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

I like that they are making poisons and the like scary again, but I wish that Neutralize Poison would use the Heal skill instead of a caster level check. It would be really nice to have a reason to put ranks in that skill...

Hey, my group loves having somebody with decent Heal. It makes those secondary poison saves a snap for the poor Fort classes. Especially since you can take 10 on the Heal check.
 

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I like that they are making poisons and the like scary again, but I wish that Neutralize Poison would use the Heal skill instead of a caster level check. It would be really nice to have a reason to put ranks in that skill...

Unless it's changed from the Beta, the Heal skill can be used to heal hit point damage now (1hp per character level once a day, more with a higher check). I've snagged that rule for my 3.5 game and it is definitely a reason to invest some ranks in that skill.
 





Pathfinder RPG Preview #12 - wizard

Preview of Ezren, iconic wizard is up on the Paizo Blog.

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)

I like everything about this preview.
 

I'm not too wild about the change to Wall of Force, but honestly, too much of the "generic wizard" in the preview is, well, generic! We still don't get a good look at the specialist abilities (although the mentioned Necromancer ability is frankly a no-brainer and the best option I could think of), and I'm not at all fond of the specialists being able to memorize an opposed school spell for two slots, a mechanic that has never been tried AFAIK in d20. But I'll find out more when I have the massive tome in my grubby paws in 3 weeks.
 

I like the change to specialization myself. Still makes use prohibited spells pretty prohibited, but doesn't put a blanket THOU SHALL NOT CAST!! clause on them.

Hand of the Apprentice...meh. +11 to attack at 10th level doesn't seem that sexy. Why would I attack with a +3 club when I have....you know....spells?

The only other thing I'm annoyed at, and really its a pretty minor thing, was making the metamagic ability a x/day ability, instead of spell level/day thing.

To me its a little counterintuitive to say you can do this 2/day....but what I mean is either 1 metamagic level 2/day or 2 metamagic levels 1/day.

Just say you get two free metamagic levels per day and call it a day.

But otherwise the mechanic should help keep the lower levels spells useful as you go to higher levels.
 

Into the Woods

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