Reading the Core Rules? Post observations HERE


Pathfinder First Edition General Discussion

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Krome wrote:
Yes but that is the Bonus Bestiary definition of the CMB itself. Depending upon how it is worded in the PFRPG, it might still be STRx2 and BABx2... just like it was in the Beta. If it stills says, "Make an attack roll and add your CMB," Then unless they changed the definition of an attack roll you would roll d20+2xSTR+2xBAB. Just like it said to do in Beta...

It says make an attack roll and add your CMB in place of your normal attack bonus. An attack roll is defined as a d20 plus your attack bonus and attack bonus is defined as BAB + STR.

This confuses me, but since I know what was intended I won't be too worked up about it.


The Wraith wrote:

Can anybody provide any info on Counterspell ?

Is it still in the rules ?
Is it still the same (lame) ability than before (ready an action to cast the same spell of the enemy) ?

Please tell me that it has been changed somehow...

I'd like to know as well. I've always liked the idea of counterpselling, too bad it sucked hard in 3.5.

*crosses fingers*


Well, some classes like Sorcerer and Cleric gave you virtually no reason not to PrC. You didn't get anything for staying with the base class except familiar advancement (woopie) and turning advancement (got with PrC half the time anyway).

Strangely, my players didn't go into a lot of PrCs. At one point in time they did but then somewhere along the line they just started picking a class and sticking with it. This is one of the reasons that I think they'll like Pathfinder a lot.

I'm not sure if I'm crazy about the attept to keep players in their base classes by giving them free HP/skill points. Most PrCs are probably under balanced now and my group doesn't abuse them so I'll probably house the extra HP/SkP back in. We'll see. I doubt anyone will PrC for a little while anyway.

EDIT: May not apply towards updated DMG PrCs as they have been balanced for PF.

Lantern Lodge

I'm curious as to the fate of Dimensional Hop from the Travel Domain?


Hey, book arrived today in South Carolina. I just started leafing through the pages.

So far, my favorite piece of artwork is on page 211.

I must say, I'm a little mad that they nerfed the bard's spell "Lullabye".

Congrats to the team--you all created a wonderful, beautiful book that'll do you proud.


DarkWhite wrote:
I'm curious as to the fate of Dimensional Hop from the Travel Domain?

It's the 8th level ability that allows 10ft of teleport per cleric level (as a move action) per day. The cleric must have line of sight to the destination of the teleport. The cleric may bring additional people with him, but each person doubles the 'cost' (so a 20ft teleport while bringing an extra person would cost 40ft of the total teleport distance for the day).


Soullos wrote:
The Wraith wrote:

Can anybody provide any info on Counterspell ?

Is it still in the rules ?
Is it still the same (lame) ability than before (ready an action to cast the same spell of the enemy) ?

Please tell me that it has been changed somehow...

I'd like to know as well. I've always liked the idea of counterpselling, too bad it sucked hard in 3.5.

*crosses fingers*

Unfortunately, this doesn't look much different than 3.5


Zark wrote:

A) Does Paladin get only one smite per day or more as she level up?

B) Spells: Does heroism and good hope still give moral bonus?

Dennis da Ogre or anyone please help me out :-)

Dark Archive

What happened to Leadership?


Zark wrote:
Zark wrote:

A) Does Paladin get only one smite per day or more as she level up?

B) Spells: Does heroism and good hope still give moral bonus?

Dennis da Ogre or anyone please help me out :-)

A) Up to 7 smites per day at high level (and if you missed to preview, a paladin smite bonuses last until the target is dead - awesome stuff).

B) Yes, both still give morale bonuses.


Archade wrote:
What happened to Leadership?

Leadership looks unchanged at first glance except it requires 7th level instead of 6th level (probably because of the different feat progression in PFRPG).

Lantern Lodge

Eric Tillemans wrote:
DarkWhite wrote:
I'm curious as to the fate of Dimensional Hop from the Travel Domain?
It's the 8th level ability that allows 10ft of teleport per cleric level (as a move action) per day. The cleric must have line of sight to the destination of the teleport. The cleric may bring additional people with him, but each person doubles the 'cost' (so a 20ft teleport while bringing an extra person would cost 40ft of the total teleport distance for the day).

Wow, 8th level? It was a first-level ability in the Beta.

I was expecting it to be modified in some way so that it remained a first-level ability.

So, what's the Travel Domain first-level ability now?


Pathfinder Rulebook Subscriber

Did they keep that same druid capstone as beta?


DarkWhite wrote:

Wow, 8th level? It was a first-level ability in the Beta.

I was expecting it to be modified in some way so that it remained a first-level ability.

So, what's the Travel Domain first-level ability now?

+10ft movement rate and ability to ignore difficult terrain a limited number of times per day.


Darkwhite wrote:
So, what's the Travel Domain first-level ability now?

Agile Feet (Su) - As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Does that help?

EDIT: Drat ninja'd.


Dragorine wrote:
Did they keep that same druid capstone as beta?

I don't see a capstone ability for the druid.


The Barbarian Rage powers. Are they once per day, or rage, or constant?. Or do they take Rage points?


Foofer wrote:
The Barbarian Rage powers. Are they once per day, or rage, or constant?. Or do they take Rage points?

Read the preview.

Explains it better than I can.

In fact I see a lot of questions that are better answered in the preview so if people have questions make sure vou've skimmed the previews here first.


I know about the preview. I'm wondering which powers are which.


Eric Tillemans wrote:
Zark wrote:
Zark wrote:

A) Does Paladin get only one smite per day or more as she level up?

B) Spells: Does heroism and good hope still give moral bonus?

Dennis da Ogre or anyone please help me out :-)

A) Up to 7 smites per day at high level (and if you missed to preview, a paladin smite bonuses last until the target is dead - awesome stuff).

B) Yes, both still give morale bonuses.

Edit: Thank you Sir Eric Tillemans. You and Paizo has my morning a very happy morning :-)

Eric Tillemans wrote:

Some items of interest:

- Spiked Chain no longer has reach
- Animated Shields work more like dancing weapons (activate, then it works for 4 rounds, price changed to +2 bonus)
- Armor Training allows fighters in heavy armor to move without penalty by 7th level

Proof Jason listened Animated Shields work more like dancing weapons (activate, then it works for 4 rounds, price changed to +2 bonus

......there is a god after all.
thanx eric for the preview :-)
And Spiked Chain has been nerfed - good


Foofer wrote:
I know about the preview. I'm wondering which powers are which.

Uh, there's 27 powers and I'm way too lazy to list how they all work.


I just want to take this time again to thank those of you who have books and are sharing details.

I'm trying to answer the questions that were already revealed in the Preview blogs and the Bonus Bestiary as best I can, so that you all can keep giving people the goods that are available nowhere else.

Keep up the awesome fan love!


Eric Tillemans wrote:
Dragorine wrote:
Did they keep that same druid capstone as beta?
I don't see a capstone ability for the druid.

It's not really called out but it's in the table. Wild shape becomes "At Will"


Eric Tillemans wrote:
Foofer wrote:
I know about the preview. I'm wondering which powers are which.
Uh, there's 27 powers and I'm way too lazy to list how they all work.

Hehe. That's plenty fair. I'll wait til Thursday.


Eric Tillemans wrote:
DarkWhite wrote:
I'm curious as to the fate of Dimensional Hop from the Travel Domain?
It's the 8th level ability that allows 10ft of teleport per cleric level (as a move action) per day. The cleric must have line of sight to the destination of the teleport. The cleric may bring additional people with him, but each person doubles the 'cost' (so a 20ft teleport while bringing an extra person would cost 40ft of the total teleport distance for the day).

Travel looks great.

Line of sight is just like we houserule.


Seriously, 1 level of Cleric with Travel Domain & Strength or something would be great for a warrior type - Kind of makes the "ignore 5' of difficult terrain" Feats look like a bad deal, though, when you can increase your speed 10' and ignore ALL difficult terrain for 1 round, several times a day.


Race: Gnomes, have they changed or do they still suck?

Clerics: The good domain? Is it like 3.5 or better?


Zark wrote:

Race: Gnomes, have they changed or do they still suck?

Clerics: The good domain? Is it like 3.5 or better?

Not sure what you are looking for with gnomes. No big changes. I think they are decent for bards/ sorcerers. Was really hoping for a little bit more to differenciate them from halflings but oh well.

not sure about the domain off the top.


Dennis da Ogre wrote:
Zark wrote:

Race: Gnomes, have they changed or do they still suck?

Clerics: The good domain? Is it like 3.5 or better?

Not sure what you are looking for with gnomes. No big changes. I think they are decent for bards/ sorcerers. Was really hoping for a little bit more to differenciate them from halflings but oh well.

not sure about the domain off the top.

Me too, Was really hoping for a little bit more to differenciate them from halflings. especially since hafling get +1 to all saves and they get the rest of all the good stuff. IMHO...but oh well.

Anyone else? Clerics: The good domain? What's new?


Something tells me that the forthcoming gnomes book will do plenty in the way of distinguishing them from halflings.

As for me, I think the fact that gnomes start to petrify when they get bored is incentive enough to play them over halflings (who presumably petrify when they get hungry, I'm guessing).


toyrobots wrote:
Something tells me that the forthcoming gnomes book will do plenty in the way of distinguishing them from halflings.

Sounds nice

toyrobots wrote:


As for me, I think the fact that gnomes start to petrify when they get bored is incentive enough to play them over halflings (who presumably petrify when they get hungry, I'm guessing).

?A joke or what?


Zark wrote:


?A joke or what?

I am referencing, or perhaps oversimplifying, the process called "The Bleaching" that affects the gnomes of Golarion in the Pathfinder Chronicles setting... this may be something that is not included in the Pathfinder RPG, because it is setting specific.

However, if cool, different gnomes is something important to you, you should definitely look into the gnomes in Pathfinder Chronicles. They're the only gnomes I have ever thought of as "cool".


Is Overhand Chop still there?

What are the new feats?


Chovesh wrote:
Is Overhand Chop still there?

Sorry, Overhand Chop (and successor feats) is gone. On the other hand, Cleave is like the Beta version, except that it's a standard action.

Random New Feat: Channel Smite (channel energy through a weapon if attacking an undead creature. Requires channel energy class feature, counts as a fighter bonus feat)

Lots of changes, some obvious, others subtle...


Pathfinder Rulebook Subscriber
Dennis da Ogre wrote:
Eric Tillemans wrote:
Dragorine wrote:
Did they keep that same druid capstone as beta?
I don't see a capstone ability for the druid.
It's not really called out but it's in the table. Wild shape becomes "At Will"

thank you both for anwering my question :)


Quote:

Would somebody please be so kind as to provide the list of monk feats (and at what level which feats become available)? Thanks so much :)

Also, do the grapple rules still have the odd little clause that you gain +5 to your grapple attempt if the target has failed its attempt against you in the prior round?

Pretty please? :D


Skullking wrote:

Anybody able to tell me what the powers and spells for the Darkness and Death domains are?

Anybody? Please :)


Eric Tillemans wrote:

Some items of interest:

- Spiked Chain no longer has reach
- Animated Shields work more like dancing weapons (activate, then it works for 4 rounds, price changed to +2 bonus)
- Armor Training allows fighters in heavy armor to move without penalty by 7th level

Spiked Chain doesn't have reach any more? Too bad. So this means there are no more "natural reach" weapons any more (i.e. those that allow you to attack adjacent foes as well)

Animated shields needed that change badly. Good it got fixed.

Hooray for fast fighters!

Dennis da Ogre wrote:


I'm not a big cleric guy but
1) Not really. Channel stops progressing

Wait, what? It doesn't go up all the way to 10d6?


I was just wondering if someone could give an overview of what each of the arcane specialists recieved.

I know someone's already mentioned enchantment and the evocation 1st level power and school ability were mentioned in the preview but I'm also really curious about the 8th level ability of evocation and the conjuration school in general.

Dark Archive

Okay so its now known that the first 2 lvl's of armour mastery remove the speed restrictions of medium and then heavy armour but are there any other affects and what about later lvl's of armour mastery after the first 2?. Also the animal companion rules are they the Beta ones or the ones that were presented on these forums?


KaeYoss wrote:

Spiked Chain doesn't have reach any more? Too bad. So this means there are no more "natural reach" weapons any more (i.e. those that allow you to attack adjacent foes as well)

Well, there are still several in the Campaign Setting (bladed scarf, urumi).

Liberty's Edge

Starfury wrote:
Chovesh wrote:
Is Overhand Chop still there?

Sorry, Overhand Chop (and successor feats) is gone. On the other hand, Cleave is like the Beta version, except that it's a standard action.

Random New Feat: Channel Smite (channel energy through a weapon if attacking an undead creature. Requires channel energy class feature, counts as a fighter bonus feat)

Lots of changes, some obvious, others subtle...

That was actually in the Beta if I'm not mistaken - it was called Turning Smite I think. Cool feat, by the way!

Liberty's Edge

Pathfinder Rulebook Subscriber

Any changes at all to the metamagic feats?


Any changes on Fortification armors? I hope they do,otherwise those new ciritical feats will probably become useless.

Grand Lodge

Pathfinder Adventure Path, Rulebook Subscriber
Starfury wrote:
Chovesh wrote:
Is Overhand Chop still there?

Sorry, Overhand Chop (and successor feats) is gone. On the other hand, Cleave is like the Beta version, except that it's a standard action.

Random New Feat: Channel Smite (channel energy through a weapon if attacking an undead creature. Requires channel energy class feature, counts as a fighter bonus feat)

Lots of changes, some obvious, others subtle...

I wonder what the rational here was?


Did "Lunge" make it? Did it change?


Starfury wrote:


Random New Feat: Channel Smite (channel energy through a weapon if attacking an undead creature. Requires channel energy class feature, counts as a fighter bonus feat)

Not exactly a new feat - it is based on the Turning Smite feat in the Beta.


Kevin Mack wrote:
Okay so its now known that the first 2 lvl's of armour mastery remove the speed restrictions of medium and then heavy armour but are there any other affects and what about later lvl's of armour mastery after the first 2?. Also the animal companion rules are they the Beta ones or the ones that were presented on these forums?

Every level of armor training negates 1 to the armor check penalty and gains +1 to the maximum dexterity in addition to removing the speed restrictions.

The animal companion rules are similar to those presented on the forums. Very clean and nice.


LoreKeeper wrote:
Did "Lunge" make it? Did it change?

Yes. Take a -2 penalty to AC and gain 5' of reach until your next turn. Also nice.

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