Pathfinder 1E Pathfinder page count change

I see now how in a twisted paranoid world, my question could have been taken as something negative about Pathfinder.
Given that two other people have called you on it as well, you're either communicating poorly or you have an agenda. You assure us it's not the latter. Of course.
 

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Given that two other people have called you on it as well, you're either communicating poorly or you have an agenda. You assure us it's not the latter. Of course.
This Jack99 guy started a thread a few weeks ago stating that he's bowing out of the edition wars, and I must say I haven't seen anything really bad from him since. If somebody unknown had made this statement would you have said anything about it? Wouldn't you have assumed the guy was new to Pathfinder until proved otherwise? Sure, it'll take awhile for the stench of the edition war to wash off that guy, but he's tying so cut him some slack. Isn't it just more unwelcome drama to continue with this?

Sam
 

This Jack99 guy started a thread a few weeks ago stating that he's bowing out of the edition wars, and I must say I haven't seen anything really bad from him since. If somebody unknown had made this statement would you have said anything about it? Wouldn't you have assumed the guy was new to Pathfinder until proved otherwise? Sure, it'll take awhile for the stench of the edition war to wash off that guy, but he's tying so cut him some slack. Isn't it just more unwelcome drama to continue with this?

Sam

Given the phrasing of the original question, I think i'd have interpreted it as a dig at PF and Paizo coming from anybody.
 

Given the phrasing of the original question, I think i'd have interpreted it as a dig at PF and Paizo coming from anybody.

QFT. The original question was lopsided; asking "isn't it just 80% to 90% a copy-and-paste of the SRD" implies that the person asking already knows that it is such, and is phrasing it as a fact (in interrogative form) that needs to be actively disproven.

It would have been a more neutral question to ask how much of it was copied from the SRD. But given that it wasn't, as well as Jack99's noted slant in favor of 4E (I know he's a player of 3.5 too, but what people remember is what you speak of for across the forums, which in this case is 4E), it's reasonable to see why a lot of people - myself included - found that to be a jab at Pathfinder.
 

Isn't the Pathfinder book like 80-90% copy-pasted from the d20 srd?

Isn't this just a thinly veiled dig at the Pathfinder game and the whole "You're buying what you already have." argument of 4e fans? Really I could see if you asked how much of PF is directly pulled from the SRD or how compatible it is. IMO, bad form.

Well, that was always one of my pet peeves with White Wolf games: if I have no intention of running the game, only playing it, then at least 30% of the book's page count is useless to me. Since the majority of buyers are players, not DMs, they might look at the huge page count and cost as offputting, as much of that content may be useless to them (like myself, as I might have been interested in seeing what it played like, but I have no intentions of running it and that would preclude me from buying it). I've skipped numerous books because of that issue.

Well... the vast majority of the PF RPG book WILL be of use to players. The bulk of the book's additional content over the PHB is mostly magic items—content that should probably be made available to PCs anyway, since the game's moved away from magic items being strange discoveries you find and toward things that PCs can make for themselves. Likewise, the prestige class rules should be available to the PCs. The parts of the book that won't be as interesting to the PCs will be the sections that cover rules for the environment, hazards, traps, calculating experience and treasure to give out, poisons and diseases and other afflictions, NPC classes, and the like—all of this is going to probably be only about 100 pages of the 500+ pages, so more like 20% of the book you won't really need as a player.

Material like "How to build a campaign" or "here's how to be a GM" and the like WON'T be in the PF RPG; that material is mostly system-independent, and any of the D&D DMGs work quite well for that already. Doesn't mean we won't do a similarly-themed book for the PF RPG eventually, but it won't be content in the core rulebook.


Hey James, just wanted to say I think having one corebook is the right direction to go in, the whole 3 book model is archaic and besides WotC I can't think of too many rpg companies that ascribe to this method of production. I feel like in purchasing a game you really should have all the rules, not just the rules for the player's. I also think having a single book actually promotes more people choosing to try and run games as opposed to the extra cost of a new book, which comes out more exspenxsive in the long run anyway, being an incentive not too. Now what I would like to see is Paizo perhaps do something like Mongoose is doing with their Runequest Deluxe book and release Pocket Guides for a less extravagant and less costly option.
 


Let's keep the posting here on topic - Jack99's post may or may not have been a dig (and if it was, cut it out) but the continued discussion of it could derail the thread, and won't really accomplish anything anyway.

Thanks!
Kid Charlemagne, friendly neighborhood Mod.
 

Hey James, just wanted to say I think having one corebook is the right direction to go in, the whole 3 book model is archaic and besides WotC I can't think of too many rpg companies that ascribe to this method of production. I feel like in purchasing a game you really should have all the rules, not just the rules for the player's.

I agree and dissagree on this one. I kind of feel that maybe the "gift set" boxed set idea is the best route. Sell them ALL as a colection of two books. One a players book, the other a GMs book, but you buy them both at the same time.

I like having seperate players books, not as a hide the rules from the players thing, but as a less to carry to game night thing...
 

Non-Snarky response

Isn't the Pathfinder book like 80-90% copy-pasted from the d20 srd?

It looks like too many changes of details throughout for significant copy and pasting.

It is more like comparing the 3.5 ph to the 3.0 srd. There are the same sections and coverage but little changes throughout mean that almost nothing could be directly copied and pasted. Take for instance the barbarian class.

3.0 srd
[sblock]
BARBARIAN
Alignment: Any nonlawful.
Hit Die: d12.
Class Skills: The barbarian's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Intuit Direction (Wis), Jump (Str), Listen (Wis), Ride (Dex), Swim (Str), and Wilderness Lore (Wis).
Weapon and Armor Proficiency: A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields.
Table: The Barbarian
Base Fort Ref Will
Level Attack Bonus Save Save Save Special
----- ------------ ---- ---- ---- -------
1 +1 +2 +0 +0 Rage 1/day; fast movement
2 +2 +3 +0 +0 Uncanny dodge (Dex bonus to AC)
3 +3 +3 +1 +1
4 +4 +4 +1 +1 Rage 2/day
5 +5 +4 +1 +1 Uncanny dodge (can't be flanked)
6 +6/+1 +5 +2 +2
7 +7/+2 +5 +2 +2
8 +8/+3 +6 +2 +2 Rage 3/day
9 +9/+4 +6 +3 +3
10 +10/+5 +7 +3 +3 Uncanny dodge (+1 against traps)
11 +11/+6/+1 +7 +3 +3 Damage reduction 1/—
12 +12/+7/+2 +8 +4 +4 Rage 4/day
13 +13/+8/+3 +8 +4 +4 Uncanny dodge (+2 against traps)
14 +14/+9/+4 +9 +4 +4 Damage reduction 2/—
15 +15/+10/+5 +9 +5 +5 Greater rage
16 +16/+11/+6/+1 +10 +5 +5 Rage 5/day,
uncanny dodge (+3 against traps)
17 +17/+12/+7/+2 +10 +5 +5 Damage reduction 3/—
18 +18/+13/+8/+3 +11 +6 +6
19 +19/+14/+9/+4 +11 +6 +6 Uncanny dodge (+4 against traps)
20 +20/+15/+10/+5 +12 +6 +6 Rage 6/day;
no longer winded after rage;
damage reduction 4/—
Barbarian Rage: Barbarian temporarily gains +4 to Strength, +4 to Constitution, and a +2 morale bonus on Will saves, but suffers a –2 penalty to AC.
The increase in Constitution increases the barbarian's hit points by 2 points per level, but these hit points go away at the end of the rage when the Constitution score drops back to normal. While raging, a barbarian cannot use skills or abilities that require patience and concentration. (The only class skills he can't use while raging are Craft, Handle Animal, and Intuit Direction.) He can use any feat he might have except for Expertise, item creation feats, metamagic feats, and Skill Focus (if it's tied to a skill that requires patience or concentration).
A fit of rage lasts for a number of rounds equal to 3 + the character's (newly improved) Constitution modifier. The barbarian may prematurely end the rage voluntarily. At the end of the rage, the barbarian is fatigued (–2 to Strength, –2 to Dexterity, can't charge or run) for the duration of that encounter (unless the barbarian is 20th level, when this limitation no longer applies). The barbarian can only fly into a rage once per encounter, and only a certain number of times per day (determined by level). Entering a rage takes no time itself, but the barbarian can only do it during his action.
Starting at 15th level, the barbarian's rage bonuses become +6 to Strength, +6 to Constitution, and a +3 morale bonus to Will saves. (The AC penalty remains at –2.)
Fast Movement: The barbarian has a speed faster than the norm for his race by +10 feet when wearing no armor, light armor, or medium armor (and not carrying a heavy load).
Uncanny Dodge: At 2nd level and above, the barbarian retains his Dexterity bonus to AC (if any) if caught flat-footed or struck by an invisible attacker.
At 5th level, the barbarian can no longer be flanked. The exception to this defense is that a rogue at least four levels higher than the barbarian can still flank.
At 10th level, the barbarian gains a +1 bonus to Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 13th level, these bonuses rise to +2. At 16th, they rise to +3, and at 19th they rise to +4.
Damage Reduction: Starting at 11th level, the barbarian gains the extraordinary ability to shrug off some amount of injury from each blow or attack. Subtract 1 from the damage the barbarian takes each time the barbarian is dealt damage. At 14th level, this damage reduction rises to 2. At 17th, it rises to 3. At 20th, it rises to 4. Damage reduction can reduce damage to 0 but not below 0.
Illiteracy: Barbarians are the only characters that do not automatically know how to read and write. A barbarian must spend 2 skill points to gain the ability to read and write any language the barbarian is able to speak.
Ex-Barbarians: A barbarian who becomes lawful loses the ability to rage and cannot gain more levels as a barbarian. The barbarian retains all the other benefits of the class.
[/sblock]

3.5 srd[sblock]
Table: The Barbarian Level Base
Attack Bonus Fort
Save Ref
Save Will
Save Special
1st +1 +2 +0 +0 Fast movement, illiteracy, rage 1/day
2nd +2 +3 +0 +0 Uncanny dodge
3rd +3 +3 +1 +1 Trap sense +1
4th +4 +4 +1 +1 Rage 2/day
5th +5 +4 +1 +1 Improved uncanny dodge
6th +6/+1 +5 +2 +2 Trap sense +2
7th +7/+2 +5 +2 +2 Damage reduction 1/—
8th +8/+3 +6 +2 +2 Rage 3/day
9th +9/+4 +6 +3 +3 Trap sense +3
10th +10/+5 +7 +3 +3 Damage reduction 2/—
11th +11/+6/+1 +7 +3 +3 Greater rage
12th +12/+7/+2 +8 +4 +4 Rage 4/day, trap sense +4
13th +13/+8/+3 +8 +4 +4 Damage reduction 3/—
14th +14/+9/+4 +9 +4 +4 Indomitable will
15th +15/+10/+5 +9 +5 +5 Trap sense +5
16th +16/+11/+6/+1 +10 +5 +5 Damage reduction 4/—, rage 5/day
17th +17/+12/+7/+2 +10 +5 +5 Tireless rage
18th +18/+13/+8/+3 +11 +6 +6 Trap sense +6
19th +19/+14/+9/+4 +11 +6 +6 Damage reduction 5/—
20th +20/+15/+10/+5 +12 +6 +6 Mighty rage, rage 6/day
Barbarian
Alignment
Any nonlawful.

Hit Die
d12.

Class Skills
The barbarian’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Survival (Wis), and Swim (Str).

Skill Points at 1st Level
(4 + Int modifier) ×4.

Skill Points at Each Additional Level
4 + Int modifier.

Class Features
All of the following are class features of the barbarian.

Weapon and Armor Proficiency
A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

Fast Movement (Ex)
A barbarian’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn.

Illiteracy
Barbarians are the only characters who do not automatically know how to read and write. A barbarian may spend 2 skill points to gain the ability to read and write all languages he is able to speak.

A barbarian who gains a level in any other class automatically gains literacy. Any other character who gains a barbarian level does not lose the literacy he or she already had.

Rage (Ex)
A barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. The increase in Constitution increases the barbarian’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies).

A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone else’s action.

Uncanny Dodge (Ex)
At 2nd level, a barbarian retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a barbarian already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

Trap Sense (Ex)
Starting at 3rd level, a barbarian gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 every three barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.

Improved Uncanny Dodge (Ex)
At 5th level and higher, a barbarian can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking him, unless the attacker has at least four more rogue levels than the target has barbarian levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

Damage Reduction (Ex)
At 7th level, a barbarian gains Damage Reduction. Subtract 1 from the damage the barbarian takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every three barbarian levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.

Greater Rage (Ex)
At 11th level, a barbarian’s bonuses to Strength and Constitution during his rage each increase to +6, and his morale bonus on Will saves increases to +3. The penalty to AC remains at -2.

Indomitable Will (Ex)
While in a rage, a barbarian of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves he also receives during his rage.

Tireless Rage (Ex)
At 17th level and higher, a barbarian no longer becomes fatigued at the end of his rage.

Mighty Rage (Ex)
At 20th level, a barbarian’s bonuses to Strength and Constitution during his rage each increase to +8, and his morale bonus on Will saves increases to +4. The penalty to AC remains at -2.

Ex-Barbarians
A barbarian who becomes lawful loses the ability to rage and cannot gain more levels as a barbarian. He retains all the other benefits of the class (damage reduction, fast movement, trap sense, and uncanny dodge).

[/sblock]

and pathfinder beta
[sblock]
Table 4–2: Barbarian
Base
Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +1 +2 +0 +0 Fast movement, rage
2nd +2 +3 +0 +0 Rage power, uncanny dodge
3rd +3 +3 +1 +1 Trap sense +1
4th +4 +4 +1 +1 Rage power
5th +5 +4 +1 +1 Improved uncanny dodge
6th +6/+1 +5 +2 +2 Rage power, trap sense +2
7th +7/+2 +5 +2 +2 Damage reduction 1/—
8th +8/+3 +6 +2 +2 Rage power
9th +9/+4 +6 +3 +3 Trap sense +3
10th +10/+5 +7 +3 +3 Damage reduction 2/—, rage power
11th +11/+6/+1 +7 +3 +3 Greater rage
12th +12/+7/+2 +8 +4 +4 Rage power, trap sense +4
13th +13/+8/+3 +8 +4 +4 Damage reduction 3/—
14th +14/+9/+4 +9 +4 +4 Indomitable will, rage power
15th +15/+10/+5 +9 +5 +5 Trap sense +5
16th +16/+11/+6/+1 +10 +5 +5 Damage reduction 4/—, rage power
17th +17/+12/+7/+2 +10 +5 +5 Tireless rage
18th +18/+13/+8/+3 +11 +6 +6 Rage power, trap sense +6
19th +19/+14/+9/+4 +11 +6 +6 Damage reduction 5/—
20th +20/+15/+10/+5 +12 +6 +6 Mighty rage, rage power

Barbarian
Alignment: Any nonlawful.
Hit Die: d12.
Class Skills
The barbarian’s class skills are Acrobatics (Dex), Climb
(Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha),
Knowledge (nature) (Int), Perception (Wis), Ride (Dex),
Survival (Wis), and Swim (Str).
Skill Ranks Per Level: 4 + Int modifier.
Class Features
All of the following are class features of the barbarian.
Weapon and Armor Proficiency: A barbarian is
proficient with all simple and martial weapons, light
armor, medium armor, and shields (except tower shields).
Fast Movement (Ex): A barbarian’s land speed is faster
than the norm for her race by +10 feet. This benefit applies
only when he is wearing no armor, light armor, or medium
armor, and not carrying a heavy load. Apply this bonus
before modifying the barbarian’s speed because of any
load carried or armor worn.
Rage (Ex): A barbarian can call upon inner reserves of
strength and ferocity, granting her additional combat
prowess. Starting at 1st level, a barbarian gains a number
of rage points equal to 4 + her Constitution modifier.
At each level after 1st, she gains an additional number
of rage points equal to 2 + her Constitution modifier.
Temporary increases to Constitution, such as those
gained from rage and spells like bear’s endurance, do not
increase a barbarian’s total number of rage points. A
barbarian must spend one rage point to enter a rage and
one additional point at the start of any round spent in rage.
In addition, rage points can be spent to activate rage powers.
A barbarian can enter rage as a free action. Rage points are
renewed after resting for 8 hours, although these hours do
not need to be consecutive.
While in rage, a barbarian gains a +4 bonus to her Strength
and Constitution, as well as a +2 morale bonus on Will saves.
In addition, she takes a –2 penalty to Armor Class. The
increase to Constitution grants the barbarian 2 hit points per
Hit Dice, but these disappear when the rage ends and are not
lost first like temporary hit points. While in rage, a barbarian
cannot use any Charisma-, Dexterity-, or Intelligence-based
skills (except Acrobatics, Fly, Intimidate, and Ride) or any
ability that requires patience or concentration.
A barbarian can end her rage as a free action and is fatigued
after rage for a number of rounds equal to 2 times the number
of rage points spent during the rage. A barbarian cannot
enter a new rage while fatigued but can otherwise enter rage
multiple times during a single encounter or combat.
Rage Powers: As a barbarian gains experience, she learns
to harness her rage in new ways. Starting at 2nd level, a
barbarian gains one rage power. She gains an additional
rage power for every two levels of barbarian attained after
2nd level. A barbarian can use her rage powers only while
raging, with each power consuming a set number of rage
points. A barbarian cannot select an individual power more
than once. Unless otherwise noted, these abilities are swift
actions that must be performed on the barbarian’s turn.
Animal Fury (Ex): The barbarian may make a bite attack
using her full base attack bonus plus her Strength modifier.
If the bite hits, it deals 1d6 points of damage (assuming
the barbarian is Medium; 1d4 points of damage if Small)
plus the barbarian’s Strength modifier. A barbarian can
use this power while grappled. If the bite attack hits, any
grapple checks made against the target this round are at a
+2 bonus. (2 rage points)
Clear Mind (Su): A barbarian may reroll a failed Will save.
This power is used as an immediate action after the save
is failed. The barbarian must take the second result, even
if it is worse. A barbarian must be at least 8th level before
selecting this power. (6 rage points)
Increased Damage Reduction (Ex): The barbarian gains
damage reduction 1/— per 4 rage points spent for 1 round.
This damage reduction stacks with that granted by the
barbarian class feature. The barbarian cannot increase
her damage reduction by more than 3/— with this power.
A barbarian must be at least 12th level before selecting this
ability. (4, 8, or 12 rage points)
Elemental Rage (Su): All of the barbarian’s attacks deal
an additional 1d6 points of energy damage for 1 round.
The energy type must be acid, cold, electricity, or fire.
This energy damage does not stack with energy damage
dealt by special weapon abilities if it is of the same type. A
barbarian must be at least 12th level before selecting this
power. (8 rage points)
Guarded Stance (Ex): The barbarian gains a dodge bonus
to her Armor Class equal to 1/2 her barbarian level for 1
round against melee attacks. (2 rage points)
Intimidating Glare (Ex): The barbarian can make an
Intimidate check against one adjacent foe as a free action.
If the barbarian successfully demoralizes her opponent,
the foe is shaken for 2d6 rounds. (4 rage points)
Knockback (Ex): Anyone hit by the barbarian’s melee
attacks this round is pushed back 5 feet, if possible. This
power is used before any attacks are made. (4 rage points)
Low-Light Vision (Ex): The barbarian’s senses suddenly
sharpen and she gains low-light vision for 1 round. (2
rage points)
Mighty Swing (Ex): The barbarian automatically confirms
a critical hit. This power is used as an immediate action
once a critical threat has been determined. A barbarian
must be at least 8th level before selecting this power. (8
rage points)
Moment of Clarity (Ex): The barbarian does not take any
of the penalties from rage for 1 round. This includes the
penalty to Armor Class and the restriction on what actions
can be performed. (4 rage points)
Night Sight (Ex): The barbarian’s senses grow incredibly
sharp while raging and she gains darkvision 60 feet for 1
round. A barbarian must have low-light vision as a rage power
or a racial trait to select this rage power. (4 rage points)
Powerful Blow (Ex): The barbarian adds her barbarian
level on one damage roll. This power is used as a swift
action before the roll to hit is made. (4 rage points)
Quick Ref lexes (Ex): The barbarian can make an additional
attack of opportunity above the normal limit of one per
round. This power is used as an immediate action when
an opponent takes an action that provokes an attack of
opportunity. (4 rage points)
Renewed Vigor (Su): The barbarian heals 1d8 points of
damage + her Constitution modifier. This power is used
as a standard action. A barbarian must be at least 6th level
before selecting this power. (6 rage points)
Rolling Dodge (Ex): The barbarian gains a dodge bonus to
her Armor Class equal to 1/2 her barbarian level for 1 round
against ranged attacks. (2 rage points)
Roused Anger (Ex): The barbarian may enter rage even
if fatigued. This power is used as a free action when the
barbarian enters rage. (4 rage points)
Strength Surge (Ex): The barbarian adds her barbarian
level on one Strength check or combat maneuver check,
or to her combat maneuver bonus when an opponent
attempts a maneuver against her. This power is used as an
immediate action. (2 rage points)
Surprise Accuracy (Ex): The barbarian adds her barbarian
level on one attack roll. This power is used as a swift action
before the roll to hit. (4 rage points)
Swift Foot (Ex): The barbarian gains an enhancement
bonus to her speed for 1 round equal to 10 feet per 2 rage
points spent. Her speed cannot be increased by more than
30 feet in this way. (2, 4, or 6 rage points)
Terrifying Howl (Su): The barbarian unleashes a
terrifying howl as a standard action. All enemies within
30 feet must make a Will save (DC equal to 10 + 1/2 the
barbarian’s level + the barbarian’s Strength modifier)
or be panicked for 1d4+1 rounds. Once an enemy has
made a save versus terrifying howl (successful or not) it
is immune to this power for 24 hours. A barbarian must
have the intimidating glare rage power to select this
rage power. A barbarian must be at least 8th level before
selecting this power. (8 rage points)
Unexpected Strike (Ex): The barbarian can take one
additional attack as part of a full-attack action at her
highest bonus. This additional attack does not stack with
haste or other similar effects. A barbarian must be at least
8th level before selecting this power. (8 rage points)
Uncanny Dodge (Ex): At 2nd level, a barbarian retains
his Dexterity bonus to AC (if any) even if he is caught f latfooted
or struck by an invisible attacker. He still loses his
Dexterity bonus to AC if immobilized. If a barbarian already
has uncanny dodge from a different class, he automatically
gains improved uncanny dodge (see below) instead.
Trap Sense (Ex): At 3rd level, a barbarian gains a +1
bonus on Ref lex saves made to avoid traps and a +1 dodge
bonus to AC against attacks made by traps. These bonuses
rise by +1 every three barbarian levels thereafter (6th, 9th,
12th, 15th, and 18th level). Trap sense bonuses gained from
multiple classes stack.
Improved Uncanny Dodge (Ex): At 5th level and higher,
a barbarian can no longer be f lanked. This defense
denies a rogue the ability to sneak attack the barbarian by
f lanking him, unless the attacker has at least four more
rogue levels than the target has barbarian levels. If a
character already has uncanny dodge from a second class,
the character automatically gains improved uncanny
dodge instead, and the levels from the classes that grant
uncanny dodge stack to determine the minimum level a
rogue must be to f lank the character.
Damage Reduction (Ex): At 7th level, a barbarian
gains damage reduction. Subtract 1 from the damage
the barbarian takes each time he is dealt damage from a
weapon or a natural attack. At 10th level, and every three
barbarian levels thereafter (13th, 16th, and 19th level), this
damage reduction rises by 1 point. Damage reduction can
reduce damage to 0 but not below 0.
Greater Rage (Ex): At 11th level, when a barbarian enters
rage, she can choose to enter a greater rage. The bonus
to her Strength and Constitution increases to +6 and the
morale bonus on her Will saves increases to +3. A barbarian
must spend 2 rage points to enter greater rage, and must
expend 2 rage points per round to maintain her rage.
Indomitable Will (Ex): While in rage, a barbarian of
14th level or higher gains a +4 bonus on Will saves to resist
enchantment spells. This bonus stacks with all other
modifiers, including the morale bonus on Will saves she
also receives during her rage.
Tireless Rage (Ex): Starting at 17th level, a barbarian no
longer becomes fatigued at the end of her rage.
Mighty Rage (Ex): At 20th level, when a barbarian enters
rage, she can choose to enter mighty rage. The bonus to her
Strength and Constitution increases to +8 and the morale
bonus on her Will saves increases to +4. A barbarian must
spend 3 rage points to enter mighty rage, and must expend
3 rage points per round to maintain her rage.[/sblock]

Compatible d20 variants of the same concept but details vary throughout each of them.

Too me it does not look like a whole lot was pasted in directly from any version to another.

So compatible and derived from? Yes. Copy/Pasted? I'd have to say very little could have been.

edit: KC if my attempt to respond to the question seriously without attacking it still crosses the line due to your moderator post then I apologise and ask that you delete this post.
 
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And since the rules themselves are going to be pretty much 100% open content (or 99.99% open... we'll probably not have the deity names in the cleric section be open content, but who knows?),

Do you want third parties to be able to make modules with the gods or fleshing out the gods with splatbook stuff?

Pros: support for Golarion CS and compatible material with PF modules.

Cons: No control over stuff others create or directly profit off the derivative works/No longer exclusive provider of those types of things for PF gods.
 

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