#MyPathfinderSpoiler


Pathfinder Second Edition General Discussion

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As per the banquet happenings, I'm making a place for attendees to put up their personal Pathfinder spoilers! Please put the number of the spoiler along with the text if you will, and here's hoping we can get them all in for that promised info dump!

Dark Archive

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Pathfinder Rulebook Subscriber

Here is the image for mine #27.

RPG Superstar 2010 Top 32

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For anyone not quite sure what this is, you can follow along with the hashtag on Twitter.

https://twitter.com/search?f=tweets&vertical=default&q=%23MyPathfin derSpoiler&src=typd


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I'm going to update this when I can find all of them, in order.

# 1: The First Rule - The first rule of Pathfinder is that this game is now _yours_. Use it to tell the stories you want to tell, be the character you want to be, and share exciting adventures with friends. If any other rule gets in the way of your fun, as long as your group agrees, you can alter or ignore it to fit your story. The true Goal of Pathfinder is for everyone to enjoy themselves.

# 2: Ancestry - An ancestry is the broad family of people that a character belongs to. Ancestry determines a character's starting Hit Points, Languages, senses, and Speed, and it grants access to ancestry feats. Ancestries can be found in Chapter 2.

# 3: Background - A background represents what a character experienced before they took up the life of an adventurer. Each background grants a feat and training in one or more skills. You can read about backgrounds in Chapter 2.

# 4: Class - A class represents the adventuring profession chosen by a character. A character's class determines most of their proficiencies, grants the character Hit Points each time they gain a new level, and gives access to a set of class feats. Classes appear in Chapter 3.

# 5: Proficiency - Proficiency is a system that measures a character's aptitude at a specific task or quality, and it has 5 ranks: untrained, trained, expert, master, and legendary. Proficiency gives you a bonus that's added when determining the following modifiers and statistics: AC, attack rolls, Perception, saving throws, skills, and the effectiveness of spells. If you're untrained, your proficiency bonus is +0. If you're trained, expert, master, or legendary, your proficiency bonus equals your level plus 2, 4, 6, or 8 respectively.

# 8: Reactions - Reactions use this symbol (arrow). These actions can be used even when it's not your turn. You only get on reaction per encounter round, and you can use it only when its specific trigger is fulfilled. Often, the trigger is another creature's action.

# 9: Free Actions - Free actions use this symbol (diamond with a smaller diamond on inner-left edge). Free actions don't require you to spend any of your three single actions or your reaction. A free action might have a trigger like a reaction does. If so, you can use it just like a reaction -- even if it's not your turn.

# 11: Rock Dwarf Your ancestors lived and worked among the great ancient stones of the mountains or the depths of the earth. This makes you solid as a rock when you plant your feet. You gain a +2 circumstance bonus to your Fortitude or Reflex DC against attempts to Shove or Trip you. This bonus also applies to saving throws against spells or effects that attempt to knock you prone.
In addition, if any effect would force you to move 10 feet or more, you are moved only half the distance.

# 14: Elven Lore - {Feat 1 [Elf]} - You've studied in traditional elven arts, learning about arcane magic and the world around you. You gain the trained proficiency rank in Arcana and Nature. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Elven Lore.

# 15: Chameleon Gnome - The color of your hair and skin is mutable, possibly due to latent magic. It takes a single action for minor localized shifts and up to an hour for dramatic shifts throughout your body. When you're in an area where your coloration is roughly similar to the environment (for instance, forest green in a forest), you can use the single action to make minor localized shifts designed to help you blend into your surroundings. This grants you a +2 circumstance bonus to Stealth checks until your surroundings shift in coloration or pattern.

# 16: Animal Elocutionist - {Feat 5 [Gnome] (Prerequisites - Burrow Elocutionist)} - You hear animal sounds as conversations instead of unintelligent noise, and can respond in turn. You can speak to all animals, not just animals with a burrow Speed. You gain a +1 circumstance bonus to Make an Impression on animals (which usually uses the Diplomacy skill).

# 17: Unbreakable Goblin - You're able to bounce back from injuries easily due to an exceptionally thick skull, cartilaginous bones, or some other mixed blessing. You gain 10 Hit Points from your ancestry instead of 6. When you fall, reduce the falling damage you take as though you had fallen half the distance.

# 18: Very, Very Sneaky - {Feat 13 [Goblin] (Prerequisites Very Sneaky)} - You can move up to your Speed when you use the Sneak action, and you no longer need to have cover or greater cover to be concealed to Hide or Sneak.

# 19: Hillock Halfling - Accustomed to a calm life in the hills, your people find rest and relaxation especially replenishing, particularly when indulging in creature comforts. When you regain Hit Points overnight, add your level to the Hit Points regained. When anyone uses the Medicine skill to Treat your Wounds, you can eat a snack to add your level to the Hit Points you regain from their treatment.

# 21: Human Heritage [Half-Elf] - Either one of your parents was an elf, or one or both were half-elves. You have pointed ears and other telltale signs of elf heritage. You gain the elf trait and low-light vision. In addition, you can select elf, half-elf, and human feats whenever you gain an ancestry feat.

# 22: Human Heritage [Half-Orc]: One of your parents was an orc, or one or both were half-orcs. You have a green tinge to your skin and other indicators of orc heritage. You gain the orc trait and low-light vision. In addition, you can select orc, half-orc, and human feats whenever you gain an ancestry feat.

Silver Crusade

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Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber

I have 57 collected, but haven't been typing the rules text, so I'm going to go back and grab them. I can post my list right now if anyone wants it though


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Cori Marie wrote:
I have 57 collected, but haven't been typing the rules text, so I'm going to go back and grab them. I can post my list right now if anyone wants it though

If you have any I've missed, I'd appreciate the pictures.


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Awesome start! I found 43 or so, and am compiling a list of all of them so we can make a new thread with all 100 for easy access when this is done! I'll add any that are posted here that I don't have yet so we can work towards the full set!

Silver Crusade

Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber

So far everything I have you have posted, but you've added a couple to my own list.


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Dungeon Novice wrote:

I'm going to update this when I can find all of them, in order.

...

Apparently, I can't edit the list, so I'm going to transcribe what I have, then post the final post.

Liberty's Edge

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Spoiler #87:

Holy Cascade Spell 4

[Evocation][Good][Positive][Water]
Traditions: divine
CAST [two actions] somatic, verbal; COST one vial of holy water (page 571)
RANGE 500 feet; AREA 20-foot burst
SAVING THROW basic reflex

You call upon sacred energy to amplify a vial of holy water, tossing it an incredible distance. It explodes in an enormous burst that deals 3d6 bludgeoning damage to creatures int he area from the cascade of water. The water deals an additional 6d6 positive damage to undead and 6d6 good damage to fiends.

HEIGHTENED (+1) The bludgeoning damage increases by 1d6, and the additional positive and good damage each increase by 2d6.


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https://drive.google.com/folderview?id=1lWxaEfHhXWOJhsZNm6KjGm3nL4tddnBm

This contains 77 spoiler cards in 101 files.

It is missing 6, 10, 12, 13, 20, 25, 26, 36, 40, 45, 46, 50, 51, 58, 63, 66, 69, 72, 74, 84, 85, 92, and 93

Edit: I've added number 45, so now 78 cards


Mine is being held hostage until my demands are met!

Silver Crusade

Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber

What are your demands?

Liberty's Edge

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GospodinSneg wrote:

https://drive.google.com/folderview?id=1lWxaEfHhXWOJhsZNm6KjGm3nL4tddnBm

This contains 77 spoiler cards in 101 files.

It is missing 6, 10, 12, 13, 20, 25, 26, 36, 40, 45, 46, 50, 51, 58, 63, 66, 69, 72, 74, 84, 85, 92, and 93

Edit: I've added number 45, so now 78 cards

Linkified

EDIT: Okay, now it works.


How many demands does troll food have? ;P


From the first half I still need #s:
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6
7
10
12
13
20
25
26
34
36
40
46
50


Deadmanwalking wrote:
GospodinSneg wrote:

https://drive.google.com/folderview?id=1lWxaEfHhXWOJhsZNm6KjGm3nL4tddnBm

This contains 77 spoiler cards in 101 files.

It is missing 6, 10, 12, 13, 20, 25, 26, 36, 40, 45, 46, 50, 51, 58, 63, 66, 69, 72, 74, 84, 85, 92, and 93

Edit: I've added number 45, so now 78 cards

This link does not seem to work.

It's working for me. Perhaps it's because Im on mobile? I'll do an alternative location


https://imgur.com/a/pb5J5Wk

Imgur dump. Hopefully my nice convention of naming the file after the card number holds.

I'm turning in for the night. Good luck


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Deadmanwalking wrote:
GospodinSneg wrote:

https://drive.google.com/folderview?id=1lWxaEfHhXWOJhsZNm6KjGm3nL4tddnBm

This contains 77 spoiler cards in 101 files.

It is missing 6, 10, 12, 13, 20, 25, 26, 36, 40, 45, 46, 50, 51, 58, 63, 66, 69, 72, 74, 84, 85, 92, and 93

Edit: I've added number 45, so now 78 cards

Linkified

EDIT: Okay, now it works.

The Atavism heritage feat is good to see, I assume there's an Orc version of it too. At least properly orcy half-orcs aren't gonna be banned outright from many tables now.

Pour one out for whoever got stuck with the description of what a class is for their spoiler card, though.


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Cori Marie wrote:
What are your demands?

My demands!

Silver Crusade

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Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber

43 is Blade of Justice - Champion Feat 12 Prerequisites: paladin cause - You call upon divine power and make a weapon or unarmed Strike against a foe you have witnessed harming an ally or innocent. The Strike deals two extra weapon damage dice if the target of your Strike is evil. Whether or not the target is evil, the Strike applies all effects that normally apply on a Retributive Strike (such as divine smite), and you can convert all the physical damage from the attack into good damage.


I'm going to check twitter again in the brighter hours of the morning after some sleep and see if I can't finish my post. I'm up to 67/100 though!

Silver Crusade

Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber

7 Single Action Single actions use this symbol > They’re the simplest, most common type of action. You can use three single actions on your turn in an encounter, in any order you see fit.

34 Weapon Specialization Barbarian Class Feature 7th Your rage helps you hit harder. You deal an additional 2 damage with weapons and unarmed attacks in which you have expert proficiency. This damage increases to 3 if you’re a master, and 4 if you’re legendary. You gain your instinct’s specialization ability.


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GospodinSneg wrote:

https://drive.google.com/folderview?id=1lWxaEfHhXWOJhsZNm6KjGm3nL4tddnBm

This contains 77 spoiler cards in 101 files.

It is missing 6, 10, 12, 13, 20, 25, 26, 36, 40, 45, 46, 50, 51, 58, 63, 66, 69, 72, 74, 84, 85, 92, and 93

Edit: I've added number 45, so now 78 cards

Nice! Loving it. This promises very well.

And the table with the DCs!

Untrained - 10
Trained - 15
Expert - 20
Master - 30
Legendary - 40

Now this is simple and elegant! Great stuff!


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Yes, judging by the Athletics sample, the DC problem was quite well salvaged! (dances)

Silver Crusade

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Pathfinder Adventure Path Subscriber

OK, PF2 Has flying cat familiars in core. My wife just got sold on it.

Liberty's Edge

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I'm liking just about everything revealed in this. More sources of skills are seeming common, which is good. The Feats are interesting, the Class Paths are pretty neat looking, and the DCs are good.

I'm a particular fan of the Explorer's Clothing. It's logical and reasonable that if you can enchant armor you can enchant clothing, and seems like a much more logical solution for most PCs than everyone without armor having magic bracers (though I'm sure those are also around).

Really, it all just looks very nice.


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I like all the spoilered infos. Best things for me:

- No more +X weapons and armor, potency seems gone. +X are now property runes (striking and resilent), go only up to what was +3 and weapons only add damage dice and armor only save bonusses. So the hit and AC bonus seems to come from E/M/L items only. Nice!

- Magical Striker gets a fitting variant for different caster classes.

- Hunt Target and Bloodline effects have been beefed up. Good to see.

Sadly, no real info was written for the Arcane Thesis.


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All these reveals are so sweet, im so hype for the release now.


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Level 1 spells deal a lot of base damage now: Shocking Grasp is 2d12 (+1d4 persistent, if applicable), Hydraulic Push is 3d6.
Casters may have less slots, but blasts look solid.


Dungeon Novice wrote:
I'm going to check twitter again in the brighter hours of the morning after some sleep and see if I can't finish my post. I'm up to 67/100 though!

If your name on Facebook includes a word invoking the draconic, I saw your post in a search. You have a couple that I don't; I believe between the two of us we're over 80/100.

Would you mind doing a dump similar to mine? The more info we share, the faster we get to 100 for that sweet info dump.


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masda_gib wrote:

I like all the spoilered infos. Best things for me:

- No more +X weapons and armor, potency seems gone. +X are now property runes (striking and resilent), go only up to what was +3 and weapons only add damage dice and armor only save bonusses. So the hit and AC bonus seems to come from E/M/L items only. Nice!

I'm not sure that follows from what we've seen. I mean, it might work out that way, but in the "Future of Pathfinder" seminar they talked about weapons and armor going up to +3 in "normal" range of play but epic-level magic going beyond that (the example given was Treerazer having a +5 weapon).

But it could also be that they separated the "plus" rune on weapons from the "striking" rune, and the AC bonus on armor from the save bonus.


Staffan Johansson wrote:
masda_gib wrote:

I like all the spoilered infos. Best things for me:

- No more +X weapons and armor, potency seems gone. +X are now property runes (striking and resilent), go only up to what was +3 and weapons only add damage dice and armor only save bonusses. So the hit and AC bonus seems to come from E/M/L items only. Nice!

I'm not sure that follows from what we've seen. I mean, it might work out that way, but in the "Future of Pathfinder" seminar they talked about weapons and armor going up to +3 in "normal" range of play but epic-level magic going beyond that (the example given was Treerazer having a +5 weapon).

But it could also be that they separated the "plus" rune on weapons from the "striking" rune, and the AC bonus on armor from the save bonus.

It might not, yes. But I'm hopeful.

As for the talk about "up to +3", basically the Striking and Resilent Runes are the +X Runes. Calling them +X as a shorthand makes sense. And having the Greater Striking Rune be +3 dice as the normal maximum and having that Ultimate Striking Rune equaling +5 for monsters doesn't contradict the reveals.

So, yeah, we might have rare higher Striking Runes, but the distinction, the two seperate tracks between Potency and Property is gone, I bet. That means, having a +X weapon now means one fewer (right?) rune slot.

EDIT: If not, I'll be really sad.


GospodinSneg wrote:
Dungeon Novice wrote:
I'm going to check twitter again in the brighter hours of the morning after some sleep and see if I can't finish my post. I'm up to 67/100 though!
If your name on Facebook includes a word invoking the draconic, I saw your post in a search...

Yeah, that's me, and I almost didn't get that. Here's the link for what I currently have.

https://drive.google.com/drive/folders/1bhGC2tXb3OkMxdMK1B9Q12ehw4f6mVvu?us p=sharing

Liberty's Edge

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Staffan Johansson wrote:

I'm not sure that follows from what we've seen. I mean, it might work out that way, but in the "Future of Pathfinder" seminar they talked about weapons and armor going up to +3 in "normal" range of play but epic-level magic going beyond that (the example given was Treerazer having a +5 weapon).

But it could also be that they separated the "plus" rune on weapons from the "striking" rune, and the AC bonus on armor from the save bonus.

It could be, but I'd be shocked if weapons didn't get bonuses of some sort from Quality, and what else would that bonus be beyond to-hit?

And if that's true, it's probably true on armor as well.


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Does anyone know if skeleton head toss is going to be a thing? I had heard it mentioned a couple times and I personally like that feature, but I am sure someone might dog on it.


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By my count, between this dump and this one, the only ones still missing are:

6, 10, 12, 13, 20, 25, 26, 36, 40, 50, 51, 58, 69, 72, 74, 76, 84, 85, 92, 93, 99


I've noticed something a little weird here between two different spoilers:

Spoiler #43 - Blade of Justice says: "Whether or not the target is evil, the Strike applies any special effects that normally apply on a Retributive Strike (such as divine smite) and you can convert all the physical damage from the attack into good damage."

Spoiler #47 - Divine Weapon says: "As usual for aligned damage, this can damage only creatures of the opposite alignment."

This can mean some things. Either the final sentence of Divine Weapon is just a random comment and not a rule, Blade of Justice is an unnoted exception, or you can use it as an alignment detector and if the creature is not evil your weapon just phases through them.

Liberty's Edge

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dmerceless wrote:
This can mean some things. Either the final sentence of Divine Weapon is just a random comment and not a rule, Blade of Justice is an unnoted exception, or you can use it as an alignment detector and if the creature is not evil your weapon just phases through them.

More bounces off, but it does indeed sound like you can make it incapable of hurting the non-Evil. That seems fairly appropriate, all things considered.

Liberty's Edge

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Divine Lance bodes well for cantrip damage in general. 9d4+Casting Stat is respectable high level damage for something free, and I doubt Arcane cantrips are too much worse.


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Spoiler card 54 Weapon Legend... it appears Exotic Weapons might now be called Advanced Weapons. Interesting :)


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Telebuddy wrote:
Does anyone know if skeleton head toss is going to be a thing? I had heard it mentioned a couple times and I personally like that feature, but I am sure someone might dog on it.

Head toss was confirmed by someone on staff at a panel, and in addition we were told another special skeleton ability, collapsing into a pile of bones as a reaction to avoid crits but having to put yourself back together afterwords.


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Pathfinder Roleplaying Game Superscriber

Hi Bobson!

Here's a link to #99 : Spoiler 99.

I'm missing the same spoilers as you plus #46. Do you (or anybody else) have a link you can share for this spoiler?


Bobson wrote:

By my count, between this dump and this one, the only ones still missing are:

6, 10, 12, 13, 20, 25, 26, 36, 40, 50, 51, 58, 69, 72, 74, 76, 84, 85, 92, 93, 99

Of all the ones I have, the only one I have on that list is 99 and I've been ninja'd there anyway. XP

Silver Crusade

Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber

According to Mark Seifter, one over enthusiastic Dwarf fan made off with almost all of card 12, so that may wind up being a problem...


Edge93 wrote:
Bobson wrote:

By my count, between this dump and this one, the only ones still missing are:

6, 10, 12, 13, 20, 25, 26, 36, 40, 50, 51, 58, 69, 72, 74, 76, 84, 85, 92, 93, 99

Of all the ones I have, the only one I have on that list is 99 and I've been ninja'd there anyway. XP

I've updated my list to include 99 and I've taken from the other list to include my own.

Silver Crusade

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Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber

It may be better to take advance discussions of these rules to their own threads while we work to collect the rest of the spoilers, so that nothing gets lost in between giant discussions of them.

Silver Crusade

Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber

I found #63 in French LOL
Translation may be off but

Hunting Shot
Ranger Feat 1
Ranger, flourish
Frequency once per round
Prerequisites You hold a remote weapon in hand with a reload time of 0
You can make two quick shots against the creature you are chasing. Perform two Strikes against your prey with the prerequisite weapon. If both hit the same creature, combine their damage when considering their resistance and weaknesses. Apply your multiple attack penalty normally to each attack.


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Very minor, but it looks like the pricing of items might be simpler: Spoiler 97 - striking (4) is 65 GP, greater (12) is 1065 GP and major (19) is 31065 GP. So maybe is just 31K to raise a striking to a major striking rune.

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