Uzbin Parault

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Organized Play Member. 3 posts. No reviews. No lists. 2 wishlists. 14 Organized Play characters.


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TL;DR: Sorc will be a caster. Investigators are more versatile, but weaker spells, better at pretty much everything else

Those are two very different classes. Can't say much specificaly about a Sage Sorcerer, but in general you're still a sorcerer, so you will be nearly 100% reliant on your spells.

I've played an investigator too, though not a psychic one, so I can't say too much about the spell selection there. But it's a lot of mind based spells. As an investigator you have much more than your spells. You probably have a decent Dex score too. You have way more skill points, and aside form social skills you will be better at them too. You will be a competent martial combatant as well using stiudied combat, basically it adds half your level to melee attack and damage.

So, I guess it comes down to how much you want to be a full caster vs 3/4 caster, melee and skills


I've played around with the Kineticist, Medium, Mesmerist and Occultist. So far the Occultist has my favorite flavor, I've always wanted to play a character that just had a whole bunch of magic items.

Obviously, the implement powers are the key to balancing this class and making sure it's fun. So, here is an idea I had for a change to the Spirit Shroud Resonant Power.

New Spirit Shroud:
Spirit Shroud (Su): The implement protects its wearer’s life force with necromantic energy. When the bearer of this implement deals negative energy damage with a melee touch attack, the bearer receives a number of temporary hit points equal to half the damage done. The shroud can store a maximum of 2 temporary hit points for each point of mental focus invested in the implement (to a maximum of 2 hit points per occultist level you possess). These temporary hit points last for 1 minute. You can use this ability only with a robe.

I think this helps fix two issues with the Necromancy implement group.

  • Just getting some temp HP seemed a bit underwhelming
  • The Occultist's Necromancy spell list is rather small, and the Inflict line occupys a lot of space on that list. This should make those spells worth taking, as we all know that they are not efficient ways of dealing damage

Thanks


Hi Everyone

This is my first playtest, and I am looking forward to being a part of the refinement process here. Huge kudos to Paizo for allowing the Pathfinder community to have a hand in the design process.

Obligatory brown-nosing aside, I haven't played the medium yet, but I've read through the whole entry a few times. I agree with the general consensus that the Medium needs a bit more oomph. Here are a few ideas I had. Some of the ideas here have been touched upon in previous posts, with a slightly different spin.

1. When you select a primary physical spirit (one that is Str, Dex or Con based), the Medium becomes a full BaB class. The Str spirit bonus would become +Dmg and +CMB instead of +Atk.

When you select a primary mental spirit (one that is Int, Wis or Cha based), the Medium becomes a 3/4 casting class (spell progression of a Magus, Bard ect), and these types of spirits grant more spells than they do now

2. The Medium becomes a 3/4 casting class, but physical spirits grant bonus feats, but not spells. Mental spirits would be the only ones that grant spells.

3. All spirits grant a choice of feats. The Medium can chose a limited number of these (maybe 3-4 by level 20).