Quandary |
About Magus´ Spell Combat, was the wording cleared up about ´functioning much like two-weapon fighting´, i.e. exactly how it counts as / doesn´t count as 2WF (i.e. would 2 Weapon Rend apply if your spell included an attack roll that hit?)
Does it still not count as a Full Attack Action, thus Haste doesn´t apply?
Does it exclude/allow a ´real´ off-hand attack (not in hand, e.g. UAS kick) via 2WF, or secondary natural weapons?
Does it allow primary/secondary weapons to BE your only weapons, or are only ´held´ weapons allowed?
Ashanderai |
What does the moon caller archtype do for the driud? what does it loose?
No one has said anything about the new channel abilities for cleric. also I take it that they are feats right?
Variant Channeling is something you have to decide at character creation and cannot later change. It customizes your channeling according to portfolios to better match the deities a cleric serves. Portfolios include ale/wine, bravery/valor, monsters, and many more. Each portfolio has a heal effect and a harm effect. Some portfolios let you damage/heal 50% less than normal channeling, but when you channel energy in a situation that has to do with that portfolio it is at 150% effectiveness. Others grant a sacred/profane bonus to certain situations and that bonus is based on cleric level. Feats and abilities that alter channeling work as normal with this variant rule. There are 46 portfolios.
Eric Hinkle |
Varthanna wrote:Eric Hinkle wrote:I remember a while back that a Alchemist's formula called Anthropomorphize Animal was listed in the Paizo blog. Without going into too many details, can I get some information on what this is like? Is it limited to alchemists only, and do they give a template or the like to use with it?
Thanks for any help.
Its up on pfsrd already.
Anthropomorphic AnimalInteresting. The animal in question is not automatically made friendly towards you.
I also noticed that it keeps its Animal type.
Thanks, Varthanna.
And RD, I'm guessing that they figure that if you're able to cast that spell, you probably already have ways of controlling it. That or it's so you can go the "Doctor Moreau" route with your new pets.
It's the Intelligence of 3 that bugs me; if you want bestial numbskulls for flunkies the game already has orcs and goblinkin.
mdt |
Thanks, Varthanna.And RD, I'm guessing that they figure that if you're able to cast that spell, you probably already have ways of controlling it. That or it's so you can go the "Doctor Moreau" route with your new pets.
It's the Intelligence of 3 that bugs me; if you want bestial numbskulls for flunkies the game already has orcs and goblinkin.
One it's raised to 3, and humanoid, it can put it's stat bumps into INT. It can also wear +INT items.
Eric Hinkle |
Eric Hinkle wrote:One it's raised to 3, and humanoid, it can put it's stat bumps into INT. It can also wear +INT items.
Thanks, Varthanna.And RD, I'm guessing that they figure that if you're able to cast that spell, you probably already have ways of controlling it. That or it's so you can go the "Doctor Moreau" route with your new pets.
It's the Intelligence of 3 that bugs me; if you want bestial numbskulls for flunkies the game already has orcs and goblinkin.
True enough, and thank you for the reminder.
But I wonder, would it be possible to use, say, Awaken and then hit it with [i]Anthropomorphic Animal{/i]? I vaguely recall that the vivisectionist alchemist is capable of something like that.
mdt |
mdt wrote:Eric Hinkle wrote:One it's raised to 3, and humanoid, it can put it's stat bumps into INT. It can also wear +INT items.
Thanks, Varthanna.And RD, I'm guessing that they figure that if you're able to cast that spell, you probably already have ways of controlling it. That or it's so you can go the "Doctor Moreau" route with your new pets.
It's the Intelligence of 3 that bugs me; if you want bestial numbskulls for flunkies the game already has orcs and goblinkin.
True enough, and thank you for the reminder.
But I wonder, would it be possible to use, say, Awaken and then hit it with [i]Anthropomorphic Animal{/i]? I vaguely recall that the vivisectionist alchemist is capable of something like that.
No, because once you awaken an animal, it's type changes to Magical Beast (Augmented Animal), so it's no longer an animal, and therefor not a valid target of the Anthromorphic Animal spell.
Now, given those two spells exist, I'd allow a druid to research an Awakened Anthromorphic Animal spell that combines both effects.
Benchak the Nightstalker Contributor, RPG Superstar 2010 Top 8 |
Sylvanite |
Detect Magic wrote:Detect Magic wrote:Anyone mind posting some of the specifics of the Staff Magus?Aside from proficiencies, what else do the Staff Magi receive? I'm very interested in this archetype.Trades med and heavy armor for shield bonus equal to staff bonus,+3 to that bonus at 13 level(+8 shield bonus?neato)and trades fighter training for passive ability that gives every staff +1/4 staff's CL enhancement bonus.
It's not a Bladebound,but it's defensively WAY better.
I want to play one...right now. This sounds delicious. The free enhancement bonus will allow you to actually enchant both ends of the weapon at a much reduced cost, neh? That's a big bonus, as one of the drawbacks of twf styles is cost of both weapons.
mdt |
Vlad Koroboff wrote:I want to play one...right now. This sounds delicious. The free enhancement bonus will allow you to actually enchant both ends of the weapon at a much reduced cost, neh? That's a big bonus, as one of the drawbacks of twf styles is cost of both weapons.Detect Magic wrote:Detect Magic wrote:Anyone mind posting some of the specifics of the Staff Magus?Aside from proficiencies, what else do the Staff Magi receive? I'm very interested in this archetype.Trades med and heavy armor for shield bonus equal to staff bonus,+3 to that bonus at 13 level(+8 shield bonus?neato)and trades fighter training for passive ability that gives every staff +1/4 staff's CL enhancement bonus.
It's not a Bladebound,but it's defensively WAY better.
They wouldn't stack. The staff would be just a staff in anyone elses hands. So he can't take a staff he treats as a +3/+3 and enchant it to be +4/+4 by enchanting it to +1/+1. That's an enhancement bonus from two different sources, so only the larger applies. He can't upgrade it from +3/+3 to +4/+4 by paying the difference between +3 and +4, because the staff isn't actually enchanted to +3.
leo1925 |
Sylvanite wrote:They wouldn't stack. The staff would be just a staff in anyone elses hands. So he can't take a staff he treats as a +3/+3 and enchant it to be +4/+4 by enchanting it to +1/+1. That's an enhancement bonus from two different sources, so only the larger applies. He can't upgrade it from +3/+3 to +4/+4 by paying the difference between +3 and +4, because the staff isn't actually enchanted to +3.Vlad Koroboff wrote:I want to play one...right now. This sounds delicious. The free enhancement bonus will allow you to actually enchant both ends of the weapon at a much reduced cost, neh? That's a big bonus, as one of the drawbacks of twf styles is cost of both weapons.Detect Magic wrote:Detect Magic wrote:Anyone mind posting some of the specifics of the Staff Magus?Aside from proficiencies, what else do the Staff Magi receive? I'm very interested in this archetype.Trades med and heavy armor for shield bonus equal to staff bonus,+3 to that bonus at 13 level(+8 shield bonus?neato)and trades fighter training for passive ability that gives every staff +1/4 staff's CL enhancement bonus.
It's not a Bladebound,but it's defensively WAY better.
Unless it specifically states that they stack right?
mdt |
Is the only ability the Scrollmaster receives the "Scroll short swowrd" thing? I love that but I want more...
Scroll Blade scales with level, sort of like the Paladin Bonded Weapon ability, so they can make the scrolls more powerful as he get's higher, adding weapon bonuses and such.
Scroll Shield works just like Scroll Blade, but instead allows him to create a magic shield from a scroll, and it also scales with level.
Improved Scroll Casting allows him to use his own stats and abilities, similar to casting with a staff.
Ravingdork |
Polite request: For those who know, it might be nice if comments about this subject didn't continue. Google will be rolling out page-level permissions soon which will allow us to lock down the work area. If my Google Analytics logs show a lot of traffic in the work area I'll have to move the content off-site, which will *significantly* slow down our progress.
Can you put this into layman's terms please? I don't see why traffic would be a problem.
Borthos Brewhammer |
Borthos Brewhammer wrote:Is the only ability the Scrollmaster receives the "Scroll short swowrd" thing? I love that but I want more...Scroll Blade scales with level, sort of like the Paladin Bonded Weapon ability, so they can make the scrolls more powerful as he get's higher, adding weapon bonuses and such.
Scroll Shield works just like Scroll Blade, but instead allows him to create a magic shield from a scroll, and it also scales with level.
Improved Scroll Casting allows him to use his own stats and abilities, similar to casting with a staff.
I think I just shat myself. This will probably be the only type of wizard I will ever play.
mdt |
mdt wrote:I think I just shat myself. This will probably be the only type of wizard I will ever play.Borthos Brewhammer wrote:Is the only ability the Scrollmaster receives the "Scroll short swowrd" thing? I love that but I want more...Scroll Blade scales with level, sort of like the Paladin Bonded Weapon ability, so they can make the scrolls more powerful as he get's higher, adding weapon bonuses and such.
Scroll Shield works just like Scroll Blade, but instead allows him to create a magic shield from a scroll, and it also scales with level.
Improved Scroll Casting allows him to use his own stats and abilities, similar to casting with a staff.
Just remember, every successful attack does 1 hp of damage to your scrolls (you hitting the enemy for the scroll blade, or the enemy hitting you for the shield scroll). The scroll has only as many hp as it's highest spell on it.
Borthos Brewhammer |
Borthos Brewhammer wrote:Just remember, every successful attack does 1 hp of damage to your scrolls (you hitting the enemy for the scroll blade, or the enemy hitting you for the shield scroll). The scroll has only as many hp as it's highest spell on it.mdt wrote:I think I just shat myself. This will probably be the only type of wizard I will ever play.Borthos Brewhammer wrote:Is the only ability the Scrollmaster receives the "Scroll short swowrd" thing? I love that but I want more...Scroll Blade scales with level, sort of like the Paladin Bonded Weapon ability, so they can make the scrolls more powerful as he get's higher, adding weapon bonuses and such.
Scroll Shield works just like Scroll Blade, but instead allows him to create a magic shield from a scroll, and it also scales with level.
Improved Scroll Casting allows him to use his own stats and abilities, similar to casting with a staff.
You make it sound like that's a problem ;)
Caedwyr |
jreyst wrote:Polite request: For those who know, it might be nice if comments about this subject didn't continue. Google will be rolling out page-level permissions soon which will allow us to lock down the work area. If my Google Analytics logs show a lot of traffic in the work area I'll have to move the content off-site, which will *significantly* slow down our progress.Can you put this into layman's terms please? I don't see why traffic would be a problem.
Because the area was not intended to be advertised or made widely available until May 18th, when Paizo starts selling the .pdf and book to non-subscribers. Unfortunately, Google Sites does not let you restrict certain areas to different user sets/accounts, which means that anyone can get access to most pages on the site if they dig enough. Apparently this will be changing in the near future, at which time the work area and collaborators areas will be restricted to people doing work on the site.
Quandary |
Sylvanite wrote:I want to play one...right now. This sounds delicious. The free enhancement bonus will allow you to actually enchant both ends of the weapon at a much reduced cost, neh? That's a big bonus, as one of the drawbacks of twf styles is cost of both weapons.They wouldn't stack. The staff would be just a staff in anyone elses hands. So he can't take a staff he treats as a +3/+3 and enchant it to be +4/+4 by enchanting it to +1/+1. That's an enhancement bonus from two different sources, so only the larger applies. He can't upgrade it from +3/+3 to +4/+4 by paying the difference between +3 and +4, because the staff isn't actually enchanted to +3.
I could be wrong, but I understood his to comment to imply that you could have one end enchanted normally, and one end left un-enchanted, and apply your class ability to that end. I could be totally wrong, of course.
Sylvanite |
leo1925 wrote:Yes, if it specifically said they stack, then they'd stack. But it doesn't say that, so they don't.
Unless it specifically states that they stack right?
You aren't thinking hard enough! You just need to get a +1 enchant and then whatever abilities you want on each end. The ability makes upping the numerical enhancement bonus something you don't have to do. Unless it states it doesn't work on magical quarterstaves.
Edit: I don't have the book, just going off of what people say. If it only applies to one end, then it's less useful. If it allows you to enhance the numerical bonus of both ends (or throw actual abilities on there in place of straight numerical bonuses), then it is useful for what I was saying.
I'm interpreting this to basically be like using Greater Magic Weapon, really. Which is another easy way to reduce costs if you can cast it or get others to cast it on your weapon(s).
mdt |
mdt wrote:leo1925 wrote:Yes, if it specifically said they stack, then they'd stack. But it doesn't say that, so they don't.
Unless it specifically states that they stack right?
You aren't thinking hard enough! You just need to get a +1 enchant and then whatever abilities you want on each end. The ability makes upping the numerical enhancement bonus something you don't have to do. Unless it states it doesn't work on magical quarterstaves.
Edit: I don't have the book, just going off of what people say. If it only applies to one end, then it's less useful. If it allows you to enhance the numerical bonus of both ends (or throw actual abilities on there in place of straight numerical bonuses), then it is useful for what I was saying.
I'm interpreting this to basically be like using Greater Magic Weapon, really. Which is another easy way to reduce costs if you can cast it or get others to cast it on your weapon(s).
You're missing the point though. If you have two different things giving bonuses, you only get the bigger bonus, not the others. For example, if you have +1 Studded Leather of Haste, and put on +2 Bracers of Armor, you don't get +2 AC and Haste. You get +2 AC. This is because the bracers, having a greater enhancement bonus, override the armor and shut it down.
So, you would enchant the staff to +1 flaming/+1 frosting, and then you'd use your staff mage ability, and it would be a +2/+2 weapon until you stopped using it.
Now, you could enchant one end to +4, and then use your ability to impart a +3 to the unenchanted end, if you wanted.
Sylvanite |
Whoa Whoa......apparently I have fundamentally misunderstood the rules. Wouldn't it just over-ride the enhancement bonus? Why would it negate the flaming and frost properties? That doesn't make sense.
You're also not getting the bonus from a different item, you're giving a bonus to the item you're using. Your example with armor bonuses doesn't seem to apply here.
Varthanna |
You're missing the point though. If you have two different things giving bonuses, you only get the bigger bonus, not the others. For example, if you have +1 Studded Leather of Haste, and put on +2 Bracers of Armor, you don't get +2 AC and Haste. You get +2 AC. This is because the bracers, having a greater enhancement bonus, override the armor and shut it down.So, you would enchant the staff to +1 flaming/+1 frosting, and then you'd use your staff mage ability, and it would be a +2/+2 weapon until you stopped using it.
Now, you could enchant one end to +4, and then use your ability to impart a +3 to the unenchanted end, if you wanted.
I absolutely dont by that. Nothing in the rules supports that reading and it flies in the face of how enchantment bonuses have worked/been used for years. As mentioned, same as GMW cast on a +1 shocking flaming frost keen weapon to make it a +5 shocking flaming frost keen.
I believe this was also recently hashed out because of amulet of mighty fists + brass knuckles, or some such.
Aelryinth RPG Superstar 2012 Top 16 |
Sylvanite |
You are correct, it would only override the enhancement bonus. You'd end up with a +2 flaming/+2 frost staff. However, you are probably still limited to the +10 absolute limit.
==Aelryinth
Right on, I'm looking at it as mostly a nice way to spend money, instead of trying to end up with 2 +10 weapons you can use the ability to get get two +10s at the price of 2 +6's, which is a big difference.
Ravingdork |
Ravingdork wrote:Because the area was not intended to be advertised or made widely available until May 18th, when Paizo starts selling the .pdf and book to non-subscribers. Unfortunately, Google Sites does not let you restrict certain areas to different user sets/accounts, which means that anyone can get access to most pages on the site if they dig enough. Apparently this will be changing in the near future, at which time the work area and collaborators areas will be restricted to people doing work on the site.jreyst wrote:Polite request: For those who know, it might be nice if comments about this subject didn't continue. Google will be rolling out page-level permissions soon which will allow us to lock down the work area. If my Google Analytics logs show a lot of traffic in the work area I'll have to move the content off-site, which will *significantly* slow down our progress.Can you put this into layman's terms please? I don't see why traffic would be a problem.
Oh. Thanks for the explanation.
Also, my apologies for having advertised/linked to it so much. I shall stop.
Quandary |
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?
Since it looks like you give up the Familiar for a 3+/day ability, and you can`t use Eldritch Heritage to gain a Familiar because you already have the Arcane Bloodline (even if you`re using a Variant/Archetype), I`d say that takes out the main benefit of Arcane Bloodline for most of the game... So I`m not expecting everybody to jump ship for this option, skill points or not. Of course, if you like the flavor of a super-INT, skillful, know-it-all Arcane Sorceror this is just your thing.
Ashanderai |
So, the impression I am getting is it is not actually the Ultimate Magic, at all. More along the lines of Ultimate Sorcerer/Wizard and Magus, with some Inquisitor thrown in. Is that more or less correct?
No.
The magus class entry is 6 pages with 3 more pages elsewhere for their archetypes.
The page break down for other class sections is roughly as follows:
Alchemist - 6 (over 3 pages worth of discoveries in here)
Bard - 7 (a little over 4 pages are about masterpieces)
Cleric - 5 (3 1/2 pages devoted to alternate channeling)
Druid - 8 (about 3 pages worth of domains and less than 2 pages of vermin compainions)
Inquisitor - 6 (almost 4 pages of that is about inquisitions)
Monk - 3 (1 1/4 of which are for the vows)
Oracle - 7 (5 1/2 pages just for the new mysteries)
Paladin - 4 (half page for an archetype and the rest are all about oaths)
Ranger - 2 (mostly about traps)
Sorcerer - 8 (almost 4 pages of which are completely devoted to the wildblooded archetype alone)
Summoner - 7 (about 2 pages worth of new evolutions and almost 3 pages devoted to the aquatic base form and eidolon models)
Witch - 5 (a little over 2 pages worth of material on hexes and less than a page worth on patrons)
Wizard - 4 (about 1 1/2 pages of arcane discoveries & a little over a page worth of material on the two new elemental schools)
All sections also have a paragraph or three for an intro and a part of it is also for archetypes, of course. Each of those sections gets one full-bodied illustration of a character representing that class.
Obviously, I haven't counted the pages for the chapters on mastering magic, feats, words, and spells.
The inquisitor is about middle of the road as far as how much material was written supporting them. Also, there are a lot of new spells supporting all the classes to one degree or another, including the inquisitor who gets more than a few nice, new spells (12 x 1st level, 7 x 2nd, 5 x 3rd, 7 x 4th, 3 x 5th, and 1 x 6th).
Gorbacz |
Gorbacz wrote:You almost cry over a question?Beckett wrote:So, the impression I am getting is it is not actually the Ultimate Magic, at all. More along the lines of Ultimate Sorcerer/Wizard and Magus, with some Inquisitor thrown in. Is that more or less correct?I almost cried a tear there.
No, I cried for you, B. I know how much pain you will feel when you discover that UM stands for Ultimate Everybody Except The Cleric.
Beckett |
Beckett wrote:So, the impression I am getting is it is not actually the Ultimate Magic, at all. More along the lines of Ultimate Sorcerer/Wizard and Magus, with some Inquisitor thrown in. Is that more or less correct?You really enjoy trying to be Betty Downer don't you?
No, Im actually curious. All I hear of the book so far really just relates to them, basically, with a little hate for the Cloistered Cleric, and not sure of the Monk with Vow of Poverty.
The impression I am getting, (which means it may not be true) is that there really are not many spells, no PCs, many of the Archtypes are so-so, etc, and i am just wanting honest evaluations and not a general magic book that is primarily Arcane.