healing, necromancy, the ability to wear armor, the addition of either all cure or all inflict spells to your spells known certain mysteries are quite potent,
bones make for good necromancers, decent damage dealers,
the elemental ones make for decent blasters, especially the flame one
lore oracle is famous for one level dips with paladin because it has a revalation that allows you to replace your dex with your cha for saves and AC
the above mentioned oracle of the heavens
there are other useful ones but keep this in mind
an oracle fits a different party niche than a sorcerer
Image Male Fuzzy Little Squirrel Wild Caller Summoner/Sorcerer
Yes. As a character.
Not so far combat wise.
Kinda to a lesser extent.
It just seems that Arcane classes have a lot better bonuses here. Both of them are getting new spells and that new thing you wrote up and I'm kinda just stuck here with severely limited spells, nothing decent I can use frequently a no martial ability to back up to when I run out of what I do have. :/
It's not that. I would just appreciate if this kind of stuff was given to the things you know aren't as good as the things you /are/ giving it to.
It's great that you're making new stuff and I'm sure it would be great if I had access to it, but you're making it exclusive to the classes you know are already better than the others....
I guess I'm just saying that I wish that the creativity and new things was going to even out the classes that you know aren't as good instead of making the already better classes even further ahead.
I don't know. I don't know the rules like you do. I don't know how changes and additions affect things. I /suck/ at this game.
Just forget I said anything.
I'm just going to keep trying to play this as best I can with what I have.
Now I feel like a child.
Perhaps you could at least consider writing new spells for divines to learn the normal way?
Or a balanced way for spontaneouseseses to learn new ones?
I don't know how you would, but I have confidence that you could work out a way to.
I was mostly just irritated that you made a bonus for a specific type of casting and then come here and blatantly say that they were already better before the new thing. :(
just my two cents here but after the first 2 or 3 levels I vastly prefer spontaneous casters
they can cast more spells per day and can cast them in any arrangement of their spells known,
you take a specialist wizard and a spontaneous caster who specializes in the same thing the "commonly prepared spells" of the prepared caster looks almost identical to the spells known of the spontaneous caster
This really isn't so much about spontaneous vs. prepared casters any more.
And what do you mean that get more spells per day? That's the entire point of prepared casting is that you get more.
...
no that's one of the two biggest things about spontaneous casters
they have a small number of spells known that they can use several times per day, they outlast the wizards and are usually either healers or blasters
You can just say yes.
I can understand that the system only supports being creative towards those.
I'm not saying that I don't find that annoying, but I can understand if that's how it is.
spontaneous casters also get new things.... you are level freaking one casters are quadratic, get over it, if you don't like it, play a barbarian, or a paladin or something like that, you can re-train here
are you even listening anymore
if you were human (or aasimar (sion of humanity) or half elf or half orc) the favored class option available to you would mean that after level 4 you'd start learning tons of new spells, I had a party complain that my oracle was broken because he had a spell for every occasion, I snagged every utility spell lower than my highest spell level, and still had my highest level for blast spells,
if dice rolling is allowed for stats, here are mine
as a note I prefer rolled stats. especially for multi attribute dependant characters
I for instance, need wisdom and charisma primarily, and secondarily I need dex and con
4d6 ⇒ (4, 3, 1, 4) = 12 11
4d6 ⇒ (2, 6, 6, 2) = 16 14
4d6 ⇒ (4, 3, 3, 1) = 11 10
4d6 ⇒ (1, 3, 2, 6) = 12 11
4d6 ⇒ (1, 5, 5, 1) = 12 11
4d6 ⇒ (4, 6, 1, 6) = 17 16
hmm so before modifiers that's
11 str
11 dex
11 con
10 int
14 wis
16 cha
decent, not bad
I've definitely had better
Racial languages-
Xenophobic
Druidic.
High int- common, elven, slyvan.
Size feat (finesse)
Defensive training (greater)
Lucky (lesser)
Fey damage resistance
Nimble faller
Fertile soil (also functions for fey bloodline)
Constant detect magic
Low-light vision
Change shape (lesser)- common fey can change general appearance at will to another member of their race. If you remain in a different form for a week, it shifts to your true form, becoming a permanent change. Fey are genderless until they make this change, deciding what they want to look like and be when they come of age. This ability is available at age 17 and 1/2, and remains available until age 20.
If they do not choose by then, they die within 5 years, and reincarnate as a fey animal, appearing in 1d4 weeks as a baby fey animal, usually given birth to by a normal animal.
Unpon death, all fey (standard) reincarnate, in the sense that thier souls are recycled into the newborns of each generation. If there are no currently dead fey, a fey can only have a child by offering the opportunity to become a fey to a sentient being, and converting it's soul through a special ritual.
Any fey created though this ritual have the "shards of the past" trait, and lose defensive training and fertile soil, until they have been reincarnated several times, at witch point they gradually lose memory of their old self, and become a truly pure fey.
Favored class bounus-
Druid- Add 1/4th a point of int to your animal companion. When it gets to 3, it becomes a fey, but still listens to your commands just like before.
Sorcerer- add a +1/4 to the dc of compulsion spells other then dominate, or a +1/2 to the caster level of polymorph spells.
Ranger- add 1 dr/cold iron to your animal companion at first level, and +1/2 dr/cold iron every level after.
Rouge- add 1/3rd of a new sneak attack dice.
Varients-
Moon touched fey-
Rare fey that have been blessed by the moon.
+8 dex -8 str -4 con +2 cha
Lose defensive training and fey dr.
Gain-
Moon touched damage reduction
Light and dark
Spell like ablity 1/day blur
Negative energy affinity
1/month moon's Saving grace-
When reduced to 0 hp or lower, a moon-touched fey will have harm or heal cast upon it instantly, with a CL equal to your level +2. This is refreshed on the full moon every month.
Favored class bonuses-
Wizard- if your arcane bond is a item, the item gains an enchantment bounus equal to 1/4 the number of times you take this trait. If you use this on a wand, the cost of enchanting the wand is reduced by 1% every time you take this. If you use this on a staff, it recovers 1/5th of a charge every day on it's own, so long as it wasn't used that day. If used on an amulet, it gives the enchantment bonus to natural armor, a ring as a deflection bonus.
Rouge- gain 1/3rd of a new sneak attack dice.
Sorcerer- every 5 times you take this bounus, you can use your light and dark ablity once more in a day.
Animal-bonded-
The fey that have been reincarnated into an animal at leas once can speak with animals easily. However, they tend to be somewhat detached from others.
+4 dex -6 str -4 con -2 wis +2 int
Lose-
Greater Defensive training.
Gain-
Bound to the land
Constant speak with fey animal
Bounus feat- animal affinity
Keen senses
Favored class bounus-
Wizard- add dr 1/cold iron to your familiar at first level, +1/2 a point every level thereafter.
Ranger- increase effective Druid level for your animal complain by 1/4th.
Druid- add dr 1/cold iron to your animal companion at first level, +1/2 a point every level thereafter.
Tree fey-
+6 dex -6 str -4 con +2 wis
Gain climb speed of 20ft.
Favored class bounus-
Druid- Add 1/4th a point of int to your animal companion. When it gets to 3, it becomes a fey, but still listens to your commands just like before.
Sorcerer- add a +1/4 to the dc of compulsion spells other then dominate, or a +1/2 to the caster level of polymorph spells.
Ranger- add 1 dr/cold iron to your animal companion at first level, and +1/2 dr/cold iron every level after.
Rouge- add 1/3rd of a new sneak attack dice.
Dark fey-
(Restricted)
+8 dex -8 str -2 wis -2int -2cha
Dark fey are night faring fey...
Little is known about them, and they are very, very rare.
One myth is dark fey are what happens when a fey turned into an undead is reincarnated.
Gains-
Negative energy affinity.
See in darkness (flawless)
Life-sense 30ft.
Scent
Claw attacks that deal 2d6 damage each, with no str penalty.
Favored class bonus-
Rouge +1/2 of a new sneak attack dice when using claws.
Mist fey-
Mist fey don't fear the rain or water, and instead have a bond to it. They can be seen any time it's raining, or near small ponds.
Gains-
Swim speed 30
Mist child
Hydrated vitality
Water sense
Anphibious
Fey (storm)
As per mist fey, except-
No water sense, no mist child, no swim speed.
Gain storm in the blood and 5 electricity resist.
I addition, you can be an awakened animal of sorts, a fey reincarnated into an animal, so long as it's diminutive or tiny. They can't talk except to beast-bonded fey, but all spells they cast are silenced, and they tend to get slightly better stats then normal fey.
If you want a specific animal, tell me, and I'll send you it's stat mods.
Requirements-
Able to cast 1st level evocation spells, fey magic (fey type), weapon focus in any crossbow, bow, or blow darts.
Special- must have seen an arcane archer or pixie-kin marksman fight.
Full bab, good saves are will and fort.
At every level execpt 2nd, 5th, and 8th, you gain new spells and spells known, and raise your effective caster level.
1st level- imbued ammunition-
All non magical ammunition for your chosen weapon is treated as if it had an enchantment bonus of +1.
1st level-
Magic path-
Depending on what weapon you chose, you get different abilities.
The paths are crossbow, bow, and blow-darts.
2nd level-
Path ablites-
Crossbow - crossbow bolts deal an extra 1d6 points of "fey" element damage.
Bow- arrows deal 3 points of "fey" damage with each hit.
Blow-darts- darts deliver a odd substance to the victim, requiring a dc 10+your level in this class will save. If this save is failed, 1d4 turns later, the victim takes 1d4 fey damage per HD they have. Firming one of these darts takes a full-round action.
3rd level-
You grow pixie wings, allowing you to fly for a minute per hour, 20ft movement, perfect maneuverability.
4th level-
Special arrows: you get a less potent version of a pixie's special arrows, allowing you to, as a swift action your cha times a day, coat an arrow in your puesdo-pixie dust, allowing it to daze it's target for one round, be blinded for one round, or to deafen them for one round. This offers a dc 10+Your level int his class fort save. Anything with resistance to the fey element is immune to this ability.
5th level-
Your arrows now have an enchantment of 1/2 your level, rounding down.
In addition, you get a new power based on your path-
Crossbow- can now imbue a bolt with a touch spell, using the critical rate and damage modifier of the crossbow.
Bow- you can now imbue an arrow with raw spell energy, dealing extra dice of damage (1d6) equal to 2 times the spell slot sacrificed, and adding an extra to hit equal to the spell slot sacrificed. The extra damage dealt is fey damage.
Blow darts- your special arrows ability now works on any creature that isn't completely immune to fey damage, and the effects last for 1d4 rounds. You can spend a spell to regain uses of special arrows equal to the spell level spent.
6th level-
You choose another path to follow-
Pure Fey path or insect path.
This choice is made by the player, not the pc.
Insect path is never an intended thing, and only happens to the lucky (or unlucky).
Insect path is far rarer, and loses new spell increases at all levels from here on. Instead, you choose one of your third level (metamagic spells can be used) touch attack evocation spells, witch can now be used as a spell like ability a number of times per day equal to your class level -5. Your wings flood out and become much bigger butterfly wings, with any pattern you can imagine on them, and they can scatter your pixie dust in a 30 foot cone, using two uses of the ablity.
The fey path gains an additional dr1/cold iron every level hereafter.
Lv 7
Insect path people grow antenna, giving them 30ft blind-sense. Their eyes become, compound, and give them a +3 insight bonus to ac and ref saves. However, your eyes become incapable of focus, and you take a -10 on visual perception checks. A targeted shot to your wings is "devastating" damage if damage dealt is 20 or more, but attacks aimed at your sings take a -10 penalty. You also begin craving nectar.
Fey path can now use pixie dust to stun an individual for a round.
Lv 8
Insect path people usually quit training in this field at this point, having had no idea just how far their changes would go. You lose your legs, and your wings can now sustain your flight indefinitely, and continue keeping you in place even as you sleep. (Getting knocked out, however, will knock you out of the air.) your antenna now give you 30ft of 360 full color (including ultraviolet and infrared) sight, removing your perception penalty within 30ft, and making you impossible to flank. You become immune to pattern effects. Also, you gain the ablity to launch your favored weapon's ammo by simply flapping your wings at your target.
Fey path gets a new style ablity-
Crossbows- now act as a "fey burst" weapon
Bows- now able to transmute arrows into arrows of pure fey damage.
Darts- darts will always deal at least one damage to an opponent, even if dr or energy resistance would prevent it, allowing it to deliver poisons and other things anytime it hits.
Lv 9-
Insect path now has it's arms fuse into it's wings. It is still capable of performing semantic components, and all spells are silenced, and you cannot speak, but you can communicate trough a coller of beast-speech. It cannot manipulate matiral components, however. Whatever weapon you normally use fuses with you, and any armor you had adepts to you. Rings can be worn around the antenna. This weapon cannot be changed, and all of your attacks are as if made trough that weapon. Your mouth stretches into a proboscis, and nectar becomes your main diet. Your body becomes covered in fur, and you get a +1 to natural armor as your hide thickens. Your proboscis can be used to drain blood as well, dealing 1d6 con damage to a same sized target on a touch attack. It deals 1d3 to a target one size category larger and 1d6 "bleed" element damage to anyone larger (this doesn't cause bleeding, but anything immune to bleed is immune to this damage.) you heal double the damage caused, but can only drain once a minute.
Fey path can now, once a day, reroll any to hit roll that resulted in a natural 1.
10th level-
Insect path now has a +5 to all saves vermin are immune to, you as your cha modifier to the dc of your powder, and you can manipulate objects with a telepathic force as if you had arms with your str.
Your spell like ability is now useable at will, is permanently changed to fey type damage, and gets a +5 to pierce sr.
Fey path can now prepare or cast 20 extra levels of spells per day. They are flexible, and not tied to one specific level. They now have complete immunity to fey damage, and their blood runs with a tint of green, a sign of minor royalty.
Summoners are banned.
Summoning spells are banned for all classes execpt Druid. However, fey are exceptional at creation spells. Exactly what that means is a little fuzzy, and you can create your own spells for it by sending them in.
Magic aoe's scale down with you.
Because of how the plot works, the only psionic classes currently available are psychic warrior, soulknife, and agies.
Lord foul, please do me a favor- I've told you more about this campain then anyone else, please answer non-spoiler questions that you know, so i can focus on making the campain.
I just realized...
str damage could just about kill us...
like really easy
I'm going to have a str of somewhere around 4
Ben has a str of 12 which is kinda insane.
You start off with fenesse, but other then that, not really.
You can elect to give up hero points for an extra feat.
You can create your own fey with a 15 point buy modified with a unique size, if you must.
Also, if your a wizard, here's a feat unque to this setting...
Fey magic (aka infinity +1 element):
Prerequisites- spell focus (evocation)
Unlocks a new elemental spell type for use.
Choose Fey, primal, or null*. a number of times per day equal to your level, you may change a spell to deal this type of elemental damage, each with it's own resistance set.
Fey type- all fey have resistance to this element equal to their HD +10. Where this spell effects gives off light as per a candle for 1 round thereafter. Some creatures are weak to this type of magic, typically aberrations.
Primal type- when a elemental spell is made this element, it requires a fort save (it it offered a ref save) as it becomes impossible to dodge. Those who fail the save must make another save at a +10. If they fail, they suffer corporeal destabilization. Fey who use this element too much may mutate into a new type of fey, and many fey specialize in this magic for no other reason then to see what happens. Resisted by most everything with the chaos subtype. Non-living matter simply saves vs corporal destablization.
Null type-
Instead of spell focus (evocation) you must have both spell focus (necromancy) and spell focus (conjuration), and be able to cast both a cure spell and a inflict spell.
This type is bane to all things that exist. It is treated as empowered and works on all but one type of enemy. This counts as Both a necromancy and conjuration spell. This can only be used to replace elements of positive and negative energy spells. Anything with the "light and dark" trait can spend thier daily use of the ability to cause this to deal half normal damage, and anything that takes no damage from either positive or negative energy takes normal instead of empowered. Anything that heals from both positive and negative energy takes half normal damage from this spell.
Name: 'Pyro' Peaseblossom (not sure how Fey names work)
Race: Animal-Bonded Fey
Class: Wizard (Evocation(Admixture))
Alignment: LG
Familiar: Bat
Size: Fine
Two last questions.
-Wizards get Scribe Scroll as a bonus feat. Can I trade that feat in for Spell Focus, as per Pathfinder Society Organized Play?
-Magical Lineage; can I change the spell it is applied to, as per Spell Specialization? Or is the choice permanent?
Foul, you'll be spending 9 levels as a ranger so it'll be ages before you arcane cast.
GM, pondering a wizard, would there be any way to get a racial bonus feat? I could really use it.
I won't be spending all of those at once it'll be ranger 2, maybe 3 maybe 4 then sorcerer 1 then a 10 lvl prestige class where I will give up 3 caster levels
Note, your familiar is actually a size category bigger then you, and can be ridden.
Also note. Beast bonded fey Connot speak to all animals, just ones that are reincarnated fey. However, they have quite the ability to handle animals.
Also, all non-masterwork mundane items are half price with the fey.
The currency is made of leaves from a magical plant that behaves like steel an hour after being picked, and is minted and made into the shape of a coin.
They only have what are effectively silver-pieces, but fey are given a small punch that can hold endless amounts of matter without ever getting full once they are "mature" called a treasury pouch. This doesn't negate the wight of the object, and if it can't fit through the opening, it doesn't work either.
-Quite aware of the 'can be ridden'
-Pity about not being able to speak with the bat, but oh well
-Penalty to CMB is -8, forgot that, thanks
-20ft, aye. Land speed, right? We don't get wings?
-Have we 'matured'?
we don't not unless you build a race that has that as a race point or get it from a class or an item
edit: what would the writeup for royalty add?
not saying I want to play one now maybe later if the plot allows it at a later date if this one dies
Name: Leo
Race: Tree Fey
Class: Beastmorph Vivisectionist alchemist
Alignment: CN
Size: Fine
I know it says alchemist but Vivisectionist replaces bombs with sneak attack dice. So I am more of a self buffing bare handed magic rouge. Since I get sneak attack from being a Vivisectionist can I use the rouge favored class bonus.
tentative 20 point buy stats
STR 8
DEX 22
CON 10
INT 16
WIS 12
CHA 7
Fey path can now prepare or cast 20 extra levels of spells per day. They are flexible, and not tied to one specific level. They now have complete immunity to fey damage, and their blood runs with a tint of green, a sign of minor royalty.
Name: Leo
Race: Tree Fey
Class: Beastmorph Vivisectionist alchemist
Alignment: CN
Size: Fine
I know it says alchemist but Vivisectionist replaces bombs with sneak attack dice. So I am more of a self buffing bare handed magic rouge. Since I get sneak attack from being a Vivisectionist can I use the rouge favored class bonus.
tentative 20 point buy stats
STR 8
DEX 22
CON 10
INT 16
WIS 12
CHA 7
I am well aware of what vivisectionist does.
As an alchemist, you will be odd among the fey, but not unheard of.
Fey path can now prepare or cast 20 extra levels of spells per day. They are flexible, and not tied to one specific level. They now have complete immunity to fey damage, and their blood runs with a tint of green, a sign of minor royalty.
And they have wings by taking that class, remember?