For the Priest if the Fallen, why are you only limited to 6 Phantoms? I thought there were an unlimited number of phantoms to call on.
Also, note that for channel, you seem to limited to you charisma modifier for use (instead of 3 + charisma modifier) and you are at least 2 levels behind any cleric. Still, really good if you want to go with the Fractured Mind on top of the Fallen Priest.
Ryan Freire wrote:
Huh....TIL the osiron god Sobek, god of crocodiles doesn't offer the crocodile domain.
It is a druid domain. I don't think any gods offer any animal domains.
Although, I think any nature good can offer one of the druid domains. Is that right?
If so, Sobek cleric with both Saurion and Crocodile domains! A familiar and a animal companion.
Have you thought about grabbing Changling Familiar at 9th level? It allows you familiar to shift into a small or mediun creature. If you have an outsider familiar, it means access to all Martial weapons and it would be easier to intimate enemies as a medium size creature.
No magic, but you want some assistance in Battle.
The Cavalier has some interesting options that allow you to make use of your mount and charisma more offensively.
The Beast Rider gives you a wolf for an option, and later other creatures.
The Ghost Rider just is a cool theme.
And for even more wildness, the Saurian Rider. It does away with Lances and stuff and gives you a huge dinosaur.
Oh, and if your friend is a cleric, the Saurian Domain gives some cool perks.
9th level spells though. It's hard to get 9th level spells on a character that isn't hurting for skill points, and can be an effective party face. I think it's lame that the illusion and enchantment spells take one level higher though.
With low BAB, wild shape would probably be reserved for scouting or party travel, rather then combat. Even if you had full wildshape, you probably couldn't use it effectively, since the hit to BAB.
It's a weird archetype. Probably best for the Gnome or Halfling Druid.
Yes, you lose a feat you decide to get that feat and I assume that every sorcerer, Skald, Bard, and Summer suffer in the exact same way.
With the 6 skill points, sorcerer BAB, and light armor though, you can't play as a regular Druid any more. You aren't going where near the front lines, but now you can be the party face, and back up healer and skill monkey (with a bit of shape shifting for good measure). So, you really can save a lot of feats by avoiding close combat.
And, now that you aren't dumping charisma, you are now an expert at handling animal, opening more options for your animal companion.
But, you aren't exactly going to take a Fey Speaker unless your party needs a Face though, are you? If that is the case,going from Wisdom to Charisma is a huge net positive.
You have got all the Charisma skills you need built in. You can even grab Eldritch Heritage or Draconic Heritage for more fun. And, now that you aren't dumping charisma, you are now an expert at handling animal, opening more options for your animal companion.
You are like a super skilled sylan sorcerer with a better animal companion, better saves, and free toughness. And worse spells.
Crazy, why not just take Steadfast Personality instead? Just drop Wisdom to 10, and boost Intelligence to 10, and you are done. Now, at the cost of a single feat, you have bonus skills. Heck, you could take an 8 on wisdom, and boost Intelligence to 12. The Will save will suffer a little bit, but your charisma should more then make up for it.
You could make the argument that multiple people get in each other's way. 6 people trying to spot the Kobold? That's six people breathing, walking, talking, casting shadows, distracting each other. Heck, maybe the people in front are blocking the line of site of the people behind.
But the bottomline is that multiple skill checks fall in the same basic problems that the social sciences fall into. If you test something enough times eventually (about 5% of the time) you will get a false positive.
Perhaps, to make it more interesting, failures should have consequences. Nothing major, just small things that can go wrong.
I wonder if it's worth it? Im assuming the final familiar form was an outsider, you have a small or medium sized henchmen with +2 dexterity or strength, the ability to use Martial weapons. Is it that much better than the familiars base form?
I guess, if you picked up two levels of Eldritch Fighter, your familiar has access to heavy armor, but than you lose 2 points of damage resistance, and some of the Vigilante stuff you would get later on (that it can use as well) and that is probably the best reason to take a magical child, so that you can surprise opponents twice in combat. And intimidate them twice later on.
At 9th level, dont all the familiar forms get the shape change universal rule for the Magical Child?
Also, if I take. Robin as my Familiar, does this mean I can literally turn my Robin into Robin, my side kick?
Edit - I see, they only get the shape change ability in it's 4 vigilante forms.
So at 9th level
And, if any of your forms are outsiders, I guess they get Simple and Martial weapons proficiencies?
By the way, if it works off the universal shape change rules, does that mean it retains the same stats as before, except maybe a +2 strength or +2 dexterity? You could have a medium sized Sprite with 5 strength?
I guess that would mean that the following feats are also out - Evolved Familiar, Celestial Servant, Spark of the Uncanny, Spirits Gift and Unfettered Familiar.
But, I think we are safe to say that the Magical Child has the Familiar Calls feature.
"Animal Guide (Ex): A magical child starts play with a magical spirit guide in the form of a familiar, using her vigilante level as her effective wizard level. The familiar also has a social identity as a seemingly normal animal, though vigilantes with outlandish familiars might still need to hide the familiar."
Out of curiosity, how do you define "Familiar Class Feature"? The wizards don't get one, they get an Arcane Bond, that can select a familiar. The Witch gets the Witch's Familiar. The Shaman gets the Spirit Guide. Familiar bond feat gives you a familiar, as the wizard arcane bond class feature.
Sorry for the resurrection, but does the magical child automatically qualify for the Changling Familiar feat at 9th level? It might be cool, since all outsiders have Martial weapons profiency, and use your base attack. Just need to get an outsider familiar with weapon finesse, and I think you are good to go!
It seems like a good fit, even if it's only a few rounds per day.
I would love a full BAB alchemist class. Maybe 4/9 alchemy. We've got Ranger, Paladins, Bloodragers. Something with alchemy and warfare would be cool.
Also, I would love a reverse Magnus. A Magnus works by using spells to beef up melee attacks, but having a class that could use attacks to make an enemy vulnerable to future spells would be cool. Something to make a 6/9 dc keep up with straight casters.
I understand how it's supposed to work, but it still feels odd, not mechanically, but visually.
Spell Combat makes sense because you are using your offhand to cast and touch the combat, but combining it with Spell Strike makes it seem like the Magus gets a form of Flurry of Blows. Suddenly, s/he can strike twice his/her main hand, something that Fighters can't do until 2nd level.
I guess the Monk can do it, but only with a limited number of weapons and then it's an argument about whether he is attacking with is main hand or something else.
The ability is triggered while casting his spell though. Somehow, casting a spell allows him to strike twice and nothing in the text explains it, thematically (again, I'm not arguing the mechanics).
Again, Spell Combat makes sense - you are casting a spell while fighting, and during it, you can release your spell as part of the attack with your hand that is isn't being used for anything else.
Spellstrike makes sense - you can cast your touch-based spell through your weapon.
It's the combination - that someone you can attack twice with your main hand while casting a spell, that doesn't make sense to me. How is the Magus doing it, and why is this act limited to when he casts a spell. Can he fake casting a spell, and get the bonus attack? If not, why not?
I would agree with others. You can add psychic spells to your sorcerer list, because, with the psychic bloodline, you case Psychic Spells, not Arcane spells, but since they are all psychic Spells, you can't add them to your Wizard, because wizards still cast Arcane Spells.
Now, I wonder, do bloodline spells (at least those that are still for Arcane Casters), and Patron Spells all count as Arcane spells for this racial trait?
And do Domain Spells count as Divine Spells for this racial trait?
Also, what about odd archetypes that change the caster types, but not the spell list itself?
I think you might be able to find what you are looking for without resorting to wild theories.