Ambiguous Rules (Player Core 1 page 399) wrote: Sometimes a rule could be interpreted multiple ways. If one version is too good to be true, it probably is. If a rule seems to have wording with problematic repercussions or doesn’t work as intended, work with your group to find a good solution, rather than just playing with the rule as printed. Claiming "plain english" is "not clever" when you're deliberately choosing a dysfunctional interpretation of the rules.
Trip.H wrote:
You don't just get EA for that feat. You also get Ray of Frost or Shield, the ability to use True Strike scrolls with 1 action and no skill check, and now qualify for feats that give higher-level spells.
There are rank-1 spells that don't say "I am out of juice and am not pulling my weight" in high-level combat: 1-action rank-1 arcane spells: true strike, jump, kinetic ram, buoyant bubbles, pet cache ... reaction rank-1 arcane spells: air bubble, feather fall, interposing earth, Schadenfreude ... Rank-1 scrolls are indeed cheap, but that doesn't mean that they're good in high-level combat. Free hands are a very limited resource.
Rather than continuing to think unkind thoughts about Paizo staff and the competence of all NPC wizards throughout history, I have come up with IC explanations for why the battle magic school has those spells: 1) (for APs) They're worried that students are going to move to the boonies and not have good access to new spells. Thus, it is more important to have good high-level spells. 2) (for PFS) You have great access to new spells, and some of your fellow PCs know and use the pre-remaster schools! However, you trained at the Arcanamirium, whose new management has an agenda ...
Squiggit wrote:
No, it means that after you eat your cake, you don't still have that cake.
DF's houserules and advice are good for campaigns with super-long adventuring days. But he hasn't been adding that qualification all along, so his endless repetition that wizards are "boring" just looks like unhinged wizard hate. I haven't counted, but it feels like he has more anti-wizard rant posts than everyone else combined.
Some spells work better for prepared casters. Some spells on scrolls work fine even if you have to spend an action to draw them (and some don't). A very few spells are best used in wands. If a combat spell doesn't work better for spontaneous casters, it's probably too situational to be very popular. It's totally reasonable to prefer spontaneous casting.
The spontaneous caster handles common situations better. For the prepared caster to possibly be better, there needs to be a variety of adventures that aren't just a-bunch-of-close-combats-in-the-same-day: * Extreme environments, like under water? * Defending a town from a horde that arrives in a few days so you have time to make barriers and traps? * Solving a murder mystery? (maybe not a good example, as charisma skills will likely be helpful) * The villagers ask you to kill X for them, so now you know you are fighting X. * a PC has died, and now you need a bunch of copies of Gentle Repose? (Yes, a spontaneous caster can get a wand, but it's still easier/cheaper for a prepared caster.) --- It takes more work and talent to make a prepared-casters-shine-often campaign, but it's going to be a less repetitive, more interesting campaign.
Deriven Firelion wrote:
Deriven Firelion wrote: Elemental Blast is shapeable. It's a focus spell that does up to 18d6 bludgeoning or fire and you choose the shape of it when casting. I'm picking this one because Elemental Blast is easily compared to Fireball, and is mostly useful in the same situations. Elemental Blast does 2d6 less than Fireball of the same rank, so that makes it effectively one rank lower. It loses another rank (approximately) worth of damage because Focus Spells don't get Dangerous Sorcery. In the rare event that a line or cone would work better than a burst, I can cast some other spell, so shapeable doesn't make up for the lost damage.
Old_Man_Robot wrote:
By that logic, for most spells casters care about, spell attack modifier doesn't matter at all. That's because, in both cases, people naturally avoid spells that won't work well for them.
My PFS inventor's companion has full construct immunities, and it doesn't break the game if there is just one. I suppose it might if there were several at the same table. Having both positive- and negative-healed characters at the same table does generally make it harder for the PCs, especially in Org Play where the other PCs may not be built to support it.
The PFS bards that I have seen tend to have Lingering Composition but not Harmonize. No-one has ever complained. Next level, I will see if anyone is upset that my bard doesn't have Inspire Heroics. It's beloved on these forums, but it looks like a trap to me: I don't want to be perma-slowed by not using my focus points for Lingering Composition. I do understand that optimized-for-PFS is not always the same as optimized-for-APs-with-lots-of-combats-in-the-same-day.
I'm confident that the new "core" books will have a paragraph or two on their back covers clarifying what is in them and what other books (if any) are recommended. Furthermore, online booksellers like Paizo and Amazon will also have that same text (or more). Previous Paizo rulebooks have this. My 5e hardcover Player's Handbook has it. Every ebook and most other things I've bought from Amazon have it.
HumbleGamer wrote:
Perhaps the skymetals are left over from that time when the machine mage Karamoss attacked Absalom.
If magus archetype is bad because it doesn't get enough spells, then magic warrior is even worse. Further, unlike the magic warrior, the magus can choose any (arcane) spells they like, and pick different spells every day. The magus also gets Master Spellcasting Proficiency from spending those 3 feats. Finally, if arcana is nearly useless, then the magic warrior dedication's expert-in-arcana-and-mwangi-lore surely isn't as good as getting 2 cantrips which can be used with spellstrike.
breithauptclan wrote:
MC Spellstrike and Dimensional Assault only work in melee. MC Wizard's niche is characters who aren't melee martials. Also, the wizard refocus is less silly.
Focus Spells CRB 300 wrote: Furthermore, you cast focus spells using a special pool of Focus Points—you can’t prepare a focus spell in a spell slot or use your spell slots to cast focus spells; similarly, you can’t spend your Focus Points to cast spells that aren’t focus spells. The charges on a staff can clearly be used to cast spell-slot spells. Therefore, there's nothing that says they can be used to power focus spells, because focus pool points are not the same thing as spell slots and they're not interchangeable.
Blave wrote:
Here's why I think that balance requires that things that auto-heighten need to go to level 10: 1) Hit points keep increasing after level 17. 2) Major striking runes are level 19.
The FAQ says to add the text in three places, in the paragraphs for Miraculous Spell, Primal Hierophant, and Archwizard's Spellcraft. That means it applies to only those spell slots. That is the official ruling. How can I be sure of that? 1) Any alternate interpretation requires reading just a sentence fragment and ignoring the rest and is thus clearly inferior. 2) Using my interpretation, there is nothing wrong or incomplete with the wording as-is.
The Raven Black wrote:
I think a big reason that BM isn't just Fast Treat Wounds is so that if you did one of them recently, that doesn't stop you from using the other. It makes it much safer to Treat Wounds in a place where you might get attacked, and you don't have to wait another ten minutes (or hour) after finishing treating wounds before continuing in the dungeon just so you can use BM. EDIT: I also use the same DC as Treat Wounds and use the same success table too, including critical.
Bardo_RS wrote: You are making a wrong read of the rule, all these feats effects a actual action roll, and not are new actions, thus they follow their rules as normal. Battle medicine is a new action who only use the DC and some things of treat wounds as refer, but you not roll treat wounds. Now you're just making up rules out of nothing. "New Action" as you are using it is not mentioned anywhere in the CRB.
Using Bardo's interpretation, these are just some of the feats for which you ignore critical successes and failures when making their associated checks: alchemical crafting, ancestral paragon, bargain hunter, battle cry, cloud jump, combat climber, continual recovery, courtly graces, experienced smuggler, experienced tracker, foil senses, group coercion, group impression, hobnobber, impressive performance, intimating glare, intimidating prowess, magical crafting. That can't possibly be RAI. --- Hobnobber CRB 262 wrote: You are skilled at learning information through conversation. The Gather Information exploration activity takes you half as long as normal (typically reducing the time to 1 hour). If you’re a master in Diplomacy and you Gather Information at the normal speed, when you attempt to do so and roll a critical failure, you get a failure instead. There is still no guarantee that a rumor you learn with Gather Information is accurate. The master version of Hobnobber does less than nothing if the trained version already eliminates the criticals, so that is clearly not how it works. --- The correct way to interpret these feats (and thus Battle Medicine) is that if the feat tells you to make a check and that check has results for criticals, then the feat also counts as having results for criticals.
Things my primal sorcerer can summon: Character Level 5:
giant bat - flies and has echolocation. The primal list doesn't get See Invis, but with the bat it will be easy to target a Faerie Fire or Glitterdust. crocodile - can function underwater, where my fire spells don't work. Character Level 7:
(other things) - fly, tremorsense, knockdown, acid cone leshy - has hands and speaks common Character Level 9:
------------------ I'm not seeing one supreme animal that I should just summon all of the time - several of the critters have niche uses. The summoning gives me something to do when I can't get 2 targets in a fireball or electric arc, but there isn't a single "boss" opponent who would be a good target for Slow. Since primal evolution gives me an extra spell slot that can only be used for summoning, summoning can be less powerful than other spells of the same level, but still good for me.
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