It this too powerful...
ARCHER DEDICATION FEAT 2
Is this too powerful for the dedication feats?
Mark Carlson 255 wrote:
I hear you and I like paizo.But I feel too much that the playtest/pf2nd is riding too much on the coattails of pathfinder 1st and paizo is making a product that the fans have voiced disappointment of hoping the fans will buy it anyway.
Ryan Freire wrote:
I agree.I use to come to the boards everyday not maybe once a week to see if anything changed.
I use to be active but Bulmahn killed of my thread and others so I feel like only is out feel back not being considered but is being shutdown.
Anyway, friends moved to other games & I'm doing FFG's rpg system.
I am a huge avid pathfinder player.
I know others may feel differently I'm just stating where I am coming from.
That why I suggest +1(1/2Level)
Yes each bonus of 1 to a d20 is 5%But a +6 bonus is 50% higher than a +4 bonus
4 + 50%(2) = 6
Characters are still progressing but just not as fast and in PFS many players play of different levels
Sebastian Hirsch wrote:
The suggested system makes the fighter bonus greater at all levels
At 1st level both str 14 (Old System)
At 5th level both str 14
At 1st level both str 14 (Suggested System)
At 5th level both str 14
I definitely prefer Proposal B for the front page compared to the other options, but I feel like Proposal A is easier to follow once you get to Pages 2-3. If there was an option to combine the two - have the first page be horizontal and the others vertical - that would be ideal IMO.
It's like a "choose your adventure book" just to make a characterTrue to that second part.
That's why I wish the playtest just did combat feats and had one spot to get that information.
Plan B is my favorite
With the playtest being so hard to get that edge I don't see how well we can play with PC at different levels. A 5th level fight playing with a 1st level cleric, the cleric will have a hard time playing the game. And this can be common as the PFS has their tiers of play. They can't have a tier for every level.
As a solution I suggest the proficiency bonus be half the PC's level. This makes the difference not so large between levels. Or even when fights foes levels higher. You'll still get all of your bonuses to still but the bonuses you have will matter more as they won't started becoming more than your key attribute until level 8 as opposed to level 4.
I hope Paizo makes a good game.
The stat buy feels too cookie cutter
Is this a typo
Make 2 Strikes against your hunted target, one with each of the required
weapons. (The multiple attack penalty applies normally.) The second
Strike takes a –2 circumstance penalty if the weapon doesn’t have
the agile trait.
Because the penalty is already there for a 2nd attack and it gets worse for not being an agile weapon.
Worst case is
1st Action +X,-7
2nd Action -12,-19
3rd Action -24,-31
I don't think it's too hard especially with the spell points system.
The Once and Future Kai wrote:
Because you want to play a divine sort but hate Vancian casting or don't want to worship a Deity. Then you end up getting punished mechanically for that.
It's not a fair trade off.As far as the vancian system, if you play correctly you have a wide variety of spells. And I've seen the system played incorrectly too many times when players are not logging their spells and when the DM ask what they are going to case players are spontaneously casting from the core rulebook.
I was looking at playing a device sorcerer as a healer but I see that at 1st level.
Gonna again disagree. They are absolutely valid. They may not be interesting but they are almost all functional.
Adopted Ancestry 1 General — Opening up access to other ancestry lists is quite good, especially given most ancestries only have a couple of feats you'll really want, and some barely have any.
Alertness 1 General — I feel this should raise the proficiency
Ancestral Paragon 1 General — this may change with the new proficiency rules
Armor Proficiency 1 General — Nobody wants to get hit. agreed
Breath Control 1 General — agreed
Diehard 1 General — I don't think a thing that can save your life is ever not a valid pick. agreed
Fast Recovery 1 General Constitution 14-- we'll see after the heal rules
Feather Step 1 General Dexterity 14 Difficult terrain is super common.
Fleet 1 General — Everyone enjoys more speed.
Great Fortitude 1 General Trained in Fortitude saves. Save bonuses are never bad.
Hefty Hauler 1 General Strength 12 Bulk adds up FAST this edition. - I've yet to see DMs enforce the bulk rules
Incredible Initiative 1 General — Initiative boosts are always good.
Iron Will 1 General Trained in Will saves. See Great Fortitude.
Remarkable Resonance 1 General Charisma 12. -- resonance is still being worked on
Ride 1 General — This one does feel lackluster-- most dedicated riders probably use something with the minion trait and this does nothing for them.
Shield Proficiency -- Shields are really good, and this opens them up to most classes.
Toughness 1 General — See Die Hard.
Weapon Proficiency 1 General — Agreed and I feel ALL classes should start with all simple.
Expeditious Search-- Being able to search for hazards and ambushes while maintaining full speed for overland travel is actually really good whenever the quest is time sensitive.
I feel that there were more valid ones in 1st ED
Captain Morgan wrote:
SOME are very goodMost are very lackluster
Yes we have options but very few valid ones
In my opinion all of the classes feel the same. The attribute system is almost guaranteeing an 18 in everyone's main attribute, then everyone is most likely to make the skill at the highest rank there for there are going to be so many people with same stats.
Level 1 : +4 (almost guaranteed 18 in key stat) + (+2) (best proficiency in what your role is) = +6 (almost everyone is rolling this)
I feel like they are trying to make the game modular but we are using several set builds instead of customizable options
Shield Rule from redit Pregen
Redit Shield spoiler:
You snap your shield into place to deflect a blow. Your shield prevents you
from taking an amount of damage up to its Hardness—the shield takes
this damage instead, possibly becoming dented or broken. If the shield
takes damage equal to or exceeding its Hardness (5), the shield takes a
Dent. If the item takes damage equal to or greater than twice its Hardness
(10) in one hit, it takes 2 Dents. The shield can take only 1 Dent without
becoming broken. A second Dent causes it to become broken, though it
can still be repaired. If the shield would take a Dent or become broken
while already broken, it is destroyed beyond salvage
Based on this, if a shield is hit with 6 damage 3 times then that shield is destroyed. This is almost easier than sundering the shield, in 3 strikes the job is done with less damage. This means you'll be going through more shields than quivers of arrows.
I'd rather suggest taking a number of dents equal to the hit points of the shield.
Mythic adventures came out before the Advanced class guide so it cannot address items that came out after it
It sound like you want a melee Heavy Cleric
str - 14 -- extra damage on 2-handed weapons
I hope this makes clerics less mad
I am finding a hard time finding a straight answer on this
Fire Bolt (Sp): As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier
But the Arcanist does not state if it is a move, full round, swift, standard or just an attack option. Do you get more uses per round with haste or higher bab
Acid jet Arcanist :
Acid Jet (Su): The arcanist can unleash a jet of acid by expending 1 point from her arcane reservoir and making a ranged touch attack against any one target within 30 feet. If the attack hits, it deals an amount of acid damage equal to 1d6 + the arcanist's Charisma modifier, plus an additional 1d6 points of acid damage for every 2 levels beyond 1st (to a maximum of 10d6 at 19th level). The target is also sickened for 1d4 rounds. It can attempt a Fortitude saving throw to negate the sickened condition.