I think he'll find that as he nerfs Arc, something else will just step up in its place with a barely perceptible dip in damage, while showing an increase in cc. Also atk spells can benefit from flanking an enemy, save spells cannot. Log in sign up.
For useful links, visit http://pf2.tools/, Press J to jump to the feed. Heightened (+1) The damage increases by 1d4. .

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I'm fairly confident the 30ft with 1-2 targets is the answer, but boy I wish the spell description didn't muddle this up. 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. An arc of Lightning leaps from one target to another. Where does the second target need to be? Stride twice. I actually see a lot of post where the argument is that cantrips in general should be buffed. The Electric Arc cantrip has a range of 30ft and lists its targets as 1 or 2 creatures. Heightened (+1) The damage increases by 1d4. Press question mark to learn the rest of the keyboard shortcuts. Electric Arc DOES NOT benefit from flatfooted, prone, or other AC reducing debuffs. That really doesn't make a lot of sense. Personally I would like to see the damage stay the same and have it jump to an adjacent target of the caster's choice on a failed saving throw or critically failed saving throw. User account menu. Some damage cantrips are decent options, and are meant to align with base martial attacks (outside of crazy OP choices), and then taper off as you level and get more and better spell choices. You deal electricity damage equal to 1d4 plus your spellcasting ability modifier.

Im going through this old post as I think about cantrips to have on hand. You deal electricity damage equal to 1d4 plus your spellcasting ability modifier. You can't target the same creature more than once, and you must have line of effect to all targets. I did a number crunch on the bestiary. This site may earn affiliate commissions from the links on this page.
(meaning if there are no enemies adjacent it doesn't compete with other spells for DPR, and if there is an ally next to the target there is a fun side effect to it being the highest DPR cantrip by a large margin). Any way you slice it, Electric Arc is stronger than the other cantrips. So the text should read something like this. If you're having trouble visualizing it, imagine that the lightning arcs back through the caster. It can be better at doing damage than spells you actually spent an equivalent level slot for. Some cantrips have been slightly improved in this version, but the 1st-level spells are mostly the same - and I think they're underwhelming.

Description wise it narratively makes sense if the second target is 5 or 10ft away from the first target, i.e. More posts from the Pathfinder_RPG community, For info, news, resources, and anything else about the Pathfinder TTRPG! There is no suggestion of how close to each other those targets need to be, but there is definitely no indication you can chain beyond the stated range of the spell. Ranged spell attacks suffer from cover, screening, concealment, etc. | d20HeroSRD Dexterity is still an ability score most people will make high, so their Reflex will be a high save. | Swords and Wizardry SRD Electric Arc Cantrip 1. cantrip; electricity; evocation; Traditions arcane, primal. They're a way for casters to feel useful while preserving spell slots. This isn’t true actually. Description An arc of lightning leaps from one target to another. One of them had to be. But people would probably freak out over it because the seemingly most op cantrip would be considerably less powerful (even though adjacent enemies still happens often), New comments cannot be posted and votes cannot be cast, More posts from the Pathfinder2e community, Unofficial subreddit for anything related to the Pathfinder 2nd Edition tabletop role-playing game. )It only applies flat-footened or fleeing on an Undead target, but combined with a Rogue for instance, this could be incredibly powerful as well. Plenty of Undead have weakness vs Positive Damage, so the actual damage it'd deal is much higher. Keeping in mind that cantrip spots are limited early on, you can’t reasonably have every cantrip for every situation. I haven't checked the higher levels yet to comment on those. So that means I could blast an enemy 30ft in front of me and then have that arc 60ft away to an enemy 30ft behind me. This needs to be higher. Greatsword is 1d12 damage in Pathfinder 2, btw. 2E Daily Spell Discussion: Electric Arc - May 25, 2020. The next GM about to take over feels that Electric Arc is far superior than all other cantrips and is looking at nerfing the spell.

I have seen so many posts about how caster damage at the lower levels are way lower than martials. RAW, it's one or two targets within 30 feet of you. Not "lightning arcs from both hands to seperate targets", The only thing that isn't obvious is whether the 2nd target has to be within 30 ft of you or the original target. I'm not convinced Telekinetic Projectile is better on damage, at least once you consider to hit, since it's not a spell attack but a regular attack roll, which will usually be at least +1 behind, which means it'll hit or crit less often. Chill Touch suffers from this problem also, but without the option to use it at range (barring metamagic). You're not making the GM feel as bad as the party members that DON'T have electric arc. By contrast, you could say that save spells synergize with a ranged weapon attacks because you don't get MAP. 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. But as /u/BlitzBasic mentioned is SO important to never boil any part of this game down to just numbers and make final calls off of them. | Starjammer SRD Otherwise, I'd agree, but to me, TK Proj is essentially only good if it's your best option, like a Dex 16 Bard. Except if fighting enemies with a weakness to electricity but that's a cool strategic moment so it's fine. More posts from the Pathfinder2e community, Unofficial subreddit for anything related to the Pathfinder 2nd Edition tabletop role-playing game. | PF2 SRD. I GM this as "up to 2 targets within 30ft of the caster", which is the way it works on your 2nd point. “You guys knew what we meant (from the flavor text) and were running it the right way anyway but we’re fixing the RAW to match what everybody already knew.”, Idk, "leaps from one target to another" is pretty straightfoward.

The long-awaited Pathfinder 2nd edition received a significant overhaul, with cantrips being no exception. I have no idea what this means? While I don't disagree with you, my issue is with how the rules treat the spell description. /u/Daitech made a chart that shows how Electric Arc is head and shoulders above other cantrips, if it can hit two targets, but mediocre if it hits just a single target. And I tend to agree that in damage, the martials shine at the lower levels. I mean think of how useful a lighter is from our modern age. Where does the second target need to be? We've got a druid and a sorcerer, both using Electric Arc. Most things that lower AC lower saves too. | 3.5e SRD Also, I believe it's easier to lower AC than it is to lower reflex saves. This is the line that clarifies exactly what is happening. I think we can agree though that being shorter range but having a crit effect doesn't make Chill Touch "better". A newer addition to the game, Divine Lance is available only to divine spellcasters. It's nowhere near broken though. If you want to deal damage to one thing Telekinetic Projectile is better, if you need to deal damage at long range Ray of Frost is better, if you need to hit an undead Disrupt Undead is better, if you need to hit a cluster of several enemies Acid Splash is better, and if you want non-combat utility out of your combat cantrip Produce Flame is better. But this is excluding weaknesses, resistances, immunities, etc.All these cantrips have a clear benefit over all the other cantrips in their individual situations. Okay, but your way of analysis doesn't really take into account the diverse and complex situations that occur during actual games. Acid Splash has the capability of hitting objects. If there's something blocking them, then it can't leap from 1 target to the other. By using our Services or clicking I agree, you agree to our use of cookies. Ray of Frost's primary benefit is the 120 feet range. With pathfinder, always choose RAW over flavor text. For more information about Paizo Inc. and Paizo products, please visit paizo.com. Still waiting on an errata for it.
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I think he'll find that as he nerfs Arc, something else will just step up in its place with a barely perceptible dip in damage, while showing an increase in cc. Also atk spells can benefit from flanking an enemy, save spells cannot. Log in sign up.
For useful links, visit http://pf2.tools/, Press J to jump to the feed. Heightened (+1) The damage increases by 1d4. .

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'm fairly confident the 30ft with 1-2 targets is the answer, but boy I wish the spell description didn't muddle this up. 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. An arc of Lightning leaps from one target to another. Where does the second target need to be? Stride twice. I actually see a lot of post where the argument is that cantrips in general should be buffed. The Electric Arc cantrip has a range of 30ft and lists its targets as 1 or 2 creatures. Heightened (+1) The damage increases by 1d4. Press question mark to learn the rest of the keyboard shortcuts. Electric Arc DOES NOT benefit from flatfooted, prone, or other AC reducing debuffs. That really doesn't make a lot of sense. Personally I would like to see the damage stay the same and have it jump to an adjacent target of the caster's choice on a failed saving throw or critically failed saving throw. User account menu. Some damage cantrips are decent options, and are meant to align with base martial attacks (outside of crazy OP choices), and then taper off as you level and get more and better spell choices. You deal electricity damage equal to 1d4 plus your spellcasting ability modifier.

Im going through this old post as I think about cantrips to have on hand. You deal electricity damage equal to 1d4 plus your spellcasting ability modifier. You can't target the same creature more than once, and you must have line of effect to all targets. I did a number crunch on the bestiary. This site may earn affiliate commissions from the links on this page.
(meaning if there are no enemies adjacent it doesn't compete with other spells for DPR, and if there is an ally next to the target there is a fun side effect to it being the highest DPR cantrip by a large margin). Any way you slice it, Electric Arc is stronger than the other cantrips. So the text should read something like this. If you're having trouble visualizing it, imagine that the lightning arcs back through the caster. It can be better at doing damage than spells you actually spent an equivalent level slot for. Some cantrips have been slightly improved in this version, but the 1st-level spells are mostly the same - and I think they're underwhelming.

Description wise it narratively makes sense if the second target is 5 or 10ft away from the first target, i.e. More posts from the Pathfinder_RPG community, For info, news, resources, and anything else about the Pathfinder TTRPG! There is no suggestion of how close to each other those targets need to be, but there is definitely no indication you can chain beyond the stated range of the spell. Ranged spell attacks suffer from cover, screening, concealment, etc. | d20HeroSRD Dexterity is still an ability score most people will make high, so their Reflex will be a high save. | Swords and Wizardry SRD Electric Arc Cantrip 1. cantrip; electricity; evocation; Traditions arcane, primal. They're a way for casters to feel useful while preserving spell slots. This isn’t true actually. Description An arc of lightning leaps from one target to another. One of them had to be. But people would probably freak out over it because the seemingly most op cantrip would be considerably less powerful (even though adjacent enemies still happens often), New comments cannot be posted and votes cannot be cast, More posts from the Pathfinder2e community, Unofficial subreddit for anything related to the Pathfinder 2nd Edition tabletop role-playing game. )It only applies flat-footened or fleeing on an Undead target, but combined with a Rogue for instance, this could be incredibly powerful as well. Plenty of Undead have weakness vs Positive Damage, so the actual damage it'd deal is much higher. Keeping in mind that cantrip spots are limited early on, you can’t reasonably have every cantrip for every situation. I haven't checked the higher levels yet to comment on those. So that means I could blast an enemy 30ft in front of me and then have that arc 60ft away to an enemy 30ft behind me. This needs to be higher. Greatsword is 1d12 damage in Pathfinder 2, btw. 2E Daily Spell Discussion: Electric Arc - May 25, 2020. The next GM about to take over feels that Electric Arc is far superior than all other cantrips and is looking at nerfing the spell.

I have seen so many posts about how caster damage at the lower levels are way lower than martials. RAW, it's one or two targets within 30 feet of you. Not "lightning arcs from both hands to seperate targets", The only thing that isn't obvious is whether the 2nd target has to be within 30 ft of you or the original target. I'm not convinced Telekinetic Projectile is better on damage, at least once you consider to hit, since it's not a spell attack but a regular attack roll, which will usually be at least +1 behind, which means it'll hit or crit less often. Chill Touch suffers from this problem also, but without the option to use it at range (barring metamagic). You're not making the GM feel as bad as the party members that DON'T have electric arc. By contrast, you could say that save spells synergize with a ranged weapon attacks because you don't get MAP. 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. But as /u/BlitzBasic mentioned is SO important to never boil any part of this game down to just numbers and make final calls off of them. | Starjammer SRD Otherwise, I'd agree, but to me, TK Proj is essentially only good if it's your best option, like a Dex 16 Bard. Except if fighting enemies with a weakness to electricity but that's a cool strategic moment so it's fine. More posts from the Pathfinder2e community, Unofficial subreddit for anything related to the Pathfinder 2nd Edition tabletop role-playing game. | PF2 SRD. I GM this as "up to 2 targets within 30ft of the caster", which is the way it works on your 2nd point. “You guys knew what we meant (from the flavor text) and were running it the right way anyway but we’re fixing the RAW to match what everybody already knew.”, Idk, "leaps from one target to another" is pretty straightfoward.

The long-awaited Pathfinder 2nd edition received a significant overhaul, with cantrips being no exception. I have no idea what this means? While I don't disagree with you, my issue is with how the rules treat the spell description. /u/Daitech made a chart that shows how Electric Arc is head and shoulders above other cantrips, if it can hit two targets, but mediocre if it hits just a single target. And I tend to agree that in damage, the martials shine at the lower levels. I mean think of how useful a lighter is from our modern age. Where does the second target need to be? We've got a druid and a sorcerer, both using Electric Arc. Most things that lower AC lower saves too. | 3.5e SRD Also, I believe it's easier to lower AC than it is to lower reflex saves. This is the line that clarifies exactly what is happening. I think we can agree though that being shorter range but having a crit effect doesn't make Chill Touch "better". A newer addition to the game, Divine Lance is available only to divine spellcasters. It's nowhere near broken though. If you want to deal damage to one thing Telekinetic Projectile is better, if you need to deal damage at long range Ray of Frost is better, if you need to hit an undead Disrupt Undead is better, if you need to hit a cluster of several enemies Acid Splash is better, and if you want non-combat utility out of your combat cantrip Produce Flame is better. But this is excluding weaknesses, resistances, immunities, etc.All these cantrips have a clear benefit over all the other cantrips in their individual situations. Okay, but your way of analysis doesn't really take into account the diverse and complex situations that occur during actual games. Acid Splash has the capability of hitting objects. If there's something blocking them, then it can't leap from 1 target to the other. By using our Services or clicking I agree, you agree to our use of cookies. Ray of Frost's primary benefit is the 120 feet range. With pathfinder, always choose RAW over flavor text. For more information about Paizo Inc. and Paizo products, please visit paizo.com. Still waiting on an errata for it.
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I think he'll find that as he nerfs Arc, something else will just step up in its place with a barely perceptible dip in damage, while showing an increase in cc. Also atk spells can benefit from flanking an enemy, save spells cannot. Log in sign up.
For useful links, visit http://pf2.tools/, Press J to jump to the feed. Heightened (+1) The damage increases by 1d4. .

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'm fairly confident the 30ft with 1-2 targets is the answer, but boy I wish the spell description didn't muddle this up. 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. An arc of Lightning leaps from one target to another. Where does the second target need to be? Stride twice. I actually see a lot of post where the argument is that cantrips in general should be buffed. The Electric Arc cantrip has a range of 30ft and lists its targets as 1 or 2 creatures. Heightened (+1) The damage increases by 1d4. Press question mark to learn the rest of the keyboard shortcuts. Electric Arc DOES NOT benefit from flatfooted, prone, or other AC reducing debuffs. That really doesn't make a lot of sense. Personally I would like to see the damage stay the same and have it jump to an adjacent target of the caster's choice on a failed saving throw or critically failed saving throw. User account menu. Some damage cantrips are decent options, and are meant to align with base martial attacks (outside of crazy OP choices), and then taper off as you level and get more and better spell choices. You deal electricity damage equal to 1d4 plus your spellcasting ability modifier.

Im going through this old post as I think about cantrips to have on hand. You deal electricity damage equal to 1d4 plus your spellcasting ability modifier. You can't target the same creature more than once, and you must have line of effect to all targets. I did a number crunch on the bestiary. This site may earn affiliate commissions from the links on this page.
(meaning if there are no enemies adjacent it doesn't compete with other spells for DPR, and if there is an ally next to the target there is a fun side effect to it being the highest DPR cantrip by a large margin). Any way you slice it, Electric Arc is stronger than the other cantrips. So the text should read something like this. If you're having trouble visualizing it, imagine that the lightning arcs back through the caster. It can be better at doing damage than spells you actually spent an equivalent level slot for. Some cantrips have been slightly improved in this version, but the 1st-level spells are mostly the same - and I think they're underwhelming.

Description wise it narratively makes sense if the second target is 5 or 10ft away from the first target, i.e. More posts from the Pathfinder_RPG community, For info, news, resources, and anything else about the Pathfinder TTRPG! There is no suggestion of how close to each other those targets need to be, but there is definitely no indication you can chain beyond the stated range of the spell. Ranged spell attacks suffer from cover, screening, concealment, etc. | d20HeroSRD Dexterity is still an ability score most people will make high, so their Reflex will be a high save. | Swords and Wizardry SRD Electric Arc Cantrip 1. cantrip; electricity; evocation; Traditions arcane, primal. They're a way for casters to feel useful while preserving spell slots. This isn’t true actually. Description An arc of lightning leaps from one target to another. One of them had to be. But people would probably freak out over it because the seemingly most op cantrip would be considerably less powerful (even though adjacent enemies still happens often), New comments cannot be posted and votes cannot be cast, More posts from the Pathfinder2e community, Unofficial subreddit for anything related to the Pathfinder 2nd Edition tabletop role-playing game. )It only applies flat-footened or fleeing on an Undead target, but combined with a Rogue for instance, this could be incredibly powerful as well. Plenty of Undead have weakness vs Positive Damage, so the actual damage it'd deal is much higher. Keeping in mind that cantrip spots are limited early on, you can’t reasonably have every cantrip for every situation. I haven't checked the higher levels yet to comment on those. So that means I could blast an enemy 30ft in front of me and then have that arc 60ft away to an enemy 30ft behind me. This needs to be higher. Greatsword is 1d12 damage in Pathfinder 2, btw. 2E Daily Spell Discussion: Electric Arc - May 25, 2020. The next GM about to take over feels that Electric Arc is far superior than all other cantrips and is looking at nerfing the spell.

I have seen so many posts about how caster damage at the lower levels are way lower than martials. RAW, it's one or two targets within 30 feet of you. Not "lightning arcs from both hands to seperate targets", The only thing that isn't obvious is whether the 2nd target has to be within 30 ft of you or the original target. I'm not convinced Telekinetic Projectile is better on damage, at least once you consider to hit, since it's not a spell attack but a regular attack roll, which will usually be at least +1 behind, which means it'll hit or crit less often. Chill Touch suffers from this problem also, but without the option to use it at range (barring metamagic). You're not making the GM feel as bad as the party members that DON'T have electric arc. By contrast, you could say that save spells synergize with a ranged weapon attacks because you don't get MAP. 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. But as /u/BlitzBasic mentioned is SO important to never boil any part of this game down to just numbers and make final calls off of them. | Starjammer SRD Otherwise, I'd agree, but to me, TK Proj is essentially only good if it's your best option, like a Dex 16 Bard. Except if fighting enemies with a weakness to electricity but that's a cool strategic moment so it's fine. More posts from the Pathfinder2e community, Unofficial subreddit for anything related to the Pathfinder 2nd Edition tabletop role-playing game. | PF2 SRD. I GM this as "up to 2 targets within 30ft of the caster", which is the way it works on your 2nd point. “You guys knew what we meant (from the flavor text) and were running it the right way anyway but we’re fixing the RAW to match what everybody already knew.”, Idk, "leaps from one target to another" is pretty straightfoward.

The long-awaited Pathfinder 2nd edition received a significant overhaul, with cantrips being no exception. I have no idea what this means? While I don't disagree with you, my issue is with how the rules treat the spell description. /u/Daitech made a chart that shows how Electric Arc is head and shoulders above other cantrips, if it can hit two targets, but mediocre if it hits just a single target. And I tend to agree that in damage, the martials shine at the lower levels. I mean think of how useful a lighter is from our modern age. Where does the second target need to be? We've got a druid and a sorcerer, both using Electric Arc. Most things that lower AC lower saves too. | 3.5e SRD Also, I believe it's easier to lower AC than it is to lower reflex saves. This is the line that clarifies exactly what is happening. I think we can agree though that being shorter range but having a crit effect doesn't make Chill Touch "better". A newer addition to the game, Divine Lance is available only to divine spellcasters. It's nowhere near broken though. If you want to deal damage to one thing Telekinetic Projectile is better, if you need to deal damage at long range Ray of Frost is better, if you need to hit an undead Disrupt Undead is better, if you need to hit a cluster of several enemies Acid Splash is better, and if you want non-combat utility out of your combat cantrip Produce Flame is better. But this is excluding weaknesses, resistances, immunities, etc.All these cantrips have a clear benefit over all the other cantrips in their individual situations. Okay, but your way of analysis doesn't really take into account the diverse and complex situations that occur during actual games. Acid Splash has the capability of hitting objects. If there's something blocking them, then it can't leap from 1 target to the other. By using our Services or clicking I agree, you agree to our use of cookies. Ray of Frost's primary benefit is the 120 feet range. With pathfinder, always choose RAW over flavor text. For more information about Paizo Inc. and Paizo products, please visit paizo.com. Still waiting on an errata for it.
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I think he'll find that as he nerfs Arc, something else will just step up in its place with a barely perceptible dip in damage, while showing an increase in cc. Also atk spells can benefit from flanking an enemy, save spells cannot. Log in sign up.
For useful links, visit http://pf2.tools/, Press J to jump to the feed. Heightened (+1) The damage increases by 1d4. .

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'm fairly confident the 30ft with 1-2 targets is the answer, but boy I wish the spell description didn't muddle this up. 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. An arc of Lightning leaps from one target to another. Where does the second target need to be? Stride twice. I actually see a lot of post where the argument is that cantrips in general should be buffed. The Electric Arc cantrip has a range of 30ft and lists its targets as 1 or 2 creatures. Heightened (+1) The damage increases by 1d4. Press question mark to learn the rest of the keyboard shortcuts. Electric Arc DOES NOT benefit from flatfooted, prone, or other AC reducing debuffs. That really doesn't make a lot of sense. Personally I would like to see the damage stay the same and have it jump to an adjacent target of the caster's choice on a failed saving throw or critically failed saving throw. User account menu. Some damage cantrips are decent options, and are meant to align with base martial attacks (outside of crazy OP choices), and then taper off as you level and get more and better spell choices. You deal electricity damage equal to 1d4 plus your spellcasting ability modifier.

Im going through this old post as I think about cantrips to have on hand. You deal electricity damage equal to 1d4 plus your spellcasting ability modifier. You can't target the same creature more than once, and you must have line of effect to all targets. I did a number crunch on the bestiary. This site may earn affiliate commissions from the links on this page.
(meaning if there are no enemies adjacent it doesn't compete with other spells for DPR, and if there is an ally next to the target there is a fun side effect to it being the highest DPR cantrip by a large margin). Any way you slice it, Electric Arc is stronger than the other cantrips. So the text should read something like this. If you're having trouble visualizing it, imagine that the lightning arcs back through the caster. It can be better at doing damage than spells you actually spent an equivalent level slot for. Some cantrips have been slightly improved in this version, but the 1st-level spells are mostly the same - and I think they're underwhelming.

Description wise it narratively makes sense if the second target is 5 or 10ft away from the first target, i.e. More posts from the Pathfinder_RPG community, For info, news, resources, and anything else about the Pathfinder TTRPG! There is no suggestion of how close to each other those targets need to be, but there is definitely no indication you can chain beyond the stated range of the spell. Ranged spell attacks suffer from cover, screening, concealment, etc. | d20HeroSRD Dexterity is still an ability score most people will make high, so their Reflex will be a high save. | Swords and Wizardry SRD Electric Arc Cantrip 1. cantrip; electricity; evocation; Traditions arcane, primal. They're a way for casters to feel useful while preserving spell slots. This isn’t true actually. Description An arc of lightning leaps from one target to another. One of them had to be. But people would probably freak out over it because the seemingly most op cantrip would be considerably less powerful (even though adjacent enemies still happens often), New comments cannot be posted and votes cannot be cast, More posts from the Pathfinder2e community, Unofficial subreddit for anything related to the Pathfinder 2nd Edition tabletop role-playing game. )It only applies flat-footened or fleeing on an Undead target, but combined with a Rogue for instance, this could be incredibly powerful as well. Plenty of Undead have weakness vs Positive Damage, so the actual damage it'd deal is much higher. Keeping in mind that cantrip spots are limited early on, you can’t reasonably have every cantrip for every situation. I haven't checked the higher levels yet to comment on those. So that means I could blast an enemy 30ft in front of me and then have that arc 60ft away to an enemy 30ft behind me. This needs to be higher. Greatsword is 1d12 damage in Pathfinder 2, btw. 2E Daily Spell Discussion: Electric Arc - May 25, 2020. The next GM about to take over feels that Electric Arc is far superior than all other cantrips and is looking at nerfing the spell.

I have seen so many posts about how caster damage at the lower levels are way lower than martials. RAW, it's one or two targets within 30 feet of you. Not "lightning arcs from both hands to seperate targets", The only thing that isn't obvious is whether the 2nd target has to be within 30 ft of you or the original target. I'm not convinced Telekinetic Projectile is better on damage, at least once you consider to hit, since it's not a spell attack but a regular attack roll, which will usually be at least +1 behind, which means it'll hit or crit less often. Chill Touch suffers from this problem also, but without the option to use it at range (barring metamagic). You're not making the GM feel as bad as the party members that DON'T have electric arc. By contrast, you could say that save spells synergize with a ranged weapon attacks because you don't get MAP. 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. But as /u/BlitzBasic mentioned is SO important to never boil any part of this game down to just numbers and make final calls off of them. | Starjammer SRD Otherwise, I'd agree, but to me, TK Proj is essentially only good if it's your best option, like a Dex 16 Bard. Except if fighting enemies with a weakness to electricity but that's a cool strategic moment so it's fine. More posts from the Pathfinder2e community, Unofficial subreddit for anything related to the Pathfinder 2nd Edition tabletop role-playing game. | PF2 SRD. I GM this as "up to 2 targets within 30ft of the caster", which is the way it works on your 2nd point. “You guys knew what we meant (from the flavor text) and were running it the right way anyway but we’re fixing the RAW to match what everybody already knew.”, Idk, "leaps from one target to another" is pretty straightfoward.

The long-awaited Pathfinder 2nd edition received a significant overhaul, with cantrips being no exception. I have no idea what this means? While I don't disagree with you, my issue is with how the rules treat the spell description. /u/Daitech made a chart that shows how Electric Arc is head and shoulders above other cantrips, if it can hit two targets, but mediocre if it hits just a single target. And I tend to agree that in damage, the martials shine at the lower levels. I mean think of how useful a lighter is from our modern age. Where does the second target need to be? We've got a druid and a sorcerer, both using Electric Arc. Most things that lower AC lower saves too. | 3.5e SRD Also, I believe it's easier to lower AC than it is to lower reflex saves. This is the line that clarifies exactly what is happening. I think we can agree though that being shorter range but having a crit effect doesn't make Chill Touch "better". A newer addition to the game, Divine Lance is available only to divine spellcasters. It's nowhere near broken though. If you want to deal damage to one thing Telekinetic Projectile is better, if you need to deal damage at long range Ray of Frost is better, if you need to hit an undead Disrupt Undead is better, if you need to hit a cluster of several enemies Acid Splash is better, and if you want non-combat utility out of your combat cantrip Produce Flame is better. But this is excluding weaknesses, resistances, immunities, etc.All these cantrips have a clear benefit over all the other cantrips in their individual situations. Okay, but your way of analysis doesn't really take into account the diverse and complex situations that occur during actual games. Acid Splash has the capability of hitting objects. If there's something blocking them, then it can't leap from 1 target to the other. By using our Services or clicking I agree, you agree to our use of cookies. Ray of Frost's primary benefit is the 120 feet range. With pathfinder, always choose RAW over flavor text. For more information about Paizo Inc. and Paizo products, please visit paizo.com. Still waiting on an errata for it.
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I think he'll find that as he nerfs Arc, something else will just step up in its place with a barely perceptible dip in damage, while showing an increase in cc. Also atk spells can benefit from flanking an enemy, save spells cannot. Log in sign up.
For useful links, visit http://pf2.tools/, Press J to jump to the feed. Heightened (+1) The damage increases by 1d4. .

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I'm fairly confident the 30ft with 1-2 targets is the answer, but boy I wish the spell description didn't muddle this up. 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. An arc of Lightning leaps from one target to another. Where does the second target need to be? Stride twice. I actually see a lot of post where the argument is that cantrips in general should be buffed. The Electric Arc cantrip has a range of 30ft and lists its targets as 1 or 2 creatures. Heightened (+1) The damage increases by 1d4. Press question mark to learn the rest of the keyboard shortcuts. Electric Arc DOES NOT benefit from flatfooted, prone, or other AC reducing debuffs. That really doesn't make a lot of sense. Personally I would like to see the damage stay the same and have it jump to an adjacent target of the caster's choice on a failed saving throw or critically failed saving throw. User account menu. Some damage cantrips are decent options, and are meant to align with base martial attacks (outside of crazy OP choices), and then taper off as you level and get more and better spell choices. You deal electricity damage equal to 1d4 plus your spellcasting ability modifier.

Im going through this old post as I think about cantrips to have on hand. You deal electricity damage equal to 1d4 plus your spellcasting ability modifier. You can't target the same creature more than once, and you must have line of effect to all targets. I did a number crunch on the bestiary. This site may earn affiliate commissions from the links on this page.
(meaning if there are no enemies adjacent it doesn't compete with other spells for DPR, and if there is an ally next to the target there is a fun side effect to it being the highest DPR cantrip by a large margin). Any way you slice it, Electric Arc is stronger than the other cantrips. So the text should read something like this. If you're having trouble visualizing it, imagine that the lightning arcs back through the caster. It can be better at doing damage than spells you actually spent an equivalent level slot for. Some cantrips have been slightly improved in this version, but the 1st-level spells are mostly the same - and I think they're underwhelming.

Description wise it narratively makes sense if the second target is 5 or 10ft away from the first target, i.e. More posts from the Pathfinder_RPG community, For info, news, resources, and anything else about the Pathfinder TTRPG! There is no suggestion of how close to each other those targets need to be, but there is definitely no indication you can chain beyond the stated range of the spell. Ranged spell attacks suffer from cover, screening, concealment, etc. | d20HeroSRD Dexterity is still an ability score most people will make high, so their Reflex will be a high save. | Swords and Wizardry SRD Electric Arc Cantrip 1. cantrip; electricity; evocation; Traditions arcane, primal. They're a way for casters to feel useful while preserving spell slots. This isn’t true actually. Description An arc of lightning leaps from one target to another. One of them had to be. But people would probably freak out over it because the seemingly most op cantrip would be considerably less powerful (even though adjacent enemies still happens often), New comments cannot be posted and votes cannot be cast, More posts from the Pathfinder2e community, Unofficial subreddit for anything related to the Pathfinder 2nd Edition tabletop role-playing game. )It only applies flat-footened or fleeing on an Undead target, but combined with a Rogue for instance, this could be incredibly powerful as well. Plenty of Undead have weakness vs Positive Damage, so the actual damage it'd deal is much higher. Keeping in mind that cantrip spots are limited early on, you can’t reasonably have every cantrip for every situation. I haven't checked the higher levels yet to comment on those. So that means I could blast an enemy 30ft in front of me and then have that arc 60ft away to an enemy 30ft behind me. This needs to be higher. Greatsword is 1d12 damage in Pathfinder 2, btw. 2E Daily Spell Discussion: Electric Arc - May 25, 2020. The next GM about to take over feels that Electric Arc is far superior than all other cantrips and is looking at nerfing the spell.

I have seen so many posts about how caster damage at the lower levels are way lower than martials. RAW, it's one or two targets within 30 feet of you. Not "lightning arcs from both hands to seperate targets", The only thing that isn't obvious is whether the 2nd target has to be within 30 ft of you or the original target. I'm not convinced Telekinetic Projectile is better on damage, at least once you consider to hit, since it's not a spell attack but a regular attack roll, which will usually be at least +1 behind, which means it'll hit or crit less often. Chill Touch suffers from this problem also, but without the option to use it at range (barring metamagic). You're not making the GM feel as bad as the party members that DON'T have electric arc. By contrast, you could say that save spells synergize with a ranged weapon attacks because you don't get MAP. 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. But as /u/BlitzBasic mentioned is SO important to never boil any part of this game down to just numbers and make final calls off of them. | Starjammer SRD Otherwise, I'd agree, but to me, TK Proj is essentially only good if it's your best option, like a Dex 16 Bard. Except if fighting enemies with a weakness to electricity but that's a cool strategic moment so it's fine. More posts from the Pathfinder2e community, Unofficial subreddit for anything related to the Pathfinder 2nd Edition tabletop role-playing game. | PF2 SRD. I GM this as "up to 2 targets within 30ft of the caster", which is the way it works on your 2nd point. “You guys knew what we meant (from the flavor text) and were running it the right way anyway but we’re fixing the RAW to match what everybody already knew.”, Idk, "leaps from one target to another" is pretty straightfoward.

The long-awaited Pathfinder 2nd edition received a significant overhaul, with cantrips being no exception. I have no idea what this means? While I don't disagree with you, my issue is with how the rules treat the spell description. /u/Daitech made a chart that shows how Electric Arc is head and shoulders above other cantrips, if it can hit two targets, but mediocre if it hits just a single target. And I tend to agree that in damage, the martials shine at the lower levels. I mean think of how useful a lighter is from our modern age. Where does the second target need to be? We've got a druid and a sorcerer, both using Electric Arc. Most things that lower AC lower saves too. | 3.5e SRD Also, I believe it's easier to lower AC than it is to lower reflex saves. This is the line that clarifies exactly what is happening. I think we can agree though that being shorter range but having a crit effect doesn't make Chill Touch "better". A newer addition to the game, Divine Lance is available only to divine spellcasters. It's nowhere near broken though. If you want to deal damage to one thing Telekinetic Projectile is better, if you need to deal damage at long range Ray of Frost is better, if you need to hit an undead Disrupt Undead is better, if you need to hit a cluster of several enemies Acid Splash is better, and if you want non-combat utility out of your combat cantrip Produce Flame is better. But this is excluding weaknesses, resistances, immunities, etc.All these cantrips have a clear benefit over all the other cantrips in their individual situations. Okay, but your way of analysis doesn't really take into account the diverse and complex situations that occur during actual games. Acid Splash has the capability of hitting objects. If there's something blocking them, then it can't leap from 1 target to the other. By using our Services or clicking I agree, you agree to our use of cookies. Ray of Frost's primary benefit is the 120 feet range. With pathfinder, always choose RAW over flavor text. For more information about Paizo Inc. and Paizo products, please visit paizo.com. Still waiting on an errata for it.
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I think he'll find that as he nerfs Arc, something else will just step up in its place with a barely perceptible dip in damage, while showing an increase in cc. Also atk spells can benefit from flanking an enemy, save spells cannot. Log in sign up.
For useful links, visit http://pf2.tools/, Press J to jump to the feed. Heightened (+1) The damage increases by 1d4. .

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'm fairly confident the 30ft with 1-2 targets is the answer, but boy I wish the spell description didn't muddle this up. 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. An arc of Lightning leaps from one target to another. Where does the second target need to be? Stride twice. I actually see a lot of post where the argument is that cantrips in general should be buffed. The Electric Arc cantrip has a range of 30ft and lists its targets as 1 or 2 creatures. Heightened (+1) The damage increases by 1d4. Press question mark to learn the rest of the keyboard shortcuts. Electric Arc DOES NOT benefit from flatfooted, prone, or other AC reducing debuffs. That really doesn't make a lot of sense. Personally I would like to see the damage stay the same and have it jump to an adjacent target of the caster's choice on a failed saving throw or critically failed saving throw. User account menu. Some damage cantrips are decent options, and are meant to align with base martial attacks (outside of crazy OP choices), and then taper off as you level and get more and better spell choices. You deal electricity damage equal to 1d4 plus your spellcasting ability modifier.

Im going through this old post as I think about cantrips to have on hand. You deal electricity damage equal to 1d4 plus your spellcasting ability modifier. You can't target the same creature more than once, and you must have line of effect to all targets. I did a number crunch on the bestiary. This site may earn affiliate commissions from the links on this page.
(meaning if there are no enemies adjacent it doesn't compete with other spells for DPR, and if there is an ally next to the target there is a fun side effect to it being the highest DPR cantrip by a large margin). Any way you slice it, Electric Arc is stronger than the other cantrips. So the text should read something like this. If you're having trouble visualizing it, imagine that the lightning arcs back through the caster. It can be better at doing damage than spells you actually spent an equivalent level slot for. Some cantrips have been slightly improved in this version, but the 1st-level spells are mostly the same - and I think they're underwhelming.

Description wise it narratively makes sense if the second target is 5 or 10ft away from the first target, i.e. More posts from the Pathfinder_RPG community, For info, news, resources, and anything else about the Pathfinder TTRPG! There is no suggestion of how close to each other those targets need to be, but there is definitely no indication you can chain beyond the stated range of the spell. Ranged spell attacks suffer from cover, screening, concealment, etc. | d20HeroSRD Dexterity is still an ability score most people will make high, so their Reflex will be a high save. | Swords and Wizardry SRD Electric Arc Cantrip 1. cantrip; electricity; evocation; Traditions arcane, primal. They're a way for casters to feel useful while preserving spell slots. This isn’t true actually. Description An arc of lightning leaps from one target to another. One of them had to be. But people would probably freak out over it because the seemingly most op cantrip would be considerably less powerful (even though adjacent enemies still happens often), New comments cannot be posted and votes cannot be cast, More posts from the Pathfinder2e community, Unofficial subreddit for anything related to the Pathfinder 2nd Edition tabletop role-playing game. )It only applies flat-footened or fleeing on an Undead target, but combined with a Rogue for instance, this could be incredibly powerful as well. Plenty of Undead have weakness vs Positive Damage, so the actual damage it'd deal is much higher. Keeping in mind that cantrip spots are limited early on, you can’t reasonably have every cantrip for every situation. I haven't checked the higher levels yet to comment on those. So that means I could blast an enemy 30ft in front of me and then have that arc 60ft away to an enemy 30ft behind me. This needs to be higher. Greatsword is 1d12 damage in Pathfinder 2, btw. 2E Daily Spell Discussion: Electric Arc - May 25, 2020. The next GM about to take over feels that Electric Arc is far superior than all other cantrips and is looking at nerfing the spell.

I have seen so many posts about how caster damage at the lower levels are way lower than martials. RAW, it's one or two targets within 30 feet of you. Not "lightning arcs from both hands to seperate targets", The only thing that isn't obvious is whether the 2nd target has to be within 30 ft of you or the original target. I'm not convinced Telekinetic Projectile is better on damage, at least once you consider to hit, since it's not a spell attack but a regular attack roll, which will usually be at least +1 behind, which means it'll hit or crit less often. Chill Touch suffers from this problem also, but without the option to use it at range (barring metamagic). You're not making the GM feel as bad as the party members that DON'T have electric arc. By contrast, you could say that save spells synergize with a ranged weapon attacks because you don't get MAP. 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. But as /u/BlitzBasic mentioned is SO important to never boil any part of this game down to just numbers and make final calls off of them. | Starjammer SRD Otherwise, I'd agree, but to me, TK Proj is essentially only good if it's your best option, like a Dex 16 Bard. Except if fighting enemies with a weakness to electricity but that's a cool strategic moment so it's fine. More posts from the Pathfinder2e community, Unofficial subreddit for anything related to the Pathfinder 2nd Edition tabletop role-playing game. | PF2 SRD. I GM this as "up to 2 targets within 30ft of the caster", which is the way it works on your 2nd point. “You guys knew what we meant (from the flavor text) and were running it the right way anyway but we’re fixing the RAW to match what everybody already knew.”, Idk, "leaps from one target to another" is pretty straightfoward.

The long-awaited Pathfinder 2nd edition received a significant overhaul, with cantrips being no exception. I have no idea what this means? While I don't disagree with you, my issue is with how the rules treat the spell description. /u/Daitech made a chart that shows how Electric Arc is head and shoulders above other cantrips, if it can hit two targets, but mediocre if it hits just a single target. And I tend to agree that in damage, the martials shine at the lower levels. I mean think of how useful a lighter is from our modern age. Where does the second target need to be? We've got a druid and a sorcerer, both using Electric Arc. Most things that lower AC lower saves too. | 3.5e SRD Also, I believe it's easier to lower AC than it is to lower reflex saves. This is the line that clarifies exactly what is happening. I think we can agree though that being shorter range but having a crit effect doesn't make Chill Touch "better". A newer addition to the game, Divine Lance is available only to divine spellcasters. It's nowhere near broken though. If you want to deal damage to one thing Telekinetic Projectile is better, if you need to deal damage at long range Ray of Frost is better, if you need to hit an undead Disrupt Undead is better, if you need to hit a cluster of several enemies Acid Splash is better, and if you want non-combat utility out of your combat cantrip Produce Flame is better. But this is excluding weaknesses, resistances, immunities, etc.All these cantrips have a clear benefit over all the other cantrips in their individual situations. Okay, but your way of analysis doesn't really take into account the diverse and complex situations that occur during actual games. Acid Splash has the capability of hitting objects. If there's something blocking them, then it can't leap from 1 target to the other. By using our Services or clicking I agree, you agree to our use of cookies. Ray of Frost's primary benefit is the 120 feet range. With pathfinder, always choose RAW over flavor text. For more information about Paizo Inc. and Paizo products, please visit paizo.com. Still waiting on an errata for it.
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Continual Flame: A magical flame springs up from the object, as bright as a torch. Why do GM's decide to nerf cool things that players can do? Electric Arc is by no means busted, it’s just specialized at one specific combat role that does happen to come up decently often. Saving Throw basic Reflex An arc of lightning leaps from one target to another. Currently, the second version is the one supported by the rules. So when a very common spell like Electric Arc has its first sentence getting in the way of its parameters, I wish there was more clarity. Both targets need to be within 30 feet from you. If this is your main damage cantrip, you wont have it when you are fighting undead. So yes, in the perfect situation for Electric Arc (two enemies within 30ft of the caster) it's superior to the other cantrips. Also, in a lot of situations (enemies beyond 30ft) the 3.575 damage of ray of frost are superior to the jack shit the other cantrips do. That shouldn't happen. Old thread, but in my opinion it should arc to another target that's within 30 feet of the original target, not within 30 of you. Personally, That'd be a nice balance change. Posted by. What are some creative uses for this spell? Cantrip Electricity Evocation. Probably so the other choices can be cool and fun too. Most cantrips are Heighten (+1), which means they get better every spell level. Cookies help us deliver our Services. Acid Splash is Heighten (+2) like Daze, except formatted differently due to its atypical progression. Seems like I just need to change the text of the cantrip to "Arcs of lighting leaps from your hands to strike at your enemies" and then everything kind of falls into place. Also, I believe it's easier to lower AC than it is to lower reflex saves. I think that's more thematic and a bit more tactical. Eh, even with true strike which costs a slot, spell attack rolls lose in general simply for losing out on half damage failures. Strong vs swarms. arc deals 1d4+4 to two targets for 2 actions. The other cantrips include things like applying conditions or slows or persistent damage.

I think he'll find that as he nerfs Arc, something else will just step up in its place with a barely perceptible dip in damage, while showing an increase in cc. Also atk spells can benefit from flanking an enemy, save spells cannot. Log in sign up.
For useful links, visit http://pf2.tools/, Press J to jump to the feed. Heightened (+1) The damage increases by 1d4. .

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'm fairly confident the 30ft with 1-2 targets is the answer, but boy I wish the spell description didn't muddle this up. 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. An arc of Lightning leaps from one target to another. Where does the second target need to be? Stride twice. I actually see a lot of post where the argument is that cantrips in general should be buffed. The Electric Arc cantrip has a range of 30ft and lists its targets as 1 or 2 creatures. Heightened (+1) The damage increases by 1d4. Press question mark to learn the rest of the keyboard shortcuts. Electric Arc DOES NOT benefit from flatfooted, prone, or other AC reducing debuffs. That really doesn't make a lot of sense. Personally I would like to see the damage stay the same and have it jump to an adjacent target of the caster's choice on a failed saving throw or critically failed saving throw. User account menu. Some damage cantrips are decent options, and are meant to align with base martial attacks (outside of crazy OP choices), and then taper off as you level and get more and better spell choices. You deal electricity damage equal to 1d4 plus your spellcasting ability modifier.

Im going through this old post as I think about cantrips to have on hand. You deal electricity damage equal to 1d4 plus your spellcasting ability modifier. You can't target the same creature more than once, and you must have line of effect to all targets. I did a number crunch on the bestiary. This site may earn affiliate commissions from the links on this page.
(meaning if there are no enemies adjacent it doesn't compete with other spells for DPR, and if there is an ally next to the target there is a fun side effect to it being the highest DPR cantrip by a large margin). Any way you slice it, Electric Arc is stronger than the other cantrips. So the text should read something like this. If you're having trouble visualizing it, imagine that the lightning arcs back through the caster. It can be better at doing damage than spells you actually spent an equivalent level slot for. Some cantrips have been slightly improved in this version, but the 1st-level spells are mostly the same - and I think they're underwhelming.

Description wise it narratively makes sense if the second target is 5 or 10ft away from the first target, i.e. More posts from the Pathfinder_RPG community, For info, news, resources, and anything else about the Pathfinder TTRPG! There is no suggestion of how close to each other those targets need to be, but there is definitely no indication you can chain beyond the stated range of the spell. Ranged spell attacks suffer from cover, screening, concealment, etc. | d20HeroSRD Dexterity is still an ability score most people will make high, so their Reflex will be a high save. | Swords and Wizardry SRD Electric Arc Cantrip 1. cantrip; electricity; evocation; Traditions arcane, primal. They're a way for casters to feel useful while preserving spell slots. This isn’t true actually. Description An arc of lightning leaps from one target to another. One of them had to be. But people would probably freak out over it because the seemingly most op cantrip would be considerably less powerful (even though adjacent enemies still happens often), New comments cannot be posted and votes cannot be cast, More posts from the Pathfinder2e community, Unofficial subreddit for anything related to the Pathfinder 2nd Edition tabletop role-playing game. )It only applies flat-footened or fleeing on an Undead target, but combined with a Rogue for instance, this could be incredibly powerful as well. Plenty of Undead have weakness vs Positive Damage, so the actual damage it'd deal is much higher. Keeping in mind that cantrip spots are limited early on, you can’t reasonably have every cantrip for every situation. I haven't checked the higher levels yet to comment on those. So that means I could blast an enemy 30ft in front of me and then have that arc 60ft away to an enemy 30ft behind me. This needs to be higher. Greatsword is 1d12 damage in Pathfinder 2, btw. 2E Daily Spell Discussion: Electric Arc - May 25, 2020. The next GM about to take over feels that Electric Arc is far superior than all other cantrips and is looking at nerfing the spell.

I have seen so many posts about how caster damage at the lower levels are way lower than martials. RAW, it's one or two targets within 30 feet of you. Not "lightning arcs from both hands to seperate targets", The only thing that isn't obvious is whether the 2nd target has to be within 30 ft of you or the original target. I'm not convinced Telekinetic Projectile is better on damage, at least once you consider to hit, since it's not a spell attack but a regular attack roll, which will usually be at least +1 behind, which means it'll hit or crit less often. Chill Touch suffers from this problem also, but without the option to use it at range (barring metamagic). You're not making the GM feel as bad as the party members that DON'T have electric arc. By contrast, you could say that save spells synergize with a ranged weapon attacks because you don't get MAP. 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. But as /u/BlitzBasic mentioned is SO important to never boil any part of this game down to just numbers and make final calls off of them. | Starjammer SRD Otherwise, I'd agree, but to me, TK Proj is essentially only good if it's your best option, like a Dex 16 Bard. Except if fighting enemies with a weakness to electricity but that's a cool strategic moment so it's fine. More posts from the Pathfinder2e community, Unofficial subreddit for anything related to the Pathfinder 2nd Edition tabletop role-playing game. | PF2 SRD. I GM this as "up to 2 targets within 30ft of the caster", which is the way it works on your 2nd point. “You guys knew what we meant (from the flavor text) and were running it the right way anyway but we’re fixing the RAW to match what everybody already knew.”, Idk, "leaps from one target to another" is pretty straightfoward.

The long-awaited Pathfinder 2nd edition received a significant overhaul, with cantrips being no exception. I have no idea what this means? While I don't disagree with you, my issue is with how the rules treat the spell description. /u/Daitech made a chart that shows how Electric Arc is head and shoulders above other cantrips, if it can hit two targets, but mediocre if it hits just a single target. And I tend to agree that in damage, the martials shine at the lower levels. I mean think of how useful a lighter is from our modern age. Where does the second target need to be? We've got a druid and a sorcerer, both using Electric Arc. Most things that lower AC lower saves too. | 3.5e SRD Also, I believe it's easier to lower AC than it is to lower reflex saves. This is the line that clarifies exactly what is happening. I think we can agree though that being shorter range but having a crit effect doesn't make Chill Touch "better". A newer addition to the game, Divine Lance is available only to divine spellcasters. It's nowhere near broken though. If you want to deal damage to one thing Telekinetic Projectile is better, if you need to deal damage at long range Ray of Frost is better, if you need to hit an undead Disrupt Undead is better, if you need to hit a cluster of several enemies Acid Splash is better, and if you want non-combat utility out of your combat cantrip Produce Flame is better. But this is excluding weaknesses, resistances, immunities, etc.All these cantrips have a clear benefit over all the other cantrips in their individual situations. Okay, but your way of analysis doesn't really take into account the diverse and complex situations that occur during actual games. Acid Splash has the capability of hitting objects. If there's something blocking them, then it can't leap from 1 target to the other. By using our Services or clicking I agree, you agree to our use of cookies. Ray of Frost's primary benefit is the 120 feet range. With pathfinder, always choose RAW over flavor text. For more information about Paizo Inc. and Paizo products, please visit paizo.com. Still waiting on an errata for it.

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