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Yeah, I know, I know. Here's to hoping it gets reprinted in a hardcover like Ultimate Equipment 2: Electric Boogaloo.
Strangely, Herolab has it listed as the much more realistically priced 9K
Edit, and the alchemy manual has the construction cost as 4500, so it does need to be banned/fixed.
I usually had Sovesta (Ksenia's familiar) keep a few wands across her back, between her wings. Always figured they were javalin sized for her. Part of the key is to know what wands to use. ill omen and obscuring mist worked great for her as a winter witch. :-)
a ramped up magic missile wand is good for a familiar on anti-caster overwatch. "If X tries to cast a spell, I shoot him." works for concentration checks.
i always described the lodge as a 'pathfinder's union'. My shadow Lodge PCs saw the job of the Lodge as protecting the interests of the rank and file when the Decembervate put their needs as secondary. After playing Eot10 and Destiny of the Sands, I'm firmly in the camp of 'Torch was right.'
One curiosity I wonder, is.. can Blodsodlette be redeemed? From her bio I assume she was LE when alive, based on her memories. But since she remembers being enslaved, I wonder if finding out how she died and the like might lead to her redemption. It's a curiosity I have, but I'm big on second chances.
A positive and a funny moment from my own Animal companion experience.
We just got done running Crypt of the Everflame. We had a 7 player party, and one of our druids left his bear guarding the second level entrance so we'd not be as crowded.
As for the funny... I have a gnome horselord ranger with a wolf. The wolf has muleback cords, making her light load 300 lbs. So she can carry an unconscious/wounded companion. At one point I couldn't get her to climb a sheer cliff. So off come the muleback cords, they go on the gnome, and she climbs with the wolf on her back. Made for a funny image. :-)
I made my archaeologist bard gain a ki pool and use tea's of transference personally, I also refluffed the singing-casting to be speaking in ancient tongues to summon the magic ala 3.5's wordcasting(without it being weird)
I like that. Ki pool is a clever idea. Thinking about making another archaeologist soon, half elf with the whip trees and finesse rogue.
Funny, I always read it that way.
I feel the Archaeologist is wonderfully balanced. While I might try the unchained rogue, I'd take an archaeologist over a core rogue any day of the week. And depending on party composition, over a lot of the other bard types.
Oh, and one other love of the errata. Half elf bards can start with a weapon that can do lethal damage out to 15' *or* threaten normally. Yes please.
There was an old 3.5 saying. "Feats Should Be Nice, Not Necessary." (FSHBNNN). The 'problem' with the archaeologist is that Lingering Performance is a feat that pretty much becomes a 'must have' The benefits are 'too good' to not have. I know my archerologist is better than my meleeologist, but part of that is from his trick quiver.
Given the other bonuses (rogue talents, evasion, bonuses to perception and knowledge skills) *and* that it stacks with bard song, *and* that it stacks with heroism I've never had any issues with my Archaeologists (an Archerologist and a meleeologist) running short on luck. +2 on pretty much everything is a heck of a bonus at 1st level with the right combo.
Amusingly, I picture my bards whistling the Indiana Jones theme when casting or using luck.
The real 'problem' with the archaeologist is that you basically have to spend your first feat on lingering performance. (and if you have Ultimate Campaign, Fate's Favored trait is a must have)
Owen K. C. Stephens wrote:
Gods I hope this is PFS legal, will tie up two of my bard's feats, but so worth it.
Wei Ji the Learner wrote:
Well we've precident that they can be affected by other powers (Dou Bral/Zon-Kuthon) and possibly mythic forces.* But PAizo has not revealed the interaction of worshipers and deities.
Noctula could shift to CN and become another lust goddess per WothR
*nods* But I can't picture them doing an DC original and the Marvel originals
Nah it's the broken hall. Archeologist is scary good, maybe too good.
My favourite is the Archeologist. AKA "I don't need sneak attack, so why play a (chained) rogue?"
It's a 'greedy bard' who has a buff that stacks with a 'real' bard. You get rogue talents, delayed uncanny dodge and evasion, trapfinding AND bardic knowlege AND all your bard spells. Oh, and add half your level to perception and disable device. Sadly, you don't get sneak attack. trust me, you won't miss it.
Sure, you need a feat to make it work (Lingering performance) but if you have a certain trait, it gets even better. (I'll take a +1 to my luck bonus for a half a feat, Alex.)
Ok, here's what I think the mechanics for a Vanguard Arcanist would look like. Call it the Vanward.
Spells: A vanward casts arcane spells drawn from the sorcerer/wizard spell list, presented in Chapter 10 of the Core Rulebook. A vanward must prepare his spells ahead of time, but unlike a wizard, his spells are not expended when they’re cast. Instead, he can cast any spell that he has prepared consuming a spell slot of the appropriate level, assuming he hasn’t yet used up his spell slots per day for that level.
To learn, prepare, or cast a spell, the vanward must have an Intelligence score equal to at least 10 + the spell’s level. The saving throw DC against a vanward’s spell is 10 + the spell’s level + the vanward’s Intelligence modifier.
A vanward can only cast a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 1. In addition, he receives bonus spells per day if he has a high intelligence score (see Table 1–3 in the Core Rulebook).
A vanward may know any number of spells, but the number he can prepare each day is limited. At 1st level, he can prepare four 0-level spells and two 1st-level spells each day. At each new vanward level, the number of spells he can prepare each day increases, using the Vanguard Spells Known table for the number of spells prepared. Unlike the number of spells he can cast per day, the number of spells a vanward can prepare each day is not affected by his Intelligence score. Feats and other effects that modify the number of spells known by a spellcaster instead affect the number of spells a vanward can prepare.
A vanward must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the vanward decides what spells to prepare and refreshes his available spell slots for the day.
Like a sorcerer, a vanward can choose to apply any metamagic feats he knows to a prepared spell as he casts it, with the same increase in casting time (see Spontaneous Casting and Metamagic Feats on page 113 of the Core Rulebook). However, he may also prepare a spell with any metamagic feats he knows and cast it without increasing casting time like a wizard. He cannot combine these options—a spell prepared with metamagic feats cannot be further modified with another metamagic feat at the time of casting.
This alters the Spells and Cantrips class features.
Arcane Reservoir (Su): A vanward has an innate pool of magical energy that he can draw upon to fuel his arcanist exploits and enhance his spells. The vanward’s arcane reservoir can hold a maximum amount of magical energy equal to 2 + 1/2 the vanward’s level. Each day, when preparing spells, the vanward’s arcane reservoir fills with raw magical energy, gaining a number of points equal to 1 + 1/4 his vanward level. Any points he had from the previous day are lost. He can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost.
Technically the arcane pool is more balanced with vanguard tactics while the exploits are more balanced with the blast, but I don't want to swap out features before they're gained. I decided to go with Int Based. Makes it a little more MAD, with the bonded weapon tricks based off Cha still, but my design philosophies sees a 'half caster' just fine with a 14 casting stat.
Mega Frog God Campaign, Advice and Discussion? [Stoneheart Valley, Bard's Gate, Rappan Athuk, Slumbering Tsar]
Ok, the Vanguard is one of my favourite 3pp (that isn't Dreamscarred) so I've been looking at archtypes for it.
Anyone want to see these?
Sadly I find it annoying that the idea of a swashbuckler keeping that hand occupied with something that's not a weapon, like a stein of ale (or the various tankard style magic items) shuts down his damage bonus.
Cao Phen wrote:
Perks of having the source material:
Seekers of Secrets, pp 43-44 wrote:
Doesn't help in Society play, but it helps.