Advanced Class Guide Potential Errors


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Liberty's Edge

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shroudb wrote:
ZanThrax wrote:
shroudb wrote:
Silver Surfer wrote:
I heard the Arcanist got a minor nerfing ??
he now needs at least a moderate cha (i would say at least 12, maybe 14 tops) to perform in top capacity instead of... 7

Cha 12 and Cha 7 both get to consume magic items / spells 1/day. If you want to do it 2/day, you need to come up with 5 (or more, if you want to play a race with a Cha penalty) point buy from somewhere.

I'm almost certainly going to be retiring my ratfolk brown fur transmuter from my weekly game thanks to this change.

cha 12 and cha 7 both get 1/day correct

but cha 12 with a +2 ench to cha means 2/day, with a +4 3/day and a +6 4/day

cha 7, even with a +6 is still at 1/day

So I'm going to spend 36k (or likely more) GPs to effectively use a class feature, or just tank cha and forget about it.


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Pathfinder Lost Omens Subscriber
Deighton Thrane wrote:
shroudb wrote:
ZanThrax wrote:
shroudb wrote:
Silver Surfer wrote:
I heard the Arcanist got a minor nerfing ??
he now needs at least a moderate cha (i would say at least 12, maybe 14 tops) to perform in top capacity instead of... 7

Cha 12 and Cha 7 both get to consume magic items / spells 1/day. If you want to do it 2/day, you need to come up with 5 (or more, if you want to play a race with a Cha penalty) point buy from somewhere.

I'm almost certainly going to be retiring my ratfolk brown fur transmuter from my weekly game thanks to this change.

cha 12 and cha 7 both get 1/day correct

but cha 12 with a +2 ench to cha means 2/day, with a +4 3/day and a +6 4/day

cha 7, even with a +6 is still at 1/day

So I'm going to spend 36k (or likely more) GPs to effectively use a class feature, or just tank cha and forget about it.

yes


Deighton Thrane wrote:
shroudb wrote:
ZanThrax wrote:
shroudb wrote:
Silver Surfer wrote:
I heard the Arcanist got a minor nerfing ??
he now needs at least a moderate cha (i would say at least 12, maybe 14 tops) to perform in top capacity instead of... 7

Cha 12 and Cha 7 both get to consume magic items / spells 1/day. If you want to do it 2/day, you need to come up with 5 (or more, if you want to play a race with a Cha penalty) point buy from somewhere.

I'm almost certainly going to be retiring my ratfolk brown fur transmuter from my weekly game thanks to this change.

cha 12 and cha 7 both get 1/day correct

but cha 12 with a +2 ench to cha means 2/day, with a +4 3/day and a +6 4/day

cha 7, even with a +6 is still at 1/day

So I'm going to spend 36k (or likely more) GPs to effectively use a class feature, or just tank cha and forget about it.

yeah basically, in order to use a class feature you need to stat for it.

that's not a surprise, that's how things usually work.
it is just that casters are too damn spoiled to be SAD and when they need to stat 2 attributes it seems weird.

it's perfectly easy to stat for 14 cha, use a simple 8k ioun stone, and have a 3/day consume which is more than enough for an average day

i WISH every single caster needed to have a secondary mental attribute up to ~14, it would help equalize a few things with martials needing at least 2, but often all 3 physical attributes

Grand Lodge

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Mark, can you also look into this? It seems like a weird hole in the rules

FLite wrote:

Hmm... So Swashbuckler / sleuths get a luck / panache pool = 1x charisma.

Mysterious Stranger / Sleuths get luck / grit pool = 2x charisma

Mysterious Stranger / Swashbucklers panache / grit = 2x charisma.

Is that an oversight?

Scarab Sages

Cao Phen wrote:

I posted this question in another thread:

Page 5 wrote:

In the Steadfast Personality entry, change the

Benefits entry to “Use your Charisma modifier on saves
against mind-affecting effects”.
Page 6 wrote:

In the Steadfast Personality feat, change

the Benefit section to “Benefit: Add your Charisma
modifier instead of your Wisdom bonus on Will saves.
If you have a Wisdom penalty, you must apply both your
Wisdom penalty and your Charisma modifier.”
Will saves, or Will saves against Mind-affecting effects?

I just recently played a game and had a bit of discussion about it. I just wanted to bump this question again so that my game's GM would get the correct ruling to this post-errata mixup.

Designer

From my notes from discussions with the PDT earlier in the errata process, it should say mind-affecting in both places.

Shadow Lodge

TriOmegaZero wrote:
Text trumps table.

That was 3.5


Mark Seifter wrote:
From my notes from discussions with the PDT earlier in the errata process, it should say mind-affecting in both places.

Oh, so it's a straight up nerf? Bummer, I thought we had some Samurai love there... So it's no better than the Irrepressible trait? I hope you don't change it further, I think this goes a long way to enable Cha-based builds for low Will classes like Swashbucklers, Cavaliers, Rogues, etc.

Also: does Slashing Grace work with Brawler's Flurry? Because if so, that means you are going to see a lot of Fighting Fans around...

Designer

Secret Wizard wrote:
Mark Seifter wrote:
From my notes from discussions with the PDT earlier in the errata process, it should say mind-affecting in both places.

Oh, so it's a straight up nerf? Bummer, I thought we had some Samurai love there...

Also: does Slashing Grace work with Brawler's Flurry? Because if so, that means you are going to see a lot of Fighting Fans around...

It is potentially better if you have another source of insight bonuses. Which aren't particularly common, but could be true.


Are there any plans to ever fix the text of brawler's flurry? Do you count your offhand as light even if you are flurrying with a heavier weapon? Do you take the penalties for two weapon fighting at all, since you don't technically have to have an off hand?


Melkiador wrote:
Are there any plans to ever fix the text of brawler's flurry? Do you count your offhand as light even if you are flurrying with a heavy weapon? Do take the penalties for two weapon fighting at all, since you don't technically have an off hand?

And shouldn't you get your extra attacks at 6th and 11th level?

Scarab Sages

Mark Seifter wrote:
Secret Wizard wrote:
Mark Seifter wrote:
From my notes from discussions with the PDT earlier in the errata process, it should say mind-affecting in both places.

Oh, so it's a straight up nerf? Bummer, I thought we had some Samurai love there...

Also: does Slashing Grace work with Brawler's Flurry? Because if so, that means you are going to see a lot of Fighting Fans around...

It is potentially better if you have another source of insight bonuses. Which aren't particularly common, but could be true.

When did insight bonuses stack?

Designer

Cao Phen wrote:
Mark Seifter wrote:
Secret Wizard wrote:
Mark Seifter wrote:
From my notes from discussions with the PDT earlier in the errata process, it should say mind-affecting in both places.

Oh, so it's a straight up nerf? Bummer, I thought we had some Samurai love there...

Also: does Slashing Grace work with Brawler's Flurry? Because if so, that means you are going to see a lot of Fighting Fans around...

It is potentially better if you have another source of insight bonuses. Which aren't particularly common, but could be true.
When did insight bonuses stack?

Never. Thus why it's potentially better now if you have another source of insight bonuses.


Mark Seifter wrote:
Cao Phen wrote:
Mark Seifter wrote:
Secret Wizard wrote:
Mark Seifter wrote:
From my notes from discussions with the PDT earlier in the errata process, it should say mind-affecting in both places.

Oh, so it's a straight up nerf? Bummer, I thought we had some Samurai love there...

Also: does Slashing Grace work with Brawler's Flurry? Because if so, that means you are going to see a lot of Fighting Fans around...

It is potentially better if you have another source of insight bonuses. Which aren't particularly common, but could be true.
When did insight bonuses stack?
Never. Thus why it's potentially better now if you have another source of insight bonuses.

I guess my highly charismatic Ghoul Swashbuckler appreciates it.

A little bit puzzled by this though, I never had Steadfast Personality pinned as too powerful though.

Scarab Sages

OK, was getting confused on you stating "another".

Though the downside of the feat is that if you have a negative Wisdom Score. For example, a character with 8 WIS and a CHA of 14.

It would be a Base -1 to Will Saves, then only a +1 vs mind-affecting, which the negative Wisdom score is somewhat reducing the benefits twice.

Or worse, WIS of 8 and CHA of 11. So a -1 to Will, as well as a -1 to Mind-affecting effect because you got the feat?

Designer

Cao Phen wrote:

OK, was getting confused on you stating "another".

Though the downside of the feat is that if you have a negative Wisdom Score. For example, a character with 8 WIS and a CHA of 14.

It would be a Base -1 to Will Saves, then only a +1 vs mind-affecting, which the negative Wisdom bonus save is somewhat reducing the benefits twice.

Or worse, WIS of 8 and CHA of 11. So a -1 to Will, as well as a -1 to Mind-affecting effect because you got the feat?

The feat doesn't apply your negative Wisdom modifier twice. It replaces Wis with Cha, unless Wis is negative, in which case it applies both. If you had Cha 11 and Wis 8, the feat does nothing.


ZanThrax wrote:


I'm almost certainly going to be retiring my ratfolk brown fur transmuter from my weekly game thanks to this change.

Oh come on you are a 9th level caster. This is like, nothing


All he was built to do was cast personal range transmutations on allies and to a lesser extent get some mileage out of the huge pile of consumables that the party has accumulated. Between share transmutation, powerful change, and dimensional slide, he can easily spend 3 points per round. He starts his day with seven and has a 9 Charisma (it was 8 until he was unexpectedly aged into middle age). Now he can contribute to one difficult fight per day before being reduced to little more than a really good UMD score.

Scarab Sages

Mark Seifter wrote:
Cao Phen wrote:

OK, was getting confused on you stating "another".

Though the downside of the feat is that if you have a negative Wisdom Score. For example, a character with 8 WIS and a CHA of 14.

It would be a Base -1 to Will Saves, then only a +1 vs mind-affecting, which the negative Wisdom bonus save is somewhat reducing the benefits twice.

Or worse, WIS of 8 and CHA of 11. So a -1 to Will, as well as a -1 to Mind-affecting effect because you got the feat?

The feat doesn't apply your negative Wisdom modifier twice. It replaces Wis with Cha, unless Wis is negative, in which case it applies both. If you had Cha 11 and Wis 8, the feat does nothing.

Ok, I guess the next errata would clarify this feat so that the replacement effect will have no effect if it would result in a negative bonus against Mind-Affecting effects. =)

Designer

Cao Phen wrote:
Mark Seifter wrote:
Cao Phen wrote:

OK, was getting confused on you stating "another".

Though the downside of the feat is that if you have a negative Wisdom Score. For example, a character with 8 WIS and a CHA of 14.

It would be a Base -1 to Will Saves, then only a +1 vs mind-affecting, which the negative Wisdom bonus save is somewhat reducing the benefits twice.

Or worse, WIS of 8 and CHA of 11. So a -1 to Will, as well as a -1 to Mind-affecting effect because you got the feat?

The feat doesn't apply your negative Wisdom modifier twice. It replaces Wis with Cha, unless Wis is negative, in which case it applies both. If you had Cha 11 and Wis 8, the feat does nothing.
Ok, I guess the next errata would clarify this feat so that the replacement effect will have no effect if it would result in a negative bonus against Mind-Affecting effects. =)

I think you have confused me at this point. While the current errata is missing the mind-affecting bit, it already doesn't do what you are saying.

Scarab Sages

Sorry about that. Let us have the intended text up:

In the Steadfast Personality feat, change
the Benefit section to “Benefit: Add your Charisma
modifier instead of your Wisdom bonus on Will saves against Mind-Affecting effects.
If you have a Wisdom penalty, you must apply both your
Wisdom penalty and your Charisma modifier.”

With the text, "If you have a Wisdom penalty, you must apply both your
Wisdom penalty and your Charisma modifier.”, it has no indication that you would get a penalty. It just states use CHA, minus WIS if WIS is less than 0.

A more precise clause would be:

Benefit: Add your Charisma
modifier instead of your Wisdom bonus on Will saves against mind-Affecting effects.
If you have a Wisdom penalty, you must apply both your
Wisdom penalty and your Charisma modifier. This feat has no effect if this total would result in a negative score”

Sorry, there might be some people that see it as Read as Worded, rather than Read as Intended.


What.

Scarab Sages

Benefit: Add your Charisma modifier instead of your Wisdom bonus on Will saves against Mind-Affecting effects. If you have a Wisdom penalty, you must apply both your Wisdom penalty and your Charisma modifier.

Using my example of WIS 8/CHA 11, there are 2 parts to the feat:

1 - Replace WIS with CHA when dealing with Mind-affecting effects
2 - If WIS is negative, reduce the CHA modifier by that amount

So the WIS of 8 and CHA of 11 will be a -1 to Will, as well as a -1 to Mind-affecting effect because you got the feat. Nowhere in that Benefit statement says that you would disregard any negative scores for the total. It simply says for "Mind-Affecting Effects, use CHA and reduce by WIS if WIS is negative."

My added statement, "This feat has no effect if this total would result in a negative score", would prevent any issues that would come up.


But that's what you want, not what the feat does. It's supposed to not be good for you if you dump WIS.

Also in that case, just get Iron Will.


you replace your wis with cha so your will is a 0 agaisnt mind-affecting then add the penalty so you're at a -1 for the saves still. that's what the feat says now


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Mark Seifter wrote:
From my notes from discussions with the PDT earlier in the errata process, it should say mind-affecting in both places.

Oh goddamn it.


Would it be wise to make a "Advanced Class Guide Potential Errors II" for the things that were not fixed and the ones the errata potentially broke?


Nicos wrote:
Would it be wise to make a "Advanced Class Guide Potential Errors II" for the things that were not fixed and the ones the errata potentially broke?

It may be too soon. The thread would just get swallowed up by requests for nerf reversals. There are certainly many issues left unresolved by the errata though.


It seems you have a point.


Maybe better to focus on things that weren't addressed in the Errata,
i.e. have a thread NOT talking about stuff in the Errata that people don't like.
People already posted this stuff, it just needs to be collated,
and maybe filtered into "clear failures of RAW" vs "questionable design stuff".

Silver Crusade

Melkiador wrote:
Nicos wrote:
Would it be wise to make a "Advanced Class Guide Potential Errors II" for the things that were not fixed and the ones the errata potentially broke?
It may be too soon. The thread would just get swallowed up by requests for nerf reversals. There are certainly many issues left unresolved by the errata though.

Also, might be best to wait until we have updated pdfs and/or prd. The errata document isn't the easiest to read and apply on the fly, and there's enough confusion here with things like feat-table v. feat-itself. :-)


That's easily enough solved by pulling the text out of the pdf, sticking it a regular office document, and adding in some paragraph breaks between changes on the same page. I may have already done that, but I doubt that Paizo would be happy about me posting that anywhere online.


Pathfinder Lost Omens Subscriber

i made a thread for the possible oversights if anyone wants to use it, i'm not particularly into reading through the errata document


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Mark Seifter wrote:
From my notes from discussions with the PDT earlier in the errata process, it should say mind-affecting in both places.

So looking at it any thoughts on the fact that it is now barely better than the Irrepressible trait which does largely the same thing but without the addition of a negative wisdom modifier. It only affects charms and compulsions but they are about 80% of the mind affecting saves out there barring fear effects.


Deighton Thrane wrote:
So I'm going to spend 36k (or likely more) GPs to effectively use a class feature, or just tank cha and forget about it.

Its going to be a lot more than that since you should almost certainly prioritise your headband over it. +2/2 Headband costs an extra 6000gp, a 4/4 one an extra 24000gp and a 6/6 one an extra 54000gp. Saving for the second stat will also seriously slow down getting the higher Int bonus.

Really all this does is push arcanists into using charisma even less as the stat point cost in getting it to a useful level isn't really worth it at all.

I plan on retraining out of Occultist and just using pool for dimensional sliding or DC boosts.


Inspector Pendergast wrote:
Darrell Impey UK wrote:
So, no word on whether an Investigator's ability to "cast spells like an Alchemist" means that they can use wands? I'm guessing that that will require an FAQ thread. :(

HERE is a good comment reasoning in favor of Investigators being able to use wands just like an Alchemist.

The missing language from the Investigator writeup isn't a limiting factor, it was simply redundant.

Pertinent new information.


andreww wrote:
Deighton Thrane wrote:
So I'm going to spend 36k (or likely more) GPs to effectively use a class feature, or just tank cha and forget about it.

Its going to be a lot more than that since you should almost certainly prioritise your headband over it. +2/2 Headband costs an extra 6000gp, a 4/4 one an extra 24000gp and a 6/6 one an extra 54000gp. Saving for the second stat will also seriously slow down getting the higher Int bonus.

Really all this does is push arcanists into using charisma even less as the stat point cost in getting it to a useful level isn't really worth it at all.

I plan on retraining out of Occultist and just using pool for dimensional sliding or DC boosts.

Ioun stones provide a boost separate from the headband. It's more expensive to begin with, but doesn't increase the cost of future headband upgrades.


I see that one exploit went unnoticed:

Spelldrinker Bloodrager loses DR, with their effective DR becoming zero, and increases from other sources adding to that zero.

Undead bloodline capstone doesn't say "DR increases by 3", which would trigger this wording, rather it says "DR increases to 8". So, as written a level 20 undead bloodline spelleater actually gains the fast healing and better DR.

Grand Lodge

Pathfinder Adventure Path Subscriber
Gisher wrote:
Inspector Pendergast wrote:
Darrell Impey UK wrote:
So, no word on whether an Investigator's ability to "cast spells like an Alchemist" means that they can use wands? I'm guessing that that will require an FAQ thread. :(

HERE is a good comment reasoning in favor of Investigators being able to use wands just like an Alchemist.

The missing language from the Investigator writeup isn't a limiting factor, it was simply redundant.

Pertinent new information.

Well, not the answer I expected, or would have preferred, but at least it's an answer. It could do with putting somewhere "official" though.


Paladin of Baha-who? wrote:
Ioun stones provide a boost separate from the headband. It's more expensive to begin with, but doesn't increase the cost of future headband upgrades.

The 8k enhancement bonus stones don't stack though so you are getting at most +2 for 8ooogp. The stacking ones cost 24k each so your +6 modifier is costing you 72000gp.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

andreww wrote:
Paladin of Baha-who? wrote:
Ioun stones provide a boost separate from the headband. It's more expensive to begin with, but doesn't increase the cost of future headband upgrades.

The 8k enhancement bonus stones don't stack though so you are getting at most +2 for 8ooogp. The stacking ones cost 24k each so your +6 modifier is costing you 72000gp.

True, but a +4 ioun stone (seekers of secrets) is 'only' 32k


Matthew Morris wrote:
andreww wrote:
Paladin of Baha-who? wrote:
Ioun stones provide a boost separate from the headband. It's more expensive to begin with, but doesn't increase the cost of future headband upgrades.

The 8k enhancement bonus stones don't stack though so you are getting at most +2 for 8ooogp. The stacking ones cost 24k each so your +6 modifier is costing you 72000gp.

True, but a +4 ioun stone (seekers of secrets) is 'only' 32k

i don't think you need a +4.

with a starting cha of 14 and a +2 stone you can easily cover most of arcanists abilities on a daily basis.

occaltist seems to be hit harder, but who cares for a summoner?^^

Scarab Sages

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Matthew Morris wrote:
andreww wrote:
Paladin of Baha-who? wrote:
Ioun stones provide a boost separate from the headband. It's more expensive to begin with, but doesn't increase the cost of future headband upgrades.

The 8k enhancement bonus stones don't stack though so you are getting at most +2 for 8ooogp. The stacking ones cost 24k each so your +6 modifier is costing you 72000gp.

True, but a +4 ioun stone (seekers of secrets) is 'only' 32k

However, they are very selective on which Ability score is upgradable beyond +2.

From a previous thread:

Cao Phen wrote:

Ioun stones have a unique quirk. Only two sets of stones that give out enhancement bonuses to ability scores are actually stackable.

Crimson Sphere Ioun Stone
Onyx Rhomboid Ioun Stone

The reason they are stackable is the same reason they are so expensive. That is why the Scarlet and Blue Sphere Ioun Stone only costs a third of the price, even though it gives the same attribute as the Crimson Sphere Ioun Stone as above.

That said, the only stackable Ability Score you can get are INT and CON.
STR, DEX, WIS, and CHA all cap at +2 via Ioun Stones.

Silver Crusade Contributor

And the only reason those two exist is because of a certain Runelord. If he had been a sorcerer, you'd have been better served. ^_^


shroudb wrote:
occultist seems to be hit harder, but who cares for a summoner?^^

We who actually play such characters care quite a bit.

Happily, an easy alternative exists for my PFS Occultist Arcanist: switch to Wizard and take Academae Graduate. I even get Shift, Dimensional Steps, and accelerated spell level access. Win-win?

/sighs, staring at his pair of arcanists that need rebuilding


Ryzoken wrote:
shroudb wrote:
occultist seems to be hit harder, but who cares for a summoner?^^

We who actually play such characters care quite a bit.

Happily, an easy alternative exists for my PFS Occultist Arcanist: switch to Wizard and take Academae Graduate. I even get Shift, Dimensional Steps, and accelerated spell level access. Win-win?

/sighs, staring at his pair of arcanists that need rebuilding

I switched mine to a swiss army battle field controller with an improved familiar with a load of wands for extra action economy. I shall see how it goes but summoning isn't really an option anymore give how limited the ability is now.


andreww wrote:
I shall see how it goes but summoning isn't really an option anymore give how limited the ability is now.

Eh, you do get about 3 a day off the SLA by dumping CHA before you touch your spells. It's feasible to play a summon focused Occultist Arcanist, if you're ok with selecting Summon Mon as one of your highest level spell selections, which you probably are since you're taking the summoning feats. It sucks spending a full round to summon, but if you're leading combat off with one of your standard action summons before following up with a full round summon after, you might be able to make due.

Alternately, you can forget casting offensive spells, take a 13 Int, max your Cha, and just do summons and buffs. Maybe. Sort of.

Alternately Alternately, take one of the multiple Standard action summoning classes that aren't Occultist Arcanist. Summoner, Preservationist Alchemist, Cleric with Sacred Summons, Warpriest at 10+, Wizard with Academae Graduate... there are options out there...


Ryzoken wrote:
Eh, you do get about 3 a day off the SLA by dumping CHA before you touch your spells. It's feasible to play a summon focused Occultist Arcanist

You don't. With a charisma of 7-13 you have a maximum number of uses as follows with sacrificing a single spell slot of your highest level:

1st: 4 pool, 4 uses
3rd: 5 pool, 2 uses
5th: 7 pool, 2 uses
7th: 9 pool, 2 uses
9th: 11 pool, 2 uses
11th: 13 pool, 2 uses
13th: 15 pool, 2 uses
15th: 17 pool, 2 uses
17th: 19 pool, 2 uses

In each case barring level 1 you have a single point free after using the standard action summon twice which means every 2 points of charisma over 12 is getting you at most a single extra use of the ability and you will have virtually nothing to use for Dimensional Slide, Potent Magic, Quick Study or basically anything else.

As things stand Arcanist is pretty much dead in the water unless you buy a very high Charisma and a mediocre Int which is a terrible idea as you still wont have enough uses of the standard action summon to make it worthwhile sacrificing the skill points, spell slots and spell DC which boosting your Int gives you.

Quote:
Alternately, take one of the multiple Standard action summoning classes that aren't Occultist Arcanist. Summoner, Preservationist Alchemist, Cleric with Sacred Summons, Warpriest at 10+, Wizard with Academae Graduate... there are options out there...

This is pretty much the best option if you want to summon. I wasn't suggesting no-one could effectively summon, just that it was no longer a good option for the Arcanist moving them into the same position as the Sorcerer, Oracle and arguably Cleric give how patchy Sacred Summons is. It is still worth knowing a high level Summon or two but that is more for the SLA's you can access than actually trying to use it in combat.


andreww wrote:
Ryzoken wrote:
Eh, you do get about 3 a day off the SLA by dumping CHA before you touch your spells. It's feasible to play a summon focused Occultist Arcanist

You don't. With a charisma of 7-13 you have a maximum number of uses as follows with sacrificing a single spell slot of your highest level:

1st: 4 pool, 4 uses
3rd: 5 pool, 2 uses
5th: 7 pool, 2 uses
7th: 9 pool, 2 uses
9th: 11 pool, 2 uses
11th: 13 pool, 2 uses
13th: 15 pool, 2 uses
15th: 17 pool, 2 uses
17th: 19 pool, 2 uses

In each case barring level 1 you have a single point free after using the standard action summon twice which means every 2 points of charisma over 12 is getting you at most a single extra use of the ability and you will have virtually nothing to use for Dimensional Slide, Potent Magic, Quick Study or basically anything else.

As things stand Arcanist is pretty much dead in the water unless you buy a very high Charisma and a mediocre Int which is a terrible idea as you still wont have enough uses of the standard action summon to make it worthwhile sacrificing the skill points, spell slots and spell DC which boosting your Int gives you.

Quote:
Alternately, take one of the multiple Standard action summoning classes that aren't Occultist Arcanist. Summoner, Preservationist Alchemist, Cleric with Sacred Summons, Warpriest at 10+, Wizard with Academae Graduate... there are options out there...
This is pretty much the best option if you want to summon. I wasn't suggesting no-one could effectively summon, just that it was no longer a good option for the Arcanist moving them into the same position as the Sorcerer, Oracle and arguably Cleric give how patchy Sacred Summons is. It is still worth knowing a high level Summon or two but that is more for the SLA's you can access than actually trying to use it in combat.

that is wrong. or better put "that is not quite right"

a)people forget magic items exist.
with just a 12 cha which is ridicusly easy to have, and 8k which is not a huge investment for a caster who doesn't need a magic weapon, you can already use consume 2/day

this, p.e. at lvl 8, means you have a max of 15 points, so enough for 3 summons and a spare 3 points

b)12, or 14 charisma isn't "very high charisma and mediocre int" and with a 14 cha, the precious example would have been 4 times/day summon monster 4 and 3 spare points.

c)taking the above into account, consume magic items also gets proportionaly stronger, allowing even more summon/day

d)there are plenty of classes who decide to 100% LOSE a class feature in order to tank an attribute: fighters don't gain anything from expanded max dexterity on armors most of the times. clerics dump charisma all the times, shamans (when not playing with arcane enlightment or some specific hex) dump charisma

e)having the 2nd stat, in a dual stat caster actually matter is a GOOD thing

f)in case it got missed, similar to how n one in their right minds would say "martials who can't enchant their weapons suck because they can't bypass DR" so one cannot say "since i need equip for that class feature that means it is useless by itself" or are casters special snowflakes that somehow you don't value wbl when looking what is good or not?

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