Babau

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1) Titan Mauler (Barbarian): I'll echo the sentiment that this is a really awesome concept brought down by wonky mechanics. I'd love to wield oversized weapons, dual-wield great weapons, and maybe eve dual-wield oversized great weapons as a capstone!

2) Skirmisher (Ranger): I've always felt that spells were really tacked-on to the Ranger, and that the magic-using variants should be the archetypes instead. This was a nice compromise, and I'd love to see the idea of a "mundane" Ranger expanded upon.

3) Swarm Monger (Druid): It was a toss-up between this one and Goliath Druid, as they're both very unique takes on the Druid that switch-up mechanics nicely, but this one feels just a bit more fitting for a Core Druid, in my opinion. The swarm form is very flavourful.

4) Toxicant (Alchemist): I'm really sad this archetype doesn't get a lot of attention, as it's one of the few poison-based archetypes I feel is worthwhile. Having your very own reneweable poison that deals HP damage and can be customized to inflict a wide variety of conditions is really cool.

5) Sound Striker (Bard): I like the concept of a character who primarily uses sonic damage in battle, and this is one of the few ways to accomplish that. It'd be cool to see a more elaborate version of this archetype in 2e, with more sound-based abilities.

Honourable mentions include the aforementioned Goliath Druid and the Promethean Alchemist (homunculi are creepy and cool). I'll also second the implementation of more ooze-based character options, as they're one of my favourite monsters.


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Thematically, I think the Mesmerist is really cool class, but mechanically it still feels a little clunky. It definitely takes a while to come into its own, being weak in the early levels when it can only toss out one trick at a time. I wouldn't mind them being able to implant maybe a couple more at these early levels, since Tricks appear to be their bread and butter and you have to predict for the conditions that will trigger them.

Additionally, I wouldn't mind some Tricks being more offensive in nature (especially since others have already expressed a desire for more CC build options) and allowing you to implant them in an enemy, which I think fits the concept fine (implanting subconscious debuffs in your foes seems pretty hypnotist-like). Heck, Vanish Arrow seems like a good example of that; I think it would make more sense to implant it on an enemy rather than a specific ally.

That said, I think the Tricks themselves look nice, being decently powerful. The Mesmerist just needs a bit more general applicability, I feel.


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In addition to what others have said with regards to roleplaying a non-evil devotee of Urgathoa, I'd suggest having your character interpret her gluttony aspect as more of a social thing.

For example, you could organize lavish feasts and parties, encourage the consumption of fine food and wine (maybe even prepare some yourself, if you have skill points to spare), play matchmaker for possible romantic couples (Urgathoa is noted as being an advocate of marriage, despite her hedonism), and in general treat life and unlife as one big celebration.

Urgathoa is definitely one of my favourite deities, too, and I think there's plenty of wiggle room to create a plausibly non-evil worshipper.