It's clearly more powerful than most, maybe all other traits, and it's more powerful than all the improved save feats, still doesn't shatter the game.
I'd argue that the Torag "can't be caught flat-footed" is more dangerous on a lot of things (you can always emergency force sphere, for instance)
Then there is the counter argument. Are things that keep people from dying bad?
It's more powerful than all other traits, and it's more powerful than all the feats that do a similar thing. Therefore it is overpowered.
That being said, it's not going to ruin anyone's play experience, and it's only an insurance policy against rolling bad.
I don't enjoy killing PCs, I also don't enjoy PCs killing all the monsters in the first round, this trait helps prevent the first one, and doesn't contribute to the second one. I don't think it needs to be banned.
I do agree it's clearly powerful enough to warrant a ban, if we're banning because "it does what feats do, better than the feats that do it".
As john said there are 3 relevant clarifications, also the line of text that Bob quoted from the guide.
Because of those things I wholly believed the ifrit boon could be added, and answered that way to one of our GMs. After talking with Mat, I agreed it was a grey area, and asked here.
I firmly believe that it SHOULD work as Bob, Patrick, and many others have mentioned, but I'm not confidant it DOES. I'm asking for a clarification because I think it's a separate enough issue to warrant one.
Counterspell is very strong, but you're still eating your immediate action, and a spell slot. The jury is out on this one for me (not if it's good, it's definitely good, I'm just not willing to say it's too good)
dispel magic isn't capped at +10 anymore.
Prince of Knives wrote:
So if you end encounters with 1 spell, I tend to use 1 or 2 spells (unless we're not counting the Imp's wand, then 1 spell).
You're also saying that picking the correct spell for the enemy is what wins fights, presumably we're talking higher level spells here, unless it's just persistent slow, then well... winning.
Wizards do this better. they just do, unless there are a whole bunch of the same enemy a million times in a row, and the spell I prepare a couple copies of (summon monster) can't beat them all. Oh wait, that never happens.
HOWEVER if the argument is. "I only need powerful spells against other casters" well golly, arcanist does it better. I'll accept that argument.
Still, from a practical perspective they a straight up WORSE for almost half the game. any time they are behind on spell levels, they are just worse, sorry it's true.
If we're focused on combat spells, sorcerer's do it better, they get plenty of spells to consistently divine/port/summon repeat. they also have the slots to do that many, many times.
Arcanist is a good class, it's a good balance between sorcerer and wizard. it's got a niche, the reservoir is nifty, the CL/DC thing is strong.
I'd say it's more powerful than sorcerer, less powerful than wizard. Possibly more powerful than both at 20, though I still think it's close.
9th level spells are a big deal, wizards will have 7 prepared at 20 they probably don't need to double up on any of them. 7 options is more powerful than 3 options 6 times total.
Now on to talking about the class and not it's relative power to sorcerer's and wizards.
on to the class.
Lightning Lance: The arcanist can create a lance of lightning by expending one point from her arcane reservoir. She can make a ranged touch attack against any one target within 30 feet. If the attack hits, it deals 1d6 points of electricty damage plus 1d6 points of electricity damage for every two arcanist levels beyond first (to a maximum of 10d6 at 19th level). The target may attempt a Reflex saving throw to halve the damage.
Spell tinker makes things last forever.
Reservoir points cost 2000gp (runestone of power) for an "every day" option, I think that is a fair price, but worth noting.
The counterspell option is awesome, I absolutely love it.
I would argue that the ability to suppress spells could be it's own ability, Spell tinkerer is already good enough. It should also only be able to alter a given spell effect 1 time. effectively permanent long duration spells is an issue.
That's all I have for right now. I am VERY happy with this revision, it's something that looks like enough fun to play that it can pull me away from playing wizards. I still maintain that it's less powerful than a wizard overall, but that puts it right up there with EVERYTHING.
Alex McGuire wrote:
Question: What slot does it count as? Is it a body slot (IE a robe), or a cloak slot? If it's a body slot you could get one as a flavor thing and still get a normal cloak of resistance
Also it's a Shoulder's Slot item (like the cloak) not a body or chest slot item. Really, just buy a cloak of resistance.
really, it's just a bad item.
Robe of the pure legion is not printed in Inner Sea world guide. Port Godless has the full version of the item, however. You would need to bring a print out of page from Port Godless.
However, all the stats for the versions of it are in Port Godless, I would assume you can upgrade it, as it follows the rules for up-gradable items.
I would caution against it, however. Mechanically it's not a very good item. Never works against environment or poisons, never works against traps (exception being glyph or symbol spells cast by a evil caster)
You only save 25%, it's simply a huge negative trade-off, imo.
Following the logic of the rules, with a copy of the page from Port Godless, I would say. Yes you can upgrade a robe of the pure legion.
Edit: Also it's a Shoulder's Slot item (like the cloak) not a body or chest slot item. Really, just buy a cloak of resistance.
Jeff Merola wrote:
Source? I can't find this item outside of the +1 Robe of the Pure Legion on Heresy of man part 1.
Chris Mortika wrote:
I agree, Phalan. As a player, I can get a good sense about whether the GM has done her homework for a scenario or not, based on whether she has stat blocks handy, or has to go digging.
Preparation is one of my major weaknesses as a GM (some exceptions, like specials and Eyes of the Ten) but for weekly game days I am pretty bad about it; However I always at least check for stat-blocks :D
Pacing is one of the most important things to me as a player. It has always been a major focus of my GMing.
Not having stat-blocks immediately disrupts the pace of the game, preparing stat blocks is also the easiest thing to do (barring some templates, but most PFS scenario's use easy ones). Sometimes you have to audible scenarios, and run unprepared. In these situations I'll give the PCs a 5-minute break after the briefing to find goods and do my best to pull up the next encounter's creatures in that time. One time I stood in for a GM who was sick, and ran a scenario off my phone and 2 tablets. That was an interesting game :D
The lovely Pathfinder Campaign Setting: Distant Worlds lays out the effects of being thrown into the Sun on page 5.
In the face of the star's nuclear fires, spells such as resist energy, protection from energy, and planetary adaptation are useless—only complete immunity to fire allows a creature to survive the immense heat. Any creatures or items not immune to fire are instantly and utterly consumed down to the molecular level—only spells such as wish or miracle can bring back such victims.
Limited wishes stack (the -7 saves part) as far as I can tell.
So with mind blank and greater invis, and greater heroism for the aura. With no mythic ranks we can get him the old fashioned way, stacking debuffs and shipping him home or to the sun
SR is a bit of a challenge, but +40 isn't too hard.
Alternatively - Elf and robes of the archmage means we don't need piercing spell for 100% pass.
3x Limited wishes, 1x persistent wish or imprisonment. 399/400 wins. Also it's repeatable. even without the Limited wishes stacking it's possible, though it would likely take a few more iterations :D
Have I succeeded in making a Cthulhu crisp to a satisfactory level yet?
Really though, mindblank is a problem. With the mythic craziness we can do it without mindblank, but if you max stealth and have invis+mind blank he can't find you. So sad. Poor Great old one.
Void wizard 20, archmage 10; With Amazing initiative you can Void them for -10, Arcane Surge a Wish (surface of the sun)(MM Rod Persistent). SR is easy (mythic greater spell pen, Robe of Archmage, +2 from surge.
Cthulhu needs a 15+ to save, and has to roll twice. If he fails, the sun instantly kills him on both rounds.
int should be 48 (20 base,10 tome+levels, 6 headband, +12 from mythic tiers+path ability).
I’m looking for things to buy for my wizard. The last time I played a pure caster in the teens we were more on the “things the GM gives us” this time around; it’s a PFS character, with enough fame to buy basically anything (maybe literally anything).
Conjuration (Teleportation) Specialist – 14th level, stuffs.
here's a list of stuff I currently have.
Really? You had to cut generally out of my sentence and link the faq? seems hostile. I mean I said GENERALLY, and MOST in that sentence.
note: I recommended power attack, I wasn't trying to imply they couldn't use feats at all, just more of the good feat chains require a trick investment for the animal to use them. Also your animal not dying is very important.
For anything that's going to be large, Narrow Frame is excellent as well.
Recently I've been looking for tools that help my GMing, or specific things that I felt either really helped pacing, or just overall made sessions more enjoyable.
1) At Gencon I played at Nathan King's table. Someone asked a very specific question about the region, and Nathan promptly grabbed his tablet and found the page(s) on that region and gave us what info there was. I thought this was really cool and helped with immersion.
Recently I was running Quest for Perfection again, and I printed out the map of tian xia, and the pages on the wall of heaven and Goka. Mostly because I thought it was cool to explain more about Golarion :D.
2) At Gamehole Con I played with Kyle Baird, there I learned I need d6's that average 4.5 :D.
What have you experienced in your travels that you found really cool or really useful?
That's perfect. Oh just curious what feats did you have Reptar take?
for my animal companions I tend to take power attack, toughness, and the save feats (starting with reflex). If the animal has solid AC, I'll pick up dodge as well.
Generally on animals you just want raw static bonuses, since they aren't intelligent enough to make use of most feats. Some combat maneuvers are possible, but they really don't give that much in the grand scheme of things.
For Spinosaurus (which I did on my sylvan sorc). I chose Toughness, Power attack, lightning reflexes, Iron will, great fortitude in that order.
I don't think taking armor proficiency is really worth it for sylvan, since you have mage armor.
If you're small you can always go Roc, and just have a flying mount at level 1 :D
more on the subject of playing characters are more levels for the playtest.
Can you open "campaign mode" to all the modules? It would allow people to play the new classes at various different levels. without breaking the normal PFS structure.
With campaign mode coming out for new modules, as well as AP sanctioned portions I don't think it would really change much.
My initial impressions
Arcanist doesn't feel much different than Sage bloodline sorcerer, it really doesn't feel unqiue. I'd like to see significant changes in this class. Currently it's just an alternate sorcerer that gives you less than either sorc or wizard. - I want it to look a lot more like Shaman.
Bloodrager - Primarily a fighter-type, but you use your rage more intelligently, you can use it to pick up certain spells or feats for the situation. A couple of these bloodlines look very interesting, overall I think the class achieves a combat focused hybrid (like paladin) very well.
Brawler - Honestly, it doesn't look that interesting. It's trying to be a full BAB monk, but really doesn't do that well. Hopefully we as playtesters can make some of these abilities really interesting
Hunter - "The" Animal companion class. it does this very well, I like it. I have to see this one in action to say a lot more. It really does interesting things with the animal companion.
Investigator - I'm really happy with this class. It's the ultimate skillmaster, it can even inspire itself! as a combat role it's a little more nebulous. So far I really like what i see, however.
Shaman - I love this class, everything the arcanist should be. Feels unique and interesting, beautifully mends elements of both oracle and witch, and really blends them together into something that feels unique.
Skald - Giving rage powers to those who can use them better. This is very interesting. My initial thoughts are positive, something I'll have to try a bunch of different paths with.
Slayer - a Lot of people want to play rogue's for the sneak attack and/or killing of things side. This is the class for them, it blends those elements really well, and makes a legitimate fighter. you trade slower sneak attack for better atk bonus and special rules. Feels like an excellent class.
Swashbuckler - I LOVE IT. The flavor of gunslinger showmanship, coupled with a good parry ability. This is amazing. It's hard to speak to it from a power perspective, as it's very unique, but certainly is a fun and interesting class.
Warpriest - Interesting blend of cleric and fighter. You trade spellcasting for a lot of combat useable "pseudo spells" being able to augment your armor or weapon to suit your needs is very powerful, also the domains are very cool, and add a lot of flavor to the class. This is a pretty great way to go about things if you want to play a holy man, and still get up in there.
Fair, I was speaking to APs, I would also like to see more modules, they are fun to run.
I don't think it makes sense to sanction things without having the playable with pathfinder society characters.
outline for Wrath of the Righteous:
Sanctioned Portion Wrath of the Righteous: The Worldwound Incursion
Part 4 – conclusion.
Imbued with the magic of a Wardstone: After the Wardstone shattered and it’s remaining magical power imbued you with a power you have never felt before. You have gained a small amount of mythic power, as you progress through the Wrath of the Righteous Adventure Path you will tap into more of your mythic potential and gain more abilities to use mythic power on.
Surge – Attack rolls: The most basic manifestation, and the first one you have mastered, is the ability to alter fate to a small degree. You may spend 1 Mythic Power as a free action to add 1d6 to any attack roll you just made.
Surge – Stabilization: If you are knocked unconscious you may spend one mythic power (no action) to automatically stabilize.
Book 2 forward is slightly trickier. My suggestion for handling the “mythic” powers is simply to give PFS characters the Advanced template (based on what I have seen, that is more than enough to fight effectively vs the mythic enemies.)
The part that takes a lot of time is determining what part should be sanctioned, and coming up with interesting boons.
I would estimate between 6-10 hours of work per book to pull out relevant information and determine what to sanction. I don't know if there would be interest in volunteers, but I'll do a write up for the first book of WoR and give my opinions on how to handle mythic/pfs.
I think with the new success conditions it will trend closer to 5/6, but I'm not paizo, so I have no way of knowing that outside of my own scenarios.
I'd like modules/AP credits to be 5 PP, as that is much more consistent with my findings as a player and GM, but it is what it is. Generally you get more gold to make up for it, so meh.
except that wish is, to some extent, a modal spell.
In this case krune cast wish, chose the mode of "imitate a spell of 7th level or lower from an opposed school"
not create a spell that functions similarly to contingency but functions if even in an antimagic field.
Not "Creates a contingency where the wish attempts to remove a harmful effect that would prevent extra-dimensional travel"
Wish allowed Krune to cast contingency, after that power wish was done, and contingency was cast on Krune choosing dispel magic, and the wording used.
You don't cast Wish to do ALL of the things it lists, you cast wish to do ONE of the things it lists, or something else. In this case it wasn't something else, it was a listed thing.
So the fact that wish was used at all is no longer relevant. Currently Krune simply has Contingency with the specified wording.
As John pointed out up thread, the reason he used wish is that he CANT cast Illusion or Evocation spells.
related, Dimensional Steps, Shift, or a demon using greater teleport?
SLAs don't have verbal, somatic, or material components (like supernaturals).
I would assuming casting dimension door is a "no" because even verbal components wouldn't work while trapped helplessly.
purely mental actions though? Shift and Dimensional Steps both are void of any components.
John Compton wrote:
Ahh, sloth and whatnot. So the stasis effect preserved spell effects on him, that makes sense.