Tiamat

Temeryn's page

Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber. Organized Play Member. 116 posts. No reviews. No lists. No wishlists. 5 Organized Play characters.



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Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber

If you are reaching 12d6+24 you are certainly using stuff that is banned at my table and/or setting specific paperback stuff which really should not count in these discussions.

I think it is pointless for this to devolve into a "well I don't allow that" because frankly I play with rules stricter than PFS, but paperback books are not the core line and are Golarion specific so they should not be considered.

Just in general it is more fair to compare CL6 to CL6. When the sorcerer reaches 7, scorching ray gets better and more stuff does too and when the kinetcisit gets to 7, he gets a hybrid and another element as well as a 2d6 bump when empowering. Sorcerer has been out longer and just has more stuff to play with in feats. Its not really a fair comparison


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DeciusNero wrote:
Knight_Druid wrote:

How about having the hunter use a swift action to give his pet a boost dependent on level;

1. Armor Class and saving throws, or

2. Bonus to hit and damage

This along with specific spells that can only be cast on the pet (i.e. magic fang, barkskin, bless, cure light wounds, etc...)

Thoughts?

I think it'd be nice to expand on the share spells ability. As in, when the hunter, casts barkskin on herself, the animal companion also gains the benefit (could always have the CL be halved for purpose of duration and whatnot to not make it too OP).

I REALLY like this idea. it gives the class a really cool ability that nobody else has and helps bring the animal companion up in later levels when it is not as strong. Also, usually you have to decide whether to buff yourself or your companion. For the summoner, the current best pet class, it just buffs the eidolon, but being able to do both helps strengthen the idea of both the hunter and companion fighting together as opposed to hunter sits in back and continually buffs companion like the summoner does.


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Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber

If investigator is going to lose sneak attack, my suggestion would be to have an investigator version of smite, similar to the movie Sherlock Holmes planning out the fight in advance.

A rough version of this idea would be:

Battle Insight:

You can use it as many times per day as you like but you can only use it on one enemy at a time. It gives an insight bonus on attack roles, damage, and AC against the target and uses a standard action of observation of the target to start (lasts until the end of combat like smite). At level 7, it goes down to a move action and then a swift action at level 13.


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christos gurd wrote:

...*inhales*PLEASE DEAR SWEET MERCIFUL HEAVENS CONSIDER WISDOM CASTING, IT FITS THE FLAVOR MORE THAN EVER!

...wait a minute
Jason Buhlman wrote:
The arcanist takes a different route. Seeing magic for what it really is,
I wrote wrote:
I think this class should be about looking at the nature of arcane magic
O_O

Oh wow I did not see your post before I posted.

I obviously agree.


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Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber

Also arcanist's new flavor also lends itself to having it cast with wisdom instead of intelligence and charisma.

Wizards use complex formulas to cast spells that they write in their spellbooks and they memorize the formulas each day.

Sorcerers use natural force of will to control their limited set of spells they obtained from their heritage.

Arcanists see, understand, and DO which seems to point towards wisdom. The arcanist does not not have as much rote knowledge as the wizard; that is not how they do things. The arcanist does not use their personality and force of will like a sorcerer. They understand how it works and how to interact with the magic around them to achieve their goals.

Also it helps create more differentiation and gives people a wisdom based arcane caster which many people want.


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Tels wrote:
Why are so many people butt-hurt over dervish dance and agile weapons?

I am not. I like both of those options.

Here is the issue.

Those options are great and I actually allow dervish dance for rapiers and any light weapons in my home games. However, the point of agile and dervish dance are to empower characters that are using dexterity as their primary stat in melee. Dervish dance specifically has the significant drawback of requiring a hand free.

For the swashbuckler the dervish dance drawback is void and they only have light armor proficiency/ This means swashbucklers with dervish dance are much more powerful than those without it. This means swashbuckler is either too strong with dervish dance or too weak without it. Considering the rule books assume that Golarion books are not used because some pathfinder games are not in Golarion, the class therefore cannot be balanced.

This is also true for agile weapons but to a lesser extent. Dervish dance is more of an issue.

Making precise strike replace strength automatically stops this problem from occurring, and makes dervish dance (and the use of scimitars) not a requirement for swashbuckler. However, especially if the free finesse feat counts, getting dervish dance if you want to be a dervish swashbuckler is still a great option because it does not require 1 panache, multiplies on crits, and works on all enemies.

(This change also makes strength based swashbucklers weaker which are currently the optimal build path)


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Thaumaturge is a really good name. If they don't want to use that for another new base class, I would be on board with that, though I am fine with arcanist.

My main issue is that the rogue archetype already has the name swashbuckler and it is confusing.

If you suffix the original name wouldn't it still be confusing because brawler and skald come from bard and fighter?