Specifically, I was looking at using a bird companion with a ranger. The bird allows the rangers attacks to "add 1d4 persistent bleed damage as an enhancement."
Persistent damage says,
Persistent Damage wrote:
"While affected by persistent damage, at
the end of your turn you take the specified amount and
type of damage... You roll
the damage dice anew each time you take the persistent
damage."
And,
Persistent Damage wrote:
"You can be simultaneously affected by multiple
persistent damage conditions so long as they have different
damage types. If you would gain more than one persistent
damage condition with the same damage type, the higher
amount of damage overrides the lower amount."
So, this raises a few questions for me. Does an enemy take an amount of damage equal to the bleed effect when the strike occurs or ONLY at the end of their turn? If only at the end of their turn, how would I determine the damage if I hit the enemy three times? Would I roll 3d4 and use the highest value? Or only roll 1d4 since that's the highest (variable) value from any given attack? If only 1d4 what would happen if I then dealt 1d6 bleed damage somehow? Would I roll 1d4 and 1d6 and deal the higher damage? Is 1d6 "higher" than 1d4? What about 2d4 vs 1d8?
Reading through character creation, I really enjoyed how the authors made sure to talk about gender norms, sexual orientation, and nontraditional heroes. However, I was then immediately saddened to see that the same open modern perspective was completely lacking in the short blurb on faith that followed. One could reasonably interpret that non-religious characters are against the rules. Then, turning to page 288 does imply that you can be non-religious but that such characters are the lowest of the low.
This is a rather disheartening approach, especially in light of Paizo's progressive thinking in other areas, and even Sutter's own Pathfinder Tales novels on the subject. I know it seems like a little thing, and it is, but so is mentioning sexual orientation, yet it did a lot to make me feel included.
I'm just asking that maybe you guys consider adding a bit about being faithless or mention that it's ok for faith to not be a big deal to a character.
My 2 friends and I are experienced Pathfinder players looking to do one of the new APs.
I used to be a PFS venture lieutenant but recently enlisted in the military and moved far away from my gaming group. So we're looking at doing PBP as a way to play together.
We have characters ready to go for Strange Aeons (1st pick as we're also Cthulu fans) and Giant Slayer but not opposed to doing other APs if you'd like. Also willing to run with a 3 person party but not opposed to letting in another player or 2 (or 3, but APs seem to run best at 4 or 5).
If you're interested or have any questions, just let me know. Thanks.
Would it require an arcanist to forfeit an entire "known" slot to use Preferred Spell? Essentially giving up the ability to cast that spell for the rest of the day to use it? Same with Greater Specialization?
So, equipment trick (shield) first gives this ability:
Quote:
Hurl Shield (Throw Anything): You can throw your shield as a ranged improvised weapon. You must be holding (not wearing) your shield to perform this trick. If you are using a throwing shield, there is no reason to use this trick.
Notice that it is redundant for throwing shields, and called out as such.
Then it gives this ability:
Quote:
Ricochet Shield (Deadly Aim, Throw Anything): When you throw a shield, you can bounce it off one or more hard surfaces in order to strike a target from an unexpected angle or to bypass an obstacle such as cover. Each object you ricochet your shield off of imposes a –2 penalty on the attack roll. Range increments apply for the total distance the shield travels, not just the direct distance between you and the target.
Now while it does not say that a throwing shield is exempt from the throw anything portion of the requirement, would you find it reasonable? Do you find requiring throw anything to throw a shield specifically exempted from the need for throw anything a few sentences ago reasonable?
Would it be possible to put a little checklist at the front or end of a scenario that lists all the monsters (and NPCs?) in it and which book they're from? It could also include the list of flip mats used or any other products?
It would make it a lot easier to pull the stat blocks and pawns I'll be using instead of needing to flip make through. Especially when I'm doing 2 or 3 scenarios in one day or for placing markers in a Bestiary if a scenario needs to be run cold.
I didn't feel like waiting until August for the ACG to come out, so I went ahead and put something together. It's nothing too complicated, but it has uniqueness. I'm trying to see if people think adding guns doesn't overstep the balance of the class.
The Gentleman:
WEAPON AND ARMOR PROFICIENCIES
Gentlemen are proficient with firearms, and not proficient with bucklers.
GENTLEMAN’S FINESSE (Ex)
At 1st level, a Gentleman gains the benefits of the two weapon fighting feat when wielding a light or one-handed piercing weapon and a one handed firearm.
This ability replaces Swashbuckler Finesse.
PANACHE (Ex)
A Gentleman can regain panache with either a light or one-handed piercing weapon, or a one-handed firearm.
DEEDS
A Gentleman gains the following Deed,
Quick Clear (Ex): At 1st level, as a standard action, the gentleman can remove the broken condition from a single firearm he is currently wielding, as long as that condition was gained by a firearm misfire. The gentleman must have at least 1 grit point to perform this deed. Alternatively, if the gentleman spends 1 grit point to perform this deed, he can perform quick clear as a move-equivalent action instead of a standard action.
This replaces the Derring-Do Deed.
Opportune Parry and Shot (Ex): At 1st level, when an opponent makes a melee attack against the gentleman, he can spend 1 panache point and can expend a use of an attack of opportunity to attempt to parry that attack. The gentleman makes an attack roll as if he were making an attack of opportunity. If his attack roll is greater than the roll of the attacking creature, the attack automatically misses. For each size category the attacking creature is larger than the gentleman, he takes a –2 penalty on his attack roll. The gentleman must declare the use of this ability after the creature’s attack is announced, but before that attack roll is made. Immediately after a gentleman performs a successful parry, as long as he has 1 panache point he can make an attack as an immediate action against the creature whose attack she blocked with a one-handed firearm.
This replaces the Opportune Parry and Riposte Deed.
Precise Strike (Ex): At 3rd level, as long as he has at least 1 panache point, a gentleman gains the ability to strike precisely with a light or one-handed piercing melee weapon (though not natural weapon attacks), adding his Gentleman level to his damage roll up to his Dexterity modifier. To use this deed, a Gentleman cannot attack with a weapon in his other hand other than a one handed firearm or use a shield. He can also use this ability with one-handed firearms, as long as the target is within 30 feet of him. Any creature that is immune to sneak attacks is immune to a precise strike, and any item or ability that protects a creature from critical hits also protects a creature from a precise strike. The extra damage of precise strike is precision damage, and isn’t multiplied with a critical hit.
As a swift action, a Gentleman can spend 1 panache point to double his precise strike’s damage bonus on the next attack. This must be used before the end of his turn, or it is lost. This deed’s cost cannot be reduced any ability or effect that reduces the amount of panache points a deed costs (such as the Signature Deed feat).
This replaces the normal Precise Strike Deed and the Menacing Swordplay Deed.
Targeting (Ex): At 7th level, as a full-round action the gentleman can spend 1 panache point to make a single attack with a one handed firearm that cripple’s part of a foe’s body. The gentleman chooses a part of the body to target. If the attack succeeds, the target takes the following effects, depending on the part of the body targeted. If a creature doesn’t have one of the listed body locations, that part cannot be targeted. Creatures that are immune to sneak attacks are immune to these effects. Items or abilities that protect a creature from a critical hit also protect a creature from a targeted strike.
• Arms: On a hit, the target takes no damage from the attack but drops one carried item of the swashbuckler’s choice, even if the item is wielded with two hands. Items held in a locked gauntlet aren’t dropped on a hit.
• Ears: On a hit, the target takes no damage and is staggered, deafened, and confused for 1 round. This is a mind-affecting sonic effect. Ears may only be targeted if target is within your natural reach.
• Legs: On a hit, the target takes no damage and is repositioned 5 feet. If your attack roll beats the target’s AC by 10 or more, they are unable to take a 5 foot step on their turn. The target does not need to be within your reach. Creatures more than one size category larger than your firearm or that are immune to fear effects are immune to this effect.
• Torso: On a hit, the target is damaged normally and knocked prone. Creatures with four or more legs or that are immune to trip attacks are immune to this effect.
• Wings: On a hit, the target is damaged normally and must make a DC 20 Fly check or fall 20 feet.
On a successful targeted shot, the gentleman may spend an additional 1 panache to make an attack of opportunity against the target with a light or one-handed piercing weapon.
This replaces the superior feint and targeted strike deeds.
Opportune Targeting (Ex): At 11th level, the gentleman may make a targeted shot when using Opportune Parry and Shot.
This ability replaces the Subtle Blade Deed.
Finishing Shot (Ex): At 19th level, when the Gentleman confirms a critical hit with a light or one-handed piercing melee weapon, he can spend 1 panache point to make a finishing shot. The gentleman makes an attack and automatically hits with a one-handed firearm he is wielding. The target must succeed at a Fortitude saving throw (DC = 10 + 1/2 the gentleman’s level + the gentleman’s Dexterity modifier) or the attack is automatically a critical hit. Performing this deed does not count for regaining panache. Creatures immune to critical hits automatically pass the Fortitude save.
This replaces the Deadly Stab Deed.
DEFT SHOOTIST (Ex)
At 3rd level, a Gentleman gains Deft Shootist as a bonus feat. At 11th level, he gains Ricochet Shot as a bonus feat.
This ability replaces Nimble.
POINT BLANK PRECISION (Ex)
At 4th level, the Gentleman does not take a -4 penalty for shooting at an opponent in melee if he threatens that opponent with a light or one-handed piercing weapon.
This ability replaces the Bonus Feat gained at 4th level.
GENTLEMAN’S WEAPON TRAINING (Ex)
At 5th level, a Gentleman gains a +1 bonus on attack and damage rolls with light or one handed piercing melee weapons and one handed firearms. These attack and damage bonuses increase by one for every five levels beyond 5th. Additionally, a Gentleman treats one handed firearms as light weapons when determining two weapon fighting penalties.
This ability replaces Swashbuckler Weapon Training.
----
DESIGN NOTES:
Weapon Training removes Improved Critical and improves every 5 instead of 4 levels.
Deft Shootist replaces all instances of Nimble, an up to +5 bonus to AC.
Point Blank Precision is not as good as a bonus feat that could grant precise shot, since point blank shot is a great feat for the class, and precise shot may not be needed since it's against touch AC. This is to maintain overall balance. It also may be useful to a character attempting to stack twf with rapid shot.
Keeping Precise Strike balanced while allowing firearms is tricky. Attempted to mix limiting factors of precise strike and gun training. In addition, multiple deeds have been given up.
The same attempt has been made with Targeting. The bonus here is less pronounced than it may appear, since any gunslinger with Deft Shootist would effectively be able to target in melee anyway. Multiple deeds are exchanged to shift balance from Precise Strike.
Bleeding Wound and Perfect Thrust will not be altered to allow firearms despite their gunslinger parallels.
Finishing Shot is a weaker version of deadly stab, but is a little flashier. And death effects are so common in capstones already anyway. Plus, the class can stand to lose a little power and be ok.
I had wanted to replace Derring-Do with a social version, but it was removed for the archetype.
The clearest issue is reloading. I wrote this for a setting with advanced firearms which helps considerably. There are magical means of alleviating the problem, but they're not available at low levels. I don't know if I consider less gunplay at low level too much a problem.
I was looking at a character who wields a sword and a pistol at the same time. And I noticed the number of feats necessary to make this even worth an attempt is pretty big. There are two ways to go about it, deft shootist or sword and pistol, and neither is that great.
Sword and Pistol (requires +6 BAB)
1. Firearm Proficiency
2. Point Blank Shot
3. Weapon Focus (Firearm)
4. Rapid Shot
5. Snap Shot
6. Two Weapon Fighting
7. Sword and Pistol
8. Rapid Reload
Not to mention, precise shot would be nice, since you know your enemy will always be in melee (with you). The issue is, deft shootist takes fewer feats, but sword and pistol requires more useful feats, but also has a BAB requirement and it doesn't count for reloading, only shooting (so it kinda sucks).
Now, you can get firearm proficiency and amateur gunslinger with a level in gunslinger. But it's still no walk in the park. It would also help to be human, but the build I'm working on specifically has race pretty locked it. I'd like to be able to use the character according to the concept by level 7.
The best I've come up with is 1 level of gunslinger, and then straight fighter. I've tried, gunslinger, ranger, trophy hunter ranger, fighter, slayer. Am I missing anything? Is it possible? And why is it so much harder to use a fighting style that is strictly worse than just dual wielding pistols? It doesn't seem fair. I'm hoping a swashbuckler archetype addresses this....
So a character with the rope equipment trick feat can use a rope to do cool things.
Could they:
1. Use the rope section of a rope dart for rope tricks?
2. Use the rope section of a rope dart as a spiked chain?
3. Threaten adjacent squares with the spiked chain?
4. Use the rope dart's enhancement bonus for the spiked chain section?
5. Enhance the spiked chain section separately?
6. Interchange iterative attacks between the two weapon types?
7. Use Crusader's Flurry to flurry between the two weapon types?
I think that's all I've got, for now. I look forward to your replies.
If a creature has only one natural attack, it is always made using the creature’s full base attack bonus and adds 1-1/2 times the creature’s Strength bonus on damage rolls.
SRD reads wrote:
Creatures with natural attacks and attacks made with weapons can use both as part of a full attack action (although often a creature must forgo one natural attack for each weapon clutched in that limb, be it a claw, tentacle, or slam). Such creatures attack with their weapons normally but treat all of their available natural attacks as secondary attacks during that attack, regardless of the attack’s original type.
So basically, let's say we have a creature with hands but no claws, a bite attack, and a sword. When he attacks, is the bite at his full BAB or is it at -5, as a normal secondary attack? The first quote doesn't use the word attacks (even though much of the rest of the section substitutes the word attacks for natural attacks), it specifically says "only one natural attack." As in, it is unconcerned with manufactured weapons and attacks. It's also important to note that this "always" rule doesn't distinguish between secondary and primary natural attacks (but I wonder if some of that is 3.5>PF error). Seeing that, it looks to me as if it must be at full BAB. And presumably, it would also add 1-1/2 Strength as well, but you could try to parse the phrasing and say it defaults to secondary damage. The attack bonus however seems to be pretty locked in.
What do you think?
DISCLAIMER: This is merely an interesting question. I am not a munchkin. I do not intend to do this. Please refrain from shooting the messenger.
So in working on the ACG Playtest, I've been trying to push for more Deed/Talent abilities for everyone. I've worked up an redesign of the hunter that uses a sort of mix between deeds and talents. Credit to Jessie Scott for the initial idea of the "Hunter" ability
Instinct Hunter:
Instinct Hunter
Alignment: Any neutral.
Hit Die: d10.
Alternate Classes: Gunslinger and Ranger.
Starting Wealth: 4d6 X 10 gp (average 140 gp).
Saves: Good Fortitude and Reflex, Poor Will.
Class Skills
The hunter’s class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).
Skill Ranks per Level: 4 + Int modifier.
1 Animal Companion, Hunter, Instinct
2 Track, Wild Empathy, Hunt
3 Hunter Tactics, Teamwork Feat
4 Hunt
5 Woodland Stride, Favored Terrain
6 Hunt, Teamwork Feat
7 Trackless Step
8 Hunt, Swift Tracker, Shared Hunt
9 Teamwork Feat
0 Greater Hunts, Hunt
1 2nd Favored Terrain
2 Hunt, Teamwork Feat
3 Camouflage
4 Hunt
5 Teamwork Feat
6 Hunt
7 Hide in Plain Sight, 3rd Favored Terrain
8 Hunt, Teamwork Feat
9 Truest Companion
0 Master of the Hunt
Weapon and Armor Proficiencies: A hunter is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
Animal Companion (Ex): At 1st level, a hunter forms a bond with an animal companion. A hunter may begin play with any of the animals listed in Animal Choices (Core Rulebook 53). This animal is a loyal companion that accompanies the hunter on her adventures. The hunter’s effective druid level is equal to her hunter level.
If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. If a hunter releases her companion from service or her animal companion perishes, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the sought companion typically lives.
Hunter: At 1st level, a Hunter can, as a standard action denote an enemy as his Hunted target. If this target is not within his line of sight, he must be able to identify the target. This can be done by observing the target’s tracks, habitat, belongings, or similar. After observing, the hunter must make a Survival check with a DC equal to 10 + the targets Hit Die to succeed at identification. Whenever he is following the tracks of his Shared Hunt target, the Hunter and his animal companion can take 10 on his Survival skill checks while moving at normal speed, without penalty. In addition, both the Hunter and animal companion receive a +1 insight bonus on Attack and Damage, Bluff, Knowledge, Perception, Sense Motive, and Survival checks against the Shared Hunt. A Hunter can have no more than one Shared Hunt target at a time. He can dismiss this effect at any time as a free action, but he cannot select a new target for 1 hour. If the Hunter sees proof that his target is dead, he can select a new target on his turn using a standard action. At first level the bonus is +1, this increases to +1 at fifth level and every 5 levels thereafter.
Instinct: At the start of each day, a hunter gains a number of instinct points equal to her Wisdom modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (minimum 1), though feats and magic items can affect this maximum. A hunter spends instinct to perform hunts (see below), and regains instinct in the following ways.
Critical Hit against a Target: Each time the hunter confirms a critical hit against his hunted target while in the heat of combat, she regains 1 instinct point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the hunter’s character level does not restore instinct.
Killing Blow against a Target: When the hunter reduces their hunted target to 0 or fewer hit points while in the heat of combat, she regains 1 instinct point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the hunter’s character level to 0 or fewer hit points does not restore any grit.
Hunts: Starting at 2nd level and every 2 levels thereafter, a hunter gains a Hunt to help them track down and combat their targets. A hunter cannot select an individual Hunt more than once. Typically, a hunter must spend instinct points to perform Hunts. Most Hunts grant the hunter a momentary bonus or effect, but some provide longer-lasting effects. Some Hunts remain in effect as long as the hunter has at least 1 instinct point. Unless otherwise noted, a hunt can be performed multiple successive times, as long as the appropriate amount of instinct is spent to perform the hunt.
Hunter da sea!: As long as a hunter has at least 1 point of Instinct, he gains a +4 bonus to swim checks. As a swift action, he may spend 1 point to gain a swim speed of 20 ft and the ability to hold his breath twice as long as normal for a number of minutes equal to his Wisdom modifer.
Rough and Tumble: As an immediate action, a hunter may spend 1 point of Instinct to reduce the effective distance of a fall by 5 feet per 2 levels. This stacks with the acrobatics check to reduce falling damage.
In the Jungle: As long as a hunter has 1 point of instinct, he gains a +4 bonus on acrobatics checks to cross narrow surfaces or uneven ground and jump. As a swift action, he may spend 1 point of instinct to gain a climb speed of 20 feet. This speed may be used to brachiate. By hanging beneath or within a canopy of trees (or similar structures with many limbs), the hunter can swing hand over hand and move at a speed equal to its climb speed. It follows the rules for climbing while moving in this fashion, but the base Climb DC for brachiation is 10. The trees that the hunter uses for this movement must have numerous limbs that can support its weight. Any tree that the hunter can climb without causing it to bend is suitable for brachiation.
Long Hunt: As long as a hunter has 1 point of instinct, he may go twice as long as normal without food or sleep. As a swift action, he may spend 1 point to remove an instance of the fatigued or exhausted condition from himself.
The Hunt Endures: As long as a hunter has 1 point of instinct, he is considered to have the Endurance feat. As an immediate action, he may spend 1 point to gain resistance to 5 to Fire and Cold for a number of rounds equal to his Wisdom modifier. At 10th level he may spend 2 points to gain Resistance 10 instead.
Night Owl: When a hunter has at least 1 point of Instinct (Grit) remaining they gain low light vision. They may spend 1 point to gain darkvision 30 feet for a number of minutes equal to their Wisdom modifier. If the hunter already possesses these vision types, their low light vision doubles in range and their darkvision increases by 30 feet.
Heightened Senses: When a hunter has at least 1 point of Instinct (Grit) remaining they gain a +2 bonus to perception checks. They may spend 1 point to gain scent for a number of minutes equal to their Wisdom modifier.
Rally: As a swift action, a hunter may spend 1 point of Instinct to grant their animal companion an additional move action on their next turn.
Tough Hide: As an immediate action, a hunter may spend 1 point of Instinct to grant their animal companion +2 Natural Armor for a number of rounds equal to their Wisdom modifier. If the hunter is adjacent to the companion, this bonus increases to +4
Track (Ex): At 2nd level, a hunter adds half her level to Survival skill checks made to follow tracks.
Wild Empathy (Ex): At 2nd level, a hunter can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Chapter 4 of the Core Rulebook). The hunter rolls 1d20 and adds her hunter level and her Charisma bonus 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 hunter and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time.
The hunter 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.
Hunter Tactics (Ex): At 3rd level, the hunter’s animal companion is treated as if it possessed the same teamwork feats as the hunter for the purpose of determining whether the hunter or the companion receives a bonus from her teamwork feats. The hunter’s and companion’s positioning and actions must still meet the prerequisites listed in the teamwork feat for them to receive the listed bonus.
Teamwork Feat: At 3rd level, and every three levels thereafter, the hunter gains a bonus teamwork feat in addition to those gained from normal advancement. The hunter must meet the prerequisites of the selected bonus feat.
As a standard action, the hunter can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the hunter loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained, and must meet the prerequisites for the newly selected feat. A hunter can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier. Whenever she gains a new teamwork feat, the previous teamwork feat becomes permanent.
Woodland Stride (Ex): Starting at 5th level, a hunter 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 are enchanted or magically manipulated to impede motion will still affect her.
Favored Terrain: At 5rd level, a hunter may select a type of terrain from Table: Ranger Favored Terrains. The hunter gains a +2 bonus on initiative checks and Knowledge (geography),Perception, Stealth, and Survival skill checks when he is in this terrain. A hunter traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
At 11th level and every six levels thereafter, the hunter may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2.
If a specific terrain falls into more than one category of favored terrain, the hunter's bonuses do not stack; he simply uses whichever bonus is higher.
Trackless Step: Starting at 7th level, a hunter leaves no trail in their favored terrains and cannot be tracked through them. She may choose to leave a trail if so desired.
Shared Hunt: At 7th level, a hunter may spend a point of instinct to grant her animal companion the benefit of her hunts, except those which affect an animal companion for a number of minutes equal to her Wisdom modifier. The animal companion gains an Instinct pool equal to half their Hit Die. This pool may be refilled by the same methods as the hunter (using the hunter’s target), but cannot go above half their Hit Die. If this ability is used multiple times a day, the pool retains its previous values.
Swift Tracker (Ex): At 8th level, a hunter can move at her normal speed while using Survival to follow tracks without taking the normal –5 penalty. She takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.
Greater Hunts: At 10th level, and every two levels thereafter, a hunter can choose one of the following Greater Hunts in place of a Hunt.
Fierce animal: As a swift action, a hunter may spend 1 point of Instinct to grant their animal companion an additional attack when making a full attack action on their next turn.
Fast as the Wind: As long as a hunter has 1 point of instinct, she gains the benefit of evasion. As an immediate action, a hunter may spend 1 point of Instinct to gain a bonus to a Reflex save equal to her Wisdom Modifier.
Intuition: As an immediate action, a hunter may spend 1 point of instinct to act in a surprise round. A hunter is not flat footed even if they have not yet acted in the surprise round.
Here For You: After your animal companion makes a save, but before the results are revealed, the Hunter may spend 1 point of instinct to allow them to reroll the save and add the hunter’s Wisdom modifier to the roll. The second roll must be taken even if it is worse.
Trapper: As a full round action, a hunter may spend 1 point of instinct to lay one of the following traps. Traps occupy a single five foot square and typically require the enemy to make a save. The DC for this save is equal to 10 + ½ the hunter’s level + their Wisdom modifier.
Snare Trap: The trap constricts around a limb or other part of the triggering creature’s body (Reflex avoids). The creature cannot move from the location of the trap, unless the hunter included a “leash” when setting the trap, in which case the creature is limited to the length of the leash. The trapped creature can escape with an Escape Artist check (DC equal to the trap’s DC) as a full-round action. The trap or its leash has a number of hit points equal to 1/2 the hunter’s level, or can be burst as a full-round action with a DC 25 Strength check. The trap can hold up to a Medium creature; each extra daily use of the hunter’s trap ability spent when the trap is set increases the maximum size of creature the trap can hold. At the hunter’s option, if there is a tall object or structure nearby, she can have the trap lift the creature.
Pit Trap: This simple pit is covered over with leaves or appropriate materials for the area. It's 5 feet deep plus 5 feet for every 4 hunter levels. A victim that succeeds at a Reflex save doesn't fall into the pit. The hunter can typically only set this trap in terrain with soft ground.
Spike Trap: Often sharpened sticks, these short spikes are concealed in the ground. Any creature who steps on the spikes takes 1d6 points of damage for every 3 hunter levels and their speed is reduced by half. A succesful reflex save halves the damage and negates the speed reduction. A successful DC 25 Heal check removes the speed reduction, as does any magical healing.
Tripwire: A taut wire stretched between two vertical surfaces knocks the target prone unless it succeeds at a Reflex save. A running or charging creature takes a –6 penalty on its save.
Camouflage: A hunter of 12th level or higher can use the Stealth skill to hide in any of his favored terrains, even if the terrain doesn't grant cover or concealment.
Hide in Plain Sight: While in any of his favored terrains, a hunter of 17th level or higher can use the Stealth skill even while being observed.
There is no write up yet for the 19th and 20th level abilities. I know the gist of what I want them to do, but I haven't figured it out yet. There are currently no spells and there will surely be more "Hunts" to write. It is intentional that the hunter will eventually have a lot of abilities that function as long as he has 1 point in his pool. I'm tempted to strike that part and just have them be explicitly active. All abilities are Ex. I'm also aware of the horrible naming conventions, that will need to change.
I think the class currently gets enough to mostly make up for lack of spells and enough that adding spells (as a ranger) would be a bit too much. I'd like to boost the companion a bit more. An idea I had was having the hunter's effective druid level slowly increase above their class level. This would require an extension of the AC chart, but i think that's a lot easier than a whole new thing going on. I knew I wanted traps, and I toyed with writing them from the ground up, but it ended up being so similar to the existing ones, I just grabbed them and stuck them in here for less confusion.
So? What are your thoughts, critiques, comments or suggestions?
So in reading through the threads, there is a pretty general consensus are which classes are hits, and which are misses. So, while attempting to be impartial, I'm going to try and list them and then discuss why they are where they are. That part will be opinion.
Hits:
Swashbuckler
Investigator
Slayer
Misses:
Hunter
War priest
The other classes seem to be more positive that negative, but somewhere in-between these. Meanwhile, arcanist is either too good or not good enough and the brawler is "better" than the monk but has a lot of problems of its own (I almost labeled it a miss).
Now, what can we look at in those Hits that they have in common? From my perspective I see an internal system of customization. The slayer and investigator have talents to pick from, and the swashbuckler goes a step further, effectively giving you ALL their talents and then a pool to use them with. This is a mechanic that has been well received with Gunslinger and Magus as well. Do I think every class should work this way? I definitely think every class should have a way to meaningfully customize - and calling them talents is very fitting - beyond feat choices (which can end up being meaningless anyway if you have to take certain feats). But I don't know if I'd say every class needs a full access and then a pool of points. However, I think the swashbuckler is a great class to compare any other martial class to when designing one to see if you're doing enough. But having every member of X class having all their abilities always available will go right back to being generic. Talents allow each one to be different. Fighters get to pick X or Y weapon, but after that, X fighters look the same and Y fighters look the same. But what if X fighters could pick up talents to decide when/where/how they were useful outside combat, or what their real role was while in combat? Martial maneuvers sort of allows brawlers to play with the idea, but 1. they're brawlers and 2. that's its own can of worms to be sorted out.
On the other end of the spectrum we have the hunter and war priest. And I think they both suffer from the same problem at their core. At some point between the CRB and now, possibly right at the APG, there seems to have been a design philosophy decision that no character with full spell casting would also receive full BAB. This seems to have been developed further into a hard fast rule: Full BAB=4th level cap, 3/4BAB=6th level cap, and 1/2 BAB=9th level cap. The only problem is, there are 2 glaring contradictions to that rule right in the CRB, the cleric and druid. You'll notice those as components of these two hybrid classes. Sometime back before pathfinder was even a thing, it was decided that divine magic wasn't exactly on par with arcane magic, and so it was decided that divine casters could get full spell casting while retaining a 3/4 BAB. Why hasn't that been maintained? More importantly, if that's the case, could we not also reasonably allow a Full BAB with a greater number of spells, if they're divine? Say 6th level? It just doesn't seem right to cut their spell levels and give nothing in return. You may be wondering if I've forgotten that next to the cleric and druid, we have the ranger and paladin, two divine casters with full BAB who were allotted only 4th level spells. So wouldn't it be crazy to give them that AND up their spell level? The hunter is in fact a mix of ranger AND druid. Well, to me, it looks like a sort of impasse. In which case, I think it would be best to do what creates the most fun and balanced class.
In both the case of the hunter and the warpriest, I would lean towards bumping up the BAB over the spell levels. When I look at hunter vs druid and warpriest vs cleric, I don't see a whole lot more in terms of abilities, which makes the scales seem uneven when you look at those 3 missing spell levels. Adding points to BAB would balance it back out, and also give more of a mixed feel of the two source classes (I'm trying to coin "source class" over reusing "alternate class") as opposed to an oddly underpowered archetype of one half. And could we also get some more talent-esque stuff in there?
Can my swashbuckler take Aldori Dueling Mastery to use the Aldori Dueling Sword with his Panache abilities?
If he can, does he need to take the weapon finesse feat, or does the class ability Swashbuckler Finesse work?
If the answer to the first question is yes, it would likely then make the second one yes, but at that point it's too late since you already had to have it. ...And that kinda sucks.
Do Fighter Hybrids count as having fighter levels for feats and so forth?
Can a Brawler take and utilize Feral Combat Training? Should over derivative abilities, such as favored target, count as their base abilities for other effects?
I'm looking at making a monk character who specializes in some maneuvers to work as a bodyguard. I'm also planning on taking some Brawler levels to help out with lack of a bruiser and to get the feats faster. ANd I was thinking of picking up some vows that really suit the character.
At level 7 the build is Monk4/Ftr3. The question is, should those monk levels be regular or Maneuver Master? Here's a look at the feats, and a list of what I've identified as pros and cons
Maneuver Master Pros:
Skip Combat Expertise
Can grapple on a full attack
Reliable Maneuver ability allows an attack reroll for 1 Ki point.
Non maneuver attacks don't suffer the -2 penalty
Cons:
Can't use Ki to make additional attacks
Greater Grapple and binding throw almost recreates the benefit of flurry of maneuvers
Reliable maneuver, binding throw and turtle clutch all require a swift action.
At later levels, Maneuver penalties are INSANE
No vows due to loss of Still Mind
Regular Monk Pros:
Flurry of Blows
1 Ki point to make an additional flurry attack
Trip and Disarm can be used in a regular flurry
Can benefit from Vows
Cons:
Grapple will require a standard action
Must take Combat Expertise (losing out on Imp Disarm)
Extra Attack, Binding throw, and turtle clutch STILL all take a swift action
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I was hoping you could help me decide which would be better, but I'm also open to advice on reworking the build flow, but I'm pretty set on the style and overall feat choices. But nothing is in stone.
So we know immediate actions can be used outside your turn, and we know at least certain free actions can be. But what about the swift action used by the feat Binding Throw? Could a character trip for their AoO and then use their swift to grapple?
I'm aware the maneuver master gets asked about a lot. I checked the forums but there a a couple of things I'm curious about.
Does the wording of the master's flurry require them to decide the number of attacks they'll be making in advance? This essentially boils down to the question of if the penalties are accrued as additional maneuvers are gained or as the attacks themselves are made. I'm pretty sure it does, which to me is pretty poor design.
Does the wording also dictate that the monk's normal attacks could be maneuvers such as trip, but could not use grapple until using "bonus" maneuvers?
I don't think some of this stuff has been brought up since the errata, and if it has I couldn't find it.
1.If a rogue were to sneak spring attack from stealth and end in concealment/cover, he could still make a stealth check correct?
2. Would this check make the -10 "have to move fast" penalty?
3. If a rogue is facing an enemy and side step behind a tree, is gaining cover sufficient grounds to stealth even though he was observed until that point? The skill description seems to say you have to have a distraction (such as a bluff) to even attempt this. But it also says concealment/cover is sufficient to prevent observation by sight. Which is it?
4. Does your opponent being in combat with your allies constitute a distraction?
5.If the tree thing works, then what about if you're simply in dim light? Can you move through an area of dim light and just begin stealthing even with enemies around? If they are in combat?
So Paizo has adventure paths, in 6 parts, now pawns to go with them, item cards for all the loot in them, and flip mats for some of the locations.
I would love to be able to buy "Kingmaker: The Complete Adventure" that has everything I need to do the entire path, including flip mats of any combat locations mapped in the books. I can't imagine a better way to sell the Adventure Path product than as the entire experience all in one.
I wouldn't expect it to come out along side the regular AP but at the completion of it or down the road a ways maybe.
From what I've seen, this isn't something I expect Paizo to do, but I want to show my full support for this idea. Does anyone disagree? What are the drawbacks to this I'm overlooking?
I was looking at taking a crack at a cross blooded type archetype for wizards. I was wondering if anyone had any opinions on this.
The things to consider are 1) What the wizard gains. and 2) What the wizard loses.
What the wizard gains seems simple. Another school to specialize in. But what would that entail? I see two obvious options. Either the wizard picks one passive and one active (usable 3+Int/day) ability from the school powers at 1st level, and then chooses between the 8th level abilities or, to more closely resemble cross blooded, the wizard would gain access to both passive abilities (arcana) and choose his active and 8th level ability. Also he would either have an additional slot for each school or one slot that can be used for either. I find one slot to be a simpler fix. It doesn't create a ridiculous number of spells, and it sort of mirrors how domains work.
Now, what should he lose? The cross blooded sorcerer loses a spell of each level per day and gets -2 on will saves. It seems to me that losing a spell per day negates one of the key advantages of being a specialist wizard, and the penalty to will saves doesn't make the same sense as it does for the sorcerer. Also, it seems to me the sorcerer is getting a little more bang for their buck by doubling up than our wizard here.
Well, you could say that if 1 school costs 2 opposition schools then 2 should cost 4. Maybe. Does that seem fair? Or is it too much? Would 3 opposition schools be too few or is that enough? What about, either 2 or 3 banned schools, and the loss of the arcane bond ability? It can make sense in fluff and I think is a fitting mechanical power balance.
I personally think 3 opposition schools is a good fix. Swapping out abilities isn't necessarily a power increase and I think an additional opposition is a sufficient penalty for leeway in what goes into your specialist slots.
Background: About 9 months ago I posted my first go at the manacaster. It was a rough idea of how to play a Magic the Gathering inspired caster. In some ways, the class is a vehicle to facilitate an alternate spell casting system. But I think it's become much more. I had hit a wall trying to come up with Affinity Abilities, ways to make the colors play differently. It started as a point system you use to buy abilities that differed depending on how many points you spent. It was too complicated and too difficult to create so many abilities. Now Affinity Abilities are focused on increasing the power of a manacaster's spells at the expense of his number of spells per day. I think it's become a class that fills a primary arcane caster role while catering to a different play style making it a unique alternative to wiz/sorc without being better or worse than them. Hopefully.
I welcome any comments and critiques, but I'm pleased with the way the class emulates mana and the way the abilities represent the colors. I'm especially interested in comments about the balance of the class's abilities and manacasting, especially summons, as well as pointing out unclear wording or formatting, and whether or not it achieves the goal of being an equal alternative to wizard and sorcerer. I'm interested what people think about the personal buff abilities should they all work like Red's Quickening, or should that ability work like the others?
Currently I'm just dropping the Sorcerer Spells Known chart into the class, but I'd like opinions on how to adjust it. Also, the spell list is currently the wiz/sorc list with Cure and Inflict spells added. I'd like to add more divine spells, but I think for any spell gained a spell should be lost, and I've not delved into doing all of that yet. Any recommendations to add/remove would be appreciated.
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Manacaster (Planeswalker)
Manacasters draw their magical energy from “Mana”, magic of the lands. They create ley lines to these lands to harness their mana from anywhere. They draw their magic from the worlds around them, as opposed to sorcerers whose magic comes from within. However, a manacaster’s ability to channel their magic still plays a vital role in their spellcasting. Over time manacasters’ ties with certain types of mana increase. These bonds are born out of continually tapping that color’s energy and allowing it to flow through their bodies. Often these ties can manifest physically, usually superficially. A manacaster who taps into green mana often may grow harrier, their teeth may grow longer, while a black mana specialist may begin to look decayed, their eyes milky and their hair thinning.
Alignment: Any
Hit Die: d6
Starting Wealth: 3d6 × 10 gp (average 100 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills
The Manacaster’'s class skills are Appraise (Int), Craft (Int), Fly (Dex), Heal (Wis), Knowledge (arcane) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Ranks per Level: 2 + Int modifier.
Class Features
All of the following are class features of the manacaster.
Weapon and Armor Proficiency: Manacasters are proficient with all simple weapons. They are not proficient with any type of armor or shield, but wearing armor does not interfere with manacasting spells.
Spark (Ex): A manacaster has a “spark” similar to a cleric’s aura. However, this spark can only be detected by other manacasters. A manacaster can automatically detect another manacaster within 60 feet as if using detect evil. Use the mancaster’s class level in place of cleric level to determine the strength of their “spark”.
Ley Lines (Su): A manacaster draws their mana from ley lines. Ley lines are connected either to lands or to artifacts. There are five types of lands that a manacaster may draw mana from. Each land provides one mana of the indicated color.
Plains: An area of flat land with few trees at least 50 sq. miles in area. Plains provide White mana.
Island: Any landmass at least a mile in diameter, and no larger than 150 miles in diameter or 3,000 sq. miles in area, surrounded by water. Islands provide Blue mana.
Forest: Any woodland area at least 10 sq. miles in area. Forests provide Green mana.
Mountain: An area of land with a prominence of at least 3,000 ft and a slope of at least 2 degrees. Mountains provide Red mana.
Swamp: A lowland area saturated with water at least 10 sq. miles in area. Swamps provide Black mana.
A manacaster begins play with 1 land ley line to a type of land he chooses, and may have 2 ley lines/level. To connect a ley line to a land, a manacaster must be in the land, clear it of any existing ley lines, eliminate any presence hostile to his own in the area, and perform a ritual requiring 24 hours to complete. He can have no more than one ley line per land. After the ley line is established, it can be any distance from the manacaster, or even on another plane. He may at will sever a ley line, which can then be reconnected to another land.
An artifact is any magical item with a minimum caster level of 4. Artifacts create “colorless” mana that can be used to assist in the casting of spells. An artifact is worth an amount of colorless mana equal to one fourth the caster level of the item (minimum 0) or the effective enhancement bonus of the item, whichever is higher. The mana is added to a pool and can be used to cast spells in any amount. To establish a leyline with an artifact, the manacaster must sever any ley line already connected to the artifact, be touching the item, and perform a ritual that requires 8 hours to complete. A manacaster can have a ley line to any number of artifacts, but may not have a pool of colorless mana greater than two times his level. Once the ley line is established, the artifact can be any distance from the manacaster, even on another plane. If the artifact is destroyed, the manacaster loses access to it’s colorless mana.
Spells: A manacaster casts arcane spells drawn from the manacaster spell list. They can cast any spell they know without preparing it ahead of time. To learn or cast a spell, a manacaster must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a manacaster's spell is 10 + the spell level + the manacaster's Charisma modifier.
A manacaster's selection of spells is extremely limited. A manacaster begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new manacaster level, they gain one or more new spells, as indicated on Table: Manacaster Spells Known. (Unlike spells per day, the number of spells a manacaster knows is not affected by their Charisma score; the numbers on Table: Manacaster Spells Known are fixed.) These new spells can be common spells chosen from the manacaster spell list, or they can be unusual spells that the manacaster has gained some understanding of through study.
Upon reaching 4th level, and at every even-numbered manacaster level after that (6th, 8th, and so on), a manacaster can choose to learn a new spell in place of one they already know. In effect, the manacaster loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A manacaster may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that they gain new spells known for the level.
To cast a known spell, a manacaster must spend a number of mana equal to the level of the spell (0 level spells cost one mana). At least one of the mana used to cast the spell must be one of the schools Affinity colors. A divination spell has no affinity color and can be cast with only colorless mana, if you so choose. After using mana to cast a spell, it is depleted until the manacaster rests for 8 hours. A manacaster must have a charisma score equal to 10 + the effective level of the spell.
The Difficulty Class for a saving throw against a manacaster’s spell is 10 + the spell level + the manacaster’s Charisma modifier.
Schools of Magic and their Affinities:
Schools of Magic and their Affinities
Abjuration: W U
Conjuration: W G U
Divination: Colorless
Enchantment: B U
Evocation: R W
Illusion: U B
Necromancy: B R
Transmutation: G R
Affinity (Su): As a manacaster grows stronger, their ties to certain mana increases. At 2nd level and every 2 levels thereafter a manacaster gains an Affinity ability. These abilities increase the power of a manacaster’s spells based on the amount of Affinity mana used to cast them. Some abilities have requirements that must be met before they can be taken. Creatures summoned from Affinity abilities cannot use Summon abilities and disappear after 1 round/level. Abilities with the same name (ie: Divine Armor and Improved Divine Armor) do not stack. Instead, you gain the best benefit in the situation. In addition, when a manacaster casts a spell or uses Affinity Summon, he may pay an additional amount of colored mana to increase the affinity abilities of the spell or ability. This mana does not increase the number of creatures summoned. The amount of mana used this way cannot exceed half the manacaster’s level.
Affinity Abilities:
White:
White
Divine Armor (White): You gain a +1 Sacred bonus to armor class when you cast an abjuration spell that targets yourself for the duration of the spell for every 3 White mana spent to cast it. 4th level.
Improved Divine Armor (White): You gain a +1 Sacred bonus to armor class when you cast an abjuration spell that targets yourself for the duration of the spell for every 2 White mana spent to cast it. 8th level.
Greater Divine Armor (White): You gain a +2 Sacred bonus to armor class when you cast an abjuration spell that targets yourself for the duration of the spell for every 3 White mana spent to cast it. 12th level.
Holy Healing (White): Conjuration (healing) spells you cast heal 1 extra hit point for every White mana spent to cast it. If a spell has multiple targets, you choose how to divide the extra healing.
Improved Holy Healing (White): Conjuration (healing) spells you cast heal 2 extra hit points for every White mana spent to cast it. If a spell has multiple targets, you choose how to divide the extra healing. 6th level
Greater Holy Healing (White): Conjuration (healing) spells you cast heal 3 extra hit points for every White mana spent to cast it. If a spell has multiple targets, you choose how to divide the extra healing. 10th level
Holy Fire (White): You gain +1 caster level for determining the damage of your evocation spells for every 3 White mana spent to cast it. 6th level
Greater Holy Fire (White): You gain +1 caster level for determining the damage of your evocation spells for every 2 White mana spent to cast it. 10th level
Sacred Protection (White): You gain +1 caster level for determining the duration of your abjuration spells for every 2 White mana spent to cast it.
Improved Sacred Protection (White): You gain +2 caster level for determining the duration of your abjuration spells for every 3 White mana spent to cast it. 8th level
Greater Sacred Protection (White): You gain +1 caster level for determining the duration of your abjuration spells for every White mana spent to cast it. 14th level
Vigilant Summons (White): Creatures you summon gain an amount of Fast Healing equal to the amount of White mana spent to summon them divided by 3. 6th level
Greater Vigilant Summons (White): Creatures you summon gain an amount of Fast Healing equal to the amount of White mana spent to summon them divided by 2. 12th level
Honor of the Pure (White): Creatures you summon gain a +1 morale bonus to attack and damage for every 4 White mana spent to summon them. 4th level
Improved Honor of the Pure (White): Creatures you summon gain a +1 morale bonus to attack and damage for every 3 White mana spent to summon them. 10th level
Greater Honor of the Pure (White): Creatures you summon gain a +1 morale bonus to attack and damage for every 2 White mana spent to summon them. 14th level
Hindering Light (White): You gain +1 on caster levels checks to overcome spell resistance for every 2 White mana spent to cast the spell.
Greater Hindering Light (White): You gain +2 on caster levels checks to overcome spell resistance for every 3 White mana spent to cast the spell. 8th level
White Specialization: You gain +1 caster level when casting White affinity spells for every 5 White mana spent to cast them. 6th level
Greater White Specialization: You gain +1 caster level when casting White affinity spells for every 4 White mana spent to cast them. 14th level
Fiery Fury (White): Creatures you summon deal an extra 1d6 fire damage with their attacks for every 5 White mana spent to summon them. 4th level
Improved Fiery Fury (White): Creatures you summon deal an extra 1d6 fire damage with their attacks for every 4 White mana spent to summon them. 8th level
Greater Fiery Fury (White): Creatures you summon deal an extra 1d6 fire damage with their attacks for every 3 White mana spent to summon them. 12th level
Eagle Summon: You may summon X eagles where X is equal to the amount of white mana paid to summon them.
Dog Summon: You may summon X dogs where X is equal to the amount of white mana paid to summon them.
Griffon Summon: You may summon X griffons where X is equal to the number of white mana paid to summon them divided by 4. Must be 8th level.
Dire Lion Summon: You may summon X dire lions where X is equal to the number of white mana paid to summon them divided by 5. Must be 10th level.
Trumpet Archon Summon: You may summon X Trumpet Archons where X is equal to the number of white mana paid to summon them divided by 10. Must be 16th level.
Blue:
Blue
Teleportal (Blue): You gain +1 caster level when casting conjuration (teleportation) spells for every 2 Blue mana used to cast them.
Improved Teleportal (Blue): You gain +2 caster level when casting conjuration (teleportation) spells for every 3 Blue mana used to cast them. 6th level
Greater Teleportal (Blue): You gain +3 caster level when casting conjuration (teleportation) spells for every 4 Blue mana used to cast them. 10th level
Arcane Denial (Blue): You add +1 to caster level checks to overcome spell resistance and when using Dispel Magic for every 2 Blue mana spent to cast the spell.
Improved Arcane Denial (Blue): You add +2 to caster level checks to overcome spell resistance and when using Dispel Magic for every 3 Blue mana spent to cast the spell. 8th level
Greater Arcane Denial (Blue): You add +1 to caster level checks to overcome spell resistance and when using Dispel Magic for every 1 Blue mana spent to cast the spell. 14th level
Protective Veil (Blue): Creatures you summon gain Spell Resistance equal to 5 plus the amount of Blue mana spent to summon them divided by 2. 8th level
Improved Protective Veil (Blue): Creatures you summon gain Spell Resistance equal to 10 plus the amount of Blue mana spent to summon them divided by 2. 12th level
Greater Protective Veil (Blue): Creatures you summon gain Spell Resistance equal to 15 plus the amount of Blue mana spent to summon them divided by 2. 16th level
Mystic Aura (Blue): You gain spell resistance when you cast an abjuration spell that targets yourself for the duration of the spell equal to 5 plus 1 for every 2 Blue mana spent to cast it. 6th level.
Greater Mystic Aura (Blue): You gain spell resistance when you cast an abjuration spell that targets yourself for the duration of the spell equal to 10 plus 1 for every 2 Blue mana spent to cast it. 12th level.
Blue Specialization: You gain +1 caster level when casting Blue affinity spells for every 5 Blue mana spent to cast them. 6th level
Greater Blue Specialization: You gain +1 caster level when casting Blue affinity spells for every 4 Blue mana spent to cast them. 14th level
Electrolyze (Blue): Creatures you summon deal an extra 1d6 electricity damage with their attacks for every 5 Blue mana spent to summon them. 6th level
Greater Electrolyze (Blue): Creatures you summon deal an extra 1d6 electricity damage with their attacks for every 4 Blue mana spent to summon them. 10th level
Islandwalk: Creatures you summon with the aquatic subtype gain a +1 competence bonus to attack and damage for every 4 Blue mana spent to summon them. 4th level
Improved Islandwalk: Creatures you summon with the aquatic subtype gain a +1 competence bonus to attack and damage for every 3 Blue mana spent to summon them. 8th level
Greater Islandwalk: Creatures you summon with the aquatic subtype gain a +1 competence bonus to attack and damage for every 2 Blue mana spent to summon them. 12th level
Lord of the Unreal (Blue): Increase the save DC for Illusion spells you cast by 1 for every 3 Blue mana spent to cast them. 4th level
Greater Lord of the Unreal (Blue): Increase the save DC for Illusion spells you cast by 1 for every 2 Blue mana spent to cast them. 12th level
Mind Magic (Blue): Creatures affected by your illusion (pattern) and enchantment (charm) spells are treated as if their total number of Hit Dice were 1 lower for every 2 Blue mana spent to cast it. 4th level
Greater Mind Magic (Blue): Creatures affected by your illusion (pattern) and enchantment (charm) spells are treated as if their total number of Hit Dice were 2 lower for every 3 Blue mana spent to cast it.10th level
Corrupt Conscience (Blue): Increase the save DC for Enchantment spells you cast by 1 for every 3 Blue mana spent to cast them. 4th level
Greater Corrupt Conscience (Blue): Increase the save DC for Enchantment spells you cast by 1 for every 2 Blue mana spent to cast them. 12th level
Turtle Summon: You may summon X snapping turtles where x is equal to the amount of Blue mana paid to summon them.
Merfolk Summon: You may summon X merfolk where x is equal to the amount of Blue mana paid to summon them.
River Drake Summon: You may summon X river drakes where x is equal to the number of Blue mana paid to summon them divided by 4. Must be 8th level.
Sea Drake Summon: You may summon X sea drakes where x is equal to the number of Blue mana paid to summon them divided by 6. Must be 10th level.
Storm Giant Summon: You may summon X storm giants where x is equal to the number of Blue mana paid to summon them divided by 12. Must be 16th level.
Black:
Black
Black Specialization: You gain +1 caster level when casting Black affinity spells for every 5 Black mana spent to cast them. 6th level
Greater Black Specialization: You gain +1 caster level when casting Black affinity spells for every 4 Black mana spent to cast them. 14th level
Chill to the Bone (Black): Creatures you summon deal an extra 1d6 cold damage with their attacks for every 5 Black mana spent to summon them. 6th level
Greater Chill to the Bone (Black): Creatures you summon deal an extra 1d6 cold damage with their attacks for every 4 Black mana spent to summon them. 10th level
Shadow Might (Black): Creatures you summon gain a +1 profane bonus to attack and damage for every 4 Black mana spent to summon them. 4th level
Improved Shadow Might (Black): Creatures you summon gain a +1 profane bonus to attack and damage for every 3 Black mana spent to summon them. 10th level
Greater Shadow Might (Black): Creatures you summon gain a +1 profane bonus to attack and damage for every 2 Black mana spent to summon them. 14th level
Profane Healing (Black): Spells you cast that heal undead, heal 1 extra hit point for every Black mana spent to cast it. If a spell has multiple targets, you choose how to divide the extra healing.
Improved Profane Healing (Black): Spells you cast that heal undead, heal 2 extra hit points for every Black mana spent to cast it. If a spell has multiple targets, you choose how to divide the extra healing. 6th level
Greater Profane Healing (Black): Spells you cast that heal undead, heal 4 extra hit points for every Black mana spent to cast it. If a spell has multiple targets, you choose how to divide the extra healing. 10th level
Dark Privilege (Black): Creatures you summon with the undead or evil subtype gain fast healing equal to the amount of Black mana spent to summon them divided by 3. 4th level
Improved Dark Privilege (Black): Creatures you summon with the undead or evil subtype gain fast healing equal to the amount of Black mana spent to summon them divided by 2. 8th level
Greater Dark Privilege (Black): Creatures you summon with the undead or evil subtype gain fast healing equal to two thirds the amount of Black mana spent to summon them. 12th level
Shadow Master (Black): Increase the save DC for Illusion spells you cast by 1 for every 3 Black mana spent to cast them. 4th level
Greater Shadow Master (Black): Increase the save DC for Illusion spells you cast by 1 for every 2 Black mana spent to cast them. 12th level
Corruption (Black): Increase the save DC for Enchantment spells you cast by 1 for every 3 Black mana spent to cast them. 4th level
Greater Corruption (Black): Increase the save DC for Enchantment spells you cast by 1 for every 2 Black mana spent to cast them. 12th level
Lord of Bones (Black): When you cast a necromancy spell, add 1 to your effective caster level of spells that create undead and add 1 to the DC of spells that affect undead for every 2 Black mana spent to cast them. 6th level
Greater Lord of Bones (Black): When you cast a necromancy spell, add 2 to your effective caster level of spells that create undead and add 2 to the DC of spells that affect undead for every 3 Black mana spent to cast them. 12th level
Affliction (Black): Add 1 to the save DC of Necromancy spells that inflict negative levels for every 3 Black mana spent to cast them. 8th level
Greater Affliction (Black): Add 1 to the save DC of Necromancy spells that inflict negative levels for every 2 Black mana spent to cast them. 14th level
Torment (Black): Increase the save DC of Necromancy and Enchantment spells you cast with the curse descriptor by 1 for every 2 Black mana spent to cast them.
Greater Torment (Black): Increase the save DC of Necromancy and Enchantment spells you cast with the curse descriptor by 2 for every 3 Black mana spent to cast them. 8th level
Rat Summon: You may summon X dire rats where x is equal to the amount of Black mana paid to summon them.
Skeleton Summon: You may summon X skeletons where x is equal to the amount of Black mana paid to summon them.
Gargoyle Summon: You may summon X gargoyles where x is equal to the number of Black mana paid to summon them divided by 4. Must be 8th level.
Babau Summon: You may summon X babau demons where x is equal to the number of Black mana paid to summon them divided by 6. Must be 10th level.
Nightwing Summon: You may summon X nightwings where x is equal to the number of Black mana paid to summon them divided by 10. Must be 16th level.
Red:
Red
Red Specialization: You gain +1 caster level when casting Red affinity spells for every 5 Red mana spent to cast them. 6th level
Greater Red Specialization: You gain +1 caster level when casting Red affinity spells for every 4 Red mana spent to cast them. 14th level
Bloodfire Infusion (Red): Creatures you summon deal an extra 1d6 fire damage with their attacks for every 4 Red mana spent to summon them. 4th level
Improved Bloodfire Infusion (Red): Creatures you summon deal an extra 1d6 fire damage with their attacks for every 3 Red mana spent to summon them. 8th level
Greater Bloodfire Infusion (Red): Creatures you summon deal an extra 1d6 fire damage with their attacks for every 4 Red mana spent to summon them. 12th level
Pyroconvergence (Red): Evocation and Necromancy spells you cast that deal damage deal 1 extra hit point for every Red mana spent to cast it. If a spell has multiple targets, you choose how to divide the extra damage.
Improved Pyroconvergence (Red): Evocation and Necromancy spells you cast that deal damage deal 2 extra hit points for every Red mana spent to cast it. If a spell has multiple targets, you choose how to divide the extra damage. 6th level
Greater Pyroconvergence (Red): Evocation and Necromancy spells you cast that deal damage deal 3 extra hit points for every Red mana spent to cast it. If a spell has multiple targets, you choose how to divide the extra damage. 10th level
Master of Destruction (Red): You gain +1 caster level for determining the damage of your Evocation and Necromancy spells for every 3 Red mana spent to cast it. 6th level
Greater Master of Destruction (Red): You gain +1 caster level for determining the damage of your Evocation and Necromancy spells for every 2 Red mana spent to cast it. 12th level
Homing Missile (Red): You gain a +1 competence bonus on attacks made with spells for every 2 Red mana spent to cast them.
Greater Homing Missile (Red): You gain a +2 competence bonus on attacks made with spells for every 3 Red mana spent to cast them. 8th level
Reckless Charge (Red): Creatures you summon gain a +1 competence bonus to attack, +1 bonus to AC and Reflex saves, and +5 feet of movement for every 4 Red mana spent to summon them. 4th level
Greater Reckless Charge (Red): Creatures you summon gain a +1 competence bonus to attack, +1 bonus to AC and Reflex saves, and +5 feet of movement for every 3 Red mana spent to summon them. 10th level
Martial Prowess (Red): Creatures you summon gain DR x/- where x is equal to the amount of Red mana spent to summon them divided by 4. 4th level
Improved Martial Prowess (Red): Creatures you summon gain DR x/- where x is equal to the amount of Red mana spent to summon them divided by 3. 8th level
Greater Martial Prowess (Red): Creatures you summon gain DR x/- where x is equal to the amount of Red mana spent to summon them divided by 2. 12th level
Evoker (Red): Increase the save DC for Evocation spells you cast by 1 for every 3 Red mana spent to cast them. 4th level
Greater Evoker (Red): Increase the save DC for Evocation spells you cast by 1 for every 2 Red mana spent to cast them. 14th level
Master Augmenter (Red): You gain +1 caster level when casting Transmutation spells for every 2 Red mana spent to cast them.
Greater Master Augmenter (Red): You gain +2 caster level when casting Transmutation spells for every 3 Red mana spent to cast them. 10th level
Quickening (Red): Willing targets of your Transmutation spells gain the effects of the Haste spell for 1 round for every 4 Red mana spent to cast the spell. 8th level.
Greater Quickening (Red): Willing targets of your Transmutation spells gain the effects of the Haste spell for 1 round for every 3 Red mana spent to cast the spell. 12th level.
Goblin Summon: You may summon X goblins where x is equal to the amount of Red mana paid to summon them.
Bat Summon: You may summon X bats where x is equal to double the amount of Red mana paid to summon them.
Vampire Spawn Summon: You may summon X vampire spawn where x is equal to the number of Red mana paid to summon them divided by 4. Must be 8th level.
Salamander Summon: You may summon X Salamander where x is equal to the number of Red mana paid to summon them divided by 6. Must be 10th level.
Red Dragon Summon: You may summon X adult Red Dragons where x is equal to the number of Red mana paid to summon them divided by 10. Must be 16th level.
Green:
Green
Green Specialization: You gain +1 caster level when casting Green affinity spells for every 5 Green mana spent to cast them. 6th level
Greater Green Specialization: You gain +1 caster level when casting Green affinity spells for every 4 Green mana spent to cast them. 14th level
Deathtouch (Green): Creatures you summon deal an extra 1d4 acid damage with their attacks for every 5 Green mana spent to summon them. 4th level
Improved Deathtouch (Green): Creatures you summon deal an extra 1d4 acid damage with their attacks for every 4 Green mana spent to summon them. 8th level
Greater Deathtouch (Green): Creatures you summon deal an extra 1d4 acid damage with their attacks for every 3 Green mana spent to summon them. 12th level
Apex Predator (Green): You gain a +1 competence bonus to attack and damage when you cast a Transmutation spell that targets yourself for the duration of the spell for every 3 Green mana spent to cast it. 4th level.
Greater Apex Predator (Green): You gain a +1 competence bonus to attack and damage when you cast a Transmutation spell that targets yourself for the duration of the spell for every 2 Green mana spent to cast it. 10th level.
Ferocity (Green): Creatures you summon gain a +1 competence bonus to attack and damage for every 5 Green mana spent to summon them. 4th level
Improved Ferocity (Green): Creatures you summon gain a +1 competence bonus to attack and damage for every 4 Green mana spent to summon them. 8th level
Greater Ferocity (Green): Creatures you summon gain a +1 competence bonus to attack and damage for every 3 Green mana spent to summon them. 12th level
Aegis (Green): Creatures you summon gain a +1 Natural armor bonus for every 3 Green mana spent to summon them.
Improved Aegis (Green): Creatures you summon gain a +1 Natural armor bonus for every 2 Green mana spent to summon them. 6th level
Greater Aegis (Green): Creatures you summon gain a +2 Natural armor bonus for every 3 Green mana spent to summon them. 12th level
Gaea’s Protection (Green): Creatures you summon gain DR x/- where x is equal to the amount of Green mana spent to summon them divided by 4. 6th level
Greater Gaea’s Protection (Green): Creatures you summon gain DR x/- where x is equal to the amount of Green mana spent to summon them divided by 3. 10th level
Regeneration (Green): Creatures you summon gain an amount of Fast Healing equal to the amount of Green mana spent to summon them divided by 4. 4th level
Greater Regeneration (Green): Creatures you summon gain an amount of Fast Healing equal to the amount of Green mana spent to summon them divided by 3. 8th level
Giant Growth (Green): One natural weapon of creatures you summon deals damage as if it were one size category larger for every 3 Green mana spent to summon them. All natural weapons must be increased in size before any are increased twice.
Greater Giant Growth (Green): One natural weapon of creatures you summon deals damage as if it were one size category larger for every 2 Green mana spent to summon them. All natural weapons must be increased before any are increased twice. 10th level
Transmogrifier (Green): Increase the save DC for Transmutation spells you cast by 1 for every 3 Green mana spent to cast them. 6th level
Greater Transmogrifier (Green): Increase the save DC for Transmutation spells you cast by 1 for every 3 Green mana spent to cast them. 14th level
Shapeshifter (Green): You gain +1 caster level when casting Transmutation spells for every 2 Green mana spent to cast them.
Greater Shapeshifter (Green): You gain +2 caster level when casting Transmutation spells for every 3 Green mana spent to cast them. 8th level
Wolf Summon: You may summon X wolves where x is equal to the amount of Green mana paid to summon them.
Hawk Summon: You may summon X hawks where x is equal to the amount of Green mana paid to summon them.
Dire Wolf Summon: You may summon X dire wolves where x is equal to the amount of Green mana paid to summon them divided by 3. Must be 6th level.
Rhino Summon: You may summon X Rhinoceros where x is equal to the amount of Green mana paid to summon them divided by 4. Must be 8th level.
Bear Summon: You may summon X dire bears where x is equal to the amount of Green mana paid to summon them divided by 6. Must be 10th level.
Worm Summon: You may summon X Purple Worms where x is equal to the amount of Green mana paid to summon them divided by 9. Must be 14th level.
Metamagic Mana (Su): At 3rd level, when a manacaster casts a spell, he may choose to apply his metamagic feats to improve it. To do this he adds to the mana cost of the spell. This increased cost is equal to the effective level increase of the metamagic feat(s) the manacaster is applying. This cost must be paid with Affinity colored mana of the spell. Alternately, the cost may be paid with two colorless mana per effective level increase. Colored mana used to power this ability does not count towards Affinity abilities. The effective level of the spell can be no higher than the highest level spell the manacaster can cast.
Increased Leylines (Su): At 3rd level and every 3 levels thereafter, a manacaster increases the number of lands he may connect ley lines to each level by 1/level. This increase is not retroactive. At 9th level a manacaster increases his colorless mana pool to triple his level. At 18th level it increases again to 4 times his level.
Bonus Feat (Ex): At 5th, 10th, 15th, and 20th level, a manacaster gains a bonus feat. These bonus feats are in addition to the feats that a character of any class gets from advancing levels. These feats must be either metamagic feats, weapon and armor proficiency feats (excluding exotic), or the Mana Blend feat.
Planeswalk (SLA): At 5th level a manacaster gains the ability to move between planes in his search for mana once per day. This ability functions as the spell Plane Shift except the manacaster must target themselves with this ability and may bring a number of additional willing creatures equal to half his level. Using this ability requires the manacaster to spend 3 colored mana.
At 9th level, and every four levels thereafter, the manacaster may planeshift one additional time per day.
Improved Metamagic Mana (Su): At 11th level, when using metamagic mana, the manacaster may pay one colorless mana per effective level increase after the first, which must be be paid with either an Affinity color mana or two colorless mana.
Greater Metamagic Mana (Su): At 17th level, when using metamagic mana, a manacaster does not have to increase the casting time. This ability does not function if the initial increase cost was paid with two colorless mana instead of Affinity color mana.
Infinite Affinity (Su): At 20th level, when a manacaster casts a spell, including a quickened spell, he may cast a “copy”, a quickened version of the same spell, by paying double the cost of the spell. Any effects applied to the original, such as Affinity mana or metamagic feats, must be applied to the copy as well, and the cost must be paid entirely with Affinity mana for the spell.
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New Feats:
NEW FEATS
EXTRA AFFINITY
You have unlocked the secret of a new Manacaster affinity ability.
Prerequisite: Manacaster affinity class feature.
Benefit: You gain one additional affinity ability. You must meet all the prerequisites for this affinity ability.
Special: You can gain this feat multiple times. Its effects do not stack, instead granting a new affinity ability each time you gain this feat.
AFFINITY BOOST
Your connection to a certain color of mana is strong.
Prerequisite: Manacaster level 10
Benefit: Choose a color of Mana. You may pay an additional amount of mana equal to your manacaster level to power that color’s affinity abilities.
Normal: You may only pay up to half your level in additional mana.
Special: You can gain this feat multiple times. Its effects do not stack, instead choose a different color of Mana each time you gain this feat.
IMPROVED LEY LINES
You can create more ley lines than most manacasters.
Prerequisite: Manacaster level 9
Benefit: You may create ley lines to an additional number of lands as if you were 1 level higher.
GREATER LEY LINES
You can create even more ley lines.
Prerequisite: Manacaster level 15, Improved Ley Lines
Benefit: You may create ley lines to an additional number of lands as if you were 2 level higher.
Special: This ability does not stack with Improved ley lines.
MANA BLENDING
You have learned to blend the barriers of the colors of magic.
Prerequisite: Manacaster level 7
Benefit: Choose 2 colors of mana .You may use mana of either color to power the affinity abilities of either. Mana used this way does not count as its original color for affinity abilities.
Special: You can gain this feat multiple times. Its effects do not stack, instead you choose a different pair of colors each time.
Lingering Summons
Your summoned creatures persist longer than most.
Prerequisite: Manacaster level 10
Benefit: Creatures you summon with Affinity Summon abilities disappear after 2 rounds/level.
Normal: Summoned creatures disappear after 1 round/level.
Titanic Growth
Your summoned creatures are titanic in size and strength.
Prerequisite: Manacaster level 6, Giant Growth Affinity Ability
Benefit: Giant Growth increase the damage of one type of natural weapon, such as claw or talon, as if it were one size category larger. All natural weapon types must be increased before a type can be increased twice.
Normal: Giant Growth increased the damage of one natural weapon.
New Items:
NEW ITEMS
RIng of MANA, lesser (White, Blue, Black, Red, or Green)
]Aura moderate universal; CL 9th
Slot ring; Price 4,000 gp; Weight -
DESCRIPTION
This ring allows a manacaster access to three mana of the indicated color that may be used to cast spells, pay metamagic costs, or power affinity abilities. A ring of mana may not have a ley line connected to it to generate colorless mana.
CONSTRUCTION REQUIREMENTS
Forge Ring, creator must be a manacaster; Cost 2,000 gp
RIng of MANA (White, Blue, Black, Red, or Green)
Aura moderate universal; CL 9th
Slot ring; Price 8,000 gp; Weight -
DESCRIPTION
This ring allows a manacaster access to five mana of the indicated color that may be used to cast spells, pay metamagic costs, or power affinity abilities. A ring of mana may not have a ley line connected to it to generate colorless mana.
CONSTRUCTION REQUIREMENTS
Forge Ring, creator must be a manacaster; Cost 4,000 gp
Necklace of Ley Lines
Aura strong Universalist; CL 15th
Slot Neck; Price 4,000 gp (1 slot), 16,000 gp (2 slots), 36,000 gp (3 slots), 64,000 gp (4 slots), 100,000 gp (5 slots) Weight —
Description
This necklace has a number of colored clasps, between one and five. A ring of mana connected to one of the clasps conveys its benefits as if worn in the ring slot. The necklace can only hold one ring of mana of each mana color. An amulet of Ley Lines may not have a ley line connected to it to generate colorless mana.
Construction Requirements
Craft Wondrous Item, creator must be a manacaster; Cost 2,000 gp (1 slot), 8,000 gp (2 slots), 18,000 gp (3 slots), 32,000 gp (4 slots), 50,000 (5 slots)
Background: About 9 months ago I posted my first go at the manacaster. It was a rough idea of how to play a Magic the Gathering inspired caster. In some ways, the class is a vehicle to facilitate an alternate spell casting system. But I think it's become much more. I had hit a wall trying to come up with Affinity Abilities, ways to make the colors play differently. It started as a point system you use to buy abilities that differed depending on how many points you spent. It was too complicated and too difficult to create so many abilities. Now Affinity Abilities are focused on increasing the power of a manacaster's spells at the expense of his number of spells per day. I think it's become a class that fills a primary arcane caster role while catering to a different play style making it a unique alternative to wiz/sorc without being better or worse than them. Hopefully.
I welcome any comments and critiques, but I'm pleased with the way the class emulates mana and the way the abilities represent the colors. I'm especially interested in comments about the balance of the class's abilities and manacasting, especially summons, as well as pointing out unclear wording or formatting, and whether or not it achieves the goal of being an equal alternative to wizard and sorcerer. I'm interested what people think about the personal buff abilities should they all work like Red's Quickening, or should that ability work like the others?
Currently I'm just dropping the Sorcerer Spells Known chart into the class, but I'd like opinions on how to adjust it. Also, the spell list is currently the wiz/sorc list with Cure and Inflict spells added. I'd like to add more divine spells, but I think for any spell gained a spell should be lost, and I've not delved into doing all of that yet. Any recommendations to add/remove would be appreciated.
PS: I'd like to post the chart that has mana numbers but I don't know how to put in a table. Can anyone help with that?
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Manacaster (Planeswalker)
Manacasters draw their magical energy from “Mana”, magic of the lands. They create ley lines to these lands to harness their mana from anywhere. They draw their magic from the worlds around them, as opposed to sorcerers whose magic comes from within. However, a manacaster’s ability to channel their magic still plays a vital role in their spellcasting. Over time manacasters’ ties with certain types of mana increase. These bonds are born out of continually tapping that color’s energy and allowing it to flow through their bodies. Often these ties can manifest physically, usually superficially. A manacaster who taps into green mana often may grow harrier, their teeth may grow longer, while a black mana specialist may begin to look decayed, their eyes milky and their hair thinning.
Alignment: Any
Hit Die: d6
Starting Wealth: 3d6 × 10 gp (average 100 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills
The Manacaster’'s class skills are Appraise (Int), Craft (Int), Fly (Dex), Heal (Wis), Knowledge (arcane) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Ranks per Level: 2 + Int modifier.
Class Features
All of the following are class features of the manacaster.
Weapon and Armor Proficiency: Manacasters are proficient with all simple weapons. They are not proficient with any type of armor or shield, but wearing armor does not interfere with manacasting spells.
Spark (Ex): A manacaster has a “spark” similar to a cleric’s aura. However, this spark can only be detected by other manacasters. A manacaster can automatically detect another manacaster within 60 feet as if using detect evil. Use the mancaster’s class level in place of cleric level to determine the strength of their “spark”.
Ley Lines (Su): A manacaster draws their mana from ley lines. Ley lines are connected either to lands or to artifacts. There are five types of lands that a manacaster may draw mana from. Each land provides one mana of the indicated color.
Plains: An area of flat land with few trees at least 50 sq. miles in area. Plains provide White mana.
Island: Any landmass at least a mile in diameter, and no larger than 150 miles in diameter or 3,000 sq. miles in area, surrounded by water. Islands provide Blue mana.
Forest: Any woodland area at least 10 sq. miles in area. Forests provide Green mana.
Mountain: An area of land with a prominence of at least 3,000 ft and a slope of at least 2 degrees. Mountains provide Red mana.
Swamp: A lowland area saturated with water at least 10 sq. miles in area. Swamps provide Black mana.
A manacaster begins play with 1 land ley line to a type of land he chooses, and may have 2 ley lines/level. To connect a ley line to a land, a manacaster must be in the land, clear it of any existing ley lines, eliminate any presence hostile to his own in the area, and perform a ritual requiring 24 hours to complete. He can have no more than one ley line per land. After the ley line is established, it can be any distance from the manacaster, or even on another plane. He may at will sever a ley line, which can then be reconnected to another land.
An artifact is any magical item with a minimum caster level of 4. Artifacts create “colorless” mana that can be used to assist in the casting of spells. An artifact is worth an amount of colorless mana equal to one fourth the caster level of the item (minimum 0) or the effective enhancement bonus of the item, whichever is higher. The mana is added to a pool and can be used to cast spells in any amount. To establish a leyline with an artifact, the manacaster must sever any ley line already connected to the artifact, be touching the item, and perform a ritual that requires 8 hours to complete. A manacaster can have a ley line to any number of artifacts, but may not have a pool of colorless mana greater than two times his level. Once the ley line is established, the artifact can be any distance from the manacaster, even on another plane. If the artifact is destroyed, the manacaster loses access to it’s colorless mana.
Spells: A manacaster casts arcane spells drawn from the manacaster spell list. They can cast any spell they know without preparing it ahead of time. To learn or cast a spell, a manacaster must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a manacaster's spell is 10 + the spell level + the manacaster's Charisma modifier.
A manacaster's selection of spells is extremely limited. A manacaster begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new manacaster level, they gain one or more new spells, as indicated on Table: Manacaster Spells Known. (Unlike spells per day, the number of spells a manacaster knows is not affected by their Charisma score; the numbers on Table: Manacaster Spells Known are fixed.) These new spells can be common spells chosen from the manacaster spell list, or they can be unusual spells that the manacaster has gained some understanding of through study.
Upon reaching 4th level, and at every even-numbered manacaster level after that (6th, 8th, and so on), a manacaster can choose to learn a new spell in place of one they already know. In effect, the manacaster loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A manacaster may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that they gain new spells known for the level.
To cast a known spell, a manacaster must spend a number of mana equal to the level of the spell (0 level spells cost one mana and may be cast with only colorless mana). At least one of the mana used to cast the spell must be one of the schools Affinity colors. A divination spell has no affinity color and can be cast with only colorless mana, if you so choose. After using mana to cast a spell, it is depleted until the manacaster rests for 8 hours. A manacaster must have a charisma score equal to 10 + the effective level of the spell.
The Difficulty Class for a saving throw against a manacaster’s spell is 10 + the spell level + the manacaster’s Charisma modifier.
Schools of Magic and their Affinities:
Schools of Magic and their Affinities
Abjuration: W U
Conjuration: W G U
Divination: Colorless
Enchantment: B U
Evocation: R W
Illusion: U B
Necromancy: B R
Transmutation: G R
Affinity (Su): As a manacaster grows stronger, their ties to certain mana increases. At 2nd level and every 2 levels thereafter a manacaster gains an Affinity ability. These abilities increase the power of a manacaster’s spells based on the amount of Affinity mana used to cast them. Some abilities have requirements that must be met before they can be taken. Creatures summoned from Affinity abilities cannot use Summon abilities and disappear after 1 round/level. Abilities with the same name (ie: Divine Armor and Improved Divine Armor) do not stack. Instead, you gain the best benefit in the situation. In addition, when a manacaster casts a spell or uses Affinity Summon, he may pay an additional amount of colored mana to increase the affinity abilities of the spell or ability. This mana does not increase the number of creatures summoned. The amount of mana used this way cannot exceed half the manacaster’s level.
Affinity Abilities:
White:
White
Divine Armor (White): You gain a +1 Sacred bonus to armor class when you cast an abjuration spell that targets yourself for the duration of the spell for every 3 White mana spent to cast it. 4th level.
Improved Divine Armor (White): You gain a +1 Sacred bonus to armor class when you cast an abjuration spell that targets yourself for the duration of the spell for every 2 White mana spent to cast it. 8th level.
Greater Divine Armor (White): You gain a +2 Sacred bonus to armor class when you cast an abjuration spell that targets yourself for the duration of the spell for every 3 White mana spent to cast it. 12th level.
Holy Healing (White): Conjuration (healing) spells you cast heal 1 extra hit point for every White mana spent to cast it. If a spell has multiple targets, you choose how to divide the extra healing.
Improved Holy Healing (White): Conjuration (healing) spells you cast heal 2 extra hit points for every White mana spent to cast it. If a spell has multiple targets, you choose how to divide the extra healing. 6th level
Greater Holy Healing (White): Conjuration (healing) spells you cast heal 3 extra hit points for every White mana spent to cast it. If a spell has multiple targets, you choose how to divide the extra healing. 10th level
Holy Fire (White): You gain +1 caster level for determining the damage of your evocation spells for every 3 White mana spent to cast it. 6th level
Greater Holy Fire (White): You gain +1 caster level for determining the damage of your evocation spells for every 2 White mana spent to cast it. 10th level
Sacred Protection (White): You gain +1 caster level for determining the duration of your abjuration spells for every 2 White mana spent to cast it.
Improved Sacred Protection (White): You gain +2 caster level for determining the duration of your abjuration spells for every 3 White mana spent to cast it. 8th level
Greater Sacred Protection (White): You gain +1 caster level for determining the duration of your abjuration spells for every White mana spent to cast it. 14th level
Vigilant Summons (White): Creatures you summon gain an amount of Fast Healing equal to the amount of White mana spent to summon them divided by 3. 6th level
Greater Vigilant Summons (White): Creatures you summon gain an amount of Fast Healing equal to the amount of White mana spent to summon them divided by 2. 12th level
Honor of the Pure (White): Creatures you summon gain a +1 morale bonus to attack and damage for every 4 White mana spent to summon them. 4th level
Improved Honor of the Pure (White): Creatures you summon gain a +1 morale bonus to attack and damage for every 3 White mana spent to summon them. 10th level
Greater Honor of the Pure (White): Creatures you summon gain a +1 morale bonus to attack and damage for every 2 White mana spent to summon them. 14th level
Hindering Light (White): You gain +1 on caster levels checks to overcome spell resistance for every 2 White mana spent to cast the spell.
Greater Hindering Light (White): You gain +2 on caster levels checks to overcome spell resistance for every 3 White mana spent to cast the spell. 8th level
White Specialization: You gain +1 caster level when casting White affinity spells for every 5 White mana spent to cast them. 6th level
Greater White Specialization: You gain +1 caster level when casting White affinity spells for every 4 White mana spent to cast them. 14th level
Fiery Fury (White): Creatures you summon deal an extra 1d6 fire damage with their attacks for every 5 White mana spent to summon them. 4th level
Improved Fiery Fury (White): Creatures you summon deal an extra 1d6 fire damage with their attacks for every 4 White mana spent to summon them. 8th level
Greater Fiery Fury (White): Creatures you summon deal an extra 1d6 fire damage with their attacks for every 3 White mana spent to summon them. 12th level
Eagle Summon: You may summon X eagles where X is equal to the amount of white mana paid to summon them.
Dog Summon: You may summon X dogs where X is equal to the amount of white mana paid to summon them.
Griffon Summon: You may summon X griffons where X is equal to the number of white mana paid to summon them divided by 4. Must be 8th level.
Dire Lion Summon: You may summon X dire lions where X is equal to the number of white mana paid to summon them divided by 5. Must be 10th level.
Trumpet Archon Summon: You may summon X Trumpet Archons where X is equal to the number of white mana paid to summon them divided by 10. Must be 16th level.
Blue:
Blue
Teleportal (Blue): You gain +1 caster level when casting conjuration (teleportation) spells for every 2 Blue mana used to cast them.
Improved Teleportal (Blue): You gain +2 caster level when casting conjuration (teleportation) spells for every 3 Blue mana used to cast them. 6th level
Greater Teleportal (Blue): You gain +3 caster level when casting conjuration (teleportation) spells for every 4 Blue mana used to cast them. 10th level
Arcane Denial (Blue): You add +1 to caster level checks to overcome spell resistance and when using Dispel Magic for every 2 Blue mana spent to cast the spell.
Improved Arcane Denial (Blue): You add +2 to caster level checks to overcome spell resistance and when using Dispel Magic for every 3 Blue mana spent to cast the spell. 8th level
Greater Arcane Denial (Blue): You add +1 to caster level checks to overcome spell resistance and when using Dispel Magic for every 1 Blue mana spent to cast the spell. 14th level
Protective Veil (Blue): Creatures you summon gain Spell Resistance equal to 5 plus the amount of Blue mana spent to summon them divided by 2. 8th level
Improved Protective Veil (Blue): Creatures you summon gain Spell Resistance equal to 10 plus the amount of Blue mana spent to summon them divided by 2. 12th level
Greater Protective Veil (Blue): Creatures you summon gain Spell Resistance equal to 15 plus the amount of Blue mana spent to summon them divided by 2. 16th level
Mystic Aura (Blue): You gain spell resistance when you cast an abjuration spell that targets yourself for the duration of the spell equal to 5 plus 1 for every 2 Blue mana spent to cast it. 6th level.
Greater Mystic Aura (Blue): You gain spell resistance when you cast an abjuration spell that targets yourself for the duration of the spell equal to 10 plus 1 for every 2 Blue mana spent to cast it. 12th level.
Blue Specialization: You gain +1 caster level when casting Blue affinity spells for every 5 Blue mana spent to cast them. 6th level
Greater Blue Specialization: You gain +1 caster level when casting Blue affinity spells for every 4 Blue mana spent to cast them. 14th level
Electrolyze (Blue): Creatures you summon deal an extra 1d6 electricity damage with their attacks for every 5 Blue mana spent to summon them. 6th level
Greater Electrolyze (Blue): Creatures you summon deal an extra 1d6 electricity damage with their attacks for every 4 Blue mana spent to summon them. 10th level
Islandwalk: Creatures you summon with the aquatic subtype gain a +1 competence bonus to attack and damage for every 4 Blue mana spent to summon them. 4th level
Improved Islandwalk: Creatures you summon with the aquatic subtype gain a +1 competence bonus to attack and damage for every 3 Blue mana spent to summon them. 8th level
Greater Islandwalk: Creatures you summon with the aquatic subtype gain a +1 competence bonus to attack and damage for every 2 Blue mana spent to summon them. 12th level
Lord of the Unreal (Blue): Increase the save DC for Illusion spells you cast by 1 for every 3 Blue mana spent to cast them. 4th level
Greater Lord of the Unreal (Blue): Increase the save DC for Illusion spells you cast by 1 for every 2 Blue mana spent to cast them. 12th level
Mind Magic (Blue): Creatures affected by your illusion (pattern) and enchantment (charm) spells are treated as if their total number of Hit Dice were 1 lower for every 2 Blue mana spent to cast it. 4th level
Greater Mind Magic (Blue): Creatures affected by your illusion (pattern) and enchantment (charm) spells are treated as if their total number of Hit Dice were 2 lower for every 3 Blue mana spent to cast it.10th level
Corrupt Conscience (Blue): Increase the save DC for Enchantment spells you cast by 1 for every 3 Blue mana spent to cast them. 4th level
Greater Corrupt Conscience (Blue): Increase the save DC for Enchantment spells you cast by 1 for every 2 Blue mana spent to cast them. 12th level
Turtle Summon: You may summon X snapping turtles where x is equal to the amount of Blue mana paid to summon them.
Merfolk Summon: You may summon X merfolk where x is equal to the amount of Blue mana paid to summon them.
River Drake Summon: You may summon X river drakes where x is equal to the number of Blue mana paid to summon them divided by 4. Must be 8th level.
Sea Drake Summon: You may summon X sea drakes where x is equal to the number of Blue mana paid to summon them divided by 6. Must be 10th level.
Storm Giant Summon: You may summon X storm giants where x is equal to the number of Blue mana paid to summon them divided by 12. Must be 16th level.
Black:
Black
Black Specialization: You gain +1 caster level when casting Black affinity spells for every 5 Black mana spent to cast them. 6th level
Greater Black Specialization: You gain +1 caster level when casting Black affinity spells for every 4 Black mana spent to cast them. 14th level
Chill to the Bone (Black): Creatures you summon deal an extra 1d6 cold damage with their attacks for every 5 Black mana spent to summon them. 6th level
Greater Chill to the Bone (Black): Creatures you summon deal an extra 1d6 cold damage with their attacks for every 4 Black mana spent to summon them. 10th level
Shadow Might (Black): Creatures you summon gain a +1 profane bonus to attack and damage for every 4 Black mana spent to summon them. 4th level
Improved Shadow Might (Black): Creatures you summon gain a +1 profane bonus to attack and damage for every 3 Black mana spent to summon them. 10th level
Greater Shadow Might (Black): Creatures you summon gain a +1 profane bonus to attack and damage for every 2 Black mana spent to summon them. 14th level
Profane Healing (Black): Spells you cast that heal undead, heal 1 extra hit point for every Black mana spent to cast it. If a spell has multiple targets, you choose how to divide the extra healing.
Improved Profane Healing (Black): Spells you cast that heal undead, heal 2 extra hit points for every Black mana spent to cast it. If a spell has multiple targets, you choose how to divide the extra healing. 6th level
Greater Profane Healing (Black): Spells you cast that heal undead, heal 4 extra hit points for every Black mana spent to cast it. If a spell has multiple targets, you choose how to divide the extra healing. 10th level
Dark Privilege (Black): Creatures you summon with the undead or evil subtype gain fast healing equal to the amount of Black mana spent to summon them divided by 3. 4th level
Improved Dark Privilege (Black): Creatures you summon with the undead or evil subtype gain fast healing equal to the amount of Black mana spent to summon them divided by 2. 8th level
Greater Dark Privilege (Black): Creatures you summon with the undead or evil subtype gain fast healing equal to two thirds the amount of Black mana spent to summon them. 12th level
Shadow Master (Black): Increase the save DC for Illusion spells you cast by 1 for every 3 Black mana spent to cast them. 4th level
Greater Shadow Master (Black): Increase the save DC for Illusion spells you cast by 1 for every 2 Black mana spent to cast them. 12th level
Corruption (Black): Increase the save DC for Enchantment spells you cast by 1 for every 3 Black mana spent to cast them. 4th level
Greater Corruption (Black): Increase the save DC for Enchantment spells you cast by 1 for every 2 Black mana spent to cast them. 12th level
Lord of Bones (Black): When you cast a necromancy spell, add 1 to your effective caster level of spells that create undead and add 1 to the DC of spells that affect undead for every 2 Black mana spent to cast them. 6th level
Greater Lord of Bones (Black): When you cast a necromancy spell, add 2 to your effective caster level of spells that create undead and add 2 to the DC of spells that affect undead for every 3 Black mana spent to cast them. 12th level
Affliction (Black): Add 1 to the save DC of Necromancy spells that inflict negative levels for every 3 Black mana spent to cast them. 8th level
Greater Affliction (Black): Add 1 to the save DC of Necromancy spells that inflict negative levels for every 2 Black mana spent to cast them. 14th level
Torment (Black): Increase the save DC of Necromancy and Enchantment spells you cast with the curse descriptor by 1 for every 2 Black mana spent to cast them.
Greater Torment (Black): Increase the save DC of Necromancy and Enchantment spells you cast with the curse descriptor by 2 for every 3 Black mana spent to cast them. 8th level
Rat Summon: You may summon X dire rats where x is equal to the amount of Black mana paid to summon them.
Skeleton Summon: You may summon X skeletons where x is equal to the amount of Black mana paid to summon them.
Gargoyle Summon: You may summon X gargoyles where x is equal to the number of Black mana paid to summon them divided by 4. Must be 8th level.
Babau Summon: You may summon X babau demons where x is equal to the number of Black mana paid to summon them divided by 6. Must be 10th level.
Nightwing Summon: You may summon X nightwings where x is equal to the number of Black mana paid to summon them divided by 10. Must be 16th level.
Red:
Red
Red Specialization: You gain +1 caster level when casting Red affinity spells for every 5 Red mana spent to cast them. 6th level
Greater Red Specialization: You gain +1 caster level when casting Red affinity spells for every 4 Red mana spent to cast them. 14th level
Bloodfire Infusion (Red): Creatures you summon deal an extra 1d6 fire damage with their attacks for every 4 Red mana spent to summon them. 4th level
Improved Bloodfire Infusion (Red): Creatures you summon deal an extra 1d6 fire damage with their attacks for every 3 Red mana spent to summon them. 8th level
Greater Bloodfire Infusion (Red): Creatures you summon deal an extra 1d6 fire damage with their attacks for every 4 Red mana spent to summon them. 12th level
Pyroconvergence (Red): Evocation and Necromancy spells you cast that deal damage deal 1 extra hit point for every Red mana spent to cast it. If a spell has multiple targets, you choose how to divide the extra damage.
Improved Pyroconvergence (Red): Evocation and Necromancy spells you cast that deal damage deal 2 extra hit points for every Red mana spent to cast it. If a spell has multiple targets, you choose how to divide the extra damage. 6th level
Greater Pyroconvergence (Red): Evocation and Necromancy spells you cast that deal damage deal 3 extra hit points for every Red mana spent to cast it. If a spell has multiple targets, you choose how to divide the extra damage. 10th level
Master of Destruction (Red): You gain +1 caster level for determining the damage of your Evocation and Necromancy spells for every 3 Red mana spent to cast it. 6th level
Greater Master of Destruction (Red): You gain +1 caster level for determining the damage of your Evocation and Necromancy spells for every 2 Red mana spent to cast it. 12th level
Homing Missile (Red): You gain a +1 competence bonus on attacks made with spells for every 2 Red mana spent to cast them.
Greater Homing Missile (Red): You gain a +2 competence bonus on attacks made with spells for every 3 Red mana spent to cast them. 8th level
Reckless Charge (Red): Creatures you summon gain a +1 competence bonus to attack, +1 bonus to AC and Reflex saves, and +5 feet of movement for every 4 Red mana spent to summon them. 4th level
Greater Reckless Charge (Red): Creatures you summon gain a +1 competence bonus to attack, +1 bonus to AC and Reflex saves, and +5 feet of movement for every 3 Red mana spent to summon them. 10th level
Martial Prowess (Red): Creatures you summon gain DR x/- where x is equal to the amount of Red mana spent to summon them divided by 4. 4th level
Improved Martial Prowess (Red): Creatures you summon gain DR x/- where x is equal to the amount of Red mana spent to summon them divided by 3. 8th level
Greater Martial Prowess (Red): Creatures you summon gain DR x/- where x is equal to the amount of Red mana spent to summon them divided by 2. 12th level
Evoker (Red): Increase the save DC for Evocation spells you cast by 1 for every 3 Red mana spent to cast them. 4th level
Greater Evoker (Red): Increase the save DC for Evocation spells you cast by 1 for every 2 Red mana spent to cast them. 14th level
Master Augmenter (Red): You gain +1 caster level when casting Transmutation spells for every 2 Red mana spent to cast them.
Greater Master Augmenter (Red): You gain +2 caster level when casting Transmutation spells for every 3 Red mana spent to cast them. 10th level
Quickening (Red): Willing targets of your Transmutation spells gain the effects of the Haste spell for 1 round for every 4 Red mana spent to cast the spell. 8th level.
Greater Quickening (Red): Willing targets of your Transmutation spells gain the effects of the Haste spell for 1 round for every 3 Red mana spent to cast the spell. 12th level.
Goblin Summon: You may summon X goblins where x is equal to the amount of Red mana paid to summon them.
Bat Summon: You may summon X bats where x is equal to double the amount of Red mana paid to summon them.
Vampire Spawn Summon: You may summon X vampire spawn where x is equal to the number of Red mana paid to summon them divided by 4. Must be 8th level.
Salamander Summon: You may summon X Salamander where x is equal to the number of Red mana paid to summon them divided by 6. Must be 10th level.
Red Dragon Summon: You may summon X adult Red Dragons where x is equal to the number of Red mana paid to summon them divided by 10. Must be 16th level.
Green:
Green
Green Specialization: You gain +1 caster level when casting Green affinity spells for every 5 Green mana spent to cast them. 6th level
Greater Green Specialization: You gain +1 caster level when casting Green affinity spells for every 4 Green mana spent to cast them. 14th level
Deathtouch (Green): Creatures you summon deal an extra 1d4 acid damage with their attacks for every 5 Green mana spent to summon them. 4th level
Improved Deathtouch (Green): Creatures you summon deal an extra 1d4 acid damage with their attacks for every 4 Green mana spent to summon them. 8th level
Greater Deathtouch (Green): Creatures you summon deal an extra 1d4 acid damage with their attacks for every 3 Green mana spent to summon them. 12th level
Apex Predator (Green): You gain a +1 competence bonus to attack and damage when you cast a Transmutation spell that targets yourself for the duration of the spell for every 3 Green mana spent to cast it. 4th level.
Greater Apex Predator (Green): You gain a +1 competence bonus to attack and damage when you cast a Transmutation spell that targets yourself for the duration of the spell for every 2 Green mana spent to cast it. 10th level.
Ferocity (Green): Creatures you summon gain a +1 competence bonus to attack and damage for every 5 Green mana spent to summon them. 4th level
Improved Ferocity (Green): Creatures you summon gain a +1 competence bonus to attack and damage for every 4 Green mana spent to summon them. 8th level
Greater Ferocity (Green): Creatures you summon gain a +1 competence bonus to attack and damage for every 3 Green mana spent to summon them. 12th level
Aegis (Green): Creatures you summon gain a +1 Natural armor bonus for every 3 Green mana spent to summon them.
Improved Aegis (Green): Creatures you summon gain a +1 Natural armor bonus for every 2 Green mana spent to summon them. 6th level
Greater Aegis (Green): Creatures you summon gain a +2 Natural armor bonus for every 3 Green mana spent to summon them. 12th level
Gaea’s Protection (Green): Creatures you summon gain DR x/- where x is equal to the amount of Green mana spent to summon them divided by 4. 6th level
Greater Gaea’s Protection (Green): Creatures you summon gain DR x/- where x is equal to the amount of Green mana spent to summon them divided by 3. 10th level
Regeneration (Green): Creatures you summon gain an amount of Fast Healing equal to the amount of Green mana spent to summon them divided by 4. 4th level
Greater Regeneration (Green): Creatures you summon gain an amount of Fast Healing equal to the amount of Green mana spent to summon them divided by 3. 8th level
Giant Growth (Green): One natural weapon of creatures you summon deals damage as if it were one size category larger for every 3 Green mana spent to summon them. All natural weapons must be increased in size before any are increased twice.
Greater Giant Growth (Green): One natural weapon of creatures you summon deals damage as if it were one size category larger for every 2 Green mana spent to summon them. All natural weapons must be increased before any are increased twice. 10th level
Transmogrifier (Green): Increase the save DC for Transmutation spells you cast by 1 for every 3 Green mana spent to cast them. 6th level
Greater Transmogrifier (Green): Increase the save DC for Transmutation spells you cast by 1 for every 3 Green mana spent to cast them. 14th level
Shapeshifter (Green): You gain +1 caster level when casting Transmutation spells for every 2 Green mana spent to cast them.
Greater Shapeshifter (Green): You gain +2 caster level when casting Transmutation spells for every 3 Green mana spent to cast them. 8th level
Wolf Summon: You may summon X wolves where x is equal to the amount of Green mana paid to summon them.
Hawk Summon: You may summon X hawks where x is equal to the amount of Green mana paid to summon them.
Dire Wolf Summon: You may summon X dire wolves where x is equal to the amount of Green mana paid to summon them divided by 3. Must be 6th level.
Rhino Summon: You may summon X Rhinoceros where x is equal to the amount of Green mana paid to summon them divided by 4. Must be 8th level.
Bear Summon: You may summon X dire bears where x is equal to the amount of Green mana paid to summon them divided by 6. Must be 10th level.
Worm Summon: You may summon X Purple Worms where x is equal to the amount of Green mana paid to summon them divided by 9. Must be 14th level.
Metamagic Mana (Su): At 3rd level, when a manacaster casts a spell, he may choose to apply his metamagic feats to improve it. To do this he adds to the mana cost of the spell. This increased cost is equal to the effective level increase of the metamagic feat(s) the manacaster is applying. This cost must be paid with Affinity colored mana of the spell. Alternately, the cost may be paid with two colorless mana per effective level increase. Colored mana used to power this ability does not count towards Affinity abilities. The effective level of the spell can be no higher than the highest level spell the manacaster can cast.
Increased Leylines (Su): At 3rd level and every 3 levels thereafter, a manacaster increases the number of lands he may connect ley lines to each level by 1/level. This increase is not retroactive. At 9th level a manacaster increases his colorless mana pool to triple his level. At 18th level it increases again to 4 times his level.
Bonus Feat (Ex): At 5th, 10th, 15th, and 20th level, a manacaster gains a bonus feat. These bonus feats are in addition to the feats that a character of any class gets from advancing levels. These feats must be either metamagic feats, weapon and armor proficiency feats (excluding exotic), or the Mana Blend feat.
Planeswalk (SLA): At 5th level a manacaster gains the ability to move between planes in his search for mana once per day. This ability functions as the spell Plane Shift except the manacaster must target themselves with this ability and may bring a number of additional willing creatures equal to half his level. Using this ability requires the manacaster to spend 3 colored mana.
At 9th level, and every four levels thereafter, the manacaster may planeshift one additional time per day.
Improved Metamagic Mana (Su): At 11th level, when using metamagic mana, the manacaster may pay one colorless mana per effective level increase after the first, which must be be paid with either an Affinity color mana or two colorless mana.
Greater Metamagic Mana (Su): At 17th level, when using metamagic mana, a manacaster does not have to increase the casting time. This ability does not function if the initial increase cost was paid with two colorless mana instead of Affinity color mana.
Infinite Affinity (Su): At 20th level, when a manacaster casts a spell, including a quickened spell, he may cast a “copy”, a quickened version of the same spell, by paying double the cost of the spell. Any effects applied to the original, such as Affinity mana or metamagic feats, must be applied to the copy as well, and the cost must be paid entirely with Affinity mana for the spell.
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New Feats:
NEW FEATS
EXTRA AFFINITY
You have unlocked the secret of a new Manacaster affinity ability.
Prerequisite: Manacaster affinity class feature.
Benefit: You gain one additional affinity ability. You must meet all the prerequisites for this affinity ability.
Special: You can gain this feat multiple times. Its effects do not stack, instead granting a new affinity ability each time you gain this feat.
AFFINITY BOOST
Your connection to a certain color of mana is strong.
Prerequisite: Manacaster level 10
Benefit: Choose a color of Mana. You may pay an additional amount of mana equal to your manacaster level to power that color’s affinity abilities.
Normal: You may only pay up to half your level in additional mana.
Special: You can gain this feat multiple times. Its effects do not stack, instead choose a different color of Mana each time you gain this feat.
IMPROVED LEY LINES
You can create more ley lines than most manacasters.
Prerequisite: Manacaster level 9
Benefit: You may create ley lines to an additional number of lands as if you were 1 level higher.
GREATER LEY LINES
You can create even more ley lines.
Prerequisite: Manacaster level 15, Improved Ley Lines
Benefit: You may create ley lines to an additional number of lands as if you were 2 level higher.
Special: This ability does not stack with Improved ley lines.
MANA BLENDING
You have learned to blend the barriers of the colors of magic.
Prerequisite: Manacaster level 7
Benefit: Choose 2 colors of mana .You may use mana of either color to power the affinity abilities of either. Mana used this way does not count as its original color for affinity abilities.
Special: You can gain this feat multiple times. Its effects do not stack, instead you choose a different pair of colors each time.
Lingering Summons
Your summoned creatures persist longer than most.
Prerequisite: Manacaster level 10
Benefit: Creatures you summon with Affinity Summon abilities disappear after 2 rounds/level.
Normal: Summoned creatures disappear after 1 round/level.
Titanic Growth
Your summoned creatures are titanic in size and strength.
Prerequisite: Manacaster level 6, Giant Growth Affinity Ability
Benefit: Giant Growth increase the damage of one type of natural weapon, such as claw or talon, as if it were one size category larger. All natural weapon types must be increased before a type can be increased twice.
Normal: Giant Growth increased the damage of one natural weapon.
New Items:
NEW ITEMS
RIng of MANA, lesser (White, Blue, Black, Red, or Green)
]Aura moderate universal; CL 9th
Slot ring; Price 4,000 gp; Weight -
DESCRIPTION
This ring allows a manacaster access to three mana of the indicated color that may be used to cast spells, pay metamagic costs, or power affinity abilities. A ring of mana may not have a ley line connected to it to generate colorless mana.
CONSTRUCTION REQUIREMENTS
Forge Ring, creator must be a manacaster; Cost 2,000 gp
RIng of MANA (White, Blue, Black, Red, or Green)
Aura moderate universal; CL 9th
Slot ring; Price 8,000 gp; Weight -
DESCRIPTION
This ring allows a manacaster access to five mana of the indicated color that may be used to cast spells, pay metamagic costs, or power affinity abilities. A ring of mana may not have a ley line connected to it to generate colorless mana.
CONSTRUCTION REQUIREMENTS
Forge Ring, creator must be a manacaster; Cost 4,000 gp
Necklace of Ley Lines
Aura strong Universalist; CL 15th
Slot Neck; Price 4,000 gp (1 slot), 16,000 gp (2 slots), 36,000 gp (3 slots), 64,000 gp (4 slots), 100,000 gp (5 slots) Weight —
Description
This necklace has a number of colored clasps, between one and five. A ring of mana connected to one of the clasps conveys its benefits as if worn in the ring slot. The necklace can only hold one ring of mana of each mana color. An amulet of Ley Lines may not have a ley line connected to it to generate colorless mana.
Construction Requirements
Craft Wondrous Item, creator must be a manacaster; Cost 2,000 gp (1 slot), 8,000 gp (2 slots), 18,000 gp (3 slots), 32,000 gp (4 slots), 50,000 (5 slots)
I'm trying to play a rogue who pins his opponents so he can execute them with a spring sheath loaded with either a dagger or coat pistol. The dagger build is obviously less feat intensive.
I'm looking at taking the binding throw feat chain to have the prone condition help me with grapple checks.
Is it worth it to take two levels of Maneuver Master Monk to grab improved trip and grapple? Any other tips? I don't do rogues often, and Rogue Eidolon's guide is helpful but doesn't really address this type of build. Any ideas about how to do the gun thing would be appreciated? Should I dip gunslinger? Bother with Deft Shootist?
I'm interested in making a rogue who grapples and then pins, followed by sneak attacking. This has led me to some questions.
1. If you pin an opponent, must you continue to use the pin option to keep them pinned, or could you damage them the next round while they are pinned?
2. Does using the damage option of a grapple check allow sneak attack (i.e. if they are pinned)?
3. Does the -4 penalty for not having two hands apply to the initial grapple check, all grapple checks made by the grappler, or all grapple checks?
4. Could a rogue make a grapple check successfully then use a swift action to pull out his spring loaded sheath and sneak attack with a dagger?
I think that's it.
Oh.
5. If you grapple an opponent if you were to trip instead of maintain the grapple, would they have the grappled condition for the trip attack?
If a character has the same form of natural attack from multiple sources what happens? Such as, if a half orc with the toothy trait takes the animal fury rage power, does he have two bites? Does the damage increase? Or does he just use the better bite?
SInce a character who takes levels in ninja can't take levels in rogue, would the count as a rogue for things like the human favored class bonus of +1/6 of a talent or a dhampir's +1/2 to stealth and perception checks in dim light?
Since low light vision doubles not only the dim light radius but also the bright light and normal light radii, what happens when that extended range bumps into what would be supernatural darkness from a spell? Is the extended range magically cut short, or does llv push it back along with regular darkness?
1 person marked this as FAQ candidate.
1 person marked this as a favorite.
Let's start with the lead designer's opinion on the matter
Jason Bulmahn wrote wrote:
Page 139 of the Beta, first paragraph. It states that you must take your attacks in order from highest to lowest, and that if you are wielding two weapons, you can choose which ones to attack with first. That makes it seem to me like you cannot swap back and forth between hands, and must choose one to attack with first, going from highest to lowest, before repeating this with the other hand.
That said, I am not really sure this is absolutely necessary.
Jason Bulmahn
Lead Designer
Paizo Publishing
Now let's look at what it says in the final product.
Combat wrote wrote:
If you get multiple attacks because your base attack bonus is high enough, you must make the attacks in order from highest bonus to lowest. If you are using two weapons, you can strike with either weapon first. If you are using a double weapon, you can strike with either part of the weapon first.
And just for reference, here is a FAQ from Sean Reynolds concerning this
SKR wrote wrote:
"Multiple Weapons, Iterative Attacks, and Two-Weapon Fighting (page 202): If I have iterative attacks from a high BAB, can I make attacks with different weapons and not incur a two-weapon fighting penalty?
Yes. Basically, you only incur TWF penalties if you are trying to get an extra attack per round.
Let's assume you're a 6th-level fighter (BAB +6/+1) holding a longsword in one hand and a light mace in the other. Your possible full attack combinations without using two-weapon fighting are:
(A) longsword at +6, longsword +1
(B) mace +6, mace +1
(C) longsword +6, mace +1
(D) mace +6, longsword +1
All of these combinations result in you making exactly two attacks, one at +6 and one at +1. You're not getting any extra attacks, therefore you're not using the two-weapon fighting rule, and therefore you're not taking any two-weapon fighting penalties.
If you have Quick Draw, you could even start the round wielding only one weapon, make your main attack with it, draw the second weapon as a free action after your first attack, and use that second weapon to make your iterative attack. As long as you're properly using the BAB values for your iterative attacks, and as long as you're not exceeding the number of attacks per round granted by your BAB, you are not considered to be using two-weapon fighting, and therefore do not take any of the penalties for two-weapon fighting.
The two-weapon fighting option in the Core Rulebook specifically refers to getting an extra attack for using a second weapon in your offhand. In the above four examples, there is no extra attack, therefore you're not using two-weapon fighting.
Using the longsword/mace example, if you use two-weapon fighting you actually have fewer options than if you aren't. Your options are (ignoring the primary/off hand penalties):
(A') primary longsword at +6, primary longsword at +1, off hand mace at +6
(B') primary mace at +6, primary mace at +1, off hand longsword at +6
In other words, once you decide you're using two-weapon fighting to get that extra attack on your turn (which you have to decide before you take any attacks on your turn), that decision locks you in to the format of "my primary weapon gets my main attack and my iterative attack, and my off hand weapon only gets the extra attack, and I apply two-weapon fighting penalties."
—Sean K Reynolds, 11/04/11
Jason seems to think this is pretty straight forward. However, I don't think the actual rules can support his position. Notice how it mentions getting multiple attacks from a high BAB. TWF doesn't use a high BAB to get its attacks. BUT, for the time being, let's say it applies anyway. It then says that the attacks are made from highest to lowest bonus. Though it is easy to infer, it does NOT say highest to lowest BAB, simply bonus. BUT, for the time being, let's say it does say that. Then it says that when using two weapons, you may choose which to attack with first. It makes no mention of which attacks second, or third, or so on. It doesn't need to because the prior sentence has decided for you. You must use the next highest bonus. But, since twf doesn't affect your BAB, instead merely applying a penalty to your full BAB, any and all off hand attacks will be at full BAB and would then need to be made prior to any iterative attacks. However, if the sentence is to be taken literally, and means highest to lowest bonus, not BAB, then the attack order is still set for you.
In this case, you could have some very weird combinations of attacks, if say you had a +5 weapon in your primary hand and a normal one in the offhand. First of all, choosing the offhand to attack with would automatically violate attacking from highest to lowest bonus, and if you chose your primary first, you would be in a position of a tie for the next attack between the iterative and the offhand as the bonus would be the same. So it must be that attacking from highest to lowest bonus is not in reference to two weapon fighting. Which makes sense, since the sentence goes out of its way to specify BAB. It does apply to using two weapons without gaining any additional attacks. Though, without the need to choose a primary or offhand, it is rather unnecessary to say anything at all about which weapon you can or can't attack with in what order, especially since it still neglects a 3rd or 4th attack. That statement then, must still apply to two weapon fighting.
Here, its only purpose seems to be to allow you to attack with an offhand first if you wish. Meaning that, when you twf, you select which hand is which and then which one attacks first. But since SKR states that we are allowed to switch weapons for iterative attacks, why would that change when two weapon fighting? As long as at least one attack is made with the primary hand, and the extra attack made with the offhand, would that not be in accordance with the rules?
So, since it seems the rule is not at all a restriction to the attack order, but actually an allowance to attack in whatever order you choose, we are still at a position that either arbitrarily assigns attacks based on overall bonus, or requires an order of BAB meaning offhand attacks must come before iterative attacks (all that pondering for nothing).
Given a a 20th level fighter with all 3 twf feats, we have attacks with a BAB of 20(p), 15(p), 10(p), 5(p), 20(o), 20(o-5), 20(o-10) and an attack order that would be(adjusted for TWF penalties):
18(p or o)/18(o or p)/13(o)/8(o)/13(p)/8(p)/3(p)r
If bonus doesn't mean BAB:
18(p or o)/18(o or p)/13(p)/13(o)/8(p)/8(o)/3(p)
which would then have to be adjusted for feats, enhancement, etc.
Accounting for SKR's ruling on allowing multiple weapons it could be:
18(p)/18(o)/13(o)/13(o)/8(o)/8(o)/3(o)
correct?
Well, guys, what is it?
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I'd like to discuss the non rules aspects of this for a moment. It seems to me that, flavor-wise, two weapon fighting is about being able to attack more rapidly with two heads working in succession that one alone. When I visualize a fighter with two weapons, they are working in concert. He doesn't make 4 attacks with his right hand and then three with his left.
I also want to mention that I think the solution to this is simple. Clarify that iterative attacks are made highest to lowest BAB not just bonus, and then adjust the twf feats so that they are iterative attacks. Boom, done.
I was looking into doing a magic setting sort of Pathfinder thing, and found that there's not been a lot of progress on this. The biggest hurdle to this seems to be mana. So, partly inspired by Ross Byers' Zlantsky(sp?) alternate casting and a little by spell points, and with some genuine unique ideas of my own, I put together this class.
In addition to the alternate form of casting, the real meat of the class is the Affinity abilities. Basicaly, they give the character a way to customize and stand out while also helping the different colors of magic to play differently. I want to make sure the abilities aren't ridiculous, so I was wondering if you guys could look at the ones I have for red, and tell me if that's a good direction to go. Also, I was wondering if anyone would be interested in contributing Affinity ability ideas, as there is probably enough ability to vary them as there are magic cards.
So, I'll just post the google doc links to both the chart and the write up, and you tell me what you think.
I was looking into doing a magic setting sort of Pathfinder thing, and found that there's not been a lot of progress on this. The biggest hurdle to this seems to be mana. So, partly inspired by Ross Byers' Zlantsky(sp?) alternate casting and a little by spell points, and with some genuine unique ideas of my own, I put together this class.
In addition to the alternate form of casting, the real meat of the class is the Affinity abilities. Basicaly, they give the character a way to customize and stand out while also helping the different colors of magic to play differently. I want to make sure the abilities aren't ridiculous, so I wear wondering if you guys could look at the ones I have for red, and tell me if that's a good direction to go. Also, I was wondering if anyone would be interested in contributing Affinity ability ideas, as there is probably enough ability to vary them as there are magic cards.
So, I'll just post the google doc links to both the chart and the write up, and you tell me what you think.
I've always wanted to play a character who studies evolution and tries to thwart the gods' claims of creation. Recently I've been watching Richard Dawkins interviews and thought a wizard who based on him, with his neat-o accent, would be really fun.
I'm thinking of specializing in transmutation with genetics focused spells, but also divination for maybe playing a little paleontologist searching for fossils and what not.
I was wondering if anyone could give advice for either school specialty, spell selection, etc, or probably most important, how to handle magical situations with scientific reasoning and what to do in situations where trying to do hard science and magic at the same time becomes almost impossible. And any input on justifying evolutionary biology in the face of Sarenrae and all that.
I'm interested in taking preferred spell for a spell before I could prepare that spell as a wizard, to save feats. Since I could use a scroll or other item with the spell and it is a wizard spell, is that sufficient?
Basically, is that the spell is on the wizard spell list what "ability to cast" means or does it require the ability to do it at the moment of taking the feat? Would being a high enough level to cast it but not having it in your spellbook stop you?
Hey I'm just checking something, wondering if there's different opinions on this.
When the book says a character with a BAB of atleast +1 can draw a weapon as part of a regular move, does that mean as part of a move action, (moving, sheathing another weapon, etc) or as part of the specific move action "Move?"
A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed.
So clearly, when choosing between a familiar or a bonded object, you're stuck with that decision, but if you choose bonded object and get a ring at 1st level, could you later pick a staff to replace it? I guess the question applies to familiars as well. Could you replace a dead rat with a toad?
So people talk about how cool it would be if you just had to take one TWF feat and it just morphed into Improved and greater as you leveled.
Does anyone actually do it? How could it be done? Which feats should be combined and at what level/BAB should the chain advance?
+4 BAB is when feats like Power Attack and Combat Ex progress, is that a good time? +6 is when you gain an iterative attack, so it's a good choice too. Or should it be level, and the wizard gets greater trip the same time as the fighter?
My friends and I play PF every other Sunday. They drive an hour and a half one way to play. This means that we like to make sure we get a lot of play time, and if we don't play (enough) for whatever reason it pretty much sucks. We had one guy GMing and his style just kinda didn't work with the rest of us. One player especially, A got rubbed the wrong way by him. The GM thought he was doing us a favor by giving non spellcasters spellcasting and other crazy nonsensical powers, and he would design weapons for us and tell us how they looked and worked etc. By the way, he's pretty good at making a big cool story to play in, but he's not so good at having all the rules down and actually running sessions. Well, on more than one occasion, for whatever reason, GM would say we need to break early, maybe play cards or video games whatever. A got upset, since it was him spending a lot of gas money and time to come and play PF, not video games.
So, also partly due to unrelated stuff, GM had to take a break from playing. None of us are particularly fond of GMing. Well, I like GMing, but the time needed for it just isn't in my schedule. So they came up to play one time, and we decided, you know what, they make these APs that do all that prep stuff for you, and all the rest of us know the rules great. And, maybe best of all, we can switch GMs when we switch books, so nobody gets stuck GMing too long.
We decided on Kingmaker, and everyone loves it. We started to miss our other friend, he's a good player, and our party was a person short. The same day I plan on asking him to come next time, he asks me first if we can play PF together. I'm all, "Yeah, come play Kingmaker with us." So he did. This was atleast two months since the last time he played, his intervening issues had subsided (girlfriend) and we also got some bad news. He had been diagnosed with stomach cancer. He's not the kinda guy to let that thing bring him down, and so we all had fun.
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Now that we know everyone, we can address the real issue:
A few days after playing, he texts me saying he really would like to finish his old campaign, before he dies. Well I get where he's coming from, it's part of a story that all his campaigns have been a part of for almost ten years. It's like his baby almost. On the other hand, everyone is loving Kingmaker, including our two completely new players. And if we play his campaign, we'd be going from level 2 to 10. I'm afraid that that kind of jump will be hard for them, and more importantly, may ruin the game for them depending on how it goes. GM says they'll be fine, and that high level powers and loot are awesome. That's kinda the thing that separates him from the rest of us. I know, KNOW, that if right when I started dnd, we switched before I had even got a hold of my first character, I'd probably have quit, no matter how phat the loot was, and it would have had more to do with the RP side than not getting the rules (which I TOTALLY didn't, 2e).
I convinced him to atleast wait until we finish book 1, but everyone is really excited about playing book 2 of Kingmaker...
Oh, there is another thing. Playing every other week, I figure Kingmaker will take around a year to completely finish, and he figures his campaign will take about 6 months. That's a year and 6 months total, except that in a year, I'm moving 9 hours away, no more gaming (we're not the PbP types). But I (and my girlfriend who plays and is moving with me) really want to finish Kingmaker before we go. However, my friend may be dead in a year too. Stomach cancer is apparently pretty bad.
So yeah, I really don't know what to do. I know that my gf, and player A would both rather just play Kingmaker. And I'm about 90% the two newbies would too. The GM is a good friend of mine, and frankly, he's really unlucky and had a lot of crap come his way, so I've always tried to be there for him, and I know this is something important to him.
I'd really like advice about what to do, and if that entails telling him no, advice on good ways to do that would also be appreciated.
SRD Wrote:
You can use ranged weapons while your mount is taking a double move, but at a –4 penalty on the attack roll. You can use ranged weapons while your mount is running (quadruple speed) at a –8 penalty. In either case, you make the attack roll when your mount has completed half its movement. You can make a full attack with a ranged weapon while your mount is moving. Likewise, you can take move actions normally.
This implies that with a regular move incurs no penalty on a ranged attack. However it doesn't say anything about if you want to attack at any point NOT during the move. Could one not shoot their bow with no penalty and THEN have the horse double move? Or could you atleast make a single attack then your mount make a single move? Or must it be done in the middle of movement regardless?
And as for taking move actions normally? Does that only apply when using ranged attacks? And what exactly does "normally" mean? Can I fast mount and then have my mount double move, take my shot at -4 in the middle, fast dismount, then use my move action to move?
Or could I even fast mount, have my mount charge an enemy, then fast dismount, move to another enemy and then attack him?
This stuff is really blowing my mind so any help is greatly appreciated.
I'm interested in playing a sword lord type character, but I'd also like to do some mounted combat and tracking. You know, ranger stuff, but without so much in nature overtones. I like the idea of favored enemy bonuses coming from experience dueling such creatures.
Anyway, how balanced would it be to add a new combat style? Specifically this one:
If the ranger selects dueling, he can choose from the following list whenever he gains a combat style feat: Quick Draw, Weapon Finesse, Dodge, and Combat Expertise. At 6th level, he adds Mobility and Improved Disarm to the list. At 10th level, he adds Aldori Dueling Master and greater Disarm to the list.
The Aldori feat is a little specific, but I wasn't sure what else seemed like a high level dueling feat.
So, does this appear balanced? Any tips or advice?