Wizard

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RPG Superstar 6 Season Star Voter. 22 posts. Alias of iris the witch.


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The Exchange

This is the play-by-post thread for the Ab Aeterno campaign.

The Exchange

Vanity wrote:
Vanity wrote:

Class Skills: Alchemists already get Knowledge Nature.

Natural Remedies: Is his bonus formula from the Druid spells list in addition to his standard additions? Because, as written, when the alchemist gains a level he MUST select a druid spell instead of his own...which is silly.

Toxic Bombs: POISON! POISON EVERYWHERE! Actually, this ability is kind of on the weak end. It consumes his move action and his limited (and expensive) supply of poison. Consider just allowing the alchemist to add a dos as part of the standard action to throw a bomb. Or maybe create a discovery that lets him do it.

Natural Affinity: Add the bonus to Survival too to make up for only gaining one class skill and losing two.

Tailored Toxin: Now this guy is such being mean. He's only giving poison to certain people. That's favoritism. That being said, this ability is also pretty weak. I think you should either increase the bonus marginally, say one per 3 levels, or mimic this after the Precise Bombs discovery, in which the apothecary can choose squares that are exempt from his poison...unless, of course, this guy is supposed to have a fun-loving personality in which even allies are not immune to being poisoned, then ignore this recommendation.

Class Skills/Natural Affinity: You're right, of course. I think I just missed that in reading the list. That means I can mess with natural affinity as well. I like the idea of dropping the addition of Local and giving him a bonus to Survival and Nature.

Natural Remedies: Yeah, it looks like that got lost somewhere between my drafts and putting it up here. It's supposed to be in addition to the normal alchemist formulae.

Toxic Bombs: I think the original reasoning for using a move action was to limit it to not being affected by things like Fast Bomb, but now that you point it out, that line of reasoning is a little off. I'll go with just doing it as part of the bomb creation.

Tailored Toxin: My original idea for this was giving his allies a cumulative 1% chance per however many levels to not be affected, but that seemed a little odd for some reason I don't remember. I'm tempted to make it similar to the alchemist's poison resistance in that it grants an increasing static bonus, then caps with immunity. How does that sound?

Edit: Here's the whole thing with all mentioned changes.

Revised Apothecary:
Apothecary (Alchemist)
More in touch with power found in nature, apothecaries excel at creating natural remedies for bolstering allies and subtle poisons for those who cross them.
Natural Remedies (Su): Each time an apothecary adds new formulae to his formula book for gaining a level, he selects a single spell from the druid spell list with a target of personal or touch with a spell level less than or equal to the highest level of formula the apothecary is capable of using. He adds this spell as a formula, using his Intelligence modifier in place of his Wisdom modifier, and his apothecary level as his caster level. This is in addition to the normal alchemist formulae gained. Because of this training, however, his offensive potential is lower. His bombs are reduced to 1d4 damage, plus 1d4 damage for every odd-numbered level instead of 1d6.

This otherwise functions as and replaces the standard alchemist alchemy and bomb class features.

Toxic Bombs (Su): As part of the action to create a bomb, an apothecary may add a dose of a contact or injury poison to a bomb. If a target takes damage from the bomb, the bomb and poison affect the target normally. Those that take damage from the splash are also required to make a save against the poison, but at a +4 bonus, and are only affected by the primary effect.

This replaces the mutagen class ability (an apothecary cannot create a mutagen unless he selects the mutagen discovery).

Nature Affinity (Ex): An apothecary gains a bonus equal to 1/2 his apothecary level on Knowledge (nature) and Survival checks.

This replaces the 2nd-level discovery class feature.

Tailored Toxins (Ex): Starting at second level, an apothecary can make his poisons less dangerous to his allies. At 4th level, an apothecary's allies gains a +2 bonus on all saving throws against the apothecary's poisons. This bonus increases to +4 at 7th level, and then again to +6 at 10th level. At 12th level, an apothecary's allies are immune to an apothecary's poisons.

This replaces the 6th-level discovery class feature.

Discoveries: The following discoveries complement the apothecary: combine extracts, dilution, infusion, malignant poison, poison conversion, precise bombs.

The Exchange

The idea of the apothecary (this particular one) is the classic idea of an herbalist/natural cure/etc. maker, but one that understands the use of less noble methods of protection.

I have yet to playtest it, so I can't speak to its relative power, but I'd like to get some input on it first. I've talked with a couple friends about some balance issues, and they've helped get it more in line, so I'm checking with a more open forum now. The fluff is pretty flexible, so I'm mainly looking for crunch feedback.

Apothecary:
Apothecary (Alchemist)
More in touch with power found in nature, apothecaries excel at creating natural remedies for bolstering allies and subtle poisons for those who cross them.
Class Skills: Apothecaries add Knowledge (nature) and Knowledge (local) and remove Appraise and Disable Device from their list of class skills.

Natural Remedies (Su): Each time an apothecary adds new formulae to his formula book for gaining a level, he selects a single spell from the druid spell list with a target of personal or touch with a spell level less than or equal to the highest level of formula the apothecary is capable of using. He adds this spell as a formula, using his Intelligence modifier in place of his Wisdom modifier, and his apothecary level as his caster level. Because of this training, however, his offensive potential is lower. His bombs are reduced to 1d4 damage, plus 1d4 damage for every odd-numbered level instead of 1d6.

This otherwise functions as and replaces the standard alchemist alchemy and bomb class features.

Toxic Bombs (Su): As a move action, an apothecary may add a dose of a contact or injury poison to a bomb. If a target takes damage from the bomb, the bomb and poison affect the target normally. Those that take damage from the splash are also required to make a save against the poison, but at a +4 bonus, and are only affected by the primary effect.

This replaces the mutagen class ability (an apothecary cannot create a mutagen unless he selects the mutagen discovery).

Nature Affinity (Ex): An apothecary gains a bonus equal to 1/2 his apothecary level on Knowledge (nature) checks.

This replaces the 2nd-level discovery class feature.

Tailored Toxins (Ex): An apothecary can tailor his poisons to his allies, lowering their chance of being affected. Allies exposed to an apothecary's poisons gain a +1 bonus on saves against them for every five levels the apothecary has, for a total of +4 at level 20.

This replaces the 6th-level discovery class feature.

Discoveries: The following discoveries complement the apothecary: combine extracts, dilution, infusion, malignant poison, poison conversion, precise bombs.

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Green Knight (paladin)
Gralton Infiltrator (alchemist)
Thief-taker (rogue)
Water Snake (ranger)
Outsea Delver (alchemist)
Huckster (alchemist)
Red Adder Magus (magus)
Forecaster (alchemist)

I uh, I may have felt that the alchemists held some of the strongest, if not the strongest. The others were either super-solid, like the Green Knight and Water Snake, or had some delicious flavor to balance out the flaws, like Thief-taker.

The Exchange

Whale_Cancer wrote:

Thanks.

Damn annoying that rules like that are spread out. It's a wizard rule, it should be in the wizard class description.

Heh, it is under the wizard description, though it's arguably something that could fit a few different places. I definitely understand the confusion.

The Exchange

Whale_Cancer wrote:
Hopea wrote:
And as a specialist, one or more of your 2 free spells per wizard level has to be from your specialization school (that is, the "general" school, not the sub one)
Can you cite this? I see nothing in "Arcane School" or "Spellbooks"

Because it's not in either of those sections. I don't have my core at work with me, but the on the PFSRD under Spells:

Spells Gained at a New Level: Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast. If he has chosen to specialize in a school of magic, one of the two free spells must be from his specialty school.

The Exchange

You are correct in that there are no concentration rules for non-casters in Pathfinder. One of the devs gives his blessing for a couple various methods here.

The Exchange

It's to allow the use of whichever feat you don't normally have the energy type to be able to use (Command requiring negative energy, Turn requiring positive). Like the description for the feat says:

Quote:
This feat only applies to necromancers, neutral clerics who worship neutral deities, or neutral clerics who do not worship a deity -- characters who have the channel energy class ability and have to make a choice to channel positive or negative energy at 1st level.

This includes necromancers as having to choose the energy type they want to channel, which excludes them from choosing one of the feats to start with.

Note: You could take both Versatile Channeling and either Command or Turn (whichever you didn't take for necromancer) as a 1st-level human necromancer, but it probably wouldn't do any good 'til level 3 or so.

Edit: partial ninja. Nice!

The Exchange

First, this probably belongs in the homebrew forum. They could probably help with classcraft a little more.

That being said, it's an interesting idea. And that being said, are you looking just to create something nifty or are you looking to find something to get rid of mount dependency and such in an actual game?

The Exchange

Unfortunately, sneak attack stacking doesn't work quite like that.

Quote:
At 1st level, a vivisectionist gains the sneak attack ability as a rogue of the same level.

This plus the examples given means a rogue 9/vivisectionist 1 will be treated as a 10th level rogue for purposes of sneak attack.

As for adding assassin levels, those just get added on top of what's there. So in the end, a rogue 9/vivisectionist 1/assassin 10 will end up with an 11d6 sneak attack.

The Exchange

James Jacobs wrote:
The warforged were, in fact, my 2nd least-favorite part of Eberron (which is, itself, my least favorite official D&D setting).

1: So what was your number-one least-favorite part of Eberron?

2: What would you say about a Brutal Pugilist who focuses on grapple and unarmed damage (especially featwise)? Possibly giving him a monk's robe.

3: Parchment or papyrus?

The Exchange

stringburka wrote:
It seems that the amount of undead you can control through Animate Dead does is not affected by the feat by RAW. Probably RAI though.

Indeed, it's not affected; I doubt it's RAI mainly because desecrate is available to crank up the amount one can create to match the control limit.

Synthesist7 wrote:

Undead Master is a strange feat. Per RAW, it would not help with the Animate Dead spell at all, since the feat doesn't increase your caster level, it says you are considered four "levels" higher. My question is, 4 levels of what?

In our group we ruled that it affected your ability to raise and control undead as if you were 4 levels higher in the cleric class, and also affected Caster Level when casting Animate dead.

It's 4 levels higher in whatever class you're using to cast the spell.

TL;DR: It's essentially +8 to the total number of HD you can create when casting animate undead and +4 to the number of HD you can control when using Command Undead.

The Exchange

AlcopopStar wrote:

Sorry to necro this thread, though somewhat appropriate, but I don't feel that my question was sufficiently answered.

The direct question is, does undead master raise your control limit (4x caster level) for the animate dead spell?. I am finding the wording ambiguous.

Note the wording:
Quote:
...you are considered to be four levels higher when determining the number of Hit Dice you animate.

It does not raise the limit of total HD you can control. For animate undead, it's just an increase to the number you can create when you cast the spell; a +8 to the number of HD you can animate at once is pretty beefy.

And for Command Undead:

Quote:
You can control any number of undead, so long as their total Hit Dice do not exceed your cleric level.

So that means you can control your cleric level + 4 in HD.

The Exchange Star Voter Season 6

Congratulations!

This is definitely something I'd consider having on a character, and especially a superstition/witch hunter/spell sundery-type of barbarian, both effect and theme-wise. Heck, even the wizard going "Hey, I'm awesome in the line of fire, too!" would be pretty cool.

Here's to your continued success!

The Exchange Star Voter Season 6

Congratulations!

This is probably my favorite out of the Top 32. Evocative imagery (seriously, it's pretty awesome), use of wordspell mechanics (which I've been meddling with lately), and both of those in connection to Nethys, who's a personal favorite of mine as Golarion deities go.

I'm looking forward to your next round submission; keep up the good work!

The Exchange

Uglaf Fire-Eater

Dodge, Mobility, Spring Attack, anyone? Gear to be updated later.

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HPs:

1d12 ⇒ 2
1d12 ⇒ 6
1d12 ⇒ 3
1d12 ⇒ 12

Hit points!

The Exchange

Quote:


Stats:

4d6 ⇒ (1, 3, 6, 6) = 16
4d6 ⇒ (4, 1, 5, 2) = 12
4d6 ⇒ (6, 6, 3, 2) = 17
4d6 ⇒ (5, 6, 5, 3) = 19
4d6 ⇒ (1, 1, 4, 3) = 9
4d6 ⇒ (6, 5, 4, 4) = 19
4d6 ⇒ (6, 4, 6, 1) = 17

Which gives me 15, 11, 15, 16, 15, 16.

Edit: more spoiler tags.

The Exchange

Stat rolls! Let me know about sucky-stat rerolls

Delicious stats:

4d6 ⇒ (1, 3, 6, 6) = 16
4d6 ⇒ (4, 1, 5, 2) = 12
4d6 ⇒ (6, 6, 3, 2) = 17
4d6 ⇒ (5, 6, 5, 3) = 19
4d6 ⇒ (1, 1, 4, 3) = 9
4d6 ⇒ (6, 5, 4, 4) = 19
4d6 ⇒ (6, 4, 6, 1) = 17

Edit: spoiler tags

The Exchange

Going barbarian. Let's kill stuff.

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I'm down for a 25-point buy.

Barbarian or inquisitor? I wouldn't mind beating you guys to playing inquisitor.

The Exchange

Point buy sounds fine. I might try barbarian just for giggles.

Test rolls:
1d20 + 10 ⇒ (9) + 10 = 191d6 + 2 ⇒ (1) + 2 = 3

OOC test. I am the very model of a modern major general.

Edit test: 1d3 + 1 ⇒ (3) + 1 = 4