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Here are the changes i made to the class: 1. My view of the Witch in 2e is it should be a cross between the sorcerer and the bard. Patrons work like bloodlines but the class itself identifies more like a bard in play style. 2. It is an occult only caster but gains a themed spell every level dependant on the starting patron similar to the sorcerer. 3. Cackle is now the witch's iconic class feature that cannot be grabbed by MCing into it. As an action you can sustain all spells with the hex trait. I changed the name of the original cackle focus spell and made it a higher level option that buffs your normal cackle for 1 round. 4. You gain your first lesson for free at level 1. 5. i removed phase familiar and made it a first level feat that also grants you a converted version of the old dragon magazine spell, familiar enhancer. A first level spell that gives your familiar an extra ability with some caveats. 6. A rebalance of all the hexes so they are in the same ball park as each other and the bard's focus spells. 7. A rework of the original feats that suck as well as a slew of new ones converted over from 1e and just some new ones i thought up. 8. I use a lot of homebrew and Midnightoker's excellent fabled familiar content to upgrade the experience of familiars across the board. In all this gives the witch a very strong opening package to make up for being a 3 spells only caster with a 4 spell caster's proficiencies. ![]()
gesalt wrote:
You must have a very nice gm because i would not allow a character to always have a weapon at hand for 8 hours of cross-country travel. ![]()
Novem wrote:
I agree on the apg2 for more content for existing classes and new archetypes but i think paizo really needs to slow it down on the classes and i especially wouldn't want 4 in one book. ![]()
Ravingdork wrote:
Oh man one of my players needs this spell! ![]()
Thank you for the advice. I have been doing my best with looking at other spells and sort of re-flavouring them. Ive also looked at 5e and kind of toned them down and 2e-ified them. I just think it would be nice to have some coded reference to fall back to, especially damage averages for higher level spells. ![]()
One thing that i found disappointing in the release of the GMG and SOM was no rules or guidance on how to create your own spells. I gm 2 spellcaster players, each in different games that have shown interest in making their own custom named spell. At lower levels this is quite simple but as you reach higher levels the damage scaling and effects become a little hard to follow. Is it out of the question that Paizo would be willing to release a supplement on how to create custom spells? ![]()
Captain Morgan wrote: The witch is the only class that doesn't lose a week of downtime if their familiar dies, though. Nor does it come packaged with the guilt of getting a little furry animal killed. In practice that is a huge difference in how willing a player is to send it into danger. I'm sorry but to me that's an incredibly weak hill to plant your flag for the witch's existence in its current state. Being more gung-ho with your familiar is not a big selling point for a class. ![]()
Part 4 Class Familiar 1. Bomb Voyage should just use the alchemists attack modifier. All the other familiar abilities use a spellcasters full dc and i dont see a once a day bomb outside of MAP being too ridiculous. 2. Foliage Forger needs a spell check. 3. Skilled blood could do with a better name. Ancestral Skill maybe? 4. Does Bloodline magic allow you to choose a bloodline spell at will or is it chosen at the start of the day? i also noticed similar wording in patron magic and familiar school magic. 5. Patron Magic is ok but i feel it would be better if it got access to spells granted from lessons also. 6. The Witch abilities are very strong which is understandable as it is the supposed draw of the class. 7. I think rune swap should be permanent. This gives at a niche little money and time saver ability. 8. Wild adaptation should last the entire day. 9. Moon guard seems niche enough that you don't need the 1 hour timer. i would make it always on or just make it an activatable ability while in the moonlight. 10. Rising Icicles should have a bigger radius or make it a multiple times a day ability. 11. Could Beguiling attendant be pushed to a 10-15 feet range? 12. Circumventing attendant has a lot of unneeded writing at the end. it should just finish at the "takes no damage from your evocation spells" part. 13. I would be nice and say second hand attendant lets you keep the MAP of the first shot. ![]()
Ok im back again for Part 3 Ancestral Familiars 1. Kin connections' wording could be cleaned up abit and made more precise. it took me a couple of reads to figure out all the things it actually does. This may be me being a dumdum. 2. i feel some of the options for the Heritage feats need to be more inline with each other power wise. Mistbreath Azarketi compared to Inured is a standout. 3. Heckle is nice but as i mentioned before familiars really dont want to be in melee so maybe increase the range? Also i see no reason why it has to be flatfooted to only melee attacks. Give spell attacks some love. 4. Spy tunnel is alot of fun and i love it. ![]()
3. I may have misconstrued the problem. i talked to my player and his problem was that a precedent had been set by ambassador and snoop so having the starting ability in a specific familiar that focuses on diplomacy and deception have no synergy with these abilities rubbed him the wrong way. Being passive doesn't mean much as the other abilities confirm that you can assist in exploration activities and i cant think of a reason why you wouldn't command your familiar to do this if you are doing this task. Lie, Gather information and Make an impression are tasks you wont be making in tandem so i don't know why you would need multiple reactions unless I'm missing something? Upping to +2 once the master reaches master would make this quite a strong option and would wipe his complaints as it would just a strong ability that allows you to pass over ambassador and snoop. Maybe add a line saying that this ability counts as those abilities for the sake of any released content that uses them. 4. I think the ability cost was missed so ill concede that. 5. Understandable, the player isnt a big fan of assurance either haha. 6. My only argument is that a charisma caster will probably be the one to actually take a charisma based familiar. Wizards and witches will probably want something more involved with there schtick. Maybe a reroll with a -2 circumstance penalty? 8. Good points but i see it being more of an out of combat ability and if they really need that +2 in combat they can. Bully and Jump scare give plenty of ways to demoralize in combat. 10. knocking it down to +1 seems like a fair compromise. 12. That is just me being a dumdum and forgetting the traits. 15. Yeah grapple is a bit strong. But do remember it does take a lot of setup and it will not be viable in a lot of battles as it cant burrow through stone and will only be moving 5 feet a round while burrowing. 16. Maybe make the move speed while in the item slow. like 5 ft a stride as it slowly floats around? 17. Good idea on Well Read do you have any ideas on Obscure Recollection because at the moment it just seems to be a weaker Second Opinion. 19. Nah just keep it as is. We gms can just say "something, something, iron in your blood." 20. Again, me being dumdum ![]()
HumbleGamer wrote:
Im not sure what your talking about? ![]()
Riddlyn wrote: As long as people continue to try and compare the classes in 2e to 1e classes they are always going to be unhappy. Personally I'm super excited for SoM, I'm playing a modified version of the playtest Magus. I hope they kept the arcane fist. I haven't seen much in the way of support for an unarmed magus I don't think anyone was comparing it to the 1e version here. It just has a lot of holes in its design that need filled or tweaked in comparison to other 2e classes in my opinion. ![]()
Im looking through it all steadily and i must repeat these are some great ideas. i do have two points so far. 1. I think there should be a more unified design structure to the specialty familiars. The level access to abilities is a bit all over the place where certain familiars top out at level 12 while others at level 8. 2. I feel the nerf to magic item adept is too much and making it cost the same amount of actions for you to cast makes it a "well what's the point" feat. Maybe make it the capstone feat and more like the spellcasting ability where they can only use low level wands and scrolls. ![]()
Midnightoker wrote: If Witches automatically got Basic, Greater, and Major Lessons at levels 2/6/10 instead of having to purchase them as Feats, how would that change your perceptions of the Class, and is that something you'd agree with? It would definitely put it in a better standing for me. I just feel its missing the flavourful feats that set it apart from the other classes, at the moment its just a weak wizard. ![]()
This is why i want spell school archetypes that really let you focus on and strengthen the weaker spells in the system. a conjurer line which gives feats so you can make summons the same strength of relative level animal companions would be great as well as some action economy boosts too. P.S. Cackle should of let you sustain a hex for free for 1 minute.
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