Hooded Man

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Not sure where this question should be, but:

Generally how do Druids (in the Pathfinder world) feel about Resurrection over Reincarnation? I would think that a Druid might have some reservations about breaking the natural cycle. On the other hand I could see a Cleric of a Nature god/goddess having ressurecting people.

Any opinions/experiences?


I've been trying to think up a feat similar to the Ascetic Rogue/Mage type feats out of 3.5 Complete Adventurer except for Wizard/Alchemist. Something like 2 Wizard levels count as 1 Alchemist level for purposes of Extracts--or 2 Alchemist levels count as 1 Wizard level for purposes of spellcasting.

Any ideas/suggestions?


What classes/spells/abilities would be appropriate for a villain that wants to create monsters (i.e. new species from scratch)?

Or would this be out of range for a non-epic villain?


A character concept I'm working on is a Druid who uses his connection with nature for personal gain. He's cares about the natural order (so not a Blighter or anything like that), but wants to prove he's on top of it.

Anyone know a deity that would fit with that?


Can Seeker Arrow avoid the 30% miss chance from Wind Wall?


Today I was thinking about how cool it would be to have some Int-based feats for gaining minor mutations in the same style as Eldritch Heritage. Then I immediately figured someone had probably thought of this a long time ago. Am I right?

Otherwise I was thinking of something like this:

Quote:

Minor Mutation

Through careful consumption of minor alchemic mixtures you have gained a slight mutation.

Prerequisites: Int 13, Skill Focus Craft(alchemy), character level 3rd.

Benefit: Webbed Feet (+5 swim), Eagle Eye (+5 Perception), Forked Tongue (+5 Diplomacy), Scent, Low-Light Vision.

Improved Mutation
Regular consumption of strange tonics have progressed your mutations.

Prerequisites: Int 15, Minor Mutation, character level 11th.

Benefit: +2 Str, +2 Dex, +2 Con, Dark Vision, Feral Mutagen (as Alchemist), Fast Healing 2, Swim 30 ft., Climb 30 ft.

Greater Mutation
Dangerous consumption of toxic concoctions have pushed your mutations to new heights.

Prerequisites: Int 17, Minor Mutation, Greater Mutation, character level 17th.

Benefit: +4 Str, +4 Dex, +4 Con, Blindsense 30 ft., Regen 5, Fly 60 ft (good maneuverability).

Any thoughts?


Are there any rules out there for creating spells in a campaign? I have an Assassin Wizard who wants to create a new spell to conjure darts she can apply poison to and shoot--sort of like Melf's Acid Arrow.

Anyone have any suggestions?


Hello,

In the stat block for a monster, what does +X CMB or +X CMD mean? Does it mean that after CMB/CMD is calculated you add +X to the result or that +X is the value that you use period?

Thanks!


Quote:
Tricky Spells (Su): Starting at 5th level, an arcane trickster can cast her spells without their somatic or verbal components, as if using the Still Spell and Silent Spell feats. Spells cast using this ability do not increase in spell level or casting time. She can use this ability 3 times per day at 5th level and one additional time per every two levels thereafter, to a maximum of 5 times per day at 9th level. The arcane trickster decides to use this ability at the time of casting.

So what exactly does it take for someone to "notice" a spell? I've assumed that verbal and somatic components make it obvious that someone is casting a spell; so lack of them would make spellcasting... not obvious?

If a 5th level Arcane Trickster were to walk up to the king of the realm and cast a Trickified Dominate Person on him, would anyone notice? If not, what if the king made his Will save? Or what if his advisor were an Archmage with permanent Greater Arcane Sight or Detect Magic at-will?

Any previous rulings on this?


I've often wished there was a feat out there to compensate for slightly lower Charisma as a Sorcerer or slightly lower Intelligence as a Wizard. And/or a feat to make Mystic Theurge or True Magus more slightly more viable. Anyway, I'm wondering if a feat like this would break the game.

Arcane Prodigy
You are able to supplement your magic research with a natural knack for the arcane or better harness the power of your eldritch heritage with mystic study.

Benefit: You can add Intelligence to your Charisma or vice versa when determining the DC of a spell or to meet the minimum requirement to learn, prepare, or cast a spell. The bonus granted by this feat may not exceed 1/2 the base ability modifier a spell is normally dependent on.

Quote:

Examples:

Wizard
Int 16
Cha 13

Ability modifier for spell DC: 4

Sorcerer or Bard
Int 14
Cha 17

Ability modifier for spell DC: 4

Wizard
Int 18
Cha 18

Ability modifier for spell DC: 6

Sorcerer or Bard
Int 16 (+4 Headband of Vast Intellect) = 20
Cha 18

Ability modifier for spell DC: 6

Sorcerer or Bard
Int 16 (+4 Headband of Mental Superiority) = 20
Cha 18 (+4 Headband of Mental Superiority) = 22

Ability modifier for spell DC: 8

As you can see calculating this could get a little confusing, especially in the last case. But I don't see where using this feat would give you more than an extra +2-3 DC on spells since it's based on base ability modifier only--not total ability modifier.

Any thoughts?


I don't see anyone in 3.5 rules about limiting a Wizard or a Sorcerer to only one familiar, but what about Pathfinder? My gut says that a Wizard/Arcane bloodline Sorcerer should only be limited to one familiar, but obviously in Pathfinder you can substitute a bonded item for a familiar. So with the Obtain Familiar feat, could you potentially have a familiar and a bonded item--or even two familiars?

Any thoughts (or previously rulings)?


So, without too much introduction--I slapped this archetype together and will be play testing it in a new Pathfinder campaign (with my DM's approval). I tried to balance it to be somewhere between a Psychic Rogue, Lurk, and Bard.

Feel free to comment and I'll post an actual spell list if anyone's interested!

Seeker Archetype:

Seeker
Some rogues choose to forgo some of their skill training in order delve into the mysterious realm of the arcane.

Beguiling Arcane Initiate (Ex):
Armor Proficiency: A seeker can cast seeker spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a seeker wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass seeker still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spells: A seeker casts arcane spells drawn from the seeker spell list presented in the Spell List below. A seeker must choose and prepare his spells ahead of time.
To learn, prepare, or cast a spell, the seeker must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a seeker's spell is 10 + the spell level + the seeker's Intelligence modifier.
A seeker can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Seeker Spells per Day. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).

A seeker may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the seeker decides which spells to prepare.

Cantrips: Seekers can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Seeker Spells per Day. These spells are cast like any other spell, but they are not expended when cast and may be used again.

In addition, add Knowledge (arcana) to the Rogue skill list.

Beguiling Arcane Initiate causes Sneak Attack damage to increase every 4 levels instead of every 2 levels. In addition a seeker's skill ranks per level become 6 + Int mod and Knowledge (dungeoneering) is removed from their class skill list.

Nimble Mind (Ex): A seeker's Will becomes a good save. This feature replaces Improved Uncanny Dodge and the Rogue talent Improved Evasion.

Spell List:
(Pathfinder-ized Beguiler)

Table: Seeker Spells per Day
(See Bard)


The Beguiler has always been one of my favorite classes in 3.5. Anyone know where I could find a conversion of it? Or maybe even just some thoughts on what would need to be changed?


"Implement Training: Can use a hand wielding a light weapon, rod, or wand to provide the somatic component of a spell."

I've always wanted to make a character who dual-wields a weapon and a metamagic rod Gandalf-style. Anyone see a problem with this feat?


My friend is playing a Battle Sorcerer and was wondering:

If you have two attacks with a full attack, can you attack once and then cast a quickened true strike so that your second attack benefits from it instead of your first?


There's a few things I want to make sure I have straight about the way AC and Stat bonuses on armor work. My first exposure to D&D was NWN and I understand some things are different between that and PnP.

1. Do AC/Stat bonuses on armor stack? Would Studded Leather Armor +2 and Bracers of Armor +5 give me a +7 to AC?

2. If I'm playing a Monk, is there something like a +5 "Monk Clothing" that I can find/make? I see that to enhance an armor to make it magical, it has to already be a masterwork item. How does that work for clothing items like traveler's clothes or robes for a Wizard? Can those items even be masterwork?


1. Are there any special materials for cloth or leather? Or are all "special materials" metal based?

2. Can special materials be applied to shields?


I'm not sure where this thread should go, but did any D&D versions have a Tai Chi sword? If so, what were the stats and did it count as a Monk weapon?


I'm not familiar with using rods for spells/metamagic enhancements.

Is there a section in the PRD that goes over this or can someone explain?

Thanks!


1 person marked this as FAQ candidate.

1. A normal breastplate has an armor check penalty of -4.

Does a mithral breastplate have an armor check penalty of 0?

Armor check penalty decreased by 3 for the mithral property and decreased by 1 for the masterwork property?

2. You can cast spells while using a light shield. If you have a mithral heavy shield, can you cast spells while wielding it because it is treated as a light shield "for purposes of movement and other limitations" (from the PRD)?


Question 1:
Under the text for Unarmed Strike for the Monk class it says that a monk's attacks may be with fist, elbows, knees, and feet.

May any other character with Improved Unarmed Strike also make attacks using fists, elbows, knees, or feet--or does this apply exclusively to the Monk class? In the normal feat description is does not mention anything like this.

Question 1a:
Could a character with Improved Unarmed Strike, with Two-Weapon Fighting, and wielding a Great Axe make unarmed attacks as their extra attack from Two-Weapon Fighting? For instance, with their feet or by taking a hand off their Great Axe to punch?


I've always been a fan of the "Jack-of-All-Trades" classes in games--here's my attempt at making one. It's fairly basic because taking a Sorcerer/Wizard and giving it melee abilities and more skills is already good enough--even at the cost of five caster levels. This can be looked at as more of a variant or template for Sorcerers/Wizards in place of their Bloodline or School specialization too.

"Role: Wandering mages are masters of the arcane who scour the world looking for ancient, magical artifacts. A wandering mage is a skilled spellcaster, capable warrior, and prepared traveler.

Alignment: Any.
HD: d8.
BAB: Medium.
Good Saves: Will.

Class Skills
The wandering mage's class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Fly (Dex), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), Swim (Str), and Use Magic Device (Cha).

Skill Ranks per Level: 6 + Int modifier.

1st: Bardic Knowledge
2nd: Mage Path
3rd: Mage Path
4th: Mage Path
5th: Bonus Feat
6th: Mage Path
7th: Mage Path
8th: Mage Path
9th: Mage Path
10th: Jack-of-all-trades
11th: Mage Path
12th: Mage Path
13th: Mage Path
14th: Mage Path
15th: Bonus Feat
16th: Mage Path
17th: Mage Path
18th: Mage Path
19th: Mage Path
20th: Wandering Strike

Class Features
All of the following are class features of the wandering mage.

Weapon and Armor Proficiency: A wandering mage is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Wandering mages are also proficient with light armor and shields (except tower shields). A wandering mage can cast spells derived from her Mage Path class levels while wearing light armor and use a shield without the normal arcane spell failure chance. Like any other arcane spellcaster, a wandering mage wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass wandering mage still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Bardic Knowledge (Ex): This ability is identical to the bard class feature of the same name, and levels in this class stack with levels in any other class that grants a similar ability.

Mage Path (Su): At 2nd level, the wandering mage selects either the Sorcerer or Wizard class and gains cantrips from the class selected. Every level the wandering mage gains this class feature she gains additional spells per day, spells known (if she chose Sorcerer), and an increased effective level of spellcasting from the class she selected at 2nd level. The wandering mage does not, however, gain any other benefit a character of that class would have gained.

Jack-of-All-Trades (Ex): At 10th level, the wandering mage can use any skill, even if the skill normally requires her to be trained. At 16th level, the wandering mage considers all skills to be class skills. At 19th level, the wandering mage can take 10 on any skill check, even if it is not normally allowed.

Wandering Strike (Su): When the wandering mage casts a spell she can make a single melee attack against any target within 15 feet."


Formatting got all screwed up--I hope this isn't too hard to read!

The concept: A spellcaster who specializes in the planes and the creatures who live there. Most likely a Ranger/Wizard, but plenty of other combinations can qualify.
Role: Arcane or divine spellcaster character with *some* melee abilities (see capstone ability).

Hit Die: d8.

Requirements
To qualify to become a Rift Walker, a character must fulfill all of the following criteria.
Alignment: Any.
Armor Proficiency: Must be proficient with light armor.
Skills: Knowledge (planes) 3 ranks, Perception 2 ranks.
Spells: Ability to cast at least two conjuration or transmutation spells of 2nd level or higher.

Class Skills
The Rift Walker's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Fly (Dex), Knowledge (arcana) (Int), Knowledge (geography) (Int), Knowledge (planes) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).
Skill Ranks at Each Level: 4 + Int modifier.

BAB: Medium
Saves: Poor, Poor, Good
Spellcasting: Full Progression

Class Feature Progression
1. Dimensional Steps
2. 1st Favored Terrain: Planes
3. 1st Favored Enemy: Outsiders
4. Engineered Spells
5. 2nd Favored Terrain: Planes
6. 2nd Favored Enemy: Outsiders
7. Nether Precision
8. 3rd Favored Terrain: Planes
9. 3rd Favored Enemy: Outsiders
10. Phase Strike

Class Features
All of the following are features of the Rift Walker prestige class.
Weapon and Armor Proficiency: A rift walker is proficient with all simple and martial weapons.
Dimensional Steps (Sp): This ability is identical to the wizard class feature of the same name, and levels in this class stack with levels in any other class that grants a similar ability.
Favored Terrain: Planes (Ex): This ability is identical to the ranger class feature of the same name, but only Planes may be selected. Levels in this class stack with levels in any other class that grants a similar ability.
Favored Enemy: Outsiders (Ex): This ability is identical to the ranger class feature of the same name, but only Outsiders may be selected. Levels in this class stack with levels in any other class that grants a similar ability.
Engineered Spells (Su): The rift walker's Favored Enemy class feature bonuses also apply to the Difficulty Class of the spells she casts against favored enemies.
Nether Precision (Su): When the rift walker casts a conjuration or transmutation spell the next melee attack she makes gains a bonus to attack and damage rolls equal to the level of the spell cast.
Phase Strike (Su): When the rift walker casts a conjuration or transmutation spell she can make a single melee attack against any target within 15 feet.

All suggestions, constructive criticism is welcomed--specifically I want thoughts on Engineered Spells, Nether Precision and Phase Strike.

Notes: I've considered lowering the HD/BAB since I don't want this character to be as good a warrior as a Fighter or even a Rogue, but at the same time I don't want them to be as fragile as a Sorcerer or Wizard and whiff all day.


The concept of the Horizon Walker has always interested me, but the implementation of it in 3.5 seemed pretty lack luster. What do you guys think of something like this for a Pathfinder Horizon Walker? The concept is an Arcane or Divine gish who explores different dimensions and planes.

"Role: Horizon Walker's are tricky combatants--charging into melee combat, stepping through dimensions to safety, and then assaulting with spells. The Horizon Walker is an excellent support character.

Alignment: Horizon Walker's can be any alignment, but due their Wanderlust they tend to be chaotic. Most Horizon Walkers are neutral and simply interested in knowledge and adventure, but some seek to tip the balance of power between dimensions.

Hit Die: d6.

Requirements
To qualify to become a Horizon Walker, a character must fulfill all of the following criteria.

Alignment: Any.

Skills: Knowledge (planes) 3 ranks, Survival 3 ranks.

Spells: Ability to cast at least one conjuration spell of 2nd level or higher.

Class Skills
The arcane trickster's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Heal (Wis), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Ranks at Each Level: 4 + Int modifier.

BAB: Medium

Saves: Medium

Class Features
All of the following are features of the Horizon Walker prestige class.

Weapon and Armor Proficiency: Horizon Walkers gain no proficiency with any weapon or armor.

Spells per Day: (see Arcane Trickster progression, but can also be divine)

Rift Jump (Su): (see Shadow Jump)

Void Bolt (Su): (see 3.5 Archmage's Arcane Fire)

Nether Blade (Su): When Void Bolt is used, the next melee attack made by the Horizon Walker gets bonus to attack equal to the level of the spell used to make the Void Bolt.

Timeless (Su): Same as Timeless Body except the Horizon Walker does not age at all--more for flavor than anything.

Phasing Body (Su): (see Empty Body--except a Horizon Walker spends 20 ft. of Rift Jump to use the ability instead of Ki)"

Any thoughts on balancing?