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I kind of agree with what I've heard the devs talk about; rather than just one unchained cleric, alternate classes or unchained variations based on deity or possibly some sets of deities would probably feel more appropriate in the world. There's little reason why clerics of Erastil and Iomedae should be so similar, even with the same alignment.
Also, I think considering the flavor aspects of race is really important, especially since +Dex +Cha like you seem to want is like, the most common bonus array. Do you want to have blood from another plane? Do you want to be exotic and eyecatching when you walk around town? Do you want people to think you're creepy and have a hard time being out during the day? Do you want to be small? Do you want to be human, or do you especially want to be not human?
Your race giving charisma can help, but if you want that kind of social skills, you probably want a class that gives you a reason to have high charisma and a good amount of skill points. Oracle might be a good match for that (or possibly the charisma-based archetype of Kineticist, though that archetype is a bit on the weak side). Vigilante and Swashbuckler are also pretty good at charisma stuff, but not as good at ranged AOE.
Honestly, you don't seem to be thinking like an illusionist. "I need fireball for basic damage" is the thought process of someone who isn't confident in his shadow evocation's save DC. There are also Shadow Enchantment and Shadow Transmutation now.
I am admittedly somewhat biased in favor of the shadow subschool, but it can give you great versatility and even work on undead somewhat. But Image spells are important too.
Does anyone have suggestions for a witch, actually? A Cartomancer, specifically. I'm playing one and having a tough time finding good spells to take mythic versions of (especially lower-level ones). Deception patron because it works better for story reasons, even though it's not ideal for archetype.
Using tengu as an example, since they probably have the broadest racial weapon proficiencies: Tengu are proficient in the Falcata, Aldori Dueling Sword, Sawtooth Saber, etc. They therefore count as having the exotic weapon proficiency feats for those weapons (and every other exotic swordlike weapon) for the purposes of meeting prerequisites.
That said, a human fighter wielding a bastard sword in two hands as a martial weapon (without the feat) does not count as having exotic weapon proficiency (bastard sword).
Here's an interesting example of a weird stacking interaction:
When a Raging Barbarian is affected by a Bard's Inspire Courage, the bonus on attack rolls stacks, because the bonus from Rage is a Morale bonus, while the bonus from Inspire Courage is a Competence bonus. However, the bonus on will saves versus fear and charm from Inspire Courage doesn't stack with the bonus on will saves from Rage because they're both Morale bonuses.
(Unless I have been reading it wrong and it stacks because the inspire courage bonus is more specific?)
Yeah. If, however, there was a robe that somehow gave you a sacred or luck bonus to charisma, it would stack with the enhancement bonus from the headband, or an amulet that gave you a size bonus to strength would stack with a belt that gave an enhancement bonus to strength. However, non-enhancement bonuses to ability scores directly are extremely rare; you're far more likely to get an insight bonus to bluff and intimidate checks or something rather than straight to an ability score, and then that would stack with things that increase the ability score itself.
(The really weird but surprisingly common things is magic enchantments, spells, or items that give enhancement bonuses to armor, shield, or natural armor bonuses to AC, so that the magical enhancement from your +3 breastplate stacks with the magical enhancement from your +2 light steel shield, and your animal companion's amulet of natural armor +2 stacks with the natural armor it has from being an animal companion.)
The pages stack because they're not providing a numerical bonus or anything.
Rings of spell knowledge work differently than pages of spell knowledge. A page of spell knowledge is created with one spell on it, and always contains only that one spell, granting the bearer the ability to cast that spell. It can be for divine or arcane casters.
Rings of spell knowledge only work for arcane casters (This is probably not great design, but they are a much older item in the history of roleplaying than the page is, and spontaneous divine casters are relatively new), and are a storage space for knowledge of a spell. If you find a scroll of a spell you want to know, you can apply that scroll to the ring with a Spellcraft check and it will replace the spell knowledge currently held in the ring (You can also use it on active instances of the spell, so you can potentially copy a spell someone is using against you, or one that a friend knows). This additional versatility probably covers the difference in price and need for a slot - each time you would change the spell held in the ring is a time you would have had to buy a new page of spell knowledge.
That said, it might not be great design for the pages of spell knowledge to be able to be made even for 9th level spells.
As for the Runestones of Power, they don't provide a bonus either, they have an effect that can be used once per day for each stone. You can have as many as you want and they will each work when you use each one.
EDIT: Actually, it occurs to me that since you can use the ring of spell knowledge to copy a spell that an enemy has cast/is casting, you can potentially learn one of an opponent's favored spells (of level 1-4) explicitly for the purpose of counterspelling it later, even if it's not a spell you could find a page of spell knowledge for ahead of time. That is probably an intended utility that also factors into the price and slot requirement.
EDIT EDIT EDIT: Also, I missed that the Ring allows you to treat the spell as if it is on your class list even if it isn't (though they then require a higher level); The page of spell knowledge only works with spells that are already on the bearer's class list.
Having since checked, in the Divine Comedy there are nine layers, matching up with astronomical figures (one layer is the fixed stars, and the undiscovered-at-the-time planets aren't counted) as well as the nine orders of angels (Angels, Archangels, Principalities, Dominions, Powers, Virtues, Thrones, Cherubim, and Seraphim), though diverging from Dante certainly isn't wrong per se. And the number of celestial figures and types of angels/archons is different anyway, not to mention the two other good-aligned planes!
Planar Ally requires fair payment, Planar Binding does not (though it can help).
Raven Gravehart wrote:
Aside from the extra +2, those stats are reasonable for an Azlant PC, but NPCs unless specially noted use standard ability scores or arrays rather than rolled stats or point buy, partly to make it easier and partly to represent them as average, less-optimized people.
That seems like it might help with the problem with barbarian rage HP - that beyond a certain level, if they get knocked out or brought to 0 HP in battle, they go instantly to being totally dead without any period of bleeding out. I agree that having them pass out half-dead is appropriate and probably intended, I just don't like the risk of going to all dead so fast.
So you have ten rounds worth of named bullets that last a little more than an hour, here, right? For that 10,500 gold? This seems like something that could be overcome pretty easily by an obstacle that takes a significant amount of TIME to overcome, so that the named bullet can't be precast on the entire ammo supply. The technique is a lot less useful when you're trying to get it done with a monster bearing down on you and you can only enchant one bullet per round.
Quick minor question: Is there any point at all, mechanically, to the Shadow Eidolon getting its Darkvision increased to 120 feet several levels AFTER getting See In Darkness? My impression was that See In Darkness is Darkvision Without Range Limitations And Possibly Even Somehow Being Able To Tell What Color Things Are.
I might have actually built into social combat ways to regain Panache/Grit/Sleuth Investigators' Luck; that wouldn't change panache because it's part of the combat system.
Saying "Darkvision" pretty much implies darkvision's limitations, though, and Darkvision does have ONE advantage over blindsight - you can't read printing/writing with blindsight.
Really though, given what the Astomoi physically are, Blindsight makes a lot more sense, though it really WOULD make them unplayable, since plot threads often revolve around writing, even ASIDE from the need for braille scrolls.
Since a lot of people here seem to be really good at this, how do you think the balance would be for giving sorcerers bloodline spells 1/day the level before they get access to the equivalent spell (bumping it back two levels from where it is, to where wizards get access to that level of spell)?
Also, for all you wizards and especially Thassilonian Specialists, what schools do you eschew? I have a hard time picking, though Necromancy is usually one of them (though it has some really useful spells, like spectral hand and false life)
Looks like Boon Companion has some weird cases anyway, so here's another one to add to the pile:
Can a Druid with Racial Hit Dice take Boon Companion to make their animal companion more effective than the companion of a Druid of that level would normally have (but closer in effectiveness to a druid of that CR would normally have)?
If a Ranger with Racial Hit Dice takes Boon Companion, does it only provide the normal +3 Levels the Ranger's companion is delayed by? Or do the racial HD allow it to provide the full +4?
This is mostly relevant for monster NPCs or unusual games, but it can be a significant deal - if a wood giant hunter, or a nymph druid, or a janni ranger, or a yamabushi tengu samurai has an animal companion according only to their class level, it could be on the weak side or even basically irrelevant, but boon companion could make the companion much more commensurate with its master's threat level.
That looks pretty solid. The spell list probably needs some tweaking too, or else there need to be masterpieces for things like invisible walls. Also, possibly, a masterpiece or feature for being able to mime the existence of focuses or material components for spells, and/or for certain mundane items?
Darigaaz the Igniter wrote:
Mime. A bard archetype whose performances create force constructs and who has all spells silenced (even though bard spells can't be silenced usually).
What would they trade out for that? A code of conduct? The ability to do auditory performances? reduced spellcasting so that silent spell is basically built in? Having to use Thought components?
Hellknights care nothing for good or evil? Funny, I think the Signifiers pretty much qualify as border line Diabolists.
I wouldn't read that as "They avoid good and evil" but rather "They don't care whether they do good or evil, either is fine, as long as it is in service of law." Any diabolists they have, borderline or even literal, are acceptablly evil in promoting and enforcing law.
Still curious if the Fetchling-as-union-of-Shae-and-Human deal has any place in Golarion's universe. With the Shae being kind of enigmatic themselves, that seemed line an interesting origin, whereas while this has an enigmatic twist it's still like the third or fourth group of mutated azlanti survivors.