Pathfinder Roleplaying Game: Ultimate Magic (OGL)

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Pathfinder Roleplaying Game: Ultimate Magic (OGL)
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Raise your character to the pinnacle of magical might with Pathfinder Roleplaying Game Ultimate Magic! Within this book, secrets arcane and divine lie ready to burst into life at the hands of all the spellcasting classes in the Pathfinder Roleplaying Game. In addition to the brand-new magus class—a master of both arcane magic and martial prowess—you'll also find a whole new system for spellcasting, rules for spell duels and other magical specialities, and pages upon pages of new spells, feats, and more. Because when it comes to magic, why settle for less than absolute power?

Pathfinder Roleplaying Game Ultimate Magic is a must-have companion volume to the Pathfinder Roleplaying Game Core Rulebook. This imaginitive tabletop game builds on more than 10 years of system development and an Open Playtest featuring more than 50,000 gamers to create a cutting-edge RPG experience that brings the all-time best-selling set of fantasy rules into the new millennium.

Pathfinder Roleplaying Game Ultimate Magic includes:

  • The magus, a new base class combining deadly arcane magic with the skills and weapons of a trained warrior.
  • Words of power, an innovative and flexible new spellcasting system.
  • New options for dedicated casters, such as alchemist discoveries, alternative uses for channeled energy, druid companions, sorcerer bloodlines, eidolon abilities, witch hexes, and oracle mysteries.
  • Additional feats and magical abilities for martially oriented casters, including monk ki tricks, inquisitor archetypes, and ranger traps.
  • New magical conditions called spellblihgts, as well as systems for crafting constructs, binding outsiders, and spell-dueling.
  • More than 100 new spells, plus detailed guidelines for designing your own.
  • ... and much, much more!

ISBN-13: 978-1-60125-299-9

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Last Updated - 03/30/2012

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More Options ! more magic, ... MORE !

5/5

flavorful options, powerful options
classes, archetypes, feats...

while 100% of the boook might not please you, you want this book.

having the choice to build flavorful PC with the right options is priceless (and for this book, you have...)


ultimate magic, rrrrright!!


this book owes its selling rate for the Magus.

lazy feats, some options are good, some others just dotn´
Archetypes: the best Bladebound Magus
worst of all: Trapper Ranger

Spellblights: interesting but too complex for a fumble system
Spellword Casting: at the beginning it looks very nice, then i read it and... is the same spell restriction and opportunities at a expensive cost of time

feats: ok those are feats

Magic spellbooks: why you dont just paraphrase some words concerning about how to protect the spellbooks with some spells and thats all. maybe a feat or two for scaling this option, besides the spellbooks looks greats.

spells: again, the magus options are great.

my advice for you: buy the book, cut the pages concerned for magus, and dump the rest or Download the pdf at any place you can, print the magus and drop the rest


2/5

While I do not think that either this or Ultimate Combat deserve to be called "Ultimate" anything books (maybe Ultimate Monk), I do think that Ultimate Magic does better cover it's proported theme. In my opinion, Inner Sea Magic did a better job overall, but is sadly setting specific.

On th Divine Side (minus Paladin) this book is extremely, extremely limited. There are a few gems, but most are either placed really far out of reach, or just not worth what you give up for them, and might as well not have been there at all rather than tease.

On the Arcane side, this book is full of material, but severely lacking as well. There is an assortment of random material that just seems like it was left over from other books and tossed in here. The only magical items in this book (exceptionally noticable on the Divine Magic side) are Wizard's Spellbooks, (which of the top of my head, only 3 Classes in the entire game will actually have any use for beyond the sell price).

There are a lot of (would be) nice Feats, except they are specific to a Class, or build, or whose names imply it would be great for somone else besides who it is actually intended. Over all, there are a lot of options, but actually very slim pickings. Overall, it leaves a lot of classes and build out in the cold.

Whereas Ultimate Combat is at best Ultimate Monk, Ultimate Magic is closest to being more appropriate as Ultimate Wizard/Inquisitor, (arguably Classes that did not need more).


mediocre at best

3/5

This book is no Complete Divine or Complete Arcance. I mostl play a cleric and this book does little for me personally.

Yeah, its got some interesting tweaks, but for the price, i dobn't think thy are worth it.

So far I've used 1 feat and the spells from this book. Nothing else. Should've bought the APG.


A good product to add to your collection!

5/5

After reading through Ultimate Magic, some new mechanics offered in this book can add flavor and fun to an adventure.

The Magus appears to be a class that is fun to play as. You are able to swipe at your enemies with your sword in one hand and with magic in the other.

Spellblights are interesting. These curses can hinder the spellcasters in different ways.

One chapter that I especially liked was the words of power. The concept was a little hard to wrap around but when you understand it fun ensues. I tried out a couple of words of power in an adventure and it was pretty fun. There was a point where I fought a spellcaster who also had words of power and it felt like the two were having a very destructive debate ha!

Overall I enjoyed this product and I recommend this to everybody!


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Dark Archive

Erik Mona wrote:

Because the eldritch knight is a prestige class?

Because we can't use the duskblade?

Because we don't have a 20-level caster/fighter base class?

Because YOU demanded it?

Because we wanted to?

Sounds fine to me.


+1


And I think Erik just declared every reason in one succinct answer. You are on a roll Mr. Mona! Keep up the good work.


Erik Mona wrote:

Because the eldritch knight is a prestige class?

Because we can't use the duskblade?

Because we don't have a 20-level caster/fighter base class?

Because YOU demanded it?

Because we wanted to?

Here, here! +2!


Pathfinder Battles Case Subscriber

Don't see myself playing the Magus class, not my cup of tea. But looking forward to the added spells/feats the Ultimate Magic book will give us.


Razz wrote:
Hold on --- why are we getting a Magus when we have the Eldritch Knight in Pathfinder?

Let's hold off on the comparisons until we see what the magus actually does. After all, the cavalier is certainly a nice addition to the game, despite already having the fighter and the paladin.

There are two kinds of warrior-mages that I like. There's the person with two skill sets - he can fight the way a fighter fights, and he can cast spells the way a wizard (or sorcerer) does. Because this involves two skill sets, multiclassing (with the eldritch knight prestige class) works well. But then there's the warrior-mage who engages in hand-to-hand combat and uses magic to enhance those combat skills. She fights, but not using the methods of the fighter, and she casts spells, but not the sort of spells a wizard casts. There's definitely room in Pathfinder for this.

I'm hoping that the magus will be like the second type of warrior-mage.


Pathfinder Roleplaying Game Superscriber

The only question I have about the Magus is can I finally duplicate my elven fighter-magic user from 2e?

Shadow Lodge

DougErvin wrote:
The only question I have about the Magus is can I finally duplicate my elven fighter-magic user from 2e?

How about we pass on recreating some of the most broken mechanics of 2e instead.

Grand Lodge

Razz wrote:

Wow, this is going to be both fun and insane for me.

I had to pour through the APG Spells and Feats to see if WotC had any duplicates. I usually use WotC's as a default, with exceptions (such as using Lunge over Lunging Strike).

I do the same with spells. It bugs me having "duplicate" spells, where a WotC spell and a Pathfinder spell do almost the same thing with a few twists or a change in spell level and I have to scour each one and make a Word file reference which material is stamped "Confirmed" or "Denied" on it, basically. (for example, there's the Tsunami spell in Spell Compendium and Tsunami in the APG; the one in the Spell Compendium is clearly better than the APG, so I ruled the duplicate in APG out my games)

So, my one request to Paizo staff, look at your WotC books, particularly the Spell Compendium, and try not to make duplicates. The same with feats! It's kinda annoying and tiresome :D Be unique!

I realize I am late in replying to this posting (almost a month has gone by) but figured I would any ways.

As some have mentioned after you posted this, the disparity in duplication is something that is going to happen as many of the rules ARE duplicated. If they did not do this then it would just be a supplement or alternate rules system for D20 rather then an entire new edition of the game that Pathfinder is now. Spells, Magic Items, equipment, and combat, movement, classes and the like are all duplications and slightly redone usually (not always).

So what you are asking above is basically a book of spells or a book in general that has NO duplications overall and a supplement to 3.5. (Yes I know I am somewhat assuming on what he wants but seems to be implied).

This is not what Paizo is about. They are revamping a game system. They are making money by doing what they are doing and people must like it so that means they are doing the right thing :)


sieylianna wrote:

[...]

4. They will probably have light armor proficiency and not have arcane spell failure in light armor.
5. There will be a Magus spell list which will be more combat oriented than the bard spell list, but which won't have the most powerful sorcerer/wizard spells. The spell list will includes 1st through 6th level spells.
6. They will probably have simple weapons and a subset of martial weapons.

The Bard would be a good starting point for speculation. Replace the bard spell list with the magus spell list and the bardic class abilities with magus abilities. (Better armor or weapon selections, channeling spells through weapons, expending spells for bonuses, etc).

I hope yopu are wrong.

The arcane duelist get heavy armor proficiency so I hope the Magus get that too.
If the spell list only includes 1st through 6th level spells the Magus will face the same problem the bard has. To few spells at too low levels.
No way to cast metamagic spells like quicken spell.


If this book book is great I get it, if not I will probably stop buying any more rule books from Paizo.
Not that I really care about the Magus that much, but I hope it fix some of the stuff needed fixing.
Good high level cleric spells. Perhaps a level 7 heal spell cast with a range touch attack. A level 8 spell called dual heal or lesser mass heal that heals two targets.
Some good high level buff spells.
high level protection spells
Some good high level utility spells
Some good high level attack spells.
A channel vermin feat (specialized uses for channel energy sound really good)
And some cool and useful way to use the heal skill at higher levels.
New bard performances - I hope "specific bard performances" means just that.
Some new good Bardic buff spell at higher levels, perhaps improved haste spell.
It's pathetic that the best buff combo in the game at level 7 is haste + good hope + Inspire Courage is still the best buff combo at level 14.
So some good high level buffs would be nice
Some good bardic performance feats.
Some new ki powers that let the monk bypass DR.
Some new ki powers or/and feat that let the monk move + perform a partial flurry.
I really hope the Bard, Cleric and Monk isn't left without some new GOOD toys.


Zark wrote:
Good high level cleric spells. Perhaps a level 7 heal spell cast with a range touch attack.

This one is already possible with metamagic. I doubt Paizo will make new spell the duplicates almost exactly what an existing spell + a 1 level metamagic feat from the APG can already do. It isn't efficient.

Zark wrote:

Some new good Bardic buff spell at higher levels, perhaps improved haste spell.

It's pathetic that the best buff combo in the game at level 7 is haste + good hope + Inspire Courage is still the best buff combo at level 14.

I agree on the spells part. Inspire Courage is part of the buff combos because it scales with level. I'd suggest a feat that lets a bard combine 2 effects in one song.

Zark wrote:

Some new ki powers that let the monk bypass DR.

Some new ki powers or/and feat that let the monk move + perform a partial flurry.
I really hope the Bard, Cleric and Monk isn't left without some new GOOD toys.

I don't expect to see much for the monk to be honest, not with Ultimate Combat coming out later next year. I agree with most of the other stuff though.


Jason Ellis 350 wrote:
Zark wrote:
Good high level cleric spells. Perhaps a level 7 heal spell cast with a range touch attack.

This one is already possible with metamagic. I doubt Paizo will make new spell the duplicates almost exactly what an existing spell + a 1 level metamagic feat from the APG can already do. It isn't efficient.

I haven't noticed this.Thank fpr the info.

Anyway, I still think the high level cleric spells needs a boost so lets hope for some new spells.

Jason Ellis 350 wrote:


I'd suggest a feat that lets a bard combine 2 effects in one song

This will probably never happen. Not even lingering performance can be use to combine effects, but who knows.

I really do hope they create new Bardic performance feats and new bardic performnaces. Hopefully we get something, a feat?, that can boost stuff like Inspire greatness or some new bardic performnaces instead of Inspire greatness and heroics.


Pathfinder Battles Case Subscriber

Actually, would love to see some Metamagic feats that apply a +0 to casting level. Some say it could be broken, but it depends on what they decide for the Metamagic feat.

Two reasons I always stayed away from Metamagic feats is one, they made them full round casting times for Sorcerors (which I prefer over Wizards) and two, the ‘x’ spell levels added onto the spell.

Now they have given a good alternative in the Arcane bloodline for Sorcerors in not making all your spells full round castings with Metamagic feats, would be nice to see an option for those feats not to add levels, either.

Dark Archive

If I could make a single wish about this book, I'd want a "complete" spell list -- i.e. all the spells from UM, APG and the core rulebook -- for each class. That would make every GM's life *so* much easier. :)

BTW, is Seltyiel going to be the iconic Magus?

Dark Archive

Asgetrion wrote:
If I could make a single wish about this book, I'd want a "complete" spell list -- i.e. all the spells from UM, APG and the core rulebook -- for each class. That would make every GM's life *so* much easier. :)

+1000 then add in what book and page number they was from.

Paizo Employee Creative Director

Asgetrion wrote:
BTW, is Seltyiel going to be the iconic Magus?

Yup!

And since eldritch knight is a prestige class... he still works as the iconic eldritch knight as well, since in theory, a magus should be able to benefit from that prestige class.

Dark Archive

James Jacobs wrote:
Asgetrion wrote:
BTW, is Seltyiel going to be the iconic Magus?

Yup!

And since eldritch knight is a prestige class... he still works as the iconic eldritch knight as well, since in theory, a magus should be able to benefit from that prestige class.

Hmmm, funny, I didn't even consider EK as an ideal PrC for a Magus, but that might be a really cool character concept!

You know, I wasn't too excited when I first heard about the Magus as a "gish" class; I've always been of the mind that there should be no such core classes, because spellcasting warriors already exist in the game as fighter/wizards. Also, 'Magus' is not actually a good name for this class; in my opinion even a bit sillier names like Spellblade would fit the bill better. However, that is not a major issue for me.

I do like that most classes get to choose abilities (hexes, rage powers, rogue talents etcetera) and I'm glad that Magus has Magus Arcana. Perhaps paladins and fighters will get their own auras/"smite powers"/stances/whatever in Pathfinder 2nd Edition, hmmm?

And I just love that WAR sketch in the playtest document... probably the best picture of Seltyiel to date. :)

Grand Lodge

Dark_Mistress wrote:
Asgetrion wrote:
If I could make a single wish about this book, I'd want a "complete" spell list -- i.e. all the spells from UM, APG and the core rulebook -- for each class. That would make every GM's life *so* much easier. :)
+1000 then add in what book and page number they was from.

I would settle for a .PDF version of the list if it is not in the Ultimate Magic Book. Not to mention a little descriptor of the spell would be nice too as an added bonus. :D

Dark Archive

Deanoth wrote:
Dark_Mistress wrote:
Asgetrion wrote:
If I could make a single wish about this book, I'd want a "complete" spell list -- i.e. all the spells from UM, APG and the core rulebook -- for each class. That would make every GM's life *so* much easier. :)
+1000 then add in what book and page number they was from.
I would settle for a .PDF version of the list if it is not in the Ultimate Magic Book. Not to mention a little descriptor of the spell would be nice too as an added bonus. :D

Yeah, a free web enhancement would do it. And I agree that the list should include a short description of each spell -- if only possible, the format used in the core rulebook and APG would be ideal. :)

Liberty's Edge

I know Paizo is very careful about introducing new prestige classes, but wont this book have any?


WANT!

Liberty's Edge

A new prepared spell caster, about time really. And as fun as the Magnus looks to be I've got to ask something. I've loved artificer type wizards, the artificers themselves, golem, homonculi, all that crafting stuff. Even made a mini-team of humonculi heroes for the party...nostalgia~ So! These new golems, are they different types, will they be models for say a worg-based flesh golem? Maybe magic missle launchers built into golems? Will there be a way to make, in essence, a pathfinder version of an artificer? And will there finally be a template for a turtle shaped iron golem that can breath fire and carry my ill gotten goods in it's shell?


His is a minor point but I'd still like to know: will we get any more information on how to handle/use a witch's patron? Or will it mainly just be spell lists and new critters for familiars (which will be plenty cool in its own right)?

Contributor

Eric Hinkle wrote:
will we get any more information on how to handle/use a witch's patron?

What do you mean by this question?


Paladinosaur wrote:
I know Paizo is very careful about introducing new prestige classes, but wont this book have any?

+1

I posted this elsewhere (another Ultimate Magic thread I think) but I'd like to see an "Eidolon Adept" PrC... basically a prestige class that does for Summoner what Master Chymist does for the Alchemist.

And, given the lack of arcane caster type PrC's in the APG... if I had to guess, I'd say that we're gonna see some here... in Ultimate Magic.

But, that's just a guess. :)

Dean (TMW)

Dark Archive

Eric Hinkle wrote:
will we get any more information on how to handle/use a witch's patron?

That would be interesting. Are these patrons gods, affiliated with the gods, different outsiders, elemental spirits, genies, etc.? Are they more like Oracle Mysteries, and not tied to one specific being, so that a Witch with the Shadow Patron is receiving her tutelage from the essence of shadow itself, the Plane of Shadow, or some proto-archetypal being representative of Shadow from the First World or something? Or, all-of-the-above?

A sample patron would be neat, although, right now, I think I'm liking it being *less* defined.

The recent discussions over Clerics in Golarion, limiting them to only specific dieties, and dismissing the idea of Clerics of ideals or Clerics of pantheons or Clerics of dead gods or 'heresies' or whatever, has only made the options for that class smaller (although still plenty huge, with literally dozens of dieties, demon lords, empyreals, etc!), so nailing the Witch down to saw that all Witches with the Nature Patron follow 'Cerna the Horned Huntress' or something, might exclude more play options than strictly necessary.

Keeping it mysterious might even be suitable, although, in a world with divination magic that can speak to the gods themselves, it's not like any church that wanted to know if the source of Witchly powers was 'kosher' or not wouldn't be able to do that with a phone call...

Less might be more, for gameplay purposes. Too much definition of exactly what a Patron is (and, more importantly, isn't) risks taking options away from the players, as it did with the Cleric.

Too much definition ends up also stripping some of the mystery out of the 'magic.'


I really think there should be a base class that uses the Words of Power system


Sean K Reynolds wrote:
Eric Hinkle wrote:
will we get any more information on how to handle/use a witch's patron?

What do you mean by this question?

Such as -- does it make any real difference if a witch's patron is, say, a Fey as compared to a Fiend. What demands if any do the various patrons tend to make of their witches? Just how secret do witches have to be about who's giving them their powers? I suppose I'm asking if we'll get any 'fluff' about the various spellcasting classes along with lots of crunch.

Sorry for the vagueness of the original post.


Set wrote:
Eric Hinkle wrote:
will we get any more information on how to handle/use a witch's patron?

That would be interesting. Are these patrons gods, affiliated with the gods, different outsiders, elemental spirits, genies, etc.? Are they more like Oracle Mysteries, and not tied to one specific being, so that a Witch with the Shadow Patron is receiving her tutelage from the essence of shadow itself, the Plane of Shadow, or some proto-archetypal being representative of Shadow from the First World or something? Or, all-of-the-above?

A sample patron would be neat, although, right now, I think I'm liking it being *less* defined.

The recent discussions over Clerics in Golarion, limiting them to only specific dieties, and dismissing the idea of Clerics of ideals or Clerics of pantheons or Clerics of dead gods or 'heresies' or whatever, has only made the options for that class smaller (although still plenty huge, with literally dozens of dieties, demon lords, empyreals, etc!), so nailing the Witch down to saw that all Witches with the Nature Patron follow 'Cerna the Horned Huntress' or something, might exclude more play options than strictly necessary.

Keeping it mysterious might even be suitable, although, in a world with divination magic that can speak to the gods themselves, it's not like any church that wanted to know if the source of Witchly powers was 'kosher' or not wouldn't be able to do that with a phone call...

Less might be more, for gameplay purposes. Too much definition of exactly what a Patron is (and, more importantly, isn't) risks taking options away from the players, as it did with the Cleric.

Too much definition ends up also stripping some of the mystery out of the 'magic.'

Agreed, and thanks for your own take, but at least a few 'official' hints would be a help.


Eric Hinkle wrote:
Sean K Reynolds wrote:
Eric Hinkle wrote:
will we get any more information on how to handle/use a witch's patron?

What do you mean by this question?

Such as -- does it make any real difference if a witch's patron is, say, a Fey as compared to a Fiend. What demands if any do the various patrons tend to make of their witches? Just how secret do witches have to be about who's giving them their powers? I suppose I'm asking if we'll get any 'fluff' about the various spellcasting classes along with lots of crunch.

Sorry for the vagueness of the original post.

I think the intention was to leave it vague, so that individual GM's could define it as they wished. Especially since it is just a matter of fluff. I foresee a lot of potential RP goodness with patrons, leaving them undefined makes me feel like I have plenty of freedom instead of having to alter or houserule if they start to pin them down in any way.

Scarab Sages

Pathfinder Battles Case Subscriber; Pathfinder Card Game, Companion, Maps, Pathfinder Accessories, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Charter Superscriber
Asgetrion wrote:
Yeah, a free web enhancement would do it. And I agree that the list should include a short description of each spell -- if only possible, the format used in the core rulebook and APG would be ideal. :)

Now that is a great idea. Because as soon as they put this in Ultimate Magic another book will come out with new spells and we will still have to look in two books.

I would love a web enhnacement that gets updated. I already print the spell parts out and have a book but it is still spread across two books within that notebook. This has always been one of the biggest hassles with D&D. Trying to find something you need that is spread across 20 books. And then of course there will be Golarion specific spells spread across the Campaign Setting line and maybe the APs and who knows what else.

Let's have two - one for the RPG spells and one for Golarian specific spells.


Oooooh, eidolon Templates. I like!! First day buy!


Pathfinder Adventure Path Subscriber

Tim, get the RPG subscription line before it's due to ship and you'll get the PDF even earlier!! ;)

Dark Archive

Adventure Path Charter Subscriber; Pathfinder Adventure, Companion, Lost Omens, Rulebook Subscriber
Shem wrote:

Let's have two - one for the RPG spells and one for Golarian specific spells.

There's already one, essentially, here, or http://archivesofnethys.com/spellsClass.htm. The joys of Open Content.

Dark Archive

Kvantum wrote:
Shem wrote:

Let's have two - one for the RPG spells and one for Golarian specific spells.

There's already one, essentially, here, or http://archivesofnethys.com/spellsClass.htm. The joys of Open Content.

That one is handy if you own all the Chronicles and Companions; however, I meant a compiled list of Core + APG + UM spells. In my group there's just no time for me -- or my players -- to comb through every Paizo product for spells.

Paizo Employee Chief Technical Officer

I've updated the cover image, which now uses the finished artwork. (There might be some additional tweaking of the layout before it goes to press, so while it uses the final *artwork*, it may or may not be the actual final cover.)


that is a sweet cover.

Dark Archive

Very cool cover

Liberty's Edge

Another awesome cover

Silver Crusade

Pathfinder Adventure Path Subscriber

Holy Shmoly.


I do like the idea of alternate Adepts. 3e has tradionally made them cleric-lites, but they also have that flavor of primitive shaman. Giving them all familiars does seem to pigeonhole them. Are there no non-clerical healers who work in temples, who don't have bat and cat familiars?


The new cover...

HOT DANG!!

Shadow Lodge

New channel stuff for clerics...

New ki-tricks for monks...

MORE FAMILIARS!

Oh and, um, the magus and stuff...


Erik Mona wrote:

Because the eldritch knight is a prestige class?

Because we can't use the duskblade?

Because we don't have a 20-level caster/fighter base class?

Because YOU demanded it?

Because we wanted to?

we dont have a non LG/CE holy warrior either

Contributor

MerrikCale wrote:
we dont have a non LG/CE holy warrior either

You just made my CN cleric of a war god very sad.


Sean K Reynolds wrote:
MerrikCale wrote:
we dont have a non LG/CE holy warrior either
You just made my CN cleric of a war god very sad.

This made me chuckle. Its true as the cleric are the military arm of their faith, but it still made me chuckle.

Silver Crusade

Pathfinder Adventure Path Subscriber
seekerofshadowlight wrote:
Sean K Reynolds wrote:
MerrikCale wrote:
we dont have a non LG/CE holy warrior either
You just made my CN cleric of a war god very sad.
This made me chuckle. Its true as the cleric are the military arm of their faith, but it still made me chuckle.

But ... but ... Paladins are the military arm ... and because Paladins are wildly unpredictable (will he sit idly in the pub or will he start detect evil+smite the bartender just because HE CAN ?) and bipartisan (republican, democrat, i'm the one with aura of mothertrucking justice) THEY ARE TOTALLY CHAOTIC NEUTRAL ! IT MAKES ALL SENSE !

Dark Archive

Gorbacz wrote:
THEY ARE TOTALLY CHAOTIC NEUTRAL ! IT MAKES ALL SENSE!

No, Paladins are Lawful Good. It's their players that are Chaotic Neutral. :)


Can't wait for this one!

Any chance that we'll see Pathfinder treatments for:

The Warlock
The Warmage
The Hexblade
The Duskblade??

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