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Dubious Scholar wrote:
And the last part for water.

I'm surprised to hear you relatively okay with fire, but antagonistic against better fire.

And that's what water is, for the most part. Better fire. I rest my case on Blazing Wave vs. Tidal Hands.

Tidal Hands is level 1 rather than 4, an arguably better damage type, and far more flexible in its area. This pattern repeats with Winter's Clutch and Slippery Sheet.

Water gets more, better, earlier. They have a joke of a level 18 feat, but they will do dramatically more damage as-written throughout the course of a campaign. And I don't know about you, but I've found far use for waterbreathing then torches throughout my 2E campaigns.


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There is a lot about burn here on the forums, and I wanted to use this as a jumping off point for discussion.

I want to put this out in front. I dislike Burn. I dislike it mechanically in 2E, and I absolutely disagreed with its implementation in 1E. I think it was overly complex, tried to solve the wrong problems, and didn't succeed at its own goals.

For those not familiar with burn, I won't dilute this post too much to 1E's implementation. Burn was the cost you paid when you used most 1E kineticist abilities. You paid modular amounts of burn to use these abilities, and each point represented taking nonlethal damage equal to your character level in a way that wouldn't heal until you rested. Burn is mentioned 53 times in the Archives of Nethys front page for the class, and is notoriously complex. I recommend reading what others have already stated about it.

Anyway, let's talk about one 2E and burn. I've seen two simple suggestions for Burn in 2E:

  • Burn = take nonlethal damage equal to your level
  • Burned X = drained X

    There is a very simple mechanical problem with either of these in the context of 2E: ancestry HP. A level 1 character can take up to 22 instances of either type of Burn, while that same character at level 2 would only be able to take 17. This number will keep going down.

    The second mechanical problem is that 2E is designed around easy access to out of combat healing. In the vast majority of fights, the party is assumed to be at full HP. This negates the danger of taking damage, but makes losing maximum Hit Points much more serious.

    The third mechanical issue is less pressing. Nonlethal damage works completely differently. In 1E, it was tracked separately and gave you a cushion of "I'll go down, but I'll just pass out." In 2E, the nonlethal trait does nothing unless it is the last bit of damage you take before going to 0 HP.

    These mechanical issues make it very easy to undershoot or overshoot a HP based cost in this system, or to have a cost gets worse as a player levels.

    Anyway, I think there are some key questions that need to be asked of any proposal to add Burn back in as a core feature for the kineticist:

  • What are you trying to achieve?
  • If merely adding a non-Focus Point cost to using features, does your implementation effectively even work with 2E's healing?
  • Is it fun to manage your version of burn?
  • Do you account for ancestry Hit Points? Does your version work worse at level 2?
  • Is your version simple enough to understand in one reading?
  • Do you need a lot of class features (and page space) to make your version of Burn integrate into the class?
  • Does your version of burn account for people that want cool Wuxia/Avatar shenanigans and want to opt-out of burn-like systems? (Trust me, I heard from plenty of people like this in my attempt.)

    To be clear, I would rather see Burn left out entirely than to see it poorly thrown in. And I mostly see it as a justification for keeping Constitution as the main stat and bumping the damage numbers/action economy across the board, which I don't feel answer any of the questions above.

    For reference, here is how my systems tried to answer these questions. I'll note that my goal was to appease both camps: people who wanted burn as a power-fantasy, and people that just wanted cool elemental shenanigans and big HP pool. I'll note that my first version is an almost identical chassis to what the 2E version ended up as, so it is much more comparable.

    When I made my first kineticist homebrew, these were major issues that came up in playtesting. My solution wasn't elegant. You would ramp up from unburned, to burning, to blazing, to overcharged. These states dealt damage equal to 1/2/3 + your level, and that damage couldn't be healed unless you had been unburned for 10 minutes.

    This meant that a level 1 character could be overcharged for up to 5 rounds, while a level 20 character could be overcharged for 13 rounds. The conditions themselves gave varying bonuses; overcharged gain +3 damage per damage dice on your kinetic blast, a +2 status bonus to your kineticist class DC, and a +2 status bonus to your element's skills.

    My subclasses were based around embracing or avoiding Burn: Cautious Disciple kineticists could easily reduced their state to unburned and gain temporary hit points while reckless disciple kineticists could overcharge themselves and skip the turn by turn ramping.

    I think that the current playtests subclasses (the gate types) are more flavorful and less mechanically tricky to balance.

    My second version was almost completely different from the playtest, and less well received. It was just a spellcaster that used a much simpler version of burned with no internal benefit, and that version was very close to the burned X = drained X implementation.

    There are points to be made about simplicity, but this didn't play all that well and didn't have much internal logic behind it.


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    Martialmasters wrote:
    its fine for either, not that many enemies have attack of opportunity, and when they do you can easily just blast from 20ft+

    Until you face a Lesser Death and you cry when you see its version of an AAO:

    Quote:
    Lurking Death (teleportation); Trigger A creature within 60 feet makes a ranged attack or uses an action that has the concentrate, manipulate, or move trait. Effect The lesser death teleports to a square adjacent to the triggering creature and makes a melee Strike against it. If the Strike hits, the lesser death disrupts the triggering action.

    This may have come up in a Level 16 playtest I did that resulted in a party wipe...


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    The following is a log of three combats starring the same characters: an azarketi intimidation sword/board fighter, a thief rogue, an elf sorcerer using a bow and cantrips, and a dedicated gate human fire kineticist (Con>Dex) taking the following feats:

    1 Burning Jet
    1 Warming Nimbus
    1 Elemental Weapon
    1 Flame Eruption
    2 Eternal Torch
    4 Blazing Wave
    6 Stoke Element
    8 Kindle Inner Flames
    10 Chain Blasts
    12 Furnace Form
    14 Horrid Ignition
    16 Effortless Impulse
    18 Ignite the Sun
    20 All Shall End in Flames

    The combats were randomly generated through a utility I developed. All encounters took place in a 20x20 room with two ledges for cover on the opposite side of the room, and 3 columns granting total cover on each side of the room.

    Enemies were randomly generated from a select pool, with only 1 enemy type per level. IE, all enemies at -3 to the party would be the same creature. Legal enemies including heavily featured undead, demons, and evil NPCs (this tool was developed for random encounters for 2E WOTR conversion). The enemies were also randomly placed in the room.

    Each character was built to level 20, and provided reasonable gear at each level. The majority of the gold went to the Fighter, simply because they had more combat relevant needs. All rolls were prerolled in bulk.

    An overall conclusion: the martial characters and the cantrip+bow using sorcerer (no spell slots or focus points consumed) significantly out-performed the kineticist in the encounters at 1, 6, and 10. The kineticist had some awkward turns, didn't do amazing damage even with the best combination, and accidentally BBQed the fighter. The Elf Sorcerer had greater control over their damage using Scatter Scree and Electric Arc, and a better array of damage types.

    Level 1 Moderate Encounter (all weapons drawn at start of combat)
    2 Weak Harrow Readers (-2)
    1 Elite Begger (0)

    Round 1
    Weak Harrow Reader 1 Strides x2, Strikes Elf Sorcerer for 4 damage (Azarketi Fighter hits AAO for 3 damage)
    Human Kineticist deals Gathers Power, Strikes x2 WHR1 for 4 damage in melee (1M, 1H); WR1 dies
    WHR 2 Strides x1, Strikes x2 Elf Sorcerer for 3 damage (1H, 1M)
    HF Strikes WHR2 for 7 damage, Strides, Raises Shield
    ES Strides, casts Electric Arc (6); WHR2 fails and dies, EB succeeds
    HR Strides, Strikes x2 Elite Begger for 8 damage
    Elite Begger Strikes x3 (3M)

    Round 2
    HK Strikes EB for 3 damage, uses Flame Eruption for 1 damage, EB succeeds
    AF Strides x2, Strikes EB for 8 damage. EB dies.

    Total damage: AF 18, ES 9, HR 8, HK 8

    Level 6 Moderate Encounter (all main weapons drawn at start of combat)
    Assassin (8)
    Gear: All one +1 striking weapon and +1 armor per party member
    Gear: Fighter +1 Shield Boss, Minor Sturdy Shield, Full Plate

    Round 1
    HR nat20, AF nat20, Assassin 30, HK 25, ES 22

    HR Strides, Strikes x2 (1H, 1M) for 11 damage
    AF Strides, Double Slice (2H) for 8 damage (Assassin Nimble Dodges longsword)
    Assassin Steps, Poisons arrow (Giant Centipede), Quick Draws longbow against ES (Crit), 8 Arrow, 9 deadly d10, 4 sneak attack x2 (42)
    ES fails savings throw (15)
    HK Gathers Power, Strikes (1M), Stokes Element
    ES Strikes (1M), Strides x2 (Success on poison; 4 damage)

    Round 2
    HR Creates a Diversion (F), Strikes x2
    AF Steps, Demoralizes (Success), Strikes (1M)
    Assassin Strides x2 (Fighter AAOs, hit for 15), Quickdraws rapier (1M)
    HK Strides, Strikes x2 for 10 (Assassin in Light Cover, 1M, 1H)
    ES Strides x3

    Round 3
    HR Strides x2, Strikes (1M0
    AF Strides x2, Strikes for 26 (critical hit)
    Assassin Creates a Diversion (nat 1), Strikes HR x2 (2M)
    HK Strikes x2 for 12 (1 CH, 1M), Stokes Element
    ES Strides, Strikes (1M), Strides

    Round 4
    HR Strikes x3 for 50 (3H thanks to FF)
    HF Demoralizes (fail), Double Slices for 28 (1 CH, 1M)

    Total Damage: HF 77, HR 61, HK 22, ES 0

    Level 10 Moderate Encounter (no weapons drawn at start of combat)
    1 Weak Zombie Dragon
    2 Tyrannasaurus Skeletons (TS1 spawned next to party, TS2 spawned away)
    Gear: All one thundering rune
    Gear: Fighter 1 striking rune, demon mask, force shield; Rogue ventriloquist's ring

    Round 1
    AF Battle Cry (all immune), Interacts x2 to Draw Longsword, Shield, Strikes TS1 with Shield Boss for 58 (near max roll) (CH)
    TS1 Tramples for 19: HR CS, HK F, ES CS (nat20), AF S
    HF AAOs (1M)
    HR Delays turn
    HK Gathers Element, Kindles Inner Flame
    HR Strides x1, Quick Draws TS1 x1 for 25 (-16) (Precise Debilitation, 1H), Strikes TS1 x1 for 30 (-10)(1H)
    TS2 Strides, Strikes AF for 27 (1H), Rib Skewers ES for 12 (succcess)
    ES Quick Draws (Archetype) to strike Zombie Dragon for 24 (1H), Scatter Screes for 17 on TS1 (fail) & TS2 (S)
    ZD Strides, Strikes AF for 56 (CS)

    Round 2
    AF Strides, DS against TS1 for 28 (-15) and 15 (2H); HR Opportune Backstabs (1M)
    TS1 Tramples for 18: HK S, ES CF, AF F
    HK Strides x1, Blazing Wave for 28: ZD F, TS1 F (-10), TS2 F (-10), AF CF (nat 1 dying 2)
    AF fails recovery check (dying 3)
    HR Strides, Interacts to draw healer's tools, Battle Medicine on AF (21 HP/W1 with Godless Healing)
    TS2 Strikes AF 21 (dying 2), Rib Skewers AF for 24 (F, dying 3), Rib Skewers HR for 48 (CF)
    ES Strikes ZD (1M), Scatter Screes ZD and TS2 for 28: ZD CS, TS2 succeeds
    ZD uses Breath Weapon for 33, 2 round CD: HK S, HR CS, AF CF (dead), ES saves

    Round 3
    HK Gathers Power, Strikes ZD for 21, Stokes Element
    HR Escapes (29), Battle Medicines (21), Strides
    TS2 Strikes x2 for 25 (1H, 1M), Rib Skewers HR (CS)
    ES Strikes ZD for 15, Scatter Screes for 22: ZD F, TS2 F
    ZD Strikes x2 with tail ES (2M)

    Round 4
    HK Strikes ZD x1 (1M), Blazing Waves for 24: ZD F, TS2 S
    HR Hides (S), Sneaks (S), Strikes ZD for 40 (CS)
    TS2 Strikes HR x2 for 12 (1H, 1M), Rib Skewers HR for 21 (CS)
    ES Strikes ZD (1M), Scatter Screes for 13: ZD F, TS2 F
    ZD Strikes x2 with tail ES (2M)

    Round 5
    HK Gathers Elements, Strikes ZD for 26 (CS), Stokes Element
    HR Feints (F), Feints (S), Strikes TS2 for 4Pi (-10), 18 Pr, 2 S (CS); DS: FF
    TS2 Strikes HR x2 (2M), Rib Skewers HR (CS)
    ES Strikes TS2 for 33 Pi (-10) + 2S; ES uses Scatter Scree for 13: TS2 nat 1s

    Total Damage: ES 181, HK 132, HR 89, AF 86


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    Martialmasters wrote:
    For basic blasts without feats, they are basically magical stances with a melee and ranged component.

    I just want to point out that the option to take stance feats that modify the blast would be an interesting thematic addition to the class, and another action economy saver that could be tied to Gather Power.

    Martialmasters wrote:
    Where should the expectation on damage be is my wonder.

    I think that elemental blasts should be on-par with Thaumaturge or Inventor Strikes, regular impulses should be equivalent to cantrips, and big overflow impulses (3-action) should fall just shy of the best two-action focus spells.

    It doesn't have to all of these at once, but they all need to be possible.


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    Martialmasters wrote:
    siegfriedliner wrote:
    Honestly I would like to see a quick gather(like quick draw) action that gathers and kinetic blasts in 1 action.

    Absolutely mandatory feats seem a bit silly.

    Need something more baseline.

    I don't think they were implying that this was feat actually. Could be, but could also be a baseline ability.


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    I think that in general, I am okay with 3-action overflow abilities matching focus spells or being around 1d6 behind. So if a 9th level dragon's breath does 17d6 (60) and a 9th level fireball does 18d6 (63) I'd like to see an 18th level, 3-action overflow deal between 16d6 (56) and 17d6 (60).

    This is a pretty large difference from what we actually see. The Shattered Mountain Weeps is the top with 9d10 (50), while All Shall End in Flames is at the end with 7d10 (39). We'd need something between 10d10 and 11d10 to reach that level.

    At level 1, the comparison that fits best would be Spray of Stars, at least from what I've found. That's 1d4 over a 15ft cone. Kineticist actually overperforms here with Aerial Boomerang or Tidal Hands, but scales up to better focus spells.


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    GrayDeath666 wrote:
    If it does work, there are some very weird interactions like persistent bludgeoning damage. Also Elemental Weapon doesn't say a level one weapon, if you can take later and gain a much higher level bomb.

    This would also arguably let you create common magical weapons at any level, not just the level you are at. For instance, a Major Buzzsaw Axe, which is a "one-handed simple or martial weapon" that is "common" despite being level 20.

    This should almost certainly be a level 1, one-handed, simple or martial, common, non-consumable, melee weapon.

    I'd also like to have the hand wielding it count as a free-hand for impulses because as written a kinetic loses the ability to use a Shield when they make an elemental weapon. It seems to me that the type of kineticist that would go to town with a created weapon would be more likely, not less, to want a shield.


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    Zzeae wrote:

    Because the class is designed around what is effectively a 6 action basic combo, even using a single move action can noticeably reduce your efficiency. I won't say this is a bad thing just yet, but I wouldnt be surprised if having built in 3rd action choices that are almost mandatory means common 3rd action options will go unused, and the support systems built into the game won't interact with the class.

    I don't think being derailed by a single move action is a healthy place to be. One of the absolute best features of 2E is the freedom the unbounded 3-action system gives it. Being unable to move, Raise a Shield, Demoralize, cast a cantrip from a multiclass archetype, &c. from the massive list of actions and activities is a bad thing.

    I think there is a very simple solution to this, and a less simple but more flavorful solution. The simple solution is to let the kineticist Stride at half their Speed when Gathering Elements (going up to their Speed at some point).

    The more flavorful solution is to let different elements or gate types do different things, in the same way Gunslingers reload differently.


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    I do think this is intended to be treat as a 5-ft burst with 30 ft of verticality, and is just poorly written to achieve that effect. I would stand the other way if said "square" rather than "square(s)".


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    Kyrone wrote:

    I did test in the first day in a lvl 3 one-shot, it does indeed feel better, played a dedicated water one.

    Being able to do blast + tidal hands and next turn gather + blast twice was fine, and later that build could have 2 actions blasts to out in there like the one that strikes 5 creatures. I even managed water dance allies out of enemies range too and that was a cool as heck utility in battle

    Gather element could have a small bonus on it depending of the element like a small circumstance bonus to AC if earth and so on, but it was not as bad as I thought would be.

    Power wise impulses could indeed use a boost, but should be better than a cantrip but worse than inventor unstable actions per example.

    Keep in mind that Water reads as significantly better than the other elements. For instance, Tidal Surge is equivalent, but better, to what Fire gets as its 4th level cone in Blazing Wave.

    I suspect that this is not an accident. Having a range of power levels for elements is a useful tool for a playtest. Aquakineticists seem to be the high water mark this time around. They get more versatile impulses, earlier, and often just deal more damage (such as getting 1d8 blasts). At a guess, fire is the roughest.


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    I feel like too many impulses were upgraded to 3-actions simply because at level 19 the class can Gather Element as a free action, and at level 20 there is a feat to reduce 3-action impulses to 2-actions.

    This can leave the class very clunky to play for the majority of the game. 3-action spells and abilities are relatively rare for reason, reserved for either flurries of martial actions (often including movement) or spells that affect the battlefield.

    I think the class would feel much better without balancing around those late-game action economy bonuses.

    I also think that it is a bit of a bummer that you can't Elemental Blast after using an Overflow impulse. It makes more sense to me that you'd need to 'rev the engine' to cast a big overflow spell, rather than killing the engine when you cast one and needing to restart it.

    In that sense, Gather Power would empower you till the end of your next turn, but you wouldn't need to reuse it again in combat unless you wanted to rev the engine again or switch elements. You could still use elemental blast of that element, or other impulses.


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    Unicore wrote:
    Air and fire can do this from range and be more accurate than any martial except a flurry ranger or a fighter.

    Air basically doesn't have an elemental blast. I can't overstate just how piddly 1d4 physical damage is, even with ranged agile.

    Take an Acolyte of Nethys, the first level 1 creature alphabetically. An aerokineticist will deal on average 2.5 damage at ranged, and will hit on a 9, a 13, and a 17. That means the they will deal:

  • .45*0+.5*2.5+.05*5 + .65*0+.3*2.5+.05*5 = 2.5 round 1 (13.5 HP)
  • .45*0+.5*2.5+.05*5 + .65*0+.3*2.5+.05*5 + .8*0 + .15*2.5+.05*5 = 3.125 round 2 (10.375 HP)
  • 3.125 round 3 (7.25 HP)
  • 3.125 round 4 (4.125 HP)
  • 3.125 round 5 (1 HP)
  • 3.125 round 6 (-2.125 HP)

    That's 6 rounds to kill a level 1 creature at level one, doing nothing at all but blasting. In comparison, here is a Giant Instinct Barbarian with a Greatsword, using Rage, Sudden Charge, then Stride + Strikex2. They hit on an 8, then a 13 for 16.5 damage.

  • .4*0+.45*16.5+.1*31 = 10.31 round 1 (5.7 HP)
  • .4*0+.45*16.5+.1*31 + .65*0+.3*16.5+.05*31 = 17.025 round 2 (-11.325 HP)

    This gets catastrophically worse against creatures with any amount of resistances, which is not uncommon. It would take an unfathomable amount of time for an air kineticist to deal with a Vampire Bat Swarm with its elemental blast at level 1.


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    The capstone blasts that take 4 actions aren't particularly competitive at fodder killing, and that isn't even a niche in this game. No group struggles with fodder.

    They deal on average around 8d10 in a 20-foot burst (16 squares), for 44 damage. Keep in mind, Electric Arc can be cast twice for the same number of actions, is 50 damage to two targets, and can be cast at a higher DC.

    For a huge percentage of the game's encounters, it will be better to use a scaling cantrip than the obvious big blast skills. Many encounters will not have 4+ enemies within 16 squares.

    Fire is particularly terrible. They have the following damaging abilities:

  • Flame Eruption - Single target, scales to 7d6 damage for 3 actions
  • Blazing Wave - 30-ft cone, scales to 11d6 damage for 3 actions
  • Crawling Fire - 3 actions for a significantly worse Reach spell
  • Solar Detonation - 20-ft burst, incapacitation, scales to 6d10 damage, 4 actions
  • Arrive in Conflagration - adjacent creatures, 4d6 damage, 3 actions,
  • All Shall End in Flames - 30-foot burst/emanation, 7d10 damage, 4 actions
  • Ignite the Sun - 3rd level Flaming Sphere

    It is very clear that none of these except Blazing Wave is anything close to reasonably damaging. It seems the intended way to play is to stack up Ignite the Sun, Furnace Form, AND Kindle Inner Flame to boost your teammates damage while throwing out 1 decent damage Elemental Blast per turn, but the action economy doesn't really work well for that.


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    POSITIVES
    Favorite part of class

    The Wuxia theming for the elemental abilities; much better than the plethora of feats named after spells in 1E. As a secondary, the base of elemental stances and starting off with 1/2/6 elements seems very solid to me conceptually.

    Initial positive perceptions of the classes theme, feats, and abilities

    The ability to do minor manipulations even at level 1 is core to the theme, and this does that better than 1E.

    Some of the earlier feats seem pretty close to releasing to print: all the universal level 1 feats, clean as air, wings of air, geologic attunement, stone shield, eternal torch, deflecting wave, tidal hands.

    Gather Power and Extract Element seem to do appropriate things with understandable text.

    Balance of the class as a whole. For example:

    Are the feats appropriate/fun
    The universal gate theme is well represented, with ways to switch between elements, interact with the widest array of elementals, and even gather all elements at once or switch up abilities on the fly.

    Earth and Air seem to have pretty lock-in identities as a control/melee and utility elements respectfully.

    Aura Shaping and many of the auras seem to be unique and potentially quite powerful.

    Are perceived weaknesses appropriate for the class? IE you wouldn't complain that a Wizard is physically fragile

    The lack of expertise with martial weaponry and heavier armor are appropriate (though a class archetype for Kinetic Knight with heavy armor would be very popular).

    NEGATIVES

    Least favorite part of class

    Simply put, the damage numbers. This is the lowest damaging class in the game, below even alchemist. Like the alchemist, investigator, and thaumaturge this class is locked into a lower hit range for its attacks and into 1H weapons. These classes get significant tradeoffs for their lower hit range and weaker weapons.

    The alchemist gets persistent and splash damage and now has the the bomb variety to target pretty much any weakness. The investigator can predict critical hits, occasionally swing with Intelligence, and has the fairly large damage boost of studied target. The Thaumaturge has very high damage boosts from weaknesses, and useful effects from implements.

    The kineticist gets nothing for its day to day attacks. It cannot easily target weaknesses, even as universal gate, and there is nothing in its base kit that really incentivizes the player to use elemental blasts at all except the requirement of having hands free.

    A dedicated gate aerokineticist is particularly in the rough. Nothing in this game is currently locked into 1d4 damage attacks. Elemental Weapon is arguably mandatory for air kineticists just to get a proper 1d8 weapon in their hands, and that still is just getting to the point before where other classes add Rage, Exploit Weakness, Studied Strike, Sneak Attack, or action economy.

    The other issue is that it seems most of the damage is locked behind system knowledge and picking the right feats. This goes against 2E philosophy, which puts scaling in the base class and variety in the feats. It seems to me that the damage of a kineticist that takes the best impulses will be much better than the kineticist that doesn't.

    Initial negative perceptions of the classes on theme, feats and abilities

    It doesn't appear to me the theme of 'wracked by elemental planes' is evident beyond needing CON as a nerf to the main attribute. I'd like to see something add CON to damage, even if isn't always active. For instance, making the first Elemental Blast after Gathering Power gain that damage.

    There are a lot of feats that don't really improve the combat capability of the class, either because they aren't oriented to do so or because they are too weak. A short list: Voice of Elements, Blast Barrage, Command Elemental, Whisper on the Wind, Wiles on the Wind, Stepping Stone, Igneogenesis, Eternal Torch, Crawling Fire, Usurp the Lunar Reins. I'd like a second-pass looking at the weak ones, and perhaps making the others skill feats that require the ability to channel an element.

    Adapt Element is interesting, but takes entirely too much bookspace for what it does. This is particularly true of its higher level variants. I'd again recommend making these optional skill feats.

    Extract Element works fine, for fire. The other 3 (and likely 5) elements are too focused on Bludgeoning or Slashing damage, and will face more enemies resistant to their damage without having an elemental trait. There are 59 creatures with the fire trait, many of which are dragons. There are 28 air creatures, 52 earth (many without resistances to B), and 42 water by my count.

    Specific Imbalances of the class. For example:

    Are there aspects that would be used excessively?

    As written, water is a bit better as a ranged blaster than its counterparts. It gets access to better AoE impulses, and has two decent damage kinetic auras. Tidal Hands is just a better Burning Hands in bludgeoning, while all the other elements struggle to hit cantrip damage.

    Chain Blasts and Aura Shaping are both significantly above the average feat for the class, which may say more about the other feats than either of those. Wings of Air is pretty above average for movement skills, effectively giving permanent flight at 8 instead of 17. Speaking of, it is unclear how multiclassing will work for abilities that get stronger by level and all classes could get this at 16.

    Gather Amalgamation + Elemental Immunity is immunity to 4 elements, and it isn't fully clear what that means. Even more confusing with wood/metal thrown in.

    Broken combos?

    Assume Earth's Mantle arguably stacks with Apex items that boost strength, as one is an item bonus and the other is untyped. I doubt that the intention is for kineticists to reach 24 strength.

    Aura Shaping and Winter's Clutch creates an up to 30-foot damage field dealing your level in cold damage to any creature forced to enter that field by your movement. This is substantially stronger than most of the overflow + three action feats.

    Crowned in tempest's Fury doesn't have a duration.

    What is too underpowered? Overpowered?

    Underpowered:

  • Damage of: elemental blast, all shall end in flames, blast barrage, blazing wave, crawling fire, flame eruption, fusion blast, glacial prison, hurtling rockfall, ignite the sun, ride the tsunami, the shattered mountain weeps, solar detonation, spike skin, storm spiral, and maybe some others
  • Control/utility of: arrive in conflagration, command elemental, crawling fire, furnace form, glacial prison, infinite expanse of bluest heaven, usurp the lunar reins (egregious), voice of elements, whisper on the wind, wiles of the wind

    Overpowered:

  • Gather Amalgamation + Elemental Immunity
  • Aura Shaping + Winter's Touch, Crowned in Tempest's Fury, arguably Geologic Attunement and Sea Glass Guardian
  • Chain Blasts potential to deal 5 attacks without MAP raising

    Other Notes

    The elements are not balanced. Almost every water skill does more damage than every at-level fire skill. Air's damage is handicapped by effectively not having an elemental blast. Earth has a higher potential in melee.


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    Saedar wrote:
    manbearscientist wrote:
    That said, I'm somewhat skeptical that Elemental Blast is intended to be their core weapon. It certainly isn't scaled that way. It seems that on-demand impulses are supposed to be the main damage, outside of outliers like Chain Blasts.
    I don't really buy this. There are several feats that build off Elemental Blast across the level spectrum. They clearly think it is something that can be built towards.

    Yes, but once you get those feats it is almost always terrible to use Elemental Blast itself. It is not at all comparable to any martial's attack; it is both less accurate and less damaging. For the first 6 levels of the game Elemental Blast caps out at "deals the same damage as a Sorcerer with a longsword and strength as a secondary stat".

    It gets one generally better than martial feat in Cycle Blasts, one equivalent but weaker due to dice/action economy feat in Maelstrom Blast, and two level 18 element specific feats that passively raise the damage up to more respectable levels. Before level 10, I don't think there's an argument that a kineticist using Elemental Blast as their primary thing is going to be competing in the martial olympics in any way.


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    This will put kineticists attacks at:

  • 1-4: -1 to martial comparison
  • 5-6: -2
  • 7-9: +0
  • 10-14: -1
  • 15-19: 0
  • 20: -1

    It seems the general approach will typically put kineticists behind in attacks by -1.

    Kineticist damage, on the other hand, scales more poorly. Kineticists will have the same lack of a full STR modifier to their damage, but will also be using lower dice with worse action economy, bonuses to damage, and traits.

    For example, most martials using 1H weapons either have a Double Slice equivalent, a Sneak attack equivalent, or a flat damage buff (3+). Elemental Blast is probably roughly at -4 to damage compared to most alternatives at level 1, with that gap increasing with weapon dice stacking.

    This seems to be an 'poor chassis, good options' approach. Attacking with Elemental Blast is not designed to be competitive by itself, and is not equivalent to any martial using their basic class features.

    Meanwhile, you have the extraordinarily action-efficient Chain Blast and early access to relatively decent AoE to compensate.


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    Some basic notes:

    Con / 8 HP
    Nature + 3 Skills
    T/E/E/T in Perc/Fort/Ref/Will
    Elemental blasts scale off unarmed attack, benefit from handwraps
    Blasts deal between 1d4 agile and 1d8 damage, and don't benefit from constitution at all (standard str/dex to hit, str to damage if melee or propulsive)
    Choose between more elements and more feats at level 1 (1/3, 2/2, or all/1)
    Basic actions from leveling up: Gather Element, Adapt Element, Extract Element (for getting around elementals otherwise immune to you), and 7th and 11th level bonuses to Adapt Element
    Gather element isn't a buff or burn reducer, it gives you a clump of elements that you can use for impulses (non-spell magic)
    No damage/burn in basic class layout
    Fighter-type flexibility feat, letting you pick an 8th or lower feat at 9 and two 14 or lower at 15
    No focus point interactions
    Not a lot of Constitution interaction

    1
    Elemental Weapon allow you to make a semipermanent simple or martial 1H weapon
    Flexible Blasts lets you add use dexterity for melee elemental blasts or use strength for ranged, reducing MADness.

    2
    Kinetic Activation lets you activate items
    Voice of Elements - So long as you've gathered an element, you can speak the associated language and make requests of mindless elements of that element

    4
    Blast Barrage >> Impulse to fire 3 Elemental Blasts at different targets; your MAP increases normally. Note that gathering takes 1 action and needs to be done first.
    Command Elemental >> - Overflow (lose element) to control or more likely slow an elemental, but ends if you attack said elemental. Mostly worthless against almost anything you can face: does nothing on success, and against a minion level mob (your level - 2) it still only slows if no allies attack the elemental.

    6
    Cycling Blast > - You Elemental Blast then Gather Element to switch elements. Only available for those with extra elements.
    Stoke Element > - Dedicated element only, adds status bonus to damaging impulses (including elemental blast). 2/3/4/5, doubled on overflow.

    8
    Aura Shaping - Can change shape of auras, and target creatures to make immune.

    10
    Chain Blasts >> - You can keep hitting enemies within 1 ranged increment of each other, up to 5, with no increase to MAP in the middle. Extremely potent.
    Deconstruct Element R - Counterspell
    Fusion Blast >> - Add another element's weapon dice to your elemental blast. No other bonuses doubled.

    Each element gets a lot of specific feats. Some highlights:

    Air - Invisibility, wall of wind, 8th level fly
    Earth - Shield, Healing, can get benefit of Apex item to STR at 14 without counting as Apex item (highly doubt this goes to live)
    Fire - Level 1 AOE, can create a miniature sun that lightly tickles enemies at 18, easily spreads persistent 3d6 fire that enfeebles
    Water - Healing, Wall of Ice, can create damageless pure water field at 18 or make a small amount of difficult terrain in water at 18

    To me, there seem to be some pretty big imbalances in later feats and some damage wonkiness. There are a few efficient actions in there, but the baseline damage and accuracy seems to be really low, at a maximum STR/DEX of 16 to start and only 1H weapon scaling.


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    Alright, I'll try to update these by end of the week. As far as some balancing:

    1. Hellflame; I will change this to 3d6 fire with a 1d6 evil rider. The intention was to land roughly around Scorching Rays, but slightly better against good enemies.
    2. Strikes/Slam scaling: the physical part scales with striking runes, while the elemental part does not. So major striking would be 4dX + 2d6 elemental


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    I've updated to incorporate all of these in the new version up on Pathfinder Infinite.


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    Mythic Powers: A Comprehensive Sourcebook

    I've finally released my hopefully final version of a mythic system for Pathfinder 2nd Edition. This product is an evolution of the Mythic Advancement PDF I created a while back, but its not a just rebranding.

    I am confident that this product (and some additional resources I will link below) is all any player or GM will need to run mythic content in their games.

    What is mythic content? Mythic content is material intended to provide an alternate and additional path for character advancement. Pathfinder 1st Edition created the mythic system somewhat as a replacement for D&D 3.5's Epic Leveling system, which also provided another route of character progression.

    This book draws on both of those sources, as well as Owlcat Games's Wrath of the Righteous, which converted the 1E Adventure Path of the same name which a much changed mythic system.

    The book creates epic leveling progressions for each currently existing class. It also gives tools every table and resource they need to create campaigns for such characters, including expanding treasure, monster, NPC, and hazard creation tables. Running alternate or variant systems and worried about the ramifications? Each and every one is discussed.

    It also gives spellcasters a vast array of new options for their old spells, letting them heighten their spells past level 10 for additional effects.

    But this biggest thing I've added for both epic characters and characters playing in 'normal' level ranges is an entirely new system: mythic archetypes.

    Like normal archetypes, these allow you to take archetype feats with your class feats after taking the dedication. These run alongside the normal archetype system, representing the source of power your character draws from; taking a mythic archetype does not like you out of taking an archetype or vice versa. There is even a mythic free archetype system.

    The 36 new mythic archetypes represent a massive range of potential sources of power. For those not content to simply play 'like' a lich or a dragon, many archetypes even include a high level feat that will allow a player to permanently transform into the source of their power.

    For those that liked the mythic paths of 1st Edition, I have also converted each of them to this new system, potentially letting 1st Edition characters with mythic paths be converted to 2nd Edition. I've even added in new archetypes for Primal and Occult spellcasters in the same style as the Archmage and Heirophant. Note that the Champion path became the Martial Master mythic archetype, due to the Champion and its multiclass archetype already existing in 2E.

    This book also has many landscapes, character arts, and portraits made by me using secret and arcane techniques to overcome my total lack of artistic talent.

    Finally, I'd like to link some very helpful resources I've co-opted, knowing that whatever I made would not be nearly as good.

  • DoggieBert's Monster Builder 1.1, as edited by me to incorporate the new tables for creatures up to level 30 (hence 'Mythic monster builder'
  • /u/viemexis's Character Sheet v5, also edited by me, made to incorporate another proficiency level and everything else needed for mythic play

    If either of these content creators wants me to take these down, I will.


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    Sanityfaerie wrote:

    I'd suggest including a version of Free Archetype that says, in effect, "you get one mythic archetype and X free archetype feats to spend on it at the following levels". Possibly have that variant (or a different one) say that those are the only ways to get feats of those archetypes.

    A lot of people really like their class feats, and having the mythic archetype be something they get on top of that is going to feel more satisfying than having it be something they have to take away from their class to get.

    Everyone can homebrew, of course, and everyone knows that they can homebrew, but having official variants helps make it feel more solid, especially if you can put a bit of effort (or just knowledge from the system mastery from having written the things) into figuring out what is and is not likely to work.

    My recommendation in the book is exactly that! I have a Variant Rule called "Mythic Free Archetype" which works exactly how you'd expect: players get an additional class feat at every even level after first receiving a mythic feat, which they can use only on mythic archetype feats. Normally this would start at level 6 (mythic tier 1 doesn't give a feat; mythic tier 2 is usually offered around level 5), but this could start as soon as level 2 if the GM decides to start players off with a mythic feat to pick a dedication with.


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    I have been at work trying to create a second version of my mythic rules. Since I started, Pathfinder Infinite has come around and I will try to put my book on that platform for free, though I may have to get creative on art assets or do them myself.

    At first, the niche I was intending for mythic rules to fill was that of epic levels. After all, 2E's promise of workable high levels meant that there would soon be people reaching level 20 and wanting more.

    However, the main comment I've seen, particularly since Owlcat's Wrath of Righteous came out, is that people also want lower level mythic play or to convert previous mythic characters.

    So I've completely updated my system, fleshing out a fully 1-25 (or 1-20!) setup and substantially adding to the new content in the book.

    The biggest addition is mythic archetypes. Rather than getting a miserly 3 mythic feats in early levels, characters will now be able to gain an archetype that allows them to take certain feats as class feats. These mythic archetypes do not compete with regular archetypes; they are a source of power, not a profession. However, like other archetypes you must take at least three archetype feats before taking another dedication of the same type. Which means that yes, you can gain power from both dragons and lichs, or both angels and demons.

    And boy are there a lot of archetypes. At 40, there are nearly as many as in the entirety of the Advanced Players Guide. Those archetypes include:

    Aberration
    Aeon
    Agathion
    Alignment
    Angel
    Archmage
    Archon
    Azata
    Clockwork
    Daemon
    Demigod
    Demon
    Devil
    Dragon
    Elemental
    Ennosite
    Fey
    Graveknight
    Martial Master (based on the Champion path)
    Heirophant
    Lich
    Marshall
    Protean
    Psychopomp
    Rakshasa
    Spirits
    Sahkil
    Swarm-That-Walks
    Titan
    Trickster
    Vampire
    Velstrac

    I am also considering adding in Ooze and perhaps 1 or 2 other archetypes, though I don't plan to add significantly more content than that. I have also reworked a substantial portion of the mythic feats, changed up Surge, and removed the concept of "points of mythic power" in favor of frequency limits; my playtest revealed that mythic stuff shouldn't be limited to 2 times per day for a large portion of character's lifespan.

    Each of these comes with its own modifications of the mythic rules, access to new and old feats, and/or focus spells. Perhaps more enticing to some, many of these also have a new high level feat with a new trait: transformation.

    If any of the above interest you (or if you want to know other ways I've adopted the system to play better in lower levels), please ask me anything. I have quite a few awesome thematic aspects; I think each of these archetypes will sufficiently carry their flavor and mechanical promise.

    As for the next steps, I am mostly working on editing pass-throughs for spelling, grammar, and formatting. I may or may not splurge to add significant art assets. Aside from this book, I am currently converting Wrath of the Righteous to 2E and making it work with this edition of the mythic rules. I am also working on a mythic bestiary to go with that, including all the creatures needed to run WOTR and quite a few more. My plan is to hopefully release these for free Pathfinder Infinite on all platforms (PDF, phone PDF, ePub, Virtual Tabletop, and Mobi) as well as being available through Pathbuilder (though I'm not sure on the process for that).


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    Let's take a look at the Inquisitor's 1E class features:

    Base: Must be within one step of their deity's
    Hit Die: d8
    Skill Points: 6 per level
    BAB: 3/4
    Saves: Good Fort/Bad Ref/Good Will
    Spells: 6th level divine, Wisdom based, spontaneous

    The closest comparison to this in 1E that has already been converted to 2E is the Warpriest, which differs only that they have only 2 skill points per level and have prepared casting.

    This indicates that the Inquisitor might be something that could be incorporated into a Cleric subclass a la Warpriest, but I'm not sure that will hold up with further class features. If this were done, it would likely be the 'skillful' Cleric option to supplement the 'martial' and the 'caster' options.

    Going further, they have the following class features:

  • Judgment: A limited use high-efficiency magical effect that gives some sort of statistic bonus, which can be changed to suit the situation.
  • Monster Lore: A statistic improvement to knowledge checks
  • Stern Gaze: A statistic improvement to intimidation checks
  • Cunning Initiative: A statistical improvement to initiative checks
  • Detect Alignment: Access to at-will spells
  • Track: A statistical improvement to survival checks
  • Solo Tactics: A mechanical change to teamwork feats
  • Teamwork Feats: Bonus teamwork feats
  • Bane: A magical ability to imbue a weapon with a specific special quality
  • Discern Lies: Access to said spell on a limited basis
  • Second Judgment: Improvement to preexisting ability
  • Stalwart: Improvements to Fort and Will saves
  • Greater Bane: Improvement to preexisting ability

    I'll stop here. These are the aspects of the Inquisitor that are connected with its mechanical identity.

    We see a proliferation of early statistical bonuses that were intended to help keep the class Single-Attribute-Dependent (SAD), that likely wouldn't crossover to 2E but might have more interesting representation in feats. Monster Lore (Int) could have a feat chain of actions similar to Ranger's (or just steal from them entirely), Cunning Initiative (Dex) would just be a high perception track and the fighter's free +2 circumstance bonus at a given level, and Stern Gaze (Cha) could be Intimidation feats.

    If this was the class's mechanical identity, we could stop here. Just give extra skill increases and skill feats and give access to a faster perception track and you have the skillful cleric option. But the perception of the class is far more tied to its magical abilities and interaction with teamwork feats.

    Judgment is hard to replicate in 2E, because statistical bonuses are so much rarer and less diverse. It could be a one-action focus spell that gives options for the following: fast healing, attack rolls, armor class, savings throws, resistance. It is unlikely that such a flexible and powerful focus spell could work with Cleric domains.

    Bane is problematic for other reasons. Its weapon quality has been removed, for one thing, and for various reasons mechanical speciesism doesn't seem to be a mechanic that will return. Instead, I think this is mostly likely to be a more passive feature similar to a superstition instinct barbarian's specialized damage when enraged. It would likely be a free-action/start of combat ability against foes that either:

  • can cast spells (positive/negative damage as appropriate)
  • are of opposing alignment to your deity (good, evil, lawful, chaotic)
  • are not from the Material plane (acid, cold, electric, fire)
  • have been castigated by you (any)

    These could form the basis of subclasses, if such is necessary, with the last option being a neutral option that is more general in practice but requires an action to activate rather than a free action. I would call these "Rhetorics', for example Spellbane or Foebane Rhetoric.

    Teamwork feats are another mechanical aspect that simply doesn't exist in 2E. Rather than these giving a mechanical benefit for having multiple members of the party make a given build decision, I think it makes more sense to have these be unique actions that require an ally to be in a given position and use either a free action or a reaction. For example:

    Quote:

    Paired Strike One-Action or Two-Actions Feat 1

    Attack, Inquisitor, Teamwork
    Requirements: You and ally are both within melee range of an enemy.
    You make a melee Strike against the required enemy. If you used one-action, your ally may expend a reaction to make a melee Strike as well. If you used two-actions, you ally may expend a free-action instead.

    If both attacks hit, combine the damage from both Strikes and apply resistances and weaknesses only once.

    The Detect Alignment and Discern Lies abilities are more likely to be feats than class features, so I don't think they are particularly problematic.

    A bigger question is whether the Inquisitor should be a wave-caster or a non-caster with focus spells similar to the Champion. If the Inquisitor is the offensive foil to the Champion, then I would suggest that they shouldn't be spellcasters but should have a significant number of feats devoted to focus spells. That class chassis would look like this:

    Inquisitor
    Hitpoints: 10
    Class Attribute: Str/Dex (Wisdom related class features)
    Skills: Religion + 5 (Investigator-esque progression)
    Perception: Expert (Master at 9, Legendary at 15)
    Saves: Fort Expert (Master at 11), Reflex Trained (Expert at 9), Will Expert (Master at 11)
    Weapons: Trained Simple + Martial (Expert at 5, Master at 13)
    Armor: Trained Light (Expert at 13, Master at 19)
    Class features: Rhetoric, Rhetoric spells (focus), Judgment, unique level 3-7, unique level 20
    Class DC: Trained (Expert at 9, Master at 17)
    Casting: Focus only, Trained in divine (Expert at 9, Master at 17)

    Alternatively, as a wave-caster I see it as follows:

    Inquisitor
    Hitpoints: 8
    Class Attribute: Wisdom
    Skills: Religion + 5 (no additional skill feats, increases)
    Perception: Expert (Master at 9, Legendary at 15)
    Saves: Fort Expert (Master at 11), Reflex Trained (Expert at 9), Will Expert (Master at 11)
    Weapons: Trained Simple + Martial (Expert at 5, Master at 13)
    Armor: Trained Light (Expert at 13, Master at 19)
    Spells:
    Class features: Rhetoric, Rhetoric spells (focus), bonus spells from Rhetoric, Judgment
    Class DC: None
    Casting: Wavecasting, Trained in divine (Expert at 11, Master at 19)

    So essentially, you trade a few higher level unique class features (see the Champion's Divine Ally, Smite, and Exalt features) plus +1 to attacks and Rogue-light skill progression for wavecasting.


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    To me a shifter needs to be a shifting-focused martial class to differentiate itself from Wild Order Druid and a non-angry all shifting class to differentiate itself from Animal Barbarian.

    It shouldn't have anathemas, which would help distinguish it from either of those classes. It probably has more to worry about from the Druid side; Druids already have long-term polymorphing and animal related powers and are effectively a martial class when in Battle-Form.

    I would say that Shifters should probably focus on the 'shift'. Wild Order Druids tend to Wild Shape and stick to their most effective combat form, while either maintaining a utility form out of combat or staying human. Animal Barbarians tend to be human the vast majority of the time, and only call from one animal and only when they Rage.

    It seems to me that the greatest departure would be to focus on more of a Beast Boy style of combat, with some benefit to shifting forms mid-combat. This should be ingrained in the class from level 1, as a core class feature.

    For instance:

    Wild Shift >
    Nature, Polymorph, Transmutation
    Parts or all of you take on aspects of an animal. You get a +1 circumstance bonus to your next attack roll, and choose one of the following benefits, which persist till the end of your next turn:

  • You become large and deal 2 additional damage with melee Strikes but become clumsy 1.
  • You become tiny and gain a +1 status bonus to Reflex saves and AC. Your reach becomes 0 feet.
  • Your melee attacks have the reach trait.
  • You gain the aquatic trait and a swim speed of 20 feet.
  • You gain a climb speed of 20 feet and your melee attacks have the grapple trait.
  • You gain darkvision and scent (imprecise) 30 feet.

    Ideally, this could be modified as you level. However, I wouldn't want to focus on the types of transformation. If a shifter can become an elemental, they should be able to that in some form at level 1. Class features that aren't accessible until level 8 aren't core to the class, and I think having the widest option of transformations is core to the shifter.

    Likewise, I think a permanent out-of-combat animal form is something that a shifter should have access to at level 1.


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    I'll note the the class DC scales with Intelligence, which means Intelligence already interacts with:

  • Explode (Reflex vs class DC)
  • Overdrive (Crafting check)
  • Reconfigure (Crafting check)
  • any weapon trait whose critical effect requires a save vs class DC
  • No! No! I Created You! (Crafting counteract check)
  • Megavolt (Reflex vs class DC)
  • Gigaton Strike (Fortitude vs class DC)
  • Overdrive Ally (Crafting check)
  • Tinker's Meddling (Crafting check)
  • Gigavolt (Reflex vs class DC)
  • Shared Overdrive (Crafting check)
  • Eternal Meddler (Crafting check)
  • You've Failed to Account for ... This! (Crafting DC)
  • Ubiquitous Overdrive (Crafting Check)

    While there is certainly room to expand on the active role of Crafting via gadgets, this is a not insignificant portion of the class that scales with Intelligence even if a lot is in the form of feat chains to Overdrive and Tinker's Meddling.


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    As a suggestion for future class playtests, I would really appreciate a template similar to the APG archetypes for additional feat options. It seems like this might save space to test the more mechanically uniquely feats without having to compromise on the meat and potatoes options that don't need playtesting. The Gunslinger, for instance might have:

    Additional Feats: 1st Crossbow Ace; 2nd Assisting Shot (Core Rulebook 145), Quick Draw (Core Rulebook 172); 4th Running Reload (Core Rulebook 172); 12th Incredible Ricochet (Core Rulebook 151); 14th Two Weapon Flurry (Core Rulebook 153)


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    One problem with the Magus feats was that they were really trying to draw on really cool blends between magical feats and martial feats, but also trying to kneecap them to avoid allowing a single-target spell to get multicast (or at least, not without spending multiple turns). Ultimately I came away thinking that they were bludgeoned into clunkiness, but were definitely powerful enough to force you to go about trying to fight through it. And that wasn't necessarily a great feeling.

    Rather than getting a Swipe that shoots off a stored spell twice and a Whirlwind Strike that does it as many times as you have enemies, I think I'd like to see something that worked more like Bespell Strikes, in that you don't just get a full spell off per enemy but do get some magical effect. IE:

    Magic Swipe >> Feat 6

    You make a wide, arcing swing and imbue it with the magical energies of your last spell. Make a single melee Strike (applying the below bonus based on the last spell) and compare the attack roll result to the ACs of up to two foes, each of whom must be within your melee reach and adjacent to the other. Roll damage only once and apply it to each creature you hit. A Magic Swipe counts as two attacks for your multiple attack penalty, and you cannot apply the benefits of Striking Spell to this attack. If you’re using a weapon with the sweep trait, its modifier applies to all your Magic Swipe attacks. Your Magic Swipe gets a bonus based on the last spell you cast:

    Abjuration You deal an extra 1d6 force damage.
    Conjuration or Transmutation You deal an extra 1d6 damage of the type the Strike would deal.
    Divination You have a +1 circumstance bonus on your attack roll.
    Enchantment or Illusion You deal an extra 1d6 mental damage.
    Evocation You deal an extra 1d6 fire damage.
    Necromancy You gain 5 temporary Hit Points for each enemy you strike.

    This would make these a little less tied to the Striking spell mechanic, and would help the Magus have satisfying turns alternating between casting a spell and doing a cool martially thing augmented by the spell you cast the previous turn. Or using 1-action cantrips (which would make the class a lot less clunky).


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    For reference, the Summoner pretty clearly gets its name/mechanic from Final Fantasy IV. In that game, Summoners and summoned monsters had a pretty important role in the story and summoned monsters were called Eidolons in the Nintendo DS release.

    So the allusion was never to D&D summoning, but to FFIV summoning. There was some crossover, but key concept of the class was always pretty far away from the concepts many player brought to it from the pen and paper world. This is also where the 'if the Eidolon dies, so does the Summoner" mechanic comes from.

    In this book, the difference between the D&D concept of 'summoning' and the Pathfinder/FFIV 'Summoner/Eidolon' grew even farther apart. But I hope that this explains the logic behind why the Summoner was/is called the Summoner and why it doesn't match terms that originated from D&D. God-Callers directly ape this; Summoners were also called Callers in the FF world.


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    Is there enough interest for a small mythic bestiary (10ish for lower level mythic adventures a la 1E, 30-50 for higher levels)? What sorts of creatures would people like to see?


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    For a Kaiju statblock, here's Varklops (path: brute)

    Varklops Creature 30
    Unique CE Gargantuan Beast Fire Kaiju
    Perception +53; darkvision, tremorsense (imprecise) 300 feet
    Languages Ignan; Can't speak any language
    Skills Acrobatics +53, Athletics +57
    Str +17, Dex +10, Con +16, Int -4, Wis +10, Cha +8

    AC 61 Fort +57, Ref +44, Will +45, +2 status bonus to all saves vs magic
    HP 700 (fast healing 70); Immunities clumsy, disease, drained, enfeebled, fire, frightened, paralyzed, petrified, poison, polymorph, stupefied; Resistances physical 30, acid 30, electricity 30, negative energy 30, sonic 30
    Weaknesses cold 30
    Massive - Varklops can only be flanked by Huge or larger foes.
    Inexorable Varklops recovers from the slowed and stunned conditions at the end of its turn. It’s also immune to penalties to its Speeds, and it ignores difficult terrain and greater difficult terrain.
    Multiple Opportunities - Varklops gains two additional reactions each turn that can only be used for attack of opportunity.
    Distracted When Outnumbered - While Varklops is furiously focused on slaying kaiju, his rudimentary intellect supports a surprisingly powerful and inflated sense of selfworth that crumbles when he faces overwhelming odds. In any combat round that involves two allied kaiju focusing their efforts against him, Varklops loses his kaijuslayer ability and becomes so distracted by which target to focus on that he must succeed at flat check of a 15 or become stunned 1 for that round. Non-kaiju cannot distract Varklops in this manner, even if the non-kaiju is similar in size to a kaiju.
    Recovery (F) - Frequency Once per year Trigger Varklops would be reduced to 0 Hit Points Effect Varklops heals 200 Hit Points and ends all persistent damage it is suffering, but gains sickened 2 and fleeing. Any amount of damage dealt to it by an external source before it reaches its lair, though, immediately negates the sickened and fleeing conditions and allows Varklops to end its retreat and attack.
    Attack of Opportunity (R)
    Deflect Cold (R) - Trigger Varklops would take cold damage Effect Varklops shields himself from a cold attack by reflexively curling his wings around himself. When he uses this ability, all cold damage from that particular attack is ignored. At Varklops’s discretion, he can deflect the cold damage to any single adjacent creature, which is then instead treated as the target of the cold attack. If the cold attack was an area effect that also affected the adjacent creature, that creature does not take the cold damage twice, but does need to attempt two saving throws (if applicable) against the effect, taking the worse of the two results as the actual result and Deflect Cold gains the misfortune trait.
    Mythic power (14th) - 10 uses

    Speed 80 feet, burrow 60 feet, fly 200 feet
    Melee > jaws +52 (chaotic, evil, magical, reach 30 feet) Damage 5d12+30 piercing plus 5d6 persistent fire damage and Hurl Foe
    Melee > wings +52 (agile, chaotic, evil, magical, reach 30 feet) Damage 5d11+30 bludgeoning plus Hurl Foe
    Melee > tail +52 (chaotic, evil, magical, reach 40 feet) Damage 5d12+30 piercing plus Hurl Foe
    Ranged > fire bolt +52 (brutal, chaotic, evil, magical, range increment 300 feet) Damage 4d12+30 fire damage plus 5d6 persistent fire damage
    Destructive Frenzy >>> Varklops makes three jaws Strikes, two wing Strikes, and one tail Strike in any order. .
    Trample >>> Huge or smaller, wings, DC 55.
    Breath Weapon >> Frequency once per 4 rounds Each of Varklops’s three heads can exhale a blast of searing fire and billowing ash, dealing 30d6 fire damage in a 1,200-foot line (DC 59 basic Reflex save) once every 4 rounds. Each head’s breath weapon is a separate attack with its own 4-round recharge period. Any creature that takes damage also takes 5d6 persistent fire damage.
    Eruption >>> Requirements Varklops has burrowed underground and is within 60 of the surface Effect Varklops Burrows upward, and then deals 15d6 fire and 15d6 bludgeoning damage (DC 59 basic Reflex save) that knocks Huge or smaller creatures prone unless they have a success on their save. Any creature that takes damage also takes 5d6 persistent fire damage. The area is obscured for 1 minute as per fog.
    Fire Monsoon >>> Varklops expends 2 uses of mythic power, and then flies up to twice his fly Speed. All creatures he passes over in flight take 30d6 fire damage (DC 59 basic reflex save). Any creature that takes damage also takes 5d6 persistent fire damage. The area he passes remains on fire, dealing 5d6 fire damage to any who enter or start their turns in those squares for the next minute.
    Hurl Foe (F) Varklops knocks a creature back 20 feet. If he pushs the target into an obstacle, it takes 30 bludgeoning damage.
    Kaijuslayer (F) Varklops spends 1 point of mythic power and targets a kaiju. Until the end of Varklop's turn, Varklops ignores that Kaiju's resistances to fire and physical damage. If they are immune to fire damage, they instead take half damage from any of Varklop's fire abilities.
    Devastating Smash >
    Surge F


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    This link should work.


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    This 86 page homebrew book, Mythic Advancement, is all about extending Pathfinder Second Edition's gameplay beyond level 20 to the new mythic level range of 21 to 25. D&D 3.5 players may recall a similar approach called 'Epic Levels', but unlike these rules and the mythic system from 1st Edition Pathfinder, this book attempts to create a balanced extension of 2nd Edition Pathfinder's balanced math and functional action economy (I.E., still be just as playable as a game as earlier levels of 2nd Edition).

    It contains:

  • expanded level progressions for all currently existing classes, including APG classes
  • guidelines to follow to convert spellcasting archetypes, animal companions, and future classes
  • new rules for legendary items, including the ability to create your own artifacts
  • 89 new mythic feats (based on mythic path abilities from 1st Edition)
  • New rules for heightening spells to mythic levels
  • New heightening effects for 92 spells and rituals
  • GMing tools for developing and running mythic campaigns, both the intended post-20 mythic campaigns and lower-level variants
  • Rules for incorporating mythic rules with: relics, lower-leveled variant mythic games, victory points, influence, research, reputation, leadership, hexploration, ability score variants, (pause for breath), dual-class PCs, free archetype PCs, ancestry paragon PCs, simplified ancestry PCs, simplified skill feat PCs, automatic bonus progression, high-quality magic item variants, proficiency without level, skill points, and stamina
  • Expanded tables for creature creation, including progressions up to level 30 and along with rules for building NPCs (including APG classes) and Hazards
  • A few examples of mythic creatures including such staples as the Whispering Tyrant and Baba Yaga herself

    The philosophy behind this book is simple: keep things balanced, and keep things viable. If a character likes using fireball, they can keep casting it from level 21 to 25 without becoming obsolete by mythic heightening the spell. Likewise, if they have a favorite item, they can make that item a legendary item and eventually an artifact. This book did not set out to give a bunch of new splashy mythic abilities that would make previous aspects of the game redundant or unnecessary. There's no super 11th level wish, no better than capstone level 22 class feat.

    In general, mythic abilities were only brought over if they:

  • could be modeled as a baseline fortune or misfortune effect (advantage and disadvantage for D&D 5E fans)
  • did something cool, unique, or splashy
  • didn't simply bully non-mythic enemies while being useless against real threats
  • didn't break the action economy
  • didn't give automatic 20s

    I welcome people expanding on this and homebrewing their own mythic feats, spells, or creatures but I recommend sticking to these restrictions.


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    Gortle wrote:
    Megistone wrote:

    In PF1 it comes back the next day with half HP.

    Do you really want that?

    More so than what is being offered now?

    Yes

    At least a 10 minute cool down after the Eidolon dies is required.

    I think I'd prefer it to come back on 1 HP

    Out of combat healing has been made cheap in PF2 and that has consequences. I don't disagree with that from a gameplay point of view. But it has an impact on this.

    The next day portion of that is the important part, not the half HP part. I don't think any such delay would work well in a game where most classes can get back up to their adventuring day in a few minute.


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    Martialmasters wrote:

    actually if you check this forum, its contentious if you can actually use staves.

    Just to be clear, it is unclear if you can use lower-level spells from staves without Trick Magic Item, multiclass spellcasting, or Martial Caster. All of the above do let you use staves to cast spells (and I imagine it is the rare Magus without either a multiclass dedication or Martial Caster).

    Summoners have it more rough, but also have less reason to use a stave as they don't really as much on spells.


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    -Poison- wrote:
    Everybody's feedback is anecdotal, but some of us have actually calculated real subsets of data to further support how vulnerable Summoner is. That's why you'll see posts illustrating that Summoner takes roughly 20% more damage or x1.2 more damage than other classes on average before factoring in disadvantage rolls to help visualize how Summoner's vulnerabilities manifest in real play.

    Not to dispute the damage numbers, but I do think it is important to note that they have more opportunities to benefit from in-combat healing. This alone can lend to radically different playtest experiences, as a party with a Champion, a healing font Cleric, and a Battle Medicine Monk might benefit more from the multiple bodies than be hurt by it. The opposite might be true of a Wizard, Rogue, Barbarian, Summoner party.


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    -Poison- wrote:


    Summoner is the most vulnerable class to play, it has a survivability problem, it takes more damage on average than any other class without the support for that type of playstyle. This is indisputable from 2e Summoner.

    That's not the entire point and the Summoner has much worse survivability than other classes at the table. You've not offered any solutions for this problem.
    Any real solutions anybody else has offered have been shot down because "Well we don't want the Summoner to have more HP than a Barbarian without Rage so it can function well, that makes it look bad." or "Yeah that solution would work, keep things simple, and fix most problems Summoner currently has but i don't like that Summoner has to keep track of 1 extra HP bar :/"

    It is not a level-playing field and we've repeatedly been over this but again, you seem to consider me or any number of the other people who have spoken about their playtest experience being adverse to yours as "unacceptable" or "unjustified criticism" simply because you want to relegate those people to not matter.

    Summoner has a survivability problem, it's mainly caused by the shared HP Pool mechanic of 2e.
    There are ways to fix it and keep...

    The shared HP pool is not the cause of the survivability problem. The existence of the pool and the amount of life in it are separate things.

    I could make the summoner a 100 HP per level class (no type); it would still have a shared HP pool but now it is virtually unkillable.

    If the plural of anecdotes show that the summoner does have a general survivability problem, then logically we can assume that there is a 'healthy' range of HP for the Shared HP pool to work. I.E., if the current HP is too low and 100 HP is too high, there must be some value in between that is 'just right'.

    Given that the mechanic can be decoupled from values prescribed to it, is it not more beneficial to talk about the qualitative issues with Shared HP if those were an issue rather than this specific implementation? Which is to say, if you don't like the flavor or disadvantage on saves, talk about those separately because survivability alone won't be enough of a reason to change shared HP. Even something as simple as "it feels bad to be attacked multiple times per turn in different places" is valuable data independent of whether it impacts the overall survivability of the class.

    I'll note that your playtest experiences are valid and valued, but they are still anecdotal. It will only be frustrating for all involved to talk about your experiences as 'the truth', as there can be many truths at many tables, for many different reasons. Some might use Reinforce Eidolon more, or take more advantage of healing, or face fewer scenarios with large numbers of enemies. Even something as simple as running a homebrew map versus an AP can warp experiences, as APs tend to be claustrophobic with fewer enemies per encounter and more hazards and traps.

    Make sure to submit your playtest experience and your data as straightforward as possible; that is the best way to head towards a better value for HP or to find a better qualitative solution for life link. Together, our subjective experiences will merge into something resembled objective data that can be used to improve the class.


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    I think the proper way to address the perceived weakness in HP is to playtest the class and see if the summoner is actually going down at an unreasonable rate.

    Without playtesting, I don't think it is very beneficial to try to address a theoretical issue. That would be starting from an assumption, which can lead to mistakes in balancing.

    It is impossible to totally account for the differences between groups, encounters, playstyles, and maps. Theorycrafting around hostile GMs on flat featureless plains is useful for one data point, but playtesting experience can figure out the nitty gritty details that might be lost in theoretical spaces (assume cows are frictionless spheres).

    For instance, some groups might find that easier healing comes up more than multitargeting. Others might have barbarian multiclass summoners that drop in one round. Others still might fight only in cramped environments and have the summoner always behind walls using Share Senses and Boost Eidolon.

    This also captures the 'feeling' of playing a class, which is shaped by initial impressions but can differ from them. Shared HP might feel good, because it requires less tracking, or bad because it sucks to be targeted multiple times per round and drain the same resource. Or both simultaneously to two different summoners.

    Personally, I would prefer the Summoner to stay at 10 class HP, and add the Eidolon's constitution modifier or ancestry HP to the total. I think it is good game design for the barbarian to be alone at 12 HP, and I mostly worry about level 1 survivability. But that's just an initial impression, and needs data to back up the need.


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    Verzen wrote:


    The problem with this is that none of the feats improve the power of the Eidolon. All they do is increase the versatility of the Eidolon. Like.. I can get aquatic traits, climbing, faster Eidolon, etc. Nothing that really improves -power-

    I don't think this is a problem. Giving them purely power fixing feats might adjust the overall power of the class closer to expectations, but it introduces other issues that should be avoided if possible.

    These include:

  • Mandatory feats - See Agile Grace for many Fighters
  • Feats that give equal power to multiclass - See Wild Shape
  • Trap options - Cool ability, or +2? +2 wins mathematically.

    Class feats are best served when they increase options, and primarily increase power only through slight action economy increases, MAP reductions or improvements to optional features.

    If the power of the Eidolon is too low (as opposed to it not having option), the answer is in adjusting proficiencies and stats and giving them more Swipe (class feat) and Rend (monster ability) options.


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    Just as an aside, a Summoner can get an Animal Companion with the same exact investments any other class would make, thanks to Beastmaster Dedication.

    Which is to say, a Beastmaster Summoner can easily have an effective 6 actions, and possibly as many as 7 without much effort: Act Together (2x), Tandem Move (2x) Animal Companion independent, Spare Action, quickened action from Haste.

    Is that viable? I guess I'll find out, as that is a build one of my players wants to explore. One thing I've noted is that in narrow, close quarters combat the Summoner is effectively a moving wall of flesh. It is hard to get around two Large bodies (plus we have another animal companion as well), even if the Summoner is mounted. The backline is really hard to approach, and even ranged attacks tend to have lesser cover.

    This is a Primal Summoner, and they will pretty much be fine using Heal for their spells as it is likely to hit a ton of party members and companions.


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    graystone wrote:
    manbearscientist wrote:
    graystone wrote:
    But is still can't access 3 action activities so it really isn't 4 actions per round free and clear. A caster with an animal companion at mature CAN do a 3 action activity while the companion does an action.
    I would recommend using the 1-to-3 action variant Mark Seifter talked about. That frees up a decent portion of the action economy issues.
    I'll be happy to use it when it becomes an official change. Until then, it's not part of the playtest.

    I believe that any GM running a game using playtest elements has to keep their players as their first priority, not Paizo. I understand that you've struck a hard line regarding strict textualism, but I'd argue that such a position isn't a great fit for many tables.

    Sure, it pollutes the data slightly. I will be using the 1-to-3 action variant and explaining that I did so in my playtest notes. Fundamentally, I am still organizing a game of Pathfinder and trying to make it fun for my players. If a simple change discussed by a developer provides tremendous quality of life improvements to my table, I will consider using it to make the game more fun to player that put their time and energy into playtesting a class.

    I think the benefits of such actions far outweigh the downsides, and I would recommend similar approaches to other GMs.


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    graystone wrote:
    But is still can't access 3 action activities so it really isn't 4 actions per round free and clear. A caster with an animal companion at mature CAN do a 3 action activity while the companion does an action.

    I would recommend using the 1-to-3 action variant Mark Seifter talked about. That frees up a decent portion of the action economy issues.


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    In this case, the issue is the summoner getting attacked, not the summon. Even 1E life link only worked one way.

    The issue many have had is that the Summoner is likely to be targeted by intelligent enemies. But delinking the HP doesn't make that any better, as a single intelligent boss monster could easily take out a low HP Summoner and ignore the Eidolon.


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    One advantage of the Shared HP pool came into play during my last playtest. In an environment with a decent amount of non-combat healing, having a higher bulk HP can prevent a player from going down early especially due to focusing by a boss.

    One player was playing a Druid with animal companion, and had around 80ish Hit Points, versus a +3 boss. They ended up getting focused, and a lucky critical hit brought them very close to going down despite starting with near full health for the encounter.

    They are considered a move to a beast summoner instead, as it would play well with their backstory. Had they done that, they'd have had substantially more life to play with. A single turn of hard focus from a boss wouldn't be enough to drop them even with a lucky critical hit. They'd have been able to justify sticking to melee for another turn if they had additional Hit Points, rather than using their turn to get out of range and heal.

    Had they been playing a 6 HP per level class with a 6-8 HP per level Eidolon that demanifested when unconscious, they would have gone down and the fight probably would have been lost. This is even worse than just being an 8 HP druid in that scenario, as not only class HP important to survive but the animal companion can still act a little while he's dropped.


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    I don't think you'll get shared HP discontinued because it would work better for some evil Summoners. Evil player characters are already relatively fringe (banned in PFS, not allowed at many tables), to the point that evil Champions weren't even included in the CRB.

    Instead of forcing a non-optional mechanic change on ALL Summoners to make it play more nicely with evil characters (the exact thing you are complaining about happening in opposite direction), it is probably far easier to justify adding a feat that allows you to get around the Shared HP pool at the cost of a reaction.

    Example:

    Sacrificial Eidolon (Reaction) Level 1
    Summoner
    Trigger - Your Eidolon would take damage that would reduce your shared Hit Points to 0.
    You demanifest the Eidolon, and avoid taking damage. This does not prevent damage that would affect both you and Eidolon. The next time you manifest the Eidolon, you take damage equal to half your hit points, rounded up.

    Note that the above isn't tagged Evil. There is no reason to force a thematic concept on this idea, or even summoning fiends. A good character might have a character concept where they are linked to a fiend trying to corrupt them towards evil. An evil character might summon a beast or angel and force them to do their bidding. And a sacrifice as per the above could be justified either through heroic (sacrificing themselves to save you) or evil (sacrificial pawns forced to their doom for your benefit) grounds.


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    Not to be pedantic, but proteans are represented as a type of monitors per the 2E bestiary, and monitors are one of the missing types mentioned in the playtest document.

    Source:

    Bestiary pg. 347 wrote:
    Protean - A family of monitors spawned within the Maelstrom, these creatures are guardians of disorder and are chaotic neutral. They typically have darkvision, an amorphous anatomy, and a weakness to lawful damage.
    Secrets of Magic Playtest pg. 23 wrote:

    RANGED EVOLUTION

    EVOLUTION SUMMONER
    Your eidolon has developed a ranged attack. Your eidolon
    gains a ranged unarmed attack with a range increment of
    30 feet that deals 1d6 damage and has the magical trait.
    When you select this feat, choose a damage type from
    acid, bludgeoning, cold, electricity, fire, negative, piercing,
    positive, or slashing. If your eidolon is a celestial, fiend,
    or monitor [emphasis mine] with an alignment other than true neutral, you
    can instead choose a damage type in their alignment (for
    example, you could choose good or lawful if your lawful good
    angel eidolon gained this attack).


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    To expand on the idea of the archetype feats, here are some examples of how that could be formatted to get around common issues:

    1: Class/Proficiency Restricted

    Choose a multiclass dedication feat from the following classes: barbarian, bard, champion, cleric, druid, fighter, oracle, ranger, rogue, sorcerer, swashbuckler, or wizard. You gain that feat, except that it gains the evolution trait and its effects apply only to your Eidolon. The Eidolon cannot gain weapon proficiency from these feats, and you gain any focus spells granted by this archetype even though it has the evolution trait.

    Special: You can take additional feats from the chosen archetype. If you possess the archetype dedication feat without the evolution feat, you choose whether or not these feats gain the evolution trait. If not, they gain the evolution trait. The Eidolon cannot gain weapon proficiency from these feats, but gains all other benefits including passive benefits and access to any action granted by said feats.

    2: Expanded out to certain specific archetypes

    Choose a dedication feat from the follow archetypes: [multiclass archetypes], archer, blessed one, assassin, bastion, dual-weapon warrior, duelist, marshal, martial artist, mauler, poisoner, or scout. The Eidolon cannot gain weapon proficiency from these feats, but can treat their unarmed attacks as weapons for the purposing of accessing and using feats from these archetypes. They can use their primary attack to access feats requiring either a two-handed melee weapon or a one-handed melee weapon with one hand free. They must have a ranged unarmed attack to access feats that would require a ranged weapon with reload 0. You gain any focus spells granted by this archetype even though it has the evolution trait.

    Special: You can take additional feats from the chosen archetype. If you possess the archetype dedication feat without the evolution feat, you choose whether or not these feats gain the evolution trait. If not, they gain the evolution trait. The Eidolon cannot gain weapon proficiency from these feats, but gains all other benefits including passive benefits and access to any action granted by said feats.

    3. Not directly an archetype.

    Choose one of the following. Your Eidolon gains the associated benefits:

    Alchemist - Trained in Crafting. Can make 4 common level 1 alchemical items per day for free (later feat for more).
    Barbarian - Trained in Athletics. > Rage. Instinct choice.
    Bard - Trained in Performance. 1 cantrip, 1st level occult innate spell. Later feats for more spells and Inspire Courage.
    Champion - Trained in Religion. R: Champion's Reaction.
    Cleric- Trained in Religion. 1 cantrip, 1st level divine innate spell. Later feats for more spells, 1/day Divine Font.
    Druid - Trained in Nature. 1 cantrip, 1st level primal innate spell. Later feats for more spells and 1/day Wild Shape.
    Fighter - Trained in Athletics. R: Attack of Opportunity.
    Investigator - Trained in an Intelligence skill. > Devise a Stratagem
    Monk - Trained in Athletics. >> Make three unarmed Strikes
    Oracle - Trained in Religion. 1 cantrip, 1st level divine innate spell. Later feats for more spells and 1/day curse ability.
    Ranger - Trained in Survival. > Hunt Prey, > Twin Takedown.
    Rogue - Trained in Stealth, Thievery. Sneak Attack.
    Sorcerer - Trained in tradition's skill. 1 cantrip, 1st level innate spell. Later feats for more spells and 1/day bloodline power.
    Swashbuckler - Trained in Acrobatics. Panache, Finishing Precision
    Witch - Trained in tradition's skill. 1 cantrip, 1st level innate spell. Later feats for more spells and cantrip hex.
    Wizard - Trained in Arcana. 1 cantrip, 1st level innate arcane spell. Later feats for more spells and school power.

    4: Even less of an archetype:

    Choose one of the following. Your Eidolon gains access to the chosen ability.

    Attack of Opportunity
    Double Slice (equivalent)
    Rage
    Champion's Reaction
    Sneak Attack
    Devise a Stratagem

    Special: You can choose this feat multiple times. Pick a different ability each time.

    5: Spellcasting Archetype alternative

    You Eidolon can use the Cast a Spell activity and becomes trained in their tradition's skill. They gain 2 cantrips and the basic spellcasting benefits except that instead of gaining spell slots, they gain an equivalent number of innate spells that can be chosen from their tradition's list during the summoner's daily preparation.

    Additional feats for expert and master spellcasting with similar verbage.


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    I ran a session with a Magus in my last session. The session was a mix of exploration with two potential combat encounters.

    The Magus (free archetype):
    19/14/14/18/10/10
    Human-Versatile|Natural Ambition/Generalist
    Toughness/Fleet/Incredible Initiative
    Free Archetype (Wizard)
    1: Familiar
    2: Spirit Sheathe/Wizard Dedication
    4: Spell Parry/Basic Wizard Spellcasting
    6: Martial Caster/Arcane School Spell (Force Bolt)
    Weapon: +1 striking staff of divination (flaming rune)
    Synthesis: Sustaining Steel
    Spells:
    1-True Strike (6 counting Staff), Fleet Step (2)
    2-Mirror Image (1)
    3-Haste (1), Shocking Grasp (1)
    4-Acid Arrow(1), Phantasmal Killer (1)

    Party:

  • Druid - 7 (bear companion)
  • Wizard - 7
  • Ranger - 7 (scorpion companion)
  • Sorcerer - 7

    Noncombat 1: Trivial
    The Magus was held captive in a room enchanted with silence to prevent spellcasting, without his staff. The party used Dispel Magic to break the enchantment, and they communicated via Message. The party agreed to let them out and unlocked the door with a hard Thievery check.

    The Ranger was teleported deeper into a trap. The following combat was scaled for 4 players, as the Ranger was not present.

    Combat 1: Moderate (1 level 7 cultist, 1 level 6 antipaladin, 1 level 4 Vampire Rogue)

    That Magus gave the party information about a group of cultists that avoided earlier fights and that have likely have the Magus's staff. The party agreed to help them get back the staff.

    The Magus cast Haste on the Druid (who acts as a melee fighter, with Wild Shape and Rage from barbarian multiclass), and the party used Avoid Notice to get close to the room that the group of cultists was hiding out in.

    The Magus rolled a 21 on initiative. This put them second to last in the combat round.

    The Wizard used fireball, avoiding the Vampire Spawn (which was being controlled, and who the party hoped to control later).

    Before further fighting could progress, the Sorcerer attempted to communicate in Necril to intimidate the cultist. They rolled a natural 20, bringing out the skull of an Osyluth the party had slain in the previous session in another part of the hideout.

    Normally I would not give an easy out to combat such as this, but under the circumstances I agreed that this group would cave under such pressure. Plot happened, and the Sorcerer went with the group of cowed cultists to find the mechanism they were using to control the undead.

    The Magus did not do much to affect this fight, but the druid did have a chance to seriously mess up the Antipaladin with the extra Strike from Haste.

    Noncombat 2: Moderate

    The Ranger was located in a locked room with a dangerous, uncontrolled zombie. They dispatched the zombie but could not unlock the door. The way to the door was marked with several dangerous traps, which could unlock other cell doors or cast harm spells.

    The Magus decided to keep their weapon drawn, while the rest of the party searched for traps or used Detect Magic. Luckily, the party spotted the traps and were able to avoid them without taking damage or releasing the zombies. A high Thievery DC later, and they rescued the ranger.

    Combat 2: Severe (4 level 4 Draugr, 9 level 5 reskinned Palace Guards, 1 level 8 Cult Leader, 1 level 9 modified Greater Shadow)

    The overall experience for this fight was around 360, but it was fought over multiple fronts and phases. The party minus the Sorcerer advanced to the inner sanctum, finding the Cult Leader and 3 reskinned Palace Guards blocking their path.

    The Sorcerer and his new pals were heading up to join the party right as the Cult Leader threw a lever and released the rest of the monsters (minus the Greater Shadow).

    The Magus rolled a natural 1 on initiative. The Wizard cast Flaming Sphere and used it to damage the zombies in the small room with the Cultist. The Ranger Tumbled Through, taking a bunch of attacks of opportunity but getting face to face with the squishy Cult Leader before they could unleash more traps. The Druid and bear fought two zombies in a larger connected room.

    The Sorcerer and Friends had to hold off against 7 encroaching zombies. They prepared their Lightning Bolts and Fireballs while the antipaladin held the door. The Magus cast Fleet Step, and then made it close to Sorcerer to help them out.

    Due to circumstances, they made it back to help with the main group after 2 rounds. They used Striking Spell, rolling a natural one on their Strike. They used a Hero point, and then the attack hit with a 32. The resulting acid arrow did not go off with a 19 (6 on the dice), but the zombie they were attacked went down anyway.

    The ranger and wizard ended up finishing off the Cult Leader, and then the Greater Shadow thing leapt out of his corpse. It had a couple of mechanics: 1 round possession effect and a 60-foot darkness effect.

    On their next round, the magus attempted to hit and rolled a 2 on their Strike. The acid arrow was lost.

    The party pummeled the Greater Shadow while it possessed the Ranger, then the Barbarian, then it cast the room into Darkness (none of the martials had Darkvision, but both almost out of spell casters did). The darkness was dispelled before the Magus's next move.

    The Magus used Striking Spell. They were going to use Phantasmal Killer, but decided that it might not affect the Greater Shadow. They chose instead to use Shocking Grasp.

    With flanking and a 19 on the dice, the Magus was able to critically hit the Greater Shadow variant (27 AC). They rolled a 19 on Shocking Grasp. This would have missed, but the critical hit bumped it up to a hit. The staff hit did 26 damage, and the shocking grasp did 32.

    The Greater Shadow was killed before the Magus could go again as the Ranger rolled a 30 on their first attack, and a natural 20 on their second for 14+38 damage.

    CONCLUSION

    The magus wasn't attacked throughout this session, as they kept making giant moves with Fleet Step as didn't end their turn close to any zombie. This is atypical, and was more a response to situations than a tactic. Sustaining Steel thus was not useful.

    The Magus ended with 1 spell from their highest level slots. They expected more of a knockdown drag-out playstyle (True Strike>Strike>Force Bolt), but that didn't materialize. In a longer session, I expect they'd have been out of spells.

    None of their spells hit, but they didn't cast all that many. The turn they were able to get a critical hit and land a spell was the highest damage turn in the session, but overall the ranger (who mostly stood still and used Twin Takedown) did by far the most damage over the course of the session at well over. The Wizard came in next, most of which was from Flaming Sphere sustained (targeting poor Reflex save zombies), and the Druid was nearly tied with that. The Sorcerer did a decent amount of damage with a few Fireballs, but spent a lot of time doing noncombat stuff away from the party.

    How much things mattered:

  • Low spell proficiency - A lot. Even with flanking, they weren't hitting because they kept rolling 6-8 on the dice.
  • 4-slot casting - Very little, but the session was short. They ended with a lot of lower level slots left from their staff, Wizard Dedication, and Familiar and their Focus Pool intact.
  • Sustaining Steel - The THP never mattered. Not moving was slightly awkward.
  • Spirit Sheathe - Didn't come up.
  • Spell Parry - Did help avoid an Enervation from one of the Cultists, which helped.


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    Temperans wrote:

    Manbearscientist. PF2 is built on each class having tokens with a few left over for class paths.

    Martials spend all their tokens defenses and damage. Casters spend all their tokens on spells. Summoners in theme should have the choice to pick were they spend their token: Their Eidolon or Summoned Monsters.

    The best route for that is a subclass choice, which is definitely how I'd like to see the class go. It is pretty obvious that there are three main playstyles that people want represented: summoning as a focus, the Eidolon as a focus, and the Synthesist.