ikemook's page

*** Pathfinder Society GM. 16 posts. 3 reviews. No lists. No wishlists. 15 Organized Play characters.




I had a few quick questions about Magical Shorthand and learning spells in PFS.

Regarding Magical Shorthand, it allows you to learn spells in downtime, and describes the process as the following:

"You can use downtime to learn and inscribe new spells. This works as if you were using Earn Income with the tradition’s associated skill, but instead of gaining money, you choose a spell available to you to learn and gain a discount on learning it, learning it for free if your earned income equals or exceeds its cost."

Do you still have to make the skill check to actually learn the spell? It doesn't say here, so I'm not sure if this just allows to flat out learn a spell without making the Learn a Spell check (you just make a check to see how much it costs), or if there's some point in this process where you have to make a Learn a Spell check.

My second question is about learning spells in PFS. In P1E, you could, during downtime, track down a spell from another pathfinder and learn it at an increased cost (I think 50%, if I remember correctly). Does anyone know if a similar mechanic will exist in PFS, so that we can learn spells during downtime (such as through Magical Shorthand) without actually having to have acquired a copy of the spell during a scenario?

Thanks in advance!

--David


(I think my last attempt at this post got eaten by some horrific inter-dimensional forum beast. If this is a duplicate post, my apologies!)

So I've been working on a multiclass wizard-alchemist character (wizard with alchemist multiclass feats), and was interested in getting some feedback. The character is a conjurer who summons and then provides damage or debuff support: damage through spells, and debuff through spells and/or particular bombs (especially Bottled Lightning, which gives the flat-footed condition). The idea here is that after summoning, they can be a bit flexible (based on party needs) as to what kind of debuff they can throw.

I like the character in concept, and like the idea of role-playing what I imagine is a kind of nutty experimenter who can sling both arcane spells and bombs, when they're not accidentally blowing up their lab or summoning swarms of some ungodly insect. The build is intended for PFS play, though I haven't yet added in the extra PFS stuff, such as factions or training.

Despite my interest in the character, I'm still not sure if I'll *play* it. I've had a devil of a time balancing choices in wizard feats versus alchemical multiclass feats, and so there are some good wizard feats I've had to opt out of. Still, I do like the idea, and would love to get feedback on the build as it is.

Here's a link to it:

https://docs.google.com/document/d/1YMPllXfbVAquIqXgQ19EiwWsnhKNndXf8UrXq_r fxJs/edit?usp=sharing

Thanks for your time and consideration! And I do hope I managed to post this this time...