Spark Transcendence shouldn't be once per round


Exemplar Class Discussion


I feel like most Transcend options will never get used otherwise, always having to be weighed against the more powerful options, turning what could be an incredibly versatile and fun class into a one-trick pony of stacking as many weapon Immanences as possible and bouncing between 2 identical weapon Ikons(thanks to the Additional ikon feat)


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Fangzor wrote:
I feel like most Transcend options will never get used otherwise, always having to be weighed against the more powerful options, turning what could be an incredibly versatile and fun class into a one-trick pony of stacking as many weapon Immanences as possible and bouncing between 2 identical weapon Ikons(thanks to the Additional ikon feat)

I disagree. I feel in particular I really want to have my spark in Body or Worn when it's not my turn, to protect myself or buff my allies.


i also disagree.

the way it is now it makes it that much more tactical, you have to think basically what you want to be using next round to be optimal and keep switching to that.

ofc, wihtout having playtested it actually, i can't know how restricting it would be, but it at least it seems much more engaging the way it is now.


I see where OP is coming from. But, I think I also disagree. I think if you could transcend twice, turns might become something like transcend weapon + transcend body every turn.

I think I would rather they balance the abilities such that they know you can only be doing one a turn.

That being said, haven't actually played it.


I understand but also disagree as some of the other ikons that aren't weapons offer great utility and they can give some key passives you'll want when it isn't your turn. I do think maybe giving some reactions so they could be used off your turn would be interesting though!


I can see why everyone disagrees.

I just feel like having 2/3 of your kit disabled every turn will encourage people to hyper focus on weapon ikons at the detriment of everything else, but maybe the Additional Ikon feat is the real problem and should be removed.

Otherwise i fear stacking a single ikon type is going to end up too far ahead of more diverse builds.


Yeah right now it seems like the idea is that you'd shift the spark into your weapon on your turn, transcend and then make sure it is in your worn or body defensive option for the turn ending. I do wonder if their passives should always on or some other alternative.


I disagree too but I understand the Fangzor.

Currently is like you keep your spark in a single Ikon almost ever. There's only too few situation where you will move your spart to other Ikons. Maybe the class need to get more common and useful situational benefits in different Ikons to make the decision more tactical and less "I will keep my spark in my weapon because is where it will work better".


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What I would like to see is another cool ability that you can only use once you have used 3 different transcendence effects in a fight from your weapon, body and worn ikons. That way I could see removing the once per turn limit.

As it is now though, I prefer it once per round.


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I would prefer it if it was once per turn, not round. That way you'd still have the limit when you go, but ikons could actually have cool reactions instead of the jankyness of Gaze Sharp as Steel.

Not only would this broaden options, it would also add some variety to cycling your ikons. Do you keep the passive bonus or do you blow it on mitigating one really bad attack? Do you need the immanence of a different ikon more right now, because the situation has changed from when you ended your turn? Or do you go with your weapon, as you want to do big damage next turn?

Many non-weapon ikons need changes (and especially buffs) in any case, so you actually have a reason to cycle into them. Though in this case they'd probably need even more or you'd just use this to cycle into your weapon every time. Which isn't the goal.


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shroudb wrote:

i also disagree.

the way it is now it makes it that much more tactical, you have to think basically what you want to be using next round to be optimal and keep switching to that.

ofc, wihtout having playtested it actually, i can't know how restricting it would be, but it at least it seems much more engaging the way it is now.

From me playing it, what I found was, it's not actually very tactical, just taxing

You just end up using shift a lot. Essentially imposing slowed 1 on yourself.

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