Reading the Core Rules? Post observations HERE


Pathfinder First Edition General Discussion

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

The Celestial/Fiendish templates are no trouble at all to add on the fly, as they consist of:

1. Smite Evil/Good 1/day, doing +HD damage to the target if they hit.
2. Various energy resistances based on HD.
3. DR X/magic based on HD.

All these are "single-step" additions, as opposed to a template that increases stats (which might in turn affect AC, hp, attacks, damage, save DCs, saves, skills, and whatever else).

Augment Summoning is a bit more complicated since it does add to stats (+4 Str/Con, +2 natural armor). I'd change the bonus to a straight +2 to hit and damage, 2 hp/HD, and +2 Fort save. That accomplishes 95% of what you'd do with +4 Str/Con (won't change save DCs, and damage is 1 off on single-attack natural weapons and secondary weapons) with 50% of the effort.


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.

Always those false promises ;-P


Quandary wrote:

*ALL* healing spells.

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

All healing spells or all cure spells?

Dark Archive

Pathfinder Roleplaying Game Charter Superscriber
Zark wrote:
Quandary wrote:

*ALL* healing spells.

Channel Energy isn't a *spell*, but yes, everything else essentially.
!Heal On!
All healing spells or all cure spells?

"Cure". So yes to Mass Cure Serious Wounds, no to Mass Heal.


Kvantum wrote:
Zark wrote:
Quandary wrote:

*ALL* healing spells.

Channel Energy isn't a *spell*, but yes, everything else essentially.
!Heal On!
All healing spells or all cure spells?
"Cure". So yes to Mass Cure Serious Wounds, no to Mass Heal.

Unless there was a change from 3.5 to PFRPG, it was my understanding that you couldn't empower Heal, or any other spell without variable effects, since it was 10/level, and not 1d10/level.


Kvantum wrote:
Zark wrote:
Quandary wrote:

*ALL* healing spells.

Channel Energy isn't a *spell*, but yes, everything else essentially.
!Heal On!
All healing spells or all cure spells?
"Cure". So yes to Mass Cure Serious Wounds, no to Mass Heal.

Thanx. I suspected that.

Are most domain spells the same as in 3.x? I'm perticulary interested in the travel domain and the good domain.

Are there any new rogue talents? Anything new with the rogue (that wasn't in the preview)?


Edit: Bard stuff, please :-)

  • Does Inspire Courage still stack with Inspire Greatness?

    Or does Inspire Greatness? still give competence bonus on attack rolls and on Fortitude saves? :-(
    I wonder since Inspire Greatness gave competence in the beta and Jason said they changed Inspire Courage to competence in the final.

  • Have they added extra lines in the skill section of the character sheet for performance?

  • Soothing Performance and Song of Freedom. How do they work in the final.Does a bard have to waste 10 Bardic Performance to use each of them? In the final it was "1 minute of uninterrupted concentration and music" how have they salved it in the final?

  • Are there any (new) bard feats in the final?


  • Zark wrote:
  • Soothing Performance and Song of Freedom. How do they work in the final.Does a bard have to waste 10 Bardic Performance to use each of them? In the final it was "1 minute of uninterrupted concentration and music" how have they salved it in the final?
  • I don't have final - but it doesn't cost 10 Bardic Performances to use Soothing or Freedom; it is just that one bardic performance for them has to be at least 1 minute long before it has an effect.

    Starting a bardic performance is(was?) a standard action, and maintaining may or may not be a standard action too depending on the performance chosen - but maintaining does not cost additional uses of bardic performance.


    LoreKeeper wrote:
    Zark wrote:
  • Soothing Performance and Song of Freedom. How do they work in the final.Does a bard have to waste 10 Bardic Performance to use each of them? In the final it was "1 minute of uninterrupted concentration and music" how have they salved it in the final?
  • I don't have final - but it doesn't cost 10 Bardic Performances to use Soothing or Freedom; it is just that one bardic performance for them has to be at least 1 minute long before it has an effect.

    Starting a bardic performance is(was?) a standard action, and maintaining may or may not be a standard action too depending on the performance chosen - but maintaining does not cost additional uses of bardic performance.

    Oh, you haven't read the preview?

    Now Bards have rounds per day. So 1 minute = 10 rounds = 10 uses.


    Zark wrote:
    LoreKeeper wrote:
    Zark wrote:
  • Soothing Performance and Song of Freedom. How do they work in the final.Does a bard have to waste 10 Bardic Performance to use each of them? In the final it was "1 minute of uninterrupted concentration and music" how have they salved it in the final?
  • I don't have final - but it doesn't cost 10 Bardic Performances to use Soothing or Freedom; it is just that one bardic performance for them has to be at least 1 minute long before it has an effect.

    Starting a bardic performance is(was?) a standard action, and maintaining may or may not be a standard action too depending on the performance chosen - but maintaining does not cost additional uses of bardic performance.

    Oh, you haven't read the preview?

    Now Bards have rounds per day. So 1 minute = 10 rounds = 10 uses.

    Don't quote me on this, but I've got it in my head that Soothing Performance is 3 bardic uses. I've also got a cold, which might be contributing to this "knowledge."


    So again, anyone how have the final in his / her hand. Bard stuff, please :-)

  • Does Inspire Courage still stack with Inspire Greatness?

    Or does Inspire Greatness? still give competence bonus on attack rolls and on Fortitude saves? :-(
    I wonder since Inspire Greatness gave competence in the beta and Jason said they changed Inspire Courage to competence in the final.

  • Have they added extra lines in the skill section of the character sheet for performance?

  • Soothing Performance and Song of Freedom. How do they work in the final.Does a bard have to waste 10 Bardic Performance to use each of them? In the final it was "1 minute of uninterrupted concentration and music" how have they salved it in the final?

  • Are there any (new) bard feats in the final?


  • Monk capstone abilities?

    Scarab Sages

    The paladin preview said something about the spell-casting progression being altered (sped up?) to match the ranger's. As I recall, they used to be the same speed in 3.5. How did that change?

    And I presume Divine Grace is still at 2nd? Divine Bond at 4th or 5th?

    Dark Archive

    Hmmm... I'm not happy about fighters losing their Armor Training bonus to AC; I thought that was one of the best new additions to the game. It made sense thematically and also helped greatly their ability to say alive in melee for more than one or two rounds. Oh well... I'd have rather seen them lose the Weapon Training bonus to attack and damage...

    Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

    Two changes I've noticed in magic so far.

    1) Resiliant Sphere. It can be blasted like a wall of force, it also can no longer be moved. So much for the infamous 'Hamster ball of invulnerability.

    2) The way Dispel magic/greater dispel etc. work, Dispelling buffer is easily ported to Pathfinder. Also Disjunction temporarily disrupts magic items, but you have to specifically target an item to disjoin it for good.


    Matthew Morris wrote:
    1) Resiliant Sphere. It can be blasted like a wall of force, it also can no longer be moved.

    [whine]But..but..but..it can't be moved relative to what? The rotation of the earth? The rotation of the solar system around the galaxy? What if I cast it on board a moving ship? Scientists demand answers!!![/whine]

    ;-)

    Grand Lodge

    Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
    Dennis da Ogre wrote:


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

    Having summoned my share of Hyppogriffs (and 1d3 of them one spell level higher) I can understand why. They were simply that good.


    joela wrote:
    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.

    Kidding about.

    That would be a pretty stupid thing to throw a tantrum over.

    Liberty's Edge

    Asgetrion wrote:
    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).

    Pretty much it's the first power that's total suck. It's wasting a standard action, by the time it gets any good (maybe level 10 or so) you've got plenty of cleric spells you could better spend the action casting.

    Now if it was a swift action, it would be nifty and on par with some of the other domains.


    LazarX wrote:
    Having summoned my share of Hyppogriffs (and 1d3 of them one spell level higher) I can understand why. They were simply that good.

    Yeah, those hippies were pretty good at a lot of things for being a second level summons. I'm surprised they didn't move up to third though.

    PRD (Pathfinder Reference Doc) and PDF are online in 93 minutes... your waiting is almost at an end!!

    Dark Archive

    Even with the PRD up, no reason we can't keep noticing changes.

    I downloaded and read my book last night, and saw a couple of neat things.

    First, I saw that Jason used some of our group's suggestions in the final rules almost verbatim - thanks, Jason!

    In equipment, sai says it gives a +2 to sunder attempts -- I'm pretty sure that's a typo, and should be disarm.

    Nice change to Protection from Evil! Now if you cast it on someone charmed/dominated/etc, it doesn't automatically win, it just grants them a new save at +2. That makes sense, so a 1st level spell doesn't automatically trump a 5th level spell in place.

    Detect magic now has an ultimate duration, not just concentration forever.

    Reincarnate still looks like the can of worms -- what if you get reincarnated into a bugbear, with racial hit dice and no more level adjustment?

    Wish got fixed - yay!

    I think Diplomacy changed, becoming a DC for their current disposition, plus their Charisma modifier. Convincing angry dragons not to eat you is now officially harder.

    Identifying magic items is now back with Spellcraft! Although Appraisers can still tell if an item is magic.

    Looking good ... can't wait for our Beta campaign to finish in the next week or two, and get going on our new Pathfinder game!


    Archade wrote:
    In equipment, sai says it gives a +2 to sunder attempts -- I'm pretty sure that's a typo, and should be disarm.

    Actually, I thought that meant it was supposed to give +2 on sunder AND disarm attempts (note that it has the "disarm" quality as well), like a sword-breaker.

    One thing I noticed:
    Dragon disciples lose casting at levels 1/5/9 instead of 2/5/8; I think that was a good change.

    Dark Archive

    I saw another fix! A 10 foot ladder is 2 sp, and a 10 foot pole is now 5 cp. No more get rich quick schemes for Xuttah any more! :)

    Sovereign Court

    It seems casting a spell that requires a ranged touch attack now provokes an AoO... I don't get that? What's the difference between a ray and a targeted spell when you're threatened???

    In 3.5 you provoked for the standard or full round "ranged attack" action and you provoked for the "cast a spell" action. However if you Cast Defensively and succeeded your spell went off without a hitch, whether that was an area effect like Fireball, a targeted spell like Inflict Light Wounds, or a effect spell that required a ranged touch attack like Ray of Enfeeblement.

    --Vrocket Launcher Tag!

    RPG Superstar Season 9 Top 4, RPG Superstar 2015 Top 32

    I've only read the first few chapters so far, but there are a few things I really like in the races chapter:

    -Elves that sleep. As a player, I felt that sleepless elves seemed a touch too alien to me. As a GM, I like to use dream sequences and midnight ambushes, which are now more viable.

    -Gnomes that can now speak with any animal, using their character level as caster level. I like gnomes talking to animals, and the 1 minute duration and limit to burrowing mammals was a minor peeve of mine.

    -Halflings with bare feet. It's been a long time.

    -Half-orcs that don't totally suck.

    All of these are very minor, nitpicky details, but they're things that I like that come as pleasant surprises in a game that I already had high expectations for.

    Scarab Sages

    Something new I spotted, modest but interesting:

    Another new means to generate ability scores! The Dice Pool!

    From the PRD: "Each character has a pool of 24d6 to assign to his statistics. Before the dice are rolled, the player selects the number of dice to roll for each score, with a minimum of 3d6 for each ability. Once the dice have been assigned, the player rolls each group and totals the result of the three highest dice..."

    This a has a really nice organic feel to abilty generation -- we all love to play with dice, eh? :-D


    hogarth wrote:
    Matthew Morris wrote:
    1) Resiliant Sphere. It can be blasted like a wall of force, it also can no longer be moved.

    [whine]But..but..but..it can't be moved relative to what? The rotation of the earth? The rotation of the solar system around the galaxy? What if I cast it on board a moving ship? Scientists demand answers!!![/whine]

    ;-)

    Note the new feat "smite scientist" that everyone gets as a free bonus feat. It deals the target's IQ in damage.

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