Battle Form Stuff, When?


Pathfinder Second Edition General Discussion

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Eagerly waiting to check out the new secrets of magic content now. Curious to see if the new forms are better at anything niche that the existing forms couldn't do already.


From a few comments I've seen they largely don't scale at all.


Starocious wrote:
Eagerly waiting to check out the new secrets of magic content now. Curious to see if the new forms are better at anything niche that the existing forms couldn't do already.

Most of the new ones have no scaling at all and as such will see no use after a level or two. 10/10 design. At least many have hands.

Two aberrant forms have attacks that can grab as an action after hitting. Gugs can squeeze through spaces as if medium size. Occult only, level 5,6

Angel forms split their damage between physical and good, have weakness to evil, niche defenses, flight, big temp hp, good ac and attack bonus while still being medium/large or small if choral (will need errata for choral not to be large at 9). Divine only levels 7 and 9.

Cosmic form you take only to do fire damage that also hits silver weakness. Level 7, no scaling.

Daemon forms are all different. Ceusto deals extra damage but also self damage. Leuko comes with a longbow. Mela can grab after hitting. Pisco inflicts bleed and can grab. All have weakness to good, and poison resist. Three can fly. Level 6, no scaling.

Demon form is pretty basic. Babau has sneak attack and vrock has electric resist. Hezrou can grab. Level 6, no scaling

Devil form has a low attack bonus. Barbazu has an extra damage die from bleed or poison at least. Level 6, no scaling

Element embodied has 2-3 fewer damage dice on its attacks compared to nature incarnate. In return you get a difficult terrain aura (air, water) or a damage aura (fire, earth). Still gargantuan. Level 10

Fey forms have nothing special. Except unicorn who trades hands for ghost touch. Level 4, no scaling

Ooze form. A nat 1 might still hit you but immune to crits, precision and visual effects. Damage split between bludgeoning and acid. Resist acid, piercing and slashing. Black pudding deals extra damage. Ochre has extra elec resist. Arcane and occult. Levels 3,4,5,8.


I'll have to see the numbers to work out exactly how useful they'll be for combat (and how much use they'll likely see), but I like the sound of variety and the tricks they can pull off.

In an ideal world their AC would at least scale somehow, but new content is always welcome so I'm relatively happy already.


gesalt wrote:
Mosst of the new ones have no scaling at all and as such will see no use after a level or two. 10/10 design. At least many have hands.

As in they don't scale how you want, or they have ditched the AC and ATK scaling from older forms and just gone with static bonuses?


The Gleeful Grognard wrote:
gesalt wrote:
Mosst of the new ones have no scaling at all and as such will see no use after a level or two. 10/10 design. At least many have hands.

As in they don't scale how you want, or they have ditched the AC and ATK scaling from older forms and just gone with static bonuses?

As in they don't heighten, leaving them useless two levels after becoming available if not earlier. Though now that I'm looking at them more closely, you also don't want to touch these unless you're already rocking a great attack bonus to overwrite what they provide.

For example:
Devil: +20 attack, 22+level AC, +10 damage, 5 temp hp, DR 5/silver, resist fire 10 and weakness good 5, glaive (reach 10ft, deadly d8, forceful) 2d8 + 1d6 evil + 1d6 bleed on babau

Elemental: +23 attack, 23+level AC, +13 damage, 15 temp hp, 2d10 on earth elemental

The devil has great attack damage but unless you're overwriting it's attack bonus, it's not hitting anything. It also loses that d6 vs non-good.


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The Gleeful Grognard wrote:
gesalt wrote:
Mosst of the new ones have no scaling at all and as such will see no use after a level or two. 10/10 design. At least many have hands.

As in they don't scale how you want, or they have ditched the AC and ATK scaling from older forms and just gone with static bonuses?

They function exactly like CRB battle forms. It's just that Cosmic, Daemon, Demon, Devil and Fey Form spells have no heightened effects.


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Still a bit bummed that ice devils didn't make the cut. Those were always some of my favorite devils.

Same goes for thanadaemons as well.


Ive tried my hand at homebrewing some feats in the direction that i hope paizo itself goes to help fill out missing heightened levels and add some spellcasting back. The feats can be found on this Thread.

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