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I’ve seen true strike brought up in several threads by now, so I thought it should have a dedicated thread. To summarize, here’s the story with true strike as I see it:
As things currently stand the concern is that we’ll see almost all Magi either taking caster MCDs or using shifting divine staff shenanigans, cutting on build variability. On the other hand, giving Magi additional access to true strike might be too strong (not to mention that it might go against paizo’s plans with these new half casters). So what do you guys think? How can this issue be avoided? Is it even a problem? My opinion is that it’s a bit weird and anti-thematic that THE gish doesn’t get the gishiest spell. I think they should get good access to it, but make it mostly exclusive to spell strike in some way.
In my opinion (which you should feel free to disagree with) there are two parts to a satisfying Magus class: - Being able to go nova
With these two points Magus play has them doing less damage on a regular round than the other martials while staying relevant thanks to their utility (things like mobility with jump, getting at least one strike in with true strike, tanking with mirror image etc.), and they can really bring the hurt when needed by going nova. What governs going nova is of course Spell Strike and the small number of high level spells. What about the utility? One option is to change the way they get slots, but that can cause too many (albeit smaller) nova resources, not to mention that such a slot structure may not fit other "half caster" plans. My suggestion is not to look to the wizard with their many slots, but to the cleric with their many heals - the Combat Font. The Combat Font is a number of additional slots equal to 1+Int which are reserved to utility spells. These slots can be used to cast a small number of utility spells determined either by some subclass structure or by nonexclusive class feat trees. For example a "movement Magus" might get Jump at level 1, Spider Climb at 3, nothing at 5 (because of heightened), Fly at 7 etc. A "defense Magus" might get Mage Armor, Mirror Image, Spell Immunity and so forth. A "polymorph Magus" can get the shape spells. True Strike should probably be on its own tree, since it's so good for a martial. I think this kind of approach can give the Magus a more magical feel while keeping it out of other casters' niches. It also has the added benefit of keeping Int relevant if they remove the spell attack from Spell Strike.
I think by this point it's evident that Striking Spell is lackluster, but I didn't see any in depth calculations. I had some time on my hands so I cracked open a spreadsheet, and set out to answer the question: How does spell strike with a damaging attack spell compare to other 3-action combinations? In short? Badly. In fact, out of all the options I checked, spell strike never improves round damage by more than 5%. In the linked spreadsheet I calculated the ratio between damage dealt with striking spell and the best of the other three action options the magus has:
As parameters I took the chance to hit with a weapon attack (0.3-0.7), difference in hit chance between spells and weapons (0-0.25), and ratio between damage of spell on a success and damage of weapon success (0.5-5). The calculations don't take into account anything else. Of the 2,484 options I calculated Striking Spell improved damage in only 39 cases, all in the 65%-70% weapon hit range I've got to say, this is extremely disappointing. Not only is this ability just plain bad, it was an easily avoidable problem; it only took a couple of hours to do this calculation. I know the team likes to low ball playtest abilities , but this is just sad.
So with the 1.6 Paladin we were given conformation of non-LG Paladins, and what those look like. I have some thoughts and opinions I'd like to share. First of all, I am really happy the alignment has been opened up, and I am especially excited at the prospect of more then 9 Paladins, since more can be created with the same alignments but different value systems, or even independent of alignment. What I dislike is that it seems that all of the Paladins will have a reaction as their main class feature; just within the domain of LG I want a sword of Right and Justice, that gets basically smite evil instead. This seems overly restrictive, and dismisses many loved and cherished tropes for no reason. What I suggest (besides opening up the above restriction) is to have class feats with alignment prerequisites (single element only). This will help both to differentiate the different the different Paladins and emphasize the common ground between some of them, all with lower page count than many feats with the various reactions as prerequisites. What do you folk think? All in all, great work done, and hopefully great work ahead!
So one of the benefits of the feat are as follows:
Equipment Trick wrote: Aura Mastery (Use Magic Device 1 rank): Once per day, you can choose a single school of magic represented by one of your wondrous items’ auras; you treat your caster level as 1 higher when casting a single spell of that school. You can make this choice at any time during the day, but you must choose the item (and school) before casting the spell. Does this mean that you add the bonus once per day or that you choose the spell that gets the bonus one per day, and get the bonus to all castings?
First of all, this post is for natural weapons, not unarmed strikes. There are several discussions about unarmed strikes, and this is not one of them, so please steer clear of them. Let's say I have two claw attacks, Power Attack, Feral Combat Training (claws) and Dragon Style. Does my first claw attack benefit from -1\+3 PA? What if I have Dragon Ferocity? Do I then get -1\+3 to both attacks?
So I've been working on a Bloodrager* (*with a lot of multiclassing) build for a while for PFS, and thought I should show it around for impressions/opinions/advice before finally making him. In the feat section * means the feat can easily and willingly be changed.
Level 10 Human
Traits: Magical Knack, Indomitable Faith
Feats: 1. Power Attack
Items 68,000 gp, 4 pp
Rundown:
Init 0
HP 97 [117]
Reach 5 [10]
With Mutagen:
Ranged: Flurry with Shurikens in rage with mutagen
So the build is simple in essence- lots of attacks, lots of strength to those attacks. The AC could be better, but money is tight and if I have extra I'd probably get longarm bracers for super reach.
irrelevant because Ascetic Style isn't PFS legal:
The combination of AscS and MV apply all feats and effects the affect US to all weapons in the natural and and monk weapon training groups, which gets brawling to my natural attacks and causes the ridicules situation with the shurikens.
The main problem with the build (except for being pretty cheesy, I admit) is the very low AC. This is partly mitigated by the wand of shield, but if caught off-guard without it and the mutagen, the situation is bad. I can up it by 2 if I buy Elven Chain (an extra 5K), and another +2 from a ring of protection (2K) and upping the enhancement bonus (5K), but that is spending money I don't have, and removing any of the gp bought items in the list lowers my DPR by 30, and since I kill most things in round, I'm not sure it's worth it. I can just give up on the brawling and get heavy armor, in which case I can also give up Ascetic Style and retraining, which opens some feats, a style, prestige and means I don't need to buy weapons masters and ultimate campaign, but lowers by my DPR by 30, removes the shuriken fun and means I get no big damage boost for lvl 9. Another option is to still ignore AC, but go Unbreakable Fighter as well, and get fast healer to tack on my fast healing 1, which raises it to fast healing 3 and opens options like stalwart and another 13K, but lowers my DPR by 40. I am mostly looking for ideas for the * feat slots. I was thinking maybe boar style tree, since it adds some damage, bleed and shaken (which can make stunning fist not useless) but I'm not sure. So advice, criticism and opinions welcome. Oh, and I don't really know what is high DPR at what level, so some commentary on where I stand will be welcome.
So I'm working on a kickass damage dealer for PFS that
So I have a natural weapon bloodrager, whose build I planned out (mostly) up to level 10. In my planning I noticed that I am extremely low on money, with the main culprit being the +3 amulet of mighty fists, which costs a staggering 20000gp more the the +2. Now, the +1 to attack and damage isn't worth the high price, but it does grant my attacks the ability to bypass cold iron and silver DR. So the question arises, is bypassing the DR worth the cost? How much does cold iron and silver DR come up? TL;DR- How common and how high are DR/cold iron and DR/silver in PFS games?
So I have a level 2 PFS transmutation (enhancement) wizard. I have only played a mid-high level home game before, and the change to low levels and PFS have left me with some questions. First of all, I am debating the effectiveness of my Augment school ability. In practice, it means I give an ally a +1 to attack rolls and damage rolls for 1 round as a standard action. Is it worth it, or should I only use it once I ran out of spells? Secondly, I was always a bit underwhelmed with the wizard feat choices, and now that I can't take crafting feats, I find myself struggling to chose enough of them. Which would you recommend?
So I've heard that the Elemental Annihilator is damage focused, but I just don't see how it does more damage then the regular Kineticist. Since I've seen no one else ask this question, it seems I'm missing something obvious here. Could someone go through the EA damage calculations so I can see what it is I missed?
I've been playing in PF for a while now, and found out on very short notice that there is a PFS game near me. So, with very little time I'm trying to make a first level enhancement wizard to play. Now, I know the rules well, but I only made a 9th level character before in a very unorthodox table, and obviously not PFS. So, I need help with rushing this on paper, especially with spells, equipment and encumbrance (that were mostly ignored in my group), and PFS stuff.
traits: (can I choose any without buying ultimate campaign first?)
Knowledge is Power:
Benefit(s) Your understanding of physical forces gives you power over them. You add your Intelligence modifier on combat maneuver checks and to your CMD. You also add your Intelligence modifier on Strength checks to break or lift objects. I'm not completely sure what rules this bonus is applicable for. Obviously if I make a bull rush attempt it does, but what about hydraulic torrent or other spells and effects that explicitly say what you CMB is? Hydraulic Torrent:
Make a combat maneuver check and apply its results to each creature within the area. Your CMB for this bull rush is equal to your caster level plus your Intelligence, Wisdom, or Charisma modifier, whichever is highest. This bull rush does not provoke an attack of opportunity. What about toppling spell, that says "...make a trip check against the target,using your caster level plus your casting ability score bonus "?
The rules say you can make a trip attempttac instead of an attack. The trip attempt uses your CMB, so absurdly replacing a +17 first attack with trip and a +2 fourth attack would use the same bonus to the trip attempt.
So I came across the guided weapon property and got really excited, but was confused at the lack of the sound of monk enthusiasts' heads exploding. I'm guessing this is because of the source of the property, which seemed weird to me since it is paizo material.
I'm thinking about starting a cleric, but since I have no experience playing one I need a little help. I looked for some guides, but they were all either old (CRB and APG) or extremely incomplete (if you know of a good one I'd like to see it).
I think I understand how the pricing works, but I'm not sure.
Also, the set price bonuses don't count against you bonus restrictions, so you can have a +5 vorpal dueling weapon (that will cost 214000gp).
Let's say a duelist with two-weapon fighting forgoes his off hand attack to parry, and then ripostes, do any of his attacks get the -2/-4 penalty for two-weapon fighting? I think that he doesn't because of the answer to this FAQ::
Two-Weapon Fighting: If you use this on your turn to attack with two weapons, do you also take that penalty on attacks of opportunity made before the start of your next turn? No. The penalties end as soon as you have completed the full-attack action that allowed you to attack with both weapons. Any attacks of opportunity you make are at your normal attack bonus.
and this FAQ::
Multiple Weapons, Extra Attacks, and Two-Weapon Fighting: If I have extra attacks from a high BAB, can I make attacks with different weapons and not incur a two-weapon fighting penalty? Yes. Basically, you only incur TWF penalties if you are trying to get an extra attack per round.
In other words, you make a one-handed full attack, so no penalty, and then you make an AoO, so no penalty. And on a related note, did the question on whether or not the precise damage applies in the aforementioned situation get resolved?
I wanted to hear some opinions on this discovery, but found no posts on it, so here it is. Idealize:
When a transmutation spell you cast grants an enhancement bonus to an ability score, that bonus increases by 2. At 20th level, the bonus increases by 4. First question, does anybody know of any spell except bull's strength. eagle's splendor etc and their mass counterparts that is affected by this discovery? Secondly, what do you think about this discovery? Have any useful ideas for it? The only one I came up with is a (preferably 20th level) commander that can really benefit from giving a whole bunch of allies a plus 6/8 to an ability score with a mass spell.
I want to make an item that allows my wizard to prepare another spell each day. The item crafting table says it should cost the spell level squared times 1000, but that's what a pearl of power costs, which does something less powerful. This implies that my custom item should cost more than a pearl of power. Thought?
*First thread on the site! Huzzah!*
I'm lost. Any ideas? arrowmaster's bracers:
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