Robert Brookes wrote:
So happy to see that you've joined us Robert. I want to assure you that we're doing this because we absolutely love your archetype and would like to understand how it works in depth. If you don't mind could you explain your philosophy on how the Morphic weapons are meant to deal with damage reduction and competing with other alternatives? As I read it doesn't appear to progress in other ways except for giving you more natural attacks. Was it intentional that the natural weapons of this archetype should be given the same properties as the claws of a vanilla Shifter's claws would at the same level by any chance? Thank you for making this archetype btw. <3
I had a bit of luck and got to see a glimpse of the new Shifter class (Ultimate Wilderness) and the its hilarious archetype: The Oozemorph of a friend's copy. For me who love to play quirky characters this is a Godsend, but there's plenty of question marks that comes with this archetype. So I thought we could have a this thread to brain storm and try to figure out how we should tackle the...unique challenges this archetype faces. First of all a caveat: I only got to pour over the base class and archetype for about 5 minutes so I might very well be remembering things incorrectly; this is all based on the notes I took so I apologise in advance if I messed something up. I should get to read it through again soon though. For those who haven't had the chance to see it yet: The Oozemorph is an inverse version of the regular Shifter. At level 1 you permanently lose your regular shape and become a new creature that's both your old type of humanoid and an Ooze. So for you count as both types for effects such as favoured enemy (ouch!) and other effects such as spells. Your new form is that of a shapeless ooze, you can't equip, carry or interact with items at all as far as I can tell. Nor can it talk, be sure to invest in linguistics for sign language! You do get to use Alter self to assume an humanoid form though, half your level times per day and with an hour/level duration. If you exceed that time you need to make fortitude saves to stay in that form. If you fail you revert back to your original form. The same happens when you fall unconscious. Later on this power can be used to access Beast Shape I & II and also Giant Shape I. The biggest question that arises for me is: How is the Oozemorph ever going to be a threat in combat? Granted at first level it gets two natural attacks which it can form from any part of its body, deals 1d6 of either bludgeoning, piercing or slashing. On level 6 and 15 it gets another one. All of these are primary attacks so we get to add our full strength bonus to them. Having said that they don't seem to get any of the other benefits that the other Shifters get. No way to pierce DR, no damage increase, no special properties. This gets worse if the Oozemorph is in its natural shapeless form since it can't wear any equipment at that time. Amulet of mighty fists? No dice! Granted it could just be that I missed something, but on the paper this looks like the major problem with the archetype. Someone elsewere mentioned that they get something called "Chemical touch" but I don't recall seeing that myself. There's also one thing that I wonder about. According to the bestiary Oozes are blind unless otherwise stated. The archetype doesn't mention it at all so...are they?
Carnithia wrote:
Wait, is that even possible? If it would be possible to use melee touch spells at range (while shooting lightning/fire/ice/acid) that's an awesome start for a build! If we just consider adding extra damage/effects to "regular attacks" with the Mystic Bolts the rules state that: "abilities that affect all weapon attacks the warlock makes, such as the arcane striker warlock talent, function with mystic bolts." ...Which makes me wonder if there is a list of those effects. I know the gloves that were mentioned at the start of the thread that add 1d6 acid damage is a great choice, but there must be similar items/spells out there right? So far I've seen spells like bless being able to add a bit but there seems to be a lot that I'm missing.
I'm pretty sure that I'm not the only one that wants to build a Mystic Bolt focused Warlock now that the class has been made official but I am stuck on how to make the whole thing viable. It is great that the ability is unlimited but I feel that it is almost always better to cast a spell as things are now, and I was hoping to have more utility based spells backed up by a really powerful arsenal of mystic bolts. This leads me to a question: What applies to these bolts? This passage is a pretty good explanation: Ultimate Intrigue page 60 wrote: Abilities that affect all weapon attacks the Warlock makes, such as the arcane striker Warlock talent, function with Mystic Bolts I can't think of many feats or spells that applies directly to the ALL weapon attacks one could make in a round. I guess that maybe the Startoss Style might work since the blasts are technically light weapons that you throw, but when it comes to magical items and spells I'm drawing a blank. Anyone else got any ideas?
My, I forgot to add the Discoveries! Knock-out gas: This bomb creates a cloud of transparent gas filling an area equal to twice the bomb’s splash radius for 1 round. The effects of the smoke created by an
Bomb Blast (the name sucks, I know!): An Alchemist can overcharge a bomb when he makes it, resulting in to explode in a 30 ft a cone shaped blast. The blast deals twice the usual amount of splash damage, but can’t make direct hits. This discovery can be used in combination with other discoveries that change the damage type of your bombs, but you can’t use it with Fast bombs.
I made some more, but in hindsight I don't think they were any good. Cheers! |