Theaitetos wrote:
Exemplar specialisation equivalent is typed spirit damage
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
Unicore wrote:
Argueably it does at 18th when your impulse adds 1d6 damage to all your allies attacks
The Raven Black wrote:
Its a good feat, still dont think it compares to automatically disrupting spells on a hit or an extra reaaction so i am not convinced its a good level 10 feat for a fighter but grabbed with free archytype or a maybe level 16 its good.
Crashing Slam even with the eratta is a moderate to good feat, prone is a great condition and more reliable prone is useful. But it doesn't compare to Disruptive Stance (becoming the bane of casters) and Tactical Reflexes (becoming the bane of casters twice per turn). So given you will want those two first and if your going reach you will want whirlwind strike at 14. It really does push it down the priority list. So becauase 10th level fighters have some of the best feats in the game crashing slam wasnt one of those before a nerf probably doesn't help.
So the Fire Kineticist biggest damage improvement for specialisation was the aura that gave enemies weakness 1/2 level to damage vs from fire from your impulses this was already a big deal in terms of the fire Kineticist damage. But now with each spell effect creating its own instance, impulses like furnance form don't just add a dice of damage they add another instance to apply that weakness too to and ignite the sun gets to add 1d6 + half your level damage to enemies in your weakness aura to all of your allies attacks too. This seems a big boost buts its pretty late, what do you think is this a substantial buff to the Kineticist or just a nice to have ? Also are there any of impulses that boost impulse and strike dmaage that can stack this further.
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.
Tridus wrote:
I mean you are wielding a single weapon and an implement (which just so happens to be a weapon)
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.
Ranking the Best Multiclass Archetypes (Post‑Psychic Nerf) With the sudden — and questionably tragic demise of the Psychic archetype as a real powerhouse, I’ve been re‑evaluating which multiclass archetypes now stand at the top. I’m weighting low‑level feats more heavily, since those tend to matter most in actual play. Below is my current tier list, followed by short explanations for each rating.
Summoner Gunslinger Wizard Psychic Mid Tier (3–3.5★) Fighter Barbarian Cleric Monk Sorcerer Magus Witch Druid Animist Investigator Inventor Swashbuckler Guardian Oracle Ranger High Tier (4★+) Champion ★4.5 Exemplar ★4.5 Commander Alchemist Rogue Bard Kineticist Individual Ratings & Notes Fighter — ★3
Barbarian — ★3
Champion — ★4.5
Cleric — ★3
Commander — ★4
Exemplar — ★4.5
Kineticist — ★4
Monk — ★3
Oracle — ★3.5
Psychic — ★2.5
Ranger — ★3
Rogue — ★4
Sorcerer — ★3
Magus — ★3
Summoner — ★2
Alchemist — ★4
Animist — ★3
Guardian — ★3.5
Swashbuckler — ★3.5
Investigator — ★3
Druid — ★3
Wizard — ★2.5
Witch — ★3
Inventor — ★3.5
Gunslinger — ★2.5
Bard — ★4
Would love to hear if you agree, disagree, or think I’ve completely missed the mark — what would you change in this tier list?
The Raven Black wrote:
So i have to admit i tend to ignore enitrely the pretty meh amp swapping feats (because for the most part they are terrible) and just see the class as having modular cantrips (like the 4e psion). So i tend to percieve as why cant one class metamagic their focus spells when every other class can. If they had made the augment swapping viable and interesting i would agree with you.
True I know but the recent flair up had me questioning if that is the way it should be if there was a genuine balance reason for it. I remember a couple years back being annoyed when was playing a sixth pillar archtyped psychic and was sad I couldn't use touch focus on my amped spells and even then I wondered did the amps need this rule.
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.
When i envision brace i think raised pikes at the battle of Helms Deep, part of the reason those tactics work is that horses don't like running into spikes and neither do people. So my visualisation of bracing is inherently obvious. By there very nature most of the braced weapons are big and imposing.
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.
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