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Contemplating 25 PF1 Alchemist-Hybrid Classes

What if there was a hybrid class for every conceivable combination of base, core, and occult classes?

Yes, it’d probably make a LOT more sense to just go with a full set of Talented Character Class write-ups, and let people mix-and-match themselves. For one thing, with 26 originating classes (as I’d treat the magus as a fighter/wizard hybrid class and the shifter as a druid/ranger, rather than either as a new base class), we’re talking about 650 classes. (And you think people complain about PF1 bloat NOW).

But, the idea still sticks with me. Which made me wonder, can I even come up with a core conceit for 650 hybrid classes? (Well, 638, since there are already 12 things I am treating as hybrid classes… )

So, I decided to take a look at one slice, of all potential alchemist hybrid classes. Not to write them at any level, just to see if I had ideas for each combination.

Here’s my initial list, for the alchemist (which already has the investigator as an alchemist/rogue hybrid).

Ragebringer (Alchemist/Barbarian – anger-based mutagens and elixirs) Brewester (Alchemist/Bard – drinks to make you happy, sad, or brave, and to fit any occasion) Glatisant (Alchemist/Cavalier – wide man of the court who rides a strange, ever-changing Questing Beast) Reliquarian (Alchemist/Cleric – priest that carries and empowers holy symbols and icons of the faith) Herbalist (Alchemist/Druid – uses secrets of nature to brew poultices and take on animal aspects) Steiner (Alchemist/Fighter – fights with weapon in one hand, mug of lord-knows-what in the other) Grenadier (Alchemist/Gunslinger – makes and fires strange alchemical grenades from a bombard) Antivenin (Alchemist/Inquisitor – for every divine foe, there is a potential alchemical antithesis) Phlogistor (Alchemist/Kineticist – distills anything down into its core eldritch elements) Lucid Dreamer (Alchemist/Medium – alter reality by projecting energy into your own dreams) Catalyst (Alchemist/Mesmerist – set up elixirs in yourself and others that are triggered by events) Purifier (Alchemist/Monk – use alchemy to purify the self to allow for better and more varied flow of ki) Psychomorph (Alchemist/Occultist – distill the essence of objects true nature into drinkable elixirs) Nectarian (Alchemist/Oracle – affected by the divine drink of the gods, not meant for mortal lips_ Alkahest (Alchemist/Paladin – Imbues substances with holy energy to undo any wicked force or creature) Orgonite (Alchemist/Psychic – Able to distill thought into matter, and matter into pure thought) Beastcrafter (Alchemist/Ranger – turns parts of your enemies into useful materials) Mutate (Alchemist/Shifter – slowly, intentionally becoming different than your beginning species) Uroboros (Alchemist/Sorcerer – create elixirs from your own vital energies and fluids) Ectoplasmic (Alchemist/Spiritualist – conjure spirit fluids with various effects) Metamorph (Alchemist/Summoner – use mutagens to become bizarre creatures with variable evolutions) ThiefFinder (Alchemist/Vigilante – an alchemical criminologist and mastermind) Leach (Alchemist/Witch – create imbalances in foe’s vital fluids to weaken them, or gain their power) Spagyric (Alchemist/Wizard – able to create much more potent elixirs, though not mutagens)

I doubt all of those ideas would survive contact with the design process, and some are pretty similar (do I really have two different ideas for the alkahest and antivenin?), but it’s a good enough starting point I’d feel like the idea had potential. I have no plans to make 24 more hybrid alchemist classes… but sometimes playing with an idea you know isn’t practical can lead to the development of an alternative you do like. It’s the game concept equivalent of doodling, with the goal not to produce a finished picture, but to see what interesting shapes evolve.

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Revised Magister for PF1 (Part 10)

In part 10 of our series looking at a Revised Magister class (for PF1), we’re still working on new magister feats. These are all based off class features of combat classes, conceived and modified to make sense for a well-educated spellcaster.

Mystic Tactician
You’ve learned the ancient battlefield tactics of the Mage Knights.
Prerequisites: Magister 5, 5 ranks Knowledge (History)
Benefit: You gain one of the following teamwork feats for which you meet the prerequisites: Allied Spellcaster, Bonded Mind, Casting Conduit, Choral Support, Collective Recollection, Combat Medic, Conduit Casting, Cooperative Counterspelling, Coordinated Blast, Electric Discharge, Elemental Admixture, Familiar Link, Group Deliver Touch Spells, Group Shared Spells, Improved Spell Sharing, Metamagical Synergy, Mystical Reverberation, Piecing Gambit, Secret Language, Share Spells, Shielded Caster, Special Delivery, Spell Bluff, Spell Chain, Spell Synergy, Take the Hit.

As a standard action, you can grant this feat to all allies within 30 feet who can see and hear you. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two magister levels you possess. Allies do not need to meet the prerequisites of these bonus feats. You can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter. If you gain one of the teamwork feats listed (which you may do with magister bonus feats, if you wish), you can also grant them to allies by expending one use of this ability.

[As a design note I adore this idea… but I’m not 100% convinced it makes the most sense as a feat. A feat that grants another feat and does something else is weird, at minimum. In a final version, this might become a magister talent or even a mystic bond. But that’s how the writing process goes–get stuff WRITTEN first, develop those concepts later.]

Spellslinger
You have trained extensively in ranged spell combat.
Prerequisites: Magister 3, 5 spells known that require tanged attacks or ranged touch attacks.
Benefit: You gain a pool of grit, which is determined as using your magister level -2 as your gunslinger level, and using your primary spellcasting ability modifier. Rather than regain grit when you make critical blows or kill foes with firearms, you do so when you perform such deeds with spells using ranged attack rolls. You also gain the gunslinger’s dodge deed.

As you gain levels, you gain additional deeds (which can only be used with spells with ranged attacks, rather than firearms). If your magister level is 5 or greater, you also gain the utility shot deed. At 9th you gain startling shot, at 11th targeting, at 13th bleeding wound, at 15th menacing shot, at 17th evasive, and at 19th gunslinger’s luck.

Touch of Corruption
No matter the magic power source you draw from, you have taken a particular focus on the necromantic aspects of it.
Prerequisites: Magister 3, 5 spells known from the necromancy school.
Benefit: You gain the touch of corruption class feature of the antipaladin, using your magister level -1 as your antipaladin level. For every 6 magister levels you have, you also gain one of the antipaladin cruelties available to antipaladins at 3rd level, though you can never add more than one cruelty to a single attack.

(Art by Iuliia KOVALOVA)

Touch of Greater Corruption
Your necromantic powers grow.
Prerequisites: Magister 9, 9 spells known from the necromancy school.
Benefit: For every 6 magister levels you have, you gain one of the antipaladin cruelties available to antipaladins at 6th level, though you can never add more than one cruelty to a single attack.

Want More Professional Pathfinder 1st Edition?!

Hey folks! We’re not done with the Magister just yet — there are new and revised mystic talents and magister feats yet to come… but what do you want to see AFTER that?

I know there’s less-and-less material being produced for Pathfinder 1st edition by people who worked on the game as Paizo developers. If you want to encourage me to keep creating new options for this rule system, please consider joining my Patreon (or buying a cup work of support at my Ko-Fi) and letting me know!

HEY, WHILE I HAVE YOUR ATTENTION!

I’m working with novelist and veteran game design Darrin Drader to bring a new edition of his Reign of Discordia sci-fi setting to 5e and the White Star rpg. As is the standard these days we have a Kickstarter campaign running at the moment, and would really appreciate you taking look, telling your friends, and maybe backing it!

Revised Magister for PF1 (Part 9)

Okay, moving on for now from mystic bonds for our Revised Magister class (for PF1), let’s take a look at some new magister feats. I strongly suspect I’d rework the entire magister feat dynamic in a final revised commercial version of this class, so all of these end up being mystic talents and instead of alternating between mystic talents and magister feat, the magister gets a mystic talent at every odd level (and one of them is “Bonus Feat,” like with so many class talent systems in Pf1), but that’s more of an overhaul than I want to get into for a simple update.

We’ll start with things inspired by the alchemist class. (No, no mutagens. Ever.)

(Art by Salenta)

Alchemical Talent
You have learned to create extracts.
Prerequisites: Brew Potions, magister 3, 5 or more arcane spells known, 3 ranks Craft (alchemy).
Benefit: You can create extracts and identify potions as described in the alchemy class feature of the alchemist (this does not allow you to make bonds — see Explosive Talent, or to make mutagens). Rather than gain a new formula list or separate extracts per day, you can expand a spell slot to create an extract from a spell known of that level or lower that targets one or more creatures or objects and does not have a target of “personal.” You also gain a competence bonus equal to half your magister level on Craft (alchemy) checks to create alchemical items.
Special: Once you have taken this feat, you can take the Extra Discovery feat without meeting its prerequisites, and may do so using magister bonus feats. You cannot take a discovery that grants or modifies an alchemist ability you do not possess (such as bombs or mutagens). Additionally, you can forgo a magister bonus feat to gain the swift alchemy alchemist class features (using your magister level as your alchemist level).

Explosive Talent
You have learned to make things go “booooom.”
Prerequisites: Magister 3, 5 or more arcane spells known, 3 ranks Craft (alchemy)
Benefit: You can make bombs. This functions as the alchemist class feature, except as follows. Your bomb damage and save DC is calculated as if your alchemist level was your magister level -2. You do not have a limited number of bombs per day, but to create a bomb you must expend a magister spell slot. This must be a spell slot with a spell level no less than 1 per 3 dice of damage your bomb does (minimum 1st-level spell slot).
Special: Once you have taken this feat, you can take the Extra Discovery and Throw Anything feats without meeting their prerequisites, and may do so using magister bonus feats. You cannot take a discovery that grants or modifies an alchemist ability you do not possess (such as extracts or mutagens). Additionally, you can forgo a magister bonus feat to gain any one of the following alchemist class features (using your magister level as your alchemist level): poison resistance, poison use, swift alchemy, swift poisoning).

Greater Alchemical Talent
You can make more powerful extracts
Prerequisites: Alchemical Talent, Brew Potions, magister 10, 9 or more arcane spells known, 10 ranks Craft (alchemy).
Benefit: You can now use the extract ability from your Alchemical Talent feat to turn spells known with a target of “personal” into extracts.

Want More Professional Pathfinder 1st Edition?!

Hey folks! We’re not done with the Magister just yet — there are new and revised mystic talents and magister feats yet to come… but what do you want to see AFTER that?

I know there’s less-and-less material being produced for Pathfinder 1st edition by people who worked on the game as Paizo developers. If you want to encourage me to keep creating new options for this rule system, please consider joining my Patreon (or buying a cup work of support at my Ko-Fi) and letting me know!

HEY, WHILE I HAVE YOUR ATTENTION!

I’m working with novelist and veteran game design Darrin Drader to bring a new edition of his Reign of Discordia sci-fi setting to 5e and the White Star rpg. As is the standard these days we have a Kickstarter campaign running at the moment, and would really appreciate you taking look, telling your friends, and maybe backing it!


Revised Magister for PF1 (Part 8)

Okay, moving on for now from mystic bonds for our Revised Magister class (for PF1), let’s take a look at some new mystic talents. I’d add even more in a final revised professional project, but for now this seems like a goodly number to show where my head is at.

We’ll do both some talents and advanced talents, for magister’s younger and older. 🙂

(Art by 9’63 Creation)

Mystic Talents: As a magister gains experience, she learns a number of talents that assist her in manipulating spells and other forms of magic. At 3rd level, and again at 7th, a magister gains one mystic talent. A magister cannot select an individual talent more than once. Talents marked with an asterisk add effects to a magister’s spellcasting ability. Only one of these talents can be applied to an individual spell and the decision must be made before the spell is cast.

Fain Casting (Ex): The magister can take the ready action to cast a spell. Rather than define a single condition to trigger her ready, she can select two (such as “As soon as a foe comes in range, or a member of our part takes damage.”) If either condition is met, she can cast an available spell she selects at the moment of casting (as long as it has a casting time of 1 standard action or less). Once she has cast one readied spell, she can no longer cast a spell in response to her other ready trigger, unless she readies again in a future round.

Spell Fuel (Ex): When casting a spell with a casting time of 1 standard action or less, the magister can drain the magic from a potion in her possession (it need not be in-hand, but cannot be in an extradimensional space such as a handy haversack or bag of holding) rather than expend a spell slot for the spell. The potion must be of a spell with a spell level of equal or greater level than the spell she casts, and she casts the spell with a caster level equal to the lower of her own caster level or the potion’s caster level.

Spindle Dance (Sp): The magister can summon an invisible, mindless, shapeless force to carry one rod, staff, or wand for her. This functions as unseen servant, except it cannot travel beyond her space, automatically travels with her, it can carry only a single object, and if the object is a rod, staff, or wand, the magister is considered to be wielding it, and can activate and use it as if it was in her hand (though she cannot make melee attacks with it as a weapon, but can make melee attacks for spells and abilities granted by the object). This is treated as a spell with a spell level equal to the highest-level magister spell she can cast.

Advanced Mystic Talents: At 11th, 15th, and 20th level, a magister learns further talents to assist her in manipulating spells and other forms of magic. She may gain one of the abilities described in the “Mystic Talents” entry or, if she prefers, one of the abilities described below. Advanced mystic talents follow the same rules as mystic talents.

Favored Target (Ex): The magister selects one favored enemy per 5 class levels, as the ranger class feature. She cannot select the same enemy more than once. This functions as the ranger ability, but the bonus to attack rolls and damage only applies to attacks and damage from spells, spell-like abilities, and supernatural abilities. Additionally, favored enemies take a -1 penalty to saving throws against the magister’s spells, spell-like abilities, and supernatural abilities. These bonuses do not increase as she selects additional favored targets, they are always the base bonuses which she simply gets to apply to more and more enemies.

Shatter Arcana (Ex): The magister has learned to shatter the mystic matrix of a high-level spell slot into multiple lower-level spell slots. As a full-round action, the magister can expend a magister spell slot to regain low spell slots of lower level. The magister takes the spell level of the slot to be split, subtracts 2, then divides the remaining spell levels as she wishes to restore missing spell slots of lower level. For example, a magister could expend a 5th level spell slot to restore 3 spell levels (5 -2) of lower-level spell slots she has expended. She could restore one 3rd-level slot, one 2nd-level and one 1st-level, or three 1st-level spells. She cannot use this to gain more than her normal maximum number of spells per spell level, only to restore spell slots she has already expended.

Want More Professional Pathfinder 1st Edition?!

Hey folks! We’re not done with the Magister just yet — there are new and revised mystic talents and magister feats yet to come… but what do you want to see AFTER that?

I know there’s less-and-less material being produced for Pathfinder 1st edition by people who worked on the game as Paizo developers. If you want to encourage me to keep creating new options for this rule system, please consider joining my Patreon (or buying a cup work of support at my Ko-Fi) and letting me know!

HEY, WHILE I HAVE YOUR ATTENTION!

I’m working with novelist and veteran game design Darrin Drader to bring a new edition of his Reign of Discordia sci-fi setting to 5e and the White Star rpg. As is the standard these days we have a Kickstarter campaign running at the moment, and would really appreciate you taking look, telling your friends, and maybe backing it!

Revised Magister for PF1 (Part 7)

We start the week continuing with more new stuff for our Revised Magister class, for PF1. Having done the core mystic bond rules and updated all the original ones, today we continue to add new mystic bonds, delving into more of the hybrid classes that came out after the original magister was written.

Spirit Bond (divine) – The magister forms a bond with the spirits of the world. The magister gains a spirit from the shaman spirit class feature, The spells granted by that spirit are added to her primary spell list. At 1st level she gains that spirit’s spirit ability, at 8th level she gains its greater spirit ability, and at 16th level she gains its true spirit ability. She can select to gain a hex from her spirit instead of magister bonus feats at 5th, 9th, 13th, and 17th level. The magister treats her magister level as her shaman level for all abilities gained through the spirit bond.

Special: An occult magister who selects the spiritualist spell list as a primary or secondary spell list may select the spirit bond.

(Art by zhenliu)

Kenning Bond (arcane) – The magister turns to ancient poetry and sagas for secret ways to access and manipulate magic. Once per day, the magister can cast any spell on her primary spell list (see Choosing Spells for more information on magister spell lists) as if it were one of her magister spells known, expending a magister spell slot of the same spell level to cast the desired spell. Casting a spell with the kenning bond always has a minimum casting time of 1 full round, regardless of the casting time of the spell. At 6th level she can use the kenning bond to cast a spell from her secondary spell list. At 11th level, she can use this ability twice per day, and at 17th level, she can use it three times per day.

Additionally, the magister becomes a master of many different types of lore. At 1st level, and every 2 levels thereafter, she selects one Knowledge skill she can always take 10 on checks with, even if danger and distractions would normally prevent her from doing so. At 7th level, once per day, she can take 20 on any of the Knowledge skills she has selected with this ability as a standard action, instead of spending the normal time taking 20 requires. The magister can use this ability to take 20 on a Knowledge skill check twice per day at 13th level and three times per day 19th level.

Special: A divine magister who worships a god that grants the Knowledge of Magic domain can select the kenning bond.

Want More Professional Pathfinder 1st Edition?!

Hey folks! We’re not done with the Magister just yet — there are new and revised mystic talents and magister feats yet to come… but what do you want to see AFTER that?

I know there’s less-and-less material being produced for Pathfinder 1st edition by people who worked on the game as Paizo developers. If you want to encourage me to keep creating new options for this rule system, please consider joining my Patreon (or buying a cup work of support at my Ko-Fi) and letting me know!

HEY, WHILE I HAVE YOUR ATTENTION!

I’m working with novelist and veteran game design Darrin Drader to bring a new edition of his Reign of Discordia sci-fi setting to 5e and the White Star rpg. As is the standard these days we have a Kickstarter campaign running at the moment, and would really appreciate you taking look, telling your friends, and maybe backing it!

Revised Magister for PF1 (Part 6)

We start the week continuing with more new stuff for our Revised Magister class, for PF1. Having done the core mystic bond rules and updated all the original ones, today we continue to add new mystic bonds, rounding out or new occult bonds.

Mystic Implements (occult) – A magister with this mystic bond explores the eldritch links between objects and specific forms of magic. The magister gains one implement school from the occultist class feature of the same name, and its base focus power. She also gains the occultist’s mental focus class feature, with a number of points of mental focus equal to half her magister level (minimum 1) plus the bonus of her secondary spellcasting ability (see the magister spells class feature for more details on primary and secondary spellcasting ability scores).

The magister can select additional focus powers at 4th and 8th level. She can select an additional implement school (gaining their base powers) instead of magister bonus feats at 5th, 9th, 13th, and 17th level. Alternatively, a magister can select additional an additional focus power for any implement school she knows instead of a bonus feat.

The magister adds all spells from any implement school she knows to her primary spell list (see “Choosing Spells”). The magister treats her magister level as her occultist level for all abilities gained through the mystic implements bond.

Special: A divine spellcaster who worships a god that grants the Artifice domain may select the mystic implements mystic bond.

(Art by wimage72)

Psychic Bond (occult) – This represents a method of accessing magical powers using a specific part of the magister’s mind or psyche. The magister gains one psychic discipline from the class feature of the same name of the psychic class. The magister does not receive the discipline’s spells as bonus spells known, but they are added to the magister’s primary spell list (see “Choosing Spells”).

The magister can select phrenic amplifications instead of magister bonus feats at 5th, 9th, 13th, and 17th level. The first time she does this, she gains a phrenic pool (with her phrenic points determined based on the ability score determined by her psychic discipline). The magister treats her magister level as her psychic level for all abilities gained through this bond.

Want More Professional Pathfinder 1st Edition?!

Hey folks! I know there’s less-and-less material being produced for Pathfinder 1st edition by people who worked on the game as Paizo developers. If you want to encourage me to keep creating new options for this rule system, please consider joining my Patreon (or buying a cup work of support at my Ko-Fi) and letting me know!

Revised Magister for PF1 (Part 4)

We’re finally adding some genuinely new stuff to our Revised Magister class, for PF1. Having done the core mystic bond rules and updated all the original ones yesterday, now we get to start adding new mystic bonds! We begin by casting our envious eye at class features of the arcanist, bard, and bloodrager.

Arcane Reservoir (arcane) – The magister gains an arcane reservoir, as if she was an arcanist of the same level as her magister level. The magister gains one arcanist exploit at 5th level, and a second at 10th level, and may select them instead of a bonus feat when she gains magister bonus feats. The magister treats her magister level as her arcanist level for all magus arcana, and must meet their prerequisites. The magister also gains the consume spells class feature. She cannot select arcanist exploits that affect or depend on abilities or class features she does not possess.

Special: A magister with the divine power source who worships a deity or philosophy of magic can select this mystic bond without meeting its prerequisite.

(Art by Digital Storm)

Bardic Performance (arcane) – The magister gains the bardic performance class feature. She gains one of the following forms of performance at 1st level — countersong, distraction, fascinate, inspire courage — and can select another performance from that list she does not yet have at 2nd, 3rd, and 4th level. She gains the following forms of performance at the listed level — inspire competence (5th), suggestion (6th), dirge of doom (8th), inspire greatness (9th), soothing performance (12th), frightening tune (14th), inspire heroics (15th), mass suggestion (18th). Her rounds of performance per day are equal to her magister level plus her Charisma modifier. This ability otherwise functions as if her magister level was her bard level. She does not gain versatile performance, well-versed, lore master, or jack-of-all-trades.

Special: A magister with the divine power source who worships a deity or philosophy of art, music, or song can select this mystic bond without meeting its prerequisite.

Bloodrage Bloodline (arcane) – This represents a link between extreme emotions and arcane magic, which may be part of the magister’s background or may have been bestowed by a ritual when the magister first gained magic powers. This grants the magister a bloodrager bloodline. The magister also gains a special kind of eldritch rage, which functions as the bloodrager’s bloodrage class feature (using the magister’s level as her bloodrager level), but has no effect on her ability scores, AC, or ability to cast spells. The magister gains the bloodline powers of the selected bloodline, and like a bloodrager they only function while she is in a bloodrage unless they specify otherwise.
When determining the powers granted by this bloodline, the magister’s effective bloodrager level is equal to her magister level. A magister that selects this option does not receive the bloodline’s spells as bonus spells known (unlike a bloodrager). However, bloodline’s bonus spells are added to the magister’s
primary spell list (see “Choosing Spells”). When she gains bonus magister feats, she may select them from the normal list of bonus magister feats, or from the bonus feats of her bloodrage bloodline.

Special: A magister with the divine power source who worships a deity or philosophy of anger, fury, rage, or wrath can select this mystic bond without meeting its prerequisite.

Want More Professional Pathfinder 1st Edition?!

Hey folks! I know there’s less-and-less material being produced for Pathfinder 1st edition by people who worked on the game as Paizo developers. If you want to encourage me to keep creating new options for this rule system, please consider joining my Patreon (or buying a cup work of support at my Ko-Fi) and letting me know!

Revised Magister for PF1 (Part 3)

Okay, still working on the Revised Magister, for PF1. having covered the basics and spellcasting/spell selection, let’s get on with the work of revising and expanding class features! We’ll start with the existing magister mystic bonds. I’m not reprinting all the rules for existing mystic bonds here (you can go pick up the pdf still, if you want that info), but I’m giving all the revision rules you need. New mystic bonds will come soon!

(Preview of Magister art, by Kalleek. Does this mean a new pdf is coming?!)

Mystic Bond

At 1st level, a magister forms a bond with the powers of magic. This bond allows a magister to access some of the class features or specializations of some other spellcasting class. The magic source listed for the mystic bond must be one of the two mystic bonds the magister has selected (arcane, divine, or occult). For example, the arcane pool mystic bond is listed as being arcane, so only a magister that has selected arcane as one of their two magic sources can choose it. If a mystic bond lists multiple sources of magic the magister need match only one of them, and if it lists “any,” it has no mystic source requirement.

Any abilities gained from the mystic bond (or spells known taken from a list provided by the mystic bond) that have calculations based on an ability score (such as uses per day, or save DCs) is calculated using the magister’s primary or secondary spellcasting ability. This choose is made by the magister at 1st level, and cannot be changed.

Arcane Pool (arcane) – Detailed in The Genius Guide to the Magister

Arcane Specialization (arcane) – Detailed in The Genius Guide to the Magister

Divine Heritage (divine) – Detailed in The Genius Guide to the Magister. A character may select a subdomain, rather than a standard domain.

Special: A magister with the arcane power source may select divine heritage for the Air, Earth, Fire,
Magic, or Rune domain. If this option is taken, the magister casts any spells known taken from that domain as arcane spells.

A magister with the occult power source may select divine heritage for the Charm, Knowledge, Madness, or Void domain. If this option is taken, the magister casts any spells known taken from that domain as occult spells.

Divine Inspiration (divine) – Detailed in The Genius Guide to the Magister.

Special: A magister with the arcane power source may select divine inspiration for the dragon, elemental, flame, waves, wind, or winter mystery. If this option is taken, the magister casts any spells known taken from that mystery as arcane spells.

A magister with the occult power source may select divine inspiration for the ancestor, dark tapestry, lore, or occult mystery. If this option is taken, the magister casts any spells known taken from that mystery as occult spells.

Martial Bond (any) – Detailed in The Genius Guide to the Magister.

Sorcerous Bloodline (arcane) – Detailed in The Genius Guide to the Magister.

Special: A magister with the divine power source may select sorcerous bloodline for the abyssal, astral, celestial, daemon, div, djnni, efreeti, fey, infernal, marid, oni, rakshasa, or shaitan bloodline. If this option is taken, the magister casts any spells known taken from that bloodline as divine spells.

A magister with the occult power source may select sorcerous bloodline for the aberrant, accursed, dreamspiun, ectoplasm, harrow, possessed, psychic, or vestige bloodline. If this option is taken, the magister casts any spells known taken from that bloodline as occult spells.

Metamagic Pool (any) – Detailed in The Genius Guide to the Magister.

Patron (arcane) – Detailed in The Genius Guide to the Magister.

A magister with the divine power source may select a patron for the animals, death, healing, light, plant, protection, recovery, storms, thorns, water, winter, or woodlands patron. If this option is taken, the magister casts any spells known taken from that patron as divine spells.

A magister with the occult power source may select a patron for the ancestors, conspiracies, insanity, jinx, mind, occult, space, spirits, or stars patron. If this option is taken, the magister casts any spells known taken from that patron as occult spells.

Want More Professional Pathfinder 1st Edition?!

Hey folks! I know there’s less-and-less material being produced for Pathfinder 1st edition by people who worked on the game as Paizo developers. If you want to encourage me to keep creating new options for this rule system, please consider joining my Patreon (or buying a cup work of support at my Ko-Fi) and letting me know!

Converting the Witchwarper to PF1: Paradigm Shifts (Part 8)

Another post working on our PF1 witchwarper. We’re working on paradigm shifts, having written their category rules, and creating the warp pool. Now we’re seeing how many days we can go, converting 2-3 a day (or more), until we run into our next design challenge.

Today, we get into the 14th level paradigm shifts.

When looking at these, I try to keep in mind they’ll come into play the same time as the spells control weather, limited wish, and resurrection. None of these really needed any design choices to convert, and while I am concerned about their power level (it’s high), they’re not any more powerful in pathfinder than they were in Sf, so for the moment I’m just chalking that up to what happens at 14th level.

Paradigm Shifts [14th level]

Shifting Immunity (Su)
As a reaction when a creature with immunity to a type of energy damage within 100 feet is affected by energy damage, you can change the creature’s immunity to another type of energy (acid, cold, electricity, fire, or sonic) before the damage is resolved. The effect of this paradigm shift lasts for 3 rounds. This does not affect the creature’s ability to survive environmental hazards or conditions, only what damage it takes from attacks and special abilities. (For example, a creature normally immune to fire that has its immunity shifted to cold by this ability and then swims in lava still doesn’t take damage from the lava even though it’s now vulnerable to fire weapons and spells.) The creature can attempt a Will saving throw to negate this effect. Once you’ve targeted a creature with this paradigm shift, you can’t target that creature with this paradigm shift again for 24 hours. You must know the shift resistance paradigm shift to learn this paradigm shift.

Swapping Step (Su)
Once per round as a move action, you can switch the positions of two creatures within 100 feet, instantaneously swapping their places. This movement does not provoke attacks of opportunity. You can’t swap creatures’ positions in a way that would cause either creature to take damage or be forced into an inappropriate physical space. (For example, you could not swap the positions of two creatures of different sizes if doing so would cause the larger creature to risk falling off a cliff or into a hazard, or cause one of the creatures to be placed within a solid object). Each targeted creature can attempt a Will save to avoid this effect. If either creature succeeds, this paradigm shift has no effect. Once you’ve targeted a creature with this paradigm shift, you can’t target that creature with this paradigm shift again for 24 hours.

Unveil Reality (Su)
As a standard action, you can target one creature within 100 feet and tear back the veils of all worlds, overwhelming the target with a bewildering phantasmagoria. This causes the creature to gain the stunned condition for 3 rounds unless it succeeds at a Will saving throw. This is a mind-affecting effect. Once you’ve targeted a creature with this paradigm shift, you can’t target that creature with this paradigm shift again for 24 hours.

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Converting the Witchwarper to PF1: Paradigm Shifts (Part 7)

No surprises, it’s another post working on our PF1 witchwarper! Still working on paradigm shifts, having written their category rules, and creating the warp pool. Now we’re seeing how many days we can go, converting 2-3 a day (or more!), until we run into our next design challenge.

Today, we get into the 11th level paradigm shifts.

Paradigm Shifts [11th level]

Dart Aside (Su)
As a reaction when you are hit by an attack but before the attack’s damage is resolved, you can expend 3 points from your warp pool to teleport (as the spell) up to 10 feet away. This movement does not provoke attacks of opportunity. If your new location would cause you to be an invalid target for the triggering attack (for example, because you are out of range of a melee attack or the attacker no longer has line of effect to you), the attack is treated as a miss.

Shaped Infinities (Su)
When you use infinite worlds, you can exclude up to one 5-foot square per witchwarper level from the effect’s area.

Substitute Mind (Su)
You can free a creature from mental control or conditions that hamper it. Once per day as a standard action, you can touch a willing or helpless creature. When you do, the affected part of its mind is replaced with a nearly exact duplicate from an alternate reality, ending all mind-affecting effects the target has. The subject is stunned until the end of its next turn.

You can also attempt to use this ability on an ally who would normally be willing, but is currently unwilling due to the influence of a mind-affecting effect. In this case, the ally must attempt a Will save against substitute mind. If that saving throw fails, then your substitute mind works as if the target were willing.

At 14th level, you can use this ability on yourself, even if you’re otherwise unable to take actions because of a mind‑affecting effect. If you do, it must be the first thing you do on your turn, and you are stunned until the end of your next turn.

For dart aside, my main struggle was how to price its warp pool expenditure. It costs 2 Resolve Points in the original Sf version, and that’s a huge cost given RP are also used to recover Stamina Points, stabilize, and get back into the fight. Since this lets you entirely dodge a melee attack, which is much more common in Pathfinder than in Starfinder, I wanted to make sure a typical 11th-level witchwarper still wouldn’t be doing it very often. I think a typical 11th-level witchwarper is likely to have a 24 Charisma (16 to start, +1 at 4th and 8th, +4 from an item — you could absolutely get higher, but I’m looking for a baseline, not the maximum), which would give them 11 warp points. Charging 4 means you can do this once a day and still have lots of other options, but if you use it 2 or 3 times, it starts to be most of what you are doing with your warp points that day. That sounds perfect to me.

Shaped infinities needed no changes at all. Substitute mind felt too complex, so I boiled it down. That said, I left it at once per day, since there’s no limit to what mind-affecting abilities it can stop. It might be a stronger Pathfinder design to make it a dispel check (maybe with a +4 bonus)… I’ll have to think about that, but this is as good as the original, so it’ll do for now.

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