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Pathfinder Rulebook Subscriber
![]() Talsharien wrote:
I think it's not worth any real discussion to be quite honest. At most, you could introduce a specialty skill feat if the distinctions between multiple different types of patients become relevant. If you implement any form of this kind of realism, be forward with players that this is fundamentally penalizing players who stray from the norm. ![]()
Pathfinder Rulebook Subscriber
![]() So... I'm a huge fan of a lot of things in second edition changing from both 1st edition and the playtest version. It's not about the fact that " you must have magic items". Not entirely I guess. My problem and I'm sure a few others that might have been misunderstood... Quality was perfect, it was fine conceptually. What we have here is exactly the same MECHANICALLY... but the packaging is absolutely ruined. There's no longer such a thing as "an incredibly high quality but nonmagical weapon" that has benefits over a basic blade. Magic weapons and armor are now functionally ubiquitous. There's no master blacksmith creating fine weapons and armor for the party without the power of "magic". It comes off as cheap and worthless, at least to me. Yes I can always reflavour it, but in the playtest it was the default other than the fact that magic items out scaled quality. I now have to explain this to parties when I GM, and probably get questioning looks of "what's the point" or feel some twinge of disappointment as my future ifrit or dwarf has to call upon the powers of magic for what should have just been a very fancy sword unless the GM decides that they agree with me. ![]()
Pathfinder Rulebook Subscriber
![]() I personally just refuse to sorcerers free spontaneous heightening without also giving the prepared casters the ability to spontaneously heighten/cast their spells as well, which I absolutely dont want beyond a shadow of a doubt, because that just kicks sorcerer back down in terms of having any advantage. The reason I cant just give it to sorcerer is that it would make divine sorcerer and likely other spontaneous classes with time extremely restricted in expected spell list when it comes to a proposed meta, with the second concern being opportunity costs in general. With free heightening the expectation that a sorcerer fill every single slot on the spell list, if not immeadiately but with time on level up/downtime to change their spells known, with the spells meant to remove and counteract anything and everything, and any other spell that's too invaluable to not carry around in an easily heightened form. Every Sorcerer ever would have to carry dispel magic, restoration(assuming it's on their current list) and the like, and there's a bunch of them. There's no meaningful choice to be had. Even if you had a divine sorcerer and cleric in the same party, there's NO value in having the cleric take those spells with the normal prepared rules when the sorcerer can have them at a much much lower opportunity cost. As is, a wizard should almost never carry around a dispel magic if they share the party with a spontaneous caster, but the limited number of heightenable slots keep it from being a burden on expectations for a sorcerer, which let's them build how they want. ![]()
Pathfinder Rulebook Subscriber
![]() Next thing you're going to tell us is that there isn't an expensive opportunity cost in the form of having to learn a new combat poison recipe every single level or having to take multiple feats and multiclass into rogue so you have a relevant DC, right? The current state of the alchemist class and its feats aren't really super thrilling to me. Everything tends to feel either too specific or feat-tax like.Powerful alchemy is still in and looks mostly the same, and the 10th level feat to barely keep poison DCs relevant seems to still be there too, though text is hard to tell with our screenshots in places. ![]()
Pathfinder Rulebook Subscriber
![]() Ediwir wrote:
I'd like to say that bespell weapon is less channeling various magicks through a blade and more making good efficient use of residual magic. The concept people have of spellstrike isn't necessarily about the mechanical benefits, though it would be fairly strong mechanically in second edition. Large flashy magical strikes are what I want from a magus like character. Focus based with spells like a wide flaming cleave or a lightning overhead with the same extended attack mechanic as the fire giant did in the playtest. Maybe options focused on various self buffs or curse/debuffs that cling to the opponent hit by the blade. Bespell just feels like a small bonus for using your last action or two to attack a creature in comparison. ![]()
Pathfinder Rulebook Subscriber
![]() Alenvire wrote:
It was very much a defined option in the playtest, and I dont expect that to change. ![]()
Pathfinder Rulebook Subscriber
![]() Paladinosaur wrote: Leshies and Lizardfolk seems like a terrible decision. There are lots of more popular ancestries. While I'm sure there's at least some more popular races, leshies earn a lot of immeadiate popularity when they were added as a race in Ultimate Wilderness. Plus. running the spectrum of races, and not just doling out the current popular race names is better imo. It lets people find new favourites and gives a shot to races that might not be as popular simply due to the fact that they're a latecomer or overshadowed by certain other races with ridiculously undeserved amounts of popularity (no names being named here). Plus, leshy are cool, and they're different from most other races. They're literally starting off with shining a spotlight on a race that isn't even a humanoid. ![]()
Pathfinder Rulebook Subscriber
![]() Something I'd like to see, based on the similar classes from starfinder, the Solarion and the Vanguard, is a class with some kind of building resource. I really hope that classes with more complex mechanics aren't going to be completely absent from second edition. Maybe something like a martial/caster hybrid class that "galvanizes arcane power" as they charge in and swing their blade before unleashing it with fancy burst attacks or self buffs. Another thing I'd like to see, maybe based on a reworked kineticist, is a class with a straight-up stance system. Some abilities having modified effects based on current stance or are only available in a given stance, with maybe feats that allow them to transition from one stance to another more fluidly than a monk. ![]()
Pathfinder Rulebook Subscriber
![]() Raylyeh wrote: I don’t mean to derail and it might just be me but I have no issue with the idea (and any mechanics that enable it) of thousands of level 1 characters (an army) being able to take out a dragon or other high level nasty. It makes sense to me and is another reason that said big bads don’t blatantly rule the world (other than PCs and other high level NPCs stopping it.) Meh, different strokes I suppose. It works mostly the same way it did in the playtest, but the new rules has 2 different use cases, if you would critically fail on a 20, you now only fail, where before it would be a success, and the reverse is true now with natural 1s, so that if you were so good at a task you would critically succeed on a 1, it would be just a success, actually preventing the armies taking on minor demigods scenarios. ![]()
Pathfinder Rulebook Subscriber
![]() My personal feelings on this are that some of these, like harpies, dryads(trees have genders!), and the like are perfectly sensible to have male and female variants. Diverse representation is a good thing, but, shoving it into every possible facet isn't inherently good just because of that. I think we shouldn't have a large number of "Only this gender" races, but it's fine that some exist, as long as it's not overly problematic in its use. And there's places where there's room for exploration with "only one gender" type races. Changelings, still being a traditional humanoid race, always born female in pathfinder, is fine, because there's explorable space in that and it's not overly problematic in its implementation imo. ![]()
Pathfinder Rulebook Subscriber
![]() The thing that's most important to me that I really like is the sense of visual clutter has been massively reduced, while still giving them a TON of equipment. I really like this because honestly... the clutter on the original PF1 iconics makes me feel uncomfortable even if I like the visualization of how characters are carrying all of their things. Other than that, part of me wishes droogami wasn't a snow leopard and didn't become such a goofy looking one, and I'm not a huge fan of new sajan, but it's whatever. ![]()
Pathfinder Rulebook Subscriber
![]() Looking at these, I feel like I'm looking at a misrepresentation of this, tbh. Your copies of the new art have a noticeable quality drop, whether it's intentional or not, lines not being as clean as they should be and the whole image feels blurry instead of faded. I appreciate the images being side by side, but I don't know how I feel about how it's currently presented. ![]()
Pathfinder Rulebook Subscriber
![]() Roswynn wrote:
Playtest update version scaled as something like 2+level for the damage reduction of paladin actions and Qundle absolutely does not have a skill feat for it, since his background being being a field medic grants him the ability to treat wounds in combat. ![]()
Pathfinder Rulebook Subscriber
![]() Doktor Weasel wrote:
I want to offer a few small counterpoints. The simpler and cleaner artstyle is something fairly true of every character. Fine detail has been sacrificed on all character designs revealed to reduce the feeling of clutter and mess that was common for PF1 iconic designs.Second of all... she really doesn't look like a small child. Her body and limbs are WAY too thin for a kid who would have a proportionally similar head. Even the kids with the body shapes typically described as "string beans" have way smaller proportioned head to body ratio. And I find the looks like an adult nonhuman weird because 1e Lini looks like a human in super dedicated cosplay in terms of human-ness. Non human humanoids shouldn't really look like humans in cosplay. ![]()
Pathfinder Rulebook Subscriber
![]() The change in her proportions feel fairly small while also making a significant difference in feeling for me. She's gone from looking like a small weird human with a skin condition who doesn't eat a whole lot to a small humanoid that feels like they could be related to the fey. I'm really happy with the move to differentiate the proportions of the races more strongly. Droogami reminds me of that one chubby tiger from zootopia, and it's not terrible, but I'm not the hugest fan of it I guess. ![]()
Pathfinder Rulebook Subscriber
![]() Thomas the Gank Engine wrote:
That's... not good. I already have enough issues with Sense Motive uses being rolled into perception while removing the ability to raise it. If now my sorcerer or other character is forced to be completely incompetent at reading things socially... I'm really not happy about that. ![]()
Pathfinder Rulebook Subscriber
![]() I'm loving most of if not all of the changes here, especially for the alchemist, though I feel like the class still has a few kinks that need to be worked out for each of the research categories, though I'll absolutely check them out in what little play time I have available to see how it matches against my gut. Bomber: the master proficiency in bombs might be enough to resolve the to hit issue, alongside the alchemist goggles, but I feel like the class wants a proper variant on the spell duelist wand and gloves. Chiurgeon: what this option grants you feels lackluster, though I know I shouldn't doubt the amount of raw healing alchemist has now. Mutagenist: Minor mutagens were absolutely on my list of wants, but the issue I have with mutagens and elixirs still remains. They want to a temporary counterpart to magic items, but they just can't compete long term. While they tend to come at a high value for their level(until spells and effects come into play) magic items replicate the value of these. The only thing that stands out as unique for the quicksilver elixir is that you gain a large movement speed boost and it was the expected way for you to play a bomber, because it was the only way to get a good item bonus for your bombs. The reflex save bonus competes with your armor, the hit bonus competes with magic weapons and the skill bonuses compete with skill items. And while for skill items it might mean you can choose to skip the skill item, for saves and attack bonuses, it makes any combat benefits to a mutagens FEEL bad. I'd rather mutagens grant a smaller benefit to combat abilities, but stack with your equipment. I'd would also like to see mutagens move away from being "acts like improved stat" and to something more like types of specialization, such as "duelist's aid" that improves melee defense, "crackshot mutagen" that specializes in ranged bonuses and perception, and so on, since the items are no longer providing direct stay benefits. Poisoner: The alchemist still suffers from the general DC failure issue that the poisons have. Instead of granting some weak benefits to resisting poison, can the variant have viable poisons at various levels? Maybe it's an issue that's potentially solved eventually by taking some feat taxes and rollout of various poisons trickling out with new rulebook and sprats, but that's a long time down the road, and until then, poison users feel weak and worthless and even then, they'll have a money/formula tax every level to make sure they're using a quality poison so that they feel like they stand a chance targeting the often strongest save at any given level. A feat that allows a Poisoner to combine quick alchemy with poisoning their weapon would be nice. Adding an additive or two for poisons would be nice. Things I'd like to see for alchemist in the core rulebook other than the stuff I talked about above: Make alchemist compete less with magic items and instead more with magic or a mix of both. I'd like to see more additives for all 4 researches. More items is a no brainer, but the most important thing in my eyes would be tools and bombs beyond level 1, such as cement foam or liquid pellet grenades. ![]()
Pathfinder Rulebook Subscriber
![]() bookrat wrote:
The Item crafting rules say, take 4 days, -1 day for each character level above item level, spent half at the start(15SPish) and half at the end(15SP), but you can spend additional days crafting and using the crafting skill to reduce the cost for each day work, discount based on level/proficiency. Consumables like elixirs can be made in batches of 4 at a time (there's a reference that this isn't always a case in an alchemist ability, but other references to batches don't seem to have anything about variable batch size) A level 4 Expert alchemist that makes 4 Lesser Elixir of lifes (level 4)
When they decide to finish crafting, they must pay the remaining balance left on crafting the item, so the alchemist who spent 5 extra days reduces the cost of his batch of elixirs by 3GP and must pay the remaining 21 GP(whole cost of batch is 48 GP, half(24) is paid at the start of craft, made 3 gp worth of crafting effort, leaving 21 GP unaccounted for). EDIT: Ninja'd super hard while trying to write this. ![]()
Pathfinder Rulebook Subscriber
![]() Pathfinder first edition was honestly completely terrible at monsters and players following the same rules. And now with second edition, they're honestly closer to following the rules like players are. Their level sets their baseline, their role likely defines their hit points and hit rate as well as skills, and their significant abilities will in ways mirror that of PCs.
Hit dice were ugly and frustrating. A CR5 monster doesn't have 5 hit dice, it has 6 or 8 or even 9, whatever they need so the monster doesn't suck, and then they had to play fun with numbers to make the stats work and the powers were too strong or too weak. The " hound of xul" has 24 charisma because it needed it's unearthly belch to be about DC 26, but they couldn't touch con and strength without giving it too much hp or damage because it's a magical beast, and then they gave it a + 2 racial bonus on the DC because even they thought going for 28 charisma would be overdoing it. Edit: fighting weird autocorrect decisions by mobile. ![]()
Pathfinder Rulebook Subscriber
![]() Jason S wrote:
1-2 damage per block would feel incredibly terrible. I understand that it might have come off as strong during your game, but reducing it below 4 damage might be balanced (This is going to be based on price of shields, value of character's reaction and actions compared to raising shield) in some ways, but it'll likely feel terrible in practice. Blocking 5 damage feels good at level 1, and if in turn shields come off as as more disposable, I might be fine with that. I'll admit I don't know much about shields, but if say dealing more damage than the hardness to the shield is a serious blow to the shield, wouldn't it be reasonable that after one or two serious blows that the shield would need repair? Otherwise, the AC bonus and damage = or below hardness represent glancing off and blows that don't heavily damage the shield. ![]()
Pathfinder Rulebook Subscriber
![]() GreyWolfLord wrote:
They've iterated in the past that they want us to be using the creatures in the bestiary (and PC built npcs to an extent?) to test if their framework for producing monsters even works before giving us the framework, because homebrew creations can start to quickly fall outside of numbers expectations and provide less useful information from groups that are doing custom campaigns and one shots since that information would be useful in its own right otherwise. ![]()
Pathfinder Rulebook Subscriber
![]() Doktor Weasel wrote:
If my memory serves, the indestructible shield has a hardness of 13 and never takes dents, and another shield of adamantine and high hardness had a hardness of 26 or 29, while lacking the nice benefit of never having to worry if your shield might shatter, and those were probably the top end of shields. ![]()
Pathfinder Rulebook Subscriber
![]() edduardco wrote:
Verdant feels a little late, Control weather is a ritual, meaning it doesn't use a spell slot. /SPAN> is a typo probably. Frequency/cooldown effects seem to be uncommon and for rare effects, such as using the shield cantrip to block and this effect. 8 HP is probably just the Racial HP, which probably stand to be 10, and they'll have a high natural con for the massive pool of HP. ![]()
Pathfinder Rulebook Subscriber
![]() graystone wrote:
And it doesn't, nor does just wanting a burnless kineticist, there's nothing inherently horrible about either. And I don't have issue with the overwhelming soul and the alternatives, though I'm aware that the balance for those archetypes were fairly under par. But as someone who has had a lot of experience with having their unique "toys" being gutted or drastically changed beyond recognizability for expanding their use to a wider audience, I'm heavily passionate about keeping mechanical soul intact for the toys I do love, and there's been a lot of anti-burn commentary in this and a few other threads. I don't want burnless kineticist to be the base and gold standard,as it would drastically change how burn would be able to function as a feature into a very limited state, and make burn optional, affecting the perception of people who play that variant in a way that has a very high chance to be viewed negatively and potentially banned from things like PFS, which affects the perception in my home games too, whether the burn variant is too weak or too strong. ![]()
Pathfinder Rulebook Subscriber
![]() graystone wrote:
You'll have blasty options that don't have burn mechanics, and there were archetypes that replaced burn. Burn was an actually interesting give and take that I enjoyed. I love classes like it, I love the oddball classes with an overheat mechanic in video games, I like the unlimited until you push yourself. These types of classes have place and purpose, that take the games normal rules into a weird but different place. Let people like me have our classes, stop trying to strip what made the class interesting and enjoyable to us away so you can have yet another toy. ![]()
Pathfinder Rulebook Subscriber
![]() AnimatedPaper wrote: It was brought up in another thread, but the possibility that Half-Elves and Half-Orcs become Human Heritage feats might raise some eyes if they went that route. Probably still less contentious than whatever they do with Multiclassing. As someone who loves half-elves, I'd be far more upset about that, because I'd be stuck spending a feat just on defining my characters' pasts and upbringings, even if the benefits from the feat aren't something that fit the characters. It'd certainly negatively flavour my view of the entire playtest, even if I'm aware how extreme of a PoV that is. ![]()
Pathfinder Rulebook Subscriber
![]() houser2112 wrote:
This terminology is so awkward and looks like gibberish to me, I'm not going to lie. But 5es implementation of scaling spells, and how they handled spells known and prepared is a terrible mess for me. And I rather like how wizard and sorcerer are laid out in 2e, and would like to see the return of arcanist style crafting, but not on the wizard as is. Even if sorcerer at the moment is likely a few degrees stronger (according to in house playtesting), removing spell waste from the wizard, cleric, and druid would honestly probably need a reduction in the number of spells available to keep the niche of spontaneous casting safe, and you're already pretty low as is. ![]()
Pathfinder Rulebook Subscriber
![]() Deadmanwalking wrote:
Dex to damage needs to be a true cost if it doesn't want to affect build variety, and a major one, if any class has access to dex to damage,it can't be at the cost of just a class/race/general feat, it needs to come at the cost of something very powerful/class defining that can't be regained. If dex to damage is available for as something as cheap as "part of the class", it pigeonholes the class, and as a feat, it becomes a feat tax for rogue and any class with access and dex as the key ability score . The problem is then that the people who choose dex to damage might cry that they're being "punished" for wanting dex to damage, and this "solution" only works for rogue as is. ![]()
Pathfinder Rulebook Subscriber
![]() Doktor Weasel wrote:
To veer off topic a bit to talk about kineticist. Objectively kineticist does fall a bit short, but not by a HUGE amount, and does what the class set out to do without outpacing alternatives in the same/similar roles (which would have been a bad sign, outside of a few circumstances. Even though kineticist did get support after its launch, it does suffer from not being released by the same time as the magus of included in core.A few of its wild talents are priced too highly considering how health costs work, but the combat and infusion side plays out to be very well balanced for their cost, considering how many raw hit points a kineticist has between natural Con, their defense and EO stat bonus. The class is very much balanced, does what it is supposed to do, but it might be a bit too fair in the wake of a lot of other classes being able to be unfair. The fair vs unfair thing is actually a concern of mine for the new alchemist. The class seems alright, but with how bomb damage currently appears to work, the effectiveness of the other elixirs, alchemist has a lot of really cool abilities, but the strength of them comes off as too fair compared to "do it all day" martials and "blow the load" casters. ![]()
Pathfinder Rulebook Subscriber
![]() houser2112 wrote:
The thread has gone over this multiple times, and the devs have said that they've fully understood how absurdly strong giving sorcerers such a boon would be, so they gave them a 2 day because giving them none would make them too weak, but all is too strong. And doing such a thing to wizard would absolutely destroy their viability, even compared to a sorcerer with no free heightening. ![]()
Pathfinder Rulebook Subscriber
![]() I want a character with low strength and high dex to be viable, I don't want them to not be, but I want the character with 10 strength and 20 dex to deal less damage than an otherwise identical character with 16 strength and 20 dex, and have that lower strength actually mean something. I think the strength and ACP direction is a good option, but I don't think it alone is enough for differentiation. ![]()
Pathfinder Rulebook Subscriber
![]() Fargoth's Hiding Place wrote:
I read this stuff, and look at the playtests we've actually been able to participate in, with the classes that got major changes. It just makes me think "I saw all the playtests and I had super strong opinions on the subject and wanted it my way, but paizo didn't go that way". There was a lot of this during the OA playtesting, and 2 of the classes that recieved from that playtest came out as two of the most balanced and fun(fun is subjective I'm aware) classes in all of pathfinder. I wouldn't give them a 100% approval rating, sure, but this narrative of "Paizo doesn't listen to playtest feedback" is ABSURDLY wrong. A lot of the reason behind this narrative push comes from people who didn't get the kinds of changes they want. They wanted kineticist damage gutted or needed huge damage buffs to keep up with the best archer fighters, they wanted burn to be completely removed from the class because they felt it was the worst design decision ever. They felt that throwing out OA altogether would have been better simply because they didn't like psionics and didn't want it in their pathfinder. Not everyone who has concerns about the viability of playtesting is like this, but I know a number of the ones who are crying "bad track record" are operating in poor faith over reasons like above. ![]()
Pathfinder Rulebook Subscriber
![]() dragonhunterq wrote:
Not a fan of flat arrays either unless my characters demand it,nor am I a fan of spires, I prefer stats with peaks and valleys. I like having a character with an amazing stat, a fairly good stat, 2 decent stats and 2 lackluster, though I do like to change that up. When you make Strength completely unimportant for anyone who gets access to Finesse Striker... suddenly they'll see a 10 strength character who's impressive in everything else with smart ability score distribution, more of a plateau overlooking a deep hole. All dex to damage does, with the number of ones I've seen (I've seen far more players with dex with dex to damage builds than I have regular strength builds, but that's an anecdotal and a quality of the group I play with), is promote that any character that would use dexterity as their primary stat make the "choice" to neglect strength as much as the rest of the group would let them get away with. They usually always neglected their encumbrance outside of their original character sheet creation. This isn't really about "Fantastic" or "Realistic" it's more about meaningful choice and consequence. I want to feel like having a finesse character investing in strength to be an actual choice rather than "You're being stupid for not just dipping rogue/grabbing dex to damage for a melee Dex-fighter". I want my level 15 bard to be able to look like S16 D20 Co14 I12 W14 Ch21(23) because they're able to hold their own in a fight, but if I have access to dex to damage... they should probably just look like S10 D20 Co16 I14 W16 Ch21(23), and suddenly every melee bard starts looking pretty similar, only difference is whether you want better int or wis, unless you REALLY want to push for a melee strength bard. ![]()
Pathfinder Rulebook Subscriber
![]() dragonhunterq wrote:
Dex to damage is a cancer that reduces any concept that likes dex to the same exact array. There's no variety in dex to damage, no decision making, no choice. Every class/concept should have primary, and probably a secondary( this is proving true in 2e) if that second stat is that important... ( Which is pretty true of every caster so far). After that you should have a choice in your stats. If you should want more damage in martial combat and more carrying capacity? Go strength. You don't need more? Feel free to pick what you feel you need. I want pathfinder second edition to run with 0 straight stat replacement options including dex to damage or alchemists int to resonance. ![]()
Pathfinder Rulebook Subscriber
![]() Unicore wrote:
haste and it's big brother time stop have carried connotations of the user acting faster because their brain is moving faster with their use and various descriptions in pathfinder, and slipping out traditional wizard spells into the druid and cleric would feel incredibly off, so with both facts in mind, haste and time stop are decidedly mental spells. ![]()
Pathfinder Rulebook Subscriber
![]() kaid wrote:
This and the wizard will never have an ability score that matches a fighter in its specialized stat, assuming both are keeping it maxed. The two have an equal modifier from ability scores from level 5-9 and 15-19, otherwise the fighter will be ahead on the ability score, and then you can account for proficiency. And fighters have a lot of tricks that we don't really have a full picture on yet. ![]()
Pathfinder Rulebook Subscriber
![]() TheFinish wrote:
Assurance athletics is from her background as a farmhand, so she probably got it for free without needing to meet the requirements. Fumbus has his background feat and alchemical crafter from being an alchemist. ![]()
Pathfinder Rulebook Subscriber
![]() TheFinish wrote:
Actually... I think she's untrained in athletics. If she is, and even if she isn't, it would mean that cleric has an absurd number of skills 5-6 even. She's apparently trained in religion, medicine, performance, diplomacy, and survival already. ![]()
Pathfinder Rulebook Subscriber
![]() DerNils wrote:
Weapons are a fair bit more complex, but players generally only need to learn one weapon or two at a time (god help the GM , but they should be knowing what they're getting into if they see all of the weapon complexity and go straight into using NPCs using a ton of different weapons with different properties). And leveraging the full benefit of all the properties of a weapon isn't easy for a beginner, the traits themselves seem to be fairly straightforward most of the time. Scimitars get a +1 to hit if you switch targets in a turn, and the weapon gets a +1 to damage on the second attack against any target, and a +2 on any attacks after that, if they make one. Heal isn't a touch spell? It's got 3 different forms of targeting, melee touch, simply choosing a target without regard for accuracy (though you could make it ranged touch by doing the 1 action version with reach metamagic, but I digress), and targeting everything in a 30ft radius. It's a bit weird that the touch version targets AC, but the other two versions don't target AC, but it's not that much of a burden. They probably don't want the players to have to deal with their ranged heal spell on an ally missing. Kyra has a lot of pools, but that's the tragic fate of being a spellcaster. Spell points for spell powers, Spell Slots for Spells, Channel energy as the cleric alternate for School Spells/Wildshape bonus spells. Ideally most people playing spellcasters are going to get the gist of it before resonance becomes something to manage and more than the very easy to remember "this goes down by one when I drink this potion or use this scroll and it will get a bit weird if I run out" Thankfully other than spells, for a cleric, the pools are distinct and are only used for 1 thing (if you don't take feats that expand it) at first level. ![]()
Pathfinder Rulebook Subscriber
![]() rooneg wrote:
It is a spell? It uses the spell rules for everything, other characters will be affected by it the same way as every other spell, it uses the same actions to perform, but it's called a power to be clear that it's from a different mechanical source than where capital S Spells come from, using spell points and comes from class features and feats, rather than slots and the spellcasting feature/traditions. ![]()
Pathfinder Rulebook Subscriber
![]() rooneg wrote:
I don't see your hang up, like, at all. Spell points are used to cast powers, which are a type of spell, just like how the other type of spell is cast using spell slots. ![]()
Pathfinder Rulebook Subscriber
![]() Marc Radle wrote:
Personally I really like them and wish it was easier to use them on my own sheets, they draw my eyes to them and helps me focus on the content better, as someone who sometimes has issues keeping her head on straight when reading things. ![]()
Pathfinder Rulebook Subscriber
![]() Darkorin wrote:
That's SUPER nasty and awful, fireball (4th) is good enough for fireball at 4th level, and NO ONE wants them to waste that much space on every. single. scalable. spell. If you have heal (3rd) known, I don't think there's an issue with saying you cannot undercast/deheighten the spell. ![]()
Pathfinder Rulebook Subscriber
![]() kaid wrote: So it says due to using resonance during downtime to make items they only have 2 resonance to spend but what did they spend it on during downtime. It can't be quick alchemy or those would already be useless. That is really confusing. The pregen sheets skip daily preparation like spells and have it done in advance. If it weren't a pregen, presumably most of those alchemical items in the alchemists sheet were made as part of daily preparation spending 3-4 resonance as a rough guess based on stats, items, and resonance stated as left over. ![]()
Pathfinder Rulebook Subscriber
![]() Ninja in the Rye wrote:
They were clarified to have 4 spells a day and 4 spells known per level at cap, and the incredibly powerful ability to copy fit two of their spells to whatever heighten level they need at the time of casting, which is honestly a stronger ability than it might feel at first glance, since a wizard can very easily not have it at an appropriate level or prepared too high or too low to be of real use. ![]()
Pathfinder Rulebook Subscriber
![]() graystone wrote:
Meanwhile I hope for the complete opposite. The Kineticist was perfection in what I wanted in a "primal elemental caster" with a cast from hit point ability. If they take away burn, they'd have to tear away so many things that made the class fantastically fun, and I'm worried about how they'd introduce kineticist without damaging what it is. Reducing them to a spell point system would feel boring and lacking.
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