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doc the grey wrote:
I think this is what I am most excited to see ;)
God's I hope they have Werner do some of them....especially the Halfling and Dwarf...he's the only one who can do good Halflings and Dwarves...
Historically...witches where first female spirits (much like Pathfinder Hags), the term was later applied to mortals practicing "witchcraft" which was seen as specifically magic that was harmful to the community...and the accusation was most often leveled at women, although later men where also accused with greater frequency.
The terms Sorcerer, Warlock, Wizard, etc....generally didn't carry the "specific" meaning of doing harm to the community.....at least until Christianity rose to dominance.
The whole "Warlock means oath breaker" is a modern idea....and does not appear anywhere in Scots or Germanic lore prior to the modern age.
As far as "in game" goes, we try to avoid using class labels for our characters....
A Shoanti may refer to a female Wizard as a Sorceress, Witch, or whatever...based on their personal perception of what she is like.
I think the only class that we tend to heavily label is the divine classes, which are almost all referred to as "priest or priestess".
We actively discourage characters from identifying themselves as Rogue, Fighter, etc...etc...
In light of the removal of the full BA from Sacred weapon....I'm really hoping they DON'T get a unique spell list...unless it's to add Paladine only spells to their spell list.
Leave the restricted spell list to the inquisitor....
clff rice wrote:
Here ya go.....I have not worked on it for almost two years....so it probably needs some cleaning up....do with it as you will :)
Constitution Dependent: A spellfire wielder uses Constitution instead of Charisma when determining the highest level of spells she can cast, her spell and ability save DCs, and any effects of her revelations normally determined by Charisma.
Spellfire Bolt (Su): You can savage foes with bolts of raw magical energy. As a standard action, you can sacrifice an unused spell slot of 1st level or higher and transform it into a ray, targeting any foe within 30 feet as a ranged touch attack. You deal 2d6 points of force damage, plus an additional 1d6 points of damage for every level of the spell slot you sacrificed.
Spell absorption (Ex): When you’re targeted by or inside the area of effect of a spell or spell-like ability that allows spell resistance, you gain SR equal to 5 + your oracle level.
A spellfire weilder can choose from the following revelations.
Crown of fire (su): By expending 8 spell levels per round (swift action), a chaneler can manifest the crown of fire, which appears as a halo of spellfire around her and provides light as a daylight spell (bright light in a 60 ft radius, and dim light for an additional 60 feet). The crown of fire gives her damage reduction 10/magic and automatically destroys all non magical weapons that strike her (after inflicting damage, if any). The crown of fire grants the channeler spell resistance 32 (as the spell resistance spell). Maintaining the crown of fire requires spending 10 spellfire energy levels each round, which can be done as a swift action. The crown of fire, does not interfere with the channelers actions, including using other spellfire abilities.
I'm not talking about any of the PrC abilities....
Looking back over the abilities "Burly" and "Brutality"....it looks like they more or less intended those abilities to treat your strength as higher than it's actual score for everything but attack bonus...
Maybe I didn't get it at the time....will have to crunch some more numbers before I give up on the idea....
After looking over my build....I remember why I ended up putting the idea aside....
The Greater and Grand mutagen discoveries are available so late in the build....I just couldn't get the characters alternate form up to snuff..
I had REALLY wanted to do a skinny twig of an Alchemist, that turns into a hulking brute in his alternate form....but Greater Mutagen is not available till 13th level....and Grand Mutagen is not available till 16th level....so I gave up on the idea....
Don't suppose anything that would allow those discoveries at lower levels has popped up ???
I VERY much like the class, and even have a Beastmorph/Master Chymist all plotted out (although I have not had the opportunity to play him as of yet).
The only thing that bothered me a bit about the class is how they handles
Haven't really looked at my build for a while...I should probably pull it out and see if/how any of the newer feats and such fit into my build :)
Don't know how close to the books your trying for ?
But what I would do is more like...
A bloodline doesn't give you enough leeway to work with...go archytype.
Make the class Constitution dependent, like the Scarred Witch
1st level ability: SR 11+HD, and any effect that does not get past the SR is absorbed and replaces an equal level spell slot.
Later in progression include options for burst effects and such when firing the arcane blast...probably replacing existing Sorcerer bloodline abilities....and eventually build up to the big "crown of fire" type effect....
I did a version of the Spellfire weilder...but actually made it an Oracle Mystery....works out rather well.
Just my two cents :)
I'm toying with an idea to simulate the Fleshwarper PrC from Lords of Madness....and it occurred to me that using Alchemist might make a better fit.
This just jumped into my noggin....so I have not had a chance to run it all the way through....
But what I'm thinking is basing it off of replacing discoveries with the ability to apply a graft, like some of the discoveries that already exist (vestigial arm)but I would need to generate more options....
What do people think ???
Good direction to explore ?
I have been trying to get our group a little bit more comfortable with using combat maneuvers in game...
One of the issues seems to be the idea of taking an attack of opportunity...which then led to a big discussion, and obvious confusion as to how this all plays out....
So you attempt your CM....roll your CMB vs their CMD...
Can anyone talk me through the process ?
I had a character concept for our WotR AP, that I'm finding hard to pin down....so I though I would get some adivice from the good folk on the forums.
The character is supposed to be a member of what remains of the "wardens" of the Threshold...where spellcasters that where seen as a threat to Sarkorian culture where imprisioned.
What class to go is where I'm having the most problem....
I have considered an Inquisitor...with as "druidy" a feel as I can create.
If you where looking at something like this....how would you go ???
Gotta say I would rule this way as well.
Idea hit me after watching the "future" sentinels in the new X-men movie.
Goes from being a standard Andriod, to being covered in shifting plates of fine scale mail and adapting to any threat :)
It's not about entry into the class, I just prefer to have some spellcasting ability...I get bored with straight melee characters ;)
Didn't mean eeeww as in "GROSS"....probably should have put "ooohh" as in, I hadn't thought of that.
Near as I can tell...they would stack.
EEWWW....hadn't considered Warpriest yet....
I was looking at Inquisitor, because one of the judgements can increase his DR....and I would like to get that higher than 3.
So far have not found any mysteries or domains that will improve the DR.
I'm thinking of going Oread for race...ethnicity undefined mix of Osirion and Mwangi...really dark, almost jet black skin, and gold eye's.
I'm looking at building a Living Monolith, and had wanted to start with a casting class....but after looking over the Oracle Mysteries, (stone and metal in particular) none of the revelations really seem to tie in to the LM's abilities that well....
I'm in part influenced by an old Green Star Adept character from years ago, that I wanted to re-skin for Pathfinder....
I was wondering if Inquisitor would make a good option ?