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Caedwyr's page

2,567 posts (2,569 including aliases). 5 reviews. 1 list. 1 wishlist. 1 alias.


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This summer I sat down and read pretty much all of Iain M. Bank's Culture novels (I have not received Excession or Player of Games from the library yet). I was impressed by the novels. I'd read Consider Phlebas a year or so ago and thought it was okay, but wasn't really grabbed by it. Digging back into the series of the books was a very good idea and I'm glad I did it. I've also found that the books tend to get even better on reflection and would highly recommend them to anyone interested in "big idea" speculative fiction.

Also Mistake Not My Current State Of Joshing Gentle Peevishness For The Awesome And Terrible Majesty Of The Towering Seas Of Ire That Are Themselves The Milquetoast Shallows Fringing My Vast Oceans Of Wrath is the best name for a ship.


So, is this basically the Tome of Magic updated for Pathfinder and done right (minus the binder)? Seems like a pretty nice collection of alternate magical traditions.


Owen KC Stephens wrote:

It seemed weird to have our chronal dragon in the same pdf as the official paizo time dragon, so I opted not to include it.

I AM thinking of doing some dragonrider/dracomancer archetypes, and if I do a Dragon Age Master dracomancer, that would include the chronal dragon.

I'd be interested in that. The Paizo Time Dragon is fairly paint-by-numbers, while the RGG Chronal Dragon is one of the best blendings of mechanics with flavour I've seen in the entire game system.


2 people marked this as a favorite.
Will McCardell wrote:
Hmm, I have the sneaking suspicion that Endzeitgeist likes this one.

I have no idea why you would say something like that. None at all.


Yeah, the d20pfsrd.com page for the Super Genius Games archetype stuff is not perfect. Ideally, all the other class stuff would be collapsed and only the header that describes how the archetypes are applied + the witch specific stuff would show up. I wasn't able to do this because of the Google Sites limitations on the types of scripting you can put on pages (and didn't know any other advanced html tricks to reproduce the same effect). The end result is you need to do lots of scrolling around to be able to see all the explanations for how things work.

The long and the short of it is, Jayder22 is correct, as is the Archetype table on the Witch page. The archetype table is consistent with the Youxia page, but the information is more spread around because it isn't possible to collapse all the unneeded info on that page.


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I've enjoyed Cerulean Seas and Amethyst: Renaissance.


I guess I'd question if toppling is the most OP way to build an exploiter wizard. I'd think there would be a build that could break the game even more and still be PFS friendly.


If anyone has a copy of the bookmarked PDF version of this, I would appreciate a copy. I'm enjoying using it, but there are sections it would be nice to be able to quickly jump to when referencing these rules.


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There's already a PFRPG compatible Warlock (different name though). In fact, Endzeitgeist (reviewer extraordinare) called the Ethermancer by Interjection Point Games "the best Warlock currently available for any d20 system". The previous link is for the Kickstarter to expand the existing content and bundle it together in a PFRPG Tome of Magic type collection, which would also feature the best version of the Truenamer, an awesome composer/music based class, and potentially an updated version of shadow magic. The individual reviews (and links to where you can purchase the pdfs) for the Ethermancer (warlock replacement) and it's first expansion are below

Ethermancer review
Ethermancer expansion material


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For explosive runes/symbol spells, it might be better to have an unused rune/symbol lock out that spell slot/use per day until it is either dismissed/dispelled or activated.


wraithstrike wrote:

I really don't mind weapons not being equal, but if we go that route we should get rid of the simple vs martial categories. That however means we have to list every weapon someone is proficient with instead of saying "take this category". Of course we can also move crossbows and slings over to the martial category, but people like wizards(insert other caster as needed_ who may never have used a martial weapon can now use one. You can deny them proficiency, but at low levels they need something to do. Those 4 spells a day won't last forever. So the solution is to make some weapons "not good".

Is there another solution?

Yes. A weapon could have martial and simple expertise. Those who are barely trained like a commoner or wizard take one move action to fire the crossbow, but someone with martial expertise get to use the weapon as if they already had rapid reload.

PS: This might be the best 30 second idea I have ever had. I might even try the martial vs simple expertise in a home game.

Take a look at Kirthfinder for a fully fleshed out version of this idea. It's an interesting way to spice up the weapons and allow for a broader freedom in what you use depending on your investment level.


Eltacolibre wrote:
Caedwyr wrote:

I'd like to play a Aya Brea type character from Parasite Eve 1. The basis of her power is semi-aware mitochondria that allows her to manifest a number of abilities from a pool of energy that recharges over time. The character is generally martial in nature despite the supernatural/extraordinary abilities.

Abilities are the following:

Heal (self-heal, varying strengths depending on energy expenditure)
Scan (reveals target's health condition and any weaknesses)
Slow (slows targets' movement/actions)
Detox (cures poison)
Barrier (attacks against the character drain the energy pool before doing HP damage)
Energy Shot (dump all remaining energy into a large medium ranged blast that damages target)
Confuse (causes confusion effect in target)
Haste (self-only)
Gene Heal (activatable fast healing)
Medic (removes all negative status effects)
Preraise (contingent self-heal when HP reduced below zero)
Full Recover (self-only Heal effect)
Liberate (transform into powerful creature with wings capable of doing high melee damage for a period of time. Doing so drains all of the energy pool. When the transformation expires, the character is staggered for a time).

I'd appreciate any advice on how to build such a character using the Pathfinder rules (no 3pp).

90% of these abilities can be done easily with an alchemist, just pick up exotic weapon proficiency firearms and you are set. My biggest issue was the energy shot but you could technically fluff the alchemist bombs at being some kind of energy shots. The self-heal is way too easy with stuffs like making a potion of heal, drinking it and activating when you are low on hp, it's one of the alchemist discoveries. You have of course, the good ole Resurrection trick for alchemist using alchemical allocation and philosopher stone. There is of course, the other ugly solution...mystic theurge you would get all the abilities but you will be playing a mystic theurge.

I thought of the alchemist, but the big issue I've run into is the lack of a regenerating resource pool and the slot-casting method, which is very different in thematics than a more point-based combined resource pool to better represent the pool of internal energy. If I can figure out some way to allow the alchemist to regenerate their resource pool, some sort of spontaneous casting alchemist with a combined resource pool it could be made to work.


boring7 wrote:
Caedwyr wrote:

I'd like to play a Aya Brea type character from Parasite Eve 1. The basis of her power is semi-aware mitochondria that allows her to manifest a number of abilities from a pool of energy that recharges over time. The character is generally martial in nature despite the supernatural/extraordinary abilities.

Abilities are the following:

Heal (self-heal, varying strengths depending on energy expenditure)
Scan (reveals target's health condition and any weaknesses)
Slow (slows targets' movement/actions)
Detox (cures poison)
Barrier (attacks against the character drain the energy pool before doing HP damage)
Energy Shot (dump all remaining energy into a large medium ranged blast that damages target)
Confuse (causes confusion effect in target)
Haste (self-only)
Gene Heal (activatable fast healing)
Medic (removes all negative status effects)
Preraise (contingent self-heal when HP reduced below zero)
Full Recover (self-only Heal effect)
Liberate (transform into powerful creature with wings capable of doing high melee damage for a period of time. Doing so drains all of the energy pool. When the transformation expires, the character is staggered for a time).

I'd appreciate any advice on how to build such a character using the Pathfinder rules (no 3pp).

Most of the spell effects can be done with magic items, without the negative side-effects. But that's the base-line worst solution.

Some brand of nanite-based android prestige class may be in the works with the Numerian shizzle-wizzle currently being made.

One of the big things I'd love to be able to do is the regenerating common energy pool that powers the various abilities. It really helps with the themeing and the "internal power" characterization of the abilities. Using magic items would make the character more of a gadgeteer/cyborg type character which is very different in theme.


Also, regarding my request for some suggestions on how to build a Mistborn, I'm fine with the character build starting off weak, but I'd like to be able to ramp up to the total badass level eventually. I'm fine with not going quite as far as Vin does towards the very end of the series, but Kelsier's level would be an appropriate level of badassness.


I'd like to play a Aya Brea type character from Parasite Eve 1. The basis of her power is semi-aware mitochondria that allows her to manifest a number of abilities from a pool of energy that recharges over time. The character is generally martial in nature despite the supernatural/extraordinary abilities.

Abilities are the following:

Heal (self-heal, varying strengths depending on energy expenditure)
Scan (reveals target's health condition and any weaknesses)
Slow (slows targets' movement/actions)
Detox (cures poison)
Barrier (attacks against the character drain the energy pool before doing HP damage)
Energy Shot (dump all remaining energy into a large medium ranged blast that damages target)
Confuse (causes confusion effect in target)
Haste (self-only)
Gene Heal (activatable fast healing)
Medic (removes all negative status effects)
Preraise (contingent self-heal when HP reduced below zero)
Full Recover (self-only Heal effect)
Liberate (transform into powerful creature with wings capable of doing high melee damage for a period of time. Doing so drains all of the energy pool. When the transformation expires, the character is staggered for a time).

I'd appreciate any advice on how to build such a character using the Pathfinder rules (no 3pp).


I'd like to create a Mistborn character and have it be the best option.


Endzeitgeist had good things to say about the following high level adventures:

Rule of Law: Clash of Constructs - a 14-16 investigation adventure
Kingdom of Toads - levels 15-16, 17-18 or 19-20 depending on the scaling you choose
Coliseum Morpheuon - level 16-20 planar mega-adventure


Simon Legrande wrote:
Kolokotroni wrote:
Simon Legrande wrote:
Rynjin wrote:
Yes. Because when I play a game, I expect everything to be clear, up front, on how it's going to work. If you change Plane Shift without telling me, who knows what else you're going to secretly houserule? And how do I even know that you did it ahead of time instead of going "Oh, s#+!, I don't want him to cast that. Yeah buddy, sorry, it doesn't work".
Even if it means the GM giving up a plot point that you're not meant to discover until you reach a higher level?
If the only way the gm can keep his plot a secret is by not telling me the rules of the game, its a bad plot. You should be able to tell me how planeshift works, at least generally without telling me the in game reason why it doesnt work the way the game says it does. If you cant or wont do that, I'd would call that bad gming.
Huh, fair enough I guess. I'm not used to playing with people that need to know all the secrets up front or you're a bad GM.

In stories, good authors use foreshadowing and other hints to suggest what might happen or what limits might occur. In that framework, if Plane Shift doesn't work, then the players can recognize that something is strange and it becomes a plot point. If abilities randomly don't work and there has been no foreshadowing, then it is pretty much on a level of a deus ex machina or similar type of storytelling reveal which tend to be very unsatisfying and in a cooperative game setting, feels like the game master is cheating.


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Kirth Gersen wrote:
Artanthos wrote:
My experience with actual game play is the exact opposite.

And, interestingly, BOTH experiences are real ones. From which we could conclude:

(a) Only the people seeing the problem are right, and everyone else is lying. But I don't think you're lying, so we eliminate option "a."

(b) Only the people not seeing the problem are right, and everyone else is theorycrafting. Except that we're speaking from play experience, and posting links, and so on, so we know this option isn't correct, either.

(c) Some people have a problem and others don't experience it.

So, out of 3 possibilities, two are wrong. We look at the third one. It suggests that some people are doing something that prevents the problem, or else are refraining from doing other things, that lead to the problem. Things that we might, you know, write into the rules and disseminate to everyone, instead of keeping them a secret.

The advantage of following option 3, is it makes the game easier for new players to pick up and easier to GM as well, since you don't have to worry as much about hitting all sorts of landmines that experienced players and GMs know to avoid.


Steve Geddes wrote:
Ravingdork wrote:

** spoiler omitted **

Just...why???

Unanticipated medusa.

I hope the caster had it on a scroll and not memorized.


James Jacobs wrote:
blahpers wrote:

I see. It comes down once more to your idea of what constitutes lawful or good behavior. I've found your previous assertions on the subject . . . unique, but hey, it's your game.

Since this isn't the time or place for that discussion, and since I'm pretty confident neither of us will influence the other in any meaningful manner, I withdraw.

Fair enough.

That said... someone at Paizo needs to be the person who makes the decision on how alignments work and what behaviors constitute those various alignments. That person happens to be me, as the company's Creative Director. Part of what I get paid for is to provide these baselines for the game.

How does the paladin work with respect to pantheon worship, or other types of polytheistic worship?


So, here's an interesting question. How easy would it be for a level 20 caster to turn Cthulhu into a bunny-rabbit?


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Ssalarn wrote:
Kryzbyn wrote:
That's not worship. That's lip service.

Paladin's don't need to worship a deity, they're invested by the forces of Law and Good. That means the Paladin has to embody those ideals in word and thought. Given that the "real" Asmodeus is LE, the paladin needs to believe either that Asmodeus' tenants are ultimately good and he's largely misunderstood, have a basic misunderstanding or highly abridged understanding of what Asmodeus' tenants actually are, or be part of some splinter cell that seeks to redeem Asmodeus' evil by doing good works in his name and showing has his emphasis on law and order ultimately serves the greater benefit of existence.

The point is, a paladin who worships Asmodeus is probably not gaining his powers from Asmodeus, he's gaining them from his innate purity and he happens to also worship Asmodeus, which can be reconciled in a number of ways, the most obvious of which would be that he doesn't actually understand Asmodeus the same way that you and I, who can whip open Inner Sea Gods and read his write up, understand him.

You can also have a Paladin who views Asmodeus's job to be the tempter and jailer of those who are evil or who might do evil. Asmodeus isn't there to be a nice guy, but in the end he still wants the world to continue. Even with the bad parts of Asmodeus, an order of Paladins who worship him could still base their structure around the Lawful parts and basically play the good-cops who work towards a world that will not fall to the temptations of Asmodeus or be sent to him when they die. Asmodeus helps identify and draw the evil out so the Paladins can target them.

Sure, these are non-Golarion interpretations of the god and Paladins, but they seem consistent with how religions have been handled in the real world by worshippers (see Hinduism, Christianity, etc.) where aspects of a god or agents of a god are what would be considered evil in Pathfinder.


From Kirthfinder, here is one way to deal with the Explosive Runes issue, and other glyph type spells:

Quote:

ACTIVE OR LATENT SPELLS

Active or latent spells that are permanent or last until discharged (such as explosive runes, glyph of warding, fire trap, secret page, symbol of death, etc.) count against your personal numen (Wealth by level to purchase magic items). In general, the cost is as per a magic trap (spell level x caster level x 50 gp, plus the spell’s listed material component cost, if any). The numen is replaced when the spell is no longer potent, due to discharge, dispelling, or whatever. Some examples:

3rd level explosive runes x CL 6th x 50 gp = 900 numen each.

For an 8 HD simulacrum: (6th level simulacrum spell x CL 11th x 50 gp) + (8 x 500 gp) = 7,300 numen.


Most of the Adamant material has problems and the balance tends to be wonky. The Priest is an exception and is generally seen to be fairly well balanced. RGG/SGG and Dreamscarred material tends to be well balanced. Rite, Tricky Owlbear and Kobold Press are a bit closer to the Paizo level of balance, but also have a lot of cool stuff.


James Jacobs wrote:
Caedwyr wrote:
LazarX wrote:
Ched Greyfell wrote:
Check out the article in Council of Thieves where it talks about Asmodeus having paladins that worship him.
Do you understand what the Paizo Golem does to people who cite content that the developers repeatedly say is in Error? It's not a pretty sight. Hardboiled Chelaxian Hellknights go faint at the thought.
Why care if Paizo later walked it back as not being canon for Golarion? It provided an in-game rationale for paladins of an evil god. Probably not the one I would have gone with, but one that works with the rules. If the OP is looking for a precedent as to how this can be handled, rules-wise, it is a good place to start.

Because if you care about the rest of the stuff we create, then you should care about it when we admit we make mistakes?

And if you don't care about our preferences for how to present Golarion... I'm not sure why you're posting in the Campaign Setting forum...

This thread is in the rules section. I figured the OP was looking for some guidance as to how the situation could be handled from a rules perspective and not necessarily the Golarion setting.

That aside, the Paladins of Asmodeus might be exactly what the OP was looking for in a game set in Golarion. It may not be canon, but each player's game does not have to follow the canon setting and it might provide some inspiring material that would be useful for the OP's game, even if it does take place in Golarion.


No you aren't, but I think a lot of forum users have given up on seeing any change or action taken.


LazarX wrote:
Ched Greyfell wrote:
Check out the article in Council of Thieves where it talks about Asmodeus having paladins that worship him.
Do you understand what the Paizo Golem does to people who cite content that the developers repeatedly say is in Error? It's not a pretty sight. Hardboiled Chelaxian Hellknights go faint at the thought.

Why care if Paizo later walked it back as not being canon for Golarion? It provided an in-game rationale for paladins of an evil god. Probably not the one I would have gone with, but one that works with the rules. If the OP is looking for a precedent as to how this can be handled, rules-wise, it is a good place to start.


@OP: It'll probably be easier and less of a hassle to just ban the masterpiece. The creation of this ability is not one of Paizo's finer moments.


I notice that Create Demiplane bases the amount of volume created on an equation that uses caster level. How high can we get the caster level of a level 20 character who can cast a version of the Create Demiplane spells?


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I could see a paladin worshipping an evil god, while not falling. Basically, the Paladin would strive towards the Lawful Good interpretation of an evil deity's portfollio, while the god they worship is there to act as the jailkeeper/punisher for those who fail to live up to the ideals. This obviously wouldn't work for every evil deity, but you can totally set up a good cop/bad cop arrangement.

To use a real-world example, in some biblical writings/apocrypha Satan/Lucifer plays the role of the punisher and the one who tries to tempt those with evil tendencies.


Soulbolt

Might work to get by the work filter.


It does strike that Dream can be used as a touch range Save or Die similar to Sleep, but with no level limits.


Nice. Glad to see this and the price is very affordable for what sounds like an excellent class.


4 people marked this as a favorite.

The Relluk entry on d20pfsrd.com produced one of my favourite fan responses. Quoted below:

Quote:

So we have a new race of steam-powered living constructs who look like stone tiki golems with Popeye arms and glowing crystals instead of heads, and operate out of a volcanic island which contains the crumbling ruins of the civilization which built them?

And they use a new mechanic for simulating armor that provides intriguing, useful bonuses that can encourage players to try out little-used kinds of armor by making them more effective?

And they're from the same people who created elf-ettins, living skeleton men, racist Cthulhu-slug-people, time-displaced Neanderthals who specialize in beating armored soldiers to death with beer steins and sharpened sticks, sentient bipedal caterpillars who evolve like Pokemon, and extradimensional anthrophile oozes that look like the Autons?

As a lifelong D&D enthusiast and fan of Silver Age comics, this is unimaginably beautiful. I feel like I'm gazing at documents from some strange parallel reality where all the writers for DC and Marvel decided to go work for Gary Gygax after the Bronze Age got going. Heck, half of this is occupying the same gloriously insane mental headspace as the sheet phantom.

I'm going to have to track down hard copies of all these books: Alluria Publishing has clearly proven themselves as the most perfect possible company to provide material for my homebrew campaign setting.


Interesting. A race of sunken tiki heads from a long forgotten civilization.


Rudy2 wrote:
I'm saying that an intelligent adult made the unfortunate mistake of assuming that Pathfinder players and GMs would be able to extrapolate meaning from context.

So, an argument of authorial/editorial incompetence? Wouldn't it be simpler to just assume that the author wrote what they actually meant?


If you want to pimp out your spellbook or scrolls, you can check out Spellbooks & Scrolls Variant Rules. There's some cheaper options, but also some options to let everyone see your spellbook swag.


So the argument is that Paizo was incompetent when attempting to write clear rules language for the Bardic Masterpiece?


From the first edition Fiend Folio:

Guardian Familiars - cat guardians of treasure or sites that have nine lives and come back more powerful each time.

Hellcats - The familiars of devils. Yes, that's right, in this game you can descend into the Abyss and find a demon stroking a cat. It's immune to non-magical weapons and like real-world cats is immune to any form of mind-control. In exchange for its service, the hellcat demands one human victim sacrificed to it per week. Also, if it meets a more powerful LE critter, it'll totally abandon you and serve them instead.

Khargra - Fishlike creature that lives on the elemental plane of earth and burrows through the ground eating gems and high-grade ores. Likes refined metal too. Infestations can be spotted by the slag-droppings they leave behind.


So, what metamagics have effects you might want, but the increased caster level means that it is generally not worth the higher level spell slot required to use?

Also, Paragon Surge + Sacred Geometry seems like a fun combo.

One combo that also seems interesting is Umbral Spell + Shadow Grasp which turns every spell into a pseudo Black Tentacles spell.


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Impressive review. Thanks as always Endzeitgeist.


1 person marked this as a favorite.

The thing I really miss from 3.5 is the Lightning Warrior class. It was a good wizard-like option for those players that don't want to have a familiar.


Interjection Games wrote:
137ben wrote:

Since a lot of people keep saying Warlock, I'll point out that the there is a pathfinderized Warlock, renamed the Invoker for legal reasons. It's really well done and I like it more than the original warlock.

There's also a Pathfinder Truenamer (although I haven't really looked at it closely, so I can't speak to how good it is).

AFAIK the only 3.5 subsystem that hasn't been pathfinderized is shadowcasting from ToM.

My truenamer's on Endzeitgeist's nominees list for top 10 of 2014, mate :)

Yeah, Endzeitgeist gave it a glowing review. It's on my list of classes to check out.

Also, the Ethermancer was reviewed by Endzeitgeist as being the best iteration of the warlock in any d20 system.


Ashiel wrote:
Also, funny fact...Paladins and Rangers both get auto-confirm crits as class features. Paladins get it at 4th level. :P

Bless Weapon is pretty nice, though it is against evil foes only.


Blizzard probably were inspired by the latin and descendant languages spelling of the word.


The mental track shows some interesting design space for lesser mental penalties.


James Jacobs wrote:
Caedwyr wrote:

James, there's something I'm curious about and I was hoping you might be able to shed light upon. Since many of the issues that have arisen with this AP are related to Mythic and the numbers underlying the system, I was wondering if there was any attempt to mathematically model expected damage outputs, initiative values, and other fairly basic "be good at your combat niche" type character building options? Things like probability of success, expected damage amounts, etc are all calculatable values. I've found the bestiary monster CR guidelines (how much HP, damage, etc you should expect for a monster of a certain CR) extremely valuable and I was wondering why it appears something similar wasn't done when developing this system.

Thanks for your responses in this thread and I look forward to seeing what you come up with next.

The problem is that there really wasn't a lot of good solid playtesting feedback for high tier, high level characters for us to work with. At least, as far as I saw. The high level Wrath of the Righteous adventures used the best feedback and material we had... but in large I felt increasingly like I was flying into the dark. There were SO many options available, and to a certain extent I kind of felt like the design team and the playtesters alike really focused more on character building than they did on actually building adventures or how to build long-term campaigns for Mythic. Which is sort of par for the course, it feels like... the higher level things get, the more they need playtesting, but the less folks seem interested in playtesting them.

In a way, Wrath of the Righteous IS the high-level mythic playtest. It's a shame that it's also the final product, I guess.

If I did this again, I'd be in a better place to develop a more well-balanced and well-made AP... but I'm not eager to do it again anytime soon. Which is too bad for me, since the type of story I wanted to tell with Wrath (facing off against demigods/etc.) is one particularly like (it's...

Thanks for the response James. It was very informative. It sounds like for future playtests it is very important to stress test the system over the entire level range with a focus on probability of success, relative effectiveness of choices, etc. It's unfortunate the system didn't work out as well as you hoped for the Mythic ruleset.


JoeJ wrote:
andreww wrote:
JoeJ wrote:

Back on topic then, how would you compare martial vs. magical characters when the scenario isn't a video-game-like boss fight but an entire extended campaign where it may take years of planning, gathering resources, and developing intelligence before the group has even a prayer of taking on the enemy leader himself?

It's not who does what in the last battle that matters so much, but how much of a part each PC has had in the campaign to get to that point.

Sure but then this comparison still favours magical characters over martial ones. Clerics and Druids gain access to useful spells like Speak with Dead, Commune, Commune with Nature or even stuff like Speak with Animals/Plants/Stone. Arcane casters bring the whole panoply of enchantment, divination and conjuration magic to bear.

Martial characters are limited mostly to what they can achieve either through mundane skill use or what they can go by convincing the GM something should just work and there is your problem. Magical characters also get to convince the GM of stuff that should just work without needing a roll and often get far more skill points than martial characters. They can also circumvent all sorts of skill checks through the use of spells.

If you are in for the long haul political, espionage, intrigue style scenario then the last thing you want is a character who, on level up, gains +1 to hit things with a pointy thing and 2 skill points.

So what fighters need, probably, is not godlike strength and endurance feats (the previously mentioned destroying a mountain or diving into lava) but more ability to diversify.

Exactly. They are okayish at killing things, but it'd be nice if the class provided some ways of interacting with the other portions of the game and to not leave it all on the thespian skills of the player.


Possibly. You'd still pick up the immunities, protective aura, senses (including true sight), flight, DR, resistances, and access to the feats (not all, but some). You might also get the Slaying Arrow Su ability, since the effect is automatic, which suggests that it is not an activated ability.

Either way, it'd be great if we had some insight as to what you get from a Simulacrum. A template or more explicit guidelines would go a long way to reducing the confusing and abuseability of this spell.

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