Matt McAdam's page

Pathfinder Rulebook Subscriber. Venture-Agent, Australia—VIC—Ballarat 18 posts. No reviews. No lists. No wishlists.



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Pathfinder Rulebook Subscriber

Disappointing but understandable, thankyou for replying.


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Pathfinder Rulebook Subscriber

Thanks, have done.


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Pathfinder Rulebook Subscriber

I've been both a player and a GM for this playtest and have aired and received many complaints about the damage that low level casters output in comparison to non-caster classes. The complaints surround the multiple actions it requires to cast cantrips that do less damage than a single attack from a weapon.

I've searched these forums and found people debating both sides and stating that because casters have Spells, the damage levels out, but my players and I have found this simply not to be the case, most especially at low levels.

The debate seems to go:
"I as a caster can cast 1 damage spell or cantrip a round(2 actions), doing d4/d6/d8 damage depending which spell im using. Then I could try and hit something or fire a ranged weapon at -5 with a stat I dont have points in.

They as a non-caster can attack 3 times (1 action each), doing d4/d6/d8/d10/d12 damage Each Time depending which weapon they're using. Yes, they get a -4 or 5 penalty for each subsequent attack, but its using a stat they have points in.

Enemies have a fair bit of health, so what this equates to is me doing on average 4-8 damage a round and my non-casting allies on average doing 12-20 damage a round. Over and over and over again until the creature is finally dead."

Having heard this back and forward debate and having many of my players unhappy and the non-casters Agreeing with them and feeling sorry for them, I decided to try my hand at making a series of cantrips to even the playing field at my table. Here's what I came up with: (I'd like some feedback)

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Cantrip: Summon Melee Weapon
Casting Material Casting or more
Targets Self Duration Concentration or 1 minute

You summon a spectral one handed melee weapon into your hand. When Casting this Spell, you can choose the type of damage that weapon does (Bludgeoning, Piercing or Slashing). Attacking with this weapon uses your Key Ability rather than Strength. The weapon deals 1d4 damage plus your Strength modifier. When Casting this Spell, you can increase the casting by a Verbal Casting action, a Somatic Casting action, or both. For each component you add, select one of the weapon improvements below:
-The weapon's die increases by 1 increment
-Add 1 Keyword to the weapon from the following list: (agile, backswing, deadly (same as weapon die), fatal (same as weapon die), forceful, shove, sweep, trip, two-hand)
If you have your concentration broken by an external force, you must pass a spell roll at the start of your turn before you can recast this spell. The DC is equal to the source that broke your concentration (trap, creature or set by the DM). If you fail 3 consecutive times, you may recast this spell.

Heightened (3rd)
The summoned weapon counts as a +1 magic weapon
Heightened (5th)
The summoned weapon counts as a +2 magic weapon
Heightened (7th)
The summoned weapon counts as a +3 magic weapon
Heightened (9th)
The summoned weapon counts as a +4 magic weapon

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Cantrip: Summon Ranged Weapon

Casting Material Casting or more
Targets Self Duration Concentration or 1 minute

You summon a spectral 1+ handed ranged weapon into your hands. When Casting this Spell, you can choose the type of damage that weapon does (Bludgeoning, Piercing or Slashing). Attacking with this weapon uses your Key Ability rather than Strength. The weapon deals 1d4 damage. When Casting this Spell, you can increase the casting by a Verbal Casting action, a Somatic Casting action, or both. For each component you add, select one of the weapon improvements below:
-The weapon's die increases by 1 increment
-Add 1 Keyword to the weapon from the following list: (agile, deadly (same as weapon die), fatal (same as weapon die), propulsive, volley)
If you have your concentration broken by an external source, you must pass a spell roll at the start of your turn before you can recast this spell. The DC is equal to the source that broke your concentration (trap, creature or set by the DM). If you fail 3 consecutive times, you may recast this spell.

Heightened (3rd)
The summoned weapon counts as a +1 magic weapon
Heightened (5th)
The summoned weapon counts as a +2 magic weapon
Heightened (7th)
The summoned weapon counts as a +3 magic weapon
Heightened (9th)
The summoned weapon counts as a +4 magic weapon

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Cantrip: Weaponify
Casting Material Casting or more
Targets 1 object you are holding Duration Concentration or 1 minute

You shape an object you are holding into a melee weapon. When Casting this Spell, you can choose the type of damage that weapon does (Bludgeoning, Piercing or Slashing). Attacking with this weapon uses your Key Ability rather than Strength. The weapon deals 1d4 damage plus your Strength modifier. When Casting this Spell, you can increase the casting by a Verbal Casting action, a Somatic Casting action, or both. For each component you add, select one of the weapon improvements below:
-The weapon's die increases by 1 increment
-Add 1 Keyword to the weapon from the following list:(agile, backswing, deadly (same as weapon die), fatal (same as weapon die), forceful, shove, sweep, trip, two-hand)
If you have your concentration broken by an external source, you must pass a spell roll at the start of your turn before you can recast this spell. The DC is equal to the source that broke your concentration (trap, creature or set by the DM). If you fail 3 consecutive times, you may recast this spell.

Heightened (3rd)
The summoned weapon counts as a +1 magic weapon
Heightened (5th)
The summoned weapon counts as a +2 magic weapon
Heightened (7th)
The summoned weapon counts as a +3 magic weapon
Heightened (9th)
The summoned weapon counts as a +4 magic weapon
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Cantrip: Mystic Imbuement
Casting Verbal Casting
Targets 1 weapon you are holding Duration 1 action

If the next attack you make with the enchanted weapon hits, use your Key Ability for extra damage rather than Strength. If the next attack you make misses, this spell fades and cannot be used again until your next round.