I like the broom/cauldron mythology just fine. I just don't want to be limited to it. Ditto Cackle. I asked my GM if I could swap it out for Chant flavourwise. I don't like being shoehorned into a Brothers Grimm story.
I regret my choice of username here. I didn't realise Tsukiyo was a thing in Pathfinder when I joined. I live in Japan and just liked the meaning. Is there anyway I can change it?
the uncertainty of a new edition drives fans of the old edition to shore up their collections
Ha ha, yes, this. I've picked up multiple hardcovers, pawn boxes, map packs etc. since the play test came out for just this reason. Perhaps Paizo released such a contentious play test document for just this purpose? Crafty.
I haven't been following the play test, it really wasn't for me. However, I will certainly check out the final product when it drops.
I mean, of all the 9th level casters the Witch has the most limited spell list, it's true.
I'd say the Witch list is much better than the Shaman* and Druid and much more enjoyable to play with than Cleric/Oracle if not more powerful.
*= I know the Shaman can pilfer spells off other casters' lists and, to be honest, this feature has really soured me on the class.
Okay, got it, thanks. That was pretty interesting. That combination of words had me totally lost.
I do dislike the universal "Undead are always Evil" trope that Pathfinder uses. If you can redeem a succubus, why not a Vampire?
People are always complaining about the undead=evil thing.
Does a redeemed vampire sound cool? Not to me, but If it appeals to you, use it. Paizo are not going to stop you.
I agree about succubi, though. A redeemed succubus also does not sound cool. I would ignore this in my game, if a succubus ever came up.
Notice I specified characters, though. Obviously a fort save isn't going to be a good choice against a lot of bestiary denizens.
The only time I've seen Finger of Death used in game was by a lich against my witch. Would have certainly been an insta-kill on a fail. Fortune hex FTW.
How many of those ten 8th level spells were printed in the PF1 core rulebook?
Clone, Maze, Mind Blank, Moment of Prescience Prying Eyes (Greater) and Trap the Soul.
Anyway, I don't see that as relevant to my problem at hand, which is that none of the spells on the entire Arcane list excite me in their current iterations. This may well be due to being spoilt by original Pathfinder, but still, it doesn't inspire me to run out and buy a slew of new books. In fact, I cancelled my order for the play test hardcover after reading the free PDF.
The spell casting issue is my main concern with the play test.
I have just made my Imperial Sorcerer for our first play test game, which will take place next week. I really enjoyed the new character creation system, using the various building blocks to make your character, although a number of the blocks themselves were pretty mediocre.
However, looking over the arcane spell list, there is nothing I am looking forward to. In our Pathfinder one campaign, I have a level 14 witch, and there are at least 10 level 8 spells I cannot wait to try out. With my sorcerer's current spell list, literally nothing excites me. It all seems just so lifeless, dull and limited.
I'm hoping game play will be great. But, if spell casting remains in its current form, I won't be buying into the new edition.
I'm thinking of that weird eco-terrorist chick who hangs around every cities downtown area park and would rather wipe out humanity so that the trees and plants can retake the planet.
Actually, you can make a pretty strong moral argument for eliminating humanity, given its pernicious effects on every other species on the planet.
I wouldn't necessarily say such a viewpoint is evil. It's just a utilitarian equation, really.
Regenerative Sinew is the new hex I've been eyeing.
Can finally heal ability damage as a (non-healing patron) witch. Also regenerate. That's a real boon for a no cleric party.
Withering is thematically very cool but there are only so many (major) hex slots to go around.
Some more Grand Hexes would be welcome. Slim pickings indeed...
Undead are certainly troublesome for witches.
In the past I've relied on summons and/or animate objects. Also buffing allies with fortune.
Have just recently picked up the retribution major hex which should also work on undead who fail their will save as it is not labelled as mind affecting. Have yet to put it to the test, though.
Really? This topic again?
How many times do we need to bicker over whether animating dead should be evil or not?
If you think it should be cool make it so in your game. Personally, I prefer creating undead to be evil as that suits my preferred image of an undead creature - they should be a horrific malevolent abomination not a morally ambiguous grey area.
You know Paizo's view. If yours differs, house rule it. Simple.
Although I quoted (a single clause from) your post, I wasn't specifically commenting with regards to your suggestion of Conditional Curse. It was just a suggestion on how to more effectively land a touch attack with 1/2 BAB. The witch has a number of nasty touch spells on her list, so thought it may be of benefit to the OP.
Ryan Freire wrote:
Just for the record, I'm not at all bothered about the oft-cited caster/martial disparity. It has never been an issue in any of my games.
I like playing casters, my friends like playing martials. We help each other and everyone is happy.
Ryan Freire wrote:
Well, it's not just a divine spell. It is also on the Magus, Witch and Wizard/Sorcerer lists.
I do not have any problem with this spell. Although, I would certainly consider playing up the consequences of its use, given the Evil descriptor, if that suited the campaign or seemed out of step with the character. This, I feel, could limit divine use quite dramatically, if that is your concern.
The drug rules are some of my least favourite mechanics in Pathfinder.
It shouldn't be so hard to tell stories about flawed heroes with dependency issues. Alcohol is the only substance one can abuse without suffering terribly deleterious effects.
We have house ruled drugs to make them more usable as a narrative mechanism.
With the exception of the notoriously clunky initiative system/round breakdown, I have never found Rolemaster too arduous. It was my system of choice in high school.
I recently ran a one shot using RM, house ruling the initiative system.The main issue I had was with the lack of clearly defined effects in Spell Law. It was, contrary to popular belief, too rules light, with a sentence or two of fluff but little or no crunch to guide the GM.
Pathfinder is a great complexity level for me. Deep enough to keep one interested for the long term with rulings on most situations to allow one to adjudicate the game fairly. Love it :)
This could easily achieved with prepared casters as well. Just limit access to spells to learn. Every theoretical uber-wizard cluttering up the message boards seems automatically assumed to know every spell on the Wiz/Sorc list. In real games, however, this is easily mitigated by the GM limiting access to spells to learn. It seems entirely reasonable that some, or many, spells are rare and incredibly difficult to find. This can also make the spells a prepared caster does find seem more valuable and satisfying. A mini-game in itself.