Ancient Solar Dragon

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534 posts (589 including aliases). No reviews. No lists. 1 wishlist. 2 aliases.



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Souls At War wrote:


Meant, are they unkillable?

If you have to ask, the answer is probably yeah.


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SunKing wrote:
gnoams wrote:

I could see upping the light xbow to 1d10 and the heavy to 2d6. Leave the crit at 19-20 and range doesn't matter (you could spend a lot of time researching what is realistic, but the fact of the matter is that when playing pathfinder you will almost never have a fight more than 100 ft apart so whatever).

Weapons in pathfinder/d&d were never "realistic." I do think crossbows could use some love, but that just means they need to be altered to something viable to use in game mechanics. Realism doesn't need to play any part in it.
I like a lot of what is being suggested in this thread. But this specifically is simple and easy to implement. I think I’m going to do this.

I'd note one minor problem with the "Up the damage dice" idea, namely that.. I remember most people saying that in general damage dice don't matter that much. 1d10 to 2d6 goes from a 5.5 average to a 7 average (so 1.5) and 1d8 to 1d10 is a 1 damage difference. Although the increased dice DOES make them more useful for Vital Strike builds.


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Thanks for the clarification, and on Smiting I less think of "Is it a first level ability?" and more.. The worry that made me ask "How defensive are they?" is thinking of the worst case scenario being that they basically have one way to play "Right" and other ways just becomes "wrong", because "if you wanted to use a big sword and smite down heretics why aren't you just playing a fighter and take a cleric multi class feat or something because everything champions do is connected to retribution".

Also on Smite Evil as a Spell. I think that could work, let them grab it as a power to spend points on when they don't feel like doing whatever else champion does (Admittedly I don't have the playtest on hand to really know what things do).

I also would like to note that I'm actually... Though again I haven't really gotten to read the playtest books I'm surprisingly happy at how things are coming along so far. It kinda reminds me of the other 'pathfinder 2' attempt from fans called Kirthfinder, and it kinda did a lot of the same stuff (namely EVERY class gets a talent list, and they can spend some of their talents to gain synergy with other classes) but this for some reason just feels a lot more streamlined than that.
(Although if I'm going to mention KF I'll note that I still REALLY like its equipment system and the idea that rather than simple martial and exotic weapons you just have a specific level of proficiency with all weapons, ranging from understanding the simplest of it to exotic training where you're ESPECIALLY good at using them)


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Not to be really stupid but I just want to make a quick note of the phrase "Spells in a juice-box", because for some reason that made me chuckle.

Though sorry if I'm just stuck on something stupid but I'm still so surprised that I finally have some semi-logical explanation for why it rubbed me the wrong way for so long. Although it's funny that it also gave me a new appreciation for it and maybe I'll be more open to vancian casting if I get a chance to play in Golarion.

Now back to 2e and saying that.. Admittedly I'm not quite sure of what else to say on it for now since I don't know where any of the PDFs aside from the playlets are and I don't know how things have changed, but basically all of my wants for the game are about the same as they originally were.

1: Let gishes be good please
2: Let Gishes be Good Please
3: LET GISHES BE GOOD PLEASE.
4: filling in the cracks like Inquisitor (although a Rogue with Cleric feats could fill that role in)

And a question, what are Paladins looking like right now?
Edit: Since I mentioned gishes 3 times I'll ask whether armor still has arcane spell failure chance in this version. (And also also just where the most recent system info is in general)


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Elfteiroh wrote:


Oh, and small point about the rest: Alchemist are not casters anymore, their elixirs are now counted as pure crafting.

Touche (I admit I haven't properly kept up with PF2 very much just because I haven't had the time to really tear into it). It's more that just whilst writing that post about vancian casting it hit me so suddenly that.. Well I had said my relative distaste for vancian casting a lot in the past, but I never really understood why I had a distaste since it has been relatively balanced, and so many editions have said they were improving it. Yet suddenly it just hit me that I finally had an explanation for WHY I felt something seemed so off about it to me, and I thought to say it.


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Deadmanwalking wrote:

This thread, starting with the linked post (the most recent after your last post here), has been serving as a warehouse for most of the information gained on PF2 for some time now.

If you have specific questions, I'd be happy to answer them, or at least attempt to do so.

Thanks, though I'm not super sure of where to really start...

Well I guess I can start with a minor complaint from what little I know of pf2. I noticed some people saying that proficiency bonuses are more nuanced than 5e because of the multiple tiers (When someone made comparisons to 5e, that person may have been me, I don't remember for sure), but from what I understand each extra level of proficiency just adds a +1.

Also I'd like to respond to Albatoonoe's notes on Vancian casting, noting that.. when you put it like that (saying it is the "Evolution of Spells as Rituals") It definitely seems to make it a bit more palatable (And throwing away my salt for a moment that sounds honestly interesting), However I think this particular idea depends more on your prerogative as a GM and/or player. Like using how I nigh constantly compare it to Spheres of Power.
Vancian Casting is designed around the idea of being deep, intricate, and specific in how it works in the setting. Fullmetal Alchemist is a good comparison, as it is a Hard magic system.
Spheres of Power was designed to let the players take the reins to design their casters how they would like, the exact nature of magic is relatively up in the air and depends on what the GM and Players want to say casting traditions are. It still has hard rules within the game but not as many rules as to how those limitations affect the setting, and so it's designed to be softer.

Also as I was writing this and thinking about that "spells as rituals" bit. I realized that all of my disdain for vancian magic as a part of the STORY is directly connected to the class that uses it.

Alchemist/Investigator: I LOVE vancian casting on alchemists and it's the one class I'd 100% use vancian over spheres for, because the idea of its magic as specific chemical formulations make the trappings of vancian casting 'click' in my head a lot more.

Wizard: Make a lot more sense when thinking of Vancian Casting as rituals, but I still can't help but think that wizarding magic wouldn't be quite THIS exact.

Magus: Since it uses the same study as Wizards it makes sense, but at the same time I feel like the idea that they practice a few very specific techniques that they get a lot of use out of (See Spheres of Power and how they can choose a few all day touch attack talents for spell combat) makes sense because of their 'Full Contact Magic' style. (Though admittedly this one is less Story and more Mechanics thinking that a small number of at will abilities to use with spell combat is nice)

Clerics: Kinda weird that they have such specific spells when they're calling upon the fickle will of the gods if you ask me, but it makes JUST enough sense (since they have the idea of ritualistic divinity down) that I'm going to leave them out of the next section.

Warning: 4 line Rant Incoming: TL:DR: Sorcerers seem like they'd have a way softer magic system than wizards due to their origins:
Sorcerers (and oracles): Sorcerers seem like the Antithesis of Vancian Casting to me, and I know that I'm probably exaggerating but... You're learning the ropes of a strange and temperamental form of magic that you acquired via some distant blood relation (or other ancestral connection) to a magical creature. Yet you use the same Hard, Complex, Ritualistic magic system that the Wizards and Alchemists use. And Oracles are in the same boat because they have some vague connection to the gods that they don't quite understand, but learn the same hard magic as wizards. This just makes no sense to me, at all. (And since the Inherent "I don't quite understand where I got it from but I'm made of magic" classes are my personal favorite of the full casters this just makes the problem all the more obvious)

Edit: the rant was only 8.5 lines in the editor, not in the post itself.


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Bear with me for a moment (Yes I know that pun was bearly bearable.. ok I'll stop) but the Bear Sphere, despite the bad puns and it obviously being an April Fools joke (I also doubt it's very balanced, but what do you expect from an April Fools joke), but I'd just like to note a few things about it.

1: I feel like the idea of "Channeling an animal Spirit" Could have easily been its own sphere along the lines of nature or weather, we have Fire , Water, Earth, Air, Plants, and Metal for druids, but not a whole lot for Animal druids other than Alteration (and nature's Animal Friend talent technically). And maybe a druid doesn't want to transform into animals and merely wants to call upon spirits for power (Yes technically the Spirit Mender would be in this category but it gives up basically any ability to fight and bring the wrath of nature alongside its kindness)

2: The Child of Hope is basically the first time I've ever seriously wanted to play a Druid, because I want to channel my inner Disney Princess/ Dr. Doolittle. I want to walk with the animals. Talk with the animals, grunt and squeak and squawk with the animals!


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Captain Morgan wrote:


I think adding some more options to get permanent natural attacks would be cool. I think an advanced bloodline power feat that actually permanently transforms your body would be cool. But I pretty strongly disagree all natural attack options should be permanent.

Sorry if I sounded overly angry about it, My annoyance at it is more a mechanical issue than a "I think all natural attack options in the game should be permanent", In the original pathfinder the claw abilities were pretty much entirely useless on these classes for the mostpart since you're a half-bab AND only gained them as temporary abilities with a number of uses per day. Looking at it from the gish's perspective... Assuming we want to keep Finesse and the Fire Damage.

Short Swords: Grab 2 flaming short swords to gain 1d6S+1d6F damage that you can use all day long, and still gain the agile and finesse bonuses, and you can probably spend some feats or fighter feats to become particularly good at using them. and probably buy some +4 swords down the line to use all day.
Dragon Claws: for 1 spell point each you gain exactly 10 rounds of use for 1d4S+1d4F and eventually spend your 9th level spell slots just to make them +4 (Granted I confess I don't know how common magic items are in PF2 but I could spend the same spell slot on a Wish that could probably do more than anything that those claws could (Hell, technically I could just wish my claws to be permanent by that level, or even use the permanence spell which I'm assuming is still here)

Also generally I think that abilities given by your bloodline should probably be better than a spell.


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Good to see that I got some confirmation on what I knew, though I'm still kinda confused about other aspects of it, but from my skimming I wouldn't be sure where to start asking.

About the whole "Multiclass archetype feats" since it seems some were shocked by it. I mostly thought ask since that seems like the way one would avoid needing to make things like Magus at all

Magus: Make Spellstrike or Spell Combat or other such abilities into multi class feats
Battle Herald: If Cavalier becomes a class, just add in some abilities from it as multi class feats (stuff like inspiring command or voice of authority)
Warpriest: give a few warrior-ish class feats for cleric fighter mixes.
Brawler: Fighter Monks, maybe give them the ability to retain some of their monk abilities whilst wearing some forms of armor.
Bloodrager: Just be a Barbarian Sorcerer cross with some unique abilities...

Also. reading through more classes can we PLEASE stop making classes with temporary natural attacks? I was excited to be one part draconic sorcerer one part fighter (or barbarian) but then found out that it's just a 'power' that costs an action to activate and then has a duration. Like... No one wants temporary natural attacks, any character using natural attacks wants them to be on all day.


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I guess that's true, and sorry if I've kinda thrown a wrench into things by my actions...

Cayden is just really on edge at the moment still, thinking something along the lines of "Okay SOMETHING is up. I don't know what it is, but I need to know what it is before I pull my hair out in frustration because I haven't slept in like 3 days due to missing children and am paranoid that whatever the baron is doing is making something in the woods angry and causing this."

Not to even mention the fact that Cayden would think the whole "force wall houses" idea would be kinda silly since... maybe I'm wrong but force isn't an insulator. it doesn't retain heat or cold which means that they'd be bitter cold in winter.


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GM Rednal wrote:

1) Yes. You have to take the Blaster's Arm Cannon at first level, but it otherwise functions as Bound Equipment and you can still get other pieces of equipment later.

2) Heavy Armor Proficiency as a feat might be better than spending two talents for it. But even so, Armorists are already proficient with light armor, so you'd only need the Armor Training talent from the equipment sphere once.

3) Have you considered the Martial Armorist archetype?

1) Thanks

2) My mistake on armor training, I can never quite seem to get it right since I keep mixing it up to think "get light and medium, buy it again to get heavy" when it's the opposite, but it's still a bit talent heavy considering..
Get Destruction for free at 1 so there's something
Gloom or Tenebrous or Nether Blast for the Negative Specialization
Frost Blast for freeze beam OR Electric blast for general energy resistance passing.
Sniper Sphere and at least one snipe shot talent to make good use of a standard action attack with the gun
Berserker Sphere and Heavy Swing for melee with either the gun as buckler bash or a bound axe.
Some kind of Discipline talent (If I'm going all in with Dwarven Tech it would probably relate to that)
And... The Martial Armorist is still looking at 10 talents that need to encapsulate both your magic and your warrior traits in the martial specialization. For most of the low casters (Most Armorist Archetypes and all of the Mageknights) you still get plenty to do with your spell points and technically could go through a mageknight character without picking up a spell, but for blasters you're either putting all your points into charged shot/variable geometry or into blasts in other manners assuming you don't have some good support talents.

3) I did consider the martial armorist (it was what made me originally think to go for a martial tradition in the first place over just paying an arsenal trick.

4) also not to go off on a side tangent but I kinda want to know why Sentient Cannon is an exclusive trick. I mean like you could easily have a "Sapient Equipment" talent that just makes you choose a piece of bound equipment to become a sentient item.


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I'll give you that Kirth, I guess I'm just a bit strange and picky about it, it helped to hear you say it out loud as weird as that is to say.

Though whilst I'm yabbering about alchemists, have an esoteric branch idea.

Alchemy
Wizards under the name of the Alchemist tend to favor internal magic over the complexities of the arcane, mixing the mundane and magical to create powerful and terrifying brews.
Arcane Bond: you gain a portable Alchemy Lab. When you have your alchemy lab you are considered to have the Imbue Item feat, but only when creating 'alchemical' items (talk with your GM as to just what that means when creating items, but usually potions are the most common.)

First Level School Power: Infusion. When choosing your spells for the day, you put your magical energy into physical form. This gives you the benefit that others may use your spells as though they had cast them themselves by imbibing or throwing the infusion (whichever seems more fitting for the spell). They must use the same action as it would take you to cast it, but do not suffer from Spell Failure chance or need components (material components or foci are considered part of the infusion itself)

School Bonus:
Mutagenic Rage: Your Transmutation effects are powerful mutagens. When creating a transmutation spell infusion with the Polymorph descriptor, choose one physical stat. The creature that imbibes it gains a bonus to that physical stat equal to your Specialist bonus, and a Reduction to their intelligence of the same amount.
Alchemic Bomb: When making an Evocation Infusion, you may choose to make it an alchemical splash weapon with a range increment of 20 feet+ 5x your Specialist bonus. you can throw this item as a standard action. If it successfully hits your target the spell is effected as normal, and gains 2 extra damage per D6 the spell normally had. If it misses, roll to see by how far you missed and resolve the attack area that way. If it requires a touch attack instead of a save, those within 5 feet of the effect must make a reflex save or take 1/2 of the original damage. Not all evocation spells can be created by this (GM fiat is king, though generally Rays are not thrown)

Grand Alchemy: At twentieth level, you gain an understanding of a powerful and long sought after formula, such as the Philosopher's Stone or the Elixir of Youth. (basically the same thing as the alchemist capstone in vanilla)


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1: true I must always remember that "it would be cool" is the most important thing in spheres.
2: I confess that I don't have a card to grab the chronomancer's handbook but thank you for pointing it out.


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So I finally set up that 'let's do something simpler' campaign thread


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To start off, I say "Semi-Open Semi-private" because of the fact that I had already started getting a group together in the Undying Light campaign thread. However I decided to somewhat put that campaign on hold due to fears of my lack of experience. I would not try to straight up and down make the thread totally private, so feel free to say hello and see if we have a free spot for you, but I am going to prioritize those that I had already planned with.

[u]Rules[/u]
20 point buy
Level 1
Variant multi-classing available
Spheres of Power and Spheres of Might used and preferred (This is also why I'll need time to tweak whatever modules we use.
Kirthfinder Inspired Equipment rules. (However when using Spheres and This equipment system together, come ask me for anything that seems like it might be missing, or what some of the weapons that are explicitly present in Spheres would translate to in the KF equipment system)

Modules
Feel free to recommend a module to use. Currently leaning towards Hollow's Last Hope and/or Crown of the Kobold King, but I am willing to at least look at any adventure path.


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Niemand wrote:
it's much funnier when they fall face first into a cream pie or get dunked in a big bucket of cold water...

know if we did go with the literal falling down idea..

Maybe a fallen paladin just takes a -20 to his CMD against attempts to trip him until he atones?


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Set wrote:

28. Bearowls These tiny to small owls have the head of a bear, but the body of an owl. A reverse of the more common owlbear, they are extremely easy-going and sociable, bonding easily with humanoids who keep them feeling safe and provide easy access to food, and spend an inordinate amount of their time sleeping. As familiars they grant a +2 bonus to Sense Motive checks. They are extremely rare, as they only hatch in clusters of 3 to 6 from owlbear eggs, and are usually devoured by their disappointed owlbear parent when this happens. Use owl statistics, but with no Perception bonus, the scent quality and an additional bite attack (1d4-2).

This is about inconsequential animals, not the coolest f&!#ing thing I've ever heard of


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Kirth Gersen wrote:
I'm going to motion that the Spheres Conversion Project get its own thread.

Motion Heeded


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blahpers wrote:
Mage armor conjures a physical force. Intractable distance, eh, I really don't see how it's abjuration. Seems more like transmutation.

I guess that's the thing that caused Abjuration to get kinda canned, because some of the most major ones like Mage Armor get shoved under other schools.

Though here's a few more ideas.

Magnetic Shield
Level 1
gives the target a +6 bonus to AC but only against metal weaponry

Magnetic Draw
Level 1
opponent suffers a -4 to AC against metal weapons


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I wanted to actually mention somewhat that... I do think that within the system that there is none, but I like the idea of a setting based around a 'good' eldtrich being.

It reminds me a lot of Darkest Dungeon, we never actually get to see what 'The Light' is, we don't even know if it is a real entity or if it is just the spark of magic within humanity.

Though more to the point, I personally believe that within that kind of setting that the idea of your good god of light and puppies being just as much of an eldritch abomination as the most evil creatures in the multiverse would be fascinating to play with.


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To revive a 13 year old thread, I always assumed that adamantine would be a shiny steely silvery color, but easily corroded to a black patina, and also had the idea that it could be given a forced patina of just about any color under the sun.


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Kaouse wrote:
Warriorking9001 wrote:
Also not to yabber about something that isn't related to the main KF experience but I have started to work on my own side to convert Spheres some... I would have kept to my own thread about this but that has died. Though I basically wanted to ask how things look so far on them. https://docs.google.com/document/d/1rLe0-Wr_nZo90UlJ8EJxFWjkvryvRtsVljyC6zk M3C8/edit?usp=sharing
Is that the proper link for sharing? Google says the file doesn't exist.

Let's Try this again

Transcendence of the Spheres

I guess I'll also say my preliminary worry would be on the Mageknight page, since so far most of what I did was give it a bunch of new options based on its archetypes as a 'specialization'.

Edit: and the other worry is coming up for changes for the other classes to make them worthy.


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Well I've got another slightly exciting thing I can say. I've started working out base classes to spheres!
Admittedly I used Archetypes for this so that's a bit of an issue... but I think so far it's coming along well.

Sphere Bard
Sphere bards gain a unique casting tradition based on what Bardic Tradition they choose.

Minstrel: Focus Casting (instrument), Skilled Casting (Perform (Music)), Vocal Casting, and Somatic casting.. In exchange for these drawbacks they can use the same action to both cast a sphere effect and concentrate on an Inspiration or even another sphere effect at the same time. Their drawbacks are unusual in that they only apply to half of your spells. When casting a spell through word or song you use your Vocal drawback, whilst playing your instrument to cast you use your Focus casting and Somatic drawbacks

Skald: Skalds gain just the Vocal and Skilled Casting (Linguistics) drawbacks, and can maintain concentration on a spell or Inspration as a Move action whilst using a weapon to attack with a Standard action.

Sphere Cleric
Casting: The sphere cleric may combine spheres and talents to create magical effects. The sphere cleric is considered a High-Caster and uses Wisdom as his casting ability modifier. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.) This replaces the spells class feature.
Spell Pool: The sphere cleric gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to his level + his Wisdom modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.
Magic Talents: A sphere cleric gains 1 magic talent at 2nd level and every 2 levels thereafter.
Necromantic Focus: A sphere cleric who chooses to channel positive energy at 1st level gains the Life sphere as a bonus magic talent. A sphere cleric who chooses to channel negative energy gains the Death sphere as a bonus magic talent. They gain an additional talent from this sphere at every odd level beyond 1st. This replaces spontaneous casting.
Domains: A sphere cleric gains domains as normal, but does not gain domain spells. Instead, they gain a bonus magic talent at 1st level, chosen from the spheres associated with his selected domains. He gains an additional magic talent from one of those domains at 5th, 9th, 13th, and 17th levels.

The spheres associated with each domain are as follows:
Domain
Associated Sphere

Air
Weather

Ancestors
Fate

Animal
Alteration

Archery
War

Artifice
Creation

Chaos
Fate

Charm
Mind

Community
Protection

Cudgel
???

Cultist
Dependent on your Patron

Darkness
Dark

Death
Death

Desert
Nature

Destruction
Destruction

Earth
Nature

Entropy
Destruction?

Evil
Fate

Fire
Nature

Glory
Enhancement

Good
Fate

Healing
Life

Inquisition
??? (unsure just because this specifically centers around the inquisitor powers)
Knowledge
Divination

Law
Fate

Liberation
Warp

Luck
Fate

Madness
Mind

Magic
Divination

Mind
Mind

Nobility
War

Plant
Nature

Possession
Mind or Death (noting death because isn’t the actual possession talent in the death sphere?)

Protection
Protection

Repose
Life

Rune
Enhancement

Scalykind
Alteration

Strength
Enhancement

Suffering
Destruction or Death (only talents relating to ghost touch)

Sun
Light

Time
Time

Travel
Warp

Trickery
Illusion

Vermin
???

Void
Warp

War
War

Water
Nature

Weather
Weather

Winter
Weather (cold stuff)

Incarnate: The Base Sphere Oracle actually works almost perfectly for KF's incarnate because the mystery spells are removed.

Casting: The sphere oracle may combine spheres and talents to create magical effects. The sphere oracle is considered a High-Caster and uses Charisma as his casting ability modifier. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)
This replaces the spells class feature.
Spell Pool: The sphere oracle gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to his level + his Charisma modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.
Magic Talents: A sphere oracle gains 1 magic talent every level.
Oracle’s Strength (Su): A sphere oracle gains +1 spell point at 2nd level and every 2 levels thereafter. This replaces mystery spells.
Oracle’s Curse: If the sphere oracle selects a curse that normally grants bonus spells (for example, Haunted), he does not gain spells. Instead, he gains a bonus magic talent at 1st, 5th, 10th, and 15th levels, chosen from the sphere associated with that curse (for example, Haunted would grant magic talents from the Telekinesis sphere).

Druid
Druid’s special abilities based around summoning can stay the same because these are SLAs..

And druidic initiations are somewhat of a mixed bag regarding Spheres characters because the spells tend towards not having a common theme to replicate with one sphere.. But here are some of the simpler ones

Blighter: Death (ghost touch related powers)

Sorcerer
Eldritch Blast: when a Sorcerer would normally gain their Eldritch blast, you instead gain the Destruction sphere as a bonus sphere, the Element focus drawback, and a blast based on your choice of bloodline.

Here are some things worth note.

Arcane: use the Basic blast and gain Crafted Blast.
Amber: Electric Blast
Bestial: Shrapnel Blast
Celestial: Fire blast, can freely choose to gain Holy Smite if they meet the normal prerequisites, ignoring their Energy Focus drawback for this specific Case (and ignoring GM Fiat on)
Demons and Devils and infernal types: Fire blast, can freely choose to gain Unholy smite with normal prerequisites, ignoring their normal energy focus drawback.
Sevenfold Veil: Not approrpriate for Spherecasters, perhaps allow them to gain new blasts as they level?

Battle Sorcerer
High caster with ¾ bab that gains sphere abilities at half of their normal speed. (similar to Thaumaturge and Sphere Cleric)
Any Wutan that primarily uses Force damage as its blast instead gives you the Base Blast with Crafted Blast

Wizard
Luckily the wizard does gain some new toys, I'd just give them high casting with either Incanter progression as it normally does or standard 1 per level progression with the caveat that you can spend your arcanas on getting another bonus talent.

Improved Spell Capacity: You instead gain one Advanced sphere talent of your choice, regardless of GM Fiat, but you still need to meet the prereqs.
Arcane Fire: Not sure what to do with this arcarnum just because it requires you to have spell slots, and 1 spell point for 40d6 seems utterly broken.
Epic mage Armor: this is a SLA so it can stay


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That's a cool idea.. My only issue is that I feel like I should just point you to the Iron Chef from Spheres of Might.

http://spheresofpower.wikidot.com/iron-chef

Though if you wanted to make a chef based alchemist this guy might be a good reference


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Asmodeus' Advocate wrote:

What's the point of making your own world if you can't make your own rules? I say go for it, it'll make for a memorable game even if it isn't particularly well balanced.

That said, have you ever encountered the Spheres of Power? There's a dearth of 3rd party material from Drop Dead Studios for making your own unique systems of magic, rather than the DnD default that might not work for all worlds. One of the example casting traditions is blood magic, which is both cast from hitpoints and, in my opinion, gracefully done and exceedingly well designed.

You can find the Spheres of Power for free on d20pfsrd, or on the dedicated wiki. If it makes your game more memorable, I'd recommend purchasing the material!

I love that you mention Spheres, not just because I personally love the system but the fact that its system works great for this kind of idea... though at the same time there's a small issue with using this for the blood magic of the world anyway.

It sounds like OP wants casting to be a really big deal when it comes to draining any character, but blood magic in Spheres inversely affects different kinds of casters.

Conjurers with enough investment (Base Talent + Elongated casting to get the Greater Summoning talent and using one of your starting form talents for Lingering companion) you can have your companion up for 24 hours. meaning that the loss from blood magic is minimal because you spend maybe 1-2 hp at the start of the day and just heal it off with time.

Basically so long as you don't have to cast more than once per hour (which is possible) you don't lose anything from it.

Blasters get absolutely shafted by blood magic in any form because even though they're not putting in any investment of points into it they're taking damage constantly.

I will also say that you're right in regards to "it can be interesting so try it" but... To steal a quote from fawful's minion.

"There's no more of a b+$!% way to go than accidentally killing yourself"
He was talking about video game fall damage, but I feel that it applies here.

I can't help but think that if a player lost their character because they either spent too much on the spells they need, or because their healer didn't have enough hp to survive healing their wounds. Tables would be flipped

Edit/addition: Basically my point is that when I say punishing the player more than the character, the most un-fun thing you can do as a GM is to take a character and make them not good at the thing they're supposed to contribute to the party.


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I will say I adore the idea of this. It reminds me of the Dashing Swordsman prestige class from Order of the Stick.

If I were to make any major change though, I would do the following.

Strong Convictions: In exchange for this penalty they gain the ability to automatically treat One will save each day as though it was a natural 20 (either this or give them an immunity to compulsion)

Something Dumb: Allow them to roll to do something minor that actually affects gameplay (using one of the examples from the original, turning a foe's hands into tacos would make them unable to use those hands if they fail a save VS a CL roll from the gentleman.

Advertisement: Essentially make this act as Renown from the Vigilante. Basically you can gain an area in which you can persuade people to recognize you. This can be used to spread rumors about you as a fighter to gain a bonus to intimidate, or allow you to make people have an opinion on you 1 step higher.

Pleasurable Smells: the "Nose Stuff" thing it mentions is replaced with the ability to reroll saves against poison.

Alternate Uniforms: Spheres of Might comparibility by allowing a Gentleman with these on to take the Warleader Sphere and one Shout, but they can only use that one shout with this. The Towel allows them to fascinate creatures that would be attracted to them.

New Haircut: instead of giving a level to all other party members, allow the new haircut to give them resistance or immunity to Polymorph.

MBA: Another thing stolen from Spheres of Might, essentially make this similar to the Commander's ability to call in specialists.

Being of Pure Energy: make this more like the Paladin's capstone.


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I'm a bit mixed about this one because... Well I have multiple opinions on this one.

1: The idea of straight up sword fighting with robots is a bit strange, but not bad
2: The idea of the technologist mad scientist like Spheres of might did is cool
3: Sci-fi with magic is cool
4: I ADORE MAGITEK