Hi all, Quick question, is it possible to take Ancient Lorekeeper archtype and Spirit Guide archtype together? If so, kindly provide links to relevant rulings. I'm inclined to say no since they both replace "the bonus skills gained from the Oracle's Mystery" but i'm checking just in case. (table entry on D20pfsrd doesn't indicate the class skill changes so this might have been on purpose?) Cheers.
I'd like to add the following; Dhampir (Vetala-Born!) Cruoromancer Wizard specializing in Necromancy (Undead subschool) can be rather nice since;
Since the release of the ACG, arcane casters can now heal their undead through Repair Undead(, Mass) (1st/5th lvl resp.) and Dhampirs, as a result, can heal themselves if they are an arcane caster. (Warforged Arcane caster flashbacks ftw) Thus such a character can effectively mitigate the disparity between Arcane and Divine necromancy to the Channel Energy (Negative, Heal/Damage burst) ability and the +1 HP/HD from Desecrate albeit the Arcane caster has access to Blood Money which allows him to churn out undead without requiring an Onyx mine and a more offensive spell list to back up his necromancy shenanigans. If needed, Forge Ring => Ring of Inner Fortitude, Major (cost to make 21k) nets him about 2k gp value in Onyx saved per casting combo, if more is needed he just takes more str damage. Largest drawback of course is that the abhorred party healer can't really patch you up in a pinch unless he has a negative energy spell available. Furthermore; Experimental Spellcaster for Undeath Word of Power; has there been any more information been made available regarding the creation of variant undead? Since this is a different effect from Animate Dead, most of the boni mentioned above won't apply, so it is yet another bucket to add to right?
So euh, which item does the Arcanist use to replenish his spellslots, Pearls of Power or Runestones of Power? Regardless, these seem like a big candidate to (re)fuel his Arcane Reservoir in a cost efficient and long term way, especially if you're making them yourself (taking 1 day each). Seems rather amazing to fuel the Occultist's Summon Monster ability which tops at 9 points per casting, so per 9 consumption of one of these items you'll be gaining an effective 9th level slot and at 4500/9000gp a pop this seems rather overpowering since you'll be able to do it daily... Of note is that the Consume Spells feature only works with Arcanist spell slots and as such you just can't dip a casting class with the soul purpose of draining those slots each day. I guess we'll have to wait for a FAQ on the issue but i'm quite sure this won't fly in it's anticipated form... In any event, Spell Perfection is pretty good on an Elven Arcanist (doubles modifiers to 1 spell) and the requirements are easier to meet due to the Metamagic Knowledge exploit saving you feats. (no Spell perfection is a general feat and not metamagic :()
I've mulled over this and my feedback is:
Buff necromantic servant to just be animate dead, like someone else pointed out, as it is currently worthless. Only thing iffy is the circle ability, which could be reworked to be an immobile ward that keeps creatures out/in dependong on fpcus invested or occultist level (kinda like 5ft square/focus, standard class dc setting to enter the affected square) could also still be a treated as Magic Circle if you can enclose the to be called creature within. Result should be a more unique class that can adjust its playstyle on a day to day basis while keeping the recognisable "this implementgroup is this kind of school" feel.
Scorpioni wrote:
Exactly what i realised after hitting submit, while doing the math i was mistakenly thinking snaking form caused your blast to affect the 120 ft but realised my error atbthe last minute so i cut that part. On topic, indeed, compared to the already thought of as suboptimal blaster wiz, meteor swarm twice a day is not cutting it even close... Adding a Wall form of twp for area denial seems like a good fit.
Ok, i've read the class and have some points i'd like to make;
Psychic classes:
Like some others i am having difficulty putting Arcane and Divine magic alongside "Psychic" magic, just seems like a placeholder name and somewhat out of place, I'd strongly consider changing it to something else yet make no suggestions in that regard. Class general:
I'm feeling 'iffy' about the Burn point => character level in nonLethal damage but i'd have to actually try it out before making a solid statement on it. The Infusion Specialization feels more like a primary class feature enabler than an actual (secondary) class feature, as in, without it, most of the primary feature becomes unusable. Which leads me to the "Feel the Burn" ability, while Burn translates in multiples of non lethal damage, this ability refers to Burn as individual points, which seems incoherent with how the tally is kept. As a result, it might be worth it to jumble words around to come to something that amounts to "You can only Burn if your BurnCap is not exceeded, add 1 Burnpoint per Burn taken, you are have non-lethal damage equal to Kineticist Level times Burnpoints in your BurnCap". Semantics: Maybe change "Burn" to "Backlash" or something, making it feel less fire specific (btw "feel the burn" comes across a bit...cheesy).
Blast Infusions:
Wall infusion is missing in the Form Infusions :(
Mathtime: (assume 18 +2 race, lvl ups in con & +2/+4/+6 enhancement item) Burncap is amount of Burn maximum, BurnRate is Burn per round.
Usually a Kineticist inflicts 8 Burn while using his simple blasts (substance 4 + form 4), with Infusion Specialisation @20 you can reduce both form & substance to 1 each (-3/-3) which gives you a total Burn of 2, Gather energy reduces this to 1 per simple blast or 0 if you only take 4+2 for substance/form (or the reverse). Highest Possible Burn per round is 8 (form/substance)+2(composite)+1(Aetheric Boost special case)+4 (Blast Twice)+3(quicken)+2(max)+1(empower) =>21
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