Ligraph's page
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Actually, what if they just allowed it to be bigger on the inside, very much like Magnificent Mansion (and maybe added the door part, too). I like the flavor of that better than having a huge area, especially if it increases w/ time or levels.
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I agree w/ the size complaint.
Rather than making it movable (besides the 20 feat), I'd prefer a way to make portals or teleport to/from it.
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Golurkcanfly wrote:
2) Scroll Feats are super fun, but the action economy is really rough. The Thaumaturge already gets ways to cheat on the action economy when it comes to rummaging through their things between Esoteric Antithesis, swapping implements, and Handy Esoterica. They should also get the benefit when it comes to pulling out their scrolls quickly. If I invest half of my class feats into this one thing, I'd like to be able to use it in combat in conjunction with the rest of my kit.
Seconding this. I think it would be cool if it was tied to an implement, maybe a scroll case implement that lets you cast any scrolls in it, or have Wand let you cast any scrolls you are carrying (although that seems a bit OP with what wand has now).
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For comparison, CHA based:
If you’re affected by a harmful emotion effect, the
discordant emotions sap some of your concentration, causing
your cantrips (including psi cantrips) to heighten to a level 1
lower than normal (or to their minimum level, if it’s higher). For
instance, if you were 5th level, a detect magic cantrip you cast
would be 2nd level instead of 3rd level.
INT based:
Disruptions to your sequences make it more difficult
for you to focus. You’re flat-footed against attacks made as
reactions as you Cast a Spell, and if your spell is disrupted,
you’re stupefied 1 until the end of your next turn.
The Int penalties seem both harsher and more common. Cha usually just loses damage, and only on cantrips, while Int can easily lead to you wasting a spell slot (and I would think it would be more common, although you should be at range).
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Reminds me a lot of Pact/Pale, too. Implement/Familiar/Demesne, oaths, binding circles, etc. Lots of Witch Hunter flavor. Just needs a Stone implement.
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Unstable Redundancies talks about preventing your innovation from being destroyed, but I can't find any references to destruction in the Unstable text, just preventing you from using Unstable actions until fixed. Is the destruction a leftover from an earlier draft?
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I really like the flavor of multiple near-single shot pistols. There's lots of design space there, I'd almost advocate for a separate Way focused around preparing multiple pistols (say w/ alchemy) with different effects and choosing which one to use. It also incentivizes keeping a crossbow around as a backup, which I think is neat.
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WatersLethe wrote: Low level utility spells that make you feel like a magical character outside of combat Definitely this.
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I'd like a 1 action damage cantrip for when I need an extra action, but I suspect there's a reason why there aren't any (namely, caster's 3rd action).
Another 1d6 cantrip or the option to use Telekinetic Projectile on my weapon with Striking Spell (instead of another object). Makes thematic sense and I don't see it being to hard to convince your DM to let you, but specifically allowing it would be nice.

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I don't like the 1H synthesis being forced to be a crit fisher.
I really like Sustaining being able to switch hands. I assume you mean going from a 1H grip to a 2H grip on a Bastard Sword, or similar?
Not sure on the limit to +1 for cantrips, would need to see math. probably fine? Seems like it would start fine and then fall off.
I'd like to see some bonus when the strike crits, even if its just +1 or +2.
The flavor of the Shield synthesis is amazing.
I was going to suggest a stave/magic item synthesis. I still think its a good idea, and could replace the 1H crit fishing, or just be in addition to it (cause I'm not sure where else you'd put it).
Not really sure what such a synthesis would look like, probably rather like Staff Nexus but I'd want the ability to shift it from level 1. Maybe the ability to use your Stride action to draw a wand/scroll to your offhand, too. I'd hope there's more compelling staves in the book to, so you aren't kind of forced to use divination.

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graystone wrote: Arachnofiend wrote: graystone wrote: Draco18s wrote: Arachnofiend wrote: If you could reliably hit with your spellstrike cantrips would you be fine using those and keeping your high level slots for strong buffs? I don't think using spell slots for personal buffs is what the "design goal" should aim for (because it feels conceptually weird to do it that way). But as a mechanical situation, maybe.
At that point it comes down to "why should I Spellstrike instead of Cantrip + Strike?" Yeah, IMO it's better to not use Spellstrike if your Slots are off the table. You're more a Child of Acavna and Amaznen from PF1 [bloodrager spell casting] vs a Magus and that's not the feel I want: I want to be a cool spell sword not a warrior that spent a summer being an apprentice caster. If that's the case, then you really do need more spell slots... which calls into question the master martial proficiency. There've been enough complaints about the Warpriest since launch that I know people won't be happy with an expert proficiency Magus. IMO, it's more about master casting proficiency than the martial one. Make spells that you use in Spellstrike use the martial proficiency and let the ones you cast individually use expert: this gives you a clear reason you want to Spellstrike and then maybe they don;t have to be as tightfisted with the spell slots. I like this, or at least the idea of being worse when not using spell strike (I don't love capping out lower than Monk). You could do something similar with Martial: Expert proficiency, +2 from when you have a spell in your weapon. Since you can use it with cantrips it doesn't seem too oppressive, especially if it results in a better-hitting Striking Spell or more spell slots.

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Ressy wrote: Puna'chong wrote: I entirely agree with your points, and I'd even argue that Sliding is the synthesis that is the minimum to allow you to play a Magus like you would in PF2e. It fits the basic P2e paradigm; you do your unique mechanical thing with a bit of room to spare. Your entire turn isn't just standing still and full attacking.
I think just being able to move and do a spellstrike is the minimum for a Magus to fit into 2e's design. Everything else can be layered on top of that. But you have to start with a modular design that works right out of the box, or else--like you said--you end up like the Alchemist and spend resources patching holes in design while other classes spend resources adding more cool tools to their kits. Hot take: Make the free Stride a base part of the class, and pull the crit-fishing aspect of Striking Spell out and throw it into a synthesis? I like this. A full on crit fishing nova synthesis would be fun, but isn't what I want to be forced to do to play a Magus.
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Keep in mind that it makes the 1-action Produce Flame an innate spell, so it uses Charisma to-hit (afaik), which means landing it is going to be even harder than normal, possibly a lot.
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I think removing all the spell slots kills the flavor of the caster+martial class, but I could see doing something like archetype level spellcasting (1/2 slots/level, low level, for utility spells) and using focus spells and cantrips for Striking Spell. It's what I expected, originally.
Being able to use debuffs more often would also help with the spell attack rolls w/ Striking Spell (although I still think that should be adjusted somehow).
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Keep in mind that if you want both Bespell Weapon and Spell Parry (which is a prereq for Consume at 8), one of them is going to get pushed to 6 (where Martial Caster is). And 8 is also packed with Consume and Spell Swipe.
I'd be pretty tempted to just buy a few wands of Haste or Fly instead of spending a class feat.
I do think people are sleeping on Striker's Scroll though: ignoring the money cost (which is non-negligible, but should be workable for scrolls a few levels lower than your max), it's a free spell each short rest (although it could conflict with refocusing).
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cjstevenson wrote:
I think an interesting idea would be to allow an action with manipulate and concentration traits to extend the time allowed to expend the spell by a single round. (Kind of like sustaining a spell)
I like this idea. Probably would have to limit it to once per spell cast. Or make it a focus spell. But having some way to do this would be very helpful, even if its expensive, especially when you burn one of your high level spell slots. It prevents that crummy "I burnt one of my four spell slots to do exactly nothing" feeling.
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A couple of things I noticed while theorycrafting:
No focus pool recharge feats. I'm assuming this is an oversight?
Bespell Strikes doesn't work with cantrips. Given that you only have 4 spells this is a big hit to its usefulness. Also, Energize Strikes does.
Magus is really incentivized to get a damaging focus spell to use with Striking Spell. I wouldn't think you would want that strong of an incentive to multiclass to help the class's central feature. A focus spell like a touch, attack magic missile would really help (although variable action might be a bit strong).
Particular standouts for that focus spell are Evo Wizard for Force Bolt (a 1 action spell that does almost as much as a cantrip, plus you can ignore the rest of the archetype as it always hits), and Elemental Sorcerer for Elemental Toss (a 1 action attack spell that does almost twice as much as a cantrip), although keeping it able to hit would be a pain.
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