Ultimate Magic: I Has It!


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Shadow Lodge

mdt wrote:

Someone has been watching Read or Die while working up archetypes. :)

Not that that is a bad thing at all. :)

I agree wholeheartedly!


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 I finally have my flying monkey familiar?


mdt wrote:
UM wrote:


Scrollmaster (Wizard archetype)

Scroll Blade (Su): A scrollmaster can wield any paper,
parchment, or cloth scroll as if it were a melee weapon. In
the hands of the wizard, the scroll acts as a short sword
with an enhancement bonus equal to 1/2 the level of the
highest-level wizard spell on the scroll; a scroll with only a
cantrip or 1st-level spell on it counts as a masterwork short
sword. The scrollmaster is proficient in this weapon, and
feats and abilities that affect short swords (such as Weapon
Focus) apply to this weapon. A scrollmaster cannot wield
two scrollblades at the same time.

Someone has been watching Read or Die while working up archetypes. :)

Not that that is a bad thing at all. :)

Rofl! When I saw the Scrollmaster archetype, I was thinking along the lines of Read or Die. I didn't think it would actually be the case. xP


hogarth wrote:


Wait -- so if I take a level of wizard, I can get a +4 shortsword (8th level spell scroll) for 3,000 gp? That's kooky.

I didn't quote the entire section. Every time you attack with it you damage the scroll (takes up 1 hp, no hardness), so after a few attacks you've basically ruined the scroll.

However, if you combine this with Mend cantrip, that pretty much takes away all the downsides, as long as you keep track of how many times you've attacked with a given scroll.

Oh, they also have an ability to use a scroll as a shield, similar to the sword.


Guidelines on creating new golems/constructs, as well as modifying and repairing them. :)

Finally some guidance on creating construct/golem horses for adventuring parties (stuff like that's actually not all that expensive either, CR squared times 500GP).


hogarth wrote:
mdt wrote:
UM wrote:


Scrollmaster (Wizard archetype)

Scroll Blade (Su): A scrollmaster can wield any paper,
parchment, or cloth scroll as if it were a melee weapon. In
the hands of the wizard, the scroll acts as a short sword
with an enhancement bonus equal to 1/2 the level of the
highest-level wizard spell on the scroll; a scroll with only a
cantrip or 1st-level spell on it counts as a masterwork short
sword. The scrollmaster is proficient in this weapon, and
feats and abilities that affect short swords (such as Weapon
Focus) apply to this weapon. A scrollmaster cannot wield
two scrollblades at the same time.

Someone has been watching Read or Die while working up archetypes. :)

Not that that is a bad thing at all. :)

Wait -- so if I take a level of wizard, I can get a +4 shortsword (8th level spell scroll) for 3,000 gp? That's kooky.

Scrolls have hit points equal to highest-level wizard spell on

Each successful hit by the scroll blade reduces its hit points
by 1; this damage cannot be repaired.


Vlad Koroboff wrote:
hogarth wrote:
Wait -- so if I take a level of wizard, I can get a +4 shortsword (8th level spell scroll) for 3,000 gp? That's kooky.

Scrolls have hit points equal to highest-level wizard spell on

Each successful hit by the scroll blade reduces its hit points
by 1; this damage cannot be repaired.

Phew...just about had a heart attack. ;-)


Quandary wrote:

I´m mis-remembering the ability name then...

The playtest has been over for quite some time after all.
THere was some ability that let you cast off-list spells, I don´t know what it was/is called.

Spell blending would allow you to take calcific touch as a 10th level Magus.

Also MTG with the knowledge pool concerns, since it's prepared as if it was in your spellbook I would rule it can't be scribed into the spellbook.

Edit for grammar. Damn iPhone.


Seeker of skybreak wrote:
Quandary wrote:

I´m mis-remembering the ability name then...

The playtest has been over for quite some time after all.
THere was some ability that let you cast off-list spells, I don´t know what it was/is called.

Spell blending would allow you to take calcific touch as a 10th level Magus.

Also MTG with the knowledge pool concerns, since it's prepared as if it was in your spellbook I would rule it can't be scribes into the spellbook.

Except the name of the section that's under is 'Copying and Rebuilding spellbooks', so it applies to copying as well. If it's in your memory is the important part.


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.
Synthesist summons his eidolon as a living power armor suit, basically engulfing him and wearing it; this one is my favorite. =3

This alone makes me want to have this book right [BLEEP] now. It sounds so awesome!


mdt is correct, RAW his thinking is correct.

Shadow Lodge

Eric Hinkle wrote:
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.
Synthesist summons his eidolon as a living power armor suit, basically engulfing him and wearing it; this one is my favorite. =3
This alone makes me want to have this book right [BLEEP] now. It sounds so awesome!

GO GO POWER RANGERS!


Dragonborn3 wrote:
Eric Hinkle wrote:
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.
Synthesist summons his eidolon as a living power armor suit, basically engulfing him and wearing it; this one is my favorite. =3
This alone makes me want to have this book right [BLEEP] now. It sounds so awesome!
GO GO POWER RANGERS!

It's only power rangers if the suits are color coded along really offensive racial stereotype colors.

Lantern Lodge

Pathfinder Adventure, Rulebook Subscriber

. . . Re-Animator Alchemist archetype . . . Dr Herbert West may be making an appearance in my Carrion Crown game . . .

Shadow Lodge

Tiny Coffee Golem wrote:
It's only power rangers if the suits are color coded along really offensive racial stereotype colors.

That was only the first series as far as I know, and they did fix it.


Dragonborn3 wrote:
Tiny Coffee Golem wrote:
It's only power rangers if the suits are color coded along really offensive racial stereotype colors.
That was only the first series as far as I know, and they did fix it.

I'm sure you're right. I stopped paying attention a few moments into the very first episode.


Dragonborn3 wrote:
Tiny Coffee Golem wrote:
It's only power rangers if the suits are color coded along really offensive racial stereotype colors.
That was only the first series as far as I know, and they did fix it.

Yes.

Shadow Lodge

Okay, now that that's settled...

Are there any archtypes in UM that stack, like the Acrobat and Scout Rogue archtypes?


Dud anyone pay close attention to the hexcrafter archetype? For giving up one (useful) ability it seems like you get a lot. You get an expanded spell list, access to hexes, and an expansion on spellstrike.


Any info on the Master Summoner? It sounds like the type of summoner I've always wanted, which focuses on the spells, not some froofy beast you get to tinker with.

Still waiting on Customer Service to unlock the book :(


I'm sure im not alone, but I'm absolutely gagging to get my hands on this book. I check my mail with hopes and dreams every day only to have my dreams crushed on a daily basis.

Along those lines, does anyone know when the book is actually being mailed out?

Contributor

hida_jiremi wrote:
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).

... though the level requirement for that discovery means that it's out of reach of most wizards, and thus undeath is an easier option for most....


Cheapy wrote:

Any info on the Master Summoner? It sounds like the type of summoner I've always wanted, which focuses on the spells, not some froofy beast you get to tinker with.

Still waiting on Customer Service to unlock the book :(

Eidolon is half power,summons are 5+cha per day,you can summon 1 SM with eidolon or any number when he's not around.Also free Augment Summoning at 2nd level.


Vlad Koroboff wrote:
Cheapy wrote:

Any info on the Master Summoner? It sounds like the type of summoner I've always wanted, which focuses on the spells, not some froofy beast you get to tinker with.

Still waiting on Customer Service to unlock the book :(

Eidolon is half power,summons are 5+cha per day,you can summon 1 SM with eidolon or any number when he's not around.Also free Augment Summoning at 2nd level.

I like that better. Id prefer a summoning centric summoner whose ediliion is primarily used as a mount and/or out of combat beast.


Tiny Coffee Golem wrote:
Vlad Koroboff wrote:
Cheapy wrote:

Any info on the Master Summoner? It sounds like the type of summoner I've always wanted, which focuses on the spells, not some froofy beast you get to tinker with.

Still waiting on Customer Service to unlock the book :(

Eidolon is half power,summons are 5+cha per day,you can summon 1 SM with eidolon or any number when he's not around.Also free Augment Summoning at 2nd level.
I like that better. Id prefer a summoning centric summoner whose ediliion is primarily used as a mount and/or out of combat beast.

Same. I was hoping for different ways to Augment my summons, like applying templates a few times a day to monsters, but from what that sounds like, I'm pleased.

The Exchange

Tiny Coffee Golem wrote:
Dragonborn3 wrote:
Eric Hinkle wrote:
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.
Synthesist summons his eidolon as a living power armor suit, basically engulfing him and wearing it; this one is my favorite. =3
This alone makes me want to have this book right [BLEEP] now. It sounds so awesome!
GO GO POWER RANGERS!
It's only power rangers if the suits are color coded along really offensive racial stereotype colors.

Hmmm... living power suit armor, sounds more like the Guyver series.

Now make the eidolon appear as a mass of swarming cockroaches and it envelops a person to make the power armor suit. Oh yeah, now we're talking... reminds me of another campaign*

*

Spoiler:
Coming from the Necessary Evil rpg campaign, one character was a humanoid creature made entirely made of living cockroaches. A little girl npc bug controller, named Bug, was friends with the cockroach creature and even rode inside the character similar to a power armor, it protected the girl during the fights, but wow, creepy imagery. I made the joke that the character was now 'papa roach'.

So what else about the scroll master, someone mentioned you can also use it like a shield?


Hi guys! I need to ask some questions about ultimate magic.

Does the Spellblade Magus Archetype lose the heavy & medium armor profiency?

What does the "Undead Master" Feat does?

please i need to know these things for my next PF session :)


Nice.

Create Reliquary Arms and Shields Feat allows a divine caster, when creating magical arms, armor, or shields to cast consecrate or desecrate and then the item is considered a holy reliquery. It counts as a permanent fixture going forward for any future castings of that spell, and it's a devine focus of your deity.

However, I can't find the cost of buying armor like this, or having it added. So... not sure how to handle that in game. It apparently doesn't increase the cost of the armor or weapon, so I guess any magic weapon, armor or shield can be modified by this by just taking a day to craft it and cast the correct spell. So... day of service and spell casting service to modify an existing item?


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
hida_jiremi wrote:
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.

Learning magic!? Please expound!


Evolved Familiar

You can buy a 1 point eidelon evolution for your familiar. If you lose your familiar, you can respend that point on the new familiar (doesn't have to be the same evolution). So, for those who wanted a winged monkey...

no joy for you! Flight is a 2pt evolution. :)

However, you could give your cat magical claws and bite, or you could give them natural armor. Or buy it an extra head. :)

can be purchased multiple times, for different 1 pt evolutions.


Extra Orisons/Cantrips let's you learn 2 additional, and can be taken multiple times.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Abraham spalding wrote:
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...

Not ANOTHER exception!

Why make eidolons outsiders at all when they are anythign but!?

Perhaps it's more like a gas immunity or something, you know, actually useful?

EDIT: Just noticed that outsiders DO breathe, as was corrected a few posts after Abrahams. Well, that covers my knee-jerk post for the day.

To stay relevant, what does NO BREATHING do exactly?


Alchemists get a feat that let's them implant cortex bombs into people. :)

The Exchange

mdt wrote:
Alchemists get a feat that let's them implant cortex bombs into people. :)

Elaborate please?


Ravingdork wrote:

To stay relevant, what does NO BREATHING do exactly?

They don't need to breath. :)

No, seriously, that's it. Of course, that makes them immune to such things as gas attacks, etc. But only if you must breath in the gas to take damage.

Frankly, it's the most useless ability I've ever seen. Plus, it's a 4 point evolution! And it doesn't make you immune to gas attacks unless the gas attack requires you to breath it in. I don't remember a whole lot of gas or mist spells requiring you to breath, so bleh, utterly useless.


Edgar Lamoureux wrote:
mdt wrote:
Alchemists get a feat that let's them implant cortex bombs into people. :)

Elaborate please?

Remember the third blade movie where he put that bomb into the back of the guys skull? Like that I imagine.


Edgar Lamoureux wrote:
mdt wrote:
Alchemists get a feat that let's them implant cortex bombs into people. :)

Elaborate please?

They can implant their bombs into willing or helpless victims. The bomb explodes when the person dies or when 24 hours passes. Alternately, by expending some gold, the alchemist makes it so the bomb only explodes on death, even if that takes 10 years.


Tiny Coffee Golem wrote:
Edgar Lamoureux wrote:
mdt wrote:
Alchemists get a feat that let's them implant cortex bombs into people. :)

Elaborate please?

Remember the third blade movie where he put that bomb into the back of the guys skull? Like that I imagine.

Yep.


Paladin's got a bit of major love.

Unsanctioned Knowledge feat. When taken, the Paladin selects a 1st, 2nd, 3rd, and 4th level spell from the bard, cleric, inquisitor, and oracle spell lists (one of each level) and add's it to his own list of spells.

Dark Archive

Details on the Words of Power alternate magic system. Pretty much identical to the playtest version? Or some new stuff. Feats or, heck, class or archtypes that works exclusively with that system?


mdt wrote:

Paladin's got a bit of major love.

Unsanctioned Knowledge feat. When taken, the Paladin selects a 1st, 2nd, 3rd, and 4th level spell from the bard, cleric, inquisitor, and oracle spell lists (one of each level) and add's it to his own list of spells.

it seems the book has a lot of stuff to "transfer" things specific of a class to another. I've to understand if this is good or bad, yet. Perhaps it depends from the amount of stuf taken for the investiment.

What about the magic subsystems?


Ravingdork wrote:
hida_jiremi wrote:
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.
Learning magic!? Please expound!

It's bad.I mean,BAD.

For 1-2-3-4 EP learn 0-1-2-3 level spell-like ability from very narrow list to cast once per day(3 per day for +2 EP).And CL based on HD.
Has its uses,i guess...


joela wrote:
Details on the Words of Power alternate magic system. Pretty much identical to the playtest version? Or some new stuff. Feats or, heck, class or archtypes that works exclusively with that system?

There's some discussion in this thread:

http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/pathfinderR PG/paizo/aLittleSadAboutWordsOfPower

It sounds like it's not hugely different from the playtest, although they rejiggered how the spells are built.

Dark Archive

hogarth wrote:
joela wrote:
Details on the Words of Power alternate magic system. Pretty much identical to the playtest version? Or some new stuff. Feats or, heck, class or archtypes that works exclusively with that system?

There's some discussion in this thread:

http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/pathfinderR PG/paizo/aLittleSadAboutWordsOfPower

It sounds like it's not hugely different from the playtest, although they rejiggered how the spells are built.

thanks, hogarth. i'll check it out.


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.

Thanks very much for this :)


mdt wrote:
Edgar Lamoureux wrote:
mdt wrote:
Alchemists get a feat that let's them implant cortex bombs into people. :)

Elaborate please?

They can implant their bombs into willing or helpless victims. The bomb explodes when the person dies or when 24 hours passes. Alternately, by expending some gold, the alchemist makes it so the bomb only explodes on death, even if that takes 10 years.

Use SM II to summoner 1d3 SM I monsters. Cast color spray on them. Implant bombs.

???

BOOM!

Lantern Lodge

Pathfinder Adventure, Rulebook Subscriber
Vlad Koroboff wrote:


It's bad.I mean,BAD.
For 1-2-3-4 EP learn 0-1-2-3 level spell-like ability from very narrow list to cast once per day(3 per day for +2 EP).And CL based on HD.
Has its uses,i guess...

Combine any of the healing-type spells that the eidolon can take [i.e. "stabilize" with basic magic, "cure light wounds" with minor magic] with the Resilient Eidolon feat, and you get yerself a second chance when there's no healer at hand. Not too bad an insurance policy when you're unconscious.

Shadow Lodge Contributor, RPG Superstar 2010 Top 8

Cheapy wrote:
mdt wrote:
Edgar Lamoureux wrote:
mdt wrote:
Alchemists get a feat that let's them implant cortex bombs into people. :)

Elaborate please?

They can implant their bombs into willing or helpless victims. The bomb explodes when the person dies or when 24 hours passes. Alternately, by expending some gold, the alchemist makes it so the bomb only explodes on death, even if that takes 10 years.

Use SM II to summoner 1d3 SM I monsters. Cast color spray on them. Implant bombs.

???

BOOM!

Alas, it takes 1 hour to implant a bomb, so summoned monsters are a no-go.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Stockvillain wrote:
Vlad Koroboff wrote:


It's bad.I mean,BAD.
For 1-2-3-4 EP learn 0-1-2-3 level spell-like ability from very narrow list to cast once per day(3 per day for +2 EP).And CL based on HD.
Has its uses,i guess...
Combine any of the healing-type spells that the eidolon can take [i.e. "stabilize" with basic magic, "cure light wounds" with minor magic] with the Resilient Eidolon feat, and you get yerself a second chance when there's no healer at hand. Not too bad an insurance policy when you're unconscious.

What's in the narrow list Vlad?

Depending on just how limited it is, it may nevertheless be an awesome flavor option (a sneaky eidolon that can disappear with vanish or sling fireballs a few times a day for the pyromaniac summoner).

The Exchange

Benchak the Nightstalker wrote:
Cheapy wrote:
mdt wrote:
Edgar Lamoureux wrote:
mdt wrote:
Alchemists get a feat that let's them implant cortex bombs into people. :)

Elaborate please?

They can implant their bombs into willing or helpless victims. The bomb explodes when the person dies or when 24 hours passes. Alternately, by expending some gold, the alchemist makes it so the bomb only explodes on death, even if that takes 10 years.

Use SM II to summoner 1d3 SM I monsters. Cast color spray on them. Implant bombs.

???

BOOM!

Alas, it takes 1 hour to implant a bomb, so summoned monsters are a no-go.

Is the Alchemist able to remove the bomb? I'm getting an awesome idea for a Jigsaw style character.

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