This website uses trademarks and/or copyrights owned by Paizo Inc., which are used under Paizo's Community Use Policy. One of the biggest problems I had with the PF2 playtest was how poor wizards were (especially at first level). Also, I believe it's easier to lower AC than it is to lower reflex saves. Really wish this wasn’t limited to the Arcane and Primal lists. You should assess the situation and make a judgement call for each enemy/fight if possible. It's akin to nerfing long swords because all the martial characters are using them...it's just a solid weapon. They’re a great way to visualize data in a new way. Some monsters have ways to increase their AC too, but I haven't seen any which can increase their saves. Both targets need to be within 30 feet from you. Nerfing a cantrip lol. Electric Arc Cantrip 1. cantrip; electricity; evocation; Traditions arcane, primal. They look at a pure damage spell and get annoyed when it does more damage than the hybrid spells around it. Starting a camp fire, hitting a barrel of oil or refined spirits. that spell is insanely good untill all the martials have actual magic weapons. I'm hesitant to nerf things so soon into a new system, but he seems pretty adamant. More posts from the Pathfinder_RPG community, For info, news, resources, and anything else about the Pathfinder TTRPG! Saving Throw Reflex. Close. Range 30 feet Targets 1 or 2 creatures. Success rates vary based on status effects and the specific enemies. | Here Be Monsters And I wish we as players were not left to debate what's "flavor text" and what's not. Discussion, understanding, and setting expectations are key here. Creature's don't calculate their saves this way, and the vast majority of them don't have evasion. By using our Services or clicking I agree, you agree to our use of cookies. Has anyone else come across this cantrip as being too powerful or useful? Acid Splash has the most Heightened possibilities. One of them had to be. Spell Attack rolls are able to be buffed as well by stuff like Inspire Courage and Heroism, something that is not possible to get on spell DC. Heightened (+1) The damage increases by 1d4. I’m well aware that electric arc deals more net damage than telekinetic projectile, but I can’t tell you how many times I’ve finished off an enemy with TP that would have otherwise survived and taken another turn to attack my teammates that would have survived if I if I had used EA. Flanking is super dangerous for a caster, so I would say that benefiting from flat footed is rare. | Design Finder 2018 Flat Footed is rather difficult to apply unless a party member builds for it or you are flanking. I mean think of how useful a lighter is from our modern age. None of my players have it, but I'd probably try to talk them into believing that the two targets must not only be within 30 feet of you but 30 feet of each other. 2. Spells vs Saves do not get this benefit.This means that Chill Touch, Daze, Disrupt Undead, and Electric Arc do not benefit from allied buffs. Also cantrips are not anywhere near the best way to do damage in the game. a classic chain lightning type spell. Why do GM's decide to nerf cool things that players can do? You deal electricity damage equal to 1d4 plus your spellcasting ability modifier. Chill Touch: Deals negative damage, which is very rarely resisted. I'm not super invested in this, so keep that in mind. The attack cantrips then have the crit effects, and EA has the extra target. Disrupt Undead only targets undead. This needs to be higher. It's indeed easier to lower AC because flatfooted gives -2 circumstance penalty to it, while only Scoundrel Rogue can give circumstance penalty to reflex at the moment. Ray of Frost's primary benefit is the 120 feet range. So nerfing a cantrip, even if it is the best combat cantrip they've got, just nerfs casters. Continual Flame: A magical flame springs up from the object, as bright as a torch. This edit is made because through discussion below came apparent I had made a mistake regarding heightened spells. This site may earn affiliate commissions from the links on this page. Traveller SRD Dexterity is still an ability score most people will make high, so their Reflex will be a high save. I mean, thematically, it makes perfect sense, but i’ve got a Champion of Hei Feng who’d love to have this. (Not administered by or affiliated with Paizo Publishing® in any way), Press J to jump to the feed. That really doesn't make a lot of sense. I've been discussing and theorycrafting this game plenty, and I haven't seen a damn thing needing a nerf--couple things that might need a buff though. If there's something blocking them, then it can't leap from 1 target to the other. It also deals mental damage, to which the same argument about resistances can be applied. You deal electricity damage equal to 1d4 plus your spellcasting ability modifier. We are expressly prohibited from charging you to use or access this content. Just wanted to mention and it never seems to come up, but produce flame can ignite things. Melee spell attacks suffer against concealment, and provoke attacks of opportunity while also leaving the caster in great danger. Otherwise, I'd agree, but to me, TK Proj is essentially only good if it's your best option, like a Dex 16 Bard. If they don't have a weakness, the often have a resistance versus other damage types. Besides that, there are a more ways to buff the damage of martials at those levels. Not to mention a GM that changes things once makes the future more uncertain by making it seem like it could happen again without notice. An arc of Lightning leaps from one target to another. Traditions arcane, primal. New Pages | Recent Changes | Privacy Policy, Pathfinder Core Rulebook (Second Edition), "It's A Trap" - Haunts, Hazards, and Traps, Aegis of Empires 4: Legend of the Burning Star (Pathfinder 2E), Pathfinder (P2): Focus Spell Cards (Accessory), Pathfinder (P2): Divine Spell Cards (Accessory). I think it's reasonably well balanced. I think it should only Arc of the enemy is adjacent to the other one. This is the line that clarifies exactly what is happening. Electric arc is a fantastic cantrip, as well, since it specifies only "one or two creatures". | 3.5e SRD By contrast, you could say that save spells synergize with a ranged weapon attacks because you don't get MAP. You deal electricity damage equal to 1d4 plus your spellcasting ability modifier. Nowhere other than the flavor text does it describe it jumping from target A to target B. If the arc is actually leaping between targets, what happens if there is a huge wall or obstacle between those targets. Divine Lance. I believe you might be overlooking a few important pointers. I am pretty sure that the only thing that lowers AC but not Reflex saves is flat footed. Where does the second target need to be? Acid Splash is Heighten (+2) like Daze, except formatted differently due to its atypical progression. magic weapon now makes a weapon +1 striking.
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