| Zwordsman |
Zwordsman wrote:Damn this looks damn cool... I'll probably never get to play it but it reminds me of some cool things from childhood.Ask your GM very nicely. :)
I have playtested this and it is on par power-wise with other classes. Though definitely not a frontline fighter it can hold its own in a fight, and have decent skills/abilities to be useful out of a fight as well.
2/3rs of my gms are heavily heavily "whats on the paizo prd only" gms. Which is reasonable o fcourse.
I could ask that one.. if i die I mean.. i"m currently playing a 3rd party anyway..
| Avianfoo |
Avianfoo casts raise dead on this thread
It's been a long time since I have looked at this class. On coming back to it, I realise what has been bothering me: summoner syndrome. aka. a 9th lvl caster disguised as a 6th level caster.
So I have brought the casting levels back to be more inline with a 6th level caster (I realise most people won't notice this since reading through spell lists are hardly exciting). There are still spells which this class gains access to a spell level earlier but I feel those thematically fit the class well.
In summary the following changes have been made in version 1.2:
- Brought spell list to be more inline with a 6th level caster.
- Added new mastery: Maestro mastery
- Added new flair: Arcane Spell Knowledge
For newcomers, the link in the original post is still correct or (click here if you don't want to go all the way back there.)
Feel free to leave comments here or in the doc.
| Avianfoo |
This class is awesome!!! I am going to multi-class this with my cavalier character! Quick Question: Can I cast a spell or use a manipulation, even if I am mounted?
Yes.
For spells and starting a manipulation:
"Casting Spells While Mounted: You can cast a spell normally if your mount moves up to a normal move (its speed) either before or after you cast. If you have your mount move both before and after you cast a spell, then you're casting the spell while the mount is moving, and you have to make a concentration check due to the vigorous motion (DC 10 + spell level) or lose the spell. If the mount is running (quadruple speed), you can cast a spell when your mount has moved up to twice its speed, but your concentration check is more difficult due to the violent motion (DC 15 + spell level)."
For maintaining a manipulation:
Manipulations functions similarly to concentrating on a spell. So the above would apply there too since: Spell Duration - "Concentration: The spell lasts as long as you concentrate on it. Concentrating to maintain a spell is a standard action that does not provoke attacks of opportunity. Anything that could break your concentration when casting a spell can also break your concentration while you're maintaining one, causing the spell to end."
But there is a handy feat called Uncanny Concentration in Ultimate Magic that makes all these concentration checks go away. It has Combat Casting as a prerequisite which is handy for a Puppeteer to have.
I would build a Fate pupeteer. I like the idea of manipulating time and luck. I also like the different masteries.
Excellent. If you want to try out multiple masteries, the Mastery Dabbler flair is there.
| Avianfoo |
By popular demand, I have boosted the barbed coils flair to be a bit more impactful at higher levels. It has changed from a 1d6 per 3 levels to a d6 per 2 puppeteer levels. Note that it still does cost ingenuity points to use which is a rather limited resource.
Also updated the gossamer razors manipulation so that with the barbed coils flair it is possible to eventually get a +5 string and all the damage reduction bypassing that comes along with that.