Red Mantis Magic tells us You have learned limited divine magic from your Red Mantis training. You gain the Cast a Spell activity. You’re a prepared spellcaster, able to prepare two cantrips and one 1st-level spell each day. You prepare these spells from a Red Mantis assassin spellbook, similar to a wizard’s, containing three cantrips and two 1st-level spells. All the spells in your Red Mantis assassin spellbook, from this and later feats, must be either transmutation or illusion spells from the arcane spell list or a spell from the following list: clairaudience, clairvoyance, darkness, dimension door, modify memory, obscuring mist, paralyze, see invisibility, true strike. Regardless of their usual magical tradition, your Red Mantis assassin spells are divine spells, as are any Red Mantis focus spells you gain. So can they use any arcane spell wand, or just any wand that has their specific spells or arcane illusion/transmutation? Or no wands? Or Divine wands?
I'm looking to sneak up as close as possible to trap up the place. And I was wondering if setting up the snare while invisibile makes it 0 information you did something there, as opposed to some information when you do it visibly. It's definitely a bit of a bummer that it ends invisibility (I guess I was hoping that it was more like: fireball can cause immediate harm, even if you don't see anything in that space)
Hythlodeus wrote:
I haven't played too much Starfinder, so I'm still getting over the vehicle learning curve, but that's something I don't expect much of in PF2 anyway. I didn't have any big problems with the class design (Solarion was interesting in concept, but Graviton mode felt quite underwhelming in comparison to Photon), or the way multiple attacks work now (as basically a natural Rapid Shot). I didn't have a huge love for wealth remaining a secondary exp track with leveled items, so I'm hoping to see that handled a little more differently.
This is very exciting. I never expected Pathfinder 2, since it seemed like the premise was a forever-edition in the 3.5 style, but I'm sure there have been a lot of lessons learned that can't be implemented in any other way than a new edition, and I look forward to seeing what the Paizo team creates.
It's a little too much. No reason for abilities to upgrade at certain levels. Magic Resistance especially should be avoided (Yuan-Ti are overtuned for PC use). Pan Pipes aren't tuned for PC use either. Maybe if it's 1/LR. Ramming is stronger than the Lizardfolk bite, but it's probably okay mechanically. I suppose it's power-spikey for low level monks to attack for 2d4 twice instead of 1d4 twice.
Are you referencing Fey Ancestry here? The immunity to magical sleep and resistance vs. charms? Defensive abilities like that are different from active abilities. Proficiency is relatively easy to have, advantage (especially consistent advantage) is difficult. Advantage is roughly +5 in value. I can see how this might seem strange, but it's a very deliberate thing 5e does. Elves also have Keen Senses, which means skill proficiency in Perception. When they want to show a race as being exceptional at something, they give it pseudo-Expertise. That is, they can make that skill check using twice their proficiency bonus rather what they normally might get. But this is used for fringe cases. Dwarven Stonecunning gives them this bonus to History checks relating to stonework, for example. Races don't get this to common skills. An example of that for your races would be anthrozoomorphic rapport allowing them to add twice their proficiency bonus (instead of their normal proficiency bonus) when it comes to Animal Handling their type of critter, but not for Perception checks.
Oh absolutely, they should not get more attacks than other martials, since their single attack is going to be stronger than another class's single attack. What do you think about the Paladin's Smite ability?
I actually think reflavoring the Paladin would hit those notes well, since between their class feature, and the Smite spells (which deal some extra damage and have some status condition), you're pretty close to the Magus.
True that small things like that you probably won't scent out, but I think some of those examples (ex. finding a specific paper in a stack) leans towards Investigation rather than Perception anyway. For awareness of enemies, the main use of perception, there's nearly always a scent. Hobgoblins don't have free sneak attack at all in Volo's. They have a feature called "Saving Grace" which is a short rest recharge ability to get a bonus on a failed d20 when you have nearby allies watching. I do highly recommend doing away with skill advantage coming from race, as opposed to free skill prof from race. Maybe we can look at refining them one at a time.
Whoops, I meant "Shocking Grasp", but I'm glad it made sense anyway. It certainly would be best for balance if they could not attack 3 times, since that's something special the Fighter gets to do (or the Berserker Barbarian pays a high price to do). Right out of the gate, this is a high damage class, hitting for 1d8 more than others (and preventing their reactions allows you to dodge aside). Have you seen the cantrip spells Booming Blade and Green-Flame Blade, which when cast allow you to immediately make a weapon attack roll with a magical rider? If so, what are your thoughts about how they would interact with a Magus class?
So, you've got hurdles. Touch attacks don't exist in 5e, not in the way they exist in 3.x. There's no Touch AC. There are melee spell attacks, that target the same AC as everything else. So here's an example to try to understand what you want better. Say the Magus is lvl 5. Cast Shocking Strike into a longsword, attack for 1d8 slashing + 2d8 lightning + Str.
Kobolds are in the monster section of races in Volos, so they're not strictly balanced against PC races. Hence we see penalties. You've put up a lot of work. Here's a tip though, constant advantage/disadvantage to things is pretty rare in 5e, so I'd avoid sticking it onto races. Catfolk - Check out Tabaxi and use that as a base to build subraces for. At the least, Keen Scent isn't for PCs, free skill prof in Perception is. You've used short hand so I'm not sure what you consider claw attacks. Is it an upgraded damage die for Unarmed Strike? Changeling: Should be speed 30, or else there's an optimal non-hag parent choice. Hobgoblin: Refer to Volo's. +2d6 every turn is nuts. --- Okay, I'm happy to continue reviewing your work, but I think at this point my number one recommendation is to check out Volo's to get a sense of how other races are done. That should give you some solid perspective for revising.
SmiloDan, the DC scales with proficiency bonus. The damage is a little better than cantrips, a little worse than Burning Hands (which is a very close comparison). If the ability feels too weak in damage, I'm not sure how allowing people to use it more often is going to help. If the situations where you can hit enough enemies with it for the damage to be good enough is rare, having it recharge on a d6 or at-will won't solve the core issue as experienced.
I'm not a huge fan of Kensei monk, because it feels like every other monk is "punch stuff, and unique abilities" while Kensei is "punch stuff and/or stab it". I was hoping for some cooler tricks. That said, I really like the book.
I agree that a good addition to Sorcs would be some freebie spells each level, such as a Cleric's Domain spells. For Dragonborn, how many targets should the breath weapon hit to be better than a weapon attack? At levels 1-5, it deals 2-12 (7 average) damage to X opponents, save half. A greatsword attack (let's say 1-4, since there is a level offset between Extra Attack at 5 and Breath scaling at 6) deals 5-15 (10 average) damage to 1 opponent (0 on miss, 5% to crit). So on average, if you catch 2 people in the breath and they fail save, you've done more average damage. If you hit 3 people and they all make the save, you've done equal damage. That seems about right to me. Of course, there's a lot that can be done to tilt the odds in the favor of weapon attacks. Class features and feats that apply to it, but not the breath weapon. That was some quick math, but if people are interested I'd be happy to find some time to make a spreadsheet of breath vs. weapons. Of course, that's just numbers. There's no measure besides personal for considering the utility of using breath to harm enemies just out of reach, to kill someone that's low and harm others at the same time, to target a vulnerability or to avoid a resistance (particularly when lacking magical weapons), to cause unavoidable damage to force a caster to roll concentration, or on the flipside the obvious power of stacking damage onto one target at a time. For Frenzy, proceed with caution. It is a very powerful ability. That said, if you do run it with short rests removing exhaustion stacks, I'd be curious to hear how it goes (and how often your party does short rests a day).
Augh, the internet ate my post! I'm going to redo it in brief: Dragonborn: They're fine, they could use darkvision but they're currently one of the 3 races in Core that lack it I believe. The Breath weapon adds an AOE option to characters that often lack one since they tend towards warrior classes. If I gave them a buff, it'd be a free social skill proficiency. Orcs: They're essentially Half-Orcs but with the very powerful Aggressive feature if you take out the Int penalty. I'd just reflavor half-orcs as orcs if you want 'em in. Frenzied Berserker:
Sorcerer:
MagicA wrote:
That's one of the few things Black Hole has going for it, it's friendly to friendly meleers (and it gets better when you position enemies into multiple folk's threaten zones). @Tarik: Supernova is excellent. I expected it to be underwhelming and to go unbalanced into Photon powers but it's always been a high performing ability, crisping goblins and space pirates.
HWalsh wrote:
Yeah, that's what I've been talking about getting, but it's at the expense of using that feat for DR which seems to be the popular suggestion.
Fire Resistance mitigates the on-fire effect from laser crits. We face a lot of space goblins, probably due to the low number of options currently available. There's also the occasional pistol fire from space pirates, but it hasn't been as dangerous since they don't have the numbers for it, and KAC is naturally higher. My experience has gone a long way in showing me how useful the energy resist of Solar Armor would be, because lasers are popular in space.
It might be the lack of a Bestiary, but my Solarion keeps getting shot by lasers and set on fire. With his poor reflex save and lower EAC, I'm heavily considering picking Fire Resistance instead of DR, when I get to lvl 5. Is the item level of the Solar Weapon listed somewhere? I feel like I must've skimmed by it at some point, wondering for Fusions.
Slurmalyst wrote:
Our group only has 3 players, and we naturally came to cover the first two tiers as you've put them. We now have an AI doing the Science Officer role. My Solarion often starts combat trying to taunt the enemy as Captain and making a quick shot (with the penalty), then moving to Gunner full time.
So, a friend hopped in to guest star this session, and he wanted to play a Solarion so we copy-pasted mine and gave him Graviton stuff instead of Photon. Black Hole feels a lot worse than Supernova. Supernova wipes goblins, or hurts them a lot even if they save.
I think going forward, our group might buff Black Hole in some way, make it more reliable. Maybe remove the save, since after all you have to charge up so long to use it. Dark Matter didn't do anything for him because everyone had lasers, which also was unfortunate. Maybe things will get better when the Bestiary comes out, because right now Fire Resist looks better than DR.
Good point, activating the armor is vital but very easy to do after the first nuke, since Starship Combat turns are longer than normal combat rounds, it shouldn't interfere with your crew function. My interpretation was that you save vs. Radiation Poisoning for each round you are in an irradiated environment, regardless of whether you fail or succeed on prior saves.
So this is something my group struggled with, because the rules are pretty spread out. Hopefully we got it right, and this can help others. The section on radiation begins on p. 403, and continues into p. 404. Each round you are exposed to radiation, you are exposed to it as a poison, and make a Fort saving throw based on the level of radiation you are in, lest you progress down the Constitution Poison track on p. 415. Also on p. 415, note that upon initial exposure to radiation (or any type of poison), whether you make the save or not, you lose HP equal to the DC - 10. As written this bypasses Stamina. If you have failed 2 saves against Radiation (poison) and are Impaired in the Con Poison track, not only do you have -4 to Fort saves and some other stuff, but you also risk getting Radiation Sickness (DC 18), per p. 404. I believe each time your state deteriorates due to the poison effect, you risk catching Radiation Sickness again. We were confused for a while because all it said for Effect was that "Radiation sickness isn't contagious", but it's a Physical track Disease, which means p. 414 details the effects. Also very relevant and at least for us, easily missed, armor provides protection against radiation (poison). On p. 198, you'll see that all armor grants immunity against low levels of radiation, and offers a +4 bonus against higher levels. Level 7 and higher armor protects fully against medium radiation as well, and offers a +6 bonus against higher levels. So those nukes you launch in starship combat, just by virtue of dealing hit point damage by exposing those within to poison, might kill unarmored folks. Probably just the civilians though.
Right, it's hard to determine what happens. 1) I would think that it does not, because Starship combat doesn't present an immediate threat to the characters themselves. Does Stellar Mode activate if the building you're in is getting shelled, but you don't have any control over it? 2) Technically, Starship Combat is a form of combat, so Stellar Mode should activate. 3) Also technically, "Combat" as described on p. 238 is different from "Starship Combat" on p. 317. Starship Combat rounds don't represent 6 seconds as a Combat round does. That's the 1-2-3 of my thoughts on the matter. 3 sounds like rules lawyering, but it also lines up with your expectations of intent (also my expectations of intent).
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