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Regardless if it's debatable, there is a FAQ item strictly saying they cannot. This question isnt about Improved Familiar though, we have another thread for that.
I can see allowing familiars archetypes going either way though, even if it just gets limited to different archetypes(Emmisary for the alchemist archetype that gets domains, for example).
Alex Smith 908 wrote:
Now I imagine they're going to reprint trench fighter without gun training, mutation warrior without mutagens, and martial master without martial flexibility given how much they seem to hate fighters having good archetypes or abilities. What possible reason could there be for nerfing lore warden besides some sort of vindictive hatred for people who don't like spending a feat on a worthless tax like combat expertise?
Hey now, it's not worthless. Why this book apparently says it's a great feat since you need to to take so many other feats! Clearly Paizo understands, right?
Mako Senako wrote:
One of the racial traits in the Race Creation section is Quadruped. It's used for making tauric creatures.
Bit late to this part of the discussion, but shed dragon scales/hide is also an option. You don't have to kill a dragon to have dragon hide armor.
Let's think about this for a moment. We'll use a wolf pack analogy.
What happens when one wolf doesn't try as hard as the rest? Is slower, weaker, but still expects as much of the kill as the rest of the pack?
They die. It's the player's choice to play a weak wolf character. He's barely better than a commoner in terms of stats, and you don't see commoners striking down Runelords or Snake Gods or even little Kobold Chiefs(very often).
That's just not cool. GM forced plot aside... Mage Armor, Shield, and Vanish? Enlarge Person maybe?
Are the retraining rules allowed? Why can't you dig the item out? You could also say your character retires to meditate on his new found magic and make a new character, but I don't think that's cool either.
Let's be honest, the spell manifestions are errata added in based on artwork and a need to explain why you still get a Spellcraft check on a Still/Silent spell. That is why Invisibility has nothing in it for suppressing them.
Having a fly speed gives you Fly as a class skill.
Kinetic Fist Damage would only be 1d6, and it's still a point of burn. If you're gathering power, you aren't full attacking,mane that means less damage.
Kinetic Fist wrote:
You deal an additional 1d6 points of damage per 3 dice of your kinetic blast’s damage (minimum 1d6), and this damage is of the same type as your kinetic blast’s damage.
6d6 blast would get you 2d6 fist.
Anyone else thinking he came here for justification to disallow the feat, then didn't get it? So far he's seemed to like just the smokestack idea. Which neuters the archers because he can't see through smoke.
Saying "just core" then given the archer chances to use non-Core material like adaptive and Point Blank Master is your own fault. Without that weapon enhancement, even a lv1 sorcerer using ray of enfeeblement would handle your issues and still be able to hit the paladin and the monk too if he survived long enough.
I would much appreciate not only a link to this post, but a link to the FAQ/errata that added this opinion to the rules of the game. We've been told before that, unless it's from the PDT, that designer/developers posts are NOT to be considered actual rules.
Characters that hurt themselves when using magic. Actually hurt themselves, like wounds open up or burns form. Kineticist is close, but that's light bruising at best.
Spheres of Power has options for this at least, and Grittier Rules has an optional rule where spells cost HP and spell slots, but so far nothing I'm aware of in Pathfinder can replicate a character with so much magic or is so untrained they hurt themselves using it.
...yes, I played such a character once in a dice-less game. It was pretty fun, actually.
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