Ultimate Magic: I Has It!


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Liberty's Edge

Got my subscriber pdf tonight, and I'm up for answering questions! Let me just say that alchemists got simultaneously sexier and far grosser. Vestigial limbs, anyone? Conjoined twin? Freaking tumor familiar? Blech!

Hit me with your questions! Or alternately, if you've got your copy too, post about stuff you like from it!


probably a stupid question but is there anything in the book for non-casters


Any Arcane Discoveries that stick out as helpful for arcane/fighter style hybrid characters?

Also, are there any feats that branch off of arcane strike to allow magic through weapon trickery?


hida_jiremi wrote:
Got my subscriber pdf tonight, and I'm up for answering questions! Let me just say that alchemists got simultaneously sexier and far grosser. Vestigial limbs, anyone? Conjoined twin? Freaking tumor familiar? Blech!

Sold!

Well I was planning to buy anyway but if I were indifferent then vestigial limbs, conjoined twins, and tumor familiars would have put me quite a ways over the top.


How did the Magus change from the playtest version?

We've obviously seen a couple of the abilities from the blog post earlier, but what else sticks out at you?

Silver Crusade

Any good low-level touch spells for wizards and sorcerors?

The Exchange

1. What benefits do Alchemist's receive for picking tumor familiar?

2. What is the use of the tentacle discovery?

3. What new bomb discoveries are there?

4. Does the chirurgeon replace bombs; if so, with what?

4b. Does the Chirurgeon look like a viable healer?


northbrb wrote:

probably a stupid question but is there anything in the book for non-casters

Sorry. Gotta wait for ultimate combat. Fighters, rogues, barbarians, and cavaliers get no love. Hopefully they make up for it in UC.

Shadow Lodge Contributor, RPG Superstar 2010 Top 8

Edgar Lamoureux wrote:


4. Does the chirurgeon replace bombs; if so, with what?

4b. Does the Chirurgeon look like a viable healer?

4. Nope. replaces poison use/resistance/immunity

4b. Depends on what you consider 'viable' I guess, but they don't have to take Infusion to pass off their curative extracts to the rest of the party, if that helps.

Liberty's Edge

Not to bust in on your questions thread, but the spell Anthropomorphic Animal just made me facepalm. I had to share somewhere, this looked like a good spot, since I'd have someone to at least be able to look it up and share the facepalm.

Anthropomorphic Animal: As if the animal companion and animal intelligence rules weren't controversial enough.


Sylvanite wrote:

Any Arcane Discoveries that stick out as helpful for arcane/fighter style hybrid characters?

Also, are there any feats that branch off of arcane s
trike to allow magic through weapon trickery?

Not that I saw. I skimmed feats a couple time and doubled checked perquisites. Nothing related to arcane strike.

Liberty's Edge

northbrb wrote:

probably a stupid question but is there anything in the book for non-casters

Not really so far. It's what it says on the tin: a book for casters. Fighty types will get some love in August, so I'm not too worried.


Jeremiziah wrote:

Not to bust in on your questions thread, but the spell Anthropomorphic Animal just made me facepalm. I had to share somewhere, this looked like a good spot, since I'd have someone to at least be able to look it up and share the facepalm.

Anthropomorphic Animal: As if the animal companion and animal intelligence rules weren't controversial enough.

Can you elaborate a little more? I'm curious.

The Exchange

Jeremiziah wrote:

Not to bust in on your questions thread, but the spell Anthropomorphic Animal just made me facepalm. I had to share somewhere, this looked like a good spot, since I'd have someone to at least be able to look it up and share the facepalm.

Anthropomorphic Animal: As if the animal companion and animal intelligence rules weren't controversial enough.

Agreed a thousand times over. I haven't read it yet, but I'm sure a vivisectionist would be awesome in a party with a druid. :P

The Exchange

Benchak the Nightstalker wrote:
Edgar Lamoureux wrote:


4. Does the chirurgeon replace bombs; if so, with what?

4b. Does the Chirurgeon look like a viable healer?

4. Nope. replaces poison use/resistance/immunity

4b. Depends on what you consider 'viable' I guess, but they don't have to take Infusion to pass off their curative extracts to the rest of the party, if that helps.

That does help, thanks. I'll just have to wait and see if it works for what I want.


Eric Zylstra wrote:
Any good low-level touch spells for wizards and sorcerors?

Frigid Touch and Force punch. 2nd and 3rd level respectively. Especially Force Punch.

Liberty's Edge

Edgar Lamoureux wrote:
1. What benefits do Alchemist's receive for picking tumor familiar?

You get a familiar that can join your body or separate from it as a standard action. While it's attached, it's part of you; while detached, it's a separate creature.

Edgar Lamoureux wrote:


2. What is the use of the tentacle discovery?

It gives you an extra limb to hold things and manipulate stuff with, and it can make a natural tentacle attack with the grab ability. No extra actions or anything, and it doesn't have any item slots.

Edgar Lamoureux wrote:


3. What new bomb discoveries are there?

Blinding bomb (flash-bangs!), bottled ooze (instant ooze! just add water!), confusion bomb, plague bomb (gives off contagion), strafe bomb (creates a line instead of a radius), and tanglefoot bomb (sticky bomb!).

Edgar Lamoureux wrote:


4. Does the chirurgeon replace bombs; if so, with what?

Nope. They give up poison use, poison resistance, and poison immunity.

Edgar Lamoureux wrote:


4b. Does the Chirurgeon look like a viable healer?

It looks like a very viable secondary healer, like a bard or a low-level paladin. He gets the ability to treat prepared cures as infusions automatically, and he can dump cure infusions for other extracts when preparing.

Liberty's Edge

Patryn of Elvenshae wrote:

How did the Magus change from the playtest version?

We've obviously seen a couple of the abilities from the blog post earlier, but what else sticks out at you?

Mostly a much-expanded spell list. Everything else is either the same or covered in the blog post, as far as I see.


hida_jiremi wrote:
Patryn of Elvenshae wrote:

How did the Magus change from the playtest version?

We've obviously seen a couple of the abilities from the blog post earlier, but what else sticks out at you?

Mostly a much-expanded spell list. Everything else is either the same or covered in the blog post, as far as I see.

Cool - thanks!

The Exchange

hida_jiremi wrote:
Lots of good stuff

This all looks fantastic, and I can't wait to get my copy. Come on, calendar, just skip a couple days.

The Exchange

I would also like to know what a psychonaut does. I honestly don't know what direction they went with it, and would like to find out.

Shadow Lodge Contributor, RPG Superstar 2010 Top 8

hida_jiremi wrote:


Blinding bomb (flash-bangs!), bottled ooze (instant ooze! just add water!), confusion bomb, plague bomb (gives off contagion), strafe bomb (creates a line instead of a radius), and tanglefoot bomb (sticky bomb!).

There's also a sunlight bomb, works like a blinding bomb, but does extra damage and has extra effects on stuff weak to sunlight (like undead, fungi, slimes, etc).

The Exchange

Benchak the Nightstalker wrote:
hida_jiremi wrote:


Blinding bomb (flash-bangs!), bottled ooze (instant ooze! just add water!), confusion bomb, plague bomb (gives off contagion), strafe bomb (creates a line instead of a radius), and tanglefoot bomb (sticky bomb!).
There's also a sunlight bomb, works like a blinding bomb, but does extra damage and has extra effects on stuff weak to sunlight (like undead, fungi, slimes, etc).

Sweet. One question about the bottled ooze: does it unleash an uncontrolled ooze onto the battlefield? If so, that's kind of odd, although there are times when it could be handy.

Shadow Lodge Contributor, RPG Superstar 2010 Top 8

Edgar Lamoureux wrote:
I would also like to know what a psychonaut does. I honestly don't know what direction they went with it, and would like to find out.

They add a bunch of divination and psychic themes spells to their extract list. Stuff like augury, clairaudience/clairvoyance, speak with dead, dream, lesser astral projection, plane shift, foresight, etc.

Their bomb damage suffers for it, mostly.

The Exchange

Benchak the Nightstalker wrote:
Edgar Lamoureux wrote:
I would also like to know what a psychonaut does. I honestly don't know what direction they went with it, and would like to find out.

They add a bunch of divination and psychic themes spells to their extract list. Stuff like augury, clairaudience/clairvoyance, speak with dead, dream, lesser astral projection, plane shift, foresight, etc.

Their bomb damage suffers for it, mostly.

Down to a d4, I presume? Also, how does the reduction in bomb damage work with the force/sonic bombs? Do they remain the same damage die?

Shadow Lodge Contributor, RPG Superstar 2010 Top 8

Edgar Lamoureux wrote:
Benchak the Nightstalker wrote:
hida_jiremi wrote:


Blinding bomb (flash-bangs!), bottled ooze (instant ooze! just add water!), confusion bomb, plague bomb (gives off contagion), strafe bomb (creates a line instead of a radius), and tanglefoot bomb (sticky bomb!).
There's also a sunlight bomb, works like a blinding bomb, but does extra damage and has extra effects on stuff weak to sunlight (like undead, fungi, slimes, etc).
Sweet. One question about the bottled ooze: does it unleash an uncontrolled ooze onto the battlefield? If so, that's kind of odd, although there are times when it could be handy.

It's uncontrolled, but acts like a summoned creature otherwise. It attacks the nearest creature, and then disappears after 1 round/caster level.

The Exchange

Does the vestigial arm give you an extra arm just to hold things or can you make attacks with it?

Dark Archive

Pathfinder Roleplaying Game Charter Superscriber
Edgar Lamoureux wrote:
Benchak the Nightstalker wrote:
Edgar Lamoureux wrote:
I would also like to know what a psychonaut does. I honestly don't know what direction they went with it, and would like to find out.

They add a bunch of divination and psychic themes spells to their extract list. Stuff like augury, clairaudience/clairvoyance, speak with dead, dream, lesser astral projection, plane shift, foresight, etc.

Their bomb damage suffers for it, mostly.

Down to a d4, I presume? Also, how does the reduction in bomb damage work with the force/sonic bombs? Do they remain the same damage die?

All bobm damage decreases by 1 step, so the force and sonic bombs drop to a d3/2 levels.


Tell me about the witch archetypes!!!

Shadow Lodge Contributor, RPG Superstar 2010 Top 8

The Painted Oryx wrote:

Tell me about the witch archetypes!!!

Beast-bonded have a closer focus on their familiar. When they earn feats, they can have their familiar gain a new feat instead. They can also shapeshift into whatever kind of animal their familiar is, and if either familiar or master dies, their soul hops into the other's body and they can tool around together trying to posses other people ala magic jar.

Gravewalker swaps a bunch of patron spells for undead related spells. They also trade out the familiar for Spell Poppet (gross little doll made of human skin and stuffed with shards of bone, fingernails, and grave dirt), which stores their spells as normal and also lets them deliver touch spells at 20 ft. range as a full round action by doing the old 'stab the doll with pins' sympathetic magic shtick. They also get some other undead related stuff, like an evil aura, and a way to possess their undead minions.

Hedge Witch is a healing-focused witch. They have to take the healing patron, they can cast cure spells spontaneously, and they can suffer the effects of poison or disease in place of someone else (so if you contract a disease, and then you fail your save, they take the ability damage or whatever. Doesn't cure you of what ails you, but buys you more time to recover).

Sea Witch trades out all of your patron spells for nautical themed spells, lets you know direction when on or around large bodies of water, and gives you empathy with sea-beasts.


Any good defensive Wizard/Sorc spells?

Also, any arcane discoveries that stick out as really interesting/fun?


About arcane discoveries:
Is it final that it's only for wizards? Also any one that stick out?


Any new ranger buff spells?
Any new good high level divine spells/defenses
PRC's?


are there ranger archetypes, if so what are they, what do they do?

Liberty's Edge

northbrb wrote:
are there ranger archetypes, if so what are they, what do they do?

Trapper. Loses all spellcasting but becomes quite good with traps, including the new "make traps" ability available to some Rangers.

Liberty's Edge

STR Ranger wrote:
Any new ranger buff spells?

Making weapons keen sounds nice, as is allies gaining dark vision and stealth bonus. Gaining a burrowing speed sounds flavorful.

Quote:
PRC's?

None


The black raven wrote:


None

Yeah I was just noticing that, very surprised! Thought there would be at least one.

Liberty's Edge

Edgar Lamoureux wrote:
Does the vestigial arm give you an extra arm just to hold things or can you make attacks with it?

No extra actions or attacks, but it works as well as your main hand for doing stuff. It can wear a ring or glove, but you're still limited to two rings total; since you can take vestigial arm twice, for my campaign I think I'm going to rule that taking an extra pair or arms gives you a third ring slot. =3

Liberty's Edge

leo1925 wrote:

About arcane discoveries:

Is it final that it's only for wizards? Also any one that stick out?

They are wizard-only, but all of the other classes get extra cool stuff too. (Particularly, bards get a similar "super-ability" system called masterpieces, and paladins get oaths.) Immortality is an awesome discovery from a role-playing point of view, though I fear that it reduces the dependence on undeath for avoiding dying from a story angle (since it means wizards are less desperate to avoid death). Split slot is just good: it lets you turn a spell slot into two slots of lower level when preparing; it reduces by 2 levels, though. (So an 8th-level slot becomes two 6th-level slots.)

Liberty's Edge

Captain Sir Hexen Ineptus wrote:
Yeah I was just noticing that, very surprised! Thought there would be at least one.

I was hoping there would be some but I'm not really surprised at the lack. Paizo hates prestige classes.


hida_jiremi wrote:
all of the other classes get extra cool stuff too.

I'm afraid I'm not yet feeling the love for sorcerers except for their two "blooded" alternatives. Do they get anything else?

And is there anything to help bolster multi-classing or prestige casters?

Liberty's Edge

My biggest personal complaint about the book so far is that geisha sucks. Their big ability is to use a 10-minute ritual to give someone 10 minutes of bardic bonus. That's not an equivalent exchange for adventurers; I honestly cannot think of a situation where that ability would be useful without the GM going out of his way to make it so. If it lasted an hour, or only took 1 minute, I wouldn't complain as much. But in adventuring time, 10 minutes is forever when you're preparing something, and no time at all when you're traveling. You can't use this before a normal encounter, and unless you know precisely where your enemy is and can get to him at a good jog in less than 10 minutes, it's not useful for boss fights either. In short, geisha is so getting houseruled. Everything else seems pretty awesome so far, though. =3

Liberty's Edge

Ambrus wrote:
I'm afraid I'm not yet feeling the love for sorcerers except for their two "blooded" alternatives. Do they get anything else?

You mean besides the bunch of new bloodlines? Honestly, sorcerers already get plenty of options, in my opinion. They have lots of built-in choices for things like bloodlines. The other classes seem like they're getting more only because they didn't have a lot of options before now.

Ambrus wrote:


And is there anything to help bolster multi-classing or prestige casters?

Why would there be? Paizo has stated repeatedly that they want to encourage people being single-classed through 20, and that they don't like prestige classes. So far, I haven't seen anything that supports either of those options. Then again, asking for support for multi-classing from Paizo is like asking for photorealism from Van Gogh--his work is awesome, but expecting something totally the opposite of what he's famous for is just setting yourself up for disappointment. ;-)


Need more witch info, please. :) Like can a hedge witch cure spontaneously from at level 1? also, any new defensive hexes (i.e. hexes that cure or protect)?

Oh, and I haven't seen any info on the inquisitor archetypes yet. anythinh you can share?


I was hoping for something like arcane discoveries(bloodline heritages?) for Sorcerers. You say they got plenty of options but 7 bloodlines(4 of wich are genies) and 2 archtypes sounds ok but not plenty. Also how many revelations do Oracles get? and is it true there are no new curses?


hida_jiremi wrote:
Honestly, sorcerers already get plenty of options, in my opinion. They have lots of built-in choices for things like bloodlines.

If you're already playing a sorcerer having 20+ new bloodlines isn't going to be of any use to you at all. The other classes keep getting fun alternatives that can be taken by existing characters.

hida_jiremi wrote:
The other classes seem like they're getting more only because they didn't have a lot of options before now.

I hope you're joking...

Thanks for the answers. They make waiting to see this book much easier.

Liberty's Edge

Ambrus wrote:

I hope you're joking...

A little bit, yeah. =3

Liberty's Edge

Dragon78 wrote:
Also how many revelations do Oracles get? and is it true there are no new curses?

Nope, no new curses. Which I didn't realize until you asked. (Remember, I'm still in the process of reading this thing myself.) Five new mysteries... and still nothing for Shelyn or Calistria. =/ Okay, that's another point of disappointment for me.

Liberty's Edge

Blave wrote:

Need more witch info, please. :) Like can a hedge witch cure spontaneously from at level 1? also, any new defensive hexes (i.e. hexes that cure or protect)?

Oh, and I haven't seen any info on the inquisitor archetypes yet. anythinh you can share?

Hedge witches are recommended to take a healing-type patron, but they don't get the spontaneous healing ability until 4th level (which replaces a hex). No new defensive hexes, but lots of new hexes that are just plain awful (like the one that gives you the scent ability but only for human children, or the one that lets you cook a person to turn them into a potion).

Inquisitors get "inquisitions," which are like orders or brotherhoods that they can use to replace domains. Archetypes are exorcist (focused against extraplanar stuff and possessing entities), heretic (an archetype you can take after 1st level if you get thrown out of your religion), infiltrator (specializes in joining enemy cults and destroying them from within), preacher (kind of an inquisitor-bard that spreads the faith), and sin eater (can ritually "eat" an enemy's sins to gain bonuses, or an ally's to remove status ailments)


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?

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