As excited as I am for lizardfolk, I'm... concerned about a feat taking a *week* to effectively recharge, while hurting out other feats that rely on the same limb. Sure, it meets flavour- but it's going to suck for the player who uses it if the game's timescale doesn't allow for that week of recovery. Especially if the group doesn't have a Regenerate spell around, which is likely at 5th level.
I was momentarily really excited for this blog when I saw the title, but then saw what it was about. :< I mean, still awesome to see them making changes and hopefully fixing up the problems I have with the current playtest, which this particular update looks to be trying at- but ouch. You know EXACTLY what you did with that title, don't even pretend :P
What I want for Pathfinder 2.0 is this: Step 1- Release Pathfinder Unchained Step 2- Release Pathfinder Core Rulebook 2: Revised, which will just be updated Core Rule Book with the core classes only with Unchained Version of rogue/fighter/monk etc, maybe some fixed up bloodlines, errata, just fixed up. Nothing you'd NEED to buy a new book for, but you'd probably WANT too just to have it all in one place. Step 3- Release Supreme Combat, Supreme Magic, and Supreme Skills; which will just contain current material for that type of character, only fixed up, edited, errata'd. Nothing you'd NEED to buy a new book for, but you'd probably WANT too just to have it all in one place. In other words, all I want for Pathfinder 2 is a smoother, simpler game- made so because you only need a couple books, not twelve, to make your character. :s ... Yeah, I know, this probably won't happen. But I can dream.
You rang? Also yes, the Erudite Bard was something I'd wanted to do for ages. Mostly because Wizards and Bards are my favorite classes; that and I used to have an ultimate magus bard/wizard back in 3.5 days that I loved to death. ... Well, okay, so that wasn't what killed'em but close enough! The real trick to that MCA was figuring out just how much 'wizard' to put in it. The Int-or-Cha split was the big thing; you'll note that in the most updated version, the PDF, we finally settled on using Intelligence; but in the wiki version, which hasn't received the most recent updates to that particular class, you can still see the old version with charisma as main but Int as a 'character option' in the sidebar. ... Int-casting is Erudite Bard Canon IMHO owo
Well, these three guilds I put here are only examples and simple guidelines of how powerful each ability should be. A GM could make any sort of guild they like, particularly ones that suit the campaign. The first power is meant to be mostly symbolic, generally just reinforcing what a wizard of that guild should already be able to do.
I'll be putting up more example guilds eventually, particularly ones I'll be popping into my own campaign world.
Partially because I wanted to have Word of Recall in there, partially because I wanted to have a little more room with the Guild Powers. You can have a little more room with 'earliest level 9' abilities than 'earliest level 7'; kinda like the difference between Dimension Door and Teleport. And I was never really happy with that old spellpool ability, too easy to abuse IMHO :P
After some review and reading up on ideas, I think I know what I'm going to do for the monk's flurry of blows- though I think I'll keep the rogue as I changed it, and monk's Diamond Soul change works pretty darn fine. Flurry of Blows:
When making a single attack action, or when making an attack of opportunity, with a monk weapon or unarmed; the monk may use their level in place of their base attack bonus. This is in addition to the standard Flurry of Blows ability. Ki Pool:
By spending 1 point from his ki pool, a monk can make a single attack roll as a swift action. This replaces "By spending 1 point from his ki pool, a monk can make one additional attack at his highest attack bonus when making a flurry of blows attack." This means they can actually take advantage of fast movement or Vital Strike (JUMP KICK!) stuff, if that's the angle they want to go down.
Re: Adam B- Eh, I dunno. I'm liking the swift action just because it already allows for an extra attack with a full round, or a pair of attacks with a move; that version really only does the latter. Re: Lemmy- I don't like the idea of all my monks being Moms, pun intended :P But I don't hate the two weapon fighting feat chain idea. As far as your rogue, I've taken an admittedly quick look; it's alright, but it really pigeonholes the rogue flavor, IMO. I'd rather do a quick and very open fix if at all possible, something that'd be tacked on rather than rewriting a vast portion of the class.
Re: Flurry of Blows
Re: Cunning
First off, yes, yes, we have a hundred of these threads, I know. We all know there's problems with these classes, though the rogue is more in being outpaced and the monk in just being non-effective in many ways. But of course, they pop up in campaigns anyway because a) They're classics and b) martial arts and backstabbing, woot. So here's my 'fix' to the classes that I plan to use in my campaign- was hoping for opinions. Monk
Flurry of Blows:
At first level, a monk may make a single attack action as a swift action. At eleventh level, they may do so as an immediate action. Diamond Soul:
As an immediate action, the monk may raise or lower their spell resistance. Hopeful Results?:
I'm hoping that Flurry of Blows will allow them to use their mobility to the fullest, and that the Diamond Soul ability makes it easier for allies to heal/buff them in the midst of combat. This doesn't really do much as far as magic item dependence, but I'm hoping to solve that in my game via other routes. Rogue
Cunning:
[ex]At third level, the rogue may apply their int modifier in place of strength to damage with a light weapon. Alternatively, they may apply it to their AC, as Canny Defense. Once chosen, this selection may not be changed. Mark:
[ex]Starting at seventh level, a rogue may 'mark' a target as a swift action, gaining a +2 competence bonus on bluff, diplomacy, intimidate, sense motive, and sleight of hand when used on that individual. A rogue may only mark one target each hour, and may only have one mark at any time. At thirteenth level, the skill bonus increases to +4; and the rogue applies a +2 bonus to attack and damage modifiers against their mark. Hopeful Results?:
Here, I'm just giving the rogue an alternative to dervish or a simple AC boost; whereas Mark gives a nice benefit for the higher-levels. This isn't the sort of thing I'd toss out in a pdf, but for a home campaign I think it might work. Any thoughts? Am I maybe missing a broken option these provide, or are these superfluous to the problems?
A somewhat-ready first draft. The class itself is generic, but there's plenty of room with the Guild Powers and guilds themselves to provide all the flavor such a class really needs; and three sample guilds besides. I plan to add a few more fleshed-out guilds later, but I thought I'd see the thoughts on what I had so far first.
Elghinn Lightbringer wrote: Raider, what do you think? Or a straight cleric list up to 4th good enough? For the record, if I ever, EVER answer yes to this question or another similar, assume I've been abducted by aliens, have brained my damage, and been murdered then replaced by a drooling clone. 'straight cleric list up to 4th', ha... >:P
Starfox wrote: If this was a focused class like the paladin or inquisitor, it would be easy to burrow one of their spell lists. But this is a general buffer. If I were to use a non-cleric spell list for it, I think the ranger would be closest, but the nature theme is off. I'll have to say that this is a multiclass in this regard - it has the spellcasting of an 8th level oracle, spread over 20 levels. I meant as -examples- for creating a specific. Elghinn Lightbringer wrote: Also note, if you are doing spontaneous casting, then she should never have 0 on a 1/2 caster list, as she learns spells at 4th, but being unable to cast them is dumb. That's why the new Bloodrager have a 1 on the 0 position of the paladin/ranger 1/2 caster spell progression table. There's actually some very good reasons for the 0-point, such as serving out a carrot for having a ranger with wisdom. Also, the Bloodrager has a 1 there for an ENTIRELY DIFFERENT reason- It's a SPONTANEOUS CASTER. So let's not make the terrible, terrible mistake of jumping off a cliff with the 1-slot at 4th for a prepared one. Keep it at 0. Edit: Also, reasoning based on an uncompleted class about which large discussions of balance and issues were derived -months- ago with no updates on the class since... See why maybe pointing at the ACG isn't a good idea right now? >:s
*glances in* Oh, hey, a spellcasting MCA. Don't just toss it the cleric list, though. And giving a half-caster Orisons is kind of off, IMHO. Hmmm... Think about what exactly he should be doing, caster-wise. I mean, look at the ranger and paladin- their spell lists are very defined and focused on two or three things, not including a handful of utility effects.
DungeonmasterCal wrote: This is the book "Ultimate Magic" should have been. I don't know if I'd say /that/. The Ultimate line isn't meant for this sort of admittedly esoteric smorgasbord. But this IS the magic supplement Paizo should have done twice already. And then a third time. Wolfgang, you guys need to make a sequel. Then a trequel. Then- you get the idea!
Evil Midnight Lurker wrote:
It states it -in the spell description for Animate Dead I-, so you'd only have to actually read the spell to find it. That's pretty 'proper', really- and when you consider the size of the table, it's understandable how they'd move it to the rest of the 'creating undead' stuff.
Squirrelfolk magic... sounds nutty. I'll have to scour through my hoard and see what climbs out, maybe I can dig up something good before winter. ... Puns. >:D But seriously, Druidic cult worshipping squirrels. Tiny animal companion with adjustments suited for scouting, Magic Stone flavored to be acorns, there's some real fun insanity. Imagine combining it with Ioun Stone Magic and suddenly you have interstellar treeships hosting alien squir- I should stop now.
Spoiler:
#Random
So... Deep Magic. If you don't have it, WHY ARE YOU NOT BUYING IT RIGHT NOW. My only issue is all the clockwork stuff for Temporal Magic, le blargh, but I will admit that's at least an iiiinteresting angle. (( Arcane Bond Pocket Watch, anyone? )) But everything else is fantastic. They even have some new Words and I think the next wizard I play outside of my own campaign world is gonna be a Dwarf Ring/Rune Mage. I'm in love with a book. Bibliophile indeed @_@ So that's where I'm at right now. Still checking in, though, I haven't poofed off to who knows where.
Elghinn Lightbringer wrote:
I meant the feat! But yeah, the evo too. You guys'll figure it out; I'll just sit here with my stopsign on the sideline, in case an imbalance pandemic breaks out >:3 Edit: As a sidenote, I have a Rogue/Synthesist concept I'd like to try, but it's not quite ready yet. So I'll be perusing this one for missed/dropped concepts/details/ideas for later~
I think a good question here is, what do you consider "Rogue-esque"? If you mean sneak attack, trapfinding, et all; then take the Arcane Trickster route. If you're thinking Stealth and Sleight of Hand, then a straight-up Illusionist with the right set of skills can do the job and then some; especially with Use Magic Device for scrolls of Hide from Undead and the sort. (( As a side note, Pragmatic Activator beats out Dangerously Curious if you plan to ever have an Int above 4... ))
That is fairly better, but two issues. LoH vs CPE:
1) You keep saying LoH has been switched for Channel Energy- but at low levels, that can be a good trade. Compare a level 10 paladin with 14 charisma- they can use LoH 7 times, or Channel 3, healing either a single member or the whole party for 5d6. A level 10 M. Crusader, however, would have a straight up 5 channel energies. It gets a bit worse at higher levels (15+), but is straight-up-better for general party healing earlier. You should consider this when balancing out when this class gets what. (Also, CPE has other uses like killing undead and occasional altar-y stuff, or so goes the trope.) On Paladin Casting:
2) Up until mid-late levels, Paladin Casting isn't really that good- it's spot buffs or Lesser Restorations/other specific heals not covered by their own mercies. Yes, the Litanies come to mind as powerful, but look what levels they get the effect- At tenth level, is entangling an opponent for 1 round maybe 1/day that powerful?
Rather, consider Paladin fourth level spells to be the jumping point- Holy Sword, Bestow Grace, Fires of Vengeance, Litany of Thunder and the like. On the whole, you can consider a Paladin's spells to either heal specifics, or "Change the course of one or two encounters per day". It's very easy to underestimate- but once you realize you /have/, it's even easier to overestimate. Ranger can be like that, too, though for different reasons, and this is long enough that I'll save Ranger-talk for a Ranger class. Ultimately, you guys have this class gaining early-strong abilities meant to balance the loss of abilities that become powerful later. Changing Divine Sanction/Holy shield to be either/or and much more spaced out will help with this; but ultimately, I think this class is still too strong at the levels 1 through 10. Whew, wall of text-y. @_@
*looks up* #Bloodline Magus
If you buff magus spellcasting at all, even via bloodline spells you really need to drop the recalls OR consider spell recall to be at least half again, if not twice, as good as it normally is. Because otherwise it's like they're getting better casting twice.
#Planar Witch No domain spell slots, those are just spells added in the same way you get them from patrons. As far as the summoning, you have to remember as well that it's a swift action. As far as the int bonus, Elghinn made it enhancement, I had it untyped. EDIT: Oh, right, Crazed Gaze (Which I admittedly didn't finish typing out, derp) isn't meant to be an actual gaze attack; it's supposed to be a swift-action target usable once a round. Probably the strongest of the Advantages, but the low DC and the fact that it's wisdom balances it out.
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