Rogue

Iâ's page

11 posts. Organized Play character for Brawling Elf.


RSS

Grand Lodge

There is only exploit I can think of that makes charisma worthwhile on an Arcanist. Spell Tinkerer.

Arcanist Exploit - Spell Tinkerer:
(Su): The arcanist can alter an existing spell effect by expending one point from her arcane reservoir. She must be adjacent to the spell effect (or the effect’s target) and be aware of the effect to use this ability. She can choose to increase or decrease the remaining duration of the spell by 50% (adding or subtracting 50% from the remaining duration). Alternatively, she can suppress a spell effect for a number of rounds equal to her Charisma modifier (minimum 1). If the spell affects multiple creatures, this ability only suppresses the spell for one creature. At the end of this duration, the spell resumes and the suppressed rounds do not count against its total duration. This ability can be used on unwilling targets, but the arcanist must succeed at a melee touch attack, and the target may attempt a Will saving throw to negate the effect. This ability has no effect on spells that are instantaneous or have a duration of permanent.

"Nice Web spell bro."
"How did you ge-"
"Wanna see a magic trick?"
"What is this I don't eve-"
*Casts maximized burning hands*

Grand Lodge

Scavion wrote:
JRutterbush wrote:
Benrislove wrote:
I would argue that the ability to suppress spells could be it's own ability, Spell tinkerer is already good enough. It should also only be able to alter a given spell effect 1 time. effectively permanent long duration spells is an issue.
I agree. I could see Spell Tinker as is, just without the suppression, then make Suppress Magic an advanced exploit that requires Spell Tinker. I really like the idea of things like shutting down a Wall of Force or something like that just long enough to slip through, but that is a very powerful effect. Limiting it to an advanced exploit seems like it'd work.
Here here! Solid suggestions.

I concur!

Grand Lodge

An advanced exploit.:
Disrupt Spell (Su): The arcanist can disrupt a spell effect or magic item by expending one point from her arcane reservoir. This acts like a targeted dispel magic with a range of touch. The arcanist can add her Charisma bonus to the dispel check.

Its sister exploit:

Siphon Spell (Su): When the arcanist uses the disrupt spell greater exploit, she can siphon some of the power to restore her arcane reservoir. If the caster level of the spell is equal to or higher than the arcanist and she exceeds the DC of the dispel check by 5 or more, she regains 1 point to her arcane reservoir. If she exceeds this check by 10 or more, she instead regains 2 points to her arcane reservoir. This has no effect on magic items. The arcanist must have the disrupt spell greater exploit before selecting this exploit.

The second allows you to regain reservoir points back from spell effects. Which in a way is "eating" a spell.

Counterspell is "throwing your food" to cancel the "food" from the enemy caster.

You can "consume" your spell slots to fuel your reservoir.

You can eat many magic consumable items or the charges from wands/staves.

This class is the Gluttony of spellcasters.

Grand Lodge

Would be cool if Arcanists had that sort of synergy with Alchemists. Whether they do or don't, I am not the biggest Alchemist player here so I dunno.

Grand Lodge

*Cheesy 1950s commerical music plays*

Hey you!

Is your 1st level party more than 50% composed of casters?

Want to balance the encounter for them?

If so, throw three Kobold Arcanist Level 1s at them!

Most of their 1st level spells suck anyway and not suited to fighting (Keep Watch and Bed of Iron) but their only arcane exploit is Counterspell!

What are you waiting for?

Go ruin the healing cleric's / blasting wizard's day today!

*Wink*

Grand Lodge

1 person marked this as a favorite.

@ JRutterbush: Thank you. Yeah I can defiantly see Spell Tinkerer getting nerfed, its strong and feels like in its current state as an auto-include just because of how good it is.
- - - - - - - - - - - -

I really want to see an archetype or class based on the sheer hilarity, fun, and weirdness off of this cool idea we all have.

The Idea:
Craft Cheese wrote:

Just had an idea about how to fix the flavor problem. Ditch the spellbook. Remove their ability to learn from scrolls.

Instead, Arcanists represent rare individuals to whom arcane magic "sticks". They have an aura of crackling, swirling spell energy that constantly surrounds them. They study magic not through formulas and books, but by learning to tamper with their aura directly. They prepare their spells for the day by taking individual spells in their aura and "grabbing" them, becoming able to control when and how the energy is released.

They add two spells of a level they can cast to their aura each time they gain a level. When they are affected by an arcane spell they don't know (even if they succeed on their saving throw for the spell), they add the spell to their aura if they succeed at a will save with a DC equal to 15 + twice the spell's unmodified level.

You can also add an option for arcanists to craft "spell crystals" that other arcanists can use to add the spell to their aura.

Thoughts?

Rynjin wrote:

I think you're the only one so far who thinks there's a "flavor problem".

Though I'll admit, having a Blue Mage in Pathfinder would be pretty damn cool.

Scavion wrote:
That'd make learning offensive spells pretty brutal outside of the ones you get from leveling up. The first thought that popped into my head was paying a Wizard to cast stuff at you to learn spells.
Iâ wrote:
Alright Wizard, I want you to toss a Fireball at me so I can add it to my aura. Got it? Alright... HIT ME!
Prince of Knives wrote:
Read that again and tell me - is that not The Best Thing Ever? Because I'd play that character. Admittedly I'd play that as a high-Cha abysmal Wis character with severe mental damage and a death wish but I'd still play that character and it would be funny, and it would be terrifying.
JtutterBush wrote:

"So, wait. You want to pay me..."

"Yup."
"To cast a bunch of spells..."
"Yup."
"To set you on fire, encase you in ice, then bury you miles underground?"
"Yup!"

I love it.

I've really been hoping to see a talent (exploit now, I guess) that lets you spend an arcane point when you're affected by a spell to replace one of your spells prepared with that spell. So if I get hit with Scorching Ray, I can spend an arcane point to drop my prepared Knock and have Scorching Ray prepared in its place.

Maybe even an advanced exploit to let you prep non-Arcanist spells at a level higher. You couldn't write them into your spellbook, of course, and maybe they un-prepare themselves the next time you prepare spells/recover spell slots.

Still, some blue-mage style effects would be pretty fun, even if they're only temporary.

ZanThrax wrote:
It might make for an interesting archetype. Learning save-or-die spells would be pretty risky though.
Rynjin wrote:

I will say I lie Cheese' idea but man learning spells like Disintegrate and Finger of Death would be interesting.

Yeah I know, "spell crystals" but think about it...for an Arcanist to have crafted one he had to have known the spell, right? So how did he learn it...I can just imagine he had his Cleric buddy on hand ready to cast Breath of Life or Resurrection at a moment's notice.]

MrSin wrote:
Somewhere out there a black mage is cheering with great joy at this idea...
Scavion wrote:

AHA SO BREATH OF LIFE DOES BRING BACK DISINTEGRATED FOLKS! Ah hehe just kidding.

I love the idea too, but it'd end with too many Arcanists getting obliterated at high levels heh.

Grand Lodge

JRutterbush wrote:
It's pretty clearly written: if you can see it and it's within 10ft per level, you can go there.

Alright, thank you.

So that doesn't kill my character concept.

The Arcane Scroundrel:

CN Elf Arcanist 5
STR: 8 , DEX: 16 , CON: 10, INT: 18, WIS: 12, CHA: 16

HP: 38
Initiative: +9
AC: 13
FORT: +3
WILL: +5
REF: +4

-------------------------------

Role: Infiltrator

Arcane Reservoir Maximum: 15
Arcane Reservoir Points Gained each Day: 3

Arcane Exploits: Consume Magic Items, Dimensional Slide (10 squares / 50 feet), Spell Tinkerer

-------------------------------

Racial Traits: Elven Immunities, Envoy, Fleet-Footed (+2 Initiative)

Skills: Appraise +12, Knowledge (Arcana)+12, Knowledge (Local) +12, Knowledge (Nobility) +12, Linguistics +12, Spellcraft +12

Traits: Gifted Adept (Invisibility), Warrior of Old (+2 Initiative)
Feats: Nimble Moves, Acrobatic Step, Run

Gear: Bag of Holding, Headband of Alluring Charisma

-------------------------------

Cantrip Prepared Spells: Dancing Lights, Daze, Detect Magic, Ghost Sounds, Mage Hand, Open/Close

1st Level Prepared Spells: Detect Secret Doors, Expeditious Retreat, Hypnotism, Unseen Servant

2nd Level Prepared Spells: Blur, Invisibility

-------------------------------

1st-5th Level Favored Class: +1 HP

Motivations: The Scoundrel uses his magics to infiltrate places, to avoid unwanted attention, and to steal objects worth value.

Grand Lodge

Scavion wrote:
That'd make learning offensive spells pretty brutal outside of the ones you get from leveling up. The first thought that popped into my head was paying a Wizard to cast stuff at you to learn spells.

Alright Wizard, I want you to toss a Fireball at me so I can add it to my aura. Got it? Alright... HIT ME!

Grand Lodge

So Dimensional Slide. Does this mean I can enter through a closed window, not open it, and appear on the other side so long as I have a line of sight to my destination?

Grand Lodge

Say how many spells can I prepare per day as a 2nd level Arcanist? This one has me stumped. It says to refer to the table for it, but the only one available is spells per day.

Grand Lodge

Its like Christmas came early!

I will get back to you all after I am done gorging myself on this bountiful information.

@ Paizo: My attention, you have it. :)