Neal Quigley's page

5 posts. No reviews. No lists. No wishlists.


I would like feedback on this bloodline. I put it together to meet the needs of a character backstory, and I would like to get balance and "feel" input from folks.



One of your ancestors travelled the spaces between the planes or reality, or perhaps your mother was teleported or plane-shifted while you were in the womb. Exposure to the energies the separate the walls of reality manifest itself in you, granting you powers and abilities. You find this has given you the desire to wander, and an forceful presence, whether manifest in anger or happiness. It also has made you feel like an outsider, never quite fitting in to your surroundings.

Class Skill: Knowledge (Planes)

Bonus Spells: mount (3rd), locate object
(5th), blink (7th), dimensional anchor (9th), contact other plane
(11th), shadow walk (13th), greater teleport (15th), maze (17th), gate (19th).

Bonus Feats: Augment Summoning, Combat Casting, Enlarge Spell, Improved Counterspell, Improved Initiative, Iron Will, Scribe Scroll, Skill Focus (Knowledge [arcana]), Spell Focus.

Bloodline Powers: You can see the invisible pathways of space, and can bend them to your benefit. With this power comes the nearly overwhelming urge to launch yourself into the universe to sample both it's joys and dangers.

Dimensional Reach (Su): At 1st level, you can summon one unattended object to your hand per round. The object may weigh no more than one pound per level (20 pounds maximum at level 20). Dimensional reach has a maximum range of 30 feet.

Distortion Field (Ex): At 3rd level, you instinctively distort the space around you to hinder attacks. You receive +1 bonus to AC and saving throws. This bonus increases to at +2 at 9th level,+3 at 15th level, and reaches a maximum of +4 at level 20.

Dimensional Steps (Su): At 9th level, you can teleport up to 30 feet per caster level per day as a standard action. This teleportation must be used in 5-foot increments and such movement does not provoke an attack of opportunity. You can bring other willing creatures
with you, but you must expend an equal amount of distance for each creature brought with you.

Planar Empowerment (Su): At 15th level, your spell are exist in multiple spaces, finding potential paths through magical defenses. You may re-roll any spell penetration check. You must decide to do this before any result is revealed, and you must take the second result even if it is worse.

Rift Heart (Su): At 20th level, your form becomes infused with the energy of the multiverse. At will you may change your position in combat at will, making you hard to target with mundane attacks (treat as a displacement spell). Your caster level for conjuration spells is +2. Once per day, you may cast a Conjuration spell as a swift action, as if the spell was modified with the Quicken Spell metamagic feat

Belerlas wrote:
sowhereaminow wrote:


And back on subject - some effects do less damage against objects. Maybe we can add a note that unless the weapon is designed for mining (like picks), the damaged caused to stone walls and the like are halved?

Or are we over-complicating this? Is this is KISS situation?

Within the Smashing an Object section on hit points it refers to ineffective weapons.

Certain weapons just can’t effectively deal damage to certain objects

This is all it says though so it still leaves it up to DMs as to what is an ineffective weapon, though all miners I've encountered as a Player (and used as a DM) have been using picks as opposed to...oh, I don't know...greatswords.

I was hoping in the chain of e-mails someone would hit on that. Also, to prevent cave-ins and other hazards, Knowledge (Engineering) and Profession (Miner) would probably be good. Better yet, just have a GM who has the guts to say "No, that is ridiculous."


Jason Bulmahn wrote:

I have been thinking for a while now that opening a door is a move action if done by itself, or part of movement, taking up 5 feet of movement.

But I am not 100% convinced..

Jason Bulmahn
Lead Designer
Paizo Publishing

In my game, I work doors just like drawing a weapon. It is a move action, but it can be performed while moving normally if the door is unlocked/unstuck. A player can only attempt to open one door per move. If the door is locked/stuck, it requires other actions to open.

The action is trivial, so I don't want to put a movement burden or skill roll on something as boring as opening a door, but I avoiding abuse by idiots is always nice as well, so it probably needs to be more than a swift action.


Brandon Gillespie wrote:

I think the passage should be changed to the following...

Arcane Bond (Su): At 1st level, you gain an arcane bond, as
a wizard equal to your sorcerer level. If you already have a familiar or bonded object then your levels stack with any wizard levels you posses when determining the powers of your familiar or bonded object. You may only ever have one familiar of bonded object at any time.

This is my ruling on it and he os still complaining that I am trying to keep him down. I just wanted to put this out there so maybe it can be clarified before the PFRPG Hardbound comes out.

It doesn't really need to say that, it says that it works as the Wizards Arcane Bond, and that passage says "The first is a familiar, following the standard rules for such creatures (see Familiars) and the second is a bond with an object, using it to cast spells and enchanting it with even greater powers." The reading is clearly singular.


To answer the original question, a Universalist sacrifices flexibility in their bonus spells. This allows them to better arm for a situation within their specialty than the Universalist. Especially with the ability to memorize a lower level spell twice in exchange, which the Universalist shouldn't be able to do, since it says their list is set on creation.

The metamagic ability is quite good, but in my opinion the other abilities are not a good as many of the ones the others.

The balance of these specialties are difficult to quantify, but I am sure that if someone were to demonstrate how to abuse almost any of them, given a little time and imagination.

I would say that everyones fixation on the 8th level metamagic ability for this one specialization is a pretty much a typical example of posting tunnel vision. Everyone is so fixed on the one thing they think they see, that they aren't looking at the possibilities of the others.