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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?
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:
Any thoughts?
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
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:
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):
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.
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:
Table: Seeker Spells per Day
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. 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:
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:
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.
Class Skills
Skill Ranks per Level: 6 + Int modifier. 1st: Bardic Knowledge
Class Features
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.
Hit Die: d8. Requirements
Class Skills
BAB: Medium
Class Feature Progression
Class Features
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
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
Skill Ranks at Each Level: 4 + Int modifier. BAB: Medium Saves: Medium Class Features
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? |