NorrKnekten wrote:
So we feel like Lich fights need to be harder? I guess I'm just not sure why a niche 2nd level feat countering a niche 1st level feat is a such a big deal.
When I run a stationary hazard, I tend to treat its AC as zero. Between the hardness and crit immunity, it still takes a lot to destroy them, but it makes the experience less soul crushing and repetitive. And I don't have to explain with a straight face how your master class martial managed to "miss" a door in front of them. (I realize a failed strike would represent failure to swing hard enough to meaningfully damage the object, but you already have hardness representing that and don't need the double jeopardy.)
Elthbert wrote:
So what? It's a magus focus spell. No one here is suggesting you should multiclass to get it. Force fang doesn't need to be as good for a wizard as force bolt is, it just needs to be good for a magus. Quote: It just seems weak compared to other conflux spells. As gesalt notes, there will be situations where your hybrid spell will be better, but it's not like you lose that spell to gain force fang. You just have another tool to utilize when the situation arises. And you can use either tool twice now, as opposed to once, because of the extra focus point. Quote: Perhaps I am just not weighing the disregarding of MAP as much as I should. Remember, spell strike counts as two strikes, so if you use a shield strike or dimensional assault afterwards you're burning your focus point on a -10 strike. If you use such a spell before you spell strike, you've saddled your big damage strike with a -5. Force fang lets you bypass this problem while still adding damage. It's just good to have.
LordVanya wrote: Part of my quest includes creating a new heritage that, to be blunt, feels more like a 1e Dwarf. It'll be a single heritage that has smaller benefits, but a larger variety of them. One of the things this heritage will include is a +1 circumstance bonus to saving throws against magical effects and poisons. Have you considered just using the Ancestry Paragon rules? That is the simplest way to add more racial features. Quote: I think it's fine that Ancient-Blooded Dwarf be stronger than Orc Superstition and it's related feats. Thematically having an innate magic resistances based on generations of magic resistance sounds to me like it should be more powerful than learned superstition. Thematics aren't the only consideration for house rules though. At least, if you care about balance. Quote:
This was written in 2020 and PF2 design philosophies have changed in many ways since then. I would not take this as gospel. Quote: This provided some good insight on how the PF2e ancestries are put together and how each ancestry is only balanced within itself, not in comparison to other ancestries. 1.Case in point, this was written before Versatile Heritages were a thing, which made ancestries a lot more interchangeable. (Dwarves got shafted here because most VHs provide low light or dark vision, so they are wasted on dwarves. It sucks because dwarves could really use the patch to their feat lists.) 2.That isn't what he said. He said heritages don't need to be balanced against the heritages of other ancestries. He also says ancestries as a hole should be balanced against each other. You can actually make a case to buff dwarf heritages BECAUSE they base ancestry is on the weak side: they get the same vision and hit points as orcs but a slower speed with nothing to make up for it. Quote: Can you elaborate on your opinions about how strong each Dwarf Heritage is? I'm curious to know how you grade them because they seem to be mostly opposed to how others see them. Sure, why not. 1. Strong-Blooded Dwarf - Probably the best. Poison is common and its resistance is rare, and the ongoing save buff stacks with Juggernaut mechanics. 2. Death Warden - Would be better if it stacked with Juggernaut-- as is it is only good long term on classes with weaker fort saves. 3. Ancient Blooded - Unless you have a competing, every round reaction, or already get this circumstance bonus from elsewhere, this is quite good. Magic saves are going to be the plurality or majority of saves you make. 4. Forge Dwarf - Fire damage will almost certainly come up eventually, so this is fine. 5. Oathkeeper and Anvil - Tied because they are so niche, but they exist for people that want them. You usually want your face to use both Diplomacy and Deception, and Specialty Crafting is usually a wasted feat. 6. Elemental Heart - Thematically awesome, mechanically terrible. Too weak, too infrequent, too hard an AoE to use. 7. Rock Dwarf - I hate bonuses that come up so rarely you'll probably forget you have the bonus when it finally pops up.
exequiel759 wrote:
Or as if the GM is an opponent you need to hide moves from. The NPCs/creatures the GM control don't know your intent even if the GM does. If your GM can't make that distinction you have bigger problems to solve.
Teridax wrote: I like the new effect, as it would help avoid critical failures and would apply to multiple saves. If you want to buff the reaction further, one thing you could do is change the trigger to after you roll the save and get one of the results you could affect: that way, you'd never waste your reaction on an effect that wouldn't change the result of your save, and the reaction would become much more efficient as a result. This could also allow you to change every degree of success with a +1 or a +2, so if the trigger was "you would fail a saving throw and a +2 circumstance bonus would improve your degree of success," getting that +2 circumstance bonus on that reaction would be guaranteed to help you significantly. That feels really strong for a level 1 at will reaction available to any dwarf. Amped Guidance does this but it costs a focus point and is only available to psychics (and multiclass psychics.) Well, it also applies to more rolls and to your allies, but I think the point remains. For comparison, call on ancient blood is already better than other comparable cost options like orc superstition because Call applies for the rest of the turn, not just the one save. I wouldn't actually change the basic reaction/heritage. Instead I would create follow up fears like orcs have with Pervasive Superstition. There are significantly better homebrew buffs than making one of their stronger heritages even better. Buff a bad heritage like rock dwarf, or figure out a way to keep Death Warden relevant when Juggernaut features starts coming online. Give them 25 foot speed like everyone else, or make unburdened iron a basic feature again. Or generally look at their feats to make them something other than worse orcs before level 9.
AntiMatterGod wrote:
PF2 isn't meant to be read like a lawbook. Your GM would be entitled to bop you with a rolled up newspaper for trying this hard to squeeze extra mileage out of an already really good feat. Especially when you know you're stretching things. You're trying to make a master skill feat also cover a legendary skill feat, at least as long as there isn't light.
Finoan wrote:
Generally agreed on everything, but I am wondering if anyone besides the OP is having a bad time. I would think this problem would self correct if the other players were upset about it-- either people get gud or abandon PF2. The refusal to adapt confuses me.
I believe one CAN build a melee bard,* but I think we can all agree this player did not build that it they are using a battle axe with +0 strength. *I wouldn't want a bard as the only one on the front line, and they still need to utilize their slots and compositions... But weapon damage is generally superior to cantrip damage, and a strike costs less actions. That's handy for turns where you need to Stride + Dirge of Doom and don't have the actions left for a proper spell. Melee casters have to played very tactically and this player is not interested in that.
Witch of Miracles wrote:
The hexploration rules are janky so I'd be careful about extrapolating regular exploration mode from them. Random encounter rules can also be janky-- Kingmakers are famously borked. If we are talking regular exploration for this AP... Open roads doesn't necessarily mean unlimited visibility, and if the party is moving at half speed they might be traveling off the road anyway. If they are in a truly featureless plain but really wanted to Avoid Notice, the GM could also give them concealment with fog or precipitation. A specific battle mao may also be lacking in cover, but that's an arbitrary point along the journey where the party is more likely to be spotted. There's a lot of flexibility, is what I'm saying, so sensibility and fiction first can get you pretty far. While Pathfinder certainly has gamified elements that require some mental gymnastics to justify, I don't think they extend as far as "I can't see the person standing in front of me."
Nyehhehhehheh wrote:
I think reading the sidebar shroudb referenced is helpful here. Detecting with Other Senses
Using Stealth With Other Senses
There's no one size fits all answer to your question because GMs are meant to handle it on a case by case basis. The default sneaking rules assume hearing and vision to be the relevant senses. Sometimes cover will make sense, like for echolocation. But cover wouldn't be relevant to tremorsense. The cited example suggests the sneaker doesn't need it-- they can just step lightly. You should work with your player to figure out what makes sense in this context. What I think Foil Senses does is prevent "gotcha" moments. The normal special senses rules imply the PC should be proactively outlining how they are going to avoid that sense, which also requires the player have an awareness that sense might be in play. If they aren't aware of a creature having scent and haven't already rolled around in something to mask their smell, they will get detected. Foil Senses means the PC is more knowledgeable and cautious of special senses, and are always taking appropriate precautions even if the player doesn't specify it or the character isn't aware what senses are relevant in this moment. So they are always stepping lightly, controlling their heart beat, masking their scent, etc.
Witch of Miracles wrote:
I wouldn't allow people to Avoid Notice if there was no cover or concealment to hide behind, and place them at the nearest cover point where they would be able to peak around and see the enemy when initiative is rolled.
shroudb wrote:
Agreed. That bard is going to get mashed otherwise. If it wasn't for the bard, the rest of the party could do well with kiting and distance tactic. Barring GM intervention, my suggestion would be you out-coward the martials and try and spend your actions getting even further away from the enemy than they do. You're a ranged combatant too and much squishier. 2nd tank tailwind and other mobility spells will help ensure you are the fastest to get out of dodge. And then let the bard die? I'm honestly unsure how she survived this long if she's the only healer. At high levels you will go down less quickly but the enemies have more HP to. I don't think things will get better.
Zoken44 wrote:
Magaambyan attendant and Halcyon Speaker blend arcane and primal casting on top of signifying achievement.
Yeah high level wizard in position of authority feels like the only true answer here. You could potentially broaden the definition to include other spell casters but the title is usually applied to wizards in fiction. There are a few archetypes which signify membership in magical institutions, like Magaambyan attendant. Or at least dedication to a very specific field of study like Runelord. The definition is too loose to discuss specific builds for, other than maybe just the most OP wizard build.
Well, you can feature drow in your own setting as well, but they would contradict the official Lost Omens Campaign setting. Where as I doubt you'll find a contradiction to using red or gold dragons, hill giants, etc. And you could probably use whichever combination of remastered and pre-remastered versions of the same creatures you prefer.
If you're really into the lore, you should start with Monster Core 1 and 2 which are considered primary canon now. The bestiaries are largely still usable both for lore and mechanics, particularly for creatures which haven't been remastered yet. I think the only creatures which were officially retconned out of existence were the drow. Others may not be featured but they can still exist within your own settings. Ex: Paizo will be focusing on their new dragons, but you can still use the classic chrome and metallic from the bestiaries.
gesalt wrote: Given the ways paizo's added to bypass having a weapon made of a special material, it isn't really worth having a weapon made out of the stuff. Just grab some silver salve and cold iron transmuting ingots and you're done. Well, you run into action economy challenges if you aren't scouting and prebuffing. But I generally agree with you, unless you've had a particular enemy type sign posted. My players invested in cold iron weapons before a certain floor of the Abomination Vaults.
Finoan wrote:
I agree with that concept, though personally I'm more comfortable handwaving things like unconscious PCs if someone in the party has at least 3-6 bulk worth of carrying capacity to spare. That's one of the fun benefits of monks, eidolons, and animal barbarians. They have fast movement and little equipment weighing them down. I saw one party where the monk would often scoop up a gnome or halfling ally and deposit them on the other side of the battle field in the space of a single turn. Skill challenges are also a good way to abstract out questions like "Will the enemy be able to Track to find us again."
The old battle oracle worked really well for ramping up because it wasn't about charging up one big shot. You could start advancing your curse as soon as you rolled initiative, and the fast healing mattered more in long fights. The major curse stage in particular was useful for when you'd exhausted all your resources and had to switch to barbarian mode. It also worked fine as a 3 slot caster because it could fall back on weapon usage instead of needing to constantly burn all spells to contribute. Use a big opener spell, then hit with the bastard sword instead of cantrips.
Dr. Frank Funkelstein wrote: Earn income and its meagre results is the reason why adventurers go adventuring ;) This. The focus on Earn Income is irrelevant to the price of items for adventurers because you're not supposed to be able to afford level appropriate items without adventuring. There may he a case to be made that duskwood is overpriced in relation to other magic items or precious materials, though. Pathfinder isn't an economic simulator, so a better question to ask is "if I reduce the cost of duskwood, what will be the impact of cheap bulk reduction for PCs?" Whether or not that's a balance consideration you're comfortable with is kinda a personal choice, but there are some subtle changes. Obviously being able to carry more, but also being able to technically use 1 bulk weapons to cut your way out of being Swallowed Whole. Stuff like that.
It's worth noting that all rare ancestry have something that either defies common sense for the sake of balance or creates a weird corner case. I think that's part of why they are rare-- so GMs can decline to include those options for tables where these concessions break immersion. Large sized creatures not being able to use medium weapons is pretty tame compared to, robots and undead needing to breathe or strix and pixies being unable to fly.
Teridax wrote:
They aren't complaining about the wizard's design, they are complaining that there aren't more schools. I feel like a bunch of people saw "wizard complaint thread" and just assumed it was the same old grievances without reading the OP closely enough to realize otherwise.
You're correct, it is mandatory. For narrative justification, a large size hand probably won't even fit on the grip or a medium sized longsword. If you want a house rule, you could let let large characters treat medium two handed weapons as large one handed weapons. So a medium great sword is treated as a longsword with a d8 damage. Since the weapon wasn't balanced for use this way, it won't retain it's D12 damage. A medium sized one handed sword probably has too small a grip, but you could probably treat a longsword as a short sword if you really wanted to.
Without free archetype, I don't think a casting archetype is worth considering. Swashbuckler and other skirmisher classes really can't get enough of their own class feats. With free archetype, you're probably better off going Bard. Fits better thematically, and you're more likely to wind up with one action to spare than two so compositions are really handy. And the bard has skill realted feats a swashbuckler can utilize as well.
Quote:
This feels like a concern about damage modifiers for creature size, not weapon size. And that is generally accounted for with static modifiers, not damage dice. See: Enlarge, giant instinct, or just comparing the damage modifiers of the level 4 pixie (+4) to the level 4 minotaur hunter(+8). This is really easy as long as creatures are using weapons sized appropriately for them. Quote: A huge creature with a tiny greataxe (ignoring size penalty for a moment assuming we're strictly talking about mass) will do far less damage with all their strength as the same creature with a huge greataxe. The rules account for this too; a tiny creature can't wield a huge greataxe in the first place, nor can a huge creature wield a tiny great axe. Really, the only time size modifiers to damage are blatantly silly is when you look at PCs outside the regular small/medium range. It IS silly that a pixie PC can technically hit as hard as a minotaur PC, no matter how much you talk about momentum being a factor of velocity. That's because Paizo has made all their player facing options balanced instead of realistic. It is also why those ancestries of unusual size have the rare tag-- players need their GM's permission to use them. That means tables that can't overlook that level of silly can just say "no."
If a witch's familiar gets specifically attacked (instead of caught in an AoE) there's a good chance that is a tactical win for the party. Patron familiars are potent, but not as potent as the spell caster themselves or their barbarian buddy. And unlike the PC the familiar just comes back. Independent, flight, and lifelink are my favorite tools for familiar survivability. If you can't afford the armor feats, mystic armor is pretty handy since it double dips for both you and your familiar.
The Raven Black wrote:
Yup, access and prerequisite are different.
Pre-remaster, I always felt Oracles should be able to deal any kind of alignment damage they don't really have a single god like a cleric, but instead channel multiple gods. Being able to tap into any of their alignments would have made a lot of sense. I don't think it would make sense for sanctification, though, for the same reason. Oracles are contradictions, not dedications to a single purpose.
Ravingdork wrote:
They don't, they do 2d8+12. Pretty much all giants have fists listed in their stat blocks. (Which is probably intended to be used for all their unarmed strikes like PCs. It is easier to see giant stomping on a human than punching them.) They seem to be pretty careful about listing unarmed strikes for creatures this matters for. But a regular human knight NPC is essentially subject to the same penalties as a human knight PC. Maybe a little less since they get higher static damage bonuses. https://2e.aonprd.com/Monsters.aspx?ID=3013&Redirected=1
thejeff wrote:
There are other examples of this without touching PC ancestries. Dragons are a big one. It shouldn't really be harder to recognize a red dragon based on its age. I always use the lowest level version of species to determine whether PCs know the basics like temperament, fire breath weapons, or a weakness to cold. If an ancient red dragon has abilities the younger versions lack, you'd need to hit the higher level DC to be aware of it.
glass wrote:
Because level adjusted by rarity is not the only way to set the DC for monster identification. It is just the simplest way. People see the listed Recall Knowledge DCs and think they are as "canon" as the monster's AC and saves. Case in point, the OP, who not only misunderstood RK DCs but things like Exploit Vulnerability. Here is what the rules actually say: Quote:
The problem is people don't spend as much time reading these rules as they do looking at stat blocks on AoN, so they start to think those DCs on AoN are scripture instead of baseline suggestions.
If you're considering homebrew, giving them Weapon Infusion for free might be worth considering. It's a low level feat that helps in a lot of situations. Especially if they have decent strength. D8 agile one handed is a pretty decent melee weapon. It gives you whatever combination of slashing, piercing, and bludgeoning your blast lacked. And then most of the other value is in extending the effective range of your blast and when you can add strength to damage. It won't make them into a barbarian or anything, but it lets them maintain a certain level of output more consistently. It is kinda like a bomber alchemist. Low white room damage, but good in corner cases. Whenever I try to build a kineticist, I feel foolish skipping weapon infusikn. Which is a good case for making it a freebie.
The Ronyon wrote:
Whether or not that SHOULD be the case from a balance perspective, the rules aren't ambiguous. Attended objects aren't damaged by AoE, and exposed familiars are. Narratively, I'm also not sure how to justify giving them blanket AoE immunity without changing the definition of familiars from enhanced animals to something closer to eidolons that are the caster's magic shaped into flesh, sharing the casters hit points or something. I would be into that concept but it's a big departure.
Christopher#2411504 wrote:
They are core selling points, just not very strong ones. Wizards aren't considered a very strong class, but with familiar thesis they get: - being a full spellcaster with one extra spell slot
Drain bonded item + extra slots is a lot of added power. Plus, the wizard doesn't need their familiar on the front lines to activate a core class feature or refocus. Witches do, which means they should be sinking some of their additional familiar abilities into survivability. (Flight and life link being my favorites.) So you wind up with less room for other familiar uses, like spell batteries or scouting. Or compare the witch to the bard. The same number of slots, an extra feat from their muse, counter performance, and more hit points. Plus better base proficiency in weapons, armor, perception, and skills. The patron hex cantrip combined with that familiar ability are at best equivalent value to inspire courage alone, with the exception of the Resentment. The hex/patron familiar combo might provide a better set of bonuses but they are single target where compositions effect the whole battlefield and often at longer range. I really like the remastered witch but they just aren't that strong a class, and the hidden advantages of an immortal familiar is basically the top mechanical appeal of the class for me. Otherwise I would just play a reflavored wizard.
Trip.H wrote:
By RAW, familiar satchels don't take damage when they are being carried, so they are a solid way to protect a passive familiar. You lose the visual of it riding on your shoulder though.
Flying brooms feel a bit like motorcycles to me. They are providing the propulsion, but you still need to stay balanced on them. Whether that should cost actions, hands, or both, I don't want to weigh in on. But from a flavor perspective both are justifiable. Gortle wrote:
Technically true, but it's a weird case where it wasn't remastered AND the divine spell list suddenly got access to fly. It feels different than, say, shocking grasp vs thunder strike. I've stopped using Air Walk myself.
I'm not fully convinced final sacrifice abuse is a problem. The witch class has some challenging flavor considerations to play effectively. The best patron is at best chaotic and at worse just wants to watch the world burn. The class trends towards vaguely sinister if not outright evil. Playing a witch optimally already means coming to terms with your familiar being "recyclable" in a way you and your fellow PCs are not. If you wanted to cut back on that, I would suggest adding some flavor text about how the familiar doesn't experience pain the same way as a normal animal because it is essentially a spiritual extension of the patron.
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