Kaleb Hesse

Skizzy's page

Organized Play Member. 88 posts (94 including aliases). No reviews. No lists. No wishlists. 5 Organized Play characters. 1 alias.


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I'm extremely late to the playtest/discussion party. I had fallen out of the loop with Pathfinder due to work.

Right now I am playtesting The Investigator class through RotRL and I feel these changes could better balance the class.

Looking at the class, I liked its overall feel and flavor, but I agree, that combat is rather lacking in early levels. Not to mention the Studied Combat/Strike abilities are sub par to sneak attack.

Honestly I would like to see Sneak Attack return, but have a 1d6 at 1st then +1d6 every three levels thereafter. I think that is fair, not competing with rogue, but not entirely negating its use either.

Studied Combat is another nice addition, but I believe that the insight bonus and how long the ability lasts should be switched. I.E. The bonus is equal to your intelligence modifier, and the bonus lasts a number of rounds equal to your level (Or half if you want to keep it from being combat heavy.)

I also feel Inspiration should be renamed to Gnosis, I think that fits better flavor-wise.

I'm not much on the use of poisons, so I don't see much use for it in the class, but others probably like it better. I'd rather see Poison Lore/Resistance be switched for some more investigative abilities like Detect Magic, Detect Alignment, Zone of Truth, and the like.

I do hope these suggestions are taken into account, I sincerely wish I had seen these classes be released earlier and not missed the window for feedback.


I'm extremely late to the playtest/discussion party. I had fallen out of the loop with Pathfinder due to work.

Right now I am playtesting this class through RotRL and I feel these changes would better balance the class.

Looking at the class, I liked its overall feel and flavor, but I agree, that combat is rather lacking in early levels. Not to mention the Studied Combat/Strike abilities are sub par to sneak attack.

Honestly I would like to see Sneak Attack return, but have a 1d6 at 1st then +1d6 every three levels thereafter. I think that is fair, not competing with rogue, but not entirely negating its use either.

Studied Combat is another nice addition, but I believe that the insight bonus and how long the ability lasts should be switched. I.E. The bonus is equal to your intelligence modifier, and the bonus lasts a number of rounds equal to your level (Or half if you want to keep it from being combat heavy.)

I also feel Inspiration should be renamed to Gnosis, I think that fits better flavor-wise.

I'm not much on the use of poisons, so I don't see much use for it in the class, but others probably like it better. I'd rather see Poison Lore/Resistance be switched for some more investigative abilities like Detect Magic, Detect Alignment, Zone of Truth, and the like.


I'm somewhat of a multiclass junkie. I like mixing each class up and seeing what comes out of the experiment.

When it comes to single classes I like playing Bards, Wizards, Witches, or Rogues.

But Multiclassing I tend to favor Paladin/Sorcerer, Rogue/Alchemist(or Wizard), and Bard/Clerics.

I believe these experiments make great flavor for in game situations.

However as many have said before, play with what you have the most fun with. :)


Dark_Mistress wrote:
Kajehase wrote:
I'd have thought someone training in the Air Force would be in a loop?
It's the Air Force they are all high on Jet Fuel all the time. In the Army the grunts have to make their own fun while avoiding the Officers. :)

Us Airmen have our fun as well. Heck sometimes the officers join in which blows the mind of the junior enlisted.

Anyway, I look forward to seeing this adventure path come out. However I'm a little disheartened that someone beat me to the punch.


I look forward to seeing this adventure path come out. I'd like to incorporate the events in these modules to coincide with my own version of the same thing.


I've been training in the Air Force for the past year, so I've been out of the loop.

But this is definitely exciting news. :)


I've got to admit that finding this out and the way these Changelings are happen to be a very different creature from the Eberron ones.

That said, I do like where they are coming from with this monster. I look forward to using them in my games.


Hey everyone, thank you for stopping by.

To cut to the chase I am wondering if anyone who has read anything about Irrisen is wanting to see an adventure path resulting in the 1000 year mark of when the nation was founded.

Personally I would look forward to such an announcement.

Skizzy


Sorry for the double post but I seem to be having an issue for editing my first one.

Chris I wasn't trying to quote you, that was supposed to be for Calypsopoxta.


Chris P. Bacon wrote:

If slumber is becoming a problem, a quick fix is to allow the creature a new save every round. You can also add some minor henchmen who can go and kick the big bad to wake him up - the hex only works once per day.

Also, evil eye doesn't work as mentioned above: the penalty only applies to ONE type of roll at a time. It's still very useful, though, especially to nuke an opponent's saves to soften them up for Slumber or Agony.

Actually it's a -2 to your choice of Ability Checks, Attack Rolls, Skill rolls, Saves, or AC.

------------

I play a witch and the sleep hex isn't that broken.

As the book mentions it's a 1 per person/day ability.

Not to mention the Hex does nothing against, Vermin, Undead, Dragons, Elves, Half Elves, and anything else immune to enchantments or sleep effects.

1/5

Not sure if this has been asked already, but I presume that Pathfinder Companion: Sargava The Lost Colony, will be covered in the next update for the Rules guide?


Hey thanks for pointing out the error.

And on second thought you are right about the bloodline/specialty class abilities. So I've taken out the paragraph for reediting.

Still if others want to toy with the Idea this is what was taken out from Spell casting Progression.

In addition at 2nd level and every 3 levels there after 5th and 8th, the Ultimate Magus may add these levels for any level dependent related bloodline ability, or specialty class. Including any abilities granted for a familiar. For example a Wizard 3/Sorcerer 2/Ultimate Magus 5, would treat her sorcerer level as if she were 4th level in the class thus gaining 2 bloodline powers and 1 additional spell. And would also treat her wizard level as if she were 5th level thus increasing her familiar or arcane bound item appropiately, and for any level dependent abilities for her specialty class.


2 people marked this as a favorite.

Did a conversion for one of my favorite prestige classes, I guess it'd be fair to do one for another.

Prerequsites:
Skills: Knowledge (Arcana) 5 ranks Spellcraft 5 ranks
Feats:Any Metamagic Feat
Spellcasting: Able to spontaneously cast 1st level spells and prepare and cast 2nd level spells from a spellbook (or familiar if playing a witch)

Level--BAB--Fort--Ref--Will--Class Abilities
01----- 0 -- 0 -- 0 -- 1 --Arcane Spell Power +1
02----- 1 -- 1 -- 1 -- 2 --Expanded Spell Knowledge (1st Level or lower)
03----- 1 -- 1 -- 1 -- 2 --Augmented Casting
04----- 2 -- 1 -- 1 -- 3 --Arcane Spell Power +2 Expanded Spell Knowledge (2nd Level or lower)
05----- 2 -- 2 -- 2 -- 3 --Bonus Feat
06----- 3 -- 2 -- 2 -- 4 --Expanded Spell Knowledge (3rd Level or lower)
07----- 3 -- 2 -- 2 -- 4 --Arcane Spell Power +3
08----- 4 -- 3 -- 3 -- 5 --Expanded Spell Knowledge (4th Level or lower)
09----- 4 -- 3 -- 3 -- 5 --Bonus Feat
10----- 5 -- 3 -- 3 -- 6 --Arcane Spell Power +4 Expanded Spell Knowledge (5th Level or lower)

Skill Points Per Level (4+Int mod)
Class Skills: Craft, Fly, Linguistics, Knowledge (All skills taken seperately), Profession, Spellcraft, Use Magic Device.

Spell Casting Progression:
At all levels except 1st, 4th, and 7th, the Ultimate Magus increases their arcane spell casting level in both spontaneous spell casting and prepared spell casting class. At 1st, 4th, and 7th the Ultimate Magus increases their lowest level arcane spell casting class. If the Ultimate Magus has more than one spontaneous arcane spell casting and prepared arcane spell casting class each, he must choose which classes to increase.

Arcane Spell Power: (Ex)
At 1st level and every three levels after 4th, 7th, and 10th, the Ultimate Magus increases the caster level for all arcane spells by +1 to a maximum of +4 at 10th level. This is for spells based off of caster level only, you do not gain increased abilities gained from a familiar, specialty classes, or bloodlines.

Expanded Spell Knowledge: (Ex)
At 2nd level you can select one 0- or 1st level arcane spell from your spell book and add it to your list of spontaneous casting class, even if you cannot cast spells of that level. (In this case, you would know the spell but wouldn't be able to cast it until you had spell slots of the appropiate level).

You can add another spell from your spell book to your list of spells known every two levels there after. At 4th Level this can be a 0-, 1st, or 2nd level spell. 6th Level this can be any spell of 3rd level or lower. 8th Level this spell can be 4th level or lower. Finally at 10th Level this spell may be of 5th level or lower.

Augmented Casting: (Su)
Starting at 3rd level you can choose to sacrifice a spell or spell slot from one of your classes to apply the effect of a metamagic feat to you know to a spell cast from another arcane class. (For instance, you could sacrifice a sorcerer spell slot to apply a metamagic effect to a wizard spell being cast.) This sacrificed spell or spell slot is lost (just as if you had cast it) in addition to the spell being cast.

The level of the spell to be augmented cannot exceed 1/2 your Ultimate Magus level. For example when you gain access to this ability you can only use it for 1st level spells. While a 10th level Ultimate Magus may use this ability for any spells up to 5th level.

The level os the spell slot being sacrificed must equal or exceed the spell level adjustment of the metamagic feat. To empower a spell, for example, you would have to sacrifice a 2nd level or higher spell or spell slot. You cannot use this ability on a spell already affected by a metamagic feat.

You can use this ability a number of times equal to 3 + 1/2 your class level.

Bonus Feat:
At 5th and 9th Level the Ultimate Magus may select a bonus Metamagic Feat for which they meet the prerequisites.


My experience with fortune's friends didn't involve magic so I got rid of it.

I guess this could be left to the DM if they want to keep the 2 levels in spell casting progression.

Don't get me wrong though, I once played a Sorcerer/Fortune's Friend/Fatespinner combo and it was pretty funny.

But as I said, most of the time the Fortune's Friends I'd see being played were rogue, fighter, swashbuckler, and some other non spellcasting types.


If anyone who reads this was a fan of The Fortune's Friend in Complete Scoundrel, I have taken the liberty in converting the class to adhere to the Pathfinder Rule System. The class itself is not changed much save for the omission of the spell progression. Afterward I'll also include the luck feats converted as well.

Prerequisites:
Any one Luck Feat
Any Skill 5 ranks or BAB +3

HD: d8

Level--BAB--Fort--Ref--Will--Class Abilities
1 ----- 0 -- 0 -- 1 -- 0 --Easy Luck, Extra Fortune, More Luck than Skill
2 ----- 1 -- 1 -- 1 -- 1 --Bonus Luck Feat
3 ----- 2 -- 1 -- 2 -- 1 --Extra Fortune, Fortune's Favorite
4 ----- 3 -- 1 -- 2 -- 1 --Bonus Luck Feat
5 ----- 3 -- 2 -- 3 -- 2 --Extra Fortune, Lucky Strike

Skill Points per level (6+INT mod)
Skills: Acrobatics, Climb, Craft, Diplomacy, Disable Device, Disguise, Escape Artist, Perception, Perform, Profession, Stealth, Sleight of Hand, Swim, Use Magic Device.

Easy Luck: The Swift and Immediate actions from Luck Feats do not count against the one Swift action limit per turn.

Extra Fortune: In addition to the luck reroll granted from luck feats, the Fortune's Friend adds an extra reroll for every odd level starting at first.

More Luck than Skill: At the cost of one Luck reroll, the Fortune's Friend may add a +1/level Luck bonus on all skills for one round as a swift action. By spending more than one luck reroll on this ability the Fortune's Friend may increase the duration by 1 round/luck reroll spent. At 5th Level the Fortune's Friend may spend 1 luck reroll on this ability and the duration lasts for 1 round/Fortune's Friend level, while still keeping the ability to spend multiple rerolls on this effect to increase the duration by 1 round/reroll.

Bonus Luck Feat: At second and fourth level, the Fortune's Friend may select a luck feat that he meets the prerequisites for.

Fortune's Favorite: At the cost of one luck reroll, the fortune's friend may add a +1/level Luck bonus on all saving throws for one round as an immediate action. By spending more than one luck reroll on this ability the Fortune's Friend may increase the duration by 1 round/luck reroll spent. At 5th Level the Fortune's Friend may spend 1 luck reroll on this ability and the duration lasts for 1 round/Fortune's Friend level, while still keeping the ability to spend multiple rerolls on this effect to increase the duration by 1 round/reroll.

Lucky strike: At the cost of two Luck rerolls the Fortune's Friend may add a +1/level Luck bonus on all attacks and damage rolls for 1 round. By spending an additional 2 Luck rerolls the Fortune's Friend may increase the duration by 1 round/2 rerolls.

Luck Feats:*
Advantageous Avoidance: Immediate Action, Expend Luck Reroll to reroll critical hit confirmation made against you. You may spend two rerolls instead to force opponent to reroll the attack.

Better Lucky Than Good: If you roll a natural 1 on an attack roll, you may spend 1 luck reroll as a swift action to treat the roll as a natural 20. This may only be used 1/day.

Dumb Luck: Whenever you roll a natural 1 on a saving throw you may spend 1 luck Reroll as an immediate action to treat the roll as a natural 20. This may only be used 1/day.

Fortuitous Strike: You may spend 1 reroll as a swift action to reroll a weapon damage roll. You may spend two rerolls instead to reroll the attack.

Good Karma: You may expend one luck reroll as an immediate action to redirect an attack made against an adjacent ally towards you instead. The attacker must have a means to legally attack you for this ability to work. If you are hit when using this feat you take an additional 50% damage.

Healer's Luck: Expend one luck reroll as a swift action to reroll the damage healed by any Conjuration (Healing) spell you cast this turn.

Lucky Break: Expend one luck reroll as a swift action to reroll a strength check made to break an item, or burst open a door.

Lucky Catch: Expend one luck reroll as an immediate action to reroll an Acrobatics or Climb check.

Lucky Fingers: Expend luck reroll as an immediate actoin to reroll Disable Device or Sleight of Hand Check.

Lucky Start: Expend one luck reroll as an immediate action to reroll Initiative

Magical Fortune: Expend one luck reroll as a swift action to reroll damage dealt by spell. You may instead spend 2 luck rerolls to reroll a Caster Level check.

Make Your Own Luck: Expend one luck reroll as an immediate action to reroll any skill in which you have atleast one rank in.

Miser's Fortune: When an opponent attempts to sunder or use a strength check to damage an object within 30 feet f you, you may expend one luck reroll as an immeidate action to force an opponent to reroll the check. In addition items in your possession receive a +5 luck bonus on saving throws.

Psychic Luck: Expend one luck reroll as a swift action to reroll damage dealt by a Psionic Power manifested. You may instead spend 2 luck rerolls to reroll a manifester level check.

Sly Fortune: Expend one luck reroll as an immediate actioin to reroll Stealth or Fly checks.

Survivor's Luck: Expend one luck reroll as an immediate action to reroll a saving throw just failed.

Tempting Fate: Expend one luck reroll to reroll a stablization check. In addition 1/day, as long as you are at 1 HP minimum and would be dealt enough damage to kill you, you may spend one luck reroll as an immediate action to take an amount of damage to drop you to negatives equal to your Constitution score - 1 (IE 12 Con you'll drop to -11) and stable.

Third Time's The Charm: You may spend one luck reroll as an immediate action to reroll any roll made by the granted power of The Luck Domain's 6th level ability. You must accept the result of this reroll even if it is worst than the original.

Unbelievable Luck: You gain +2 luck rerolls/day. In addition as long as you have one luck reroll remaining, you gain a +2 luck bonus to your lowest saving throw. If you have two saves tied for lowest, you may pick which one. At 5th level these bonuses increase to +3. At 10th +4, and at 15th +5.

Victor's Luck: Expend one luck reroll to reroll a critical threat confirmation you make.

* All luck feats grant a cumulative +1 Luck reroll/day.


Witch/Harrower seemed like an interesting combination.


I don't understand your first part of the message.

I presume you're talking about the Misfortune Hex that was used on the Druid you fought?


The way they previews were, I was quite creeped out by them.

But when I went in to see the move I was a little disappointed, but not too much.

I rather enjoyed seeing it.


I for one was quite upset when I saw that there were no movie release dates for the U.S.

But since it is out for DVD now I am definitely going to buy it.

I was quite a fan of the book.


What I think could work to also give the bond, between a Witch and its familiar, more of a feel would be to give the familiar a certain number of magical tricks that are based off of the number of spells the witch stores in their familiar.

For example:

A fifth level witch has a total of 30 spells stored in her familiar.

The familiar gets to choose three spells, or 10% of the total spells stored, that itself could cast as self only spells or area affect spells centered on the familiar's position. The familiar gets a number of slots equal to 1/4th the witch's slots in the current level being used. (IE 4 first level slots familiar gets one spell cast 1/day for first level)


For the Witch:

Has there been consideration on the possibility that the bonus spells from your familiar work in the same manner as a domain for clerics.

They get those spells known at the level and a slot that is capable of casting only that spell?


Not sure if anyone has pointed this out already, but while I was making a spell list for my Witch's home game I noticed that the Spells Prying Eyes and Greater Prying Eyes are placed before the Spell Produce Flame. Page 326 Pathfinder Core Rulebook.

Now I may not have done well in the Spelling Bee's at school but I am sure "Y" comes after "O."

Was this a misprint in some core books or has anyone else noticed this occurence.


I believe Spike Growth and Spike Stones would be interesting additions to the Witch's Spell List.

Why wouldn't a witch curse the very ground you tread to turn against you?


God I love being a nerd at times. :D

Urizen wrote:
..and speaking of Catwoman, I want to see a Michelle Pfieffer vs. Halle Berry face-off. Mrrrrowwwwrrr!

Pfeiffer gets my vote. :3

Wolfthulhu wrote:
David Fryer wrote:
Wolfthulhu wrote:
David Fryer wrote:
Matthew Morris wrote:


George Cloony was an OK Bruce Wayne, but a bad Batman.
Funny because Bob Kane said that Clooney was thebest of the Batmans he had seen.
Clooney was a better Batman, Keaton was a better Bruce Wayne. (Or is that the other way around? It's been a long time since I watched either, but I think that's right.)
Of course Kane died before he could see Christian Bale perform.
No, that's my opinion, IDK what Kane thought. And for the record I think Bale is a lousey batman and a worse Bruce Wayne, but I know I am a minority there.

No you guys are definitely noticable.

I find it funny not understanding what Bale's Batman is saying during his scenes.

But I know ALOT of people that beg to differ.


Yeah 8th level gives you 4th level spells at least.

Black tentacles stops half the fight right there, especially if centered on the Eidolon.

And if that doesn't work there's always Web.

Not to mention if you have electricity or sonic to damage those creatures, for nonresisted damage.

But dude 18 rounds good job!


Abraham spalding wrote:
I'm not saying that you didn't have a problem, and I'm not saying that the problem was a bad build, I'm only pointing out that this is one of those "not my time" things, much as what can happen to any character.

I understand what you mean entirely and I do not mean to say that my particular play style is the only play style.

What I do want to point out is that the witch's spell list is about 80% Enchantment, Necromancy, and Divination. So normally most people will choose from those schools.

That is the problem however, you've funneled the witch into choosing these spells over the small portion of Conjuration or Evocation.

The difference between the Witch and a Wizard (Enchanter) is that the Wizard can still choose effective blast spells when faced against opponents that are immune to mind affecting effects.

Most Witches from what I remember reading in literature, are support characters, they either buff the party or hinder the opponents. The Witch gets a tiny bit of both roles when I look over the spell list. A major focus is the mind affecting spells and they tend to hurt the party when we face creatures that are immune to such things. If anything I'd say add some transmutation to the Witch's arsenal and it could possibly even out the playing field for her.

Cause she'll be able to summon creatures for example then start buffing them up.


There in lies the difference between us actually.

You're playing a witch that has access to third level spells, where as I am not.

My witch has barely made second level and my best spell is either Ray of enfeeblement or grease.

Both of those have helped us in fights when we fought undead but they only delayed creatures for a round at best for my part.

When I played my first adventure I did not have either of those spells because I focused more on enchantment spells and Cure light wounds.

So when we fought all creatures that were immune to enchantments, I was S.O.L.


A possibility yes, but limiting a witch to just summoning creatures, you might as well play a summoning druid, summoning conjurer, or The Summoner class itself.

Evil Eye is a good hex believe me, but in my group I've chosen some affects that have more roleplay potential for my character.

This is my playstyle which I am finding out that it is flawed in some areas, so some changes are necessary, but overall the witch is possibly the weakest class that's been released.


Or even adding more Constitution Damage when you use the hex because it is only 1/day.


A baleful polymorph hex would be ultimately intriguing for people but it could be better off as a major hex and then you just gain increased uses/day at higher levels.


vagrant-poet wrote:


Exactly, hexes are better than wizard class features because their spell list isn't quite as powerful, however, they are still 9 levels of spellcasting power, and that means something.

I see alot of complaints that the witch is a bit weak, and they can only get their hexes off safely every other round, yet none of these reports mention actually using say lightning bolt or slay living.

Are people playing witches like a warlock, rather than a more wizardly spellcaster? And is that skewing perceptions of the class?

The main selling point to the Witch is the Hexes.

I am playtesting at witch starting at level 1 and my best offense are the hexes I've chosen.

Particularly because of the opening spells at low levels, a good majority of the witch's spells are mind affecting, which are horribly useless against creatures of the construct, undead, swarm, elemental, ooze,and vermin subtype. Even dragons will have a good resistance to a witch's arsenal of spells.

In a particular adventure, which I posted the feed back on, I ran into a swarm, an undead, and a construct one right after another.

So this class is relatively weak game mechanic wise.

Roleplay wise possibilities are practically infinite.


Seriously Dude. :D


Kraven Evilfart wrote:
my problem with ward, is it is only ever usefull if an attack hits your previous ac or 1 higher, as once your hit (your ac +2) its spent. meaning that if they roll below your previous ac it never helped to begin with. So your spending your standard action to buff someone, who more often then not, does not use it. Same goes with resistances though so its more likely to be used, but at the same time with only that +2 its generally not being used or is just wasted, and you can only have 1 active at a time. So if you take this at lvl 1, your only hex can only be used when its wasted, and most the time its just being wasted.

It worked more times than failed in my experience.

I gave it to the fighters who made sure their AC was built as high as possible and always loved an Extra +2 deflection.

The saves also ensured those moments where a +1 or +2 were needed just to succeed.

So in my experience it was for the best in keeping my side of the fight as protected as possible.

The two complaints I have with the Witch are the Hexes and the Spell List.

Hexes because of what people have already said.
Standard Action, Provokes AoO, The Most Useful Ones are Touch based, aside from Evil Eye, which means you have to enter melee. The Witch doesn't even have armor proficiency to make wading into melee advantageous for using the hexes like slumber and misfortune. Not to mention the enemy still gets a save to neglect the hex. Which I find unfair because the bloodline sorcerers and the specialist wizard both get abilities against opponents that are automatic and require only a successful touch attack. Hell Even Clerics get touch attacks with no save to negate nor do they provoke AoO's.

The Spell list is like I said above, depends on the circumstance. As levels get higher there will be more and more creatures that are immune to a lot of the Witch Spells.


Abraham spalding wrote:
I think every 2 would be right. Just enough to be fair at most what the alchy does and specialize in one aspect to be great at it.

Every two levels seems a tad much to me. I'd be okay if they moved it to 1st, 3rd, then every three after that. 6th, 9th, 12th, etc.


Okay it does look that third time's the charm. Playtest Witch Level 1.

I've played the Witch through three different scenarios, and evidently the witch's strengths are circumstantial at best.

The spell list is focused towards mind affecting and when I played a mod that was encounter after encounter of creatures immune to such spells I was highly ineffective.

Swarm, Construct, Undead.

My best ability was me behind the fighter using the ward hex everytime he got hit by the construct or undead. Swarm we ran away from because no one had AoE spells thinking a Diminutive swarm would attack us at 1st level.

The second mod I had more versatility to use spells I had recently aquired but still turned out to fairly ineffective when we fought more undead as the mod progressed and was again forced to play the rebuff role.

So when I played this third mod, I was fully capable to utilize the effectiveness of my Enchantments due to fighting creatures vulnerable to Mind Affecting spells.

Granted people can tell me that the witch has the option to prepare other spells like Summon Monsters, Grease, Cause Fear, Burning Hands, etc etc...but you truly are not playing a witch in my opinion if you don't have atleast one enchantment spell prepared with the class because all witches are first seen as this before anything else.

If you wanted to use those other spells you are better off as a wizard or sorcerer.

So final conclusion is that the witch is a fun class when it works, but when you are up against things that are highly resistant or outright immune to what you can do, it is frustrating.

Hexes ran through the same problems people kept debating, too many actions against the witch for the possibility of her hex succeeding.

Roleplay for the witch is ultimately limitless however, and I made a great diplomat with the Charm Hex.


The Inquisitor gets Track like the ranger does, so trapfinding is lost on me for that.

Since what I see as an Inquisitor is a holy warrior meant to banish evil across the land.


I agree with the Hexblade.

It coulda been better as a prestige class but the concept was what I enjoyed most.

Just the fact of saying "oops your luck's run out."


Well see that is getting too technical on something that is left to the individual to create a background.

One person could say that their gods came down and slapped the sense out of the PC and as a side effect their vision was affected.

While another person could very well say that their PC was born blind, having grown up through a childhood that gave little reason to live due to their handicap, they eventually received a vision via a dream of themselves walking unharmed through flames, swimming through the oceans, or flying through unknown areas with no ground insight.


Then how about Trapfinding becomes a Discovery.

For anyone who wants to play a trapfinding Alchemist they have to use a discovery to show their advanced research in the area for all traps and not just chemical based.

Like having to take Traps 101 before you get to choose the cool ones like Magic Traps 207. :B


Zurai wrote:


Once down that dark path you start ... forever will it dominate your destiny.

---

Sorry, couldn't resist.

I see it's dominated yours.

In all practicallity I like the six new classes that Paizo decided to release, each one does bring a unique concept to the game.

However I do want to state that I don't think we have enough spellcasters, we need to think of a competative market here.

How else are we going to oppress the noncasters into doing our dirty work? :p

----

I do agree that 3.5 did go a little overboard by releasing base classes and prestige classes with just about every book, but they did have some concepts there that I felt were fairly creative.

I.E.
Baseclasses:
Hexblade
Spell Thief
Scout
Warmage
Warlock
Shaman
Favored Soul
Duskblade
Dragon Shaman

Prestige Classes:
Alienist
Arcane Heirophant
Beastmaster
Bladesinger
Bloodmagus
Chameleon
Combat Medic
Contemplative
Dervish
Dread Pirate
Dungeon Delver
Elemental Savant
Enlightened Fist
Evangelist
Fatespinner
Fortunes Friend
Frenzied Beserker
Frostmage
Frostrager
Geomancer
Geometer
Gnome Giant Slayer
Halfling Outrider
Hulking Hurler
Invisible Blade
Justicar
Kensai
Knight of the Chalice
Legendary Captain
Mage of the Arcane Order
Master Thrower
Mindspy
Nightsong Enforcer
Nightsong Infiltrator
Occult Slayer
Pious Templar
Rage Mage
Rainbow Servant
Ravager
Ruathar
Sacred Fist
Scarlet Corsair
Shadowbane Inquisitor
Shadowbane Stalker
Shifter
Spellsword
Tempest
Thief Acrobat
Warshaper
Wayfarer Guide
Wildmage


KaeYoss wrote:

It's a single glass of wine I'd guess. And you get one item per level. So the higher-level you are, the less you have to drink.

That's the truth about all the wild student parties. They're so low-level, they *have* to drink all that wine. They disguise their parties as "identify sessions" and all.

Some wizards refuse to level up!

Well Hello Captain Buzzkill. :p

You only get a 1/day try on a single magic item if you screw up the Identify the first time.

But now that you've proposed that All college level wizards are actually "studying," that brings along some more questions.

Like what happens when the Drunk Wizard forgets he was the one who initially cast Arcane Lock on the door so no unwanted intruders were capable of coming in?


I'd see that as more of a reason to keep disable device as a class skill, and give him trapfinding as a class ability.

To snip a quote from the Alchemist's intro text:

Role: The alchemist’s reputation is not softened by his
exuberance (some would say dangerous recklessness) in
perfecting his magical extracts and potion-like creations,
infusing these substances with magic siphoned from his
aura and using his own body as experimental stock. Nor
is it mollified by the alchemist’s almost gleeful passion
for building explosive bombs and discovering strange
new poisons and methods for their use. These traits,
while making him a liability and risk for most civilized
organizations and institutions of higher learning, seem
to fit quite well with most adventuring groups.

Now that gives the gist of an Alchemist, but it does leave it open enough for one so inclined to make explosive traps, transformative traps, and poison traps.

Then with that knowledge would it not make sense that the Alchemist is capable of disabling said traps?


Kraven Evilfart wrote:
yeah, my original oracle was a clouded vision oracle that had sewn his eyes shut, because his vision distracted him more than it helped, until i realized your pretty gimp until lvl 10 and even then your pretty off. But on a side note, you are immune to gaze attacks :)

All the more reason to make you completely blind.

Hell to make it fair you might as well make it where the Blind Oracles are susceptible to Sonic based attacks since they get increased hearing.

Raestlin wrote:

I was looking for a way to either increase or redistribute revelations to make them a little more accessible at lower levels.

The last normal revelation that you get is at level 19, honestly that late in the game a revelation isn't going to have much impact. I believe that if you removed the level 19 revelation and added another revelation at level 2, you could then move all the other revelations up one to even levels.

This would increase access to revelations that are only useful at lower levels and increase people taking more flavor based revelations such as Voice of the Grave, Gaze of Flames, Crystal Sight, Etc.

I'd say keep it at 1st, 3rd then after make it every 3rd level you get a new revelation choice.

I'd also suggest that some revelations be specific for people who choose clouded vision, or if I get my wish and it is turned into total blindness.

Kaisoku wrote:

I have a player who has gone through 3 levels of Oracle of Bones, Clouded Vision curse...

I have to say, while the combat aspects of 30' vision is bad enough, the roleplaying implications are far FAR more impacting.

Here's a few of the problems (in combat and out) he's run into:

- (Big One) Being a healer that can't even tell if his friends are needing him unless they shout specific instructions for him over the din of battle. Unless the entirety of the battlefield is only a 60' diameter around him... which hasn't happened yet.

- Being a caster that cannot really take full advantage of spells that should be greater than range: close.
This means the 'Doom' spell he just picked up is being artificially limited to only Close range, due to lacking line of sight.

- Not being able to see, even a blurred image, the other end of a 50' tavern. While this might not sound like much, it really puts a disadvantage to the player in a roleplaying situation.. you basically HAVE to have a front seat in EVERY situation in order to be able to participate.
And sometimes that's just not really possible (running a published adventure where witnessing an important play means the closest seat is 20' away from actors, who have a 40' stage to work on...)

- He's never seen the sky.

- Navigating a city is horrible. Some roads are greater than 30' across if the city is large enough. Standing on one side and wondering what's on the other side of the street.
Not being able to see landmarks means you could walk right past your destination without even knowing it. My player imagined it like they were a mouse in a maze...

- Outside it's worse. You can't tell what the weather will be like. You can't see a sunrise. You can't see that your horse is running towards a dangerous path (near a cliff edge, river, forest line, etc). And a horse moves pretty quick.
Hell.. running is dangerous because you move faster than your vision! If you were anywhere unknown, it would be scary to just start running because you wouldn't...

Anything I could've said has been eloquently spoken here about Clouded Vision.

I want to see a sunrise too!!!


Amen Brother.

What I want to see happen is Oracles of elements from Tian Xia.

Since they would technically have 5 Elements to choose from: Earth, Fire, Water, Metal, Wood.


So while I was creating a spell list for an arcane caster of mine I stumbled upon the component requirements of the Identify spell.

Taken from Core Rulebook:
Components: V, S, M (wine stirred with an owl's feather)

First thing that came to mind was a drunk wizard who has spent time trying to identify the 30+ magic items he and the party looted from a dragon's hoard.

So point of this thread, anyone else want to report on said comical findings in any of the pathfinder books?

And remember have fun. :D


One thing I'd like to see is a reintegration or reformation of the Hexblade class.


Wait Wait!

You're saying that DM's are Benevolent Beings for actually making a world revolve around 4 - 6 people and incapable of messing with the party?


Raestlin wrote:
Rene Ayala wrote:
Kraven Evilfart wrote:
I think you're just focusing to much one thinking the alchemist is about 1 thing.
...Please, Kraven, don't presume how a play a character and especially tell me I'm playing it wrong. Criticizing another person's play style or decisions isn't the point of this play test...
You cannot claim that your playstyle is inviolate if you are criticizing the class yourself. Thats like me complaining that the wizard is lame because the familiar is incredibly weaker than an animal companion or summoners eidolon.

I say we stop this while we are ahead before this thread is closed for useless childish bickering because people want to play egomaniac here.

And for the record he never stated that his playstyle was inviolate because he played differently from Kraven.

If you read his entire post he restates that he posted his experience of Playtesting the Alchemist as Jason requested we do rather than post what will make the class better before we even know what situations have essential boons and banes.

I'm merely suggesting that we add Trapfinding to the Alchemist to give it more of a "want to play the class" feel because as others have stated more eloquently, the class is fairly weak at the moment.


Huh for some reason I thought that dragons had better blindsense than that.

Even in that case blindsight out to 120 feet would still be too much.

Recreation of the proposal.

1st level: You have a maximum vision of 60 feet but can see as if you had darkvision.

5th level: You lose total sight but gain blindsense out to 30 ft and can pin point targets off of sound based perception checks as a free action.

10th level: Your blindsense increases to 60 feet and you gain the ability to use Clairavoyance/Clairaudience 1/day but for hearing purposes only.

15th level: You gain blindsight out to 30 feet

20th level: You increase your blindsense to 120 feet and blindsight to 60 feet, you also gain a second use per day to your Clairavoyance/Clairaudience but still limited to hearing only.

::EDIT::

Also I want to restate that I suggested this soley for the purposes of playing a blind oracle.

I find alot of appeal behind it and from the looks of things so do a few others.


Being a Fan of the Witch class, I do want to see some other options for familiars, and even get some options for improved familiars as well.

The Spell Lists for a Pseudodragon or any of the elementals would be very interesting to see.

And I do agree the Familiar for the witch needs reexamining, it is an interesting switch from the standard spell book, but having them only store spells is not enough.

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