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Pathfinder 1E Pathfinder Sneak Peeks (Old thread)

What's the cost of a +5 Concentration Skill item? Or a +10 Concentration Skill Item?
(It used to be 2,500 gp or 10,000 gp)

I'm not sure there is one anymore in Pathfinder RPG. The Concentration skill is gone, and the new Concentration check looks to be a caster level check with their spellcasting attribute modifier tacked on.
 

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That sounds like fun. "Hey guys, I can only perform the major function of my class once every couple rounds! I'll be over here if you need me!"

Guess I know who's gonna be bringing their laptop/a book/watching TV during the session.

No. In those extra rounds you can do other stuff. Wizards dont have to be "one trick pony".
 



I'm not sure there is one anymore in Pathfinder RPG. The Concentration skill is gone, and the new Concentration check looks to be a caster level check with their spellcasting attribute modifier tacked on.
You are, of course, right. ;)

I suppose such an item might still be available, but the cost might more be in the range of magic weapon cost. Well, that'S what they _could_ do.
 

No. In those extra rounds you can do other stuff. Wizards dont have to be "one trick pony".

They're not. Magic users have the most tricks of all the ponies in the valley.

But expecting one to not use magic in combat means you expect him/her to do what? Fire their crossbow/sling? Plink at someone with a wand of magic missile? Pour healing potions down the fighter's throat?

Seriously, if a class doesn't get to fulfill its function, why play it? Does the rogue ever have to say "Sorry guys, I picked a lock 5 minutes ago. Can't do it again for awhile."
 

Paizocon is currently going on this weekend and the following was gleaned off the message boards from an attendant at the convention.

Nethys said:
Due to the fact that these transcriptions originated from a mortal, they may not be entirely accurate. That said, they are as correct as Mr. Bulmahn presented them to his audience during the PaizoCon Banquet. Some information may be repeated from the already shown previews, I am merely listing all that a certain mortal says he spoke on during the Banquet.

Enjoy.
*All races may choose their own favored class.
*Half-Elves may choose two favored classes.
*Half-Orcs, Half-Elves, and Humans have a +2 bonus to a single ability score, and no penalties. Yes. Half-Orcs.
*Jason Bulmahn previewed a change with the Barbarian in a thread here that spoke on Rounds of Rage and Rage Powers staying constant. This has made it into the final version.
*Clerics receive domain spells again much like in 3.5, but also retain certain Domain Powers at (typically) levels 1, 6, and 8.
*The Cleric's domain spell list now incorporates spells from other sources, such as the previewed Fireball.
*A Monk's flurry base attack bonus is now based off of the Fighter progression (Good). It is unknown how their normal base attack bonus will function.
*Paladins may use their Detect Evil much faster, instantly knowing who is evil.
*Paladins have a new mechanic called Mercy that they get at 3rd level and every few levels after. Each time they get it they may choose a type of condition (such as fatigue, nausea, etc.) and will be able to remove that when they use their Lay on Hands onto someone. Their ability to remove disease and the like is also factored into this.
*Paladin's smite evil works similarly to before, except it is target based instead of round based. A Paladin may choose a single evil target that they may gain their smite evil bonus against until that opponent is dead. This bonus doubles if the enemy is an evil outsider, undead, or evil dragons. During their smite, they also bypass their target's DR.
*Wizards do# do not need to pay as much anymore to add spells to their spellbooks. It will only cost 10 GP to add a 1st level spell to the book, and scales upwards from there to a maximum of 800 GP for a 9th level spell.
* All bloodline powers, domain powers, school powers, etc. are now located in their respective Class area. Less flipping around.
* There are a ton of Feats, many of which were previewed by Jason Bulmahn in certain threads and include various ways to improve Criticals, bypass DR, and other effects. A lot of these are Fighter (many high-level) based.
* Perception has been simplified, the five-sense differentiation being all but removed from its calculations.
* The Weapons table received a new column focusing on abilities of the weapon, such as Trip, Reach, etc. This will make it easier to reference the weapons.
* All Medium and Heavy Armors have had their AC increased by 1.
* Mithril weapons count as silver for bypassing damage reduction. This is so one does not have to use a weapon with -1 to damage to bypass it.
* Though Mithril armor still counts as one weight category lower, it does not do so for the purposes of proficiency. Thus Mithril Full Plate is treated as Medium armor, but the wearer will still need Heavy Armor Proficiency to use it properly.
* Poisons do not always activate immediately, some may wait hours or even days before affecting the target, and can damage them a day at a time (for a rather slow and painful death).
* Crafting is still based off a skill check, as in the Beta, and is normally low. Lowering the time or missing requirements can make this higher, failing by a lot can create a cursed item.

As an added piece of information, it sounds as if level adjustments have been removed. The mortal was not as sure on this piece of information, due to the noise in the Banquet Hall, but he recalls the conversation as such:

Person in Crowd: "I heard a rumor about level adjustments being removed, is this true?"
Jason Bulmahn: "I can't answer any questions concerning the new Bestiary. But yes."

Take this as you will.

Your God of Knowledge,
Nethys
 
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Same. I am running 4E at the moment, through the WotC modules until we hit 30. Then we will do WotBS, then some one of the players is going to DM a Chtulu mini campaign (I've never played and haven't been a player for over 20 years!)

However during this time I will be building a mega campaign on a new campaign world and I am tempted to go Pathfinder, 3E gives the DM a lovely feeling of verisimilitude in creation, even if it can be a PitA time wise.....
 

I like most of the changes thus far, with a few exceptions:

1. The Casting Defensively change irks me. When I first read it, all I could think was "great, that lame Combat Casting feat is being shoved down my throat. Again." It's nice that the feat is actually useful for a change, but I still hate it.

2. The removal of poisons, curses, etc needing caster lvl checks is lame. If you have to make a dumb check in order for the magic to work, why bother. May as well use the Heal skill. At least then you can have a higher chance of success and save a spell slot in the process.
 

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