What Would You Allow From 3.5?


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Apart from the limiting of astral constructs, the changes to other powers were needed - it's pretty obvious that the save DC augmentation on energy missile was a typo in the original.

Complete psionic had some good ideas, like the psionic mantles, and the auras, that shouldn't be thrown out with the bad.


Dabbler wrote:
Interesting. Playing in Curse of the Crimson Throne right now and it's been necessary to take crafting feats just to keep our equipment up to something close to WBL in usefulness - in fact most of us are only at about 50%-60% WBL, the exception being the bladebound magus thanks to his balck blade - and that's with the DM being very generous with letting us trade in items we found we could not use as 'components' to craft new stuff.

Serpent Skull is the same way. We got lucky that one of our players was a dedicated crafting alchemist superstar...

95% of everything we have was crafted by him. We got a lot of good cash to make it happen... but we're tied up on 'time' in that game. That's the balance.

Kingmaker apparently goes on for YEARS of in-game time... and apparently some groups have run that game using 'generations' of characters... The sons of the sons of the first king...

WHICH.. I have to say sounds AWESOME... Starting it up in a couple of weeks.. I'm starting to get a bit excited :)

I can say I would be VERY leery of letting people craft things that weren't playtested for Pathfinder. Honestly, SOME people see Pathfinder as a continuation of 3.5, and everything goes...

I see 3.0 and 3.5 as completly different games. Any of the WotC stuff I would treat the same as any 3pp material. It MAY be allowed... but NOTHING is taken for granted before the DM scoures it for potential game breaking abuse...


Nothing but background and campaign material. PF doesn't need anything from 3.5 anymore.


wraithstrike wrote:
Ssalarn wrote:
wraithstrike wrote:

I would allow the spells from Spell Compendium on a case by case basis. Wraithstrike was really powerful. Yes there is a spell with the same name as myself. There is also a spell that turns a natural armor bonus into a deflection bonus. That can give someone a really high touch AC. Many of the spell also give immunity which PF is against.

There are also some evil spells that are pretty viscous. I can't recall the name, but there is at last one high level spell that takes away half of your hit points if you make the save.

I remember that spell that turned a natural armor bonus into deflection... Wasn't it Scintillating Scales or something like that? I remember being in an extremely upset party when my friend brought over an Ancient Black Dragon from a 3.5 adventure that had that spell and my wizard couldn't land a ranged touch for the life of him and the gunslinger was reduced to using Dead Shot to deal any reasonable amount of damage.

Spell Compendium was such a great book. And pretty much a nail in the coffin for anyone playing a non-caster in our group that wasn't one of the classes from Book of Nine Swords. Good ol' 3.5....
Yeah it was Scintillating Spells. The spell should have been capped depending on caster level IMHO. Well I guess in 3.5 it was ok if you used a lot of splat books, but for PF I would modify it.

Scintillating scales was redone in the Draconomicon. It didn't replace their nat armor and capped the deflection bonus at their con modifier. so a decent buff but no wholly broken.

ETA: Your hide glistens and shimmers with a protective magical aura, granting you a deflection bonus to your Armor Class equal to your Constitution modifier.
Your natural armor bonus decreases by an amount equal to your Constitution modifier x 1/2.


I thought Spell Compendium was after Draconomicon...


It was. Draconomicon was a 3.0 (or 3.25) supplement. I still have mine somewhere...


It might be Races of the Dragon or Dragon Magic, as bth those are 3.5 supplements IIRC.

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