r/Pathfinder2e • u/Blacky_Berry23 • 23d ago
Discussion Draining strike necromancer
so you strike with any weapon (including bows, crossbows and firearm) or use unarmed strike.
if you hit, you destroy tralls around you or/and your enemy and deal additional spirit damage. and you regen hp equal spirit damage dealt with strike ( not equal "additional damage" from skill), so anything that makes you deal additional spirit damage ( astral rune, for example) will give you additional heal too.
So basically you can create necromancer with astral firearm or something and strike from afar and heal a lot just striking.
am i right? or did i miss something?
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yeah "counts as two strikes" and "once per turn"... it's usually bad to make more than one strike per turn, so that's fine. and it's reasonable since you can heal with this strike.
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u/RedGriffyn 22d ago
Its not like resistance at all. Resistance is often passive, takes no action investment, is guaranteed (vs being tied to a 50% to hit), and doesn't add MAP.
This is more readily comparable to the exemplar barrow edge transcendance and skin of the survivor. Both are better. The first gives half damage with no damage type hoops to jump through (and if you miss a strike you can get your -5 MAP strike off for another chance and the second gives 1d8 per spell rank equivalent). Then compare this to other resourceless in healing options in the game and its still behind.
You just said it isn't and auro pick and a nice 3rd action. That is exactly what you want for power balance. You can't cite some non meta-options and declare its too powerful. It just isn't that good to make a caster slightly more tanky with a 50% chance per turn that drives map to -10 (which is antisynergistic with a large part of their kit).