Pathfinder Lost Omens, Rulebook Subscriber
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.
Pathfinder Lost Omens, Rulebook Subscriber
Teridax wrote:
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.
Pathfinder Lost Omens, Rulebook Subscriber
Theaitetos wrote:
This is going to be one of those sleeper spells that makes GMs properly read the falling rules for potentially the first time.
Pathfinder Lost Omens, Rulebook Subscriber
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.
Pathfinder Lost Omens, Rulebook Subscriber
Ryangwy wrote:
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.
Pathfinder Lost Omens, Rulebook Subscriber
Chassis Updates Skill Update: Quote:
New Class Feature: Well Educated Quote:
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:
"Re-examine your axioms" - 6th level wrote:
There, its fixed.
Pathfinder Lost Omens, Rulebook Subscriber
Gortle wrote:
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.
Pathfinder Lost Omens, Rulebook Subscriber
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.
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
~ Healing Formula 1 HP × Thralls Level 5
~ Healing Formula 4 HP × Thralls Level 9
~ Healing Formula 5 HP × Thralls Level 13
~ Healing Formula 9 HP × Thralls
Level 17
~ Healing Formula 15 HP × Thralls
Level 20
~ Healing Formula 15 HP × Thralls
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:
Pathfinder Lost Omens, Rulebook Subscriber
Trixleby wrote:
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.
Pathfinder Lost Omens, Rulebook Subscriber
Souphin wrote:
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.
Pathfinder Lost Omens, Rulebook Subscriber
Souphin wrote:
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
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.
Pathfinder Lost Omens, Rulebook Subscriber
Souphin wrote:
Bit of invest into cleric gets you d10 harms and healing based on the damage. Really strong case for "Prepare Harm in every slot"
Pathfinder Lost Omens, Rulebook Subscriber
Unicore wrote:
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).
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.
Pathfinder Lost Omens, Rulebook Subscriber
exequiel759 wrote:
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”
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!
Pathfinder Lost Omens, Rulebook Subscriber
TheFinish wrote:
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.
Pathfinder Lost Omens, Rulebook Subscriber
LoreMonger13 wrote:
For when an encounter absolutely needs 100d12 of void damage.
Pathfinder Lost Omens, Rulebook Subscriber
Blave wrote:
Sure 3 is fine... POWER HUNGRY, FEAT 18 wrote:
But 7 is better.
Pathfinder Lost Omens, Rulebook Subscriber
Kitusser wrote:
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.
Pathfinder Lost Omens, Rulebook Subscriber
I’m happy that I got one of my playtest feature requests for the Necromancer answered. DeathSpeaker 1st wrote:
After reading the spirit Necromancer, I really liked the idea of playing a gentle Necromancer, like Emmrich from the most recent dragon age game.
Pathfinder Lost Omens, Rulebook Subscriber
LoreMonger13 wrote:
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
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:
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
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.
Pathfinder Lost Omens, Rulebook Subscriber
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.
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)
Pathfinder Lost Omens, Rulebook Subscriber
Ascalaphus wrote:
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.
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:
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
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?
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.
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.
Pathfinder Lost Omens, Rulebook Subscriber
HolyFlamingo! wrote:
Buddy, if persistent complaining about Paizo’s choices impacted Paizo’s choices, I would have stopped complaining a long time ago.
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.
|
