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<blockquote data-quote="paradox42" data-source="post: 6072740" data-attributes="member: 29746"><p>Big change in skills: no more HD+3 limit (skill ranks are limited to a number equal to character level/HD) and more importantly, no more half-ranks. Spending on cross-class skills gives you a full rank just like spending on class skills does. The only difference between them now is, class skills- regardless of which class actually gave them to you- give you a +3 bonus if you have at least 1 rank in them. Makes the math much easier to do on the fly, but it makes for radically different power distribution in solving skill challenges (this was one of the big things that effectively hit Rogues with the nerf-bat- their skill points are no longer so powerful compared against other classes), and a GM used to 3.5 or 3.0 is going to look at monster/NPC stats and go "Huh?"</p><p></p><p>Multiclassing no longer hits you with any sort of XP penalty. You can just do it. Cross-class skills no longer matter for this, for the reason detailed above; what matters now is that class skills from your new class that were not already class skills for your character will start to give you the same +3 bonus if you're trained.</p><p></p><p>Favored Classes no longer happen by race, instead the player just picks one at 1st level and it gives you a little bonus each time you take a level in the favored class (standard choice is 1 hit point or 1 skill point, but others exist). Race CAN affect this if you use the advanced race rules introduced in APG (Advanced Players Guide) and (vastly) expanded upon in ARG (Advanced Races Guide): each race lists new benefits it can grant characters of that race who pick specific favored classes. For example, a Human who picks Sorcerer as his Favored Class can take the hit point, the skill point, or gain one spell known from the Sorcerer spell list (as long as it's at least one spell level below the highest spell level the character can cast). The third option is the one from the race. By contrast, a Half-Orc who picks Sorcerer as the favored class gets "Add +1/2 to Fire spell damage" as that third option instead, which means you have to take the benefit twice (that is, using two level-ups) to see a change. If he does, he gets +1 damage to every spell he casts that has the Fire descriptor.</p><p></p><p>Regarding book selection, if the GM here prefers small selection, my advice would be to limit things to Core+APG+the two Ultimate books (Ultimate Magic, and Ultimate Combat). That gives you every base class that Paizo has published for Pathfinder, and a wide selection of spells, feats, and Archetypes. With just those four, you could play for a lifetime and not run out of options.</p></blockquote><p></p>
[QUOTE="paradox42, post: 6072740, member: 29746"] Big change in skills: no more HD+3 limit (skill ranks are limited to a number equal to character level/HD) and more importantly, no more half-ranks. Spending on cross-class skills gives you a full rank just like spending on class skills does. The only difference between them now is, class skills- regardless of which class actually gave them to you- give you a +3 bonus if you have at least 1 rank in them. Makes the math much easier to do on the fly, but it makes for radically different power distribution in solving skill challenges (this was one of the big things that effectively hit Rogues with the nerf-bat- their skill points are no longer so powerful compared against other classes), and a GM used to 3.5 or 3.0 is going to look at monster/NPC stats and go "Huh?" Multiclassing no longer hits you with any sort of XP penalty. You can just do it. Cross-class skills no longer matter for this, for the reason detailed above; what matters now is that class skills from your new class that were not already class skills for your character will start to give you the same +3 bonus if you're trained. Favored Classes no longer happen by race, instead the player just picks one at 1st level and it gives you a little bonus each time you take a level in the favored class (standard choice is 1 hit point or 1 skill point, but others exist). Race CAN affect this if you use the advanced race rules introduced in APG (Advanced Players Guide) and (vastly) expanded upon in ARG (Advanced Races Guide): each race lists new benefits it can grant characters of that race who pick specific favored classes. For example, a Human who picks Sorcerer as his Favored Class can take the hit point, the skill point, or gain one spell known from the Sorcerer spell list (as long as it's at least one spell level below the highest spell level the character can cast). The third option is the one from the race. By contrast, a Half-Orc who picks Sorcerer as the favored class gets "Add +1/2 to Fire spell damage" as that third option instead, which means you have to take the benefit twice (that is, using two level-ups) to see a change. If he does, he gets +1 damage to every spell he casts that has the Fire descriptor. Regarding book selection, if the GM here prefers small selection, my advice would be to limit things to Core+APG+the two Ultimate books (Ultimate Magic, and Ultimate Combat). That gives you every base class that Paizo has published for Pathfinder, and a wide selection of spells, feats, and Archetypes. With just those four, you could play for a lifetime and not run out of options. [/QUOTE]
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