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Just when I thought I had hit the cheese mother lode, I realized it's even worse. And it's not the magus that's broken but Borrow Future.
Since it's a 4th level word, it can be combined with other words. It could be cast together with a 7th level and a 5th level word as a 9th level spell or with a 6th level and 4th level word as a 8th level spell.
So, a 20th level sorcerer could cast quite a few spells in a single round.
So, by burning all of his slots of 5th level and higher, a sorcerer 20 would be able to six 7th level spells, six 6th level spells, six 5th level spells, eighteen 4th level spells and eighteen 2nd level spells. This doesn't even take into account bonus spells for a high intelligence.
Probably a bit more impressive than the magus and his meager twenty full attacks. The sorcerer even has thirty move actions to taunt his enemies and party members while they are unable to act.

TarkXT |

Synthesist Builds
And here I was thinking I was the only one thinking of little wizened old men who hulk out and murder everything with 50+ strength.
Personally I think Eldritch Heritage is interesting. PArticularly with synthesist builds.
So why don't we talk about the potential of the broodmaster? It seems potentially interesting.

FiddlersGreen |

Quote:Synthesist BuildsAnd here I was thinking I was the only one thinking of little wizened old men who hulk out and murder everything with 50+ strength.
Personally I think Eldritch Heritage is interesting. PArticularly with synthesist builds.
So why don't we talk about the potential of the broodmaster? It seems potentially interesting.
It's funny, I was just thinking earlier about the highest strength a character could viably generate. At the moment, I reckon a dragon-blooded sorcerer/dragon disciple with eldritch heritage: demonic comes close
+4Str from DD
+6str (inherent) from EH:demonic
+6Str (enhancement) from belt
+6str (morale) from vengeful outrage (spell)
+10(size) from form of the dragon III
Add all that up for a +32 bonus, and NONE of that came from your stat increases from leveling up! 1 item, 2 spells, and the rest is your innate mojo. If you REALLY wanted to min-max it, go with a half-orc/human/half-elf, and you could probably start with 20 Str, and use all your stat increases to str for 25 at level 20. 25+32 = 57 str. We're talking a +23 modifier. O_O

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Wha? *blink blink* *reads the passages again* Oh. Oh! Okay then.
My opinion of the Words of Magic subsystem has just hit an all time low.
That much flexibility with comparable potency to standard spells? This never struck anyone as potentially unbalancing?
The problem isn't Words of Power, just Borrow Future. If all the Words had been tested instead of just the Evocation ones, it would have been caught on earlier.
All Borrow Future needs is an addition that it cannot be used on a target before the end of its next turn.Player's Handbook II had a similar spell, Celerity, but it caused the caster to become dazed till the end of his next round (it was an immediate action with was rather nice, though).
Words of Power have a few advantages compared to magic, blasting is stronger and summons work as standard actions. On the other hand, wordcasters lose a lot of special spells, so I'd say without Borrow Future as written it's balanced.

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10 Half-Orc Synthesist Summoner (Eidolon Base form Quadruped)
I built this using the guidelines from the DPR Olympics. I used Tejon’s Excel sheet but had to change the to hit boxes because I took furious focus, it was tacking on a -4 to hit with the manufactured weapons, and it cannot account for multiattack. I also had to recalculate the natural attack damage because it assumes that all the natural attacks are getting weapon focus.
I hope I am doing something wrong in my calculations because this guy is just wrong. He out damages a paladin using smite evil versus an evil outsider, dragon ect., has an AC of 36, stellar saves, can almost always get a full attack with pounce, has two evolution points left over for whatever utility you would want, and even with his self-buffs he has plenty of spell casting left over to help the party with magic. His main weakness is dismissal so I gave him a ring of counterspells for dismissal and even threw in another one for dispel magic or dispel magic greater. He can even get spell...
You are doing at least one thing wrong, your character doesn't qualify for power attack. Easy enough to fix, but still requires a fix.
Also what are you getting out of being a synthesist that a normal summoner couldn't do anyways (and with greater action economy?)

TarkXT |

So as a Thought Experiment I decided to take the broodmaster archetype adn see how many dudes my character can obtain (not counting any extra dudes a cohort might obtain) without casting spells or multiclassing. So far I'm up to a 10 man character. I think I can do more.
Boost that up to about 173 now. Counting followers.
Also what are you getting out of being a synthesist that a normal summoner couldn't do anyways (and with greater action economy?)
Ridiculously high mental scores without much sacrifice in terms of power. Potential for silly combat expertise based builds. Much less headache in terms of combat (i.e. one character instead of two or 173). Skills that shoot through the stratosphere. You basically become a godlike entity in a lot of ways.
I like to think of it in terms of Shazam or The Hulk. You basically tunr from a mild mannered creature who might be smarter or more charmin than others but with a magic word or simple condition you become something everyone is afraid of.
I thought the same way you did at first until I started looking into its potential.

TarkXT |

TarkXT wrote:Boost that up to about 173 now. Counting followers.Is that including a summoner cohort who has leadership and whose eidolon has leadership and both their cohorts are summoners, etc?
Only including characters that the Summoner counts personally. If I went completely nuts we could get into the Millions utilizing UMD and bunches of Animate dead spells.

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It's funny, I was just thinking earlier about the highest strength a character could viably generate. At the moment, I reckon a dragon-blooded sorcerer/dragon disciple with eldritch heritage: demonic comes close
+4Str from DD
+6str (inherent) from EH:demonic
+6Str (enhancement) from belt
+6str (morale) from vengeful outrage (spell)
+10(size) from form of the dragon IIIAdd all that up for a +32 bonus, and NONE of that came from your stat increases from leveling up! 1 item, 2 spells, and the rest is your innate mojo. If you REALLY wanted to min-max it, go with a half-orc/human/half-elf, and you could probably start with 20 Str, and use all your stat increases to str for 25 at level 20. 25+32 = 57 str. We're talking a +23 modifier. O_O
May I interest you in a level of alchemist for a +4 alchemical bonus on Str?

mrofmist |
One thing I think is sort of breaking is the new spells to convert things to masterwork quality.
Crafting is already a broken system, and I didn't particularly care for the idea that a spellcaster could use Fabricate and Spellcraft to make items without understanding how they work. But it's even worse now. Now you can pick up a rusty dull dagger, pay 300gp in reagents, and it's magically a Masterwork dagger, made by a caster with no skill in weapons crafting, or even knowing how to use the weapons at all.
Yeah, not making it into my games at all.
It's magic. They can also conjure up massive storms without any knowledge why or how weather works. A meteorologist can't do that.

mrofmist |
mdt wrote:This assumes you've got spellcasters lying around with nothing better to do but be glorified crafters. Saying this is world-breaking is like saying "Why have janitors when every CEO can just clean their own bathroom!"Mojorat wrote:
huh how is this broken? all he saves is time he pays exactly what he would have if he baught the item.the difference I'n time is highly noticeable but to be honest the crafting rules are a pain. this let's a player make things while ignoring a tedious mechanic.
Because it destroys the world economy. It's a world view shifting thing. There won't be any crafters a generation or two after this spell comes into being. A crafter needs days or weeks to make masterwork material. Any idiot with an anvil and a hammer can make a basic set of anything, then hand it over to the caster to make it perfect. You could make a weapon using template forge technology (clay mold, pour metal in, get a solid steel sword in hours), then have the adept cast the spell on it to make it perfectly balanced and fix the issues with it being easily breakable. Same with armor. Stitch up bad hide into an armor shape, cast spell, and MW leather armor instead of cheap leather armor.
That and for ever caster out there that is willing to disrupt the worlds economy for profit, there is one who wants to prevent that. There aren't just selfish people out there, there are also people out there to police the selfish ones. To prevent damage like that from being done.
Hell, a low level Bard could use his powers to take over a city, without much effort. Detect thoughts to find out plans and such, suggestion to control, charm person, alter self. Damage the economy over a period of time doesn't matter much when cities could easily be overrun by lesser casters.
Also, making a masterwork item with magic. Ok, what about make whole and mending? What need would you have for any type of crafter, when a few lower lvl casters could just walk through a city and repair everything that broke. The economy is affected, although new things will always need to be made to satisfy supply and demand. Nothing will ever need to be replaced, because nothing will ever permanently break.
There are dozens of spells that can easily and dramatically alter the world. Banning one just because it doesn't sit right with you isn't very fair to the players. What about when they find ways to break other spells? Ban them too?

meabolex |

From a related thread:
Toppling Spell is probably over the top with magic missile.
Using the Magical Lineage trait and Spell Perfection, you can have a Toppling Dazing Piercing Quickened magic missile + Toppling Dazing Piercing Heightened (+4) magic missile. Those use 5th level spell slots. . .
Each magic missile hit causes a save for dazing and a trip attempt -- and the SR check adds Caster Level + 13 (assuming Spell Penetration + Greater Spell Penetration)
Blaster Battlefield Control? (:

FiddlersGreen |

FiddlersGreen wrote:May I interest you in a level of alchemist for a +4 alchemical bonus on Str?It's funny, I was just thinking earlier about the highest strength a character could viably generate. At the moment, I reckon a dragon-blooded sorcerer/dragon disciple with eldritch heritage: demonic comes close
+4Str from DD
+6str (inherent) from EH:demonic
+6Str (enhancement) from belt
+6str (morale) from vengeful outrage (spell)
+10(size) from form of the dragon IIIAdd all that up for a +32 bonus, and NONE of that came from your stat increases from leveling up! 1 item, 2 spells, and the rest is your innate mojo. If you REALLY wanted to min-max it, go with a half-orc/human/half-elf, and you could probably start with 20 Str, and use all your stat increases to str for 25 at level 20. 25+32 = 57 str. We're talking a +23 modifier. O_O
ROFL you most certainly can!
Hmm...although in terms of practicality, I can see an issue since I generally 2 pre-combat buffs as the limit for combat effectiveness. Vengeful outrage and form of the dragon are already pretty high level spells and can't be quickened easily.
BUT as far as records go, yes oh yes oh yes! LOL so we're now talking up to +36 to your base str. Taking the str 25 character at level 20, we have a potential for 61 str, with a +25 str modifier! Rawr!!!

wraithstrike |

From a related thread:
Toppling Spell is probably over the top with magic missile.
Using the Magical Lineage trait and Spell Perfection, you can have a Toppling Dazing Piercing Quickened magic missile + Toppling Dazing Piercing Heightened (+4) magic missile. Those use 5th level spell slots. . .
Each magic missile hit causes a save for dazing and a trip attempt -- and the SR check adds Caster Level + 13 (assuming Spell Penetration + Greater Spell Penetration)
Blaster Battlefield Control? (:
I think this is Pathfinder's version of explosive spell which would knock you prone, IIRC. I really wish this version only allowed you to be tripped/knocked prone on a failed save.
Of course the trip check likely to fail anyway unless you run an all humanoid campaign, and even then I don't see it working a whole lot. I think the likelihood of the trip succeeding should be looked at before we cry foul, like I admittedly almost did.
Ryzoken |
From a related thread:
Toppling Spell is probably over the top with magic missile.
Using the Magical Lineage trait and Spell Perfection, you can have a Toppling Dazing Piercing Quickened magic missile + Toppling Dazing Piercing Heightened (+4) magic missile. Those use 5th level spell slots. . .
Each magic missile hit causes a save for dazing and a trip attempt -- and the SR check adds Caster Level + 13 (assuming Spell Penetration + Greater Spell Penetration)
Blaster Battlefield Control? (:
5 Feats, 1 trait, and a spell known in exchange for:
nothing, as your GM notes your ultracombo and applies brooch of shielding or shield spells to his monsters from then on. ::sadface::

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5 Feats, 1 trait, and a spell known in exchange for:
nothing, as your GM notes your ultracombo and applies brooch of shielding or shield spells to his monsters from then on. ::sadface::
Any gm doing this isn't worth playing with. Once in a while? Sure, stuff happens and that's the danger of a one trick pony. (Of course, there is always dispel magic.) More than once in a while? Find a new gm who isn't just out to screw the players over.

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Matthew Morris wrote:At least psions don't have to hear complaints about Novaing any more...The irony is that even certain Paizo staff members (James Jacobs if I remember correctly) declared that they would not use the XPH rules because of nova potential.
Good thing we've got Psionics Unleashed to keep the psionic classes on par, huh?

Oterisk |

One thing about Synthesist builds that some are overlooking, I think, is this: You use your Eidolon's strength, and not your own when they are out. That means that level bonuses for your character will not count when the eidolon is out unless they are put into the mental stats. The eidolon gets boosts like a normal eidolon would, but bonuses like from the abyssal bloodline would only count if the eidolon itself took the feats, not the summoner. And if I remember correctly, the synthesist's eidolon can't do feats or skills on their own.
That and being huge size won't help when you have to go into the castle. Or the tomb. Or the cave. Or the tavern. Or the basement. Or the wagon. Or the apparatus of the crab.
Edit: Also manuals may not work for it, being that the eidolon itself, being completely controlled by the summoner would not get the benefit from reading the manuals, but the summoner would. And that would mean that when he "transformed" he wouldn't get the benefit.
But as far as RAW, one needs to be careful about this stuff.

TarkXT |

That and being huge size won't help when you have to go into the castle. Or the tomb. Or the cave. Or the tavern. Or the basement. Or the wagon. Or the apparatus of the crab.
The same can be said of all summoners. Size is one of those things that many summoners get on their eidolons asap.

meabolex |

Of course the trip check likely to fail anyway unless you run an all humanoid campaign, and even then I don't see it working a whole lot. I think the likelihood of the trip succeeding should be looked at before we cry foul, like I admittedly almost did.
The likelihood of a trip is one thing. It might be a 10% chance against a certain monster at a level?
But it happens twice per round Quickened. And there are 2 saves for dazing. And there are a number of ways to boost your caster level. And this hits 5 monsters. Also, I can still apply the feats and abilities to other spells.
I think the point here is that magic missile is starting to look too good when combined with other abilities. Maybe there needs to be more magic missile hate. . .

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Okay, after rereading the Words of Power, the sorcerer issue isn't as bad as I thought. All words in a wordspell affect the same target, so it should be difficult to use to damage your opponents.
The magus issue still stands, though.
Also, a sorcerer or wizard could use the word to grant the whole party a full round action as a 7th level word or higher when he also buffs the party with other words.

Ryzoken |
Ryzoken wrote:nothing, as your GM notes your ultracombo and applies brooch of shielding or shield spells to his monsters from then on. ::sadface::(Greater) Dispel Magic?
I keep forgetting they removed the caster level cap from those spells... makes them infinitely better.
Hmm... Spell Turning might also make your life painful.
Round 1: big scary ultra missiles! Reflected. Ooohhhh....
Make sure you drop AREA dispels and not TARGETED dispels kids...
Any gm doing this isn't worth playing with. Once in a while? Sure, stuff happens and that's the danger of a one trick pony. (Of course, there is always dispel magic.) More than once in a while? Find a new gm who isn't just out to screw the players over.
One could say the same of players that are desperate to develop ultra combos with which they use to eliminate all form of challenge from the game... Funny that...
Also, a sorcerer or wizard could use the word to grant the whole party a full round action as a 7th level word or higher when he also buffs the party with other words.
So, depending on his mood, our mighty Sorcerer could either:
give the entire party a full round action (including himself, I'd imagine),
or use this word in conjunction with every other buff word he knows of 4th or less for his 6th level slots,
or he could just use it alongside, say, Servitor, to summon as many critters as he likes on turn one (again using his 6th level slots.)
EDIT: Hmm... 9th level slots break down into (8th level servitor)+(Borrow Time), 8th break down into (7th level servitor)+(Borrow Time), 7th into (6th lvl servitor)+(Borrow Time), and 6th into (4th level servitor)+(Borrow Time). Round 1: 24+ Elementals of varying sizes. Go!

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Summons might work, depending on how the selected target word works. If I remember from the playtest, though, the full round action would be granted to the summon.
Buffing works too, but the spellcaster would still lose his next round.
Using it to grant your party extra actions, on the other hand, would be rather powerful, most enemies will have a hard time surviving ten full-round actions of a whole party.

Ryzoken |
Summons might work, depending on how the selected target word works. If I remember from the playtest, though, the full round action would be granted to the summon.
Buffing works too, but the spellcaster would still lose his next round.
Using it to grant your party extra actions, on the other hand, would be rather powerful, most enemies will have a hard time surviving ten full-round actions of a whole party.
10 full round actions of a whole buffed party. Cheese on par with the Planar Shepard of 3.5...
RE: buffing and the lost round: use your last full round action to cast or activate a Time Stop. Lose your next turn in the timestop, re-enter normal time ready to smash face; a veritable spell powered deific force of death, doom, and some other alliterative word. Despair? Destruction? Pick one.