War of Immortals Playtest Wrap-up Blog

Thursday, October 12th, 2023

Hey folks, Michael Sayre here again.
Thanks for an exciting playtest of the animist and exemplar classes! We had a ton of responses that we’re busy sifting through as we open these classes back up and start delving into what their futures might hold. We’re busy keeping the Remaster ball rolling right now, so we’re going to be pretty brief on the feedback here, but we can give you some insights into what we’ll be looking to refine and what the future might hold.

Art by Wayne Reynolds, concept sketches of the iconic Exemplar, Nahoa, and the Iconic Animiat Samo

Illustrations by Wayne Reynolds


The Animist

The animist feedback has been very interesting. Most of you rated it as being moderately complicated, but there was also overwhelming support for almost all the major class features (apparitions, spellcasting, and vessel spells in particular). As such, we’re likely to keep the main chassis with a few targeted areas of improvement. Here’s what we might be changing and what might be staying the same.

  • Practices: Folks have generally liked all the other individual pieces of the animist but noted that it’s very complicated. Practices are one area where I think we might be able to trim out some unnecessary complexity and tighten up the chassis. There are a couple directions we might go here, but the one I’m currently eyeing most closely is removing the practices entirely, standardizing the proficiency progression of the class, and replacing practices with invocations—unique prayers that speak to how each individual animist communes with their apparitions. This could likely be a place where a refined version of Apparition’s Possession and Apparition’s Whirl would live. It might also be the new home for Sustaining Dance; this would move it to an even more class-specific resource that is part of the main chassis instead of a feat. I’d likely be looking at introducing a few entirely new invocations here as well to speak to other types of personalized rites and prayers.

  • Vessel Spells: Triple-casting the same vessel spell is something a lot of you noted as leading to degenerative play loops, and that was frankly something we’d always intended to put tighter limitations on. For the final version, we’re looking at putting some stricter limitations in place so that animists who focus on a single apparition are more heavily encouraged to use their spell slots and animists who change rapidly between different apparitions are more strongly encouraged to use a variety of vessel spells.

  • Spellcasting: The animist’s spellcasting, which was a split between prepared spellcasting and spontaneous casting of apparition spells, was extremely popular with a super-majority of players. We’re likely to keep this as close to its current form as we can. I think there are a few places we can probably smooth things out to make it easier for folks to grok how the spellcasting actually works, but given the popularity of the progression itself I suspect we’ll focus on refinements here rather than big changes.

  • Apparitions: We’re likely to significantly expand the number of apparitions compared to those that appeared in the playtest. We were very focused on testing out specific functions in this space to make sure all the foundational pieces worked well; now we’ll be refining the ones from the playtest and bringing in all kinds of new spirits for a variety of different themes and environments. (There’s a Lurker in Crushing Dark apparition that’s been on my idea board for a while now that I think is a shoo-in for folks who want either a deep-sea predator vibe or a Dark Tapestry association, and a crafting-oriented apparition I’m tinkering with that may or may not fit this space quite right… We’ll have to see!)

Those are the major areas of potential change I see us working on for the animist as we go forward. We’re still working our way through some of the more nuanced pieces of your feedback, though, so nothing is set in stone quite yet! Now I’m going to kick it over to James Case to talk about the exemplar.


The Exemplar

Hi everyone, James here. Let's talk about the exemplar! As always, the goal of the playtest exemplar was to test a number of mechanics in service of a strong final draft, rather than ensuring everything in the playtest was perfectly balanced. Many of you found the core mechanic of moving your divine spark—the focus of your power—into various sacred ikons to gain different effects to be fun and a fresh take on a martial character, so let’s dig in a bit deeper.

  • Rarity and Tone: The exemplar has a pretty bombastic tone drawn from larger-than-life folklore and mythology. This seemed to be a big selling point in favor of the class! A few people noted that this tone means the exemplar might not fit into every campaign, though. This is intentional! We’re aware that tonally and narratively, the exemplar might not be for every single campaign, and therefore it’s pretty likely it will be staying with its current rarity to signal to GMs and players alike that this class would benefit from a brief check-in to see how it fits into the story—whether that's as one PC in a party of other classes, or in an all-exemplar party. (Now I’m thinking of the Golarion version of the Argonauts.)

  • Power Spikes: To go with this bombastic tone, the exemplar was intended to have a pretty dynamic combat loop, with their defenses and offenses fluctuating to make for high highs and low lows. While the idea of dynamically changing your focus between offense and defense was very popular, we also think that we might want to ensure this isn't too swingy, so we will be stabilizing a little bit of the exemplar’s power. We're looking at increasing their defenses a tad and giving them a wider range of abilities for each of their ikon types, ensuring that you have less of a “downturn” between your Big Transcendent Weapon Moves (which, let's be honest, was what you were trying to use anyway), as well as a slightly wider range of useful supplementary abilities that you get all the time, not just when an ikon has your spark in it.

  • Domain Spells: Domain spells are in an odd place—people thought they were useful, but also that they were a little boring, which makes sense since these are shared with other classes. The exemplar already has a lot to track with its spark placement and is primarily a martial character, so we’d rather lean into this as their main gameplay hook and will be removing domain spells from the exemplar in the final version of the class. However, the theme of “gaining a domain for yourself” was a popular one, so like our approach with the thaumaturge and its pact feats in Dark Archive, we will be moving this theme to an archetype later in the book that thematically aligns with the exemplar’s whole “reach into the heavens and seize godhood” thing in a very natural way.

  • Epithet Recasting: A lot of you seemed to like using epithets to shape your character's story, and in fact, many people wanted these to be an even bigger part of the class. With the removal of spells, we have a little room to play here with the epithets—I have a couple of ways I'm thinking about going with it, and I don't know quite which one it's going to be yet, but I think it's a fun idea!

  • MORE MORE MORE: Yes, there will be more. We know that there was not the widest selection of ikon types for the playtest, because we were looking at testing out the basic primary colors—major categories of weapon, for example—but with everyone’s feedback from the playtest, we can look at some more shades, like ikon types that are a bit more niche. Yes, there will be unarmed attack exemplars in final (however would I do my Bull of Heaven exemplar without it?), and yes, there will be a greater variety of ikon and epithet choices (however would I do my Demeter “the turbulent pinwheel of the seasons’ change” exemplar without it?) as well.

Thank you for coming along for the ride and for all your feedback! There was a lot to test with the exemplar, but with everyone's responses, we're in a good place to move forward with polishing the class up. I'll pass things back to Mike for some final notes!

And Mike takes the mic for the final thoughts!

The TLDR on this one is that it was a great playtest with a lot of positive responses and a lot of useful feedback to get these things refined. These were some of the highest-scoring classes we’ve put out as far as overall satisfaction ratings go, and we’re really pleased that so many of you were excited about these ideas and so eager to share your thoughts and experiences. Take care all, and we’ll see you next October when these classes take up arms to defend Golarion during the War of Immortals!

Michael Sayre
Design Manager

James Case
Senior Designer

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Tags: Pathfinder Pathfinder Playtest Pathfinder Roleplaying Game Pathfinder Second Edition
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Dark Archive

2 people marked this as a favorite.

That was fast! Thanks for the update! Looking forward to October 2024!


10 people marked this as a favorite.

Super cool to see the positive responses and the Exemplar won't be changing too much - my favorite class right there with Kineticist, and expanding the Epithets will be awesome. Adding in 'always-on' effects to Ikons when they aren't empowered by the Spark will be great, as well.


1 person marked this as a favorite.

Very nice. Looking forward to seeing the final versions.


1 person marked this as a favorite.

I hope the domain spell archetype is good. I've lost a fair bit of interest in the class without them. Every build I tried ended up using them. And I found the high highs and low lows too detract from my enjoyment.


Exemplar was super fun! I had a blast with it and being able to do things like the sandals ikon so everyone else gets to move at the start of a fight with a speed boost? Great fun. I had a guisarme with the feat to make immovable and that had all kinds of uses.

The idea of granting yourself a domain was really neat, though it wasn't as exciting in play to use it as some of the other features were. I played two PFS scenarios and only cast the domain spell once, and even then I didn't really NEED to but it was kind of "well its relevant now and it's the one thing I haven't used yet."

Overall just a really fun class to play.

I didn't have a lot of time to playtest and the animist looked WAY more complex, so I didn't get to try that one. But I'm glad other people liked it.


3 people marked this as a favorite.
Martialmasters wrote:
I hope the domain spell archetype is good. I've lost a fair bit of interest in the class without them. Every build I tried ended up using them. And I found the high highs and low lows too detract from my enjoyment.

So this is maybe good news for you because it means you can get that domain goodness on some other class's chassis.


I'm very interested to see where the exemplar will develop to. Really like the spark and divinity concept. The domain spells where kinda antitehtical and I'm ok with them getting trimmed out.


Exemplar epithets scratched a lot of Earthdawn itches, and tinkering with technological ikon ideas quelled a lot of Iron Gods nostalgia. Haven't been this excited about a Pathfinder class since the Spiritualist.

The flavor of Mated Birds in Paired Flight, Skin Hard as Horn, and Strike Rivers, Seize Winds are maybe my favorite bits of mechanical writing in all of Pathfinder, just super evocative for pretty straightforward mechanics, and I hope they stick around.

Still curious how dedication feats will interact with exemplars/domain spell archetype. If they might be a sideways option for mythic-ish/demi-god PCs I'll probably houserule/GM fiat the hell out of it, but it's an approach I hadn't really considered until the playtest.


3 people marked this as a favorite.

I'm glad Animist is moving away from practices - class design has improved a lot over the years so a Warpriest style class split felt like a step back.

For Exemplar, sending the domain flavour to an archetype sounds perfect.


Pathfinder Adventure Path, Starfinder Roleplaying Game Subscriber

im a little sad to hear that domains are getting removed from exemplar but otherwise everything else im pretty happy with, domain spells are cool and getting an archetype for it is a fine compromise, I just have a craving for more focus martial classes haha


1 person marked this as a favorite.

This is basically everything I wanted to hear. Definitely excited for Exemplar's weird issues to be ironed out, and hopeful to see an animist that remains both satisfying and less cracked to hell and back.


Awesome. Looking promising. I'm particularly interested in that domain spell archetype. That'll be fun to build with.

Dark Archive

4 people marked this as a favorite.

Still hoping for at least a sidebar giving suggestions for playing the mechanics of the Exemplar without all that Godhood story baggage.

I find it very irksome that the root of every Exemplar's story is the same.


Happy to hear the animist practices changing into invocations for a subclass feel that doesn't tweak proficiencies. It's a great caster and I'm happy most of the mechanics are staying


1 person marked this as a favorite.

Sounds good to me: Animist sounds like everything is either staying the same or getting better. Exemplar mechanics didn't click for me, so I doubt anything less than a major overhaul would draw me to the class: it seems like others are liking what's been said here so positives all around.

Liberty's Edge

All this seems to go in the right direction. I just hope we will have a way to play an Exemplar in PFS.


5 people marked this as a favorite.

Glad to see a post like this, and to know the design team is having fun!

A Dark Tapestry apparition is everything I could’ve asked for.


1 person marked this as a favorite.

As far as I noticed the biggest complaint about the Exemplar is that often even the people who liked its setup turn then power turn playstyle felt that the body and worn Ikons weren't just weaker than the weapon Ikons but highly situational and often irrelevant in many encounters and a waste of actions.

Hopefully the smoothing out the power spikes thing James mentioned includes making them more generally useful.


can't wait for next October! Exemplar will probably end up being my favorite class! that's saying something because I'm a huuuge fan of alchemist. glad they're getting rid of the spellcasting since i really only took those feats to eventually get the lvl 20 immortality feat . bring on Exemplar bring on mythic bring on the war of Immortals!!!


2 people marked this as a favorite.

Cautiously hopeful for that domain archetype - I'd love for characters to be able to pick up a domain without needing the restrictions of Cleric or Champion multiclass, or the painful drawbacks and limited selection of Oracle multiclass. I'd love for it to keep the charisma or even run off class DC. Hopefully it's got fourth and sixth level options, even if it's just a second domain.

That said, domains were worth a full star of my enjoyment of Exemplar, and did a lot of heavy lifting for the class' theme and breadth of options. Without domains, the class doesn't have a menu of miracles. If the epithets step up there, I can always take the domain archetype with free archetype.

Thrilled to have natural attacks supported in the final version, and I'm looking forward to seeing that! Glad defenses are getting smoothed out a bit, too.


Real handy for oracles who want some non cursebound domain spells. Sitting on 2 focus points (which is going to be a lot easier now with the remaster) while at your moderate curse would be painful. Oracle remaster could be a lot different though. We'll see.


keftiu wrote:

Glad to see a post like this, and to know the design team is having fun!

A Dark Tapestry apparition is everything I could’ve asked for.

It's a real neat way to give PCs options for divinely-empowered worshipers of the Outer Gods/Great Old Ones. I dig that; those sorts of powers are usually in occult's wheelhouse in PF2E.


2 people marked this as a favorite.
Pathfinder Lost Omens Subscriber

I am super thrilled. I really like the anismist as and the only issue I really had was the practices felt clunky. Invocations seem like a fantastic place to take the class.

The exwmplar news also feels really great, i didnt get to play one unfornattely but they seemed really fun from the theory crafting.

I am excited to see the final versions. The domain archetype sounds fun and could be a great way to get the splash of divine magic in a wide variety of classes.


8 people marked this as a favorite.

I was a little sad to read the exemplar was losing domains; for my archer exemplar, they were literally the only feats that supported my playstyle; but that sadness was immediately removed when I saw mentions of an archetype. I find domain spells some of the coolest sets of focus spells, and I do enjoy making characters who are divinely empowered, but aren't necessarily a priest, so that'll fulfill a lot of concepts for me

Dark Archive

2 people marked this as a favorite.
Pathfinder Rulebook Subscriber

Likely unpopular opinion, but I'm a bit concerned. Looks like from this, most thongs will remain much the same and while fun, these classes were pretty overturned. Heck, the Exemplare reads like it is getting buffed.

Anyway, I'm sure most people will disagree or shun this opinion, but I'm truly concerned with the future.


4 people marked this as a favorite.
Invictus Fatum wrote:

I'm a bit concerned.

[snip] I'm truly concerned with the future.

What fears do you have? What bad things do you think will happen in the future?

Grand Lodge

7 people marked this as a favorite.
Pathfinder LO Special Edition, PF Special Edition Subscriber

Unarmed Exemplars, by beloved!


1 person marked this as a favorite.
Pathfinder Lost Omens, Rulebook Subscriber

I am so happy that epithets are becoming more important!


4 people marked this as a favorite.
Invictus Fatum wrote:
I'm truly concerned with the future.

I'd give it a month. See how the classes compare with the Remastered versions of the Core classes.

Shadow Lodge

1 person marked this as a favorite.

I am excited for this. We get to play Exalted-in-Pathfinder, we get a sort of a Medium rework, and, getting to see Mythicality again, we might get new stats for Baba Jaga or Sorshen.

Contributor

9 people marked this as a favorite.
Vanessa Hoskins wrote:
Unarmed Exemplars, by beloved!

Here's hoping that ikon works with weird unarmed strikes like foxfire and seed pod!


Spamotron wrote:

As far as I noticed the biggest complaint about the Exemplar is that often even the people who liked its setup turn then power turn playstyle felt that the body and worn Ikons weren't just weaker than the weapon Ikons but highly situational and often irrelevant in many encounters and a waste of actions.

Hopefully the smoothing out the power spikes thing James mentioned includes making them more generally useful.

As one of the people who really liked the idea of the on turn/off turn playstyle... yeah the non-damage options just need to be a lot better than they are. I do hope that the exemplar will continue to have access to the fattest single hit.


2 people marked this as a favorite.
Ectar wrote:

Still hoping for at least a sidebar giving suggestions for playing the mechanics of the Exemplar without all that Godhood story baggage.

I find it very irksome that the root of every Exemplar's story is the same.

I can't remember where I saw it, but I'm pretty sure that the "spark" can be passed down in various ways. Sure you have to receive the spark, but you don't need to get splattered by random god goo to get it. Maybe it's locked away in the heart of a secret shrine, maybe its previous owner trained you to be their heir, or anything really.

Dark Archive

1 person marked this as a favorite.
Pathfinder Starfinder Roleplaying Game Subscriber

I do hope even my feedback was useful even though I was unable to answer most questions due to my experience with classes in practice being one session each with level 17 gm pc built npc x'D


1 person marked this as a favorite.

Will there be a playtest for mythic rules?


5 people marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Aenigma wrote:
Will there be a playtest for mythic rules?

I would strongly suggest that this is a good idea.


Aenigma wrote:
Will there be a playtest for mythic rules?

I would guess the mythic rules are rare archetypes so.....probably not? I don't think they've ever playtested archetypes


I can't quote it but I believe they said the mythic rules are more along the lines of stuff flavored from myth, not so much the full superpower subsystem from PF1E. Would be glad to be wrong though; I wanna see statblocks for level 26+ creatures.

Verdant Wheel

+1


3 people marked this as a favorite.
Perpdepog wrote:
I can't quote it but I believe they said the mythic rules are more along the lines of stuff flavored from myth, not so much the full superpower subsystem from PF1E. Would be glad to be wrong though; I wanna see statblocks for level 26+ creatures.

we have to be able to fight higher lvl creatures or alot of the point of mythic goes away.


3 people marked this as a favorite.

I'm willing to wait and see what they cook on that. Whatever it is, it'll be designed for PF2E and not PF1E.


3 people marked this as a favorite.
belgrath9344 wrote:
Perpdepog wrote:
I can't quote it but I believe they said the mythic rules are more along the lines of stuff flavored from myth, not so much the full superpower subsystem from PF1E. Would be glad to be wrong though; I wanna see statblocks for level 26+ creatures.
we have to be able to fight higher lvl creatures or alot of the point of mythic goes away.

Eh, definitely not for me. If my character can grant spells and domains to followers, live forever, and create a customized artifact, I'm doing most of what I cared about from PF1 mythic. The only missing thing is "cast any spell from their list", and I doubt that's returning.


4 people marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Aenigma wrote:
Will there be a playtest for mythic rules?

We're more than a year out from release, which is unusual. Usually it's about a year from announcement to release. There's time, if they're able to take it.


Pathfinder Adventure, Adventure Path Subscriber

The one thing I hope is that Paizo can take the epithets mechanic and turn that into its own archetype as well. I'd really like a way to spread that idea out to more of the party.


1 person marked this as a favorite.

Honestly, none of the changes to the Animist excited me, it's probably going to be a class that isn't for me. I wish luck to those who liked it.

Exemplar, in turn, already has more interesting proposals for changes. However, I'm sad to know that the rarity issue was decided in the worst possible way, which was "this class is not for all tables", although this will make little difference at my tables, and I believe that PFS will also ignore it, but I'm sorry by some players who may have GMs restricting the class.

Interestingly, this is the first playtest since APG where I've had such low hype.


1 person marked this as a favorite.
QuidEst wrote:
belgrath9344 wrote:
Perpdepog wrote:
I can't quote it but I believe they said the mythic rules are more along the lines of stuff flavored from myth, not so much the full superpower subsystem from PF1E. Would be glad to be wrong though; I wanna see statblocks for level 26+ creatures.
we have to be able to fight higher lvl creatures or alot of the point of mythic goes away.
Eh, definitely not for me. If my character can grant spells and domains to followers, live forever, and create a customized artifact, I'm doing most of what I cared about from PF1 mythic. The only missing thing is "cast any spell from their list", and I doubt that's returning.

If a high level mythic character cannot reasonably expect to fight and kill Deskari then mythic does not tell the kind of story that it exists to tell.


5 people marked this as a favorite.

Animist I'm excited about. The class was really fun and it sounds like they're going to smooth out the rough edges without taking away what makes it cool (which was some concern with some of the playtest feedback).

Exemplar looks mostly fine mechanically, though I'm a bit bummed it's losing domains, that was a fun and interesting way to lean into the divine power of the class.

I'm kind of disappointed at the answer on rarity though. Frankly, from my experience during the playtest, the rarity tag creates more problems over tone than it solves by fueling certain expectations about the class.

Plus nothing about what the class does really warrants rarity, which makes the whole thing feel kind of circular rather than meaningful.

Liberty's Edge

VestOfHolding wrote:
The one thing I hope is that Paizo can take the epithets mechanic and turn that into its own archetype as well. I'd really like a way to spread that idea out to more of the party.

Exemplar MC Dedication might do the trick.

Liberty's Edge

Arachnofiend wrote:
QuidEst wrote:
belgrath9344 wrote:
Perpdepog wrote:
I can't quote it but I believe they said the mythic rules are more along the lines of stuff flavored from myth, not so much the full superpower subsystem from PF1E. Would be glad to be wrong though; I wanna see statblocks for level 26+ creatures.
we have to be able to fight higher lvl creatures or alot of the point of mythic goes away.
Eh, definitely not for me. If my character can grant spells and domains to followers, live forever, and create a customized artifact, I'm doing most of what I cared about from PF1 mythic. The only missing thing is "cast any spell from their list", and I doubt that's returning.
If a high level mythic character cannot reasonably expect to fight and kill Deskari then mythic does not tell the kind of story that it exists to tell.

Yes. It would be definitely odd for Paizo to design Mythic rules without enabling those PCs to defeat the most powerful statted creatures they already put in the setting.


4 people marked this as a favorite.

I’m still really hoping for at least a sidebar to reflavor the Exemplar away from the “becoming a god” theme. Spreading the epithet rules around through an archetype or equivalent is interesting.

I feel I'm in a strange place where I like the class's martial chassis and I like how the godhood stuff layers on it, but I don’t like how the godhood theme is tied so intrinsically to just one class. Especially when every class looks borderline godlike by level 20.

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