Mystic Theurge

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Pathfinder Lost Omens, Rulebook Subscriber. Organized Play Member. 1,665 posts (1,670 including aliases). No reviews. No lists. 1 wishlist. 2 Organized Play characters.


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Pathfinder Lost Omens, Rulebook Subscriber
Unicore wrote:
It’s not about the Wizard specifically except that the Wizard has the most top rank spell slots to cast.

Sometimes, maybe, in some circumstances, depending.

It's the same old record, a hypothetical Wizard committing all their resources to maximise spell slots vs a generic alternative that isn't.

Unless Sorcerers and Oracles lose some spell slots and lose some feats, this simply isn't true by default and needs to stop being treated like its just a fact.

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Table Presence is not the frequency at which a class appears at different tables.

None of us have any substantive data on that one way or another.

Table Presence in the TTRPG context, as opposed to the general board game one (though it derives from there), is the unique, striking, interesting or otherwise atmosphere impact a class has by its presence on the table.

Necromancers, for example, have a high table presence. Their thralls are very striking and impactful, have many flavourful abilities that play on this striking feature, and are an evidently distinct addition to a table - different and apart from other spell casters.

The criticism is Wizards is that they have a very low table presence. In their niche as spell casters, they don’t have much in the way of striking or unique features which makes them stand out versus other spell casters.

It’s not an absolute value judgement, just a gulf of quaila between them and other classes.

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Teridax wrote:

So, reading carefully through the OP, my takeaways were:

  • 1. The Wizard's best choices of feat at early level are feats available to other classes, such as Conceal Spell, Counterspell, Familiar, and Reach Spell.
  • This was going to be my observation as well. The conversation has hinged on the usefulness of generic caster feats, rather than things which are particular to the Wizard themselves.

    Theaitetos wrote:
    It's not quite fair to devalue a Wizard's feats just because other classes have access to some of them as well.

    In context, I think its very fair.

    One of the problems with the Wizard overall is their lack of table presence and the answer to "why play a Wizard over [x]", you can't really answer those questions while looking at options which are widely accessible to other classes.

    It just doesn't answer the question at hand, regardless of the quality of the feats themselves.

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    Pathfinder Lost Omens, Rulebook Subscriber
    Theaitetos wrote:

    Thanks for working in the new Impossible Magic spells!

    I would suggest adding Dimensional Drop to the introductory "Heightened Spells" sections for Arcane 5 and Occult 5.

    This is going to be one of those sleeper spells that makes GMs properly read the falling rules for potentially the first time.

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    Frankly, it’s hard to make the school more class defining than it already is. It currently dictates 25% of all the spells you can cast, and restricts that 25% to around 19 spells at base, plus provides all of any given wizard’s focus spells.

    Which, given that most schools are shockingly bad, is just more levels of suck.

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    Pathfinder Lost Omens, Rulebook Subscriber
    Ryangwy wrote:
    Unicore wrote:

    A 20th level wizard casting any serious spells out of their 1-5 spell slots in meaningful encounters is in big trouble. This is a point in the game where they can reprepare slots indefinitely from slots ranked up to 4 so it is nearly impossible to need those slots.

    AestheticDialectic wrote:

    It's a bad example because anyone choosing that curriculum is choosing spellblending. It still ought to be better, but you're gonna choose the thesis that fits the blasting school

    You're both kind of proving Teridax's point that the wizard has glaringly obvious pain points that may not be that big a power loss but feels terrible and upfront, making it the worst possible class design, though.

    Frankly, this entire mess could be easily solved (along with the focus spell issue) by letting Wizards Double Major as a feat in the same way Order Explorer and Lessons work for the Druid/Witch. Cut the pointless table variance about adding spells to curriculum with permission out and just let the academic class do what you'd expect.

    Every part of the school system is poorly thought out and ill-designed. There was a lot of ways they could have remastered, and they honestly picked one of the worst possible.

    People on this forum, in this thread, had discussed and dismissed the current implementation as being "too bad" before the remaster happened. And yet, it happened anyway.

    Having an actual, mechanical, way of adding more spells to the curriculum slots would add remove some of the suck however.

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    Pathfinder Lost Omens, Rulebook Subscriber

    Chassis Updates

    Skill Update:

    Quote:

    Skills: Trained in Arcana and Academia Lore

    Trained in a number of additional skills equal to 2 plus your Intelligence modifier

    New Class Feature: Well Educated

    Quote:

    You can use Academia Lore to Recall Knowledge on any topic. When used to Recall Knowledge on a creature, this information is limited to things inherent to the creature itself, not any learned abilities or abilities granted by items.

    At 3rd level, you become an expert in Academia Lore; at 7th level, you become a master in Academia Lore; and at 15th level, you become legendary in Academia Lore.

    New Feats:

    "Field Survey" - 1st level wrote:
    Whenever you successfully identify a creature with Recall Knowledge, keep track of that type of creature. When attempting Recall Knowledge checks against creatures on your list in later encounters, you gain a +2 circumstance bonus, and you learn an additional fact about such creatures on a success.
    "Cross-curricular studies" - 4th level wrote:

    Select an Arcane School other than your own, you may prepare spells from the chosen schools curriculum spell list using your curriculum spell slots.

    You may select this feat again at level 8, and again at level 16, choosing a different Arcane School each time.

    "Re-examine your axioms" - 6th level wrote:

    As a 10 minute activity, you may re-prepare an unused spell from your curriculum spell slots, with another spell of that rank or heightened to that rank, from among your curriculum spell list.

    You may Re-examine your axioms while refocusing.

    There, its fixed.

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    Pathfinder Lost Omens, Rulebook Subscriber
    Gortle wrote:
    SuperParkourio wrote:
    Moth Mariner wrote:

    Stick On - Impossible Magic pg 164

    This rank 1 spell is very cheesy if you have access to additional movement types.

    Why? No save.

    Anyone with access to flight, waterbreathing, or burrowing, can Stick On with no save, move to a deadly location for their target, and then dismiss. Maybe even viable with the Jump spell or similar. And of course this works both ways. Players can do it, or enemies can use it vs the players. A dragon is going to love it!

    Edit: Oh and technically you can use Reach Spell with it? How does that even work??

    It doesn't work with Burrow.

    Forced Movement wrote:
    If forced movement would move you into a space you can't occupy—because objects are in the way or because you lack the movement type needed to reach it, for example—you stop moving in the last space you can occupy.

    I don't read the forced movement rules in such a way as it would stop that. For sure you can't be forced to move through an obstable if there is no way for you to go through the obstacle, but you can be moved underwater if you can't swim, you can be moved into the air if you can't fly. If the movement which is forcing you is providing the ability to move through that medium with the victim then I would allow it to work. But as you say most burrowing abilities don't allow you to take someone else with you.

    People have been telling me I can't put Gravity Well on the ceiling, and have people be pulled up towards the centre, since 2021, so there seems to be a lack on consensus here.

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    Pathfinder Lost Omens, Rulebook Subscriber
    Maya Coleman wrote:
    Things got civil! I love it!

    litters in front of a trash can

    Anarchy now!

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    Oh! I almost forget, it took almost a full year, but about 3 weeks ago I finally got to use Instant Minefield in a social setting.

    It was pretty damn fun.

    It was aided largely by the fact I was War Mage Wizard, and we agreed that Instant Mines would trigger the Dedication ability.

    Watching as people triggered mines, and then pushing them into untriggered mines, and then pushing them again, was really fun. 11/10, would recommend.

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    Pathfinder Lost Omens, Rulebook Subscriber

    For clarification on the healing maths, and someone please correct me if I am wrong, but it should look like:

    Level 1
    - Thrall Healing: 1 HP per Thrall
    - Moonweave: +0 HP
    - Fast Healing: —

    ~ Healing Formula

    1 HP × Thralls

    Level 5
    - Thrall Healing: 2 HP per Thrall
    - Moonweave: +2 HP per Thrall heal
    - Fast Healing: —

    ~ Healing Formula

    4 HP × Thralls

    Level 9
    - Thrall Healing: 3 HP per Thrall
    - Moonweave: +2 HP per Thrall heal
    - Fast Healing: —

    ~ Healing Formula

    5 HP × Thralls

    Level 13
    - Thrall Healing: 4 HP per Thrall
    - Moonweave: +5 HP per Thrall heal
    - Fast Healing: 6 HP/round
    - Moonweave on Fast Healing: +5 HP (once)

    ~ Healing Formula

    9 HP × Thralls
    + 6 HP/round Fast Healing
    + 5 HP once (Moonweave applied to Fast Healing)

    Level 17
    - Thrall Healing: 5 HP per Thrall
    - Moonweave: +10 HP per Thrall heal
    - Fast Healing: 8 HP/round
    - Moonweave on Fast Healing: +10 HP (once)

    ~ Healing Formula

    15 HP × Thralls
    + 8 HP/round Fast Healing
    + 10 HP once (Moonweave applied to Fast Healing)

    Level 20
    - Thrall Healing: 5 HP per Thrall
    - Moonweave: +10 HP per Thrall heal
    - Fast Healing: 10 HP/round
    - Moonweave on Fast Healing: +10 HP (once)

    ~ Healing Formula

    15 HP × Thralls
    + 10 HP/round Fast Healing
    + 10 HP once (Moonweave applied to Fast Healing)

    This means, if we are comparing it to Lay on Hands in terms of in-combat effectiveness, Lay on Hands is the winner until 10th, then it starts to swing the other way, and healing output by the Necro just gets greater there after.

    So, assuming a 10 round encounter where 1 Thrall is popped per round vs 3 full uses of Lay on Hands

    By 20th we have:
    - 260 HP Blood Necro (full build)
    - 180 HP Lay On Hands (only)
    Necromancer (+80)

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    Somehow I never read Fan Dancer before now. Holy moly!

    Now I want a Fan Dancer/Veil Dancer/ Laughing Shadow Magus

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    Pathfinder Lost Omens, Rulebook Subscriber

    I was honestly very surprised by the lack of focus item for the Necro. I kept thumbing through my copy assuming I had missed it.

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    I hope both classes get a major glow up. After the Necromancer and Runesmith, I’m worried neither of these classes even have the conceptual “oomph” to be really as good.

    Maybe the Slayer. Maybe.

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    Pathfinder Lost Omens, Rulebook Subscriber
    Trixleby wrote:

    The put out an errata but still didn't really clarify the necromancer dirge that was a conversation earlier in the thread. Although now that we all have the text in front of us (or those of us who bought it), at least we can have more eyes on it?

    I think the discussion was whether or not Necromancers could add more spells to their dirge, because there's a final sentence about Learn a Spell, but people felt like the language was unclear.

    Maybe Paizo feels it's clear enough and so therefore did not address it even though they did address the Hedge Mage?

    It’s one of those bits of text that, had they not included specific wording for other classes to spell it out, I would have said was unnecessary.

    But because they did include text for other classes, I agree it could use some clarification.

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    Souphin wrote:

    It sounds OP and goes against the 'damage doesn't heal'
    With the 4th level feat to expand it to 60ft and just stand in the middle of the map and damage all the bad guys while healing all the good guys feels OP
    It is what it is

    Damage doesn’t heal, generally.

    This damage, specifically, does heal.

    It is very strong but not broken. Phoenix sorcerers having been doing stuff like this since 2021.

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    Souphin wrote:

    When using harm, mastery of life and death, and invert harm can a necromancer in their 3 action turn damage enemies in their 30ft emination while healing allies in their 30ft emination

    I am trying to get clarification and I asked in another group but the chat misheard or abandoned the question.

    With both Mastery of Life and Death & Invert Harm, with a single casting of a 3-action Harm spell you can:

    1) Damage any living enemies within the radius
    2) Heal any living enemies within the radius
    3) Damage any living allies within the radius
    4) Heal any living allies within the radius
    5) Damage any Undead enemies within the radius
    6) Heal any Undead enemies within the radius
    7) Damage any Undead allies within the radius
    8) Heal any Undead allies within the radius

    You can select any one of these 8 options on a per target basis, for each and every possible target within the radius of casting.

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    Pathfinder Lost Omens, Rulebook Subscriber
    Souphin wrote:
    Finoan wrote:
    NorrKnekten wrote:
    EDIT: Turns out Finoan had a very similar answer

    And Graystone as well at the same time.

    NorrKnekten wrote:

    Im relatively sure the reason as to why is both because;

    A. They missed this interaction with effects that heal undead while also dealing void damage.
    We are talking about a class feat that affects exactly one single spell. What is there to miss?

    It does a lot for that one spell

    At fourth level they can do an emanation with the harm spell of 60 ft to heal who they want while harming who they want within that 60 ft

    Bit of invest into cleric gets you d10 harms and healing based on the damage.

    Really strong case for "Prepare Harm in every slot"

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    Pathfinder Lost Omens, Rulebook Subscriber
    Unicore wrote:
    Old_Man_Robot wrote:

    Where have we landed on who needs to be in the radius of Bless to gain its benefit, the Necromancer or the thrall?

    I had been on the Necromancer side, but Reddit seems to be rallying on the thrall-side. If the Thrall side is indeed correct, then I have some beastial mutagens to pour down some focus-point derived monstrosities throat analogs.

    I am squarely on the side of it having to affect the Necromancer. The thralls have no statistic to modify with a bonus. Similarly , any penalty the Necromancer is taking, like being sicken or afraid, is going to affect the thrall.

    I much agree.

    The counterargument seems to be that it is the Thrall that is making a normal unarmed strike independently, just using your base modifier. It can then have anything that would modify a strike applied to it separately. This is worse in some ways, better in others. It would mean that a Necromancer inside the radius of a bless would not share the bonus to hit to all its thralls at once, but, at the same time, it would open up individual thralls to have specific bonuses applied to them - such as Bestial Mutagen - which would really push their accuracy (eventually beating even a fighter at 19/20th).

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    Pathfinder Lost Omens, Rulebook Subscriber

    Where have we landed on who needs to be in the radius of Bless to gain its benefit, the Necromancer or the thrall?

    I had been on the Necromancer side, but Reddit seems to be rallying on the thrall-side. If the Thrall side is indeed correct, then I have some beastial mutagens to pour down some focus-point derived monstrosities throat analogs.

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    Pathfinder Lost Omens, Rulebook Subscriber
    exequiel759 wrote:
    Old_Man_Robot wrote:

    Double Remaster Class List:

    - Psychic
    - Wizard
    - Inventor

    Let’s go!

    I'd personally add investigator to this list. Make it a bit more unique and not 90% rogue and I'll be happy with it.

    I was debating adding investigator to the list, but I wavered in that it might skate by on its current merits due to its unique features.

    But sure, let’s throw it in as well.

    We can call the book “Intelligence Reimagined”

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    Pathfinder Lost Omens, Rulebook Subscriber

    Double Remaster Class List:

    - Psychic
    - Wizard
    - Inventor

    Let’s go!

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    Pathfinder Lost Omens, Rulebook Subscriber

    Hey folks! I haven’t put much time into the Runesmith yet, but one of my group has asked for help building Alexander Armstrong from Fullmetal Alchemist as one.

    This would amount to a strength based, melee focused, Runesmith who primarily uses Spiked Gauntlet’s as their weapon of choice, but with a heavy flair towards the artistic.

    I’m thinking they most likely want to add the wrestler archetype here as well, since we play with FA.

    As far as particular runes or rune combos go, I’m a little out of the loop.

    Are there any particular ones they should focus on? Any rune combos they should know about?

    Thanks in advance folks!

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    Pathfinder Lost Omens, Rulebook Subscriber

    How are people planning to gear the Necromancer? I’ve got the standard caster items, but I can’t help but feel I’m missing some tricks with the Thralls.

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    Pathfinder Lost Omens, Rulebook Subscriber
    TheFinish wrote:
    batimpact wrote:
    One Thrall question. When you command a Thrall to Strike, does it get the attack roll bonuses you have as the Necromancer or only the bonuses that itself has? Like to get the bonus from Bless, do I need to be its emanation or does the Thrall?

    The wording is "makes a melee unarmed atttack using your spell attack modifier", and in Checks (Step 1, Roll d20, right before "Fortune and Misfortune") the rules say:

    "The sum of all the modifiers, bonuses, and penalties you apply to the d20 roll is called your total modifier for that statistic."

    So I'd say the Necromancer has to be benefitting from the effects, not the Thrall.

    I feel like this is the correct and intended decision here.

    So a Thrall outside the radius of a Bless would still effectively have its status bonus to hit from it, as long as the Necromancer themselves is within its area.

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    Pathfinder Lost Omens, Rulebook Subscriber

    Say more.

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    Pathfinder Lost Omens, Rulebook Subscriber
    Dargoth876 wrote:
    Has the spellstriker staff been Remastered?

    The version featured in Treasure Vault is the remastered version. There hasn’t been an additional revision of it in Impossible Magic.

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    LoreMonger13 wrote:
    Old_Man_Robot wrote:
    Blave wrote:
    Blue_frog wrote:
    Infuse Void is mandatory because Necromancer is all about focus spells
    I don't think Infuse Void is quite as essential as you state. Three Focus points per fight is plenty in most cases.

    Sure 3 is fine...

    POWER HUNGRY, FEAT 18 wrote:


    NECROMANCER
    Prerequisites Reclaim Power
    You focus your hunger, allowing you to consume even more power from your thralls. Whenever you destroy three thralls with Reclaim Power, you completely refill your focus pool.

    But 7 is better.

    Do Necromancers get the ubiquitous level 12 "Whenever you Refocus, restore all focus points." feat as well?

    If so, imagine them getting tagged by a buddy with Divine Inspiration after spending those initial 7 points and immediately getting 3 more xD

    For when an encounter absolutely needs 100d12 of void damage.

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    Pathfinder Lost Omens, Rulebook Subscriber
    Blave wrote:
    Blue_frog wrote:
    Infuse Void is mandatory because Necromancer is all about focus spells
    I don't think Infuse Void is quite as essential as you state. Three Focus points per fight is plenty in most cases.

    Sure 3 is fine...

    POWER HUNGRY, FEAT 18 wrote:


    NECROMANCER
    Prerequisites Reclaim Power
    You focus your hunger, allowing you to consume even more power from your thralls. Whenever you destroy three thralls with Reclaim Power, you completely refill your focus pool.

    But 7 is better.

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    Pathfinder Lost Omens, Rulebook Subscriber

    Not a concept, but just a little something I just thought about.

    Thralls are capable of granting both off-guard and lesser cover.

    This makes the Phase Bolt cantrip particularly effective with some defensive thrall placement.

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    Given how baffling this is, I’m wondering if a bigger cut of Demiplane was negotiated in exchange for some form of “exclusive” partnership.

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    Oh, I see what you are saying now.

    That does seem like an oversight rather than intentional.

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    Pathfinder Lost Omens, Rulebook Subscriber
    Kitusser wrote:
    Quote:

    Your dirge contains your

    choice of eight occult cantrips, the 1st-rank spell harm,
    and four other 1st-rank occult spells of your choice. You
    choose these from the common spells on the occult spell
    list or from other occult spells you gain access to. You
    can prepare and cast harm as an occult spell.
    Each time you gain a level, you add two occult spells
    to your dirge, of any spell rank for which you have spell
    slots, chosen from common occult spells or others you gain
    access to and learn via Learn a Spell
    (Player Core 230).
    Ughhhhhh. No way to learn additional spells on a prepared caster?

    Perhaps I’m missing something here, but this seems fairly inline with the language in both the Witch and Wizard, with the obvious exception except of their unique mechanics for learning.

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    Pathfinder Lost Omens, Rulebook Subscriber

    I’m happy that I got one of my playtest feature requests for the Necromancer answered.

    DeathSpeaker 1st wrote:

    Your voice and magic speak to the core existence within

    undead creatures, circumventing the need for the creature to
    comprehend. Your spells and abilities ignore the mindless trait
    and any immunity to emotion, fear, or mental effects when
    targeting or affecting undead creatures. Additionally, you
    gain a +1 circumstance bonus when you attempt to Make an
    Impression on and make a Request of an undead creature.

    After reading the spirit Necromancer, I really liked the idea of playing a gentle Necromancer, like Emmrich from the most recent dragon age game.

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    Pathfinder Lost Omens, Rulebook Subscriber

    Speaking of the Magus, it looks like they have been printed with the pre-master version of Knowledge is Power by mistake.

    That, or they have two feats with the same name, 2 levels apart, which technically stack.

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    Pathfinder Lost Omens, Rulebook Subscriber
    LoreMonger13 wrote:
    Old_Man_Robot wrote:
    Because Spellshield has no limit to its uses, and always casts the spell at the heightened rank, we always have an eligible target for Bond Conservation, and we can just keep doing it turn after turn.

    Spellshield has no uses at all, because what it gives you is the Drain Bonded Item action, which has a listed frequency of "Once Per Day".

    You are not using a "Spellshield" action, as it's not an action at all, you are using Drain Bonded Item, so all rules tied to that go from Drain Bonded Item.

    This is an unusual critique. There many examples of a feature modifying another to have a "once to per day" or something equal as a rider. In which case it is the modifying ability which states any riders, because that is really the only way to make conditions like that work.

    LoreMonger13 wrote:
    Is that how Bond Conservation is supposed to work in general, that you can just use it on multiple subsequent turns with a normal Drain Bonded Item action that gives back lower and lower Rank spells? (IE, you casts a 5th Rank spell turn 1, then Drain Bonded Item another 5th Rank spell on turn 2, then a 3rd Rank spell with Bond Conservation on turn 3, then a Rank 1 spell on Round 4?)

    I don't believe I ever seen someone say it does not work that way, its just generally impractical to keep up because it eats up all your actions. So its always been a pressure of "keep up bond conservation or move out of harms way" or something like that.

    So as to not derail this thread, here is a rules discussion link instead

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    Pathfinder Lost Omens, Rulebook Subscriber
    Squark wrote:
    War Mage cannot take Bond Conservation because it does not have Arcane Bond.

    The Spellshield feat returns the feature in the bolded text.

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    Pathfinder Lost Omens, Rulebook Subscriber

    Exploit:

    Overview - The feat, Spellshield, from the Wizard class archetype, War Mage, when combined with the Wizard core feat, Bond Conservation, allows for a spellcasting loop where for 1/2 encounters a day, they can constantly recast the same high level spell without expending additional spell slots.

    Breakdown -

    Spellsheild wrote:
    Your shield becomes a bonded item capable of storing your spells. You gain the arcane bond class feature and the Drain Bonded Item action. You must select a shield as your bonded item. When you make your daily preparations, you can prepare one fewer wizard spell to infuse that magic into your bonded item. This spell must be at least 1 rank lower than the highest-rank wizard spell slot you have. When you Drain your Bonded Item to Cast a Spell, that spell is automatically heightened to the rank of spell you infused into your shield, no matter what rank you originally prepared it at.
    Drain Bonded Item wrote:
    You expend the magical power stored in your bonded item. During the current turn, you can cast one spell you prepared today and already cast, without spending a spell slot. You must still Cast the Spell and meet the spell's other requirements.
    Bond Conservation wrote:

    Requirements: The last action you used was to Cast a Spell enabled by Drain Bonded Item

    By efficiently and carefully manipulating the arcane energies unleashed by your bonded item, you can conserve just enough power to cast another spell, though this second spell is slightly weaker. You gain an extra use of Drain Bonded Item. You can use it to cast a spell 2 or more ranks lower than the previous spell, and must use it before the end of your next turn or you lose it.

    As an illustrative example, say you are a 12th level Wizard capable of casting 6th rank spells. During your daily preparation you infuse a 5th rank spell slot into your shield.

    During an encounter, having already cast a 3rd rank spell, set your turns as follows:

    T1:

    Action 1: Any single action
    Action 2&3: Use Drain Bonded Item free-action on that expended 3rd rank, Spellshield heightens it to 5th rank. Turn ends.

    T2:

    Actions 1-3: Use Bond Conversation on the 5th rank spell we just cast, we use the additional granted use of Drain Bonded Item on a spell 2 ranks lower - our original 3rd rank slot - Spellshield heightens it 5th again, and we cast the spell.

    T3 Onwards: Repeat turn 2.

    Because Spellshield has no limit to its uses, and always casts the spell at the heightened rank, we always have an eligible target for Bond Conservation, and we can just keep doing it turn after turn.

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    Teridax wrote:
    To begin discussion: Extend Blood Magic interacts with Spellshape Mastery by letting a Sorcerer produce three blood magic effects at no action cost, as the spell is both a bloodline spell (which triggers blood magic) and a single-action spellshape (which Spellshape Mastery turns into a free action). Because there is no precedent for outputting three blood magic effects such as Explosion of Power at no action cost, and because this differs significantly from the baseline use case of Extend Blood Magic, which is to modify a spell and provide an extra blood magic effect typically just once per turn, I would qualify this as an exploit.

    Just so I understand the interaction you’re talking about, it’s simply because spellshape mastery makes spellshapes a free action, and that free action triggers blood magic, so you can spend 3 focus points as 3 consecutive free actions to trigger your blood magic effects 3 times?

    That’s a neat find.

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    Pathfinder Lost Omens, Rulebook Subscriber

    A Legchair General, if you will.

    Alright everybody , that’s our show, drive safe.

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    Pathfinder Lost Omens, Rulebook Subscriber
    Maya Coleman wrote:
    I'll say this again, but yes, these lists are at the end of the day subjective! It's just a bit of fun! Keep things light and civil when it coms to subjective preferences!

    And yet, I bet no one would put up with my Smash or Pass iconics tier list!

    (Even though we all know that Grimmyr would be an S Tier smash daddy)

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    Pathfinder Lost Omens, Rulebook Subscriber

    I think you may wish to take a break for a bit Errenor.

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    Pathfinder Lost Omens, Rulebook Subscriber
    Ascalaphus wrote:

    My first reaction is "that can't be right", but it could be possible yeah.

    A couple of details though;

    * Abilities that talk about "your most recent action was X" are intended to be "your most recent action THIS TURN was X". That still works, but it means that Bond Conservation has to be the last action of turn 1, not the first one of turn 2.

    I’d quibble this.

    Bond Conservation is a spellshape feat, and as such follows the spellshape rules

    spellshapes wrote:
    Actions with the spellshape trait tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. The benefit is also lost if your turn ends before you cast the spell. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.

    It still seems to be that Bond Conservation needs to happen as you cast the spell itself, with a backwards looking trigger condition. Or else Bond Conversation itself wouldn’t really work at all, regardless of the interaction mentioned here.

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    Pathfinder Lost Omens, Rulebook Subscriber

    These threads seldom end well!

    If Paizo have done their job right both S and F tiers should be devoid of entries.

    With most classes nested A-C, with perhaps the Inventor sitting in D tier by itself, but even then, its probably just a low - C.

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    Pathfinder Lost Omens, Rulebook Subscriber

    Hey folks, I was reading over the War Mage dedication for the Wizard again, as I saw someone mention it on the forums.

    It occurred to me there is a potential action loop using the Spellshield feat and Bond Conservation as a means to constantly cast the same heightened spell over and over again during an encounter.

    Here are the assembled pieces, and its actually pretty basic.

    Spellshield wrote:
    Your shield becomes a bonded item capable of storing your spells. You gain the arcane bond class feature and the Drain Bonded Item action. You must select a shield as your bonded item. When you make your daily preparations, you can prepare one fewer wizard spell to infuse that magic into your bonded item. This spell must be at least 1 rank lower than the highest-rank wizard spell slot you have. When you Drain your Bonded Item to Cast a Spell, that spell is automatically heightened to the rank of spell you infused into your shield, no matter what rank you originally prepared it at.
    Drain Bonded Item wrote:
    You expend the magical power stored in your bonded item. During the current turn, you can cast one spell you prepared today and already cast, without spending a spell slot. You must still Cast the Spell and meet the spell's other requirements.
    Bond Conservation wrote:

    Requirements: The last action you used was to Cast a Spell enabled by Drain Bonded Item

    By efficiently and carefully manipulating the arcane energies unleashed by your bonded item, you can conserve just enough power to cast another spell, though this second spell is slightly weaker. You gain an extra use of Drain Bonded Item. You can use it to cast a spell 2 or more ranks lower than the previous spell, and must use it before the end of your next turn or you lose it.

    By way of example, say you are a 12th level Wizard capable of casting 6th rank spells. During your daily preparation you infuse a 5th rank spell slot into your shield.

    During an encounter, having already cast a 3rd rank spell, set your turns as follows:

    T1:

    Action 1: Any single action
    Action 2&3: Use Drain Bonded Item free-action on that expended 3rd rank, Spellshield heightens it to 5th rank. Turn ends.

    T2:

    Actions 1-3: Use Bond Conversation on the 5th rank spell we just cast, we use the additional granted use of Drain Bonded Item on a spell 2 ranks lower - our original 3rd rank slot - Spellshield heightens it 5th again, and we cast the spell.

    T3 Onwards: Repeat turn 2.

    You can then, in turn, use Superior Bond to kickstart the loop over again during a 2nd encounter that day once you reach 14th level and beyond.

    Obviously it comes with all the problems of becoming an immobile spell turret that can't break it stride without ending the loop, but, on paper this seems like a fairly simple loop that can be performed about 2 encounters a day at high level.

    Thoughts on if this works as it reads?

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    Pathfinder Lost Omens, Rulebook Subscriber
    Deriven Firelion wrote:
    Is this feat not very popular? What feat do most level 20 wizards take?

    Either Spell Mastery or Spellshape Mastery, depending on what I'm going for. At least for me personally.

    Spell Combination just has so many restrictions on it that it's never really inspired me to play around with it. That said, I'm sure there is lot of fun to be had with things like Reverse Gravity and some of the wall spells.

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    Pathfinder Lost Omens, Rulebook Subscriber

    While I would like to see an “unchained” style book, where Paizo present fully optional rules which allow certain overly constrained or intentionally under powered classes to be brought up, I don’t think PF2 has even hit its peak just yet.

    Maybe that will come with Impossible Magic, maybe something after, but it feels like we are still in a ramp up phase of the editions life cycle.

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    Pathfinder Lost Omens, Rulebook Subscriber

    Of course!

    Why would I voluntarily deny myself access to an improvised club or two if I needed it?

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    Pathfinder Lost Omens, Rulebook Subscriber
    HolyFlamingo! wrote:

    Had a thought: What if we're the reason we're not seeing more class archetypes? Like, the vast majority released so far were met with pretty firm negativity for not being strong or cool enough, or being pale imitations of their PF1 versions. Maybe the devs just gave up and decided to go back to building hybrids with full class power budgets because we told them that class archetypes weren't enough?

    And by "we," I mostly mean some loudmouths on Reddit. Paizo has got to stop going on Reddit. (I am on Reddit lmao.)

    Buddy, if persistent complaining about Paizo’s choices impacted Paizo’s choices, I would have stopped complaining a long time ago.

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    Pathfinder Lost Omens, Rulebook Subscriber

    I’m excited to see the Slayer.

    I’ve long maintained that any fantasy world where monsters are an actual and persistent threat, and a hinderance to both travel and commerce, should have a professional class of monster hunters in it.

    The role of Witchers makes a ton of sense to me, just as a job.

    There are a lot of ways this can be approximated, but it’s good to see something which might home in on the concept itself. That said, I still love the Thaumaturge, it’s just its own cool thing as well.

    All that aside…

    Quote:
    Monster Lore

    Another new class with another omni-RK feature.

    Paizo, just give one to Wizards already. They’re the dumbest smart class in the game.

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