Valeros

Archimedes Mavranos's page

Goblin Squad Member. Organized Play Member. 63 posts. No reviews. No lists. No wishlists. 3 Organized Play characters.



Liberty's Edge

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One of the greatest advances of Pathfinder 2E is that it consolidated a lot of class features into spell point pools so that they have similar mechanics...

...and then Pathfinder 2E immediately ignored that and made a separate wild shape pool that functions differently...

It feels like Pathfinder 2E should stick with its own rules and make wild shape part of the common spell point pool system for consistency.

Or is there a bigger design scheme I just can't see, and the intent is to have a spell point pool and a wild shape pool and these are the 2 mains sources of abilities that all classes will utilize (in which case I might rename the latter polymorph pool or something more generic)?

Liberty's Edge

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The only way to craft snares at level 1 seems to be to be human and use your ancestry feat on General Training to take Snare Crafting. It would be awesome if this was more available from level 1, especially for rangers who might want it to be part of their character from the start.

In general, making most player archetypes available and fit their flavor at level 1 would be awesome, so we don't have to wait until level X to really play the character style we want.

Liberty's Edge

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According to the rules, it seems like spells that require a saving throw get progressively less effective, capping off at about a -2 (10%) disadvantage versus spells that require an attack. Is this by design?

Both touch and ranged spells get magic items that give an item bonus to their rolls (Spell Duelist's Gloves and Spell Duelist's Wand). This helps them balance out versus armor Potency Runes that provide an item bonus to TAC. Both of these things progress at an equal rate.

But there is no equivalent item (that I have seen) for spells that require a saving throw. Anyone found one? Did I miss it?

This means that while armor ramps up providing an item bonus from 1 to 5 on saving throws, the save DC for spells ramps up from +0 (trained) to +3 (legendary) at 19th level. This means that in the long run, against an opponent with current armor, spells that require a save are at a disadvantage ranging from -2 to -3, all other things (bonus from ability modifiers, opponent trained in saving throws, etc.) being equal.

Does this seem right? That means that being Legendary at spellcasting doesn't really give you a +3 bonus. It just means your spell DCs only get a -2 penalty.

BUT, this assumes that opponents are only trained in saving throws. For an opponent that is expert in a save, saving throw spell DCs would tend to be at a -3 penalty, masters saves -> -4 penalty, legendary saves -> -5 penalty.

It seems like there should be an item that provides casters with an item bonus to their spell DCs.

Here is a table of how spell DCs are at a disadvantage versus trained saving throws, by level (and again, increasing saving throw proficiency makes each penalty increases correspondingly):
Level / Bonuses and net spell DCs
1 net spell DC 0
2 net spell DC 0
3 Armor potency +1 saves, net spell DC -1
4 net spell DC -1
5 net spell DC -1
6 net spell DC -1
7 Armor potency +1 saves, net spell DC -2
8 net spell DC -2
9 net spell DC -2
10 net spell DC -2
11 Armor potency +1 saves, net spell DC -3
12 DC +1 (Expert), net spell DC -2
13 net spell DC -2
14 net spell DC -2
15 Armor potency +1 saves, net spell DC -3
16 DC +2 (Master), net spell DC -2
17 net spell DC -2
18 net spell DC -2
19 DC +3 (Legendary), Armor potency +1 saves, net spell DC -2
20 net spell DC -2

Liberty's Edge

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There are several places in the rules (such as Property Runes) where the cost for heavy armor is greater than the cost for light/medium armor.

Pros:
-Adds flavor for heavy armor.
-Slightly justified by heavy armor (at higher levels) providing superior AC (due to proficiency) and fortification.

Cons:
-Adds extra complication to the rules.
-Uses up extra space.
-Medium armor can also be fortified, but doesn't get the extra cost.
-Heavy armor does not feel significantly more powerful than light or medium (and at low level feels worse due to all its penalties).

In my opinion, the game rules would be simpler and shorter by omitting these cost increases for heavy armor.

Liberty's Edge

Character Creation:
1.) Human Paladin
Creation Time: 60 minutes
Satisfaction: 9/10
Notes: Love the overall feel and options for the paladin. Very excited for this class.
The protection domain power I picked up felt a bit underwhelming at first level.

2.) Goblin Rogue
Creation Time: 60 minutes
Satisfaction: 8/10
Notes: Pretty happy with Rogue options. Would like to see goblin feats more like the interesting traits from PF1E.

3.) Elf Wizard
Creation Time: 120 minutes
Satisfaction: 3/10
Notes: Cantrips are GREAT! Other spells are pretty cool. LOVE the crit success/success/filure/crit failure system!
LOVE the new version of magic missile.
Some cantrips could be better (Daze).
The Wizard school powers were EXTREMELY DISAPPOINTING. Universalist wizards got more Drain Focus uses AND a feat.
The Wizard school powers were less powerful than a cantrip. For most there is no reason to cast them instead of casting
a cantrip. Call of the Grave does almost nothing.
Burned all his spells on Drakus, then resorted to cantrips. Overall worked pretty well, but would be nice to
have something wizardy to do with that 3rd action. A caster should not need to carry a crossbow to add in random attacks
with his occasional 3rd action.

4.) Dwarf Cleric
Creation Time: 80 minutes
Satisfaction: 7/10
Notes: Pretty happy with all the healing options and domains.
LOVE the variable actions on Heal.
Some of the dwarf feats feel disappointing (Ancestral Hatred, Giant Bane. would prefer more interesting abilities instead of small numeric bonuses).

Game Play
-Loved the unique monster abilities that made each encounter interesting and unique.
-Great adventure, interesting details, fun encounters.
-Poison was interesting and powerful, but took some bookkeeping. (When do you make your next save? Beginning of your turn after the duration? Or end of turn?)
-Dying rules were interesting, but took some bookkeeping. I think they are ok.
-Love the consolidation of conditions.
-Shield Block is awesome. (Paladin broke his shield versus Drakus).
-Love the 3 action system, give options for movement and ability usage, but you can also just fill with attacks.
--This is a very powerful system that could go a long way.
--HOWEVER, 3 attacks per round by something like Drakus which has high attack bonuses AND damage is BRUTAL.
--HOWEVER part 2: Any action(s) that force you to sacrifice your primary attack to have a chance at giving an ally a 5/10% bonus
are extremely concerning. Aid and Call of the Grave and other similar things cost you your primary attack for a 5/10% bonus which
will on average be a net loss. These things are a trap for players. The ideas are great, but need to either cost less actions or
be enhancements on top of your primary attacks. I'll probably write a full post on this, but somebody needs to check the math on
these things to make sure the opportunity costs of using an action balance against its benefits.
-Drakus was Overpowered. The party was 1 hit away from a Total Party Kill when the Wizard finished off Drakus with Electric Arc
(and they started the encounter fully loaded).
--Paladin rolled terribly, even with Magic Weapon on him.
--Drakus got some crits and LOTS of usage out of 3 attacks per round.
--Paladin broke his shield trying to survive it all.
--Forgot to use Hero Points, that might have helped.
--Paladin and rogue both had Bludgeoning weapons which hurt them. I think the overall design goal of higher hit points and fewer
resistances is a good thing.

Liberty's Edge

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Actions, Skills, Feats, etc. are Capitalized.

Spells and magic items are italicized.

Traits and other keywords should be in bold.

It is awesome to have traits to consolidate the rules, but since they are often common words it is not clear at a glance if things like trinket are a trait or just plain language.

For example: trinket (which is a trait). Under Bracers of armor I read "You can affix trinkets to Bracers of armor..." and thought, that's a cute flavor thing. Until I realized that trinkets are a thing and then it took on a new meaning. I would greatly prefer "You can affix trinkets to Bracers of armor..."

Liberty's Edge

Hey all, enjoy this one, I missed the deadline last night so figured there was no rush getting it up today. Not sure if the price is right though.

Pathfider’s Wanderman

This versatile bronze rod, an inch in diameter and a foot long, capped on either end by a flat, round metal cap, is the only tool an adventurer needs. Eight buttons run around one end cap of the rod, with one larger button centered on the bottom end cap.

By pressing the correct button, the Wanderman transforms its opposite end cap into a shovel, pick, sledge, or dagger. Two additional buttons cause the opposite end cap to pop off and extend/retract on the end of a silk rope, up to a max length of 50 feet. A third button causes grapple claws to extend or retract from the opposite end cap. An additional button causes the rod to light up like torch. The final button, at the center of the end cap, transforms the rod into a rusty bronze torque worn on the wrist, for easy and inconspicuous storage.

Moderate transmutation; CL 9th; Craft Wondrous Item, light, alter self, Leomund’s secret chest; Price 20,875 gp.