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Pathfinder Second Edition General Discussion

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Red Griffyn wrote:
Onkonk wrote:
There is a Spellstriker Staff which is a spellcasting staff that comes with a shifting rune on it as well as an ability to do damage in a 5ft emanation when you miss a spellstrike.
Does it have certain spells on it?

Yeah, a few of the Magus classics, including True Strike.


Pathfinder Rulebook Subscriber
25speedforseaweedleshy wrote:

with spellstriker staf melee magus have another power boost

paizo finally loosen the grip on shifting staff

starlit span are still the best

I mean, I think it is still unclear if shifting it lets you use it as a staff?

Also, assume it does. If you aren't Twisted Tree, you are basically giving up any weapon rune but shifting to use your shifted staff. Staff spells aren't so useful that I am likely to give up multipe damage runes.

Kind of the problem with elemental damage runes, they play a huge part in weapon power and specific magic weapons tend to forget they exist, with a few exceptions.


nothing say shifting effect staff spellcasting in anyway

that is why most assume it work before paizo say staff are specific magical weapon

magus also have striker scroll so they never need staff to have good attack spell on them

true strike and true target almost seems too good to be true


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25speedforseaweedleshy wrote:

nothing say shifting effect staff spellcasting in anyway

that is why most assume it work before paizo say staff are specific magical weapon

magus also have striker scroll so they never need staff to have good attack spell on them

true strike and true target almost seems too good to be true

That's because they are "too good". Its how people justify making spell attack so bad because "you can just use true strike". Even if you don't want to play a character that uses true strike.


true strike and true target on the one staff already custom made for magus almost seems too good to be true

was expecting this to happen when true staff of divination inevitably come out

kind of weird staff of providence doesn't have either spell

Dark Archive

CaffeinatedNinja wrote:
25speedforseaweedleshy wrote:

with spellstriker staf melee magus have another power boost

paizo finally loosen the grip on shifting staff

starlit span are still the best

I mean, I think it is still unclear if shifting it lets you use it as a staff?

Also, assume it does. If you aren't Twisted Tree, you are basically giving up any weapon rune but shifting to use your shifted staff. Staff spells aren't so useful that I am likely to give up multipe damage runes.

Kind of the problem with elemental damage runes, they play a huge part in weapon power and specific magic weapons tend to forget they exist, with a few exceptions.

Nothing prevents a staff from having a shifting rune inherently. For a long time I had a shifting rune on a staff that I shifted into a gauntlet. Eventually staves were errataed to be Speific Magic Weapons, which cannot hold property runes as standard.

Its nice that a shifting rune on a staff again. Just the utility of having a staff swap into a gaunlet to free up a hand is nice.


Old_Man_Robot wrote:
CaffeinatedNinja wrote:
25speedforseaweedleshy wrote:

with spellstriker staf melee magus have another power boost

paizo finally loosen the grip on shifting staff

starlit span are still the best

I mean, I think it is still unclear if shifting it lets you use it as a staff?

Also, assume it does. If you aren't Twisted Tree, you are basically giving up any weapon rune but shifting to use your shifted staff. Staff spells aren't so useful that I am likely to give up multipe damage runes.

Kind of the problem with elemental damage runes, they play a huge part in weapon power and specific magic weapons tend to forget they exist, with a few exceptions.

Nothing prevents a staff from having a shifting rune inherently. For a long time I had a shifting rune on a staff that I shifted into a gauntlet. Eventually staves were errataed to be Speific Magic Weapons, which cannot hold property runes as standard.

Its nice that a shifting rune on a staff again. Just the utility of having a staff swap into a gaunlet to free up a hand is nice.

I am playing a gun magus and it is gonna be real nice to be able to reload without having to drop my staff to the ground.


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capacity already allow that

or just use air repeater


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25speedforseaweedleshy wrote:

capacity already allow that

or just use air repeater

Right, I was being imprecise, I use a double-barrled weapon which is very important for Magus since it lets me shoot twice before reloading. The Air Repeater is probably better but the flavor of it is humiliating to use imo. Besides, nice having fatal when you use True Strike all the time.


Could someone who has the book post the details of the barricade buster? Wanted to see how it fit a character concept I was working on…..


Any news on eidelon items or animal companion barding? Fingers crossed that strength based companions got some love in the form of better armor.


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Cheap easy things you can now do with Treasure Vault:
- Punch people for elemental damage (that stacks with all other damage)
- Turn bomb splash damage into single-target persistent damage.
- Use a mutagen as a free action when you roll initiative.

These new options are so cheap and accessible that I consider them must haves for certain characters. And that's all from a single two-page spread of the book.


1 action for 3 strike with 1d4 damage are not worth the action cost at mid level unless it trigger weakness

energy mutagen work with every melee strike for 1 minute

gauntlet does have access to more damage type

bomb coagulant alembic looks pretty good for trigger weakness

it require 10 minute setup before combat

so player have to know what weakness they encounter or bring bomb of every damage type with that additive

shifting spider is very good if there are a alchemist in the team everyone should wear one

dragon throat scale looks like the best way for caster to trigger weakness now

chain of star would be overpowered if thaumaturge count those 3 attack as weapon strike


bomb alembic is mostly for nonalchemists though.

alchemists lose a lot of damage if they try to use it since it doesnt take into account their bomb related feats like calculated splash and etc.

from an earlier conversation, i think in this threat, it's mostly if some non-alchemist want to change their bombs to single target to avoid splash.

basically it changes 1-4 aoe for 1-4 persistent, not a big deal at those levels damage wise.

---

the poison alembic on the other hand is quite potent for toxicologists. it allows them to halve their poison stash for an extra +1dc on those, which is non-neglible when you are targeting Fort.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Although I'm a big fan of a lot of the book, I'm a little disappointed in the shields. Was hoping Sturdy could be a property you could add to shields but as it is, there are very few circumstances where someone would want any of the new shields (including the new specific magical shields) over a Sturdy Shield.


Helvellyn wrote:
Although I'm a big fan of a lot of the book, I'm a little disappointed in the shields. Was hoping Sturdy could be a property you could add to shields but as it is, there are very few circumstances where someone would want any of the new shields (including the new specific magical shields) over a Sturdy Shield.

new type of shield certainly complicate the existing hardness hp bt formula

meteor shield and razor disc also doesn't fit well with existing throwing shield and shield augmentation

now shield can be thrown 10 20 or 30 feet with d4 bludgeon piercing versatile s or d6 bludgeon or slashing


Pathfinder Rulebook Subscriber

No one else is curious about the deets on the shield traits expounded on, on pages 219-221?

Liberty's Edge

Helvellyn wrote:
Although I'm a big fan of a lot of the book, I'm a little disappointed in the shields. Was hoping Sturdy could be a property you could add to shields but as it is, there are very few circumstances where someone would want any of the new shields (including the new specific magical shields) over a Sturdy Shield.

Not every shield user uses shield block.

And why would anyone buy sturdy shields if it became a property you could add to other shields ?


Pathfinder Rulebook Subscriber

If it really bothers people there is the option of making a pseudo-Sturdy accessory rune for shields that bases its calculations off the base shield type and replaces the normal hardness hp (bt) for specific shields.


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The Raven Black wrote:
Helvellyn wrote:
Although I'm a big fan of a lot of the book, I'm a little disappointed in the shields. Was hoping Sturdy could be a property you could add to shields but as it is, there are very few circumstances where someone would want any of the new shields (including the new specific magical shields) over a Sturdy Shield.

Not every shield user uses shield block.

And why would anyone buy sturdy shields if it became a property you could add to other shields ?

I think there's definitely an argument to be made that sturdy being a specific kind of shield rather than the +1 rune for shields in general was a mistake. The sturdy rune could just not have quite as much sturdiness as an actual sturdy shield, though.


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Yep. Leaves special material shields in a weird place. You'd think an adamantine shield would be ideal but because there isn't a specific magic one, it's just worse than a sturdy shield.


Pathfinder Rulebook Subscriber
aobst128 wrote:
Yep. Leaves special material shields in a weird place. You'd think an adamantine shield would be ideal but because there isn't a specific magic one, it's just worse than a sturdy shield.

Even then, top-tier Orichalcum Shields have more Hardness and HP at base than the equivalent Adamantine Shield, plus they get saved from destruction 1/day.

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