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Although Kobold Quarterly is technically 3rd party, I have questions about how their Godai druid might interact with other classes, or with certain Pathfinder druid archetypes.
Godai druid appears in KQ #15 starting on page 10, and it seems to be to be a really great baseline class:
Spells wrote: You cast divine spells drawn from the Air, Earth, Fire, and Water cleric domains. You can cast any spell you know without preparing it ahead of time. To learn or cast a spell, you must have a Wisdom score equal to at least 10 + the spell level. The DC for a saving throw against your spell is 10 + the spell level + your Wisdom modifier. Like other spell-casters, you can cast only a certain number of spells of each spell level per day (see Table 2: Godai Druid). In addition, you receive bonus spells per day for a high Wisdom score. Your selection of spells is extremely limited. You know all the spells on the Air, Earth, Fire, and Water cleric domain spell lists that you are high enough level to cast. Additionally, whenever you gain access to a new spell level, you learn the summon nature’s ally spell of that spell level. Although you prefer to summon elementals and creatures of energy subtypes, your selection is not limited; for example, at 3rd level, you know and can cast burning hands, obscuring mist, magic stone, and summon nature’s ally I. Upon reaching 4th level (and thus gaining access to 2nd level spells), you can also cast fog cloud, produce flame, soften earth and stone, summon nature’s ally II, and wind wall. Unlike a traditional druid, you need not prepare your spells in advance. You can cast any spell you know at any time, assuming you have spells remaining for the day for that spell level. Domains wrote: By drawing spells from a specific divine force, you unlock new powers few other druids command. You gain access to the following four cleric domains: Air, Earth, Fire, and Water. You derive your entire spell list from these four domains (as well as summon nature’s ally spells). When determining the powers granted by
these domains, your effective cleric level is equal to your druid level.
Nature Bond wrote: This ability functions like that for the standard
druid except you can choose one of the following cleric domains: Animal,
Plant, or Weather. You add the spells gained from your chosen domain to
your spells known and can cast them just like any other spell you know.
Godai druids get no Orisons (ie 0 level spells). Their spell progression casting wise I think is similar to Sorcerer aside from cantrips (ie 3+wis mod 1st level slots at level 1 progressing to 6+wis mod slots for all 9 spell levels @ 20th.) Godai appear to lose nothing else, with the only other notable thing being a delayed Wild shape development (they don't start wild shaping until 5th level and cap at at will by 20th level).
As far as questions: what happens if a Godai gains domains from another class (perhaps a 1 level dip in 3.5e Cloistered Cleric, any other base class, or any of the multitude of prestige classes that add domains)? Would these count for his/her spells known, and thus be spontaneous as well? Since this class HAS domains, does it get a domain slot per spell level? Are these prepared slots, or spontaneous as well...as written, I'd assume yes to domain slots (since Domains says it works per Cleric domains) but the casting style eludes me, and aside from fluff text from the beginning of the article, everything written on the class is here.
Finally, would giving up SNA spells be worth it for Urban or Storm archetypes? The only real appeal of these was spontaneous domain casting, and it seems to me that Godai has it built in.
Thank you very much in advance for helping me understand this class better and how it might interact meaningfully with classes outside of itself!
So I'm theory-crafting for a cleric build that focuses on domain acquisition and rebuking/commanding; looking over options, I really like the idea of a 1 level dip into Godai Druid from Kobold Quarterly #15 (they gain access to all 4 prime element domains [earth, air, fire, water]) at level 1.
Looking at the idea of using GD 1/Cleric x/Contemplative 6/Sovereign Speaker 9 as the build. As I was looking at ways of spontaneously casting domain spells, I found the feats and the old cleric ACF from D&D to be lacking, until I came across Urban and Storm archetypes for druid in Pathfinder books.
Both archetypes state that you can cast any domain spells you know spontaneously, and neither state specifically that they must be from druid domains...so would this work for any cleric, Contemplative, & Sovereign Speaker domains?
Can I still take Urban or Storm archetypes for a Godai druid?
This is my idea for a generalist Wizard that exemplifies what I think First King Xin (the founder of Thassilon) would be like; the idea was to make the caster as versatile as possible without crushing its ability to do anything too badly. It should be noted that this design is probably flawed (hence me posting it on here for feedback) and that it is a blend of 3/3.5/pathfinder. It is NOT meant for PFS, and is meant for my groups typical throw it all in a blender and let's see what happens play style. At this point, the group as a whole has only banned Divine Metamagic and Vow of Poverty.
The biggest concern with the build is at 1st level; I REALLY want this caster to be able to use Eidetic Spellcaster and Wheel of the Sun and Moon as well as the Exploiter archetype (I know it’s a case of wanting too much), however, it's really flavorful to me (Xin is this BIG BAD master magi after all), and I'm hoping most DMs would find the huge feat tax up front to be a trade they could be ok with.
Xin Steelleaf
Neutral male elf (or human if DM ok's humans being able to be trained as Elven Generalists) wizard – Fleet-footed alternate race power, Warrior of Old trait, Elven Generalist Wizard (Races of the Wild – gain a bonus spell slot at your highest spell level as well as 2 bonus spells known per level.) 1st level alternate race class, then taking normal Exploiter Wizard to 20.
Archetype/Alternate Class features: Exploiter archetype (Advanced Class Guide – lose the ability to specialize and wizards arcane school to gain an arcanist's exploits), Domain Wizard ACF (Unearthed Arcana – give up the ability to specialize and gain a domain [can be preset or homebrewed with DM] like a cleric [no domain powers per se, but gain a spell slot of each spell level you know with a fixed spell in that slot].), Wizard of Sun & Moon ACF (Dungeonscape – gain the ability to designate a slot of each spell level as Sun and Moon; splits the slot to allow 2 prepared spells in the slot, one that can be cast outside/during daytime [Sun slot], and one that can be cast at night/underground [Moon slot]; casting one consumes the other.), Eidetic Spellcaster ACF (Dragon #357 – learn new spells as normal, but your brain is your spellbook.), Spontaneous Divination ACF (Complete Champion)
1st – Colligate Wizard (Complete Arcane – requires 13 Int. Start with 6 1st level spells known + 1 per point of INT mod, gain 4 additional spells known per wizard level gained & +2 untyped bonus to know: arcana checks), Iron Will [flaw], Familiar Bond (Familiar Folio – requires Iron Will [used as tax for Wizard of the Sun & Moon - Dungeonscape]) [flaw], Arcane Exploit – Bloodline development (Arcane – Familiar [used as tax for Eidetic Spellcaster – Dragon #357 page 89]). If human is allowed to take Elven Generalist then take Alacritous Cogitation (Complete Mage) as well.
3rd – Nexus Method (Dragon #319 – requires ability to cast arcane spells. Adds several options to wizard bonus feat selection and sac a prepared non-conjuration spell to spontaneously cast a Summon Monster spell of equal level or lower – follows the spontaneous casting rules)
5th – Alacritous Cogitation (if elf) OR Versatile Spellcaster (Races of the Dragon – requires ability to spontaneously cast spells [both Nexus Method and Spontaneous Divination should allow qualification) if human, Spontaneous Divination (Complete Champion – requires 5th level wizard bonus feat. Sac a prepared spell to spontaneously cast any divination spell of equal or lesser level [pre errata, this meant ANY Divination regardless of list or knowing the spell in question, post errata, this meant any divination on the Wiz/Sorc list that the caster actually had in their spellbook – follows the spontaneous casting rules), Arcane Exploit – Familiar (Greensting Scorpion)
7th – Miser with Magic (Kingdoms of Kalamar – requires caster level of 7 or greater. Allows to make Spellcraft checks after casting spells to retain the spell instead of losing it; can only be used on a number of spell levels equal to your INT mod per day, though in any combination. Interestingly counts as a metamagic feat.)
9th – Sacred Geometry (Occult Mysteries – requires 13 INT and know: engineering. Roll d6s based off know: engineering to full round cast spells with free metamagic) (Dazing & Maximize), Arcane Exploit – Dimensional Slide
10th – Wizard bonus feat – Planned Spontaneity (Pathfinder Society Primer – requires 4th level spells & know: arcana 9. Prep up to 3 spells slots of different spell levels that are lower than your highest spell level with 2 different spells instead of 1; when either is cast, the whole slot is spent.)
11th – Sacred Geometry (Occult Mysteries – requires 13 INT and know: engineering. Roll d6s based off know: engineering to full round cast spells with free metamagic) (Echoing & Piercing)
13th – Leadership, Arcane Exploit – Potent Magic
15th – Residual Magic (Complete Mage – requires Spellcraft 12 & 1 metamagic feat [Miser with Magic is marked as metamagic and should allow qualification. Adds 2 tactical options when casting spells; important one is lingering metamagic, which lets you cast a spell with the same name as a spell cast the round prior affected with metamagic, and allows you to choose one of those metamagic effects and apply it to the current casting with no increased casting time or higher spell slot being consumed.], Wizard bonus feat – Spell Mastery
17th – Sacred Geometry (Occult Mysteries – requires 13 INT and know: engineering. Roll d6s based off know: engineering to full round cast spells with free metamagic) (Selective & Quicken), Arcane Exploit – Quick Study
19th – Uncanny Forethought (Exemplars of Evil – requires Spell Mastery & INT 17. Allows you to choose a number of spell slots up to your INT mod to leave empty, which can then be used to cast spells of that slots level [or you can use a higher level slot for a lower level spell] you have marked with Spell Mastery on the fly, or cast ANY spell of that slots level [or you can use a higher level slot for a lower level spell] you know as a full round action @ -2 caster levels)
20th – Wizard Bonus Feat – Discovery: Immortality
About the only things I couldn't shove in that I REALLY wanted on this guy was Craft Contingent Spell (Complete Arcane – spend gold and xp to make any spell you know a contingent spell – should stack with Contingency and similar spell based triggered protections), and Inscribe Rune, as I couldn't find much else that would exemplify Xin's access to Rune Magic.
Any thoughts/comments/critiques, or changes you would make to form the ultimate generalist wizard?
So I've been working on and off on my own idea of how to build Golbez from FF4 (current concept is a gestalt Dread Vanguard Antipaladin/Master Summoner Summoner [unchained or not doesn't matter, though honestly, chained has far more "useful" spells]). The concept I have doesn't fit Golbez to a t, but I think it comes off as the closest general concept.
Something I just thought of was...how would other people attempt to build such a character. Maybe I'd find ideas that I could meld into my own concept, or perhaps run across a build that makes more sense to me than my own.
Gol-Beez, Dark Warlord (based off golbez – kinkkayjay.deviantart.com & Shadow – finalfantasykingdom.net)
CE Human Dread Vanguard Antipaladin/Master Summoner Summoner (Gestalt)
Stats (assumes 25 point buy system):
STR: 18/+4 (+2 human racial)
DEX: 15/+2
CON: 12/+1
INT: 8/-1
WIS: 8/-1
CHA: 16/+2
Initiative: 4 (DEX bonus + trait bonus)
Saves/Attack/Defense:
Fort: 3 (+2 antipaladin +1 CON bonus)
Ref: 2 (+0 antipaladin +2 DEX bonus)
Will: 1 (+2 antipaladin -1 WIS penalty)
BAB: +1 (+1 antipaladin)
AC: (most likely will stick with light armor to reduce ASF)
Traits: Twinned Presence (+1 trait bonus to Intimidate, if eidolon is summoned and within 30 feet and bigger than you, use its size bonus for Intimidate checks), Reactionary (+2 on Initiative checks).
1st level: Combat Reflexes, Power Attack
2nd level: Augment Summoning (bonus feat from Master Summoner)
3rd level: Superior Summoning
5th level: Channel Smite
7th level: Leadership (dragoon-esque cohort to represent Kain)
9th level: Vital Strike
11th level: Command Undead
13th level: Devastating Strike
15th level: Improved Vital Strike
17th level: Improved Devastating Strike
19th level: Greater Vital Strike
Eidolon:
Shadow
Serpentine base form: Medium size, speed: 20 ft, climb 20 ft. AC: +2 natural armor. Saves: Fort bad, Ref good, Will good. Attack: bite (1d6), tail slap (1d6). Stats: STR 12, DEX 16, CON 13, INT 7, WIS 10, CHA 11. Free evolutions: bite, climb, reach (bite), tail, tail slap. Evolution points @ lv 1 = 3
Shadow will be stunted due to Master Summoner, but its aim will be to be as large as possible, with any kind of Swallow Whole affect it can have, since they don't have access to a paralyzing gas or instant death attack.
As for suggested builds, lv 20 cap. gestalt build at most. Any sources are fine. Hopefully this gets some hits! :-)
I'm currently working on an antipaladin/summoner gestalt build, and juggling around different ideas, among them being a "bad touch" design seeking to make ToC overwhelmingly painful.
Currently I'm thinking of using a conductive weapon to channel ToC, and then picking Channel Smite as a feat (allowing a swift action to apply channel damage to a melee attack). Granted such a plan would require 4 uses of ToC for 1 attack (conductive requires 2 uses, and an antipaladin trying to use negative energy channel also requires 2 uses of ToC), but such a build is already going to be CHA intensive, so there should be plenty of uses.
Also, I could focus on JUST touch attacks...but what feats/items are available to make a "bad touch" kind of build work?
Currently, I am heavily considering the Dread Vanguard archetype for antipaladin. You sacrifice antipaladin spells (and divine spell completion/spell trigger, which you dont get back), and aura of sin (which you get back in a modified form) for extra ToC and an aura you make with 1 ToC use that eventually allows you to ToC up to 30 ft away.
I think I remember seeing that touch attacks could be Weapon Focused, but can they be augmented by any of the critical strike feats? Can ToC strike critically? What about Channel Smite? Since the vast bulk of the damage is negative energy, are there ways to ensure such damage hits?
Currently working on an antipaladin/summoner gestalt design, and really tempted to go sword/board. I was worried about ASF and not having a hand free for spellcasting when I came across the ring of force shield. This would seem to solve most of the problems with a quasi-caster toating around a shield and bashing things with it...
Ring of Force Shield wrote: Source Ultimate Equipment pg. 171 (Amazon), PRPG Core Rulebook pg. 479 (Amazon)
Aura moderate evocation CL 9th
Slot ring; Price 8,500 gp; Weight —
Description
This ring generates a shield-sized (and shield-shaped) wall of force that stays with the ring and can be wielded by the wearer as if it were a heavy shield (+2 AC). This special creation has no armor check penalty or arcane spell failure chance since it is weightless and encumbrance-free. It can be activated and deactivated at will as a free action.
But can such a shield be used for shield bashing, and even so, can it qualify for shield bash improving feats?
Continuing to ask opinions, suggestions, etc as I work on this character concept. Planning on taking the Dread Vanguard archetype:
Dread Vanguard Archetype wrote: Source Champions of Corruption pg. 22 (Amazon)
Some antipaladins serve or ally themselves with villains who are bent on earthly conquest. They care nothing for the intricacies of divine spellcasting, but malevolent energy still surrounds them. Whether alone or at the head of a marauding host, these cruel warriors bring suffering and death—but their presence also heralds the coming of a greater evil.
Dread vanguards have the following class features.
Beacon of Evil (Su): A dread vanguard unleashes the powers of his vile masters to strengthen both himself and his allies.
At 4th level and every 4 level thereafter, a dread vanguard gains one additional use of his touch of corruption ability per day. As a standard action, he can spend a use of his touch of corruption ability to manifest the darkness in his soul as an area of flickering shadows with a 30-foot radius centered on him. These shadows don’t affect visibility. The antipaladin and all allies in the area gain a +1 morale bonus to AC and on attack rolls, damage rolls, and saving throws against fear, and also ignore the first 5 points of hardness when attacking unattended inanimate objects. This lasts for 1 minute, as long as the dread vanguard is conscious.
At 8th level, the aura grants fast healing 3 to the dread vanguard as well as to his allies while they remain within it. Additionally, while this aura is active, the antipaladin can use his touch of corruption ability against any targets within its radius by making a ranged touch attack.
At 12th level, when he activates this ability, a dread vanguard can choose to increase the radius of one antipaladin aura he possesses to 30 feet. Also, the morale bonus granted to AC and on attack rolls, damage rolls, and saving throws against fear increases to +2.
At 16th level, the fast healing granted by this ability increases to 5. Additionally, the antipaladin’s weapons and those of his allies within the aura’s radius are considered evil for the purpose of overcoming damage reduction.
At 20th level, the beacon of evil’s radius increases to 60 feet, and the morale bonus granted to AC and on attack rolls, damage rolls, and saving throws against fear increases to +4. Lastly, attacks made by the dread vanguard and his allies within the aura’s radius are infused with pure unholy power, and deal an additional 1d6 points of damage.
This ability replaces the spells class feature. A dread vanguard does not gain any spells or spellcasting abilities, cannot use spell trigger or spell completion magic items, and does not have a caster level from this class.
Dark Emissary (Sp): At 14th level, a dread vanguard becomes a true messenger of the forces of darkness he serves. Once per day, the dread vanguard can expend two uses of his touch of corruption ability to mark one location within 60 feet with the stain of evil. This location can be any point in space, but the ability works best if placed on an altar, shrine, or other site important to a community. The location is affected as if by a desecrate spell. Creatures approaching within 30 feet of the site must succeed at a Will save or suffer the effects of crushing despair.
At 17th level, the dread vanguard can also mark the site with a symbol of pain, and at 20th level, he adds a symbol of weakness. If available, all three of these effects overlap. Creatures must save against each effect individually, and the effects stack. The caster level for all effects is equal to the dread vanguard’s class level. The save DC is equal to 10 + 1/2 the antipaladin’s level + his Charisma modifier. A location remains marked in this way for up to 1 day per antipaladin level. During this time, the crushing despair and symbols are triggered when the first target enters each spell’s area. They remain active for 10 minutes, then can be triggered again if targets are within range. If the effects are disabled, they become inactive for 10 minutes, but then can be triggered again as normal. Dispel magic and similar spells suppress the effects, and all effects of dark emissary can be removed by a consecrate spell cast on the location by a cleric of a level equal to or higher than the dread vanguard.
Allies or evil creatures who serve the same power or organization as the dread vanguard are immune to the crushing despair and symbol effects, and automatically know that the location has been marked for their masters. They can treat this location as very familiar for the purpose of teleport and similar spells and can use scrying and related spells as though they were familiar with any subject within 20 feet of it. At 14th level, a dread vanguard can have one marked site active at a time. At 17th and 20th levels, he can add one additional site that is simultaneously active. Marking a new site beyond this limit ends all effects on the oldest active site. This ability replaces aura of sin.
I am also planning on taking the minion instead of weapon bond, so as part of equipment suggestions, please factor in weapon choices. I would like conductive, so I can ToC my melee target, but what other options should be picked? I think there is an option that enhances moral bonuses, but I don't know the name of it.
Character concept currently leans toward sword and board style of combat, and most likely will use mythril armor and shield, as pointed out by Sandslice. Character concept so far is here: http://paizo.com/threads/rzs2s4xm?To-sword-and-board-or-not#1
Thank you in advance for any advice, suggestions, or HELPFUL critiques. As stated in the concept thread, character is aiming more toward anvil/arm, and not so much on hammer.
Pulling together ideas for my boyfriend's friends campaign, which is most likely going gestalt. Aiming for a themeatic resemblence to Final Fantasy's MBBEG Golbez. Eidolon will represent Shadow, his single summoned "friend" from the last half of the game.
I'm torn between Master summoner or to not Master summoner, as I can't get Shadow anywhere near where he needs to be at half progression, but I like the idea of the antipaladin suddenly having as many minions as he needs...
0 ideas on gear and whatnot so far. Overall, the design wants to be anvil and arm more than hammer. Suggestions, comments, and HELPFUL critiques welcome!
Are there any really must grab traits for antipaladins? I'm assuming there are no earthshattering ones like an extra use of Touch of Corruption or whatnot.
Thanks in advance for any help!
My boyfriend's gaming group is planning on a campaign with a form of gestalting, and I'm very interested in possibly going paladin/summoner or antipaladin/summoner.
However, paladin/antipaladin are at the extreme ends of the alignment spectrum, and got me thinking of Grey Jedi, which made me go...are there any neutral paladin classes or archtypes in Pathfinder, 3.5e, or even 3rd party?
I'd simply like to know all potential options for paladin related hyjinks before locking my character concept down to good or evil.
If anyone is wondering, I'm considering Holy Guide Paladin/Master Summoner or Dread Vanguard Antipaladin/Master Summoner. To be honest, Dread Vanguard seems like a REALLY powerful combo with Summoner.
Any ideas or advice would be greatly appreciated!
Although there are a few threads here and there about the Samsaran Mystic Past Life ability, there doesn't seem to be any condensed listing of early access spells by class, or at least my search-fu hasn't successfully found any.
Does a guide or list exist that covers this?
Also, has there been any kind of conversion of spells from 3.5e, Pathfinder, or 3rd party for newer classes like Witch, Summoner, etc?
If so, where does such a list or guide exist?
Thanks for taking the time to look and possibly comment! =^.^=
So I'm working on a character concept for a generalist wizard, and I'm planning on asking my DM to ok taking Domain Wizard. I know Conjuration, Transmutation, and Weather are good standard options, but I plan on asking to make my own domain list based on Control, and by that I mean battlefield control. Below is the list I came up with, from available online lists from Wizard/Sorc only of what I think were the best control spells...
My definition of best being most useful/flexible, or having no saving throw, or targetting Reflex (which I think is usually the weakest save as you go up in levels no?), so here's what I have contemplated:
1st - Grease - targets reflex, and can coat an area to make movement a pain, or target held gear and potentially cause it to be dropped!
2nd - Glitterdust - targets will, but being able to blind everything in a 10 foot radius is powerful, as is outlining invisible targets for the duration of the spell.
3rd - Slow - targets will and is another save or suck, but its so powerful when it sticks...staggered, -1 to attack, ac, and reflex, and half movement speed...oh and it can affect 1 target per level as long as all of them are within 30 feet of each other!
4th - Black Tentacles - no save, but attacks CMD at an ok rate. Its not a very large patch, but the possibility of entangling and grappling targets it manages to snag can end combat rather quickly.
5th - Telekinesis - no save when used against non-object targets...like the BBEG...much fun can be had lifting a single target up 20 feet per round with just concentration, and then letting gravity do the work. This is even better if said target has no ranged way to fight back. The fact that the spell has 2 other modes is just gravy.
6th - Wall of Iron - I was tempted by Mass Suggestion (but we already have a couple save or suck spells on the list) and Tar Pool (but sadly its just another 20 foot area spell like Tentacles...entangled and damage is already on the list). I also contemplated Acid Fog (fogs are ok, but the drift and radius are meph to me, and can cause targeting problems for allies), and Sirocco (sadly Fort is the worst save to target on average), which leaves imo...WoI. It is a decent dividing spell, and has the potential option of falling for damage against reflex. Not bad.
7th - Reverse Gravity - there is an overall theme of chucking beings around via gravity effects...this one is peachy! Large area of effect, targets are moved up in a single round, and could take falling damage on the trip up and down. Enemies without any kind of range option are rare at this point, but by the same token, they probably will have little cover from your parties ranged attacks!
8th - Telekinetic Sphere - another no save spell that entraps targets in a wall of force sphere that can be directed as you will. Assuming they don't have disintegrate or can ram out enough damage to break the force effect, you can keep them out of the fight, or possibly get them high enough to take a large amount of falling damage.
9th - Mass Icy Prision - I was sorely tempted by Tsunami, but alas Fort save on the damage, and getting pushed away isn't ideal for control imo...would be awesome to see an army get swept away from this though! Will save and save and suck abound on this level, and then there is this reflex save lockdown spell. Helpless or entangled, and damage on top (though granted its the second most resisted energy type)...might be fun Energy substituting...hmmm Mass Acid Prison?
So, what am I asking for in Advice...are there better control spells per level from any 3.5 splat books, or from any Pathfinder 3rd party that would be worth looking at? Also, other class lists are not out of the question, I only got to looking at Wiz/Sorc so far, however, I do not want to import 9 spells from other classes! I think only like 2 priests/druid spells made it to the old domain lists. Suggestions, comments and critiques welcome and wanted!
Weird question I know, but hear me out.
I'm slowly drawing together ideas for a generalist wizard build, and I'm really interested in the Wizard of Sun and Moon ACF featured in 3.5e Dungeonscape; basically you trade your familiar for a bonus spell slot at each level that is 2 slots in one. One half of the slot is the "day" slot and can only be cast outdoors or during the day, while the other half is the "night" slot, which can only be used at night or underground. Each half can have a different spell prepared. Only one of these prepared slots can be CAST; the rules say nothing about what happens to either half if one of them is used to fuel feats or abilities that consume spell slots.
I can only think of 3 things off hand that convert a spell slot into something else for a wizard chassis:
Nexus Method feat (Dragon #315) - convert a non conjuration spell slot into a cast summon monster spell of the same level or lower.
Spontaneous Divination ACF (Complete Champion I believe) - convert any prepared spell into a divination of the same level or lower.
Arcane Blast/Shield feats (Pathfinder core) - sacrifice a spell slot to deal 2d6 + 1d6 per spell level of damage, or gain a deflection bonus equial to spell level for 1 round.
Are there any other sort of options like the above to potentially make use of these extra slots in the event the spells I prepare wind up being useless?
I'd prefer options like Nexus Method or Spontaneous Divination that would increase the raw flexibility of the caster...I'm not a fan at all of Blast or Shield.
I'm not posting to argue about whether or not S&M give you 2 slots or not to fuel said abilities; if our DM rules it does, great, if not no big deal...but it would be sweet if they did!
Thank you to everyone that has anything to offer in terms of options! Anything goes short of homebrew regarding this.
Hello all.
I've decided to plot out some character builds, starting with wizard and working my way forward through the various classes, in hopes that my groups local GM gets well from his bout with cancer and we get to play the game again.
Our group tends to mix 3.5e and pathfinder frequently, and we aren't overwhelming harsh on min/maxing or picking out ideal builds (though we don't allow the flaws system often). General rule is if it was printed, and the DM gets to look at it, its good...very rarely are there any outright bans in our group (though I did abuse Vow of Poverty on a monk enough to get it the banhamma!)
Anyway, I'm planning on building a generalist wizard (I know, boo, why not specialize?) and was looking at archetypes and alternate class features to concoct one whopper of a build, when I came upon a question: I know in pathfinder, you cannot pick alternate/archetype class features that modify the same ability, but what happens when you want to pick to things that say "you cannot be a specialist wizard", which generalists are not?
Below is what I am looking at (roughly):
Generalist Wizard idea
Race: Half-elf (can get paragon surge, skill focus spellcraft,
and qualify for elvish PrC/archetypes/alternate class features)
Archetypes:
Absalom: Arcanamirium Crafter (Inner Sea Primer, Pathfinder)
- Trades relatively useless hand of the apprentice power for a bonus metamagic or item creation feat @ 3rd level
Alternate class features:
Elf Wizard Substitution level 1 (Races of the Wild, 3.5)
- Can't specialize, gain an extra highest level spell slot
Domain Wizard (Unearthed Arcana, 3.5)
- Can't specialize, choose a domain, gain an extra slot per spell level for that domain's spells
Spontaneous Divination (Complete Champion, e.5)
- lose 5th level wizard bonus feat, cast divination spells spontaneously
Wizard of Sun and Moon (Dungeonscape, 3.5)
- lose familiar, gain 1 extra spell slot per spell level which is actually 2 spells, marking half for "sun" [used during the day and above ground] or "moon" [usable only at night or underground]
A lot of people may say eww to WoS&M, however, it was pointed out that this feature may be VERY useful for any ability that converts spells in slots into some other function (such as say...spontaneous divination); since such features do not "CAST" the specific spells in the sun/moon slot, by RAW, you keep whichever spell isn't used to fuel the ability, basically gaining some extra slot milage. Might not be RAI, but that interpretation makes S&M a bit more interesting!
Hi all. I know the general debate is a specialist is superior to a generalist, especially with the relaxation from BANNED schools to opposed schools. However, I am hoping one day that my playgroup will get around to a campaign where I can do something I've wanted to do for a while: play a wizard of each specialization and one generalist who eventually cooperate and found a wizarding school of their own.
That being said, I have been kicking ideas around for the generalist for a while, and thought a modified, homebrewed variant of the Master Specialist for generalists to address some of the power differences between them and specialists.
Below is my current idea, and I am looking for feedback. I think it's a touch more powerful that most of the Master Specialist designs; however, I am hoping it's enough to make someone WANT to finish the PrC.
Master Generalist
Entry requirements – Know Arcana 5 ranks, Spellcraft 5 ranks, may not possess Spell Focus upon entering PrC, must be able to cast 2nd level arcane spells, must be a generalist/universal wizard (ie not a specialist)
Class features:
Spellcasting – at each level, you gain new spells per day and an increased caster level (and spells known, if applicable) as if you had also gained a level in the wizard class. You do not, however, gain any other benefit a character of that class would gain.
Skill Focus (Spellcraft) – at 1st level, gain Skill Focus (Spellcraft) as a bonus feat.
Expanded Spellbook – When you reach 2nd level, you may add 1 spell of any school to your spellbook. You may do so again at 5th and 8th level, however, you must choose a different school for each spell. (For example: at 2nd level you take an Illusion spell, at 5th you may choose from any school except Illusion, and so pick Conjuration, and at 8th may do so again, choosing from any school except Illusion or Conjuration.)
Versatile Spell Focus – at 3rd level, when you prepare your spells for the day, select one school of magic. You gain that school's Spell Focus feat as a bonus feat, which lasts until the next time you prepare spells. You may not pick a version of Spell Focus that you already have. For purposes of qualifying for other classes or feats, you may act as though you have 1 Spell Focus in any one school of magic.
Minor School Esoterica – at 4th level, when you prepare your spells for the day, select 1 feat. You gain access to this feat as a bonus feat; however, you must meet any prerequisites for the feat in order to use it. This bonus feat lasts until the next time you prepare spells. You may not use this feat to qualify for other classes or feats, and you may only choose feats that alter your magic in some way (examples include: Spell Focus, Spell Penetration, any metamagic feat, the various feats that alter summoned monsters, etc. Greater versions of such feats may also be chosen, as can epic or mythic feats, although DM's have the final say in what can and cannot be chosen for this ability.)
Greater Versatile Spell Focus – at 6th level, when you choose your Versatile Spell Focus for the day, you gain that choices Greater Spell Focus as a bonus feat; this Greater Spell Focus follows all the rules of Versatile Spell Focus.
Moderate School Esoterica – at 7th level, and each level thereafter, you may attempt to learn a spell from a spellcaster's list that is not also on the Sorcerer/Wizard spell list. You must find a willing teacher and negotiate any terms necessary to make them willing to teach you the requested spell, and must spend a number of days equal to the spell's level in order to successfully create an arcane version of that spell. You must follow any and all restrictions casting such spells may require (such as following a specific deity, being a specific race, having a specific alignment, etc). You may only learn 1 spell of a given school from any such spell list (following the same rules as Expanded Spellbook), and spells learned this way must be 1 level lower than your highest castable spell level (ie at 8th, 9th, and 10th level, the highest level spell you can learn from this ability is 8th). You cannot teach others these spells, nor can you successfully create scrolls or potions of these spells, however, you may use such spells as prerequisites for making any other kind of magic item. You may ignore divine focus requirements for such spells, but must provide any other material components as normal.
Caster Level Increase – at 9th level, all spells you cast add 1 to their effective caster level.
Major School Esoterica – at 10th level, when you prepare your spells for the day, you may gain a number of empty spell slots equal to 9, divided as you choose (ie you can have 1 9th spell slot that is empty, 1 5th & 1 4th spell slot that is empty, etc). You may not prepare spells in these empty slots. Instead, as a full round action, you may cast any spell you have prepared of that slot or lower, and may even cast such spells with metamagic applied (though this must be equal to or less in level than the spell slot used); if you have some way of preparing spells without referring to a spellbook (such as the Eidetic Spellcaster ACF from Dragon #354 or Spell Mastery), you may choose from those spells in addition to ones you have prepared for these slots.
My main goal with this PrC is to reward the natural open-mindedness and flexibility of the generalist to a degree; remember that a generalist who takes all 10 levels of this PrC will lose 4 uses of the Metamagic Mastery ability of his base Wizard class at the least (assuming he goes straight back to Wizard after the PrC), or loses it completely if he doesn't go back to Wizard at all.
Note: I know lv20 is usually never reached in the vast majority of campaigns, but I like drawing concepts on the idea that a character MAY reach lv 20, and try to compress/make available what I can in case the campaign doesn't go very far.
Below is an idea of mine seeking to make an extremely potent summoner. Yes, Master Summoner is banned in PFS and is pretty broken, but I feel the vast majority of issues with the class are lack of player restraint in use of the SLA or inability to run their summons in a timely fashion...something I hope never to be accused of.
Maltithi Leashlasher
Neutral Half-Elf Wildblood/Crossblooded Sorcerer 1/Master Summoner 19
Stats: Assumes decent CON & DEX, enough WIS to not have an atrocious Will save, and maxed out CHA.
Crossblood – Sylvan (wildblood) & Arcane (normal)
Feats – 1st lv – Skill focus: Knowledge Nature (free from Adaptability, required for EH Groveborn line), Boon Companion (Druid animal companion provided by Sylvan bloodline)
3rd – Superior Summoning
5th – Summon Neutral Monster
7th – Eldritch Heritage (Groveborn - Tangelvine)
9th – Skill Focus: Knowledge Planes (required for EH Primal line)
11th – Improved Eldritch Heritage (Groveborn – Lush Summons)
13th – Eldritch Heritage (Primal – Acid – Elemental Ray)
15th – Improved Eldritch Heritage (Primal – Acid – Elementalist Summoning)
17th – ?
19th – ?
The goal of this build is to have an all-around powerhouse Master Summoner whose summoned minions have a lot of bells and whistles. This character will stick to the Summon Neutral Monster list when possible, since those monsters will gain the counterpoised template (darkvision, cold, electricity, and fire resistance and eventually DR/A as well, along with a smite usable against chaotic good/evil or lawful good/evil targets).
Monsters from the Summon Neutral Monster list already arrive with resistances to 3 of the 4 classical elements, so I think Primal – Acid for the resist acid 10 might be better than an extra 5 resistance to one of the other 3; I also think acid is the least resisted energy type (but am not 100% sure of that).
The beginning bloodlines (Sylvan and Arcane) allow 2 companions (one druidic and one familiar), while Boon Companion boosts the druidic pet to your level. I don’t know if Boon companion is needed to make the familiar better as well, or how all of this would interact if Improved Familiar is taken. I figure most likely Boon Companion (Familiar) and Improved Familiar will probably be the last 2 feats taken. All of this assumes a campaign where flaws are not allowed.
I can't think of any other really must have feats for a summons focused Master Summoner, other than Improved Initiative (and where to put it?), nor can I figure out any other way to shortcut more of the feats without a DM ok'ing a flaws system (for my groups main DM, there usually isn’t a huge problem ok'ing flaws, and I'm betting he will rule the Wildblood variants of bloodlines legal picks for EH). Any suggestions on how to improve this overall starting idea, or of MUST HAVE feats for the most broken of summoner archetypes of all?
I recently came across the Magic in the Blood bloodline list created by cartmanbeck (http://www.pathfindercommunity.net/tyler-s-pathfinder-guides/magic-in-the- blood-a-guide-to-eldritch-heritage-and-sorcerer-bloodlines) looking for Eldritch Heritage idea's for an oracle I'm building, when I saw the Wildblooded entries for Groveborn and Deep Earth, and I almost immediately wanted to go build a Wild/Crossblooded Sorc 1/Master Summoner 19 who then spends feats on Eldritch Heritaging other awesome sorc bloodline powers along with the usual summoning goodies.
My question is, is it a good idea to have both free natural armor AND DR/Adamantine, or is that overkill for defenses for summoned monsters? (not that Master Summoner isn't overkill on its own, but IF I roll this character ever, I wouldn't summon every round, especially since eventually the build I envision would produce several monsters off one summoning anyway).
I am also toying with the idea, assuming our DM rules that Wildblooded lines can count for EH, of grabbing things like Sylvan (Druid companion), Arcane (familiar), Abyssal (crappy, but Added Summons does stack with Superior Summons + if going evil, could be used with Summon Evil Monster for even more...evil), and Primal (extra elemental damage and other goodies).
Anyways, as far as I can see, a -2 to Will, less sorc slots, and only 19 out of 20 Summoner levels seems an awesome trade for the possibility of extra elemental damage, DR, natural armor, or a druid companion. Thoughts, suggestions, etc?
So I broke down and bought Pact Magic 1 & 2 from Radiance House, as well as the Legendary Classes: Covenant Magic & More Covenant Magic from Purple Duck Games, and I absolutely LOVE the thematics of both, and the idea of combining them...however, the Master of the Occult alternate class detailed in More Covenant Magic was...a downer,imo.
This class lets you bind 1 spirit as a binder of equal level, at the cost of giving up 6 "feats" ala spirit boon, some of which are extremely flexible. While I understand there is a need/want to be balanced, I wish there was a way to mesh these 2 classes so you could get most of the really COOL bells and whistles of both (like the Occultists getting to bind multiple spirits at once and the Mediums Spirit Boons).
The big question is HOW to balance such things to well...have one's cake and eat it too. What I envision is maybe a slowed down version of both classes progression melded together, or perhaps limiting the number of spirit boons you can have by the number of spirits you can pact bind, but I must confess I have never attempted to truly homebrew a class that didn't appear flat out broken.
Both base classes are detailed on www.d20pfsrd.com under the 3rd party class section for those of you who don't have access to the books or PDF's. I plan on taking a stab at making a homebrew myself, but I figured I'd see if anyone else had already done so, as well as fishing for compliments/criticisms and additional ideas.
Finally, yes, I know I could just wait for a game where gestalts were allowed, but my group does those rarely, and tends to make such games quicky type campaigns...I'm hoping to make an idea with more...staying power.
Cheers!
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Hi all!
So in our group, we tend to mix and match d20 and Pathfinder a lot (we tend to like our gaming a bit OP and more fun less technical), and although I tend to min/max a LOT, we usually have a good time.
I'm absolutely fascinated with the Boggle race (Alluria Publishing) and Artisan class (Drop Dead Games); Pathfinder makes item creation a bit less painful by removing xp costs. Naturally, I am aiming at reducing gold and time costs for item creation as much as possible, as well as ways to crank up Craft checks. Although I have found an old crafting guide for d20, it was hard to read, so I'm posting for the first time on the messageboards looking for inspiration!
The main reason the boggle class is so awesome, is because they have access to a racial trait that allows them to add +5 to the Craft DC of an item creation check to use that feat as though it were ANY item creation feat. Thats right, add +5 to DC, and save inumerable feat slots.
Additionally, the racial feat is classified as an item creation feat itself, and I think it qualifies for the Artisan's Creation Feat reduction option...if so, by level 20, you can have a flat 40% off gold cost crafting ANYTHING, before factoring in any other discounts.
So all that being said, regardless of source, what other forms of gold discount, time discount, or boosts to Craft skills do you know of that I could look at? Thanks all for your interest!
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