Spell Thematics
[General] Your spells manifest with a distinct theme or appearance. Prerequisite Arcane spellcaster level 1st, Benefit Due to the unusual appearance of your spells, the DC of any Spellcraft check made to identify a spell you have cast increases by +4. In addition, you may designate one spell you know per spell level as a thematic spell and cast it at +1 caster level. As you gain access to new spell levels, you can designate new thematic spells; you don't need to select this feat again to acquire new thematic spells. Nearly any theme is possible, so long as you can describe a visual link for unifi cation. For example, your theme might be "lightning," " spheres," o r " screaming s k ulls." I f you choose spheres as your theme, your magic missiles might take the form of glowing spheres of light, and your summoned monsters might emerge from mysterious rainbow-colored globes. If your theme is "lightning," your haste spell might manifest as a bright green spark that leaps from ally to ally. You can't use this feat to make your spell manifestations invisible, nor do your spell thematics change the type of damage a spell deals, regardless of its appearance. This feat supersedes the version found in Magic of Faerűn.
Thanks for the all the great Ideas....What do you think of a Theologian Cleric of Sarenrae 5 Pathfinder Savant 2? The first level ability allows me to take 10 on Use Magic Device. Which if my thinking is correct it would be enough to use Wands from every class and eventually use Scrolls from them too.
Thanks for the suggestions. Yea it a bit of a problem with me being the only Healer, Blaster and Buffer...so I was defiantly looking for a can do it all sort of thing..I also know that the casting economics are going to be an issue...I really am hope one of our group will come to their senses but we will see.
I'm could really use some help designing a character for a Serpent's Skull Campaign..To make a long short because of some player changes our DM was gracious enough to allow us to rework our characters, anyways so our party consist of a 7th level Fighter, 7th level Monk, and 5/2 Rogue/Necromancer who will be switching to a 5/2 Rogue/Shadowdancer. Anyways as you might have noticed we are very light on caster (Healing/Blaster); so I was considering a Healing Witch with Elemental Patron, Theologian Cleric of Sarenrae, or a Caster Druid...Any ideas any help would be greatly appreciated.
Solientious wrote: I was going to hold off my question about the Arcane Trickster, I might as well take a run for it. At some point AT were describe as being vanilla and seriously need to be tweaked. I was looking at the New PrC and nothing has changed for them. Is there any plans to change them or is that it? Ok well I guess I tread slipped through, but I was wondering what people tought about the Arcane Trickster, I feel he is a little underpowers. So I thought about changing the +1 Spell level to +1 class level.
Here’s one for ya. I broke a tooth at the gum line in Army Basic Training and since I didn’t want to be recycled (start the program over again) I waited for it to be fixed until after I finish OSUT (One Stop Unit Training),so I had to wait for 4 months. The problem is that since I broke it at the gum line they had to operate. The surgery was botched and they destroyed my gum and also put a hole in my sinus cavity. It took me six months to be able to drink through a straw again and to this day I have Chronic Sinusitis (frequent sinus infections :(
Brutesquad07 wrote:
Nope I am just tossing out ideas, I would like to see a little balance to the classes and that was the idea behind this initiative by Pazio. The way I see it is that the spell caster tried to serve a certain role. Cleric Buffer/Healer
I have been debating the idea that sorcerer dropping the Wiz spell lines and instead get a combination of Cleric and Wizard. I am envisioning that they would have certain access to schools from both classes and be denied access to other schools. For example they wouldn’t get the Healing Conjuration School or the Evocation schools, but might have access to other schools. What do ya think?
Bagpuss wrote:
Well thanks for the link; unfortunately it is a little too far to drive. I was hoping for something closer to Tacoma, WA and on Friday or Saturday.
tergiver wrote:
Actually I would have to concur. I personally have a very hard time seeing a caster casting spells while a combant is swinging a weapon at your head. So if any can please explain why a caster would be in the middle of combat and logically how a person is pulling out thing out of a pouch and waving your arms around is able to avoid being hit please do. Otherwise I think I am going to have to dump concentration from my campaign. I am not trying to nerf the wizard. I just have a hard time picturing it.
chavamana wrote:
Unfortunately my group wizard is using the HoA every combat, often causing spacing problems. See I ruled that the weapon has to take up space and a party member can not occupy the same space as the weapon. This means he is typically blocking the path of other party members.
Except when you have a Human Wizard who takes 2-Handed Sword as there "Weapon of Choice" and can wield it as a fighter with a 20 strength. I don't feel like it balanced with any of the other abilities, for example Abjur-Protective Ward +1 deflect for 1 rnd
I believe that all of the first level powers are weak except for Universalist HoA. Just imagine when a Universalist wizard obtains a Fiery 2 handed sword of OP with a High int. I think that because the wizard in not committed to a particular school he gives up the specialist abilities. After all why would I want to specialize in any other school when I can use my HoA with any weapon I'm proficient with and is magically imbued with any kind of ability I want. Then I can pick any spell that you want on top of that. I think the whole Universalist is OP and seriously needs to be NERFed
SirUrza wrote:
Except when you have a Human Wizard who takes 2-Handed Sword as there "Weapon of Choice" and can wield it as a fighter with a 20 strength. I don't feel like it balanced with any of the other abilities, for example Abjur-Protective Ward +1 deflect for 1 rnd
I believe that all of the first level powers are weak except for Universalist HoA. Just imagine when a Universalist wizard obtains a Fiery 2 handed sword of OP with a High int. I think that because the wizard in not committed to a particular school he gives up the specialist abilities. After all why would I want to specialize in any other school when I can use my HoA with any weapon I'm proficient with and is magically imbued with any kind of ability I want. Then I can pick any spell that you want on top of that. I think the whole Universalist is OP and seriously needs to be NERFed
I could use some help designing a new Sorcerer Bloodline that incorporates the darkness. Someone in the Sorcerer’s past either joined with the shadow plane or became tainted by it essence. As they gain in levels they gain certain shadow-like powers. I would like to keep it balanced with the other bloodllines, but make it a viable bloodline that would be interesting to play. Does anybody have any ideas?
Actually I asked this one on a previous thread. Jason chimed in and said that they must meet the requirements for the feat,It is almost like a virtual feat. For example they need to be 12th level to take the feat Craft Ring, so they need to be 12th level to craft thier bonded item. They just get the ability to do that with out taking the feat. I honestly think it better that way. I had a person in my group right out of the starting gate try to creat a magic staff. It just a little powerful for a low level character to start out with.
I like the how "attacks" work in Star Wars. If you wanted extra attack you would have to take the feats. I think it does indeed speed up play and resolves some of the mechanics of the game. I thinking about modeling the attacks after Star War machanic, but I would need to do some work to resolve the issues with the multiple attack monsters, otherwise it does shortchange the fighter. As for the Dual Weapons I like that setup too (Two Weapon Use -5, Improved Two Weapon Use -2, Greater Two Weapon Use +0) When I heard that Dnd 4th Edition was coming out I was excited because I was under the impression that they would use the same mechanics as the Saga Edition Star Wars, but they didn't... :(
I like the fact that fighters get a little something extra, but I really don't want to see "Pathfinder" go to the special attacks 1/day or 1/encounter (especially that one). The mechanic 1/encounter is one of the many things that turned me away from 4e and would hate to have my 3.75 edition ruined with the concept.
Kirth you know that Dnd is based off of Tactical War Gaming so it is very much combat minded. Do get me wrong back in the day of 1st edition when they added skills in a supplement it changed the game forever and in my opinion for the better. The game does evolve around defeating your foe and usually that is done by cutting him/her down with a might swing or a well placed body shot. In my gaming group we have such a mix of players; we have those that swing first and talk very little and we have some that charm the daughters and spin the enemies with their honeyed word. I like that mix, when the player decided to occasionally use word instead of sword it make that "game night" that much more memorable. As for the Rogue I agree with either turning down their sneak attack damage or making it a standard action. A point was made earlier about giving them more HP, I don't see anything wrong with that and I was happy that they did it. Yes the fighter is on the boring side, from all of your previous blog s it seem that you are not a fan of combat so a non-skill fighter would be a poor choice. Rogues are my favorite class, but I like to mix it up a little by multi-classing. If I want a skilled fighter I go Rogue\fighter mix and it I want a Magical Trickster I go Rogue\Wiz mix. That way it enables me to argument my classes and make my game experience more enjoyable. Someone said that it rogue is "skilled combatant" and the fighter is also a "skilled combant" is skills is the ability to learn many more feats and ways to increase his damage. In addition fighter usually has a terrific AC, while a Rogue has to really work it to get a decent AC. I think they both complement each other and are necessary. One is an opener and the other is a closer. With all that said I understand how you feel, I personally think Cleric are severely over powered. They have ways of making themselves so overpower that they can make it miserable for the other gamers. I actually had one that became so over powered I had to ask him to retire his character. To make it challenging for him I had to up the encounters, which make it almost instant death for the other players. As I said earlier I don't see a problem with turning all special attacks into standard action (Sneak attack and Smiting just to name a few) I just believe that we should look at the big picture that all classes need tweaking.
I see no reason why a PC couldn't play a Drow. If you're concerned about role-playing there are various type of players out there, some who role play and some who don’t. Please don't let that be the deciding factor. There are those who breathe personality to their character and then there are those who play them as nothing more than a sheet of paper. I will be honest what drew me to Dnd was reading about "Aragorn and the fellowship". Did I play him as a clone, nope I could only play him with my own capabilities and he was only Aragorn in image only. We all hero worship and it is only natural to become like your hero. That what make Dnd some much fun, you can become like your favorite mythical hero and do it your way.
grrtigger wrote:
I can see how some people feel about Rogue being able to Sneak Attack most creatures as overpowering. I don't see that as over powering or a game breaker. I look at the big picture yes a rogue can be a damage power house in the right circumstances but his damage output is situational at best. I don't think nerfing the Rogue to the point of having knowledge skill is or reducing his damage to +5. Maybe a better solution would be to reduce the amount of extra damage dice a rogue could do for all sneak attack to: 1st +1d6
I would like to keep extra dice roll to a minimum. I believe that too many dice rolls take away from the game or a least slows it down. Yes it is only of couple extra rolls, but when you lump it with the additional rolls suggested it could damage the quality of the game and make the DM work that much harder to immerse the players back into the story. |