Changed Force of Personality to Skill Focus (Spellcraft).

I don't like the idea of removing spells known at all. They're already too limited, IMO. And the limit on not being able to use Runestaves or PoSK is just silly, dude.

I'll leave the Price of Power thing in, but I'm also including the this;
Free Metamagic: At 2nd level the Meta Magus gains the ability to once per day cast a spell augmented by Metamagic without applying the feat's level adjustment if they succeed on a Spellcraft check (DC = 20 + [Spell Level x Level Adjustment]). Spells altered by this ability cannot exceed the maximum level of spell able to be cast by the Meta Magus, nor can they be used with the Heighten Spell Metamagic. At 5th and 8th levels, the Meta Magus gains one additional use of Free Metamagic per day.
I'm also against removing Spells Known, especially on a Sorcerer who's already hilariously limited. I also don't like not being able to use Runestaves or PoSK.
 
You're arguing for power, I'm arguing for fluff.
I think that a metamagic-Sorcerer should deeply master a more limited set of spells, and that's fine !

And it's not like I'm crippling him either. He'll manage just fine, seeing as he'll be doing almost all of his blasting with 1 or 2 spells instead of having to pick various save-or-dies from each level.

Honestly, Zherys will still be able to use Ancestral Awakening in an emergency, or use Scrolls. Worst case we can have him grab levels in Wyrm Wizard and personally teach him Miracle later :D

People, I dunno if you realize how fantastic Goldfish's PrC is. The free metamagic and bonus feats are effectively granting Zherys a whole bunch of extra spells of his highest slot per day, and extra feats to increase his spells known or his options. They also dramatically increase his direct combat power by letting him fit even stronger spells into an Arcane Fusion or Greater Arcane Fusion.
 
@Artemis1992, it seems powerful but not insane. Sorcerer 12 / Incantifier 3 could work, for example.
I can't open the site on my iPad. Text, or prints please?
Here is the text :

A Pathfinder Roleplaying Game update of the incantifier prestige class from the Dragon Magazine #339. The abilities were tweaked slightly and the need to absorb spells to survive was added back, to make incantifiers more like they were in 2nd Edition. Also, additional spells per day are added every level instead of every other level, to ensure the power level is closer to Pathfinder RPG levels.

INCANTIFIER
Hit Die: d6.

Requirements
To qualify to become an incantifier, a character must fulfill all of the following criteria.
Alignment: Any nongood.
Skills: Knowledge (arcana) 11 ranks, Spellcraft 11 ranks.
Spells: Able to cast 6th-level arcane spells.
Special: The potential incantifier must complete a ritual taught by an existing incantifier. The ritual costs 144,000 gp and takes seven consecutive days.

Class Skills
The incantifier's class skills (and the key ability for each skill) are Fly (Dex), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (planes) (Int), Linguistics (Int), and Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier.

Class Features
All of the following are Class Features of the incantifier prestige class.
Weapon and Armour Proficiency: Incantifiers gain no proficiency with any weapon or armour.
Spells per Day/Spells Known: When a new incantifier level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in an arcane spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds the level of incantifier to the level of some other arcane spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly.
Arcane Body (Ex): An incantifier's body ceases to function as most living creatures' do, coursing with unbridled magical energies. While he is not undead, elements of his existence are fundamentally warped by the arcane energies he relies upon to sustain him.
An incantifier does not heal naturally, nor can he be healed through normal magical means. Only through draining magic using his spell eater ability can an incantifier replenish his physical health.
An incantifier no longer has any need to eat, drink, or sleep and does not take penalties from neglecting these needs. In addition, an incantifier no longer takes any negative effects from aging and has no maximum age. Instead, he must replenish his body by absorbing spell levels equal to his character level every month, using his spell eater ability (see below), or he permanently loses a level. For example, an 11th-level wizard/5th-level incantifier has to consume 16 spell levels within one month's time or permanently lose a level (see Energy Drain and Negative Levels in Appendix 1: Special Abilities in the Pathfinder Roleplaying Game Core Rulebook). Levels lost in this manner can not be restored by any means.
Spell Eater (Su): An incantifier depends on magic to live and must absorb arcane magic to heal. If an arcane spell or spell-like ability does not beat an incantifier's spell resistance, the incantifier absorbs the magic and heals 1d4 hit points per spell level. Spells that ignore or overcome the incantifier's spell resistance affect him as normal. The incantifier decides whether or not his spell resistance affects spells he casts on himself, either benefitting from the spell or healing as he chooses.
When an incantifier uses this ability to absorb his monthly requirement of spell energy (see arcane body, above), the incantifier does not gain hit points.
When a spell is negated by the incantifier's spell resistance, he may choose to use either the spell eater or spell leech ability, but not both.
Spell Resistance (Su): An incantifier gains spell resistance equal to 20 + his incantifier level. This spell resistance supersedes any other spell resistance, including from race, items, or spells.
Metamagic Feats: At 2nd and 4th levels, the incantifier may choose a metamagic feat as a bonus feat.
Spell Leech (Su): At 3rd level, an incantifier can channel absorbed arcane energy back into his own magic. If an arcane spell or spell-like ability does not beat the incantifier's spell resistance, the incantifier regains a spell of the absorbed spell's level or lower that he has already cast that day or regains a used spell slot of the appropriate level or lower. If the incantifier has his full compliment of spells, and thus has no cast spells or used spell slots, he cannot benefit from this ability. For example, if a wizard incantifier's spell resistance negates a lightning bolt, he can restore a single 1st-, 2nd-, or 3rd-level spell he had previously cast, regaining it as if he had never cast it.
When a spell is negated by the incantifier's spell resistance, he may choose to use either the spell eater or spell leech ability, but not both.
Spell Eater 2 (Su): At 3rd level, the incantifier can heal himself using arcane magic drained from single-use or charged magic items. This ability requires a full-round action and can only be used on an item the incantifier is holding. Using spell leech on a potion or scroll destroys the item but heals 1d4 hit points per spell level of the item destroyed. Using this ability on a charged magic item drains 5 charges and heals the incantifier of 1d4 hit points per spell level of the highest-level spell the item possesses. The incantifier cannot be healed more than his maximum number of hit points. This ability has no effect on multiple-use items without charges, like magic weapons, armour, or rings.
Spell Leech 2 (Su): At 5th level, an incantifier can siphon charges from a staff or wand to regain spells he has already cast. This ability requires a full-round action and can only be used on an item the incantifier is holding. Using this ability drains 5 charges from the magic item and replaces a cast spell equal to or less than the highest-level spell the staff or wand holds. Upon draining these charges, the incantifier regains any spell of up to the affected spell's level that he has already cast that day or regains a used spell slot of up to the appropriate level. For example, a wizard who has cast his only fly spell for the day (a 3rd-level spell) may drain 5 charges from his wand of fireballs (another 3rd-level spell) to regain fly or any lower-level spell he has cast.

Weak BaB, Weak Ref and Fort, strong Will,
  1. Arcane body, spell eater, spell resistance +1 level of existing arcane spellcasting class
  2. Metamagic feat +1 level of existing arcane spellcasting class
  3. Spell eater 2, spell leech +1 level of existing arcane spellcasting class
  4. Metamagic feat +1 level of existing arcane spellcasting class
  5. Spell leech 2 +1 level of existing arcane spellcasting class
 
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Issue with building is Valyria is that we don't really know what the fuck will happen there if we cast Shadow of the Doom which is our best spell when dealing with the masses of Fire elemental enemies we will have to deal with.

And I'm not too happy with all that fire magic being swung all around anywhere near Valyria.
 
Issue with building is Valyria is that we don't really know what the fuck will happen there if we cast Shadow of the Doom which is our best spell when dealing with the masses of Fire elemental enemies we will have to deal with.

And I'm not too happy with all that fire magic being swung all around anywhere near Valyria.
It won't be in Valyria, it'll be at the outskirts in one of the outlying islands. At worst we'd have to worry about poisonous gasses and the like which can probably be cleared away.
 
Hey uh would calling in a personal assistance from our Favorite Coatl help at all here? Plus weve got the Moonchaser now so we should be able to get the one Coatl to pay for the favor right?

Personally just wanna seem him popup in our meeting with Adamantine Dragon over here.
 
Gentlemen, you are all too shortsighted.

If we want this fortress to be able to be used elsewhere after we kill the Sultan, it needs to have the ability to fly.

So we can put it anywhere we want, and still move it to use offensively.
 
I would think Sorc7/Loremaster5/ Incantifier 3?
Give him Blood of Syberis to qualify. It's an Eberron ACF to represent being descended from a mythical Dragon, and it'll save a feat.

Right, Arcane Body has another advantage, he can cash in on the boni for old age, without suffering the physical drawbacks.
Where does it say that?
Most effects that stop ageing stop you from getting the bonuses, too. Presumably your brain doesn't change, or your perspective is never forced to shift by physical signs off ageing.
 
Gentlemen, you are all too shortsighted.

If we want this fortress to be able to be used elsewhere after we kill the Sultan, it needs to have the ability to fly.

So we can put it anywhere we want, and still move it to use offensively.
You are so incredibly right, I'm ashamed of not having thought of it first.
But I'd have liked for our first flying Keep to go to Ser Richard...
 
Gentlemen, you are all too shortsighted.

If we want this fortress to be able to be used elsewhere after we kill the Sultan, it needs to have the ability to fly.

So we can put it anywhere we want, and still move it to use offensively.
You are so incredibly right, I'm ashamed of not having thought of it first.
But I'd have liked for our first flying Keep to go to Ser Richard...
Please let's concentrate our efforts on these projects separately.

Where Imperial Palace needs to be a mountain of guns, and soldiers, which also flies (card games on motorcycles!), Ritual Site needs be an impenetrable facility, which even orbital bombardement won't break through instantly.
Two very separate goals, imo - and as such, better be focused on separately as well.
 
Gentlemen, you are all too shortsighted.

If we want this fortress to be able to be used elsewhere after we kill the Sultan, it needs to have the ability to fly.

So we can put it anywhere we want, and still move it to use offensively.
I'd much rather make sure it's firmly rooted rather than adding to the already prohibitive cost by trying to make it fly.
 
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