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Does it go through walls and doors? For example, would the effect continue down a hall and turn a corner, as well as continue through a locked door into the next room?
If it does work that way, then objects and creatures will cast "anti-shadows" of light when the darkness reaches them. For example, some ogres standing in front of some orc archers would provide them light by blocking the darkness, thus allowing the archers to see. Another situation would be a person pointing a "flashdark" at a rogue's back while he is trying to pick the lock on a door. If it works like a real-world flashlight, the rogue could still be able to see because his back would stop the darkness reaching his eyes or the lock.
The other interpretation is that any portion of the "en-darkened" object that is uncovered triggers the effect everywhere in a 60' radius. In this way, the darkness turns around corners and surrounds objects and creatures. The ogres and orcs in the above example would both be in darkness. As would the rogue and the lock he is trying to pick. For support, the spell description says nothing about the area behind the person holding the object that darkness is cast upon as not being affected.
I can't decide which one is more correct, more desirable, or more confusing.
Roc Trellian CL 1
Medium Human Jedi 1
Defenses Ref 14 (flat-footed 12), Fort 12, Will 14; Block
Speed 6 squares
Base Atk +1; Grp +3
Abilities Str 10, Dex 14, Con 10, Int 14, Wis 14, Cha 10
Control the direction of Deeper Darkness:
1. Cast Deeper Darkness on a coin.
Is this valid in the rules? Does Darkness and Deeper darkness work that way or is it more like "fog" in that opening one end of the tube puts everything in darkness in a 60' radius?
DM waz up? wrote:
Wednesday would be nice.
I think caster/martial disparity is all in the mind too.
Look, if it were true, *everybody* would be playing casters and nobody would play martial characters and that's simply doesn't happen.
You think that it would at least be more true among veteran players and it is not.
Even among the die-hard min/maxers it's not true. It's not even close.
Trust me, it's all in your head. Now relax and just play the game.
Goth Guru wrote:
Card rules? You mean the Adventure Card game?
Chess Pwn wrote:
How in the world would a Core rogue be more fun than a slayer? Do you have fun because you're bad?
Because the original rogue is better, more well rounded, and more fun class. Unchained rogues are awful. They curtailed the talent list and tried to cover it up by giving out some ”kombat skillz" they didn't need. The kiddies don't seem to notice because they were playing it wrong already. Don't get me started on why the rest of Unchained is garbage.
The Great Potato wrote:
No, wizards do not have to be all at once. They can leave spell slots open and fill them as needed.
Arcanist: More a variant wizard than sorcerer. Annoyingly confusing mechanics that generate a lot of questions. For example: Can an arcanist leave spell slots open to prepare as needed throughout the day? Nobody has ever answered that question and that's just the first one.
Bloodrager: Not much better than a barbarian with a few magic rage powers. Usually too busy fighting to cast spells. Nice if you want a more interesting barbarian. If you want to be the bezerker trope though, barbarian is still better. If you want a "gish" build, go magus.
Brawler: It's OK. I like just monk better. If you want to get away from the "asian" flavor of the monk for a different kind of bare-handed fighter, it will do.
Hunter: Not any better than a ranger. Redundant class. Skip it.
Investigator: Studied strike is a little hard to get used to. Alchemy is superfluous. I prefer the Sleuth and Psychic Detective archetypes. Max out your Perception and social skills and you'll be the non-combat god. Piss off your GM when he tries to hide something! One of my favorites.
Shaman: Fun class to play but maybe a little too many options with not enough opportunities to take them. Also, I really feel the familiar should have been ethereal and visible only to the shaman, but heh, it's still fun. My second favorite.
Skald: Just "OK" if you are in a party that likes the combat bonuses. Mostly it is really not much better than a standard bard with savage skald archetype. They should have dumped spellcasting! It is all wrong for the concept. What should have happened is that the class should have had better rage bonuses and a full BAB for another all martial class.
Slayer: Boring! Really, really mind-numbingly boring. Just play a rogue and you will have way more fun. Least liked class ever.
Swashbuckler: The panache talents get a little ridiculous in terms of power. It seems front-loaded. It gives some excuses for some witty roleplaying though. Nice attempt, but it needs even more pirate/Princess Bride flair as it gains levels.
Warpriest: Not too exciting at 1st level, but by 5th level it is a nice class. The swift action buffs are nice. I didn't mind it and it is on par with a cleric. My 3rd favorite.
A new player wants to play "Elsa" from Frozen. In this alternate history, she left Arendale forever to become an adventurer. I was thinking Arcanist would be the best way to go.
What do you think?
20 point buy, non-Golarion hardcover books only.
Arcanist Exploits By bending and sometimes even breaking the rules of magic, you learn to exploit gaps and exceptions in the laws of magic. Some of these exploits allow you to break down various forms of magic, adding their essence to your arcane reservoir. At 1st level and every 2 levels thereafter, you learn a new Arcanist Exploit. An arcanist exploit cannot be selected more than once. Once an arcanist exploit has been selected, it cannot be changed. Most arcanist exploits require you to expend points from your arcane reservoir to function. Unless otherwise noted, the saving throw DC for an arcanist exploit is equal to 13
Arcanist Spells Prepared Spell slots per day - 1st = 3, 2nd = 0, 3rd = 0, 4th = 0, 5th = 0, 6th = 0, 7th = 0, 8th = 0, 9th = 0
Bloodline Development You select one sorcerer bloodline upon taking this exploit. You gain that bloodline's 1st-level bloodline power as though you were a 1st-level sorcerer. You must select an ordinary bloodline with this ability, not one altered by an archetype. As a swift action, you can expend 1 point from your arcane reservoir to bolster your latent nature, allowing you to treat your arcanist level as your sorcerer level for the purpose of using this ability, which lasts for a number of rounds equal to your Charisma modifier (minimum 1). You do not gain any other abilities when using this exploit in this way, such as bloodline arcana or those bloodline powers gained at 3rd level or higher. If this ability is used to gain an arcane bond and a bonded item is selected, you can only use that item to cast spells of a level equal to the level of spell that could be cast by your equivalent sorcerer level (limiting you to 1st level spells unless you spend a point from your arcane reservoir). If you already have a bloodline (or gain one later), taking this exploit instead allows your arcanist levels to stack with the levels of the class that granted you access to the bloodline when determining the powers and abilities of your bloodline.
Bonus Feat Humans select one extra feat at 1st level.
Boreal Descended from inhabitants of the lands of ice and snow, you count among your ancestors giant-kin, troll-born, and frost-rimed spirits. You can touch a weapon or up to 50 pieces of ammunition as a standard action, giving it the frost property for 1 round. You can use this ability 6 times per day. As a swift action, you may spend 1 point from your arcane pool to increase the length of time that the frost property is applied to 1 rounds. The added potency lasts for 3 rounds.
Cantrips You can prepare 4 cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they do not consume spell slots. As with her other spells, these spells are not expended when cast.
Consume Spells (Su) You can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if you had used it to cast a spell. She can use this ability a number of times per day equal to her Charisma modifier (minimum 1). Doing this adds a number of points to your arcane reservoir equal to the level of the spell slot consumed. You cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir's maximum are lost.
Water School: Cold Blast (Su) As a standard action, you can unleash a blast of freezing cold. This blast deals 1d6 points of cold damage + 1 point for every two wizard levels you possess to all creatures within 5 feet of you and staggers them for 1 round. A successful Reflex save negates the staggered effect and halves the damage. The DC of this save is equal to 10 + 1/2 your wizard level + your Intelligence modifier. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Humanoid Traits (Ex) Humanoids breathe, eat, and sleep.
Ice Missile (Su) You can unleash a freezing projectile by expending one point from your arcane reservoir and making a ranged touch attack against any one target within 30 feet. If the attack hits, it deals 11d6+3 points of cold damage. In addition, the target is staggered for 1 round. The target can attempt a DC 13 Fortitude saving throw to negate the staggered condition.
Intense Spells (Su) Whenever you cast an evocation spell that deals hit point damage, add +1 to the damage. This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell.
No Racial Subtype You have chosen no racial subtype.
School Understanding You can select one arcane school from any of the schools available to a character with the arcane school wizard class feature, but do not have to select any opposition schools. You gain one ability of that school as though you were a 1st level wizard, using your Charisma modifier in place of your Intelligence modifier for this ability. The ability must be one gained at 1st level and is limited in its use to 6 times per day. As a swift action, you can expend one point from your arcane reservoir to bolster your understanding, allowing you to treat your arcanist level as your wizard level for these abilities for 3 rounds. During this time you also gain use of the other ability gained at 1st level for your selected school. You do not gain any other abilities when using this exploit in this way, such as those gained at 8th level. If you already have an arcane school (or gain one later), taking this exploit instead allows your arcanist levels to stack with the levels of the class that granted the arcane school when determining the powers and abilities of your arcane school.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Tundra Child (Tundra or Cold Regions) You were born and raised in the cold wastes of the far north or far south, and are accustomed to low temperatures. You gain a +4 trait bonus on saving throws made to resist the effects of being in cold conditions and a +1 trait bonus on saving throws against cold effects.
Water-Touched You share an affinity with elemental water. You gain DR 1/- against creatures and attacks with the water type.
Weapon and Armor Proficiency Arcanists are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with an arcanist's gestures, which can cause her spells with somatic components to fail
Xaimum Mafire wrote:
Good one. I had not heard of the toxophilite archetype before.
j b 200 wrote:
You are probably thinking of the spell bowstaff. I don't think there is a feat.
Multi-Billionaire. Which, at least in the superhero world, is apparently the best super power ever. (Green Arrow, Batman, Tony Stark, etc.) It makes you wonder why Bill Gates is not out fighting crime.
Mike Shel wrote:
When they show up to collect the reward, he'll be brought before a magistrate. The magistrate will then sentence him to 100 hours of community service in the form of clearing and tagging Hunclay's tower.
Despite my best efforts as Lady Devy, the players insisted on going straight to Hunclay's tower. I had Deputies Hodde and Mulle show up and try to persuade them they did not have the authority to enter until they heard back from the next of kin.
All characters reluctantly agreed to leave except for one half-orc fighter that refused to go. The deputies then started questioning him about his motives. He became belligerent and I had the deputies say he was under arrest for trespassing. The player then chose to run off "into the woods somewhere outside of town."
I decided that by coincidence he ran to the flooded quarry right into the kobold guards at area B1. The rest of the party told the deputies they would track down fighter and arrived just in time to help in the battle.
Now they are all outside the kobold caves anyway. Problem solved.
What I do is succeeding on a natural 1 means you "succeed with a problem." For example, yes, you Bluff the guard into thinking you are a fellow guard, but then he launches into a loud and annoying tirade about how you are out of uniform and late for your shift.
Rolling a natural 20 and still failing means you failed but got some kind of lucky break. For example, you fail the Acrobatics check to jump to the other rooftop but fortunately land on top of a passing wagon full of hay that just so happens to be headed to where you wanted to go anyway.
All of these are online here.
Shadow Caller Spiritualist gets Shadow Jump too, which is how this came up again.