Reading the Core Rules? Post observations HERE


Pathfinder First Edition General Discussion

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Coridan wrote:
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..

Liberty's Edge

Watcher wrote:
Coridan wrote:
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..

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.


Thank you!


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?


Could you give a quick summary of the Eldrich Knight changes, if any?

Also, what of the Arcane Armour Training/Mastery feats?


Lathiira wrote:
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.

Bummer. It sounds like there isn't anything new.

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

hogarth wrote:
Lathiira wrote:
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.
Bummer. It sounds like there isn't anything new.

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.

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

This is pretty minor, but I'm happy to see that they've added rules for destroying seige engines.


Any sexy new Rage Powers to report for Barbarians?

More info on Half-Orcs?

Liberty's Edge

Lathiira wrote:
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.


Coridan wrote:
Rogue Crawl can be used to take 5ft steps now

That sounds perfect!


JoelF847 wrote:


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).

Liberty's Edge

Quandary wrote:
Any sexy new Rage Powers to report for Barbarians?

Rage powers:

Spoiler:

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.

Liberty's Edge

hogarth wrote:


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 attacks

Level 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.

Liberty's Edge

Did much change about the Duelist Prestige Class from Beta?

Liberty's Edge

never really read the beta PrCs so can't answer that.

There's very few images of the weapons unfortunately and some of the choices were kind of enh. I know what a dagger looks like, but a Halfling Sling Staff, Gnome Hooked Hammer and other exotics would have been better.


Coridan wrote:

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.

Liberty's Edge

Is stopping a feint now under the CMD rules or is it rolling against a skill check?


Any changes to the Linguistics skill or does a deciphering wizard still end up speaking a jillion languages?


Oh, I have another question:

What about the Overhand Chop/Backswing/Devastating Blow chain of feats? Do they still exist? Or have they changed?

Liberty's Edge

Misery wrote:
Is stopping a feint now under the CMD rules or is it rolling against a skill check?

Bluff vs 10 + enemy bab + enemy Wis mod

OR

Bluff vs 10 + enemy sense motive bonus


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?)

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!

Liberty's Edge

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.


A couple bits that shouldn't irritate anyone.

Throw anything is still in. Maybe some folks don't care but I like it :)

Summon Monster spells have better progressions which IMO is good.

Liberty's Edge

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.

Liberty's Edge

Quandary wrote:
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


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.

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?

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 :-)

Liberty's Edge

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.


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...?


Quandary wrote:
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

Liberty's Edge

Quandary wrote:

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.

Sovereign Court

Two questions:
How many pages long is the feat table?
Anything new for half-orcs?

Liberty's Edge

How do the spell's gate, planar binding, and shapechange function?

Can I still expect my players to try chain-gating Solars with gate or summon genies for the wishes with planar binding?

Thanks for taking the time to answer questions for everyone! :)

Shadow Lodge

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).


Did the Squid Wrangler base class make it in the core book or do we have to wait for the big reveal at GEN CON?

Liberty's Edge

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


MisterSlanky wrote:

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!

Scarab Sages

MisterSlanky wrote:

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)

MisterSlanky wrote:


- What are the prereqs for the "staggering critical" feat that was mentioned.

Critical Focus, Base Attack Bonus +13

Your God of Knowledge,
Nethys

Scarab Sages

Sean FitzSimon wrote:


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)

Sean FitzSimon wrote:
How often do they get their skill versatility (level 2/8/12?)

Versatile Performance is at 2nd, 6th, 10th, 14th, and 18th.

Sean FitzSimon wrote:
What's the Bard capstone?

Deadly Performance, the ability to kill with a song.

Sean FitzSimon wrote:
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

Sean FitzSimon wrote:
You guys are rockstars. Thanks for letting us all know!

Indeed.

Your God of Knowledge,
Nethys

Liberty's Edge

Lehmuska wrote:
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

Scarab Sages

Beach wrote:
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

Scarab Sages

Zootcat wrote:

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


Beach wrote:
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.

Beach wrote:

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.


Frogboy wrote:
Did the Squid Wrangler base class make it in the core book or do we have to wait for the big reveal at GEN CON?

Squid Wrangle and Sherpa classes will be announced at Gencon along with the "Power Bowler" PrC.

Scarab Sages RPG Superstar 2009 Top 32

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.

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... :(


Coridan wrote:
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?


flash_cxxi wrote:

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 ;)


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?

Scarab Sages

Stephan Essex wrote:


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

Scarab Sages

Quandary wrote:
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

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