|nate lange RPG Superstar 2012 Top 32|
i realize that it's probably hubris to make suggestions to the professionals, but i figured that perhaps a new perspective might somehow aid in your arrival at the exceptional final product we all know you will release...
so here are my (apparently not so humble) suggestions for addressing a few of the issues raised in the class discussions. if i understand the terms of service of the forums these are now your intellectual property just because i posted them, but if that's not the case i waive my right to them and donate them to you to use as you see fight. they'll likely come to you complete with community feedback (which i suspect might not all be positive, lol)
- replace blood focus with:
Eldritch Power (Su): An arcanist can tap into the power of her blood to create magical effects beyond her normal abilities. She has a pool of Eldritch Power she can use equal to her Cha modifier +1/2 her level. Whenever the arcanist casts a spell of the school associated with her focus, using one of her arcanist spell slots, she can expend one use of her eldritch power as a free action to bolster the spell. This adds 1 to the spell’s caster level and DC. The arcanist cannot expend more than one use of blood focus on a given casting of a spell. Once per day she can use this power to cast a spell from her spellbook which she didn’t prepare; this must be a spell she is capable of casting normally. Casting a spell this way is a full round action and costs 1 point of eldritch power per spell level; the spell cannot be modified by any metamagic feat and cannot benefit from any other use of eldritch power. The arcanist gains additional uses for this pool based on her arcane focus.
Arcane Focus: In the course of her studies, the arcanist has discovered that the power in her blood gives her a natural gift for a particular type of magic. In some cases the source of this power may be clear but, unlike a sorcerer, an arcanist is often too far removed from this source and her abilities to general to identify its origin. An arcanist must pick one arcane focus upon taking her first level of arcanist. Once made, this choice cannot be changed.
Blasting- bursts, blasts, and explosions have always come naturally to you.
Associated School: Evocation
1st level: Elemental Ray (Sp)- The arcanist can use this ability as the sorcerer power of the elemental bloodline. Each use of this ability costs 1 point of eldritch power and the arcanist can choose to deal acid, cold, electrical, or fire damage with each use.
8th level: Eldritch Blast (Su)- When casting a spell that deals elemental damage, the arcanist can, as a swift action, spend 1 point of eldritch power to convert half of the spell’s damage to untyped arcane energy.
Dark Arts- you have a knack for magic relating to negative energy and death.
Associated School: Necromancy
1st level: Grave Touch (Sp)- The arcanist can use this ability as the sorcerer power of the undead bloodline. Each use of this ability costs 1 point of eldritch power.
8th level: Bolster Undead (Su)- Any time the arcanist uses a spell to create undead she can spend 2 points of eldritch power to grant the created undead +2 Str and Dex and +2 Channel Resistance.
Deception- you have an innate understanding of magic that fools the senses.
Associated School: Illusion
1st level: Enduring Illusion (Su)- When casting an illusion spell the arcanist can, as a swift action, spend 1 point of eldritch power to extend the spell's duration by a number of rounds equal to 1/2 her level.
8th level: Shifting Illusions (Su)- At any time during the duration of an illusion spell that she cast the arcanist can, as a move action, spend 1 point of eldritch power to change the effect of the illusion; the new effect is bound by the standard rules of the original spell. Alternatively, if she successfully recognizes an illusion cast by another she can, as a full round action, spend 3 points of eldritch power to change the illusion as if it were her own; doing so requires that she succeed at a caster level check (DC = 11 + the spell's caster level).
Influence- you have a gift for magic that exerts your will on others.
Associated School: Enchantment
1st level: Laughing Touch (Sp)- The arcanist can use this ability as the sorcerer power of the fey bloodline. Each use of this ability costs 1 point of eldritch power.
8th level: Broad Influence (Su)- When casting a mind-affecting spell, the arcanist can, as a swift action, spend 2 points of eldritch power to allow that spell to affect a creature normally immune to mind-affecting effects; the creature must possess an Intelligence score and be of a type normally affected by the spell.
Protection- you excel at spells that protect yourself and others.
Associated School: Abjuration
1st level: Arcane Defense (Sp)- As an immediate action the arcanist can spend 1 point of eldritch power to gain a +1 insight bonus to AC until the end of her next turn. This bonus increase by 1 at 5th level and every 5 levels thereafter.
8th level: Arcane Resiliency (Sp)- As an immediate action the arcanist can spend 1 point of eldritch power to gain Energy Resistance 5 against acid, cold, electricity, or fire until the end of her next turn. The type of resistance is chosen when the power is used. At 14th level this resistance increase to 10.
Seeing- you see things as they are, and easily master magic to do so.
Associated School: Divination
1st level: Danger Sense (Sp)- The arcanist can spend 1 point of eldritch power to act during a surprise round as if she had succeeded on her perception check to do so.
8th level: All Seeing (Su)- When one of the arcanist’s divination spells fails due to spell resistance or a successful saving throw she can spend 2 points of eldritch power to reroll or level check or force her opponent to reroll its saving throw.
Shifting- the form of things has always seemed somewhat fluid to you.
Associated School: Transmutation
1st level: Durable Transformation (Su)- When casting a transmutation spell on a living target the arcanist can, as a swift action, spend 1 point of eldritch power to increase that creature’s natural armor bonus by +1. This bonus increases by another +1 at 5th level and every 5 levels thereafter but cannot exceed the spell level of affected spell.
8th level: Flexible Form (Su)- At any time during the duration of a polymorph spell that she cast on herself, the arcanist can, as a standard action, spend 1 point of eldritch power to change to a different form allowed by the standard rules of the original spell.
Summoning- you have an innate understanding of magic that draws things to you.
Associated School: Conjuration
1st level: Rapid Summoning (Su)- When casting a Summon Monster spell the arcanist can spend 1 point of eldritch power to reduce the casting time to a full round action.
8th level: Lasting Conjuration (Su)- When casting a conjuration spell the arcanist can, as a swift action, spend 1 point of eldritch power to add her Charisma modifier to her level for the purpose of determining the spell's duration and setting the DC to dispel the effect.
Mental Fortitude (Su): The bloodrager’s arcane heritage grants her resistance to mental effects. At 7th level she gains a +1 morale bonus on all Will saves. This bonus increase by +1 at 10th level and every 3 levels thereafter.
Martial Stance (Ex): At 1st level, a brawler can spend a standard action to enter a martial stance for 1 minute. While in this stance the brawler gains the benefits of one or more feats she does not possess. This ability can be used 1/day at first level plus one additional time at 5th level and every 5 levels thereafter. If the brawer activates this ability again before the duration of a a previous use has expired the first stance immediately ends before the new stance takes effect.
Each time you use this ability choose one stance from the list below. Unless otherwise stated, the brawler does not need to meet the prerequisites for any of the feats she gains.
Agile Stance- The brawler gains the use of the Dodge feat. At 6th level she also gain use of Lightning Reflexes. At 10th level she adds Sidestep to these.
Critical Stance- When initiating this stance you must choose unarmed strikes or a single weapon with the Monk property, all of the bonus feats you gain from this stance only apply to that weapon. At 8th level, the brawler gains the use of Improved Critical. At 10th level she also gains use of Critical Focus. At 14th level she also selects any one Critical feat to gain, she must meet all the requirements of this third feat (but counts the other bonus feats granted by this stance for the purpose of meeting those requirements). You must be at least 8th level to initiate this stance.
Defensive Stance- The brawler gains the use of Combat Expertise. She also gains the use of Deflect Arrows, beginning at 6th level. At 10th level she gains the Iron Hide feat. If she already has this feat she instead gains the Improved Natural Armor feat.
Enduring Stance- At 1st level you gain the use of the Diehard feat. At 6th level you gain Toughness; at the end of your stance the hit points gained from this feat are lost (similar to a barbarian ending her rage). At 10th level you gain the use of Deathless Initiate.
Flurrying Stance- The brawler gains use of the Quick Draw feat. She also gains the use of Two-Weapon Defense at 6th level and Two-Weapon Rend at 11th level, but these two feats can only be used when combined with Brawler’s Flurry.
Maneuvering Stance- Choose one combat maneuver; the brawler gains the use of the Improved feat associated with that feat (e.g. Improved Bull Rush, Improved Trip, etc.). At 6th level she gains the Greater feat as well. At 10th level she also gains the associated Strike feat (e.g. Repositioning Strike, Sundering Strike, etc.); if the chosen maneuver does not have an associated Strike feat she can instead choose another maneuver and gain its Improved feat as well.
Mobile Stance- The brawler gains the use of Nimble Moves. At 6th level she gains the use of Spring Attack. At 10th level she gains the use of Wind Stance.
Punishing Stance- You gain use of the Power Attack feat. You also gain the use of Vital Strike at 6th level and Devastating Strike at 10th level.
Shielded Stance- For the duration of her stance, the brawler gains proficiency with shields (but not tower shields). At 6th level she gains the use of the Missile Shield feat, and at 10th level the Ray Shield feat.
Sightless Stance- At 5th level, the brawler gains use of the Blind-Fighting feat. At 10th level she gains Improved Blind-Fighting, and at 15th level she gains Greater Blind-Fighting. You must be at least 5th level to initiate this stance.
Style Stance- The brawler gains the use a single Style feat; she must meet all the requirements for this feat. At 6th level she also gains the use of the second feat in that style’s tree, and at 10th she gains the final feat. She does not need to meet the requirements for the second and third feats.
Weapon Master Stance- When initiating this stance you must choose unarmed strikes or a single weapon with the Monk property, all of the bonus feats you gain are related to that weapon. At 1st level you gain Weapon Focus. At 6th level you gain Weapon Specialization. At 10th level you gain Greater Weapon Focus.
- replace awesome blow with:
Perfect Stance: At 20th level the brawler has become a true master of martial stances. She can initiate a stance as a swift action. She gains a +4 competence bonus to a single physical attribute of her choice for the duration of her stance. If this bonus is applied to Constitution the brawler gains +2 hp/hit die but the hit points are lost when she stops receiving this bonus (just like a barbarian coming out of rage). The brawler also gains the ability to switch which stance she is using without initiating a new stance. At any time during the 1 minute duration of her stance she can spend a swift action to change to a different stance and to reassign her attribute bonus if she wishes; doing so has no effect on the duration of that use of her ability and does not cost an additional use.
what say you fellow forum goers?