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Pathfinder 1E Pathfinder Sneak Peeks Part 2 (New thread)

Wait, so they changed Spirit Shaman to be spontaneous in all ways (before it could change its known each day)?

See invisible creatures is cool. As well as Ghost touch.
Otherwise not a bad change.

That shaman is not a Paizo preview. It is Adamants.
It looks to me like it may be largely adapted from the GR Shaman. But it has been over a year since I used the GR book, and there may be much bigger differences.

But the GR Shaman is excellent.
 

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The barbarian preview is up on Paizo's Blog.

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, +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


Note: I will be leaving for Australia today and won't be back until August 1st. I'll try to update as best I can while away, but feel free to update in my abscence.
 

Note: I will be leaving for Australia today and won't be back until August 1st. I'll try to update as best I can while away, but feel free to update in my absence.

Australia? What are you going to Oz for, it is a nice place but it is FULL of Australians!

Have good fun, I'll try to keep up with the blog :)
 




Back on subject, 41 rounds of rage? That's a lot of rage.

Not really; the 3.5e version of this barbarian would be able to rage 45 rounds/day (5/day for 9 rounds each). The loss is probably made up for the added flexibility, though, since a combat might easily last less than 9 rounds. OTOH, I don't know that either version of Amiri would have to worry about not having rage available -- how many times do PCs have 42+ rounds of combat per day, or 6+ fights per day? Depending on how rage powers work, that is.

Anybody know how "rage powers" work? Are they automatic while she's raging, or does she have to spend rounds of rage to use 'em? (If she has to spend rounds, I imagine those 41 rounds can go mighty fast.)

I wonder how flexible the rage is -- can Amiri rage for three rounds, stop raging while she spends 5 rounds chasing the surviving villains through an obstacle course or maze, then rage for another 2 rounds while she cuts 'em down?
 

Anyone find it strange that the Barbarian has good saves, but the Fighter didn't?

Rage power are free, but limited in useage. Rage rds still in useage.

Knockback is pretty good (both in image and useage).
Powerful blow is 1/encounter power that adds damage.
Renewed Vigor is 1/day (blah) starts as weak healing but scales (hopefully good).
Some fear abilities.
No more elemental Raging abilities (I liked those).
Toughness is better.

Power attack is better than Beta (hard not to be).

Finally, there is Power Attack, which grants a +2 bonus on damage for a –1 penalty on attack rolls. When your base attack bonus reaches +4, and for every 4 beyond +4, the bonus to damage increases by +2 and the penalty increase by –1. Wielding a two-handed weapon increases the damage by 50%, whereas off-hand weapons get only half the damage bonus. Just thought I would let that cat out of the bag, since there has been quite a bit of speculation as to the exact formula.
So BAB 1: -1, +2 damage (+1 more if 2 handed)/so +3
BAB 4: -2, +4/+6 two handed)
BAB 8: -3, +6/ +9 to handed
BAB 12: -4, +8/ +12 two handed
etc.

I like it at low levels.
 
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I think GMSkarka said they were doing a preview a week 'til release (Aug. 13), and I think the shaman was this week's preview. So, probably not yet.

Asking about it might get it to be previewed sooner rather than later, though. :)
 

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