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General Tabletop Discussion
*Pathfinder & Starfinder
The True Elementalist (PrC)
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<blockquote data-quote="Technik4" data-source="post: 3364983" data-attributes="member: 7211"><p>I had been playing around with losing 2 spellcaster levels, but in the end doing so only makes the class stronger for wizards and sorcerors and weaker for druids and clerics. It's a niche class already and while there is some powerful abilities, most of them are bent towards utility.</p><p></p><p></p><p></p><p>I considered doing that, but it seems to clutter up the PrC even more. I like the idea of uncovering a 'secret' that gives you a significant bonus after enough study. I considered DR but was trying to maintain as much caster progression as possible (to make the spontaneous casting a worthwhile ability at higher spell levels).</p><p></p><p></p><p></p><p>They are my biggest concern. Air is a combination of the best flying spells at each level, so if you have any spells left you can fly if you are attuned to air. Fire is the same, but for damage (not always the best damage spells though). I was trying to make Water more utilitarian (like Air) but it turned out very similar to the domain spell list (as did Earth). I shied away from Summon Monster IX because a) Druids can spontaneously cast Summon Nature's Ally at every level and its thus worthless to them and b) Its pretty bland.</p><p></p><p>Overall this class will not enable you to learn too many different spells for clerics and druids (except at very high levels and some improved flying spells), but for the wizard/sorceror there are some big advantages (balanced by the immediate loss of a caster level, as well as there being better options for prcs for them).</p><p></p><p></p><p></p><p>I like your version, but I wanted a prc that mastered ALL the elements, not focused on one (ala Elemental Archon, etc etc). The flexibility with spontaneously casting so many different spells is also a stab at making d&d magic less vancian, which can sometimes feel constraining.</p></blockquote><p></p>
[QUOTE="Technik4, post: 3364983, member: 7211"] I had been playing around with losing 2 spellcaster levels, but in the end doing so only makes the class stronger for wizards and sorcerors and weaker for druids and clerics. It's a niche class already and while there is some powerful abilities, most of them are bent towards utility. I considered doing that, but it seems to clutter up the PrC even more. I like the idea of uncovering a 'secret' that gives you a significant bonus after enough study. I considered DR but was trying to maintain as much caster progression as possible (to make the spontaneous casting a worthwhile ability at higher spell levels). They are my biggest concern. Air is a combination of the best flying spells at each level, so if you have any spells left you can fly if you are attuned to air. Fire is the same, but for damage (not always the best damage spells though). I was trying to make Water more utilitarian (like Air) but it turned out very similar to the domain spell list (as did Earth). I shied away from Summon Monster IX because a) Druids can spontaneously cast Summon Nature's Ally at every level and its thus worthless to them and b) Its pretty bland. Overall this class will not enable you to learn too many different spells for clerics and druids (except at very high levels and some improved flying spells), but for the wizard/sorceror there are some big advantages (balanced by the immediate loss of a caster level, as well as there being better options for prcs for them). I like your version, but I wanted a prc that mastered ALL the elements, not focused on one (ala Elemental Archon, etc etc). The flexibility with spontaneously casting so many different spells is also a stab at making d&d magic less vancian, which can sometimes feel constraining. [/QUOTE]
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