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RPG Superstar 6 Season Star Voter. Organized Play Member. 101 posts (121 including aliases). No reviews. 1 list. 3 wishlists. 2 Organized Play characters.


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Nathanael Love wrote:

So it seems like this change benefits:

two-handed weapons users
Spellcasters

And it penalizes:

One handed Only weapons users
Sword and shield users
Two weapon fighters
Crossbow users

It seems to completely kill:

Magus, who now will have nothing that base wizard can't do

Swashbuckler who was built on getting extra reaction actions through Aoo and Opportune Parry-Riposte

Bard- who if he has to use one third of his actions to maintain his song which already was underpowered as a completely free action.

Polearm stop builds.

So, the two most powerful character types get more powerful, and a bunch of the already weaker character types get even weaker.

I can't wait to sit down at PFS2 table with a Bard and be immediately told to play something else every single time.

We don't have any of the information we'd need to know whether or not this is true.


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ShinHakkaider wrote:

I'm sorry DeathQuaker but all this says about you is that you are a rational, empathic human being first and NOT a borderline sociopath.

Unfortunately, you seem to be an outlier when it comes to the TTRPG community so...

Nah, it's just that, like in all things, the audible minority shapes the perception of a group, no matter how much smaller than the silent majority it is.

Personally, I think it's wisest to reserve judgement for now. The details we have are so miniscule, and so devoid of context, that misinterpretation is easy. There'll be time for pitchforks later once we've seen the whole picture in all its playtest glory.

(Incidentally, I'd like to elect DeathQuaker as my spokesperson. I don't know how, but she always manages to write what I'm thinking way more eloquently than I would have myself.)

Hythlodeus wrote:
DeathQuaker wrote:
If you are not a satisfied customer, I suggest you do as I do with companies whose practices I find distasteful: stop buying their product and move on
so, "If you're not liking where this is headed, just go away!"

Alternately, "Wait until they've shown you a product before you declare it doesn't suit you."


I feel like there needs to be some way to make this with a Vigilante, for that full Power Rangers experience.

Looking over some of the talents, it looks like Avenger would be the better choice. If you build your mech out of a suit of huge Full Plate, you can use the gauntlets on the armor instead of needing to buy slam. That would let us take Fist of the Gauntlet for half level to damage, if nothing else, and it'd work out of your mech as well. Plus they get UMD as a class skill.

There's probably more that can be done with this but that's all that jumps out at me after a quick skim through.


Huh. You know, I really should have thought of that. Well, that will definitely work.


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So, I'm running a Pathfinder campaign for my kid (amongst other people), and he's essentially playing Link, from the Legend of Zelda. Recently he's expressed a desire to find a Sheikah Slate, just like the one from the most recent game. So I was wondering how you would stat out the various functions of the slate. I've got a few ideas, but some brainstorming never hurts.

Runes: I plan to use this function as a sort of 'spellbook' for his Ranger spells. I know technically he should have access to everything, but limiting him to the spells he knows in his Slate feels like a good way to keep him from suffering from paralysis of choice, since he's still pretty new to this game.

Binoculars/Camera: Seems pretty self-explanatory. It's a spyglass that can take pictures.

Map: A world map, maybe a +2 to survival checks to keep from getting lost? Also various plot related things I can do with this, I'm sure.

Scanner: I have no idea how I'd work this mechanically. The way this works in the game is that you take a picture of something, and then you can set it on your radar to tell whether or not you're heading towards something of the same kind. Any suggestions/help?


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_Ozy_ wrote:

Actually, 300 posts in and I'm surprised nobody mentioned that you can actually use Magic capital to pay for crafting costs, which means that you can craft for 1/4 cost and sell for 1/2 cost, though it will take more downtime to earn the capital.

Now, do people think that you should sell to your party members for 1/4th the cost, even if that means you have to earn your Capital the hard way...1 gp at a time... ;)

You need to spend time and make the equivalent of Profession checks to earn that magic capital, though, so this is less "finding a loophole to make a profit selling magical items" and more "deferring the results of your weekly Profession check".


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thejeff wrote:
Ravingdork wrote:
-Snip-

Except, as we keep pointing out, you can't get paid for it. You're a PC. You can't MAKE A LIVING by crafting. You can't sell above cost*, precisely as a game balance mechanism to keep characters from breaking the intended WBL guidelines.

The only way to turn a profit on crafting as a PC is to sell to other PCs, since the rules don't bind them.

Selling magic items at market is not quite the same scenario as having someone come to you and ask to commission something.

If the DM had an NPC come up to a crafter wizard I was playing and ask to enchant his sword to +1, I'd absolutely entertain that request. But if the NPC then proceeded to only offer 1000gp "since you can only sell magic items at half cost", I'd laugh, and the NPC would be getting told to pound sand.

Having said that, my preferred method for handling crafting for other PCs is to charge 75% of full price, and then use that extra 1/4th of purchase cost to make or buy a whole load of consumables for party use. That way I get tons of utility because I'm carrying around a bucketful of potions and dozens of scrolls, but the money's clearly getting invested back in the whole party, not just me.


Bigdaddyjug wrote:

My son is only 7, but he's been playing computer RPGs for a few years already. He did very good last Sunday.

I may trust him with the ranger. I think he'll catch on quick.

Yeah, Ranger's a good choice, I feel, for a lot of reasons. First of all, it fits your son's concept. Plus, Rangers are decent at a lot of things without being too overwhelming about it. As the character levels up your son will learn to handle:

* Fighting in combat
* Using skills out of combat
* How to handle conditional bonuses (favored enemy/terrain)
* Handling minions at the table
* Preparing and casting spells

However, they don't have to deal with all of these things all at once. I'm running a PF game for my 8 year old and we started him off with a Ranger for that very reason.


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Eh, I say let his character kind of suck.

It's not really hurting anything you're doing, is it? And if he starts complaining about being ineffective, give him some advice. If he then decides he doesn't want to take it because it's too minmaxy or whatever, then let him continue to suck, and otherwise do the best to enjoy the company of your friend while trying not to let his character's ineffectiveness get to you.

TL;DR, you can't make him not suck. He's gotta want to not suck.

ETA: Having said that, if you want to give him a boost, start taking some summoning spells, and some buff spells that target multiple characters. That way you can do stuff like Haste a valuable combatant as well as your buddy.


Looks like a singing swordsman to me. I'd consider the usual melee staples after Arcane strike, like Power Attack, Weapon Focus, all that fun stuff.


Marc Radle wrote:

Hey there!

For a different option on playing such a class, you might check out the theurge base class in the New Paths Compendium from Kobold Press.

No need to create an archetype! :)

I was able to take a look at this class, and it seems like we had a lot of the same ideas; to the point where I'm almost kind of wondering if I've seen it before and had forgotten about it; my theurgist is very very similar to the theurge base class.


Wheldrake wrote:
Thelemic_Noun wrote:

I also find it weird that a good-aligned arcane caster that wants long-term aid from an angel has to yank them from the Upper Planes against their will and trap them in a circle smaller than your average solitary confinement cell to do so.

"Haziel the Unbowed, will you protect Lanna's orphanage from the depredations of Belphegor's infernal legions?"
"Yes, I shall. But only because I choose to. You colossal ass."

Ha! That's very funny, and very appropriate. That's exactly what I indend to do, with the True Name arcane exploit. I agree that it leaves something to be desired, but we can only work with what we're given.

As kind of a tangent, the Dresden Files novel Changes has a great take on this very circumstance. The basic thrust of it, though, is that divine casters who use Planar Ally get to use their connection to their god to ask extraplanar allies for help.

Wizards, on the other hand, don't have a convenient pipeline to the Powers That Be, so they have to make due with the tools they have available to them. Sometimes that means risking your life insulting an angel because you need to get something important done, by any means necessary.


I definitely like this. The change to bard spellcasting from summoner spellcasting feels more appropriate for someone who's supposed to be powered by inspiration and emotions.


And, because my plans for the evening fell through, you get my take on an archetype to replicate a Wizard/Cleric/Mystic Theurge, one that prepares their spells rather than casting them spontaneously. This one has more packed into it than the Thaumaturge due to the need for both Intelligence and Wisdom as casting stats. As always, commentary, critique, criticism, etcetera, is appreciated.

-----

Theurgist (Wizard Archetype)

A theurgist is someone who has devoted themselves both to the study of magic and worship of a god. As pious as any priest, a theurgist wields their considerable powers in the name of their deity.

Alignment: A theurgist's alignment must be within one step of their deity's, along either the law/chaos axis or the good/evil axis.

Weapon Proficiency: A theurgist is proficient with all simple weapons, as well as the favored weapon of their deity. This alters the theurgist's weapon proficiencies.

Aura: A theurgist of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see detect evil for details).

Spells: A theurgist casts arcane spells drawn from the Wizard spell list and divine spells drawn from the Cleric spell list. A theurgist must choose and prepare their spells ahead of time.

To learn, prepare, or cast an arcane spell, the theurgist must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a theurgist's arcane spell is 10 + the spell level + the theurgist's Intelligence modifier. Armor interferes with a theurgist's movements, which can cause their arcane spells with somatic components to fail.

To learn, prepare, or cast a divine spell, the theurgist must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a theurgist's divine spell is 10 + the spell level + the theurgist's Wisdom modifier.

A theurgist can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is that of a wizard of their level. In addition, they receive bonus spells per day if they have a high Intelligence score or a high Wisdom score. Bonus spells gained through high Intelligence must be used to prepare arcane spells and bonus spells gained through Wisdom must be used to prepare divine spells.

A theurgist begins play with a spellbook containing all 0-level wizard and cleric spells (except any arcane spells from their opposed schools, if any; see Arcane Schools) and a single 1st-level wizard or cleric spell of their choice. The theurgist also selects a number of additional 1st-level wizard spells equal to their Intelligence modifier and additional 1st-level cleric spells equal to their Wisdom modifier to add to the spellbook. At any time, a theurgist can also add spells learned from other clerics or found in other wizards' spellbooks to their own.

Theurgists perform a certain amount of spell research between adventures. Each time a character attains a new theurgist level, they gain an arcane spell and a divine spell of their choice to add to their spellbook. The two free spells must be of spell levels they can cast.

Any spell that appears on both the Cleric and the Wizard spell list may be learned as either an arcane or a divine spell, depending on the method of acquisition; spells learned from wizard spellbooks or arcane scrolls are learned as arcane spells, and spells learned from divine casters or divine scrolls are learned as divine spells.

This ability replaces the Spells feature.

Bonus Languages: A theurgist's bonus language options include Draconic, Celestial, Abyssal, and Infernal. These choices are in addition to the bonus languages available to the character because of their race.

Arcane Bond: A theurgist who selects a bonded object must choose either their deity's favored weapon or a holy symbol of their deity as their chosen item; treat a holy symbol as an amulet.

This ability alters the arcane bond feature.

Spontaneous Casting: A theurgist gains Spontaneous Casting, as the cleric class feature. The spell they lose in order to convert it to a cure or inflict spell must be a prepared divine spell.

Arcane School: A theurgist's school spell slots can only be used to prepare arcane spells of their specialty school. Additionally, see the Domain feature below.

This ability alters the arcane school feature.

Domain: A theurgist chooses one domain from amongst those belonging to their deity, as the cleric's Domains ability. They automatically add each of the domain's spells to their spellbook at the appropriate level. A theurgist's domain spell slots may only be used to memorize these domain spells as divine spells. In addition, the theurgist may choose to replace one of their arcane school powers with a domain power of equivalent level, using their theurgist level in place of their cleric level.

Bonus Feats: In place of Scribe Scroll or one of the bonus feats gained at every 5th level, a theurgist may instead choose to gain Channel Energy, as the cleric class feature. They use their theurgist class level in place of their cleric level, except that the damage dealt or healed remains at 1d6 points of damage regardless of their level. They may choose this feature multiple times; each time they do, they increase the damage dealt or healed by an additional 1d6 points of damage.

Spellbooks: In order to add a divine spell to their spellbook, a theurgist must succeed at a Spellcraft check and pay the same cost as though adding an arcane spell of equal level to their spellbook. A theurgist may learn a Cleric spell from a divine caster who has it prepared as though they were copying a spell from a spellbook.


Alright, time for the revised Thaumaturge; changes include access to a Sorcerer bloodline, and changes in the language to spells to give the Thaumaturge a little more access to arcane spells, so that they can have a list that's half arcane and half divine (now including their free cure spells).

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Hit Dice & Base Attack Bonus
A thaumaturge has a d6 hit dice, and their base attack bonus is equal to ½ of their oracle level. This replaces the oracle’s normal hit dice and base attack bonus.

Armor Proficiencies
A thaumaturge is not proficient with medium armor or shields. This alters the oracle’s armor proficiencies.

Spells
A thaumaturge casts divine spells from the Cleric list and arcane spells from the Sorcerer list. When selecting spells at first level or at each new oracle level, they may choose to select a spell of the same level from the Sorcerer list, as long as no more than half of their spells known for each spell level are arcane. These spells are treated as arcane spells for the purposes of arcane spell failure when wearing armor or using shields, qualifying for feats and prestige classes, and other effects, but are otherwise cast normally by the oracle using their spell slots and according to their Charisma.

Any spells gained by other class features (an oracle’s mystery and some curses, for example) are treated as divine spells, but are not counted when determining if a thaumaturge has at least half divine spells at a given spell level. The Cure or Inflict spells automatically gained at each spell level are counted when determining if a thaumaturge has more arcane than divine spells. Any spell that appears on both the Oracle and the Sorcerer spell list may be chosen as either an arcane or a divine spell. This choice is permanent and may not be changed, unless the spell is exchanged at an even numbered Oracle level.

This ability alters the spells feature.

Bloodline
At first level, a thaumaturge selects a bloodline from the list of bloodlines available to Sorcerers. They gain that bloodline’s arcana, which applies to both their arcane and divine spells, and that bloodline’s class skill. At third level, and every two levels thereafter, they add another bloodline spell to their spells known; these spells are treated as arcane spells.

A thaumaturge may select one of their bloodline’s powers in place of an oracle mystery, as long as their oracle level is equal to or higher than the level at which a sorcerer would have been granted that bloodline power. They use their oracle level in place of their sorcerer level for determining the effects of bloodline powers. Any spells known gained as bloodline spells or through bloodline powers are not included when determining if the thaumaturge knows more arcane spells than divine.

Thaumaturgic Revelations
All thaumaturge oracles have access to the following revelations, regardless of what mystery they choose.

Armored Caster: You can now cast arcane spells while wearing light armor without incurring the normal arcane spell failure chance. You still incur the normal arcane spell failure chance wearing medium armor, heavy armor, or a shield, and for arcane spells received from other classes if the spell in question has a somatic component. You must be at least 7th level to select this revelation.

Spell Synthesis: You gain Spell Synthesis, as the Mystic Theurge class feature. Instead of using spells from different spellcasting classes, you must cast one arcane and one divine spell with this ability. You must be at least 15th level to select this revelation.

Theurgy: You gain Theurgy as a bonus feat, even if you do not meet the prerequisites. Instead of sacrificing spell slots, you may use the abilities granted by the feat a number of times per day equal to your Charisma modifier. You must be at least 3rd level to select this revelation.


JosephBlaze wrote:
Instead of an Oracle archetype... I'd rework it as a Mystic Theurge archetype specifically for spontaneous casters. It would allow for spell slots from each class to be merged into a single combined pool; at total amount of spells -1 (possible example)

An archetype for a prestige class, huh? That sort of thing would never have really occured to me as an option. It'd have to be pretty good to get around that whole 'trying to contribute at 7th level with nothing but 2nd level spells', though.

If I were going to rework the Mystic Theurge but keep it as a prestige class, it'd probably end up looking an awful lot like the old 3.5 prestige class Ultimate Magus. Level 5 entry, would require 2nd level spells in one class and 1st level spells in the other, and offer additional caster level boosts for your off class.

WatersLethe wrote:
It may be personal preference, but I really can't see a Mystic Theurge as anything but a prepared caster. In my head it's always been someone dedicated to learning and understanding magic in all its forms. Not someone who stumbles upon both Divine and Arcane magic through a fluke, which is basically what Oracles and Sorcerers are.

Probably personal preference either way, yeah. I admit to a mild preference for spontaneous casting, myself; the Arcanist is basically everything I ever wanted in a Wizard.

I can definitely see some kind of companion archetype that focuses on prepared casting. Maybe a Wizard archetype that gives up its arcane school powers (and possibly some other stuff) in exchange for a single domain, and the ability to scribe Cleric spells into their spellbook. Possibly some limited channel energy stuff, but even an existing Cleric/Wizard/MT is going to have between 2d6 and 4d6 channel energy even at 20th level, so maybe it's not really worth making a space for.

Maybe I'll take a crack at it once I've got the Thaumaturge in a place I like it.

Quote:
If anything, I would want to see a Mystic Theurge archetype for Shaman, which already has built in Arcane/Divine shenanigans to some degree.

Admittedly I've not really taken a look at Shaman, because the flavour never really appealed to me. Maybe I'll have to take a second look.


...and I just realized I didn't proofread the 'spells' feature closely enough. The 'more divine than arcane' clause should have read something more like:

Quote:
When selecting spells at first level or at each new oracle level, they may choose to select a spell of the same level from the Sorcerer list, as long as no more than half of their spells known for each spell level are arcane.

The intention was to let them have a cleric spell and a sorcerer spell at level one, but not two sorcerer spells, and so on up the line.


I'm pretty sure that, by the book, you can't go higher than 20th level, so any advice is going to rely pretty heavily on however your DM handles advancement past 20th. Do you know what their rules are for that?


Really, the more I think about it, the more I like the idea of giving them a Sorcerer bloodline as well as access to a mystery. Something like this:

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Bloodline
At first level, a thaumaturge selects a bloodline from the list of bloodlines available to Sorcerers. They gain that bloodline’s bloodline arcana, which applies to both their arcane and divine spells, and that bloodline’s class skill. At third level, and every two levels thereafter, they add another bloodline spell to their spells known; these spells are treated as arcane spells.

A thaumaturge may select one of their bloodline's powers in place of an oracle mystery, as long as their oracle level is equal to or higher than the level at which a sorcerer would have been granted that bloodline power.


The Archive wrote:

...Ultimately, a character of this archetype is only going to be able to have at most two arcane spells of a given non-zero spell level...

Altering hit dice and base attack bonus is a very significant change...And while archetypes don't really need to be perfectly in-line power-wise, I don't think that a handful of arcane spells really offsets this

The main concern that I was trying to address with these two changes was preventing someone from taking all Sorcerer/Wizard spells and playing them as a sorcerer with d8 HD, 3/4 BAB, cure spells, and no need for UMD. I may have overcompensated a little.

The Archive wrote:
And at very least, you shouldn't leave it as a sole archetype. You should have an alternative that let arcane magic be the primary spellcasting.

Hm, perhaps a complementary Sorcerer archetype is in order. Or possibly allowing the Thaumaturge to pick a Sorcerer bloodline, learn the bloodline spells as additional spells known, and let them choose the bloodline powers and bloodline arcana in place of a mystery.


I really want to like the Mystic Theurge. It's a great concept; someone who's devoted themselves to magic in all its forms. But the execution just leaves a little something to be desired, and that something is twofold; the slow start, and the almost unmanageably huge spell lists. I've always wanted something with a more graceful progression, and something that, while still versatile, didn't have the sheer number of different options the mystic theurge has on any given turn.

I've taken a stab at it with the following Oracle archetype, and I'd appreciate any commentary on balance anyone would like to give me.

-----

Thaumaturge (Oracle Archetype)
A thaumaturge is someone who has devoted themselves to magic in all of its forms. Their studies of the divine mysteries of the universe has granted them insights into arcane magic as well as divine.

Hit Dice & Base Attack Bonus
A thaumaturge has a d6 hit dice, and their base attack bonus is equal to ½ of their oracle level. This replaces the oracle’s normal hit dice and base attack bonus.

Armor Proficiencies
A thaumaturge is not proficient with medium armor or shields. This alters the oracle’s armor proficiencies.

Spells
A thaumaturge casts divine spells from the Cleric list and arcane spells from the Sorcerer list. When selecting spells at first level or at each new oracle level, they may choose to select a spell of the same level from the Sorcerer list, so long as they know more divine spells than arcane spells at each spell level. These spells are treated as arcane spells for the purposes of arcane spell failure when wearing armor or using shields, qualifying for feats and prestige classes, and other effects, but are otherwise cast normally by the oracle using their spell slots and according to their Charisma.

Any spells gained by other class features (Cure/Inflict spells, an oracle’s mystery, and some curses, for example) are treated as divine spells, but are not counted when determining if a thaumaturge has at least half divine spells at a given spell level. Any spell that appears on both the Oracle and the Sorcerer spell list may be chosen as either an arcane or a divine spell. This choice is permanent and may not be changed, unless the spell is exchanged at an even numbered Oracle level.

This ability alters the spells feature.

Thaumaturgic Revelations
All thaumaturge oracles have access to the following revelations, regardless of what mystery they choose.

Armored Caster: You can now cast arcane spells while wearing light armor without incurring the normal arcane spell failure chance. You still incur the normal arcane spell failure chance wearing medium armor, heavy armor, or a shield, and for arcane spells received from other classes if the spell in question has a somatic component. You must be at least 7th level to select this revelation.

Spell Synthesis: You gain Spell Synthesis, as the Mystic Theurge class feature. Instead of using spells from different spellcasting classes, you must cast one arcane and one divine spell with this ability. You must be at least 15th level to select this revelation.

Theurgy: You gain Theurgy as a bonus feat, even if you do not meet the prerequisites. Instead of sacrificing spell slots, you may use the abilities granted by the feat a number of times per day equal to your Charisma modifier. You must be at least 3rd level to select this revelation.


You could always run an Archaeologist Bard.

Trapfinding with enough skill points to back it up, Evasion and a good Reflex save, a nice little combat boost in Archaeologist's Luck, your choice of a few Rogue talents, and you can pick your bard spells to mimic the kind of powers you'd get out of a ki pool. A little reflavouring, and you're done. No sneak attack, but that's really the only thing you're missing.


Dox of the ParaDox twins wrote:
There was definitely a 3.5 feat...Hmm I don't know what it was called then...

I think you're thinking of Knowledge Devotion. Make a knowledge check against a creature type, get an insight bonus to attack rolls and damage. Solid feat.


Deadmanwalking wrote:

If you want to make the power level clearly higher than standard Pathfinder and also make secret identities ubiquitous, you could go Gestalt with one of the Classes required to be Vigilante.

Given the Archetypes available, this allows a fair bit of variability in the PC group while really reinforcing the particular themes inherent in the Vigilante Class.

What might also work to lower the power level a little from gestalt is if you do a 'partial' gestalt; everyone picks a class, and then gets the class features only from the vigilante; they have to take the BAB and the HD and the saves and the skill points from their base class, not the better of that or the vigilante.


Oh, damn, you're absolutely right. Didn't even notice that as an issue with VMC Magus, but you're absolutely right. That'll learn me to not read carefully enough.

I mean, I'm still going to take it when I play a warlock, but it just means I'll have to bring a weapon along, and only use Mystic Bolts as a backup. Maybe a rapier - that plays nicely with both Spellstrike and Lethal Grace.

EDIT: Ninja'd by Ventnor. I see we think along similar lines.


Lintecarka wrote:
Mystic Bolt class feature wrote:
Abilities that affect all weapon attacks the warlock makes, such as the arcane striker warlock talent, function with mystic bolts.

Overall I think the misunderstanding is that some people believe there is a special rule for arcane strike affecting the bolt. But the exception is made specifically for the mystic bolt ability, with arcane strike being merely an example. Using deliquescent gloves is perfectly fine.

Interestingly enough the FAQ actually makes a decent argument for haste working on the bolt as well, clarifying that the term "weapon" is commonly used as a shorthand for "manufactured weapon".

With this all kept in mind, seems like a Warlock who VMCs into Magus should be able to use their arcane pool to buff their Mystic Bolts, as well. Between arcane pool, spellstrike, and three magus arcana, the Magus VMC seems more and morel ike a no-brainer the more I think about it.


Eh, it looks neat, but it's not really what I'm after. Really I'm just looking for a Wizard-based Eldritch Knight, just single-classed.


So I like the idea of the Magus as a mixture of martial and magical might, but it's awfully combat focused for my particular tastes, and I often find it difficult to justify giving up all of those juicy utility spells on the Sorcerer/Wizard list.

That got me to wondering; what would be a fair trade-off in terms of abilities if we give the Magus access to the whole Sorcerer/Wizard list (up to 6th level, of course)? Here's my tentative list on what to give up:

  • Spell Recall (possibly restricting it to the Magus list, possibly axing it all together)
  • Knowledge Pool (way too good with the Wiz/Sorc list)
  • Heavy Armor Proficiency (possibly medium as well)
  • Counterstrike
  • Greater Spell Access (obviously)

    Too restrictive? Not restrictive enough?


  • Not sure if another report is still useful to you guys, but just in case it is, I'm also still getting timeout errors in both Chrome and IE, after having cleared the cache in both browsers.

    ETA: Alright, just tried downloading something by right-clicking the download link and selecting 'save target as'. I ended up having to retry that download a couple of times, but it looks like it just started. If you're still having trouble and want a new bit of technological voodoo to try, that seems to have worked for me.


    jtgibson wrote:
    Why not simply claim that Humble Bundle copies without a legitimate personal watermark are invalid for tournament play, since they could have been altered, and then allow people to download them direct from Humble Bundle like every other bundle in existence?

    Because if they did that, it'd take approximately five minutes for a torrent of all the Humble Bundle stuff to hit the torrent site of the hypothetical file-sharer's choice, and with Paizo unable to take any real recourse. Regardless of your stance on DRM and file-sharing, it's easy to see that Paizo has a vested interest in doing what they can to dissuade people from uploading.


    I used two levels of Ninja as part of the chassis when I built mine; took Extra Ninja Trick as a 3rd level feat, and then took the tricks Acrobatic Master (spend a Ki point for +20 to acrobatics) and High Jumper (halves the high jump DC). Then I just took levels in Mobile Fighter.

    Death from Above and Power Attack is probably where I get most of my damage; as far as weapons go, the Totem Spear is a pretty decent choice. It's an exotic weapon, but it does a d10 and provides a +2 bonus to Acrobatics checks.

    Like Eltacolibre says, it gets a lot easier if you have access to mythic; then you can take the Champion path and grab Aerial Assault; between that and your ninja tricks it's not hard to pull off a twenty or thirty foot high jump at level 3, depending on terrain, and that's worth a bunch of extra damage.

    And if you can find fights with a lot of trees or buildings around, Boots of the Cat help.


    They're expensive, but I like Gloves of Storing for this kind of purpose. Free weapon storage plus, essentially, free Quickdraw. It's tough to beat that.


    He's not using any modifiers. He's saying that a good rule of thumb to to use is "If $100,000 could convince them to do something, then so could Charm Person with a Charisma check".


    In my opinion, it's hard to go wrong with a good-aligned cleric of Gorum for greatsword beatstickery while still maintaining some healing capability. 15 points is a little tight, but I'd probably do something like this, with a human:

    STR: 15, DEX: 10, CON: 14, INT: 8, WIS: 13, CHA: 12

    +2 racial bonus goes in Strength, of course. If you want, you can bump your Int down to 7 to raise your Str by a point - knowledge skills are really not what you're about, and you'll still get 2 skill points per level anyway, I just don't like dumping Intelligence that low. Level up raises go into Wisdom so you can cast spells into mid levels.

    For feats I'd probably take Toughness and Weapon Focus (Greatsword), with the intention of taking Power Attack at 3rd.

    Domains: Strength is almost a must; Enlarge Person is a very tasty buff. As for the others, Destruction and Glory are better than Chaos or War, I think. I went with Glory for Bless Weapon, but Destruction domain's granted power is very good for this concept.

    What this turns out like: AC 16 with a breastplate, 13 HP, +4 to hit with a greatsword for 2d6+4, and 4 uses of Channel Energy for healing. Not too shabby for 1st level.


    Yeah, but has anyone really been far even as decided to use even go want to do look more like?


    If my schedule ever opens up enough to do that (maybe when my five year old moves out) I just might take you up on that offer for help. Until then I'll have to keep an eye out for area cons.

    Well, that and enjoy online play, of course.


    At best tangentially related, but I've already FAQed it. Now that Pathfinder has an effect for weapons made out of mithral, I wonder why they didn't just make it a flat price for weapons, like +500 or +1,000.


    Oh, you know, the neighbourhood, only about four and a half light-years or so.

    All joking aside, I'm in London right now. As far as I know, we don't have too huge a Pathfinder community, but then again I haven't done much looking.


    Yup, that's pretty clear. Thanks for the quick response.


    Nefreet wrote:
    You can re-skin Character Traits, to my understanding, but that's about it.

    Does that include Regional Traits? I have a character I'd like Acrobatics training on, but he's not Andoran faction, and I'd rather not have to have him be from Tian Xia just so I can take Rice Runner.


    Huh, I didn't even know there was a website for Ontario Pathfinders. Pretty neat stuff. I imagine a lot of it is Toronto based events, though?


    I don't see any big reason not to allow it. We're already allowed to use PDFs as additional resources, so just use whatever procedure you're comfortable with with someone else's technology that you're already using for book PDFs, along with a caveat that you have to be able to cross off a boon at the table if you want to use it.


    Awesome. Thanks.


    So, items made out of special materials are always available; so I can buy a Mithral Chain Shirt regardless of fame.

    So are +1 weapons and armors; so I can buy a +1 Chain Shirt regardless of fame.

    Does that mean that a +1 Mithral Chain Shirt is always available?


    Paz wrote:

    The GM needs to sign the chronicles, but to make it easy for her, you could:

    - Create the event
    - Print the chronicles (not too far ahead of time; they contain spoilers)
    - Get a sheet of 10 pregenerated PFS numbers and give one of them to her
    - Report the session

    So I can create the event and report the session even if I'm not the GM? That ought to work. Since I'm applying it to a character as though it was GM credit, do I need to assign it to a character when I report it, or can I hold off on that? (I've never done my own reporting before, as you can probably tell)

    Paz wrote:

    I don't believe it has to be everyone, but if you have the pregenerated numbers already, you could hand them out to the other players.

    Make them aware that if they ever do play PFS, they could use the first chronicle to start at 2nd level instead of 1st.

    This seems like a pretty reasonable way to do it. I'll make sure everyone has what they need. Thanks for the guidance!


    So! My home group just started running through Reign of Winter a few weeks ago (very exciting, we're almost through book 1), and I just recently realized that you don't have to play it with your PFS character in order to claim credit. I do, however, have a few questions about that process.

    1) My GM doesn't actually play PFS at all. Would she have to sign up for a PFS number in order to report the scenario, or would I be able to report the scenario to save her the trouble?

    2) I'm actually the only person in my home group who plays PFS. Would I still be able to claim credit for completing the module, or does everyone playing have to claim the chronicle in order for that to be kosher?


    Umarian wrote:
    AS I said, the mathematical formula for the perception of randomness is extremely complex. If you just have a programmer making a die roller, without the knowledge, then there is a major flaw.

    The mathematical formula for the perception of randomness may be extremely complex, but the built in random() function that exists in practically every modern scripting language is not really that complicated to use. No one sane would code a random number generator from scratch just for a die rolling program.


    My own campaign is being run in the world of Uresia: Grave of Heaven, specifically in Shadow River. Needless to say, it's taken a little bit of conversion work, but things are going well.


    The Bald Man wrote:

    I don't understand what you are asking here.

    Let's say right hand is primary and is wielding a longsword. left hand is off-hand/non-dominant and is wielding a short sword. If you attack with both right and left hands you lose the buckler AC bonus regardless of which arm it is on.

    Please explain what I am missing here since I have seen BBT on the boards enough to know you aren't a newbie.

    He's not asking because he doesn't know how it should work, he's asking because the rules are ambiguously written and he wants an FAQ request to make them airtight.


    TriOmegaZero wrote:

    I'll tell you this, at PaizoCon I ran a game for a 13th level PC with an AC of 10.

    Yes, base 10 and nothing else.

    He survived by relying on a ring of blink.

    That sounds about right, actually.

    And that's basically outlining the point, actually. If you're relying on your AC as a defense, it better be good, but if you're not then it doesn't really matter how low it is.

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