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Ectar's page

Organized Play Member. 1,040 posts. 2 reviews. No lists. No wishlists. 5 Organized Play characters.


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Barbarian am find traps.
Spirit Barbarian am deal positive or negative damage to many haunt.
Barbarian am smash complex hazards.

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I don't have the book, but I haven't seen almost any complaints about the Animist, except that it's complex, which most people are taking to be a good thing. Pretty cool since I remember it being heavily criticized in the playtest.

I will concede that the reactions here alongside my initial trepidations means I'll probably skip on this book. Maybe I'll grab it as a pdf in the future when there's a Humble Bundle or something.

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Archpaladin Zousha wrote:
TheFinish wrote:
Mammoth Daddy wrote:
TheFinish wrote:

There is no art, it's presented as the chapter opening for the Mythic Vault part of the book.

** spoiler omitted **...

You’re a gem! Thx!! And RIP ** spoiler omitted **

You can also press F to pay respects for:

** spoiler omitted **

I'll say one final thing I found funny, leave the rest for when the book comes out: several people in Razmiran have been empowered by the Godsrain and are challenging good ol' Razmir, but the man has not stepped out to fight (yet).

** spoiler omitted **

** spoiler omitted **

Could you or someone else expand on "Dragon Gods"? I have a PC heavily invested into draconic deities.

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4e was even more granular than that: it also had the critical condition at 25% hp.

I don't think most would go so far, but having a threshold of 1/(n+1), with n being the individual creature's level difference with the caster wouldn't be the most arduous solution.

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I'm cautiously unoptimistic about what we've heard so far.
It feels to me like there should be some direct way to translate mythic power to non-mythic power.

For instance, a level 20 non-mythic party, I imagine, beats a level 1 mythic monster. And a level 2 mythic monster. But at some point, that changes. And it seems like that would change before the mythic monster was level 24. So hopefully there's a kind of guidance on where that line, blurry though it may be, is.

And to curtail the comments of "only mythic parties should be taking on mythic monsters", it was a commonly recommended path to mythic ascension in 1e that the PCs would defeat a mythic monster at the conclusion of a long quest. So there's plenty of narrative precedent for it.

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Spamotron wrote:
Ezekieru wrote:
Yeah, I wouldn't be surprised if the previous level 26-30 creatures were re-balanced to be level 21-25 but with many new Mythic abilities put onto them. Their increased threat level would still exist, but it'd exist under the framework on the PF2E system instead of what they were in PF1E.
Yeah, from the various hints devs have been giving that's my impression as well. If Baba Yaga or Varklops are statted in 2E their math will be that of a level 25 creature, not 30. But they'll have rulebending Mythic Abilities that will have the likes of Treerazer going "Wait, you can do what?" Before squishing him like a bug.

If a level 25 creature can squish another level 25 creature like a bug, that sounds like a good indicator that the first creature should have a higher level.

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I'm interested to see how in the world this system is going to be balanced. Not that original Mythic ever was, but with the tight math being such a selling point of the 2E system, this preview seems to fly in the face of that.

Mythic proficiency sounds bonkers, even if limited in scope and number of uses per day.

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How does the character have 18 starting strength as a witch, when Int is your key ability score?

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If Pathfinder and Starfinder are to be compatible, I think there is some credence to the discussion. Gas giants aren't exactly uncommon.

(Though I do admit to a certain amount of intentional silliness)

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TheSageOfHours wrote:

If we are talking about potentiially renaming monk in a way that preserves the many different things it does, what about Cultivator? It covers the wide array of abilities monk has rather well and always had cultivation fantasy elements.

Cultivator makes them sound more like horticulturists than martial artists, imo.

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I mostly feel it in the stat blocks, tbh.
Alignment was always an easy shortcut for how a monster might respond to some stimuli or the kinds of worshipers a deity might attract.
I have found the Edicts and Anathema to be somewhat more cumbersome in determining those things regarding the latter, and descriptive text woefully inadequate for the former.

On the one hand, alignment's removal theoretically gives a GM more leeway to use a creature in a wider variety of scenarios, by the other hand requires the GM to select monsters from a larger pool with less guidance.

Besides, WRT monster alignment I always considered the listed one as "typical", not absolute (except for fiends and celestials) . So I don't actually buy in to my own point about using a given monster in a wide variety of situations.
I just find the removal irksome as pertains to the shorthand of monster and deity temperaments.

Regarding player character alignment, I see no significance since the removal.

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RAW Aid goes crazy. After a few levels the DC becomes trivial and the bonus is often relevant.
Your third action for a +1 or better is nuts.

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Easl wrote:

Getting back to Ectar's original post, the answer appears to be "no to going up, if your baseline is Paizo's October 2023 post which Michael Sayre links to. Yes to going up, if you were unaware of that announcement."

To look at the specific examples OP gave, HoW did come in at 224 pages and WoI is listed as coming in at 224 pages. That puts both books in between the $59.99 listed for 192 pages and $69.99 listed for 256 pages, and hey look, the prices for both books are in between those two numbers.

Now the prices for the two books are inconsistent while the page count is listed as identical. So that might represent an increase Paizo made between HoW production and WoI production. But (a) WoI is still within the price range Paizo announced in October 2023 for books of it's page count, and (b) it could instead mean that WoI is going to be a few more pages than initially announced.

The discrepancy has me miffed, I'm not gonna lie. The blog post specifies that hard covers are going to vary in price, based on page count, which is something I can get behind. And Howl of the Wild actually perfectly fits the estimation between their listed price examples.

The fact that War of Immortals has the same listed page count and a different price still rankles, however. Especially since it appears to be the only exception to the blog post's projections.

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Interesting. The prices for HotW and WoI doesn't perfectly match any of the examples in that blog post.

Interpolating from the blog post, does that mean that HotW has ~224 pages, and WoI has ~246 pages?

Oh. No, the page numbers are listed on the product page, and they're both 224. HotW matches expectations, but WoI priced higher than was explained as "typical" for its page count.

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Was perusing the War of Immortals blog post and when I went to look at the books, I saw a $67.49 price tag, which I'd never seen before.
Started looking around and noted that Howl of the Wild was $64.99.

Sorting rulebooks by price, it became clear that those are the two most expensive non-Special hardcover books right now. The Core series of books are all $59.99.

Is this the expected price for hard covers going forward? I was already pretty on the fence about buying HotW and WoI before I noticed the price disparity. Like, $5.00 and $7.50 isn't a lot of extra money. It's just kind of a sentiment thing. "Do I really want to pay more money for a book I wasn't super excited about anyway?"

If this is the new price, I'll probably just end up being a little more discerning about which books I end up getting.

Times is tough all around.

edit: Yes, PDFs exist, but I strongly prefer physical books. So in almost all cases, if I'm interested enough to buy a RPG book, I'm interested in buying a physical one.

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Kobold Catgirl wrote:

The real problem with kobolds is that at the rate I'm progressing, they're going to have more heritages than any other ancestry, even account for the versatile heritages they already have access to. XD

I love the ideas, by the way, especially the first two. Sphere of Annihilation kobolds would be so eerie.

** spoiler omitted **

Oh man, it's a small shame Crown of the Kobold King was remade prior to PC2. That would be an exceptional place to drop a new heritage, related to the stuff that lives below that tribe.

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Kobold Catgirl wrote:
Yakman wrote:
maybe, and this might get dark, the more mundane the setting, the less... prolific... kobolds get. their young die in their eggs if they are laid in some random, droll, place. so the little guys have to find weird magical locations to keep the species going... darn... that's pretty good!

Shameless self-promotion (kind of), but the supplement I'm working on right now has a band of mutant-y kobolds who inhabit the Mana Wastes and absorb wellspring magic. :)

But shredder's point was, "sure, but then why is only Arcane [and Elemental] represented yet?" Which I think is a space constraint, personally.

Genuinely, I think the thread is helping me get over my frustrations and look forward. At least the Lore ones, anyway.

I want to read about kobolds with weird sources of power.
Like a clutch of eggs laid near of Sphere of Annihilation (or other raw destructive force since that didn't make the Core jump).
Numerian Kobolds whose eggs were warmed by the residual heat of a starship engine.
Kobolds born into the Circle of the Stones, infused with the power of an Aeon Orb. Or even better, irradiated Kobolds from Vask.

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Could make it so you can only use it against a target you had Aimed at on your previous turn.

It's still very strong, but at least it be more limited. Kind of.

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This feels like a RavingDork post.

While I can't see anything that disputes the supposition, I also can't think of anyone I know personally actually running it like that.

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The Raven Black wrote:


But that left the beloved Kobold Ancestry without a distinctive flavor. So Paizo went for the magical energy sponge idea that helped keep the existing Kobold NPCs around with no need for a retcon, while at the same time opening possibilities for other kind of Kobolds.

Which definitely makes Paizo Kobolds different from the other game's creature.

I think this departure will end up being a very good thing, if unsettling at first.

I think this would sit better with me if the Surki didn't give me a similar vibe, released one book prior.

Or if they leaned into it way harder with their new heritages and feats.

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Bluemagetim wrote:

This comment isnt directed toward the mechanics side of things but on the lore side.

As an example of some of the freedom we now have with kobolds look at the idea I asked for help refining in this thread. Because of the lore changes I chose to use kobolds for this encounter.

Go to Any Ideas for Kobold Traps.

Genuinely, I am glad that some people prefer the increased flexibility over their previously less flexible, albeit more defined, lore niche.

I will just never be among those people. Perhaps if they had always been that way in PF2 I'd feel otherwise, but not much use in speculating about how things might have been different.

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Never liked the change to moving Kobolds from little dragon guys to ambient magic sponges. (Didn't we just get Surki for that?) It's another in a long line of making options more flexible at the cost of a concrete identity. I'm rarely a fan, but whatever. I was mostly planning on looking the other way as much as possible and playing my Kobolds largely as before.

Finally got a chance to delve into my PC2 this morning.

Kobolds can no longer gain a permanent fly speed.

They still get access to the garbage Winglets feat at level 5, which is a prereq for the Fly once per turn style feat that is so popular in the flight feat chain they get at level 9 (which the flight capable ancestries get 4 level earlier).
And that's it.

There's no third feat granting access to an actual fly speed, so Kobolds are limited to 1 fly action per round forever.

Arguably, access is somewhat easier because there's no heritage requirement, but this change is terrible.
3 ancestry feats, imo, was already a steeper cost than 2 ancestry feats and a heritage. But now we can't even choose to make that inefficient trade.
Oh, and as a fun kicker: A remaster Kobold can't even use the old 3rd feat, since Hatchling Flight (the prereq to Wyrmling Flight) got renamed to Winglet Flight. Gotta make sure everyone knows that Kobolds aren't dragons. We've got a shiny new selling point versatile heritage for that.

I usually try not to be this rage posty, but it feels like mechanically and thematically my favorite ancestry is no longer what it was, and that's extremely frustrating to me.

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SF1 operatives getting 5 levels worth of early access to a typically highly thematic exploit did a lot to engender me to a particular specialization.
I fell in LOVE with the Ghost because of level 5 cloaking field.
The early access was the biggest draw of the entire class to me and helped define the specializations. Sure any other operative could pick it up at 10, but by 11 I get a unique thing anyway, and 5-9 is a massive chunk of adventuring time.

Looking to the SF2 Operative:
At character creation we get a skill increase and a skill feat for something relevant to our specialization. The latter is kind of whatever; any two operative could end up with the exact same skillset irrespective of specialization. The skill feat is one level early access, since we don't start with a free skill feat, but it's only a level before any other operative could pick up the same thing.

The actual unique things the specializations grants, the exploits and advanced exploits, are almost all combat-specific abilities. Intellectually I understand the desire to make the operative into more of a striker and shift skills more over to the Envoy, but it feels like this is too far in that direction. It makes the specialization choice irrelevant outside of combat, which feel wrong to me.

Two changes I'd like to see for the operative:
1.) Auto-scaling of the specialization skill. Possibly in lieu of the free skill feat at 3,7,15. I think the raw numbers increase is a better indication of the operative's abilities than the skill feat.
Granted, the skill feats actually ARE early access to something that could be obtained a bit later by other specializations, but they just aren't that cool, imo.

2.) A unique, not specifically combat-related, ability somewhat early on. I'm thinking like the 4-6 range. Could be something baked into the base specialization or, I think more likely, actual class feats with a specialization as a prereq. Just something the specialization can get that helps them stand out. Especially outside of changes to the turn-by-turn combat routine.

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Finoan wrote:
Also note that for official playtesting, it is requested to not use Pathfinder Second Edition ancestries, backgrounds, classes, equipment, and feats that aren’t explicitly included in the playtest.

Huh. That seems to fly in the face of the text in the book, itself:

"All of the classes in this book work alongside those in the Pathfinder roleplaying game, and we encourage trying one or more of these classes out alongside Pathfinder classes to see how they work!"

I mean, I get the desire to focus the playtest on the new stuff, but why include that line IN the playtest book?

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Reads to me like it would work if you critically hit with the Strike used during Channel Smite, yeah.

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Sooooo, Lie says it takes at least a round.
It doesn't say it takes spending actions for a round. Any reason it couldn't be a round's worth of free actions?
(I don't think this is the best possible interpretation, but I'm interested to hear y'all's thoughts)

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If it seems too good to be true, it probably is.
A repeatable (on different foes) 1 action ability that either forces them to divulge critical plot information or removes their entire turn on a regular success is definitively TGTBT. Especially since it doesn't seem to be limited to your cases or leads or anything.

Teridax wrote:

It's absolutely wild to me that people are genuinely trying to argue that deliberately answering untruthfully is somehow different from lying. I suppose that explains the way they choose to argue in this space.

Attacking people who disagree with your assessment isn't exactly discussing in good faith, either. Framing the discussion on the person who said something ("It's absolutely wild to me that people are...") and not on the something they said is almost always a bad faith argument, imo.

It is, however, a great way to convince people to not engage with your posts in the future.

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"I ain't telling you jack" is a direct answer that doesn't attempt to deceive the listener.
However, it does pretty much confirm that the speaker does know something, so the successful action isn't wasted, either.

I'd probably let it work the first time or against particularly dumb or unwitty foes, but after the first time would warrant a discussion about expectations going forward.

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Ravingdork wrote:
Redditors are literally making jokes about us still being hung up on the wizard class which was released ages ago when there's all this awesome new content to be covered and discussed.

They aren't wrong, but neither are we.

But I don't feel I have that much that I particularly care about. The only PC2 class I really was invested in was the Investigator. But it doesn't sound like it got nearly as much love as I'd have hoped, so I'm a little checked out for the time being. That probably changes when I can go buy a copy.

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Monk's Spade

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Gortle wrote:
Karmagator wrote:
Hence it is puzzling that Ranger wasn't updated to this extent.

Yep Ranger is now the weakest martial class in PC1/2.

Were the changes to Investigator THAT significant?

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Kind of unfortunate in that it seems like a Twirling Throw wouldn't allow a Panached up Swashbuckler to add their precise strike damage past the first range increment, a la the restrictions on Flying Blade.

On the other hand, Twirling Throw wasn't stated to have the same kinds of weapon trait-based restrictions as Flying Blade, so they could chuck any kind of throw weapon a greater distance without penalty.

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RIP the Elemental Instinct barbarian granting kineticist impulses the rage trait.

Which means if a main class kineticist took Barbarian Dedication w/ elemental instinct and then took Instinct Ability at level 6, they'd lose access to virtually of of their kineticist powers outside of rage.

I wish the last line of Elemental Rage were changed to "If you have any kineticist impulses with the same element type as the one you chose for your instinct, such as ones gained by taking the Kineticist Dedication multiclass feat, they gain the rage trait while your are raging."

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Blave wrote:
Aaaaaaand the extra reach is a stance now.

RIP minotaur monks, magi, and others.

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Unicore wrote:
HammerJack wrote:
Unicore wrote:
Entangling flora is the spell o think you are looking for. They had to leave the narrative of webs behind I think.
I'd call that more equivalent to Entangle than to Web.
I am almost positive I t remember James Case saying entangling fauna replaced both entangle and web. The mechanics are almost the same. The narrative is intentionally not web like.

Entangling Fauna is horrifying, amazing, and being added to my ever-growing list of homebrew things.

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James Jacobs wrote:

Part of the complicated nature of OGL stuff is that there are some things you're not allowed to say for trademark or other reasons. The phrase "Dungeons and Dragons" is one of those things.

"Overly cautious and subdued" is the name of the game when working this closely with OGL content and the world's oldest Roleplaying Game... less so on idle messageboard posts but very much more so for official marketing copy, like you see upstairs in the actual blog post.

I get ya. It's an unfortunate market reality. Y'all's older "The Abomination Vaults Comes to 5E!" post really got the point across right from the title. Different times.

Anywho, I'm still super jazzed for the actual product. I've got a group that I've been hoping to get onto Paizo's side for a while and I think this'll be a good stopgap on the path of "I don't want to learn a whole new system".

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Investigator. I love the idea of the class, but for two games in a row I've been disappointed by the execution.

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Most of the PFS sessions I've attended had an intro section. I'd typically split my time between my character's story elevator pitch with their common tactics.

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QuidEst wrote:
There's no visual trait.
Commander's Banner wrote:
As long as your banner is visible (such as by being affixed to your weapon or worn attached to a pole alongside your backpack), you and all allies in a 30- foot emanation gain a +1 status bonus to Will saves and DCs against fear effects. You pause or resume this effect as part of any action you would typically use to stow or retrieve your banner, such as Interacting to stow it. If your banner is destroyed or stolen, allies within 30 feet become frightened 1. This effect has the aura, commander, emotion, mental, and visual traits.

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I think a bunch of the tactics can be broadened slightly.
Like let Shields Up allow an affected ally to cast the Shield cantrip.

Mountaineer and Naval training can be combined into one tactic that grants either a swim or climb speed, chosen when you prepare that tactic with your squad.

Probably a more generalist Master Tactic will be released, since the two in the playtest are very disparate in the playstyle and party they're good in.

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Perpdepog wrote:

I'm in favor of them gaining training in light armor and unarmored defense. Sure, that's not what the class is exactly going for, and there is some kind of parity when you consider that we have classes that favor light armor exclusively, but none that favor heavier armor in the same way because of how proficiency works, but like people said upthread, your feats will take care of that. If you have a plan that can somehow duck under a lot of the armor flavor, and know alternate feats to take, like being a super nimble shield guardian, then I think that should be a thing the class lets you do.

I would expect anyone going in to the class with that idea in mind would know from glancing at all the feats that this choice is suboptimal, so it's pretty safe to assume they'd be picking it for other reasons, like seeing how far they can bend the system for fun, or because it fulfills a specific fantasy for them.

Full disclosure: I noticed that the flavor text on Intercept Strike mentions your armor taking the blow, but none of the ability's actual requirements mention armor. So I got the image of this scrawny naked man jumping in front of a massive two-handed axe, and it just bouncing off of his flesh, because that's how the ability works as written, and it's hilarious.

Then I tried planning out a build that uses all feats that don't require medium or heavy armor.

That's when I noticed the lack of proficiency gain in unarmored and light armor.

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Wand Thaumaturges crying in the corner

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exequiel759 wrote:
Xenocrat wrote:
One reason the commander isn't going to fall into certain niches is to make it generally useable with randos who show up at a PFS table. "I just sit in the back and send good vibes or order you around" isn't going to fly socially and in many cases mechanically in that environment.

How is playing a lazylord different than what most casters already do in the system? The full support role exists in PF2e and has existed in TTRPGs for I don't know how much time. The most optimal bard playstyle is to be a buff bot, casters in general using buffs or debuffs is commonplace, and the very inspiration of the commander is the 4e warlord which enables the lazylord playstyle. This whole argument of "it would be boring" literally ignores that the playstyle already exists in the system, but not in the way the commander does it. If you think being a support is boring then probably you don't like the commander and what it represents.

The very fantasy of a commander is effectively to play as Sun Tzu.

Most decent caster builds will have a mix of direct support buffs, debuffs, utility, and damage. Totally removing the debuffs and damage will almost result in a strictly worse caster, just the same as removing the buffs and/or utility would.

Acting like a typical bard or cleric functions just fine never casting spells that affect the enemy is hyperbole at best and deceptive at worst.

If a cleric or Bard could get by without casting spells that affect the enemy, they'd have no reason to maximize their caster stat, since it has minimal ROI besides bumping save DCs and spell attacks, which are inherently enemy-focused stats.
But ain't no guide recommending your bard dumps Charisma because buffs are stat independent.

Sun Tzu had legions. Typical Pathfinder table has 4-6 total individuals. You are not the same.
You're the guy in the bomb squad giving orders, but you're still charging past the kicked-in door with the rest of the squad.

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Verzen wrote:

Lets face facts. Archer is the same. They dont need to move into position and archers deal insane amounts of damage. A lot more than commanders would be able to do.

You're also wrong as this ability would only effect squadmates (Wasnt mentioned specifically but definitely implied since the class can only effect squadmates) so you need intelligence to effect squadmates.

Bards don't require equipment investment. Neither do psychics who have message amp.

I may have said that backwards but the intent is to offer a chance for the guy to be too stubborn to follow orders.

Archers requires stat investiture. Archers suffers from partial cover due to allies. Well-built archers do measurably less damage than well-build melee characters, probably designed that way because they don't have to move, so they deal less damage per action as compensation for requiring fewer actions to set up.

Your example would require 1 point of intelligence, which is hardly a cost. Even if your version gave you a max number of squadmates equal to your int mod, you're still getting to make melee attacks at a distance without requiring any of the physical stats (or magical equipment) necessary to do so.

Bards don't need a significant investment to spam their composition cantrips, but if that's all they're doing they're missing out on 10th level spellcasting. Which many times does incentivize putting their stats into Charisma anyway, since saving throws exist.

Regarding the Psychic Amp Message:
1.) The Psychic had to spec into The Silent Whisper, ergo locking them out of other Conscious Mind options. Therefore opportunity cost.
Your suggestion is to give Strike Now! to all Commanders at level 1, ergo no opportunity cost to acquire an ability of similar strength.
2.) AMP message. It literally requires you to spend resources to get the ally to have the ability to strike. Which means you have fewer options for using focus points for the rest of the combat.

That version of the DC thing makes it feel like the Commander is trying to use their allies against their will?
Even if mechanically it's more balanced, I think it's bad game design. Players are supposed to be encouraged to work together, not to use each other.

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Verzen wrote:
I dont see how my suggestion is overpowered at all.

You did not address most of the points I mentioned:

You're still getting to attack 3 times without having to spend the actions necessary to move into position.
You get to attack from multiple locations with no cost.

Suppose in your example the Barbarian felled their foe with your first attack. Now you're attacking with the Fighter from potentially up to 60ft away from where that occurred at no penalty.
If you were just a 2nd striker, you'd have to move or Sudden Charge or something to get into position most of the time.

You're getting to double dip the power into single target buffs. If that Barbarian received a rank 6 Heroism, you'd effectively be increasing the power of that spell by an extra third or more since you're getting extra buffed attacks, again at no cost.

Your entire math argument only works if the Barbarian, Fighter, and Rogue are in non-magical equipment, with 0 buffs, and are all in range to hit each of the 3 different enemies.

Heck, that's another point: since this character you've suggested requires no stat or equipment investment, you get to invest those extra resources into the rest of the party, which only makes this whole situation worse, since now we're double dipping in economy.

Your suggestion that the ally makes a will save even makes the problem WORSE, since they're saving against the Commander's DC, the Commander is incentivized to have a lower DC, which should never be the case.

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For me, having most of their feats and such require medium or heavy does most of the work to get me to want to use those armors.
Though I'd be lying if I said I didn't start looking into this to try and make a character subverting expectations.

But the original premise remains valid.

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What you ask for is crazy overpowered. Trading 1 for 1 actions is mega powerful; you give extra attacks to your best striker and it's better than just being a 2nd striker:
You didn't have to move in to position. You didn't have to raise your STR high to hit, nor your CON to survive hits. You get to double up on the power of a single-target buff. You can "melee" from myriad different squares in the same turn.

Your proposal grants unbelievable power at level 1 and makes no concessions or limitations that make it okay.
There's a reason Strike Hard! is 2 actions and an ally's reaction.

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