bahdirwel's page

Organized Play Member. 6 posts. No reviews. No lists. No wishlists. 12 Organized Play characters.


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Well the idea was sacrament alchemist using Healing domain mutegen.By being level 6 all cure spells are empowered. So it made my marbles jogging to wonder if when max or empowered or both how would that interact with healing bombs


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Just a random thought for a new healing character. How would max or empower potions interact with splash damage. Since splash damage is min damage rolled how would that interact with 50% more damage or any damage that isnt rolled.

Example Healing bombs with empowered maximized cure light wounds potion.


For life of me i can not find what striking mean. I notice that mighty handwraps have mighty handwraps and Striking mighty handwraps?

There is a magic staff that makes a striking bo staff and striking staff?

So what does striking mean?


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Resonance points can work if there were a couple tweaks to it.

For the potion consumables why couldnt we make them cost no resonance points but makes you bolstered against that spell and level. So for example if you consume a spell level 1 heal potion you couldnt consume another level 1 heal potion until you have completed a rest. On the other hand you could still consume any other level heal potion.

For scrolls could we maybe let casters of the same spell list you the skill associates to the spell list make a skill check to before the usage of scroll to negate resonance cost of said scroll. If the scroll caster decide to not to spend the resonance after failing the check the action usage would still be consumed. The item also couldnt be activated unless you spend resonance point or completed a rest.

For the X/day items could we maybe make them cost more to invest into but then they wouldn't cost resonance point to use the abilities of the item. Sorta of a give and take on investing into those items.

It would be nice if you could remove the Chramisa 14 requirement on bonus resonance feat it really makes it hard dwarves to get that feat.


I think maybe making you Wisdom bonus be treated as an armor bonus might help with early ac problems. Just make that bonus not stack with bracers of armor or armor.

Wouldnt mnd ki strike if it remove the multiattack penalty from flurry of blows


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I just tried Rose revenge today. There were a couple of things that I walked into character creation expecting and kinda just fell flat.

Magic items.
Expecting: the Christmas Tree to go away and making each magic item more meaningful to your character.

What I got: Consumables need too many points to validate low Charisma characters. I just made a plain dwarf monk and had to decide whether to have poor Str/Dex or Wis just so I can make enough resonance points to heal twice. There isnt enough options of non magical healing or make resonance point work off of your key stat points.

Skills
Expecting: Skills will mean something. Specialized Skill will make you different from others.

What I got: The way paizo set up skills made you stucked with either your signature skill or subpar choice. The whole skill system is one good on paper, but not in practice. Two bards with same chramisa, but one specializied in bluff and other one specializied is diplomatic do not have much difference in numerical value. So unless Paizo overly enforce mastery of a said skill, signature skills will not have that much meaning. If they do makes signature skills important, taking anything outside of them meaninglessness. Also in society settings you never really know what party members classes will be. The effect of that is certain mastered skills would never be available to your party. I have build tons of characters who were skill monkeys just to fill in holes of the party, but with the new system I can not. I do not like having to have 12 intelligence to learn phyiscal stat based skills.

Side Note too many lore options.

Personal feeling of the new trained system feels a little too small of a range. I feel a wizards should not have just -2 for using weapons versus a fighter using that weapon at plus 3. That difference is a 25% hit chance. I can not fathom fighters trading all of that arcane might for little of bit of martial prowless. That logic can apply for any character class that iconic can do something that another class should not be able to do. I understand ability stats will make more of difference, but at the same time if we just compare apples to apples it does not make any sense. I think there needs to be more of a larger range of modifiers to make specialist feel more special.

Actions
Expected: Changes to combat actions make it more fluid and less rigid.

What i got:This was probably the best revamp of an old system. My first complain is that leap action seems weird. You stride foward. Stop. Jump. Then move again. It would be more logically to have be athletic ability to do a standing long jump and land perfectly still then a forced move jump move as a double action. Both moves could not be greater than your land speed. My second complain is that my cleric had to burn a action to maintain bless. At what point is making your party better worth the action than helping them do it yourself.

I think starfinder had quirks but a different system that is enjoyable, but pathfinder 2.0 had too many quirks to make my character seem fun