
YoricksRequiem |

Spell stuff
Yeah the casting rules seem kind of weird/confusing. I personally went with the "Experimental new rules" thing, since that's what I saw someone using in the existing game.

Burnscar |
Yeah, those numbers where using the new experimental rules - they aren't exactly clear.
Edit: The characters in the other game pays the 'upkeep' at every level, not every time they gain a new spell level. I think that solves that issue.
Although @Yoricksrequiem, I looked at your favored soul thingy, and from what the DM said, I don't think you can use the cleric spell list without using cleric spell progression. I asked, he said this;
Burnscar wrote:You can buy first level extracts at level 1, so at 3rd level you will have 3 extracts per day. Then at character level 4 (the same as the alchemist base class) you have to you pay to keep progressing and to gain 2nd level extracts. That up to 6th level extract at character level 16(asumming you saved enough point to buy the spellcasting) or you can decide to stop at 4th level extract at character level 10. If you don't pay for the 5th level extract then your progression ends at character level 12 with 3 4th extract per day.DM. wrote:Burnscar wrote:Could you use a spell-list from a 9th caster on a 4thcaster?
I'm considering making a 4th caster alchemist, maybe.
Not sure If I'm understanding the question correctly, but you can buy the first 4th level of, let's say, wizard spellcasting and then stop paying more build points. That way your spellcasting progression will stop but you will have the points to buy something else.
I was thinking more like 'okay, I bought 4th level progression, but then instead of picking the Paladin, Bloodrager or Magus spell list, I'd pick the first four levels of the alchemist extract list, paying 4 at first level, and then 1 every level after that, as appropriate for a 4th caster'. Given the moderate confusion, and the fact that for 9th level casters, which spell list you choose determines spell per day progression, I'd lean towards the answer being 'no' myself, but you never know.

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Galahad0430 wrote:DO note that you can't take class features before the normal level that you would take it in the corresponding class. Swashbuckler weapon training have to wait to character level 5.Ok, here we go :)
** spoiler omitted **
Yep, just noticed where I misread about that, I will redo the character shortly.

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Sword Saint
1st level
Full BAB +6
Good Fort +0
d8 hit dice +1
4+INT +1
Armor Prof. (medium) +2
Weap Prof: Majority Simple +1
Bonus feat +2
Swashbuckler's Finesse +3
9 pts saved
Weapon proficiencies:
dagger(S), club(S), shortspear(S), spear(S), lt crossbow(S), hvy crossbow(S), dart(S), lt mace(S), hvy mace(S), rapier(M), shortsword(M), longsword(M), scimitar(M), longbow(M), Aldori dueling sword(E).
Class skills:
Acrobatics
Bluff
Climb
Craft
Intimidate
Knowledge (Dungeoneering)
Knowledge (Local)
Knowledge (Nature)
Perception
Profession
Ride
Sense Motive
Sleight of Hand
Stealth
Survival
Swim
2nd level
Bonus feat +2
Bravery +1
Uncanny Dodge +3
8 points saved
3rd level
Aura of Cowardice +1
Bonus feat +2
Defensive Parry +3
Nimble +1
6 points saved

DM. |

Yeah, those numbers where using the new experimental rules - they aren't exactly clear.
Edit: The characters in the other game pays the 'upkeep' at every level, not every time they gain a new spell level. I think that solves that issue.
Ah, my bad. I forgot about those since the only spellcaster I've build with the system used the rules that are on [ooc].
You guys can choose which of the both spellcasting rules to use.

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Devon Pratt
Human Sword Saint 3
NG Medium humanoid (human)
Init +4; Senses Perception +7
Aura Aura of Cowardice 10'
--------------------
Defense
--------------------
AC 22, touch 16, flat-footed 22 (+5 armor, +4 Dex, +1 shield, +1 defl, +1 dodge)
hp 24 (3d8+6)
Fort +5, Ref +6, Will +3 (+1 vs. fear)
Defensive Abilities defensive parry, nimble, uncanny dodge
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk aldori dueling sword +10 (1d8+4/19-20)
--------------------
Statistics
--------------------
Str 13, Dex 18, Con 12, Int 15, Wis 12, Cha 7
Base Atk +3; CMB +4; CMD 19
Feats Crane Style, Hurtful, Improved Unarmed Strike, Power Attack, Slashing Grace[ACG], Weapon Focus (aldori dueling sword)
Traits bruising intellect, sword scion
Skills Acrobatics +10, Climb +7, Diplomacy -2, Intimidate +8, Knowledge (nobility) +5, Perception +7, Sense Motive +7, Swim +7
Languages Common, Dwarven, Orc
SQ swashbuckler finesse
Other Gear +1 mithral chain shirt, mwk buckler, mwk aldori dueling sword[ISWG], 425 gp
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Special Abilities
--------------------
Aura of Cowardice (Su) A sword saint radiates a palpably daunting aura that causes all enemies within 10 feet to take a –4 penalty on saving throws against fear effects. Creatures that are normally immune to fear lose that immunity while within 10 feet of a sword saint with this ability. This ability functions only while the sword saint remains conscious, not if he is unconscious or dead.
Bravery (Ex) Starting at 2nd level, a sword saint gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.
Crane Style Fight defensive pen reduced to -2. When in style, dodge bonus increases by 1.
Defensive Parry +1 (Ex) +1 bonus to AC against melee attacks after making a full attack.
Hurtful When you successfully demoralize an opponent within your melee reach with an Intimidate check, you can make a single melee attack against that creature as a swift action. If your attack fails to damage the target, its shaken condition from being demoralized immediately ends.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Nimble (Ex) At 3rd level, a sword saint gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the sword saint to lose his Dexterity bonus to AC also causes him to lose this dodge bonus. This bonus increases by 1 for every 4 levels beyond 1st (to a maximum of +5 at 19th level). This ability counts as the Dodge feat for prerequisites.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Slashing Grace (Aldori dueling sword) Treat chosen weapon as 1-handed piercing weapon and can add Dex instead of Str to dmg.
Swashbuckler Finesse (Ex) At 1st level, a sword saint gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and he can use his Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites.
Uncanny Dodge (Ex) At 2nd level, a sword saint gains the ability to react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to armor class if immobilized. A sword saint with this ability can still lose his Dexterity bonus to armor class if an opponent successfully uses the feint action against him.

DM. |

Burnscar wrote:Spell stuffYeah the casting rules seem kind of weird/confusing. I personally went with the "Experimental new rules" thing, since that's what I saw someone using in the existing game.
Can you give a list of the build progression level by level (at least up to level 3) like the others have been doing?. it would make things easier for me.

DM. |

Although @Yoricksrequiem, I looked at your favored soul thingy, and from what the DM said, I don't think you can use the cleric spell list without using cleric spell progression. I asked, he said this;
Indeed.
Though if you are only interested in the, let's say, first 3 level of cleric spellcasting you can stop paying build point after that and the spellcasting progression will stop.
Or (using the second of the sets of spellcasting rules), you can pay to keep progression at spellcasting at every other level instead of every level. That way you would save point but the spellcasting and the caster level would be delayed.
Sorry for the confusions, I remember it being easier, but I guess that is because somebody was explaining it to me step by step.

DM. |

Does all spell lists cost the same? Shamans, Druids and oracles clearly get a lot more in addition to their spell casting than for example wizards or sorcerers.
yes, Divine spellcasting cost the same as Arcane.
True that arcane tend to be more powerful but
(a) the rules are already complicated, no need to complicated them more.
and
(b) You can use divine spellcasting in full armor while to use armor with arcane you need bards or magus progression.

Sundakan |

The two rulesets are very different. The original rules should function like I said, unless I deleted some key text somewhere when fiddling around with the buy in since I've changed that so many times. If I did, and anyone cares, I can access Google Docs when I get home and see what's up.
The new rules were designed specifically to highly reduce per level bookkeeping.

Burnscar |
The metagame is also a little different. And 6thcasters can save quite a lot of points, using the old system. Enough so that I might recommend that the creators reduce the 'upkeep' of 6thcasting to only 2 points per level, after paying the initial 5 points.
Old/New
4thcasters: 20/22
6thcasters: 42/62
9thcasters: 90/81
You want to be saving more points up for the incremental ones using the old system, especially when it comes to fullcasters.
That said, I seem to have decided on a progression.
Warpriest
1st(-4): Full BAB(6), D8 HD(1), Customsimple Proficiency: Club, Light & Heavy Mace, Heavy & Light Crossbow, Unarmed, Gauntlet, Dagger, Warhammer, Light Hammer, Flail & Heavy Flail, Greatclub, Morningstar, Heavy Shield(1), Cleric Casting(5), Heavy Amor(3), Domains(5)
2nd(0): Upkeep(4)Spell Combat(5)
3rd(-1): Upkeep(4), None(0), although Spellstrike happens here
4th(-2): Upkeep(4), None(0)
5th(0): Upkeep(4), Weaponmaster fighter archetype's Weapon Training(3)

Joshua9093 |
NG Medium Human / Humanoid (Human)
Init +2; Senses Perception +8
==DEFENSE==
AC 15, touch 14, flat-footed 13 (+1 armor, +2 dex, +2 monk bonus)
hp 24 (3d8+6)
Fort +6, Ref +7, Will +7
Defensive Abilities AC Bonus (PFCR 57)
==OFFENSE==
Spd 40 ft/x4
Melee Unarmed Strike +7 (1d6+3) 20/x2 CM +1
Melee Unarmed Strike +5/+5 (1d6+3) 20/x2 CM +1; [FoB]
Ranged Sling +5 (1d4+3) 20/x2
Special Attacks Flurry of Blows (PFCR 58)
==STATISTICS==
Str 16, Dex 14, Con 12, Int 8, Wis 14, Cha 14
BAB +3, CMB +6, CMD +20
Feats Extra Channel (PFCR 124-125), Extra Lay on Hands (PFCR 124), Fey Foundling (PFCaS: ISWG 286), Stunning Fist (PFCR 135), Weapon Focus (Unarmed Strike) (PFCR 136-137)
Skills Acrobatics +8 [Jump +12, Jump with running start +12], Climb +7, Diplomacy +6, Heal +6, Knowledge (engineering) +3, Knowledge (geography) +3, Knowledge (nature) +3, Perception +8, Stealth +6, Survival +8, Swim +7, Use Magic Device +6
SQ Cleric Channel Energy [7 / 2d6+1] (PFCR 40), Lay on Hands [5 / 1d6+1] (PFCR 61), Fast Movement (PFCR 58, 59)
SU Divine Grace (PFCR 61)
MC Monk Stunning Fist (PFCR 59)
Traits Blessed Touch (Faith) (PFCo: ChoPr), Magical Talent (Magic) (PFAPG 329)
Languages Common
==Magic==
Eq'd Magic Bracers of Armor +1
Simple Only = Free
No Armor = Free
d8 = 1
6 skills = 3
Full BAB = 6
3 Good Saves = 6
Channel Energy (Cleric Secondary) = 3
Monk Physical Suite (Primary) = 5
Class skills - Listed in stat block (all at least one rank)
Total: 24 spent, 1 reserve
Divine Grace (Paladin Secondary) = 3
Lay On Hands (Paladin Secondary) = 3
Total: 6 spent, no reserve
Monk Fast Movement(Secondary) = 3
Extra Feat - Extra Lay On Hands = 2
Total: 5 spent, no reserve
Class fluff and additional equipment to come. So far only Bracers of Armor +1, included in stat block.

Madcaster |

Grit/panache are separated 3 points ability from deeds. And each bundle of deeds have tbe bought separated. It's missing in the guide it seems, but Swashbuckler finesse is 3 point.
Here is an example
Great.
Free. Craft (Int), Profession (Wis)
1. Acrobatics (Dex)
2. Bluff (Cha)
3. Diplomacy(Cha)
4. Climb (Str)
5. Intimidate (Cha)
6. Knowledge (arcana) (Int)
7. Knowledge (dungeoneering) (Int)
8. Knowledge (planes) (Int)
9. Perception (Wis)
10. Sense Motive (Cha)
11. Sleight of Hand (Dex)
12. Stealth (Dex)
13. Swim (Str)
14. Use Magic Device (Cha)
1 lvl: 22/25
* Full BAB (6 points)
* 2 good saves (Fort, Ref) (3 points)
* d10 HD (3 points)
* 4+Int skills (1 point)
* Martial Weapon Proficiency (2 points)
* Light Armor Proficiency (1 point)
* Arcane Pool (3 points)
* Swashbuckler Finesse (3 points)
2 lvl: Ki Pool (3 points), Ninja Trick (Vanishing Trick) (2 points), Bonus Feat (EWP - Katana) (2 points), 29/30
3 lvl: Weapon Training (Weapon Master's - replaces Armor Training) (3 point), Black Blade (replaces 3rd lvl arcana and alters Arcane Pool) (2 points), 34/35
4 lvl: Ninja Trick (Smoke Bomb) (2 points), 36/40
5 lvl: Bane (3 points), Panache (3 points), Swashbuckler Deeds 1st (3 points), 45/45
Stats and fluff coming tomorrow.

Eleazar Wheelock |

Class Skills
1. Acrobatics
2. Bluff
3. Diplomacy
4. Intimidate
5. Knowledge(Arcana)
6. Knowledge(History)
7. Knowledge(Planes)
8. Knowledge(Religion)
9. Perception
10. Ride
11. Sense Motive
12. Sleight of Hand
13. Spellcraft
14. Use Magic Device
Weapon Proficiency
Blade Boot, Club, Dagger, Heavy Crossbow, Katana, Kukri, Kunai, Light Crossbow, Longbow, Morningstar, Rapier, Scimitar, Spring Blade, Sword Cane.
1st level
Full BAB (6/25)
d8 HD (7/25)
Weapon Proficiency Majority Simple (see above) (8/25)
Light Armor Proficiency (9/25)
Good saves, Reflex and Willpower (11/25)
Magus Spells, Spontaneous (16/25)
Warpriest Spells, Spontaneous (21/25)
Arcane Pool (24/25)
4 + Int Skills (25/25)
2nd Level
Spell Combat (30/30)
3rd Level
Black Blade (32/35)
Would Warpriest spellcasting give Cure / Inflict as a bonus spells?

Burnscar |
Would it be possible to purchase the Arcane School or Domain abilities at reduced cost if I ignore the bonus spells aspect of them?
Say, instead of a primary ability with the bonus spells, they might be considered secondary abilities? Some of them are really quite useful for martial characters who won't benefit from the bonus spells at all.

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I just noticed that several people keep buying the Fighter's weapon training ability at 3 points at 3rd level using the Weapon Master archetype. It replaces armor training, but it isn't a new ability, it is a Primary ability that you get early, so shouldn't it still cost 5 points? Otherwise that means you can get Fighter weapon training earlier and cheaper, that seems somewhat against the spirit of the rules.

Gareth Gudrum |

@ Gareth
-I don't know the expertise nor loremaster archetype
-snake bitter feint replace maneuver training, so a 3 point build cost.
- About Loremaster: it's actually Lore Warden, the Fighter archetype.
- About Feint: I confused with the monk maneuver training. I will adjust soon! My apologies.