The Jester

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Alright I kind of wanted my big baddy in my game to be a Dhampir Cruoromancer/Undead Lord but upon looking at the abilities and such he would not be getting much and even less if I "theurged" So I was stalking around for some people that had any homebrew fixes to help me not gimp my "Super" villain.

I came a crossed the GD over the Mystic Threuge and was reading a lot of things but no one found anything that didn't seem too over powered or still lacked in the end.

I came a crossed this sight that details a whole PF multiclass spell caster fix.

Pathfinder Spellcaster Multiclassing House Rule by 'Who ever posted it.'

I can't seem to find the author of the post. I do, however, know the DM that seem to come up with this name is Paul as it is stated there. So the idea goes to these two as it is not mine I am merely a conduit and very interested in its in game balance.

So let me know what you think. And if you find it would break your game table. While I do not promote. Extensive multiclassing or 'dipping' I do think this could be useful for not only my NPC but if PCs want to fill gaps in the small party we have.

With that said I was thinking of adding in the class you may choose only one class to gain this benefit for each primary casting class your have. For example a Wizard 2/Druid 2/Cleric 2 would all cast as if they were 3rd level. While this may not seem out of place except it gives spells perday and I think having them choose that adds the benefit is more balancing. If that is not confusing enough for you.

Look forward to this discussion let me know what you think.


So I have a player that is obsessed with wielding a weapon too big for him. And because of this I am reminded of Berserk in which the main charater Guts, if you are not familiar, was riased by mercinaries and they only allowed him to use weapons made for adults as such he grew stranger and later in life used a weapon that was massive for a human.

So I essentially want to make a trait that does the same. I want to restricted it to one weapon that he is already proficient with. More or less giving him powerful build with ONE weapon. And the choice can't be changed or retrained. Would this be overpowered and what kind of trait would you classify it? He says social because of the fact that it is your upbringing. I say combat because it directly effects combat.

Thanks. And I understand its lame to "borrow" ideas but it seemed to fit the sistuation as an example of something that already existed somewhere.


Let me just say this first: Thank you for your useful suggestions in advanced in the event I forget to thank anyone.

Alright so I have been involved in table top RPGs for a long time now for almost 15 years now not bad for someone as young as I.

I am currently going to be starting a game with plenty of new players basicly 4 person group including I, excluding the GM. The party is as fallows:

Aasmier Sorcerer (draconic) plans to head into Dragon Disciple (gold) with some possible melee thrown in.
Human Fighter up close and personal sword and board.
Halfling Rouge sneaky flanker with decent trapfinding at best.

And me the undecided... you see I don't really want to play an Orical, Druid, or Cleric to fill our obvious lack of a healer. Not that I have anything against those classes. While I resist the urge to double up for risk of out shining or removing the feeling they are contributing to the party in a major way.

So my solution is to fill in with bard its got enough going on. But I want to stray away from run of the mill bard and pick up an archetype. Here is the thing which one helps the most.

Arcane Duelist- run the risk of stepping on the fighters toes though I can make him ranged and be a good support to most. Wands and somespells will help fill in the healing gap and buff spells will fill the rest.

Magician- spell wielding bard may have some thing to offer here the extra spells added to list and the wand mastery will help things out for the healing and missing spells add in some buffs, may make for a well rounded party.

Dervish- While I like the flavor of this class and the cool factor. I feel this may step on miss "hit you with my hammer"'s toes and while another melee combatant is useful for the most part I am hesitant to use it.

As you can see I have done some thinking on my own. I am looking for other suggestions and advice on my current stands. What do you think this party needs.

Thank you again


Pathfinder Core Rulebook pg. 202 wrote:
If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. You suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand when you fight this way. You can reduce these penalties in two ways. First, if your off-hand weapon is light, the penalties are reduced by 2 each. An unarmed strike is always considered light. Second, the Two-Weapon Fighting feat lessens the primary hand penalty by 2, and the off-hand penalty by 6.

Let me make sure I am reading this right.

As from what I can remember everyone I know has always ran Two-weapon fighting that you off hand weapon extra attack occurs at the end of a full-attack action.

But from what I am getting at in bold there and the fact that I have looked over and over and can't find it saying that anywhere it requires the full-attack action. I am led to believe that the way that I and everyone I know has been running this wrong.

This sounds to me that even if my level 10 Human Ranger with two-weapon fighting moved up 30ft he gets one attack with his primary hand but not is other granted BAB attacks. But in addition to this he gets his off hand attack as it says he gets one extra attack per round while wielding an second weapon. That's what it sounds like to me.

So please let me know your thoughts and if you can find some ruling to prove that its only at the end of a full-attack action.

Thank you.


Alright I recently was browsing the Alchemist class. Now I took not to the rules on Craft (alchemy) and brew potion. Here is the thing. If I want to make a vial of Acid it takes me a week. Unless I supersede the cost of the item by Double or Triple the cost in silver. Sense to make acid takes a DC 15 that means the lowest you can do is 15x15= 225 Well over 10 times the silver cost of 20 sliver. 225/7 = 32 sliver which means it can be made in 1 day at the minimum check needed. And a check of 19 would be needed to make double the cost in silver for crafting by 1 day so I could do it in half a day. 19x15 = 285/7 =40. And to do it in 8 hours I would need triple the cost in silver a check of 28. 28x15 = 420/7 =60.

Now this means I can look at the craft by day rules. Now am I correct to assume that if I am double or triple it takes me half or one-third the day instead of 1 day like it states with crafting by the week?

Next question is why is it I can brew a potion in 2 hours (if the price is right) but I can't make a vial of acid in less time then 1 day?(Assuming my first question is a no)

Alchemist Abilities questions in relation to this.

Next I want to ask, if I have the Swift Alchemy ability that the Alchemist gets, does this mean I can create something that takes the by day rules or even the Double and Triple the cost rule that pretty much happens automatically (Assuming my first question is a yes) and cut those totals by half due to swift Alchemy?

Last question is if I have the Instant Alchemy class feature is there no limit to the amount of things I can make except for gold and the time? More less if I can pay the 32,640 and spend the 9600 rounds (assuming 8 hours of rest, 16 hours x 60 = 960 mins x 10 = 9600 rounds x 1 vial per round.) In 16 hours I can make 9600 vials of Acid for 32,640(3.4 x 9600)gold.

Alright hopefully I can get this cleared up I just want to make sure I am reading this correctly. And more of filling in the gray areas.

Thank you.