Pathfinder Player Companion: Haunted Heroes Handbook (PFRPG)

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Pathfinder Player Companion: Haunted Heroes Handbook (PFRPG)
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Is Your Mind Your Own?

It's one thing to face foes like ravenous beasts, fire-breathing dragons, and marauding monsters, but what about ghosts that can hop from body to body? How do you face a fiend that's using an innocent pawn as a proxy for its evil? Are there ways being haunted could be turned to your advantage? Prepare yourself for the answers to these questions and more as you explore what it's like to be a haunted hero!

Inside this book, you'll find:

  • New archetypes, feats, and traits that build upon your character's past and explore eerie powers gained from being haunted by spirits.
  • Rules for a new category of magic: haunted spells, which operate in ghostly ways to mimic the sinister manifestation of haunts.
  • An exploration of how different faiths of the Inner Sea region and beyond deal with haunts and the influence of the spirit world.

This Pathfinder Player Companion is intended for use with the Pathfinder Roleplaying Game and the Pathfinder campaign setting, but can be easily incorporated into any fantasy world.

ISBN-13: 978-1-60125-884-7

Other Resources: This product is also available on the following platforms:

Hero Lab Online
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Evocative Writing, Cool Options

4/5

I'm probably not the natural audience for the Haunted Heroes Handbook, as I've never delved deeply into any of the classes or rules from the Occult Adventures book. Indeed, I bought this book because it has a trait that's perfect for my PFS caveman shaman. But having read this Player Companion cover-to-cover, I'm really impressed with it. It has some great artwork and evocative writing, and a lot of material for the "regular" classes. If I were to play something like a spiritualist or occultist, or to run a more paranormal or horror-themed game, this would be a book I would turn to.

We start off with that great cover, showing the Iconic Spiritualist Estra and her companion Honaire facing off a creepy wave of tortured souls. It sets the mood perfectly. The scene is reproduced as the inside back-cover, while the inside front-cover summarises the "six most common sources of hauntings." In essence, there's a paragraph each on how hauntings could be caused by aberrations, oni, spellcasters, fiends, haunts, and undead. It's necessarily very general.

The core of the 36-page book is separated into separate sections, most two pages long but with a couple of sections that are four pages long.

The first two pages of the book combine a brief introduction, a "Primer on Possession", and an index of rules features in the book. The material on possession is very detailed from a mechanics point of view, explaining how different spells and effects work, how they show up on divinations, what happens if multiple possession attempts are made, etc. It's incredibly useful in a sort "Possession FAQ" sense, offering advanced rules for something that has been in the game for a long time. I'll definitely refer back to it if questions arise in the course of normal gameplay with spells like magic jar, dominate person, etc.

The next section, "Haunted Places" (two pages) includes a brief two-paragraph description and one associated feat with locations on Golarion that have special connections to the spirit world: the Forest of Spirits (in Tian Xia), Galt (home of the bloody Red Revolution), Geb (a nation of undead), Shenmen (a gloomy place overrun by spirits and monsters), and Ustalav (the gothic horror nation). The feat linked to Geb, called "Soulblade", seems particularly useful--it allows the owner to have a fair chance to detect haunts before they manifest, and to attack them with weapons if they do. Overall, I liked the section and thought the material in it was interesting and balanced.

"Breaching the Veil" (two pages) is an unnecessarily opaque title for a section on organisations on Golarion devoted to studying, suppressing, or using the spirit world. There's a paragraph or two and an associated feat for the following groups: Conference Z (an off-shoot of the Aspis Consortium I've never heard of), the Esoteric Order of the Palantine Eye (the stars of the Doomsday Dawn Playtest adventure), the Order of the Pyre (Hellknights!), the Pure Legion (the enforcers of Rahadoum's atheism--I have plans for a PC here), the Rivethun Followers (Dwarven spiritualists), and the Whispering Way (adherents of the lich, Tar-Baphon). I think what I would like added to capsule descriptions of organisations like this is a quick cross-reference or footnote to where more information on them can be found--a paragraph doesn't really do them justice.

"Gods and Spirits" (two pages) gives brief notes on six faiths with particular links to the spiritual and paranormal, along with a variant domain power for each: Asmodeus, Cayden Cailean (a surprising addition, but the explanation given makes a certain kind of sense), Irori (again, not a deity one would think about first in this context), Naderi (the only non-Core deity in the list, but as the goddess of drowning, suicide, and tragedy, her inclusion makes sense), Pharasma, and Urgathoa. As for those variant domain powers, my sense from reading them is that they're fine, but pretty samey.

"Fraudulent Hauntings" (two pages) is an interesting idea for a section, but I'm just not sure it fits into a game like Pathfinder when there's so much more to worry about than a con artist, and skeptics would seem like the crazy ones. The section gives a brief overview of how and why hoaxes might occur, and then goes on to introduce three new hoaxing tools (like "false ectoplasm") and a new archetype for the Investigator class called the Skeptic. The archetype seems conceptually confused, as part of its abilities are around debunking the paranormal and part of it is around dealing with real hauntings and possessions (like smiting haunts and exorcising spiritual possession).

"Secular Exorcism" (two pages) talks about non-magical ways to deal with spirit possession--things like restraints, talking with spirits, how to drive them out with holy water and intimidation, etc. Again, in a movie like The Exorcist something like this would be useful, but Pathfinder is so chock-full of magic that I just don't see the necessity. There's some non-magical equipment in this section to better spot haunts, but I don't really imagine they'd get much use.

"Ghost-Hunter Archetypes" (two pages) contains the Ectoplasm Master (for Alchemists), the Expulsionist (for Inquisitors), and the Spiritslayer (for Slayers). The one for the Alchemist looks pretty good and fits nicely, while the other two are very niche only. The section lists seven on-theme archetypes from other books, and I appreciate the references.

"Exorcism Rituals" (two pages) introduces four new occult rituals (per the Occult Adventures rules). I've never used rituals in a game, but the ones presented here are really interesting and flavourful (with big penalties for failure!). This is an area of the game I could definitely imagine exploring some day in the right storyline.

"Haunted Backgrounds" (two pages) is a bit of a grab-bag: three new traits, a new Psychic Discipline ("Haunted"), and a new Sorcerer Bloodline ("Possessed"). Everything seems pretty solid and reasonably balanced from my initial read-through.

"Allying with Spirits" (four pages) introduces six more archetypes: the Invoker (for Witches), the Pact Wizard (for Wizards), the Rivethun Spirit Channeler and the Uda Wendo (for Mediums), the Scourge (for Spiritualists), and the Steelbound Fighter (for Fighters). This last one is the one that stuck out to be the most: it allows the character to gain an intelligent weapon which has some really interesting storyline possibilities--the downside is the archetype doesn't really come online until Level 5. As an aside, I'll mention that the artwork on page 21 (reproduced on the back cover) is simply fantastic.

"Haunted Feats" (two pages) introduces nine new feats. Five of the feats have to do with getting a possessed hand that can do various magical things. It's a flavourful concept if you wanted to build a character around it and invest feats accordingly.

"Haunted Spells" (four pages) has nine new spells that are of a whole new type: they create temporary haunts in an area. My favourite is Besmara's grasping depths which is cast in an area of deep water and starts pulling creatures down, down, down until they drown! A lot of the ones here are similarly flavourful. I don't know how often PCs would use these, but I could definitely see them forming the basis for some great scenarios with NPC spellcasters.

"Spirit Tools" (two pages) concludes the book by introducing one new feat and four new magic items. The new feat, "Haunt Scavenger", allows a player to gather the ectoplasmic remants of dispatched haunts and incorporeal undead and use them as the raw materials in crafting magic items. It's a cool idea, but I haven't looked into the magic creation rules to see if it has any realistic viability. The magic items seem cool at first, but they're pretty expensive for what they do.

Overall, I'd rank the Haunted Heroes Handbook as a success. It has some flaws, but most of the material is well-written and fun to imagine becoming part of a game. I wouldn't call it essential, but I'd certainly say it's useful.


Very good

5/5

This book is just a fun read. Cool ideas and flavor are presented throughout, so even if you don't like the Feats / Archetypes in the book, you can still get a lot of solid ideas.


One of the best Player Companion books.

5/5

This book is fantastic. It covers things ranging from common requests (more skill points as a feat) handled in an interesting way (limited duration per day, but you can pick the skill daily- great for low-skill characters) to didn't-know-you-needed-it stuff (a possessed hand?) with amazing execution (great one-handed/TWF support, chaining into not being out of the fight just because you failed that save-or-suck). On top of that, this includes some great feats for martials sick of not being able to contribute against haunts and having trouble with incorporeal foes. There's also a cool Sorcerer bloodline, a bunch of neat feats, and some cool archetypes.


Sweet Blasphemy, Sand Mantas galore! Talk about your prehistoric pigeons.

5/5

This book allows me to build D, as in Vampire Hunter D. This alone makes it worth the asking price, despite the fact that Paizo once again missed the opportunity to print a Paladin of Jesus Christ archetype. Oh well, maybe they'll fit him in the upcoming Blood of Beasts.


2/5

I didn't care for the book, but it's really hard to place a finger on just why. Part of it is I just didn't think it did a great job of including options for a lot of classes to take on Horror or Haunted elements. Some, like Spirit Ally sound really cool, but become available so late game it's questionably even worth it, just to get a sort of limited version of a Spirit pet/Haunted Curse without having to take or dip those classes. If this would have been a level 1 option that upgraded or grew stronger, this would have been amazing. But having to wait until 8th level just makes it feel like a wasted potential option.

I didn't care for the Haunt Spells, partially because they seem to be there to both steal a lot of the character's that focus on or are strong against Haunts thunder or just seem very odd mechanically.

Part of this might be related to my disappointment with both Horror Adventures (lack of player material and poor mechanics like Sanity) and also Occult Adventures awkwardly cramming in themes and mechanics that just don't work well in the preexisting setting and material, and Haunted Heroes sort of ramps that up. While Haunted Heroes does offer a lot of Archetypes, it just felt like they ignored some of the classes that actually needed them for ones that didn't. I also found the religions chosen, (and the options given to them specifically) very curious. So many of them seemed out of place, and then the unique options to replace a given Domain power, while cool, also felt like a huge missed opportunity to make those things options that other's could take and make a lot more sense in doing so. For instance, Irori followers get a supeup Channel to Harm Undead Haunts ability, but Iomedae, Sarenrae, and even Pharasma don't (despite it actually making sense for them to and Irori not).

The Possessed Hand chain is very interesting and fun, and generally open to everyone, but it's also very odd. Does Channel Energy/Alignment Channel kill it permanently?

Spirit Ridden and Channel Spirit I think would have been much better off as, similar to Spirit Ally, (or even better upgrades for Spirit Ally) options for all characters to be able to dip into getting a spirit-like pet, but instead it is kind of a lackluster séance thing that realistically takes a character 3 hours per day to prep between spells (if a spellcaster) and then an hour long séance for each.

This was not really a good book for all the lacking player content from Horror Heroes, but instead seems to follow in the same footsteps in a lot of ways. There are some good options in here, but in my opinion too much of it is arbitrarily limited to make sure only some classes take options or that the flavor, it's stronger point is not really that supported by it's crunch.

I liked the art overall, and particularly LOVED that it didn't focus on the annoying icons often.


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Rysky wrote:
Eric Hinkle wrote:
Rysky wrote:
Eric Hinkle wrote:
Has anyone said what the 'Respectful Prey' feat does?
You can make offerings to improve the attitudes of nonhumanoids towards you.

Okay, what do you have to offer? I assume things like treasure and not your less-valued fellow members of the party.

And how does it differ from the use of social skills to make a good impression?

The offering costs 5g x CR of the creature.

It only improves one step (unless the creature makes a save) whereupon you can then start using Diplomancy like you normally would to increase it further, so a nice conversation starter.

Thank you, Rysky. You are a scholar and a gentleman.

Silver Crusade

1 person marked this as a favorite.
Eric Hinkle wrote:
Rysky wrote:
Eric Hinkle wrote:
Rysky wrote:
Eric Hinkle wrote:
Has anyone said what the 'Respectful Prey' feat does?
You can make offerings to improve the attitudes of nonhumanoids towards you.

Okay, what do you have to offer? I assume things like treasure and not your less-valued fellow members of the party.

And how does it differ from the use of social skills to make a good impression?

The offering costs 5g x CR of the creature.

It only improves one step (unless the creature makes a save) whereupon you can then start using Diplomancy like you normally would to increase it further, so a nice conversation starter.

Thank you, Rysky. You are a scholar and a gentleman.

Daww, thankies :3


So, can the Possessed Hand chain of feats allow your hand to cast occult-based spells?


Also, I don't suppose there's a racial feat that gives a dhampir regeneration for a limited period of time?

Silver Crusade

@Berselius, nope and nope.

Silver Crusade

On closer perusal I absolutely LOVE the coat the Changeling on p.10 is wearing.


Rysky wrote:
@Berselius, nope and nope.

Is there any conceivable way via official rules to give your possessed hand the ability to cast spells on it's own?

Rysky wrote:
On closer perusal I absolutely LOVE the coat the Changeling on p.10 is wearing.

Is it an fur coat or ostrich feather coat?


Berselius wrote:
Rysky wrote:
@Berselius, nope and nope.
Is there any conceivable way via official rules to give your possessed hand the ability to cast spells on it's own?

No. It can do nonspell stuff on its own if you're disabled, and it can act as a familiar (crawling hand creature) with full familiar abilities if you're a spellcaster (limited to speak with master and empathic link if you're not), but no independent spell casting. Its of most use to martials by providing combat, skill, and vision enhancements, plus some actions when stunned/paralyzed/asleep, etc.

Rysky wrote:
On closer perusal I absolutely LOVE the coat the Changeling on p.10 is wearing.
Berselius wrote:

Is it an fur coat or ostrich feather coat?

It's a weirdly tailored coat with lots of pockets.


1 person marked this as a favorite.
Plausible Pseudonym wrote:
Berselius wrote:
Rysky wrote:
@Berselius, nope and nope.
Is there any conceivable way via official rules to give your possessed hand the ability to cast spells on it's own?

No. It can do nonspell stuff on its own if you're disabled, and it can act as a familiar (crawling hand creature) with full familiar abilities if you're a spellcaster (limited to speak with master and empathic link if you're not), but no independent spell casting. Its of most use to martials by providing combat, skill, and vision enhancements, plus some actions when stunned/paralyzed/asleep, etc.

Rysky wrote:
On closer perusal I absolutely LOVE the coat the Changeling on p.10 is wearing.
Berselius wrote:

Is it an fur coat or ostrich feather coat?

It's a weirdly tailored coat with lots of pockets.

Isn't Scully wearing that coat? The Skeptic Investigator?

Silver Crusade

Plausible Pseudonym wrote:
Berselius wrote:
Rysky wrote:
@Berselius, nope and nope.
Is there any conceivable way via official rules to give your possessed hand the ability to cast spells on it's own?

No. It can do nonspell stuff on its own if you're disabled, and it can act as a familiar (crawling hand creature) with full familiar abilities if you're a spellcaster (limited to speak with master and empathic link if you're not), but no independent spell casting. Its of most use to martials by providing combat, skill, and vision enhancements, plus some actions when stunned/paralyzed/asleep, etc.

Rysky wrote:
On closer perusal I absolutely LOVE the coat the Changeling on p.10 is wearing.
Berselius wrote:

Is it an fur coat or ostrich feather coat?

It's a weirdly tailored coat with lots of pockets.

POCKETS!


I just had a nice dark and creepy character idea. An Invoker Wyrmwitch that believes that the best material for his hoard are coins that have the blood and other viscera of the former owner on them, especially if it came from the killing blow.


Berselius wrote:
Rysky wrote:
@Berselius, nope and nope.
Is there any conceivable way via official rules to give your possessed hand the ability to cast spells on it's own?

No, but only on a technicality. If you're fine with SLAs or wand casting, there are some options. The casting will always be really bad.

- First off, it can use UMD while you're unconscious in the prereq feat, so check with your GM if it can still do that without a supporting arm.
- If you already have a familiar and you use it as your familiar, it doesn't lose any abilities. That means that it can take the Valet archetype, granting it the ability to cast Prestidigitation once per hour.
- If you're a Beast-Bonded Witch whose taken the hand as your familiar (requiring three feats), you can give up additional feats to grant your familiar casting through any of the feat-based casting options, such as Psychic Adept and Psychic Virtuoso (once your hand reaches a high enough Int score- the Sage archetype can help with that).
- If you're a regular Witch, you can delay your patron spells by a level to make your familiar a bloodline familiar. Shadow grants Cause Fear 1/day with a boosted HD cap (great with the Sage archetype). Trickery grants 1/day illusion cantrip from the Witch list, plus a 1st level spell at 10th and a 2nd level spell at 20th.


djones wrote:


Pact wizard pact wizard sounds like a pretty packed pact (wizard).

So let me get this straight....

9th level caster... CHECK
Most powerful 9th level caster.....CHECK
Can now access Oracle curse and Wiches Patron....CHECK CHECK
Has extra spontaneous casting ability.... CHECK
Has extra OP abilities..... CHECK
Can stack with another OP archetype for extra hilarity... CHECK

Riiiiiiiiiighttttt........ balanced.... hmmm


doc roc wrote:
djones wrote:


Pact wizard pact wizard sounds like a pretty packed pact (wizard).

So let me get this straight....

9th level caster... CHECK
Most powerful 9th level caster.....CHECK
Can now access Oracle curse and Wiches Patron....CHECK CHECK
Has extra spontaneous casting ability.... CHECK
Has extra OP abilities..... CHECK
Can stack with another OP archetype for extra hilarity... CHECK

Riiiiiiiiiighttttt........ balanced.... hmmm

Granted, you only use half your level for determining the effects of the curse, so you take some harsher penalties with fewer benefits. It's doesn't balance out just how much the archetype gives you, but the curse does probably hurt a little more than it helps.

Though the Wizard is the "god" class already, what's one more nuke in an arsenal of 10,000?


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Its very poor design IMO...plain and simple. Things like this just cause more design problems.

The fact that it is SOOOO glaringly OP (without any rules strategising, minmaxing, metagaming...etc) can only lead to one conclusion... the developer let his/her own class preferences dictate the design.

I mean for God's sake they were so keen to get the thing out there, they completely overlooked the fact that there was another archetype (which it stack with BTW!!) with the same name already!!!

Bewilderingly sloppy I'm sorry to say.

Silver Crusade

*shrugs*

Just because the Wizard is seen as the strongest class doesn't mean it shouldn't get any good archetypes.


I initially agreed that it was nuts, but after additional thought I'm not so sure.

Adding Witch patron spells to your spell list is kind of a non-issue because you've already got the best spell list and most of the Witch patron lists are pretty bad even when it comes to adding to the more limited Witch list. The only patron that makes a significant change is Healing, and none of those are game changing.

With the exception of Shadow patron at mid-to-high levels, spontaneous casting is similarly not a big deal. Look at the first four spell levels of the patrons and find one that has a couple of strong offensive spells that you'd want to spam in combat. I'll wait.

The double roll at level 10 and especially the +Int and metamagic reducer at level 15 are absolutely ridiculous, but you don't get them until late, and again the patron spells that you get metamagic discounts aren't generally great (except Shadow). If you're creating a level 15 Wizard it would be really hard to think of a reason not to pick this archetype (probably with Shadow patron) and go hunting high CR outsiders as you always win initiative, laugh at their SR, and only fail saves on a 1 if they somehow counterattack with a SLA.

But if you're starting at level 1 it's not as obvious a choice at all. The curse actually does hurt, and losing Scribe Scroll is a big hit to early Wizard flexibility. The loss of bonus feats later means you're not likely to be "craft everything" build, metamagic master, or have all the flexibility that Wizard feats give or cool abilities that arcane discoveries can provide.

Is it a really, really strong option? Yes. Is the level 15 ability unforgiveable? Absolutely. Is it completely indefensible that Paizo published this? No, only mostly.


Someone at gitp pointed out that you can't benefit from Possessed Hand and Hand's Sight simultaneously, which is kind of mechanically dumb even if it makes sense from a realism POV. PH requires you to attack with the hand for the bonuses, HS requires the hand to be empty if you want the darkvision and immunity to flanking.

Silver Crusade

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The 1/day quick draw kinda mitigates that a bit, or if you're using a two-hander, release-look-grab.

But yeah Handsight is more preferable to Magi and Swashbucklers.

Hmm, would wearing a hand puppet be considered occupying the hand? I would have way too much fun with that.

*sticks puppet above barrier*

"... what do you mean if you had a bladder my arm would be soaked right now?!?!"


You can't get the Phantom Hand benefit from a two hander, ever.

Magi and Swashbucklers would probably rather have the +1 to damage and to hit than Hand's Sight's benefits.

Phantom Hand starts to resemble a feat tax (but the 1/day grab and skill boost aren't nothing) if you're really after Hand's Sight. Unfortunate.


Plausible Pseudonym wrote:
Someone at gitp pointed out that you can't benefit from Possessed Hand and Hand's Sight simultaneously, which is kind of mechanically dumb even if it makes sense from a realism POV. PH requires you to attack with the hand for the bonuses, HS requires the hand to be empty if you want the darkvision and immunity to flanking.

What if you're an unarmed strike-focused monk or brawler?

Dark Archive

Rysky wrote:
On closer perusal I absolutely LOVE the coat the Changeling on p.10 is wearing.

It is a very cool coat, although I love the character on page 6, who, I think, is supposed to be a Pure Legion person, perhaps a Magus? (She seems to have a sword and a spellbook, although she's not wearing armor, which is a questionable tactic...)

Every book seems to have one or two pieces of art that make me want to write up characters based on them, they are so darn cool!


All I know is wizards are still squishy.


Ventnor wrote:
Plausible Pseudonym wrote:
Someone at gitp pointed out that you can't benefit from Possessed Hand and Hand's Sight simultaneously, which is kind of mechanically dumb even if it makes sense from a realism POV. PH requires you to attack with the hand for the bonuses, HS requires the hand to be empty if you want the darkvision and immunity to flanking.
What if you're an unarmed strike-focused monk or brawler?

Yeah, sorry, those guys are fine, as long as they say all of their attacks come from the affected hand they'll get full benefits.


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Rysky wrote:

The 1/day quick draw kinda mitigates that a bit, or if you're using a two-hander, release-look-grab.

But yeah Handsight is more preferable to Magi and Swashbucklers.

Hmm, would wearing a hand puppet be considered occupying the hand? I would have way too much fun with that.

*sticks puppet above barrier*

"... what do you mean if you had a bladder my arm would be soaked right now?!?!"

I want to RolePlay that Hand Puppet.


Insane KillMaster wrote:
Rysky wrote:

The 1/day quick draw kinda mitigates that a bit, or if you're using a two-hander, release-look-grab.

But yeah Handsight is more preferable to Magi and Swashbucklers.

Hmm, would wearing a hand puppet be considered occupying the hand? I would have way too much fun with that.

*sticks puppet above barrier*

"... what do you mean if you had a bladder my arm would be soaked right now?!?!"

I want to RolePlay that Hand Puppet.

Like Handy & The Human Ton (brawler) (from The Tick)?


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Anyone else think that the cover of this is printed really dark? It's almost black on dark purple, with a bit of dark green ghost poping out. Very hard to see what is going on here...

Liberty's Edge

I find it unsettling that you can apparently keep on TWFing after your hand is removed


The Raven Black wrote:
I find it unsettling that you can apparently keep on TWFing after your hand is removed

Only if you have a way to TWF without two hands, such as a Brawler's flurry allowing you to use just one weapon. There are also armor spikes and other weapons not held in your hand.


QuidEst wrote:
The Raven Black wrote:
I find it unsettling that you can apparently keep on TWFing after your hand is removed
Only if you have a way to TWF without two hands, such as a Brawler's flurry allowing you to use just one weapon. There are also armor spikes and other weapons not held in your hand.

and Kicks.


Every time someone talks about the hand detachment I'm reminded of this:

The reason I don't give chest compression


Rysky wrote:

*shrugs*

Just because the Wizard is seen as the strongest class doesn't mean it shouldn't get any good archetypes.

It depends what you mean....

The wizard is already the strongest class and so you have to tread extremely carfeully when designing archetypes as there is by definition no need to increase the overall power level.

Silver Crusade

doc roc wrote:
Rysky wrote:

*shrugs*

Just because the Wizard is seen as the strongest class doesn't mean it shouldn't get any good archetypes.

It depends what you mean....

The wizard is already the strongest class and so you have to tread extremely carfeully when designing archetypes as there is by definition no need to increase the overall power level.

"Wizards are strong so they shouldn't get nice things"?


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Plausible Pseudonym wrote:

I initially agreed that it was nuts, but after additional thought I'm not so sure.

Is it a really, really strong option? Yes. Is the level 15 ability unforgiveable? Absolutely. Is it completely indefensible that Paizo published this? No, only mostly.

I've dabbled in various RPG over the years and seen things come and go. I still play a few different types. From my time playing Pathfinder, this archetype is by far the most OP I've seen released. Its almost unbelieveable. All it trades out is BONUS feats, so the wiazrd still gets the normal amount with which to play with.

It might sound a bit dramatic but I do genuinely think the release of the archetype is indefensible.

It would still be hugely OP if it didnt stack with other archtypes... the fact that it stacks with 2 others, one of them already being borderline OP is just farcical and deeply disappointing of Paizo Im sorry to say.

I was playing in a group once where one member declared that this would be the last PF campaign she played as things were getting silly in terms of a few classes just spoiling the game. She now only plays 5e.... sadly I think I may be joing her. I am just about to join a new group for a campiagn.... 2 out of the 5 are already talking about this archetype as an option. :((


Sometimes, a group can benefit a lot from dropping either full casters or just prepared full casters.


QuidEst wrote:
Sometimes, a group can benefit a lot from dropping either full casters or just prepared full casters.

My group doesn't care much for prepared casters. Takes too much thought/planning! :)


Pathfinder Starfinder Roleplaying Game Subscriber
Rysky wrote:
doc roc wrote:
Rysky wrote:

*shrugs*

Just because the Wizard is seen as the strongest class doesn't mean it shouldn't get any good archetypes.

It depends what you mean....

The wizard is already the strongest class and so you have to tread extremely carfeully when designing archetypes as there is by definition no need to increase the overall power level.

"Wizards are strong so they shouldn't get nice things"?

That's putting words in his mouth.

Silver Crusade

Alchemaic wrote:
Rysky wrote:
doc roc wrote:
Rysky wrote:

*shrugs*

Just because the Wizard is seen as the strongest class doesn't mean it shouldn't get any good archetypes.

It depends what you mean....

The wizard is already the strongest class and so you have to tread extremely carfeully when designing archetypes as there is by definition no need to increase the overall power level.

"Wizards are strong so they shouldn't get nice things"?
That's putting words in his mouth.

No it wasn't, that's pretty much what you said.


Pathfinder Starfinder Roleplaying Game Subscriber
Rysky wrote:
Alchemaic wrote:
Rysky wrote:
doc roc wrote:
Rysky wrote:

*shrugs*

Just because the Wizard is seen as the strongest class doesn't mean it shouldn't get any good archetypes.

It depends what you mean....

The wizard is already the strongest class and so you have to tread extremely carfeully when designing archetypes as there is by definition no need to increase the overall power level.

"Wizards are strong so they shouldn't get nice things"?
That's putting words in his mouth.
No it wasn't, that's pretty much what you said.

"There is by definition no need to increase the overall power level" =/= "You can't have nice things". It's just needlessly confrontational.


Rysky wrote:
Alchemaic wrote:
Rysky wrote:
doc roc wrote:
Rysky wrote:

*shrugs*

Just because the Wizard is seen as the strongest class doesn't mean it shouldn't get any good archetypes.

It depends what you mean....

The wizard is already the strongest class and so you have to tread extremely carfeully when designing archetypes as there is by definition no need to increase the overall power level.

"Wizards are strong so they shouldn't get nice things"?
That's putting words in his mouth.
No it wasn't, that's pretty much what you said.

To get nice things, they should trade other nice things... But instead, they trade nice things to get even nicer things.

Silver Crusade

Alchemaic wrote:
Rysky wrote:
Alchemaic wrote:
Rysky wrote:
doc roc wrote:
Rysky wrote:

*shrugs*

Just because the Wizard is seen as the strongest class doesn't mean it shouldn't get any good archetypes.

It depends what you mean....

The wizard is already the strongest class and so you have to tread extremely carfeully when designing archetypes as there is by definition no need to increase the overall power level.

"Wizards are strong so they shouldn't get nice things"?
That's putting words in his mouth.
No it wasn't, that's pretty much what you said.
"There is by definition no need to increase the overall power level" =/= "You can't have nice things". It's just needlessly confrontational.

Well a decrease in power would not be seen as a nice thing.

You're saying that the Wizard is a strong class that shouldn't ever be given options that are nicer than what they already have. I disagree.


Rysky wrote:
Alchemaic wrote:
Rysky wrote:
Alchemaic wrote:
Rysky wrote:
doc roc wrote:
Rysky wrote:

*shrugs*

Just because the Wizard is seen as the strongest class doesn't mean it shouldn't get any good archetypes.

It depends what you mean....

The wizard is already the strongest class and so you have to tread extremely carfeully when designing archetypes as there is by definition no need to increase the overall power level.

"Wizards are strong so they shouldn't get nice things"?
That's putting words in his mouth.
No it wasn't, that's pretty much what you said.
"There is by definition no need to increase the overall power level" =/= "You can't have nice things". It's just needlessly confrontational.

Well a decrease in power would not be seen as a nice thing.

You're saying that the Wizard is a strong class that shouldn't ever be given options that are nicer than what they already have. I disagree.

That s*** should work for other classes too.

Contributor

1 person marked this as a favorite.
doc roc wrote:
djones wrote:


Pact wizard pact wizard sounds like a pretty packed pact (wizard).

So let me get this straight....

9th level caster... CHECK
Most powerful 9th level caster.....CHECK
Can now access Oracle curse and Wiches Patron....CHECK CHECK
Has extra spontaneous casting ability.... CHECK
Has extra OP abilities..... CHECK
Can stack with another OP archetype for extra hilarity... CHECK

Riiiiiiiiiighttttt........ balanced.... hmmm

I don't think I designed this archetype, but I wanted to chime in and say that a wizard getting a witch patron isn't a big deal, and it usually does little for the character.

Why?

Well, witch patrons ADD spells to your spell list, so a properly designed witch patron never includes unique spells from the witch spell list. (Its what makes designing new ones so difficult from a freelancer's perspective.) With only a couple exceptions, they typically add sorcerer/wizard spells to the witch spell list. And guess which spells YOU already have, good sir? (Note: a few add some errant cleric spells and bard spells, but those usually focus on healing or martial buffing. Things the wizard is plenty good at already.)

As for the oracle curse, when those add spells, they're from the sorcerer/wizard spell list. Otherwise they tend to give very small benefits in the form of new senses or restriction removal. Not really something you need as a wizard.


All I know is pact pact wizard is pretty pact.


Thomas Seitz wrote:
All I know is pact pact wizard is pretty pact.

And not going to be PFS legal....


Pathfinder Starfinder Roleplaying Game Subscriber
Rysky wrote:
Alchemaic wrote:


"There is by definition no need to increase the overall power level" =/= "You can't have nice things". It's just needlessly confrontational.

Well a decrease in power would not be seen as a nice thing.

You're saying that the Wizard is a strong class that shouldn't ever be given options that are nicer than what they already have. I disagree.

Again, you're putting words in mouths. For starters, I haven't said any of that because I'm a different person. Second, since Wizards are on the top end of the power scale there's plenty of room for archetypes that strengthen one aspect at the cost of another or just shift focus in a way that might be technically weaker than a straight wizard but enables a different playstyle that an unarchetyped one couldn't pull off. For example, the Scrollmaster and Spellslinger archetypes are weaker than your standard Wizard because of their focus, but they enable new builds that I personally find more fun. Or the Undead Master from Horror Adventures which shifts focus over to necromancy without significantly boosting the power of the class beyond whatever boosts undead minionmancy grants inherently.

Alexander Augunas wrote:
Well, witch patrons ADD spells to your spell list, so a properly designed witch patron never includes unique spells from the witch spell list. (Its what makes designing new ones so difficult from a freelancer's perspective.) With only a couple exceptions, they typically add sorcerer/wizard spells to the witch spell list. And guess which spells YOU already have, good sir? (Note: a few add some errant cleric spells and bard spells, but those usually focus on healing or martial buffing. Things the wizard is plenty good at already.)

The problem is that the patrons allow the Pact Wizard to snipe some select spells, such as the Endurance patron that grants Miracle at level 18 (spontaneously I might add), or the Mind patron that grants Psychic Asylum at level 10 which allows a Pact Wizard to, as a swift action, prepare his entire spell list since they also naturally get the Fast Study discovery. Throw in the stacking Exploiter archetype and he could conceivably reconfigure his entire spell list as a swift action mid-combat.

If that spell wasn't intended to work that way with Fast Study, then someone should REALLY make a post about it because that's absurdly broken.


The spell covers that. "If you're able to prepare spells, you can use the time to prepare a single spell." A normal wizard could prepare several spells in that time without taking any fast study abilities, so the intention does seem to be to limit it to a single spell.


Pathfinder Starfinder Roleplaying Game Subscriber
QuidEst wrote:
The spell covers that. "If you're able to prepare spells, you can use the time to prepare a single spell." A normal wizard could prepare several spells in that time without taking any fast study abilities, so it's clear that you're limited to a single spell.
The Magic Rules wrote:
After resting, a wizard must study his spellbook to prepare any spells that day. If he wants to prepare all his spells, the process takes 1 hour. Preparing some smaller portion of his daily capacity takes a proportionally smaller amount of time, but always at least 15 minutes, the minimum time required to achieve the proper mental state.
Fast Study wrote:
Thanks to mental discipline and clever mnemonics, you can prepare all of your spells in only 15 minutes, and your minimum preparation time is only 1 minute.

Psychic Asylum mentions preparing only a single spell because normally preparing a spell takes 15 minutes, or the exact amount of time the spell "lasts".


Alchemaic wrote:
Psychic Asylum mentions preparing only a single spell because normally preparing a spell takes 15 minutes, or the exact amount of time the spell "lasts".

Proportionally smaller with a minimum of 15 minutes means that in fifteen minutes, a Wizard would be able to prepare a quarter of their spells (and would thus love your take on the spell, leaving a quarter of their slots open to fill during combat). The spell restricts it to one, normally down from 1/4 of the total. Now it's one down from all the spells, but still just one.


Pathfinder Starfinder Roleplaying Game Subscriber
QuidEst wrote:
Alchemaic wrote:
Psychic Asylum mentions preparing only a single spell because normally preparing a spell takes 15 minutes, or the exact amount of time the spell "lasts".
Proportionally smaller with a minimum of 15 minutes means that in fifteen minutes, a Wizard would be able to prepare a quarter of their spells (and would thus love your take on the spell, leaving a quarter of their slots open to fill during combat). The spell restricts it to one, normally down from 1/4 of the total. Now it's one down from all the spells, but still just one.

That still is something I'd want to see stated in clear text because the existing text has no line indicating what would happen if spell preparation time was decreased. That's a different thread though.

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