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One lich I faced many, many years ago had his phylactery inscribed in a form of arcane runes on his own ribcage.

Seems counterproductive but unless you know that this is in fact the phylactery, how many people have a habit of pulverizing bodies of slain enemies?

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.

It would work as a cantrip of your class in all respects. You would prepare/spontaneously cast it as if it was a regular spell on your primary class list.

So if you're looking for a secondary weapon real life examples, the sword was usually the secondary weapon of choice. A sidearm of sorts.

But for a duelist, there is a historical dueling style of rapier and dagger so that would likely be most accurate.

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.

Why would you cast enlarge person in the first place if your damage dice are not *at least* d10? Seems there are better options in that case.

What is Enlarge Person in essence?

+1 Damage
+1 to all Strength related skills
Large size (easier to flank, harder to maneuver)
Increased Damage Die (this is a big one)

-2 AC
-1 to all Dexterity related skills
-1 to all Size related skills (stacks with Dex penalty)

It is clearly a fantastic spell for Str based melee characters that is difficult to replace with anything else.
It is completely useless to Dex based classes or most spellcasters
It is pretty useless to martial classes that care about their defense (-2 AC and being easier to flank are pretty big)

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:

Ok so per others in this thread, Touch spells run out quick at higher levels but from level 3 on couldn't a Magus be adding Acid Splash to one attack on every combat they ever enter, so long as they were able to study their spells that day? Close Range Arcana has no prereqs, Acid Splash is a ranged touch from close range, and the beauty is it ignores SR so it always works.

I think I'm starting to get the appeal now.

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:

Also for cheese unrelated to being Mr Lightning Hand per the OP - couldn't you make a REALLY effective Magus/Rogue? Think about it; 6 levels of Magus means you get Invisibility and your 2 Magus arcanas could go towards getting the Swashbuckler thing of adding your Magus level in Precision damage. Then you finish out with Rogue or something else that gives you SA.

Every round you go invisible AND attack as a full attack action, adding SA +6 damage, maybe add in some Arcane Strike for another 2 pts, on your first attack in that combat round.

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 don't see anything in the rules that specify either way, but they also say an Eidolon is an "aspect" of the creature you are summoning... so I guess as long as it's a different aspect of the same creature... why not?

Something to keep in mind, it's called a Bandolier but takes a belt slot (easy to miss). Might want to switch it to a chest slot like a bandolier should be... or keep it in belt slot and remember other useful magic items like to go there too.

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 reload with rapid reload - 2 acts
move action to reload a cartridge with rapid reload - 1 act

standard action to fire - 1 act

So yes, with rapid reload and paper cartridges you:

fire - reload - fire
then next round you:
reload - fire - reload

Also you could save yourself a feat and use the Beneficial Bandolier ( al/) to reload any firearm as a swift action (1 act)

Chell Raighn wrote:

I wish they were still required... but Piazo for whatever reason decided to change the material components for the spell...

Pathfinder simulacrum materials: ice sculpture of the target plus powdered rubies worth 500 gp per HD of the simulacrum

D&D 3.5 simulacrum materials: The spell is cast over the rough snow or ice form, and some piece of the creature to be duplicated (hair, nail, or the like) must be placed inside the snow or ice. Additionally, the spell requires powdered ruby worth 100 gp per HD of the simulacrum to be created.

While the cost in ruby dust is 5x higher in pathfinder, the genetic component that acted as a limiting factor to the spell was removed... which honestly makes the spell more broken in pathfinder than it ever really was in 3.5 (though just as broken as people constantly bent the rules to make it)...

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?

Looks like it would only consume the performance of the person casting saving finale.

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.

If I did play a summoner (which I'm not convinced is better than a Conjurer Wizard) it would likely look like a miniature Marilith, snake lady with multiple arms.

That's basically how you create ghosts. Souls who are for one reason or another stuck and unable to reach their afterlife destination.

It is great, it's a tank ability which are rare in Pathfinder. Forces the enemy to attack the tank or suffer consequences.

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Any one of the squares previously occupied.

I would say as a general rule players should have as much control over what happens to their characters as possible (unless that control is explicitly taken away)

Agénor wrote:
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?
What are the odds of such a raw gem being found on the open market and not secreted away in the deepest vaults of the jewelers guild, waiting for the right royalty to show up so the gem can be cut to order to be placed in royal jewels?
How do you set a DC for cutting a gem worth 25000g? It's not a simple craft, it's not even a moderate craft. It's a really, really complicated craft because diamonds are very brittle and something worth the equivalent of a moderate size village would be HUGE, a slight misstep in the cutting process and you are left with a pile of ruined diamond shards.

There is no need to concentrate to hold a charge. You're correct you'd have to spend an action to concentrate otherwise.

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bbangerter wrote:
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.

Or better version of misfortune, depending on how you look at it. If you have a character that excels in attracting attention on themselves and take majority of attacks from enemies, a single protective luck on them will be much better than a single misfortune on one of the enemies.

Yeah, random travel time makes absolutely no sense to me.

Decide how long it would take given available modes of transportation.

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:

There are also potential penalties for wind speed, size, flying maneuverability type, and additional checks caused almost constantly in combat while flying. Some pretty nasty penalties for failing fly checks, too.

Personally, I'd keep my feet on the ground, provided it's an option. Just so much safer.

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.

Admiral. Floating City.

Either a Gunslinger or Swashbuckler come to mind. Both use style that lends itself well to ship combat, and both have access to a number of social skills (Swashbuckler more than Gunslinger) than a good Admiral would have.

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I mean... wouldn't speed of travel depend on how you're traveling?

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

Monster knowledge


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
Class skill in Alchemy and all monster knowledge skills (so... all but Engineering?)
minor spellcasting.

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.

It appears that attacking with the tattoo is a melee attack action.

In other words you can have as many tattoos as you like but only ever attack with one of them (or two if Hasted)

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.

Sibyl wrote:
... the total absence of tiny one.

Fey Form II gives option for Tiny fey

Fey Form improves your Con so you will get +1HP/level

You don't *have* to take a feat. You can leave the feat slot empty until level 8 and then take it to get a free imp consular.

Multiple immovable rods positioned around limbs of the creature, making it completely immobile.

MrCharisma wrote:

MASTER ALCHEMIST should stack.

EDIT: ... I think.

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.

For deciding the power of the craftsman remember Animate Tools is a cantrip.

It may use the caster's ranks in a craft skill to perform its task but any wizard utilizing Animate Tools can run an industrial revolution in their craft. With a cantrip.

You can change your familiar at any time by dismissing the old one and paying the ritual cost/time for summoning a new one.

pauljathome wrote:
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.

Yeah that, Hexcrafter. It's a hex something. Only magus that can do hexes.

Hexblade Magus can take Coven Hex

You should also look into Performance Combat rules and discuss them with your DM. Having an audience is half the fun of a duel.

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

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