![]()
![]()
![]() Everybody is envious of diverse lore, especially charisma classes. A completely different way, but sometimes even more powerful, would be Oracle archetype to grab Whispers of Weakness, at least as far as combat applications of recall knowledge are concerned. ![]()
![]() AoN states
SoT:
If they capture Froglegs rather than kill her, she doesn't remain in custody for long. Our group just played this part, we did not learn much about Froglegs, but as we were quite exhausted after the huts - and just reached lvl 5, but without gaining new spells yet - we tried a diplomatic approach despite all the other criminals fighting to the death.
A chase through the swamp at night followed, which we successfully completed. Having played some time, we learned that resolving encounters peacefully or at least not killing enemies often rewards more XP and more praise from the professors.
Having mooks fight to the death (and lethally so) makes it really galling to switch to a mercyful approach with "named" enemys, a kind of metagaming i dislike. ![]()
![]() For Thaumaturge i would like an option to remove manipulate from Exploit Vulnerability, and a way to actually use a passive implement with another. Magus would need an option to avoid reactive strike as well.
![]()
![]() Yes, you can switch to tome to use its intensify, but you cannot have both the passive regalia bonus (aura, skill bonus) and the passive tome bonus (+rk, free rk).
Unless you can talk your GM into it - handling multiple implements is quite a mess rules-wise. We just allowed it on our table, but it is not RAW. ![]()
![]() My first advice would be to be aware of reactive strike - nearly everything you do as a Thaumaturge provokes it. Using a gun will be really rough for action economy. I tried to make it work for my own Thaumaturge in Alkenstar, but went with a reach melee weapon instead. With Regalia and Tome you should talk to your DM about switching them, especially as Regalia does not have an active ability and both are dependent on you actively wearing them. I used marshal as an archetype to equalize my to-hit malus (charisma KAS) and to get reactive strike.
![]()
![]() I play an angelic sorcerer in Kingmaker, and while i did not take bard but swashbuckler (one for all), i see my role similar to yours.
![]()
![]() Exemplar is now a second class that can properly use reload-weapons:
Going back to Outlaws of Alkenstar:
![]()
![]() My main pain point is not even related to gunslingers: For our Outlaws of Alkenstar campaign, everybody wanted to use firearms, but only the Gunslinger can overcome the horrid action cost of reload.
I would prefer if there were other benefits of being a Gunslinger instead of being the class that can actually use firearms outside of some niche combos like investigator+risky reload.
![]()
![]() You do not get a Hunters Edge with the Ranger Archetype, only training in survival and the hunt prey action. ![]()
![]() Blue_frog wrote: The weakness of thaumaturge isn’t only action economy, it’s manipulate action - that makes the class borderline useless in fights with AOOs It is certainly something you have to keep in mind, but as exploit vulnerability does not have a range you can (and should) do it outside of a creatures reach. Having reach yourself also helps, making asp coil and the like very attractive. ![]()
![]() Having a few utility spells can be a great boon for every martial character.
Yes, the action economy is challenging as a thaumaturge, but more options are still good to have - you can't solve every situation with your standard rotation! ![]()
![]() I think roll20 would need quite a team working for a very long time to get even close to the comfort of Foundry. And while I appreciate Demiplanes efforts to show me the rules in a nicer format, I appreciate not having to buy every book (again) even more.
![]()
![]() SuperBidi wrote: Also, even outside PFS some GMs use PFS rulings (I know I do). I do as well, it is usually good guidance. I would not go as far as "kill" a character (concept) with such changes though. Letting somebody continue to play an unremastered oracle - if they want - would be an absolute no-brainer for me. ![]()
![]() Counteracting is a bit difficult to understand, it is the rule base for dispel magic, counterspell etc.
![]()
![]() The level-to-rank conversion is easier to understand if you compare it to the spell-ranks a full caster get:
Creatures with innate magic effects are treated as a spellcaster of that level (unless their stat block says something different) ![]()
![]()
![]() Having the defensive staying power can be an advantage in some situations - whittle the enemy down while taking their attacks in (shielded) stride.
I played a redeemer champion in Malevolence, the whole group was not really high damage: A pistol slinging investigator, a lantern thaumaturge and a witch with ambitions of a fist fighter.
In the homebrew group i play on this fine sunday, we have a giant barbarian, my ruffian rogue, an unholy champion and a fire/earth/wood kineticist - its a bit of a race to finish enemies before they get us to the floor (the kineticist just added timber sentinel to get us some more staying power). Also a lot of fun to play, but completely different! ![]()
![]() I think the Champion can hold its own on lower levels as well, and don't follow the "low value" proposition at all.
The +2 AC makes quite a difference, and shield block is about 25% of total hp at first level, every turn.
With Lay on Hands being a really strong focus spell, and deities domain giving you a second focus point and other options (ranged spell attack, or athletic rush or...) the package is quite good. Of course sword+board is not the only viable playstyle.
![]()
![]() I would nomintate Inside Ropes
![]()
![]() I am planning to use it for an upcoming Carrion Crown (2e) campaign.
I am going all in on lore skills, she is a Lorekeeper Shisk with the Shisk Lore ancestry feat and the Pillar of Society background, giving her a total of 7 lore skills - one auto-scaling due to additional lore. We will be playing with Free Archetype, and i was looking for something different than Familiar Master.
Just wanted to be sure that i understand the Emissary Familiar feat correctly, as Pathbuilder seems only to add the Enhanced Familiar yet. ![]()
![]() Emissary Familiar wrote:
The way i read this feat, you get either a familiar or the Enhanced Familiar feat.
Even though you have to wait two levels compared to Familiar Master, it seems like a powerful option - in addition to loads of flavor.
![]()
![]() I think it is a really good feat, and usually somebody takes it in all groups i play or DM in.
Regarding the forced exploration activity: It's usually only relevant if the group is discovered. If they decide to engage on their own, they can as well switch to another beforehand. ![]()
![]() Being a sole frontliner is not a good idea as a Rogue - or about anybody, but especially a Rogue.
Maybe Exemplar would be another option, it is very versatile and can be really tanky on its own. Still, nobody to flank is hard.
![]()
![]() I like that the Occult spell list offers possibilities for a wide range of play. A purely whimsical list would maybe fit a certain character, but would not leave much room for change. You have a limited arsenal of spells anyway, there are lots of options but only a few relevant to your character, choosing only ones matching a certain theme should be entirely possible. Spell schools is kind of a wizard thing mechanically, but you can just use it as a theming element for every kind of caster. ![]()
![]() You could take a look at the Avenger rogue, which might be a combination of religious flavor, skills and combat abilities that would match your ideas quite good.
Guns are mechanically difficult for most classes but gunslinger, the reload-feats are what makes it work - i tried quite hard to fit one into my Thaumaturge build for Outlaws of Alkenstar, but was not content with the overly strained action economy. ![]()
![]() Audrey was an instant favorite. Still marveling how Deborah Ann Woll can speak like that for prolonged periods.
The DM introducing the story and everybody taking out their notebooks: Nice! I wondered if nobody suggested to them that not maxing your key attribute is usually a bad idea.
![]()
![]() SuperBidi wrote: The build I've given is the best Demoralizer in the game, competing with spell-based Fear spells. Which has little to do with Swashbuckler, and more with the ancestry used. Using a luck-based approach of panache generation (flashy dodge) to cast cantrips may be mechanically viable in some situations, but does not sound swashbucklery to me - electric arc as an option does not come from the class and, being one of the strongest cantrips, can offer a strong option for almost any build. magnuskn wrote: Also, for athletics maneuvers the Gymnast Swashbuckler is very comparable to other frontline classes and pulls away after level 10 due to Derring-Do. I agree here, Derring-Do looks quite awesome. If you want to play a grappler or trip-based controller, there are lot of other options though that don't need 10 levels to "come online". The Gymnast is missing the strength key attribute option and playing catch-up with strength martials - including the Ruffian. I find it baffling that they did not include this option.I think swashbuckling is awesome, but flavor is free and game mechanics are not - for a lot of swashbuckling there are better mechanical options, and especially thief rogue being so synergistic is relating a lot of possible builds to a "okay, i played everything else already" place. ![]()
![]() I don't have high level experience with the Swashbuckler, had one in our Abomination Vaults group till level 5.
Movement and panache generation can often be combined (tumble through), but the tradeoff between doing a finisher without MAP and having a regular strike is really annoying. You can risk it against mooks, but it is a real drawback against PL+ enemies. On its own the swashbuckler profits from easier off-guard and some additional hitpoints compared to a rogue, but as the game is team-based and flanking often possible the advantage gets quite small. I agree with Deriven that the class misses something to do against high AC enemies that require the finisher to be the sole attack, leaving you with a near-useless third action. |