So Cleric in book, receives a class archetype that changes their spellslots progression to be the same as the Magus and Summoner so they can get proficiency increase of the average martial character, expert at 5 and Master at 13.
It also changes their font from Heal/Harm to Bless and Bane with the option to add Benediction and Malediction with a level 4 feat. It gets legendary class DC that can be used in the place of spellcasting for battle auras, but the spellcasting dc by itself caps at expert.
The feats resolves mainly about sustaining the battle auras, but have one that gives studious spells like slots of Magus that have a few buff spells and Sure strike, as well another that works like the runes on weapon of champion (pre-remaster).
It's a cool archetype, though I don't really like the fact that the font are rank 1 spells without heightened effects outside of counteract their opposites.
So the Vindicator(also know as Inquisitor) is a class archetype for the Ranger in the book.
They change the Nature stuff from Ranger to Religion and Primal to Divine, but I am kinda worried about the action economy of the archetype, as their damage bonus comes mainly from the focus spell Vindicator's Mark
Spoiler:
VINDICATOR’S MARK [two-actions]
UNCOMMON MANIPULATE SANCTIFIED Range 60 feet; Target your hunted prey
Defense AC; Duration 1 minute
You launch a magical dart at your hunted prey, which marks them with a nimbus only you can detect. Make a spell attack against the target. On a hit, you deal 2d4 spirit damage and the target is marked by a glowing nimbus of energy that only you can see. For the duration of your spell, the marked target takes an additional +2 damage from all your weapon or unarmed attacks. Invisible targets marked by your vindicator’s mark are concealed to you, rather than undetected. You can Dismiss the spell on your turn if your last action dealt damage to the target with a weapon or unarmed attack, instantly dealing an additional 2d6 spirit damage to it.
Heightened (+2) The initial damage increases by 2d4, the additional damage you deal increases by 1, and the damage dealt when the spell is Dismissed increases by 1d6.
So it requires 1 action to Hunt Prey and then another 2 actions for the focus spell, and then you have to hit the spell attack (the Edge do help the accuracy as it gives +1 status bonus to hit spell attacks), so 3 actions total.
Though to be fair, the main objective of the archetype might be just be good with focus spells as it still have access to the Ranger ones and also the Domains feats from Cleric, so you can per example use Fire Ray as well. Also another exclusive one with Vindicators Judgment at level 10 that is 1 action and gives weakness 5 (scales to max 15) with fortitude save for 1 minute if the enemy fails or just the next strike/spell if they succeed.
What elemental stuff you think that the class should have? We have sending creatures into the air with flinging updraft, surf around the field with water dance, create a stone construct and have a jet move on fire, so what other unconventional or non-direct damage impulses you would like?
A few of mine:
- A fire reaction to put a barrier of fire around you, kinda like the water one but fire, hurting the attacker.
- Still on fire reaction, a smoke reaction making you concealed or hidden from the triggering attack.
- A hole earth impulse, where the heck are my holes or fissures?
My players and I have been creating characters for the one-shot sessions that we are making (we already played a lvl 3 one even), and one of the common complaints was that they didn't had enough feats to pick many impulses.
The one that made an Universal Gate lvl 8 said that didn't really feel universal when he basically only had one impulse of each element and when they add the wood and metal he will be even be missing one or two at that point.
A few more free impulses is what a few of them said that would help a lot.
I asked what else would help, and they said that maybe a lvl 1 feature or feat that is an impulse in area that just take the element damage of what you have gathered would at least be something to help.
Might be way too similar to psychic mechanically, but like, making and balancing the impulses around being without overflow by default but you can choose to overflow to "amp" it for a greater effect.
Could even apply to the default Elemental Blast per example where it turns into a "Power Attack".
Celestial Palisade 3 actions Overflow (Wall of wind)
Lvl 8, so 3 lvls after casters have access to it
Rock Rampart 2 actions (Wall of Stone)
Lvl 12, so 3 lvls after casters have access to it... but why the heck it's less actions and no overflow? That does not look very fair, it's already the best wall, make it 3 actions and overflow as well.
Architect of Flame 3 actions Overflow (Wall of fire)
Lvl 12, 5 lvls after casters have access to it... so it should have been lvl 10 to keep with the 3 lvls pattern.
Barrier of Boreal Frost 3 actions Overflow (Wall of Ice)
Lvl 14, 5 lvls after casters have access to it... so it should have been lvl 12 to keep with the 3 lvls pattern.
Yeah I am putting Burn on the table, someone had to.
I like the impulses, their powers are good for being at will options, but we really could use a resource mechanic to give them a little more spice like an amp, be it focus points, burn, oracle like curse or whatever.
So gunslinger have a feat called Bullet Split that you shoot and cut the bullet in half to hit two targets adjacent to each other.
If you use special ammunition like Spellstrike ammunition, would both targets be susceptible to the spell inside it? Like activate it with Acid Arrow and then bullet split it into two targets making it take the Strike damage plus the acid arrow damage.
The book is out for a few days now, what builds did you do with the new options?
Grand Bazaar builds are also welcome.
Sniper Big Shot
Spoiler:
This one is mainly focused into making the first shot of Sniper that have One Shot, One Kill, hurt a lot, mainly by picking Inventor Megaton Strike. The first level feat is whatever to be honest as do the basic feat to qualify for the advanced one on inventor.
1) Hit the Dirty
2) Inventor Dedication
4) Tamper
6) Risky Reload / Sniper Aim
8) Megaton Strike
If the character is human, or adopted by one then can pick either Rogue, Ranger or Investigator dedication for Sneak Attack, Gravity Weapon or Devise Stratagem respectively at lvl 10 to either increase the damage or make sure that you don't miss the Megaton Strike, with Devise Stratagem the Sniper Aim is interesting as it can make something that would miss hit with the extra hit chance.
The Toymaker
Spoiler:
An Inventor, the main focus is to have a bunch of stuff to make and flavor them as toy, I like to think the character as a dwarf.
Weapon or Armor Innovation, as I am using the construct only to be a disposable thing here that can flank block ways and that can be put back on one day downtime if it's destroyed.
Basically, just spam your toys and pick them back if not triggered with Recycled Cogwheel, works best on dungeon delving or tower defense as you can put the traps on corridors and make the construct call the enemies to it.
Mixed Range Ranger
Spoiler:
The book introduced a few items but the main ones for this build is Blazons of Shared Power and Reinforced Stocks and you can use Doubling Rings together with Blazons for some fun stuff, with that we have a few ways to go with that Ranger...
Air Repeater way: Pick both Twin Takedown and Hunted Shot, comes super early in the build at lvl 2, the disadvantage is that Air Repeater is a d4, but you can make up for it by picking precision edge.
Capacity Weapon way: This let you use a higher die weapon with more weapons traits and fatal, you can't hunted shot with this, but Ranger have Running Reload as a class feat.
Crossbow way: Ranger have Crossbow Ace for a strong d8 +2 circumstance damage with a hand crossbow but don't have a way to reload with a hand full, so will need to use a dedication in either gunslinger or dual weapon warrior for it, and take a little longer to come online, I prefer going gunslinger, as you can also steal drifter first deed for a free stride.
1) Twin Takedown
2) Crossbow Ace
4) Gunslinger Dedication
6) First Deed: Into the Fray
8) Whatever
10) Reloading Strike
I like a lot that you basically have a lot of options for focus spells right at lvl1 and basically can use them every turn in the battle, and the class is interesting but the cantrips do need to be a bit stronger.
My suggestions:
Distant Grasp
Mage Hand -
Let you use the hand to grab enemy weapons (use disarm on a success you pick with the hand) and trip with it (grabbing the creature legs with psychic energy)
Telekinetic Projectile - 1d10 instead and/or push on success
Telekinetic Rend - 1d4/spell level + spellcasting - Amp doubles that, makes the scalling more linear and make around the same power level as the flame oracle focus spell that is similar.
Arrest Trajectory - Maybe make it work on any physical attack but the amp only working with projectile as the ability is now. Let the bonus start at +2.
Infinite Eye
Detect Magic - Maybe give some resistance against magic while using it equal to the spell level.
Guidance - Remove the oncer per hour when you amp it.
Mental Scan - Just specify what you roll in the Aid.
Future Path - Reducing to one action in the amp.
Silent Whisper
Daze - Make it sustained that you can repeat every turn after when you sustain.
Message - Fine at it is.
Nudge Intent - Maybe add an Stride on it. Amp forces that the intent needs to be the first action done.
Shatter Mind - 1d6 per spell level with the amp doubles that, the area does not increase to keep the higher power in check
In the Secrets of Magic this new spell Organsight was released
Quote:
Organsight
Cast Two Actions somatic, verbal
Range 30 feet; Targets 1 living or undead creature that has organs
Duration 1 minute
-
You see the target as though it's dissected and arrayed before you. For the duration, you gain a +2 circumstance bonus on Medicine checks against the target that depend on its organs, but a –2 circumstance penalty on Medicine checks depending on seeing its skin.
When you Cast the Spell, attempt a special Recall Knowledge check using Medicine to spot and discern a vital organ. If you have a Lore skill appropriate to the creature, you can use that skill instead of Medicine. If you succeed, the next time you deal piercing or slashing damage to the target with a Strike or spell, you deal 4d6 additional precision damage. Once on each of your subsequent turns, you can use a single action to attempt the special Recall Knowledge check again. The extra damage isn't cumulative, so making the check more than once before a Strike or spell has no extra benefit.
-
Heightened (+1) The precision damage increases by 1d6.
And now my doubt... how it interacts with those feats and features, does that special Recall Knowledge works with them?
At the current date at least and default spellstrike.
Cantrips Acid Splash: Low damage for the cantrips stardards, but the easiest source of acid damage for Arcane Cascade to trigger weakness, also be decent against swarms.
Divine Lance: Not on the Arcane list, but if you pick it, it's the good damage source if you are following a good deity and is able to destroy fiends.
Gouging Claw: The bread and butter cantrip for damage with the same damage as Telekinetic Projectile but also causes bleed on a critical hit.
Produce Flame and Ray of Frost: Fire and Cold damage sources to target weakness.
Tanglefoot: Reduces speed of an enemy for 1 round, it's interesting if the speed penalty can make an enemy have to use one more action to reach the backline.
Telekinetic Projectile: Worse than Gouging Claw in every way except if the enemy resist physical with the exception of bludgening.
Spell Slot spells lvl 1
Admonishing Ray: Basic 2d6 per spell level, the main advantage is that it's non lethal, so you can spellstrike with it without killing someone.
Biting Words: Not Arcane, also 2d6 per spell level, sonic damage, it's possible to repeat spell the attack again with an action, but not very useful on Magus itself, might be interesting on something like a Bard multiclassed into Magus though.
Horizon Thunder Sphere: Really cool name, the gimmick of the spell, being able increase the number of actions for a bigger effect, is not possible with spellstrike, so it ends being a worse Shocking Grasp.
Hydraulic Push: 3d6 starting damage with heighten of 2d6 makes it do a good damage, but the push effect is really good to make the enemy have to use an action to be adjacent to you again or to put them on pits or terrain with hazards. Downside is that damage don't double on a crit.
Ray of Enfeeblement: A debuff, the enemy makes a saving throw after you hit it still, so not so hot on a bounded caster like Magus.
Shocking Grasp: The usual damage spell for a good time, if you want damage, prepare this spell.
Snowball: Weak, use it for memes if you want.
lvl 2
Acid Arrow: Decent damage spell, on even number spellstots it have the potential to do more damage than Shocking Grasp if the persistent damages goes twice.
Scorching Ray: Basic 2d6 spell level for fire damage, also a spell attack that works with Spell Swipe and Whirlwind Spell.
Telekinetic Maneuver: Makes your spellstrike an Improved Knockdown, good with low level multiclass slots.
lvl 3
Chilling Darkness and Searing Light: Not Arcane, Silver bullets, against their intended targets they are the best options damage wise, possible to pick with the Elementalist class archetype.
Magnetic Acceleration: Basic 2d6 spell level, physical damage.
lvl 4
Chromatic Ray: Causes more damage on average than Shocking Grasp in the lvl 4 slot, in the lvl 6 slot it becomes too random with a lot of non-damage effects to risk.
Murderous Vine: Not Arcane, does bellow average damage for the spell level, but the interesting part is that is also grabs the target.
lvl 5
Blood Feast: Uncommon, good damage and the half damage in temporary hit points for you is great, I would pick often if possible.
lvl 6
Disintegrate: Good damage, but needs a second saving throw roll, I personally would not risk on a bounded caster.
lvl 7
Deity's Strike: Not Arcane, interesting spell as you damage the target and after that a shockwave goes out, hard to find a way to get the spell to use your Arcane DC for the shockwave though.
lvl 8
Polar Ray: If the creature is not drained, this the best spell to cast damage wise and you even debuff it making their fortitudes saves worse, great spell.
Focus spells
If you don't mind not recharging with the Conflux Spells, a focus spell to spellstrike might be good and usable every 10 minutes.
Call of the Grave: From Wizard, possible to pick at lvl 4, decent sickened condition.
Charged Javelin: From Cleric, Same damage as a cantrip, but also buffs you with +1 status on the attack if you are using a metal weapon while the creature is taking persistent damage.
Elemental Toss: From Sorcerer, a little better than a cantrip damage wise, but the main advantge of being 1 action is wasted on spellstrike.
Hurtling Stone: From Cleric, same damage as cantrip, but the main advantge of being 1 action is wasted on spellstrike.
Moon Beam: From Cleric, Same damage as a cantrip but is also silver and dazzle the enemy.
Fire Ray: From Cleric, 2d6 per spell lvl, great damage wise for a Focus spell, having the same damage as most slot spells.
Stone Lance: From Druid, 2d6 per spell lvl, good damage and gives a speed debuff on a hit and immobilizes on a crit, hard to get as you only pick it at lvl 12.
Sun Blade: From Champion, 2d6 under sunlight 2d4 otherwise per spell level, but half of it is positive or good, would need an undead or fiend heavy campaign to be better than fire ray.
Whitering Grasp: From Cleric, Really good damage and persistent damage, a good pick.
Winter Bolt: From Cleric, good damage with a nice explosion if the enemy don't remove it, better on Starlit Span as a melee one chances are high of you exploding yourself.
Honorable Expansive Spellstrike Mention Blink Charge: Throwing a weapon and teleporting behind the enemy FFXV Noctis Style is pretty cool, I don't know how the MAP in the strike work though.
Magus is a little different as they have 2 extras from a class that can only be used for 8 specific spells and only go to the 4th lvl.
So what you think about it? Like, dislike? Would like class archetypes or class paths for classes like Champion or Ranger (Likely at legendary cost Legendary armor or edge benefit for those two) to have an option like that?
With the Secrets of Magic being closer and closer our hype us over the rooftop, so let us talk a little about the incarnate spells that will be coming in that book.
In the playtest of Magus and Summoner aftermath they introduced us to this spell
Spoiler:
Quote:
Summon Vengeful Dead — Spell 7
Incarnate, Necromancy
Traditions divine, occult
Cast [three-actions] material, somatic, verbal
Range 100 feet
Duration until the end of your next turn
You channel the forces of undeath to briefly call forth an amalgam of the vengeful dead slain by your enemies and allies alike. This amalgam manifests as a large tornado of insubstantial, howling faces. It occupies the space of a Huge creature and has a Speed of 60 feet.
Arrive (negative) All enemy creatures within a 60-foot emanation must attempt Fortitude saves.
Critical Success The creature is unaffected
Success The creature is drained 1.
Failure The creature is drained 2.
Critical Failure The creature is drained 3.
Depart (emotion, fear, mental) The vengeful dead lets out an anguished scream. All your enemies within a 100-foot emanation must attempt Will saves.
Critical Success The creature is unaffected.
Success The creature is frightened 2.
Failure The creature is frightened 3.
Critical Failure The creature is frightened 3. It’s also fleeing for 1 round or until it is no longer frightened, whichever comes first.
regards,
In the paizocon and interviews on it was mentioned that this spell is still there and all of spells of that type work the same way, reach there do something and next turn do another thing and go away, think of Final Fantasy or Golden Sun for them.
Other incarnate spells mentioned was a horde of dragons, a lvl 10 kaiju one and another that you summon a powerful mage (Ramuh is that you?).
As it's normal spells, any caster can pick them.
So what kind of creatures you want? Enough Dragons to match every single FF bahamut? A Fortress with guns? A lady that summon a diamond dust?
They are shards of intelligent planar essence with wooden exo-skeletons, while the art have many arms, the arms have harden over time and have become immovable, so they grow new ones, so it's not a multiple armed ancestry. The stat spread is +CON +WIS +FREE -CHA, and it looks that they can use sunlight for healing once a day.
Also more spoilers from that live in this reddit post. LINK
The book will be about 50/50 mechanics and lore and will have more ancestral weapons as well.
Fleshwarp apparently have a feat to grow a new appendage like a scorpion tail per example.
Kitsune is able to transform between forms at will from lvl 1, and have a heritage to transform in a normal fox instead of an anthropomorphic one and the tailed feats.
Android feats have very futuristic names.
Sprites have 0ft Reach and will need to enter the enemy space to Strike, Pixies are a heritage that is small instead of tiny. Also bat sprites there as well.
The genie is 5 separate heritages but they will have feats that they share, likely some kind of trait that means that any of the Genie heritages can pick it.
Aasimar will gain 3 new lineages, one of them is emberkin.
Strix can't fly from lvl 1 by default, but will have a rule that let them with GM permission.
Nantambu’s populace boasts dozens of different ancestries, from Ekujae elves to Jaha lizardfolk, gnolls to catfolk. Here one can find even the most reclusive of Mwangi peoples, such as the shy anadi, many-eyed goloma, bone-feathered shisks, or inevitable-worshipping conrasu with their elaborate biological machines and living wooden exoskeletons.
So Gnolls, Anadi, Conrasu, Goloma, Shisks and Grippli.
Curious about the questions in the survey I gave it a look, and one of the options was very interesting.
Take out all the spell slots for more martial capabilities, focus spells and focus cantrips.
And I immediately thought on Champion and how a Magus based on that would be cool, but more active and offensive instead of reactive and defensive.
Like a Pool Strike focus spell, enchant the blade with the element of you choice and strike with it. Get more options with feats like Vampiric Strike, Immolation Strike and so on.
Have some focus cantrips to use when out of focus spell, Telekinetic Strike, and then feats that give more or feats that modify the first cantrip depending of the focus spells that you picked, like getting Vampiric Strike you have the option for it to do negative damage.
Gaining temporary spell effects like the School Shroud feat depending of the school that the focus spell used.
And if people want spellslots put feats like Martial Caster in the class or even the MC spellcasting feats as options in the class.
It's changing how the class completely compared to the PF1 interaction with the class, but if it worked with Champion, Swashbuckler and Ranger, it could totally work with Magus as well, and it's most likely the choice that I will pick at the end of playtest in the survey.
The class looks interesting, I was kinda afraid of the balance of a Gish class and this one looks fine, but could have some increased quality of life.
- Striking Spell could use the Eldritch Shot effect that if you hit the strike you automatically hit the spell attack, maybe giving a -2 penalty to saves for spells that use them.
- An offensive Focus Spell in the place of Magus Potency, you will upgrade your weapon anyway and the focus spell will give the class more all day juice. Some thing like 1 action 1d6 per spell lvl.
Just by having a staff at max lvl you gain 9 charges worth of spells because you can cast lvl 9 spells and can sacrifice a slot (including the ones from the feat) to get more.
You fuse two spells together, combining their energy types. If the next action you use is to Cast a Spell that deals acid, cold, electricity, fire, or sonic damage, select a non-cantrip spell in your spell repertoire that deals a different type of energy damage from that list, and expend an additional spell slot of the same level as this secondary spell. The spell you cast deals additional damage equal to the level of the secondary spell slot expended. The spell's total damage is divided evenly between the energy type of the spell you cast and the energy type of the secondary spell.
The damage increase itself is not impressive... But the energy damage change actually is. And let you target weakness with basically any spell.
Some that I find cool.
Draconic (except poison) and Fire Elemental Sorcerer focus spells, letting you get around immunities with it or target weakness. And let's be honest, breathing fire is cool... but what about breathing fire AND lightning at the same time?
Blistering Invective to give targets persistent sonic damage.
Flaming Sphere, make a ball of Ice and Fire and sustain it each turn.
Acid Storm, a lvl 5 spell that looks weak at first, average 13 damage each turn but have 1 minute duration... what if we it rain another element at the same time? Make it rain fire as well against a white dragon and now each turn it takes +10 to 20 extra damage each turn. If your party have resistance from rings or runes even better, around 7 damage from each element with 5 resistance to both makes the allies only take 4 damage each turn, use the big area.
New book means more possible build, let's show each other what you managed to do with it.
Catfolk Swashbuckler Marshal, charismatic leader
Spoiler:
Ancestry Feats
Nine Lives Heritage
1) Well Met Traveler
5) Cat Luck
9) Expanded Luck
13) Black Cat Curse
17) Reliable Luck
Class Feats
1) One for All
2) Marshal Archetype
4) Inspiring Marshal Stance
6) Steel Yourself
8) Precise Finisher
10) Topple Foe
12) Reflexive Riposte
14) Impossible Riposte
16) Deadly Grace
18) Parry and Riposte
20) Panache Paragon
Simple Swashbuckler to start, Marshal gives a Diplomacy boost to expert at lvl 2 and when you are in Panache you will gain a bonus to enter the Inspiring Marshal Stance, the rest is just riposte stuff.
Elf Nature Cloistered Cleric of Gozreh, a tree hugger.
Normal Cleric, but green and with a Wolf trying to eat the enemy. Healing for days, 10 minutes rest? Drink this damn potion and keep the Heroism buff partner.
Some custom metamagic that I made, some of them might have balance problem, mostly because I didn't test any of them.
Quote:
Careful Spell FEAT 4 Metamagic
You can protect creatures from your spells full force. If the next action you use is to Cast a Spell that forces other creatures to make a saving throw you can choose a number of creatures up to your spellcasting modifier, these creatures treat the results of their saves as one degree better and are unnaffected by the spell if they get a success.
Quote:
Converged Spell FEAT 12 Metamagic
You manipulate the energy of your spell, causing it to converge into a single point. If the next action you use is to Cast a Spell that has an area of a burst, cone, or line and does not have a duration, the spell only affects a single creature inside the area instead. If the spell causes damage increase the damage die by one step.
Quote:
Delayed Spell FEAT 10 Metamagic
You cast a spell that will have a delayed effect. If the next action you use is to Cast a Spell you delay it to be used later for the next minute by spending one concentrate action on your turn. You must make any decisions for the spell when you first cast the spell, such choosing the area, targets or effect of the spell. You can have as many delayed spells as you like, but only one can be activated with a single action.
Quote:
Efficient Cantrip FEAT 6 Metamagic
You can redirect the energy of a failed cantrip into another. If your next action is to cast a single target cantrip against a creature, and you miss the foe with the spell attack roll, you can cast another cantrip of 2 actions or less on the same creature as a free action.
Quote:
Twinned Spell FEAT 8 Metamagic
If the next action you use is to Cast a Spell that targets one creature, spend another spell slot or prepared spell of the same level to target a second creature in range.
Twinned is the one that I am pretty sure that have balance problems...
Quote:
Versatile Spell FEAT 8 Metamagic Prerequisites Signature spell class feature
-
By take an extra moment you can bend the strength of your spells at will. If the next action you use is to Cast a Spell you can heighten the spell at will like a signature spell.
More spoiled information about the APG book here (Credits to VestOfHolding on Discord and Reddit).
Any theories about what a certain archetype might do? Any build that you would like to try with it?
I personally would like to try some kind of Transmutation Wizard with Beastmaster, and reflavor the animal companion as some kindo of beast that the character family made generations ago and is now is stuck with the character.
First some background, I came from D&D 5e and with that I am having to adapt and homebrew stuff for my players that like some races and subclasses from the previous games that I was the game master, I already did the Dragonborn and have plans to do the Goliath in the future.
But for now I am making the Aarakocra, the flying chicken bird ancestry, and have to find a way to make it balanced compared to the other ancestries.
This is what I tried so far:
Quote:
Ancestry Attributes
Hit Points: 4. Size: Medium Speed 20 feet
Ability Boosts
Dexterity, Wisdom, Free
Ability Flaw
Constituition
Languages
Common, Chicken
Additional languages equal to your Intelligence modifier (if it’s positive). Choose from Dwarven, Elven, Gnomish, Goblin, and any other languages to which you have access (such as the languages prevalent in your region).
Traits
Chicken, Humanoid
Flying
You can soar through the air, gaining a fly Speed equal to its Speed or 30 feet, whichever is greater, you can't wear medium or heavy armor unless it was modified to accommodate the wings. If you are encumbered reduce the fly speed by half.
Similar to the elf but with 2 less Hit Point at level 1 and slow ground speed but with unlimited flying at lvl 1.
Quote:
Ancestry Attributes
Hit Points: 6. Size: Medium Speed 20 feet
Ability Boosts
Dexterity, Wisdom, Free
Ability Flaw
Constituition, Strength
Languages
Common, Chicken
Additional languages equal to your Intelligence modifier (if it’s positive). Choose from Dwarven, Elven, Gnomish, Goblin, and any other languages to which you have access (such as the languages prevalent in your region).
Traits
Chicken, Humanoid
Flying
You can soar through the air, gaining a fly Speed equal to its Speed or 30 feet, whichever is greater, you can't wear medium or heavy armor unless it was modified to accommodate the wings. If you are encumbered reduce the fly speed by half.
Higher Ancestry hit points but with an extra flaw, more bulky at lvl 1 but worse at the long run.
Other stuff that I thought was remove the flying at lvl 1 and give some form of glide or feather fall, but it doens't feel quite right for it not having flying, so I would like suggestions of how to make it work.
What are the efficient or fun stuff that you found that you can do with the new action economy?
- Ruffian Rogues can make use of their higher strength to spend one action to trip opponents so they will be flat footed for the next attack, it will take MAP, but it's a way to get that juicy sneak attack if you can't get in a flanking position.
- Speaking of trip, Fighters can use trip to setup Attack of Opportunity when the enemy tries to get up.
- Alchemist familiar with manual dexterity can be holding 2 potions before battle so you can order it with one action to move and administer the potion to someone, it can work with mutagens as well.
- Give Mutagens to your familiar, they don't get item bonus of stuff like the +1/2/3 of bestial mutagen and are not accurate but they gain the bite and claw attack. Greater Energy Mutagen have a possible 12d6 30ft cone that you can spend one action for the familiar use it and do the breath attack if they are holding the mutagen before the battle.
- Sustained spells plus cantrips is an effective way to use your spell slots, sustaining Flaming Sphere + casting Electric Arc is 3d6 + 2d4 +4 potential damage at lvl 3 that will not have MAP.
Focus spell is a new mechanic in the game that use focus point and you are able to recharge it with a 10 minutes activity. So I curious, what is your favorite focus spell for now?
I am between two in the core book:
Quote:
Embrace the Pit Focus 3
Devil horns grow from your skull, and your skin takes on features of the devil responsible for your diabolic bloodline. You gain resistance 5 to evil, fire, and poison, and resistance 1 to physical damage (except silver). You can take good damage, even if you aren't evil, and you gain weakness 5 to good damage.
Heightened (+1) The resistance to evil, fire, and poison increases by 5, the resistance to physical damage (except silver) by 2, and the weakness to good damage by 5.
This one is interesting, at max level when you are able to cast lvl 10 spells this gives 40 Resistance to Fire, Poison and Evil, 15 Physical Resistance and give 40 weakness to good as well. Solid defenses but if you take even 1 good damage I hope that you are ready to take 40 more.
Quote:
Appearance of Wealth Focus 1
You create a brief vision of immense wealth filling the spell's area. Each creature within 20 feet of the area that could be enticed by material wealth must attempt a Will saving throw. A creature that enters the area automatically disbelieves the illusion, and disbelieving the illusion ends any fascinated condition imposed by the spell. As long as you Sustain the Spell, other creatures react to the treasure like they would any other illusion, but they are not at risk of becoming fascinated.
Critical Success The creature disbelieves the illusion and is unaffected by it.
Success The creature is fascinated by the wealth until it has completed its first action on its next turn.
Failure The creature is fascinated by the illusion.
What can I say, I just loved when Erik Mona used it.
I wondering if you can use the Arcane Bond of Wizard to cast like Cleric or Druid prepared spells that you get with multiclass because this the text:
Quote:
Arcane Bond
You place some of your magical power in a bonded item. Each day when you prepare your spells, you can designate a single item you own as your bonded item. This is typically an item associated with spellcasting, such as a wand, ring, or staff, but you are free to designate a weapon or other item. You gain the Drain Bonded Item free action.
Drain Bonded Item
Source Core Rulebook pg. 205
Requirements You haven't acted yet on your turn
You expend the power stored in your bonded item. During your turn, you gain the ability to cast one spell you prepared today and already cast, without spending a spell slot. You must still Cast the Spell and meet the spell’s other requirements.
This would make Universalists... lets say... have more resources than I thought.
So, how much dangerous the world is for PCs now? Some stuff that we know from some leaks to help:
Characters have more HP, even the most fragile caster in the core books will have at least 12 HP at level 1, while the more sturdy one can reach to impressive 25HP.
When you reach to 0HP the character gets the dying condition and when you reach to dying 4 you die, the check to reduce the condition by 1 is an flat DC 10 + the dying condition stage.
If you are cured during dying you are conscious but get the wounded condition, making easier to die.
Spending all Hero Points makes you recover 1 HP from the dying condition without the wounded condition.
Resurrect is an ritual now instead of a spell.
With the new math criticals can happen more often against high level enemies.
One of the types of spells that is being introduced in the the second edition of Pathfinder is the focus spells, that are exclusive to the class and you can cast it with the use of focus, an limited resource that you can get back by spending 10 minutes doing something characteristic to the class like Wizards studying the spellbook, Clerics praying and so on.
Now it comes the question, what kind of activities that give benefits outside of regaining the focus would be valid?
Wizards trying to learn one new spell from an scroll qualify as studying the spellbook to regain focus?
The animal Druid would regain the focus by using treat wounds in their animal companion?
If your answer is yes what other type of activities you think that classes can use to regain their focus?
It's a nice character sheet, but I didn't really like the last page with the magic on it, and I kinda wish for a more friendly one to print in black and white.
I could put a google drive link, but I don't know if it's legal to do that.