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I Play 3.5; Sell me on Pathfinder
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<blockquote data-quote="Twowolves" data-source="post: 4887758" data-attributes="member: 18093"><p>Not to duck most of your questions, I will try to address these specifics. Note that you can use all of these as written with Paizo's future modules, which is (as I stated) their goals.</p><p></p><p>The human fighter gains: +2 to any stat, +1hp for every level of fighter (favored class now gives +1hp/level), more feats (1 feat/odd level, not just 1/3 levels), a bonus to fear saves, more fighter feat selection, "more" skills (no more points, but consolidation of skill lists means your limited points go farther), probably +1 to AC (heavy and medium armors all got pumped in AC), armor mastery (more AC from wearing armor, scales with level) and I think some weapon mastery (extra hit/damage with a broad range of weapons, like "axes" or "blades").</p><p></p><p>The human cleric gains: the same human boosts plus: domain spell lists (slightly altered from the 3.5 lists) plus a limited use/day domain power gained at 1st and 8th (I think). War loses the bonus feats (to discourage class dipping) but gains an ability to do more damage and auto-confirm crits while active (again, no book yet, so don't bank on it). Courage I'm not sure about. Some spells have changed (ability, not level) so that'll be different. One thing the cleric LOSES is free heavy weapon proficiency. But all clerics gain proficiency in their deity's preferred weapon.</p><p></p><p>The human wizard gains: item bonding as an option to a familiar (gives a boost to spell DCs I think, and can be enchanted without needing the feat for it, ranging from weapons to rings or amulets etc, but you need a spellcraft check to cast ANY spell without your item), "univeralist" abilities (bonus spells at certain levels, limited per day "mage hand like" ability to magically draw and attack with a weapon carried at range, per day reductions in metamagic level increases). And they now get d6 hp, so average of +2hp/level (favored class and class HD bump).</p><p></p><p>Halfling rogue gains: I can't remember anything about the halflings, so forgive me, but the rogue gains hd (d8s, so now effectively +2hp/level), rogue talents every even level (starting at 2nd instead of 10th), greatly expanded list of rogue talents (including some spell-like abilities), sneak attack affects more than it used to (now affects almost everything but constructs, IIRC), one talent allows reflexive perception checks to notice traps (doubling your chance to find them if you then actively search the same area), and finally consolidated skills makes those huge numbers of skill points go even farther (Stealth instead of Hide and Move Silently, Perception instead of Listen and Spot and Search, etc).</p><p></p><p>The oddball raced warlock can be used as-is. If you homebrewed the race, you can continue to do that in PRPG. Currently there is no Paizo-created Warlock class. However, there is a "4th party" PRPG-compatable book coming out with a "Pathfinderized" Warlock class. Dunno how good it will be, but the support IS there already.</p></blockquote><p></p>
[QUOTE="Twowolves, post: 4887758, member: 18093"] Not to duck most of your questions, I will try to address these specifics. Note that you can use all of these as written with Paizo's future modules, which is (as I stated) their goals. The human fighter gains: +2 to any stat, +1hp for every level of fighter (favored class now gives +1hp/level), more feats (1 feat/odd level, not just 1/3 levels), a bonus to fear saves, more fighter feat selection, "more" skills (no more points, but consolidation of skill lists means your limited points go farther), probably +1 to AC (heavy and medium armors all got pumped in AC), armor mastery (more AC from wearing armor, scales with level) and I think some weapon mastery (extra hit/damage with a broad range of weapons, like "axes" or "blades"). The human cleric gains: the same human boosts plus: domain spell lists (slightly altered from the 3.5 lists) plus a limited use/day domain power gained at 1st and 8th (I think). War loses the bonus feats (to discourage class dipping) but gains an ability to do more damage and auto-confirm crits while active (again, no book yet, so don't bank on it). Courage I'm not sure about. Some spells have changed (ability, not level) so that'll be different. One thing the cleric LOSES is free heavy weapon proficiency. But all clerics gain proficiency in their deity's preferred weapon. The human wizard gains: item bonding as an option to a familiar (gives a boost to spell DCs I think, and can be enchanted without needing the feat for it, ranging from weapons to rings or amulets etc, but you need a spellcraft check to cast ANY spell without your item), "univeralist" abilities (bonus spells at certain levels, limited per day "mage hand like" ability to magically draw and attack with a weapon carried at range, per day reductions in metamagic level increases). And they now get d6 hp, so average of +2hp/level (favored class and class HD bump). Halfling rogue gains: I can't remember anything about the halflings, so forgive me, but the rogue gains hd (d8s, so now effectively +2hp/level), rogue talents every even level (starting at 2nd instead of 10th), greatly expanded list of rogue talents (including some spell-like abilities), sneak attack affects more than it used to (now affects almost everything but constructs, IIRC), one talent allows reflexive perception checks to notice traps (doubling your chance to find them if you then actively search the same area), and finally consolidated skills makes those huge numbers of skill points go even farther (Stealth instead of Hide and Move Silently, Perception instead of Listen and Spot and Search, etc). The oddball raced warlock can be used as-is. If you homebrewed the race, you can continue to do that in PRPG. Currently there is no Paizo-created Warlock class. However, there is a "4th party" PRPG-compatable book coming out with a "Pathfinderized" Warlock class. Dunno how good it will be, but the support IS there already. [/QUOTE]
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