Are you set on copying PF1E wands exactly as-is over to PF2E? Asking because I think you could make it work by lowering the number of charges. Make the number of charges five or ten rather than fifty, and now the wands can be priced more cheaply and there is at least some discussion over whether you want them or the default PF2E-style wand. Would you rather have a magic stick that can cast a spell once a day, every day, forever, or a magic stick that can cast a spell five or ten times whenever you want, but then becomes a normal stick? (I think it's still in the second wand's favor, at least in general--I'm actually a big fan of PF2E wands--but the competition is closer at least.)
steelhead wrote: It sounds like we will get a mirage archdragon! I wonder what level those will be and if there will be different levels among all other archdragons. My guess is that they will be different levels. Archdragon sounds like the new Wyrm/Great Wyrm categories from the previous edition. Could also be something to do with mythic though; that'd be awesome.
John R. wrote: Maybe make a general feat that requires an extra action like Trick Magic Item but requires no skill check to cast beyond the first use. Then maybe add a flat DC 5 check to see if the wand becomes non-functional for the day or breaks altogether. I like this idea of some kind of check associated with the wand, one that goes up as you use it more. I don't think you should need a feat investment, though; from what I'm gathering the intent here is for this manner of wand to replace scrolls. I'd instead consider an action, call it Manipulate Wand or whatever, that you perform to prime the wand for a casting. Depending on how worried you are over action economy you can either always make it cost an action, not cost an action at first but cost one if someone uses a wand multiple times in a single encounter, or make it a check with a sliding scale of action investment. Something like, Manipulate Wand (one-action)
* Critical Success: you cast the spell from inside the wand. Manipulate Wand becomes a free action.
A progression like this means that using a wand will sometimes cost an action, like pulling out multiple scrolls would, but not if you critically succeed. I could also see swapping out not losing charges with not wasting the action for a failure condition as well, or, if wands only have five or ten charges, making critical successes instead cast the spell without expending a charge.
Dracomicron wrote:
It's in my cart, just waiting for the gold program to start, lol. I didn't realize this until PF2E, but I am apparently a sucker for undead PC options. Also, on the subject of corpsefolk, I'm thinking of giving them a custom feat that lets them get into the Zombie archetype as an ancestry feat, perhaps around levels 5 or 9. It just feels too appropriate.
There are some spells I'd still rather buy as PF2E-style wands, specifically those at lower level that I'll be casting every day. You'd save money in the long term. Aside from that, IMO the only real thing you need to consider is price, because you are effectively bulk-purchasing scrolls as a single item. The price of the wand, and how many charges it's got, will determine it's desirability.
Just kinda echoing what others have said, but I agree with them; the exemplar shines as a flexible force multiplier. They can pile on some damage with others to lay down extra hurt, buff their friends, and debuff enemies, swapping about as needed to make sure what everyone is doing is better. They kinda remind me of summoners in that respect, actually. Summoners are also force multipliers, and rely on the fact that they're in two places at once to boost people nearby with either flanking or spell support. Exemplars trade out that flexible mobility for a flexible set of powers, meaning that while they can't be as everywhere at once as summoners--and even that is arguable depending on your ikons--they can swap in a new power set to help with whatever is going on that turn.
NorrKnekten wrote:
I may need to do some of this in a game I'm in. I have a wizard character who would definitely spend months or potentially years learning the ways of druids or clerics or whatever just so he could pilfer any overlapping spells. They just love knowing spells that much.
NorrKnekton wrote: I do not think the wizard could archetype into druid and "tutor" themselves into translating primal cantrips into arcane cantrips. If you're talking about cantrips on both the Arcane and Primal lists being selected by a multiclass druid, then scribed into their wizard-class spellbook, I'm not actually sure what prevents it. The closest I can think of is the bit about "remaining in conversation" with your prospective tutor, that sounds hard to do when it's just you, but I could see talking to yourself flying in some circumstances. It'd be a slow process, but I think you could potentially do it?
Looks like the Whispering Way did come first, after all, at least according to GM Core. Song of Silence, pg. 203 wrote: The Song of Silence is a modern remix of the ancient Whispering Way that once spread on Lost Golarion. It teaches that Pharasma's judgment is a revolving door leading to an eternal cycle of suffering, and the only way out is undeath. The Song of Silence is prevalent on Eox, where dying mortals beg undead gurus for a surefire shot at immortality.
Ezekieru wrote:
The source is their statblocks; those are the traditions tied to the effects they use and spells they cast.
Perpdepog wrote:
Wow, OK, so I was apparently super wrong about this. Could of sworn they came out at the same time, but looks like Draconic Codex isn't released yet, and isn't in PDF form until December 3rd.
Bust-R-Up wrote:
Do you dare enter THE MONSTER DOME?!
JiCi wrote:
It could happen, though it'll likely be coming out at the same time the book is. Paizo.com's going to be down for a few days while they revamp their store page starting on the 3rd; they're likely to be down on the 4th and 5th as well.
Zoken44 wrote:
I remember you pitching that last idea before. It was cool then, too, and IMO really fits with the metaphorical, fable-like feel mythic is going for. I believe there's a trickster mythic destiny on Pathfinder Infinite--I've been really getting into Pathfinder Infinite lately--but I've got no idea what it's like.
You know, Teridax, a lot of what you're talking about are design decisions I've seen before, just in other systems, ones which tend to be more generic and try to cast a wider net in terms of genres they want to help facilitate. The one that comes to mind offhand is AGE, but I think the Plotweaver system, the one which powers the Cosmere RPG, will also fit this mold once it's released. This isn't a criticism. I like both of those systems; AGE is my current comfort read when taking breaks between studies and teaching. Just an observation and a suggestion for places to look should you want to move forward and fiddle with some stuff.
exequiel759 wrote:
I'm partial to a mastery system, myself. Let everyone use all the weapons, but weapons will have very simple profiles with minimal traits unless you are a martial class or otherwise have some special training. Then you have one, maybe two tiers of improvements a weapon can have to its traits or other statistics.
Easl wrote:
To help understanding even more, it's possible they're getting learning a spell and preparing a spell conflated. Spontaneous casters do need to learn a spell multiple times, at different ranks, unless it's a signature spell, like Easl said.
Tridus wrote:
Red Metal wrote: The target for Dispel Magic is "1 spell effect or unattended magic item", and similarly the target for Detonate Magic is "1 magic item or spell effect". Class features aren't spells, so despite sometimes being magic, their effects aren't spell effects. To add on to this, class abilities aren't magic items either, not unless it explicitly says so. I could see some cases where that might be true, such as the champion's Blessing of the Devoted giving you runes, thus making the items magical items, though.
Witch of Miracles wrote:
Yeah. I think the closest we have to a spell like that, incidentally from the same diegetic source, is Chrysopoetic Curse, and that spell, while granting wealth, does it at a much slower rate.
Archpaladin Zousha wrote: Besides, weren't skum basically a way to have Deep Ones in D&D? Now you've got the ACTUAL Deep Ones and don't need that kind of a substitute! I hope we get those Mythos-inspired ancestries back someday. Deep One Hybrids, maybe as a versatile heritage, Yaddithians, maybe some templates, like the Child of Yog-Sothoth from Strange Aeons re-imagined as heritage options, some nod to how ghouls function in the Mythos, all that stuff would be cool to see.
James Jacobs wrote:
Awesome to hear! I'm guessing you wouldn't be able to re-use the name ulat-kini, though? I know that's splitting hairs to ask; I just like the name and like saying it.
I've been thinking about this, and I'm not sure exactly how many of the alghollthu are workable in ORC from either PF1E or 3.5, but I do really like the idea of presenting them in a book as some kind of society block or faction. It's just that they're a faction in a war, political struggle, land dispute, whatever you want to call it that doesn't really factor in most playable ancestries as worthy of consequence. It's a specific subset of cosmic horror that focuses on alien factions battling each other and not really caring about the everyday people who get ground up in their machines of conflict. I think presenting an aberration-focused book in the style of raving reports about these factions--the Alghollthu, the Dominion of the Black, the Old Cults, whatever wormy faction neothelids are part of--would be an awesome way to introduce lots of themed aberrations to new players, and give them a new coat of paint, or slime, while we're at it.
Brinebeast wrote: The Alghollthu play an important role in Golarion’s history and it is my hope that we will see this creature family explored in greater depth. Brinebeast wrote: ...it is my hope that we will see this creature family explored in greater depth. Brinebeast wrote: ...explored in greater depth. Brinebeast wrote: ... greater depth... I see what you did there. Also I second the Big Book of Aberrations with loads of lore about our favorite slimy overlords.
Teridax wrote: I like that idea as well. Giving spellbook spells an elevated status in various mechanical ways would allow the Wizard's spellbook to feel even more special, and the same could apply to the Magus's own spellbook or the Witch's familiar. This I think is one of the reasons why I'd like those classes to prepare more easily from their spellbook, as that would make those spells a bit more special. It's also why I don't think those spellbooks should remain allowed to grow indefinitely, though, because there's always the risk of a Wizard with a full spellbook having vast amounts of that kind of power, or too little if they don't transcribe many spells. Yeah. If you alter spellbooks so that they grant spells something above and beyond what spells can normally do then you need to limit the number that can be specifically inscribed into the book. I imagine it'd be limited to the spells you learn on level-up, with an ability to swap them out like you can spells with other classes. This seriously devalues the Learn A Spell activity, since it's only really got one function left; writing down an Uncommon or Rare spell so it can be selected as an option, but maybe you could work around that, too. Maybe it functions to let you retrain a spell much faster if you expend gold and the time, for example.
I think you could still get some flavor out of spells in a spellbook if they weren't necessary for casting. Spitballing, the spellbook would instead become something much more like a reference text, with magical principles and general formulae laid down that grant the caster understanding of how to cast spells of their particular rank. Specific spells being written down in the book would, in this scheme, act more like specific shorthand instructions for using or deploying the spell, justifying the wizard being able to substitute it in, or easily attach a spellshape to it, or whatever it turns out the benefits of having spells in a spellbook would be.
I'd personally lean more to a level +1 creature and throw in a few more baddies rather than a level +2 creature. Having more guys on the field does mean they aren't as likely to get swept through sheer action economy. Then again, if your campaign is going on long enough, why not try both? Varying the kinds of encounters you throw at your party, which it sounds like you're already planning on doing, has two great benefits; you get a feel for places where your party struggles, and where they do well, and it gives you more interesting things to play with. I'd also suggest being a smidge looser with the encounter budget. Not a whole lot looser, but if you go 10 to 20 points over I don't think it'll hurt too much. And yeah, I think introducing a hazard is a good way to liven up a fight against a singular enemy. I'm not really up on how 5E works, but what I heard about lair actions sounds like a great idea; I say steal it.
pauljathome wrote:
Summoner's Precaution is the one that comes to mind for me. It's only useful to summoners or anyone who takes the archetype, but it's such an obvious choice that I never regretted buying the wand when I played my summoner. Even if you never use it it's still nice to know that buffer is there.
I think it's more the fact that one of your players is a life oracle, and another is a champion. Those two classes are going to have an easier time against undead foes, for sure. There's also the fact that, while you have more enemies than your party, they all appear to be lower level, which lets the abilities your oracle used really shine, making damage and crits more likely. I'm with you in saying this isn't a bad thing, but it's something to keep in mind going forward. Consider having one higher-level boss, who is a few levels above your party's level, and perhaps more crappy little gribblies who are a few levels below to help with your encounter budgeting. Your oracle may blast through them with Heal spells, but that's OK. I imagine they picked that setup so they could have cool moments like that, and it's nice to let them. You can also have more intelligent undead and baddies clock the oracle as a problem and go after them, forcing the oracle to move or get womped, meaning they won't have the actions for a three-action Heal. There's also the fact that you just haven't got a ton of big-ticket abilities on monsters at that level. If you really need to stick with your undead theming you could always reskin a creature you like, give it the Undead trait and most of the typical undead immunities, and be good to go.
Trip.H wrote: Once again, "it's not as bad as it used to be" is being used as an excuse. Then it's one that carries a lot of weight for an excuse. Drawing attention to the kinds of games "ivory tower game design" was coined to describe, by the guy who had a hand in making those games, seems like a pretty apt tactic in figuring out how ivory tower game design manifests itself.
If anyone is interested in a system of template-based summons I'd recommend Magic+. It has a pair of linked systems, Aspect Morphing and Aspect Summoning, that pull from a series of templates and features to build battle forms and summons. It looked pretty fun and functional from the read-through I did, though I haven't done a deep dive. IMO still worth checking out, though. Teridax wrote: I agree, but the fact that summons can be buffers and roadblocks is a problem in a game where buffers and roadblocks can be incredibly powerful. I think part of the problem here is that we expect summons to be more than just a big wall of HP that gets in the way, but aren't necessarily acknowledging that spells like wall of stone are amazing precisely because you're creating this wall of HP that gets in the way. Even if we put aside the edge cases, that's still very strong. This is why we're not allowed to summon troops, I suspect. They take the concept of "wall of HP" to a whole other level with being able to shape their area, and with the thresholds of damage that mean they can't be defeated in a single hit.
Errenor wrote:
Isn't it only ghasts who are distractingly stinky? I know ghouls don't smell good, but I always imagined it as something you could mask with enough bathing, soaps, and perfumes, at least for a bit. Or I guess breath mints; I tend to imagine most of a ghoul's stink coming from their love of eating bloody or rotted meat.
Teridax wrote: Off the top of my head, if the cap were raised by even just one level, then you could summon Lesser Deaths with summon undead and completely wreck certain encounters with their Aura of Misfortune. Even for a 10th-rank spell, an automatic -5 on average to all d20 rolls I think is quite strong. That's a good catch, yeah. Lesser Death is at least Rare, so I don't think that you could select it as a possibility without GM buy-in, but it's exactly that kind of stuff I'm wondering about.
Castilliano wrote:
That's interesting. And that's what I was referring to; there seems to be this gap where ghouls were referred to as flesh-eaters, sometimes living, sometimes undead, sometimes spirits, who didn't have paralyzing abilities ... and then they pop up in fantasy TTRPGs with the ability. (Unless there is a source in some legend someone knows of?) I prefer the curse, myself. I especially like that you have to lean in to the curse to keep it at bay, but doing so ultimately dooms you.
graystone wrote: I know I always force my player monks to only use kick unarmed attacks when using Flying Kick and Fist attacks when using Elemental Fist and One-inch Punch. I wouldn't want to ignore flavor text cuz it would NEVER lead me wrong... What kind of madness would ensue if they could punch with a flying kick! :P As my PF1E monk would say, "What is the fist, but the foot of the arm?"
Out of curiosity, what is the most broken, un-fun thing someone can think of doing if the cap on the levels of summons was raised? Strong/powerful is also a good answer, but I'm more wondering about busted or potential game warping stuff, just so we have some understanding on how bad summoning could be if it was adjusted for a home table. Since Paizo isn't likely to change the rules for summoning spells any time soon it seems smart to consider the drawbacks as well as the benefits. My gut says that the broken-ness would reside somewhere in monsters with spell lists, but I don't know what specifically, and I am asure there are worse combos people can think of. |