Compiled APG spoiler thread


Product Discussion

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Shadow Lodge

Scipion del Ferro wrote:
Benchak the Nightstalker wrote:
There are some fun non-evocation spells on the elementalist list--Earth for example gets all the new Create Pit spells.
Which, interestingly enough, does not even need earth.

Maybe the it's a extra dimensional gate to a random pit on the elemental plane of earth.

Shadow Lodge Contributor, RPG Superstar 2010 Top 8

doubleplusgood wrote:


i'm curious about burning gaze, hidden speech and perceive cues. could you please tell us what they do?

Burning Gaze lasts for a round per level, and each round as a standard action you can direct your burning gaze at someone or something to deal 1d6 damage and potentially catch them and their stuff aflame. Doesn't actually give you a Gaze attack though, so no risk of catching your friends on fire.

Hidden Speech gives you and a few of your friends a +10 bonus to Bluff to send secret messages.

Perceive Cues gives you a +5 bonus to Perception and Sense Motive.

EDIT: I also noticed I missed a spell list change - Witch lost Stoneskin at 4th level.


Ok here is a question. What if you have a wizard who takes Elemental Spell (Metamagic) and applies this to Magic Missile. Normally magic missile does not have saving throw mainly I think because it is force damage. However let's say you change the spell to do acid damage instead would magic missile then have a saving throw or would it not and thus you have an acid dealing spell that has no saving throw?


are there any new feats that require power attack or high Str?

Dark Archive

Pathfinder Roleplaying Game Charter Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
northbrb wrote:
are there any new feats that require power attack or high Str?

Several. There's a series of feats called "XXX Assault", where XXX is some sort of status ailment or bleeding damage. You take a -5 penalty to hit and you inflict a given status ailment or some bleeding damage with every successful attack that round. Pre-reqs for the whole series are Power Attack, some level of Strength, and a BAB level that varies with the effect of the feat.

There's also Furious Focus, which lets you ignore the Power Attack penalty for the first attack you make in a given round.


nice, thank you for replying.

are there any new feats based around fighting spell casters like disruptive in the advanced players guide?

Dark Archive

Pathfinder Roleplaying Game Charter Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

How's about a feat that lets you make AoOs against teleporting targets? With Disruptive and Spellbreaker as Prereqs?


thank you very much, that looks awesome

RPG Superstar 2011 Top 4

Kvantum wrote:
How's about a feat that lets you make AoOs against teleporting targets? With Disruptive and Spellbreaker as Prereqs?

You mean like.

Teleport Tactician (Combat):

You are highly alert for enemies using teleportation to
approach you or f lee from you.
Prerequisites: Combat Reflexes, Disruptive, Spellbreaker.
Benefit: Any creature using a teleportation effect to
enter or leave a square threatened by you provokes an
attack of opportunity, even if casting defensively or using
a supernatural ability.

Dark Archive

Pathfinder Roleplaying Game Charter Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Scipion del Ferro wrote:
Kvantum wrote:
How's about a feat that lets you make AoOs against teleporting targets? With Disruptive and Spellbreaker as Prereqs?

You mean like.

** spoiler omitted **

That would be the one, just trying to not post the entirety of the APG in this thread.


ok, one more question, are there any feats that are based on using a two handed weapon or are better when using two handed weapons?

RPG Superstar 2011 Top 4

Kvantum wrote:
That would be the one, just trying to not post the entirety of the APG in this thread.

Oops, thought you where asking for a feat like that, not hinting at it :P

There's a feat which let's you reduce your damage by half but gain a shield bonus for the round using a two-handed weapon. That's really it. Two-handed Fighter archtype got all the goodies for that kind of weapon.

Liberty's Edge

Typelouder wrote:
Captain Sir Hexen Ineptus wrote:
Typelouder wrote:


In every game I have played, The barbarian takes more damage then any other melee character due to usually not wearing a shield to take advantage of the huge strength and less access to heavier armor... abilities to mitigate damage like a DR or turning damage to subdual is awesome. I have always liked the crusader from book of 9 swords...I felt that the barbarian always thrived off of damage and the ability to do more damage from the amount you take works with it.
Barbarians also lack in the area of AC due to the lack of a heavy armor proficiency, and that they lose their speed boost while wearing such armors. This causes them to require a higher dex than a fighter, while the standard DR and extra hit points don't seem to complicate enough for this lose of AC.
exactly. I think they should get DR faster then the current progression. Or the class ability to turn some of that to sub dual damage... like 5 a round or 10 depending on progression. The ability to better mitigate damage would be balanced out by the fact they are hit more often then a fighter.

How then, would you balance out the fact that the Barbarian is quite a bit faster than the full-plate wearing fighter ?

Even Armor Mastery does not help the fighter overcome his low speed when in Heavy Armor, while the Barbarian begins with a 10' permanent speed boost at 1st level. Heck, even the Monk does not get such a starting speed.

Shadow Lodge

Any word on how/how much the Inquisitor's Judgment has changed?

At the last Society game I was at, they were saying that the beta version has been completely replaced with a different mechanic for simplicity.

For me, I hope this isn't the case, as I thought it was a unique and fun mechanic, and made the class different from everything else with a fixed bonus (ie the Paladin's Smite or Cavalier's Challenge).

Dark Archive

Pathfinder Roleplaying Game Charter Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
ValmarTheMad wrote:


Any word on how/how much the Inquisitor's Judgment has changed?

At the last Society game I was at, they were saying that the beta version has been completely replaced with a different mechanic for simplicity.

For me, I hope this isn't the case, as I thought it was a unique and fun mechanic, and made the class different from everything else with a fixed bonus (ie the Paladin's Smite or Cavalier's Challenge).

Interesting, yes, but difficult to keep track of during play, so the bonuses now improve at one rate or another based on class level. (Destruction, for example, is now a +1 sacred bonus to damage, + 1 per 3 additional class levels.)


Joe Wells wrote:
Black Dow wrote:
I've picked up tit-bits on the boards and feedback from Paizo staff in other threads regards the sample traits that the APG presents... anyone care to give me a lowdown on them?

Some that don't appear in the Character Traits Web Enhancement:

Campaign:
Favored Son / Daughter- Gain a local ally who is upstanding and well-respected
Black Sheep- Gain a local ally who is somewhat less upstanding and respected
Outlander- Choose from Lore Seeker, Exile, or Missionary

Race:
Dwarf: Goldsniffer, Tunnel Fighter
Elf: Forlorn, Warrior of Old

etc...

Edit-
Also, each religion gets a single trait. There are sample Regional traits that are tied to a generic region type like desert, mountain, urban, etc.

Cheers Joe - much appreciated... another few reasons why the APG is looking like a must have! Though it'll probably be 2011 before it reaches the wilds of Scotland lol... thank paizo for pdfs!


IIRC, there was a "Life" subschool mentioned for Wizards, which was associated with Necromancy.. How complimentary would that be with a cleric's abilities?

Liberty's Edge

Unless I'm missing something, I haven't seen anything to help out dex based fighters. All these different archtypes and nothing?

Someone please tell me I'm wrong. I already understand there's no dex to damage feat (disappointed beyond words as scimitar is now still the best single handed swashbuckling/duelist weapon ... ) but isn't there something out there for the dex fighters?

... anything?

Also, curious, but are any monks non lawful now?

I want to make a fighter type that doesn't wear armor and monk's the best chance since the Duelist's Elaborate Defense was beaten to death in favor of light armor.


Intensified Spell (Metamagic)

Wow all I can say is just wow.

7d4+7 Magic Missile Spell as a 2nd level spell.

20d6 Flame Strikes as a 5th level druid spell.

15d6 Fireball spell as a 4th level spell.

25d6 Delayed Fireball Spell as a 8th level spell

20d6 Cone of Cold spell as a 6th level spell.

These are just some of the examples if I read the feat right.


Last I heard about Intensified Spell, that doesn't sound right...


Cartigan wrote:
Last I heard about Intensified Spell, that doesn't sound right...
Quote:

Your spells can go beyond several normal limitations.

Benefit: An intensified spell increases the maximum
number of damage dice by 5 levels. You must actually
have sufficient caster levels to surpass the maximum in
order to benefit from this feat. No other variables of the
spell are affected, and spells that inflict damage that is
not modified by caster level are not affected by this feat.
An intensified spell uses up a spell slot one level higher
than the spell’s actual level.


Are there any new Druid alternative abilities that make them more focused casters, or even better casters? (Thanks for the Wiz updates!)


The black raven wrote:


Even Armor Mastery does not help the fighter overcome his low speed when in Heavy Armor, while the Barbarian begins with a 10' permanent speed boost at 1st level.

Eh?

Quote:
In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.

Also, barbarians take penalties to speed when wearing anything heavier than light armor, like anyone else. If he wears heavy armor, he loses fast movement in adition to the usual speed reduction.


I'm pretty sure that Intensified Spell just means that a 14th level wizard can cast a 14d6 Fireball as a 4th level spell with the feat rather than being capped at 10d6 using it as a 3rd level spell.

EDIT: I don't think it's necessarily overpowered but it makes for quite an interesting mechanic. For the example of Fireball, a 15th level wizard gains 5d6 damage while an 11th level wizard gains just 1d6. It also means that for a 15th level wizard Intensified Spell is strictly better than Empower Spell when applied to Fireball.


ItoSaithWebb wrote:

Intensified Spell (Metamagic)

Wow all I can say is just wow.

7d4+7 Magic Missile Spell as a 2nd level spell.

20d6 Flame Strikes as a 5th level druid spell.

etc.

Where as I'm mostly excited to see 10d4 burning hands as a 2nd level spell & 10d6 shocking grasp as a 2nd level spell.


ItoSaithWebb wrote:
Cartigan wrote:
Last I heard about Intensified Spell, that doesn't sound right...
Quote:

Your spells can go beyond several normal limitations.

Benefit: An intensified spell increases the maximum number of damage dice by 5 levels. You must actually have sufficient caster levels to surpass the maximum in order to benefit from this feat. No other variables of the spell are affected, and spells that inflict damage that is not modified by caster level are not affected by this feat. An intensified spell uses up a spell slot one level higher than the spell’s actual level.

EDIT: Perhaps I am misunderstanding what you two are saying.

DOUBLE EDIT: It wouldn't affect Magic Missile. So that is definitely wrong. I don't even know how you are getting that number for Magic Missile even if it did apply.


Cartigan that basically does do that but only follows the dice progression. Hence a Fireball spells usually does 1d6 per level up to 10d6 which is the cap for the spell. Except for you you apply this metamagic feat which extends the cap by 5 levels thus as long as you have the caster levels that fireball becomes a 15d6 fireball with a LA of +1. Now for a second example if it is a spell that normally only increases dice damage for every two levels then the damage dice increase would only be 2 more die. The feat doesn't actually add 5 dice to the damage it merely raises the damage die cap by 5 levels. Personally it reads pretty black and white to me.

That aside one of my favorite spells for my artificer to cast via scroll and is found in Complete Mage.

Quote:

JET OF STEAM

Evocation [Water]
Level: Sorcerer/wizard 1, wu jen 1
(water)
Components: V, S
Casting Time: 1 standard action
Range: 30 ft.
Area: 30-ft. line
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Your hand is suddenly covered in warm condensation as a jet of burning steambursts from your finger. You release a powerful jet of superheated
steam that deals ld4 points of fire damage per caster level (maximum 5d4) to each creature within its area. The jet begins at your fingertips. The jet of steam deals no damage to objects in its path, nor can it set fire to combustibles.

This spell is mega awesome and with the metamagic feat the cap is raised to 10d4 for only a second level spell. Imagine a second level spell slot that does up to 40 damage in a straight line up to 30 feet. Very sexy if you ask me.

Edit: I messed up on the magic missle and it would only be 7d4+5 with the feat.


ItoSaithWebb wrote:


Edit: I messed up on the magic missle and it would only be 7d4+5 with the feat.

No, it would be 5d4+5, without the feat.

1) Magic Missile is a flat dice count. Only the number of missiles are modified.
2) Magic Missile maxes out at 5 anyway. If the feat even worked, it would max at 10. At level 19.

EDIT: I understood what it said and you understood what it said, I misunderstood what you understood.

The Exchange

Pathfinder Starfinder Roleplaying Game Subscriber

5 dice bonus for only 1 spell level. That sounds seriously broken...

Liberty's Edge

Xum wrote:
The black raven wrote:


Even Armor Mastery does not help the fighter overcome his low speed when in Heavy Armor, while the Barbarian begins with a 10' permanent speed boost at 1st level.

Eh?

Quote:
In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.

Also, barbarians take penalties to speed when wearing anything heavier than light armor, like anyone else. If he wears heavy armor, he loses fast movement in adition to the usual speed reduction.

My error. Apologies.


It increases the dice per level maximun cap for a 1 level slot increase. So if a third level spell says 1d6 per caster level, max 10d6, using this feat makes it use a 4th level slot and do 1d6 per caster level, max 15d6.

The Exchange

Pathfinder Starfinder Roleplaying Game Subscriber
niel wrote:
It increases the dice per level maximun cap for a 1 level slot increase. So if a third level spell says 1d6 per caster level, max 10d6, using this feat makes it use a 4th level slot and do 1d6 per caster level, max 15d6.

Oh, I get it. Hmm. Where are people getting these dice pools from they seem kinda high from just opening up the top-end of a spell.

Liberty's Edge

Misery wrote:

Unless I'm missing something, I haven't seen anything to help out dex based fighters. All these different archtypes and nothing?

Someone please tell me I'm wrong. I already understand there's no dex to damage feat (disappointed beyond words as scimitar is now still the best single handed swashbuckling/duelist weapon ... ) but isn't there something out there for the dex fighters?

... anything?

Also, curious, but are any monks non lawful now?

I want to make a fighter type that doesn't wear armor and monk's the best chance since the Duelist's Elaborate Defense was beaten to death in favor of light armor.

Go for the Naked Barbarian (aka Savage Barbarian archetype).


Hey, all, thanks for all the great previews,
the APG sounds like the most interesting rpg book to come out in a long while. :)

I got me a Mountain top monk looking for a second character trait - any interesting mountain themed regional traits?

The character is human and has a very high strength and is very large (throwback to some long-forgotten half-giant heritage) so maybe a trait that increases stability?

(alternately traits that relate to oversized characters)

thanks again, definitely going to pick up the pdf once it becomes available. :)


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Yeah the way I read that feat, it would simply add 5 dice, rather than up the cap by 5 dice.

I certainly hope I'm wrong. That would be broken.


Ravingdork wrote:

Yeah the way I read that feat, it would simply add 5 dice, rather than up the cap by 5 dice.

I certainly hope I'm wrong. That would be broken.

How is adding 5 dice less broken than increasing the maximum dice cap by 5?

Liberty's Edge

ENVY ENVY ENVY ENVY!!!!!!!!!!!!!


Cartigan wrote:
How is adding 5 dice less broken than increasing the maximum dice cap by 5?

Because you still need to have the caster level needed to utilize those die ???

IMO, it's just upping the damage cap by five, but you still need to have the caster levels needed to gain the additional damage.

There is a feat in the DL setting that does more or less the same thing...."reserves of strength" I think.


Cartigan wrote:


How is adding 5 dice less broken than increasing the maximum dice cap by 5?

None of the options would be broken IMO. The feat just helps blasting a little, by many considerd the least effectual strategy for a caster.

Myself, I think is very fun :) , but I recognize the criticisms.


nighttree wrote:
Cartigan wrote:
How is adding 5 dice less broken than increasing the maximum dice cap by 5?

Because you still need to have the caster level needed to utilize those die ???

IMO, it's just upping the damage cap by five, but you still need to have the caster levels needed to gain the additional damage.

There is a feat in the DL setting that does more or less the same thing...."reserves of strength" I think.

...I think that's what he said is more broken than just adding 5 dice.

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

The text is clear.

An intensified spell increases the maximum number of damage dice by 5 levels. You must actually have sufficient caster levels to surpass the maximum in order to benefit from this feat.

Maximum damage dice. Not all damage dice. For example:

7th level fireball (3rd level spell) = 7d6
7th level intensified fireball (4th level spell) = 7d6

Damage is unaffected because of the second sentence; you don't have caster levels yet to "surpass the maximum" (10d6 for fireball) and therefore gain any benefit from this feat. Up until 10th level, casting an intensified fireball would be useless, using a higher-level slot to get the same effect. At 10th level, your cap level for fireball, you are looking like this for damage:

10th level fireball (3rd level spell) = 10d6
10th level intensified fireball (4th level spell) = 10d6
10th level empowered fireball (5th level spell) = 15d6

Still the same damage for regular/intensified spell. If you're 10th level and want to actually do 5 extra dice of damage, you'd need Empower.

From 11th to 15th is where Intensify Spell becomes useful for a spell like fireball, until at 15th an Intensified Fireball as a 4th level spell is just as good as an Empowered Fireball as a 5th level spell.

15th level fireball (3rd level spell) = 10d6
15th level intensified fireball (4th level spell) = 15d6
15th level empowered fireball (5th level spell) = 15d6

Of course, if you have both you can stack them and have an Intensified Empowered Fireball for 22.5d6 as a 6th level spell (or an Intensified Maximized Fireball for a flat 90 points of damage as a 7th level spell, or a 9th level Intensified Maximized Empowered... well, you get the point).

In the end, Intensify Spell is sort of the bastard cousin of Heighten Spell, only it adjusts a different spell-level-based variable (damage die caps) than heighten does (save DCs and overcoming level-related blockers like globe of invulnerability).


Is fiery body for the flame oracle anything like the flame form revelation? as a 9th level spell I imagine it must be pretty powerful?


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Cartigan wrote:
Ravingdork wrote:

Yeah the way I read that feat, it would simply add 5 dice, rather than up the cap by 5 dice.

I certainly hope I'm wrong. That would be broken.

How is adding 5 dice less broken than increasing the maximum dice cap by 5?

You must have misread my post.

I think that simply adding 5 dice to the spell, rather than needing the levels to backup a maximum cap, would be far more powerful.

The difference would be a 7th-level caster casting a 12d6 fireball and a 7d6 fireball. I don't think 12d6 should be in the realm of possibility for someone who is only 7th-level (little more than half of what would normally be needed for a 12 die spell

Also, what are the prerequisites for intensified spell?


Ravingdork wrote:


You must have misread my post.

I think that simply adding 5 dice to the spell, rather than needing the levels to backup a maximum cap, would be far more powerful.

I agree but that's not what your post said previously.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Cartigan wrote:
Ravingdork wrote:


You must have misread my post.

I think that simply adding 5 dice to the spell, rather than needing the levels to backup a maximum cap, would be far more powerful.

I agree but that's not what your post said previously.

I really don't see how it could be read the way you describe.


Jason Nelson wrote:


Amusingly ironic considering prior conversation [...]

spoiler:
Even though some of the stuff I said still stands when it comes to the core bard, I'm glad I've been proved wrong when it comes to the Arcane Duelist.

We all misstakes that why there is errata ;-)
I think it's only fair I admit I was wrong and I'm only glad I've been proved wrong.
Sure, it hurts not getting bardic knowledge and countersong, but the Arcane Duelist is as close as I'm going to get playing the perfect bard and that's good enough to me. I'm sure I have a blast playing it.

I will remember I once wrote: "I'll just keep on playing the core bard" and I will also remember how wrong I was :-)

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

Zark wrote:
Jason Nelson wrote:


Amusingly ironic considering prior conversation [...]

** spoiler omitted **

I will remember I once wrote: "I'll just keep on playing the core bard" and I will also remember how wrong I was :-)

Hey, you gotta give something to get something (re the spoiler), but it sounds like you'll be getting a very good time. Enjoy!


Ravingdork wrote:
Cartigan wrote:
Ravingdork wrote:


You must have misread my post.

I think that simply adding 5 dice to the spell, rather than needing the levels to backup a maximum cap, would be far more powerful.

I agree but that's not what your post said previously.

I really don't see how it could be read the way you describe.

I think was just reading your interpretation of what the feat and getting lost in how that didn't make sense.


Jason Nelson wrote:

Hey, you gotta give something to get something (re the spoiler),

Don't worry. I understand this and I'm cool with it.

Jason Nelson wrote:


but it sounds like you'll be getting a very good time. Enjoy!

I sure will. Thanks again

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