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<blockquote data-quote="dm4hire" data-source="post: 4789375" data-attributes="member: 14848"><p>It has been discovered that some sneak peek pics were post on twitter of the proof copy for the final version of Pathfinder. You can find them at these links:</p><p></p><p><a href="http://twitpic.com/51s50" target="_blank">Weapons Page</a></p><p><a href="http://twitpic.com/51rdk" target="_blank">Magic Armor</a></p><p><a href="http://twitpic.com/4clhz" target="_blank">Race Pictures</a></p><p><a href="http://twitpic.com/4ckh8" target="_blank">Paizo Staff sorting through pages</a></p><p></p><p>An attendee, Pathfinderwiki, posted on their twitter page pictures of Jason Bulmahn holding the final PF book at Paizocon.</p><p></p><p><a href="http://twitpic.com/7d0rp" target="_blank">Front</a></p><p><a href="http://twitpic.com/7d0m7" target="_blank">Back</a></p><p></p><p></p><p>So what's everyone opinions of the art and layout?</p><p></p><p></p><p><a href="http://paizo.com/paizo/blog" target="_blank">Paizo's Blog with Previews</a></p><p></p><p><span style="color: Orange">Points of interest (will try to keep this up to date)</span></p><p>Favored Class appears to be gone or changed (not confirmed but not mentioned in dwarf writeup).</p><p>CMB is still in but appears to have changed, but not sure how.</p><p>Giant, orc, and goblin subtypes.</p><p>135 Pages of spell descriptions</p><p>Each race gets its own page of description, except humans who appear to get three. (based on race layout for dwarf and table of contents listing for races).</p><p>Four pages of sample traps based on table of contents.</p><p>Erik Mona dropped a hint about feats pointing out that the chapter is 6 pages longer in the final than the beta.</p><p>Fighter Preview posted on Paizo's blog</p><p>Sorcerer Preview posted on Paizo's blog</p><p>Ranger Preview posted on Paizo's blog</p><p>Goblin Dog and Auroch in Bestiary! </p><p>Humanoid [giant] confirmed!</p><p>Favoured enemy (and terrain, too) is iterative again.</p><p>Init bonus for favoured terrain is now full instead of half.</p><p>Tracking stays an integral part of the skill</p><p>Ranger's Caster level and animal companion are at -1 instead of 1/2.</p><p>Ranger gets Better spell progression</p><p>Cleric Preview posted on Paizo's blog</p><p>Concentration is casting on the defensive equal to 15 + double the spell's level. </p><p>New feats that allow opponents to 5’ when you do (confirmed as Step Up feat)</p><p>Channel Energy remains but now you choose either to affect undead or heal with it. </p><p>Turn Undead is a feat</p><p>Clerics get stabilize as an at will</p><p>Domains offer both spells and abilities with spell selection being changed around for the domains</p><p>Four levels of illumination concerning light and darkness</p><p>Removing ailments, such as curse, works like dispel with cleric making check against DC</p><p>Deeper darkness blocks darkvision</p><p>Light effecting spells affect not only the immediate area, but also affect the area outside of the spell effect within a short distance</p><p>Quoted Jason Bulmahn on changes to defensive casting</p><p>Paladin sneak peak posted on Paizo's blog</p><p>Bonus Bestiary spoilers found concerning monsters.</p><p>Bard song, or Performance, now works a number of rounds per day equal to 4 + their Charisma modifier and gain an additional 2 rounds per day for every level beyond first.</p><p>Extra Performance feat grants additional uses.</p><p>Performance starts off as a standard action, then move action, and finally at higher levels can be done as a swift action.</p><p>Maintaining a performance is a free action, meaning that the bard can keep up a performance and still cast spells, move, and make attacks.</p><p>d8 hit points.</p><p>Bards get a spell without having to have a Charisma high enough to grant a bonus spell of a given level.</p><p>Bardic Knowledge now grants a bonus to all Knowledge skills equal to 1/2 the bard's level (minimum +1) and allows the bard to make any Knowledge skill check without having ranks in it.</p><p>Well-versed grants a flat +4 bonus on saves against other bardic performances, as well as sonic and language-based spell effects.</p><p>Lore master is granted at 5th level and it allows the bard to take 10 on any Knowledge skill check. In addition, once per day he can take 20 on a Knowledge skill check. As he gains levels, he can use this secondary ability multiple times per day as well.</p><p>Versatile Performance, gained at 2nd level, allows the bard to substitute his Perform bonus for the bonus of two other skills, depending on the type of Perform.</p><p>Preview pics from Bestiary on Paizo's Blog.</p><p>Druid preview posted on Paizo's Blog.</p><p>Fly is a skill</p><p>Size modifies the Fly skill.</p><p>2nd preview from Bestiary on Paizo's Blog.</p><p>*Monk preview posted on Paizo's Blog.</p><p>*Stunning fist is cool. </p><p>*Monks get better AC. </p><p>*Monks get more feats. </p><p>*Monks have better BAB but only when flurrying. </p><p>*Monks gain Daily Quivering Palm. </p><p>*Monks are Combat Maneuver masters.</p><p></p><p></p><p>Paizocon attendees have been posting their gleaned tidbits:</p><p>All <strong>races</strong> may choose their own favored class.</p><p><strong>Half-Elves</strong> may choose two favored classes.</p><p><strong>Half-Orcs</strong>, <strong>Half-Elves</strong>, and <strong>Humans</strong> have a +2 bonus to a single ability score, and no penalties. Yes. Half-Orcs.</p><p>Jason Bulmahn previewed a change with the <strong>Barbarian</strong> in a thread here that spoke on Rounds of Rage and Rage Powers staying constant. This has made it into the final version.</p><p><strong>Clerics</strong> receive domain spells again much like in 3.5, but also retain certain Domain Powers at (typically) levels 1, 6, and 8.</p><p>The <strong>Cleric's</strong> domain spell list now incorporates spells from other sources, such as the previewed Fireball.</p><p>A <strong>Monk's</strong> flurry base attack bonus is now based off of the Fighter progression (Good). It is unknown how their normal base attack bonus will function.</p><p><strong>Paladins</strong> may use their Detect Evil much faster, instantly knowing who is evil.</p><p><strong>Paladins</strong> 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.</p><p><strong>Paladin's</strong> 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.</p><p><strong>Wizards</strong> 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.</p><p>All bloodline powers, domain powers, school powers, etc. are now located in their respective Class area. Less flipping around.</p><p>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.</p><p>Perception has been simplified, the five-sense differentiation being all but removed from its calculations.</p><p>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.</p><p>All Medium and Heavy Armors have had their AC increased by 1.</p><p>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.</p><p>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.</p><p>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).</p><p>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.</p><p>No level adjustments for races, at least in the core book and sounds like in the Bestiary as well.</p></blockquote><p></p>
[QUOTE="dm4hire, post: 4789375, member: 14848"] It has been discovered that some sneak peek pics were post on twitter of the proof copy for the final version of Pathfinder. You can find them at these links: [URL="http://twitpic.com/51s50"]Weapons Page[/URL] [URL="http://twitpic.com/51rdk"]Magic Armor[/URL] [URL="http://twitpic.com/4clhz"]Race Pictures[/URL] [URL="http://twitpic.com/4ckh8"]Paizo Staff sorting through pages[/URL] An attendee, Pathfinderwiki, posted on their twitter page pictures of Jason Bulmahn holding the final PF book at Paizocon. [URL="http://twitpic.com/7d0rp"]Front[/URL] [URL="http://twitpic.com/7d0m7"]Back[/URL] So what's everyone opinions of the art and layout? [URL="http://paizo.com/paizo/blog"]Paizo's Blog with Previews[/URL] [COLOR="Orange"]Points of interest (will try to keep this up to date)[/COLOR] Favored Class appears to be gone or changed (not confirmed but not mentioned in dwarf writeup). CMB is still in but appears to have changed, but not sure how. Giant, orc, and goblin subtypes. 135 Pages of spell descriptions Each race gets its own page of description, except humans who appear to get three. (based on race layout for dwarf and table of contents listing for races). Four pages of sample traps based on table of contents. Erik Mona dropped a hint about feats pointing out that the chapter is 6 pages longer in the final than the beta. Fighter Preview posted on Paizo's blog Sorcerer Preview posted on Paizo's blog Ranger Preview posted on Paizo's blog Goblin Dog and Auroch in Bestiary! Humanoid [giant] confirmed! Favoured enemy (and terrain, too) is iterative again. Init bonus for favoured terrain is now full instead of half. Tracking stays an integral part of the skill Ranger's Caster level and animal companion are at -1 instead of 1/2. Ranger gets Better spell progression Cleric Preview posted on Paizo's blog Concentration is casting on the defensive equal to 15 + double the spell's level. New feats that allow opponents to 5’ when you do (confirmed as Step Up feat) Channel Energy remains but now you choose either to affect undead or heal with it. Turn Undead is a feat Clerics get stabilize as an at will Domains offer both spells and abilities with spell selection being changed around for the domains Four levels of illumination concerning light and darkness Removing ailments, such as curse, works like dispel with cleric making check against DC Deeper darkness blocks darkvision Light effecting spells affect not only the immediate area, but also affect the area outside of the spell effect within a short distance Quoted Jason Bulmahn on changes to defensive casting Paladin sneak peak posted on Paizo's blog Bonus Bestiary spoilers found concerning monsters. Bard song, or Performance, now works a number of rounds per day equal to 4 + their Charisma modifier and gain an additional 2 rounds per day for every level beyond first. Extra Performance feat grants additional uses. Performance starts off as a standard action, then move action, and finally at higher levels can be done as a swift action. Maintaining a performance is a free action, meaning that the bard can keep up a performance and still cast spells, move, and make attacks. d8 hit points. Bards get a spell without having to have a Charisma high enough to grant a bonus spell of a given level. Bardic Knowledge now grants a bonus to all Knowledge skills equal to 1/2 the bard's level (minimum +1) and allows the bard to make any Knowledge skill check without having ranks in it. Well-versed grants a flat +4 bonus on saves against other bardic performances, as well as sonic and language-based spell effects. Lore master is granted at 5th level and it allows the bard to take 10 on any Knowledge skill check. In addition, once per day he can take 20 on a Knowledge skill check. As he gains levels, he can use this secondary ability multiple times per day as well. Versatile Performance, gained at 2nd level, allows the bard to substitute his Perform bonus for the bonus of two other skills, depending on the type of Perform. Preview pics from Bestiary on Paizo's Blog. Druid preview posted on Paizo's Blog. Fly is a skill Size modifies the Fly skill. 2nd preview from Bestiary on Paizo's Blog. *Monk preview posted on Paizo's Blog. *Stunning fist is cool. *Monks get better AC. *Monks get more feats. *Monks have better BAB but only when flurrying. *Monks gain Daily Quivering Palm. *Monks are Combat Maneuver masters. Paizocon attendees have been posting their gleaned tidbits: All [b]races[/b] may choose their own favored class. [b]Half-Elves[/b] may choose two favored classes. [b]Half-Orcs[/b], [b]Half-Elves[/b], and [b]Humans[/b] have a +2 bonus to a single ability score, and no penalties. Yes. Half-Orcs. Jason Bulmahn previewed a change with the [b]Barbarian[/b] in a thread here that spoke on Rounds of Rage and Rage Powers staying constant. This has made it into the final version. [b]Clerics[/b] receive domain spells again much like in 3.5, but also retain certain Domain Powers at (typically) levels 1, 6, and 8. The [b]Cleric's[/b] domain spell list now incorporates spells from other sources, such as the previewed Fireball. A [b]Monk's[/b] flurry base attack bonus is now based off of the Fighter progression (Good). It is unknown how their normal base attack bonus will function. [b]Paladins[/b] may use their Detect Evil much faster, instantly knowing who is evil. [b]Paladins[/b] 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. [b]Paladin's[/b] 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. [b]Wizards[/b] 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. No level adjustments for races, at least in the core book and sounds like in the Bestiary as well. [/QUOTE]
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