Neshari

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Brambleman wrote:
If you make it a magic item, then add a bit for it to be only invisible when held. Much more practical, if a bit expensive.

Nice idea. I will get a copy of carnival of tears too and see what I can come up with.


Troubleshooter wrote:


So far I'm looking at the Undead type in the Bestiary, and while they have Immunity to Mind-affecting effects (Charm, Pattern, etc) it doesn't call out Fascinated.

I'm also looking at the Fascinated condition in the back of the book, and it doesn't say that it's Mind-affecting. At the very least, I'm assuming that whether Fascinated is Mind-affecting depends on the effect that generated it -- although logically, I'm having trouble thinking of how Fascinate isn't always Mind-affecting.

So I can't find anything in the book that would allow Undead to negate your ability just yet, but I'd see about whether there's an updated version or not, and I'd still be inclined to houserule it as Mind-affecting unless a good case can be made for nonmagically entrancing undead, plants and animated objects.

Thanks!

We are using the updated red mantis from inner sea world guide but it does not mention it either. I asked James and he said it does not say but it would probably be mind-affecting.

As written it isn't but I see why my GM would like to house rule it is, though he has not decided yet.


Is Prayer Attack (Red Mantis Ability) a mind-affecting effect? I want to know if I can use on undeads and similar.


Troubleshooter wrote:

Mind-affecting spells have a [Mind-affecting] descriptor, just like spells that are [Fire], [Light], [Evil], or [Language-dependent].

So no.

Sorry, I did not specify what I am talking about.

Prayer Attack is the Red Mantis Assassin Class Ability. It does not state it is a mind-affecting and since my character is about to enter a place full of undeads I just wanted to know how my ability reacts to them.


As tittle says? Is it mind-affecting? i know it is a visual effect, but it never states anything else.


Frozen Forever wrote:

There's an ability like that from a Paizo module. I don't know if I'm allowed to quote it, so let me know and I'll remove it:

** spoiler omitted **

Nice!

Do you know which module it is from?
My assassin may need one of those in the near future


So what happens if I cast a permantent invisibility to my weapon?

I remember a blade in CScoundrel that was invisible and enemies were flatfooted unless they succeded on a perception vs sleight of hand (sleight had 1 +10 for invisibiity).


James Jacobs wrote:

Mantis doom uses the druid version to set its saving throw DC.

It probably should have been repeated in the Core Rulebook, but the entry on spell-like abilities in the Bestiary's appendix (page 304, last paragraph of the entry) gives some guidelines on how to set spell-like ability saving throws.

"A monster's [or PCs'] spell-like abilities are presumed to be the sorcerer/wizard versions. If the spell is not a sorcerer/wizard spell, then default to cleric, druid, bard, paladin, and ranger, in that order."

Obviously new base classes aren't on that list, but they'd be ranked AFTER the ranger in any event, so the druid version of creeping doom would take precedence over the summoner anyway.

Quick question. Under Universal Monster Rules for Spell-like Abilities it says that if unspecified the Caster Level is equal to the creature's Hit Dice.

Is that the case for this abiity and summon mantis (also spell-like)?


James Jacobs wrote:

Mantis doom uses the druid version to set its saving throw DC.

It probably should have been repeated in the Core Rulebook, but the entry on spell-like abilities in the Bestiary's appendix (page 304, last paragraph of the entry) gives some guidelines on how to set spell-like ability saving throws.

"A monster's [or PCs'] spell-like abilities are presumed to be the sorcerer/wizard versions. If the spell is not a sorcerer/wizard spell, then default to cleric, druid, bard, paladin, and ranger, in that order."

Obviously new base classes aren't on that list, but they'd be ranked AFTER the ranger in any event, so the druid version of creeping doom would take precedence over the summoner anyway.

Thanks James!


Umbral Reaver wrote:
The Red Mantis Assassin was written long before the Summoner, so it would use the druid level.

My thoughts exactly, just needed to see if I was missing something.

Thanks!


I am playing a red mantis assassin and looking forward to my class abilites I saw Mantis Doom which is gained as a spell-like ability. Since mantis uses Sorc/Wiz spell list and Creeping doom has two different levels, 7 for druid, 4 for summoner I do not have a reference to use.
Do I use 10+7+Cha for the Fort DC ? or am I missing something? Do I use my red mantis level for duration or my character level?


I am making a new character and I was wondering, can I have Drug coated weapons? Lets say I want to coat my weapon with shiver which is an injury drug, how would that work?
If my character is an expert in craft alchemy and knows a bit or two about healing, can he possibly extract a disease from either a sick npc or an infectious enemy and coat his weapons with it?


drbuzzard wrote:

If you do a search on this, there was a question raised a while back on whether quickdraw will allow you to sheathe a weapon as a free action. The general consensus was 'no'.

If you GM is good with that call, more power to you. However I am looking to play a thrower in Pathfinder Society games which are a stickler for rules as written.

Ok, so we need alternate and imaginative solutions.

If you are going rogue (2 talents), or are multiclassing to an arcane spellcaster you may use the following:
Unseen Servant: "Grab my weapons from the floor and give them to me."
Floating Disk: Throw your weapons as a free action in the disk, you can even put your unseen servant in it.

Also:

You may place magnets (APG) in your armor or clothing, they support 3 pounds or less. So you could catch your weapons and just touch the magnet with the weapon. I assume that would be a free action.

This are just quick ideas that may help

Edit: You can move a 5-foot step for the weapons to land on the floating disk automatically


You may use quickdraw to sheathe a weapon as a free action assuming the object is stored in an easy reach container.
The Actions in Combat table specifies draw a weapon as move action. When you see the description it is tittled "Draw or Sheathe a Weapon". Some may argue that quickdraw modifying the Draw weapon action also modifies the sheathe a weapon action.

Just see if your GM is ok with it. Mine is.


As the Subject says. An in-class ability (No trace) uses references to the use of Survival to hide tracks. Shoudn't the ninja have that as a class skill?


Abraham spalding wrote:


Oh I imagine he can for the short term -- it's pass getting to/beyond round 2 that's the problem!

Specially with the low HP I've rolled


Thanks guys, I imagined it was like James said but text said differently.

Thaks for the fast responses.

Seems my tiefling barbarian can't swim in the magma river


3 people marked this as FAQ candidate.

I just read about Environment dangers and it lists lava as dealing 2d6 per round on contact and 20d6 if you are immersed but if you have fire immunity or resistance you are immune to that damage. Is this a typo meaning fire resistance applies or are you actually immune to magma damage?


or you can always play a barbarian / stalwart defender to have both mobility attack and defensive power as the situation requires, though I don't know if it would be efficient.


reefwood wrote:

I think you got lost somewhere.

My question is not wether or not a different class can take an alternate class feature from another class list. Like barb and rogue.

The question was to the archetypes presented in Ultimate Combat Playtest which are in essence, alternate class features applied to fighter (gunslinger), rogues (ninja) and chavaliers (samurai). They effectively replace the core classes if you take them, and as mentioned, they are as if you had taken levels in the original class for purpose of feats and effects.

A ninja is basically alternate class features applied to a rogue base class. It is a bunch of alternate class features that come in a complete package.

The example posted was for a ninja. Let us say I want something different, not just the ninja as presented. So for this example, I want an acrobatic ninja. Here are the changes

Poison use changes to expert acrobat (they both change the rogue's trapfinding)
No trace changes to second chance (they both change the rogue's trap sense)


Stephen Radney-MacFarland wrote:


You know, the rules as written are silent or unsure about archetypes and how they interact with alternate classes.

For the playtest, use this rule of thumb.

1) If you are playing in the Pathfinder Society, assume no unless Mark and Hyrum tell you different.

2) If you are playing an at-home playtest, assume the answer is yes (as long as you GM is game). How viable are these options, do they seem fun to play or weird and cheesy? Those are all things I would like to know. The more concrete examples to back up your points the better.

Thanks for the answer, that is exactly what I thought. Now moving on to the character design phase.


Easy question, maybe I missed it somewhere. Can any of the archetypes presented take an alternate class feature from the APG?

Example: Let's say we have a Ninja who wants to take expert acrobat instead of poison use. Since this is an archetype, and poison use is used to replace trapfinding in the rogue, and expert acrobat also replaces trapfinding, can the swap be made according to rules?


There is a feat similar to augment summon designed for the summoner's eidolon called summoner's call (APG 171) it gives a +2 to either Str, Con or Dex for 10 min. after the ritual.

My guess to this would be that to affect/augment the supernatural ability (ritual) to bring an eidolon, you have to specialize or train, similar to metamagic for spells and SLA where both exist but are different.

This would also mean that the summoner now needs to take that feat into consideration for his build apart from augment summoning.


Wow the thread really grew.

Ok, just to chek in, our game was last night and it went really good.

None of the players got an alchemist, they decided on a witch and an inquisitor but since a player on the table is going to be missing for a while they ended up with two npcs of their choice which where exact copies of Valeros and Damiel both found on different bars.

So an alchemist was played after all.

Here's a quick recap.

Spoiler - Rise of the Runelords book two:
They faced Xanesha for the second time but the new tactic got her before she could buff herself too much. She casted silence on the wizard and in response she was dispelled from her flying. A couple of rounds later she was target of a silence herself.
Long story short, the team pulled it off but ended with both Valeros and Damiel splattered on the ground and the new witch almost had the same fate.
The alchemist's short life was particulary useful since I decided that as 3rd level extract he had fly (since the wizard on the party did not know it) and prepared a potion for each party member and that led to an awesome aerial fight, he also managed to hit Xanesha twice before falling to death unconcious.


OgeXam wrote:
Patrick McGrath wrote:
The spell says it shatters unattended items. Gear on a character is not considered to be unattended, so the shatter spell would not be able to be used in this manner.

Uhmmmm Here is the text from the PRD.

PRD-Shatter wrote:

Shatter creates a loud, ringing noise that breaks brittle, nonmagical objects; sunders a single solid, nonmagical object; or damages a crystalline creature.

Used as an area attack, shatter destroys nonmagical objects of crystal, glass, ceramic, or porcelain. All such objects within a 5-foot radius of the point of origin are smashed into dozens of pieces by the spell. Objects weighing more than 1 pound per your level are not affected, but all other objects of the appropriate composition are shattered.

Alternatively, you can target shatter against a single solid nonmagical object, regardless of composition, weighing up to 10 pounds per caster level. Targeted against a crystalline creature (of any weight), shatter deals 1d6 points of sonic damage per caster level (maximum 10d6), with a Fortitude save for half damage.

It does not mention it effect only unattended object. It states all in a 5' radius.

It is in PRD, (just checked) it is not in the printed version though. It was errata-ed to add the "unattended" word.


Turin the Mad wrote:
Patrick McGrath wrote:
The spell says it shatters unattended items. Gear on a character is not considered to be unattended, so the shatter spell would not be able to be used in this manner.
And don't forget this. :)

Ohh! yes, there is also that.

Guess I was wrong. Thanks all for clearing things up!

BTW, one could still use it as "target a single non-magical object" (I am asuming the flasks are mundane) but I think one would run out of spells or be killed before he disables the alchemist.


Just for specific ruling.

Here is the rules extract

Quote:
An item attended by a character (being grasped, touched, or worn) makes saving throws as the character (that is, using the character's saving throw bonus).


Gorbacz wrote:

"An alchemist can create three special types of magical items—extracts, bombs, and mutagens".

Since the Alchemist class doesn't specify the properties of containers for the above, you can assume that they are magical as well. And if somebody is really anal, you can just say that the Alchemist stores his special drinks in metal flasks and be done with it.

Also, see this discussion at Enworld

Thanks!

That is exactly the type of info I was looking for.

To summarize for those reading the thread, item does get saving throw, it is considered attended so it is the alchemist's saving throw.


Lazurin Arborlon wrote:
I suppose you could rules lawyer that the contents of a potion bottle are the only thing that is magical, but this seems like going out of your way to deliberatley screw a character. Be careful when doing that because all it will accomplish is that nobody plays Alchemists at your table and anytime you want to use one as DM they will use this tactic right back at you.

Sorry if it sounded like I wanted to use it, (I probably want to, but I won't) it's just that I was amazed at how easily it could be done.

I was thiking more in the line of creating a magic item to solve the problem, but first I wanted to see if what I understood was right. If I wasn't there was no reason to create the item.

Assuming I am understanding correctly the rules, I was thinking a scarab or amulet probably used by followers of Yuelral during travels to protect gems and such. A dwarven god not followed outside by non-dwarfs, hence the people don't normally know of the items existence, but alchemists and crafters seek the item because they know of its properties to protect crytals, at least from sound based effects like the ones the X,Y, and Z monsters have. Monsters which are often found in the traveling road to the X and Y trading posts of dwarves.

How does that sound? Mechanically it would protect items carried from sound based attacks similar to how a brooch of shield protects from magic missiles, I still need to see the craft/buy costs but it should be cheap.


Gorbacz wrote:
Mutagens, extracts and bombs are magical. Shatter works on nonmagical brittle objects.

I know the content is magical. But the flasks aren't. They are pure glass like the ones in potions.

Alchemy's description says

APG under Alchemist class wrote:

Alchemists are not only masters of creating mundane alchemical substances such as alchemist’s fire and smokesticks, but also of fashioning magical potionlike extracts in which they can store spell effects.

and under potions we see:

Core Rulebook wrote:

Physical Description: A typical potion or oil consists of 1 ounce of liquid held in a ceramic or glass vial fitted with a tight stopper. The stoppered container is usually no more than 1 inch wide and 2 inches high. The vial has Armor Class 13, 1 hit point, hardness 1, and a break DC of 12.


6 people marked this as FAQ candidate. Staff response: no reply required.

Am I reading understanding this correctly?

If I cast shatter on the area where the alchemist is, I understand all the crystaline, glass, ceramic and the like gets destroyed, so I would most likely have the alchemist threat eliminated from the battle. He would have to rely on anything that is not bombs, extracts, mutagens or posions, which for the class should probably be a wand or scroll.

If this is true, an alchemist can almost effectively be disabled by a level 2 spell that the most common casters can do (bard, cleric, wizard & sorcerer) and being a bad guy you should either know the spell or have a wand for it in case the occasional adventuring party comes to your base to stop you from whatever evil is your birthright inflict to others or you are destined to do.

Last week's game a certain villain from AP2 killed three out of four in the party and two of my player's like the idea of alchemists, I wouldn't be suprised if I get to see one on the next session.

I'm up for ideas/questions/criticisms


ciretose wrote:

Quote:

If you run as written, it works fine. Hell, most of the AP's have high TPK risks (Damn you Xanesha from RoTRL!)

Speaking of which, she just killed three out of four characters last Friday. The only survivor was a very, very lucky wizard.


CincoDeMayonnaise wrote:


said a lot

I'll put my two cents on getting an AP subscription.

I've been running the first one for a while, the party is in the second book. I have four players and I even used a 32-point buy using the pathfinder table for point costs.

My party has already experienced the death of five different characters, two at the middle of the second book and three on the boss of that same book. So as you can see it can be challenging even to high stat players.

If you get Adventure Paths you don't have to do much, the encounters are already balanced with scenarios and situations for each encaounter. If you have six players you can have them at 20 or 15 point buy (I recommend 15, at 20 they would probably just have a hard time with bosses and such and the rest might be too easy)

My group really likes the story and they are looking forward to finish it and getting on to the next one.

Plus, you get new monsters, new prestiges, info on the setting, and lots of other stuff :D


1 person marked this as a favorite.

Name of PC: Leomaris
Class/Level: Magus 6
Adventure: Skinsaw Murders
Catalyst: Coup de Grace from Xanesha

Name of PC: Diego Cervantes
Class/Level: Paladin 6 of Iomedae
Adventure: Skinsaw Murders
Catalyst: Coup de Grace from Xanesha

Name of PC: The One Born in Shadows (translation from his Duergar Name)
Class/Level: Monk 5
Adventure: Skinsaw Murders
Catalyst: Scorching Ray from Xanesha

Story: After dealing with the Scarecrow, venturing up the stairs and defeating three faceless stalkers, the party of four found themselves on the top of the Shadow Clock in a Silenced zone about to fight a Succubus, little did they know (thanks to the silence) that the last team member (Leomaris) was being attacked by Xanesha. After attacking the illusion they realized the Succubus was not real and by that time the Monk and the small earth elemental from the Magus had also been defeated (the monk was at 1hp and the magus at exactly 0hp and the elemental dead).Diego, the Paladin realized what was happening and attacked his foe.
Before the silence spell ended Xanesha petrified the party's wizard (Erathor Thoralmyr, the powerful) with her mask's gaze attack.
The battle became increadibly difficult. Just moments after the Leomaris broke Xanesha's Impaler of Thorns he fell comatose from Wisdom damage, followed closely by the paladin.
With the Wizard in stone form and only the monk alive, Xanesha toyed with him until she finally scorched him out and by the player's decision his character fell 180ft. to the floor.
By now the Erathor was out of the stone form and gave a lesser restoration potion he had to the paladin in hopes of him being able to save the day. Diego ended up falling by wisdom damage again and Erathor fell from the tower. By a combination of web, feather fall, a good acrobatics check and cheer luck on dice the wizard survived the fall and ended up entangled in his own web. He later on proceeded to flee the scene before Xanesha noticed he had survived.
Out of a party of four, three fell against Xanesha. The one who escaped, escaped by cheer luck. By now he knows what she can do and she is missing her weapon.
A new party would be formed by the sole survivor since the beginning of the Adventure Path and their friends legacy would live through their actions.


In my game the paladin of Iomedae came to an agreement with Ameiko, the major, the priest and Belor to open up a new church. They acomodated the glassworks to have a third entrance in the middle and serve as a little church-like place. They moved the dormitories to the lower level and rebuilt the entrance. Now Sandpoint has another religion, a new low level priest and a handfull of first level pladins of Iomedae helping Sherif Hemlock. The Imodae follower's came from Magnimar, the paladin's home city.


Thanks for the fast responses!

I always use it as you said its just that the question struck me since one of my players just leveled up and has a wizard.


Quick question.
How long do the components on a spell component pouch last?

Posible situations:
-A wizard is in the wild doing adventures for a very long time.
-Or wizard levels up in the middle of a dungeon.

What happens in those cases? Do the components get used when the spell is used? Is the wizard considered to have gathered spell components for spells he did not know yet?

I am really easy going on those matters, its just that the question got me thnking.


Here is a helpful list of all the prestige classes available in Golarion.

-I started this list as a reference for my player's for them to be able to look at prestige classes on Adventure paths without spoiling the story.

The following list shows only Paizo branded classes no third party material.

Prestige Classes Source
Arcane Archer-------------------PFRPG Core
Arcane Trickster----------------PFRPG Core
Ashvawg Tamer-------------------AP 5 - SotS pgs 71-72
Assassin------------------------PFRPG Core
Balanced Scale of Abadar--------Dark Markets pg. 54-55
Battle Herald-------------------APG
Bloatmage-----------------------City of Strangers
Brightness Seeker---------------Elves of Golarion pgs. 28-29
Chevalier-----------------------Children of the Void pgs. 62-63
Daivrat-------------------------Qadira, Gateway to the East pgs. 20-21
Demonic Initiate----------------AP 16 - TAE pgs. 62-65
Diabolist-----------------------Princess of Darkness pgs. 44-45
DragonDisciple------------------PFRPG Core
Duelist-------------------------PFRPG Core
Eldritch Knight-----------------PFRPG Core
Genie Binder--------------------AP 22 - LoF ToE pgs. 52-53
Harrower------------------------Campaign Setting
Hellknight----------------------AP 27 - WLiD pgs. 66-69
Holy Vindicator-----------------APG
Horizon Walker------------------APG
Inheritor's Crusader------------AP 26 - TST pgs. 71-72
Justiciar-----------------------AP 8 - SDttG pgs. 69-70
Liberator-----------------------Second Darkness pgs. 22-23
Lion Blade----------------------Taldor, Echoes of Glory pgs. 22-23
Living Monolith-----------------Osirion, land of Pharohs pgs. 22-23
Loremaster----------------------PFRPG Core
Low Templar---------------------Campaign Setting
Master Chymist------------------APG
Master Spy----------------------APG
Mystic Theurge------------------PFRPG Core
Nature Warden-------------------APG
Pain Tester---------------------AP 15 - TAE pgs. 60-62
Pathfinder Chronicler-----------PRPG Core
Pathfinder Delver---------------Seekers of Secrets
Pathfinder Savant---------------Seekers of Secrets
Rage Prophet--------------------APG
Red Mantis Assassin-------------AP 9 - EfOK pgs. 69-71&Campaign Setting
Shackless Pirate----------------Campaign Setting
Shadowdancer--------------------PFRPG Core
Spherewalker--------------------AP 2 - TSM pg. 73
Stalwart Defender---------------APG
Steel Falcon--------------------Andoran, Spirit of Liberty
Student of War------------------Seekers of Secrets

*"AP ## - XXXX pg. ##" is a reference to Adventure Path followed by its Adventure Path number, the volume's initials and page numbers to avoid adventure spoilers

This list was particulary useful for my players to make their character progressions an ideas. And it always helps me remember what are the choices.

Feel free to tell me if I am missing any PrC
I used everything I could find but I do not have Society and Modules, if there is any prestige class in there please feel free to update or of telling me so I can edit.

Hope it helps.


Ohh and btw my player is asking if you could nerf the class, his exact words where: !!!!!NERF MAGUS POWER-OVERWHELMING DETECTED!!!!!


WARINING: IT IS A little bit LONG

First a little table history (not long)
My players have been playing D&D since around 12 years ago. Theyv'e done and played almost every combination they could come up with. About 3 years ago I came in. I came at a moment when our group was playing as overwpowered and rule flexible as possible. We were using any published material that, even online stuff that seemed unbalanced.
A little after Pathfinder was released we decided to to underpower ourselves. We found that was a difficult task since we knew so much of every campaign setting we played.
Now on our latest and most successfull effort we are playing Rise of the Runelords with a strict rule, only Paizo published material under PRPG rules with the only variation being a 32 point buy system and a system to learn feats (around one feat per adventure path book)

So now that that is said you will see the reason for us deciding on a 32 point buy system.

Character Creation
This character was made after the previous char this player had died against two faceless stalkers. A 32-buy point system was used with a standard starting gold for his level.

Character Background (non test related info [long])
Leomaris a Merfolk from the surrounding area of the Eye of Abendego was a strong one with interests in both martial and arcane power, unfortunately he was made to chose between the honor of protecting his race or to live his life alone in the search for arcane power. Leomaris chose to become a warrior. During his time on one of his border patrols he came across one of the most incredible creatures he had seen, a young bronze dragon. From this fantastic creature he learned what many call the language of magic, and although he did not really understand how some of the dragon's magic worked, he was able to learn the basics of magic.
Leomaris spent more and more time with the dragon and away from his patrol. The treasures and knowledge the dragon had where ones that he could have not miss.
Eventually, the day came when Leomaris was not on his post to defend his people. The invading forces attacked but failed to achieve a victory.
When the rest of the Merfolks found out where Leomaris had been he was named an outcast and was given a day to abandon the city and never again approach a Merfolk city.
Before he left the young dragon gave him one word of advice. "Never come near the water, stay away and you will be safe". These words echoed on Leomaris head with no significance attached to them.
A week later after hs exile he had found a cave comfortable enough for his stay, but not a single day had passed when he saw what the dragon had warned him form; a patrol of Merfolk warriors seemed to have been following him.
Leomaris decided to leave the oceans and head to land, but before he had to make preparations. For weeks he eluded the patrols hunting him while dedicating his spare time to craft an amulet of alter self that would allow him to avoid suspicion.
He came out of the sea by Sandpoint and had a hard time understanding the language and currency of the land-dwellers. Eventually he befriended
Brodert Quirk the town's sage. Under his wing he learned the customs and traditions of the land folk and in doing so awakened his adventurer spirit. He traveled as much as he could and eventually signed up with the Pathfinder Society of Adventurers.
By the time he was back to tell his tales to Brodert the heroes of Sanpoint had already been made famous. Brodert adviced Leomaris that if he wanted to be an adventurer he knew no better group of heroes than those that had just left to magnimar about a week ago. And so the story of Leomaris the Land-dweller begins to unfold.

Rules:
32-point buy system
Only Paizo published book under the Pathfinder banner (Includes 3.5 and Pathfinder rules)
Rest are house rules non-relevant to the testplay
2 traits
Hero point system available (a new char has 0 hero points)

Level 6
Classes: Magus 6
Race: Merfolk
Ablilities:
Str 16
Dex 16
Con 16
Int 18
Wis 10
Cha 11
Feats:
Craft Woundrous Item
Improved Familiar (small earth elemental)
Combat Casting
-I am missing one at the moment, think it was an exotic weapon prof.

How my player felt (in his own words)
My first impression of this char was that it was balanced, but the more I read his abilites and do plans for my future the more overpower it gets, the fact of being able to cast in medium armor at level 7 and Heavy at 13 maes him a very powerful wizard. I know a lot of you would say that the spell list is limited bur if you analize it it is really complete and balanced, the spells are not the best but they are practical if you know how to use them. Now look at the possiblity of casting Empowered, Maximize or Quicken once per day without adding a slot is another thing that is not good for balance. He also has half his level for fighter feats and can gain a familiar. The word that comes to my mind s OVERPOWER!!! The class is in playtest which is good since it is broken in the sense that the magus covers to much terrainin both melee and magic and does an excellent job if played well which in my point of view breaks the balance. If it was to me to balance the class I would do the following changes.

1. Make it a Spontaneous Caster (Like a sorcerer),although you do not prepare your magics it limits your power since you now less spells.
2. Change his Magus Arcana, having Maximize, Empower, gain benefits from sacrificing spells, and gaining a familiar is ridiculus, it is like giving feats for free with limitations but also upgrades. It unbalances the class.
3. Romove the Spell Combat ability, it is a thing that does not make sense. If the magus is intending to recreate or combine an arcane fighter the ideal would be to have the spells coming out of his weapon and not do both things at the same time, hit and cast in the same round is something out of the ordinary and extraordinary.
4. For last, remove the Heavy Armor, I think it is ridiculus to think Mithral Full Plat or Adamantine Full Plate + Shield (spell) + Fighter Feats + Quicken, Maximize, Empwer + Familiar = Mae full attac of 3-4 (if haste) attacs + casting + your familiars actions all in the same round

In the first levels a magus does not represent a threat but as levels go up his power increments exponentially. This is a class for those who want to be demi-gods and eliminate enemies by round...

Disclaimer: This are my player's words from my blog translated from spanish, some phrases may mae more sense in spanish.

From my point of view (DM)
The class shined, most of the battle was the paladin against 6-8 cultists and the monk against 3 while the Magus and his familiar where positioning tactically and every once in a while having to melee while the wizard was in a combat maneuvers battle with one skinsaw cultist in the stairs. The last rounds the Magus shined by killing the flankers on the paladin and making his familiar (next to him, next to Ironbriar) deliver the defeating blow (spell) to the poor Justice immediately leaving him in -11 HP.
Granted, the encounter on the Mill is not difficult for a well formed and experienced party, but the flexibility of the Magus was awesome.

This class has a lot of potential, but there are things that do need to be checked with other products to see how they interact. Familiars, fighter feats, metamagics and so on.

Flavor on the class is great.

This character was tested in Skinsaw Mill against twelve Skinsaw cultist and justice Ironbriar with a party consisting of a Human paladin of Iomedae lvl 6, an Elf wizard follower of Nethys lvl 6 and a Duergar monk beleiver of pharasma lvl 4. And will be played this weeend against the final encounters of Skinsaw Murders.

Hope this info helps you guys.


Awesome work
I'll print a bunch of sheets for my players and see how they like it.

Thanks!


Aeshuura wrote:

Cool, well, it seems that you have it well in hand... my PCs were trying to head from Riddleport to Absalom on a little side adventure, so they didn't quite have the backing of the Gub'ment like that.

It seems that their best bet would be the Yacht, for efficiency anyway. Reliable speed, and it would likely be just them against the Mantis.

Is the Transport stat passengers?

My group just finished with Ironbriar and his cult and are having some issues decoding the text but they will get it since they have until the weekend to figure what their characters will do.

They are going to arrive at the tower at roughly 6th level. A Human Paladin of Iomedae from Magnimar, a Merfolk Magus (with his amulet of alter self) from the limits of the Eye of Abendego and an Elf Wizard Celwynvian at 6th level and a Duergar Monk from Katapesh at 5th. They are going to have a rough time.


KaeYoss wrote:
Bomanz wrote:
with a katana.

You call that a katana? They haven't done the katana justice in D&D/PF EVAR! Those things were able to cut through tanks (one of the most effective tactics deployed by the Japanese in the Second World War). They need to have to do 2d10 15-20/x4 and count as +5 speed vorpal (with all the bonuses, like overcoming DR and bonuses to attack and damage) at the very least, when they're created. And you use Str+Dex for attack and damage.

That would be a toned down version of what a katana should be like. The real stats would break the game.

Reminded me of Morpheus cutting through a Cadillac on Matrix

Overpowered Exotic Weapon Proficiency

Youv'e mastered the hidden arts of wielding one of the most powerful types of weapons

Prerequisite: BAB +15, Japanese, Jedi or Sith, Dex 18, Str 18, Proficiency with weapon selected.
Special Prerequisite: You need a higher sense to react on time, this may be improved uncanny dodge, imrpoved evasion or a divination spell of at least 6th level
Benefit: You may make attacks using this weapon using your full BAB plus Dex and Str modifiers, your weapon is treated as a +5 vorpal of its type and its damage changes to 2d10 with a critical range on 15-20 x4
Normal: Without this feat your weapon deals damage as listed and is not considered overpowered.
Special: Select one of the following: Katana, Wakasahi, Tanto, Lightsaber or double-lightsaber. You may take this feat multiple times, each time it applies to a different type of weapon.


Tanis wrote:

A) No. It is not an natural attack, but an 'armed' unarmed attack.

B) Yes. It specifically says 'unarmed strike' in what can be affected.

Thanks for the fast response.


Lets say I have a monk level 6.

A) Can he have Improved Natural Attack as Feat?

The Monk's Unarmed Strike reads:

A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

And the Flurry of Blows reads:

A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.

Unarmed strike never states for "Feat Requirements" but Flurry does state no natural attacks.

I am guessing no would be the right answer, just want to be sure.

B) Can my monk have Greater Magic Fang casted on him?

If so, what is the effect? Does the monk have four or more natural weapons and just gets a +1 with each one or does it apply to all unarmed strikes.

Here's the text:

Magic Fang
Range touch
Target living creature touched
Duration 1 min./level
Magic fang gives one natural weapon or unarmed strike of the subject a +1 enhancement bonus on attack and damage rolls. The spell can affect a slam attack, fist, bite, or other natural weapon. The spell does not change an unarmed strike's damage from nonlethal damage to lethal damage.

Magic fang can be made permanent with a permanency spell.

Magic Fang, Greater
Target one living creature
Duration 1 hour/level
This spell functions like magic fang, except that the enhancement bonus on attack and damage rolls is +1 per four caster levels (maximum +5). This bonus does not allow a natural weapon or unarmed strike to bypass damage reduction aside from magic.

Alternatively, you may imbue all of the creature's natural weapons with a +1 enhancement bonus (regardless of your caster level).

Greater magic fang can be made permanent with a permanency spell.

I'm trying to get the answers before my monk player comes up with the idea and tries to convince me. He is getting his build for his new character and he already saw the price on the permanency for Magic Fang, Greater but couldn't afford it yet.


Name of PC: Etherion Fenix
Class/Level: Rogue 4 / Sorcerer 2
Adventure: Skinsaw Murders
Catalyst: Faceless Stalker's Mwk Longsword

Name of PC: William Glascow
Class/Level: Rogue 4
Adventure: Skinsaw Murders
Catalyst: Faceless Stalker's Slam

Story: After arriving to Magnimar, the Paladin of Iomedae went to his church and left the other three characters free to roam around and be roguish and do non-lawful-good stuff. After selling the loot they had gathered on Sanpoint they decided to put their time to use and went to Foxglove's townhouse without the Paladin and without full HP courtesy of a Random Encounter placed to level some of them up on their way to Magnimar.
When they entered the house, Etherion having totally forgoten about his half HP, placed himself in the middle of the two Faceless Stalkers and by round two was finished.
William tried hold the line but saw it was no use and retreated to recover with a potion. After another round, he decided to escape but fell two rounds later at 15ft from the nearest escape.
Ertathor (the party's wizard) made himself invisible and quietly escaped the house and decided to get the paladin's help.
Eventually the combined tactics of the Diego, the Paladin and Erathor, the Wizard defeated the Aberrations.


voska66 wrote:
Benn Roe wrote:
voska66: The answer to that is that I accidentally overlooked the +1 BAB prerequisite, since the sort of character that takes Power Attack at level 1 rarely has to worry about it and I must have just written the requirement out of my mind entirely. For future data, I'll replace Weapon Focus with Power Attack and replace Power Attack with Improved Initiative or something else comparable.

I got burned by that in game we recently started up with my Human Inquisitor. Had it all planned out to take Power Attack/Furious Focus.

I think the Magus could use a feature that allows them to consider their BAB as +1 higher for feat prerequisites. That would allow quite a few options to open up for combat feats. Like Weapon Focus or Power attack at 1st level. At you could take spring attack at 5th instead of 7th. You could take vital strike at 7th instead of 9th.

+1

really like


I think it works best as a prepared caster. This way you get a prepared caster fit for battle with a fairly decent bab and dice. All you need to do is remove the spell list and I think the cantrips per day.

Also on the skillset, I would probably add appraise and linguistics.
If the magus can use magical devices and may take craft feats I think apparise should be there.
And for linguistics, the guy has a spellbook, he studies daily and researches arcane lore and magic, I think that bit qualifies the magus for linguistics.

I agree with the fighter training bieng too late on the progression, a good idea would be to place it probably since the begining or around the time he gets medium armor.


I would love a copy!

Thanks in advance

r_yescas@hotmail.com