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Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

One of the things I noticed from looking at this class is that the Channeler and Sage practices seem both too underwhelming and have similar problems to the cleric doctrines. So I was trying to think of what might be better is to use the fact that some of the spirits seem to be natural(primal) and some seemed more supernatural(occult).So what if instead of the two current practices having access to all apparitions maybe they should instead access apparitions based on Animist Practice.

1.Shaman: Primal Apparitions Animist, gains trained in Nature, can access more nature magics and class feats with some god caller flavors. Example Iconics:Samo & Shardra Geltl. can gain an optional familiar. Apparitions include: Custodians of groves and gardens, Stalkers in darkened boughs, Stewards of stone and fire, & Vanguards of roaring waters.

2.Medium: Occult Apparitions Animist, gains Trained in Occultism, can access more weird magic and ghost/haunt interaction effects, Harrow card references or possible FUTURE 52 spirits(?). Example Iconic:Erasmus. can handle possessions better with more skill/option flexibility. Apparitions Include: Impostors in hidden places & Witnesses to ancient battles.

I think that this type of Animist Practice might allow for more character options and designs for players to tinker with and play. not to mention more themes to match with a wider verity of games to play, Quest of the Frozen Flame fits Shamans well and Stolen Fates for Mediums.

What is everyone's thoughts on this? what do the developers think about this idea or was this a concept that was put aside in development?


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Has anyone else noticed constantly getting error messages when they go to Paizo.com thru Firefox? This is something I have been dealing with for the last month.

Anyone know why that is?


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

I went online today to get the Pathfinder CRB Updated PDF and saw the Starfinder Character Operation Manuel have an update as well. When I go to get the PDF I keep getting a file option for 159 Bytes when the file size is listed as 89.76 MB.

Am I seeing an errata that I'm not supposed to see or is there something wrong with the file in the system or my computer's interpretation of it?


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Just completed my survey.

Basic Summery,

Magus: Needs full spellcasting(i.e. retaining spell slots, but not gaining 10th level spells or legendary spellcasting) and needs spellstrike to instead add a free strike action to the spell casting and tie the effect of the spell attack to the effect of the weapon attack.

Summoner: Needs full spellcasting(i.e. retaining spell slots, but not gaining 10th level spells or legendary spellcasting) along with having the eidolon have it's own pool of Hit Points. Also suggested a Summoning focus power along the lines of Summon Monster specialized to each magic tradition.

I argued that having more options doesn't make either class more powerful then any other due to the Action Economy. And the slower Proficiency progression makes them balanced compared to their more specialized peers.
The Magus should feel like a more desirable option to the Wizard/Fighter Multiclass and the Summoner especially for a Sakorian Godcaller should feel more like a full caster at the side of their deity or friend then heavily reliant on the eidolon being present to even be effective in any way.


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The PDF's for the April volumes of both adventure path lines are currently listed as unavailable and can't be purchased. Can anyone give us an ETA on when we can actually buy them?


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Every time I hit the Edit button on my wishlist, I keep getting the error window with pathfinder playtest links. Any word on what is going on with this?


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Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

I love these! Can't wait for more! :)


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

This is a criticism based on theme and class fantasy not the mechanics, the mechanics given are suggestions.

when I read the biohacker I thought of Ana from Overwatch or Medic from Team Fortress 2, but when I read the flavor text and listen to the developers it feels off from the direction of the class. they are supposed to be mad scientists with Physical Science as a skill but they don't have any abilities that go even near physics and material or energy sciences, they only get abilities relating to biology and other life sciences and medicines.

plus to me reading the class has alot of mechanical abilities that do "math" to other characters but not alot of flavor like "You become immune to toxins" or "Gain Regeneration *blank*" so the class fantasy wise feels a little flat.

To me the problem is while recognizing you can't put exact real science into the class you still tried to fit it to real science instead of letting players really mix and match them like a real MAD scientist would.

The things I liked that work for this class and should stay,

1.Custom Scanner (Could use advanced medkit upgrade, maybe with charges)
2.Injection Expert
3.Scientific Method class feature
4.The Superserum Capstone

In my opinion what this class feels like it should be more like is a mix of Starfinder Mechanic and Pathfinder 2nd edition end of the playtest version Alchemist.

1.Give the class a focus towards Medicine and Life Science instead of Physical Science. Adjust the custom scanner accordingly and give the character a bonus to their Life Science and Medicine checks.

2.Let their injections function like Alchemical tools and let the Biohacker make a selection of Drugs(Counteragents), Toxins(Poisons), and medical serums(restoratives) every day that become inherit if never used and cannot be sold as they are your mad concoctions (Like Infusions from the Alchemist).

3.Fields of study should not be scientific fields, they feel way to limited and give way to little to the class to have real impact. I would suggest making them like the Alchemist research fields with focuses towards certain styles of play.
a.Toxicology: Poisons and debuffing drugs to use on enemies with a variety of effects.
b.Enhancer:Buffing Drugs and a Mutagen-like injections and focuses.
c.Chirurgeon:Healer and restorative focused character.
d."Needle-gunner:Gives many of the Biohacker Theorems for Needle guns.
A character starts with one field of study at level one and as they level up (8th & 16th) they get access to more(for a total of three of four, or more should they be developed down the road).

4.Keep biohacker theorems but make more of them that fit more of a variety of options for the biohacker similar to alchemist discoveries then just ones that add or feel required for certain playstyles from the version of fields of studies I suggested.

If these changes are made I believe the class would feel more consistent with it's fantasy and flexible with options.


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Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

I am not the best in game design from a numbers standpoint, so i can't really give feedback on numbers. but i do have a feel for flavor and layout and i have a few critiques i needed to make.

1.Spell point powers should not be in the spells chapter, it makes looking them up really confusing and difficult. since the powers are very specific to the class you should just have them in the class section of the book. ex. when a class feat references a spell point power, you should instead just say the spell point power.

2.when it comes to the human and half-humans, I would suggest one of two options if you decide to keep them as is. A. you make them separate ancestries with the ability to choose ancestry feats from both side or their own unique options. B.Instead give human's the unique advantage of having two ancestry feats at first level, this would work especially well if you would like to make ethnicity be more of a unique feat option as well, ex. Tian Ancestry feats.

3.the barbarian totem feats, Animal Rage and Dragon Transformation feel a bit wonky as technically this means that after every 3 rounds as an animal they turn into a humanoid for a round and then turn back. all i can imagine is some glitching shapeshifter in a comedic scene constantly shifting back and for without much control. I would suggest that a barbarian with these feats can retain their form for one round after their rage so that they don't have this problem. so as long as in the following round they go back into a rage they won't drop out of their form so often.

4.Druid shapeshifting should feel more like a combat option for Wild Druids, I suggest that a wild druid should get a special option to be able to wild shape for a number of minutes equal class level or the duration of the power, whatever is higher, whenever they use a wildshape power. though the numbers of times they can wild shape can remain as is. in addition the Form Control power should allow Wild Druids to now be able to spend and hour per class level instead of minutes when they get that feat and use it when they wild shape.

4.the use of resonance to me makes alot of sense and i like how it is done. but i do think a few things need tweaking. healing potions should not be so useless as to do nothing when out of resonance and you fail the roll, instead healing potions only do the minimum amount of healing unless you spend resonance (the drinker or the player feeding the potion) in which case you would roll the die for healing.

4b.I would also like to add that since Bombs are one of the alchemists only real ways to deal damage, they shouldn't use resonance unless the alchemist want to perform a special feat ability such as Debilitating Bomb or Delayed Bomb with it. just so an alchemist can use their bomb as more like a cantrip and less like a limited option. though they would still be limited by the number of bombs on their person, they would not have to infuse them every day to use them.

5.I would also suggest adding an additional spell slot per level to give more spell options to the casters.

I hope the developers and other players like these ideas I hope to see many of them implemented in the final version. :)


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

So I was thinking in regards to the new cleric alignment rules for 2E and was wondering how this could affect the Paladin. For example the Paladin for Asmodeus would no longer be a talking point since Asmodeus probably will no longer have LN clerics.

One of my favorite deities in Pathfinder is Milani, and I always wanted to play a Paladin serving her which was impossible. However in 2E I could see Milani’s Cleric alignments being CG, NG, and LG. Milani does respect lawful authority when it serves the people and paladins are known to be able to stand against a government if it no longer serves the public good and wellfare (see Hell’ Rebels for examples) thus making her a possible choice for LG clerics and thus paladins. And paladins are now able to lie if it is done to protect people and save lives. Also Milani is disgusted by Galt a CN nation and is usage of revolution for anarchy and mob rule, which makes me believe she wouldn’t accept a CN cleric.

Sorry for the rant. But my main point is with this new treatment of Gods and alignment we could see paladins being able to serve deities who could be other than LG, NG or LN if they allow their clerics to be LG. What are your thoughts?


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

I had received my subscription copy of Pact Worlds last week and found some damage on it's pages. I had not received any response from customer service regarding my earlier email about it.

subject line: Order 4756599 printing damage


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Since we know there will be only 4 spell lists I would like to ask what is going on with the alchemist a bit. most likely the four spell lists will be,

Arcane(Sorcerer/Wizard)
Wild(Druid)
Divine(Cleric)
Truename/Performance(Bard)

Since these are the most likely spell lists, the question is does the alchemist have spellcasting/infusions or does he get to choose potions/elixers at every level that function like pathfinder 1e infusions?


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Hello Guys,

I was concerned about the processing of my order since last Saturday the card had reached it's limit. I quickly remedied the problem and reduced the card balance but I am worried that it may have affected my order.

Is my order still good to go or did this create a hiccup in it's processing?


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

With the Adventurer's Armory 2 coming out, I began to think about weird things that could be used as implements for schools.

For example I was wondering if a Lantern Staff could be used as a conjuration Implement?

Does anyone have other interesting concepts or would developers like to give other implement options or rules for expanding them beyond the examples in Occult Adventures.


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

A lot of adventure paths deal mainly with a good vs evil type of plot, I would like to see an AP dealing with Axis and the Malestrom with the PCs being forces of Law trying to prevent a Protean Lord from trying to perform a grand unmaking or something similar.

Anyone have other thoughts on a Law vs Chaos Adventure Path?


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Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

"I'm invincible!"

"You're a Looney."

"The Black Knight Always Triumphs!"


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

With occult adventures out i wanted to figure out which elements fit best for each adventure path.

My preliminary opinion is that these AP and elemtents choices seem to fit best,

Fire:Reign of Winter
Water: Skull & Shackles
Air:Legacy of Fire
Earth:Second Darkness
Aether:Shattered Star

What other AP kineticist element combos do you guys think fit best? Would anyone like to give an element of choice for every AP?


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Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

you can't call yourself a king, just because some watery tart threw a sword at you.


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Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

If they don't mention Faust in the Mephistopheles article I will be disappointed.


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Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Creating this thread in order to ask anyone going to GenCon to give us details on the AP for August 2016.

Many of us are not so lucky to go. :(

Designer

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Behold the medium!

Lantern Lodge RPG Superstar 2015 Top 16

Awesome on the chronicle, including rebuild note, retroactive credit, and bonus credit for playing sooner than later.


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Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Inspired by the comments in the "Meet the Iconics" threads I've decided to take the risk and open a thread asking people which Iconic they would date if they ever got the chance to do so?

To do this, I going to lay down some ground rules.

1.The reasons for the choice (if given) must be based on details beyond just the "they look hot" or similar comments. we want a polite conversation and not over-sexualizing the Iconics. After all quite a few of these Iconics can beat you to a pulp or mess with your head to the point you believe yourself to be a five year old girl if you harass them.

2.the choices of other people is their own. To argue or create a poll about it isn't the purpose of this thread. this is merely a thread to discuss dating the Iconics.

3.In terms of limits on Iconic choices, the only iconic banned from choice is the Iconic Kineticist since she is too young to date and NOT AN OPTION.

If the Iconics themselves wish to describe their perfect date, they are free to do so. :)


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Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

*Alucard Voice* "Nailed It!"


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Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Again for those who are able to go to the Banquet please inform all us unlucky folk on the forums who aren't able to attend about the upcoming goodies and the next spring AP are.

Thanks :)


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

I thought for a moment this was an announcement for a release date of the Occult Adventures Playtest. :P Still waiting.


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Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

I asked JJ about this and he said to post it here,

The Inspired magic weapon ability says only applies to the Investigators starting weapons proficiency, is it possible to allow the weapon quality to be applied to other weapons since the ability's effect isn't based on weapon type? Such as a longsword or Bastard Sword?


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Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

While I know a lot of class options are given to us already, I feel that each of the non-core classes deserve a book of their own to supply new options for their characters and some fluff towards how such classes and their archetypes fit in the pathfinder universe.

Ex.Oracles of Golarion: detailing new mysteries, curses, and a slew of archetypes. Talk about organizations and areas these oracles most likely come from. And new items, feats and traits specifically for the oracle.

Slayers of Golarion: detailing new archetypes and talents for slayers. Details on certain slayer organizations (with something similar to the assasin's brotherhood from Assassin's Creed), areas and schools where slayers train and come from and what they gain from those institutions. And new feats, traits, and magic items.

And so on and so on for every base and hybrid class after the core classes. Though I do believe the alchemist has received quite a bit of support already.

I mean we have a line for people of, and blood of, this would be a very nice addition to the player companion roster.


Can you do tricks with the shield, like ricochet it back to you?


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Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Erik Mona,

Will we ever see the day when you publish "Kings of Absalom" for all the unlucky people who can't come to your sessions?

Sczarni

Very cool! I like how this has turned out! This is absolutely, 100% going to be my new favorite class.

One little thing, though...

The easiest way to explain crits to newbie players has always been, "flat numbers multiply, extra dice don't." But Studied Combat has a "flat" bonus to damage that doesn't multiply on a critical hit. Cases like this one mess up that simple explanation.

Note that there are very, very few of these elsewhere in the rules:

Spoiler:
  • Learned Duelist archetype for Fighter
  • Siege Gunner archetype for Gunslinger
  • Raging Brutality feat
  • Large Target feat
  • Flying Stunt rogue talent
  • Named Bullet spell

Those are all pretty obscure cases. This is a standard class feature of what may well be the most popular new class. To me, that's not good consistent design. I'm gonna end up houseruling that it multiplies.


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Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

It has begun! And it is Beautiful! :}


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Onward into the breech, Brothers and Sisters! the Gauntlet of Power is near to our grasp yet!

*also the PDF link isn't working.*


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Ezren is experiencing what every owner of Occult Mysteries goes through when they first read their copy. :)


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

I hope the image labeled Aroden is a typo because that doesn't look like the Aroden from all the other pictures.


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Will the upcoming Arcainist be able to access wizard arcane discoveries?


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

As I said in a post on the People of the Sands product page, I have a few problems with the prestige class for alchemists.

Those who don't have it or want to wait for it:

Spoiler:

Okay, so the problem I have is not persay a problem with the class as a whole, but for it's use for an alchemist. the Healing solution powers requires you to take two of your spell slots to create a healing spell from the limited list, many of which are already available for alchemists. and the curative enhancement power give an additional benefit like the paladin's mercy ability at the cost of 1d6 of healing spells benefit. many of which can be treated as an alchemist already. this means while the other powers are beneficial, these powers suck up space that would be rarely used.

otherwise all an alchemist deals with is, a decrease to bomb damage by 1d6, but otherwise keeps their spell progression and number of discoveries, though the grand one will be chosen for you.

so as a prestige class to introduce other classes to alchemy, its a very nice option, but my suggestion for alchemists who want to pursue it as well should try my (or their own) homebrew alterations.

Spoiler:
I would combine powers from the Chirugeon archetype to fit the theme and alchemist alike.

Replace healing solution with infused curative. And remove curative enhancement from levels 3 and 9. Replace curative enhancement at level 5 with Chirugeon's Anaesthetic ability. And finally replace curative enhancement at level 7 with the power over death ability.

What are your opinions on the Thuvian Alchemist? your own takes on the problematic powers I pointed out for alchemists?


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Will this be including the product PDFs that will be released on the 30th?


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

One of my characters is a dhampir gunslinger(pale rider archetype), chance encounter trait, and trickster mythic path scout for the team. And while there are no real mentions of firearms in this AP I was wondering what role firearms might play in the crusades.


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Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Just purchased Amazing Races: Dhampir! From Abandoned Arts and looked at the pale rider archetype.........It is fantastic!

For those who don't have the pdf.

Spoiler:
THE PALE RIDER (DHAMPIR GUNSLINGER ARCHETYPE)

A dhampir walks a lonely road, enduring the fear and prejudice their heritage inspires in others as they trod the forlorn path laid out before them by their long lifespans. Wearied by the journey, some dhampir choose not to walk, but to ride.

A pale rider has the following class features.

Class Skills: Pale riders add Sense Motive and Stealth to their list of class skills.

Weapon and Armor Proficiency: The pale rider is proficient with all simple and martial weapons, all firearms, and with the lasso (see the Pathfinder® Roleplaying Game: Advanced Player’s Guide ™). The pale rider is not proficient with armor.

Grit (Ex): Instead of using his Wisdom modifier to determine the number of grit points he gains at the start of each day, the pale rider uses his Charisma modifier. This ability works in all other ways like the gunslinger’s grit class feature.

Ghostly Grace (Ex): At 2nd level, a pale rider gains twice the dodge bonus listed by his nimble class feature as long as he is not wearing armor, and gains no benefit from the nimble class feature while wearing armor. At 12th level, the pale rider gains Wind Stance as a bonus feat, even if he doesn’t meet the prerequisites. At 16th level, the pale rider gains Lightning Stance as a bonus feat, even if he doesn’t meet the prerequisites. The benefits of these feats only apply when the pale rider wears no armor. This ability replaces the bonus feats gained at 12th and 16th levels, and alters the nimble class feature.

Shrouded (Ex): At 2nd level, as long as the pale rider is wearing a robe or poncho, a broad cloak, a long coat, or some similarly voluminous article of clothing, he gains a +2 circumstance bonus on Sleight of Hand and Stealth skill checks.

Phantom Steed (Sp): At 4th level, a pale rider gains the supernatural ability to call upon a lonesome equine spirit. Just as many vampires feel a kinship with bats, rats, and wolves, the pale rider shares a bond with this forlorn steed. The gunslinger gains the Mounted Combat feat as a bonus feat and can use phantom steed as a spell-like ability with a caster level equal to the pale rider’s class level. The gunslinger may use this ability at will, but he may never conjure more than one steed at a time. The phantom steed is an eerily steady mount whose hooves never quite touch the ground. A rider takes only a -2 penalty on ranged attack rolls when the phantom steed takes a double move. At 8th level, the penalty is negated entirely. This ability replaces the bonus feats gained at 4th and 8th levels.

Startling Spook Deed (Ex): At 7th level, a mounted pale rider with at least 1 grit point can cause his phantom steed to buck and rear, spooking foes. Medium and smaller opponents adjacent to the phantom steed must succeed on a Will saving throw with a DC equal to 10 + the gunslinger’s class level + his Charisma modifier or become flat-footed until the start of their next turn. This is a mind-affecting fear effect. This ability replaces the startling shot deed.

Lonesome Heart (Ex): At 20th level, the pale rider becomes immune to spells and effects with the emotion descriptor. This ability replaces the bonus feat gained at 20th level.

It is awesome! I don't know how many times I can say it. I would like to shake the hand of the guys from Abandonded Arts for this great piece of work. Well worth the price. And it also gives us a mounted version of the gunslinger that is great to play.


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

I HAVE THE POWER!!!!!.....................of the starstone.


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

I keep looking around for the stats on grey elves but can't find them. What's paizo's official stats on grey elves?


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Alright, who let these people take Numeria and turn it into it's own setting?............Cause this looks awesome! definetly something to look at and maybe spend some time with before the Iron Gods AP.


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Divine Source (Su): You can grant divine spells to those who follow your cause, allowing them to select you as their deity for the purposes of determining their spells and domains. Select two domains upon taking this ability. These domains must be alignment domains matching your alignment if possible, unless your alignment is neutral. You grant access to these domains as if you were a deity. Creatures that gain spells from you don’t receive any spells per day of levels higher than your tier; they lose those spell slots. In addition, you can cast spells from domains you grant as long as their level is equal to or less than your tier. Each day as a spell-like ability, you can cast one spell of each level equal to or less than your tier (selecting from those available to you from your divine source domains). If you’re a cleric or you venerate a deity, you may change your spell domains to those you grant others. At 6th tier and 9th tier, you can select this ability again, adding one domain and two subdomains (see the Advanced Player’s Guide) to your list each time and adding their spells to the list of those that you can cast.

Does this mean that a mythic cleric can ultimately worship themselves in the sense that they are the source of their own divine power?

Also, I created a character using this idea.....


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

In addition to what the mystic gets I've added three abilities. Though this limits the class to Clerics, Oracles, Wizards, and sorcerers.

1st level
Arcane legacy: Mystic Theurge levels count towards the purpose of your bloodline or school powers and bonus spells. Gaining new powers at the appropriate levels. Ex. 5th level wizard/ 3rd level Mystic Theurge gains access to his specialization 8th level power and his powers function as a level 8 wizard. This doesn't allow you to gain access to spells higher then you can cast.

Divine legacy: Mystic Theurge levels count towards the purpose of your domain or mystery powers and bonus spells. Gaining new powers at the appropriate levels. Ex. 5th level cleric/ 3rd level Mystic Theurge gains access to his domains 8th level power and his powers function as a level 8 cleric. This doesn't allow you to gain access to spells higher then you can cast.

10th level
True Synergy: your arcane class levels now count as divine for the purpose of divine legacy class ability, and your divine class levels count as arcane for your arcane legacy class ability. This ability only upgrades powers and does not add new ones so a 5th level Oracle/5th level Sorcerer/10th level Mystic Theurge does not gain access to any new abilities beyond what he has at 15th level Oracle/Sorcerer, but all the abilities he does have are treated his levels as 20th level Oracle/Sorcerer. This does not extend to your spells per day or highest level arcane/divine spells you can cast. Ex.5th level cleric/5th level wizard/10th level Mystic Theurge can only cast spells as a 15th level wizard/cleric.

What do you think? Suggestions?

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