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With the last errata pass the Magus can finally use non-attack spells for their Spellstrike. (with the AoE effects and the like put behind Expansive Spellstrike)
IMO
You still use two actions for the spell and one for the attack, you only can upgrade the whole process with a focus point - and you don't always have the conflux spell at hand that would be best suited for the situation. One loses range and the advantage of making an attack roll spellstrike while having to contend with the lower saving throw *AND* making the class more MAD. Not everybody wants their magus to be intelligent, with the reduced number of attack spells they now have to contend with lower saving throw *and* having only a secondary attribute for the spells. Considering all that I suggest: The Magus should treat saving throw spells as attack spells.
My first look at the class, I really do like it, probably won't get an opportunity to see them in play before the playtest ends, so that is a bummer based on my experience and impressions and what I read in other threads I still feel like sharing thoughts and making suggestions 1) making the class an occult caster slightly surprised me at first, but the more I think about it, the more I like it. Having Int as key attribute seems fitting, but slightly dissonant with the theme of the dirge and the described performance flavor for the spells - maybe we should get an attribute choice? Although I would not tie that to the fascinations, that would only create an artifical barrier for playstyles 2) I really like create thrall, a flexible spell with a lot of utility and great action economy. The thralls are interesting and I love metamagic keying off them - there should be more thrall spellshape feats (more powerful widen spell if you use a thrall at its point of origin, gaining bonus damage per spell rank when sacrificing a thrall next to the enemy, etc) 3) I see the flexibility problem of thralls some people mentioned. The easiest way to adress it would probably be to add a line in create thrall akin to 'instead of creating a thrall, you can order one of your existing thralls to move 15ft' 4) while there are some options to use thalls outside of focus spells, focus spells seem to be the main focus, which especially in the early game where you need 2 actions to recharge a focus point once per combat with consume thrall, causes for periods of not many possibilities of what to do
5) there are some skills supporting wading into melee and being the worst nightmare of your enemies (weapon familiarity, ostea armaments, draining strike, desperate surge) but those feel a bit like trap options
5.1) speaking of ostea armaments, starting level 10 the lvl 8 feat scales perfectly to level, but before that it gives you an 'underleveled' weapon? only a minor nitpick but I think the feat should probably come online on level 4 or 6
Based on the thread by mellored and some answers there,
Based on the ideas there I propose 3+ subclasses
Protagonist: The hero of his own story, loud and boastful - uses the taunt as his main ability (unique improvement: more range? dc penalty for already struck enemies?= Stalwart: 'You Shall not pass!' Hampering strikes as their key feature to shut down enemy movement (unique improvement: ac/saves bonus when not moving?) Bodyguard: getting in harms way to protect their charge - intercept strike is their game (unique improvement: extra reaction for intercepting? more reach?) And I think a shield focused subclass would fit well too, maybe with something that passively increases a shields durability like the shield spirit from champion or the magus subclass
On Page 327 in the upper right corner I spied today a little box with the title 'monster core dragons' First off: The dragons there all sound really cool and I am looking forward to them :D As well as to the new Dragon Sorcerer Bloodline - and that one got me thinking. We are going to have a lot of new dragons, probably steadily increasing in number. We also have already in the core new dragons of every magic tradition So where does that leave the sorcerer and the dragon bloodline? Currently we have the Draconic and the wymrblessed Bloodline, which share focus spells and are differing in their tradition and their spells So I want to put in a little suggestion while I am babbling on: We have a sidebar with 'usually prepared spells' for the dragons in the pf2 bestiary make those sidebars for what the Dragon bloodline grants instead! (or add it to the sidebar) The dragon bloodline references to the Like that the bloodline would be automatically future proofed and with minimal extra effort (or slightly changed effort rather) get an individual spell list for every type of dragon, which would in turn make the choice of dragon notibly more meaningful
Inspired by the discussion about subtle spells I've gotten curious how your spellcasters to their gestures. Most expect wide movements that Draw magical shapes into their Air from wizards, more dance and esoteric routines from witches, etc. But of course it doesn't have to, I Imagine especially dorceres having a Lot of freedom in what they do and every Religion having possibly multiple forms I could perfectly imagine some eastern spell schools working with Finger signs, Akin to what er know from Naruto And while He was especially non-magical, Reign Arataka from Mob psycho 100 had certainly some Flair in his flashy gestures and Hand poses He used to underline his more or less profound speeches
So, the Nephilim in the Player core say something to the effect of 'we feature on what was once known as tieflings and aasimars but this is the umbrella Term for all outer Planes scions' even going as far as mentioning aphorites, ganzi and iirc or friends from the voneyard too So...should we just treat all of their feats as Nephilim feats now? Because those are a lot and would make Nephilim the truely versatile heritage
Two words: Style weapons gives us one (or multiple) feats that enable the combination of different styles with fitting/archetypical weapons like allowing to use the weapon or the style traits and either damage profile while using the designated wepaons(s) ot just let the weapons count as monk weapons as long as the style is used Examples:
Tiger Style is the obvious candidate for cat claws and similar weapons Lashing Branch Style using Bo-Staffs, possibly tonfas Mountain stance and ironblood stance are excellent candidates for the meteor hammer cobra stance could use daggers to allow a throwing style I am sure there are enough possibilities to give most styles at least one weapon (and if some dont get one...well, that happens)
In one of the books, can't remember which, there's a picture of two Kobolds sharing a Beetle moung in a patrol There's also quite a number of mounts which are strong and bulky, as Well as possibilities to make them (temporarily) larger But I have not found any rulese on the subject (or am too dumb to find them) So - are there rulesefor a Rider and a 'pessenger' on one mount? And how would you handle it If there aren't?
As some of you know I am a big Fan of dual classing With the new Kineticist out I quickly noticed that the class is very self contained and very mad, which makes multiclassing a bit harder So my first impression of classes for multiclassing and synergies: Fighter, Swahsbuckler, Thaumaturgist,Monk, gunslinger: No combination possible, the special abilities just don't interact If you don't allow the Impulse to become your 'weapon' Any full caster: now one has combined limited and unlimited spells and ist incredibly mad, No good vibes Here either as it kinda defeats the purpose Rogue: has a Lot to gain in Mobility and versatility. In top of that it would not be unfeasable to homebrew a Impuls variation of spell trickster - it would probably end Up a really powerful combination though Champion: an interesting case, at first it looks like the Champion Vlad in Armor of Stone, rust or hardwood is impressive, until you realize that ist has No Advantages over wearing traditional Armor and you got No place to Put your divine Ally - one could Put it into the summoned shields of the Armor Impulses which is probably stretching the Rules a bit Barbarian: obvious choice but locks you into a single element, you also won't get the sweet rage damage bonus RAW Magus: this one is interesting because you could either argue, both with homebrewing and GM permission of course, to allow Impulses to Work as either your weapon or your spell
Ranger: now this one has enough synergy that ist might be op
Alchemist and inventor:They just do their own thing in the side with little Interactions with the class
I was really happy when I first heard Warpriest gets Master Weapon Proficiency (nice)
That changes nothing for most campaigns
In that vein I don't exactly have high hopes for the Warrior Muse Bard either tbh So here is my suggestion to deal with it:
Warpriests are supposed to get more Martial support and they will retain their divine font, so they are certainly not without magic options Bards stil have their composition spells they both still have a lot to do when they have reduced spell slots, but they both will be able to make more out of their Newly found proficiency with this and enable some new playstyles which, so far, were only be possible with lots of archetype feat investment or dual class optional rule I think this would redefine the subclasses identity and strenghten it, making them more unique and being able to do their own thing - which is strongly in line with what their name implies anyway I dare say that making the eldritch trickster rogue also a wave caster would elevate it from being the imo (and I believe several other people agree) worst rogue racket to pick to its own thing, even if that would mean giving up on some stuff like additional skill feats/points
The focus of Pathfinder will as we all know by now shift a little away from the classical chromatic and metallic dragons But their imprint is still strong with their diminutive cousins I personally love Kobolds and I know many of you do too So I've been wondering - what will happen to them? Will Kobolds stay the same (in mostly the five chromatic colors and sometimes their metallic counterparts) Or will Kobolds be reinvented, maybe even renamed, to go away from OGL and reflect their possible new relatives? And will we get at that opportunity maybe the chance to get new Kobolds who have a link to other dragonkin like primal and imperial dragons? I would love to see our little scaley friends go proud into the future with maybe a little makeover and a new coat of scales! :D
First off, got to say I really love it. Gives quite a few option and works well for my group to realize most of the stuff they are planning on. So I wanna share a bit about your experiences with dual classing and what additional rules and limits you set and add and maybe inspire each other. I usually run it with the base assumption that one can not combine two martial classes (exceptions can be made). This rules out most of the munchkin stuff anyway - no flurry ranger with legendary progression, no legendary progression + full sneak attack, no flurry thaumaturge etc. For spellcasters I am not ruling out having two since they usually run similar saves, similar hp pools and while they got more spellslots the additional spells don't get more effective or anything. Some things I try to be cautious about:
And a few things I like to add:
Also a fun little thing one can add - make custom class names for your combinations Fighting Class + Bard (especially with sarenrae focus) = Dervish
A while ago I had the idea of coming up with one weapon of each category - for each ancestry. I kind of got stuck after a while (and am currently playing other TTRPGs), as you can imagine it's a big load of work. I still want to share what I thought up so far I tried to keep the general balance of the game in mind as well as the flavor of the different ancestries - and also the ancestral weaponry feats that are imo rarely worth picking up (hence theres a big number of advanced weapons) I'd love to hear some feedback and what kind of weapons you would add
My Party decided on an adventurers guild as a setup for the campaing. I really like the idea, enables some easy questing with occassional oddball quests in between. We soon came to talk about fees for the guild and we are all not sure avout how to go about it. Skilled hirelings are half a gold a day, which is not a lot for the average adventurer the next more expansive service starts at 4 gold a day which in turn seems quite expansive So, question to all gamemasters - how would you go on about assigning fees for your guilds customers and rewards for your campaigns heroes?
My party had an encounter with Centaurs.
So we started wondering. Where do Centaurs on Golarion come from? Are they created, a natural species or a magical accident? And we wondered how many...redundant parts they actually have. We all would love to learn more about centaurs on golarion in the long run (and I am personally also intrigued about them as a player option at some point)
...or is the 'magical attack' of the wand implement really horrible? It needs the same ammount of actions as a spell but deals half as much damage as an average cantrip I suppose it is not bad for weaknesses...but if the enemy has weaknesses why not use the Antothesis and whack them with a d12 weapon? or shoot them with a d8 weapon? you are using their weakness either way
The complication is mostly for the players - imagine following scenario You've got an Lawful evil Spellcaster that has just completed the ritual to create a phylactery and become a lich. Instead of hiding it in some dank cavern the phylactery gets an additional enchantment hiding it's magical aura or letting it look like a different school of magic and then goes to: a) The vault of the local Abadar temple. The Lich (still looking human at this point) makes a legetimate business with the temple and pays money to them to safekeep the item in their vault. Now and then he might has to renew the contract posing as his own descendent with a simple disguise spell. b) A nearby Museum with good security measures. The Lich dupes the Museum staff into believing that this is an exotic and valueble artifact (not wrong, technically) Now it is on display for the whole world to see and at the same time under high security Now the players have to deal not with the lich but with either part of the abadar priesthood or the museum staff The question that came to me while making this up was the following - I've read at some point that liches if they continue eating and drinking (and sleeping?) properly basically keep their looks and don't start to decay as that comes from neglecting the body and relying on the necromantic energy to keep you alive
Inspired by a comment in another Thread Warpriest
Additional Feats:
Smite Good/Smite Evil
Warrior Muse
Eldritch Trickster Racket
sidenote: this is an admittedly rather swiftly made conversion and as I progressed in writing it so did my tiredness.
...I really, really do love your products.
but... The last minute change of the SoM release date... I am not even mad about the delay. Things like that can happen, it happens all the time. Especially the last and this year for reasons we are all aware of. But you KNEW that the date could not be kept. Appearently for a week or more. People are planning around these things. I planned something with my friends for a pnp session. I know others who have planned around it.
On top of that people knew. Who knew? The people who subscribe. I have not casually the money to spare to buy a big book and GET IT SHIPPED OVERSEAS on top of that.
I just had the dang street date NO ONE BOTHERED TO UPDATE TILL IT WAS TO LATE TO CHANGE ANYTHING ABOUT MY SCHEDULING. GIVE PEOPLE TIME TO REACT AND PROPERLY INFORM THEM The bad communication here is what bothers me the most. rant over...just had to vent...
One of my players wanted to make a Shadow Bloodline Sorcerer and since Dexterity was not the top score with the build we looked into the Multiclass Archetypes. They were at first thrilled about getting light armor from rogue to help a little in that department, however the enthusiasm quickly deflated when they noticed that, like many other Archetype prophiciences, it does not scale. Unlike the weapon prophiciency of figther not even with a feat.
So I wonder again, why does the prophiciency with weapons and armor granted by multiclass archetypes not scale?
I kind of opt just for giving all those archetypes just scaling coupled to their own. The multiclass archetypes are in comparison often subpar either way (the non-caster ones anyway)
I recently made on order which was declined because of insufficient funds (whoops), by now that problem is solved but when I want to place the order for Lost Omens Mwangi expanse pdf nothing happens.
One of my players wants to make a character that is part Kami, basically the same degree an Aasimar is a celestial.
So how would you pull it of (without homebrewing) Aasimar? Aphorite? Ganzi? Maybe even Changeling or Geniekin?
Every Deity has a favored Weapon and of course for several characters (mostly clerics, some paladins) they are a good choice while for many more characters they are at least flavorwise a good choice. The Problem is - often new Weapons pop up which might be even better for some deities then their assigned Weapon. Or some deities get a specific favoured Weapon and later theres a new weapon that is very similar style wise and fits for your character so much better. Examples:
How do you handle things like that?
I wanted to share my first thoughts about firearms and in the mean time invite to talk more about specificly those.
So without further waiting, step by step my personal impressions with little side notes Traits
-Versatile: Makes perfectly sense. Makes me wonder a little why PF2 removed the ability to deal two types of damage at once. Easier calculations? The New Traits
-Sniper: The ranged variation of Backstabber. It is literally the same trait in all but name. As with backstabber I think it is rather weak. The worth is still higher since it levels the field to propulsive weapons. It could be something on Future bows and crossbows. (Advanced Elven bow *eyebrow wiggle*) -Unsteady: Now this is a harsh one. -2 hit penalty if you don't spend an extra action on an either way action starved weapon. Either every round or with a tripod that probably ruins your mobility. Historically Arquebus had a fork rest which seems way simpler and more mobile. Considering the ammount of incredible dangerous and fast beasts out there it seems almost like a must to have something better then a tripod. The Simple Guns
-Flintlock Musket: I have very mixed feelings about this one. On the one hand I love it for the same reasons as Musket. On the other hand...oh do I despise d4s... -Hand Cannon: I find the concept of a gun you can just shove scrap in and shoot it around very amusing. It should maybe have cheaper ammo or special rules for scrounging shot? powder of course still has to be paid The Martial Guns
-Blunderbuss: It feels a little like the damage type should also be modular. Blunderbuss are the archetypical 'shove something in and fire it' Weapons. (And I think the gm should feel free to give or take weird properties if you stuff...stuff into it) -Dueling Pistol: It's a friggin onehanded musket you can hide in your pocket (they are not just happy to see me :P ) for the cost of 10 range.
The big Missed Opportunity
The big Winners
-Fighter is also in a good spot, but they probably need a little Multiclass support to really make it work action wise (or just use the Firearm as devastating backup weapon) -Investigator: Stratagem with a ranged fatal weapon? Yes please! where do I sign up? -Bastion: Since they learn how to have a hand free with their shield strapped they get a new level of tactical options. The big Loser
The feat Ancestal Weaponry first seemed really cool to me. Kind of the thing I would have wished existed from day one, the link between ancestral weapons and the monastic weaponry just seemed so natural. I can totally get behind why it is only melee weapons, makes perfectly sense balance wise. I can also totally get behind the idea that the weapons have to have either agile or finesse. Obviously without that you would open up to some really strong weapons that you can flurry around like a mad-man(orc/elf/etc) But that the weapon also needs the ancestry trait... This leaves us with following options (leaving out ancestries without weapon feats): Catfolk: Claw Blade Dwarf: Clan Dagger Elf: Curve Blade Gnome: no Weapons Goblin: Dogslicer Halfling: Filchers Fork Hobgoblin: no Weapons Orc: Knuckle Dagger Tengu: Gale Blade that last one totally deflated the value of the feat. You need 3 feats to learn how to effectively use ONE weapon. There might be more weapons in the future, true...but still, it has...very weak returns for what it might have been.
We play in a small group and have dual classes and I decided to play a Monk/Sorcerer with the intend of combining monastic Archery with the Eldritch Archer later on Before I get all confused about different interactions of class features / feats /bloodline magic I wanted to ask what happens under certain circumstances 1. Bloodline Magic: Works with focus spells and regular spells from your bloodine but not the other spells from spell slots? What happens if you cast a bloodline Spell heightened to another spell slot? 2. Bespell Weapon: Does it work after a focus spell? Does it work after Eldritch Shot? 3. Do mystic Strikes interact with bows (while in monastic archer stance) ? bonus: is it just me or is Magic Arrow... a bit underwhelming?
Quote:
So ... you gain 1 spellslot and 2 spells known per 'milestone' ?
...are d4 REALLY unsatisfying to roll? My current character is a Redeemer of Desna and is using a Starknife.
Some might remember that I have a (slower then I would like to admit) running personal project for an ancient greek inspired setting. And of course Ancient greek would be nothing without their monsters.
I tried to make them fitting and flavorful but am not sure about the balance though Demi-Cyclops
1st Level Ferocity (Reflex)
Flash of Insight (free Action)
Cyclopean Throwing Techniqe
5th Level Cyclopean Throwing Expertise
Powerful throw
Adept Seer
9th Level Flash of Brutality (free Action)
Cyclopean Throwing Mastery
___________________________________________________________________________ _ Demi-Medusa
1st Level Venomous Serpents
Paralyzing Gaze
5th Level Medusas Many Eyes
Dangerous Poison
9th Level Mind Numbing Poison
Poison Coating (2 Actions)
13th Level Petrifying Gaze
De-Petryfing Gaze
Magic Archer Dedication - Feat 2, Uncommon, Archetype, Dedication
Imbue Arrow - Feat 4, Archetype, Flourish
Seeker Arrow - Feat 4, Archetpye
Bow Mastery - Feat 6
Archers Secret - Feat 6
Greater Imbued Arrow - Feat 8
Phase Arrow - Feat 8
Archers Deeper Secret - Feat 10
Seeker Arrow - Focus 4
Phase Arrow - Focus 8
Well, did this out of boredom while watching repeated unskippable cutscenes in an mmo :P Tell me that you think - this should certainly open up some possibilities for a number of casters (although it is probably not great with bards which want to play their music all the time)
Okay I am not sure if it's just me but I stumbled across the Elven Chain entry between the Precious Material Armor So it says that it is specifically a chain shirt 5gp | 2 Ac | +3 Dex | -1 Check Penalty | no speed penalty | Str 12 | Bulk 1 | Flexible, Noisy (Crafting Costs Negligible) made out of mithril 1760 gp | 2Ac | +3 Dex | -1 Check Penalty | no speed penalty | Str 10 | Bulk L | Flexible, Noisy (crafting costs 220 gp, which is really really cheap compared to buying it) but modified to this: 2500gp | 2 Ac | +3 Dex | 0 Check Penalty | no speed penalty | Str 10 | Bulk 1 | Flexible (Crafting Costs: at least 3125gp) Is that correct? Does that really look as strange as it is? Or did I misinterpret something about the entry here the entry again Spoiler: ELVEN CHAIN ITEM 13+
UNCOMMON Usage worn armor; Bulk 1 Elven chain is a chain shirt made of mithral (page 579) that glitters in even the faintest light. It grants a +2 item bonus to AC and has no check penalty. Created by elven artisans employing ancient crafting techniques, elven chain is exceptionally quiet. Unlike other chain shirts—even other mithral chain shirts—elven chain does not have the noisy trait. This suit of armor can be etched with runes like any other mithral chain shirt.
I am currently working on my own supplement for PF2 with a little Island setting heavily influnced by ancient greece.
As a little start I want to share the first Archetype that will be part of the Setting. Unfortunately I don't exactly have a crowd to playtest it, so - I would appreaciate feedback and help in balancing the whole thing. The Phalanx Archetype has a heavy Emphasis on Formation, Teamwork and Protecting your allies. It should be a Natural addition for Fighters and Paladins, but can probably work for most Martials who focus either on Shields or Spears Phalanx Dedication – Feat 2
Shield Wall – Feat 4
Spear Wall – Feat 4
Stabilization – Feat 4
Stay in Formation – Feat 6
Advance- Feat 6
Bulwark – Feat 8
Always Prepared – Feat 8
I have to admit that the Kineticist was flavor wise one of my favorite classes - if not the favorite class. (Yeah I am an Avatar fan, so what? :P )
But I agree with people that the burn mechanic is pretty much...not so much fun.
Looking at how things work in Pathfinder 2 with action economy, focus points etc I think this class has great potential for the second edition. The focus caster seems to be a good starting point and the kinetic blasts would probably be class specific infusions.
Of course there had to be something to spare oneself from using focus points for every modification on the blasts whatsoever - the gather power action comes to mind which can be more flexible with the new action economy But there would be one more thing I wish from Paizo: do not use burn again. It was a very unfun mechanic
Okay first I want to say I really like the new Multiclassing. It opens lots of possibilities and lots of options.
1.) Spellcasting Feats
I think there should be either spellcasting access in only 2 feats (3 feats for 8 grade spells seems a bit much) or the second spell slot should be given by default - or both 2) Rogue
Most by now probably have seen the leaked(?) pictures of the PF2 Character sheet. As far as I've seen it it looks pretty good. But there are still two things I'd like to request/give to the paizo team to consider: -The Lore Skills: We got two slots to fill in everything that fits under craft, lore and profession...I am pretty sure that is not enough for many many players (also considering that one slot is basically locked in through your background)
-A digital sheet: I know of course Paizo is not a computer company, but it would be an immense help to have day 1 character sheet pdfs that can be filled using your pc and easily edited.
-Weapon Prophiciencies: It looks like there are basically 2 slots, simple, martial and a specific one. I think there should be at least one other, maybe more specific ones, but this is as I see it only a minor issue. Also feel free to add more ideas how the character sheet could be better.
I know we have not exactly had an Archetype blog or something but while posting I noticed that some of the old class (and prestige class) concepts really would work well for class agnostic archetypes.
Gunslinger: Firearm Prophiciency and Grit options as additional class feats. So you could do a Ranger or Rogue Sniper, a Gunslinging frontline Fighter or a cleric with a gun and blessed bullets. Swashbuckler: More options mith light weapons. Would work for dex-based fighters, rogues, followers of Cayden Cailean and many more. Arcane Archer: Got Magic skills and bow prophiciency? Upgrade it! Brawler: Unarmed options for everyone! Arcanist: Vary your vancian casting and get the exploits as additional options for your wizard - alternately make your sorcerer more flexible. (The start feat would probably be to alter the casting of your character to give you either more flexibility or more options in the long run) Master Spy: Why lose class related stuff? It is much easier to pretend something if you got all options. Dragon Disciple: Well it would be more like a Dragon Scion Archetype but I think there could be some pretty neat builds and option. Hellknight: I am sure this one would be a class-agnostic archetype either way And I am sure this works with a LOT of archetypes that some classes now have, heck -> some of the archetypes we got now are basically that with a bit configuration for the individual class
We already heard that mondays post is going to be about monsters and probably how to build them and...stuff Now what I really hope and wish for: Monster creation rules in Core I know it takes a few probably important pages but this would make the core rulebook really all on NEEDS to play. In SF I was kind of bummed to find out that I had to wait for the bestiary to build mobs and encounters. COnverting was an option...but imo not a good one...
We all know that several classic spells return (Fireball, Magic Missle, Scorching Ray, most likely charm) But there is also the opportunity for new spells and some doubt about what spells will also return. So I start with a wish for a spell I have seen in dnd5e and really think with the new cantrips should be a thing here: Vicious Mockery I never played dnd5e up to now and so had never the opportunity to use it but heard more then enough hilarious stories about it to know that I really want it. And while we are at it:
For everyone who wants to add a Shoulder mounted Weapon for his character. Item Level 2; 1000C This mod enables you to Mount a Weapon on your armor, usually on the shoulder, enabling the weapon to be operated without using hands.
Additional Feat:
I think this gives potentially a lot of new options without upsetting the game balance too much. Had the spontanous idea today and thought it would be cool to have the option.
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