Compiled APG spoiler thread


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Zurai wrote:
It requires a living enemy. Bag o' rats aren't enemies, nor are normal ants.

Bag o' angry rats! They count as enemies but you have to make a reflex save or take 1d6 damage every time you put your hand in the bag.


Not the place to debate if something is broken or not. Feel free to start a thread for it however .


If your players are going to be inane, have a higher level monk, one that practices tae kwan leap, give them a boot to the head.

it's funny, i really wanted to know about the drunken master monk, but I get the hungery ghost one instead...beggers can't be choosers though...

The hungery ghost monk will be an awesome enemy.


so nothing worth noting about the barbarian or its new rage powers?


Zurai wrote:
It requires a living enemy. Bag o' rats aren't enemies, nor are normal ants.

How about if you first antagonize the rats by prodding them with a sharp stick? =P

Shadow Lodge Contributor, RPG Superstar 2010 Top 8

MinstrelintheGallery wrote:
Have they changed the Cackle hex?

The only change was the one I listed (dropping Ward from the hexes it extends)


northbrb wrote:
so nothing worth noting about the barbarian or its new rage powers?

was some info posted back on page 1 and 2 and maybe 3


i just took a look and earlier in the thread some rage powers were mentioned but are there any class variants for the barbarian.


Kortz wrote:
There are some good alternate racial traits, some changing the gnome's daily SLA. "Pyromaniac" boosts fire spells... "Eternal Hope" allows you to re-roll a 1 on a d20 roll once per day.

More details please! Are these the only alternate racial traits for gnomes? What does each replace? What are the alternate S.L.A.s?

Any gnome feats?


What have they changed about the Oracle since the playtest?

Pretty please?

Shadow Lodge Contributor, RPG Superstar 2010 Top 8

Just went through and checked the changes to the Witch spell list, here's what I found (New Spells marked with a *):

0-level
Lost-Prestidigitation
Gained-Putrefy Food and Drink*, Spark*

1st-level
Lost-Faerie Fire, Feather Fall, Grease
Gained-Beguiling Gift*, Dancing Lantern*, Ill Omen*, Mask Dweomer*

2nd-level
Lost-Hideous Laughter, Restoration (lesser)
Gained-Burning Gaze*, Feast of Ashes*, Fester*, Hidden Speech*, Perceive Cues*, Pox Pustules*, Vomit Swarm*

3rd-level
Lost-None
Gained-Cup of Dust*, Guiding Star*, Nature's Exile*, Pain Strike*, Screech*, Seek Thoughts*, Share Senses*, Twilight Knife*

4th-level
Lost-Baleful Polymorph (moved to 5th), Good Hope, Restoration
Gained-Moonstruck*, Phantasmal Killer, Sleepwalk*, Spite*, Threefold Aspect*, Wandering Star Motes*

5th-level
Lost-Commune with Nature, Insect Plague, Wall of Thorns
Gained-Baleful Polymorph, Banish Seeming*, Pain Strike (mass)*, Rest Eternal*, Suffocation*

6th-level
Lost-None
Gained-Cloak of Dreams*, Fester (mass)*, Swarm Skin*, Unwilling Shield*

7th-level
Lost-Restoration (greater)
Gained-None

8th-level
Lost-None
Gained-Stormbolts*

0-level
Lost-None
Gained-Suffocation (mass)*


Umbral Reaver wrote:
Zurai wrote:
It requires a living enemy. Bag o' rats aren't enemies, nor are normal ants.
Bag o' angry rats! They count as enemies but you have to make a reflex save or take 1d6 damage every time you put your hand in the bag.

LOL, ummm all you would have to do is have a bag of normal ants and then shake the bag violently then.

Hahah they are my enemies now.

Liberty's Edge

Anyone feel generous enough to post the new Summoner spells? I already have the new spell list, I just need the new spells themselves :P


Quote:

Monk of the Lotus

Monks are warriors who hone their bodies into deadly
weapons, but some monks eschew violence in favor of
a more peaceful philosophy. While a monk of the lotus
realizes that combat cannot always be avoided—and is
more than capable in a fight—he understands that all
creatures are connected, and to harm another is to harm
the self. Instead, he strives to find peaceful resolutions to
conflicts, and in doing so, hopes to achieve inner peace

Somebody please, oh please tell me that you can stack Monk of the Lotus with the Drunken Monk variant. Both one of my players and myself would love to play that combo.

*hic* Diplomacy rolls " Please sir can we talk about this"

Dodges a blow.

*hic* Diplomacy rolls " Sir, violence is never the key"

Spinning drunken round house kick

*hic* Diplomacy rolls "Good Sir, Every hear of the golden rule"?

Flurry

*hic* Looks around confused " Hmmm he must of listen to my reasoning and left *Hic*"

Falls on his butt from being drunk on the corpse without knowing it is there.

Yes please I want to know if I can play the Drunken Monk of the Lotus.


Was wondering if someone could post the swashbuckler variant rogue. Am extremely interested in that one. Can't wait till I can buy this when it comes out.

Shadow Lodge Contributor, RPG Superstar 2010 Top 8

Austin Morgan wrote:
Anyone feel generous enough to post the new Summoner spells? I already have the new spell list, I just need the new spells themselves :P

It's late and I'm sleepy, but I'll give you a couple

Rejuvenate Eidolon, Lesser

Spoiler:
School conjuration (healing); Level summoner 1
Casting Time 1 standard action
Components V, S, M (a drop of your blood)
Range touch
Target eidolon touched
Duration instantaneous
Saving Throw none; Spell Resistance no
By laying your hand upon an eidolon, you cause its wounds to
close and its form to solidify. This spell cures 1d10 points of
damage +1 point per caster level (maximum +5).

Unfetter

Spoiler:
School transmutation; Level summoner 1
Casting Time 1 standard action
Components V, S, M (a broken chain)
Range medium (100 ft. + 10 ft./level)
Target your eidolon
Duration 10 minutes/level
Saving Throw Will negates (harmless); Spell Resistance no
This spell breaks the life link between you and your eidolon. This
spell allows your eidolon to venture more than 100 feet away
from you without penalty. It can travel any distance while this
spell is in effect without penalty, but if the spell expires while
the eidolon is farther than 100 feet away, it immediately loses
hit points as normal for distance and is possibly sent back to its
home plane. While this spell is in effect, you cannot sacrifice hit
points to prevent damage to your eidolon. Damage that would
be transferred due to the life bond ability is not transferred. If
you attempt to use the transposition ability while this spell is
in effect, you must roll on the teleport mishap table, using the
“studied carefully” row.

Evolution Surge, Lesser

Spoiler:
School transmutation; Level summoner 2
Casting Time 1 standard action
Components V, S, M (a chameleon scale)
Range touch
Target your eidolon
Duration 1 minute/level
Saving Throw Will negates (harmless); Spell Resistance no
This spell causes your eidolon to take on new characteristics.
You can grant the eidolon any evolution whose total cost does
not exceed 2 evolution points. You may only grant one evolution
with this spell, even if that evolution can be taken multiple times.
You can grant an evolution that allows you to spend additional
evolution points to upgrade that evolution. This spell cannot
be used to grant an upgrade to an evolution that the eidolon
already possesses. The eidolon must meet any prerequisites of
the selected evolution. This spell does not allow an eidolon to
exceed its maximum number of natural attacks.

Liberty's Edge

Benchak the Nightstalker wrote:

Rejuvenate Eidolon, Lesser

** spoiler omitted **

Unfetter
** spoiler omitted **

Evolution Surge, Lesser
** spoiler omitted **...

HOTNESS!

Shadow Lodge Contributor, RPG Superstar 2010 Top 8

ItoSaithWebb wrote:
Quote:

Monk of the Lotus

Monks are warriors who hone their bodies into deadly
weapons, but some monks eschew violence in favor of
a more peaceful philosophy. While a monk of the lotus
realizes that combat cannot always be avoided—and is
more than capable in a fight—he understands that all
creatures are connected, and to harm another is to harm
the self. Instead, he strives to find peaceful resolutions to
conflicts, and in doing so, hopes to achieve inner peace

Somebody please, oh please tell me that you can stack Monk of the Lotus with the Drunken Monk variant. Both one of my players and myself would love to play that combo.

*hic* Diplomacy rolls " Please sir can we talk about this"

Dodges a blow.

*hic* Diplomacy rolls " Sir, violence is never the key"

Spinning drunken round house kick

*hic* Diplomacy rolls "Good Sir, Every hear of the golden rule"?

Flurry

*hic* Looks around confused " Hmmm he must of listen to my reasoning and left *Hic*"

Falls on his butt from being drunk on the corpse without knowing it is there.

Yes please I want to know if I can play the Drunken Monk of the Lotus.

Looks legal!

Drunken Master drops Still Mind, Purity of Body, Diamond Body, Diamond Soul, and Empty Body.

Lotus Monk drops Stunning Fist, Abundant Step, Quivering Palm, and Tongue of the Sun and Moon

Liberty's Edge

Can't wait for the pdf to be realised and I'm dying to know if there is a favored class option for a gnome bard? :)

Shadow Lodge

Benchak the Nightstalker wrote:
Austin Morgan wrote:
Anyone feel generous enough to post the new Summoner spells? I already have the new spell list, I just need the new spells themselves :P

It's late and I'm sleepy, but I'll give you a couple

Rejuvenate Eidolon, Lesser
** spoiler omitted **

Unfetter
** spoiler omitted **

Evolution Surge, Lesser
** spoiler omitted **...

Great Golorian Pantheon, Summoner's need a way to heal the Eidolon and they got it! But have their number of spells known gone up too?


Can anyone post details on the Arcane Duelist bard variant? The one detail list thus far seems pretty underwhelming. Also is there anything special about the fighter Two Weapon Fighter variant? I would assume that they have abilities not available to a fighter who just took the TWF tree.


awesome monk stuff. each archtype and each combo could be a monastic order or fighting school.


I'm guessing the lotus monk is a more impressive move set than the drunken master, as it replaces much more powerful abilities. Of course, you could post them and remove all doubt ;-)

Sovereign Court

I'm appalled there's no Dwarf Inquisitor favoured class variant :(


What favoured class variants does the Half-Orc have? Are there favoured class variations for new base classes? (E.g. is there a favoured class variant for the half-orc summoner, and if so what is it.....?)

Shadow Lodge Contributor, RPG Superstar 2010 Top 8

MinstrelintheGallery wrote:
I'm guessing the lotus monk is a more impressive move set than the drunken master, as it replaces much more powerful abilities. Of course, you could post them and remove all doubt ;-)

Here's the first power Monks of the Lotus get:

Touch of Serenity (Su):

Spoiler:

At 1st level, a monk of the lotus
gains Touch of Serenity as a bonus feat, even if he does not
meet the prerequisites. At 6th level, and every six levels
thereafter, the duration of Touch of Serenity increases by
1 round. Each round on its turn, the target may attempt
a new Will save to end the effect. This duration does not
stack; only the longest remaining duration applies. This
ability replaces Stunning Fist.

and the feat associated with it,

Touch of Serenity (Combat)

Spoiler:

With a single touch you can reduce the threat of even the
most savage of foes.
Prerequisites: Wis 18, Improved Unarmed Strike, base
attack bonus +8.
Benefit: You must declare that you are using this feat
before you make your attack roll (thus a failed attack roll
ruins the attempt). On a successful hit, the attack deals
no damage and bestows no other effect or condition, but
the target cannot cast spells or attack (including attacks
of opportunity and attacks as immediate actions) for 1
round unless it succeeds on a Will saving throw with a DC
of 10 + 1/2 your character level + your Wisdom modifier.
You may attempt a touch of serenity once per day for every
four levels you have attained (but see Special), and no
more than once per round.
Special: A monk of the lotus receives Touch of Serenity
as a bonus feat at 1st level, even if he does not meet the
prerequisites. A monk may attempt a touch of serenity a
number of times per day equal to his monk level, plus one
more time per day for every four levels he has in classes
other than monk.

Berhagen wrote:
What favoured class variants does the Half-Orc have? Are there favoured class variations for new base classes? (E.g. is there a favoured class variant for the half-orc summoner, and if so what is it.....?)

Half-Orc has Favored Class variants for Alchemist, Barbarian, Inquisitor, Ranger, Sorcerer, and Witch.

The Alchemist and Witch above should answer your second question :D


Benchak the Nightstalker wrote:
MinstrelintheGallery wrote:
I'm guessing the lotus monk is a more impressive move set than the drunken master, as it replaces much more powerful abilities. Of course, you could post them and remove all doubt ;-)

Here's the first power Monks of the Lotus get:

Touch of Serenity (Su):
** spoiler omitted **

and the feat associated with it,

Touch of Serenity (Combat)** spoiler omitted **

Berhagen wrote:
What favoured class variants does the Half-Orc have? Are there favoured class variations for new base classes? (E.g. is
...

I'm having flashbacks to the book of exalted deeds now...

What does the drunken master get for Purity of Body and Diamond Soul?


i dunno if its been asked or if ive missed it, but can we get some elf stuff pretty please? thanks thus far for all the info(the 4th cant come soon enough)

its probably too good to be true but im hoping for elf alchemist stuff always wanted to try one

Scarab Sages

cryosphinx wrote:
its probably too good to be true but im hoping for elf alchemist stuff always wanted to try one

I'd been avoiding posting giant chunks of text from the book, but apparently it's ok to do so:

Elf Favored Class Options:
Barbarian: Add 1 to the elf ’s base speed. In combat this has no effect unless the elf has selected this reward 5 times (or another increment of 5); a speed of 34 feet is effectively the same as a speed of 30 feet, for example. This bonus stacks with a class’s fast movement feature and applies only under the same conditions as that ability.

Bard: Add +1 to the elf's CMD when resisting a disarm or sunder attempt.

Cavalier: Add +1 hit point to the cavalier’s mount. If the elf ever replaces his mount, the new mount gains these bonus hit points. These bonuses only apply to a single mount gained as part of the cavalier’s class.

Fighter: Add +1 to the elf ’s CMD when resisting a disarm or sunder attempt.

Ranger: Choose a weapon from the following list: longbow, longsword, rapier, shortbow, short sword, or any weapon with “elven” in its name. Add a +1/2 circumstance bonus on critical hit confirmation rolls with that weapon (maximum bonus of +4). This bonus does not stack with
Critical Focus.

Sorcerer: Select one bloodline power at 1st level that is normally usable a number of times per day equal to 3 + the sorcerer’s Charisma modifier. The sorcerer adds +1/2 to the number of uses per day of that bloodline power.

Wizard: Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard’s Intelligence modif ier. The wizard adds +1/2 to the number of uses per day of that arcane school power.


grrtigger wrote:
cryosphinx wrote:
its probably too good to be true but im hoping for elf alchemist stuff always wanted to try one

I'd been avoiding posting giant chunks of text from the book, but apparently it's ok to do so:

** spoiler omitted **

thank you very much man good to see some even tho they arent quite what i hoped for.


Benchak the Nightstalker wrote:

Just went through and checked the changes to the Witch spell list, here's what I found (New Spells marked with a *):

0-level
Lost-Prestidigitation
Gained-Putrefy Food and Drink*, Spark*

1st-level
Lost-Faerie Fire, Feather Fall, Grease
Gained-Beguiling Gift*, Dancing Lantern*, Ill Omen*, Mask Dweomer*

2nd-level
Lost-Hideous Laughter, Restoration (lesser)
Gained-Burning Gaze*, Feast of Ashes*, Fester*, Hidden Speech*, Perceive Cues*, Pox Pustules*, Vomit Swarm*

3rd-level
Lost-None
Gained-Cup of Dust*, Guiding Star*, Nature's Exile*, Pain Strike*, Screech*, Seek Thoughts*, Share Senses*, Twilight Knife*

4th-level
Lost-Baleful Polymorph (moved to 5th), Good Hope, Restoration
Gained-Moonstruck*, Phantasmal Killer, Sleepwalk*, Spite*, Threefold Aspect*, Wandering Star Motes*

5th-level
Lost-Commune with Nature, Insect Plague, Wall of Thorns
Gained-Baleful Polymorph, Banish Seeming*, Pain Strike (mass)*, Rest Eternal*, Suffocation*

6th-level
Lost-None
Gained-Cloak of Dreams*, Fester (mass)*, Swarm Skin*, Unwilling Shield*

7th-level
Lost-Restoration (greater)
Gained-None

8th-level
Lost-None
Gained-Stormbolts*

0-level
Lost-None
Gained-Suffocation (mass)*

Pity about losing Grease spell at level 1. That is such an awesome spell. Some of those new spells have intriguing names. Could you post the details of a couple of them to whet my appetite? August 4th seems so far away. :(

Scarab Sages

cryosphinx wrote:
thank you very much man good to see some even tho they arent quite what i hoped for.

You're welcome :)

Here is a slightly gianter chunk:

Elf Alternate Racial Traits:
Desert Runner: Some elves thrive in the deepest deserts, forever roaming across burned and parched lands. Elves with this racial trait receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion, or ill effects from running, forced marches, starvation, thirst, or hot or cold environments. This racial trait replaces the elven magic racial trait.

Dreamspeaker: A few elves have the ability to tap into the power of sleep, dreams, and prescient reverie. Elves with this racial trait add +1 to saving throw DCs for spells of the divination school and sleep effects they cast. In addition, elves with a Charisma of 15 or higher may use dream once per day as a spell-like ability (caster level is equal to the elf ’s character level). This racial trait replaces the elven immunities racial trait.

Eternal Grudge: Elves with this racial trait grew up in secluded, isolationist communities where generations-old slights and quarrels linger as eternal blood feuds. They receive a +1 bonus on attack rolls against humanoids of the dwarf and orc subtypes due to special training against these hated foes. This racial trait replaces the elven magic racial trait.

Lightbringer: Many elves revere the sun, moon, and stars, but some are literally infused with the radiant power of the heavens. Elves with this racial trait are immune to light-based blindness and dazzle effects, and are treated as one level higher when determining the effects of any light-based spell or effect they cast (including spell-like and supernatural abilities). Elves with Intelligence 10 or higher may use light at will as a spell-like ability. This racial trait replaces the elven immunities and elven magic racial traits.

Silent Hunter: Elves are renowned for their subtlety and skill. Elves with this racial trait reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this racial trait). This racial trait replaces the elven magic racial trait.

Spirit of the Waters: Some elves have adapted to life in tune with the sea or along the reedy depths of wild rivers and lakes. They gain a +4 racial bonus on Swim checks, can always take 10 while swimming, and may choose Aquan as a bonus language. They are proficient with longspear, trident, and net. This racial trait replaces elven magic and weapon familiarity racial traits.

Woodcraft: Elves know the deep secrets of the wild like no others, especially those of the forests. Elves with this racial trait gain a +1 bonus on Knowledge (nature) and Survival checks. In forest terrain, these bonuses improve to +2. This racial trait replaces the elven magic
racial trait.


Please oh please can we get information on:

1- Any of the sorcerer blood lines
or
2- Any of the ranger, rogue, or bard variants.

Personally I am the most curious about The Arcane duelist, archivist, skirmisher, and swashbuckler.


Anyone willing to list all the clerical subdomains as we have not had much info on them at all?

Cheers.


Can we see the Gnome Alternate Racial Traits? Pretty please?


My favorite spells:

Awesome paladin spell:

Quote:

Aura of Great er Courage

School abjuration; Level paladin 2
Casting Time 1 standard action
Components V, S, DF
Range personal
Area 10-ft.-radius emanation centered on you
Duration 10/minutes per level
Saving Throw Will negates (harmless); Spell Resistance yes
(harmless)
When you cast this spell you strengthen your paladin’s aura
of courage. Until the end of its duration, all allies within that
aura are immune to fear (magical or otherwise). If you do not
have the aura of courage class feature, aura of greater courage
has no effect.

Divine haste:

Quote:

Bl essing of Fervor

School transmutation; Level cleric 4
Casting Time 1 standard action
Components V, S, DF
Range close (25 ft. + 5 ft./2 levels)
Targets one creature/level, no two of which can be more than
30 ft. apart
Duration 1 round/level
Saving Throw Fortitude negates (harmless); Spell Resistance
yes (harmless)
With this blessing, you call your allies to move forth and
empower them to conquer and become victorious. Each round
for the duration of this spell, each of your allies can choose one
of the following bonuses for that round at the beginning of its
turn (their choice).
• Increase its speed by 30 feet.
• Stand up as a swift action without provoking an attack of
opportunity.
• Make one extra attack as part of a full attack action, using its
highest base attack bonus.
• Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC
and Reflex saves.

One of the best buffs in the game:

Quote:


Brilliant Inspirat ion
School evocation [language-dependent]; Level bard 6
Casting Time 1 standard action
Components V
Range close (25 ft. + 5 ft./2 levels)
Target one living creature
Duration 1 round/level and special (see below)
Saving Throw Will negates (harmless); Spell Resistance yes
(harmless)
You open a link between your mind and the subject’s mind,
giving advice and encouragement for as long as the spell is in
effect. Each time the subject of the spell makes an attack roll,
ability check, or skill check, it rolls two d20s and takes the better
result. If any roll is a natural 20, the spell’s effect ends—your
brilliant advice is spent.

Clerical superiority:

Quote:


Cleanse
School evocation; Level cleric 5, inquisitor 6
Casting Time 1 standard action
Components S, DF
Range personal
Target you
Duration instantaneous
Positive energy infuses and cleanses your body. This spell cures
4d8 points of damage + 1 point per caster level (maximum
+25) and ends any and all of the following adverse conditions
affecting you: ability damage, blinded, confused, dazzled,
deafened, diseased, exhausted, fatigued, nauseated, poisoned,
and sickened. In addition, cleanse functions as break enchantment
upon a single additional effect of your choice that is affecting
you and that can be legally affected by this effect.
If used by undead or other creatures healed by negative energy,
the spell cleanses with negative energy rather than positive.

This is the last thing I'll share:

Quote:


Conta gious Flam e
School evocation [fire]; Level sorcerer/wizard 6
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target three or more rays
Duration 3 rounds
Saving Throw none; Spell Resistance yes
You blast several enemies with beams of fire. You may fire three
rays, plus one additional ray for every four levels beyond 11th
(to a maximum of five rays at 19th level). Each ray requires a
ranged touch attack to hit and deals 4d6 points of fire damage.
The rays may be fired at the same or different targets, but all
rays must be aimed at targets within 30 feet of each other and
fired simultaneously.
Every round on your turn, a new ray of fire launches from
each creature who took damage from the spell in the previous
round—these new rays attack as if you fired them, but their
point of origin is the previous creature damaged. You can
choose the new targets as a free action, all of whom must be
within close range (25 ft. + 5 ft./2 levels) of their new starting
point. This contagion of flame continues for a total of three
rounds—a creature can be struck more than once by this spell
over the course of these three rounds, although never by a ray
of fire that launches from itself.

The book is amazing.


Oh, and one more... the cleric subdomain of Lust and the wizard subschool of Foresight.

Quote:


Lust Subdomain
Associated Domain: Charm.
Replacement Power: The following granted power
replaces the charming smile power of the Charm domain.
Anything to Please (Su): At 8th level, you can compel a
creature within 30 feet to attempt to please you as a
standard action. The creature receives a Will save to
negate this affect. If the save fails, the creature attacks
your enemies for 1 round, gives you its most valuable item,
or drops prone at your feet and grovels for 1d4 rounds
(GM’s choice). You can use this ability once per day at 8th
level and one additional time per day for every four levels
beyond 8th. This is a mind-affecting effect.
Replacement Domain Spells: 2nd—touch of idiocy,
4th—confusion.

I love it.

Quote:

Foresight School

Associated School: Divination.
Replacement Powers: The following school powers
replace the diviner’s fortune and scrying adept powers of
the divination school.
Prescience (Su): At the beginning of your turn, you
may, as a free action, roll a single d20. At any point before
your next turn, you may use the result of this roll as the
result of any d20 roll you are required to make. If you do
not use the d20 result before your next turn, it is lost. You
can use this ability a number of times per day equal to 3 +
your Intelligence modifier.
Foretell (Su): At 8th level, you can utter a prediction of
the immediate future. While your foretelling is in effect,
you emit a 30-foot aura of fortune that aids your allies
or hinders your enemies, as chosen by you at the time of
prediction. If you choose to aid, you and your allies gain
a +2 luck bonus on ability checks, attack rolls, caster level
checks, saving throws, and skill checks. If you choose
to hinder, your enemies take a –2 penalty on those rolls
instead. You can use this ability for a number of rounds
per day equal to your wizard level. These rounds do not
need to be consecutive.

^ Arcane supremacy. Hm... I roll a d20. Hey, a 20. I cast disintegrate, let me confirm.... Next round, I roll a 3. Guess I won't use any spells that require SR this round... Hm, I rolled a 15 and don't need to use it, but I wonder if 15+my reflex will save versus the dragon's breath...

I'm not that great.... I JUST KNOW THE FUTURE. omg


Oh, but I forgot about cave druids...

Quote:

Wild Shape (Su): A cave druid gains this ability at 6th

level, except that her effective druid level for this ability is
equal to her druid level – 2. She cannot use wild shape to
adopt a plant form. At 10th level, the cave druid can assume
the form of a Small or Medium ooze as if using beast shape
III, and at 12th level that of a Tiny or Large ooze as if using
beast shape IV (treating the ooze as if it were a magical beast
without a natural armor bonus). When in ooze form, the
cave druid has no discernible anatomy and is immune to
poison, sneak attacks, and critical hits.

So many good things! I can't stand it! WHAT DO I PLAY?!

Sovereign Court

Jeremiziah wrote:

Without spoiling the whole thing, I'll tell you one thing I was (ever so mildly) sadfaced about: the beast master ranger.

One of the features he gets (again, without spoiling the whole thing) removes the "as druid level, but -3 levels" aspect of having an animal companion, but this doesn't happen until 12th level. I was really hoping for an option to completely eliminate spellcasting for the beast master, which I felt (and maybe I'm off base) would have been a fair trade for just eliminating that -3 altogether at 5th level, where Joe Ranger gets his spellcasting.

As it is, it's cool and everything (there are a few more perks which I'll let simmer), but it wasn't the "complete focus on animal companion" sort of thing I was hoping to see. So, take that for what it's worth, I suppose.

This thread is about spoilers, we want you to spoil the whole thing.

Sovereign Court

seekerofshadowlight wrote:
Zurai wrote:
seekerofshadowlight wrote:
This book seems to be a barrel of awesome. Thank you guys for taking to time and share some spoilers

I agree on both counts!

(what, you expected an argument? :P)

Nah, we agree on somethings.

Just not paladins :D

Liberty's Edge

lastknightleft wrote:
This thread is about spoilers, we want you to spoil the whole thing.

I know you do - I was on my phone, where copy/paste is cumbersome at best. Also, like some other folks, I was avoiding posting walls of text directly from the book (only because this book deserves to out-sell the Bible). However, since there is precedent...

Beastmaster Ranger:

Some rangers, particularly those in primitive lands or
who were raised by animals, have unusually strong bonds
with animals. Unique among rangers, they can bond with
multiple animals of any kind, creating a menagerie of wild
yet loyal creatures, like a strange family. A beast master
has the following class features.

Class Skills: A beast master’s class skills are Acrobatics
(Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Handle
Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge
(nature) (Int), Perception (Wis), Ride (Dex), Stealth (Dex),
Survival (Wis), and Swim (Wis). These replace the standard
ranger class skills.

Animal Companion (Ex): A beast master forms a close
bond with an animal companion. This ability functions
like the druid animal companion ability except that the
ranger’s effective druid level is equal to his ranger level – 3.
The ranger gains a +2 bonus on wild empathy and Handle
Animal checks made regarding his animal companion.
Unlike a normal ranger, a beast master’s choice of animal
companion is not limited to a subset of all possibile
animal companion choices—he may choose freely among
all animal companion choices, just as a druid can.
The beast master may have more than one animal
companion, but he must divide up his effective druid level
between his companions to determine the abilities of each
companion. For example, a beast master with an effective
druid level of 4 can have one 4th-level companion, two
2nd-level companions, or one 1st-level and one 3rd-level
companion. Each time a beast master’s effective druid
level increases, he must decide how to allocate the increase
among his animal companions (including the option
of adding a new 1st-level companion). Once an effective
druid level is allocated to a particular companion, it
cannot be redistributed while that companion is in the
ranger’s service (he must release a companion or wait
until a companion dies to allocate its levels to another
companion). The share spells animal companion ability
does not give the ranger the ability to cast a single spell so
that it affects all of his animal companions. This ability
replaces hunter’s bond.

Improved Empathic Link (Su): The beast master gains
an empathic link with all of his animal companions. This
functions like an empathic link with a familiar, except the
ranger can also see through a companion’s eyes as a swift
action, maintaining this connection as long as he likes (as
long as the companion is within 1 mile) and ending it as a
free action. The ranger can only see through the eyes of one
companion at a time, and is blinded while maintaining this
connection. This replaces the 6th-level combat style feat.

Strong Bond (Ex): At 12th level, the ranger strengthens
his bond with his animal companions. The ranger’s
effective druid level for his animal companions is now
equal to his ranger level; he may immediately allocate
these additional levels to his companions as he sees fit.
This ability replaces camouflage.

Sovereign Court

Jeremiziah wrote:
lastknightleft wrote:
This thread is about spoilers, we want you to spoil the whole thing.

I know you do - I was on my phone, where copy/paste is cumbersome at best. Also, like some other folks, I was avoiding posting walls of text directly from the book (only because this book deserves to out-sell the Bible). However, since there is precedent...

** spoiler omitted **...

Oh believe me, as soon as I can get the money, this'll be on my shelf.


Same here. I'm desperate for August 4th to get here to download the PDF, but this thread at least keeps my crazies at bay for the time being.


They should just release the PDF now for sale because eventually this thread will over the entire book.

Grand Lodge

Pathfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Quandary wrote:
Wolfthulhu wrote:

Short-haft is back:

Pole Fighting (Ex): At 2nd level, as an immediate action, a polearm master can shorten the grip on his spear or polearm with reach and use it against adjacent targets. This action results in a –4 penalty on attack rolls with that weapon until he spends another immediate action to return
to the normal grip. The penalty is reduced by –1 for every four levels beyond 2nd. This ability replaces bravery.

Is that shrinking penalty -1 for every four (Polearm) Fighter levels as it would seem, or is that character level? Just checking... I´m probably OK either way :-)

...Anybody know what the new Rage Powers, Rage-linked Feats, and Alt Class Features for Barbarians are?

It would be class (Fighter) levels since that was how Bravery advanced as well.


Ambrus wrote:
Same here. I'm desperate for August 4th to get here to download the PDF, but this thread at least keeps my crazies at bay for the time being.

+1

It sounds like this book is PURE AWSOME.....

Anyone willing to spoil Arcane Bolt & Arcane shield ???


That Beastmaster Ranger looks terrible.

It's never a good idea to have one PC take such a large percentage of real time such as to perform multiple characters's actions.

This is one class I'd ban from the word "go".


I wouldn't..... if he was using them in combat, you would have to worry about multiple actions only until the first Area of Effect spell..........


Can someone give me a full spoil on Monk of the four winds? I have a player starting my game ongoing campaign this Sunday (5th level), and they want to use this variation if it's 'airbender-y.'

Thanks in advance for your time spoilers!!!

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