Extra Anchovies |
blahpers wrote:So far, it looks like the best use for the Occultist is to hand out his implements to the rest of the party at the start of the day, then stay at camp to craft while they go out and do the adventuring.As someone pointed out in another thread: The occultist doesn't have any* spells on her spell list that work with the summoning focus resonant power.
*Or at least "many". I haven't checked thoroughly, but at the least it's missing the usual suspects for 1 round/level summons, such as summon monster I and summon nature's ally.
On the plus side, he'd make an excellent cohort for a Wizard or Cleric, especially with the Necromantic Focus and Summoning Focus.
And joey is correct, choosing a vest for your transmutation focus object gives you nothing in the way of resonant powers. They should fix that. I feel like it should work with Physical Enhancement.
Jason Bulmahn Lead Designer |
So, to be clear, you cannot (normally) leave mental focus "floating around" to be used later, but the mental focus invested in an implement (giving you the "resonant powers") can be consumed.
Example: I've got transmutation (weapon) as an implement.I store 6 points of mental focus, giving me a +2 equivalent bonus on the weapon through "legacy weapon". I can then spend those points to activate "psychic weapon". If I understand correctly, I do NOT lose the +2 bonus abilities, since they stay until I refresh my focus, but I can still consume the mental focus.
Let's say I have 2 mental focus left (in my head, thus generic mental focus), I would have to spend BOTH to activate psychic weapon on my implement.
(this is how I understand it so far. It seems to work fairly well to be honest, I quite like it. It' just a bit confusing, it might be worth including an example in the final book).
So, you can leave mental focus inside you, in which case all abilities you activate using that internal focus cost twice as much.
As for the resonant powers, as currently written, they diminish as you spend the focus stored in the item. I am interested in seeing feedback as to how that works in play. I am not 100% set in stone on that call, but that is how it currently works.
Jason Bulmahn
Lead Designer
Jason Bulmahn Lead Designer |
Jason Bulmahn Lead Designer |
Having read through the class, it seems cool. I like the item based flavour, reminds me of the incarnum system from 3.5.
I have a few questions though:
1) my reading of it is that if I spend points currently invested in an item, I may reduce the bonus that item provides me. Is this the case?
1b) If so, in the case of items that provide bonuses such as aegis, where the bonus is not a linear increase per point, do I choose which ability is lost? Does my familiar actively downgrade? In the case of the hit point cloak provided by the necromancy focus, the more I get hit, the more "spare" points i have to spend on abilities. it would seem that getting a few "expendable" abilities would be therefore worthwhile.
2) Does the ability provided by aegis stack with existing abilities on the Armour? Can I stack the same bonus again?
some points:
forced allegiance specifies "if the creature is the same type as you". I would treat this as using the same definition of "the same as you" as hideous laughter does, but you may want to clarify.
the unseen ability would seem to indicate that the character remains invisible indefinitely as long as they remain within 30 feet of you once they attack someone. Language may want to be something like "if they attack, as long as they are within 30 feet of you, you may expend a point to allow them to remain invisible as though the had not attacked".
The necromantic servant ability seems underwhelming. The skeleton would have 4 hp, 6hp at level 5. The addition of the giant template doesn't add much to the deal. I'm not sure what role the servant is supposed to fill. It cant do combat at all, without burning a point every time someone attacks him, and even then hes not going to hit anything or deal any damage. From a role-play perspective, having a zombie/skeleton henchman is awesome, but in that case the duration could be extended, and the abilities geared towards helping its master. Maybe it could get an intelligence score (and a lisp and and a hunch) and provide...
1. This is currently the case.
1b. You get to choose what abilities are lost and in the case of expendables, that is indeed true, as of the current form of the rules.2. You cannot stack the same ability.
As for the rest of the points, I will take a look at those. Thank you for the feedback.
Jason Bulmahn
Lead Designer
Jason Bulmahn Lead Designer |
Another questions:
In the "transmutation" implements, how does physical enhancement stack up?
1) Lvls 1-5: +2, 6-10: +4... or2)Lvls 5-9: +2, lvls 10-14: +4...
If it's the second, it might be worth mentioning physical enhancement cant be used before level 5.
Good catch.
For the current build, lets go with option 2 and see how it shakes out. I may need to fix that one (along with a few others) here in the coming days.
Jason Bulmahn
Lead Designer
Jason Bulmahn Lead Designer |
I noticed the class has the class skill disable device, and I am not sure if I miss it or not (my pdf reader is acting wonky for some reason), but do they or will they be able to disable magical traps?
Not as of the current build of the class, but that is something we are considering.
Jason Bulmahn
Lead Designer
Jason Bulmahn Lead Designer |
Jason Bulmahn Lead Designer |
As someone pointed out in another thread: The occultist doesn't have any* spells on her spell list that work with the summoning focus resonant power.
*Or at least "many". I haven't checked thoroughly, but at the least it's missing the usual suspects for 1 round/level summons, such as summon monster I and summon nature's ally.
Yeah, this is a problem I will be looking to correct one way or the other.
Jason Bulmahn
Lead Designer
Jason Bulmahn Lead Designer |
blahpers wrote:So far, it looks like the best use for the Occultist is to hand out his implements to the rest of the party at the start of the day, then stay at camp to craft while they go out and do the adventuring.As someone pointed out in another thread: The occultist doesn't have any* spells on her spell list that work with the summoning focus resonant power.
*Or at least "many". I haven't checked thoroughly, but at the least it's missing the usual suspects for 1 round/level summons, such as summon monster I and summon nature's ally.
Except that the cannot use any of the implements focus powers, nor can they cast his spells, but I digress.
Jason Bulmahn
Lead Designer
williamoak |
williamoak wrote:So, to be clear, you cannot (normally) leave mental focus "floating around" to be used later, but the mental focus invested in an implement (giving you the "resonant powers") can be consumed.
Example: I've got transmutation (weapon) as an implement.I store 6 points of mental focus, giving me a +2 equivalent bonus on the weapon through "legacy weapon". I can then spend those points to activate "psychic weapon". If I understand correctly, I do NOT lose the +2 bonus abilities, since they stay until I refresh my focus, but I can still consume the mental focus.
Let's say I have 2 mental focus left (in my head, thus generic mental focus), I would have to spend BOTH to activate psychic weapon on my implement.
(this is how I understand it so far. It seems to work fairly well to be honest, I quite like it. It' just a bit confusing, it might be worth including an example in the final book).
So, you can leave mental focus inside you, in which case all abilities you activate using that internal focus cost twice as much.
As for the resonant powers, as currently written, they diminish as you spend the focus stored in the item. I am interested in seeing feedback as to how that works in play. I am not 100% set in stone on that call, but that is how it currently works.
Jason Bulmahn
Lead Designer
That diminishing is unfortunate. It drastically reduces the usefulness of the resonant power over the course of the adventuring day, and considering how essential they are to occultist power, it kinda encourages the whole 15 minute adventuring day OR the non-use of focus powers. Hm. My first understanding is that they did not diminish.
It might be easier if shifting around mental focus was costless? Having to invest everything at the beginning of the day drastically reduces one's flexibility. Anyway, I'm just speculating.
In any case, I'll try to experiment with a build somewhere, though I'm not sure were. Might set up a PbP type of thing. Finding /organizing games short notice is hard...
Mark Sweetman |
So, you can leave mental focus inside you, in which case all abilities you activate using that internal focus cost twice as much.
As for the resonant powers, as currently written, they diminish as you spend the focus stored in the item. I am interested in seeing feedback as to how that works in play. I am not 100% set in stone on that call, but that is how it currently works.
Ouch - that does curtail things a tad.
Means that at best you'll be able to trigger a couple of active powers before you start depowering your implements...
Tsriel |
RainyDayNinja wrote:blahpers wrote:So far, it looks like the best use for the Occultist is to hand out his implements to the rest of the party at the start of the day, then stay at camp to craft while they go out and do the adventuring.As someone pointed out in another thread: The occultist doesn't have any* spells on her spell list that work with the summoning focus resonant power.
*Or at least "many". I haven't checked thoroughly, but at the least it's missing the usual suspects for 1 round/level summons, such as summon monster I and summon nature's ally.
Except that they cannot use any of the implements focus powers, nor can they cast his spells, but I digress.
Jason Bulmahn
Lead Designer
I think what RDN is trying to get at is that as a whole, there isn't really anything about this class that makes you go "Wow, this class is pretty cool". In some aspects, I agree. Also, RDN does point out the potential of abuse for handing out his focus implements to other players. It could be worth considering to limiting it to where it only functions for the Occultist.
I really think this class would be better served as the martial focused class of the bunch, treating her possessions as tools to augment her natural ability. The way this class is written up now certainly seems to suggest that it go that way, why not take it a step further?
Spell options are already extremely limited, which leads to needed compensation in other areas. Overall, I think the implement system is good. It could be possible to have access to 4 different spell schools at 6th level, which seems fair. (I'll have to playtest this at higher levels, which I fully intend to.) This class isn't getting anything in terms of bonus feats, which I honestly don't think it needs. That just means the player must pick their feats wisely.
I'd really like to see this class with a full BAB, even if it means reducing the level access of spells down from 6 to 4. That would clearly define this class's role in a group as either a character that wants to be up front protecting the party or dealing damage with a two-hander or staying in the back, plucking things off at a distance like any other archer.
blahpers |
blahpers wrote:As someone pointed out in another thread: The occultist doesn't have any* spells on her spell list that work with the summoning focus resonant power.
*Or at least "many". I haven't checked thoroughly, but at the least it's missing the usual suspects for 1 round/level summons, such as summon monster I and summon nature's ally.
Yeah, this is a problem I will be looking to correct one way or the other.
Jason Bulmahn
Lead Designer
Coolio. Thanks to you and the rest of the team for being so communicative during the playtest! : )
Extra Anchovies |
I think what RDN is trying to get at is that as a whole, there isn't really anything about this class that makes you go "Wow, this class is pretty cool". In some aspects, I agree. Also, RDN does point out the potential of abuse for handing out his focus implements to other players. It could be worth considering to limiting it to where it only functions for the Occultist.
I really think this class would be better served as the martial focused class of the bunch, treating her possessions as tools to augment her natural ability. The way this class is written up now certainly seems to suggest that it go that way, why not take it a step further?
Spell options are already extremely limited, which leads to needed compensation in other areas. Overall, I think the implement system is good. It could be possible to have access to 4 different spell schools at 6th level, which seems fair. (I'll have to playtest this at higher levels, which I fully intend to.) This class isn't getting anything in terms of bonus feats, which I honestly don't think it needs. That just means the player must pick their feats wisely.
I'd really like to see this class with a full BAB, even if it means reducing the level access of spells down...
You know, I'm in agreement here. Otherwise they seem too middle-of-the-road to find a role in most parties - they can do a bit of skillmonkeying, but not much; they can fight a bit, but not much; they can cast some, but not much. The main thing they have going for them is that they get some Sor/Wiz spells and some Cleric spells.
Mark Sweetman |
1 person marked this as a favorite. |
There's a lot to me that screams 'This class is cool' - not the least of which that it would serve equally well for a runic Ulfen warrior, Mwangi shaman, Shackles voodoo practitioner, Varisian harrower, etc. The class has a huge amount of cultural flexibility because the implements share that same flexibility of definition.
While spell options are limited, you still get a wider set of spell options than any of the spontaneous crowd.
The class gets a decent amount of skill points as it's Int focused, so you'll have 7-8 per level. That's comparable with the Bard / Inquisitor / etc - and it's a decent skill list as well.
I would hate to see it with full BAB - and it doesn't need it. If you invest specifically down the martial arm, then you can boost yourself with Transmutation and Abjuration implements. If you want to be a blaster (which you can with an Evocation implement) then there is a massive difference between a 6 level and 4 level spell list.
But a big big benefit in my reckoning is that you can free up a couple of the big magic item slots. You don't need a cloak of resistance, as you can get that through your Warding Talisman. Physical Enhancement means that you could swap out your Belt of Strength for another option.
Mark Sweetman |
Each implement group is represented by a small list of objects. Each day, the occultist selects an item from that list to be his implement for the day.
Each time you invest mental focus into an abjuration implement, choose one of the following resonant powers. The implement’s bearer gains the benefits of this power until you refresh your focus.
Just re-read this and smiled - If I read right this is fantastic. It lets you fine tune your resonant powers as you refresh.
It also means that you can choose your Legacy Weapon power on a day by day basis? - which means that you could choose the bane ability vs whatever you think you're most likely to face that day?
RainyDayNinja RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 |
I think the only way you can keep a martial build viable is to abuse Legacy Weapon and go straight for holy at level 4 (then maybe to speed at 8 and brilliant energy at 12). But that leaves you with precious mental focus left for activated abilities or other resonant powers. So most of your implements will lie fallow, useful for nothing but being able to cast their linked spells. That kind of kills some of the flavor for me (maybe they need more mental focus than they have now).
What would be really helpful for martial builds (or any build, really) is if you could get bonus feats as resonant powers for some implements. That would be a really flavorful way to incorporate bonus feats into the class without just handing them out.
Zedorland |
I agree that the party role this class fills is still somewhat vague. It would be nice to see the focus push the class strongly towards a specific role: front line fighter, divine support, arcane offense, skill monkey specialist, team buffer and support etc.
For instance, the enchantment focus, rather than being all about the charm and suggestion side of enchantment, could look at replicating effects like heroism, giving out bonuses to your team mates. Maybe this steps on the bards toes a little bit, being a 3/4 BAB 6 level caster with skills and a team support role, but it would be nice to have that option.
Similarly, the arcane offense role is a bit lackluster at present. The slower access to high level spells, the reduced spells per day and the limited spells known makes being a blaster very hard. Whilst obviously this isn't (and shouldn't) be designed to compete with a blasting focused sorcerer, the comparison is really unfavorable. The energy ray power does a little for upping this, especially when combined with intense focus. Honestly, i think all it would take to up this is to allow a bigger bonus on intense focus. If it was 1/1 point to damage, maximum your level, an occultist could pump out consistent damage, using their lower level spells and remaining effective, whilst definitely not matching the power of a true blaster.
Also, i think the Shape mastery ability is too expensive for what it does. Given the small number of blasting spells an occultist will be able to throw each day, the large cost to exclude multiple people doesn't make it an attractive choice. It would make more sense for the class to have access to this kind of ability to be more ticksy with their spells, giving them lateral power.
Finally, the conjuration focus, specifically looking at the summon monster/natures ally spells, combined with the 6 level spell progression, means the class is severely limited in its ability to keep up with the CR of enemies they are fighting. At level 9, a wizard can summon d4+1 SM 3 creatures, whilst you are stuck with 1. This is a wizard who just happened to pick up SM5, rather than making any real focus on summoning.
Obliviously the summoners spell like ability is far too powerful, but maybe an ability that scale like the preservationist alchemist could work. Maybe by expending some focus, and a spell slot of the right level, they could get access to higher level summons to let them keep up with the big boys. Again, their more limited spells per day, and slower progression will keep this from stepping on peoples toes, but it does give the conjuration focus a bit more oomph.
The transmutation and abjuration seem great and appropriately powerful, as does necromancy.
Just my 2 copper pieces.
Cadvin |
1 person marked this as a favorite. |
Oh come on, no bracelet abjuration implement? It's the obvious choice! Just make sure to pick up Energy Shield, you don't want to end up with a roasted hand...
I feel like Magic Circles comes far too late and has too little oomph to be useful. The minute long drawing time makes it pretty much worse than the spell version, and even medium casters get access to it a level earlier than you. Pushing it back a few levels and maybe giving it an upgrade at level 8 (To avoid the dead level) would make it much more appealing to me. Or a feat upgrade, at least. Binding Circles is great- situational, but really cool when it works.
All in all I really love the flavor of the class, but I don't want it to fall into the "Here's a useless ability to fill a dead level" trap.
Apocryphile |
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Does the class need some way to regain mental focus in the same way luck, panache, and grit can be?
And another idea.. The character's spell selection is very limited, and there are quite a few "bread and butter" spells many occultists won't have access to.
Should the class have a small "universal" spell list which all occultists have access to? That way any occultist will be able to use those essential spells and perform certain roles in the party?
Mark Sweetman |
I agree that the diminishment of resonant powers is an issue.
At 4th level you'd likely have about 10 Focus (4 level + 3 base + 3 for 16 Int).
To keep holy active you'd need to have 6 of that locked away in your weapon, leaving only four to play with.
One way around that might be to make the Base Focus Powers not require Focus expenditure. The Illusion one for example isn't worth wasting a point on.
That would give you stuff to do without needing to trade off depowering your implements.
mechaPoet RPG Superstar Season 9 Top 32 |
This class, perhaps even more than your typical adventurer, relies heavily on possessing a number of items. While ostensibly you could just have those objects needed to be used as Implements, I have a hard time seeing an Occultist who doesn't end up carrying around huge sackfuls of treasure--which is to say, treasured, emotion- and history-laden junk. Two questions about this:
1. Maybe I missed it, but does the Occultist have any way to protect their Implements from sunder maneuvers and the always-unfortunate natural 1 on a saving throw versus a fireball? Or at least to shift or preserve some of the focus in those items?
2. Will the iconic Occultist's art reflect this pack-rat aesthetic of an adventurer whose loot has more sentimental value than trade value? I thinking sort of a Harsk+.
Mark Sweetman |
1. Maybe I missed it, but does the Occultist have any way to protect their Implements from sunder maneuvers and the always-unfortunate natural 1 on a saving throw versus a fireball? Or at least to shift or preserve some of the focus in those items?
At this point I don't think so - but that's no different to a cleric with his holy symbol or wizard and their bonded item.
Doghion Abyndon Harbourne, Esq. |
Jason Bulmahn wrote:Coolio. Thanks to you and the rest of the team for being so communicative during the playtest! : )blahpers wrote:As someone pointed out in another thread: The occultist doesn't have any* spells on her spell list that work with the summoning focus resonant power.
*Or at least "many". I haven't checked thoroughly, but at the least it's missing the usual suspects for 1 round/level summons, such as summon monster I and summon nature's ally.
Yeah, this is a problem I will be looking to correct one way or the other.
Jason Bulmahn
Lead Designer
Thank you Blahpers for posting this over here. I only now found this thread.
Thanks Jason for looking into this. I really want to test the Occultist this weekend in a Society game and this was my build until I realized that the focus doesn't actually do anything.
sten terrent |
I like the Idea of the Occultist being able to convert spell slots to generic focus this gives the class much more flexibility and staying power in my opinion. I also think that the implement item types ( bell, skull ,Ect) should be merely a suggestion allowing the player to come up with there own unique implements.- just a thought.
P.S. This class is several shades of Awesome!
Mikael Sebag RPG Superstar 2014 Top 16 |
How are we to calculate the Light Matrix's melee touch attack modifier? (I love the flavor of this whole focus power, by the way; very nicely done.)
Also, as currently worded, I fear that all sorts of mercantile hijinks are possible with the Conjure Implement focus power, e.g. conjure and sell masterwork full plate that disappears 10 min./level later. At least, that's something I imagine underhanded occultists (or their players) might attempt.
I second the suggestion for a small list of universal occultist spells. It would certainly help in making sure that the occultist can contribute in the way(s) in which the class is expected, regardless of build (assuming a reasonably holistic approach to character creation on the part of the player).
Oceanshieldwolf |
So I've read through the six classes, and perhaps not surprisingly for a book called Occult Adventures, this is by far the most interesting to me.
I am having a lot of trouble understanding just how Implements work, so if someone could post even a 1st level Human build (preferably Necromantic) and explain how one could possibly spread implements and how Implements interact with gaining/utilizing Resonant Powers and Focus Powers I'd be very grateful (dead).
* What is the difference between a Base Focus power and a Focus power - as far as Necromancy goes the Base Power requires expenditure as do other Focus Powers. Is a Base Focus just an auto-choice, and Focus Powers allow for customization? If so, that is fine, just trying to understand...
* Can I have/focus two implements of the same school?
* Seeing as implements can be handed to allies to grant effects/powers/abilities, can I give an implement with the Soulbound Puppet Resonant Power to someone else?
Doghion Abyndon Harbourne, Esq. |
So I've read through the six classes, and perhaps not surprisingly for a book called Occult Adventures, this is by far the most interesting to me.
I am having a lot of trouble understanding just how Implements work, so if someone could post even a 1st level Human build (preferably Necromantic) and explain how one could possibly spread implements and how Implements interact with gaining/utilizing Resonant Powers and Focus Powers I'd be very grateful (dead).
* What is the difference between a Base Focus power and a Focus power - as far as Necromancy goes the Base Power requires expenditure as do other Focus Powers. Is a Base Focus just an auto-choice, and Focus Powers allow for customization? If so, that is fine, just trying to understand...
* Can I have/focus two implements of the same school?
* Seeing as implements can be handed to allies to grant effects/powers/abilities, can I give an implement with the Soulbound Puppet Resonant Power to someone else?
Yes, the base focus power is automatically learned when you learn the Necromancy Implement group. The other necromantic focus powers can be chosen. You get to choose one when you first learn to use the Necromancy Implement group. You can only choose Necromantic Servant as all others require the Occultist to be above first level. At 2nd level and every four levels after 2nd level, you can choose to learn a new implement group OR you can learn another focus power from an implement group you already know. As far as necromancy goes, this mean that at 6th level, you can choose to learn either Flesh Rot or Psychic Curse. You will have to choose another implement group at 2nd level because both flesh rot and psychic curse require you to be 3rd or 5th level respectively.
I think that answers the first two of your bullet points.
As for the Soul Puppet resonant power, it states that you treat the puppet as a familiar. Familiar rules state that it is bound to you. As written, no, it cannot be another character's familiar, but yes, you can order it to go with another character just like you can with a familiar.
RainyDayNinja RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 |
After more theorycrafting, here's what I would like to see to make a viable martial Occultist build:
-Make the Psychic Weapon focus power scale up, similar to the paladin's Divine Bond or magus's Arcane Pool, so it stays relevant at higher levels.
-Add another path for martial goodies besides Transmutation. I suggest a Divination resonant power that would grant bonus feats for a weapon. For instance, 3 MF gets you Weapon Focus at first level, then 3 more at 4th level gets Weapon Specialization, and 3 more at 8th gets you Improved Critical, etc.
-Let the Physical Enhancement resonant power scale slightly faster (every 4 levels instead of 5). That would make it more viable as a replacement for a standard belt, because a 3/4 BAB class is going to be hurting waiting until level 10 for that +4 to their main stat.
-Some higher-level focus powers (Evocation?) for boosting attack and damage.
BennActive |
I fell in love with this class after reading the Soulbound puppet resonant power. My creepy, childlike halfling will be played this Sunday.
The Occultist needs to have the implement in order to effectively cast spells but how does that work with the Soulbound puppet? Sometimes Creepy Moving Doll will be delivering touch spells or scouting. Do I lose easy casting of necromancy spells? It seems if I give life to the implement I shouldn't be punished for using it.
I am worried about higher levels not having enough mental focus to reasonably utilize resonant powers and focus powers. I get that there's resource management to this class and I like it but I'm worried it will be a losing game as I progress. Need to number crunch later and asses the development of my Occultist.
DrakeRoberts |
1 person marked this as a favorite. |
I feel like someone already asked this, but I can't for the life of me find it. If an implement is on the list but does not appear in a resource for a listed price, how should we determine cost, and will it then be legal for Society play?
John answered this in a post somewhere for PFS questions dealing with the playtest. If the implement (like say, a skull) is not listed somewhere with a cost, then assume for now (for PFS) that the cost is 0 gp.
MSpekkio |
Demiurge 1138 wrote:With bells being used as a possible implement, it is unfortunate that neither books nor candles are as well.I would not at all consider the list of implements to be final. Not by a long shot.
Jason Bulmahn
Lead Designer
I too quibble with the implement assignments.
Mirror should be Divination, not Conjuration.
Bottles,Jars,and Bowls are obviously Conjuration.
Candles should be Necromancy, but I have a hard time imagining a historically significant candle.
There may just be too many historical/literary/d&d magic rings, but illusion seems like the worst choice. If you took rings off Illusion, and made a feat that let you use them with any school, I would nod sagely at your wisdom and foresight.
Gloves transmutation?
Veils on illusion.
Book is another tough one. I'd be inclined to vote evocation (the weight of years of fantasy art of wizard with book in one hand and fire in the other), but I could see it being another special case.
Super excited to give the occultist a try soon.
VM mercenario |
Maybe some implements can be on multiple implement groups, but you have to decidewhich group you're using when investing mental focus. Say Mirror is both on the Conjuration and the Divination lists. If you have both schools, when you invest your focus you have to decide if you focus Conjuration on the mirror and Divination on a cristal ball, or invest Divination on the mirror and Conjuration on a compass. Or maybe have two mirrors and infuse each with a different school. Just because.
Rings could be in all schools, then you could have a Mandarin type character with rings in every finger each with their own powers and spells.
Jason Bulmahn Lead Designer |
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So, couple of quick points for this Thursday,
1. I think we will certainly be looking at swapping around/adding more items when its comes to implements.
2. I thought about having a few generic implements that could go for any type, but I think I would have to add a bit about only have one such implement. So, if we made ring generic, you could only have one ring implement, but it could be of any type, decided when taken. You could not take another ring implement of another type (you could still have a wand generic implement if we made those open as well, for example). I am still open to this idea to be honest, but I will wait to make any decision.
3. The class is a little all over the board at the moment. To some extent, this is by design. We wanted this class to be skilled in a number of different directions, as needed by the party. I think we could probably push that a little further, but I think we have to be careful to avoid the class getting too good at too many different disciplines.
4. Finally, I am very open to the idea of the resonant powers being set once the focus is invested, but I think that would mean a bit of redesign here and there to balance them for that change. It would certainly make life easier for the occultist in terms of tracking their abilities.
Thats all for now.. carry on.
Jason Bulmahn
Lead Designer
williamoak |
So, couple of quick points for this Thursday,
1. I think we will certainly be looking at swapping around/adding more items when its comes to implements.
2. I thought about having a few generic implements that could go for any type, but I think I would have to add a bit about only have one such implement. So, if we made ring generic, you could only have one ring implement, but it could be of any type, decided when taken. You could not take another ring implement of another type (you could still have a wand generic implement if we made those open as well, for example). I am still open to this idea to be honest, but I will wait to make any decision.
3. The class is a little all over the board at the moment. To some extent, this is by design. We wanted this class to be skilled in a number of different directions, as needed by the party. I think we could probably push that a little further, but I think we have to be careful to avoid the class getting too good at too many different disciplines.
4. Finally, I am very open to the idea of the resonant powers being set once the focus is invested, but I think that would mean a bit of redesign here and there to balance them for that change. It would certainly make life easier for the occultist in terms of tracking their abilities.
Thats all for now.. carry on.
Jason Bulmahn
Lead Designer
Thank you minotaur friend!
Mikael Sebag RPG Superstar 2014 Top 16 |
Book is another tough one. I'd be inclined to vote evocation (the weight of years of fantasy art of wizard with book in one hand and fire in the other), but I could see it being another special case.
As much as I'd love to see book as an evocation implement, I believe that, thematically, it might be more appropriate for divination. It is, after all, an instrument for seeking/recording knowledge and bibliomancy has strong precedents in several of our world's cultures.
Adding weapons to evocation would be thematically appropriate, however.
Excaliburproxy |
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It is good to see that Pathfinder finally has an artificer class. I have a lot to say, though. I hope people don't mind reading xD
I really love the ideas in here, but I am honestly a tad underwhelmed by a lot of the powers.
I feel like this class never gets that much more powerful. It has plenty of focus points down at level 1, but past then you are only getting one more focus point a level. So maybe that means you will get one more special ability off each day, but I don't really see these cool passive bonuses ever increasing, meaningfully.
It takes three additional points to get that weapon or armor enchanted up by an additional +1. So at level 1, your occultist can give an ally a +1 weapon for the day, and a +1 piece of armor for the day, and have some focus sitting around to use a power once or twice. That is not bad.
At level 19, he can give one ally +5 to his weapon (pretty good), another ally a +3 to his armor and then still could use his focus abilities like 5 times. I am shrugging? A bard or a skald will be giving out similar attack bonuses to all allies in the party pretty much every fight; a wizard can enchant up weapons and armor for hours per day at that point so if allies are strategically picking up armor and weapon enchantments (giving items effects rather than raw enhancement abilities) a wizard will be giving pretty similar increases to enhancement bonuses as well, and still have a huge bag of super spells to throw out there. And that is not even getting into how much a good suite of item creation feats can potentially boost a party.
I feel like a lot of these enhancements should be cheaper in terms of the amount of focus they require to increase. The caps that accompany each resonant power will still keep things from getting too out of hand; the caps would remain the same but one point of focus would get you more bonus. Moreover, I think there should be ways to use focus powers without decreasing your pretty cool passive bonuses (if just to try to curb some of the book keeping of the strength of effects increasing and decreasing, especially with something like a familiar that has its own separate chart and stuff).
For the latter concern, maybe you could get extra focus points to power you abilities. Like: for every 2 points you invest in an implement you can use a focus ability once per day (or more cleanly: that implement gains one "free" focus point that does nothing save for powering focus powers). If you are worried that these increased points will lead to having too many uses of an ability maybe those free points should be the ONLY points you can use to power focus powers. That way book keeping never gets wonky as effects increase and decrease in effectiveness.
Note that there would need to be a ruling on transferring points if that implementation were used; perhaps you could only transfer points if you expend one point of bonus focus from the original device for ever 4 "real" focus points transferred.
I also think some of the resonance powers are pretty weak/meaningless.
I don't really see myself taking advantage of either conjuration ability (though at levels 1 through 4, the extended duration on summons is pretty okay). Compared to improving armor and weapons, enchanting rings for deflection and cloaks for resistance seems a little lame since most people will have rings of deflection and cloaks of resistance anyways; maybe you could take advantage of these if your allies got non-standard gear, but even then that forces the class to expend a lot of very scarce resources keeping those allies current on their AC and saves. Though I will say that the stat increases are pretty solid, as every guy with a strength belt kinda wants some extra constitution and dexterity too.
Some focus powers are better than others too. It seems like cloak image can be pretty successfully supplanted by a very affordable hat of disguise for instance.
I dunno. What do people think?