To Delve Dungeons Deep 1st level Playtest: 1 Arcanist +3 Iconics


Playtest Feedback

Silver Crusade

I am curious to see how an arcanist fits into a traditional 4 man party. I am going to run my own newly minted PFS character through Intro 2: To Delve Dungeons Deep with 3 other Iconics: Harsk, Marisiel, and Kyra.

Here are the statistics of each character
Characters for play test
Harsk
Male dwarf ranger 1

:

LN Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +6
--------------------------------------------------------------------------- ----
DEFENSE
--------------------------------------------------------------------------- ---AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex); +4 dodge vs. giants hp 12 (1d10+2)
Fort +5, Ref +5, Will +2; +2 vs. poison, spells, and spell-like abilities
--------------------------------------------------------------------------- ------
OFFENSE
--------------------------------------------------------------------------- ------
Speed 20 ft.
Melee battleaxe +3 (1d8+2/×3)
Ranged heavy crossbow +4 (1d10/19–20)
Special Attacks +1 on attack rolls against goblinoid and orc
humanoids, favored enemy (giants +2)
--------------------------------------------------------------------------- ------
STATISTICS
--------------------------------------------------------------------------- ---
Str 14, Dex 16, Con 15, Int 10, Wis 14, Cha 8
Base Atk +1;
CMB +3; CMD 16 (20 vs. bull rush, 20 vs. trip)
Feats Rapid Reload (heavy crossbow)
Skills Appraise +0 (+2 to assess nonmagical metals or gemstones),Handle Animal +3, Heal +6, Knowledge (geography) +4, Knowledge (nature) +4, Perception +6 (+8 to notice unusual stonework), Stealth +6, Survival +6 (+7 to follow tracks); Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework; Armor Check Penalty –1
Traits killer, resilient*
Languages Common, Dwarven
SQ track +1*, wild empathy +0
Other Gear studded leather, battleaxe, heavy crossbow with 30 bolts, antitoxin, backpack, signal whistle, teapot, trail rations (4), 7 gp * The effects of this ability are already calculated into Harsk’s statistics.
SPECIAL ABILITIES Favored Enemy Against giants, Harsk gets a +2 bonus on weapon
attack rolls and weapon damage rolls. He also gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival skill checks against giants, and can make Knowledge skill checks untrained when identifying giants.
Killer When Harsk confirms a critical hit, he deals an additional amount of damage equal to his weapon’s critical modifier (+3 with his battleaxe or +2 with his heavy crossbow). This additional damage is added to the final total and is not multiplied by the critical hit multiplier itself.

Merisiel
Female elf rogue 1
:

CN Medium humanoid (elf)
Init +6; Senses low-light vision; Perception +7
--------------------------------------------------------------------------- ----
DEFENSE
--------------------------------------------------------------------------- --- AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 10 (1d8+2)
Fort +2, Ref +6, Will +1; +2 vs. enchantment
Immune sleep
--------------------------------------------------------------------------- ------
OFFENSE
--------------------------------------------------------------------------- -----Speed 30 ft.
Melee rapier +4 (1d6+2/18–20)
Ranged dagger +4 (1d4+2/19–20)
Special Attacks sneak attack +1d6
--------------------------------------------------------------------------- ------
STATISTICS
--------------------------------------------------------------------------- ----- Str 14, Dex 18, Con 12, Int 10, Wis 12, Cha 10
Base Atk +0; CMB +2; CMD 16
Feats Weapon Finesse*
Skills Acrobatics +7, Climb +5, Disable Device +8, Escape Artist +7,Knowledge (local) +4, Perception +7 (+8 to locate traps), Sleight ofHand +8, Stealth +7; Armor Check Penalty –1
Traits forlorn*, reactionary*
Languages Common, Elven
SQ elven magic*, keen senses*, trapfinding* +1, weapon familiarity
Combat Gear acid, alchemist’s fire; Other gear: studded leather,
daggers (6), rapier, backpack, hooded lantern, oil (5), silk rope (50 ft.), thieves’ tools, 13 gp * The effects of this ability are already calculated into Merisiel’s statistics.

Kyra
Female human cleric of Sarenrae 1
:

NG Medium humanoid (human)
Init +0; Senses Perception +3
--------------------------------------------------------------------------- ------
DEFENSE
--------------------------------------------------------------------------- ----
AC 16, touch 10, flat-footed 16 (+4 armor+2 shield)
hp 13 (1d8+5)
Fort +3, Ref +1, Will +5
OFFENSE
--------------------------------------------------------------------------- ----
Speed 30 ft.
Melee scimitar +2 (1d6+2/18–20)
Ranged sling +0 (1d4+2)
Special Attacks channel positive energy 5/day (DC 12, 1d6 +1
[vs. undead])
Domain Spell-Like Abilities (CL 1st; concentration +4)
6/day—rebuke death (1d4)
Cleric Spells Prepared (CL 1st; concentration +4)
1st—bless, cure light woundsD, shield of faith 0 (at will)—detect magic, light, stabilize D Domain spell;
Domains Healing, Sun
--------------------------------------------------------------------------- ------
STATISTICS
--------------------------------------------------------------------------- ---Str 14, Dex 10, Con 12, Int 11, Wis 17, Cha 14
Base Atk +0; CMB +2; CMD 12
Feats Selective Channeling, Toughness*
Skills Diplomacy +6, Heal +7, Knowledge (religion) +4;
Armor CheckPenalty –2
Traits deft dodger*, flame of the Dawnflower
Languages Common, Kelish
SQ aura (faint good), spontaneous casting
Combat Gear scroll of endure elements; Other Gear chain shirt, Steel shield, scimitar, sling with 10 bullets, backpack, wooden holy symbol,
waterskin, 6 gp
* The effects of this ability have already been calculated into Kyra’s statistics.

Ma'ass al Gin bin Naar
Male Ifrit Arcanist 1
:

English translation of name in Arabic: Scimitar of the Genies, born of Flames
CG Native Outsider
Init +1; Senses Perception +1 (Dark vision)
-------------------- DEFENSE --------------------
AC 11 (15 with mage armor) Touch 11 Flat Footed 10
hp 7
Fort +1, Ref +1, Will +3
-------------------- OFFENSE --------------------
Spd 30 ft.
Melee:
Weapon: Dagger (Jambiya) Melee -1 Ranged +1 (1d4-1)
Ranged of thrown dagger: 10’
Speical attacks:
Cantrips 4
Freezing ray, Detect Magic, Read Magic, Prestigitation
Spells per day 3 first level spells
Spells Prepared 3
Spells Burning Hands, Color Spray, Mage Armor
Spells in spellbook: Burning Hands, Color Spray, Identify, Mage Armor, Magic Missile, Snow Ball
-------------------- STATISTICS --------------------
Str 9, Dex 12, Con 12, Int 16, Wis 12, Cha 16
Base Atk +0; CMB +1; CMD 10
Feats: Spell Focus Evocation
Traits: Eastern Mysteries, Elemental Pupol: Fire
Skills: Craft: Sculptor +7, Knowledge Arcana: +7 Knowledge Engineering: +7, Knowledge Planes +7, Linguistics +7, Spellcraft +7
Languages: Taldane (common), Kelish, Ignan, Auran, Terran
Class Abilities:
Arcane reservoir: 2 points
Arcanist Exploit: Dimensional Slide 10’
Consume spells
-------------------- TRACKED RESOURCES --------------------
Spell Like ability: Burning hands 1/day

Gear: Wizard’s kit (back pack bed roll belt pouch flint & steel, ink, ink pen quill, iron pot, mes kit, soap, spell component pouch, torches 10, Trail rations 5 days Water skin) 21 lbs, 1 dagger, 1 Potion of Cure light wounds, Scroll 3 spells: Grease, Obscuring Mist, Color Spray.
Spell Book: All Cantrips Burning Hands, Color Spray, Identify, Mage Armor, Magic Missile, Snow Ball

3 gp left.


We shall see how things go. The next post will have The PC's first combat

Silver Crusade

After a night of revelry at Amari Li’s snap dragon festival, our newly minted pathfinders head out across the cairn lands to Asad’s Keep.
At Amara Li's party

:

The previous night while talking with their hostess, Amari Li, she requested that the pathfinders retrieve a family Heriloom for her, a Jade Katanna. They also talked with Major Colson Maldris of the Andoran Eagle Knights, he commented that slavery should be eradicated in all of its forms, and perhaps undeath was the worst form of slavery. He told them to be ware of the walking dead. The party also met trade prince Aaqir al’Hakam. He requested the party retrieve a deed and any trade agreements they might find in the ruins.

The next morning, a brisk fall day, with a brightly lit cobalt blue sky, and a stiff wind blowing across the rocky cairn lands, our pathfinders approach Asad’s keep. There are 4 pathfinders in this group. There is Harsk, a dwarven ranger, Mirisiel, and elven rogue, Kyra a cleric of Sarenrae, and Ma'ass al Gin bin Naar an Ifriti Arcanist from Qadira.
Character interactions
:

Harsk in point position is leading the party across the Cairnlands Mirisiel clutches her temples “ we are going into a dungeon, why did we have to start so early…its so bright.? And Harsk don’t start quoting all that about early birds and worms!” Without turning around Harsk replies “ Well Mirisiel, I just thought it would be easier for Kyra to cross the Cairn lands during the day. Also there are probably all sorts of things that shuffle about these cairn lands at night”. Merisiel sticks her tongue out at the back of Harsk’s head. Harsk continues on.
Kyra comments “ Miri, I warned you about how potent that rice wine was last night….but you were intent on draining several jugs ….here drink this. It will help” Mirisiel drinks from the mug Kyra hands to her and makes a face. “Its water and herbs….bleh” Mirisiel grumbles…..“Keep drinking” Kyra says. Mirisiel finishes the drink with further complaint.
Kyra comments “ Ma’aas, my friend you are fairly quiet this morning.” Ma’aas replies “ A couple of months ago I was with another group of pathinders in Trollhiem, in the land of the Linorm Kings. We were trying to track down a scholar and deliver to him some books to him from the Grand Lodge. The group felt Venture Captain Drendle Dreng needed a progress report before they headed deeper into the wilderness, and they sent me back to Absalom. So here I am. You never know where be sent next or whom you will be sent with”. Kyra replies “True enough”. Ma’aas continues “ at least we are in a more reasonable climate, not one covered in ice and snow”.

At the end of the gully, about fifteen feet above the ground on a cliff face, is an ancient, ironbound door. Its wood is dried and cracked. Directly in front of the door is a steep slope of rubble and dust-crusted debris that, as luck would have it, provides a path—albeit a rough and difficult one—right up to the door.
climbing check
:

Climb checks: DC 10
Harsk Rolls 17+2=19 succeeds
Mirisiel Rolls 8+5 = 13 succeeds
Kyra Rolls 18+2(-2 armor check penalty)=16 succeeds
Ma’aas: Rolls 19 -1=18 succeeds

The party successfully climbs up the ravine to the door.

Perception checks

:
DC 17
Harsk Rolls 15 +6=21 succeeds
Mirisiel Rolls 3+7 = 10 Fails
Kyra Rolls 9 +3 =12 Fails
Ma’aas: Rolls 5+1=6 Fails

Harsk is the only one who notices the Ghoul as it hopps down from the top of the cliff and lands amidst the group. He draws his Axe.
Interaction with Ghoul
:

“How long will it take you all to cure, I wonder? You seem so full of life, and I am oh so hungry.” Maurit Zergo the ghoul rasps. She recognizes Ma’aas, then notices that the group before her are pathfinders. “Ma’aas, it is I, Maurit Zergo, Don’t you remember me from our novice training at the Grand Lodge? I’m a Pathfinder as well, even in this horrid form. I can help you, if you will take the help of someone as damned as I.” She almost seems normal and living for a second, but soon shambles back to her crooked slouch.

Shocked, Ma’aas replies “ Maurit, Is that you? What has happened to you?”

DC 15 knowledge Religion check to recognize recently turned ghoul

Kyra Rolls 11+4=15 Suceeds

Kyra declares as she holds forth her holy symbol of Sarenrae, “ The poor wretch has recently risen as a Ghoul, The best thing we can do for her is to send her spirit to the Halls of Pharaasma! May your defiled form be clensed by the fires of Sarenrae!”


Initiative:
:

Mirisiel Rolls 19+6=25
Maurit Rolls 19+3=21
Kyra Rolls 10+0=10
Harsk Rolls 7+3=7
Ma’aas: Rolls 1+1=2

Combat ensues
:

Mirisiel takes a 5’step to get behind Maurit and into a Flanking position with Harsk (whom isn’t flat footed)
Move action she draws her Rapier
Standard action she attacks with her Rapier
Vs. AC 17
Mirisiel Rolls 14+4+2=20 Hits
Damage Roll: 5+2+6=13

Maurit HP: 19-13=6

Maurit Lashes out with her teeth and claws

Claw attack Kyra Rolls 17+4=21 vs FF AC of 16 Hits
Damage: 4+2+4=10
Kyra FT save vs Paralization DC 13: Kyra Rolls 18+3=21 Saves

Claw Attacks Harsk Rolls 2+4=6 vs AC 16 Miss

Bite Mirisiel Rolls 4+4=8 VS AC 17 Miss

Kyra Channels Positive Energy to harm Undead: Rolls 6+1=7 Will Save DC 12 Maurit rolls 6+4=10 Maurit Fails. She takes 7 points of positive energy damage, with 6 HPS left she is destroyed.


Combat ended.

Thoughts: Well none yet, the combat ended before Ma’aas the arcanist could really do anything.

Silver Crusade

Battle clean up healing, tracked resources etc

:

Kyra has taken 10 points of damage
channeled energy 1

Kyra casts Cure Light wounds on herself.

Kyra Rolls 8+1=9. She is healed 9 hit points.

Before the party is a grey Steel Door, on it are the symbols of air Water and Fire.

Harsk asks “ Mirisiel, Lass, would you check the door?”

Mirisiel goes forward and begins searching for traps and working on the lock.

:

Perception skill
Mirisiel rolls 8+8=16
Disable Device Skill
Mirsiel Rolls 18+8= 26 vs DC 20 Success

Party dungeon exploratiosn

:

“Harsk No traps. And the door is now open”

The party heads into Asad’s keep. Harsk takes point followed by Merisiel, then Ma’aas, then Kyra.

Attached to the north wall at this corridor junction is the relief carving of a giant face. The relief is that of a Qadiran man with a billowing beard. His eyes are closed, and his lips are parted, as if he were blowing out a flame. His lips frame a deep hole in the wall. The paint once adorning the relief is chipped and faded, but traces of its brilliant blues and pristine whites are still visible here and there. On the man’s forehead is a single Kelish word, carved in a flowing script.

Harsk looks at the word and asks “Ma’aas Lad what does that word say?”

Ma’aas replies, “ It is Kelish, the language of my homeland Qadira. This is the word for Wind.” (Ma’aas says in Taldane)

Ma’aas casts Mage armor on himself.

His curiosity satisfied Harsk presses on. He heads to the left.

This large room is dank, and a strange draft flows through it carrying with it a foul odor. Rubble is strewn here and there. A strange, slimy slick glistens down the western wall. Near the slick is a wooden door. The only sound in this room is a faint drip echoing from deeper in the dungeon.


As the party begins exploring the room, Harsk drifts over to the western wall. The slimy slick peels itself off the wall and resovles itself into a giant Amobea and attacks
Amobea fight
:

Iniative rolls
Ma’aas: Rolls 20+1=21
Mirisiel Rolls 14+6=20
Kyra Rolls 12+0=12
Harsk Rolls 7+3=10
Giant Amoeba Rolls 13-5=8

Ma’ass moves forward and casts Burning hands
Damage roll
Ma’aas rolls 3 (1d4)

The Amoeba takes 3 ponts of damage

Mirisiel draws her rapier as a move equivalent action and with her standard action attacks the Amoeba.

Mirisiel rolls 7+4=11 Hits
rapier damage Rolls 1d6+3 Mirisiel rolls a 3+3=6

Harsk attacks.
Harsk rolls 17+ 3=20 he hits
Harsk rolls Damage: 4+2=6


The Ameobe expires

Notes on fight. The Arcanist is playing like a wizard so far. Much more to explore

Silver Crusade

The party continues to explore

:

The party procedes into the SW corner of the room they find a small chamber. This cramped chamber stinks of something worse than rotten eggs. A black mildew covers the walls and the three doors that lie beyond the entrance. Each has a small metal slot at its bottom, but the latched covers long ago rusted away..

Harsk asks “Mirisiel would y ou be so kind and check out the door. “

Perception
MIrisiel rolls 13+8=21 The door isn’t trapped
Mirisiel rolls 17+7=25 the lock is opened

A horrible stench emenates from the chamber beyond. Mirisiel covers her nose “ oh gods what is that stench”
Harsk goes into the room his foot falls raising clouds of spores.

He finds that these are cells, and in one of them is a skeleton in Tien stile armor. He finds a small scroll with the Li crest on it. He tucks it away.

Cracked and crumbling frescos line the walls of this large empty room. The sections of the frescos not destroyed by the passing ages show Qadiran men engaged in battle. A rough stone tunnel leads off to the northwest, as if the ground simply cleft in two ages ago. A pile of bones rests just inside the passage.


As Harsk passes by the pile of bones there is a clattering as a skeleton rises from the pile of bones and attacks.

Skeleton fight

:

Initiative Rolls
Kyra Rolls 14+0=14
Mirisiel Rolls 3+6=13
Skeleton rolls 7+2= 9
Harsk Rolls 4+3= 7
Ma’aas: Rolls 2+1= 3

Kyra holds forth her Holy symbol and and says “ In the name of our lady of Dawn, Sarenrae Begone!”

Skeleton will save rolls 2+2=4 fails

Channel energy damage Rolls 4+1=5

The skeleton is burned to ash in a blinding flash of light and fire.

Party ineraction
:

Ma’aas smiles and comments “ Thank you Kyra, The Dawn flower is powerful indeed. I am glad you are with us. “

Kyra inclines her head “ I am just a humble servant, Thanks be to Sarenrae.”

This crossroads of stairs has one dominant feature: a crumbled statue in the southeast corner, once the image of a proud warrior chiseled roughly in granite. The statue’s helmeted head now rests on the floor, its lifeless stone eyes gazing toward the south. On the helmet, a single Kelish word is carved in the stone. The wide stairway to the north leads to a passage that ends in a cave-in ten feet past the foot of the stairs.

Ma’aas kneels and examines the head of the statue on the ground. On the head he sees another Kelish word “ Earth” he says in Kelish, and in Taldane, Ma’aas says” Earth is written on the helmet, perhaps we shall find statues dealing with the other four elements.

The floor of the statue begins to shake and vibrate, and Ma’aas hears a sound not unlike a freight train, and out of the earth emerge a pair of stony arms head and torso. For eyes this creature has emeralds. It inclines its head to Ma’aas. In Taldane Ma’aas says “its an earth elemental, I think the residual energy in the statue summoned it forth from the elemental plane of earth. I think it will serve me for the duration of its summons. “
In Terrran Ma’aas says “ little brother thank you for your service.” Again the Elemental nods.

The party proceeds north down a few steps to a door.

Mirisiel goes up to the door and listens, checks for traps then tries to disable the lock on the door
Perception roll to listen
Rolls 4+7=11
Perception roll to find traps rolls 16+8=24
Disable device roll: 17+ 8=25
She opens the lock and then the door

This room has a wide corridor exiting it toward the north, and a door to the south. Barrels and boxes of supplies fill the cramped chamber.

Mirisiel begins searching

Perception 6+7=13 VS DC 20 fails

Thee is another exit to this room. The doorway is also locked

Mirisiel goes to listen at the door

Rolls 13+7=20.

She hears voices on the other side of the door.

She steps away from the door and tells the party “ I hear voices on the other side of the door but I don’t understand the language”.

Ma’aas suggest “ well my stony friend here” indicating the earth elemental” can pass through these stone walls. He reconnoiter the next room and let us know what is there.”

Harsk comments “ Well laddie that’s good, then we can make a plan, instead of just kicking in the door”.

M’aas turns to his elemental and asks in Terran “ My friend go through the stone and look into the next room, tell us what you see”

With out a workd the elemental glides into the stone wall and merges with it.

A moment later it returns and tells Ma’aas that there are four little scaley creatures and one larger creature and a stone stature that is breathing fire.

Everyone readies their weapons. Ma’ass tells his earth elemental to go through the wall and attack from behind. Mirisiel quietly opens the door and Harsk rushes in, followed by Kyra and Ma’as

This large room was once two, but the wall between them has been partially torn down, and the broken door now serves as a makeshift altar. The candles and strange statues that decorate it all face the dark alcove beyond the broken wall.
Four kobolds kneel before the broken door altar, facing the dark alcove to the north, as the red glow of fire flashes quickly in the darkness, the kobolds rise and draw their weapons and attack when a thin, whispering voice from the darkness tells them to “defend the flame” in Draconic.

last fight
:

Initiative

Feltzer rolls 19+7=26
Ma’aas: Rolls 17+1 18
Harsk Rolls 12 +3=15
Mirisiel Rolls 10+6=16
Kyra Rolls 7+0=7
Kobolds rolls 1+2=3

Feltzer hides behind the Dragon fire statue Stealth roll 2+17=19. Goes on delay.

Ma’aas moves into the room and casts Color spray on the kobolds
Save DC 14

Kobolds -1 will.
Kobold #1 Rolls 8-1=8
Kobold #2 Rolls 6-1=5
Kobold #3 Rolls 10-1=9
Kobold #4 Rolls 17-1=16

One succeeded the rest have fallen insensate to the floor.

The Earth Elemental passes by the Dragon Statue

Perception check Elemental rolls 15+4=19 VS DC 19

and he spots the Skulk hiding there.

Elemental slams the skulk with one of his fists.

Elemental rolls 20 +6=26 Possible crit
Confirmation roll 12+6=18 crit

Damage 3+4+1=8
6+4+1=11 Total damage 19

Feltzer comes off of delay, and takes a 5’ step away from the earth elemental and casts color spray

Earth elemental rolls 14 +3=17 vs dc 13 saves.

Harsk moves over to the remaining Kobold and attacks with his battle axe

Harsk rolls a 15+3=18 hits
Damage: Harsk rolls 3+2=5

Kills kobold

Mirisiel double moves so she is flanking Feltzer with the earth elemental

Kyra moves into the room and casts bless.

Round 2

Feltzer withdraws from combat with Mirisiel, he moves over to the well in the back of the room and begins climbing down the well.

Ma’aas tells his earth elemental to go and fetch the Skulk. It sinks into the floor. From the well head the party hears a squak and a thump, and then the earth elemental rises out of the well with the mangled remains of the skulk.

The party is able to retrieve the katanna and they leave.

My thoughts on the Arcanist:

It plays much like a wizard. Perhaps I will see more of what an arcanist is able to do at higher levels.

I only worry these new classes don’t make the core classes obsolete.


Great write-up!

It looks like the Arcanist ended up saving a lot of potential spell casts simply by virtue of going last in the initiative order. With only 3 spells and 2 reservoir points (and the 1/day SLA), how nervous did you feel about conserving resources?

Silver Crusade

Redward, Thank you I didn't think anyone had read the write up.

I think it is as important to take the new character classes out to see how they work, as it is to see how the character classes fit into a 4 man party.

Yep the luck of low Initiative helped my character to conserve resources.

I was nervous enough to spend 75 gp of my starting 150 gp on a scroll with Grease, Obscuring Mist, and Color Spray.

I am going to try and do another play test, most likely at 4th level.

Grand Lodge RPG Superstar 2012 Top 32

I'm a little confused; you mention this being your PFS character, but you're playing a retired scenario and have at least one illegal item. Was this PFS or not?

Grand Lodge RPG Superstar 2012 Top 32

Also, how does your 1st-level arcanist have 2 reservoir points, 3 prepared spells and 2 exploits?

Silver Crusade

Jiggy, it wasn't a PFS game. I used a freshly minted PFS character of mine an arcanist, along with 3 iconics to give a base line. I thought To delve dungeons deep would also give a good baseline because most everyone is familiar with it.

Hmm I will have to check this out Jiggy thank you.

Most likely i was changing something around and forgot to delete things in the word document.

The two reservoir points...From the revised post "gaining a number of points equal to 1+1/2 her arcanist level" I think the rule pattern I have often seen is where the 1/2 is often rounded to a 1. So I assumed that would mean 2 reservoir points.

regarding the three prepared spells I thought i had typed in the Expanded Arcana feat. from a previous playtest the character had spell focus evocation. I missed that

"feats and other effects that modify the nmber of spells known by a spell caster affect the number of spells the arcanist can prepare". I think the Expanded Arcana feat would allow the arcanist to prepare a third spell.

The two exploits...I thought i had only typed Dimensional slide. I think i was considering the counter spell exploit, but settled on the dimensional slide. I guess i forgot to erase it.

Again Jiggy thanks for spotting the descrepencies.

Grand Lodge RPG Superstar 2012 Top 32

ElyasRavenwood wrote:
Jiggy, it wasn't a PFS game. I used a freshly minted PFS character of mine an arcanist, along with 3 iconics to give a base line. I thought To delve dungeons deep would also give a good baseline because most everyone is familiar with it.

Ah, okay. That makes sense, and is probably a good idea. :)

Quote:
The two reservoir points...From the revised post "gaining a number of points equal to 1+1/2 her arcanist level" I think the rule pattern I have often seen is where the 1/2 is often rounded to a 1. So I assumed that would mean 2 reservoir points.

Patterns aren't rules. For instance, there's a pattern that "Extra (Class Feature)" feats (like Extra Rogue Talent) can be taken more than once, but that pattern is not a rule: you still can't take a feat more than once unless that specific feat says so, which means a cleric (for example) can only take Extra Channel once even though it breaks the pattern.

In the same way, just because a lot of "half your level" abilities specify a minimum of 1, doesn't make it a rule. The arcanist's ability does not (currently) specify a minimum, therefore it follows the general rule of always rounding down. You get your second reservoir point at 2nd level.

Quote:

regarding the three prepared spells I thought i had typed in the Expanded Arcana feat. from a previous playtest the character had spell focus evocation. I missed that

"feats and other effects that modify the nmber of spells known by a spell caster affect the number of spells the arcanist can prepare". I think the Expanded Arcana feat would allow the arcanist to prepare a third spell.

Ah, okay. And speaking of Expanded Arcana... it seems clear it should work, but I'll be buggered if I know HOW it's supposed to work. Do you pick one individual spell and your extra preparation each day is ALWAYS that specific spell? Is it simply +1 spell prepared? If the latter, is it locked into the spell level you picked when you took the feat? Definitely needs clarification. :/

Silver Crusade

Jiggy Concerning Expanded Arcana, The way I am Interpreting how it affects the Arcanist, is that it allows for an extra slot in which to prepare a spell.

Well, Jiggy, these rules are brand new taken from a post. My assumption is that it is a "rough draft", and with a rough draft we do the best we can to interpret how these new rules will fit this complex system we call a game. Concerning the two Arcane points you are most likely correct.

I didn't know you could only take Extra Channeling once.

I am sure things will be clarified with the next Playtest document.

Again, thank you for taking a look at things and picking up things i missed.

Grand Lodge RPG Superstar 2012 Top 32

ElyasRavenwood wrote:
Well, Jiggy, these rules are brand new taken from a post. My assumption is that it is a "rough draft", and with a rough draft we do the best we can to interpret how these new rules will fit this complex system we call a game.

Hence why I point out the ambiguity in a place I'm hoping the design team is watching closely! ;) Hopefully the final wording will make it clear how it's intended to work. :)

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