Alchemist

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1 post. Alias of Vagabonds..



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Can you make magical Splash Weapons, like you would enchanted ammo? Such as a +1 Alchemists Acid, or a +1 flaming alchemist acid?


As listed above, what adventure path would be solid for a party of investigators who investigate various things?


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I am not a game designer, nor do I have a keen eye for balance. I am, however, able to notice what annoys me about Pathfinder 1e, and I hope that Paizo is taking steps to address it:

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1. Content aggregation and ease of understanding. AKA, "Pathfinder is too Bloated."
1e might have ended up too bloated, but it was exacerbated with the opaqueness of purpose. Simply put: Nobody had any idea what most of the options were for. In most cases, a lot of characters suffered simply due to the fact that they had ignored a lot of what their choices were designed to lead them down.
What paizo needs to do is build a codified core, designed and built to allow players to gaze at a feat and understand if it is something they would be interested in. If they do not put in the time and effort to do that, within 5 years 2e will be as bloated as 1e was.
A common method to approach this concept would be to split a lot of the character choices into one of three categories, and explain that players should select two to build upon. The Forge of Combat provides a nice explanation on three categories that would make a lot of sense: Hammer, Anvil, and Arm. Presuming that Paizo builds each class in such a way that such versatility is possible, it will increase ease of understanding, and drastically lower the difficulty in building characters.
This does not preclude complexity, however, nor hamstring people into certain classes.

2. Establishment of versatile, cross-class, and exchangeable abilities.
While many people decry magic for being incredibly unbalanced, many presume that shooting magic in the foot will make this problem of unbalance go away. It won't, simply due to how magic is designed. This can be broken down on three fronts: Cross-Compatibility, Adaptability, and Ease of Understanding.

Magic is Cross-Compatable; A single spell, once developed, can be distributed to dozens of spellcasters. Abjuring step can be cast by an alchemist, arcanist, bard, investigator, magus, occultist, psychic, skald, Sorcerer, and Wizard. Creating a single spell can increase the options of half a dozen classes, and as such, it is economical.
A Rogue Talent is useful only for a single class. As such, it is not as economical. An Investigator Talent is used only by one class. Many options that could be used by multiple classes, increasing general utility, are instead locked into a single class.

Magic is Adaptable; A single spell is not a game-defining choice, nor does it deny you the option of an important, heavily required feat. Chokehold takes up two feats, and up to 3/4ths of a 7th level characters feats. [url=http://www.d20pfsrd.com/magic/all-spells/a/aboleth-s-lung/]Aboleth's Lung[/b] requiers a 2nd level spell slot and *Perhaps* Heighten Spell. 1/14th of a character's spell slots, and perhaps 1/4th their feats if they focus on it.

Magic is easy to understand: A spell does not have to abide by the laws of physics. It does not have to listen to how gravity works, or explain itself. Nothing of the sort is required. Bladed Dash is something that could happen if fast enough, but is limited to only Spellcasters. To my knowledge, no similar ability exists for Mundane characters. Because it doesn't seem "Realistic" enough.

======

So my question with Paizo is: What are they doing to resolve these issues? What does 5e do to either remove the problems with magic or enhance martial characters to make each character more viable? Does anyone know?

In my eyes, if they implement structural changes to allow martial options to be output at a similar level to Magical options, then we're probably golden on this edition. If they do not, this edition has about 5 years. But I'm not an expert, and I'd like to hear what you have to say.


You know, the most generic names in your setting. The ones where you'll find a dozen people with the same name? I'm trying to think up suitably generic sounding names for a character of mine.


As listed in the title: What are the best cleric prestige classes currently avalable. I've seen Stargazer, which looks rather nifty, but other than that, what are some good prestige classes?


Let's say that you can get a weapon with a special material on it without spending the cash on the special material. Besides adamantite, what's the best special material you can add to the weapon?

In addition, what are some of the best enhancements one can add to a weapon?


As listed in the title: What are your favorite monsters? I need monsters for a campaign I'm running, between levels 8-12.


As just a random idea for buffing skills, is just an "Intuitive Skill" system.

You may select a 2 + Cha skills (Unless you have 6 or more skill ranks, then it's just Cha mod), linked to a class skill you possess. You gain skill ranks in those skill equal to 3/4ths your character level. This increases automatically as you level.

Basically, to serve to make Charisma kinda useful, and improve other classes skill ranks.


You are a level 20 Wizard, legend among worlds- And yet some bizzare entity comes to you.

"You! I shall send you to another world as my tool."
You awaken in a world of silver and Mechanics, Towers larger than any Wizards, people in garb far beyond standards seen in your homeworld.

The Being Speaks to you, "I have sent you here with a Task- You must make a chain of restaurants, larger in size and number than that of the McDonald's restaurant Chain in this World Today. You have Five years. Should you fail in that time, you shall cease to exist, and all you have been for will have been naught."

"In addition, you cannot cast spells on any of the beings of this world- Your magic will slip off of them like water, as will their hands on any magic they might attempt to use. It's like this for every living being in this world. To Take Another's Effort is even worse, so no buying another restaurant. And to make the food yourself is a great sin- Should you partake in these horrid acts, I will wipe you from existence."

So you, a level 20 wizard with WBL, have five years to make a chain of restaurants that dwarfs McDonalds. How do you do it?

TL;DR
-You are a level 20 Wizard who has to make a restraunt chain larger in number and size than McDonalds has today.
-No casting spells on anything living.
-No having the populus use magic items.
-No buying a franchise/restraunt.
-No cooking yourself.

Can you do it?


For those who wish to perform your one minute survival test before the beginning of any encounters, here is the place.

To begin with, you hear a voice in your mind.

"You are my choice"
You disappear from where you were, to be placed in a room, covered in more magic than you could imagine, with six artifacts in front of you.
"You have a minute."

Post your character sheet (In any form you want, even if just shorthand), a one sentence backstory, and your first round.


Legend held of the Artificer Brigh, who, in ancient ages past and in a land far away, rose to Godhood. It is said that it was She who forged from iron and steel every facet of the world, and every weave of magic Mage’s forge.
Sometimes, she wishes to see those who can wield her many things the best.
Thus, we begin the battle of a lifetime.

Welcome to the Arena of Brigh.

I’m looking for at least a dozen (Plausibly more) of people interested in playing with magic items out of control, screwing around with their enemies, and lots of painful ways to kill your fellow man with artifacts long forgotten. In the arena of Brigh, you will have to survive rare artifacts,

Character Creation:
Level 6
Only classes available are commoner
Two traits.
Core Races only, unless you roll an item made for a specific race.
25 point buy
Max HD.
No money.
Background Skills are in play
All Paizo, spheres of power stuff on it’s wiki, Path of War, Akashic Magic, and psionic material on the pfsrd is available for use.
Your character needs at least one sentence of their history before joining the game. Just to get you attached.
Roll for six artifacts, a wondrous item of each slot, two unslotted wondrous items, two rings, a set of armor, a rod, a shield, a stave, a weapon, a Iona Stone, one piece of entertainment, two pieces of mundane equipment, one alchemical weapon, tool, and remedy, a piece of clothing, and a kit, chosen by random die roll from this table. Roll twice for each item, or thrice if you get two items of a single type. Select your choice of item from the two or three you rolled.
Should you wish to roll for another item type, run it past me- We can probably swap it out with some other item.

How the Tournament works:
For the purpose of clearness, we'll refer to rounds in terms of brackets and encounters.
We begin with the survival test- Your character must be able to survive for one minute in a 50 x 50 x 30 room with his equipment for one minute. If your character dies in this encounter, reroll him.
Before each encounter, state three things about the arena you’re about to enter. When you enter the arena, the character with the lowest initiative’s facts about the arena take precedence, and then combat begins as normal.
First encounter will have four characters and a monster who I will not disclose, and other encounters will have other challenges than simply a monster. Last one standing wins, second one standing gets another chance in another encounter.
At the end of the encounter, the first survivor gets to chose from the first deads items. The second survivor gets to choose from the second individual who died's items.

Die Rolling Template:

Just copy and paste should work for this.
[dice=Artifact 1]2d275[/dice]
[dice=Artifact 2]2d275[/dice]
[dice=Artifact 3]2d275[/dice]
[dice=Artifact 4]2d275[/dice]
[dice=Artifact 5]2d275[/dice]
[dice=Artifact 6]2d275[/dice]

[dice=Belts]2d73[/dice]
[dice=Body]2d64[/dice]
[dice=Chest]2d50[/dice]
[dice=Eyes]2d53[/dice]
[dice=Feet]2d80[/dice]
[dice=Hands]2d79[/dice]
[dice=Head]2d140[/dice]
[dice=Headband]2d60[/dice]
[dice=Neck]2d222[/dice]
[dice=Shoulders]2d118[/dice]
[dice=Waist]2d67[/dice]

[dice=Other Wondrous Items]3d993[/dice]

[dice=Armor]2d162[/dice]
[dice=Rings]3d173[/dice]
[dice=Rods]2d77[/dice]
[dice=Shield]2d51[/dice]
[dice=Weapon]2d432[/dice]

[dice=Iona Stone]2d134[/dice]

[dice=Entertainment]2d29[/dice]
[dice=Equipment]3d337[/dice]
[dice=Alchemical Remedies]2d60[/dice]
[dice=Clothing]2d64[/dice]
[dice=Alchemical Tool]2d158[/dice]
[dice=Alchemical Weapon]2d88[/dice]
[dice=Kits]2d81[/dice]


Die roll template example:

Artifact 1: 2d275 ⇒ (274, 213) = 487
Artifact 2: 2d275 ⇒ (227, 171) = 398
Artifact 3: 2d275 ⇒ (173, 71) = 244
Artifact 4: 2d275 ⇒ (183, 85) = 268
Artifact 5: 2d275 ⇒ (129, 5) = 134
Artifact 6: 2d275 ⇒ (162, 269) = 431
Belts: 2d73 ⇒ (52, 71) = 123
Body: 2d64 ⇒ (51, 8) = 59
Chest: 2d50 ⇒ (7, 20) = 27
Eyes: 2d53 ⇒ (17, 25) = 42
Feet: 2d80 ⇒ (61, 61) = 122
Hands: 2d79 ⇒ (70, 7) = 77
Head: 2d140 ⇒ (76, 38) = 114
Headband: 2d60 ⇒ (30, 9) = 39
Neck: 2d222 ⇒ (137, 122) = 259
Shoulders: 2d118 ⇒ (40, 7) = 47
Waist: 2d67 ⇒ (27, 11) = 38

Other Wondrous Items: 3d67 ⇒ (37, 21, 34) = 92

Armor: 2d162 ⇒ (86, 77) = 163
Rings: 3d173 ⇒ (144, 140, 172) = 456
Rods: 2d77 ⇒ (10, 9) = 19
Shield: 2d51 ⇒ (48, 1) = 49
Weapon: 2d432 ⇒ (316, 417) = 733

Iona Stone: 2d134 ⇒ (109, 82) = 191

Entertainment: 2d29 ⇒ (27, 25) = 52
Equipment: 3d337 ⇒ (268, 78, 75) = 421
Alchemical Remedies: 2d60 ⇒ (55, 34) = 89
Clothing: 2d64 ⇒ (63, 5) = 68
Alchemical Tool: 2d158 ⇒ (70, 31) = 101
Alchemical Weapon: 2d88 ⇒ (74, 37) = 111
Kits: 2d81 ⇒ (36, 15) = 51


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As listed in the title, you are an epic wizard who has to make a pair of dresses for your two daughters. You have one million gold to spend on enchanting the dress. What enchantments do you perform on the dress. You can use any items from pathfinder, 3.5, spheres of power and psionics, plus any custom item using the pathfinder item creation rules. What do you add to the dress?

Presume that your daughter lives in your demiplane- However, you will frequently have adventurers, dragons, and outsiders visit your demiplane, and not all of them will be friendly. So you should be prepared for level 5 characters to attempt to attack your daughter, or to manage to convince her to go adventuring. In addition, you should be keenly aware that you could quite plausibly die.


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As listed in the title; You have 30 rounds to save the world from complete destruction. The entire nuclear arsenal of the world, fifteen thousand nukes, have been launched, and is directed to burn the world in fire. All your possessions, your demiplane, and everything you possess have been teleported with you.

If you do not save the earth, you cease to exist.

You only have to save 40% of the population.

Rules:
-No Wishes (Edit: Or miracles, or similar abilities).
-You can cast spells on earth; After you finish casting spells, so can anyone else.
-After this, gods, the planes, all of it applies to earth suddenly.
-No custom magic items.
-It actually doesn't have to be wizard, but wizard seems most applicable.
-DSP materials is available. As is Spheres of Power.
-Otherwise, follow RAW. Abuse the rules in any way you can to save the world.

If three minutes is not enough time, is 10? 30? What's the lowest amount of time you'd need.


What would you recommend to do if you shifted pathfinder up to 5th level? Currently, I'm swapping the individual goblins from individuals to troops; homebrewed up a goblin troop base to modify later on. How does the monster look (I don't use EXP, so just ignore that).


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As listed in the title, just kinda curious.


As listed above, I am recently going to be playing a melee character. And I have no idea how to do that- I've always played spellcasters, and, in my most recent PbP game, I went down in literally the second round.

So, can anyone help me learn how to play a Melee character properly?


Some questions:
How does Night Tea work exactly? It states that if a woman drinks it daily she is sterile, but is that sterility temporary or permanent?

In slightly more lighthearted question, what are some nice quality of life stuff for a young woman to have while adventuring?


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Welcome to the Artisans Guild- We’re the guys who work on the walls, keep the wilds out. We’re the men who build the warp gates. We’re the ones who build the cities. You, however, are the ones who get the materials needed to do this. Now, grab some stuff to get yourself armed, we have a job to do, get to the Airship.
-
Hello, and welcome to The Artisans Guild, a gestalt artisan pathfinder play by post where everyone is a member of the Artisan's guild, going out to gather materials to continue rebuilding society. Prepare yourself for times of adventure, hardship, crafting, and combat. Get ready to get going!

What I’m looking for
I’m looking for three to five players to join the game- Each corresponding to at least one role on the Forge of combat.

  • Anvil: These characters are all about dealing with the enemy, whether through walls of stone or ancient curses. They hold the enemy down, and limit their options.
  • Arm: Commonly thought of as buffers, Arms are the support center- they make hammers hit harder, avils to hit enemies better, and permit a character to use fewer resources per encounter.
  • hammers represents characters built to defeat the encounter by dealing damage or otherwise permanently removing an enemy as a threat.

In addition to filling one of those roles, I request that you also provide a small amount of detail about your character: This is primarily in the form of backstory and personality.

Finally, I require each player to tell me how they make their magic items. How they create things is intimately tied to each character, as such, how they make magic items should detail far more than anything else who the character is.

The posting rate should be at least once every two days, maybe daily. Recruitment ends December 23rd.

The setting:
One hundred years ago, something came to golarion. Nobody knows what it was that came, or how it came, but it broke the word to ashes. Most of the Gods from the old world have died, as have most societies. However, from this chaos and madness, new magic was born. Akashic magic, Magic of Spheres, Psionics, and many other forms that nobody has even thought possible. From this chaos, the world was remade, with most of the stories from long ago long forgotten, and with new stories taking their place.

The world, however, is now full of creatures beyond mortal comprehension, creatures that could kill whole squads of mortal men with ease. The world was reforged as ten megacities, connected by those adept with the talents of teleportation, and Warp Gates designed to permit things to travel between the cities.

Each city consists of five rings- The inner city, where lords and the chief artisans work, the midcity, where trade and commerce are as common as the wind, the outer city, where most folks live, the forest city, where farms and forest reside, and the Border City, where most artisan guilds and guards guarding the walls against those who wish to break them down reside.

Outside the city walls are the Wilderness, a wild expanse of chaos and madness- Few are willing to travel outside the city for fear of what lies beyond- Outside the city walls lie beasts outside of most comprehension- But many things worth more than any sort of comprehension. However, there is a lot that remains out there in the Wilderness, and there are the occasional small town, isolated outside of the Cities. They are few, and very isolated.

Those who go out into the Wilds are called “Foragers,” who are sent out to gather materials to keep the cities running- Usually in the form of materials, or salvaged weapons, or similar materials or metal. They are sent out into the wild to gather materials to make things they needed.

You are an artisan in the Artisans guild, with training as a Forager, as most artisans are. Your home city isn’t that far from the Mana Waste, which you will have frequent incursions to. The Mana Wastes primal magic is also far, FAR more chaotic than before in their wild magic. To the north, beyond the mana waste, the Nex Ruins, where arcane wonders lie, and where every artisan hopes to one day travel to to make their fortune. But magic there is particularly wild, in those ruins, but the danger does not stop your lust for knowledge.

Welcome to the Artisans Guild.

The Artisans Guild is a homebrew, high-magic Gestalt game I’m going to be running here on the Paizo forums.

Character Building rules:
-Sourcebooks: Paizo permitted by default, as is Spheres of Power (And expanded) and Psionics on the SRD.

-Starting Level: 9 (Gestalt rules). Everyone must Gestalt with the Artisan class.
If your skill points per level are less than that of an artisan, subtract your classes skill points from the Artisans. Those skill points must be put into Disable Device, Use Magic Device, Craft, or Profession.

-Starting Wealth: 1,000 gp worth of mundane items, starting WBL in Gold Coins, and 98,000 gp worth of magic, alchemical, or costly items you can craft. If you have Efficient Enchanting, add 16k to your WBL. If you have Spark of Creation or Hedge Mage, increase your WBL by 3k. No Item worth more than 25k. No pre-game crafting- that’s listed above.

-Race: The Artisan Guild doesn’t give a crap about what you are- The reforging resulted in nearly every type of character to move to the major cities. So, generally, if it’s outside core or featured, then talk about the race for a bit.

-Alignment: Generally speaking, the Artisans Guild is one that greatly prefers you follow the laws of the city. They live at the edge of it, and even though they do permit seediness, if you do anything that actually threatens to get people to hate the Artisans guild, then you're f%*~ed, and are going to be thrown into the wasteland to be eaten by colossal magic bears.

-Hit Points: Roll or take the average per hit dice.

-Ability scores: 12 point physical buy, 12 point mental buy, with one point added to the ability type of your choice. Alternatively, roll two sets of four 4d6b3s, select the best three for your point buy for your physical score or mental score.

-Skill Points: As normal, but Background Skills are in use. You cannot select a Craft skill for this purpose, and if you're a bard, you cannot select a Perform skill.

-Traits: Two traits, three with a drawback.

-Deities: Many of the gods changed after the reforging. In some cases, they gained a bit of Artifice. The biggest thing, however, is the fact that Brigh is now the biggest god in the world, thanks to the number of her disciples who got things to work well.

-Alternate Crafting Rules: We will not be using the standard Paizo crafting rules. We will be using the Unchained Dynamic Item Creation, Unchained Craft and Profession, Unchained Afflictions, and Skill Unlocks. You can choose to take Unchained classes, but are not required to.

-High Level Spells: Spells above level 7 cannot be scribed down, or learnt by spontaneous casters. They must be learnt from monoliths found in the Wild, from consuming the blood of an outsider, or by pact with a divine deity (This doesn’t mean clerics gain higher level spells). You still have the spell slots, but must use metamagic to derive. Level 7 spells require an entire spellbook to be scribed. You can either prepare a spell from a monolith (If a prepared caster), or add it to your spells known for one month (If spontaneous) from a monolith.

Spell DCs: The DC for all spells are now 1/2 level + Spellcasting Mod. Primarily for simplicity sake.

-Hero/Action points: If not a spellcaster, Gain a one action point every week, up to your Charisma mod. Two action points can be used as a hero point.

-Third Party and homebrew: Primarily due to lack of support for item crafting, I’m permitting some third party material. Generally speaking, I’m relatively lenient in my acceptance, especially for the purpose of flavor. If I cannot be linked to it legally, then I will probably not permit it. However, I have a lot of D&D 3.5 material, and, if you desire to use any of it, just ask.

As such, here’s a list of pre-approved 3rd party material, besides the listed above:
From Pathfinder in Ebberon:
Dual Wand Wielder and Wand Mastery
Item Creation Feats, except for the Artisan feats.
Symbionts, Implants, Elemental Binding, Wondrous Vehicles, Schema, Wands (Eternal).
Dragonshards, in those cases, are replaced by Memory Crystal. You may spend up to 20k gp in Memory Crystals.
Spells, more specifically, Infusions from the Artisan list. No dragonmarks, so keep that in mind.
Constructs. All of them you can craft, you can craft.

I have a few homebrew and minor house rules, as listed below:

House Rules/Minor homebrew:
-Improved Familiars can take the Valet archetype (Only).
-If you can fit it into your background how you got the soul, you can have a Soulbound familiar as a Improved Familiar.
-If your Caster Level is equal to that to craft it, you may take any of the alternate homunculi as an Improved familiar/Homunculus familiar.
-You can take 1 on any roll. This means that you take literally the worst possible roll without taking any more time.
-Magic Items are crafted from History Stone, and History Dust. History stones and History Dust are basically Gold and Platinum pieces for the purpose of magic items, and can be gathered at a 50% rate from magic items by tools at the Artisans guild from magic items.


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As listed above, what are some must-have modifications to the adventure, especially for a Play-By-Post game?


I just have these campaign concepts in my head, and I can't seem to get them out of my head, and I'm not sure which I'd prefer to run, though I'm leaning to the Artisan one. So, consider this an interest check for two very different games, and which one I should do.

The first one is a reletively simple one: Everyone is a member of the Artisan guild- Their duty is to discover more things to create, and to create a wonderful world for the people who live in it. To do this, they go out on quests and adventures to gather materials needed to make their home city the best it can be! Mechanically, it's a Gestalt with the third party class Artisan, an item crafter. It'll be a high-gold game.

The alternative one is a odd one- You were once a man, but awoke one day in a city, little more than a shadow. You stumble across someone, strugling to walk, seemingly blind, bearly able to hear, but they seemed like they shouldn't suffer from that. You learn that they are what are reffered to as "Shells," people who were once whole who had their history drained from them, and used as armor for those who took their minds. The officers helped them back on their feet, but they are like this now. They want to become whole again, but they can't adventure safely. They need someone to guide them- And you are that someone. You are an "Echo," a being that is more a memory than man. You enter her mind, as she guides you into the multiverse in search of her memories. Mechanically, it'll be a Gestalt variant where I choose your other class.

I can only choose to run one of these, which one seems funner to play? Both will be run in the Pathfinder rule system, since that's the one I'm most familiar with.


While not having much relevance, I am playing an artisan, and would like some tips on what to make for myself-

At the current moment, I craft everything at a 30% discount. The primariy issue is that I have half WBL of an 8th level character, and I don't have many non-crafting class features- So I ask the people of this site, if you were playing a Expert, who could craft any magical item or construct, with a Homunculus Familiar, what would you craft? You have 16.5K to spend.


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As listed above, are there any magic items to help craft magic items? I would enjoy any sort of magic item that let me craft stuff faster, or for cheaper. Third party is acceptable as long as it's on the d20pfsrd.


I'm playing a level 19 Artisan, and I want to know, what do you think the best Minor Artifact is? I want to know that I made a decent decision when I choose my artifact, and want it to actually be useful. Something useful for a more mage-like character, one who uses primarily magic items.


Do class features that affect spells apply to spells, apply to spells cast from Wands or Scrolls and such?


As listed in the title; Is there a Tier list for spells? I'm just curious, myself, and would love to see one made if possible.


So, I have a game working where the party is composed solely of Wizards, and they have to go colonize a colony in another dimension, but I'm not entirely certain what will actually lie in that dimension, nor how to design that game.

As it is, I'm not sure what to have as the BBEG, or whether to have a BBEG at all, or whether to simply make it so that nature simply is trying to kill everyone, or what.


(For those who don't know, Gestalt rules

Let's say that everyone in the world gestalts with Sorcerer- But with the spell on their spell list determined randomly, with no option to retrain besides the option granted by the sorcerer option list.

Let's say you can swap around mental stat of your sorcerer class by dropping your bloodline spells, or first level bloodline power.


Basically, I'm going to running an all-bard gestalt game, and am wondering if any adventure paths are particularly well suited to this type of game.


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I've heard that several spells should just be things Martials should be capable of doing at high-enough levels, and I want to see some of the spells in question. Just my curiosity, I'm not trying to start any fights, and try to keep it ON TOPIC (I've seen to many threads like this derailed, so please be polite).


I'm wondering, after seeing the discussion about the Vigilante Talent, what other feats would you say should be uses for skills, rather than feats?


I'm wondering this for a campaign I'm going to join soon- What would a level 8 mythic tier 4 wizard have to do to pretend to be a level 2 wizard, even to higher level scrying spells?


This is just my wondering- What would a game-world be like if everyone gestalts with bard- gaining Bardic Music and Bardic Spellcasting as a bard equal to their CR (Min 1). How would the world change if that was the case?


I like to give out feats as story rewards, but giving out feats people were already gonna take, or ones that are too powerful and will throw off ecl, isn't very smart. So I'd like to put a list together of feats that have either a very niche use, or are kinda underwhelming most of the time but do something interesting beyond the +X to Y thing, like skill focus (which I often do give out).

So post a feat you like, but would probably never be able to work into a build.


So- Upon folks talking about my Archetype, commenting that the changes I made were so drastic that it might as well be a new class...
Well, I went and made it a new class. Based on the Arcanist. Behold, the new class, the d6 divine, THE PASTOR!

Tell me what you all think of it: New Base Class; The Pastor

This is the roughest of rough sketches. I really do mean the roughest of all the rough. I fear it might be a bit powerful in how strong it is, but it does gain fewer bardic performances than a bard, and IS a level behind in spellcasting. However, to ensure that they can still serve their job as healbot, they can pick up the Restoration spells the same level a Cleric can by expending rounds of Sermons. Please Evaluate And Critique Honestly. You can use the Comment function on Google Docs to provide recommendations.


Basically, I'm working on a few custom domains (Well, mostly one base domain with a ton of subdomains), and I want to make them based on various genres or musical movements- I Have the domain spells for Pop, Rock, Metal, Heavy Metal, and Choral domains, and the domain powers for Pop domain, but I would like a domain spell list for the Romantic movement, the Classical movement, Folk, Hip Hop, Jazz, and nearly every other genre you can think of.

Note- In the game this is for, everyone is gaining Bardic Performance as a bard of equal level- As such, just granting them Bardic Performance will do next to nothing, due to that fact. So you can create a wide array of domain abilities based upon the Genres.


Another idea from reading Umbrals thread, let's assign the various pathfinder classes Music Genres, or songs or such. Heck, maybe even the archetypes.


Primarily, I need ideas about how to make it more interesting than my current idea- Primarily, increase numeric effects of a bardic performance by 1, and increase the DC for any effect by 1. The thing is, I'm not entirely certain what to make it actually DO. I want to be something worth investing in, primarily because people working as a band rather than alone is a primary reference.
For relevance- I plan on running a personal variant of Gestalt, where everyone gestalts with bard, however, I want to provide a fair amount of options with cooperation than as listed above. Interesting effects would be really enjoyable to have.


Primarily as a thought process, I've come up with an idea for a Casting, support focused Cleric.

The Pastor:
Primarily focused on helping people, these folks are not as adept at the art of warfare as their Clerical cousins, but are far more adept at conversation and connecting with their allies.

Spontaneous Casting: A Pastor does not gain the ability to Spontaneously cast Cure or Inflict spells.

Sermonic Performance

An Pastor gains the ability to deliver a select number of supernatural and spell-like performances through the force and power of her divinely inspired preaching and exhortation. This ability is similar in all respects to bardic performance as used by a bard of the same level (including interactions with feats, spells, and prestige classes), using Perform (oratory) as the pastor's performance skill. However, an pastor gains only the following types of bardic performance: countersong, fascinate, and inspire courage at 1st level; inspire greatness at 9th level; and inspire heroics at 15th level.

Sermonic performance replaces a Cleric's good fort save, replacing it with a poor one.

Channel Energy: The die healed or hurt by a Pastors channel energy is increased to d8s.

Divine Connection: A Pastor may connect to a number of people equaling his Charisma modifier- They gain all the abilities of being a familiar, treating their masters level as the Pastor's level. Their intelligence is not modified.

Domains: A pastor, at level 10, gains a bonus domain of their choice.


Female Half-Elf Scryer Wizard 1/Separatist Cleric 1/Evangelist 1/Mystic Theurge 1/Evangelist 1

And here's where we talk about the muderin and bloodshed and sadness and such.


I've been thinking up something akin to the Tome of Battle, but slightly less powerful and more versatile.

Primarily, I'm thinking it like this: take the Vitalizing Spellpoint Variant,, double the granted spell points, and, instead of granting spells, grant them these things I call "Tricks"

Tricks are split into four catagories- Skill Tricks, Ability Tricks, Warmups, and Inherent Tricks.

Skill Tricks are tricks performed via making a skill check- An example would be a Practiced Surgion trick, that granted you the ability to use your skill to heal 1d6 damage per 5 you beat a DC 15 skill check. Maybe Disarm as a swift action by making a DC 20+CR of opponent Slight of hand check?

Ability Tricks: These are more combat oriented- Basically, they're nifty in-combat tricks- Such as, let's say, trading your first iterative attack for the ability to move half your move speed, have everyone gain a AoO to completely alter their position and cause them to be confused. Standard Action attacks that deal status effects, and alter the battlefield, that sort of thing.

Warmups are pretty much buffs from other classes, only taking a minute or five to perform, and lasting a minute to thirty in return.

Inherent Tricks is the odd-one out: They aren't really TRICKS so much as just flat bonuses and a replacement for WBL. A level two one might grant a +2 enhancement bonus to an ability score, or to AC, or something akin to that.

Just want a bit of feedback and ideas.


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Chapter One:
Murder, Murder!

While I am not entirely certain as to the plot as of yet, I'd like to run a game where everyone is a bard- And I mean EVERYONE. All your enemies, allies, NPCs and such are all bards. Everyone is bard-blooded.

Background:
The world is basically a place linked to Golarion, so basically build your character with that in mind. You’ll be in a state called Weit Weg- The first part of the adventure is based in the City of London. Otherwise, for the most part, go wild. There are methods to get to London from nearly anywhere in Golarion- Mostly portals through mysterious woods, which only the Fey born near the city know of.
There are a few campaign traits- You may take one, if you so desire. I might make more, as we go further on, I’m not entirely certain. There is also a powerful local god, see below.
As it is, currently, the current status of London can be seen in the song stated at the top of the post. Currently, folks are gathering to work together to find the murderer, and folks are gathering in the Mended Drum (A local drinking establishment) to figure out how the hell to get that murderer.

Character Creation:
Character level 5, Medium EXP track, all "Lesser" gestalt with Bard. (See lesser Gestalt below)
Two traits, Three with a drawback, four with three drawbacks, five with seven, and so on.
Any race up to 15 RP. Standard races preferred, strange races are less likely to be accepted without good roleplay and backstory.
4d6 best 3 seven times, drop one, re roll up to three 1s, OR six sets of 3d6, drop the highest, and gain one 18. If you are dissatisfied with your rolls, you may go with a 20 point buy.
Most Paizo materials available on the OGL. Summoners will most likely suffer from defenestration frequently during play, but you can still play one. Master Summoners will most likely have their limbs removed at some point every four levels or so, so assume you’re missing a limb or two if you make a master summoner. Synthesis summoners will be glared at, and have to deal with their evolution pool being reduced by two. Gunslingers will have to deal with Early guns, and a 300 gold fine for a Gun License in Weit. Ninjas will need a decent backstory, and/or hearty refluffing. Samurais can swap their Katanas for Long swords, and drop all Asian themes.
You have the standard Wealth by level.
Having Item Creation feats or a certain craft skill grants you an extra 2500 gp to spend on items you can craft, though you must be able to craft them while taking ten.
Everyone gains one versatile performance, rather than multiple.
Everyone starts with half their maximum action points (See House-rules).
Everyone gains Ensemble as a bonus feat.

Keep in mind, I’m looking for characters, and not stat blocks- You should have a fairly decent backstory, or decent roleplay.
Speaking of which, I have ALSO made a thread for you to play your characters while you wait for the deadline to come. I look forward to what is in there.

Deadline for concepts is the thirteenth of March, deadline for character sheets is the fifteenth, and the accepted characters will be decided sometime early during the week. You can certainly attempt to post your character later, but I wouldn't recommend it. The deadline MIGHT be extended.

You gain gain a +1 bonus on any d20 roll by making a DC 20 perform check, increasing by 1 for every 10 you beat the DC by.

Lesser Gestalt Rules:
Every level, you Gestalt with either Bard or Skald, but do not gain saves, skill points, hit dice, or base attack bonus of the gestalted class. If you have 2+Int skill points, increase that to 4+Int skill points. Everyone gains ONE versatile performance (Unless you’re a pure bard- See further down). To prevent everyone from having the same handful of spells, I hold free will to change up your spells according to your backstory (So ensure your spells make sense with your characterization). It won’t all be cruel, however, since I might swap it for stuff from other classes spell lists.

All bard abilities may be used with one of the following ability scores:
Strength (Note- Choosing strength gives me full control over your spell list)
Intelligence
Wisdom
Charisma

Alterations to Perform:
You may, instead of having Perform run off of Charisma, you may have certain perform types run off of other stats:
Act (Wis)
Dance (Str)
Keyboard instruments (Wis)
Oratory (Int)
Percussion instruments (Con)

High Powered Classes and Bard:
The following classes will use the 3.5 bard (Fewer spells per day, fewer music types), though may take archetypes trading away stuff they don’t have anyway, not obtaining the stuff traded away (So, if you trade versatile performance for something as part of an archetype, you do not gain what versatile performance is replaced by).
All 9 level casters, Summoners.

Bard as the whole class:
If you so desire to play a Bard or a non-archetyped monk, you may gestalt with This Bard Variant (Without spells- MP is used to fuel your Bard spells known) and This Monk variant if you are a monk.

Archetypes:
Archaeologist is banned for your gestalt bard side. You may go Archaeologist if you are a pure bard. Racial archetypes have their racial limit removed. Detective is re-labeled Director. Arbiter is re-labeled Stage Manager.

Prestige Classes- Prestige Classes that advance bardic music may put the levels that advance bardic music on the Gestalt side.


Third Party Policy:
I’ll look over third party stuff upon request- Just run it by me. At the moment, Path of war is denied, but Psionics is allowed. Bard stuff is far more likely to be accepted.

Pre-accepted Third Party Bard archetypes:
- Weird Musician
- Bardic Weapon
- Gypsy
- Umbral Weaver
- Moso

Gaining access to path of war
Path of war MIGHT be allowed, but altered so that every class gains Maneuvers, rather than simply the Path of War classes- If you so desire to gain access to Path of War, post so in your post here.

3.5 materials and homebrew:
Alright, now, for even more options, I’m willing to permit 3.5 materials upon request, with Bard related stuff permitted fairly easily- However, like all third party options, you’ll have to run it by me. Skill rank requirements are reduced by three for 3.5 materials.

*Denotes that you can Gestalt with this class
`Denotes that you gain it’s BaB also.
^Denotes an alteration- It advances spellcasting every other level.
Permitted 3.5 materials:
Classes:
-Warchanter*` (Pg 87 Complete Warrior)
-Virtuoso* (Complete Adventurer pg 89)
-Dirgesinger* (Libris Mortis pg 43)
-Dervish* (Pg 25 Complete Warrior)
-Seeker of the Song*^ (Complete Arcane pg 56)
Alternate Class Features:
- All SRD bard variant classes
-Pretty much all of the bard Alternate Class features. If you need a list, Here’s one

Feats:
-Metamagic Song (Only for Bard spells) (Races of Stone pg 142)
-Captivating Melody (Complete Mage pg 40)
-Lyric Spell (Only for bard spells) (Complete Adventurer pg 113)

Homebrew Feats:
And, finally, a few homebrew feats:
Weapon Finesse [Altered]:
Gain Dex to Damage and Attack rolls. Any penalty you take to strength applies to your HP, AC, Attack, and Damage.

Shield Bearer:
Whenever you hold a shield, gain Strength to Reflex and AC. You may redirect Hit Point damage to your shield, which bypasses it’s hardness. All shields you hold gain bonus HP equal to a quarter your characters level times your strength modifier. Attacks that miss your AC by 15 or more permit a free action attack against your assailant.

Combat Expertise [Altered]:
Prerequisite: Int 13
Gain the ability to make Called Shots. Add your Intelligence modifier to your Called Shot attack roll. Gain access to Improved Called Shot as a Improved Combat Maneuver feat.

Combat Training:
Prerequisite:
Gain the ability to convert AC from Armor into DR/Bludgeoning, up to your character level or half your AC bonus from all your armor. The DR is decided upon donning the armor. This counts as combat expertise for meeting feat prerequisites.

House Rule List:
And now, I have a few, fairly minor house rule list-
*Flanking is a condition- Meaning that you are considered flanked by everyone if you are flanked, period.
*Clerics gain their choice of variant channeling for free (Or Rebuke/Command undead), which they choose which channel to use when channeling energy.
*Fighters and rogues are considered to have two copies of each class feature for the purpose of archetypes. Alternatively, a rogue may obtain This bonus instead.
*Will saves are now based off of Charisma OR wisdom.
*Gain a passive Perception check- Your base attack bonus plus your Wisdom modifier. Rouge levels count as having full base attack bonus for this purpose.
*Gain a free rank per level in either Profession (Any), Craft (Any), or Knowledge (Local, Engineering, Geography, or History). Base it on your character background.
*There are now two versions of Craft Magic Arms and Armor, Craft Magic arms and Armor, and Craft Arms and Armor- The difference is that the Non-magical ones are mundane- If you craft it, explain why the bonuses it gives are mundane. Use Profession (Blacksmith) or Craft (Arms)(Armor) in place of spellcraft for these rolls.
*Everyone gains the original combat expertise and power attack as a bonus feat.
*Everyone gains a pool of action points up to their Wisdom or Charisma modifier, plus one per four character levels. You may trade two action points for a Hero Point, up to either your Strength or Charisma modifier (Whichever is higher). Do not count nine level spellcasting purposes for your effective character level. If you are a Charisma or Wisdom based nine level caster, or summoner, count your Charisma as one lower per spellcasting level you have access to (So, if you had a charisma of 20 and could cast 2nd level spells, your charisma is counted as being 18 instead of 20)
*Action Points are gained upon rolling a natural one or twenty on any d20 roll and permitting something bad to happen to your character (State upon discovery of roll), good roleplaying, and/or playing out your drawbacks. You will lose action points if you do not roleplay low ability scores or your drawback. You might loose access to the Action Point system if your traits do not match up with your characterization.
*When you crit, you may make a skill check, ability check, or combat maneuver in place of dealing extra damage.
*Gain an Improved/Greater Combat Maneuver, Weapon Focus, Armor Proficiency, 1/2 a metamagic feat, or Weapon Proficiency feat at level 1, 3, 6, and every 3 levels thereafter. At level one, you may choose to gain Weapon Finesse as your level one feat. Alternatively, if you posses Two Weapon Fighting, gain a feat with that as a prerequisite instead of an improved combat maneuver feat (You must meet the prerequisite for the feat, however).
*Spell Like abilities count as spells for the purpose of meeting prerequisites for prestige classes.
*If a gun has a higher enhancement modifier than your strength modifier, take a -4 penalty to attack rolls, and never target touch AC.
*Dazing spell decreases the DC for a spell by 10.
*Failing a skill check by 5 or less will have something interesting happen instead of merely failing
*You can increase the "Level" of your called shot by taking a -5 penalty. From Called Shot, to Critical shot, then to Debilitating Blow.
*A Witch may choose to become a Divine caster, basing their spells and Hexes off of Wisdom instead of Intelligence. If they have a penalty to Intelligence, apply that penalty to their Wisdom score for all things requiring Wisdom.
*Eidolon's max attacks are reduced by one.
Campaign Setting Info:
Campaign Traits:

Fairy Manager- You gain a +2 trait bonus on all Diplomacy checks made to deal with fey creatures and a +1 trait bonus on Will saves made against their spells and supernatural abilities.

Bard of the Fantasy- Gain a +2 bonus to any single perform type, and gain a +1 bonus on Bardic Knowledge or equivalent checks.

Foolhardy Soul: Morale bonuses last for 1d4 rounds, but take a -1 penalty to sense motive checks.

Outsider- Do not gestalt with Bard. As a bonus, you may now sunder Bard spells, and any bardic music you hear, as with the Spell Sunder rage power. In addition, gain a bonus feat every even level. You may make a perform check opposed by your opponents own perform check to neutralize the magic in Bardic Performances.

Animal Whisperer-
Prerequisite: Must be Female
You can communicate as easily with animals as you can with other men, sometimes even more easily.
You are permanently under the effects of a speak with animal spell and can always attempt verbal communication with any animal. Your close connection to animal-kind provides you with a +1 insight bonus on Handle Animal and Ride checks, and those are always class skills.

Blooded
Do not gain Bard spell casting. You gain the benefits of the Maestro bloodline as if you were a sorcerer of equal level.

Impurity of the Salt
Gain a +2 enhancement bonus to all stats. There’s a secondary effect, but that’s a spoiler. I’ll alert you upon completion of your character.

Fairy Godmother
You have a friend in a powerful woman- Your fairy godmother. She’ll come when she comes, but you may improve your chances. Roll 1d100- The likelihood of her coming to your aid is equal to your performance modifier.

Destined Swordbearer-
Prerequisite: No levels in non-bard spellcasting classes.
You have access to a very powerful spellcaster named Merlin. As a result, gain 4 ranks to put into any three knowledge skill, due his training you. Gain a extra skill point to put into one knowledge skill every level.

And now, to a local god:

Songheim:
Alignment: True Neutral.
Domains: Darkness, Chaos, Community, Charm, Luck
Subdomains: Whimsy, Cooperation, Imagination,
Symbol: A music note. Specifically, G sharp.
Favored Weapons: Scarf, Bladed
Form of Worship and Holidays: Visit the Theater, Sing weeky.
Typical Worshipers: Bards, Priests, Singers.


Keep in mind- All these house rules apply to all beings- Meaning that, now, monsters have Hero Points, and are gestalted with Bard. So be wary- You never know who you might encounter.


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Female Half-Elf Scryer Wizard 1/Separatist Cleric 1/Evangelist 1/Mystic Theurge 1/Evangelist 1

Murder! Murder!

The tavern is fairly empty, as folks slowly enter into the Mended Drum. It's not a very nice establishment, as you can tell by some of the bloodstains on the floor, but it's generally where people of all colors gather, good, evil, Upper and Lower, everyone goes to the Mended Drum fairly frequently- Primarily because it's also the safest place in town.
At the head of the bar is a old man, Old Isaac, wiping down the bar. He waves as everyone slowly peters in, shrugging. A DC 12 knowledge (Local) check shows you that, legend has it, he's a ancient wizard from a world, distant and unknown, but we know that he's been here since London's founding five hundred years ago- And nobody is quite sure WHAT he is. It's well known that he is a Wizard, though nobody knows how strong. However, he refuses to leave the bar- Ever. For the most part, he sends his granddaughter out.

To his left, is a fairly young woman, a small book around her neck. She's cleaning a few glasses. She's quite obviously a cleric (Of whom, nobody is quite certain), and has a pair of feather wings on her back. She idly waves at you, turning back to her glasses. You know that she usually handles the cleaning and everything having to do with leaving the house. Her name is Abby.

The Mended Drum is about three floors- First floor is the bar and such, second floor is the lodging for guests who wish to stay, and the top floor is for Isaac and Abby's room, along with a small kitchen and a game room, where card and dice games are performed.


Primarily, I need a god akin to the Christian, Old Testament, smite the corrupt god- I need a god that would say "Prove your faith by slaying your child," while being good. Basically, I need a god to re-fluff this


I'm kinda thinking of ideas on how to re-do arcane schools to make it both more flavorful, as with Cleric domains. Currently, I'm thinking of this- Level 9 spells cannot be added automatically, but must be scouted for. Secondly, more class features for your arcane school! However, this comes at a price- Drawbacks. An example would be, let's say, the Divination school banned:

Level 3: -5 against scrying effects

Level 5: You can only have 5 ranks in perception.

Level 7: Blinding effects last twice as long.

Level 9: Fail all divinations

Level 11: When you cast a spell, be blind for 5 rounds.

Level 13: Become Blind, permanently

Level 15: When you cast a buff on someone, they must make a DC 20 will saving throw, or become depth for two round

Level 17: When you cast a buff on someone, they must make a DC 20 will saving throw, or become blind for three rounds.

Level 19: You automatically fail all divination, and when one is cast with you the target, take damage equal to the casters hit die.


This is just myself wondering- What if Mysic Theurge was a Six-Level caster, drawing upon the Wizard and Cleric list?


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This is just my curiosity burning inside- What's the most f***ed up s*** your players have ever done?

For myself, I have to say it was when I DMed for some new players for Pathfinder- The party was a Bard, a Sorcerer, and the player of Note- a Barbarian. The person playing the sorcerer was dating the person playing the barbarian.

I was running them through Master of the fallen fortress, and, after interrogating one of the trygolytes, the barbarian, despite the Bard's protest.

After they got up the stairs, the sorcerer was sad because she had nothing to use Mage Hand to throw things at. So the barbarian plopped the trygolyte down, and proceeded to carve it into five pound chunks for the sorcerer to launch at their enemies.

Full Name

Meligaster

Race

Halfling Mesmerist 7, HP 54/59 | AC 20, Touch 14, FF 18 | Fort: +7 Ref: +10 Will: +14 |Perc +10 | Init: +2 | CMB: +3 | CMD: 16 | Speed: 20

Classes/Levels

| Spells 1st: 5/6 2nd: 3/4 3rd: 2/2| Tricks: 8/10 | Touch Treatment 8/8 | Wand of Slow 13/13 | Active conditions: Invisible (7 minutes)

About Meligaster

Melee +1 sword cane +6 (1d4) or
cold iron dagger +5 (1d3–1/19–20)
Ranged dart +8 (1d3–1)
Special Attacks bold stare (disorientation, psychic inception), hypnotic stare (–2), mental potency (+1), mesmerist tricks 10/day (levitation buffer, mesmeric mirror, psychosomatic surge, vanish arrow)

Mesmerist Spells Known (CL 7th; concentration +14)
3rd (2/day)—dispel magic, synaptic pulse (DC 19)
2nd (4/day)—aversion (DC 18), babble (DC 18), invisibility, suggestion (DC 18)
1st (6/day)—charm person (DC 17), demand offering (DC 17), mental block (DC 16), paranoia (DC 16), vanish (DC 16)
0 (at will)—dancing lights, detect magic, mage hand, open/close (DC 15), prestidigitation, unwitting ally (DC 16)


-------------------
STATISTICS
-------------------

Str 9, Dex 14, Con 14, Int 13, Wis 12, Cha 20
Base Atk +5; CMB +3; CMD 16
Feats Extra Mesmerist Tricks*, Improved Feint, Mesmerizing Feint, Spell Focus (enchantment)*
Skills Acrobatics +3 (-1 to jump), Bluff +18, Climb +0, Diplomacy +15, Escape Artist +7, Intimidate +15, Perception +10, Sense Motive +8, Sleight of Hand +7, Stealth +15, Use Magic Device +15
Traits bully, focused mind
Languages Common, Halfling, Vudrani
SQ consummate liar*, fearless*, halfling luck*, keen senses*, surefooted*, touch treatment 8/day (moderate), weapon familiarity*

Combat Gear potion of cure moderate wounds, potion of cure serious wounds, potion of fly, potion of lesser restoration, scroll of glitterdust, wand of slow (13 charges);
Other Gear +2 chain shirt, +1 sword cane, cold iron dagger, darts (6), cloak of resistance +2, headband of alluring charisma +2, lesser talisman of beneficial winds, ring of protection +1, everburning torch, 73 gp


-------------------
SPECIAL ABILITIES
-------------------

Bold Stare This ability improves Meligaster’s hypnotic stare ability, allowing him to use the following ability with it.
Disorientation: Meligaster’s hypnotic stare penalty also applies on attack rolls and damage rolls.
Psychic Inception: Meligaster’s hypnotic stare can affect mindless creatures and creatures immune to mind-affecting effects. He can also partially affect such a creature with mind-affecting spells and abilities when it’s under the effects of his stare; it gains a +2 bonus on its saving throw and still has a 50% chance each round of ignoring the effect for 1 round.
Consummate Liar Meligaster gains a +3 bonus on Bluff checks. He also qualifies for Improved Feint even if he doesn’t have Combat Expertise.
Extra Mesmerist Tricks Meligaster can use his mesmerist tricks 2 additional times per day.
Hypnotic Stare As swift action, Meligaster can target a creature within 30 feet that then takes a –2 penalty on Will saves. He can maintain this effect against only one creature at a time, and it ends if the target moves out of range, Meligaster uses this ability against a new target, or he falls unconscious or dies. Meligaster’s target is not even aware that he is using this ability unless he wills it. Penalties from multiple hypnotic stares do not stack. This is a mind-affecting effect.
Improved Feint Meligaster can attempt a Bluff check to feint in combat as a move action.
Mental Potency Meligaster can increase the Hit Dice limit and total Hit Dice of his enchantment or illusion spells by 1.
Mesmerizing Feint Instead of taking a –4 penalty when feinting against non-humanoid creatures, Meligaster takes only a –2 penalty.
Painful Stare Once per round, when an attack that deals damage hits the target of Meligaster’s hypnotic stare, he can cause the creature to take 3 extra points of damage. If Meligaster uses this ability to increase his own damage, the creature instead takes 2d6 extra points of damage.
Touch Treatment Eight times per day as a standard action, Meligaster can touch a creature and remove the confused, dazed, fascinated, frightened, shaken, or sickened condition. This ability is a swift action if he uses it on himself.

Mesmerist Tricks Meligaster can implant a hypnotic suggestion in an ally’s mind up to 10 times per day. Doing so requires him to touch the ally as a standard action, and a creature can be the subject of only one mesmerist trick at a time. Meligaster can trigger an implanted trick as an immediate action so long as the subject is within 170 feet.
Levitation Buffer: When the subject of this trick begins its turn with one or more enemies adjacent to it or an enemy moves adjacent to it, Meligaster can either lift the enemies in the air causing them to move at half speed and take a –4 penalty to their CMDs against bull rush, drag, or reposition combat maneuver checks for 1 round (Will DC 18 negates), or he can perform a bull rush combat maneuver against them with an effective Combat Maneuver Bonus of +12.
Mesmeric Mirror: This trick creates a decoy duplicate of the subject when the subject is attacked or is targeted by a spell that requires an attack roll. The triggering attack has a 50% chance of striking the decoy rather than the subject. Once hit, the image disappears; otherwise it lasts for 1 minute. This is an illusion (figment) effect.
Psychosomatic Surge: When the subject of this trick takes damage, it gains 1d8+2 temporary hit points that last for 1 hour or until discharged. If the damage would have reduced the subject to 0 or fewer hit points, the trick grants an additional 1d8 temporary hit points.
Vanish Arrow: When the subject of this trick is targeted with a ranged weapon attack, Meligaster can attempt a Sleight of Hand check opposed by the attacker’s Perception to snatch the projectile before it’s even fired, causing the attack to automatically miss.

Spells
Aversion: A creature within 40 feet avoids an object or area up to 50 feet to a side designated by Meligaster (Will DC 18 negates).
Babble: One target within 40 feet that fails a DC 18 Will save babbles incoherently and is nauseated for 7 rounds. Other creatures within 30 feet of the babbling creature must succeed at Will saves or become fascinated for as long as the babbling persists.
Charm Person: Meligaster magically makes one humanoid creature within 40 feet his friend (Will DC 17 negates); a target threatened or attacked by him or his allies receives a +5 bonus on its saving throw. A creature under this effect is not under Meligaster’s complete control, but views his actions and suggestions in the most favorable way. This is a mind-affecting effect.
Dancing Lights: Meligaster creates up to 4 illusory torches or lights.
Demand Offering: A creature within 5 feet uses an immediate action to give Meligaster an object it is holding (Will DC 17 negates). If it is holding more than one object, it gives Meligaster one of the items at random. This is a mind-affecting effect.
Detect Magic: Meligaster notices magic in a 60-foot cone. If he concentrates, he learns how many magic auras there are on the next round. The round after that, he can try to find out more about one aura.
Dispel Magic: Meligaster can attempt a caster level check (+7 total) to shut down a spell or magical effect within 170 feet.
Invisibility: A touched target vanishes for 4 minutes or until the target attacks. While the target is invisible, it gains a +20 bonus on Stealth checks (+40 if standing perfectly still), it gains a gains a +2 bonus on the attack roll for any attack it makes before becoming visible, and the enemy likely loses its Dexterity bonus to AC.
Mage Hand: Meligaster can move a nonmagical unattended object weighing 5 pounds or less up to 15 feet as a move action. The object must remain within 40 feet of Meligaster.
Mental Block: Meligaster prevents a creature within 40 feet from using its skill ranks, spells, feats, and abilities for 7 rounds (Will DC 17
negates). This is a mind-affecting effect.
Open/Close: Meligaster can open or close an object weighing 30 pounds or less or a portal that can be opened or closed from a distance of 40 feet.
Paranoia: One target within 40 feet treats all other creatures as enemies (Will DC 17 negates). The target must attempt attacks of opportunity whenever a creature provokes it, and when the target is adjacent to two or more creatures, it takes a –2 penalty on attack rolls, weapon damage rolls, ability checks, skill checks, and saving throws.
Prestidigitation: Meligaster performs simple magic tricks for 1 hour, such as cleaning his outfit, chilling drinks, or flavoring meals.
Suggestion: Meligaster influences the actions of a target within 170 feet that fails its saving throw by suggesting a course of action that is limited to a sentence or two (Will DC 18 negates). Asking the creature to perform some obviously harmful act automatically negates the spell’s effect. This is a mind-affecting effect.
Synaptic Pulse: Meligaster emits a mental blast that stuns creatures in a 30-foot-radius spread centered on him for 1 round (Will DC 19 negates).
Unwitting Ally A creature within 40 feet is considered an ally for 1 round for the purposes of flanking enemies (Will DC 16 negates). This is a mind-affecting effect.
Vanish: One target Meligaster touches becomes invisible for 7 rounds or until the target attacks. See invisibility above for more details.

Gear Meligaster has the following items.
Lesser Talisman of Beneficial Winds: The first time Meligaster falls at least 5 feet, he is automatically affected by feather fall. The talisman crumbles to dust after it is activated.
Potion of Cure Moderate Wounds: The potion heals 2d8+3 points of damage.
Potion of Cure Serious Wounds: The potion heals 3d8+5 points of damage.
Potion of Fly: A touched target gains a 60 foot fly speed and a +7 bonus on Fly checks for 7 minutes.
Potion of Lesser Restoration: This potion heals 1d4 points of ability damage to any ability score or eliminates most magical effects reducing ability scores. The imbiber is no longer fatigued, and if exhausted, she is fatigued instead.
Scroll of Glitterdust: Creatures in a 10-foot radius take a –40 penalty on Stealth checks and lose the benefit of invisibility and the like for 3 rounds. If they fail DC 14 Will saves, they are also blinded, but at the end of each of their turns, they can attempt new Will saves to end the blindness.
Wand of Slow: Meligaster can affect up to 7 targets, no two of which can be more than 30 feet apart. Creatures that fail a DC 14 Will save can take only a single move action or standard action each turn, and take a –1 penalty on attack rolls, to AC, and on Reflex saves. A slowed creature moves at half its normal movement speed.