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Yes, James has said that the Orange Ioun Stone and Magical Knack don't stack. However, IF your GM uses the guild rules with eclectic training and esoteric training from inner sea magic... you could go Wizard 6 / Cleric 4 with your +3 class going Cleric and your +1 class going Wizard giving you double 9s in both. I've got a lvl 3 Cleric that I'm seriously considering going into MT with, just to get the practical knowledge of it's ins and outs to write an effective guide. And if your GM won't allow guild rules, it will be a pretty hard climb. P.S.: Don't forget to focus on spells without a somatic component so that you aren't failing 30% of the time:
Wicked K Games wrote: Go here and set the somatic line to 0. This will give you a list of the 78 no-somatic spells... Cheers!
And boom goes the dynamite!
There are basically three questions…four actually:
1) Nope. It's tied to character level 1. The flavor is that you've had this ability in your past lives, and if you don't have it at 1st level, you just don't have it. 2. If the answer is it only applies at *character* level one, and not *class* level one, what about multi-class Samsarans? If I am building an Arcane Trickster or Eldritch Knight, and I take the melee class first and the caster class later, does that mean I am just out of luck? This does not seem fair, since it would require Samsaran characters to take an inoptimal, squishy approach to their builds. Traits like Magical Knack only kick in after multi-classing, or things like the Fertile Soil Oread trait don’t have any connection to character level, and that seems to work just fine. 2) If you're planning on multiclassing and want to use this ability, make sure you take your spellcasting class at 1st level unless you have a generous GM. 3. Does the ability only allow you to take spells from ONE other class? AKA if you are a Cleric, and you take a Paladin spell, you can *only* take Paladin spells. RAW this does not seem to be the case to me, I would say the only restriction is the Arcane/Divine limitation, and total # of bonus spells; which list it comes from seems superfluous. 3) Just one other class. Again... unless you have a generous GM. 4. And finally, does this allow you take early entry into spells by taking something like Haste as a 2nd level spell, since Summoners get it at that point. I do not believe so, since it does say ‘another spellcasting class list’ which would seem to me you can’t take something that is on your own list; but it comes up frequently, so I may as well ask. 4) It would indeed let you do that, but the spell still functions as a lower level spell, which can have some bad side effects. (As another side note... summoner spell lists are kinda messed up and I've been kinda silently hoping they'd get errataed for a long time now, but that ship's mostly sailed, it seems...) Not the answers I'd hoped for, but definitely the answers I foresaw.
James Jacobs wrote:
Not the answers I'd hoped for, but they answers I foresaw coming. Thank you for clarifying!
Mr. Jacobs,
Mystic Past Life: You can add spells from another spellcasting class to the spell list of your current spellcasting class. You add a number of spells equal to 1 + your spellcasting class's key ability score bonus (Wisdom for clerics, and so on). The spells must be the same type (arcane or divine) as the spellcasting class you're adding them to. For example, you could add divine power to your druid class spell list, but not to your wizard class spell list because divine power is a divine spell. These spells do not have to be spells you can cast as a 1st-level character. The number of spells granted by this ability is set at 1st level. Changes to your ability score do not change the number of spells gained. There are basically three questions…four actually:
2. If the answer is it only applies at *character* level one, and not *class* level one, what about multi-class Samsarans? If I am building an Arcane Trickster or Eldritch Knight, and I take the melee class first and the caster class later, does that mean I am just out of luck? This does not seem fair, since it would require Samsaran characters to take an inoptimal, squishy approach to their builds. Traits like Magical Knack only kick in after multi-classing, or things like the Fertile Soil Oread trait don’t have any connection to character level, and that seems to work just fine. 3. Does the ability only allow you to take spells from ONE other class? AKA if you are a Cleric, and you take a Paladin spell, you can *only* take Paladin spells. RAW this does not seem to be the case to me, I would say the only restriction is the Arcane/Divine limitation, and total # of bonus spells; which list it comes from seems superfluous. 4. And finally, does this allow you take early entry into spells by taking something like Haste as a 2nd level spell, since Summoners get it at that point. I do not believe so, since it does say ‘another spellcasting class list’ which would seem to me you can’t take something that is on your own list; but it comes up frequently, so I may as well ask. I would say I don’t think it is going to be game-breaking either way, since even someone who built their character around taking a level of Wiz/Cleric/Bard to get bonus spells based on their INT/WIS/CHR would still only be looking at about a total of 6-12 extra spells with no extra spells slots, no improved action economy, and still be extremely MAD. Not to mention they couldn’t get to level 9 casting in all 3, or even 2 of those classes, so the overall balance would be maintained. At any rate, I hope you can help clarify these questions. Thank you.
Azaelas Fayth wrote:
I put it here because I'm looking for a rules adjudication, not build advice. But you're right, it probably won't be a big deal until Samsarans enter PFS...but I'm going to ask the question on the 'Ask James' thread. If he replies, I'll come back and post it here.
Azaelas Fayth wrote:
+1 But I do appreciate all the points of view, and you all make very compelling arguments; the fact that it's easy to argue either position or interpretation makes an official ruling even more important.
wraithstrike wrote:
Right, the *number* of spells would be set, based on your primary casting stat, I am not arguing that point. But it even says: "These spells do not have to be spells you can cast as a 1st-level character.", which means it is allowing for future use beyond what you can do at level one. At any rate, I hope someone on Paizo Olympus sees this and can render an authoritative judgement. I fully expect they'll rule that it only applies to one class but hopefully they allow multi-classed characters to do it. Traits like Magical Knack don't come into play until after you multiclass, so I don't see this being any different. Obviously I stand by my interpretation of it being possible with more than one class as valid both RAW and RAI. It even fits with the fluff of several past lifetimes as an adventurer.
Azaelas Fayth wrote:
It does seem that inserting "First character level" or "First class level" would pretty much knock it out. If it's first character level, Rumpin is right and you can only take it once; if it's class level, then we are right and you theoretically could do it 3 times (for int, wis, and chr as you pointed out).
Azaelas Fayth wrote:
Mebbe. I see the Doctor a lot like Gandalf. If you think about it, Gandalf really cast very few spells; hell he beat the Balrog to death with a sword. But it was his knowledge and longevity that really made him powerful. Always being one step ahead, with one foot into the next world, as it were. Same with the Doctor; he was waist deep in the Time war, and he was the last man standing for a reason.But since there are no sonic screwdrivers in Pathfinder, a fireball may have to do, lol.
RumpinRufus wrote:
Except: When you take your first level of the second class, you are in fact first level. Hence the debate. If it said first *character* level, or first hit die, or even first *class* level, it would be a non-issue.But it doesn't...so it is very much debatable. I'd like to reiterate, though, we are talking about a total of 6-10 extra spells known, with no increase in spell slots or action economy, so it's not exactly game breaking either way (though I suppose Mystic Theurge abilities muddy that somewhat).
RumpinRufus wrote:
Oh, I don't agree at all. Like take this example from the Oread race entry:"Fertile Soil Oread sorcerers with the verdant bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Oread clerics with the Plant domain use their domain powers and spells at +1 caster level. This racial trait replaces earth affinity." There is no reason to say a character that started as a level 1 monk for instance, and then picked up a level of Cleric would't get the benefit of that racial trait. Doesn't say it RAW and I personally don't think RAI. Taking it multiple times for one class wouldn't work because it's still the same base stat. But as Azaelas said, I think it *would* work for Int / Wis /Chr separately.
Well I'm going to give it a shot, lol.
Seems to me the keys to doing it are a large toolbox of skills, spells, and abilities, and a GM that can accept out of the box thinking. Like the kind that rewards XP for trapping, outsmarting, or plain ol' avoiding fights, rather than just laying waste to things. Still, pending if we ever get an official word on this (and I'd really appreciate it if you marked the OP as a faq candidate), combined with Esoteric Training it really would make a Mystic Theurge manageable. It would still be a long climb, and rightly so for the same of game balance. but if you made it to the end of the road you'd have quite a character to show for all your trouble. Mix in a few mythic tiers and you just might be an actual Timelord, lol.
I wouldn't necessarily deny a player who wanted to do that, since they'd suffer from a MAD character who was behind the power curve. But if it made them enjoy the game more, why the hell not, lol. My character concept is basically Doctor Who. A Samsaran Cleric with the War/Tactics and Travel/Exploration (sub) Domains, and a Wizard specializing in Divination. Multi-Class into Mystic Theurge, join a guild and ultimately end up with Double 9 casting thanks to Esoteric Training. I'm in the process of working it out with the DM, but I am not going to tell the party members who and what I am; I'll just have all these random skills and spells that shouldn't be possible, but it is, RAW. The character won't be a game breaking powerhouse, since the Doctor's number one weapon is his mind. But being able to cast a simultaneous Wish and Miracle at lvl 20 due to the MT cap stone is definitely the 'I win' button, ;)
While I freely admit my mind is clouded by my own power gaming, even if I was DMing I'd interpret the rule as follows:
I personally wouldn't limit it to just one spell list; they still will only get 5 extra arcane or divine spells known, and no increase in spell per day/level. Doesn't seem that game breaking to me. *Edit: I wouldn't allow it as a loophole to get early entry into spells, though; since it clearly says 'from another spell list'; aka things you can't cast at all. Especially since you still have to deal with the slowed spell progression drawbacks of multiclassing in the first place. So not only does it not imbalance things, IMHO, but it fits the flavor of a character who's supposedly had countless lives and experiences in times past.
I would argue any class with a spell list, yes.
Although what you said speaks to my point: I am arguing that a hypothetical Samsaran Bard/Cleric *could* take arcane spells based on their Chr (Bards cast by Charisma, right) and Cleric spells based on their wisdom. If you think about it, this might not end up being that overly powerful without them being very MAD. I am planning a Samsaran Mystic Theurge for our mythic playtest, and the outcome of this obviously will have a big impact on what the character can and and can't do.
Well I know how *I'd* rule it, but I'm playing in this campaign and not GMing it. That's why I want as official a ruling as possible to be armed with going forward. But I'd say the player in question needs to decide the spells before they take the class. Personally I'm pretty OCD when it comes to character planning, so I know from the beginning what I'm going to do for all 20 levels; but if I had a player who rolled a Samsaran melee type (for what? LOL) and then decided to add a primary caster, I'd have then pick the spells right then; since it's still their first caster level. So a 10 Samsaran Bard who wanted to add a level of Cleric would pick all their cleric spells then, but they couldn't cast them till they were the appropriate level, of course.
I apologize if this has been asked elsewhere, but I can't seem to locate it: Does the Mystic Past Life ability work for multiple classes? RAW it would seem to me that it does. d20pfsrd wrote:
It says all this happens at level 1; so it seems to me a Samsaran Wizard/Cleric would get to add both Divine and Arcane spells, based on their lvl 1 stats, probably at character creation. I see a lot of debate as to whether or not you can only take spells from 1 other class or multiples; has this ability been officially errata'd anywhere? Thanks!
In case you missed it (or I missed it when someone put it here) the playtest officially begins next Tuesday the 14th.
James Jacobs wrote:
It almost seems like the best way to test these rules is to roll up a base character at 10 and that same character at 15. Then take each with 2, 5, and 10 mythic tiers and play out some fights. See where your 6 variations shine, and where they get steamrolled. Optionally, you can then bump yourself to 20 with 10 tiers and proceed to bring order to (aka terrorize) the local kingdoms.
Thank you for keeping us in the loop.
Zaister wrote:
Having to wait 2 more weeks, and consequently having to rearrange my group's campaign and scheduled game time again, since we've been already been waiting for almost a month. I'll live, and I'm sure the playtest will be great when it gets here. It's just a drag, is all.
Hama wrote: The playtest is done...now they just need to edit it and make it look pretty. They care about us <sniff> Am I the only one who read this as the playtest is done, aka finished and I missed it? Because I think I threw up in my mouth a little bit. aaaaaaaaaaaaaaaaaaaaaand then I read Jason's post and threw up a lot. BTW Mythic is not post 20 rules; by all accounts you can start at lvl 1.
lowew wrote:
Good on you, mate.
I noticed this bit in there while talking about the Aegis Inquisitor:
I assume that is a copy/paste mistake from something about Sorcerors? P.S.: If you cover PrCs, I'd be interested in your take on the Gray Gardner class.
IF your GM uses the guild rules with eclectic training and esoteric training from inner sea magic... you could go Oracle 5 / Sorcerer 5 with your +3 class going Oracle and your +1 class going Sorcerer giving you 9th level Oracle spells / 8th lvl Sorcerer spells at 20...or vice versa. Cleric 6 / Wizard 4 would give you double 9s in both. I've got a lvl 3 Cleric that I'm seriously considering going into MT with, just to get the practical knowledge of it's ins and outs to write an effective guide. But yeah, Sorcerer / Oracle MT takes an already difficult build and makes it even harder. And if your GM won't allow guild rules, it's a full blown exercise in futility. P.S.: Don't forget to focus on spells without a somatic component so that you aren't failing 30% of the time:
Wicked K Games wrote: Go here and set the somatic line to 0. This will give you a list of the 78 no-somatic spells... Cheers!
Newp.
If he wanted to fight with a magic pixie wand that he inherited from a long lost grandmother, or play a gunslinger named 'sarcastro' who relied exclusively on harsh language, it should be good game. As long as it doesn't break the game, it's legit.
Have you seen this guide to the EK? It might help give you some direction, and insights into the pros and cons of each build.
Well, since no one has said this (since perhaps it's too obvious) Battle Oracle with the Lame curse pretty much sells itself from an effectiveness standpoint. I've been looking around for a good TWF Barb build, but the consensus seems to be between Barbs being a bit feat starved, and basically built for 2hw fighting it just makes more sense to do instead of TWF. I recently stumbled across this Rage Prophet Build that looks pretty good, but I haven't played it myself.
IF your GM uses the guild rules with eclectic training and esoteric training from inner sea magic... you could go Magus 6 / Cleric 14 with your +3 class going cleric and your +1 class going Magus giving you 9th level Cleric spells at 20 I'm in the same boat in my current campaign to tank and heal, but I love melee fighting and arcane spells. I am interested to see how this thread pans out, since I'd like to play a Magus but it seems like you'll be too far behind the power curve to be good at either melee or healing. Personally I am leaning towards pure cleric going into Grey Gardner at lvl 9. Bane (Double Bane, in my case) with constant sneak attacks due to Gang Up and the other rogue in my party *should* equal things getting ripped up pretty nicely. I'm taking the War/Tactics sub domain so nearly full cleric buffs with a rotating choice of combat feats should be a lot of fun. I'm only lvl 3 right now; but so far, so good.
Yes, but the Animal Domain gives you a pet at -3 levels, so I suppose you could afford to take a 1 level dip without shooting yourself in the foot.
So if you plan on multi-classing, or going into a PrC, Animal/Feather might not be the best choice.
I apologize if this has already been covered (although I didn't see it in the thread): but what about Bane from two sources?
The PrC specifically says that sneak attack levels stack, but it doesn't say that about Bane Weapon. Of course, it doesn't say they *don't* stack, either. ;)
Odraude wrote: Flavor suggestion Impressive, most impressive. I think this will help me pull off the other build I was proposing in the other thread.It could also be used to pull off the 'fighter/mage/thief' build people were talking about with a dip or two as well. It won't be flawless, and still a bit MAD...but effective, nonetheless. I didn't start this thread, but it solved a problem I've been grappling with for a LONG time...thanks.
Merkatz wrote:
Now THIS looks promising...time to check the ol' SRD hehe.
Dave the DM wrote:
calagnar wrote:
Well, you skipped the most important part: the guild rules allowing for double 9's. A long climb, but you WOULD get there. Edit: And Witchs can't cast magic missile or fireball; call me old fashioned, but you're not a real arcane caster without those two spells.
Ughbash wrote: Finally IF your GM uses eclectic training and esoteric training from innser sea magic... Go with wizard 6/cleric 4/MT 10 with your +3 class going cleric and your +1 class going wizard giving you 9th level spells in each (at 20). This has me greatly intrigued. So much so that I asked the DM if guild rules are available in our campaign. With the impending mythic rules playtest, we'll be doing great deeds anyway; may as well be earning street cred with muggles and gods alike.It will still be a hard climb, but a lvl 6 wizard / 4 cleric / 10 MT / 10+ Mythic tiers would probably be a pretty terrible force to behold.
The Rot Grub wrote:
Let 'em live...unless they have it coming. In general, I only kill PCs who have brought it upon themselves through negligence or arrogance, and if it's a TPK I try to leave at least one survivor. If a single party member lives, the campaign lives.Although in point of fact, I am running a campaign tonight that I don't expect everyone to live through, but it's the final battle with a BBEG 6 months in the making...no victory without sacrifice.
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