Paths of Magic Development Blog #14 - The Warden

In this week’s Paths of Magic update, we explore the creation and future of the Warden! Released originally in Path of the Wilds, the warden is a defense and support-focused martial character with a supernatural connection to nature itself.


The Warden, by Miguel Angel

The Warden, by Miguel Angel

When starting on Path of the Wilds, the warden as a concept did not exist. In its place, there was a class simply titled “Stance Switcher”. It was intended to have a three or four stances, themed around different aspects of nature. Considered themes included the four elements (air, earth, fire, water), animals, or broad symbolism (land, sea, sky, sun, etc.). Unsurprisingly, the elemental and symbolic stances were both discarded due to their similarity to the elementer and invoker classes in the same book. That left animals as the theme.

Originally, the stances only affected the character themself, and the character was focused almost solely on combat (i.e. damage and defense). However, Pathfinder is already chock-full of martial characters that can hit stuff and take a hit; this class needed to do something else. Thus, I decided to make the “stances” instead auras that would provided bonuses to nearby allies. I called these new auras “wards”, and the warden class name logically followed.

At this point, the customization of the class was inverted from its current design: the warden could learn multiple “ward powers” that would customize each ward (each ward type had its own list of powers). Along side this, the warden gained a number of “Wild Insights”, which gave them a fixed list of broad utility and supporting features outside of the wards’ capabilities. This included stuff like bonuses to skill checks, boosts to initiative, or the ability to cast commune with nature at-will.

As the ward design moved on, I found that the current implementation (that the ward was a self-centered aura that moved with you) to be more limiting than I’d like. Many nature-themed powers that I and my friends would come up with were ones that would cause a LOT of headaches if “mobile”. How do you adjudicate, for example, moving back and forth near an enemy when the edge of your ward is a wall of fire? Many ideas had to get struck down due to the wards moving with the character. Enough, in fact, that I decided to make the wards stationary, instead. Doing so gave us more creative freedom with what the wards could do, since we could more reasonably include area-denial as an effect without it getting out of hand with rules exceptions.

As part of making the wards stationary effects, I also moved to them being fixed ability sets, as well. I originally wanted it to be where you could combine a few effects together (much like with the old stance powers), but it makes a much bigger headache when it comes to balance. Instead of weighing a dozen or so options against each other, you have to consider every possible combination, some of which got out of hand (I remember one combo that forced three separate saving throws every round in a 30-foot radius, and that was just one ward). Moving to a fixed list with a handful of wards that each served a distinct purpose made each one feel more justified (as opposed to having lots of wards with similar-but-slightly-different results). At first these were called aspects, but then I found that the hunter class has an optional rule called “Aspect Wards”, so the name got changed to facets.

With the wards moving to fixed effects, I still wanted to keep some customization in the class. To do so, I created a simple talent system. They were called Verdant Powers at first, but given I didn’t want the class to only be about plants, they eventually got changed to the more broad term “secrets”. Secrets at first worked off a unified resource pool (think like a monk’s ki pool), but that was eventually scrapped in favor of more persistent or at-will effects. When you’re spending an entire class talent to get a niche effect like plant growth (ya know, a single spell for someone like a druid) limiting it to a few times per day felt unnecessary.

From there, the final step (as is the case for most classes) was to add in supporting mechanics. Many of the original “Wild Insights” stuck around as fixed features, such as the bonus to skill checks (now called Nature Lore) or the boost to initiative (which became Protector’s Sense). The addition of the Remedy feature was the most critical, for sure, giving the class actual healing support. This caused me to re-evaluate much of the already-made secrets and facets, solidifying the class as a defensive support specialist.


With the ever-nearing release of Paths of Magic, you’re no doubt reading this less to see me ramble out design choices and more to see the actual content for the book.

The core warden features are largely unchanged. There were updates (and nerfs) to a few abilities, which were recently incorporated into a 2nd printing of Path of the Wilds. The eye of the storm ward got changed from control winds to fickle winds; a much needed reduction in power. The reverence class feature got both nerfed and buffed; it now also effects vermin, but only automatically works if the creature’s Intelligence is 2 or lower. Intelligent creatures are now entitled to a saving throw to negate its effects, making the ability a bit less OP against some high-level threats.

The main additions are, unsurprisingly, more secrets and facets. The warden is going from 20 secrets to 35, giving new abilities for both defense and support, even gaining the ability to resurrect allies at high levels. It also gains a few key secrets for the more offense-inclined wardens, including boosts when using single strikes (including Vital Strike) and a way to enchant their weapon like a magus.

They are also getting two new facets: mist of the valley, and silence of midnight, which are shown below as a preview. Keep an eye out for our next update in the near future!


MIST OF THE VALLEY

The ward is filled with a haunting mist, concealing allies while foes are lost within the fog.

Lesser: A thin mist shrouds your allies in the ward, granting them a 5% miss chance per point of your verdant bonus. Treat this as concealment, and abilities that allow sight through fog or mist ignore this concealment. Allies in the ward gain an insight bonus on Stealth checks equal to your verdant bonus.
Greater: Allies within the ward when it is created are magically shrouded by the mist, turning them invisible (as an invisibility spell). The invisibility lasts on a given creature until it moves outside of the ward, until it attacks, or after 1 minute per warden level, whichever comes first. Once a creature’s invisibility is broken, it cannot turn invisible again in this way for 1 hour.
Grand: The mist assaults the minds of foes that dare cross the threshold. Any enemy that crosses the ward’s edge must make a Will save or be confused for 1d4 rounds. Once a creature succeeds on its saving throw, it cannot be affected again for 24 hours. This is a mind-affecting compulsion effect.

SILENCE OF MIDNIGHT

The ward takes on the aspects of darkness, enshrouding all within with the quiet of night.

Lesser: The light level within the ward drops one step (bright light becomes normal light, normal light becomes dim light, and dim light becomes darkness). Treat this as a 2nd-level darkness spell for the purpose of interaction with spells and effects that create light. Additionally, creatures attempting to enter the ward must make a Fortitude save or become fatigued. This cannot cause a fatigued creature to become exhausted.
Greater: The ward now acts as a 4th-level darkness spell for the purpose of interacting with light effects. Sound (and sonic effects) cannot cross the edge of the ward. Each creature inside the ward when it is created or enters into the ward must make a Will save or be silenced, as a silence spell but affecting only their space. This silence effect lasts as long as they remain within the ward and for 1d4 rounds thereafter. A creature that succeeds on their saving throw cannot be silenced by the ward for 1 hour.
Grand: The ward now acts as a 6th-level spell for the purpose of interacting with light effects. The light within the ward drops by two steps (bright light becomes dim light, while normal light or darker becomes darkness). The area within 20 feet of the ward’s edge has its light level lowered by 1 step, and any creature that move within 20 feet of the ward or starts their turn within 20 feet of it must make a Fortitude save or become fatigued; this cannot cause a fatigued creature to become exhausted. Any creature that tries to enter the ward is exhausted on a failed saving throw, instead of fatigued.

Paths of Magic Development Blog #13 - The Archivist

Today’s update covers the runic class, the Archivist! First featured in Path of Iron, the archivist was the primary user of its rune magic system, which we’ve discussed in the past few blog posts (see Rune Magic part 1, part 2, and part 3). The archivist obviously got some improvements just by the sheer option increase in runic scripts, feats, and magic items…but what about its base features?

Let’s go over how the archivist class was made, and where it’s going with Paths of Magic.


The Archivist, by Danielle Sands

The Archivist, by Danielle Sands

There was always going to be a primary “rune mage”, ever since the concept of rune magic was first created for Path of Iron. Initially, though, it wasn’t the archivist. If you read up a few weeks ago in Part 1 of rune magic, the runes were originally a passive/active ability pair. You would scribe a rune to gain a passive effect, then break the rune to use its active ability. At that time, the rune-based class was called the Sentinel, and was a full-BAB class. Runes were going to be a much smaller, class-specific option rather than an entire alternative system to spellcasting. Once rune magic expanded and evolved to be much larger in scope, a full-BAB martial character no longer made sense, so it was sidelined in favor of a more traditional mage; hence, the archivist.

The role of the archivist was to be rune magic’s “wizard”. However, I also find wizards pretty boring; I've always preferred using sorcerers for the same role. When it came time to create the core features, I wanted the class to sit somewhere between sorcerer and wizard in design (no, not an arcanist). The archivist logically should specialize in a design of runic scripts, like a wizard does for arcane schools, but I wanted the powers it granted to be more involved than a wizard’s and more akin to a sorcerer bloodline in function.

This is where the idea of the “study synergy” came from for each study: a way for to encourage the use of your specialized runic scripts. It served a similar role to a sorcerer’s bloodline arcana but was designed to promote the frequent use of rune magic’s charge/overload mechanic. The study abilities similarly play a more prominent role in the archivist’s abilities than a wizard’s school usually does, making the different study options feel a bit more distinct.

From there, a couple of supporting mechanics were needed (not just to make the class a bit stronger, but also to not have such large gaps where you got no new features). Bonus feats were an obvious choice as an easy-to-apply boost. The second addition was the Altered Script power, which was suggested during playtesting. The runic charge system was fun, but some script designs (such as alteration and creation) had a much bigger reliance on having a variety of charge types to get their full effect, while other designs (such as destruction) were more easily self-sustaining. The altered script ability granted archivists a way to utilize a broader spread of runic abilities without feeling behind the curve compared to more focused builds.


With all that said, the archivist is seeing some major updates in Paths of Magic. Even outside of the class itself, just the major changes to rune magic in general, as well as the addition of more scripts, feats, and magic items means the class will have a lot more to work with. The class now also has the “Enhanced Fundamentals” ability. This ability was previously part of some designs for archivist, such as destruction, that caused the fundamentals of your chosen study to always be overloaded with runic charges. This has been removed from the destruction study and made a baseline feature, so now every archivist gets more mileage out of their basic scripts.

Some designs have seen changes, as well. The spell resistance from Creation has instead been moved to Destruction study, since with the updates to runic scripts “anti-magic” is now part of the Destruction design (as you “destroy” the magical effects). In its place, the Creation design now has the Warding Sigil ability, which makes your created objects, barriers, and constructs more durable while increasing your own defenses, to boot. Invocation’s study synergy now grants a morale bonus to saving throws, instead of granting energy resistance; the energy resistance is now granted as the 2nd-level study ability, giving the archivist scaling energy resistance whose type can be changed when you overload a script.

There’s also additional archetypes and changes to the existing “focused studies”. The Inheritor archetype has your runic scripts appearing as magical tattoos on your body, which are fueled by your Charisma instead of Intelligence. This returns the archivist to its original mechanics (of always having your scripts prepared), making it effectively a “spontaneous” caster. The Myrmidon archetype goes the opposite direction, losing a significant amount of its daily magical castings to gain a 3/4 BAB, d8 Hit Dice, and better armor and weapon proficiency. Some focused studies were updated to reflect the changes to rune magic on the whole (the “Counterscript” study is now the “Unraveling” study, for example). Some focused studies have been replaced entirely, instead, since they…kind of weren’t good. The Plant study in particular was deemed weak enough to be scrapped and instead replaced with the new Blessing focused study for Invocation, which grants bonuses to aid another checks and the ability to sacrifice scripts to force enemies to re-roll attacks against your team.


We’re on the home stretch at this point! Only a few more development updates remain before we’re ready to announce the release date of Paths of Magic. Until next time!

Paths of Magic Development Blog #12 - Rune Magic (pt. 3)

In this update of Paths of Magic, we discuss how rune magic is being brought to the masses! If you read our first post on rune magic, you know that one of the goals of Paths of Magic is expanding the rune magic system to work with more characters. Let’s find out how.


Negation, by Kendal Gates

Negation, by Kendal Gates

Rune magic works…fairly close to existing spells as-is. Many of their effects are similar (if not outright identical), but with the addition of the “runic charge” system. There’s also the issue that runic casters don’t have spell slots in the traditional sense; they instead can cast each script they have prepared a certain number of times based on their level. This means that there needed to be a conversion between existing caster’s capabilities and rune magic.

To do this, there are now three “types” of runic scribes: major, intermediate, and lesser. These are the equivalent of your “full caster”, “half caster” and “third caster” that normal spellcasters are often called. For example, the arcanist, cleric, druid, oracle, psychic, shaman, sorcerer, witch, and wizard are all “major” scribes and can cast scripts of up to 9th level. Your scribe type also determines how many runic scripts you can cast of a particular level, how many casts you have for each script you prepare, and how many runic charges you can accumulate.

Each existing class has been given a script list for that class. The archivist from Path of Iron still gets to use all 180 of the runic scripts in the game (making it arguably the most flexible runic scribe), while other classes get a subset that keeps a similar vibe to their initial spell lists. Clerics get primarily supportive scripts, while the magus is mostly offensive scripts, to name some examples.

While this makes a decent baseline, there’s a lot of class mechanics that would get lost in the transition, such as bloodline spells for sorcerers or spontaneously casting cure spells as a cleric. So, I added in rules to cover as many scenarios as possible. To start, there are some “generic” rules for classes, which are summarized as:

  • If a class gains additional spells known from a class feature (such as a sorcerer bloodline or witch patron), they still learn those spells. They may cast a spell learned this way by spending a casting of a runic script of the same level or higher.

  • If a class has a feature that grants additional spell slots for specific spells (such as a cleric’s domain slots), they still gain those spell slots at the appropriate levels, but not any other spell slots from their base class.

  • If a class has the ability to spontaneously convert a prepared spell into another spell (such as a druid casting summon nature’s ally) they can spontaneously cast that spell by spending a casting of a runic script of the same level or higher.

  • The DCs and effects of spells gained from any of these features are resolved as if the character could cast spells normally (i.e. 10 + the spell’s level + the character’s ability score they use to cast scripts).

In addition, there are some class-specific conversion rules. For example, clerics gain a creation runic charge when the spontaneously cast a cure spell, while bloodragers and sorcerers are presented with alternative feats in place of Eschew Materials (since they won’t need it as runic scribes). These broad rules work for the vast majority of case, and should help GMs convert options that don’t have an explicit conversion presented in the book.

However, while this covers the ability to cast rune magic, it doesn’t give much room to grow for those characters. They still need feats and magic items!

The number of feats for rune magic has nearly tripled, going from 13 feats to 35. This includes new metascript feats, feats for the more martially-inclined scribes (such as an equivalent to Arcane Strike), as well as some neat tricks involving specific runic designs and runic charges. The Fluctuating Sigil feat, for example, lets you take a 5-foot step whenever you cast a Manipulation script, while the Runebound Equipment feat improves any items that you’ve scribed your runes upon. There’s also now a feat for Runic Crafting, allowing a runic scribe to use rune magic to fulfill the requirements for typical arcane/divine magic item creation more easily.

Magic items have similarly grown in number. Path of Iron featured a mere two wondrous items, one weapon and some metascript rods. Now, there are multiple new armor properties, weapon properties, unique weapons/armor, rings, more wondrous items, and also the addition of a dozen rune staves. These are made with Craft Staff just like normal staves are, and can be used to cast runic scripts. They generate runic charges and can be overloaded, too, which should make them a big addition to any scribe’s arsenal.

With that, we’ve covered most of the new features of rune magic. From here out, we’ll be speeding up the release schedule of blog posts, starting next week with the creation (and updates) to the archivist for rune magic!