What Classes Would You Change?


Pathfinder First Edition General Discussion

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Pretty much all of them. At this point me and my group have houseruled some part of pretty much every class.

Sometimes because it's unbalanced. Sometimes because it's not fun. Sometimes just for flavor. We love this game and also enjoy improving upon it because no matter how fun it is, Pathfinder is also a deeply flawed game in need of a little homebrew repair.


DeathlessOne wrote:
I've houseruled cantrips in my PF1 games (more like PF1.5 at this rate) to do 1d4+casting mod damage, and they get more powerful at level 3, 7, 11 and 15, increasing by 1d4 each time. ...

scaling can be an issue. I know the general rule is to do it for 5 or 10 levels then cap out so metamagic feats have to be applied for another 5 dice.

A lot of PF centered around limited spell metrics and effects. Thus cantrips with a static effect poop out by 3rd caster level. Often range, targets(lucky!) and/or duration was the only variable.

I'd say the game isn't playable without SOME GM decisions, the rules are not consistent and sometimes over simplified.
I'll also say older GMs think it's natural to customize the game with their experience from earlier incarnations of d20.
I used to strive for more realism but stopped as the ruleset diverged from that statistical outlook and the d20 model is VERY rough with very poor accuracy, precision, and consistency. PF2 is totally disconnected from Reality as it is just a game and trying to follow all the rules will mean each round takes 30 minutes of rules lookup.


I would have made it that all casters got to add their casting stat mod to damage with all damage dealing spells.

That Rogues and Swashbucklers could add their Dex mod to damage(no feats).

That Rogues and Swashbucklers got increased base speed as they leveled(max at least +30).


For the most part I like Pathfinder 1e the way it is. I’ve started buying 2e books, but I still haven’t made the switch because 1e is such a great game.

If I were to change something I would make fighters and rogues more appealing to play. I’m not sure how exactly. I would probably look at the archetypes for each class and see what I could add to the base chassis from those. The Phantom Thief archetype for example has abilities that, in my opinion, should be standard for all rogues. For fighters I would also also look at ways to make armour and shields more effective without having to select a bunch of feats. For both classes I would add two extra skill points per level.


^That's a start, but I think Fighters and some of the other martials should be merged to let them do some really cool stuff. Loads of bonus feats are a good feature, but then you get nickel-and-dimed to death with feat taxes, and then other class features are too exclusive of each other (like Weapon Training/Advanced Weapon Training versus Martial Flexibility -- hence the wish to merge some of the martial classes, like Fighter + Brawler, but more flexibly than the Martial Master archetype lets you do). (Of course, reducing feat taxes would be a good thing to help address this.) Agreed on needing more skill points -- everybody who isn't an Intelligence-based caster should get 2 more per level (this includes taking into account archetypes that alter casting stat).


I would have made a Paladin/Monk hybrid class.


^Iroran Paladin does this, although weirdly it disqualifies itself from being a base class for entry into the Champion of Irori prestige class (another Irori-specific Paladin-Monk hybrid), because it trades out Smite Evil.


Honestly, the concept of hybrid classes could have been reworked as expanded archetypes, like how 2e did.
- The Warpriest is essentially a martial-oriented Cleric.
- The Arcanist is a variant Wizard.
- The Skald is a Bard with Rage Powers (easily tradeable).
- The Slayer is a Ranger with Sneak Attack and Rogue Talents.
- The Investigator is an Alchemist with no bombs.
- The Bloodrager is a Barbarian with spells, like a Magus.
- The Hunter is a Druid with a better companion.
- The Shaman is an Oracle with Hexes.
- The Swashbuckler is a Fighter with Deeds.


I'm fairly certain they knew that, but labelling all of those concepts as brand new classes, they were able to provide a lot of content for a new rulebook for people to buy.


Some of the classes are more unique. And many can easily host their own archetypes. But if you want to take it to the extreme, then every class is just an advanced version of the commoner.


McDaygo wrote:
I would have made a Paladin/Monk hybrid class.

Wait, let me get this straight... you'd make a hybrid class of the 2 classes that are unhittable tanks, with built in martial upgrades both offensively and defensively... bonus feats... self healing and decent action economy?

The only other no brainer in the game was the brainstorming session for the Arcanist: let's combine the 2 most powerful full arcane casters, the class type which, if they can just survive til about L5 are shockingly godlike.

Of course I'm poking a little fun here, you do you!


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I remember when the ACG came out and people were wondering about the Warpriest:

"A hybrid of the fighter and the cleric? Don't we already have the paladin?"


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Andostre wrote:

I remember when the ACG came out and people were wondering about the Warpriest:

"A hybrid of the fighter and the cleric? Don't we already have the paladin?"

Yeah, I remember that too. I actually liked the addition of another class in the 'chain' from martial to full caster. Some examples:

Fighter -> Paladin -> Warpriest/Inquisitor -> Cleric
Shifter -> Ranger -> Hunter -> Druid
Barbarian -> Bloodrager -> Magus (Eldritch Scion)/Skald/Bard -> Sorcerer

Though, they tried with Fighter (Child of Acavna and Amaznen). They should just have released a new hybrid class instead of an archetype. Maybe they should have drew inspiration from the Duskblade or Warmage from D&D 3.5e. A Fighter with access to only a couple magic schools.

Fighter -> ??????? -> Magus -> Wizard


^The ??????? is something I'd like to see filled by a proper d10, full BAB, 4/9 prepared arcane casting backcross hybrid of Myrmidarch Magus and Fighter (Child of Acavna and Amaznen definitely doesn't count(*)).

(*)Child of Acavna and Amaznen is at least a medium-rare archetype. Because it isn't well-done.


Andostre wrote:

I remember when the ACG came out and people were wondering about the Warpriest:

"A hybrid of the fighter and the cleric? Don't we already have the paladin?"

The Paladin has only 4 levels of spells, while the Cleric has 9. The Inquisitor has 6, but the rest of its features doesn't mesh with the Warpriest.

I agree that the Hunter, Bloodrager and Warpriest could be standalone classes, but my point still stands that some hybrid classes could have been archetypes though.
- The Arcanist has exploits instead of schools.
- The Skald uses the same spell list as the Bard, so the core class could get Rage powers over other features.
- The Slayer is a spell-less Ranger, which we've seen a few times already.
- The Investigator has many Rogue features.
- The Shaman now has Hexes.
- The Swashbuckler has enough features to replace proficiencies and feats.


Mark Hoover 330 wrote:
Wait, let me get this straight... you'd make a hybrid class of the 2 classes that are unhittable tanks, with built in martial upgrades both offensively and defensively... bonus feats... self healing and decent action economy?

Er, you do know that hybrid classes aren't gestalt, and that they don't have all the class features of both parent classes, right? Like, such a hybrid class wouldn't get both Divine Grace and cMonk's three good saves.

Mark Hoover 330 wrote:
The only other no brainer in the game was the brainstorming session for the Arcanist: let's combine the 2 most powerful full arcane casters, the class type which, if they can just survive til about L5 are shockingly godlike.

Not only is Sorc not one of "the 2 most powerful full arcane casters", the result is weaker than Wizard. Again you seem to assume that hybriding two class must inevitably create something stronger than either parent class, but that's just not how it works.

JiCi wrote:
my point still stands that some hybrid classes could have been archetypes though.

Some, yes, but many hybrid classes get way too much new stuff to work as archetypes. Reworked selectable class features like Warpriest's Blessings and Shaman's Spirits don't work for archetypes, as those take way too many pages for an archetype. Indeed, Shaman (14) and Warpriest (9) have then most pages of the hybrid classes, and Arcanist (6.5) and Bloodrager (8) also have way too high a page count to be feasible as archetypes. On the flip side, Brawler and Slayer only have three pages each, and that's with an illustration and class table (together about a full page). Subtract duplicate class, and those would indeed be doable as archetypes. Hunter and Skald could probably work, too (each takes up four pages, and casters have about half a page just explaining their casting).

Of course, the whole deed system is objectively horrible and contrary to Pathfinder design principles, and should not have been used for standalone classes to begin with (whereas it would work well for archetypes) - that makes the statement about Swashbuckler valid by default. 4 pages, by the way.

JiCi wrote:
The Investigator has many Rogue features.

Two. It has two Rogue class features. Trapfinding and Trapsense. It also has different saves, class skills, and skill ranks per level. The class has almost no Rogue in it, and in practice is actually a hybrid between Alchemist and Slayer. 5 pages is also rather big.


I'd do two major changes.

1) Alchemist. I'd have to give them a straight up non magical option instead of elixir. I don't know what though. I've got a few ideas but i'm not a game designer~
Off hand I'd be pretty happy to switch it with something like the Trapper Ranger's traps
Or pathfinder chronicler's deep pockets; except restrict it to alchemical items and such but have free gold amount per day and they only last a day.

2)occultist. I'd just improve its action economy. it suffers heavily from "everything is a standard action" to the point it feels clunky and against the designs in general. Some stay standard, but many would be switched to move or swift.


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Andostre wrote:

I remember when the ACG came out and people were wondering about the Warpriest:

"A hybrid of the fighter and the cleric? Don't we already have the paladin?"

The Warpriest issue is that it ran into the stumbling block that was that from Day 1 the Cleric should have been made a D6 class albeit renamed into something thematic.

In effect Warpriest is what the original concept of "the Cleric" should be. You would have then had a nice neat D6-D8-D10 divine family tree.


If you want a D6 divine caster, play an NPC Adept. You get a familiar.

… and YES, I get that hybridizing classes ISN'T gestalt. Honestly, for as bad as my takes are I can't believe you people even still LET me on these boards.

Still, for as much as I still stand by the idea that there's nothing inherently wrong/broken with any single class in this game, I DO like Archetypes. The whole reason I liked Sorcerers and Clerics, druids to a lesser degree when this game first came out is because Domains and Bloodlines let you make wildly different versions of the same class.

When Archetypes came out I embraced 'em wholeheartedly.


JiCi wrote:

some hybrid classes could have been archetypes though.

- The Arcanist has exploits instead of schools.
- The Skald uses the same spell list as the Bard, so the core class could get Rage powers over other features.
- The Slayer is a spell-less Ranger, which we've seen a few times already.
- The Investigator has many Rogue features.
- The Shaman now has Hexes.
- The Swashbuckler has enough features to replace proficiencies and feats.

The arcanist doesn't just have exploits. It has an interesting and novel form of spellcasting. If anything, I'd now like another class to be the divine version of arcanist

The skald could have been an archetype. Most of its abilities are taken from other classes. But I still find it an interesting class on its own.

Slayer really could have used a wider space.

Investigator plays a lot different than alchemist or rogue and his its own fun mechanics.

Shaman is clunky. Not sure if it should have been an archetype, but it's not well designed either.

Swashbuckler is too simple and too much a melee-flavored gunslinger. Probably would have been better off as an archetype.

Also, I think the brawler would have been better as a fighter and/or monk archetype.


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I'd love a Druid archetype that gave spontaneous casting. Its easy enough to homebrew yourself but... come on.


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Mark Hoover 330 wrote:

If you want a D6 divine caster, play an NPC Adept. You get a familiar.

LOL.... the NPC Adept is not even close to being a D6 divine caster!


Arkham Joker wrote:
Andostre wrote:

I remember when the ACG came out and people were wondering about the Warpriest:

"A hybrid of the fighter and the cleric? Don't we already have the paladin?"

The Warpriest issue is that it ran into the stumbling block that was that from Day 1 the Cleric should have been made a D6 class albeit renamed into something thematic.

In effect Warpriest is what the original concept of "the Cleric" should be. You would have then had a nice neat D6-D8-D10 divine family tree.

Right on. And Adept as it is written just doesn't cut it, because it is just BAD as it is written, even for an NPC. The 9/9 (10/10?)(*) prepared divine spellcasting class should have been d6, 1/2 BAB, and had a reasonable wealth of additional interesting class features. A remix of Warpriest and Cleric would be the 6/9 (7/10?) prepared divine spellcaster (remix -- unify the unnecessarily separate Blessings into rebalanced and enriched Domains that would work as mini-Mysteries, also used by the fullcaster divine version). Make Inquisitor a prestige class like Hellknight Signifer, and make Paladin/Antipaladin/etc. be prestige classes like D&D 3.5 started to offer but then seems to have forgotten about, and like Pathfinder's Hellknight (the non-caster version, but could very closely approximate 4/9 casting by starting a spellcasting progression that doesn't depend upon existing spellcasting, like Prophet of Kalistrade and Red Mantis Assassin do).

(*)Including provision for decompression of spell levels to bump overpowered spells up to a higher level, although 10 levels is probably insufficient and I am going to estimate that you would really need 12 levels.


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UnArcaneElection wrote:


Right on.

Here's how I would do it:

D6 = "Priest" (can't stand the name but you get the picture) - 9/9
D8 = Warpriest - 6/9
D10 = Knight - 4/9

All would utilise the divine list, but for the Warpriest and Knight they could potentially still get access to some of the higher level spells that were thematically/mechanically appropriate.

For example - Knight could get access to Righteous Might (5th level spell) but not until say 14th level when its top level spells kicked in.

Inquisitor = D8 prestige class with its own bonus spell list that drew from some divine, some arcane and some that were only accessible to itself and the Paladin/AP

Paladin/AP = D10 prestige class with its own bonus spell list that was 50% from the divine list and 50% unique.


Another thing that occurred to me (which is general, but related to the above): For prepared casters, the relation between 6/9 and 9/9 spellcasters is fairly sensible: 9/9 spellcasting progresses as maximum_spell_level = (class_level + 1) / 2 with upper_limit 9; 6/9 spellcasting progresses as maximum_spell_level = (class_level + 2) / 3 with upper_limit 6; but then 4/9 spellcasting DOESN'T progress as maximum_spell_level = (class_level + 3) / 4 with upper_limit 4 (however, Adept NPC class does, except with upper_limit 5). Instead, it progresses as maximum_spell_level = (class_level - 3) / 3 with upper_limit 4 and usually no Cantrips/Orisons/Knacks, but caster_level may or may not be offset by -3. Now, if you enter a prestige class that gives you its own 4/9 spellcasting like Prophet of Kalistrade and Red Mantis Assassin do, this makes sense, but it seems kind of odd on a base class. For spontaneous 9/9 casters only, spell levels after 1 are delayed by 1 level (which seems like just an unnecessary holdover from D&D 3.x).


Well in my own personal houserules I blanketed nerfed polymorph spells. Which
greatly affects Druids and Shifters, but it also make full caster's in general slightly less stupid.

I have no idea who though that it was okay for Druids/Shifter to have uncapped access to the bestiary. Even if they have reduced abilities the sheer number of natural attacks should had put it into question.


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We have a gentlemans agreement to need to have defeated a creature before you can monstrous physique into it. Really reduces running around as an Euryale or Death Snatcher.


Mightypion wrote:
We have a gentlemans agreement to need to have defeated a creature before you can monstrous physique into it. Really reduces running around as an Euryale or Death Snatcher.

Could they research it? Like, the spellcaster spends money and time, during Downtime, researching a specific creature or creatures in order to take on their monstrous physique? Alternatively... what does defeating them do?

Seeing a 4-armed gargoyle in combat gives you the image of said gargoyle in combat, cool, but after the battle is over do the spellcasters study the anatomy? Do they take samples of the blood and flesh to cast spells on for analysis? If it's just a matter of seeing them in combat, would having a bard narrate the scene or a high-level illusionist cast the image of the battle on a wall like a newsreel be enough for the PC to add the new form?


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If you look at the components:
Components V, S, M (a piece of the creature whose form you plan to assume)

So, as a GM I would like a level 7ish character to explain where he gets Euryale bodyparts from. I kind of doubt they grow on trees.

Defeating them gives you their bodyparts for the components :).


I assume there are spell casting vendors in most major cities: Guano. Eye of newt. Scale of euryale.

What do you do if they have the Eschew Materials feat? Or what if they cast polymorph through a racial spell like ability, like the Angel-Blooded Aasimar has Alter Self?


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Temperans wrote:
I have no idea who though that it was okay for Druids/Shifter to have uncapped access to the bestiary.

Shifters don't (baring one of two archetypes), they have to pick from a specific list and only get what's explicitly stated there. And despite that, Druid's WS is only better when they can abuse huge forms.

Temperans wrote:
Even if they have reduced abilities the sheer number of natural attacks should had put it into question.

You mean... three? There're only four animals with more than three natural attack, three of them have four attacks but with one or more secondary (which doesn't add much), and the remaining one is the giant octopus - which is silly, but only works because RAW polymorphing into an aquatic creature doesn't make you lose the ability to breath air even if you turn into a freaking fish or something.

Mightypion wrote:
So, as a GM I would like a level 7ish character to explain where he gets Euryale bodyparts from.

Why, from the spell component pouch, of course! That was easy!

Look, material components are flavor, nothing more. Spider Climb requires a live spider, I guess an SCP comes with a cage in it? Stinking Cloud requires a rotten egg or cabbage leaves, how do you not need a check to not be nauseated every time you open your SCP? Web requires a spider web, how the hell are you supposed to store that? From wherever you store the living spider in, I guess! Fire's Friend requires a flame. I wonder what storing a flame in your SCP does to the material component of Grease, which is butter...

Melkiador wrote:
What do you do if they have the Eschew Materials feat? Or what if they cast polymorph through a racial spell like ability, like the Angel-Blooded Aasimar has Alter Self?

That's always the question when people try to shoehorn in a houserule with the pseudo-justification of material component. For some reason, I've never seen an answer to that question from guys insisting that Infernal Healing was evil because of the material component...


Derklord wrote:
That's always the question when people try to shoehorn in a houserule with the pseudo-justification of material component. For some reason, I've never seen an answer to that question from guys insisting that Infernal Healing was evil because of the material component...

Isn't it evil because of the spell tags? School: conjuration (healing) [evil]

I know people like to argue about alignment tags until they are blue in the face but it is what it is. Playing without it is just playing with houserules. I have been part of games where using that spell has certain implications and consequences. My witch in Giantslayer always looks over his should when he casts the spell just in case the Paladin is looking.


Derklord wrote:
Temperans wrote:
I have no idea who though that it was okay for Druids/Shifter to have uncapped access to the bestiary.

Shifters don't (baring one of two archetypes), they have to pick from a specific list and only get what's explicitly stated there. And despite that, Druid's WS is only better when they can abuse huge forms.

Temperans wrote:
Even if they have reduced abilities the sheer number of natural attacks should had put it into question.
You mean... three? There're only four animals with more than three natural attack, three of them have four attacks but with one or more secondary (which doesn't add much), and the remaining one is the giant octopus - which is silly, but only works because RAW polymorphing into an aquatic creature doesn't make you lose the ability to breath air even if you turn into a freaking fish or something.

Beast Shape is not the only Polymorph Spell. Certainly not the only one available to shifters.

Also it is trivial to get more natural attacks, or to boost natural attacks for that matter.


Mightypion wrote:

If you look at the components:

Components V, S, M (a piece of the creature whose form you plan to assume)

So, as a GM I would like a level 7ish character to explain where he gets Euryale bodyparts from. I kind of doubt they grow on trees.

Defeating them gives you their bodyparts for the components :).

So... the blood of a good outsider is the material component for a L1 Arcane spell. There is nothing in the spell's description or fluff that suggests this is a racial spell or otherwise rare/restricted, so by RAW this would mean that anyone can take the spell, so it has to be at least common enough for any L1 wizard to have at least the POTENTIAL to put it into their very first spells.

So... I'd venture to guess you can buy good outsider blood somewhere within arcane caster circles. There are optional rules from a Paizo product (Ultimate Wilderness I think) for selling Trophies, bits of monsters considered valuable enough to harvest and sell like art objects. There are poisons that can be purchased, alchemical items made with bits of trolls or some aberrant creatures, bottled oozes and so on.

Couldn't your spellcasters just buy the right monster's hair, toenail clippings, blood, bile, liver or whatever?

I'm sorry, I'm really not trying to be a contrarian and I know I'm coming off that way, and seem like a jerk, and I'm really not trying to but I am so I AM sorry. Also I think I'm completely threadjacking here. I'm just trying to understand WHY these transformation type spells, or just monstrous physique, is restricted in this way. Again, I'm sorry and if you want me to just be quiet say so.


Mark Hoover 330 wrote:
I'm sorry, I'm really not trying to be a contrarian and I know I'm coming off that way, and seem like a jerk, and I'm really not trying to but I am so I AM sorry. Also I think I'm completely threadjacking here. I'm just trying to understand WHY these transformation type spells, or just monstrous physique, is restricted in this way. Again, I'm sorry and if you want me to just be quiet say so.

Honestly, the rarity of some of these monster parts should preclude them from being worth less a gold piece and require the character to actually purchase them. Components for spells are one of the few balancing factors that keep magic in some sort of equilibrium within the game. I am not saying that it balances anything perfectly or that each individual spell is carefully designed around this factor. Too many authors and editors out there add and change things for that to be a universal statement.

However, things like these are ways that allow a GM to keep access to certain things limited. If a GM doesn't want a character pulling information from a book they shouldn't have access to, that is their prerogative. I am a fairly permissive GM and have a lot of experience with most material in PF1. I still frown when players try to use material from well outside the scope of the campaign.

As far as I handle Infernal Healing or Celestial Healing... If you've got a drop of (un)holy water, you have the components for the spell. If you are a Tiefling or Aasimar, you've got the components for the spell. Honestly, those spells aren't really an issue.


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Those spell components are indeed for sale in somewhere like the right district of Absolom.

But claiming that Euryale Scale and Devil's Ichor are available in the thorp of Little Nowhere, Isger, population 24, on the pretext that unpriced components cost nothing and the village has a limit of 50gp is not going to work on me.


Temperans wrote:
Beast Shape is not the only Polymorph Spell.

No, but of the spells usuable with Wild Shape, it's the only one that's good at offense. Also, not letting polymorph grant unusual natural attacks (or unusual reach) takes care of most issues.

Temperans wrote:
Certainly not the only one available to shifters.

Without archetypes, that list is all they can turn into. Maybe you should read the class description before complaining about it.

Also, congratulations on being literally the first person I've seen to claim that Shifter's Wild Shape was too strong because they can turn into too many different things.

Temperans wrote:
Also it is trivial to get more natural attacks, or to boost natural attacks for that matter.

Sure. But it's even easier when you don't polymorph. The fact is that Wild Shape likely gives you the same amount of natural weapons as a trait and a single rage poer do (or two rage powers, or a feat and a level in Shifter, etc.).

­

Mudfoot wrote:
But claiming that Euryale Scale and Devil's Ichor are available in the thorp of Little Nowhere, Isger, population 24, on the pretext that unpriced components cost nothing and the village has a limit of 50gp is not going to work on me.

So you would let someone with Eschew Material cast the spell just fine?

­

DeathlessOne wrote:
Isn't it evil because of the spell tags?

That's a tautology, not an explanation. Why is it tagged evil? Healing someone isn't an evil act. A spell tag a.k.a. descriptor "categorizes the spell in some way", and "Most of these descriptors have no game effect by themselves" (with two stated exceptions, language dependant and mind-affecting). By the definition of the word, a "descriptior" should describe, not dictate.

People claim that it's tagged as evil because of the use of an evil substance (here's an example of such a claim), but that would logically mean that casting the spell without the component (Eshew Material, SLA, from a wand, etc.) would remove the evil tag. just like it would remove the limitation of a "you need to encounter a creature to polymorph into" houserule.

DeathlessOne wrote:
I know people like to argue about alignment tags until they are blue in the face but it is what it is. Playing without it is just playing with houserules.

No, making alignment-tagged spells automatically alter your alignment is the houserule. Here's what the rules actually say on the topic: "There’s no hard and fast mechanic by which you can measure alignment—unlike hit points or skill ranks or Armor Class [...] it’s generally not necessary to worry too much about whether someone is behaving differently from his stated alignment. [...] It’s best to let players play their characters as they want." CRB pg. 168 And before anyone starts, the sidebar from Horror Adventures is explicitly described as "advice", and thus per definition not a rule.


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Pretty sure that Euryale scales cost (RAI) more then 1 GP, which makes Eschew materials stop working.

I mean, if the character manages to reach an accord with a CR20 creature, perhaps as some part of tributary arrangement, to be granted her toenail clippings in return for favors to be collected later, then yeah, that throws me as a GM a funny little plothook to use later.

Similar with the green man (CR 26 iirc) form, which, because its a medium plant, is theoretically available very early.


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The Polymorph spells make an honest attempt to be balanced, but need more work in this department. Being able to get a super-powerful form early just because it is medium just seems wrong. Of course, this is already not totally wrong -- you could fake a Green Man with Plant Shape I (or Druid Plant Wildshape that does the equivalent) well enough to fool the unobservant, but you would be way wimpier, not having anywhere near the ability scores (especially including Strength and Constitution), and you wouldn't have any more levels of Druid spellcasting or more feats than you had yourself, and you won't have the Spell-Like Abilites. On the overpowered side, your number of usable attacks and their total damage will be definitely on the high side, and this -- this is one of the things that needs tweaking. (Also noticed that Plant Shape in at higher levels gives you a lot less than Beast Shape once you get to Beast Shape III, which is where Plant Shape I starts, so Plant Shape might actually need some tweaking up, or else Beast Shape needs a considerable amount of decompression.)


Speaking from experience in a party, that Green Man obliterated most enemies that were level appropriate. Got to the point the rest of us asked why we were even around as the Druidzilla was present.


If you really wanted to use a houserule against Polymorph, then just set a limit on the number of natural attacks allowed per round, like the eidolon has. Being oddly rules lawyerly about material components is not the answer.


Derklord wrote:
That's a tautology, not an explanation.

And? I am not one to simply ignore flavor text or actual alignment tags because it is convenient to do so.

Quote:
Why is it tagged evil? Healing someone isn't an evil act. A spell tag a.k.a. descriptor "categorizes the spell in some way", and "Most of these descriptors have no game effect by themselves" (with two stated exceptions, language dependant and mind-affecting). By the definition of the word, a "descriptior" should describe, not dictate.

This is an issue with mistaking intent with behavior. We are not hashing out real world philosophy here, or at least I am not. Pathfinder has quantifiable and measurable evil that makes up its universe. Evil is Evil because it is Evil, in the Pathfinder universe.

Quote:
People claim that it's tagged as evil because of the use of an evil substance (here's an example of such a claim), but that would logically mean that casting the spell without the component (Eshew Material, SLA, from a wand, etc.) would remove the evil tag. just like it would remove the limitation of a "you need to encounter a creature to polymorph into" houserule.

I make no such claim. The spell is Evil because it is Evil. It invokes the very nature of Evil in order to cast and bring forth the effects of the spell, and detecting (and feeling) that Evil is part of the spells effects.

Quote:
No, making alignment-tagged spells automatically alter your alignment is the houserule. Here's what the rules actually say on the topic: "There’s no hard and fast mechanic by which you can measure alignment—unlike hit points or skill ranks or Armor Class [...] it’s generally not necessary to worry too much about whether someone is behaving differently from his stated alignment. [...] It’s best to let players play their characters as they want." CRB pg. 168 And before anyone starts, the sidebar from Horror Adventures is explicitly described as "advice", and thus per definition not a rule.

If you want to play in a game where your actions have no real consequences on your alignment or how the universe perceives you, then you are not welcome at my table. There would be too much friction and disagreements for an enjoyable experience. As far as I am concerned, players have control over how their character react and behave (outside magical compulsion), that is it. You can have your character act outside of the descriptive alignment (that is expected at times) but you cannot do so consistently without something changing. You may play differently, and that is fine.


Mightypion wrote:
Pretty sure that Euryale scales cost (RAI) more then 1 GP, which makes Eschew materials stop working.

That's not RAI, that's a complete fabrication on your part.

Also, since Euryales have "the lower body of a snake", they probably shed, and pieces of their discarded skin would work for the material component. Plus, you wouldn't need an entire scale anyway, just "a piece of the creature". Polymorphing legitimately makes homeopathy work!

So how expensive is 100th of a Deathsnatcher feather?

UnArcaneElection wrote:
Being able to get a super-powerful form early just because it is medium just seems wrong.

It should be noted that 3.5 had a limitation on what you can turn into ("The assumed form can’t have more Hit Dice than your caster level", 3.5 PHB pg. 263), and Paizo made a conscious decision (I presume) to remove that.

Lathiira wrote:
Speaking from experience in a party, that Green Man obliterated most enemies that were level appropriate. Got to the point the rest of us asked why we were even around as the Druidzilla was present.

It's important to remember that you only get specific abilities, and "vines" is not one of them. Did the character get to use vines as primary attacks? Because they shouldn't. Did the character get the 30ft range on the vines? Because they shouldn't.

Hell, a polymorphed creature shouldn't get the vines at all, because a Green Man only has them because he has an ability that says "A green man can extend up to six thorny vines from his body to attack foes." A PC doesn't have that ability, and thus can't do that.


DeathlessOne wrote:
Evil is Evil because it is Evil

If that's your concept of worldbuilding, or making the game world feel real, I wouldn't want to play at your table. It sounds utterly horrible.

That no one was ever able to actually explain what makes the spell evil was my whole point. Thank you for perfectly demonstrating how ridiculous the behaviour of people desperately trying to insist on a spell's evilness that they can't explain is!

DeathlessOne wrote:
If you want to play in a game where your actions have no real consequences on your alignment

Exactly the opposite is true - I want to play at a table where my actions have consequences on my alignment. like whether you heal a dying creature, not which wand you do it with.


Derklord wrote:
DeathlessOne wrote:
Evil is Evil because it is Evil
If that's your concept of worldbuilding, or making the game world feel real, I wouldn't want to play at your table. It sounds utterly horrible.

You hardly have enough information about my world building to reach an informed conclusion on that matter but if you want to leap to conclusions, I won't stop you from doing so.

Quote:
That no one was ever able to actually explain what makes the spell evil was my whole point. Thank you for perfectly demonstrating how ridiculous the behaviour of people desperately trying to insist on a spell's evilness that they can't explain is!

What makes the spell Evil is the actual EVIL it invokes that is palpable to the recipient and anyone who can detect the Evil via a spell. You might not like it but that is what the spell does. You are free to create your own version that uses less malevolent forces to power the spell if you like. Its a far better use of your time than arguing over why the spell is Evil in the first place.

I know how useful and effective that spell is, and why people have the desire to use it. If I was an Evil deity looking to subvert and corrupt mortals, I'd make such a spell in the exact same way because mortals tend to take the quickest and easiest paths to their desired goals. Getting them to argue over the morality of the spell even when its Evil is obvious to anyone using it, blurring the real meaning of Good and Evil, is something I would greatly desire.

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Exactly the opposite is true - I want to play at a table where my actions have consequences on my alignment. like whether you heal a dying creature, not which wand you do it with.

Casting a spell or using an item is an action, a behavior, and while in a world were the very forces of Good and Evil are measurable parts of it, is going to have an effect on the world and the characters that inhabit it. You might not like the effect but you are the one that chose to engage in the action. If you don't like the consequences, change the behavior and the choice.

The role of the GM is to be an arbiter between you and the world, and they are supposed to be as unbiased as possible. If you don't want to play in a world where Good and Evil (and Law and Chaos) are active forces that actually have a direct impact on the world, and only exist on the fringes and nod understandingly at your intentions, you don't want to play one of my games. That is fine.

Also, just to be clear, your actions DO have an impact on your alignment. Casting an Evil spell to attempt to do Good by helping a dying creature might very well result in a Neutral net effect, impacting your alignment in no real way. That doesn't change the nature of the spell. It might, however, heavily influence the feelings and perceptions of your character in the eyes of those you save with those methods and how those NPCs feel about such magic.


Derklord wrote:

That's not RAI, that's a complete fabrication on your part.

Also, since Euryales have "the lower body of a snake", they probably shed, and pieces of their discarded skin would work for the material component. Plus, you wouldn't need an entire scale anyway, just "a piece of the creature". Polymorphing legitimately makes homeopathy work!

So how expensive is 100th of a Deathsnatcher feather?

First question: A vendor offers you a 1/100th deathsnatcher feather. How do you verify that it is deathsnatcher feather? You could certainly verify a full deathsnatcher feather with an appropriate knowledge roll, but a 1/100?

Second question: How do you pull a 1/100th deathsnatcher feather out of your spell component pouch? Do you cast microscopic proportions on your hands to effectively manipulate such tiny objects?

Third question: How many deathsnatchers do you think there are on Golarion total?

Fourth question: You are an Euryale, a CR 20 creature that has made countless powerful enemies throughout its long existense. You have an Int Score of 29. Due to leave pieces of your body lying around so that adventures murder hoboes can pick them up? Given what a spell caster at this level can do to you scry and fry wise if he has a piece of your body?

Balance wise, the average well chosen Polymorph spell (mostly talking monstrous physique because thats what I have the most experience with) gives you +4 (typically 2 extra claws, a bite and a gore or tail) on top of your weapon attacks, on top of a fly speed.
The DPR boost from this varies strongly depending on how much you invest in your secondary naturals being good (Amulet of mighty fists being the biggest opportunity cost here by far), but 4 secondaries are usually worth one or a bit more then a full primary with a weapon, and can, depending on build and stats, and actual combat situation, be worth more or less then that.

The offensive boost is thus generally speaking comparable (in some cases more then that) to the one from haste, assuming no sizeable investment in making natural weapons good. If you have a level appropriate amulet of magic fist, you will likely get more out of monstrous physique one, offense wise, then out of haste.
You get a fly speed on top.

Fly is a great spell, MP 1 is basically strictly superior to it, and, for one person, also probably superior to haste (and stacking with haste) in most cases and unlike hast it is minutes per level.


Quote:
Material (M): A material component consists of one or more physical substances or objects that are annihilated by the spell energies in the casting process. Unless a cost is given for a material component, the cost is negligible. Don't bother to keep track of material components with negligible cost. Assume you have all you need as long as you have your spell component pouch.

Why does it say that? Because it's not very fun to keep track of components.


^In principle, it wouldn't be too hard to keep track of components, given how many other things you have to keep track of; but I think that at some point between the introduction of 1st Edition AD&D and 3rd Edition, the designers realized that they needed to add a lot of information to make the components trackable. And if this HAD been detailed as needed in 1st Edition AD&D, I would have to say good luck finding it -- the Dungeon Master's Guide was cool, but it had such atrocious organization that as far as I can tell everybody ended up playing a bunch of house rules completely unintentionally due to being unable to find critical pieces of information such as spell recharge rates that were actually there, but hidden in weird places. (Illogical organization in AD&D 1st Edition also doomed conceptually sensible but badly implemented concepts such as Armor Class vs Weapon Adjustment, and then took out neighboring conceptually sensible and reasonably implemented concepts such as Weapon Speed Factor as collateral damage.)


Wow a lot of posts since I was last here. Anyway, I have always thought spell components are lame. While components that have a GP cost make sense for balance reasons, I am still not a fan with some of them. Take for example the stoneskin spell, there is a GP cost and a limited amount of damage it can absorb, just pick one.

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