Converting the Witchwarper to PF1: Paradigm Shifts (Part 1)
Posted by Owen K.C. Stephens
Another post working on our PF1 witchwarper. We’ve tackled all other elements of the class, at least for a first draft, so it’s time to look at paradigm shifts. We need to make sure the class feature’s language is PF1-compliant, and then start defining specific selections.
One thing that sticks out quickly when looking at paradigm shift compared to similar PF1 class features (such as rogue talents and with hexes), is that paradigm shifts are broken into much more tiers (requiring you be 2nd level, 4th, 7th, and so on through the class levels), whereas Pf1 abilities similar to this tend to mostly break into two tiers (1st-10th level, then 11st-and-up), with just a few having other class level minimums. There’s no real game balance reason you’d have to convert to fewer tiers, and it can actually increase choice paralysis (since when you first have to pick, there’s a larger number of abilities available). So, my starting position is that I’ll leave paradigm shifts broken into more tiers with fewer choices in each, but like everything I may revisit that later.
For now, here is the class feature entry that explains how paradigm shifts are gained, and how they work.
Paradigm Shift – (2nd)
Paradigm shifts represent your ability to briefly install pieces of alternate realities into your own, subtly or radically changing your surroundings for a time. You learn your first paradigm shift at 2nd level, and an additional paradigm shift every 3 levels thereafter. Paradigm shifts require you to be a certain level to learn them and are organized accordingly. You cannot select the same paradigm shift more than once unless it specifies otherwise.
Unless otherwise stated, the effects of a paradigm shift last for a number of rounds equal to your witchwarper level. If a paradigm shift allows a saving throw to resist its effects, the DC is equal to 10 + half your witchwarper level + your Charisma modifier.
Starting at 4th level, your ability to shuffle these realities improves. Upon gaining a witchwarper level (including at 4th level), you can swap out one paradigm shift you know for a different paradigm shift of the same level. You can instead select a paradigm shift of a lower level, but note the level of the original paradigm shift so that when you later swap out the same paradigm shift at later levels, you can select any paradigm shift of the original level or lower.)
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About Owen K.C. StephensOwen K.C. Stephens Owen Kirker Clifford Stephens is a full-time ttRPG Writer, designer, developer, publisher, and consultant. He's the publisher for Rogue Genius Games, and has served as the Starfinder Design Lead for Paizo Publishing, the Freeport and Pathfinder RPG developer for Green Ronin, a developer for Rite Publishing, and the Editor-in-Chief for Evil Genius Games. Owen has written game material for numerous other companies, including Wizards of the Coast, Kobold Press, White Wolf, Steve Jackson Games and Upper Deck. He also consults, freelances, and in the off season, sleeps. He has a Pateon which supports his online work. You can find it at https://www.patreon.com/OwenKCStephens
Posted on April 5, 2022, in Game Design, Pathfinder Development and tagged Base Classes, Fantasy Starfinder, Fantasy Witchwarper, Game Design, gaming, Geekery, Pathfinder First Edition, PC Options. Bookmark the permalink. 1 Comment.
I’ve had problems making my witchwarper in Pathfinder 2E feel solid. I’d love to see examples.