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The Scribbler

Robert Jordan's page

Goblin Squad Member. Pathfinder Battles Case Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber. Pathfinder Society Member. 332 posts (353 including aliases). No reviews. No lists. No wishlists. 1 alias.


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No, Thank You! I know you guys are crazy busy, thank you for all your hard work and prompt response time even during the madness of the Great Golem Sale.


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Just touching base to see the status of this order. I received a transaction declined email and went through updating all my information making sure everything was up to date as I moved into my new home at the start of October. It says pending, but when I check a different page it says transaction declined for the same date. Was hoping I could get some more information so I can fix whatever the hiccup is, as I know necessary funds aren't the problem.


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I appreciate the extra time Wizkids is taking to get the Feiya remake right. I'd much rather wait longer for an excellent product than have a subpar one in a shorter amount of time.


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That reach change makes me happy. Makes life easier.


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I think my friends would literally wet themselves if I plopped down a Colossal Tarrasque on the table. Even if they weren't fighting it.

Oh the Dream!!! A Colossal Red over my left shoulder, a Colossal Gold over my right shoulder and there in front of my GM Screen... The Tarrasque in all his terrifying splendor! No my PCs don't fret you aren't fighting the Tarrasque.... you're fighting him and his 2 BEST FRIENDS!!! MUHUWAHAHAHAHA


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Yeah I am actually rather excited that there's another line of pre painted minis besides Paizo. I love Paizo dearly and that's why I'm choosing to give them my money rather than give it to Wizards, but I'll probably cherry pick singles out of their sets. Namely those Metallic Dragons! That Gargantuan Brass Dragon! I have the classic Colossal Red, but what I wouldn't give for a Colossal Gold. I would love to have the Great Wyrm size of every dragon.


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Out of curiosity will we be seeing anymore of the Builder Series? Or has that product line been put into a holding pattern. I literally just realized how long it had been since I had seen any movement on that front.


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Alexander Augunas wrote:
I wonder if ray of funshine is going to be a new spell in the Advanced Class Guide Adventure Path.

At the very least I hope we get a blog post outlining it as an option for caster characters. Though is it Ray of Funshine or Summon Ray of Funshine? Either way there will be fun.


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Lies!! She's a Ray of Funshine!! We don't even know what she can do!! For all we know she could obliterate your entire Bookshelf not just the books on said shelf. Her power is absolute! FUNSHINE!


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Erik Mona wrote:
Robert Jordan wrote:
The only way this will be unforgivable is if we don't get our regularly scheduled minis preview!

Working on it now.

^ Reasons why we love you guys.


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The only way this will be unforgivable is if we don't get our regularly scheduled minis preview!


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Yeah I think Discworld influenced why I read it the way I did and why I didn't get it.


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Yeah it took me reading the comments to understand she was a trans character. It just seemed her parents were living in denial in having another daughter and just shunted her into "son" territory to try and not deal with the issue until she finally hit maturity and they couldn't avoid it anymore. I approve of the character, just did not get that it was a trans character until it was talked about in the comments.


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Swish and Flick, it's all in the wrist. I think of it more as Somatically manipulating it into working as opposed to Verbally commanding it to function.


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This preview gives me great joy. It shows how wonderful Paizo is at listening to feedback and incorporating the community into the development of their products. I see a lot of the concerns I had coming out of the playtests have been fixed. I'm curious do they still have a spirit familiar?

I also hold out hope for an archetype with only Wandering Spirits for a really good pantheistic Shaman or Shinto Priest.


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I know I see people have issues with the Monk and Rogue. What issues did the Barbarian and Summoner face?


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And like how they gimped Crane Wing. I prefer my parry mechanics to be reactionary, so I feel rewarded when I actually go that route. Without the pitfall of "I just blew my parry attempt on my opponent just missing me.. great"


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So I was able to pick up the Free RPG day module and take a look at our iconic swashbuckler's sheet. Everything looks good, except parry. Now you have to declare before the incoming attack roll, use an aoo, and a point of panache. So if you beat an attack roll that would hit you awesome you made it miss and can riposte if you still have panache. If you beat an attack roll that would have missed you and have panache left you can riposte. If you lose to an attack roll that missed you, no riposte but no hit.

I dislike having to declare a parry before the enemy rolls to attack me, mechanically why would I waste my precious resources like panache to attempt and parry an attack that is missing me. If they miss me I just wasted Panache which while I can get it back is still a finite resource. That's my only beef with this one I dislike seeing Parry mechanics becoming a declarative action prior to someone hitting you. It only makes sense to me that you would attempt to parry/block an attack that will actually hit you.


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I would not be pleased to see 4 races lumped into one book. Bastards of Golarion dealt with Half Elves and Half Orcs predominantly, and it was good. The bone it threw to other Half races, just made me want to see something dedicated to them. I would much rather have just 2 spotlight races a book max so we don't have the issue of too little content for too great a spread of topics.


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I thoroughly enjoy the Player Companion line, but I do feel like things are getting a bit muddled here and there. Blood of the Night I expected it to be all juicy Dhampir goodness and a little side of "How to be a Vampire", instead it was 2/3 how to be a vampire and a side of Dhampir. Blood of the Moon, after what we got with Blood of the Night I actually wanted a juicy "How to play/incorporate a Lycanthrope" instead I got "Shifters come to Golarion!" something I didn't want to see at all.

Blood of the Elements I was really looking forward to as I'm currently playing a Suli character. Flavor wise, wonderful book tons of flavor for geniekin. Mechanically it was a bit light compared to some of the other Blood books. I too was hoping for a "I may be an Ifrit, but my grandfather was a Salamander!" with all the neat alternate Heritages that we've seen in past Blood books. I'm a bit sad they aren't there but the rest of this book is still really good. I think personally, I would have ditched the City of Brass entry. I love me some City of Brass, but I'd rather have a Guide to Golarion's Planes/Planar Handbook, and see it written up there. The material in this book is everything I was expecting to see however, compared to the two previously mentioned Gothic Monster type entries into the Blood series.


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I believe the way this works is that resistance or immunity applies to the applicable damage. So for instance let's say that attack deals 44 damage half fire, half negative energy. That's 22 fire and 22 negative.

Assuming they have 10 fire resistance they'll take 12 fire and 22 negative. If they're immune to fire damage they'll take 22 negative energy damage.


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Wait, if they take Racial Heritage (Kitsune). And then take Magical Tail, do they grow a Tail in addition to gaining the spell like ability? Cause if so that's fantastic.


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I would like to point out that Changelings are females because Hags are females and a lot of the material that has been printed about them references that mommy dearest does attempt to come get her child later. And induct her into Haghood. So there's an ecology reason behind that. Especially when we take into account Hags have weird powers and could probably magic their way into only giving birth to girls instead of boys as a way of keeping their kind going.

If I remember some of my Forgotten Realms stuff, which is where most of my experience with Drow come from, the Drow society was Matriarchal. And a lot of the society treated men as second class citizens and their deity wasn't too big on men. So male Driders becoming arachnoid monstrosities and the females maintaining their beauty/feminine looks is in keeping with Lloth and her.... benevolence. Yeah we'll call it benevolence. But again here too we have more of an Ecology/Societal thing. I recall playing in a game dealing heavily with Drow and the really powerful Rivals/Enemies were all women because men weren't allowed to have that power. Driders are powerful, so some of them were women who had in their religious fervor "ascended" to be closer to Lloth.

I don't believe either of these two races represent "heterosexual male power fantasy". One is the product of a Hag mating with a male humanoid, the other is a someone who has transformed into a spider monster.

I agree that Paizo is a fantastic company that has been doing amazing things to change the community and social aspects of the gaming hobby. Change takes time, bringing concerns to their attention helps them maintain their focus or lets them take a look at something to see if they missed it.


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I almost hope the multiclass limiter is still in place, as in if you take a level of Swashbuckler you can't take Fighter or Gunslinger levels. Mostly because I feel that it makes it feel that there's a real trade off in choices, instead of the return of 3.5s single level dips.


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Ok good to know I wasn't crazy thinking I had missed something.


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Thoroughly intrigued by the Knights of the Ioun Star, mostly because I love Ioun Stones. Have they been mentioned anywhere before and I just missed them?


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Elrawien Lantherion wrote:
Looks good we need more goblin stuff!

Fixed that for ya! :)


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brad2411 wrote:
Weird question about the monstrous mounts and there masteries. The griffon and the hippogrifs mastery is to reduce there fly speed by half with a rider on. Do they normally have a slower fly speed with a rider?

The slower fly speed is probably just a simplified adjustment rather than adjusting speed for encumbrance.

Yeah I found those blocks to be fairly odd myself. Having to wait till you are level 7 and have the appropriate feat to ride your companion in the air is incredibly strange to me. Especially since you could go snag a wild one or purchase one. Train it. And proceed to fly through the air no problem.

I realize it was probably an attempt at balancing it, but I feel it may be a bit too heavy handed. Level 5 would have been where I put it especially as this restriction wasn't in the prior versions of Sable Company Marines. Which are the ones I really care about.


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OH God the lack of spaces in the intro entry on page 8 hurt my eyes! Other than that this book is pretty fantastic so far! Those different Aldori Styles made me so very very very happy.

Things that I'm in love with first and foremost the triumphant return of the Sable Company Marines!! BEST DAY EVER!! The Ulfen Guard, the Qadiran Horselord, the Wave Riders (finally!), and the Shaonti Burn Riders. I was incredibly surprised to see an archetype for Ustalavic Duelists and it's pretty neat especially since I'm currently running Carrion Crown.

Haven't gotten into the magic items/spells yet, but from what I've seen in this book by jumping to the parts I was desperate to see first this can only be sheer joyousness wrapped up in sharp blades of wonderful.


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Mine just arrived and it's a MASSIVE tome! I've just barely started to get into it but I did a quick flip through and have a question. Is there any way we could get a list or something to indicate what spell is being represented in which piece of artwork if any? I'm really intrigued by what spell is being cast on page 274, mostly because it looks like it's being cast in concert and I find that super interesting.


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My biggest complaint has always been the way the shaman was working. It just wasn't a mechanical blending of Witch/Druid/Oracle. It only borrowed a little Witch flavor and the name of Hex for powers. All the other classes I was fine with this was the one I had the highest hopes and most enthusiasm for.

Unless it got a huge facelift to be a true Witch/Oracle/Druid mix as opposed to a Druid/Oracle mix it'll be a big let down for my table.


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I'm running Carrion Crown and my monk player has styled his character entirely around this feat tree, so he was pretty upset. I already told him I'm flat out disregarding this errata as it is ridiculous.

Luckily the game I'm actually playing in, with a character who is built around being a duelist in the vein of L5R and uses this feat tree, the GM has stated that he too will be ignoring this Errata. He also expressed that it should have been a PFS only rule not a general addendum.


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-Change wasn't needed, it was balanced and acceptable.

Agree that the speed with which Master of Many Styles could acquire this combo was very quick. However it just meant adjusting combat slightly to adjust for player tactics, this is assuming not all enemies are mindless meatbags. There are so many ways to make things a challenge with this feat the way it was, and should remain 1.0, that it shouldn't have ever been an issue.

EDIT: Having run 3 different players in different games who have used this feat tree to the great enjoyment of all WITHOUT any hiccups or absolute game shut downs as seem to happen in PFS. I'm currently playing a character who uses this feat tree as a Kensai Magus and am still reliably smacked around in melee. All I can say is YMMV apparently when it comes to this feat.


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What exactly is Metamagic Adjust and where can it be found?


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Jason Bulmahn wrote:

Hey there all,

I've been a bit quiet on this thread, as I have been weighing options and considering the course to take with this class. I still feel that it has a lot of problems that need resolution and in some cases, that is going to mean some significant changes to the class. Here are a couple of thoughts (some of which are inspired by the excellent discussion in this thread).

1. The more I think about it, the more this class needs a unique spell list. I am also thinking that your spirit choices should play a bigger part in augmenting this list.

2. The familiar took a step toward a spirit animal concept, but I dont think that goes quite far enough. I am beginning to think that it might need to go off in a different direction.

3. The witch definitely needs a bigger impact on this class. I am starting to think that hexes (which might be renamed) need to play a bigger role in general. I like the idea of a base list of hexes available to all, with the spirits augmenting that list.

4. Taken together, I think this means that the shaman has a lot of base components, many of which get more heavily augmented by the spirits chosen.

5. As a small aside, try not to get too hung up on real world "shamans" and similar terms. We are drawing some inspiration there, but I don't think emulating any of them directly is a good idea for the game. We are shooting for something a little closer to the fantasy understanding of the term.

These are just some of my thoughts right now. Time is running out on the playtest, but I think you guys are providing me with the information I need to shape this class into the role is needs to fill.

Keep it up, I am listening.

Jason Bulmahn
Lead Designer

1. Unique spell list is ok in my book, I really like the idea of the Spirits sort of defining the spells you have. That would mean increasing the number of spirits you have at one time though so I can understand not wanting to go that route.

2. I'm relatively unconcerned one way or the other on this as long as it doesn't become a total liability for the character where it's better to lock it in an adamantine box for safety.

3. AGREED!!! I still think the easiest fix is to call Shaman Hexes what they are which are Revelations. which makes sense that Spirits would offer Revelations of power to those who beseech them. And then maybe tack on the Witch Hex class feature giving them like 1 at level 3, 7, 11, 15, 19. 5 Hexes over 20 levels isn't anything to sneeze at you could go lower but that opens up a world of Weirdness that can customize these characters who IMO really should be all about the weird powers/blessings they get from their connection to the Spirit World.

4. The Spirits definitely feel like they should be the central focus/defining feature of this class. Even though it's a hybrid class these hybrids aren't just mechanical/flavor blendings. They are specifically designed to fill a niche or character concept unfillable without multiclassing/hybridization. With that in mind it's ok if they wind up walking their own path and if this one walks away having all sorts of Spirits that define what they are from day to day as you swap them around that'd be absolutely wonderful in my book.

5. I feel the whole etymology, not sure that's the word I want but I'm sticking with it, oriented discussion detracted from the first Shaman thread and was likely a solid cause as to why our beloved Devs avoided us Shaman enthusiasts. I'm stoked to see us getting our day in the sun with some community and Dev time.

One of the biggest concepts that I would love to be able to pull off with this class is an almost L5R Shugenja. I want to have multiple spirits and beseech the Kami to grant me their gifts and have that expressed through Revelations, Hexes, and to an extent Spells. I think this class could really exemplify that sort of character. I just personally love when I can get my hands on Mechanics that support my Flavor choices.

Edit: As an aside Mr. Bulmahn I had no intention of trying to come across as ungrateful in my earlier post. The fact that Paizo responds to the community and lets them participate in the development process through the playtests at all is literally THE BEST STUFF EVER. I was just getting slightly depressed seeing the class I have the most excitement for, have the lowest page count and least amount of interaction. So personally from the bottom of my heart thank you for taking the time to come here and interact with us.


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Alexander Augunas wrote:

Somewhere, Stephen is sitting back and thinking to himself, "Good, yes, good. Cry your sweet, succulent tears, fans of the Shaman. Your woeful pleas will sustain me long after you have drawn your last worthless breath."

... what? You're using an Antipaladin avatar. Of course that's what people are going to think!

Part of me feels this way only due to the lack of dev activity the Shaman has received through both parts of this playtest so far. For example go wandering through the Brawler or Hunter discussion and most pages have 1-2 dev responses. Shaman has stayed strangely quiet aside from the occasional "we are listening". I mean I like that they're listening, but I'd rather have interaction and guidance and which ideas the community is offering are being listened to or tossed aside.

Sticking with the Brawler example someone made a post about brawler disciplines and Sean made a wonderful and insightful response from the development side as to why the idea, while not a bad one, would wind up being superfluous.


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That's been a major concern since the start of the playtest, nothing done to the class yet has alleviated the "Variant non cursed Oracle" feel yet. The spell list change has definitely put it firmly more in a Druid/Oracle hybrid feel which isn't bad and is something I could get behind if they triage the rest of the Witch out of it. As the Witch is honestly one of my favorite classes in Pathfinder the way it's being underused in this hybrid makes me rather remove the Witch from it entirely than to see it not even half heartedly contributing to the hybrid.


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The other hybrids tend to be more of a flavor AND mechanics hybrid. The issue right now is it's mechanically more like a druid/oracle as the only two mechanical witch themes here are the familiar and the revelations being called hexes. Even the spirits tend to follow the naming pattern of oracle mysteries.


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I couldn't find it in the old forum, but was a stance issued in regards to bloodline support for this class. Alternatively was a reason given why they made special bloodline adjustments for the bloodrager instead of making them use the standard sorc bloodlines in order to let any new bloodlines be worked in with minimal effort.


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Got it downloaded and rushed to see if any amazing changes were made to the shaman. Still disappointed, we got the druid list which is fine doesn't really change anything. We tacked on some other spells to flesh things out to keep some staple things a shaman should do, that's well and good. It just seems like none of the other concerns from the previous thread were ever answered things like.

What exactly is the role being explored by the Shaman that is not explored by existing classes or multiclass combos?
Why are they called Hexes not Revelations?
Can I take any Hex from any spirit with the Extra Hex feat?
Can I take Witch Hexes and Vice Versa with Extra Hex?
If there a reason spirits aren't a more integral/focal aspect of the class much like the animal companion is the focus of the hunter?

As it stands I don't feel the Shaman was changed enough in order to effectively perform it's role better than a multiclass Witch/Oracle. This is the only class I actually care about succeeding so the fact that it seems to keep getting sidelined and seemingly slips under the radar in regards to dev responses is a very sad thing for me.


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I want a couple things fixed, like can I use extra hex to take any hex from any spirit or just my primary one. Can I use extra hex to snag a witch hex since I'm technically part of the witch class. The fact that the majority of their "hexes" are revelation level in power throws me for a loop cause does that mean a Witch can take one of their hexes? I feel the spirits are a missed opportunity to really make that their central focus and gameplay. I expounded more in the Shaman discussion, but generally I feel no matter what spell list they wind up with expanding the number of spirits they can have at one time is the best way to give them a custom list, without giving them a custom list. You can customize it yourself by binding the appropriate spirits that day. The real disappointment is check the first post in every class and there's an update from the team, except Shaman and that's disheartening. We did get that they're thinking of using the Druid spell list, which is fine the spell list they use doesn't really matter to me whether it's the Cleric, Druid or Witch list as the Spirits should be your customization in regards to spell selection. I just feel that the Spirit feature should be the focus and currently it's more like swappable Oracle mysteries than dealing with spirits.


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The problem brutedude is the one class that's currently a turn off is the one I actually wanted out of the product, it's just not turning out anything like I wanted in it's implementation. That's the disappointment.


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Having this information is great but also disappointing as it shows that the class I wanted changed the most is "working as intended". I've got 9 other classes to make up for the one that's gonna be a wash for me and my table though so that's a good thing.


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Thanks for the information update most of it looks awesome!! Still holding my breath that Shaman will make a more dramatic change in the Spirits as THE defining class feature direction.


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That sounds super awesome, I liked the Arcanist already this is just spectacular sprinkles on top. I hope we get something like this for the Shaman soon!


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Here's the key thing that I think would really help the class at large. A lot of people are wanting either the Druid spell list or Witch spell list. That's fine and I can get behind it, I think giving them more spirits bound at a time would let you fill in the gaps. Like someone up thread mentioned certain things like Commune and Planar Ally, let the Spirits give access to those spells. We don't need a fully customized list if we're making the class revolve more around their Spirits, they can fill in the gaps of what isn't on whichever list they go with.

I also see where the MAD issue can arise I think a little stream lining of the class could be a good idea. I mean the Witch is Intelligence based and the Oracle is Charisma. Frankly I think Charisma should have been the defining stat only because using your force of personality to bind Spirits to your will is kinda thematic. Intelligence could work as you've learned about the spirits and how to bind them to service, you could flavor unlocking new Wandering Spirit options as having discovered/researched them to learn how to use them. Though I'm on the fence about it Wisdom works too as they grant you their Wisdom, but at that point having your other class features run hither thither and yon off other stats is a pain when you're a primary caster.


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Though it seems like I'm tossing a lot of flak at this so far, it's only because I LOVE Paizo and I want to see a product I'm excited for. I don't want to see a product that feels lackluster or seems like it missed a great opportunity to do some awesome things and push the envelope. My hope is that we're far enough out in advance of the product that all the feedback across the playtest can have a strong impact on the final product so our community gets the greatest satisfaction possible from helping create a product we all want to see and can be excited for.


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Yeah the big issue with Extra Hex tomfoolery is that you have to meet the pre reqs. And the Hex entry for Shaman's say you pick from those available to your Spirit. That's why it doesn't work to let you branch out it to the standard Witch hexes unless I'm missing something.

After some more thought I like a bit of what the class is doing I would do an overhaul. Let them cast from the Cleric list, that's fine. Let them sacrifice prepared spells for cure/inflicts, Oracles can do this just let Shamans do it too. Please note I couldn't see if that was included already, if so please direct me to it.

I would have their max spells/day/spell level be something like 2+3 (or 1+3) instead of 4+1. Where the +1 is spirit magic, aka domain spell. This would make it 2 prepared spells and 3 spirit magic slots. I'd do it this way as I would increase the number of spirits the class acquires as per one of my previous posts in this thread. This would result at end game giving them 2(plus any bonus spells from high stats) prepared and then 3 more floater spells they can cast on the fly from 4 different spirits. This adds some serious flexibility to the class, while also making the Spirit choices that much more important and have a greater effect on the class overall.

I'd revert the Hexes to being called Revelations, they can use Extra Revelation to get more of them as usual. I'd just add Hexes to the class at levels 3, 7, 11, 15, 19. Advancing at the Witch rate for major and grand levels. This lets them start using Extra Hex if they want to. Now this means they'll have a lot of sustained power throughout the course of a day. To tone things down I'd probably tweak their spell list maybe reduce their max spell level or more probably reduce their spells per day. Or put them back at the d6 poor bab area. I feel that a focus on Weird Powers derived from spirits makes a better fit for this concept than another caster.


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The only hiccup with that is it says you have to choose your hexes from your spirits. Which would be awesome with more than one spirit, but I don't think you could use extra hex to pick a hex from a wandering spirit because you won't always have that spirit. That's why I think it would work better calling those Revelations and giving them 5 actual Witch hexes from the witch list over their 20 levels. That way you can definitely expand that if you want to.

I think I might have just been confused on what the core concept of this class is. My interpretation from the little blurbs we had early on was it was going to be a Witch/Oracle mash up power wise, as opposed to a Witch flavor mashed up with Oracle mechanics, because that's kinda how it feels to me.


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LazarX what I mean by these not being those, is mechanically. Very few of the Shaman's hexes seem to be Witch hexes, they're much more in line or replicating Oracle revelations which is my point. I'd rather see them have Witch hexes and be able to grab more with Extra Hex as opposed to being tied to the limited selection they have based on their bound Spirit.

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