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Thanks for the advice, everyone! :)


Hello! I was working on a small pantheon of deities that I could use for homebrew stuff. While doing do, I have been debating with myself on the pantheon's size, and figured I would ask here.

These deities don't have alignment restrictions, and go solely off Edicts and Anathema. Thus I'm not worried about representing various alignments.

If you were a player going into a homebrew setting, how many deities would feel like a good number? What kinds of options would you be looking for?


I was reading Gods & Magic (good book btw!) and was intrigued by Arazni's lore. Most notably, I found it interesting that while she's NE, she allows followers of alignments like CG that are far removed from her own. What inspired you to set it up like that?


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The investigator has a nice chassis, but it has some MAD issues.

In theory they're supposed to have high Int, but the Study Suspect action and their perceptive nature in general really pushes them to have a high Wis. Their light armor makes them want to push Dex, which they can also use for attack rolls. Their base HP is on the lower side, encouraging some investment in Con. And you probably want to try and sneak some Str in if you can to deal more damage. They have some abilities that suggest you could make an investigator with good Cha, but the pressures to push other ability scores really make that seem hard to do. Further, of the three methodologies, only one strongly benefits from increasing Int.

I think a simple solution would be to have all investigators use Int for Perception instead of Wis. This reduces the pressure to increase Wis, thus freeing up more options for ability score investment and making Int actually feel like their key stat.


I understand why Pharasma might not allow NE clerics, but why doesn't she allow CN clerics anymore?


What does Heroism look like now? Is it still the same type of bonus as Inspire Courage?


How does the propulsive trait for bows work? Is it still 1/2 str like in the playtest?


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I don't think we need to give other classes dex to damage. I think they should have something that encourages them to use dex as their melee stat even if they end up dealing a little less damage.


Is there anything to support dex melee for classes other than the rogue? It seemed odd to me that there was little reason to make a fighter or ranger that favors dex over strength.


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32
Name: Lyska Raldy
ABC: halfling / warrior / giant instinct barbarian
Weapon: obscenely oversized greatsword

Determined to prove her fighting abilities. Gets angry anytime someone calls her short.


I imagine it'll have you choose what kind of tiefling (and etc.) you are in the heritage, but specific benefits are gained from the heritage feats.


Mr. Jacobs do lesser divinities, such as Empyreal Lords, have their own holy texts?


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BretI wrote:
FaerieLore wrote:


Cantrips don't use spell slots; they heighten to higher spell levels for no additional cost. If you cast Mage Armor as an 11th level wizard, the cantrip heightens to a 6th level spell, and you still have both your regular slots for 6th level spells.

Mage Armor is a 1st level spell, not a Cantrip.

Oh wow it *is*. That's... weird. I definitely wouldn't want to spend slots on that nonsense lol. So you have to buy the bracers of armor after all; I figured they were just for the Monk. Apologies for the attempt at correction, Eindridi.


Eindridi wrote:
Bardarok wrote:
Mage armor gives better TAC, buffing your Dex is good for reflex saves, and heavy armor has some brutal speed and armor check penalties. So heavy armor is an option but not really a better option. Which ultimately I think is good. You can play a heavily armored battle wizard who gets up into the frey and plans to take the fighter archetype to be a battle mage or a more back line wizard. Both seem like good options.

However the thought of me preparing a Mage Armour spell in a level 6+ slot is just crazy. I've so few spells per level now that I simply can't justify using it when I could simply spend money on some armour.

It is even worth a single feat for Fighter Dedication to get the proficiencies.

Cantrips don't use spell slots; they heighten to higher spell levels for no additional cost. If you cast Mage Armor as an 11th level wizard, the cantrip heightens to a 6th level spell, and you still have both your regular slots for 6th level spells.


Bardarok wrote:
Mage armor gives better TAC, buffing your Dex is good for reflex saves, and heavy armor has some brutal speed and armor check penalties. So heavy armor is an option but not really a better option. Which ultimately I think is good. You can play a heavily armored battle wizard who gets up into the frey and plans to take the fighter archetype to be a battle mage or a more back line wizard. Both seem like good options.

I think its unintuitive and weird if you're not proficient in the armor; grabbing the fighter multiclass feat at 2nd level seems like a cool and reasonable option and I'm in favor of it as a possibility. But it shouldn't compare so closely to mage armor when you're not proficient, and wearing a breastplate shouldn't give better AC before 5th level to the wizard who starts with 16 dex and who plans to use Mage Armor. It seems similar to the "wizards using crossbows" situation from PF1, which they fixed by having cantrips deal comparable damage to the crossbow.


Vic Ferrari wrote:
Why are you not subtracting the -2 for Untrained, it should be 10 + 6 + 1 - 2 = 15.

I did; its included in the proficiency value (notice how the full plate has +0 there at 2nd level, while mage armor has +2)


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The untrained penalty is only -2.

This means at second level, a wizard or sorcerer wearing full plate armor with 12 dex (17 = 10 base + 6 armor +1 dex + 0 proficiency) has +1 AC over a wizard with 16 dex using mage armor (16 = 10 + 1 + 3 + 2). A wizard with 16 dex in a breastplate would also have 17 AC (17 = 10 + 4 + 3 +0), and has comparable AC to the full plate wizard for all further levels.
If you keep up with property runes these AC values are equivalent at 5th level (full plate: 21 = 10 + 7 + 1 + 3) (mage armor: 21 = 10 + 2 + 4 dex + 5).
Mage armor finally has higher AC than the plate at 15th level (full plate: 33 = 10 + 9 + 1 + 13) (mage armor: 34 = 10 + 4 + 5 + 15).
TAC for full plate is 3 less than mage armor at 2nd level, 4 less at 5th level, and 5 less at 15th level. The breastplate has 2 higher TAC than full plate.

A wizard using one of these armors they're not proficient in can *also* raise a heavy shield to protect themselves for an additional +2 AC, because the untrained penalties don't stack, which is stronger than the shield cantrip and doesn't prevent spellcasting so long as you keep your other hand free.
Now; mage armor is noticeably cheaper than spending the money to keep your full plate or breastplate up to your level, but in exchange you can use your ability score boosts on things other than dex.

All of this seems rather weird and unintuitive to me.

(This unusual case doesn't appear if the untrained penalty is increased to -3, incidentally)


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Mr Jacobs, I noticed among the playtest changes to follower alignments for deities, that Sarenrae doesn't allow True Neutral anymore. Is this going to affect the church in places like Qadira? What with the Cult of the Dawnflower and such often skewing more Neutral. Also, its cool you answer all these questions like this; thanks for your time!