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There was quite a lengthy thread on battle forms recently and how the design choice of having dead levels and not being able to cast was a sore spot for some so i thought i would test out a few feats i converted from 1e and see how others like them. Natural Spell 1a Feat 12
With great concentration, you have learned to substitute various noises and gestures for the normal verbal and somatic components of a spell while in a polymorphed state. Directly after you use this action, you may cast a cantrip or a spell that is at least 3 levels lower than the highest level spell slot you have while in a battle form. You can also use any material components or focuses you possess, even if such items are melded within your current form. This feat does not permit the use of magic items while you are in a form that could not ordinarily use them, and you do not gain the ability to speak while in the battle form. Energized Form Feat 8
The battle form also gains an extra +1 bonus to AC, +2 to temporary HP, +2 to attacks, damage and skill modifiers granted by the form for each spell level higher than the latest heightened option available to you.
One of my players is unhappy with how weak summoned monsters appear to be at later levels so i rustled up a couple feats that allow him to focus on summoning monsters to aid in battle. The main design goal was to make the highest level summoned spell allow you to summon a level -2 creature. I feel this is a much better level for summoned creatures to be as they can do well in normal fights and aren't completely useless in boss fights. Summoner's First Rites Feat 4
When you cast a spell that lets you summon a minion creature, the highest level of creature you can summon is increased by 1 and you can also summon uncommon creatures. Summoner's Second Rites Feat 8
The highest level of creature you can summon is now increased by 2 and you can spend 2 actions to sustain the spell instead of 1. If you do, your summoned creature uses an additional action.
Here is another spell conversion i needed for a bad guy so i thought i would share it with the rest of you. Antilife Shell — Spell 6
A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centred on you and hedging out creatures other than undead and constructs. Any affected creature must make a Will save when passing or reaching through the barrier. An affected creature can cast spells or make Strikes through the barrier. If you move so that an affected creature is forced to pass through the barrier, the spell ends. Critical Success The spell ends. Success The affected creature is immune to the spell's effect until the end of its turn. If the creature is within the barrier when its turn ends, it is pushed outside of it. This movement does not provoke reactions. Failure The affected creature cannot attempt to pass or reach through the barrier for 1 round. Critical Failure Same as failure but for the spell's duration.
Here is another shot at conversion for my party druid who wanted a melee option. Flame Blade — Spell 2
A 3-foot-long, blazing beam of red-hot fire springs forth from your hand. You wield this blade-like beam as if it were a scimitar. Strikes with the flame blade are melee spell attacks. The blade deals 2d6 plus your spellcasting ability modifier Fire damage (Forceful, Sweep). A flame blade can ignite combustible materials such as parchment, straw, dry sticks, and cloth. Heightened (5th) The blade's damage increases by 1d6 Plus 1d10 persistent damage on a critical hit. Heightened (8th) The blade's damage increases by 1d6, the persistent damage increases by 1d10 and Fire damage dealt by this weapon (including the persistent fire damage) ignores the target’s fire resistance.
I love the new bestiary 3 and the new troop monsters are very cool. I am however a little disappointed that they never released the rules for GM's to make their own. That seems like a bit of a hole in the rules seeing as there are no big GM or monster books coming out in the foreseeable future. Would Paizo be willing to release these rules as a small paid pdf/addendum to bestiary 3? or has anyone crunched the math and are able to share what they have done?
Ive been thinking about the things i would really love to see in secrets of magic and one of the biggest things is for the wizards feat list to be a bit more interesting and incorporate your school and Arcane thesis. I think this could best be done with school prereq feats that the universalist can nab at a higher level. For example the abjurer could get feats that really focus on powering up the shield spell and increasing your defences in other ways. Basically making you a far tankier wizard than others or a conjurer that gets feats to power up summoning a tad. I think this would give Wizards more of an identity from one another and makes choosing a school a bit more impactful. Does this sound like a cool idea?
So i know this is gonna be a controversial spell to convert over but i would really like the forum's thoughts on how we could make this balanced.......so here it is, my Divine Power first draft. Divine Power — Spell 5
Calling upon the divine power of your patron, you imbue yourself with strength and skill in combat. You gain a +1 status bonus on attack rolls, weapon damage rolls and Athletics checks. You also gain temporary Hit Points equal to your level and you are Quickened. Heightened (7th) The status bonus increases to +2 and the temporary hit points you gain are twice your level.
I've been trying my hand at converting classic 1e spells over to 2e to fill in some holes in the spell lists. One of my players is playing an arcane trickster so what better spell to convert over than Fiery Shuriken. However i am at a loss on how i should do it. I want it to utilize the rogue's sneak attack as it did best in 1e but also not be as horribly broken, anyone got any ideas?
This came up last night in a jailbreak. The druid cast Aqueous Orb to block off a corridor of guards and i ruled that they had to swim through the orb as they had to intentionally move through it thus creating a hilarious moving underwater battle with the paladin which was a lot of fun. But looking over the spell text which is very long, i think i did this incorrect and they should have made a saving throw to bypass it completely even though they are intentionally trying to move through it. How would any of you rule this?
The enhancement spells such as bull's strength and cat's grace always stuck out to me as a weird omission considering how classic those spells are. I am interested in the reason why they are not in the game. Is it because heroism exists? do the designers wish to crack down on the arcane list somewhat? did they just pass over on it and we will see it in secrets of magic? ;)
I just GM'd a fight where a monster was paralyzed and expected alot more than just flat-footed and a loss of all actions in a round. I wasnt expecting a coup de grace mechanic but something that isnt moving shouldnt just be flat-footed. I was thinking of adding onto the condition that any attack or reflex saving throws result is knocked up one step of success/failure For example an attack that misses will be knocked up to a hit and a hit will be knocked up to a crit. A successful reflex save from the creature will be knocked down to a failure. What do people think?
Im loving 2e so far but there are 2 minor complaints coming from my players. 1. What is the point of alchemists goggles having an item bonus on attacks when the alchemical bombs already get an item bonus that to my knowledge wont stack and that there really should be an alchemical bonus type. 2. All martials get items bonuses to their attacks from magic weapons, why dont spellcasters get item bonuses like a rune of spell empowerment to spellcasting? I think these are fair questions and i would like the forums input.
I feel that chapter 1 is disappointingly quite thin on content and think something more could be done before you set off to the citadel after 1 encounter. I think i might include some sort of investigation around town first or maybe a few sidequests from the townsfolk before the town meeting. This will let the players get a little bit more invested in the town and its history hopefully. Has anyone got any cool ideas on how i could expand on this?
Seeing as Age of Ashes is something of a special AP that is to basically sell us on 2e and as we know a little bit more about it thanks to james jacobs, i was wondering what people would love to see in this new AP considering one of the main spoilers given is that we possibly have access to a crash bandicoot 2 style teleporter room to send us all across golarion and maybe even beyond!
Im very surprised with the way 2e is going, in my mind i thought it would be a far more balanced and less complicated version of 1e using the rules that had been tested and praised in Unchained and starfinder such as stamina, resolve and the poison and disease track. The 3 action economy is a major improvement but it seems to be the only thing they took from the past and just made up half baked rules to fill in the rest. I enjoyed the playtest but it just seems that there are major problems in the system that can be easily fixed by looking at the past and learning from it.
Hello, Me and my group are just starting on the 3rd adventure of the playtest and my paladin decided picking up the ring of the ram. It says in its description that you make a ranged attack against TAC but gives no indication if its with proficiency and if so at what level, have i missed something in the Rulebook about using offensive magical items? |