Wolfgang Baur Contributor; Publisher, Kobold Press; RPG Superstar Judge |
Christina Stiles Contributor |
Kolokotroni |
I really like the force blaster archetype. I have a couple questions though:
1. With the powerful blast ability: Can it be modified by feats or abilities that modify trip or bullrush combat maneuvers?
2. With Multiple blasts, it says 'At 10th level, the blaster may fire
two bolts per force blast instead of one each round.'
But the Rapid Blast Ability already allows you to fire a force blast as a move action, which presumably means you could already fire 2 blasts per round. Was there something other then it normally being a standard action preventing you from using more then one force blast per round?
3. Given 13 of the 20 levels of the force blaster's ability chart are occupied by something related to force blast, do you think 3+int is sufficient in terms of blasts per day? Its certainly seems like the focus of the class becomes those force blasts, and even with the extra blast at 6th level making it 5+int, that isnt a whole lot of blasts unless the force blaster takes extra force blast with all or most of his feats.
4, Does the bonus to hit granted by Improved Arcane Strike scale with caster level like the bonus to damage from arcane strike?
Marc Radle |
I really like the force blaster archetype. I have a couple questions though:
1. With the powerful blast ability: Can it be modified by feats or abilities that modify trip or bullrush combat maneuvers?
2. With Multiple blasts, it says 'At 10th level, the blaster may fire
two bolts per force blast instead of one each round.'But the Rapid Blast Ability already allows you to fire a force blast as a move action, which presumably means you could already fire 2 blasts per round. Was there something other then it normally being a standard action preventing you from using more then one force blast per round?
3. Given 13 of the 20 levels of the force blaster's ability chart are occupied by something related to force blast, do you think 3+int is sufficient in terms of blasts per day? Its certainly seems like the focus of the class becomes those force blasts, and even with the extra blast at 6th level making it 5+int, that isnt a whole lot of blasts unless the force blaster takes extra force blast with all or most of his feats.
4, Does the bonus to hit granted by Improved Arcane Strike scale with caster level like the bonus to damage from arcane strike?
Hey Kolokotroni - good questions!
1. I would say it's up the the GM if the powerful blast ability can be modified by feats or abilities that modify trip or bullrush combat maneuvers. Personally, though, as long as the GM is OK with it and the player is willing to invest the feats ... sure, I don't see any reason why not.
2. Multiple blasts basically allows a 10th level blaster battle scion to fire two bolts from his hand every time he uses his Force Blast ability, instead instead of only one.
As you point out, Rapid Blast allows the blaster battle scion to fire his force blasts as move actions, so if he wanted to use two move actions in a round and fire a Force Blast for each move action, he would get a total of 4 bolts (2 per blast)
The 'instead of one each round' is a bit misleading and probably should get nixed!
3. I see your point, however I absolutely think 3+int is a sufficient and balanced base number of blasts per day. Most battle scion's are going to have a decent Intelligence bonus, particularly a blaster, so we can safely assume a +5 INT bonus. That's 8 Force Blasts a day. Then, as you point out, the blaster gets the Extra Blast feat for free at 6th level, so that's now 10 Force Blasts. If the blaster really wants to have lots of blasts, he can always try to bump his INT up more and the Extra Blasts feat can be taken more than once. Also, don't forget that, as a blaster battle scion gets into higher levels, each of those blasts fires two bolts (see above). Last, keep in mind that, even though the blaster focuses more on his Force Blasts than a standard battle scion, he is still a battle scion, which is, first and foremost, a fully armored, heavily armed warrior who wants to get in there and hit stuff! :)
4. Yes, the bonus to hit granted by Improved Arcane Strike does scale with caster level like the bonus to damage from arcane strike
+5 Toaster |
Christina Stiles wrote:Oh, you wound me, Kcinlive. ::Shakes head in shame:: It's still in the works. I have one KP project ahead of it, but it will be done! :)lol! Well wounding you was not my intent. Teasing was the worst I intended. :]
In truth, I'm just really looking forward to it.
-Kcinlive
wait, wait, what's this about my favorite prc of all time?!
Marc Radle |
Marc, I can't wait to get a copy. You always do good work. :)
Thanks Christina! That's very nice of you to say :)
I mentioned this in another forum, but it's worth repeating here ... the nice thing about this installment of New Paths is that there is plenty for everyone, even if you don’t end up playing a Battle Scion! The prepared spell tracking sheet is of use to wizards, clerics, druids ... pretty much any prepared spell caster. The feats can be used by just about anyone (wizard PCs will *definitely* want to check out the Improved Arcane Bond and Awakened Arcane Bond feats!
Paul Watson |
There appears to be a cut and paste error from the Elven Archer in the table. Or at least I presume the Battle Scion doesn't suddenly get Precision +2d6 for no reason at 9th level.
Also Fighter Training isn't mentioned in the sumamry table and, from a personal point of view, I'd prefer Spell Tactician to be split up as it's abilities are quite distinct and don't really follow a progression. Plus it means lesss apparently dead levels on the table.
These are fairly trivial points, however. Spell Tactician question, though. When the archetypes replace the 11th level Spell Tactician ability, do they get that ability at 13th level rather than the noraml 13th level ability or do they just lose the 11th ability and get the normal 13th level ability at 13th level? Also, do they lose the increased bonus to Combat Casting?
Wolfgang Baur Contributor; Publisher, Kobold Press; RPG Superstar Judge |
Marc Radle |
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There appears to be a cut and paste error from the Elven Archer in the table. Or at least I presume the Battle Scion doesn't suddenly get Precision +2d6 for no reason at 9th level.
Also Fighter Training isn't mentioned in the sumamry table and, from a personal point of view, I'd prefer Spell Tactician to be split up as it's abilities are quite distinct and don't really follow a progression. Plus it means lesss apparently dead levels on the table.These are fairly trivial points, however. Spell Tactician question, though. When the archetypes replace the 11th level Spell Tactician ability, do they get that ability at 13th level rather than the noraml 13th level ability or do they just lose the 11th ability and get the normal 13th level ability at 13th level? Also, do they lose the increased bonus to Combat Casting?
Hey Paul!
As Wolfgang pointed out, the Kobolds are already on that nagging copy/paste snafu!
Regarding your other comments, these are not bad ideas. Fighter Training was one of the last things to be added to the class, and it unfortunately did not make it into the table. And, although certainly not required, listing Spell Tactician on the table at each level it is received might not be a bad thing as well
I'll see what I can do about getting the table updated :)
Oh, and a BIG THANKS to everyone who has purchased The Expanded Battle Scion so far (and if you haven't yet - what are you waiting for? ;) It cracked Paizo's Top Ten List for the week, which is pretty cool considering it just released a week ago! :)
Kolokotroni |
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3. I see your point, however I absolutely think 3+int is a sufficient and balanced base number of blasts per day. Most battle scion's are going to have a decent Intelligence bonus, particularly a blaster, so we can safely assume a +5 INT bonus. That's 8 Force Blasts a day. Then, as you point out, the blaster gets the Extra Blast feat for free at 6th level, so that's now 10 Force Blasts. If the blaster really wants to have lots of blasts, he can always try to bump his INT up more and the Extra Blasts feat can be taken more than once. Also, don't forget that, as a blaster battle scion gets into higher levels, each of those blasts fires two bolts (see above). Last, keep in mind that, even though the blaster focuses more on his Force Blasts than a standard battle scion, he is still a battle scion, which is, first and foremost, a fully armored, heavily armed warrior who wants to get in there and hit stuff! :)
I get what you are saying, though I am not sure how a fighter/magic mixed character is going to swing a 20 in their casting stat unless you have extremely generous stat generation (certainly not with the standard assumption of a 15 point buy), I think +2 or +3 int is far more likely. Particularly since as you say, they are primarily a martial character so their highest stat will likely be within their means of attack.
I dont know if its a problem per say, it just seems to me that there are alot of class abilities that go into the force blast, and that is something the character is only going to be doing 5-7 or maybe as many as 10 times per day even at very high levels when usually key per day abilities come in great abundance.
That said, I really like the class, except for maybe wishing it was charisma based instead of int based, but that is a personal quible really.
Kcinlive |
I picked this up yesterday and I have to say it's a pretty good class. It looks like a good alternative to the Magus. It seems quite a bit simpler then the Magus, in a good way. The class does have more of a martial bent then the Magus. There's less emphasis on spell casting, more on weapon attacks. The class is very much the Arcane Paladin.
I really like the Improved Arcane Bond and Awakened Arcane Bond feats. I like the idea of an Improved Arcane Bond feat to be the counterpart to the Improved Familiar feat. However, Improved Arcane Bond seems really powerful, at least for a feat. You get a bonus to overcoming spell resistance, a resistance bonus that goes up per level, an additional spell per day, and spell resistance that improves per level. Granted you don't get get them all at once, but it seems quit potent. One feat is reproducing the powers of several magic items.
Conversely, Awakened Arcane Bond, while flavorful, seems underpowered. It lets you make your arcane bonded item sentient. However, you still have to enchant it and pay for it yourself. Plus I don't think there's anything in the rules that would prohibit making your bonded item intelligent in the first place. Though maybe I'm wrong. It seems like the only thing the feat gives you is that the enchantment is only 50% of the normal cost. While nice, it doesn't seem to be all that.
Just my 3cents.
-Kcinlive
Marc Radle |
Hey Kcinlive - really glad you like the class! I think describing the Battle Scion as a good, yet simpler, more combat-oriented alternative to the Magus is very accurate. An 'arcane paladin' indeed :)
Regarding the Improved Arcane Bond feat - it was indeed designed as the analog to Improved Familiar. I agree it IS a cool, powerful feat, but I don't think it's overpowered. It's intended to make having an arcane bond more appealing (since many seem to feel having an arcane bond is more of a liability than a benefit). And, since it is sort of the counterpart to Improved Familiar, which allows a wizard to get something like a quasit (with its various cool spell-like abilities, additional action(s) each round for its master, simply because it is a separate creature at the master's disposal ... etc), I'd say this feat is powerful, no argument there, but still balanced. And, as you point out, the various abilities come over the course of MANY levels ... and even helps to reduce the 'dreaded dependence on multiple magic item problem' to boot! Also, keep in mind that, unlike most other feats, a PC with Improved Arcane Bond only gets the benefits of the feat when in contact with his arcane bond ...
As for Awakened Arcane Bond being under powered, I think a lot depends on your GM and the campaign. If your GM/campaign allows you to buy more or less any magic item you can afford at Ye Olde Magic Shoppe, including intelligent magic items, then this feat might not be a huge advantage (although causing your arcane bond to become instantly sentient yourself, without having to involve other people, being able to choose exactly what abilities it has AND only paying half the normal cost is STILL nothing to sneeze at!)
If, however, your GM/campaign is much more 'stingy' (in a good way :) about allowing PCs to acquire magic items in general, and intelligent magic items in particular, then this feat become even MORE worthwhile :)
Marc Radle |
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Kind of a funny story ... we are currently playing in the Rise of the Runelords Anniversary edition and I'm playing a 12th level paladin of Iomidae/cavalier (order of the star) whom I REALLY like ... I mean, a LOT! It looks like he is going to be taking over a certain ... location
so I took the Leadership feat and plan to use the followers to man said 'location' (I have this cool idea of these loyal followers becoming elite Knights of Iomidae under my command who are mostly stationed there)
Anyway ... as the cohort I get from Leadership, I thought it would be fun to make a lawful good Battle Scion. The trouble is, he turned out to be so awesome, it turns out I now kind of want to play him MORE than my beloved paladin/cavalier! I'm already thinking in the dark corners of my mind that if my paladin should happen to get killed in battle, it wouldn't be the worst thing ever ... since I then could take over my Battle Scion cohort as my new character :)
Who knows? My paladin just might be a bit more reckless than normal in battle during this weekend's game ...
Kcinlive |
Valid points. Like a lot of balance issues there's probably a lot of personal opinion and person situation involved. I have seen feats that were "overpowered" but weren't because the situation where said feat would be used rarely came up, and I've seen the reverse.
I'm still a bit leery about Improved Arcane Bond. Don't get me wrong I think it's a great feat that's way overdo. I still just think it might be overpowered. I guess I'll have to see it in action before I cement my opinion. But you are right, a quasit from Improved Familiar can be a quite powerful option too. So I'm on the fence.
I will say this is the first time I've really considered using Arcane Bond as an option. I was never really impressed with it before. So you've definitely succeeded in that respect.
As for your character problem, your Paladin/Cavalier might want to take some time off from adventuring to manage the property as it were. :]
-Kcinlive
Wolfgang Baur Contributor; Publisher, Kobold Press; RPG Superstar Judge |
Marc Radle |
Valid points. Like a lot of balance issues there's probably a lot of personal opinion and person situation involved. I have seen feats that were "overpowered" but weren't because the situation where said feat would be used rarely came up, and I've seen the reverse.
I'm still a bit leery about Improved Arcane Bond. Don't get me wrong I think it's a great feat that's way overdo. I still just think it might be overpowered. I guess I'll have to see it in action before I cement my opinion. But you are right, a quasit from Improved Familiar can be a quite powerful option too. So I'm on the fence.
I will say this is the first time I've really considered using Arcane Bond as an option. I was never really impressed with it before. So you've definitely succeeded in that respect.
As for your character problem, your Paladin/Cavalier might want to take some time off from adventuring to manage the property as it were. :]
-Kcinlive
Fair enough - I'd love to hear how it goes for you in actual play!
And ... good point about my Paladin/Cavalier ... :)
Marc Radle |
1 person marked this as a favorite. |
Wolfgang Baur wrote:About 13 pages. As a heavily martial class, it's a little shorter than, say, the Shaman.Sounds like just enough pages to go into detail without unnecessary padding.
A perfect way to put it!
Oh, and the Expanded Battle Scion jumped up to the number 5 spot on Paizo's Top Ten 3PP downloads for this past week - up 5 spots from where it debuted at number 10 when it first came out the week before! So, THANKS SO MUCH to everyone who has downloaded it so far!!!
Wolfgang Baur Contributor; Publisher, Kobold Press; RPG Superstar Judge |
Marc Radle |
When the archetypes replace the 11th level Spell Tactician ability, do they get that ability at 13th level rather than the noraml 13th level ability or do they just lose the 11th ability and get the normal 13th level ability at 13th level? Also, do they lose the increased bonus to Combat Casting?
Hey there Paul - my apologies! I just noticed I missed one of your questions!
When one of the Battle Scion archetypes replaces the 11th level Spell Tactician ability, they simply lose the 11th Spell Tactician ability and get the specified archetype ability in its place. The Battle Scion then gets the 13th level Spell Tactician ability as normal at 13th level.
The bonus to Combat Casting is unaffected and continues to increase as normal.
Hope that helps!
Marc Radle |
1 person marked this as a favorite. |
Thanks so much for taking the time to do the review Mr. Fish! Really glad you liked the class. (I also really like the Force Blaster archetype :)
Oh, and you are dead on regarding the trio of legendary magic items which once belonged to Gax the Great ... he is absolutely my little tribute to the great Gary Gygax :)
Marc Radle |
1 person marked this as a favorite. |
You know that with 4 under the belt now, I am going to be really anxious to see if the White Necromancer shows up in this series.....just saying ....might be a cookie included....little bribery :)
Ha! Well, there is actually no cookies or bribery needed ...
a) because I'm not really a cookie or sweets kind of guy (give my chips and onion dip or nachos with jalapenos and extra cheese any day :)
and
b) the aforementioned Expanded White Necromancer is already done and finishing up in editing as we speak! :) I'm quite happy with how it came out - new feats, new spells and a couple new archetypes I think people will really find interesting ... *cough* undead companion that scales up as you do *cough*
But enough about that! Back to the Battle Scion! Let's see if we can get it up to the #1 Most Downloaded spot this week! :)
Wolfgang Baur Contributor; Publisher, Kobold Press; RPG Superstar Judge |
Marc Radle |
Thanks for the review Thilo!
Needless to say, I don't agree with a few of the things you mention in your review ... HOWEVER, I respect you as a reviewer and welcome any input! If you don't mind, I'd like to address a few of those points:
Regarding the Battle Scion's Force Blast ability: respectfully, I just don't see it as being overpowered at low levels like you do :) A 1st level Battle Scion will only have around 4 -6 Force Blasts per day tops, and each one does an average of 4 hp's of damage per blast. At 4th level, the Battle Scion most likely still only has the same number per day (maybe 1 or 2 more) and is now only doing an average of 6 hp's of damage per blast. Sure, those couple Force Blasts automatically hit, but they still only do a relatively small amount of damage and he only gets a handful of them for the entire day. If the class had a much larger number of Force Blasts per day, I could see an issue, but only getting 4 - 6 such blasts total for the entire day ... I'm just not seeing the same overpowered issue you are. That's OK though! I just wanted to be sure I got that off my chest :)
Regarding your thoughts that there will be "disgruntled martial characters and sorcerers at low levels when allowing the class beside them. I know my players would have taken severe issue when outclassed in their hometurf by a mixed class." Interestingly, when playtested, most of the groups consisted of a Battle Scion, a Sorcerer or Wizard, a Rogue and then either a Fighter, or a Ranger (or, in one group, a Paladin), there simply was none of the power or balance issue you are concerned with. Every group is different of course, so your mileage may certainly vary! :)
Regarding your comments about the Spell Tracking Sheet: I actually intentionally did not add a column for range, targets etc. because I wanted the sheet to be as versatile as possible for players with different wants and needs. In the instructions, it does say "jot down any notes about individual spells (effects, duration, damage etc)." This is where you would list range, targets etc. I didn't include specific columns for things like range, targets because some players may not want or need them (at all, or just not for certain spells). Having a 'generic' Notes column allows the player to list whatever info he needs for each spell.
Oh, and by the way - I LOVED your comment that "The closest analogue would probably be that the magus is a razor, the battle-scion (especially the blaster!) being more of a sledge-hammer." I think that's a pretty accurate assessment! :)
Just to reiterate, I appreciate (as always) the great work you do as a reviewer, even if I occasionally don't agree 100% with you!
Keep up the great work!
Endzeitgeist |
Hej Marc!
I always appreciate your insightful comments, civil nature and mostly great design. Part of the reason why this review took so long was because I wanted to try out the BS in playtest on 1st level - and while, if your group is high-powered, it might not be an issue, for some groups outblasting the sorc with almost guaranteed damage, at least at low levels, is a massive issue - at least in my group high-AC bosses were WIPED by the battle scion alone, when usually multiple front-line warriors would have had a tough fight - and that, to me is a balance-concern.
Not for every group, but for some. Hence my verdict.
Thanks for all your kind words and keep up the great design - I'm still extremely stoked for Sunken Pyramid! :D
Cheers!
Kolokotroni |
Endzeitgeist, I am curious if you could provide a little more detail on the encounters that were thrown off by the battle scions force blast. I assume it was a force blaster? Does 4d4 damage a round for 3 or so rounds a day really throw off your encounters?
Also has anyone at your table ever played a vanguard with improved vangard blast? It seems to me it would have a similar effect to the force blasters multiple blasts at low levels at least.
Endzeitgeist |
Kolokotroni - it's 6 (3+Int-mod) rounds, for 2d4 assuming Int 16 - slower, but more. And it's reliable damage that can't be saved/ACed against. While it does not destroy encounters, e.g. traditional low level bosses like shadows (incorporeal!) and high AC bandit lords (or just guys using smart concealment/terrain - I actually did playtest that one...) get blasted - which wouldn't be bad, after all, it rewards the class for conserving resources. What made me consider this class broken at low levels is that the Battle Scion can blast RELIABLE damage better than sorc, wizards and witches (which have already a tough time shining in battle at low levels) AND fight almost on par with regular martial classes. At ~level 5-6, the class works just fine and the problem disappears and hence I didn't want to give an impression of the Battle Scion being bad, but, at least to me, this is overpowered in a certain level-range.
And yes, I've had a Revised (I didn't have the original Vanguard class)Vanguard - but in contrast to the Battle Scion, one could simply disarm her/steal the weapon etc. and bam - no more blasting. Additionally, the Vanguard doesn't get full BAB, but 3/4 BAB-progression and no heavy armor proficiency at first level...so yeah. The Vanguard could be defused - not easily, but it is possible and the Vanguard doesn't shine as much in the martial side - send a disarm/high AC-opponent versus a Vanguard and watch the character weep - do the same versus a Battle Scion and get an unerring force blast in your face and after that, face a full BAB-combatant in good armor... The Battle Scion can't be defused, there is no Achilles heel to exploit/serve as a minor balancing factor.
And no, I was referring to a regular Battle Scion - I will NEVER allow an archetype that can deal almost unnegatable damage AND pull off combat maneuvers without fear of repercussion anywhere near my table - the Forceblaster won't be seeing any action on the player-side - and as a DM, I don't know - only if I'm feeling particularly cheap.
Hope that helps making my reasoning clear! Cheers!
Marc Radle |
Hej Marc!
Thanks for all your kind words and keep up the great design - I'm still extremely stoked for Sunken Pyramid! :D
Cheers!
No problem End - Thanks!
Kolokotroni |
Kolokotroni - it's 6 (3+Int-mod) rounds, for 2d4 assuming Int 16 - slower, but more. And it's reliable damage that can't be saved/ACed against. While it does not destroy encounters, e.g. traditional low level bosses like shadows (incorporeal!) and high AC bandit lords (or just guys using smart concealment/terrain - I actually did playtest that one...) get blasted - which wouldn't be bad, after all, it rewards the class for conserving resources. What made me consider this class broken at low levels is that the Battle Scion can blast RELIABLE damage better than sorc, wizards and witches (which have already a tough time shining in battle at low levels) AND fight almost on par with regular martial classes. At ~level 5-6, the class works just fine and the problem disappears and hence I didn't want to give an impression of the Battle Scion being bad, but, at least to me, this is overpowered in a certain level-range.
Fair enough. I get your reasoning even if I dont agree. Though at my table low level casters generally dont shine by blasting (except in emergencies like with swarms or incorporials) but by debuffing, buffing and cotrolling. A playstyle issue is guess, because a solid blaster (to me) wouldnt step on the toes of any of the normal casting classes. In fact I am still waiting for a real dedicated blasting class to come out ala the 3.5 warmage.
And yes, I've had a Revised (I didn't have the original Vanguard class)Vanguard - but in contrast to the Battle Scion, one could simply disarm her/steal the weapon etc. and bam - no more blasting. Additionally, the Vanguard doesn't get full BAB, but 3/4 BAB-progression and no heavy armor proficiency at first level...so yeah. The Vanguard could be defused - not easily, but it is possible and the Vanguard doesn't shine as much in the martial side - send a disarm/high AC-opponent versus a Vanguard and watch the character weep - do the same versus a Battle Scion and get an unerring force blast in your face and after that, face a full BAB-combatant in good armor... The Battle Scion can't be defused, there is no Achilles heel to exploit/serve as a minor balancing factor.
I can see where it might be a problem, but I think given how much more casting the vanguard gets as opposed to the battle scion the bab and armor is a wash. Though I probably would have prefered if it was a ranged touch attack instead of an auto hit, maybe even with a few more a day but you had to make an attack roll.
Anyway thanks for the explanation, my table is very different from yours and it will probably be helpful in the future when reading reviews to keep that in mind for balance considerations.