So in practice the katana is a long saber (long curved blade) Its good for slashing and was used mounted its less good at piercing than a long swords (which are more squared off structured around thrusting). Deadly does meet the thematics of Katana having a reputation for being lethal. D6 is the damage for a short sword which seems a little low. Maybe an advanced d8 deadly slashing (not versatlile) weapon would fit. But d6 and deadly seems a reasonable compromise.
Lay on Hands is probably as spamable as any of the cantrips psychic provides and can also be gotten as a dedication, i have seen a lot of people build around medic far more than psychic, acrobat can be massive too, someoneone knocked double slice but if i am dual wielding or facing moderate resistance it makes me more powerful and whilst that may be situational i control the situation. Psychic is a strong option amongst strong options not ridiculous outlier like thr exemplar.
Errenor wrote:
Casters are special because they have a good number of high level spells (for what ever you are). Martials gaining assess to a few spells at low dc's doesn't break the game. Obviously tailwind is interesting its a bit of a non brainer one feat a level 2 wand is cheap for +10 bonus to speed and speed optomisation is important.
Tridus wrote:
It's not the strongest dedication feat compared to spirit warrior and exemplar it's weaker, compared to two weapon fighter (double slice), paladin (scaling armour proficiency, skill access to a strong focus spell and reaction), rogue (light armour proficiency, skill feat and two proficiencies), blessed one (powerful focus spell) it's on par. I am not declaring it as weak it's a top tier dedication but given it's I'm the middle of the best dedication feats it's not an outlier.
On the one hand psychic is the best caster multiclass dedication feat because it gives a lot in one feat. On the other hand its not the best caster archytype being weaker than bard and sorcerer as a whole imo (its at least comparable). Its also not the best multiclass dedication feat, rogue and champions both get a lot for their entry feat enough to be comparable. Its not the best archtype dedication feat,the two weapon fighting archytype, blessed one, spirit warrior, exemplar all get powerful abilities you can build around that are stronger or at least comparable. People probably think its too strong for 2 reasons magus synergy (more an issue with magus than psychic imo) and because its nice as a free gift with human and ancient elf free dedication feat which sees it as a common pick. Given the main issue is a magus issue it think adjustments are needwd there rather than here.
Castilliano wrote:
So when your blinded enemies and allies are hidden to your rather than undectected so you do maintain a knowledge of where everyone is to the nearest 5ft square.
There are a couple of ways I could see unleash being changed that would keep the risk reward The witchwarper way, unleash is a free action on iniative but has to be sustained, as well as the sustain action you can sustain by casting an amped psychic cantrip or unleashed psyche action if you fail to sustain then stupify. The inventor way - make a skill roll based on your subconscious mind as an action on a failure get spell level x 1 damage, on a success X2 and on a crit success X3 on a crit fail stupify.
Castilliano wrote:
So far having cold iron weapons and holy rune go a incredibly long way to making any melee builds viable against demons. Also we have free archytpes and my commander is an eagle knight with two attacks of opportunity which can also be triggered by someone attacking an ally that alone should keep my damage at a reasonable level. We have 3 high ac heavy armor martials with a lot of damage mitigation so even if we're not doing great damage might still function attritionally. Also the fact I don't have two melee martial allies means I won't end up spamming Demoralising charge which means I will have a lot more freedom when it comes to tactic choice I might use slip and sizzle etc. I think I will just go for it and see how a commander fairs in a 3 person party. We only have 3 levels left so even if it's not great it will be fun to try.
They know that I have enough free reactions that they won't have to give up their reactions they even stated they didn't want the free reactions. They are mostly a gm and they are very inflexible when it comes to flavour, things are what they are in they don't want to debate nuance. So I know they won't change their mind or compromise so it's comes down to do I compromise and how do I compromise and how do I stop my irritation from negatively affecting the game.
So we were playing Spore Wars and the commander came out and as a real lover of the warlord in 4e I was super excited for the commander so I asked to retire my old character and play one and the GM was happy. So to set the scene we had a four person party a guardian (recently changed from an anamist because he thought the class was cool and wasn't enjoying the anamists complexity) a liberator champion (on holiday) and a caster druid. So I built an 18th level warlord and was really happy I had a couple of tactics that gave movement to multiple allies and multiple melee strikes which I thought would be really cool and effective we played one session when the champion was away and I had fun. The champion came back from holiday and told me he woudn't be squad mate because he felt that made his character too much like a soldier and he is antiwar. So I was a little off put if he wasn't a squad mate he couldn't benefit from my class features and that means I needed to rethink my whole build. I am also a little bemused for him not wanting to feel like a soldier in the war ap where we are irregulars for the Elven Crown. So how should I handle this shift back to my old character, should I percervier with my commander and does any one have some build advice for a high level commander in a party with a guardian and a druid (caster). Is it reasonable to say I won't engage with his characters class features infuture so he can't champions react for me, I don't flank with him and don't benefit from his aura etc. What would you do ?
Deriven Firelion wrote:
I don't know about you but I have had at least a dozen ocasions where tumble through has amounted to nothing but a stride because I have failed the check or misjduged difficult terrain and a large enemy space and couldn't make it all the way through. So my tumble through followed by a strike on an enemy was in practice the exact same in both actions costs and effects as me striding and striking. See fairly equivalent to me.
Deriven Firelion wrote:
I agree they are separate actions a stride action allows you to move move your land speed across the ground. A tumble though allows you to stride, swim, fly, climb as long as you have the respective speed and during this movement you can (but not must) attempt to move through another creatures space.
Dragon quite often have fly speeds in the several hundred feet and so are extremely adept at hit and run tactics and the spellcasting variant can keep 120ft away whilat area effecting pcs. In an open space they can be impossible for certain parties to deal with if they skirmish or even if the party can skirmish the fights can be drawn out games of tag which can make an encounter take too long. But this does mean dragons are often uniquely challenging which fits for an archetype monster. Also interestingly fast speed seems more inconic to dragons in pathfinder 2e than breath weapons which you can find reskinned on a massive variety of monsters.
This is the theoretical max I think you can get with one round of buffing, this assumes you are a L18 bard for eternal composition who has grabbed All For One and beast master. 1st Action (hasted) + Corageous Anthem Fortimo +3 attack and damage to all allies 2nd Action Demoralise/ Scare to Death - Frightened Two 3rd Action - True Targets - Advantage roughly worth 4 points 4th Action - All For One Free Action - Pet Flanks +2 Reaction - Aid + 4 So you give + 9ish too all allies in range of your effects (+5 with Advantage)
The time I felt most frustrated with the finisher system is with the gymnast where your gymnast mechanics mech terribly with your finisher mechanics so I endwd up frequently ignoring finishers in favours of trips and grapples and derring do. If you take reactive strike and have a fighter or ranger worth standstill in the party your be fine damage wise but ignoring a main class feature is a little sad. But that was with the old edition haven't played a remastered on yet.
There are a couple of things about the warped by rage feat for exemplar that I am not certain about and was wondering if their was consensus. First the feats calls at that it can used with both a worn and a body eikon and then says you can choose to forgo the immanence effect when your body eikon becomes empowered. Do people take this as am admission that they forgot that you could use this feat with worn eikons or intentionally making it so that if you have this on a worn eikon you can't choose to forgo the immanence effect?
Dwarf fighters can build themselves pretty much your going to be slow so I commend unburdened iron and heavy armour. Then it comes down to how you perceive yourself fighting if you want to wield two weapons double slice is almost mandatory. If you want to be a duelist wielding a one handed weapon in one hands and grappling manuevering with the other then snagging stance is great, so is combat grab and dueling parry at 2. I recommend sudden charge as generally useful even more for the slow dwarf. For all maritals I rate speed increasing items and feats, so maybe get fleet and boots of bounding at later levels as having to spend another action or not getting to strike because your off by 5 or 10 feet of movement and can't reach an enemy is always annoying. This isn't really a feat advice but if you wield a polearm or reach weapon your reactive strike feature will likely end up being substantially more powerful and see quite a few reach fighters with slam down who are looking to create as many reactions triggers as possible.
Transpose is a tenth level summoner feat that lets you switch places with your eidolon (via teleportation) it's kind of cool. I was thinking that for a necromancer having a similar feat to switch positions with their thralls would be very cool and would add some mobility to thralls they don't currently have.
One of the concerns people have is runes stacking together to do a massive amount of damage. I was wondering if the solution could be that when you invoke two damage ruins instead of getting one each of effect you get a new composite effect based on both those runes. In practice it would mean you would need a smaller number of starting runes to balance the number of combination effects but I recon it would be pretty cool to be able to combo your runes into different effect.
Personally if I wanted to make the rune smith more martial, I would create resonance effects where a rune inscribed on your weapon interacts with a rune inscribed on the enemy for some sort of effect alongside invoking one of the runes. Like for example if you had a wind rune on your weapon and the enemy had a fire rune whacking them would instead of the usual firey burst effect create a flaming vortex ring that does perhaps half damage but imbolised on a failed save and does some additional damage if they are still immobilised in the ring at the end of their next turn.
Witch of Miracles wrote:
I take it as written that caster know that irritated and afraid enemies are more susceptible to mental magic and ruthlessly exploit any advantage they can get. Because exploiting all advantages is the only way to become and old or experienced adventurer.
Finoan wrote:
I always assumed characters new how their mechanics work so s rogue knows that they are good at taking advantage of an enemy bring distracted by an ally.
Damaging runes scale in line with blast spells (fireball, lightning bolt etc) at 2d6 those damages can be fair high and usually just above that of a strike and are balanced against being two actions and only once per turn. Now from reading the feats and actions are designed with spamming runes in mind so you can have 2-3 going off per average per round with a little optimisation. So it appears that the runes have been designed to be used several times a turn like strikes but without the limitations of MAP and with damage on par or better than strikes which seems stranger. What is even stranger is how throughly the designers have been conservative especially in the playtest before this in limiting the damage of at will spell like abilities for example the kineticists could only dream of having a damaging effect that scales at 2d6 each level where the runic smith can do it multiple times per turn and later include some area effects with considerably smoother action economy. Which has me questioning why the change to a more adverenturous design choice.
So one damage invocations seem to be appropriate in terms of damage for two actions. So then balance wise unless they substantially nerf the damage they are going to have to probably limit you to either one invocation per action or make tracing two actions. Perhaps having it scale a 1d8 would be the best bet.
Castilliano wrote:
what I am getting from the class in terms of imagery is more of an anime magic user who puts lots of exploding magic circles on thing. It's not an aesthetic I dislike.
Martialmasters wrote:
Personally I am not convinced the action economy would be boring you have traced, invoke The trace, ranged detonation Then engraving strike, invoke Then at 6 trace,trace
So lots of options
I am of the mind that they best way to dismiss thralls is to explode them with any of the number of focus spells and feats that let you do so, so adding more feats that let you do that would be great. I do have issues with crste thrall by the biggest is that you only get 1 for the first 6 levels and that makes using all the cool way to destroy them a little too action intensive. So my version would look like this 1 Action Flourish, 30ft range
Heightened (+2) The damage increases by 1d6
Errenor wrote:
Your correct one of the reason I brought it up was so people might flag it in the playtest feedback. But it's not an entirely awful assumption that a DC of 10 plus automatically fail saves (basically an amount that ensure they always fail but never critically fail) equals a DC of automatically succeeds but does not critically succeed. Especially given that is how attacks work for thralls.
Finoan wrote:
That's my take.
YuriP wrote:
Mainly just for the 40hp grappling thrall, the 200 hp whacking thrall and the 400 hp thrall that leaves smaller thralls in its wake.
Currently there is a little uncertainty on what the DC for save based dcs (trip, tumble through etc) for thralls. My take is that like AC if people use these maneuverd they get an automatic success but not a critical success. So you can reliably tumble through them but they still are difficult terrain It's worth noting that currently the focus spells thralls that move have no ability to stand up from prone so they probably need immunity to prone, grabbed or at least the ability to crawl, standup, escape ( probably using your spell attack).
I really like the necromancer it's cool and looks like it would be fun to play. The most powerful feature the necromancer seem to have besides spellcasting is above average focus/ grave spells which are pretty cool and utilise their thrall mechanic. But power wise I suspect it might be a little weak especially when compared to the new oracle and animist who have similar defences, double the spell slots and also very powerful focus spells which are comparable in strength with the necromancers grave spells. Half the spell slots for class that seem to have similarish chassis seems like a fairly punishing. I wonder if the class could afford to be three slot ?
When it comes to 20th level necromancer feats two stand tall, one of them knocks enemies prone and drops lots of your thralls where you want them and tanks by taking up space and having a tonne of hp the other let's your thrall do respectable damage and tank a little. Both will benefits lots from the almost mandatory effortless concentration. Personally I feel living graveyard is way cooler but perfected thrall might be more powerful at that level because creating lots of thralls is quite easy. What do you think ?
Mastery of Life and Death currently only seems to do anything for necromancy grave spells and feats where it lets you ignore immunity to void damage from being undead and immunity vitality damage from being alive. As necromancy grave spells and features don't call out living or undead target specifications. Pretty much all the spells that do void or vitality damage call out targets and this ability doesn't do anything for them. Thematically this is kind of annoying but it does stop spells like vitality lash and sunburst suddenly becoming way better because of removing the target limitation that were a part of the balance of those spells so probably it's intended.
Darksol the Painbringer wrote:
They are 1 action spells with a much bigger natural area effect and a lot of feats support. But even so they still feel less impressive at later level unless they are suplmented by haste, herorism, synaesthesia etc spells the bard have a much more of at a higher DC.
HammerJack wrote:
I agree it won't happen but as scaling battle aura with sustain effect it does very neatly fit mechanically.
In starfinder 1e pretty I went full borg, I was playing a melee solarian and there was a good leg mod that boosted speed that let me get into melee super quick, once I started I thought how much of my characters body could I replace until I stopped being my character (ship of thesus) you know you have gone off the deep end when you are adding necromantic flesh nodules to your brain. That was kind of fun from a cool thing as long as I don't overthink it perspective. Now personally I am ok with augmenting yourself being more powerful and have faith wealth constraints will mostly balance it. I think most people who get shot at on daily basis would see the merits of bullet resistant skin and being in that environment most people would get on board not to fall behind.
So we encountered some creatura who we couldn't speak to and I had a spell that would allow me to do that and a bardic level diplomacy. So I may have gotten a little excited and thought yes finally an opportunity to use this spell which had ended being far more niche than I expected it to be. Then they attacked rolled well in initative when the party rolled poorly went first attacked our barbarian who didn't appreciate being attacked and immediately counter attacked. At that point it became a combat problem rather than a communication one. |