Young Master

Vlorax's page

610 posts. No reviews. No lists. 1 wishlist.


RSS

1 to 50 of 610 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

4 people marked this as a favorite.
Albatoonoe wrote:

Honestly, why are people arguing against this? It is such a minor thing that has virtually no capacity to make things works, and has some potential to make things better.

Some people need to step back and ask "What if I'm wrong?". One one hand, changing it is a minor inconvenience at most. The other side is continuing to marginalize a group of people.

Yea it's strange how mad people get about the name changing when it changes nothing about the actual game.

Are they mad they have to remember the name changed?

It's offensive to some people.
It's a super easy change to make.
It has no mechanical impact on the game as a whole.
Soul Cage has almost the same amount of letters so that helps with layout.

The only downside is what? Some older players get mad a name changed while new players have no idea what they're mad about. Like if they never announced the change, most people wouldn't even notice.

Win/Win

They should just go through and change any of the "problematic" names so we can have a big purge of all the people getting upset. ;)


Sanityfaerie wrote:
Flora Sylla wrote:

Hmm, not really as i can always refocus.

I am terrible wit the concept of retraining.

Should i go for ki rush instead after lvl 8 ?

I realized that the concept works well with a dhampir.

Well, Ki Strike and Ki Rush together are a bit redundant.

Ki Strike and Ki Rush are entirely different, how are they redundant?


I don't mind the fixed DC's it makes sense to me that the item's power is based on the item, and not the PC holding the item.

My only qualm is there should be a way to add runes or use crafting to modify the weapons.


Blave wrote:

Grand Bazaar: The Captivator lists level 4 for its dedication. The next archetype feat is also level 4, but it's impossible to take at that level since you can't take two class feats at level 4 (barring free archetype).

Is it save to assume the level on the dedication is a typo and should be level 2?

You can just take the level 4 one at a later level or instead of the other one. This is a thing in other archetypes as well.


2 people marked this as a favorite.
Rysky wrote:
Lanathar wrote:
HeHateMe wrote:
Leomund "Leo" Velinznrarikovich wrote:
HeHateMe wrote:
I think a major part of the problem is Psychics just use the Occult spell list, which doesn't make them much different than certain Sorcerer bloodlines. There's no list of "psionic powers" or anything like that.

I mean...yeah..

Why wouldn't they use the mechanics they built the system upon? In that same way, is a bard just a sorcerer as well?

Bards were never hyped up as being "different", like Psionics have traditionally been. They were always spellcasters. Psionics have had a very different system in the past, which is what people seem to want, based on the hate that Occult spellcasting received in 1e.
What are Psionics? The class being playtested is a Psychic.
An alternate spellcasting system in DnD 3.5 of not-spellcasters that broke lots of things. Anytime Occult or Psychics get brought up people want Paizo to copy the alternate system from 3.5, despite being told repeatedly they were not and had not interest in doing so.

Personally i want Psionics from AD&D2e as that was one of the very first characters I ever played and he was rad, until he disintegrated himself :(


1 person marked this as a favorite.
Kyrone wrote:
Did anyone say anything about Monk with Guns? Have an archetype called Bullet Dancer that is a general one, but is basically hand made for monk (only class that can pick it at lvl 2 as requires expert unarmored), and even let you flurry of blows with simple guns, bayonets and reinforced stocks.

the Gun Kata being in PF2 is rad.


It wont be totally useless, the DC will still scale with you, but it will be easily counteracted.


5 people marked this as a favorite.

Yes getting hit happens, this is why the optimal melee strategy is seldom standing next to a monster and just whacking away at each other.

It also depends on the type of encounter. 1 or 2 higher lvl enemies will hit more often than say fighting a group of 6 lower level enemies.


5 people marked this as a favorite.

RAW yes it causes AoO

You're unlikely to get any kind of "official" response on the forums.


2 people marked this as a favorite.

I've noticed a lot of the triggers or requirements for unleash psyche requires the player keep track of what turn something happened on or how many have gone by. It's interesting but there are feats like

"Requirements The same enemy has damaged you on at least two of its turns in this encounter."

that seem fiddly. As a player you have to keep track of the creature damaging you twice, and that it did so on its turn. If you get attacked on enemy turn, then move away and it AoO's you in the head, RAW it wouldn't trigger since that AoO reaction happened on your turn.

Which seems overly bookkeepy and restrictive, if it was just "damaged by enemy on two different turns" it would be nicer?

I do dig the meta nature of tracking turns being part of a Psychic class, it fits pretty well.


siegfriedliner wrote:
Do they do anything more to differenitate the fairly samey eidolons from the playtest?

There are more of them now and more stat lines.


Exocist wrote:

The Fear cathartic magic has a broken interaction with the Fearful Feast focus spell.

Using a kobold that has Dragon’s Presence, and three party members with fearful feast, if you run into a monster with frightful presence (or any kind of frighten infliction that doesn’t also cause fleeing on a CF) you can easily end up giving -10 or more status penalty to saves against your spells (and +10 or more to your spell attacks).

Admittedly this does come at the cost of taking a bunch of mental damage from the CFs on Fearful Feast, and that you’ll still be at -10+ to your AC, saves and so on, but still -10+ to saves against your spells seems excessive.

While fearful feast could use some fixing i'm not sure this edge case will occur often.

3 other party members have uncommon spell from AP -> the fear caster getting feared -> their allies using focus points to do 18d4 dmg to their ally, to hopefully increase the ally's Frightened level.

Unless the fear caster has some kind of super spell there's few reasons to do it, and if he does that would be a crazy situation and might be kinda epic.


2 people marked this as a favorite.
lightwitch wrote:
If one is making a personalised staff, can the spells be contributed from multiple sources? For example, could a cleric add Searing Light to a magus' Staff of Attack, in an undead-heavy campaign? (They will of course have the Trick Magic Item feat).

When making custom staves the restrictions are they all share a trait and the trait can't be super broad. Only explicitly restricted traits are Incapacitation and spell schools and traditions.

So if you had a Fire trait staff you could have Searing light on it as well as something like fireball or burning hands.

Although it might not be useful to you unless you MCD into something that has it on their list

Quote:
You can add a spell you can’t cast to a staff by supplying a casting of it via another caster or by using Trick Magic Item; however, since you can cast a spell from a staff only if it’s on your spell list, this option isn’t useful for most characters.


3 people marked this as a favorite.
Shisumo wrote:
If we can still actually ask questions in this thread: do the various eiodolon base forms stipulate exactly what kind(s) of attacks they have? Or does the player get to choose how their attacks are represented mechanically?

There are 4 different primary attacks to pick from with different traits, all secondary attacks are d6 agile finesse. What the attacks look like is up to player.


1 person marked this as a favorite.
Ravingdork wrote:
Page XX: It does not appear to be explicitly stated anywhere what happens to the eidolon when they reach 0 hit points, or are killed outright. Do they simply unmanifest and can be called back later? Do they need to be resurrected? Can they ever even enter a dying state?

Pg 52. You drop to 0 hp ediolon dissapears, and you share hp, so when it hits 0 they disappear.


2 people marked this as a favorite.
Gisher wrote:

I don't have SoM yet, but I understand that custom staves can only have spells that share one trait. I've put together a breakdown of spells with each trait to help people design their staves.

Custom Staff Spell Traits

But I've recently seen suggestions on Reddit that some of these traits, like Attack and Incapacitation are disallowed. I'd appreciate it if those with the book could confirm if these, or any other traits on this list, are not allowed for custom staves. I'll remove them to avoid confusion.

** spoiler omitted **

The only ones explicitly disallowed for being too broad are incapacitation, and tradition + school traits. The rest is listed as up to gm, but "Attack" is likely too broad, the examples are traits like fire,light,shadow etc


4 people marked this as a favorite.
Karmagator wrote:
Vlorax wrote:
So any actual questions on SoM? or just a random debate about summons effectiveness popping into this thread
Yeah, sorry about that ^^. Anyway, any more really cool permanent items apart from the signet?

Spellhearts are pretty cool as a new item type in general.

They affix to wep or armor like a talisman but they're not single use and don't burn out. They give a passive effect and a cantrip at lvl 3 and then at high level they grant spells. You use the spellheart dc or your dc if it's higher.

The Flaming Star Spellheart lvl 3
Affix armor - fire resistance
affix wep - after casting a fire spell from the star wep does fire dmg until next end of next turn.
cantrip - produce flame

the major one(12th) lets you cast fireball at 4th level and wall of fire.

Would be good for a magus i think.

a different one gives you a fly speed after casting from it.


8 people marked this as a favorite.

So any actual questions on SoM? or just a random debate about summons effectiveness popping into this thread


2 people marked this as a favorite.
WWHsmackdown wrote:
So aasimar champion of ragathiel with summoner dedication for an angel buddy. Would it work or would it be too action starved?

Since so much champion stuff comes from their reactions it's probably one of the better options for a summoner dedication since you don't get act together or tendem feats.


Rfkannen wrote:
What is the main difference between the rage phantom, the devotion phantom, and the psychopomp eidolons? (They all seem fairly similar thematically). Does each of them have two builds like other eidolons do?

They're all unique types that then have 2 Stat blocks between them.

The rage one is like a spirit barb, gets a power attack and gains temp hp when boosted and high level they aoe strip resistances.

Devotion has a retribution strike, save buff, dmg reduce aura.

Psychopmp has ghost touch, cast invisible on you both, bunch of ghost handling stuff.

1st 2 are occult spell list, 3rd is divine


lightwitch wrote:

A few questions concerning the Magus:

Can you Spellstrike with attack spells which also require a save, such as Disintegrate?
Does Arcane Cascade require "casting spells, speaking, or using a manipulate action which requires hands"? If not, then I think you can cast a Polymorph spell like Elemental Form and then enter your Arcane Cascade, which could be quite cool / useful.
If I have a wand in one hand, and my sword in the other, is there anything stopping me from Spellstriking with the spell in the wand?

It doesn't say you can't use disintegrate but it doesn't mention it at all really, just says you can spell strike with attack spells and the spell uses your attack result. So i think they'd still get a save.

arcane cascade just requires your most recent action to have been Cast a Spell or spellstrike

Wand should work fine, it says you cast the spell into your attack


It would greatly depend on the Eidolon and how I was playing the summoner so it's pretty hard to say.

There are some good summoner specific spells like Summoner's Precaution that could be handy

Summoner's Visage lets your eidolon turn into your identical twin, and Fey Eidolons have the ability to cast spells, at lvl 11 they'd have 2 cantrips and lvl 1 and lvl 2 spells.

That could be pretty fun combo.

Too many good new options to pick from.


2 people marked this as a favorite.

Concordant Choir is another cool one, it's a Variable Action Spell. Divine.

1-3 actions does sonic dmg to 1 enemy, 2 is more dmg in a small burst and 3 is a 30ft emanation.


wegrata wrote:
What are your favorite debuff, blast and buff spells from the book?

I haven't read it in that fine of a detail yet.

I like Biting Words a lot as I've always liked that spell/feature.

Bloodspray Curse is very cool - fort save -
sux - for 1 min, 1st time each round that target takes 10+ piercing or slashing dmg from a strike, it takes an additional 2d6.
fail - same as sux but also adds 2d6 persistent bleed.

Tortoise and the hare - slow 1 target and quicken another


1 person marked this as a favorite.
The Raven Black wrote:
HammerJack wrote:
One. Haunting Hymn. It's low damage, but it's a 1f5ft cone.
Great. Thanks for the answer. What is the damage type ? Not mental I hope.

sonic, deafens on a failed save.


2 people marked this as a favorite.

Flame Druids can also get a focus spell to make burnt difficult terrain that dmgs.

in other fun news there are only ~5 spells that have the Incapacitation trait in the entire book. The word itself only shows up 11 times according to a quick search.


3 people marked this as a favorite.
HumbleGamer wrote:
How's the summoner focus spell meant to give fast healing to the eidolon?

Focus 2 - 1 action - Eidolon gains fast healing 4 for 4 rounds.

H(+1) - Fast Healing increases by 2.

lvl 4 feat

looks like the size evolution feats are just passive and always on.


5 people marked this as a favorite.
Vali Nepjarson wrote:

For Cathartic Magic, it makes sense to me how emotions like Rage and Fear work, with their reactions and whatnot,

But what about the less quantifiable emotions like Awe? What does Awe do and how do you trigger it?

Awe - you or ally within 30ft crits on an attack vs ac or a skill check vs enemy dc. Lets you end stupefied or fascinated on yourself when you activate and then when you cast a spell and a creature is hit by it you can also fascinate that creature. Debuff is you become flat footed.

Dedication - your emotional focus takes dmg from an enemy while within 30ft. Your emo focus gains temp hp = 1/2 lvl round up, last for 1 min. Any spells targeting emo focus gain Reach Spell, and if you heal emo focus they gain temp hp = spell lvl. Debuff - can't cast spells unless next to your emo focus.

Hatred - pick an emo focus you hate or 1 rando to be the focus for the given encounter. Activation - you step or stride to move closer to emo focus. Emo focus is flat footed to you and takes -2status to saves against spells you have the same debuffs vs your focus. debuff - stunned 2

Joy - you crit on an attack or save, or enemy crit fails against you. Activation - reduce frightened or stupefied and end any persistent mental dmg. +1 bonus to performance checks and spell attack rolls of emotion spells, and enemies have -1 to saves against emotion spells.

Love - Emo focus takes dmg, remove confused or controlled, grants bonus to will saves bigger bonus on focus.

Misery - triggered by gaining persistent dmg from a foe, gain temp hp. You can choose not to roll to stop persistent dmg, and when you cast a spell you can make a target you hit with the spell take persistent dmg equal to the highest you have.

Pride - You crit fail an attack or save. Activation - turns crit fail into a fail. Each time you cast illusion spell until the start of your next turn any crit fail on an attack or save is a fail instead.

Remorse - an ally within 30ft hits 0 hp. activation - step or stride towards the ally. Any spells cast on triggering ally get bonus healing = spell level. x2 if at 0.


1 person marked this as a favorite.
HumbleGamer wrote:
Vlorax wrote:
HumbleGamer wrote:

Talking about 24 dex, did they also manage to put a cap for the eidolon AC?

In order not to give him +6/+7 ( dex) +3 ( item) AC?

Also, what are the options for the eidolon in terms of armor class?

Are they going to suffer from lvl 11 to lvl 14 or there's something ( let's hoping no class feats but passive perks) meant to give them not the same AC of a raging barbarian?

yes to ac cap

Guardian Plant Str 18, Dex 14, Con 16, Int 8, Wis 12, Cha 10; +2 AC (+3 Dex cap)
Creeping Plant Str 12, Dex 18, Con 16, Int 8, Wis 14, Cha 10; +1 AC (+4 Dex cap)

mental stats differ but ac is like above.

they get expert unarmored at lvl 11

Ah, so they moved from expert at lvl 3 but with no 5 armor cap ( just dex ) to the same magus progression?

lvl 1-10 = Level + 2 ( trained proficiency ) + 5 ( whether it's 4+1 or 3+2 )
lvl 11-17 ( or 19?) = level + 4( expert proficiency ) +5 ( whether it's 4+1 or 3+2 )
lvl 17 ( or 19?)-20 = lvl +6 ( Master proficiency ) +5 ( whether it's 4+1 or 3+2 )

Is the progression right?

ps:Also, is there a feat to give "heavy armors" to eidolon? I mean a 6 AC cap rather than a 5.

pps: what's the final description of "act together"?

Master at 19.

No heavy armor feats

Quote:

ACT TOGETHER [one-action] TO [three-actions]

SUMMONER TANDEM
Frequency once per roundYou and your eidolon act as one. Either you or your eidolon takes an action or activity using the same number of actions as Act Together, and the other takes a single action.For example, if you spent 2 actions to Act Together, you could cast burning hands (2 actions) and your eidolon could Strike (1 action), or your eidolon could use its Breath Weapon (2 actions) and you could Stride (1 action).This lets you each use separate exploration activities like Avoid Notice as you travel (Core Rulebook 496)


3 people marked this as a favorite.
Prince Setehrael wrote:
What does the Bane Rune grant?
Quote:
The crafter chooses aberration, animal, beast, celestial, construct, dragon, elemental, fey, fiend, giant, monitor, ooze, or both fungus and plant. The weapon deals 1d6 additional damage of the weapon’s damage type to creatures with the chosen trait or traits

doesn't work on humanoids


HumbleGamer wrote:

Talking about 24 dex, did they also manage to put a cap for the eidolon AC?

In order not to give him +6/+7 ( dex) +3 ( item) AC?

Also, what are the options for the eidolon in terms of armor class?

Are they going to suffer from lvl 11 to lvl 14 or there's something ( let's hoping no class feats but passive perks) meant to give them not the same AC of a raging barbarian?

yes to ac cap

Guardian Plant Str 18, Dex 14, Con 16, Int 8, Wis 12, Cha 10; +2 AC (+3 Dex cap)
Creeping Plant Str 12, Dex 18, Con 16, Int 8, Wis 14, Cha 10; +1 AC (+4 Dex cap)

mental stats differ but ac is like above.

they get expert unarmored at lvl 11


2 people marked this as a favorite.
Deriven Firelion wrote:
Kyrone wrote:
siegfriedliner wrote:
Did they specify how eidolons interact with apex items ?
At lvl 17 they gain a +2 boost in a stat of your choice. No interaction with apex.
So their stat won't max at 24? Or it will?

it will. eidolon gets boosts when summoner does and the +2 at 17 representing apex item


YuriP wrote:
People with SoM, there's any news about battle forms?

there are a bunch of new ones, fey lets you use manipulate actions


2 people marked this as a favorite.
Prince Setehrael wrote:

I have a question if someone can answer, do Ley Lines have levels?

Back in 1E they have a Caster level 1 to 20.

So was curious if they have something like that in 2E.

yes, they have levels


6 people marked this as a favorite.
YuriP wrote:
gesalt wrote:
Spellstrike is 2 actions and recharges on an action or conflux focus spell (get them from your hybrid study or feats). I actually can't tell if you roll once and then calculate it twice (once for the weapon attack modifier and once for spell attack modifier) or one and done. Magus might need that ring after all.

I read somewhere that spellstrike works like Eldritch Archer's Eldritch Shot but with 2 actions + recharge instead of 3 actions. So it's looks like that uses the main attack to hit. Someone confirm this plz.

correct

"Your spell is coupled with your attack, using your attack roll
result to determine the effects of both
the Strike and the spell. "


2 people marked this as a favorite.
wegrata wrote:
What kinda of feats and focus spells does elementalist come with?

There are a bunch of druid order feats for the various elementals.

Elementalist Archetype has 8 focus spells (basic and advanced), 2 for each element. You can replace your initial focus spell with one of them.

Updraft - toss a foe in the air, reflex save knocked prone on fail
Powerful Inhalation - draw all the air out of an area, 5d6 bludgenoning to everyone, fort save to speak above a whisper, crit fail stops verbal spellcasting.
Stone Lance - Spear of stone, 6d6 piercing, -10 speed on a hit unless it Escapes, crit and the creature is immobilized until escapes. After escapes takes 3 persistent bleed dmg.
WildFire - make a 10ft burst of difficult terrain that does 1dmg per square moved through, sustain to grow the burst, ending turn in the terrain is reflex save or take persistent fire dmg.

They can get a feat that douses targets with water to help with persistent fire/acid saves, one that adds persistent fire to spells, reaction to getting hit with elemental spell that quickens you for a turn, can redirect failed/crit failed elemental spells enemies cast, can make difficult terrain on spell, or cover/concealment.


2 people marked this as a favorite.
nick1wasd wrote:

What's the big finishing move that Soul Forgers are supposed to have? Is it Gate of Babylon? I want it to be Gate of Babylon...

Also what's up with the Emotional Magic? Is it just like Rage, or does it have different effects based on what emotion you channel?

They don't really have finishing moves, they're are only a few Soulforger archetype feats.

The way it works is that each "soulforged armament" has its own (power + corruption flaw) and there are a bunch of those.

Example:
Deep-Seeded Fear - +2 status bonus to Intimidation checks, no lang penalty when demoralizing, and when you manifest wep make a demoralize check on something that can see you. Corruption Flaw - if you demoralize an enemy you also demoralize the closest ally.

Heroic Heart - +1 status bonus to all attack rolls, perception checks, skill checks and saves.

The cathartic mage is really, cool, it's like rage but for casting and there are a bunch of options.

Anger
Awe
Dedication
Fear
Hatred
Joy
Love
Misery
Pride
Remorse

The way it works is that you have a trigger based on the emotion for Anger it's being hit, for Fear it's gaining Frightened.

Then you can trigger your buff and you get a different emotional benefit base on emotion.

Anger is +force dmg/spell level
Fear is you get a +1 per Frightened instead of a -1, including attacks and spell attacks and enemy saves.

Then after the buff ends (3 rounds i think) you get a debuf
Anger - you're fatigued
Fear - you are Fleeing for 2 rounds

Hatred makes enemies flat-footed to you or -2 to saves.


5 people marked this as a favorite.

In non-question news it amuses me that they made a spell that is 100% Lightwell from WoW

Healing Well - make a disc of light on the ground for 1 min, at any time during the duration you or an ally that are adjacent to the pool can interact with it to be healed.

I'm having flashbacks to putting down a healing pool and then watching the party all run in some other direction.


Blave wrote:
Vlorax wrote:
Davido1000 wrote:
Are there any cool necromancy spells that will make my player happy?

Yes! A bunch.

I already mentioned the Tempest of Shades and Rip the Spirit earlier in this thread.

Rouse Skeletons - lvl 3 - 2 action, 60ft range, 10ft burst, 1min sustained - Summon a bunch of grasping skeleton hands from the ground that does 2d6 slashing dmg each round. Can move the area 20ft with sustain spell.

Necromancer's Generosity - you heal an undead minion and buff it's saves vs positive dmg.

Necrotize - 12d6 negative dmg and roll 1d4 to determine effect
1. bones - weakness 3 bludgenoning
2. Joints - clumsy 1
3. Legs - -10spd
4. Muscles - enfeebled 1
Fort Save to determine 1/2dmg and length of debuff.

sanguine mist is an aoe blood sucking cloud that heals you and gives concealment.

Those sound awesome!

... just when I was mostly sure my Runelord will be an Enchanter, giving up Necromancy. :-/

Yea and those were only some of the ones from the arcane list.

Bloodspray Curse - fort save
crit sux - nothing
sux - 1st time each round the target takes 10+ slashing dmg from a strike they take an additional 2d6 piercing. lasts 1 min
fail - 2d6 piercing and 2d6 persistent bleed dmg

is a pretty fun one for the other lists.


2 people marked this as a favorite.
Davido1000 wrote:
Are there any cool necromancy spells that will make my player happy?

Yes! A bunch.

I already mentioned the Tempest of Shades and Rip the Spirit earlier in this thread.

Rouse Skeletons - lvl 3 - 2 action, 60ft range, 10ft burst, 1min sustained - Summon a bunch of grasping skeleton hands from the ground that does 2d6 slashing dmg each round. Can move the area 20ft with sustain spell.

Necromancer's Generosity - you heal an undead minion and buff it's saves vs positive dmg.

Necrotize - 12d6 negative dmg and roll 1d4 to determine effect
1. bones - weakness 3 bludgenoning
2. Joints - clumsy 1
3. Legs - -10spd
4. Muscles - enfeebled 1
Fort Save to determine 1/2dmg and length of debuff.

sanguine mist is an aoe blood sucking cloud that heals you and gives concealment.


dpb123 wrote:
Can you describe the two monk stances and any follow on feats that support those stances? Thanks!

water is 1d6 finesse, disarm, agile, trip, unarmed, water, nonlethal. +1 circumstance to Athletics checks to Disarm, swim, trip and +2 bonus to Reflex save to avoid disarm/trip

lvl 8 - Reaction where you're hit by something you can see in reach. Step and then do a Disarm or Trip on the person that hit you.

lvl 12 - 2 action, Trip every creature in a 10ft emanation.

Fire is 1d8 slashing, forceful, nonlethal, sweep, unarmed.*if you have crit spec they do 1d6 persistent fire on crit instead of normal. Speed bonus.

6- Gain cold and fire resistance equal to half level. any creature that hits you with unarmed, or grab/grapple or touches you takes fire dmg = WIS mod.

10 - 3 actions - stride 2x make Strikes on up to 4 different creatures within reach at any point during movement. Attacks do fire instead of slashing.


Kalaam wrote:
Vlorax wrote:
John R. wrote:

Does the Magus get intelligence as a choice for their key ability or is it still only strength/dexterity?

How does the Magus feat that allows Spellstrike with save spells work?

Str or Dex

Expansive Spellstrike
- if you crit miss your strike the spell is lost
- creatures use their normal defenses (saves) against the spell
- if the spell lets you pick targets it only targets the target of your strike
- creatures must be in the area of the an aoe spell

Wait so missing the Strike normally doesn't make you lose the save spell ? What then, you get one more try that turn ?

not sure why it's listed like that but spell is lost if you miss normally as well afaik since it goes off instantly and you missed the strike.


Karmagator wrote:

Does spellstrike count as two attacks for MAP?

And since it almsot certainly triggers AoOs, are they any feats to deal with that?

Spellstrike itself doesn't have any traits but you Cast a Spell normally so the spell would trigger stuff normally.

Nothing to "deal with it"? that I can see


The-Magic-Sword wrote:
Two round spells is... jesus, I'm not even going to speculate on how good it'll be, I'll need to wait until I can see it. Like it could be good, but it has to account for two full turns of effectiveness.

at lvl 1, 3 actions - attack roll 3d6 electric damage that does half dmg on a miss.

3 actions 2nd turn - 2d6electric dmg to all other creatures in 10ft emanation, reflex save. And for 1 min caster does 1 dmg to anything that grabs or hits with non reach.
Highten is +1 - +2d6 on both parts and +1 backlash dmg

There's a divine one that shoots beams of light everywhere and makes the caster glow + deal force dmg for a min as a bonus on the 2nd round.


2 people marked this as a favorite.
John R. wrote:

Does the Magus get intelligence as a choice for their key ability or is it still only strength/dexterity?

How does the Magus feat that allows Spellstrike with save spells work?

Str or Dex

Expansive Spellstrike
- if you crit miss your strike the spell is lost
- creatures use their normal defenses (saves) against the spell
- if the spell lets you pick targets it only targets the target of your strike
- creatures must be in the area of the an aoe spell


2 people marked this as a favorite.
Paradozen wrote:
If I may ask another question, how does Fey Form work? I've been hoping it would allow spellcasting in the form, and I'm curious what forms it would enable even if it doesn't.

you can choose a bunch of different fey creatures, and unless you pick elananx or unicorn, "you have hands in this battle form and can use manipulate actions" which i think means spells are ok?


2 people marked this as a favorite.
YuriP wrote:
Vlorax wrote:

archetypes are

cathartic mage
Elementalist - class archetype(primal/arcane casters)
Flexible spellcaster - class archetype must be a prepared caster
Geomancer
Shadowcaster
Runelord - must be a non-divination wizard
Wellspring Mage - must have spell repertiore

It was much less than I thought.

OK I know there's much more content about magic in the book. But I was expecting much more archetypes.

There is at least 1 more! Sorry I didn't search last time was just a quick look.

Soulforger - manifest weps out of your soul

Also there are 3 more Druid orders (Flame/Stone/Wave)


3 people marked this as a favorite.

not sure what the issue with summoner apex items is so can't help there.

TEMPEST OF SHADES - 7th lvl spell, 100ft range, until the end of your turn you summon a tornado of howling ghosts the size of a huge creature with 60ft speed. It drains every enemy when it shows up, and frightens them when it leaves.

Ley Line's are locations where there's magical energy to tap into more or less. There's an action you can take "Tap Ley Line" as long as you're trained in (Arcana/Nature/Occult/Religion).

On a successful tap you get the benefit of the ley line for that turn, or end of next on crit. If you fail you get backlash and some damage. Benefits are things like free metamagic for next spell, or all damage from spells adds persistent 1d8dmg of that type etc.

There are rituals to strengthen ley lines so they last longer etc.

At least 2 variable action spells! But I haven't been keeping count.
Scorching Ray - multiple rays per action, can't target same thing

lvl 5 Rip The Spirit - 1-3 actions, Basic Fort Save, 5d6negative damage, drained 1 on failed save.
1 action - target 1 living creature in 30ft.
2 action - 10d6 dmg instead of 5d6
3 action - all living creatures
+1 hightening - 1d6/2d6

OHHH also there are ones that can be cast over multiple rounds! So there are a handful more.

Horizon Thunder Spehere
2actions - 2 rounds (this means 3 actions 1st round and 3 actions 2nd round)
2a - throw lightning ball at somebody that dazzles
3a - it goes farther and does dmg on a miss
2rounds - it goes farther and then explodes in a 10ft emanation and then you spark with electricity for a min and do dmg if ppl hit you.

There are also a bunch of spells with no actions listed but with components and 1min cast times, which I'm assuming are rituals.


9 people marked this as a favorite.

archetypes are

cathartic mage
Elementalist - class archetype(primal/arcane casters)
Flexible spellcaster - class archetype must be a prepared caster
Geomancer
Shadowcaster
Runelord - must be a non-divination wizard
Wellspring Mage - must have spell repertiore

Magus
Summoner

I think that's all of them they're not in 1 specific place.

there's 18 magical backgrounds and then even more in the optional magic styles like pervasive magic. Things like student of magic, plant whisperer etc

Some of the more interesting rare ones like "Anti-Magical" - roll a dc 3 flat check for any magic effect on you, if you fail it doesn't go off. Also Time Traveler lets you quicken yourself for a turn.

Shadow magic gets some shadow reservoir, which if I understand correctly, gives you 1 spell per level up to max spell lvl -2 that are cast from your shadow and gain shadow traits.

They also get a focus spell that makes a big area of shadow that does damage but excludes allies.

Magus spellcasting archetypes follow the "Bounded Spellcasting" Feat chain.

You get 1-1st and 1-2nd, 1 can be signature. at lvl 10 the 1st lvl spell becomes 3rd lvl.

expert - at 12th lvl you get expert in spell attack rolls etc, get another 3rd lvl spell, can select second signature spell.
14th lvl - replace slots with 2 4th and 1 5th
16 = replace slots with 2 5th and 1 6th

master - 18th lvl, master spell attacks, +1 6th lvl spell
20 - replace your 5th lvl with 2 7th lvl.


I've got my pdf of SoM, were there any burning questions I can help answer for anyone?

1 to 50 of 610 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>