DemonicDem's page

Organized Play Member. 196 posts. 11 reviews. 1 list. No wishlists. 6 Organized Play characters.




Enhance Weapon says:

Quote:


...
Targets 1 weapon that is unattended or wielded by a willing creature
...
You infuse the weapon with magic allowing it to safely operate beyond its normal parameters. If the target is a commercial or tactical weapon, it becomes an advanced weapon, gaining a +1 item bonus to attack rolls and increasing the number of weapon damage dice to two.

The Grenades rules state:

Quote:


Grenades are simple thrown weapons that are expended when used.

So we know we can cast Enhance Weapon on Grenades, and we know it becomes an Advanced version of that Grenade, and that it has two damage die and gains the tracking trait.

However, a damaging Advanced Grenade will have three damage die and no tracking trait, so it's a bit confusing what is supposed to happen.

In Pathfinder 2e, this wasn't a problem with Alchemical Bombs and Runic Weapon because the Etched usage says:

Quote:
Runes must be etched onto permanent items...

Enhance Weapon doesn't give Runes, so it's not the same situation here, and there doesn't seem to be an equivalent section, but I might be missing it.


Hello!

First of all, the flavor and whatnot of Viper is very funny.

Various Downsides:
Relies on spell gems, which you won't have a lot of money to get at first level. Considering how bad first level is for casters, this is a real shame.

Spell Circuit:
Spending an action to use a spell gem without a hand is pretty mediocre. You can keep holding that two-handed gun, but who care? You're a caster. Mostly the same as just swapping/pulling out the item. Viper's associated Jailbreak makes this part double pointless, because you then need a free hand to pull out the grenade.

Dynamic Frequency Scaling:
DFS, the other hand, means a Technomancer really wants to already be holding a Spell Gem, because pulling out a Spell Gem then using Dynamic Frequency Scaling on it is really rough. In addition, the Jailbreak aspect of it doesn't make any sense and needs to be completely changed.

Overclock Lattice:
Compared to the initial weakness of Viper, this one might be way too strong. Being able to spam chips and gems such that they are only rank-2 is way too strong at later levels, and even more so when you use Jailbreak Spell with it to make it your maximum level. Can just pull out a level 3 Chip of Thunderstrike, use it for two turns, then swap to another one, pretending you have unlimited maximum-level spell slots for 600 credits for two turns. Once you have this spellshape active, you wouldn't have any reason to use any other Spellshape (since you can only have 1 Spellshape applied to a spell at a time), or use Overlock Gear, or anything else.
This is especially odd because it seems to break all the rules of Spellshapes, lasting for a minute, not needing to cast it directly before using a spell, etc.

I look forward to see the final version of this class.

Best,
-Dem


Quote:
Good news for skittermanders who want to jump rope and wield a flamethrower at the same time: you are now going to be able to perform actions and use items with your other hands, but you can only wield items (such as shields and weapons) with your active hands.

You need to wield almost all items to use them.

You wouldn't be able to use most items in your inactive hands because you aren't wielding them.
It's not like wielding is specifically related to combat items
like, you'd need to wield a jumprope to use it, since it would require two hands to use.

Any item that is "held in one hand" is considered to need to be wielding it, such as all the items in the "Medical Items" section. Source.

Any items with the manipulate trait also require to be wielding them, unless it doesn't require to be held (so the above quote makes sense when referring to, say, a Collar of the Shifting Spider or any spell chips/gems that only have the concentrate trait). Source.


I can imagine one or the other being true, but not both. If there are enough creatures to banish, then there would be enough to incapacitate. If there wasn't enough creatures to incapacitate, there wouldn't be enough to banish. This is because Banishment has the Incapacitation trait.


Something I don't quite get: chetamogs require you to use the support action to ignore difficult terrain, and then they can stride.

horses (or chetamogs for that matter) can just stride twice to have the same effect.

So the support benefit only seems to matter if you want your mount to step, or there is greater difficult terrain.


That is an awesome visual for a feat! Oracle looks like a very interesting caster now; I do like being a gambling man.


Why are some of the foundry vtt bounties, like Winter Witch's Holiday, still listed? They are not functional and have never been updated.

These are a sad example compared to say, the Abomination Vaults Foundry Module.

I would like a refund.