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StabbittyDoom wrote:Kierato wrote:How many tankards of ale are there in a gallon of ale (2 sp)?Better question: How long does it take before you're too drunk off yer arse to do anything?
A tankard is roughly the size of a really big cup, so probably at least 2-4 from a gallon.I imagine that the drinking rules from the Gamemaster Guide will be useful there.
Speaking of the Gamemaster Guide, considering how many weaker combat archetypes received massive buffs in the APG that everyone with those builds will want to take, it's a bit sad that it essentially obsoletes those nice NPC blocks in the back of the GMG (or at least requires a good amount of retooling--which is more of an issue for my fellow GMs than it is for me, since one of my few talents at GMing is that I'm fast at retooling).
Hey, they're NPCs. They don't get to have nice things... :)
Amusingly, I think I was doing the stat blocks mostly in November and started doing APG stuff in December, but there was probably some overlap in there. Of course, you never know when you're turning stuff over for sure what's going to stay and what's going to go.
The GMG stat blocks are designed to be wholly vanilla, 100% core. That's why they're all human, and they are almost universally neutral or partly neutral (a few exceptions for paladins, etc.). They were absolutely not designed to be total min-max machines.
In fact, one quirky personal design goal was to use every single feat in the Core Rules somewhere in the stat blocks, with the exception of a handful that were too high-level for any of the NPCs to qualify. And I did.
Though some of those might have been in the 28 stat blocks that didn't make it on accounta the beyootieful artwork you see in that section.
Anyway, the GMG stat blocks still work great for what they were designed for: to show a wide spread of different kinds of characters and give you ready made, out of the box typical NPCs for those roles. Your PCs have more choices and will be a just a bit shinier than those NPC guys.
As they should be.

DM Wellard |

There are a number of new witch spells with interesting names. I have a shiny, red apple to offer the first person who will share with this poor old woman the descriptions of some of these lower level spells. It's delicious. I promise!
My concern is that the PF Witch now seemsto be moving towards the evil side of the spectrum..removing beneficent spells and adding ones that sound as if they are only suitable for evil doing makes me doubt the classes viability for society play.
The requirement to have an actual Hag before you can form a coven reinforces the Witchcraft is evil stereotype that I had hoped we had got away from.

Zurai |

Zurai wrote:Anyone mind doing a quick summary of the Dwarf alternate racial traits? We're doing an all-Dwarf Kingmaker game, so there's 5 people interested in that one :pAncient Enmity: You hate elves instead of other things you used to hate
Craftsman: bonus on crafting and professioning with stone and metal instead of Greed
Deep Warrior: You like to dodge aberrations and, more bizarrely, to wrestle with them as well instead of dodging giants.
Lorekeeper: Here's a good one for some of the more Int-based kingdom roles in kingmaker, in flavour at least. The mechanics are just a bonus to Know: History about dwarves and their foes instead of Greed
Magic Resistant: Instead of Hardy, get minor SR, but take -2 to concentration.
Relentless: You like running things over instead of avoiding the same being done to you, thus losing Stability to get CMB bonuses for Overrun and Bull Rush
Stonesinger: +1 caster level on stone and earth stuff, but no stonecunning
Stubborn: +2 to resist charms and compulsions, and an extra save one round later like slippery mind instead of Hardy
Thanks!

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I will happily give assorted body parts to anyone who spills a few details on the Magician archetype.
They aren't MY body parts, mind you, but they're still fresh and tasty.
The magician can use bardic performances to increase caster levels, counterspell and cast metamagic spells quickly. The archetype gains bonuses to skills related to magic, improved counterspelling, limited access to spells not on the bard spell list, arcane bond, and a mastery of wands.

DankeSean RPG Superstar 2010 Top 32, 2011 Top 4 |

DankeSean wrote:I will happily give assorted body parts to anyone who spills a few details on the Magician archetype.
They aren't MY body parts, mind you, but they're still fresh and tasty.
The magician can use bardic performances to increase caster levels, counterspell and cast metamagic spells quickly. The archetype gains bonuses to skills related to magic, improved counterspelling, limited access to spells not on the bard spell list, arcane bond, and a mastery of wands.
Thanks! Have a spleen.
Interesting. I'd assumed it was a sleight-of-hand based archetype; instead the use of the word magic is quite literal. Not quite what I was excited over, but still sounds fun.

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Robert Hawkshaw wrote:DankeSean wrote:I will happily give assorted body parts to anyone who spills a few details on the Magician archetype.
They aren't MY body parts, mind you, but they're still fresh and tasty.
The magician can use bardic performances to increase caster levels, counterspell and cast metamagic spells quickly. The archetype gains bonuses to skills related to magic, improved counterspelling, limited access to spells not on the bard spell list, arcane bond, and a mastery of wands.
Thanks! Have a spleen.
Interesting. I'd assumed it was a sleight-of-hand based archetype; instead the use of the word magic is quite literal. Not quite what I was excited over, but still sounds fun.
When you get your copy you might want to check out the street performer archetype - that one has bonuses to bluff and sleight of hand and performances for hiding and avoiding attacks and dirty tricks / pranks to put status effects on enemies

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"Please I'd like some more info on the swashbuckler variant." *holds out bowl in badly acted oliver twist voice*
Swashbuckler is a rogue archetype - the rogue archetypes are not as complicated as say the bard or the monks. Instead of complex archetypes there are a passle of brand new rogue talents for you to use to realize your character concept.
The swashbuckler gets bonuses to acrobatics, saves against fear, some martial weapon training and the ability to take the combat feat trick more than once. It also comes with some suggested rogue talents.

DankeSean RPG Superstar 2010 Top 32, 2011 Top 4 |

DankeSean wrote:When you get your copy you might want to check out the street performer archetype - that one has bonuses to bluff and sleight of hand and performances for hiding and avoiding attacks and dirty tricks / pranks to put status effects on enemiesThanks! Have a spleen.
Interesting. I'd assumed it was a sleight-of-hand based archetype; instead the use of the word magic is quite literal. Not quite what I was excited over, but still sounds fun.
Ooohh, yeah, that's what I was hoping for, sounds like. Actually recall being excited about the possibility behind that archetype name too, but got glossed over in the time since. Thanks again!

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My concern is that the PF Witch now seemsto be moving towards the evil side of the spectrum..removing beneficent spells and adding ones that sound as if they are only suitable for evil doing makes me doubt the classes viability for society play.The requirement to have an actual Hag before you can form a coven reinforces the Witchcraft is evil stereotype that I had hoped we had got away from.
You can still do the Aid Another action to give other Coven-witches a +1 to Caster Level, you just need an actual Hag to have an actual Hag's Coven.
There are a number of new witch spells with interesting names. I have a shiny, red apple to offer the first person who will share with this poor old woman the descriptions of some of these lower level spells. It's delicious. I promise!
Ill Omen is spell only Witches get. It hits people with the "roll twice, take lower result" penalty, but the twist is the spell has no save to resist. Instead, if the target knows what the spell is and does (possibly via spellcraft or knowledge checks), they can negate the reroll by burning a move action to say a little prayer or good luck charm.
Any specific spells you wanted to hear about?

Abraham spalding |

[
Ill Omen is spell only Witches get. It hits people with the "roll twice, take lower result" penalty, but the twist is the spell has no save to resist. Instead, if the target knows what the spell is and does (possibly via spellcraft or knowledge checks), they can negate the reroll by burning a move action to say a little prayer or good luck charm.Any specific spells you wanted to hear about?
What level is Ill Omen? Sounds like a great spell in theory that ends up turning into nothing once the DM reads it "Oh this NPC/monster knows about that spell too."

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Benchak the Nightstalker wrote:What level is Ill Omen? Sounds like a great spell in theory that ends up turning into nothing once the DM reads it "Oh this NPC/monster knows about that spell too."[
Ill Omen is spell only Witches get. It hits people with the "roll twice, take lower result" penalty, but the twist is the spell has no save to resist. Instead, if the target knows what the spell is and does (possibly via spellcraft or knowledge checks), they can negate the reroll by burning a move action to say a little prayer or good luck charm.Any specific spells you wanted to hear about?
First, and it scales up as you level by affecting additional checks (up to 5). So while an NPC could conceivable negate all the rerolls, they're still burning up their move action each round doing so (which means no full attack)

havoc xiii |

havoc xiii wrote:"Please I'd like some more info on the swashbuckler variant." *holds out bowl in badly acted oliver twist voice*Swashbuckler is a rogue archetype - the rogue archetypes are not as complicated as say the bard or the monks. Instead of complex archetypes there are a passle of brand new rogue talents for you to use to realize your character concept.
The swashbuckler gets bonuses to acrobatics, saves against fear, some martial weapon training and the ability to take the combat feat trick more than once. It also comes with some suggested rogue talents.
Thanks so it is just a more combat oriented rogue I can live with that. Now I need to buy the APG and make my rakish character again.

MinstrelintheGallery |

Robert Hawkshaw wrote:Thanks so it is just a more combat oriented rogue I can live with that. Now I need to buy the APG and make my rakish character again.havoc xiii wrote:"Please I'd like some more info on the swashbuckler variant." *holds out bowl in badly acted oliver twist voice*Swashbuckler is a rogue archetype - the rogue archetypes are not as complicated as say the bard or the monks. Instead of complex archetypes there are a passle of brand new rogue talents for you to use to realize your character concept.
The swashbuckler gets bonuses to acrobatics, saves against fear, some martial weapon training and the ability to take the combat feat trick more than once. It also comes with some suggested rogue talents.
Speaking of Rakish characters, what is the rake archetype for the rogue like?

c873788 |

Any specific spells you wanted to hear about?
Thanks to you Benchak the Nightstalker. (Offers up shiny red apple).
Before you take a bite, I would greatly appreciate hearing a bit about the following witch spells:
lvl 1 - Dancing Lantern
lvl 2 - Vomit Swarm, Fester, Feast of Ashes, Pox Pustules

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Actually, I'm curious about any alternate features for the APG classes. It doesn't strike me as efficient to offer alternate features for the core and not dole them out for the ones included in the book.
Anything for Inquisitors?
It's already been said there's no alternate features for APG Classes, unfortunately. Extremely disappointing, along with lack of feat support for Summoners (and, I assume, other APG classes as well).
Other than those, though, this thread is making me want to buy the PDF more and more :D
(And yes, meant to alliterate up there: I'm just so excited!)

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seekerofshadowlight wrote:We know the Skirmisher is spell less and he traded them in for tricks of sometype.Awesome thanks, and the Infiltrator?
The "tricks" of the skirmisher are mostly circumstantial bonuses to combat and movement with some healing and minor buffing.
The Infiltrator takes on certain characteristics or abilities of his favored enemy/enemies.

ItoSaithWebb |

and yet another tease but then again this is a major preview for the Bestiary II
Replacement Power: The following granted power
replaces the scythe of evil power of the Evil domain.
Daemons are a race of neutral evil outsiders (see Pathfinder
Bestiary II).
Daemons were always so cool and I never got to play against them or use them in a campaign back when I played AD&D. I am so glad that they are coming back cause I don't recall ever seeing them in the 3.X monster manuals, I could be wrong however.

Zurai |

Daemons were always so cool and I never got to play against them or use them in a campaign back when I played AD&D. I am so glad that they are coming back cause I don't recall ever seeing them in the 3.X monster manuals, I could be wrong however.
Daemons were called yugoloths in 3rd edition.

AlQahir |

AlQahir wrote:seekerofshadowlight wrote:We know the Skirmisher is spell less and he traded them in for tricks of sometype.Awesome thanks, and the Infiltrator?The "tricks" of the skirmisher are mostly circumstantial bonuses to combat and movement with some healing and minor buffing.
The Infiltrator takes on certain characteristics or abilities of his favored enemy/enemies.
Thank you!
How about the TWF fighter? How does he differ from a regular fighter following that feat tree?
Any clues on the Bard- Magician?

ItoSaithWebb |

ItoSaithWebb wrote:Daemons were always so cool and I never got to play against them or use them in a campaign back when I played AD&D. I am so glad that they are coming back cause I don't recall ever seeing them in the 3.X monster manuals, I could be wrong however.Daemons were called yugoloths in 3rd edition.
OH ya that is right. Well I am glad they are going back to the original name then. Not just because it sounds cooler to me but also because it is classic Greek stuff.

AlQahir |

Just as a run down, and in case I missed anything:
Ranger-
Beast Master- can have multiple pets, larger pet selection, and eventually drops the -3
Guide- ??
Horse Lord- guessing this is a ranger who gets mounted combat feats, and a horse for an animal companion
Infiltrator- Ranger takes on aspects of his favored enemies
Shapeshifter- Can shift into animal forms, but is not like beast shape x
Skirmisher- spelless ranger that gets tricks, buffs, and heals
Spirit Ranger- ??
Urban Ranger- ??

ItoSaithWebb |

I would like to point out that originally Daemon meant spirit (Not inherently good or evil). It was Christianity that made it into "demon" and made them evil (they were of a different religion, after all).
This is very true, but also a good number of those spirits were very evil. I read up on that stuff a lot.

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Do Summoners get higher level Summoner spells
Yes. The Summoner's spell list has been greatly changed from the final version of the playtest. The Summoner gains access to many spells earlier and gains powerful spells in his 6th-level list. He also loses several spells at varied levels to make some room. Most notably, he loses Summon Monster III and VI but gains Summon Monster VII and likely IX (typo gives Summon Monster IV as part of his 6-th level list).
As opposed to the Witch who loses many nice spells from her base list and gains only one :'(
Edit : The Summoner's spell list has in fact reverted back to its original version in the first playtest pdf

Ice Titan |

As I'm still waiting for the pdf can anyone tell me if the 'Mobile fighter' and 'two weapon fighter' archetypes are usable together?
None of the fighter archetypes can be used together. They all augment either bravery, weapon training or armor training, so none can be used together.

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Detective Bard is the answer to the Sherlock Holmes style character. We had an Eberron campaign where one of my players made a character named 'Sherlock Gnome', and that character needs to resurface at some point as a Detective Bard. They have performance abilities where they essentially give their long monologue about their deductive process and it forces the criminal to blurt out their guilt if they fail a will save, just like in the old detective stories. They also gain some investigative bonuses to appropriate skills, and replace inspire courage with the ability to aid such skills for the whole team.
Cool, That sounds a lot like the prestige class I drafted up for detective in my Mistfinder project.
Can't wait to get my hands on the book. :)

AlQahir |

DM Wellard wrote:As I'm still waiting for the pdf can anyone tell me if the 'Mobile fighter' and 'two weapon fighter' archetypes are usable together?None of the fighter archetypes can be used together. They all augment either bravery, weapon training or armor training, so none can be used together.
What are the Mobile Fighter and Two Weapon Fighter modifications?

Eben TheQuiet |

What are the Mobile Fighter and Two Weapon Fighter modifications?
Not sure about the Mobile fighter, but the two weapon fighter lets you use your weapon training to focus more on the efficient use of two weapons... granting the scaling bonus to attack and damage of Weapon Training on any weapons you're dual-wielding... regardless of weapon type. There is also a feature that allows you to fight with two one-handed weapons as if you had a light weapon in your off-hand. There might be more, but I forget.
Now, some turn-about... what about Aspect of the Beast and Rending Claws feats? Can I get a brief preview of those? (a tentative character build hinges on them)

Xum |

Zurai wrote:OH ya that is right. Well I am glad they are going back to the original name then. Not just because it sounds cooler to me but also because it is classic Greek stuff.ItoSaithWebb wrote:Daemons were always so cool and I never got to play against them or use them in a campaign back when I played AD&D. I am so glad that they are coming back cause I don't recall ever seeing them in the 3.X monster manuals, I could be wrong however.Daemons were called yugoloths in 3rd edition.
Hummm... Yuguloths is the original name. But for the record, that is a RACE of Daemons, natural denizens of NE lower planes, and although they are the majority, they are not the only ones that exist.

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I would greatly appreciate hearing a bit about the following witch spells:
Dancing Lantern - Animates an actual lantern, which floats around and follows you, providing a hands-free light source.
Vomit Swarm - Lets you spit up a swarm of spiders.
Fester - Gives the target spell resistance vs. healing.
Feast of Ashes - The target is cursed, and becomes desperately hungry. No matter how much he eats, he can gain no nourishment or satisfaction. The target will eventually starve to death if he does not get the curse removed before then. There is a "sister" spell called cup of dust that has a similar effect pertaining to thirst, not hunger.
Pox Pustules - Target is sickened and takes a penalty to Dex. Each turn, it can take a move action to scratch the pustules, reducing the penalties imposed by the spell for that round.

Lathiira |

ItoSaithWebb wrote:Hummm... Yuguloths is the original name. But for the record, that is a RACE of Daemons, natural denizens of NE lower planes, and although they are the majority, they are not the only ones that exist.Zurai wrote:OH ya that is right. Well I am glad they are going back to the original name then. Not just because it sounds cooler to me but also because it is classic Greek stuff.ItoSaithWebb wrote:Daemons were always so cool and I never got to play against them or use them in a campaign back when I played AD&D. I am so glad that they are coming back cause I don't recall ever seeing them in the 3.X monster manuals, I could be wrong however.Daemons were called yugoloths in 3rd edition.
Daemons date to 1E; yugoloths, 2E. But they were cooler in 2E than 1E;)

Ice Titan |

Ice Titan wrote:What are the Mobile Fighter and Two Weapon Fighter modifications?DM Wellard wrote:As I'm still waiting for the pdf can anyone tell me if the 'Mobile fighter' and 'two weapon fighter' archetypes are usable together?None of the fighter archetypes can be used together. They all augment either bravery, weapon training or armor training, so none can be used together.
Mobile fighter uses up bravery, armor training 3 and 4 and weapon mastery.
One of the better fighter archetypes, in my opinion, since you still retain the mobility and ability to tumble in full plate and the bonuses on multiple weapon types.
TWF gives up all weapon trainings, all armor trainings and armor mastery.

MinstrelintheGallery |

Xum wrote:Daemons date to 1E; yugoloths, 2E. But they were cooler in 2E than 1E;)ItoSaithWebb wrote:Hummm... Yuguloths is the original name. But for the record, that is a RACE of Daemons, natural denizens of NE lower planes, and although they are the majority, they are not the only ones that exist.Zurai wrote:OH ya that is right. Well I am glad they are going back to the original name then. Not just because it sounds cooler to me but also because it is classic Greek stuff.ItoSaithWebb wrote:Daemons were always so cool and I never got to play against them or use them in a campaign back when I played AD&D. I am so glad that they are coming back cause I don't recall ever seeing them in the 3.X monster manuals, I could be wrong however.Daemons were called yugoloths in 3rd edition.
In fact the term yugoloth came about when TSR tried to remove all religious (or at least christian) references from the game. That also gave us the terms tanar'ri and baatezu, and angels were called aasimon. I really wonder why they kept yugoloth...
Anyway, what is the infiltrater ranger about?

ItoSaithWebb |

Daemons date to 1E; yugoloths, 2E. But they were cooler in 2E than 1E;)
Ya you know the way editions are named has always been so confusing. Anyways, ya 2nd edition is when they started coming about. Actually I think this might have do to planescape and the bloodwar or vice versa because I am not sure which showed up first.
Still glad they are being called the original race though.