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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?


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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.


Hello everyone,

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.

Thanks in advance.


Silverline wrote:

Deleted the last post, my math was THAT BAD

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.

My two cents.


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.

Let me know what ya think. Thanks in advance.

Woggins


Hello Pathfinder community,

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.

What has worked for you guys and gals?

Thanks in advance.


Hello Pathfinder community,

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.

Regards,

Woggins


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.


Hello all,

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?

Thank you in advance?


Sorry to edit this so quickly, but I the correct weapon focus is for the Falchion not the scimitar.


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:

Str: 17
Dex: 15
Con: 15
Int: 14
Wis: 13 (After Racial)
Cha: 19 (After Racial)

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

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