Using the the Wizard (Scryer) SLA (Not a PFS game) for early entry.
Group consists of Barbarian and Battle Cleric and a Bard running RotRL anniversary edition.
House Rules:
Everyone gets 1 extra feat at 1st level.
DM allowed me to change Arcane Archer Feat Prerequisites to WF (Longbow) + Any Two Archery Feats.
Thinking Elf Fighter 2/Wizard 2/Eldritch Knight 2/Arcane Archer 4/EK X
Wielding a Longbow and Elven Curve Blade
Want to play a Self buffing Ranger like character with a lot of scrolls who can use all the spell books we're supposed to find.
Curious to know why most of my artwork is missing from the pdf. I notice in all my pathfinder products missing letters in the titles probably as a way to track file sharing i assume but the artwork? really?
I suspect both of the issues you're talking about come from using Preview under OS X 10.6. Try Adobe Reader instead, and I think you'll find both of those problems will go away.
I apologize for taking so long to reply. I was using preview for OSX and adobe acrobat did fix the issue.
You are completely ignoring the existence of the Angel-powered Warlock from Complete Mage. Angels should be another elective path/sponsor for you, especially with Dresden as an inspiration.
I like it. Thanks Smilodan.
couple of things though:
idk if you should be able to have hellfire, and soulfire at the time, just one or the other. Maybe if you already have one (say hellfire), and a few levels later get the other (soulfire)your previous choice(hellfire) automatically becomes the new type as if you had chosen it multiple times (soulfire)
Also, while this conversion helps some with versatility and survivability, it still massively lags behind on damage. I think we should either boost skills again (from 4/level to 6/level) to make it a skill class, give it an ability to attack with eldritch blast more often per round equal to its BAB in the early levels (instead of after you already get other cool things to do to make up for weak damage) or increase damage die to 1d8.
As is, it makes a great solo adventure class that can almost do a bit of everything and survive even if he isnt a kill machine. However, I want to be able to play him with the rest of my party. First 3 levels he does great damage and when he gets greater invocations he gets more battlefield control so damage isn't as big a deal but from 4 to 11 he goes from a cool concept to "I'm bored and mostly worthless. please kill me so I can play something else".
@kaisoku- I was to excited about the magus to even notice the words of magic I'll check them out.
@pale- Same here. Jim's books seem to keep coming out during major changes in my life and somehow touching on the same issues (you know interpersonal-interaction wise not magic and stuff... IM NOT CRAZY);). I always seem to realize he has a new book and end up reading it during a major crisis in my life where it gives me a reprieve during from the stress (deployments, divorce, deaths of friends/family, etc., etc. Jim always gots my back).
But for the Class I just always liked the idea of the class and the setup and kinda wished it was more effective. Harry is more the class in spirit than me going thru everything about Dresden and turning it into a class.
Ex. I can use ring of the Ram for his kinetic rings or Repelling blast, but both are effective while it would be hard to make a truer representation of Harry work in Pathfinder.
So harry in "Spirit" but warlock conversion=just viable in pathfinder
I dont know how to update a post :?.
I moved decieve item from level for to level 3. Imbue item replaced decieve item coming down from level 12 to level four. and added free metamagic spell-like ability feats at level 14, and 19.
I think I'll leave the damage die alone and just keep the updated blast shape invocations, and 6/level skill point wont really break the class.
I just need to write up the text for invocation and Eldritch blast. Any ideas?
Have to allow for a hellfire or soulfire blast. ;)
Honestly I decided at the beginning to just call it what you want and keep it as damage, because trying to make up a new ability text for soulfire that is true to the novels seems tedious :).
There are a few quasi-dead levels (3, 14, 19). Any ideas for filling those? Maybe some kind of metamagic spell-like abilities? Empower, Maximixe, Quicken, etc. Maybe move Deceive Item to 3rd level and give bonus metamagic feats at levels 4, 9, 14, and 19? Useful (and usable) for eldritch blasts and (specific) invocations!
Maybe throw in some more cantrips? Their Pathfinderized "at will spell-like ability" status seems to really go well with warlocks.
Hellfire is a really great mechanic. It gives the occasional boost to the eldritch blast when it needs it.
Thanks a lot smilodan
i read a lot of your stuff while trying to come up with this, so thanks for popping in.
Spellcraft was a typo it should be in there I'll fix it. I did notice the dead levels but I wanted to get some opinions before I added anymore stuff.
Decieve item could move and I really want to move imbue item down a bit, so it can be used with scrolls. That should keep any EBlast bonuses in the higher levels but I wasnt sure if I should include those as free feats or make your have to buy them.
My biggest issue though is wording invocations and Eldritch Blast text. Any ideas?
I need some help updating just a few things. I don't want to drastically alter the class like I see with most conversions just beef it up to a pathfinder standard (much less the weak standard of 3.5) by including a hellfire prestige into it and increasing some of its versatility
I basically want to make a kind of harry dresden type class. some magic blasting and battlefield control, resourcefully versatile, hard as hell to kill.
Help with rewording eldritch blast and Invocations class feature to something short, concise, and with none of the confusion, loopholes and endless online searching for errata of the previous version are my biggest concerns.
So far his skills went up to 4/level, his total invocations are up from 12 to 20 at 20th level, his DR/cold iron increases every other level starting at 2nd, His Fiendish resilience gets a small boost and he gets his energy resistance early and its better. His capstone is now making his energy resistance into energy immunity.
I gave him hellfire which beefs up his damage a few times per day in the later levels but its still fairly weak even then. He wont out-damage or outlast a warrior(not even close) and he'll never be as powerful as a wizard/sorcerer(or even in the next closest weight class), but I want to avoid stepping on the rogues toes if i can (which is hard because everyone I play with, including players who mainly play rogues think they need a boost themselves). Undecided if I want to boost his skill points again to from 4 to 6/level to increase his versatility or if I should boost damage by either boosting his EB to d8 or changing his first to blast shapes to allow multiple attacks with your BAB
Example:
Eldritch Shot: Imbue a ranged weapon with your Eldritch Blast damage for all ranged attacks made by that weapon until the beginning of your next. *this blast shape replaces eldritch spear*
Hideous Blow: Imbue a melee weapon with your Eldritch Blast damage for all melee attacks made by that weapon until the beginning of your next.
Take a look tell me what you think
Spoiler:
medium BaB, High Will Save
Alignment: Any Chaotic or Evil. (dont like chaotic as i think infernals have the best flavor as a patron)
Hit Die: d8.
Class Skills The Warlock’s class skills are Acrobatics(Dex), Bluff(Cha), Craft(Int), Disguise(Cha), Fly(Dex), Intimidate(Cha), Knowledge (Arcana)(Int), Knowledge (Planes)(Int), Knowledge (Religion)(Int), Perception(Wis), Profession(Int), Sense Motive(Wis), Use Magic Device(Cha).
Skill points per level: 4+Int modifier
Class Features
All of the following are class features of the warlock.
Weapon and Armor Proficiency: Warlocks are proficient with all simple weapons. They are proficient in light armor but not with shields.
*clean up*Invocations: the
*clean up*Eldritch Blast(Sp): the
Damage Reduction(Su): Fortified by the supernatural power flowing through his body, the warlock becomes resistant to physical attacks, gaining DR 1/Cold Iron at 2nd level and increasing by 1 every even level thereafter.
Detect Magic(Sp): Starting at 2nd level, a warlock can use Detect Magic as the spell at will. His caster level equals his class level.
Deceive Item(Ex): At 4th level and higher, a warlock becomes an expert on commandeering magic items made for other classes. Any time he uses Use Magic Device, he may Take 10 even when distracted or threatened.
Energy Resistance(Su): At 5th level and higher, a warlock has Resistance 5 against any two of the following energy types; acid, cold, electric, fire, sonic. Once these types are chosen they cannot be changed. This Resistance increases by 5 every five levels to max of 15 at 15th level
Hellfire Blast (Sp): At 7th level, whenever you use your eldritch blast ability, you can change your eldritch blast into a hellfire blast. A hellfire blast deals your normal eldritch blast damage plus an extra 2d6 points of damage. If your blast hits multiple targets (for example, the eldritch chain or eldritch cone blast shape invocations), each target takes the extra damage. This damage is not fire damage. Hellfire burns hotter than any normal fire and is unaffected by energy resistance. This damage increases by 2d6 damage every 5 levels after 7th, e.g. 12th, and 17th. A warlock can use this ability a number of times per day equal to his Charisma modifier (minimum one) without penalty, any additional uses per day cost the warlock 1 Constitution damage per use.
Fiendish Resilience: Beginning at 8th level a warlock learns the trick of Fiendish Resilience. Once per day, as a swift action, he can enter a state that lasts for 2 minutes. While in this state, the warlock gains fast healing 2. The amount of fast healing he receives increases by 2 every five levels thereafter, ex. 13th, and 18th.
Hellfire Infusion (Su): Starting at 9th level, a warlock can infuse magic items that he wields with the power of hellfire. Whenever he uses a charged magic item (such as a wand or a staff), he can apply one of the following metamagic effects to his next use of the item: empower, enlarge, widen, or energy substitution. These effects work just like the metamagic feats of the same name. Using hellfire infusion is a swift action. A warlock can use this ability a number of times per day equal to his Charisma modifier (minimum one). When a warlock infuses an item with hellfire, it glows briefly with fiery symbols that are disturbing to look upon.
*clean up*Imbue Item(Su): Beginning at 12th level a warlock can substitutes a Use Magic Device check (DC 15+spell level for arcane spells or DC 25+spell level for divine) in place of a spell to create items. Should the warlock fail this save he does not lose any of the gp used to create the item, his progress is merely halted, and he must begin crafting again from the beginning.
Energy Immunity(Su): At 20th level, the warlock’s Energy Resistance ability now grants immunity to the chosen energy types.
ok thanks,
so if a rogue takes at least 3 levels of fighter and wears mithril breastplate he has only has encumbrance to worry about but with 7 levels and mithril fullplate he still moves full speed but loses evasion?
interestingly the new skills for grappling with a rope fit into the ninja style accurately, as a rope was a common historical weapon and using a rope for multiple purposes was a discipline in itself. now if only we had a a silence trick the ninja would be the ultimate scout (or mage killer).
Silence the guard with a solar plexis strike quietly grapple n tie him up signal the party that the way is clear.
tell me thats not totally ninja
BTW why does the ninja have tricks that mimic items like smoke stick? id much rather just have more items like black eggs than a class feature
I have never, ever, ever, ever, never, ever, ever EVER, NEVER, EVER, watched a show, read a book, or seen any show ever represent a ninja without martial arts. You are missing a major iconic ability associated with the ninja when you don't include martial arts.
Usually as a sneak attack,(Drop from behind snap neck) than a main attack. Most real fights with ninjas in movies involve weapons like the kusarigama, sword, or shuriken
maddigan wrote:
But it won't feel like a ninja without martial arts. The fact that there is a fighting system called Ninjutsu you would think would be a big wake up call to the designers that a ninja without Ninjutsu isn't much of a ninja. Though if you do deeper research you find that Ninjutsu is more of a fighting philosophy while the actual martial style is called Taijutsu which translates as "body combat art". It is a style of...
Pulled directly from wikipedia description of ninjutsu
According to Bujinkan members Ninja juhakkei, the eighteen disciplines were first stated in the scrolls of Togakure-ryu;. Subsequently they became definitive for all ninjutsu schools by providing total training of the warrior in various fighting arts and agarter.
Ninja was often studied along with Bugei juhappen (the "18 samurai fighting art skills"). Though some are used in the same way by both samurai and ninja, other techniques were used differently by the two groups.
The name of the discipline of Taijutsu, literally means "body skill" or "body art". Historically, the word taijutsu is often in Japan used interchangeably with jujutsu (as well as many other terms) to refer to a range of grappling skills. The term is also used in the martial art of aikido to distinguish the unarmed fighting techniques from other (e.g. stick fighting) techniques. In ninjutsu, especially since the emergence of the Ninja movie genre in the 80s, it is also used to avoid the undesired bravado of explicitly referring to "ninja" combat techniques.
Curious to know why most of my artwork is missing from the pdf. I notice in all my pathfinder products missing letters in the titles probably as a way to track file sharing i assume but the artwork? really?
I apologize if this has already been answered but I found nothing using the search bar.
Also a huge improvement would be page and word links through out the document like on the paizo products its my favorite feature and I'm spoiled by it
otherwise great conversion, i was very worried through out much of the play test because it seemed you wanted to kill off the versatility of the powers themselves on top of the casters limited powers but I see its not the case
**** (+1* withheld due to what I CAN see of the artwork but for the price of the book cant really complain)
Why not have both. I think Arcane pool should be tied in with caster level not class level that way going with a prestiges class wont totally gimp the Character. So instead of Half Class Level it should read Half Caster Level plus int mod.
Another change is I think Arcane pool should be tied in with caster level not class level that way going with a prestiges class wont totally gimp the Character. So instead of Half Class Level it should read Half Caster Level plus int mod.
@lyrax
didnt know your crit changed for spells. that is some nice damage and gives a better reason to use spell strike too. very nice
Anyone think some incarnation of Insightful Strike could really help this class?
Before any flames actually do some math and think about it. Magus is a MAD class. Armor Prof. set up means Dex is going to have some importance especially in the beginning levels. Intelligence is obviously highly important and so is strength/constitution. Even if you have ridiculous rolls the class is stretched thin trying to even compare to other combat classes which all receive some kind of class based damage bonuses not to mention taking a hit to attack on top of the 3/4 BAB just to use the signature ability.
Its low a/c makes me think glass cannon but its Damage output doesn't support this yet its not a skill class and doesn't summon some uber powerful minion.
I don't have time to do the math but if someone feels like it compare this
elf Magus (racial bonus added in already) with weapon finesse and insightful strike - which adds your int mod to your str mod to calculate your damage bonus
18 dex
18 int
14 str
12 con
I love the flavor of this class and the abilities are great but even trying to min max in a non min maxed group it comes out weak. but with insightful strike i can make my favorite character concept (typical elf bladedancer who can actually play like the badass i always roleplay him to be) without the struggle and failure encountered with about 15 splat books.
Anyone think some incarnation of Insightful Strike could really help this class?
Before any flames actually do some math and think about it. Magus is a MAD class. Armor Prof. set up means Dex is going to have some importance especially in the beginning levels. Intelligence is obviously highly important and so is strength/constitution. Even if you have ridiculous rolls the class is stretched thin trying to even compare to other combat classes which all receive some kind of class based damage bonuses not to mention taking a hit to attack on top of the 3/4 BAB just to use the signature ability.
Its low a/c makes me think glass cannon but its Damage output doesn't support this yet its not a skill class and doesn't summon some uber powerful minion.
I don't have time to do the math but if someone feels like it compare this
elf Magus (racial bonus added in already) with weapon finesse and insightful strike - which adds your int mod to your str mod to calculate your damage bonus
18 dex
18 int
14 str
12 con
I love the flavor of this class and the abilities are great but even trying to min max in a non min maxed group it comes out weak. but with insightful strike i can make my favorite character concept (typical elf bladedancer who can actually play like the badass i always roleplay him to be) without the struggle and failure encountered with about 15 splat books.
But aside from that for the most part I'm comfortable with the class layout, it looks very viable to me. Using Int as a damage modifier on top of strength and Dex for hit accuracy and armor boosts then coupled with Arcane Strike I'm hoping will keep it at least in the same league as a fighter for damage potential but with more mobility and better against Magic threats. just wanted a second opinion.
I also plan on sticking with high crit chance attacks don't is that a good idea?
My biggest concern though is spells, feats, and what gear to strive for. Also I have a rough idea of the tactics ill be using but any suggestions wont hurt thanks again guys
The problem with this is while you maintain caster level you still have 2 levels where your spell advancement is stalled. I would suggest that the 2 levels of advancement lost from taking 2 levels of swashbuckler are not worth the caster level increase. Also, if you go straight wizard on the non-AbChamp/ Gestalt rules then your caster level will be full regardless.
I would suggest just take the first 3 gestalt levels then wizard 4 then Abjurant Champion. Your BAB drops by 1 versus your original design but you don't sacrifice any spell advancement. Being able to cast 6th level spells at 11th level is more than worth the drop in BAB.
Off the top of my head I'm not sure Swashbuckler gives you the weapon proficiencies you need for Eldritch Knight.
Thats what I was thinking also but on the other hand i didnt want to wait that long to get into AbjChp. I'm hoping that the armor penalty wont be so horrible those first 5 levels but i also dont want to hold out over long on getting the Chpions armor bonus, hence the level of Eldritch Knight to keep the spell progression w/o waiting for another level for BAB requirements.
The cap stone abjurant champion ability allows you use your BAB or your actual caster level which ever is higher. Not sure if that was what you are talking about or not.
also Swashbuckler has Proficiency with all simple/martial weapons and light armor but no shields so it qualifies.
Thanks for the advice on the build. I looked it up and that would be powerful especially with almost all my relevant abilities based on Int which will be around 19-20 starting out.
Downside of this is trying to convince the DM to allow all the multi-class and splatbook feats. That's gonna be a bit of a hassle i was thinking something with less core multiclassing.
I would really like to take some bladesinger levels for the Int to AC but doesnt seem worth it also hopefully paizo gets around to remaking it or maybe my DM will let me condense the class into five levels with full spell progression which just seems fair.
Also just to clarify this will be a fighting class, the gestalt levels mean i dont lose as much spell power which is nice, but if it wasnt gestalt it would be (Swashbuckler/fighter/wizard/abjurant champion/eldritch knight 3/1/2/5/remaining levels) focus is on combat.
As we are trying to do this with just three somewhat powerful characters i believe all three will be somewhat less fragile (unless we get a mystic theurge), coupled with two battlefield controllers to keep enemies where we want them to be.
also considering including summons in our battlefield control for meat shields any thoughts thnx in advance
Sorry I should have clarified. Core pathfinder and the AP is being converted to pathfinder.
Using pathfinder core only for feats and skills and equipment but classes and spells can come from complete series, PHB II, and spell compendium
Shackled city AP with three characters
DM is letting us start with our first three levels as Gestalt from Unearthed Arcana which means some prestige classes are much easier to qualify for with less penalties such as Arcane Trickster
there's going to be an Arcane Trickster and the other character is as of yet undecided but leaning towards the Cleric/Warlock prestige class (I suggested some kinda Bard/party face/google/healbot class any cool suggestions)
suggestions welcome from anyone with Shackled City experience
For my PC Im thinking a Gestalt Swashbuckler/wizard 3 (which is awesome reason to attempt this build), Wizard 2, Eldritch Knight 1, Abjurant Champion 5
Primary Tank/back up battle field control
Elf with Max Int/Dex
Built around the swashbucklers Weapon Finesse and Insightful Strike abilities and backed up with Arcane Strike feat for attack and damage narrowing down my stat requirements. Mage Armor and Shield scrolls are going to provide most of my defense except at the lowest levels where i use studded leather until i get into Abjurant Champion territory.
Spell Priority would be self buff (defense mainly), battlefield control, and mobility.
Spell Selection?
Feat selection besides arcane strike?
Any changes recommended thnx in advance
i like to think of gun powder as negatively affected by magic making it unreliable and almost unuseable outside of anti-magic areas.
therefore all guns have to be crafted of cold iron to use and cannot be enchanted.
also consider that the arms are only made in a certain non magic area meaning that powder will be very expensive.
so i would make guns do more damage and recieve the x3 crit and counter balance with cost and availability, and possibly reload times twice that of a crossbow depending on how advanced the tech is so if its early tech long reload times, short range, does spash damage and critically misses on a 1-3 (at which point it blows in ur face causing full damage and destroying the weapon) but works kinda like a short range low level fireball for non-magic types.
higher tech is more accurate (no splash damage), longer range, shorter reload times, (repeating 8 shot crossbow), but requires an exotic WP:fire arms feat and still costs more.
high tech compares to the different crossbows (think expensive, exotic weapon school crossbows that dont take magic well)
lower tech is expensive dangerous more powerful alchemist fire without any damage carrying over the next round
just moving to killeen will be in austin for about 1 1/2 months but wont be to far away for a game every other weekend plan on visiting dragons lair today to pick up dice mind if i join. and what levels/classes should i plan to build as im still getting familiar with the pf core rules and dont want to overload on all the classes at once?
thnx in advance
btw if Im wrong in the above post please feel free to constructively correct me as i have a somewhat tougher skin than other posters on this thread and will not take offense and can admit it if shown that im am wrong. im not a GM or expert player tho i do have alot of experience with this build (one of my favorites) as a player, bt dont mind learning new things
The dex based, spiked chain trip build that used combat reflex that everyone is so worried is overpowered (which doesnt really make sense to me since while it was awesome in some situations those situations only came around about a quarter of the time and then the rest of the time it was either useless or merely useful.) in 3.5 required combat exp, imp trip, combat reflex, weapon finesse, and EWP spiked chain. very feat intensive to build this character so what i dont understand is why everyone believes that a fighter with that many feats shouldnt be pretty powerful without being a str based damage build.
but since thats not the topic of this thread.
even if the build was overpowered (a highly debated opinion i dont share btw) that was 3.5 paizo changed the rules with combat maneuvers which make such a build so much harder and more feat intensive, changed the feats so they give less bonus, and now killed the weapon that made it worth it. what you guys are forgetting is how feat intesive it is to be a dex chain trip build
first you need Agile maneuver (just to use dex for manuevers), then combat expertise, improved trip (which has half the bonus of 3.5), weapon finesse, and Exotic weapon prof. spiked chain.
FIVE FEATS for a build that is even harder to pull off due to the change in how Combat maneuvers work meaning much less reliability.
When a strength build fighter can now do it better with a flail with just two feats (combat exp, imp trip)
So Im very curious why you would nerf a cool useful weapon (that was in no way overpowered considering feat cost to use and it limited effectiveness without a certain build) which would make such a build still have some usefulness?
you guys weren't listening to the commentary where u? what u where seeing was the red cloth, which btw was way more distant than a long sword, if you had listened to the commentary you would have heard where they mentioned that the cloth was used to confuse the enemy and was actually a few meters back from the striking dart. that weapon had crazy reach
AWESOME THNX LOTS.
anyway u can add the swashbuckler class from complete warrior? and the abjurant champion prestige from complete mage thanks again and let me know if u dont have these books and need the class features.