Here's another thing you may not have known then.
Spellstrike doesn't require a free hand to use. You can technically use it with two handed weapons by using a free action to let go with one hand, casting a spell with it, regrasping the weapon with two hands and delivering the spell with a two handed weapon.
You *cannot* use spell combat with a two handed weapon though.
Seems like the Undermountain would be a heaven for your players.
A dungeon that constantly shifts and changes its layout so that the path behind you doesn't even lead to where you came from, and the path in front of you could go anywhere.You can only escape if you are lucky... or just as mad as the mad wizard who built it.
What is Enlarge Person in essence?
It is clearly a fantastic spell for Str based melee characters that is difficult to replace with anything else.
Your idea replaces a great buff for a few classes with an ok buff for everyone. I'd say your idea would be a 100% absolute requirement for the party's caster to have on hand at all times. How would you cover the increase in reach and weapon damage (IMO the primary reasons to cast the spell in the first place)?
Mark Hoover 330 wrote:
Acid Splash is not a ray spell (Close Range arcana is limited to rays) but Ray of Frost is, so aside from the spell of choice, this works just fine. (there are gloves that turn ranged spells into touch spells but limited to 3/day so sort of a waste on cantrips)
The issue is that the damage is minuscule, merely used to perform the second attack at all.
Mark Hoover 330 wrote:
In general terms multiclassing a magus is a bad idea, mostly because of the plethora of fantastic class abilities they get nearly every level. I am yet to find a class that would make it worth delaying a level of magus abilities (and higher level spells) for. If you want invisible rogue, just take Vanish as talent... or flank a lot... or any number of tricks rogues get to deploy sneak attack.
Darigaaz the Igniter wrote:
My magus I used magical lineage, rime spell, and frostbite to get all my extra damage out. Being a hexcrafter I had brand for 0-level touch spell and slumber to knock enemies out combined with a heavy pick being my weapon of choice. Nothing says encounter ender like "Make a will save" followed by "I coup de grace with two handed power attack". BTW, STR magus works just as well as DEX magus and uses less resources to do so.
I had brand for touch spells until I took close range arcana to use Rays as touch (quite a few good rays at higher levels when touch spells fade away) and realized ray of frost is indeed a ray, and superior to brand ;)
I'm currently playing a Spelldancer/Hexblade magus and don't use any of the shenanigans (in fact wasn't aware of them when I made a character)
Instead I have an unhittable monstrosity (AC approaching 40 at level 11) that tanks for the party (as much as possible in Pathfinder. I just got Antagonize this level but haven't had a chance to use it)
If I need to kill something it takes me 2 rounds, Slumber followed by Coup de Grace. Usually 1 as party rogue likes to deliver the Coup de Grace.
full round action to reload - 3 acts
standard action to fire - 1 act
So yes, with rapid reload and paper cartridges you:
fire - reload - fire
Also you could save yourself a feat and use the Beneficial Bandolier (https://www.d20pfsrd.com/magic-items/wondrous-items/a-b/bandolier-benefici al/) to reload any firearm as a swift action (1 act)
Chell Raighn wrote:
I wouldn't be so sure, 3.5 says it's a rough snow or ice form, Pathfinder says it's an "ice sculpture of the target"That gives the DM quite a range of control. What if the sculpture needs to be very lifelike? How many people in the world will have enough ranks in Craft (ice sculpting)? Will the wizard invest enough points into that to justify a single spell?
Sounds like etherealness without the "actually being on the ethereal plane" part... so I'd bump Ethereal Jaunt down a level and leave it at that.
Ethereal Jaunt but cannot affect or be affected by anything, whether on material or ethereal plane. Maybe also make it so that they don't become invisible like an ethereal person would. In a sort of Kitty Pride way.
In fact, the rules only mentions casting another spell as a way of dissipating the charge meaning the caster wouldn't be able to do away with it even if he wanted to, short of casting another spell.
Touching *anything* with the held charge also releases the energy, tap a wall next to you with that hand and the spell is gone.
Technically speaking, if you really wanted to get down to the details, you could indeed take a *raw* diamond worth X and after a *very long time* polishing, cutting and refining it, you would end up with a finely cut diamond worth 3X.
Few caveats - are your players invested in their craft (gemcutting) that they are going to seek out insanely expensive (and thus ridiculously rare) gems so they can spend months of their time refining them?
No rules that I am aware of. However, a creature is a combination of its soul and its body. I would venture the alignment of the creature is much more an aspect of its soul than it is an aspect of its body (and why the souls of the dead go to specific planes of existance for their afterlife). The body of the creature is just the body and may or may not be healthy to eat.
For an Outsider the soul and the body are one and the same.
Just holding a charge does not require concentration checks. The spell is already cast and already took effect.
The only time you take concentration checks is when something happens to you *as you're casting the spell*, or maintaining a Concentration duration spell.
If you want to force concentration checks, threaten spellcasters with attacks of opportunity, readied actions, or put them in turbulent environments (ships at storm, mounts at higher speeds, extreme winds, etc.). Perfect way to force as many concentration checks as you can is put ongoing damage onto a spellcaster. The DC will be low, but they will have to test all the time.
Murdock Mudeater wrote:
If you have a fly speed, there are not nearly as many fly checks to take as you would imagine.
There's a lot of *potential* for a check, but in reality you don't do those often. Mostly because the DCs are so low that 90% of flying creatures will automatically pass them.
Interesting, it doesn't have the "Once a creature has benefited from the X hex, it cannot benefit from it again for 24 hours." clause.
I would imagine that means it can be used multiple times, each time spending a standard action to restart it.
I was under impression that all hexes are 1/day/target but I can't find that anywhere anymore.
I've been thinking about this myself and while I haven't come to a conclusion as of yet, there are a few key things that make a Witcher:
Superhuman reflexes/martial prowess
Mutagens and alchemical concoctions
Translating the above to Pathfinder I think we are looking at a class that ticks as many of the following boxes:
Full BAB with reliable access to haste effect
Stylistically all sorts of ranger/hunters fit (and weaponized racism of a ranger is really fitting for a Witcher)
Looking through ranger archetypes I found this one:
Abandons Wild Empath, Hunter's Bond, and Woodland Stride which are all not fitting of a witcher and replaces it with abilities that while not perfect, would fit a monster hunter (ability to memorize a target from an image - Witchers take bounties on monsters, and the ability isn't limited to humanoids) and Uncanny Alertness which is very witcher-like ability.
Then pick a ranger combat style best fitting your chosen witcher school and I think you have a decent Witcher class without doing anything crazy homebrew.
Few knowledge skills are missing, particularly Arcana and Religion, but with a large amount of skill points, there's no reason not to take a few untrained skills.
Why not use D&D rules for ritual casting? They are super simple and effective.
You can cast directly from a spellbook, but it adds extra 10 minutes to the casting time and you can't apply metamagic to the spell.
Makes it impossible to cast such spells in combat, but frees spell slots from spells that would never be used in combat anyway. Scrying, Divination, some long duration buff spells come to mind.
The way I see it (because this is really going into homebrew realm) is that each material plane is simply its own planet, an interplanetary teleport will take you there... as long as you know where you're going.
Your homebrew version might have its own spelljammers to make the trip the old fashioned way if your current world happens to be really high magic.
Given the theory of the multiverse those other planets would likely worship the same gods and be able to access the same inner and outer planes, but would they know them under the same names? Perhaps not, but largely due to differences in linguistics.
I don't see a reason for it not to, that would be 10 times as much product.
Keep in mind anything at level 18 is meant to be a world shaking level of power. Making a ridiculous amount of alchemical creations (that you'd need to find buyers for if you're not using them yourself) is nothing compared to a wizard with Wish spell.
Personally I'm pretty much a min-maxer, but then I make modifications based on events that actually happen in the game.
My current character is a spelldancer heavily focused on defense and I have had feats planned out for her up to level 15 or so... then at around level 5 our party Warpriest cast a spell that blinded everyone in the radius, including my spelldancer. The very next feat she took was Blind Fighting, after spending the time to practice and dance blindfolded so it would never happen again.
This definitely pushed the optimization out of whack, but it makes for a more enjoyable and "real" character to play.
I understand that from Paizo's point of view it can't treat individual spells differently but from a playing point of view that makes NO sense. There is a HUGE difference in the combat effectiveness of spells. Heck, a first level spell (entangle) should have a much greater effect than some 9th level spells (eg, Foresight, to pick from the same spell list).
In mass combat, with *few* exceptions, individual spells simply don't have the impact you imagine they would. With Entangle's duration, any army hit by it would just wait it out for couple minutes. Hunker down till it expired and moved on. Battles take place over course of hours, not minutes. Single fireball would kill a bunch of people... but hardly affect the effectiveness of over a hundred strong army.
But that also makes spellcasters really powerful. A level 7 wizard is an equivalent in combat effectiveness to an army of 100 CR3 soldiers. That is HUGE.
My DM switched it the other way around, units have lower defenses and less HP than the rules would indicate so that combats are faster and bloodier.
And he also made armies act almost as single PCs on a combat map, as in they can move around, engage, disengage, etc. at will so there are more tactics involved in setting up and movement.
"All wolves count as flanking as long as there is another wolf adjacent to the same enemy"
That's for pack tactics.
As for Pack Tactics, that's something done more in actual combat, delaying actions, isolating weaker enemies with a pack while solo wolves are holding stronger enemies at bay with trips etc.
Alpha wolf with a demoralizing howl that works exactly like Dazzling Display but hear instead of see.
Seems a strange combination between one class that wants to stay as far away from combat and another that wants to be up in the face of the enemy (with a book no less! I haven't seen that archetype before, I love it! Slapping people with a giant tome ftw!)
I understand the desire to want to combine a class with the same spellcasting stat, and finding divine casters that use Int is not easy. In fact the Living Grimoire might be the only one).
Seeing as Lust school is focused on enchantment, you will want to focus on making sure those spells land, as basically all enchantment spells are save spells, so Spell Focus and Greater Spell Focus, followed by Spell Penetration and Greater Spell Penetration are a must. There is also very little variety in a defense you target, it's all against Will and it's all mind-affecting so there will be situations where your specialization would struggle a lot.
To be perfectly honest, and Enchanting Courtesan Prestige Class seems like it would be a much stronger option for your primary choice