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This class may not have the worst archetype but it certainly have the worst average of archetypes.

Fighter.

51 out of 57 paizo archetypes trade away Weapon Training and/or Armor Training. Most of the archetypes were made before the training programs became advanced. The previous bonuses were good but many archetype abilities traded with them fairly evenly, with the advanced training these two abilities became so good that most (if not all) archetype abilities pale in comparison.


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wraithstrike wrote:


Also there are two versions of Hide in Plain sight. There is the ranger version, and the Shadowdancer version and they work differently.

You forgot Rogue talent and Hellcat Stealth. I'm sure there are more.

Anyway, here's how I see it:

* You can hide while in plain sight as part of movement even while observed (Go ahead and debate if senses other than vision apply).
* You become visible after attack whether or not the attack is successful (except when sniping).
* You can hide while in plain sight after attack if you continue to move.
* You become visible at the end of movement unless you end your movement in cover or concealment.

Disagree? This URL has more info.


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[]Sure a Kitsune isn't a numbers perfect race for a war priest

Don't underestimate Kitsune. Humans do get a feat which is awesome in any build but Kitsunes has access to one of the few ways for a character to get a pounce effect. IMHO, kitsune swashbuckler is one of the most powerful ways to build such a class.


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Myrryr wrote:
You can now only keep a character from casting a spell by knocking them unconscious, killing them, or having them stuck inside of an anti-magic field. Nothing else prevents casting.

uhm, a regular AoO should knock the spell away right?

page 331: "Normally, you can concentrate even in a distracting situation, but if you’re casting a spell and you take damage from either a successful attack that targeted your AC or from an effect that you failed a saving throw against, the spell fails."

some other considerations:

caster level now stack when multiclassing between different types of caster.

targetted dispel magic must be named (so you can't really dispel unknown effects anymore).

casting no longer has spell components (but really powerful effects such as raise dead still has a cost but not wish).

detect magic no longer reveal school of the spell for example no; "glowing with strong abjuration".

fly is no longer a third level spell but instead a variable 1-6 level spell.

haste no longer provide an extra attack but instead an extra move action when doing a full action (so quite nerfed).

knock no longer auto-open locks but instead require a caster level check vs lock/doors DC.

no spells damage scale anymore, they are all fixed (for better or worse, magic missile for example is tremendously more powerful at level 1 and can deal up to 3d4+3).

infact spells overall seems to be equal or better than similar level weapons. In pathfinder melee/bow damage often outscaled spells it doesn't seem to be the case anymore.

mirror image is slightly nerfed, 1d4 images instead of 1d4+lvl/3.

raise dead/reincarnate behaves slightly different from before so re-read those rules.

restoration no longer cost money (instead resolve).

pathfinder has detailed rules regarding attended/unattended objects but sometimes they got quite fuzzy and unclear (which messed up newer classes such as aether kineticists), starfinder doesn't really explain the requirements when an object is unattended or not so GMs should just use common sense here.


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Yes.


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slachance6 wrote:
Melkiador wrote:
I would like a hybrid that replaces the mystic theurge.
Not official, but there is a very underrated 3pp class called the Magister that can cast spells from multiple lists.

If you are looking at 3pp then there's the Theurge also.


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Son of the Veterinarian wrote:


But then it's been a few years since I've looked at the Mystic Theurge, has something changed?

A few things. MT is still bad - very bad but it's slowly getting there. MT need a way to enter mystic theurge earlier and/or a way to continue +1 wizard/+1 cleric spellprogression after level 10.

Here's a few things to keep in mind for Mystic Theurge.

Traits:
magical knack (+2 CL to one class up to level).
Bifurcated Magic (+1 CL to two classes up to level, does not stack with magical knack).

Race:
Half-elf Multidisciplined (+1 CL to two classes up to level).

Fame:
Eclectic Training (+1 CL to one class up to level).
Esoteric Training (another +2 CL to first class and +1 CL to second class up to level).

Items:
orange prism ioun stone (+1 CL - no cap)

Suggested Classes:
Divine: Cleric, Oracle
Arcane: Wizard for optimal spellprogression
Best Synergy: Empyreal bloodline - Sorcerer uses wisdom instead of charisma.
Third party class: Theurge

Spellprogression with one class that has -1 spell level (sorcerer, arcanist etc. Cleric or wizard as "main" is interchangable).
Level Class Spellprogression
1 cleric 1 wiz - cleric 1
2 cleric 2 wiz - cleric 1
3 cleric 3 wiz - cleric 2
4 sorcerer 1 wiz 1 cleric 2
5 sorcerer 2 wiz 1 cleric 2
6 sorcerer 3 wiz 1 cleric 2
7 theurge 1 wiz 2 cleric 2
8 theurge 2 wiz 2 cleric 3
9 theurge 3 wiz 3 cleric 3
10 theurge 4 wiz 3 cleric 4
11 theurge 5 wiz 4 cleric 4
12 theurge 6 wiz 4 cleric 5
13 theurge 7 wiz 5 cleric 5
14 theurge 8 wiz 5 cleric 6
15 theurge 9 wiz 6 cleric 6
16 theurge 10 wiz 6 cleric 7
17 cleric 4 wiz 6 cleric 7
18 cleric 5 wiz 6 cleric 8
19 cleric 6 wiz 6 cleric 8
20 cleric 7 wiz 6 cleric 9

Spellprogression with maximal spell levels (wizard, cleric/oracle).
Level Class Spellprogression
1 cleric 1 wiz - cleric 1
2 cleric 2 wiz - cleric 1
3 cleric 3 wiz - cleric 2
4 wizard 1 wiz 1 cleric 2
5 wizard 2 wiz 1 cleric 2
6 wizard 3 wiz 2 cleric 2
7 theurge 1 wiz 2 cleric 2
8 theurge 2 wiz 3 cleric 3
9 theurge 3 wiz 3 cleric 3
10 theurge 4 wiz 4 cleric 4
11 theurge 5 wiz 4 cleric 4
12 theurge 6 wiz 5 cleric 5
13 theurge 7 wiz 5 cleric 5
14 theurge 8 wiz 6 cleric 6
15 theurge 9 wiz 6 cleric 6
16 theurge 10 wiz 7 cleric 7
17 cleric 4 wiz 7 cleric 7
18 cleric 5 wiz 7 cleric 8
19 cleric 6 wiz 7 cleric 8
20 cleric 7 wiz 7 cleric 9

Full Name

Holur Blackhand

Race

Half-Orc

Classes/Levels

Druid

Gender

Maile

Size

M

Age

22

Special Abilities

Wild Empathy (Ex), Nature Bond (Ex), Nature Sense (Ex)

Alignment

LN

Deity

Gorum

Location

Falcon's Hollow

Languages

Common, Orc, Druidic

Strength 16
Dexterity 13
Constitution 13
Intelligence 11
Wisdom 16
Charisma 13

About Holur Blackhand

Druid 1
Half-Orc Male
Chaotic Good

Init +5; Senses: Dark vision 60ft.; Perception +2
AC14, touch 11, flat-footed 13
(+3 armor, +1 Dex);
Armor: Hide

HP 17 (+8 favored, +1 Con)
For +2, Ref +1, Will +2
Spd 30 ft.

Melee
Spear +3 (1d8+3/X3)-Tooth
Sickle +3 (1d6+3/X2)-Claw

Ranged
Spear +1 20 (1d8/X3)

Base Atk +0; CMB +3

Special Qualities:
Medium
Base speed 30ft.
Dark vision 60ft.
Weapon Familiarity -- Proficent with great axe & falchion; "Orc" weapons are treated as martial weapons
Orc Ferocity -- 1/day can fight one additional round when brought below 0 hp but not killed
Orc blood
Favored Class -- Barbarian, Druid
Wild Empathy (Ex)-diplomacy for animals (d20+Cha+level)
Nature Bond (Ex)-wolf (link, share spells)
Nature Sense (Ex)- +2 on Knowledge (nature) and Survival

Character Traits
Killer -- On a successfull critical hit add a bounus to damage equal to the weapons critical hit modifier, this damage is added after the standard damage is modified by the critical hit.

Deft Dodger
Growing up in a rough neighborhood or a dangerous environment has honed your senses. You gain a +1 trait bonus on Reflex saves..

Feats:
Light Armor Proficiency (non-metal), Medium Armor Proficiency (non-metal), Shield Proficiency (not Tower and must be wood), Improved Initiative

Skills:
Acrobatics -2, Appraise +0, Bluff +1, Climb +0, Craft +0, Diplomacy +1, Disguise +1, Escape Artist -2, Heal +7, Knowledge (nature) +6,, Perception +3, Perform +1, Spellcraft +5, Stealth -2, Survival +9, Swim +0
Class Skill; -3 armor check penalty (applied); fatigue -2 Str/Dex checks

SPELLS
Orisons prepared: Light, Flare, Purify Food and water
First Level:Entangle, Magic Stone

Gear:
On person
Hide
Spear (lashed to back)
Sickle (in belt)
wooden Holy Symbol

belt pouch
cure light wounds potion
flint & steel
assorted rocks and animal teeth
18 gp
6 sp

Backpack
bedroll
2 wk trail rations
2 waterskins
healer's kit
Silk rope (50')

Animal Companion: Wolf (Maiiengan)
Size/Type: Medium Animal
Hit Dice: 2d8+4 (13 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +1/+2
Attack: Bite +3 melee (1d6+1)
Full Attack: Bite +3 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Trip
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +5, Will +1
Abilities: Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Skills: Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1*
Feats: TrackB, Weapon Focus (bite)