
Mystically Inclined |

First of all, awesome job of revamping the flavor. This class just got tons more interesting. Some of the abilities need work, but that's what the play test is for.
We need to look at the early levels, though. I realize full casters get way more powerful as they advance while the starter levels are a slog. I like the sacrifice of spell power for flexibility, but it exacerbates the early level slog for this class. Paizo recognized and addressed this issue by giving wizards and sorcerers powers that gave them added depth at low levels. This made the classes more survivable. I see the blasty exploits try to do the same thing, but there are some problems. The blasting abilities scale up, attempting to give the most spell starved full caster class something to fall back on in heavy combat scenarios. This is very thoughtful but these abilities are based on a point system which is going to be minimal at low levels. By the mid tier levels and later, characters will have picked up scrolls and magic items to add depth to their spell casting. These resources are much less available in low level adventures.
As things stand, this class is going to be very boring to play for the first 5 or so levels. Players will have a couple of moments to shine but will primarily be wielding a crossbow. Players generally accept this as the price of the full casting classes, but the Arcanist as it currently stands is going to have a far worse time of it than his wizard and sorcerer brothers. Either the Arcanist point system needs to be reworked to be less anemic early on without overpowering the later levels, or a new ability needs to be introduced that is only effective for the early levels. The balance concerns later on matter less if only the dedicated are willing to take the class through the first few steps.
I realize that I've been describing the norm for wizards in earlier editions of the game. However, Paizo addressed those issues for wizards. Now they need to address them for Arcanists.

Fnipernackle |

I don't see how it overshadows the sorcerer bloodlines and power levels there.
Wizards get spells a lvl sooner, sorcers get a variety of bloodlines which are very effective/cool/good etc...
I'm sure some of the perks will get a makeover, but it looks solid and without terrible imbalance.
I play sorcerers often, and while the bloodlines are interesting, most of the spells for many of the bloodlines as well as the abilities and powers are garbage, and there's no way to switch them out outside of 3pp or homebrewed options where as the arcanist gets to pick what he wants. I'm never EVER going to use claws with a straight sorcerer.

Robert A Matthews |

Ok, so there's a few things that do this that I missed or forgotten, but they are either once per day, for a particular school of magic, or have a drawback. There is no blanket +1 - +2 the caster level for all spells without a drawback. As pointed out earlier, there is a way to use this ability to cast low level spells at a ridiculously high caster level.
But as it stands right now, I still think this class overshadows both the sorcerer and the wizard in its casting style and that the exploits are too good. And yes I will go as far to accuse those who say this class looks amazing and that they cant wait to play it or those that say this class isn't unbalanced or overpowered are either power gamers, munchkins, and/or those that eat their cake and want it too.
The abilities don't sit within the realms of what casters can do at the moment and giving a class that gets the best of both worlds as well as new abilities that go outside the range of what can be done within the game's mechanics right now is not good design and is a problem.
Cross-blooded Sorcerer would like a word with you.

TarkXT |

There is no blanket +1 - +2 the caster level for all spells without a drawback. As pointed out earlier, there is a way to use this ability to cast low level spells at a ridiculously high caster level.
Several options were pointed out already to increase caster level. Many of these options are narrow, true, but some are blankets that cover all spells and a few others cover entire schools.
For my part I don't see myself using the pool so much for this function as I'd rather help my group in an anti-caster function when possible. Given this is a niche difficult to fill I rather like the idea of this class being able to put a wedge in the casting plans of enemies. I can certainly think of a few encounters that would have been much easier had this guy been around to remove buffs/spells from my group earlier.

Starfox |

I think personally my difficulty with this revision is that it isn't a Hybrid. I'm very happy for all the other new Hybrids to also not be hybrids, and to move further away from their parent class. But with this revision, the Arcanist stands out like a sore thumb. I'd be very happy for similar revisions for other hybrids, though apart from the Warpriest I'm pretty happy with all the others in the APG playtest guide.
We weren't specifically aiming for hybrid classes being exactly down the middle of their two component classes. As we progress with this book, we'd like to see them stand out as something more unique (as the magus does) but still have elements of those two classes, so perhaps more 30% class A/30% class B/40% new class, or something similar.
I feel this is pretty much the "magus" mixing sorcerer and wizard - it burrows from both but is neither. And I agree that other mixes from the Advanced Class Guide could be more like this - Swashbuckler, I am looking at you.

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I mean it's not like sorcs (in particular cross blooded) have a way of making every spell they cast be better without any actions needed...
Maybe if you'd say specifically any abilities you feel are just ridiculously over powered that'd work well?
Counterspell still requires you to expend a slot (and if it's a higher lvl caster, casting a spell lvl you can't cast you can't counter it with it)
Dimensional slide is a move action (not swift like the teleport school)
Potent Magic is basically Greater Spell focus, but stacks and is not always on. (several bloodlines give +2 dc to charm, enchant, etc)
Spell Tinkerer requires you to be adjacent or in the effect....
The damage spells are all basically like any sorc damage ability, but less uses per day most likely.

Starfox |

There is no blanket +1 - +2 the caster level for all spells without a drawback. As pointed out earlier, there is a way to use this ability to cast low level spells at a ridiculously high caster level.
This has to be flexible in what spells it can affect, or it would be useless for a caster like the arcanist who is intended to be extremely configurable from day to day.

TarkXT |

How about casting 11 in a row of any combination of 3 different 9th spells, among which 6 are of higher cl and dc for free? Not to mention that after several minutes another row of 6 will be hailed down.
Yup, pretty strong, just remember this is at level 20 where simply having all the high level spells isn't the same as being able to use them or particularly wanting to. This ability would be cherry on top of the game breaking frosting that is the wizard.
That being said it wouldn't hurt to nerf it at all.

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Okay, now that I've looked over this class again and thought about it a bit I don't think it's AS overpowered as I first did. Honestly I think this is what the casting mechanic of ALL classes should be, as it's very user friendly. This is going to be the class I steer new mages towards due to the forgiving nature of spell prep.
Something I'd like to see from this (as a meta magic fan) is some way to translate points into MM reducers, although I recognize that way is the way of madness. It's more of a pipe dream really, but I'd honestly like some way to make Silent/Still spell worth taking, not one of the more intense like Dazing or Quicken.

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How about casting 11 in a row of any combination of 3 different 9th spells, among which 6 are of higher cl and dc for free? Not to mention that after several minutes another row of 6 will be hailed down.
At 20th level, I can show you far worse than that. Capstone abilities are supposed to be broken, that's the point. It's the end of the game, so you get an ability that says "Hey, we all know this game is crazy broken at this point. So here, have this super badass power and just go crazy."
Some of the class's Capstones have left a little to be desired, yes. But the Arcanist's Capstone is exactly where a 20th level Capstone ability should be. You spent 20 bloody levels to get there, you should get a powerful, flashy reward for your troubles.

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you're talking about at lvl 20 to make your case?
Arcane bloodline Sorcerer, 4 different spells, will cast at least 7 if not 8. Adds metamagic on the fly without increasing cast time, also the lvl 15 ability gives it +2 dc without any action (as long as its from that school picked)
if you're wanting enchant focused, cross blooded and bam now you've got that same +6 on every charm spell you cast...
the capstone shouldn't really be your lynch pin to your argument.

Fnipernackle |

Fnipernackle wrote:Cross-blooded Sorcerer would like a word with you.Ok, so there's a few things that do this that I missed or forgotten, but they are either once per day, for a particular school of magic, or have a drawback. There is no blanket +1 - +2 the caster level for all spells without a drawback. As pointed out earlier, there is a way to use this ability to cast low level spells at a ridiculously high caster level.
But as it stands right now, I still think this class overshadows both the sorcerer and the wizard in its casting style and that the exploits are too good. And yes I will go as far to accuse those who say this class looks amazing and that they cant wait to play it or those that say this class isn't unbalanced or overpowered are either power gamers, munchkins, and/or those that eat their cake and want it too.
The abilities don't sit within the realms of what casters can do at the moment and giving a class that gets the best of both worlds as well as new abilities that go outside the range of what can be done within the game's mechanics right now is not good design and is a problem.
Cross blooded sorcerer is an absolute joke. Instead of getting your spells one level behind the wizard, its now two levels behind the wizard. It would have been better if they limited how many spells you could cast per day, not how many you know.
And woooooo, you get two bloodlines with s*^&&% abilities and spells. I poured over all of the bloodlines a while back and most of them have 1 or two good abilities or spells (note i did not say and), and whats left over is complete garbage.

AndIMustMask |

Robert A Matthews wrote:Fnipernackle wrote:Cross-blooded Sorcerer would like a word with you.Ok, so there's a few things that do this that I missed or forgotten, but they are either once per day, for a particular school of magic, or have a drawback. There is no blanket +1 - +2 the caster level for all spells without a drawback. As pointed out earlier, there is a way to use this ability to cast low level spells at a ridiculously high caster level.
But as it stands right now, I still think this class overshadows both the sorcerer and the wizard in its casting style and that the exploits are too good. And yes I will go as far to accuse those who say this class looks amazing and that they cant wait to play it or those that say this class isn't unbalanced or overpowered are either power gamers, munchkins, and/or those that eat their cake and want it too.
The abilities don't sit within the realms of what casters can do at the moment and giving a class that gets the best of both worlds as well as new abilities that go outside the range of what can be done within the game's mechanics right now is not good design and is a problem.
Cross blooded sorcerer is an absolute joke. Instead of getting your spells one level behind the wizard, its now two levels behind the wizard. It would have been better if they limited how many spells you could cast per day, not how many you know.
And woooooo, you get two bloodlines with s*^&&% abilities and spells. I poured over all of the bloodlines a while back and most of them have 1 or two good abilities or spells (note i did not say and), and whats left over is complete garbage.
with draconic/abyssal you have a neat selection of useful abilities (dragon or abyssal -> dragon -> abyssal -> dragon or abyssal -> dragon or abyssal), and segues nicely into dragon disciple. you end up with decent BAB, respectable casting, and plenty of stat boosts (particularly after form of the dragon and whatnot).
you can also use elemental/draconic (i think it was draconic anyway) to make a blaster (particularly cold with rime) actually rather decent from the bonus damage and shifting spells to cold, as well as shore up your defenses.
fey/serpentine has some good uses, from what i hear, but i have no experience with those two.

Cap. Darling |

@Craft Cheese:
1.) Wizards don't tinker as written. They just learn. Arcanists analyze and fiddle with magic itself, while Wizards study spells specifically and Sorcerers just kind of do stuff. Very different theme.
This is from the wizard part of ultimate magic.
"Wizards spend much of their lives seeking deeper truths, hunting knowledge as if it were life itself. The wizard's power is not necessarily the spells he wields; spells are merely the outward, most visible manifestation of that power. A wizard's true power is in his fierce intelligence, his dedication to his craft, and his ability to peel back the surface truths of reality to understand the fundamental underpinnings of existence. A wizard spends much of his time researching spells, and would rather find an undiscovered library than a room full of gold. A wizard need not be a reclusive bookworm, but he must have a burning curiosity for the unknown"
I think that it is a valid point that the arcanist at the moment dosent seem to have his own flavor, out side of the rules.
But i think the rules looks interesting, and will try them out at first given oppotunity.

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I apologize if this Issue was already brought up.
I find this alittle bit unclear:
"This ability can be used on unwilling targets, but the arcanist must succeed at a melee touch attack, and the target may attempt a Will saving throw to negate the effect."
Take this ability for:
- Hold Monster: Does the caster of the Spell get to make a Will Save or is it automatically suppressed?
- Wall of Force: Can this be suppressed? How much of the wall will be suppressed?
- Prismatic Sphere: Does the caster get a Will Save? I would guess so, but I suppress the effect, not the effect on a target.

Drachasor |
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Do the damaging exploits really need to cost anything?
Consider a 1st level Arcanist. Does it really make sense to limit the 1d6 damage to 3/day? And that assumes some magic is consumed.
Seems like they should just be free. At 5th level it is only an average of 10.5 damage on a touch attack, with a save for half. So it is a REALLY weak attack. Heck, it would be lackluster even without the save. Not horrible, mind you, but not good either. Heck, that's only the ones that do good damage. The acid attack would only average 7.5. The force one right now is probably the only one worth even considering from a mechanical standpoint.
Bearing in mind that it takes a standard action to get a AR point from a 1st level spell. So it isn't like it is easier to switch out a spell for this damage in combat.
Also, Flame Arc should have a different name. Most spells with "arc" in the name have traditionally hit more than one target (arcing to them). So I think the name is a bit confusing. Flame Lash or Flame Spout or Flame Burst all work better, imho.
Let's consider the Warlock from 3.5. He did better damage (1d6 more pretty quickly, and no save for half). He could do it all the time. This was considered a weak attack, and Pathfinder doesn't change that. Heck, it might be worth considering changing the Arcanist around a bit more to always have an attack. Pick an element at 1st level, later they can get another. Use an exploit to get more. Each element comes with its own damage die and might modify other things. Potentially have them add their Charisma (or other casting stat) to damage, but no more than their level (E.g. 1d6+1 at 1st, but it could be 3d6+5 at 5th). For one attack, that becomes decent enough.
On top of that you can get exploits to modify your arcane attack, and those exploits would cost points to use.
The advantage here is that the Arcanist would have something to fall back on and to use as more of a bread-and-butter ability, which makes up for their lower number of spells per day.

Starfox |
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Do the damaging exploits really need to cost anything?[...]
I agree the rays don't need to cost points from your pool, but I still feel you must choose them as your exploits. Having them be all free would make the wizard's and sorcerer's similar low-level "free" abilities seem too lacklustre. But the idea to be able to fire an unlimited number of poor elemental attack on the round when you don't cast a spell works out for me. It does indeed make up for the low number of spells per day.
Then again, these "free" attacks on the sorc and wiz could use some buffing too. Not that this is on the table.

Drachasor |
Drachasor wrote:Do the damaging exploits really need to cost anything?[...]I agree the rays don't need to cost points from your pool, but I still feel you must choose them as your exploits. Having them be all free would make the wizard's and sorcerer's similar low-level "free" abilities seem too lacklustre. But the idea to be able to fire an unlimited number of poor elemental attack on the round when you don't cast a spell works out for me. It does indeed make up for the low number of spells per day.
Then again, these "free" attacks on the sorc and wiz could use some buffing too. Not that this is on the table.
I was thinking: You get one free at first level, or some sort of basic attack. They are so common that some sort of ranged attack is pretty much a core aspect to them.
Maybe you get another element for free at some level. The rest you'd have to use Exploits to get, though I'd like to see more exploits to modify the ray. Again, like a Warlock's Eldritch Blast. This seems to be the same thing in spirit, so some stuff equivalent to "Blast Shapes" (giving the attack an area, changing the number of targets, etc) and "Essences" (status effect, extra damage, etc) at the cost of AR points would work well.
Hmm, I also feel that a 30ft range seems way too short. Either a range of Short (25+5ft/2 levels) or 60ft would be better, imho. 30ft is really stifling.
Agreed on the lameness of Wiz/Sorc school/bloodline attacks.

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So a fourth level Arcanist can shut down my sixth level Wizard? And this gets worse… At higher level not only does the Arcanist lock down a “conventional” caster with their immediate actions but they can also recharge their pool with a successful counterspell? The other issue I have with this is, it looks to be that there are no verbal or somatic components to this ability. So even under a silence spell or a lipstitch, this character is still counterspelling casters with no issues.
This was the problem with 3.5 with the Wizard and Sorcerer against the Warlock. Any type of refillable pool or infinitely reusable ability, will beat spell slots any day of the week. Sure I might have more spells, but if I can’t cast them because immediate actions act outside of initiative, what good am I if my spells are instantly countered before any of them take effect. This relegates a wizard to a buff or summoning bot and sitting on the sideline during the combat.
This is why Pathfinder is inadvertently pushing classes to have pets. Why should I risk a saving throw, magic resistance and now being counterspelled when my big bad pet can eat them?
If the devs are going to move to a pool based characters and characters with more supernatural abilities then please spend some time and revamp the original core characters to make them competitive.

Drachasor |
So a fourth level Arcanist can shut down my sixth level Wizard? And this gets worse… At higher level not only does the Arcanist lock down a “conventional” caster with their immediate actions but they can also recharge their pool with a successful counterspell? The other issue I have with this is, it looks to be that there are no verbal or somatic components to this ability. So even under a silence spell or a lipstitch, this character is still counterspelling casters with no issues.
This was the problem with 3.5 with the Wizard and Sorcerer against the Warlock. Any type of refillable pool or infinitely reusable ability, will beat spell slots any day of the week. Sure I might have more spells, but if I can’t cast them because immediate actions act outside of initiative, what good am I if my spells are instantly countered before any of them take effect. This relegates a wizard to a buff or summoning bot and sitting on the sideline during the combat.
This is why Pathfinder is inadvertently pushing classes to have pets. Why should I risk a saving throw, magic resistance and now being counterspelled when my big bad pet can eat them?
If the devs are going to move to a pool based characters and characters with more supernatural abilities then please spend some time and revamp the original core characters to make them competitive.
I wouldn't say they could shut down a wizard. At 4th level the Arcanist has 3 spell points each morning, and can potentially get up to 12 IF they give up spells, but that doesn't seem likely.
Counterspelling is still VERY intensive. The spell must be ID'd (15+Spell Level +1/10 feet distance). An AR point must be spent. Then they have to succeed on a Dispel Check. Unless they have the same spell prepared, this is probably a 50-50 situation. Then they have to use up one of their spells of the same level or higher. Note that they lose this spell slot regardless of whether they succeed on the check or not.
So this rapidly uses up their own spells. And it isn't that hard to make it more difficult to be seen in most situation (which screws up the initial check). And it doesn't help against spells already in effect.
That said, it is a pretty good ability since it doesn't take an action to use -- the Warlock ability was much different in this regard, so it was very expensive (in terms of action economy) and risky to use as a counterspell.
Oddly, this ability seems completely nerfed at higher levels (11+). They do it as per Dispel Magic, so there's a level cap of 10 on their dispel check. I don't think this was intended, but that's what is written.
So it is good in terms of action economy, but you risk losing a spell slot for no gain. This is also not a small risk unless you prepared the spell you are countering. Anyhow, given the spell slot usage, it definitely isn't an infinite resource ability.
Now, the disrupt spell stuff is different, but it also requires melee touch. That has major risks all its own.

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Well, the Arcanist can use Counterspell from level 1, I don't know where "4th level" is coming in here. But no, a 4th level Arcanist can't shut down your 6th level Wizard. Because they can only use the Counterspell exploit on spells of equal or lower level. So if you're level 6 and he's level 4, you can get him with your 3rd level spells. He also has to successfully identify each spell you cast as well as make a successful dispel check in order to counter your spell. He gets a +5 bonus only if he has the same spell prepared, which may or may not be true.
In addition to all that, you have more spell slots than him, even if you're at the same level. Especially if he's sacrificing spell slots to restore his arcane pool. Which is almost certain to happen, since he only gets 1+1/2 level in his arcane pool... he couldn't possibly have enough arcane pool points to use Counterspell on every spell you can cast without sacrificing spell slots to gain more. The only other way for him to gain pool points before level 10 is to consume magic items... which is very expensive, at 75-150g a pop for the least expensive option.
So if he counters all of your spells, you still have a few slots to use. And if he casts a single offensive spell in all this counterspelling, that means he has even fewer spell slots to counter your spells with. And again, that's not even considering how he's getting his arcane pool points back, since he can Counterspell even fewer of your spells if he's using his spell slots to do so.
But yes, a member of a class that has a stated purpose of being good at counterspelling can, in fact, hold other mages off via counterspelling for a long time.

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Oddly, this ability seems completely nerfed at higher levels (11+). They do it as per Dispel Magic, so there's a level cap of 10 on their dispel check. I don't think this was intended, but that's what is written.
Actually, as was recently pointed out to me, Dispel Magic doesn't have a caster level limit in Pathfinder.

Drachasor |
Drachasor wrote:Oddly, this ability seems completely nerfed at higher levels (11+). They do it as per Dispel Magic, so there's a level cap of 10 on their dispel check. I don't think this was intended, but that's what is written.Actually, as was recently pointed out to me, Dispel Magic doesn't have a caster level limit in Pathfinder.
Ahh. I keep finding out little changes they made. : (
Well, then the ability doesn't break at higher levels. Good.Hmm, Greater Dispel seems pretty expensive for what it does now (just took a look at them). That is neither here nor there.

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Nope wrong again: Arcanist spends one point from a pool, and raises the spell level by 1. They are now dispelling a fireball with a second level spell. If the Arcanist is Fifth level and uses a Fireball to dispel another Fireball, again as a swift action acting out of initiative, they get a +5.
This ability again is Su, and has not been clarified if it has either a V or S component.
Arcane Reservoir (Su): An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist’s arcane reservoir can hold an amount of magical energy equal to three times the arcanist’s level. Each day when preparing spells, the arcanist’s arcane reservoir fills with raw magical energy, gaining a number of points equal to 1 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points that the total mentioned above, points gained in excess of this maximum are lost.
Points from the arcanist reservoir are used to fuel many of the arcanist’s powers (see arcane exploits). In addition, the arcanist can expend one point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the DC of the spell by 1. She can expend no more than one point from her reservoir on a given spell in this way.
Counterspell (Su): By expending one point from her arcane reservoir to attempt to counterspell a spell as it is being cast. The arcanist must identify the spell being cast as normal. If the check is successful, the arcanist can then use an immediate action and expend an available arcanist spell slot of a level equal to or higher than the level of the spell being cast. To counterspell the spell, the arcanist must make dispel check as

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Nope wrong again: Arcanist spends one point from a pool, and raises the spell level by 1. They are now dispelling a fireball with a second level spell.
No, they're raising the caster level by one. Caster level and spell level are two different things. And besides, they can only raise the caster level when they're casting a spell, and using Counterspell isn't actually casting a spell, it's using a separate supernatural ability. Even expending the spell slot as part of using Counterspell isn't actually casting a spell: you're specifically losing the spell slot without being able to cast with it.
If the Arcanist is Fifth level and uses a Fireball to dispel another Fireball, again as a swift action acting out of initiative, they get a +5.
The Arcanist doesn't get third level spells until level 6, actually.
Not to be rude, but you don't seem to have a very good grasp of the rules, which is an important thing to have if you're going to discuss balance issues.

Drachasor |
Hmm...
Next step in counterspelling is spell return.
Should an Arcanist get something along those lines at later levels?
If so it should use up their standard action on their next turn, imho.
They can get Parry Spell at 15th level if they grab Improved Counterspell (though this is pretty useless to them). Perhaps just have the Counterspell ability count as Improved Counter Spell for the purposes of pre-requisites and call it a day.

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...if they grab Improved Counterspell (though this is pretty useless to them).
Not necessarily useless. If you want to make a counterspell focused build, then Improved Counterspell still helps. You don't *always* want to be using your Immediate Action and an arcane pool point just to counter something.
In addition, using normal readied-action counterspelling in addition to the Counterspell exploit gives you the opportunity to counter up to two spells in the same round. A very good option if you're facing multiple spellcasters.
Finally, using Improved Counterspell is a way of regaining arcane pool points without having to risk one first, at higher levels. Since you don't have to spend a point to attempt a normal counterspell, you'll end up gaining more points overall than if you'd relied on your Counterspell exploit.
It's not a must-have feat, but Improved Counterspell is still a decent option for any Arcanist that wants to focus on a counterspelling build.

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Actually JRutterbush I overlooked that the Arcanist gets two spells at 6th level, which more than makes up for not having a 3rd level spell at 5th level.
However to infer that someone doesn't know the rules, is rather conceded.
The fact stands, the counterspell needs to be a standard action not a SU.

nighttree |

Gotta say I'm loving the re-vamp.
It hit's all the right buttons for me.
I have never bothered with dispelling or meta-magic in the past, but would actually consider it with an Arcanist.
The dispelling being an immediate action for this class is perfect in my mind.
Not sure how I feel about the further de-crease in spells per day, I'm a little concerned it's gone to far...
But, if a weaker version of the capstone was available at earlier levels, that would solve the problem (IMO).
I would want to see more exploits....I can't really see myself taking any of the blast exploits, which are the bulk of them available so far.

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Actually JRutterbush I overlooked that the Arcanist gets two spells at 6th level, which more than makes up for not having a 3rd level spell at 5th level.
No it doesn't. At 5th level, a Wizard has 3rd level spells that the Arcanist can't use Counterspell on at all. At 6th level, a Wizard is still ahead in spells per day (counting their school spell). The Wizard is ahead of the Arcanist in spells per day at all levels, and ahead of the Arcanist in maximum spell level at almost half of them. The fact that an Arcanist at level six has two 3rd level spells does not, in any way, make up for the fact that the Wizard has three 3rd level spells at the same level.
However to infer that someone doesn't know the rules, is rather conceded.
I'm sorry, but you've consistently been wrong with regards to the rules. It's not conceited to suggest that you don't have a good grasp on the rules when you've repeatedly misunderstood them. That's literally the definition of "not having a good grasp" of something.
The fact stands, the counterspell needs to be a standard action not a SU.
To wit: standard actions and supernatural abilities are separate categories of things. It being a supernatural ability has nothing to do with the action taken to use it.
Counterspell is perfectly fine as-is. It requires your immediate action, an arcane pool point (which you normally have very few of) and a spell slot of equal or higher level, and you have to make a successful check to use it at all, then an additional check after paying for it, which has a chance of you failing and wasting your resources on nothing.

Robert A Matthews |

Robert A Matthews wrote:Fnipernackle wrote:Cross-blooded Sorcerer would like a word with you.Ok, so there's a few things that do this that I missed or forgotten, but they are either once per day, for a particular school of magic, or have a drawback. There is no blanket +1 - +2 the caster level for all spells without a drawback. As pointed out earlier, there is a way to use this ability to cast low level spells at a ridiculously high caster level.
But as it stands right now, I still think this class overshadows both the sorcerer and the wizard in its casting style and that the exploits are too good. And yes I will go as far to accuse those who say this class looks amazing and that they cant wait to play it or those that say this class isn't unbalanced or overpowered are either power gamers, munchkins, and/or those that eat their cake and want it too.
The abilities don't sit within the realms of what casters can do at the moment and giving a class that gets the best of both worlds as well as new abilities that go outside the range of what can be done within the game's mechanics right now is not good design and is a problem.
Cross blooded sorcerer is an absolute joke. Instead of getting your spells one level behind the wizard, its now two levels behind the wizard. It would have been better if they limited how many spells you could cast per day, not how many you know.
And woooooo, you get two bloodlines with s*^&&% abilities and spells. I poured over all of the bloodlines a while back and most of them have 1 or two good abilities or spells (note i did not say and), and whats left over is complete garbage.
You've obviously never played one nor seen one in action. A level 6 crossblooded Sorcerer (Draconic/Orc) does 9d6+18 damage (and probably can do more) with their fireball. Burning hands 5d6+10. If fire isn't what you want to go for then pick a different draconic bloodline and make your shocking grasp do 5d6+10 until you can get Intensify Spell and make it do 10d6+20 damage at level 10.
This class is coming along fine in the development process. Specialist Wizards and Sorcerers both get more spells per day than the Arcanist currently. On top of that if the Arcanist wants more arcane reservoir points he has to give up even more spell slots when he already has less than Wizards and Sorcerers to begin with. I really don't think people are taking an objective look at this class when they claim it is OP. My level 2 Arcanist gets 4 level 1 spells per day and 2 Arcane pool points. That is less points than I had with the blood focus ability so I have even less versatility than the old writeup. If I want more points I need to go down to 3 level 1 spell slots in order to have 3 arcane reservoir points. Evoker Wizards get 7+ Force missiles a day, an Arcanist needs to spend spell slots if they want to use more than two.
Nope wrong again: Arcanist spends one point from a pool, and raises the spell level by 1. They are now dispelling a fireball with a second level spell. If the Arcanist is Fifth level and uses a Fireball to dispel another Fireball, again as a swift action acting out of initiative, they get a +5.
This ability again is Su, and has not been clarified if it has either a V or S component.
Caster level != Spell level. You cannot counter a fireball with a level 2 spell slot. The ability is supernatural and shouldn't have a verbal or somatic component as it is not spell-like.
Supernatural Abilities (Su)
Supernatural abilities are magical but not spell-like. Supernatural abilities are not subject to spell resistance and do not function in areas where magic is suppressed or negated (such as an antimagic field). A supernatural ability's effect cannot be dispelled and is not subject to counterspells. See Table: Special Ability Types for a summary of the types of special abilities.
Not sure why it matters whether or not this has a verbal or somatic component.

Drachasor |
Actually JRutterbush I overlooked that the Arcanist gets two spells at 6th level, which more than makes up for not having a 3rd level spell at 5th level.
However to infer that someone doesn't know the rules, is rather conceded.
The fact stands, the counterspell needs to be a standard action not a SU.
I don't see how being a SU/SP/EX has much to do with balance here. SU seems fine.
It's still a shot in the dark on whether they succeed and if they fail they lose the spell slot AND the enemy gets their spell off. That's pretty risky.

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Not sure how I feel about the further de-crease in spells per day, I'm a little concerned it's gone to far...
Keep in mind the sheer versatility possessed by the Arcanist. In addition to their unique method of spellcasting (which is incredibly versatile all on its own), the Arcanist has the ability to dump any or all of their spells into their impressive class features instead. I'd say it's a pretty good trade. You can make more efficient use of your spell slots because of the way you prepare your spells anyway, so it's okay that you have fewer slots available.

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Will the multiclass restriction be removed from the arcanist, since it clearly is no longer a true hybrid of sorcerer and wizard and shares no class features with those classes?
Also because we all know better than to try to multiclass two full casters by now anyway, right?

nighttree |

Will the multiclass restriction be removed from the arcanist, since it clearly is no longer a true hybrid of sorcerer and wizard and shares no class features with those classes?
Regardless of how many class features they share, IMO they should keep all of these classes as "alternative" to the base class they are inspired by and restrict multi-classing.
I certainly wouldn't let a player at my table do a Ninja/Rouge...
But as I said, that's just my opinion.

Drachasor |
nighttree wrote:Not sure how I feel about the further de-crease in spells per day, I'm a little concerned it's gone to far...Keep in mind the sheer versatility possessed by the Arcanist. In addition to their unique method of spellcasting (which is incredibly versatile all on its own), the Arcanist has the ability to dump any or all of their spells into their impressive class features instead. I'd say it's a pretty good trade. You can make more efficient use of your spell slots because of the way you prepare your spells anyway, so it's okay that you have fewer slots available.
I'd agree if the special features that are attacks got a buff. Preferably a Warlock-inspired one as I said before.

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I certainly wouldn't let a player at my table do a Ninja/Rouge...
Why not? I've never really understood this restriction. It's not like it would be especially powerful. A Rogue 3/Ninja 3, for example, is gaining +1d6 Sneak Attack over a Rogue 6 or Ninja 6, but losing out on a Talent, as well as losing out on Uncanny Dodge and No Trace and Trap Sense +2 and losing two points of Trapfinding in return for gaining Poison Use and some Ki Points.
I really don't see what would be so bad about allowing alternate class Multiclassing. Well, Ninja/Rogue at least, I'd have to check on other possible combinations to see what they can do.

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I'd agree if the special features that are attacks got a buff. Preferably a Warlock-inspired one as I said before.
Yeah, I think removing the saving throw for half damage would be a good option. Add the saving throw to negate the special effects gained with the advanced exploits, but you shouldn't have to both make a touch attack and allow a save for such piddly damage. Especially since your arcane pool points are so valuable and cost so much (either in daily spell power or actual cash) to replenish.

Robert A Matthews |

Actually JRutterbush I overlooked that the Arcanist gets two spells at 6th level, which more than makes up for not having a 3rd level spell at 5th level.
However to infer that someone doesn't know the rules, is rather conceded.
The fact stands, the counterspell needs to be a standard action not a SU.
I don't think he was trying to be rude. You confused caster level with spell level, which is a common mistake made by even veteran gamers. Spell effects like Darkness is one such example of people confusing spell level with caster level on a very regular basis.
Caster Level
A spell's power often depends on its caster level, which for most spellcasting characters is equal to her class level in the class she's using to cast the spell.
You can cast a spell at a lower caster level than normal, but the caster level you choose must be high enough for you to cast the spell in question, and all level-dependent features must be based on the same caster level.
In the event that a class feature or other special ability provides an adjustment to your caster level, that adjustment applies not only to effects based on caster level (such as range, duration, and damage dealt), but also to your caster level check to overcome your target's spell resistance and to the caster level used in dispel checks (both the dispel check and the Dc of the check).
Level
The next line of a spell description gives the spell's level, a number between 0 and 9 that defines the spell's relative power. This number is preceded by a list of classes whose members can cast the spell. A spell's level affects the DC for any save allowed against its effects.

Robert A Matthews |

Feats and Traits. There are probably ways to boost it more, but these are just a few I am aware of.
Spell Specialization
Gifted Adept
nighttree wrote:I certainly wouldn't let a player at my table do a Ninja/Rouge...
Why not? I've never really understood this restriction. It's not like it would be especially powerful. A Rogue 3/Ninja 3, for example, is gaining +1d6 Sneak Attack over a Rogue 6 or Ninja 6, but losing out on a Talent, as well as losing out on Uncanny Dodge and No Trace and Trap Sense +2 and losing two points of Trapfinding in return for gaining Poison Use and some Ki Points.
I really don't see what would be so bad about allowing alternate class Multiclassing. Well, Ninja/Rogue at least, I'd have to check on other possible combinations to see what they can do.
You would also be giving that Ninja Evasion at a level that he shouldn't be able to get it. It is a level 10 Ninja Trick that you would be allowing him to get as early as level 2. That is one major reason it shouldn't be allowed. And the Rogue wouldn't have to spend rogue talents to gain a ki pool. He would get it for free.

MrSin |

This was the problem with 3.5 with the Wizard and Sorcerer against the Warlock. Any type of refillable pool or infinitely reusable ability, will beat spell slots any day of the week. Sure I might have more spells, but if I can’t cast them because immediate actions act outside of initiative, what good am I if my spells are instantly countered before any of them take effect. This relegates a wizard to a buff or summoning bot and sitting on the sideline during the combat.
I know its not the point of your post, but wizard vs. warlock the wizard was the winner. Refillable pools and all day abilities don't instantly become overpowering vs. x/day abilities, its relative to how powerful those abilities are. Eldritch blast fell behind, and so does the arcanist blast abilities*. Single target 3D6 at level 5 for instance is pretty pitiful, but those rider effects could make them pretty darn powerful. Just doing 3D6 though? Pretty much every guy with a hammer can do that on your team.
*Though ice missile/icy tomb looks exceptionally strong out of the bunch. Staggered/entangled/ability damage... ouch! About the time you have that going though you have dazing fireball available too though.

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You would also be giving that Ninja Evasion at a level that he shouldn't be able to get it. It is a level 10 Ninja Trick that you would be allowing him to get as early as level 2. That is one major reason it shouldn't be allowed. And the Rogue wouldn't have to spend rogue talents to gain a ki pool. He would get it for free.
I fail to see how these are overpowering. Again, each class is losing its 3-6th level unique abilities to gain this stuff. They're abilities they wouldn't have gotten as easily on their own, yes, but why is that somehow broken? You wouldn't say it was broken to multiclass Fighter/Ninja because it gives the Fighter Ki points for free, why is it somehow broken to multiclass Rogue/Ninja for the same reason?
To further clarify... would you say that a Ranger shouldn't be able to multiclass with Rogue because it would let the Ranger get Evasion many levels earlier than normal? Of course not. Hell, I could multiclass Fighter/Rogue and let the Fighter get Evasion when he would never have gotten it at all.
That's what multiclassing does, it lets you get abilities you otherwise wouldn't get, or get them earlier, at the expense of losing out on other class features.