Pages

Showing posts with label Pathfinder. Show all posts
Showing posts with label Pathfinder. Show all posts

August 23, 2010

Burning Question - Mastery or Bestiary?

In my last {Quest Log}, I mentioned that I was going to buy the Pathfinder Bestiary and I was about to take the plunge and place an order when something else came up and is vying for the cash that would be spent on the Bestiary.


I've read a couple of good things about the Pathfinder Gamemastery Guide and these are coming from people (Greyhawk Grognard, NewbieDM) who don't even play Pathfinder, which goes to show how useful the book is.

However, what I'm more interested in, as someone who is planning to run Pathfinder, is definitely the crunch elements in it. This review from Stargazer's World certainly shows that it isn't really lacking in that department as well.

From what I gathered, it's a book that is choked with great advice from a plethora of the best GMing books out there together with useful mechanical tools for running the game. So, it's a good book to have for some casual reading (and what more appropriate time to be doing that when I'm in the middle of a gaming drought) and I'm sure I would get a great deal of use out of it when I'm running a session.

On the other hand, the Bestiary has monsters...more than 350 of 'em.

Although I haven't seen any reviews about this one but you don't really need any convincing, as a GM, to buy a monster book. Crunch-wise, a book like the Bestiary is as crunchy as a box of breakfast cereals made out of dead PCs for evil GMs. It's a book that you damn sure know what's going to be in there and you know how much you need it.

Then again, there is the promise of finding gorgeous artwork in a book that comes from Paizo.

Although at this point, I'm going to put the Bestiary into the backlog since I can still peruse the Bestiary SRD in the meantime but I'm interested in hearing your thoughts on which book would you prefer?

If you had to pick one, would you prefer a book of GMing advice and tools or a monster book to pounce on your players?

August 9, 2010

Hooray for Pathfinder and Catching Up on Gencon

Being busy with work for the past few days, I've been out of touch from the daily updates for the best four days of gaming at Gencon. So, I have been reading the posts of the guys from Stargazer's World, RPG Blog II, Dice Monkey and The Bone Scroll backwards, starting from their last day to their first at gaming Mecca.

I don't know when will I ever get the chance to go to my first Gencon but it's nice to see that there are people who are nice enough to give you a bunk in case the hotel rooms are fully booked or too expensive.

Anyway, I was really delighted that I saved the ENnies results for the last because it is probably the highest point of the whole event for me. When I first read that Paizo had won almost all the categories that they were nominated in, I was delighted.

After confirming with several sources (here and here), I'm happy to say that it was definitely Paizo's and Pathfinder's year and, as their new fanboy, I think they deserve it. I know I was very bias in my voting this year (and also the fact that I've never heard about 70% of the products nominated this year).

Once again, well done, Paizo!

I will be making that purchase very soon. By the way, I've decided to change my previous purchase decision to get the Gamemastery Guide instead of the Pathfinder Bestiary. A little more on that in a later post.

I would also like to congratulate Obsidian Portal for their golden win this year and thumbs up to Gnome Stew for winning Silver.

A shoutout also to fellow RPG Bloggers Network members, Critical-Hits and NewbieDM too.

July 15, 2010

{Quest Log} Some Stuff I'm Planning to Buy

Since I've started working less than a year ago, I'm finally earning my own cash to spend more on RPGs than I had before as a kid.

One thing about being an adult is that you become a little more cautious on how you are going to spend your hard earned money and purchase decisions are made more carefully after serious considerations and research.

After months of budgeting and savings (I don't earn that much), I'm ready to make my first splurge on RPGs products that I've had my eyes on since I got my first paycheck.

Here's my current wishlist of stuff that I've been wanting to buy:

1. Dungeon Tiles & Minis
2. Pathfinder Bestiary
3. Fantasy Craft
4. Pathfinder Chronicles: Campaign Setting

Minis and Dungeon Tiles, in my opinion, have a much higher reuse value than supplements, considering the rate that they go 'obsolete' nowadays. You can always reuse an old mini or tile for a different system but you can't really do it with a supplement for another system, unless you convert it.

I was going to go ahead with Fantasy Craft and Pathfinder Chronicles but after doing some digging, I've read that both of them will be having a second print run soon so they got pushed down the priority list.

Fantasy Craft will be adding some major erratas and changes and I've read that the second print run books will be out by GenCon. In the meantime, if you already have a PDF copy of the first print, you can get the updated second print for free.

Meanwhile, the Pathfinder Chronicles is going to be replaced as the Pathfinder Campaign Setting World Guide - Inner Sea which was due out in September but Lisa Stevens has confirmed me that it would be out by 2011.

The Bestiary is currently in its second print run and from the sounds of it, if I purchased it now, it should have the erratas printed in it.

So it looks like I'll be waiting for Fantasy Craft and Pathfinder Chronicles which gives me more money to spend on minis and Dungeon Tiles.

August 6, 2009

Pathfinder Roleplaying Game Preview #13


Pathfinder Roleplaying Game Preview #13
Now that we're done with the base classes, Paizo is giving us a taste of how they have worked on the prestige class. Enter Seltyiel, 20th level fighter/wizard/eldritch knight.

Seltyiel
Male half-elf wizard 5/fighter 5/eldritch knight 10
LE Medium humanoid (elf)
Init +9; Senses low-light vision; Perception +21
DEFENSE
AC 25, touch 19, flat-footed 20 (+6 armor, +4 deflection, +5 Dex)
hp 174 (15d10+5d6+70)
Fort +18, Ref +17, Will +12; +2 vs. enchantments, +1 vs. fear
OFFENSE
Speed 30 ft.
Melee +2 keen axiomatic shocking burst longsword +24/+19/+14/+9 (1d8+7/17–20)
Ranged ray +22 (by spell)
Special Attacks force missile (9/day), intense spells +2 damage
Spells Prepared (CL 15th)
7th—grasping hand, prismatic spray (DC 23), spell turning
6th—chain lightning (2, DC 22), disintegrate (DC 22), form of the dragon I, greater dispel magic
5th—cone of cold (2, DC 21), polymorph, teleport, wall of force
4th—dimension door, ice storm, stoneskin, wall of fire (2), wall of ice
3rd—dispel magic (2), fireball (4, DC 19), fly (2), haste (2)
2nd—invisibility (2), mirror image, scorching ray (3), see invisibility
1st—magic missile (3), shield (2), true strike (2)
0 (at will)—detect magic, mage hand, mending, ray of frost, read magic
Prohibited Schools: enchantment, necromancy
STATISTICS
Str 14, Dex 20, Con 16, Int 23, Wis 8, Cha 10
Base Atk +17; CMB +19; CMD 38
Feats Arcane Armor Training, Critical Focus, Critical Mastery, Disruptive, Empower Spell, Greater Weapon Focus (longsword), Improved Initiative, Improved Vital Strike, Lightning Reflexes, Penetrating Strike (longsword), Power Attack, Scribe Scroll, Skill Focus (Diplomacy), Spellbreaker, Staggering Critical, Tiring Critical, Vital Strike, Weapon Focus (longsword), Weapon Specialization (longsword)
Skills Diplomacy +26, Fly +28, Intimidate +23, Knowledge (arcana) +29, Knowledge (planes) +29, Perception +21, Spellcraft +29, Stealth +25
SQ arcane bond (bat), armor training +1, bravery +1, diverse training, elf blood, spell critical, weapon training (heavy blades +1)
Combat Gear cube of force, potion of cure serious wounds (4), quicken metamagic rod, rod of cancellation, scroll of limited wish (2), staff of evocation, wand of lightning bolt (CL 10, 50 charges); Other Gear +2 keen axiomatic shocking burst longsword, +4 etherealness leather armor, belt of physical perfection +2, boots of teleportation, cloak of resistance +5, hand of glory, headband of vast intelligence +6, orange prism ioun stone, pearl of power (two spells), ring of protection +4, ring of regeneration, ring of wizardry (III), vibrant purple ioun stone (dimension door, shield)

Some highlight notes and changes from the 3.x Eldritch Knight
  • Eldritch Knight gains a bonus feat on 1st, 5th and 9th level.

  • A 1st level Eldritch Knight gains Diverse Training which allows him to add his Eldritch Knight levels to his wizard and fighter levels for the purpose of determining level to qualify for feats only.

  • A 10th level Eldritch Knight gains Spell Critical which allows the Eldritch Knight to cast a spell that targets or include the target into the area of effect as a swift action that does not provoke an AoO on the target that is hit by a critical hit.

  • Form of the Dragon I allows the caster to change into a medium-sized dragon of any color which grants its attacks, breath weapon and other resistances or abilities.

  • Polymorph allows the caster to become a humanoid, animal or elemental.

  • The Arcane Armor Training feat allows the character to spend a swift action to reduce the chance of arcane spell failure by 10%.

  • Critical Mastery (a fighter-only feat) allows the character to apply the effects of two critical feats when hitting with a critical hit.

  • Staggering Critical causes the target to be staggered. Tiring Critical causes the target to be fatigued.

  • The Disruptive feat (fighter-only feat) causes any arcane spellcaster adjacent to the character a +4 to DC when casting defensively.

  • Spellbreaker (fighter-only feat) allows the character to make an AoO when an adjacent spellcaster fails a defensive casting check.

  • Penetrating Strike (fighter-only feat) allows him to ignore 5 points of DR (except for DR/-) which increases to 10 points with Greater Penetrating Strike (16th level fighter-only feat).

  • An Evoker gains Intense Spell at 1st level which gives a bonus to damage spells equal to 1/2 of the wizard level.

  • Evokers can also cast Force Missile which acts like Magic Missile, once per turn.

  • Half-Elf gives +2 to one ability score of his choice, the Skill Focus feat for free and pick two favored class.

  • Ring of Regeneration regains 1 hp per round and makes the character immune to bleeding damage.

Although this preview is all about the Eldritch Knight but I'm more impressed by the fighter-only feats. I'm curious as to what they have done with Polymorph but this preview does not seem forthcoming with the details other than the shapes that the caster is allowed to assume.

After the tidbit from the Wizard preview, I'm quite delighted to see the special abilities that specialist wizards get which seems interesting to play.

Any thoughts on the new Eldritch Knight or feats?

July 29, 2009

Pathfinder Roleplaying Game Preview #12


Pathfiner Roleplaying Game Preview #12

The last base class preview is reserved for what can be one of the most complicated class to play since 3.x. Let's take a look at the wizard with Ezren, 10th level male human wizard.

Ezren
Male human wizard 10
NG Medium humanoid (human)
Init +3; Senses Perception +12
Defense
AC 15, touch 11, flat-footed 15 (+4 armor, +2 deflection, –1 Dex)
hp 57 (10d6+20)
Fort +8, Ref +4, Will +11
Offense
Speed 30 ft.
Melee +3 club +8 (1d6+3)
Special Attacks hand of the apprentice (9/day, +11 ranged), metamagic mastery (2/day)
Spells Prepared (CL 10th)
5th—cone of cold (DC 21), teleport, wall of force
4th—dimension door, enervation, ice storm, stoneskin
3rd—dispel magic, fireball (DC 19), fly, haste
2nd—bull's strength, invisibility, mirror image, scorching ray (2), web (DC 18)
1st—alarm, magic missile (3), ray of enfeeblement, shield
0—detect magic, light, mage hand, read magic
Statistics
Str 11, Dex 9, Con 12, Int 22, Wis 15, Cha 9
Base Atk +5; CMB +5; CMD 21
Feats Arcane Strike, Combat Casting, Defensive Combat Training, Empower Spell, Great Fortitude, Improved Initiative, Scribe Scroll, Silent Spell
Skills Appraise +19, Fly +12, Knowledge (arcana) +19, Knowledge (engineering) +19, Knowledge (geography) +19, Knowledge (history) +19, Knowledge (planes) +19, Perception +12, Spellcraft +19
Languages Common, Draconic, Dwarven, Elven, Gnome, Halfling, Orc
SQ arcane bond (cane), cantrips
Combat Gear potion of cure serious wounds, scroll of dispel magic, wand of magic missile (CL 9th, 50 charges); Other Gear ring of protection +2, cloak of resistance +2, bracers of armor +4, cane (treat as a club), bead of force, blessed book, headband of vast intelligence +2 (Perception), pearl of power (3rd level)

Some slight changes to the wizard class features, spells and feats.
  • Specialist wizards gain bonus spells as in 3.x but universalist wizards now gain a couple of powers; Hand of the Apprentice and Metamagic Mastery.

  • Hand of the Apprentice allows a wizard with a standard action to make a thrown weapon attack with a melee weapon within a range of 30 ft. The wizard uses his Intelligence modifier instead of his Dexterity to make the attack roll but still uses Strength modifier to determine the damage. It cannot perform a combat maneuver and can only be used 3+intelligence modifier times per day.

  • At 8th level, a universalist wizard gains metamagic mastery which he can use 1/day and gains an additional usage for each 2 levels beyond that. With metamagic mastery, the wizard can augment a spell he has prepared with a metamagic effect without increasing the spell level. The wizard must spend one usage of his mastery for each level increase the metamagic feat would normally cost. A wizard cannot use metamagic mastery to augment a spell that would normally become beyond his highest casting spell level.

  • Specialist wizards can still cast spells from their prohibited schools but it cost an additional memory slot to memorize the spell.

  • The Scry & Teleport combo is now much riskier since Scry only counts as 'view once' for the purpose of teleportation which means there is a 25% chance of something going wrong.

  • Wall of Force (and other force barrier spells) have 30 hardness and 20 hitpoints per caster level.

  • Fly comes with a bonus to the Fly skill which means that untrained flyers won't be performing aerial acrobatics.

  • Web grapples any target within the area of effect if they failed their saving throw. Those that succeed can only move if they make a successful Grapple or Escape Artist check. Those who enter the area of effect are grappled and stopped on the first square they enter if they failed their saving throw and those that succeed move through the area as difficult terrain.

  • Ray of Enfeeblement allows the target to make a Fort save to reduce the Strength penalty by half.

  • Arcane Bond allows a wizard to get a familiar or to bond with a weapon. A bonded weapon allows the wizard to cast one spell that he knows and capable of casting without preparation, once per day. He can also enchant the weapon as if he has the feats as long as he meet the minimum prerequisite level of the feat.

  • However, the wizard must make a concentration check to cast spells if he does not have his bonded weapon in hand.

  • Combat Casting gives a +20 bonus to Concentration check.

  • Arcane Strike uses a swift action to give +3 enchantment bonus to his bonded weapon for one round and it stacks with Hand of the Apprentice.

  • Defensive Combat Training uses the character's level as the base attack bonus to calculate his CMD.

Although most of the arcane spells in Pathfinder seems to have been nerfed for the most part but I think this gives a better fighting chance for PCs and NPCs by removing the one-spell kill deadliness.

I like the balance they have done for the universalist and specialist wizard which makes both of them an equally powerful options for anyone who is playing as a wizard.

What do you think about the Pathfinder wizard?

July 22, 2009

Pathfinder Roleplaying Game Preview #11


Pathfinder Roleplaying Game Preview #11

This week's preview, we have Merisel, 6th level female elf rogue sneaking in to bring us the new rogue.
Merisiel
Female elf rogue 6
CN Medium humanoid (elf)
Init +4; Senses low-light vision; Perception +12
DEFENSE
AC 20, touch 15, flat-footed 15 (+5 armor, +4 Dex, +1 dodge)
hp 42 (6d8+12)
Fort +4, Ref +10, Will +4; +2 vs. enchantments
Defensive Abilities evasion, trap sense +2, uncanny dodge
OFFENSE
Speed 30 ft.
Melee +1 rapier +9 (1d6+2/18–20)
Ranged dagger +8 (1d4/19–20)
Special Attacks sneak attack +3d6, surprise attack
STATISTICS
Str 12, Dex 18, Con 12, Int 10, Wis 13, Cha 10
Base Atk +4; CMB +5; CMD 20
Feats Dodge, Mobility, Nimble Moves, Weapon Finesse
Skills Acrobatics +13, Climb +10, Disable Device +18, Knowledge (local) +9, Perception +12, Sleight of Hand +13, Stealth +13, Swim +10
Languages Common, Elven, Gnome
SQ finesse rogue, trapfinding +3, trap spotter
Combat Gear dust of tracelessness, potion of cure moderate wounds, potion of invisibility (2); Other Gear +2 studded leather, cloak of resistance +1, +1 rapier, daggers (8), handy haversack, masterwork thieves tools, ring of feather falling, rope of climbing

Some key changes made for the rogue.
  • Rogues now gain Rogue Talents which are something similar to the Rogue's Special Abilities in 3.x but they get a scaled down version much earlier starting at 2nd level and every 2 levels after that. Once they reach level 10, then do they rogue talent which function similar to the Special Abilities in 3.x.

  • Examples of rogue talents available and what they do;
    • Finesse Rogue grants Weapon Finesse as a free feat.

    • Surprise Attack causes enemies to be flat-footed during the surprise round even if they have already acted.

    • Trap Spotter allows the rouge to make a Perception check when she moves within 10 feet of a trap.

    • Slow Reactions causes an enemy that is damaged by the rogue's sneak attack not able to make AoO for 1 round.

    • Some other talents gives a bonus to balance and sneaking checks and even allow the rogue to cast certain spells.

  • Sneak Attack now works on construct and undead.

  • Trapfinding grants a bonus to Perception for spotting traps and a Disable Device bonus equal to half the rogue's level. It also allows rogues to disarm magical traps

  • At 20th level, rogues gain the Master Strike class feature which lets the rogue kill, paralyze or put to sleep a target hit by her sneak attack.

  • Dodge now grants a +1 bonus to AC and CMD against all targets.

  • Nimble Moves allows a character to ignore 5 feet of difficult terrain each round while moving.

  • Traps are now scaled up to CR 20 with higher level traps dealing damage over a longer duration and/or multiple targets.

  • Poison now deals damage over a certain duration (call its frequency) and has a cure condition which indicates the number of saves that the character has to make to stop further damage.

The rogue seems to have gone through the least amount of change since the changes that were introduced in the beta. I like the change they have done to Dodge which makes things much easier to track than having a 'mark' to get the bonus.

What do you think of the pathfinder rogue?

July 17, 2009

Pathfinder Roleplaying Game Preview #10


Pathfinder Roleplaying Game Preview #10

This week's preview is on the Barbarian with Amiri, 17th level female human barbarian.
Amiri
Female human barbarian 17
CN Medium humanoid (human)
Init +2; Senses Perception +21
DEFENSE
AC 26, touch 14, flat-footed 24 (+9 armor, +4 deflection, +2 Dex, +3 natural, –2 rage)
hp 252 (17d12+136)
Fort +19, Ref +10, Will +14; +4 vs. enchantment
Defensive Abilities improved uncanny dodge, indomitable will, trap sense +5; DR 4/—
OFFENSE
Speed 40 ft.
Melee +4 frost keen adamantine greatsword +31/+26/+21/+16 (2d6+19/17–20 plus 1d6 cold)
Ranged +2 frost composite longbow +21/+16/+11/+6 (1d8+9/x3 plus 1d6 cold)
Special Attacks greater rage (41 rounds/day), rage powers (fearless rage, increased damage reduction, intimidating glare, knockback, powerful blow +5, renewed vigor [4d8+6], superstition +6, terrifying howl [DC 27])
BASE STATISTICS
AC 28, touch 16, flat-footed 26 (+9 armor, +4 deflection, +2 Dex, +3 natural)
hp 201 (17d12+85)
Fort +16, Will +11
Melee +4 frost keen adamantine greatsword +28/+23/+18/+13 (2d6+14/17–20 plus 1d6 cold)
CMB +24; CMD 40
Skills Climb +27
STATISTICS
Str 24 (30), Dex 14, Con 16 (22), Int 10, Wis 12, Cha 8
Base Atk +17; CMB +27; CMD 41
Feats Bleeding Critical, Blind-Fight, Critical Focus, Greater Vital Strike, Improved Iron Will, Improved Vital Strike, Iron Will, Power Attack, Toughness, Vital Strike
Skills Acrobatics +22, Climb +30, Intimidate +19, Perception +21, Survival +21
SQ tireless rage
Combat Gear potion of cure serious wounds (6), potion of haste (2); Other Gear ring of protection +4, amulet of natural armor +3, cloak of resistance +3, +4 frost keen adamantine greatsword, +2 frost composite longbow (Str +7), +5 moderate fortification hide armor, bag of holding (type II), belt of giant strength +6, cube of force, ring of freedom of movement, scarab of protection, winged boots

The barbarian is one of the classes which had gone through some considerable changes since the beta. Here are some of them highlighted.
  • Barbarians no longer have a number of rages per day but instead have a number of rounds of rage per day which can be spend throughout that day. They start with 4+Con mod and gain an extra 2 rounds for every 2 levels beyond the first.

  • Barbarians no longer have rage points from the beta and rage powers are limited to once per rage or day which they start gaining from level 2 onwards.

  • Fearless Rage which can be gained at level 12 makes the barbarian immune to shaken and frightened conditions while raging.

  • Increased Damage Reduction increases the barbarian's DR to DR 5/- while raging.

  • Intimidating Glare is a move action that causes an adjacent foe to be shaken for 1d4 and one additional round per 5 points exceeding the DC.

  • Knockback allows the barbarian to make a bull rush attempt in place of a standard attack which deals damage equal to her strength mod and push the target back without having to follow it if successful, once per round while raging.

  • Powerful Blow allows her to add +5 damage to one melee roll (the bonus damage increases at higher levels) as a swift action, once per rage.

  • Barbarian can use Renewed Vigor to heal 1d8+con mod hitpoints starting at level 4, once per day. The amount she heals scales at higher levels.

  • Supersition gives the barbarian a morale bonus to save against spells, supernatural and spell-like abilities while raging. However, she can no longer be a willing target so that means she has to resist spells cast even by allies.

  • Terrifying Howl can only be taken at 8th level and the barbarian must have Intimidating Glare. As a standard action, she causes all shaken enemies within 30 feet to become panicked for 1d4+1 rounds if they fail their saving throw. After that, those that made a save are immune to this power for 24 hours.

  • The barbarian still gains higher damage reduction, greater and mighty rage, uncanny dodge and trap sense at higher levels.

  • Acrobatics and Knowledge (nature) are now class skills for the barbarian.

  • Critical Focus gives a +4 bonus to confirm a critical hit.

  • Critical Bleeding causes 2d6 points of bleed in addition to the critical.

  • Improved Iron Will allows the character to reroll one will save per day before the result is revealed.

  • Toughness grants 1 hitpoint per level but has a minimum of 3 hitpoints which means that level 1-3 PCs get 3 hitpoint and 4 when they hit 4th level.

  • Power Attack grants a +2 bonus on damage rolls for each -1 to attack rolls. If using a double-handed weapon, the damage bonus increases by 50% while off-hand weapons only get half of the benefit. Starting at base attack +4 and for every 4 base attack thereafter, the bonus damage increases by 2 while the attack penalty increase by 1.

I like the idea of rage powers but I cringed when I read about Rage Points in the beta so I'm glad that they have simplified it for the final print. I also liked that they've added Acrobatics and Knowledge (nature) to the class skill which I thought were missing in 3.x.

Changes done to Toughness, Improved Iron Will and Power Attack is overall really nice which makes them much more worthwhile to take than before.

Any thoughts on the pathfinder barbarian?

July 14, 2009

Pathfinder Core Rulebook Preview Video

Those who attended Paizocon have most likely taken their first glimpse at the final printed version of the Pathfinder Core Rulebook. For those who weren't that lucky, Paizo has just posted up a preview video in the Paizo blog that flips through the content of the Pathfinder Core Rulebook.

For you convenience, you can watch the video below or you could head over to the preview video link to watch it at a larger resolution.


Needless to say that Paizo's production value is top notch and it is making me drool. In fact, the layout reminds me about the 3.x Forgotten Realms Campaign Guide which is a good looking book too.

July 10, 2009

Pathfinder Roleplaying Game Preview #9


Pathfinder Roleplaying Game Preview #9
This week we look at the new monk with Sajan, 8th level human monk.
Sajan
Male human monk 8
LN Medium humanoid (human)
Init +3; Senses Perception +3
DEFENSE
AC 23, touch 21, flat-footed 19 (+2 armor, +1 deflection, +3 Dex, +1 dodge, +3 monk, +3 Wis)
hp 63 (8d8+24)
Fort +8, Ref +9, Will +9; +2 against enchantment
Defensive Abilties evasion, slow fall 40 ft.; Immune disease
OFFENSE
Speed 50 ft.
Melee flurry of blows +9/+9/+4/+4 (2d6+2 plus 1d6 fire) or mwk shortsword +9/+4 (1d6+2/19–20)
Ranged shuriken +9/+4 (1d2+2)
Special Attacks stunning fist (8/day, stun, fatigue, or sicken, DC 17)
STATISTICS
Str 14, Dex 16, Con 14, Int 10, Wis 16, Cha 8
Base Atk +6; CMB +10; CMD 29
Feats Combat Reflexes, Dodge, Extra Ki, Greater Disarm, Improved Disarm, Improved Unarmed Strike, Scorpion Style, Stand Still, Stunning Fist, Weapon Focus (unarmed strike)
Skills Acrobatics +14 (+30 jump), Climb +13, Sense Motive +14, Stealth +14, Swim +13
Languages Common
SQ fast movement, high jump, ki pool (9 points), maneuver training, purity of body, still mind, wholeness of body
Combat Gear oil of greater magic fang (+3), potion of cure serious wounds (2); Other Gear mwk shortsword, shuriken (20), ring of protection +1, light fortification bracers of armor +2, flaming amulet of mighty fists, headband of inspiring wisdom +2, monk's robe

Some changes highlighted for the monk
  • Flurry of Blows uses the monk's level as its base attack bonus.

  • Monks get the Stunning Fist feat for free and can apply different effects other than stunning at higher levels such as fatigued until rest or sicken for 1 minute at 8th level, stagger for 1d6+1 rounds at 12th level, permanently blind or deafen at 16th level and paralyze for 1d6+1 rounds at 20th level.

  • Monks can use Quivering Palm once per day.

  • Monks add their level to their CMB and add their Wis and Monk AC bonus to their CMD.

  • Monks now have ki points equal to 1 per two levels plus their Wis mod which they can spend to get certain benefits like adding extra attack to their flurry of blows at 4th level, gain +20 to a single check at 5th level, heal themselves by spending 2 ki points at 7th level and can eventually use ki points to use dimension door or become ethereal.

  • As long as the monk has 1 ki point remaining, his attacks are considered magical for overcoming damage reduction, lawful at 10th level and adamantine at 16th level.

  • Amulet of Mighty Fist now add melee weapon properties to the unarmed attacks of the monk with a reduced price.

  • Bracers of Armor now also add armor properties such as light fortification.

The introduction of ki points is quite interesting and would make an otherwise dull class fun to play. I didn't had any problem with the attack bonus of the monk in 3.x before but using the monk's level for determining flurry of blows attack bonus is going to make them even more deadly.

Overall, I think they've added more stuff to the monk than really improving or adjusting the flaws of the class which doesn't get me overly excited.

Any thoughts on the pathfinder monk?

July 1, 2009

Pathfinder Roleplaying Game Preview #8


Pathfinder Roleplaying Game Preview #8

This week, we take a look at Lini, 8th level gnome druid and Droogami, her snow leopard animal companion.
Lini
Female gnome druid 8
N Small humanoid (gnome)
Init +5; Senses low-light vision; Perception +15
DEFENSE
AC 18, touch 14, flat-footed 17 (+4 armor, +2 deflection, +1 Dex, +1 size)
hp 71 (8d8+32)
Fort +9, Ref +3, Will +10; +2 vs. illusion
Defensive Abilities defensive training
OFFENSE
Speed 20 ft.
Melee mwk sickle +7 (1d4–1)
Ranged +1 sling +9 (1d3+1)
Special Attacks wild shape 4/day
Spell-Like Abilities (CL 8th):
1/day—dancing lights, ghost sound, prestidigitation, speak with animals
Druid Spells Prepared (CL 8th):
4th—cure serious wounds, flame strike (DC 18), freedom of movement
3rd—call lightning (DC 17), dominate animal (DC 17), greater magic fang, poison (DC 17)
2nd—barkskin, bull's strength, flame blade, lesser restoration
1st—cure light wounds (2), entangle (DC 15), longstrider, obscuring mist
0—create water, detect magic, know direction, stabilize
STATISTICS
Str 8, Dex 12, Con 16, Int 8, Wis 18, Cha 16
Base Atk +6; CMB +4; CMD 17
Feats Combat Casting, Improved Initiative, Natural Spell, Weapon Focus (claw)
Skills Acrobatics +8, Fly +10, Handle Animal +10, Knowledge (nature) +8, Perception +15, Survival +13
Languages Common, Gnome
SQ nature bond (snow leopard animal companion), nature sense, resist nature's lure, trackless step, wild empathy +11, woodland stride
Combat Gear wand of cure light wounds; Other Gear mwk sickle, +1 sling, +2 leather armor, amulet of mighty fists +1, boots of elvenkind, druid vestments, elemental gem (air), headband of inspired wisdom +2, ring of deflection +2

Droogami
Male snow leopard
N Medium animal
Init +6; Senses low-light vision, scent; Perception +8
DEFENSE
AC 22, touch 17, flat-footed 15 (+6 Dex, +1 dodge, +5 natural)
hp 45 (7d8+14)
Fort +7, Ref +11, Will +3; +4 vs. enchantment
Defensive Abilities evasion
OFFENSE
Speed 50 ft.
Melee bite +9 (1d6+4 plus trip), 2 claws +9 (1d3+4)
STATISTICS
Str 18, Dex 22, Con 15, Int 2, Wis 12, Cha 6
Base Atk +5; CMB +9; CMD 26
Feats Alertness, Combat Reflexes, Dodge, Stealthy
Skills Acrobatics +10, Climb +9, Perception +8, Stealth +13
SQ devotion, link, share spells, sprint

Some highlight changes done to the druid.
  • Druids can now Wild Shape starting at 4th level and gain 2 additional uses each 2 levels after that.

  • Assuming shape grants the druid bonuses similar to ability stat boosting spells and it is considered a size bonus which means it can still stack with those spells and magic items.

  • Animal companions now follow a standard progression for hit dice, skill points, feats, natural armor bonuses, Strength and Dexterity bonuses. For other stats like attacks, speed and special qualities, it depends on the animal type which acts as a template.

  • Resist Nature's Lure applies to effects that target plants and wood such as Entangle and Warp Wood.

  • Entangle only entangles targets that fail their save and those that succeed move through the area as difficult terrain.

  • Boots of Elvenkind now only gives +5 to Acrobatic checks, made redundant by the Stealth skill.

  • The Fly skill allows the character to perform stunts and maneuvers like Ride. The skill is modified by size and maneuverability.

To be honest, I've never been a real druid fan which in my opinion is one of the hardest classes to play and it can be quite complicated at times with spells and animal companions. I hope that the new streamline rules for animal companion stats might make things easier but then again, it might just make things more complicated.

I'm glad that they explain what the Fly skill is for and it might be interesting to see the full list of aerial maneuvers that you can do with it.

So any thoughts on the new druid?

June 24, 2009

Pathfinder Roleplaying Game Preview #7



Pathfinder Roleplaying Game Preview #7

This week we preview the Lem, 8th level bard.
Lem
Male halfling bard 8
CG Small humanoid (halfling)
Init +4; Senses Perception +12
DEFENSE
AC 21, touch 17, flat-footed 16 (+4 armor, +1 deflection, +4 Dex, +1 dodge, +1 size)
hp 55 (8d8+16)
Fort +6, Ref +12, Will +7; +4 vs. bardic performance, sonic, and language dependent effects, +2 vs. fear
OFFENSE
Speed 20 ft.
Melee +1 short sword +7/+2 (1d4–1/19–20)
Ranged +1 thundering sling +12/+7 (1d3)
Special Attacks bardic performance (28 rounds/day), countersong, distraction, dirge of doom, fascinate (DC 18), inspire competence +3, inspire courage +2, suggestion (DC 18)
Spells Known (CL 8th):
3rd (3/day)—charm monster (DC 17), cure serious wounds, haste
2nd (5/day)—blur, glitterdust (DC 16), minor image (DC 16), sound burst (DC 16)
1st (5/day)—charm person (DC 15), cure light wounds, disguise self, hideous laughter (DC 15), lesser confusion (DC 15)
0 (at will)—detect magic, ghost sound (DC 14), know direction, light, read magic, summon instrument
STATISTICS
Str 8, Dex 18, Con 14, Int 12, Wis 8, Cha 18
Base Atk +6; CMB +4; CMD 20
Feats Combat Casting, Dodge, Extra Performance, Mobility
Skills Acrobatics +17, Escape Artist +15, Knowledge (local) +16, Perception +12, Perform (comedy) +15, Perform (wind instruments) +19, Stealth +19, Use Magic Device +15
SQ bardic knowledge (+4), lore master (1/day), versatile performance (comedy, wind instruments), well-versed
Languages Common, Elven, Halfling
Combat Gear lesser metamagic rod of extend, wand of cure moderate wounds (CL 3rd, 50 charges); Other Gear +1 shortsword, +1 thundering sling, 20 sling bullets, +2 leather armor, belt of incredible dexterity +2, cloak of resistance +1, mwk flute, ring of protection +1, wind fan
Some changes highlighted for the bard and spells.
  • Bards get a number of rounds of Bardic Performance per day which is 4+Charisma modifier and 2 additional rounds for every level beyond 1st. The Extra Performance feat gives an additional 6 more rounds.

  • Dirge of Doom causes all foes within 30 feet to be shaken as long as the bard continues to perform.

  • Inspire Courage and Inspire Competence provide higher bonuses as the bard's level progresses.

  • As the bard's level becomes higher, they have the potential to frighten or kill enemies.

  • A bard can eventually cast mass cure serious wounds by performing for 4 consecutive rounds.

  • Starting a bard performance is a standard action at 1st level, a move action at 7th level and a swift action at 13th level. Maintaining a bard performance is a free action.

  • Bards have d8 hitdice and have no alignment restriction.

  • Bardic Knowlege makes the bard trained in all knowledge skills and apply 1/2 his bard level as a bonus when making Knowledge checks.

  • Well-Versed grants a +4 saving throw bonus against other bard performances, sonic and language-based spell effects.

  • The bard gains Lore Master at 5th level which allows the bard to take 10 on any Knowledge check or take 20 once per day. As the bard progresses, he can take 20 multiple times per day.

  • The bard gains Versatile Performance at 2nd level which allows the bard to substitute their Perform bonus with two other skills depending on the Perform skill. For example, a bard may choose to use his Perform (Comedy) bonus for Intimidate and Bluff checks.

  • The Bard becomes a jack-of-all-trades at 10th level that allows him to try any skill untrained and eventually allowing him to take 10 on any skill check at higher levels.

  • Glitterdust now allows save each round to negate blindness.

  • Hideous Laughter allows a second save throw after the first round. If the target fails the second save then they laugh for the duration which last for 1 round per level.

  • Lesser Confusion and Confusion have been simplified to determine the results. Each round the target rolls a percentile dice which can result in 4 reactions; act normally (1-25), chatter mindlessly and do nothing for that round (26-50), deal 1d8+Str mod damage to themselves (51-75) or attack the nearest creature (76-100).


I find these to be some pretty interesting changes to the bard which seems to streamline its abilities (jack-of-all-trades, bardic knowledge, lore master) while at the same time increasing their utility through the enhanced abilities of the bardic performance. It's definitely a great party member to have when in roleplaying situations.

Any thoughts on the new bard?

June 17, 2009

Pathfinder Roleplaying Game Preview #6


Pathfinder Roleplaying Game Preview #6

This week's preview looks at Seelah, 13th level paladin.
Seelah
Female human paladin 13
LG Medium humanoid
Init –1; Perception +1
Aura courage (10 ft., +4 fear saves), good, justice (10 ft.), resolve (10 ft., +4 charm saves)
DEFENSE
AC 26, touch 11, flat-footed 26 (+10 armor, +2 deflection, –1 Dex, +5 shield)
hp 115 (13d10+39)
Fort +14, Ref +7, Will +13
Immune charm spells and effects, disease, fear; Resist cold 10
OFFENSE
Speed 20 ft.
Melee +3 defending longsword +21/+16/+11 (1d8+7/19–20)
Ranged +1 composite longbow +13/+8/+3 (1d8+5/x3)
Special Attacks channel positive energy (7d6, DC 20), divine bond (weapon, 3/day, 13 min., +3 bonus), lay on hands (10/day, 6d6), mercy (diseased, nauseated, sickened, paralyzed), smite evil (5/day, +4 to hit, +13 damage)
Spell-Like Abilities (CL 13th):
At Will—detect evil
Paladin Spells Prepared (CL 10th):
4th—holy sword
3rd—dispel magic, prayer
2nd—resist energy, shield other, zone of truth (DC 16)
1st—bless weapon, divine favor, lesser restoration, protection from evil
STATISTICS
Str 19, Dex 8, Con 14, Int 10, Wis 12, Cha 18
Base Atk +13; CMB +17 (+21 to sunder); CMD 28
Feats Critical Focus, Extra Lay on Hands, Greater Sunder, Improved Sunder, Power Attack, Shield Focus, Staggering Critical, Weapon Focus (longsword)
Skills Diplomacy +16, Heal +14, Knowledge (religion) +13, Sense Motive +14
SQ divine grace, divine health
Combat Gear staff of healing, winged boots; Other Gear +3 defending longsword, +1 composite longbow (+4 Str), mithral full plate of speed, +3 heavy steel shield, belt of giant strength +2, headband of alluring charisma +2, ring of minor cold resistance, ring of protection +2

According to Jason Bulhman, the paladin has been through the most changes since the playtest among the the other base classes which he highlighted below.
  • Aura of Justice allows a paladin to give an ally within 10 feet the Smite Evil ability by spending 2 uses. The ally must use the ability right away but it last for 1 minute.

  • Aure of Resolve makes the paladin immune and grants other allies within 10 feet a +4 bonus to saving throws against Charm effect spells.

  • Paladins now have a higher Will save progression

  • The paladin may use Lay on Hands number of times equal to half her paladin level + Cha mod

  • Lay on Hands now heals 1d6 damage per 2 paladin levels. It can used on others as a standard action and on the paladin as a swift action.

  • Paladins can also spend 2 uses of Lay on Hands to Channel Energy as a cleric equal to their paladin level

  • Paladin also have Mercies starting from level 3 that lets them remove conditions automatically, except for curses, diseases and poisons which still requires a caster level check, in addition to damage with their Lay on Hands.

  • Divine Bond gives the paladin two choices. If the paladin chooses a horse, it acts as a companion as though the paladin is a druid of equal level.

  • If the paladin uses her Divine Bond with her weapon, it allows her to grant it a +3 bonus, 3 times per day lasting as long as the paladin's level in minutes. This bonus can be used to gain special qualities that is equal to its value of enchantment and the paladin can distribute the bonuses for different qualities. For example, a paladin may decide to add +1 and the Holy property to her weapon or 3 properties with each property equal to a +1 bonus. The paladin can add more options as their level progresses

  • Smite Evil lasts until your target is slain (I'm not sure what does that means) and deals extra damage equal to the paladin's level. This damage is doubled when used on evil outsiders, dragons and undead. It also ignores damage reduction.

  • Smite Evil also grants the paladin a deflection AC bonus equal to her Cha mod against attacks made by the target

  • The Paladin's Detect Evil can be focused on a single target and determines whether they are evil in 1 round.

  • The Paladin spell progression is faster (similar to the ranger). The caster level of the paladin is her level-3, based off Cha.

  • Protection from Evil does not grant immunity against a current mental control but a +2 bonus to saving throw if the controller is evil. However, it does grant immunity against new mental controls while the spell is in effect.

  • The Crtical Focus feat grants +4 to confirmation roll on a threat.

  • Crtical Stagger makes a foe staggered (can only take a move or standard action) for 1d4+1 rounds, unless they make a Fort save which reduces it to 1 round.

  • You cannot apply more than one Critical feat to a critical unless you have the Critical Mastery feat (which belongs to Fighters).

  • Each combat maneuver has a chain of two feats, each granting a +2 bonus when performing that particular combat maneuver. The second feat usually grants an additional effect. For example, Improved Sunder and Greater Sunder both provides a +2 bonus (a total of +4) when performing a sunder. In addition, Greater Sunder deals any excess damage to the holder of the object being sundered.

I like what they have done to the paladin, especially the auras, lay on hands, divine bond and Smite Evil. Mercies really make the paladin more like a secondary healer in the party without taxing too much on the cleric's resources. Although the paladin is overall improved, I don't think it is overpowered.

What do you think of the new paladin?

June 10, 2009

Pathfinder Roleplaying Game Preview #5


Pathfinder Roleplaying Game Preview #5

In this week's preview, we take a look at Kyra, 8th level human cleric of Sarenrae.
Kyra
Female human cleric of Sarenrae 8
NG Medium humanoid (human)
Init +3; Senses Perception +5
Aura good
DEFENSE
AC 19, touch 9, flat-footed 19 (+8 armor, –1 Dex, +2 natural)
hp 55 (8d8+16)
Fort +10, Ref +5, Will +13
Resist fire 10
OFFENSE
Speed 20 ft.
Melee +1 flaming scimitar +9/+4 (1d6+3 plus 1d6 fire/19-20)
Special Attacks channel positive energy (4d6, 4d6+8 vs. undead, DC 17, 4/day), fire bolt (+5 ranged touch, 1d6+4 fire, 8/day), nimbus of light (8 rounds/day)
Cleric Spells Prepared (CL 8th):
4th—death ward, divine power, fire shield*, holy smite
3rd—dispel magic, fireball*, prayer, remove curse, searing light
2nd—bull's strength, heat metal*, silence, spiritual weapon (2)
1st—bless, burning hands*, divine favor (2), protection from evil (2), shield of faith
0 (at will)—detect magic, light, read magic, stabilize
* Domain spell; Domains Fire, Sun
STATISTICS
Str 14, Dex 8, Con 14, Int 10, Wis 20, Cha 12
Base Atk +6; CMB +8; CMD 17
Feats Improved Channel, Improved Initiative, Lightning Reflexes, Selective Channeling, Turn Undead
Skills Diplomacy +12, Heal +16, Knowledge (religion) +11, Spellcraft +11
Languages Common
SQ sun's blessing
Combat Gear wand of cure light wounds (50 charges), pearl of power (2nd level), scroll of flame strike; Other Gear +1 flaming scimitar, +2 chainmail, amulet of natural armor +2, cloak of resistance +2, headband of inspired wisdom +2

Changes highlighted for the cleric in the final version.
  • Domains now provide bonus spells and special abilities as the cleric progresses. In this example, the fire domain gives her a fire bolt attack and fire resistance while the sun domain gives her a nimbus of light and sun's blessing.

  • Light and Darkness spells have gone through a minor revamp. There are now 4 levels of illumination; darkness, dim light, normal light and bright light.

  • Channel Energy can only be used to heal allies or damage undead within a 30 foot radius, not both . Evil clerics do the reverse. Clerics may take a Turn Undead feat to make undead enemies flee but it does not deal damage.

  • Death Ward does not grant complete immunity to death effects but a bonus to resist its effects and even gives a saving throw when it is normally not allowed. It also removes the penalties of level drain while the spell lasts.

  • Divine Power is not as powerful as it was but still provides bonus to attack and damage, temporary hitpoints and additional attacks when making a full attack.

  • Remove Curse (and other ailment removing spells in general) are not automatic. Instead, a cleric that cast such a spell has to make a caster level check against the ailment's DC. This is to bring back the deadliness of these ailments past 5th level.

  • There is no more Concentration skill. So to cast defensively, the caster still makes a concentration check but uses the ability score that determines the DC of their spells. The DC for casting defensively is now 15 + twice the spell level. This is supposedly balance by new feats.

This is probably the first class from this preview that has been noticeably nerfed overall. Clerics have been seen as one of the most overpowered class back in 3.x, so I hope this addressed many of its issues. While they have nerfed most of the cleric's spells, I'm actually glad that they have given more utility to the cleric through domains.

Any thoughts to share on the new cleric and some of the new rules?

June 3, 2009

Pathfinder Roleplaying Game Preview #4


Pathfinder Roleplaying Game Preview #4

Today we look at Harsk, 11th level Dwarven Ranger.
Harsk
Male dwarf ranger 11
LN Medium humanoid
Init +5 (+9 underground, +7 mountain); Senses darkvision 60 ft.; Perception +17
DEFENSE
AC 24, touch 15, flat-footed 19; (+6 armor, +5 Dex, +3 natural)
hp 109 (11d10+44)
Fort +10, Ref +12, Will +8; (+2 vs. poison, spells, and spell-like abilities)
Defensive Abilities defensive training (+4 AC vs. giants), evasion
OFFENSE
Spd 20 ft.
Melee +2 greataxe +15/+10/+5 (1d12+5/x3)
Ranged +1 axiomatic shock light crossbow +15/+15/+10/+5 (1d8+1 plus 1d6 electricity/17–20)
Special Attacks favored enemy (humanoid [giant] +6, undead +4, dragon +2), favored terrain (underground +4, mountain +2), hunter's bond (companions), quarry
Spells Prepared (CL 8th)
3rd—cure moderate wounds, summon nature's ally III
2nd—barkskin (already cast), bear's endurance
1st—longstrider, resist energy, speak with animals
STATISTICS
Str 14, Dex 20, Con 16, Int 10, Wis 16, Cha 6
Base Atk +11; CMB +13; CMD 28 (32 vs. bull rush and trip)
Feats Deadly Aim, Endurance, Improved Critical (light crossbow), Improved Precise Shot, Iron Will, Pinpoint Targeting, Point Blank Shot, Precise Shot, Rapid Reload, Rapid Shot
Skills Climb +16, Heal +17, Knowledge (dungeoneering) +14, Perception +17, Stealth +24, Survival +17 (+22 following tracks)
Languages Common, Dwarven
SQ swift tracker, track +5, wild empathy +9, woodland stride
Combat Gear wand of cure moderate wounds (50 charges); Other Gear +3 studded leather armor, +2 greataxe, +1 axiomatic shock light crossbow, 40 bolts, 20 silver bolts, 20 cold iron bolts, 5 adamantine bolts, belt of incredible dexterity +4, headband of inspired wisdom +2, cloak of elvenkind

Some things pointed out about ranger abilities and feats.
  • Rangers now have Favored Terrain which gives a bonus to all Survival, Perception, Stealth and Initiave checks when treading on that terrain. Similar to Favored Enemy, the ranger can select more than one terrain at higher levels. It's bonuses stack with the bonus gained from Favored Enemy.

  • Favored Enemy grants bonus to Bluff, Knowledge, Perception, Sense Motive, Survival and applies to attack and damage rolls. Its bonuses stacks with Favored Terrain if any.

  • Pinpoint Targeting allows the character to make a single attack as a standard action that ignores armor, natural armor and shield bonuses to AC. Presumably, this attack can only be made during a Surprise round.

  • Deadly Aim is a ranged version of Power Attack and uses a full round action.

  • At level 11, Rangers gain the quarry ability. A ranger can only select one target to be its quarry and cannot select another until an hour has passed since the last quarry has been killed. A ranger has a +2 bonus to hit and automatically confirms any critical against the quarry. In addition, the ranger can track its quarry by taking 10 on Survival while moving at full speed without penalty.

  • Hunter's Bond either grants an animal companion or an ability to give half of his Favored Enemy bonus to an ally within 30 feet of a Favored Enemy that last for 3 rounds.

  • The ranger's caster level is now it's level-3 instead of half its level in 3.5.

  • Swift Track allows the ranger to track and move at its full-speed or take a -10 penalty when tracking at double speed. Rangers gain a Track bonus equal to half their level (rounded up).

  • Every class can now track with a Survival check so rangers get an extra bonus for this reason.

  • At 20th level, rangers gain a master hunter ability that can kill a favored enemy with one strike if they fail their saving throw or deal non-lethal damage equal to its hitpoint.

Here's a snippet of the nature's ally that can be summoned by levels.
1st level

Dire Rat
Dolphin
Eagle
Giant Centipede
Fire Beetle
Mite
Poisonous Frog
Pony (horse)
Riding Dog
Stirge
Viper (snake)

2nd Level


Ant, Drone
Elemental (Small)
Goblin Dog
Horse
Hyena
Octopus
Squid
Wolf

3rd Level

Ant, Soldier
Ape
Aurochs (herd animal)
Boar
Cheetah
Constrictor Snake
Crocodile
Dire Bat
Electric Eel
Giant Crab
Giant Lizard
Leopard (Cat)
Shark
Wolverine

Overall I think adding Favored Terrain is a very nice touch to the ranger. The possibility that all characters can now track with Survival is also great which makes having a ranger not compulsory but more like a expert in the field. The couple of new feats introduced here are also very nice and I believe they are Pathfinder's answer to balancing called shots.

What do you think about the new ranger?

May 27, 2009

Pathfinder Roleplaying Game Preview #3


This week, we look at another iconic, Seoni, who will be represented as a 10th level sorceress.
Seoni
Female human sorcerer 10
Init +2; Senses Perception +11
Defense
AC 23, touch 15, flat-footed 20; (+4 armor, +2 deflection, +2 Dex, +1 dodge, +4 shield)
hp 57 (10d6+20)
Fort +6, Ref +7, Will +12
DR 10/adamantine
Offense
Spd 30 ft.
Melee staff of fire +4 (1d6–1)
Ranged ray +6 (by spell)
Special Attacks metamagic adept (2/day)
Spells Known (CL 10th)
5th (4/day)—cone of cold (DC 22)
4th (6/day, 5 remaining)—dimension door, ice storm, stoneskin, wall of fire
3rd (7/day)—dispel magic, fly, haste, lightning bolt (DC 20)
2nd (7/day, 6 remaining)—invisibility, mirror image, resist energy, scorching ray, web (DC 17)
1st (8/day, 7 remaining)—burning hands (DC 18), enlarge person, identify, mage armor, magic missile, shield
0 (at will)—acid splash, arcane mark, daze (DC 15), detect magic, light, mage hand, prestidigitation, ray of frost, read magic
Statistics Str 8, Dex 14, Con 12, Int 10, Wis 16, Cha 20
Base Atk +5; CMB +4; CMD 20
Feats Alertness (from familiar), Dodge, Extend Spell, Greater Spell Focus (evocation), Quicken Spell, Spell Focus (evocation), Spell Penetration, Still Spell
Skills Bluff +14, Climb +2, Fly +11 (+16 using fly), Knowledge (local) +9, Perception +11, Spellcraft +9
Languages Common
SQ arcane bloodline, arcane bond (familiar, lizard), bloodline arcana (+1 DC to metamagic spells)
Combat Gear lesser metamagic rod of empower, potion of cure serious wounds (2), scroll of greater dispel magic, scroll of wall of force; Other Gear cloak of resistance +2, headband of mental prowess +2 (Wis and Cha), ring of feather falling, ring of protection +2, slippers of spider climbing, staff of fire

Some other changes highlighted by Jason Bulhman for sorcerers, spells and magic items:
  • Bloodlines provides additional spells known, a bonus class skill, a special bonus for a specific group of spells and other benefits (for Seoni's case, a familiar, less casting time when using a metamagic feat and an additional spell known).

  • Ice Storm still deals the same amount of damage but also creates difficult terrain and a penalty to Perception checks.

  • Dispel Magic and Greater Dispel Magic only requires one check and targets all spells activated on a person.

  • Staves now have 10 charges but can be recharged by spending spell slots.

Finally, here's the reworked version of Mirror Image but I don't have my old books handy and the time with me right now to spot the difference.
Mirror Image
School illusion (figment); Level bard 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 1 min./level

This spell creates a number of illusory doubles of you that inhabit your square. These doubles make it difficult for enemies to precisely locate and attack you.

When mirror image is cast, 1d4 images plus one image per three caster levels (maximum eight images total) are created. These images remain in your space and move with you, mimicking your movements, sounds, and actions exactly. Whenever you are attacked or are the target of a spell that requires an attack roll, there is a possibility that the attack targets one of your images instead. If the attack is a hit, roll randomly to see whether the selected target is real or a figment. If it is a figment, the figment is destroyed. If the attack misses by 5 or less, one of your figments is destroyed by the near miss. Area spells affect you normally and do not destroy any of your figments. Spells and effects that do not require an attack roll affect you normally and do not destroy any of your figments. Spells that require a touch attack are harmlessly discharged if used to destroy a figment.

An attacker must be able to see the figments to be fooled. If you are invisible or the attacker is blind, the spell has no effect (although the normal miss chances still apply).

I really like the new options that they've added to the sorcerer and it makes me look forward to the progression more than it used to be in 3.x. The changes for staves is very neat too. I'm still a little worried that book keeping and tracking is still going to be long and tedious for spells but at least they've been simplified somewhat.

Any thoughts you want to share on the Pathfinder Sorcerer?

May 20, 2009

Pathfinder Roleplaying Game Preview #2


Pathfinder Roleplaying Game Preview #2

This week's preview features the Pathfinder stats of Valeros, a level 14 human fighter and one of the iconics of the Pathfinder RPG.
Valeros
Male human fighter 14
NG Medium humanoid
Init +5; Senses Perception +13
DEFENSE
AC 28, touch 17, flat-footed 23; (+10 armor, +2 deflection, +5 Dex, +1 shield)
hp 137 (14d10+56)
Fort +12, Ref +9, Will +3 (+7 against fear)
Resist fire 10
OFFENSE
Spd 30 ft.
Melee +3 keen longsword +23/+18/+13 (1d8+13/17–20), +2 frost shortsword +20/+15/+10 (1d6+7 plus 1d6 cold/19–20)
Ranged +1 flaming composite shortbow +20/+15/+10 (1d6+4 plus 1d6 fire/x3)
STATISTICS
Str 16, Dex 20, Con 16, Int 13, Wis 8, Cha 10
Base Atk +14; CMB +17; CMD 34
Feats Combat Expertise, Double Slice, Greater Two-Weapon Fighting, Greater Weapon Focus (longsword), Greater Weapon Specialization (longsword), Improved Two-Weapon Fighting, Improved Vital Strike, Power Attack, Toughness, Two-Weapon Defense, Two-Weapon Fighting, Two-Weapon Rend, Vital Strike, Weapon Focus (longsword, shortsword), Weapon Specialization (longsword)
Skills Climb +20, Intimidate +17, Perception +13, Ride +22, Swim +20
Languages Common, Halfling
SQ armor training +3, bravery +4, weapon training (heavy blades +3, light blades +2, close +1)
Combat Gear necklace of fireballs (type V), potion of cure serious wounds (3), potion of fly, potion of heroism, rod of flame extinguishing; Other Gear bag of holding (type II), +4 fire resistant light fortification breastplate, +1 flaming composite shortbow (+3 Str), +2 frost short sword, belt of physical perfection +2, boots of levitation, +3 keen longsword, periapt of wound closure, ring of protection +2, ring of the ram

Most of these stats would be familiar to the 3.x D&D player except for a few extra bits and pieces that the Pathfinder RPG beta has added like new feats, new class features and new names for skills.

What's really new here is that Jason Bulhman explains about CMD (Combat Maneuver Defense). It's the DC that opponents would have to beat in order to perform a grapple, bull rush, trip or disarm against the character. It is derived from his CMB+10 and other protective bonus (in which case it is his Dexterity mod and Deflection bonus) which works pretty much like AC except having a CMB base. Class features like Weapon Training can also increase the CMD against certain combat maneuvers like Sunder and Disarm.

There are probably more stuff to unravel but I don't really have the time to do that right now. But what I can do is to point you to this discussion thread where you might find some extra bits of information that wasn't very prevalent from the stats.

But if you do anything from the numbers, please tell me in my comment box.

May 14, 2009

Pathfinder Roleplaying Game Preview #1

Pathfinder Roleplaying Game Preview #1

After months of playtesting, followed by months of additional design and compilation, the Pathfinder RPG was finally sent out to the printers about two weeks ago.

Today, Paizo started a 14 part series that will preview the final version of the Pathfinder RPG in the Paizo Blog and what better way to start by showing the final Table of Contents?

The book clocks slightly less than 600 pages that will have everything you need to play and run a Pathfinder game. Compared with the beta version, the final version will also include the Prestige classes and magic item rules that were released during the later days of the beta playtest as their own chapters. This makes the total number of 15 chapters, 4 appendices including its very own Appendix N and a 4-page Index.

The second piece of preview is a couple of pages from the Races chapter. On the first page, we are shown the racial mugshot. They have replaced the blocky racial mugshot art from the beta with a new art that looks much cleaner to me. While on the second page, we have the dwarf description. Looking at the Dwarf's racial traits, you might notice that it has lost its Keen Sense bonus and there seems to be no more Favored Classes, at least not by race.

It's been quite a while since I have done a Pathfinder update so I'm really glad that I will have something to look forward to for the next 14 weeks. This is really building up a lot of drooling anticipation for the game and it keeps getting better. You can also keep up with the Paizo on Twitter.

Any thoughts on the preview?

ShareThis