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Bomberbros1011's page
16 posts. No reviews. No lists. 1 wishlist.
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I think emblazon armament could easily be a B or higher for warpriest clerics. It allows you to use your weapon or shield as a divine focus, otherwise you need a free hand to hold your divine focus. I think freeing up the warpriest clerics hands for a shield or a two handed weapon is easily a reason to bump this feat up from C
Salamileg wrote: On the topic of the APG panel, here's a list of all archetypes in the book.
Acrobat
Archaeologist
Archer
Assassin
Bastion
Beastmaster
Blessed One
Bounty Hunter
Cavalier
Celebrity
Dandy
Dragon Disciple
Dual Weapon Warrior
Duelist
Eldritch Archer
Familiar Master
Gladiator
Herbalist
Horizon Walker
Investigator (Multiclass)
Linguist
Loremaster
Marshal
Martial Artist
Mauler
Medic
Oracle (Multiclass)
Pirate
Poisoner
Ritualist
Scout
Scroll Trickster
Scrounger
Sentinel
Shadowdancer
Snarecrafter
Swashbuckler (Multiclass)
Talisman Dabbler
Vigilante
Viking
Weapon Improviser
Witch (Multiclass)
What about the shield-bearing iron wall archetype mentioned in the product description? Did it get cut or something?
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I’m most excited to learn about the new wizard options. Unless I’ve missed something, which is very possible, I don’t think we’ve really learned anything about what new kinds of options we will see I. The wizard class.
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beowulf99 wrote: If what you say is true, and Universalist Wizard is not tied to Arcane School, are you saying that an MC Wizard by default gains the associated benefits of the text of Universalist Wizard on page 209?
The ability to use Drain Magic item once for each spell level you possess?
An additional 1st Level Wizard Class feat?
An additional 1st Level Spell?
If not, then why? Nothing in Universalist Wizard dictates any difference between "core" Universalists and MC Universalists after all. The only requirement is that you did not pick a School which, we can both agree I think, the archetype does not allow you to do.
So a MC Wizard can use Drain Magic item then? And gets a 1st Level spell immediately after gaining the archetype, though they have no slots to cast it with?
Do they gain an additional 1st level wizard class feat without taking basic Arcana?
No other multiclass dedication that lets you select a subclass gives you the abilities of the subclass? Besides anathemas
Peter Scott wrote: I've been trying to work out if there's a way to gain this combination? I play a 5th level rogue with Alchemical Dedication and Advanced Alchemy It is a 4th level feat under the alchemist multiclass archetype
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Heimer wrote: The book says:
Basic Spellcasting Feat: Available at 4th level, these feats grant a 1st-level spell slot. At 6th level, they grant you a 2nd-level spell slot.
Does this mean that I only get 1 first level spell I can cast 1 time each day??? and when I reach 6th level I have 1 first level spell each day and 1 second level spell each day?
Or how does it work?
That is pretty much right. There's also cantrips, which you get from the spellcasting dedication feat, and since cantrips automatically scale, they aren't too bad of an option. Plus as soon as you take a spellcasting dedication feat you can use wands, scrolls, and staves that have spells of your tradition.
Squiggit wrote: Bomberbros1011 wrote: Fumarole wrote: I say give them school lists instead of traditions. Say, enchantment, divination and transmutation. Those three schools have 143 spells in the CRB + Age of Ashes, and of course the list will grow.
** spoiler omitted **... My only issue with this is that it breaks the paradigm set up by Paizo really early on in the games life. That's not necessarily bad, but I wouldn't expect something like that to happen this early on in the games lifespan at least It's not a full class, but the Red Mantis Assassin archetype already does this. It gets Transmutation and Illusion spells, plus a small number of other spells. Fair point, however I do feel an archetype is a bit different from a full class, especially one as popular and requested as the witch.
I definitely agree that this hex needs some buffing. When I created my witch character I was going to grab it, and maybe I will at a higher level, but it didn't seem very powerful and seemed very simple to break.
Fumarole wrote: I say give them school lists instead of traditions. Say, enchantment, divination and transmutation. Those three schools have 143 spells in the CRB + Age of Ashes, and of course the list will grow.
** spoiler omitted **...
My only issue with this is that it breaks the paradigm set up by Paizo really early on in the games life. That's not necessarily bad, but I wouldn't expect something like that to happen this early on in the games lifespan at least
HumbleGamer wrote: I am ok with being only able to use occult spells, but maybe could be nice to have a class feat which allows to select one spell from another list.
Like the crossblooded evolution sorcerer feat
Quote: PFS Legal Crossblooded EvolutionFeat 8
Sorcerer
Source Core Rulebook pg. 200
Odd interactions in your bloodline provide you with unexpected spells. You can have one spell in your spell repertoire from a tradition other than the one that matches your bloodline. You cast that spell as a spell from your bloodline’s tradition. You can swap which spell you add and from which tradition as you could any other sorcerer spell, but you can’t have more than one spell from another tradition in your spell repertoire at the same time using this feat.
Talking about balance, we can see that the possibility to choose 1 spell from another bloodline( which is limited, because we are not talking about a full spellcasting list, bug just a few spells ) is worth a lvl 8 class feat, in terms of cost.
So, occult as main spellcasting + a feat which allows the witch to take spells from other classes could do thr job.
Obviously with limits, like
"You can choose a single spell from any spellcasting list. The spell must be of a lvl equal to the max spell lvl you can cast -2"
So by lvl 9 a witch could take a lvl 3 fireball from the arcane list.
I am okay with this, but the only issue is if witch took fireball for example, she could heighten the spell by preparing it in a higher spell slot, so this feat in this instance makes heightenable spells like fireball or burning hands much more valuable than spells that don't have any extra effects when heightened.
Bandw2 wrote: The Raven Black wrote: Vital is instinct, connection and faith. Whereas Mental is reason, logic, study.
Way I see it, Vital is about immersing yourself in either the tangible world (Material) or the unseen (Spiritual). And Mental is about understanding and controlling them.
I actually disagree, the essences are the end goals, and the traditions are how you get to that goal. I don't think the essences themselves say anything about the tradition, but that the tradition says everything about the essences.
a small difference of opinion, but a difference none the less. According to Mark Seifter during the playtest, the essences "shape magic from behind the scenes", and the vital essence refers to "an instinctual connection and faith", so primal magic refers to an instinctual connection or faith in nature and the world around.
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The Raven Black wrote: Vital is instinct, connection and faith. Whereas Mental is reason, logic, study.
Way I see it, Vital is about immersing yourself in either the tangible world (Material) or the unseen (Spiritual). And Mental is about understanding and controlling them.
This is one reason why I don’t really care for primal witches. I prefer the style of patron that is a teacher or mentor for witches, which means it would be logical and based on study. I don’t really see witches as based on instinct or faith or a connection to the natural world like druids, so I don’t think primal fits. I personally would prefer an occult only witch who gets like nine spells, one of each level, from your patron choice, like PF1 witch or a sorcerers bloodline spells in a way.
I’m not a huge fan of primal for the witch. Primal magic uses the vital essence, which is based around a connection to and or faith in something (nature in the case of primal magic). Witches aren’t wisdom casters, and aren’t based around a faith in or instinctual connection to nature, they learn through lessons from their patrons, and are int based. So based on the essences, Witch should use a magical tradition that has the mental essence, either arcane, occult, or pick one of them. Of those two lists, I think occult fits the flavor of witch the best.
Do you guys think the APG will have the class roadmaps for the four new classes like those in the GMG? For building NPC witches or investigators etc.
The Wizard, at level 1, starts off with 10 cantrips, 5 level one spells, and one additional spell from your school or being a Universalist Wizard. So in total, 10 cantrips and 6 level one spells.
What level spell and what how many options in the bestiary are there for Summon Dragon? And how does jealous hex for the hag-blooded sorcerer work?
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