Parrot's page

Organized Play Member. 11 posts. No reviews. No lists. No wishlists. 3 Organized Play characters.


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I really like the class so far as a good starting point.

I would like to see the Strike Hard tactic go to 1 action with the Flourish trait. Possibly even add half intelligence as a circumstance bonus to damage and full intelligence at 7+.

It's probably the most iconic feature of a commander type class and at 2 actions it's a little stifling. The Flourish trait will keep it to once per turn.

The Steed could use some love and get put on par with other classes. If the idea is to have it as a build possibility then have it on par. If it's supposed to be an afterthought than just leave it out and players can use beastmaster archetype.

There shouldn't be slow animal companion progression classes where you simply just ignore it and take Beastmaster feats instead.

I'm not sold on the banner getting destroyed penalties. Losing the bonuses should be tough enough.

For instance, Plant Banner is a very cool feat that seems iconic. I would never use it in it's current state where it could Frightened 1 my entire party. You could put the banner on your weapon but then you'd have to drop your weapon on the ground.

The risk is not worth the reward there I feel and so I would just avoid any feats where my banner is exposed like that.

There's a lot to love here though. Kudos to whoever put it together. This is a really great chassis to build off.


Saying you can cast big burst spells, utility spells, self buffs and party buffs on the Magus doesn't hold water in the adventuring day unless you're playing the PC game where you can rest every room.

If you cast 1 of each you would literally be out if spells for the day outside of the feat spells.


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Unicore wrote:
Parrot wrote:

To me it seems like a big step backwards from the seemingly original idea of no more 4th, 6th, etc. casters.

I would rather see one spell level of 1-10 then have to go back to the days of these 6 classes can cast 10th level but these 2 can only cast 9s and 8s and these other 2 can only cast 1-4s but lots of times and these other 2 can cast up to 6th, etc.

It feels off to me.

1 spell of levels 1 to 10 would be an absolute waste on the magus in particular. It is no fun casting bad spells through your blade, if the main concept is casting combat spells through your weapon attack.

You supplement it with feats like they are offering the magus now with extra spells at various levels.

Having 1 spell of levels 1-10 and a feat that says you get 1 extra attack trait spell for your 2-3 highest levels makes more sense to me than inventing new types of casters.

For summoner you have the same feat but for summon spells.

You can even have 2 feats so that you end up with 1 of each spell level 1-10 and two extra spells of your 2 highest slots that can only be used for attack or only can be used for summon spells.


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To me it seems like a big step backwards from the seemingly original idea of no more 4th, 6th, etc. casters.

I would rather see one spell level of 1-10 then have to go back to the days of these 6 classes can cast 10th level but these 2 can only cast 9s and 8s and these other 2 can only cast 1-4s but lots of times and these other 2 can cast up to 6th, etc.

It feels off to me.


Nudge fate is good but it's not broken. It's still 3 total actions for effectively swing twice and damage once.

Focus is a good limitation point. It's essentially a free true strike once per fight for a very long time and you can't use any other hex (because you run out of focus).

The focus limitation seems enough to keep it on par with other classes.


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I think a cantrip is too strong but a save, a focus point and a 24 hour mechanic is too strict.


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Completely agree!

I was just coming on here to make a post myself. I'm less vocal here and more vocal in some social media groups for PF2 but there is no reason for hexes to have 24 hour mechanic anymore. It was never a very fun mechanic but as you said it was necessary because of unlimited hexes.

Now hexes revolve around focus spells which are a great mechanic that falls in line with other classes abilities and limits you perfectly into the short rest out of combat setting the rest of game is based on.

Why are we double tapping hexes with a mechanic that is completely not fun when there is a very fun and easy to work with mechanic limiting them already?


Level 20
15 + 1.5 * tier DC = DC 45

Level 20 Operative
16 Dex + 5 from stat growth +6 from stat item = 27 Dex or +8

+20 ranks + 3 from class skill = +23
+1 Ace Pilot
+6 Operative Edge
+1 Piloting an Explorer

That's already passing on a 6 or better without captain boost or a computer.

With a captain boost and the computer any character with max ranks and class skill can use the maneuvers without failure.

Star Shaman mystics and operatives are the best pilots but with technology and a little help anyone who practices enough to have max skill ranks can do it.

The starship rolls are pretty easy to make when you actually go to play and people are playing roles that make sense.


This is meant as the Envoy can not use "Get Em" and give the ship +1 to hit another ship.

AC and TL are based off the armor and countermeasures purchased for the ship.

If you're worried about the 2xship tier skills they are daunting for sure. Luckily only 2 dcs hit 70 at 20 and it's for captain and engineer and if it's an envoy or a mechanic they can hit those at 20.


Starfinder is supposedly backwards compatible so it will have to go 20


You don't need to dip or use points from point buy. Just take the feat dirty fighting.

Benefit(s): When you attempt a combat maneuver check against a foe you are flanking, you can forgo the +2 bonus on your attack roll for flanking to instead have the combat maneuver not provoke an attack of opportunity. If you have a feat or ability that allows you to attempt the combat maneuver without provoking an attack of opportunity, you can instead increase the bonus on your attack roll for flanking to +4 for the combat maneuver check.

Special: This feat counts as having Dex 13, Int 13, Combat Expertise, and Improved Unarmed Strike for the purposes of meeting the prerequisites of the various improved combat maneuver feats, as well as feats that require those improved combat maneuver feats as prerequisites.