Amaya/Polaris |
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Spell potency runes are another brute force solution, just a more boring one. Brute force solutions are what many people have been calling for — that's what spawned the recurring hubbub about them being noted as not included. As the item comes well after the earlygame hump, casters still have lower attack mods than martials to offset the targeting a bit, and it disables other metamagic, I'm kinda whatever on it from an armchair-game-design standpoint and think it's pretty cool from a personal standpoint. I also think that requiring an action for what amounts to better accuracy math would also be kinda boring compared to what other metamagic does, but that it'd still be good that way. ¯\_('v')_/¯
vagrant-poet |
2 people marked this as a favorite. |
Potency runes are a must have item baked into the system anyway. i would prefer a universal potency rune system for all classes than a spellcaster having to grab a singular item that they may or may not find.
Totally fair and reasonable personal preference. I'm okay with the ring, but I can understand your preference.
gesalt |
2 people marked this as a favorite. |
The casting archetypes are pretty whatever across the board. Things I noted:
Emotion casting grants spellcasting if you don't already have it. Several emotion fallout penalties punish further casting so it's easy for martials to play around.
Elemental casting replaces your spell list with a very limited one. No thanks. Also new druid orders and monk stances of dubious value.
Geomancy is a cool concept but the abilities and feats are lackluster.
Wizard and cleric love neo-vancian casting. Bonus class spell slots remain vancian. Freely heighten anything you prep so you're basically playing a 5e caster. Druid and witch less so because 2 slots per level is painful.
Shadow casting is uncommon and locks you out of light spells but has feats that add spells to your list similar to divine access or that dragon disciple feat. Also has another feat that gives you bonus spells you can cast from your spell slots. You choose the spells and they must come from your spell list. You don't even need to know them or have them in your spellbook. No info on changing them once chosen.
Soulforger is uncommon. Similar to champion but you choose whatever your goal or motivation is. If you go against it or don't pursue it you get penalties that last until you spend money on a ritual. Lets you summon a weapon or armor and 1/day activate a special effect that lasts 1 minute (some effects limited by gear type). There's an additional feat to summon another piece of gear. Standout effects include heroism, 1/2 level fast healing and innate 1/2 level heal cast, level+2 resist to an energy type, flight (level 8) and +2 ac vs ranged and reflect missed ranged attack
Also a bunch of rare stuff I didn't look at.
YuriP |
Davido1000 wrote:Potency runes are a must have item baked into the system anyway. i would prefer a universal potency rune system for all classes than a spellcaster having to grab a singular item that they may or may not find.Totally fair and reasonable personal preference. I'm okay with the ring, but I can understand your preference.
I agree.
IMO this ring isn't the best solution but it isn't the worst. It's little too OP but for other-side the attacks spells in general are UP too so it's not like a terrible broken thing. But it will be an almost essential item for most spellcasters that uses at last one attack spell.
YuriP |
1 person marked this as a favorite. |
Karmagator wrote:Do we have any idea what the rarity on the ring is? If it is common, there is really no substantial difference between this and a potency rune. If anything, this is a lot more interesting that just numbers getting bigger.Common rarity
I can already see the spellcasters queue in Absalom, Katapesh and Nex markets! :P
Kyrone |
5 people marked this as a favorite. |
Some more spoilers
- The Eidolon Flight feat is lvl 14 now
- Inner Radiance Torrent is a new divine/occult spells, you can cast is as 2 actions for 4d4 damage in a 60 foot line, or 3 actions for a 120 foot line, or 2 rounds (3 actions each round) to double the damage, heighetning is +1 4d4.
- Summoner also have a lvl 6 feat to trade one of their slots for 2 new ones that can only be used for summons or incarnate spells. Like instead a lvl 5 summoner of having 2/2 slots of lvl 3 and 2, it would have 3/2 but two of the lvl 3 ones would be limited to summons or incarnate. At lvl 20 have a feat to switch that trade to instead trade a lvl 9 spell for 2 lvl 10 ones that can only be used for summons or incarnate.
- Summoner dedication gives a limited eidolon, having a 16 stat instead of 18 at the start, uses you skills/saves/perception proficiency, but stays trained in attacks and armor until lvl 12 that you can pick a feat to make them expert. You can't use tandem actions with multiclass.
vagrant-poet |
4 people marked this as a favorite. |
vagrant-poet wrote:Davido1000 wrote:Potency runes are a must have item baked into the system anyway. i would prefer a universal potency rune system for all classes than a spellcaster having to grab a singular item that they may or may not find.Totally fair and reasonable personal preference. I'm okay with the ring, but I can understand your preference.I agree.
IMO this ring wasn't the best solution but it isn't the worst. It's little to OP but for other-side the attacks spells in general are UP too so it's not like a terrible broken thing. But it will be an almost essential item for most spellcasters that uses at last one attack spell.
For sure, it costs as much as a +2 striking weapon, which a martial gets benefit from 1-2 every single turn of almost every combat, so while it does break existing math for attack spells, it's honestly pretty expensive until you're a few levels over level 10 as well. It's okay for spellcasters to have a get stronger item every now and then too.
I am pretty happy with the ring, just really surprised that it exists, and I think things like this that change the context of a certain type of option/math will be vanishingly rare as a part of a release.
Unicore |
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Honestly, I don't think the ring is that important for most casters who only want to dabble in spell attack roll spells as an option. For Magi that are stuck with spell attack rolls for almost everything (without the feat), it is a very important item, but if you only memorize one or two spell attack roll spells a day anyway, you are probably doing it to be able to target AC when that is the defense that you want to attack. The item doesn't make spell attack roll spells do damage on a miss, so a spell that targets reflex to begin with is probably going to be the more powerful option.
What the item does is help mitigate the risk of only having spell attack roll spells in a way that is much more interesting than just higher numbers. I think it is a well balanced and thoughtful solution for players that want to blast away with casters. It appears that casters will always have to be tactical in how they use their spells.
vagrant-poet |
2 people marked this as a favorite. |
Honestly, I don't think the ring is that important for most casters who only want to dabble in spell attack roll spells as an option. For Magi that are stuck with spell attack rolls for almost everything (without the feat), it is a very important item, but if you only memorize one or two spell attack roll spells a day anyway, you are probably doing it to be able to target AC when that is the defense that you want to attack. The item doesn't make spell attack roll spells do damage on a miss, so a spell that targets reflex to begin with is probably going to be the more powerful option.
What the item does is help mitigate the risk of only having spell attack roll spells in a way that is much more interesting than just higher numbers. I think it is a well balanced and thoughtful solution for players that want to blast away with casters. It appears that casters will always have to be tactical in how they use their spells.
I don't even think it'd be that good on Magus, because it won't change the target of the melee strike part of the spell strike, I'd bet. And the Expansive Spellstrike feat I saw spoiled doesn't make it a must have either. Much better off with a good old fashioned +2 weapon attacking AC as a Magus, unless some nuance of the rules evades me because I've only seen spoilers.
AnimatedPaper |
5 people marked this as a favorite. |
What the item does is help mitigate the risk of only having spell attack roll spells in a way that is much more interesting than just higher numbers. I think it is a well balanced and thoughtful solution for players that want to blast away with casters. It appears that casters will always have to be tactical in how they use their spells.
Which is pretty cool, I think. It’s a boost for people that want a boost, and a tactical toggle for people that enjoy that caster game.
Unicore |
5 people marked this as a favorite. |
Unicore wrote:I don't even think it'd be that good on Magus, because it won't change the target of the melee strike part of the spell strike, I'd bet. And the Expansive Spellstrike feat I saw spoiled doesn't make it a must have either. Much better off with a good old fashioned +2 weapon attacking AC as a Magus, unless some nuance of the rules evades me because I've only seen spoilers.Honestly, I don't think the ring is that important for most casters who only want to dabble in spell attack roll spells as an option. For Magi that are stuck with spell attack rolls for almost everything (without the feat), it is a very important item, but if you only memorize one or two spell attack roll spells a day anyway, you are probably doing it to be able to target AC when that is the defense that you want to attack. The item doesn't make spell attack roll spells do damage on a miss, so a spell that targets reflex to begin with is probably going to be the more powerful option.
What the item does is help mitigate the risk of only having spell attack roll spells in a way that is much more interesting than just higher numbers. I think it is a well balanced and thoughtful solution for players that want to blast away with casters. It appears that casters will always have to be tactical in how they use their spells.
That is a good point. It is definitely not a must have for any class, only a must have for players that want to use spell attack roll spells as their every turn spells. Which is a group that was probably feeling excluded from PF2 casting before the release of this book.
HumbleGamer |
Davido1000 wrote:HumbleGamer wrote:Im not sure what your talking about?Definitely off with the current balance.
( just checked dragons, and the difference would be from 2 to 4, even considering the +1 vs spells and magical effects).
Hope they add a X use per day or something sort of drawback ( like using the spell like to was 1 or 2 level lower).
Not to say the "free action" metamagic, which seems to say "I don't care about action economy management".
Disappointed.
Probably disappointed that there is literally no reason not to pick up the ring if you ever want to use attack spells. It's also a pretty brute force way to solve the issue of attack spells being useless due to accuracy issues and needing true strike to be worthwhile. Except they forgot to make it incompatible with true strike so now your level 10 mage with a true strike staff is going to be more accurate than the fighter so long as they pick the right save to target.
And it's not like it's hard to realize the big monster might be high fort, low ref, medium will more often than not. Or low fort for a caster enemy..
Exactly ( thought my post was clear enough).
I also think about quickened spell which is a lvl 10 feat available once per day ( and so damn strong), and this one is:
- Unlimited.
- Probably giving more hit chances than a fighter of the same level sometimes ( or else, the same hit chance as a martial class).
- Free action ( so you are going to save your third generic action)
- No fortune trait ( hello there, Mr true strike)
- no recall knowledge needed ( big = ref, caster = fort, animal/beast AC or refl depend its speed).
This is literally powercreep...
gesalt |
6 people marked this as a favorite. |
Magus time here we go.
8hp, medium armour, str/dex. As expected.
Spellstrike is 2 actions and recharges on an action or conflux focus spell (get them from your hybrid study or feats). I actually can't tell if you roll once and then calculate it twice (once for the weapon attack modifier and once for spell attack modifier) or one and done. Magus might need that ring after all.
There's a stance you can enter after casting a spell or spellstriking that gives bonus damage.
Every hybrid study has its own focus spell and passive. One gives you 1/2 level in temp hp every turn while in the stance and another gives you pseudo sneak attack while in it for example.
There's a staff study that lets you give staves a d6 die and 2 hand it for reach and other properties. Combine with 4th level feat to add property runes (except shifting lol) and we've got the true striking reach magus we always wanted. Bonus points for letting you shift your grip between one and two hands before spellstrikes and at the end of your turn as a free action. Level 10 feat lets you extend the staff's reach by (5*spell level) on a spellstrike. Sun wukong would be proud.
Expansive spellstrike lets you use non attack roll spells. The text seems to imply that you don't normally lose spells on a regular failure but that's not mentioned anywhere I can see so maybe it's an artifact? The full AoE of your spells goes off on a hit so fireball is probably a bad idea outside of shooting star but cone of cold is going to be good.
Every magus gets bonus spells and spell slots for a small group of spells. Every hybrid study adds a smaller pool to that group.
Like the staff feat above, every study gets an enhanced spellstrike or focus spell feat at 10. The teleport one lets you become invisible and stay there or attack and break your invis (with all the benefits of attacking from invis). The others are pretty bad imo.
Focus spells are a mixed bag. Shooting star has the best one of the hybrid study spells. The teleport one is ok too. The rune one from a feat lets you add a property rune and turn another off if you're at your limit. Great way to target weaknesses or at remove a resisted rune. Hasted assault only comes at level 14 but faces stiff competition from arcane shroud.
On the whole, I like the staff one and shooting star and would go laughing shadow (the teleport and sneak attack one) if I wanted to play an arcane trickster type. Not really a fan of the two hander or shield magus studies.
YuriP |
gesalt wrote:Davido1000 wrote:HumbleGamer wrote:Im not sure what your talking about?Definitely off with the current balance.
( just checked dragons, and the difference would be from 2 to 4, even considering the +1 vs spells and magical effects).
Hope they add a X use per day or something sort of drawback ( like using the spell like to was 1 or 2 level lower).
Not to say the "free action" metamagic, which seems to say "I don't care about action economy management".
Disappointed.
Probably disappointed that there is literally no reason not to pick up the ring if you ever want to use attack spells. It's also a pretty brute force way to solve the issue of attack spells being useless due to accuracy issues and needing true strike to be worthwhile. Except they forgot to make it incompatible with true strike so now your level 10 mage with a true strike staff is going to be more accurate than the fighter so long as they pick the right save to target.
And it's not like it's hard to realize the big monster might be high fort, low ref, medium will more often than not. Or low fort for a caster enemy..
Exactly ( thought my post was clear enough).
I also think about quickened spell which is a lvl 10 feat available once per day ( and so damn strong), and this one is:
- Unlimited.
- Probably giving more hit chances than a fighter of the same level sometimes ( or else, the same hit chance as a martial class).
- Free action ( so you are going to save your third generic action)
- No fortune trait ( hello there, Mr true strike)
- no recall knowledge needed ( big = ref, caster = fort, animal/beast AC or refl depend its speed).
This is literally powercreep...
You forget that this also increases the critical chance (especially if combed with True Strike/Hero Points)
Squiggit |
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Attack spells were largely garbage. This is a fairly expensive magic item that makes them slightly more appealing if you can identify a weak save. It's more flavorful solution than potency runes and it's better overall than simply letting existing attack spells be depreciated by their bad math.
Yeah idk why I'm supposed to be upset about that.
YuriP |
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Spellstrike is 2 actions and recharges on an action or conflux focus spell (get them from your hybrid study or feats). I actually can't tell if you roll once and then calculate it twice (once for the weapon attack modifier and once for spell attack modifier) or one and done. Magus might need that ring after all.
I read somewhere that spellstrike works like Eldritch Archer's Eldritch Shot but with 2 actions + recharge instead of 3 actions. So it's looks like that uses the main attack to hit. Someone confirm this plz.
Aw! Don't attack a brontosaurus. :(
KKKKK Sorry was first >10 monster I see when I open my bestiary!
Unicore |
3 people marked this as a favorite. |
I am pretty on guard against power creep, and was a constant voice against generic item bonuses to spell attack rolls. I don't think the shadow signet (the ring in question) really qualifies. Reflex can benefit from cover the same as AC, so if the target is behind something, then that pushes you towards fortitude, but the reality is that a lot of monsters end up with a much better defense if you try to go up against their Fort save than their AC, especially by level 10 when you are facing a fair number of creatures who get bonuses to saves against magic. Suggesting that you fire off your high level spell attack roll spells (most of which do nothing on a miss) without trying to identify a weak defense feels like a pretty big mistake to me. True strike is still flatly better than this item as far as making sure your important spell connects and by level 10, leading with cantrips, or much lower level spell attack roll spells to find the weakest defense is not a great tactic against any on-level or higher enemy. The number of spell attack roll spells has gone up, and a lot of them do cool stuff, but there are not that many great higher level ones, and again, a spell that just targets those defenses is much more likely to do something interesting on a success, which makes them much better spells against powerful enemies.
Overall, I think it is a useful item for a lot of casters, but a low level staff of divination is going to be a much better item for landing spell attack roll spells than the signet ring.
HumbleGamer |
HumbleGamer wrote:You forget that this also increases the critical chance (especially if combed with True Strike/Hero Points)gesalt wrote:Davido1000 wrote:HumbleGamer wrote:Im not sure what your talking about?Definitely off with the current balance.
( just checked dragons, and the difference would be from 2 to 4, even considering the +1 vs spells and magical effects).
Hope they add a X use per day or something sort of drawback ( like using the spell like to was 1 or 2 level lower).
Not to say the "free action" metamagic, which seems to say "I don't care about action economy management".
Disappointed.
Probably disappointed that there is literally no reason not to pick up the ring if you ever want to use attack spells. It's also a pretty brute force way to solve the issue of attack spells being useless due to accuracy issues and needing true strike to be worthwhile. Except they forgot to make it incompatible with true strike so now your level 10 mage with a true strike staff is going to be more accurate than the fighter so long as they pick the right save to target.
And it's not like it's hard to realize the big monster might be high fort, low ref, medium will more often than not. Or low fort for a caster enemy..
Exactly ( thought my post was clear enough).
I also think about quickened spell which is a lvl 10 feat available once per day ( and so damn strong), and this one is:
- Unlimited.
- Probably giving more hit chances than a fighter of the same level sometimes ( or else, the same hit chance as a martial class).
- Free action ( so you are going to save your third generic action)
- No fortune trait ( hello there, Mr true strike)
- no recall knowledge needed ( big = ref, caster = fort, animal/beast AC or refl depend its speed).
This is literally powercreep...
It's right there ( the fortune trait part, which also mentions Mr true strike).
@unicore: check different enemies and compare their actions to either ref or fortitude.
If the difference is even a +1 you have powercreep ( a free permanent bonus). If it's even higher ( anything but rare, but you are going to see it yourself), it would result into more powercreep.
A mandatory item which gives a huge amount of advantages no other item gives.
gesalt |
Overall, I think it is a useful item for a lot of casters, but a low level staff of divination is going to be a much better item for landing spell attack roll spells than the signet ring.
While true, they stack. True Strike just needs you to attack during your turn so you've got time to apply the metamagic ring and true strike their weak save.
Vlorax |
6 people marked this as a favorite. |
gesalt wrote:Spellstrike is 2 actions and recharges on an action or conflux focus spell (get them from your hybrid study or feats). I actually can't tell if you roll once and then calculate it twice (once for the weapon attack modifier and once for spell attack modifier) or one and done. Magus might need that ring after all.I read somewhere that spellstrike works like Eldritch Archer's Eldritch Shot but with 2 actions + recharge instead of 3 actions. So it's looks like that uses the main attack to hit. Someone confirm this plz.
correct
"Your spell is coupled with your attack, using your attack roll
result to determine the effects of both
the Strike and the spell. "
gesalt |
YuriP wrote:gesalt wrote:Spellstrike is 2 actions and recharges on an action or conflux focus spell (get them from your hybrid study or feats). I actually can't tell if you roll once and then calculate it twice (once for the weapon attack modifier and once for spell attack modifier) or one and done. Magus might need that ring after all.I read somewhere that spellstrike works like Eldritch Archer's Eldritch Shot but with 2 actions + recharge instead of 3 actions. So it's looks like that uses the main attack to hit. Someone confirm this plz.
correct
"Your spell is coupled with your attack, using your attack roll
result to determine the effects of both
the Strike and the spell. "
Just me overthinking then. Thanks.
Unicore |
6 people marked this as a favorite. |
I don't know, when I pick a monster at random and then read the description it maybe gives me a 60% chance of picking right, but I get it wrong all the time too. I just picked a level 10+ monster at random, the thunderbird, read the description and thought, flying bird, probably reflex is a strong defense, so either AC or Fort. Hopefully I would have stuck to AC but if not, I just picked a defense 3 higher than the AC. Even if I would have somehow just guessed that a giant flying bird was going to be weaker against Reflex saves than AC, I would have bought myself a +1...from a level 10 item.
Power creep is not really an appropriate term for a decent chance at a +1, and the occasional chance of a +3, but usually only with knowledge about a creature that will probably cost an action.
YuriP |
1 person marked this as a favorite. |
The chance greatly varies depending from opponent. From Lesser Death where's all saves are grater than AC and this ring are ineffective to Shield Archon where's we have 8 points of difference between Reflex and AC.
This ring vary too much depending from monster/NPC stats (specially if your opponent uses a shield).
Karmagator |
6 people marked this as a favorite. |
I would also like to point out that it really depends on the creature whether this is actually worth it or not. Especially monsters that are commonly used solo have a rather balanced stat line without a huge disparity between AC and fort/relfex save DCs. The difference also often becomes slimmer as we get higher in level, as below-moderate statistics get rarer.
On the one hand you have the adult sea dragon, bugul noz or adult white dragon, where the ring is actually lowering your chances of hitting. In the opposite corner we have said brontosaurus, whose reflex DC is actually 4 lower than its AC. After a quick random selection, in most cases it is like a difference of 1 if you have knowledge of the monster. Guessing works, but it has a very real potential to bite you in the ass - reflex might be its lowest save, but the reflex DC can still be be higher than its AC.
Edit: I also think that it is important to put all of this into perspective. Due to potency runes, casters work with a natural -2 to hit vs martials anyway. Level 13 and 14 (or longer for non-full casters) are really sad as that difference grows to -4. So really you need at least a difference of 3 or 5 respectively between AC and save DC to be better than even a regular martial. At level 19 the gap closes a bit to -1, but still.
I don't think any of my fellow martial players are going to cry foul over this.
thewastedwalrus |
1 person marked this as a favorite. |
Ring seems fine to me, attack roll spells seemed a bit under-powered because of the typical no effect on a failure and not much to make up for that. A huge benefit hinging on properly understanding the weaknesses of creatures seems fair, particularly with the chance to actually increase the DC if guessed wrong.
I'd be interested in seeing a party try to maximize that by taking the various abilities to learn a creatures weakest save/AC and letting the caster know which to target. Seems pretty potent and encouraging of teamwork, so I'd definitely be happy if it worked out.
Temperans |
2 people marked this as a favorite. |
Are people really thinking that this item is power creep?
* Prevents you from using metamagic (remember it costs 1 feat each).
* Takes up an investment slot.
* Is level 10 and costs 1k, aka you wont see it for half the game. (More than a +2 Potency rune which is easy to come by).
* Can actually make you target an even worse value. Unless you spend 1 action AND the GM gives you the saves (which is still unclear to me).
It being a free action, unlimited uses, and not using up a feat are the only things that make it good. Which could had been accomplished with just letting casters have potency runes, which are: permanent, require no actions, no recall knowledge, does not prevent other metamagic, and could be available much much earlier in the game.
Squiggit |
17 people marked this as a favorite. |
Strictly speaking if your concern is "targeting the weakest DC gives you too big of a bonus" then the game's already borked because that's been that way since the CRB. Having a bunch of spells to target a variety of DCs is PF2 spellcasting 101.
All the ring really does is turn attack spells into more flexible options (that in turn are higher risk) instead of just almost always the wrong choice.
Porridge |
1 person marked this as a favorite. |
This is too conditional to count as a big boost to spellcasters, but in the right circumstances the Cathartic Magic archetype with the Fear specialty gets an incredible boost to spellcasting. The conditions are tough - you have to have an enemy impose the Frightened condition on you, and the archetype increases that condition by 1. But for the next 3 rounds instead of getting that penalty to spell DCs/attack rolls, you get that as a status *bonus* to spell DCs/attack rolls. So if you can get an enemy to inflict frightened 3 (boosted to 4) on you, you get a +4 status bonus to your spell DCs/attack rolls... With PF2's tight math, that's an *amazing* boost.
...of course, after three rounds are up, you're fleeing for 2 rounds. So there's that.
Marros56 |
This is too conditional to count as a big boost to spellcasters, but in the right circumstances the Cathartic Magic archetype with the Fear specialty gets an incredible boost to spellcasting. The conditions are tough - you have to have an enemy impose the Frightened condition on you, and the archetype increases that condition by 1. But for the next 3 rounds instead of getting that penalty to spell DCs/attack rolls, you get that as a status *bonus* to spell DCs/attack rolls. So if you can get an enemy to inflict frightened 3 (boosted to 4) on you, you get a +4 status bonus to your spell DCs/attack rolls... With PF2's tight math, that's an *amazing* boost.
...of course, after three rounds are up, you're fleeing for 2 rounds. So there's that.
Sounds like you're also still at a -4 for everything else, so it's a real glass cannon option.
Midnightoker |
Porridge wrote:Sounds like you're also still at a -4 for everything else, so it's a real glass cannon option.This is too conditional to count as a big boost to spellcasters, but in the right circumstances the Cathartic Magic archetype with the Fear specialty gets an incredible boost to spellcasting. The conditions are tough - you have to have an enemy impose the Frightened condition on you, and the archetype increases that condition by 1. But for the next 3 rounds instead of getting that penalty to spell DCs/attack rolls, you get that as a status *bonus* to spell DCs/attack rolls. So if you can get an enemy to inflict frightened 3 (boosted to 4) on you, you get a +4 status bonus to your spell DCs/attack rolls... With PF2's tight math, that's an *amazing* boost.
...of course, after three rounds are up, you're fleeing for 2 rounds. So there's that.
According to the AMA you ignore the penalties of Frightened until the 3 rounds are up.
CrimsonKnight |
2 people marked this as a favorite. |
Are people really thinking that this item is power creep?
* Prevents you from using metamagic (remember it costs 1 feat each).
* Takes up an investment slot.
* Is level 10 and costs 1k, aka you wont see it for half the game. (More than a +2 Potency rune which is easy to come by).
* Can actually make you target an even worse value. Unless you spend 1 action AND the GM gives you the saves (which is still unclear to me).It being a free action, unlimited uses, and not using up a feat are the only things that make it good. Which could had been accomplished with just letting casters have potency runes, which are: permanent, require no actions, no recall knowledge, does not prevent other metamagic, and could be available much much earlier in the game.
that actually sounds like the prefect thing for my magical trickster. must be attack rolls for sneak attack and all that. for my full casters I'd pass. Society likes putting level +2 and level +3 challenges, 1/2 damage for a successful save won the day so many times.
Marros56 |
Marros56 wrote:According to the AMA you ignore the penalties of Frightened until the 3 rounds are up.Porridge wrote:Sounds like you're also still at a -4 for everything else, so it's a real glass cannon option.This is too conditional to count as a big boost to spellcasters, but in the right circumstances the Cathartic Magic archetype with the Fear specialty gets an incredible boost to spellcasting. The conditions are tough - you have to have an enemy impose the Frightened condition on you, and the archetype increases that condition by 1. But for the next 3 rounds instead of getting that penalty to spell DCs/attack rolls, you get that as a status *bonus* to spell DCs/attack rolls. So if you can get an enemy to inflict frightened 3 (boosted to 4) on you, you get a +4 status bonus to your spell DCs/attack rolls... With PF2's tight math, that's an *amazing* boost.
...of course, after three rounds are up, you're fleeing for 2 rounds. So there's that.
Ah, awesome.
gesalt |
4 people marked this as a favorite. |
Did the Telekinesis spell make it?
Any interesting Shadow spells?
No TK spell
Interesting shadow spells:
Replicate - 4th level, create an illusory duplicate of a willing or unconscious creature (limited by level). It can't fight or use complex skills but it lasts indefinitely (sustain) and is great for infiltrating after taking out a guard. Heighten increases level cap
Shadow projectile - 3rd level, reaction when an ally uses a ranged attack. Will save vs damage and on success or worse enemy is flat footed to the attack
Umbral extraction - 2nd level. Just walk up to some punk caster and steal (skill check) one of their spells (and get a temp spell slot) of a level lower than the slot you cast this spell in. If spont steal something random from their repertoire. On a crit success on the steal you get a same level spell and slot
Umbral graft - 4th level. Like above but you steal their active buffs instead
Unspeakable shadow - 9th level. Ultra fear. Fear 2 on success, 3 and can't go below 1 on failure, 4 and can't go below 1 on crit failure plus fort save or die (incap). Target loses an action every turn fleeing or attacking their shadow while frightened
thewastedwalrus |
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Marros56 wrote:According to the AMA you ignore the penalties of Frightened until the 3 rounds are up.Porridge wrote:Sounds like you're also still at a -4 for everything else, so it's a real glass cannon option.This is too conditional to count as a big boost to spellcasters, but in the right circumstances the Cathartic Magic archetype with the Fear specialty gets an incredible boost to spellcasting. The conditions are tough - you have to have an enemy impose the Frightened condition on you, and the archetype increases that condition by 1. But for the next 3 rounds instead of getting that penalty to spell DCs/attack rolls, you get that as a status *bonus* to spell DCs/attack rolls. So if you can get an enemy to inflict frightened 3 (boosted to 4) on you, you get a +4 status bonus to your spell DCs/attack rolls... With PF2's tight math, that's an *amazing* boost.
...of course, after three rounds are up, you're fleeing for 2 rounds. So there's that.
The book I'm reading says pretty specifically that you take the penalties for anything other than spell DCs/spell attacks.
Midnightoker |
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Midnightoker wrote:The book I'm reading says pretty specifically that you take the penalties for anything other than spell DCs/spell attacks.Marros56 wrote:According to the AMA you ignore the penalties of Frightened until the 3 rounds are up.Porridge wrote:Sounds like you're also still at a -4 for everything else, so it's a real glass cannon option.This is too conditional to count as a big boost to spellcasters, but in the right circumstances the Cathartic Magic archetype with the Fear specialty gets an incredible boost to spellcasting. The conditions are tough - you have to have an enemy impose the Frightened condition on you, and the archetype increases that condition by 1. But for the next 3 rounds instead of getting that penalty to spell DCs/attack rolls, you get that as a status *bonus* to spell DCs/attack rolls. So if you can get an enemy to inflict frightened 3 (boosted to 4) on you, you get a +4 status bonus to your spell DCs/attack rolls... With PF2's tight math, that's an *amazing* boost.
...of course, after three rounds are up, you're fleeing for 2 rounds. So there's that.
That makes way more sense. Perhaps I misread the AMA.
Prince Setehrael |
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Prince Setehrael wrote:Did the Telekinesis spell make it?
Any interesting Shadow spells?
No TK spell
Interesting shadow spells:
Replicate - 4th level, create an illusory duplicate of a willing or unconscious creature (limited by level). It can't fight or use complex skills but it lasts indefinitely (sustain) and is great for infiltrating after taking out a guard. Heighten increases level capShadow projectile - 3rd level, reaction when an ally uses a ranged attack. Will save vs damage and on success or worse enemy is flat footed to the attack
Umbral extraction - 2nd level. Just walk up to some punk caster and steal (skill check) one of their spells (and get a temp spell slot) of a level lower than the slot you cast this spell in. If spont steal something random from their repertoire. On a crit success on the steal you get a same level spell and slot
Umbral graft - 4th level. Like above but you steal their active buffs instead
Unspeakable shadow - 9th level. Ultra fear. Fear 2 on success, 3 and can't go below 1 on failure, 4 and can't go below 1 on crit failure plus fort save or die (incap). Target loses an action every turn fleeing or attacking their shadow while frightened
OMGZ I love everything about these spells!
Gisher |
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Strictly speaking if your concern is "targeting the weakest DC gives you too big of a bonus" then the game's already borked because that's been that way since the CRB. Having a bunch of spells to target a variety of DCs is PF2 spellcasting 101.
All the ring really does is turn attack spells into more flexible options (that in turn are higher risk) instead of just almost always the wrong choice.
I could see that flexibility being useful for a martial using a caster multiclass. They don't have a lot of cantrips or spells, so covering a variety of weaknesses is normally tough. I'm especially interested in how this might combine with Investigator abilities like Strategic Assessment.
Ravingdork |
...Reflex can benefit from cover the same as AC...
Not if it's just lesser cover, like that from a creature. :)
I'd say being able to shoot through a crowd of people while ignoring the cover they provide on top of all the other benefits already mentioned up thread is a pretty big boon.
gesalt |
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Summoner. Do yourself a favor and prebuild one because feat slots are competitive.
10hp, no armor, cha. As expected
Act together lets you or your eidolon spend 1-3 actions and then the other gets to take an action.
You lose spells from your repertoire as you level and lose slots. Did this happen in the playtest too? The eidolon has a few evolutions that approximate a multiclass dedication and let you cast them as well. You might want those.
Any weapon you have will share its runes with the eidolon.
You're still bait for AoE spells. If the summoner or eidolon lose actions, both do. If the eidolon can't act because of confused, etc then the summoner can use all actions. If the summoner gets confused, the summoner wastes all actions and the eidolon can't act.
Eidolons have two stat lines you can choose from. Basically choose str or dex (except with fey). Every eidolon gets special abilities tied to it at 1st, 7th and 17th. All the eidolons have something to offer but given the casting, I don't think divine or primal are the pick here. Construct gets extra evolution feats, dragon gets more attacks and an AoE, fey is primal but you can take arcane illusions or enchantments too and it gets magical understudy for free, the rage phantom is a mini barbarian and the devotion phantom can get an extra attack if the summoner gets hit.
Level 1 has the ability to replace the damage type of an eidolons attack to anything except force and grants resistance to it. Go fire trust me. Or you can grab LLV, darkvision and scent in one feat.
Level 4 lets you make your energy damage versatile with another type and gain another resistance. Versatile fire and cold hits 90% of existing weaknesses.
The summoner might be one of the most competitive classes in the game when it comes to feat selection. Lots of good stuff at every level letting you get some real breadth of options and abilities. People will have some real fun with this I think.
I can go into more specifics but it'd be too much for a brief summary like this.