
thenobledrake |
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I guess I could point out that I don't necessarily disagree with he points Nemo has made - and that is why my posts were "harping on" Nemo, as that was the only part of the discussion I felt I had something to add to.
And I added what I did not to try and shame Nemo or devalue their points, but to highlight the word choice that had lead to there being anything other than their points to be discussing in the first place.

Unicore |
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It is easy to get frustrated when you like a game system a whole lot, but the one iconic character type from past versions of the game, that you really want to play, no longer feels viable. I am sympathetic to that feeling and see that Transmuter is a character that is currently hard to get a read on.
It suffers greatly from the removal of attribute increasing magic. I like the fact that PF2 cut the attribute increasing magic from the game, but it is hard to argue that all the different attribute boosting spells were a mainstay of transmuting.
Jump is a really cool spell. Both the 1st level version and the 3rd level version. However, unlike the several of the sorcerer bloodlines, wizards in particular don't have much in terms of cool ways to exploit that spell offensively, it is mostly just a personal defense spell for them. The same is basically true for long strider and fleet step. Both are cool, but how does the transmuter uniquely exploit their incredible movement and movement types? Their focus power just gives them more of what they already have in abundance: movement, utility and situational defenses. They really lack any kind of offensive or debuffing options until 3rd level. (curse of lost time is an interesting, versatile and powerful spell).
Animate rope should be a good first level offensive spell. It is if you play the game by the rules of attacking objects, but a lot of people hate that you cant target items with strikes and that objects generally have to be attacked with skill checks (acrobatics, athletics, craft and thievery). The 10ft speed on moving the rope is wildly restrictive on what you can do with the spell, but overall, it is a flexible decent transmutation option for 1st level, as long as you don't nerf the spell by assuming that ropes animated by spells should be able to be attacked easily by weapons and have a very low AC. Even if you play it that way, it is still likely to be an action waster, and getting an enemy to lose one action in exchange for a first level spell is usually considered a decent trade. However if you are dismissive of it, then you are pretty much stuck without any in school attack options until 5th level.
low level transmutations are some of the best utility spells, but a character that is just utility, speed and defense with minimal offense or debuffing options is a tricky fit for most parties.
I think a really good transmuter cantrip would be some kind of melee ranged attack roll cantrip, I think that would go a long way to filling in some of the gaps in the specialization. Only getting sigil is rough, and the school needs more offensive options.
The issue with the transmuter being the shape changing wizard is that they don't really become that until pretty high level and they are much worse at it than the wild form druid.It is a subpar niche and the new feat in the APG added to boost it does appear to be off in what it can actually do vs what it was designed to do.
nemo, after reviewing the state of the Transmuter, I really think you need to fight to interpret animate rope in the most useful means possible (the DC to attack the rope needs to be determined by your casting of the spell). It was the big early offensive boost given to Transmuter in the APG and it could be a cool signal for future transmutation spells that combine battlefield control and utility. The school still needs a decent cantrip and a level polymorph spell to make up for the loss of all the attribute boosting spells. The situation is not hopeless though and I'd say it is improving. Form retention is a confusing misstep though toward that goal.

SuperBidi |

To go back on the original subject, I kind of like Wizard Transmutation spells and Specialization.
You get the best buff spells on the Arcane list (magic Weapon, Haste, Enlarge, Fly) and all the high level combat forms. This is one of the rare specialization that have excellent spells at all levels with long term viability. It's true that, by level 11, the lower level shapes start to be weak. But most Specializations have problems filling their spell list way earlier.
In my opinion, it's a very viable Specialization, and I actually don't understand the issue.

NemoNoName |
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To go back on the original subject, I kind of like Wizard Transmutation spells and Specialization.
I've now spent about 90 hours of my life (probably more) playing a Transmuter in PFS. I still don't have any transforms (level 6 right now), I have problems finding a 2nd level spell to fill my slot (I've kept Knock around and not gotten a chance to use it, switching to Longstrider now).
Physical Boost is as useless a Focus spell as it can be (and I've built a muscle wizard to try and take advantage of it).I'm glad you've enjoyed playing your Transmuter Wizard.
You get the best buff spells on the Arcane list (magic Weapon,
This is useless after level 1.
Haste,
Cool. I'm a Haste dispenser.
Enlarge,
Haven't really yet found a place for this that really made it worthwhile to cast it. I get the benefit, I don't think it's better than casting Acid Arrow instead.
Fly)
Fly might sound nice, but the short duration combined with level 4 slot makes it a non-starter. For 95% uses, 3rd level Jump is just as good and comes earlier.
all the high level combat forms.
You need to get to them AND you're better off playing a Druid if you want to do that.
This is one of the rare specialization that have excellent spells at all levels with long term viability. It's true that, by level 11, the lower level shapes start to be weak. But most Specializations have problems filling their spell list way earlier.
I never said Transmutation is the only weak specialization. But it is the only one without a Cantrip.

Xenocrat |

To go back on the original subject, I kind of like Wizard Transmutation spells and Specialization.
You get the best buff spells on the Arcane list (magic Weapon, Haste, Enlarge, Fly) and all the high level combat forms. This is one of the rare specialization that have excellent spells at all levels with long term viability. It's true that, by level 11, the lower level shapes start to be weak. But most Specializations have problems filling their spell list way earlier.
In my opinion, it's a very viable Specialization, and I actually don't understand the issue.
The shocking thing to me is how few spells they have past spell level 4-5. It's pretty much just Baleful Polymorph, Flesh to Stone, and a few higher level polymorphs.

NemoNoName |
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It was the big early offensive boost given to Transmuter in the APG and it could be a cool signal for future transmutation spells that combine battlefield control and utility.
It's not an offensive spell. Even if we take your most generous interpretation of it, it's still weaker than simply using Tanglefoot.
Much less compared to other 1st level battlefield controls like Grease.
The shocking thing to me is how few spells they have past spell level 4-5. It's pretty much just Baleful Polymorph, Flesh to Stone, and a few higher level polymorphs.
We can always Heighten Animate Rope!
For when you run out of Tanglefoot.

SuperBidi |

In my opinion, your problem is not with Transmuter but with casters.
Only your 2 highest spell levels are useful. So, an Evoker has tons of spell choice, it's true, but for his low level spells he has nothing.
Having the ability to prepare spells that don't age is a great advantage. Even if they are not crazy good.
Magic Weapon is one of the 2 first level spells worth preparing at first level. Magic Weapon, Magic Missile, Electric Arc. Nothing else matters (Illusory Object is highly DM dependent and can be nice with some DMs).
Aerial Form comes late, I agree. 2 levels later than the good spells of other specializations.
No cantrip, I agree. But who cares about cantrips anyway. You can prepare all the important ones, ie Detect Magic and Electric Arc.
I don't say Transmuter Specialization is awesome. But it's in line with the other Specializations. Most of the issues you have with Transmuter can be addressed to other specializations.
I currently don't really have Wizard experience. I've a bit too many PFS characters so I've played it only once. I'm too hungry (8 characters so far). But I have a level 6 Angelic Sorcerer and all your rant can be addressed to him the same way: no nice cantrip, first powerful combat spell at level 7, low level spells being half useless. Well, my focus spell is nice, at least I have that. And I can heal... But I built him to be a blaster. So, ultimately, I grabbed feats to get spells outside my tradition, it's as frustrating as using mostly non Transmutation spells. It's even worse, in my opinion.

SuperBidi |

SuperBidi wrote:The shocking thing to me is how few spells they have past spell level 4-5. It's pretty much just Baleful Polymorph, Flesh to Stone, and a few higher level polymorphs.To go back on the original subject, I kind of like Wizard Transmutation spells and Specialization.
You get the best buff spells on the Arcane list (magic Weapon, Haste, Enlarge, Fly) and all the high level combat forms. This is one of the rare specialization that have excellent spells at all levels with long term viability. It's true that, by level 11, the lower level shapes start to be weak. But most Specializations have problems filling their spell list way earlier.
In my opinion, it's a very viable Specialization, and I actually don't understand the issue.
Clearly. But it's the reason why you play a Transmuter. At least I hope because it's what you get (unless you like low level caster experience, but I don't think everyone's masochistic).

NemoNoName |
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Cantrips are the things you can keep casting all the time. If I was playing Abjurer or Evoker, Cantrips do exactly what I need.
I also disagree on your appreciation of lower level slots. There is definitively a good use for them, you just have to change which spells.
But in general, I agree, low levels are horrible. Plus, there's nothing I can do (archetype or Wizard Feats) to make me more transmutery, either low level or high.
Well, maybe. Martial Artist to get stuff to use while polymorphed? Sounds like playing a loooooooooooong game.

thenobledrake |
A major thing that happens just about every time a new version of D&D or a D&D-esque game comes out is that the designers change which school a variety of spells are in. In my experience thus far, it has almost always caused more problems than it solved - the only change-up of schools I've seen that actually resulted in a smoother and more intuitive spread of spells was back in the mid-to-late '90s when the Player's Option: Spells & Magic book put an end to spells being able to be multiple schools and actually matched each spell to the appropriate school given the descriptions of schools at the time.
Then 3rd edition came along and the designers made decisions like "let's take healing spells out of the necromancy school where it makes perfect sense that they are a manipulation of lifeforce and invent a sub-school of conjuration to put all healing spells in and say it's because the caster draws on the positive energy plane... no, that's not evocation, it's conjuration, evocation is only for channel raw energy from other planes, silly"
And while some spells have gone back to where they fit best since then, others have drifted - disintegrate, for example... spent almost it's entire existence as a D&D and D&D-ish spell being a transmutation turning the target into dust, and now in PF2 with it's summary of "Reduce a creature or object to dust" it's evocation, for some reason.
This drift that I've officially rambled about for too long has created a negative effect on the perceived balance between schools of magic. There's not really any true way to measure balance of this sort, so it's always been perceived balance, but that means it's very fragile because all it takes is moving someone's favorite spell to a different school and it's done - now that school is better, and the old favorite school is less cool.
It's doubtful that any spell schools are going to be errata'd around though, so it's probably best to address that issue with house-rules (time-consuming, obnoxious to list out, house-rules... which I'm probably going to do my darnedest to just pretend I don't want)
And back to what actually prompted this rambling: I agree that it's a problem that the only transmutation cantrip is sigil... but I'm having difficulty thinking up a transmutation cantrip from old Pathfinder spells.
I suppose an old AD&D spell, fist of stone, could be worked into a cantrip... but it might be tricky to get the function just right so that it's subject to spell limitations rather than being an upgrade to an unarmed attack and subject to weapon limitations.
Mostly it feels tricky because all the minor transmutations I remember from over the years are already 1st-level (or higher) spells.

SuperBidi |
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Cantrips are the things you can keep casting all the time. If I was playing Abjurer or Evoker, Cantrips do exactly what I need.
I also disagree on your appreciation of lower level slots. There is definitively a good use for them, you just have to change which spells.
But in general, I agree, low levels are horrible. Plus, there's nothing I can do (archetype or Wizard Feats) to make me more transmutery, either low level or high.
Well, maybe. Martial Artist to get stuff to use while polymorphed? Sounds like playing a loooooooooooong game.
I've stopped casting cantrips for quite some times. I mean, in dangerous situations.
Some of them keep some use. But not all schools have nice aging spells at every level. Far from it.
Wizard Specializations are like Alchemist Research Fields (and if we except traditions Sorcerer Bloodlines): a mild specialization.

Temperans |
Transmutation was full of good cantrips, even if they were not harmful:
* Root: Originally a rare cantrip. Bonuses vs being moved.
* Purify/Putrify Food and Drink: Just something nice to have when you need to fix/ruin food.
* Vigor: Give a tiny bonus on 1 melee damage roll.
* Virtue: Literally +1 temp HP not even actual healing.
* Chameleon Scales: Just a change of skin color. Thats it.
* Mending: It was small repairs, but it was useful. There really was no reason why it had to be made into a 1st level spell.
* Just like there was no reason to make Message into an Evocation, when you were transmuting air.
* Electric Arc could had stayed as Transmutation and rely on the fact you are transmuting air into a plasma.
* Mage Hand: Move stuff.
* Or the scribing cantrip, whose only effect was letting you write.
Then there are things like:
The Tripvine spell from PF1. It was a 1st level transmutation spell that allowed you to trip a target that got near said vine. Meanwhile PF2 introduced Tanglefoot, a conjuration cantrip that lets you entangle a creature.

Unicore |
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I did my transmuter monk analysis. This looks like a really fun character:
Elven Martial Disciple Transmuter Wizard
STR 16
DEX 16
CON 10
INT 16
WIS 10
CHA 10
HP: 12
AC: Trained 16
F: Trained +3
R: Trained +6
W: Expert +5
Per: Trained +3
Spd: 30ft
Spell attack: +6
Spell save DC: 16
Languages: Common, Elven. +3
Ancestry:
Heritage: Ancient Elf (Monk)
Ancestry Feat: Elven Verve (you need saving throw help, and being immobilized is death for your build.)
Class Features:
Powerful fist
Thesis: Metamagical Experimentation (you will be losing wizard feats to your MC, so this is a solid choice that continues to provide value as you level up. )
Class feats:
Reach spell (metamagic thesis)
Skills:
Acrobatics (Trained) +6
Warfare Lore (Trained) +6
Athletics (Trained) +6
Arcana (Trained) +6
Stealth (Trained) +6
Society (Trained) +6
Occultism (Trained) +6
Crafting (Trained) +6
Deception (Trained) +3
Skill feats:
Catfall
(I am skipping spells for now, since they will overcomplicate everything and have been what we have been discussing mostly about transmuters.
Level 2: (Skill Feat, Wizard Feat)
Level 3: (2nd level spells, general feat, skill increase)
Level 4: Skill Feat, Wizard Feat)
Level 5: (3rd level spells, ability boosts, ancestry feat, lighting reflexes, skill increase)
Level 6: (Skill Feat, Wizard Feat)
Level 7: (4th level spells, Expert Spell Caster, General Feat, Skill Increase)
2: Conceal spell (best option available, unique to , lets you eventual get silent spell with meta magic thesis at level 8). Underwater Marauder (terrain is your friend as a transmuter - take feats to exploit it whenever possible).
3: Increase Athletics, Fleet (speed is important for you).
4: Dragon Stance (Give yourself an attack worth making, and the ability to ignore the first square of difficult terrain while striding). Rapid Mantel (you like jumping and living on the edge of dangerous terrain). Metamagic Feat: flexible (current options: widen, Energy ablation, non-lethal, not great at this level but it gives you some flexibility, particularly widen.)
5: (Boost: STR, DEX, INT, CON), Increase Arcana (you are a wizard) or Acrobatics (if you are really into your mobility and want to exploit catfall). Ancestral Suspicion (Will saves are going to be a weakness for you as you level up (you will want to retrain this by level 17, but you will benefit from it until then).
6: Monk resilience (at this point, that is 9 extra HP and you are desperate for it), Steady Balance (you pretty much have a free choice here if you want something more wizard like. But you really want to be good at maximizing all possible terrain advantages. Maybe you take this one at level 4 instead of rapid mantel)/.
7: Toughness (speed was your primary defense, so you chose fleet at level 3, but now is time to fill in your other major weakness. You could switch the order of these as well). Increase Athletics to Master (we are really trying to maximize what you can do with this skill).
So what does this character look like at level 7?
STR 18
DEX 18
CON 12
INT 18
WIS 10
CHA 10
HP: 71
AC: 24 (Trained +9, Dex +4, item bonus +1)
F: + 11 (Trained +9, Con +1, item bonus +1)
R: + 16 (Expert +11, Dex +4, item bonus +1)
W: + 12 (Expert +11, Wis +0, item bonus +1)
Per: + 10 (Trained +9, Wis +0, item bonus +1)
Spd: 35ft
Spell attack: +15 (Expert +11, Int +4)
Spell save DC: 25
Melee Attack:
Dragon tail attack with wraps and striking rune: (Trained +9, STR +4, Item bonus + 1) +14 / 2d10+4.
Or where you really dominate:
Trip: +17 (+19 if you use your focus power)
Grapple +17 (+19 if you use your focus power) If you take gorilla stance instead of dragon stance, your damage drops a little, but your item bonus will apply to grappling.
Or if you can get an alchemist in your party you could have a +21 at either of these with a bestial mutagen at level 7. You could crit on a grapple check against yourself on a roll of a 10. You might even consider buying these level 3 elixers even if you don't have an alchemist. They last 10 minutes at this point and really tip your Athletics modifier into the absurdly good range.
Even against an on level creature with a high saving throw you are succeeding on a 7 and criting on a 17. But you can chose between targeting their ref or their fort so more than likely you are bringing a +21 against a DC of 22 or 25. Maybe you skip the combat stance and take crushing grab. Yes, enemies will be able to escape your grabs, but you are pretty likely to be restraining enemies often and that means they have to spend their first action to break free and get a MAP to anything else they want to do. Few spells you have are as debilitating. Maybe you take uncanny acumen at level 3 instead of fleet, and retrain out of it at level 9, just to make yourself a little harder to escape from. Maybe you also consider starting with a dex of 14 and a con of 12. At level 12 you are definitely taking perfections path to boost your fort to master.
This is all before we get to spells. You have a super fast, super mobile character who can debuff with athletics as well as any other character in the game. If the enemy is a big damaging brute, you trip, do damage on crit, and then move away quickly, probably under the effect of spider climb or some other way they can’t get to you. You can nearly lock down enemy spell casters with your grappling.
Underwater marauder combined with turning rock to mud will be a lot of fun for your character.

NemoNoName |
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I already have a close-in Transmuter Wizard specialised in Grappling and Tripping. I went a different path, Hellknight (also because that way I'm going Plate Mail and can dump Dex), but Athletics is maxed out (+15 on level 6, will be +18 once I hit level 7 - you can get permanent item bonus from Lifting Belt). AC25 and 56HP on level 6.
Physical Boost is useless. Many times you don't have the Action to do it and do other stuff you want to do; even when you do have the Action, it feels pointless. Far better is to try and Demoralise (+14) the enemy; while only a chance to succeed, it will have much bigger effect (not on the Athletics maneuver, but on the follow up for you and others).
Tripping someone Prone is definitively nice, but that damage on Critical is absolutely useless past first couple of levels. Vast majority of time it won't be noticed.
Grappling sounds cool until you start doing it, and then you realise it's just Flat-footed about 95% of the time. DC5 or lose an action is mostly annoying to the DM who has to roll it - I know this not from Grabbing people but from using Glitterdust; there it's more valuable because it can affect so many attacks.
Ideally you'd Grapple and then proceed to tie the person up or completely immobilise them... Except there's no way to do that.
Also, most enemies will be perfectly happy to ignore the Grapple and just keep slamming... YOU.
Oh, and regarding our debate on attacking objects... Look what I ran into, ACs for attacking objects.

Unicore |
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I already have a close-in Transmuter Wizard specialised in Grappling and Tripping. I went a different path, Hellknight (also because that way I'm going Plate Mail and can dump Dex), but Athletics is maxed out (+15 on level 6, will be +18 once I hit level 7 - you can get permanent item bonus from Lifting Belt). AC25 and 56HP on level 6.
Physical Boost is useless. Many times you don't have the Action to do it and do other stuff you want to do; even when you do have the Action, it feels pointless. Far better is to try and Demoralise (+14) the enemy; while only a chance to succeed, it will have much bigger effect (not on the Athletics maneuver, but on the follow up for you and others).
Tripping someone Prone is definitively nice, but that damage on Critical is absolutely useless past first couple of levels. Vast majority of time it won't be noticed.
Grappling sounds cool until you start doing it, and then you realise it's just Flat-footed about 95% of the time. DC5 or lose an action is mostly annoying to the DM who has to roll it - I know this not from Grabbing people but from using Glitterdust; there it's more valuable because it can affect so many attacks.
Ideally you'd Grapple and then proceed to tie the person up or completely immobilise them... Except there's no way to do that.
Also, most enemies will be perfectly happy to ignore the Grapple and just keep slamming... YOU.Oh, and regarding our debate on attacking objects... Look what I ran into, ACs for attacking objects.
Physical boost is only useless if you never create good opportunities to use it. A +2 status bonus is a pretty good bonus to get from a focus spell, especially because you can use it on others. However, especially if up close grappling is your thing in PFS, I recommend Bestial Mutagens over a skill item. You will probably only be using one per session and when you do, it is an extra +1 over what you normally get. Having that +4 (2 from item, 2 from focus spell) over expected values is going to allow you critical success with consistent regularity.
It even makes shove an attractive one action activity, especially if you have any kind of terrain advantage going, or have made one with spells.
The advantage of the monk is building towards fun stuff like flurry of maneuvers, and whirling throw, although that is more for levels 12 and 14. That and getting a D10 weapon die while keeping your hands open. And that you don't sacrifice mobility which is your school's greatest strength. Put it all together with spells like shifting sands and you can make multiple enemies waste a lot of actions with moving in difficult terrain, standing up, etc.
I'd like to see transmutation get more battlefield control options for higher level spells, but even without them you can get a lot of usage out of the spells that are there to be able to do fun stuff with athletics.
And the chart you found is for GMs building Hazards. I think it is pretty telling that they would create a list like this for GMs designing a specific element of the game, but they deliberately would not tell you that you are supposed to consult this chart every time someone wanted to attack an object. And even if you did, then you should give the rope an AC set by the caster level, because that is how spells work.

Unicore |

Transmutation wizards get incredible mobility options that often also translate into pretty good defensive options as well. The problem is that they have no innate way to offensively exploit those strengths without going outside of their school. Even in PF1, Transmuters were often the best specialization for characters who were multiclass wizards, so not having overwhelmingly powerful attack options on their own makes sense to me narratively.
If you are a wizard planning on staying a wizard as a transmuter, you are probably casting a lot of non-transmutation spells in combat, or you are just buffing and debuffing.
At levels 7, 8, 9 and 10, you only have one spell in your school at each level, so every single high level transmuter has fiery body, Monstrosity form, shapechange, and time stop. People hate on shapechange, but it is an awesome spell...if you are not basically forced into taking so many shapechaning spells along the way that its flexibility is less awesome for you than for other casters. If transmuters can get a few more high level battlefield control spells like transmute rock and mud, they will be a lot better off. For example, why did control water need to be an evocation spell? I know that spell is a mess, but I think it was a mistake to give evocation quite so many of the battlefield control elemental spells, like control sand as well. However these are minor issues that can be resolved by making more new spells that give battlefield control options back to transmuters at higher levels.

NemoNoName |
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Physical boost is only useless if you never create good opportunities to use it. A +2 status bonus is a pretty good bonus to get from a focus spell, especially because you can use it on others. However, especially if up close grappling is your thing in PFS, I recommend Bestial Mutagens over a skill item. You will probably only be using one per session and when you do, it is an extra +1 over what you normally get. Having that +4 (2 from item, 2...
You are not listening. I already made that Wizard and I am actually playing it. Athletics focused Wizard isn't bad, but Physical Boost is not necessary / not useful enough.
It has ridiculously short duration, it's touch range, the limit on what it can give a bonus, the fact it is a Focus spell.
Crits on these maneuvers aren't actually that great. Grapple lasts slightly longer (fine, whatever), Trip does a tiny bit of extra damage (forgettable), Shove is probably the only one where Critical can be useful, but it's highly situation dependant and crits aren't something you can truly count on.
I'd much rather have Guidance cantrip than Physical Boost. In fact, they should've just made it a Transmutation cantrip.
The advantage of the monk is building towards fun stuff like flurry of maneuvers, and whirling throw, although that is more for levels 12 and 14. That and getting a D10 weapon die while keeping your hands open. And that you don't sacrifice mobility which is your school's greatest strength. Put it all together with spells like shifting sands and you can make multiple enemies waste a lot of actions with moving in difficult terrain, standing up, etc.
Again, none of this has anything to do with Transmutation except trying to use Physical Boost, which you're not listening. I AM DOING IT AND IT'S NOT NEEDED.
And the chart you found is for GMs building Hazards. I think it is pretty telling that they would create a list like this for GMs designing a specific element of the game, but they deliberately would not tell you that you are supposed to consult this chart every time someone wanted to attack an object.
Sorry, I should've been clearer. My point was that it is clearly expected that players ARE able to attack objects, not using this chart for determining AC of the rope.
And even if you did, then you should give the rope an AC set by the caster level, because that is how spells work.
No, that's not how spells work. Spells will tell you if they work like that; otherwise you default to normal info.
Since the rope is nonmagical, you're just making it move, you use normal AC. In fact, notice how magically created object get assigned AC value: Wall of StoneBesides, under your interpretation, nothing in Summon spells tells you the AC value of the creature, so you should always use your own spell DC for their AC?
People hate on shapechange, but it is an awesome spell...
Why is it awesome? None of the Battle Forms it grants are really a good idea to use in combat. This leaves theoretical flexibility for out-of-combat use, which is severely hampered by a) 1 min duration and b) the fact that those benefits are all available with significantly lower level spells.
Also, notice how you still have to know the spells. So it benefits you exactly 0. All it makes you is use a higher level slot for lower level spell.

Unicore |
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Re: Animate rope: So what is the default AC of a non magical rope? If that is clearly what I am supposed to use, why doesn't it exist? Show me where in the rules where it says All objects should have x AC for targeting with strikes.
Shapechange lets you shift between forms instantly for a full minute, all with just one spell. It is all kinds of movement, special attacks and utility wrapped together in one spell. It is the wish of polymorph spells, all heightened to 8th level. You are underestimating the effectiveness of higher level battleforms if you think that there is no use of being able to switch between different dragons and monstrosity forms with a single action, regaining your full compliment of temporary HP every time. As a wizard, knowing them just means they are in your book. You don't have to have any of them prepared.
There is also a big difference between being restrained and being grabbed. The restrained condition prevents you from taking any attack actions except for trying to escape. Getting the +2 to grapple is far more useful than tripping, for sure, but also probably shoving.
I am saying that building the close up athletics wizard should prioritize mobility, not heavy armor. You end up sacrificing too much with the feats and the lack of speed, when what you want to be able to do is move in, doing something cool and then move out (why level 3 jump is so awesome).
You cast a spell like shifting sands, or animate rope early on, then you move around the battlefield and trip and shove and grapple different enemies based upon their weaknesses, staying away from big strong ones, and shutting down casty or fast skirmisher ones. That is much harder to do in heavy armor, and you lose out on too much of the greatest strength of your school specialization, which is definitely mobility. Once you hit higher level, your armor will be rendered useless by your polymorph spells.

NemoNoName |
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Re: Animate rope: So what is the default AC of a non magical rope? If that is clearly what I am supposed to use, why doesn't it exist? Show me where in the rules where it says All objects should have x AC for targeting with strikes.
... I'm pretty sure that's left up to DM depending on the situation, but fairly low whatever it is.
Anyway, let's just drop this discussion, we're just going to go in circles.
Shapechange lets you shift between forms instantly for a full minute, all with just one spell. It is all kinds of movement, special attacks and utility wrapped together in one spell. It is the wish of polymorph spells, all heightened to 8th level. You are underestimating the effectiveness of higher level battleforms if you think that there is no use of being able to switch between different dragons and monstrosity forms with a single action, regaining your full compliment of temporary HP every time.
Where does it says you regain the compliment of temporary HP? Aside from that, I don't see much benefit shifting between them in that 1 minute you have. I'd much rather have a L9 Monstrosity Form than a L8 Monstrosity form I can switch to a Dragon.
As a wizard, knowing them just means they are in your book. You don't have to have any of them prepared.
I know, I was unclear that I was referring to your comment about Wizards somehow having it worse than other spellcasters.
Aside from Druids, which don't even need to bother with scribing them into Spellbook, Wizards are better off since Sorcerers would need to have them in their repertoire.There is also a big difference between being restrained and being grabbed. The restrained condition prevents you from taking any attack actions except for trying to escape. Getting the +2 to grapple is far more useful than tripping, for sure, but also probably shoving.
Yes, I forgot Grapple crit goes to Restrained. That is an awesome effect, but I dislike depending on crits. In my experience, it's better to be pleasantly surprised than to try and get them on purpose.
I am saying that building the close up athletics wizard should prioritize mobility, not heavy armor. You end up sacrificing too much with the feats and the lack of speed, when what you want to be able to do is move in, doing something cool and then move out (why level 3 jump is so awesome).
I agree, but that's the point. I have Jump for mobility (both L1 and L3 prepared), otherwise 20ft movement (could've gotten 25ft by taking Fleet but I wanted Weapon Prof for flavour). Now I'm up to 30ft with Longstrider L2. Some DMs/other players have taken to calling him "Parkour Wizard".
or animate rope early on
Just stop mentioning it, please. Shifting Sand is much better example.
Although, Shifting Sand and Transmute Rock and Mud both have a major problem: they are extremely DM and situation dependent. They're nice idea spells, but too situational. There should've been one spell that does similar work, but requires that when preparing you designate the terrain it would affect. That way it makes it still limited in that you need to smartly choose which, but it doesn't fill your spellbook with repeats only useable sometimes.
then you move around the battlefield and trip and shove and grapple different enemies based upon their weaknesses, staying away from big strong ones, and shutting down casty or fast skirmisher ones.
This is very theoretical approach, doesn't always work. Especially in many PFS cases where party composition might simply not support this.
Also, 1st turn, cast Jump L3, cast battlefield terrain spell.
2nd turn, jump to enemy, Trip, jump to away.
3rd turn, same as 2nd.
No time for Physical Boost.
That is much harder to do in heavy armor, and you lose out on too much of the greatest strength of your school specialization, which is definitely mobility. Once you hit higher level, your armor will be rendered useless by your polymorph spells.
I disagree, in fact, mobility provided by Transmutation school is what boosts my Armour use since Jump is flat 30ft and not affected by armour.

Unicore |

Yeah but if you want to use spider climb, or fly or any of your other good mobility options, your penalty to speed is going to come back to bite you.
The problem with completely writing off animated rope because of arbitrary restrictions that you have applied, not the developers, is that it is a really strong example of the kinds of flexible battlefield control that plays into the mobility strengths of the transmuter. We need more spells like animated rope for the transmuter. The strangest part of your attack of it is that you seemed hyped for it originally, but your attack on it now is exactly what would have made it a terrible spell to begin with. The DC to break free or attack the rope has to be set by level for the spell to work in any possible imagining of how it could have been created.
Physical boost is good for when the enemy does close in on you. it gives you that extra +2 to make sure that you get your trip in. Or, its biggest strength, you can use it when you know you are going to be getting attacked with something targeting your Fort or Ref. Situational, yes, but you only get this power once a combat anyway so it doesn't need to be something you want to use every turn.

cavernshark |
Unicore wrote:Physical boost is only useless if you never create good opportunities to use it. A +2 status bonus is a pretty good bonus to get from a focus spell, especially because you can use it on others. However, especially if up close grappling is your thing in PFS, I recommend Bestial Mutagens over a skill item. You will probably only be using one per session and when you do, it is an extra +1 over what you normally get. Having that +4 (2 from item, 2...You are not listening. I already made that Wizard and I am actually playing it. Athletics focused Wizard isn't bad, but Physical Boost is not necessary / not useful enough.
It has ridiculously short duration, it's touch range, the limit on what it can give a bonus, the fact it is a Focus spell.
Crits on these maneuvers aren't actually that great. Grapple lasts slightly longer (fine, whatever), Trip does a tiny bit of extra damage (forgettable), Shove is probably the only one where Critical can be useful, but it's highly situation dependant and crits aren't something you can truly count on.
I'd much rather have Guidance cantrip than Physical Boost. In fact, they should've just made it a Transmutation cantrip.
I have an athletics focused champion who uses a whip to trip opponents regularly. My item bonus on the whip is maxed for my level. I would love to have the ability to juice my athletics +2, even if only once per encounter, even for an extra action because sometimes I want to make sure the opponent trips. That can force minimum of two actions from the opponent.
I literally don't believe you when you say you don't feel that you need to use that boost on a manuever focused character. Is your GM softballing you?

NemoNoName |
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Yeah but if you want to use spider climb, or fly or any of your other good mobility options, your penalty to speed is going to come back to bite you.
It really isn't that big of a deal with Jump available for that little bit extra. Told you, I'm playing it.
The problem with completely writing off animated rope because of arbitrary restrictions that you have applied, not the developers, is that it is a really strong example of the kinds of flexible battlefield control that plays into the mobility strengths of the transmuter. We need more spells like animated rope for the transmuter. The strangest part of your attack of it is that you seemed hyped for it originally, but your attack on it now is exactly what would have made it a terrible spell to begin with. The DC to break free or attack the rope has to be set by level for the spell to work in any possible imagining of how it could have been created.
That's YOUR interpretation, not what developers wrote it. Please stop trying to present your case as reasonable. I made a thread in PFS subforum and already got the suggestion I do not rely on it.
And even if I do, we get back to -10ft speed limitation really isn't that huge of a deal. Sure, I may take off an action of the enemy, but there is much better options for doing that.
You behave as if we haven't seen this nerf-into-oblivion thing with so many spells. Just look at Mending. Even the ever popular Snowball is now considered forgettable.
Physical boost is good for when the enemy does close in on you. it gives you that extra +2 to make sure that you get your trip in. Or, its biggest strength, you can use it when you know you are going to be getting attacked with something targeting your Fort or Ref. Situational, yes, but you only get this power once a combat anyway so it doesn't need to be something you want to use every turn.
I'm sorry, but you don't seem to listen. I HAVE SPENT 90 HOURS PLAYING THIS GAME WITH THIS SPELL AVAILABLE. It's simply never been worth the air I take to say "I use Physical Boost". I use it every. Single. Chance. I. Have. And it's always been "whatevz".
Also, Focus spells are supposed to be something I want to use every encounter (hence their Focus base). Even if I manage to use it (always would be better if I either intimidated or cast Shield), it still isn't worthwhile investment.
I have an athletics focused champion who uses a whip to trip opponents regularly. My item bonus on the whip is maxed for my level. I would love to have the ability to juice my athletics +2, even if only once per encounter, even for an extra action because sometimes I want to make sure the opponent trips. That can force minimum of two actions from the opponent.
I literally don't believe you when you say you don't feel that you need to use that boost on a manuever focused character. Is your GM softballing you?
Problem is duration. Getting +2 on one attempt per combat means you don't really get the repeats needed for the investment.
Let me put it this way: would you be using shields if the AC bonus was once per combat only?

Hbitte |
To be quite true, I never thought that any system was really good at giving flavor and really differentiating wizard specializations, the best is 5e, due to lack of competition.
In the current magic system everything that is not buff or give a condition will suffer, not that it is a design goal that I agree with, but it is something that I think will not change.
For me this is the design goal of all specializations, less evocation that aims to have good area damage against moks.