Just created a Goblin Inventor for an upcoming game. Going ranged but cant decide between a Handcrossbow or a Taw Launcher (Deep Background Approved by GM). I plan on playing him like a Rogue so heavy on the Stealth and Thievery. Treating his Overcharge like Sneak Attack. Main attack being Megaton Strike. Being 1 point behind every so often should not be that big a deal I think. Specially with only doing 1 attack a round. Dont forget there are ways to get more to attacks. Pick up Marshal and get +1 status to attacks in an aura if you feel the need to bump it up. All in all I dont think it will be an inbuilt failing of the class.
Ok so first off I know I got skewed results because I rolled so well this encounter unlike normal. Usually I cant roll to save my life. So I played a lvl 2 Magus with 18 Str 16 Int 12 Con 12 Dex 10 Wis and 10 Cha. Had 26 Hp and a 19 Armor Class using a Breastplate. I was +9 to hit using a +1 Dogslicer and was +7 to Hit with Spells and DC 17. My Party consists of a Barbarian, Monk, Fire Oracle, Sorcerer, Tempest Druid, Precision Ranger, and Myself. Our party was shipwrecked on an island where were chasing after lost pirate treasure. We make it to a temple of cursed Undead and traverse our way to where a skeleton was sittin in a chair. Then 11 of em stood up and started to attack. Here is how my combat went Severe Encounter- 10 -3 Creatures and 1 +/- 0 Round 1- Moved and cast Burning Hands. Got 3 and did minor damage.
Here is where my unusual rolls happened. I never Crit, so naturally as I am testing out the class I crit 4 times in a row... way to skew results. Round 1- Slide Casting Step. Crit SpellStrike Strike and Crit Electric Arc killing Zombie
Combat Over. For the time between combats I was busy loading up coins and loot into my backpack. Then we ran out of the Temple with just a few undead able to respawn and the GM didnt really bother with em after the second round. All in all I felt like a Magus the whole time I played. I mean yes my first 2 rounds were no different than what a Multiclass could of done at lvl 4, I did it at lvl 2. I was chomping at the bit to Spellstrike though LOL. So thats why I did it the second combat because I wanted to test it even though it wasnt the most optimal because I was fighting 3 opponents. I should of Electric Arc'd and then did a Strike like I did in round 1. But it worked out just fine. 1 dead opponent is better than 3 hurt opponents. I did 22 Damage with the first Crit round and 26 the second. The Barbarian did 24 with 2 normal Greataxe strikes for comparison. So yea I will continue to play this character and see how my normal rolls play out. edit- Also to add. My two Crits did NOT happen from the crit mechanic. I nat 20d the TkP and the Zombie crit failed the Reflex save of Electric Arc.
1d6 that is basically what a lot of people have been asking for. I see a Magus as someone who casts a spell and delivers it with their weapon. AoEs become single target bombs to drop on someone, touch spells are funneled through the blade of your sword, save or sucks are delivered unto your foe with a horrific slash. Casting fly on your self to go chasing after the elusive dragon. Hasting your party members and then standing next to them against the coming horde. All a few times a day if you blow through your limited slots and upcast others.
Why do some people assume you have buffs like True Strike and Flanking and all that? Thats not base numbers. Thats not how you establish a baseline. If you want to add buffs you should at least figure out the unbuffed first and then get the numbers modified by both to show variables. I have seen baseline numbers and I was not happy with them. Others were not as well. Thats why we have been having these discussions about it. Then someone comes along and says "But if you add in True Strike the numbers are really good so the ability is fine yall just havent playtested it yet" it is fairly insulting. In no way talking about anyone in particular. I have seen it in a few different threads all day.
Yea I am not too thrilled at this. 3 Actions is what I expected so thats just par, however needing to still hit with the spell AFTER using the Strike is throwing me off. They Synthesis is going to help to do certain things like move with the Slide Synthesis but there is no room in the action economy to do other things like Bon Mot or Demoralize. I guess you need to pick your stuff wisely and 1 round do your set ups and then round 2 hope they are still active to do Striking Spells. I just dont know. It seems overly complicated by needing multiple to hit rolls. I gotta read it again a few more times and actually build something to see it work in my mind.
Spellscale Kobold Precision Ranger/ Eldritch Archer 1 - Gravity Weapon 2 - Hunted Shot 4 - Soothing Mist 6 - Eldritch Archer 8 - Enchanted Arrow 10 - Wardens Boon 12 - Wardens Focus 14 - Basic Casting 16 - Expert Casting 18 - Arrow of Death 20 - Master Casting 1 - Cringe 5 - Grovel 9 - Dracomancer 13 - Elite Dracomancer
I like the idea of having the options of Eldritch Shot, Enchanted Arrow and Wardens Boon, and an Arrow of Death to just take out something non boss. You get 2 Cantrips, 2 1st - 4th level spells, and 1 5th - 8th. You get to pick your spell list for Cantrip through 8th, and Arcane for the Cantrip and Dragon choice 1st through 4th. You are Dexterity and Charisma based. So if you pick Arcane for your Eldritch Archer you can increase your Draconic Abilites as well.
Nah my group runs with no Cleric. I am the only full caster. The Ranger has some minor Druid and the Alch has some Wizard. We use medicine checks from the Ranger and Alchemist and the Alch does some potion stuff in combat if we really need it. So far I am probably the only one who has been dropped, except for the Fighters first Character who went off Solo and got Chulled. I honestly think a full martial party is viable. Background can give detect magic and medicine gives heals.
Buffing the martials is all well and good. Example from the same last game my group played where I felt really good about my Wizard. We got intel on a miniboss monster Crab. Its gargantuan and homebrewed to have resistance to medium sized weapons. Being a Universalist I took the time to switch all my 4ths to Enlarge. I casted it on the Fighter, Ranger (bow user but still benefited), Swashbuckler, and Monk before we started the encounter. Then when it started I hasted the Fighter and Swash. So what was supposed to be a very hard fight was knocked down to a normal difficulty encounter.
Playing a Wizard in a homebrew game. We are now lvl 11 and I am disheartened by how far behind on things I feel compared to the Fighter, Ranger, Swashbuckler, and Monk. Only one I feel is worse off than me is the Alchemist. I have the lowest saves. Lowest to hit compared to everyone them. Lower AC. Hit Points is very far off. I have 105 with toughness. They all are pushing 180. [But thats not really an issue to me]. I finally had a killer fun moment where I was able to (through a homebrew magic item that makes you quickened 1 for 1 round at the cost of being fatigued for the next round and a Focus Point) and cast 2 Chain Lightnings on 2 mobs. Totalling 100pts, one saved so it took less but just seeing those numbers on the dice made me happy. FINALLY I was able to compete with the Fighter for 1 round... at the cost of 2 6th level spells. What the heck? The only reason I am still playing the character is because of how invested he is into the story. I orginally wanted to be a blaster but quickly learned that wasnt going to happen. So I switched to enchantment debuffing. So far everything has been fine with not being immune to incapacitate. But its not the role I wanted to play.
Halfling. Their ability to Aid is unreal. Halfling Luck lvl 1, Cultural Adaptability lvl 5 to get Cooperative Nature from Human, Helpful Halfling lvl 9, Shared Luck lvl 13 (actual lvl 5 feat), Guiding Luck lvl 17 (actual lvl 9) If the Aid isnt your thing then just use the Luck Line. Its still really good. So- Halfling Luck lvl 1, Shared Luck lvl 5, Guiding Luck lvl 9, and Incredible Luck lvl 13.
A Warlord type. Master Melee/Master Buff/Debuffing. Sort of like a Bard with "Cantrips" For buffing and debuffing with Verbal only components like Shouts. Focus Spells to either make said Cantrips last longer or for more Higher Powered "Leveled" stuff. Abosolutly no spells. Give it key abilities of Strength and Charisma. He dont get Attack of Opprotunity but can maybe give an Armor Buff to someone within 15ft sort of like the Rogue Feat Nimble Dodge. I mean technically you can do this already with Bard or Fighter Dedication but a Class actually dedicated to it would be awesome. I wonder if there is a way to do it without stepping on the Bards toes since it wouldnt have any Spellcasting. I mean if you spitball enough ideas something is bound to stick and then the core of the class could form.
Following off that Spellstrike Tag. Give them Spellstrike Cantrips like the Bard has special Cantrips. 2 action cantrips with the Spellstrike Tag that does a Melee Stike and does some equivilent to a spell. Like instead of a normal cantrip doing 1d6+mod have it do just 1d4. Heightened it adds mod and higher for its additional dice. Spend feats for higher Cantrips like the Bard as well. Could also give a few more for free at certain levels like 9 when the Rogue gets their stike modifier. Then you can also have Focus Spell Arcana for a greater spell effect if you want that nova or to enhance the blade with runes for a set time limit for longer lasting dps. I do like the Stance idea as well. That can be used for offense or defense like the Monk. Give them different tags for element and give them interesting features as well but not up to an actual spell but maybe alters the way the use their Cantrips and Focus Spells.
I actually kinda liked the old Rage Mechanic. Though if things are going bad and you drop rage on round 4 things are not going to look up from there. Thats kind of a trade I guess. This was my first time playing a Barbarian in any sort of Pathfinder because of the mechanic. TLDR: I would like a slightly Longer or still 3 round Rage I can do at will with either more Temp HP because with a lower Con you dont get Many (working as intended, but not always doable). The Damage might need a tweak at higher levels but at lower it seemed fine. DW multiclass Fighter for Double Slice Dragon Totem Goblin Barbarian. Just hit lvl 5 on Monday. I used the stat generation in the book and have a Str 19, Dex 18, Con 14, Int 10, Wis 12, Cha 12 after my lvl 5 boosts. I have 80 Hp with a +11 to hit +1 Longsword for 2d8+4+4(acid) and a +11 Expert Dogslicer for 1d6+4+2(acid). Damage is great. A low Con hurt on the Temp HP for awhile though, and the Treat Wounds, but that was the direction I went with the character. He has a Decent AC using +1 Chainmail. Tac 20 AC 23 (I think I had to recheck a few times). His basic tactics are Rage then Sudden Charge into a tactical position and attack once, and then each round after is Double Slice and then if I have to move I do if not then a 3rd attack (actually fairly boring that way). OH Actually I can talk about loosing rage with it going bad. Last Monday we were fighting in a Homebrew and a Vampire dropped a Fireball on us and dropped the Rogue. I had just dropped Rage so I sheathed my Dogslicer, got out a potion, and fed it to the rogue. Next round she dropped again so I didnt get to attack and I just fed her another potion. After that she was fine and I got into position, drew my weapon, and attacked once. We won but oh man was it close with everyone down to single digits. If Rage was more Random I coudnt of done that. I could of been fatigued on round 3 instead of round 4. OR I could of not had the fatigue and then I would of been using my OMG I finally rolled above a 5 round to heal her up. In a vacuum I guess things look good on paper. In use not so much sometimes.
B and then C. Less spell slots dont matter to me as long as the slots I do have actually do something. I am one of those people who much prefer to Blast and Debuff than to Buff. Not big on Control either. So I would like to be able to keep up with Martials in the damage. I tried to build a Sorcerer and the best damage option was to be a Dragon Sorc and go into melee with Fighter Dedication and Double Slice. Thats not what I was looking for.
Twilight Halfing Sailor- Ranger Str-8 Dex-18 Con-14 Int-10 Wis-16 Cha-12
Raised on Dockside, Gavin learned how work ships. It wasnt always glorious but he knew one day a ship would be what took him away from here. So the day that he found a crew looking for "Someone small who could climb and was not afraid of the dark" he signed up.
I would like to see the reroll option be cheaper. My DM isnt really giving out Points like he should. I keep track of the loot and I only get 1 point and he gives out a second point for whoever was voted MVP and or Roleplayer. He hardly gives out 1 during the game. So I sit with 1 point for a few games and no use for them.
Zi Mishkal wrote:
1- Keep it and add too it but also dont let it count towards certain consumables and class abilities like the Alchemist. 2- I agree as well. Also Cantrip Damage needs a boost. 3- I really like this idea except the Fighter could start with a 2d12 weapon since they start at Expert. Would skew low level Damage vs HP. But the idea has tons of merit! 4- I dont agree with this one. Maybe double the Dents an item can take or something but as is I feel that shields are lackluster.
On with the Paladin using a bow, I dont like the fact that the Fighter and Paladin are pigeonholed into using Heavy Armor. Their lvl 7 Class Ability ups Heavy Armor and the Fortitude extra only works when wearing Heavy Armor. So a Dexterous Bow Using Fighter needs to wear Heavy Armor to get the most out of their Basic Class Abilities. Thats crazy and I hope they rewrite that ability to "Pick one of either Light, Medium, or Heavy Armor and shields increases to expert, and your proficiency rank for Fortitude saves increases to master. While wearing your selection, when you succeed at a Fortitude save, treat your result as a critical success instead" |