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Mad Alchemist's page

Goblinworks Founder. RPG Superstar 2015 Star Voter. Pathfinder Battles Case Subscriber; Pathfinder Maps, Roleplaying Game Subscriber. FullStar Pathfinder Society GM. 321 posts. No reviews. No lists. No wishlists. 10 Pathfinder Society characters.


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Sovereign Court

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Covert Operator wrote:
Threeshades wrote:

Barbarian: Quit college and went on to become a top athlete

More like "Football scholarship but failing all the academic courses."

I expected people to take a shot at engineering, like "Barbarian = engineer :)"

I believe AMBARBARIAN is an engineer.

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Cavall wrote:
Gosh they didn't make that confusing enough. Point taken. I'd get that closer to 5th, by then you'll have some buff spells worth sharing.

I know right. I had to check the website 3 times during my post just to ensure myself I had them listed right.

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Cavall wrote:
That's level 10 though. A long way to go and then you'll either have to pay to retrain, or take it at 11. But yes still an option.

Different feats the 10th level feat

Improved share spells is in the APG and not a teamwork feat.

Improved spell sharing does not have a level requirment is in the ACG and is a teamwork feat.

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TGMaxMaxer wrote:

If you can deal without Share Spells, give the Companion the Bodyguard archetype (have to make sure you are willing to give up personal spells on the AC) and Combat Reflexes and Bodyguard, so it can give you +4 AC as an AoO. At 3rd level, it always acts in surprise round, so lookout always procs for a full round action.

You can use the improved spell sharing teamwork feat to cover a lot of the loss of share spells.

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Look at Mystical Kingdom of Monsters. It is focused on monster capturing. It has a base class, archetypes, feats, a large bestiary and the beginnings of a setting to use it all.

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Lord Snow wrote:
BigNorseWolf wrote:


I know both black tentacles AND grease...

Horrificly enough, there actually is a spellcaster in my game with those two spells and they have been mentioned in this context.

The world if filled with terrible people, it would seem.

Our hedonismbot master summoner added mad monkeys, mount, and summoned feindish weasels as nipple clamps to that line up.

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I put on my robe and wizard hat.

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This has happened enough times in the Memphis area there is a community program encoraging parents to leave a teddy bear in their front seat whenever they have a child in the back seat so there is a visual clue.

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Owen KC Stephens wrote:

So we already have the following official paizo hybrid classes:

Arcanist: Sorcerer/Wizard
Bloodrager: Barbarian/Sorcerer
Brawler: Fighter/Monk
Hunter: Druid/Ranger
Investigator: Alchemist/Rogue
Magus: Fighter/Wizard
Shaman: Oracle/Witch
Shifter: Druid/Fighter (shifter with real bite -edited to add from suggestions on Facebook)
Skald: Bard/Barbarian
Slayer: Fighter/Rogue
Swashbuckler: Fighter/Gunsligner
Warpriest: Cleric/Fighter

And RGG has these classes, which are basically already hybrid classes:
Hellion: Fighter/Witch (Genius Guide to the Hellion) – Due to be expanded
http://paizo.com/products/btpy8wti?The-Genius-Guide-to-the-Hellion
Justicar: Fighter/Inquisitor (Advanced Options: Inquisitor's Judgments) –Due to be revised
http://paizo.com/products/btpy8i2y?Advanced-Options-Inquisitors-Judgments
Magister: Oracle/Sorcerer (Genius Guide to the Magister) –Due to be revised (again)
http://paizo.com/products/btpy8dmc?The-Genius-Guide-to-the-Magister
Vanguard: Fighter/Sorcerer (Genius Guide to the Vanguard)
http://paizo.com/products/btpy8gcp?The-Genius-Guide-to-the-Vanguard

And I have notes for all of these. Which one interests you the most?
AND, separate question, what hybrid would you like to see that isn’t here?
Breaker: Barbarian/Monk
Dacoit: Gunslinger/Rogue
Madcap: Alchemist/Bard
Mountebank: Rogue/Sorcerer
Mouser: Ranger/Rogue
Natural Philosopher: Alchemist/Druid
Ovate: Bard/Druid
Retch: Alchemist/Barbarian
Scaramouche: Bard/Fighter
Thuggee: Cleric/Rogue
Tribal Champion: Barbarian/Cavalier
Warlord: Barbarian/Fighter
Wise One: Alchemist/Witch

Any update or teasers?

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Lathiira wrote:
Shadowborn wrote:
Dr. Jan Jansen III, Turnip King wrote:
Now I'm pondering the new options now available with Succubus Unchained...
Unless of course the succubus prefers the chains (and she probably does.)
She just might. The question is does she enjoy the receiving or the giving of said chains. I'd ask, but she's not answering for some strange reason....

Ball gag probably a ball gag

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I would also like a copy. Thanks.

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You knew I was an alchemist.

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I just checked Onyx's website and the only listing of Scarred Lands in their upcoming line up was listed as [redacted]. I really hope they don't let this settingslip away.

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I just got Mystical Kingdom of Monsters and it looks pretty good. The one thing I am wondering about is their capture monster ability is a cantrip with a will save that that the target gets a bonus on if over 25% health.The class has one built in upgrade to the DC of 2 in the mid to upper lvls (9-11?).

With this limited scaling higher lvl capturing should become pretty dificult. I was curious if it was intended to be this way or if it was meant to scale like a SU ability?

If stuck with cantrip saves maybe heighten/persistent metamagic combined with an intimidate/cruel weapon build would allow high level capturing.

Or you could use a lot of capturing lower creatures to be upgraded as you level depending on how you use the growth system.

Has anyone had any experience with this or any other suggestions/comments?

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ZAM can spare some feats.

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I use intimidating glare then follow with the dirty trick for intimidate. I usually yell something about charging my death attack while glaring then full tilt swing for the head. I figure they duck and began to run.

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galahad2112 wrote:
This more-than-Venerable Human Barbarian has the body of a man in the prime of his life. He kills only VERY special foes using his Vorpal Katana. When he does, the effect is usually accompanied by a Shocking Burst, often in an AoE form.

Highlander

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TOZ wrote:
...apparently because necromancy works just fine.

I was ninjaed by a necromancy post.

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Malwing wrote:
quite a scary pants pooping thing.

The ogres want you to know they appreciate the foreplay.

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Torger Miltenberger wrote:
Issac Daneil wrote:
For anyone interested in calculating relative attractiveness, I do the average of your Constitution scores, and your Charisma scores, to generate a rating.

While I understand your logic, by this system elves are statistically uglier than humans.

Just putting that out there.

- Torger

Elves are statistically uglier than Dwarves with this setup.

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I have adapted RotR AP to Scarn. I have it set in the human lands of Termanna. I made the Runelords the Termanna equivalent to the Penumbral Lords for the Slaraceins. The Scarred Lands is the setting my group always want me to run in.

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Definitely a player problem. If we have a scout I give them invis and message if they want them. Since I have a perfect flying mount with wheeling charge I haven't encountered a blocked charge lane. In fact my first rd spell is almost always haste. If you accept that you won't always get a charge and have some way to contribute outside of combat a charger of any stripe can be fun.

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Akari Sayuri "Tiger Lily" wrote:
Mad Alchemist wrote:
Wanderlust Halfling Summoner and an ATE (All Terrain Eidolon). I dipped dragoon Ftr for the feats took Wheeling Charge and never looked back.

Yeah, that's something like my -1. Funny thing about summoners - as long as you're willing to stick with only casting buffs and summons, you don't actually need high mental stats - you can start with a 12 Cha and still be able to cast your highest level spells your entire career. You can also tank your Int, since the actual summoner gets so few skill points as to not matter, you just need 1 point a level for Ride, you just use the Eidolon for skills. Hence, you can sink as many skill points into physical ability scores as a front liner.

Summoner gets almost no weapons, so you need to either dip (Dragoon Fighter is awesome for this, perfect feats), or use Heirloom for your lance proficiency. I'm going with the latter - the Eidolon kind of hurts for HP, especially early, and I wanted to get its HD up as quickly as possible.

This starts to get especially fun when you hit level 6 and can take perfect flight. You no longer care about rough terrain, you just fly right over it. If you're outdoors, you can nearly ignore charge lanes, especially once you get wheeling charge and can effectively charge in an arc over any obstructions. You have reach with the Lance, so give the Eidolon reach with one of its attacks, and you're getting a 2 for 1 on all your AOOs. Especially nasty against casters, since they can't 5' step away from you, and the damage from both attacks increases the concentration DC.

Note: Please use this knowledge responsibly. Summoners are OP enough already without pulling some of this shenanigans into it to be able to use even more of the class features. For my -1, for example, I am limiting myself to keeping the Eidolon looking like a 100% natural grey wolf when at rest. And I still did more damage than any other member of the party in the last couple of sessions. And I remembered at the end of the last session that I...

Mine looks like a St Bernard with an acordian neck (reach bite).

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Wanderlust Halfling Summoner and an ATE (All Terrain Eidolon). I dipped dragoon Ftr for the feats took Wheeling Charge and never looked back.

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Dot

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I like MechE's version but for weird words replace confusion with sicken and make it a rider in addition to damage.

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Gogmurt and Tangletooth are in lost coast as goblin druid and firepelt cougar. I think the "sea cat" in skulls and shackles is a bunyip. Lost coast has a lot of the leftovers for all sets listed generically.

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Interjection Games wrote:

Alright, quick update.

Edit: Actually, I think I have a solution. How would everybody like kaiju to have a "type of creature" multiselector, then you get summoner evolutions while bloodraging from a selection list associated with each creature type? Also automatic size changing.

Great idea on Kaiju

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If you're open to 3pp look at Drop Dead Studio's Spheres of Power there is a base class called the shifter based around this concept.

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Not bad I could see someone playing this and having s good time. I would suggest adding language into the 1st lvl hair ability indicating you can use it as a limb with a str score of your hair to manipulate objects. I might think about forcing any 30ft or 60ft ranged hexs to be delivered as touch attacks through your hair. Maybe add hex strike as a bonus feat option. Another idea is spending a wichery point to allow an extra effect on your attack (dreadlocks/constrict). Possibly modifying the hair attacks like bombs you can add 1 type of damage modifier to each one. You could increase this at later levels. I would also add a hex selection to increase your hair reach temporarly by spending witchery. Another hex option could allow addition of spells from other lists that modify natural attacks.

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The shifter from spheres of power would work great for this even if no one else in the game uses the spheres magic system. If you keep all of your "magic" internal to your character then to the outside world it is no different then a souped up wildshape.

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Then it is an option I am interested in seeing.

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Owen KC Stephens wrote:

So we already have the following official paizo hybrid classes:

Shifter: Druid/Fighter (shifter with real bite -edited to add from suggestions on Facebook)

Where is this one at? Link?

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It could have something like.

Mark of Malice: X/Day You may expend one charge while touching the staff to a witch to grant them an additional Hex of your choice. For a year and a day the witch will be able to use this hex normally. At the end of this time the witch must make a sacrafice to Malice to permanently learn the hex. As long as a witch posses the hex granted by Mark of Malice she may spend a move action to call to Malice while using the hex and it will manifest at +1DC.

You can describe the "Mark" however you want but I would go for variations that share a theme. Then you can also explore how much influence this mark could give Malice over the recepaint.

Sent from my phone forgive the spelling please.

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I'm playing a wanderlust halfling Dragoon 1 Summoner 7? and never had problems contributing anywtime in his career. Reach and push on the bite has helped numerous times.I gave my Ed sensory and movement options and combat reflexes, bodygaurd line for evolutions/feats. Wheeling charge and indomitable mount are worth their weight in gold. With bodygaurd, using your mount as cover and the mounted combat feats the pair are very resillant. I use ant haul and enlarge person to have my Ed do airborne combat drops for the PFS group.

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I always thought claws were P/S but it looks like they are B/S strange.

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Doomed Hero wrote:
Shifty wrote:
On a side note I still think its funny that a mindless undead with NO INTELLIGENCE has a +0 mod, whilst someone with an actual Into score of 8 has a -1 modifier. Seems odd that 'no brain > half of one'.

Not being able to think for yourself means not being able to come up with really stupid ideas or make stupid choices.

Stupid is as stupid does.

Some days I would be estatic if I was confident that everyone I work with had a +0 mod.

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Serisan wrote:
Christmas music before Thanksgiving or, at the very least, before Halloween.

I am listening to a lovecraftian solstice tunes as I write this.

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Use the dot

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See for science is cool. All the alchemist Vivis were just doint it for the lulz and sneak attack dice.

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Scorpioni wrote:

I haven't fully read the last pages of 'heated' discussions, but I'm thinking no one is disagreeing with this class having a dex focus, instead of con. What people are saying is that it SHOULDN'T be.

Also, for someone not familiar with alchemists, Rynjin's comparison was a real eye-opener. An alchemist can outdamage a kineticist without too much problem while combining some of the best buffs available to different kinds of kineticists. 4+ int on an int focused class vs 2+ int on an int dumping class is just the final nail in the coffin.

Also an alchmesit is a prepared drinker that only takes 1min to make anew drink. With nothing other than minimum Int this one feature is more verisitle than the entire Kineticist class.

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Peter nielson wrote:
Mark Seifter wrote:
Matrix Dragon wrote:
Mark has already said that the pyrokineticist is probably going to get abilities that let him burn through enemy protective spells, though creatures with natural resistance will still probably be an issue.
The fun part of the one I'm looking at right now is that it sizzles it away before calculating the damage. Oops, thought you were safe from the flames? :D
Sizzles away spells is good, but what about if you're having a terrible day as a pyrokineticist and you come up against a red dragon, or a hydrokineticist (using touch attacks) and you come up against a white dragon, and so on ...

In the wild talents thread I mentioned the idea for a talent to turn your blast into a single target no attack roll no resistance fort for half useable against creatures with the right type or subtype. The idea was that you don't blast fire at the red dragon you pull the flames out of him.

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Wild Talent ideas

(Stream of consious typing on phone unable to access doc please forgive)

All

Evasion. Fluff it as learned while your power was first manifesting uncontolably, at 10th as an immediate it can upgrade to improved for 1min with 1burn.

AoEs. Useable lower level cones, spreads, and lines.

Single target fort for half useable on creatures resitant or immune to your element with their type or subtype. You don't blast fire at the red dragon you steal some of the fire that is part of him. Full effect elemental bonus on save as you go down to dragon fire subtype outsider, humanoid etc. Possible burn upgrade of using the damage taken to fire a blast from the targets position. Possible upgrade talents to more targets.

Highlevel ability to create a gate to enter the elemental/astral planes. While bringing and protecting passengers from basic planar traits.

Favored enemy. Chosen from creatures of your subytpe or opposing subtype (aether gets incoporeal). More elements more options larger bonuses.

Favored Terrain. Planes and broken up thematic choices. Fire desert, volcano. Earth hills, underground. Etc.

Effects vs matching type like hold X, charm X, dominate X. As you control the element that makes them up. Scaling save bonus like the fort targeting ability above.

Imprisoning cage type effect.

Ability to create elementals. Aether gets air with no whirlwind but made of force.

A talent selectable more than once that lets you select spells with descriptorsthe that match your element. Aether gets force.

Divination effects based on the appropriate element.

The same effects should be combined like pushing and another one. You can use whatever version you have the element for.

Multi

Blindness/Deafness. Fire blinds Air deafens. One talent useable with whichever element(s) you have.

Suffocation/Drowning Air Water

Aether

Deflect Arrow/catch arrow version that can be shared limit based on Con.

Constant returning on thrown weapons 1burn to add throwing for 1the min. If this is doable low enough this could enable some concepts.

Ability to use the properties of thrown objects.

Earth

Change the metal of a weapon or armor for1min. Increase duration to 1minthe per lvl with burn.

Non wild talent class proposals

Change blast range to close. Wild talent changes to med with 1burn for long.

Energy resistence equal to 2x lvl each burn spent on def adds 5 to the res.

Scaling free basic element conjuring and shaping. WT to increase weight and range.

At will sense elements ability useable for your chosen elements. Make it a psychic spell so it can be detailed in the spell section. It detects elemenaly aligned creatures and concentrations of elements.
Creatures. elementals, dragons, outsider subtype, humanoid subtype, kintecist, appropriate bloodline. Then maybe domain, mystery and school. Effects fires, diffrent gases, or liquids diffrent mineral types etc. Being a sense spell it would most likely have 60ft range. Wlid talent to change to med1 burn to upgrade to long for 1hr. Aether gets incopreal creatures and force effects.

4 skill points KN planes as a basic class skill along with some others. Aether gets religion if it doesn't have it already.

Scaling bonus to skill check relating to your element and you can make them untrained. Spell craft to ID spells with descriptor, survival to track aligned creatures, KN to ID them, earth to id stonework and slope, maybe even water to ID liquid poisons etc.

Elemental empathy. Like animal empathy.

Scale damage based around 1attack change blade/whip to state that they can only be used once each full attack. Have each manifest last 1min with a number of attacks equal to your con mod. For bladet add in the ability to give the ability to another by giving them the approtiate elemental enhancment on their weapon for 1min no burn no limit on uses. Whip gives burst. Aether gives ghost touch and impact respectivly.

Let the damage be a part of the base class and composite blasts focus on staus effects and riders.

Two blast options for each element. You get both for your fist element or a free WT if you take one.

Option to gain WT plus maybe another bonus instead of expanded element.

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Don't hunterSNA spells extend when the AC is dead. If so with a good ride and HA you could summon a mount since you only really need a med mount.

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Another idea if the red stats fit better use the xtal breath weapon and spells along with the red numerical and none will be the wiser.

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Conjuration Implement: Hat

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mplindustries wrote:
Mark Seifter wrote:

Hmm, what about Empowering with a move action (EDIT: Looks like you did). Is Deadly Aim improving or decreasing your damage load? With 8 BAB, I suppose you can have Improved Critical too, at the least. Those crits hurt bad!

EDIT: Also, it's fair to say that the archer had a +4 weapon, and the blaster thus would have 32,000 more gold lying around. That's not chump change at level 11 (in fact, it's almost half of all WBL). That much enhancement is actually what brought me to think there might be a missing FtB.

Yeah, there's a lot of money on the Kinetcist, but none of it helps their blasts. That's why I mentioned probably needing Blast-specific items. And I didn't do Improved Critical for the same reason I didn't do Weapon Focus--what is the name of the weapon I'm using? Still, even if that eeks out another few DPR (2.09625 to be exact), it's only just barely beating the bow. Shouldn't the blast be more than a fraction better?

Again, I don't want to be hostile here--I want the class to be great. I love what you've done with it. I just think the specific numbers need tweaking.

Not using Deadly Aim and including Weapon Focus and Improved Crit, the blaster has +20 to hit and deals 6d6+16 damage (empowered to 55.5 average). That's a 8% crit rate, and 72% regular hit for 48.84 DPR. So, better. By 2.82. Am I crazy for expecting/wanting it to be much better than that?

Edit: And the Gun still beats it! (since the touch attacks are all basically auto-hits because of the awkward way touch AC doesn't really scale) The issue there is that guns can break the rule about Deadly Aim applying (allowing them to trade excess accuracy for damage), while the touch blasts have no recourse for the extra to hit.

Edit 2: 32k out of 82k is 39%. I could be wrong, but I view a +4 weapon as a huge priority for any kind of striker, because of the DR issues--well worth the price tag. Plus, weapons cost twice as much as armor, so it make sense to put more of your budget towards weapons....

Rather than a +4 weapon how much better is archery with a +3 Conductive bow? A flying Archery based Aerokinetic may be the only one competing with a kinetic whip melee build.

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If you decide to did Ftr go Dragoon for the free skill focus.

Edit: Also wheeling charge nothing is as good for flying as wheeling charge descend from out of melee attack make 90 turn ascend repeat.

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On a lighter note out of all the threads on this mod this is the first one I have seen where the worry was about the PC classes.

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I commend the maturity of the Paladin players they handled a difficult situation very well.

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