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CMantle wrote:
You're using a set of optional rules, so it's going to rely heavily on interpretation, but here goes...

Those interpretations make sense to me.

CMantle wrote:
Also, if you're not the GM, ask him why in the world you guys are playing with unchained poison rules...

That confuses me - I can't remember seeing someone critizing the unchained rules. I thought those were liked over the original one. What am I missing?


Unchained poisons state:

Quote:
However, once the disease or poison has reached its end state, only a more powerful spell such as miracle or wish can remove its effects.

I'm a bit confused. The end state is usually death. So doesn't raise dead/resurrection work no longer?

Bonus question: If your end state is earlier, are you stuck without miracle/wish?


I checked briefly the forums for this topic, but I couldn't find it. If I missed a thread, my apologies.

When the playtest was going on, one of the common question was: What design goals do you have in mind? But the devs never answered it in depth, citing that us knowing influences the resulting data too much. But now the the game is here, all decisions have been made.

So devs, what were the design goals for the new edition?


To Nax Branson: I noticed, I actually missed to update my Intelligence score in the template. So Selin "Kit" Derko has Int 21 due to 16 PB, +2 racial, +1 leveling, +2 headband. Luckily, the other stuff includes the correct values already.

Since my char is last in the list, I'll go through the first entry, namely Bob the Skull. I noticed his race being Gathlain. Considering that this character uses the unbodied archetype, I don't know what the benefit of using this race in the first place is.

In particular, some other stuff in regards to that is not adjusted/reflected in a separate stat block:

  • In wraith form, armor bonus no longer works, but Bob wears a mithral chain shirt.
  • The fly speed references Gathlain entry, but wraith form has its own fly speed (actually, there is an alternative rule, not sure which one should be used).
  • While the listed armor bonus is wrong, the deflection bonus of +3 (while incorporeal) is missing.
  • The skull hasn't been listed as refuge object
  • The haunt Path enhancement option hasn't been detailed in the stat block
  • Telekinesis attacks should be added in the stat block, since it is the primary mode of attack
  • Considering the skull (is it diminutive or fine) is the primary form, there should be a stat block where this is factored in (like size).

Telekinesis:


  • The incanter sphere specialization isn't explicitly listed, but due to referencing its abilities I assume it was taken.
  • CL 7 ok
  • Greater Speed is listed as 55 ft., should be 30 ft. + 5 ft./2 CL = 45 ft.
  • DC 20 seems wrong. I get 10 + CL 7/2 + 5 Int + 1 SF = 19.
  • Maximum size seems wrong: CL 7 => small. Powerful Telekinesis = > medium, not large

Skills:


  • All in all, I count 47 SP spent, but from class levels only 43 are provided. I assume the difference is the FCB for Wraith levels (which would fit exactly).
  • I assume that all mentioned skills are the ones, where skill ranks have been allocated.
  • Fly should have +10 due it being a class skill
  • Perception is listed as +10, but I only manage +8. I can't see any option I missed. (Obviously. :P)
  • Stealth should be +14 because it is a class skill.

Otherwise I checked the following things:


  • ability scores: ok
  • wraith haunts: number ok
  • feats: number ok
  • Languages: Can you ignore the restrictions on the race entry for learning languages, when increasing the intelligence via item? If not, then Abyssal neds to be replaced with Halfling.
  • Magic talents: Incanter gives 4, sphere specialization gives 1, wraith gives 3, extra magic talent 1, illusion drawback gives 1 => 10 talents. But I count only 8 talents allocated.
  • Drawbacks: 3 - 2 (boon) = 1. Grants currently one SP.
  • SP: 5 + 5 Int + 1 drawback = 11. Ok.
  • Illusion: ok.
  • Equipment: 10100 gp without the skull and free outfit.
  • General magic stats: ok
  • AC, CMB, CMD, saves: Would be ok if not in the wraith form

Pretty sure I checked everything now. But for checking my checks, I also created a charsheet for my analysis: https://docs.google.com/spreadsheets/d/13lCbXhGbx27iIRnAxqZMS9ig1ZNSQo-Ab67 iHIP1x8s/edit#gid=665550463


Can't edit my old post anymore, so I repost it with minor corrections and added backstory and eagle form.

Backstory:

Selin was never the guy who liked much attention. He preferred the outdoors to the cramped city who grew up in and was ecstastic when he learned magic which allowed him to go to places he otherwise couldn't. But while Selin was able to cast magic, being watched doing so made him nervous so he had difficulties to make his magic work with consistency. He at first decided to use a blanket to cover himself but being impractical he turned towards to illusions and invisiblity. This provided him with a measure success, only challenged by being able to enter dungeons and other guarded places, where he encountered unforeseen obstacles. To combat this shortcoming, Selin decided to have always a way to deal with the problem, even if it is merely to allow his party members to deal with the problem. With him employing wild magic, this goal came into his reach (even if it sometimes backfires), so he earned the nickname "Kit".

Selin "Kit" Derko
Male Human Mountebank 1/Empiricist Psyforensic Investigator 4
Neutral Good Medium Humanoid (Human, Shapechanger)
Init +3; Senses Perception +13 (+4 against creatures with shaken, frightened, or panicked conditions using scent)
--------------------
Defense
--------------------
AC 23, touch 18, flat-footed 21 (+3 armor, +2 Dex, +1 natural, +1 shield, +6 untyped)
hp 38 (5 HD; 5d8+10)
Fort +3, Ref +8, Will +7 (+2 save vs. illusion and disbelievable effects)
--------------------
Offense
--------------------
Speed 30 ft.
Melee Cold iron spiked gauntlet +3 (1d4/x2/P)
Melee Cold iron short sword +3 (1d6/19-20/x2/P) (generally kept in bag of holding)
Melee Destructive blast +3 touch (2d6/2x/bludgeoning)
Ranged Destructive blast +5 touch (2d6/2x/bludgeoning)
Ranged Light crossbow +3 one hand, +5 both hands (1d8/2x/P), 30 bolts (generally kept in bag of holding)
Ranged Sling +5 (1d4/2x/B), 30 stones (generally kept in bag of holding)
--------------------
Magic
--------------------
Caster Level 3 (Illusion 4); MSB +5; MSD 16; Concentration +10
Tradition None (Coy Caster, Rigerous Concentration); Boon Easy Focus; CAM Int
Spell Points 10
Alteration - CL 3; DC 16; Duration concentration, or 1 minute/CL when spending 1 SP; Range Close (30 ft.); Talents none
- shapeshift
Destruction - CL 3; DC 16; Duration instantaneous; Range Close (30 ft.), touch; Talents None
- destructive blast
Divination - CL 3; DC 16; Duration concentration; Range Medium (130 ft.); Talents None
- divine
Illusion - CL 4; DC 17; Duration Trick: up to 1 minute/CL or dismissed, Illusion: concentration up to 1 minute/CL + 2 rounds after ceasing concentration (costs 1 SP unless using Committed Deception), spend another SP to not require concentration; Range Close (30 ft.); Talents Committed Deception, Illusory Disguise, Invisibility, Lingering Illusions; Drawbacks Personal Illusion
- trick Illusory Disguise, Invisibility
- illusion Committed Deception, Illusory Disguise, Invisibility, Lingering Illusions
--------------------
Martial
--------------------
Tradition None; PAM Int
Alchemy - DC 17; Duration crafted formulae usable up to 24 hours, effect instantaneous; Range Personal; Talents Panacea, Salve
- Formulae Can create 2 potions in 15 minutes, can keep 4 potions simultaneously active.
Equipment; Talents Balanced Defense
Scout - DC 16; Range Honed Sense 30 ft. base; Talents Active Camuflage, Heightened Awareness, Honed Sense, Lurker; Drawbacks Hidden Eyes
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 14, Int 19, Wis 12, Cha 8
Base Atk +3; CMB +3; CMD 21
Feats Inspired Surge, Transformation (Avian Transformation) ; Associated Feats Sharp Senses, Smell Fear
Skills Acrobatics +10, Bluff +7, Craft (alchemy) +20, Diplomacy +3, Disable Device +16, Disguise +7, Fly +7, Knowledge (arcana), Knowledge (dungeoneering) +9, Knowledge (local) +13, Knowledge (nature) +9, Perception +13 (+4 against creatures with shaken, frightened, or panicked conditions using scent), Sense Motive +9, Sleight of Hand +10, Spellcraft +13, Stealth + 10, Survival +6; Associated Skills Craft (alchemy), StealthTraits Artisan (Craft (alchemy)), Trap Finder
Languages Common, Dwarven, Elven, Gnome, Halfling, Sylvan
Magic Gear Amulett of Natural Armor +1, Bag of Holding 1, Headband of Vast Intelligence + 2, Ioun Stone (dusty rose prism, cracked), Ioun Torch, Sleeves of Many Garments, Traveler's Any-tool
Other Gear Leaf Armor, Backpack, masterwork, Bedroll, Bell, Blanket, Candle, Candlestick, Chalk, Charcoal, Crowbar, Cutting board, wooden, Explorer's outfit, Fishhook, Flint and steel, Glass cutter, Glue paper x5, Grappling hook, Ink, black, Knife, cutting, Ladle, Oil, Parchment, Portable alchemist's lab, Pot, Seasonings, local, Sewing needle, Shovel, Silk rope, Skeleton key (+10 to Disable Device checks involving locks), Skewer, Skillet, Sling, Thieves' tools, concealable, Thread (50 ft.), Tinder packet, Tindertwig, Trail rations x5, Tripod, iron
--------------------
Eagle Form (abbreviated)
--------------------
Init +4; Senses low-light vision, Perception +13 (+4 against creatures with shaken, frightened, or panicked conditions using scent)
--------------------
Defense
--------------------
AC 24, touch 20, flat-footed 21 (+3 Dex, +4 natural, +6 untyped)
hp 38 (5 HD; 5d8+10)
Fort +3, Ref +9, Will +7 (+2 save vs. illusion and disbelievable effects)
--------------------
Offense
--------------------
Speed 30 ft., flight 30 ft. (poor)
Melee 2 talons, +3/+3 1d3-1
Ranged Destructive blast +7 touch (2d6/2x/bludgeoning)
--------------------
Statistics
--------------------
Str 8, Dex 16, Con 14, Int 19, Wis 12, Cha 8
Base Atk +3; CMB +1; CMD 20
Skills Acrobatics +11, Bluff +7, Craft (alchemy) +18, Diplomacy +3, Disable Device +14, Disguise +7, Fly +10, Knowledge (arcana), Knowledge (dungeoneering) +9, Knowledge (local) +13, Knowledge (nature) +9, Perception +13 (+4 against creatures with shaken, frightened, or panicked conditions using scent), Sense Motive +9, Sleight of Hand +11, Spellcraft +13, Stealth + 15, Survival +6; Associated Skills Craft (alchemy), Stealth
Traits Artisan (Craft (alchemy)), Trap Finder
Languages Common, Dwarven, Elven, Gnome, Halfling, Sylvan
Magic Gear Amulett of Natural Armor +1, Headband of Vast Intelligence + 2, Ioun Stone (dusty rose prism, cracked), Ioun Torch, Sleeves of Many Garments
--------------------
Special Abilities
--------------------
Frequently Used:

Alchemy: Panacea:
You create a vial of liquid that can be used as a potion, removing a single negative condition the drinker is currently suffering from. The conditions that a panacea can remove are determined by the Craft DC used for its creation:

• DC 20: Deafened, fatigued, shaken, sickened.
• DC 30: Diseased, exhausted, nauseated, poisoned, staggered.
• DC 40: Frightened, blinded, paralyzed, stunned.

Alchemy: Salve 2d8+5 (Max 7 uses/creature/day):
You create a poultice that can be used as a standard action to heal yourself or a target within your natural reach for 1d8 points of damage per 2 ranks in Craft (alchemy) you possess (minimum 1d8) plus your practitioner modifier. You can only attempt to heal a particular creature with this ability a number of times per day equal to 1/2 the number of ranks you possess in the Craft (alchemy) skill (minimum 1) plus your practitioner modifier.

You can increase the Craft DC for this item in increments of 10; each time you do so you increase the healing granted by the salve by 5.

Alteration: Shapeshifting (1 trait, DC 16):
As a standard action you may shapeshift yourself or a touched creature, changing their form for as long as you concentrate. If the target is unwilling, this costs a spell point, and they are allowed a Fortitude save to negate. You may spend a spell point to allow a shapeshift to remain for 1 minute per caster level without concentration. You may dismiss your shapeshift as a free action.

Shapeshift is a polymorph effect. A target may only be affected by one shapeshift at any one time. If a caster attempts to place a second shapeshift on a target, he must succeed at a magic skill check. If he succeeds, the second shapeshift is successfully placed on the target, dismissing and dispelling the first.
When shapeshifting a target, the caster must choose a form and a series of traits for them. Forms constitute a creature’s basic physical makeup (humanoid, draconic, animalistic, avian, etc.) while traits are special characteristics or alterations (natural attacks, creature size, monster special abilities, etc.). A caster may grant up to 1 trait + 1 per 5 caster levels and cannot grant the same trait more than once unless the trait indicates it may be granted multiple times.

With the exception of Blank Form (detailed below), placing a form on a creature causes that creature’s physical body to change into that of another creature. The target gains the listed number of limbs and loses all others. The target loses any extraordinary or supernatural abilities, natural attacks, and movement types dependent on their original form (darkvision, scent, wings, claws, etc.) and gains the listed benefits in their place.

Alternate sources of physical traits (such as a dragon sorcerer’s ability to grow claws) still function. In addition, the target’s equipment melds into their new form, causing them to lose their armor and shield bonuses and the ability to pull any item from a backpack or belt. They also cannot activate magic items (although constant bonuses from magic items still remain).

This cannot be used to assume the guise of a specific individual creature, but otherwise adds a +10 bonus to Disguise checks made to appear as a different race, gender, or species. The caster may cause the target to cosmetically appear as whatever type of creature he desires, although if the target is not granted the right physical attributes (for example, granting the right size category or number of legs), the disguise may fail completely.

When a caster first gains the Alteration sphere, they may grant creatures the Blank Form and the traits listed below. Additional forms and traits may be gained by taking Alteration talents. Any trait may be granted to any form.

Blank Form [Core]

Unlike other forms, the Blank Form does not change the creature’s basic makeup. They do not gain the +10 bonus to Disguise checks, nor do they lose their abilities, equipment, natural attacks, or any other aspect of their unaltered form. The Blank Form allows a caster to add traits to a creature without fundamentally changing the target first. A caster may grant the following traits to a creature affected by their shapeshift. A target must possess the appropriate limb where listed, and cannot grant a natural attack to a limb that already possesses a natural attack.


  • Darkvision 60 ft
  • Low-light vision
  • 2 claw attacks (Primary attacks, 1d4, 1d3 small, requires arms). You may grant this trait multiple times.
  • 1 bite attack (Primary attack, 1d6, 1d4 small, requires head). You may grant this trait multiple times.
  • 1 gore attack (primary, 1d6, 1d4 small, requires head). You may grant this trait multiple times.
  • 2 slam attacks (primary, 1d4, 1d3 small, requires arms). You may grant this trait multiple times.
  • 2 pincers (secondary, 1d6, 1d4 small, requires arms). You may grant this trait multiple times.
  • You change the target’s cosmetic appearance. This could include changing the target’s apparent age, making an elf into an orc, disguising a large dog as a small pony, changing a male into a female, or some other such alteration. This grants the target a +10 bonus to Disguise checks. This trait may only be applied to the Blank Form, as such changes are assumed with other forms.

Coy Caster (DC 16):
Your magic is a fickle thing, or perhaps you’re simply possessed of performance anxiety. If you attempt to use magic while you know you’re being observed, you must make a concentration check (DC 15 + 1/2 the caster level) to produce the desired effect. Failure means time (and any spell points) are spent, but no effect happens. If you believe you are hidden or alone, even if you’re not, you may use magic normally.

Destruction: Destructive Blast 2d6:
As a standard action, you may deliver a burst of blunt magical force as a melee touch attack or a ranged touch attack within Close range. A destructive blast deals bludgeoning damage as indicated on the table below. This damage bypasses DR/magic, but being bludgeoning in nature, does not automatically bypass other forms of damage resistance. A destructive blast made as a ranged touch attack counts as a ray attack.

As a standard action, you may deliver a burst of blunt magical force as a melee touch attack or a ranged touch attack within Close range. A destructive blast deals bludgeoning damage as indicated on the table below. This damage bypasses DR/magic, but being bludgeoning in nature, does not automatically bypass other forms of damage resistance. A destructive blast made as a ranged touch attack counts as a ray attack.

Easy Focus:
When maintaining a sphere ability through concentration, you only need to spend a move action to maintain concentration instead of a standard action. This does not decrease the sphere ability’s casting time, only the action used to maintain concentration.

Equipment: Balanced Defense +1:
While wielding a light or one-handed weapon and nothing in any other hand you possess, you gain a +1 shield bonus to AC. For every 4 points of base attack bonus you possess, this bonus increases by +1. Attacking with an off-hand weapon, making more than one natural attack on your turn, or using abilities such as a monk’s flurry of blows or a magus’ spell combat suppresses this bonus until the start of your next turn.

Illusion: Committed Deception:
You may increase the casting time of an illusion by one step to reduce its total spell point cost by one (minimum 0).

Illusion: Illusionary Disguise:
You may attach an illusion directly onto a creature or object, making it appear as something or someone else entirely. This grants a +10 circumstance bonus to Disguise checks. Targets who interact with the disguise receive a Will save to disbelieve, and some actions can simply give the disguise away. (For example, touching a target disguised as a different size category, or seeing a creature disguised as an inanimate object move.)

Illusion: Illusion (DC 16):
As a standard action, you may spend a spell point to create a silent visual illusion within range for as long as you concentrate, to a maximum of 1 minute per caster level. You cannot move further away from the illusion than your illusion range while maintaining it through concentration, and the illusion is limited in size according to Table: Illusion Maximum Size. The image may be anything you may clearly imagine, and behaves according to your desires.

Simply perceiving an illusion isn’t enough to detect it as fake, but any target who interacts with the illusion or carefully studies the area is allowed a Will save to disbelieve the image, recognizing it for what it is. Anyone who finds obvious evidence of trickery (ex: throws a rock through an illusionary wall) automatically disbelieves the illusion.

You may only create visual illusions although certain talents may be taken to add more senses. The more complex an illusion is, the more talents it requires to be convincing, with the chart below serving as a guideline and the GM serving as the final arbiter for what talents are required to create a specific illusion.

If creating an illusionary creature, your illusion has an attack bonus equal to your caster level + your casting ability modifier, and a touch armor class equal to 10 + its size modifier + 1/2 your caster level + your casting ability modifier. An illusionary creature may provide a flanking bonus against targets who fail to disbelieve it. Any creature who strikes an illusion in combat automatically disbelieves it.

Illusion: Invisibility (DC 16):
You may make things disappear. As a trick, you may add 1/2 your caster level to Sleight of Hand checks made to palm a small object or hide a light weapon.

You may also place an illusion on a creature or object that makes it harder to see. Rather than make a Will save to disbelieve, creatures must make Perception checks to detect the hidden creature or object. Objects have a flat Perception DC equal to 10 + their size bonus + your caster level, while creatures gain a bonus to their Stealth checks equal to your caster level. In addition, since they are invisible, creatures may make Stealth checks even while being observed and do not require cover to retain or initiate Stealth. Even when detected by another creature, an invisible creature gains a +2 bonus to attack rolls against sighted targets and ignores their Dexterity bonus to AC. Attacks against the invisible creature have a 50% chance they will simply miss, even if the attack has targeted the correct square.

Making a creature or object invisible also hides its magical aura from such effects as detect magic or the base Divination sphere divine ability.

Illusion: Lingering Illusion:
When you create an illusion, the illusion remains for 2 rounds after you stop concentrating. You may also spend a spell point to allow the illusion to remain for 1 minute per caster level without the need for concentration. When an illusion isn’t maintained through concentration, it performs whatever set of actions it was last commanded to do, and cannot move beyond Medium range of where it was placed. Giving an illusion a new series of programmed activities is a move action.

Inspiration (+1d6, 7/day) (Ex):
An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations.

An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator’s inspiration pool refreshes each day, typically after he gets a restful night’s sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he’s trained in the skill.

Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

Inspired Surge:
When casting a sphere effect, you may increase the wild magic chance by 100% to add a single talent that you do not possess from one of the effect’s base spheres to the effect. For every 5 wild magic feats you possess, increase the number of talents gained this way by +1. You must still meet any prerequisites that the talents possesses. When gaining multiple talents with this feat, you may use a talent gained this way as a prerequisite for other gained talents.

Rigerous Concentration:
Your magic requires intense amounts of concentration to use. When making a concentration check (such as to cast defensively or while taking damage), the DC increases by +10. You may increase the casting time by one step to take extra time focusing and negate this penalty.

Scout: Active Camouflage:
Whenever you move at least 10 ft. in a round and begin and end your turn in cover or concealment, you gain a competence bonus to Stealth checks equal to 1/2 your ranks in Stealth (minimum 1) for one round. You must end your movement in a different square than the one you started your turn to receive this benefit. If you use the Sniper function of the Stealth skill in a round where you would receive this benefit, the penalty to Stealth checks is reduced by -10 (to a minimum of 0).

Scout: Heightened Awareness:
When actively searching with the Perception skill (a move action), you may detect the presence of ongoing magical auras, such as those left by spells such as alarm or invisibility. If the target does not normally have a Perception DC, the DC is equal to the original spell DC as determined by the spell’s caster (DC 10 + spell level + caster’s casting ability modifier), or DC 25 if the effect does not originate from a source that would make it possible to determine a spell DC. This does not give you any information about the exact nature of magical effects detected in this manner, you are merely aware that a magical effect is active and the general area it is active in.

So long as you have martial focus, you may make a Perception check to notice the presence of traps or ongoing magical effects (as described above) whenever you pass within 10 ft. of them, whether or not you are actively looking.

Studied Strike +1d6:
At 4th level, an investigator can choose to make a studied strike against the target of his studied combat as a free action, upon successfully hitting his studied target with a melee attack, to deal additional damage. The damage is 1d6 at 4th level, and increases by 1d6 for every 2 levels thereafter (to a maximum of 9d6 at 20th level). The damage of studied strike is precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike.

If the investigator’s attack used a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), he may choose to have the additional damage from studied strike be nonlethal damage instead of lethal damage. If the investigator chose to make an attack with a lethal weapon instead deal nonlethal damage (with the usual –4 penalty), the studied strike damage may also deal nonlethal damage.

The investigator must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An investigator cannot use studied strike against a creature with concealment.

Transformation (Avian Transformation) (Su):
Benefit: Choose one Alteration sphere talent that grants a form but does not cost a spell point. As a fullround action, you may assume the form of a single creature whose type corresponds to this form talent (see Creature Types and Form Talents in Section 3) per the shapeshift ability of the Alteration sphere as a supernatural ability. The same creature (wolf, spider, treant, etc.) is mimicked and the appearance of that creature is retained each time. The chosen form may be the same as your base size or else Medium or Small.

When assuming your chosen form, you gain the chosen size. This transformation lasts until you choose to revert to your original form as a full-round action. You gain all the abilities granted by this form (movement modes, natural attacks, special abilities, etc.) but but do not gain any traits from the Alteration sphere as part of this transformation. Treat your HD as your caster level for the purposes of this effect. This is a polymorph effect.

Additionally, you gain the shapechanger subtype.

Special: You may gain traits from the Blank Form option of the shapeshift ability of the Alteration sphere while under the effects of this feat even though it is a polymorph effect. This feat counts as possessing the Alteration sphere and the chosen form-granting talent for the purpose of meeting feat prerequisites. If you possess the Perfect Imitation talent or Shifting Disguise feat, you may make cosmetic changes to your Transformation form per the base Alteration sphere trait.

Unfailing Logic +2 (Ex):
An empiricist's grasp of facts and data teaches him to anchor himself in reality, granting resistance to even the most potent illusions. At 4th level, an empiricist gains a +2 insight bonus on all Will saving throws against illusion spells or spell-like abilities that allow a save to disbelieve their effects. In addition he can spend one point from his inspiration pool as an immediate action to use his Intelligence bonus instead of her Wisdom bonus on all such saves for one round.

At 8th level, the empiricist's insight bonus increases to +4. At 16th level, he gains immunity to all illusion spells and spell-like abilities that allow a save to disbelieve the effects. This ability replaces swift alchemy.

Seldomly Used:

Artisan (Craft [alchemy:
)]You spent time working under artisans, or your parents were artisans who were particularly skilled at their trade. You gain a +2 trait bonus on a single Craft skill (your choice).

Ceaseless Observation (Ex):
An empiricist's ability to notice the minutiae of almost everything that happens around him allows him to make shrewd and insightful calculations about people and even inanimate objects. At 2nd level, an empiricist uses his Intelligence modifier instead of the skill's typical ability for all Disable Device, Perception, Sense Motive, and Use Magic Device checks. He can also use his Intelligence modifier instead of Charisma on any Diplomacy checks made to gather information. This ability replaces poison lore and poison resistance.

Casting (CL 3, MSB +5, MSD 16, Concentration +10, DC 16):
You can combine spheres and talents to create magical effects.

Combat Training (DC 16):
You have training in one or more combat spheres.

Consult the Spirits (1/day) (Sp):
Beginning at 3rd level, the psyforensic may once per day spend an hour to enter a trance to gain the benefits of the autopsy ritual. The psyforensic may use consult the spirits an additional time per day every three levels thereafter (6th, 9th, etc). This replaces the trap sense class feature.

Heart of the Fields +2 (Craft [alchemy:
, 1/day)]Humans born in rural areas are used to hard labor. They gain a racial bonus equal to half their character level to any one Craft or Profession skill, and once per day they may ignore an effect that would cause them to become fatigued or exhausted. This racial trait replaces skilled.

Hidden Eyes:
You do not gain the scout ability of the Scout sphere. You cannot take talents which rely on the Scout ability. You must take Active Camouflage as the bonus talent gained from taking this drawback.

Illusion: Alter:
You may make minor changes to objects or creatures up to your Illusion maximum size, such as changing their color, making them appear clean or dirty, making writing appear, or other minor alterations. This counts as having a disguise kit when making Disguise checks (which take the usual time instead of a standard action), but such a disguise still counts as being magical for the purposes of detecting magic or for spells and effects that allow a target to see through magical effects and illusions.

Illusion: Effects:
You may create unconvincing illusions. This is the same as creating an illusion (see Illusion talent) and can include all senses you can affect through Illusion talents, except it is obviously fake (i.e., it is translucent, unrealistic, etc.), requiring no one to make a save to disbelieve. However, the effects can still be used to create distractions, display images, draw a map, or be used for entertainment. This counts as possessing the required tools to make any appropriate Perform check (such as creating a melody with the Illusionary Sound talent).

Scout: Honed Sense:
You gain the scent special ability, with a base distance of 30 feet. You receive a +4 bonus on Perception checks to detect creatures with the shaken, frightened, or panicked conditions using scent. You can substitute your Perception skill for Sense Motive skill checks if the subject has one of the previous conditions or is attempting to cover up their fear in some way. Associated Feat: Sharp Senses, Smell Fear.

Scout: Lurker:
Creatures using unusual forms of sensory perception such as blindsight, greensight, or tremorsense cannot automatically foil your use of Stealth; such creatures must make a Perception check as normal to detect you when you make use of the Stealth skill. Lurker foils divination spells and Divination sphere sense abilities in the manner described above, but has no effect on spell, sphere, spell-like, or supernatural abilities specifically used to uncover information about you rather than enhancing the user’s perception, such as when scrying or using the Divination sphere‘s divine abilities.

Trap Finder:
You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue.


Will add background later, as well the alternative form stats, but the primary focus is to be a skills and tools guy who can do scouting and sneaking.

Selin "Kit" Derko
Male Human Mountebank 1/Empiricist Psyforensic Investigator 4
Neutral Good Medium Humanoid (Human, Shapechanger)
Init +3; Senses Perception +13 (+4 against creatures with shaken, frightened, or panicked conditions using scent)
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Defense
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AC 23, touch 18, flat-footed 21 (+3 armor, +2 Dex, +1 natural, +1 shield. +6 untyped)
hp 38 (5 HD; 5d8+10)
Fort +3, Ref +8, Will +7 (+2 save vs. illusion and disbelievable effects)
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Offense
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Speed 30 ft.
Melee Cold iron spiked gauntlet +3 (1d4/x2/P)
Melee Cold iron short sword +3 (1d6/19-20/x2/P) (generally kept in bag of holding)
Ranged Destructive blast (Shock Blast) +5 touch (2d6/2x/electricity, Fort to avoid 1 round daze)
Ranged Light crossbow +3 one hand, +5 both hands (1d8/2x/P), 30 bolts (generally kept in bag of holding)
Ranged Sling +5 (1d4/2x/B), 30 stones (generally kept in bag of holding)
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Magic
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Caster Level 3 (Illusion 4); MSB +5; MSD 16; Concentration +10
Tradition None (Coy Caster, Rigerous Concentration); Boon Easy Focus; CAM Int
Spell Points 10
Alteration - CL 3; DC 16; Duration concentration, or 1 minute/CL when spending 1 SP; Range Close (30 ft.); Talents none
- shapeshift
Destruction - CL 3; DC 16; Duration instantaneous; Range Close (30 ft.), touch; Talents None
- destructive blast
Divination - CL 3; DC 16; Duration concentration; Range Medium (130 ft.); Talents None
- divine
Illusion - CL 4; DC 17; Duration Trick: up to 1 minute/CL or dismissed, Illusion: concentration up to 1 minute/CL + 2 rounds after ceasing concentration (costs 1 SP unless using Committed Deception), spend another SP to not require concentration; Range Close (30 ft.); Talents Committed Deception, Illusory Disguise, Invisibility, Lingering Illusions; Drawbacks Personal Illusion
- trick Illusory Disguise, Invisibility
- illusion Committed Deception, Illusory Disguise, Invisibility, Lingering Illusions
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Martial
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Tradition None; PAM Int
Alchemy - DC 17; Duration crafted formulae usable up to 24 hours, effect instantaneous; Range Personal; Talents Panacea, Salve
- Formulae Can create 2 potions in 15 minutes, can keep 4 potions simultaneously active.
Equipment; Talents Balanced Defense
Scout - DC 16; Range Honed Sense 30 ft. base; Talents Active Camuflage, Heightened Awareness, Honed Sense, Lurker; Drawbacks Hidden Eyes
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Statistics
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Str 10, Dex 14, Con 14, Int 19, Wis 12, Cha 8
Base Atk +3; CMB +3; CMD 21
Feats Inspired Surge, Transformation (Avian Transformation) ; Associated Feats Sharp Senses, Smell Fear
Skills Acrobatics +10, Bluff +7, Diplomacy +3, Disable Device +16, Disguise +7, Fly +7, Knowledge (arcana), Knowledge (dungeoneering) +9, Knowledge (local) +13, Knowledge (nature) +9, Perception +13 (+4 against creatures with shaken, frightened, or panicked conditions using scent), Sense Motive +9, Spellcraft +13, Stealth + 10, Survival +6; Associated Skills Craft (alchemy), Stealth; Background Skills Craft (alchemy) +20, Sleight of Hand +10
Traits Artisan (Craft (alchemy)), Trap Finder
Languages Common, Dwarven, Elven, Gnome, Halfling, Sylvan
Magic Gear Amulett of Natural Armor +1, Bag of Holding 1, Headband of Vast Intelligence + 2, Ioun Stone (dusty rose prism, cracked), Ioun Torch, Sleeves of Many Garments, Traveler's Any-tool
Other Gear Leaf Armor, Backpack, masterwork, Bedroll, Bell, Blanket, Candle, Candlestick, Chalk, Charcoal, Crowbar, Cutting board, wooden, Explorer's outfit, Fishhook, Flint and steel, Glass cutter, Glue paper x5, Grappling hook, Ink, black, Knife, cutting, Ladle, Oil, Parchment, Portable alchemist's lab, Pot, Seasonings, local, Sewing needle, Shovel, Silk rope, Skeleton key (+10 to Disable Device checks involving locks), Skewer, Skillet, Sling, Thieves' tools, concealable, Thread (50 ft.), Tinder packet, Tindertwig, Trail rations x5, Tripod, iron
--------------------
Special Abilities
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Frequently Referenced:

Alchemy: Panacea:
You create a vial of liquid that can be used as a potion, removing a single negative condition the drinker is currently suffering from. The conditions that a panacea can remove are determined by the Craft DC used for its creation:

• DC 20: Deafened, fatigued, shaken, sickened.
• DC 30: Diseased, exhausted, nauseated, poisoned, staggered.
• DC 40: Frightened, blinded, paralyzed, stunned.

Alchemy: Salve 2d8+5 (Max 7 uses/creature/day):
You create a poultice that can be used as a standard action to heal yourself or a target within your natural reach for 1d8 points of damage per 2 ranks in Craft (alchemy) you possess (minimum 1d8) plus your practitioner modifier. You can only attempt to heal a particular creature with this ability a number of times per day equal to 1/2 the number of ranks you possess in the Craft (alchemy) skill (minimum 1) plus your practitioner modifier.

You can increase the Craft DC for this item in increments of 10; each time you do so you increase the healing granted by the salve by 5.

Alteration: Shapeshifting (1 trait, DC 16):
As a standard action you may shapeshift yourself or a touched creature, changing their form for as long as you concentrate. If the target is unwilling, this costs a spell point, and they are allowed a Fortitude save to negate. You may spend a spell point to allow a shapeshift to remain for 1 minute per caster level without concentration. You may dismiss your shapeshift as a free action.

Shapeshift is a polymorph effect. A target may only be affected by one shapeshift at any one time. If a caster attempts to place a second shapeshift on a target, he must succeed at a magic skill check. If he succeeds, the second shapeshift is successfully placed on the target, dismissing and dispelling the first.
When shapeshifting a target, the caster must choose a form and a series of traits for them. Forms constitute a creature’s basic physical makeup (humanoid, draconic, animalistic, avian, etc.) while traits are special characteristics or alterations (natural attacks, creature size, monster special abilities, etc.). A caster may grant up to 1 trait + 1 per 5 caster levels and cannot grant the same trait more than once unless the trait indicates it may be granted multiple times.

With the exception of Blank Form (detailed below), placing a form on a creature causes that creature’s physical body to change into that of another creature. The target gains the listed number of limbs and loses all others. The target loses any extraordinary or supernatural abilities, natural attacks, and movement types dependent on their original form (darkvision, scent, wings, claws, etc.) and gains the listed benefits in their place.

Alternate sources of physical traits (such as a dragon sorcerer’s ability to grow claws) still function. In addition, the target’s equipment melds into their new form, causing them to lose their armor and shield bonuses and the ability to pull any item from a backpack or belt. They also cannot activate magic items (although constant bonuses from magic items still remain).

This cannot be used to assume the guise of a specific individual creature, but otherwise adds a +10 bonus to Disguise checks made to appear as a different race, gender, or species. The caster may cause the target to cosmetically appear as whatever type of creature he desires, although if the target is not granted the right physical attributes (for example, granting the right size category or number of legs), the disguise may fail completely.

When a caster first gains the Alteration sphere, they may grant creatures the Blank Form and the traits listed below. Additional forms and traits may be gained by taking Alteration talents. Any trait may be granted to any form.

Blank Form [Core]

Unlike other forms, the Blank Form does not change the creature’s basic makeup. They do not gain the +10 bonus to Disguise checks, nor do they lose their abilities, equipment, natural attacks, or any other aspect of their unaltered form. The Blank Form allows a caster to add traits to a creature without fundamentally changing the target first. A caster may grant the following traits to a creature affected by their shapeshift. A target must possess the appropriate limb where listed, and cannot grant a natural attack to a limb that already possesses a natural attack.


  • Darkvision 60 ft
  • Low-light vision
  • 2 claw attacks (Primary attacks, 1d4, 1d3 small, requires arms). You may grant this trait multiple times.
  • 1 bite attack (Primary attack, 1d6, 1d4 small, requires head). You may grant this trait multiple times.
  • 1 gore attack (primary, 1d6, 1d4 small, requires head). You may grant this trait multiple times.
  • 2 slam attacks (primary, 1d4, 1d3 small, requires arms). You may grant this trait multiple times.
  • 2 pincers (secondary, 1d6, 1d4 small, requires arms). You may grant this trait multiple times.
  • You change the target’s cosmetic appearance. This could include changing the target’s apparent age, making an elf into an orc, disguising a large dog as a small pony, changing a male into a female, or some other such alteration. This grants the target a +10 bonus to Disguise checks. This trait may only be applied to the Blank Form, as such changes are assumed with other forms.

Coy Caster (DC 16):
Your magic is a fickle thing, or perhaps you’re simply possessed of performance anxiety. If you attempt to use magic while you know you’re being observed, you must make a concentration check (DC 15 + 1/2 the caster level) to produce the desired effect. Failure means time (and any spell points) are spent, but no effect happens. If you believe you are hidden or alone, even if you’re not, you may use magic normally.

Destruction: Destructive Blast 2d6:
As a standard action, you may deliver a burst of blunt magical force as a melee touch attack or a ranged touch attack within Close range. A destructive blast deals bludgeoning damage as indicated on the table below. This damage bypasses DR/magic, but being bludgeoning in nature, does not automatically bypass other forms of damage resistance. A destructive blast made as a ranged touch attack counts as a ray attack.

As a standard action, you may deliver a burst of blunt magical force as a melee touch attack or a ranged touch attack within Close range. A destructive blast deals bludgeoning damage as indicated on the table below. This damage bypasses DR/magic, but being bludgeoning in nature, does not automatically bypass other forms of damage resistance. A destructive blast made as a ranged touch attack counts as a ray attack.

Easy Focus:
When maintaining a sphere ability through concentration, you only need to spend a move action to maintain concentration instead of a standard action. This does not decrease the sphere ability’s casting time, only the action used to maintain concentration.

Equipment: Balanced Defense +1:
While wielding a light or one-handed weapon and nothing in any other hand you possess, you gain a +1 shield bonus to AC. For every 4 points of base attack bonus you possess, this bonus increases by +1. Attacking with an off-hand weapon, making more than one natural attack on your turn, or using abilities such as a monk’s flurry of blows or a magus’ spell combat suppresses this bonus until the start of your next turn.

Illusion: Committed Deception:
You may increase the casting time of an illusion by one step to reduce its total spell point cost by one (minimum 0).

Illusion: Illusionary Disguise:
You may attach an illusion directly onto a creature or object, making it appear as something or someone else entirely. This grants a +10 circumstance bonus to Disguise checks. Targets who interact with the disguise receive a Will save to disbelieve, and some actions can simply give the disguise away. (For example, touching a target disguised as a different size category, or seeing a creature disguised as an inanimate object move.)

Illusion: Illusion (DC 16):
As a standard action, you may spend a spell point to create a silent visual illusion within range for as long as you concentrate, to a maximum of 1 minute per caster level. You cannot move further away from the illusion than your illusion range while maintaining it through concentration, and the illusion is limited in size according to Table: Illusion Maximum Size. The image may be anything you may clearly imagine, and behaves according to your desires.

Simply perceiving an illusion isn’t enough to detect it as fake, but any target who interacts with the illusion or carefully studies the area is allowed a Will save to disbelieve the image, recognizing it for what it is. Anyone who finds obvious evidence of trickery (ex: throws a rock through an illusionary wall) automatically disbelieves the illusion.

You may only create visual illusions although certain talents may be taken to add more senses. The more complex an illusion is, the more talents it requires to be convincing, with the chart below serving as a guideline and the GM serving as the final arbiter for what talents are required to create a specific illusion.

If creating an illusionary creature, your illusion has an attack bonus equal to your caster level + your casting ability modifier, and a touch armor class equal to 10 + its size modifier + 1/2 your caster level + your casting ability modifier. An illusionary creature may provide a flanking bonus against targets who fail to disbelieve it. Any creature who strikes an illusion in combat automatically disbelieves it.

Illusion: Invisibility (DC 16):
You may make things disappear. As a trick, you may add 1/2 your caster level to Sleight of Hand checks made to palm a small object or hide a light weapon.

You may also place an illusion on a creature or object that makes it harder to see. Rather than make a Will save to disbelieve, creatures must make Perception checks to detect the hidden creature or object. Objects have a flat Perception DC equal to 10 + their size bonus + your caster level, while creatures gain a bonus to their Stealth checks equal to your caster level. In addition, since they are invisible, creatures may make Stealth checks even while being observed and do not require cover to retain or initiate Stealth. Even when detected by another creature, an invisible creature gains a +2 bonus to attack rolls against sighted targets and ignores their Dexterity bonus to AC. Attacks against the invisible creature have a 50% chance they will simply miss, even if the attack has targeted the correct square.

Making a creature or object invisible also hides its magical aura from such effects as detect magic or the base Divination sphere divine ability.

Illusion: Lingering Illusion:
When you create an illusion, the illusion remains for 2 rounds after you stop concentrating. You may also spend a spell point to allow the illusion to remain for 1 minute per caster level without the need for concentration. When an illusion isn’t maintained through concentration, it performs whatever set of actions it was last commanded to do, and cannot move beyond Medium range of where it was placed. Giving an illusion a new series of programmed activities is a move action.

Inspiration (+1d6, 7/day) (Ex):
An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations.

An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator’s inspiration pool refreshes each day, typically after he gets a restful night’s sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he’s trained in the skill.

Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

Inspired Surge:
When casting a sphere effect, you may increase the wild magic chance by 100% to add a single talent that you do not possess from one of the effect’s base spheres to the effect. For every 5 wild magic feats you possess, increase the number of talents gained this way by +1. You must still meet any prerequisites that the talents possesses. When gaining multiple talents with this feat, you may use a talent gained this way as a prerequisite for other gained talents.

Rigerous Concentration:
Your magic requires intense amounts of concentration to use. When making a concentration check (such as to cast defensively or while taking damage), the DC increases by +10. You may increase the casting time by one step to take extra time focusing and negate this penalty.

Scout: Active Camouflage:
Whenever you move at least 10 ft. in a round and begin and end your turn in cover or concealment, you gain a competence bonus to Stealth checks equal to 1/2 your ranks in Stealth (minimum 1) for one round. You must end your movement in a different square than the one you started your turn to receive this benefit. If you use the Sniper function of the Stealth skill in a round where you would receive this benefit, the penalty to Stealth checks is reduced by -10 (to a minimum of 0).

Scout: Heightened Awareness:
When actively searching with the Perception skill (a move action), you may detect the presence of ongoing magical auras, such as those left by spells such as alarm or invisibility. If the target does not normally have a Perception DC, the DC is equal to the original spell DC as determined by the spell’s caster (DC 10 + spell level + caster’s casting ability modifier), or DC 25 if the effect does not originate from a source that would make it possible to determine a spell DC. This does not give you any information about the exact nature of magical effects detected in this manner, you are merely aware that a magical effect is active and the general area it is active in.

So long as you have martial focus, you may make a Perception check to notice the presence of traps or ongoing magical effects (as described above) whenever you pass within 10 ft. of them, whether or not you are actively looking.

Studied Strike +1d6:
At 4th level, an investigator can choose to make a studied strike against the target of his studied combat as a free action, upon successfully hitting his studied target with a melee attack, to deal additional damage. The damage is 1d6 at 4th level, and increases by 1d6 for every 2 levels thereafter (to a maximum of 9d6 at 20th level). The damage of studied strike is precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike.

If the investigator’s attack used a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), he may choose to have the additional damage from studied strike be nonlethal damage instead of lethal damage. If the investigator chose to make an attack with a lethal weapon instead deal nonlethal damage (with the usual –4 penalty), the studied strike damage may also deal nonlethal damage.

The investigator must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An investigator cannot use studied strike against a creature with concealment.

Transformation (Avian Transformation) (Su):
Benefit: Choose one Alteration sphere talent that grants a form but does not cost a spell point. As a fullround action, you may assume the form of a single creature whose type corresponds to this form talent (see Creature Types and Form Talents in Section 3) per the shapeshift ability of the Alteration sphere as a supernatural ability. The same creature (wolf, spider, treant, etc.) is mimicked and the appearance of that creature is retained each time. The chosen form may be the same as your base size or else Medium or Small.

When assuming your chosen form, you gain the chosen size. This transformation lasts until you choose to revert to your original form as a full-round action. You gain all the abilities granted by this form (movement modes, natural attacks, special abilities, etc.) but but do not gain any traits from the Alteration sphere as part of this transformation. Treat your HD as your caster level for the purposes of this effect. This is a polymorph effect.

Additionally, you gain the shapechanger subtype.

Special: You may gain traits from the Blank Form option of the shapeshift ability of the Alteration sphere while under the effects of this feat even though it is a polymorph effect. This feat counts as possessing the Alteration sphere and the chosen form-granting talent for the purpose of meeting feat prerequisites. If you possess the Perfect Imitation talent or Shifting Disguise feat, you may make cosmetic changes to your Transformation form per the base Alteration sphere trait.

Unfailing Logic +2 (Ex):
An empiricist's grasp of facts and data teaches him to anchor himself in reality, granting resistance to even the most potent illusions. At 4th level, an empiricist gains a +2 insight bonus on all Will saving throws against illusion spells or spell-like abilities that allow a save to disbelieve their effects. In addition he can spend one point from his inspiration pool as an immediate action to use his Intelligence bonus instead of her Wisdom bonus on all such saves for one round.

At 8th level, the empiricist's insight bonus increases to +4. At 16th level, he gains immunity to all illusion spells and spell-like abilities that allow a save to disbelieve the effects. This ability replaces swift alchemy.

Seldomly Referenced:

Artisan (Craft [alchemy:
)]You spent time working under artisans, or your parents were artisans who were particularly skilled at their trade. You gain a +2 trait bonus on a single Craft skill (your choice).

Ceaseless Observation (Ex):
An empiricist's ability to notice the minutiae of almost everything that happens around him allows him to make shrewd and insightful calculations about people and even inanimate objects. At 2nd level, an empiricist uses his Intelligence modifier instead of the skill's typical ability for all Disable Device, Perception, Sense Motive, and Use Magic Device checks. He can also use his Intelligence modifier instead of Charisma on any Diplomacy checks made to gather information. This ability replaces poison lore and poison resistance.

Casting (CL 3, MSB +5, MSD 16, Concentration +10, DC 16):
You can combine spheres and talents to create magical effects.

Combat Training (DC 16):
You have training in one or more combat spheres.

Consult the Spirits (1/day) (Sp):
Beginning at 3rd level, the psyforensic may once per day spend an hour to enter a trance to gain the benefits of the autopsy ritual. The psyforensic may use consult the spirits an additional time per day every three levels thereafter (6th, 9th, etc). This replaces the trap sense class feature.

Heart of the Fields +2 (Craft [alchemy:
, 1/day)]Humans born in rural areas are used to hard labor. They gain a racial bonus equal to half their character level to any one Craft or Profession skill, and once per day they may ignore an effect that would cause them to become fatigued or exhausted. This racial trait replaces skilled.

Hidden Eyes:
You do not gain the scout ability of the Scout sphere. You cannot take talents which rely on the Scout ability. You must take Active Camouflage as the bonus talent gained from taking this drawback.

Illusion: Alter:
You may make minor changes to objects or creatures up to your Illusion maximum size, such as changing their color, making them appear clean or dirty, making writing appear, or other minor alterations. This counts as having a disguise kit when making Disguise checks (which take the usual time instead of a standard action), but such a disguise still counts as being magical for the purposes of detecting magic or for spells and effects that allow a target to see through magical effects and illusions.

Illusion: Effects:
You may create unconvincing illusions. This is the same as creating an illusion (see Illusion talent) and can include all senses you can affect through Illusion talents, except it is obviously fake (i.e., it is translucent, unrealistic, etc.), requiring no one to make a save to disbelieve. However, the effects can still be used to create distractions, display images, draw a map, or be used for entertainment. This counts as possessing the required tools to make any appropriate Perform check (such as creating a melody with the Illusionary Sound talent).

Scout: Honed Sense:
You gain the scent special ability, with a base distance of 30 feet. You receive a +4 bonus on Perception checks to detect creatures with the shaken, frightened, or panicked conditions using scent. You can substitute your Perception skill for Sense Motive skill checks if the subject has one of the previous conditions or is attempting to cover up their fear in some way. Associated Feat: Sharp Senses, Smell Fear.

Scout: Lurker:
Creatures using unusual forms of sensory perception such as blindsight, greensight, or tremorsense cannot automatically foil your use of Stealth; such creatures must make a Perception check as normal to detect you when you make use of the Stealth skill. Lurker foils divination spells and Divination sphere sense abilities in the manner described above, but has no effect on spell, sphere, spell-like, or supernatural abilities specifically used to uncover information about you rather than enhancing the user’s perception, such as when scrying or using the Divination sphere‘s divine abilities.

Trap Finder:
You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue.


Data Lore wrote:

I forgot General so I tacked that one on. I don't mind the General and the Class ones both being called feats.

Edit: Hmm, maybe General Talent and Skill Trick?

So, Class Feat, General Talent, Ancestral Trait and Skill Trick?

If you say that having "X feat" is confusing and you want to replace "feat" by "Y", then saying "X Y" instead merely "Y" is just increasing word count.


What is the DC you need to hit? If it is DC 20, then those rituals are useless at low levels. If it is DC 10, you can be basically assured of success at level 5 and likely get crits. Which means that rolling is kinda superfluous. Also, if you merely heal class mod times spell level, you will not get past healing 1/4 of hit points at least for high hp classes with high Con mods. Spell level scales only by half the character level and class mod - if you optimize - will be between 4 and 6 (or 7, not sure if the max score is 24 or not). But you get every level hit points and the number of hit points per level ranges from 6 to 12 plus Constitution modifier.

All in all, this design seems to be flawed, in particular, if you want to get back from low hp to near full (just use the ritual more than once - if you have time for one ritual, you have time for another).


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HWalsh wrote:
graystone wrote:
HWalsh wrote:
So I'm urging the dev team, keep something of the Resonance system around and keep it keyed off of Charisma. Don't let charisma become a dump stat again.

Myself, I don't want to NEED every stat. If I'm not a melee weapon user, I'm happy to not need str. If I'm not a 'face' or a caster, I'm happy to not need cha. I don't want to be forced to raise every stat to 14 to get to the bare minimum to start playing. It should be possible to use your basic starting abilities without needing a minimum stat other than your key one.

You're not exactly 'standing out from the crowd' if you need a 14 in every stat for basic function.

It is virtually impossible to ignore stats unless you are trying to mega pump 4 of them.

(Willing to bet the mega pump are Dex, Int, Wis, and Con in this case.)

You must have misssed the memo where Int is the new Cha. If you are so adamant in not having a worthless stat, you need to address tha first. Granted, the only idea I have is to ensure that every stat can contribute to saves, but I couldn't say how to implement it well.


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I have a complaint in regards to the way the surveys are set up. You are supposed to have read them in advance so you can take additional notes, but you need to basically check the data entry of the survey for those questions. Which leads to you being spoiled because you are asked if you did this or that during your play. So I went through the surveys and extracted the non-spoiler you-need-to-know-in-advance questions. Here are they below:

----------------------------------- Player -----------------------------------

13. How many silver pieces did you have left over after creating your character (round down)?

14. How long did it take to create your character in minutes?

15. How many times was your character reduced to 0 Hit Points during this adventure?

17. How many times did your character reach 0 Resonance Points remaining during this adventure? (Enter 0 if you started each day with 0 resonance.)

18. How many times did your character critically fail the check while overspending Resonance Points during play of this adventure?

19. How many times did you run out of spell slots during the play of this adventure? (Leave blank if you had none.)

20. How many times did you run out of Spell Points during the play of this adventure? (Leave blank if you had none.)

21. How many Hero Points did you use during this adventure?

34. How many times did your group rest during this adventure?

------------------------------------- GM -------------------------------------

12. How long did it take for you to prepare to run this part of the adventure?

13. How many individual sessions did it take for your group to complete this part of the adventure?

14. How many Hero Points, in total, did you give out during this part of the adventure?

15. How many times was a player character reduced to 0 Hit Points during this part of the adventure?

16. How many player characters were killed during this part of the adventure?

28. How many times did your group rest for the night during this adventure?


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Deadmanwalking wrote:
lordcirth wrote:
Ablifco wrote:


Alchemists really can't qualify for Remarkable Resonance with their intelligence instead of charisma given that the class is based around resonance?
Sounds to me like it would become a mandatory feat, which is a A Bad Thing.

Cha 12 giving an actual bonus to Alchemists is actually really cool. It avoids punishing people who want to make a somewhat charming and gives Goblin Alchemists a legitimate advantage.

If Alchemist really needs the bonus Resonance to function, then the solution is not to change the Feat's prerequisites, it's to give Alchemists more Resonance (or more items per Resonance spent).

Since alchemists aren't magic, why do the elixirs work like magic items? Why do you have to spend points from a secondary pool to make your normal class feature work (in opposite to spellcasters and spell slots)?


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I like the changes so far. Magic becomes more similar to Spheres of Power, which is my favorite casting system.

Also I found some typos here. The casting line of the spells is inconsistent. Vampiric Exanguination Failure Full line misses "Normal".


Calybos1 wrote:

OK, it's sounding like this Limited Magic thing is more of a factor than I thought. Sorry for not mentioning it in the OP.

So, I should tell my friend to drop wizard entirely and switch to a different class? Is Limited Magic really THAT bad?

Not sure, if you are the GM or not, but what is the goal, limited magic is supposed to solve? Reducing the martial/caster disparity by discouraging the set of spells, which so-called blaster wizards - the ones being considered the weakest - use, has the opposite effect by pushing smart people into the god wizard niche. The niche which makes the wizard tier 1.

Unless this is actually meant to be a soft-ban on casters, it might be worthwhile to check out the 3PP Spheres of Power. Blasters are easy to create there because many options are at-will, including the basic damage effect from the appropriately called Destruction sphere. SoP is balanced by restricting the number of known effects similarly to a sorcerer and that the most powerful options still cost spell points, from which you have only a limited amount available. In addition, the overall rebalancing drops casters down from tier 1 (at best low tier 2 if you optimize), so this helps dealing with the disparity.


To those, who have missed the Kickstarter campaign, you can still join up the Backerkit site.


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Is it possible to take the mounted attack options for centaurs, too?


Baval wrote:
On the other hand, Im 100% positive at least some people added more money to try to make it to every class included. Some people may actually be feeling regret that they added more money to a goal they arent going to see. I was unable to add more money due to it being a bad timing for me, but I had wanted to and would have been feeling that regret now if I had.

Just want to add that it is still possible to meet the 30k stretch goal via Backerkit, which would solve the survey issue. Granted, it is a risk and I don't know if it is possible to join Backerkit without having participated in the Kickstarter before.


Doctor Verbosus wrote:
The sage seems a little underwhelming so far. He had some good ways to use maneuvers, but so did the blacksmith, striker, and rogue, and his damage potential was notably lower than theirs. The healing was useful, though. I’ll need to do more playtesting to see, but right now I’m leaning towards thinking that the low BAB just causes more problems than it’s worth for the sage.

If I extrapolate the use of Sage class levels instead of the BAB, I wouldn't be surprised if only actually resolving the attacks as well their number is determined by BAB at the end of the development. Not sure if at this point having low BAB would make sense at all.


Ssalarn wrote:

The comment thread was closed for several reasons:

1) Many of the comments were out of date regarding their comparisons, not including updates and fixes to talents and classes referenced.
2) We just dropped an expanded Equipment sphere with more robust proficiency packages and actual dedications, so feedback pertaining to the original Equipment sphere was no longer as helpful.
3) The comment thread meandered over subject matter quite a bit and it was simply not possible to respond to the commentary there in any meaningful manner any longer.

So it's not accurate to say that it was closed without addressing any concerns (we did), and we're definitely here to have these conversations, there simply wasn't any value in maintaining that particular comment block any longer due it not being firmly on a single topic, there being an overload of commentary (primarily from one or two people) that was simply too much to respond to in that format, and the comments that were there not being up to date on the current version of the discussed items./QUOTE]

I can now understand your reasoning. If you had stated this as a closing comment (assuming if possible during your edits) I wouldn't have raised this issue.


Baval wrote:
Im very concerned with the amount of taxing going on with the equipment sphere.

After thinking about this, I do agree with Baval. The balancing point shouldn't be a few equipment feats, but what the class can do overall over the 20 levels. I'm in particular concerned that the number of talents granted seems low compared to what SoP gives, especially as combat talents may not compare in power to magic talents. I prefer Tier 3 classes (with a high floor optimization-wise) and if the goal is to make martials fun, then they need to be in that tier. If fighters and other core classes need an appropriate power boost, then I don't mind such a boost added via archetypes.

Baval wrote:
I said in the document, but it is gone now with no response:

It is very disappointing that this comment thread was closed from the developers' side without addressing any concerns. True, it is possible that I and the others are wrong regarding our position, but without a discussion you won't convince us. All this leaves is a bad taste in the mouth. :(


Syrus Terrigan wrote:
LuniasM wrote:
I may have missed it, but I went to make a character using the Sniping sphere and saw that it's not in Preview 2 or 3. Is the sphere getting reworked or something? I was going to post a build with it but I may hold off on it if the sphere's seeing significant changes.
Yeah, the Sniping sphere was only showcased in Sample 1. I don't know if that means we're supposed to leave that one alone during testing, or not . . . . But I've got a player looking to test it next Friday in our kickoff session.

Sniping is being reworked, so any testing right now will be of limited use. Not sure if it will reappear in preview 4, as the authors have been quite swamped with feedback.


SilvercatMoonpaw wrote:

I regret to inform that I have pulled my pledge.

This isn't because I think Spheres of Might is necessarily bad. I'm just not sure if it's worth backing when I'm starting to question if its design decisions are what I want out of a combat system. Plus other kickstarter issues like paying money for a book that's going to take months to come out when I could just wait till it does.

I still hope the project goes well.

Just wondering: At which point did you come to that conclusion? Compared to the first preview, I don't see any particular design shift having happened, which invalidates the first impressions I had.


Llyr the Scoundrel wrote:
kyrt-ryder wrote:
Llyr the Scoundrel wrote:
If it has a non-Vancian magic system
How are you defining Vancian? I'm using the existing spell catalog nut include Spontaneous and Mana options in addition to Preparation.
Ah... the existing spell catalogue is part of what I have the problem with. It's always a Fireball, never a Frostball or an Acidball. Or rather, it can be if you spend feats to achieve the effect... not that it will make it a more powerful effect. It's always a Hold Person, not a more powerful Sleep spell. I'd like a system where some customization and personalization of spells was possible. I'm also not a fan of the current memorization method that hamstrings too many spellcasters so they have to parcel their efforts out so cautiously in encounters, as there are typically more rounds of combat within a day than there are spells offered to a spellcaster. Having a class where the character has rounds where they can do nothing that focuses on their class strength never seemed like a good idea to me.

A bit off-topic, but Spheres of Power does allow e.g. to specialize in acid attacks of all kinds. No metamagic needed. It also provides at-will attacks along with going nova via spending spell points, which are limited and replenished at rest. So that might be an option for you which is closer to the Paizo baseline.


I'm afraid I can't help with actual builds, but the following is the general process. Be aware that the big problem with the core magic system is that you are granted access to all spells of a certain spell level, as soon you reach the minimum class level. So if you want to use a theme, the first thing you have to do is to grab thematic spells.

That might leave you with insufficient choices. Not all effects desirable for a build are necessarily appropriately themed, so the next best thing is to grab thematic metamagic to bend e.g. fire spells into cold ones. That has obviously an opportunity cost. A last thing you can with Paizo to choose a class or variant of one which has additional thematic support.

Outside of Paizo I can recommend Spheres of Power, which is based upon building thematic spellcasting. You don't have to make large efforts to create a cold wizard or a fire wizard, in fact, the difference can be as small as a single magic talent and creating a build in the first place is easy, too.


I forgot to ask, but why did you reduce the number of skill points from 6 to 4? Isn't the spellburst savant supposed to replace the rogue to some extent, which includes spending some skill points in the appropriate skills?


Forrestfire wrote:
That is fair about the avowed. In the interest of this discussion, I ran through the Sorc/Wiz spell list and picked out some spells that I, personally, might consider using as an artillery Savant. There's a list in the spreadsheet I used for the fundamental comparisons.

Thanks for the spells, I'll be hopefully able to put this to good use.

Forrestfire wrote:
I can see what you mean regarding the avowed. I think I will write the "less spells, more at-will" archetype mentioned above. I'm not sure when, since right now my priority is getting the Avowed ready for eyes, but rest assured, it'll be here eventually.

Thank you very much!


Forrestfire wrote:

For starspray, this means that in a fight where you open with your highest level, it’s a slight nerf until the highest levels (however, the fundamental is a touch attack now, which is a significant buff to it). For nova flare, it’s a straight buff of damage dice at all levels, albeit with a slightly lower (1 point) average damage per die. Nova flare also has additional synergy with Circlet of Brass, which will add its damage twice instead of once.

Here’s a link to a spreadsheet with comparisons of the fundamentals, if you want to take a look at the progressions.

Okay, I missed that part and overreacted somewhat. The damage is comparable, assuming you still hit.

Forrestfire wrote:

The artillery stuff is still there; it’s in the spells more than anything else. I’m sorry that you aren’t a fan of this rework, but as it was, the original was way too strong. The Spellburst Savant is not a Warlock. It’s a spellcaster that had some at-will stuff that accidentally stole the show. The revised version is meant as a middleground; the fundamentals are still there and still around the same power level, but it does mean you’ll need to cast at least one spell per combat, instead of relying entirely on them.

If you want a true at-will blaster, I’d recommend looking into the Avowed when I get the rest of book 1 for that release uploaded. Right now I’m working to finish up the remaining pacts, though I might upload the class and add each pact as it gets done.

So what spells would you use for artillery purposes? Also, my reasoning is that I want a roguish spellcaster with at-will capabilities. Meaning that the avowed falls flat at this moment. Basically opening doors, disabling traps along with some easy to use stuff for damage purposes. The flexibility of damage types is great, too. That's why I am a fan of SoP. But as I can't use that I need some kind of replacement and the arcade version so far fits the bill.

Forrestfire wrote:
What I may do, however, is write an archetype that lessens its focus on spellcasting to make the fundamentals its main tool and doesn't need spells to charge them, instead of a tool that carries a dual focus with spells.

I'd be interested in seeing such an archetype. Loss of DPR is less important than being able to keep up with development.


Do I see correctly that fundamentals are no longer at-will? Or rather, you can use them on cantrips but the damage output is even with metamagic thanks to nova spells no longer relevant at high levels? I admit, the biggest draw for me were the at-will fundamentals which scaled nicely with level. So now it feels like that the class is forced to use its spells more, but does not receive any more spells or goes on to higher levels.

Having the fundamentals work only after casting a spell and using the spell level for scaling means that you have a minute where instead casting something else you have another attack option. The save DC works fine, but as the damage is crappy compared to spells, which other casters can dish out, this means that one would go for either BFC or debuffing the enemies. It doesn't help that nova works for a fundamental only once.

So I'm not sure where the artillery stuff is supposed to be. The new version has its uses, but the focus has shifted. The loss of at-will damage similar to the Warlock feels more like nerfing the class to the ground in this aspect. Or at least how I planned to play it.

Of course, the arcade version still remains, but since you said "no more changes!", this means that flaws you patch in the new version aren't patched in the arcade version, where actually applicable. I'm particular annoyed by the fact that Armor of Force has not been provided the buff of this version. After all I did mention this in the discussion, which lead to the nerfing in the first place. Would it be possible to convince you to keep the arcade version somewhat parallel to the new version?


Some notes on that conversion, as I've been thinking about one of my own and I noticed, that you approached it differently than me:

Sphereburster:

Grovestrider wrote:

Sphereburster (Spellburst Savant Archetype)

Casting: A sphereburster may combine spheres and talents to create magical effects. A sphereburster is considered a Mid-Caster, and uses Wisdom as his casting ability modifier. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)

This replaces spells.

Considering that the spellburst savant has some fundamentals which seem to be replicable in broad strokes at least by SoP, I would have given access to Destruction as a Full-Caster, maybe some of the talents keyed to this sphere as well. I haven't looked if there is some way to get an immediate action for Destruction sphere effect and what Sickening Shadows might be (Death?). Maybe they end up lost going that route.

But how do you deal with the fundamentals? I suppose they are still as before? Then at least improve that there DCs scale as well as sphere abilities.

Grovestrider wrote:

Spell Pool: A sphereburster gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to his level + his Wisdom modifier (minimum 1).

Magic Talents: A sphereburster gains a magic talent every time he gains a caster level.

Interesting, you lose the arcanist's flexibility here. Granted, keeping that and providing enough MTs to make the artillery aspect work would have been difficult and likely killed the Elementalist powerwise.

Grovestrider wrote:
Sphere Specialization: A sphereburster gains a sphere specialization of her choice from the list of sphere specializations included in the Incanter class description. This replaces the arcane bond class feature.

I haven't thought of that possibility, although you kill the familiar as well. IMO that should remain a possibility. I wanted to propose that instead of losing the item to grant the item the capability to provide 1/day access to a sphere talent, but that part is part of arcane study.

Grovestrider wrote:

Modular Casting Tradition: A sphereburster's claim to mastery of the arcane arts comes from his ability to intuitively adjust his casting tradition as needed. At 1st level, he gains Eschew Materials as a bonus feat. If a sphereburster has a casting tradition with the emotional cating, somatic casting, or verbal casting general drawbacks, he can choose to exchange one

of those drawbacks for another of those three.

This modifies deconstruct components.

Here I disagree with you. You assume that people choose the Material Casting drawback, if you give them Eschew Materials for free. Or effectively tell them to take that drawback as well. As SoP casters have no drawbacks by default, that is not a good design. Instead I would give them another bonus feat as an alternative choice.

Otherwise, you missed the rigorous concentration drawback in your listing. But considering that we can have other general drawbacks, requiring only these is a limit, which again forces a choice on the user. Instead allow switching between general drawbacks, as long the exchanged drawback doesn't serve as the prerequisite for something else.

Grovestrider wrote:

Nova Spell: Once per round, a sphereburster can modify a sphere talent or ability as a "nova." By incorporating a massive burst of energy at just the right time, he can modify his casting as he sees fit. When he casts a nova spell, he can spontaneously apply any metamagic feats he possesses with a total level adjustment of +0 to the sphere talent or ability without increasing its casting time or increase the spell points needed to cast the sphere talent or ability. This is in addition to any existing metamagic effects on the spell, though he cannot spontaneously apply metamagic feats in excess of those allowed by this ability at the same time (metamagic rods, however, may still be used in conjunction with this class feature).

At 3rd level and every two class levels thereafter, the number of levels worth of metamagic feats that the sphereburster can apply to her nova spells increases by 1. For example, a 3rd-level sphereburster could apply Extend Spell (+1 adjustment) to his nova spells, and a 13th-level sphereburster could potentially apply Empower Spell (+2 adjustment) and Quicken Spell (+4 adjustment) simultaneously. Some abilities reference the maximum level worth of metamagic the spellburst savant can use with her nova spell; this number is called her nova spell rank.
The Dazing Spell and Heighten Spell feats cannot be used on a nova spell (even with a metamagic rod). If the sphereburster uses Echoing Spell or another metamagic feat that allows him to use the sphere talent or ability again, the result is the sphere talent or ability by itself, without the additional metamagic effects from this ability. Likewise, if he uses Familiar Spell or a metamagic feat that grants the sphere talent or ability to another, it does not carry the additional metamagic effects from this ability. In either case, the resultant sphere talent or ability cannot itself be cast as a nova spell.
If the sphereburster has an ability that reduces the cost of a metamagic feat (such as the Magical Lineage trait), when used with a nova spell, it reduces the total adjustment, if applicable. For example, a 3rd-level sphereburster with Magical Lineage (Fire Blast) could apply Empower Spell (normally a +2 metamagic feat) to that sphere talent, because its adjustment is reduced by 1.
Some sphereburster class features allow him to make additional adjustments to his nova spells by making similar adjustments to metamagic feats. These abilities note their level costs in their descriptions.

This modifies nova spell.

You keep mentioning "spell", but in SoP one would use "sphere effect". I suppose renaming nova spell into nova effect would here, too.

Also, why do you deny only Heighten Spell in addition? There is a section with allowed metamagics in SoP. That should be referenced in some way, considering Echoing Spell is also seemingly blacklisted. Not to mention that Magical Lineage has no official conversion, so this part is moot at best.

Grovestrider wrote:

Arcane Study: At 2nd level, as a standard action, you may grant yourself the benefit of any one magic talent or metamagic feat you don’t possess. This effect lasts for 1 minute. You must meet all of the feat’s prerequisites, or if gaining a magic talent other than a base sphere, you must possess

that talent’s base sphere. You may use this ability a number of times per day equal to 1/2 your
sphereburster level. Multiple uses of this ability do not stack. If you use this ability again before the previous duration has expired, it replaces the previous use. If the metamagic feat has a daily use limitation, any uses of that metamagic feat while using this ability count toward that feat’s daily limit.
At 6th level, you may use this ability to gain the benefits of two metamagic feats or magic talents at the same time. You may select one feat or magic talent as a move action or two feats or magic talents as a standard action. You may use one of these feats or magic talents to meet a prerequisite of the second feat or magic talent; doing so means that you cannot replace a feat currently fulfilling another’s prerequisite without also replacing those feats that require it. Each individual feat or magic talent selected counts toward your daily uses of this ability.
At 10th level, you may gain the benefits of two feats or magic talents as a move action or one feat or magic talent as a swift action.
At 14th level, you may use this ability to gain the benefits of three metamagic feats or magic talents at the same time. You may select one feat or magic talent as a free action, two feats or magic talents as a swift action, or three feats or magic talents as a move action. You may use one of the feats or magic talents to meet a prerequisite of the second and third feats or magic talents and use the second feat or magic talent to meet a prerequisite of the third feat or magic talent. Each individual feat or magic talent selected counts toward a daily uses of this ability.
At 18th level, you may gain the benefit of one metamagic feat or magic talent as an immediate action or three combat feats or magic talents as a swift action. Each individual
feat or magic talent selected counts toward your daily uses of this ability.

This replaces extracurricular study.

That provides some of the arcanist flexibility. The rules are from the spiritualist, I suppose?

Grovestrider wrote:

Absorb Spell (Su): At 4th level, a sphereburster gains the ability to absorb and repurpose the magic of others. Once per day, when the sphereburster is targeted by or caught in the area of a sphere, spell, spell-like ability, power, or psi-like ability that originates from another creature, he can attempt a Will save against that effect as an immediate action (calculate the save DC as if the spell or effect prompted a Will save; for example, a fireball cast by a wizard with an Intelligence

of 18 would prompt a DC 17 Will save). If he succeeds at his save, the effect is negated, and the sphereburster gains one temporary spell point. This spell point remains until it is used or the sphereburster next prepares his spells. The sphereburster can use this ability an additional time per day at 8th level and every four class levels thereafter.

This modifies absorb spell.

The problem I can see is that you can use any sphere effect without spending any spell points to get a SP. You should limit that to talents which really require spell points or this ability can be fueled by a friendly spellcaster without a loss. Otherwise, the number of SP could increase over the time as well.

Grovestrider wrote:

Nova Counter (Su): At 7th level, a sphereburster gains the Counterspell feat as a bonus feat.

At 13th level, a sphereburster gains the Improved Counterspell feat as a bonus feat, even if he doesn’t meet the feat’s prerequisites.
At 18th level, a sphereburster gains the Greater Counterspell feat as a bonus feat, even if he doesn’t meet the feat’s prerequisites.

This modifies nova counter.

I like that.

Grovestrider wrote:

Deconstruct Ownership: At 20th level, a sphereburster is so skilled at modulating spell effects that he can wrestle control of effects from others. A number of times per day equal to his Wisdom modifier, he can attempt a Will saving against a sphere, spell, spell-like ability, power, or psi-like ability whose origin or effect is within 100 feet of him (including one targeting him). Calculate the save DC as if the spell or effect prompted a Will save; for example, a summon monster IX cast by a wizard with an Intelligence of 20 would prompt a DC 24 Will save. The sphereburster must be able to perceive the effect in some way.

If the sphereburster succeeds at his save, he takes control of the effect in question. He makes all further decisions regarding the effect, rather than its originator, and cannot be affected by it if he does not want it to affect him. If he wishes, he can instantly end the effect, gaining a spell point when she does so that lasts until she next prepares spells.
Using this ability does not require an action on the sphereburster's part and it can be activated at any time, though no more than once per round. He may even use it if he is surprised, so long as he is aware of the effect he's deconstructing.

This modifies deconstruct ownership.

I would prefer if instead Wisdom CAM would be used throughout, unless you don't want people to switch the CA (which goes against SoP design).


You missed the rework of Spellburst Scholar's Spell Notebook in your changelog.

Otherwise, aside of reducing the overall power, do you plan to change the role of the class, as described here:

Intro of book wrote:
The optimal playstyle became using spells for buffs and utility, and combining metamagic with the damage fundamentals (nova flare and starspray) to become an incredibly strong (and importantly, incredibly resilient) battle mage.

I like having an artillery class - kill the enemies before they can touch you. I hope that part won't be thrown away.


Considering the trap-related abilities (never surprised by magic traps, being able to disable them as a rogue, getting Wisdom to some skills), the only only thing of convenience missing is an equivalent to Trap Spotter. Do you intend to add that ability? Without it, a char still ends up being slowed down because they need to deal with the mechanical traps.


The link to the Google Docs document on the first page still refers to a broken link.


Kthulhu wrote:

I"m not sure if it could really be considered Pathfinder anymore, but a "Pathfinder" game where all Paizo-published classes were banned, and classes from Ultimate Psionics, Path of War, and the unreleased Path of War Expanded and Akashic Mysteries were allowed could be pretty good.

I've also heard good things about Spheres of Power from Drop Dead Studios...but I haven't yet looked through it myself.

Your thoughts parallel mine, although I use Spheres of Powers and not Akashic Mysteries or psionic classes myself. In preparation of my own campaign I've tried to completely remove the core classes, but that goal isn't completely achievable yet (but maybe I lack the experience to find good enough replacements). The short version can be found below:


  • Barbarian: Maybe
  • Bard: Replaced
  • Cleric: Conversion
  • Druid: Conversion
  • Fighter: Maybe
  • Monk: Replaced
  • Paladin: Replaced
  • Ranger: Conversion
  • Rogue: Replaced
  • Sorcerer: Conversion
  • Wizard: Replaced

"Replaced" means that this core class has been replaced in such way, that the CRB isn't used (outside of what the replacement class uses).

"Conversion" means that the rules of the original class are still used, but have been changed by an archetype or similar rules.

"Maybe" means that some classes are too encompassing to have a class which can fulfill all the roles at once. So there are several more specialist choices around. Or the replacement options don't have the same feel compared to conversions, despite being able to take over the roles of the original.

So outright removed were only 5 classes, with 2 others more possible, leaving roughly half of the classes to be based on the core ones. You can find more details in this post, which I've left campaign-agnostic. If you have any suggestions regarding Akashic Mystery or psionic classes, I'd be happy to integrate them. :)


I noticed when looking through the Paladin book, that the Oathbound archetype isn't mentioned in archetype section. But the oaths are mentioned directly after the class features. As I hadn't known about this archetype, it was extremely confusing to see that section but not being able to find anything about when and how to add oaths anywhere else.


Cult of Vorg wrote:
Magical Knack is on the not allowed in PFS list, even though I read that as just the standard caster level for effects and SR perk.

This ruling has been overturned in the meantime. Magical Knack can be indeed used in PFS play.


I'd really like to use the Tinkering ability from the Seeker archetype for my arcanist, but unfortunately Seeker is only available for Sorcerers and Oracles. I suppose that I could at least trade in each of the abilities for an arcanist exploit. But looking into this further, I'm a bit unsure about the higher abilities.

Seeker Lore and Seeker Magic specifically mention bonus spells, either gained from bloodlines or mysteries. But the Arcanist doesn't have bonus spells, but merely exploits. For these the bonuses granted are completely unusable. So any ideas how to fix this? Or should I merely ask my GM to exchange the first level exploit with Tinkering and leave the rest as is?


BretI wrote:
I came to the same conclusion, that I would be better off Rogue 2 / Transmuter or Arcanist for the rest.

Why Rogue 2? Is Evasion that good? Or a certain Rogue talent? The very least it helps that you get the full Magical Knack bonus in that case. As you likely lose the Arcanist capstone anyway (no epic rules for Pathfinder, right?), it is just one exploit less at 20th level.

Also Brass Spider, sounds interesting. :)


Thanks for the advice so far and sorry for the late answer. I'm still rereading the guides to Arcane Trickster to see if I should take this prestige class or not. It seems if I'm not using the sneak-blasting, then the sole thing of interested is the ranged legerdemain, for which having the additional rogue levels isn't worth it. Am I correct in my analysis so far or did I miss something?

Also that I need all 10 levels of AT wasn't something I had figured into my assumptions. I need to check with my GM first, but if indeed the game won't last that long then staying with the Arcanist seems worthwhile.


I've been playing a sorcerer 3/rogue 1 for some while, but by chance I noticed the Arcanist. As I like the spell casting of the Arcanist better than wizard (too much effort to choose the spells) or sorcerer (too restricted choice of spells), I asked the GM if I can switch the class and subsequently the race as well (depending on ingame rationale).

I got permission to restat my character within limits, namely that the character shouldn't appear too different to what he is right now (and probably not too much tricked out, though I suppose it is easier to tone down a build than sprucing it up). So my plan right now is only to exchange sorcerer class, as my group doesn't have another thief and being able to find and disable traps, open locks, etc. is more important than what I get by being e.g. a ninja instead (if I'm wrong, feel free to correct me :).

That being said, I've looked over the possibilities. The things people posted about the Arcanist offer mainly advice for a single-class progression, but that seems to be partially contrary for an Arcane Trickster build. So I'm not sure which choices make sense for me. Also, for a race I have the problem that the GM is reluctant to allow more monstrous(-looking) races. He accepts Elf and probably also Sylph, but other races will be hard to convince. IMO, Sylph seems to be more suitable than Elf.

So overall I have more of a sketch of an idea than a concrete plan and I'm supposed to provide character sheets (for both Elf and Sylph) until the next session. As I'm not that experienced with Pathfinder, I'm a bit overwhelmed. So any help is very much appreciated. :)

Full Name

Sitko Liliyfrond

Race

Kitsune

Classes/Levels

Psychic(mutation mind)1 Ph.pool=4/4

Gender

Female

Size

medium

Age

18, 5' 3", 135lbs

Special Abilities

shapechange

Alignment

Chaotic neutral

Deity

Bastet

Languages

common, sylvan, elven, gnome, aklo, orc

Strength 10
Dexterity 14
Constitution 11
Intelligence 16
Wisdom 14
Charisma 12

About Sitko

stats:
Hp:6/6
BAB:0 CMD:11
Fort:0 Refl:2 Will:4
Phrenic Pool:4/4

racial traits:
Kitsune: Kitsune are humanoids with the kitsune and shapechanger subtypes.

Normal Speed: Kitsune have a base speed of 30 feet.

Low-Light Vision (Ex): Kitsune can see twice as far as humans in conditions of dim light.

Change Shape (Su): A kitsune can assume the appearance of a specific single human form of the same sex. The kitsune always takes this specific form when she uses this ability. A kitsune in human form cannot use her bite attack, but gains a +10 racial bonus on Disguise checks made to appear human. Changing shape is a standard action. This ability otherwise functions as alter self, except that the kitsune does not adjust her ability scores and can remain in this form indefinitely.

Gregarious (Ex): Even among your own kind, your gift for making friends stands out. Whenever you successfully use Diplomacy to win over an individual, that creature takes a –2 penalty to resist any of your Charisma-based skill checks for the next 24 hours. This racial trait replaces agile.

Kitsune Magic (Ex/Sp): Kitsune add +1 to the DC of any saving throws against enchantment spells that they cast. Kitsune with a Charisma score of 11 or higher gain the following spell-like ability: 3/day—dancing lights (caster level equals the kitsune's level).

Natural Weapons (Ex): In her natural form, a kitsune has a bite attack that deals 1d4 points of damage.

Languages: Kitsune begin play speaking Common and Sylvan. Kitsune with high Intelligence scores can choose from the following: any human language, Aklo, Celestial, Elven, Gnome, and Tengu.

Class traits:
Weapon and Armor Proficiency: A psychic is proficient with all simple weapons, but not with any type of armor or shield.

Spells: A psychic casts psychic spells drawn from the psychic class's spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a psychic must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a psychic's spell is equal to 10 + the spell's level + the psychic's Intelligence modifier.

A psychic can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on the Psychic progression table. In addition, she receives bonus spells per day if she has a high Intelligence score.

The psychic's selection of spells is limited. A psychic begins play knowing four 0-level spells and two 1st-level spells of the psychic's choice. At each new psychic level, she learns one or more new spells, as indicated on the Psychic Spells Known table. Unlike a psychic's spells per day, the number of spells a psychic knows isn't affected by her Intelligence score; the numbers on the Psychic Spells Known table are fixed.

At 4th level and every even-numbered level thereafter (6th, 8th, and so on), a psychic can choose to learn a single new spell in place of one she already knows. In effect, the psychic 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, and it must be at least 1 level lower than the highest-level spell from the psychic's class list that the psychic can cast. A psychic can swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

A psychic need not prepare her spells in advance. She can cast any psychic spell she knows at any time, assuming she has not yet used up her allotment of spells per day for the spell's level.

Knacks: Psychics learn a number of knacks, or 0-level spells, as noted on the Psychic Spells Known table. These spells are cast like any other spell, but they don't consume any slots and can be used again. Knacks cast using other spell slots (due to metamagic feats, for example) consume spell slots as normal.

Phrenic Pool (Su): A psychic has a pool of supernatural mental energy that she can draw upon to manipulate psychic spells as she casts them. The maximum number of points in a psychic's phrenic pool is equal to 1/2 her psychic level + her Wisdom or Charisma modifier, as determined by her psychic discipline. The phrenic pool is replenished each morning after 8 hours of rest or meditation; these hours don't need to be consecutive. The psychic might be able to recharge points in her phrenic pool in additional circumstances dictated by her psychic discipline. Points gained in excess of the pool's maximum are lost.

Phrenic Amplifications: A psychic develops particular techniques to empower her spellcasting, called phrenic amplifications. The psychic can activate a phrenic amplification only while casting a spell using psychic magic, and the amplification modifies either the spell's effects or the process of casting it. The spell being cast is called the linked spell. The psychic can activate only one amplification each time she casts a spell, and doing so is part of the action used to cast the spell. She can use any amplification she knows with any psychic spell, unless the amplification's description states that it can be linked only to certain types of spells. A psychic learns one phrenic amplification at 1st level, selected from the list below. At 3rd level and every 4 levels thereafter, the psychic learns a new phrenic amplification. A phrenic amplification can't be selected more than once. Once a phrenic amplification has been selected, it can't be changed. Phrenic amplifications require the psychic to expend 1 or more points from her phrenic pool to function.

Bodily Mutations: Starting at 3rd level, whenever a mutation mind gains a phrenic amplification, she can select either a phrenic amplification or a bodily mutation. A bodily mutation grants its benefit only when the mutation mind is affected by her physical mutation. Each time she activates her physical mutation, she can activate any number of bodily mutations she possesses.

Physical Mutation (Su): A mutation mind’s psychic powers warp her body, allowing her to physically mutate herself as a swift action, which grants her a +4 enhancement bonus to Strength and a –2 penalty to Intelligence. At 12th level, the bonus to Strength increases to +6. A mutation mind can assume her physically mutated form for a number of minutes per day equal to her psychic level. The minutes don’t have to be used consecutively, but must be used in 1-minute increments. When the duration runs out, the mutation mind can spend 1 point from her phrenic pool to extend the duration by 1 round. She can continue extending it in this way until she runs out of points. After the mutation ends, the mutation mind is fatigued and can’t activate a physical mutation again for 1 round. Turning back to normal before the end of a 1-minute increment takes a standard action. This ability replaces the 1st-level phrenic amplification.

Psychic Discipline (Ex or Sp): Each psychic accesses and improves her mental powers through a particular method, such as rigorous study or attaining a particular mental state. This is called her psychic discipline. She gains additional spells known based on her selected discipline. The choice of discipline must be made at 1st level; once made, it can't be changed. Each psychic discipline gives the psychic a number of discipline powers (at 1st, 5th, and 13th levels), and grants her additional spells known. In addition, the discipline determines which ability score the psychic uses for her phrenic pool and phrenic amplifications abilities. The DC of a saving throw against a psychic discipline ability equals 10 + 1/2 the psychic's level + the psychic's Intelligence modifier.

At 1st level, a psychic learns an additional spell determined by her discipline. She learns another additional spell at 4th level and every 2 levels thereafter, until learning the final one at 18th level. These spells are in addition to the number of spells given on the Psychic Spells Known table. Spells learned from a discipline can't be exchanged for different spells at higher levels.

Phrenic Empowerment (Su): At 7th level, a mutation mind’s phrenic amplifications empower her physical mutation. Whenever a mutation mind modifies a spell with a phrenic amplification while affected by her physical mutation, she can increase the bonus to her Strength score from her physical mutation by 2 for a number of rounds equal to the level of the spell she cast. This bonus doesn’t stack; if the mutation mind activates it again, she uses the longer duration but doesn’t increase the bonus. While under the effect of phrenic empowerment, whenever the mutation mind takes damage, she risks losing control of her powers. At the end of each turn that she takes hit point damage, the mutation mind must succeed at a Will save (DC = 15 + 1/2 her character level) or take a –2 penalty on Will saving throws and to Intelligence. These penalties last for 1 hour after the physical mutation ends and stack with themselves. If the penalty lowers her Intelligence score to 0, the mutation mind is comatose until 1 hour after physical mutation ends.

Improved Bodily Mutations: At 11th level, a mutation mind can select one of the following improved bodily mutations instead of a phrenic amplification.

Discipline:
Psychedelia
You ingest hallucinogens to expand your mind. Experimentation and study show you which ones will have the greatest effect. Your psychedelic forays put you into a different mental space from others, and normal people don't really understand you.

Phrenic Pool Ability: Wisdom.

Bonus Spells: polypurpose panacea (1st), mad hallucination (4th), synesthesia* (6th), confusion (8th), mirage arcana (10th), joyful rapture (12th), waves of ecstasy (14th), euphoric tranquility (16th), astral projection (18th).

Discipline Powers: You distort your own mind and perceptions, and can impress your altered states onto others.

Drug Resistance (Ex): When you ingest drugs, you take half as much ability damage (minimum 1). You also gain a +4 bonus on saving throws to avoid becoming addicted to a drug or to overcome being addicted.

Cognatogen (Su): Once per day, you can create a cognatogen, a mutagen-like mixture that heightens one mental ability score at the expense of a physical ability score. When you imbibe a cognatogen, you gain a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 1 minute per psychic level. In addition, while the cognatogen is in effect, you take a –2 penalty to one of your physical ability scores. If the cognatogen enhances your Intelligence, it applies a penalty to your Strength. If it enhances your Wisdom, it applies a penalty to your Dexterity. If it enhances your Charisma, it applies a penalty to your Constitution. Otherwise, this ability works just like the alchemist's mutagen ability. When the effect of the cognatogen ends, you take 2 points of ability damage to the ability score penalized by the cognatogen. If you have both alchemist and psychic levels, these levels stack to determine the duration of your cognatogen and the DC of the save a non-alchemist must attempt if he drinks your cognatogen. If you gain discoveries, you can take the grand cognatogen and greater cognatogen discoveries to improve your cognatogen. The infuse mutagen discovery and the persistent mutagen class ability apply to cognatogens. However, even if you have alchemist levels, the duration of your cognatogen remains 1 minute per level (instead of 10 minutes per level) and you can still create only one per day (instead of an unlimited number) unless you also possess the cognatogen discovery.

Warped Brain (Su): At 5th level, your mind becomes difficult to comprehend. When another creature uses a mind-affecting spell or ability against you, that creature must attempt a Will save. If it fails, it becomes nauseated for 1 round. This ability triggers even if you succeed at your save (or are otherwise unaffected by the spell or ability), but doesn't apply if you're a willing subject of the spell. This is a mind-affecting effect.

Hallucinogenic Aura (Su): At 13th level, a mental field emanates from you, touching the minds of those nearby. Any creature within 30 feet of you must succeed at a Will save or be confused for 1d4 rounds. A creature that succeeds at its saving throw is immune to your hallucinogenic aura for 24 hours. A creature that fails its save doesn't need to continue making saves while it's confused by this aura, and becomes immune for 24 hours once its confusion ends. This is a mind-affecting effect. You're immune to your own hallucinogenic aura, as well as that of any other psychic. You can brew an antidote that protects the imbiber from your aura. Brewing 1 dose requires 1 hour and a successful DC 15 Craft (alchemy) check. One dose's effects last for 1 month.

Skills and Feats:
Skills(rank/ability/other)
Bluff (Cha),4/1/0
Craft (alchemy)(Int), 4/3/0
craft (weapons),4/3/0
Diplomacy (Cha),4/1/1
Fly (Dex),0/2/0
Intimidate (Cha),0/1/0
Knowledge (nobility) (Int),4/3/0
Linguistics (Int),4/3/0
Perception (Wis),0/2/0
Profession (Gambling)(Wis),4/2/0
Sense Motive (Wis),4/2/0
Spellcraft (Int),4/3/0

Feats
expanded Phrenic pool

Traits:

Ambitious: You exude confidence in the presence of those more powerful than you—sometimes unreasonably so. You gain a +4 trait bonus on Diplomacy checks made to influence creatures with at least 5 Hit Dice more than you possess.

Adopted(Human)
World Traveler: Your family has taken the love of travel to an extreme, roaming the world extensively. You've seen dozens of cultures and have learned to appreciate the diversity of what the world has to offer. Select one of the following skills: Diplomacy, Knowledge (local), or Sense Motive. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you.(diplomacy)

Spells:
0-telekinetic projectile, read magic, Detect poison, arcane mark,

1-(4/day)- magic missile, mind thrust I, polypurpose panacea

Inventory:
GP:1
a backpack, a bedroll, a belt pouch, flint and steel, a prismatic crystal, torches (10), trail rations (5 days), a waterskin, Adventures outfit, a Heavy Crossbow, 30 bolts, doses of pesh (3), doses of flayleaf (2), a smoking pipe,

background and fluff:

Sitko was born a kitsune but raised a human. Her father died before she was born and her mother remarried to a human noble who fancied her. Although her adopted father was human, he loved her like his own. The noble was into the trade of herbs and spices, some of which provide hallucinations.
Sitko was forbid to touch them, but by the age of 15 she had already tried each one. She was 16 when she discovered her psychic powers. She was under the influence of Flayleaf, and found she could mutate her body to become strong like an alchemist.

Because her father traveled across the world, Sitko learned much of foreign lore. Her father interested her with the Goddess Bastet. Her fascination eventually lead her to worship.

When Sitko was young she fell in love with a human boy named Victor. Because Sitko moved around alot, she was taken away. Later at the age of 18 she found him again, but the boy had fallen for another woman. Sitko drowned her sorrows away in her drugs.
she only recently has gotten over her loss. She's desperate and looking for someone else to fill the hole in her heart.

Because her father traveled the world and her father was relatively rich, Sitko became at ease with powerful people. She is quite cocky and unhindered when dealing with those who are in greater positions than her.

Sitko's mother died recently, she is unaware and still thinks her mother is with her father. Her mother died in childbirth. The child is a boy and appears to be kitsune, but since his father was human it is hard to tell.

Sitko is sitting on a large inheritance. She leaves it alone because she doesn't want to seem like annother noble jerk who became an adventurer to see the world.

Sitko is addicted to power, not drugs. Although she often takes drugs, she does her best to get off them before they kill her. The drugs are simply a way of making her more powerful.