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Most "create a weapon" guides I've seen put Reload's budget as 1 die size, when 2 handed is considered "bad" enough to be worth 2 die sizes. I do think Reload is undervalued at its current value and should be bumped to 2 die sizes (the general sentiment seems that Reload is at least equal of a drawback compared to 2 handed). Therefore, as a basic solution, I propose we increase the die size of all non-firearm reload weapons by 1. Simple, easy and (mostly) clean For Firearms I propose a crazier idea: add Deadly to them.
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Some people have mentioned the idea of "ranged manuevers", and I'd like to point out that they already kind of exist:
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The first thing that comes to mind would be Ranged Flanking.
Another thing is that if you took cover you should at least be able to downgrade the amount of protection your cover gives to the enemy if not completely ignore it because if it doesn't you're not really benefiting from it unless some of the enemies are on the other side of the cover, which they probably won't. I am just spitballing here, but hey, I figured it would get the ball rolling. ![]()
Finoan wrote:
You're making it sounds like Spellstrike isn't pne of Magus' Core Features. That handful of spells is a lot more important to Magus than any other class.Finoan wrote:
When casting buffs your spell proficiency is only going to matter when counteracting is involved, which isn't often. As for Spellstriking with a Save spell, there's plenty of reasons everyone says doing that is a bad idea, first of all is that it involves a second roll (which goes against Spellstrike's whole point).As for a class being able to dump uts KAS even a bit, that feels a bit counterintuitive.
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I feel like Paizo is trying to make rhe errata fit the books, that's why we haven't gotten stuff like "Making Kineticist more compatible with the rest of the system" or "Clarifying what an instance of damage is".
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Squiggit wrote:
Which are? ![]()
Zoken44 wrote: Why does it want to strike pretty often? Because it's a Martial? Zoken44 wrote: Also, the inventor doesn't add int to his strikes. Nor does the magus. the Swashbuckler, Just because Inventor doesn't do it, it doesn't mean that it's unnecessary. Magus and Swashbucklers can have a Dex KAS, it's a different situation.Unrelated, but if a Mechanic doesn't want to Strike they could just dump Dex and Str, wear Medium Armour and just eat the penalties. ![]()
Teridax said wrote: My apologies if I misunderstood, the impression I got was that you were in fact claiming that boosting Dex made the Mechanic MAD, and that dumping one of their scores for Charisma was something they should be allowed to do without much consequence. If that's not the case, then disregard that part of my post. My point is that since the Mechanic's Key Attribute is Intelligence, and they don't have a feature to add it to Strike Attack Rolls, which causes: -essentially mandatory investment into Dex as much as possible, hurting out-of-class versatility;-a -1 compared to standard martials (which I don't take too much issue with TBH by itself), -Most importantly, leaves the Int Key Attribute covering roughly half of the class. Compare to Tecnomancer whose Key Attribute covers the whole class and has a good amount of freedom of choosing Attribute distribution. This is also why I take issue with the KAS of certain Rogue Rackets, Runesmith, Thaumaturge etc. ![]()
First of all, rude.
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Teridax said wrote: I'm sorry, what game are you playing if you think pushing a ranged character to boost Dex constitutes "forcing MAD"? The same world where a class' KAS does not contribute to their main "to-hit" (inteded as Attack Roll, DCs and/or Class-relevant skills). Teridax wrote: What are you even trying to do with that extra ability score you're freeing up? A number of things: Intimidating foes into obedience, being harder to kill or remembering your deity's teachings better. That's the beauty of Pf2e's ability boost and skill systems: your class doesn't conpletely define your role, you can branch out without shooting yourself in the foot.![]()
Zoken44 wrote: What do you mean? You can easily have a +4 int and a +3 dex (which takes care of armor and most ranged weapons in this system). I was very confused by you constantly mentioning strength. If they really want to build for a character that uses weapons that require strength, those would be area weapons, which in SF2e use your class DC as the save. so they could easily build +3 int and +2 in dex and +2 str which, because they have medium armor proficiency means they are still covered for armor and the kind of weapons you're refering to. I ask that you slowly reread the post, because it seems you are arguing against points different than those I made in my post. ![]()
WWHsmackdown wrote: Ehh, just adding some action feats for remote hacking or crafting related debuffing on tech enemies would help further justify the non strike KAS. PF2E gets along just fine with it's -1 martials; HOW WELL those classes utilize their non strike KAS is more of a case by case study. The issue is not whether they can hit things well enough, is that to do so they have to invest a lot more compared to other classes, leaving little wiggle room for versatility in ability scores and skills, which isn't great. ![]()
So, the long awaited Tech Core Playtest is finally here, bringing with it the Mechanic and Technomancer, who are the last in a series of classes whose Key Attribute is Intelligence (Paizo really loves smart fellas, uh?). They're both pretty neat classes, who both funnily seem in some way to improve on classes Pathfinder has already taken a shot at with Technomancer having a better implementation of "schools" and "school slots", and Mechanic filling better the idea of an Inventor capable of modifying their gear. But this isn't the point of the post. The point is that Mechanic's Key Attribute only covers half of the class. Allow me to explain: -The Mechanic starts trained in Simple and Martial weapons, and increases its proficiencies at level 5 and 13, like every single Martial and Gish in the game;
Mechanic is a Martial, there's no doubt about that, and as a Martial it's going to want to Strike its enemies, and to do that they're going to want to have their Strength or Dexterity at +4 to hit as often as possible, but uh oh, its Key Attribute is Intelligence, which can't be used for Strikes. This means that in order to reach the power other classes reach by having a +4 in their Key Ability Score, Mechanic is going to need to have to also get +3 in Strength or Dexterity, leaving the rest of the stats at either +1 or 0 (I have ignored Ancestries with 3 boosts and a flaw for simplicity's sake). Needless to say, this isn't great. It doesn't ruin the class by any means, sure, but that doesn't mean it can't be better, as seen with the Cleric and Investigator remasters. (Admittedly a big buff for Cleric) How do we fix this? The answer is surprisingly simple: just allow Int to be used for Strikes' Attack Rolls. Ok, it's not just that.
How do they do that? Thanks to Devise a Stratagem, which allows to use Intelligence when Striking the target of the ability instead of Strength of Dexterity, so long as the weapon has the Agile or Finesse traits, is Ranged or is a Sap. Now, we can't just slap Devise a Stratagem on the Mechanic, since that's the Investigator's thing, but we can draw inspiration from it, by tying the ability to add Intelligence to a Strike's Attack Roll to one of the Mechanics preexisting abilities. There are two ways we could do this, in my opinion:
What do you think? TL;DR Mechanic should be able to add the Intelligence modifier to Strikes' attack Roll ![]()
SITZKRIEG! wrote: Thanks for the news! I'm not able to take a look right now but, for those who have access and a bit of time, can your mechanic still ride the drone like a mount? I'm asking for a friend... (not really!) There's nothing in the Drone mechanics that say you can't, and since they otherwise work like Animal Companions you can ![]()
Easl wrote: Bar: not to rage is a choice which makes your melee suboptimal. Fighter: picking a weapon for which you are not fully proficient is a choice which makes your melee suboptimal. Except that Fighters only suffer that in levels 5-18. Outside of those levels, a Fighter isn't considering Weapon Group (excluding planning for higher levels). [Quote"Easl"]But I think you're reversing the burden of proof here. You're a player, making an argument about why the game should be changed. The burden is really on you to say what important, compelling or necessary reason there is for Paizo to change the game. Paizo's not going to change anything based on 'PathMaster's preferred alteration of the rules keeps game balance about the same, but PathMaster just likes it better." Nor should they. Given the number of players with different preferences, that sort of method for deciding when Pf2E should be changed would be crazy, right? I am at a loss of words here. First, you accuse me of reversing the burden of proof, which I neither have done nor have I ignored (see: the post I made).Then you go on a wild tangent about Paizo and proving this is important. Breaking news, this isn't how this works. For example, see this errata: Quote: Page 166: Take the sack with 5 rocks away from the fire giant’s items. The remastered creature doesn’t need them for any abilities. I doubt Paizo considered this actually "important" or "neccesary", and nobody outside of Paizo cared before or after the change, and yet it happened, because why not? ![]()
ElementalofCuteness wrote: Since I misjudged this thread let me asking a question then. What makes Fighter's one weapon group not needed or boring when you get classes like Rogue who MUST use a Agile or Finesse weapon unless you are a certain Racket? What about Gunslingers being good is only Guns, Crossbows & Combination (Gun-half) weapons? First of all, Fighter being boring is not relevant at all to my argument. Second, as I've already stated in my post, Fighters kind of already are limited by what weapons they choose by virtue of having to choose between Strenght or Dexterity, and besides, they can freely ignore Weapon Groups at levels 1-4 and 19-20, so why suddenly change that when you're going to flip back eventually? As for Gunslingers, the answer is threefold: 1, their identity is of that of the gun (and crossbow) class, so they are limited by their flavour, whereas Fighter's flavour start and ends with "Fight good" (Not a bad thing in this case, mind you); 2, their mechanics only work with Reload weapons; 3, they get extra precision damage thanks to Slinger's Precision. To be fair, the line between "higher proficiency in one weapon group" and "higher proficiency in all weapon groups" is thin for a reason, it doesn't change the class' effectiveness that much. ![]()
Easl wrote:
Meant to write Weapon Group there, my apologies. Easl wrote: Second, "limited" is something of an exaggeration because a fighter can wield any simple or martial weapon with the same proficiency as other martials. Their class benefit is limited; their ability to wield a very wide range of weapons with full martial proficiency is not. This is quite normal. Bars only get their class benefit damage when raging. Rogues do their class bonus damage to off-guard targets. Etc. It is in fact limited, and since you brought up Barbarians, I'll use them for my example: when is a Barbarian not going to Rage in combat, especially now that the Remaster allows them to do it as a Free Action and they no longer take a penalty to AC? Almost never, because the benefits rarely outweigh the drawbacks, and Rage isn't a limited resource. A Barbarian that never rages is making themselves worse for no reason. A Fighter that uses a weapon from a different group than the one they chose isn't just as good as other Martial, they're worse because the bonus from Weapon Specialization is lessened and the other Martials have other stuff they get as their thing. Fighter's thing is their higher proficiency. Without it they're a worse Ranger, Rogue, Champion etc.
Easl wrote: "Can't use the lance that shoots lightning." Not true. Can use it as well as any martial. Can transfer lighting rune to weapon of their choice and thus shoot lightning with their fighter weapon mastery to-hit. The "Lance that shoots lighting" was meant to be a Specific Magic Weapon. Can't transfer their abilities out. Could have made it clearer, that is true. Easl wrote: "Fighter gets nothing at level 5". A bonus +2 to hit with a group of weapons is not nothing, either literally or figuratively. For this system, +2 to hit - even with just some weapons - is a substantial quantitative benefit. Here's the relevant section for context: PathMaster wrote:
What I was trying to say here is that Fighters, other than the proficiency increase, don't get anything that would justify such a limitation being imposed on them. Easl wrote: "Fighter literally unplayable." You've admitted this is hyperbole for emphasis. So we'll put that aside. But your underlying point seems to be that this makes the fighter an unnecessarily weak class. That is in fact, NOT my point. I had made a reply to the fourth comment clarifying my intentions, but for some reason it just... disappeared, somehow? I'll restate what I said there here: Fighter, in its current state is a perfectly fine class with no significant issues, and that my complaint is about an unnecessary restriction that if removed wouldn't really impact the balance of the game. For clarity's sake, the hyperbole follows a "formula" used elsewhere, where the post or video would be about a (very) minor issue, and the commenters would respond with "literally unplayable", in an obvious use of irony. ![]()
ElementalofCuteness wrote:
First of all, this is not a joke post. Do not let the humour distract you, I am making an actual.Second, I'm complaining because there's no good reason Fighters should be limited to a single weapon, especially when it isn't for the first 4 levels.
As for your second point, how interesting Fighter is as a class is irrelevant to my argument. ![]()
Easl wrote:
And then what? You still have what is essentially a -2 penalty to hit with your lance, which you'll want to use since you deruned your polearm. And if you want to retrain FWM to Lances, that will be a momth of downtime spent retraining RAW. ![]()
So, Fighter. You all know the meme of 'Human Fighter'. It's as basic you can get: no worrying about being a multi eyed paranoid horse-thingy, no getting worked up setting up sneak attack, no spell slots to worry about, you just go up to the enemy and hit them in the head until they die.
Now, Pathfinder Second Edition has brought a whole slew of improvement for the Martial classes, allowing them to contribute to the team as much as their spellcaster friends. Among these changes, Fighter was given more of an identity to call its own. In D&D, Fighter is the class that... fights good. Kind of vague, don't ya think?
And that's where the problem lies. See, most martials have a preference for weapons due to their mechanics: Barbarians don't like Agile weapons, Rogues want to use weapons with Finesse and Thaumaturge Now, you'd think that Fighter with their higher proficiency would be the most free to choose a weapon, and for the first 4 levels you'd be right, but once you hit Level 5 you can say all of that goodbye, because Fighter Weapon Mastery forces you to commit to a single Weapon Group.
Now you might say this is in exchange for some class feature Fighters get at level 5.
You could instead say that's to keep the class from becoming too strong, except that's not true, since for the first 4 levels they get free reign to pick up any weapon they like (except Advanced ones but they're another can of worms I'm not gonna get into) and swing it around with their higher proficiency. Not only that, but once a Fighter reaches Level 19, they gain the Versatile Legend feature, allowing them to once again ignore weapon groups just like in the good old days. And I haven t heard a thing about Fighters terrorizing those level ranges. So, we've established that Fighter in its current state is literally unplayable by being forced to only pick a single type of weapon.
Well, for all I ranted about Fighter Weapon Mastery being a bad feature, the idea of a Fighter specializing into a single Weapon Group isn't a bad one.
First of all, it needs to be a choice on whether you focus on a single weapon group, or none at all.
And if a Fighter doesn't want to specialize, no problem. They'll still get to enjoy a higher proficiency with their weapons. So TL;DR fighter should have a choice between specializing or not, all the while keeping their higher proficiency bonus. ![]()
ElementalofCuteness wrote: Which destinies would you consider weak if I may ask? The first that comes to mind is Wildspell, following RAW, requires a Mythic Point and a Focus point to do its main thing, cast Spellsurge, a spell with horrible range (10 ft emanation), which requires an action tax either every turn or on the first and a second Mythic Point to expand it to 30 ft. For comparison, Champions can do the same to their aura, which starts at 15 ft, by getting the Expand Aura feat, and at 10th Expand Aura automatically upgrades to last for 1 minute without any additional cost.Oh, and Champions are among the tankiest Martials, meaning they don't mind being in the line of fire, and might even want to. And to add insult to injury Spellsurge doesn't even distinguish between allies and enemies, meaning your enemies benefit just the same from the spell.
Beast Lord is also not great, but not as directly since it relies on animal conpanions (who really should be able to get Master proficency for their strikes even in normal pf2e), but doesn't improve them at all beyond allowing you both to reroll saves against emotion effects.
It also isn't compatible with multiple animal companions, which while not gamebreaking is rather odd. I'd also like to mention that while a fun archetype, Apocalypse Rider iverlaps with both Archfiend and Beast Lord.
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I'd like to see Ranged Unarmed attacks granted by stiff like Sprite's Spark, Foxfire, Spiend Azarketi etc. to be buffed:
Also, it seems really strange that the independent action an animal companion can us are limited to only Stride and Strike, and other movement types get nothing.
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The Starfinder Team wrote:
Multi-Armed ancestries have made a full recovery. Thaumaturges across the nation rejoice. The Starfinder Team wrote:
This is going to be so nice. Could you pretty please add something like that to haste? ![]()
The Pathfinder Designers said wrote: One of the notable changes you’ll see is an update to the sure strike spell. The spell could be very strong, with the reroll effectively making a much larger bonus than most abilities can grant. This benefit was usually in control at low levels when characters had few spell slots, but it could become disruptive and repetitive at higher levels on characters built to gain a huge number of copies of the spell and use it constantly. We’ve added temporary immunity to the spell, with the intent that it can still be very strong to create intense moments, but that there’s little incentive to use more than a handful of spell slots on it. Sure Strike found dead in an alley. Millions of Magi are in mourning.
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Dearest community, greetings. I searched long in the Rules Question and I believe I did not find any sufficient answers to my questions. If there do exist please direct me and I will be happy to have this thread deleted as well. I have just had a heated discussion about the Summoner's "Eidolon" class feature. I find the class simply marvelous and very interesting with the wording of the official source not enough to clarify. For the sake of simplicity, the Outsider and corresponding Eidolon are "he/his/him" and the character that can become a Summoner is "she/her" : "A summoner begins play with the ability to summon to his side a powerful outsider called an eidolon. The eidolon forms a link with the summoner, who, forever after, summons an aspect of the same creature. An eidolon has the same alignment as the summoner that calls it and can speak all of his languages."
1. Can any entity with the "Outesider" type become an Eidolon ?
2. Is "Eidolon" a label given to linked Outsider's summonable aspect or is it merely another word for the Outsider himself (within the context of summoning his aspect and
3. Is the Outsider's alignment being relevant to the Summoner a prerequisite for forming the link ?
4. Is the Outsider's knowledge of all of the Summoner's languages a prerequisite for forming the link ? 5. Is forming a link with the Outsider (that is to become the Summoner's Eidolon) a prerequisite in order to take the first level in the class or can one become a Summoner without being able to call forth an Eidolon right from the get go ?
6. Can the Outsider retract their link from a Summoner? If so, what happens to the character, do they lose their class or only the relevant class features, are they capable of forming a new link with the same or different Outsider, do they stop progressing as Summoners and/or do they automaticaly switch to a relevant class (such as Sorceress) ? Also :
7. What is the state of the Eidolon when sent back to his home plane after "dying", mechanicaly speaking ?
8. Under whose perspective does the 24h period need have passed, the Summoner's or the Eidolon's, given how time can flow differently throughout the Planes ? 9. What exactly constitutes natural healing and would this disallow something to grant the Eidolon the ability to heal itself over time (like potions or spells like Heal and Regenerate or abilities like Fast Healing) ? My personal understanding is this :
Thank you for taking time to read all this. Any and all perspectives and insights at mechanics is greatly appreciated. |