We can agree or disagree about things, but in the vacuum of a adventurer getting to buff days before his adventure without anything happening on those days, it's only broken in the theory of "no one else can do this" so it's broken.
Now if it gets a limmit to where you extend the original value or that you add half the original value to the duration... not as "broken"
Then you have no exponential issue with buffs.
it's shrodengers wizard all over again (and I know it's not a real playtest) I think it's someone with a personal agenda to make sure the Arcanist can't do any of the things it does currently =D
Hell, I've got a lvl 11 scenario I'd be more than willing to put him through from PFS.... see how well "solo" works for him.
it's easier to duel when you know each others characters sheets. it makes it require less adjucation.
It's also easier if it's assumed that we're in an actual arena, we have a rough idea of what each other are capable of. And lastly that terrain is clearly defined. I had assumed when we charged him that he was not large. Likewise I didn't know he had an apparent four natural attacks.
Knowing this I would of simply waited him out while shooting him with arrows etc, despite this being against what a guy like me would like to do.
Arenas generally imply crowds that we're entertaining. That should mean something, if there are no crowds and it's simply an empty area with only the combatants to fight in, there needs to be a rational or something for it and that impacts placements.
Simply putting us across from each other and mandating order will lead to initiative optimization and one shotting goals without regards to defenses, because you assume the other guy is doing it as well.
Also if you're recruiting for it, a design philosophy of you are fighting several times during the day or you're fighting once makes a difference in what folks will build.
IE set up a playbill of fights and who's involved in what. so take your ideas from earlier.
fight 1) 7am 2v2 random area
the contestants will be healed at the end of each fight and damage restored and food prepared!
This means you won't have lvl 7 casters blowing their load immediatly, barbarians spending every ounce of rage etc all up front. things that only happen 1/day etc like quick runner shirts etc will be saved and utilized.
Without these kind of restrictions it's a rocket tag arena and that's uninteresting for me as a player.
alot of assumptions made that I don't think any gm worth his salt would let fly. inparticular confused targets don't trigger AoO from allies, although they do attack them for that round, between their rounds they are "normal" technically.
your barbarian knows that attacking another creature is dangerous and will result in him getting hurt, so he's entitled to another save EVERY TIME.
you have a remarkable number of failed saves..... for enemies, and alot for you....
your character also seems to know perfectly well in advance what to have prepared.
at lvl 6 the arcanist can cast it, then a round later use it to extend to 7 (round down)
then next round they can tinker again, to extend to 9, then next round to 12, next round 22, next round 31, next round 45 rounds, next round 66, next round 97, next round 145, next round 217....
we're at 10 uses of tinkering for this "uber" extension.
at lvl 6 you have approximatly 1+1/2 lvl... so 4...
So to do this as you're suggesting they'd have to burn 2 lvl 3, or 3 lvl 2 or 6 lvl 1 slots. And that's just to get that 1rd/lvl spell to 217 rounds (or in minutes... 21.7minutes.)
This is so incredibly overpowered I can't believe they are going to allow it! lolz....
well considering he's supposed to be a full caster that's based off two full casters that use the same spell list... yeah I don't think pointing out "see he uses invisibility" is anything worth a remark or thought.
you might as well say "see he can cast contact other plane"
Spell tinkering is strong but not really op. Extending the duration just isn't as big a deal as you're making it out to be. Most things aren't considered to be stackable, and I'd just assume for the sake of things that spell tinkering is not. If it is, I'd assume it stacks not with it's own duration but the original. IE casting it on something lasting 6 rounds 10 times gives you a duration of 36rounds, not 345 rounds. (which funny enough would only net you a little under 6 minutes for 10 uses of tinkering)
Worrying over extending buffs in the mid/high lvl game to very long is not something worth it. Many will have sense/magical powers to ignore it.
I would argue it doesn't affect time stop as it's a duration of instant, but for you the caster you have an "apparent" 1d4+1 rounds... which indicates these aren't actual rounds. so it falls under the can't impact "instant" durations.
just so you know, SLA all take the same action that the spell they mimic take. Most spells selected are standards, but if you had say the Aasimar racial that summons, that's a full round for you. Likewise if you had say "feather fall" you could use it as an immediate action.
With all the custom race stuff, alot of us selected cool spells for at-wills etc, she's a gnome race variant that apparently are all summoners =D
Also Roll20.net would be very very useful for this.... or a google doc I've seen people use it, but I think that requires a little more personal knowledge to use.
SLA get concentration checks, you can cast defensively etc (on the plus side your caster level for SLA are your lvl/hd not your highest spell casting class, so if you multiclassed you're not penalized, and your stat is your highest attribute)
just saying if you use the it quacks like a duck, walks like a duck, smells like one... etc... it's different language but the effect is without an acrobatic check, prone, with one, difficult terrain (essentially)
You can go raw on it and say sure 5 foot step...
You can only take a 5-foot-step if your movement isn't hampered by difficult terrain or darkness. Any creature with a speed of 5 feet or less can't take a 5-foot step, since moving even 5 feet requires a move action for such a slow creature.
since it techincally causes you to move at half speed, so you could stack grease on difficult terrain to get 1/4 move speed...
it seems that gaining exp is sorta non threatening (due to it being not even combat, but just "I gain") so in anything but the short term it's the most profitable thing to do.
So for instance I'd probably take investigator next or bard since the skills mean more which would net me +5 gold per week at least
I wouldn't go as far as to say sorcerers suck, or that their bloodlines suck.
The reason you don't see many witches and wizards tossing in much in the way of eldritch heritage is that the arcana is the valuable thing usually for a caster. Which heritage doesn't grant. The up front skill focus required, and charisma make it all obstacles to getting.
Saying sorcerer bloodlines stink because other classes don't splash them as much as melees do is a point compltely unrelated to the point of "sorcerers suck"
Not everything though is about objective number crunching.
The only problem with the synthesist is the min/max stat dumpers, otherwise they too are honestly balanced (you lose action economy, and now the caster is always in combat... also less able to heal
that's why I find being involved in the playtest is beneficial to getting things worked out (the summoner also isn't really that bad either, the most egregious is the master summoner, that guy is broken, and a few archetypes (ie the shadowrace one)
I have had the players in my rise of the runelord game play a multitude of characters (we had one that literally played a different class every week I swear... we stopped that, but still) and have found few things really really broken compared to just what "vanilla" classes/races can do. (we don't allow any races beyond PFS race allowances btw)
-edit-it's not really a huge concern, I just saw it as an opportunity to playtest it. The wizard is more flexible with the arcane bond anyhow, and class abilities.
have you read the actual playtest or just reading the rants? Since there's issue I won't worry about it, but most of your points I believe are incorrect or gross over statements.
The main reason I wanted it was because of the ability to do the dispell checks as an immediate action as many times as day as you have arcane reserve points (1+1/2 lvl) rather than 1/day from the counterspell school.
-edit- Just as a point about their differences.
Wizards can prepare as many different spells as they want and know as many
IE at lvl 4 (our lvl) my wizard can prepare 3+1 lvl 1, and 2+1 lvl 2 spells (and cast that many assuming specialty school which I am)
Likewise the sorc at this point has his arcana, his lvl 1, and lvl 3 arcana.
you're talking about at lvl 20 to make your case?
Arcane bloodline Sorcerer, 4 different spells, will cast at least 7 if not 8. Adds metamagic on the fly without increasing cast time, also the lvl 15 ability gives it +2 dc without any action (as long as its from that school picked)
if you're wanting enchant focused, cross blooded and bam now you've got that same +6 on every charm spell you cast...
the capstone shouldn't really be your lynch pin to your argument.
I mean it's not like sorcs (in particular cross blooded) have a way of making every spell they cast be better without any actions needed...
Maybe if you'd say specifically any abilities you feel are just ridiculously over powered that'd work well?
Counterspell still requires you to expend a slot (and if it's a higher lvl caster, casting a spell lvl you can't cast you can't counter it with it)
Dimensional slide is a move action (not swift like the teleport school)
Potent Magic is basically Greater Spell focus, but stacks and is not always on. (several bloodlines give +2 dc to charm, enchant, etc)
Spell Tinkerer requires you to be adjacent or in the effect....
The damage spells are all basically like any sorc damage ability, but less uses per day most likely.
just consider part of the readying action to be part of the spell is "ready" so when you see someone bringing their spell online you blast it out of them...
in short, yeah he's got to make a steep concentration check (hence why it's better unless you've got some ability to as an immediate action dispell... to just do damage)
honestly between the full BAB, the bloodlines, and the stuff we have present already, just letting them fuel their metamagic with their blood seems pretty nifty, if they are two handing it, (if we went with my idea) they'd spend 6 rounds of rage to a) still spell b) quicken and c) rage that round (and they'd still use that spell slot)
Now at higher levels of play, that's still a decent chunk of rage, but lets them do something pretty unique.
hell how cool would it be if say at lvl 10 you could do a quickened, stilled, empowered, maximixed spell! of course to do such, you'd be burning 4+1+3+3... 11 rounds of rage...
you know, maybe move their casting stat to con? =D Much like the scarred witch doctor is?
Suggested awesome flavor power.
Once they've taken damage in combat they can apply a metamagic feat to their spells without increasing the casting time.
a possible consideration of the above mentioned power would be how it interacts with things like Viscious weapon properties. (Although to be honest it'd make that a enchantment worth taking!)