I've made to very funny and powerful characters
Wizard/Psion - Versatility and readiness combined, tempered with power. This actually "wastes" the stats though. Paladin/Hexblade - It was more of a concept. A man of church put in charge of hunting magic user and magic beasts that endanger the people of a region finds itself dabling in profane magic to better do his job.You got amazing saves, charisma on saves with divine grace and double charisma against spells and spell-like abilities and mettle! Healing, martial capabilities and some debuff. A very competent witch hunter.
I didn't know about this talent. Thank you guys! But about Arcane Archer, maybe he doesn't wanna be an arcane archer, who knows?! hehe And a amgiacal iten that gives you +2 competence bonus is diferent from +2 enhancement on the weapon. I actually would make the iten +1 because it aplies to both weapons. In this case it's not reinventing the wheel, it's following the examples presented to us in the core. I do not think this is over. But my players are sensible. If we find that a character is hurting the others by being too strong, even if within the rules, we find a new role for him that does not harm others or the others increment. It happened in the most recent story. The player himself felt too strong and came asking me how to adjust the game. I think I got lucky with my players!
Straight to the point:
Corren28 said wrote: ... Typically you don't switch up monster types that often. If you're in a campaign going from dragons to golems to undead to demons and devils to... holy crap... I think he was using an exaggerated example, not literal. The opponents change over several encounters and not every minute hehe. And on balance between meelee and ranged classes. In my experience it is easier to build a meelee stronger than an archer. Without heavy optimization of course. And damage reduction affects a lot more archers than meelees in general. Remembering always, this occurred in the games where I've attended. Your experience may be different but here isn't overpowered. 2nd. Don't make an enchantment. Make or ask for a magical iten like Bracers of Archery Lesser or Greater that aplies to dual wielding. Fun for Everyone!
I'm starting DMming a new campaign next week and one player was thinking about making a specialised wizard. Then we remembered the focused specialist option from Complete Mage (we use 3.5 material) and I thought of coming here and ask for advice. Do you think it's balanced? [A Focused Specialist wizard picks 3 Forbidden Schools and 1 less spell per day of every spell level he can cast but can cast 3 spells from his specialized school, instead of one a regular specialist get] Thanks in advance.
Erik Mona wrote:
Hi Eric. I understand the reasons for using Magus, as I don't think any name would be more appropriate (there isn't a traditional and consensual name for a mage/fighter after all). However, if you at Paizo ever make a Pathfinder translation to Portuguese I would recommend to call it for other name. Maybe adding something like Warmage or Warmagus. The reason is that, while English speaking people would need to know what "magus" means in Latin (like mythusmage above) Portuguese is a language derived from Latin. A "Magus" is called "mago" in Portuguese, and this is the exact translation of Wizard. So the classes would look like Mago and Magus (not a great differentiation :) ) (Actually Warmagus would be a good name for the magus class, but this is way to late to offer another name.) Anyway, this brings another question: Are you people at Paizo thinking about translation to Portuguese? Or others languages for that matter? I'm from Brazil and there's an active community of RPG players here ( it's a big country, there are lots of people who play RPG), and it would be amazing to have THE BEST RPG ever in our native language. It could expand yet more the hobby. You can say I'm dreamer, but I not the only one! So, keep doing the good work we all love from Paizo!
stringburka wrote:
Sure. We used it a level 2 because in our world 2 were already prestigious and spacial enough but in a more normal setting I would recommend 3 at least Nice day for everyone!
Kthulhu wrote:
hahaha, good one! But serious, at least he could have a scroll of this or ask another mage to cast it om him, with a cost of course. Kthulhu wrote:
Hummm this look a fantastic!! (ok it's a fantasy game so I should expect that... :))
I'm pretty sure that even 3 may work. I did it at level 2 but adapted things and added more options to core single class, so they where a little more powerful, even if only in versatility. And if you're going to change bits of classes, talk to your player's about what they want to play, maybe one would like a more spellcaster focused Arcane Archer while other would go for a fighter with magic option. Once I tailored a version of a prestige class from Eberron to a player. To this day we still remember and talk about the great Saldin of Desert :)
Skylancer4 wrote:
This +1 And
"Selgard" wrote:
Totally agree with this (I cut some parts for easy of posting) Spoiler:
Actually I think it would be good to have a spell of same level of Atonement, for example, that could reconstruct a wizard spellbook or allow him to rewrite his spells in a new one,(paying the cost to do so but not having to find every spell again!) But abuse aside I think it's ok to explore a weakness, in a way that enhance the history/gameplay.
Stefan Hill wrote:
I don't think this is actually a good thing to do. If I have to spend about a week to re-learn (prepare) my spells I wouldn't play as a wizard (or any caster for that matter) because I would be half of the time throwing magic missiles at people and would be a TOTAL BURDEN for the rest of the party. This isn't funny IMO.
I did something like this for my homebrew world. I wanted a low level world for the setting, almost everione in the world is level one, the 7 most spectacular warriors (role not class) are level 5 The player evolution was altered so that characters may spend a good chunk of sessions in each level but have more options to do and advance in each level, like researching new spells for mages and creating new maneuvers for the fighters (again, the role not exactly the class), result of many houserules of my own. :) So I wanted to have NPCs with prestige classes, just for rule of cool, and lowered the pre-requisites so you could enter almost any presige at level 2 (exception for dual progression ones like mystic theurge that require one level of each base class). It seem over at first but it went nicely in the end.
I hope this helps to give ideas. A little time ago, a friend and I and a friend put together a system to substitute the big 6 (magic item that only give pluses to areas of a character: attributes, attack, damage, AC, resistances and skills checks, like +2 Sword or +3 cape of resistance). The solution we implemented was giving more points to buy attributes over the course of leveling so you could have a much greater wisdom for instance. The objective is compensate losing magic item plus by distributing points on the attributes that expand your attacks and defenses. If a fighter were expected to have a +5 Sword to boost his attack and damage, now he will buy more strength, and in place of that cape of resistance now be sure to put points in the attribute related to your weak save. I call this a Heroic Bonus. This method results in players feeling more powerful and less dependent of magic. And put more responsibility to allocate bonus in order to not be flawed or have a super dump stat. The final attribute value is greater than normal but it was wanted this way. Heroic Bonus: Heroic Bonus
Buy attributes as normal at character creation, Heroic Bonus cost and progression are separate from creation step. You can never have a bonus to one attribute greater than your level. At every level you receive an increasing number of points as demonstrated below. The cost starts in 1 and increases every 4 numbers (+1 - +4, cost 1; +5 - +8, cost 2; +9 - +12, cost 3; etc) Level –--Points Received-------------bonus--Cost--Total
An interesting event happened with my first psionic character.
We were almost wiped out (I was the only one to stand up, part by luck and partly by being an Elan and use all the power points to avoid damage). Then I reached the third level and chose Energy Missile as new power (I was a Kineticist) and feat Privileged Energy [fire], which increased my potential damage to 3d6+6 . The next time we encounter a horde of skeletons, I literally fried them before they reach our group. The reaction of the warrior who was in the midst of an charge against them was: OMG! Who are you and what you did with our partner? (The guy even more funny was the DM. He rolled the dice aside and said: Wait a minute .... HOW?)
I can't blieve no one posted THIS yet. ;) Go, Team Cleric!
Ok I'm starting a new adventure for my players next week and the setting (homebrew world) is centred at low level people. So most of population is of 1st level (as in any known world) and I'm missing some kind of dispel spell that a 1st level caster could use, so the casters of my world can cancel others effects. Has anyone already made this?
Name Violation wrote:
+1
Ironicdisaster wrote:
If you're using fire or cold it's +1 for every damage die!!! Long Live Psionics!
new bloodlines; new alternatives for arcane schools specialists, something like one set of school powers for every focus of the school. For instance, the conjuration school could have: teleportation set, acid set, walls set, summon set, Necromancy could have undead set, debuff set and fear set. and +1 for how to build and research new spells.
northbrb wrote:
Maybe you should re-think about spell resistance. You would have to lose a standard action to lower your spell resistance to receive a cure light wounds!! I made a Witch Hunter once. Well, it's background made it a witch hunter, he started as paladin, member of a special order, created to hunt down magical beasts and spellcaster out of control. Later he become tainted with the powers he battled so many times and took levels of Hexblade. At 8th level he was perfect. Add charisma to saves 2 times against spells and had meetle to negate save for half spells. high AC and damage, healing and a few spells from Hexblade. So I think you should think about adding more to saves instead of spell resistance.
Brian Bachman wrote:
My answers would be much like yours except in case 3. I do think it's a close call, but the way people play wizards at my table he would do a better job against a greater number of weaker enemies. A sorcerer can do this, however it's more rare. Just my 2 cents :)
I intend to use this system here for a campaign that begins later this month. With it I intend to eliminate the need for Big 6 and other items as well. And make the most heroic characters in relation to their peers in the race. >>> Heroic Attributes Bonus and Mighty Defense. Some adjustments will probably need to be made and are welcome. Mighty Defense Bonus for example. Discourages the use of shields. Because now they just add 1, 2 or 4 in the AC. However. Like the weapons. You are more encouraged to have a shield with a legal ability instead of a simple and inexpensive +1. I would like opinions on this scheme and what the chances of crashing the system at high levels. Also, English is not my first language, so corrections are wanted and welcome. I post it in this thread.
I intend to use this system here for a campaign that begins later this month. With it I intend to eliminate the need for Big 6 and other items as well. And make the most heroic characters in relation to their peers in the race. >>> Heroic Attributes Bonus and Mighty Defense. Some adjustments will probably need to be made and are welcome. Mighty Defense Bonus for example. Discourages the use of shields. Because now they just add 1, 2 or 4 in the AC. However. Like the weapons. You are more encouraged to have a shield with a legal ability instead of a simple and inexpensive +1. I would like opinions on this scheme and what the chances of crashing the system at high levels. Also, English is not my first language, so corrections are wanted and welcome.
Once I played a Dread Necromancer in a funny campaign. I was used to utilize a undead summoning spell that required bones from a living thing to
Well let's say that my in game brother, a paladin no less, weren't pleased when he discovered this. Sooo as others say, it can be fun when roleplayed but only when it thus matter. Best.
Dabbler wrote:
[off topic] Ohhh Psionics...If you known how much I miss my 9th level Kineticist... Funny character...
I'm about to start playing a new Pathfinder campaign as a 7th level wizard and would like to have a Improved Familiar. Looking at the list I liked the most the Imp, but there's a problem. He's evil (Well it's a devil after all!). I could have one because my own alignment is Lawful Neutral and then only one step away from his, but I'm foreseeing some problems in having a evil little thing following me. So I'm thinking in the option of having the Imp turned good. At the moment this crossed my mind I started thinkink of the history behind this conversion and our encounter and liked the result. I know it's up to DM discretion but I would appreciate yours input and opinions. Is it ok to have a Imp as familiar without the troble of him being evil?
Hi I play RPG for some time but I was introduced to D & D only 4 years ago. And believe it or not I took all this time to find that 1 level of rogue + 1 level of monk bba = 0. I've played using a house rule and did not know! Maybe it's because my RPG group is formed only by students of computer science that make a lot of calculations every day, but when we saw the progression tables in classes immediately identified advancing into fractions and to make the characters multiclass or take a class prestige we add fractions and not the table values.
You use this variation on their desks? What is your opinion on the systems? Does anyone have another way of calculating the bonus? Thank you for your cooperation.
Ben Adler wrote:
Me too wanted some new intersting options for spellcasters. Half of the metamagics aren't that useful so you ends with nothing.
Abraham spalding wrote:
Exactly!!! Thank you!!!
A while ago I and a friend were in a campaign where I was a duskblade / wizard and he was a wizard. We wanted to rebuild an academy of magic that was destroyed in the early aventura.Na fact it was conquered by a group of red dragons. We wanted to make a flying tower to host the academy. Building the tower would be easy with our magic charm but combined it so that it would be expensive to fly if it were too big. Then we built a tower 10 meters high and inside was a decorated hall and a door in the wall opposite the door. This door was a magic item made based on the MMM. Over time we added more doors and increase the internal space. That was a very fun adventure.
LordGriffin wrote:
Oops! I think I should have been more specific. I really like the idea of this threa of get rid of this whole +1, +3 , +5 thing. Actually I'm sick of MUST HAVE itens because they're just boring. I have to use a +5 sword because without this I won't hit anything isn't very heroic as you say. I was just speaking of 'invible itens' but in favor of others systems presented here. Personally I like the idea of giving a +1 to two attributes every two levels and create a progression of AC (maybe a point every two levels or depending on the bab). This option seems the more heroic because the character will grow in personal power and learn to defend better with time. Becoming more powerful, wise or intelligent than an ordinary being of their race. A friend and I are working on this option for balancing the development of these numbers. I hope it is useful.
The "invisible item" idea seems to work, but what's the diference between having a visible and a invisible one? You are still using money to buy attributes and nat armor, for example, they just don't present themselves as shinning magic itens. I don't know if this is what you're looking for. And as MIB pointed balancing a chart may be hard.
I really like the idea of stats boosts on alternates levels and a bonus to AC in a progression to mitigate the abssence of magic itens. I would suggest a +1 to two stats instead because some MAD classes will still suffer with only one attibutte covered. And about SAD spellcasters being favored in this case I think it's not by to much, because the really OMG enemies aren't others fighters or wizard but monsters (IMO) and these guys have better saves than the players. And without itens to boost the caster main atribute the already not so good spells from lesser levels will be a no-no unless used for buff.
seekerofshadowlight wrote:
Exactly. Actually the thing that really deserves some atention on psionics are some powers that (as well as some spells from 3.5) are misundertood or simple off balance (and as you said some are weaker than expected).Ahh. And One think that would do a big job is making the discipline powers really exclusive, so you can't have Schism, Tornado Blast and Astral Construct on the same character. There was a feat - Versatile Spellcaster - that allowed you use two spell slots of the same level to cast a spell you know that is one level higher. Something like that as a class feature maybe...
Frerezar wrote: Spontaneous sorcerer casting at wizard progression sounds GREAT. And not unbalanced at all whatsoever. Throw some class features on top of that an everyone will wanna play it. (literally anyone would have to be blind to play a wizard or a sorcerer with that thing around) Yeah. Of course the powers you could use should be balanced to not transform that thing in a really freaking omgwtf mighty class!
About RognakRognak
Languges:Abyssal, Ancient Osiriani, Aquan, Auran, Azlanti, Celestial, Common, Cyclops, Draconic, Giant, Gnoll, Goblin, Ignan, Infernal, Orc, Polyglot, Shoanti, Skald, Terran, Thassilonian, Varisian, Girtablilu Feats: Additional Traits, Amateur Investigator (9/day),Discovery (Fast Study), Ectoplasmic Spell, Endurance, Improved Initiative, Minor Spell Expertise (Shield), Spell Focus (Evocation), Spell Specialization (Chain Lightning), Varisian Tattoo Traits:Magic is life (+2 vs death/Auto stabilize if magic is active), Reactionary (+2 init), Focused Mind (+2 Concentration), Arcane Archivist (+1 UMD/Class Skill) Region: Varisia Vanity: Wizard's Tower. Possessions: Headband of Vast Intelligence +6 (Bonus to Craft:Alchemy, Fly, Perception); Outfit (Explorer's); Cloak of Resistance +4; Heavyload Belt; Handy Haversack; Rod of Lesser Extended Metamagic; Robe of Components; Spell Component Pouch; Spell Component Pouch; Spellbook (Wizard's/Blank); Vermin Repellent; Rope (Silk/50 ft.); Noble's Outfit; Hot Weather Outfit; Grappling Hook, Common; Antiplague; Antitoxin (Vial); Wayfinder; Ioun Stone, Clear Spindle; Belt Pouch; Wand of Cure Light Wounds; Signal Whistle; Candle; Chalk (1 Piece); Glue Paper; Bandolier; Acid (Flask); Alchemist's Fire (Flask); Alkali (Flask); Holy Water (Flask); Masterwork Longsword (Cold Iron); Dagger; Cheat Sheath Wizard - Spells per Day: (4/7/6/6/5/4/2/0/0/ DC:19 + spell level);
Innate Spell-like Abilities: Dancing Lights (3x/day), Shield (2x/day)
Acute Darkvision Some half-orcs have exceptionally sharp darkvision, gaining darkvision 90 feet. Ambitious You exude confidence in the presence of those more powerful than you-sometimes unreasonably so. You gain a +4 trait bonus on Diplomacy checks made to influence creatures with at least 5 Hit Dice more than you possess. Bonus Wizard Spell (4x) Add one spell from the wizard spell list to the wizard's spellbook. This spell must be at least one level below the highest spell level he can cast. Cantrips Wizards can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from an opposed school, but it uses up two of his available slots. City-Raised Half-orcs with this trait know little of their orc ancestry and were raised among humans and other half-orcs in a large city. City-raised half-orcs are proficient with whips and longswords, and receive a +2 racial bonus on Knowledge (local) checks. Darkvision (Ex) Range 90 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision. Focused Mind Your childhood was either dominated by lessons of some sort (be they musical or academic) or by a horrible home life that encouraged your ability to block out distractions to focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks. Focused Spells (Su) At 1st level, once per day the spell sage's understanding of spells allows him to increase his caster level by 4 for a single spell cast. He can do this twice per day at 8th level, and three times per day at 16th level. This ability replaces arcane bond. Headband of Intellect Skill Selection (Craft (Alchemy), Fly, Perception) Language Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin. Magic is Life (Nethys) Your faith in magic allows you to ref lexively use the energy of any spell effect on you to save you from death. As long as you are under the effects of any spell, you gain a +2 trait bonus on saving throws against death effects. If you are reduced to negative hit points while you are under the effects of any spell, you automatically confirm stabilization checks to stop bleeding. Orc Blood (Ex) Half-orc count as both humans and orcs for any effect related to race. Ragario You cast spells from the evocation school at +1 caster level. Additionally, you gain dancing lights as a spell-like ability usable 3/day. Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks. Shaman's Apprentice Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat. Spells
A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 3-16. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table 1-3). A wizard 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 wizard decides which spells to prepare. Spell Study (Su) At 2nd level, the sage's understanding of the spells of bards, clerics, and druids is so great that he can use his own magic in an inefficient, roundabout way to duplicate those classes' spells. Once per day, a spell sage can spontaneously cast any spell on the bard, cleric, or druid spell list as if it were a wizard spell he knew and had prepared. Casting the spell requires the spell sage to spend 1 full round per spell level of the desired spell (if the spell is on multiple spell lists indicated above, using the lowest level from among those lists) and requires expending two prepared spells of that spell level or higher; if the spell's casting time is normally 1 full round or longer, this is added to the spell sage's casting time. For example, if a spell sage wants to use spell study to cast cure light wounds (cleric spell level 1st), he must spend 2 full rounds casting and expend two prepared wizard spells of 1st level or higher. At 6th level and every 5 levels thereafter, a spell sage can use this ability an additional time per day (to a maximum of four times per day at 16th level). This ability replaces arcane school. Spellbook:
1st level:Burning hands, Color Spray, Comprehend Languages, Disguise self, Ear-Piercing Scream, Enlarge Person, Expeditious Retreat, Feather Fall, Flare Burst, Floating Disk, Glue Seal, Grease, Heightened Awareness, Hold Portal, Hydraulic Push, Identify, Mage Armor, Magic Missile, Mount, Obscuring mist, Protection from Evil, Ray of Enfeeblement, Reduce Person, Shield, Shock Shield, Shocking Grasp, Summon Monster I, Touch of Gracelessness, Touch of the Sea, True Strike, Unprepared Combatant, Vanish 2nd level: Acid Arrow, Alter Self, Aram Zey's Focus, Burning Gaze, Command Undead, Continual Flame, Create Pit, Elemental Touch, False Life, Fire Breath, Flaming Sphere, Frigid Touch, Frost Fall, Ghoul Touch, Glitterdust, Gust of Wind, Invisibility, Levitate, Lipstitch, Mirror Image, Pyrotechnics, Scare, Scorching Ray, See Invisibility, Spectral Hand, Spontaneous Immolation, Stone Call, Summon Monster II, Touch of Idiocy 3rd level: Animate Dead (lesser), Aqueous Orb, Arcane Sight, Daylight, Dispel Magic, Elemental Aura, Fireball, Fly, Force Punch, Haste, Hold Person, Lightning Bolt, Magic Circle against Evil, Ray of Exaustion, Slow, Summon Monster III, Tongues, Vampiric Touch, Versatile Weapon 4th level: Animate Dead, Arcane Eye, Bestow Curse, Black Tentacles, Confusion, Deathkneel Aura, Dimension Door, Dimensional Anchor, Dragon's Breath, Emergency Force sphere, Enervation, Flesh Worm, Ice Storm, Infestation, Invisibility (Greater), Shout, Wall of Blindness/Deafness 5th level: Baleful Polymorph, Cloudkill, Cone of Cold, Dismissal, Hungry Pit, Icy Prison, Overland Flight, Possession, Suffocation, Teleport, Wall of stone, Waves of fatigue 6th Level:Disintegrate, Chain Lightning |