
Xethik |

Rysky wrote:Blood Havoc replicates the orc bloodline arcana, but only a certain spells (feat tax prerequisite for the most part)Jaxom Dragonheart wrote:Are the bloodline mutations the same as wildblooded bloodlines and what are they?Basically they're buffs that you can choose to take instead of Bloodline powers or bonus feats.
That sounds great. Could you stack it with the Orc Bloodline? Or even Orc and Dragon?

Calth |
Calth wrote:That sounds great. Could you stack it with the Orc Bloodline? Or even Orc and Dragon?Rysky wrote:Blood Havoc replicates the orc bloodline arcana, but only a certain spells (feat tax prerequisite for the most part)Jaxom Dragonheart wrote:Are the bloodline mutations the same as wildblooded bloodlines and what are they?Basically they're buffs that you can choose to take instead of Bloodline powers or bonus feats.
Should be able to, no restrictions on stacking that I could see, its just the same general mechanic.

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Brew Bird wrote:Would anyone be willing to go into a bit more detail on the Questioner and/or Divine Scourge? Particularly interested in what the Questioner gives up, and how the Divine Scourge's Hexes work.Seconding Divine Scourge. Hypehypehypehypehype
The Questioner alters Inspiration, and give up Alchemy and Poison Lore.
Divine Scourge has to pick the Curse subdomain as one of their domains, even if they normally can't get it. And the Hexes go off of either WIS or CHA.

Fourshadow |
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FedoraFerret wrote:Question for the writers: Sagas say that only Skalds can take them. However, like one paragraph later it says Bards can also get them. Que?
(for context, non-subscribers, Sagas are basically Masterpieces).
Mea culpa.
Sagas were supposed to be skald-only. My apologies for allowing an errant piece of text to come in and directly contradict that.
But weren't Skalds allowed access to Bardic Masterpieces?! If so, that is the very definition of "double standard". Once again, Bards are shafted, if this is so (the 1st time was when Skalds got Spell Kenning...I've been arguing that is very Bardic).
Liking the book thus far, by the way.
Hey, there is some Kineticist love in here! Feat called Expanded Metakinesis: apply select metamagic feats to your kinetic blast! WOW.

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So how does the expanded metakinesis feat work? feat requirements? I take it the burn cost is equal to the spell level cost of the metamagic feat.
Any magic items?
No feat requirements, it just locks into one metamgaic feat (there's a small selection to pick from) when you select it (you can select it multiple times), and there's only 1 burn.
There's a couple of magic items yes, but I don't time at the moment to go around rounding them all up unfortunately.

Luthorne |
2 people marked this as a favorite. |
I like merciful and ectoplasmic but I don't remember what the other three do or what books they are from?
Disruptive Spell (which I presume is what Disrupting is meant to be?) is from Advanced Player's Guide, and forces people affected by the spell in question to make a concentration check to use spells or spell-like abilities for 1 round.
Furious Spell is from Occult Adventures, and deals extra damage, as well as allowing it to be used when raging, whether due to the spell or the class ability.
Piercing Spell is from Ultimate Magic, and treats the spell resistance of a target as if it were 5 lower.
You've shamefacedly looked this up at pfsrd by now
Or used Archives of Nethys, like the cool kids do. ;D

Luthorne |
3 people marked this as a favorite. |
Alright, got my copy, awesome! To celebrate, have a list of the crunch to be found within!
Advanced Weapon Training
Item Mastery
Warrior Spirit
Arcane Discoveries
Faith Magic
Psychic Preparation
Archetypes
Cryptid Scholar (Investigator)
Dimensional Excavator (Alchemist)
Divine Scourge (Cleric)
Drovier (Druid)
Havocker (Witch)
Overseer (Shaman)
Patient Ambusher (Hunter)
Questioner (Investigator)
Spell Trapper (Magus)
Toxicologist (Druid)
Urban Infiltrator (Inquisitor)
Bloodline Mutations
Blood Havoc
Blood Intensity
Blood Piercing
Feats
Abeyance (Blood Hex)
Ability Mastery (Item Mastery)
Acute Shot
Alchemical Strike (Combat)
Blunt Blade (Blood Hex)
Brisk Spell (Metamagic)
Bull's Eye (Blood Hex)
Burning Amplification
Cataract (Blood Hex)
Channeling Variance
Chilling Amplification
Concealment Mastery (Item Mastery)
Consumption (Blood Hex)
Disconcerting Stare (Combat, Stare)
Eldritch Assault
Encouraging Spell (Metamagic)
Expanded Metakinesis
Extra Blood Hex
Extra Variance
Falter (Blood Hex)
Force Shield Mastery (Item Mastery)
Hinder (Blood Hex)
Hindrance Dismissal
Implement Mastery (Item Mastery)
Manifold Stare (Combat, Stare)
Practiced Ritualist
Racial Item Mastery (Item Mastery)
Resistance Mastery (Item Mastery)
Restoration Mastery (Item Mastery)
Scale and Skin
Shocking Amplification
Symbolic Mastery (Item Mastery)
Uncertainty (Blood Hex)
Vast Spell (Metamagic)
Weapon Evoker Mastery (Item Mastery)
Investigator Talents
Eldritch Conduit
Innocent Facade
Just a Face in the Crowd
Occult Dungeoneer
Rapid Perception
Spell Storing
The Whole Time
Magic Rods
Gravitic Force Rod (60,000 gp)
Rod of Hindered Healing (30,000 gp)
Rod of Minor Curses (20,000 gp)
Rod of Perilous Pits (25,000 gp)
Rod of Spellsight (12,000 gp)
Rod of Subtle Menace (12,305 gp)
Rod of Tangling Ectoplasm (18,000 gp)
Ninja Tricks
Eldritch Conduit
Just a Face in the Crowd
Occult Dungeoneer
Spell Storing
The Whole Time
Rogue Talents
Dampen Presence
Eldritch Conduit
Glib Facade (Advanced)
Innocent Facade
Just a Face in the Crowd
Occult Dungeoneer
Rapid Perception
Spell Storing
Superior Sniper
The Whole Time
Unlock Ki (Advanced)
Sagas
Lay of the Scholar-King (Oratory, Sing)
Saga of the Witch Queen (Oratory, Sing)
Spells
Akashic Communion (bard 3, medium 3, mesmerist 4, occultist 3, psychic 3, shaman 3, sorcerer/wizard 4, spiritualist 4, witch 3)
Alaznist's Jinx (antipaladin 4, bard 4, cleric 6, inquisitor 5, occultist 5, psychic 6, shaman 5, sorcerer/wizard 6, witch 5)
Bind Sage (occultist 5, psychic 5, shaman 5, sorcerer/wizard 4, summoner 4, witch 5)
Biting Words (bard 1, bloodrager 1)
Bone Fists (bloodrager 2, cleric 2, druid 2, psychic 2, shaman 2, sorcerer/wizard 2, witch 2)
Bouncing Bomb Admixture (alchemist 3)
Earsend (alchemist 4, sorcerer/wizard 4, witch 4)
Flash Forward (alchemist 4, antipaladin 4, bard 4, bloodrager 4, inquisitor 4, magus 4, medium 4, occultist 4, paladin 4, psychic 5, sorcerer/wizard 5)
Flexile Curse (bard 3, cleric 5, inquisitor 3, psychic 5, sorcerer/wizard 5, witch 3)
Hidden Blades (alchemist 2, antipaladin 2, bard 2, inquisitor 2, magus 2, sorcerer/wizard 2, summoner 2)
Impenetrable Veil (bard 6, mesmerist 6, psychic 9, sorcerer/wizard 9, spiritualist 6, witch 9)
Innocuous Shape (alchemist 4, psychic 4, shaman 4, sorcerer/wizard 4, witch 4)
Irregular Size (antipaladin 3, bloodrager 4, cleric 3, medium 2, mesmerist 3, occultist 3, shaman 3, sorcerer/wizard 4, spiritualist 4, witch 3)
Itching Curse (antipaladin 1, bard 1, druid 1, inquisitor 1, occultist 1, shaman 1, sorcerer/wizard 1, witch 1)
Kalistocrat's Nightmare (alchemist 2, bard 2, cleric 3, inquisitor 2, investigator 2, magus 2, occultist 2, sorcerer/wizard 3, witch 2)
Lesser Nondetection (alchemist 2, antipaladin 2, inquisitor 2, ranger 3, sorcerer/wizard 2, summoner 2)
Lost Legacy (bard 6, cleric 7, inquisitor 6, occultist 6, psychic 7, sorcerer/wizard 7, witch 6)
Release the Hounds (bard 5, druid 5, shaman 5, sorcerer/wizard 5, summoner 5, witch 5)
Particulate Form (cleric 7, occultist 5, psychic 7, sorcerer/wizard 7, witch 7)
Phantasmal Reminder (antipaladin 3, bard 4, mesmerist 3, psychic 3, shaman 4, sorcerer/wizard 3, witch 3)
Phasic Challenge (cleric 8, psychic 8, shaman 8, sorcerer/wizard 8, spiritualist 6, witch 7)
Roaming Pit (cleric 6, druid 6, psychic 6, sorcerer/wizard 5, summoner 5)
Secluded Grimoire (magus 1, sorcerer/wizard 1)
Spellcurse (antipaladin 2, cleric 3, inquisitor 2, occultist 4, psychic 3, shaman 4, witch 3)
Symbol of Distraction (bard 6, cleric 6, mesmerist 6, occultist 4, psychic 6, sorcerer/ wizard 6, witch 6)
Touch of Slumber (bard 6, cleric 5, druid 5, psychic 6, shaman 5, sorcerer/wizard 5, witch 6)
Wall of Bone (antipaladin 4, bloodrager 4, cleric 4, psychic 4, sorcerer/wizard 4, spiritualist 4)
Warp Metal (bloodrager 4, cleric 4, druid 4, medium 4, occultist 4, psychic 4, sorcerer/wizard 4)
Warpriest Blessing
Curse (Andirifkhu, Calistria, Desna, Graffiacane, Magdh)
Wondrous Items
Lore Needle (Head, 4,000 gp)
Monster Killer's Folio (None, 16,000 gp)
Saccadic Focusing Prism (None, 2,400 gp)
Sigil Chalk (None, 2,000 gp)
Definitely a lot of fun stuff!

Luthorne |
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That's a lot of Ninja Tricks! Woah.
Any quick details for those?
Just a Face in the Crowd gives you a bonus equal to half your level on Disguise and Perception checks when there's at least ten creatures of your size category within thirty feet of you.
Occult Dungeoneer lets you use spell-trigger and spell-completion items for five specific spells as if they were on your spell list...even if you don't have a spell list.
Spell Storing lets you store a harmless spell of second level or lower that takes a standard action to cast that's been cast on you, and store it indefinitely until you take a standard action to have it take effect as if it had just been cast; you need a rank of Use Magic Device to take this one.
Finally, The Whole Time is pretty similar to Occult Dungeoneer, except the spells are different and there's only three, but it adds the ability to make a Bluff/Disguise check after becoming visible due to attacking someone, sheathing your weapon as a free action, and if successful there's no obvious sign that you were the source of the attack.

Luthorne |
Quote:Does this allow you to prepare all spells with T/E and no cheap M components like a psychic caster would? Because that would be pretty amazing.Arcane Discoveries
Psychic Preparation
Not quite, it only allows you to do that with one spell. Prepared in a spell slot one higher than its normal spell slot. Which must be two levels lower than the maximum spell level you can cast. But yeah, that one spell does use thought and emotion components instead of verbal and somatic components, and only has expensive material components...

QuidEst |

Slithery D wrote:Not quite, it only allows you to do that with one spell. Prepared in a spell slot one higher than its normal spell slot. Which must be two levels lower than the maximum spell level you can cast. But yeah, that one spell does use thought and emotion components instead of verbal and somatic components, and only has expensive material components...Quote:Does this allow you to prepare all spells with T/E and no cheap M components like a psychic caster would? Because that would be pretty amazing.Arcane Discoveries
Psychic Preparation
Sounds pretty handy at high levels. Make it a dispel or teleport to deal with situations preventing you from casting normally.

Luthorne |
May I ask for a rough description of Faith Magic, please? It sounds like it may synergise well with the Spell Sage
Pick a spell offered by one of the domains of a god you worship, which must be two levels lower than the highest level wizard spell you can cast, and you can prepare that spell once (und ONLY vunce) using a spell slot one level higher than the spell's actual level. When you cast it, it counts as a divine spell.
Can someone share the traits in this book?
Don't believe there are any.

Luthorne |
Does the Questioner get any Bard powers besides spells?
Not that I can see. They alter inspiration so they can use Inspiration on any Knowledge, Linguistics, or Stealth check without spending a use on it, alchemy for Intelligence-based bardic spellcasting, poison lore for a scaling bonus on Knowledge checks they're trained in (which with Perceptive Tracking can be used on Perception checks to find/follow tracks), as well as eiditic recollection for free, and can't take the Alchemist Discovery investigator talent.

Luthorne |
Thanks for that update Luthorne! :) Especially the spell list with more details.
No problem! :) There's some fun spells in this book, I can say that. I'm just a little sad earsend wasn't a mesmerist spell just because the idea of taking it on an eyebiter mesmerist amuses me. "Head out, my trusty eye! And my ear will go with you!" Or would that be...Gogh with you?

Luthorne |
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Has anyone mentioned just what 'blood hexes' are yet?
Blood hexes are a series of feats that can be taken by anyone, but shaman and witches get the most out of them. They can only be used against someone you've damaged recently - how recently depends on the individual feat - and can be used once per day on a single target. You get a number of uses equal to the number of blood hex feats you have, plus an additional use at 4th, 8th, 12th, 16th, and 20th level, but a shaman or a witch can still use them at-will as normal, though they're still bound by the only once per day per target thing. They're mostly fairly minor/niche debuffs - though as I mentioned, shamans and witches get a little extra effect from each - but one of them would really ruin a kineticist's day.

Fourshadow |

Biting Words is a 1st level spell that duplicates the pre-FAQ'd Sound Striker (Bard Archetype) Weirdwords ability. I am very intrigued that it is only for Bards and Bloodragers...I like that.
Flashforward and Phantasmal Reminder seem very fun! Flashforward allows a charge and attack then sends you back to where you were.
Phantasmal Reminder seems to me it may be better than Phantasmal Killer by doing damage rather than a (slim) chance of outright death.
The Whole Time may be a Talent I consider for my Lamplighter Investigator the next time I can choose...
If your Bloodrager/Druid uses natural attacks, then Bone Fists is a spell for you!
Release the Hounds?! Wow. That is a fun swarm spell.

Luthorne |
1 person marked this as a favorite. |
Would anyone be willing to offer a few highlights on the Drovier and Spell Trapper? I'd be much appreciative!
The drovier archetype for the druid is fairly simple, yet intriguing. They must choose the Animal, Eagle, or Wolf Domain with nature bond, and trade wild shape for the ability to buff all allies within thirty feet with animal aspect at first, followed by many of the other aspect spells as they level up.
The spell trapper magus trades Disable Device for Knowledge (planes) on their class spell list, counts as three levels lower for determining what magus arcana they can select, but can also select a new trap instead of a magus arcana, replace spell recall with the ability to create magical traps by sacrificing a spell slot, and finally trade out fighter training for the ability to magically create traps at a distance.

Gisher |
3 people marked this as a favorite. |

Gelarshie wrote:Any options for clerics or wizards looking to improve their summoning?There's a new Conjuration (summoning) spell. Unleash the Hounds, 5th level, standard action cast, get a swarm of wolves. It's exactly as awesome as it sounds.
Is it 'awesome' or is it 'excellent'?

Ventnor |
2 people marked this as a favorite. |

FedoraFerret wrote:Is it 'awesome' or is it 'excellent'?Gelarshie wrote:Any options for clerics or wizards looking to improve their summoning?There's a new Conjuration (summoning) spell. Unleash the Hounds, 5th level, standard action cast, get a swarm of wolves. It's exactly as awesome as it sounds.
More importantly, does it have Smithers as a material component?

Eric Hinkle |

cavernshark wrote:Would anyone be willing to offer a few highlights on the Drovier and Spell Trapper? I'd be much appreciative!The drovier archetype for the druid is fairly simple, yet intriguing. They must choose the Animal, Eagle, or Wolf Domain with nature bond, and trade wild shape for the ability to buff all allies within thirty feet with animal aspect at first, followed by many of the other aspect spells as they level up.
Thanks for the response on Blood Hexes, Luthorne. You are indeed a scholar and a gentleman.
And this about the drovier... When I first heard about the archetype, I disliked it simply because I consider wild shape to be one of the best things about the druid class. But now? Now I've got to get this book for the archetype. Having read those Aspect spells, seriously, aside from the great buffs, this druid gets to turn their pals into animal people!

Luthorne |
1 person marked this as a favorite. |
And this about the drovier... When I first heard about the archetype, I disliked it simply because I consider wild shape to be one of the best things about the druid class. But now? Now I've got to get this book for the archetype. Having read those Aspect spells, seriously, aside from the great buffs, this druid gets to turn their pals into animal people!
Yeah, I think it's a pretty neat archetype myself.
Can anyone explain what Eldritch Assault does?
Basically, when you're attacking from magically-provided total concealment - such as via displacement or invisibility - your first critical threat each round is automatically confirmed.

Porridge |

Fighter doesn't get any Archetypes but it does get a nice Advanced Weapon Training ability, that basically works like a Paladin's Divine Bond, only the Fighter isn't limited to what special abilities they can pick.
Wait - does this mean a fighter can choose to add Bane?!
Cuz that would be AMAZING.

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Wait - does this mean a fighter can choose to add Bane?!
Cuz that would be AMAZING.
Yes, but they only get 1 + weapon training bonus 'points' per day to spend on enhancements, and any such enhancements applied only last for one minute. So, if you had an existing +1 weapon you could eventually add bane (that thing) to it up to 5 times a day.

Ashram |

Porridge wrote:Yes, but they only get 1 + weapon training bonus 'points' per day to spend on enhancements, and any such enhancements applied only last for one minute. So, if you had an existing +1 weapon you could eventually add bane (that thing) to it up to 5 times a day.Wait - does this mean a fighter can choose to add Bane?!
Cuz that would be AMAZING.
Technically seven, 'cause Gloves of Dueling makes your weapon training bonus two higher. :D

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CBDunkerson wrote:Technically seven, 'cause Gloves of Dueling makes your weapon training bonus two higher. :DPorridge wrote:Yes, but they only get 1 + weapon training bonus 'points' per day to spend on enhancements, and any such enhancements applied only last for one minute. So, if you had an existing +1 weapon you could eventually add bane (that thing) to it up to 5 times a day.Wait - does this mean a fighter can choose to add Bane?!
Cuz that would be AMAZING.
Yep, and while Divine Bond lasts a minute per Paladin level it has a limited amount of bonuses to grant.
Warrior spirit doesn't so Bane away!

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Ashram wrote:CBDunkerson wrote:Yes, but they only get 1 + weapon training bonus 'points' per day to spend on enhancements, and any such enhancements applied only last for one minute. So, if you had an existing +1 weapon you could eventually add bane (that thing) to it up to 5 times a day.Technically seven, 'cause Gloves of Dueling makes your weapon training bonus two higher. :DYep, and while Divine Bond lasts a minute per Paladin level it has a limited amount of bonuses to grant.
Warrior spirit doesn't so Bane away!
Hmmm?
As above, my reading is that Warrior Spirit only gives you 1 + weapon training bonus (1 to 5, 7 with Gloves of Dueling) points to spend per day for one minute of benefit(s).
Paladin's get 1 to 6 points which they can spend 1 to 4 times per day on a limited list for one minute per level of benefit(s).
Thus, they work fairly differently, but both are limited. You can't use Warrior Spirit to make your weapon bane against every creature you meet.