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*Pathfinder & Starfinder
My take on the Arcane Archer
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<blockquote data-quote="Asha'man" data-source="post: 4717671" data-attributes="member: 52424"><p>My thoughts, round 2:</p><p></p><p>- Why does the class get Reflex good? I'd have expected Fortitude and Will since it's a "might and magic" hybrid class.</p><p></p><p>- Save-or-die abilities are somewhat contentious. I can easily agree with your argument for removing Arrow of Death, but I didn't bother to myself because there are so many other such abilities, and you'd have to change or remove those as well. I am pretty tentative about making big changes. Small, discrete changes, preferably simple removals or additions are the best kind of house rule IMO.</p><p></p><p>- I also think 1/day per two AA levels total is better than what you now have. With up to five uses of each ability, they will effectively be at will once a few levels in the PRC have been attained, unless you have a very combat-heavy campaign. Since these are "stunts", I think they should be somewhat rare to see.</p><p></p><p>- On second reread, I think Create Arrow is a strange power. The first part is usually only cosmetic, and the second is so limited it will very rarely be used. I can see why you included it, but I'm not sure if it's necessary, and I can't think of anyone who has a similar power</p><p></p><p>- Can you explain the interaction between Enhance Arrow, Weapon Augmentation, Enhance Magical Arrow and magical bows/arrows? What works on what and what stacks with what is very unclear to me, as I have to do all the cross-referencing myself.. And depending on the answers, this class is either very strong (although with all your caveats I don't think that's the right interpretation) or actually worse than just getting a regular, spell-storing magic bow.</p><p></p><p>-Since you don't give actual spells, just higher caster level, the class should probably give full caster level. Consider: Someone needs a minimum of 4 levels of non-spellcasting classes to take this class in a sensible way (Wizard/Sorcerer 4, Fighter/Ranger 4 enters at 9th level, entering at 7th requires caster 1, warrior 6), and then if they continue with this class as written by you, then top it up with 2 caster levels, they will have CL 11, Bab 17 and 3rd level spells at level 20). The very best-case scenario as far as casting is Caster 8 warrior 2, entering at level 11 and ending at Bab+16, Cl 13 and 4th level spells. That seems pretty bad to me. Full CL makes it CL 16, Bab 17 and Cl 18 Bab 16 respectively, which seems too good until you remember that they're still casting 3rd and 4th level spells at balors and titans. </p><p></p><p>-The above is the reason why I give actual half spellcasting progression in my version, so it would be Cl 11, Bab 17 and 6th level spells. (barely) Although it might seem strong, since the character needs to be so multi-classed to enter, it's really just letting them keep up. It's not much of an Arcane Archer that can't actually cast any spells, to my mind. Your version to me seems more like the Dragon Disciple, a straight-up warrior-type with a few esoteric tricks and a True Strike or two. It won't have the slots to use Imbue Arrow, or if it does the spells likely won't do much worthwhile. For that reason, and because it's complicated, I'm not sure if letting the AA prepare Weapon Augmentations as spells adds anything much. Most won't have the slots, and spells like Flame Arrow already exist.</p><p></p><p>Summary of wall of text:</p><p>- Your class is not overpowered. It's an imaginitive and well-reasoned improvement on the RAW arcane archer</p><p>- If anything, as a half-and-half guy, the class might be too weak, and could do with a little better casting. (Either actual spell progression at half rate, or full caster level progression)</p><p>- However, some of the powers are a bit complicated, or might be unnecessary.</p><p></p><p>As a bonus question, since you seem to be very concerned with balance, and mostly about whether the class is too strong, I'd be interested to hear what you're comparing with, what the assumed baseline of power in your game is.</p></blockquote><p></p>
[QUOTE="Asha'man, post: 4717671, member: 52424"] My thoughts, round 2: - Why does the class get Reflex good? I'd have expected Fortitude and Will since it's a "might and magic" hybrid class. - Save-or-die abilities are somewhat contentious. I can easily agree with your argument for removing Arrow of Death, but I didn't bother to myself because there are so many other such abilities, and you'd have to change or remove those as well. I am pretty tentative about making big changes. Small, discrete changes, preferably simple removals or additions are the best kind of house rule IMO. - I also think 1/day per two AA levels total is better than what you now have. With up to five uses of each ability, they will effectively be at will once a few levels in the PRC have been attained, unless you have a very combat-heavy campaign. Since these are "stunts", I think they should be somewhat rare to see. - On second reread, I think Create Arrow is a strange power. The first part is usually only cosmetic, and the second is so limited it will very rarely be used. I can see why you included it, but I'm not sure if it's necessary, and I can't think of anyone who has a similar power - Can you explain the interaction between Enhance Arrow, Weapon Augmentation, Enhance Magical Arrow and magical bows/arrows? What works on what and what stacks with what is very unclear to me, as I have to do all the cross-referencing myself.. And depending on the answers, this class is either very strong (although with all your caveats I don't think that's the right interpretation) or actually worse than just getting a regular, spell-storing magic bow. -Since you don't give actual spells, just higher caster level, the class should probably give full caster level. Consider: Someone needs a minimum of 4 levels of non-spellcasting classes to take this class in a sensible way (Wizard/Sorcerer 4, Fighter/Ranger 4 enters at 9th level, entering at 7th requires caster 1, warrior 6), and then if they continue with this class as written by you, then top it up with 2 caster levels, they will have CL 11, Bab 17 and 3rd level spells at level 20). The very best-case scenario as far as casting is Caster 8 warrior 2, entering at level 11 and ending at Bab+16, Cl 13 and 4th level spells. That seems pretty bad to me. Full CL makes it CL 16, Bab 17 and Cl 18 Bab 16 respectively, which seems too good until you remember that they're still casting 3rd and 4th level spells at balors and titans. -The above is the reason why I give actual half spellcasting progression in my version, so it would be Cl 11, Bab 17 and 6th level spells. (barely) Although it might seem strong, since the character needs to be so multi-classed to enter, it's really just letting them keep up. It's not much of an Arcane Archer that can't actually cast any spells, to my mind. Your version to me seems more like the Dragon Disciple, a straight-up warrior-type with a few esoteric tricks and a True Strike or two. It won't have the slots to use Imbue Arrow, or if it does the spells likely won't do much worthwhile. For that reason, and because it's complicated, I'm not sure if letting the AA prepare Weapon Augmentations as spells adds anything much. Most won't have the slots, and spells like Flame Arrow already exist. Summary of wall of text: - Your class is not overpowered. It's an imaginitive and well-reasoned improvement on the RAW arcane archer - If anything, as a half-and-half guy, the class might be too weak, and could do with a little better casting. (Either actual spell progression at half rate, or full caster level progression) - However, some of the powers are a bit complicated, or might be unnecessary. As a bonus question, since you seem to be very concerned with balance, and mostly about whether the class is too strong, I'd be interested to hear what you're comparing with, what the assumed baseline of power in your game is. [/QUOTE]
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