Is anyone else bothered by the AC disparity of the Nimble Wolf vs the Savage Bear? By level 20 it's 38AC vs 44AC. 6 points!! The Bear is good for damage, but not if it's going to be getting crit all the time...
Constructively, the problem could be fixed by giving specialized companions the option of Master in Barding. I mean, it makes sense if they have been using it for so long...
The attacks don't combine. You would be able to make Tiger stance attacks or Tangled Forest attacks, while gaining the non-attack benefits of both stances (10 foot steps from Tiger stance and the movement prevention effect of Tangled Forest).
Ok, so what about Tigers crit bleed? Could I crit with a Tangled Forest strike and apply the persistent bleed?
Also, is there anywhere else in the CRB where we can find a similar feat or ability that might shed light on this feat? ie. where are you guys interpreting this feat from? Or is this how you think it was written as intended?
So what you guys are saying is that we can't fuse Crane and Mountain with any others? But the others are free to fuse? So, for example, I can fuse Tiger and Tangled Forest? And if I did, what would the damage look like? 2d8S? How would that work with Striking runes? Or what about if I fused Dragon and Tiger instead? One's 1d8S and the other is 1d10B? Which would the Striking rune work off of?
Glimturen Runekeeper wrote:
Thanks a lot for the answer! So, what is the armour check penalty on Full Plate, and what strength score do you need to negate it? (I'm guessing it's pretty high)
Could we get some more infos about cleric domains? Maybe just the most common ones Like battle, healing, etc...
I concur with this. I'm specifically interested in the Light Domain, if that's ok.
Also, an odd question for the Bestiary. Is the Solar in it? Or any 20+ Good aligned creatures?
Thanks for all the info guys...
Have any of the class abilities changed since the Playtest? As in, getting certain abilities earlier or later? As far as I have seen they have only ADDED more abilities. For example, the Champion got only Armored Fortitude at level 7. Now it sounds like they've tweaked Armored Fort by adding Armour specialization to it and also throwing in Weapon Specialization on top of that! (I am by no means complaining...) ;^)
The Armor Specialization with Resistance is really cool, alot more variety in choosing armors based on construction not just "Plate is best Heavy" etc. I like the over-all approach of picking armor consruction and choosing L/M/H version even without Specialization effects.
I totally agree. This edition has blown my expectations out of the water!!
Oh man! That's way better! Love it!
Ok. That's cool, I didn't crunch through the numbers to find the differences... Now I'm crunching through the numbers for best possible Paladin armour and maybe other saves. Looking good so far...
So you're making a monk as well huh? Nice.The answer is yes, as long as you choose the Bracers of Armor 1st and the Expert handwraps of the mighty fists as your 2nd level treasures. Those are the two pieces of gear you'll need to affix the trinkets.
There's no mistake.Level 3- Expert Heavy Armour: Expertly crafted armour that is easier to move around in. Reduce Armour Check Penalty by 1. Non-Magical.
Level 4- +1 Heavy Armour: Same expertly crafted armour, but now has a potency rune that gives a bonus to AC, TAC, and Saving Throws. Magical.
I thought there was a way to utilize a 16 Dex for example (+3 bonus) while wearing Magical Full plate? Or is the Max Dex bonus always just +1 for Full Plate?
Not that I have seen so far...
Though a little idea, if he puts the potency runes on his shield boss instead of his main weapon, it will copy to whatever weapon he wields in his other hand, meaning he could switch between different weapons with no loss of power. I can't believe I only just now thought of this for a sword and board switch hitter.
Now that I've had time to think about this... This is a neat idea. Seems counterintuitive, but brilliant. I'll have to look into it. Thanks, Edge.
Nope. You've got it! Happy to help. =)
I'd take the following:3rd- Doubling Rings or Expert Heavy Armour
2nd- Expert Light Wooden Shield
2nd- Expert Weapon (pg 190)
Potency crystal is very limited, you can get the same thing with the level 1 feat Deity's Domain: Zeal- Weapon Surge. Go for other level 1 treasures, consumables are fine here.
I've done this with two of my Paladins in the Playtest, it works very well. The primary weapon of the first is his longsword. By using the doubling rings, I can have a back up blunt weapon leveled to my potency rather cheaply. Thereby having all 3 damage types in a pinch. (Sword=Slashing & Piercing, Shield=Bludgeoning) I just need to make sure that my Shield Boss is of sufficient quality... The other Paladin is a Shield Bash/Blocking Paladin. His primary weapon is his Shield while his flail is mostly decoration, but easily usable in a pinch.
Darksol the Painbringer wrote:
This is why the waters are kinda murky with the language. Your reasons for why the Paladin should be able to use DG with the Breath Attack and not Frightful Presence are solid. But they are not intuitive from the language of the book. I'd place it as GM fiat, something that will change from table to table.In many ways Paizo wants to tighten their language and mechanics in PF2, this is one area that needs improvement. How could it be improved? What specific terms could be used to differentiate between an Aura (or your non-targeting magical effect) from a Breath Weapon (or your targeting magical effect) from a Spell? Because as of now, the Paladin can only react to the last while the Ancient's Blood Dwarf could react to all three...
PS Sorry, Multiclassing never crossed my mind. I've never cared for Multiclassing in any edition. I was keeping the feats to Paladin only choices. Which I'm sure they will add more choices in the future...
Darksol the Painbringer wrote:
I agree that it is immersion breaking, and I'm figuring that Paizo will fix the language by the time PF2 comes out.On the topic of Breath Weapons... I do think Divine Grace should work with Breath Weapons. But the trouble is differentiating when Divine Grace works and when it doesn't. Should it work with the Dragon's Frightful Presence Aura? What about other Monster's special abilities? I suppose that one way to fix this problem is to change the word "spell" to "magical effect". But that may make the Feat too powerful. The Dwarf has to give up 2 resonance points for that ability. Why should the Paladin get it for so little a cost? (It's the only non-oath feat at level 2, and if you don't want to be an oath Paladin... Divine Grace!)
Why isn't it just a flat bonus. The fact that it is a reaction makes it awful. Half the time you will have already used your reaction.
I haven't found it to be as bad as I thought it would be. It's a nice little boost if you know you will be going up against spell casters. Then there are the feats that give you more reactions. (level 8 & 14) Yes, I know those are higher level... But they are still helpful and in line with how the game plays.
Darksol the Painbringer wrote:
Yes, I totally agree. That's why I think Divine Grace should be worded exactly like Ancient's Blood. (in fact that's where I got the idea to how to word it above) Ancient's Blood is clear and does not use the word "Targeted". It's a small nitpick, but I hope this change clears future confusion.
Darksol the Painbringer wrote:
I hope you're right.The reason this came up for me was that I was comparing Divine Grace to the Spellguard shield. They are very similar, with their +2 to Saves. (and not stackable mind you) But I found that the Dragonslayer's shield fit the more AoE niche, while the Spellguard was more for targeted spells. So I reasoned that if the Spellguard shield didn't trigger against AoEs then DG didn't either. But yeah, I think they should remove the Targeted language if AoEs work with DG and Spellguard.
My question originates from the word "Targeted" in the Trigger description. Must the spell have the word "Target" in its description in order to use Divine Grace? Is this intentional?
Just read over the Unchained, great stuff. The Playtest would be so much easier apply these changes over 1e, since they simplified and condensed many of these bonuses... The level gate helps simplify it immensely as well.
I believe it was an oversight, I'm hoping they fix that soon... But the same could be said about the Cleric losing Emblazon Symbol. Same change, similar oversight of "where is the holy symbol coming from when they cast spells with their hands full?"
I want to happily announce that I retract my issues with Blade of Justice. I've been testing it thoroughly the last few days, with my own tests and a session of "When the Stars Go Dark". Yes, it is very true that Smite outshines BoJ damage-wise. This would be a problem if Blade of Justice lasted only one round... But of course, it doesn't have to.
Haha, no one has ever corrected me on my usage of "begs the question" before... I thank you.
You do realize that Warded Touch applies to LoH and not Heal, right?
Warded Touch is now a thing of the past. 1.6 buffed LoHs and nerfed it at the same time. Paizo gave us Warded Touch and Hospice Knight for free. (which I wholeheartedly agree with!) But now Heal is on an equal playing field as well when it comes to Somatic Casting. So therefore, they nerfed LoHs as a side effect of this change... But it still begs the question, "does Lay on Hands provoke attacks of opportunities now?" Nowhere does it mention the removal of the manipulate trait on the document.
With the coming of Update 1.6, came many cool mechanical changes to the Paladin. But with changes comes balancing issues. Here are two imbalanced feats that need tweaking...
1. Channel Life: This is the new MUST have feat for the Paladin. With the change to hands and casting rules, came the dominance of this feat for Paladins. Heal completely overshadows Lay on Hands, and it feels like your healing with one hand tied behind your back if you use LoH rather than Heal. That hurts. So my recommendation is to have Heal cost 2 spell points (like Healing Font domain power) or keep it the same but change the d8s to d6s for the Paladin. (the Paladin shouldn't be as good as the Cleric at Heal) Please nerf this feat guys...
2. Blade of Justice: Whatever your opinion of this feat was guys, it wasn't over powered and it wasn't underpowered. That is until Smite Evil came onto the scene... With all its 2 extra dice/persistent Good damage/share with your friends awesomeness. The previously regarded Smite Evil of 2e has been left in the dust. (at least at level 12 and beyond) I mean why use an action to mark an enemy with BoJ (for 3-6 Good damage, yay!) and then Smite, when you can Smite once and then hit again? (or any number of other possible choices) I know I'm focusing on the Defender class specifically here, but a buff to the feat won't hurt the other two either. My recommendation here is to make the feat worthwhile at later levels. So maybe at level 12 it gains additional benefits. Like say, and enhancement that invokes an effect on an enemy. (such as enfeebled or something that the other reactions don't do) or (even better) once the Paladin marks an enemy, that enemy is marked until its dead or the Paladin marks someone else. That way, Blade of Justice can be used in conjunction with other feats. Rather than compete with them.
Those are my suggestions to imbalanced feats that I see. I have to say that I love this game that you guys made, great job Paizo!
Liberator paladins are problematic, and also, Channel Life is one of the strongest feats ever for paladins and paladin-multiclassers
Speaking strictly from a Paladin's perspective: "Since I have Channel Life, why would I use Lay on Hands?" d8s, heal from a distance if need be, why use LoH?
Sooo... nobody's mentioned this yet. Does Lay on Hands permanently have the manipulate trait now that Warded Touch is gone?... Those Attacks of Opportunities will really hurt...
Captain Morgan wrote:
That was my thought at first as well, but then the free healing from Treat Wounds kinda made it redundant unless you need that healing RIGHT NOW. Actually now come to think of it, I don't want Channel Life to overshadow Lay on Hands. So perhaps it is better to not make Paladins too good at casting spells...
Captain Morgan wrote:
I agree warded touch should just be a thing you get. It's too good not to. Honestly, that and hospice knight blow the other feats away, so it isn't much of a choice.
I'm totally with you on this...
I had a brainwave yesterday concerning two small concerns I'm finding with the Paladin. Just want to throw it out there and see what you guys think...
Concern #1: Warded Touch is really good, TOO good. I can't think of any Paladin build that doesn't NEED/REALLY WANT to get this feat in order to fully utilize the important ability, Lay on Hands. Who wants to provoke Attacks of Opportunities which could disrupt the much needed healing? I also know that Paizo wants to get away from those “I gotta take that feat in order to play this class properly” feats.
Concern #2: As it stands, Paladins need a free hand to cast Heal and many of the other domain powers. (not including Weapon Surge, of course) That is a problem especially if one wants to play the iconic sword and board Paladin. (Or even a two hander to some extent)
My solution is to first: bake Warded Touch, as it is now, into Lay on Hands. Keep the spell with the manipulate trait, but have the Paladins naturally able to cast it without the trait. (This way if other classes get the ability somehow, they'll need to spend a feat to be as good at it as the Paladin. Maybe even do this for those who multiclass into Paladin?...) Second, change Warded Touch feat by swapping out the words “Lay on Hands” for “Champion Powers”. Bingo! Paladins who choose to cast other Champion Powers, now have the option to do so with their hands full. I would also include giving the Paladin a way to cast the material component with their weapon or shield, but I don't know.
I appreciate the work you put into this HWalsh, it is thought provoking.
I agree with Megistone, Smite Evil should not effect MAPs. That's Hunt Target. Smite should get more of a damage boost against evil, rather than a better chance at hitting the enemy or bypassing DR. (which I agree is way too situational)