Don't need to rely on party members to sort you out when you're forced back into your body, just set the release condition on the binding to be when your soul returns to your body.
Blade tutor spirit is nice if you're str based but I don't see how it makes dex to damage irrelevant, you can't really get away with a low dex on a str build since you don't get heavy armour until level 13 (not to mention if you go kensai you never get it) so dex is important for AC, not to mention the nice bonuses to your weakest save, reflex, and initiative, but a dex to damage build can get away with 10 str just fine.
All this means is that instead of explaining away 51 people we now need to explain away 10,051.
Until you can afford a +5 weapon then the blackblade is going to be a major boost, once you can then, while you miss out on spell storing for extra nova power, you get to spend the money on other things, making you stronger over all. Not to mention fun stuff like getting to occasionally deal force damage.
Because the prestige classes don't suddenly grant you a massive boost to an ability score, and if you want to be functional you need a bunch of other ability scores, casters don't need anything other than their casting stat so it's fine to max it at the cost of everything else, that assassin needs his dex, con and maybe str to make him a competent melee combatant.
Lorila Sorita wrote:
It's a wizard's duel, they may well not touch the floor.
The problem with the last one is that there's at least three classes that force you into the prodigy area, Oracle, Sorcerer, and Kinetisist. One has divine power shoved into them, another draws it from their blood, and I don't even know where the last one gets their powers.
I think kineticists are somehow magically linked to one of the elemental planes, they act as a channel to let the elemental power through or something.
Well I can certainly think of quite a few games, games I actually enjoy too, that pretty much require fan made patches to work properly.
You could have summon monster X, you'd have to make up a list though which might be a bit more work than you want.
Coffee Demon wrote:
It's because players expect the game to follow the rules they know when playing pathfinder, house rules brought in at the start are fine, but when the GM starts changing things half way through and suddenly that plan you had for your character doesn't work it's really annoying, rules for everything is one of the things I like about pathfinder, if I want to be able to do something I know in advance what it takes.
Wis is pretty great as a casting stat, you get a lovely will save, then again it's your best save already, Int lets you actually have a decent number of skills. I'd still rather not run sage or empyreal simply because the bloodlines are weak and picking a good bloodline is really important to making your sorcerer work, there's very little reason to go sage over being a wizard, empyreal is a weak bloodline, though if you really need to be wis based then it's your only arcane option. I'd still rather go orc, draconic, elemental, fey, slyvan, abysal etc. for the unique and powerful bloodline arcana and powers.
Bladed dash isn't a replacement for a move action, it's only a 30ft range which you can probably match (or even exceed when you have haste or fly active), what it is is an extra attack and the ability to move and full attack, it's like pounce, only you get an extra free attack with a bonus equal to your int mod and don't provoke AoOs.
Plausible Pseudonym wrote:
Spell Perfection lets you cast a 5th level Quickened spell with a 5th level slot, but it never lets you cast a 6th level perfected spell with Quickened, because the total modified level of the spell would be 10th before your discount.
This line is here (1) to prevent this sort of higher than 9th level abuse and (2) to allow 4th and 6th level casters to benefit from Spell Perfection if they want to, allowing them a 9th level effective cap rather than their usual 4th or 6th.
Fireball 3rd level,intensified +1
spell perfection lets us ignore one of these
so maximised intensified empowered dazing fireball is 3+1+2+3+3=12, we ignore one of those +3s to get a 9th level spell
we swap a +3 for a +4 then ignore it to quicken, and the total modified spell level is 9, not above.
Well with spell perfection you could drop a maximised, intensified, empowered, dazing fireball as a 9th level spell dealing 90+7d6 damage and 3 rounds of daze on a failed reflex save, then you follow it up with either a quickened maximised intensified empowered fireball if they failed the save or a quickened dazing empowered intensified fireball if they made the save.
Quick study costs points, you don't really have that many of them and other goodies like +2CL/DC and dimensional slide use it too. That and it costs an extra slot to prepare but not to cast an opposition school, so you don't suffer nearly as much when you decide to use one, and that lets you grab yourself divination(foressight) to go first in every fight.
Burning hands is 1d4/level not d6
James Risner wrote:
Permanent mage armour is in no way worth 16000 gp let alone 32000 gp, just because bracers of armour are expensive doesn't mean this should be. A far more reasonable comparison is saving a spell known and spell slot, so a runestone of power and page of spell knowledge, at 3000gp.
Texas Snyper wrote:
You appear to be forgetting about bonus spells for high int, oh and the wizard's fireball is more damage, and probably hits everything in the encounter, and if he's properly built has at least a +2 to caster level dealing 7d6 damage, so over twice as much as the kineticist. Now if we make this guy a sorcerer then we can play with blood havoc and one of the blasting arcana to make that 8d6+16 at level 6, or 9d6+18 with both spell specialisation and varisian tattoo, and this is 3 times a day before the extra spell or two from high cha.So if our blasty sorcerer has even as little as 16 cha he's got 4 fireballs, and each of them doing about 50 damage on a failed save, he probably doesn't need more.
As soon as you hit level 5 detect evil and smite him dead, if he does anything that gives him away as evil before that smite and kill. Get a wand of Keep Watch asap, it's on your spell list, then you can stay up on watch all night every night and still get the benefits of sleep, that way he can't strike first, if you're in any way suspicious of him or anyone else or just in dangerous territory it's a perfectly logical in character purchase.
Well the general consensus is the fighter can't break the game, the guy who got banned was probably just doing far more damage than any of the other martials in the group and got banned for that, not breaking the game.
Sorry, but being treated as a 1st-level sorcerer only for the 1st-level bloodline power is not nearly the same thing, even if you can expend resources for temporary boosts.
The blood arcanist archetype trades your 1st, 3rd, 9th and 15th level exploits and your capstone for a full bloodline, as in all the powers and the arcana. You have to wait until 5th level to get your exploits, but once you do you're basically a better sorcerer. (with the exception of the new bloodline mutations, which look like they might be enough to make sorcerers the best option in the game for blasting, arcanist is still better at everything else.)
A kineticist doesn't need to spend burn unless he is going nova. Between infusion specialization, gather power, and internal buffer, you only need to use enough burn to max elemental overflow, and then you blast all day.
A decently leveled wizard can blast every fight and can nova harder, lets assume the average 4 encounter day (this is what the game is balanced around after all) a wizard with 16-23 int can cast a fireball every fight at level 8, 6 if his int is higher, and while sure he probably wants to cast some other spells, he can also chuck out scorching ray or burning arc, maybe even a burning hands, not to mention the other ways he contributes with battlefield control and such. The sorcerer with at least 16 cha can pull it off from the second he gets his 3rd level spells. Now you might be thinking that the kineticist can chuck a blast every turn, but the wizard/sorcerer is hitting everything in a 20ft radius, in fact almost every blast in the game hits multiple targets, so our caster only needs one, and he soon gets more, and he gets metamagic, likely has options for using other elements when you fight that elemental/devil etc.. Oh and the caster is also one of those guys who can break the game with a few high level spells (and while metamagic means he might use high level slots blasting spells worth using are mostly low level so even the sorcerer can pick up whatever he wants).Kineticists are nice if you want every action you take to be an elemental themed attack, but a blasting caster can certainly match or outdo them when it comes to killing everything in sight as fast as possible.
Permanent mage armour is not going to be more of an issue than the guy just casting it every day, if you really think the fact he can retrain the spell and has to spend one less spell per day matters then a level 1 page of spell knowledge is 1000gp and a runestone of power is 2000gp so he could already do that for 3000gp (in fact that would let him recast it if it was dispelled or choose not to cast it and cast some other spell an extra time), if he thinks having it permanent would be more fun then let him and charge him 3000gp, if for some reason you want to charge more an argument could be made for 4000gp (the extra 1000 is equivalent to 1/3 the price of a 3/day extend, which seems a reasonable comparison for having it up all day instead of 1hour/level).
Orfamay Quest wrote:
"Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells with expensive material components (such as wish)." Taken from the summon monster description, so they'd never get that wish.
Crossblooded air elemental and orc sorcerer, this gets you the ability to turn every spell into electricity damage and a nice +1 damage/dice for all spells, take blood mutations at every opportunity gaining you another +1 damage/dice for any spell affected by spell focus or that is a bloodline spell, you will naturally be taking spell focus evocation, a free better version of intensify spell a few times a day and the ability to reduce spell and energy resistance of your enemies. This trades out your 1st, 3rd and 9th level bloodline powers, you'll probably want to go with the air elemental flight power at 15. Other things to grab are spell specialisation, varisian tattoo, empower/maximise/daze/quicken etc. metamagic, spell perfection, so the typical blaster stuff. I think this is the first time I've seen a good reason to take crossblooded as more than a 1 level sorcerer dip.