Spell Sovereign

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I understand this thread may be way too early, but I'd love to know if these will be in PF2, and if so how they'll function.


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Hey guys,

I made an Alchemist Archetype inspired by the Synthesist Summoner. As you'll easily find in it, I used the Mutagen an Unchained Eidolon as the bases for the Archetype.If you have any suggestions or find any balance issues, please leave them in the thread, I will take all of them into consideration, and may modify the Archetype to fit more in line with the standards set by you, the community, and my personal ideas for this Archetype. In a word: Playtest.

The Evolutionist is made to bring out some of the innate versatility of the Alchemist and mix it with the ever expanding versatility of the Unchained Summoner's Eidolon. With it's use of the Evogen (a modified Mutagen) to enhance its utility in and out of combat, the Evolutionist Alchemist Archetype is set to be a strong addition to your party.

Here is the Archetype as described: The Evolutionist Alchemist Archtype


I was looking for a familiar for a character I'm putting together for a friend's campaign, when I found this:

:
Greensting Scorpion: size:tiny Str:3 dex:16 con:10 int:0(now 6) wis:10 cha:2 skills: +7 climb, +4 perception, +15 stealth
And it struck me that the scorpion doesn't have skill ranks in any skills normally. Does that mean I get to assign the 1 should've gotten in the first place, or does just not get it at all?


Hey there, I was just wondering how a Young Hell Hound would fare as an improved familiar for 7th level compared to others. I was going to see about catching one for the purpose. Also, if not 7th level, maybe 5th.


I felt like making a Kineticist/Fighter Gestalt, and was wondering: Since Kinetic Blasts are counted as weapons, but don't have a group/family they belong to, are they still eligible to be chosen with Weapon Training?


Unarmed Strike ability wrote:
A monk/brawler's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that modify either manufactured weapons or natural weapons.
Improved Natural Attack wrote:
Choose one of the creature's natural attack forms (not an unarmed strike). The damage for this natural attack increases by one step on the following list, as if the creature's size had increased by one category.

Being that these are both in this case specific rules, would INA still be unavailable to Monks/Brawlers? or would the counting as "natural attacks" allow them the boost? or is this mainly for the ability to modify it with stuff for manufactured stuff only?


Magus Spell Combat

Quote:
At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast.
TWF
Quote:
Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.
Imp.TWF
Quote:
In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a –5 penalty.
Greater TWF
Quote:
You get a third attack with your off-hand weapon, albeit at a –10 penalty.

My main question is; "can a magus translate those extra attacks into more casts?" Secondly, since it's RAW that Spell Combat acts like TWF does the feat TWF modify SC's penalties?