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Cheapy
PostPosted: Fri Oct 12, 2012 9:59 am    Post subject: New Paths: The Savant Reply with quote



Joined: 24 May 2012
Posts: 4

I believe I asked about this at PaizoCon, but it's been a while, so why not again?

Are there any plans for the New Paths treatment of this class? If so, would there be a good place to give suggestions on topics to cover?
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R.C, Jr
PostPosted: Tue Oct 16, 2012 7:17 pm    Post subject: Reply with quote

Patron

Joined: 23 Nov 2008
Posts: 49

It's been discussed, and this seems like as good a place as any to post questions or suggestions.
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Cheapy
PostPosted: Thu Oct 18, 2012 10:43 am    Post subject: Reply with quote



Joined: 24 May 2012
Posts: 4

Excellent! I'll keep track of things as they come up while playing one.

The following are just from memory, so they may be wrong.

1) I think heavily reducing the penalty for losing hte notebook is in order. If I recall, you're SOL for a month and at one less level too. I see the similarities between it and, say, a paladin's bond. But a Paladin's bond isn't everything the paladin can do, whereas here it more or less is. I also recall issues where you couldn't easily make backups. I think these both need to be revisited.

2) Ranged weapons. Right now I don't think you can create ranged weapons and their ammo without taking the feat that lets you use the same Knack twice, as I think Legendary Weapon doesn't specify you get the ammo as well. Making sure it gets some ammo would be very nice.

3) Spell-like abilities that aren't based exactly on spells and are more like Supernatural abilities. The Pinch of Magic knack only allows spells.

4) Gaining abilities from types / subtypes. I'm not sure if this is a great idea, coming from the perspective of a designer, but I know that I the player would love it. Something to consider.

5) In a well-off party with experienced players, if you aren't in a trade when combat starts, you're a bit hosed since you can't even move up to the enemy. This is mostly a problem in combats that take only 3 rounds, but 3-4 rounds seems to be about the norm. Maybe that's just my experiences speaking. And while giving them the trade as a standard action is too good to have from level 1 to 20, an ability where they can take on some extremely reduced number of knacks as a standard action could be nice. For example, you can as a standard action gain a number of knacks equal to 1/4th your normal number of knacks per trade. So when you can take on 4 knacks, you can as a standard action take on 1.

That's all for now!
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