I think it’s safe to say that, at the very least, Paizo doesn’t want players to consistently feel disappointed by missing studied strike (either the study check or the accuracy check), so it’s absolutely worth our time to communicate that it doesn’t feel very good. However, at this point they do probably get the point considering how many posts and topics have been made about it.
I’m definitely seconding (thirding? Fortiething?) lessening the penalties for losing your familiar. It’s super counterproductive to give a class a familiar and tell the player how cool it is only to penalize that player for actually remembering it exists. Just having the familiar come back the next day is perfectly fine. Your punishment for your familiar getting killed is that you can no longer use your familiar that day and maybe you get a scolding from your patron. It doesn’t need to be any more than that.
graystone wrote:
Reach is the big one. The hex has 10' reach and the archetype's reach starts at 5 and increases every 4 levels. The archetype could also do a lot of different maneuvers using INT instead of STR (tripping, pulling, grappling w/ constrict and strangle).
I think if witches were to get subclasses for their patrons, rather than have them be indicative of who your patron is, I’d rather have it be defined by your relationship to your patron. Like, if you had a patron who hid their identity from you, your subclass would be “The Unknown” or something. Whereas if your patron was a force trying to influence you it could be “The Tempter”. That way the actual identity and abilities of your patron would still be defined by what lessons they can teach you.
If there’s one thing I can agree with in this thread, it’s that I wish Mutagenist got a better feature for level 1. Yes, being able to become expert in unarmed at level 7 is good, but it does basically nothing until then (the rules don’t even spell out mutagens can’t be used by someone they aren’t made for), and even when it comes online, it feels like it is just playing catch-up for the Alchemist not being expert in unarmed as part of their class.
Kalindlara wrote:
Yes, Unhindered Shield even makes Bucklers available to you, if you so choose to use the feats for it!
Mark Seifter wrote:
There's something that feels really wrong about Bodyguard not working against ranged attacks (it makes the feat and the idea behind it much weaker), but I guess we can all hope for an eventual errata to change that...
The spell list is a problem, but honestly, what really kills Magical Child is the lack of unique talents. It effectively loses access to around 10 talents each version of the base Vig has baked in, while not getting anything in return. That plus half its talents being traded fro one of the worst 3/4 caster spell lists and a familiar+ really makes it underwhelm.
So, this is partially a question for UI, but mostly a general polymorph question, but would Alchemist discoveries like the Tumor Familiar, Wings and Extra Arms be lost when using a polymorph effect (most relevantly the Metamorph's main ability)?
David knott 242 wrote: It will definitely be banned in PFS, since they routinely ban anything that might lead to PVP. That Will save is going to be tough since the save DC advances faster than the save bonus does. I don't foresee many GMs or player groups allowing it in home games either, it's way too detrimental in both the time it takes to resolve and the danger it poses to the party. I'm not a great fan of hamstringing a class option to being nearly unusable just to please people who want to "accidentally" murder their party. Spoiler: It's not even as if the archetype needs it as a balancing option. It has enough restrictions on how it can enter and leave its vigilante identity, as well as the fact their social identity doesn't get to benefit from several features.
Fourshadow wrote:
I guess I just won't ever understand that complaint, because I can't see many, if any, players being able to use it as is. It is impossible to avoid this PvP mechanic, unlike other archetypes such as Cult Leader or Toxicant.
Having read through the book, I have to say the Brute Vigilante is my biggest disappointment. I understand the idea of mimicking the whole "Hulk is uncontrollable" thing, but the PvP aspect and the difficulty of preventing it means it will probably never be viable as any kind of PC option, which is honestly worse to me than not fitting the trope completely.
Azten wrote:
I think you are misunderstanding: the errata is saying that the bonus only applies to blasts that elemental overflow damage applies to, i.e. Kinetic Blade and Kinetic Fist do not get the bonus damage. The trade-off between elf being more general is that the half-orc and dwarf bonuses scale faster (1/3 level vs 1/4 level).
Secret Wizard wrote:
Urban Bloodrager from Heroes of the Streets seems to stack with Id Rager, so get your rage bonus to Dex instead!
Mark Seifter wrote:
Phew! Thanks Mark, I was really worried there for a second. I was afraid the elements would get lost in the Player Companion FAQ purgatory. >_>
Don't misunderstand, I don't think there's any "hashing out" going on here. I'm actually quite interested that others might have differing opinions on what spirits are weaker than others. This also makes me excited for new spirit options that will allow players to replace ones they don't want, as it will go a long way toward allowing each Medium player to customize which 6 kinds of playstyles (by way of spirits) they most want to use.
Rynjin wrote:
Interestingly, I actually feel that way about Guardian and Marshal. While Trickster has limited use, I can justify possibly channeling it if party composition necessitates more skills that day. Guardian and Marshal don't give me anything to work with before intermediate powers come online. I just can't see the use in giving up spells, a lot of attack and damage bonuses or near-mastery of skills for either heavy armor+AC boost or getting bonuses to surge (something that can only be done a maximum of 3 times, realistically until 6+).
Ustalavic Duelist Fighter gets a shout-out because at level 13 it gives you the ability to use your weapon for dirty trick, trip and disarm combat maneuvers... Something everyone can already do.
Green Smashomancer wrote:
ACG wrote:
ACG errata wrote:
It was changed in the errata, but d20pfsrd appears to have incorrectly edited it.
Put simply, the class presented to playtesters was too incomplete. It is understandable that the designers wished to keep unfinished subsystems from being used in the playtest, but then explaining that the vigilante was tied to these unseen rules as an excuse for why the social side did very little left a sour taste in many of the playtesters' mouths. Similarly, another factor working against anyone trying to build the class was the illusion of choice presented in the talents.
I won't comment on the flavor of the class, as it seems potentially interesting but not something I personally want to include or build in most settings. It is a shame that the playtest felt like it was showing off a fraction of a class, as it's current state lead to me getting frustrated with lack of options each time I tried to build one. This means I never got to playtest it proper, but I believe the fact that I couldn't bring myself to ever finish making one out of annoyance is some form of feedback in itself. Ultimately, I think there is a neat place that this class can be taken, (a few various talent options got me really excited, despite my overall distaste of the class surrounding it) but it needs to be fleshed-out much more before I would consider building or including one in a game.
Malwing wrote:
It's very disconcerting that there are only 2 social talents that are open at level 1 and both are previous abilities...
As I won't be back from class until after the Playtest closes, I'd like to write my concluding thoughts on the Medium, the class I played the most during the playtest. For what it's worth, my experience was at level 1 (PFS), level 7 (Arena battle) and building a level 16 Medium for another Arena that got pushed back to this weekend at the last minute. Hopefully this thread doesn't get too flooded as to get this lost in the shadows~ Medium Final Thoughts: The class is amazingly fun to build and the intricacies and differences in how you can play are just phenomenal. The same goes for Role-playing the character. Mediums can feel fluid in their personalities, due to the spirits' influence, so the class itself can create an amusingly schizophrenic character whose entire ideology changes with a trance. There is one huge, huge problem though, build complexity/fun increases at a startlingly exponential rate. Until level 5, the Medium has 1 always-on power and just got some (largely mediocre) spells. Adding the Beseech Spirits ability is nice to give them something to do in situations early on, but you don't get to REALLY begin to start enjoying what the class has to offer until level 5. This makes the Medium a poor choice, in my opinion, for low-level campaigns and honestly for PFS as a whole. You really don't get to to experience the best part of the class (being able to mix and match spirits for an awesome combination) until almost halfway through an average PFS career. I really love this class, but wish it wasn't so back-loaded with the best features. Creating a medium at 1st level is a dreadfully boring process, picking which 2-3 spirits you COULD potentially channel, but given the fact some give important build feats, mean you probably will stick to a single spirit with very limited trance potential (and when the book releases, beseech spirits) from the others. Overall, the class fills a great niche that PF lacked and even takes the Binder/Occultist concept in a neat, flavorful new direction than those classes. Unfortunately, I wouldn't build one for every game, as I probably wouldn't be enjoying playing my character for however long it takes to get to the most fun parts of the class. I will, however, love building one whenever I can start above 5. ;)
Tels wrote:
I fail to see how this is an argument against burn when it seems to be an argument about how much better some elements are than others. Also seriously people, you don't have to take everything so personally.
mplindustries wrote:
I'd like to second this. This is really the only reason I want a second playtest document, so some of the weaker classes (Kineticist, Medium [pre-4] and Mesmerist) are effectively playable in PFS. Especially since it seems no one disagrees the Kineticist needs more skills per level.
I would just like to point out and agree with some other posters that the Anger Phantom is a trap. It's DPR is hilariously low compared to Hatred, except at the lowest levels, and the fact its other abilities are 1/day or the rounds/day Aura makes it almost always the most subpar choice (with the exception of Zeal, which doesn't really seem to do much at all, period.)
I have to say, upon building one, (admittedly, through level 5) I don't think the Medium needs full BAB if it is running a STR spirit. What it does need, however, is more abilities early on (more uses of trance?) and more/better lesser spirit powers. A few do virtually nothing unless you have spells and a very high amount of them are really only useful as trances (Who wants their one lesser spirit power for the day at levels 1-4 to add to confusion percentile or spot hidden doors?) So really, this leaves 3-5 spirits as viable primaries that early and most of them have largely passive effects like the Bear's Claws or the Beating's Beater. Additionally, a good fort save would be nice, for the reasons already mentioned thus far.
I honestly didn't realize Trance had a limit on uses/day (it doesn't mention it in the ability description, only on the table) and it really feels like it shouldn't. The Occultist has so little variety at the early levels that invoking trance is one of the few decisions you get to make after your seance. |
