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Ever wonder who builds the impressive stone circles, or houses that look like living trees . . . and still are. This guy that's who. He travels around the world taking contracts to sculpt and build major outdoor structures of rustic beauty. Through a combination of Shape Wood, Shape Stone, Wall of Stone, Telekinetic Haul, and Flesh to Stone (how else do you get garden halflings?) he builds wonders in days that take normal craftsmen months if not years. Not terrible as a backup healer either with a spontaneous heighten heal.
@MusicAddict
As far as your worry about changing with the game meta I have not had your experience. We have always been very restrictive about retraining spells outside of leveling and the leveling mechanic is very limiting as by the nature of the game you will want to release an old spell that you have attained their big brother in order to gain a lower level utility spell. If you have a gm letting sorcerers swap out their spells known easily that might be the source of the problem. In PFS it is really expensive to do a rebuild on even a low level spell much less anything level 5 and up. The sorcerers of any spell list are going to naturally gravitate toward the most versatile and potent of the spells on the list, that’s just the way you build a successful sorcerer. Not overlapping spell lists is more important than not overlapping prepared casters vs spontaneous casters for keeping all party members relevant. The prepared spell caster will be able to respond to the game meta daily where a sorcerer will need to wait an entire level to make 1 adjustment. In short signature spells and spontaneous heightening needs to make up at least 7 spells known and the loss of power from having spells stuck at their initial spell level of damage. A few spells like Heal and Harm are great to have as signature spells as they a level 1 spells with +1 heightening mechanics but most heightenable spells only have 2-3 other spells that they can effectively be heightened to rather than the 8 spells a level 1 spell with +1 heightening. This does not keep up with the losses from PF1 spells known at only 2 signature spells.
Speaking of House rules I think I have come up with my solution. 1) Do away with signature spells entirely.
Mark, Thank you for posting in this thread even if you could not give us a preview of the Signature Spell rules. I apologize if my game mechanic problem for page count reasons came across as harsh. I can see how that could easily fall under unintended consequences of the new spell spell level progression, streamlining the overall spell system to be more balanced with the melee action economy/DPR and a great way to add more content to the initial book without making the book too long. I have been doing a lot of system level game mechanic design recently for a pet project Unity game so I was looking at it from a system design standpoint and not a hand crafted game standpoint. As I didn't send any feedback on the signature spell during the playtest phase I don't really have a leg to stand on, honestly didn't even come to the conclusion that spells should have been split into damage increases and form changes until I was writing the post earlier in this thread. Overall I think PF2 is looking to be a good system and I think it will help ease the burden on the GMs to the point that a few in my group might be finally willing to run a game not directly out of a book.
I feel you on the GM side of things. The longer a single players turn takes the more likely the other players will wonder off either physically or mentally into one device or another. I have both discouraged new and or disorganized players from playing casters and helped make cards for well meaning if forgetful players that I keep between sessions because said players are also likely to lose them. For one group we actually introduced a shot clock. If your player doesn't come up with an action in 2 minutes after passing the turn then their character is skipped. Once we instituted the rule we never had to enforce it because the problem people got organized. The real issue comes in in PFS where whatever rules are written is law with no house ruling and you cannot audit a player to play a class that they are actually competent at playing. Play test Sorcerers needed either more spells known so that you could afford to slot higher level spells or more than just two spell that can be spontaneously heightened. Even tying spontaneous heightening to bloodlines isn't great because most of the blood lines contain many single level spells and more than a few stinkers. In my mind they choose to create a game mechanic problem for a print page count reason. They condensed spells under the same name that had vastly different effect that should have stayed unique spells to save print space then nerfed the damage on spells for all levels after the first level you gained access to it compared to PF1. If the damage was intentionally being balanced then those should have the only spells that could have been heightened. Another option could have been that each spell has a level 0-10 version and reasonable modifications could have been made to classic spells to get them to join together into a single spell line. Then wizards only need to find one record to be able to add the line to their spell book and Sorcerers could only learn 3 spells at level 1 and one additional spell ever other level starting at level 3. A few of the spells would have been left as odd men out but those are usually the underpowered or over powered spells anyway.
Not going to lie, was planning on having Architect or Engineer be the characters profession and role play it that he was a wandering mystic builder. Elemental Shaper
initial able to make some detail
Works really well as a gnome actually so maybe the garden gnome joke was in poor taste (maybe its a statuary graveyard?)
I had been planning on making a Fey Sorc that took Stone and Wood Shape and all the Form spells with summon natures ally and heal as my spontaneous heighten spells. In the end I was going to ignore most of the Fey type spell so it would be nice if there was some form of primal shaper bloodline with supporting effects.
If you are careful to enforce the maximum range of the skills you will see that unless they are already grappling the other ship or could be jumping from one to another its hard to use any of the powers in broken ways. The dangerous powers you are worried about you need to compare to 6th level spells available to wizards and druids. You will quickly see that on an encounter by encounter basis a 12th level druid or wizard is far more dangerous in ship to ship combat if they prepare for it. On a physics meets magic logic you need to remember that compared to a 30 ft schooner 320 gallons is a joke but on a small row boat its bad news. Anything requiring continuous use of an at will power should be considered exhausting. Think if you were to swing a sword 10 times a minute all day. If you did that all day your arm would be a wet noodle for the next couple of days and consequently your kineticist could have a splitting headache that made it impossible to gather energy the next day, a huge penalty. There is no denying that a kineticist of any flavor makes a good pirate, with the possible exception of earth/earth but I put forward the power of move earth and stone shape to make or destroy a harbor, and what they bring to the table should make for many non standard solutions that could make an old AP interesting.
Wow, how have I never seen that feat before. You don't really need dex to damage. Compare 22 dex(lvl 8 if you start with 16) and 14 Strength with power attack to 24 Dex starting with an 18 dex. You only loose 1 dex worth of attack/ac/init/ref and do more damage as I don't think with slashing grace you would get 1.5x dex to damage for 2 handing it but you would get 1.5x strength and qualify for power attack on a 2 hand weapon.
Al-Khen wrote:
Multiple Similar Abilities: For items with multiple similar abilities that don't take up space on a character's body, use the following formula: Calculate the price of the single most costly ability, then add 75% of the value of the next most costly ability, plus 1/2 the value of any other abilities. Your equation is wrong for multiple similar is wrong if it were multiple similar, which it is not, it would be
“Other Considerations: Once you have a cost figure, reduce that number if either of the following conditions applies:” You can apply the highest reduction the item qualifies for not each one for a maximum of -30% so
All three traits you listed are Magic Traits and while I am having trouble finding the source, it may be PFS, you are only supposed to have 1 trait from each category. So only one of the 5% discounts can be used. So 16,695 * 0.95 = 15,860.25 if your PFS rules but homebrew table
"The multiple similar abilities rule is specifically for items that don't use a magic item slot (such as staves), and can't be used for items that do use a magic item slot." So its multiple different, not multiple similar so
Its being crafted as an equipment slot item that breaks the rules for staff creation and uses the easiest to get and most versatile crafting feat. Its is most certainly multiple different enchantments and by no means meets the test for similar enchantments. Each enchantment adds to the intended effect and multiplies the action economy value, saying anything else is miss leading to people who don't understand magic item creation.
Matthew Downie wrote:
In this case it would be more like you cornered a serial killer that was notorious for finding a way to get out of any situation given enough time, in this case waiting a day for new spells, and you didn't have any backup to bring him in.
Id rather have base inquisitor over preacher myself but I prefer both Sanctified Slayer and Sacred huntmaster over the base inquisitor, I hate 1 or 2 times per day abilities. The huntmaster works better for Melee but still can be very strong at ranged. The Sanctified Slayer can still take the feather domain and will have a lot of offensive power.
I recently service myself the challenge of building a Medium that was effective, fun to play, and true to the class concept. To find a single build that will work for all spirits requires limiting the focus of each. As I dislike both the location requirements and prepared spell casting I have chosen to use the Relic Channeler. This character should do well as the party face, minor buffer, support damage.
The Build Halfling 20 point buy Fleet Footed Str:10 Con:14 Dex:16 Int:13 (14 at 4th) Wis:10 Char:16
1st Weapon Finesse FCB skill point Skills: Diplomacy 1, Sense Motive 1, Perception 1, Spellcraft 1, Umd 1, Linguistics 1 Spells Medium 0:Prestidigitation, Detect Magic Arch mage 0: Acid splash, Mending 1:Magic Missle, Magic Weapon Hierophant 0: Create water, Mending 1: Shield of Faith, Divine Favor, Cure light after 6th Champion EWP Whip, EWP Scorpion Whip Tricksters edge: Disable Device, Acrobatics, Stealth
2nd FCB 1/3 seance bonus Skills: Arcana 1, Religion 1, Planes, Heal 1, Bluff 1 Spells Medium 0: Guidance
3rd Exotic Weapon Proficiency Scorpion Whip FCB 1/3 seance bonus Skills: Sense Motive 2, Sense Motive 3, Diplomacy 2, Diplomacy 3, Linguistics 2 Spells Medium 0: Stabilize
4th +1 int FCB 1/3 seance bonus Skills: Sense Motive 4, Diplomacy 4, Linguistics 3, Linguistics 4, Perception 2, Perception 3 Spells: Medium 1: Long Arm, Silent Image Arch Mage 2: Scorching Ray, Alter Self Hierophant 2: Lesser Restoration, Resist Energy, Cure Moderate
5th TWF FCB 1/3 seance bonus Skills: Diplomacy 5, Sense Motive 5, Linguistics 5, Perception 4, Perception 5, Bluff 2 Spells Medium 0: Fey Aspect 1: Unseen Servent
6th FCB 1/3 seance bonus Skills: Diplomacy 6, Sense Motive 6, Linguistics 6, Perception 6, Bluff 3, Bluff 4 Spells Medium 1: Expetious Retreat
7th Piranha Strike FCB 1/3 seance bonus Skills: Diplomacy 7, Sense Motive 7, Linguistics 7, Perception 7, Bluff 5, Bluff 6 Spells Medium 0: Grave Words 2: Haste, Invisibility Arch Mage 3: Fireball, Dispelled Magic Hierophant 3: Stone Shape, ?, Cure Serious
8th +1 dex FCB 1/3 seance bonus Skills: Diplomacy 8, Sense Motive 8, Linguistics 8, Perception 8, Bluff 7, Bluff 8 Spells Medium 2: Mirror Image
9th ITWF FCB 1/3 seance bonus Skills: Diplomacy 9, Sense Motive 9, Linguistics 9, Perception 9 Bluff 9, UMD 2 Spells Medium 1: ? 2: ?
There are still some holes to fill but using mithril BP and 2 agile Scorpion whips should make for a build with lots of options. The questions I have are, does arch mage suffer arcane spell failure and does relic Channeler get to pick a different skill for the trickster seance bonus or is that set too?
LoL I just looked up Emma Frost, definitely looks more like a straight psion with all the memory spells or a mesmerist. What I had envisioned was a bit more like Elsa from Frozen'TM(no one lets it go), speaking of which that would be an absolutely hilarious character to troll random PFS groups with or just the next time my wife DMs.
Its been mentioned already but the Mindblade really appears to be more of a buff then fight or reach build in order to spell combat. In my mind Enlarge person should pretty much be your go to spell to get reach with a 1 hand weapon then spell strike using the close arcana to hit once and acid splash spell strike once, maybe with frostbite active.
For one thing rapid reload is weapon specific not general. Maybe there is a good way to get what you are after with 5 levels of Bolt Ace and a heavy xbow. If its a home game you should be able to get your GM to approve the bolt is acceptable to replace the Arrow in the AA abilities. Remember too that you will need +6 BAB for the AA prereq.
I would like to throw out there that there is very high rate of suicide in the trans community. Abruptly removing a primary support mechanism can be devastating to someone who already feels troubled and alone. If you and your group care at all for Player T then I would suggest those of you who do speak with her in a more personal setting to ease into the idea that you would like downplay personal issues during game time. You are not trying to remove the support group but rather trying to preserve an environment where everyone at the table can release their current cares at least for a few hours and deal with problems that can be solved with dice and clever misuse of illusion spells. You can also take Player A aside and tell them not to antagonize Player T as it also hurts the carefree environment. |