The int one is nasty when it triggers, flat footed makes the attack more likely to crit and therefore more likely to actually interrupt and stupefied ruins your spellcasting next turn too.
Whereas the charisma one is damn near impossible to avoid, emotion effects are everywhere.
Druids can get flight for a focus point at level 8, literally half this level, out of combat 5ft air walk is nice, but it's not really on par with real flight. Flight is strong because you can be out of a melee enemy's reach, bypass the need for climbing and swimming. All this does is let you float over water and maybe not trigger a trap, but we're 16th level, traps probably aren't overly reliant on pressure plates at this level.
Agile only works on finesse weapons, which are generally just worse than other options. You're not getting an agile Falchion, falcatta, fauchard, glaive, butchering axe etc. Oh and remember you need 13 strength for power attack, and piranha strike only works with light weapons so is not an adequate substitute. Agile weapons only deal 1x dex to damage even when two handed, as compared to 1.5x strength on a two hander. So a dex based character is doing significantly less damage with a worse weapon.
Arcane is good, it doesn't really have a unique amazing spell like synesthesia, but it has a much easier time targeting different saves than other lists. Occult list is extremely will save heavy with fewer but still adequate fort save options mixed in and practically nothing for reflex. Primal has plenty of fortitude and reflex, but basically nothing for will saves. Arcane has good options for all three saves. Divine is just lacking in general. Arcane is clearly meant to be the generalist who does everything other than healing, which is perfectly adequate since medicine can handle all your healing needs, battle medicine is perfectly adequate for the emergency mid-fight heal. It's true you don't really need a caster anymore, there's just not much that actually requires magic to do and utility spells are generally underwhelming rather than gamechanging.
John R. wrote:
Those normal casters are just as able to gain more spell slots as a wave caster is. A Wizard with witch dedication ends up with more slots than a magus with wizard dedication after all.
Honestly you'd be better off giving warpriest wave casting and magus' weapon/armour proficiency progression, spellstrike doesn't work well with the divine list and is significantly less useful when used with save based spells, as rather than using your superior weapon proficiency for a spell attack you're now adding an extra failure condition (missing) to a spell with a save that already won't have the best DC (because int, or here wis, isn't your key ability score and you eventually get worse spellcasting proficiency than normal casters). I think the new spellhearts might fix the cantrip issue though, just grab a flaming star for produce flame on your divine magus.
I'm happy to see it explicitly stated, I've been arguing that all these game mechanics are empirically observable in universe and that scholars would treat them much like we do various laws of physics. 10 is a number that shows up a suspicious amount sure, but there's plenty of physical constants that just show up everywhere in real science.
They published damage spells that don't work for neutral deities again, true neutral deities should just let you pick a damage type to use for aligned damage at level 1 (matching your own if you're not also true neutral, naturally) rather than simply locking you out of most of the damaging divine spells. Same for anyone who doesn't actually have a deity.
It's decent, at low levels it's stronger with a shortbow, but once you get a striking rune a longbow does the same average damage (2d8 and 2d6+2 are both 9 average damage) while doing more damage at a distance and having better crit damage. (And naturally with greater striking the longbow outdamages the shortbow).
It's an incapacitation effect with probably not the best DC that requires you to burn two actions and a reaction to pull off. That honestly seems fine to me, it won't work all that often, virtually never against important foes. Remember this is happening instead of say, move in, flurry, move away which costs an enemy who fails two actions from stun and having to move anyway. Readying your flurry gets you a potential extra denied action, but also means that in the rather likely even you fail you're standing in melee range and eating a full 3 actions worth of enemy abilities instead.
I really don't see how this could be worth it to anyone but the wizard, 2 spells/level is just not nearly enough when spells are the only combat relevant ability you're going to have (the cha based casters are spontaneous so you're not even going to be good at intimidate/bon mot without sacrificing a save stat).
Champions are definitely more restricted than any other 2e class or even the 1e paladins. Paladin isn't too different, though the change from legitimate to lawful authority does hurt as it doesn't let you just decide that the local tyrant is unfit to rule and therefore illegitimate. Redeemer is majorly restrictive, expecting you to try and redeem all the evil people instead of just fighting them like every other adventurer. Liberator isn't too bad until you realise you're not allowed to convince people not to be evil. Not too bad because while you can't threaten or coerce people into not being evil, nothing says you can't punish them for it with as much lethal force as you want.
Tyrant is awesome and basically just tells you do what you probably already wanted to.
Desecrator is a tad vague if you ask me. Antipaladin is also pretty easy to play for anyone evil, just crush anyone who gets in your way, pay no heed to the law, and steal and decieve whenever it benefits you.
At levels 1-4 casters with weapons are nice, with the right ability scores you can be only a single point behind a martial in accuracy, you can even cast magic weapon to be really good for a fight. Then the martials get to expert proficiency, monster ACs go up accordingly, magic weapon is no longer actually good and there's never another spell that gives nearly the same boost, your AC isn't good enough for anything dangerous to ever miss.
I feel like you must be using a very different exploration mode to me, because it feels barely interactive at all to me. You pick from the list of activities and get the listed effect.
thenobledrake wrote:
Because the default assumption of myself, and most people I've played with is that enemies aren't going to just let us escape if they have the ability to chase us down. And outside of very advantageous terrain (which is pretty rare when the thing chasing you can fly) it seems pretty obvious it will win any chase, because it's moving a good 45ft more per round than most PCs.So it looks like the best shot at surviving is to fight it and hope we get lucky.
I think one of the big things is that enemy casters don't tend to have any of the drawbacks of PC casters, they have defences appropriate to their level like everything else, they're reasonably effective with whatever melee abilties they have, they have DCs on their spells high enough that PCs are expected to fail relatively often (as opposed to PC casters who are expected to tolerate success as the default option) and they can just dump a whole day's spells into this one fight where a PC would cripple themselves doing that.
Bombs don't count as alchemical weapons because all those little things that improve alchemical weapons are designed/balanced around the otherwise rather low power of alchemical weapons.
But alchemists' bombs are already a pretty strong class feature, capable of doing a lot of reliable nova damage (fast bombs rapid shot TWF for 16d6+4*int mod against touch AC with 16+4*int mod splash) and/or spreading a number of useful debuffs (those fast bombs could be entangling, blinding, staggering and knocking prone).
AnimatedPaper wrote:
I see spells like that and for me it just makes them all look pretty underwhelming slowing someone for a single round really doesn't feel like it should be limited to 2 or 3 times a day.
HumbleGamer wrote:
Unless you know what the boss's saves are in advance (which is pretty unlikely since the first you see of them is usually the boss fight and they may well not have the same save spread as their minions) you probably don't have many spells for each save, so a 10% chance your spell is completely wasted and a 50% chance it has only a minor effect for one round is really not great. Now sure, if you know the boss has fort as his weakest save you could just prepare slow in all your 3rd level slots and then you'll probably manage to land one, but if you need to spend spells on minions and/or don't know in advance you'll have one, maybe two, shot at it and that shot will probably fail.
In 2e the enemy will generally hit harder than you, more often than you, outdamage your healing and succeed at their saves, you can't actually just stand and fight, you should be making one or two attacks then moving away, perhaps even make one attack, then use your last two action to ready an action to move away (so that you can provide flanking if there's not some other source of flat footed active). Healing is a fine use of the cleric's actions, there's not many spells that'll do more than a heal after all.
I think it's a real problem that people keep trying to use "This one time multiple enemies managed to crit fail and it was awesome" as a balance point for spells when it's absurdly rare, it's not uncommon for enemies to succeed a save on an 11, meaning they only crit fail on a 1.
Wish clearly does all the things listed with no risk at all, it's only when you go beyond that that issues may arise, in such a case I generally prefer partial fulfillment unless it's being granted by a malevolent entity who may prefer to twist it. It is after all an extremely expensive 9th level spell, it should be worth it.
In a bad luck game it's save or lose caster time, since your spells are much more likely to work whereas attacks are all much less effective. In a good luck game it's the opposite, avoid anything that uses saves like the plague.
Casters are never going to feel powerful, they'll never deal much damage (unless you get to face a huge number of weak foes, which is sadly quite rare), they won't be crippling enemies with a big save or suck. They'll apply an unstackable (as in everything is just status penalties so there's no combining multiple spells to get a bigger penalty) numerical penalty and perhaps cost the enemy an action or two if they're using a really good spell. This is a useful role as by default monsters hit harder and more often than players of the same and bosses will have even better stats, so those small penalties are needed to make the fight fair and one less action means the monster can't use whatever terrifying 3 action abilities it has or move and use a 2 action ability. It's still pretty underwhelming if you're used to 1e where spells can make fights easy rather than just manageable. There's buffs too of course, but much like the above penalties, it's all status bonuses, so once you've got one there's no need to ever use another.
At least you have a bit more variety in options than a martial (though only at higher levels, you'll spend a good chunk of the game stuck spamming your offensive cantrip of choice thanks to very limited spells per day)
Getting to target multiple foes doesn't mean they're using the action economy. Also I really don't see the issue with the mentioned fervour for divine font, it'd do two things wonderfully, make self buffs actually useful (because you''re literally always better off just buffing the martial otherwise) and give people a good use for divine font if they don't want to play a healbot (because basically every good aligned deity forces you to go heal font, even many decidedly martial ones like Torag and Iomedae)
Coffee Demon wrote:
It's because players expect the game to follow the rules they know when playing pathfinder, house rules brought in at the start are fine, but when the GM starts changing things half way through and suddenly that plan you had for your character doesn't work it's really annoying, rules for everything is one of the things I like about pathfinder, if I want to be able to do something I know in advance what it takes.
Why did he become a lich, what are his current goals? The signs that a sorcerer terrified of what awaited in the afterlife turned himself undead to ensure he never had to face it are different to the signs left by the power hungry sorcerer who turned undead as part of his plan to conquer the region with an army of undead. One might be a cave noone returns from alive, the lich killing all who find him so they don't discover his secret and tails of a powerful sorcerer who had a near death experience and became paranoid or lost his mind as a result before vanishing without a trace, preferably in a similar location to the cave. The other would be disappearances, sightings of large bands of undead, perhaps the head of the local militia disappears and the room smells of rotting flesh, maybe there's a chunk of zombie he managed to cut off before dieing that lets the players realise necromancy is involved.
Daw wrote:
Every other adventurer manages just fine with everyone knowing who they are, it's not like vigilantes are somehow drastically weaker and need to hide.
Jader7777 wrote:
But the fighter isn't the best there, he's not the only martial class, there's stuff like barbarians and slayers, then there's the full BAB but gets casting too classes like paladins and bloodragers, who are going to do just fine there. Oh and the spellcasters aren't particularly bothered unless the enemy appear right next to them, and that's before we get to things like the always act in the surprise round and probably do so before the ones doing the surprising diviners.
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