Oh this sounds really cool. What sort of Focus spells are we talking? Are they 1 action to cast?
I'm most excited about the changes to magic in general. I like that I can finally play a caster who can sling cantrips all day without having to resort to using a weapon unless I want to and with scaling dcs I can finally use all of my spells at any level without agonizing over if I think the enemy will pass the crummy dc. There's also the chance at triggering weaknesses on a low level blast and still getting off decent damage. Doubly so if they crit fail.
Also I love the changes to Bards and finally being able to sing all day and effectively being able to hand out those +1s to hit which are effectively Improved Critical in this edition. I normally play a buffer/debuffer so Inspire Courage having a bit more power thanks to the new crit system makes me happy.
A max 3 cap makes sense for a Sorcerer since they don't need to refocus. That 30 minutes would just happen while they're adventuring (really just 20 minutes since the others would likely want to refocus/treat Wounds/identify loot after combat anyway). I was the one who asked about the all day blasting sorcerer cause I was wondering how their focus pool and feature work. I think it's a good balance for a class that still gets their baseline spell slots for everything else. I'm really excited to make a pseudo kineticist now with the elemental bloodline.
There's a couple of fiddly things that could be fixed with some special class notes like them having an altered capacity for Alchemical items. Their lack of focus powers would give you a sense that they're like the fighter and monk with additional feats but they don't get anything special like that. And Enduring Alchemy definitely should be a class feature and not a feat.
I keep looking this over and hoping something's wrong or missing from this transcription. As it stands, Alchemists are gonna be hurting on resources. I was hoping they'd at least get some sort of focus ability balance out their lack of anything like cantrips. I'm hoping they errata Advanced Alchemy creating half batches and just up it to a whole batch so an Alchemist can at least use their creations in battle all day.
Edit: Being able to make 4 items for every infused reagent may seem like a lot but if the Alchemist's thing is creating items to hand out then it would be nice to be able to hand out your focus items and still be able to function in your role without resorting to your weapons.
Also the specificity in the class features is worrying me too. I wish they'd use something like 'lesser bomb' 'lesser curative' and 'lesser mutagen' while adding those tags to the corresponding items to ensure future expansion of alchemical items. As it stands, you're only really going to have a few items in the Alchemist's arsenal.
And I'm really hoping the Chirugeon can toss healing bombs or gets a syringe gun or something to provide ranged curing.
Arrendis Lionheart wrote:
I don't know that it's been stated, but I'm pretty sure there's a feat to allow you to draw and throw a bomb with one action (and [at least] a rogue feat to allow you to draw and attack with one action). If that's the case, does it warrant comparison to martial attacks? Martial attacks can also get multiple dice with a striking rune, but I don't think it goes up to 5 extra dice. Maybe the numbers are kept more in line now? We haven't seen any high level alchemical items in the final rules yet, as far as I know.
Ah that's right. With Quick Bomber they'd be able to toss out more bombs per round but I still wouldn't compare them to martials. They're in a more interesting spot as the weakness exploiter and status effecter. Their schtick might be more about spreading out the pain unless you go bomber with Calculated Splash to do more heavy single target stuff.
You really don't need touch ac when you use your casting stat to make the attack, don't take a -4 penalty to hit because Precise Shot is gone, and also are full BAB.
As for the Alchemist question, their attacks really shouldn't be compared to a regular melee attack. The two actions to draw and attack make them more similar to spells and should be compared moreso to them. It's true they didn't really stack up to them in the playtest but they're supposed to be improving that in the final version.
He's gonna be a Neji Hyuuga expy from Naruto, focusing on pummeling people with different stances and stunning along with the occasional Ki power.
I'm going full on arcane trickster with this one.
I've been following this thread since its inception and seen a lot of heated opinions on this topic that really won't be cleared up til we have the final book/pdf in our hands.
But based on what we do know, it seems that people approaching this through the Pathfinder 1 lense aren't viewing feats in the way that they will be in the newest edition.
Your druids will still be druids thanks to their base class abilities and their path. They'll still get to wildshape, cast greater spells, or have their animal companion. They just might be missing out on some of the finer class abilities for 2 or 4 levels if you dip or pick up a general feat for your bow. Or, and this is the best part of this edition, they could luck out and find someone to train them in some bow using feat you need to achieve your concept. As revealed in the most recent Know Direction, feats can be given out as loot for quests. It kind of up roots the nature of feats as we know them since they're no longer this vague mechanic added to your character when you level. Now they can be things you've actually learned.
Something like this wouldn't really be possible in Pathfinder 1 due to a couple of factors. Like you couldn't hand out Cleave to someone who hadn't gotten their iterative attack yet because that extra attack could've shifted combat encounters but now that they're more extra class and character related touches, it's way easier to give out extra feats without unbalancing things. I could even see a scale like with Point Buy where you do start with additional feats in higher fantasy games.
But of course a lot of this is moot till the new game is released. Let's just spend time figuring out how we can help assuage the fears of other players.
I've been bummed about the loss of the Poisoner path but it just dawned on me that Quick Poisoning may have become a feat, opening up the option of single action poisoning for everyone and letting you get a chance to mix your poisoner concept up. Hopefully my guess is right or we see the option in the future.
I'm aware of the ruling that Alchemists can only use extracts with a range of personal or creature and that Full Pouch is only on the list so they can use a wand of it but can an Alchemist craft an Oil of Full Pouch? It fits all of the potion/oil crafting specifications but I just wanted to be sure since I'm planning on making a crafting heavy Alchemist.
I tried searching but didn't find much info. It appears there are 3 Patrons, Jynx, Rot, and Mercy, that grant you level 1 spells however the entry about Patron spells says you don't gain them to 2nd level. Would that mean these 3 patrons grant those spells early or that when you hit level 2 you get the 1st and 2nd level spells?
^^ This is my favorite fix idea.
The fact that you have to use RP to cast from wands gives you an inherent limit to the number of times you can use them per day so why double track? You'll never be able to cast as many times as your Resonance pool since you're using it for so many different things. If they really want to fix CLW spamming then why not do this and implement the limits that the DCs of wands are still static and wands can only be invested in once every 24 hours. If you want to take it a step further, include a limit that wands can only be invested a number of times in its lifetime before it can no longer channel magic. That way players really have to consider if they want to just pass their wand to another player to spam healing.
Edit: And to get around the whole Invest/Spend double cost just say you invest in a wand when you cast a spell from it the first time and every subsequent use costs a single RP.
I'm not too worried about the RP system and in fact welcome it in cases like staves but I can understand everyone's hesitance concerning the wand. It can get annoying to track since RP will never reach the point where you can use every charge in a wand.
What if instead you said you invest charges in the wand at the start of the day like with Magic items but there's a finite number of times you can do this? Maybe limit to 10 charges per day so it doesn't get overwhelming but unlike Staves these charges don't regenerate?
I recently leveled up as a Summoner with Summon Good Monster and have now gotten access to the Pixie as a summon. I was looking over their Special Arrow ability and was wondering if it was 'exactly as it says on the tin' or if I'm interpreting it wrong? It looks to be a magical effect that requires two saves on spells that have a close range, one against ac and one against a will save. I just thought it seemed odd and the likelihood of it even hitting drops a bit around the level I get it.
Special Arrows (Su) When a pixie fires an arrow from any bow, it can decide to change the arrow's properties by sprinkling it with magical pixie dust. Doing so is a free action as long as the pixie is the one who fires the arrow. A pixie can generate a number of uses of dust equal to its Charisma score each day (16 uses per day for most pixies)—the dust is useless to another creature unless the pixie gives the dust freely. In this case, the pixie chooses what effect the dust will have on an arrow when it is applied, and it takes a standard action to apply the dust to the arrow. Once pixie dust is applied to an arrow, the pixie's chosen effect persists on the arrow for only 1 round. As long as an arrow is altered in this way, it does not inflict damage when it hits—it only causes its new effect. A pixie can choose any one of the following three effects when dusting an arrow. Save DCs are Charisma-based.
I read through a thread on this item in the General section of the message board but it looks like there wasn't an official ruling on the item. It's effect is stated as so:
There seemed to be a lot of back and forth over whether or not the original clauses of the Summon Monster spell regarding teleportation applied to the wearer of this mask. Both sides had valid points but I was wondering just how much the specific trumps general rule applied here?
The item already calls out the one part of the Summon Monster spell that states you can't use the abilities of the bound summon to summon other monsters but it doesn't mention teleportation or spells with expensive components. Does the mean those restrictions don't apply to the wearer of the mask?
The Black Bard wrote:
Sorry I got that a little mixed up. I meant a poison's effects like strength damage and the like.
I was wondering how that applied to something like a Goblin Dog's allergic reaction which has a duration of 1 day.
I've been scouring the forum for answers on a question about summons that's been bugging me. I know that their spells end when they disappear but I can't find anything about what happens to the effects of their Special Abilities. I figure stuff like poison would still be in effect but does this apply to everything across the board?