Ilthurin |
I'm working on revamping the Medium a little, focusing on the spirit powers. By which I mean I am trying to make the not-Champion spirits more interesting and closer to the Champion power-wise (and maybe fix some minor issues I have with the Champion spirit, if I can find a way to do so without it getting too powerful).
Thing is, I'm kind of stuck and I was hoping this friendly forum might be willing and able to offer some suggestions?
The main goal is basically to make each spirit functional at its role. Something viable as daily spirit and able to fill the appropriate gap in a party during emergencies or as supplement to another chr, but obviously not on par with a dedicated build.
A side-goal, for extra points, is to have all Lesser powers be scaling (all but Champion + Guardian already are, even if the Marshall and Trickster don't get as much as Archmage/Hierophant) and also promote some kind of action (most do aside from Champion + Guardian... again. Trickster's a bit iffy, depending on player choices). One relevant to the spirit's "style", of course.
I'd like to change as few things as possible, and where possible I'd prefer to steal abilities from elsewhere rather than reinvent the wheel.
Looking at the spirits, I see the following issues:
For the Archmage,
Something like switching out the Intermediate "free spell" ability for something like Kinetic Blast might alleviate both? It provides a scaling damage ability, thus freeing up spells known + per day for utility & defensive stuff.
The Supreme power has a bit of an issue in that it's a one-and-done. So there's room for some buffing here, too. Possibly like the Marshall, by having a lower power get a buff if you have the Supreme one. Or maybe grant bonus mm feat with cost reduction or something?
Champion's
When it comes to the Guardian
Tentatively I'm thinking something like [some kind of active power] + "spirit bonus? vs enemies that have attacked allies since last turn" (like the Spire Totem Rage Power) for Lesser...
Keep Intermediate. Not sure what to do about Greater... Keep? Buff? Replace?
And maybe either Mind Blank or Ymeri's Pyre for the Supreme ability, possibly with some restrictions like "spend 1 Influence to halve duration of effect"
The Hierophant
Now, the Marshall
But I can't really think of where to fit any of that in, because nothing really strikes me as chaff that can be cut. Anyone else have any thoughts?
Finally, the Trickster
So really, I'm thinking replace the Intermediate with something like a sensible Vital Strike that adds +2d8 dmg instead of being based off weapon dmg. Maybe scaling with additional powers, for +4d8/+6d8 with Grt/Sup, or just with level. And add spirit bonus to atk roll, for much needed accuracy with that kind of atk. Or is that too little damage? The build isn't really about damage, but it really needs something it can do in combat until it gets Supreme at lvl 17...
One thing I've pondered for both the Archmage and Hierophant is restricting their Lessers to picking a Domain/Bloodline and getting their spells. This is a serious nerf, but would greatly reduce bookkeeping... So I'm torn. They need more power, but also the whole class needs less bookkeeping :/
So, yeah, those are my thoughts. I'm mostly looking for ideas for the Guardian and Hierophant, but I welcome any and all suggestions to help me fix at least this corner of the class. There's plenty people here with better ideas about balance, so feel free to offer insights into things I got wrong :p
I'm trying to keep things as compatible as possible with existing stuff, which is why I'm just swapping out spirit powers instead of like re-making the spirits to have 5 spirit powers or something.
avr |
I think something along the lines of the spirit dancer archetype is the easiest way to rebalance the medium. With a little allowance for out of combat use - a few rounds may not be enough time to use many skills or some spells.
One note on the meta created by the current setup - the champion is solid enough in combat that players may spend 5/6 days with that spirit rather than 1/6. Carrying a weapon for that spirit alone isn't a problem. There's even one archetype which only gets access to the champion spirit.
As I understand it original intent was for there to be a whole lot of spirits to choose from rather than a handful - more like binders in D&D 3.5's Tome of Magic.
Going with your changing up powers plan you might steal from divine obediences for the heirophant. The guardian might use a perception power - a guard you can sneak by isn't that useful.