Kazim

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The Barbarian level 10 feat seems like a strict upgrade to strikes, that has a high probability to take multiple actions from an equal level enemy. Is there any drawback to spamming this? Usually these sorts of abilities usually have 'Press' or 'Opening' on them to prevent them from being just a better strike. Is there something I am missing or as the GM should I be getting my fort saves ready on every.single.attack.


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Currently running a game going on 16 6-7 hour sessions, we're just now getting into level 13 and looking at spells and finding some strangeness.

Referencing the spreadsheet put together by adresseno (Thank you!)

Spreadsheet.

And comparing the average touch ac versus player chance to hit, touch spells suffer tremendously. Disintegrate is one of the key ones we're comparing now, but several necromancy spells leading up to this have required both a hit and a failed save to have any real impact.

At our current level, our caster has a coin flip to hit a monster that is lower level than her with a Disintegrate, that monster then has a decent shot at passing the save, and taking half damage, giving two shots at the spell being far worse then just firing off magic missile.

This really limits gameplay choices for wizards, in PF1 we had the problem of 'some spells are just the wrong choice' and most of the PF2 spells that say touch feel like the wrong choice because it is a massive gamble if you're going to hit, then bypass their save as well.

Love to hear some other thoughts on this!


Most recent update includes..

Stance: A stance is a general combat strategy that you enter by
using an action with the stance trait. After you take an action with
the stance trait, you can’t take another one for 1 round. You can enter
or be in a stance only in encounter mode. A stance lasts until you get
knocked out, until its requirements (if any) are violated, or until you
enter a new stance, whichever comes first.

This seems an attempt to streamline the rules around 'Stance' and 'Open' for monks. Does this remove the 'Open' Trait from current monk stances? Is the intent a monk can 'Attack, Move, Stance' now? Otherwise the inability to do one for 1 round doesn't really change anything, since they'd still have open.

Thank you for any clarifications!


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So recently in our playtest group I tried seeing what it would be like to throw an 'extreme' challenge at them. In this particular case my group is a party of 6th level adventurers with appropriate gear level and three NPCs with them.

They go into this fight after two minor encounters which consumed two heal spells from the cleric and one second level spell from the wizard, as well as a trap that did a bit of damage, so for the most part we're in tip-top shape, and aware that an extreme threat is infront of us.

The creature in question was a Kalavakus Demon (Horned Demon)- I should start by saying it was absolutely masterfully redone from the previous version, the flavor and style of this fight was so much fun.

The problem came from the creature (and others of the level) +to hit versus the PCs armor.

Yes this creature is 4 levels higher and thus 'Extreme' but nearly every time I picked up the dice it was a crit, if it wasn't a crit it was a hit. The creatures AOOs also would often result in a crit - +20 to hit against 22 ac on several of my party members.

While it was still a mostly enjoyable encounter that they barely made it out of, having every attack round not be a question of 'hit or miss' and being of 'hit or crit' was a bit jarring. It was also basically impossible for the monster to fail most save or suck spells to help mitigate this problem.

Have others experienced this in their playtesting? High level creatures seem like they're game enders if not managed properly.


Quick question for the hivemind - Does Inspire courage

You and all allies in the aura gain
a +1 conditional bonus to attack rolls, damage rolls, and saves
against fear.

Add damage to spells?

The example i am considering is magic missile, at higher levels it can send an absolutely massive number of missiles at a single enemy. Would it apply the damage bonus every time? With an inspire heroic going into an 18th level wizard's inspire courage would be MVP.

Thanks!