|1 person marked this as a favorite.|
A friend of mine who's really good at min-maxing took a look at the class. He noticed that you didn't really need Charisma, even though I had originally designed the class to be Charisma based. He also offered a bunch of other constructive criticism and how he thought it might be too powerful in some areas, and not good enough in others.
So I've tweaked the abilities to be more dependent on Charisma. I removed the class ability to later affect creatures immune to mind-affecting abilities. It was thought of as too powerful. An exarch should focus on supporting her party if she runs into that type of situation.
Each exhortation may now only affect the exarch herself + 1 creature per Charisma modifier.
Making a saving throw to resist an exhortation makes the creature immune for 24 hours. This keeps it in line with the majority of affects from other similar creature abilities or affects.
Conviction now works like the Charmed Life class ability for the Swashbuckler.
Purify the Wicked, Punish the Sinners, Mark the Betrayers, and Sanitize the Mad now do 2 points per multiplier.
Summer's Burn, Winter's Chill, Monsoon's Mark, Lightning's Spark now reduce resistance by 5 instead of having a Percentage vulnerability. He said this would be better so you don't have to invent a new type of damage.
I didn't think that I was inventing a new type of damage. Vulnerability is normally a 50% increase in damage. Setting it at 10% didn't seem like it was inventing a new one to me. I may add both at some point.