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Pathfinder Roleplaying Game Charter Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
So I was thinking about the Magus feats, namely how Raise a Tome and Spell Parry are super cool, but Magus will rarely use them because the class tends to anchor around a three action sequence of Striking Spell -> Cast a Spell-> Make a Strike. How about if that three action sequence stays the heart of the class, but some of their one action feats gain the Synthesis trait and you can gain the benefit of one Synthesis effect when you use Striking Spell.
Basically the three actions sequence is the heart of the class, but you can choose from a variety of Synthesis effects as the bonus you get on that three action sequence. Would open up the class a bit tactically, where which synthesis effect you activate can be context sensitive and add a bit of Fighter flavour to it of getting to customize how your Magus plays.
Pathfinder Roleplaying Game Charter Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
I was thinking about turn by turn play with the Magus. The first thing I think people will try to do with their Magus is find a way to get into position to do a three action combo of Striking Spell -> Cast a Spell -> Strike. Shooting Star just needs to be in range, Slide Casting gets a bonus Stride and Sustaining Steel needs to work for it, but lets assume they find a way to regularly be in range of a target and free to hit the combo. Ok so lets assume they stay in range 2 rounds in a row to execute their combo. Scenario A
Scenario B
Scenario C
Scenario D
I'm going to check this out in play at Level 1 and Level 11 and see does it actually play like this.
Pathfinder Roleplaying Game Charter Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Ordered a second Pathfinder 2e corebook before Gencon, intending to pick it up with my order there but it didn’t go through presumably for logistic reasons so I just bought a second one there.
Pathfinder Roleplaying Game Charter Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Was just looking at Grapple in the PF2 Playtest book. Making a target up to two sizes larger than you flat footed and immobile isn't a bad deal, but I was wondering.
But how about if instead of grappling the monster to immobilise it, you could grapple on to the monster to hang on to it. So a skill feat like this would be appreciated Involuntary Mount
Pathfinder Roleplaying Game Charter Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
I'm a big fan of the new critical system for weapons, I think the 10 over target number makes to-hit bonuses incredibly valuable and results in crit city when you take on lower level bad guys, which feeds into player power fantasies nicely. However I'm a little disappointed with the lack of weapons that can crit more often, weapons with some inherent attack bonus beyond the normal would clearly be overpowered but I was very interested in examining how the keen rune interacted with it. I was quite disappointed as the design of "Crit on a 19 or 20 so long as the attack hits" was quite clunky and sidestepped the 4 degrees of success rule. Additionally once again daggers are the poor cousin of short swords, while you can throw them, they are otherwise inferior. The archetypical knife wielding class, the rogue has almost no reason to use them. Many new players would logically choose their rogue to wield daggers as it fits the class fantasy, but the lower damage becomes increasingly notable as the damage scales. So I was thinking about a new weapon trait, Lethal which would make weapons crit more often.
The humble dagger could then become
Pathfinder Roleplaying Game Charter Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
At the moment no other character comes close to the performance of a positive energy cleric in terms of healing delivered and thus ability to keep adventuring. That's an issue as that makes Cleric an almost mandatory choice.
Pathfinder Roleplaying Game Charter Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Currently Capstone Abilities are unique class features each class receives at level 20. They represent a significant power upgrade for the class, often the ultimate expression of that class. They also almost never come up in play, unlike an MMO or other video game with "Ultimate" abilities, Pathfinder has almost no official content aimed at 20th level characters. Even games that get to level 20, will in the vast majority play a few sessions at that level and then finish. Capstone abilities are on the page to tempt you, but you never get to use them. Proposal: Move capstone abilities to a lower level, maybe 15 where you might actually get to use them. If need be require someone using a capstone to be a single classed character.
Pathfinder Roleplaying Game Charter Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
If my Solarion Bull Rushes (pg246) a Goblin and successfully moves the Goblin back 5 feet, moving him out of my threatened space. Do I get an Attack of Opportunity using my reaction? (pg248) I'm struggling to find anything that prevents it.
Pathfinder Roleplaying Game Charter Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
I just added the Starfinder subscriptions so I wonder if I could get the following items removed from my sidecart Starfinder Core Rulebook Hardcover
and Path of War Expanded black and white softcover |