Magus definitely suffers a bit from being ranged in that Starlit span is weaker than the other Hybrid studies in terms of available feats (not just hybrid specific ones, but also some just don't work as well or at all with a ranged weapon) and not getting an extra benefit from arcane cascade, the focus spell is also a tad underwhelming (it's ok, but you'll have plenty of fights where it doesn't really do anything).
The int one is nasty when it triggers, flat footed makes the attack more likely to crit and therefore more likely to actually interrupt and stupefied ruins your spellcasting next turn too.
Whereas the charisma one is damn near impossible to avoid, emotion effects are everywhere.
Druids can get flight for a focus point at level 8, literally half this level, out of combat 5ft air walk is nice, but it's not really on par with real flight. Flight is strong because you can be out of a melee enemy's reach, bypass the need for climbing and swimming. All this does is let you float over water and maybe not trigger a trap, but we're 16th level, traps probably aren't overly reliant on pressure plates at this level.
Agile only works on finesse weapons, which are generally just worse than other options. You're not getting an agile Falchion, falcatta, fauchard, glaive, butchering axe etc. Oh and remember you need 13 strength for power attack, and piranha strike only works with light weapons so is not an adequate substitute. Agile weapons only deal 1x dex to damage even when two handed, as compared to 1.5x strength on a two hander. So a dex based character is doing significantly less damage with a worse weapon.
I don't see the point, I guess you could do some gimmicky stuff with Starlit Span or Lunging spellstrike an line or cone effects, but that's it. You're giving your spell an extra failure condition, then allowing all the usual defences, and given you're a magus you probably don't have impressive save DCs, all in return for a single extra strike. I'd rather cast and strike sepereately, if I don't have three actions I'll skip the strike. Normal spellstrike is good because it's either free damage on your attack from a cantrip or making that spell attack roll spell of yours much more accurate than it would be for any other caster by using your weapon proficiency and weapon runes with it.
graystone wrote:
I feel like magus is never going to have a spare action to demoralise with (or bon mot for that matter) so any charisma skills would be solely for non-combat use. Spellstrike is 2 actions, you need another to recharge, you need to fit arcane cascade in there somewhere, preferably early on, you'll obviously need to be moving since most magi are melee.It'll hopefully make for some interesting decision making in combat, but really doesn't leave room for picking up stuff like demoralise, shove or trip.
Arcane is good, it doesn't really have a unique amazing spell like synesthesia, but it has a much easier time targeting different saves than other lists. Occult list is extremely will save heavy with fewer but still adequate fort save options mixed in and practically nothing for reflex. Primal has plenty of fortitude and reflex, but basically nothing for will saves. Arcane has good options for all three saves. Divine is just lacking in general. Arcane is clearly meant to be the generalist who does everything other than healing, which is perfectly adequate since medicine can handle all your healing needs, battle medicine is perfectly adequate for the emergency mid-fight heal. It's true you don't really need a caster anymore, there's just not much that actually requires magic to do and utility spells are generally underwhelming rather than gamechanging.
John R. wrote:
Those normal casters are just as able to gain more spell slots as a wave caster is. A Wizard with witch dedication ends up with more slots than a magus with wizard dedication after all.
Honestly you'd be better off giving warpriest wave casting and magus' weapon/armour proficiency progression, spellstrike doesn't work well with the divine list and is significantly less useful when used with save based spells, as rather than using your superior weapon proficiency for a spell attack you're now adding an extra failure condition (missing) to a spell with a save that already won't have the best DC (because int, or here wis, isn't your key ability score and you eventually get worse spellcasting proficiency than normal casters). I think the new spellhearts might fix the cantrip issue though, just grab a flaming star for produce flame on your divine magus.
I'm happy to see it explicitly stated, I've been arguing that all these game mechanics are empirically observable in universe and that scholars would treat them much like we do various laws of physics. 10 is a number that shows up a suspicious amount sure, but there's plenty of physical constants that just show up everywhere in real science.
They published damage spells that don't work for neutral deities again, true neutral deities should just let you pick a damage type to use for aligned damage at level 1 (matching your own if you're not also true neutral, naturally) rather than simply locking you out of most of the damaging divine spells. Same for anyone who doesn't actually have a deity.
It's decent, at low levels it's stronger with a shortbow, but once you get a striking rune a longbow does the same average damage (2d8 and 2d6+2 are both 9 average damage) while doing more damage at a distance and having better crit damage. (And naturally with greater striking the longbow outdamages the shortbow).
It's an incapacitation effect with probably not the best DC that requires you to burn two actions and a reaction to pull off. That honestly seems fine to me, it won't work all that often, virtually never against important foes. Remember this is happening instead of say, move in, flurry, move away which costs an enemy who fails two actions from stun and having to move anyway. Readying your flurry gets you a potential extra denied action, but also means that in the rather likely even you fail you're standing in melee range and eating a full 3 actions worth of enemy abilities instead.
Spellbooks aren't an issue, secluded grimoire is perfect protection for them. Spell component pouches can be an issue, so if your group does that everyone should just carry as many as they phyiscally can so noone can ever sunder enough to matter and prepare mending every day to repair them after combat.
I really don't see how this could be worth it to anyone but the wizard, 2 spells/level is just not nearly enough when spells are the only combat relevant ability you're going to have (the cha based casters are spontaneous so you're not even going to be good at intimidate/bon mot without sacrificing a save stat).
Doing piercing damage is just not very relevant, enemies with DR/piercing or any other piercing vulnerability are extremely rare. A better than normal crit multiplier or crit range is the second best trait a weapon can have (behind reach). Slashing and bludgeoning DR are about equally common, though slashing weapons are better because keen is one of the best non-numerical enchantments.
Champions are definitely more restricted than any other 2e class or even the 1e paladins. Paladin isn't too different, though the change from legitimate to lawful authority does hurt as it doesn't let you just decide that the local tyrant is unfit to rule and therefore illegitimate. Redeemer is majorly restrictive, expecting you to try and redeem all the evil people instead of just fighting them like every other adventurer. Liberator isn't too bad until you realise you're not allowed to convince people not to be evil. Not too bad because while you can't threaten or coerce people into not being evil, nothing says you can't punish them for it with as much lethal force as you want.
Tyrant is awesome and basically just tells you do what you probably already wanted to.
Desecrator is a tad vague if you ask me. Antipaladin is also pretty easy to play for anyone evil, just crush anyone who gets in your way, pay no heed to the law, and steal and decieve whenever it benefits you.
TiwazBlackhand wrote:
2e ranger pretty much is slayer, hunt prey is basically studied target and the precision edge is very similar to the sneak attack, and ranger doesn't really do casting anymore, just like slayer. Skald could be fun, though 2e seems a lot more focused on niche protection so I doubt we'll get the ability to just give other people barbarian rage. A barbarian with sorcerer dedication feels like a bloodrager to me, most of the Instincts are pretty overtly supernatural (breath weapons, energy damage, natural attacks etc) and grabbing a few spells is easy. I'm not sure what brawler would be, martial flexibility probably wouldn't work with 2e's much more limited pool of feats and other than that it's just a more mundane themed monk. A warpriest that's actually close to 1e warpriest would be nice, but seems unlikely. You could always just be a fighter with cleric dedication.
At levels 1-4 casters with weapons are nice, with the right ability scores you can be only a single point behind a martial in accuracy, you can even cast magic weapon to be really good for a fight. Then the martials get to expert proficiency, monster ACs go up accordingly, magic weapon is no longer actually good and there's never another spell that gives nearly the same boost, your AC isn't good enough for anything dangerous to ever miss.
I feel like you must be using a very different exploration mode to me, because it feels barely interactive at all to me. You pick from the list of activities and get the listed effect.
thenobledrake wrote:
Because the default assumption of myself, and most people I've played with is that enemies aren't going to just let us escape if they have the ability to chase us down. And outside of very advantageous terrain (which is pretty rare when the thing chasing you can fly) it seems pretty obvious it will win any chase, because it's moving a good 45ft more per round than most PCs.So it looks like the best shot at surviving is to fight it and hope we get lucky.
Archeologist bard doesn't really fill the same role as a rogue outside of trapfinding. It's a nice option to fill the trapmonkey role when noone wants to play a rogue-style character, but it's not got sneak attack, which is the real strength of rogues. Vivisectionist does outshine there though, since you can easily just go for natural attacks rather than TWF and be strength based to not miss the dex to damage.
Because being large is a big power boost, you get better damage from using bigger weapons, higher CMB and more reach. Sure you could make a large race that is stuck with medium weapons and has no reach, but then it'd be pretty bad, because you'd have the extra cost on armour, issues fitting in medium sized locations, penalties to AC and attack rolls and no benefit.
The primary abilities should be at will, with a small number of focus abilities available. Gather power returns as a way to really interact with the action economy.
Your basic blast would be a 1 action single target attack with say 30ft of range and ok damage.
There'd be class feats that add new options with their own action cost you could use instead of the basics. At say level 10 you'd get a class feature that reduces the action cost of your favourite blast by 1 (to a minimum of 1) so you could add an extra effect to it. Maybe as a burn alternative you could pay a focus point to reduce action cost.
2e metamagic spends an action for a fairly situational benefit.
The one I've used most is reach (because it's a level 1 class feat so an easy pick for a human/half-human), it's a nice alternative to moving closer when you really don't want to get closer than absolutely necessary.
MrCharisma wrote:
+6 damage for a single feat is a really good deal. And obviously you go dex based in the first place because you can't really ignore dex on a strength magus in the same way you can ignore strength on a dex magus unless you're high level.
About Azadeh TalatAzadeh Talat
Init: +7; Senses Perception 0
DEFENSE
OFFENSE
STATISTICS
Feats: Improved Initiative, Point Blank Shot Traits
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Wild TalentsBasic Geokinesis Infusions: Pushing Infusion Languages: common GEAR
Weight 50 lbs Money 365 gp 6 sp 7 gp Appearance: Azadeh is quite tall for a woman, especially for one from qadiran origin. With her long black hairs she wears open only tamed by a green scarf embroidered with golden ornaments, the dark eyes in a sun-tanned face, she makes for an exotic appearance that is underlined by the caftan dresses she uses to wear, colors depending on the situation, though she prefers the colors of the desert. She likes to wear golden earrings and necklaces when on business, but is practical enough to take them off if the situation warrants it. Background Completed Scenarios:
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