Reading the Core Rules? Post observations HERE


Pathfinder First Edition General Discussion

101 to 150 of 578 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Nethys wrote:
Stephan Essex wrote:
Are the improved and greater vital strikes 3x and 4x damage, respectively?
...Only the weapon dice are multiplied. Bonuses from Strength, enchantments such as Flaming, or other abilities like Sneak Attack are not multiplied.

Well it looks like Monks will work out OK after all, even when they can't Flurry...

...Is there any 'replacement' for Overhand/Backswing?
Or is Power Attack no longer a big Feat chain?

Scarab Sages RPG Superstar 2009 Top 32

Dennis da Ogre wrote:
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 ;)

Thanks :) but Anala is all good. Her Bonus Martial Proficiency was superfluous anyway (her Exotic was the one I wanted) and the Elemental Bloodline just means she can only Blast stuff 3/day instead of forever. I'll just have to get her a ranged weapon now... :)


Nethys wrote:
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

Ok, so does this mean that Half-Orcs have a favored class of Any?


Favored Class is not tied to Race any more,
every character picks one of their choice, except Half-Elves pick two.
So do Half-Orcs also pick two? That might make me feel better about the changes :-)


Nethys wrote:
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

What about power attack bonus damage?


What sort of DCs are we looking at for the Acrobatics skills? Is it still difficult to the point of uselessness, or has it been eased up?

Scarab Sages

Stephan Essex wrote:
Nethys wrote:
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

What about power attack bonus damage?

Only the damage dice for the attack are rolled twice.

Your God of Knowledge,
Nethys

Scarab Sages

Quandary wrote:

Favored Class is not tied to Race any more,

every character picks one of their choice, except Half-Elves pick two.
So do Half-Orcs also pick two? That might make me feel better about the changes :-)

Only Half-Elves pick two favored classes. Every other race picks one.

Your God of Knowledge,
Nethys

Scarab Sages

Sean FitzSimon wrote:
What sort of DCs are we looking at for the Acrobatics skills? Is it still difficult to the point of uselessness, or has it been eased up?

Which use of Acrobatics? Tumbling is now done against the CMD of their opponent, for example. Tumbling through a threatened square is against the base CMD, tumbling through an opponent entirely is CMD + 5.

Your God of Knowledge,
Nethys

Paizo Employee Director of Brand Strategy

Nethys wrote:
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

charging is not an attack action. It is a full-round action. An attack action is something you do in addition to a move action which makes up a full round.

Scarab Sages

yoda8myhead wrote:
Nethys wrote:
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

charging is not an attack action. It is a full-round action. An attack action is something you do in addition to a move action which makes up a full round.

If Vital Strike was only intended to be used as part of a Standard Action, I imagine it would have said "as a standard action" instead of "as an attack action". I would argue that anytime you were able to take a single attack you could use Vital Strike instead.

I will agree the text is a bit unclear, since there does not appear to be any such thing as an "Attack Action". There are "Standard Actions" and "Full Round Actions", etc.

Up to the DM in this case I suppose.

Liberty's Edge

Here is a question:

What abilities do Enchantment Spec Wizards Get?
Are you able to select Divination as a prohibited school?


This is awesome stuff, guys. I'm in love with y'all.

Disregarding domain spells, what are the abilities that the following domains get? Is it still 1st/8th, or is it a bit beefed up?

  • Air
  • Animal
  • Charm
  • Plant
  • Travel
  • Trickery
  • Weather

Quite a few, I know. Thanks in advance!

Sczarni

Karui Kage wrote:

If Vital Strike was only intended to be used as part of a Standard Action, I imagine it would have said "as a standard action" instead of "as an attack action". I would argue that anytime you were able to take a single attack you could use Vital Strike instead.

I will agree the text is a bit unclear, since there does not appear to be any such thing as an "Attack Action". There are "Standard Actions" and "Full Round Actions", etc.

Up to the DM in this case I suppose.

Just an FYI here is a snippet from the Iconic Preview #2

Jason Bulmahn wrote:
All of this assumes that Valeros begins his turn adjacent to an enemy. If not, he can charge up and make a single attack with his longsword using both Power Attack and Improved Vital Strike.

Pretty clear they mean it to be used with a charge action.

Scarab Sages

Perram wrote:

Here is a question:

What abilities do Enchantment Spec Wizards Get?
Are you able to select Divination as a prohibited school?

Enchanting Smile. +2 enhancement bonus on Bluff, Diplomacy, and Intimidate. Increases by +1 for every five wizard levels you have, up to a max of +6 at 20th. Also, at 20th level, whenever you succeed on a save against a spell of the enchantment school, that spell is reflected back at its caster as per spell turning.

Dazing Touch. Cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more HD than your wizard level are unaffected. Usable 3 + int mod times per day.

Aura of Despair: 8th level. Emit a 30 foot aura of despair for up to wizard level rounds per day. Enemies within the aura take a -2 penalty on ability checks, attack rolls, damage rolls, saving throws, and skill checks. Rounds do not need be consecutive.

All specialist wizards must select two 'opposition' schools. Divination is acceptable as an opposition school.

Your God of Knowledge,
Nethys


Here is one of my favorite rules changes....

Magic item purchasing has been totally revamped and ultimately much more sane. I'm not going to say much more about it but it is noticeably different... and I like it :D

Scarab Sages

Sean FitzSimon wrote:

This is awesome stuff, guys. I'm in love with y'all.

Disregarding domain spells, what are the abilities that the following domains get? Is it still 1st/8th, or is it a bit beefed up?

  • Air
  • Animal
  • Charm
  • Plant
  • Travel
  • Trickery
  • Weather

Quite a few, I know. Thanks in advance!

All clerics get a 1st level ability usable a number of times per day equal to 3 + wisdom modifier.

Air: 1st: Lightning Arc. 6th: Electricity Resistance.
Animal: 1st: Speak with Animals. 4th: Animal Companion.
Charm: 1st: Dazing Touch. 8th: Charming Smile.
Plant: 1st: Wooden Fist. 6th: Bramble Armor.
Travel: 1st: Agile Feet. 8th: Dimensional Hop.
Trickery: 1st: Copycat. 8th: Master's Illusion.
Weather: 1st: Storm Burst. 8th: Lightning Lord.

In addition, Trickery clerics get Bluff, Disguise, and Stealth as class skills. Travel clerics get +10 base speed.

Your God of Knowledge,
Nethys

Scarab Sages

Dennis da Ogre wrote:

Here is one of my favorite rules changes....

Magic item purchasing has been totally revamped and ultimately much more sane. I'm not going to say much more about it but it is noticeably different... and I like it :D

Holy crap. I just noticed that. I love it!


Nethys wrote:

All clerics get a 1st level ability usable a number of times per day equal to 3 + wisdom modifier.

Air: 1st: Lightning Arc. 6th: Electricity Resistance.
Animal: 1st: Speak with Animals. 4th: Animal Companion.
Charm: 1st: Dazing Touch. 8th: Charming Smile.
Plant: 1st: Wooden Fist. 6th: Bramble Armor.
Travel: 1st: Agile Feet. 8th: Dimensional Hop.
Trickery: 1st: Copycat. 8th: Master's Illusion.
Weather: 1st: Storm Burst. 8th: Lightning Lord.

In addition, Trickery clerics get Bluff, Disguise, and Stealth as class skills. Travel clerics get +10 base speed.

Your God of Knowledge,
Nethys

Thanks! Now, for the Animal domain, is that Animal Companion as per the Ranger?

Scarab Sages

Sean FitzSimon wrote:

Thanks! Now, for the Animal domain, is that Animal Companion as per the Ranger?

Correct. Your effective druid level for this animal companion is equal to your cleric level - 3. Though it does also note that "(Druids who take this ability through their nature bond class feature use their druid level - 3 to determine the abilities of their animal companions)."

Your God of Knowledge,
Nethys


Nethys wrote:
Sean FitzSimon wrote:

Thanks! Now, for the Animal domain, is that Animal Companion as per the Ranger?

Correct. Your effective druid level for this animal companion is equal to your cleric level - 3. Though it does also note that "(Druids who take this ability through their nature bond class feature use their druid level - 3 to determine the abilities of their animal companions)."

Your God of Knowledge,
Nethys

What a sneaky way to gain both features! Except, it might be entirely useless, since the animal domain spells are druid spells and speak with animals is accomplished via wild shape- UNLESS you get a bonus spell as a domain druid. In which case it's freebies for a minor penalty.

Liberty's Edge

Dennis da Ogre wrote:

Here is one of my favorite rules changes....

Magic item purchasing has been totally revamped and ultimately much more sane. I'm not going to say much more about it but it is noticeably different... and I like it :D

Changed in what way, if you don't mind my asking.

Scarab Sages

In essence, you look at the GP limit of the town. If the magic item costs less then it, there is a 75% chance you can find it. Besides that, every town size has a number of minor, medium, and major items you randomly roll up. Just unique things that may be outside the limit that they have.

Liberty's Edge

Ooooh, I like that! Thanks!


Gene wrote:
Dennis da Ogre wrote:

Here is one of my favorite rules changes....

Magic item purchasing has been totally revamped and ultimately much more sane. I'm not going to say much more about it but it is noticeably different... and I like it :D

Changed in what way, if you don't mind my asking.

It is a move away from the idea of wide open magic shops being considered the 'standard setting' while leaving room for folks who want to run their campaigns that way.

Dark Archive

Karui Kage wrote:
In essence, you look at the GP limit of the town. If the magic item costs less then it, there is a 75% chance you can find it. Besides that, every town size has a number of minor, medium, and major items you randomly roll up. Just unique things that may be outside the limit that they have.

Role-playing opportunities (i.e., DM rolls secretly to see if the items available. Merchants don't always tell the truth... ;-)

Dark Archive

How does the Healing skill work in the final edition?

Dark Archive

Do druids now gain any interesting additions to wildshape between levels 12 and 20?


toyrobots wrote:


Will those of you who received copies today

How is that possible? Mine's not even been shipped yet!


Quandary wrote:

Favored Class is not tied to Race any more,

every character picks one of their choice, except Half-Elves pick two.
So do Half-Orcs also pick two? That might make me feel better about the changes :-)

Awesome! I didn't like the way choosing a race steered you toward a particular class and was planning to ignore the favored class rule. Now it sounds like I won't have to.

Although I still fail to see why there needs to be an incentive not to multi-class.


Nethys wrote:
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)

They got rid of Discordant Performance, Song of Freedom, Paralyzing Show and Mass Suggestion? Bummer.

Liberty's Edge

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.

Wait ... are you saying CLEAVE is no longer in the game????

Liberty's Edge

Marc Radle 81 wrote:
Wait ... are you saying CLEAVE is no longer in the game????

I think he just means it's different from the 3.5 version.


Nethys wrote:
Sean FitzSimon wrote:

This is awesome stuff, guys. I'm in love with y'all.

Disregarding domain spells, what are the abilities that the following domains get? Is it still 1st/8th, or is it a bit beefed up?

  • Air
  • Animal
  • Charm
  • Plant
  • Travel
  • Trickery
  • Weather

Quite a few, I know. Thanks in advance!

All clerics get a 1st level ability usable a number of times per day equal to 3 + wisdom modifier.

Air: 1st: Lightning Arc. 6th: Electricity Resistance.
Animal: 1st: Speak with Animals. 4th: Animal Companion.
Charm: 1st: Dazing Touch. 8th: Charming Smile.
Plant: 1st: Wooden Fist. 6th: Bramble Armor.
Travel: 1st: Agile Feet. 8th: Dimensional Hop.
Trickery: 1st: Copycat. 8th: Master's Illusion.
Weather: 1st: Storm Burst. 8th: Lightning Lord.

In addition, Trickery clerics get Bluff, Disguise, and Stealth as class skills. Travel clerics get +10 base speed.

Your God of Knowledge,
Nethys

Don't suppose you could give a brief description of the 1st level Travel domain ability Agile Feet?


Pathfinder Starfinder Society Subscriber

How does BAB work, and are there multiple options. I didn't read the Beta, but looked briefly at the Alpha.

Also, how does armor work?

These were my main issue with 3.5.


KaeYoss wrote:
toyrobots wrote:


Will those of you who received copies today
How is that possible? Mine's not even been shipped yet!

Are you certain about that? I never got a 'final' ship notice, I just got the one that said "Your order will be shipped by Tuesday the 11th" then it showed up.


Jadeite wrote:
Do druids now gain any interesting additions to wildshape between levels 12 and 20?

I'm interested in this one, too.


Have the grapple rules changed any since the beta?


Man, if this were a WotC forum someone would have already broken up the party and laid the banhammer down on everyone posting. God I love you, Paizo. I think I've officially been drawn to fanboy status.


gabesword wrote:
Have the grapple rules changed any since the beta?

Yes, you can get most of the details in the preview posts on the blog, and in the Bonus Bestiary.

Long story short, CMB is the same, but the DC has changed to (basically) enemy's Touch AC + enemy's CMB.


Quandary wrote:
Nethys wrote:
Stephan Essex wrote:
Are the improved and greater vital strikes 3x and 4x damage, respectively?
...Only the weapon dice are multiplied. Bonuses from Strength, enchantments such as Flaming, or other abilities like Sneak Attack are not multiplied.

Well it looks like Monks will work out OK after all, even when they can't Flurry...

...Is there any 'replacement' for Overhand/Backswing?
Or is Power Attack no longer a big Feat chain?

Seriously? The whole OC feat chain no longer exists?

How does deadly aim look?

Did they expand the rangers fighting style feat list options?

Thanks!

Liberty's Edge

tdewitt274 wrote:

How does BAB work, and are there multiple options. I didn't read the Beta, but looked briefly at the Alpha.

Also, how does armor work?

These were my main issue with 3.5.

I think you're going to be disappointed, there's no crazy changes like Armor as DR or Class based AC bonuses like in Star Wars SAGA.


Dennis da Ogre wrote:
KaeYoss wrote:
toyrobots wrote:


Will those of you who received copies today
How is that possible? Mine's not even been shipped yet!
Are you certain about that? I never got a 'final' ship notice, I just got the one that said "Your order will be shipped by Tuesday the 11th" then it showed up.

Oh. No, then I'm not certain. Did the status in your order history ever change from "shipping" to "shipped at (date)"?

If it didn't, I'm a bit more optimistic.

Liberty's Edge

Ugh, I had two other responses but they went kablooie.

Basically, Deadly Aim is as changed as Power Attack is, -1 for +2 damage (PA has +3 for 2h and +1 for offhand though as well) and it goes up every couple of levels.

Bards do get mass suggestion, others got cut, my guess is for space.


Coridan wrote:

Ugh, I had two other responses but they went kablooie.

Basically, Deadly Aim is as changed as Power Attack is, -1 for +2 damage (PA has +3 for 2h and +1 for offhand though as well) and it goes up every couple of levels.

Bards do get mass suggestion, others got cut, my guess is for space.

Thanks!


KaeYoss wrote:
Dennis da Ogre wrote:
KaeYoss wrote:
toyrobots wrote:


Will those of you who received copies today
How is that possible? Mine's not even been shipped yet!
Are you certain about that? I never got a 'final' ship notice, I just got the one that said "Your order will be shipped by Tuesday the 11th" then it showed up.

Oh. No, then I'm not certain. Did the status in your order history ever change from "shipping" to "shipped at (date)"?

If it didn't, I'm a bit more optimistic.

Here's what mine looks like:

"Pathfinder Roleplaying Game Core Rulebook (OGL) Hardcover (subscription copy) Shipping"

Hopefully that eliminates some folks frustrations about this.

My guess is that it's all at the whims of the postal/ UPS.

I think I might switch to UPS before my next order so I can get a tracking number.


So any new Feats on the Power Attack chain now that OH Chop/Backswing are gone?


Dennis da Ogre wrote:


Here's what mine looks like:
"Pathfinder Roleplaying Game Core Rulebook (OGL) Hardcover (subscription copy) Shipping"

Hopefully that eliminates some folks frustrations about this.

It does! Thanks to you, too, for this information. I might just get it soon(ish).


Quandary wrote:
So any new Feats on the Power Attack chain now that OH Chop/Backswing are gone?

? Overhand Chop/Backswing never depended on Power Attack.


hogarth wrote:
Quandary wrote:
So any new Feats on the Power Attack chain now that OH Chop/Backswing are gone?
? Overhand Chop/Backswing never depended on Power Attack.

I'm guessing that the question is more about did they replace the OC feat chain with any thing?

We are just going to switch our games and characters over to core, but both of the fighters have OC. I know I'm wondering what to replace it with.

1 to 50 of 578 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / General Discussion / Reading the Core Rules? Post observations HERE All Messageboards

Want to post a reply? Sign in.