Dragonhearthx's page
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Honestly, I think they should separate the cloistered cleric and the war priest. Making the war priest its own class, probably something similar to the dnd paladin with the divine smite ability.
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breithauptclan wrote: Bluemagetim wrote: What about deadly simplicity fitting in somehow?
Cleric of pharasma upgrades daggers to d6.
If your build has room for it, it would probably be pretty good. It only adds an average of 1 point of damage per weapon die - so +4 damage at level 19. But it is adding it to the base weapon damage rather than as bonus damage, so it won't have bonus stacking problems.
It does cost two feats to get it from the Cleric archetype though. you can get one more feat and grab "emblazon armament" for a status +1 to damage.
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Lightning Raven wrote: That's good. But what if none of your implements is a weapon? I have some Chalice/Amulet builds that could use action-economy enhancements. Drawing ranged weapons can be useful as well. I think if you choose the ammunition feat, you can use bows. So there's no reload action needed.
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Ruzza wrote: Getting closer to stealing this idea, myself. feel free to do so. I was thinking of baba yaga and going with many of those spells. Also bitting words. Flavored as singing nursery rhymes. Fear as well.
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HammerJack wrote: As for Holy and Unholy, those aren't damage types so that question doesn't quite apply. The damage type is Spirit and will work on anything with a soul. I thought holy and unholy were going to be the replacements for alignment damage. Just a flat replacement, not a whole new mechanic. Upon reading everything, it sounds like a cool mechanic.
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Cordell Kintner wrote: I think the reason it was restricted in PFS was the power of it compared to something like Hunting Spider Venom, which is the same level and rarity.
Clown Monarch makes the target prone, meaning they are off-guard and need to spend an action to stand (which triggers a bunch of reactions), and there is a flat check otherwise you can't stand at all. At stage 3 the DC is 15, meaning you only have a 30% chance to stand at all. Someone has mentioned somewhere that it goes against the whole "perma prone" issue that they have been trying to fix since 1e.
they do have to fail the fortitude save 3 times (not counting critical fails) and continue to fail that fortitude save and fail that DC 15 check in order to stay prone. And the creature can still do stuff while prone. So it's not a permanent prone.
And it only last for 6 rounds.
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If perpetual infusions effects end at the end of your turn, then the Bomber would be super nerfed. No status, no persistent damage, nothing. It would also make mutagenist completely unusable. Considering that they would have to spend 2 actions making and drinking their mutagen every turn. Antidotes and antiplague would also not work, considering that the saves happen on the player's turn.
So I think if you don't use the item, it will disappear; but any effects the item gives will last for the listed duration.
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Kyleg wrote: can barbs where heavy armor? If they get training in it somehow.
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How about summoner instead of druid. You get the same spell list, and you do get a medium sized pet. Beast eidolon is the given.
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Celtic or Viking are probably good places to look.
You could have curved horns and have a dream catcher weaved between them.
Bracelets with dangling, jigging on them. [Ideal for the crystal healing feat]
I forgot what it's called but there is a belt or necklace that has threads coming off of it that hold spiritual meanings.
Bands of metal on the out most "fingers" of the wings.
For jewelry, focus on pearl, bone/ivory, and crystals.
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Calliope5431 wrote: But yeah my main question is whether or not deities are personally involved in giving clerics power. I would suggest reading the deity lore. Some are. Some aren't. It's also dependent on what YOU want it to be.
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If you are a follower of Zon-Kuthon, the GM will probably tell you that you cannot have spells with the good trait. Talk with him and see what he thinks.
As for how you prepare. That is the joy of ttrpg, you can decide how your character does things. I like the idea of a devotional, where today you purpose these verses (spells) to aid you today. (Or you just like a particular verse, hense why you always have it)
Another way to prepare, would be during the night you made paper talismans and when you "cast your spell" you are drawing out the piece of paper and saying a chant.
It's all flavor.
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Kelseus wrote: Hey, how do I get all the benefits of a selection but none of the drawbacks? there's no need to be hostile. It's an honest question.
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Jonathan Morgantini wrote: Removed a post. I can see this one escalating already again. If it continues this thread will be locked. I am so sorry that we have trouble keeping civil.
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3-Body Problem wrote: What does that have to do with knowing that the math says something is too good? that tells me a lot. I recommend playing the game before you cast judgment. There is a big difference between whiteroom and playing the game.
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HammerJack wrote: This is correct. The impulse does not allow for focusing 3 attacks on one target. "up to three" means one, two, or three. So yes, you can focus fire a single target. What do you think "up to three" means otherwise?
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pixierose wrote: Also I would say doing damage is a perfectly fine trade off for being in melee range and thus more vulnerable to damage than a caster who casts slow. A level after a fighter can gety get improved Knockdown a, Wizard canuse Slow to slow up to 6 targets each up, each up to a minute in length potentially, and potentially slowed 2, and they don't have to keep spending actions to keep the person slowed. mild correction. It's 10 targets. (6th level slot, though. Most likely where you got the 6 from)
But, yeah. That was my point. It's not even close to the same.
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3-Body Problem wrote: BishopMcQ wrote: It is 2-actions and requires two feats. Yeah, my bad on the actions. It's still basically melee range Slow that does damage though. Could you imagine if a caster asked for Slow but it also does damage, has bonus accuracy, and is a cantrip that comes online at level 10?
Those feats that the Fighter can literally trade out each day like spell slots? Why not have another feat at level 12 that allows you to use knockdown on 10 people? And have the ability to make them prone for a whole minute. Shesh, why not make the person waste 2 actions to stand up?
Stop comparing martials to spell casters.
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Squiggit wrote: John R. wrote:
Ignoring archetypes, the only thing the Fighter will be able to excel at out of combat depends on what skills they have chosen, and their skills are baseline.
But why would we ignore archetypes? They're a fundamental part of the game.
Fighters are also especially good at investing in archetypes because so much of their class power is innate. Which means you can easily flip "fighters have nothing else to do" right on its head. too many variables. If we allow archetype into the mix, we have to apply them to the other classes too.
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Cyder wrote: Fighters don't pay for their extra accuracy with any action cost or downsides.
Rangers get lower defences and need to hunt prey.
Barbs need to rage and take penalties for their damage.
Fighters get their accuracy and damage for free.
Even compared to other martials fighters are an outlier.
I prefer and think the design of the soldier is superior. It gives good offence but has a group support action built into the baseline of the class.
In group dynamics the fighter is in my experience the focus of most buffs and support actions because it pays off more due to the higher baseline accuracy and I am not sure that it is good for the fighter to be the obvious greatest beneficiary most of the time. I think giving them an offensive support (rather than defensive like suppressing fire) would make make it better group oriented and balance it as an outlier.
Although thus is true. But that's all fighters get. Barbarians get restances and rangers get improved tracking.
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3-Body Problem wrote: Are you really going to sit here and use an anecdote to excuse the disgusting mess that is an Improve Knockdown Fighter? Show me any single action in the game as efficient as a Fighter knocking a boss flat on their back while dealing damage. even with "improved knockdown" its still a 2 action ability. You are just skipping the athletics check to trip. And your attack penalty is still 10 afterwards.
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Riddlyn wrote: Or people could leave fighters out of that conversation. Why compare casters to fighters instead of the other martials? Fighters are an outlier when compared to other martials. my guess would be that they are coming from 5e and how fighters are basic there. I catch myself sometimes doing similar things. Gnomes having intelligence instead of charisma for example.
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I did forget to mention, if a weapon has the trip or shove trait that means you don't need a free hand to use those action, the weapon counts for that.
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I was just saying making so many saplings in a certain area will not only break up the ground but if left alone when they do grow would take in water or die off which would make a fire hazard. There's also as well the dust bowl to worry about. Don't want that happening again.
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You know this does raise another interesting problem. Would a kineticist conjuring all these tree be seen as an abomination to druidic groups? The character could upset the natural order of things by making so many trees. (Let alone a fire hazard). If dedicated the kineticist could also upset a small village economy by producing so much wood.
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aobst128 wrote: Another fun thing you can do with shurikens is pick up striker's scroll and attach scrolls to individual shurikens. With throwers bandoliers, it's probably the most efficient way to use that feat. If the GM allows Striker scroll to work with that bandolier then so should fused staff work with would be interesting.
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I would have bumped strength instead of charisma. You still add your strength to damage with thrown weapons.
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Tactical Drongo wrote: breithauptclan wrote: arkhayne wrote: how would you built something that feel like a genie ? Without anything from Rage of Elements, I would probably use a reskin/retheme of a different Eidolon. Probably Devotion Phantom or Beast Eidolons. Or the new Elemental Eidolon if one wants to focus a little more on that aspect I actually think the fey eidolon would work best for a genie. Mainly because of the innate magic.
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breithauptclan wrote: Dragonhearthx wrote: But isn't life shot a gun only thing? Yes. It is ammunition for a firearm.
I don't think we currently have any way of making a blowgun that delivers healing potions or elixirs. Despite what the flavor/lore of the blowgun dart says, the game mechanics don't allow for it.
There are several options that are similar. And you could certainly use those as a basis for homebrewing a balanced item or feat that did allow blowgun darts to deliver healing. Probably just say that life shot works for blowguns. Mechanically they are the same. Reload one and all that.
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SuperBidi wrote: The trigger is "You use Quick Alchemy [to produce a specific item]". If it was "You produce a specific item with Quick Alchemy", I could agree with you. But how it is worded, it's quite clear the trigger is met only once, because you use Quick Alchemy only once.
The part I am focusing on is "an item." The quick alchemy part is just to clarify what crafting action you are using. (Crafting, advanced alchemy, or quick alchemy) Otherwise, there would be confusion when making an item. I think "an item" is the focal point of the trigger. It's not broken in any way, each item is still only getting one additive. Because why add that prepositional phrase, if it was just the quick alchemy action?
SuperBidi wrote: Debilitating Bomb costs the same number of feats, and higher level ones. So I hardly see how the Animal Companion is more cumbersome. It's cumbersome because it's another thing to track on the battlefield. It is basically its own character in terms of attacks, HP, and DC. And with it such low stats, it will easily be dealt with. You also can only focus fire on one target. And I am still trying to figure out how a bird is going to give ALL of the debuffs this tree offers. Or are you just focusing on one particular debuff and ignoring the rest?
And again, you are talking about a dedication not a feat (that is part of the class), so kinda irrelevant to this topic.
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My personal favorite is the "unexpected sharpshooter dedication"
Mainly due to the names but also for the fact that you can give any bomb the nonleathal trait. Loony toon shenanigans ensue.
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Claxon wrote: While I can understand wanting access at a lower level, I think demanding a throwable alchemical item is being too picky.
If that's how you're going to limit yourself then as far as I know there's nothing. And I wouldn't expect that there will be something published that will satisfy you. Honestly cheap obfuscation creating items and a problematic thing to balance. To be honest the Horn of Fog isn't a balanced item. Especially if you are a fighter with blindfight. A party that is prepared to deal with the consequences of fog vs enemies who are not are at a huge advantage. Making that even easier with cheap and easily available consumables isn't a great idea.
You do realize that smokesticks are a thing, yes? The only issue is that you can't throw it. [And a lesser smokestick is a lvl 1 item]
This whole thread is talking about the lack of such item.
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Is it just me or is there a lack of throwable smoke grenades? Smokesticks are only at your feet and the alchemist additive "smoke bomb" is really expensive at early levels.
I am looking for a way, at early levels, to block line of sight with range users. or at least be concealed by them.
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Errenor wrote:
So don't even try to police me. It will never work.
WeeWoo WeeWoo WeeWoo WeeWoo (flashing red and blue light)
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Lurker in Insomnia wrote: As much as I'm pretty forgiving about silly RPG weapons, Capacity 2 is the most reasonable. Crossbows in parallel are fine. Crossbowsike that, perpendicular to each other, that is just getting in its own way.
Reload 2 is likely a mistake though.
Probably not, if it means you are fully loaded. Meaning you have 2 shots ready. Otherwise yeah I agree.
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To everyone who is bringing up the collar of the shifting spider. You do realize that you are requiring a magic item for the class to work. And this has a few problems.
1. It's item level 5, so early game is out.
2. It cuts the duration in half, so low level mutagens are off the table.
3. You take damage using this, and with quicksilver that's just more health lost.
4. Outside of fundamental runes, you are never guaranteed that you would get this.
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AidAnotherBattleHerald wrote: Mutagens are so punishing that alchemist becomes the only support class where a large subset of players actively reject your class's support.
And their benefits are typically worse than a 30gp scroll of heroism. The free gold value is an illusion.
Like the quicksilver mutagen. -2 to fort saves AND double your level in damage that cannot be healed until after the fight.
For what? A +1 to dex attacks and reflex saves? I think the bard gives the same buffs with no draw backs.
Other mutagens don't hurt you thankfully, but they still give debuffs to saves.
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Class feat or feature:
If you have zero reagents, you can spend 10 minutes and gain 1 (one) reagent. This cannot be done during daily preparations.
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I thought that was from the beginning. I'm still new to all this.
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I just find it odd that the "halfling sling staff" and the "spraysling" have the propulsive trait. Especially when halflings have a flaw in strength. It will take you 3 stat boosts just to get something from it. Then the ancestry feat kinda makes it worse. It makes these weapons simple weapons but the vast majority who only have simple weapons won't start getting the propulsive damage until level 5 or 10.
I can see what they were trying to do but the flaw makes it a bad one.
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Captain Morgan wrote:
Why is 1 a given? Only one of the research fields ever has you roll Crafting and that one is already getting huge efficiency gains with the latest errata letting it completely replace Medicine. Nothing else actually requires Crafting the way Overdrive or Reconfigure do.
The alchemist has problems but lack of skills is not really one of them.
Because you need Crafting to craft things? So that you are not reliant on batches?
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For weapon proficiency, maybe it's field dependant. Bomber gets master (or even legendary) in bombs only. Toxicologist gets piercing weapons. Stupid healer name gets bladed weapons. Mutagen gets bludgeoning weapons
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What changes would you like to see for the alchemist?
I do have a couple.
1. Like the inventor, the crafting skill auto increases as you level. This is kinda a given on the reason why.
2. Alchemist get the "hefty hauler" feat for free. The reason why is that you will get more and more weight as you go on and are either forced to get this or increase strength (maybe even both) so the you are not over encumbered. (Either the hefty hauler feat, or alchemical items from batches have no weight for the alchemist)
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The Raven Black wrote: This thread should be in the Homebrew forum. I flagged it so that the mods can move it there. I did not know that was a thing.
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I am unsure if this has been addressed or not but I am looking for an answer. When you activate a spell attack scroll as a thaumaturge, what is your spell attack modifier? Using pathbuilder it only shows my charisma modifier for the attack roll modifier.
Any official information will be most appreciated.
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