Rotrovio

Azrael Rahab's page

30 posts. Alias of Odentin.




Hello! I'm hoping someone can help me get my hands on an image from the book. In the Candlemere Island section, on page 147, there is an image of a Gibbering Mouther, which is quite unlike any other image I can find for the monster. In preparing for an upcoming session, I'm printing out paper tokens for enemies that aren't included in the pawn box, but I can't seem to locate this particular image anywhere online. And it's a really cool image that I'd love to use, but I only have the physical book.

Can anyone help me out? Maybe someone with the PDF? Please?


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The four Stolen Lands maps included in the Poster Map Folio don't line up properly, either length-wise or width-wise. Width-wise, there is a slight overlap on each side, meaning that if you wanted to lay them out together, you need to lay the maps partially on top of each other. This would be easily forgivable, but...

They don't line up vertically, either! Each one needs to be slightly offset in order for the hexes to line up, even with the horizontal overlap.

At first, I wanted to forgive this, too, since the four maps were, originally, in the 1e version, released with different books, so some discrepancy might be understandable. Until I realized that the full map exists in big core AP book (pg 56-57) AND in the Kingdom Tracker (pg 4-5), without any discrepancies. So, Paizo absolutely has the full, combined image that could have been cut up to make the Folio maps, but instead, they printed four disconnected maps that don't line up.

It isn't a huge thing, but it does negatively affect me, since I'm going to be framing the four maps together for my players. I'm disappointed, more than anything. Just needed to get it off my chest, and maybe bring it to the attention of someone at Paizo, so that it can be corrected in a future printing, maybe.


The product page says that the books are expected to ship on 10/26, but I just got an email stating that the order shipped today. Admittedly, this is my first time pre-ordering a product from Paizo, so I dunno if this is just preparatory, and UPS will pick it up on the 26th, or something like that, so if that's the case, then great.

If not, my hype levels just broke the meter...

Edit: I also just noticed that the main product page no longer shows pre-order, and is just open to order...


If you have a wand of Summon Monster, or a staff that has the spell, you can usually choose what you're summoning when you use that charge. Except when you can't, like the Staff of Spiders or Staff of Hungry Shadows, which both limit what can be summoned with those spells.

Does this reduce the price of the wand/staff at all? Or would you, as a GM, reduce the cost to craft or buy the item?

The hungry shadows staff seems to be priced lower than its spell complement would otherwise require, though Spiders seems to be overpriced. So I'm not able to get a good read on any consistent factor.

Thanks, in advance.


Hello there!

Mods, please delete this if this is the wrong place. I posted also in Gamer Connections, but as this is an online game, I don't know if it would be more appropriate here.

I have an established group, all set and ready to start on the Kingmaker adventure path....and our GM has dropped off the face of the earth, leaving us high and dry. We've waited for 3 weeks, but no contact has been made, so we're looking to replace him.

We have characters made and ready to go, we just need the GM.

About the group: We have 4 new players who have never played Pathfinder before, one old grizzled veteran who started with the Red Box back in prehistoric times, and myself, a veteran player who playtested the original game, and every supplement through Ultimate Combat.

We were originally looking to play in the early evenings (around 6:30-7pm Central time) on every other Sunday (for clarity's sake, 9/10/17 would have been an off week). Timing is slightly flexible, but it would be nice if we could stick close to that. Roll20 is our preferred medium, and we have been using Discord for communications to this point.

So please, drop me a line if you're interested. We are very excited to get this adventure started!


Hello there!

I have an established group, all set and ready to start on the Kingmaker adventure path....and our GM has dropped off the face of the earth, leaving us high and dry. We've waited for 3 weeks, but no contact has been made, so we're looking to replace him.

We have characters made and ready to go, we just need the GM.

About the group: We have 4 new players who have never played Pathfinder before, one old grizzled veteran who started with the Red Box back in prehistoric times, and myself, a veteran player who playtested the original game, and every supplement through Ultimate Combat.

We were originally looking to play in the early evenings (around 6:30-7pm Central time) on every other Sunday (for clarity's sake, 9/10/17 would have been an off week). Timing is slightly flexible, but it would be nice if we could stick close to that. Roll20 is our preferred medium, and we have been using Discord for communications to this point.

So please, drop me a line if you're interested. We are very excited to get this adventure started!


Not looking for other players, just yet. I'm sure there are many who would jump on the chance to play.

Right now, I have a simple request. I am looking for a GM who is willing and able to run the Skull & Shackles Adventure Path, and to stick with the game through to completion. It's a long process, and too many PbP games fail because players and GMs can not commit to seeing it through to the end. I can commit, and I'm looking for a GM that can, as well.

So, is there any GM out there who can do the same, and is willing to run the AP? Step forth and make yourself known. I'd love to hear from you, and I'm very sure that there are others who would jump on the chance to join us.


So, any time a Kingmaker game pops up anywhere, it gets filled up quickly. Everyone wants to play it, and very few GMs seem to want to run it. And that's perfectly understandable; it's a difficult AP to run well. I should know, I've tried doing it, myself, twice. First time player burnout ended it early, the second time I had real life issues drag me away. The same issues that plague any PbP game seem to be a death knell for all but the rarest few Kingmaker games.

So I'm looking for one of those rare games. More specifically, I'm looking for a group that can genuinely commit to playing for the several YEARS it will take to get through the AP.

More importantly, though, is the GM. Kingmaker is so rules-dense that it lands on the GM to spice things up and deliver good flavor. It also takes a good amount of prep work to get right. Not to mention the commitment to keep going for years, same as players.

I'm looking for a GM that fits this profile, and a group of players to match. I beg that we stay away from PoW and SoP, but gestalt could be fun (though it means more behind the scenes work for the GM).

Is there anyone out there who thinks they have what it takes, AND has the dedication to keep going through the end?


Hey there!

I have a group of players, and characters, made for the Skull and Shackles Adventure Path. The only thing we need...is a GM! Are you a GM? Would you be willing to run Skull and Shackles? Well, awesome! We're perfect for each other! Come on down!

Here's the list of characters, as they stand now. Things are always subject to change, of course, as per a GM's desires. Our main thread is over on Giant in the Playground, found here. I see no reason why we couldn't move the game here, if needed.

We have one more, with a cleric character, who has not confirmed whether or not he will join us. We already have alternates in place if he should not, so please no player interest. My wife may also join us, though she is still deciding.

So, yeah! If you're a GM in search of a game, then we'll gladly have you!


So, I've had a craving to play the Kingmaker AP recently. I posted a thread up a few days ago requesting Kingmaker or S&S, which led to a S&S game which I have no desire to be a part of. Regardless, I won't risk opening up a competing game. So, Kingmaker it is! Had a bigger following, anyways.

I am running a Kingmaker game, myself, on another forum site, though it seems to have died. As such, I have read part 1. I understand this can make some GM's uncomfortable, but I can assure you that no metagaming will take place. At least not from me...

So, here it is: A formal request for a GM to come forth and run a Kingmaker campaign. Anyone out there feel up to the challenge?


So, there are these two AP's that I have been dying to play. Care to guess what they are? I'll bet you can't figure it out!

I have looked through the recruiting board, and it doesn't seem any for these two are currently recruiting. So, here we go. I am formally requesting a GM to run one of these two Adventure Paths.

I am currently running a Kingmaker game on another site, and as such I've read through the first part of it. I can understand how some GM's might have an issue with that, though I vow never to metagame. I hate it when players do it to me, and I'd never put another GM through it.

I was following a S&S game on here for a bit before it died a couple of months ago. Or, I think it died. It may have restarted after I stopped following it. They were on an island after a storm, I think.

So! Is anyone out there willing to take the reins and open up for a new Kingmaker or S&S game?


Greetings!

I have a long time Skype gaming group, for which our current game is coming to an end on the 31'st. We've discussed what we wish to play after it ends, and decided on the Skull & Shackles AP. Unfortunately, of our group, each of us is either burnt out on GM'ing, busy with other projects, inexperienced, or some combination thereof. And so, we reach out to you, gaming community, in search of a GM.

We tend to use Skype for voice OOC, with some form of mapping program (MapTool, Roll20, etc) for the game itself. Right now we're gaming on Saturday nights, though we have SOME flexibility.

If you're interested in meeting the group and potentially GM'ing for us, shoot me a PM or add me on Skype (same screen name). We look forward to hearing from you!


Before I do a full writeup of the new version (which is better than v1, but still has issues), I have a question:

The start of the New Firearms and Equipment states:

Quote:

Advanced Firearms: Advanced firearms are more

powerful and accurate than early firearms are. With an
advanced firearm, attacks are resolved against touch AC
within the first five range increments of the weapon,
and have the full 10 range increments for projectile
weapons. They use metal cartridges as ammunition,
making it a move action to reload the weapon’s
entire capacity. Advanced firearms do
not misfire.

Emphasis mine.

However, the firearms table still has misfire values for the advanced firearms. I'm thinking this is an oversight, just wanted to bring this to the dev's attention...


This is going to be fairly long. I'm going to spoiler tag each individual section to make it easier to navigate and read.

The 'slinger is an interesting class, but it has a LOT of problems. I'll be going through each individual class feature and picking apart what's wrong and why. In each section, I'll add my own ideas and suggestions, as well as others I have seen on these threads. So, let's begin...

Overview:

Spoiler:
First off, I'm going to disagree with a lot of posts I've seen and say outright that I believe that the fighter was the appropriate choice for the gunslinger alternate. While ranger and alchemist make sense for different reasons, the fighter makes the MOST sense. The fighter is a warrior who focuses on one weapon or type of weapon more than others, while still keeping the flexibility to use others when needed. To be the first class to not only use a new weapon, but outright MASTER it, the fighter is by far the best choice.

I like the choice to change out Fort for Ref as the good save, it makes sense. However, that's about where the good changes to the fighter base stop. Most everything else is a vast downgrade. I'll explain why in other sections. Furthermore, in a playtest I'll post up tomorrow (probably), I'll show how a standard fighter, using a gun, is superior in combat to the gunslinger.

Class Features:

Firearm:

Spoiler:
This is the biggest problem with the gunslinger. The guns, as they are in the playtest, are awesome. I've never been a fan of firearms in games such as this, mostly because of the TERRIBLE historical inaccuracies. However, these are fairly accurate, historically. I like them.

The problem is, the battles the historical weapons were used in were a lot different than the combat scenarios in a tabletop RPG. Flintlock firearms were either to be used once and then shouldered in favor of a blade, or used in tandem with dozens if not hundreds of other gunners, firing from a rank-and-file block. On occasion, firing lines would be used to maximize how many shots managed to get off. As soon as you fired, you began reloading. A gunner from behind you, with his gun already reloaded, would come to stand in front of you and fire his as well. Then another man, and another, until you were at the back of the line, and had your musket reloaded again. Then you ran to the front and fired. Meanwhile, an entire army would be on either side of you, doing the exact same thing.

We don't have those kinds of numbers, as players. We (generally) have one person. That's all. So to use a gun efficiently, one must fire off a single shot, then holster the gun and draw a sword. Get a quick burst of damage off the bat, then hack away the rest of your opponents hit points. As they are now, the firearms presented work great. To have a class dedicated to using a gun though, these firearms are terrible. No one would be able to use these as a primary weapon without being a part of an infantry regiment, which most characters are not.

In order to have a class that's dedicated to using a gun, and revolves around being good with a gun, you're going to need better guns. Either better guns need to be introduced, or the gunslinger needs to be scrapped entirely. Better guns seem the better option, especially considering the source material (real world guns).

Issues with guns as presented:
Let me first say that the firearms presented in the playtest bear a close resemblance to the "Brown Bess" muskets used by the English in the 1700's. I will be basing all of my comparisons on that gun.

1. Smooth bore vs rifling:
For a long time, firearms had smooth bores. This made them (generally) faster to reload, though terribly inaccurate and fairly weak, comparatively. The bore (diameter) of the barrel was larger than the bullet being fired, leaving some space on the sides. This meant that a bullet had no resistance dropping down the barrel to the awaiting powder charge that would propel it. Easy to load.

When fired, though, the bullet would tumble around in the barrel, ricocheting off the sides. When it finally exited the barrel, then, it would not travel completely straight. It would fire off at a slight angle, which would change with each shot. It was next to impossible to get a consistent shot from a musket. The solution to this problem was rifling. A bore the same size as the bullet, giving a tight fit, that contained rotating grooves spanning the length. When the bullet is fired, these grooves impart spin onto the bullet, causing it to travel a straighter, more accurate path, and to keep its penetrating power over longer distances.

Some will argue that because rifling wasn't used in real-world guns then it shouldn't be given to Pathfinder guns. This is incorrect. Rifling was well known for providing a more accurate shot. Rifled guns were around as early as 1476, over 225 years before the Brown Bess was created and issued to the English, and over 125 years before the flintlock was even created. So why wasn't it used, if the technology was well known? Christianity.

No, this isn't a blow against christianity. In those ages, people lacked the knowledge of aerodynamics that we take for granted these days. Not knowing why spin made for a more accurate shot, they turned to superstition, and the answer became that demons or wicked spirits would affect the path of a fired bullet. Some argued that these imps could not sit astride a spinning bullet, and could not force it off its path. Other argued that the little devils preferred the spin, and as such the rifled guns' accuracy was infernal in nature.

In 1547, a test was performed by the Sharpshooters' Guild of Mainz in Germany to decide. 40 bullets were fired from a rifled gun at a target 200 yards away. 20 were standard lead, the other 20 were silver, marked with a cross, and blessed thrice. 19 of the standard bullets hit, none of the silver ones. So it was decided that demons preferred spin, and rifling was banned (or heavily looked down upon). In truth, the silver likely didn't catch the rifling enough (unlike the softer lead), or the tiny crosses added undue tumble to the bullets. Or both.

So, without christianity in Golarion, or any other fantasy world, rifling would never have been banned, and rifling would be more commonplace. Though it does bring up another problem. The tight bore of the rifled guns meant that loading a muzzle-loading rifle was hard. You had to hammer the bullet home, inch by inch. It took a lot longer than loading a smooth bore musket. Breech loaders and repeaters fixed that problem.

2. Firing rate:
At lower levels, having only a single rate of fire isn't so much of a hinderance. At higher levels, though, it gets to be a problem. Cynics will argue that the historical guns that these seem to be based on were single shots. However, repeaters and revolvers have been around a lot longer than one might imagine. While Samuel Colt may have invented the MODERN revolver, revolving chamber guns were around a lot longer than he was.

The earliest known repeating rifle was the Kalthoff repeater, made in 1646. Roughly 50 years after the advent of the flintlock system, and 50 before the Brown Bess. These guns were able to hold 6 rounds worth of powder and ball, and could be ready to fire again between shots in a matter of seconds. They had an unmatched firing rate until the cartridge repeater came to be in the 1850's. They were rare, sure, but they existed. I believe that a class dedicated to mastering the gun should be able to get their hands on repeating weapons, pure and simple. Perhaps not right off the bat, but by the time iterative attacks start coming into play, a gunslinger needs to have access to repeating firearms.

Suggestions:

Spoiler:
I have a few. Mostly, though, it comes down to this: The guns as presented are simply not good enough to warrant playing a class dedicated to the firearm. I know there are rules for other guns out there. We need to see them in the playtest in order to give adequate feedback on the gunslinger. The 'slinger NEEDS better guns in order to live up to ANY kind of potential.

Beyond that, I have this idea: Upgrading guns. Read it through before passing judgement.
Any amateur shooter knows how to care for their gun. How to take it apart, clean it, replace broken or worn out parts, and put the thing back together. The gunslinger, being the master of the gun, should have some leeway with his weapon. My idea is to allow for the upgrading of one's gun over time. Perhaps at a certain level, he gains the ability to modify the guns he started with.

What I'm talking about is things like adding a 6-chamber revolver mechanism or upgrading the sights or putting in rifling. Things that make the gun better, as he gets better. This could be a class feature (similar to building an eidolon), but I think a list of upgrades would be the best option. These could be added to any gun with a Craft (Gunsmithing) check, or added by a gunslinger (to his own guns only) without a check. Have the upgrades cost differing amounts to keep the balance. This would allow for more flexibility, and more diversity between different 'slingers.

Deeds and Grit:

Spoiler:
Alright, no more history lessons.

I want to like the Grit system. I really do. There are just too many problems with it.

1. Amount. The monk's Ki Pool is based on Wisdom, but it's not used for a good majority of the monk's class abilities. It grants a passive onus and can be used for utility abilities as needed. Grit, though, is used more like the Magus's Arcane Pool, and as such should be given an amount as such.

2. Deeds. I have to agree with what another poster (I'm sorry, I can't find your post) had said, about the deeds just trying to make a bad weapon viable, instead of making a viable weapon great, like it should be. With the exception of a few deeds, most of them are crap. It feels like trying to pack in a bunch of useless class features that aren't needed.

Honestly, I'd love to see deeds be more like Alchemist discoveries or Rogue tricks. Choose the ones you want, not get an entire list. Further, they need to be ramped up. Only a few of them are useful, especially at the level you get them. Utility shot really needs to be a 1st level ability.

Furthermore, replacing the fighter's bonus feats with the deeds was a TERRIBLE move. Give me back the feats, make deeds something you get once every three or four levels. Right now, the gunslinger is starved for feats and drowning in useless class features.

Brave and Tough:

Spoiler:
This is bad. The gunslinger loses the fighter's bonus feat and gains a +1 on fortitude saves. I don't like it. The second level feels empty, and this ability just doesn't seem to fit. It's a save progression disguised as a class ability, in the words of another poster.

Idea: Drop the ability altogether. Give us back our 2nd level bonus feat, and make it so that the gunslinger gets a bonus to fort and will saves as long as he has at least 1 grit left.

True Grit:

Spoiler:
Bad capstone, especially compared to existing ones. This is mostly the case because it's based on the already-terrible grit system. The only good idea I have for a good capstone would be the 19th level deed Deadly Shot, and even then, rework it as a full round action 1/day to use it, instead of on a critical.

Wrap up:

Spoiler:
So, all in all, here's what I've got:
1. Need more guns to playtest with. With the guns available now, the gunslinger is crippled beyond all belief.
2. Grit and deeds need to be reworked.
3. Give the gunslinger his feats back. He needs them.

The gunslinger should be able to make a viable weapon amazing, not make a crappy weapon viable. With better guns and class features that make them even more so, this will be a great class.

I'm a bit strapped for time. Tonight or tomorrow, I'll go through all the deeds and pick apart the issues with them. Until then, there's my review of the gunslinger and the guns.


I've looked through the forums, and I haven't seen this asked, so I'll ask here:

What's the Craft DC on these new firearms? The closest thing I can see on the table is complex item, which is 20. Is this going to be the Craft DC? Or will it be 18, along with exotic melee and thrown weapons?


Let's try this again...

Hi there.

My gaming group disbanded a couple months ago, due to scheduling issues and mild burnout. Having recently acquired the APG, however, I've asked them if they'd like to start gaming again. They're up for it, but we still don't have a workable schedule. So the idea of PbP came around...

A few details:
Game: Pathfinder
Number of Players: 3-7. We've got 3 guaranteed, 4 who might join us.
Optimization: Not so much. Most of the players involved prefer story-based characters, and some outright hate optimization focus.

We're looking for a long-term, story-focused campaign. If there's anyone interested in GM-ing such a group and campaign, please let us know.

Thanks.


Last week, my friends and I started playing Dawn of Worlds, and over the course of the game, my elves (the first and most powerful magic society) developed an anti-magic fighting force, aimed to counteract the summoning magics of the Others (another race, don't ask). I based these highly off of the Spellbreaker unit from Warcraft 3, down to the name. They did aid the elven armies greatly during the war phase of the game.

While my friends and I have decided to use this world in the future, I wanted to write up the Spellbreaker class for use. Below is the information for the class. I would appreciate any and all feedback. I'd love to play test it myself, but none in my group are comfortable running a high-level campaign...

Spellbreaker

Role: The Spellbreaker is an anti-spellcaster combatant. They are able to remove helpful buffs and summoned creatures, as well as purge harmful spells from their allies.
Alignment: While the Spellbreaker can be any alignment, the structured military background most hail from lends itself towards a Lawful tendency.
Hit Die: d10

Requirements
To qualify to become a Spellbreaker, a character must fulfill all the following criteria.
Race: High Elf ((Our campaign world only))
Feats: Disruptive, Spellbreaker
Skills: Knowledge: Arcana 10 Ranks, Spellcraft 10 Ranks.

Class Skills
The Spellbreaker's class skills (and the key ability for each skill) are Diplomacy (Cha), Intimidate (Cha), Knowledge: Arcana (Int), Knowledge: History (Int), Knowledge: Nobility (Int), Perception (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).
Skill Ranks at Each Level: 2 + Int Modifier.

Table:
Full BAB, Good Fort and Will saves, Poor Ref saves.
1 - Detect Magic, Dispelling Strike
2 - Spell Resistance: 20
3 - Steal Spell
4 - Bonus Feat
5 - Disrupting Strike
6 - Spell Resistance: 25
7 - Spell Burn
8 - Bonus Feat
9 - Silencing Strike
10 - Spell Immunity

Class Features:

Weapon and Armor Proficiency: The spellbreaker gains no proficiency with any weapons or armor. ((Dev note: Gotta be a Fighter to get to class anyways, so that's kind of a moot point.))

Detect Magic (Sp): The Spellbreaker can use Detect Magic at will, as a spell like ability. In addition, the Spellbreaker can use this ability to determine an enemy spell caster's spell repertoire by focusing on an enemy spellcaster (a swift mental action each round, requiring a Concentration check if in combat.

1st Round - Identify Spellcaster.
2nd Round - Identify Spontaneous/Prepared Caster. If prepared, identify spell schools/levels of prepared spells. If spontaneous, identify number of spell slots/levels.
3rd Round - Identify Subschools of prepared spells.
4th Round - Identify all prepared spells.

Dispelling Strike (Su): As part of an attack, a Spellbreaker can choose to attempt a Dispelling Strike. The use of this ability must be declared before the attack roll is made. If the attack lands and deals damage, the Spellbreaker makes a Targeted Dispel Magic attempt against the enemy, using his Base Attack Bonus as his caster level. If the attack misses or deals no damage, the attempt is lost. This can be used a number of times per day equal to 3 + Int Modifier.

Spell Resistance (Su): At 2nd level, a Spellbreaker gains Spell Resistance 20. At 6th level, his Spell Resistance grows to 25.

Steal Spell (Su): Starting at 3rd level, as a Standard action, a Spellbreaker can attempt to remove a spell from an enemy or ally and place it on someone else. The Spellbreaker must make a caster level check (using his Base Attack Bonus as his caster level) to remove a helpful spell from an enemy or a harmful spell from an ally within 30', and transfer it to an ally (including himself) or an enemy within 30'. A Spellbreaker can use this ability to bring harmful spells onto himself, in order to force a new Spell Resistance check, top remove it completely. If the check fails, the attempt is still spent. This ability may be used a number of times per day equal to 3 + Cha modifier.

Bonus Feats: At 4th and 8th levels, the Spell Breaker gains a Bonus Combat Feat.

Disrupting Strike (Su): Starting at 5th level, whenever a Spellbreaker lands a Dispelling Strike, the affected spellcaster finds it more difficult to cast for 1 round after. Any spell cast for 1 round after the Dispelling Strike is made is subject to a Concentration check DC 15 + Spell Level.

((Hoo boy. Now the fun one...))

Spell Burn (Su): Starting at 7th level, the Spellbreaker can attack the very magical energies that a spellcaster uses to cast. In place of an attack, the Spellbreaker can attempt to burn an enemy spellcaster's spells or spell slots. He must make a Caster Level check (using his Base Attack Bonus as his Caster Level) against an enemy Spellcaster. DC is 10 + Enemy's Caster Level. If successful, the Spellbreaker rolls 2d6, and removes a number of spell levels equal to the result from the enemy spellcaster, as if they had been cast. He can target any spell slot in particular, based on the knowledge gained from his Detect Magic ability, starting with the highest level of spells available. If no spells are left at lower levels, the remaining burn is lost. Each spell level destroyed in this way deals 2 damage to the spellcaster. Spontaneous casters lose spells per day. This ability can not be used in conjunction with Dispelling Strike. This ability is usable a number of times per day equal to 3 + Cha Modifier.

Example: A spellcaster has 3 3rd level spells remaining, 1 2nd level spell, and no 1st level spells. A Spellbreaker succeeds his CL check, and rolls a total of 7. Two 3rd level spells are destroyed, leaving 1 burn left. Since he didn't target the 2nd level spell, it is untouched, and the lack of any 1st level spell means that last point is wasted. The caster takes 12 damage.

Silencing Strike (Su): Starting at 9th level, whenever a Spellbreaker lands a Dispelling Strike, the affected spellcaster is rendered unable to cast any spell or spell like ability for 1 round.

Spell Immunity (Su): At 10th level, a Spellbreaker becomes immune to any spell or spell like ability that is affected by Spell Resistance.

Whew. I was a little wordy where I didn't know how to describe things properly. I know the Spell Burn ability is a little tough to handle, but I do love it so. It could have been explained a little better, as well, if I could figure out how.

Keep in mind, too, that in order to start this PrC, a character has to be a 10th level Fighter (or eldritch knight), so it is geared for high level campaigns.

As I said before, I appreciate any feedback. Thank you.


In another thread, THIS thread, to be exact, an enlightened poster suggested that perhaps evolution points could be used for an alchemist's mutagens, the same way they are used for a summoner's eidolon.

Tonight, my group playtested this idea.

The party consisted of 4 characters. Am elven rogue, human barbarian, and two human alchemists (on RAW and the other using the proposed system, gaining evo points equal to 1/2 level). Stats were 17, 16, 15, 14, 12, 10 assigned where chosen. Playtest started at level 4.

Level 4 mutagens:
RAW Mutagen:
+2 Con
+2 Natural Armor
2 Claws
Bite

Variant:
+2 Con
+4 Natural Armor (evolution)
Fire Resistance 5

As they started off, the barbarian and rogue kinda dominated the majority of the dungeon. There really wasn't much for either of the alchemists to do. In combat, the RAW alchemist pretty much kept out of the way. Even after drinking the mutagen, he really couldn't do much damage. The variant alchemist managed to wade into combat against a half-red dragon dracolisk, if only for a couple of rounds, whereas the RAW alchemist only got of one series of attacks before retreating.

After a few encounters, we tried lvl 8.

Level 8 mutagens:
RAW:
+4 Con
+2 Str
+2 Natural Armor
2 Claws
Bite

Variant:
+2 Con
+2 Natural Armor
Flight
Fire Immunity

Here, we saw a huge change. The RAW alchemist became a competent fighter, holding his own in most of the fights. The variant became a competent fighter, but for a wholly different reason. The ability to fly above the combat and drop bombs on his enemies made for a great tactic. It was easily worked around when I needed to give an enemy a slight boost, just by lowering the ceiling. Other combinations were mentioned as possibilities, after the session ended.

To be fair, I did kind of push the guys to use their mutagens. I mean, that WAS the purpose of the playtest, to see how the proposed system worked against the current one.

Results:
The variant system, taking no discoveries, was no more powerful than the RAW system with discoveries. It made the mutagen system poyentially a bit more powerful, but the big thing we saw was the level scaling. The evolutions scaled similar to the bombs and formulae, making them MUCH more useful. Furthermore, the versatility of being able to change the evolutions you wish to take every day (just like choosing spells) made sense. We all got a laugh when the mutagen made the one alchemist grow wings, as well.

I dunno if Jason or the other devs will give this so much as a second's glance, much less serious thought, but we did find that it was a great idea and worked really well. Sure, it made mutagens more powerful, but one of the huge complaints about mutagens I keep seeing is that they're underpowered. Making them scale by level and improvable with discoveries (like the other 2 major class features) would bring the mutagens, and the alchemist, to a better standing.

We'll be continuing this playtest later this week, going on the 12th and 16th level. If we get to do a 20th level playtest, it'll be this week or next week.

-Odentin