That’s the general rule. The specific rule for each spell overrules it. If it says it crits, it crits in the way it says it does.
I also agree that wizards should have 3 skills + int modifier per level, and that they should have more signature skills (including all lore skills).
Lore skills are always a signature skill, and are also always a terrible thing to invest skill improvements into unless you're really dedicated to your Legendary farmer concept.
Optimized casters generally have around a 50% chance of enemies making their saves against equal level opponents, slightly better for some, but often worse as well. Crit fails are going to be 5% more often than 10-15%.
So call it half.
Disintegrate has about a 50% chance to hit, plus a 50% for the enemy to make the save. So call it 35-40% of that damage.
Fighters hit about 55% on their top hit (which does a lot of damage), 30% on their second hit, 5% on their final hit, and have feats to make that better with reduced penalties, minimal damage on misses, and extra attacks.
Magicians are BAD at HP damage in this edition compared to fighters.
Red Rabbit wrote:
Tripped is just flat footed + one action to stand up again. Disarm can end the fight for good (and requires to draw another weapon, which is also one action)
How does it end the fight? It's only an action for them to pick up an item in their square, and I don't think that you can pick up an item in an adjacent occupied square.
Yeah, what the guy above said.
The item doesn't "take" the damage equal to hardness. Let's look at your 10 hardness example.
Door hit for less than or equal to 10 damage? Door "takes" no damage, no dent.
Door hit for 11-19 damage? Door "takes" 1-9 damage, no dent.
Door hit for 20-29 damage? Door "takes" 10-19 damage, 1 dent.
Right, even if you can add a non-list spell to your repertoire via Arcane Evolution so that you know it, you're still limited to casting spells off your actual spell list, so it's pointless.
Stealthing characters who are scouting in encounter mode do, in fact, roll their Stealth roll for initiative.
Right, the only limits on how many spells you can cast and how many concentration actions you may take are your number of actions in a round. If you have enough 1 action spells/cantrips available you can cast three spells per round. If you have a one round spell that requires a concentration action to maintain, you can eventually maintain three concentration spells per round by using all of your actions.
A _spell_ MAKING an attack (Spiritual Weapon, Black Tentacles) makes a Spell Roll based on your casting attribute. A _spellcaster_ ATTACKING WITH a spell (Disintegrate, Shocking Grasp) makes an attack roll based on the appropriate attribute (dex or str for melee, dex for ranged). In both cases you use your spellcasting proficiency (expert at 12, master at 16, etc.) as a modifier.
And I keep harping on this because they're easy to miss, you can get item bonuses from Spell Duelist Gloves (melee touch) and Spell Duelist Wands (ranged touch).
Everyone is destined for oblivion and recyling in the long run due to outsider death through violence or planar absorption and Maelstrom erosion. Atheism, Groetus, and the Four Horsemen offer the only serious philosophies correctly aligned with the nature of reality. Everyone else is a spiritual dilettante dabbling for a a few thousand or billion years before they suffer the same fate.
Paizo is not in the business of making transportation magic convenient in this edition. Dimension Door only moves the caster, no allies (or familiar) at all, and Teleport will require more than 5 creatures to have two separate casters who then have to try to find each other at the other end.
Personally I think climbing into bags of holding is the solution...
As noted above, your Fighter can only have 23 (+6) Strength at 15th level, not 24. So reduce the gap by 1.
If a 15th level Wizard plans to hit things with his staff rather than cast cantrips he needs a +3 Magic (or legendary mundane) weapon at that point and should be investing in strength up to 18. That gets him a +7, 25% worse than the Fighter. But he can also boost via an 8th level Heroism to get a +10, 10% worse. Add in Magical Striker for another +1 and a damage die increase.
Or he can cast ranged cantrips with an 18 Dex, a +2 (+3 at 16th) item bonus from a Spell Duelist's Wand, and +1 (+2 at 16th) proficiency bonus, for the same +7 bonus as above but against TAC that is 2-3 points lower. He could also invest in a 20 Dex.
At 16th level you can have a +10 against TAC to compare to the Fighter's +13 (he got a +4 weapon at that level) against AC. He's only 0-1 points behind on actual hit percentage, attacks at range, has the ability to exploit weaknesses with proper cantrip selection, but takes two actions and has less damage, especially against a two hand build.
Asmodeus not taking LN clerics is far too counter to Golarion lore to stand. There's even a trait for people from Holomog that lets you treat HIM as LN for your cleric. The Wily Linguist has too strong a role in the world.
Yes, a fringe trait from a fringe book about a fringe country outside the main campaign areas has a really strong role in the world.
I actually ran some numbers on this and at 8th level (19 Int, 18 Dex) if you take a +2 lesser Staff of Divination (760 gp) and cleric archetype to get Deadly Simplicity (Nethys) for a boost to your staff damage you're actually only doing 4d10+4 (avg 26) +15 ranged attack bonus with Magical Striker and Hand of the Apprentice throws vs. 3d10+4 (avg 20.5) +13 ranged attack bonus with Telekinetic Projectile and a +1 lesser Spell Duelist's Wand (500 gp).
Since you can only do Hand of the Apprentice four times and +15 is still a 50% hit (5% crit) chance against equal level opponents this probably isn't worth the extra gold and especially feat investment. At extreme levels and wealth you might be able to retrain and buy this into a better gimmick once you're putting a Heroism (8th) and haste on yourself.
What negative energy *is* is a method to hurt the living or heal the undead. Neither of these meet Pharasma’s spheres of interest.
Normal AoO is more common and triggers on any somatic or material components. Disruptive just adds verbal components and nonspellcasting concentrate actions.
Ed Reppert wrote:
The old prohibition against armor wearing arcane spellcasters was arbitrary and capricious and existed solely to prevent game imbalance. I'm not sure the current "let 'em wear armor" is going to work out without some other way to balance the spellcasters' power, but you have to start somewhere, and for my money it's better than keeping the old nonsense, which is basically just saying "that's the way it's always been, and that's the way it always will be". Which is not an attitude that Paizo endorses, from what I've seen.
The spellcasters don't have much combat power to balance anymore. They're utility and debuff/buff monkeys, with pretty weak options on all fronts.
Logan Bonner wrote:
I don't offhand, it was late at night a few nights ago. I might have been mistaken, but I'll check next time I look over the Monk.
Yes, but it's the a big damage boost to Elemental Tempest if every single use of it is at your max spell level.
Ed Reppert wrote:
Yes. I imagine they designed this thinking your ability to store up the max level of damage was limited by your spell slots, but if cantrips work with it then that's not the case.
David knott 242 wrote:
I don't think they have much sympathy for the character who doesn't get extra (past the two guaranteed) 10th level spells. Pobrecitas!
Mage Armor works fine, especially if you have a high Dex (for ranged touch attacks) and provides a higher TAC than some heavier armors, no ACP for sneaking under invisibility or trying to break a grapple, and no speed penalty. It's a bit more costly at some values and can't take armor runes (it can take trinkets).
If anything medium and especially heavy armor kind of suck, given that many classes have an incentive to invest in Dex for plenty of other reasons (ranged attacks, skills, reflex saves).
For a single classed Wizard or Sorcerer wanting to engage in melee a Staff of Divination isn't a terrible weapon choice (suitable enhanced) as it can hold depending on its level 2, 6, or 9 charges of True Strike to use with Magical Striker (albeit at a cost of 1RP per use...), the two handed d8 damage isn't terrible, and you can use a magical staff to make Somatic Components for all your spells. As long as you have Eschew Materials there's no reason to ever take a hand off during combat.
There's no way the eventual Sorcerer multiclass archetype won't require a choice of spell list, and this feat (and all the dedications) simply goes off spell list as prerequisite, so it's a completely valid choice for the generic "pick a Sorcerer feat" advanced option.
You haven't seen all the sorcerer partisans screaming in rage about Quick Preparation, which they claim invalidates the Wizard's preparation limits and makes them strictly superior? The cost and difficulty of learning spells is the only thing limiting a Wizard from picking his spells on the fly from the entire list outside of and between combats.
Honestly failing the learn DC isd pretty minor. My concern is how the COST of learning an extra spell will play. 2 gold for a 1st level, 140 for a 6th, 7,000 for a 20th, pricey.
You have a consistent 30-35% chance to fail to learn a spell of your highest level. It's worse if you don't max your Int and item bonuses, better if you're learning lower level spells.
As for costs, I discussed that here.
A Bard with the Wizard archetype and the Magical Striker feat (which requires a hefty three feat investment) can chain together Inspire Courage (1 action cantrip) -> Inspire Heroics (free action power/spell that is not a cantrip) -> Magical Striker (free action triggering off your free action spell) -> Strike -> [Final Action]
Makes that Inspire Heroics attempt worth it even if you fail the Performance check to boost your bonus. On a crit success Performance check you get a personal +4 to attack, +3 to damage, and extra weapon die out of this. At the very least you get a +2 to attack, +1 to damage, and bonus weapon die.
Yes. If they just said you auto failed people would ask if blind/deaf is a way to avoid critical failure conditions. If they just said you critical failed people would ask what happens if there is not listed critical failure condition.
That's correct, there's a generic "Magic Armor" item on page 397, and it is invested. So are the unique magic armors.
This gets into the "why don't Pit Fiends and Demigods wear stat boosting items" problem in PF1. For monsters with high intelligence, a sophisticated society, and a treasure budget you'd expect them to wear power/survival enhancing stuff just like PCs, but if they do it becomes part of the Christmas tree problem (with hits to treasure diversity) and requires baseline adjustment of CR.
I agree that monsters should have their max skill set at the level of PCs without items, but then you should expect monsters with Grab routines like Pit Fiends to invest heavily in a +5 Athletics item. That introduces its own problems. And if these monsters get that bonus without the item, you still need a good reason for them not to be using an item.
Soothe is the Bard's healing spell, and Maestro muse grants it as a spell known.
I can't decide how I feel about the balance between the Ring of Wizardry and Staff of (Anything). The Ring of Wizardry generally gives you more free slots (but not as high as the equivalent staff) at lower resonance cost (you don't pay to cast your extra spells). The staffs really give you very little in terms of bonus spells (and each costs you resonance), but act instead as a (level heightening limited) page of Spell Knowledge allowing you more flexibility with your spells known/prepared, again, though, at the cost of resonance.
I feel like this more or less probably works right now, but if they change the resonance rules one or the other will pull ahead without serious adjustments.
One issue holding the Wizard's spell book (and Quick Preparation) in check is that learning your highest level of spells has a 30-35% failure rate across your entire career, and if you fail you can't try again until you gain a level unless you pay a skill feat tax (Magical Shorthand). One out of three spells a Wizard wants at his peak power level he can't have.
Sorcerers will have the same problem learning uncommon/rare spells, but better because it won't come up very often, but worse because they have an attribute handicap on their magic skill and may not be investing as much in a boosting item.