ACG Errata


Product Discussion

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ikarinokami wrote:
Chess Pwn wrote:
ikarinokami wrote:
Arachnofiend wrote:
So... you think blasting is optimal. That definitely says a lot.

, a lot has changed since the core rule book and treatmonk wizard guide was released. You can do amazing things with blasting now, blasting is the most powerful option in the game now.

if you are building the most optimal oracle, DP is a suboptimal choice.

Okay, so what feats are the "most optimal" for an oracle up through lv 11? go ahead and assume non-human race

optimal oracle.

traits - wayang spell hunter (fireball), magical linage child of havoc (adds 1 point of force damage to your damage spells).

1. spell focus
3. spell specialization
5. dazing metamagic
7. preferred spell (fireball)
9. varisian tattoo
11. greater spell/ focus

I choose fireball but any 2nd or 3rd level spell will do just fine. the feats will slighty depending on the spell. but you would never waste a feat on DP.

for instance if you choose a cold spell, you also pick up the rime metamagic.

Okay, so you have to be the flame mystery or have the burning hands curse to gain fireball.

how are you getting three traits? Also you're aware that the 1 damage is to the total, not one per die or something like that, it will always be just 1 extra damage.
Your build changed really quickly, was there a problem with your first?
You took preferred spell without having the pre-reqs.
you don't have intensified to varisian tattoo doesn't do anything for you at the level you're taking it.
Really it looks like you're a poor man's blaster wizard

Liberty's Edge

ikarinokami wrote:
Chess Pwn wrote:
ikarinokami wrote:
Arachnofiend wrote:
So... you think blasting is optimal. That definitely says a lot.

, a lot has changed since the core rule book and treatmonk wizard guide was released. You can do amazing things with blasting now, blasting is the most powerful option in the game now.

if you are building the most optimal oracle, DP is a suboptimal choice.

Okay, so what feats are the "most optimal" for an oracle up through lv 11? go ahead and assume non-human race

optimal oracle.

traits - wayang spell hunter (fireball), magical linage child of havoc (adds 1 point of force damage to your damage spells).

1. spell focus
3. spell specialization
5. dazing metamagic
7. preferred spell (fireball)
9. varisian tattoo
11. greater spell/ focus

I choose fireball but any 2nd or 3rd level spell will do just fine. the feats will slighty depending on the spell. but you would never waste a feat on DP.

for instance if you choose a cold spell, you also pick up the rime metamagic.

So a dazing fireball at level 11 with a DC 2 higher than every caster can cast it at, with +3 CL after all that investment, where an oracle at that level, with Divine Protection, would likely have a +5-6 to save against the spell, using a single feat. I don't know how you think that evens out. Just compare spell Focus and greater spell focus, it's 2 feats to boost DCs by 2, Divine Protection will likely boost a clerics saves by 2-5, and an oracles saves by 3-15. And you consider greater/spell focus to be good feats, how is this even remotely balanced?


Yeah, I would have taken pre-errata divine protection at most at 7th level.
I enjoy life oracles (aasimar favored class with channel is powerful) and my first feats usually go to selective channel, extra channel and quick channel, but the 7th one was reserved for divine protection (if the healer goes down, the entire party suffers).
Spell slots are for support and some CC/blasting (command at 1st, soundburst is very nice at 4th and targets fort, holy smite is awesome at 8th) since healing is covered by cure line, mystery, channel and life link.


Why would you get evasive? It doesn't work anymore. You never have any panache points, and evasive only functions when you have at least one.


ikarinokami wrote:

optimal oracle.

traits - wayang spell hunter (fireball), magical linage child of havoc (adds 1 point of force damage to your damage spells).

1. spell focus
3. spell specialization
5. dazing metamagic
7. preferred spell (fireball)
9. varisian tattoo
11. greater spell/ focus

I choose fireball but any 2nd or 3rd level spell will do just fine. the feats will slighty depending on the spell. but you would never waste a feat on DP.

for instance if you choose a cold spell, you also pick up the rime metamagic.

I play a lot of Oracles and this is a terrible example of one.

You mess around with caster level boosts to turn yourself into a one trick pony rather than broader more applicable feats like persistent spell or spell penetration. You take Spell Specialisation forcing you to invest in at least 13 Int when you need maximum Charisma and cannot afford to ignore Con or probably Dex depending on Mystery.

You take Dazing at level 5 when you cannot make any use of it and in fact, even with double dipping traits, you wont be throwing dazing fireball until level 8. You take preferred spell without its Heighten prereq when you could just take spontaneous metafocus.

You also completely ignore initiative which is one of the key features for anyone intending to employ any form of dazing or other crowd control.

Really this is a compete mess which suggests you don't know a thing about Oracles.

If you want to play with Daze then you need to focus on getting through SR and increasing the chance of a failed save. Caster level boosts are from crossblooded1/something else x who want to be throwing extra dice to add +2 damage to.

Even with all of that Divine Protection was still insanely good for you as it makes you virtually immune to any save effects, especially when combined with anything like borrowed fortune.


My problem with the Divine Protection nerf is that it was too extreme. The feat went from "obviously good" and "lots of people will take that feat" to "obviously bad" and "nobody will take that feat."

There was no middle ground for them.

Giving CHA bonus to saves a number of times per day that increases as you grow in power or improve your CHA? Maybe. Giving permanent CHA bonus to ONE save, selected at the time of taking the feat? Maybe. Giving CHA bonus but capped at +4? Maybe.

In any of those cases, and probably there are a few dozen other ways to handle it that would have been agreeable too, I would have shrugged, accepted the change, and tried to work it into my character. But this change? Down to a flat 1x/day, declared before rolling, and it eats my swift/immediate action? I'd rather just retrain the feat. That nerf is too much and makes it extremely situational -- and very often there is no way to know which situation is the right one! I suppose a person could reserve it for will saves, since those are generally the ones that spell doom. However, it's all a giant question mark, and I cannot fathom how it will be reliably useful on my characters now.

I just have to swap it out.


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Hear attempted rewrite:

Divine Protection
Prereq: 5 ranks knowledge(religion), same alignment as worshiped deity.

Benefit: You may reroll natural 1s on saving throws a number of times per day equal to your charisma modifier.


Rhedyn wrote:

Hear attempted rewrite:

Divine Protection
Prereq: 5 ranks knowledge(religion), same alignment as worshiped deity.

Benefit: You may reroll natural 1s on saving throws a number of times per day equal to your charisma modifier.

This would be more worthwhile than the current feat, simply because it does not use action economy.


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magnuskn wrote:

[

I probably should have said "every charisma based class who was willing to invest one level of an appropiate class to qualify for it", but the point is the same.

One level? How do you get 2nd level spells from one level?


Rhedyn wrote:

Hear attempted rewrite:

Divine Protection
Prereq: 5 ranks knowledge(religion), same alignment as worshiped deity.

Benefit: You may reroll natural 1s on saving throws a number of times per day equal to your charisma modifier.

Hilariously, this would be a fantastic feat for Paladins.


Anzyr wrote:

[]

My straight Oracle is was getting CHA to all saves before Divine Protection ever came out, though admittedly Divine Protection was a much easier and earlier way to achieving that.

How was that?

Dark Archive

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Rhedyn wrote:

Hear attempted rewrite:

Divine Protection
Prereq: 5 ranks knowledge(religion), same alignment as worshiped deity.

Benefit: You may reroll natural 1s on saving throws a number of times per day equal to your charisma modifier.

What are you doing, Rhedyn? That would make the feat not garbage for martials. You know that's not acceptable.

Spoiler:
Now that I've gotten the snark out, that is actually a much better option without being hilariously too strong or hilariously too weak. Good thinking!


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Arachnofiend wrote:
Rhedyn wrote:

Hear attempted rewrite:

Divine Protection
Prereq: 5 ranks knowledge(religion), same alignment as worshiped deity.

Benefit: You may reroll natural 1s on saving throws a number of times per day equal to your charisma modifier.

Hilariously, this would be a fantastic feat for Paladins.

That's an oddly satisfying karmic reversal.

Rather than Divine Protection robbing the Paladin of his nicest thing, it instead bolsters it by slaying the dread Nauticus Onicus while still being useful to other classes.


6 people marked this as a favorite.
Rhedyn wrote:

Hear attempted rewrite:

Divine Protection
Prereq: 5 ranks knowledge(religion), same alignment as worshiped deity.

Benefit: You may reroll natural 1s on saving throws a number of times per day equal to your charisma modifier.

Very niche but arguably worthwhile for the distinguished adventurer with horrible dice rolling skills who knows that mathematically he can only fail most saves on a 1. It's a feat that actually serves a purpose and that people would consider taking, so it is a million times better than the current version of Divine Protection.


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So talking about how to change Divine Protection into something usable made me think about Battle Cry. I didn't remember seeing anything about it in the errata, nor have I heard it mentioned, so I went back and double checked. Goddamn it, Battle Cry was murdered too. That actually makes me angry.


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Well... On a more positive note, not all of the errata was bad... Given proficiency with all crossbows and SNA and Remove Diseases to the Shaman were good calls (which happen to match my own houserules ^^).

It's just that Paizo really, really realy doesn't know how to handle nerfs. They can't just subtly/slightly change options that are considered too good. They simply Crane Wing-nuke it into nothingness and consider that to be good game design and a job well done.

As for Divine Protection... They could simply give us a feat that allow characters to use Cha instead of Wis for Will saves. There! It's balanced and makes viable many character options that weren't really feasible before.

Instead they gave us the pointlessly restrictive Steadfast Personality and the horribly-overpowered-then-horribly-underpowered Divine Protection.

All in all, one step forward, three steps back...


chaoseffect wrote:
So talking about how to change Divine Protection into something usable made me think about Battle Cry. I didn't remember seeing anything about it in the errata, nor have I heard it mentioned, so I went back and double checked. G#+##~n it, Battle Cry was murdered too. That actually makes me angry.

What was the Battle Cry nerf?


Opuk0 wrote:
chaoseffect wrote:
So talking about how to change Divine Protection into something usable made me think about Battle Cry. I didn't remember seeing anything about it in the errata, nor have I heard it mentioned, so I went back and double checked. G#+##~n it, Battle Cry was murdered too. That actually makes me angry.
What was the Battle Cry nerf?

The save reroll you get by dismissing the effect was changed so it only works versus fear saves.

Silver Crusade Contributor

Opuk0 wrote:
chaoseffect wrote:
So talking about how to change Divine Protection into something usable made me think about Battle Cry. I didn't remember seeing anything about it in the errata, nor have I heard it mentioned, so I went back and double checked. G#+##~n it, Battle Cry was murdered too. That actually makes me angry.
What was the Battle Cry nerf?

They changed/clarified* it to specify that the reroll was only against fear effects.

*(choose whichever you prefer)


Kalindlara wrote:

They changed/clarified* it to specify that the reroll was only against fear effects.

*(choose whichever you prefer)

It mostly means Battle Cry went from a good feat to a bad feat. It's not quite garbage tier though, so there's that. Maybe it's something worth taking at really low levels and than training out.


chaoseffect wrote:
Kalindlara wrote:

They changed/clarified* it to specify that the reroll was only against fear effects.

*(choose whichever you prefer)

It mostly means Battle Cry went from a good feat to a bad feat.

Toss it in the pile with the other never take feats...


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chaoseffect wrote:
Opuk0 wrote:
chaoseffect wrote:
So talking about how to change Divine Protection into something usable made me think about Battle Cry. I didn't remember seeing anything about it in the errata, nor have I heard it mentioned, so I went back and double checked. G#+##~n it, Battle Cry was murdered too. That actually makes me angry.
What was the Battle Cry nerf?
The save reroll you get by dismissing the effect was changed so it only works versus fear saves.

I have two responses to that:


  • Oh no. I play a character that has both Divine Protection and Battle Cry, and this double-whammy super-nerfs my character. If the GM imposes this errata and won't give me a free re-training or something, my character is severely diminished.
  • Oh good. Good only because if they only nerfed Divine Protection, my fellow players would flag me as a whiner for not getting awesome saves. But when I tell them that they are also going to lose their free re-rolls from Battle Cry, there is going to be havoc at the table. This will spark huge empathy for my character, make it a team issue, and force everyone to lobby for a sensible resolution.

My version of "sensible resolution" is probably going to be to lobby for us to use a superior revision that one of YOU guys have posted here. So please, keep the potential revisions of Battle Cry and Divine Protection coming!


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Wow, this really makes me re-examine my purchasing patterns for paizo products. Half of my book is now invalid, and many of the better designed options were removed for seemingly arbitrary reasons... I'm sad I pre-ordered the new Occult stuff, or I'd be making different choices.

Honestly, quality has been going down for a while now, and despite loyally purchasing product for some time (I own all the non-setting hardbacks) I'm going to stop buying until the game takes a turn toward better quality control and cuts out some of the fat that has accumulated in the system.

Off to Amazon to write a hateful 1 star review for invalidating an entire book...


outshyn: If you're looking for a non-hosed Battle cry, just use it as it used to be but make the re-rolling of a save an immediate action and it ends the effect on that person. Maybe drop the save vs fear if the DM still thinks it a bit strong.


Mark has written some absolutely amazing material for Pathfinder and has an amazing eye for balance and for the game's internal math.

I honestly can't see any of the really bad decisions as being his.


Pathfinder Lost Omens Subscriber
Insain Dragoon wrote:

Mark has written some absolutely amazing material for Pathfinder and has an amazing eye for balance and for the game's internal math.

I honestly can't see any of the really bad decisions as being his.

it must be other marks fault. (i honestly don't remember what anyone does in paizo besides siefer)

Scarab Sages

Unless it is PFS, then just cry in a corner. =(


Lemmy wrote:
Well... On a more positive note, not all of the errata was bad... Given proficiency with all crossbows and SNA and Remove Diseases to the Shaman were good calls (which happen to match my own houserules ^^).

Where did they give Shamans proficiency with all crossbows?

Silver Crusade Contributor

Gisher wrote:
Lemmy wrote:
Well... On a more positive note, not all of the errata was bad... Given proficiency with all crossbows and SNA and Remove Diseases to the Shaman were good calls (which happen to match my own houserules ^^).
Where did they give Shamans proficiency with all crossbows?

I'm guessing he's referring to the Bolt Ace.


Kalindlara wrote:
Gisher wrote:
Lemmy wrote:
Well... On a more positive note, not all of the errata was bad... Given proficiency with all crossbows and SNA and Remove Diseases to the Shaman were good calls (which happen to match my own houserules ^^).
Where did they give Shamans proficiency with all crossbows?
I'm guessing he's referring to the Bolt Ace.

Yeah, editing mistake. ^^

Bolt Ace got proficiency with all crossbows. Shaman got SNA and Remove Diseases. Oddly enough, those changes were already listed in my houserules document.


aboyd wrote:
but in a home game, who cares? If your GM will allow you to play a fully OP synthesist summoner, then why not?

Maybe the other players care. And maybe they decline to play in a game with such a ridiculous broken mess that is the original summoner.

I would.


Lemmy wrote:


That said, Crane Winging the feat into uselessness is a horrible solution. Paizo should really stop trying to nerf stuff... Not because everything is balanced, but because they are g+$&#!n awful at nerfing. Far more often than not they go overboard and make an overpowered (or even slightly above mediocre) option a waste of space, which is arguably even worse, considering the fact that most feats in the game are already horrible.

Nah this one is fine. It should never have been printed, because of how much of a flavor failure it was.

Nerfing it as hard as they did is similar to removing it from the game, which is ok with me


1 person marked this as FAQ candidate.
Mark Seifter wrote:
After four calls for Eldritch Scion stuff showed up in a few hours last night, I rechecked the entire potential errors thread again to see what they meant, and yeah, I couldn't find it. I'd recommend making a FAQ thread for it so we can take a look at it too!

Problems with the eldritch scion

- 1 Arcane pool point for 2 rounds mystic fokus as swift action, all things considered, is silly for a class that can have/uses so many swift actions. And many costs points too.
So, depending on your bloodline, you will use most if not all your points just to activate your bloodline powers and avoid arcana/feats that costs swift action/points. Or you kind of "avoid" your Bloodline. But then except for seriously waked roleplay reasons there is no point in picking this archtype.

I dont know if there is an error or this is supposed to be balanced but this is simply not fun at all.

As it plays now, it feels like you replaced arcana with a gutted Bloodrage. With a silly mechanical limitation on top.
As it is now, i would better take a real bloodrage in place of arcana you dont have the pool/action economy to support anyway.

At the very least consider making this a free action and/or up the rounds. As a free action at least you dont feel as crippeled. At least in the short run....

- Editing error

Bonus Spells
At 7th level, an eldritch scion gains the bonus spell from his bloodrager bloodline that is normally gained at 10th level. He gains the next three bonus spells from his bloodline at 9th, 11th, and 13th levels, respectively

But here the bonus spells from draconic bloodline....

Bonus Spells:
Shield (7th), resist energy (10th), fly (13th), fear (16th)

know let the confusion begin......

- FAQ worthy error/Editing error

The Archtype replaces spell recall, but there are is an impoved version so the basic version "should" come online later but it cant, if you play it as written you can not recall anything because the archtype does not prepare spells.

- most likly an error

The magus skillpoints per lvl (2+int mod) is balanced around the fact that he is/was a int caster class to begin with, with this archetype he doesnt need int that much so his skill points should go up to a 4 +int mod.
I seriously dont believe you expect this archtype to put points into int, too. The class is already mad and this archtype even more so.
Just add a wisdom dependensy and it needs all stats more or less....

Personaly i hate
- I personaly still dont get if constant bloodline abilitys are also constant for the scion. Or if everything just works with mystic fokus.
- that it needs the Spontaneous Metafocus feat to metamagic a spell with spellcombat now.
- because of the crippling 2round fokus cost/mechanic full spellcombat at 8lvl is feels way to late.
- Carrying on with the Bloodline theme you should have strongly considered giving it "eschew materials" as a bonus feat.

i loved the flavor but this archtype in its current form is just plain underwelming at its best and no fun/almost broken at its worst. And i am sorry but i dont consider bandaiding serious flaws in the archetype with heavy investment in feats/arcana/etc. good practice. And that just to make it playable. At least until the higher lvl...

I hope i have most of it.


The problem with a FAQ thread is that some of these issues are just too large and varied for a single FAQ thread. My current issue of what needs to be redone is Brawler's Flurry. But the number of issues it has is far too large for a single FAQ.

Community & Digital Content Director

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Removed some posts. Critiques of the errata are fine. Personal critiques of past and present employees and their contributions do not belong here.


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Chris Lambertz wrote:
Removed some posts. Critiques of the errata are fine. Personal critiques of past and present employees and their contributions do not belong here.

So discussion of extant classes and options is no longer allowed then? Since we can't discuss the contributions of any specific employee.

Does that extend to freelancers?

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