Tome of Secrets: Errata and Questions thread


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Couple of questions regarding the Swashbuckler.

With regards to Weapons Training, does the Swashbuckler get to select one weapons group and then receive a +1 bonus to attack and damage rolls with weapons in that group, or do the bonuses progress as they do for the fighter ability, increasing by 1 every four levels?

With regards to bonus feats, is the Swashbuckler meant to have some fighter-level equivalency for qualifying for certain combat feats, as several of the bonus feats in their list require certain levels in the fighter class, or are these feats included in the list for multiclass fighter/swashbucklers?

TIA for your response.


Cheers for the racial stuff!!

Very impressed with the product and the support you guys are giving.

Well done!

Andrew


Thanks for the reply. I sort of reached that conclusion myself after taking a closer look at the sorcerer bloodlines - and the school powers are quite a bit more versatile on a closer look. Anyway, nice work, and looking forward to future products. :)


Gareth-Michael Skarka wrote:
The Artificer creates inventions that emulate the effect of spells of the appropriate level, as per the Class Table.

I get that the listed numbers indicate how many inventions he can have (which relates to his "known spells" and "spells per day"), but how does he acquire spells in the first place? When he gets access to 2nd level inventions, does he need to research spells, or can he immediately pump out an item with any 2nd level spell in existence?

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Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber
fanguad wrote:
...but how does he acquire spells in the first place? When he gets access to 2nd level inventions, does he need to research spells, or can he immediately pump out an item with any 2nd level spell in existence?

I could be way off on this, because I haven't looked at the class very closely (and won't until I get the print copy in hand), but I believe looking at it as him acquiring spells as a wizard would is misleading. It's not that he ever has access to, say, the spell See Invisibility. Instead the artificer decides at some point when he can make items that emulate second level spells that the thing he wants to make next is a pair of goggles that will let him see things that are invisible. He begins to tinker around creating goggles that function when worn as if the wearer was under the effects of the See Invisibility spell, but at no time is the actual spell involved.


IconoclasticScream wrote:
It's not that he ever has access to, say, the spell See Invisibility. Instead the artificer decides at some point when he can make items that emulate second level spells that the thing he wants to make next is a pair of goggles that will let him see things that are invisible. He begins to tinker around creating goggles that function when worn as if the wearer was under the effects of the See Invisibility spell, but at no time is the actual spell involved.

In the words of The Immortal Fonzarelli: Exactamundo.


I know this one is probably pretty obvious, but it was asked in our gaming group and I thought I would try to get an "official" answer.

The Swashbuckler's "Find the Mark" ability says it stacks with any other affects that increase the crit range. Does this include feats like Improved Critical that specifically state that they don't stack? If so, what is the order for the stacking?

I would assume you would apply the improved critical feat first then subtract one, as doing the reverse creates a larger crit range (and only gets worse with "Improved Mark").


Gareth-Michael Skarka wrote:
IconoclasticScream wrote:
It's not that he ever has access to, say, the spell See Invisibility. Instead the artificer decides at some point when he can make items that emulate second level spells that the thing he wants to make next is a pair of goggles that will let him see things that are invisible. He begins to tinker around creating goggles that function when worn as if the wearer was under the effects of the See Invisibility spell, but at no time is the actual spell involved.
In the words of The Immortal Fonzarelli: Exactamundo.

I know the artificer doesn't have spells per se, but this is close enough to an answer for me. They can create an invention that duplicates the effect of any spell of the appropriate level, without needing to "learn" it first. This is closest to how clerics work, where they get access to all spells on the cleric list the instant they are able to cast those spells.


Brett Blackwell wrote:

The Swashbuckler's "Find the Mark" ability says it stacks with any other affects that increase the crit range. Does this include feats like Improved Critical that specifically state that they don't stack? If so, what is the order for the stacking?

I would assume you would apply the improved critical feat first then subtract one, as doing the reverse creates a larger crit range (and only gets worse with "Improved Mark").

Improved Critical specifically does not stack with itself, when taken multiple times. It can, however, be used with Find the Mark -- and yes, the effect of the feat is figured first, and then the class ability.


Walt Ciechanowski wrote:


Random Starting Age

Half-Ogre (15 years) BRS +1d4 BFPR +1d6 CDMW +2d6
Ratkin (12 years) BRS +1d3 BFPR +1d4 CDMW +2d4
Saurian (30 years) BRS +3d6 BFPR +5d6 CDMW +6d6

Okay, that covers the PF core classes...how about the ToS classes? (We have someone starting a Spellblade.)

Also, which "B" above is Bard and which is Barbarian? I can see an argument for it either way.


Damon Griffin wrote:
Walt Ciechanowski wrote:


Random Starting Age

Half-Ogre (15 years) BRS +1d4 BFPR +1d6 CDMW +2d6
Ratkin (12 years) BRS +1d3 BFPR +1d4 CDMW +2d4
Saurian (30 years) BRS +3d6 BFPR +5d6 CDMW +6d6

Okay, that covers the PF core classes...how about the ToS classes? (We have someone starting a Spellblade.)

Also, which "B" above is Bard and which is Barbarian? I can see an argument for it either way.

They're the same categories as PF core, so the first B is barbarian.

BR(ogue)S includes shaman, warlock
BFPR(anger) includes knight, swashbuckler, warlord
CDMW includes artificer, priest, spellblade

Hope that helps!


Gareth-Michael Skarka wrote:
Brett Blackwell wrote:

The Swashbuckler's "Find the Mark" ability says it stacks with any other affects that increase the crit range. Does this include feats like Improved Critical that specifically state that they don't stack? If so, what is the order for the stacking?

I would assume you would apply the improved critical feat first then subtract one, as doing the reverse creates a larger crit range (and only gets worse with "Improved Mark").

Improved Critical specifically does not stack with itself, when taken multiple times. It can, however, be used with Find the Mark -- and yes, the effect of the feat is figured first, and then the class ability.

Well, our issue is the last paragraph of the Improved Critical feat..

Quote:

This effect doesn’t stack with any other effect that

expands the threat range of a weapon.

The earlier paragraph also states that it cannot stack with itself..

Quote:

You can gain Improved Critical multiple times.

The effects do not stack. Each time you take the feat, it
applies to a new type of weapon.

I just wanted to make sure since most feats and spells (like Keen Edge) specifically state they don't stack with other effects that extend the crit range. I'm perfectly happy with this being an exception to the rule as long as it is applied after the original stacking effects...


Regarding the Swashbuckler I noticed that certain fighter feats like weapon specialization and greater weapon specialization is on their bonus feat list. Do they still qualify for these feats if they don't take any levels of fighter?


"The swashbuckler must meet all prerequisites in order to select a bonus feat."

Directly below the feat list, so yes he needs levels in fighter if he wants wep spec etc.


mach1.9pants wrote:

"The swashbuckler must meet all prerequisites in order to select a bonus feat."

Directly below the feat list, so yes he needs levels in fighter if he wants wep spec etc.

That doesn't make any sense. I realize that you're right, but it's still bizarre.


Looking through the warlord class, and I've noticed that the "Hold the Line" ability specifies it starts at 3rd level in the description, yet the table has it starting at 2nd. Where should it be?


Sean FitzSimon wrote:
mach1.9pants wrote:

"The swashbuckler must meet all prerequisites in order to select a bonus feat."

Directly below the feat list, so yes he needs levels in fighter if he wants wep spec etc.

That doesn't make any sense. I realize that you're right, but it's still bizarre.

Why? it is a very common thing throughout 3E, to have Wep Spec as a bonus feat but only if you also have 4 levels of Fighter.


mach1.9pants wrote:
Sean FitzSimon wrote:
mach1.9pants wrote:

"The swashbuckler must meet all prerequisites in order to select a bonus feat."

Directly below the feat list, so yes he needs levels in fighter if he wants wep spec etc.

That doesn't make any sense. I realize that you're right, but it's still bizarre.
Why? it is a very common thing throughout 3E, to have Wep Spec as a bonus feat but only if you also have 4 levels of Fighter.

Not for base classes...

I think the Warlord has the same 'feature'. In fact, if you start looking at some of the Wizards abilities the Warlock gets by strict RAW, some of those break too...

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

Nepenthe wrote:
mach1.9pants wrote:
Why? it is a very common thing throughout 3E, to have Wep Spec as a bonus feat but only if you also have 4 levels of Fighter.

Not for base classes...

I think the Warlord has the same 'feature'. In fact, if you start looking at some of the Wizards abilities the Warlock gets by strict RAW, some of those break too...

Precident. Psychic warrior.

Bonus Feats: At 1st level, a psychic warrior gets a bonus combat-oriented feat in addition to the feat that any 1st level character gets and the bonus feat granted to a human character. The psychic warrior gains an additional bonus feat at 2nd level and every three levels thereafter (5th, 8th, 11th, 14th, 17th, and 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats or psionic feats. The psychic warrior must still meet all prerequisites for the bonus feat, including ability score and base attack bonus minimums as well as class requirements. A psychic warrior cannot choose feats that specifically require levels in the fighter class unless he is a multiclass character with the requisite levels in the fighter class.


Question about the artificer. Can they use wands as normal such as a wand of cure light or must they make a UMD roll every time? It says they have acess to divine and arcane spells up to 4th level. But from previous discussions earlier in this thread. It seems they just emulate the spells effect but they don't really know the spell. So can they use spell trigger items?


Nargath wrote:
Looking through the warlord class, and I've noticed that the "Hold the Line" ability specifies it starts at 3rd level in the description, yet the table has it starting at 2nd. Where should it be?

2nd -- the table is correct.


Hadesblade wrote:
Question about the artificer. Can they use wands as normal such as a wand of cure light or must they make a UMD roll every time? It says they have acess to divine and arcane spells up to 4th level. But from previous discussions earlier in this thread. It seems they just emulate the spells effect but they don't really know the spell. So can they use spell trigger items?

Yes, they can use spell trigger items. As the description on page 458 of the Pathfinder Core Book says, "This is the case even for a character who can't actually cast spells, such as a 3rd level Paladin." We figure if the spell-casting knowledge of the class allows a non-casting Paladin to use spell trigger items, the emulative knowledge of an artificer applies as well.


Gareth-Michael Skarka wrote:
Yes, they can use spell trigger items. As the description on page 458 of the Pathfinder Core Book says, "This is the case even for a character who can't actually cast spells, such as a 3rd level Paladin." We figure if the spell-casting knowledge of the class allows a non-casting Paladin to use spell trigger items, the emulative knowledge of an artificer applies as well.

Can the artificer cast spells from scrolls? She can create scrolls at second level, but she can't read magic. Does this mean she needs to make a Use Magic Device check or that she can only use scrolls she has created herself?

If she can cast a spell from scroll she didn't create, can she cast spells from a scroll beyond her current level (assuming the spell isn't higher than 4th level)? Can she cast spells from scrolls if she doesn't know what they do (i.e., if they haven't been Identified)?

The description under the feat Use Magic Device on page 109 of the Pathfinder Core Book says, "Decipher a Written Spell: This usage works just like deciphering a written spell with the Spellcraft skill, except that the DC is 5 points higher. Deciphering a written spell requires 1 minute of concentration." But the description of the Spellcraft skill on page 106 says, "This skill is also used to identify the properties of magic items in your possession through the use of spells such as detect magic and identify." neither of which the artificer can cast.


Charles Tolliver wrote:
Can the artificer cast spells from scrolls? She can create scrolls at second level, but she can't read magic. Does this mean she needs to make a Use Magic Device check or that she can only use scrolls she has created herself?

Yes, she can use scrolls. A Use Magic Device check is required.

Charles Tolliver wrote:
If she can cast a spell from scroll she didn't create, can she cast spells from a scroll beyond her current level (assuming the spell isn't higher than 4th level)? Can she cast spells from scrolls if she doesn't know what they do (i.e., if they haven't been Identified)?

As with any use of a scroll, an attempt to cast a spell of a higher level will require a caster level check (DC = spell's caster level +1). This would include spells of a higher level than the artificer would normally have access to.

The artificer could not cast from an unidentified scroll, since deciphering is required for activation. (as per page 490 of The Pathfinder Roleplaying Game).

Charles Tolliver wrote:
The description under the feat Use Magic Device on page 109 of the Pathfinder Core Book says, "Decipher a Written Spell: This usage works just like deciphering a written spell with the Spellcraft skill, except that the DC is 5 points higher. Deciphering a written spell requires 1 minute of concentration." But the description of the Spellcraft skill on page 106 says, "This skill is also used to identify the properties of magic items in your possession through the use of spells such as detect magic and identify." neither of which the artificer can cast.

Deciphering with UMD 'works just like' deciphering with Spellcraft, not 'using the same requirements as' deciphering with Spellcraft. The spells are not a requirement for the UMD use.


Charles Tolliver wrote:
I was also hoping the errata would provide some more information on how to interpret the Weird Science Inventions table for the Artificer. There isn't any at present. It appears that at a first level Artificer can only have one device at any time, but there's no clear explanation of what the 4 columns mean.
Gareth-Michael Skarka wrote:


We thought it was fairly clear -- just like any other spell list. That would be the number of spells at that level the character can "cast." So, yes -- a first level Artificer has access to a single 1st-level spell -- and hence, a single invention. At second level, they have access to two 1st-level spells -- which could be two inventions, or combined into a single invention, etc.

I agree, this was not clear at all. It was not really described in the text, but rather had to be inferred from what this table did not mean, much like a sudoku puzzle. So if I am understanding, this table is the number of 1st level spells that you can imbue any invention with in total.

At first level, you may imbue one first-level spell into an invention. At second level, you may then imbue up to two first-level spells into inventions, in any fashion. Now that we've established that, is it possible to add a spell onto a current invention? For example I have a cure light wounds 'gun' or whatever(which will lead to my next question), may I then add the spell 'Lesser Restoration' to it, or will I need to destroy the first item, and make a new item containing both spells?

One further question, this is merely for flavor I suppose but: Are these 'weird science inventions' supposed to be gun-like weapons? Or are they conceived of as a less concrete sort of invention, like a watch that can do these sorts of things, etc? I understand that it's up to you and your DM, but there are some places where I might want to ,for example, have a bionic arm/hand/eye that shoots lightning bolts, but my DM will say no has to be a gun, has to be wielded in your hands, has to take up this and that 'slot', etc.


caith wrote:
At first level, you may imbue one first-level spell into an invention. At second level, you may then imbue up to two first-level spells into inventions, in any fashion. Now that we've established that, is it possible to add a spell onto a current invention? For example I have a cure light wounds 'gun' or whatever(which will lead to my next question), may I then add the spell 'Lesser Restoration' to it, or will I need to destroy the first item, and make a new item containing both spells?

The rule on page 13 says "Combining multiple magical effects into a single device means that both effects function simultaneously upon activation (effectively casting two spells at once)", so unless you have a particularly sadistic GM you probably don't want to combine 'Cure Light Wounds' with 'Lesser Restoration'.

You can't swap out spells and the devices must be created in advance, so taking the old device apart to add a new feature would take the same amount of time as inventing a new one.

caith wrote:
One further question, this is merely for flavor I suppose but: Are these 'weird science inventions' supposed to be gun-like weapons? Or are they conceived of as a less concrete sort of invention, like a watch that can do these sorts of things, etc? I understand that it's up to you and your DM, but there are some places where I might want to ,for example, have a bionic arm/hand/eye that shoots lightning bolts, but my DM will say no has to be a gun, has to be...

Look at the illustration. There is no set form. There's no reason you couldn't build a wrist band that shoots Magic Missiles and raises Shield simultaneously, or a pencil box that emulates casting Cat's Grace and Bull's Strength when you open it.


Damon Griffin wrote:
Charles Tolliver wrote:

Given this dynamic, I would suggest the following change to the description of the artificer in Tome of Secrets:

I probably shouldn't comment, having already decided not to use Artificers, but the above doesn't sound like what I'd understood GMS to say. Charles' description sounds like the limit equates to "spells known", but I'd understood that it was more akin to "spells prepared."

Damon is correct. I missed the bolded language in GMS's post:

If a device becomes unusable, they can build another (replicating the same effect), or invent a new one (choosing a different spell effect).


Matthew Morris wrote:
Nepenthe wrote:
mach1.9pants wrote:
Why? it is a very common thing throughout 3E, to have Wep Spec as a bonus feat but only if you also have 4 levels of Fighter.

Not for base classes...

I think the Warlord has the same 'feature'. In fact, if you start looking at some of the Wizards abilities the Warlock gets by strict RAW, some of those break too...

Precedent. Psychic warrior.

Bonus Feats: At 1st level, a psychic warrior gets a bonus combat-oriented feat in addition to the feat that any 1st level character gets and the bonus feat granted to a human character. The psychic warrior gains an additional bonus feat at 2nd level and every three levels thereafter (5th, 8th, 11th, 14th, 17th, and 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats or psionic feats. The psychic warrior must still meet all prerequisites for the bonus feat, including ability score and base attack bonus minimums as well as class requirements. A psychic warrior cannot choose feats that specifically require levels in the fighter class unless he is a multiclass character with the requisite levels in the fighter class.

A slight difference between that, and actually listing it as a bonus feat, isn't there? That's essentially just a way to save space over writing the whole list of fighter bonus feats... :/


A thing which came up on ENW, what is the save DC for an Artificer Weird science invention; as in how is it calculated?

here


I asked these questions on another thread, but thought that this one might be more appropriate, so I'll repeat it here.

I have a some questions on the warlock Arcane Bolt ability.

1) The damage is listed as 1d6 points of damage, +1d6 for every two warlock levels. Does this mean he does 2d6 at second level or did you mean every two levels after first?

2) The warlock may choose whether the damage is acid, cold, electricity, or fire. Is that chosen when the power is taken or whenever the power is used?

3) As a ranged touch attack does the warlock get to use it more than once a round like a ranged attack or is it limited to once per round?


Another Warlock question, along the same vein as allowing Sorcerer bloodline abilities (which I came to the same conclusion about).

How about allowing Warlocks access to Clerical domain abilities ?

Any reason that would be unbalancing ?

And a question tied to #2 in the question above, the text says the Warlock can choose an elemental discriptor....but is he required to ?

Or can the Arcane bolt be used as un-typed energy ?


nighttree wrote:


How about allowing Warlocks access to Clerical domain abilities ?

You know I thought it might be interesting to create another class like the warlock, but he used domains and orisons.

Maybe call him a Channeler, and he could have a bolt of negative, positive energy instead, just a thought.


Salintar wrote:
nighttree wrote:


How about allowing Warlocks access to Clerical domain abilities ?

You know I thought it might be interesting to create another class like the warlock, but he used domains and orisons.

Maybe call him a Channeler, and he could have a bolt of negative, positive energy instead, just a thought.

I'm not so much looking at making a "divine" version of the warlock, just looking for balanced examples to expand their abilities.

Although your suggestions would be easy to implement and would be an interesting alternative ;)

One of the things I like is the idea of the "Warlock Pact", and domains seem to fit the feel of that more than the limited range of arcane schools available.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

Well after reading my dead tree version, I've definately some reservations about the priest.

An extra spell every level. Spontanious casting of healing/harming and domain spells. Channeling upped a die. 3 domains. Bardic Knowlege. 6 SP level. Sure they go to poor BAB and d6 HD, but I'll take that trade off any day. (Especially since the skills mean I can choose the extra hit point.)

Am I reading all of that correctly?


Further Artificer questions!

When creating a higher level artificer (or playing as one that has leveled a few times even), are the usages per day static and permanent at time of creation, or do they increase according to your current class level. For example, I create a Cure Light Wounds gun at level 1, which will have 2 uses per day. When I level to 5, will that gun still only have 2 usages per day, or will it increase to 4?

If the former is the truth, then can I simply recreate that level 1 Cure Light Wounds gun at level 5, and now bestow upon it 4 uses per day? Or will my 1st level invention always be limited to 2 usages per day?

Scarab Sages

Saw nothing about this yet, so just mentioning it to save others the time:

Firearms Errata:
Pg. 185:
Rangers and Firearms - Rangers who choose the musketeer combat style gain Precise Shot at 10th level (not 11th). Rangers only lose the benefit of their combat style when wearing heavy armor (not medium and heavy).

Feats
Additional Combat Style - The benefit should read (I would guess), "You gain additional bonus combat style feats for any combat style you have not already selected, both retroactively and at any future ranger level that grants a bonus combat style feat. All restrictions of your additional combat style apply normally." (Side note, that's a crazy-good feat.)
Epic Combat Style - The benefit should be the same as above.

Pg. 187:
Iceshot Pistol - Somewhere in there it should specifically say the target gains the entangled condition (it is only implied, currently).

Pg. 188:
Seeker Rounds - Some language about ignoring armor class, miss chance (but not invisibility), and cover would be nice, but I guess it's technically not necessary.

Tangleshot Rounds - Though it's more clear than the iceshot pistol, this should still specifically state that it imparts the entangled condition, and probably should emphasize the "can't move" part, as that is not a normal effect of being entangled.

Scarab Sages

Further artificer questions. I understand this is long and drawn out, but I'm really trying to cover items that have not yet been discussed and hopefully provide some great feedback to help this class.

Tons of questions regarding materials, crafting availability, and hardness.

Earlier it was stated that items were MacGyvered when created. Am I to assume then if you are naked in a 5x5x5 metal box that the artificer is rendered incapable of creation ? At what point then is the artificer able to create ? If he is in a forest he may be able to come up with materials, (wood) but not in a desert I would imagine.

Would it be possible to add rules for repairing broken items ? Or items that have exceeded their use but have not yet broken ? Perhaps 1/2 the time it takes to create an item, you could repair or "recharge" one ?

<Materials> Needs to be discussed.

My gm is a stickler for details. Do these inventions have the properties of a magical item for the purpose of being broken by someone else ? Or do they have the properties of how they were created ? Are they stronger than average as you go up in level ? Wouldn't I always create them out of the best materials available ? This needs to be standardized somehow.

Lets say I create a mechanical arm, or goggles - the arm is made of wood (as those are the only materials available to me when I created it if paragraph 1 holds true) however the goggles are created of metal (same). I am then running out of a burning building ... does the wooden item catch fire, and the metal item become hot enough to burn my face ?

Am I able to create other objects on the fly that don't have magical properties through MacGyver-ing ? Could I make a spring-loaded ladder that extends from 1' to 10'' for example ? Even though it is not magical ?

Can you set the magical properties to affect the item when used ? For example could I make a sword that casts shocking grasp when it hits something ? Or make a mechanical arm that actually DOES bigby's crushing grasp ?

Do these items register magically when being detected by magic ? Are they rendered useless if you were in an anti-magic field of somekind or are they purely mechanical in nature ?

Production and creation

Who decides the weight of the item ? If it depends on what the item looks like, why wouldn't I make all of them dice size ?

How big ? How small ? Could I create pyramid in 4 hours as long as I gave it a 1st level spell ?

Do the items function the same in all atmospheres ? Underwater ? Plane of Shadows ?

Again, I apologize for all the questions ... I really want to play this class but a lot needed to be clearer for me.

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

For the alchemical items, several are poisonous if ingested or overused, but use the old poison rules instead of the new format PRPG poison rules. Can we get updates for these?

In particular, the fortifying oil and the health restorer, rust remover, and possibly the uninhibitor.

Liberty's Edge

I second the questions about the arcane bolts. There is no daily limit to the number of arcane bolts a Warlock can use. (Actually I don't think any of the school abilities listed in the book have a daily limit listed.) Should we assume it's 3 x/day + Intelligence modifier? (like other Wizard school abilities)

How exactly does arcane burst work? Is a ranged touch attack roll needed, and if it misses is it like a grenade attack or does it just fizzle out?

Liberty's Edge

My first Warlock. You can see why I'd like clarification on the Arcane Bolt/Burst.

Shakhar Firum
Male Half Orc Warlock 4
CE Medium humanoid (human, orc)
Init +0; Senses: darkvision 60 ft, Perception +0
__________________________________________
DEFENSES
AC 12, touch 10, flat-footed 12 (+2 armor)
hp 27 (4d8+4)
Fort +2; Ref +1; Will +4
DR 2/silver, fire, cold
__________________________________________
OFFENSE
Speed 30 ft.
Melee steel quarterstaff of the cold storm +8 (1d6+5)
Cantrips (CL 4th)
0 - Read Magic, Detect Magic, Light
SA command undead (DC 14)
__________________________________________
STATISTICS
Str 16, Dex 10, Con 12, Int 12, Wis 10, Cha 16
Base Atk +3; CMB +6; CMD 13
Feats: Arcane Strike, Command Undead, Skill Focus (Craft: Alchemy)
Skills: Craft (Alchemy) +11, Intimidate +12, Knowledge (planes) +8, Spellcraft +8
Languages Common, Draconic, Orc
SQ arcane armor mastery (light), cantrips, power over undead, physical enhancement, arcane bolt, arcane burst, orc ferocity
Combat Gear -
Gear steel quarterstaff of the cold storm (10 charges), robe of bones, leather armor
__________________________________________
SPECIAL ABILITIES
Arcane Armor Mastery (Light)(Ex) While wearing light armor, Shakhar suffers no arcane failure penalty when using school abilities.
Power over Undead (Su) Four times per day, Shakhar can channel energy as a cleric, but only for the purposes of commanding undead. Will save (DC 14) to resist.
Physical Enhancement (Su) Shakhar gains a +1 enhancement bonus to one physical ability score for every 5 warlock levels. The ability score may be chosen at the beginning of each day. Generally this is applied to constitution.
Arcane Bolt (Su) Shakhar can fire an arcane bolt for 2d6 cold damage as a ranged touch attack with a range of 100 ft. + 10 feet every level.
Arcane Burst (Su) Shakhar's bolts erupt into 20 ft radius spreads from the point of impact.


A Warlocks shtick is being able to use his ability an unlimited number of times per day.

So Arcane bolt, and most of the other abilities are used at will.

Liberty's Edge

nighttree wrote:

A Warlocks shtick is being able to use his ability an unlimited number of times per day.

So Arcane bolt, and most of the other abilities are used at will.

That's what I thought originally also, but I thought one of the game creators posted an erratum that they still have the daily limitation. I could be wrong though.


stardust wrote:


That's what I thought originally also, but I thought one of the game creators posted an erratum that they still have the daily limitation. I could be wrong though.

Not to my knowledge ?

In fact I don't think most of the questions I have seen posted regarding the warlock have even been addressed officially.


I'm pretty sure that when they where actually answering questions, they stated that the warlock was limited to the number of times he could use the school powers just like a wizard, but for the life of me I can't find that thread now.
The arcane blast though doesn't state a number of uses, so I'm thinking that it's unlimited like the official warlock.

Liberty's Edge

Salintar wrote:

I'm pretty sure that when they where actually answering questions, they stated that the warlock was limited to the number of times he could use the school powers just like a wizard, but for the life of me I can't find that thread now.

The arcane blast though doesn't state a number of uses, so I'm thinking that it's unlimited like the official warlock.

Cool. That makes the arcane bolt/burst a really powerful ability. Now if I could just figure out how the burst effect works. The center of a burst is normally chosen by the caster, but if its tied to a ranged touch attack.... maybe its resolved differently?

Liberty's Edge

Adversity Helms
Male Ratkin Artificer 4
N Medium humanoid (ratkin)
Init +2, Senses low-light vision, Perception +9
_________________________________________
DEFENSES
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 18 (4d6)
Fort +4, Ref +3, Will +6
Immune disease
_________________________________________
OFFENSE
Move: 30 ft.
Melee: +1 dagger +3 (1d4)
or bite +2 (1d4-1)
Ranged: masterwork javelin +5 (1d6-1) - 30 ft range
or +1 dagger +5 (1d4) - 20 ft range
Weird Science Inventions
Muscular Enhancers: These bands are worn around the upper arms as bracers. As a standard action, they can be used to grant a +4 enhancement bonus to Strength for 4 minutes. (bull's strength). It can be used 3 times per day before becoming unreliable (Use Magical Device, DC 20 +1 for each additional use).
Hyper-optical Projector: This staff contains a lantern-like device of multi-colored lenses. As a standard action, it can project a vivid array of clashing colors in a 15 ft. cone, potentially blinding, stunning, or knocking unconscious various creatures (as the spell color spray - save DC 15.) At the same time, the projector releases a forcefield of brilliantly colored energy that surrounds the user for 4 rounds. During this time, anyone who wants to attack the wielder must make a will save DC 15 to push through the forcefield. (color spray, sanctuary). It can be used 3 times per day before becoming unreliable (Use Magical Device, DC 27 +1 for each additional use).
Shield Generator: This small device is worn on a belt. As a standard action, it can be activated to grant the user a +4 armor bonus for 4 hours. (mage armor). It can be used 3 times per day before becoming unreliable (Use Magical Device, DC 20 +1 for each additional use).
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STATISTICS
Str 8 Dex 14 Con 10 Int 18 Wis 14 Cha 14
Base Atk +3, CMB +2, CMD 15
Feats Scribe Scroll (B), Brew Potion (B), Craft Wondrous Item (B), Quicken Spell (B), Skill Focus (Use Magical Device), Magical Aptitude, Weapon Focus (javelin) (B)
Skills Climb +5, Craft (sculpture) +13, Craft (carpentry) +13, Disable Device +9, Knowledge (Arcana) +11, Knowledge (Engineering) +11, Perception +9, Spellcraft +11, Swim +9, Use Magical Device +14
Background Gladiator (Acrobatics, Intimidate, Weapon Focus (javelin))
Languages common, draconic, gnoll, goblin, orc
SQ elbow grease, jack of all trades, weird science, item creation
Combat Gear - scroll of magic missile x3, potion of cure light wounds x2,
Gear 5 masterwork javelins, dagger +1, amulet of the marsh, evading figurine of banishment
__________________________________________
SPECIAL ABILITIES
Elbow Grease (Ex) Adversity gains a +2 bonus to all craft checks.
Jack of All Trades (Ex) Adversity can use any skill untrained.
Item Creation (Ex) Adversity can craft true magic items, even if he does not have the prerequisite spells, as though he were a caster of his level plus 2.

evading figurine of banishment
This statuette of Sarenrae is made of ivory and gold, and was found by Adversity on one of his expeditions through the swamps or sewers to scavenge for useful items. When used as a focus for an hour of prayer or meditation every day, the user gains the Improved Evasion rogue advanced talent. It also contains magic that is usable by command word, casting banishment on outsiders. There are 12 uses remaining in the figurine. If the user ever misses a day of prayer or meditation, he loses the Improved Evasion rogue talent until an atonement spell is cast, and the ritual is taken up once again.

Notes

Not certain how to determine the save DC of the weird science devices, so I used 10 + spell level + Intelligence modifier.


stardust wrote:
Salintar wrote:

I'm pretty sure that when they where actually answering questions, they stated that the warlock was limited to the number of times he could use the school powers just like a wizard, but for the life of me I can't find that thread now.

The arcane blast though doesn't state a number of uses, so I'm thinking that it's unlimited like the official warlock.
Cool. That makes the arcane bolt/burst a really powerful ability. Now if I could just figure out how the burst effect works. The center of a burst is normally chosen by the caster, but if its tied to a ranged touch attack.... maybe its resolved differently?

It's unlimited. My reasoning was cut for space, but I intentionally made the arcane blast a bit more powerful than the others.

Liberty's Edge

Walt Ciechanowski wrote:
stardust wrote:
Salintar wrote:

I'm pretty sure that when they where actually answering questions, they stated that the warlock was limited to the number of times he could use the school powers just like a wizard, but for the life of me I can't find that thread now.

The arcane blast though doesn't state a number of uses, so I'm thinking that it's unlimited like the official warlock.
Cool. That makes the arcane bolt/burst a really powerful ability. Now if I could just figure out how the burst effect works. The center of a burst is normally chosen by the caster, but if its tied to a ranged touch attack.... maybe its resolved differently?
It's unlimited. My reasoning was cut for space, but I intentionally made the arcane blast a bit more powerful than the others.

Thanks, that means I can go ahead and put it in under his ranged attack in the offense block. Can you tell me how the burst effect works, mechanically? Is that also an unlimited ability?


Couple of Questions

1. Weird Science Devices - Can they emulate domain spells as well? I know most domain spells are also on the cleric or wizard list but there are (or at least were) some that were only a domain spell. Can I make a device to copy them as well?

2. Anti magic - Do weird science devices work within an anti-magic field? I assume they are fully magical and would be suppressed in the field and could be defeated by SR or a dispel magic just like the spell they are copying.

3. Metamagic Feats - I assume I could use any meta feat I wanted when created my devices.


More Questions

4. Does activating a weird science device provoke an AOO?

5. If I create an item with multiple items do they happen in order? Lets say I create an item with True strike and Searing Touch. Do I get the +20 to hit when rolling the touch attack of the Searing spell?

6. Can a weird science item have multiples of the same spell? Say a magic bazooka with 3 fireballs spells in it.

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