Obherak

Balam Ixhuay's page

12 posts. Alias of AlQahir.




So I am GMing and AP for the first time, in fact this is the first time I have GMed a world I haven't created. I am running Rise of the Runelords Aniversary Ed. and I have to say it is trickier than I thought. It is interesting trying to keep track of all the details of the world that is not my own. But I have thrown myself into the material and tried to make the campaign as fluid as possible.

Additionally we are play the game RAW, no modifications. It is kind of an experiment for our group as we return to Pathfinder after playing in a homebrew end world of a modified form of Warhammer's d10 rules. I thought it might be interesting to see how the game feels when we start tracking everything weight, ammo, money, etc.

So with this in mind there is a lot more book keeping than we normally have and I wanted a way to generate loot in the fashion designed by the game, but in a more efficient manner. My wife got me Ultimate Equipment for Christmas and I like the tables in the appendices, but I was wondering if there was an app or automated version where I can plug in the CR level of the encounter and out comes the loot? I found an online version, but it dealt with percentages, and there was an old link in these forums, but it was dead. Is there anything new or current? This seems like a good app for paizo to make and sell for themselves, but I can only find their two decks (crits/fails) in the App Store.

Thanks in advance for the help, and Merry Christmas :)


I am interested in making/playing a flank buddy summoner, and would like the character to be optimized, if such a term can apply to a concept that starts well outside of traditional bounds. Basically I want a fighter that is good enough with a sword to do acceptable damage, and has a high enough ac to not be constant liability.

My current thoughts are: Half Elf Fighter 1/ Summoner 19. As a first level fighter I will get access to more weapons and armor, full BAB, and the bonus feat. My primary Stat would be Dex with just enough charisma to get me access to spells, so probably 14. Feat wise I intend to take Weapons Finesse and Dodge/Toughness. At second level I would take Dervish Dance. So with the half Elf I can take two favored classes, so I don't miss out on the hp at level one, and I can regain some of the points for my eidolon that I missed out on by dipping into fighter. I toyed with going Bard at level one and just taking Dervish Dancer at the outset, but I didn't want to have tow levels of 0 BAB.

Does this build look okay for what it is? is there a better way to build my concept of a fighter with his scary pet Hell Hound?


I love the summoner class, but not because of the summons. I love the eidolon and think because of its build whateveritisyouareimagining mechanic it is one of the funnest classes in the game. That said I am less pleased with the summoner himself. While playing one I always feel lackluster, as though I am playing second fiddle to my pet. Now I am GMing a campaign and I have a player who has expressed similar concerns. So this is my proposed solution:

Get rid of the Summon Monster (sp) and replace it with Eldrich Blast (sp). Eldrich blast works like the warlock Eldrich blast of 3.5 except it can be used 5+(chr) times per day, and it increases in damage every third level instead of every other. The summoner is actually siphoning off some of the power of their bound minion, and thus must be within 30 feet of their eidolon to use this ability. Lastly because their eidolon is being taped as an energy source it isn't as powerful as otherwise might be (fewer evolution points). This eidolon has a perfectly linear evolution point growth starting at three and ending at 22, instead of 26.

With this change I envision a feat that increases the number of Eldrich blasts in a day, and the distance allowed between summoner and eidolon increasing at higher levels.

I feel this archetype is pretty balanced over all, and allows the character to participate in battle. I also think it is good because for this archetype charisma is no longer a minimal stat, and would be the focus of the class, as I feel it should be.

I know both the warlock and summoner are controversial, so combining the two will hardly be popular. That said does the archetype look mostly balanced? Have I made any glaring oversights? Constructive criticism is appreciated. Lambasting either the summoner or warlock as being broken/horrible/stupid isn't really what I'm looking for.


I really like the modularity of the new words of power system. I think the Words of Power system is about having the right tool available for the job. Casters can create the appropriate spell for each situation. I love this concept! I think this system is much more akin to the things I read in fantasy novels. Not the primary impetus for creating the system, I'm sure, but many gamers are influenced by novels.

This being said, I don't think Words of Power has gone far enough. I would like to see Words that increase the damage of spells. This would allow casters to fine tune each of their spells for the situation at hand. Have a bunch of low level mooks running around? No need to waste a 10d6 fireball. Need to quell a rioting mob? How about a mass stun that you can beef up to affect as many HD as necessary.

This would also limit the number of words a caster would need to learn. Learn one acid spell and then apply damage and shape as needed. I think the same system could be applied to summoning, healing, sleep, hold person, and a myriad of other type of spells. This would also make words learned at level one to be effective throughout the entire duration of a character's career.

Just my 2c.


I really like the Magus. I think paizo has done an excellent job especially considering the disparity over what the magus should do. There are a few different ideas I thought I would throw out there. Some of these ideas are not my own, but are ideas I have liked from other posters that I have incorporated into my magus (I have tried to cite posters of the original idea).

Arcane Pool (as proposed by TL03). I saw this on a different board and loved it and thought it would be a good way of implementing some of the ideas later in my post. This works similar to Ki points.

Spellstrike (as proposed by Kortz) which works similar to sneak attack and the magus would be able to vary the type of damage (Fire, ice, acid, etc.). I think this is a great ability to be powered by the Arcane Pool.

Spell Combat (as proposed by me). There has been a lot of argument about whether or not there should be a penalty if so how much, etc. I would like to propose that this depends on the type of spell being cast. I think that the penalty as proposed now works fine for non-combat spells. What I mean by this is if the magus is attempting to cast a control spell (say color spray) that the penalties are fine as is. But if the magus is attempting to do a combat spell (touch or range touch) that the penalties and how the spells function should be different. In the case of a touch spell I think it should function just as TWF. The magus would take a penalty to both attacks and would not have to cast defensively or make a special concentration check. If the magus is casting a range-touch the magus takes penalties to attack and would be subject to an AoO (similar to a character who wanted to make an attack with a hand crossbow). I think that a feat (similar to the one in the APG that does the same thing for archers) or Magus Arcana that negates AoO for those with the ability would be a cool option too.

Magus Arcana (Disciplines) (as proposed by me). I would like to see the magus have customization similar to that of the oracle or cavalier. These could be different orders or schools of thought, but I have called them Disciplines. My idea for the Disciplines is to lump a group of abilities together that would alter the Magus’ style of play. As noted above I think one of the biggest challenges facing the developers is the disagreement among fans on what they want from the magus. The disciplines would offer away a way for the developers to create options that will satisfy all these different play styles. I decided to use gemstones. Don’t know why, I guess I wanted something distinct from other orders, schools, domains, etc. Sample ideas:

Diamond Discipline-
Focus: Armored Defense. This would allow for those who wish to use heavy armor from the get go. Spell failure would be given as percentage reduction that would increase as the character leveled.
Abilities: Medium and Heavy armor proficiencies, shield proficiency
Fast Cast: Bull’s Strength, False Life, Haste

Ruby Discipline-
Focus: Mobility. This is for those who don’t wish to stand and fight, but are more skirmishers.
Abilities: dodge, mobility, spring attack
Fast Cast: Cat’s Grace, Blink, Invisibility

Sapphire Discipline-
Focus: Arcane defense. This is for those who disdain mundane methods of protection and rely on magical protection.
Abilities: Arcane armor last’s all day, but still requires the expenditure of a spell slot.
Fast Cast: Shield, Bear’s Endurance, Displacement, Stoneskin

Fast Cast (as proposed by me). I think the magus should not be better than the fighter, but I do like the idea of the magus being as good as a fighter or as good as a rogue depending on if the character was oriented. Instead of relying on physical prowess (BAB, HP, armor, etc) the magus would rely on arcane abilities to supplement their physical attacks (Arcane weapon, False Life, stone skin, etc). And while this is feasible through many existing spells a character would require several rounds to buff up leaving her companions to face the brunt of the attack. I think a way around this would be to cast certain spells as swift actions. Each Discipline would have a list of spells they can Fast Cast. To Fast Cast a character would have to burn X (1 per spell level?) points from their arcane pool, and would be able to cast the spell as a swift action.


I bought this book and really like the way they have done the magic system. It seems there are unlimited spell possibilities and a myriad of ways to make unique spell casters. As with all 3p material balance is an issue as is getting the DM to sign of on it. To that effect, has anyone used it in a PF game (or at all for that matter)? I am looking for a non-vancian/free form magic system so if anyone has replaced/supplemented the PF system with this or any other such system and can relate how that worked out it would be appreciated.


I have wanted to play a Dragon Rider character for quite awhile now, and with the summoner I have the tools to make that character concept happen. Summoner is by no means perfect, and there are a lot of things I don’t like about the class, however you work with what you have and this is the only way I can see making the character using RAW.

Character concepts: My character is just a regular adventurer (fighter) who is wandering the forest and discovers a small rift into the elemental plane of energy. Being quite curious he ventures into the rift to see what lies beyond. He enters the plane and is instantly bombarded by raw energy, but instead of destroying him it infuses him with energy. After his transformation/energization he sees a planar lord and his minions chasing after one of the denizens of that plane, a young elemental dragon. The dragon heads for the rift, and the adventurer, wisely not wanting to get involved with planar politics, follows. The planar lord screams in rage and slams the rift shut, before all of the dragon’s energy/essence can enter the adventure’s plane, leaving the dragon greatly reduced. The adventurer finds that all the energy he absorbed while on the other plane has come through the rift with him. The dragon did not bring enough energy to stay alive and starts to fade. The adventure intuitively helps the dragon imparting some of his new found energy into the dragon, preventing it from dying. During this process the adventurer discovers that he can access a small pocket of the plane of energy (a necessary story element since the dragon will have to go somewhere every time the summoner sleeps) a place of refuge for the dragon. The dragon and adventure decide to team up each benefitting from the other.

I would like help optimizing this class, which I have admittedly severely handicapped with my restrictions. Please give me good eidolon evolution and feat choices, as well as good feats and stats for the summoner. So here are the restrictions Core + APG only, 15 point buy, evolutions cannot be changed once chosen (meaning you cannot recreate the eidolon each level, just add new evolutions), the ‘Summoner’ is going to be focusing on mounted combat of some type, the ‘Summoner’ will not be using the SLA (role playing that he doesn’t even have the SLA), and the ‘Summoner’ will not be using much magic (Eidolon buffs only, no summons, damage, or control spells). Caveat if there is a way to work sorcerer levels in without overly crippling the eidolon I may pursue that option for blasty goodness while riding the eidolon.

The concept I came up with is:
Halfling Dragon Rider (Summoner) Outrider Racial Trait
Favored classes: Summoner 19HP
S- 11, D- 18, C- 10, I- 12, W- 8, Ch- 14 (15pt buy)
Level 1 Fighter Point Blank Shot, Precise Shot
Level 2-20 Summoner
Feats:
3- Mounted Combat
5- Mounted Archery
7- Rapid Shot
9- Ride-by Attack
11- Many Shot
13- Dodge
15- Weapon Focus
17- Trick Riding
19- Mounted Skirmisher

Dragon (Eidolon)-
Level 1: Quadruped, Tail, Claws, Mount [3 Evol. Avail./ 3 Used] Power Attack
Level 2: Pounce [4EA/4]
Level 3: Improved Damage (claws) [5EA/5] Toughness
Level 4: Sing [7EA/6]
Level 5: Wings [8EA/8]
Level 6: None [9EA/8] Dodge
Level 7: None [10EA/8]
Level 8: None [11EA/8]
Level 9: Large [13EA/12] Cleave
Level 10: Energy Attacks [14EA/14]
Level 11: None [15EA/14] Bloody Assault
Level 12: Improved Natural Armor [16EA/15]
Level 13: Rend [17EA/17]
Level 14: Improved Natural Armor, Improved Natural Attack (Sting) [19EA/19] Combat Reflexes
Level 15: None [20EA/19]
Level 16: None [21EA/19]
Level 17: None [22EA/19] Mobility
Level 18: Breath Weapon [23EA/23]
Level 19: Natural Armor Boost, +20ft flying [25EA/25]

I originally had half elf for the option of getting a bow without dipping into fighter and for the 4 extra evolutions, but that character couldn’t actually get air born until level 8. I would also consider gnome for race.


In a different thread (I can't find which one) one of the developers (James Jacobs IIRC) stated that augment summoning works on the summoners SLA. With the changes made to the SLA and the eidolon essential making them two sides of the same coin (and the reason they don't work together) does augment summoning work on the eidolon?


I have a couple of questions regarding the Eidolon Breath Attack:

1- Can it be improved by the Improved Damage Evolution bumping it up to d8/HD?
2- Do you get an extra d6 if you have the Energy Attack evolution which grants 1d6 energy damage on all attacks?
3- Can the breath weapon be used in conjunction with pounce/all other primary attacks?


I used to play "Star Wars Saga" and in that system there was a talent in one of the PrC talent trees that allowed a character to add their dex bonus to damage rolls instead of strength. I was wondering if there is a PF feat or class ability that does the same thing.


Which adventure paths were designed for 3.5 and which ones were designed for Pathfinder? I know Rise of the Runelords and Curse of the Crimson Throne are both 3.5, but I am unsure about all the subsequent ones.


Soultaken:
Role: Soultaken are those that may have been born to one form, but within them lies the soul of something vastly different. Soultaken ch
Alignment: Any.
Hit Die: d10.
Class Skills
The soultaken’s class skills are Bluff (Cha), Craft (Int), Knowledge (planes) (Int), Perception (Wis), Sense Motive (Wis), and Stealth (Dex). In addition, at 1st level, the soultaken can choose 4 additional skills to be class skills. Note that soultakens with a fly speed receive Fly (Dex) as a free class skill, even if they do not gain a fly speed until a later level.
Skill Ranks per Level: 4 + Int modifier.
Class Features
The following are the class features of the soultaken.
Weapon and Armor Proficiency: Soultaken are proficient with all simple weapons. Soultaken are also proficient with light armor.
Table: Soultaken Base Statistics
Class Level BAB Good Saves Bad Saves Bonus Feats Armor Bonus Str/Dex Bonus Evolution Pool Max Attacks Special
1st +1 +2 +0 +2 +0 4 3 Darkvision
2nd +2 +3 +1 1st +2 +1 5 3 Evasion
3rd +3 +3 +1 +2 +1 7 3 —
4th +4 +3 +1 +4 +1 8 4 Ability Score increase
5th +5 +4 +1 +4 +2 9 4
6th +6 +4 +1 2nd +6 +2 10 4
7th +7 +5 +2 +6 +3 11 4 —
8th +8 +5 +2 +6 +3 12 5 Ability Score increase
9th +9 +5 +2 +8 +3 14 5 Multiattack
10th +10 +6 +2 3rd +8 +4 16 5
11th +11 +6 +3 +10 +4 17 5 —
12th +12 +6 +3 +10 +5 19 6 Ability Score increase
13th +13 +7 +3 +10 +5 20 6 —
14th +14 +7 +3 4th +12 +5 21 6 Improved evasion
15th +15 +8 +4 +12 +6 22 6
16th +16 +8 +4 +14 +6 23 7 Ability Score increase
17th +17 +8 +4 +14 +7 25 7 —
18th +18 +9 +4 5th +14 +7 26 7 —
19th +19 +9 +5 +16 +7 27 7 —
20th +20 +9 +5 +16 +8 28 8 Ability Score increase
Soultakens
Soultaken Abilities
A soultaken’s abilities are determined by the level and by the choices made using its evolution pool. Table: Soultaken Base Statistics determines many of the base statistics of the soultaken. Each soultaken possesses a base form that modifies these base statistics. Once chosen the base form cannot be altered until the soultaken gains another level.
Class Level: This is the character’s soultaken level.
BAB: This is the soultaken’s base attack bonus. A soultaken’s base attack bonus is equal to its Hit Dice. Soultakens do not gain additional attacks using their natural weapons for a high base attack bonus.
Good/Bad Saves: These are the soultaken’s base saving throw bonuses. A soultaken possesses two good saving throws and one bad saving throw, determined by the creature’s base form.
Soultakens with Intelligence scores above the base value modify these totals as normal (an soultaken receives a number of skill ranks equal to 6 + its Intelligence modifier per HD). An soultaken cannot have more ranks in a skill than it has Hit Dice. Soultaken skill ranks are set once chosen, even if the creature changes when the soultaken gains a new level.
Feats: This indicates levels where soultaken get bonus feats. Soultakens can select any feat that they qualify for, but they must possess the appropriate appendages to use some feats. Soultaken feats are set once chosen, even if the creature changes when the soultaken gains a new level. If, due to changes, the soultaken no longer qualifies for a feat, the feat has no effect until the soultaken once again qualifies for the feat.
Armor Bonus: The number noted here is the soultaken’s base total armor bonus. This bonus may be split between an armor bonus and a natural armor bonus, as decided by the soultaken. This number is modified by the soultaken’s base form and some options available through its evolution pool. An soultaken cannot wear armor of any kind while shifted.
Str/Dex Bonus: Add this modifier to the soultaken’s Strength and Dexterity scores, as determined by its base form. Some options available through the soultaken’s evolution pool might modify these scores.
Evolution Pool: The value given in this column is the total number of points in the soultaken’s evolution pool. Points from this pool can be spent on a wide variety of modifications and upgrades that add new abilities, attacks, and powers to the soultaken. Whenever the soultaken gains a level, the number in this pool increases and the soultaken can spend these points to change the abilities of the soultaken. These choices are not set. The soultaken can change them whenever he gains a level (and through the transmogrify spell).
Max. Attacks: This indicates the maximum number of natural attacks that the soultaken is allowed to possess at the given level. If the soultaken is at its maximum, it cannot take evolutions that grant additional natural attacks.
Special: This includes a number of abilities gained by all soultakens as they increase in power. Each of these bonuses is described below.
Darkvision (Ex) The soultaken has darkvision out to a range of 60 feet.
Ability Score Increase (Ex) The soultaken adds +1 to one of its ability scores.
Multiattack A soultaken gains Multiattack as a bonus feat if it has 3 or more natural attacks and does not already have that feat. If it does not have the requisite 3 or more natural attacks (or it is reduced to less than 3 attacks), the soultaken instead gains a second attack with one of its natural weapons, albeit at a –5 penalty. If the soultaken later gains 3 or more natural attacks, it loses this additional attack and instead gains Multiattack.
Improved Evasion (Ex) When subjected to an attack that allows a Reflex saving throw for half damage, an soultaken takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.
Base Forms
Each soultaken has one of three base forms that determines its starting size, speed, AC, attacks, and ability scores. All natural attacks are made using the soultaken’s full base attack bonus unless otherwise noted. Soultaken attacks add the soultaken’s Strength modifier to the damage roll, unless it is its only attack, in which case it adds 1-1/2 times its Strength modifier. These base forms also note any free evolutions that base form possesses. The bonuses from these free evolutions are already factored into the starting statistics.
Alternatively, any one of these base forms can be used to make a Small soultaken. If the soultaken is Small, it gains a +2 bonus to its Dexterity score. It also takes a –4 penalty to its Strength and a –2 penalty to its Constitution. It also gains a +1 size bonus to its AC and attack rolls, a –1 penalty to its CMB and CMD scores, a +2 bonus on its Fly skill checks, and a +4 bonus on its Stealth skill checks. Reduce the damage of all of its attacks by one step (1d6 becomes 1d4, 1d4 becomes 1d3). If this choice is made, the soultaken can be made Medium whenever the soultaken can change the soultaken’s evolution pool (which causes it to lose these modifiers for being Small).
Quadruped
Starting Statistics: Size Medium; Speed 40 ft.; AC +2 natural armor; Saves Fort (good), Ref (good), Will (bad); Attack bite (1d6); Ability Scores Str +2, Dex +2; Free Evolutions bite, limbs (legs) (2).
Biped
Starting Statistics: Size Medium; Speed 30 ft.; AC +2 natural armor; Saves Fort (good), Ref (bad), Will (good); Attack 2 claws (1d4); Ability Scores Str +4; Free Evolutions claws, limbs (arms), limbs (legs).
Serpentine
Starting Statistics: Size Medium; Speed 20 ft., climb 20 ft.; AC +2 natural armor; Saves Fort (bad), Ref (good), Will (good); Attack bite (1d6), tail slap (1d6); Ability Scores Dex +4; Free Evolutions bite, climb, tail, tail slap.
Soultaken Evolutions
Each soultaken receives a number of evolution points that can be spent to give the soultaken new abilities, powers, and other upgrades. These abilities, called evolutions, can be changed whenever the soultaken gains a new level, but they are otherwise set. Some evolutions require that the soultaken have a specific base form or the soultaken be of a specific level before they can be chosen. A number of evolutions grant the soultaken additional natural attacks. Natural attacks listed as primary are made using the soultaken’s full base attack bonus and add the soultaken’s Strength modifier to damage rolls. Natural attacks listed as secondary are made using the soultaken’s base attack bonus – 5 and add 1/2 the soultaken’s Strength modifier on damage rolls (if positive). If the soultaken only has a single natural attack, the attack is made using its full base attack bonus and it adds 1-1/2 times its Strength modifier on damage rolls made with that attack, regardless of the attack’s type.

D'ivers:

D’ivers
Within the purity of the elements and the order of the wilds lingers a power beyond the marvels of civilization. Furtive yet undeniable, wielding these primal magics can sometimes lead to unforeseen consequences. D’ivers are those who attempted to harness these formidable powers and use them to their own ends, and are those who suffered the backlash as these powers resisted manipulation. This backlash has brought the d’ivers closer to the beasts and given them greater understanding and power over nature. The reward for their machinations is a double edge sword. D’ivers gain unparalleled shape-shifting abilities and the power to call upon nature's wrath. The mightiest are a force to be reckoned with, but their power comes with a price. The longer a d’ivers spends shifted, the more difficult it is to recover once they move back to their true form.
Role: D’ivers transform into deadly beasts and savagely wade into combat. D’ivers have a natural affinity to elemental forces, natural powers, or nature itself.
Alignment: Any Chaotic
Hit Die: d8
Starting Wealth: 2d6 × 10 gp (average 70 gp)
Class Skills
The d’ivers’s class skills are Climb (Str), Craft (Int), Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Spellcraft (Int), Survival (Wis), and Swim (Str).
Skill Ranks Per Level
4 + Int modifier.
Table: D’ivers
Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells Per Day
0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 nature sense, orisons, wild empathy
1 — — — — — — — —
2nd +1 +3 +0 +3 wild shape (1/day), Woodland stride
2 — — — — — — — —
3rd +2 +3 +1 +3 Trackless step
3 --- — — — — — — —
4th +3 +4 +1 +4 Nature’s resistance, wild shape (2/day) 3 1 — — — — — — —
5th +3 +4 +1 +4 4 2 — — — — — —
6th +4 +5 +2 +5 Wild shape (3/day) 4 3 — — — — — —
7th +5 +5 +2 +5 4 3 1 — — — — —
8th +6/+1 +6 +2 +6 Wild shape (4/day) 4 4 2 — — — — —
9th +6/+1 +6 +3 +6 Venom immunity
5 4 3 — — — —
10th +7/+2 +7 +3 +7 Wild shape (5/day) 5 4 3 1 — — — —
11th +8/+3 +7 +3 +7 5 4 4 2 — — —
12th +9/+4 +8 +4 +8 Wild shape (6/day) 5 5 4 3 — — —
13th +9/+4 +8 +4 +8 Nature’s resistance
5 5 4 3 1 — —
14th +10/+5 +9 +4 +9 Wild shape (7/day) 5 5 4 4 2 — —
15th +11/+6/+1 +9 +5 +9 Timeless body
5 5 4 4 3 —
16th +12/+7/+2 +10 +5 +10 Wild shape (8/day) 5 5 5 4 3 1 —
17th +12/+7/+2 +10 +5 +10 5 5 5 4 4 2
18th +13/+8/+3 +11 +6 +11 Wild shape (9/day) 5 5 5 5 4 3
19th +14/+9/+4 +11 +6 +11 5 5 5 5 5 4
20th +15/+10/+5 +12 +6 +12 Wild shape (at will) 5 5 5 5 5 5
Class Features
Weapon and Armor Proficiency
D’ivers are proficient with the following weapons: All simple weapons. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below).
D’ivers are proficient with light and medium armor. A d’ivers may also wear wild armor so that it functions while shifted. D’ivers are proficient with shields (except tower shields).
A d’ivers who wears prohibited armor or carries a prohibited shield is unable to cast d’ivers spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.
Spells

A d’ivers casts divine spells, which are drawn from the d’ivers spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A d’ivers can cast any spell he knows without preparing it ahead of time.
To learn or cast a spell, the d’ivers must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a d’ivers’s spell is 10 + the spell level + the d’ivers’s Wisdom modifier.
Like other spellcasters, a d’ivers can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: D’ivers. In addition, she receives bonus spells per day if she has a high Wisdom score.
The d’ivers selection of spells is limited. A d’ivers begins play knowing four 0-level spells and two 1st-level spells of the d’ivers’ choice. At each new d’ivers level, he gains one or more new spells, as indicated on Table: D’ivers Spells Known. (Unlike spells per day, the number of spells a bard knows is not affected by his Wisdom score.
A d’ivers must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. A d’ivers may prepare and cast any spell on the d’ivers spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Table: D’ivers Spells Known
Level 0th 1st 2nd 3rd 4th 5th 6th
1st 4 2 — — — — —
2nd 5 3 — — — — —
3rd 6 4 — — — — —
4th 6 4 2 — — — —
5th 6 4 3 — — — —
6th 6 4 4 — — — —
7th 6 5 4 2 — — —
8th 6 5 4 3 — — —
9th 6 5 4 4 — — —
10th 6 5 5 4 2 — —
11th 6 6 5 4 3 — —
12th 6 6 5 4 4 — —
13th 6 6 5 5 4 2 —
14th 6 6 6 5 4 3 —
15th 6 6 6 5 4 4 —
16th 6 6 6 5 5 4 2
17th 6 6 6 6 5 4 3
18th 6 6 6 6 5 4 4
19th 6 6 6 6 5 5 4
20th 6 6 6 6 6 5 5

Chaotic, Evil, Good, and Lawful Spells
A d’ivers can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
Bonus Languages
A d’ivers’s bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.
A d’ivers also knows D’iversic, a secret language known only to d’ivers, which she learns upon becoming a 1st-level d’ivers. D’iversic is a free language for a d’ivers; that is, she knows it in addition to her regular allotment of languages and it doesn’t take up a language slot. D’ivers are forbidden to teach this language to nond’ivers.
D’iversic has its own alphabet.
Nature Sense (Ex)
A d’ivers gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy (Ex)

A d’ivers can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The d’ivers rolls 1d20 and adds her d’ivers level and her Charisma modifier to determine the wild empathy check result.
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the d’ivers and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A d’ivers can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
Woodland Stride (Ex)
Starting at 2nd level, a d’ivers may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.
Trackless Step (Ex)
Starting at 3rd level, a d’ivers leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Nature’s Resistance (Ex)
Starting at 4th level, a d’ivers gains a +2 bonus to ac while shifted. This bonus stacks with other ac bonuses give as part of the shifting process.
Soultaken (Su)
At 2nd level, a d’ivers gains the ability to turn herself into multiple Small or Medium animals (up to 2 medium and 3 small) and back again once per day. Her options for new forms include all creatures with the animal description. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 2 hour per d’ivers level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. The form chosen is permanent and cannot be changed except under circumstances described later. When the d’ivers shifts back to her original form she needs to make a will save with a DC of 15 + d’ivers level. If the d’ivers fails she is stunned for a number of rounds equal two times d’ivers level.
While soultaken a d’ivers applies any bonuses or penalties to constitution then takes 75% of her hit points as the amount of hit points each of the animal forms have. Also while shifted spells cast either before or after shifting apply to all forms.
If one of the forms dies in combat the d’ivers will be short a form for one week/2 levels. During this time a d’ivers will only be able to prepare and cast proportionally the same number of spells as forms remaining. For example if a level two d’ivers is four small leopards and one dies, for the next week the divers will only be able to cast 75% (rounded down) of the spells she would normally be able too. In this case 1 1st-level spell.
A d’ivers loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)
A d’ivers can use this ability an additional time per day at 4th level and every two levels thereafter, for a total of nine times at 18th level. At 20th level, a d’ivers can use wild shape at will. As a d’ivers gains in levels, this ability allows the d’ivers to take on the form of larger animals or greater numbers smaller animals.
At 4th level a d’ivers can add an additional form while shifted. A d’ivers can be 3 medium, or 4 small creatures
At 6th level, when taking the form of an animal, a d’ivers’s wild shape now functions as beast shape II. A d’ivers can be 2 large, 3 medium, or 4 small creatures.
At 8th level, when taking the form of an animal, a d’ivers’s wild shape now functions as beast shape III with the exception of no huge creatures allowed. Small and medium d’ivers can use magical beast stats. A d’ivers can be 3 large, 4 medium, or 5 small creatures.
At 12th level, when taking the form of an animal, a d’ivers’s wild shape now functions as beast shape IV large d’ivers can use magical beast stats.
Venom Immunity (Ex)
At 9th level, a d’ivers gains immunity to all poisons.
Timeless Body (Ex)
After attaining 15th level, a d’ivers no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place.
Bonuses still accrue, and the d’ivers still dies of old age when her time is up.


Has anyone play tested any of the non-vancian magic systems with pathfinder? I am thinking specifically of Elements of Magic, True Sorcery, or Monte Cook's World of Darkness, but if there are any other good ones I have missed feel free to point them out. I am just wondering inf the magic systems are already balanced for pathfinder or if they need tweaks. Thanks!


No one has heard anything additional?

On a related note: has anyone ever used the magic systems from Elements of Magic Revised or True Sorcery in one of their pathfinder games? If so were the systems pretty balanced with the rest of pathfinder's game mechanics?


I thought I would start a thread where people can post things the would and would not like to see in the new Magus class. It seems there is a new fighter-mage (Magus) thread every other week, but this time it is more of a wish list of abilities that we would like the Magus to have. Since the developers want Magus to supplant "Gish" as the word that means fighter-mage, and since many never liked the word gish to begin with, AND since we all want to earn extra credit from the developers so they'll listen to our ideas, lets make this a 'gish-free thread :)

Things I'd like to see in the new Magus class:

1- An ability to deliver spells through a weapon.
2- Flexible armor penalty reduction to support multiple build concepts. Meaning not just "can cast spells in X armor . . ." but "reduces the spell failure of armor by X% . . ." This supports those that want to wear all types of armor.
3- Bonus to casting spells in melee.
4- D10 hit die.
5- A broad or multiple spell list(s) to facilitate different builds or concepts.
6- Cool flavor. I would love to see something along the lines of the cavalier orders that would give the magus different abilities, and control which spells they had access to.
7- Magus (or even better, order) specific spells.

Things I DON'T want to see:

1- Paladin/ranger spell progression.
2- Full spell progression.
3- Full BAB
4- Prohibited magic schools.
5- Unrestricted access to all schools like a sorcerer or universalist wizard.

I know some of the things I put on the list seem contradictory (d10 hit dice with 3/4 BAB), and others seem like I was obfuscating (not wizard/sorcerer spell progression and not ranger/paladin which leaves . . .), but I think that this class may be an opportunity to break the mold. I don't think the magus must have a bard equivalent spell progression, but that a brand new magus spell progression might be the way to go.

Likewise I wouldn't mind seeing a different casting mechanic then we have seen before. Depending on flavor text I could support either charisma-spontaneous or intelligence-prepared, but I would love to see something different then either of these. Constitution comes to mind. It would be interesting if the magus had to balance how many spells they used or start taking damage/penalties because they are sapping their strength every time they cast.


Does any one have or know of a Truenamer conversion that makes the truenamer a legitimate party member in a pathfinder game? I really like the idea of the naming magic, and would love to play this class. The problem of the neigh impossible DCs is a little daunting, though. I am all about having a story driven character, and I am not a power gamer, but there is a difference between power gaming and being utterly ineffectual. If anyone knows of a good pathfinder conversion I a would be really interested in reading it.


I wasn't sure if I should ask this here or in the homebrew section, since what I am looking for could be seen as both. Does any one have or know of a Truenamer conversion that makes the truenamer a legitimate party member in a pathfinder game? I really like the idea of the naming magic, and would love to play this class. The problem of the neigh impossible DCs is a little daunting, though. I am all about having a story driven character, and I am not a power gamer, but there is a difference between power gaming and being utterly ineffectual. If anyone knows of a good pathfinder conversion I a would be really interested in reading it.


Question one: Is it true that the hoof attacks of a horse change to a primary attack if the horse is war trained, if so then can someone please post the reference. I thought it was in the beastiary but I can't find it now.

Question two: I read in a forum, that I can no longer locate, about some interesting feats related to mounted combat. The poster referenced either a pathfinder campaign setting, adventure path, or chronicle. Does anyone know any pathfinder products that have mounted combat related feats?

Thanks!!


I was wondering if anyone with Monte Cook's Collected Book of Experimental Might could give me a brief description of the Runeblade. This class is sounds intriguing, and since I'm a sucker for gish classes anyway I think I'll like it. However, I am interested in how compatible it is with pathfinder, since it was written for 3.5. I am not looking for a full class build up, just enough to make sure it is worth the $10, since that is really the only part of that book I am interested in. Thanks for the help.


I have never done play-by-post, and I am really interested in playing one. I am playing in a local game, which is a lot of fun, but it is a homebrew world (a really well done one), and I really want to try playing one of the pathfinder built campaigns. The problem is I haven't had any luck finding a new game. I searched the forums but haven't had any luck finding someone who needs a new player. Where do I find a new game, or does anyone need another player? If anyone can point me in the right direction I would really appreciate it.


Does anyone know of feats that will decrease the armor penalty for cavaliers? I know the order of the sword has the mounted mastery ability, and the animal affinity will help with the penalty while riding. Short of multi classing into fighter is there anyway to reduce these penalties? Thanks for the help.


Is it possible for the mount to do an over run/trample attack and the rider to do a mounted charge at the same time? It seems to me that the horse would charge, then get its over run trample attack. The rider of course gets an attack as part of the charge I guess the real question is a natural attack the only option for the mount at the end of its charge?


Jason stated on the Alchemist/Inquisitor sticky the possibility of revisions to the classes from the play tests in mid-January, time permitting? A couple of questions:
1- are these revisions for another round of play testing, to polish up the classes?
2- will we see the revisions for all classes or only those that received extensive changes?
**crosses fingers for cavalier changes**
Anyway thanks for the opportunity to play test, I have really enjoyed it thus far.


In a post elsewhere Jason hinted that part of the Inquisitor play test may actually be for the cavalier, which is a great idea. It tests out the mechanics of a certain different groups of abilities to see which actually works better, with the better of them possibly being used in both classes albeit with different nuances.

Along these lines I would like to see the eidolon type customization cross over to the alchemist. I like that the alchemist can already focus his research in a particular direction refining his bombs or mutagens to become his primary offensive form, but I would like to see personalized recipes. I think it would be interesting if every level the alchemist received so many research points, and they could use those points to refine their own personal elixir. Their elixirs, like eidolons would have basic forms bombs, mutagens, or enhancement, from there however the alchemist could add his own twists to his creations to personalize them to his needs. This is after all at the very heart of alchemy.

I would break from the eidolon format in one regard. I would allow the alchemist to conclude one recipe and move on to others. If a recipe ever gets to the point that the alchemist doesn't want to add any more to it, he can move on and start on another. All the research points used on the original are permanently used up, and the alchemist cannot add to or take away from it once he has finalized his creation.

Anyway I think this would be yet another way to customize the alchemist, and it utilizes the evolution point system, which I think is a really great idea and should be spread around to other classes.


I was reading a forum earlier where someone who jokingly mentioned a person who was playing a wiz 3/ sorc 3 and how bad that character would suck, which is true. It got me thinking that a wiz 3/ cleric 3 sucks pretty bad too but Mystic Theurge is a really good PrC. So if the Theurge class allowed any two casting classes to combine and gain full caster levels for both would sorcerer/wizard be a powerful combination?

I think it would be a great role playing class. I like the idea of some one having an inherent ability to cast magic then applying them selves with study. As opposed to the iconic bumbler sorcerer:
Kahlan- "Hey Dick, what spell is that?"
Dick- "I call it 'Deus ex Machina'!!"
Kahlan "Oooo sounds exotic"
Dick- "Oh, it is . . . I just have no idea how I did it"

Anyway, I think having an Arcane Theurge type caster would be a really powerful combination, and give you some of the best elements of both wizards and sorcerers.

Thoughts?


I have just finished reading MinstrelintheGallery’s sorcerer guide and found it very useful. I have addition questions but I didn’t want to jack his thread so I thought I’d start a new one and see what kind of advice I get.

I am going to be playing a sorcerer for an upcoming game and would like help optimizing the character. Things I am interested in:

1- A character that has good social skills for good role playing and out of combat use
2- A multifaceted approach to combat. I am not interested in a glass cannon build but I would like to focus on damage and battlefield control
3- Thematically I think I am going to go for a chromatic type sorcerer and eventually jump into the Initiate of the Seven Fold Veil PrC.
4- I will be using a 15 point buy, the stats I came up with are S-8, D-14, C-12, I-12, W-8, Ch-16 (18 after the bump), but theses can be modified if I have screwed something up.
5- Races I’m primarily looking at are Half-elf and Human, but I have not ruled the Gnome out yet (not really interested in playing a Halfling).
6- The books that I can draw from are Pathfinder core, any of the completes, and the spell compendium.

Where I really need help is in feat and spell selection. I have never played a caster before and so I don’t want to grab some spell or feat thinking it sounds cool only to find out that I made a classic first time caster mistake. Thanks for any and all help!!


How do the half-elf rules work with elven weapon proficiencies? Would half-elves treat this (and other elven weapons) as martial weapons or is that for elves only and so the half-elves would have to take a feat?


No love/interest in seeing any additional mounts for medium sized characters? It strikes me as strange at how many aquatic and small character mount options there are, and there are essentially two for medium characters (and I don't see many people charging into battle on their trusty camel). Oh well I guess I can hope that they throw in a couple new ones in the advanced players guide.


I plan on making a cavalier to play in a game this weekend and in an effort to avoid mount issues in a dungeon I wondered about training an animal that wasn't on the animal companion list. Specifically I am interested in a lizard type mount, like a giant frilled lizard, which would be large enough to ride, but more capable in a dungeon setting (at least to my minds eye). My question is if you rear a wild animal can that animal become your animal companion and therefore gain hit dice and feats as you progress in the class, or those things limited to just those animals list on the animal companion lists?


In light of the new changes to summoner I am trying to find something for the actual summoner to do during combat. I don't want this to be a discussion of whether the changes made are good, bad, or otherwise there are plenty of other forums for that. So far I have only play tested the summoner at low levels (3-5 thus far) and I have to say while the eidolon is awesome the summoner himself leaves something to be desired. The summoner lacks the sufficient spells to be a decent buffer, has no ranged damage spells, and has lack luster melee performance in low point buy games when the points are used up in the primary stats. Anyone have good multiclass or other ideas so that the summoner and not just his pet(s) (which at low levels the other summons are pretty brief) is a contributing member of the party.

So to start it off I'll throw out bard/summoner. Not the most powerful of classes, but the bard would be able to increase the summoners buffing capabilities, and give access to much needed social skills so the summoner can contribute something outside of combat.