What are your favorite changes in Pathfinder over 3.X?

I love classes built with a bunch of internal options, allowing you build many different characters with the same classes. Rogue talents, rage powers, alchemist discoveries, etc. Great mechanic.
 

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Oh, I also like the IDEA of a Fly skill, though the execution bothers me with the requirement of natural flight or flight by spells to take ranks in it at all. Seems to disenfranchise Joe Fighter who just wants to move through the sky on his winged boots in a not clumsy fashion as he chases down that darn wizard trying to escape him.

But you don't need a spell or wings. The skill says you need to have some natural means of flying or gliding or a reliable means of flying every day. Winged boots most definitely meet that requirement, they even give you a +4 check on your fly skill checks.
 

I like Pathfinder for everything that's it done and I really like how flavored the classes are and how each class makes you want to stick with it all the way to 20. Also the Gunslinger! :D
 

The introduction of Archetypes in APG marks where I started liking Pathfinder as more than a continuation of 3.5. Adding a great deal of flexibility to the existing classes, instead of introducing upmty dozen classes that are similar in most respects.

Sorcerers. :)

Channeling.

Things that I would like to see for Pathfinder -

Scalable NPCs in the manner of Fantasy Craft and Spycraft.

Alternative classes for low availability of magic items. (Iron Heroes.)

One good thing is that because Paizo does support the OGL it is likely that 3PP may address some of the wishes folks may have.

The Auld Grump
 

re

I allow anyone that has a flight item to take ranks in the Fly skill. I consider that a consistent means to fly. I even allow them to take ranks if a caster agrees to cast a fly spell often, so they can learn.

I agree with the favored class bonus for spontaneous casters. Way to screw all the other races. I house ruled the human spontaneous caster spell bonus for all races.
 

Ditto on Flight - if a wizard/sorcerer/etc. has flight then I allow folks to take it.

So far the only one to actually take it though is a witch... I picture the others flying around like The Greatest American Hero....

[ame=http://www.youtube.com/watch?v=Zlq0jM3NE74]Watch out for that tree![/ame]

The Auld Grump
 
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Yet another point for the archetypes - I love being able to customize my build from the get-go, and to have the option to do so within a single class. I also think, on the whole, they've done a great job of keeping the archetypes balanced - if anything, I'd complain that too many of them are underpowered (with respect to the base class), but I'd rather this than having one or two "must-have" archetypes which stood out crunch-wise.

I also agree with everything WD mentioned in his initial post.

Hooray for d6 HP for casters.
 

Outright favourite changes are probably the way they do Smite, Rage, Flurry and Bardic Music. Loved all of these first time I saw them.

Secondary favs, which came after a bit of play testing and a couple I think still need fixing..
-cleric's positive energy burst (needs fixing)
-bloodlines (some cool some very odd)
-Wizard specializations (mostly good)
-CMB/CMD (needs fixing but works better than 3.5)

I have very few dislikes which is very good going forward. Most of the dislikes are things I've been able to houserule away with minor fixes so I don't need to elaborate.
 

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