to know:
How are the bonus HPs from Rage's CON boost handled?
Jason was considering classing them as normal Temp HPs,
or making it so you wouldn't drop past 0 HP when you leave Rage...?
They are lost as they were in 3.5.
Last post for the night guys, early work tomorrow (as always, damn you Paizo hire me already!)
I can post a little more tomorrow.
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![Grey Render](http://cdn.paizo.com/image/avatar/sp1_grey_render_fight_final.jpg)
I've got a couple questions on Bards/Paladins.
- How did they group the new bard perform checks in terms of the skills they can emulate with their new bard ability?
- What are the prereqs for the "staggering critical" feat that was mentioned.
- Any info on auras would be nice. I'm curious how the work out.
More as I remember them (and remember the one the computer ate).
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Ack!!! All Sorcerer 1st level attack powers are weaker and limited to 3+CHA per day and do less damage. This includes the claws.
On the flip side, Bloodline arcana makes up for it in spades.
Draconic sorcerers do +1 damage per die for their energy type
Elemental sorcerers get free energy substitution for their energy type which rocks.
Wow.. hope my DM house rules the 3+Cha limit
What was done to Arcane bloodline to change it?
And when you say elementals get free energy subs, do you mean that they can use any energy type for their ray?
thanks a ton, really need to know whats up
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Sean FitzSimon |
![Owl](http://cdn.paizo.com/image/avatar/owl.jpg)
I've got a couple questions on Bards/Paladins.
- How did they group the new bard perform checks in terms of the skills they can emulate with their new bard ability?
- What are the prereqs for the "staggering critical" feat that was mentioned.
- Any info on auras would be nice. I'm curious how the work out.
More as I remember them (and remember the one the computer ate).
I wanna hear this stuff on the Bard, too. Plus:
- What songs do Bards get after level 8?
- How often do they get their skill versatility (level 2/8/12?)
- What's the Bard capstone?
- What are these new crit-feats that Jason mentioned?
You guys are rockstars. Thanks for letting us all know!
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![Nethys](http://cdn.paizo.com/image/avatar/nethys_final.jpg)
I've got a couple questions on Bards/Paladins.
- How did they group the new bard perform checks in terms of the skills they can emulate with their new bard ability?
Act (Bluff, Disguise)
Comedy (Bluff, Intimidate)Dance (Acrobatics, Fly)
Keyboard Instruments (Diplomacy, Intimidate)
Oratory (Diplomacy, Sense Motive)
Percussion (Handle Animal, Intimidate)
String (Bluff, Diplomacy)
Wind (Diplomacy, Handle Animal)
- What are the prereqs for the "staggering critical" feat that was mentioned.
Critical Focus, Base Attack Bonus +13
Your God of Knowledge,
Nethys
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![Nethys](http://cdn.paizo.com/image/avatar/nethys_final.jpg)
I wanna hear this stuff on the Bard, too. Plus:What songs do Bards get after level 8?
Dirge of Doom (8th), Inspire Greatness (9th), Soothing Performance (12th), Frightening Tune (14th), Inspire Heroics (15th), Deadly Performance (20th)
How often do they get their skill versatility (level 2/8/12?)
Versatile Performance is at 2nd, 6th, 10th, 14th, and 18th.
What's the Bard capstone?
Deadly Performance, the ability to kill with a song.
What are these new crit-feats that Jason mentioned?
Critical Focus, Bleeding Critical, Blinding Critical, Critical Mastery, Deafening Critical, Sickening Critical, Staggering Critical, Stunning Critical, Tiring Critical, Exhausting Critical
You guys are rockstars. Thanks for letting us all know!
Indeed.
Your God of Knowledge,
Nethys
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![Halfling](http://cdn.paizo.com/image/avatar/halfling.jpg)
This thread makes me rage so much. For every nice think mentioned there's an aggravating thing to make me lose hope with pathfinder. Assassins without spells and sorcerers with limited number of claw attacks are at the top of my rage list.
Strangely enough, assassins with spells were a rage factor for me back at the start of 3.0. I don't like the idea that all hired killers learn to become spellcasters as part of their extensive training in cutting people's throats.
"Hey, if I move my knife like *this*, it's just like a somatic gesture, right?" =P
But, to each his own.
And keep the spoilers coming!
Jeremy Puckett
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![Nethys](http://cdn.paizo.com/image/avatar/nethys_final.jpg)
Dennis da Ogre wrote:Ack!!! All Sorcerer 1st level attack powers are weaker and limited to 3+CHA per day and do less damage. This includes the claws.
On the flip side, Bloodline arcana makes up for it in spades.
Draconic sorcerers do +1 damage per die for their energy type
Elemental sorcerers get free energy substitution for their energy type which rocks.
Wow.. hope my DM house rules the 3+Cha limit
What was done to Arcane bloodline to change it?
And when you say elementals get free energy subs, do you mean that they can use any energy type for their ray?
thanks a ton, really need to know whats up
Whenever a sorcerer of the Arcane bloodline applies a metamagic feat to a spell that makes the spell's level increase by at least 1, the DC of that spell is increased by 1 as well.
A sorcerer of the elemental bloodline chooses an element to represent. Whenever he casts an elemental spell, he may instead use his element in place of the default one. For example, a sorcerer with the Earth (Acid) bloodline could cast a Fireball and leave its damage as Fire, or change the damage type to Acid.
Your God of Knowledge,
Nethys
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![Nethys](http://cdn.paizo.com/image/avatar/nethys_final.jpg)
Two questions:
How many pages long is the feat table?
Anything new for half-orcs?
The feat table is 3.8 pages long.
Half-Orcs are the same as the Beta except:
They get +2 to one ability score instead of +2 Str, +2 Wis, -2 Int
They get +2 racial bonus to Intimidate
Those are the only changes.
Your God of Knowledge,
Nethys
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Dennis da Ogre |
![Psionic](http://cdn.paizo.com/image/avatar/57-Psionics-Maenad.jpg)
Dennis da Ogre wrote:Ack!!! All Sorcerer 1st level attack powers are weaker and limited to 3+CHA per day and do less damage. This includes the claws.
On the flip side, Bloodline arcana makes up for it in spades.
Draconic sorcerers do +1 damage per die for their energy type
Elemental sorcerers get free energy substitution for their energy type which rocks.
Wow.. hope my DM house rules the 3+Cha limit
What was done to Arcane bloodline to change it?
It's mostly the same. When you use metamagic it increases the spell C by +1 otherwise nearly identical I think but I don't have the beta out.
And when you say elementals get free energy subs, do you mean that they can use any energy type for their ray?
thanks a ton, really need to know whats up
If you are a water elemental sorcerer you can substitute cold energy damage instead of the energy damage the spell would normally do. Same for all the other elemental bloodlines. overall very nice power.
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![Calistria](http://cdn.paizo.com/image/avatar/Calistria_final.jpg)
Ack!!! All Sorcerer 1st level attack powers are weaker and limited to 3+CHA per day and do less damage. This includes the claws.
Cries inconsolably...
In addition to the no Free Single Martial Weapon Proficiency for Humans (which I think is stupid... does it really over balance a Race that has 2 special abilities as opposed to the 10+ that some of the other Races have?) which practically invalidates 2 of my current characters (and actually disallusions me into pulling out of those PbPs), now this also invalidates 2 other characters (one that I am currently playing and one I am building to start playing).So I now have 4 of my characters that are mis-built now. They were built to a flavour and without that flavour I really don't want to play them anymore.
I'm very unhappy now... :(
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Stephan Essex |
![Kaerishiel Neirenar](http://cdn.paizo.com/image/avatar/Paiso_ElvenScoutLord_HRF.jpg)
Misery wrote:Coridan wrote:hogarth wrote:Oh, I have another question:
What about the Overhand Chop/Backswing/Devastating Blow chain of feats? Do they still exist? Or have they changed?
They went poof.
A deciphering wizard will know as many languages as he puts ranks into linguistics.
Thats a shame about overhand chop. A player of mine loved that line ... oh well. Anything in it's place?
Also I did want to tell everyone answering thank you as well ... you guys don't have to do this but you're awesome for it.
Vital Strike is now BAB +6 requirement and deals double damage if you make just one attack, it has improved and greater at +11 and +16 BABs
Penetrating Strike: Wpn Focus and 12th level fighter, attacks ignore 5 points of DR (Greater at 16th fighter ignores 10)
I miss 3.5 Power Attack/Cleave/Great Cleave and will probably house rule them back.
Are the improved and greater vital strikes 3x and 4x damage, respectively? And can they be used during a charge, or do they require their own actions?
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Dennis da Ogre |
![Psionic](http://cdn.paizo.com/image/avatar/57-Psionics-Maenad.jpg)
Cries inconsolably...
In addition to the no Free Single Martial Weapon Proficiency for Humans (which I think is stupid... does it really over balance a Race that has 2 special abilities as opposed to the 10+ that some of the other Races have?) which practically invalidates 2 of my current characters (and actually disallusions me into pulling out of those PbPs), now this also invalidates 2 other characters (one that I am currently playing and one I am building to start playing).
So I now have 4 of my characters that are mis-built now. They were built to a flavour and without that flavour I really don't want to play them anymore.
I'm very unhappy now... :(
Well if it's my PbP I'll let you grandfather it in ;)
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Quandary |
![Ardeth](http://cdn.paizo.com/image/avatar/ardeth.jpg)
Half-Orcs are the same as the Beta except:
They get +2 to one ability score instead of +2 Str, +2 Wis, -2 Int
They get +2 racial bonus to Intimidate. Those are the only changes.
Meh. I was hoping the rumors would actually manifest as "+2 Str, +2 any, -2 Int" or something. It's not the worst thing in the world, but I can't see how it matches up with the racial art depicting the Half-Orc as a hulking brute, when they are no stronger than Humans either maximally, or on average. They better be depicting skinny/'normal' Half-Orcs from now on, to reflect the stats...
Was the bonus Rage HP mechanic TRULY not updated AT ALL?
Did it increase the "death point" (normally -CON) at mid-high levels?
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![Nethys](http://cdn.paizo.com/image/avatar/nethys_final.jpg)
Are the improved and greater vital strikes 3x and 4x damage, respectively? And can they be used during a charge, or do they require their own actions?
Yes. They can be used anytime as part of an Attack action to make a single attack at your highest base attack bonus. Only the weapon dice are multiplied. Bonuses from Strength, enchantments such as Flaming, or other abilities like Sneak Attack are not multiplied.
Your God of Knowledge,
Nethys
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![Nethys](http://cdn.paizo.com/image/avatar/nethys_final.jpg)
Nethys wrote:Half-Orcs are the same as the Beta except:
They get +2 to one ability score instead of +2 Str, +2 Wis, -2 Int
They get +2 racial bonus to Intimidate. Those are the only changes.Meh. I was hoping the rumors would actually manifest as "+2 Str, +2 any, -2 Int" or something. It's not the worst thing in the world, but I can't see how it matches up with the racial art depicting the Half-Orc as a hulking brute, when they are no stronger than Humans either maximally, or on average. They better be depicting skinny/'normal' Half-Orcs from now on, to reflect the stats...
Was the bonus Rage HP mechanic TRULY not updated AT ALL?
Did it increase the "death point" (normally -CON) at mid-high levels?
You still die at -CON. Also, a Human could always be just as strong as a Half-Orc if they took Strength as their ability boost.
Your God of Knowledge,
Nethys