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Mystically Inclined wrote:
Oh! I assumed you were using potent magic as your first exploit. I forgot that an Arcanist can still up spell DC by one. Never mind then.

I personally did take Potent Magic but that is because my character was made before the official PDF revision and I didn't feel the need to change it. I was just pointing out that a few Bloodline Arcana abilities are very good at low levels. Expending the point to boost the DC is quite nice as well.


Mystically Inclined wrote:

Yup. You're a king for one fight. The next fight you might do something useful. Assuming the DCs are failed.

Every fight after that? Well, at least you get to practice your cheerleading...

King for one combat for sure, as well as extremely useful throughout the day... Are we forgetting that the Arcanist is still a FULL CASTER with access to possibly the best spell list in the game? At low levels you are just as competent as a Sorcerer or Wizard. Arguably a Sorcerer with the Fey Bloodline is better for longer (due to the static +2 to spells like Daze and Sleep) but that option is available to you at First Level as well. Not to mention you can pump that DC by an additional 1 when you really need it...

The Wizard starts to pulls away at level 3 due to 2nd level spells being available but levels 1-2 I didn't notice much of a difference. The Wizard can have the most diversity in spells, the Sorcerer the most castings per day from a limited set but the Arcanist finds quite a nice balance in between. They can also pack a punch when needed. I'm not saying the Arcanist is either overpowered nor underpowered but just a fun new take on some old clothes; so to speak.


I have personally playtested Arcanist from levels 1-4 and a DC 18 Will Save vs Sleep (using Potent Spell) is quite powerful IMHO. Not just Sleep mind you but DC 18 vs Grease, Charm Person,or Color Spray are all quite powerful at those low levels. Being able to do that only once or twice per day is quite reasonable. You are basically guaranteed to end a low level encounter a few times a day.


I was going to point out the disparity of some Wizard Schools and Bloodline combinations with the RAW. Some are quite powerful while others are not only relatively weak but almost down-right useless by the RAW. Take for instance the Orc Bloodline and Evocation School vs let's say the Necromancy School and Undead Bloodline. For the example we'll use 2, 10th Level Arcanists.

The Orcish Evoker, fighting a group of 4, 5HD Skeletons, at level 10 can cast a Fireball and expend 1 Reservoir Point to make his Wizard level 10 for the effect. That Fireball would deal 10d6+10(Bloodline)+5(Evocation Power) for an average of 50 Damage. Not to mention the possibilty of a sudden Empower Spell. Not too shabby, the Skeletons would be toast.

The Master of Undeath on the other hand fighting the same group would run into some problems. He could expend 1 point to make his effective wizard Level 10 and use his School Power attempt to Command 2 of the Skeletons. Let's assume he succeeds and both are under his control. Now he turns them on the other 2 Skeletons. If he took the Undeath Necromancy alternative he could then proceed to buff the Skeletons he controls with the profane bonuses and some choice spells that usually only affect Humanoids. After a few rounds his new cohorts win the day... for less then a minute then his effective Wizard level drops back down to 1 and he now has to battle his super buffed former allies since he can only Command his Wizard level(now 1) in HD.

I understand this is a very specific set of circumstances but it illustrates my point quite well. On the one hand we have the Evoker who clearly is focused on one thing, doing damage, and he does it all day in spades. The other SHOULD be the Bee's Knees when it comes to the control of undead but his abilities do not back him up.

Hopefully something can be done to balance these two Exploits not between how powerful they are in relation to te Sorc/Wiz but between the Schools and Bloodlines themselves as the Arcanist can use them. Otherwise you can make an Arcanist with all of the flavor in the world but almost nothing in the way of backing up his concept.

Just my $0.02.


perrin2040 wrote:

For the metamagic one I would actually remove the (minimum 1), if you are spending 4 arcane points on a 4th level spell you should be able to use a 1 level metamagic effect for a cost of 0 (IMO).

For the elemental this is already covered better by taking the admixture school of wizardry, that way you can have a free 3+Cha changes of energy type per day without expending any points.

For the metamagic that was my original idea, but I thought someone would object due to abuse with low level buff spells being Extended+ Spell Tinker for what could amount to only 2-3 points and lasting a very long time.

For the Elemental version I'd prefer to have the option as an Arcanist alone. As well as instances where someone would prefer taking another school power (Lingering Evocations for example) but having a nice option as a blaster.


I have a few thoughts on Arcanist Exploits I'd like to see. These may be met with a little resistance on this board but with proper framework I don't think they will will present any problems in most games.

Metamagic Savant- By expending Reservoir Points equal to a spell's original spell level the Arcanist can spontaneously add any metamagic feat he/she knows onto a spell and reduce the spell level increase by 1 (minimum 1).

Arcanist Penetration- By expending 1 Reservoir Point as an immediate action the Arcanist can increase his/her caster level by 4 to overcome Spell Resistance. This can be used anytime the Arcanist has to make a Caster Level check to overcome Spell Resistance but before the roll is made.

Elemental Admixture- By expending 1 Reservoir Point as an immediate action the Arcanist can alter the elemental descriptor of any Evocation spell he/she knows. They may switch the elemental damage of any Cold, Fire,or Electricity spell for another of the other descriptors. i.e. A 6th Level Arcanist could choose as they cast a Fireball to expend a point to switch the damage from Fire to Cold or Electricity.

I think Exploits such as these just make sense. In the Arcanist description it says;
"Arcanists, though, take a different route. By combining
innate magical talent with studious research, arcanists
can see magic for what it really is, allowing them to tear
apart the bonds that hold it together and force it to obey
their will."
These powers are right in line with that description.

Also I like the Effortless Concentration and Metamagic Flexibility Benn Roe suggested a few posts ahead of mine. Those seem to fit in very well with the flavor of the class.

P.S. @Jason Bulmahn, I know it has been brought up but an Exploit for a Familiar seems like kind of a no-brainer. Also, not in regard to Consume Magic Items, but in general can an Arcanist gain the benefit from either Pearls of Power or Runestones of Power, both or neither?