Editing
Pathfinder Roleplaying Game
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===The Good=== [[File:3.5 thrives.jpg|thumb]] *Most things that cause experience points to be lost have been axed, as this was deemed a massive pain in the ass to keep track of everyone having different experience totals, particularly once everyone was different level and got different experience rewards. Most of the time this takes the form of replacing XP costs with GP costs, and changing level loss to negative levels. ** [[Familiar]]s no longer eat your experience when they go splat, making them a class ''feature'' instead of a liability. *Skill system has been changed to make skills less of a pain in the ass for multiclass characters and punish out of class skills less. Many skills have been combined, and two (Concentration and Use Rope) have been axed entirely. *Feat rate has been increased from the sluggish first level plus every multiple of three. Feats are now given at every odd level. This makes feat taxes less painful and leaves more room for feats that are fun instead of needed or to make a character versatile (Bow users that take enough feats to make them viable melee combatants are now common). *Identifying items no longer requires the costly identify spell. Instead anyone with detect magic and spellcraft can figure out what an item does. *Cantrips are now unlimited. Heal/Inflict Minor Wounds have been nerfed to accompany this, only (de)stabilizing characters under 1 hit point. *Polymorph effects have been nerfed into the ground. Now they modify your physical ability scores instead of replacing them, their duration are much lower, and they're limited in what abilities they give. *Some of the best spells have been nerfed. Glitterdust now gives a new save every round, divine power no longer replaces your base attack bonus and doesn't stack with divine favor, grease isn't nearly as OP (though remains pretty good) and more. *Hit die is now tied to base attack bonus with two exceptions. All full BAB bonus classes/hit die have d10 HD (except Barbarian and Dragon, which get to keep their d12), all medium BAB classes/HD have d8, and all low BAB classes/HD have d6. *Sneak attack now works on almost everything instead of failing against some of the most common monster types. *Only full caster classes have dead levels, and some of them avoid even that. *Barbarian and Rogue get a choice of special abilities at every even level. While the ones in core aren't that great, they would be greatly expanded over the system's lifespan and the majority of non-core classes use this design. *Bard has slightly better casting progression and genuinely good class features. *Paladins are massively buffed and now viable if you aren't fighting non-evil foes. They have gained actual class features, a good will save, casting that works off charisma (meaning they can dump wisdom since they get charisma to their will save), a Caster Level is level -3 instead of half level, a smite that is no longer shit, and support for less draconian codes. They've actually risen from an iffy [[Tier System|tier 5 to a comfortable tier 4]], as they're now really good at destroying evil things and diplomacy, but struggle to contribute against neutral foes. *Rangers now have d10 HD (as above), get to wear medium armor, have better casting, a better animal companion, get their abilities faster, and have a wider variety of combat style options. *Sorcerers are now more than merely nerfed wizards. Still progress spells slower for no reason. *Wizards are no longer totally locked out of their Opposition schools, they just have a harder time casting from them. *The core races have all been buffed, except for ''maybe'' Human. Ability score bonuses are now +2 overall instead of a break even, with most races getting a +2 bonus to two ability scores and -2 penalty to a third while others get +2 to their choice of ability score. Other non-Human race abilities are buffed overall. *Magic weapons with a proper +3 bonuses bypasses damage reduction overcome by silver and cold iron, +4 does the same for adamantine and +5 does it for alignment DR. This reduces the need for martials to keep a golf bag of weaponry and gives an actual reason to have raw plus bonuses, unlike 3e where they were considered useless because Greater Magic Weapon was a thing. *Everything except proper names of setting details is released under the [[Open Gaming License]].
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information