Ultimate Magic: So what is potent?


Product Discussion

51 to 84 of 84 << first < prev | 1 | 2 | next > last >>

Sylvanite wrote:
Just realized an alchemist can now take their first Arcane Trickster level at 5! If you're into that sorta thing, it's an interesting earlier and less painful than usual entry. Haven't looked over the alchemist's list well enough to see if that's useful at all though.

Alchemists can't qualify for Arcane Trickster I don't think, since they don't cast spells.


There is an alchemist discovery called Doppleganger simulacrum. Basically it creates a double of you that you can bounce your consciousness between at any time. If your copy gets killed you bounce back to your original. If your original dies, you're screwed. It's not available till level 10, but it effectively makes you immortal.....as long as you can hide your real body extremely well. Either way the survivability drastically increases for you.....not that alchemists had a problem with that anyway.

Smiley


The Smiling Bandit wrote:

There is an alchemist discovery called Doppleganger simulacrum. Basically it creates a double of you that you can bounce your consciousness between at any time. If your copy gets killed you bounce back to your original. If your original dies, you're screwed. It's not available till level 10, but it effectively makes you immortal.....as long as you can hide your real body extremely well. Either way the survivability drastically increases for you.....not that alchemists had a problem with that anyway.

Smiley

Not really calling that a problem, because your gear doesn't go with you. And if you're the only one left in a TPK... well that's going to be a problem for you. And once dead, you are out of the combat, unless you have Leadership and your followers hauling your body along behind you.

Liberty's Edge

1 person marked this as FAQ candidate.
Catharsis wrote:
Mattastrophic wrote:
I'm also looking at the Sound Striker bard. Lets a caster-bard deal more than his usual damage amount, though still less than an archer.

The Sound Striker underwhelmed me with its utterly weak-assed first ability. Luckily it's Inspire Competence rather than Courage that's replaced. I can see more use in the second ability, but even that is not dangerous by a long stretch. Those are some tiny, tiny damage numbers.

At least he can deal that damage every round while performing and continue to fire his bow and cast spells, right? That makes it quite worthwhile, then.

I'm actually having trouble figuring out the attacks/round/duration relationship for the weird words ability. It seems possible to interpret it as granting you (bard level) attacks/round as long as you maintain your performance, which would be not just good but holycrap awesome. Since I doubt that's the case, though, can someone walk me through how it is supposed to work, and why?

Scarab Sages

Olwen wrote:
Sacred Summons is not very different than Animal Shamans from the APG, though. And Animal Shamans don't even need to spend a feat for that. So I'm not sure it's unbalanced. Sacred Summons and Superior Summons are good, but not obviously much more than Augment Summoning itself, I think.

It was an extremely powerful ability for Druids already, but it was rather specific in scope. Now it's open to Clerics as well, and with more versatiliy. Overall, I think this is a considerable power boost for clerics. I would probably rate it higher than Augment Summoning (which requires two feats). AS makes your summons incrementally stronger, whereas SS may very well allow you to summon in the first place. I've played a druid before, and my DM's intelligent foes invariably attacked me as soon as I started to chant. A full round of casting is a huge liability.

Of course, nothing prevents you from getting AS, SS, and Superior Summoning all together.


I'm curious, what do Sacred Summons and Superior Summons do?

I think that Superior Summons lets you conjure more creatures, but what about Sacred? Does it provide a template or the like for your summoned monsters?


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Eric Hinkle wrote:

I'm curious, what do Sacred Summons and Superior Summons do?

I think that Superior Summons lets you conjure more creatures, but what about Sacred? Does it provide a template or the like for your summoned monsters?

If the summon exactly matches your alignment, you can summon it/them as a standard action instead of as a full round.


Thank you, RD. Nice to see something official to speed up Summoning spells, though I do also like what KQ did with the Summoner in that one PDF of theirs.


Umbral Reaver wrote:
Antagonize is so powerful, not only does it force an enemy to attack, it can make the GM sitting across the table from you reach out and slap you!

Antagonize is probably the worst thing I've seen about this book so far.


Eric Hinkle wrote:
Thank you, RD. Nice to see something official to speed up Summoning spells, though I do also like what KQ did with the Summoner in that one PDF of theirs.

Which PDF was that and what did they do?


Ravingdork wrote:
Eric Hinkle wrote:

I'm curious, what do Sacred Summons and Superior Summons do?

I think that Superior Summons lets you conjure more creatures, but what about Sacred? Does it provide a template or the like for your summoned monsters?

If the summon exactly matches your alignment, you can summon it/them as a standard action instead of as a full round.

you need an aura so is no good for my oracles


thenovalord wrote:
Ravingdork wrote:
Eric Hinkle wrote:

I'm curious, what do Sacred Summons and Superior Summons do?

I think that Superior Summons lets you conjure more creatures, but what about Sacred? Does it provide a template or the like for your summoned monsters?

If the summon exactly matches your alignment, you can summon it/them as a standard action instead of as a full round.
you need an aura so is no good for my oracles

A one level dip into cleric will snag you an aura. I might do that if I ever make a conjuration specialist.

Dark Archive

For me the most attractive power creep ability in there is the new Witch/Hexcrafter feat Spell-Hex

Spell Hex:

You can transform a 1st-level spell into a hex.
Prerequisite: Major hex class feature.
Benefit: Select one 1st-level spell in the class that
grants you the major hex class feature. You can learn
that spell as a hex, and can use that hex three times per
day. This is a spell-like ability. You use your class level
in the major-hex-granting class as your caster level for
the spell hex. The spell hex uses your hex DC instead of
its original spell DC.

As an int based caster I can technically have any first level spell in the game and being able to rattle it off for giggles is cool.
The broken part comes to whether or not we can maintain it with Cackle.

Combine something basic like Bungle hex + Split Hex + Cackle to totally shut down your opponents melee ability.
Or better yet Beguiling Gift Hex + Split Hex + Poison Steep + Cackle = 2 opponents fighting each other to their own death.

Dark Archive

Zerilan wrote:
Umbral Reaver wrote:
Antagonize is so powerful, not only does it force an enemy to attack, it can make the GM sitting across the table from you reach out and slap you!
Antagonize is probably the worst thing I've seen about this book so far.

I guess you haven't noticed Borrow Future yet, Sorcerers casting all their level 5-9 spells in a single round, magi getting twenty full attacks in a row, etc.

Compared to that, Antagonize is pretty tame.


Jadeite wrote:
Zerilan wrote:
Antagonize is probably the worst thing I've seen about this book so far.

I guess you haven't noticed Borrow Future yet, Sorcerers casting all their level 5-9 spells in a single round, magi getting twenty full attacks in a row, etc.

Compared to that, Antagonize is pretty tame.

To me, it's pretty easy to patch up Borrow Future in a reasonable fashion (i.e. don't allow someone to skip their next turn twice). I have no idea how you're supposed to patch up Antagonize to make it a sensible feat.


hogarth wrote:
Jadeite wrote:
Zerilan wrote:
Antagonize is probably the worst thing I've seen about this book so far.

I guess you haven't noticed Borrow Future yet, Sorcerers casting all their level 5-9 spells in a single round, magi getting twenty full attacks in a row, etc.

Compared to that, Antagonize is pretty tame.
To me, it's pretty easy to patch up Borrow Future in a reasonable fashion (i.e. don't allow someone to skip their next turn twice). I have no idea how you're supposed to patch up Antagonize to make it a sensible feat.

In case anyone wants to respond to hogarth on how to fix Antagonize, I believe a better place would be here, in the thread about Antagonize.

I'd personally love it if we could keep this thread about what's good in UM, rather than have it devolve into another Antagonize thread :)


Mathwei ap Niall wrote:

For me the most attractive power creep ability in there is the new Witch/Hexcrafter feat Spell-Hex

** spoiler omitted **

As an int based caster I can technically have any first level spell in the game and being able to rattle it off for giggles is cool.
The broken part comes to whether or not we can maintain it with Cackle.

Combine something basic like Bungle hex + Split Hex + Cackle to totally shut down your opponents melee ability.
Or better yet Beguiling Gift Hex + Split Hex + Poison Steep + Cackle = 2 opponents fighting each other to their own death.

d20pfsrd.com wrote:


Cackle (Su): A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.

Sorry.


Cheapy wrote:
Eric Hinkle wrote:
Thank you, RD. Nice to see something official to speed up Summoning spells, though I do also like what KQ did with the Summoner in that one PDF of theirs.
Which PDF was that and what did they do?

It was from Open Design, with a link here:Advanced Feats: The Summoner's Circle

It's chock full of Summoner-related goodness, but the main one I'm thinking of would be the "Fast Spell" metamagic feat, which allows you to take a spell with a casting time of 1 round (like Summon Monster) or longer and cast it more quickly.

The PDF is a great buy for the price, especially for Summoner characters.

Liberty's Edge

Cheapy wrote:
The soundstrikers Weird words could be useful if you can use them all vs the same target. The text is ambiguous about that. It'd be phenomenal if it was treated as a spell. Hellooo toppling spell.

The abilities are supernatural (SU) so no toppling spell. Each word only affects a single target (like scorching ray). You need multiple rolls to have multiple words hit the same target. The damage is nice but below the high dpr folks ala fighters, rangers, etc, plus there is a save.

Other ideas from the book I like were the Qinggong monk. The additional flexibility is very nice. Provides decent ways to improve hitting, ac, and ranged attacks for a monk.

Dark Archive

Gruuuu wrote:
Mathwei ap Niall wrote:

For me the most attractive power creep ability in there is the new Witch/Hexcrafter feat Spell-Hex

** spoiler omitted **

As an int based caster I can technically have any first level spell in the game and being able to rattle it off for giggles is cool.
The broken part comes to whether or not we can maintain it with Cackle.

Combine something basic like Bungle hex + Split Hex + Cackle to totally shut down your opponents melee ability.
Or better yet Beguiling Gift Hex + Split Hex + Poison Steep + Cackle = 2 opponents fighting each other to their own death.

d20pfsrd.com wrote:


Cackle (Su): A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.
Sorry.

New book means new rules, hoping for an errata regarding cackle and the new hexes added.

I can dream can't I?

Dark Archive

Virtuoso Performance and Shadowbard might be useful to use multiple bardic performances at the same time, especially Shadowbard since it costs no additional performance rounds per day.


Eric Hinkle wrote:

I'm curious, what do Sacred Summons and Superior Summons do?

I think that Superior Summons lets you conjure more creatures, but what about Sacred? Does it provide a template or the like for your summoned monsters?

Additional question on Superior Summons:

The text states that your summon spell needs to conjure more than one creature in order for the feat to take effect. So, if I use Summon Monster V to get me a pack of d3 Fiendish Bison, but get a 1 on my d3 roll, how many Bison show up?

Second question on Versatile Channeler:

Text states "neutral cleric" among the choices. In various places through the book, references are made to "Cleric" when it really means "Cleric/Oracle." If my character is a Neutral Life Oracle with the Channel Revelation (and she is), does she qualify for this feat?


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
imgurahl wrote:

The text states that your summon spell needs to conjure more than one creature in order for the feat to take effect. So, if I use Summon Monster V to get me a pack of d3 Fiendish Bison, but get a 1 on my d3 roll, how many Bison show up?

I figured you would always have a minimum of 2. 1+1=2. At least, that's my interpretation.

Liberty's Edge

Well, I'm kinda new to the forums, so be kind...

Anyway, I unfortunately didn't quite catch this myself, but a friend pointed it out to me, and because of it may not allow the Magus class until an errata, or his own potential house rules.

Basic problem,
"Spellstrike (Su): At 2nd level, whenever a magus casts a
spell with a range of “touch” from the magus spell list, he
can deliver the spell through any weapon he is wielding as
part of a melee attack. Instead of the free melee touch attack
normally allowed to deliver the spell, a magus can make one
free melee attack with his weapon (at his highest base attack
bonus) as part of casting this spell. If successful, this melee
attack deals its normal damage as well as the effects of the
spell. If the magus makes this attack in concert with spell
combat, this melee attack takes all the penalties accrued by
spell combat melee attacks. This attack uses the weapon’s
critical range (20, 19–20, or 18–20 and modified by the keen
weapon property or similar effects), but the spell effect
only deals ×2 damage on a successful critical hit, while the
weapon damage uses its own critical modifier.
"

The bold text in particular of Spellstrike. With the current wording, it seems like as you use this ability, in concert with Spell Combat, you gain access to an additional free attack, at your highest base attack bonus, with the -2. This, as well as the fact you can potentially crit with your spells with a proper keened weapon at the 15-20 range, does seem a little intense, especially for an ability you gain at lvl 2. Addmitiadly, there aren't a whole lot of spells with touch in them, but you could also take a magus arcana that can turn a ranged touch, into a melee touch, which could then be used with spellstrike, increasing by quite a bit the number of usable spells.

Altogether, I love the feel and concept of the class. For the most part, the playtest before the release had a much clearer, definable wording. Admitiadly, the release probably did need to tell us about the crit range of the weapon working, or not working with the spell, but the first statement is very unclear, due to poor wording. Anyway, just my 2 cents, hope i get some kinda response, hehe >.<

Scarab Sages

Oh, one more thing: Vivisectionist. It's basically a Rogue with free access to buff spells, poison use, and a Dex-and-AC-boosting mutagen once per day. Beautiful! I'd probably pick that if I had to fill the Rogue role in a group, call it a "Doctor" or "Anatomist" instead, and play it vis a Cherman eccent. :)


Undead Master is rather powerful when combined with spell perfection -- that's an 8 level boost to your caster level with the spells in question.


draxar wrote:
Ravingdork wrote:
Oterisk wrote:
A elf level 2 mindchemist alchemist / 6th level synthesist summoner can have a +45 to any knowledge skill checks. Is that potent?
How does that work exactly?

Some of it, at a guess...

Possibly +8 from having a intelligence of 26 (18 starting, +2 elf, +2 levels, +2 item)

+2 more from an Intelligence Cognatogen (+4 mental enhancement potion, equivalent to a mutagen)

Then add that +10 again, as the 'perfect recall' ability of the Mindchemist lets you add it twice

+8 from Eidolon – it's a 1 point evolution to get that on any skill.

+3 from class skill

+3 from skill focus

+8 from 8 levels learning it.

= 8 + 2 + 10 + 8 + 3 + 3 + 8 = 42

So, I'm missing a trick somewhere, but that's still not bad. I assume the trick is somewhere in the five levels of Summoner that I'm not particularly using there. Possibly another +1 from a trait.

Intelligence 20 start +2 level +4 item (half wbl, affordable, but extreme, like the whole build) +4 cognatogen, +4 evolutions = 34 Int

as for skills, +24 int (perfect recall) +8 skilled evolution +8 ranks +3 class skill, +2 breadth of experience (feat) = +45


Oterisk wrote:

Intelligence 20 start +2 level +4 item (half wbl, affordable, but extreme, like the whole build) +4 cognatogen, +4 evolutions = 34 Int

as for skills, +24 int (perfect recall) +8 skilled evolution +8 ranks +3 class skill, +2 breadth of experience (feat) = +45

A lore oracle 1/synthesist 1 could have a +45 to a specific knowledge every day. Granted, not every knowledge all day, but extreme knowledges are pretty easy to twink.


Varthanna wrote:
Oterisk wrote:

Intelligence 20 start +2 level +4 item (half wbl, affordable, but extreme, like the whole build) +4 cognatogen, +4 evolutions = 34 Int

as for skills, +24 int (perfect recall) +8 skilled evolution +8 ranks +3 class skill, +2 breadth of experience (feat) = +45

A lore oracle 1/synthesist 1 could have a +45 to a specific knowledge every day. Granted, not every knowledge all day, but extreme knowledges are pretty easy to twink.

One could argue that a Synthesist should not be able to use the skill-boosting Evolution, because the Fused Eidolon can get no skills or feats, and has no mental stats to speak of.

Personally, I would argue that because the Summoner and the Eidolon are one creature while fused, that every evolution that refers to "the eidolon" would instead be referring to the fused pair.

PI think that is a compelling case, but it is far from determined.


1 person marked this as FAQ candidate.

The Words of Power allows for instantaneous duration transformation effects:

Ultimate Magic, Words of Power wrote:
Multiple Effect Words and Duration: If a wordspell has more than one effect word, the shortest of all the effect words’ durations is used for all of the effect words.

This allows for fun things like the following

Enhance Form (1 round/level) + Moderate Cure (instantaneous)

For a permanent, non-dispellable

  • One-time cure of 1d6 points of damage + 1 point per caster level (maximum +5).
  • A +4 enhancement bonus to either Strength, Dexterity, or Constitution (caster's choice).

This is available to an Alchemist for a 4th level spell slot. I'm sure that one could find other fun combinations. This would let the Alchemist to quickly get at +4 enhancement bonus to their Strength, Dexterity, and Constitution after 3 castings.


Caedwyr wrote:

The Words of Power allows for instantaneous duration transformation effects:

Ultimate Magic, Words of Power wrote:
Multiple Effect Words and Duration: If a wordspell has more than one effect word, the shortest of all the effect words’ durations is used for all of the effect words.

This allows for fun things like the following

Enhance Form (1 round/level) + Moderate Cure (instantaneous)

For a permanent, non-dispellable

  • One-time cure of 1d6 points of damage + 1 point per caster level (maximum +5).
  • A +4 enhancement bonus to either Strength, Dexterity, or Constitution (caster's choice).

This is available to an Alchemist for a 4th level spell slot. I'm sure that one could find other fun combinations. This would let the Alchemist to quickly get at +4 enhancement bonus to their Strength, Dexterity, and Constitution after 3 castings.

No... that's not how it works -- the bonus lasts as long as the spell does -- the spell is instantaneous -- so the bonus goes away immediately. The healing is a permanent effect -- the bonus is not.


Wouldn't that means spells like Awaken would go away immediately as well?

For reference:

PRD wrote:

School transmutation; Level druid 5

Casting Time 24 hours

Components V, S, M (herbs and oils worth 2,000 gp), DF

Range touch

Target animal or tree touched

Duration instantaneous

Saving Throw Will negates; Spell Resistance yes

You awaken a tree or animal to human-like sentience. To succeed, you must make a Will save (DC 10 + the animal's current HD, or the HD the tree will have once awakened). The awakened animal or tree is friendly toward you. You have no special empathy or connection with a creature you awaken, although it serves you in specific tasks or endeavors if you communicate your desires to it. If you cast awaken again, any previously awakened creatures remain friendly to you, but they no longer undertake tasks for you unless it is in their best interests.

An awakened tree has characteristics as if it were an animated object, except that it gains the plant type and its Intelligence, Wisdom, and Charisma scores are each 3d6. An awakened plant gains the ability to move its limbs, roots, vines, creepers, and so forth, and it has senses similar to a human's.

An awakened animal gets 3d6 Intelligence, +1d3 Charisma, and +2 HD. Its type becomes magical beast (augmented animal). An awakened animal can't serve as an animal companion, familiar, or special mount.

An awakened tree or animal can speak one language that you know, plus one additional language that you know per point of Intelligence bonus (if any). This spell does not function on an animal or plant with an Intelligence greater than 2.


Caedwyr wrote:
Interesting theory

Actually you could have asked the same question sticking to the healing spell -- and the answer is no.

Bonuses last as long as the effect that gives them lasts -- magic items for example are there as long as they are used.

Awaken doesn't grant a bonus -- it grants sentience.

It is one of those, "it is there until something is done about it."

Otherwise the damage from a spell would go away too once the duration is over.

Basically put if a spell changes the basic thing (such has HP damage, or sentience) then it will last until something else acts upon the thing.

If the spell instead simply enhances something then the enhancement will end when the spell does.


What about the Tomes of ...
or the Wish/Miracle spell.

Quote:

Manual of Bodily Health

Aura strong evocation (if miracle is used); CL 17th

Slot —; Price 27,500 gp (+1), 55,000 gp (+2), 82,500 gp (+3), 110,000 gp (+4), 137,500 gp (+5); Weight 5 lbs.

Description

This thick tome contains tips on health and fitness, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of 6 days, he gains an inherent bonus from +1 to +5 (depending on the type of manual) to his Constitution score. Once the book is read, the magic disappears from the pages and it becomes a normal book.

Construction

Requirements Craft Wondrous Item, wish or miracle; Cost 26,250 gp (+1), 52,500 gp (+2), 78,750 gp (+3), 105,000 gp (+4), 131,250 gp (+5)

They grant inherent bonuses that don't go away when the item is removed.

And yes, I realize that the word inherent seems to suggest that this bonus type is special, even though it is never spelled out as such.

Even still, I'm sure someone can find an effect word that grants an ability/transformation that is not designated as a bonus. For example, combine Energy Immunity (1 round/level) with an instantaneous duration word effect.

Quote:
Energy Immunity: The target of a wordspell with this word effect gains immunity to one energy type (acid, cold, electricity, fire, or sonic). The target still suffers any other side effects that might accompany the energy damage.

Other fun options include Soar (1 minute/level)

Quote:
The target of a wordspell with this effect word gains a fly speed of 60 feet with average maneuverability (40 feet if encumbered or wearing medium or heavy armor). The target also receives an insight bonus on Fly skill checks equal to 1/2 the caster's level.

One could possibly argue that the insight bonus is lost (bonuses don't stick around due to instantaneous duration, or kept (insight bonus is due to innate ability to fly).

51 to 84 of 84 << first < prev | 1 | 2 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / Paizo Products / Product Discussion / Ultimate Magic: So what is potent? All Messageboards

Want to post a reply? Sign in.
Recent threads in Product Discussion