Ultimate Magic: I Has It!


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Silver Crusade

Pathfinder Adventure Path Subscriber
kelvingreen wrote:
I've heard that monks get some ki-related vows, and I've also heard that the vows aren't very good; do they get anything else in the new book?

They get the Qinggong Monk archetype, which is pretty cool. It allows you swap out several monk class abilities (mostly the wonky ones such as diamond soul or slow fall) for new ki powers chosen from a long list. Some emulate feats, some emulate spells.

There are also several Monk-oriented feats.


Awwww, no good hexes? :( Ah well, at least that makes giving up 2 hex picks for the hedge witch easier.

I read somewhere that there's something called split hex that allows you to affect 2 targets with one hex. Is that a feat, a hex, a spell or something different? And how does it work? Is the duration split, does it require a full round action or how is it balanced?

Oh and thanks for taking the time to answer :)


Can you tell us how words of power compares to the play test?


So how are oracle archtypes? and what do they do/get/replace?

So what are the new channel abilities/feats? are they any good?

What are the Maestro and Accursed bloodlines like? what they get?


Blave wrote:
Awwww, no good hexes?

There are 10 minor, 8 major and 3 grand new hexes.

Blave wrote:
I read somewhere that there's something called split hex that allows you to affect 2 targets with one hex. Is that a feat, a hex, a spell or something different? And how does it work? Is the duration split, does it require a full round action or how is it balanced?

There are two feats called Split Hex and Split Major Hex that allows you to target one additional creature within 30 feet with a single-target hex. Nothing about the hex changes apart from the number of targets.


Which chapter of the book addresses the designers' reasoning for not including a squirrel familiar? Do they apologize profusely? Is there any hint of a release date for the follow-up Squirrels As Familiars game supplement?


Gorbacz wrote:
They get the Qinggong Monk archetype, which is pretty cool. It allows you swap out several monk class abilities (mostly the wonky ones such as diamond soul or slow fall) for new ki powers chosen from a long list. Some emulate feats, some emulate spells.

Interesting. Is this something which can be switched to after first level, or do you need to pick it at character generation? I have a twelfth level monk and while I like some of the abilities, some of them have never been used.


Just a couple of questions about feats - please can you let me what the following feats do?
1. Skeleton Summoner
2. Undead Master

Thanks.


evilash wrote:
Blave wrote:
Awwww, no good hexes?
There are 10 minor, 8 major and 3 grand new hexes.

Ok, but are they any good? Those mentioned so far seem pretty underwhelming. I mean, cooking people and child scent are full of flavor but hardly something a heroic witch can use properly.

Quote:
Blave wrote:
I read somewhere that there's something called split hex that allows you to affect 2 targets with one hex. Is that a feat, a hex, a spell or something different? And how does it work? Is the duration split, does it require a full round action or how is it balanced?
There are two feats called Split Hex and Split Major Hex that allows you to target one additional creature within 30 feet with a single-target hex. Nothing about the hex changes apart from the number of targets.

This is totally awesome news. Any strings attached? Some weird requirement like skill focus (appraise) or something?

Liberty's Edge

Dragon78 wrote:
So how are oracle archtypes? and what do they do/get/replace?

Dual-cursed lets you take two curses, one of which advances and the other of which doesn't. They also get a pair of set revelations, one that makes people luckier and one that makes them unluckier (kind of like the witch hexes). It's sort of neat, but the lack of new curses is kind of sad.

Enlightened philosopher is a lawful-only archetype that lets you discipline yourself to get some lore stuff, knowledge skills, and eventually become immune to a bunch of status conditions.

Planar oracle gives planar adaptation and plane-traveling stuff. Possessed oracle gives you a second brain to avoid mental control. Seer lets you see the future better. And stargazer lets you splice in a couple of heavens mysteries to another oracle type.

Liberty's Edge

Blave wrote:
Awwww, no good hexes?

I didn't say that. Just no new defensive hexes. There's all kinds of awesome stuff, like the hex that lets you poison apples, or the one that gives you prehensile hair. They're just plain cool. =3

Shadow Lodge

What about the Nature Sorcerer?

Liberty's Edge

Sorcerer questions answered:

Accursed: Your family is cursed by a hag, and you have learned how to externalize your curse onto other people. You count as a hag for joining a coven, and you get some spellcasting benefits from being near a hag or another accursed sorcerer. Powers are mostly about emulating a hag's ugliness temporarily, the evil eye, supernatural toughness, or haunting dreams.

Maestro: Your bloodline is supernaturally connected to music, like from having a trumpet archon as an ancestor, or having your grandfather driven mad by a shoggoth's piping. You cast verbal-only spells as though you were a caster level higher, and powers are bard-emulation stuff.

Wildblooded Archetype: It takes an existing bloodline and replaces some of the powers with more "nature"-y stuff. Like, your powers can be more about wind and rain than lightning and thunder for stormborn, or you have linnorm blood instead of "true dragon" ancestry, and so on. The big one is Sage, which lets you switch out all Charisma-based stuff in the sorcerer class for Intelligence; you can finally make an Int-based spontaneous caster.


It's probably too early, but any comments on the final version of the Words of Power system? What kinds of effects can WoP clerics create, for instance?

Shadow Lodge

hida_jiremi wrote:

Maestro: Your bloodline is supernaturally connected to music, like from having a trumpet archon as an ancestor, or having your grandfather driven mad by a shoggoth's piping. You cast verbal-only spells as though you were a caster level higher, and powers are bard-emulation stuff.

Wildblooded Archetype: It takes an existing bloodline and replaces some of the powers with more "nature"-y stuff. Like, your powers can be more about wind and rain than lightning and thunder for stormborn, or you have linnorm blood instead of "true dragon" ancestry, and so on. The big one is Sage, which lets you switch out all Charisma-based stuff in the sorcerer class for Intelligence; you can finally make an Int-based spontaneous caster.

These are awesome. +1 Paizo!


Blave wrote:


Ok, but are they any good? Those mentioned so far seem pretty underwhelming. I mean, cooking people and child scent are full of flavor but hardly something a heroic witch can use properly.

Actualy the ability to smell children could be useful as in finding lost or kidnapped children...

The aforementioned prehinsile hair sound cool....what kinda of hex is it?

Unrelated to hexes.

Are there any new equipment? Magical or mundane?

Also I read somewhere there is two new item creation feats...what are they?


Skullking wrote:

Just a couple of questions about feats - please can you let me what the following feats do?

1. Skeleton Summoner
2. Undead Master

Thanks.

I'd like to know, too. These sound interesting.


Anything interesting for Wizards? Arcane discoveries, new archetype, how does that look?

This is kind of a trickier question...? Diviner abilities are pretty sweet, except sometimes the spells can be lackluster. (Situational?) Any new Divination spells making the Diviner more feasible?


John Kretzer wrote:
Blave wrote:


Ok, but are they any good? Those mentioned so far seem pretty underwhelming. I mean, cooking people and child scent are full of flavor but hardly something a heroic witch can use properly.
Actualy the ability to smell children could be useful as in finding lost or kidnapped children...

But worth a hex? When you can easily have a familiar with scent, summon some creature for tracking or use the various divination spells on the witch's spell list?

As I said: great fluff but there are way better ways to spend a hex pick on even if you only count the APG.


Blave wrote:
This is totally awesome news. Any strings attached? Some weird requirement like skill focus (appraise) or something?

Split Hex: witch level 10th

Split Major Hex: Split Hex, caster level 18th


OK,
I think I found a bit of breakage already.

The Magus gains Knowledge Pool at 7th level. When he prepares spells, he can expend 1 or more points from his arcane pool up to INT mod. For each point spent, he can prepare any Magus spell on the list as if it were in his spellbook.

If I am correct, can't you put a spell in your spellbook if you have it memorized? So... after 7th level, a magus can have any spell he wants in his spellbook just by taking a day to memorize it and then putting it down in his spell book.


Alchemists can create alchemical clones (lesser simulacra) and alchemical zombies. However, it would seem an Alchemical Zombie, while counting as an undead for purposes of how many an Alchemist can create per the spell, is not an actual undead, as it's a creature, not a supernatural effect. Thus it would appear it does not become Evil, use necromantic energy, and would likely not be detected as Undead. Am I reading that wrong?

Liberty's Edge

mdt wrote:

If I am correct, can't you put a spell in your spellbook if you have it memorized? So... after 7th level, a magus can have any spell he wants in his spellbook just by taking a day to memorize it and then putting it down in his spell book.

As far as I know, this is incorrect. You can scribe a spell from a scroll, or from a captured/borrowed spellbook, or by researching it, but I don't know of anything that lets you do it from a prepared spell. The wizard preparation stuff even makes a deal about you having to scribe from a captured spellbook into your own to avoid making a skill check every time you prepare from the captured one.


evilash wrote:
Blave wrote:
This is totally awesome news. Any strings attached? Some weird requirement like skill focus (appraise) or something?

Split Hex: witch level 10th

Split Major Hex: Split Hex, caster level 18th

So, effectively, you have to choose if you want one more major hex (extra hex) or target more enemies with the one -if offensive- you already have (split major hex)


An alchemists healing touch discovery allows him to heal others with a touch, provided they are the same type. A dhampir alchemist, being both humanoid and treated as undead, would seem to be able to heal both humanoids and undead. Cool. Like that visualization.

Liberty's Edge

mdt wrote:
Alchemists can create alchemical clones (lesser simulacra) and alchemical zombies. However, it would seem an Alchemical Zombie, while counting as an undead for purposes of how many an Alchemist can create per the spell, is not an actual undead, as it's a creature, not a supernatural effect. Thus it would appear it does not become Evil, use necromantic energy, and would likely not be detected as Undead. Am I reading that wrong?

You're reading too much into it. Undead themselves are creatures, not supernatural effects. The wording there is so that they're not suppressed or dispelled by things that suppress or dispel supernatural effects; it's just saying "once it's here, it's a creature and not a continuing use of this ability."


evilash wrote:
Blave wrote:
This is totally awesome news. Any strings attached? Some weird requirement like skill focus (appraise) or something?

Split Hex: witch level 10th

Split Major Hex: Split Hex, caster level 18th

Level 10 is a pretty steep requirement. Oh well, guess I'll have to decide between split and extra hex for my level 11 feat, then. Thanks for the info.

Liberty's Edge

John Kretzer wrote:

Are there any new equipment? Magical or mundane?

Also I read somewhere there is two new item creation feats...what are they?

No new equipment, and no item creation feats that I've seen.


hida_jiremi wrote:
mdt wrote:

If I am correct, can't you put a spell in your spellbook if you have it memorized? So... after 7th level, a magus can have any spell he wants in his spellbook just by taking a day to memorize it and then putting it down in his spell book.

As far as I know, this is incorrect. You can scribe a spell from a scroll, or from a captured/borrowed spellbook, or by researching it, but I don't know of anything that lets you do it from a prepared spell. The wizard preparation stuff even makes a deal about you having to scribe from a captured spellbook into your own to avoid making a skill check every time you prepare from the captured one.
PRD wrote:


Replacing and Copying Spellbooks

A wizard can use the procedure for learning a spell to reconstruct a lost spellbook. If he already has a particular spell prepared, he can write it directly into a new book at the same cost required to write a spell into a spellbook. The process wipes the prepared spell from his mind, just as casting it would. If he does not have the spell prepared, he can prepare it from a borrowed spellbook and then write it into a new book.


Blave wrote:
Ok, but are they any good? Those mentioned so far seem pretty underwhelming. I mean, cooking people and child scent are full of flavor but hardly something a heroic witch can use properly.

From what I can see most are flavor hexes from iconic witches like Baba Yaga and the Queen in Snow White.


hida_jiremi wrote:
The big one is Sage, which lets you switch out all Charisma-based stuff in the sorcerer class for Intelligence; you can finally make an Int-based spontaneous caster.

Why, Paizo? Why would you do this? You don't fix sorcerer by obsoleting all the previous options.

Here begins an age of boring, homogenous sorcerers.

Liberty's Edge

Skullking wrote:

Just a couple of questions about feats - please can you let me what the following feats do?

1. Skeleton Summoner
2. Undead Master

Skeleton Summoner: You add human skeletons to your list for summon monster I and human skeletal champion for summon monster III. Once a day, when you cast a summon monster spell, you can apply the skeleton template to the creature as you summon it.

Undead Master: When you command undead or animate dead, you're considered 4 levels higher for how many Hit Dice you can control. Your duration for the command undead spell is doubled.


Pathfinder Adventure, Rulebook Subscriber

Can you give a quick rundown of the new Summoner Archetypes and new Eidolon base-forms/evolutions plz. I am super excited, can't wait to get my hands on this book.

Liberty's Edge

Umbral Reaver wrote:

Why, Paizo? Why would you do this? You don't fix sorcerer by obsoleting all the previous options.

Here begins an age of boring, homogenous sorcerers.

Well, Sage is a modification of the Arcane bloodline through the Wildblooded archetype. So to get an Int-based sorcerer, you have to be a Wildblooded Sage. I'm honestly not sure it appeals to as wide a group as you seem to think.


hida_jiremi wrote:
Well, Sage is a modification of the Arcane bloodline through the Wildblooded archetype. So to get an Int-based sorcerer, you have to be a Wildblooded Sage. I'm honestly not sure it appeals to as wide a group as you seem to think.

Arcane was already the default 'optimisation pick' for sorcerers, wasn't it?

Human arcane wildblooded sage. If this is as it seems to be, I expect there will be this as the 'blue option' in all the updated guides with the rest filling in the greens, oranges and reds.


mdt wrote:
hida_jiremi wrote:
mdt wrote:

If I am correct, can't you put a spell in your spellbook if you have it memorized? So... after 7th level, a magus can have any spell he wants in his spellbook just by taking a day to memorize it and then putting it down in his spell book.

As far as I know, this is incorrect. You can scribe a spell from a scroll, or from a captured/borrowed spellbook, or by researching it, but I don't know of anything that lets you do it from a prepared spell. The wizard preparation stuff even makes a deal about you having to scribe from a captured spellbook into your own to avoid making a skill check every time you prepare from the captured one.
PRD wrote:


Replacing and Copying Spellbooks

A wizard can use the procedure for learning a spell to reconstruct a lost spellbook. If he already has a particular spell prepared, he can write it directly into a new book at the same cost required to write a spell into a spellbook. The process wipes the prepared spell from his mind, just as casting it would. If he does not have the spell prepared, he can prepare it from a borrowed spellbook and then write it into a new book.

Thank you mdt for the trick, sure this trick requires a lot of days... but still it's good.

Anyway i am not sure if that's a bug or a feature, but i will sure try to use that.

Another magus question:
Is there an extra pool feat?
What about extra arcana?


hida_jiremi wrote:
Skullking wrote:

Just a couple of questions about feats - please can you let me what the following feats do?

1. Skeleton Summoner
2. Undead Master

Skeleton Summoner: You add human skeletons to your list for summon monster I and human skeletal champion for summon monster III. Once a day, when you cast a summon monster spell, you can apply the skeleton template to the creature as you summon it.

Undead Master: When you command undead or animate dead, you're considered 4 levels higher for how many Hit Dice you can control. Your duration for the command undead spell is doubled.

Skeleton Summoner sounds pretty cool for a Summoner with an undead flavor. Further, that Undead Master is awesome - all necromancers are going to want that feat.

Thanks for responding.

Liberty's Edge

j b 200 wrote:
Can you give a quick rundown of the new Summoner Archetypes and new Eidolon base-forms/evolutions plz. I am super excited, can't wait to get my hands on this book.

The only new base form is Aquatic, which gives you a fishy-type eidolon, but they have a new thing called "models," which are packages your GM can use to simplify eidolon creation (or can restrict you to if he doesn't feel like juggling math). There are new evolutions for hooves, low-light vision, keen scent, a scary aura, an extra head, being like an undead, learning magic, seeing in total darkness (like a devil), sensing life, not breathing, and teleporting around.

Broodmasters summon multiple smaller eidolons instead of one big one. Evolutionists can shift around their eidolon's evolutions as a class ability, and can even change their base form. Master summoner gets a weaker eidolon in exchange for making his summoned monsters buffer. Synthesist summons his eidolon as a living power armor suit, basically engulfing him and wearing it; this one is my favorite. =3

Liberty's Edge

mdt wrote:
PRD wrote:


Replacing and Copying Spellbooks

A wizard can use the procedure for learning a spell to reconstruct a lost spellbook. If he already has a particular spell prepared, he can write it directly into a new book at the same cost required to write a spell into a spellbook. The process wipes the prepared spell from his mind, just as casting it would. If he does not have the spell prepared, he can prepare it from a borrowed spellbook and then write it into a new book.

*shrug* For my game, I would just rule that if you used pool spell to do it, you didn't prepare it the right way and couldn't do this. Thanks for the info, though; I didn't remember this at all.


hida_jiremi wrote:
j b 200 wrote:
Can you give a quick rundown of the new Summoner Archetypes and new Eidolon base-forms/evolutions plz. I am super excited, can't wait to get my hands on this book.

The only new base form is Aquatic, which gives you a fishy-type eidolon, but they have a new thing called "models," which are packages your GM can use to simplify eidolon creation (or can restrict you to if he doesn't feel like juggling math). There are new evolutions for hooves, low-light vision, keen scent, a scary aura, an extra head, being like an undead, learning magic, seeing in total darkness (like a devil), sensing life, not breathing, and teleporting around.

Broodmasters summon multiple smaller eidolons instead of one big one. Evolutionists can shift around their eidolon's evolutions as a class ability, and can even change their base form. Master summoner gets a weaker eidolon in exchange for making his summoned monsters buffer. Synthesist summons his eidolon as a living power armor suit, basically engulfing him and wearing it; this one is my favorite. =3

A player of mine wanted to play a Summoner with a wraith-like eidolon. Now he can! So cool.


leo1925 wrote:


Thank you mdt for the trick, sure this trick requires a lot of days... but still it's good.
Anyway i am not sure if that's a bug or a feature, but i will sure try to use that.

Another magus question:
Is there an extra pool feat?
What about extra arcana?

Yes, gain +2 pool.

Yes, gain 1 arcana.


Pathfinder Adventure, Rulebook Subscriber

thanks. Are there any new rules to make a small eidolon a viable option, like extra EV points for being small? EV that are only usable by small eidolons like big bonuses to CMD etc.


hida_jiremi wrote:
mdt wrote:
PRD wrote:


Replacing and Copying Spellbooks

A wizard can use the procedure for learning a spell to reconstruct a lost spellbook. If he already has a particular spell prepared, he can write it directly into a new book at the same cost required to write a spell into a spellbook. The process wipes the prepared spell from his mind, just as casting it would. If he does not have the spell prepared, he can prepare it from a borrowed spellbook and then write it into a new book.

*shrug* For my game, I would just rule that if you used pool spell to do it, you didn't prepare it the right way and couldn't do this. Thanks for the info, though; I didn't remember this at all.

No problem. Maybe it's intentional, maybe it's an oopsie on the dev's part. Not sure if I houserule it or not right now. I can see a magus taking a haver sack full of materials for creating spellbooks with him into the field though, anytime he has down time in the field, he uses this and adds a spell or two to his spellbook.


mdt wrote:
An alchemists healing touch discovery allows him to heal others with a touch, provided they are the same type. A dhampir alchemist, being both humanoid and treated as undead, would seem to be able to heal both humanoids and undead. Cool. Like that visualization.

Nein. A dhampir is ONLY humanoid, they simply REACT TO POSITIVE/NEGATIVE ENERGY like Undead do. They are not Undead, and thus can´t heal Undead because they are a different type. If it´s worded in line with how it´s summarized above, i.e. not saying the discoverey channels ´the type of energy which would heal you´. Note that if it´s worded as per above, a human alchemist cannot heal a dragon, for example, even though both are healed by positive energy.


I am also digging the Word spell chapter...i think i am going to add this system to one of the ancient cultures in my game...something the PCs can learn over time if they play their cards right.


Hmmm, I like the vivisectionist alchemist. Give up bombs for rogue sneak attack ability. I think that might be more useful, especially combined with some of the mutagens.

Sovereign Court

hida_jiremi wrote:
My biggest personal complaint about the book so far is that geisha sucks.

I was really disappointed by the geisha as well. I don't mind the 10-minute requirement for the tea ceremony, but the effect should last for much, much longer. And spending 4 rounds of bardic music for each creature affected seems unnecessarily costly. Bummer.

The Exchange

Did any of the new Alchemist Archetypes replace mutagen?


hida_jiremi wrote:

The only new base form is Aquatic, which gives you a fishy-type eidolon, but they have a new thing called "models," which are packages your GM can use to simplify eidolon creation (or can restrict you to if he doesn't feel like juggling math). There are new evolutions for hooves, low-light vision, keen scent, a scary aura, an extra head, being like an undead, learning magic, seeing in total darkness (like a devil), sensing life, not breathing, and teleporting around.

Useless since outsiders don't breathe...


Umbral Reaver wrote:
hida_jiremi wrote:
Well, Sage is a modification of the Arcane bloodline through the Wildblooded archetype. So to get an Int-based sorcerer, you have to be a Wildblooded Sage. I'm honestly not sure it appeals to as wide a group as you seem to think.
Arcane was already the default 'optimisation pick' for sorcerers, wasn't it?

Sure in a way, but now with Arcane Heritage ANY other Bloodline can pick up the Familiar (it seems like all BL have Skill Focus: their Bonus Class Skill as a Bonus BL Feat), which is the main advantage of Arcane BL. Arcane rocks at high levels with free meta-magic, but for most of the game they aren´t really much better aside from the Familiar. Now that you can get both Familiar and other BL powers, people interested in specializing in things congruent with other Bloodlines probably will pick those BL as their main one.

I´m not so sure that most people would see INT as great as you do... Sure, skills and knowledge check and languages, but plenty of people like the idea of RPing a high CHA character in the first place... And WIS itself offers great things like rocking Will Saves and Perception. Probably alot of Arcane Sorcerors will go this way, but I don´t think CHA sorcerors are disappearing by any means.

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