I played a fighter with mostly max sturdy shields. I found until I got an indestructible shield, I usually shield blocked once or maybe twice per combat, otherwise the shield would break. The shield ally doesn't do anything to make it better. Just accept you can't block every attack. If you don't like the shield ally, you can always take one of the other blessings. Speed is always useful.
Finoan wrote:
There are very few ways for a monk to flurry with a d12 weapon. For balance purposes, there is no way I would approve that trait swap.
The rules don't allow weapons to be altered other than what some classes can already do (like inventor can add certain traits to weapons). The game designers decided that the setting wouldn't have any guns with magazines. If you want to use a gun without reload, your options are air repeater or barricade buster. I am using a barricade buster in one campaign.
Easl wrote:
At low levels a regular warpriest kicks the ass out of the battle harbinger. Battle harbinger is just a poorly implemented idea.
Here would be my home brew battle harbinger: 1) Full martial with regular martial weapon specialization, key stat STR or DEX. Gains shield block and heavy armor. Standard martial weapon and armor progression. 2) Scrap the battle aura font and give it back the regular cleric divine font, change the language to have the spell level equal to a cleric that has regular spellcasting. 3) Remove wave spellcasting from the class. It adds archetype casting feats at level 4, 12, 18 that can be taken with class feats. Divine breath at level 8. Divine spell list with deity spells added to allowable spells. Adds scaling religion skill that increases at level 3, 7 and 15. 4) Gain bless, bane, benediction and malediction cantrips at level 1. 1 Action to cast and lasts one round. Sustain action sustains all cantrips active. Double cantrip cast feat for one action at level 8. Add free sustain feat at level 16.
The problem with the battle harbinger is that it gives up too much compared to the warpriest. When I compare the warpriest to the battle harbinger, the battle harbinger plain sucks. In exchange for a +2 to hit at levels 5-6, 13-18 and +2 AC at levels 19-20, they trade: 4-6 highest spell slots from healing font (I consider harbinger font to be nearly useless). Lots of spell slots (wave casting vs regular casting). At level 10 you are looking at 4 spell slots (-/-/-/2/2) vs 20 spell slots
Shield Block Master spellcasting at levels 19-20 and 10th level slots Comparing the battle harbinger to magus, they have lack of STR/DEX key stat, loss of martial weapon specialization, lack of magus class features in exchange for the the aura font class feature which I think is a very weak class feature. I think Paizo missed the opportunity to make that aura feature more robust by having some kind of level scaling built into it. It's not the lack of martial weapon specialization that makes the class weak; it's all of it's features in totality. I think a better battle harbinger would be take the magus class and give it divine spells instead of arcane and trade arcana for religion. Most people would probably say that is worse than the base magus, but it's still better than the battle harbinger in my opinion.
https://www.youtube.com/watch?v=YXyWNjck3XI Roll for combat has a lot of videos on the economy of gaming. This is one. Books are going to keep increasing in price. I decided that physical space was why I was switching to PDFs, but probably cost would play into it somewhat now. The technology for displaying PDFs has gotten to the point that I can even read books on my phone, but still prefer to read on my PC.
I don't think this is going to be addressed in pc2, but the main problem with swashbuckler is finisher ending attacks for the round. I calculated situations where the swashbuckler does more damage by never using finishers and attacking multiple times per round. I would either get rid of finishers ending attacks or add in a map reduction on finisher attacks.
You are basically picking out the less exciting things and ignoring the best things about fighter. Fighter saves are fine. Master in reflex and fortitude with evasion on both puts them ahead of all casters and some martials. Evasion on reflex is better than evasion on will. Perception is fine. I never make a character and say, it's broken because it's perception is master instead of legendary. Fighter advances armor proficiency faster than most martials (11 and 17, instead of 13 and 19). I think agile grace is one of the best feats in the game. Having a -3 MAP is amazing. My fighter uses unarmed with flurry of blows and can do up to 5 attacks per round at 0/-3/-6/-6/-6. Using unarmed lets you easily use a shield which has amazing fighter feats like Paragon's Guard, Quick Shield Block, Reflexive Shield, and Reactive Shield. Fighter has other feat chains that enable builds other classes can't do.
You wouldn't want to put the rune on your main weapon. Just carry a weapon with the rune for the shapechanging effect. +1 fanged rune for 65 GP. At higher levels, that amount of gold is pretty negligible. Of course if you have trick magic item or a caster dedication or a primal/arcane caster in the group, you could always cast or have pest form cast on you from a scroll
I think expectations from some posters for the remaster exceeds the amount of resources paizo had for the project. The end result is not perfect because they were trying to fit all the changes in with limited resources. Most of us think what we got is fine, while some think because there could have been a better solution, that's what paizo should have done. If you don't like the end solution, then make your own home brew rules
I don't see a big issue with schools. They put in the game the unified magical theory school which gives you one less spell per day but more flexibility and an extra feat. And if you don't like that option, you can always take spell blending and blend away all your school slots. I also like some of the new feats like explosive arrival and secondary detonation array. The biggest thing the developers could have done for the wizard is improve the wizard focus spells to the same power as the better focus spells in the game. I think that was a missed opportunity. I still think the remastered wizard is a class I would play; where the old wizard would have been much lower on my list of classes to play.
Gisher wrote:
Probably copied from the apg when warrior bards got martial weapon proficiencies.
graystone wrote:
Not saying the familiar should never be targeted. Just saying that if the GM's solution to the resentment familiar is just to kill it all the time, that seems metagamey.
I view the swashbuckler as the second worst martial in the game (investigator is the worst). In agents of edgewatch, I was playing a ranger which is considered to be a weaker martial, and I was still doing a lot more damage than the swashbuckler. It's my opinion the swashbuckler needs major changes.
To change the swashbuckler, I would: Change the maximum panache to 3; gain 3 on critical, 2 on success, 1 on failure, zero on critical failure. Allow you to add the extra damage to having panache onto the finishing strike if you started strike with 2 or more panache. I would remove the finisher restriction prohibiting more attacks after finisher. Add dex to damage for at least one of the styles Allow STR as the class attribute for gymnast.
The comparison between swashbucklers is very alike; only change is one elemental rune for a speed rune and the no finisher swashbuckler outdamages the finisher one. The point I was trying to make is that the limitation on the current class is debilitating and can't be fixed. They need to remove the limitation on finishers that allows no further attacks in the round. At high level +3 to hit is very easy to attain and applied to both swashbucklers; 4 actions is speed rune.
Comparison high level based on a recent combat I had at level 17; this is comparing same enemy at level 18 Weapon +3 major striking, speed, +2d6 elemental
Swashbuckler
TH 36 32 28 28
Damage 37 22.2 14.8 14.8 88.8 With confident finisher swashbuckler does 76; same finisher without confident is 55.5 Without finisher attacking 4 times swashbuckler does 88.8 Fighter does 197; flurry of blows, agile grace, feral mutagen
Finishing strike extra damage is so bad, that a swashbuckler does more damage full attacking than doing finishing strike in many high level real combats. If a class using it's key ability is worse than not using it's key ability - this proves the class is broken. As I said earlier, the only way to fix swashbuckler is to remove finishers from the class.
One attack per round makes swashbuckler damage awful; even after confident finisher. Saying the swashbuckler contributes when their damage at high level using confident finisher is still like 40% of an optimized fighter. Easiest remake of swashbuckler would remove finisher from the class. They could easily reword finishers to something else and just put the flourish tag on it.
If she doesn't have the ride skill feat she would need to make a check for every command (animal companions don't need checks). Without the ride feat, it's not very useful to have a mount that isn't a companion I would second that it's better for her to take a dedication that gives her an animal companion
SuperBidi wrote:
That would make the class go from crap to pretty good. A class that attacks once per round doesn't work
To build a STR based caster, you want full plate because of bulwark. Otherwise, your reflex saves will be bad. You will want to do boosts to STR CON WIS CHA. To go full plate, you have two options - sentinel or champion. Sentinel has the advantage of auto scaling proficiency (champion requires you to take a L14 feat diverse armor) and opens up mighty bulwark which gives +4 bonus to all reflex saves instead of +3 to only damage spells. Best path for sentinel is human race to start with armor proficiency through versatile heritage or general feat. If you stay with dwarf, you would need to take armor proficiency at L3, sentinel at L4. If you go with this plan, start with S16 D12 C12 I10 W10 CH18. Don't play an oracle without 18CHA. Problem with staying with dwarf is L4 feat cost could be used for diverse access. If you are human, you use sentinel as L2 feat. It's much easier to build a DEX based caster than a STR caster. If you want to build a STR based caster, expect to give up on some role play options such as what race you start as.
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