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I notice at the top of the guide that you're still updating it. For Medium archetypes, the Kami Medium and Outer Channeler both link to the Kami Medium. Also you seem to be missing the Spirit Binder archetype for the Wizard class. It's notable because your familiar chooses any one class (for example, Paladin) and uses that class to determine its base attack bonus and saves. ![]()
Right, I missed that. That's embarrassing. One last thing I noticed is that you recommend warsighted oracle (which I think is amazing), but you recommend picking up advanced study for a new maneuver, but it doesn't ready that maneuver for you until you spend 10 minutes contemplating. It still totally works for stances though. I'm looking for some way to use the Contender to do something similar, but I don't think it works except with Contender maneuvers. ![]()
Rezzing this thread to point out that, while the loss of the mutagen does suck (and I agree, why did they make it a standalone discovery only to deny it to everyone?), they do get an additional, fluid discovery in exchange for Swift Alchemy, a really minor class feature. I think that power bump might help balance it some (for example, if your GM lets you take Mutagen as a discovery). ![]()
The new Augmented Blade archetype from Psionics Augmented: Soulknife has a blade skill called Psionic Power Source, which lets you burn power points instead of wand/staff/dorje/psicrown charges. Easier than using a Vizier to invest Essence into something. So, wands of Blood Money and Masterwork Transformation? Or anything someone else can think of. ![]()
Secret Wizard wrote: 1. Switching INT for spells but keeping WIS for fervor and blessings. Add a feature at the beginning that converts all the WIS related things to INT and call it a day. It actually says "...and for all class abilities" but maybe spellcasting is the wrong place for that. Secret Wizard wrote: 2. "Necromantic Fervor". The name doesn't resonate too well with me and I am not in love with the temporary HP idea... that's more of a "false healer" thing to me. How about making Fervor a pool of elemental energy that you can release as a touch attack, and you can spend 2 uses to add it to an attack ala Elemental Fist? (I.e., you announce it and then if the attack misses you lose the charges anyway). I kind of agree with the name. It was "arcane fervor" until I decided temporary hit points was like the spell False Life. But I wanted the class concept to be pre-buffing, and not attacking with magic. My idea of having a fervor-like ability for each school of magic was way too much work, though. Secret Wizard wrote: 3. I don't like Fervent Casting either, I submitted an idea on point 2 that might be a good replacement. In any way, we know they will be using fervor for swift action casting anyway, so they won't need to concentrate. The swift action casting applies only to spells that target yourself. This way, you get improved odds at casting spells that don't (attack spells? party buffs?), and it evokes feelings of trusting in your own defences. Secret Wizard wrote: 4. Losing Bonus Feats. Bonus Feats are ultra important to make the fun builds. I think they should keep them. Let the Magus keep Arcana for themselves. You don't lose bonus feats, you get an additional option for each bonus feat. If you play this archetype, just select a combat feat and not Additional Arcana. ![]()
Okay, sure. That's good feedback. Regarding point 1, what do you think of the magus list, plus a bunch of buff spells? I really want a more defensive or protective flavour, and the magus list isn't doing it for me. Recommendations of spells would be great. As for point 2, is it really? I thought that spellstrike was more important, and also that a warpriest would have less use spell combat since they could already fervor spells out, but I can for sure change that. To tell you the truth, I've never played a magus, so thanks for letting me know. It is heavily delayed spell combat... On the other hand, this archetype seems to take up too much page space, so maybe I should omit an ability entirely. ![]()
What would happen if the Warpriest was an arcane caster instead? Well I've decided to find out. Just wanted some input from the community before it goes to playtest with my group. I wanted to prevent any overlap with the magus, because otherwise this archetype shouldn't exist and you should just play the magus, so that's why it gets the full wizard list, minus evocation spells. Sacred weapon and fervor are both mostly unchanged, so it's still a warpriest, right? Unfortunately, I had to remove all traces of healing, but it still plays as "swift buffs, go to town." Fervent spellcasting is of my own design, and shielded spell combat is lifted out of the Skirnir magus archetype, with its levels tweaked slightly. Tell me what you think! Is it too good? Too bad? Too similar? P.S. Sorry if you confuse this with the 3.5 class. The 3.5 Warmage was terrible, but the Rainbow Warsnake build sure was fun. ![]()
Bringing this post back from the dead to make sure everyone knows about the feat Accomplished Sneak Attacker. Just take it at level 9 if you're VMCing, or take it at the same level as your Rogue/Vivi/Strangler dip, and you're good to enter the prestige class. And there's no issues for retraining the feat at level 11. ![]()
I've ruled to my players that "a single attack" refers to the attack action, a specific type of standard action, for the same reasons and similar language as this Vital Strike Ruling, and I expect that when they get around to it, Paizo will agree.
For the record, I also agree that Pummeling Strike results in one attack, but it's a full-round action that results in an attack and not an attack action. ![]()
Oh man, I'm bringing this thread back from the dead, and I'm sorry. But I think Blood of Dragons is pretty clear.
Quote: A dragon disciple adds his level to his sorcerer levels when determining the powers gained from his bloodline. If the dragon disciple does not have levels of sorcerer, he instead gains bloodline powers of the draconic bloodline, using his dragon disciple level as his sorcerer level to determine the bonuses gained. Advances your bloodline, full stop. Whatever bloodline(s) you happen to have. The draconic bloodline is only mentioned in the entry requirements, and here for non-sorcerers. ![]()
@Grey_Mage I'm playing a Pathfinder Savant in a different playgroup (it's a cleric, too), but that's a pretty good way to add spells to class lists. The sorcerer might get use out of having three more magic missiles, instead of a single fourth-level slot, but that depends entirely on the sorcerer. Also, we're pretty sure that they have no "normal" way of preparing spells, so it's strictly impossible. James Risner wrote: 1) Used by a Wizard you gain "three additional levels of spells". So a 7th level Wizard knows 4th level spells. He can learn 3 more magic missile today or one more fireball. But no 4th level spells and of course no 5th or 6th level spells. But I cast it twice, and it contains the word "additional" so I thought it made sense to use addition. The text doesn't give a maximum on the highest level of a single spell you can memorize. It's the fact that it uses a totally unprecedented floating level count. I totally understand saying no to this for reasons of RAI, but that's not my situation at the moment. James Risner wrote: 2) A 7th level cleric doesn't know any 5th or 6th level spells at all. I suspected, but wasn't sure, that this was the case. James Risner wrote: 3) Sorcerer can only use the retain ability, but since Sorcerers don't get the spell you would need to get it on their class spell list somehow. Okay, well that's better than trying to use your prepared slots to qualify things, and depending on casting this spell every 24 hours or wondering if the spell slot is still there when it's expended. ![]()
Grey_Mage wrote: Mnemonic Enhancer simply doesn't function that way although I understand your GM is allowing them to stack. How does it simply work then? Grey_Mage wrote: At best a 7th level Wizard can cast level 4 spells....However your GM homebrew'd approved this as well so... No he didn't. Where did I say that? Because I said that I was waiting until 11th level, when a Wizard normally gets his 6th level spell slots. I think you misread things, or are confused. If the fault is mine for writing a confusing post, then I apologize. And finally,
Grey_Mage wrote: Finally, Mnemonic Enhancer is a Wizard only spell and can't be used by Clerics or Sorcerers. Sure it can. You just need to add it to their class list first (and for Sorcerers, spells known). But those were examples anyway. FLite wrote: Since your GM is changing the rules of how the spell functions, ultimately they are going to have to be the ones who work out the holes this makes in the system. He made a ruling, based on the information easily available at the time, and it's now accepted that I can do this. I made this post for clarity. If necessary, the ruling will be reversed, but if I don't be a jerk about it then it won't need to be. That's why I asked everyone to just accept that this were the case. ![]()
SheepishEidolon wrote:
Okay, thank you for your help. Since it's already been okayed, and I'm the player, I'll try not to break it so the rest of the table (and the GM) don't come to hate this decision. Maybe I'll just use it to quicken a third-level spell past 11th level. That's a pretty fair trade for two fourth-level spells right? Though, now that you mention it, I as a GM would obviously rule that two Rings of Wizardry don't stack. Hmm. Food for thought, and after this campaign a house-ruling will be made for all future ones. ![]()
Okay, here's the situation. I've cast Mnemonic Enhancer (prepare) twice. That means I've traded two 4th level spell slots for a 6th level one. (Even if you disagree with this, my GM doesn't so just work under the assumption that this is true.)
Finally, there's some flavour issues with this wizard spell being necessary to make a robe usable only by spontaneous casters. ![]()
Hey guys. I just joined up with a really not-optimized playgroup that somehow accidentally became full of casters.
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New thought: assuming that I can get my DM to rule that I qualify for Flexible Hex (and ignoring all FAQs aimed at nerfing the very thing I'm trying to do with this character), is it worth a feat to be able to pick my spells as a swift action, say in the start of the first encounter? ![]()
Usual Suspect wrote: Since you're charisma driven max out your UMD and invest in wands; then use them. Not healing wands, AoE effect wands. Your oracle is playing himself off as a wizard, use those burning hands, acid arrow, and lightning bolt wands as you go up in level. Literally make yourself into a blaster mage with accessories. Wands are good. I honestly paid no attention to the mystery spells at first glance. It was about revelations (which I get three less of). I like Enlarge Person for my all-warrior party though. I'll give them some thought. deuxhero wrote:
FAQ rulings are good, links to said rulings are good-er. And I am playing the Spirit Guide archetype with the Lore spirit. Rogar Stonebow wrote: Why not play a samsaran wizard and use the samsaran racial ability and pick some healing spells. Because I'm playing an Oracle that's channelling the spirit of a long dead wizard. And I like the bump to my casting stat from the Aged curse. And the armor proficiency. Is Pathfinder Savant (SRD Arcane Savant) worth it, especially with Mnemonic Vestment? ![]()
I think I recall seeing that ruling somewhere on here. If he did have a problem with it I would switch archetypes, but he has no problem with it. The only things he vetoes are things that don't fit the setting or that can't be flavoured. My character is supposed to be channelling the spirit of a long-dead elven wizard, so there's no danger there. Ignoring the Oracle part, does anyone know of a ruling for reselecting your spells every day for Arcane Enlightenment? I seem to recall this comes up a lot for Shamans, with their Wandering Spirit class feature. The ability just assumes that Lore is your main spirit, not the one you choose every day. ![]()
The Mnemonic Vestment is an excellent idea, thank you! I actually intend my bonded item to be a spellbook. Unfortunately, the Vestment currently restricts me to only divine spells, despite my broadened list, but I might get the GM to overturn that. Does anyone remember the feat(?) from 3.5 that gave spontaneous casters the ability to prepare spell in slots (for example, to avoid the casting time increase on metamagic)? I ask for Pearl of Power reasons, but also because I might argue that I can add things into it from my spellbook. EDIT: By RAW, the spell that it requires to craft it, Mnemonic Enhancer, gives me the ability to prepare spells (unless a rules lawyer determines that "additional" trumps that). It might be something I'm looking for. No fireballs with metamagic on them will fit into a 3rd level slot though. ![]()
Nah, that's okay. I really wanted to play this character someday. I just went into this campaign thinking that some kind of tank might actually be necessary, and then it wasn't. And I don't want to cast a spell higher than Cure Light Wounds if I can avoid it. I agreed to dabble in healing, not heal full-time. This character is definitely going to be a "Wizard". ![]()
First post ever! So, I've just started a Kingmaker campaign, and I have a list of character concepts. Initially I was going to play a tank, but my party consists of a Barbarian, Fighter (Swordlord), and Slayer archer, so everyone voted that I should play a caster that could heal. I'm looking for advice on this build. We're level 1, so nothing else is established. He's a half-elven Spirit Guide Oracle with the Battle mystery, and the Aged curse. Stats from a 25 point buy were:
This character is focused on maximizing spells known, because he's a "Wizard". At 3rd level, he'll be taking the Arcane Enlightenment hex from the Lore Spirit. Since we aren't there yet, the GM has yet to rule on whether or not I get to reselect the Sor/Wiz spells every morning, but from that point on he'll likely forgo armour and just cast Mage Armor ("Wizard"), though I'm saving the idea of picking up the Skill At Arms revelation and wearing some fullplate, maybe around 11th level. At 4th, he'll be cashing in on the additional spell known favoured class bonus at every level. Out of combat, he'll be a healer/toolbox and a party face, with my high Charisma and number of skill points. In combat, I want to play him as a blasting Sorcerer. Feats/Build so far::
Race: Skill Focus(Know(Arcana)) 1:Improved Initiative 3:Eldritch Heritage(Arcane) 5:Extend Spell 7:Dreamed Secrets 9:Intensify Spell 11:Improved Eldritch Heritage(New Arcana) Have I bitten off more than I can chew? Am I missing anything good by not selecting Ancient Lorekeeper? I'd get more spells that way, but at an adjusted level and not nearly as quickly, plus I can adjust my Charisma score for more. I'd also get more Revelations. |