Magic Items: What do you think of them?


Pathfinder Second Edition General Discussion

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Ravingdork wrote:
Deriven Firelion wrote:
They don't even by skill items because they stopped bothering to use skills since we have a fighter with a maul who often drops people on crits prone without having to spend actions to do it or take the MAP.
This is a phenomenon I've observed in some of the games I'm in as well. In games where there is a fighter with a maul, combat maneuvers are rarely used. In the games where there isn't a fighter, or at least one with a big hammer, combat maneuvers are much more common.

Fighter with a maul is nasty. This one is a cleric MC as well who casts heroism/bless to further boost their attack roll most battles. He crits a lot.


Well, that's the fighter purpose.

Hammer/flail builds were already over the top, and with the crushing rune they made the even more powerful.

We are currently playing with s fighter with champ dedication:

- warhammer + light hammer ( double slice)
- champion reaction
- combat reflexes
- greater crushing runes and greater fearsome runes.
- disruptive stance

When they crit, the enemy is prone, clumsy 2, enfeebled 2, frightened 2.

It's a huge damage boost for the whole party, making things way easier.

Apart from that,to me maneuvers alone feel just bad ( eventually, assurance can be worth it sometimes, but having to invest either in the athletics skill and one skill feat is no the best deal) because an attack tend to always be better.


I think there are some really good and fun magic items but also a lot of items that are way too niche.

I DO think staffs wands and scrolls are essential for a caster and i also think those are good and fun items.

I am not a huge fan of the static DCs. an item becoming obsolete just doesnt feel great. Id like them to feel more constant tbh. Having a beloved magic item that you really like to use, like a ring of the ram, can really add to make your character feel more special to a lot of people.
Thinking of just using class DC for magic items.

There are some items that are really nice. My magus really feels great with their endless grimoire and ring of wizardry to stock up on truestrikes.
But then when i look up similar items for occult spontanous casters i find very little that feels similarly nice. Even dark archives sadly added nothing in that regard. Many more very niche items here which as previously mentioned i dont like much (+1 to occultism, but only to recall knowledge, but only on abberations, but only on tuesday afternoon, but only once per hour. Thats kinda what a lot of items feel like).


HumbleGamer wrote:

Well, that's the fighter purpose.

Hammer/flail builds were already over the top, and with the crushing rune they made the even more powerful.

We are currently playing with s fighter with champ dedication:

- warhammer + light hammer ( double slice)
- champion reaction
- combat reflexes
- greater crushing runes and greater fearsome runes.
- disruptive stance

When they crit, the enemy is prone, clumsy 2, enfeebled 2, frightened 2.

It's a huge damage boost for the whole party, making things way easier.

Apart from that,to me maneuvers alone feel just bad ( eventually, assurance can be worth it sometimes, but having to invest either in the athletics skill and one skill feat is no the best deal) because an attack tend to always be better.

Its a nice way to do a control fighter. You are giving up on damage runes to do it. The status penalty from frightened doesn't stack with the others so its probably excessive.


Gortle wrote:
HumbleGamer wrote:

Well, that's the fighter purpose.

Hammer/flail builds were already over the top, and with the crushing rune they made the even more powerful.

We are currently playing with s fighter with champ dedication:

- warhammer + light hammer ( double slice)
- champion reaction
- combat reflexes
- greater crushing runes and greater fearsome runes.
- disruptive stance

When they crit, the enemy is prone, clumsy 2, enfeebled 2, frightened 2.

It's a huge damage boost for the whole party, making things way easier.

Apart from that,to me maneuvers alone feel just bad ( eventually, assurance can be worth it sometimes, but having to invest either in the athletics skill and one skill feat is no the best deal) because an attack tend to always be better.

Its a nice way to do a control fighter. You are giving up on damage runes to do it. The status penalty from frightened doesn't stack with the others so its probably excessive.

The fighter in our group is a Champion MC and a Cleric MC. Does the most martial damage in the group, while also having a good AC and using the Champion reaction to defend people.

Casters are the most powerful characters in the group. They make fights very easy with high level spells. The fervor witch healer dropped an Eclipse Burst on the enemies, did something like 400 or 500 damage in a round. Then proceeded to hex fervor the archer for extra damage, healed himself while being attacked, cast a heal hex on an damaged martial, while the martials just kept swinging.

The oracle showed why casters should never get full martial ability while casting. She smashed someone with debilitating dichotomy and a monk flurry as she is a Monk MC. Then did a spirt blast and flurry. She had to 90 point plus damage rounds. Just brutal.


Gortle wrote:
HumbleGamer wrote:

Well, that's the fighter purpose.

Hammer/flail builds were already over the top, and with the crushing rune they made the even more powerful.

We are currently playing with s fighter with champ dedication:

- warhammer + light hammer ( double slice)
- champion reaction
- combat reflexes
- greater crushing runes and greater fearsome runes.
- disruptive stance

When they crit, the enemy is prone, clumsy 2, enfeebled 2, frightened 2.

It's a huge damage boost for the whole party, making things way easier.

Apart from that,to me maneuvers alone feel just bad ( eventually, assurance can be worth it sometimes, but having to invest either in the athletics skill and one skill feat is no the best deal) because an attack tend to always be better.

Its a nice way to do a control fighter. You are giving up on damage runes to do it. The status penalty from frightened doesn't stack with the others so its probably excessive.

Yeah, the trade off in terms of damage from runes to damage for the party is excellent.

As for frightened, we also have an occult sorcerer who could benefit from it using "you are mine" or similar effects.

Plus, it would affect enemies DC, so spellcasting and aoe stuff would result way easier to avoid.

It's ok to have both imo, but I may understand one just getting the op crushing runes.

Deriven Firelion wrote:


The oracle showed why casters should never get full martial ability while casting. She smashed someone with debilitating dichotomy and a monk flurry as she is a Monk MC. Then did a spirt blast and flurry. She had to 90 point plus damage rounds. Just brutal.

I wouldn't take DD as a standard comparison, as it's overpowered ( as it is flurry in terms of trade off, but that's not spellcasting related ).

Most of spellcasters won't have such a focus spell.

It would be like saying the magus is op since it can exploit damaging focus spells like stone lance and fire ray into their class.
Indeed it may do so, but it's just pushing towards powercreep rather than the standard stuff.

Although I do agree that spellcaster should never get mmaster weapon proficiency ( though by lvl 16 with FA, or 18 without ) a non cleric/oracle spellcaster can become even better with Competitive edge + Effortless concentration.


HumbleGamer wrote:
Gortle wrote:
HumbleGamer wrote:

Well, that's the fighter purpose.

Hammer/flail builds were already over the top, and with the crushing rune they made the even more powerful.

We are currently playing with s fighter with champ dedication:

- warhammer + light hammer ( double slice)
- champion reaction
- combat reflexes
- greater crushing runes and greater fearsome runes.
- disruptive stance

When they crit, the enemy is prone, clumsy 2, enfeebled 2, frightened 2.

It's a huge damage boost for the whole party, making things way easier.

Apart from that,to me maneuvers alone feel just bad ( eventually, assurance can be worth it sometimes, but having to invest either in the athletics skill and one skill feat is no the best deal) because an attack tend to always be better.

Its a nice way to do a control fighter. You are giving up on damage runes to do it. The status penalty from frightened doesn't stack with the others so its probably excessive.

Yeah, the trade off in terms of damage from runes to damage for the party is excellent.

As for frightened, we also have an occult sorcerer who could benefit from it using "you are mine" or similar effects.

Plus, it would affect enemies DC, so spellcasting and aoe stuff would result way easier to avoid.

It's ok to have both imo, but I may understand one just getting the op crushing runes.

Deriven Firelion wrote:


The oracle showed why casters should never get full martial ability while casting. She smashed someone with debilitating dichotomy and a monk flurry as she is a Monk MC. Then did a spirt blast and flurry. She had to 90 point plus damage rounds. Just brutal.

I wouldn't take DD as a standard comparison, as it's overpowered ( as it is flurry in terms of trade off, but that's not spellcasting related ).

Most of spellcasters won't have such a focus spell.

It would be like saying the magus is op since it can exploit damaging focus spells like stone lance and fire ray into their...

The spirt blast did a lot of damage too, though it takes a level 6 slot. With a flurry with a save spell, it's basically launching a big attack with no MAP penalty. Imagine a caster launching a chain lightning, then doing a flurry. Crazy damage. I did this on my druid. It was brutal. No martial was touching her damage.

That's why I stopped complaining about caster damage. Sure, it sucks at low level or somewhat sucks. But it more than makes up for sucking at low level at high level. They just get ridiculous.


Deriven Firelion wrote:

The spirt blast did a lot of damage too, though it takes a level 6 slot. With a flurry with a save spell, it's basically launching a big attack with no MAP penalty. Imagine a caster launching a chain lightning, then doing a flurry. Crazy damage. I did this on my druid. It was brutal. No martial was touching her damage.

That's why I stopped complaining about caster damage. Sure, it sucks at low level or somewhat sucks. But it more than makes up for sucking at low level at high level. They just get ridiculous.

At higher levels, i probably wouldn't dare to flurry ( unless monastic archery ) with a spellcaster, because of the AoO issues, but I do totally agree that using a saving throw spell + 2x strikes is pretty efficient.

Summoner does this by default ( summoner casts, while eidolon strikes )
, but also a magus with flurry ( or just hasted assault ) can easily do that.


HumbleGamer wrote:
Deriven Firelion wrote:

The spirt blast did a lot of damage too, though it takes a level 6 slot. With a flurry with a save spell, it's basically launching a big attack with no MAP penalty. Imagine a caster launching a chain lightning, then doing a flurry. Crazy damage. I did this on my druid. It was brutal. No martial was touching her damage.

That's why I stopped complaining about caster damage. Sure, it sucks at low level or somewhat sucks. But it more than makes up for sucking at low level at high level. They just get ridiculous.

At higher levels, i probably wouldn't dare to flurry ( unless monastic archery ) with a spellcaster, because of the AoO issues, but I do totally agree that using a saving throw spell + 2x strikes is pretty efficient.

Summoner does this by default ( summoner casts, while eidolon strikes )
, but also a magus with flurry ( or just hasted assault ) can easily do that.

Why? Chain Lightning is something you use against mooks. Even a caster can stand up to mooks at high level, especially a druid or cleric. Get hasted up, open up with chain lightning, haste action move in to combat, flurry. Destroy things.

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