How do cantrips and class focus powers heighten? For example lets say I take sorcerer dedication at 2nd level, choose the angelic bloodline and receive 2 cantrips, at 4th I take basic bloodline spell to get angelic halo, and then at 6th and 8th I take basic spell casting to unlock 1st and 2nd level spell slots. Does that mean when I cast the cantrips and bloodline power are they heightened to 2nd level, half my class level rounded up, or not at all?
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Houserule
MiggidyMack wrote:
Yes, yes, yes.
PCScipio wrote:
This is why I'm out of the playtest all together. Having a PDF only is no way to navigate this book's layout. Also leveling up isn't fun because of all the underwhelming options/layout.
I agree with the title of this thread and here's my issues. - Ancestry,it's boring and the featsdon't add much to the character. When im picking ancestory feats i feel im picking the feat im the most indifferent about instead of the one thats the coolest. - Skill feats, again boring. Much rather unlock a bunch of abilities on when reaching master and legendary in a skill then sift through a bunch of items in a dollar bin. - SPELL LIST FORMAT. This has caused all of my rage quits in character creation. For example first character, cleric. They have domains just like in pf1, are they listed in cleric section?
I'm very early in the process will do my first playtest on Sunday... Since the first character I made in PF1 was a Cleric I'm deciding to make a Cleric in PF2 with my first character. Already it's way more tedious/difficult to make a Cleric in PF2 than in PF1 and I was a complete noob to d20 tabletop when I made my first Cleric in PF1. Everything you needed to build the Cleric was in the Cleric section in PF1 as opposed to PF2 I'm doing a lot of flipping through the book to get through it.
Gorignak227 wrote:
Thanks for pointing this out I was confused as well, they should note domain powers are listed in spell section. The spell descriptions section is as organized as junkyard imo
None of the domain abilities have descriptions for them, just a table listing them [3-10]. For example the indulgence domain grants enhance victuals, there's no description, idk what this ability does. I guess I'll look up the meaning of the word victuals and add whatever bonus I feel with-in reason for spending a spell point
Just a first glance thought Ancestory - it was advertised by Mona i think you can make the most dwarfiest dwarf that ever dwarfed with ancestory compared to race. At first glance this is a complete falsehood, the PF1 dwarf is the dwarfiest dwarf because it has all the racial abilities right away and can pick and choose through alternative traits at lvl 1, where-as a PF2 dwarf has 1 at lvl 1 and every 4 after. I guess this mechanic, more accurately to put it, makes it so not all dwarves are alike. I give this change a meh to slightly worse then before Archetypes/multiclassing - the archetypes function like in starfinder so Im not enthused in the slightest, the only thing worse than this is resonance. Feat cost into multiclassing makes sense and im on board with it.
Thurs AM: 10-03 Death On The Ice [3rd star table]
Give them the true devotion trait from the players guide, I gave that trait to the inquisitor in my game. It's basically their god giving them a second chance because their destiny outweighs their sins. When the paladin regains his memory he'll find out he lost his paladin powers before becoming fugue due to his/her actions.
I have a PFS Shaman with Heavens spirit and always choose Lore for my wandering spirit (arcane enlightenment hex) to good effect. Heavens has strong spirit magic spells at every level, most which aren't on the Shamans spell list. Heaven's Leap is a great support hex that'll get your party members out of a lot of jams, Enveloping Void is also a great debilitator. Spirit abilities Stardust is essentially Faerie Fire, Void Adaptation you can see in deeper darkness, are always under Endure Elements and don't have to breath, Phantasmagoric Display gives a free casting of Prismatic Wall and Prismatic Spray. By using arcane enlightement as a wandering hex you can choose different wizard spells everyday.
Terminalmancer wrote:
Agreed it would be better if the side notes had their own page in the handouts section instead. I'm just going to copy and paste it into word and print out a separate sheet or print single-sided and cut them out and paperclip them to the gm screen
shaventalz wrote:
If this archetype is going to be pfs legal they'll have to errata it in additional resources that you can't use the ability after rounds are up. It'll probably be simpler for them to ban the archetype
Fuzzy-Wuzzy wrote:
Edit: Thundercaller - Bard that bangs on a drum and conjurers lightning, have fun with that.
Chess Pwn wrote:
The idea would be to take the lingering performance feat so first rd inspire, 2nd rd drop lightning while the other lingers. If I'm misinterpreting how to use lingering performance then yeah it negates the idea.
These are the following archetypes that stood out to me so far Sharptooth(Barbarian) – trade fast movement for swim speed, scent and keen scent for uncanny dodge chain, increased breathing underwater for trap sense, and bleed damage in place of rage powers at level 6 & 12. Seems ideal for Azlant AP or underwater home game. Thundercaller(Bard) – trade inspire competence, dirge of doom and frightening tune for the ability to drop lightning and cast the rage spell on allies. I don’t like playing Bards let alone ones that give up inspire courage for different abilities, this archetype keeps inspire courage! Inspiring courage and dropping lightning bolts at the same time sounds like fun to this guy Living Avalanche(Brawler) – There’s a rule in a writers room that every stupid idea goes on the board no matter what and sometimes the stupidest idea becomes genius, this is that stupid idea. This class is the Kool-Aid man of the wild so as expected trade out stuff to improve overrun and bull rush maneuvers. Viking(Fighter) – Not 100% familiar with the original Viking archetype, but I remember intimidation being a big part of it, which is still a part of this archetype. Nice flavor/versatility granting the ability to rage and select rage powers in place of fighter bonus feats. Highly implied you should board and sword with this archetype. Forester(Hunter) – no animal companion instead takes the ability bonus and a Ranger’s favored terrain. Trade precise companion for bonus combat feats at level 2, 7, 13 & 19. Trade teamwork feat with animal companion instead with allies, improved empathic link & speak with the master for evasion and improved evasion, camouflage for bonus tricks, breath of life for raise animal companion and lastly hide in plain sight for greater empathic link. I have no interest in the Hunter class because it entails lugging around an animal companion and specializing in utilizing said animal companion, this archetype on the other hand does not. All of the trade-outs are a net positive in my opinion by getting rid of the animal companion mechanic and everything that comes with it you get bonus combat feats, improved evasion, teamwork feats with allies, breath of life and favored terrain with stealth bonus in said terrain. Top 3 archetype in the book IMO. Water Dancer(Monk) – a lot of trade outs TLDR; no flurry, stunning fist, quivering palm, bonus feats, evasion, slow fall and abundant step. Add kinetic blast (water only), ki pool based off of charisma and bonus ac from charisma(dodge bonus) that stacks with the wisdom ac bonus, unarmed strike -4 levels, burn, utility wild talents -2 levels, ability to walk on liquid and eventually having a climb speed in liquid, metakinesis, and dimension door in water. This archetype is gushing with flavor and, rightfully so, a fan favorite amongst the paizo crowd. Only concern is if you’re going for power dps is nerfed by not having flurry for melee. Also with the kinetic blast you don’t get expanded element so you don’t have access to composite blasts nor do you have gather power so you’re always going to take nonlethal if you use any of your abilities that use burn. If I was in the Azlant AP I would totally dibs playing this class. Forest Preserver(Paladin) – trade aura of courage for favored terrain, divine health for woodland stride,
Tidal Hunter(Ranger) – trade out wild empathy/6th level combat feat to breathe underwater, track /camouflage for keen scent, favored terrain gets consolidated and stacked into water only, woodland stride for swim speed, improved evasion for tidal surge 1/day. If you’re playing an underwater adventure this is the superior option to take if you want to play a ranger. Sylvan Trickster(Rogue) – trade trapfinding for wild empathy, uncanny dodge for resist nature’s lore, improved uncanny dodge for DR cold iron, and lastly can select a witch hex in place of a rogue talent. You lose the ability to disarm magical traps, but in return you gain all the witch hexes including major and grand. Elementalist(Shifter) – haven’t really looked into the shifter, but turning into an elemental seems cooler than growing claws. Rageshaper(Shifter) – This archetype is the Incredible Hulk (nuff said), only drawback is when the additional resources are released for this book this archetype will be banned from pfs play due it’s susceptibility to pvp damage.
Investigator's aren't designed to be big dps characters, but here's what I did to get a little more damage out of the class (I have one in PFS). I gave my weapon a spell storing enhancement on top of the inspired enhancement. My amplification is focused force which I combine with the spell force punch (turns d4s into d6s) and store the spell into my swordcane. If you want to cheese it more get a lesser empower or maximize rod. You can also use that amplification for twilight knife which will provide you a flank plus a free extra attack with increased die damage since the spell does force damage.
I'll be available for all the twilight gamers Thursday Morning - To Seal a Shadow
Friday Morning - OFF
Saturday Morning - OFF
Sunday - Catch a flight
Taja the Barbarian wrote: Impundulu is apparently from the Serpent's Skull AP, and that specific module (Vaults of Madness) has no entry on the Additional Resources page, so nothing from it appears to be PFS legal. Yea I saw that would have been clearer if they left a note of nothing is available from #40
PossibleCabbage wrote: I mean, I'm inclined to put the druid first because of the whole "wild shape into a carnivorous crystal ooze and vital strike" thing along with "is best friends with a tiger" on top of being a 9th level caster, but are we just looking at spell lists here? This is strictly power if you know something we don't share. I'm the OP and I made my original list without full Knowledge on all classes. If you think Druid crushes the best overall state why, I'll prolly become better w/Druid because of it
I'm bored so I feel like debating the most powerful pc option in Pathfinder, the full caster. Below is my power rankings, based on op capabilities not favoritism, with very minimal reasoning for their position. Do you agree or disagree? Why? Don't care? That's fair I probably shouldn't either 1. Wizard - best spell list in the game
Kill the child murderer, take the evil act and attone. Paladins suffer from being being dullards, now you have a Paladin with a backstory where some stand by your actions as a saint while haters sit back with disdain of your actions against the code. Also it sounds like your dm misjudged the take photo, unless the text says it's an evil act.
All the Minnesota peoples are asleep I lost at roshambo so I'll be forced to spoon with Ryan in our "queen-size" bed. Dehning pointed out to me the who's who at paizo at the hotel bar, pack of drunks if you ask me (not the paizo staff Jon and myself that is). Excited to play a retired scenario tomorrow afternoon with Mark Moreland(SP) gming. That being said my drink could use ice but I'm too lazy to walk down the hall and get it, dog gone-it in-room ice machines stat Hilton.
I got to play Hands of the Muted God at another con otherwise I can play the rest. Honestly I'd prefer a scenario Mark is prepared to run so I'd prefer one of the bolded scenarios. Tier 1-7 characters 1 gm credit - lvl 1
TOZ wrote:
I'm the opposite where I don't prefer playing the most op classes in the game. I still thought 200+ with a Fighter with 18 Str was pretty impressive.
Martial all day. Easier to prep between games and I like doing good old fashion damage For the Fighter haters out there I played Eyes of the Ten and later modules with a Fighter(Weapon Master) in our party that rattled of 200+ damage in several encounters. He wasn't considered a weak link in the party. Favorite class tie between fighter, ninja or monk
jon dehning wrote:
If being served Merlot was my biggest worry things might actually start looking up for Paul. NOT THE CASE THOUGH!!! I'M STILL A BALD-FAT-LOSER THAT NO WOMAN WILL EVER WANT TO TOUCH! EEYORE! EEYORE!
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