Petty Alchemy RPG Superstar Season 9 Top 16 |
When I looked at the Magus adaptations, I realized that I miss the Iron Magi from Legend.
The Iron Magi was a martial type character that used magical techniques to create a combo "chain", then topped it off with impressive finishing moves.
I've lifted the Chain mechanic almost entirely from that system, but thereafter brewed the rest of the class.
Balancing it is certainly going to be difficult work, but I can present the 1.0 version now.
Current Archetypes:
Iron: Heavily armored, conjuration theme in techniques.
Elements: Monk-like, AOE evocation theme in techniques.
Planned Archetypes:
Shifter: Natural armor, wildshape-lite transmutation theme in techniques.
Undeath: Drain tank, necromancy theme in techniques.
Also to work on: Lots more Chain Lores to select from, ribbons.
Lorathorn |
So far it looks really interesting and neat. It brings in a lot of the Pathfinder goodness in viewing the game from a different lens. It reminds me a lot of Dreamscarred Press classes, which I enjoy immensely.
It also is reminiscent of an anime type character. Was this intentional? In either case, you get two thumbs up from me!
Petty Alchemy RPG Superstar Season 9 Top 16 |
Petty Alchemy RPG Superstar Season 9 Top 16 |
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I've talked about it with my playgroup, but no playtesting data.
The pressure points of the class as I see them:
1) Getting your main defense ability at lvl 3 makes levels 1-2 kinda weird.
2) At-will auto-damage. I think it's balanced at save for half, though spellcaster cantrips have no damage on save.
Another concern I have: Keeping a weapon playstyle interesting (why make basic attacks when you can do cool magic combat stuff?). Metronome Strike is there to help ramp chains off basics, but it's probably not enough.
Petty Alchemy RPG Superstar Season 9 Top 16 |
I've resumed working on this after a long hiatus.
Nerfed Cadence AC, added a Capstone, added a few more Chain Techniques/Finishers (Each Secret should have 3, and 3 general).
Would like to get another set of eyes.
What's good, what's bad, what's too strong, what's too weak? Why? Are there levels it spikes too much at (like Moon Druid)?
I'm hoping to playtest this at a variety of levels, and once I'm satisfied put it on DM's Guild (at PWYW, with incentives for new Secrets + Techniques at certain goals).