ElementalofCuteness wrote: How do I feel about this as a whole? Well this is a problem. We can't lie to ourselves and think it isn't a problem even if it is a minor one. It would take them literally a couple of minutes to quickly answer the problems in Oracle's Spell Repertoire. That's my problem with waiting for an answer, it is a very simple to give the answer. Literally it's either "Yes, that's the correct number of spells in their Repertoire" or "No, actually the spells known is the correct number.". Perhaps I am simply over thinking how simple answering this is. Well, it would only take a few minutes to answer that particular question. But if they start doing that, everyone would come with their rules questions, both major and minor, and expect an answer since it only take "a few minutes". Paizo can't possibly do that and everyone who doesn't get an answer is bound be be disgruntled. And yes, you could argue that the oracle question is kinda important and should be answered since it affects a big part of a core class. But then again, every rules issue is important to somebody somewhere. I wouldn't want to be the one deciding what warrants an answer and what doesn't. Didn't work out all that well with the old FAQ system, did it?
I'm planning to play a War Mage Wizard in an upcoming Rusthenge game (no free archetype). This will only go to level 4, but I'm open to any higher level ideas for potential follow-up adventures or other future campaigns. So far I've come up with five different rough flavors of War Mage. 1. The Full War Mage: Medium Armor, Shield and a one-handed weapon, using every proficiency you get (plus shield block). Max Strength and Int. Could go for a Whip for Trip at reach and maybe shield boss/spikes for when something gets too close.
Anyone willing to share more ideas? As general or specific as you'd like.
Oracles actually have better saves than sorcerers since their will save scales up to master. If you look purely at the spellcasting chassis, oracle is the best caster in the game right now. There's only two other 4 slot casters (if you count wizard as 4 slot caster) and both of them are limited in their spell choices. The oracle can freely choose all four spells to add to their repertoire per level and even get their mystery spells and those from divine access at level 11. That's by far the biggest and most flexible repertoire in the game right now. All this plus the high end of AC, HP and saves among the casters gives the class a very strong chassis. The rest of the class falls a bit flat by comparison. The cursebound abilities are nice, but when the high-ish level flame oracle in my last campaign was remastered, he didn't pick up a single cursebound feat since spells are still stronger and so plentiful that he never felt the need to use cursebound - other than the occasional Foretell Harm which he got from his mystery. And that one is usually weaker than what a sorcerer gets.
Squiggit wrote:
Again, it was not strictly part of a general errata. It's apparently a design change in the remaster. Some remastered ancestral fly speed options have a fixed fly speed. Like the Dragonblood's True Dragon's Flight, which gives you a fixed fly speed of 20 ft. Others like the wings feat of the Nephilim give you a fly speed based on your land speed, which can be increased by casting Tailwind. It's also noteworthy that some fly speeds granted by ancestry feats have been adjusted accordingly. Strix for example have a fixed fly speed now as per the Spring 2024 Remaster Compatibility errata to the ancestry guide, but used to have a fly speed based on their land speed. Similar things happened to some other ancestries, I think including Sprites and Kobolds. But I'm too lazy to check all of them. Bombdude's question is basically why Tailwind doesn't affect a fly speed that isn't based on your land speed.
Finoan wrote:
Correct, it was a remaster change to the ancestry flight feats, not something from an errata. (Unless you consider the remaster a big errata.)
The ability to heighten spells from the staff (by paying an according number of charges, of course) would go a long way towards making some of the sins better. Lust for example has so many incapacitaion spells that it's rarely feasible to use your charges for anything but a top rank spell, seriously reducing the flexibility the staff otherwise provides.
Bluemagetim wrote:
By RAW, you can completely sidestep the need to learn any of your curriculum spells. The dedication at level 2 allows you to swap one prepared spell for a curriculum spell (including sin spells). But unlike the Spell Substitution thesis, the dedication never says you can only swap in spells in your spell book. So you could in theory just prepare whatever you want during your daily preparation and then spend 10 minutes per spell to switch any number of them to a curriculum spell without having any of them in your spellbook.
The wording was very much "add the staff's charges". If anything, I'm baffled that anyone read it another way. The biggest argument against it was always "you can't prepare two staves" but then again, it also never said you have to actually prepare your personal rune staff. But that's all moot now I guess. We live in a post spring-errata world now and wizard is back at the bottom of the class list - and I obviously don't mean alphabetically.
moosher12 wrote: Yeah, I don't think that one is getting reverted. That ability was definitely in the "Too good to be true" territory. I remember reading it and thinking, "Well whose gonna wanna play a normal wizard," which is not gonna be a good approach. I honestly think the anathema is enough of a deterrent to make sure players still play the vanilla wizard. And frankly, the Runelord was hardly overpowered when compared to remastered Imperial Sorcerers or Oracles. The Wizard being worse in comparison is a flaw in the base class, not in the archetype.
ElementalofCuteness wrote: Envy is terrible, no offensive spells outside of Mental damage!? Not that it changes all that much, but there's still non-mental ways of dealing damage as an Envy Runelord. You can still use spells that deal force or sonic damage (few as they are). Or physical damage as long as the spell isn't elemental or void-based. Stuff like vomit swarm and telekinetic projectile work. Even Rouse Skeleton doesn't technically violate your anathema, despite it's necromantic flavor.
cavernshark wrote:
Well, I kind of want to like the Wizard but the remaster has made this really hard. The Runelord made it quite a bit easier for various reasons. With the errata, one big reason is gone. And I'm not even speaking from a power perspective here. I'm planning to play a Greed Runelord, despite it being one of the weakest sins - and definitely not gaining much from an extra top level cast at most levels. But the mere fact that I could have gotten an overcharged stuff was a very fun thought. Even though the Greed spell list is quite lackluster. Breaking the limits of normal spellcaster with your sin spells is just a great concept. Now this is gone. The main draw for the archetype is just a staff with a questionable spell list. Yes, its max spells are a rank higher than equal level bought staves, which isn't nothing. But I'm basically giving up 98% of all will targeting spells for this. A huge hit to the character's flexibility, which is usually what I value in arcane and prepared casters. Past level 5 or so, I don't see much mechanical value in the Runelord. If you happen to have one of the sins with a great spell list, sure. But for the other 4 or 5? The abilities will simply not balance out the anathema. I'm reasonably sure that a basic spell blending or substitution wizard will be more powerful. I will probably still play him because I don't really have time to come up with something else before the campaign starts and I've been tinkering on this character for at least 6 months.
That "extra top rank slot" is limited to two spells. Oh, and at level 15+ it's reduced to a single spell. You at least get to spontaneously choose which one you want to cast before then. Then there's spell quality. Getting to choose between 2 spells isn't great if one or even both of them are just bad or highly situational. Sure, you can use the charges to spam a few lower level spells but even for those many are bad - or become bad as levels go on because they rely on damage, counteracting or have the incapacitation trait. There's maybe 2 sins with a spell list that really benefits from those extra top rank slots at all levels. The errata'd Runelord is barely worth dealing with the anathema. And only because the base wizard is somehow even worse, if more flexible.
Errenor wrote: I don't know your table, character concept and situation, but why not? Taking another caster, making some background adjustments shouldn't be too hard I suppose? Being a wizard is a very substantial part of this character. If I just change the class, I might as well build another character altogether. Witch would be the only thing that might also be a good fit, but we already got one. And I want to be an arcane caster and I'm not touching the Inscribed One with a reach spellshape Telekinetic Hand heightened to rank 5 (which is the caster equivalent of a 10 ft pole). I also kind of want to play this character for RP reasons. I just have to decide whether to stick with Greed Runelord or go back to the original (pre-Rival Academies) plan of being a universalist.
Gortle wrote: I never liked the entire concept. Wizards and sins don't mesh at all. Well, that's mostly a flavor concern and up to each player to decide. But mechanically, the wizard is already bland and the pre-errata Runelord was the first thing in over five years that got me actually excited to play one. Far less so post-errata, unfortunately. It's probably too late to switch my character (or at least his class) for our new campaign starting this sunday. But if the errata happened two weeks ago, I would seriously have considered dropping the Runelord archetype - and maybe even the wizard class entirely. That's just sad.
Oh great, 6 days before I finally start playing a Runelord, the archetype's most amazing feature gets removed. Yay? What remains is - a free staff that's very much hit or miss depending on your level and sin.
If the feats and focus spells of the baseline wizard were actually good, the errata'd Runelord wouldn't really bring anything useful to the table. I'm not convinced this is worth the anathema anymore. I was perfectly willing to play each and every Sin previously, but with that blow to the Runelord's power, I don't think I could stomach playing some of the weaker Sins.
The Total Package wrote: Can I get Raise Symbol and use it with my Shield without having to get Emblazoned Armament? That's something you have to ask your GM. I don't think there's a RAW way to treat a shield as a religious symbol other than Emblazon Armament. There's a specific magic shield somewhere that counts as Symbol of Torag, but that's about it.
The Total Package wrote: Any update on how this turned out Blave? Curious because I am building a Warpriest currently at level 8 and I will be the only tank. The party has a healer already. Didn't expect to see a 4+ years old thread if mine reappear, so sorry for the late response. As Yuri has mentioned correctly, A LOT has changed since I was last discussing this. I ultimately ended up playing another character altogether but if I were to rebuild a warpriest now it would look very different from what the original idea here. I'd absolutely go Bastion if possible. The ability to raise a shield as a reaction takes a lot of strain from your action economy. Another somewhat unusual thing I'd seriously consider is going Magus archetype. Grabbing Shielding Strike is another amazing action economy enhancer and Spellstrike is a much more versatile option than Channel Smite. Getting both Magus and Bastion in a timely manner requires free archetype and a permissive GM, of course. I usually have both in my group, fortunately. But for regular play, I agree with Yuri that champion is great. Heavy armor and the reaction alone make this a very powerful archetype. The new remaster feat Defensive advance is an action economy enhancer similar to what Bastion or Magus can provide. If you can muster the required charisma, I'd go champion over sentinel without hesitation. Mighty Bulwark is ultimately just a +1 to reflex saves most of the time, and not worth the feat investment. Reflex targeting stuff that doesn't deal damage is too rare as the sole reason for sentinel. And you likely have Raise Symbol, so it's not like your saves are terrible either way.
Finoan wrote:
I don't see an edge cases here. It's still just as I said: If you cast or sustain a spell with the durqtion "sustained", it lasts until the end of your next turn. None of your examples change anything about it. In no case does sustaining just increase the duration by a round, and neither did I claim it ever does.
A spell with a duration of sustained always lasts until the end of your next turn. Sustaining it extends its duration until the end of your next turn as well. So it doesn't matter when exactly you spend the action to sustain it as long as it happens before the end of your next turn. So sustaining with your third action is fine.
I'd like a clear statement whether or not the Deafenend condition is supposed to have a chance to make you lose your spell when you cast it (assuming it's not a subtle one). This came up multiple times on reddit in the past months with the main arguemnt being that spellcasting requires speech and all speech being auditory by RAW.
It's a focus spell you Cast as a free action to Command your familiar. You can't take free actions, Command a minion or Cast a Spell if you're unable to act. Even the flavor text "at your unspoken plea" indicates that you still have to do something to get it to work, even if it is just a fleeting thought. "Your patron simply moves its agent directly" is taken out of context. The full sentence is "Your Command does not have the auditory or concentrate traits; your patron simply moves its agent directly." So it's just a flavor explanation for the removal of the traits for the Command action. I see no room in the RAW here to say you can use this while unconcious. The GM might still allow it, of course, but it simply doesn't work that way by RAW.
If an action causes you to rolls an attack against a target or makes the target roll a save, it's most certainly a hostile action. The same goes for any action that causes damage (even if it doesn't involve a check, like Force Barrage) or inflicts a negative condition on the target. So yes, I would absolutely consider casting slow a hostile action in this situation. The line blurrs a bit for effects that do neither of those things. An effect that turns the ground beneath an enemy to difficult terrain but doesn't affect the enemy itself may or may not be considered hostile, for example.
Perpdepog wrote:
Guns and Gears was also an October release since it came in the same year as SoM (which was that year's GenCon release). That being said, it seems too optimistic to hope for the Impossible book to be released this October. Either they break the usual schedule and give us Impossible as the spring rule book of 2026 or we'll really have to wait until GenCon 2026.
ElementalofCuteness wrote: Cool, now where is our Secrets of Magic Remasted/Rework? Paizo has basically remastered everything else. Watch as the new Academy book will have Remastered Magus and Summoner. Last word was that they remaster books sell put their copies. Whoch may or may not happen to books like SoM or DA. I'm still not sure a remastered SoM is ever going to happen since there's quite a lot of lore stuff in there that's obsolete with the remaster. A complete replacement book like divine mysteries seems more likely. And Rival Academies is a Lost Omens book. Those never had classes before. I doubt they would start something like that now.
ElementalofCuteness wrote: Wait does that mean no Remasterd Automaton Ancestry even? Dang it, I was hoping. I don't have a copy to check in the PDF but thanks. At a glance, at least their Reinforced Chassis feat has been upgraded. It no longer requires armor proficiency and gives you a +3 AC bonus with a +1 Dex cap at level 1. Scales to +4 armor at level 5 and +5 armor at level 1. A high level monk will have amazing AC with that. The remaster stuff is also online on Pathfinder Nexus. You can check the Automatons here.
YuriP wrote: I was reading Overdrive and its improvement was minimal. Basically if it fail you get 1 extra damage instead of nothing and if you critically fail you cooldown only 1d4 rounds instead of 1 minute. It's weird that the 1 damage on a failure is fire damage. If you're fighting something with weakness to fire, failing the check might end up more beneficial than succeeding. Unless you're using the weapon innovation of course. Quote: It still too meh compared to all other damage improvement abilities that other martials get. 1d4 is way better than 1 minute yet for many encounters if this means that you become half or even the entire combat without Overdrive. Most fights are likely decided before that cooldown is done, so this is a very minor buff. I also disagree that Overdrive is meh, but that's another discussion altogether.
Btw, Pathfinder Nexus has the remastered stuff online already. Be aware that the feats are messed up and show only the old versions. If you type "Remaster" in the search bar above the feats, they will be replaced with the new version. I haven't looked at items or anything else besides classes and archetypes, but I would assume the same need to filter would apply to them.
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