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born_of_fire wrote:
Unrealparagon wrote:
MrCharisma wrote:
Unrealparagon wrote:
Arcane Dilettante (Sp): The maximum level of spell you can use, according to your class level, is also shown on the table.

I'm not clear on what this means, it might need clarification (what's the highest level of spell you end up casting?)

Also if I'm reading Arcane Dilettante correctly a 20th level Factotum could prepare one "spell" at their highest level, and nine "spells" one level lower. Is that the intent?

Moving past that, this gives a LOT to your Intelligence, so the easiest comparison is probably to the Empiricist. This seems more powerful but it probably depends on your spells.

It also seems like a weird class in that it gives you martial weapons but then incentivizes you to not use STR or DEX ... I dunno if that's bad, just weird.

Yeah, one spell of max level, then nine additional spells of what ever level you feel like preparing. At least that is how the original Factotum class intended it.

The Intelligence not being a big factor is combat is the only thing I can't work out without making the Archetype stupid OP.

I can't remember are there feats that allow you to use Intelligence in place of Strength for attack rolls? Cause it would seem appropriate as a feat tax.

Or maybe as a Talent?

Kung Fu Master is a 3.5 feat published in the Dragon magazine compendium that subs int for str on attack rolls. FWIW, it was widely regarded as OP.

The closest PF thing I am aware of is
Knowledge Is Power (Ex) (People of the River pg. 9): Your understanding of physical forces gives you power over them. You add your Intelligence modifier on combat maneuver checks and to your CMD. You also add your Intelligence modifier on Strength checks to break or lift objects.
It's an arcane discovery and is considerably more limited than what it seems you are proposing.

What more does an investigator need than studied target to make his int relevant to combat? This class feature is...

Now that you mention it, so long as you don't make Strength your dump stat it should be fine.

Inadvertently trying for overkill it seems.


born_of_fire wrote:
Unrealparagon wrote:
born_of_fire wrote:

Cunning defense is not much different from an established investigator talent:

Studied Defense
Prerequisite(s): Investigator 9th level
Benefit: When an investigator with this talent uses his studied combat ability, he can chose to apply that ability’s insight bonus to his AC against attacks made by the target of his studied combat instead of to attack rolls against the target of his studied combat. (The insight bonus on damage rolls remains.) He must choose which type of bonus he gains when using studied combat, and it cannot be changed until he uses studied combat again.

The differences being that Cunning Defense doesn’t make the investigator choose between the attack and the AC bonus, giving them both simultaneously instead, and the reduced level requirement. I’m not sure that unbalances Cunning Defense but it does seem that the original author(s) felt bonuses to both at the same time was a bit much.

As well, Cunning Defense should probably replace a talent choice at a level when the investigator gets one rather than it just being a thing they get. This would put them in line with other archetypes that award a specific talent at a specific level (natural philosopher gets infusion at level 3 rather than a choice of any talent at that level, for example).

Forgot about studied defense, but that loses you the attack bonus.

What level do you think would be good to replace a talent choice?

The first talent seems too early.

Maybe the 5th level choice?

I'd be reluctant to hand it out before an unarchetyped investigator has access to the weaker version talent at 9th.

If you're lucky and ask nicely, someone smarter than me might analyze the effect having that much extra AC will have in relation to what the expected attack bonuses are at each level. Sadly, I am no math whiz and my input is based on feel alone.

I have the dumb. I didn't see the 9th level prerequisite for the Talent.

Making it not take effect till 9th level seems fair.


born_of_fire wrote:

Cunning defense is not much different from an established investigator talent:

Studied Defense
Prerequisite(s): Investigator 9th level
Benefit: When an investigator with this talent uses his studied combat ability, he can chose to apply that ability’s insight bonus to his AC against attacks made by the target of his studied combat instead of to attack rolls against the target of his studied combat. (The insight bonus on damage rolls remains.) He must choose which type of bonus he gains when using studied combat, and it cannot be changed until he uses studied combat again.

The differences being that Cunning Defense doesn’t make the investigator choose between the attack and the AC bonus, giving them both simultaneously instead, and the reduced level requirement. I’m not sure that unbalances Cunning Defense but it does seem that the original author(s) felt bonuses to both at the same time was a bit much.

As well, Cunning Defense should probably replace a talent choice at a level when the investigator gets one rather than it just being a thing they get. This would put them in line with other archetypes that award a specific talent at a specific level (natural philosopher gets infusion at level 3 rather than a choice of any talent at that level, for example).

Forgot about studied defense, but that loses you the attack bonus.

What level do you think would be good to replace a talent choice?

The first talent seems too early.

Maybe the 5th level choice?


MrCharisma wrote:
Unrealparagon wrote:
Arcane Dilettante (Sp): The maximum level of spell you can use, according to your class level, is also shown on the table.

I'm not clear on what this means, it might need clarification (what's the highest level of spell you end up casting?)

Also if I'm reading Arcane Dilettante correctly a 20th level Factotum could prepare one "spell" at their highest level, and nine "spells" one level lower. Is that the intent?

Moving past that, this gives a LOT to your Intelligence, so the easiest comparison is probably to the Empiricist. This seems more powerful but it probably depends on your spells.

It also seems like a weird class in that it gives you martial weapons but then incentivizes you to not use STR or DEX ... I dunno if that's bad, just weird.

Yeah, one spell of max level, then nine additional spells of what ever level you feel like preparing. At least that is how the original Factotum class intended it.

The Intelligence not being a big factor is combat is the only thing I can't work out without making the Archetype stupid OP.

I can't remember are there feats that allow you to use Intelligence in place of Strength for attack rolls? Cause it would seem appropriate as a feat tax.

Or maybe as a Talent?


MrCharisma wrote:

I didn't necessarily mind the INT bonus to armour because they're getting barely any spells. By level 20 this guy can cast 10 "spells" per day, while an Investigator with 16 INT (the minimum required) has 33 Extracts per day. So unless this archetype is getting 9th level "spells" they should get something a little better for their AC.

Honestly it's a weird change, I'd probably need to see it in play.

Biggest reason for it is I liked the Factotum thematically, and I like the Investigator, but I can't stand Alchemy. Just rubs me the wrong way.

Yeah, I know its just spellcasting skinned differently, but still.

They get up to 8th level spells.


avr wrote:

I don't have Dungeonscape for that table. I'd suggest making the spell level limit the same as a the highest level which a normal investigator could prepare formulae for. BTW, I'm fairly sure a Dungeonscape factotum had a lot less inspiration than a PF investigator, I remember shenanigans about some feat to get more.

Adding Int to AC with no armor restrictions, not replacing anything is a mistake in balance terms. Especially since the things it's replacing are minor class features. Something like +1 AC, +2 at level 11 is the most I'd give for those class features. And yes I do realise it would only apply against a studied target - those are minor class features.

Yeah, sorry. The max level they can get is 8th level spells.

The factotum got Inspiration per encounter, the Investigator gets Inspiration per day.

One of the problems with the inspiration per encounter is that they didn't define encounter. While a combat encounter is fairly obvious, what about outside of combat?

All in all it made it a bit muddy.

As someone below suggested, losing a talent selection would help balance out the AC.


I need better eyes. Does this look balanced? Mainly based on what it trades out for what it gains.

The spell levels is exactly like the 3.5 Factotum class from Dungeonscape.

Weapon and Armor Proficiency: A factotum is proficient with all simple and martial weapons, and with light armor and shields (except tower shields). Because he uses spells as if they were spell-like abilities, a factotum can wear armor without incurring the normal arcane spell failure chance. This replaces the investigator’s weapon and armor proficiencies.

Arcane Dilettante (Sp): At 2nd level, you acquire a vague understanding of magic. You know that with a few weird hand gestures and an array of grunts and bizarre words, you can conjure up something that looks like a spell. By spending 1 inspiration point, you can mimic a spell as a spell-like ability.
At the start of each day, choose a number of spells from the sorcerer/wizard spell list based on your factotum level. You can choose one spell at 2nd level, and you gain additional spells every two levels beyond that. The maximum level of spell you can use, according to your class level, is also shown on the table. You can select any sorcerer/wizard spell up to that level, but you can prepare only one spell of your maximum level. Your caster level equals your level in this character class. The Difficulty Class for a saving throw against your spell is 10 + the spell level + your Int modifier.
Once you have used a spell, you cannot use it again until you have rested for 8 hours. After resting for this time, you choose new spells and lose any unused spells from the previous day, though you can select the same spell on consecutive days. You cannot prepare the same spell multiple times to use it more than once during the same day.
You must otherwise provide the necessary material components as normal.
If you wish to enhance a spell with a metamagic feat, you must apply the feat when you prepare the spell. In addition, you must be capable of using a spell of the modified spell’s level.
This replaces alchemy and swift alchemy. A factotum cannot take the alchemist discovery talent or any investigator talent that affects alchemy.

Brains over Brawn (Ex): When making a Strength check, Dexterity check, Strength-based skill check, or Dexterity-based skill check you can use your Intelligence modifier as a bonus instead of your Strength or Dexterity modifier.

This ability replaces poison lore.

Cunning Defense (Ex): At 4th level, when the Investigator studies a target using his Studied Combat ability he also gains his Intelligence modifier as an Insight bonus to AC against that target for as long as his Studied Combat lasts.

This ability replaces trap sense, poison resistance and poison immunity.


Is it possible for a Mezlan (AP 66, pg 90-91) who was once a wizard to become a wizard again after the transformation?


or does the Gray Maiden design scream Protoman from the old nintendo Megaman games?


Ya I was.

Don't apologize, you consistently put out amazing things. If something has to be delayed then so be it.


I do not see the book in question in the store. Is it not available anymore?


2 people marked this as a favorite.

So is there any chance that we will be getting a Mythic path and mythic abilities for psionic folks?


So is it just me or does it look like Black Seraph discipline would make a reasonable Akuma (street fighter) style of martial artist?


Are you planning on doing the evolved racial classes or do you think they are good as they are?


1 person marked this as a favorite.

So I just found this. Rather amazing job sir. Thank you for your time and for sharing.


Interesting... the possibilities...


That is kinda the reason I avoid paladins like the plague.


Ill have to look into it. I supposed the idea of the Paladin's code has always made me shy away from them though.


A magitech item one of my characters managed to construct is similar to a motorcycle. It consists of two rods of balance for stability mounted as part of the frame, part of the engine consists of a nonmagical gear box that is powered by a ring of telekinesis that functions as a "key" for the whole device. The power from the ring is siphoned off using a rod of absorption. The whole thing was bound together with a very well worded wish. The nonmagical parts of the thing consist of two wagon wheels and a metal frame. The thing is rather rickety and looks like it is about to fall apart at any time, but the DM allowed it, and gave it stats of a light chariot pulled by a Phantom Steed cast by a 8th level caster. It is rather epic.

Forgot to mention the rest of the part was not at all amused at the monumental waste (in their eyes) of magical resources this thing was either. This wish was the last wish from a luck blade.


Oh ok. So I should have trusted my gut and got it when I saw it earlier. Well crap.


It was available as a PDF a few hours ago and now its not? What happened?


Ya I thought about that too but the Mistweaver can heal at a distance.


How would you go about doing a Mistweaver Monk from World of Warcraft? Would that be best represented by style feats, an archtype, or something else. Im at a loss.


It is going to drive me crazy waiting for it.


Will this be available as a PDF download?