First, I do truly appreciate those of you who took the time to respond to my lengthy post. I don't agree with all that was said of course, but I do acknowledge your opinions and the effort that you put into responding. Thank you.
A couple of comments in response to what has been put out there:
Re: statements akin to Wizards were busted in PF1/linear fighters-quadratic wizards. Yes, this was certainly true in a lot of respects, though i would think there has to be a balance somewhere between god status and supporting character (which is where I think that wizards currently are).
Re: a well placed spell can turn the tide of the battle and allow your party to capitalize. I agree with this statement, though I think that there are a whole lot more pieces to it that were not mentioned. The poster proposing this statement used spells like phantasmal killer or dominate.It is relegating the wizard to a position of saying, by definition, you are only situationally useful, please be hang tight until that one moment comes up. And then, hope that they fail the save. Which again, considering an =pl encounter, seems to be a little worse than 50/50 for a fail and 5-10% for a critical fail. (wizard dc at lvl 4 = 20). Its not useful to talk about the likelihood of those types of spells on lower level encounters because you don't usually need to do any de buffing or control actions on lower level creatures.
One of the pieces of my comment that has not been responded to yet that I was hoping to get some feedback on was regarding the way that the martial classes have relatively quick and inexpensive access to a dramatic increase to their damage through potency runes, while really the casting classes have nothing that increases either their damage, or their dcs. Anyone have any thoughts on this?
I've been a longtime PF1 player and our group recently made the shift to PF2. Sadly, it seems like the system is terribly unbalanced, and I'll start by saying that of particular note to me seems to be how the magic system and related casters appear to be tantamount to uselessness.
The issues I see are numerous, but I'll talk about a specific gripe as I think it is going to be the one that causes me to give up on paizo and maybe role playing all together, after more than a decade with my current group.
The issue I am confronted with comes with the many forms of disparity that is now created between casters and melee classes. I have always held adoration for Wizards, but the combination of the overall nerf to the magic system and added strength to all melee, to me seems to make them nearly useless, other than of course to be the group crafter (fun).
For a total of like 100gp (estimate here I know, but it's in the ball park) a melee character is gaining access to a rune that increases their chances to hit while also doubling their damage dice rolled. Additionally this bouns applies at all times and is never at risk of running out. There is literally not one item in the crb that contributes to gaining either a bonus to hit with spells, damage with spells, or affecting dcs of spells until very late in the game when you can pick up an spec item.
I'm having a hard time even seeing what is even nearly as useful as that for a caster until items are reaching th 15k GP mark.
Additionally, for spells to be effective they typically require a save or an attack roll. The former do usually have some brief and minor effect on a save, a brief and slightly more useful effect on a fail, and usually only do anything truly worthwhile on a critical failure. Which, against an equal level creature is at best a 15% chance. The later does some minimal damage on a hit, but nothing coming anything close to fighter swinging a long sword 3x and dealing 2 dice of damage every time he hits.
The added kicker here is that really as a caster you're relegated to using your actions casting only very rarely useful high risk low reward spells offensively, and doing so with typically at least 2 actions while melee clearly demonstrate that this game is not made with a need to consider playing a caster at all.
Any thoughts yall could offer to help me gain some perspective here would be great as I truly do want to like the game again.
At this point though, I am unable to see how this system is a colossal failure by the development team.
I have recently been working on a character concept which includes an individual who is very hateful toward arcane casters. I seem to remember a weapon enchantment that acted as bane toward any creator that possessed arcane spell like abilities, arcane spells, or something along those lines. I can't remember the name of the enchantment though. Does anyone have any ideas.
Okay, using the minimum CL for the mirror Image (4th for a Magus), a blurry cloak that allows for 3/day mirror image can be made for for:
(24000 + 2*4*1800*1.5*3/5)/2 = 18,480gp
This only nets me four rounds of Mirror Image, let's bump that up to five. Five is a nicer number than four, and anything longer is probably a waste.
(24000 + 2*5*1800*1.5*3/5)/2 = 20,100gp
But, just for completion's sake, how much WOULD the ten rounds of Mirror Image cost on this item?
(24000 + 2*10*1800*1.5*3/5)/2 = 28,200gp
Not a massive amount more - In fact, it would likely be worth it to simply save for a little longer. A defensive item of this nature is unlikely to be necessary before level ten in the first place, and by then I will be more than capable of affording it.
Im pretty sure if your looking to get both of those spells off in the same round you are going to have to make one of them a quickened spell. I don't see anywhere in your calculation that you are adding a factor for that. In all actuality, both of those buffs simultaneously are a great defense, especially at lower levels. If a person is not going to take the time to cast them in consecutive rounds, they should be paying through the nose to make it happen.
Best scenario I see with RAW in mind is getting one from the item as a standard and another one as a free. Essentially your first round will still be spent buffing.
So I am thinking about playing a martial artist monk archetype in an upcoming campaign and I was theory crafting ideas on how to maximize the exploit weakness feature to have it occur more reliably. I don't particularly wish to speak about the over/underpowered nature of monks in this thread as that has been sufficiently accomplished in other threads.
When trying to facilitate the growth of this probably I came across the circlet of persuasion, which specifies that it gives a +3 bonus on all charisma based checks. My question, does that apply to ability checks or only to skill checks that use charisma?
The reason that this is even an question in this monk thread is that I see no reason why a similar item could not be created for wisdom based checks, and thusly apply a relatively cheap +3 to exploit weakness checks.
I am getting ready to start a new game as a summoner in a couple of weeks and this is my first go at this class. I am a long time D&D player and have been playing pathfinder since release, though this will be the first summoner in our gaming group.
My question is this: What is it that the actual summoner does in combat? The Eidolon is pretty beefy and I have a great idea of what to do with it. However, on paper it looks like the summoner will pretty easily be ineffectual in combat. It seems that the summoner has too few spells per day to consider casting as a primary combat function, and with d8 hit die and light armor proficiency it looks like melee would be a less than ideal place for a summoner.
I recently began a new adventure path as a cleric of Desna and am seriously considering crafting as a focus for my character. However, per RAW, while adventuring the maximum amount of progress you can make toward any one migic item is 200 gps worth per day. I have considered perhaps buying a ring of sustenance so that I might be able to progress at 600gp per day, and although it is not specifically stated as RAW, im fairly certain that my DM will go for the rationale behind this idea.
What I need from the community is ideas about how to make additional progress toward crafting items, both while adventuring and not. My main concern is that because I am in an AP im not certain I will have the time to make the crafting feats worth taking. Therefore, I am asking whether or not there are any feats, items, or miscellaneous things out there that can assist with crafting at an increased rate.
Hello there Pathfinders,
I have just started my journey into the Carrion Crown adventure path as a cleric of Desna and was wondering if our community would be willing to give me a few ideas on roleplaying options for a cleric of desna, particularly in this campaign. So for I have played him essentially as the eternal optimist, though given the nature of the campaign I am not sure how long I will realistically be able to keep that up.
Really what im looking for is in game ways to show my dedication to Desna. Any help is very much appriciated. Thanks.
So I have been playing D&D for about 19 years now. As I go searching through the forums for whatever it may be, I often see "healing is a secondary role in 3.x". This is usually in comparison to 3.5 or earlier editions, but I don't really see the difference in need or function. Is anyone able to explain to me why healing is a secondary role now?
So, as the title suggests I am starting a level 1 Aasimar paladin playing in the Kingmaker module. Our group currently consists of a cleric of cayden cailian (forgive the mispelling), a human barbarian, and a human sorceror with the stormborn bloodline. We rolled stats for this campaign and I did fairly well. Current stats are:
We are starting at level one and the feat I chose was weapon focus scimitar (to get the most out of smite evil). I plan on taking Power Attack at level 3, but after that im kind of at a loss for which direction to go. I should also note that I am planning on using the Knight of the Holy Light archtype from the APG.
Some of the ideas that I have kicked around was going for some bow feats after 3 (so, Point blank at 5, DA at 7, Percise at 9), or trying to bump my diplomacy via feats like skill focus and persuasive (I think thats the one that gives a bonus to diplomacy and bluff?).
Question is really to see what other people have done, how that worked, and feedback about the current incarnation of this toon. I should preface this thread with the fact I know I could have accomplished more by choosing a human starting race, but im really into the celestialish defender of the people. Planning on attempting to go for the ruler role in the campaign (for those of you who are familiar).
Thank you in advance for any feedback
Woggins
Full Name
Shwarto
Race
AC 19 | Init +5 | Per +12 (+13 vs traps)
Classes/Levels
| Fort +2 Ref +6 Will +3 | Twikli HP 13/13 -1 non lethal, fatigued, -1 use shadow seeker
Gender
Male Wayang Rogue 1/Wizard 3 | HP 16/26
About Shwarto
[dice=stealth]1d20 + 15[/dice]
[dice=to hit]1d20 + 5 - 1 +1 [/dice] Vs touch. NO have precise shot
[dice=damage]1d3 + 2d6 +1[/dice]
Personality:
Shwarto is a person dedicated to Irori and to gaining knowledge of the world. He travels both to increase his knowledge and, as importantly, to gain wealth and power so as to be able to eventually afford to go to far distant places (and planes) and to survive the dangers involved in uncovering new knowledge outside of libraries.
He is a reasonably nice and honest person and moderately brave. He tries hard to follow the teachings of Irori but sometimes lapses a little. Especially when his avarice comes to the front.
Definitely a follower more than a leader, he will offer advice (whether or not it is solicited) when he feels it warranted.
Background:
Shwarto doesn't know his family or anything about his origins. He was abandoned as a small child and grew up on the streets where he quickly acquired the skills required to survive.
Even while living a hand to mouth existence he was fascinated by books and managed to convince some local monks of Irori to teach him to read. They also let him study from their libraries. In an act of supreme kindness, they even introduced him to a wizard who was in need of an apprentice.
His life has been one of mixed learning and acquiring the resources to continue that learning. He tries to make a living by legal means. He really does. However, to his shame and chagrin, on several occassions he has let his greed overcome his morals and has slipped back into a life of crime.
One thing that he CAN honestly say is that his crimes have always been non violent and, nearly always, have only affected those who could easily afford to lose what was stolen.
He is really trying to be a better person and to more faithfully follow the precepts of Irori. Really.
Stats:
Shwarto (PBP)
Wayang unchained rogue 1/conjurer (teleportation[APG]) 3 (Pathfinder RPG Advanced Player's Guide 147, Pathfinder RPG Bestiary 4 274, Pathfinder Unchained 20)
N Small humanoid (wayang)
Init +5; Senses darkvision 60 ft.; Perception +10
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Defense
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AC 19, touch 14, flat-footed 16 (+3 Dex, +1 size, +1 natural, +4 armor)
hp 30 (4 HD; 3d6+1d8+10)
Fort +3, Ref +6, Will +4; +2 vs. shadow spells
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Offense
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Speed 20 ft.
Melee cold iron dagger +5 (1d3-2/19-20)
Ranged mwk light crossbow +6 (1d6/19-20)
Special Attacks sneak attack (unchained) +1d6
Conjurer Spells Prepared (CL 3rd; concentration +8)
. . 2nd—create pit[APG] (DC 17), euphoric cloud[ACG] (DC 17), web (DC 17)
. . 1st—feather fall, mage armor, snowball[UW], thunderstomp[ACG], vanish[APG] (DC 16)
. . 0 (at will)—acid splash, detect magic, prestidigitation, read magic
. . Opposition Schools Enchantment, Necromancy
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Statistics
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Str 9, Dex 16, Con 13, Int 20, Wis 10, Cha 8
Base Atk +1; CMB -2; CMD 11
Feats Accomplished Sneak Attacker, Deific Obedience, Scribe Scroll, Weapon Finesse
Traits Reactionary, Wisdom in the Flesh (Swim), See the sights (Lingusitics)
Skills Acrobatics +3 (-1 to jump), Craft (alchemy) +7, Craft (mapmaking) +7, Disable Device +13, Escape Artist +10, Fly +9, Knowledge (arcana) +16, Knowledge (dungeoneering) +13, Knowledge (engineering) +13, Knowledge (geography) +13, Knowledge (history) +13, Knowledge (local) +13, Knowledge (nature) +13, Knowledge (nobility) +13, Knowledge (planes) +13, Knowledge (religion) +15, Linguistics +10, Perception +11, Spellcraft +10, Stealth +15; Racial Modifiers +2 Perception, +2 Stealth, +5 Swim
Languages Common, Draconic, Elven, Infernal, Kelish, Nagaji, Polyglot, Wayang
SQ arcane bond (Twikli, owl [mauler]), light and dark, shadow speaker (replaces shadow magic), shift 8/day (5 feet), summoner's charm (1 round), trapfinding +1
Combat Gear aumlet of natural armor +1, cold iron crossbow bolts (20), potion of cure light wounds, scroll of air bubble, air bubble, ant haul, ant haul, scroll of comprehend languages, comprehend languages, endure elements, endure elements, scroll of expeditious retreat, expeditious retreat, floating disk, scroll of infernal healing, infernal healing, infernal healing, scroll of invisibility, scroll of mage armor, mage armor, mage armor, mage armor, scroll of mage armor, mage armor, mage armor, mage armor, scroll of magic weapon, magic weapon, magic weapon, mount, scroll of obscuring mist, obscuring mist, protection from evil, protection from evil, scroll of shield companion, shield companion, shield companion, shield companion, scroll of shield, shield, shield, shield, scroll of summon monster i, summon monster i, touch of the sea, touch of the sea, silver crossbow bolts (5), wand of heightened awareness (50 charges), acid (3), alchemical grease[APG], alchemist's fire (2), antiplague[APG] (2), antitoxin (3), clear ear (3), insight leaves, meditation tea[UE], smelling salts[APG] (2), tanglefoot bag (2), vermin repellent[UE] (3); Other Gear cold iron dagger, mwk light crossbow, handy haversack, traveler's any-tool[UE], alchemical reagets (worth 100 gp), ball (2 in.)[UE], bedroll, belt pouch, bird feed (per day) (5), board games[UE] (3), cards[UE], chalk (10), dice[UE], familiar satchel[UE], flint and steel, grappling hook, ink, inkpen, marbles[APG] (3), masterwork thieves' tools, mess kit[UE], mirror, pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], piton (10), portable alchemist's lab[APG], pot, potion sponge[ARG] (2), signal whistle, silk rope (50 ft.), soap, spell component pouch, tea (per cup)[UE] (50), teapot[UE], tindertwig (3), trail rations (5), waterskin, wizard starting spellbook, wrist sheath, spring loaded, wrist sheath, spring loaded, 8 gp, 5 sp, 5 cp
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Special Abilities
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Accomplished Sneak Attacker Your sneak attack damage increases by 1d6
Darkvision (60 feet) You can see in the dark (black and white only).
Deific Obedience Purify yourself daily to prove devotion to a deity and gain benefits.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Familiar Bonus: +3 to sight-based Perception checks in shadows You gain the Alertness feat while your familiar is within arm's reach.
Light and Dark (1/day) (Su) As an imm action, treat positive/negative energy as if undead for 1 min.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Shadow Speaker (Su)
Three times per day as a free action can gain a +2 insight bonus on an ability check, attack roll, caster level check, concentration check, saving throw, or skill check.
Shadow Magic (Ex) Wayangs add 1 to the DC of any saving throws to resist spells of the shadow subschool that they cast.
Shadow Resistance +2 on saves vs. shadow spells.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Shift (5 feet, 8/day) (Sp) Short-range teleport
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Summoner's Charm (+1 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
Teleportation Associated School: Conjuration
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
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Twikli (familiar):
Note - Twikli has the Mauler archetype and so can grow to medium size. At that size, Shwarto can ride him
Twikli CR –
Owl (mauler) (Pathfinder RPG Bestiary 132)
N Tiny magical beast (animal)
Init +3; Senses low-light vision; Perception +13
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Defense
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AC 17, touch 15, flat-footed 14 (+3 Dex, +2 natural, +2 size)
hp 15 (1d8)
Fort +2, Ref +6, Will +5
Defensive Abilities improved evasion
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Offense
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Speed 10 ft., fly 60 ft. (average)
Melee 2 talons +6 (1d4-2)
Space 2 ft.; Reach 0 ft.
Special Attacks deliver touch spells
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Statistics
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Str 7, Dex 17, Con 11, Int 6, Wis 15, Cha 6
Base Atk +1; CMB +2; CMD 10
Feats Weapon Finesse
[b]Skills Acrobatics +3 (-5 to jump), Disable Device +5, Escape Artist +7, Fly +15, Linguistics -1, Perception +13, Spellcraft +0, Stealth +22; Racial Modifiers +4 Perception, +4 Stealth
SQ battle form, bond forged in blood, empathic link
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Special Abilities
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Battle Form (Str +6, Dex -2, 3/day) (Su) As standard action three times a day, grow larger.
Bond Forged in Blood (Su) You cannot speak or communicate with language.
Deliver Touch Spells (Su) Deliever master's touch spells.
Empathic Link (Su) You have an empathic link with your master.
Fly (60 feet, Average) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.