I do agree that some are overtuned and some are undertuned. What I do not agree with is that the general concept of the class, being versatility, should be adjusted because It would make other classes "obsolete". What I meant by utility is that If you cast earths bile, which locks you out of 3 action spells with the pay off of more damage. It also reduces your movement (with sustaining dance) If you cast a two action spell. What If you need your full movement to move out of an AoE? Additionally If you cast a two action spell which needs sustaining you are even more limited in what you can do. On paper the damage looks high, and I agree that It might still be too high in actual gameplay, but in an actual situation It isn't as Ideal as 2d4+1 (+Stance perhaps) every round for one focus point and limited movement for the rest of combat. In combat you always need to react and being restricted to two actions when most of your spells take two can make that a lot harder.
The Argument of "why pick any class over animist if animist can do all the stuff" is easily answered with flavour and action economy. Not everbody wants to play someone who communes with spirits even If they are very versatile of what they can do. A lot of their feats are flavoured around their connection with the spirit world. Yes those can potentially be reflavoured but at that point I reckon most would rather take the particular class because they provide more feats, more customization and more possibilities to do what an animist can do but more tailored to a certain flavor or playstyle. Everything the Animist can do comes at the cost of less actions. They might be able to fight like a martial but only have two actions in doing so. Sure they could move with Sustaining Dance but the movement is still less than what for example a fighter could do with their turn. Same with Earth's Bile. Sure you can dance around in a circle with 3 instances of the spell running (which I do think is absolutely awesome and shouldn't be restricted away but maybe nerfed?) but you lose out on spells with perhaps more utility, the possibility to react to what is happening in combat without dropping your spell. You don't excel at everything but you shouldn't be weaker. You should be able to substitute a role thats missing in a party or complement one that is already their and perhaps needs help. While looking at everything the animist could potentially do It makes sense to remember at the things they can actually do at any given moment.
I feel like the opposite. The complicated subsystems working together give the class more of an identity. They allow for more expression of flavorful themes and streamlining these systems will lead to the problem a lot of classes, especially casters have currently, which is being the same thing with a different coat of paint. I really appreciate Paizo taking risks, straying from usual class design and I think It really pays off with these playtests. I agree that certain things are over- (Damage of Earth's Bile) and under- ( Whole Vanguard of Roaring Waters Apparition, Eye-Catching Spot) tuned , aswell as something that are clunky or bland (Sage Subclass, Sustaining Dance being so integral) but overall the classes seem to be in a good place. I think that Pathfinder has plenty of simple streamlined classes, which have their place, and could benefit from the variety of having a few more on the complicated of the spectrum.
My fear isn't primarily that the class gets nerfed too hard but instead that it gets streamlined. A good example I think is the stackability of Vessel Spells. I just think Its goofy and fun to have a character dancing in a circle while everything around them explodes with 3 instances of earth's bile up. I would have less of a problem with them lowering the damage a bit but taking away the ability to stack them would ruin that strategy. Same with the unique spell shapes and casting. It may be complicated but that also is what makes it cool and interesting. Making it so that the animists slots function more similiar to other casters or they have the same spellshapes would thus be in my opinion a huge loss.
I really like the aspect of the spells having to be sustained, with a unique effect upon being sustained. It makes them feel like something unique. Juggling your actions around your vessel spells seems like a core part of the combat experience for the animist, which I think is something rather iconic.
Depending on which Adventure Path we will play and If my DM allows It I was thinking of reflavouring an Anadi as a Jorogumo for Season of Ghosts. He would be a Jorogumo Animist who is reformed in the sense that he doesn't follow his base instincts anymore and instead tries to pursue that which actually brings him joy. Now he tries to help other evil yokai or kami achieve the same goal. A spirit therapist if you will. Gameplay wise he will probably be a channeler who starts with Steward of Stone and Fire and Witness to Ancient Battles. I want him to gradually bond with new spirits over the campaign that we perhaps encounter.
As I posted in another thread but fits pretty well here Sower of Vivid Decay:
I had two more Ideas Hermit in Frigid Solitude:
Dreamer Beyond the Void
A necromancy apparition would be a very cool idea.
I had the Idea of the "Sower of Vivid Decay", a autumn/harvest/life-death cycle based apparition that could fit into this. Giving spells like animate dead, summon plant/fungus, helpful wood spirits to make a true minionmancer type of Apparition. The vessel spell could be as mentioned above or allow you to heal or wither one of your minions each turn, with wither being sacrificing them to deal damage to enemies around them, similiar to final sacrifice. |