Elf Archer

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Ive tried a few times now to purchase 3 pdfs which are still in my cart. Each time, it makes it as far as asking for the security code on my debit card, then when i enter it and press the button it shows a loading symbol for a second then does nothing.

My account order history says no pending orders.

My account says one order was declined today.

My bank says no orders have been declined and $800 in my account.

My bank says i have 4 orders pending for the same amount as the digital order.

Not sure whats going on.


Slapped this together at 2am, looking for opinions.

Typically this spell is learned from the Unique creature summoned, typically as a reward for defeating it. Perhaps some summoners have crafted items that allow the casting of a specific version of one of these spells once per day. Its even rumored that some summoners can cast "summon ediolon" instead of their summon monster abilities.

SUMMON EIDOLON I
Conjuration (Summoning) [see text]
Level: Summoner 1, Sor/Wiz 1
Components: V, S, F/DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned creature
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

This spell summons a unique extra planar creature. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions.

The spell conjures an Ediolon equivalent to that of a 1st level summoner, except that it has 8 hp(do not roll hit dice), and that when you learn this spell, You choose which kind of creature it summons, Choosing the Base form and the 3 evolution points worth of evolutions. You also choose the name and appearance of the Unique creature summoned. You may not change these choices once you have learned the spell, though you choose to learn this spell again as a seperate spell known, choosing a new Unique creature.

An Ediolon, like any summoned creature, cannot be summoned into an environment that cannot support them. Summoners may not use class abilities that refer to their personal Eidiolon with ediolons summoned with this spell.

SUMMON EIDOLON II
Conjuration (Summoning) [see text]
Level: Summoner 2, Sor/Wiz 2
Components: V, S, F/DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned creature
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

As Summon Eidolon I, except the Eidolon has the statistics of a 3rd level Eidolon, 12hp and 5 evolution Points.

SUMMON EIDOLON III
Conjuration (Summoning) [see text]
Level: Summoner 3, Sor/Wiz 3
Components: V, S, F/DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned creature
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

As Summon Eidolon I, except the Eidolon has the statistics of a 5th level Eidolon, 16hp and 8 evolution Points.

SUMMON EIDOLON IV
Conjuration (Summoning) [see text]
Level: Summoner 4, Sor/Wiz 4
Components: V, S, F/DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned creature
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

As Summon Eidolon I, except the Eidolon has the statistics of a 7th level Eidolon, 24hp and 10 evolution Points.

SUMMON EIDOLON V
Conjuration (Summoning) [see text]
Level: Summoner 5, Sor/Wiz 5
Components: V, S, F/DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned creature
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

As Summon Eidolon I, except the Eidolon has the statistics of a 9th level Eidolon, 28hp and 13 evolution Points.

SUMMON EIDOLON VI
Conjuration (Summoning) [see text]
Level: Summoner 6, Sor/Wiz 6
Components: V, S, F/DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned creature
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

As Summon Eidolon I, except the Eidolon has the statistics of a 11th level Eidolon, 36hp and 15 evolution Points.

SUMMON EIDOLON VII
Conjuration (Summoning) [see text]
Level: Summoner 7, Sor/Wiz 7
Components: V, S, F/DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned creature
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

As Summon Eidolon I, except the Eidolon has the statistics of a 13th level Eidolon, 40hp and 17 evolution Points.

SUMMON EIDOLON VIII
Conjuration (Summoning) [see text]
Level: Summoner 7, Sor/Wiz 8
Components: V, S, F/DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned creature
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

As Summon Eidolon I, except the Eidolon has the statistics of a 15th level Eidolon, 44hp and 20 evolution Points.

SUMMON EIDOLON IX
Conjuration (Summoning) [see text]
Level: Summoner 7, Sor/Wiz 9
Components: V, S, F/DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned creature
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

As Summon Eidolon I, except the Eidolon has the statistics of a 17th level Eidolon, 52hp and 22 evolution Points.


READER: before you tell me that the firearm rules arent up for playtest, read my thread. This is primarily to show the differences between the new firearm rules, and the old ones, to help identify problems with the rules and find ways that the Gunslinger can work around the ruleset it is shackled to. I do suggest that if the reason they arent up for playtest is becuase it is too late to alter them as printed for the Pathfinder Campaign Setting: Inner Sea World Guide , that the Designers at least consider offering alternate rules in Ultimate Combat, which we are play-testing now.

3.5
Pistol: 1400gp Dmg:1d6 Crit:x2 Range:60ft Reload:MoveAction
Musket: 1800gp Dmg:1d8 Crit:x3 Range:90ft Reload:FullRound
Bullets: 1gp for 10bullets, no mention of black powder
optional: misfire rules, exploding dice
No rapid reload feat without house rule

Playtest
Pistol: 1000gp Dmg:1d8 Crit:x4 Range:20ft Reload:Standard
Musket: 1500gp Dmg:1d12 Crit:x4 Range:40ft Reload:FullRound
Bullets: 1gp per bullet
Black Powder: 10gp per shot
Misfire Mandatory, rapid reload reduces to Move/Standard

CHANGES:
-made rapid reload usable with firearms(at first i though, YAY!)
but then
-Greatly increased reload times (it only takes a single move action to reload a single shot pistol in 3.5. Now, it takes a Standard. why would you do that? Even with rapid reload, your rate of fire is far below what it was with the previous ruleset, and rapid reload is mandatory here, or the class is unplayable! This is a feat tax! Damage per round relies on actually being able to attack!)

-The new rules slightly increased average base damage (1-2pts, only matters when you critical, really, and since your reload times are crap, and your damage output is crap, this is insignificant)

-slightly reduced weapon cost (not enough to be significant)
and then they
-increased price per shot more than x11 (what!? Firearms were already cost prohibitive, and now instead of just paying 1/10gp per shot, im paying 11gp per shot. Why would i do that? Even from a setting standpoint, it would be cheaper to hire a dozen or more hirelings with bows than to fire my gun ONCE.)

-make you carry explosives (you guys made a deliberate effort to NOT do this to the alchemist, and also made a deliberate effort to cut the cost-of-entry barrier to that class. Now im paying 10gp per shot to be a walking powder-keg. I dont understand why you would do the opposite here.)
and then they
-made misfire mandatory (what!? why! There is no misfire on an alchemists bomb, a ninjas poison, or chance that a crossbow or bow will just break during regular use! BUT WORSE! If it misfires again before i can fix it, it explodes, and many dm's will likely rule that this detonates the walking powderkeg that is my character. This makes every gun virtually a CURSED ITEM. Backbiter Spear much?)

-Reduced range drastically (which rules out sniping)
so they could
-made them touch attacks (which would be cool, but it ruins deadly aim, which is the major source of ranged damage now, other than the specialization, and the fighter's weapon training.)

-eliminates exploding dice optional rule (this is good house keeping)
so they could
-increased critical multiplier to x4 (which sounds nice, but in pathfinder, increased critical multipliers aren't worth nearly as much as critical threat ranges,specially with the critical feats, and a higher multiplier does very little for average damage output. Thats why everyone uses scimitars and no one uses scythes. Whats worse, the Gunslinger refuels grit on a critical, and tries to be a controller, which is synergistic with the critical feats, so you would think he would focus on a weapon with a higher critical threat than multiplier.)

As written, the firearm rules are just horrible, and playtesting the Gunslinger with these rules is difficult mostly because of the flaws of the rules as written.

HOWEVER SINCE THEY ARENT FOR PLAYTEST, here are my suggestions on a few ways that the Gunslinger, and any other firearm using archetypes can work around the flaws of the rules:

-gunslingers shouldnt have to deal with misfire at all. (They should get an ability similar to poison use so that any firearm they use has no risk of misfire. Maybe restrict it to firearms they are familiar with, or masterwork firearms only.)

-gunslingers should be able to produce their own black powder (Maybe just a craft alchemy check? Or craft gunsmithing? Or something to the effect of assuming that he has the "material components" of his not-as-good-as-magic-missile ability to fire a gun? This would help deal with the cost-per-shot. It should also be explicitly stated that black powder is like an alchemists bombs, and inert when not loaded in a firearm. I dont care about realism here, i care about playability.)

-damage per round should be addressed
(There are two basic ways to do this: increase damage output to compensate for low rate of fire, using a feat or class ability to do so, or reduce reload times to give a higher rate of fire.
There is no reason that Gun training couldnt be rewritten to have a higher damage yield, to compensate with the loss of deadly aim.
Alternately, you just grant rapid reload to the gunslinger, with an addendum that reduces his reload times even further, or increases the number of slots of capacity filled with each action, like if a single move action could reload two slots of capacity.
A third option is to give the gunslinger a feat similar to power attack, but instead of reducing BAB to increase damage, he could reduce crit multiplier to increase damage, or crit threat. This stretches out of precedent however.)

None of what ive mentioned deals with the problems inherent to the gunslinger class (low grit, poor deeds) which likely, should be its own class and not an alternate fighter.

This thread only illustrates problems that arise due to the rules themselves, and suggests a few work-around that would be needed for any class that focused on firearms.

So thats it. I look forward to discussion.


Dual Wielding weapons that are not light weapons, and have high reload time is so bad it is basically a non-option.

The Damage output of the class suffers because of three things:
-base damage being so low
-drought of feat and ability based damage enhancement
-a low "rate of attack" due to high reload time, capacity, and cost prohibition of keeping additional pre-loaded weapons.

Play-test friendly Options for solving these problems are:
-additional feat or class ability "damage boosters"
-opening up some of the archery or crossbow feats for use with firearms.
-offering a "cost" chart based on how common firearms are in a region, possibly.
-Possibly, give the class a firearm repair ability, and say any firearm with the "broken" status buys/sells at half cost. This helps firearm focused characters purchase things at a lower rate.

Personally, i favor enhancing "damage/payoff" per shot over increasing the rate of fire. While many people dont like the called-shot-like mechanic, i think that the ability to gain some utility from each shot is a viable alternative from additional damage. (Status effects, or eve combat maneuvers at a range)

However, increasing the rate of fire by lowering reload time should be an option, over damage or utility. It would put it more in line with the other weapons, but basically demand that the weapons no longer be ranged touch.

Personally, i treat firearms as crossbows for ALL PURPOSES, except that i simply house-ruled that there is an equivalent firearm feat for every crossbow feat. Longarms are equivalent to heavy crossbows, and One handed firearms are like light crossbows. To dual wield pistols, i required something similar to monkey grip, since they are flipping hand cannons, not the light pistols of today.

Its safe to assume that there will be firearm using Archetypes for other classes in the future, and establishing a sweeping rule like this would give a lot of mileage toward directing future supplements.

(for the record, i think rogues, rangers, bards, alchemists and inquisitors need a grit-archetype.)


-Hungry Ghost Monk Variant from pathfinder, mostly for flavor, with the ability to knock prone, and on kills steal ki, and/or steal hp
it loses stunning fist,
-Take Stunning fist as a feat, since you traded it for the ability to knock prone. If you could pick and choose parts of variants we wouldnt have to do this, but an alternate class feature set isnt modular. Anyway stunning is pretty important to this build so anything that ups the save on that is key.
-Rapid Stunning is important, so you can extend the duration of your stun by more than one round through Multiple Attempts, and Pharaoh Fist (sandstorm) makes it effect adjacent targets, so if you use it once on one guy with one attack, and once on the guy beside him with a second attack, they are both stunned twice, with the chance to extend the duration of both. Also, other feats like Ability Focus: Stunning Fist will be needed.
-Youll want a Ki-Focus Scythe asap, as ki focus will let you flurry with it. with the +1 and the ki focus ability, itll be the price of a +2 weapon. We want the scythe for its critical.
-Dastardly Finish: this is where the build comes together. This is a feat from Pathfinders advanced players guide that lets you Coup De Grace Stunned or Shaken Opponents. Death Blow from the Players Handbook two lets you Coup De Grace opponents as a standard action. Since CDG is nothing but an autocrit with a save vs damage dealt, a high critical multiplier weapon is key, hence the scythe with its x4. Plus, more attacks means more chances to critical, and when it comes to attacks, monks have the most.

This Build has a LOT of problems, i know. One is that its a MONK BUILD, and another is that it depends on the target failing a fortitude save, which at high levels is laughable. Also, it depends too heavily on a single weapon, but i suppose that it isnt necessary to have a Scythe, its just flavorful with Hungry Ghost monk and the Coup De Grace motief.

Another problem i am having is that i had visualized this as a Lawful Evil build, and MOST of the feats or prestige classes or whatever that enhance your stunning fist also require you to be GOOD. For example: Touch of Golden Ice (BoED): Evil enemies hit with unarmed or natural attacks must Save (DC 14 Fort) or take 1d6 Dex damage. Lowering Dexterity would be a great way to get CDG, but that dc 14 save and good requirement are both rough on the build.

PRC'S
Reapers Child from Dragon 299 was what i was originally trying to build, and a one level dip into it would let me flurry with a scythe. The least level of it gives you a death effect, so thats fun too, but overall i think i could do without the class. Maybe kensai? Assassin? Are there any good monk prc's that advance flurry, or enhance stunning but aso give you something that would help with Coup De Grace?

Anyway, any suggestions on how to help this build out?


In pathfinder, Monks have a ki pool, much like the 3.5 ninja did. In complete scoundrel there is a feat that allows monk and ninja to stack for unarmed damage and ki pool, but since this was intended for the 3.5 monk which didnt have a ki pool, in the example of how it works it only enhances the ninjas ki pool.

My question is this: knowing that the ninja and monk's ki pools were not DESIGNED to be used together, would it unbalanced to say that if you have taken this feat, you can use your monk ki pool to fuel ninja abilities, and the ninja ki pool to fuel monk abilities?


While i love the alchemist, i wish that not every alchemist was a bomb toting roid head, so ive tried to toss together an Alternate class feature for the Alchemist. Still dont have one to replace mutagen, so suggestions are welcome :]

PLAGUE DOCTOR ALCHEMIST
(clearly based on lay on hands, but replaces bombs. I wonder if i should do 1/2class level + int uses per day like lay on hands, or the full class level per day like bombs.)

Healing Salve (Su): Beginning at 2nd level, an Alchemist can Mix a Salve that can heal wounds (his own or those of others) when applied by touch.An alchemist can mix and use a number of Salves each day equal to his class level + his Intelligence modifier. Mixing and applying a Tonic requires a standard action that provokes an attack of opportunity. A Healing Salve is applied as a Melee touch attack that Heals 1d6 points of damage + additional damage equal to the alchemist’s Intelligence modifier. The Healing power of an alchemist’s Salve increases by 1d6 points at every odd-numbered alchemist level.
Alternatively, an Alchemist can use salve to deal damage to undead creatures, Dealing damage equal to the amount that the salve would heal a living creature. Using a Healing Salve in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.
Alchemists can new types of Salves as discoveries (see the Discovery ability) as they level up. An alchemist’s Healing Salve, like an extract, becomes inert if used or carried by anyone else. This ability Replaces the alchemists bomb ability, and poison use.

DISCOVERIES

Least Panacea Salve (Su): Whenever the Alchemist uses a Healing Salve to heal damage to one target, the target also receives the additional effects from all of the Panacea Salve Discoveries known by the Alchemist. A Panacea Salve can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the Salve actually removes the affliction that causes the condition. The alchemist may Initially choose from the following Status Effects to remove:
• Fatigued: The target is no longer fatigued.
• Shaken: The target is no longer shaken.
• Sickened: The target is no longer sickened.
The Alchemist may take this Discovery more than once, each time choosing an additional effect to remove with the Panacea Salve. These abilities are cumulative. For example, a 12th-level Alchemist's Healing Salve heals 6d6 points of damage and might also cure fatigued and exhausted conditions as well as removing diseases and neutralizing poisons. Once a condition or spell effect is chosen, it can't be changed.

Lesser Panacea Salve(Su): As Least Panacea Salve, except the Alchemist may now choose from the Following Status Effects as Well:
• Exhausted: The target is no longer exhausted. The alchemist must have the fatigue salve before selecting this salve.
• Frightened: The target is no longer frightened. The alchemist must have the shaken salve before selecting this salve.
• Nauseated: The target is no longer nauseated. The alchemist must have the sickened salve before selecting this salve.
• Poisoned: The Alchemist's Healing Salve also acts as neutralize poison, using the Alchemist's level as the caster level.
The Alchemist may take this Discovery more than once, each time choosing an additional effect to remove with the Healing Salve.

Greater Panacea Salve(Su): As Least Panacea Salve, except the Alchemist may now choose from the following Status Effects as Well:
• Blinded: The target is no longer blinded.
• Deafened: The target is no longer deafened.
• Paralyzed: The target is no longer paralyzed.
• Stunned: The target is no longer stunned.
The Alchemist may take this Discovery more than once, each time choosing an additional effect to remove with the Healing Salve.


JINN ALCHEMIST
(the basic idea here is to get rid of the Mutagen/bruiser thing in favor of a middle-eastern elemental alchemy theme, using the Wizard Elemental Specialty schools form the APG. What you end up with, though, is a better caster, which i tried to limit. Im not sure how balanced it is, so any advice on balancing it would be appreciated.)

Elemental Tonic (Su): At 1st level, an alchemist discovers how to create a tonic of elemental essence that he can imbibe in order to heighten his magical prowess at the cost of his personality. It takes 1 hour to brew a dose of Elemental Tonic, and once brewed, it remains potent until used. An alchemist can only maintain one dose of Elemental Tonic at a time—if he brews a second dose, any existing Tonic becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again. When an alchemist brews an Elemental Tonic, he selects one of the Wizard's four Elemental Specialty Schools, Air, Earth, Fire or Water. It’s a standard action to drink a Tonic. Upon being imbibed, the tonic causes the alchemist to enter a state of elemental attunement, which lasts for 10 minutes per alchemist level. While in this state, the alchemist may nt gain the normal benefits of ant extract, however, whenever the alchemist consumes an extract, he may spontaneously cast a spell of the same level from the Elemental Wizard Specialty to which he is attuned, so long as the spell he is casting is the same level or lower than the extract consumed. Both casting and consuming an extract can be done with the same standard Action. The caster level for spells cast this way is equal to the alchemists level, and save DC's are Intelligence based.

While under the effects of a tonic, the Alchemist takes a -2 penalty to one attribute. When attuned to Air, you take a -2con. When attuned to fire you take a -2 wis. When attuned to earth you take a -2 dex, and when attuned to water you take a -2 cha. A non-alchemist who drinks an Elemental tonic must make a Fortitude save (DC 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of an Elemental Tonic, but an alchemist can gain the effects of another alchemist’s Tonic if he drinks it. (Although if the other alchemist creates a different tonic, the effects of the “stolen” tonic immediately cease.) The effects of a tonic do not stack. Whenever an alchemist drinks a tonic, the effects of any previous tonic immediately end.
This ability replaces the Mutagen ability.

DISCOVERIES:

Favored Attunement: Choose one of the four Elemental Specialty Schools, Air, Earth, Fire, or Water. When you have consumed a tonic to become attuned to this element, you gain one of the two Specialty School Powers for that element.
You may take this discovery multiple times, each time selecting a different school power, or element.

Greater Attunement: Choose one of the four Elements, Air, Earth, Fire, or Water. You may now use the 8th level School Power for that Element. You must be at least 8th level to take this discovery and may only take it for an element for which you have both of the first level powers.

Elemental Immunities: While under the effects of an Elemental tonic you dont need to breathe and gain Immunity to bleed, paralysis, poison, sleep effects, and stunning.


Sandman variant for the Bard(apg) + 1 level of Spelltheif (compAdv) + Master Spelltheif Feat (compScndrl) = All the fun spell theft abilities of the sandman, plus stealing spells as a spelltheif of your level.

Scout Variant for the Rogue(apg) + 3 levels of scout (compAdv) + Swift Ambusher Feat(compl Scndrl) = at level 4 rogue (ecl 7) you can get skirmish and sneak attack damage every time you charge. At rogue 8(ecl 11), you can get them both on the first attack of the round anytime you can skirmish.

Any more fun APG/3.5 builds like this?


Am i the only one who looked at Zen archer and thought about how, if it had said revolvers instead of "bows" that you could be a Gunslinger ala DARK TOWER?

seriously.

Related but also Unrelated: Anyone have any suggestions on what class abilities to trade out to make Zen Archer work for the Ranger?


The Duelist Prestige class can already Parry:

PRD wrote:
Parry (Ex): At 2nd level, a duelist learns to parry the attacks of other creatures, causing them to miss. Whenever the duelist takes a full attack action with a light or one-handed piercing weapon, she can elect not to take one of her attacks. At any time before her next turn, she can attempt to parry an attack against her or an adjacent ally as an immediate action. To parry the attack, the duelist makes an attack roll, using the same bonuses as the attack she chose to forego during her previous action. If her attack roll is greater than the roll of the attacking creature, the attack automatically misses. For each size category that the attacking creature is larger than the duelist, the duelist takes a –4 penalty on her attack roll. The duelist also takes a –4 penalty when attempting to parry an attack made against an adjacent ally. The duelist must declare the use of this ability after the attack is announced, but before the roll is made.

Not wanting to step on the duelists toes, i opted for this:

Parry
You have learned parry the attacks of other creatures, causing them to miss.
prerequisites: Combat Reflexes, CMD +5
benefits: Whenever you takes a full defense action with a light or one-handed piercing weapon, you may elect not to take one of Your attacks of opportunity. At any time before your next turn, you can attempt to parry an attack against yourself or an adjacent ally as an immediate action. To parry the attack, the you makes an attack roll, using the same bonuses as an attack of opportunity you chose to forego during her previous action. If her attack roll is greater than the roll of the attacking creature, the attack automatically misses. For each size category that the attacking creature is larger than the you, you take a –4 penalty on your attack roll. You also takes a –4 penalty when attempting to parry an attack made against an adjacent ally. You must declare the use of this ability after the attack is announced, but before the roll is made.

this way, the feat is also useful to Duelists.

I also toyed with the idea of making parry into an actual Combat Maneuver, possibly with a feat prerequisite, but i couldnt decide if it should use your CMB or CMD, or how allowing anyone to parry would effect the game. I think it would likely slow it down a lot right?


There is a mechanic that mitigates some of the xp that item creation requires that is used by The Artificer (Eberron) and the Fleshwarper (Lords of Madness) prestige class.

I was wondering why the Alchemist doesnt have a similar mechanic? While Mutagens, Extracts and Bombs dont require xp, crafting potions will, which is something that Alchemists are almost certain to do. Im fairly sure that Brew Potion will actually appear in the final class, just going by what ive seen on the forums, so this is something to consider, not just with the alchemist, but with ANY item creation class.

Additionally, i would caution against disallowing extracts to count as spellcasting for the purpose of prestige classes. It would be best to find SOME way to let the alchemist fold into prestige classes, because if you dont, you lose the flexibility that they offer completely.
The Warlock, from 3.5, was extremely difficult to PRC, and so most people just didnt, unless they used the prc's that were put out in complete Mage to alleviate that exact problem. The Binder, Shadowcaster and Truenamer had a handful of mediocre prestige classes published in the book they were, and then never saw support again.

You guys dont put out as many books as fast as WOTC did, which is a strength in most ways; It allows for a higher quality book. However, it also means that you wont be able to offer specialized support for a single class as easily because you need to get the most out of every page you publish. This is another reason i would suggest making the Alchemist's extracts count as spells for prestige classes; You wont be able to easily offer it special support.


Witch, Summoner and Alchemist all have limited spell lists, and not everyone likes this. I think this is mostly because of how WoTC handled similar lists, with there "print it and forget it" pattern with new classes. So i suggest this:

How about you just have a place on the website where the names and levels of every spell on a class's spell list is printed, as well as what supplement the spell can be found in. No more information than that, just what is where.

This way, as you print new spells, you can publish what class received new spells in a supplement. It offers players and easy reference for this sort of thing, and gives you guys incentive to put spells out FOR the classes. (that we will see them and possibly buy the supplement)

you could do something similar with alternative class abilities or similar things, but spells are my real concern.


I really like the summoner, and it works similar to the summon monster/natures ally rules ive had for a long time. Here is my idea for the summoner though.

Give the summoner one bonus summon at each level. Each time you learn summon Monster spell as a class ability, you choose one specific creature from the summon monster list, and you always summon that creature when using this class ability. (You can still summon other creatures with the spells )Usually its named, has a specific appearance, and remembers you from summon to summon. Maybe you could even let the player spend VERY FEW evolution points on it, from the same pool as the eidolon? Idk.

My idea isnt entirely fleshed out, but basically, an ability that gives him a unique summon at each summon monster level, and the ability to summon that creature. Maybe only one summon can be out at a time, but i think that this would add a great deal of flavor to the class, even if it isnt all that useful.

Just so you know, in my own campaign, each time you learn/record in your spell book summon mosnter or summon natures ally you choose one specific creature. Often, a player will have SEVERAL copies of the spell, but each one has a specific creature. This cuts back on some of the summoning twinkage, and also lets the players feel more attached to each specific summon, which is what i hope this idea could accomplish for the summoner.

Additionally, if they select a creature that was summoned with summon monster/natures ally as a cohort, familiar or animal companion, then when the creature dies, i dont have them suffer the penalties for having a cohort/companion/familiar die, because they can just cast the spell to summon the creature again in 24 hours.

Just a thought.


How about this. Witch, as is, but offer an option that at first level you choose to be either a witch or a warlock.

Witch is as is, but warlock is an alternative that changes the BAB and HD to medium and d8 light armor, and the spell progression to 0-6th level instead. Basically, you get a melee/spellcaster alternative class, and you can actually USE some of those touch hexes. Maybe even spontaneous instead of prepared caster.

i seriously doubt you guys will go this route built into the class, but it would make a good sidebar variant/alternative that would satisfy the hunger for a "gish" and fix some of the problems people have with the witch now.


I think it would have been preferable to see the Summoner have access to some healing spells, and to be able to design multiple forms for the eidolon. Rather than have access to summon monster at all, i would prefer to just be able to gain new forms for the eidolon, and design them accordingly. If that isnt an option though, How about Summon Monster I type spells, except that you can use evolution points on the summon at the time of casting? I also dont think that there should ever be more than one summon per player active at a time, not just for the summoner, but for ALL CHARACTERS as a blanket rule.

Again, healing is something that should be in this class, somehow. With as few spells as he has, i really dont see the harm in it, especially since he will be using most of the healing on the Eidolon.

I wish also that there had been an option to make the Eidolon look or feel undead. I know that slapping templates or subtypes on it would become a major headache, but i still had hoped that the Summoner could pass as a poor man's necromancer.

The witch is really well written. I also think that maybe the Familiar should be a bit hardier, since he is basically both the familiar and the spellbook. The ability to deliver the touch attack hexes of the witch would be helpful too. Personally, i wish that the saves, hd, and spell progression of the summoner and witch had been swapped, but as is is fine too i guess. Hopefully a future variant will allow the witch to take reduced spell progression to gain medium BAB and HD. OH, That reminds me!

While i really LOVE the new classes, and support new classes strongly, i think you guys should make more Alternate class abilities / variant classes. The more customizable classes are, the better. For the most part your Pathfinder classes have customization built right in, but more is better, to a point.

Another concern i have is that some of these newer classes will never see support. Wotc was horrible about that; making a new sourcebook with new classes using a new system, and then never publishing anything for them again. Thats probably why i love Secrets of Pact Magic so much. Despite its flaws, its a mountain of support for a system i loved.

So try if you can, to just work in some options for any new classes you publish. I know you guys put feats and options in your Chronicles and Adventure paths, so please, remember your new classes when you are crafting new Supplements, and try not to neglect the old ones in the process.


Ive played a Mystic ranger(dragon 336) for a while now, since i saw the variant. I love this character. I took the sword of the arcane order feat(champions of valor) and started preparing arcane spells in my newfound spell slots, and ive never liked a character more.

The problem is that my group is converting to Pathfinder, which is awesome, except that when i tried to apply the mystic ranger variant to the Pathfinder Beta Ranger, it came out kindof wonky? Lots of dead levels combined with alot of levels where i get like four abilities all at once.

anyone have any experience with converting ClassActs variants to Pathfinder? How about variant abilities from 3.5 books?

help would be appreciated.