SpontaneousLightning's page

Pathfinder Rulebook Subscriber. 32 posts. No reviews. No lists. No wishlists.




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Pathfinder Rulebook Subscriber

ServoShell's overclock needs to be on a minion with the tech trait, but technomancer has no way to permanently have a tech minion such as a familiar. As such, the only way for them to benefit from their overclock is the following:

Turn 1: the technomancer summons a tech minion from a spell like summon robot. They cannot overclock, because summon spells are 3 actions and overclock costs 1 action: the technomancer does not have any leftover actions.
Turn 2: the technomancer casts a non-cantrip spell. They can then overclock their minion. However, if they had cast a 2-action spell, their minion immediately disappears because the technomancer never spent an action to sustain their minion. So the technomancer is forced to cast a 1-action non-cantrip spell this turn.
Turn 3: the technomancer can finally start benefiting from their overclock and can potentially jailbreak a spell.

I think that this is incredibly inflexible compared to the other programming languages. For example, DPS++ can overclock their weapon on turn 1 and doesn't need to use two spell slots to do it. Simply giving the technomancer (or at the very least, the ServoShell subclass) a permanent tech familiar would solve this problem.


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Pathfinder Rulebook Subscriber

When I was reading the playtest, one thing that I thought was really weird is that the runesmith must either have a hand free or be holding an artisan's toolkit to use their Trace action or at least one of their class feats (Return unto Runes). Possibly more class feats in the final version of the class too.

The class seems to have a lot of support for shields, such as the Shield Block general feat, a few runes that affect shields, and a couple of feats that help with the action economy with shields such as Fortifying Knock (one action to Raise a Shield and then Trace a rune onto your shield). But the 'sword and board' style of using a shield and a weapon is practically unusable. I guess you could forgo tracing your runes, but then you are not using half of your class. Additionally, one of the artworks that is being used to showcase the runesmith appears to be a dwarf wielding a maul, a two-handed weapon. Yes, I know that this was preexisting artwork. But why choose to show an artwork that doesn't fit the class?

A solution that I came up with to this problem is having the hands used to hold smithing weapons also count as holding an artisan's toolkit. What are smithing weapons? They are the weapons referenced in the Smithing Weapon Familiarity feat. So weapons in the hammer, pick, and knife weapon group. My thought process here was "the exact tools in an artisan's toolkit depends on what craft the toolkit is for. A runesmith, being a smith, would likely have them be smithing tools, which would contain tools like a hammer."

I was wondering what other people's thoughts were about this idea?