nrrdgrrl's page

Organized Play Member. 3 posts. No reviews. No lists. No wishlists.


RSS


I really like the main thrust of this class, particularly the Ki Pool and Samurai Training letting you add abilities. But I think it's out of balance with the Pathfinder Core Fighter. Replacing Armor and Weapon training with a slew of abilities that are more powerful, a high will save, more skills which are better than the Fighter class list.

I think a fix might be to tighten up the list of feats, and/or slow down the progression. I think the trick is to make the class that has the samurai flavor, which I think you've captured, but still keep it in balance with the Fighter class.


I worry that the Oracle might get to be too similar to the cleric, with armor proficiency and channeling, etc. I'd like to see them more focus on spellcasting, and on truly different abilities: which I know is more and more difficult to balance with the classes. To me, an oracle evokes someone divining secrets from either divine or at least spiritual sources. Maybe looking at abilities that focus on that end rather than healing or fighting/controlling undead would be a good move.

I also think that more curses would create a lot more choices for players. Some ideas:

Pain: The visions bring with them intense pain that wracks your body.
Take -2 on all Strength and Dex-based checks.
Gain DR or immunity to nonlethal damage. Immunity to pain effects. Ability to inflict pain touch.

Aged: You have been prematurely aged, as marked by your frail body and streaks of white in your hair.
Unsure how to balance this, but take penalty to Strength, Dex, Constitution, or less hit points. Gain immunity to aging, bonuses on Charisma based checks, etc.

Nightmares: You are perpetually fatigued. Gain immunity to sleep effects. Become immune to exhausted condition. Can spirit walk, or inflict nightmares as the spell.

Just a few thoughts.


I have found a few things with Alchemists: 1) they get so much in the first level, it's very tempting to poach level 1 as an alchemist as a rogue or wizard, gaining the some extracts, the ability to add intelligence onto splash weapons, two high saves, good hit points, and brew potion. I think that spreading out a few more of those things, and/or losing one of their good saves might be a good idea.

I agree with one of the first posts that there isn't as much to do with the book alchemical items. Perhaps an ad-mixture discovery allowing you to mix fire and acid, or having a flaming tanglefoot bag, thunderstones that deal electric damage, etc. Also upping the DCs maybe by adding the intelligence bonus to the saves to avoid, put out, etc.

Those are my thoughts.