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Apraham Lincoln's page

RPG Superstar 9 Season Star Voter. 311 posts. No reviews. No lists. 1 wishlist.


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Ranger evasion works in medium armour but only kicks in at 9th level compared to the rogues 2nd level. As the slayer is a rogue/ranger hybrid that comes with medium armour but can only get evasion thru the rogue talent part of their class id say a compromise is that it works as the rogue evasion until 9th level where it works as the ranger evasion.

It should work with the physical enhancement transmutation implement focus power

Dont forget you can cast your polymorph spells on it allowing you to use that awesome form of the dragon spell and still be slinging spells

If you were fleeing a temple under siege then i can see where destroying a good alter would not be an evil act if doing so would prevent it falling into enemy hands and being desecrated. Think of it as scuttling an alter

Grandlounge wrote:
Kalvit wrote:
As the guy who began...

Their is a better trait for this now. Savant +2 to all preform checks.

Historian is also great I can't member if it's in the guide or not. You get +1 to all bardic knowledge checks. That is 2 traits 16 skill points.

Savant is a bonus to 1 performance type. Still good and versatile but not as good as suggested

The main problem with buying mounts (as opposed to gaining them thru a class feature like mount or animal companion) is that they dont scale well. At all

At low level they sure are great. They are a sack of hit points and can probably do some damage in their own right, maybe more than a pc (ask anyone who has bought a tiger at low level) but passed level 5 or 6 those hitpoints just wont last. A simple threat to the pcs will outright kill the mounts, even without having to focus fire any of them. At least animal companions gain hit points and evasion to give them some longevity but even then you can see that they are expected to expendable as they are free(depending on gm and circumstance) to replace.

If you dont have mount or AC as a class feature, dont waste feats into mounted combat.

There are other methods for keeping up with overland travel.
Wizzards get the mount spells and overland flight
Alchemist can get a fly speed.
Ranger can get an Animal companion.

Expanded Spell Kenning adds even more choices

Unless the party is fighting right outside the temple free healing is not going to be much of an issue. If they are relying on free healing as their only source of healing then they are going to be extremely limited in their range. They could be ambushed on the way home and suddenly random encounters become more deadly.

Just having a temple doesnt mean that suitable clerics are there all day. They have duties to attend to in the town and maybe even if more far-flung settlements and may not be back for a day or 2.

I say let them have their free healing (hp and lesser restoration only; PCs only) whenever they are back as it doesnt break anything too much

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Also check out a Raktavarna as an improved familiar. Sure it has a lawful evil requirement but gives some idea of a ballpark for abilities.

The Shadow 1.00 mark

If you are using a polymorph spell to get the web ability, "The DC for any of these abilities equals your DC for the polymorph spell used to change you into that form." (from polymorph spells description in magic section)

Incorporeal creatures never add STR to their attacks (attack or damage) but do gain DEX to hit

Incorporeal (Ex) wrote:

Incorporeal (Ex)

An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it takes only half damage from a corporeal source (except for channel energy). Although it is not a magical attack, holy water can affect incorporeal undead. Corporeal spells and effects that do not cause damage only have a 50% chance of affecting an incorporeal creature. Force spells and effects, such as from a magic missile, affect an incorporeal creature normally.

An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature’s Charisma score does not normally provide a bonus).

An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see beyond the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect.

An incorporeal creature’s attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight.

An incorporeal creature moves silently and cannot be heard with Perception checks if it doesn’t wish to be. It has no Strength score, so its Dexterity modifier applies to its melee attacks, ranged attacks, and CMB. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.

I've been using a similar gnome character with fell magic and fey thoughts(underground) to be able to cast chill touch all day underground. The +1 to necromancy DCs would appear to work in this instance

I think the guard trick should put them in front of you if you are travelling

I prefer to cast the polymorph spells on my familiar so i can sit back and still sling spells. Familiar certainly has the intelligence to use the abilites granted. Wont have many hit points (i think its HPs are fixed relative to yours and not its own CON modifier but buffs to your own con should buffs your familiars) and will be expensive if it dies but chances are if your familiar dies, you would have died in the same situation.

Shameless bump for my question, couldnt find a better titled thread

If the ogre walks round the corner, the rogue no longer has cover.


Rules of Stealth

Other question for consideration, if i take the

phantom fighter feat:
Prerequisite(s): Phantom class feature, phantom with the magic attacks ability.

Benefit(s): Your phantom's natural weapons are treated as having the ghost touch property. In addition, when you cast a touch spell to be delivered by your phantom, you can modify the spell as if you possessed the Ectoplasmic Spell metamagic feat.

Can the phantom attack corporeal creatures whilst incorporeal?
What if the phantom also had the eldritch claws feat?

If it could attack a corporeal creature whilst incorporeal would it still attack touch(+force affects) AC or full AC?

Note that handling an animal is a move action for most characters (under the handle animal skill)

-edit also see the mounted skirmisher feat, under its normal entry it says if you move more than 5 feet on a mount you can only take a standard action (mounts full move with the feat)

formless adept doesnt get a psychic discipline or its powers. It needs to specify what stat it uses for its phrenic pool.

I think it means that if you accept 1 point of burn, whenever you use basic TK or TK haul within the next 1min/level it will have the increased weight allowance. This would allow you to stop concentrating for a few rounds/minutes and you wouldn't have to re-accept burn for the increased allowance.

If you casting stat also gave you hit points (as well as saves) that would be pretty unbalancing. Burn is just a way of removing those bonus hit points.

Isn't this a buff as it affects ALL allies within 30 feet now instead of just 1? Its still 5-15 re-rolls for each ally per day

You need handle animal(see skills, its all handled there) trick of attack to attack humanoids, animals etc. You need the attack all trick (-edit actually the attack trick twice) to attack more unnatural things like undead and abominations and the like. Combat trained is a catch-all of a few combat themed tricks (including the attack trick but not the attack all trick).

Depending on your class, directing to attack could be a move action or a free action (if you get a mount as an animal companion, the 1st level ability Link allows you to direct as a move action)

You can "push" an animal to make it do a trick it doesnt already know. This requires an full round action (or move action if you have the link ability from animal companio) and the animal performs it on its next turn

You could instead focus on the club part of shilleighla and couple that with the war drummer skald archetype, possibly also opening up rage prophet

Does a warlock ignore arcane spell failure for casting in armour?
They still have proficiency but nothing in the casting section mentions arcane failure so default position would be yes, they do suffer from arcane spell failure.
If this is the case then surely there is room for arcane armour casting talent. If not then some reminder text explicitly saying they can cast in armour would be nice. (In fact reminder text in either case would be useful as there is no text about armour that i can see)

ShadowDax wrote:
Scott Wilhelm wrote:
ShadowDax wrote:
Scott Wilhelm wrote:
ShadowDax wrote:
not demoted to secondary.
I'm not talking about Flurry of Blows at all. That is a Full Attack action: you certainly don't get to take any Attack Actions the same round after you Flurry. If you are using one or more Monk Weapons, any or all of those attacks within the Flurry can be made with any of those Monk Weapons you happen to be using. And if you have the Feat Feral Combat Training, you can treat your selected Natural Attack as a Monk Weapon for th purposes...

I did not know about the ferral feat, there was something mentioned about it not being in the build & what it is earlier. I believe the feral feat & a flurry is what you are looking for.

On page 182 of the CRB under the heading natural attacks starting in the third sentence it says, "You do not receive additional natural attacks for a high base attack bonus. Instead, you receive additional attack rolls for multiple limb and body parts capable of making the attack (as noted by the race or ability that grants the attacks). If you possess only one natural attack (such as a bite—two claw attacks do not qualify), you add 1–1/2 times your Strength bonus on damage rolls made with that attack."

Hence, you do not get itinerary attacks for a high base attack bonus with natural attacks. On page 31 in the bestiary, looking at the dire or cave bear, you will notice the bear gets a claw, claw, bite attack sequense & a base attack of +7. Not one of the claws gets an extra attack for a high base attack bonus.

In the bestiary on page 29 for the basilisk, it has a base attack bonus of +7 and one bite attack.

If you check out the hound archon it has either 1 bite and 1 slam attack (at +8 Bab and str) or 2 masterwork sword attacks (+9/+4 bab, str and mstwk) and 1 bite (+3 bab and str, -5 for secondary) You can totally mix iteritve attacks (either a weapon or unarmed strikes using improved unarmed combat)and natural attacks, which become seconary as a consequence.

Elghinn Lightbringer wrote:
Apraham Lincoln wrote:

I like the idea of a "popping" tank very much :)

Just a couple of ideas/questions.

Fireblood bomb: if it costs 2 rounds of rage to explode, does it really need a limiter of number of times a day? in the early levels you could potentially burst more times than you have rage rounds for (if you cha is higher than your con). maybe it could be a once a rage kind of power

Hmm, we could limit to once per rage. That might be a better way of limiting its use. Essentially, for him to use it, he'd have to rage for at least 1 round and then spend the 2 rounds to explode. What do others think? Once per rage ability? That's what I'm leaning towards.

I think once a rage is a good compromise and less book-keeping involved too

Elghinn Lightbringer wrote:

Apraham Lincoln wrote:
Bloodline bomb: some of those bomb discoveries seem to come online early compared to when an alchemist could grab them. some have level 8 and some dont have any at all. are there some power considerations?

Yeah, I know there are 8th level req discoveries there. I didn't figure it mattered, as they were all part of the flavor of each individual bloodline. I think what I'll do is just extend Blast Discovery ability to include 3rd level, and not worry about specifics for each bloodline.

So it will read thus. And note the caveat that the BR must meet the prereqs for the discovery, which was there in the original Blast Discovery ability. Only the Bloodline Blast discoveries forwent prereqs to meet the falvor requirement I wanted. But that's now null and void.

Blast Discovery: Starting at 3rd level, a bloodblast rager makes an incredible discovery that alters the effects of his fireblood bomb. He can choose one of the following alchemist bomb discoveries: acid bomb, anarchic bomb, blinding bomb, boneshard bomb, breath weapon bomb, concussive bomb, confusion bomb, defoliant bomb, delayed bomb, demolition charge, dispelling bomb, ectoplasmic bomb, fast bombs, fire brand, force bomb, frost bomb, healing bomb, holy bomb, immolation bomb, plague bomb, psychoactive bomb, profane bomb, scrap...

Looks good, although some discoveries still wont be attainable or make no sense such as boneshard bomb (needs alchemichal zombie) and delay bomb (but i want to explode now!)
Elghinn Lightbringer wrote:

I debated about that for a while when I did this ability, whether to go with actual fire resitance of a bonus to saves. I went with this because one of the balancers to the fireblood bombs is taking self inflicted damage, and giving him fire resistance seemed like a cop out. But if others are OK with it, I'll change it to one of these versions. I'm leaning to the second one.

1) Fire Resistance (Su): At 2nd level, a bloodblast rager gains a resistance to fire 5. This resistance to fire increases to 10 at 5th level, and then again to 15 at 8th level. At 10th level, a bloodblast rager becomes completely immune to fire. This ability replaces damage reduction.

2) Fire Resistance (Su): At 7th level, a bloodblast rager gains a resistance to fire 5. This resistance to fire increases to 10 at 11th level, and to 15 at 15th level. At 19th level, a bloodblast rager becomes completely immune to fire. This ability replaces damage reduction.

2nd options looks good to me too, immunity at level 10 feels too early
Elghinn Lightbringer wrote:

Thunderblast Bomb

The alchemist’s bomb creates a peal of thunder that can knock down enemies.

Prerequisites: Bomb class feature, alchemist 6.

Benefits: When the alchemist uses a bomb, he creates a thunderous report. All creatures adjacent to the bombs blast must succeed at a Fortitude save or be deafened for 1 minute. Any creature wielding or carrying the firearm takes a –4 penalty on this saving throw, and her misfire range increases by 1 for 1d4 rounds. If the firearm was loaded when it was targeted by this effect, that ammunition is wasted. If the creature fails its Fortitude save by 10 or more, it is also knocked prone.

Nice, i would just change adjacent to splash area and a nice way to disarm those pesky gunslingers.

Elghinn Lightbringer wrote:

Great! I think that's the Planar Vessel done.

So that puts me up next.

I believe, once we go through this set of ACG MCAs, we'll do one more round. So not including OSWs current MCA, every will get 2 more kicks at the MCA cat, then I'm done. So, pick your last two and lets drive for the finish.

** spoiler omitted **...

I like the idea of a "popping" tank very much :)

Just a couple of ideas/questions.

Fireblood bomb: if it costs 2 rounds of rage to explode, does it really need a limiter of number of times a day? in the early levels you could potentially burst more times than you have rage rounds for (if you cha is higher than your con). maybe it could be a once a rage kind of power

Bloodline bomb: some of those bomb discoveries seem to come online early compared to when an alchemist could grab them. some have level 8 and some dont have any at all. are there some power considerations?

Fire resistance: is there a reason its not actual fire resistance? if it were we could also ignore the part about him taking damage from his own bursts as his fire res should be better than his splash/min damage

Can we make thunderblast bomb a proper asterix discovery that is choosable. means its open to other alchemists too

Planar Vessel - Powerful denizens of the outer planes come in a myriad of forms and shapes. Where other warpriests find the weapons and armour enchanted by their faith, a planar vessel channels some aspect of a particular denizen of his gods plane, assuming an otherworldly mantle.

Elghinn Lightbringer wrote:


Wondering if Improved Damage evolution should stack with sacred Weapon damage (I don't think so), or if the higher of the two should supersede the other (which is what I think)? Thoughts?

** spoiler omitted **...

I think you are right in that it should be the higher of the 2, but i also wouldnt mind the PV not being able to choose that evolution altogether as i envisage that he would be using sacred weapon damage with any natural attacks and it should be superior.

I like twin aspect very much.

I dont think there many summoner spells needed really, most buffs are covered by cleric and doesnt need the eidolon heals or transmogrify line either. better to keep it simple.

Looking at large evolution again, the stat bonuses would have to be halved really or its really overpowered (large currently adds +8 str, +4 con and +2 nat arm with -2 dex) or is that ok for a limited times a day buff from 8th?

edit - or just ditch large as a problem child, a warpriest has other ways to get to large sized.

AM back and have some ideas, dont know if its my turn up next but posting here and maybe a more refined version later.

Planar Vessel:

Primary: Warpriest

Secondary: Summoner

Alignment: A Planar vessel cannot be true neutral.

Planar patron: A planar vessel must select at least one alignment blessing that matches his own. Battle companions summoned using this blessing are summoned as though you had the augmented summoning feat. This modifies blessings.

Planar Aspect: A planar vessel can channel some aspect of his other-planar counterparts of his alignment. He gains a small pool of evolution points, starting with 1 and gaining 1 point every 2 levels afterwards to a maximum of 10 at 19th level, which he may use to apply evolutions to himself. He may only choose from the following list;
1 point - Basic magic, bite, bleed, claws, gills, hooves, improved damage(apply size increase after any effect due to sacred weapon), Improved natural armour, low-light vision, magic attacks, pincers, pull, push, reach, resistance, scent, slam, slippery, sticky, sting, swim, tail, tail slap, tentacle, unnatural aura, wing buffet.
2 point - allignment smite (must match one of his blessings), constrict, energy attack, flight, gore, grab, minor magic, poison, rend, shadow blend, shadow form, sickening, trample, trip.
3 point - celestial appearence, damage reduction, fiendish appearence, frightful presence, major magic, see in darkness,
4 point - breath weapon, dimension door, incorporeal form, large(but not huge), spell resistance, ultimate magic

He is considered proficient with any natural attacks gained and may select them as a sacred weapon as usual by choosing weapon focus (and thereby gaining the increased damage for that natural attack). He may change these evolutions every time he gains a new evolution point. He can maintain this aspect for a number of rounds per day equal to his warpriest level, but these rounds need not be consecutive. This replaces the sacred weapon ability of a warpriest.

Planar interference: At 7th level, when a planar vessel is channeling his aspect he gains a +1 shield bonus to his Armor Class and a +1 circumstance bonus on his saving throws. This bonus increases by 1 every 3 levels afterwards to a maximum of +5 at 19th level. This replaces sacred armour.

Persistent Vessel: At 12th level, his planar aspect now lasts for 1 level per minute, but these minutes need not be consecutive. This replaces the bonus feat gained at 12th level.

Ive gone back to the drawing board, the sunshine-centric mca didnt have any ACG in it and was going towards another druid/oracle or oracle/druid (i must stay away from druids :P)

Going through old discarded ideas, expect something up later today, sorry for the delay

The sunshine based MCA im working on is gelling at all, it either feels underwhelming or isant an MCA but just a plain old archetype, but ill keep working on it

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A Demon Mother's Mask would reveal all, with disturbing implications for a female half elf wild caller

Elghinn Lightbringer wrote:

Hmm, that's true.

Why don't we keep Observe and Strike as 1/2 level insight bonus to melee attack rolls and a +1d6 (avg 3.5) damage.

Then Greater Observe and Strike simply increases bonus damage to +2d6 (avg 6.5), as the 1/2 level insight bonus to melee attack rolls continues to scale with level.

Instead of the +2d6 and +4d6 of Bane and Greater Bane, which last x rounds per day, thus continue to end of combat, thus the static +1d6 and +2d6 for Greater OaS.

I think that could work

Elghinn Lightbringer wrote:

Here's a tweaked Divine Detective.

I think Judgment 1/day and Orisons are a better swap for inspiration. So I changed that. Monster Lore for Trapfinding instead. Did some rewording, and renamed Studied Sentence to Studied Verdict (sounded better). Aside from that I thinks its pretty good to go!

** spoiler omitted **...

Are you sure adding full level as an insight bonus to melee attack rolls is wise? It sure is a lot, a normal investigator only gets half level and only for INT mod in rounds, an inquisitor tops out at +5 sacred bonus

Bardess wrote:

So, for (maybe) my last performance on this thread, here is the

** spoiler omitted **...

I really like this, seems tight thematically and the trades seem balanced and appropriate. Just a couple of questions.

Do the various studied sentences stack with the strike talents avaliable to an investigator?

Is it necessary to alter the stalwart ability? it kind of nerfs the ability a little if this class dips to get evasion. I know ref is the weak save here but i think thats the reason an inq gets stalwart along with good will/fort saves

James Risner wrote:
Can you explain how he gets this "6 size bonus to STR and Natural Armor, +2 size bonus to CON" ?

Poly any object references greater poly which references beast shape iv, large magical beast modifiers (also gets -2 dex)

Elghinn Lightbringer wrote:

Here is Psi Frost's concept for a Sor/Arc.

** spoiler omitted **...

Eldritch exploiter looks good just one question.

Seeing as the ability to gain spells known from other spell lists can only happen at level advancement why is there a skill check needed? Seems like a fail can hurt you for an entire level or more. Why not just say he must have a spellcraft rank twice the level of the spell (thereby keeping a kind of skill tax), no point expenditure. Its still a mighty useful skill but only at point of leveling up

War saint looks nice too. Do fervour and smite stack and can they be used in the same round? (1 is a swift and 1 is a standard action but you could potentialy smite as a swift then attempt a fervour touch as a standard action)

Protoman wrote:
The mauler archetype familiar loses the ability to speak even if it's a type that normally could; does that affect the speak with master familiar ability?

The bond forged in blood ability replaces speak with master and speak with animals of its kind. Even mauler ravens lose their ability to speak

Forge master looks intersting :)

On a side note, the introduction of the solar mystery has got me thinking about sunshine based druids, but what would its alternate class be? it could go radiance/positive elementla direction or more of a heat based caster or a differnt direction altogether


These big headed goblins have big fat black tongues and a literal hunger. They are constantly effect as tho under read magic, but in order to read any scroll or spellbooks they must lick the lettering. They can even read mundane writing in this manner if they can speak the language. Other goblins dont seem to mind the fact they can read like this and in fact this doesn't count as reading for the purposes of setting off runes activated upon reading (such as exploding runes). They can subsist solely upon magic writings with each level of spell counting as a meal. They are mostly kept around camp as they are cheap to feed, using up otherwise mostly useless scrolls from unlucky wizards, and occasionally useful. They gain a +4 to UMD to decipher magical text or to cast from a scroll. They may compare the ability score needed to cast the scroll to their Constitution instead of INT, WIS or CHA. A natural 1 on this roll leaves the goblin nauseated for an hour per level of spell they tried to cast.

Elghinn Lightbringer wrote:

How abut this?

** spoiler omitted **...

Most of it looks fine. The problem with the druid spell list is that it doesnt actually contain the main polymorph spells as it has wild shape. It has no alter self so could this be folded into wildshape perhaps? would also like to add beast shape iv and allow magical animals. and 5 exploits is a lot to trade (there is no extra exploit feat that i know of) maybe reduce times a day or tie it directly to use of arcane pool (as at the moment it wont be used to extend the casting of polymorph spells)

First world arcanist was on the short list so sure. In order to make it more M in the MCA then we could make some of the exploits mandatory exploit choices
Maybe modify wild form to be more like wild shape

Ok so up next is the Fey Arcanist
A rare few arcanists are able to break into the first world. Here they learn their craft in the courts of the fey and with druids deep in the forests. The nature based magic they wield is backed up with powerful fey tricks and druid cunning.Honestly, im not fond of the name so any suggestions welcome

Fey Arcanist:

Primary Class: Arcanist.

Secondary Class: Druid

Alignment: Any neutral.

Hit Dice: d6.

Bonus Skills and Ranks: The fey arcanist may select three druid skills to add to her class skills in addition to the normal arcanist class skills. The fey arcanist gains a number of ranks at each level equal to 2 + Int modifier.

Weapon and Armour Proficiency: The fey arcanist is proficient with all simple weapons. The fey arcanist is not proficient with any types of armour or shields. Armour interferes with the fey arcanist’s gestures, which can cause her spells with somatic components to fail.

Spellcasting: A fey arcanist selects her spells from the druid spell list and from the enchantment school from the wizard/sorcerer spell list. Druid spells cast this way are arcane spells and armour interferes with casting as normal for armour. A fey arcanist must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. A fey arcanist may prepare and cast any spell on the druid spell list or from the enchantment school, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation. This alters the normal Spellcasting of an arcanist and replaces her spellbook.

Arcanist Exploit (Su): At 1st level she can choose an arcanist exploit but is prohibited from choosing from the following list: Acid Jet, Bloodline Development, Flame Arc, Force Strike, Ice Missiles, Lightning Lance, Quick Study, School Understanding, Sonic Blast and Third Eye.
She can also choose from the following exploits.

Animal Guardian: A fey arcanist gains an animal companion as a druid of her level. She cannot take the familiar exploit and if she already has the familiar exploit she may not choose this exploit. If she receives an animal companion from another class, her levels of fey arcanist stack with the levels from that class when determining the animal companion’s statistics and abilities.

Nature’s Call (Sp): By expending 1 point from her arcane reservoir, a fey arcanist can add summon nature’s ally to her list of spells prepared for the day. She can add any level of the spell up to the highest level she can cast. She may expend multiple points to add different levels of summon nature’s ally in this way. They last until she next refreshes her arcane reservoir.

Wild Form (Sp): By expending 1 point from her arcane reservoir, a fey arcanist can add a polymorph spell to your list of spells prepared for the day. At 5th level she can add alter self as a 2nd level spell, at 7th level, she can add beast form I as a 3rd level spell, at 8th level she can add beast form II or elemental body I as 4th level spells, at 10th level she can add beast form III, elemental body II or plant shape I as 5th level spells, at 12th level she can add beast form IV, elemental form III or plant shape III as 6th level spells and at 14th level she can add elemental form IV or plant shape III as 7th level spells. These spells stay on her list of spells prepared until she refreshes her arcane reservoir. Additionally, when casting a learned polymorph spell this way she can expend a point from her arcane reservoir to extend the duration to 1 hour per level. Doing so removes the spell from her list of spells prepared for the day. If she also has the face thief exploit, when she casts alter self she can expend an additional point from her arcane reservoir as a free action to cast disguise self, allowing the disguise to look like any roughly humanoid small or medium fey creature. A fey arcanist must be 5th level before choosing this exploit.

Woodland Stride (Su): A fey arcanist learns the druid ability of the same name. Additionally, by expending 1 point from her arcane reservoir, she can ignore magically manipulated terrain for 1 minute.

Greater Exploit (Su): At 11th level a fey arcanist may choose a greater exploit whenever she could choose an exploit. She may not choose from the following list. Burning Flame, Dancing Electricity, Energy Absorption, Icy Tomb, Lingering Acid, and Suffering knowledge.
She may choose from the following greater exploits.

Thief of a Thousand Faces (Su): A fey arcanist’s face thief ability improves so that it last for 1 hour per level if she expends 1 arcane point. If she expends 2 points, it lasts for 24 hours and if 3 points are expended it lasts 24 hours and she may change her disguise at will during this time with each change reducing the duration by 1 hour. She must know the face thief exploit before selecting this exploit.

Timeless Body (Su): A fey arcanist learns the druid ability of the same name. She must be 15th level before she can choose this exploit.

Table:Fey Arcanist:

Table: Fey Arcanist
Class Base Fort Ref Will Spells per Day
Level Attack Bonus Save Save Save Special 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Arcanist exploit, arcane reservoir, cantrips, consume spells 2 — — — — — — — —
2nd +1 +0 +0 +3 3 — — — — — — — —
3rd +1 +1 +1 +3 Arcanist exploit 4 — — — — — — — —
4th +2 +1 +1 +4 4 2 — — — — — — —
5th +2 +1 +1 +4 Arcanist exploit 4 3 — — — — — — —
6th +3 +2 +2 +5 4 4 2 — — — — — —
7th +3 +2 +2 +5 Arcanist exploit 4 4 3 — — — — — —
8th +4 +2 +2 +6 4 4 4 2 — — — — —
9th +4 +3 +3 +6 Arcanist exploit 4 4 4 3 — — — — —
10th +5 +3 +3 +7 4 4 4 4 2 — — — —
11th +5 +3 +3 +7 Arcanist exploit, greater exploits 4 4 4 4 3 — — — —
12th +6/+1 +4 +4 +8 4 4 4 4 4 2 — — —
13th +6/+1 +4 +4 +8 Arcanist exploit 4 4 4 4 4 3 — — —
14th +7/+2 +4 +4 +9 4 4 4 4 4 4 2 — —
15th +7/+2 +5 +5 +9 Arcanist exploit 4 4 4 4 4 4 3 — —
16th +8/+3 +5 +5 +10 4 4 4 4 4 4 4 2 —
17th +8/+3 +5 +5 +10 Arcanist exploit 4 4 4 4 4 4 4 3 —
18th +9/+4 +6 +6 +11 4 4 4 4 4 4 4 4 2
19th +9/+4 +6 +6 +11 Arcanist exploit 4 4 4 4 4 4 4 4 3
20th +10/+5 +6 +6 +12 Magical supremacy 4 4 4 4 4 4 4 4 4

Table: Fey Arcanist Spells Prepared:

Class Spells Prepared
Level 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 4 2 — — — — — — — —
2nd 5 2 — — — — — — — —
3rd 5 3 — — — — — — — —
4th 6 3 1 — — — — — — —
5th 6 4 2 — — — — — — —
6th 7 4 2 1 — — — — — —
7th 7 5 3 2 — — — — — —
8th 8 5 3 2 1 — — — — —
9th 8 5 4 3 2 — — — — —
10th 9 5 4 3 2 1 — — — —
11th 9 5 5 4 3 2 — — — —
12th 9 5 5 4 3 2 1 — — —
13th 9 5 5 4 4 3 2 — — —
14th 9 5 5 4 4 3 2 1 — —
15th 9 5 5 4 4 4 3 2 — —
16th 9 5 5 4 4 4 3 2 1 —
17th 9 5 5 4 4 4 3 3 2 —
18th 9 5 5 4 4 4 3 3 2 1
19th 9 5 5 4 4 4 3 3 3 2
20th 9 5 5 4 4 4 3 3 3 3

christos gurd wrote:
Elghinn Lightbringer wrote:
Good! I think the switch to it affecting natural weapons is tighter and more flavorful to the MCA.
thats ok, excet im pretty sure they had ruled that monks unarmed damage counts as an effect for the purposes of feral combat. .

Whilst true there is some debate whether you get to choose nat attack damage or unarmed damage then apply effects of imp nat attack or if you choose nat attack including imp nat attack or unarmed damage (dont want to de-rail this thread here) so its possibly simpler just to state what the effect is as its pretty similar (possibly better as raises your level without a size increase, so possibly allowing strong jaw on top)

Elghinn Lightbringer wrote:

Currently, Feral Combat Training only affects her Natural Attacks, while the Close Weapon Mastery affects her close weapons only. Why?

As to Improved Natural Attack. Want to actually type out how you'd word the caveat.

Wild weapon Mastery (Ex): This functions as the close weapon mastery ability except as noted here. This functions only with natural weapons. If the wild pugilist has (or later gains) the Improved Natural Attack combat feat he does not increase the damage dice by one step but instead uses his full level (instead of his level -4) to determine the damage dealt.

Elghinn Lightbringer wrote:

For the Close Combat Mastery and Feral Combat Training issue, let's just do this.

Wild Weapon Mastery (Ex): This functions like the close weapon mastery ability. In addition, the wild pugilist also gains Feral Combat Training as a bonus feat, even if he does not meet the prerequisites, and must apply the claw attacks gained by her bestial claws ability.

So this functions as and replaces Close Combat Mastery, and leaves the bonus feat at 5th open again.

Does this only effect natural weapons or all weapons in the close category and natural weapons (via fct) and close weapons?

Ive also been following a thread regarding the interaction of various feats and substituted damage such as Improved Natural Attack and feral combat training. I would add a clause explaining what happens when (inevitably) improved natural attack is gained. ( i suggest full level instead of level -4 over level-4 but uses large brawler table)

Elghinn Lightbringer wrote:

Made some changes in swaps and ability allocation.

Its now a divine caster.

Added in Detect Evil ability to coincide with smiting song.

Smiting song does 1/2 level in damage against target.

Moved Healing Refrain to 2nd (remember, this affects only one creature, unless he spends additional rounds to affect additional allies (max number is to Cha modifier).

Moved Ode of Courage to 4th, Ode of Resolve is at 10th, and replaced Hymn of Faith with ode of Righteousness.

Added in Divine Health 9replaces Imp Unc Dodge)

** spoiler omitted **...

Looking good, plenty of versatility and nice use of mercies. Who would have thought that skald was had so many good abilities to partner up with :)

Elghinn Lightbringer wrote:
Well, we can go with that then. Anyone one else want to chime in on this issue?

A palladins aura of courage seems to mesh really well with a skalds abilities, it feels odd that it is only gained at 10th level, is there anyway that it could be gained earlier maybe by bumping healing refrain (as healing refrain makes this a better healer than either a skald or a paladin)

At 12th level i think you can add +1 and holy to 4 or more weapons with enhance weapon song so is hymn of the faithful really needed? Its effects could be rolled into either smiting song at a higher level or the enhance weapon song (maybe only counting as a +1 effects if granted by the song) This could make room for another aura-as-a-song effect

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