here's the rest of those 3.5 Chronicles Campaign Setting (including the cleric from above)...
Chronicles Campaign pg 5 wrote:
Classes
After races, the rest of this chapter takes a look at the 11
common 20-level standard classes and how they f it into
Golarion. Each description details the most common places
where members of the class come from or can be found,
and who among the teeming masses most often takes up
that particular profession. Every one also provides a variant
class feature unique to Golarion.
Spoiler:
Barbarian wrote:
Cold Resistance (Ex): At 3rd level, a barbarian gains cold
resistance 2. This resistance increases by 2 for every 3
additional levels the barbarian attains, for a total of cold
resistance 12 at 18th level.
Class Abilities: Barbarians in the cold climates of the Lands of
the Linnorm Kings, the Realm of the Mammoth Lords, and the
Worldwound sometimes have the above ability, which replaces the
trap sense ability.
Bard wrote:
Specialized Training (Ex): At 1st level, a bard must choose
a single category of the Perform skill. Whenever the bard
performs bardic music using the chosen category of the
Perform skill, he is treated as being 2 levels higher when
determining the effect and save DC. In addition, a bard with
specialized training can make use of his bardic music one
additional time per day, assuming that the additional usage
uses his chosen category of the Perform skill.
Class Abilities: Bards trained at one of the great schools of
the Inner Sea tend to favor one performance type above all
others, focusing their training. Such bards have the above
ability, which replaces bardic knowledge.
Cleric wrote:
Holy Warrior (Ex): A cleric with this ability is proficient with
her deity’s favored weapon. In addition, her base attack
bonus as a cleric equals her cleric level, and her cleric Hit Die
becomes a d10.
Class Abilities: Some clerics think of themselves more
as holy warriors than proselytizers or shepherds. For these
clerics, the ability to fight trumps all
other concerns. Taking the above ability
requires a cleric to give up both of
her domains, including her domain powers.
Druid wrote:
Mountain Stride (Ex): A druid with this ability can move
through rocky terrain at her normal speed and without
taking damage or suffering any other impairment. Magically
manipulated terrain, such as spike stones, affects her normally.
Class Abilities: Due to the constant spread of civilization
during the Age of Enthronement, many druids took to the
mountains for solace. These druids adapted to the rocky
terrain and have gained the above ability. This ability replaces
woodland stride.
Fighter wrote:
Class Skills: A fighter trained at a famous war college or
fighting school gains the following class skills (in addition
to the normal fighter class skills): Diplomacy (Cha), Gather
Information (Cha), Knowledge (architecture and engineering)
(Int), Knowledge (geography) (Int), Knowledge (nobility
and royalty) (Int), Sense Motive (Wis).
Skill Points at 1st Level: (4 + Int modifier) × 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Class Abilities: Numerous martial academies around the
Inner Sea region teach weapon skill, tactics, diplomacy, and
other tools useful for war. Fighters who attend these schools
may choose the above option, which replaces the bonus feat
gained upon taking the first level of fighter.
Monk wrote:
Bonus Feats: 1st level—Improved Grapple or Point
Blank Shot.
2nd level—Stunning Fist or Deflect Arrows.
6th level—Improved Trip or Rapid Fire.
Class Abilities: The monks on the Isle of Jalmeray are of
mostly Vudrani descent and hold to different traditions than
the monks of the west. These monks have the above choices
when selecting bonus feats.
Paladin wrote:
Light of Purity (Su): Starting at 6th level, a paladin with this
ability can emit a radiance of blinding light once per week.
This light acts like a daylight spell, save that it only lasts for 1
round per level of the paladin. In addition, any undead within
30 feet of the paladin emitting this light takes 1d6 points
of damage per round for every two levels the paladin has
attained. A Fortitude save (DC 10 + 1/2 the paladin’s level +
the paladin’s Cha modifier) halves this damage. A paladin may
use the light of purity one additional time per week for every
three additional levels he has attained, to a maximum of five
times at 18th level.
Class Abilities: Paladins trained in the Holy Citadel of Light
focus specifically on the destruction of undead and are often
charged with cleansing the land around Gallowspire of its
necrotic taint. These paladins gain the above special ability,
which replaces the remove disease ability gained at 6th level
and all increases in that ability.
Ranger wrote:
Enhanced Companion (Ex): Upon gaining an animal companion
at 4th level, the ranger must choose a single type of animal. The
ranger cannot call a different animal companion. The ranger’s
effective druid level is equal to the ranger’s level –2 (instead of
the normal 1/2) for that type of animal. This animal must be on
the basic list of companions that can be chosen at 4th level and
cannot be changed.
Class Abilities: Rangers who join a military unit sometimes
focus their training on a single animal, to the
exclusion of all others, forming a tight bond.
This ability replaces the wild empathy ability.
Rogue wrote:
Poison Master (Ex): At 3rd level, the rogue can use poison
without any chance of poisoning himself. For every three
levels of rogue beyond 3rd, the DC for any poison coated on
the rogue’s weapons increases by +1 if the target is poisoned
as part of a sneak attack.
Class Abilities: Rogues trained in shadow-shrouded Nidal are
renowned for their use of poison and other vile toxins to weaken
and kill their foes. This ability replaces the trap sense ability.
Sorcerer wrote:
Hidden Reserve (Su): Starting at 1st level, a sorcerer with this
ability can call upon a hidden reserve of magical energy to cast
additional spells. This reserve can be used to cast any spell
the sorcerer could normally cast, but the sorcerer is fatigued
after the spell is completed. If this spell if of the highest
level that the sorcerer could normally cast, the sorcerer is
exhausted instead. This ability cannot be used while fatigued
or exhausted. It can be used a number of times per day equal
to the sorcerer’s Charisma bonus.
Class Abilities: Some sorcerers raised on the Isle
of Hermea do not call familiars like others from the mainland. They
instead focus their development on harnessing their inner reserve of
magic, for use in times of need. This ability replaces the summon
familiar ability.
Wizard wrote:
Arcane Duelist (Su): Wizards with this ability are specially
trained to push their spells when needed to gain the upper
hand. When pushing a spell, the wizard can choose one of
the three following effects: increase a spell’s DC by +1, add
+2 to the level check to overcome spell resistance, or add
a +2 morale bonus on attack rolls made with the spell. A
wizard can use this ability a number of times per day equal
to his Intelligence bonus. Using this ability is a swift action.
Class Abilities: Wizards who train at
the Arcanamirum spend much of their time studying
the practical applications of their spells, often
in the school’s dueling fields. As such, some of them
have learned the above special ability, which replaces
the Scribe Scroll feat gained at 1st level.
Steal Book was reprinted in the PFS Scenario 3-10, making it 1st party material. For whatever reason, it is not in Nethys, along with many other Scenario mechanics.
Spoiler:
Quote:
Steal Book
School divination; Level bard 3, inquisitor 3, sorcerer/wizard 3, witch 3
Casting Time 1 standard action
Components V, S
Range touch
Target one book touched
Duration permanent
Saving Throw Fortitude negates (object); Spell Resistance yes (object)
Often used by bards, spies, and arcane scholars to steal important texts without alerting their owners, steal book allows you to copy the contents of one book, folio, scroll, or other text to a blank one of sufficient size. In doing so, the original pages are wiped blank, though any covers or binding remain unchanged. Differences in size between the original and the blank folio don’t matter, though the blank folio that the information is being transferred to must have an equal or greater amount of space (in number of pages or inches of scroll), or else any text that overflows the document is lost forever.
This spell cannot transfer magical writing (such as a wizard’s spellbook or a magical scroll). At GM’s discretion, the spell can restore lost information, such as a page obscured by spill wine, text erased by magic or mundane means, or even pages lost to fire or another type of damage.
When steal book is cast from a scroll, the beginning of the stolen text appears on the steal book scroll until you select a target book for the text to appear in. The stolen text glitters and sparkles while it remains on the scroll.
Yeah, Eldritch Scoundrel is one of my favorite archetypes and I've used it quite a bit. I saw first-hand what it looks like at 1st and 2nd level play when one of my players took it. Really only started to feel "right" at 3rd and came into its own at 4th.
I managed to sit down on my lunch break and finish up the wizard archetypes. I decided to add sin mage (Thassilonian specialist) as an archetype, since it basically is. I rated every specialization separately because they are not equal by any means. I'm sort of on the fence on giving Envy/Greed/Sloth neutral versatility ratings, but Evocation/Necromancy, Enchantment/Illusion, and Evocation/Illusion are pretty manageable opposition combos. Pride, Wrath, and Lust take a power drop since losing Transmutation and/or Conjuration just guts the wizard spell list. It's more than just a versatility drop from them, but an attack on the core competencies of the class. Thoughts on the ratings?
Envy (Abjuration) Power +1, Versatility 0
Gluttony (Necromancy) Power +2, Versatility -1
Greed (Transmutation) Power +2, Versatility 0
Lust (Enchantment) Power -1, Versatility -2
Pride (Illusion) Power -2, Versatility -2
Sloth (Conjuration): Power +2, Versatility 0
Wrath (Evocation): Power -1, Versatility -2
Pretty much by definition any Thassilonian Specialist is going to be at a minus in versatility, so the question becomes whether you get enough power to make up for it. Do note that in addition to the obvious loss of ability to cast spells from your Prohibited Schools, you can't pick a Subschool, at least according to James Jacobs. This makes sense in a depressing way, because Subschool modifies Arcane School, and Thassilonian Specialist also modifies Arcane School.
Would you want to mention New Thassilonian Magic as a way to change the power/versatility levels for most of the sins?
Quote:
New Thassilonian Magic
Source Paths of the Righteous pg. 23
You use Thassilonian magic in a nontraditional way that preserves the ancient traditions while lifting some of its restrictions.
Prerequisites: Thassilonian specialization (Inner Sea Magic 17).
Benefit: You choose one of your two opposition schools. You also gain Thassilonian as a bonus language. If you already speak Thassilonian, you gain one of the following languages as a bonus language instead: Aklo, Azlanti, Giant, Shoanti, or Varisian.
Normal: A Thassilonian specialist cannot customize his choice for opposition schools.
Also, the original Pathfinder Chronicles Campaign Setting has alternate class features for all of the core classes. They replace a variety of abilities, and feel a little like pseudo-archetypes (similar to the Thassilonian specialist does).
Spoiler:
page 43 wrote:
Holy Warrior (Ex): A cleric with this ability is proficient with
her deity’s favored weapon. In addition, her base attack
bonus as a cleric equals her cleric level, and her cleric Hit Die
becomes a d10.
Class Abilities: Some clerics think of themselves more
as holy warriors than proselytizers or shepherds. For these
clerics, the ability to fight trumps all
other concerns. Taking the above ability
requires a cleric to give up both of
her domains, including her
domain powers.
I can't put up an actual review, but I figured that this was good enough.
We played this scenario yesterday and it was amazing! Despite needing better editing for time, it was well written for the most part. We had a lot of fun, and it is probably in my top 5 games, maybe even #1. Watch out though, it is very investigation-intense and requires more than average story book keeping.
Mutated Dark Fey (People of the Rivers)
Mutated Lifewater (Blood of the Elements)
Mutated Retribution (People of the Rivers)
Mutated Shahzada (Blood of the Elements)
Salamander (Elemental Master's Handbook)
Scorpion (Potions and Poisons)
Solar (Qadira, Jewel of the East)
While prepping, I had to reread the it 4 times to even really understand the influence stuff. It was very very confusing. Unfortunately, not enough players to run, but I knew from just reading the adventure and reviews, it would run long.
But the last section was hilariously awesome! I wish they'd do more escapes like that!
Please playtest these better to avoid running over.
I'm glad I don't game with people who try to use convoluted rules exploits like this...
I'm a self-professed power gamer, but I'm not THAT good at shattering game balance. :D
Totally understand, but unfortunately it's issues with how things are poorly written that is the problem, not the people that find them. But this is not saying that a vast majority is poorly written, just rare little things. Kind of like Kraken Throttle or blood money. Many of these things might be only slightly more powerful than things that are written properly. But things like Thoughtful Wish Maker, are just too powerful as intended.
But this combo is ridiculously powerful, and def needs to be errata'd.
Paizo has a tendency to ban-hammer things for mundanes that people think are too broken, despite casters doing similarly powerful things more efficiently.
I mean this as constructive criticism for Paizo to maybe compare mundane overpowered stuff to spellcaster abilities, before jumping on some things.
28 people marked this as FAQ candidate. Answered in the errata.
3 people marked this as a favorite.
I've seen a million AA threads. But never saw an official running while browsing through.
Has there been an official ruling/errata/FAQ on how Abundant Ammunition works in relation any/all of the following...
1- container w both magical and no magical ammo.
2- improved ammo (via Blanches, etc.).
3- Hybridized alchemical ammo.
4- any others not covered above.
this thread need only be about the rulings, not people's opinions on which is RAW and which is RAI.