Ah, yeah. That's a cute exploit. Final Union allows to be "unconscious", but since the ritual means you can't be killed, the time limit for the fighting while dead never kicks in. So you just end up at Dying 3 indefinitely but damage is useless. The anathema are the kicker there, or being turned to stone or something as you note.
All the new spell slots open up interesting options, for sure. Curious what kind of utility stuff people are thinking about in low rank slots. Cloud Dragon's Cloak is suddenly very interesting now that I have some 3rd rank slots to spare... (Though that is also the rank of Haste, so I'm also considering just slotting Lightning Bolt as a signature spell there or something until I have 7th rank spells and party Haste is on the table)
The usual timeframe to handwave HP in exploration mode tends to be 10-30 minutes depending on how much damage there is. (Possibly longer if the party's really banged up). In that sense, the Necromancer heals themselves at a significantly faster clip, only really matched by the Exemplar's Scar of the Survivor I think. That 10-minute break that lets the party patch up a little bit before more enemies show up is a full heal for them if you're doing that. It's not exactly out of line, Exemplar's Scar of the Survivor is similarly absurd out of combat. But the main limitation is that it only works on the necromancer, so the rest of the party is exactly as banged up as before.
My read of the feat is that it lets you choose to have it function as healing for all living targets affected by the spell or none of them, it's not selective. You have to make a single choice for the spell as a whole when you cast it. In the middle of combat that makes it awkward for a 3-action cast but very useful that you can 2-action "heal" with your slots. It gives you the very useful emergency healing to any party member, it doesn't give you the "Cleric against Undead" strategy, because if you're fighting living creatures your only options are "hurt everyone" or "heal everyone".
TheFinish wrote:
Sure, it limits you to cantrips... until you get the feat that says it can now also have 1st rank spells added. "Each time you gain a spell slot of a new rank from the hedge mage archetype, add three common 1st‑rank spells to your keepsake. Your keepsake can also hold 1st-rank spells." The second sentence does nothing unless it's modifying the restriction in the dedication, because the previous sentence already handles adding 1st rank spells via level up. If it's not allowing you to Learn a Spell, it does nothing at all.
Perpdepog wrote:
It sounds like +3 would be correct to match PC stat lines (which, unless you use optional flaws, always add up to +9 total) since STR and DEX are taking 4/2 between them. Dragon has the same total stats, but they're spread differently, from what I can tell on AoN. They're one of the few eidolons to not have +3 con now actually.
Gorgo Primus wrote: Impossible Magic had changed the Energy Heart Summoner feat to no longer allow for sonic damage. Was this intentional, or did they intend to explicitly write out the list of ‘standard’ energy damage types for clarity and missed it? If it’s the latter, it’s an error worth errating since I can’t think of any balance reasons for it. Not just Sonic, it used to be "Any energy other than Force" and it got changed to Fire/Cold/Electric/Acid. So that's Vitality/Void lost as well.
CaffeinatedNinja wrote:
For what it's worth, Hydraulic Push has always just been a flat +3d6 on crit at all ranks too. Briny Bolt on crit adds an unremovable Dazzled 1 minute on top of higher damage though, so... while it'd be nice if it was just double damage I don't know that it's a mistake.
Claxon wrote:
Yeah, the part of Gorum that was most interesting is that war was the goal. Well, conflict in general - someone who goes around fighting duels to the death is just as valid. Many of the other gods that encourage war are more leaning towards conquest specifically - war as the means to an end. Or they favor directly solving problems with violence, but only against those who deserve it. Though https://2e.aonprd.com/Deities.aspx?ID=302 is an example that might work as a pure god of war itself. In general, if you search gods with the Might domain you'll find a lot of candidates.
exequiel759 wrote: This isn't often discussed in regards to casters, but I feel spell saves, on top of the other problems people have listed in this thread earlier, are also slow. What I mean is that, if you are a caster and cast a spell like fireball against a group of 5 mooks, the GM has to roll 5 separate saves (possibly with different modifiers as well), which probably doesn't sound like much, but when it can happen at least 10 or more times each combat session you'll quickly notice the group is probably losing like 10 minutes each session for something that could have been condensed into a single roll from the player's side. Although the upside is that it has less variance. If you made one roll for Fireball you could deal double or nothing to everything, instead of getting mixed results. And the mixed results are part of what makes AoE blasting so useful - if you can open a fight with Fireball then the enemies who got burned extra badly are obvious targets for the party to hit first and remove from the fight. (The results are similar for debuffs, though some debuffs mean an enemy should be lower priority) You drop a Fireball and you're pretty sure you'll get the exact result you want - lots of HP off the encounter as a whole, even if you don't know what enemy will take the brunt of it. But that aside, yes - casters can be more complicated in execution at the table as well because they tend to require more double checking things (gotta look up 3 different saves) and time to resolve the results of whatever they do.
Errenor wrote:
The most notable examples iirc are kineticist impulses. Solar Detonation and Ignite the Sun. Can't kill vampires off with a single kineticist until very high levels since Detonation is a 3-action overflow though. (Otoh, Ignite the Sun is level 18 and generates indefinite sunlight in a thousand foot radius, so... gg vampires)
One thing to note - weapon range is the range increment, not the maximum range. Maximum range is 5 range increments, it's just you take a -2 to hit for each increment past the first. But you're an Investigator. You know your attack roll ahead of time... and so you can determine whether you really need to get close or if that 40' range at -2 to hit is enough. And it's only a -2, so there's a lot of ranges on the dice where you do decide it doesn't matter (plus enemy types that are notoriously low AC/high HP damage sponges... which are also a situation guns excel in) Edit: As far as weight goes... yeah, you're kind of cutting it close there. I might consider your stat distribution a bit, and whether you can find room to not be at negative STR. Another option would be to take Hefty Hauler at 2 to get 6 bulk cap. This delays the automatic success on Medicine (and you did take it to expert to get that online a level sooner). Healing Plaster is a bit of a grey area, and you badly want the extra bulk anyways imo for other items that'll add up (ammo is already 2L or more, etc). Edit 2: For ancestry feats long term, Fortuitous Shift is an option to build towards. Empathic Plea is another defensive reaction option.
Deriven Firelion wrote: I did take Radiant. It is real useful. Unfortunately, most of the other epithets are not so good. I really dislike when there is only one really good option. I think it's about a 50% hit rate on the level 3 epithets. Radiant is unconditionally great. It's free action focus healing in effect, it is very very good. It is also admittedly the only real universally useful choice, though.Deft is mostly just the action fixer for Reload, but it's what makes Exemplar one of the best classes at using guns or crossbows and such. Mournful is a no-save Dazzled. Mental and Emotion traits mean it doesn't work on everything is the main downside, but that's still a strong effect to get as a free action. Proud is one of those things you take on a ranged Exemplar I think, because an enemy who can't easily get to you... well, it's another debuff with no saves that doesn't cost an action... but with Linguistic on top of the Mental bit making it situational.
Claxon wrote:
Yes, but that does 1 strike of damage. Dragon's Rage Breath is the only martial AoE (excluding outright focus spells, at least) that does damage on par with spell slots. (That is, it gets 1d6/level of damage as opposed to most everything else gaining dice at half that speed) Pretty much all martial AoE abilities do damage closer to a single weapon strike when you math out the expected damage. (with some variance for what size your weapon is and between the different options) Edit: Might have misunderstood your reply.
Yeah, I think Exemplar as a class is fine. It trades off some damage for utility. It won't delete a single target the way Fighter and Rogue can, but being able reposition the whole party or hand out status bonus to AC for free (since it's the same action you raise a shield with) and such are great. It's one of the better martials at dealing AoE damage as well, a lot of options at various levels for that. Nothing on par with spells (the only option there is Barbarian with Dragon's Rage Breath), but plenty of ways to do Strike+save turns when facing groups of enemies. The biggest thing I'd say for Exemplar is that it's one of the most flexible martials in builds. It can literally use any weapon. Deft epithet fixes reload weapons. Shadow Sheathe removes all the friction of throwing weapons. Unarmed, 2h, sword and board, bows... you have options that work with all of those. You have ways to lean into being tanky if you want.
Ravingdork wrote:
It is kind of funny to be able to look at traps and just face tank them. Burning walls of fire? Casually saunter through while making trolls look slow to heal. In-combat, Scar of the Survivor is good but fair (It won't let you tank an entire encounter on your own but it can sure make you durable). Outside of combat... damage doesn't exist. It just doesn't. Exemplar has a very odd power curve, with level 1-4 class feats being very medicore (Energized Spark is practically mandatory in case of constructs, but taking one instance of it is fine and you get so much juice at level 1 you don't care. Steel on Steel is useful... 4 levels later when it actually hurts enough to be interesting). I think Flow of War is legitimately good even if it competes with Reactive Strike and they start getting more interesting stuff at 8+. Fly speeds and such are hard to argue with even if lots of ways to get them exist. The main thing that's odd about the Exemplar dedication is that weapon ikons are basically the standard damage bonus feature every martial class gets. And being able to poach that at basically full power is very unusual (and why Monk Dedication made you wait until level 10 for Flurry and they eventually nerfed that further too).
exequiel759 wrote:
My pet design was just to make a class archetype where Act Together gets replaced by the ability to spend 1-3 actions casting a spell on your eidolon, then your eidolon acts. This gives you boost or reinforce every round for free, but also lets you still use buffs and self-heals while melded. Allow a turn 1 of extend boost+haste+strike or something that way. Could easily add a level 4/6 class feat to enable that while melded still I guess.
TheFinish wrote:
Very useful indeed! I have a summoner who will be very interested in some of these new toys. Especially with the extra spell slots.
exequiel759 wrote:
What do you mean by "worse rogue" though? Because investigator is better at skill checks than the rogue is. It's the best class in the entire game at them, because of how broad their +1 circumstance bonus for cases is post-remaster.
Ranged "rogue" is the niche Investigator beats out Rogue at. High levels aside, Strategem is just so much easier to turn on the damage bonus at range than Sneak Attack, and it functions as a pseudo True Strike as well when there's multiple targets. The main issue is Investigator's class feats are so lacking. They do not offer the same amount of power as most other martials aside from a couple standouts. A lot of them are doubling down on exploration mode, the area Investigator is already the best at, and doing so in very specific ways. I think a lot of people are underrating them a bit (...but just a bit, because unfortunately they're still one of the weaker martials at fighting due to their poor selection of class feats for getting good at that). This is the one class that beats Rogue at skills (due to the +1 bonus for cases and how easily it can be turned on).
YuriP wrote:
I don't even think demiplane has to enter into the picture - there's definitely time and effort involved in the partnership with Nethys, and with reduced staff and budget strain it's not hard to see why someone on the business side would look at that and wonder if it's worth continuing.
VampByDay wrote:
Sorcerer's blood magic isn't a ribbon though. Anoint Ally can do a lot of good stuff in particular when you can pass buffs out to the party with it.
Hardlight ammo in particular could be neat and a vehicle for riders. Not entirely sure what I'd want to put on there - cast/spotlight for free is obvious and would actually be a neat way to get the debuffs rolling in a fight, but once they've been cast it's less valuable. Maybe their role is active for a round without the spotlight as special effects relevant to it pop up.
The number 1 issue with the class, imo, is the bouncing spotlight. Person under spotlight does anything? That's a chance to move it. And you have to move it to keep it from going out (and you need to track when you last moved it for that). Taking away the "it only lasts one round unless you keep moving it" would vastly decrease the overhead of the class imo.
Squiggit wrote:
There aren't any automation tools when you're playing in person. Someone's going to have to track those spotlights and that's going to be a pain. In particular, the part where your spotlight has to keep moving to stay active is a problem, because it basically requires you to keep bouncing it around. Yes, you can bounce it between an ally and the enemy they're hitting, but even so, it's awkward.
I do personally like the Wheel spell. It has a 5/6 chance of being something useful. The damage and healing are both good for 1 action, the various buffs are good too. 1-Penalty is bad. The Star Contestant only has a 1/36 chance of getting this though, so...
The fact that the Star Contestants gets to spin twice and pick their result means they should, most of the time, be able to do a lot of work with their third action each turn... as long as they can do their turn from next to the wheel.
So, this is a CHA martial with a lot of focus spells. They have standard martial stats. Spotlight and Roles are very high complexity. I see what they're going for here, but juggling spotlights to keep them active might be complicated. Some very good effects in the roles though, and being able to debuff any save on demand without a saving throw is huge. Romance is a great way to help whoever's taking fire, etc. I do note however that this class has no damage bonuses. This is somewhat offset by the focus spells... but a martial with no damage boost is in an odd place. Envoy is a comparison point here, but Get Em is a potent party buff and they bring some other major utility with directives, so that's the bar for Luminary to meet. Platforms feel underwhelming. The bonus effects for hardlight props are kind of narrow (and it's unclear what Contest even does at all, exactly). Bonus skill training is standard... it's mostly just picking which set of focus spells you'll have and which free first level feat. Speaking of, the first level feats are all kind of underwhelming. They all give you bonuses for setting a role on yourself and let you set it as a free action. That's great, but the bonuses are mostly ways to use Performance for other things, and a lot of them basically don't do anything else (they turn off the penalty for those roles, but... several feel kind of situational - Drama Maven is something I can't see basically anyone actually excited for as an example). The higher level feats are more interesting. Some action compression at level 2. Blooper at level 4 is nasty, as enemies critically miss quite often (because they often make attacks with MAP). Most of them are pretty good at 4 actually, though Guest Cameo is the standout imo because it's a really good focus spell. Trope Deconstruction at 8 is really neat and opens a lot of potent options (reversed Romance is Get Em, reversed Irony can open an enemy up hard to spells, etc). The meat of the class is definitely in its focus spells though. Going down the list of platforms... Contest offers a really good buff to start out. Since it counts any and all checks, it means they get a +1 to their next attack any time they miss. It doesn't limit how many of these +1s can be floating at a time and it eventually goes to +2 at high levels. Highly poachable for other platforms imo. The wheel is fascinating - lots of powerful effects, unclear if that's each creature can spin it per turn or only the first... and the star contestant should be spinning that every time to rack up the buffs and explode enemies. Comparatively, Summon a Friend is functional but unexciting... mostly because it's never going to top the Wheel. Of. SUPERSTARS. It's a good reaction. Fashion gives your target a great third action choice in forcing enemies to save against clumsy over and over. Can't go wrong with that. Getting two targets at once is a nice upgrade. I'm honestly not sure how to evaluate the other two. Catwalk is interesting but might be best suited to locking enemies into an area or something. Strut and Pose feels weak for a 6th rank spell? Music is another third action with its unique role. The only thing is, 1d4 isn't much. It's not nothing either, but... hmm. It averages out to slightly ahead of character level or so though, which... I guess that makes it functional. Interestingly, it encourages putting this on yourself with the second spell. But... Fascinated remains one of the worst conditions, though this is a valiant attempt at making it work since you can rob multiple enemies of actions easily. It needs to specify whether allies can attack them without breaking it or not... and I suspect not, which, well. There's a reason Fascinated isn't very good. Grand Crescendo on the other hand is great, no notes. Damage enemies, allies get temp HP, it's a big AoE and no reason I wouldn't use this liberally. Sports is for striking. That's a powerful rider to the first attack each round, but the temp HP never refreshes and doesn't scale at all, which feels odd. Big Game is moving damage areas and does very good damage over time. Grand Slam is fantastic and I will never not like "I cast Barbarian at you" effects. And for only one action with multiple bonuses to hit this is easily the best version in SF2 or PF2 and uh... wow. Sports is juiced, imo. Theater is odd. The role is a double edged sword, because pulling people in to make everyone off-guard to everyone is a good way to make things quick and bloody. I don't know that I ever want to use this. Soliloquy however is great. Just give people Romance and move on, because making them harder to hurt while being able to heal repeatedly for double their level? Very nice, but it upstages Diva a bit. A lot of other interesting options here and you need to have a flash card for the lead actor if you stack this on them because they'll do this every turn for all sorts of goodies. Final Confrontation is doubling down on the quick and bloody though. ...I don't know how I feel about this platform because it's the biggest double edged sword and nothing else it feels like. A special shout out to Cameo Appearance for the non-platform spells. Illusory Creature is a great and versatile spell and this casts it for less actions... and it's better since there's no disbelieving it. It can be blown up, of course, but still, summoning a turret with its own MAP to pew pew a bunch is fantastic and I'd take this 11 times out of 10?
PossibleCabbage wrote: but "stopping meteors with your sword" is probably a different game. Barbarian does have Sunder Spell, which can directly attack the effects of a spell to destroy it. Alternatively... it's probably within scope for Exemplar's Remake the World, but... that's one of the most open-ended level 20 feats in the game.
Yeah. I do think iaido can just be handled by an archetype - basic enabling with a minor bonus and then feats for various fancy attacks. (Please?) Switch-hitting has long been a weakness of the system, but I'd argue it's more keeping multiple weapons up to par where you run into issues with resources. You're always making sacrifices somewhere to get it going. Finesse weapons are weaker, but otherwise you have to double dip STR/DEX and that's even worse, etc. Ninja type stuff exists in many classes. Monks get wall running and water walking, etc. and can do some of the supernatural agility things. Rogues get a touch of that at high levels, and are fantastic at the assassination angle. I think Kineticist actually touches on some of the more magic ninja stuff, if you want someone who fights by chaining fireballs into faces and such.
Tridus wrote:
Yeah - a better design pattern is to have the check not be whether you succeed, but what the consequences are. A success gets you the basic outcome, everything went fine. Critical success and things went extra well, you get some benefit somewhere... and then failure causes various consequences. Like picking a lock, failure can alert the guards, leading to narrative consequences later, an extra fight to drain resources, give them initiative bonuses, etc. and then critical failure to more severe consequences (the lock is jammed so now you have to bash it down and leave lots of evidence that you were there. Also, the guards are waiting to ambush you) If failure is just "try again" then you should rewrite failure to be "you had to try X times before succeeding and that had these consequences" instead. If there's damage involved, just figure they'll take X packets of damage or whatever consequences but eventually get it, etc.
kaid wrote:
Plus the ability to counteract Darkness with a cantrip is nice. Definitely situational to the party but it's useful.
Easl wrote:
Your burst seems to be using 10th rank Fireball damage. Wave casters don't get 10th rank spells. That said, there are more damaging spells available there. Falling Stars is an average of 75 damage with significantly larger AoE for instance. Spirit Blast is 77 average against fortitude. Phantom Orchestra is a sustainable and moveable explosion for half that every turn.
Easl wrote:
Note that Summoner has Extend Boost available to get 3-4 rounds out of the action. Though it's not as easy for them as bards since it's not on KAS, it is an option. Boost Eidolon with a strength chassis is basically hitting equivalent to a d12 weapon (d8+2). A giant barbarian averages 4d12+3d6+20 (instinct)+7 (str)+4 (spec)=67.5 per hit. The eidolon gets 47.5 instead, which is 70% of their damage per hit. Which does satisfy your initial criteria, and of course this is stapled to a wave caster so you have a few high-impact spell slots every day (and even though you stop at master and 9th rank, there's still a lot of nonsense you have access to there) The action tax for Sustain Boost is 1 action every 3-4 rounds, which isn't too bad. (You fall to only 58% of the giant barb without it, though remain over 60% of any other barbarian. You also do have access to d6 agile attacks, which I think closes the gap a little on second attacks)
Mechanically, the alchemist dedication is perfect, you get quick alchemy at 2 and advanced at 4 and there's plenty of healing options to make daily (temp HP per round, fast healing, straight up healing) while keeping quick alchemy for on-demand stuff like Cat's Eye Elixir (carrot flavored, if you're going with the theme?) or mutagens for skill checks and such. By level 8 you've got haste and flight available from the daily potions and such too.
Oh, the usual comparison of gun/crossbow where crossbows are more reliable and guns more swingy is neat, it's just both heavily suffer from the reload tax. Crossbows are actually kind of nice for remastered gunslinger. Crossbow Crack Shot on an Arbalest does a lot of work (+2/die to off guard targets/+1/die normally). 2d10+4 base damage at level 4 is basically on par with a 2h fighter, with the downside of reload... and the upside of just hitting anything anywhere without moving.
Strictly speaking, no rules exist to make alchemical ammunition follow any of the rules of magical ammunition. Treasure Vault and Guns and Gears both just list them out without any special callouts. For the most part, this is fine - they're alchemical consumable items with a listed activation and general rules for those exist. However, there are two important areas where this breaks down. First, the normal rules for an activation would be the effect happens when you activate. The rules for magic ammunition change that, but alchemical items are explicitly not magical unless stated otherwise... and nothing says otherwise. So the absolute strictest reading would be that the interact to activate also fires the ammunition. Of course for obvious reasons basically everyone assumes this works the same way as magical ammunition, but there are no rules that actually say that. Also, an interesting quirk in this is the remastered Beast Gunner, which has "Special If you also have the Spell-Woven Shot action you can load and activate a piece of magical ammunition as a free action before making a Spellsling attack once per 10 minutes.". Note this only calls out magical ammunition. Given the nature of the archetypes involved this could be interpreted as intentionally excluding alchemical ammunition, or it could be an oversight. Spellshot's Advanced Deed from the same book does explicitly list "magical or alchemical ammunition" though, which suggests intent. But it also would imply alchemical ammunition is not magical ammunition. Second is the quirk of magical ammunition where property runes are not applied to the attack. This is a signficant drawback, and I'm of the opinion that absent explicit text saying so, it shouldn't be inferred to apply to other types of ammunition too. But it's an open question. Notably, the section on magical ammo has a separate subsection on activated ammunition. If you assume this part to apply to alchemical ammunition too, you clear up the first issue (as this is where the separate activation and firing is stated). It can reasonably be assumed to be a general rule for all kinds of ammunition that is activated. It doesn't address the second question though, as that rule is outside this block. In general, I think applying the activated ammunition section makes sense, and clears those things up. But the question of the property runes remains ambiguous and could use clarification. Also, if Beast Gunner is supposed to work with alchemical ammo too that's an oversight.
Gorgo Primus wrote:
Are you talking about immunity to critical hits? That only applies to the double damage, all other effects on crit apply (PC 408 / https://2e.aonprd.com/Rules.aspx?ID=2314). Not sure I've seen a resistance to crits, but I'd assume it's just resistance to the doubled half of the damage, since it doesn't make any sense for that to be any more when immunity is limited to it.
The resistance changes kind of feel awkward because it's been all over the place with multiple revisions. I do think Resist All has had some screwiness overall with how potent it ended up being... but as noted a lot of things become kind of bad with the change. (Champions are fine, their reactions remain powerful even with this change) How do multiple instance of Resist All work now? Can they each apply to a different damage type and thus stack in that fashion, or? But honestly I think the last update was already fine. Is the creature weak to X? Add damage.
That was definitely not the original way things worked, but it's intuitive and easy to use.
TheTownsend wrote: At the same time they're clearly not new. In both art pieces you can clearly tell their armor is dinged up and well worn, so I don't think the narrative is going to be "Somebody in Nex finally cracked the Jistkan formula and we can make Automatons again but with this fresh new design." There were some hints about someone having cracked the code on them at some point? I think it was like, somewhere in Axis though. I'd have to dig through my books later to be sure.
Oracle's Nudge the Scales has an unclear effect for undead PCs. "If you align yourself with life, you are healed by vitality healing effects, as normal for most living creatures; if you align yourself with death, you gain the void healing ability, causing you to be healed by void effects that restore Hit Points and any other effects that restore Hit Points to undead creatures." Living PCs just become treated as undead by gaining Void Healing, which inverts everything normally. But PCs with Void Healing just "are healed by vitality" and it doesn't address anything else Void Healing applies, so a strict reading is that they: Are healed by void or vitality healing
It's not clear if this is intended, or if it really just means they should be treated as if they didn't have Void Healing at all.
Exemplar - Titan's Breaker/Fracture Mountains The wording of this effect remains a bit unclear, because it increases a 2 damage per weapon die to 4+one weapon die. The most literal reading is to replace the 2 with all of that... per die, but that's obviously wrong. But just replacing the entire bonus means that at most levels you're only adding weapon dice and not actually adding any flat bonus. (Levels 1-3, 10-11, and 18 are the only ones where the transcendence does more flat damage than a maxed out weapon would), so if that's the intent it feels like it should just say "you add X weapon dice of spirit damage to the attack". Though that basically just makes it a worse Vicious Swing (due to the limitations of transcendence abilities). I assume the latter is intended, but... honestly it could just add 2+one die, 4+two dice, 6+three dice total and still be fine (basically giving the immanence effect on the bonus dice). Is it intended to say "increased by" instead of "increased to"?
The thing about Greater Darkvision is that Darkness can be counteracted by throwing the Light cantrip at it, which auto-heightens, costs nothing, etc. And trading 2 actions on your caster to negate 2 actions from a strong enemy is usually a win for the party. Or as noted, Cats Eye Elixir. Dirt cheap and makes normal Darkvision sufficient to fight. (Actually, you probably just want to keep a flask on all your high level chars, because it's just useful)
Unfailing Bow's immanence is odd. Increasing the damage on a critical hit would normally mean the damage bonus doesn't double for a crit, but then you're trading 2 damage per die for 1d4 per die, which isn't really an upgrade. (Average 2.5). If it's intended to double on a crit it probably needs to specify that. |