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As others have noted, The FMA style of alchemists doesn't quite have enough in common with the alchemist class in Pathfinder. Pathfinder's Alchemist is more directly derived from the traditional western image: mixing potions and the like. while most other aspects of these two alchemists line up pretty well(emphasis on self experimentation/harm, for instance), the Pathfinder alchemist simply lacks the ability to tranform the world around them in the way that the FMA Alchemist quintisentially does.

Mechanics-wise, a reflavored wizard or sorcerer, with a specialization in transmutaions (or, for mustang's case, fire spells) would probably fit the design of the FMA alchemist much better.


ciretose wrote:
The black raven wrote:
ciretose wrote:
TriOmegaZero wrote:
*head explodes*

My beliefs are very simple.

If 4 people have picked a GM to run and those 5 people are having a good time, everyone who is not one of those 5 people needs to STFU and stop telling the one person who isn't happy that they are right and the other 5 people are wrong.

If the GM isn't making 4 players happy with how they run, they need to look in the mirror, not blame the players.

The one unhappy person is generally the problem, and so the solution is not blaming 5 happy people and telling them they need to change what is apparently working just fine for them.

Sadly, this closes the door to any change, even some that could actually end up making ALL the 6 people happy :-(

No, it actually makes change very simple.

The one person changes to accomodate the 5 people.

EDIT: And if the one person is "right" they can show it when they GM. And if they were courteous with other people's rules, they will likely get the same courtesy in return.

And whoever runs the best game, will be the style that becomes the norm for the group.

For one, majority rule isn't always the best option in a given situation, for reasons I'd rather not get into as it would likely turn into a massive tangent argument.

Secondly, isn't the OP trying really hard to prove that her way is the "best" way? And, as described, doesn't it seem like some people are generally agreeing with her? the cleric seems to have appreciated having all those spells written out on cards. the fighter seems to have appreciated being given a no-nonsense fighter to play. suddenly, we no longer have the 1 v/s all split that you describe. to me, it seems like we have a far more even split between players who appreciate and want to use the rules, and players who don't really care all that much about the rules. In this case, the players really need to come to a compromise, which it sounds like the OP is really trying to reach.


Jadeite wrote:
GM Arkwright wrote:
Warlock: STR Ranger's Guide to the Hexcrafter.

Yes, it certainly helps the magus if you ignore rules like 'no PA on touch attacks'.

Concerning Spell Combat plus Spellstrike with Cantrips, it should be compared with something like this:

Quote:
Wild Fighting (Ex): At 2nd level, even when not raging, wild ragers often fight with reckless, savage abandon. A wild rager using the full-attack action can make one extra attack per round at her highest base attack bonus. Until the beginning of her next turn, however, she takes a –2 penalty on attack rolls and –4 penalty to AC. This ability replaces uncanny dodge.

It should also be noted, that Spell Combat has a significant chance of failure, at least at lower levels. To cast Arcane Mark defensively, you need to succeed on a DC 15 concentration check. So a 2nd level magus has a pretty good chance on using a full round action to make one attack with a -2 penalty.

Also, TWF is usually a bad option unless you have significant damage bonuses which a Arcane Mark spamming magus usually lacks.

The the real power spellstriking is that you can use it with any touch spell; using it with cantrips as a poor man's dual wield is really just an added bonus. Its not really fair to compare one class ability to a small part of another.

In fact, it doesn’t really make sense to compare singular character abilities at all. truth be told, you could probably find a class ability that would trump any individual ability that the magus gets. (Well, except for spell combat; since its the only ability that could potentially allow for a full attack and 2 spells in one round.) The real power of the magus lies in that combining all these features, you recieve a class that can fight in melee adequately, cast arcane magic adequately, and do it all in (eventually) full plate. No other class can do all that.


Hello everybody! I'm new around these parts.

So, I'm rolling an Oracle. I'm looking through the class features, I see the Dual Cursed archetype, and I say, "I want that." Fortune and Misfortune seem like incredibly awesome tools for messing around with the fate of my character and everyone around me. So dual cursed it is. I'm planning on taking the Clouded Vision and Lame curses-- an homage to Blind Lame Priests of AoE fame (I'll probably leave Lame as the non-upgrading curse, but that's still up in the air). So, here's where I start to have issues.

What mystery could I go with that best embodies the shear badassery of a holy man that can manipulate fate itself?

At this point, I'm seeing three strong contenders for my mystery: Time, Lore, and Heavens.

-Time is the current frontrunner: manipulating time goes hand-in-hand with manipulating fate, if you ask me. I've also already have some ideas for some fluff for this mystery, some nonsense about how the guy can see the threads of time, which have a habit of clogging up his vision. And besides, who doesn't want MORE rerolls?

-Lore is a close second: being all-knowing is certainly pretty badass. I also like the concept of getting my charisma to AC and Reflex saves; having only three stats that I need to pump seems nice..

-Heavens is the dark horse of the competition. I'm not too keen on the celestial theme, but gaining the ability to constantly float is a delightfully classic sign of divine badassery. (reminds me of Colette from Tales of Symphonia, well, the one cool part about her character...)

I'm also open to other suggestions for mysteries, but PLEASE NOTE: I'm largely picking these mysteries for their thematic awesomeness rather than their powergaming potential. Abilities are important and all, but I'm trying to place character concept first on this one. I'll worry about optimization when it comes to stats, spells, gear, etc.

ON THAT NOTE: given these possible archetype/curse/mystery combos, would I be better off building a battle or a caster oracle? from what I've read it seems like a battle oracle needs to go with one of the battle-oriented mysteries, but I'm afraid that my limited sight will impede my ranged casting too much. so which is preferable in this case?

Thanks!