Blaster wizards do suffer but he can still make people fly, teleport, blast and debuff quite a bit better than the two of them. Even if i do find wizards a bit lacking right now the price for versatility is high.
Agreed data might be biased but even removing the extremes as it should be done as extremes tend to be a bad thing. Alchemists, wizards are still at a really low point what means they both feel not as enjoyable and not as strong as the rest by a fair bit. Wizards with a 5.8 are somewhere decent as just a bit lower than 6 and 6 being average but alchemists... Well those are at the bottom of a pit without new toys.
Yeah its hard to codify in pf2 like they did in pf1 because the game scales is too spread open. The only numbers that really matter are on the sheet, you got a lot of wiggleroom on several abilities, the race builder in pf2 for example could quantify bonus AC, stat bonuses, etc... But now creatures aren't build with those in mind...Building monsters now is a bunch of easy to swallow numbers and cool abilities instead of... Well this guy has 48 con because if not my party will one hit kill him...
I think on a book sole dedicated to monster creation everything zap said would be awesome... Problem is that i don't think demand would be enough for such a product. But yeah a monster handbook with abilities, weakness and everything needed along with more templates and how to keep them balanced is awesome... It just won't fit well in a 10-20 page part of another book.
Looking for any advise on adding anything from Gods & Magic for my Human Rogue / Red Mantis (Level 5 and in Mod 2 in Age of Ashes)
Looking for any advise on adding anything from Gods & Magic for my Human Rogue / Red Mantis (Level 5 and in Mod 2 in Age of Ashes)
Do paladins get training in their favored weapon if it's advanced?I know clerics get but i think paladins only get martial,unnarmed and simple.
Warprist weirdly enough provides a better support than the regular priest, Shield block and a higher proef save make quite a difference on a frontline support.
And also warpriest does provide the best fullcaster entry into signifier and into knights of the last wall.
After going over evary weapon in the game, I have reversed engineered a guide to make balanced custom weapons
Okay first thing i noticed. He can get legendary in all saves or get legendary +2 in one and legendary in another. That's just ridiculous most classes do not even get legendary in one save much less all 3 of them. Maybe put so that he gains legendary in one and master on the other... Giving 3 legendaries is insane.
"If you take on a battle form with a polymorph spell, the special statistics can be adjusted only by circumstance bonuses, status bonuses, and penalties."
Like it's said only the battle form statistics can't benefit from item bonuses... Your statitics can... And it's said on the battleform your BAB or the special ones from the form...
Finess is already a weapon property so Finess is a really awful option.
I want a book that just has feats for multiple classes/skills to use in different ocasions and to make a few archetypes viable for multiple classes. Just silly options that are made with getting multiclass,archetypes and other silly things in mind. Maybe a feat that gives easier access to red mantis, one that gives you some ability to combat undead for other classes that aren't paladins and clerics.
Lore is the thing you are looking for you can basically have any lore if your DM lets you.
Okay first mistake is that you get +8 from advanced specialization so damage is actually.4*9(Pick specialization comes after fatal if am not mistaken and damage does not double because of a crit),
7*2(str), 3.5*2*2(Elemental runes), 9*6.5 (weapon damage) + 8*2(weapon specialization)
So damage is 80+59 = 139 damage.
"It’s possible, especially through archetypes, to gain focus spells and Focus Points from more than one source. If this happens, you have just one focus pool, adding all the Focus Points together to determine the total size of your pool. (Remember that the maximum number of Focus Points a pool can have is 3.) If you have multiple abilities that give you a focus pool, each one adds 1 Focus Point to your pool."
I would say that this applies here even thought you aren't getting from different sources.
Hiruma Kai wrote:
Even acounting for extra buffs and debuffs (Heroism, +2 circunstance, -2 from flanking him.)You can get at most to +42 while getting hist AC to 52. At most you will get to hit on a 10+ i can't see how you can hit a treerazor on a 6+...
Without debuffinf the heck out of him.
Even if you use synesthesia you can get him to 49 AC so you hit on a 7+ i guess but then it's not the fighter it's mostly a combination of debuffs and buffs from 2-3 casters.
Fair enough. But i still feel like it's not a great nerf.
Same way a fighter in D&D 3.5 deals more damage than a tarrasque sometimes.The mecanics really should not try to make reality and just focus on making a good game instead.
I do feel that the Medium, and especially Heavy armor is far weaker than it used to be, so I've created some house rules to try to help fix it. Each increase in Armor proficiency reduces the armor check penalty by 1 and raises the max Dex by 1. I feel this change is a good one rather than just increasing the Item bonus because it forces the player to work for it rather than just saying "I'm a Champion, I can dump Dex!" You can, but at higher levels, you could now be adding at least a point or 2 to your AC by having some Dex bonus, not to mention the ranged attack bonus.
ACP already goes away if you got the str cap... And bulwark can cover for your lack in dex.
Triple attack is the worst option... Demoralize, raise shield, two action attacks, parry so many options can be better than 3 attacks. I mean even the aid action can help so much more than a third attack with -10...
Oh i think another class will eventually come that gets legendary in armor, and another that gets legendary in attacks... Or even some archetypes to help with that later on. But i would rather paladins and fighters to at least be unique in some with that. Like someone who gets legendary in attack rolls is limited with only a weapon and much later than the fighter. And one that gets in armor does not get armor specialization or like the monk is limited to a unique type.
Fighters everywhere: Am i a joke to you?
Yeah they are affected but they dont take the damage unless they are evil...
Perfect Encore? I mean an extra level 10 is similar and all but is not like an extra spell slot of every level...
Wizards get an extra spell of every slot(Limited to a spell from the school school) and can recast a spell from the arcane bond, unless he is an unversalist then he can recast spells of every level. So wizards got at least 1 extra spell per slot.
The two persons i ever saw constantly taking 3 actions to attack where a ranger(with the multiattack edge) and a fighter with a bow. Barbarians normally go for a single powerful strike and then rage or rage power, paladins normally raise shield and move to prepare for a reaction, fighters don't want to risk -10 so they go for shield or something skill related...But i do feel like mages have less options with the 3 actions than martials. A fighter for example got PA(2 actions), strike(action), move(action), raise shield(action)... Since each has a different cost they need to evaluate a lot.
Since most spells take 2 actions it's quite hard to go away from the cast a spell and then move...
Ohhhh yeah. I hate that part of crafting... I literally removed that rule except for 'hard crafts' like want to craft a regular sword just remove the gold per day... If it's an item of your level yeahhh then we can talk about the 4 days.
By that logic isn't better to just replace every character with a fighter? I mean they got the highest average damage, and everything the cleric really is good at doing is healing, and who needs healing when you can simply get pots and medicine can do the job just fine. Also why a rogue, you can instead play a dex fighter with a bow for better to hit, and just share the skills around who needs a skill monkey.
Yeah. I mean if you think about it the caster can teleport the wizard in the middle of the enemies, or haste him for walk in between his 'fireballs'.
I think he means with Bloodline Focus and bloodline wellspring. They are both a bit late to come but still, you normally don't get to use more than 2 points in a fight.
And about this... Yeah. Casters wen't overpowered in PF1 as long as you didn't try to make them. Problem is it was quite easy to make them overpowered and at least in my tables well people did...They also made other characters overpowered but the problem with casters was the not the silver bullet for a situation, they where the silver bullet for every situation. Blaster casters weren't a problem, problem is when you are a blaster caster that can open doors, remove curses, fly, become invisible... And mostly perform all roles.
The DM of wrote:
I think outside of small squirmishes inside dungeons i never had that many encounters in tight spaces. Or it was an large open area(open fields, mountainranges, etc.) or it was a large room by large i mean at least like 16x10 or so.
I tried two casters(Recently of course). Bard felt really great, cleric felt well... Decent? But the thing is, in pf2 casters don't seem to depend as much on spells anymore(I did had a great time with searing ray 10d6 vs undead) but most times i solved problems with skill checks instead. Medicine checks, religion to discover more about the monsters, lore from the bard to learn everything, when my cleric got the consacrate i made 2 zones to protect the party.The only moments i could remember that a spell shined alone were a spell that predics omens and the searing ray that does a s+~%on of dies. Besides that most spells i used where healing or buffs. And even if my buff caused 3 fighters hits to become crits... It feels like the fighter job instead of the spell job.
Currently playing a Warpriest I am not complaining so much about the power of spells but about the action economy. Due to 99% of all spells requiring 2 actions (some even 3) I feel hopelessly action starved in comparison to the melees. Want to do a AE heal? Neither can move nor raise shield nor attack. Do a normal spell? Chose to either move or raise shield or attack. Sustaining spells? Lol, you kidding? All the while our fighter is zooming around, using skills, multi-attacking or blocking as he sees fit. Caster gameplay is just so static.
This is true... I don't know maybe casters need more versatile spells actionwise. I mean my favorite spells right now in order are heal, magic missile, harm. Because i get options... They should probably make more of those so casters can choose the more 'bardic' route(The bards having 1 action cantrips often can do 3 actions a turn and not stick to the 2 action and raise shield).
I would rather see the heal nerfed slightly than it being 24h day. I mean it's not as if healing is an issue in PF2. A regular character with 2 skill feats can heal 2d8 per 10 minutes of rest to all PT even rolling a 1.I hate 24h daily things for pf2.
I can see your point, if you are locked without a way to craft and only 'regular' shops it can be annoying. But it's not that bad for such a damage bonus.
Captain Morgan wrote:
Spirit is a mixed bag. Some enemies are immune to it but the type is so good with some enemies, and being able to do two types is just soo fun.
does anyone know what cackle do ? It looks like it removes the "concentration" tag from the "sustain a spell" action but it retains the only disadvantage of this tag, while adding two other tags with their own disadvantages. I get this ability for free, and yet it feels like a punishment. Why does this ability exist?
Because cackle was an almost non-choice on the witch and they just rolled it over as a mostly harmless class feature. It's flavorful but not great at all.
They could just roll it over onto spellcasting like they did with the sorcerer and the bard.
I think the problem is that you are assuming pf1 rules on PF2... You don't need to say something that does not happen when it does not happen.
Edit: The only question i can answer that pretty much is easy is the one with the 3d10 weapon with the player wanting runes. The only rune that would increase the damage in that weapon would be a major striking, since runes do not increase the number of dice they set the number of dice.
O no i am talking about the old must die not as a troll. But as a 'sales person'. Troll is when you want it to die just because, but not launching pf1 anymore for example is a calculated move because paizo can't keep printing pf1 new content and launch pf2.I am not saying it's wrong or anything but the old must die mentality can come from a place of change and not from a troll space got it? I don't know if i am expressing myself well haha.
And yeah there's a healthy debate in there too of people talking about how others should stick to PF1 specially since pf2 content is too basic yet. And pf2 mecanics are quite a bit simplified. And there's the same debate but why the change should be made.
I think the problem is... Well people barely have time to keep up with 1 rpg system. And well a new one comes and then you need to justify staying with the one before or going with the new. Then later it gets to mob mentality, i don't think most people hate one or the other system. But because they need to justify their purchase... It goes bad.Also trolls and the fact that the old must 'die' so the new can succeed does not help.