Varisian Barbarian

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If Spell Points as a resource to heighten or otherwise adjust spells were to be implemented, then the consequences must also be considered. How does this affect bloodline powers? Other than losing valuable points that could fuel those abilities, could this feature impact Sorcerers play experience in a way that makes any bloodline power completely ignored as a result? And if it doesn't, should another feat that gives a couple extra Spell Points be a consideration for the Sorcerer as a class feat in lieu of the increase from the advanced bloodline power feats? Because the implication of using Spell Points to fuel spell modification is either a retread of another system's version or making the unique niche of the Sorcerer the master of the Spell Point system.

Right now, I see the current design space of the Sorcerer to be a master of innate power and magical items. Not so much the creation, but having an instinctive knack in their operation in ways that even their creators were unaware.


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Looking at the MC feats, I don't mind the initial Barbarian Rage being limited to once a day. I noticed that the one of the next feats for MC Barbarian actually removes that restriction. Looking at the Paladin/Barbarian mix a bit more now. I can use Rage as a replacement for the lack of normal Smiting so long as I can keep it going all day long.


I think I had a simpler approach to the Resonance issue as it pertains to potions. Everyone gets one free potion/elixir a day. Any more, and then you run into Resonance costs. Now this can both help and hurt the Alchemist at various stages. The freebie could very well be an Elixir that the Alchemist has already infused. But this makes it possible for a character with no Resonance to still have a potion/elixir they can take for an emergency.

As for the wand issue, I think that we should change the wand's charges from a countdown to a count up. Give wands a Resonance limit as to how much it can handle before it burns out. Wands tend to be a more disposable item in comparison to staves. If you want a wand to be more useful over a longer period, then perhaps have the wand cool down one Resonance per day unless the limit was reached. But at that point, we need to consider the possibility of a smaller use limit on wands. Maybe 5 limit at most.

I like how Resonance works with magical staves. I never liked the whole "I need to cast the spell into the staff for it to gain charges" thing that PF1 has. So staves are currently where Resonance has the carrot going for it. It feels more like the spellcaster is using what dregs of magic surrounding them to power the staff. And casting with the staff is as simple as forming a magical link between the caster's intent and the staff's reserve of magic. It feels right.

I do feel that scrolls need to be opened up to more than a caster only kind of item. There's something cinematic about the party rogue or fighter breaking out a scroll in an attempt to save the party from a terrible threat. Other than the "needs to know this spell to cast from this scroll" thing, I think Resonance works perfectly fine with scrolls. Again, I picture it as someone trying to summon up the magical energy to power the scroll.

Investing into other magical items is a hit-or-miss situation based on what they are. Investiture plus activation costs are probably the most irritating part right now. We could apply a text that indicates that the initial investiture gave the item a free use of its activated ability.


Another point is that the infused trait means the items made with it become inert after 24 hours.


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I think I've never heard those exact "concerns?" about the Sorcerer before. Honestly, it's hard to tell what it is.

The Sorcerer has always had to be more of a planner than the Wizard to some degree. Wizards have always been able to do lots of short-term planning because their overall goal is to know all the spells, and therefore have all the answers. Sorcerers have to pick their spells more carefully and play the long game a lot more. Every non-bloodline spell they know has always had to be something they were certain could last them a while.

So I'm uncertain if your feelings on a Sorcerer will match up.


I think the purpose of the Angelic Sorcerer is to have a more defensive version of the Sorcerer. At least, that's what the powers and spells seem to indicate. I look at the Angelic/Demonic Bloodlines as an exercise in two approaches to divine magic. One defensive, one offensive. The only real issue is the Divine Spell list having a general shortcoming on the offensive magic side. Even debuffs are a bit lacking compared to some of the other spell lists.

I too am not really enthused about the Angelic Sorcerer, but I think I get a bit of what its theme is. A shame that it seems to need some expanded equipment options to keep going.


I do want to point out that Fey Bloodline Sorcerers have it the worst. They need to get to 2nd level spells to get their only defensive "armor" spell in Barkskin. Angelic and Demonic Sorcerers can at least pick up the Shield cantrip, and they could use Protection against things they are more aware of before hand for that Mage Armor feel.

I will have to point out though that the fact that Protection is an uncommon spell is still a pain for the Sorcerer. They still need to find a way to learn it. Which I understand to a point. The Sorcerer needs to witness the spell or something to get an idea how to reconstruct it without some of the material components. They have to feel their magic out instead of getting the information through study or direct communication with various forces.


Well by 17th level, there's a relative chance that the damage output is about 5 points per hit off instead of higher. That being because that is the level in which a Barbarian never fatigues from leaving rage. There's still the cooldown round, but no further penalties exist during that round. Just an average loss of 5 points of damage per swing.


I think a few of the numbers involved are a bit off, unless some form of magic item was accounting for the Strength increases. By 10th level, the numbers sound close to accurate; but the maximum strength value for both classes without some form of magical assistance caps out at 22 by 20th level.

Now the bigger question with this simulation is how successful enemy strikes against both affect their overall damage output. For the purposes of your test, we assume Fury Totem on the Barbarian for the sake of it having no inherent means of adding extra Rage damage. If you don't want to even calculate the effect of resistance, substitute with Superstition Totem. We know that while raging, the Barbarian will be hit more frequently. The question then becomes, how much does damage resistance affect damage output?


Well with the Fey Bloodline, they do have access to Summon Nature's Ally. But at that level, there is the Primal Evolution feat to consider. That gives a 1/day heightened Summon Nature's Ally. So maybe both gives you an extra summon to work with.


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I never looked at the Aberrant bloodline as being about shifting and morphing the body. I looked at it as twisting and manipulating the sorcerer's mind, and perhaps mess with ones perceptions of reality.


I think that a possible fix that could have been made as a modification to the spontaneous heightening feature would be to expend a Spell Point to add another spell past the two you select at the start of the day. Or at least, to do so every time you attempt to heighten a spell outside of those two selections per day. That would make the decision making a little more flexible, as well as add more choices for using Spell Points.


I'm uncertain if an errata was made, but it appears that being an Occult Sorcerer is the only way to access the 10th level Occult spells. This is entirely because the present status of spellcasters require using the 20th level class feat to access their 10th level magic, and Bards so far do not have such a feat. Stopping time, gating to other dimensions or lands, and altering reality itself is in the purview of the Occult Sorcerer.

But as a whole, it appears that the primary role for the Sorcerer of any stripe is that of the counterspell master. Admittedly, this is not a horrible role to fill. It gives the Sorcerer the job of being the anti-magic specialist, but I can understand how that could feel limiting as a role.


Blave wrote:
Anonymous Visitor 682 866 wrote:
I've read the paladin section several times, and I am still unclear about the spell list. Do they have access to all spells in the Divine pool? Do they have any innate spells? Do they even have to take spells as part of their build?

Paladins do not get spell slots or access to a spell list. They have only access to their champion powers. Those are

Heroe's Defiance
Lay on hands
Litany against sloth
Litany against wrath
Litany of righteousness
Paladin's Sacrifice

All except Lay on Hands must be chosen via feat.

Their powers are divine spells. This is only a reference for effects based on spell type (like which skill is used to identify them).

Hero's Defiance doesn't need a feat either, as paladins get it automatically at 19th level. It's an almost easily missed thing that I could see being confused with a feat.

Mercy is another champion power you need a feat for, but it's one of the many such feats that requires the Lay on Hands power in its text. Channel Life also requires Lay on Hands, but instead grants you the ability to cast heightened heal with Spell Points.


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Ectar wrote:

As far as I can tell, powers are unique with the exception that paladins can get domains like clerics.

But I'd also like for powers to be listed separately from spells. Same chapter, sure, but I'd like lists of powers by class way more than just higgledy piggledy throughout spells.

This. This is extremely relevant. I get that these powers cost Spell Points, but they could have been in their own section of the Spells chapter. As it currently is formatted, it confuses the reader as to what's supposed to be a spell or a power. The color coding doesn't really help, especially when you use the color code for powers for the 10th level spells.


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So Ein is a Corgi Technomancer? Or an Envoy who specialized in computer stuff?


Honestly, I'd trade out the standard weapon mount to make the drone have the arms to chuck grenades. Hover drone as a targeted drone bomber? Yeah, why not?

Otherwise, I'd try to narrow the design so much as to effectively create a certain self-propelled arrow that can obliterate whole starship crews. Mount that drone with a melee weapon and have it be a harrier. Or put it in a drone fight club.

If I'm taking it out of combat, I'd use it as a remote hacking system. Send one through vents or other spaces too small for the party to get to sensitive systems or data pads. Surveillance work is fine for the drone, especially if it can stealth out or also corrupt data as it passes.


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Stratagemini wrote:
James Jacobs wrote:
Stratagemini wrote:

Will Runelords Other than the final 7 be present? I think Belisarius had their successor trapped in some sort of temporal freeze?

Also, Will this AP assume the Seven Swords of Sin Module happened? and will we see any of the swords?

Yes to most but not to all.
Your Avatar is wrong. You're not a dinosaur, you're a troll.

Who's to say that trolls aren't also dinosaurs in Golarion?


Are you a Skald of at least 5th level? If so, you're covered because of Spell Kenning. Otherwise, get a high UMD check and go with scrolls/wands/staves.

Lore Mystery/Spirit also provides a way to cast outside the class lists for Oracles and Shaman respectively. However, the Shaman approach is probably the single most MAD thing in Pathfinder. You'd need Wisdom, Charisma, and Intelligence to maximize everything about that Hex.

Speaker for the Past is a Shaman archetype that replaces the familiar with the ability to have all the Ancestor and Time Oracle Mystery spells added to your list. So you could have a Shaman with access to various Bard, Cleric, and Wizard spells outside of its usual repertoire. I'd actually recommend using that if you were to go with the Lore Spirit, as some of the Ancestor/Time Revelations can shore up the deficiencies you'd have because of the MAD issues.


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When I first found out about this Starfinder thing, I looked at the concept and said "Pathfinder meets Babylon 5." Absalom Station kinda gives that away.

What will it likely be more like? It'll likely start along my initial thoughts, possibly focusing a bit on the mystery of why Golarion has been removed from its solar system and the other ramifications of such a thing. What gods, if any, are currently around and how they interact with the larger degree of technology.


Okay, given that the OP has mentioned that the domain is Travel, that does give an idea of what he/she is worshipping. And trust me, I had to dig around for deities/Empyreal Lords who had Travel to give the best assortment of options.

LN- Abadar, Dranngvit, Matravash (gives water elementals)

LG- Apsu, Wadjet (gives water elementals), Zohls

N- Ng, Ptah (gives you Earth and Fire elementals!)

NG- Aegirran (gives water elementals), Jaidz, Kurgess, Rowdrosh

CN- Count Ranalc, Hanspur (gives water elementals), Sun Wukong

CG- Cayden Cailean, Desna, Hathor (gives air elementals), Keltheald, Kofusachi, Sinashakti, Tolc (gives water elementals)

Of course, I'm assuming a non-evil cleric. I'm not totally enthused about the parsing I'll have to do for finding the Evil deities with Travel domain. I had to check the deities and note the elementals since you need to find one that also has an elemental domain to get them.


Honestly, I thought I was about to see a different way to do the Staff Magus. By the time you get the ability to recharge magic staves, a stupidly large arcane pool would be useful.


Menacing Shade of mauve wrote:

I think there are two major areas of disagreement.

First, the set of problems that can be solved with skills (compared to the set of problems that can be solved with spells). This is where I loathe the no-magic, bad-at-combat "skill monkey".

Second, the amount of agency and contributing play time I'm willing to give up in order to say that I don't use magic. This is where the Phantom Thief completely loses to the Investigator, who as I pointed out is pretty much on par with the PT before extracts and way ahead with them.

Okay, so now this begs a very important question to you: What do you normally play? Cause this sounds more like you are in a situation where you have to play either an Investigator or a Phantom Thief, instead of the type of character you usually play. And as this thread has grown, a bias has begin to show from the OP here. So I had to ask the question.

Let's face facts here. Both the Phantom Thief and the Investigator are skill monkeys with some magical/pseudo-magical potential. Both have different ways of adding to the skills before breaking out the magic/alchemy. It should come down to personal preference, or at least try both.


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You forgot one other important detail that separates the Phantom Thief apart. It can take Minor and Major Magic rogue talents multiple times, unlike the one of that even the Unchained Rogue has to work with. So that gives the PT the ability to pick some actual offensive magic that the Investigator doesn't have access to. So Burning Hands, Color Spray, Magic Missile, Grease, Ray of Enfeeblement, and other useful 1st level spells can be used by the Phantom Thief when the Investigator can't.

The ability to have more than one magical trick at the PTs disposal isn't something that should be ignored. This earlier skill unlocks are great, and the unchained version still has Dex to damage at 4th level. So it has some potential.


Anonymous Warrior wrote:
Chess Pwn wrote:
If you're in normal form you just purposely move slower and don't do those check or not wear armor.

A reasonable house-rule option, but they never spelled that out as a choice. IDK, if there's a rules discussion page over this, I've not seen it, and I imagine that's probably best to assume that there'd be enough table variance to at least acknowledge the possibility that anyone seeing you in medium armor will have a chance to notice that there's something different about how you move.

Likewise, there are other abilities that have similar issues that are much more cut and dry. For example, if you take a longbow as your Signature Weapon, you risk exposure anytime you go to use a longbow, even if you're pretending to be the Captain of the Elf Queen's royal guard. And don't ever use your fist or gauntlet in public again if you've taken Fist of the Avenger. Further, no Dex Atk/ Str Dmg melee weapons if you've taken Lethal Grace. And Twisting Fear makes it so that you auto-deal Nonlethal damage each time you make someone gain Shaken, so no more Intimidation while you're in your Social guise.

Quite a bit of that is bunk. A longbow as the Signature Weapon doesn't mean that you never use it again if you are pretending to be the Captain of the Elf Queen's guard. You just use a different longbow. Have a second weapon to act as your actual Signature Weapon. You can simply choose not to use Deadly Aim and the like in the social identity. Same thing with Deadly Grace. Use a different weapon. Your vigilante identity uses daggers or a shortsword as their primary weapon? Then let your social identity use a swordcane or something equally separate from your night life.

Having certain vigilante qualities should not prevent you from using them in the civilian identity, so long as you think carefully about it. Part of playing the Vigilante is the ability to utilize specific details as part of your disguises. A mobile Avenger with a two-handed weapon could have a social identity that pretends to need a cane to walk. Simple misdirection can do a lot to free up your ability to affect combat without compromising your secret identity.


Oddly, I figured out another direction we can take the Magical Child. He-Man. Flashy magical transformation sequence? Check. Doesn't wear heavy or medium armor? What armor does he even wear? So check on that. Has a familiar-ish companion that can transform into another identity separate from its civilian counterpart? Battlecat makes that a solid check. Proficient in martial weapons? Power Sword looks like a longsword or a broadsword, so check again.

Now to figure out a way to make it.


Raylol wrote:
Quote:
I was writing under the presumption that the build I was talking about included Arcane Accuracy as well

Uhm, what ?

Quote:
Would you care to elaborate on that? I saw Zealot as more of a variant inquisitor than anything else, so unless you're about to tell me that the inquisitor is also bad and just rock my entire world I'm curious to see what you mean.

The Zealot lacks many things from the inquisitor, most notably Judgements and Bane. So its not comparable at all.

They do get Smite. But thats pretty much all they have. I dont know if its really enough to keep up with the Inquisitor/Warpriest. Probably not.

I've been looking at making an Inquisitor without the Judgments. Mainly the one that trades them in for better stuff from the Slayer. So claiming that losing Judgments is a deal breaker is a bit disingenuous. Bane, I can reasonably concede the point.

The real issue with the Zealot comes from it's extremely MAD array requirements. Strength or Dex for attacking, Con for survival, Wisdom for casting, and Charisma for the smiting and face time. Now I think we'd be singing a different tune if the spellcasting was set up so it worked off of Charisma, or the Smite off of Wisdom. As it stands, it has more similarities to the 3.5 Paladin. It doesn't help since you might be wishing for a domain rather than the inquisitions you can choose between.


I would start off with casting Time Stop. Overland Flight, Greater Teleport, and some high level summoning would get the ball rolling after the first Time Stop. Walls of Force to trap a few missiles in their launch silos, perhaps use Chain Lightning and Magic Missiles to disable/detonate other nukes in the upper stratosphere.

All else fails, a well timed broken Staff of Power or Bag of Holding/Portable Hole combo could result in a localized space that could shunt or absorb the resulting force of some nearer nuclear weapons.


There have been some feats and spells that are worth considering for the added utility or options that are fun. Blade Tutor Spirit from Melee Tactics Toolbox is an amazing addition for any type of melee focused Paladin/Antipaladin, as it can reduce the attack penalty for using Power Attack and even lower the penalty you take for charging. Really increases the damage potential by virtue of making it easier to hit the target.

Divine Fighting Technique from Weapon Master's Handbook has an interesting feature. It is totally modular. If you don't meet the prerequisites to use Iomedae's technique, you can give up a mercy at the appropriate level. That gives new choices when choosing a mercy, as it could be given up for a buff that doesn't need you to use Lay on Hands.


As the guy who began the Skald guide, I have to point out that I wrote it in a more tongue-in-cheek fashion. Talented also gave a +1 on one Perform skill of your choice. That translates to a +1 on every skill that your Versatile Performance uses that Perform skill to replace. Sometimes, you might have spread your skill ranks thin between Knowledge skills, Perform skills, and Perception. Talented lets you have at least one skill you can flub a little there, and the added Perform skills were nice to have for flavor purposes. I still think it's one of the best traits a Skald can take, as it adds a little more mechanically while giving you flavor options.

Deadmanwalking hit the rest of the information you were looking for on that. Though I will point out that this thread reminds me I have to work on the guide a bit more. Might have to analyze the Augur and see where it stands, other than having a cool name. Last year wasn't a really good year for me, and this one hasn't been starting too well either. Mood affects writing quite a bit.


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I'm amazed nobody mentioned that Paladin's can choose to have Divine Bond be towards weapons instead of a summoned mount. I've been playing a Paladin in a Curse of the Crimson Throne game for some time, and I've gradually come to appreciate Divine Bond a lot in that regard. Got an issue with neutral animals/golems? You can always give your weapon the Bane quality towards that creature. Did that a few times against Magical Beasts, Golems, etc.

That's not to say that the other points or suggestions are invalid. Just stating that there is another feature that doesn't need to worry about alignment. Sure, it's got fewer uses overall than Smite and comes in at 5th. But it will get things done.


Grease has a lot more use than you might think. I can think of several examples that a well placed Grease spell can save the day or help dramatically. You've already stated that you are playing a Diviner. That's already where you can start being great with Grease. You can act in surprise rounds when your companions might be ambushed, cause it will happen at some point. You can put the Grease in the way of the ambushing heavy hitters to at least slow them down, if not stop them. Or you might spot an enemy archer who could be slipped up with that Grease. Alternatively, you can cast Grease on a party member if they are stuck in a pretty rough grapple. Chase scenes are another place that Grease can shine. If your group is being chased, Grease can slow the pursuers for at least a round. If you are doing the pursuing, that same Grease could slow down your target so you catch up with them. Even if they make the Reflex save to not fall, they have to make an Acrobatics check to move at more than half speed through the area.

I get that you are frustrated, but I think it's because you want your wizard to feel like the hero. Right now, you are still at a level where your wizard's job is more to make the other heroes' jobs easier. If there's mass combat situations, that's when you get to feel like the hero. You can then control the battlefield to prevent ambushes, block off enemy reinforcements, or outright wreck the majority of threats with a few well placed spells.


I'm kinda looking at this from the Esoteric Magus standpoint. Kirin Strike, Fiery Runes, Intensified Shocking Grasp, and Arcane Pool augment all thrown into the punch. There's also the Etherial Fists spell or Ghost Blade Magus Arcana to consider if you want to punch ghosts away.

Honestly, I was considering this kind of build for recreating Louie the Rune Soldier. I was considering Dragon Style for the damage yield, but that would more demand dipping into Master of Many Styles Monk to mix with Kirin Style.


blackbloodtroll wrote:

I am still surprised to see no Guide for the Psychic.

Still too new?

I think it's that, and how similar it is to a Sage bloodline Sorcerer. Probably also trying to theme the guide is an issue, since there's all sorts of psychic characters in a number of media. Scanners, X-Men, Dark City, numerous manga and anime, etc. Kinda hard to nail down which would fit best for the theme.

Also, I think we're all waiting on a ruling if an Android can actually use psychic magic. Cause if it is, that's pretty much the superior race for about half the disciplines. A race that is guaranteed to always use psychic magic pretty much has the absolute advantage over all other races.

Now, I'd be willing to help anyone who was to make a Psychic Guide. I've been looking through the basic stuff, and I'm exploring the utility of many of the scaling spells. My own analysis currently puts the Faith and Self-Improvement Disciplines as two of the best options.


I have a few things I might consider if I get back in the saddle of PFS. Leaning currently towards either a Psychic or a Kineticist. For the Psychic, I'm juggling between the Dream, Faith, Psychedelic, or Self Improvement Disciplines. Kineticist, I already figured I'd go Telekinetic on it so I can throw anything at the problem. Anything.


I recommend Ancestor Oracle in a party; you'd be absolutely amazed how fun and easy it is to have one work for you. Part skill monkey, part warrior, part undead killing machine. You'd still want a wizard or bard type character in the party once the researching stuff begins.


I'd say go with Heaven mystery. I've been playing a Heaven Oracle in a Skulls and Shackles game, and I've been feeling like some kind of mix between Superman and Doctor Strange. It's been glorious feeling like the guy who may not have all the knowledge answers, but usually will control the fight long enough to save the occasional character.


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I think the mods and some of the devs are likely reading this thread and laughing. In fact, you'd think that the inclusion of the chicken familiar was intended just for this thread to exist. And if so, well played.


Well once we all take a good solid look at everything in the Familiar Folio, we might have to reexamine the Guide once again. I heard (although this is likely from an excited first account telling) that there was an archetype that involved the Familiar Folio. Something about being able to use Lay on Hands through a familiar and possibly slowing progression on Smite and other effects. If true, then that might change things for both Paladin and Antipaladin.


N. Jolly wrote:
Hey, anyone got any ideas for a Hexcrafter theme, preferably from a video game or anime? Maybe a comic? If I could get enough Sista Spooky from Empowered, I'd just base it around her. It always feels weird that not being able to pick out a theme is holding me back from doing another guide.

Hmm, depends on the hexes you'd pick out. Prehensile Hair on a Hexcrafter could bring out a Bo-bo-bo (if male) or Miltia Rage from Guilty Gear. Flight and Controlling weather makes me think of either Weather Wizard or Storm.

You could possibly abuse the hell out of the Hex Arcana and become Kumagawa from Medaka Box. Turn those hexes into some kind of amalgamated All Fiction that makes opponents weep and yourself laugh like some kind of uber troll. ... Ye gods, what have I wrought upon this earth?


I don't know about sustainability issues, but growth is an issue. I'm running games at a local store on Saturdays. Mostly cause it's the only day I have available to actually run something like this. My sessions so far consist of me. Nobody else, although I do frequently get asked questions about the game. I'll answer to the best of my ability, but it does get frustrating to not have a group going on this. It brings to question whether the store is willing to continue picking up product or support the organized play. Sadly, that seems to be a common trend in my region instead of a singular incident.

One potential player actually asked if there was a Paladin deck. He didn't seem interested in the classes I mentioned, even when I described how there are a few oddballs among the heroes among them. It simply reinforces something I take to heart. Some players feel they need to connect to a certain class and tend to build characters and indeed card decks that revolve around that kind of vision.

Connecting the adventures to the Pathfinder Society might help to some degree, but I'd see that more for the season's mini-scenario or for a season finisher. I'm just trying to round up players and get things going, even if I do have to inevitably go through a marathon run of scenarios.


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And this is why you play an Alchemist. Even if the item isn't entirely useful, you can use it to blow something up.


The intent is indeed for #2. The total number of spells known will not change, but the number of schools represented can change.

For example, let's say a player chose to get only 4-5 schools. I'll make things simpler and say they took Divination, Abjuration, Conjuration, Evocation, and/or Transmutation. We'll assume Transmutation was reselected at least once, with the other school being either Evocation or Conjuration. The number of spells known for him would be the same as for an occultist who chose to grab all 7 implement groups. It's just that the variety drops for a little bit of specialization. The groups that were doubled up on grant another set of spells known from their respective lists.


You know, I like to point out something about the use of TK Blast to throw small trees at people. Sure, it's the same amount of damage as if you threw a pebble with the power. But you've just put a tree in the way.


As I said before, that bit on the burn mechanic can be fixed. If they want to keep it as a per day thing, they need to consider using Burn as the total of non-lethal damage you keep throughout the day. I don't mind the idea of the 1 point per hit die of non-lethal damage taken for using Burn, but at higher levels it should have some amount that is recoverable.

Even when we calculate the move action to reduce burn and the other class features that turn it down, we still run the risk of a 15 minute day. Pathfinder has done a lot to remove that problem from the 3.5 era, so we need to try to keep that from returning.


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Like I said, I get more of a comic book vibe from the Occultist. John Constantine, Dr. Fate, Doctor Strange come to mind when I read some of this. And that's not a bad thing.

On another note, I think an Extra Focus Power feat might be needed at some point. There are a lot of powers that we might want to use for some builds, but not necessarily enough levels to grab them. Possibly an Expanded Implement feat, just to bump up the spells gained from an implement by 1. Maybe just as something to increase DCs.


I wouldn't mind the bit on feats. I can sift through it later as I go through builds at a later date. Right now I'm dealing with network issues, so I won't be of much use till at least Friday.


I've been thinking about this all night, but I think I have a solution to the burn issue. It's a surprisingly simple fix, that I think will allow what was intended to be a bit more practical.

So we keep the whole 1 burn = level damage thing. Instead of all that non-lethal damage being irrecoverable until a good night's rest, we have burn also track how much of that damage is irrecoverable. That allows us to recover a bit of burn damage while still allowing for a bit of drawback.

If that makes things too easy, then we have that burn metric scale a little bit. Say at 6th level, the amount of non-lethal damage you keep is equal to 2 times your Burn count. Then perhaps make it be triple the burn count at 14th.

At low level, burn can still be highly detrimental if overused. This metric allows for a longer day of burn if needed at higher levels. Otherwise we risk the 15 minute day of old.


I don't think it is all that surprising that one could easily convert Doctor Fate or Doctor Strange into Pathfinder with this class.

Honestly though, I think Conjuration will be one of the most used implements. That it can fish out another implement for you and generally have a grab bag of useful tools just guarantees it.


I like the Thought and Emotion components, and the emphasis on personally important items to use instead for material components. That sells the occult concept really well. Inspires some fun RP things there.

I'm not digging the overlap in mechanical effect on a few of the spells. Intellect Barrier and Thought Shield in particular just seem odd. The only difference is how many people are affected by them. I get the scaling psychic spells, and I do like how having a higher level version of one saves you on learning the earlier versions.

I am noticing a lack of pyramidal hats, though.


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