For my math, I'm using this for a lower-end estimate and this for a higher-end estimate. Also, we'll assume CR = APL, for simplicity. Not a perfect model, but using established numbers really cuts down on my work :P
Thoughts: Like Haste, its worth varies wildly based on party composition. Unlike Haste, it must be augmented as levels go by, because that "Fortitude Negates" bit is harsh. Boosting the 1st augment to 1:1 (like many other damage-dealing powers) would soften the blow a fair bit.
That said, Haste is at its best at low levels when it can double a teammate's damage potential and loses some steam later on. Fracture Pattern is the exact opposite, being somewhat lackluster early on and shining at higher levels.
I've been awake 42 hours straight now, so I'll try my best to be coherent.
Biokinetic Endurance wrote:
As you can see in the thread, there's been some serious contention about this power. The use of DR vs. ability damage isn't really precedented, so...can I ask you to expand on your thoughts re: balance here?
Well, it's a "magic psionic bullet" power. Really great when needed, but not something I'd spend a power known for (wands of Lesser Restoration are cheap). Has some limitations: low-ish duration, most useful for melee (most ability damage is caused in melee, right?) means a Psion won't get as much mileage out of this, so...
I'd say Death Ward is more powerful than this, so level 3 seems fine.
Melpomene’s Psionic Howl wrote:
Yay!
One thing strikes me as weird, why is the deafening mind-affecting? On a Psychokinetic power? Maybe it's the sleep deprivation, but... huh?
Sympathetic Drain wrote:
The surge augment lets you attempt a save to literally double the damage dealt. Admittedly that sort of check isn't normally done in PF but I wanted to gate it with something beyond just blowing your Surge on it. Interaction with temp HP removed, definitely hearing ideas on improving or replacing the surge augment.
So I manifest the power, and I (as in, not the target) have to make the save? Why would I ever augment the DC if I just want to deal damage?
As-is, this seems a two-fold power: either augment as much as possible and deal no damage, just for the debuff; or ignore the debuff and go for as much damage as possible.
Kyria’s Crystalline Aura wrote:
current thoughtline
IMHO, it could use a way to boost that bleed damage, or the DC. Other than that, I kinda liked the "pushing away" shtick and am sad to see it go, but as-is, seems solid enough (and really nasty on a Psychic Warrior -- use Defensive mode to wade in, switch to Offensive mode to shred opponents to bits).
Mental Contagion wrote:
Full-round is a power control. There's a lot of mind-affecting abilities to spread around, and many of them are excessively nasty. Spreading a dominate, for instance, means that you've saved someone two spells and now have three mind slaves. First augment isn't more granular because I want to hard-gate getting additional targets. Requiring two targets has been fixed.
a) Why not make it a one round casting time, like Astral Construct? I'm under the impression that a full-round casting time is the same time a Sorcerer takes to cast a metamagic'd spell, am I correct?
b) Mind Control is level 4 (granted, for Telepaths). This is level 6, and IMO around the same power-level. Not a good position to be in.
c) What happens when the surge debuff gets a longer duration 5 rounds? Does it persist independently?
Fracture Pattern wrote:
Yay! Balanced at third level power?
Honestly? No idea :) Gut feeling says it's fine, but I'll try to run some numbers.
Euterpe’s Prophetic Song wrote:
That cap has been placed, but consider the power as it evolves for me. By the time it does all of that it's still a concentration-duration buff that's trying to be a 9th level power. So, as the augments evolve, my question is this: do you feel it's balanced as a 3rd level power (1st augment), 5th level power (2nd augment), 7th level power (3rd augment) and then finally a 9th level power (final augment)?
1st level, +1 hit? Meh, compared to Bless.
3rd level, +3 hit and +3 skills? The cost is getting a bit steep to use as a skill-booster alone, and 3rd level gets this compared with Haste, and the extra attack beats the +2 hit.
5th level, +5 hit, +5 skills, +5 damage? Bards can probably buff this hard at this level, but not the whole party at once.
7th level, +7 hit, +7 skills, +7 damage, +7 AC? Yeah, at this point, it's just getting silly. There's nothing in the game comparable to the raw numbers you're giving out.
9th level, +9 hit, +9 skills, +9 damage, +9 AC, +9 Saving Throws? We're officially past silly, now.
Granted, that Concentration duration hurts, but the pay-off is huge. And that surge augment makes losing concentration not that much of a big deal, especially because you can contribute with more actions during those rounds.
[Edit: Forgot a detail. No matter how much you augment it, it's still a 1st level power, which makes the Concentration DCs relatively low.]
I know Paizo prefers to use full-color art, with minimal art reuse, but the discussion of pagefitting causing trouble is making me think of those oft-reused sketches inside WotC's 3.5-era softcovers. You know, the ones with no real context other than be dungeon-dressing?
I'd rather see reused stock art and good text than magnificent art and badly-written text. Especially because I don't use the art in-game.
Make sure the product doesn't hit layout until all text is complete; don't set the pagecount until it leaves layout. Really, for a book of this scope, it just doesn't make sense not to work with some kind of extra space margins.
DrDeth you make me think of the the Paranoia RPG. There is a system with total character balance. All stats are completely worthless and referring to them is treason.
Spoiler:
And how do you know that, citizen? Please report for termination ASAP.
I have to say this, someone saying "I don't ever run into the same problems as you" is not being any more dismissive than the person saying "Just because you don't see the problem doesn't mean it isn't there".
People aren't saying "I don't ever run into the same problems as you". They're saying "I don't ever run into the same problems as you, so your issues are nothing but the result of theorycrafted situations". One of those is an acceptable comment, part and parcel of an healthy discussion. The other is not. Choose wisely.
First, thank you for actually trying to understand the situation and keeping the spirit of the OP.
There's just one point I want to address:
Quote:
One side has come down saying 'casters are supreme' and making their argument based on certain theoretical scenarios and on suppositions arising from reading of the rules.
You see, it's not theoretical scenarios we're talking about. It's about what actually happens at our tables. Plus, when we actually state exactly what our issues are, they are dismissed as "theorycraft" and "Schroedinger Wizards". That's why I consider such comments condescension, because we've made our points, repeatedly, ad nauseum, in this very thread, and they keep getting dismissed as "your problem, not mine".
I'm glad I didn't make the sort of comment I replied to then.
See, the thing is, for some groups, this *is* an issue. Posts, like yours, that claim "I have no issues, so you must be seeing things" are condescending, demeaning and insulting to us that actually experience the problem.
If a person doesn't experience a problem, then by definition there is no problem for that person. If there is no problem then the problem, in fact, does not exist. People who continue to insist that a problem exists when only a subset of people experience a problem should not be in the habit of thinking they speak for everyone.
If a person experiences a problem, then by definition there is a problem for that person. If there is a problem then the problem, in fact, does exist. People who continue to insist that no problem exists when only a subset of people don't experience a problem should not be in the habit of thinking they speak for everyone.
(here represented by the forum spellcaster displaying superiority not displayed by the blue-water tabletop spellcaster)
Stop that. That's downright misleading and somewhat rude. Just because it doesn't happen at your table, it doesn't mean it doesn't happen in other groups. Stop decrying legitimate problems as "your GM is doing something wrong" or "it's just theorycraft".
However, we have NEVER had a spellcaster be able to finish/complete an adventure "all on his own". There is simply no way that would happen. He may get close, but after that, without anyone else to protect him, he's a gonner.
Something like: if you take weapon focus, you also get the benefit of one other feat with the weapon, but only when using that weapon?
So Weapon Focus: rapier would net you +1 to hit and weapon finesse, or Improved critical, or whatever.
Hmm, I'd make it scaling even.
Quote:
Weapon focus: Select a weapon and a combat feat you qualify for. You may use the feat as long as you are wielding the selected weapon. When you reach 5 BAB and every 5 BAB after, you may select one additional feat
Then your definition of fun would require balance. You don't balance the class for the sake of balancing it--you balance it because balanced classes are more fun for you.
That isn't everybody's definition of fun. If someone's definition of fun doesn't even register balance as a factor, should that person care about whether the class is balanced? Should a class be changed just for the sake of balance, or should it be changed only when doing so actually increases fun?
Why isn't the reverse of the bolded statement true? Why shouldn't classes be balanced? If someone who doesn't care about balance won't notice anything different about his class of choice, why not?
Firstly, you haven't proven your premise--that someone who doesn't care about balance won't notice anything different if the class is changed. They very much can. Example: If you nerf the wizard enough so that it is balanced* with the fighter, wizard aficionados will most certainly notice.
*Assume some fitness function that places the wizard above the fighter.
Can we agree, at least, that there might be a way to balance the Fighter to be on par with the Barbarian/Ranger/Paladin that wouldn't be noticed by those who don't care for balance?
Quote:
Quote:
I want to play a Fighter and not feel like dead weight. Why shouldn't I be able to have fun?
As mentioned above, for the typical player who thinks fighters are too weak, there already exists one or more class choices that does exactly what that player wants, whether it's hit harder, wear armor better, have more skill points, cast spells, etc. Why not play one of those?
But what if I don't see my character as a raging warrior? Or a blessed champion? Or a rugged outdoorsman? Why do I need to have class features that simply do not mesh with my vision of my character? I'm my group's munchkin and even I look sideways at a class dip just for power.
Quote:
You're suggesting that Paizo change something. But rules have inertia--it costs considerable resources (time, money, and softer considerations) to alter an existing feature.
Agree, however note the simplest way to "fix" the Fighter would be new Fighter-only feats. No actual need to "alter" anything.
Quote:
Therefore, the onus is on you to prove that your proposed changes are worth the expenditure--not just to you, but to the player base as a whole.
Okay, here's proof: If new feats that "fixed" the Fighter were to be published, nobody would be forced to take them. Therefore, those who like Fighters as-is would still have the same amount of fun as they did in the past and people who want a balanced Fighter would have more fun. It's what we call a win-win situation.
Then your definition of fun would require balance. You don't balance the class for the sake of balancing it--you balance it because balanced classes are more fun for you.
That isn't everybody's definition of fun. If someone's definition of fun doesn't even register balance as a factor, should that person care about whether the class is balanced? Should a class be changed just for the sake of balance, or should it be changed only when doing so actually increases fun?
Why isn't the reverse of the bolded statement true? Why shouldn't classes be balanced? If someone who doesn't care about balance won't notice anything different about his class of choice, why not?
This is exactly where I can't follow your train of thought: If there are people who don't care about balance and have fun playing unbalanced classes, why would they have less fun playing a balanced class, if they don't care about balance? Seriously, this boggles my mind.
I want to play a Fighter and not feel like dead weight. Why shouldn't I be able to have fun?
I am going to go out on a limb and say, that in a class based role playing system, that "balance" is not a mechanical determination but is infact play distribution thing, and if a class is being played frequently, and players enjoy frequently playing that class, and those players had the freedom to choose any class that they wanted play, but still chose that class, then that class, for the most part is indeed "balanced" and doesn't need actual fixing.
I have fun playing commoners. Are commoners "balanced"?
"We think the Fighter has problems" == "OMG we hate Fighters and wish no one would play them"?
EDIT: Or, more calmly: If one likes playing Fighters, but gets frustrated with his chosen class' inability to deal with certain issues, what is he to do?
So, if you think Divine Grace in a feat is bonkers, what about Lay on Hands in a feat? And hey, try to guess the pre-reqs :) Spoiler: Most Paladins wouldn't qualify.
In the case of the Witch, [the books] miss some of the classic (and obvious) themes you'd think of for Witch archetypes- Curses, turning highborns into ugly critters, full moon rituals, bewitching hexes and spells focused on mind and emotional effects, and so on...
Slightly OT:
Moment of Doubt
School: Enchantment (compulsion) [mind-affecting, language-dependent, curse]; Level bard 1, witch 1
CASTING
Casting Time 1 standard action
Components V, S
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Targets one creature
Duration 1 round/level
Saving Throw Will negates (see text); Spell Resistance yes
DESCRIPTION
This insidious utterance saps the confidence of those who hear it, but can backfire in some cases. The subject takes a Charisma penalty equal to his Charisma bonus. If the subject has a negative Charisma modifier, the caster takes the penalty instead. This penalty does not stack with itself.
Special: The target cannot benefit from abilities that allow him to add his Charisma modifier to the saving throw against this spell (such as Divine Grace, Swashbuckler's thingamagig and some traits I don't recall right now).
This means that a Hasted full attack action, at a single evil target, expending your focus for Intuitive shot and Psychic Strike, would be at: +18 (2d8+2d8+4d6+42)/+20 (1d8+4d6+27)/+20 (1d8+4d6+27)/+15 (1d8+4d6+27)/+10 (1d8+4d6+27). That's a lot of damn dice.
Just FYI, that doesn't work. Intuitive Shot is a standard action, like Vital Strike. I'm pretty sure I spotted some other problem when I read your post, but my sleep-deprived brain (37 hours awake and counting!) can't spot it right now.
*sigh* Okay. Okay. I'm just gonna add two things, then can we get over the comic book contests, please?
1st -- If Batman, without his gear, was dropped from orbit, would he die from the impact? If yes, he's not level 20.
2nd -- Supes goes off-planet for a bit, finds a convenient meteorite, proceeds to fling it at the Batcave, with Batman inside (which Superman can indeed check from space). There, dead bat.
Another valid comparison is the afore-mentioned ring of regeneration (90k gp) vs the boots of the earth (5k gp). Although limited, the fast healing granted by the boots take care of all the OOC healing you'll ever need. Are they underpriced? Compared to the ring, yes. Compared to a half-dozen of wands of cure light wounds? Not really.
Spell Perfection is used, mostly, to create a uberspell. Something you know will pierce SR and won't be saved against. So, the exact kind of opposite spell of what you're planning on using. I'd say skip it.
Going to start building that up. I'm currently making several characters with the stats presented above. Then when I get together with everyone, I'll choose a character that compliments the rest of the party composition.
My post will save you some trouble, his gear is in the rough 6k gp ballpark :)
Seconding BBT's suggestion here. Human archer Bard is a powerhouse. In the sense that he's individually awesome, and that he'll make the rest of the team even more awesome.
Stats and feats:
Str 17 +1 level
Dex 18 +2 racial
Con 15
Int 11
Wis 13
Cha 15
◆ Exploit Vulnerability w Diverse Lore and Dubious Knowledge
[dice=Esoteric Lore to Exploit Vulnerability vs standard DC of Creature]1d20+8[/dice]
Critical Sucess: Ahas learn all of the creature's resistances, weaknesses, and immunities, including the amounts of the resistances and weaknesses and any unusual weaknesses or vulnerabilities, such as what spells will pass through a golem's antimagic. He can exploit either the creature's mortal weakness or personal antithesis. His unarmed and weapon Strikes against the creature also become magical if they weren't already.
Success Ahas learns its highest weakness (or one of its highest weaknesses, if it has multiple with the same value) but not its other weaknesses, resistances, or immunities. He can exploit either the creature's mortal weakness or personal antithesis. His unarmed and weapon Strikes against the creature also become magical if they weren't already.
Failure He instead attempt to exploit a more personal vulnerability. He can exploit only the creature's personal antithesis. His unarmed and weapon Strikes against the creature also become magical if they weren't already.
Critical Failure Ahas becomes flat-footed until the beginning of your next turn. For Diverse Lore, on a Successful Exploit Vulnerability, if the result of Esoteric Lore check to the DC to Recall Knowledge for that creature would be a Success or a Critical Success, Ahas gains information as if he had succeeded at the Recall Knowledge check. For Dubious Knowledge, when Ahas fails (but don’t critically fail) a Recall Knowledge check using any skill, he learns the correct answer and an erroneous answer, but he doesn’t have any way to differentiate which is which. This can occur as not knowing something is significant, but not whether it’s good or bad.
◆ Strike
Melee ◆ +1 Mind Weapon +8 Damage 1d8+3 B, P, or S +2 additional damage fr Implement's Empowerment (plus damage fr Mortal Weakness or 3 from Personal Antithesis)
> [dice=+1 Mind Weapon Attack]1d20+8[/dice]
> [dice=Damage w Implement's Empowerment]1d8+3+2[/dice] B, P, or S damage (plus damage fr Mortal Weakness or 3 additional damage fr Personal Antithesis) Melee ◆ Fist (Agile, Finesse, Nonlethal, Unarmed) +7 Damage 1d4+3 B +2 additional damage fr Implement's Empowerment (plus damage fr Mortal Weakness or 3 from Personal Antithesis)
> [dice=Fist Attack]1d20+7[/dice]
> [dice=Damage w Implement's Empowerment]1d4+3+2[/dice] B damage (plus damage fr Mortal Weakness or 3 additional damage fr Personal Antithesis) Melee ◆ Dagger (from Necklace of Knives) (Agile, Finesse, Thrown 10 ft, Versatile S) +7 Damage 1d4+3 P or S +2 fr Implement's Empowerment (plus damage fr Mortal Weakness or 3 from Personal Antithesis)
> [dice=Dagger Attack fr Necklace of Knives]1d20+7[/dice]
> [dice=Damage w Implement's Empowerment]1d4+3+2[/dice] P or S damage (plus damage fr Mortal Weakness or 3 additional damage fr Personal Antithesis) Melee ◆ Fangs (Agile, Finesse, Nonlethal, Unarmed, Nagaji) +7 Damage 1d6+3 P +2 fr Implement's Empowerment (plus damage fr Mortal Weakness or 3 from Personal Antithesis)
> [dice=Fangs Attack]1d20+7[/dice]
> [dice=Damage w Implement's Empowerment]1d6+3+2[/dice] P damage (plus damage fr Mortal Weakness or 3 additional damage fr Personal Antithesis)
----------
CHARACTER INFORMATION Name: Ahas Ahasan
Ethnicity, Heritage & Ancestry: Titan Nagaji
Background: Scion of Slayers Home Region: Impossible Lands Nation: Jalmeray Languages: Common, Nagaji
Sub-Class & Class: Thaumaturge Level: 2
Gender: Male Size & Reach: Medium (5 ft) Speed: 25 ft Deity Pharasma
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STATS & SKILLS(* indicates Proficiency Level) STR 16 (+3), DEX 12 (+1), CON 12 (+1), INT 10 (+0), WIS 10 (+0), CHA 18 (+4)
HP 28/28, AC 19 (20 w Dueling Cape raised) Fortitude** +6, Reflex* +5, Will** +6, Perception** +6 (Low-light vision)
Acrobatics* +5
Arcana* +4 – Dubious Knowledge – Prerequisites trained in a skill with the Recall Knowledge action; You’re a treasure trove of information, but not all of it comes from reputable sources. When you fail (but don’t critically fail) a Recall Knowledge check using any skill, you learn the correct answer and an erroneous answer, but you don’t have any way to differentiate which is which. This can occur as not knowing something is significant, but not whether it’s good or bad. Athletics* +7 – Underwater Marauder – Prerequisites trained in Athletics; You’ve learned to fight underwater. You are not off-guard while in water, and you don’t take the usual penalties for using a bludgeoning or slashing melee weapon in water. Crafting +0 – Dubious Knowledge – Prerequisites trained in a skill with the Recall Knowledge action; You’re a treasure trove of information, but not all of it comes from reputable sources. When you fail (but don’t critically fail) a Recall Knowledge check using any skill, you learn the correct answer and an erroneous answer, but you don’t have any way to differentiate which is which. This can occur as not knowing something is significant, but not whether it’s good or bad. Deception +4 (+1 to Feint when Dueling Cape is raised)
Diplomacy* +8
Intimidation* +8
(Legacy) Lore: Pathfinder Society* +4 – Dubious Knowledge – Prerequisites trained in a skill with the Recall Knowledge action; You’re a treasure trove of information, but not all of it comes from reputable sources. When you fail (but don’t critically fail) a Recall Knowledge check using any skill, you learn the correct answer and an erroneous answer, but you don’t have any way to differentiate which is which. This can occur as not knowing something is significant, but not whether it’s good or bad. Lore: Undead* +4 – Dubious Knowledge – Prerequisites trained in a skill with the Recall Knowledge action; You’re a treasure trove of information, but not all of it comes from reputable sources. When you fail (but don’t critically fail) a Recall Knowledge check using any skill, you learn the correct answer and an erroneous answer, but you don’t have any way to differentiate which is which. This can occur as not knowing something is significant, but not whether it’s good or bad. Lore: Esoteric* +8 (-2 w Diverse Lore on any topic) – Dubious Knowledge – Prerequisites trained in a skill with the Recall Knowledge action; You’re a treasure trove of information, but not all of it comes from reputable sources. When you fail (but don’t critically fail) a Recall Knowledge check using any skill, you learn the correct answer and an erroneous answer, but you don’t have any way to differentiate which is which. This can occur as not knowing something is significant, but not whether it’s good or bad., Diverse Lore – Your wandering studies mean you've heard rumors or theories about almost every topic... though admittedly, your sources aren't always the most reliable. You can take a –2 penalty to your check to Recall Knowledge with Esoteric Lore to Recall Knowledge about any topic, not just the usual topics available for Esoteric Lore. Additionally, when you succeed at your check to Exploit a Vulnerability, compare the result of your Esoteric Lore check to the DC to Recall Knowledge for that creature; if that number would be a success or a critical success, you gain information as if you had succeeded at the Recall Knowledge check., ◆ Exploit Vulnerability – Frequency once per round; Requirements You are holding your implement. You scour your experiences and learning to identify something that might repel your foe. You retrieve an object from your esoterica with the appropriate supernatural qualities, then use your implement to stoke the remnants of its power into a blaze. Select a creature you can see and attempt an Esoteric Lore check against a standard DC for its level, as you retrieve the right object from your esoterica and use your implement to empower it. You gain the following effects until you Exploit Vulnerabilities again. Critical Success You remember the creature's weaknesses, and as you empower your esoterica, you have a flash of insight that grants even more knowledge about the creature. You learn all of the creature's resistances, weaknesses, and immunities, including the amounts of the resistances and weaknesses and any unusual weaknesses or vulnerabilities, such as what spells will pass through a golem's antimagic. You can exploit either the creature's mortal weakness or personal antithesis (see below). Your unarmed and weapon Strikes against the creature also become magical if they weren't already. Success You recall an important fact about the creature, learning its highest weakness (or one of its highest weaknesses, if it has multiple with the same value) but not its other weaknesses, resistances, or immunities. You can exploit either the creature's mortal weakness or personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren't already. Failure Failing to recall a salient weakness about the creature, you instead attempt to exploit a more personal vulnerability. You can exploit only the creature's personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren't already. Critical Failure You couldn't remember the right object to use and become distracted while you rummage through your esoterica. You become flat-footed until the beginning of your next turn. Medicine +0
Nature* +4 – Dubious Knowledge – Prerequisites trained in a skill with the Recall Knowledge action; You’re a treasure trove of information, but not all of it comes from reputable sources. When you fail (but don’t critically fail) a Recall Knowledge check using any skill, you learn the correct answer and an erroneous answer, but you don’t have any way to differentiate which is which. This can occur as not knowing something is significant, but not whether it’s good or bad. Occultism* +4 – Dubious Knowledge – Prerequisites trained in a skill with the Recall Knowledge action; You’re a treasure trove of information, but not all of it comes from reputable sources. When you fail (but don’t critically fail) a Recall Knowledge check using any skill, you learn the correct answer and an erroneous answer, but you don’t have any way to differentiate which is which. This can occur as not knowing something is significant, but not whether it’s good or bad. Performance +4
Religion* +4 – Dubious Knowledge – Prerequisites trained in a skill with the Recall Knowledge action; You’re a treasure trove of information, but not all of it comes from reputable sources. When you fail (but don’t critically fail) a Recall Knowledge check using any skill, you learn the correct answer and an erroneous answer, but you don’t have any way to differentiate which is which. This can occur as not knowing something is significant, but not whether it’s good or bad. Society +0
Stealth +1
Survival +0
Thievery +1
----------
OFFENSE & DEFENSE Melee ◆ +1 Mind Weapon +8 Damage 1d8+3 B, P, or S +2 additional damage fr Implement's Empowerment (plus damage fr Mortal Weakness or 3 from Personal Antithesis)
> [dice=+1 Mind Weapon Attack]1d20+8[/dice]
> [dice=Damage w Implement's Empowerment]1d8+3+2[/dice] B, P, or S damage (plus damage fr Mortal Weakness or 3 additional damage fr Personal Antithesis) Melee ◆ Fist (Agile, Finesse, Nonlethal, Unarmed) +7 Damage 1d4+3 B +2 additional damage fr Implement's Empowerment (plus damage fr Mortal Weakness or 3 from Personal Antithesis)
> [dice=Fist Attack]1d20+7[/dice]
> [dice=Damage w Implement's Empowerment]1d4+3+2[/dice] B damage (plus damage fr Mortal Weakness or 3 additional damage fr Personal Antithesis) Melee ◆ Dagger (from Necklace of Knives) (Agile, Finesse, Thrown 10 ft, Versatile S) +7 Damage 1d4+3 P or S +2 fr Implement's Empowerment (plus damage fr Mortal Weakness or 3 from Personal Antithesis)
> [dice=Dagger Attack fr Necklace of Knives]1d20+7[/dice]
> [dice=Damage w Implement's Empowerment]1d4+3+2[/dice] P or S damage (plus damage fr Mortal Weakness or 3 additional damage fr Personal Antithesis) Melee ◆ Fangs (Agile, Finesse, Nonlethal, Unarmed, Nagaji) +7 Damage 1d6+3 P +2 fr Implement's Empowerment (plus damage fr Mortal Weakness or 3 from Personal Antithesis)
> [dice=Fangs Attack]1d20+7[/dice]
> [dice=Damage w Implement's Empowerment]1d6+3+2[/dice] P damage (plus damage fr Mortal Weakness or 3 additional damage fr Personal Antithesis) Armor Titan Nagaji Scales (Comfort) AC Bonus +4 Dex Cap 1
Shield ---
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SPELLS(* denotes Signature Spells) Thaumaturge DC 18 Max Focus Points 0
Nagaji Spell Familiarity Occult DC 18 Spell Attack +8
Innate Cantrip fr Nagaji Spell Familiarity – Either through study, exposure, or familial devotion, you have the magic of nagas bubbling in your blood. During your daily preparations, choose daze, detect magic, or mage hand. Until your next daily preparations, you can cast the chosen spell as an occult innate cantrip. A cantrip is heightened to a spell level equal to half your level rounded up. ◆◆ Daze – Range 60 feet; Targets 1 creature; Defense Will; Duration 1 round; You push into the target's mind and daze it with a mental jolt. The jolt deals 1d6 mental damage, with a basic Will save. If the target critically fails the save, it is also stunned 1. Heightened (+2) The damage increases by 1d6. ◆◆ Detect Magic – Area 30-foot emanation; You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you're fully aware of, such as the magic items and ongoing spells of you and your allies. You detect illusion magic only if that magic's effect has a lower rank than the rank of your detect magic spell. However, items that have an illusion aura but aren't deceptive in appearance (such as an invisibility potion) typically are detected normally. Heightened (3rd) You learn the rank or level of the most powerful magical effect the spell detects, as determined by the GM. Heightened (4th) As 3rd rank, but you also pinpoint the source of the highest-rank magic. Like for an imprecise sense, you don't learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that). ◆◆ Telekinetic Hand – Range 30 feet; Targets 1 unattended object of Light bulk or less; Duration sustained; You create a floating, magical hand, either invisible or ghostlike, that grasps the target object and levitates it slowly up to 20 feet in any direction. When you Sustain the spell, you can move the object an additional 20 feet. If the object is in the air when the spell ends, the object falls. Heightened (3rd) You can target an unattended object with a Bulk of 1 or less. Heightened (5th) The range increases to 60 feet, and you can target an unattended object with a Bulk of 1 or less. Heightened (7th) The range increases to 60 feet, and you can target an unattended object with a Bulk of 2 or less.
Scion of Slayers Divine DC 18 Spell Attack +8
Innate Cantrip ◆◆ Disrupt Undead – Range 30 feet; Targets 1 undead creature; Saving Throw Fortitude; You lance the target with energy. You deal 2d6 vitality damage. The target must attempt a basic Fortitude save. If the creature critically fails the save, it is also enfeebled 1 for 1 round. Heightened (+1) The damage increases by 1d6.
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GEARS & ITEMS Invested Items (2/10):Wayfinder, Necklace of Knives Worn Items: Mundance Necklace (Mind Smith Keepsake), Dueling Cape, Climbing Kit, Backpack
Stowed Items (in Backpack): Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap
Current Bulk: 1.1 (Encumbered 8.0, Maximum 13.0)
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FEATS Level 1 Skill Feat (from background)◆◆ Disrupt Undead – Range 30 feet; Targets 1 undead creature; Saving Throw Fortitude; You lance the target with energy. You deal 2d6 vitality damage. The target must attempt a basic Fortitude save. If the creature critically fails the save, it is also enfeebled 1 for 1 round. Heightened (+1) The damage increases by 1d6. General Feat (from Heritage) Titan Nagaji Scales – You were raised to be a warrior or a bodyguard, and your specialized diet and bulging muscles have made your scales as strong as armored plates. Your scales are medium armor in the plate armor group that grant a +4 item bonus to AC, a Dex cap of +1, a check penalty of –2, a Speed penalty of –5 feet, a Strength value of 16, and have the comfort trait. You can never wear other armor or remove your scales. You can etch armor runes onto your scales. Class Feat Diverse Lore – Your wandering studies mean you've heard rumors or theories about almost every topic... though admittedly, your sources aren't always the most reliable. You can take a –2 penalty to your check to Recall Knowledge with Esoteric Lore to Recall Knowledge about any topic, not just the usual topics available for Esoteric Lore. Additionally, when you succeed at your check to Exploit a Vulnerability, compare the result of your Esoteric Lore check to the DC to Recall Knowledge for that creature; if that number would be a success or a critical success, you gain information as if you had succeeded at the Recall Knowledge check. Ancestry Feat Nagaji Spell Familiarity – Either through study, exposure, or familial devotion, you have the magic of nagas bubbling in your blood. During your daily preparations, choose daze, detect magic, or mage hand. Until your next daily preparations, you can cast the chosen spell as an occult innate cantrip. A cantrip is heightened to a spell level equal to half your level rounded up. - ◆◆ Daze – Range 60 feet; Targets 1 creature; Defense Will; Duration 1 round; You push into the target's mind and daze it with a mental jolt. The jolt deals 1d6 mental damage, with a basic Will save. If the target critically fails the save, it is also stunned 1. Heightened (+2) The damage increases by 1d6., Detect Magic – Area 30-foot emanation; You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you're fully aware of, such as the magic items and ongoing spells of you and your allies. You detect illusion magic only if that magic's effect has a lower rank than the rank of your detect magic spell. However, items that have an illusion aura but aren't deceptive in appearance (such as an invisibility potion) typically are detected normally. Heightened (3rd) You learn the rank or level of the most powerful magical effect the spell detects, as determined by the GM. Heightened (4th) As 3rd rank, but you also pinpoint the source of the highest-rank magic. Like for an imprecise sense, you don't learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that)., or Telekinetic Hand – Range 30 feet; Targets 1 unattended object of Light bulk or less; Duration sustained; You create a floating, magical hand, either invisible or ghostlike, that grasps the target object and levitates it slowly up to 20 feet in any direction. When you Sustain the spell, you can move the object an additional 20 feet. If the object is in the air when the spell ends, the object falls. Heightened (3rd) You can target an unattended object with a Bulk of 1 or less. Heightened (5th) The range increases to 60 feet, and you can target an unattended object with a Bulk of 1 or less. Heightened (7th) The range increases to 60 feet, and you can target an unattended object with a Bulk of 2 or less. Class Feature First Implement and Esoterica – Your implement is a special object of symbolic importance: your badge as you treat with the supernatural and a powerful tool if things turn violent. Choose an implement from the options to which you have access. You begin play with a mundane item of that type, and you gain the initiate benefit for that implement. While an implement is useful to you, it typically has no value if sold. If you acquire a new object of the same general implement type, you can switch your implement to the new object by spending 1 day of downtime with the new item. As you advance as a thaumaturge, you will collect up to three implements and unlock the hidden potential stored within each, so you can mix and match their benefits to suit your situation. While your implements are your primary tools in your dealings with the supernatural, you know the value of always being prepared. You constantly collect and carry various smaller mystic objects, bits of materials with paranormal affinities, and items used in folk practices: your esoterica. These might include cold iron nails, scraps of scrolls and scriptures, fragments of bones purportedly from a saint, and other similar objects. You keep your esoterica in easy-to-access places on your person and are well practiced in brandishing your implement and esoterica together, so you can draw and use esoterica with the same hand you're using to wield an implement. > Mirror – Mirror implements represent misdirection, illusion, and sleight of hand, bending and shifting a perspective and the way you look at things. While larger mirrors hold the same mystic connotations, thaumaturges always choose small, portable, handheld mirrors as implements so they can use them easily while adventuring. Mirror implements are associated with the harrow suit of keys, and the astrological signs of the stranger and the swallow. Class Feature Mirror Initiate Benefit – You learn how to use your mirror to project another version of yourself whose realness is a matter of perspective. You gain the Mirror's Reflection action. > ◆ Mirror’s Reflection – Requirements You're holding your mirror implement. You reflect an illusory image of yourself into another unoccupied space within 15 feet that you can see. You are treated as being in both spaces until the start of your next turn. For example, you can attack, Seek, and provide flanking—even with yourself. You occupy both spaces. Your mirror self mimics your actions exactly, but any effects you generate come from only one of your positions; you decide which each time you act. For example, if you made a melee Strike against a creature within reach of the reflection, you'd mime the actions of the Strike, but only the reflection would actually make the Strike. Anything that targets or would affect your reflection affects you and uses your statistics. Something that would target or affect both of you affects you only once. For example, a fireball that included both of you in its area would require only one save from you and damage you no more than once. When you move, you choose which square to move from, but the mirror effect ends (see below). Some events force you to determine which image is the real you, and then end the effect and cause your mirror self to disappear; this happens automatically at the start of your next turn. It also happens if you choose to move out of your space. Other benefits of this implement add more events that can end the reflection. The effect also ends when you fall unconscious, at which point you decide which version is truly you. Class Feature Esoteric Lore – Your experience with the unknown, as well as the tales you've exchanged with other thaumaturges, has taught you about strange phenomena of every kind. You become trained in Esoteric Lore, a special lore skill that can be used to Recall Knowledge regarding haunts, curses, and creatures of any type, but that can't be used to Recall Knowledge of other topics. Unlike a normal Lore skill, you use Charisma as your modifier on Esoteric Lore checks. You also gain the Dubious Knowledge skill feat. At 3rd level, you become an expert in Esoteric Lore; at 7th level, you become a master in Esoteric Lore; and at 15th level, you become legendary in Esoteric Lore. Class Feature Dubious Knowledge – Prerequisites trained in a skill with the Recall Knowledge action; You’re a treasure trove of information, but not all of it comes from reputable sources. When you fail (but don’t critically fail) a Recall Knowledge check using any skill, you learn the correct answer and an erroneous answer, but you don’t have any way to differentiate which is which. This can occur as not knowing something is significant, but not whether it’s good or bad. Class Feature ◆ Exploit Vulnerability – Frequency once per round; Requirements You are holding your implement. You scour your experiences and learning to identify something that might repel your foe. You retrieve an object from your esoterica with the appropriate supernatural qualities, then use your implement to stoke the remnants of its power into a blaze. Select a creature you can see and attempt an Esoteric Lore check against a standard DC for its level, as you retrieve the right object from your esoterica and use your implement to empower it. You gain the following effects until you Exploit Vulnerabilities again. Critical Success You remember the creature's weaknesses, and as you empower your esoterica, you have a flash of insight that grants even more knowledge about the creature. You learn all of the creature's resistances, weaknesses, and immunities, including the amounts of the resistances and weaknesses and any unusual weaknesses or vulnerabilities, such as what spells will pass through a golem's antimagic. You can exploit either the creature's mortal weakness or personal antithesis (see below). Your unarmed and weapon Strikes against the creature also become magical if they weren't already. Success You recall an important fact about the creature, learning its highest weakness (or one of its highest weaknesses, if it has multiple with the same value) but not its other weaknesses, resistances, or immunities. You can exploit either the creature's mortal weakness or personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren't already. Failure Failing to recall a salient weakness about the creature, you instead attempt to exploit a more personal vulnerability. You can exploit only the creature's personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren't already. Critical Failure You couldn't remember the right object to use and become distracted while you rummage through your esoterica. You become flat-footed until the beginning of your next turn. Class Feature ◆ Exploit Vulnerability – You can attempt to Exploit Vulnerabilities in one of two ways: either by invoking properties that repel that type of creature, or by attempting a more improvisational, ad-hoc method with your esoterica that can impose a custom weakness on any creature, albeit one that usually isn't as dire as a creature's existing weakness. Mortal Weakness After identifying a creature's weakness, you use a thematically resonant bit of esoterica to attune your attacks to your discovery. Your unarmed and weapon Strikes activate the highest weakness you discovered with Exploit Vulnerability, even though the damage type your weapon deals doesn't change. This damage affects the target of your Exploit Vulnerability, as well as any other creatures of the exact same type, but not other creatures with the same weakness. For example, when fighting a pack of werewolves you might use silver shavings or crushed moonstone to deal damage that applies their weakness to silver to your attacks against any of the werewolves, but you wouldn't apply this damage to any other monsters with a weakness to silver. Personal Antithesis You improvise a custom weakness on a creature by forcefully presenting and empowering a piece of esoterica that repels it on an individual level; for instance, against a tyrant, you might procure a broken chain that once held a captive. This causes the target creature, and only the target creature, to gain a weakness against your unarmed and weapon Strikes equal to 2 + half your level. Class Feature Implement’s Empowerment – The power of your implement can also be turned to the more common task of combat, its power adding to and amplifying the effects of runes and other magical empowerments. When you Strike, you can trace mystic patterns with an implement you're holding to empower the Strike, causing it to deal 2 additional damage per weapon damage die. Channeling the power requires full use of your hands. You don't gain the benefit of implement's empowerment if you are holding anything in either hand other than a single one-handed weapon, other implements, or esoterica, and you must be holding at least one implement to gain the benefit.
Level 2 Class Feat Mind Smith Dedication – You've learned to imagine a shape in your mind, to envision it so strongly it takes form in the material world. You gain a single melee weapon of your choosing, called a mind weapon. Your mind weapon is a martial melee weapon. The overall shape and design of your mind weapon can be of your choosing but it has one of the following four basic statistics: A one-handed weapon that deals 1d4 damage and has the agile and finesse traits; A one-handed weapon that deals 1d6 damage and has the finesse trait; A one-handed weapon that deals d8 damage; or A two-handed weapon that deals 1d10 damage and has the reach trait. Each day during your daily preparations, you can decide if you want your weapon to deal bludgeoning damage and be in the club weapon group, deal piercing damage and be in the spear weapon group, or deal slashing damage and be in the sword weapon group. Your mind weapon is an extension of your mind—it has no Hardness, and any ability that would damage your mind weapon instead damages you directly, pushing back against the weapon's corporeal form and becoming mental damage of the same amount the weapon would have taken. You can project your mind weapon using an Interact action, just as you would draw any other weapon. Only you can hold, carry, or wield your mind weapon; if held by another person, it quickly disappears from their hand, reforming in your mind for you to project again. If you're disarmed of your mind weapon, it dematerializes, but you can draw it again with an Interact action starting at the beginning of your next turn. Upon creating your mind weapon, you also learn to use a mind smith's keepsake: an object of light Bulk, such as a bracelet or figurine, that you wear or keep on your person and inscribe with weapon runes. Your keepsake can't be a magic item, nor can it have any significant monetary value beyond the value of any runes you inscribe on it. You can buy and inscribe fundamental runes and weapon property runes onto your keepsake in the same way you would for a regular weapon, and you can move runes to and from your keepsake to other weapons or runestones for the usual cost. Any runes inscribed on the keepsake apply to your mind weapon when you create it. If your keepsake is ever lost or destroyed, you can spend 1 week of downtime imprinting a new object with your weapon's mental properties, though this new keepsake won't have any of the runes that were inscribed on the prior keepsake. Special You can't select another dedication feat until you have gained two other feats from the mind smith archetype. Skill Feat Underwater Marauder – Prerequisites trained in Athletics; You’ve learned to fight underwater. You are not off-guard while in water, and you don’t take the usual penalties for using a bludgeoning or slashing melee weapon in water.
Level 3 General Feat Ancient Paragon – Water Nagaji
Free Feat Breath Control
Class Feature Lightning Reflexes
Level 5 Ancestry Feat Nagaji Spell Mysteries – ◆◆Charm, ◆◆ Fleet Step, or ◆ to ◆◆◆ Heal Class Feature Second Implement > Bell
Class Feature Bell Initiate Benefit
Class Feature ↺ Ring Bell
Class Feature Thaumaturge Weapon Expertise