your logic is flawed. not doing better does make you useless. because even if you don't know the worst save, you will do about equal, because anytime the creature should crit fail, you are going to do super well. like I said, the game is extremely well balanced among martials and casters. that casters are no longer the overlords they were in 3.0-PF1 does not mean that they are useless or weaker than marshalls, they are infact about equal all things considered.
Casters are better at dealing damage to multiple enemies and destroying cannon fodder. if the caster knows which is the worst save of the creature/npc at issue, they will do better than a martial. its very well balanced. let's be real 3.0-pf1. where casters games with support from martials, now both martials and casters can shine equally.
I can see how this could work for some deities but for others it would be anthetical to everything the deity stands for.
you would be right except there are description and pictures in the book, so we know exactly what they look like. it makes 0 sense.
This is just gonna be another thread full of people who want the swords to have more traits isn't it
it isnt even that it's just logic
if we accept what a longsword by the games rules
it's impossible, in the worst way. its literally the in-between size of the great sword and a long sword in the game world. how does that size make it no a cut and thrust sword anymore.
1. bracers capping dex. I understand it's for game balance, however there is no logic way to justify it. what's the in game explanation for why bracers would make you less agile? bracers +1/dex 7 would make so much more sense in a logical way and accomplish the same balance reasons.
2. the bastard sword isnt versatile - again I cant even fathom an in game reason for that, is there divine intervention at work?
3. great sword doesn't have reach? there isnt even a reasonable physical way to use it, so you dont have reach. the entire point of it's invention was to have a sword with the reach of a polearm.
anyone got any others? we aren't talking about magic, or people walking on water, just things that if we accept the rules of game world just dont make sense.
I agree with this. if we assume you grew up a spell caster in Golorion, I think it's safe to say that some assumptions are universal.
1. Giants are probably tough
2. enemy spell casters probably have strong minds
3. don't try to fire ball agile creatures etc.
1. druids have some great class feats and focus spells, so them having more slots probably would have been too much.
2. bards have a lot ways to effect things besides combat, more slots probably would make them too much also.
3. Clerics, have two things, if they invested in charisma, they dont really need slots for heal. if they went war priest, they do have a lot of feats to support that, so they dont need as many slots
4. sorcerer has feats that boosts they spells per day. in addition some of those focus spells are seriously good.
5. wizards there focus spells aren't quite as good, there class feats while good are really about being more versatile
overall I thinks its very balance in regards to the varying spell slots each class gets.
Unlike many classes witches have different and equally popular conceptions.
You have the arcane witch that goes to the academy and keeps spells in a spell book, very popular with YA.
You have the witch that makes pacts with powerful entities, and communes with a familiar
and perhaps the oldest tradition of all old witch in the woods.
I think that the witch should be determine by the archetype. you should have a
1. the arcane witch, that case with int, has a spell book and studies magic
I'm not sure about this, from the description of handwraps, you should be able to emblazon, align them by there description. I also think they might also work for the paladin divine blade power.
actually you cant call that error, because you can't say either is correct since they are both part of the rules. Just as the one the developer said, side bards and examples are super important for issuing and discussing rules. In fact if you read most case law, you will find the rule is usually demonstrated by an example.
It recommends certain attributes, then says specially your ki spells are powered by wisdom.
I'm pretty sure unarmed combat works the same for fighters as any other weapon group. unarmed belongs to the brawling group.
Freehold DM wrote:
NYU is like the borg. they have even started assimilating parts of downtown Brooklyn.
wouldn't the same argument apply to treerazer?
A liberator would be the very antithesis of what Erastil stands for. He is the god of community, of the invisible chains that bind us to our communities. of the obligations that we owe our home and community. He is the idea that the one should sublimate thier own desires and dreams for the betterment of our community. I can't even conceive of any way Erastil would ever support a liberator.
Captain Morgan wrote:
I'm not sure it's an oversight. Divine simplicity seems to be just about training. while divine ally is that an inanimate item is inhabited by a divine spirit.
so I could see how they could draw a distinction. personally I hope they do errata it to allow paladins of koroda and irori to be able to have divine ally abilities with their fists.
the biggest difference to me, is that it's obvious that Pathfinder 2nd is a very deliberate and well thought out game. which is both a positive and a negative, but I think its great it's so fundamentally different from first edition. Happily there is so much content for first edition, that if you don't like the more "grounded" approach of 2nd edition, there is a near limitless amount of content for first edition.
I would say a hard no. the good thing about the proficiency system is that it is easy to establish a quantifiable power system. additional feats and class update should expand horizontally on the power curve not vertically. the best thing about Pathfinder 2 is that it is designed in such a way that you can quickly identify and counter power creep. and adding more ways to improve weapon proficiency would be power creep.
Captain Morgan wrote:
disrupt prey is weird. I couldn't decide it if was really powerful or really weak. because free actions are different now. in general they only occur on your turn.
Bardic Dave wrote:
it is called the elemental plane of water afterall
I think you will be happy with the fury instinct and with how signature spells work.
the wizard could use wish, specialist wizard summoners can make their summons have bonuses.