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Funnythinker wrote: Primarily shapeshifted should have more options too it doesn't need to be black and white. I never said it shouldn't. In fact, the post previous that lays out gives that a primarily shapeshifted Druid might work as a Battle Harbinger-style Class Archetype. There's probably some wiggle room for a full caster Druid to get better shifting spells, but you're always going to be bogged down by the powerful Cast a Spell activity. Spells are just Good(TM).
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Not a terrible idea honestly. It'd keep untamed form in line with the other druid Focus Spells in keeping close to a max rank slot. Even if the max rank slot in question is more for fun versatility than raw power, it's a good stopgap solution for those who aren't too futzed with trying to go primarily shapeshifted.
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This is a real heavy necro, I know (hey, it's becoming a class soon, so maybe that eases my punishment a bit? Please?) but I did want to do a late chime-in in case anybody else was having some issues with the rituals, since I know it tends to be a sore point in APs. As-written, rituals are quite difficult to perform, because they are repeatable "free" magic that anybody (with the right skills, of course) can perform. This includes not only player-facing rituals, but also story-progression rituals oftentimes included as climactic story beats in APs. From my experience, the APs don't always offer much in the way of guidance about what to do if that ritual happens to be a story bottleneck. But, the ritual rules THEMSELVES do give us as GMs a good bit of leeway to toy with them and their difficulty. Player Core p.389, Rituals, Checks wrote: "The GM can adjust the DCs of rituals, add or change primary or secondary checks, or even waive requirements to fit specific circumstances. For example, performing a ritual in a location where ley lines converge on the night of a new moon might make a normally difficult ritual drastically easier." This means that there are lots of ways to adjust the math in the party's favor, as long as the party are willing to perform some typical sympathetic magic rigmarole. Additionally, while it was (unfortunately) not included in the original Book 2, the Remastered compilation gives us another useful note: Season of Ghosts Hardcover (Remastered) pg. 310, New Rituals wrote: "Note that successfully casting some of these rituals (particularly open the wall of ghosts and transmigrate is required to progress this campaign's story - if you find the PC's are struggling with succeeding at these, consider reducing the DCs to cast by 2 to 5 with each repeated attempt, explaining to the players that, with practice, they're getting better at that particular ritual." If you treat Rituals as if they are themselves the full package, I agree that they tend to feel a bit underwhelming. But the fact that they're always gated behind being Uncommon at best means that part of the package (barring special instances like the Ritualist archetype) typically includes some kind of subsystem game involving either researching, creating, or otherwise acquiring the ritual's base necessities, as well as any secondary casters your party might be lacking. Don't be afraid to treat these as PART of the ritual process, either! These are supposed to be very pivotal, magical moments, so allow the party the room to try and give it their best shot! If they manage to acquire excess Research Points, give them extra info they could try and use to give themselves a further reduced DC, for example!
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While that's true, one could always give their players a Recall Knowledge check (using Willowshore Lore or something similar) to remember "the full saying that's been lost to convenience", or pack it into a Recall Knowlege check they're already making for that encounter ;)
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If we're calling Druid a "bad class" because its Focus Spells (among some of the best in the game even when their scaling falls a LITTLE bit off a max rank DAILY RESOURCE) then Wizard must be complete dogwater. It's a 3-slot Legendary caster whose Focus Spells (up to three every 30 minutes at most, need I remind you) on average are close to the same power level as a max rank spell slot (a daily resource, need I remind you). It's not just "a few orders with a good Focus Spell". Nearly every order has a good option (even if you're like Wave and have to wait to grab it). Your defenses equal out to other non-cloth casters at later levels, but the early levels were always a garnish. There's a good Mathfinder video on the topic, actually. At zero point in my 1-20 career in Exctintion Curse did my Wave order druid (sub animal order) ever feel like they "fell off" compared to if I were another caster, and Wave's advanced spell isn't even among the better ones on offer. Anyways, my critical fail on Confusion has ended, sorry for the rant. Untamed Form is poor at scaling for the same obvious reasons that battle forms in general are poor at scaling (because it's literally all of them in one, potentially). I'm personally in favor of rewriting all the Form spells to have scaling for every rank because the silly stepladder nature they currently hold irritates me. I also wouldn't hate it if the feat taxes were severely cut back. It feels like you have to invest even more than an Animal Companion to keep Untamed Form relevant sometimes, and that's even taking into account a player that understands that it's not meant to be your bread-and-butter playstyle. I don't necessarily think a Class Archetype a-la Battle Harbinger couldn't help fulfill the Wild Shape-primary Druid fantasy. It certainly worked for the Cleric, so it could absolutely do it well for Druid. Wave casting is a hell of a power restriction, as many Magi and Summoners know, so it opens up avenues to being closer in shape (heh) to martials, and I imagine there's lots of cool feat lines that could be brought over from Monk and the various "animal stance" archetypes that could be very welcome in that case. And even given that, there's STILL room for a Shifter without any of the Cast a Spell baggage. We don't need to go halvsies here.
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Oh, believe me, the last thing I want is to NOT pay the people at Paizo so they can continue to full-time dedicate their skills to their passions like this. I enjoy the things they create, and I enjoy being able to create using the tools they provide, and I believe they SHOULD be paid what they believe is fair. It's just frustrating to have this news while we're still ostensibly with a site that isn't up to full parity with the previous site's function and offers. All the while it feels like the actual communication around these decisions is pretty sparse. I don't really want a rollback of the price - except maybe for the 1e PDFs that obviously haven't changed at all, I still kinda think that's a bit much - I just want a little bit more of an explanation. Usually Paizo's communication about decisions they make is somewhat transparent. It ain't perfect, but there's at least a voice that speaks reasons. This time it was basically just "Sorry, we tried to keep the price as long as possible, but now we can't anymore." It's felt very quick and dry rather than being honest and human about it.
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I doubt it was really a move to help sales, at least not in the traditional sense. As I said in the OG thread, though, I just have a hard time believing we couldn't have waited for the inevitable price increase until the previous status quo with the VTT bundles was rectified. Sure, increasing prices sucks, but it'd hurt a little less for some people if they could at least get a sizable chunk out of that price by doing what many already do and play on Foundry. I also find it a little souring that PF1 pdfs are increasing, too? Like, that's a system line that's not really being supported anymore. Why are we increasing the price of those, too? I really would've preferred a more comprehensive breakdown on WHY this needed to happen now, not just "We're sorry, we've held it for this long and now we're all SOL." I get that it's the CEO's message, so it's gonna be a little muted, but people are MUCH more willing to accept unfortunate change if they're given an honest look into the cause. (It's me; I'm people.)
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I still can't help but feel like I'm being fed a moldy sock, here. Like, I do understand price increases will happen - after all, US citizens aren't exactly in a great place right now, financially - but could this not have waited until we restored functionality to the VTT+PDF bundles in the new store? Were we really so far in the red that this price hike needed to happen now right now instead of at least waiting to be able to pad the blow a bit with some good news? I was willing to extend benefit of the doubt when it came to the bundle snafu alone, but I think for my own financial stability I'm gonna need to cut back on my AP subscription. Thankfully I've still lots to play with until this gets sorted out.
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Angwa wrote:
I wanna take umbrage with this example specifically because it uses a PL+2 monster, when a PL+2 solo monster is listed as "a moderate- or severe-threat boss" under the "Choosing Creatures" table for XP Budget. Just the page before, Moderate and Severe threat encounters (what an encounter would be labelled as with one PL+2 creature) are defined as: "Combat Threats", GM Core pg. 75 wrote:
Bad luck is explicitly used as a warning against Severe threat encounters - which, I will stress again, PL+2 solo encounters lean towards more than Moderate. PL+2 encounters are ALWAYS going to be swingy simply due to the nature of "action economy versus relative stat difference." This does not change at higher levels - there are level ranges with which you are less likely to be knocked down immediately by bad luck, but the threat with PL+2 is almost always there. We have been knocked down by a bad crit plus a hit from PL+1 creatures at level 12 before. This specific example is an encounter-building problem. Unless you want your level 1 characters to have a REAL chance of dying, you should NOT be pitting them against a PL+2 creature with High Strike Attack Bonus and only 1 less than High Strike Attack Damage (via the Building Creatures rules). And, in this one instance, I can say that the books ARE forthright about this. Their only sin here is having to demarcate the Moderate part of the scale at a clean 80 XP and then also putting PL+2 monsters at 80 to make the math as clean as it could be, meaning it's easy to look at a single PL+2 creature and go "that's my Moderate encounter!" when in reality the party is more likely to be walking into something closer to Severe 80% of the time. It's a poor "concrete level 1 example" to use a Severe boss battle (Likely wouldn't even be a very fun one, being effectively a boring stat-stick without Pack Attack, but that's an unrelated tangent) where characters are expected to die to argue that they're gonna die easy.
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Carrying creatures has basically always been the territory of "yeah, if you plan on doing this often, figure it out with your DM", because the Bulk system is just not made for that scenario. Bulk is primarily intended to deal with an individual PC's personal "carrying convenience", which is why it's a measurement not ONLY of weight but also of size and shape simultaneously. In that context, most of the rules make enough sense if you don't try to squint at them too hard. I imagine this was at least partially intentional to allow room for GM interpretation on case-to-case bases rather than having a hardline situation of "Yeah, sorry Jennathan, you're 1 Bulk too many for Himbotaur to carry because of your Alchemist Tools so he'll need to Interact to remove those from your dying body." I can just look at the table for Creature Bulk and then kinda eyeball the situation from there, which seems to be Bulk's schtick - it's not logically rigorous under scrutiny, but it's just reasonable enough to be quickly referenced and adjudicated from there in the moment.
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While I agree it probably isn't really unbalanced, a Champ's Aura is an "effect that you generate" by any stretch of the defined term. Player Core pg. 398 wrote:
While the examples given in the text for the text for Mirror's Reflection do mention Strikes and spells, anything that you passively do also counts as an "effect". Naturally-occurring difficult or hazardous terrain is an effect, even.
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If there's going to be a reliable source of in-combat healing (and that healing isn't temp-HP-based), then Con gets even juicier, as you have a "bigger battery" to hold more potential "charge" and you theoretically waste less potential HP. By the time that in-combat healing becomes relatively cheap, you should have an armor that maxes out your AC for your level or comes really close, anyhow, so any extra Dex will only help you with your various Dex-related checks and DCs (Acrobatics will be impacted if you don't have the Strength for some potential armor choices). If you plan on going +1 Dex, +3 Con, you also might look into Sentinel Dedi for scaling Medium armor proficiency. The Strength requirement isn't really achievable for your stat allocations, but hopefully you wouldn't be doing the checks your Armor Check Penalty affects anyways? And the Speed reduction can be mitigated by being a Dwarf or a Wand of Tailwind, among other methods.
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Easl wrote:
That is why I said it came with experience. Notably, Season of Ghosts also follows this approach, having fairly few actual direct combat encounters before you hit level 2 - and the one Severe encounter in Book One is warned against and given a way to bypass it. The book's encounters take place in open space, giving plenty of opportunity to run. And the enemies are... well, I won't spoil much further, but the early enemies aren't supposed to be all that smart. I think there's a way to write adventure paths to not be automatically deadly to level 1 adventurers and still be fun - and Season of Ghosts proves it. But, as I asserted in my post, I agree that a new player isn't going to necessarily "get" all these tips and tricks. Again, I don't think the math is inherently "broken", since you can still make interesting and non-deadly Moderate encounters by following the guidelines in GM Core. But I wouldn't mind a 1st level health bump either; it's not like it hurts me or anything. If the Paizo designers don't deem fit to change it themselves, then I wouldn't mind a common houserule wisdom for new players to be "start Level 1 with (2 x class HP + Ancestry HP)". That gives your average Elf Wizard player 20 HP or so to work with - you're still squishy compared to your Fighter friend, but even a PL+1 crit isn't likely to down you from full. Of course, actual changes would be nice because new players aren't going to be checking for colloquial wisdoms online necessarily, but changes to the game are gonna be slow and steady regardless, so having stopgap houserules to help them is still in good faith, I think.
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Ravingdork wrote: It's interesting to hear how different everyone's experiences are with PF2E. In the groups I've played with, we haven't really run into the "rocket tag" issue beyond the first few sessions, once we got a better feel for the system. I wonder if it might come down to playstyle or how the GMs are running encounters? It's a multifaceted issue, really. I've personally never experienced a "rocket tag" game beyond... well, the early APs. Specifically, Extinction Curse (yes, I will complain about it forever, thanks for asking). After that, I came away with an understanding of my own: more, lower-level enemies (to a point) is better design for low-level combat encounters if you don't want to experience as much swingy-ness. Level -1 or 0 enemies will very VERY rarely one-shot you at level 1 unless you have heavily tanked your HP. Many of them have negative strength or are plinking away from range or are designed to not really be swinging at you much with low to-hits. If you have a 6 HP ancestry with a 6 HP class and a -1 Constitution... I think a new player will rarely make this kind of character, but if they did, I think it's easy to understand the repercussions of "I picked the lowest possible HP". Perhaps it's still a problem that somebody CAN make a character like this, I suppose? But it's a fairly corner case. And even then, plenty of -1 enemies won't even kill these kinds of PCs. But the thing is, that's the primary point of the thread: that's AFTER I've already experienced the oopsies I had. The early APs really kinda soured a lot of people off of low levels because it presented them with Severe/Extreme encounters fairly regularly, and the Moderate or Low encounters it did put them up against were typically single-threat encounters (which are still notoriously swingy even past low levels, you just have more obvious cheats to swing the math in your favor by then). If I'm not hallucinating it (correct me if I'm wrong), there should be a blurb in the Encounter Building rules that mentions single-enemy encounters being something to be wary about, but it's true that even two PL+0 enemies at level 1 can be closer to Severe than Extreme, and are still quite swingy. But even then, is a new GM gonna know what that means? They're a new player too, after all; we can't expect there to be an experienced GM for each group of newbies. I can see why Trip and such have an issue with the early game math, and honestly I wouldn't mind if there were a sort of "Health Buffer" variant rule that was prominently displayed in the GM Core (or even part of Playing the Game in Player Core) to convince beginners to experiment with their basic tactics early and let the people who want less squishy early game have it. The way I've "solved" it? Just don't do as much direct combat in early levels. Your characters are neophytes at this point; just getting their boots in the ground for this whole "adventuring" thing. Give them hazards to bypass, locks to pick, social encounters to maneuver. Give them a "taste" of danger with stealth or chases. Combat should REALLY be an "oh shit" moment if it's with intelligent creatures - not a last resort or punishment, per se, but a climactic moment for green adventurers. If you wanna have combat beforehand, it should be against slow or uncoordinated creatures - something that really gives the new guys a chance to stretch themselves, or to run if things do take an unlucky turn. "Live to fight another day" and all that.
But that came with experience. New players don't have that, and I think there are some things that could help mitigate that (though I disagree that the HP math is "bad" at early levels; I just think the encounter guidelines should be a little more clear as to the expectations). I actually really like early levels, to be clear; but I do see why it puts others off sometimes.
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I mean, Blessed Shield gives Champions one of the most reliable and cost-effective Shield Blocks in the game - it really stretches out the HP pool of Champion and makes it more tanky than you'd think at first glance. Doubly so if you can make a Tower Shield work - you aren't as hard-pressed as other melee martials to Strike your targets since almost all of your chassis' power is in your reaction and your Blessing at that point, so if you need to take an extra Step and skip out on Striking so you can Raise your Shield, that's completely fine. If the enemy goes for your flanking buddy you can (usually) react to them and almost nullify their damage, and if the enemy goes for you they either miss or hit an HP pool that isn't as threatening to them as, say, a Fighter's. If you have a different Blessing, you likely aren't as focused on being as tanky as Shield Champs are, though there's plenty of argument to be made that a Swiftness Champ could potentially be tanky by virtue of removing enemy actions with their kiting movement speed.
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Maya Coleman wrote:
You can have my electrum pieces; they're hard to spend but I've heard they conduct electricity well!
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One of the things that might help you divorce the idea of Occult magic as "the spooky magic" is by remembering what the traditions represent. It's theorized by magical scholars in the Pathfinder universe that all of existence is made up of four base "essences". Combining and manipulating these essences together is what gives you the different properties of the traditions. The whole-ass sidebar from Player Core pg. 291:
The Four Essences
Spells that affect certain physical or metaphysical forces tend to be grouped into particular magical areas. Scholars of magic widely agree that all of existence is composed of some combination of four essences, though they disagree on the names and particular qualities of each essence. Matter: Also called body, material essence, or physical essence, matter is the fundamental building block that makes up all physical things in the universe. The arcane and primal traditions are especially attuned toward manipulating and shaping matter. Spirit: Also called soul, ethereal essence, or spiritual essence, spirit is an otherworldly building block that makes up a being's immaterial and immortal self. The spirit travels through the Ethereal Plane and into the Great Beyond after the death of the physical body. The spirit is most easily affected by divine and occult spells. Mind: Also called thought, mental, or astral essence, mind is what allows thinking creatures to have rational thoughts, ideas, plans, logic, and memories. Mind touches even non-sapient creatures like animals, though in a more limited capacity. Arcane and occult casters usually excel at mind spells. Life: Also called heart, faith, instinct, or vital essence, life represents the animating universal force within all things. Whereas matter provides the base materials for a body, life keeps it alive and well. This essence is responsible for unconscious responses and belief, such as ancestral instincts and divine guidance. The divine and primal traditions hold power over life. Occult casting and bards are described as such in a different sidebar: "The practitioners of occult traditions seek to understand the unexplainable, categorize the bizarre, and otherwise access the ephemeral in a systematic way. Bards are a fundamental occult spellcaster, collecting strange esoterica and using their performances to influence the mind or elevate the soul." Effectively, Bards are using their intense connection to whatever inspires them (their Muse) to manipulate the essences of Spirit and Mind. Looking at it from another way, they use their performances to affect the minds and spirits of the world around them. This tracks fairly well to how people in the real world sometimes describe experiencing art as a way of expression - it can move your very soul, and it can be extremely thought-provoking, sometimes to the point of being able to shake one's very worldview.
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At level 20, a Fighter's Will modifier sans ability mod or other bonuses should be +24, since they become expert in Will saves by level 3! One of the core tenets of PF2's math is that "everything you have proficiency in adds your level, and you get better proficiency at different tiers of levels". This is meant to provoke the feeling of challenges that once seemed super difficult becoming not only possible, but a breeze when you have more experience and training under your belt. Your AC, your skills, your attacks, your spells, all of them care about proficiency, and proficiency is effectively the same calculation almost everywhere in the game, meaning that you can easily extrapolate a lot of things. Proficiency mod + relevant ability mod + other bonuses, and Proficiency mod = 0 if untrained, or = level + 2/4/6/8 for trained/expert/master/legendary, respectively. That means that creating reasonable challenges for parties to overcome is a fairly smooth "treadmill", almost - as you level, you'll get gradual boosts to your nearly everything, and the challenges will typically follow suit if you prefer to keep things on the Moderate+ difficulty for encounters. The only exceptions tend to be the levels proficiency increases for your various things - for skills, that's at levels 3, 7, and 15 for every character - which can feel like a bit of a "surge" in effectiveness as your bonuses increase by 3 instead of 1.
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Trip.H wrote: Meanwhile, others twist themselves into knots over the possibility of a boomerang coming back after every strike for free. Ugh. I mean, I don't think people are twisting themselves into knots for power level reasons, really. They're twisting themselves into knots because that's just not how a boomerang works, there's nothing in the description of it that suggests it works any different to a boomerang, and yet it has text that could imply that it works like Ty the Tazmanian Tiger's boomerangs, which is just odd for a weapon that costs silver pieces. If the weapon was some kind of special magical boomerang or an advanced weapon that was some kind of gadgeteer's invention, then I don't think people would be nearly as out-of-sorts about it. But it's just a regular boomerang, and those are basically aerodynamic throwing knives. They stick into their target or bludgeon them and then fall to the ground like any other thrown thing. Then there's the fact that TV items had a habit of saying more than they meant, and now you've got people confused. It really is that simple; very few people, I imagine, are worried that this will break the game. It just... doesn't follow with the rest of the expectations, and that's weird.
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Gortle wrote: So an ability that is only useful when the GM specifically sets it up to be useful, and not otherwise. It is a terrible concept. Yes, yes, and mental effects are only useful when your GM doesn't set you up against constant mindless encounters, and linguistic effects are only useful if you're facing off against intelligent enemies. Precision damage is useless if you're facing off against oozes all the time! We've heard it all before. This game requires effort on both sides to make sure you're getting the most out of it. If your GM isn't running social encounters deep enough to get use out of the social skill feats, they should let their players know beforehand so they don't take feats that won't get any use.
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Much like in-game, out-of-game truly everyone at the table should be expected to work together. It's a game you're playing together, after all - the GM is simply a player with a different role than the party. With everyone taking small chunks of responsibility (usually tracking everything that their own characters have affected is enough) the actual overhead on combats is fairly low. In pretty much any system, this can (and IMO, should) be the case. Any group project would seem like a pain in the ass if most of the work was dumped onto one member, after all. I distinctly remember a funny session of a Hell's Vengeance conversion into PF2, where we had an enemy Frightened, Stupefied, Clumsy, Grappled, Prone, taking persistent damage, and just generally not having a good time. We were all keeping track of what we personally had done to that enemy (I had him Frightened and Stupefied, barb had him grappled and prone, rogue had him clumsy and bleeding) and were reminding each other "oh, you might wanna use something that targets Reflex or Will, and go ahead and use your exsanguinating ammo," etc. When everyone is invested at the table, things run WAY smoother than they seem on-paper. Now, of course, since it's crunchier, it will still run a little slower just because the tactics available can sometimes be tricky to puzzle out.
The real fiddlyness tends to come in the form of figuring out what information you'd like to reveal at your table vs. keep hidden, and Foundry can only help so much with that. If you don't like to keep much info hidden, then the game runs even more buttery-smooth as more things are known, but it then leaves a lot of the games' options feeling superfluous or slightly more "meta-exploitable". Whereas if you want to keep more things mystified, the onus then comes to the GM to keep a closer eye on your players' sheets and keep in mind situational bonuses/penalties/abilities. Because nobody wants to have to be the player to constantly prod their GM with "hey, so I have this thing for this situation... is it that situation?" like a kid in a car constantly asking "are we there yet?". Much of this can be resolved by setting expectations at the table, after all, but the work still needs to be put in by all parties to ensure everyone at the table is having a good time. We're partially responsible for our own fun AND for the fun of the others at the table - GM or player.
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I will say, Pathfinder's particular brand of "religion" is something that's not quite mappable to the real-world - at least, not if you view it as a singular denomination of "religion". Theistic Mini-Thesis:
For one thing, the gods of Pathfinder do not have a debatable existence. They are real, they created the Universe as we know it, and while mortals don't exactly have the full, written record of such events happening, it's hard to doubt the accounts of multiple religious scholars under different churches coming together to corroborate evidence. There's no "faith" necessary to determine the existence of the gods - and, in fact, it's an important distinction that Golarion's atheists do NOT disbelieve in their existence, only that their mortal lives need not be influenced by their doctrines if they do not wish - and, indeed, while a Cleric or a Champion might have sworn an oath under a specific deity or pantheon, they do NOT necessarily exclude the teachings of others unless specified to do so.
The gods of the Universe are real, they have power that is real, and they will use it to continue to shape and influence the Universe if they see fit to. Mortal "faith" in this setting - at least, from my corner of the room - sits a lot closer to a "smudged" (for lack of a better term) version of polytheism, animism, and (depending on the area) hierarchical faith. Individual mortals all over Golarion normally practice a light-to-moderate version of polytheism, because when the general wisdom is that offering some fried tofu to Daikitsu will have her smile upon your harvest, it doesn't matter if you personally practice Pharasmin traditions a little more - you still would like the harvest to have its best chance! You may still crave the thrill of battle even now that Our Lord In Iron has passed, and so the teachings of Irori can may help perfect your form so you may continue to slay in respect to his name. In these cases, mortals place their "faith" in these gods in a slightly more transactional manner, where they attempt to tend to their good graces and avoid their ire so that their everyday lives are made better for it. While singular people may pay more respect to some gods than others, they have an understanding that these powerful beings may help them in return for devoting at least an iota of their brainspace to respecting their existence. People are free to not pay these respects as they wish (though some gods unfortunately may not take kindly to mortals expressing their free will, especially if they brandish it proudly), but they do so with the understanding that they will walk a path without divine assistance (or even additional obstacles, if you cross the wrong deity or associated folk). Clerics and Champions (and other organized faithful), meanwhile, have a slightly more hierarchical understanding. Where "normal" folk see the gods as more or less equally powerful influences on their lives that they may or may not ply for aid (or at least lack of destruction), the organized faithful of Golarion see their "chosen" deity as one that they align with on a more fundamental level. While many still respect the power that other gods have, and may still even perform transactional practices for them as the average mortal does, they have likely aligned with their chosen deity for more deeply-rooted reasons. Usually, the chosen deity is one that the mortal already sort-of aligns with, or at the very least one that they believe will point their lives in a direction of their choosing. A nobleman's child may join the Church of Abadar to learn to curb his unhealthy spending habits, or a former Chelaxian slave may become a Sarenite due to their aligned abhorrence for the practice. This is all not even mentioning the various non-god-related faiths that exist within Golarion, many of which are closer (but still not exacrtly) mappable to IRL asceticism or animistic approaches. They focus more on seeing the big picture around your communities or your own personal ecosystems and, while many don't eschew deity worship outright, they narrow the scope of their edicts and anathemas to those that are more immediate to the self and those living beings around you.
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Aye, kitsune have had this snag for a long while now - if you try to claim that either form is considered "the polymorphed form" then you run into weird bits where being in "the polymorphed form" is this nearly get-out-of-poly-free card, which is almost certainly unintended regardless of what we consider the "true form" of a shapechanging ancestry/heritage is. So the only way you avoid getting a near-poly-immune kitsune is by saying only the "action" of Change Shape is a polymorph effect. Sure, that means the kitsune can try and counteract any poly effect that doesn't shut out their ancestry abilities with one action, but that was still true even with the above problem, so that's not really the issue. It's hard to say on the Dire Form issue, though. While being IN hybrid shape alone clearly shouldn't be considered a polymorph form, Enlarge's effects still have the Polymorph tag on them - it's not a tag just applied to Enlarge's Cast a Spell activity, it's a tag applied to its effects as well. But if we read it that way, any shapechanging ancestry that uses "the effect of pest form" (again, kitsune, yaoguai, etc.) now has the same issue as paragraph one where now they're just super hard to poly, willingly or not. The reading that has the least amount of conflictions and snags within itself happens to be the most permissive one here, I think, with Gortle's reading? If you're afraid of it becoming a little cheesy, I don't think there's a problem with bringing said concern up with that player, just in case.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
It's possible that the NPC had a template or level modulation applied to it? The Elite template on a creature increases the damage of all of its offensive abilities by a flat +2 - unless they are limited abilities like dragon's breath or spell slots, in which they are increased by +4. Was the Canker Cultist in question an Elite Canker Cultist? Foundry does automatically apply template changes, and this is the only way I know that enemy could possibly be gaining extra flat damage on a ranked spell.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
It's interesting from a purely game mechanics standpoint that Containment doesn't have a listed AC, because there could be ANY number of valid readings, even if they're in hindsight ridiculous due to being Too Good or Bad To Be True. -It doesn't list an AC, therefore its AC is 0 and you auto-hit. Not necessarily Too Bad to be true? 40 HP and immunity to crits means it'd take at least two Barb-level Strikes to get through a fully-formed one. -It's a misprint, and so we should look to the Premaster version to see it's still AC 5. Much the same as the above reading, except there's now more room to Fail a Strike against the barrier, which is funny in a sad way. -It doesn't list an AC, therefore Strikes cannot target it and only Area damage that can damage spell effects/objects can damage it? Seems Too Good, since that means without VERY specific "lockpick" spells (not even Disintegrate anymore lol) you're boned even if you Succeed the save. -It doesn't list an AC, so you use your Spell DC as the AC. Almost certainly Too Good, especially given the Premaster version. But man, imagine poor mooks literally unable to even touch your immaculate charge coated in your glittering invulnerability field, and even the Big Bad has to waste an action or two to break it.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
I mean, the fact alone that at least four of us can very confidently say four different rulings and talk past each other for an entire page about it because "it's simple!" very much proves that it is, in fact, not quite as simple as we believe. I'm not "creating" a headache by pointing out that, as written, emanations could probably use some kind of specification to make some kind of concrete answer, because as it is, there isn't one. I'm simply pointing out that the current state of how things are worded CAUSES me a headache. The way that I work with bard's emanations in my games isn't how rules are written - because I think the Rules, As Written in this case aren't fitting what my mind's eye is imagining. The way I imagine it, the bard is strumming a tune that evokes powerful, magical emotions for two seconds (the equivalent of an action), which is about enough to get a line or two of a limerick off. Then, six seconds later, he says another line or two. That's why it currently functions like a "pulse". But plenty of people imagine it as though it acts more akin to a sustained spell (much like PF1's bard and their swift action songs), and depending on the vibe of the party I can change between these as I like. When the rules of the game are insufficient to create a ruling that people can agree that is what is written (regardless of how much we like that ruling or not), then it's not "no issue". See: "when does an attack make an attack roll?" from Pre-Remaster for another headache caused by not-quite-so-rigorous wording that made ambiguous rulings. Just because it doesn't come up every session doesn't mean it shouldn't be looked at. PFS sticks about as close to the rules as written as you can get, so it VERY MUCH MATTERS that the rules are able to be arbitrated as clean as possible at the table for as many GMs as possible and consistently, since characters need to be transferrable from table to table without issue. Frankly, for our home games? Who gives a shit; run Dirge of Doom as a sustained emanation centered on an enemy within 30 feet for all I care. See how funny you can get with it. But for PFS, "pedantics" are necessary to keep the tables consistent with one-another.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
checks notes 1 For Runelords, they're drawing their power from the ancient art of runes, which were adapted later by the original seven Runelords into what's commonly known as "sin magic".
Basically, by focusing your practice on a single base rune, you end up embodying the sin it brings out from you due to constant exposure. It's less "someone else is imposing this rule upon me and will take away my powers if I don't listen" and more "I find the idea of doing this repugnant and it goes against what I am slowly embodying and it will weaken my connection to my sin if I do it."
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
One thing I've not seen mentioned yet, and might be extremely helpful to your players: Do you know the rules for Aid, and are you using it? The Aid action/reaction pair is such an extremely helpful tool for parties to deal with creatures that have particularly hard-to-hit defenses. Note that in "Choosing Creatures" (GM Core pg 76), a Party Level +2 enemy is considered a "Moderate- or severe-threat boss" despite its encounter XP being rated at only a Moderate encounter. These kinds of single monster encounters can be somewhat dubious at any level (but especially early levels), as one monster needs to have inflated stats (relative to the party) to even stand a chance against the quadruple-or-more action economies they typically face, and as such are WAY more susceptible to swingy dice rolls than Moderate encounters with at-level or lower enemies, especially if the party isn't using their tactical toolkit to its fullest benefit. That doesn't mean you shouldn't run them, of course, but be wary when an encounter is a PL+2 single enemy and rated as "Moderate". Bringing it back to Aid; it's a great action/reaction pair to use when you need to really pierce a tough enemy's defenses, either with skill checks or attack rolls - all it requires is some sly thinking on the players' parts and convincing you, the GM, that their actions would be suitable to Aid, and if they succeed at Aiding they give the other player a +1 (or scaling +2/3/4) circumstance bonus to their roll. I would clue your party in on this action and urge them to find ways to use it, because it not only encourages good tactical thinking, but also immersive roleplay while they try to find in-universe explanations for their actions. You can even use the suggested DC of 15 most of the time and only change it if they try to do something repeatedly or something a little outrageous.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Helm of Zeal, notably, is only really useful for Champs (or archetype Champs) as it only lets them use the reaction for their champ reaction. Getting a second reaction usable with Strikes (they seemed to be looking for more offensive options) is relegated to late-game stuff mostly. If you want, TTP, it might be easier for you to be a Fighter that uses a lot of their feats for Barbarian dedication feats instead if what you want is to be able to react multiple times but also be a Rager. It'll still be until midgame before it comes online, but it's way easier in that configuration.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Like with most edicts and anathema, the rules are expected to be somewhat table-dependent and adjudicated case-by-case. Depending on where you are in the world, "the elements" might change, though if you're likely within the Inner Sea (where Runelords typically are), the philosophy of the Four Elements is most common: Air, Water, Fire, Earth. If you want to be as broad as possible so as to not run into a theological impasse (and probably be PFS safe), then I'd suggest using the Elementalist spell list as a baseline, with all spells with the Fire, Water, Earth, Metal, Wood, and Air tags off-limits, regardless of where you are. It's a concrete framework within the game's rules that serves as a good bouncing off point for individual tables. The lightning-but-not-air spells seem somewhat dubious, and you could avoid those if you wish to be even safer, but one could make a case that creating a big static shock or even a full lightning bolt from scratch is more like creating and firing pure plasma than pulling from the Plane of Air or something. There's wiggle room, and I think that's on purpose.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Claxon wrote: It's true, but also very generic advice. And it can't go much deeper, without getting specifics about each party and build. Again, I'll stress that this is what I want in things like Player Core and the Beginner's Box. Generic tips are valuable for newer players, since this is a dense game and it can be hard to grasp for a starting seed of knowledge to work from. Once you get that seed, generally the flow gets a lot easier and you start to discover things, but providing non-prescriptive knowledge can prevent forming misinformed habits.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
I really am not seeing how you can claim that it "clearly" states they "always, always, always" emanate from the caster. I'm literally looking at the rule right here. Player Core pg. 428"; Area; Emanation wrote: An emanation issues forth from each side of your space, extending out to a specified number of feet in all directions. For instance, the bless spell’s emanation radiates 15 or more feet outward from the caster. Because the sides of a creature’s space are the starting point for the emanation, an emanation from a Large or larger creature affects a greater overall area than that of a Medium or smaller creature. Unless the text states otherwise, the creature creating an emanation effect chooses whether the creature at its center is affected. That's it. That's the WHOLE RULE. Unless there's some other rule about emanations moving with the caster in Player Core that I'm missing, this is all that's said about the area type "Emanation". "Issues forth from each side of your space" is no more clear than lines and cones saying they "shoot forth from you" and "shoot out from you" respectively. All it describes is what happens when the spell effect is created. Does Pave Ground move with the caster? After all, a line ALWAYS, ALWAYS, ALWAYS "shoots forth from you". That's clear in the rules, at least according to the same logic put forth for emanations. The only text here that would suggest anything of the sort is the last sentence, which isn't as clear-cut as I think you're making it out to be. "The creature at the center" of an emanation spell when it is cast is usually the caster, and they get to make the choice here. It wouldn't matter if they moved afterwards, since they chose already whether or not they were affected by the spell or not. But it's not exactly so clear. That's my point. Personally? A lot of emanation spells seem like they should move with the caster, so I can just give them the Aura trait to make them work as they should. But Rules As Written? They're wonky, and until we get an official FAQ for them, they will remain wonky RAW.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
If emanations followed you, then the rules of emanations would make that distinction, and individual emanation spells wouldn't have to specifically mention it. It's as simple as that. Lines, Bursts, and Cones don't say they follow you, and neither do emanations. We can argue which individual emanation spells are "supposed" to move with you, but all that means is that they should likely be put up in the errata thread to add the Aura trait, which is supposed to be for emanations that follow you. Emanations are distinguishable from Auras when used, because otherwise spells wouldn't have been errata'd with the Remaster to include the Aura trait if the Aura trait didn't mean anything.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Easl wrote: So Level 18 enemy bard casts Voracious Gestalt. PC takes 14d6, then moves out of the emanation. Next round, Bard sustains. But poor PC continues to take 14d6 again because, according to you, "The area serves only to determine who's affected originally". Is that how you would play it? Hey, uh, friend? Voracious Gestalt has the Aura trait; it already moves around with the caster. It's irrelevant to this conversation. It LITERALLY reads: "When you Cast the Spell, the gestalt deals 14d6 negative damage to all living creatures of your choice in the area, with a basic Fortitude save. Creatures you choose that end their turns in the area take 6d6 damage, with a basic Fortitude save." Sustaining it is clearly meant to refer to the to keeping up the area of the Aura, not the 14d6 void damage. Because the creatures AS STATED take the damage only on cast or when they end their turn in it. Use your context clues. There is an argument to be made that Sustaining an emanation "snaps" the emanation back to you for the purposes of calculating certain effects, for example Luring Wail. But, then again, there ARE non-Aura emanations that SPECIFICALLY mention they move with you, like Poltergeist's Fury. Antimagic Field mentions that summoned creatures within will reappear "if the field moves or ends" but has no in-description way of doing so, possibly supporting this theory. Both Diamond Dust and Overflowing Sorrow, from Gods & Magic, have the specification of being emanations "centered on you" which would suggest that emanations DON'T normally do so, even when Sustained. But it's extremely clear that Emanations with a set duration that DO NOT have the Aura trait do not move with you. That's what the Aura trait is for. If it don't have the Aura trait and doesn't otherwise say it moves with you, then it doesn't move with you.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
No, Raven, the difference between Bursts and Emanations is that Bursts originate from corners, and Emanations originate from your square. :) That's it. They originate from your square. Also, like, you can move Bursts plenty? There's lots of Burst area spells that move; that's not exactly much of an argument. If they wanted Emanations to automatically move with you, then why would they need the Aura trait? The Aura trait exists explicitly to allow effects to move with the origin of said effect. Player Core pg. 453; "Aura" Trait wrote: An aura is an emanation that continually ebbs out from you, affecting creatures within a certain radius. Aura can also refer to the magical signature of an item. Emphasis mine.
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OceanshieldwolPF 2.5 wrote: I was just about to post an appreciation for BigHatMarisa’s comments about removing the stumbling blocks with small sidebars here and there and how we definitely don’t need Paizo to repackage advice as a freakin’ gouging Strategy Guide. This is mostly what I'm vouching for, yes. We don't need exact strategies or anything, but there are fundamental, base-level tips that can be doled out in relevant sections via sidebars - where it won't eat up more pages and fits in with all the other minor info that makes it into sidebars. For example, a sidebar on Rogue can give a small (clearly stated to be nonexhaustive) list of ways that a creature can be rendered off-guard. It's the most common and oft-useful condition in the game bar maybe Frightened, so it's a good starting point to pull from. Clearly labelling that some skill actions are meant for Encounter Mode, not Exploration Mode (Climb, Pick a Lock, Disable a Device) and reminding players that, if a situation is tense and every second matters, they can use Encounter Mode even if it's not combat! Things like these, which are fundamental tips that all players (including the GM) can find helpful, and they aren't necessarily prescriptive, just helping bridge some knowledge gaps that the Player Core tends to have. I don't expect these products to make experts out of new players, but it should be proficient at getting people familiar with the game's systems at a base level, and right now there are gears that could be greased to help that process along.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
This should be the list of all 1 (or 1-to-3) action spells in the Occult list, as long as the link doesn't expire. Aqueous Blast and Scorching Blast are "fake" 1-action spells, since casting the spell doesn't actually make an attack, it gives you the ability to make their attack for the rest of your turn (effectively turning them into 2-action spells).
Shield is great if you find yourself a little too close to enemies for comfort. Guidance is a great cantrip for if there's not much else you can do on your turn, as long as you have an ally within 30 feet you haven't used it on today. Gravitational Pull could be a good low-commitment repositioning option, but I'd not start using it often until you get more low-level slots. Timely Tutor is pretty damn good if you want to be the person who's Recalling Knowledge in your party. Hypercognition is in a similar boat, allowing you to use 6 Recall Knowledge actions for 1 action. Winning Streak is just good value - 1 of your actions to give someone else another action is fine enough if you find your action would be better spent that way, and it can occasionally just start jumping around and getting even better value.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Lightning Raven wrote: The funny thing about this reading is that this makes the Bard faster than the speed of sound, if you think about it. They're supposed to be playing/singing/dancing something so dreadful that is enough to send shivers down the enemy's spine. The way I see it, it's kinda like the sound bubble that Hunting Horns put down in Monster Hunter Wilds. A bubble of echoing music isn't exactly all that strange when we're talking magic, here. Though, after reading through the other Bard compositions, it's fairly clear the Frightened is likely supposed to be an "semi-instantaneous effect" like the others, though I disagree with SuperBidi on why. SuperBidi wrote: Only creatures at the time of casting are affected. When an effect is supposed to happen when you enter an area, it's always specified when it takes effect exactly (on entering, ending turn or starting turn). If you change that you affect a lot of area spells with a duration (Calm for example, that has the same wording than Dirge of Doom). Noxious Vapors seems to adjudicate its concealed condition just fine without specifying "any creature within the spell's area when its Cast, or any creature that enters". In fact, it specifically only does so for the Fort save. I don't believe there's a reasonable reading of the spell that makes the concealed condition it gives "snapshot" upon casting. If you're in the cloud, you're concealed. If you're out of the cloud, you're only concealed to those in it.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
I would honestly argue if Dirge was an Aura it would actually be a WORSE rules nightmare, considering we still don't have good guidance on when you actually "enter" an Aura timing-wise (does a creature moving the aura to you count? Is forced movement entering?) that cause even more issues and also has twenty-seven different rulings for twenty-seven different tables. As it is now, it's very obviously (to me, anyways):
-If a creature is ever in the area for any reason, they're Frightened 1. If they're still in the area when their Frightened value would decrease below 1, it doesn't. -If a creature walks entirely through the area (from one end to the other), they would gain Frightened 1, which they keep as they walk out of it, and then lose that Frightened at the end of the turn.
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I'm not sure that PF2e itself should be attempting to teach players at lower levels. I hate to constantly have to bring up 5e, but unfortunately it's prudent in this instance: 5e treats its first few levels as "introductory levels", even moreso now in the 2024 redesign now that all the classes get their subclasses at level 3. And, honestly? That's why I don't like 5e's early levels at all. They just don't give you enough tools between characters (bar casters, I guess) for it to be interesting to play. PF2e's first few levels aren't so much introductory to the GAME as they are to your characters. The game gives everyone a wealth of generic tools you can start with at level 1 alongside your class's (and sometimes "subclass's") given toolkit. Some classes even get to choose what their level 1 toolkit will look like, like Fighter/Monk. Then, at level 2, everyone gets to choose a couple things that let them experiment. Then, at level 3, your general feat allows you to branch out further, and so on and so forth to the races. However, I will level some criticism at the products designed to teach new players the game, like the Beginner Box and the Player Core duo, for not properly signposting a lot of important play concepts. The Beginner Box focuses a lot on straight front-to-back encounters, and the pregenerated characters don't list any of their (EXTREMELY HELPFUL) relevant skill actions, nor does the player book really signpost using them. It doesn't give the (presumably new) GM running it a lot of guidance on some obvious alternatives to those encounters that even new players might come up with ("hey, what if we talk to the kobolds?"). It doesn't do a great job delineating between Encounter Mode and Exploration Mode (10-foot-cliff anyone?). And, obviously, there are the multiple errors it makes in the game rules itself, but those aren't really design issues more than just basic mistakes that should be errata'd. The Player Core really should be better about spelling out things along the lines of "Hey, we expect you to use your skills in this game as a part of your regular toolkit both in combat and out of it. You're expected that you'll work together with your party to achieve victory together, not half-connectedly just kill monsters by yourself until the encounter is over." The Rogue should have a sidebar that spells out just how much Rogues will get out of helping the party and receiving help in-turn. Things like that. The game is generally not that hard to learn, it's just that there are lots of precarious stumbling points that people can fall off of that could easily be smoothed over with the products that are designed to teach you things.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Fun little related fact: Assuming two non-agile weapons, one from within Fighter's chosen group and one from without, if you Double Slice, there are two options - you can either Strike with your chosen weapon then non-chosen weapon, or vice versa. Compared to standard martial proficiency, that would be either making your attacks at +2, then -2 (non-agile, remember), or +0, then +0. The first outcome is is the same accuracy as Striking twice with an agile weapon (though not necessarily damage, since non-agile weapons will likely do more), but the second is something interesting, as there are very few other ways in the game to make two Strikes in two actions, both at full MAP. If you use an agile weapon as your chosen weapon, then weirdly your second attack is MORE accurate than your first, with an effective +0, then +2, which is something entirely unique to Fighter.
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While I do enjoy that enthusiasm, I wouldn't pin my hopes THAT high. Books that aren't in the "Core" lineup often have full pages' worth of Golarion-related lore within them that would be remiss if they were replaced with just character options. Not to mention the reason we only get 2 new standard-complexity classes is because we also tend to get lots of content for older classes that fill up a bunch of space as well. A remastered SoM would have to contend with a lot of the lore implications that changed between its release and the Remaster, which is the biggest hurdle. SoM mentioned, explicitly: positive and negative energy, the seven schools of magic (in depth), aligned energy, and a whole host of implications of those things that any decent Remastering of the book would look to alter to fit the current state of the game.
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But, as both me and Teridax agree, a Magus shouldn't be able to use save spells as well as it uses attack roll spells. I think the way it is currently (where you have to sacrifice damage and stats to do so) is completely fine. If you want it all, you should be MAD. I mean, maybe adding some way to give the Magus "If you crit, they treat their save as one degree worse" for people who love gambling; like, say, a feat. But otherwise, I think this aspect of magus is currently satisfactory. Arcane Cascade is probably the thing to change if we really wanna ease up a little on the clunkiness of Magus. Turning it into a regular stance as Teridax suggested doesn't reduce the action costs at all, but it does allow you to freely move those actions around wherever you want to. Teridax wrote: Correct, attack spells are what I am referring to. Bypassing spell attack rolls with weapon attack rolls is central to the Magus's gameplay and one of their biggest advantages, which is why it's always the point of comparison when people refer to spell save DC accuracy. And again, to be clear: I'm not saying the Magus needs to be accurate with spell saves; I think it's actually a good thing that they're not necessarily the best at applying crowd control and debuffs on top of burst damage. I'm just saying that building to make their spell DC less crappy imposes a prohibitively major cost on most Magus subclasses that you can't just handwave away. Ahh, a misunderstanding on my part, then; my bad. I've had this discussion with lots of people IRL so I'm quick to the trigger with it at this point; hah~.
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Teridax wrote: ...you’re asking players to limit themselves to about half the builds available to them and pick weapons with much lower damage dice just to be less inaccurate at a thing their core class mechanic normally lets them bypass. But it doesn't? Nothing about Spellstrike lets you bypass saves. Magus only bypasses being reliant on Int for spell attack rolls specifically, because the conceit is that you're trading it for your full martial progression instead with a Strike stapled on top. For other spells, Spellstrike is pure action compression - a Strike+Spell for 2 actions, which is still something entirely worth building around. Just because Spellstrike signposts "hey, you can make GREAT use of the Spell Attack Rolls that other casters generally find only good or okay" doesn't mean it's saying "stay completely away from saves forever". If it did, Expansive Spellstrike (and the current errata to base Spellstrike) wouldn't exist as a concept. And while it's fine that plenty of magi are built for just being pure single target damage, pretending that's all the class can do well and that it should mostly ignore its save DC unless Starlit Span is tunnel visioning to me.Teridax wrote: I really do think just making Arcane Cascade work like a regular stance and let you change the damage type with every damaging spell you cast while in it is the simplest solution here... I think my only real gripe with this idea is that it no longer feels like an "arcane cascade" to me, a la your excess magic flowing over from your casts and spellstrikes like a waterfall into even your regular hits. A simple name change and fluff text change would fix it, obviously, but then now we've mucked up a bunch of existing characters' visions... not that the Remaster hasn't done that plenty already, I guess. Mangaholic13 wrote: After all, {ranger and swashbuckler} don't depend on Focus spells or burning an action to use their stuff. Uhhhh, did we forget that we need to spend panache for finishers, and need to spend bravado actions to regain panache? Also, like, pretty sure all of the ranger hunter's edges can only be used on your Hunted Prey?
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Teridax wrote:
Melee magi who want to use their Int mod can absolutely bump out of Strength - Finesse weapons exist. My 0-Str. Aloof Firmament magus does this. He decided to also can a couple points of Wis for Cha, but that was for flavor; those could've gone purely to D/C/I/W and been perfectly fine. Remember - your job isn't to deal pure damage as a utility magus, it's to use your action compression to get okay-to-good damage on a target while affecting a bunch of people incidentally with a powerful utility spell, then picking off stragglers. Starlit Span has the easiest time with this because it's ranged, but any Magus looking to do this with enough investment in mobility could achieve a similar result - Laughing Shadow and Aloof Firmament are good starting choices. You did totally bring up Shield in the previous post and I completely missed it - whoops! Yeah, for it to be a free action it'd have to be restricted to 2A spells, really, and at that point just rework the ability. The fact that it already had the snag with how stances are formatted and needed special errata to fix it probably should have clued in that it being a Stance action is kinda jank. Hmmm. If I wanted to keep it close to its current iteration just for simplicity's sake, I guess I'd... keep it a single action if they just Cast a Spell, but make it a free action if they specifically Spellstrike or use a Conflux Spell, maybe? That way it'd incentivize you actually using the magus's own special things to their advantage, but not completely lock you out if you need to just raw-dog a spell every now and then?
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