Bulmahn's Sweat, Fail, and Tears: Update of Pathfinder
Posted: Sun Jul 20, 2008 2:41 am
http://paizo.com/paizo/blog
2. Barbarians: Did the auto-scaling powers get fixed, or are you still sucking the donkey balls, Bulmahn?
3. Just get rid of the fucking rage point cost for raging. Only charging for the really good/shitty powers would make me much happier.
4. Wizards and clerics got better.
5. Bards: About fucking time you fixed the DCs, you stupid sack of fail. Now, would you mind telling me why bards get a save-or-die and the twentieth level necromancer gets a shitty 10 damage/level spell?
6. Rangers: Animal companions suck less. Did you consider upping their hitpoints, or would that be breaking BACKWARDS COMPATABILITY? A bonus on attack rolls isn't going to save it from a balor's full attack.
7. Sorcerers: Well, I'm assuming you managed to fuck the sorcerer up the ass with your moronitude. Intimidate was at least a mildly useful skill. Nobody is going to take Knowledge (the planes) except for the party wizard.
8. Monks: Did you give them full BAB yet, or did you continue to dance around that with clunky mechanics that don't address flurry of misses and the other shit-tacular features of the class?
2. Staves: Good.
3. Cover rules: I smell disaster.
1. Barbarians: Did the energy power get fixed, or are you still sucking the donkey balls, Bulmahn?Class Changes: A number of classes received a host of tweaks and changes based off playtester feedback. Here is just a taste of what you can expect to find. Barbarian mighty rage got a little bit cheaper to maintain (going from 4 points per round to 3). Cleric domains and wizard schools now grant bonus spells instead of spell-like abilities (although they maintain their supernatural abilities). Bardic performance DCs are now based off the bard's level, not his Perform skill check. Rangers now grant their favored enemy bonus to their animal companion, if they have one. Sorcerer bloodlines got a few refinements, such as Intimidate being changed to Knowledge (planes) for Abyssal sorcerers.
2. Barbarians: Did the auto-scaling powers get fixed, or are you still sucking the donkey balls, Bulmahn?
3. Just get rid of the fucking rage point cost for raging. Only charging for the really good/shitty powers would make me much happier.
4. Wizards and clerics got better.
5. Bards: About fucking time you fixed the DCs, you stupid sack of fail. Now, would you mind telling me why bards get a save-or-die and the twentieth level necromancer gets a shitty 10 damage/level spell?
6. Rangers: Animal companions suck less. Did you consider upping their hitpoints, or would that be breaking BACKWARDS COMPATABILITY? A bonus on attack rolls isn't going to save it from a balor's full attack.
7. Sorcerers: Well, I'm assuming you managed to fuck the sorcerer up the ass with your moronitude. Intimidate was at least a mildly useful skill. Nobody is going to take Knowledge (the planes) except for the party wizard.
8. Monks: Did you give them full BAB yet, or did you continue to dance around that with clunky mechanics that don't address flurry of misses and the other shit-tacular features of the class?
Good, you twat. Scaling feats are good.Combat Feats: Combat feats, as you might know them from Alpha release 3, are a thing of the past. Now the term refers to any feat that can be selected as a fighter bonus feat. Of course, most of the great combat feats have been retooled to fit with this change. Some feats even got an upgrade, such as Dodge (whose bonus now increases to +2 if you have 10 or more ranks in Acrobatics) and Arcane Strike (whose bonus increases by +1 for every five caster levels you possess).
Again: Wizards and clerics got better.Spells: Wizard arcane schools got revised for the Beta. The big change here is that wizards now choose the spells that they gain upon reaching 2nd, 4th, 6th, 10th, 12th, 14th, 16th, and 18th levels. These spells must be from their school and are set once selected. It should be noted again that these spells now act as bonus spells, not spell-like abilities. This change does not affect the supernatural abilities granted by arcane schools.
1. Bonus skill point is good, but why the fuck not just dump favored classes and give everyone extra skill points?Other Rules: There are dozens of other small changes to the rules as well. Favored Classes now grant a bonus hit point or a bonus skill point. Recharging staves now only uses up the highest-level spell slot used by the staff. Cover rules were simplified into something that is quite a bit easier to adjust.
2. Staves: Good.
3. Cover rules: I smell disaster.
...but only if you swallowed. A lot.Nearly every chapter received numerous changes based off your feedback and comments.