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Hoping they will include some means to enhance those familiars and bonded weapons.


Is this a typo or intended?

Grand mutagen: The alchemist’s mutagen now grants a +6 natural armor
bonus, a +8 enhancement bonus to one ability score (Strength, Dexterity, or Constitution), a +6 enhancement bonus to a second physical ability score, and a +4 [b]enhancement[b/] bonus to a third physical ability score.

Noticed that most of the others had been changed to alchemical. The True mutagen also has the same wording. Is this intended or were they overlooked?


Here's a question after looking over the eidolon stats. Can claws be added to the Limbs (leg) evolution, from the sounds of it, legs give speed increase, not additional attacks based on the initial stat block of a quadraped eidolon. If so that means the eidolon would lose 4 attacks. The player would get back 2 points for not using the claw evolution which could then be placed into rake, difference of that is the eidolon has to grapple the opponent in order to use the attacks.

Something to consider clarifying in the rules.


A player made a summoner,hey used the exotic weapon Proficiency feat to equip themselves with a bastard sword, but did not spend any points on the weapon training evolution. However after looking through the ability it does not specify an Eidolon must have weapon training in order to use any weapon at all. I think this needs to be clarified or added onto the evoluion so the the player has to take the evolution before picking any feats to allow it specific weaponry.


Calling the mutagens Elixirs or Vile Concoctions denote either a game mechanic that is already in use and different from the abilities of the class, or associated can be mistakenly associated with evil including the term "mad alchemist".

Get off the terms used for abilities stick with the mechanics of the class.


I'd say it would be a cosmetic change for the familiar. They would still give the player the same extra spells, and skill bonues for the witch as the type of familiar they picked at their first level of witch.


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This is a list of changes made to the various abilities on the familiar to make it feel less like walking a toddler through a demon infested dungeon of maniacal evil.

Hitpoints:
Hit Points: The familiar has the witch’s total hit points (not including temporary hit points), regardless of its actual Hit Dice.

Commune with familiar:
Commune with Familiar (Su): She and her familiar can communicate with each other verbally as if they were using a common language only if they are in range to hear one another. Other creatures do not understand the communication without magical help.
Otherwise a witch has an empathic link with her familiar to a distance of 1 mile. The witch can communicate empathically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared. The witch has the same connection to an item or place that her familiar does.

Share Spells:
Share Spells: When a witch casts a spell with a target of “you” on her, the familiar also gains the benefits of the spell. A witch may cast spells on her familiar even if the spells do not normally affect creatures of the familiar’s type (magical beast).

Damage Reduction:
Damage Reduction (Ex): If a witch is 3rd level of higher, her familiar gains damage reduction of 2/-, and every four levels thereafter, the familiar gains an additional +2 damage reduction.

Deliver Touch spells:
Deliver Touch Spells (Su): If a witch is 3rd level or higher, her familiar can deliver touch spells for her. If the witch and the familiar are in contact at the time the witch
casts a touch spell, she can designate her familiar as the “toucher.” The familiar can then deliver the touch spell just as the witch would. If the witch casts another spell before the touch is delivered, the touch spell does not dissipate as the familiar itself is considered to be the caster of the spell.

Imbue with Spells:
Imbue with Spells (Su): If a witch is 5th level or higher, she can imbue her familiar with a number of spells that the familiar can then cast on its own. At 5th level, she can imbue a single 0-level spell. Unlike other cantrips, the familiar can only cast this spell once. At 7th level, and every two levels thereafter, the witch can imbue another spell into her familiar, each one level higher than the previous (1st at 7th level, 2nd at 9th level, and so on, up to a 5th-level spell at 15th level). This spell is cast as if the witch had cast it, using her caster level and save DC. Every spell imbued in this way consumes two of the witch’s available spell slots of that level until the spell is cast (0-level spells reduce the number of 0-level spells she can prepare by 2). When the witch prepares spells, she can remove imbued spells from her familiar.

Spell Resistance:
Spell Resistance (Ex): If a witch is 5th level or higher, her familiar gains spell resistance equal to the witch’s level + 5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar’s spell resistance.

Arcane Connection:
Arcane Connection (Su): The familiar is granted the same equipment based bonuses as the master, though the familiar does not actually posses the equipment and cannot use spell-trigger abilities, this only applies when the familiar is within five feet of the witch or has a spell to deliver a touch attack.

Scry on Familiar:
Scry on Familiar (Sp): If the witch is 13th level or higher, she may scry on her familiar (as if casting the scrying spell) once per day, gaining one additional use at level 17.

Familiar Death:
If a familiar is lost or dies, it can be replaced 1 day later through a special ritual that costs 500 gp per witch level. The ritual takes 8 hours to complete. A new familiar begins knowing all of the 0-level spells plus two spells of every level the witch is able to cast. These are in addition to any bonus spells known by the familiar based on the witch’s level and the familiar’s type (see Bonus Spells).

based on the Character Wealth chart on page 399.

A second level character should have 1000. So according to the mecahincs above if a familiar should die at that level the Witch has to lose all their waelth to bringing it back, implicating a hefty death for a pitiful game mechanic. Even if the player loses the familiar during second level not necessarily at the beginning the estimated amount of gear at level 3 is going to be reduced by 1500 when the player only should have 3000. This also takes into account that the familiar dies only once during a level. This overly punishes the caster should the familiar die. Once again if the Eidolon a superior pet dies can return full health and for free, while the useless familiar penalizes the caster unfairly.


Empathic Link (Su): A witch has an empathic link
with her familiar to a distance of 1 mile. The witch
can communicate empathically with the familiar,
but cannot see through its eyes. Because of the link’s
limited nature, only general emotions can be shared.
The witch has the same connection to an item or place
that her familiar does.

The why say the familiar can only talk to the master at level 5 in the familiar stat block.

This is an archaic and long overdue mechanic that did not get the right attention for the Pathfinder RPG, before making a class dependent on a familiar substantial changes need to be made. Levels 15-20 should be rewarding for a familiar of a witch at that level.

How game breaking would it be if a familiar had spell resistance as soon as level 3?

Compare an animal companion/eidolon or even arcane bond to a familiar, how worthwhile is it to a player to have an easily and expensive killable reliability following them around that on a bad save dies in one hit later on in levels. It has no attack power, +10 nat AC and 20th level with no other means of defense is meaningless. Using a wiza5rd's saves (especially fort and ref even with Improved evasion at later levels can still mean instant death because of one bad save.)

A witch's familiar should have the same hp as the witch. An improved familar should roll for hp based on the HD of the creature being used; con modifiers included.

The cost of a dead familiar-500gp. per lvl. of witch. While the Eidolon dies it goes back to it's plane and is summoned back the next day right as rain with no cost to the summoner. What makes the familiar so imposing and omnipotent that I have to pay to get a new one.


Mortagimus: A hulking hunchbacked like humanoid; Other bodies fused to its back with hollowed eyes, their faces silently screaming, while their arms flail towards the sky. An acidic bile drips from his pores.

Mortagimus 13 level Eidolon:

lvl 13 Summoner's Eidolon
Large Biped Eidolon
HD: 10d13+39 (126)
Speed: 30 ft.
Fort: 11=8+3 Reflex: 6=4+2 Will: 8=8+0 Bab: +12 CMB: +22 CMD: 34
Ac: 25=10+2(dex)+14(natural)-1(size) Tch:12 Ff:24
Str 29 Dex 15 Con 17
Int 7 Wis 10 Cha 14
Slam (2D6+9+1d6 (acid)) +21/16, 10' reach
Evolutions: slam (1), limbs (arms) x3 (6), Large (3), Energy attack (acid) (2), Spell-like ability (animate dead 3/day) (5)
Special: Darkvision, Link, Share Spells, Evasion, Devotion, Multiattack
Feats: Corpsecrafter, Deadly chill, nimble bones, Hardened Flesh, destructive retribution, Weapon focus (slam)

Skills
Climb: 22= 13+9
Stealth: 11=13+2-4
Perception: 13=13+0
Knowledge (Religion): 11=13-2

The feats are in Libris Mortis.


Rake wrote:
I know one of the devs mentioned that the witch write-up would include some kind of broom-flying option. I didn't see anything like that in the preview; did the idea get dropped? Too cartoony?

Maybe add an animated objectish familiar would help.


Run a game the way you want to. Get a better perspective on the game than by being a player. From the subject of the topic I'd say that a GM is doing exactly what you tell other GM's to do, they have told you "No you can't stack stat bonuses from items. Don't like it do your GM a favor and stop playing and go back to the MMO's you are used to.


Think of it this way, if you are wearing armor and some guy attacks you with his fist or a gauntlet he's essentially ramming his fist into a piece of metal, you as the defender carrying a sword rather than taking a defensive stance or an attempt to parry the attack choose to hit the guy with your weapon, considering that while doing so it effectively extends your reach over theirs. Secondly in order to get the right amount of force behind your attack to injure an armored opponent without opening yourself up for attack as well would require training to do so (improved unarmed attack).

While the spiked gauntlet is built to pierce through armor, and causes a reasonable threat to the person you are attacking.


Was curious about the Arcane Bond for the familiar if there have been any changes?


Mad Master wrote:

A powerful consequence of rules such these is that metamagical spells need not be prepared as such in advance, increasing the versatility of each caster (cleric, druid and wizard above all) and changing the usefulness of many other things in game, like Sudden Metamagic feats, which become almost useless or at least very underpowered...

Some other limitation, such as increasing the casting time for all metamagics, should work, leaving perhaps as the only exception Quicken Spell but at an increased DC...

This change was to try to get a middle ground between the basic metamagic feats and the sudden ones. It was also intended to give the sorcerers and bards the option to choose the metamagic feats as well.

mtd wrote:

I've had good luck with this house rule, although it is sort of predicated on using Spell Points (from Unearthed Arcana).

The Spellcaster can use any metamagic feat they take for free a number of times per day equal to their controlling attribute. Beyond this, they can continue to use the metamagic feat, but must pay the cost in spell points as if they were casting a spell of the adjusted level.

A DM in one of the games I play had suggested this, though we use the regular spell slot system rather than the point based one, which could easily lead to abuse. I wanted something that would still retain some of the normal restrictions of the slot location but not as heavy handed as to deny the use of stronger spells.


hogarth wrote:
Kevin Murphy 340 wrote:
Thanks for the feedback, need to add a few other restictions so a maximized meteor swarm is either not possible or requires a substantially (nearly impossible) higher check.

It's hard to balance, though.

Take your DC for Persistent Spell: DC 30 + spell level. That sounds high, but suppose you have a level 10 cleric in your party with the Law and Good domains; using those domain powers (+10 to skill checks, and the ability to "take 11"), plus a Guidance cantrip (+1 to skill checks), plus 10 ranks in Spellcraft, that's an easy way of getting 32 on a check (even higher, depending on your Int bonus and other possible bonuses like bardic music, etc.).

But on the other hand, if you make the DC too high, it's impossible for "honest" players to make the skill check.

The Truenamer class (from the Tome of Magic) had the same problem; the class's abilities are based on a skill check, but the skill DC is ridiculously high without stacking on a lot of bonuses. Food for thought.

Persistent was one of the harder metamagic feats to alter, as it requires a spell slot of six levels higher than normal. While the rest of the metamagic feats were easily converted into +5 incriments, starting at 10 for feats that required a spell slot higher. Going to change the +spell level thing into a +4 for that feat.


Excellent Ideas, Thank you.


Thanks for the feedback, need to add a few other restictions so a maximized meteor swarm is either not possible or requires a substantially (nearly impossible) higher check.


A caster may apply any metamagic feat to a spell if they succeed in spellcraft check as a full round action. The number of times per day this is useable depends on the modifier for their specific class. If the player fails the check they lose an attempt for that day, though they still succeed in casting the spell. The character must have the corresponding feat in order to use this ability. A player’s spell power ability, or bloodline ability may be augmented by these feats as well, but it will still count against their total amount of metamagic feats for that day. The number of times a player can cast a metamagic feat cannot exceed more than half the player’s caster levels (minimum 1).

The DC’s of the spells go as follows.
Empower Spell: DC 15 +spell level.
Enlarge Spell: DC 10 +spell level.
Extend Spell: DC 10 +spell level.
Heighten Spell: DC 10 +spell level +2 per increased spell level.
Maximize Spell: DC 20 +spell level.
Quicken Spell: DC 20 +spell level.
Silent Spell: DC 10 +spell level.
Still Spell: DC 10+spell level.
Widen Spell: DC 20+spell level.

Complete Arcane:
Black Lore of Moil: DC 10 +spell level. (Removal of expensive reagent.)
Born of Three Thunders: DC 10 +spell level.
Chain Spell: 20 +spell level.
Delay Spell: No check needed.
Energy Admixture: DC 25 +spell level.
Energy Substitution: No check needed.
Explosive Spell: DC 15 +spell level.
Fortify Spell: DC 10+spell level+2 per spell level increased.
Lord of the Uttercold: DC 10+spell level.
Nonlethal Substitution: DC 10+spell level.
Persistant Spell: DC 30 +spell level.
Repeat Spell: DC 20 + spell level.
Sanctum Spell: No check.
Sculpt Spell: DC 10 +spell level.
Split Ray: DC 15 +spell level.
Transdimensional Spell: DC 10+spell level.
Twin Spell: DC 25 +Spell level.

Complete Mage:
Retributive Spell: DC 10 +spell level.

Player’s Handbook II:
Blistering Spell: DC 10 +spell level.
Earthbound Spell: DC 15 +spell level.
Flash Frost Spell: DC 10 +spell level.
Imbued Summoning: DC 10 +spell level

Libris Mortis
Energize Spell: DC 10 +spell level.
Enervate Spell: DC 15 +spell level.
Fell Animate: DC 20 +spell level.
Fell Drain: DC 20 +spell level.
Fell Frighten: DC 15 + spell level.
Fell Weaken: DC 10 +spell level.

Complete Divine:
Consecrate Spell: DC 10 +spell level.
Corrupt Spell: DC 10 +spell level.
Rapid Spell: DC 10 +spell level.
Reach Spell: DC 15 +Spell level.

Spell Focus: Allows an extra Metamagic feat to be used as long as it is in the same school as the spell focus.


KaeYoss wrote:
Kevin Murphy 340 wrote:


Would the feat Craft Magic Arms and Armor be applicable to a monk's unarmed attacks?
Well, does he have a masterwork body? ;-)

Depends on if the Ki Strike ability would act as a virtual means of masterworking?


Going to rephrase this a little.

The text for Magic weapons is as such:

Magic weapon gives a weapon a +1 enhancement bonus on attack and
damage rolls. An enhancement bonus does not stack with a masterwork
weapon’s +1 bonus on attack rolls.
You can’t cast this spell on a natural weapon, such as an unarmed
strike (instead, see magic fang).

Specifially - A monk’s unarmed strike is considered a
weapon, and thus it can be enhanced by this spell.

Would the feat Craft Magic Arms and Armor be applicable to a monk's unarmed attacks?


In the Pathfinder Beta it says Magic Weapon can be used on a monk to give them the enchantment bonus, as such I was wondering if the same rule applied to permenantly enchanting a monks "unarmed strike"?