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Pathfinder 1E Pathfinder Sneak Peeks (Old thread)

That doesn't really work, because no matter how powerful you make the core races, there are going to be more powerful monsters. A Pathfinder elf isn't going to be comparable (prior to having X class levels) to a PC rakshasa that has no class levels.

Well, it will absorb some of those "LA +1" races that were borderline (Hobgobin? Really?) so that "LA +0" can encompass a wider range of monster races. It wouldn't fix the biggies (the aforementioned rakshasha) but IMHO there are somethings that PCs don't need to be playing; Level adjustment be damned!

I really hope not. This requires you to have an in-game reason why that drow is de-powered, and requires an extra amount of work to make any NPC race playable as a PC - extra work isn't the answer here, either.

For some races, it might work (does a drow need SR to be a drow? Or do minotaurs REALLY need 6 level of "minotaur" to be a fighter class?) but its still not a perfect fix.

Then again, I don't think the Monster Manual needs to be a shopping list for PC races either; I'm content with "PC write ups" for the common PC monster races and NOT allowing Player Character Mind Flayers, Hill Giants, or Ochre Jellies. I'm also fine with the "near" races like changling being a "PC doppleganger" race or Krynn Minotaurs NOT being large and an ECL 8, for example. I just want LA gone from PC races like aasimar, tiefling, genasi, goliath or cat-folk.

Still, if Paizo can figure something out that doesn't break my heart or my brain AND still allows you to have monstrous PCs, my hats off to them.
 

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Perhaps breaking the more milder abilities down into racial feats? I could see drow spell resistance being a set of feats that could be taken by drow. Perhaps one feat gives a base resistance. Another could then improve it and a third, which could then be taken multiple times could perhaps expand the resistance to different areas.

Regardless I'm interested in seeing how they adress the issue come release time. There might be more offered in the GameMastery Guide now scheduled in February. Which I am glad to see Paizo is still taking suggestions for, as posted by Erik in the product forum, indicating that player input will be a major theme for the company.
 

Well if ya look back at 2e Noble drow had all the goodies while common drow did not. Sure common drow could do darkness or fearie fire but that was about it. And if ya recall ability faded on the surface

I wouldnt mind going back to something like that

But in many ways LA was a joke, and a means to say no you cant play that without saying no
 

Here is some more information picked up at Paizocon adding to the previous chunk garnered.

Majuba said:
Oh Great God Nethys, here this mortal's additions to your mighty words:

1. Favored Class - "what does it give?" - the preview blogs so far have already confirmed that it grants either hitpoints or skill points (if it can grant more than that, no sign yet).

2. Domains - "Powers" are gained at 1st, and *either* 6th or 8th.

3. Paladin Smite Evil also grants a deflection bonus to AC equal to Charisma modifier, against the target of the Smiting.

4. Lay on Hands now works on d6's (slight hesitancy on Jason's part on that), like d6/2 levels.

5. As previewed a bit, the Vital Strike chain lets you move and take a standard action to hit for additional damage (not specified, but presumably a multiple per feat, which now includes *Greater* Vital Strike).

6. CMD confirmed to be essentially CMB + Touch AC, except for size modifiers.

7. Spellbooks - the "800 gp for a 9th level spell" was not a precise figure, so the presumption of "level squared times 10" is a good one.

8. Reiteration of changes to Darkness, et al, as illumination levels. Darkness spells reduce the level by one or more steps.

9. Assassins - "Stay Dead" - not defined. "Spells?" - could not be seen - but nothing on the main chart that I could see. A second chart would have been on the next page.

10. Wealth by level guidelines are on the easily remembered page 399.

11. Magic Item skill check affected by "rushing", "not having components", and "not having spells". FYI - cursed items in the beta release were not based on "failing by a lot", but actually failing by a little. Jason did not elaborate on that at all during the preview (changed or not).

12. 578 pages, recommended readings pages.

13. Question on Multi-classing was addressed essentially as "We tried to make staying single-class a much better option." I garner from the brief answer that there will not be a "magic rating" type effect, for casters or other effects. HOWEVER - that question was absolutely not what was asked or answered - simply an inference of my own.

Quotes:
Lisa Stevens: "We're making these games, and suddenly people are creating things that make *my* game better." [referencing her running Rise of the Runelords and all the resources available made by fans.]

Jason Bulmahn: "This book would not be what it is without you." [referencing all the playtesting of course.]

Erik Monda: "Coming to PaizoCon and seeing the Wayfinder [fanzine] brought me back to the rush and excitement of seeing a new product, that I haven't been working on for five months."
 


Pathfinder Paladin posted on Paizo's blog.

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

Read the blog for Jason's write up.
 


OH I like, I am also glad to see the new feats made it though with some still being fighter only.
Me too, the only thing I haven't really liked so far is the Pals Smite being more effective against dragons. Undead, Yeas; Outsiders, Yes. Dragons? No. I can see why, Iconic Knight vs bad dragon but I don't like it.

Pretty small thing though!

EDIT: what I wanna know is if there is a full on copy there, why do we have to wait til mid August!?!
 
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