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Also good to see from free playtest avowed stuff. ;)


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Hey all, wanted to check in to apologize for not having the update to the Spellburst Savant I'd mentioned up. The hurricane knocked out my power and Internet this weekend and left me unable to do much.

Work continues apace on the Avowed, however, and I hope to have the preliminary release/playtest (class, clauses, a selection of pacts for Book 1, favored class bonuses, and feats) up sometime next week, with archetypes to follow as they're written.


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Another update: After getting my internet back, I've been reading some playtest feedback, writing adjustments to the Spellburst Savant, and I need to push the next update to that back.

The reason for this is that the fundamentals are not quite doing what I wanted them to; they were written into the class as something like "actually working reserve feats" (the 3.5 ones). Backup options for when your spells aren't being used, rather than the main dish of the class.

Obviously, this didn't really end up being the case. I'm going to be reworking them—not to turn them into my original idea, but to tie them more closely to the workings of the Spellburst Savant and bring them to a more central position in the class.

I hope you all enjoy the changes when they get put up. I'll have them ready as soon as possible :)


Does Akashic Dabbler account for existance of Circlet of Brass?
Does starspray benefit from damage-increasing boosts and stances? Can it be used to deliver strikes?

Why do fundamentals get only 1/2 nova spell rank to DC? It basically forces the use of heighten to keep up with saves scaling.
Now that I think about it, Spellburst Savant could really use passive DC bonus, like 1 per 4 levels, to justify using spells that allow a save, and not shooting things with starspray and using actual spell slots for buffs and utility.


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Nyaa wrote:
Does Akashic Dabbler account for existance of Circlet of Brass?

Yes.

Quote:
Does starspray benefit from damage-increasing boosts and stances? Can it be used to deliver strikes?

Yes and yes (it's an attack), no (like all abilities that have their own action).

Quote:

Why do fundamentals get only 1/2 nova spell rank to DC? It basically forces the use of heighten to keep up with saves scaling.

Now that I think about it, Spellburst Savant could really use passive DC bonus, like 1 per 4 levels, to justify using spells that allow a save, and not shooting things with starspray and using actual spell slots for buffs and utility.

For exactly that reason. As noted above, the intent of the fundamentals was for them to not be your mainstay options. The Spellburst Savant was meant to be using spells for combat, and the fundamentals as backup. This turned out not to work as planned, so the class is being reworked to bring the fundamentals to a more central place.


Considering the trap-related abilities (never surprised by magic traps, being able to disable them as a rogue, getting Wisdom to some skills), the only only thing of convenience missing is an equivalent to Trap Spotter. Do you intend to add that ability? Without it, a char still ends up being slowed down because they need to deal with the mechanical traps.


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The trapfinding and Wisdom are meant to allow them to fill that role, but I do not intend to give them that ability. Fluffwise, they're better at magic traps than mechanical ones, and this is an intended interaction.

In any case, I have a new PDF for you all today, with a fairly large changelog. While I don't have the revised version of the Spellburst Savant, I have decided to finish making the adjustments I'd planned based on playtest feedback to the current version. I personally think it's a bit overly strong, but I know that people are using it and having fun with it, so I want to support that.

Moving forward, this version of the Spellburst Savant will not be updated. It's now a stand-alone, and I'll be working on the revised version in the future instead of this one. I'll be keeping it in the linked drive, however, so don't worry, it's not going anywhere. The revised version will be toned down a bit.

This version can be found here

Thanks again for all the help and feedback you all have given.

Changelog

Spoiler:

• New title.
• Typo fixes and layout adjustments
• Wording added about partial spell preparation (like other prepared casters)
• AC Bonus replaced with Armor of Force
• Nova Counter now has wording about what happens if you’re the only one targeted by an area spell
• Yoku Master’s “you get one extra block” moved to when casting it as a nova spell. Yoku Master can be used to make patterns or images on your blocks.
• Intuitive Understanding and Stir Heart and Mind both now affect Knowledge (arcane) as well.
• After a lot of feedback, sickening shadows has been replaced; it’s now an AoE sicken aura.
• Insidious Shadows likewise adjusted to apply the new effect, centered on the secondary target.
• Nova Flare adjusted to no longer be a true AoE (breaking compatibility with Catastrophic Spell).
• Likewise, The Path of Explosions has been slightly tweaked to work with the new version.
• Wording added to clarify how Spellburst Meditant’s Shining Fist ability interacts with spells that create simultaneous touch attacks (such as a scorching ray used with Deconstruct Intention).


Any thoughts on including a Spheres of Power archetype or class feature substitution?


I have considered it, but I don't think that's to be. The Spellburst Savant relies too much on the vancian casting framework to adjust to Spheres well, and I don't think it'd be balanced if ported over.


You missed the rework of Spellburst Scholar's Spell Notebook in your changelog.

Otherwise, aside of reducing the overall power, do you plan to change the role of the class, as described here:

Intro of book wrote:
The optimal playstyle became using spells for buffs and utility, and combining metamagic with the damage fundamentals (nova flare and starspray) to become an incredibly strong (and importantly, incredibly resilient) battle mage.

I like having an artillery class - kill the enemies before they can touch you. I hope that part won't be thrown away.


It won't change from being an artillery class, though it will become more reliant on using actual spells alongside its fundamentals.


ForrestFire wrote:
I have considered it, but I don't think that's to be. The Spellburst Savant relies too much on the vancian casting framework to adjust to Spheres well, and I don't think it'd be balanced if ported over.

That is too bad, however, if you want to take a look at my attempt to convert the Spellburst Savant to Spheres of Power, feel free to look below.

Sphereburster:
Sphereburster (Spellburst Savant Archetype)

Casting: A sphereburster may combine spheres and talents to create magical effects. A sphereburster is considered a Mid-Caster, and uses Wisdom as his casting ability modifier. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)

This replaces spells.

Spell Pool: A sphereburster gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to his level + his Wisdom modifier (minimum 1).

Magic Talents: A sphereburster gains a magic talent every time he gains a caster level.

Sphere Specialization: A sphereburster gains a sphere specialization of her choice from the list of sphere specializations included in the Incanter class description. This replaces the arcane bond class feature.

Modular Casting Tradition: A sphereburster's claim to mastery of the arcane arts comes from his ability to intuitively adjust his casting tradition as needed. At 1st level, he gains Eschew Materials as a bonus feat. If a sphereburster has a casting tradition with the emotional cating, somatic casting, or verbal casting general drawbacks, he can choose to exchange one
of those drawbacks for another of those three.

This modifies deconstruct components.

Nova Spell: Once per round, a sphereburster can modify a sphere talent or ability as a "nova." By incorporating a massive burst of energy at just the right time, he can modify his casting as he sees fit. When he casts a nova spell, he can spontaneously apply any metamagic feats he possesses with a total level adjustment of +0 to the sphere talent or ability without increasing its casting time or increase the spell points needed to cast the sphere talent or ability. This is in addition to any existing metamagic effects on the spell, though he cannot spontaneously apply metamagic feats in excess of those allowed by this ability at the same time (metamagic rods, however, may still be used in conjunction with this class feature).
At 3rd level and every two class levels thereafter, the number of levels worth of metamagic feats that the sphereburster can apply to her nova spells increases by 1. For example, a 3rd-level sphereburster could apply Extend Spell (+1 adjustment) to his nova spells, and a 13th-level sphereburster could potentially apply Empower Spell (+2 adjustment) and Quicken Spell (+4 adjustment) simultaneously. Some abilities reference the maximum level worth of metamagic the spellburst savant can use with her nova spell; this number is called her nova spell rank.
The Dazing Spell and Heighten Spell feats cannot be used on a nova spell (even with a metamagic rod). If the sphereburster uses Echoing Spell or another metamagic feat that allows him to use the sphere talent or ability again, the result is the sphere talent or ability by itself, without the additional metamagic effects from this ability. Likewise, if he uses Familiar Spell or a metamagic feat that grants the sphere talent or ability to another, it does not carry the additional metamagic effects from this ability. In either case, the resultant sphere talent or ability cannot itself be cast as a nova spell.
If the sphereburster has an ability that reduces the cost of a metamagic feat (such as the Magical Lineage trait), when used with a nova spell, it reduces the total adjustment, if applicable. For example, a 3rd-level sphereburster with Magical Lineage (Fire Blast) could apply Empower Spell (normally a +2 metamagic feat) to that sphere talent, because its adjustment is reduced by 1.
Some sphereburster class features allow him to make additional adjustments to his nova spells by making similar adjustments to metamagic feats. These abilities note their level costs in their descriptions.

This modifies nova spell.

Arcane Study: At 2nd level, as a standard action, you may grant yourself the benefit of any one magic talent or metamagic feat you don’t possess. This effect lasts for 1 minute. You must meet all of the feat’s prerequisites, or if gaining a magic talent other than a base sphere, you must possess
that talent’s base sphere. You may use this ability a number of times per day equal to 1/2 your
sphereburster level. Multiple uses of this ability do not stack. If you use this ability again before the previous duration has expired, it replaces the previous use. If the metamagic feat has a daily use limitation, any uses of that metamagic feat while using this ability count toward that feat’s daily limit.
At 6th level, you may use this ability to gain the benefits of two metamagic feats or magic talents at the same time. You may select one feat or magic talent as a move action or two feats or magic talents as a standard action. You may use one of these feats or magic talents to meet a prerequisite of the second feat or magic talent; doing so means that you cannot replace a feat currently fulfilling another’s prerequisite without also replacing those feats that require it. Each individual feat or magic talent selected counts toward your daily uses of this ability.
At 10th level, you may gain the benefits of two feats or magic talents as a move action or one feat or magic talent as a swift action.
At 14th level, you may use this ability to gain the benefits of three metamagic feats or magic talents at the same time. You may select one feat or magic talent as a free action, two feats or magic talents as a swift action, or three feats or magic talents as a move action. You may use one of the feats or magic talents to meet a prerequisite of the second and third feats or magic talents and use the second feat or magic talent to meet a prerequisite of the third feat or magic talent. Each individual feat or magic talent selected counts toward a daily uses of this ability.
At 18th level, you may gain the benefit of one metamagic feat or magic talent as an immediate action or three combat feats or magic talents as a swift action. Each individual
feat or magic talent selected counts toward your daily uses of this ability.

This replaces extracurricular study.

Absorb Spell (Su): At 4th level, a sphereburster gains the ability to absorb and repurpose the magic of others. Once per day, when the sphereburster is targeted by or caught in the area of a sphere, spell, spell-like ability, power, or psi-like ability that originates from another creature, he can attempt a Will save against that effect as an immediate action (calculate the save DC as if the spell or effect prompted a Will save; for example, a fireball cast by a wizard with an Intelligence
of 18 would prompt a DC 17 Will save). If he succeeds at his save, the effect is negated, and the sphereburster gains one temporary spell point. This spell point remains until it is used or the sphereburster next prepares his spells. The sphereburster can use this ability an additional time per day at 8th level and every four class levels thereafter.

This modifies absorb spell.

Nova Counter (Su): At 7th level, a sphereburster gains the Counterspell feat as a bonus feat.
At 13th level, a sphereburster gains the Improved Counterspell feat as a bonus feat, even if he doesn’t meet the feat’s prerequisites.
At 18th level, a sphereburster gains the Greater Counterspell feat as a bonus feat, even if he doesn’t meet the feat’s prerequisites.

This modifies nova counter.

Deconstruct Ownership: At 20th level, a sphereburster is so skilled at modulating spell effects that he can wrestle control of effects from others. A number of times per day equal to his Wisdom modifier, he can attempt a Will saving against a sphere, spell, spell-like ability, power, or psi-like ability whose origin or effect is within 100 feet of him (including one targeting him). Calculate the save DC as if the spell or effect prompted a Will save; for example, a summon monster IX cast by a wizard with an Intelligence of 20 would prompt a DC 24 Will save. The sphereburster must be able to perceive the effect in some way.
If the sphereburster succeeds at his save, he takes control of the effect in question. He makes all further decisions regarding the effect, rather than its originator, and cannot be affected by it if he does not want it to affect him. If he wishes, he can instantly end the effect, gaining a spell point when she does so that lasts until she next prepares spells.
Using this ability does not require an action on the sphereburster's part and it can be activated at any time, though no more than once per round. He may even use it if he is surprised, so long as he is aware of the effect he's deconstructing.

This modifies deconstruct ownership.


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I had thought that I was going to be done updating this one, but I've uploaded another copy of the EX Turbo version of the Spellburst Savant, with some adjustments, clarifications, and fixes. Home sick today, so hoping to get some more writing done if I can.

Changelog
• Aura Sense had a note added that you don't get the ability to tell what sort of caster a person you detect is.
• Added a note that Absorb Spell doesn't give you super-high-level slots from being able to Nova Heighten Spell things.
• Spellburst Scholar's DRM fluff has been adjusted and elaborated on; a sidebar about how two different Scholars interact with each others' DRM has also been added.
• Spell Notebook pages are noted to not work with metamagic reducers.
• A note about identifying a Spell Notebook page as what it is has been added.
• Spellburst Scholar deconstruct intention adjusted to +1.
• Akashic Dabbler now has a clarification that it does count abilities that increase capacity of the veil.
• Blockade blocks are noted as being solid.


Some notes on that conversion, as I've been thinking about one of my own and I noticed, that you approached it differently than me:

Sphereburster:

Grovestrider wrote:

Sphereburster (Spellburst Savant Archetype)

Casting: A sphereburster may combine spheres and talents to create magical effects. A sphereburster is considered a Mid-Caster, and uses Wisdom as his casting ability modifier. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)

This replaces spells.

Considering that the spellburst savant has some fundamentals which seem to be replicable in broad strokes at least by SoP, I would have given access to Destruction as a Full-Caster, maybe some of the talents keyed to this sphere as well. I haven't looked if there is some way to get an immediate action for Destruction sphere effect and what Sickening Shadows might be (Death?). Maybe they end up lost going that route.

But how do you deal with the fundamentals? I suppose they are still as before? Then at least improve that there DCs scale as well as sphere abilities.

Grovestrider wrote:

Spell Pool: A sphereburster gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to his level + his Wisdom modifier (minimum 1).

Magic Talents: A sphereburster gains a magic talent every time he gains a caster level.

Interesting, you lose the arcanist's flexibility here. Granted, keeping that and providing enough MTs to make the artillery aspect work would have been difficult and likely killed the Elementalist powerwise.

Grovestrider wrote:
Sphere Specialization: A sphereburster gains a sphere specialization of her choice from the list of sphere specializations included in the Incanter class description. This replaces the arcane bond class feature.

I haven't thought of that possibility, although you kill the familiar as well. IMO that should remain a possibility. I wanted to propose that instead of losing the item to grant the item the capability to provide 1/day access to a sphere talent, but that part is part of arcane study.

Grovestrider wrote:

Modular Casting Tradition: A sphereburster's claim to mastery of the arcane arts comes from his ability to intuitively adjust his casting tradition as needed. At 1st level, he gains Eschew Materials as a bonus feat. If a sphereburster has a casting tradition with the emotional cating, somatic casting, or verbal casting general drawbacks, he can choose to exchange one

of those drawbacks for another of those three.

This modifies deconstruct components.

Here I disagree with you. You assume that people choose the Material Casting drawback, if you give them Eschew Materials for free. Or effectively tell them to take that drawback as well. As SoP casters have no drawbacks by default, that is not a good design. Instead I would give them another bonus feat as an alternative choice.

Otherwise, you missed the rigorous concentration drawback in your listing. But considering that we can have other general drawbacks, requiring only these is a limit, which again forces a choice on the user. Instead allow switching between general drawbacks, as long the exchanged drawback doesn't serve as the prerequisite for something else.

Grovestrider wrote:

Nova Spell: Once per round, a sphereburster can modify a sphere talent or ability as a "nova." By incorporating a massive burst of energy at just the right time, he can modify his casting as he sees fit. When he casts a nova spell, he can spontaneously apply any metamagic feats he possesses with a total level adjustment of +0 to the sphere talent or ability without increasing its casting time or increase the spell points needed to cast the sphere talent or ability. This is in addition to any existing metamagic effects on the spell, though he cannot spontaneously apply metamagic feats in excess of those allowed by this ability at the same time (metamagic rods, however, may still be used in conjunction with this class feature).

At 3rd level and every two class levels thereafter, the number of levels worth of metamagic feats that the sphereburster can apply to her nova spells increases by 1. For example, a 3rd-level sphereburster could apply Extend Spell (+1 adjustment) to his nova spells, and a 13th-level sphereburster could potentially apply Empower Spell (+2 adjustment) and Quicken Spell (+4 adjustment) simultaneously. Some abilities reference the maximum level worth of metamagic the spellburst savant can use with her nova spell; this number is called her nova spell rank.
The Dazing Spell and Heighten Spell feats cannot be used on a nova spell (even with a metamagic rod). If the sphereburster uses Echoing Spell or another metamagic feat that allows him to use the sphere talent or ability again, the result is the sphere talent or ability by itself, without the additional metamagic effects from this ability. Likewise, if he uses Familiar Spell or a metamagic feat that grants the sphere talent or ability to another, it does not carry the additional metamagic effects from this ability. In either case, the resultant sphere talent or ability cannot itself be cast as a nova spell.
If the sphereburster has an ability that reduces the cost of a metamagic feat (such as the Magical Lineage trait), when used with a nova spell, it reduces the total adjustment, if applicable. For example, a 3rd-level sphereburster with Magical Lineage (Fire Blast) could apply Empower Spell (normally a +2 metamagic feat) to that sphere talent, because its adjustment is reduced by 1.
Some sphereburster class features allow him to make additional adjustments to his nova spells by making similar adjustments to metamagic feats. These abilities note their level costs in their descriptions.

This modifies nova spell.

You keep mentioning "spell", but in SoP one would use "sphere effect". I suppose renaming nova spell into nova effect would here, too.

Also, why do you deny only Heighten Spell in addition? There is a section with allowed metamagics in SoP. That should be referenced in some way, considering Echoing Spell is also seemingly blacklisted. Not to mention that Magical Lineage has no official conversion, so this part is moot at best.

Grovestrider wrote:

Arcane Study: At 2nd level, as a standard action, you may grant yourself the benefit of any one magic talent or metamagic feat you don’t possess. This effect lasts for 1 minute. You must meet all of the feat’s prerequisites, or if gaining a magic talent other than a base sphere, you must possess

that talent’s base sphere. You may use this ability a number of times per day equal to 1/2 your
sphereburster level. Multiple uses of this ability do not stack. If you use this ability again before the previous duration has expired, it replaces the previous use. If the metamagic feat has a daily use limitation, any uses of that metamagic feat while using this ability count toward that feat’s daily limit.
At 6th level, you may use this ability to gain the benefits of two metamagic feats or magic talents at the same time. You may select one feat or magic talent as a move action or two feats or magic talents as a standard action. You may use one of these feats or magic talents to meet a prerequisite of the second feat or magic talent; doing so means that you cannot replace a feat currently fulfilling another’s prerequisite without also replacing those feats that require it. Each individual feat or magic talent selected counts toward your daily uses of this ability.
At 10th level, you may gain the benefits of two feats or magic talents as a move action or one feat or magic talent as a swift action.
At 14th level, you may use this ability to gain the benefits of three metamagic feats or magic talents at the same time. You may select one feat or magic talent as a free action, two feats or magic talents as a swift action, or three feats or magic talents as a move action. You may use one of the feats or magic talents to meet a prerequisite of the second and third feats or magic talents and use the second feat or magic talent to meet a prerequisite of the third feat or magic talent. Each individual feat or magic talent selected counts toward a daily uses of this ability.
At 18th level, you may gain the benefit of one metamagic feat or magic talent as an immediate action or three combat feats or magic talents as a swift action. Each individual
feat or magic talent selected counts toward your daily uses of this ability.

This replaces extracurricular study.

That provides some of the arcanist flexibility. The rules are from the spiritualist, I suppose?

Grovestrider wrote:

Absorb Spell (Su): At 4th level, a sphereburster gains the ability to absorb and repurpose the magic of others. Once per day, when the sphereburster is targeted by or caught in the area of a sphere, spell, spell-like ability, power, or psi-like ability that originates from another creature, he can attempt a Will save against that effect as an immediate action (calculate the save DC as if the spell or effect prompted a Will save; for example, a fireball cast by a wizard with an Intelligence

of 18 would prompt a DC 17 Will save). If he succeeds at his save, the effect is negated, and the sphereburster gains one temporary spell point. This spell point remains until it is used or the sphereburster next prepares his spells. The sphereburster can use this ability an additional time per day at 8th level and every four class levels thereafter.

This modifies absorb spell.

The problem I can see is that you can use any sphere effect without spending any spell points to get a SP. You should limit that to talents which really require spell points or this ability can be fueled by a friendly spellcaster without a loss. Otherwise, the number of SP could increase over the time as well.

Grovestrider wrote:

Nova Counter (Su): At 7th level, a sphereburster gains the Counterspell feat as a bonus feat.

At 13th level, a sphereburster gains the Improved Counterspell feat as a bonus feat, even if he doesn’t meet the feat’s prerequisites.
At 18th level, a sphereburster gains the Greater Counterspell feat as a bonus feat, even if he doesn’t meet the feat’s prerequisites.

This modifies nova counter.

I like that.

Grovestrider wrote:

Deconstruct Ownership: At 20th level, a sphereburster is so skilled at modulating spell effects that he can wrestle control of effects from others. A number of times per day equal to his Wisdom modifier, he can attempt a Will saving against a sphere, spell, spell-like ability, power, or psi-like ability whose origin or effect is within 100 feet of him (including one targeting him). Calculate the save DC as if the spell or effect prompted a Will save; for example, a summon monster IX cast by a wizard with an Intelligence of 20 would prompt a DC 24 Will save. The sphereburster must be able to perceive the effect in some way.

If the sphereburster succeeds at his save, he takes control of the effect in question. He makes all further decisions regarding the effect, rather than its originator, and cannot be affected by it if he does not want it to affect him. If he wishes, he can instantly end the effect, gaining a spell point when she does so that lasts until she next prepares spells.
Using this ability does not require an action on the sphereburster's part and it can be activated at any time, though no more than once per round. He may even use it if he is surprised, so long as he is aware of the effect he's deconstructing.

This modifies deconstruct ownership.

I would prefer if instead Wisdom CAM would be used throughout, unless you don't want people to switch the CA (which goes against SoP design).


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I'm happy to say that I finally got the Revised Spellburst Savant written up and uploaded for you all. The biggest changes are to fundamentals, making their power more tied to which spells you use (but still keeping lower power versions as at-will abilities), and the ACFs that were tied to them.

And yes, this does mean there are nerfs to the class. It's been brought to a slightly lower power level and is a bit more reliant on its spells to work at full potential, but I hope that y'all still enjoy the class. I know that I am; the way it's been playing in my test scenarios is pretty fun, like if you crashed Invoker into Ryze.

Here's a link to the new PDF; it's in the Google Drive alongside the EX TURBO edition.

Changelog:

Changelog
• Skill points changed to 4 + Int modifier
• Fundamental spells completely reworked
• Spellburst Scholar no longer has diminished spellcasting
• Spellburst Meditant's shining fist ability is reworked to function with the new shining blade.
• Armor of Force class feature substitution no longer trades away a fundamental.
• The following class feature substitutions have been rewritten to work with the new rules for fundamentals: Bullet Storm, Insidious Shadows, Kaizo Blockade, Layered Barrier, The Path of Explosions, Wave Motion Strike.
• Yoku Master has been removed, folded into the base fundamental.


Do I see correctly that fundamentals are no longer at-will? Or rather, you can use them on cantrips but the damage output is even with metamagic thanks to nova spells no longer relevant at high levels? I admit, the biggest draw for me were the at-will fundamentals which scaled nicely with level. So now it feels like that the class is forced to use its spells more, but does not receive any more spells or goes on to higher levels.

Having the fundamentals work only after casting a spell and using the spell level for scaling means that you have a minute where instead casting something else you have another attack option. The save DC works fine, but as the damage is crappy compared to spells, which other casters can dish out, this means that one would go for either BFC or debuffing the enemies. It doesn't help that nova works for a fundamental only once.

So I'm not sure where the artillery stuff is supposed to be. The new version has its uses, but the focus has shifted. The loss of at-will damage similar to the Warlock feels more like nerfing the class to the ground in this aspect. Or at least how I planned to play it.

Of course, the arcade version still remains, but since you said "no more changes!", this means that flaws you patch in the new version aren't patched in the arcade version, where actually applicable. I'm particular annoyed by the fact that Armor of Force has not been provided the buff of this version. After all I did mention this in the discussion, which lead to the nerfing in the first place. Would it be possible to convince you to keep the arcade version somewhat parallel to the new version?


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EldritchWeaver wrote:
Do I see correctly that fundamentals are no longer at-will? Or rather, you can use them on cantrips but the damage output is even with metamagic thanks to nova spells no longer relevant at high levels? I admit, the biggest draw for me were the at-will fundamentals which scaled nicely with level. So now it feels like that the class is forced to use its spells more, but does not receive any more spells or goes on to higher levels.

That is a correct reading; fundamentals scale with the spells you charge them with now. The scaling on them has been adjusted as a result. It’s based both on the spell you charge your fundamentals with, and, importantly, on the actions you use.

For starspray, this means that in a fight where you open with your highest level, it’s a slight nerf until the highest levels (however, the fundamental is a touch attack now, which is a significant buff to it). For nova flare, it’s a straight buff of damage dice at all levels, albeit with a slightly lower (1 point) average damage per die. Nova flare also has additional synergy with Circlet of Brass, which will add its damage twice instead of once.

Here’s a link to a spreadsheet with comparisons of the fundamentals, if you want to take a look at the progressions.

EldritchWeaver wrote:
Having the fundamentals work only after casting a spell and using the spell level for scaling means that you have a minute where instead casting something else you have another attack option. The save DC works fine, but as the damage is crappy compared to spells, which other casters can dish out, this means that one would go for either BFC or debuffing the enemies. It doesn't help that nova works for a fundamental only once.

In the first round (when you charge the fundamental), you will have about half the fundamental DPR you previously did, but you’ll also have it as a swift action (past the earliest levels, where you can get by by charging them between combats with cantrips and not lose anything). After that, the damage output is slightly less (thanks to metamagic only working on one use of the fundamental), but still consistently high if you optimize for a fundamental.

EldritchWeaver wrote:
So I'm not sure where the artillery stuff is supposed to be. The new version has its uses, but the focus has shifted. The loss of at-will damage similar to the Warlock feels more like nerfing the class to the ground in this aspect. Or at least how I planned to play it.

The artillery stuff is still there; it’s in the spells more than anything else. I’m sorry that you aren’t a fan of this rework, but as it was, the original was way too strong. The Spellburst Savant is not a Warlock. It’s a spellcaster that had some at-will stuff that accidentally stole the show. The revised version is meant as a middleground; the fundamentals are still there and still around the same power level, but it does mean you’ll need to cast at least one spell per combat, instead of relying entirely on them.

If you want a true at-will blaster, I’d recommend looking into the Avowed when I get the rest of book 1 for that release uploaded. Right now I’m working to finish up the remaining pacts, though I might upload the class and add each pact as it gets done.

EldritchWeaver wrote:
Of course, the arcade version still remains, but since you said "no more changes!", this means that flaws you patch in the new version aren't patched in the arcade version, where actually applicable. I'm particular annoyed by the fact that Armor of Force has not been provided the buff of this version. After all I did mention this in the discussion, which lead to the nerfing in the first place. Would it be possible to convince you to keep the arcade version somewhat parallel to the new version?

I’m not going to continue to update the Ex Turbo version with new material, though I will still fix any wording issues that crop up. The original is not a class that I want to support; I do not think it’s balanced, and while it’s fun, it’s not what the Spellburst Savant was meant to be and doesn’t play well with a great many classes. For one thing, it far outstrips classes like Wizard and Arcanist at the levels most people seem to play at (1 to 8), which is… A hell of an accident, really.

I hope that the nerfs and revisions that have been applied to the current version help bring it back into line with what a class should be expected to do.

What I may do, however, is write an archetype that lessens its focus on spellcasting to make the fundamentals its main tool and doesn't need spells to charge them, instead of a tool that carries a dual focus with spells.


Forrestfire wrote:


If you want a true at-will blaster, I’d recommend looking into the Avowed when I get the rest of book 1 for that release uploaded. Right now I’m working to finish up the remaining pacts, though I might upload the class and add each pact as it gets done.

Put my vote is "each as it is done". The avowed is the take on the blaster class I have been waiting for since I saw the warlock back in 3rd. I'd love to see each one as they come - if nothing else, to see the ways in which they develop. I have 2 concepts depending on pacts.. and if they aren't ones that you make, I don't have enough material to analyze to try and make one myself, yet.


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I'll see about finalizing what I've got half-written right now (need to write some sections and finish out a couple almost-done pacts) and uploading it sometime tonight or tomorrow, then.


Forrestfire wrote:
I'll see about finalizing what I've got half-written right now (need to write some sections and finish out a couple almost-done pacts) and uploading it sometime tonight or tomorrow, then.

Thanks!

The idea I have is to have a "celestial" or something pact (or variation) - use the Avowed to make a blaster paladin like character.


Forrestfire wrote:

For starspray, this means that in a fight where you open with your highest level, it’s a slight nerf until the highest levels (however, the fundamental is a touch attack now, which is a significant buff to it). For nova flare, it’s a straight buff of damage dice at all levels, albeit with a slightly lower (1 point) average damage per die. Nova flare also has additional synergy with Circlet of Brass, which will add its damage twice instead of once.

Here’s a link to a spreadsheet with comparisons of the fundamentals, if you want to take a look at the progressions.

Okay, I missed that part and overreacted somewhat. The damage is comparable, assuming you still hit.

Forrestfire wrote:

The artillery stuff is still there; it’s in the spells more than anything else. I’m sorry that you aren’t a fan of this rework, but as it was, the original was way too strong. The Spellburst Savant is not a Warlock. It’s a spellcaster that had some at-will stuff that accidentally stole the show. The revised version is meant as a middleground; the fundamentals are still there and still around the same power level, but it does mean you’ll need to cast at least one spell per combat, instead of relying entirely on them.

If you want a true at-will blaster, I’d recommend looking into the Avowed when I get the rest of book 1 for that release uploaded. Right now I’m working to finish up the remaining pacts, though I might upload the class and add each pact as it gets done.

So what spells would you use for artillery purposes? Also, my reasoning is that I want a roguish spellcaster with at-will capabilities. Meaning that the avowed falls flat at this moment. Basically opening doors, disabling traps along with some easy to use stuff for damage purposes. The flexibility of damage types is great, too. That's why I am a fan of SoP. But as I can't use that I need some kind of replacement and the arcade version so far fits the bill.

Forrestfire wrote:
What I may do, however, is write an archetype that lessens its focus on spellcasting to make the fundamentals its main tool and doesn't need spells to charge them, instead of a tool that carries a dual focus with spells.

I'd be interested in seeing such an archetype. Loss of DPR is less important than being able to keep up with development.


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EldritchWeaver wrote:
Okay, I missed that part and overreacted somewhat. The damage is comparable, assuming you still hit.

Yep. And the current fundamentals are actually a bit more accurate (starspray now hits touch attacks, and nova flare's save DC scales way better).

Quote:
So what spells would you use for artillery purposes? Also, my reasoning is that I want a roguish spellcaster with at-will capabilities. Meaning that the avowed falls flat at this moment. Basically opening doors, disabling traps along with some easy to use stuff for damage purposes. The flexibility of damage types is great, too. That's why I am a fan of SoP. But as I can't use that I need some kind of replacement and the arcade version so far fits the bill.

That is fair about the avowed. In the interest of this discussion, I ran through the Sorc/Wiz spell list and picked out some spells that I, personally, might consider using as an artillery Savant. There's a list in the spreadsheet I used for the fundamental comparisons.

I can see what you mean regarding the avowed. I think I will write the "less spells, more at-will" archetype mentioned above. I'm not sure when, since right now my priority is getting the Avowed ready for eyes, but rest assured, it'll be here eventually.


Forrestfire wrote:
That is fair about the avowed. In the interest of this discussion, I ran through the Sorc/Wiz spell list and picked out some spells that I, personally, might consider using as an artillery Savant. There's a list in the spreadsheet I used for the fundamental comparisons.

Thanks for the spells, I'll be hopefully able to put this to good use.

Forrestfire wrote:
I can see what you mean regarding the avowed. I think I will write the "less spells, more at-will" archetype mentioned above. I'm not sure when, since right now my priority is getting the Avowed ready for eyes, but rest assured, it'll be here eventually.

Thank you very much!


I forgot to ask, but why did you reduce the number of skill points from 6 to 4? Isn't the spellburst savant supposed to replace the rogue to some extent, which includes spending some skill points in the appropriate skills?


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EldritchWeaver wrote:
I forgot to ask, but why did you reduce the number of skill points from 6 to 4? Isn't the spellburst savant supposed to replace the rogue to some extent, which includes spending some skill points in the appropriate skills?

It was part of an overall slight reduction in utility. The substitutions of casting stat are relevant enough to that concept that I felt they could use slightly less skills, given they've still got utility spells (even if you'll want to use one spell per combat in most cases).

The Journeyman archetype (fundamentals-focused) will have more of an emphasis on skills, getting more points and some unique uses.


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Alrighty. It's October 31st, at 10:30ish pm, and my Patreon promises at least one thing per month. The last couple weeks have been a bit of a nightmare on my end, and I'm sorry for the long delay. However! Here's a Halloween treat!

I'm happy to announce that I've gotten the Avowed ready for public playtesting. This is not 100% completed (there's still several pacts to add and a decent chunk of clauses to fill out the Greater and Final grades, more feats to write, and one archetype that will be included in this book, and finally an expansion on the fluff section. Also a new cover in the works, but that's not content).

You can find it here.

In this PDF is the Avowed base class, playable from 1-20, and the Dragon, Fiend, Old One, Shadow, Otyugh, and Nation pacts. The other pacts for this book (Celestial, Court Fey, Elemental, and Self) haven't been finished yet, but will be up soon, as they're written.

I'll be putting up the vote for November's project in the morning. In the meantime, I hope you enjoy what I've got posted up now, and I look forward to any feedback you've got.


Only got the chance to look at nation pact. Social studies is a good skillset for the patriot. True patriot is cool and weird and truenamery, good job.


I'm glad you like it!

Anyway, now that that's up, I will be continuing to update book 1 of the Avowed with its planned material (as well as the Spellburst Savant's upcoming archetype), but for November's project, I've opened votes for $5/$10-tier Patreon patrons.

The projects that are being voted on for this month are the following:

Spoiler:

  • Avowed Book 2—Though the first book of the Avowed just dropped and is in testing, the stuff that was left on the cutting room floor for it could fill multiple other books. The second book will include several new archetypes, including the Aspirant (an archetype that focuses on transforming yourself into a being reminiscent of your patron, SSJ-style), the Betrothed (an archetype based on having a closer relationship to your pact partner, calling on their aid in combat), the Hippocratic (a healing-focused archetype), and potentially others. There will also be more pacts, including subpacts that alter how the larger pacts function, such as Fiend (Demon) or Celestial (Archon). And, of course, more feats, likely more clauses, and maybe even some archetypes for other classes to gain access to the pacts and clauses subsystem.
  • Expanded Favored Class Bonuses—A release with a much more flexible and customizable set of FCBs for each of the Pathfinder classes, each of the DSP classes, and the FFS classes.
  • Unchained Cleric—A base class based on bringing the Cleric more in line with 6-level casters and similar characters, and focusing more fully on its fluff as a divine agent than merely having spells.
  • Unchained Soulknife—Mind blades as a set of feats, with a revamped Soulknife that gains these feats and uses them in unique and powerful ways. Will be compatible with all existing Soulknife archetypes, either by rewriting them to fit, absorbing them as options in the new class, or detailing in an appendix how they're altered to work with the new class.
  • Mounts—A variant system for mounted combat that models mounts as something more like character abilities instead of fully-separate creatures, allowing them to be more easily balanced and used. Will lead into the Tech/Mechs stuff later.
  • A set of multiclass-focused feats like those found in Psionics Augmented: Occult, but this time for any class pairings that I feel like writing for and fit well together. Not every pairing will get a feat (it'd take forever to write them), but there'll be quite a few of them.
  • If you're a $5+ patron, here's a link to the voting post


    Pathfinder Rulebook Subscriber

    Are there any archetypes coming for the Avowed? Anything you have in mind already?


    Kryzbyn wrote:
    I really like the Avowed. Looking forward to more pacts and info!

    Glad to see you are still around. How's Blaeringer =D


    1 person marked this as a favorite.
    Kryzbyn wrote:
    Are there any archetypes coming for the Avowed? Anything you have in mind already?

    The first book will only have one archetype, the Tinker, which harkens back to the 3.5 warlock's item subtheme. The second book, when it happens, will have several archetypes (listed in the spoiler above).


    Pathfinder Rulebook Subscriber

    Ahh, teaches me to not read spoilers...
    Aspirant looks like the flavor I was going to suggest. Can't wait :)

    Spoiler:
    Been looking for a class to play that best emulates or has the flavor of a Herald of Xotli from Age of Conan. If you don't know what that is, short version is a person who tried to form a pact through sorcery, and failed, then ended up getting somewhat possessed. Light armor, two hander, lots of fire procs and spells, and a demon form they can fight in for a limited time. I was going to write up a homebrew class for it, but it's better if someone who has a better grasp on these things do it if possible. It looks like the Aspirant may fit this bill, or close.


    Pathfinder Rulebook Subscriber
    Obakararuir wrote:
    Kryzbyn wrote:
    I really like the Avowed. Looking forward to more pacts and info!
    Glad to see you are still around. How's Blaeringer =D

    I have no idea, honestly. Only knew him through the boards here...

    Hope he is well :)


    1 person marked this as a favorite.

    Alrighty, status update! After reviewing the votes for this month's project (they ended last night), it looks like Avowed book 2 wins out. I'm hoping to have the last parts of the first book up by the end of this week (have a couple pacts to finalize, some more clauses to write, and the archetype, as well as some reworks to AoE shapes), and you should expect Avowed 2 sometime towards the end of November.


    Pathfinder Rulebook Subscriber

    Are you selling these as well? I'm not a patreon supporter, but would still like to pay you for the work.


    2 people marked this as a favorite.
    Kryzbyn wrote:
    Are you selling these as well? I'm not a patreon supporter, but would still like to pay you for the work.

    I will be, once things are ready for publishing. The Spellburst Savant will be put up on DriveThruRPG.com as a "pay what you want" item (it was originally written and uploaded as homebrew, and I think it'd feel wrong to charge for it), and further projects, including the Avowed and anything else, will be sold once they're finished and playtested.

    In other news, I've uploaded a new copy of the Spellburst Savant. Not much this time, just a new fundamental (charged by enchantments and illusions most of the time, and with a mind-affecting theme), and some small tweaks to wording.

    I'm going to eventually write the fundamentals-focused archetype, but I do not think that it's going to be going into this first book of the Spellburst Savant. Instead, I'll likely have a project later down the line that adds some more archetypes and possibly feats. Thus, I'm likely going to be finalizing this project soon and not adding new material other than tweaks as needed before its 'release'.

    SS v.49:

    Changelog:
    • Spell list now properly references itself in the rules text.
    Hypnotic strands fundamental added, to allow for something that works with illusions and enchantments.

    Link to the Spellburst Savant


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    Hey all, just wanted to check in to let you guys know that I'll be uploading a more full version of the Avowed 1 PDF tomorrow during the day (need to finish up just a few more things), and that I will ideally have the Avowed 2 stuff up by the end of the month. I didn't mean to take this long on finalizing the first Avowed PDF, but at this point, it's 45 pages and counting. Going waaaaay over my goal pagecount of 15-20 pages per release caused some delays...

    In any case, I also wanted to say that I have uploaded the Spellburst Savant to Drivethrurpg, if anyone wants a lite version of the PDF.


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    Sweet, I'll be sure to pick that up for my local group.

    I was a huge fan of the spellburst Savant since the very first version and decided to do some homebrew of my own for it.

    Phenomenal Prestidigitator

    A question about the latest version: What is the reasoning behind the decision to make the 'Give your allies an extra attack spell' stagger them? Seems like way too high a cost to lose all your extra attacks from a full attack for a single out of action attack.


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    Alright, sorry for the long wait, but here we have the nearly-complete PDF for Avowed 1, including more stuff and many adjustments.

    It's not 100% finished; there's still some more Final clauses to write, as well as FCBs, but all of the pacts for Avowed 1 are in, along with the full 25 each for Least, Lesser, and Greater clauses, new feats, an archetype, two ACFs, and an expanded fluff section on making pacts. We've also gone through and made adjustments in response to feedback given here and in other places, and I am super thankful for that.

    Changelog:

    Pacts
  • Celestial, Court Fey, Elemental, and Self pacts added.
  • Dragon pact’s Hoarding Instinct ability now provides an insight bonus on saves that scales more slowly, in order to interact better with items.
  • Dragon pact’s Draconic Infusion ability now provides a stacking inherent bonus to the stat, to avoid creating a situation like succubus profane gift optimization.
  • Fiend pact’s Soul Eater ability has been nerfed some.
  • Old One pact’s Wither and Flee abilities have been reworked slightly; Wither no longer prompts a save but the ability damage recovers quickly once they leave the area, Flee’s effect has been adjusted as a result.
  • Nation pact’s sense has been replaced with a nationality detector.
  • Nation pact’s Nationalistic Fervor ability now works against rebels and traitors as well.
  • Nation pact’s Hearts Beat As One ability adjusted to be more clear in what it’s supposed to do.
  • Shadow pact lost Survival as a pact skill and gained Stealth.

    Clauses and Shapes

  • Adjusted scaling for AoE aether pulse shapes to be a more natural progression.
  • Aether breath has been nerfed some; the lingering effect is now a feat and it has to choose which breath it gets at the 1st rank (getting both at the 3rd).
  • Aether claws has been adjusted to better convey that its fluff is open-ended, and renamed to aether rampage.
  • Aether grasp’s 3rd and 4th ranks have been swapped.
  • Aether lance’s 4th rank has been made baseline, and it’s gained an accuracy booster.
  • Aether shield has been renamed to aether retaliation to better fit the mechanics.
  • Aether wave’s loop-back ability now has a line noting that you can only do it once per use.
  • Escape clause has been nerfed to only work in response to attacks, and hamper you on your next turn.
  • The lock and key clause can now be found and disabled as a magic trap.
  • Inferno pulse now continues to burn undead and constructs after destruction (previously had just used “die” in its text).
  • Sacred flame pulse has been removed and replaced with a class feature substitution. Sacred flame wall has been changed to balefire wall. Balefire wall now fully ignores fire immunity.
  • Unbind spell clause has been buffed to repeat regardless of failure.
  • A whole bunch of clauses were added.

    Feats

  • Clarified that Empower/Quicken Spell-Like Ability don’t have infinite uses with aether pulse. Also noted that they still need the minimum CL (6th and 10th) to get the feat in the first place.
  • Aether Torrent, Lingering pulse, and Skillful Pact feats added.

    Other

  • New cover added—right now, this is an unfinished work in progress; the final version still needs to be cleaned up.
  • Tinker archetype added.
  • Aether Blow and Balefire Infusion class feature substitutions added.
  • The “Making Pacts” section has been expanded significantly, and reworded a bit.
  • The Personal Contract drawback has had it clarified that you can later turn the item into a magic item, even though the initial one can’t be.
  • Moving forward, Avowed 2 is still on schedule and should be posted up by the end of the month, and some of the single-target shapes (particularly aether rounds) are being looked at more closely, math-wise.

    Enjoy!

    Ikiry0 wrote:

    Sweet, I'll be sure to pick that up for my local group.

    I was a huge fan of the spellburst Savant since the very first version and decided to do some homebrew of my own for it.

    https://docs.google.com/document/d/15Hl4iSN5el-ohN9paOuf_1TszJK9_srUXZFxj-H Mpz8/edit?usp=sharing

    A question about the latest version: What is the reasoning behind the decision to make the 'Give your allies an extra attack spell' stagger them? Seems like way too high a cost to lose all your extra attacks from a full attack for a single out of action attack.

    Hey, that's a pretty neat homebrew. I really like the Empty Sleeves ability, that's just cool as hell.

    For hypnotic strands' stagger, it's because the fundamental isn't meant to be used on allies. It's an effect that, ideally, would be used on enemies to make them attack each other, rather than being used as a buff. However, since "opponent/ally" is kinda a meaningless designation for this purpose (you can attack an ally to make them an opponent), I decided to bake in a softer restriction to it. It's still usable in a pinch to buff allies, and in some cases, will be an amazing option there (follow up their full attack with two more hits to hopefully end the fight and have the stagger not matter), but it's not meant to puppeteer your allies as its primary function.


    Forrestfire wrote:
    For hypnotic strands' stagger, it's because the fundamental isn't meant to be used on allies. It's an effect that, ideally, would be used on enemies to make them attack each other, rather than being used as a buff. However, since "opponent/ally" is kinda a meaningless designation for this purpose (you can attack an ally to make them an opponent), I decided to bake in a softer restriction to it. It's still usable in a pinch to buff allies, and in some cases, will be an amazing option there (follow up their full attack with two more hits to hopefully end the fight and have the stagger not matter), but it's not meant to puppeteer your allies as its primary function.

    Ah, that makes a lot of sense. I'd been looking at it more like a 4e Warlord going 'The barbarian hits you with his axe, I hit you with the barbarian' rather than as primarily an offensive thing.

    I'm glad you like the homebrew. Going from Cha to Wis meant I had to deal with a lot of those secondary things that play off the base stat on top of the class itself.


    1 person marked this as a favorite.
    Ikiry0 wrote:
    Forrestfire wrote:
    For hypnotic strands' stagger, it's because the fundamental isn't meant to be used on allies. It's an effect that, ideally, would be used on enemies to make them attack each other, rather than being used as a buff. However, since "opponent/ally" is kinda a meaningless designation for this purpose (you can attack an ally to make them an opponent), I decided to bake in a softer restriction to it. It's still usable in a pinch to buff allies, and in some cases, will be an amazing option there (follow up their full attack with two more hits to hopefully end the fight and have the stagger not matter), but it's not meant to puppeteer your allies as its primary function.
    Ah, that makes a lot of sense. I'd been looking at it more like a 4e Warlord going 'The barbarian hits you with his axe, I hit you with the barbarian' rather than as primarily an offensive thing.

    Yeah, it was meant more as an enchanter feel than a warlord.

    Also, wanted to say that I've just uploaded a hotfix to the avowed; a couple errors were caught, including some typos, the Fey pact missing Stealth as a class skill, and an issue with tinker archetype UMD.


    You might already have seen it, but aether rampage is still referred to as aether claws with Dragon pact, Fiend pact, Otyugh pact, in the iaijutsu paragraph in Special Rules and in the Aether Armory feat.


    Pathfinder Rulebook Subscriber

    Looks gorgeous. Love the layout and the art.


    LordInsane wrote:
    You might already have seen it, but aether rampage is still referred to as aether claws with Dragon pact, Fiend pact, Otyugh pact, in the iaijutsu paragraph in Special Rules and in the Aether Armory feat.

    Yep, thank for catching that. When the next update to Avowed 1 goes up, it'll be fixed. That won't be for another week or so though (I don't have access to my computer with Indesign right now; traveling and working in Google docs for the time being).


    2 people marked this as a favorite.

    Thanks for getting this up.
    I was waiting for celestial pact for a character. Then I read through it, got the "self" Esoteric Pact. I already have a different character I will be making.

    Your two books under your own company - Spellburst Savant and Avowed - have inspired 3 solid character ideas, and a couple other. Great work! I'm really enjoying them.

    Silver Crusade

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    Here's my review of the Spellburst Savant.

    Good on ya, Forrest.


    "When a character takes a level of the avowed class, they have the option to immediately retrain any number of their previous levels (including skill ranks and feats, if necessary) into avowed levels at no cost."
    Position suggests this is part of working with the GM to make a more involved pact, rather than a general rule. Please clarify in future releases.

    Physical contracts: There's a catch-all magic school. Transmutation. I mean, uh, Universal.

    Strength of Body (Self 8): "If you've selected aether channel 3 times, you gain both the benefits of the haste effect and the shape's effect stack, unlike normal, so long as you only make unarmed strike attacks during your full-attack action."


    LordInsane wrote:
    You might already have seen it, but aether rampage is still referred to as aether claws with Dragon pact, Fiend pact, Otyugh pact, in the iaijutsu paragraph in Special Rules and in the Aether Armory feat.

    Aether Retaliation is also still referred to as Aether Shield in Shadow pact, Aether Armory and Mystic Reflexes.


    Iron Heart wrote:

    "When a character takes a level of the avowed class, they have the option to immediately retrain any number of their previous levels (including skill ranks and feats, if necessary) into avowed levels at no cost."

    Position suggests this is part of working with the GM to make a more involved pact, rather than a general rule. Please clarify in future releases.

    Will do, it's meant to be a general rule, so it'll be moved to earlier.

    Iron Heart wrote:
    Physical contracts: There's a catch-all magic school. Transmutation. I mean, uh, Universal.

    That's true, but that's still a fluff statement about the item and its magic. There is an established precedent for "Strong (no school)" items (metamagic rods, for example), so I'd gone with that to not tie it to the magic schools at all.

    Iron Heart wrote:
    Strength of Body (Self 8): "If you've selected aether channel 3 times, you gain both the benefits of the haste effect and the shape's effect stack, unlike normal, so long as you only make unarmed strike attacks during your full-attack action."

    Oops.

    LordInsane wrote:
    LordInsane wrote:
    You might already have seen it, but aether rampage is still referred to as aether claws with Dragon pact, Fiend pact, Otyugh pact, in the iaijutsu paragraph in Special Rules and in the Aether Armory feat.
    Aether Retaliation is also still referred to as Aether Shield in Shadow pact, Aether Armory and Mystic Reflexes.

    Thanks for the catch. Whoops XD


    Wanted to let people know that I'm stuck in bed after picking up an illness of some sort over Thanksgiving, which might delay Avowed 2 by a couple days. It'll happen shortly, and I'm sorry about that. November's been a hectic month.

    Avowed 1's next update is coming as well. We've received a lot of feedback, and I am super thankful for that. Y'all are great.

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