My issue with fighter/wizard/cleric/rogue, beyond core rogue simply being bad, isn’t that it’s not balanced or weak, It’s that those seem like they should be generic classes for beginners, but they don’t play the way new players might expect and require more system mastery than most more recent classes. I.e., fighter doesn’t function as a tank, cleric isn’t a healing battery, wizard isn’t a damage powerhouse, and the core rogue is probably already dead. For experienced players tho, fig/cle/wiz/rog(unchained) would be great.
Topically, without going overly complicated, Gunslinger[Musket Master] 5/Paladin X for BBEG slaying, Summoner[Spirit Summoner:Dark Tapestry spirit] for permanently slapping Advanced Template on your pouncy Eidolon starting at level 1, Wizard, because*, And plenty of valid options for the 4th slot. *Happy to blather about why wizard is good to have. Feels unnecessary…
Shaman can add any sorcerer/wizard spell to their list through Arcane Enlightenment
The challenges/concerns you describe (mini me riding on PC, taking extra actions each turn to cast spells) are more or less the same as you could face without Leadership, just with any Improved Familiar that gets UMD high enough for scrolls and wands. If that’s not your cup of tea, that’s fine, but I wouldn’t worry that it represents some game altering power level or cheese. Note that as a Monstrous Cohort, what he’s proposing would probably end up with ~10 levels of wizards (after the ~4 levels as a Wysp). A lot of utility, but unlikely to be problematic among 16th level PCs.
SwarmSovereign wrote:
the cost is in terms of spellcasting points that you can allocate when you choose the spellcasting ability. You get 5 points to distribute, being able to cast a 2nd level spell costs 2 points, but you can cspend twice that many points (4) to be able to cast that 2nd level spell three times instead.
I guess RAW they can’t, in that they neither prepare nor know the spell in question, but that same RAW would suggest Oracles can’t meet prereqs. Pretty clear intent is that a character has to be able to provide a cast of the spell, whether through item or otherwise. Bigger issue is that the resulting item wouldn’t be usable, as it would be an arcane item with a spell that assumptively isn’t on any arcane character’s spell list. So you’d need UMD to use it.
To be honest, this issue has usually been handled by banning the Vivisectionist archetype (e.g., PFS). As worded by Rules as Written, the way Vivisectionist is worded would work the way the player suggests in a hypothetical case of a bunch of levels in a generic class with 1d6 Sneak Attack damage and 1 level Viv. Nature’s Fang isn’t a generic class of that sort, however; it has specific language for how its Sneak Attack stacks with a second class that contributes Sneak Attack dice, and that language specifically contradicts the Vivisectionist language. I don’t believe there is an official ruling in how to handle this particular contradiction, so I believe it would fall to the GM to decide which language applies. For Viv/Slayer, Slayer has no Sneak Attack stacking language so the Vivisectionist language would apply.
AwesomenessDog wrote:
myrmidarch doesn’t give Ranged Spell Combat. Which i originally interpreted as it being a terrible archetype. But as with the OP, on further reading I couldn’t see where thrown weapons weren’t allowed for Spell Combat. And search for other discussions on the rule leaned the same way (it probably works). Card Caster gets Spellstrike only for thrown weapons (no melee), but doesn’t modify Spell Combat from how it is written, which would also seem a bit weird if thrown didn’t work with Spell Combat.
Dragonchess Player wrote:
by level 7 you’ll want to be reloading up to what, 5 times per round? Which would be 25 stamina points per round out of a pool of 11ish? The language is also a bit awkward as Combat Stamina Rapid Reload reduces Move Action to Swift Action (I understand how you could argue it would work).
TxSam88 wrote:
to clarify, i mean building toward Musket Master 5 / Eldritch Archer 6 / X 9 // Exploiter Wizard 20,Saying you really don’t want any dips on your full caster side. Unless you are starting at high level, your full caster class is going to be worse at casting than a straight Magus would be for most of the character’s career (at even a 3 level dip). And noting that level 5 is the milestone for Musket Master, dex to damage, not the fast reload, is the critical mass. And not sure Slayer is the best way to invest the final 9 levels. E.g., you could get Legacy Weapon, Champion Spirit, and Trappings of the Wwarrior out of a Haunt Channeler Occultist out of that.
I guess one factor for attributes not noted so far is Archetype access; on launch, a Wizard’s Int gave access to what, only Alchemist class archetype? Where Bard and Champion were both attractive archetypes for an Arcane caster. Squeezing 14 str/14 cha on an Int class was fun! Now with witch/inventor/investigator/psychic also available (wizard too), there are at least enough options that Int unlocks for it to be ‘interesting.’
Bluemagetim wrote: Wouldnt you be able to start the game with skills at expert by doing that part of character creation after picking skills from class if int provided skill increases? no, that would make Int worthwhile. Class and Int only make you trained and you select them at the same time. “Trained in a number of additional skills equal to 2 plus your Intelligence modifier” etc
Bluemagetim wrote: Question. Does everyone playing a non fighter martial feel like they are not optimal because they have 2 less to hit? i would hope they feel a big, comparable contribution from their other class features to compensate. But the fact that a +2 is a massive, great class feature is really an argument that dumping +4 to +3 is comparable to throwing away half the benefit you’d expect from class features.
A lot of it just feels weird right now, hopefully lore addresses. Weird that schools have 3 8th/9th (combined 2+1) level spells but only 2 1st level. A second level wizard has 7 1st level spells in his book. That seems off…already by second level the vast majority of your spells you learned elsewhere? It’s not possible to stat instructors that only have two spells per level either. I’ve always imagined that the extra slot was available only to spells of the school because there was something magically unique to the spells of your school, which is rules demonstrated by the typing. That logic feels gone. And the fun random schools, like civil service, why would they go up to 9th level? Is there a single civil service magic school somewhere led by an nigh all-powerful 20th level planar wandering civil service bureaucrat, or are surprisingly identical civil service wizard schools that go up to 9th level all over? It would have been really easy to do something flavorful and made good lore sense, e.g., publish a few high level wizard NPCs that ‘established schools’, and wizards can pick one of them and have their spell lists as school spells. Maybe they get automatic access to some Rares etc. Hopefully my brain adjusts and it feels fine/normal after a while.
Mightypion wrote:
with soothsayer that’s not an issue, you set up potentially hours in advance and don’t need to cackle until combat is underway.
Lawrencelot wrote:
that reads to me to be intended for niche situations, like allowing a Str modifier to Intimidate other competitors in a weight lifting competition. Not carte blanche to use Int for Wis skills because either you think it should have been an Int skill in the first place or feel bad for Int characters.
RigaMortus wrote: Ok so what if I was a Fire Kineticist and used Kinetic Blade on my sword, which deals my Kinetic Blast damage (Fire)... Could I then use Blistering Feint and deal fire damage with my weapon (the sword) which is now "enchanted" with Fire damage? kinetic blade IS the sword, but to your point, yes, that should work. I do think Blistering Feint is poorly worded; probably should have said “deals fire damage on a melee hit”. How much fire damage does a Balor’s Lash do? Or a Fiery Boulder (or an Alchemist bomb w/fire damage) used as an Improvised Weapon? I think it’s fair to say Wand of Fireballs doesn’t do fire damage, it casts a spell, and the spell does the fire damage. But other items just directly do fire damage (Hellcaller’s Edge, Flametongue), so that criterion doesn’t fully resolve things. I think mostly you just pretend it says “fire damage on a melee hit”, and go from there; as such, Kinetic Blade and Flame Blade do full damage. Which is fine.
Some options in line with my (probably unconventional) suggestions above. Trying to keep your original Glitterdusty build features. You probably will want more BFC spell options; but as you don’t want Summons and I don’t have a ton of experience with Pit spells (which many swear by), I defer to others on comments there. Traits: Magical Lineage (Glitterdust), Fate’s Favored
1 Heightened Awareness
2 Embrace Destiny, See Invisibility
3 Shared Training (Lookout, Outflank), Clairvoyance/clairaudience,
4
5
6 True Seeing
Northern Spotted Owl wrote: Standard action summons is enormously valuable. If a combat is decided in perhaps the first four rounds then bringing the additional forces in the first round rather the second makes a substantial difference. the Summon Evil Monster standard action summon effect isn’t really full standard action summon; the summons can’t act until an extra turn after being summoned. So timing wise, pretty much the same speed as one round, just with less risk of concentration breaking. And you get the extra move action. (is why i was looking at Elemental Mystery for this; elementals are good beatsticks at most levels of SM).
Dark Tapestry, the Shaman spirit, has Alien Summons as a Hex that is a massively stronger version of the Cleric Dark Tapestry It Came From Beyond Domain power. You get the Advanced Template on something from every summons, not one per day, and it applies when you only summon one creature, etc. Shaman otherwise isn’t great for summoning. But other classes can get Shaman hexes, so if i was a summoning oriented Oracle, I’d love to have Advanced template with every cast (Spirit Guide; Elemental Mystery can give standard action summons, probably other options as well but I’m not an expert on Oracles). Summoner can get it through the Spirit Summoner archetype, but that gives up their Summon Monster which hurts the value significantly (although getting Advanced Template on your Eidolon through the Summon Eidolon spell is neat). Wizard can get it through Spirit Whisperer. Probably Wizard with Spirit Whisperer and Acadamae Graduate and sniping underleveled Summon Monster spells off the summoner list (Samsaran or Pathfinder Savant) is going to be the best summoner if that’s allowed, hard to beat standard action casting Summon Monster VIII at 11th level for something Augmented and Advanced. Assuming that’s not allowed, Occultist Arcanist is the best Summoner, but Herald Caller Cleric is ok.
Guttzu wrote:
did you finalize opposition schools? Shared Training (Divination spell) is kind of amazing; Lookout with Shared Training on a Foresight Wizard means your whole party gets to go in every surprise round. Might as well give everyone Outflank while you’re at it; uses up two of your feats but saves everyone else a bunch.
On traits:
On feats:
On opposition schools:
On items:
Spell resistance applies to energy blasts, does not apply to physical blasts (including Air Blast). Both count as magic for purpose of overcoming DR. It works like that because that’s how the Kineticist class rules work; trying to square it with core rules will add a hint of confusion potential, yes.
False Front wrote:
Bestiary 3 pg. 91 wrote: Unlike true dragons, faerie dragons do not grow larger with age, but their scales do change color, starting with red and moving through the rainbow to reach dark violet at old age. Faerie dragons grow in power as spellcasters as they age (typically gaining levels in sorcerer), learning more powerful spells to complement their innate abilities. it’s left to the reader as to how that works mechanically.
Faerie Dragons can add levels in Sorcerer to increase their magic ability, but it’s not clear how that works mechanically; I would assume whatever way it worked, the ‘levels in sorcerer’ would stack with their baseline sorcerer casting. So kind of a precedent, albeit an unhelpful one on the rules side.
Arcane Trickster characters are almost never one level behind Rogue; e.g., a wizard 3/rogue 3/arcane trickster X always has the same Sneak Attack dice as a Wizard 3/Rogue (3+x). In the Master Spy case, within the first 12 character levels, Vivisectionist/Master Spy Sneak Attack stacking is actually slightly worse than Rogue/Master Spy Sneak Attack stacking (specifically Rogue 7/Master Spy 1 has 5d6, Vivi 7/Master Spy 1 has 4d6). Though maybe Vivi/Master Spies would argue to use the Master Spy Sneak Attack stacking rules in that scenario. I find it approximately 100% likely that the goal of the author’s stacking language was to prevent players from getting 2d6 Sneak Attack dice at level 2 with Rogue 1/Vivi 1 (and more generally prevent characters from having more Sneak Attack dice than allowed by their class progression), which hadn’t previously been possible and appears much more disruptive than potentially allowing an extra 1d6 at character level 13 or whatever. I had previously assumed that there was a simple rules language solution that would have achieved the dual goals of (1) preventing dipping in multiple Sneak Attack at level 1 classes to build up tons of dice at very low levels and (2) prevented players from benefiting from replacing a slow Sneak Attack progression with faster progression, but after further thought I’m not sure what that would be. Given the character options available at the time, that language was as good a compromise as I could imagine; but very not future proof.
I think the hostility was more directed to the claim that the interaction was “Rule as intended” by the author. If the only comment on it had been “as far as I can tell, it is Rule as Written, and it doesn’t appear to be out of line with other character options in terms of power, so I probably wouldn’t ban it on that basis”, I think people would have generally been on board from the start. Personally, I’ve built characters to aggressively leverage synergistic rules features in ways I presume the authors didn’t foresee, but would avoid leveraging what appeared to me to be sloppy or non-future proofed rules language. I don’t think I’m the only person that views things similarly, but I’m self aware enough to consider that as ethical principles go this probably isn’t a hill worth dying on. It’s not really overpowered, but calling it Rule as Intended is olympic level trolling.
What AP is it? I would generally view Cleave as an occasionally useful thing, but too situational to be worth investing much in. Vital Strike is kind of in the same boat. Usually full attacks are just much, much better after you get iteratives. Cleave at least is nice at low level. Looking at Dwarf specific things, the Dwarven Fury style feat chain looks kind of neat, though i’ve never used it.
Mysterious Stranger wrote:
so basically the same way when you cast touch spells from two different classes you can hold the charge with both at the same time and they discharge together….
OmniMage wrote:
Arcanists already have access to Arcane Discoveries through the Arcane Discovery Arcane Exploit. The problem is an Arcanist would need to be 22nd level to qualify for Staff-Like Wand. Most campaigns end before that. An Arcanist with VMC Wizard could get Staff Like Wand. So there’s that. I can’t imagine not going True Name there though barring GM Hard No.
What Stranger said. That said, there are lots of mechanics and options in the Pathfinder system to create whatever character you envision, just happens that ‘multiclass full caster’ is a really bad one. Consider “variant multiclass” for example; you could be a fully-leveled Druid while obtaining some Cleric abilities and flavor, for example. Or vice-versa. Plenty of archetypes on both sides as well.
Malik Gyan Daumantas wrote:
if Shadow doesn’t qualify for Bite, Claw, and/or Tail Slap, Are those evolutions non-functioning in the Shadow base forms that grant them (like feats you get but then lose prereqs for)?
About Ami FyoraSmall Humanoid (Gnome)
Eidolon: Itzal the Serpent Background:
Adopted by human parents as an infant, Ami always knew she was an outsider. Though her family refused to speak of her birth parents, the hushed conversations of others made Ami suspicious of her origins. "Heretics" was the word she would hear them whisper. Her classmates were also quick to realize that Ami was different. They would harass her and call her names, like "Devil Child". Being physically weaker than the other children, her only defense was to run and hide. One day, while hiding in a shed near the school, she cried out a desperate prayer to anyone who would help her. To her surprise, the shed shook and a serpent appeared before her, bowing its head subserviently. She heard a voice whispering in her mind, "He has heard your prayer and sent a servant. Now we must finish what your parents started..." As Ami began to commune with the snake, her eyes were opened to the world beyond the material plane. Over time she became convinced that her mission was to bring infernal creatures into the world. As she grew in confidence and purpose, she slowly began to be accepted by those around her. The more she embraced the darkness, the more the fools seems to forget her dark origins. By adulthood, Ami had perfected her double life. By day she was an affable scribe. By night she was a dark summoner, toiling over her infernal research. For years she worked alone, fearful of discovery. However, when she hit a road block in her research, she caved and decided to seek out answers from a small Asmodean cult. Just her luck, the very first meeting she attended was raided by witch hunters. She surrendered to the raiders, hoping she could trick them into believing she was a victim of the cult. However, their leader, Sir Balin, saw right through her lies. A raid of her home was all they needed to send her to Branderscar and condemn her to the pyre.
Personality and Motivation:
Ami likes to play the role of the humble scribe, seeking only to serve. In reality, she is filled with resentment towards the people of Talingarde for killing her parents and isolating her as a child. She has very little knowledge about Asmodeus, but she does understand that powerful forces wish to punish Talingarde for its ignorance. She wishes to aid those forces. Racial Abilities:
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light. Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier. Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects. Gift of Tongues: Gnomes love languages and learning about those they meet. Gnomes with this racial trait gain a +1 bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill. This racial trait replaces defensive training and hatred. Keen Senses: Gnomes receive a +2 racial bonus on Perception checks. Academician: Some gnomes are more academically inclined than their kin. Gnomes with this racial trait gain a +2 bonus on any single Knowledge skill (Planes). This racial trait replaces the obsessive racial trait. Weapon Familiarity: Gnomes treat any weapon with the word "gnome" in its name as a martial weapon.
Class Abilities:
Life Link Lesser Eidolon Summoning Mastery Spells:
Spell-like Abilities: Dancing Lights 1/day Ghost Sound 1/day (DC 16) Prestidigitation 1/day Speak with Animals 1/day Summon Monster I 10/day Cantrips: DC 15
Level 1: 2/day, DC 16
Skills:
4/level (2 Class, 2 bonus) + 1 favored 5 total Acrobatics +2
Traits and Feats:
Traits Crime: Consorting with the Dark Powers Planar Savant: You have always had an innate sense of the workings of the planes and their denizens. You may use your Charisma modifier when making Knowledge (planes) checks instead of your Intelligence modifier. Feats
Equipment:
Coin Purse:
Personal Posessions:
Group Loot:
Group Money:
--------------------------------------------------------------------------- - SUMMON MONSTER I Infernal Dire Rat:
Small infernal animal Init +3; Senses low-light vision, Perception +4 DEFENSE
OFFENSE
STATISTICS
SPECIAL ABILITIES
Disease (Ex) Filth fever: Bite—injury; save Fort DC 11; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based. Infernal Dog:
Small infernal animal Init +1; Senses darkvision 60ft, low-light vision, scent, Perception +8 DEFENSE
OFFENSE
STATISTICS
SPECIAL ABILITIES
Infernal Dolphin:
Medium infernal animal Init +2; Senses blindsight 120 ft., low-light vision; Perception +9 DEFENSE
OFFENSE
STATISTICS
SPECIAL ABILITIES
Hold Breath (Ex) A dolphin can hold its breath for a number of minutes equal to 6 times its Constitution score before it risks drowning.
Infernal Eagle:
Small infernal animal Init +2; Senses darkvision 60 ft.; Perception +9 DEFENSE
OFFENSE
STATISTICS
SPECIAL ABILITIES
Infernal Fire Beetle:
Small infernal vermin Init +0; Senses low-light vision; Perception +0 DEFENSE
OFFENSE
STATISTICS
SPECIAL ABILITIES
Luminescence (Ex) A fire beetle's glowing glands provide light in a 10-foot radius. A dead fire beetle's luminescent glands continue to glow for 1d6 days after its death.
Infernal Poisonous Frog:
Tiny infernal animal Init +1; Senses low-light vision; Perception +3 DEFENSE
OFFENSE
STATISTICS
SPECIAL ABILITIES
Poison (Ex) Injury; save Fort DC 10; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save
Infernal Pony:
Medium infernal animal Init +1; Senses low-light vision, scent; Perception +5 DEFENSE
OFFENSE
STATISTICS
SPECIAL ABILITIES
Infernal Viper:
Tinu infernal animal Init +3; Senses low-light vision, scent; Perception +9 DEFENSE
OFFENSE
STATISTICS
SPECIAL ABILITIES
Poison (Ex) Bite—injury; save Fort DC 9; frequency 1/round for 6 rounds; effect 1d2 Con; cure 1 save.
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