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  #46  
Old Dec 4th, 2011, 10:06 PM
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From the Familiar Section:Witch’s Familiar (Ex)

At 1st level, a witch forms a close bond with a familiar, a creature that teaches her magic and helps to guide her along her path. Familiars also aid a witch by granting her skill bonuses, additional spells, and help with some types of magic. This functions like the wizard’s arcane bond class feature, except as noted in the Witch’s Familiar section.

A witch must commune with her familiar each day to prepare her spells. Familiars store all of the spells that a witch knows, and a witch cannot prepare a spell that is not stored by her familiar. A witch’s familiar begins play storing all of the 0-level witch spells plus three 1stlevel spells of the witch’s choice. The witch also selects a number of additional 1st-level spells equal to her Intelligence modifier to store in her familiar. At each new witch level, she adds two new spells of any spell level or levels that she can cast (based on her new witch level) to her familiar. A witch can also add additional spells to her familiar through a special ritual.


http://www.d20pfsrd.com/classes/base...s-Familiar-Ex-
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  #47  
Old Dec 4th, 2011, 10:09 PM
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Awesome, so it is +2 per levelup. Thank you!

Also, I have your level 11/14/17 abilities for the flute. Air Mastery(airborne targets take penalties against you), Improved Air Mastery(you gain bonuses against them), and Ever-Present Breeze(Immunity to lack of air, such as when underwater). Still need a capstone ability for level 20, though.
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A satyr rises in the morning, and hangs the coffee mug on his horns, so that he won't lose it.
The coffee is done, but the mug isn't in its usual spot. Where did it go? He forgot.
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  #48  
Old Dec 4th, 2011, 10:19 PM
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You're welcome.
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Last edited by Frogman; Dec 4th, 2011 at 10:20 PM. Reason: Derp
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  #49  
Old Dec 5th, 2011, 12:57 AM
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Quote:
Still_Pond: AC Bonus. Basically makes it +1 Armor.
Mark it down as +5 Armor, 0 Acheck, 0% spell failure in the actual stat boxes of the cloak, not just the description box. Similarly, write 3 and 4 in the weapon's weight boxes, so the weight calculator can do its job.
Write down his bite attack in weapons, and curse traits in Feats, would you kindly?
I have the weight of everything I own on my equipment list. If I also add the weight in the weapon box, it adds it twice to my total. That is the reason I spelled it out in the weapon/armor boxes. If I instead put a number in those boxes and spell it out in my innovatory section, that lists's total won't match my total weight carried and it confuses me. I like it all in one neat little area.

Forgot about the bite attack. The curse was me again not listing it until it actually happened. I have a thick skull sometimes. I'll make those changes, with the exception to the weight boxes, unless you really want me to switch it. Making all those changes currently.
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Last edited by Still_Pond; Dec 5th, 2011 at 12:58 AM.
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  #50  
Old Dec 5th, 2011, 07:16 AM
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I've readjusted/rebalanced the stats to reflect my character properly now.

As for the Racial Power, it's kinda unclear to me. Is this extradimensional storage space? If so, could you translate it into lbs for me, as I won't be using it for weapons so much as gadgetry.

I did the extras on my sheet as requested, I picked more appropriate spells and created my Mad Science items, if you wanna have a looksie. More items, proper pricin will have to wait for tomoorow. I am exhausted. G'night.
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  #51  
Old Dec 5th, 2011, 10:10 AM
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Updated by a bunch of things to season his creations!
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  #52  
Old Dec 5th, 2011, 10:45 AM
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Jonny: Your attributes are still slightly off, coming out to 21 points before racial adjustment, rather than 20.
Yes, it's hammerspace. There's no hard weight limit, just space.
SCIENCE items look good.
You can prepare one more cantrip, and you need to mark what spells known are Mad Science only(any Enchantment, Evocation, Illusion, and Necromancy ones).
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A satyr rises in the morning, and hangs the coffee mug on his horns, so that he won't lose it.
The coffee is done, but the mug isn't in its usual spot. Where did it go? He forgot.
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  #53  
Old Dec 5th, 2011, 10:54 AM
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Right then I'm opening the floor to suggestions for spells you guys want for my character to have. (Because I can just go ahead and change what I've got now if need be).

Also any suggestions for my familiar's name would be cool. He's a raven, surly, old, sarcastic, deadpan, jerk with a heart of gold...IDK.
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  #54  
Old Dec 5th, 2011, 12:49 PM
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A thought occurs; my sylph feather abilities almost mirror the magus' arcane pool abilities. Do they stack? Or do I downgrade into a weak sorcerer with slightly better attack?

Also, I have no idea what to do with my skills and stuff because of my curse. Its a little vague. What is the opposite of someone that can fight a little and do magic?
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  #55  
Old Dec 5th, 2011, 12:54 PM
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Somebody who can...things...er...
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  #56  
Old Dec 5th, 2011, 01:02 PM
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Hrm. I think I would focus on the style of learning that embodies a Magus - intense study of both arcane and martial prowess, with a direct focus on bettering oneself through hard work.

Swap that around, and A) you get an ogre (which is handy, I suppose!), B) you're looking at something that can lazy into power. Barbarian, maybe?
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  #57  
Old Dec 5th, 2011, 03:35 PM
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Kk. Final stat adjustments done (hopeully) Spells are indicated. Now attempting to craft items to reduce cost.
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Last edited by JonnyGulliver; Dec 5th, 2011 at 03:36 PM.
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  #58  
Old Dec 5th, 2011, 04:20 PM
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Jonny: Now you're one short. Add 1 point to STR(or CON), for an array of 13/16/12/17/7/7; after racial adjustment giving 11/16/14/19/7/7.
Picking Gnome as a language - It's not widely spoken; this is something that your character would be familiar with thanks to finding old gnomish junk in his artificer training. Its closest spoken analogue in the Woodlands is Sylvan, and they'll think you have the funkiest accent ever if you try to talk Gnomish to them.
Remember, you can't Prepare spells that are Mad Science only, so you'll need to shuffle around your prepared spells a bit. Sad, I know, but it's the price artificers pay for being so cool.

Frogman: Hmm. Something overly magical, yet not dramatic. Aedit the raven?

ArcaneJazz: Well, if you want, we can swap out the traditional Arcane Pool ability for one of the basic Magus Arcana ones(Arcane Accuracy, Arcane Cloak, or Arcane Redoubt). Alternately, swap into a Sorcerer if you really want.
As for opposition, I agree with the sandwich, Barbarian seems right.
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A satyr rises in the morning, and hangs the coffee mug on his horns, so that he won't lose it.
The coffee is done, but the mug isn't in its usual spot. Where did it go? He forgot.
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  #59  
Old Dec 5th, 2011, 04:41 PM
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Just because I know think Fragmaster likes rules, here is something I've never understood. A character can have lots of gear, (flint & steel, rope, soap, soap-on-a-rope, pots, rations, 10'poles, bird food, hatchet, extra weapons, a dozen sets of caltrops, etc). There are no rules (that I know of) that insist they also have a backpack or some other way to carry all that crap. A backpack weighs two pounds but does nothing for you mechanically speaking. A master work one is a little help if you happen to have an odd strength ability score (+1 to strength for calculating caring capacity). Why is a character trying to hold all that stuff stuffed in their shirt or something less encumbered than one who organizes it in a backpack?

Further, why are containers always limited by cubic feet or inches and not by weight? Equipment doesn't have a cubic inches listing so I never know for sure if my pack is full or not.

I've always thought the pack rules needed adjusting, especially when I play weak and squishy characters who have trouble carrying their extra clothing. At the very least I think having a backpack shouldn't encumber your character further so they should have a weight of 0 if they are being worn. (IMbut possibly wrongHO)
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Last edited by Still_Pond; Dec 5th, 2011 at 04:45 PM.
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  #60  
Old Dec 5th, 2011, 04:50 PM
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I have vague rules for backpacks and carrying space, but since that would require going through and categorizing all items by size(too much effort), it's more of a fuzzy guideline with me when DMing. I tend to organize characters I play with various pouches and backpacks and such, though.
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A satyr rises in the morning, and hangs the coffee mug on his horns, so that he won't lose it.
The coffee is done, but the mug isn't in its usual spot. Where did it go? He forgot.
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