Imbicatus wrote:
That's right, just grab a temple sword and call it a katana.
Arachnofiend wrote:
To me your arguments are stemming from a biased of the fighter, and are oblivious to the point being made. You don't learn to drive on a nas car. You learn on an old beater. Your parents help you they don't just hand you keys and let you take your test. The fighter is the best no book work class to learn from, assuming you don't want magic, and is a better fishing tool then a harpoon. The more crap a new player has to remember the slower combats are and the more help they will need. If that's your idea of teaching a man to fish then you missed the point of that truism.
Arachnofiend wrote:
Are you playing elder scrolls? My first game consisted of me, a gm, and 4 other players who helped me and showed me good choices... And as I said "CORE RULE BOOK ONLY FIGHTERS" don't have trap options as you put it. Skill cap is near zero, system mastery is near zero and effectiveness is extremely high.
Arachnofiend wrote:
This is fallacy, they are not sitting at the table without advice or players helping them. You trying to mc my fighter friend well I hit the group with pro evil mass before the fight oh and he has improved iron will so his will is better then everyone else's in the group technically. *edit* don't want people dwelling on corner cases, derailing the topic as usual So"with the exception of the paladin."
TarkXT wrote:
This i don't understand... A core fighter is effective at combat with no book keeping. No pet stat blocks, no lay on hands or spell lists . Building a basic switch hitter fighter will out dps a ranger and barbarian, well pretty much every class until 10th and is more flexible in combat then any other martial. People complain about skills but even they can be offset now at later levels. When I play with a new person I ask " do you want to cast spells, swing swords or both?" Caster= sorcerer. Straight forward spell caster almost no book keeping
At any time they should be able to try a new class if they don't like it.
Role play doesn't require rolls, if they want to make rolls out of combat they shouldn't pick fighter. Fighter is my favorite class by far, but then again I'm one of those "pour over 30,000 feats and make amazing tactical builds. I also don't GAF about dpr. I've never once felt useless in a RP session on my fighters, I involve myself in conversations, and assist in rolls that are essential to group function. When the party fighter pre occupies and locks down BBEG's without taking much if any hp damage while also whittling him to death, solidifies the role of that fighter as "powerful".
TOZ wrote:
Ring of blink, lightning stance, and potion of mirrior image would make him near invulnerable against melee
Milo v3 wrote:
So your down time is spent acquiring spells instead of pulling the out of your arse? Doesn't seem like much of a down side to me.
Milo v3 wrote:
the thing is that instead of "you hit level 12 you can cast wish now" it would give black and white rules for a gm to decide how to allocate spells. it's not house ruling now it's an actual rule that you don't just know the spell. If your gm is like " pow you know it" then that's a house rule now not a core mechanic. I'm on a phone and auto-correct is killin me
Milo v3 wrote:
I did not say "get a scroll" it would affect all spell casters, including 1-6 hybrid casters. Don't have a spell book? Then You need to unlock via ritual.
If you want to fix the disparity then all that needs doing is making spell acquisition more difficult instead of automatic. "From spell levels 5+ you can only achieve spells by hunting them down and adding them to your book. The fm decides how this is achieved." Add that line, or something similar in the crb, the disparity is nullified. Now having access to any spell is not guaranteed.
DM_Blake wrote:
I didn't even see those when I was looking. Thanks for your help. I was hopeing for a feat like +4 to hit on aoo's. Oh well Wait don't fighters get to use advanced training to use teamwork feats as if your allies have the feats.
I like the idea of what you're doing, but it won't be quite as good as youay think. What I mean is that mobs will pass by after they miss once or twice. A better way to think of tanking in this game I'd controlling npcs, that's the best way to prevent damage in this game. Feats like pin down, step up, and stand still will be a great way to tank beyond just high ac.
Boba fett is one of the few non force users who can kill or capture force users with perfect success... According to the books. How he died to Han Solo just proves how badass solo is. But for the op, any build would come together too late in the life cycle. I would suggest you focus on skills, and gun use with letting flavor and RP dictate your character. Don't worry about getting the mechanics.
TheSideKick wrote: I think my dwarven invulnerable rager 18/ unbreakable fighter is the toughest I've been able to make. 136 hp and dr 6 at 7th level with no magic effects. Average hp per level and a base 18 con score. It really was a fun character in PDA, but a half Orc with tenacious survivor in a home game is just about the toughest character in the game. I love tenacious survivor. Powerhouse tank that can still bring the pain, I wish It was PFS legal.
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It's not limited to PFS but PFS is notorious for mixing levels. So a low level Commander with an ability like Strike Hard! can give free attacks to higher level martials. I think everyone will agree that a level 1 Commander able to give a free attack per round to a level 4 Barbarian is playing way above their league (I calculated it and you outdamage a level 1 Barbarian 2 to 1 with such a Strike Hard! per round). There's also and obviously the opposite issue where a high level Commander ends up with only low level teammates and is supposed to carry the party when his own combat abilities are extremely limited. For those who play in mixed level parties, what do you think about that?
"Dad, what's a Squadmate?
Ready, Aim, Fire! is a high level (15) ability so maybe it's not much of an issue, but I still wonder what are the rationale and the balance behind this action. For the rationale, well, you give 3 actions to your teammates... I can find a rationale behind Strike Hard! : Your tactics are so good that you force enemies to expose themselves to a free attack. But Ready, Aim, Fire! grants 3 actions, none of them being much circumstantial. How can a character act twice more each round without the help of magic? What are they doing when they are not being commanded? Twiddling their thumbs? Now, let's look at the balance behind Ready, Aim, Fire! Let's consider a 5-man party (more common than a 4-man one in my opinion) with 2 casters and 2 martials who happen to have a Cantrip with just Trained proficiency and an ok casting stat (18 which is basic at level 15). Their total damage (with EA) is equivalent to a Greatsword Fighter making 2 attacks. And your MAP hasn't moved so you can also attack yourself. Also, it's at range when the Greatsword Fighter needs to get to melee range. And don't speak about the reaction cost as casters rarely need theirs and you can give 2 Reactions to your allies at that level with Drilled Reflexes (and 4 at 18). Also, my example is very far from optimized, just basic. You can ask the martials to get to Expert/Master proficiency. You can have a 6-man party. You can have an Eidolon or/and an Arboreal Sappling (or other characters can have an Arboreal Sappling or an Eidolon, hello Summoner and their double cantrip). You can have a Gunslinger in the party. You can even add Amp Cantrips (nothing in the ability forbids it). I mean, what the hell? An ability that gives 2-3 actions to all party members, when did you think it'd be balanced, Paizo?
I must admit I'm puzzled by the interaction between Plant Banner and Banner tactics: Why do you lose the ability to use these tactics when your Banner is planted? I've tried to see a pattern in there but haven't found any understandable one. I would have far prefered the Banner trait to only work in your Banner Aura, so you could use Plant Banner and Banner tactics but just need to be close to your Banner while doing so. Losing a portion of your abilities just because doesn't seem right. Edit: Actually, there's the same issue with Commander's Steed. That's now 2 feats that are incompatible with a bunch of Tactics and feats. I find that very problematic, especially because you don't realize at first that there's a negative interaction as it doesn't make any sense.
Sorry Paizo for such a feedback. I was quite thrilled by the Commander (and worried by the Guardian) and finally I'm disappointed by the Commander (and the Guardian is awesome). Current Commander is just a 2-trick poney who gives his actions to allies. That's boring, it doesn't look like a Commander to me. I'd have prefered the Commander to have active abilities. After all, you are suppose to devise tactics to win the battle, not just telling you ally: You attack! For example: STRIKE HARD! [two-actions]
Failure The opponent leaves an opening for your allies' attacks. Choose one of your Quadmates that can Strike the enemy as a Reaction. Each Quadmate can only make one Strike thanks to Strike Hard!
Or: DOUBLE TEAM [two-actions]
Or: FORM UP! [one-action]
Or: PINCER ATTACK [one-action]
These are just examples, but the goal would be:
Side notes:
Hello everyone, After years of blasting with my casters, I've decided to finally finish my guide to blasting (I hope it'll push Gortle to do the same for his unfinished guides!). I hope it will convey all the pleasure I have blasting with my casters! Don't hesitate to tell me if you feel I have forgotten something or if you want to clarify some points.
I just realized that the description of Staves only indicates the need to hold the Staff when casting spells. Some Staves also give bonuses. Sometimes it's clearly indicated that you need to wield the Staff to benefit from it (like for the Staff of Providence) and sometimes it's not (like for the Staff of Healing). Which makes me wonder if these bonuses could be gained without actually wielding the Staff...
Due to a conversation about walls, I came to look closely at Wall of Stone specifically. And this spell is a nightmare to adjudicate as a GM: there are tons of unclear rules around it and depending on how you rule them you can make the spell overpowered or close to unplayable. Wall of Stone: You shape a wall of solid stone. You create a 1-inch-thick wall of stone up to 120 feet long, and 20 feet high. You can shape the wall's path, placing each 5 feet of the wall on the border between squares. The wall doesn't need to stand vertically, so you can use it to form a bridge or set of stairs, for example. You must conjure the wall in an unbroken open space so its edges don't pass through any creatures or objects, or the spell is lost. Each 10-foot-by-10-foot section of the wall has AC 10, Hardness 14, and 50 Hit Points, and it's immune to critical hits and precision damage. A destroyed section of the wall can be moved through, but the rubble created from it is difficult terrain. Walls: Spells that create walls list the depth, length, and height of the wall, also specifying how it can be positioned. Some walls can be shaped; you can manipulate the wall into a form other than a straight line, choosing its contiguous path square by square. The path of a shaped wall can’t enter the same space more than once, but it can double back so one section is adjacent to another section of the wall. Among the things needing adjudication:
A GM who answers no to all these questions will make the spell nearly unusable. On the other side, a GM who answers yes to all these questions will make the spell completely broken: For example, you could make 2 rings of wall around any large size or smaller creature forcing it to break through 2 layers of wall to escape. So you basically eliminate from the fight any creature that can't cast Dimension Door 5 without even a save: Definitely broken.
The Subtle trait is the new black since the remaster. But I want to be sure I'm reading it well. Subtle says: "A spell with the subtle trait can be cast without incantations and doesn’t have obvious manifestations." While spells says: "Casting a spell requires the caster to make gestures
So, there's obviously no question about incantations and manifestations. But what about gestures and spell signature? From strict RAW, they are not removed by the Subtle trait but they still make it rather obvious that you're casting a spell. Definitely less obvious than without the trait, as you no more make sound, smell or light, but still obvious enough to prevent casting in front of anyone. Also, Charm has kept the wording saying the target thinks your spell was harmless. So it seems the Subtle trait doesn't remove the need for Stealth or Deception if you want to cast such a spell when there are creatures/persons around. How would you handle it?
So, it seems that the remaster clarifies that your Wounded value is added to your Dying value anytime your Dying value increases. It looks like the game will be much more deadly... I also wonder what will change in how players will use healing, as healing a downed ally will now be a death sentence in a lot of situations.
This one is a candidate for errata: if you grab an Eidolon through Summoner Dedication you don't benefit from the Eidolon Initial Ability. So in the case of the Construct Eidolon, it means that your Eidolon is a full blown Construct and as such gets all the Construct Immunities. Much better than if you actually had the Eidolon Initial Ability. Same goes for the Undead Eidolon which ends up being a full blown Undead.
I've worked for 10 years in the video game industry and I can assure you of one thing: I've never seen a single game designer that was considering power creep positively. For sure, there are some games around there with power creep as a core design component but they are the exceptions not the rule. For most games, power creep is an undesired by-product of game design. Still, it's quite ubiquitous.
I'll start this conversation with an example: the Magus, as I think it's a perfect illustration of the release cycle of new content.
The Magus is the perfect embodiment of the release cycle of new content. When new content is released, players start to get used to it. They don't know the builds and tactics so chances are high that they will play it "badly" from a tactical point of view. Soon, powergamers start to release their guides and builds and tactics. These builds and tactics spread across the community and at some point they become the default way of playing. And it's at that point that you can really assess the true power level of the released content.
From APG to Dark Archive, Paizo strategy was to aim low. With APG, they aimed far too low. But after APG and before Thaumaturge, I can say that Paizo was spot on. The new classes are roughly at the same power level than Core Rulebook's, I'd even say that they are more balanced as none is as strong as the best CRB classes and none is as bad as the worst. Still, I don't remember of a single of these classes (before the Thaumaturge) that got positive feedback from the playtest nor at release. Because many of them were then perceived as much worse than they are now, especially the Magus even if I start to see much more love for the Summoner. Unfortunately, this strategy generates negative feedback. New content always feels weak and being excited about new content is important both for players and game designers. So a lot of game designers follow their players' feedback and release content that feels balanced at release... With the Thaumaturge, Paizo adopted a brand new class design (and I strongly link that to Mark leaving the design team but I may be wrong). The change has been clearly perceived: Players are now praising Paizo's ability at balancing classes. Do you read between the lines as much as I do?
I already see some people disagreeing. It's fine, it's certainly a bit early to jump to conclusions. Still, I have strong concerns about the future of our hobby. And as a wise man used to say: The signs are there and Groetus is grinning. To be continued in a couple of years.
Well, it's certainly too late, but I'd have loved to see a separation between action (the action points you have during your round) and action (the fact that your character does something). For example, a free action is an action that doesn't cost an action. Having 2 notions so central to the system with the exact same name generates a lot of interpretation issues. It's also very confusing for beginners.
GM: You are at a table in a tavern, there are a bunch of adventurers around you who are waiting for your future patron. You can introduce yourself.
I sometimes wonder: What's the point of level 1? Why level 1 is the basic expectation when it's one of the most boring level to play once you know the game? Why level 1 is not an optional rule, the equivalent of level 0, aimed at introducing the game to new players? Why a lot of APs and adventures start at level 1? Wouldn't it be better to have the first book of APs being an introductory adventure and the actual campaign starting at book 2 so experienced players can skip the lowest levels? Low levels are the ones we play the most. But as soon as one knows the game (and you don't need tons of adventures for that) they become the less interesting to play. And I actually know a lot of people (myself included) who start campaigns at level 2, 3 or 5 so PCs can be fully fleshed out characters and not half baked ones.
I'm puzzled by the Illusion tag on the Mistform Elixir. First, it's no magical item, which is in contradiction with the tag: "Effects and magic items with this trait are associated with the illusion school of magic, typically involving false sensory stimuli."
So it's a school of magic, what does it do on an Elixir? On top of it, the description of Mistform Elixir doesn't seem "illusory": it's an actual mist that raise from your skin. Is it an error?
I was looking at poison damage recently and I realized it's a resource that is not available in these boards. So I made this Graphs. For comparison, I've put a Greatsword Fighter attack, Greatsword Champion attack and Electric Arc (on a single target). All against High AC and average saves. And the "points" are the best poisons you can find at these levels. I've only counted one round of damage (so initial save and second save at the end of the enemy round) against average Fortitude. I've considered the poisons' save DCs but most DCs are already as high as the Alchemist DC so a Toxicologist would get the same damage nearly every time. Hope this helps.
I may be in the minority here but I really like the concept behind the Player Core line of books: Taking a bunch of classes and player options from multiple books, correct/rebalance/expand them and deliver them in a single book. First, it would be a line of books for players. Because besides the Core Rulebook and the APG, there's not much books to buy if you only intend to play. Sure, you can buy Guns and Gears if you are interested in the Inventor or Dark Archive if you want to play a Thaumaturge, but these books are not really aimed at players and may even contain spoilers (if your GM wants to play the Dark Archive case files for example).
That's all, I just wanted to give my opinion about the Player Core books coming soon.
Burn It! increases the damage of "alchemical items that deal fire damage". I wonder how you think Burn It! and fire Energy Mutagen should interact. I feel that a strict RAW reading would deny the interaction. But at the same time a more casual reading would definitely acknowledge that the Mutagen deals fire damage (in the form of a buff or a breath). What do you think?
I've played a bit my Alchemists after Treasure Vault (a mid level Dexterity-based generalist with Chirurgeon Research Field and a low level Strength-based Mutagenist) and I feel I can now speak about the impact of Treasure Vault on the Alchemist as it has been, in my opinion, very important. I'll cover the classic builds from worse to best. Toxicologist (red) You always have a loser, and Treasure Vault just killed the Toxicologist. I've tried to see what could be done with Poison Concentrator and the Toxicologist's first and thirteenth level abilities and the only bonus I managed to find before level 17 and outside some crazy shenanigans using Uncommon/Rare options from APs is a +1 to poison DC at level 9. With the release of so many poisons, this Research Field is now mostly useless. If you want to play a Toxicologist, just take another Research Field. Chirurgeon (yellow) Well, there's a big change with Treasure Vault: Chirurgeon is now a thing. If you want to play a healing focused Alchemist, then it's possible: Sip a Choker-Arm Mutagen for reach and deliver a lot more healing elixirs than in the past. As Choker-Arm Mutagen kills your weapon ability, you need to find elsewhere your offensive potential: Wizard/Witch Dedication for spells or Summoner Dedication for the Eidolon (as you are nearly the only build able to get anything out of it). Unfortunately, your healing ability really starts at level 5 while healing is so strong at low level. Also, you won't feel that much of an Alchemist as half of the time you'll be casting Electric Arc on enemies. It's not a good build, but it's a playable one. Generalist (green) Before Treasure Vault, the generalist was in my opinion the best Alchemist build. With Treasure Vault, it has changed as specialization now pays. Still, the generalist is a solid choice. For Research Field, I feel that Chirurgeon is the best one if you intend to increase Crafting. Otherwise, you should take Mutagenist. Bomber (green/blue) I think everyone knows what is the biggest change for the Bomber: The Skunk Bomb. The single best item from Treasure Vault but also the most imbalancing as the Bomber has been completely rewritten because of it. The main drawback of the Bomber was that Bombs were dropping in efficiency past level 11, ending at the same level than a martial secondary attack at level 20. With the Skunk Bomb (as a Perpetual Infusion), the Bomber switches to a debuffer at high level and stays perfectly relevant.
Mutagenist (blue) And here's the great winner, mostly because of a single item: The Collar of the Shifting Spider. The Collar solves a lot of pain points for the Mutagenist: Even when surprised, you don't need any action to be under your Mutagen. It opens up all the weapon builds prior to level 11 (as Bestial Mutagen is really weak during the single digit levels). And it also opens up the ability to buff your party members with Mutagens, something that was much much harder before its release.
Hello everyone, I've read numerous complaints about casters in PF2 and even if I really love to play them I must admit I can't completely dismiss the complaints.
I'll see if I can test it on the next adventure I'll GM.
Hi everyone, The more I read Stand Still and the less I'm sure about which case(s) generates a disruption:
Because it is triggered by move actions in both cases. Does "the trigger was a move action" separates both triggers or is it a useless reminder? I'm puzzled.
As of now, all APs are either level 1-20, 1-11 or 11-20.
I wonder why there are no level 6-15 APs? I really find these are the most interesting levels, mechanically. Don't you?
I was just putting a few numbers on an Excel sheet and realized it could be useful to everyone.
I've included the sneak peeks from Treasure Vault.
With the coming up release (and considering that no change will happen now), I see the Chirurgeon becoming maybe the best high level healer in the game. Here's how it competes with... well, the competition (mostly the Cleric). Out of combat healing.
In combat healing.
Status Removal.
Pre buff.
Disclaimer: I certainly have missed a few things here and there, especially because I base this post on Nonat1s video. Don't hesitate to tell me then. Conclusion: With the new items coming soon, it's now hard to dismiss the Chirurgeon as a healer. The very first levels are a bit hard (unfortunately as they are the ones asking for the most healing) but once at level 5 the Chirurgeon can be a strong primary healer, I even find it slightly better than the Cleric in pure healing.
I just saw the last WOTC plans for our comrades on the other side of the d20 and one of their plans is to develop AI-GMs. It got me wondering a few things:
How would you accept AI-GMs? Even considering that they won't be as good as human GMs (and I'm sorry to say that but I'm pretty sure an AI can be better than some human GMs), would you accept to play under AI-GMing? Will the lack of human interaction with the GM reduce the pleasure or will it be fine as long as you get along with the players? Complementary GMing. That's one thing AIs do the best: helping us. A big part of our hobby can be fully automatized. Combats, for example, especially now that a lot of us are moving to VTTs. Just use an AI for combats and other simple scenes and, as a GM, you can use your time and energy on what's important (story, roleplay, character development). Is it something that would appeal to you?
These days, I'm mostly playing my Psychic and my caster Summoner and they happen to be around the same levels. And I just realized that they are actually super close: both of them are using Electric Arc as their bread and butter spell, with a small spell list on the side to cover the exceptional cases. They fill the same role inside the party: ranged damage dealer + emergency healer + a bit of utility. Without even thinking about it, the comparison became quite obvious. And I must admit it didn't end well for the Psychic: My Summoner is significantly more efficient. Both are Humans, with a similar level of optimization, so it doesn't come from external factors. I can now state with quite a level of certainty that the Psychic class is weaker than the Summoner class. To make a thorough comparison:
I don't really find anything the Psychic is better at. I find the Summoner class to be just strictly better than the Psychic class. It's not miles ahead, but still a significant difference.
I was flipping through AoN looking at the new Ancestries available, and the Kashrishi immediately caught my attention for the bunch of unusual features they have.
I've found 2 absolutely incredible feats:
And then a few good ones:
Overall, the Ancestry is not out of bounds, especially because it's a Constitution+Free boost one. But it's the first time since CRB that I find a mechanically attractive Ancestry.
Edit: I've looked at the other Ancestries, and they are not as strong as the Kashrishis. The only nice thing I've found is the Vanara Battle Clarity which is equivalent to Deny Advantage, but it's a level 13 feat so it starts to be high level. The Vishkanya Poison support is nice but can't be easily used before level 9 and Swift Application which means delaying Moderate Poison Application up to level 13. So it's again a high level ability.
Hi everyone, I was reading Spectral Hand and I find it's massively unclear regarding damage.
First, what's the hand? A lot of abilities only target creatures (Strike...). But it has an AC suggesting it can be attacked with weapons (which seems logical).
Overall, how can the hand be destroyed?
Hi everyone, I recently started to play my Summoner quite extensively. It is still low level but I already got a blast playing it. The class is fulfilling my need for complexity while packing quite some punch, everything I love.
I wanted to write a long post about what I call the "Caster Summoner", but as I can't modify posts on these boards after an hour I thought it'd be better to format it like a guide and maybe update it along my experience and your comments.
Don't hesitate to tell me what you think about it.
Reading Outwit Edge, I realized the sentence about Deception, Intimidation and Stealth bonus is badly spelled out: "You gain a +2 circumstance bonus to Deception checks, Intimidation checks, Stealth checks, and any checks to Recall Knowledge about the prey" It looks like you get the bonus against anyone, not just your prey. It's certainly not RAI, but it's RAW to me. What do you think?
The recent release of the Psychic has been the biggest earthquake in PF2 class balance. Let me give you my analysis of all the changes. The big winner: Magus. The melee Magus was a solid pick before the Psychic, but it is also a very hard class to play due to its complex action economy. With the release of the Psychic and because of Imaginary Weapon, it becomes a beast. Still hard to play so I don't expect it to invade all our games but when players will get used to it I expect it to become a staple.
The unfortunate losers: other archers. Archers have never been especially strong. But with the new Starlit Span Magus, they are buried deep.
The small winners: Casters with available focus points. The second biggest change the Psychic brings is Amp Guidance. Now, every Charisma or Intelligence-based caster can grab Bard level of buffing with a single level 2 feat as long as they don't need their Focus Points (and their reaction). Wizards, Sorcerers, Clerics and Summoners are the clear winners there. On top of it, multiple casters can take Amp Guidance without interfering with each other. The big loser: Bard. The Bard main schtick, buffing, is now available easily to everyone. It doesn't make the Bard worse, it just removes its unicity as best buffer/debuffer of the game. An Occult Sorcerer can now do just as good as a Bard. The class is still strong and stays very relevant, it's just no more the "bestest class". In my opinion, this is the best change in balance as it puts the Bard on par with other casters. I expect the Cleric to become the new Bard (I don't like Cleric much, especially at high level, but I know how it is loved by players already and considering how it's now easy to make a great buffer out of it I expect even more Cleric love). As a conclusion, I'll say that Psychics were supposed to be rare in Golarion. But the Dedication is so strong I expect it to become common around tables with sometimes multiple Psychics at the same table. I also expect a lot of issues around the Starlit Span Magus. I plan on limiting Spellstrike to spells acquired through Magus Spellcasting, it should be a good deterrent to powergamers.
Hi everyone, The Aid action is subject to a lot of GM adjudication and as such table variation. As I play a lot of PFS, I ended up not using it at all outside situations where the rules enforce it (Inspire Competence and One For All). But it shouldn't be the case.
Would you allow to: 1) Aid a melee attack roll with a melee attack roll?
That's quite the list! I realize the question is an enormous one.
Amped Tesseract Tunnel states: "When you cast tesseract tunnel, you simply create a tunnel that ends in a square within a range equal to your Speed".
That makes quite a good spell out of it. Which is greatly necessary considering how Unbound Step is bad...
Astral Tether states: "You can do so only if the amp grants a distinct benefit, not if it alters the amped spell."
Do you think they should interact together or not? In my opinion, the benefit is distinct enough so it should work. But I can see a case made that it's an alteration of the amped spell (which all amps are unless you grab them through a feat so it makes Astral Tether half pointless).
I was looking at Distortion Lens and thought it's just a sad spell. As is, it reduces enemy ranged attack's range by 10ft. when they shoot through a 5-foot cube during the nights of full moon. It's so niche I hardly expect a party to use it more than once during their career. I'd have loved the spell to apply to all abilities, increasing/decreasing range of everything going through it by 10ft., affecting things like allies and enemies' reach, spells range and areas (casting a cone through the lens would increase/decrease the cone area) and such. It would have made the Lens a fantastic tactical ability and the Unbound Step Conscious Mind an interesting Conscious Mind. It's so sad...
Hi everyone, It's funny because I really like PF2 balance and I'm not at all a great fan of PF1 options, but reading at the boards it looks like an important proportion of players miss them.
If I decompose PF1 options, I think they fall into a few categories:
I've posted this in the general discussion because I think it goes beyond homebrew. In my opinion, it's something Paizo should think about in an Unchained book of some kind. If you want, I can make a homebrew draft version of it to show you how I think it can be done (I know PF2 quite well, so I think I can make rules that respect the game logic and balance but I'll certainly need a bit of your help as I don't know PF1 as much as I know PF2). Give me your opinion on the matter!
Hi everyone, One aspect I find annoying in PF2 is the need to increase save stats every five levels. It really limits the builds you can make. On top of it, all the save stats are increasing other important values, be it AC, hit points or Perception, making them even more important to increase. I think it'd be really nice to see a comeback of a save item (that I'll call Cloak of Resistance as it was quite the item back in PF1) allowing you to dump a save stat without being too penalized. An item working like Bullwark, replacing your attribute modifier by a modifier dependent on the grade of the item. With, for example, a +1 bonus at level 7, +2 bonus at level 12 and +3 bonus at level 17. It would be worse than increasing the stat every 5 levels so it won't change the way optimized builds are being made, but it would still prevent a high level character to have a ridiculous save ending up crippled every time they have to roll it. What do you think about it?
Ok, this is more of a joke than a real rule question. But Ironblood Stance gives you an attack with the Parry trait. If you are in a situation where you can't use that attack (like if you are in a Battle Form and as such can only use the attacks from the Battle Form) can you still benefit from the Parry trait? Per RAW, it seems that you can. Now, I have hard time deciding if it's an issue or if it's ok.
Hi everyone, I'm very often meeting issues with retraining because of a lot of links between feats. The result being that to retrain a single feat I end up retraining a bunch of them with undesirable effects during the retraining time. I'll give you a simple example to visualize the issues:
This illustration is simple, but when you add Dedications, it becomes sometimes a conundrum. For example, let's say I take Archer Dedication at level 2 but I don't want to spend more feats in it (I just want to use a bow). Then at level 8, I want to retrain to end up with my level 2, 4 and 6 feats in a Dedication and my level 8 feat being Archer Dedication. To do that, I need to retrain 3 feats. During this retraining, I'm unable to use a bow, despite the fact that I'll end up with Archer Dedication in the end. And if I haven't timed my retraining properly, I may either hit level 8 quite late, and end up with a significant portion of my level 7 being unable to use a bow, or too soon and ending having to retrain 4 feats instead of 3. If using a bow is a central part of my character (like a bow Toxicologist) I'm quite screwed. How would you, as a GM, handle such type of situations? Would you allow a character to retrain a bunch of feats simultaneously to avoid the undesirable build issue? Would you allow a character to retrain the actual differences between both builds and ignore the way the feats have been acquired during levelling process? Or any other idea?
"You scramble a creature's mental faculties and sensory input. The target must attempt a Will saving throw. Regardless of the result of that save, the target is then temporarily immune for 10 minutes. Warp mind's effects happen instantly, so dispel magic and other effects that counteract spells can't counteract them. However, alter reality, miracle, primal phenomenon, restoration, or wish can still counteract the effects. Critical Success The target is unaffected.
Warp Mind text strongly implies that the Confused condition it gives is not one you can remove with a mere slap. Still, it says nothing about overriding this way to recover: "Each time you take damage from an attack or spell, you can attempt a DC 11 flat check to recover from your confusion and end the condition." I've houseruled that the Confused condition was coming back after one round, but this spell needs an errata in my opinion.
Hi everyone, PFS clarifications for Secrets of Magic states: "Eidolons: Eidolons are not PCs, so they do not count as PCs for effects that scale based on the number of PCs or players.
Can the inactive Summoner/Eidolon Aid the one making the check?
Hi everyone, There's one point of PF2 that puzzles me greatly despite the fact that I like the concept: (non-versatile) heritages. What are they? What do they represent? Let's take a few examples to show you how much I'm puzzled. Human Heritages: "Skilled Heritage", "Versatile Heritage".
Lizardfolks Heritages: "Your toes are adapted for gripping and climbing.", "Your thick scales help you retain water and combat the sun's glare.", "You can change your skin color to blend in with your surroundings".
Elf Heritages: "Arctic Elf", "Cavern Elf", "Desert Elf".
Overall, I'm a bit sad about current state of heritages. When I create a character, my heritage is something I absolutely don't care about, most of the time I just take the best one mechanically (so many Cavern Elves, Kyonin should be relocated underground). Outside Versatile Heritages, I can't take any Heritage that really represent something during my character creation (what's a Versatile Human after all?). I really love Heritages, their concept, but I think somethings amiss. I'd love to see added into the game versatile regional heritage. So if I play a human or elf from Cheliax or Osirion I can take this regional heritage to represent the cultural background of my character. I would find that crazy funny and logical for my cheliaxian Fighter to have a few devil-related Ancestry feats and for my Osirion Rogue to have desert-related Ancestry feats. Dhampirs have access to Vampire Lore, but I think anyone from Ustalav should have access to it, too. Anyway, that's just an idea, but I wanted to speak about Heritages.
I open this discussion in the general discussion and not the homebrew because it's more of a suggestion to Paizo developers than a houserule.
Something like a reinforced chainmail with such stats (or similar ones):
With such an armor, all the MAD builds with access to Medium Armor have a go to option instead of relying on Sentinel to catch their go to option. Sentinel will still be appealing (for the extra point of AC at the cost of a speed penalty) but no more mandatory. Don't hesitate to comment if, like me, you think this is highly needed. Otherwise, let this discussion disappear if I'm the only one concerned about that.
Hi everyone, There are a few edible consumables that have been released recently: Brewer's Regret, Dragon's Blood Pudding for example.
The thing is that potions and elixirs can be fed to someone else, and these edible consumables don't benefit from this rule per strict RAW. I was wondering what you would, as GMs, allow around your table. Would you stick to RAW and forbid it, or consider that it's very similar to potions and elixirs and allow it (I even think it's easier to feed someone a pill in the middle of the action than a potion)?
About Pavanna al-AzarioPavanna al-Azario
Alchemical Power Component
Note: This item costs only 250 gp for members of the Pathfinder Society Construction
Chronicles:
S02-EX - The Midnight Mauler (player)
SSAP #1 - Shards of Sin (player) S03-21 - The Temple of Empyreal Enlightenment (player)
Tears at Bitter Manor (Part 1) - (player, pending level 5)
Fame: 19
PP Spent:
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