Not wanting to catch anyone by surprise I wanted to throw up a few quick notes on some of the changes between 3.5 and Pathfinder. As I have noted to our players, anything for 3.5 that have is probably legal. It is almost a case of adding something rather than taking something away when converting to Pathfinder, they designed it that way. I think you will enjoy the new rules once you’ve had a chance to try them!
So here are some of the basics:
Character Advancement: Pathfinder built characters use the XP chart found here: Classes; using the Slow Progression as the default. It will take more XP to level at higher levels than in 3.5; but this is offset by the fact that Pathfinder awards larger XP values and the DM’s bonues for role playing. In addition, works that expand on the campaign universe- character sketches, in character journals, etc. – receive XP bonuses as well.
I’m sure everyone will be pleased to hear that in Pathfinder characters gain a feat at every odd level rather than every 3; allowing for more and earlier customization (getting your 3rd feat at 5th level, then 7th, 9th, 11th, 13th, etc).
Skill Changes: Firstly cross class skills now cost the same as class skills, to make up for this you get a +3 to each class skill to balance it out. In addition several skills were consolidated in Pathfinder. The skill info can be found here: Using Skills and Skill List.
Favored Classes: Multi-class penalties no longer exist. You may multiclass freely as you wish. However upon character creation you may declare a favored class for your PC (not a prestige class). Each level you take in that class grants you either +1 HP or +1 skill point for each level in that class.
Combat Changes: Pathfinder combat is mostly like 3.5 combat, but has had a few major changes.
- Concentration is no longer a skill. A caster making a concentration check rolls 1d20 + CL + key ability + other modifiers (such as feats). Concentrating while being grappled is now much more difficult; having a DC of 10 + grappler’s combat maneuver bonus (see below) + the spell level.
- Combat Maneuvers: All the colorful stuff -Bull-rush, Disarm, Grapple, and Tripping, etc. were rolled into a single mechanic. All PCs have a Combat Maneuver Bonus (CMB) and a Combat Maneuver Defense (CMB) for combat maneuvers. A character’s CMB is their BAB + Strength + Size Modifier + other modifiers. This is rolled versus a character’s CMD, which is 10 + their BAB + Strength and Dex + Size modifier + other modifiers.
- Size: Creature size modifiers to combat maneuvers were halved (+1 large, +2 huge, +4 gargantuan, +8 colossal, reversing it for small, tiny, diminutive, and fine). Now success in these maneuvers relies more on skill and training.
- Acrobatics (Tumble) checks to avoid opportunity attacks now are rolled against the attacker’s CMD as a DC (thus a 20th level fighter is much more difficult to tumble past than a 1st level hadozee shaman).
- Use Rope was removed. Tying someone up can now be done as part of a grapple (with a -10 penalty to attempt to tie them while they struggle), or if they are unconscious or otherwise unable to resist it is done without checks. The DC to escape the bonds is 20 + CMB of the person who tied you up; and it keeps you pinned; and suffer from the Pinned condition.
- Poison now deals its damage over multiple rounds rather than all at once.
- Disease also changed mechanically.
- Wild Shape and all the polymorph spells (such as alter self, polymorph, shapechange and similar spells got nerfed into very effective but far less abuse friendly forms.
- Some Spells got reduced in power due, which corrected a lot of the casters are gods issues.
- All the classes got adjusted. Most of them simply gained new toys that make them viable through all 20 levels. Druid and Cleric had a variety of changes -druid because wild-shape doesn’t allow you to min-max-murder and cleric lost heavy armor proficiency and some spells, but now gets a free martial weapon and better turning mechanic.
-Loki, DMRead More
One of my regular commenters, Tetsubo, just put up a nice little video review of the DragonStar game by Fantasy Flight Games. Personally I am a huge fan of the setting and have used it in my campaign as an alternate universe that my Spelljammer group ended up in temporarily.
Tetsubo gives some great tips on how to tweak the setting a bit as well as an overall intro to DragonStar and review of the system. Enjoy! -Loki
Conveying elven grace and beauty despite the silver scales covering her body, Illyana is a bard of no small power. Finding no appeal in her “Uncle Sar’s” attempts to get her to join the Elven Imperial Fleet she instead seeks adventure, for no bard worth her salt does not seek out great stories to be a part of and sing about. Of such things are epics made.
Recognizing the octopus ship Valis at the docks while on Refuge she decided to hang out and try to catch sight of Commodore Sinache, planning to ensure that she joins the crew. Leaning against a post at the docks end she played her mandolin until it drew a crowd, including Kaolin and Taj Pach who then invited her on board.
Using psionic correspond they chattered behind the conversation, “A an elven half silver dragon and I think by elven standards she’s a knockout, this could be perfect!” The next day the ships set sail for Herdspace with Illyana bunking in the room next to Kaolin….
Name: Illyana Starsinger, Elf (Medium Humanoid) Half-dragon (Silver), Bard level 14
Hit die: 0d10+14d6(49hp)
AC: 21 (+2 Leather, +0 Shield) AC flat footed :18 AC Touch: 13
Base Attack/Grapple: 10/15
Attack: +17 (+2/+2) Claw 1d4+7 Crit(20-20)X2 or +19 (+3/+3) Longbow 1d8+5 Crit(20-20)X3
Full attack: +17 (+2/+2) Claw 1d4+7; +17 Claw 1d4+7 Crit(20-20)X2; +12 Bite 1d6+2 Crit(20-20)X2 or +19/14 (+3/+3) Longbow 1d8+5(range 100)
Special Attacks: Breath Weapon DC(22) 1/day 6d8 damage 30ft cone of cold,
Fascinate Can fascinate 1 creature + 1 every 3 levels
Inspire Greatness +2D10 HD +2 to hit +1 fort save
Suggestion Can make suggestion to a fascinated creature
Special Qualities: Immunity to Sleep, Low-light Vision , Resistance to Enchantments +2, Darkvision 60, Immunity to Cold, sleep, paralasys, Low-light Vision
Bardic Knowledge Level + Int bonus
Bardic Music Can use songs once a day per level
Countersong May use bards perform for save vrs sound
Inspire Competence +2 competence on skill
Inspire Courage morale bonus on charm, fear,attack, damage 3
Song of Freedom Breaks enchantment
Saves: Fort +4, Ref +14, Will +8
Abilities: Str 20, Dex 16, Con 11, Int 15, Wis 9, Chr 20
Skills: Appraise 7, Balance 17, Bluff 22, Concentration 21, Decipher Script 15, Diplomacy 24, Disguise 11, Escape Artist 3, Gather Information 22, Hide 8, Jump 10, Know arcana 2, Know arch & eng 2, Know illithids 2, Know geography 2, Know history 2,, Know nature 2, Know religion 2, Know the planes 2, Listen 16, Perform 22, Pilot Spelljammer 4, Search 4, Spot 1,
Feats: Armour prof light, Combat casting, Dodge, Improved Initiative, Lightning reflexes, Point Blank Shot, Shield Proficiency, Simple Weapon Proficiency,
Detect Magic, Ghost Sound, Message, Prestidigitation Read Magic, Summon Instrument
Cause Fear, Cure Light Wounds, Feather Fall, Identify
Calm Emotions, Cats Grace, Eagles Splendor, Sound Burst
Cure Serious Wounds, Dispel Magic, Sculpt Sound, See Invisibility
Break Enchantment, Charm Monster, Cure Critical Wounds, Modify Memory
Dispel Magic, Song of Discord, Suggestion, Mass
Elven Leather Armor +2 +2 AC
Boots of striding and springing +5 jump +10 move
Bracers of archery greater +2 ranged attack +1 dam
Cloak of elvenkind (+5) +5 Hide
Bag of holding (type III) 1000 lb
Quiver of Ehlonna
Horn of fog
Potion of Delay poison
Potion of Cure serious wounds
Potion of Bulls strength
Potion of Enlarge person
Ring of Animal friendship Charm animal
Rapier (+2) +2 to Hit +2 Dam
Elven Longbow (+3) +3 to Hit/ +3 Dam
Transforming magical energy into motive power enought to send a clipper ship amongst the stars, spelljamming helms open up the vistas of Wildspace to your adventurers!
Helm CL Save Arcane Price Minor Helm 15th +18 100,000 gp Major Helm 17th +20 250,000 gp Series Helm 14th +17 75,000 gp (per linked helm) Pool Helm 17th +20 500,000 gp (mind flayers only) Orbus 14th n/a 300,000 gp (beholders only) Forge 17th +20 500,000 gp (initially; 100,000 gp per 13 months) Gnomish Helm 15th +18 50,000 gp Crown of the Stars 19th +22 a king's ransom, at least Furnace 15th +18 100,000 gp Artifurnace 19th +22 priceless Lifejammer 15th +18 80,000 gp Non-magical Engines n/a n/a varies, but approx. 10,000 gp
CL: Caster Level
Save: Save Bonus
Arcane Price: given here match those that the Arcane charge, and these prices are also given in the text. A different set of prices is also given below, Market Prices, which are the prices that the enchanter of a helm would sell it for. This price is typically double the Arcane one and is included as it is standard to do so for magic items. The other reason for the Market Price is in case GMs wish to allow helms to be obtained by means other than only buying them from the Arcane (which is the standard for the Spelljamming campaign setting), but still want there to be a very strong incentive for trading with the Arcane.
There are particular magics that have been developed over the centuries by those who embrace life in Wildpspace. The following are the commonly available spells and domains often found in use amongst the spheres.
Locate Portal – Senses direction and distance of closest portal in the adjacent crystal shell.Read More
To generate your character’s statistics, use my standard method:
- roll 4d6,reroll ones and take the highest three dice
- do this six times; arrange the scores to suit. (Remember that stats are now more forgiving than in 2E – bonuses start at 12.)
- For hit points, a character gets maximum hit points for his first character level, and then rolls normally for all other (and future) character levels.
Your PC will begin with three character levels to spend on class (one or more) and race (yes, some races cost a character level). This translates to 3000 experience points. This also means that you will have 2700 gold pieces to spend on starting equipment (more on that later).
Class choices are pretty extensive. You are free to choose from any of the core classes , or any classes that appear in most official WOTC publications, Malhavoc publications, or Dreamscarred Press publications. The DM is always available for consultation.
Character race also gives you many options. In addition to the races presented in the core materials, there are a number of races specific to the Planescape and Spelljammer settings which appear in our house rules book. The Races series from WOTC is considered cannon for our games as well. In addition to race, you also have to choose whether your character is from the Material Plane (a Prime) or native to the Outer/Inner Planes (a Planar).Read More
I just posted an interview with the team behind Nobis over on Planewalker.com. I really like their debut product a lot and I am also thrilled to see a company doing new and quality work in the v. 3.5 rules. Their approach to firearms is now being adopted outright as our baseline rule for the Planejammer Campaign.
Check it out and let me know your thoughts, I think its an exciting new product and one that I have already ordered on the basis of the preview they shared with me.Read More
Tavist Aller Sinache; Co Founder of House Seven Stars, Defender of Blurophil, Greatspace Order of Hermes
Male, Elven Dragon Disciple from Greyspace
Rogue 4 / Fighter 2 / Sorceror 2 / Dragon Disciple 9
S 20 (+5) | D 15 (+2) | C 14(+2) | I 20(+5) | W 10(+0) | Ch 14 (+2)
HD 17 ; HP 124 Init +2
AC: ; Flat Footed: ; Touch
BAB +12/+7/+2; Melee ; Ranged
Racial Traits: Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects; Low Light Vision; +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
Class Abilities: Spells, Summon Familiar, proficent with all simple and martial weapons, all armor and shields; Sneak Attack +2d6; Trapfinding, Evasion, Bonus Spells, Natural Armor, Claws and Bite, Ability Boost, Breathweapon , Blindesense, Wings
Feats: Exotic Weapon: Firearms, Combat Reflexes, Freefall, Combat Casting, Jack of All Trades,
Weapon Focus: Rapier, Combat Expertise, Blindfighting, Leadership
Languages: Common, Elven, GRommam, Draconic, Shou(illiterate), Gnomish, Orc, Scalykind
Skills: Appraise +13, Balance +5, Bluff +7, Climb +11, Concentration +9 (feat), Craft: Trapmaking +7, Decipher Script +6, Diplomacy +8, Disable Device +19, Escape Artist +4, Gather Info +9, Hide +4, Intimidate +4, Jump +12, Knowledge: Arcana +13, Knowledge: Gaming +10, Knowledge: Dragons +9, Knowledge EIN +8, Listen +3, Move Silently +8, Open Lock +12, Prof: Cook +5, Prof: Spacehand +3, Search +24, Sleight of Hand +9, Spellcraft +22, Spot +4, Survival +8, Tumble +10, Prof: Farmer +1, Pilot Spelljammer +2Read More
This is the list that I’ve made so far of all the non-PH spells that can be used with permanency. Effects that can be used with the psionic Incarnate are also included.
* On Self Only
Spell (Class Lvl) Source XP
Air Breathing (Sor/Wiz 3) SaSp 1500
*Aura Sight (Psion/Wilder 4) XPH 2000
Black Sand (Clr 3, Sand 2) SaSt ?
Blindsight (Sor/Wiz 3) SaSp 1500
Bridge of Sound (Sor/Wiz 3) SaSp 1500
Cloud Wings (Sor/Wiz 2) SaSp 1000
Clearstone (Sor/Wiz 3) LEoF 1500
*Conceal Thoughts (Psion/Wilder/PSW 1) XPH 500
*Danger Sense (Psion/Wilder/PSW 3) XPH 1500
*Darkvision, Psionic (Psion/Wilder 3, PSW 2) XPH 1500
Darsson’s Chilling Chamber (Sor/Wiz 2) ShSo ?
Darsson’s Cooling Breeze (Sor/Wiz/Drd 1) ShSo ?
Darsson’s Fiery Furnace (Sor/Wiz 2) ShSo ?
*Detect Psionics (Psion/Wilder/PSW 1) XPH 500
*Detect Remote Viewing (Psion/Wilder 4) XPH 2000
*Detect Teleportation (Nomad 1) XPH 500
Dimensional Lock (Sor/Wiz 8) TB 4000