wxcougar |
5 people marked this as a favorite. |
#35
Barbarian Feat 8, 1 action called Thrash.
Barbarian Rage
Requirements You have a foe grabbed.
You thrash the grabbed foe around. It takes bludgeoning damage equal to your Strength modifier plus your ferocious specialization damage plus your Rage damage. The foe must a basic Fortitude save against your class DC.
#40
Bard Feat 18 called Eternal Composition
Prerequisites maestro muse
The world is a stage upon which you are always playing. You are permanently quickened; you can use your extra action only to cast a composition cantrip that requires 1 action to cast. While in exploration mode, you can declare that you are performing an eligible composition cantrip while using any exploration tactic. Even before your first turn in a combat encounter, that cantrip is active as if you had cast it on your previous turn.
Darkwynters |
3 people marked this as a favorite. |
Darkwynters wrote:Hmmm, looks more like prices have been shifted by 10... battleaxe is 2 GP instead of 20... just looking at spoiler 84, the starting cash is 15 GP.Well starting wealth was 150 SP in the Playtest so this does match up.
The top right of the PaizoCon Equipment page screenshot has 150 SP as the official starting cash.
wxcougar |
2 people marked this as a favorite. |
#58
Monk class feature 17th
Graceful Legend: Your sublime movement grants you unparalleled protection and offense. Your proficiency rank for unarmored defence increases to legendary, and your proficiency rank for your monk class DC increases to master. If you have ki spells, your proficiency rank for spell attack rolls and spell DCs with the tradition of magic you use for your ki spells increases to master.
tqomins |
7 people marked this as a favorite. |
Jason just posted Spoiler #69 to his twitter: here.
Undead | Sorcerer Bloodline
The touch of undeath runs through your blood. Your family tree might contain powerful undead, like a vampire, or perhaps you died and returned a bit different.
Spell List divine (page 309)
Bloodline Skills Intimidation, Religion
Granted Spells cantrip: chill touch; 1st: harm; 2nd: false life; 3rd: bind undead; 4th: talking corpse; 5th: cloudkill; 6th: vampiric exsanguination; 7th: finger of death; 8th: horrid wilting; 9th: wail of the banshee
Bloodline Spells initial: touch of undeath; advanced: drain life; greater: grasping grave
Blood Magic Necromantic energy flows through you or one target. Either you gain temporary Hit Points equal to the spell's level for 1 round, or a target takes 1 negative damage per spell level.
Cori Marie |
ChibiNyan |
1 person marked this as a favorite. |
That Trash action seems really cool, almost like wrestling, but am kinda disappointed it looks weaker in every way than just punching or attacking the target with anything else. Only advantage I see is that it asks them to roll a save which MAY be lower than AC.
Kind of want to build a character around this, but need to confirm it doesn't just suck.
Elfteiroh |
3 people marked this as a favorite. |
That Trash action seems really cool, almost like wrestling, but am kinda disappointed it looks weaker in every way than just punching or attacking the target with anything else. Only advantage I see is that it asks them to roll a save which MAY be lower than AC.
Kind of want to build a character around this, but need to confirm it doesn't just suck.
As it's a save, it's not affected by Multiple Attack Penalty, and it's one action. That could be a good 3rd action, even more so if Barb get a feat to grab on an attack.
Bobson |
1 person marked this as a favorite. |
Jason just posted Spoiler #69 to his twitter: here.
Undead | Sorcerer Bloodline
The touch of undeath runs through your blood. Your family tree might contain powerful undead, like a vampire, or perhaps you died and returned a bit different.
Spell List divine (page 309)
Bloodline Skills Intimidation, Religion
Granted Spells cantrip: chill touch; 1st: harm; 2nd: false life; 3rd: bind undead; 4th: talking corpse; 5th: cloudkill; 6th: vampiric exsanguination; 7th: finger of death; 8th: horrid wilting; 9th: wail of the banshee
Bloodline Spells initial: touch of undeath; advanced: drain life; greater: grasping grave
Blood Magic Necromantic energy flows through you or one target. Either you gain temporary Hit Points equal to the spell's level for 1 round, or a target takes 1 negative damage per spell level.
A clearer picture of this can be found here.
Same person also posted #36 (recently found), #58 (new), and #25 (also recently found).
Biztak |
2 people marked this as a favorite. |
That Trash action seems really cool, almost like wrestling, but am kinda disappointed it looks weaker in every way than just punching or attacking the target with anything else. Only advantage I see is that it asks them to roll a save which MAY be lower than AC.
Kind of want to build a character around this, but need to confirm it doesn't just suck.
If you are unlikely to hit because of the multiple attack penalty this is the perfect way to stack some more damage with your third action. Enemies can even critically fail the save, so if you know the victim has low fort and you already attacked twice this is a good option.
HidaOWin |
2 people marked this as a favorite. |
Thrash looks great as your third action attack on a turn once you've got your opponent in headlock, you've got a poor chance of hitting with that third punch but your deathlock noogie should do some damage.
Cori Marie |
pixierose |
2 people marked this as a favorite. |
Was Create Undead a ritual in the playtest? If not I'm really happy about that change. Fully martial Graveknights are coming!
I beleive any type of undead creation was not included in the playtest. So I think this is new info in general.
rooneg |
2 people marked this as a favorite. |
Was Create Undead a ritual in the playtest? If not I'm really happy about that change. Fully martial Graveknights are coming!
Create Undead was not in the playtest, but the existence of a ritual that lets you create undead was mentioned by the developers as something that would be in the core rules. So this is a nice confirmation, but isn’t terribly surprising (other than perhaps the fact that it’s a level 2 ritual).
Cori Marie |
Joana |
2 people marked this as a favorite. |
Barnabas Eckleworth III wrote:So, did they get the ones posted in time to get the big spoiler dump from Jason?“Spoiler dump”? Wait, is this something other than the 100 spoilers or the PaizoCon Screenshots from the banquet?
If all 100 spoilers are posted to a thread in the forums when Jason gets back to work in 2 weeks, he promised additional spoilers.
Jason Bulmahn Director of Game Design |
oholoko |
1 person marked this as a favorite. |
#58
Monk class feature 17th
Graceful Legend: Your sublime movement grants you unparalleled protection and offense. Your proficiency rank for unarmored defence increases to legendary, and your proficiency rank for your monk class DC increases to master. If you have ki spells, your proficiency rank for spell attack rolls and spell DCs with the tradition of magic you use for your ki spells increases to master.
Is this power progression i am so happy... This is the best.
TheGoofyGE3K |
1 person marked this as a favorite. |
Cori Marie wrote:Here you go Troll FoodMy demands have changed! Vengeance shall be mine!
MassMtv |
3 people marked this as a favorite. |
Found #13
SEER ELF
You have an inborn ability to detect and understand magical phenomena. You can cast the detect magic cantrip as an arcane innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up.
In addition, you gain a +1 circumstance bonus to Identify Magic and Descipher Writing of a magical nature. These skill actions typically use the Arcana, Nature, Occultism, or Religion skill.
Spellmonger |
2 people marked this as a favorite. |
wxcougar wrote:Is this power progression i am so happy... This is the best.#58
Monk class feature 17th
Graceful Legend: Your sublime movement grants you unparalleled protection and offense. Your proficiency rank for unarmored defence increases to legendary, and your proficiency rank for your monk class DC increases to master. If you have ki spells, your proficiency rank for spell attack rolls and spell DCs with the tradition of magic you use for your ki spells increases to master.
Wait... "tradition of magic"... "ki spells"...
Monks just got a whole lot more interesting and versatile, unless I am misreading things.
tqomins |
3 people marked this as a favorite. |
oholoko wrote:wxcougar wrote:Is this power progression i am so happy... This is the best.#58
Monk class feature 17th
Graceful Legend: Your sublime movement grants you unparalleled protection and offense. Your proficiency rank for unarmored defence increases to legendary, and your proficiency rank for your monk class DC increases to master. If you have ki spells, your proficiency rank for spell attack rolls and spell DCs with the tradition of magic you use for your ki spells increases to master.
Wait... "tradition of magic"... "ki spells"...
Monks just got a whole lot more interesting and versatile, unless I am misreading things.
"ki spells" = "powers" from the playtest
in the playtest a monk could choose whether her spells were Divine or Occult. So it could just be that (as much as I'd love an Arcane or Primal Monk!)
oholoko |
oholoko wrote:wxcougar wrote:Is this power progression i am so happy... This is the best.#58
Monk class feature 17th
Graceful Legend: Your sublime movement grants you unparalleled protection and offense. Your proficiency rank for unarmored defence increases to legendary, and your proficiency rank for your monk class DC increases to master. If you have ki spells, your proficiency rank for spell attack rolls and spell DCs with the tradition of magic you use for your ki spells increases to master.
Wait... "tradition of magic"... "ki spells"...
Monks just got a whole lot more interesting and versatile, unless I am misreading things.
Yeah monk can do some cool kung fu stuff now. Like walk around a lot with a veil of shadows, some ki blasts. A few things like that ^^
Edit: Damn ninja'd
Pumpkinhead11 |
oholoko wrote:wxcougar wrote:Is this power progression i am so happy... This is the best.#58
Monk class feature 17th
Graceful Legend: Your sublime movement grants you unparalleled protection and offense. Your proficiency rank for unarmored defence increases to legendary, and your proficiency rank for your monk class DC increases to master. If you have ki spells, your proficiency rank for spell attack rolls and spell DCs with the tradition of magic you use for your ki spells increases to master.
Wait... "tradition of magic"... "ki spells"...
Monks just got a whole lot more interesting and versatile, unless I am misreading things.
Powers, including Ki abilities, are considered spells. The ‘tradition of magic’ would be for identifying the abilities and any triggering affects or actions. Calling them Ki Spells though brings hope for some better Quigong Monk support.
EDIT: didn’t expect three of us to answer pretty quickly.
Oho and TQ got to it first :p