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Saint Bernard's page

270 posts. Alias of DougErvin.


1 to 50 of 270 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>

I also hit the FAQ button.

Jason Nelson wrote:
Saint Bernard wrote:
Why no Theurge in the additional classes?

The backers voted on the additional base classes they wanted to add, and we went with the ones they selected.

Makes perfect sense. I will purchase your books once they are generally available. You have given me faith that mystic levels can be playable.

Why no Theurge in the additional classes?

Initial scan looks good. I really like the side bar for Argentine’s Grace. Finding someone to sell you a scale off of a 600+ year old silver dragon could make for an interesting side quest. I will review it as soon as I finish reading it.

I hope we don't get too much less J'onn J'onnz. One of the great things with the show is take two of DC's most powerful characters and set their power levels to a more reasonable level. In some of the comic variations if Supergirl and J'onn J'onnz showed up then it was game over for any non-cosmic level foe.

In the real world if a humanoid from the largest planet that could allow a two legged humanoid to exist came to Earth he/she would act more like John Carter of Mars. A very scary fighting force but not the planet destroying potential of Superman.

My problem with the end of the season final episode is what are the writers going to do with the event. Barry should know by now that messing with the time line is very risky. The Flashpoint movie is a good example of that. I expect a lot of bad things to happen to Barry due to his rash act.

Saw a commercial on CW for Supergirl this fall. I am looking forward to the second season and hope Hank will remain a major character. I would love to see Green Lantern in a episode or two.

Thanks for the update, looking forward to 101 Hills and Mountains Spells.

For one of your future spell books I would like to suggest a spell.

Prismatic Sword
Magus 6
School: Transmutation
Component: V, F (sword)
Range: Touch
Duration: 1 rnd/level
Savings Throw: None
Spell Resistance: No
This spells function similar to Prismatic Spray except the target is the sword. The sword constantly shifts through the colors associated with Prismatic Spray. The enhancement bonus of the sword remain but all special abilities are suppressed for the duration of the spell. Additionally, Spellstrike is suppressed. With each successful attack, roll on Prismatic Spray chart to determine the additional effects.

Would have fit in with 101 Shadow and Darkness Spell but hopefully you can find a place for it.

What is your next offering?

This is an excellent guide. I am building my first half-orc character since 1ed.

N. Jolly wrote:
Guess who's working on a new project?

Awesome start, I can't wait to see it finished.

Real life has not permitted me the time to do a proper review. However, 101 Urban Spells is as excellent as others in the series. Of the typical terrain types, urban is my least favorite but I could see the value and use of almost all the spells. While I did not see any game changing ones like the Ken series of spells in 101 Swamp Spells I would recommend this to anyone whose characters spend most of their time in an urban setting.

1 person marked this as a favorite.

I found The Lost Lands: Fields of Blood to be an excellent addition to my collection. I have lived in Denver for the past 22 years and traveled the Great Plains extensively and never imagined the depth of adventure that a temperate grassland had available. This is a must have book for anyone needing to either run or design an adventure/campaign in a grass land.

Excellent job.

One minor comment about the construction, while excellent as expect from FGG the paper feels different and comes across as cheap.

1 person marked this as a favorite.
Imbicatus wrote:

Dawn of Superfriends

It looks better than the actual movie.

That was great.

1 person marked this as a favorite.

Just purchased this. Looking forward to receiving the hard copy.

I haven't had the time to really read it in depth but so far I think the new spells are excellent. Once I get some time I will review it and write a review.

Just looked over the 14 page full sized preview of 101 Urban Spells. This is a must buy for me next payday.

Just checked out the full sized preview of 101 Urban Spells. On my to buy list for next payday. The 14 preview is perfect.

1 person marked this as a favorite.

My sci-fi loving son is coming in on the 26th so I will probably be going to see it soon after. The trailers are interesting.

I am enjoying reading this series of spells. These are some of the best spells I have ever seen. Can't wait until you do mountains, plains, and aquatic. Are you planning on a final compilation of these spells similar to 1001 Spells with Hero Lab support?

Just got it, looks good at first glance. I will review it over the weekend.

I have 101 Swamp Spells, 101 Forest Spells, and the underground one. What's next?

Ravingdork wrote:

Some of my personal builds:

Alleunti Dilesi, 6th-level elf demonologist
Bumiahma Britoris Orpheus, 12th-level human master enchanter
Sandalphon, 14th-level human arcane fiend slayer
She'er Falen, 15th-level ifrit fire mage

More characters can be found in my Crazy Character Gallery.

As for basics: You should ALWAYS take dimensional slide, potent magic, and quick study as your first class ability selections. These three together along with your other spells and abilities are what puts you above even a wizard in terms of potency, survivability, and versatility.

I really like the She'er Falen build. Very well done.

1 person marked this as a favorite.
Kazmüd Khazmüd wrote:
School Savant sounds pretty cool, we'll have to look into it. Also, I cannot not imagine a less necessary class than the Warpriest.

Thanks for being willing to take another look at the Arcanist. I think the Warpriest is a case of missed opportunity. It would have made a great substitute for the Cleric in the PFCRB. Closer in concept to the AD&D Cleric.

1 person marked this as a favorite.

Probably beating the updates to the items. I checked Inner Sea Gods and it is discounted.

1 person marked this as a favorite.

Listened to the Hybrid Classes episode. Pretty intense review of the 10 classes. I think the arcanist is better than you make it out to be. The arcanist archetype, School Savant, allows it to substitute for a wizard and the casting mechanic is better than either a wizard or sorcerer. I prefer blockbusters over god wizards so in my opinion the arcanist works better for it.

I have been trying to love the warpriest as an alternative to the paladin and like you found it kind of boring in comparison.

Saint Bernard

Just got this today and I am pleased with what I am finding. My favorite spell so far is Echoing Bell. A wonderful solution to dealing with monsters with blind sense and tremor sense. The other spell that grabbed my attention is Vampire Destroyer Weapon. My initial concern with the spell was that it is not cumulative with other weapon enhancing spells. Being very literal this means that the paladin weapon bond, magus arcane pool will not mesh with it. However once I understood how powerful the spell really is I decided the author found a good balancing point.

I highly recommend this PDF.

1 person marked this as a favorite.

When do you think you will get to the Warpriest?

FrodoOf9Fingers wrote:

Dex to damage will be harder to come by. I guess they really wanted it to be a rogue thing, as can be seen with the unchained rogue. Agile weapons are still a thing if you want something other than a scimitar and you want Dec to damage.

As a heads up, the guide is going to be replaced by a broader scoped guide in just a little bit.

Looking forward to your new guide.

I found a couple of editing errors last night. The spell list have a reference to the spell, Wooden Dragon, which does not appear in the spell section. Also several spell reference greensight, which is not in the PDF.

Overall, I am pleased by the quality and balance of the spells. The concept introduced in 101 Swamp Spells of being able to define your allies and summon them to you has been artfully introduced to a forest setting.

I'll keep reading.

Vrecknidj wrote:
Saint Bernard wrote:
This sounds great. Once you go live I will check it out. After this how about 1001 Environment Spell expanding on 101 Swamp Spells?
Working on it. 101 Forest Spells is available. Two others are on the editor's desk and I'm working on the 5th now.

Picked it up, I'll look over it this weekend.

Just picked this up. I'll review it over the weekend. Initial glance looks good.

Owen, excellent product but we really need one for spells.

This sounds great. Once you go live I will check it out. After this how about 1001 Environment Spell expanding on 101 Swamp Spells?

I was looking at the Complete Hunter book and it is missing the Spells Known table.

FrodoOf9Fingers wrote:

I guess I'll get people's thoughts here... Several people have voiced their opinions in turning the Kensai Magus guide into a more generalized Magus guide (though, a specific Kensai adaptation would still exist).

How many people are fine with Walter's work, and how many would like to see a more comprehensive work done, with more in-depth coverage of the archetypes (especially the ones no one talks about, the Myrmidarch and Skirnir especially)?

If there's enough interest, I'll start working on it. If not, then well that just means Walter has done an excellent job that has lasted even when outdated!

I would love for you to write a more generalized Magus guide. Walter did a great job but the newer material changes some of the assumptions.

Saint Bernard

These are awesome. I really appreciate the effort you put into these documents.

So far I like what I am seeing. I am trying to use the Occultist to substitute for the Psychic Warrior. So far so good.

Are there any good bard stuff in the Advanced Class Guide?

1 person marked this as a favorite.

DirkSJ - Don't forget about the Aldori Dueling Sword.

Reviewed as promised. Now when to we get the next 100 spells of an environment?

I checked out the preview and immediately purchased it. I will post a review as soon as I finish reading it. The preview looked great.

I loved the 101 spells series so does this mean we will be getting a set of 101 spells for each terrain type.

1 person marked this as a favorite.
kestral287 wrote:

There are some questions floating around about Precise Strike-- a subset claims that it doesn't work because of Spell Combat, and it's also been noted (more reasonably) that a Magus 20 with Precise Strike still has a Swash level of 0, so by a /really/ strict reading you add +0 damage.

For the other 90% of GMs though, yes, Precise Strike is insanely good. It's two feats/arcanas... but given that I'd yet to find a 6th-level Arcana that I like, I'm totally fine dropping that and a feat into it. If you really wanted you could get it at 3rd level, just like the Swashbuckler... but personally I like Arcane Accuracy too much to just give up.

While I'm in the thread, what are some spells of choice that people like to grab with Spell Blending/the 19th level ability?

The cost of two feats and two arcana does make picking up Precise Strike reasonable. It is not an option, which a character can have without a cost. Also put me in the camp where Precise Strike works with Spell Combat and either Dervish Dance or Slashing Grace.

Glad to see the Hero Lab files are out. They are third on my purchasing list after Inner Sea Gods and Advanced Class Guide. Just a matter of time. Looking forward to playing a theurge.

I need some advice on whether an elemental master arcanist can make a good substitute for a fire elemental wizard. I actually prefer the spell casting of the arcanist but love the class feature of the elemental wizard. I would appreciate some suggestion about exploits and feats.


Pupsocket wrote:

The Elementalist Wizard Schools could use a little love; maybe a blog post or something.

The issue: The Elementalist schools are closed lists. New, very appropriate spells are not "in school" for elementalist wizards.

I never realized the Elemental schools were closed lists. I just assumed a fire spell in a later book was a Fire Elemental school spell and elemental spells were also automatically added.

Kolokotroni - I tend to agree with you the arcanist may have a significant effect on arcane casters. Personally, I really like the hybrid casting mechanism. It all depends on the final class features. The ability to convert spells and magic items into arcane points may put the class over the top as the best arcane caster class.

The_Lake - the dex to damage feat may be a game changer.

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@Endzeitgeist I had not thought of the spells having different levels for different classes. That does change my opinion and now I am in agreement with your review. If the class only had access to Sorcerer/Wizard and Cleric/Oracle spells it would be better in a more main stream campaign.

1 person marked this as a favorite.
Endzeitgeist wrote:
Reviewed first on, then submitted to Nerdtrek and GMS magazine and posted here and on OBS. Cheers!

As usual a great review, but I have some comments. I think you may be a little too critical on the theurge, while I agree it has the potential to be one of the most powerful classes it is dependent on the campaign setting. If the campaign setting is on the lines of the World's Largest Dungeon, where acquiring new spells for its spell book and prayer book are extremely limited, the class is going to be limited to the 2 arcane spells and 2 divine spells gained each level mostly. If the character is part of a rebel alliance campaign and constantly on the run from the evil empire, access to spells to buy may also be a problem.

Given a campaign setting where spells are readily available I agree the theurge will be great crafter.

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