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Joshua J. Frost wrote: It's an immaterial touch attack delivered via spell. It functions "as a scimitar" but is not a scimitar. It is one-handed and you are considered to be casting a spell, not wielding a weapon and therefor proficiencies don't enter into it. It is not a light weapon--it is an immaterial touch attack. You cannot hold anything in the hand that is wielding a flameblade. Should be ok for weapon focus, yes? Joshua J. Frost wrote:
Hey Joshua: I think perhaps your rule maybe overly broad. Is the problem really druid spells, bard spells, witch spells etc, or is it simply the wand of lessor restoration? How about a few alternate approaches: 1. Just errata that Wands (etc) of lesser restoration cost: X, and Y prestige. -0r- 2. That for purposes of availability, and prestige purposes (etc) that caster's level is the level at which they actually receive their first spell, not counting bonus spell levels. I wouldn't bother spending money on magic on the armor. Rage, you're going to get hit. how about making your weapon vicious, merciful? have a spike gauntlet, make it spell storing with a cure serious. sooo any round your vicious merciful damage (not to mention the regular lethal damage from your opponent) - use a secondary or tertiary attack to hit yourself with the spiked gauntlet. You'll cure your 3d8+3 regular damage, and a 3d8+3 nonlethal. Plus even without a cleric in the party, you can store your own spells... Best first level? Beat this, I dare you: Gnome Oracle, Stats:
Mystery & Revelation: Pick what you like; Awesome Display.
So you'll have 5 ish clw. 10ish hp. And 4 color sprays that can knock even 6th level bosses out with a DC 17 will save. james maissen wrote:
Spell immunity can make you immune to sla's. (Read spell description). Based on this it would fly at my table.Still, I would bet it wouldn't fly at least 1 time out of 3.... Let me second James advice. Max the charisma, both for umd and diplomacy. You are completely forgetting about your summon spell ability; which you will be wanting maximum free uses of per day. Seriously look at aug summoning. Although clear it with your ref first as there is table variation on whether the feat can be applied to a sla. Stark Enterprises VP wrote:
+1 on spell point system. Good spell point systems have been around for 30 years. Why not bring them mainstream. Failing that, some metamagic feats for wizards (energy substituion) A CMD feat that scales with levels and/or skill. Allow CMD specialization: So a user can choose to take +1 vs grappling and a -1 vs sunder, for example. Gish prestige classes. Instead of making the DC of a spell equal to the DC of the spell level,
So instead of scaling at Level/2 (current) it scales at level. So for example First level wizard, casting a spell DC = 11 +stat mod.
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ Also, personal opinion, the penalty for metamagic feats are WAY too strong. As a rough suggestion, instead of boosting the spell level, I'd subtract from the effective caster level. So, for example, if you are a 7th level wizard and you want to empower the a fireball (2 levels adjustment isn't it?) you cast it as an effective 5th level caster. Same idea if you wanted to widen it, etc. james maissen wrote:
James, Imagine if you were starting a game that had only fighters.
I don't think the features of the eidolon, nor the exceptions reflect poorly on paizo. But I do think the inability to see that the class was broken; and the number of iterations does reflect on the designers a bit. I *really* don't think you guys have any idea how nerfed casters under pathfinder. I am generally terse, I try to suggest points rather than explain them.. but I'll expound in this instance. There is no concentration skill. If you are a wizard Forget casting a spell in a web spell (10 + 19ish) concentration check. Forget casting a spell while grappled (even if it has *no* material or somatic components).
Forget casting a spell if an opponent has a reach weapon and a spiked glove. Yes even a spiked glove d3+4dam.. will make spell casting mostly impossible. Prepare to have your spell casting shut down every time - when you're opponent readies an action "Ready for spell casting". Forget casting a spell when damaged over time - like lava, or heat. Or underwater. Or with an opponent that has "step up". Or an opponent that tosses a handful of thunderstones... or while you're on fire from a simple alchemists fire. Prepare to really have your casting crimped when your opponent sunders your spell casting pouch... Without buffs, a 10th level archer can completely shut down a 20th level wizard "Ready for spellcasting". Name another class where that is anywhere near as probable. .................................................................. Many have compared PFS with 1rst or 2nd edition. I too, liked the variety of surprise dice, the variances in intiatives. I liked that spells could be interrupted if you attacked the wizard while he was casting. However, in 1/2nd edition, spells were about twice as powerful as currently. Spells have been nerfed every release. Check the changes to sleep spell, fireball (damage capped, hitpoints of opponents increased), polymorph, arcane armor, the various orb spells. ------------------------------------------------------------------- Moving to the current pathfinder campaign, wizards cannot craft...
I play a wizard. The optimal build is a summoner. No other build comes anywhere near as close - and if you want to be a summoner - why put up with a wizards hp, ac, and useless stat (Int). Instead - play a druid, with a pet.
Doubt it? Summoning an Auroch does more damage than a fireball, can repeat damage , and sits around as an hp sponge. -------------------------------------------------------------------- On the rare occassion that you aren't summoning - a wizard's raison d'etre is buffing other party members. He's become the 3.0 cleric.
Do I even need to mention skills? -------------------------------------------------------------------- The rallying cry at most tables of course is "protect the wizard" (because the wizard certainly can't protect himself). But sotto voce who really needs a wizard at a table. I know - because nobody plays one. Krome wrote:
Put me in that camp.... I haven't seen a single other wizard over 4th level. As opposed to tons of fighters, clerics etc. I'd be interested in the breakouts of #of characters by class.... Minor issue with Arcane bond wizards: Its entirely possible that a wizard might spend significantly all of his money in the mid levels for the purchase of his arcan bond items. However, under casual observation, it doesn't appear as if he can sell the item to pay for resurrection etc; the item is not magical and does not work or anyone else. Sooo advancing to 6th or 7th level - and dying seems... with untouchable money tied up in your arcane item sounds kinda.. sucko. Could this be errata'd so the wizard can sell back for purposes of death at the creation cost? MinstrelintheGallery wrote:
No offense, but you're nuts. Here's just a few nerfs to spell casters: 1. Increased hit dice.
2. No concentration skill. Welcome to grapple. You're dead!
3. Step up - and a number of class features that give similar abilities.
4. Yes the spells have been nerfed. Take a look at black tentacles, move earth, glitterdust to name a few. 5. Relative importance of skills. Used to be skills were one of the areas a wizard shown. Watch as the ranger and rogue snicker. Peter Stewart wrote:
Sorry. Way too many ways to abuse the eidolon. Standard buffs via umd at the least would include invis on eidolon and summoner. Start of combat... summoner summons d4+1 to attack enemy rear (wizard).
Or Summoner casts haste or invis. Vs a druid - umd a touch of idiocy. A. Suppose your bonded object is a ring, aka invis.
I believe the answer is yes, and at 2x cost. Comments? B. Is their a feat to gain a familiar. Aka you're an arcane object wiz and you wish to have a familiar. Possible? Joshua J. Frost wrote:
Er I'm actually fairly novice on the paizo boards. How do I email you? lastknightleft wrote:
Wow this is really excellent! I'm actually not wedded to any particular concept - this looks like a good improvement. What do other people think.. would this make a brawler a valuable party addition? Also, can how does a 20th Brawler now compare with a fighter
KaeYoss wrote:
You're making my argument for me. One of the posters said adding classlevel to bab was akin to double Bab. I was making the point - there are no iterative bab attacks. So adding classlevel to grapples scales much less well. Increasing BAB for a fighter increases a to hit chance, as well as increases frequency of attacks, qualifies for feats. Class level to bab does *none* of those things. As for size modifiers, I was overgenerous the total modifiers could be -8 +8 for a difference of 16. But I concede that a net of +8/9 is all thats likely to be seen. A grappler would have a reasonable chance to grapple a lot of things; Conversely a lot of creatures have opportunity to get out of grapple. Blink, Dimensional steps, countergrapple. As for patronage: The class weapons (cestus, spiked gloves, etc), will never appear on ARs; so the patronage is meant for the brawler to choose one item that will allow him to mitigate/enhance some of the effects of the class. Perhaps an amulet of natural armor. Bracers of dexterity. +1 flaming gauntlets. It is also meant to simulate the effects of a patron and the slave pits - having little need of money they gladiators were profligate giving to their friends (party companions). Class skills: 2+Int Jump, Acrobatics, heal Captain Sir Hexen Ineptus wrote:
It is in *no way* similar to double bab. First, adding class level to grapple does not increase iterative attacks. Secondly, in a usual fight magic weapons increase both chance to hit and to damage. Grappling, they do neither (there is a long caveat I'll discuss if it comes up). So essentially a grappling character's abilities do not scale the way a figher's does, because of the inability to apply weapons. Before you say that the class is overpowered (and perhaps it is, I like the feedback) compare a 20th level grappler with a 20th level fighter, as a means of making extreme example. I think you will find that the grappler excels at grappling - but in all other ways would be very inferiour as a general fighter. Finally, it is almost impossible to grapple advanced, huge enemies. Those that have images of Conan grappling the mighty snake - its simply not possible without this class. Giants (and others) will have strengths in the 40's, size modifiers of 12+, and full bab on top of that. So even with class to bab a grappler would ordinarily have no chance. Hence the reason to lessen size modifiers. Quote:
Hellooo... I think you forgot the bit about .. essentially NO armor and only simple weapons. Weapons and armor are probably the definitive mark of a fighter, and the proposed class would in no way match a fighter. However, what do you think of adding the following verbiage.
Unlike a monk he does not get to treat his strikes as weapons, either. BobChuck wrote:
Quite a bit of criticism, all quite quickly, so I'm just going to answer some of the more salient. The class *cannot* grapple a dragon with absolute zero penalty.
At 6th level, he may treat a huge opponent as two sizes smaller, etc. Brawler. - Adds class level to Grapple. Class features
Proficient in simple weapons and armor. 12/hp level.
Brawlers progress at full BAB. Good saves are Fort/Reflex.
Joshua J. Frost wrote:
That *is* frustrating. I was told the dragon con reporting was done. Another thing to check on. whats the best place to email you a list of scenarios. Happy to oblige. As for non direct damage spells - I couldn't agree more. Wizards are primarily crowd control or 'get out of jail free' specialists. By which I mean - grease for the grappled fighter. Phantom steeds when you're in a hurry. Fly... etc. -Improved animal companion; stackable. Adds +2 to Rangers animal companion effective level. -Spell trigger. Wizard/Sorceror may have a prepared spell that goes off on a specified trigger. (Fat chance). -Spell stack: (Stackable feat)
Casting a spell from the stack is a swift action. For each spell in the stack the wizard receives -1 to attacks, skills, and saves, due to the mental strain of keeping the spells active. Each time a wizard fails a save he must make a concentration roll(s) as each spell in the stack may be cast on *him*. Check until he passes the concentration roll. A wizard must safely discharge the spells before sleeping. Any condition that interferes may cause one or more of the spells to discharge.
- Advanced spell mastery.... -Spell specialist. Casting of this spell does not cast against daily uses. Robert Young wrote: I wouldn't mind Fighters receiving more skill ranks per level (4 + Int modifier instead of the current 2 + Int modifier, or maybe even more), and allowing this versatile Fighter to add any 2 skills to his class skill list. Oh please. Fighters (Hit it with a stick) get the same skill ranks per level as wizards - you know the guys that are supposed to know things about arcanum, and history, and planes and.... Needs More Zasz wrote:
Awww he stole one of my favorites =) Players usually outgun encounters. However they *rarely* chose to specialize in movement the same way. archers (arcane casters) that fire - and move away, will require limit fighters to single attacks vs full attack routines. a spell caster with spell resistance may well ignore his own silence.
So the party is walking down the hall, toward an (illusionary) door. The rakshaksa spell caster with a silence pebble sees them coming and buffs as they check the door for traps (will check) listen at the door (will check), open (wtf???!) the door. Combat begins with the door (snicker) shut and a darkness going off.
Joshua J. Frost wrote: Very few scenarios have to be completed on a timer. For those scenarios that do, I endeavor in development to make sure found items and encounter balance is favorable to folks who need to rest to reset their cannons. For the OP, are you running with the same GM or with different GMs? In my experience, if you need a rest, then most GMs will figure out a way for that to happen unless, of course, you're in one of the few timed adventures. Thanks for responding Joshua; Four adventures at cons, three different judges.
The refs and the adventures both during play and after seemed deliberately slanted to require no resting. To answer some of the other comments: I play a bonded specialist. 20 int, getting the bonus specialist spells, the bonus int spells, the bonus item spell. Fourth level So, I have roughly around a dozen spells plus 8 acid arrows. We have 5-6 combats totalling something like 28 rounds. Yes this module is rated as a killer - but I'm playing with a bunch of power gamers as well. At the end of the mod, I am out of spells, scrolls, acid arrows, tanglefoot bags. It isn't a question of squandering resources. 28 rounds of combat means that *any* wizard character is out of useful resources, well before the end. I don't care if this happens occasionally; in fact I appreciate it.
Obviously there is variance in tables, and geographically. However, in 8 tables, I have seen one other arcane caster. I would be interested Joshua in the breakout by % of the registered classes, specifically straight classes. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Wizards have been nerfed quite a bit: a) There are several conditions that make spellcasting nigh impossible.
b) Increase in hp vs no increase in spell damage. (both increases in hitdice and increase in max neg for most people). Bonus hp due to favored classes. c) Feats like step up; improved counterspelling.
These things are easy to write into encounters and so occur so frequently that they represent another defacto nerf. I understand the requirement to balance wizards; however I would make a couple of assertions: that the core arcane suffer especially in comparison to later additions such as witches, and oracles. that the 'fill in' abilities of wizards, acid arrow for example, and or the 8th level abilities gained by some specialists are too 'light' to be of practical use; they scale insufficiently. Some suggestions:
etc. a. 110 ft deep pits.
We reached no such well reasoned conclusion. Look, fundamentally whats going on is this.
Usually you either take a std action (attack) and a move action, or a move action and a standard action. So you either attack at the beginning OR end of your move. What spring attack lets you do is take a move action and an attack action - and let your attack be at any point in your move action. Ignoring the case of an adjustment, as soon as you move you are EITHER taking a move action or a charge action. Charges are not moves, moves are not charges. A charge is a special full round action that lets you incorporate an attack as part of the full round action. As soon as you TAKE a move, you *cannot* charge.
Your argument boils down to .. because I am moving while I charge, I should be able to make a spring attack. By the same logic, becasue I am moving while my mount makes an overbear (free hoof attack) I should be able to make a spring attack. I have played 8 scenarios with a wizard character.
In contrast, I have encountered ZERO scenarios that have required fighters to to fight without weapons. I get that spellcasters are supposed to be nerfed. I get that judges want to speed the game. But really its getting to the point where it becomes black humor. Guess-the-idiotic-plot-hook-that-will-require-you-to-finish-it-in-24 hours-THIS-time. Its like a 24hrs the Fantasy RPG. Puhlease! Additional Questions: 1. The Errata says that an eidolon may use a shield. Can this be chosen by the armor evolution? Can it be chosen via feat? 2. The Reach ability says: "One of an eidolon's attacks is capable of striking at foes at a distance. Pick one attack. The eidolon's reach with that attack increases by 5 feet." Give an eidolo with 4 pairs of claws. I would rule that only 1 claw has the extended reach. Comments? Eric Stipe wrote: So I talked to the DM. I told him all that transpired here. He said for a total of 5 feats (3 from the Eidolon, and 2 for me) that I can pull my move off. as long as i move no more than 40' on the eidolon and suffer the benefits and penalties of charging, i can ride by attack/spring attack a target. :) I'm surprised he doesn't let you fly, and shoot arrows out of your nose. It is 5 feats after all....Goblins Eighty-Five wrote:
Sorry Goblin: These you posted in the summoners thread that you did a pbp comparison of summoners v other classes. This is NOWHERE near an optimized eidolon build. Uh, guys. This class is hands down the most broken class there is. Yes post-nerf. And its not broken one way - its broken three different ways from sunday. Sure, you got rid of armor. Irrelevent. Armor exists to manage the loss of hitpoints due to combat. Since an eidolon is resummonable its equivalent to adding an additional fighter to the party. The summoner manages to exacerbate the problem of the druid: The eidolon is as good as any fighter at the table - and on top of that casts spells arguably better than sorcerers, due to available spells. Secondly, the class scales very poorly, either as a pc or as an npc.
Lastly... With three summoners alone I can break 80% of the mods out there. Why play anything else? The possibility of cheese is.....beyond belief. Take 8 claws - and rend. 11 tentacles. Have the summoner cast enlarge person on himself, sharing it via link to his eidolon. My proposed fix: Forget the spellcaster. Just let eidolon be a new race / class. Its still WAY strong; you might have to add vulnerabilities. (also cool if the player could choose vulnerabilities). For example: dimension instability: Creature takes 2d6*level from movement spells (teleport, move earth). Suceptibility to fire.
Eidolon gets evolution points that can be spent either on evolutions or removing defects... Kolokotroni wrote:
azhrei_fje wrote: Would you allow said paladin to make a quick dismount as part of a charge when attacking an opponent on the ground? *if* the charge resulted in a valid attack vs an opponent, and if a dismout is a free, or swift action due to ride skill, I would allow the dismount after the attack. A charge action is a special action where the movement and attack are integral. I would not allow the dismount before the attack, aka to increase movement or get reach for an attack.
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