Unicore wrote: It is going to be unfortunate for the party that goes hard into fire damage and doing all this weakness proc stuff on a final boss who ends up being unexpectedly resistant or immune to fire damage. the spirit vunerability one is the most reliable unless the final boss is a construct greater astral ensures full effect. Holy is a good rune, astral is a good rune, brilliant is a good rune. Shining Symbol is 2 actions for 10 minute aura
Whats intersting is this reminds me a lot of the alchemist discourse from the orginal handbook but i am not hearing the oh but actually psychics are great crowd i suppose that is because what they offer is directly and easily comparable to other classes pre-core alchemist was so different and complicated that it defied obvious comparison.
So lets look at the creatures with high resisst physical or resist all. Ghosts - new iw is worse because old one did more damage and had the force trait Remastered Golems - resist spells and resist physical old IW weapon was better because higher damage Creatures with resist physical vs metals new IW is better if DR is high. So new invisible weapom is better vs enemies with high/ extreme resist physical without resist spells or being bypassed by force. This is going to be a small number of creatures.
Deriven Firelion wrote:
Don't get me wrong i love the rogue archytpe its the one i pick most often in free archytype (i love skills, I love mobility I love gang up) but I am not convinced its better than the champion.
I was wandering do you think there is a signifcant balance need to make amped spells incompatiable with Meta Magic feats ? Do you think they added that as future proofing to avoid potentially broken combinations in the future. Or are there some "illegal" combo of amp and metamagic that would be broken ?
So Cleric and fire ray/ withering grasps + gouging claws for at will damage is fairly comparable in damage to old invisible weapon and the cleric domain gives you access to better feats than psychic for the most part.as well as coming online 2 levels earlier. So im terms of total power magus hasn't changed just the psychic. Obviously post remaster all bets are off for the magus but based on all of the remasters it has a 60% chance of being better than worse.
Verzen wrote:
Yes there are there are lots few of them might have the numbers or the draw of 5e and pf 2e but its stupid to discount them.
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.
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)
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.
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.
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.
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.
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 ?
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.
pH unbalanced wrote:
There are quite a few feats and features that interact with the tumble through action already and the vast majority of them just state that their effect happens when you move through an opponenents square or give bonuses to the acrobatics check too move through an enemies square or have some effect based of the degrees of success of that check. Tumble behind is old as the system and we have had new material building off it every year since the game began so there isn't problem with designing new content for it. From the my interpretation of what I read on the discord post the main reason they chose tumble through is that its a move action but more stylish and also it allows them to give a stride an rule out haste and other free strides procing the benefit. Mechanically its kind of smart that they can by just chosing the right action achieve a fair few mechanical outcomes and it saves words and space which is important for publications like these. I suppose the dissonance is coming from the fact before now to gain any additonal benefit from the tumble through action you needed a successful acrobatics check and this is a rare exception.
Angwa wrote:
But that's what the action has always been from the start. Its always been stride, swim, fly plus. It's not cheesy to use the action to do what it says it does. Honestly all this negativity about mechanics working they way they work is only going to create a bunch of pointless time consuming rolls where players move through other creatures spaces not for a tactical value but just for the sake of apeasing meaningless convention.
This might add context Another user said: "Honestly it’s really good to know that the tumble in that is intended to be able to be used as just a stride since there’s been a lot of debate about that. Thank you for the clarification!" To which he responded "I mean, if you're not backflipping as you go you're literally doing it wrong, but we were very cognizant of how Tumble Through works."
Tumble Through does this You Stride up to your Speed. During this movement, you can try to move through the space of one enemy. Attempt an Acrobatics check against the enemy's Reflex DC as soon as you try to enter its space. You can Tumble Through using Climb, Fly, Swim, or another action instead of Stride in the appropriate environment.
I tried my hand at gming recently to mixed results and ultimately gave up after a tpk. My mistake was for 9/10 of my encounters I would feel like I was doing nothing to them so I would escalate and eventually they would just lose. But I struggled to get the encounter I were looking for where they were really challenged and then overcame it. I can't imagine I will try again any time soon. But during that time I played there was one item that came to really irritate me the humble phantom doorknob spellheart. It's an item that blinds on a critical hit and blind is one of more annoying conditions to monitor. If I was to gm again I probably would ban it to save me the headache. This lead me to wander what other items, feats and archetype do other gms frequently ban and so I thought I would ask this question here.
Just an update Michael Sayre was on discord and said "Or, and hear me out here, maybe those are two completely different things. Quick Spring's problem was that it was functionally two Strides for the cost of one as a single feat. Animist had tons of playtest feedback pointing out how quick and easy it was to get Leaps to the same functionality as Strides so the 9th-level liturgist ability is intentionally "a move action with style while you Sustain". (And as others have noted, it's not literally all Strides, because it won't work with e.g. quicken effects that let you Stride.)" So it's raw and Rai were in fact in alignment
Tumble Through is a move action that includes a stride and once you use the action you have the option at any part of you stride to tumble through an enemies space but don't have to. As Liturgist doesn't have a requirement in that you tumble through successfully (unlike tumble behind and several other features that interac with tumble through) I believe using the action is enough. You have still used the flurry of blows and its flourish even if you kill the enemy with your first hit and only effectivley strike. The action you take doesn't change just because you didn't use all of its features.
So after paizo nerfed the monk archytype to no longer offer the monks stiker feature at 10th level, I am dubious that they intentionally let you grab the exemplars striker feature/ source of extra damage at level 2 because they haven't done than before and its too powerful for a second level feat. Which means there is some typo, or failure of joined up thinking going, or maybe their is a limitation that got emitted due to space that really shouldn't have been. Which unfortuantly means that I can't imagine I will be able the to the use Archetype with any gm any time soon which is a shame I hope the errata comes soon.
So kineticists have a closed actions system where they have specific actions only they use and interact with. Because they are a closed internal system they will inevitably struggle with a lot of team work mechanics. This was highlighted by the commander playtest where none of the classes action enabling worked for them apart from movement abilities and is playing through again in mythic. In the playtest for commander indicated that they would include some tactics to include kineticists but there failure to do so for mythic doesn't fill me with faith that they will remember to do so. Now personally I am not sure why they made it as closed a system as they did given impulse attacks are for the majority of the time worse than strikes allowing strike action support to apply to them would be fine. The same could be said with impulses and support feats for spells. Paizo were too conservative in the kineticists and this meant to they now have do additional work if they want to keep the class relevant with any new meta.
In starfinder 1e the solar weapon was a freely scaling melee weapon that was on the lower range of melee damage which you could supplement with a crystal (that were still cheaper than equivalent weapons) to be roughly on par with the best melee weapons in the game. So the solar weapon class feature gave you the benefits of free/cheaper melee weapon in 2e solar weapona coat the same to scale as any other weapon.But in practice it's a relatively weak melee weapon compared to other weapons. It compares poorly to best melee weapon in starfinder 2e, the doshoko (flaming and normal), the pain glaive, the frostpike all do better damage than the solar weapon with better traits. So your class feature isn't giving you assess to a cheaper weapon it's just tying you to inferior weapon. The class would be stronger if you removed solar weapon and changed any reference to it to melee weapons which isn't ideal. Now I know you could compare if to thief with sneak attack but that feature does add to damage whilst limiting your ability to use the best weapon, solar weapons don't.
What I find funny about the mythic proficiency is that inversely scales with level to a certain extent. If you are level 2 and use rewrite fate to re-roll a saving throw with mythic proficiency and are only trained in the skill then you get an equivalent of a +8 to that save (& a reroll) if you are levl 15 and legendary in that save you get a +2. Now a +2 and a reroll is still really really good but a +8 plus a reroll is insane so rewrite fate at least is going to have less of a wow factor as you level.
Angwa wrote:
Unless your spell swiping or whatever the 8th level feat is which its kind of perfect for.
I have just started to play test a melee focused soldier and am finding it very solid at level 1. You can do a lot of damage (by starfinder standards) and have a nice reaction. But looking at options for levelling up I noticed a lot of feats that require an area effect weapon and can't be used whilat wielding a two handed melee weapon and a lot of area attack + actions that clash with whirling Swipe. I was wondering if whirling Swipe was a stance that gave melee weapons the burst 5 and unweildy trait would that be broken it would certainly add a lot more options for a melee soldier.
So when I think of the solider class in starfinder 2e I get an image in my head of Arnold Swartzenger in cheesy action movie smoking a cigar and making awful quips and mowing down a hoard of faceless minions with a machine gun. Obviously if I wanted a build for my fantasy this I would go action hero and take the machine guns and spec into intimidate. When I think of the envoy I think of Johnny silverhand scheduling a gig just outside the corpo office he wants to infiltrate. For mystic I think jedi though no specific jedi and for witchwarper bizarrely mass effect adepts come to mind. I don't really have a good idea in my head of what 2e solarian is meant to be and the operative will always be Molly Millions (neuromancer) and Thane (mass effect) in my head. So what images do the starfinder class invoke in your heads ?
Teridax wrote:
I am certain you can use primary target on a single target with area Fire as area Fire say you can (specific trumps general) Given they have included primary target as a/the core feature of the class, mixing it up between area and single target damage is the intended playstyle. They are meant to have some competency in both like a Magus (with might and magic)and primary target is there spell strike action economy enhancer. Now you may not enjoy this hybrid playstyle but it's clearly intentional.
I have heard a fair amount of complaints about the solider but from my perspective it seems a really robust class. The solider is playing the role of a defender but it is playing it in a very different way from the champion whilst still being effective. Stacking penalties to hit allies might not be the most exciting way to defend allies but combined with overwatch it will be defective. Defensively it's strong it has good saves and great ac. Offensively it seems to be fairly strong as well it's two action combo of area effect strike and strike for 2 actions without map aren't bad especially using a d10 weapon. You can from level 6 have a combo of move shoot area effect weapon and strike twice (0 and -5 map) and that should do decent damage). Not to mention they can deal with swarms and a large number of weak enemies quite well.
Dragonchess Player wrote:
The Soldier is built around big guns that have some range (though range is a little bit of an issue for them regardless). Operatives movement boosts and have a subclass that supports sniper rifles and movement buffs, stealth. The mystic and witchwarper have spells some of which have fairly solid ranges and some that allow impressive movement. Envoys benefit from range weapons and don't lose anything for having ones with decent range. If you build around primarily using solar weapon and solar bolt you will be the be the worst effected character when facing a dude 40ft in the air on a veranda. |