Undead Master and the Zombie is pretty cool, that's what I've been trying out for my playtest build.
So from the rest of this thread, one of the big issues with Magus seems to be that Conflux spells aren't juicy enough, and part of that problem is that there really aren't enough of them. They don't offer up many different options, some of the hybrid study spells are noticeably weaker than others, there's just not that many of them, and it costs a feat to pick up another one. Maybe there could ba a pool of general conflux spells that you could prepare alongside your main hybrid study spell.
You could have something along the lines of the laughing shadows teleport and strike (it's so useful that I'd like to share the love and then make a different hybrid study spell for laughing shadow) Another one that applied a defensive self buff, maybe a single mirror image and strike, the mirror image could even automatically step in for you during spellstrike getting hit with an AOO. One more that gave you an offensive self buff, something like adding additional reach until the end of your next turn and striking, or a blade blast to swing your weapon to deal weapon damage at range and add some extra elemental damage to it from your arcane cascade. I feel that if you had some more options to pull from, and they were able to modify your combat options, you wouldn't feel like you could spend them so easily on out of class focus spells.
That does seem like it would fix things, and might even make it easier to grok in the process.
So on the number of Thralls created issue, do you think up to 6 thralls at level 1 would be too many?
So I'd been thinking about how the class interacts with focus spells, and they're almost at a good point mechanically considering you have to decide wether to spend 1 of 3 points on your conflux spells to recharge, or just using them to blast. I think if you applied more pressure to use conflux spells, it could help mitigate the focus on focus spells. What if you had to use a conflux spell to recharge your spell strike while you have focus points in your pool, only getting to use the single action recharge once you're empty?
I was also looking at making it so when rolling initiative, you could choose wether your start the fight already in arcane cascade or have your spell strike charged, which would give you options right off the bat for how you'll tackle a fight.
What if as a very small and fairly balanced change, you could either start the fight with your spellstrike charged like normal, or start with your arcane cascade turned on?
I enjoy these write ups and find them very interesting from a game design perspective. I really like the General Ranged Adjustments to Combat Engagements (GRACE) that you posted, and I'm thinking I'll include them in my regular PF2e game, just to spice up ranged combats and make them more then just basic pot shots until people can close into melee.
You know I think you're onto something there, a suite of base feats for all characters participating in SF2e.
I don't think you'd need a lot of them, maybe two or three at most.
I theory crafted a pretty cool combo with a tyrant champion FA. They've already got great defenses, so that makes your swarm very tough. If they attack you, they have to take damage or go prone, if they attack the swarm with a strike, they do reduced physical damage which is a loss. Also if they're prone and they get immobilized by webbing, they're stuck now! And while it is really slow, you could almost lean into that and once you get Carried With The Swarm you can double down on ac with a fortress shield and let them move you. It's also really cool if you can pick up the swarm domain for flavor, really makes you the king of swarms.
The more I think about this the more I like it. If the enemy goes for you, they risk getting a critical hit, but if they go for an ally with lower AC, then you have an even higher chance to waste a critical hit on the Guardian. That would really feel satisfying as a defender, baiting a huge attack and then turning it into less than a regular hit.
What if mitigate harm had much higher resistance to critical hits, enough that scoring a critical hit against them was actually a bad idea. High enough that you could end up doing less damage than normal if you didn't roll well on the damage. Than it would be like you really taking the big hits for the team, almost no selling crits sometimes.
You know, that's a really great way of looking at these upcoming classes. I do still like the varied options more general classes can provide, but it's cool the game can really support both types.
What if instead of applying the (possibly) necessary increase to the chasis directly, it was applied through gear selection?
Yeah, I get that. I hadn't really thought about the comparison to clerics and the avatar option they pick up later, that makes sense.
I'd been wondering why such a cool feature was locked so late in the class too.
I wonder if maybe, and you can call me crazy or wrong I accept that, the two essence per tradition rule isn't that hard and fast of a rule.
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