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.


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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.


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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?