Esoteric Training broken, or just what we needed?


Pathfinder First Edition General Discussion

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Meh I'm alright with it an allow it in my games, however it is considered along with everything else, and the gold spent on it is permanent wealth as far as I'm concerned.


Man, if this was a feat, I would totally take it as a magus. Casting "Ride the ligthning" as a magus? YES PLEASE.

Or maybe summon monster IX? Flanking buddies are always appreciated.

But honestly, I just want it for create greater demiplane to make my demiplane fortress.


williamoak wrote:

Man, if this was a feat, I would totally take it as a magus. Casting "Ride the ligthning" as a magus? YES PLEASE.

Or maybe summon monster IX? Flanking buddies are always appreciated.

But honestly, I just want it for create greater demiplane to make my demiplane fortress.

Pretty sure you are reading the ability wrong.


yeah, i was exhausted when i wrote it.


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Ravingdork wrote:
....wonder why anyone would ever play a straight wizard up wizard. The only thing he is really missing out on is the 5th-level bonus feat and perhaps some familiar abilities.

If I am understanding this correctly, Marilyn the Mage, a 5th level wizard/third level fighter could take this...collage education, and and still have the spells and caster level as an 8th level wizard. She would still lose out on the Arcane School benefits and the Arcane Bond bonuses (along with any other class abilities specific to the class).

The net gain (8th level wizard vs. fighter 3rd/wizard 5th), an average of +6 hit points (average for a wizard would be 10.5 hp plus constitution, and 16.5 hp for fighter), full weapon and armor proficiency, +2 BAB, +2 Fortitude save, plus 2 fighter feats, bravery +1, and Armor training (not as cool with arcane spell failure, but still nice), and a loss of -1 Will save and lost of the 8th level arcane school ability.

Its...well, nice. The bonus of armor, weapons, and combat feats are limited because of Marilyn is a wizard, the boost to Fortitude is cool, and any BAB is good. For this little example, I would say its real nice- better than any single feat I know of, but not world shattering. It is certainty better than a straight wizard.

But this example is looking at it through a straw. Gish builds would get a very nice bonus, as would your Mystic Theuge. I would call it a more than a band-aid, but not ohmygodoverpoweredgetthebanhammer. Especially considering it is going to take a lot of effort if the guilds are not directly tied to the campaign arc. Meaning, if the campaign is focused on just doing missions for the guild, this would be easy to get. But if the the characters just happen to be nearby the guild, while doing other missions/quests, and have to squeeze in this training in between grave robbing and monster slaughtering, then its as bad.

Does my understanding match what everyone else gets?


Forgive me if this has been stated, but if I understand the recent FAQ rulings correctly, this now allows an Assimar character who joins a guild to go Wizard or Cleric 2/1/MT 10 (and cast two spells at once at 13)/2 in class 1(+3 fame bonus)/ 5 in class 2(+1 fame bonus)and have level 9 spells at 17 in one class, and at 20 in the other.

Increased spell casting options, and an occasional boost to action economy, the holy grail of the game. I essentially see 0 drawbacks to this.

*Edit, Lumiere made an excellent point in another thread:

Lumiere Dawnbringer wrote:

an EK, Mystic Thurge, or AT, becomes viable at lower levels now with the right race.

it is no different from racial archetypes.

in fact, most of these aren't too overpowered, maybe a little more versatile

but a lot of them give up something important

MT gives up school powers or bloodline powers, and either domain powers and channel, or revelations. to be at 14th level to be a Cleric 13/Empyreal Sorcerer 11 in spells with no other class abilities. unlike a cleric, armor interferes with your sorcerer spells, and you effectively traded away class features

prestige classes only have a max of 10 levels apiece, and while you may be a little more viable at the low levels, you aren't any better after you complete the PRC.

So I'd say not gamebreaking, but more than a bandaid...more like a Star Wars bacta tank, lol.


I am pretty sure this has been errataed in the new printing/download of the book.


Cult of Vorg wrote:
Magical Knack is on the not allowed in PFS list, even though I read that as just the standard caster level for effects and SR perk.

This ruling has been overturned in the meantime. Magical Knack can be indeed used in PFS play.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
lostpike wrote:
I am pretty sure this has been errataed in the new printing/download of the book.

Can anyone confirm this? If so, I'd have a lot of characters in my gallery in need of adjustment.

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Ravingdork wrote:
lostpike wrote:
I am pretty sure this has been errataed in the new printing/download of the book.
Can anyone confirm this? If so, I'd have a lot of characters in my gallery in need of adjustment.

Eclectic training still reads as you increase your effective caster level in that class (including the number of spells you know and can cast per day) by +1.

Esoteric training states the bonus to caster level you gain from Eclectic Training increases to +3 (but is still limited by your total Hit Dice). You may select a second spellcasting class to gain a +1 bonus to effective caster level.

Looks to be the same.

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