
andreww |
Maybe it's just me, and I may have missed this, but I feel like the "Greater" explotis are really... not so great. I mean, most of them only give you bonuses IF people fail your saves, but as you go up in levels it's more likely that people WILL make the saves, and others require that you counter people of higher level than you, which as you go higher becomes less and less common...
That is because you are looking at the ones which link to the Blasts. All of the Blasts are awful and you should not take them. As such you neatly avoid all of the terrible Blast upgrades. Look at your other options:
Greater Metamagic Knowledge. This is great. You know how there are a bunch of fairly niche metamagic feats which you only really need if you are facing certain types of enemies. Well now with a bit of scouting or decent guesswork you can have the one you need. If not just grab something generically useful like Extend. Tinker your extended buffs for added fun.
Disrupt Spell: More free dispel magics as SU abilities which therefore have no verbal or somatic components. Use it when held or paralysed, grappled etc. Spell Tinker will let you suppress such effects but only for a little time. This gets rid of them and is awesome.
Counter Drain: The Counterspell base exploit is very strong for facing off against spellcasters especially ones with Monster HD as there highest level spells are very often not higher than yours. This makes the process cost neutral or even a source of bonus points. AP are not hard to come by at higher levels when low level spell slots can easily be sacrificed but its still a nice perk. Also when you hit 18 you can counter any spell an opponent might use. High level fights are shaped by powerful magic and countering is incredibly potent.
Siphon Spell and Spell Thief are both so so. Siphon is unlikely to give you points back as you have to pass by a chunk and against a spell with an equal or higher caster level. Spell Thief requires you to be in melee. You might sometimes see people recommend Icy Tomb but frankly I think its a mistake. Entangle is a decent debuff and Dex damage can be dangerous but it is linked to a crappy short range single target effect which has a terrible DC unless you heavily invest in Charisma (which is a bad idea). At level 10 you are far better off casting an actual spell than using this. Save your points for Potent Spell and Dimensional Slide which will see far more use.

mbauers |
1 person marked this as a favorite. |

People seem to like the "magic hacker" aspect of the arcanist, but dislike the overall effectiveness (or lack thereof) of consume items. Since there needs to be some way to recharge the arcane reservoir, what if the arcanist instead had access to either a base class feature or exploit called "Siphon Magic" or something similar. It would allow him to target a caster and drain some spell levels from them, using the stolen spell levels (and/or possibly Su/SLA uses per day) as the fuel to recharge the AR.
I know there'd have to be limits, but it might help with the whole "loot" problem. The party bard/cleric/druid might rather sacrifice some spells instead if letting the arcanist eat all if the items.

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1 person marked this as a favorite. |
People seem to like the "magic hacker" aspect of the arcanist, but dislike the overall effectiveness (or lack thereof) of consume items. Since there needs to be some way to recharge the arcane reservoir, what if the arcanist instead had access to either a base class feature or exploit called "Siphon Magic" or something similar. It would allow him to target a caster and drain some spell levels from them, using the stolen spell levels (and/or possibly Su/SLA uses per day) as the fuel to recharge the AR.
I know there'd have to be limits, but it might help with the whole "loot" problem. The party bard/cleric/druid might rather sacrifice some spells instead if letting the arcanist eat all if the items.
Now that could be fun, like a rogue secretly stealing loot from the party the arcanist just secretly steals magic from the party. That idea has merit as well. However I feel suppressing magic items or siphoning off their potency would be better alternatives. Keeps the theme of taking the power from the magic item without changing everything

Tels |

mbauers wrote:Now that could be fun, like a rogue secretly stealing loot from the party the arcanist just secretly steals magic from the party. That idea has merit as well. However I feel suppressing magic items or siphoning off their potency would be better alternatives. Keeps the theme of taking the power from the magic item without changing everythingPeople seem to like the "magic hacker" aspect of the arcanist, but dislike the overall effectiveness (or lack thereof) of consume items. Since there needs to be some way to recharge the arcane reservoir, what if the arcanist instead had access to either a base class feature or exploit called "Siphon Magic" or something similar. It would allow him to target a caster and drain some spell levels from them, using the stolen spell levels (and/or possibly Su/SLA uses per day) as the fuel to recharge the AR.
I know there'd have to be limits, but it might help with the whole "loot" problem. The party bard/cleric/druid might rather sacrifice some spells instead if letting the arcanist eat all if the items.
Sounds more like a tyrant.
FEED ME YOUR MAGIC OR I SHALL EAT YOUR LOOT!

robert best 549 |
Scimmy wrote:mbauers wrote:Now that could be fun, like a rogue secretly stealing loot from the party the arcanist just secretly steals magic from the party. That idea has merit as well. However I feel suppressing magic items or siphoning off their potency would be better alternatives. Keeps the theme of taking the power from the magic item without changing everythingPeople seem to like the "magic hacker" aspect of the arcanist, but dislike the overall effectiveness (or lack thereof) of consume items. Since there needs to be some way to recharge the arcane reservoir, what if the arcanist instead had access to either a base class feature or exploit called "Siphon Magic" or something similar. It would allow him to target a caster and drain some spell levels from them, using the stolen spell levels (and/or possibly Su/SLA uses per day) as the fuel to recharge the AR.
I know there'd have to be limits, but it might help with the whole "loot" problem. The party bard/cleric/druid might rather sacrifice some spells instead if letting the arcanist eat all if the items.
Sounds more like a tyrant.
FEED ME YOUR MAGIC OR I SHALL EAT YOUR LOOT!
Hey nothing wrong with having a evil plan already in place for a class.

MrSin |
2 people marked this as a favorite. |

Tels wrote:Hey nothing wrong with having a evil plan already in place for a class.Sounds more like a tyrant.
FEED ME YOUR MAGIC OR I SHALL EAT YOUR LOOT!
Or we can just take it from our cohorts or unconscious casters. Lots of ways to farm it if you let people siphon it from others.

mbauers |
1 person marked this as a favorite. |

robert best 549 wrote:Or we can just take it from our cohorts or unconscious casters. Lots of ways to farm it if you let people siphon it from others.Tels wrote:Hey nothing wrong with having a evil plan already in place for a class.Sounds more like a tyrant.
FEED ME YOUR MAGIC OR I SHALL EAT YOUR LOOT!
For sure, it would have to be regulated. But if done right it could be a pretty cool mechanic, IMO.

graystone |

To be honest, I liked the first Arcanist. This version seems a bit much. Spell Tinker can make spells last forever and a focus on dispelling and Cha can make cantrip + spell thief average out gaining more points than it uses. I could see having a higher Cha than Int just to make getting free points easier.

FlySkyHigh |
1 person marked this as a favorite. |

FlySkyHigh wrote:Maybe it's just me, and I may have missed this, but I feel like the "Greater" explotis are really... not so great. I mean, most of them only give you bonuses IF people fail your saves, but as you go up in levels it's more likely that people WILL make the saves, and others require that you counter people of higher level than you, which as you go higher becomes less and less common...That is because you are looking at the ones which link to the Blasts. All of the Blasts are awful and you should not take them. As such you neatly avoid all of the terrible Blast upgrades. Look at your other options:
Greater Metamagic Knowledge. This is great. You know how there are a bunch of fairly niche metamagic feats which you only really need if you are facing certain types of enemies. Well now with a bit of scouting or decent guesswork you can have the one you need. If not just grab something generically useful like Extend. Tinker your extended buffs for added fun.
Disrupt Spell: More free dispel magics as SU abilities which therefore have no verbal or somatic components. Use it when held or paralysed, grappled etc. Spell Tinker will let you suppress such effects but only for a little time. This gets rid of them and is awesome.
Oh, and as far as consume magic, yeah, I can agree with a lot, but I feel like a lot of it is made up for how overpowered it is to consume charges from staves, since you can recharge them later. You can essentially turn Staves into a giant battery.
Counter Drain: The Counterspell base exploit is very strong for facing off against spellcasters especially ones with Monster HD as there highest level spells are very often not higher than yours. This makes the process cost neutral or even a source of bonus points. AP are not hard to come by at higher levels when low level spell slots can easily be sacrificed but its still a nice perk. Also when you hit 18 you can counter any spell an opponent might use. High level fights are shaped by powerful magic and countering is incredibly potent.
Siphon Spell and Spell Thief are both so so. Siphon is unlikely to give you points back as you have to pass by a chunk and against a spell with an equal or higher caster level. Spell Thief requires you to be...
See, the metamagic one is really awesome, I agree with that. But I suppose the rest of them seem a little bland by my taste. A lot of the lesser arcane exploits are really strong or at the very least very flavorful. The greater ones by and large just kind of lose out comparatively.

andreww |
1 person marked this as a favorite. |
To be honest, I liked the first Arcanist. This version seems a bit much. Spell Tinker can make spells last forever and a focus on dispelling and Cha can make cantrip + spell thief average out gaining more points than it uses. I could see having a higher Cha than Int just to make getting free points easier.
Prioritising cha is a terrible idea. Almost nothing of any value works off it and int give you more spells, sets your highest spell level and sets your dc's. Cha is still a dump stat for this class in anything other than 25 point buy. You might boost it a little in 20pb but you cost yourself a lot of potential con or dex.

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The problem is consume magic item just isn't good....unless you are playing PFS and using a staff or two. The runestones, as already pointed out, can't actually be used for your AR, rather you can turn spells into points then use the stones later to cast spells. Any other item just isn't worth it from a monetary standpoint.
That's only true, if the GM is running a non-RAW, houseruled version of the game, with a tough-love stance of "I gave out the right loot. What you choose to spend it on is your affair. You won't be getting more, if you spent it on consumables."
In any game where the GM has shackled himself to WBL, a monetary cost to any ability only serves to delay the level at which the PCs can begin to use it.
"You must be this tall to go on this ride."
It doesn't cost anything, in real terms.
And that is the case, whether you talk of Consume Item, or any spell that uses an expensive material component. Or offering them as payment when bargaining with a planar ally. Or (showing my age here) burning them them to fuel a spelljammer ship.
PC has obstacle.
PC spends cash/drains item.
PC tells GM that the party is now below expected WBL.
GM increases next loot drop, to compensate.
PC has used ability for free.

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I think we could have some more opportunities to play with opposing spells rather than the all-or-nothing dispel.
Like adding a save and/or an attack roll to spells that don't have one. It would make them less dangerous without being an automatic win.
Also being able to "hack" magic might be used to temporarily change the school of a spell or its descriptors. Either for your own use (like applying Spell Focus to a spell that belongs to another school) or that of allies/enemies.
And now I am thinking that we need an archetype that can tinker with Positive and Negative energies too ;-)

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In any game where the GM has shackled himself to WBL, a monetary cost to any ability only serves to delay the level at which the PCs can begin to use it.
So basically you're saying "If you're a bad GM and let your players push you around, your game will suffer for it." You're absolutely right. But the answer is not to never innovate just because some GM's might not be able to run a game without their players walking all over them. If your players whine about not having the "WBL" because they spent all their money, that's their fault, not the GM's. If they have a tough time of it because of that, again, that's their fault.
If your Wizard player blew his high level spells on the first few encounters, then whined at you about how he has less spells than the book says he's supposed to have, would you just magically refill his spell slots? Of course not. And if he spends all of his money to power an ability and plays on easy mode for a level or two because of it, then it's his own damn fault when he lags behind the rest of the group later on.
D&D is built around adventuring, and around managing resources while doing so. If that's not the kind of game you want to play, then play a different game. I'm not trying to be insulting there: I'm currently playing a Fate Core game that's fun as hell, and I don't have to worry about tracking items or loot or anything like that. But I wouldn't expect D&D to mimic that sort of game, because they're two different games, with different strengths and weaknesses.
PC has obstacle.
PC spends cash/drains item.
PC tells GM that the party is now below expected WBL.
GM increases next loot drop, to compensate.
PC has used ability for free.
That's the sort of situation you need to avoid. It should be more like:
PC has obstacle.
PC spends cash/drains item.
PC tells GM that the party is now below expected WBL.
GM tells PC that no, the party isn't behind, one PC is.
GM tells PC to use their money more wisely and learn to accept consequences.
PC learns a valuable lesson.

Drachasor |
See, the metamagic one is really awesome, I agree with that. But I suppose the rest of them seem a little bland by my taste. A lot of the lesser arcane exploits are really strong or at the very least very flavorful. The greater ones by and large just kind of lose out comparatively.
Well, they do let you get back AR really, really easily.
I think the exploits in general need a lot more work.
Honestly, it WOULD be tremendously easier to balance AR if the point cost scaled based on spell level. But I think it might need a Psionic-like scaling (1/3/5/7/9/11/13/15/17 for 1st-9th level spells). That better represents the relative power between levels (granted it isn't perfect).
Handling draining and whatnot would be a lot easier to sort out that way.
I do kind of feel that casting should be half the class and exploits the other half. I'd be up for spells per day being toned down and exploit use toned up and given more options and variety.

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snorter wrote:PC has obstacle.
PC spends cash/drains item.
PC tells GM that the party is now below expected WBL.
GM increases next loot drop, to compensate.
PC has used ability for free.That's the sort of situation you need to avoid. It should be more like:
PC has obstacle.
PC spends cash/drains item.
PC tells GM that the party is now below expected WBL.
GM tells PC that no, the party isn't behind, one PC is.
GM tells PC to use their money more wisely and learn to accept...
I would have to say that is the silliest interpretation of WBL I could conceive. "I got my gp and spent it all on potions so now I need more money." WBL is a guideline for how much a PC should have available in total when they reach a level. GM should be keeping a running total of the loot they hand out and just double check themselves at each level. So it goes more like this;
PC has obstacle.
PC spends cash/drains item.
PC tells GM that the party is now below expected WBL
GM looks at notes and says "no you aren't"
Game moves on
1)you shouldn't ever be given more loot just because you spent yours...play kingmaker and learn what loot starved truly is
2)you are not supposed to magically find X amount of gold around each level. WBL is a guideline.
3)consume items as written is not a good exploit.
4)to the person that compared trap sense to consume magic items I say "nay". Trap sense is always active and provides you a bonus in the proper situation without any cost to you and scales with your level. Consume magic item requires a standard action plus a magic item of value, and only returns a small benefit regardless of level.

Drachasor |
Scimmy wrote:The point is a class feature should not be something you use in emergencies only. Especially when that class feature is used to power another class feature.Two words: Trap Sense
It's at least at the same level of use than this one. Both can be lifesavers depend of the situation. The good point with Consume is you can chose to take it or not.Sidenote: an item that let me have one use of lay of hand, so access to all my mercies ? Hell yeah, I keep a bundle as I level up!
There's a huge difference between the two.
1. Trap Sense is passive.
2. Trap sense costs nothing to get
3. Trap sense is a minor ability
4. Trap sense costs nothing to use.
And STILL Trap Sense is considered a weak ability and well worth trading out for something better with an Archetype.
As for the LoHs bit, like I said with CLW Wands it is easy to keep enough LoHs stocked up, especially at higher levels (where mercies matter more).
Again, Arcana just aren't worth that much overall. AND remember, if you want more arcana and are thinking about Consume Items for that EMERGENCY, then you have to be completely out of spells. And that very rarely ever happens. Especially if you are stocking up on the less expensive methods of gathering AR.
All in all, Consume Items is just a horrible ability. It costs gold to use, is going to be hardly ever useful, and can lead to conflict much more than other abilities. About the only worthwhile bit on it is the fact you can use it with Staves -- though at 12th level you can have near unlimited AR pretty easy.
Like I said though, it does illustrate a problem. Any ability like this is going to be extremely hard to balance over the course of 20 levels if spell levels work in a linear manner with respect to AR points.

Trogdar |

I don't think you really need to worry about consume item too much. Early on you are going to be focused on your spells more, and later you can use your low level spells to fuel more potent high level spells. Its not like you absolutely have to have a full battery every day.
I do think that it may be a good idea to grant arcane reservoir at CHA+1/2 class level instead of its current iteration though. It will not dramatically impact high level play, but it will give you a little more gas in the early stages where the Arcanist is really going to be hurting due to the smaller spell capacity. It may be worth considering altering the reservoir cap if you go this route to two times class level plus charisma to compensate. It's likely that your top end capacity will be lower at high levels, but I don't really think the class desperately needs access to sixty reservoir points at level twenty anyhow.

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mbauers wrote:Now that could be fun, like a rogue secretly stealing loot from the party the arcanist just secretly steals magic from the party. That idea has merit as well. However I feel suppressing magic items or siphoning off their potency would be better alternatives. Keeps the theme of taking the power from the magic item without changing everythingPeople seem to like the "magic hacker" aspect of the arcanist, but dislike the overall effectiveness (or lack thereof) of consume items. Since there needs to be some way to recharge the arcane reservoir, what if the arcanist instead had access to either a base class feature or exploit called "Siphon Magic" or something similar. It would allow him to target a caster and drain some spell levels from them, using the stolen spell levels (and/or possibly Su/SLA uses per day) as the fuel to recharge the AR.
I know there'd have to be limits, but it might help with the whole "loot" problem. The party bard/cleric/druid might rather sacrifice some spells instead if letting the arcanist eat all if the items.
sounds like the spellfire wielder from forgotten realms... one of my all-time favorite abilities/prestige classes... god i hope they do that, id never play anything else

HectorVivis |
1 person marked this as a favorite. |

PC has obstacle.
PC spends cash/drains item.
PC tells GM that the party is now below expected WBL
GM looks at notes and says "no you aren't"
Game moves on1)you shouldn't ever be given more loot just because you spent yours...play kingmaker and learn what loot starved truly is
2)you are not supposed to magically find X amount of gold around each level. WBL is a guideline.
It would have been true if it was a "Treasures Found by Level". Except it's not. I'll be a little off-topic and tell about consumables, but you'll see my point after:
Using wealth to buy consumables have others downside:
1. You need to be able to find/buy the stuff (probably the problem in Kingmaker, that I didn't play, and I think it's in the theme of this adventure).
2. It's often bond to specific situations.
3. It consume your standard action most of the time for bonus the next round(s), so I find it pretty risky sometimes.
4. If you use it, you can't use it anymore before you can resupply. (See point 1)
Not rewarding players for how they use their characters, and their money (as soon as they contribute to the success of a group) is IMO really strange. The same for the sundering maneuvers.
I don't say you need to be cool all the time with your players. It's really easy to hit them in the weak spot when they play like that.
Anyway, someone found that be at WBL = 1 point of CR for your group.
And spare me "you're not suppose to find X value". Yes you are, the encounter system is build like that. And you've got monsters with various amount of treasures with them, sometimes more to compensate. Plus, you're the DM, nope ?
Now, about consume magic more specifically:
It shares a lot of those downsides, but I find it a little better, because you can scrap/keep the useless stuff you find without hesitation, and swap it for better use for your group.
4)to the person that compared trap sense to consume magic items I say "nay". Trap sense is always active and provides you a bonus in the proper situation without any cost to you and scales with your level. Consume magic item requires a standard action plus a magic item of value, and only returns a small benefit regardless of level.
According to me, Consume magic item "scales" with your level, because it fuels better abilities.
Trap sense is maybe passive, but if you take the trap spotting talent of the love (I find it mandatory), it is near useless. It's just a benefice for you, for things you shouldn't have to deal with. And you can't have the choice to not take it (Except if you take an archetype, true). Just disappointment when you read you got something else at a level, then discover it's THAT ability.The standard action/small benefit argument, I redirect you to my early points, except the benefice: Madafackin' counterspell! Raggamuffin' "I don't like your spell effect so "nope!""! The benefices are here!
But maybe it's a matter of taste and stuff, probably driven by how we see WBL, but I like it. But yep, I hope for a superior exploit to improve the benefices. That would be really cool.

Craft Cheese |

That's only true, if the GM is running a non-RAW, houseruled version of the game, with a tough-love stance of "I gave out the right loot. What you choose to spend it on is your affair. You won't be getting more, if you spent it on consumables."
Uhh, consumables the players buy (or craft) and then use counting against WBL *is* RAW. I'm not sure how you could think otherwise. That's why consumables are a terrible investment except as emergency backup options. You're better off getting items that are infinite use, or at least have refreshing charges.

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Snorter wrote:That's only true, if the GM is running a non-RAW, houseruled version of the game, with a tough-love stance of "I gave out the right loot. What you choose to spend it on is your affair. You won't be getting more, if you spent it on consumables."Uhh, consumables the players buy (or craft) and then use counting against WBL *is* RAW. I'm not sure how you could think otherwise. That's why consumables are a terrible investment except as emergency backup options. You're better off getting items that are infinite use, or at least have refreshing charges.
And where in the RAW would that be ?
I am honestly interested in knowing this as it completely changes the way i will run my next AP
Regarding the Consume Item exploit, it needs to be at least on par with selling the item but not necessarily that much better.

Craft Cheese |

And where in the RAW would that be ?
I am honestly interested in knowing this as it completely changes the way i will run my next AP
Core Rulebook, page 400, paragraph 2:
It is assumed that some of this treasure is consumed in the course of an adventure (such as potions and scrolls), and that some of the less useful items are sold for half value so more useful gear can be purchased.
The WBL table includes the value of expended consumables (wands, potions, scrolls, and expensive spell components) and the lost value from selling found items. It is not "You must have this much gold when you reach this level to go shopping with."

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PC has obstacle.
PC spends cash/drains item.
PC tells GM that the party is now below expected WBL.
GM increases next loot drop, to compensate.
PC has used ability for free.
That's the sort of situation you need to avoid. It should be more like:
PC has obstacle.
PC spends cash/drains item.
PC tells GM that the party is now below expected WBL.
GM tells PC that no, the party isn't behind, one PC is.
GM tells PC to use their money more wisely and learn to accept consequences.
PC learns a valuable lesson.
Player runs to the message boards, to complain about his GM.
Player is told by the majority that WBL is expected to work exactly the way the player thinks.Several GMS will attempt to argue the self-evident consequences of that approach, and will be drowned out.
That's an example I found at random.
"PCs should equip cohorts out of their own pocket." was followed by the same poster, in the very next post, with the statement that "GMs have to make sure everyone is with in WBL.".
In other words, not only do cohorts get free equipment, it's even more extreme than that, when you take it to the logical conclusion...
Load everything you have onto your cohort.
GM gives you enough wealth to bring you back up to WBL.
Load everything you have onto your cohort.
GM gives you enough wealth to bring you back up to WBL.
Load everything you have onto your cohort.
GM gives you enough wealth to bring you back up to WBL.
Load everything you have onto your cohort.
GM gives you enough wealth to bring you back up to WBL.
Load everything you have onto your cohort.
GM gives you enough wealth to bring you back up to WBL.
Load everything you have onto your cohort.
GM gives you enough wealth to bring you back up to WBL.
Load everything you have onto your cohort.
GM gives you enough wealth to bring you back up to WBL.
Rinse, repeat. Infinite money loop. If your GM follows WBL, as interpreted by the majority on these forums.
That's what I found in five minutes of looking, which is all I'm prepared to spend, since the topic of "What's the intent of WBL?" has been debated so many times, there are thousands of search results to pick through.
I was attempting to find an example I remember of SKR arguing essentially that material components should be removed from spells (specifically raise dead), since all they do is reduce wealth, which has to be made back up to the right amount later, so what's the point?.

Feros |

Player runs to the message boards, to complain about his GM.
Player is told by the majority that WBL is expected to work exactly the way the player thinks.
Several GMS will attempt to argue the self-evident consequences of that approach, and will be drowned out.That's an example I found at random.
"PCs should equip cohorts out of their own pocket." was followed by the same poster, in the very next post, with the statement that "GMs have to make sure everyone is with in WBL.".
In other words, not only do cohorts get free equipment, it's even more extreme than that, when you take it to the logical conclusion...Load everything you have onto your cohort.
GM gives you enough wealth to bring you back up to WBL.
Load everything you have onto your cohort.
GM gives you enough wealth to bring you back up to WBL.
Load everything you have onto your cohort.
GM gives you enough wealth to bring you back up to WBL.
Load everything you have onto your cohort.
GM gives you enough wealth to bring you back up to WBL.
Load everything you have onto your cohort.
GM gives you enough wealth to bring you back up to WBL.
Load everything you have onto your cohort.
GM gives you enough wealth to bring you back up to WBL.
Load everything you have onto your cohort.
GM gives you enough wealth to bring you back up to WBL.Rinse, repeat. Infinite money loop. If your GM follows WBL, as interpreted by the majority on these forums.
Have cohort run off with the character's "wealth." There is only so much temptation one can take before breaking...
Personally, I don't think this should be much of an issue, as any GM that let's his players get away with that sort of gaming the system gets the sort of campaign he deserves.
Let's look at this from another angle: when you use a potion, should you immediately get another? Eventually you will find other disposable items through regular adventuring. This plus non-disposable magic items will compensate for wealth level. So using a disposable magic item does not impact future WBL, or at least it shouldn't as you got the cash value out of it when it was used.
Thus when the Arcanist drains a disposable item for his exploits, he is getting that cash value as if he had used the item. So this shouldn't be an issue anymore than regular use of disposable items.

Excaliburproxy |

Consuming magic items for points is no different than consuming them normally, or selling them for cash and then consuming else with that money.
The only possible problem is some lingering wonkiness with the relative exchange rates at higher levels.
As it works now, a level 16 arcanist can drop like 32k on staffs and be reasonably sure that she will never run out of AR points. Maybe she will run out in an encounter, but out of combat she won't.
I am not sure if this is a feature or bug, honestly.

redward |
1 person marked this as a favorite. |

How do people see discussions like this and still think WBL is a good thing in any way? I am even more convicted in my "no magic items at all" stance.
That said, once again, I need to advocate for the removal of Consume Items as a balance point, because my players will never get to do it.
You're arguing for the removal of an ability because of your house rules?

mplindustries |

mplindustries wrote:You're arguing for the removal of an ability because of your house rules?How do people see discussions like this and still think WBL is a good thing in any way? I am even more convicted in my "no magic items at all" stance.
That said, once again, I need to advocate for the removal of Consume Items as a balance point, because my players will never get to do it.
Yeah, well, it sounds better when I say it :P
Yes, I play without magic items--is it really weird for me to not want an ability requiring magic items in the game?

Drachasor |
1 person marked this as a favorite. |
redward wrote:mplindustries wrote:You're arguing for the removal of an ability because of your house rules?How do people see discussions like this and still think WBL is a good thing in any way? I am even more convicted in my "no magic items at all" stance.
That said, once again, I need to advocate for the removal of Consume Items as a balance point, because my players will never get to do it.
Yeah, well, it sounds better when I say it :P
Yes, I play without magic items--is it really weird for me to not want an ability requiring magic items in the game?
It's rather egocentric to want the devs to only make rules that suit you and to not care about whether the suit the vast majority of other gamers.
Especially when you can just excise that ability from your game just like you did magic items.

MrSin |

mplindustries wrote:redward wrote:mplindustries wrote:You're arguing for the removal of an ability because of your house rules?How do people see discussions like this and still think WBL is a good thing in any way? I am even more convicted in my "no magic items at all" stance.
That said, once again, I need to advocate for the removal of Consume Items as a balance point, because my players will never get to do it.
Yeah, well, it sounds better when I say it :P
Yes, I play without magic items--is it really weird for me to not want an ability requiring magic items in the game?
It's rather egocentric to want the devs to only make rules that suit you and to not care about whether the suit the vast majority of other gamers.
Especially when you can just excise that ability from your game just like you did magic items.
On the other hand, if it becomes expected that you carry around things for the arcanist to devour that's not exactly an upside. I don't think they'll need it too much though, so it'll end up just being an easy snack for a small investment.

Tels |

Drachasor wrote:On the other hand, if it becomes expected that you carry around things for the arcanist to devour that's not exactly an upside. I don't think they'll need it too much though, so it'll end up just being an easy snack for a small investment.mplindustries wrote:redward wrote:mplindustries wrote:You're arguing for the removal of an ability because of your house rules?How do people see discussions like this and still think WBL is a good thing in any way? I am even more convicted in my "no magic items at all" stance.
That said, once again, I need to advocate for the removal of Consume Items as a balance point, because my players will never get to do it.
Yeah, well, it sounds better when I say it :P
Yes, I play without magic items--is it really weird for me to not want an ability requiring magic items in the game?
It's rather egocentric to want the devs to only make rules that suit you and to not care about whether the suit the vast majority of other gamers.
Especially when you can just excise that ability from your game just like you did magic items.
Instead of trail rations, the Arcanist will just eat your potions.

MrSin |
2 people marked this as a favorite. |

MrSin wrote:Instead of trail rations, the Arcanist will just eat your potions.Drachasor wrote:On the other hand, if it becomes expected that you carry around things for the arcanist to devour that's not exactly an upside. I don't think they'll need it too much though, so it'll end up just being an easy snack for a small investment.mplindustries wrote:redward wrote:mplindustries wrote:You're arguing for the removal of an ability because of your house rules?How do people see discussions like this and still think WBL is a good thing in any way? I am even more convicted in my "no magic items at all" stance.
That said, once again, I need to advocate for the removal of Consume Items as a balance point, because my players will never get to do it.
Yeah, well, it sounds better when I say it :P
Yes, I play without magic items--is it really weird for me to not want an ability requiring magic items in the game?
It's rather egocentric to want the devs to only make rules that suit you and to not care about whether the suit the vast majority of other gamers.
Especially when you can just excise that ability from your game just like you did magic items.
Nah, I suggested mana cookies and cupcakes upthread. May come with mild sugar rush.

Tels |
3 people marked this as a favorite. |

Tels wrote:Nah, I suggested mana cookies and cupcakes upthread. May come with mild sugar rush.MrSin wrote:Instead of trail rations, the Arcanist will just eat your potions.Drachasor wrote:On the other hand, if it becomes expected that you carry around things for the arcanist to devour that's not exactly an upside. I don't think they'll need it too much though, so it'll end up just being an easy snack for a small investment.mplindustries wrote:redward wrote:mplindustries wrote:You're arguing for the removal of an ability because of your house rules?How do people see discussions like this and still think WBL is a good thing in any way? I am even more convicted in my "no magic items at all" stance.
That said, once again, I need to advocate for the removal of Consume Items as a balance point, because my players will never get to do it.
Yeah, well, it sounds better when I say it :P
Yes, I play without magic items--is it really weird for me to not want an ability requiring magic items in the game?
It's rather egocentric to want the devs to only make rules that suit you and to not care about whether the suit the vast majority of other gamers.
Especially when you can just excise that ability from your game just like you did magic items.
What about Lucky Charms? I hear they're magically delicious...

Googleshng |

I'm curious now. If the revision had say your arcane resevoir held points equal to 1 + 1/2 her arcanist level, and fully refilled each day, and consume magic items gave temporary points which could exceed the maximum, would this conversation even be happening?
I don't see why you'd ever need to be sitting on three points per level unless it's some big grandiose occasion, like heading off to the final dungeon of a campaign to confront the big villain.

Scavion |
2 people marked this as a favorite. |

I'm curious now. If the revision had say your arcane resevoir held points equal to 1 + 1/2 her arcanist level, and fully refilled each day, and consume magic items gave temporary points which could exceed the maximum, would this conversation even be happening?
I don't see why you'd ever need to be sitting on three points per level unless it's some big grandiose occasion, like heading off to the final dungeon of a campaign to confront the big villain.
Folks are mad because they want Consume Items to be a really good option when currently its designed to be somewhat of a desperation tactic. Some folks want it gone because it depends on magic items. Some folks did all the math and now how to maximize exactly the GP=AR value and I have no clue what they're complaining about.
All I want is for it to be a swift action to consume the item. Give it more of that desperation tactic feel.
"Ah crap! We just bumped into that evil wizard, I NEED TO COUNTER STUFF BUT IM ALL OUT OF JUICE!"
*Grabs Scroll of Conjure Super Puppies* "Om NOM NOM NOM"
"Alright! Gimme all you've got Wizard!" *Readies his action to counter spell as well*

graystone |

graystone wrote:To be honest, I liked the first Arcanist. This version seems a bit much. Spell Tinker can make spells last forever and a focus on dispelling and Cha can make cantrip + spell thief average out gaining more points than it uses. I could see having a higher Cha than Int just to make getting free points easier.Prioritising cha is a terrible idea. Almost nothing of any value works off it and int give you more spells, sets your highest spell level and sets your dc's. Cha is still a dump stat for this class in anything other than 25 point buy. You might boost it a little in 20pb but you cost yourself a lot of potential con or dex.
There are plenty of spells that don't need int. As long as you have enough int to cast your highest level spells you don't need any more. Better to have unlimited arcane points and make all your spells have unlimited duration than have a greater amount of spells that only last the normal duration. In essence, you can have MORE spells with higher charisma because the spells you cast yesterday are still going when you get todays spells...

Craft Cheese |

There are plenty of spells that don't need int. As long as you have enough int to cast your highest level spells you don't need any more. Better to have unlimited arcane points and make all your spells have unlimited duration than have a greater amount of spells that only last the normal duration. In essence, you can have MORE spells with higher charisma because the spells you cast yesterday are still going when you get todays spells...
I don't see how you came to this conclusion, considering you don't gain AR points based on your CHA modifier. Besides, I wouldn't expect spell tinkerer to get printed in the final book as it is now: As-is, it's Incantatrix on crack.

andreww |
There are plenty of spells that don't need int. As long as you have enough int to cast your highest level spells you don't need any more. Better to have unlimited arcane points and make all your spells have unlimited duration than have a greater amount of spells that only last the normal duration. In essence, you can have MORE spells with higher charisma because the spells you cast yesterday are still going when you get todays spells...
Unless all you want to be is a summoner or a buff bot then you need Int to set your DC's. Ignoring this means you lose the major benefit of this class, the ability to switch between spell sets each day. Also increasing your Cha does not increase you daily pool of points.
1. You get a fixed number at the start of the day.
2. If you are a fool you can waste an exploit and set fire to money for points.
3. Counter Drain might get you some points back if you get to use it but is independent of Charisma
4. Siphon Spell might net you 1 point IF you get a great caster level check. Your Charisma modifier adds to this check but you cannot take it until level 13 and probably not until 15 as Greater Metamagic is so much better
So Charisma gets you next to nothing in extra pool points. Your main source of extra points in mid levels will be low level spell slots. Guess what boosting your Int does for you as well as increasing your spell DC's...

Tels |

Tels wrote:That's why you should post it, this is a playtest afterall.I think I just discovered the absolute cheapest method for supplying the Arcanist with Arcane Reservoir Points.
Not sure if I should post it though, because if I do, it'll get nerfed...
*Sigh*
Fine....
*grumble grumble*
An Arcanist that uses False Focus with a focus of at least 50 gp can cast Continual Flame for free.
During his off days, or even during battle days, he can expend all of his remaining spell slots of 2nd level or higher to cast as many Continual Flames as he can.
Then, he can use Disrupt Spell and Siphon Spell to try and Siphon as many Arcane points as he can.
Since he is casting the Continual Flames, they are of his level and therefore qualify. The downside is that there is a risk of him no succeeding the dispel check by 5 or more, and he loses a an AR point, and if he only makes it by 5 or more, then he doesn't lose a point, nor does he gain a point. It's only when he succeeds by 10 or more that he has a net gain.
Basically, carry around a bag full of pebbles that have Continual Flame cast upon them. Every time you gain a level, cast Greater Dispel (area) to automatically dispel all of the Continual Flames (as you always succeed in dispelling your own spells) to wipe the slate clean and start over again.
It's not fool proof, or 100% guaranteed, but it's the cheapest method of regaining AR points. This also requires an Arcanist of at least 13th level to perform, so it won't be happening in PFS.

Curaigh |

I am unable to keep up with this thread, so I might be repeating something from pages in the late teens...
I like this arcanist. This is cool. I have two concerns.
First, counterspell is too powerful. Too powerful because it changes action economy and it grants two feats (one which AFIK, doesn't exist elsewhere). If it did one of these I would feel better about it. If it cost more to use than a acid dart I would feel better about it.
Counterspell's action economy is complicated by feats such as destructive dispel (immediate action = opponent's standard & opponent's next rounds) & dispel synergy (immediate action = one standard + debuff).
Speaking of feats. Most casters have to spend a feat to counterspell a spell with the same school. I dinnae think there is a feat to allow counterspelling with any school. (dispel magic is the front runner for that). This exploit does both, and is worth two feats in my opinion.
Recommendations: counterspell uses the standard action of your next round.
Counterspell costs more arcane reservoir points.
Counterspell is two/three exploits (immediate, same school, any spell).
EDIT: I said two things, but this has turned into a dissertation & will come back to that later.

Drachasor |
master_marshmallow wrote:Tels wrote:That's why you should post it, this is a playtest afterall.I think I just discovered the absolute cheapest method for supplying the Arcanist with Arcane Reservoir Points.
Not sure if I should post it though, because if I do, it'll get nerfed...
*Sigh*
Fine....
*grumble grumble*
An Arcanist that uses False Focus with a focus of at least 50 gp can cast Continual Flame for free.
During his off days, or even during battle days, he can expend all of his remaining spell slots of 2nd level or higher to cast as many Continual Flames as he can.
Then, he can use Disrupt Spell and Siphon Spell to try and Siphon as many Arcane points as he can.
Since he is casting the Continual Flames, they are of his level and therefore qualify. The downside is that there is a risk of him no succeeding the dispel check by 5 or more, and he loses a an AR point, and if he only makes it by 5 or more, then he doesn't lose a point, nor does he gain a point. It's only when he succeeds by 10 or more that he has a net gain.
Basically, carry around a bag full of pebbles that have Continual Flame cast upon them. Every time you gain a level, cast Greater Dispel (area) to automatically dispel all of the Continual Flames (as you always succeed in dispelling your own spells) to wipe the slate clean and start over again.
It's not fool proof, or 100% guaranteed, but it's the cheapest method of regaining AR points. This also requires an Arcanist of at least 13th level to perform, so it won't be happening in PFS.
You can voluntarily lower your caster level to the minimum required to cast a spell. Also, multitarget spells can give you a big bang for your buck with disrupt.

zarzak |
1 person marked this as a favorite. |
I've been thinking, and I think a fun exploit or greater exploit would be a blue mage-esque ability (make some sort of roll to learn whatever spell was cast on you). I was originally thinking it would be good for the arcanist's spell learning mechanism, but I think that would be too big of a nerf. But for an exploit its very in flavor with what the arcanist does.

MrSin |
2 people marked this as a favorite. |

I've been thinking, and I think a fun exploit or greater exploit would be a blue mage-esque ability (make some sort of roll to learn whatever spell was cast on you). I was originally thinking it would be good for the arcanist's spell learning mechanism, but I think that would be too big of a nerf. But for an exploit its very in flavor with what the arcanist does.
Oh, it'd be hilarious!
Arcanist: Please. Please cast meteor storm on me! I just got spells and I really want to learn how to throw them around. Also, fireball me and ice tomb me and throw everything you have at me! Just hit me with everything you've got buffs and all!
BlackMage: That can be arranged...

Tels |

Tels wrote:You can voluntarily lower your caster level to the minimum required to cast a spell. Also, multitarget spells can give you a big bang for your buck with disrupt.master_marshmallow wrote:Tels wrote:That's why you should post it, this is a playtest afterall.I think I just discovered the absolute cheapest method for supplying the Arcanist with Arcane Reservoir Points.
Not sure if I should post it though, because if I do, it'll get nerfed...
*Sigh*
Fine....
*grumble grumble*
An Arcanist that uses False Focus with a focus of at least 50 gp can cast Continual Flame for free.
During his off days, or even during battle days, he can expend all of his remaining spell slots of 2nd level or higher to cast as many Continual Flames as he can.
Then, he can use Disrupt Spell and Siphon Spell to try and Siphon as many Arcane points as he can.
Since he is casting the Continual Flames, they are of his level and therefore qualify. The downside is that there is a risk of him no succeeding the dispel check by 5 or more, and he loses a an AR point, and if he only makes it by 5 or more, then he doesn't lose a point, nor does he gain a point. It's only when he succeeds by 10 or more that he has a net gain.
Basically, carry around a bag full of pebbles that have Continual Flame cast upon them. Every time you gain a level, cast Greater Dispel (area) to automatically dispel all of the Continual Flames (as you always succeed in dispelling your own spells) to wipe the slate clean and start over again.
It's not fool proof, or 100% guaranteed, but it's the cheapest method of regaining AR points. This also requires an Arcanist of at least 13th level to perform, so it won't be happening in PFS.
Yes, but for Siphon Spell to work, the spell has to have a caster level equal to or exceeding your own.
Disrupt Spell (Su): The arcanist can disrupt a spell effect or magic item by expending one point from her arcane reservoir. This acts like a targeted dispel magic with a range of touch. The arcanist can add her Charisma bonus to the dispel check.
Siphon Spell (Su): When the arcanist uses the disrupt spell greater exploit, she can siphon some of the power to restore her arcane reservoir. If the caster level of the spell is equal to or higher than the arcanist and she exceeds the DC of the dispel check by 5 or more, she regains 1 point to her arcane reservoir. If she exceeds this check by 10 or more, she instead regains 2 points to her arcane reservoir. This has no effect on magic items. The arcanist must have the disrupt spell greater exploit before selecting this exploit.

zarzak |
1 person marked this as a favorite. |
zarzak wrote:I've been thinking, and I think a fun exploit or greater exploit would be a blue mage-esque ability (make some sort of roll to learn whatever spell was cast on you). I was originally thinking it would be good for the arcanist's spell learning mechanism, but I think that would be too big of a nerf. But for an exploit its very in flavor with what the arcanist does.Oh, it'd be hilarious!
Arcanist: Please. Please cast meteor storm on me! I just got spells and I really want to learn how to throw them around. Also, fireball me and ice tomb me and throw everything you have at me! Just hit me with everything you've got buffs and all!
BlackMage: That can be arranged...
:P It would have some humor potential, there is that.
It would be pretty cool ... "ouch, that fireball hurt, but I now I understand it ... "

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1 person marked this as a favorite. |
1)you shouldn't ever be given more loot just because you spent yours...play kingmaker and learn what loot starved truly is
Ahh yes, the horror of having literally years of downtime for magic item creation and (assuming you managed the kingdom correctly for the first 2-3 years) being able to pull ~10,000gp/month salaries for the party. I just hate being loot starved like that. ;-)