Paths of Magic Development Blog #9 - The Art of Magic

Hey everyone! Sorry for the late update this week. Life’s been a bit busy on my end, and the blog post kinda fell through the cracks this past Friday.

Paths of Magic, by Miguel Angel

Paths of Magic, by Miguel Angel

Rather than doing an update on the rules this time around, how about we take a look at some of the new fancy art for Paths of Magic?

First we’ve got the cover piece done for the book! The nightblade, vanguard, and invoker team up to take on a mysterious lipika aeon; they’ve certainly got the odds stacked against them!

This piece was done by Miguel Angel, the same artist that did our cover piece for Path of the Wilds. He’s also the artist behind the iconic arts for the new shaper and cabalist classes, who were featured in previous blog posts.

Paths of Magic is going to have a LOT of art in it, from artists all around the globe. They’ve been working hard and creating some fantastic pieces, so I wanted to put some of their work on display to get a taste of the awesome things you’ll find in the book!

You can click on each art piece to check out the artist’s respective galleries and portfolios. If you’re ever looking for commissions for your home games (or if you’re getting into writing your own books) you should definitely check them out!


Paths of Magic Development Blog #8 - The Cabalist

In this Paths of Magic update, we’re taking a look at one our two new classes: the cabalist! The cabalist was playtested last year, so if you want a more in-depth read of the class’s abilities you can check out the playtest document.

The cabalist is a master of the occult, and is our only psychic class to be introduced in Paths of Magic. By means of dark rituals, he has contacted the eldritch horrors beyond the stars and siphoned some of their power to use for himself. This strange power manifests in equally strange ways: the cabalist can enter into special “bindings” that mutate his body and mind to focus either on physical combat or his spellcasting.

Now, how was this class chosen for Paths of Magic?


Cabalist.png

The Cabalist, by Miguel Angel

The cabalist is a mix of two different ideas I had for Pathfinder, fused together into one class.

The first idea was called a “Theurge”, and was a planned character for the unreleased Path of Blood book. It was a master of the mind, body, and soul, and had a mix of support and control options depending on options taken. It used spellcasting (it was an 0-6 caster like bards) to support allies or equally debuff enemies, though its most powerful abilities were tied to a “link” it could form to others, which had to be a mental, physical, or spiritual link (which altered its effects depending on which link you used).

The second idea was a “Ritualist”, which was the occult-themed class planned for Paths of Magic. It was intended to have a dark/eldritch theme, using powers that “it didn’t really understand”. It was to focus heavily on powers that were at-will but had a cost: for example, casting deeper darkness but blinding yourself for a round. As part of this, it would have the ability to cast some spells “normally” by using the occult ritual rules, giving it a broad utility capability when out of combat.

After I determined that Path of Blood was getting skipped, I thought of ways to repurpose the mechanics and concepts of some of the planned content for that book, one of which was the theurge class. The mind/body/soul theme is a pretty cool concept to design around, and I wanted to try and still use it somewhere. The ritualist seemed like a good place for it, since dark and forbidden rituals often involve toying with the mind, body, or soul in like…every story about dark and forbidden rituals. Well, except the ones that summon demons and monsters (though more on that later).

The current cabalist started off also being called the ritualist, with many of the same ideas. With the ritualist name, having additional bonuses to occult ritual casting, along with new means to use them, was a clear goal for the class. I tried to keep most of the other ritualist mechanics (that being, inflicting statuses on yourself to cast powers) but themed around manipulating the mind/body/soul combo from Theurge. However, it became quickly apparent that most players aren’t interested in that sort of thing. Maybe as an option you can take, but not for the whole class’s design—unsurprisingly, players don’t like getting weaker to use their best options.

A new mechanic was needed for the class, and almost immediately I settled on a stance-based mechanic. I’ve always been a big fan of stance mechanics, but never really felt Pathfinder did them all that well; the closest it gets to the idea are Style feats, but it’s usually never worth actually switching styles mid-combat (most characters can hardly afford the sheer number of feats to make two styles work in the first place). So having the stances baked-in to the class, with all the needed mechanics to have it work, was the new goal for its design.

The stances were originally “trances”, and consisted of formless body, opened mind, and unyielding soul stances. Body was physically oriented, mind was focused on defense and skills, while soul was sort of magically-built and a bit of a grab-bag of abilities. At this point, the class was being designed as more of a religious theme; it was a divine caster, not a psychic caster, and was more about appealing to deities for strength through rituals. As the design moved forward, though, trying to keep this sort of morally-neutral theme (and creating abilities that would make equal sense for evil deities as good ones) was proving very difficult. The designs of the abilities was frequently drifting to a more occult/eldritch theme, which I repeatedly tried to pull back to maintain the divine theme. Eventually, I was convinced by some of my friends to see the design to its logical conclusion, which shifted its whole narrative from religious occultism to eldritch/cosmic occultism. The class is much more cohesively themed for it, I think, so it was definitely the right call.

However, there was still the problem of the stances themselves. Even with the new-found focus on eldritch and cosmic horror, making solid identities for the three stances was proving difficult. The body stance was working fine, and soul was…passable, but the mind stance was struggling to find use. A defensive-oriented path only gets you so far by itself, and with the class’s primary offensive capabilities being pushed into either body (for melee combat) or soul (for spells), it was clearly the weakest of the three.

Rather than trying to keep all three stances, we decided to drop the Soul stance and move to just two: body and mind. The justification for this was that most cosmic horror doesn’t really recognize the soul/spirit as a major theme (being largely an undermining of human faith in a just or moral world), so why would the eldritch-themed class have it as an option? By condensing it to just two stances, we were able to make both feel equally useful, spreading offensive and defensive capabilities between the two but from different directions (body stance being physical offense and defense, and mind stance doing the same for magic).

The different “insights” for each binding were, of course, the main draw to the class, so they had to be pretty flexible and also flavorful. Many were obvious choices, like giving natural attacks or resistances to certain effects. I managed to bring back the “debuff yourself for power” options through a few insights based around confusing yourself, which is risky but interesting. I had a lot of fun designing and re-tooling effects to be more eerie and unnerving: the Erratic Motion insight, for example, could easily have been just a sudden burst of speed, but having it be a weird slide (like the Kos Parasite from Bloodborne, if you’re familiar with it) took an otherwise useful-but-standard effect and gave it a much cooler theme.

Beyond that, it was rounding out the ritual theme and giving some supporting mechanics. I had to bend the rules a bit for occult rituals to work for the class (normally they’re only 4th level and up, and the DCs are like 25 + level, which is WAY too high for early game) but I think we managed a good solution. Most of its non-binding features were just means to make it better at these rituals, which, given the fact it’s one of the only classes that can make its own rituals, felt pretty appropriate.


With Paths of Magic moving forward, has the cabalist changed any since the playtest?

Well, the core class itself isn’t much different; most of the major issues (like the absurd DCs for ritual magic) were fixed in the playtest. Some insights have been adjusted slightly, but their functions are largely the same. The class’s spell list, of course, got expanded even more, including six new “duality” spells that are exclusive to the class. These spells have their function change depending on whether you are in the formless body or opened mind binding, like pulling an enemy towards you when in formless body, or pushing them away when in opened mind.

Like each new class in Paths of Magic, the cabalist is getting five archetypes to customize its abilities. The alienist gets the ability to have an aberration-formed eidolon (remember earlier when I mentioned stories about rituals to summon monsters?), and even grant it a few insights in place of evolutions. The mutationist archetype trades away its usual bindings for always-active natural attacks and ways to mutate itself, eventually gaining the ability to “wild shape” into aberrations. A third archetype, the zealot, hearkens back to the older concepts of the theurge: it trades its psychic spells for divine ones, but limits its ritual magic to only work with spells from their deity’s domains.

There’s also a few magic items coming their way, too. The forgotten grimoire gives additional bonuses on ritual checks, and teaches the cabalist several rituals from Occult Adventures (like fugue of oblivion) while also letting him use ritual magic to cast contact other plane or contact entity to call upon eldritch horrors. He also gets the robe of forbidden insight, which lets him mix one of his insights from each binding into the other: a pretty powerful effect and highly desirable for most cabalists.

The updates continue every two weeks! See you all then.

Paths of Magic Development Blog #7 - The Vanguard

Today’s development update looks at the creation of the vanguard, goals in its design, and where the class is heading for Paths of Magic!


The Vanguard, by Danielle Sands

The Vanguard, by Danielle Sands

The vanguard went through quite a few design changes in the original development of Path of Iron. Originally, the only requirement for the class was to be the book’s primary “metal mage”: a spellcaster that would get a big chunk of (if not most of) the new spells in the book. As such, the first draft of what would become the vanguard was called the “Metallurgist” and focused exclusively around magical object manipulation.

The metallurgist was still a 0-6 spell caster, and had the ability to imbue contingent spells on its equipment, which was inspired partially by the 3.5e artificer’s ability to infuse spells onto equipment. It also had an “empower” feature which worked like a sort of hybrid between an inquisitor’s judgement and a magus’s arcane pool. Empower could enhance gear like arcane pool with basic +1 to +5 bonuses, but also had a few more thematic enhancement abilities like inquisitor judgements instead of just adding armor/weapon properties. For example, one enhancement would grant a suit of armor a barrier that granted its wearer temporary hit points, while another would let you telekinetically threaten with your weapon from a different location. Some of these ideas got retooled into the vanguard’s augmentation/resonance mechanic, but not many. This version of the class was eventually scrapped due to lacking a real identity: in a lot of ways it felt more like a more restricted magus or warpriest.

The second design was the first to the use the “vanguard” name, and was where I first tested out the idea of having a construct-based companion. In this version, the companion was called a “servitor” and functioned more like a mindless golem servant. The class also got separate inventions every two levels, which could be gadgets, tools, or upgrades to his equipment or servitor (writing this out, it’s kinda funny how close this is to the new Inventor class coming up in Pathfinder 2nd Edition).

Despite overall liking the way this class felt and played…it was almost entirely scrapped, save for the construct companion and a few ribbon features (like mending touch, which became the default ability for construct companions, and the Intuitive Construction ability). The reason? It didn’t have spellcasting!

I often have this problem when iterating on class designs, which I usually call “letting the design get away from you”. I go in with a goal in mind (i.e. “I need a class that uses metal magic”) and end up getting some new idea that sounds pretty good. Then I iterate on that one, and the next one, until eventually you end up with some newfangled class that completely misses the original goal you set out to do. This happened…at least three times when writing the Path books (with the elementer, vanguard, and nightblade, for sure).

So it was back to the drawing board. I really liked the idea of the construct companion from the last version and kept it; it gave the class a core mechanic to centralize around and it had a stronger identity than the metallurgist did. The imbue ability from the metallurgist design was also brought over. And while that was all good, it still didn’t really have a role in a party. Two mid-BAB combatants meant it would at least be passable at combat (and when combined with imbue would give it pretty good action economy), but every class in Pathfinder is at least decent at combat. What was the class’s role in combat? Damage? Defense?

I decided that combat support was a good way to take the vanguard. Being a “metal mage” meant it got nearly all of the spells that enhanced equipment: magic weapon, magic vestment, keen edge, etc…most of which are combat buffs. Object-based magic also means it could easily get a sub-set of abilities for crafting, and would surely get spells like crafter’s fortune and fabricate. So I leaned into that with the upgrade mechanics to the construct companion, creating the dual system of augmentation and resonance. The augment would give a baseline ability to the construct, with the resonance (in most cases) providing buffs to the team. The construct companion was also given a few distinct build options (combat, magic, and scouting) that the vanguard could build into to give some more diversity in augments.

With that, the class found a clear spot in a supporting role (maybe not a primary healer, but similar to a combat-focused bard) with good action economy, a unique companion, and a thematic spot as the featured spellcaster of Path of Iron.


Now, where does the vanguard go in Paths of Magic? It’s already a pretty solid support class with a good number of options.

In fact…it’s a bit too good.

The vanguard is actually getting a few targeted nerfs. Namely, in the capabilities of the construct companion, but it’s also getting a key early game buff.

First, the companion’s base stat total is being reduced slightly (it’s 14 in one score is now a 13). More importantly, base forms now only have the two primary scores (STR/DEX for combat, DEX/CHA for eldritch, and DEX/INT for scouting); the “secondary” score that previously got a +4 over the companion’s levels has been removed.

Augments have now been given prerequisites that broadly correlate to the three companion forms, much like how the magic augments had a Charisma requirement in Path of Iron. Combat-focused augments now have Strength requirements, while scouting-focused augments have an Intelligence requirement. Each companion’s stats are arranged in such a away that, by taking the Ability Augmentation augment, they can reach 14 in one of these scores (i.e. a Scouting companion that improves their Strength can get the first few combat-focused augments) but it won’t be as much of a free-for-all as previous and requires purposeful investment. Vanguards can also no longer use resonances while a companion is shut down (previously they could, but it used 2 daily uses), so it is crucial for vanguards to keep their companions functioning.

The last major nerf is a big change to the vanguard tactics class feature. Previously, this granted the companion ALL teamwork feats the vanguard has (similar to a hunter), which when combined with its good stats and defenses made it too good at too many fronts. It’s been renamed to “shared tactics”, and now simply lets a construct companion skip any prerequisites for teamwork feats that the vanguard has. This still lets them go for teamwork strategies with the vanguard, but no longer grants them a free six feats when built for it. Keep in mind the vanguard has pretty early access to the enable function spell which can grant “any one feat a construct qualifies for”, so you can still build a teamwork-focused beast, it just requires more work.

However, as a medium construct, the companion now also gets +20 hit points at level 1, which should make up a bit for the fact that healing magic doesn’t work on constructs. Repairing constructs is now a bit faster baseline, and vanguards now have a way to spend a bit of time fixing the construct to restore hit points for free, without having to rely solely on spells or mending touch. The companion’s innate slam attack is now two separate slams (with slightly lower damage, since it no longer gets 1.5x strength).

The vanguard himself is not getting many changes, aside from the aforementioned changed to vanguard tactics. His spell list is, of course, expanding quite a bit to give it a bit more flexibility. Some key additions like remove fear and break enchantment help improve its role as support, and it’s been given a few more utility spells like comprehend languages, locate creature, and clairaudience/clairvoyance to help flesh out the scouting role.

It also is getting two new archetypes. The constructor is the “Pack Master” for the vanguard, allowing him to control multiple companions instead of just one. The “siege commander” is a big overhaul of the class, replacing the construct companion with a deployable turret and granting gunslinger (or bolt ace!) deeds.

As usual, we end the post with some previews of upcoming content. In this case, here are a few of the new augmentations you’ll have available to customize your construct companion.

Until next time!


COMBAT ANALYSIS (SU)

Prerequisites: Level 7, Intelligence 14

Effect: The construct companion’s vision is enhanced via divination magic to better assess opponents. The companion gains a competence bonus on Knowledge checks to identify a creature equal to 1 + half its Hit Dice and can make such checks untrained.

Resonance: The construct fully divines the weaknesses of a creature within 60 feet of it that it can see. If the construct previously failed to identify (or has not yet identified) that creature with a Knowledge check, it makes one immediately to identify the creature. If it identifies the target (or already had identified it previously), the construct learns the target’s current Hit Points, its lowest saving throw, what damage type bypasses its damage reduction (if any), and any vulernabilities it has (including general vulnerabilties to damage types or specific vulnerabilities, such as a wight’s weakness to raise dead). The resonance lasts only as long as it takes to make the Knowledge check, but any learned information is retained afterwards.

POWERFUL CONSTRUCTION (EX)

Prerequisites: Strength 10

Effect: The companion has a heavy frame, letting it carry and lift more. Its carrying capacity is doubled (including how much it can lift, drag, or carry). The companion’s increased bulk also grants it a +1 bonus to its CMB and CMD. This bonus increases by +1 at 7th, 13th, and 19th levels.

Resonance: The companion’s build grows massively in scale. This causes the companion to grow one size category (as enlarge person, but affecting a construct). This resonance lasts for 1 minute per vanguard level.