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Hi :-) Boons - it's been said a few times but what makes a boon fun is that it makes a character different - a permanent fun boon is waaaay better than a mechanical benefit. Even if there's little or no mechanical benefit I'd far rather have a flavor boon. Also, spending boons for one off bonuses (no matter how powerful) would be pretty soul destroying (bye bye vanarra, dhampir, ganzi - hello minor benefit on rolls). GM boons are a thank you for the time effort and often money that GMs have put into making conventions fun. Printing, buying maps, buying minis etc... quite often you'll look round a convention hall and see GMs have scratch-built 3D terrain or created unique minis for important foes... We do it to make the gaming experience as fabulous as possible for our players, GM boons have always been really important to me in feeling that Paizo values that effort and investment. ![]()
Likes: 1) 3 action system
Hates: 1) spellcasters have been nerfed into the floor
(I also hate resonance for consumables but I think that fits in point 3 - it’s en example of defecit-model game design aimed at restricting rather than enabling players) ![]()
I’m not against Resonance, but I think the rules need to be so absolutely clear and watertight about when RP are spent to invest, activate etc, or where (like the ghost sound example) investing gives you a free activation ability.... As written it’s really grey area and has the potential to cause so much grief at the table... ![]()
![]() Rysky wrote:
From tiny to medium - ie level 9 (PFS levels) = 2 bumps which is +8 Str, -4 Dex, +4 Con to a total of Str 16, Dex 13, Con, 15 (plus 1 ability score increase at level 5 and a second at level 10) this is not great. It specifically says on page 22 that drakes refuse to wear any armour ever. The "Drake companion" class feature replaces natures bond. Share spells is part of natures bond - specifically gained in the AC advancement chart at level 1. Drakes do not get this. Neither do they get link, evasion, devotion etc that the AC gets. I can live with drakes being mediocre (which they are) just don't think the price in class features should be so high ![]()
![]() Rysky wrote:
The D12's I give you, but the size increases are nothing to get exited about until level 13. Indeed, till level 5 you are stuck with a tiny companion with 0ft reach (basically combat useless, not that anyone would fear it's 1d3-1 attacks anyway) At level 5 you get small, so 1d4+1 damage Level 9 for medium, you reach the dizzy heights of 1d6+3 damage. Things drakes *dont* get that help animal companions are inherent bonuses at Str and Dex, share spells (for Druids/Rangers/Paladins) or the ability to wear any armour. If they were just underpowered companions, it might work just for "oh cool I got a dragon" value, but at the cost to your main character (for example the shaman loses its *primary* spirit, Cavaliers lose nearly everything) you will struggle.... ![]()
![]() I was just in the process of creating my dragon themed character - now I have to wait til July :-) Ahh well; I'll consider it an early birthday present when it comes out. Can I request variant dragon disciples? Maybe imperial dragon and/or linnorm disciples? Please don't put anything dragon-slaying in there ; we had a whole PC for that! This should all be about dragon love!! ![]()
![]() Have to say I'm massively surprised that people are happy with the shaman. It feels weak mechanically, bears little resemblance to witch or oracle and has a real disadvantage in a super-shiny familiar that screams "IM MAGIC KILL ME NOW" It also has the biggest imbalance between options - seriously, Life gets channel and earth gets DR/5 Adamantine for the familiar. The thing that upsets me most is that fluff-wise the shaman has *the* most potential to be a cool and (most importantly) unique new class. Sigh ... I guess if the survey says... ![]()
![]() The wind shaman is lovely and flavourful, but mechanically seems weaker in comparison to some of the others. The clairaudience ability of Windsight is nice - but round per level is too shot to be of actual use (when are you ever going to know exactly which 6 seconds of a distant conversation to eavesdrop?) Wind ward - 20% miss chance for 1/r level is weak. Suggest up the duration (significantly - maybe one active at a time but indefinite?) Vortex spells - would be nice if twinned with spirit spells that required attack roll, as stands very unlikely to ever happen Air barrier - like this one :-) - though it isn't unique Sparking aura - Interesting, but the cha-dependence and 1/r per *two* levels hurt! Looking at the whole package It feels like a "storm shaman" and a "end shaman" have been rolled together. Also, thematically, this spirit really feels lost without access to any flying - not even fly as a spirit spell!! Air and Wind domain clerics get air walk, wind oracles get a flying revalation and witches get a flying hex. Poor land-bound wind shamans!! :-) |