Akyrak

worg64's page

38 posts. No reviews. No lists. No wishlists.


RSS


Also you can always both bring your deitys weapon with you and other weapon for specifik situations.


1 person marked this as a favorite.

Intresting class and good conversion to P2ed.
However there is one thing I dont like and thats the elemental type damage the bloodhunter gets.
I would very much so prefer necrotic damage to its attack and with some flavor maybe poison damage could be included as well

Just my 2 cents


Add skill feat accuraccy for medicine, get expert in medicine and you always succed DC 15 at lv 2. 10+6=16
DC 20 at lv 6. 10+10=20
Or later level if you wait with expert.
With Continual Recovery and Ward Medic
You can heal two targets each 10min for 2d8 healing at lv2-3 and at lv 6-7 2d8+10, pretty good i would say without risk.


Thank you for info and thread.


The cleric is a awesome class.
Have no fear of that.
If you go for a fighting cleric go warpriest
Str 16
Dex 12
Con 12
Int 10
Wis 14
Cha 14
At level 5 and 10 you raise
Str, Con, Wis and Cha.
This will give you melee capability, ok spell casting and good healing.
I would suggest 2-h weapon for max melee damage and shield cantrips for some extra AC. You will notice you will do well in most situations only problem is to have enough action for all.


I would like to know if any of the Lizardfolk subraces has the ability to get darkvision.
Also Intresting to know if they got any good feats for thivery/stealths or combat.

Thanks


Anyone know if any of the lizardfolk subraces will have the option of darkvision?


Absolutly Captain Morgan.

I would actually like to play a Lizardfolk me being a rogue but would prefer to have darkvision but I dont think they have.

I can start with the info I have but I rather not if I get anything wrong thats why I asked if anyone had more info in regard to race options and feat 1 but I guess most of that info a few have and they might not share it as of now, Well it was worth a try ;.(


Well put and intresting thoughts. This make it even more intresting with a free hand.


1 person marked this as a favorite.

They already exist on this forum so I dont think we need to keep it a secret.
It is Under the threads

Lost Omens Products
Paizo Blog: You're A Lizard, Harry
Paizo Blog: Love 'Em Or Leaf 'Em
I cant find the hobgoblin just now but it should be there as well otherwise you can see it on youtube
https://www.youtube.com/watch?v=yx_dl3tuxRw
Pathfinder also has made a movie where they discuss them so it is no secrets
https://www.youtube.com/watch?v=ENSxR9TXbJ0
By designer Mark Seifner where they make a leaf champion character from scratch and talk about the new coming races as well.


I was just wondering if someone has the full three races choises and feats for level 1 to share?
It might well be that noone has or that you cant share it at moment until officially released.
I have seen the stats and one feat but would need more to be able to choose.

We are to start the Ash campaign this saturday and some of these new races seems very intresting and I would like to be able to see if any of them was to my liking now.
I dont really want to change ancestery after when I have started playing hence my question.


Yes that fighter reaction is nice but it only triggers against melee attack now so not always you get it, but I will look into that, might very well be a better option along with shield block as well. You cant use that with parry. Parry only gives +2 AC.

Sentry dedication is something I have missed.
Found it, the lastwall sentry. hmm need to have shieldblock first thats a issue. I will have to look into that.

I usally dont need too make many athletics roll, is there something specifik you had in mind regarding atletic?

Thanks for your input :-)


Great thanks for your input. Guess its a str 14 build then and Rogue/Fighter build :-)


Is there any spell focus or cantrips that would give +2 AC?
I have found +1 shield like shield and bard inspire defense but not any that does +2 AC.


I would take him aside to not enbarese him and and in a kind manner tell him you has noticed he has issues with the rules and ask him what you and he together can do to make it work better for all? Explain that you will do Your best to support him but that he really need to get to terms with the basic rules and if he is not prepered to do that,he wont be able to continue play. That said be supporttive and kind during Your talk and try reason with him in a friendly manner the importance of this to get a good gameflow and atmosphere.
If he understand the reasoning why it is important and his own responsibility in this matter you might convince him to do better.


Thanks for your input and effort. Mountain stronghold requires mountain stance and as same for the fighter str 14 to get monk multiclass so not really a option either I am sorry to say.

The problem I have in this build is that I rather dont go
fighter or monk multiclass because that would need str 14 something I rather not do since I am going thief all dex to hit and damage.

I could use a normal shield for the +2 AC but I would rather have a parry +2 ac effect since I would like to have one hand free for other purposes.
And since I dont have shield block I might as well have parry rather than shield.

I can go duelist but that require me to use two general feats into it to meet the prerquisite and it would make me obtain parry either at lv8 or lv10 somewhat late depending on race.

So any other good idea how to get a kind of parry effect +2 AC with free hand?
If there is any?

Thanks


correct I mean +2 ac as a shield raised for all attacks


I for one would find con intresting for sorcerors as their spellcasting ability. Maybe for some specifik bloodline. But it might make them to good since then they would only need con, dex as their stats. I guess thats the main reason they have charisma as such.


As the subject say I would like to know what feat there is currently in pathfinder 2ed that gives the character a +2 circumstance AC for a action with a weapon and a free hand.

I have found two so far.

DUELING PARRY [one-action] FEAT 2 Fighter

ALDORI PARRY [one-action] FEAT 4 Archtype Aldori Duelist

Is there any other of this kind of feat that you know about?


Myxih "Femme Fatale" Gnome(Umbral) Rogue(Thief) CN alignment

She is a innocent looking but beautifull female gnome that uses her charms to get her way in life, She acts the weak, whimsical lady in dire need of salvation but under the lovely mask she is a ruthless, uncaring, egoistic b+!%% that do whatever neccessary to get her goals fullfilled.She has a background as a field medic where she learned the medicine and acted much as the lovely sweet nurse while at the same time she gladly plundered the poor wounded or dead soldiers she come across. Here she also learned the basic of fighting where she also saw the need to take care of her own wounds from bad encounters and hence she wanted to learn the healing craft, not for care of others but because of her own selfish care.
Now she has heard of the goblins very sneak way to sneak around more easily and that is her next goal to learn from any willing goblin to teach her. (at level 3 obtain adopted ancestry goblin)
Her strength is a minus but she uses her dex to deadly effect in battle and her sweet deamenor to make other carry her things in her travels with a carefull eye nothing disappear.

Stats
Str 8 -1
Con 14 +2
Dex 18 +4
Int 10 +2
Wis 14 +2
Cha 14 +2
Skills
Thievery
Stealth
Diplomacy
Deception
Performance
Athletic
Acrobatic
Survival
Arcane
She is to learn society
She will then go expert in thievery and Stealth as well as diplomacy, deception and performance.
She has excellent saves all expert as well as expert perception.
Deadly in combat and a jack of all trade when it comes to skills.
At start she will be using shield, where later on she might instead get the shield cantrip or fighter dual to obtain +2 ac with 1h weapon.


Many intresting thoughts and insights.

For me the need to finetune the balance of the stats made me rethink.
How about a finetune then when it comes to talents.Instead of removing the stats from the skills altogether with a fixed amount of talent, why not keep the stats and give the players some lesser amount of talent points.

I suggest each class have 10talent point to distribute to increase the stats for the skills only.
The amount of talent Point is a balancing issue but I would guess around 10 Points would be sufficient and feel good for each class.

The character get to increase the current stat for his choosen skill he have with his talent point, up to the amount of talent point he has.
A Stat for a specifik skill could max be increased to +4)

EXAMPLE: A Ranger have put 14 in wisdom. That gives him +2 in perception from his wisdom in the perception skill. He wants to be a better scout so he put +2 in perception from his talent points to increase his stat for perception only for a new total of +4 from his stat. Talent Points only help increase stats in specifik skill choosen. He uses his remaining talent point on other skills.

This would give some much needed freedom for players and open up for more roleplaying even among classes that normally can not contribute in skill challnges.


For me it is without doubt the current skill system that is extremly static and boring that need to be opened up and get some more freedom and flexibility!

As the current skill system work you get plenty of classes that really cannot contribute at all in skill challenges and even worse at specifik skills since the stats are what decides what skill the classes are strong in.Even in skills they are supposed to be good they cannot because that skill have the wrong stat.
This really hamstring the roleplaying aspect of the game as well where a player never can choose what skill he can be trully good at.

I suggest each class have 10(Can be a different number, balance issue) talent point to distribute to increase the stats for the skills only.
The character get to increase the current stat for his choosen skill he have with his talent Point, up to the amount of talent Point he has.
Stat for a specifik skill could max be increased to +4)

Ex A Ranger have put 14 in wisdom. That gives him +2 in perception from his wisdom in the perception skill. He wants to be a better scout so he put +2 in perception from his talent points to increase his stat for perception only. Talent Points only help increase stats in specifik skill choosen. he uses his remaining talent Point on other skills.

The amount of talent Point is a balancing issue but I would guess around 10 Points would be sufficient and feel good.

Another possibility would have have some feats included for each class that let the class choose a different stat for a specifik skill.
But this might be to expensive in terms of feats.


Not much comments or action these days in the forums. Have all already started thinking on the holidays and are tired of the playtests?
I sure hope not because this is the time to make the difference to make the Pathfinder 2 a great game!

The current skillsystem!

Is it just me and my game group that find the current skillsystem static and boring?

Our game group have now started with free allocation of point instead of the current fixed stats and all players are happy how it has turned out.

The characters really has come to live and now there is a big difference on the characters. Makes for more fun and fluffy roleplay.


Keep the hard good work up!

Please do something to the static and unflexible skill system while you are at it.


Well explained Mathmuse. You take a good example and explain it in depth what is the problem with the current skill system.

The current skill system is extremly rigid as it is now working both in terms of abilities(stats) allocation as well as class choices in those that must be done.

Allocating talent instead of abilities(stats)open up the skill to a more fluid and flexible system with the roleplaying in focus for players.

And I agree with Barnabas Eckleworth III
Basically you just allocating your bonus instead of it being pre-decided by stats to the skills in my suggestion.
Still it would be easy to implement and work well in the current system.

You are also right on your concern Barnabas Eckleworth III regarding the stats. You wrote:
The only problem I really see is it would place less importance on stats. Wisdom for non-divine casters would only matter for Will save, basically.

The mental stats are as they are a bit underwhelming.
Int would just give exyta skill Points, WIS would just give will save and Cha would just give resonance Points. STR would also only be a dump stats for casters.

But that is a matter of balance and can be fixed by allocating some more abilities to those stats.

In fact In the current system those stats are underwhelming as they are for all melee classes,
Fighters, Barbarians, Paladins etc etc all take high STR, DEX; CON and have 10-12 at best a single 14 in the mental stats.


1 person marked this as a favorite.
Barnabas Eckleworth III wrote:

Don't take this as any jab. But I have no idea what I just read. I opened the post and saw a big long thing of a bunch of numbers, glanced at it, and hit the back button on my browser.

Maybe it's that I just got off a 12 hour shift. I might try again after a shower and coffee.

Well it might very well be your 12h shift :-) but it might as well be my poor English. Its not my native language and while I can speak rather well my writing has a lot to desire.

I hope you have some patience with me and take the time to read it because it is not really that difficult.

But here is the short version:

1 Remove abilities from the skills (stats)
2 Replace those removed abilities with fixed amount of Talent Point that you allocate yourself to the skills. ( 3 of each of +4, +3, +2, +1)
(with stat increase you get 4 x +1 each time more talent points)

This to get a much more free and flexible skill system.
By being able to choose where the talents are located you actually get better at the skills you want your character to be able to use.
Currently the skills are veryrigid due to the stat allocation to the skills. Hope this helped :-)


In the adventure Doomsday our playtest Group found the DC ALL to high, especially the DC for climb, seek and disarm. Most or all is above DC 16 up to 21.
This together with the current skill system where you get plenty of classes that really cant contribute at all in skill challenges or are downright deadly for themself trying to use skills. Several of our player feel they couldnt contribute when it comes to skill challenges at all.
Examples Most classes cant climb or sneak!
Also the current skill system makes for highly static and unrealistic characters bound as they are by their classes need for specifik abilities.
This makes for a really boring and anti roleplaying game since you as a player cant roleplay your character as you want for the fluff.

Even worse is that some skills some classes should logical be good at they are not.
Examples: Intimidation Barbarian, they have no charisma so they are useless in this.
Rangers and Rogues that dont have wisdom and are bad in Perception, instead you have Clerics and Druids being the uber scouts! I mean where is the logic in this?

Worst of all is that you as a player have no freedom at all on what skills you should be good at because how the abilities affect the skills. Not only that there really is no flexibility on what skills you can learn and I for one as well as my playgroup would find it fun and logical as well as flexible if you could pick the skills you would want to be talented in.
Example if you want a Performing Druid you could, or a Occult intrested Fighter or why not a Acrobatic Paladin to mention a few.

Solution to this is easy.
Remove Abilities from skills!
Include talents for skills.

Talent points should exchange the current abilities Points from the skills.

Each character should get Talent Points to allocate to the skills
3x+4, 3x+3,3x+2, 3x+1 (Instead of current fixed abilites/skills)
Each stat increase thereafter you would get 4 more talent point to allocate.
You could then raise current talents by +1 to a max 0f +4
(+5 if you have a 20+ ability)

This would make for a really free and flexible skill system where roleplaying and freedom to be who you want is at focus!

Example: You want to make a silvertounged Diplomatic Wizard with a criminal background that actually are good at what he should be.
You pick
+4 talent in Diplomacy and get trained in the skill
+4 talent in Deception and get trained in the skill
+4 talent in Thievery and get trained in the skill
+3 talent in in Arcana and get trained in the skill
+3 talent in Stealth and get trained in the skill
+3 talent in Perception and get trained in the skill
+2 talent in Performance and get trained in the skill
+2 talent in Athletic and get trained in the skill
+2 talent in Acrobatic and get trained in the skill
+1 talent in Social and get trained in the skill
+1 talent in Lore and get trained in the skill
+1 talent in Craft and get trained in the skill

It might be that you can not train all your choosen skills just as it now due to to few skill but these you can train up along the way or ignore much as it works now

THIS would really make a free and fun character with their own personality and make a lof of different types of personalities even within the same classes.

A truly flexible and intresting skill system for all characters regardless of Abilities and classes!

And it is EASY to implement within the current system as well!


2 people marked this as a favorite.

As the current skill system work you get plenty of classes that really cant contribute at all in skill challenges.
Examples Fighters and Barbarians that only are good at athletic pretty much useless in rest.

Even worse is that some skills some classes should logical be good at they are not.
Examples: Intimidation Barbarian, they have no charisma so they are useless in this.
Rangers and Rogues that dont have wisdom and are bad in Perception, instead you have Clerics and Druids being the uber scouts! I mean where is the logic in this?

Worst of all is that you as a player have no freedom at all on what skills you should be good at because how the abilities affect the skills. Not only that there really is no flexibility on what skills you can learn and I for one as well as my playgroup would find it fun and logical as well as flexible if you could pick the skills you would want to be talented in.
Example if you want a Performing Druid you could, or a Occult intrested Fighter or why not a Acrobatic Paladin to mention a few.

Solution to this is easy.
Remove Abilities from skills!
Include talents for skills.

Talent points should exchange the current abilities Points from the skills.

Each character should get Talent Points to allocate to the skills
3x+4, 3x+3,3x+2, 3x+1 (Instead of current fixed abilites/skills)
Each stat increase thereafter you would get 4 more talent point to allocate.
You could then raise current talents by +1 to a max 0f +4
(+5 if you have a 20+ ability)

This would make for a really free and flexible skill system where roleplaying and freedom to be who you want is at focus!

Example: You want to make a silvertounged Diplomatic Wizard with a criminal background that actually are good at what he should be.
You pick
+4 talent in Diplomacy and get trained in the skill
+4 talent in Deception and get trained in the skill
+4 talent in Thievery and get trained in the skill
+3 talent in in Arcana and get trained in the skill
+3 talent in Stealth and get trained in the skill
+3 talent in Perception and get trained in the skill
+2 talent in Performance and get trained in the skill
+2 talent in Athletic and get trained in the skill
+2 talent in Acrobatic and get trained in the skill
+1 talent in Social and get trained in the skill
+1 talent in Lore and get trained in the skill
+1 talent in Craft and get trained in the skill

It might be that you can not train all your choosen skills just as it now due to to few skill but these you can train up along the way or ignore much as it works now

THIS would really make a free and fun character with their own personality and make a lof of different types of personalities even within the same classes.

A truly flexible and intresting skill system for all characters regardless of Abilities and classes!

And it is EASY to implement within the current system as well!


Darksol the Painbringer wrote:

I want to take a moment to discuss the relevance of Channel Energy, Charisma, and their overly strong impact on the Cleric class. If we stripped both of those away from the Cleric, the class would be extremely weak and bare bones. The class has too many feats to expand on Channel Energy, and with the new nerf to Channel Energy uses, it makes Charisma much more impactful to the class, as the ratio from stat to base uses changed as well. Prior to these changes, Channel Energy also felt like a mandatory party feature in a game that wasn't supposed to require players playing a certain type of class or role.

On top of that, the raw power from Channel Energy spirals way out of control once you apply levels, as now you're having that much more spell power compared to others. Consider at the end game, you can heal as a 10th level spell upwards of six times compared to any other class whom would be foolish to do it even once, and don't ever get bonus 10th level spell slots. That's an insane amount of power gained compared to anyone else's 20th level feat, and is not something that changing the ratio of channel energy uses solves.

To that, I propose a complete rewrite of Channel Energy to be more along the lines of how current power scaling of other classes work (and compared to PF1's channel energy):

___

Channel Energy

The cleric gains the ability to channel the energy of his/her deity's will onto others. The Cleric gains one additional spell per day per spell level they can cast, which coincides with his/her deity's channel focus. If the deity uses positive energy, the cleric gains an additional Heal spell per spell level prepared for the day. If the deity uses negative energy, the cleric gains an additional Harm spell per spell level prepares for the day. If a deity allows a choice between either positive or negative, the cleric must decide which form of energy they channel, and receive one spell per spell level based on their choice of energy, and once chosen, this cannot be changed....

I find it really bad that cleric should need to put Point in charisma to get channeling.

Not only does it make them have difficulty to heal it makes them need to spread out their abilities on several stats more than other classes,
Str for being able to fight ok
Dex for AC and ref save,
CON for HP and Fort save
WIs for DC spells, healing and Wis save
Cha to be able to get channeling.

This make cleircs really not balanced at all.
A worse it makes Clerics go wisdom 10 instead a really silly thing!

IF you feel the need to lower the Channeling
give them a fixed 2 instead
OR let it go on CON instead.
The need to being able to focus the divine force through your body.

I personally and neither of my playtest see the need to lower the clerics abilities to heal anyway!


2 people marked this as a favorite.
PossibleCabbage wrote:
Not only that but "I am functional in heavy armor" is for some reason genetic and therefore mutually exclusive with "I am hard to poison" and "I am magic resistant" and "I live in the desert."

I find it extremly unrealistic that dwarf are the only race woth 20 speed.

Secondly that Dwarf in Heavy armor is not possible make it even more unrealistic since Dward should be able to wear Heavy armor without massive speed penaly.

I suggest all Dwarf get 25 speed as well as 5 feet less armor speed penalty.


This is just a suggestion so no need to get defensive about it or taking it to the extreme. Its allright if you like it or if dont like it, I am just trying a different approach from what has been in the past.

Its not about the spell casters always cast all their spells nor that they dont understand the need of keeping spells to end of the day in case needed. But sometimes especially in lower level, some bad luck in a normally easy encounter forces players hand and also sometimes players guess wrong in how many encounters there will be before rest.
But most of all in lower levels where you only have some 2-6 spells a day its not really fun, just going around using cantrips all the time.

My suggestion with encounter spells/powers instead of dailys makes them easier to keep track for both GM and players.
It makes an early bad luck less hurtful and most important it makes the balancing of encounter for the GM a lot easier, since no need to consider what will happen in end fight if players dont have a Power left. It is just a matter of game flow rather than a logical view.

As far as "encounter Powers being a highly unrealistic approach compared to Daily Powers I dont agree at all with this.
Being a "normal" approach with dailys doesnt make it more realistic. We are talking magic here after all.
Just because the game untill now has been using Daily Power doesnt per see make that more logical. This is a second edition where we are to find new ways to make the game more streamlined and fun, and I Think this would make it more fun and easier for both GM and players.

As for Encounter power rather than Daily power you could well state a spellcaster has a limited power to handle and controll power during a fixed amount of time before the need to rest shortly to regain said power. Like a drain as for example shadowrun uses.
Experience would increase their ability to cast more spells and more often. It not more unrealistic than being able to cast 30 spells a day where you can cast the same spell over and over.
And as in regard to metagaming it actually hinders that with Daily Powers, now you would have the encounters power you have and can not use all your Daily spells at once and then require you need a Daily rest before you can continue. Being out of spells/Powers make people metagame to avoid need go further Before they have rested. It makes for a slower game with less fun being in situations with no heal or spells because then players will do their best to avoid continue.

"Ok guys I am out of heal spells here and I have no fireballs left, lets take a rest shall we"
Not very fun but seen all to often.

That as you say "it just so happens that Paizo wants it to work this way, and not the other way" does not mean that they can not change how they want it to work. Thats after all the whole Point of a new edition,and us playtesting the game. They want changes that work better than before.The game will change! Hopefully into something more fun!


The speed is not 25 for all races just a note


worg64 wrote:

I am just curious if any other player group out there have this issue as our group has with the Daily abilities/powers/spells. Especially now with less spells /day. What have happened a couple of times now is that our spell casters when playing use up their spells rather early into the game session and then they feel pretty useless with only cantrips or low to hit weapon attacks. They just dont have a fun time.

This also make them all to often want to hide out and rest and to continue first again when they have gotten their spells back. Same goes for when the party lose all their healing and are afraid to continue because of that. Or worse use all spells up in a inferno of Power and then get back to base and lay low untill they can go out again.

Here I would like to discuss if the former encounter powers from 4th ed and short rest power from 5th ed D&D could be a better option for many reasons and getting rid of the Daily Powers/spells all together.

Encounter Powers would make the game more fun and take away the need of constant need for rest as well that you wouldnt need to keep track of the spells over all day. It also could take away the need for keeping track of buffs time.

Now with the spells nerfed as well as having less spells a change to encounter power ONLY could be that all spell casters got their spells back after each encounter instead.
Make the really strong spells cost 3 actions to cast.
Might be need of taking away 1 spell slot/encounter?

Make the spells into attack spells, buff spells and utiliy spells.
Attack spell could be used once/encounter unless cantrips.
Buff spells when cast was valid the entire encounter or untill dispelled or lost concentration if a spell needed that.
Utility spells is spells used under encounters for tactical benefits like moves similiar or could be used out of combat.

It would get rid of the need of hunkering down taking rest all time untill all Daily Powers was back but it would also make the encounters more intresting and more fluid I
...

I realise this is a rather long step towards what has been and also that it make people think of 4th edition that many didnt like for various reasons.

However this really has nothing to do with 4th edition but instead it is all about getting a more fluid and fun play for all involved as well as making the game more easily handled for both experienced as new players and important it also makes it a LOT easier for the GM to handle game balance in encounters since you know what the players have in terms of power, something that now many times become a issue.
As a spell caster you would still need to think carefully when and where you use your spells because they are limited in every encounter but you would have strong impact in all situations and not as it is now limited in many situations.

You could of course as some suggested keep the really powerfull spells as dailys but then you would be back toward having to keep track of those and again the main problem with people not wanting to continue because they dont have their best spells avaiable any more.
This is the point of this suggestion to get rid of Daily Powers and the bottleneck of people not wanting to go on.

I think if you just actually consider the proposal without putting any substance of what has been and what is right you could come to like this idea for its simplicity for game issues and for its handling of lack of resources towards future encounter. In part it has already been tried in some limited cases like the warlock in 5th ed but on a more complex way and that worked well.

Just my 2cents.


4 people marked this as a favorite.

I am just curious if any other player group out there have this issue as our group has with the Daily abilities/powers/spells. Especially now with less spells /day. What have happened a couple of times now is that our spell casters when playing use up their spells rather early into the game session and then they feel pretty useless with only cantrips or low to hit weapon attacks. They just dont have a fun time.

This also make them all to often want to hide out and rest and to continue first again when they have gotten their spells back. Same goes for when the party lose all their healing and are afraid to continue because of that. Or worse use all spells up in a inferno of Power and then get back to base and lay low untill they can go out again.

Here I would like to discuss if the former encounter powers from 4th ed and short rest power from 5th ed D&D could be a better option for many reasons and getting rid of the Daily Powers/spells all together.

Encounter Powers would make the game more fun and take away the need of constant need for rest as well that you wouldnt need to keep track of the spells over all day. It also could take away the need for keeping track of buffs time.

Now with the spells nerfed as well as having less spells a change to encounter power ONLY could be that all spell casters got their spells back after each encounter instead.
Make the really strong spells cost 3 actions to cast.
Might be need of taking away 1 spell slot/encounter?

Make the spells into attack spells, buff spells and utiliy spells.
Attack spell could be used once/encounter unless cantrips.
Buff spells when cast was valid the entire encounter or untill dispelled or lost concentration if a spell needed that.
Utility spells is spells used under encounters for tactical benefits like moves similiar or could be used out of combat.

It would get rid of the need of hunkering down taking rest all time untill all Daily Powers was back but it would also make the encounters more intresting and more fluid I feel.
A short rest catching your breath 1min (or 5min) during no combat would get you the encounters Powers/spells back.

What you guys Think of this?
Sorry if this has been discussed Before. Just putting my 2cent in here


Thanks for your comments but they wasnt really in tune of my post.

I was mainly talking about the current balance between a spellcaster with 1 melee strike and 1 spell cast versus a melee class that makes 3 strikes. I find the melee class rather weak in compare.

As it is a spellcaster in reach can make a melee attack without penalty and also make a spell attack without penalty. The spells also get increaingly better with higher level due to heightened spells.

A melee class on the other hand can make three melee attacks, one strike without penaly, the second strike with a -5 penalty and a third strike with a -10 penalty.

I dont really see the balance in how it works now.
The melee classes need a strong increase in this, maybe like a extra strike for theirs first attack when they reach level 11.

Also the dual weapon fighing needs to be clarified, I havent seen any about this. Any good thread I could read in this topic?


1 person marked this as a favorite.

It just doesnt make any sense to get all armor and shield for one mulitclass feat. That is if you have the requirment needed compared to get them by using 1 feat for each armor level and also 1 feat to get shield.
Example a sorceror would get Heavy armor and shield for just 1 feat.


I have just started playing and have noticed a game balance issue between spellcasters and fighter classes.
I have noticed is that spellcaster classes in melee more often than not get to attck once (1 action) and cast a spell (2 actions) without penalty.
Compared to the fighter classes that get 1 attack (1 action) second attack with -5(1 action) and a possible third action with -10 (unless agile -4 and -8).
The spell casters spells also become a lot better in scale compared to fighter classes when it comes to damage input.

It doesnt really feel balanced in the game as it is now.

There is several way to handle this like if you cast a spell you can not make a melee attack the same round.

Another solution to this would be to implement a strike called controlled strike for 1 attack for 2 actions, max 1 per round as frequency. That for multiattack purposes didnt get any penalty.
Then a fighterclass could get to attck once (1 action) and then use controlled strike (2 actions) without penalty.
This could be a feat or a level obtained ability for the fighter classes like barbarian, fighter, monk, paladin, ranger and rogue.
They could also get them at different levels.

But there is possible there is better solutions.

Also I think the dual weapon fighting need be clarified as it is now it is not really clarified and balanced. It just feel difficult and off.

Dual weapon fighting is difficult to get balanced.
I think along the same way how ready shield work would be best to make it dual fighting more streamlined and balanced.

Ready off hand weapon for dual weapon strike 1 action cost.
Dual weapon strike 1 action cost
(Requirment main weapon 1-h and 1 READY off hand weapon that is agile)

You get a extra off hand strike for each strike with your main hand you hit with, this with the same penalties as main hand strike.
If you fail your main hand attack you dont get a off hand attack because then you didnt get a good enough opening.

Only agile weapon could be used for off hand attack to balance the damage output. Something along this line I think could work.

I also think all of fighter, monk, ranger, rogue should have the possibilty to dual fight.
As it is now only fighter and ranger that can use dual and monk but they get a -4 penalty with flurry of blows.
Rogues need to multiclass for this something that seem strange to me.

What do you all think of my thoughts?


In the update 1.3 for multiclasses the paladin gets all armor and shield. I reckon it should be just one upstage None-> Light -> Medium -> Heavy and not get shield as the other multiclass classes has changed to.