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Grand Lodge

Dear Paizo,

Due to a changing financial situation, please cancel order 36421974.

And also please cancel my Pathfinder Rulebook subscription.

Thank you,
Varun

Grand Lodge

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I would like to cancel my following subscriptions:

Starfinder Roleplaying Game
Starfinder Accessories

Reason: Already got a bunch of SF books and content, and no longer a group.

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Are international pending orders processed before N. America ones? Since they'll have a longer shipping time?

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Not sure anymore, but thanks!! You're the best as always. :)

Sorry I also send an email last week, before I saw the topic explaining about the forum and e-mail backlog. So you can delete that email from jerxxxxxxxxxn@yahoo.com.

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Hi awesome Paizoteers!

Hope you and your family are well. :)

Can you add the following subscription to my account?
> Pathfinder Rulebook Ongoing Subscription

Starting with the Pathfinder Advanced Player's Guide.

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No FoundryVTT? That platform is in my opinion better then some others in the list.

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Does the item bonus of Eyes of the Eagle to Perception also count for Initiative rolls?

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Thanks for the help Sam!

Great avatar btw. ^.^

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Dear Paizo,

I'd like to stop my following subscriptions:
•Starfinder Adventure Path
•Starfinder Maps

Thanks for all the stuff until now!
Kind regards,
Jeroen

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shroudb wrote:
Varun Creed wrote:

Great ideas here! Investigator should get more Feats that enhance the FLAIL weapongroup. :)

There should be at least one feat every 4 levels that can upgrade and/or alter your Studied Strike and Study Suspect.

That's too much imo.

You have a class chassis that excels in out of combat situations and is at least decent, but bland, in combat situations.

You even already have a unique combat action and can get a unique combat reaction pretty early on.

There's no need to turn the Investigator into a master of combat as well.

I'm not saying master of combat, but some variation. :)

Grand Lodge

I think its easy for people to imagine Acrobatics where players INITIATE the initiative against known enemies that you surpise.

It's just not very clear for when you need to use "What is your Exploration Activity that would trigger Acrobatics as initiative versus unknown enemies?"

Grand Lodge

Great ideas here! Investigator should get more Feats that enhance the FLAIL weapongroup. :)

There should be at least one feat every 4 levels that can upgrade and/or alter your Studied Strike and Study Suspect.

Grand Lodge

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My feedback. :)

INVESTIGATOR

Balance & Feedback

  • Base chassis similar to Rogue
  • Very MAD class if the Investigator can't use Intelligence for Perception.
  • Empiricism and Forensic Medicine seem less powerful/flexible than Alchemical Sciences. I think this is because the first two can just be simulated via getting the feats instead.
  • Studied Strike seems meant to be a little more powerful than Sneak Attack (because the die increases quicker than Sneak Attack), with the disadvantage that in general it's only added to a single attack. As such, it feels like the first dice increase should be at 4th level, instead of 5th.
  • Alchemical Discoveries FEAT4 - Feels like it should be a level 2 feat. Extra formulas you can just buy, and the extra vials feel not worht a level 4 feat.

    Unclear Rules

  • Clue In - How does this work in combination with Aid Another? Aid Another I can do all the time, instead of once every 10 minutes.
  • Known Weakness FEAT1 - "If you immediately convey this information to your allies as part of the check", it should be made clear that this information means the 'found weakness', or the Recall Knowledge results in general.
  • Predictive Purchase FEAT4 - Do you still need to pay for the item or not?
  • Reason Rapidly FEAT12 - "You instantly use up to five Recall Knowledge actions.", probably clearer would be to say 'perform up to'.

    ORACLE

    Balance & Feedback

  • Base chassis similar to Sorcerer, but with +2 HP and -1 spell slot and -1 spell known per level.
  • I see no "advantage" that compensates for the lower amount of spells per day.. Except that you get one extra focus spell (2 instead of 1 for Sorcerer) at level one. Domain spells are usually pretty weak, and should be the 'thing' for Clerics, not Oracles in my optionion. Maybe add extra spells known in the repertoire (one more than Sorcerer) for divergence?
  • In PF1, Oracle was heralded as the most flexible options class, and now it feels a lot less flexible with its mystery relevations. They should have at least three Revelation options to choose from per type initial/advanced/greater. Advanced Revelation and Greater Revelation feats should be able to be taken multiple times.
  • All in all, I'd say add way more relevations to the class, and options to take more relevations. Where are the interesting ones? Flying! Mystical armors!
  • Battle mystery benefit: A warpriests gets expert weapon prov at level 7, while a Battle Oracle at level 11?
  • Domain Fluency FEAT12: If you keep domains at all, move this feat to level 10.
  • Curses are the new highlight of the class! Very interesting concepts. Might need some balancing between each other.

    Unclear Rules

  • Divine Element FEAT1 - "Add the following spells to your spell list, depending on your mystery.", why depending on your mystery? This feat can only be taken as flames mystery. It feels like this feat had multiple options in the past to add specific spells. (good idea)

    SWASHBUCKLER

    Balance & Feedback

  • I'm surprised by the slow weapon proviciency. I had expected this to be more similar to Fighter.
  • Confident Finish - Why half the precise strike damage on a failure? On a failure you don't add your regular damage at all anyhow. On a Critical Failure, a Finisher should add no damage at all.
  • Shield Block - An opinion, but I don't feel this feat is right on a Swashbuckler. They are more into deflecing blows than blocking blows.
  • Combination Finisher FEAT6 - Feels like this should be default, not a feat.
  • Twin Finisher FEAT8 - Why is there a two weapon requirement? Flurrying with a rapier is THE fantasy of this class.

    Unclear Rules

  • Panache - use a bullet list for the bonuses you gain when you have panache.
  • Swashbuckler Style Initiative - Add an example sentence for each style on what type of Exploration they can do to gain Intimidation/Deception/Athletics to Initiative.

    WITCH

    Balance & Feedback

  • Base chassis similar to Wizard
  • Maybe have Witch familiars do 8HP per level instead of 5HP? Having one killed is a major disadvantage for Witches.

    Unclear Rules

  • Temporary Potions FEAT10 - Is this feat missing the "without having to spend the normal monetary cost" line?

  • Grand Lodge

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    Not so serious: Babbo mace

    Or better yet... Here's my PHOTOSHOP SKILLS! I present:

    My serious Gnomish Flinkmace.

    Grand Lodge

    Would the rune be destroyed as well? Or can they still be transferred from a destroyed armor?

    Grand Lodge

    Can't wait to see lvl 10+ envoy options in this!!

    Grand Lodge

    I have the players roll 5 times secretly (in a dice tower behind my GM screen), and I write down what they roll for when I need their results. :)

    Grand Lodge

    citricking wrote:

    At level 10 other classes can get access to that by MC ing monk. At that point you have to consider their other advantages, like good strikes with the stances, higher Ac and movement, and stunning fist DC scaling.

    Why would other classes MC into monk and use their fists? I don't see such a huge advantage in that?

    Grand Lodge

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    I would like to share my sheet I use for a lot of CotCT conversion. :)

    Bestiary Stats By Level

    Grand Lodge

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    prototype00 wrote:
    I'm probably pretty basic as far as Ki goes. I just picked Ki Strike as my main ki power and everything else as utility. That way I get to use Ki Strike (fingers crossed) 3 times every fight, or something like that.

    Not sure if you're making this mistake.. But it's happening often: Without special feats, you only get back a max of 1 focus point per 10 minute rest. You can't gain back 3 points by resting 30 minutes.

    See p.300, and look at the requirements of the Refocus ability.

    Grand Lodge

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    Perpdepog wrote:
    And especially ki blast. I may be mismathing but I think it deals about as much as a fireball of the same spell level, or perhaps slightly less, while having the advantage of being wider and also being force.

    Ki Blast is 4d6 for three actions, fireball is 6d6 for two actions. Both gain +2d6 per spell level.

    Grand Lodge

    I just noticed.. I think Inspire Heroics and Lingering Composition are incompatible with each other.

    They're both a (free) action. And they both use the rule "If your next action is to cast xxxx". So a Bard needs to choose which one he combines with Inspire Courage.

    Any feat that improves this?

    Grand Lodge

    Another option is to both give them an Animal Companion, and make the Command action count as a Free Action once per round.

    Grand Lodge

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    I believe the major point that Paizo needs to improve is:

    > More or better Game Design review rounds
    > Better proofreading

    Easily acceptable if this slows down release rate a bit.

    Grand Lodge

    Blave wrote:
    Slyme wrote:
    I am in the process of building a divine sorcerer for PFS2, and feel rather cheated...and I am now completely re-thinking my character choices.

    Don't. Unless you're casting Arcane spells, the sorcerer is still the one with the most spells per day (ok, at the vey early level a cleric with decent charisma have a few more).

    Huh? What do you mean? I think Wizards get the same or more with Arcane Bond?

    Grand Lodge

    I don't think that houseruling that a Sorcerer gets another class feature (below), would break the game. Getting this at level 5 also means that a player has gotten used to the system. I wouldn't give this to Bard to be honest, as they already have enough moving pieces.

    MAXIMIZED SIGNATURE SPELLS 5TH
    You've learned that all magic can flow into the world however powerful your mind forms it. You are no longer limited to one spell per level to be signature spells, but all spells that you know which can be heightened, can do so.

    Grand Lodge

    Xenocrat wrote:
    At Polymorph 2 you can pick up one of these, two if you pick both from the same race, which is pretty efficient for some uses.

    I can't find this rule? As far as I can tell, you only get one racial trait at Polymorph 2? The spell limits you to one racial trait. You can get in total three "Special Abilities" from the allowed list though. That's: amphibious, breath weapon, breathing, compression, defensive abilities, limited telepathy, racial traits, senses, trample, or an extra movement option.

    (Because of "Alternatively, if you base your form on a specific creature (which must be of a CR no higher than the spell’s maximum CR), you can select only abilities that the base form has, but you can select one ability more than the normal maximum.")

    Ravingdork wrote:
    You need polymorph 4 to start mixing racial traits in one form. Otherwise they all need to be from the same race.

    Maybe I'm blind, but I cannot find in the rules that you can mix traits from multiple races at all?

    Edit: Oh I see. I assume this is based on "Each of these could be based on an extant creature, or they might be a product purely of your imagination."

    This sentence in the Appearance block made me think you always choose a target race/monster: " You decide at the time of designing a polymorph form if its appearance is generic (allowing the target to look like any general example of that type of creature, but never a specific creature) or specific (causing the target to always look like one specific individual that does not change between castings)"

    Grand Lodge

    For secret checks, I let the players roll their dice multiple times behind my GM screen (so they can't see what they roll) at the beginning of the game.

    I write down the results to use them later in order. :)

    Grand Lodge

    Don Raccoon wrote:


    I would be more inclined to house rule getting 2 spells, but not Bloodline spell, leaving it at taking the feat for that. But either way, yes it seems a poor choice that never really makes up for it later on.

    I think he meant the "Bloodline granted spell".

    I'd suggest add the following line to Sorcerer Dedication:
    > You also expand your repertoire with the Bloodline granted cantrip.

    And in the Basic Sorcerer Spellcasting feat, change this sentence:
    > Each time you gain a spell slot of a new level from the sorcerer archetype, add a spell of the appropriate spell level to your repertoire: a common spell of your bloodline’s tradition, one of your bloodline’s granted spells, or another spell you have learned or discovered.

    Into:
    > > Each time you gain a spell slot of a new level from the sorcerer archetype, add two spells of the appropriate spell level to your repertoire: Your bloodline's granted spell of that spell level, and a common spell of your bloodline’s tradition or another spell you have learned or discovered.

    Grand Lodge

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    The good thing is that as far as I can tell, you don't need to make a melee touch attack any longer. (unless the spell description tells you to)

    For most touch spells, you auto hit and your target only need to make a Saving Throw.

    Grand Lodge

    NemoNoName wrote:

    You forgot to count:

    * Eschew Materials feat for free

    You're double-counting Thesis. Wizards get 3 class feats by level 4; the 4th one from your list is only given by one Thesis, which you counted separately as Thesis.

    Also, Thesis are significantly weaker than Bloodline abilities.

    Eschew Materials - okay you got a point there. But do you think that countermands the flexibility of prepared casting?

    I'm not double-counting Thesis..

    Level 4 wizard:
    * One of the Thesis's get an extra Class Feat. The other two extra feats by level 4. The Thesis baseline is way stronger then Bloodline.
    * Level 1 Wizard Feat
    * Level 2 Wizard Feat
    * Level 3 Wizard Feat

    Grand Lodge

    Level 4 Arcane Sorcerer

    • 1 Focus Spell (Bloodline)
    • Blood Magic special effect
    • Level 1 Spell slots: 4
    • Level 2 Spell slots: 4
    • Class feats: 2

    Level 4 Wizard

    • 1 Focus Spell (school)
    • Thesis (Improved Familiar or Metamagical Experimentation)
    • Level 1 Spell slots: 4 (include free one from school)
    • Level 2 Spell slots: 5 (include free one from school, and Arcane Bond)
    • Class feats: 4 (include free one from Thesis; ME thesis actually has 5 class feats by now)

    First I thought "Hey the Wizard get's a Class Feat already at level 1", but when I started to actually compare.. The Wizard gets at least two extra feats.

    I'm also saddened, that even though the Wizard has higher flexibility, at least in PF1, the Sorcerer would have extra spell slots. (in some cases 2 more) But that's not the case any longer.

    Did I miss anything?

    Grand Lodge

    Now I want to play an improv Bard with flaws in Intelligence. ~_~

    Grand Lodge

    I think Fighters will top damage, as they'll crit fairly often.
    After that Barbarians and Hunters.

    Grand Lodge

    Gaulin wrote:
    I think multiclassing sorcerer is a good idea, if only to get a focus power. That way you don't need to meditate, you straight up get a focus point every 10 minutes.

    Minor nitpicking..

    The Basic Bloodline Spell multiclass feat only gives the "Sorcerer style Refocus", if you didn't already have a focus pool.

    Grand Lodge

    As far as I can tell, contact poison does not need any roll to apply to an enemy? Isn't that strange?

    Grand Lodge

    p.75 wrote:

    Weapon Specialization

    You’ve learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you’re a master, and to 4 if you’re legendary.

    It mentiones further damage increases.. But the alchemist, as far as I can tell, never gets it's weapon proficiency improved above expert.

    Am I missing something?

    Grand Lodge

    A kineticists almost never takes burn damage, unless she novas. It's a good balance, but people aren't used to use HP as a resource. That's why some don't like it..

    Grand Lodge

    Burn is a central gameplay piece of Kineticists.

    Grand Lodge

    Channel Smite would be good against low/medium AC, high Fort enemies.

    Grand Lodge

    Formula mistake, fixed. :)

    Grand Lodge

    I made a nice comparison between default Mystic, and both archetype interpretations:

    https://docs.google.com/spreadsheets/d/1iZes-ekNRO8lGdOmEy-15HwXeUC6FwHapOD GXwR9DrE/edit?usp=sharing

    Shall I also add in the interpretation where you just don't get your 6th level Connect Power, and 18th level Connection power, at all? (instead of delayed)

    Grand Lodge

    Xenocrat wrote:
    Maybe we've all been doing it wrong, and Mystic archetypes are absolutely awful in every way, rather than just a very poor choice. I'll admit that your reading seems supportable with the text, but I don't think it's ever been raised before, so even if Paizo were to ever publish a FAQ to clean up all the poor language in the CRB I don't think it would include this one.

    Totally my point, if I read the rules precisely (and forget prejudices about Pathfinder rules), then archetyping for many classes is just extremely awful.

    I hope I'm wrong. Themetricsystem's interpretation would make it more feel like a sidegrade / minor downgrade, instead of the major downgrade with RAW.

    No FAQ button on this board. :(

    Grand Lodge

    Thanks for taking the time, Xenocrat.

    However, I still don't understand how you interpret this rule:

    Quote:
    When you first gain an archetype, read through all the altered or replaced class features that will affect your character, and note these down; for some classes (especially mystics and technomancers) these changes affect features from levels before or after the levels at which you gain archetype features.

    You interpret the rules in that the archetype only affects your class once you reach a specific level. But that's against what the rule line I quoted, right? Is there a different rule I'm missing that supports your interpretation?

    Grand Lodge

    Themetricsystem wrote:
    I'm playing a Mystic Xenodruid Arc Sage and I find that the loss of Healing Touch, 1 of my highest Spell Slots at 2, Animal Adaptation, a delayed level for Channel Skill, and a free Reincarnate to be "about right" for balance.

    That's wrong I think. You don't give up the connection power of that (6th/18th) level, but they all get delayed by two steps.

    Grand Lodge

    Aha, you're right! My mistake.

    I re-read Gaining an Archetype (p.126), and it's even slightly different. This sentence is key:

    Quote:
    When you first gain an archetype, read through all the altered or replaced class features that will affect your character, and note these down; for some classes (especially mystics and technomancers) these changes affect features from levels before or after the levels at which you gain archetype features.

    The Arcanamirium sage archetype grants alternate class features at 2nd, 6th, 9th, 12th, and 18th levels.

    This means, as a Mind Breaker, I give up:

    • - One (of usually two) highest spell level known.
    • - TWO delayed connection abilities. This hurts for Sow Doubt being delayed until level 12.
    • - My a feat, or the Healing Touch ability. (you need to decide this on level 2)
    • - At 11th level and again at 14th level, you don’t gain the increase to your channel skill bonus.

    That means you don't gain your Share Pain lvl 1 connection ability, until you've reached level 6.

    Grand Lodge

    Why do many people here recommend to use the spellthrower fusion as a Technomancer?

    I don't see any benefit for that fusion as a spellcaster, is there?

    Grand Lodge

    As a Mind Breaker, I give up:

    • - Highest level Mind Trust known
    • - Another highest spell level known
    • - Delayed connection abilities. This hurts for Sow Doubt being delayed by three levels

    This means I only have a single spell known at the highest level I can cast. That basically means I need to "buy back" my Mind Trust with that spell known.

    Okay, Spell Gem Manipulation makes this up a little.. But that ability can only be used ONCE per day.

    The other Arc Sage abilities are average or coincidental. I don't think taking Arc Sage improves your "power" as a class. You definitely give up a lot.

    Grand Lodge

    The Raven Black wrote:

    Double-sided might mean there is always a side that is friendly ;-)

    Which is a great idea BTW

    Oooh, both sides have the same art?

    That's great indeed!

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