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 FenrysStar wrote: Stray thought but I wonder how well this will go to recreating aspects of SpellJammer using Pathfinder. oddly enough I am working on doing just that, with a game I will be running this semester up at my University. there is a site that has space ship combat, and design rules for 3.0, and what I love about pathfinder is it doesn't take long to update everything. Still it would be nice if they did have rules for spelljammer in their as all i have from the site are basics for ship building and space combat.  
 Ryokugan was originated as a LR5 system, it is the setting that OA is based on and the campaign book is very interesting also some side books that are of interest are the way of the samurai, and one for each of the clans, also magic of Ryokugan. All are interesting I have run campaigns based out of it and I am currently working on building PF versions for each of the classes, I was never very happy with the complete book's idea for the OA classes. Still your write up seems interesting.  
 okay so from reading your response, have you read over the truenamer in tome of magic.
 Also green ronins spell master class may have some ideas for you, I have it in green ronins advanced players guide warning I do not advise green ronin for most normally balanced games especially any books made before quality control, these just happen to be some good places to see other ideas from.  
 your idea is interesting and to be honest how to go about this is highly dependent on your goal. according to your title your goal is to overhaul the current magic system. Why? Other things that have me wondering just by the wording you used in your block of info are as follows. 
 it seems to me that you are trying to build this one step at a time so you do not need to make a complete plan for dealing with the other ways to stop spells, but from my experience making systems and worlds it is best to start with a skeleton, you need to know why you are building this what is your end goal, what are the things you will need to change and a base idea of how you are going to make that change so that when you get there you have something to start with rather than sit around for a week trying to come up with an answer.  
 I have returned from the land of shadows and decimal places, or SIG FIGS.
 As for DR as long as you can't take that at the get go I would be alright with dr 3/-, it is a lot of DR even though it is only against one target, and the barbarian doesn't receive dr 1/- till later in the class. The fact that you have set it at so many times per day rather than an open book for challenges per day makes a good difference for the class in general, and opens up a chance for feats that use up challenge uses for special effects. Also making a time allotment of 3rds between each challenge is great. It doesn't hurt too much in a running battle, and in a normal battle you might be able to get a second challenge in, but you might not. So I am okay with this setup, in fact I like it more than the original Beta. As for whistle, yes you can hear those for a while, more importantly a New York cabbie can hear it over the throng of the masses, and traffic. Also as for avioding attack of oppertunities, I would simply advise them to take mobility and dodge for the extra ac. Also if mounted to remember that they can roll I think it is once per round for their mount to dodge an attack using mounted combat but I would need to reread that feat before arguing vehemently over it. Still if we do end up needing such an ability I would say make it use up ones own attacks of OP to counter/deny your opponents theirs in this way you have a limited amount that you get to dodge for free or you have so many you can dodge per challenge spent. Just some thoughts for now.  
 Okay it is crunch time So we will start with what all character builders must due the acid test,
 Level BAB Fort Ref Will Abilities
 Okay challenge at this point leave as be.
 Okay challenge powers, so far my only thoughts is you might want to drop bonus damage from the favored enemy esc one to +2 or +3, +4 seems a bit much for a reason scratching at the back of my head. 
 okay I think I know what needs to be done to fix the power level your challenge power's and oaths or at least one of them needs to be more spread out.
 Master challenge really isn't that powerful so leave as be. So yeah in conclusion all of the high power comes from the large amount of oaths, and the challenge powers. If you fix oaths then you don't really need to do anything to challenge powers, if you fix the challenge powers you might have to do a little to the oaths or something else, and keep in mind lowering the boost from oathbound, Zealous foe, and determined, besides that it looks great to me.  
 (yeah it was a lot better organized, while 3.5 is a lot like my writing random and improperly placed) Well I figure we still need to do the crunch work otherwise I will have to fight the munchkins at my gaming table, and if I know it was partially my fault that it happened then I just won't be able to bring myself to use violence to solve the matter. I will actually have to use my words. So Maeloke, What do you think of your current challenge bonus, 
  
 okay 
 so this is the challenge power we are working with
 you thus have worse damage but far superior accuracy against certain types of monsters, as well as superior bonus to hit on 4 other types, and some bonuses to damage along side bonuses to skills used on those monsters. Barbarian: gets 3/4 your damage, and +20% hit chance not to mention a +4 to will saves. you have a time limiter rounds per day, and an amount of time of fatigue before you can rage again. In this form of cavalier I notice we do not have the ac penalty (at least yet) so we have no penalty only the time limiter, in this case number of times per day and how long we have to wait to use the ability again. I would say I would be happy with a penalty to attacking other targets besides your main of -2 (so 10%) and a bonus to hit your challenge starting at maybe +1, and increasing by 1 at every increase maybe, of course if we keep the orders then we can still get a bonus like this to hit.  
 (psst... sorry you were right, and yes it is poorly written, also the section under leadership on page 106 is misleading at best.) we have to think what the challenge is bringing to the table in this rewrite it brings +2 damage and this increases as you gain further levels up to +8 damage Now then a ranger who chooses a favored enemy can get one all the way up to +10 if they throw all of the +2s they get for free onto the main favored enemy (not likely but I can see it being done) now then this a bonus to attack roles and damage, as well as several skills.
 Okay now then barbarian:gets a +4 str and +4 con bonus and a +2 will save at the cost of a -2 to ac. which is limited by the amount of rounds it can be used 3+con+2xlevels in barbarian. this increases to +8 STR and CON and +4 to will saves. So extra HP, +4 to attack and +4 to damage (+6 if two handed) and a boost to will save, with a -2 penalty to ac and a time limit of at least 45rds at level 20 (of course we should not consider everything at there maximums) So a barbarian has a +20% to attack but about half the damage bonus that the cavalier would gain, or 3/4 if two handed (more than likely) the barbarian gets rage powers which are nice bonus as well and the ranger has the skill buffs from his power so we will say those counter the boosts from oaths and orders that enhance the challenge for the most part for the time being if we compare challenge on its own to favored enemy and barbarian rage where does it stand.  
 sounds good to me.
 I am more of a crunch source than a fluff source. So I am not so good with names.  
 actually no I am not, I checked the 3.5 DMG it is the same except for the one section mentioning the XP that the Cohort obtains.
 word for word even the punctuation, maybe they changed this in an errata I don't have but this was what they had for 3.5  
 woops okay so I was wrong leadership hasn't changed it just has been a while since I did a full read of the 3.5 
 Cohort Level: You can attract a cohort of up to this level.
 The cohort in 3.5 was granted XP and loot as a full member of the party, this is no longer the case. Dragon riders are a simple prestige class so if you want them in your game Draconomicon should give anyone interested a good starting spot. As for allied cohort, it is amusing but that is about it, you get a minion around 1hd for a fighter, and 2hd for everyone else (at 5th) it would do alright but not make a difference and then two levels later you take leadership and all of a sudden your fifth level feat has been wasted. basically if they have any plan of taking leadership, this feat should be avoided if they just want a cohort and don't want to take leadership then it is a useful feat if not superb.  
 Hmm...
 First off back in 3.5 we had a dragon rider prestige class as well as several other classes that got you dragon cohorts. Also dragon rider was a 5 level prestige class. You can find it in the draconomicon. Now then there is also a book called feats 101, which is made to function with pathfinder, while I don't think that paizo made it, I would say that most GM's would probably consider letting you take feats from it, as long as you check the feat with them first. The reason I bring this up is there is a feat that gets you the cohort but not the mooks from your leadership feat. Allied Cohort, need a charisma of 13, and a 4th level (so I am guessing it is available to fighters) they mostly have feats falling on the odd numbers the way pathfinder does it. in the description you gain a cohort as if you had the leadership feat. Except that your cohort cannot exceed 3 levels lower than your total level. 
 Also Pathfinder doesn't only have rules for cohorts that could be mounts it also explains how much exp the cohort receives (1/2 the xp you gain per fight, not from the actual xp amount one from the battle) and that it can go up to a level below yours in this manner, other wise it always must start at least 2 levels lower than you, and of course has to obey the leadership score cap for cohort level, and mooks do not get XP. Lastly, Leadership has not settled well with many GM's for many reasons I personally in the past 5 years of being a GM have not had many problems. Pathfinder does provide fixes to the problems many of us GM's had. One of those was the XP for the cohort. The second was that having an army makes a player more powerful than his allies. Sometimes true but it comes at costs, one feeding your troops (as they are your responsibility) arming your troops and keeping them from bringing shame and other such unwanted things upon your head. I feel it will function fine in pahtfinder and any creative or half good GM will be fine dealing with a player and his small but worhtless army especially when if your troops die a lot you start taking stacking penalties to your leadership score. Just some food for thought  
 in situations where things last longer than the rounds you state that for each round used they grant x amount of time usually minuets or sometimes even hours. I got this idea from the bard back in the shitty days when playing the party bard meant that most people would kick you around, lingering song makes a difference and makes them last 1 min after each use so in Path finder where each use is a round each round you spend grants you 1 min or ten rounds. Simple solutions are the best so don't make me get my +5 keen Occam's razor.  
 Samilan wrote: 
 Have fun and let us know how it goes, I ran a game with an oracle and a cavalier this past tuesday. The oracle basic plan was to be the healer for the party still had some combat skills (battle) but focused casting around healing and sanctuary to protect himself against the orcs they were fighting (low level campaign) My players have a knack for doing weird things, he chose an obscure and thus weak G-d but then constantly prayed for help which he got in what would normally be almost useless things which the party used to make a world of difference (nothing like a cask of ale with an alchemist fire trap for the orc troops) Creativity is key to surviving any campaign. Also I like the idea of spontaneous casters using CHA I also think that it is highly unimportant and I will find a way to punish myself for even bringing it up later. We do need to focus on how we can fix the weaknesses of the Oracle. The two that I favor the most so far are the one about upping spells known, and increasing the STR of the revelations, also either earlier in this thread or on another one they brought up mentioning of some cool tweeks to the curses making them less back heavy and making them penalize a little extra as levels increase along with their increases. just some food for thought  
 just remember that while physics and logic in general are fun every time we use them in a fantasy setting G-d kills a cat girl and boy, now then take into account that every time someone writes a bad fan fiction 20 more cat folk are born. So the question is with this whistle ability how many cat folk do we want to kill, and take into account that not everything has to make sense. A vamp at least used to be able to summon a pack of wolves in 2d6 rounds so an average of 7rds that might not have been great against a party but sometimes it made all the difference. We can also take a thematic stance on this the mount is believed to be somewhere within a mile it arrives in 1d4 rounds let say, stating of the random probability of it not being as far as we though it would be, but it can't hear us outside of a mile or if it does it still takes longer to get there and by the time it does what we needed it for is no longer usually important (I give the idea of 1d4 because it averages to 2.5 and I would like some variables on the amount of rounds)  
 pretty good dissection
 Also never forget that light cavalry is also an option, having a high dex check, working some mounted archery, and maybe a little weapon finesse take advantage of spirited charge and you can still do good damage while charging when your enemies get too close. I am not sure if this class really can be considered over powered. still just trying to give a view from another angle  
 Epic Meepo wrote: 
 I like where this is going  
 Ahem, okay here goes I have one used this class against my party, two I have built level by level up to 20th. I have done this thing with a lot of classes since pathfinder came out (it is something I do during my rare moments of spare time I like to call procrastination) It is a nice class when heavily focused around mount in fact I think I made him really scary on the downside there are these things called 5ft passage ways they are not horse friendly also being counted large size because of my horse even if I don't challenge I am pretty open to being flanked. To top this off my challenge damage while nice doesn't touch my quadruple damage on a charge with my lance and power attack. challenge is for when I get knocked off my mount or I am mount less and the bbeg is there or some big mook. not really any other reason to use it leaves my back open too easily and will get you killed. I remember some of the barbarians I have ran with in the past as well played along side, they are scary things don't underestimate Grond the half orc barbarian. and when dipping sorry I choose fighter, feats, full bab, good fort, good hp, and access to everything including tower shields, and if I am full on multiclassing then some extra prizes as well. If I need a mount then I take leadership as I have some feats to spare. Cavalier is nice and can be functional although you need to decide what you want to focus on early on in the character otherwise you will be a hodge podge of suck. Now then you don't have to focus around the mount, but it is a useful part of the class. Challenge is another part that is meant to be big, is it yes and no, if you put a lot of effort into placing yourself up against one foe, and the party can hold everyone off of you, and this is the group plan well then go teamwork. If you end up getting ganged up on by a lot of little guys you need to rethink your strategy. 
  
 first things first happy one hundred posts every body. Second thing third, I have to say i am very lenient on my players when it comes to alignment they don't seem to notice but I never ask them what alignment they are, I simply watch how they play how they act and keep the style noted, when they start to act completely out of character (so against how they usually portray this character) I call them out on it saying they are not acting in alignment, when they try to argue they are perfectly in line, I tell them it doesn't matter what is written down what matters is are you consistent with how you yourself define that alignment. Now then this is a very lenient way of doing things, and I admit it is not proper for a GM in the most part. Still I would think we should ask ourselves how do we normally play this, and how do our players play this. In the end the answer is what the alignment is to us and our players. Third thing second, I am all for alignments being advisory.  
 Wow, this was an interesting read, all I can say is remember kids if you aren't willing to go put on some gloves and box a few rounds, it wasn't an actual problem. Now then on to something important how can we fix what some people consider a problem and others just consider a nuisance I The Jewish Crunch Monkey am here to help. So far the only ones we have really had complaints about are lame for dwarvish folk, deafness, and cloudy vision. Any other ones people have complaints about please post so we can argue/discuss fixes for them and try to get developer attention on our fixes. So then Lame causes problems for dwarfs because they lose 10ft for being medium (although I would argue only 5ft as they have small size movement and that should be what counts in this case) and they gain immunity to encumbrance penalties, heavy armor weight, and fatigue and exhaustion. well true that I know you at least ignore the heavy armor problems.
 Deafness: I think we can discuss solutions for this also if someone could look up the penalties for not being able to hear in pathfinder and post them up we can actually calculate the pro's and cons of the progression. Thanks Lastly cloudy vision, now then for those complaining about this I have already heard on here a great solution increasing the distance to 60ft for first level, any other ideas would be great, also the people mentioning them side stepping around blindness (especially since we have deafness already) Any ideas on how we could go about this possible give scent or increase hearing possibly blind sight or sense at an earlier level and eventually a better range? thoughts and opinions bitte. well that is what I have so far join in have fun together we can figure some actual solutions out.  
 seekerofshadowlight wrote: 
 seeker is rightAlt's are not equivalent to full classes, as a DM I can easily shoot down an alt but when it comes to classes i have to actually have a good reason to shoot it down.  
 first off any decisions on my request for 50% back on the last question secondly and probably more important Kaeyoss I think I got it right on spelling oh well, what you just mentioned reminded me of something ID and Super Ego, also Ego. The ID being the part of your subconscious mind that goes after the animal needs as well as in General what do you want. This is usually falling around food, sex, and violence. Still it is going after what you want. The Super Ego is what society wants from you (now then remember this is highly dependent on the society you grew up in as that is usually the society it draws from) Ego is the neutrality acting as the water gate to allow the too to flow out at times that hurt you the least. While this is not a perfect description of Freud's psychology it serves its purpose for the explanation.  
 Hurlbut wrote: 
 Sorry about that I keep killing conversations for some reason. curse my brain and its memory and logic, curse thee I say.  
 Treantmonk wrote: 
 The first is obviously LESecond is CG The third is CE and the last is LG I know this is probably a retorical question but seeing as I called him professor Treantmonk I really have no choice but to answer his questions just ask my business Law Prof.  
 Bah, you may be penalized in the beginning true but what hero is not in the classic tales, you must overcome your weaknesses your fears and everything in between in order to defeat the enemy at the end of the game. I may have lost my sight by I have gained new senses for it will increase to 60ft then I will gain blind sight and blind sense (can't remember the difference off hand) at 30ft and 15ft, all of a sudden nothing can get close to me without me sensing it and who has better vision and the ability to see through walls no one but the blind man. For hearing I will attain vision worthy of a spy glass master work, and I then obtain the ability to pick out people and hunt them with but my nose all of a sudden not hearing you sneaking up on me doesn't mean a thing, I could smell your orc but a mile away. Finally I obtain tremor sense 30ft anything that moves can no longer hide even if they find a way to mask their scent. Haunted, cool bonus spells known, also best thing ever when accidentally dropping alchemist fire you know you won't get burned. Lame not for everyone but hey no more penalties for carrying your maximum load, and I can walk around in heavy armor traveling at 20-15ft (15ft is for dwarves by the way, they are technically both medium and small) also this would be great for multi class barbarian, you can get your +10ft for light armor, and no longer get fatigued from rage. Wasting congratulations I get to kick ass at intimidate, and I am not allowed to talk otherwise, also I can go into disease ridden places and fight things there without fear take that plague rat muhahahaha. Not for everyone but really nice for swamp heavy campaigns, and swarm heavy campaigns. Tongues okay take one and make it the party language, now then the rest are going to be useful when you go on planar travel. Or in situations where you need to translate stuff, I mean at high level you basically got a lot of ranks in linguist for free or a free high level spell slot however you want to look at it this is a nice deal, just talk to your fellow players about the language to choose at the beginning, or don't talk during a fight or come up with hand signals to the party. So many solutions just takes a little planning and a little patients. Now if we talk about hard core multi classing then of course you are screwing yourself but if you didn't want to do that curse wise we have druids and clerics for that.  
 found it under mighty charge Mighty Charge (Ex): At 11th level, a cavalier learns to
 This is why I read every line of class features, and am a crunch monkey.  
 Curses there trying to use logic and reason legion of chaos and random pie charts flee flee to the hills. Also I am going to start Calling you Professor Treantmonk for some reason it feels appropriate. Now then we must all remember the old motivational poster Alignment the source of more arguments than anything in Dungeons and Dragons. If we keep this stern warning in our heads we all know that almost no one agrees on the way to properly play alignments at least back in 3e setting yet we get a more vague and yet less so version from Pathfinder which allows us to say well we at least know they have to have one of these attributes X and probably and attribute Y from another alignment.  
 ahem lets not go to camelot tiss a silly place I think sums this up nicely, Also I would allow this and only one other time would I allow them to take 1st level for the simple reason of messing with them, they would have to take two different curses, and they would not progress with total level nor would caster but only of the caster and level of the specific foci they chose, it would be a horrible gimp and hilarious. Still in normal play it is just silly of an idea and perfectly fine for RP and game plot on the other hand.  
 I started with 3.0 being a youngin, but before I got started my Dad gave me all of his 1st edition and Ad&d books so I got a feel for them then got very confused when I was introduced at the beginning of the school year to 3.0 by the school GEEK club. Still I am enjoying this class being someone who has designed over a dozen classes for his own campaign worlds and gaming groups I can appreciate and also have a lot of fun with play tests. Also my players are used to these kind of things being randomly added to the campaign.  
 seekerofshadowlight wrote: heh, I meant leave the mount, not the caviler. The mount is damned useful but not as much in a crawl, you can do it but does not cripple you if you do not But what if we run out of rashins in the crawl, having a mount around would have been a good idea, oh I had another thought if the room is big enough for a large size monster we can still bring the horse. Well problem solved talk to your DM before running a cavalier, and ask for a smigg more room in the crawl halls.  
 Can I just say that the people on this thread give me hope for humanity And fully support this idea for the order to become creed or code (the description makes it sound like that more than it describes the general idea of an order) Also I am all for the non-bound Cavalier, It feels right is the simple way of putting it. When we can ride around proudly on our horses burning the homes of our enemies with pride, we the brave cavaliers of Sir Zug Zug Dabu. Now ride forth my horde of Chaotic evil Orcs this thread has just inspired a campaign for my players to try and survive (they are really good at it I have one killed two players so far same guy twice he had it coming)  
 wait did you just say leave him outside of the crawl.
  
 Velderan wrote: 
 that is because it is far too close to true, while reading through this class including a level by level building of what would I do with this class up to 20th level. as well as using a cavalier against my players and soon in my groups party which I am looking forward too. A lot of his abilities don't really fall in together, he can charge amazingly well he gives a bonus to all allies (which if I remember correctly counts him) a bonus to charging gets +4 anyways and takes no ac penalty. So those two work together his ability to do combat manuevers with his lance is really fun I mean bull rush a bunch of people in your way only a -4 for each additional target is fun to work with for mook control herd them together for a nice big wizard fireball. still the oaths are weird for me and while writing the character I had in mind up I ended up a knight of the sword, with a lot of vengeance and some protection oaths not really creative but it was what I could think of, when building a super charged mounted killing machine. I think I might need to look through it and use my crunch magic to figure out everything that connects and then post them up so we can all look over it. This shouldn't hurt my research paper too much.  
 So just a thought on the sticky subject. Why. 
  
 kindredspirit wrote: 
 How does it not show what is happening, if I go to fight some guys and I am some gone ho warrior, I am going to pick out the biggest meanest punk there. Now then the biggest guy can't just back down if he wants the mooks to continue following him he has to be big and tough, if they are the mage well then how dare this sword swinging loon attack me we will have to teach him as a GM I have to be able to come up with reasons my characters stick around to fight the party all of the time.so really why are they not running why are they standing there ground maybe they aren't but there opponent is usually mounted so running from him is going to take some speed, and the rest is for the GM to figure out. Now then onto the effects of his ability lets take a look at challenge on its own I get a boost to damage in exchange for a penalty that everyone gets to count me as flanked. aka +10% chance to hit. so for crunch it is good so all that is left is to see what that means in the language of fluff, so we are getting a buff which means we are psyching our selves up, or finding some way to boost ourselves in this case it is focusing our strength or reserving it to deal with the main target which we decide only once per fight. Now then if I yell out a challenge or some other form of challenge towards someone else there are several possible outcomes, one they laugh at me and beat the crap out of me because I really wasn't good enough, two we fight one of us wins, three we fight he calls his goons and I being honorable keep fighting him and mostly ignore the mooks as this was supposed to be our fight. Now then if I am chaotic or neutral maybe I take a different look at the challenge as well and when I choose an order to follow I should have that in consideration. role playing wise I see nothing wrong with this. crunch wise it is perfectly good. fluff wise it depends on how you define cavalier, but never forget that it has open aligment and players are nto always good.  
 mdt wrote: 
 I would place my money on one of these answers both solve the problem with out pushing the balance to far, the alternative I would have to say I like the most especially if it keeps the DR, then you have acceptable armor for a caster, DR to protect you when they get past it and you can pick up some magic items to back it up. the first option boosts existing armor which can get a little unbalanced, you can enchant your armor, on top of everything and come out with a really high ac for a character of your level if we went with this the bonus from the bone armor might have to be re thought.  
 So for fun I put a cavalier (which interesting enough is the word Germans used for gentleman, of course in modern days it is more of a Joke) as the bad guy for a fight I gave him a bunch of mooks (go leadership) and a few extras. My party being the crazy people they are I don't expect them to be the average party fighting a monster so you may disregard this if your players are in fact some form of sane. Now then as usual they started by killing the mooks with great glee (they are sort of good aligned mostly chaotic neutral) and then got caught by surprise when the cavalier challenged the fighter (who was also mounted) to a duel. The fighter agreed. The cavalier charged him unseated him, and then got stabbed in the back by a hafling rogue that jumped onto the back of his horse. He then manuevered the halfling off of the horse and saw the fighter getting back on his mount. The Wizard and monk were dealing with most of the mooks while the fighter kept trying to joust the cavalier and the rogue kept running around stabbing the cavalier. In the end the enemies died and the fighter was badly injured and almost died on several occasions. the wizard had kept the minions from helping him as well as the monk. So being good at fighting alone seem to be a boon for the cavalier as this happens to a lot of my bosses with troops. He took on a rogue who was dishing out the real damage due to the cavalier's tunnel vision, and the fighter was really just tanking and trying to get out a live with getting in a few hits every now and then (belt of healing is your friend) So yeah I like the class for the most part and I would state that it seems to function and flow well, I have no doubt that it would work well as a part of the party but i have yet to get the chance to run that yet. depending on your oath and your order, you function better in certain situations and you are best as a mounted character which you cannot summon like some paladins which leads to not having it at crucial moments. It balances out well and I enjoy the fact that it is meant to fight mono a mono most of the time while a tactical group can find ways to be involved in the fight while not impeding the cavaliers abilities as well as a tactical cavalier can set up to help the party while still getting there bonuses without stealing away the fun from the rest of the party. Having some AoO. would be nice but if you have a reach weapon and combat reflexes I think you will be fine on that part and might want to consider making use of readied actions with vague bases.  
 consider asking your DM if you can take lingering song from complete adventurer if I remember correctly. really allows your bardic performance abilities last. Or at third level dragon fire inspiration from dragon magic.
 Still bards can be very effective melee characters, if we are using purely PRPG then they are still very effective, don't forget to sing, and yes the long spear is a good friend to have, arcane strike, and power attack are nice to have. As your second level you can go into Dragon Disciple you loose a little casting but not much, and that can be supplemented with wands, and scrolls for the most part.  
 So quick question, since I have not been dealing with purchases from Paizo for very long. When you release the physical copy then the PDF goes up for sale, or will we at least get the PDF this october. (really looking forward to it, my PC's are getting crafty and I need more things to kill them with.) | 
 
	
 
     
    