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On the contrary, I think it is important to have multiple different modifiers available depending on your party. If one of the party is a bard, marshal etc. and is handing out status bonuses, you do not have to have the EoB spell up; you can instead put up the Garden of Healing aura or the Discomfiting Whispers aura, which are very good defensive options. And as long as you are attuned to the Witness to Ancient Battles or the Impostor in Hidden Places - not even as your primary apparition - you can still Grudge Strike at +2 circumstance. Alternatively, if an ally is handing out circumstance bonuses with Aid, you can avoid Grudge Striking and instead use other actions, such as strike + raise shield, strike + stride, strike + 1-action heal, while still benefitting from EoB. ![]()
Being only in the very lowest of levels thus far, I haven't really experienced many AoOs. But for the sake of pointless internet arguments, let me share my magus' approximate routine in our most recent fight involving an AoO, with the Barbazu in AV:
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I agree that you will get hit and crit'd a lot, but I definitely feel that you can either mitigate those or bend them in your favour. For example, our fighter would easily at level 1 have an effective attack bonus of +13: +1 Inspire Courage, +1 Demoralise and +2 flanking, raising their chance to hit or crit by 20 percentage points. Armour class is more difficult, but when it's necessary we could add +3 AC from his shield, forbidding ward or later inspire defense.
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I can think of a variety of different characters this minute, each with a different mental key ability, so while I don't think it would happen, I would love to be able to choose between the three.
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Two hopes and dreams for the thaumaturge which I think could be neat: The ability to customise your own implement would be great. Instead of a generic lantern of revealing, you could invest class feats to awaken the ancestral powers of an orichalcum lantern recovered from the city of your ancestors, used in countless royal processions. Or an ancestral sword, or handcrafted armour, or... I also think it would potentially be interesting to have a feat chain where you could cast minor spells from your implements, by convincing the universe that they are enchanted. Alternatively, I think gaining a few staff charges by tricking it into thinking you're a caster could also be cool. I don't know if that would fit the flavour, though. ![]()
As a Cavalier, your mount is an AC and therefore gets 2 actions for your 1. Riding your AC does not change this, unless they do not have the mount trait (for example, a Ranger riding their bear).
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Personally, I think that this is a solidly mediocre level 2 feat which allows a Magus a lot more versatility in terms of offensive spells, but doesn't make them much better at using them. It's definitely an improvement as to not having it if you so desire to cast AoE spells, but neither does it overshadow other options.
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I am considering the comparatively low cost of +X non-striking runes on some Handwraps of Mighty Blows, the existence of a wide variety of battle forms, such as Dragon Form, some lower level ones I guess, and why wouldn't I use Dragon Form?
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Okay, so I looked at the rules on Nethys and I now have a question.
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I don't think traditional Pf1 two-thirds casters would work for the Magus.
Having your best spell slot deal only 5.5 more damage than a cantrip is not fun. (Disintegrate does more, but at just +5 Int and Master casting enemies shall save for half quite often). Therefore I think that bounded casting lets you have effective slotted spell strikes while not stepping on the toes of full casters and their mountain of low level slots.
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Personally, I feel that for certain classes, wave casting is a really good and thematic option. For a "master of reality" 20th level wizard, having a massive array of low level spells allows you to respond well to every situation. For a magus who has spent their whole career focussing on massive spells which remove half the Tarrasque's HP in one single Spellstrike, four spell slots plus cantrips and Master weapon proficiency seems enough. After all, a wizard out of spells is very different to someone who could, with a little luck, match other martials with just cantrip+spellstrike and maybe Arcane Cascade. I am also interested in seeing what the best spells for a wave-caster turn out to be... my money is on Haste, Stoneskin, Resist Energy &c edging out Shocking Grasp and other similar spells; I also feel like a divine or occult Summoner might get a lot of mileage out of buffing their eidolon with spells like Heroism. I am of the opinion that buffs which last the whole fight are an exceedingly efficient use of slots anyway, especially when you only have 3-4 slots to spend on 3-4 fights. In addition, there's nothing stopping you from picking up wands and staves for low level utility spells. ![]()
A few questions concerning the Magus:
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Slow and Blink are pretty great, as is the rest of Twisting Tree, so I think it might be a balancing factor. Sort of similar to how the Draconic Sorcerer gets the useless Claws spell, but then the excellent breath weapon.
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In my opinion it's more useful to get your +1 or more from spending EP to increase your BAB, because about half the drawbacks are so monumentally crippling in certain situations that you want your EP stuck at 0, which is what I came here to complain about; it doesn't feel the wibbly-wobbly teetery-tottery track we were promised, instead "I need 0EP, I'm being hit by mundane attacks... Oh no, I'm being hit by a Spellcaster, better get 8EP for that 13+ SR!" Whether you like the teeter-totter mechanic is another point entirely, but it isn't executed very well in my opinion. Also, a question: you make your attacks "as if" your BAB was equal to your level. But it isn't actually equal to your level... Does this mean that Weapon Focus adds +1, or +2? ![]()
I think that a wealth-dependent class isn't a bad option, but there needs to be consideration for the sort of adventure you might be running. In Pf2, you don't need a full-on Uberwaldian laboratory with thunder and lightning to be an Alchemist, and neither should you need a legion of trained surgeons to support your Evolutionist, not least because this feels like something you should be making yourself. In my opinion, one good solution to this would be making it easier to craft your own augmentations, using either your niche's skill, or a caster level check. Speaking of niches, they are meant to be your transformative journey from Humanoid (Darwinist) to whatever creature types Starfinder, the 130+ species RPG, contains. Instead they feel like a few combat abilities, an useful capstone and an arbitrary declaration of completeness. If I pick Dragon, my Eldritch Evolutionist has only a few of their classic abilities - no Frightful Presence, no wings, no innate spellcasting, just the Adaption which grants a burst or line weapon special. I think that permanent transformations should be a part of your Niche, perhaps more than the generic combat options.
I also feel that the adaptions should be more permanent. Genetics doesn't do short term combat buffs (it does, but making-adrenaline-etc +1s, not suddenly growing wings). The granting of a fly Speed should be something which happens perhaps as an option for your niche - a Vital evolutionist might pick from flight, climbing, gills, faster land speed etc. when emulating their chosen animal. That also helps differentiate you mechanically from any fool with a set of jet boots. In conclusion, I think that evolutionists should be able to transform themselves so that they are not merely evolving in-combat, which is odd, unsatisfying and annoying. ![]()
I just ran our second ever session of Starfinder, involving a ship combat for the first time. The players' Shuttle was surprisingly able to destroy the two CR1/3 ships via their linked light plasma cannons (by this point they were level 2 with 75BP), although I was intending for it to be an easier encounter to get them acquainted with the starship combat rules.
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