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![]() Occult is the best choice with the exception of maybe Arcane. Divine draws power from a “divine” source. While it does have perhaps the best setup theoretically - being body and spirit, and an almost monopoly on the vitality/void/spirit damage types, it’s not really all that good for it when you look at it from a lore perspective. Necromancers gain power from their dirge, and are more similar to bards in their power source than for instance Clerics. Primal is a complete no go. The primal list draws off of nature and natural things. Undead aren’t natural. Urgathoa alone shows that being undead in and of itself is a perversion of the natural order. Arcane is probably the second best. But my issue with Arcane is that when it comes down to it, it’s a massive and versatile list that if we look at it, Arcane could fit every caster class that isn’t a divine caster and it would still largely work. Arcane to me seems like the biggest reason that the wizards core chassis is weak. They get so much power just from that spell list. Occult, from a lore perspective, is perhaps not the best. It’s the mystery spell list, and paizo went out of their way to differentiate phantoms from undead. But occult has a wide and flavorful list that works extremely well for the Necromancer. It isn’t entirely devoid of spirit damage, and it’s sort of the spooky list. Necromancers should be occult. ![]()
![]() R3st8 wrote:
For what it’s worth, Vodou is far far closer to the Animist in practice and there’s very little in the way of proper necromancy - or even improper necromancy in the practice. Most of Vodou is working Lwa, which are more spirits - or apparitions. They commune with Lwa, which can be an ancestral spirit but with the exception of the zombi, a Vodou houngan would fit as an animist medium far far better than the thrall raising necromancer. ![]()
![]() Teridax wrote:
This is really interesting. I’m gonna Playtest this and the innate heavy armor thing I think. If I have anything interesting come up from this I’ll let you know. ![]()
![]() Teridax wrote:
In theory, I like this change. It’s still MAD as hell, but would it really be the Magus if the stat spread was simple? ![]()
![]() Whoa, I disappear for a couple months and everyone turned into a bunch of negative Nellies! What happened? Honestly I get it to some degree, Paizo going largely radio silent on things is a bit disheartening but… Can’t we cut them some slave since they had to basically restructure the entire game, continue their my early release schedule, and Playtest 6 classes in an extremely short time? Paizo is a big fish in a small pond dominated by a whale that’s taking up most of the room. Has the content from the last year been perfect? No. But acting like it’s all horrible awful trash? That feels to me like hyperbole. We don’t have to be positive all the time, but these forums hardly ever seem positive. I dunno maybe it’s just me. ~~~~~~~~~~~End of Whinging~~~~~~~~~~ Also hi Maya! You’re doing Abadar’s work! ![]()
![]() I mean to me it’s obvious they’re going to nerf this in the future. The dedication is powerful and steals too much of the Exemplar’s class identity. So why not just tell your players you aren’t comfortable with them using the dedication until it gets fixed? That way you still can allow them to play the class, but the dedication is off the table until it’s brought into a territory you - presumably the GM - finds acceptable. No, it’s not necessarily fair to allow the class but not the dedication, but it’s pretty clear that the dedication as of right now would be too strong on a vast majority of martials with - as far as I can tell - only the Magus not getting much benefit. But sometimes communicating an issue with your players is the only way to move forward. I trust Paizo to fix this if not immediately after release then fairly soon after. At that point, I hope it’s in a good state. If not, my players will understand and just not use the archetype. ![]()
![]() I have yet to fully ban anything wholesale, with the expectation that your choices should fit the setting or story that we’re playing with. My players are particularly good about “characters first, opitimized second” so they tend not to take incredibly overpowered options just because they’re strong. If I ban anything, it’s going to be some sort of overly broken build or a rare option that doesn’t fit the story we’re doing c and in the latter case it’s almost always more of a “justify this and we’ll go from there.” rather than “you can never do this, ever.” ![]()
![]() Balkoth wrote:
Downright peeved one might argue. ![]()
![]() Darksol the Painbringer wrote:
As I have said, you can have your opinion. I have no issue whatsoever with that. But as someone who has read the class properly, I have no interest in the opinion of the willfully uninformed. The class has been reviewed by multiple YouTubers like Nonat1s, the Rules Lawyer, Wisdom Check and Phoebe Bane. Perhaps you should check those out if my “gatekeeping” is ruining your experience. If you choose not to do so, that is your choice. Until then, I will continue with my “gatekeeping” and not argue with you on mechanics that you do not know or have read. Thank you. ![]()
![]() Darksol the Painbringer wrote:
So you have yet to see the Exemplar yet? You are basing your opinion on it entirely off the dedication? Because what I very obviously meant by saying “widely considered” is that nearly everyone who DOES have their copy, and HAS seen the class, and are weighing in on their takes believe the class to not only be fine, but to be perfectly balanced. Until you have read the class proper, your opinion on its balance is speculative at best and doomsaying at worst and is of no interest to me in turn. I have no interest in arguing the point further. Ultimately this is your opinion on the matter, and you are obviously far more passionate in this than I am. ![]()
![]() Darksol the Painbringer wrote:
The Exemplar Dedication is busted, as Angwa acknowledged. In fact, they acknowledged all of your points except one as a negative. The Exemplar class itself is widely considered balanced to other martials, so I would love to hear exactly how out of balance it is with something like a Fighter or Barbarian in your opinion. As for the unaddressed point, +8 is supposed to be swingy at low levels. Thats the entire point of giving it to you at low levels. You can not like it, but to some degree mythic is meant to break the conventional math. There are issues that may pop up, but pretending like this is somehow unintentional or against the point of the game is missing the point of mythic. Also Exemplar isn’t part of mythic. It is a base class that has mythic themes. You can use an Exemplar in basic play the same as a fighter, it just won’t fit as easily. Hence the rare tag. ![]()
![]() Loreguard wrote:
Basically the biggest issue is that there’s no specific mention of where Elemental Blasts or Impulses work with the archetypes presented. As a Kineticist doesn’t strike or cast spells, there’s no way for them to really take advantage of feats that require one of those with their main weapons. It’s less “can’t play mythic” and more “have no consideration in the text for their specific thing” ![]()
![]() lats1e wrote:
The alternate mythic rules document contains some minor errata and at the top of that page it says that errata for WoI will be released for Fall 2024 Errata cycle. ![]()
![]() arcady wrote:
The Kineticist as RAW is, as far as I can parse, not compatible with mythic play. I’ve seen some good homebrew for it, but until either Mythic or Kinet get an errata to fix the EB issue, there’s nothing for the Kineticist to utilize with their impulses or EB. ![]()
![]() Oh I know people in general like the book, obviously they wouldn’t be so passionate about it if they didn’t, but it does feel like the negative talking points have strongly outweighed the positive. It seems like the negativity is effecting those that don’t currently have some way to access the book into dreading its release whether because the mythic stuff is disappointing or because the exemplar dedication is overturned, or any number of talking points that come out. I do think that there’s a lot the book could do better, but I want to balance the discussion a bit. That way people can see what’s great about this book - like the lore, the class stuff, the combat fishing pole - and balance that against the negativity. Again, I’m not looking to disarm valid criticism, but valid criticism without equally valid praise makes the whole product look worthless for those from the outside looking in, if that makes sense? ![]()
![]() Hey guys! So I noticed that on here and on the subreddit there’s a rather massive amount of negativity surrounding this book, and it seems like it’s causing a sort of negative echo chamber feedback loop so I want to try to break that up a little! So what’s some positives for War of Immortals? What do you like? What is your favorite thing about it? I’ll start! I love the Animist! Genuinely one of the coolest designs I’ve seen for anything in a tabletop. In fact I think both classes are absolutely masterworks of game design. And I know this is probably controversial, but I actually really like the Vindicator! It’s a bit clunky mechanically but I’ve been playing one with my roommate who has his pdf copy and it’s absolutely so much fun to roleplay and I’m doing really good damage! I know this book isn’t perfect, but I also just want to know what people like after the last week or so of hearing every negative opinion a person could have on the book from every community. Let’s hype up the community for what is - for the most part - a pretty great release as we wait for the full public launch! ![]()
![]() SuperParkourio wrote: Wait. Enthrall isn't an emanation. It has 120 feet range and targets "all creatures in range" instead of "any number of creatures." Does that mean the caster can end up fascinated with their own spell? I am almost entirely certain that is not RAI, but I guess if that’s how you want to run it? ![]()
![]() BotBrain wrote:
Godsrain in a Godless Land Spoilers maybe? Ish?: According to a PFS scenario, the Godsrain was in fact a good advert for the laws of humanity! Until people started displaying divine power. I haven’t got the scenario, but a friend who does said that you’re smuggling children gifted with divinity out of Rahadoum because they are rounding the people with divine powers from the godsrain up to punish them. Again, second hand information but it matches roughly with the scenario description so I guess it’s a fair summary. ![]()
![]() Darksol the Painbringer wrote:
I’m not sure that the other damage options tank necessarily. As was already stated, the only Spirit damage on Vindicators Mark is the initial hit, and the 2d6 from dismissing it so your bow or deities favored weapon of choice will still be dealing an extra +2 damage. If you make your wisdom your secondary stat, you should have roughly the same to hit chance with focus spells on your prey as your weapons for the first few levels at least. Spirit is also among the least resisted damage types in the game as of right now, which makes it ideal in such a wide variety of circumstances that constructs being immune is hardly a major drawback. You can also grab domain spells as Warden Spells so say you’re a Vindicator of Sarenrae, just take Fire domain and you get plenty of options. Is it an absolutely broken class? No, but I hardly think it’s unplayable. ![]()
![]() I’m not entirely certain this is all that bad outside of the inherent MADness of being a Warden Ranger. The spell isn’t a sustain, so you cast it once on the boss and the rest of your turns are almost free. On top of that, if your DM lets you use Hunt Prey out of combat (Basically just give you a way to track your enemy), the two action spell will still leave you with an action left! On top of that it has a 60 foot range. So you don’t have to be close to use it. I think that for the most part, the action economy is a bit front loaded, but it’s hardly crippling. ![]()
![]() I don’t think there’s really a canon answer to this, but for me I think the Chalice just fills when you’re able to use it. Like, it’s empty when you drain it or when you have no intention to use it and then it fills on its own when you intend on using it. In my head it’s something like… the implement can sense your need through your thaumaturgical resonance and automatically fills with the life giving liquid, but only once every ten minutes and it disappears if you have no intention or need for it. ![]()
![]() So I’m not a balance expert or anything so I won’t come at this from that angle. But I do think I have something valuable to add in that; as someone who came from the Fifth version of the Dragon game, as both a player and a GM, I don’t think player characters should have crazy high resistances or even immunities unless they’re paying a decent cost for it. In my experience as a player, those resistances will just make GMs not use the types of monsters that would affect them and as a GM, I found that they often trivialized encounters for that one character if I did use the monsters that would target their resistance/immunity. Based ENTIRELY on personal vibes and experience, I am perfectly okay with the cheap resistances being somewhat weaker. ![]()
![]() Honestly I’ve enjoyed my time on the forums so far. I only joined last week but I’ve felt that for the most part it’s a significantly friendlier community than the subreddit or the discord, though maybe that’s just my lack of experience here so far. I often feel dogpiled on the subreddit and the discord is so active it kind of scares me off since I can’t really get a conversation going unless I have time to do so. I will admit that the archaic site design is bothersome though. Hopefully they update that soon. ![]()
![]() I’m not sure if this is the right place for asking about this, but I don’t think it really cleanly fits anywhere else, and I’m curious. So to me one of the biggest advantages of pathfinder 2e is that you could play multiple characters of the same class and still manage to make two wildly different characters. And as I have been attempting to make a solo game for myself for some time now, I wonder if I might be able to take this to its logical extreme and make an entire party off one class. And I think I want to do so using what is generally thought of to be one of the weakest classes in PF2e. So I have a question that I may post on the subreddit as well. How would you make an entire party of alchemists? I’ll be playing with the rules my group nearly always play with since that’s just how I like playing, so the rules are you can use ancestry paragon, free archetype, and gradual ability boost. Each member should use any of the different subclasses, but no duplicates. And they should fill a different role for the party. I don’t want a bunch of bombers or mutagenists. Oh and remaster rules only. And before I get comments, I do understand this is ridiculous and unbalanced. That’s the point to an extent. I want to see how far this can be pushed with one of the most underpowered classes in the game. If this fits somewhere else, please let me know. I’m new to the forum and I’m not entirely certain where this should go. Thank you in advance for your replies! ![]()
![]() Errenor wrote:
Oh so whenever I code something, I’m casting Figment. Now I just need to learn how to cast something else… ![]()
![]() As a player who chose the Magus as their first class, I can confidently say that I saw some slight issues with it. The action economy was in fact slightly cumbersome for me. If I wanted to fit in any of the neat actions like Recall Knowledge, shove, trip etc. I had to sacrifice either my Spellstrike itself or my movement, and that did feel kind of crummy. These days? As a more experienced player, I definitely see the Magus as a great class that desperately needs some way to use their intelligence and vary their turns. I think not casting spells that require saves or attack rolls is fine, but to be honest it does hurt my idea of the class fantasy that the spellblade who studied both the blade and the spell tome effectively only needs to be slightly more intelligent than average. And that’s only if they become psychically attuned at a higher level. I do also find their class turns repetitive but I don’t know maybe I just haven’t played one enough to find a good turn rotation outside Spellstrike, step/recharge, repeat. ![]()
![]() pixierose wrote: I doubt Imp will be a lineage.. but if they did do it, it would be extremely funny and quite wonderful if it makes you small sized(or maybe one size smaller) regardless of ancestry. You are just a small fiendish version of your ancestry. I love the idea of a party of adventurers hearing that their new member is a Minotaur with fiend blood, and they’re imagining a massive brute only to get a member that’s shorter than the dwarf. ![]()
![]() Correct me if I’m wrong, but illusion spells specifically target the mind, yes? And if that’s the case, wouldn’t it make more sense that it’s just triggering parts of your mind to make it seem like physical stimuli? In which case, it wouldn’t be creating light or sound so much as tricking your brain into thinking there’s light or sound. With the 5 feet being louder and 15 feet being faint a trick to make it even more believable as physical stimuli. It’s magic pretending to be not magic. It’s trying to pretend to follow the laws of physics by manipulating your brain into accepting that it is. ![]()
![]() SuperBidi wrote: So I wonder if "optimized" characters are really that optimized or if for most of them it's just a measure of accessibility. I think this plays a bigger part in it than most people maybe realize. Complicated characters are - obviously - harder to play and thus require a higher level of system mastery to make feasible, let alone optimized. A new player is most likely going to have a hard time making say an alchemist work over something like a fighter. But I’ve seen both played incredibly well. I liked premaster Oracle because it made me really consider my actions in a way the other spellcasters don’t. I like melee magus because to get the most out of my class I have to really work for it. I think it comes down to player preference in a lot of ways, and while I’m certainly not an expert in optimization I haven’t seen anything that was genuinely unplayable for me - well, premaster alchemist definitely pushed me in that direction but. You can play almost anything in pathfinder 2e and as long as you have a basic understanding of your class, you most likely won’t be unplayable. ![]()
![]() Nelzy wrote:
I definitely interpreted this as more of a “the body is too far gone to be reanimated” thing rather than a “the body is gone” thing. I mean it makes sense for vampires and some other forms of undead, but all undead are destroyed when they die. Does a skeleton leave no physical remains? What of a zombie? I mean vampires have lore and alternate media to support this, but many other types of undead do not. Just my two cents here though. ![]()
![]() I’m looking for creatures/monsters that would be appropriate for a game set in the Lands of the Linnorm Kings. Obviously Linnorms, and I think giants and their kin are common. What else could I throw into an encounter table? Also what ancestries would be appropriate? Any class restrictions I should think about? I’m trying to make this as lore friendly as I can. Any help is appreciated! ![]()
![]() Animist and by extension War of Immortals is my most hyped release of all time for Paizo. I really hope it’s as good as it looked in the Playtest! It sounds like an absolutely perfect way to make a unique caster class, and as someone who’s favorite class is the pre-remaster Oracle, I am down for a unique caster! |