Hmm, true, I had forgotten about Cognatogen, which would be pretty broken for a Sorcerer. I am still toying with the idea of making spellcasting directly tied to the mutagen (i.e. in order to cast spells at all, you must be under the effects of the mutagen), but then I would want to greatly increase the length mutagen is active. This would fix the cognatogen problem because mutagens don't stack. Maybe give Persistent Mutagen at level 1? I'm not sure.
Otherwise, I would want to add a stipulation, "due to the delicate balance of an Infused Mage's physiology, mutagens and cognatogens impede an Infused Mage's ability to cast spells."
I'm open to slowing down the rate of Discovery (since the class is not a full alchemist), but I'd also like to point out that since bloodline powers are tied to mutagen, they are not active 24/7 like normal Sorcerers. So I was hoping that and Diminished Casting would help keep the powerlevel in check.
Elghinn Lightbringer wrote:
How about an Alc/Sor that uses mutagens to grant various bloodlines temporarily, for the duration of the mutagen?
You beat me to the punch! I began working on this last night :)
Sample flavor: Most sorcerers can be considered lucky, owing their powers to forces outside themselves. Some are different. Products of dangerous curiosity or reckless ambition, Infused Mages have discovered the essence of the arcane... and through alchemy applied it to themselves. Infused Mages constantly and tirelessly refine their formulas situations, seeking to master themselves and the world around them.
Diminished Spellcasting: The Infused Mage casts arcane spells drawn from the sorcerer/wizards spell list, and both gains and knows one fewer spell of each spell level. If this reduces the number to 0 (minimum 1 for spells known), he may cast spells of that level only if his Intelligence allows bonus spells of that level. He otherwise casts spells as a sorcerer of equal level.
Eldritch Mutagen (Su): At 1st level, an Infused Mage discovers how to create a mutagen that he can imbibe in order to grant him strange magical mutations. It takes 1 hour to brew a dose of Eldritch Mutagen, and once brewed, it remains potent until used. An Infused Mage can only maintain one dose of eldritch mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an Infused Mage's possession becomes inert until an Infused Mage picks it up again.
Improved Eldritch Mutagen
Greater Eldritch Mutagen
Grand Eldritch Mutagen
True Eldritch Mutagen
I was actually thinking of something that completely forgoes bombing for crazy mutations.
Instead of a mutagen that gives them stat bonuses maybe they get a mutagen (Eldritch Mutagen?) that allows them to alter their "bloodline" and casting abilties. E.g. what energy source they have resistance to or what spells they "know" or allow them to borrow a bloodline power from a regular sorcerer bloodline, etc.
What doug is saying is that when people say "+2 to all saves when you take a level in Monk!", they aren't taking into consideration the bumps to saves they would've received if they didn't multiclass into Monk.
If you're going by the 3.5 unearthed arcana rules for multiclassing you get +2.5 to all saves when you dip monk. The best you could get by just continuing in your chosen class is +.5 on your good save and +1/3 on your poor saves.
Super Genius Games came out with a guide to multi-class feats. I don't recall what you're asking directly being a feat, but they could give you an idea of where to start on the homebrewing of the feats.
I got the same advice a while back, and to save the OP some time, don't expect these to be on the same power level as the Complete Adventurer (Monk/Sorcerer, Fighter/Rogue, etc) feats from 3.5.
Not sure where this question should be, but:
Generally how do Druids (in the Pathfinder world) feel about Resurrection over Reincarnation? I would think that a Druid might have some reservations about breaking the natural cycle. On the other hand I could see a Cleric of a Nature god/goddess having ressurecting people.
I'd suggest looking at SGG guide to feats of multi-classing.
Unfortunately I only see one alchemist feat in there and it has a pre-requisite feat/ability that's not described in the guide :(
That and the feats seemed mostly aimed at anti-multiclassing, which is not what I'm going for.
I've been trying to think up a feat similar to the Ascetic Rogue/Mage type feats out of 3.5 Complete Adventurer except for Wizard/Alchemist. Something like 2 Wizard levels count as 1 Alchemist level for purposes of Extracts--or 2 Alchemist levels count as 1 Wizard level for purposes of spellcasting.
Bonding your Bow (legal or not) may be great flavor, but I'm not sure I would ever do it. Weapons are usually the first thing confiscated whenever you're captured or meeting someone important. A ring or amulet? Not so much, plus it'd be pretty easy to argue against someone taking your "family heirloom" ;)
This is a recent build I came up with for a Mage-Assassin, you might like it:
Wizard 4/Rogue 1/Assassin 1/Arcane Trickster 6/Arcane Archer 4/Arcane Trickster 4
Your BAB won't be as high with this build, but you'll have 3 attacks and a ton of Sneak Attack damage. You could also go Preferred Spell(True Strike) with your Imbue Arrow if you're missing a lot.
Another build I suggest is Sorcerer(Boreal)/Monk(Zen Archer)/Arcane Archer/Eldritch Knight.
All your spells and everything is based on Wisdom, so your AC and Attack Bonus will be through the roof.
There is no need to study your victim and it works with ranged weapons and you get full BAB + your normal BAB for your death attack.
Started playing in 3.0 and this has always bothered me. When I think of an assassin, an arrow or dart from an unseen location is the first assassination scenario I think of.
Does anyone have a good reason why Death Attack can't work with ranged weapons? Is it just a balance reason? I mean, you can Sneak Attack with a ranged weapon within 30 feet just fine.
Runaway Panda wrote:
Seconded. Whether or not that's really how Reflex saves work, it's a really cool way of looking at it!
What is your prefered maximum character level that you like to play to in the Pathfinder Roleplaying Game?
The thing that really eggs me on is that any time anyone suggests making a Rogue/Wizard multi-class character the "Bard Squad" rolls in and starts going on and on about how playing a Rogue/Wizard is pointless and how everyone should just play Bards.
Some people want to be able to disarm traps and not have a god awful spell list darn it!
Today I was thinking about how cool it would be to have some Int-based feats for gaining minor mutations in the same style as Eldritch Heritage. Then I immediately figured someone had probably thought of this a long time ago. Am I right?
Otherwise I was thinking of something like this:
Reebo Kesh wrote:
So one character in our campaign stole a very powerful book from a very powerful NPC.
That's that only information you need to think about. If players piss off a powerful NPC, there should be hell to pay. If there isn't, then the NPC wasn't really powerful were they?
Send the assassin.
I would love this. It would work perfectly for a Witcher-ish character.
Frankly, I've played in a few campaigns as an Arcane Trickster and never felt "underpowered." You won't Sneak Attack as hard as a Rogue and you won't cast as well as a Wizard/Sorcerer and frankly you shouldn't. You should have to give up power to gain versatility.
That said, I could see bringing up the HD, BAB, or skill ranks per level a step since they raised the sister class, Eldritch Knight, to a d10 per level from a d6.
james maissen wrote:
So what happens when the Arcane Trickster chooses 3 different flat-footed targets for his Scorching Ray? Do you get to pick which one is subject to sneak attack? Is it rolled randomly?
I can see your point on the whole full attack vs. standard action thing, but am wondering how to deal with this.
This is how I would rule. Getting a chance to sneak attack for every roll you make seems intuitive to me since that's how it works for everything else.
With that intepretation Scorching Ray becomes insanely overpowered compared to Polar Ray.
It requires a lot of specialization and lost caster levels to pull off, so I don't see a problem with it.
Ultimate Magic has some guidelines on creating new spells.
Is there a section on how long it should take a Wizard to come up with a new spell of their own (researching it themselves)?
I would think that it should be based on the level of the spell and the caster level of the person researching it. I.e. a 9th level caster could come up with a new 2nd level spell faster than they could come up with a new 4th level spell.
Ivan Rûski wrote:
Ah, missed the fumble part--good call.
Martial weapons are typically designed for hitting a human being--even an armored human being--so they should ignore at least a little damage or you may as well be attacking with glass.
Depending on the weapon I might give it Hardness 1 to Hardness 5 and 15 to 25 hit points. Then just apply the damage dealt to the door to the weapon as well.