Green Knight (paladin)
Gralton Infiltrator (alchemist)
Thief-taker (rogue)
Water Snake (ranger)
Outsea Delver (alchemist)
Huckster (alchemist)
Red Adder Magus (magus)
Forecaster (alchemist)
I uh, I may have felt that the alchemists held some of the strongest, if not the strongest. The others were either super-solid, like the Green Knight and Water Snake, or had some delicious flavor to balance out the flaws, like Thief-taker.
And as a specialist, one or more of your 2 free spells per wizard level has to be from your specialization school (that is, the "general" school, not the sub one)
Can you cite this? I see nothing in "Arcane School" or "Spellbooks"
Because it's not in either of those sections. I don't have my core at work with me, but the on the PFSRD under Spells:
Spells Gained at a New Level: Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast. If he has chosen to specialize in a school of magic, one of the two free spells must be from his specialty school.
You are correct in that there are no concentration rules for non-casters in Pathfinder. One of the devs gives his blessing for a couple various methods here.
It's to allow the use of whichever feat you don't normally have the energy type to be able to use (Command requiring negative energy, Turn requiring positive). Like the description for the feat says:
Quote:
This feat only applies to necromancers, neutral clerics who worship neutral deities, or neutral clerics who do not worship a deity -- characters who have the channel energy class ability and have to make a choice to channel positive or negative energy at 1st level.
This includes necromancers as having to choose the energy type they want to channel, which excludes them from choosing one of the feats to start with.
Note: You could take both Versatile Channeling and either Command or Turn (whichever you didn't take for necromancer) as a 1st-level human necromancer, but it probably wouldn't do any good 'til level 3 or so.
First, this probably belongs in the homebrew forum. They could probably help with classcraft a little more.
That being said, it's an interesting idea. And that being said, are you looking just to create something nifty or are you looking to find something to get rid of mount dependency and such in an actual game?
Unfortunately, sneak attack stacking doesn't work quite like that.
Quote:
At 1st level, a vivisectionist gains the sneak attack ability as a rogue of the same level.
This plus the examples given means a rogue 9/vivisectionist 1 will be treated as a 10th level rogue for purposes of sneak attack.
As for adding assassin levels, those just get added on top of what's there. So in the end, a rogue 9/vivisectionist 1/assassin 10 will end up with an 11d6 sneak attack.
It seems that the amount of undead you can control through Animate Dead does is not affected by the feat by RAW. Probably RAI though.
Indeed, it's not affected; I doubt it's RAI mainly because desecrate is available to crank up the amount one can create to match the control limit.
Synthesist7 wrote:
Undead Master is a strange feat. Per RAW, it would not help with the Animate Dead spell at all, since the feat doesn't increase your caster level, it says you are considered four "levels" higher. My question is, 4 levels of what?
In our group we ruled that it affected your ability to raise and control undead as if you were 4 levels higher in the cleric class, and also affected Caster Level when casting Animate dead.
It's 4 levels higher in whatever class you're using to cast the spell.
TL;DR: It's essentially +8 to the total number of HD you can create when casting animate undead and +4 to the number of HD you can control when using Command Undead.
Sorry to necro this thread, though somewhat appropriate, but I don't feel that my question was sufficiently answered.
The direct question is, does undead master raise your control limit (4x caster level) for the animate dead spell?. I am finding the wording ambiguous.
Note the wording:
Quote:
...you are considered to be four levels higher when determining the number of Hit Dice you animate.
It does not raise the limit of total HD you can control. For animate undead, it's just an increase to the number you can create when you cast the spell; a +8 to the number of HD you can animate at once is pretty beefy.
And for Command Undead:
Quote:
You can control any number of undead, so long as their total Hit Dice do not exceed your cleric level.
So that means you can control your cleric level + 4 in HD.
This is definitely something I'd consider having on a character, and especially a superstition/witch hunter/spell sundery-type of barbarian, both effect and theme-wise. Heck, even the wizard going "Hey, I'm awesome in the line of fire, too!" would be pretty cool.
This is probably my favorite out of the Top 32. Evocative imagery (seriously, it's pretty awesome), use of wordspell mechanics (which I've been meddling with lately), and both of those in connection to Nethys, who's a personal favorite of mine as Golarion deities go.
I'm looking forward to your next round submission; keep up the good work!