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I agree that hero points almost negate the risk of dying. Too powerful, even though I dont like death-heavy games (i get attached to my characters). I would never spend two hero points to reroll a die when i could save them to stave off death. I rarely end up spending mine for just that reason.


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I haven't seen dex to damage be overpowered. I think it should come packaged with finesse. You can have it free if you're using a rapier/dagger/etc. It's not going to outshine the str to damage characters who get bigger damage dice, especially since magic weapons multiply the damage dice. It would only let light armor characters and switch hitter builds be viable in melee.


It's still way better than it was in PF1, and it doesn't cost money. Nor does it have a check penalty or bulk.

It's a perfectly viable option for AC, without being too strong or too weak. Casters can choose whether to use one of their high level spell slots for mage armor or to spend money on real armor. That's a reasonable tradeoff, imo. Keep in mind that we want casters to be less OP than they were in PF1.


Handwraps of mighty fists is what you're looking for. It's the equivalent for unarmed attacks, i think


Blave wrote:
Vidmaster7 wrote:
My main issue with the multi-classing feats is that they will end up being so much better that every class will end up being a multi-class. They just seem better then your regular feats.

Which honestly is not a Multi-Class issue but a general problem with most class-feats being underwhelming.

When I was planing the Wizard I'm currently playing I quickly noticed that other than Quick Preparation and Makeshift Wand, none of the feats before level 14 are really exciting. Most are somewhere between "meh" and "it could be useful in certain situatons and there's nothing better so I might as well take it".

I very quickly decided to Multiclass after that realization. And when they gave out Qucik Preparation for free, I went back and searched for another good feat abd ebded up with another feat of my Multi-Class Archetype...

I did the exact same thing. I almost took the familar feats because there wasn't much else, but then I looked at multiclassing rogue. 2nd, 4th, and 6th all went to rogue and I dont feel I missed out on much.


What if fighters, paladins, etc. get their weapon bonuses from their proficiency, allowing them to be flexibile and rely on their martial skill, and keep magic weapons kind of as-is, but not stacking with the proficiency bonuses?

This allows the other classes to keep pace with the fighters damage-wise if they want to be a martial-focused character, but at the cost of gold investment.

So you avoid restricting damage too narrowly and avoid giving it equally to martials and semi-martials. I think it would enable flexibility.


Staves have charges which can be recharged when you invest the staff during daily preparation. And you expend charges based on the level of spell you are casting with it.

So for a staff with 4 charges, you can cast per day:
1 4th level spell
2 2nd level spells
1 3rd level spell and 1 1st level spell
or 4 1st level spells

Limited to the spells listed for that staff and lesser versions of that staff.

Each spell also costs 1 Resonance Point

It's not like a wand that gets used up and is gone. But it's not unlimited magic, either. Just a daily bonus to your spellcasting.