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Viktyr Gehrig
2011-05-14, 10:53 AM
Pretty big chunk of it is up over at PFSRD (http://www.d20pfsrd.com/extras/collaborators/work-area/paizo-products/pathfinder-rpg-line/ultimate-magic) and I've been looking through it to wile away the time until I can obtain my own.

Magus class, some kind of Gish-in-a-can that I don't care about.

Bunch of new options for the other casters. New archetypes for everybody.

New discoveries for Alchemist. Archetypes include Chirurgeon. Psychonaut, and Vivisectionist.
Specialty bardic performances for Bards. Archetypes include Demagogue and Geisha.
Whole list of ACFs for Channel Energy for Clerics. Cloistered Cleric, Separatist, Undead Lord.
Animal and Terrain Domains for Druids. Dragon Shaman, Saurian Shaman, Reincarnated Druid.
Replacement Domains for Inquisitors.
Monk Vows. Meh. Only one archetype, but it's a big one; the Qigong Monk, which replaces almost all of the standard features for a buffet of options.
New Oracle Mysteries. Dual Cursed Oracle, Enlightened Philosopher.
Oathbound Paladins. Basically a huge list of Archetypes. The Ultimate Mercy feat lets them spend 10 uses of Lay on Hands to raise dead with no material component.
Ranger Traps and an Archetype to use them.
New Sorcerer bloodlines and archetypes that modify them.
Eidolon templates for the Summoner, new Evolutions. Broodmasters have multiple weaker Eidolons. Synthesists fuse with their Eidolons to become melee monsters.
Arcane discoveries for Wizards. Replace bonus feats, give you everything from crafting bonuses to animal speech to immortality. Metal and Wood elemental schools.
Saved my favorite for last. Witch. Oh god yes. New hexes. Alternate patron lists. Archetypes. The Hedge Witch Archetype sacrifices her 4th and 8th level hexes for spontaneous healing like a Good Cleric. With no alignment restriction. A full spellcasting, Int-based, arcane healer with no alignment restriction. I have wanted this for ten years and everyone keeps telling me to just play a Cleric. Awwwyeah.

Bunch of new feats, goodies for everyone, but the stuff that really stands out to me are the Paladin feats. Paladins got a lot of love in this book.

Whole bunch of new spells, expanding everyone's spell list and several spells exclusively for use as Qigong Monk SLAs.

Create demiplane, complete with lesser and greater versions. Available to Cleric, Wizard, and Witch but requires permanency to last longer than 1 day/level. I am now choosing to view the absence of permanency from the others' spell lists as an oversight. Hope my DM sees it my way.
Anthropomorphic animal. It's like a temporary, weird version of awaken.
Interplanetary teleport. Conspicuously absent from the Witch list.
A 5th level version of astral projection.
Cape of wasps, in case you want to be COVERED IN BEEEEEES. Also, a pretty nice spell, like a cross between fire shield and fly.
Control summoned creature. "Nice looking succubus you just summoned. Mine now."
All kinds of really specialized mind control.
Next time the town guards decide to hassle you, cast epidemic or plague storm. Hope they like leprosy.
You can make it rain poisonous frogs. Poisonous. Frogs. From the sky. Yes.

I haven't even read half of it yet, and I am already very, very happy with this book.

Khantin
2011-05-14, 11:04 AM
play a cleric :)

in seriousness though, that sounds bad ass. I just started a pf game playing a witch, and we don't have a divine type. Getting that spontaneous healing acf would be a boon for this campaign.

Viktyr Gehrig
2011-05-14, 11:48 AM
Yeah, between that and the healing hexes. It's actually enough to lure me away from Bard/Chord. Possibly permanently.

Infernalbargain
2011-05-14, 02:03 PM
I want to get cracking at a fey-infernal sorcerer.

Axinian
2011-05-14, 03:13 PM
Cape of wasps, in case you want to be COVERED IN BEEEEEES.
AHH! THEY"RE IN MY EYES!!!! (http://www.youtube.com/watch?v=d4MqTCIDKhU)

And hey, respect the Magus! It's pretty darn awesome as far as gishes go. It's like a duskblade with some of the factotum abilities built in.

Violet Octopus
2011-05-14, 03:13 PM
Heh. One of my players plays a druid, which he wanted to replace with a bard that would basically be an expy of the Doctor. It'll be interesting to see his reaction to the Reincarnated Druid archetype.

sreservoir
2011-05-14, 03:46 PM
I think echoing spell is badly-worded enough that it does not preclude the interpretation that the second casting lets you cast it again. am I missing anything?

Arutema
2011-05-14, 04:31 PM
I think echoing spell is badly-worded enough that it does not preclude the interpretation that the second casting lets you cast it again. am I missing anything?

Nope. There's a long debate over this issue on the Paizo boards.

Rime Spell metamagic + Elemental (Water) Bloodline + Scorching Ray looks like a nice combo. Take Cold damage and be entangled, no save.

Grommen
2011-05-14, 05:17 PM
Friend of mine tells me every time I talk to him "Man that Gunslinger looks kool".

Gemini Lupus
2011-05-14, 07:24 PM
So...much...material...need...more...time...and games to play in :smallbiggrin:

McSmack
2011-05-14, 07:34 PM
I have a lvl 6 fire sorcerer with the draconic (red) bloodline. I'm not seeing much in there that tickles my fancy. Don't get me wrong there's lots of nice stuff in there, but not seeing a whole lot for mid level characters. Nothing really makes me want to stand up and pay attention, as a fire sorcerer.

Looks like most everyone else got some love though.

Ashram
2011-05-14, 10:12 PM
Friend of mine tells me every time I talk to him "Man that Gunslinger looks kool".

Wrong book. You're thinking Ultimate Combat, which is still supposedly two months away. :P

Akal Saris
2011-05-14, 10:54 PM
Ooh, looks more interesting than I had expected! Glad to hear there are lots of ACFs coming - more are always appreciated :smallbiggrin:

GoatBoy
2011-05-15, 01:35 AM
Anthropomorphic animal. It's like a temporary, weird version of awaken.

SUFFER NOT THE FURRY TO LIVE.

BobVosh
2011-05-15, 01:45 AM
Cape of wasps, in case you want to be COVERED IN BEEEEEES. Also, a pretty nice spell, like a cross between fire shield and fly.

http://gigaville.com/comic.php?id=289


Any word on the alt magic system, or did they scrap it?

Curious
2011-05-15, 02:06 AM
The Split Hex feat looks damn nice; double the pain, double the gain. :smalltongue:
All this love is making me want to play a witch.

Viktyr Gehrig
2011-05-15, 05:32 AM
Any word on the alt magic system, or did they scrap it?

It's in the book, but the PFSRD section on it is still incomplete-- this is all from the WIP area-- and I never bothered with it in the playtest.

CTrees
2011-05-15, 10:16 AM
The synthesist summoner seems like a truly incredible gish. It's limited to a +15BAB,sadly, but... otherwise, holy carp.

grarrrg
2011-05-15, 01:44 PM
Paladins get a lot of neat tricks.
As mentioned, they can take a feat (http://www.d20pfsrd.com/extras/collaborators/work-area/paizo-products/pathfinder-rpg-line/ultimate-magic/chapter-3-feats/ultimate-mercy) that allows them to Raise Dead (as early as Level 8 with minimal/no tricks, Level 5 if you can get an insane CHA boost).

They can also take a feat (http://www.d20pfsrd.com/extras/collaborators/work-area/paizo-products/pathfinder-rpg-line/ultimate-magic/chapter-3-feats/unsanctioned-knowledge) to improve their spell list.

And one of the Oaths (http://www.d20pfsrd.com/extras/collaborators/work-area/paizo-products/pathfinder-rpg-line/ultimate-magic/chapter-1-spellcasters/paladin-options) trades away Divine Grace (boo!) but gives you the ability to trade uses of Smite Evil in exchange for minutes of +5ft. reach (WOO!), the same Oath at 11th level gives you extra AoO's equal to your Cha mod while using Holy Reach (stacks with Combat Reflexes). AND you get Haste and Divine Power added to your spell list (note: PF Divine Power works a little differently than 3.5, BAB is not changed/set, but you gain an extra attack)

Prime32
2011-05-15, 01:58 PM
That healing monk archetype can theoretically destroy a language if it has access to sufficient clones. :smalltongue: (its capstone destroys you and prevents your name from being written or spoken)

Akal Saris
2011-05-18, 10:49 PM
Witch Hex:

Prehensile Hair (Su): The witch can instantly cause her hair (or even her eyebrows) to grow up to 10 feet long or to shrink to its normal length, and can manipulate her hair as if it were a limb with a Strength score equal to her Intelligence score. Her hair has reach 10 feet, and she can use it as a secondary natural attack that deals 1d3 points of damage (1d2 for a Small witch). Her hair can manipulate objects (but not weapons) as dexterously as a human hand. The hair cannot be sundered or attacked as a separate creature. Pieces cut from the witch’s elongated hair shrink away to nothing. Using her hair does not harm the witch’s head or neck, even if she lifts something heavy with it. The witch can manipulate her hair a number of minutes each day equal to her level; these minutes do not need to be consecutive, but must be spent in 1-minute increments. A typical male witch with this hex can also manipulate his beard, moustache, or eyebrows.

DEAR GOD.

Cook People (Su): The witch can create fabulous spells by cooking an intelligent humanoid creature in her cauldron, either alive or dead. Using this hex creates one meal or serving of food of the witch’s choice, typically a delicious stew or a dough suitable for cookies, pastries, or other desserts. Cooking the victim takes 1 hour. Eating the food provides one of the following benefits for 1 hour: age resistance*, bear’s endurance, bull’s strength, cat’s grace, eagle’s splendor, fox’s cunning, neutralize poison (instantaneous) owl’s wisdom, remove disease (instantaneous). Alternatively, the witch can shape the dough into a Small, humanlike creature, animating it as a homunculus for 1 hour. The witch must have the cauldron hex to select this hex. Using this hex or knowingly eating its food is an evil act.

AWESOME.

Axinian
2011-05-19, 01:29 AM
Cook People (Su): The witch can create fabulous spells by cooking an intelligent humanoid creature in her cauldron, either alive or dead. Using this hex creates one meal or serving of food of the witch’s choice, typically a delicious stew or a dough suitable for cookies, pastries, or other desserts. Cooking the victim takes 1 hour. Eating the food provides one of the following benefits for 1 hour: age resistance*, bear’s endurance, bull’s strength, cat’s grace, eagle’s splendor, fox’s cunning, neutralize poison (instantaneous) owl’s wisdom, remove disease (instantaneous). Alternatively, the witch can shape the dough into a Small, humanlike creature, animating it as a homunculus for 1 hour. The witch must have the cauldron hex to select this hex. Using this hex or knowingly eating its food is an evil act.

AWESOME.
Huh. Didn't see that one. That combined with Child Scent is COMBOTASTIC! Eating babies for fun and profit! (and eternal damnation)

Luckmann
2011-05-19, 07:09 AM
Yes! The Alchemist Formulae list update is added! Just what I was going to ask for.
Thanks a lot! :smallsmile:

A general question, though; What are words? I couldn't help but to notice that Alchemists apparently have a list of Words too, but it's news to me.

Prime32
2011-05-19, 07:12 AM
Witch Hex:

Prehensile Hair (Su): The witch can instantly cause her hair (or even her eyebrows) to grow up to 10 feet long or to shrink to its normal length, and can manipulate her hair as if it were a limb with a Strength score equal to her Intelligence score. Her hair has reach 10 feet, and she can use it as a secondary natural attack that deals 1d3 points of damage (1d2 for a Small witch). Her hair can manipulate objects (but not weapons) as dexterously as a human hand. The hair cannot be sundered or attacked as a separate creature. Pieces cut from the witch’s elongated hair shrink away to nothing. Using her hair does not harm the witch’s head or neck, even if she lifts something heavy with it. The witch can manipulate her hair a number of minutes each day equal to her level; these minutes do not need to be consecutive, but must be spent in 1-minute increments. A typical male witch with this hex can also manipulate his beard, moustache, or eyebrows.

DEAR GOD.I know.
http://www.homemademech.com/Uploads/Areview/37551185749119.jpg

CTrees
2011-05-19, 07:26 AM
Huh. Didn't see that one. That combined with Child Scent is COMBOTASTIC! Eating babies for fun and profit! (and eternal damnation)


There are one or two for altering your house, too. You can be the witch from Hansel and Gretel, using only RAW. I <3 Pathfinder, sometimes...

grarrrg
2011-05-19, 07:43 AM
Witch Hex:

Prehensile Hair (Su): ......

DEAR GOD.

Cook People (Su): ......

AWESOME.

I think you got your comments mixed up.
The hair thing is pretty sweet (bobobobobobo bobobobobobobo not withstanding).

subject42
2011-05-19, 07:58 AM
I'm interested to see how the Wizard's wand ACF plays out. That looks abuse-tastic for some reason.

McSmack
2011-05-19, 08:00 AM
Witch Hex:

Prehensile Hair (Su): The witch can instantly cause her hair (or even her eyebrows) to grow up to 10 feet long or to shrink to its normal length, and can manipulate her hair as if it were a limb with a Strength score equal to her Intelligence score. Her hair has reach 10 feet, and she can use it as a secondary natural attack that deals 1d3 points of damage (1d2 for a Small witch). Her hair can manipulate objects (but not weapons) as dexterously as a human hand. The hair cannot be sundered or attacked as a separate creature. Pieces cut from the witch’s elongated hair shrink away to nothing. Using her hair does not harm the witch’s head or neck, even if she lifts something heavy with it. The witch can manipulate her hair a number of minutes each day equal to her level; these minutes do not need to be consecutive, but must be spent in 1-minute increments. A typical male witch with this hex can also manipulate his beard, moustache, or eyebrows.

DEAR GOD.

Cook People (Su): The witch can create fabulous spells by cooking an intelligent humanoid creature in her cauldron, either alive or dead. Using this hex creates one meal or serving of food of the witch’s choice, typically a delicious stew or a dough suitable for cookies, pastries, or other desserts. Cooking the victim takes 1 hour. Eating the food provides one of the following benefits for 1 hour: age resistance*, bear’s endurance, bull’s strength, cat’s grace, eagle’s splendor, fox’s cunning, neutralize poison (instantaneous) owl’s wisdom, remove disease (instantaneous). Alternatively, the witch can shape the dough into a Small, humanlike creature, animating it as a homunculus for 1 hour. The witch must have the cauldron hex to select this hex. Using this hex or knowingly eating its food is an evil act.

AWESOME.


And now I have a new villian. PC's are gonna freak out when the missing villiage girl stumbles into town as an animated cookie and delivers a cryptic warning.MWAHAHAHAHAHA!

CTrees
2011-05-19, 12:08 PM
Grabbed the book at lunch, will read thoroughly tonight. Flipping through, there are rules for wearing constructs as armor! If I read correctly, you can start with animated objects, for which they've published actual Craft Construct rules! Three thoughts: 1) Kill your enemies, craft them into a flesh golem, wear it while attacking more of your enemies. 2) Mithril golems looks like they'd count as LIGHT ARMOR! (your hindered as if wearing a breastplate. make it mithril...) 3) Colossal Animated Object (or other golem) -> humungous mecha! HUMUNGOUS MECHA!

subject42
2011-05-19, 12:15 PM
1) Kill your enemies, craft them into a flesh golem, wear it while attacking more of your enemies.

Can constructs wear armor? I want to play a Matroishka doll.

FelixG
2011-05-19, 12:46 PM
I have to admit, I love the Alchemist ACFs and new toys:D

Also Interplanetary travel!

And the Create Demiplane is a lot more awesome than Genesis, it seems like they payed attention to some of the issues that spell caused!

Ranos
2011-05-19, 01:15 PM
Antagonize is probably one of the most ridiculously powerful feats in the game. It may just single-handedly restore the balance between melee classes and casters.

subject42
2011-05-19, 01:25 PM
Antagonize is probably one of the most ridiculously powerful feats in the game. It may just single-handedly restore the balance between melee classes and casters.

What does it do, exactly?

CTrees
2011-05-19, 01:31 PM
Can constructs wear armor? I want to play a Matroishka doll.

"Hi guys. I'd like to introduce my new character. He's a gnome cleric, wearing, as armor, a medium flesh golem made of goblins, which is wearing a large flesh golem made of orcs, wearing a huge flesh golem made of ogres, wearing a gargantuan flesh golem made of cloud giants. His name is Turducken."

jmelesky
2011-05-19, 01:36 PM
What does it do, exactly?

On the SRD (http://www.d20pfsrd.com/extras/collaborators/work-area/paizo-products/pathfinder-rpg-line/ultimate-magic/chapter-3-feats/antagonize)

Chess435
2011-05-19, 01:42 PM
Antagonize is probably one of the most ridiculously powerful feats in the game. It may just single-handedly restore the balance between melee classes and casters.

Holy Pelor. No Save. Just...... wow.

subject42
2011-05-19, 01:45 PM
"Hi guys. I'd like to introduce my new character. He's a gnome cleric, wearing, as armor, a medium flesh golem made of goblins, which is wearing a large flesh golem made of orcs, wearing a huge flesh golem made of ogres, wearing a gargantuan flesh golem made of cloud giants. His name is Turducken."

You are my new hero.

CTrees
2011-05-19, 01:47 PM
Holy Pelor. No Save. Just...... wow.

Also: DC=hit dice + Wisdom modifier, NOT an opposed check AND you can make a DC 20 Sense Motive check as a swift action to double your charisma modifier AND it's not limited to times per day (only times per day per target).

I will not being pointing that one out to my DM until I use it myself...

awa
2011-05-19, 01:58 PM
i saw anthromorpisise animal but i couldent think of a reason to ever cast it the creature only has an int of 3. it loses any claw attacks, flight burrowing speed, ect it dosent give you any way to control it. its not profiecint in any weapons or armor.
i just dont see a reason to ever want to do this.

you can only antagonise a creature once a day, casters still have better ways to shut down an enemy with no save

CigarPete
2011-05-19, 01:59 PM
No save, and you force them to make a melee attack against you, not take an aggressive action targeted at you, but actually make a melee attack against you. So, combine that with the fact that there is no combat casting and they will take multiple AoOs moving in and back out of melee range if you have a reach weapon and you might just have a perfect wizard/sorcerer countermove. Almost makes me want to play melee again...

Personally if I was DMing, I would give a will save against that, it's too much as written.

awa
2011-05-19, 02:03 PM
"The effect ends if the creature is prevented from reaching you or attempting to do so would harm it (for example, if you are on the other side of a chasm or a wall of fire). If it cannot reach you on its turn, you may make the check again as an immediate action to extend the effect for 1 round (but cannot extend it thereafter)" so you couldent combine it with attack of opportunity abuse becusae walking in to multiple attacks of opportunity would harm him.

sorry about the spelling my spell check is not working on this comp and due to time constraints im going to have to just leave it as is.

CTrees
2011-05-19, 02:11 PM
Those examples are 1) environmental hazards and 2) nearly 100% certainties of damage, not potential AoOs. Further, the phrase used is "if the creature is prevented from reaching you or attempting to do so would harm it," not "might harm it," leading further weight to "possibly being hit by an AoO doesn't trigger the negation." Also, it doesn't say the target can't charge or move evasively to avoid other potential threats. If "the enemy has a weapon and might hit me" voids the intimidate function... that part of that feat is literally, literally useless.

Forcing an enemy caster into melee range, and forcing him to likely completely waste one or two of his turns, using an incredibly easy check? GOOD

Arutema
2011-05-19, 02:51 PM
I'm waiting to see the errata on that feat. The Dex prerequisite makes no sense, forcing a caster or an archer to make a melee attack makes no sense, and the DC is probably missing a "10 +" in there.

It's going to be a pain to run in organized play until errata, as I can't just ban it at my tables.

CTrees
2011-05-19, 02:58 PM
I'm going to agree it should probably be 10+stuff, to match normal attempts to demoralize opponents w/ Intimidate. As it is... Oh hi, first level party. The boss of the module is a third level wizard? And the DC to Antagonize(Intimidate) him is a 2? Well... let's see how well I roll! Look at that, he lost a full round, and is now in dogpiling range.

I'm also guessing it was meant to be a prereq of CHA 13+

Gnaeus
2011-05-19, 03:22 PM
That is pretty impressive. I hope they fix it in the printed book.

Even for non-melee, it is pretty darn good. There is no listed range limit. Assuming that you can make yourself a non-viable target, a -2 on all attacks with a diplomacy roll that my first level sorc can't fail (even assuming that it is actually 10+hd+wis) is still a decent fall-back option on rounds when I don't want to cast. And the potential to set up traps by making your enemy try to melee you is huge. That feat, + invisible spell, + the create pit line of spells can take most enemies out of battle with no save (you only get a reflex save if I open pit under you, not if you walk into pit.)

CTrees
2011-05-19, 03:37 PM
Re-read the construct armor entry. Has to be the same size as you, but says nothing about that construct not being able to wear another one as another layer of armor...

The size requirement is odd. I would have expected one size larger, but whatever. Cost is something like 35k, though, which relegates this to higher levels and probably things like stone/iron/mithril golems, to keep it 'cost effective.' Still, imagine the party tank outfitted with a golem as armor! (+2 headband of vast intellect to temporaily give him the necessary high craft skill w/ a caster helping him, supplying the feat and spells, so as to meet the requirements of the variant).

BobVosh
2011-05-19, 09:35 PM
So...worth getting?

CTrees
2011-05-20, 06:05 AM
So...worth getting?

Almost all of it will (eventually) be online, and most of the crunch is already there. Also, it's obvious some of the editting is, well... it's at WotC level, basically. So there are (potential) strikes against it, at least until there's some errata.

However, there's a ton of fun stuff, whether you're looking for flavor, fun or straight power. Every casting base class, including the new one in the book (and the monk) got a dragon's horde worth of new options, and even melee got some love. Take a fighter (who in PF has a lot of incentive to never take a level outside of fighter). They're drowning in feats in PF, and now they can take things like Eldritch Heritage (+Imp/Greater), which gives access to a sorceror's bloodline powers. Many of those scale with level, and some of them give easy access to things like Tremorsense, Burrow and Flight. Or, you know, the ability to telepathically communicate with fish, if you've always wanted to play Aquaman.

I definitely think it's worth it in dead tree format (SUCK IT, DRUIDS!). PDF is only $10, though, so there's that.

CigarPete
2011-05-20, 08:29 AM
Almost all of it will (eventually) be online, and most of the crunch is already there. Also, it's obvious some of the editting is, well... it's at WotC level, basically. So there are (potential) strikes against it, at least until there's some errata.

However, there's a ton of fun stuff, whether you're looking for flavor, fun or straight power. Every casting base class, including the new one in the book (and the monk) got a dragon's horde worth of new options, and even melee got some love. Take a fighter (who in PF has a lot of incentive to never take a level outside of fighter). They're drowning in feats in PF, and now they can take things like Eldritch Heritage (+Imp/Greater), which gives access to a sorceror's bloodline powers. Many of those scale with level, and some of them give easy access to things like Tremorsense, Burrow and Flight. Or, you know, the ability to telepathically communicate with fish, if you've always wanted to play Aquaman.

I definitely think it's worth it in dead tree format (SUCK IT, DRUIDS!). PDF is only $10, though, so there's that.
I've always wanted to play Aquaman. I might have to persuade my DM to run a pirate campaign next :smallbiggrin:

LordBlades
2011-05-20, 08:57 AM
Those examples are 1) environmental hazards and 2) nearly 100% certainties of damage, not potential AoOs. Further, the phrase used is "if the creature is prevented from reaching you or attempting to do so would harm it," not "might harm it," leading further weight to "possibly being hit by an AoO doesn't trigger the negation." Also, it doesn't say the target can't charge or move evasively to avoid other potential threats. If "the enemy has a weapon and might hit me" voids the intimidate function... that part of that feat is literally, literally useless.

Forcing an enemy caster into melee range, and forcing him to likely completely waste one or two of his turns, using an incredibly easy check? GOOD

Assuming that getting an ability score decrease counts as 'harming' you could have a friendly cleric put a mark of justice on you, triggered by trying to get into melee range of an enemy and with the effect of -6 to a non consequential stat.

The Gilded Duke
2011-05-20, 09:09 AM
Also Interplanetary travel!


What page is interplanetary travel on? I'm not seeing it on my copy.

cfalcon
2011-05-20, 09:15 AM
Antagonize is a real issue. We have a thread about it on the Pathfinder boards. Expect it to be nerfed.

It does nothing for physical/magical balance. While everyone is laughing about Gandalf crawling to his death in response to a taunt (something the feat dictates), you can rest assured that the real exploits involve illusions and action economy, and this ultimately lets the casters have a no-save-just-die toy.

I am saddened at the people who think this feat is fair. They really do not understand a trivially broken ability.

Regardless, it will be fixed soon.

CTrees
2011-05-20, 09:21 AM
What page is interplanetary travel on? I'm not seeing it on my copy.

It's a spell - Interplanetary Teleport. AFB at the moment, but they're sorted alphabetically.

As to Antagonize - yeah... even very simple things, like a sorceror having an invisible pit between himself and the Antagonize target... Start from there, work your way up to "One feat for an unlimited use save-or-die effect, except without the save part." I'm guessing it was *meant* to help melee deal with casters? I'll admit, I had been focusing on how easy the check was, and not on anything to do with it afterwards besides "full attack the squishy."

Also... "We have a thread about it on the Pathfinder boards. Expect it to be nerfed." Um... Hrm. :smallconfused: Yeah, Paizo will definitely realize something they released is broken, when the fanbase points it out to them, and promptly correct the issue, likely with an apology for the oversight. Definitely!

LordBlades
2011-05-20, 09:30 AM
I am saddened at the people who think this feat is fair. They really do not understand a trivially broken ability.

Regardless, it will be fixed soon.



It's not really fair and by no means balanced, but then so are quite a large number of mid and high level spells. I really doubt Antagonize is a bigger game breaker than a Planar Binding used to full potential, stuff which nobody bothers to fix:smallyuk:

jmelesky
2011-05-20, 11:28 AM
It's not really fair and by no means balanced, but then so are quite a large number of mid and high level spells. I really doubt Antagonize is a bigger game breaker than a Planar Binding used to full potential, stuff which nobody bothers to fix:smallyuk:

I'd say it's more unfair because you can take it at 1st level (at which point enemy casters won't be able to survive a couple of AoOs from you and your party). Planar Binding at least has the decency to wait till you can cast 5th level spells before it shows up at all.

Prime32
2011-05-20, 01:06 PM
It's a spell - Interplanetary Teleport. AFB at the moment, but they're sorted alphabetically.I should point out that greater teleport already has no range limit, so...


This spell functions like teleport, except that there is no range limit and there is no chance you arrive off target. In addition, you need not have seen the destination, but in that case you must have at least a reliable description of the place to which you are teleporting. If you attempt to teleport with insufficient information (or with misleading information), you disappear and simply reappear in your original location. Interplanar travel is not possible.

This spell functions as teleport, except there is truly no range limit and you do not need to have seen your destination, though you must have a solid grasp of which world you wish to travel to (“the third planet from the sun” is an acceptable destination, but “a habitable world near that bright star” is not). If you have a specific location on a planet in mind, you arrive there without a chance of failure; otherwise you arrive at a location that would not immediately be life-threatening. If no such safe landing zone exists on the world, such as someone attempting to travel into the sun without the proper precautions in place, the spell simply fails.
Someone explain the point to me?

cfalcon
2011-05-20, 01:09 PM
Paizo wil fix it. There were a bunch of broken things in the APG including infinite move speed. All fixed promptly.

Here is the thing. Paizo is not going to "fix melds versus casters" by giving "melee" (which always includes folks great with a bow, oddly) by giving them deathgrip and chains of ice. If they wanted casters to never be able to cast with no save and a succeeds on a one skill check, try wouldn't have printed nine levels of spells.

In any event, this just breaks the magical game more. A broodlord summoner can kite an equal level party (fully controlled) for at least six rounds at moderate level, and any summoner can distract two people for four rounds, while still having two actions for each him and his Eidolon.

Planar Binding at least requires an incompetent and fully compliant GM who thinks it gives you outsiders for slaves. This just requires someone to think taunt sounds fun in their game, and queue the Benny Hill music as stuff uselessly chases your kiters arounds.

CTrees
2011-05-20, 01:46 PM
I should point out that greater teleport already has no range limit, so...



Someone explain the point to me?

Um... good point. Though Greater Teleport doesn't have the "this spell won't instantly kill you if you're not careful" clause, so that's... something?

NamelessNPC
2011-05-20, 01:48 PM
I should point out that greater teleport already has no range limit, so...



Someone explain the point to me?
Greater teleport requires that you describe the planet. If you don't know it, you can't go. Interplanetary travel only requires that you know chich planet you want to go to.

Reverent-One
2011-05-20, 01:49 PM
I should point out that greater teleport already has no range limit, so...



Someone explain the point to me?

As far as I can tell, the difference is that Greater Teleport still requires a description of the location you're teleporting to, while Interplanetary teleport lets you get by with just the basic data on the planet (really, just that it exists).

EDIT: Ninja'd! Nooooo!

Archpaladin Zousha
2011-05-20, 02:12 PM
I wonder if the information in this book could be used to make a magic spaceship?

LordBlades
2011-05-20, 02:14 PM
Planar Binding at least requires an incompetent and fully compliant GM who thinks it gives you outsiders for slaves.

Actually it requires none of that. There are plenty of ways to almost nullify the charisma check required for a proposal like 'do whatever I say for 1 day/caster level or you can rot in that circle until the end of time'. Geas/Quest gives -12 to 1 stat (cha), shaken/frightened is another -2, sickened is another -2, bestow curse is another -6. That's at least -13 to the check and I'm sure you can do better than that.

jmelesky
2011-05-20, 02:15 PM
I wonder if the information in this book could be used to make a magic spaceship?

Are you suggesting that Ultimate magic is a stealth setup for a new Spelljammer setting?

'cause i'll admit that makes my phlogiston all a-tingle.

Archpaladin Zousha
2011-05-20, 02:19 PM
Are you suggesting that Ultimate magic is a stealth setup for a new Spelljammer setting?

'cause i'll admit that makes my phlogiston all a-tingle.

I hadn't thought of that, but it could work. The Inner Sea World Guide offers a brief blurb about each of the planets in Golarion's star system, but offers little information about what lies beyond other than "The Great Old Ones live out there."

subject42
2011-05-20, 02:58 PM
Has anybody looked at "Bloodcrow Strike (https://sites.google.com/site/pathfinderogc/extras/collaborators/work-area/paizo-products/pathfinder-rpg-line/ultimate-magic/chapter-5-spells/blood-crow-strike?tmpl=%2Fsystem%2Fapp%2Ftemplates%2Fprint%2F )"? It's... confusing. Assuming I'm a cleric, I can cast a spell as a full-round action, with instantaneous duration, that lets me attack a specific target at range with damage equal to my unarmed strike.

Now, given that it's instantaneous, with no save, doesn't that mean that I can now crowpunch the target forever, from any distance?

Prime32
2011-05-20, 03:09 PM
Now, given that it's instantaneous, with no save, doesn't that mean that I can now crowpunch the target forever, from any distance?But only that target. You can't crowpunch anyone else.

subject42
2011-05-20, 03:13 PM
But only that target. You can't crowpunch anyone else.

Unless you cast it again, I guess.


1. Cast Bloodcrow strike.
2. Plane shift.
3. PROFIT

jmelesky
2011-05-20, 03:23 PM
Has anybody looked at "Bloodcrow Strike (https://sites.google.com/site/pathfinderogc/extras/collaborators/work-area/paizo-products/pathfinder-rpg-line/ultimate-magic/chapter-5-spells/blood-crow-strike?tmpl=%2Fsystem%2Fapp%2Ftemplates%2Fprint%2F )"? It's... confusing. Assuming I'm a cleric, I can cast a spell as a full-round action, with instantaneous duration, that lets me attack a specific target at range with damage equal to my unarmed strike.

Now, given that it's instantaneous, with no save, doesn't that mean that I can now crowpunch the target forever, from any distance?

My first inclination is to say it was intended to be cast on a Monk, who could then flurry crows at people. But the instantaneous duration doesn't make sense there. Instead it's just ... confusing. Especially since i know of no non-epic build that allows a Monk 14 (the example) to cast 4th-level cleric spells.

I'm wondering if there was a transcription error. I haven't gotten my hardcopy yet, or i'd check.

subject42
2011-05-20, 03:24 PM
I'm wondering if there was a transcription error. I haven't gotten my hardcopy yet, or i'd check.

I think the intention is the Qigong monk, but the end result is just... weird.

AvianMalkavian
2011-05-20, 03:25 PM
Is it just me or does the Geisha archetype seem kind of.. lackluster? A Geisha Bard sounds like an awesome idea but from what I've read about what they can do, I'm not impressed. Am I missing something or are they as 'meh' as they seem?

Curious
2011-05-20, 03:43 PM
Is it just me or does the Geisha archetype seem kind of.. lackluster? A Geisha Bard sounds like an awesome idea but from what I've read about what they can do, I'm not impressed. Am I missing something or are they as 'meh' as they seem?

They don't really lose anything, but they gain the tea ceremony ability, which is pretty good for long-term buffing.

AvianMalkavian
2011-05-20, 03:49 PM
They don't really lose anything, but they gain the tea ceremony ability, which is pretty good for long-term buffing.

They lose bardic knowledge, light armor and their weapon proficiencies beyond simple, and the ability to cast spells in light armor without arcane spell failure. I can understand getting rid of armor proficiencies, but why the weapons? And why get rid of proficiency with longsword, rapier, sap, short sword, shortbow, and whip in exchange for proficiency in one monk weapon?

Edit: Woops. Forgot Bard weapon proficiencies. My bad :redface:

jmelesky
2011-05-20, 03:50 PM
I think the intention is the Qigong monk, but the end result is just... weird.

Ah, i hadn't caught that it was one of their Ki spells. That makes more sense, at least (except for the part where it's a cleric spell, but whatever).

In that case, i'd read it as a single full-round action that does Flurry at a distance, plus some modification of damage type (and fancy crows). It's worded very poorly, though, so that might be a misread.

Curious
2011-05-20, 03:56 PM
They lose bardic knowledge, light armor and martial weapon proficiencies, and the ability to cast spells in light armor without arcane spell failure. I can understand getting rid of armor proficiencies, but why the weapons? And why get rid of proficiency with all martial weapons in exchange for proficiency in one monk weapon?

Ah, apparently I need to read it more closely, didn't see that part. It appears that the Geisha is more of a buffer/caster, so it trades off combat ability. Probably not such a great option though.

EDIT: Also, has anyone seen the spell Cold Ice Strike? It's a cone of cold, but sixth level. At first, that was messing with me, but then I saw the casting time; swift action. :smallconfused:

Infernalbargain
2011-05-20, 11:19 PM
I've taken a moderate comb through the book (actually got to look at one in dead tree style), and the big things I wouldn't allow in my games are antagonize, time mystery, and terrible remorse.

At first I thought antagonize was a good thing because it gave noncasters a way to mow down casters. However, it just starts the rocket tag at level 1. Seeing a half-orc sorcerer take that at level 1 immediately tells you that some kind of bad news is going to happen.

Time mystery would be merely very good if it weren't for two things. First is that the Rewind Time revelation overshadows other reroll mechanics such as the celestial bloodline. Second is temporal celerity. Combine it with the Lookout teamwork feat and Rewind Time revelation, the party is effectively unambushable, starting at level 7. I'm sorry, but that is not allowed. As a GM, I should be able to ambush the party if I want. I don't want the ambushed party to beat the ambushers in the surprise round...

Terrible Remorse is supposed to be a slightly improved hold person. However, the fact that you can't take actions even if you make the save for round/level is not a 4th level spell. Let me reiterate that, the best case scenario for getting hit is being unable to take any actions for round/level. There's not any hostile action disrupting clause or anything. It simply mows down your target regardless of their save.

That being said, I love what they did with words of power.

Arutema
2011-05-21, 12:18 AM
Word Of God is already on record that Terrible Remorse should only last 1 round on a failed save.

This book's going to take some heavy errata. I just wonder how soon we'll get it.

I certainly don't want to get a physical copy before the second printing at this rate.