Pronate11's page

Organized Play Member. 603 posts. No reviews. No lists. 1 wishlist. 1 Organized Play character.




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Battlecry! came out in late July. It is October, and yet no one has made a commander guide yet. So, over the last month I decided to make it myself. This is my first ever guide, but I am proud of it, and I hope people will find it useful. Feedback is always appreciated, and thank you for your time.

The Guide


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When you cast sending, does the recipient automatically know who you are, or do you need to spend precious words every message to tell them? Would you need to tell them the first time you cast it, but after that they can recognize your magical signature? Could you just lie and say you're someone else? I don't actually think theres any actual RAW on this, but whats everyone's ruling?


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AC is important in pathfinder. While you don't need to max it out at level 1, you should probably have it maxed at lvl 5. with armor, maxing out AC is finding a balance between str and dex. Classes that use str get heavier armors, and classes that don't use lighter armors. Except for the Exemplar. It can use dex or str, but is limited to light armor, meaning it needs a minimum of 16 dex to max out its AC. This is very odd, and makes the exemplar quite MAD, particularly if it wants to use its various cha based abilities. The closest example is the monk, which is also dex or str based and has no armor, but better proficiency so it also needs at least 16 dex to get medium/ light armor AC. The difference is that monks get mountain stance, which gives them good AC without the dex investment. So exemplar is alone as a str based class with dex based armor. I feel like the class needs medium armor, or needs a mountain stance like feat that lets them not need 16 dex. Not inherently heavy armor levels, but at least breast plate levels. Because otherwise, dex based just seems way better, particularly with the various really cool ranged feats the class has.


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Michael Sayre Just posted this, confirming that the two new classes releasing with a playtest on the 31st will have 3 syllable names, and each name will have 3 vowels each. This is oddly specific, but also very vague. We also know one of them will be rare, and they will coincide with the death of a major god, so divine classes are likely but not confirmed.

Some possible names:
Commander
Crusader
Avatar
Potato
Banana
Avenger
God eater
M. Sayre
Fighter two
Chronical
Heralder


I am preparing a bard for a stolen fates campaign, as so I am starting at level 11. While I have everything else sorted out, I took Esoteric polymath, and so get a spell book and can prepare one spell each day from it. I have a good chunk of gp left, so I probably have 200-300 gp worth of scrolls to use. Theres a lot a guides on what scrolls to buy, but what spells work well with this limited amount of prepared casting? Comprehend languages and the remove X spells seems like a good start, but what else on the occult list would you recommend?


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Two unarmored solders, equally trained with their respective weapons, are in a duel and fire a single shot. One has a long bow, and the other has a flint lock. All else being equal, the archer is most likely going to win the match. Not only is the damage a arrow can cause roughly equal to that of a bullet, but the arrow is way more likely to need surgery to be removed and prevent infection. Guns do not deal more damage than other weapons, or at least not the guns we're getting. The advantage of guns is its ease of use and its penetrating abilities. Pointing a gun an pulling a trigger is way easier compared to the years of mussel memory and strength needed to shot a bow in combat, and aiming is still less important than with a crossbow. This is mostly shown with how most "common" guns being simple weapons, with marital guns mostly being on the mechanically complex side of things. The second advantage of guns is their ability to just go through things. Sure, when an arrow goes through most of the body, it's going to leave comparable collateral to a bullet, but if the bullet hits a vital organ, that's a much different story. A arrow to the head is bad, but not a absolute death sentence if you have a good helmet on. A bullet is almost certainty going to kill you if the brain in in its way. This is represented by the fatal trait, making crits way more damaging (and versatile to a small extent, to better pierce some armors). Guns deal the appropriate amount of damage, and their general design is about as accurate as we can get without bringing in touch AC to represent armor piercing. We can debate if guns are balance in a game sense, but from a historical perspective they're as far as they are going to get.


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I don't envy Mark. This can neither be easy nor fun, with all the arguing, criticisms with no actionable steps what so ever, and needing to protect brand. He can't answer many questions, as some people will take his word as gospel regardless of how he qualifies it, and if he even responds to an idea that the community literally isn't 100% for, the discussion will turn more personal and the feedback less and less useful. I even get if this is to much to answer. But some discussions would be improved with some developer insight, and I believe discussions can be more civil and constructive if we know if Mark can't answer or if Mark can and just hasn't gotten to it. So many small mechanical debates could be cleared up, and designs can become more focused if we know vague limits.

So with all that said, I have a few more specific questions for Mark and the team:

Low level flight for eidolons, is it theoretically posable or is flight in of itself to disruptive for lower level play. (is the combat balance and carrying others as you've mentioned the main/ only concerns, or is something with PC capacities being airborne in the first place a no go)

What idea from these forums do you like the most?

What is the best way to give constructive feedback?

When are you generally looking at the forums/ what are you looking for?

What has gotten such universal support that it's very likely to make it to print, and what has gotten such universal criticism it is unlikely to see print?

And Mark, feel free to not answer any or all of the questions above. You're in a very difficult situation, and if you don't feel it is best for the playtest to answer something, don't. Or PM me, but I know that's a little much to ask.


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So, currently, you choose a template for your eidolon based on its type, angel beast dragon ect. This works quite well, but for some concepts this doesn't quite work quite right, like how your primal bird cant fly or even climb good for many levels, or how my spiritual phantom still gets diseases like a normal person despite not being alive or fully corporeal. My idea is sub-templates, optional modifications to your eidolon to give you these things while also keeping balance in line by limiting it in other areas. I also tried to negate the downsides when the eidolon would normally have the benefits, such as when evolution surge would normally give all eidolons temporary flight at 7th level.

Some examples:

Soring Eidolon.

Your eidolon is lighter, smaller, but capable of some limited flight. Your eidolons damage dice are reduced by one step, and its size is reduced to one size smaller, and can not be used as a mount unless the rider is 2 sizes smaller then it. Your eidolon gains a fly speed of 15 feet or half it's speed, which ever is less, but a eidolon that ends it's turn in the air it falls as normal unless its last action was to hover. If a spell, feat, or other effect would grant your eidolon a fly speed, you can choose to have some of the energy not needed for flight be focused on the physical form, bringing your eidolons damage die, size, and mounting abilities to that of a normal eidolon for the duration of the effect. (this prevents both the avoiding obstacles by riding the eidolon over them, and the eidolon flying in, attacking, then flying out to never be hit. Now, it needs to spend an extra action to stay in the air, allowing at best attack fly away hover, or fly down attack, stride. )

Unliving Eidolon.

whether a construct of wood and stone, or a ghostly phantom, your eidolon is not of flesh and bone, at least not in the traditional sense, both granting increased resistance but also making healing more troubling. Your eidolon gains immunity to three of the following: bleed, poison, disease, precision, or death effects. You can not be healed through your eidolon, you can only gain healing from effects targeting you, regardless of whether the target the eidolon or not. If a spell, feat, or other effect would grant your eidolon one or more of the Immunities granted by this template, you can choose to use some of the unnecessary energy into repairing your eidolon, granting it fast healing equal to twice the number of the immunities that giving both this template and the effect, for the normal duration of the effect.

So what do you think, any ideas or improvements? or would just having the option to turn your eidolon into a familiar or something temporarily work better to just avoid combatants having these abilities?


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The amount of anger, frustration, and vitriol I've seen of this forum is insane. THIS IS A GAME TO HAVE FUN IN AND TELL COOL STORY'S! Hell, this is a beta of a option of a part of a game to have fun it and tell cool story's. Paizo won't shot you if you don't play a class. And it doesn't matter how angry you get about their decisions, They'll do what's profitable. If the majority want something, Paizo will pander to the majority. If most people think like you, all you need is to take the survey to get what you want, and if most people want something different, no amount of yelling will help you're cause. Come on guys, there's enough in the real world be be angry about, don't let this elf game dictate your happiness.


So, I'm about to play a Urog, which in its description states they have "multiple sets of articulated limbs", but dosn't mention them in their stat block. I accepted this as only 2 limbs are strong enough/all together the arms only equal the strength of 2, I question if I qualify for feats like four handed hack, which have the prerequisite of having four or more arms. Not the Multiarmed trait, just having them. Do I qualify?


This is not a place to debate what is and isn't a gish. for this discussion I will consider and dual class character where one class is a martial and the other is a caster a gish.

My current ideas:

Barb/ wild druid. Pros: +2 to attack rolls, extra temp hp, more damage, lots of spells that last hours/ all day. definitely using most spell slots for out of combat. cons: takes 3 actions to set up, can't cast almost all spells when raged (although you can cast any spell without a verbal component)

Fighter/wiz. Pros: true strike, pre combat buffs, lots of all day buffs, spell substitution gives you huge flexibility. cons: lack of one action spells other than true strike, just a fighter with true strike if you don't have a few minutes to intisabate combat.

Things that I've thought of, but not gone into any depth of how well they would work:
Fey sorc/ rouge. pure flavor here.
bard/rouge. true jack of all trades. composition cantrips let you cant and attack every turn.

ranger druid. classic casting ranger of previous editions, now with more spells.

Champion/cleric. lots of free heals, all they pros of both war and chasered.

what other good options are there? I'm not looking for power per say, but the feel of a gish, mixing spells and steel.


Hello, I am here for a friend and I, and while i've read the stiked guides, most of them only cover the core rule book and were written in 2018 or earlier. I am playing a detective operative, while my friend is either going solaran or vanguard. what are some good races for any of these? what class options from COM or other books should we look at? as I can't find a vanguard guide at all, what are some useful ideas for that? Thanks for your time.


So, as I said in the title, the spell list are based on two of the base components of magic: Divine is vital and spiritual, occult is spiritual and mental, arcain is mental and material, and primal is material and vital. However, Vital and mental, and material and spiritual are missing. What kind of spell would these combinations have? What kind of casters would/should have them? Should they even exist? Also, if there were lists that had three of the components, what would those look like. I envision them as not really a combination of the three, but an antithesis to the one left out. So all but material would be something that can't really make physical things happen, like some sort of psychic.