Low Magic Setting - Where do Pseudo-Magic Classes Belong?


Homebrew and House Rules


Looking for some insight on class-to-class balance.

I'm working on a Low-magic setting, where classes like Paladins, Rangers, and Bloodragers are the "caster" classes. I will be making sure to watch for balancing issues with monsters, obstacles, and hazards. However, I'm not sure what to do about pseudo-magic classes like Alchemists, Investigators, Quinggong Monks, and Kineticists. Though they're not spellcasters, they still have access to magical effects far beyond any other legal class.

Should they not be allowed? Can the classes be adjusted for balance-sake? There's really nothing to be done to save the Kineticist, but could I for instance give the Alchemist and Investigator d10 HD, full BAB, and access to Mutagens only up to 4th level, using the Ranger spell progression?

Further more, where could Mediums fit into this? Could I just disallow channeling the Archmage and Heirophant spirits and call it a day? Should I maybe give those spirits the 4th-level spell treatment, and wrap them into one "caster spirit" with access to both Wizard and Cleric spell lists? Even with all the Medium's shortcomings, this would make it the single most magical class in the roster, with access to 0- to 4th-level spells from three different spell lists.

Any insight on these questions, or anything I may have overlooked would be appreciated.

Paizo Employee

It depends a lot on the setting you're creating, I suppose. The easiest way to deal with it would be to cut them entirely.

But I could see a setting where Alchemy and elemental powers are the magic of the setting. It'd also harshly cut down on magic item creation (other than potions).

I'd consider modifying the medium to echo classes that actually exist in your world. So, instead of the Hierophant, they might get a Grandmaster (monk) spirit. And instead of Archmage, maybe Philosopher (as in Philosopher's Stone Alchemist).

The more magical classes you include, though, the more you'll want to consider the Automatic Bonus Progression system from Pathfinder Unchained. It'll help the martial classes that benefit the most from magical items keep up without them.

Cheers!
Landon

The Exchange

Some Archetypes like Mutagenic Mauler, Child of Amaznen or Mutation Warrior could help.


Maybe lower the alchemist bab by one step?

RPG Superstar Season 9 Top 16

I don't recommend changing the alchemist and investigator to a full BAB with 4-level extracts. These and 6-level spellcasters are given more class features to compensate their weaker mid-to-late game.


Another question to consider is are you also capping the level of spells available or just specific spells or casting classes? Judging from what you have said it looks like you are shooting for a spell level limit either 6 or 4.

I did it this way in my campaign:
Personally my campaign used spells up to level 6 but had very little in the way of spell batteries such as potions, wands and scrolls. Thus when the caster ran out of spells they better have a few friends around...or they had better be a partial caster with other viable skills. It was for this reason that the core casters (such as the wizard) were very rare in the campaign. Demographically 70% of all casters were partial casters, and the Divine / Arcane division favored the divine casters by 80%.

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