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Raging resistance is lvl 9 for a character. Wouldn't be strange to find an npc of the same class with dr 3 levels earlier than the player?


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The Gleeful Grognard wrote:


I am still of the opinion that a GM not giving pertinent information to the combat is being willfully obstructive and would be willfully obstructive in most scenarios.

The book gives more than enough guidance to suggest USEFUL information.

What I do is ask "what sort of information do you try and recall".

I do agree.

And I would add that I would allow the player to recall knowledge in s more specific way.

A sorcerer could be more interested to understand the elemental vulnerabilities of a creature or its immunities instead of stuff about physical damage, unless he deliberately ask to check for that.

Communication and some extra words to enhance the recall knowledge check is imo a good way to deal with them.


Then it could have been written like the bard feat.

By changing the maestro muse requirement with Basic bloodline spell.

However I also think that would be more balanced the way you suggest, but to have to interpretate the text so far, and also having different sentences Describing other feats, it is not the best deal I expected.


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Vidmaster7 wrote:
I miss Beholders and mind flayers more then anything.

I feel the same.

Beholders especially.


As pointed out by others, even without a Knowledge check you could decide what to use on who.

Big enemy > reflex
Small enemy > Fortitude
Not so smart enemy > will.

About resistances and vulnerabilities is a little different, and given the situation you could find yourself in a difficult position to deal with metagame ( there have been a few threads in the previous weeks concerning the metagame and monsters weaknesses if you want to search them ).

Finally, if you don’t like the base logical approach of saves, you could modify some enemies or create some different creature.

This will push players to rely more on recall knowledge check, and prevent them from get advantages by reading the monsters book.

Also fighting new creatures is always more exciting.

Eventually you could consider the fact that all creatures of the same kind are not equals. An ogre boss could be truppe all day long, but it would be normal to find one more agile than the others.

So a character could find himself in trap, by thinking that all skeletons or Zombies have the same saves.

But all or this requires extra work.

Fortunately I got lucky and my parties, apart from 1 person in the past , didn't abuse of the mechanics.


If you could add something extra to the discussion would be great.

Or else given the situation I could even forgo the recall knowledge check and directly go for acid or fire damage.


Rysky wrote:
It's half their level.

It is physical damage, not an occasional elemental one.

The fact it is half their level doesn’t matter.

We don't have a single ancestry giving physical resistance ( for good reasons ) and even barbarian rage has been nerfed ( most give 1 physical and 1 elemental/magical ).

Also we don't have any item which gives physical resistance, and the max we can afford is the armor specialization, which gives 1 ( or 2 if heavy ) +X specific physical resistance.

Where X stands foe the fundamental armor rune.

And the classes that unlock the armor specialization unlock it at medium lvls ( 7 for a champion, and 11 for a fighter )

Fundamental armor rune are

Lvl 5 +1
Lvl 11 +2
Lvl 18 +3

So

- it is better than a plate specialization at any lvl

- it allows some classes to get 2 physical resistances

- it triggers on many attacks. While a cold or fire resistance qould trigger once in a while.

- it is available earlier than barbarian rage resistance, it is always active and scales better.

From wherever we can look at it, it is always unbalanced.


Advanced bloodline has as prerequisite the Basic bloodline spell, not a focus pool.

Other focus spells specifically requires you to have a pool

Quote:

Lingering CompositionFeat 1

Bard
Source Core Rulebook pg. 99
Prerequisites maestro muse, focus pool
By adding a flourish, you make your compositions last longer. You learn the lingering composition focus spell. Increase the number of Focus Points in your focus pool by 1.


CrystalSeas wrote:
HumbleGamer wrote:


We could help paizo to get track of this things by listing questions, while paizo could provvide answers time by time.

This will give them more visibility in terms of FAQ and degree of importance, and will allow the community to rely on a compendium, which enhance the errata that will cone time by time.

But the real questions are

Would paizo like to take part in a similar Project?

And would some of the community members ( because it should be managed by few )take on this responsability?

It would take time and dedication from both sides, but I really believe that something like this could be really a good deal.

The "Errata Thread(s)" do exactly this.

Errata Thread 1
Errata Thread 2

No matter how enthusiastic players are, Paizo staff has limited work hours to commit to meeting our demands/interests/requests. No matter how they allocate those hours and resources, people criticize them.

If you want to help, post the errors you discover in the errata thread. When staff have the time, they can look there to see what needs to be fixed, and decide which things get fixed first.

I agree that it is mostly a matter or time and resources.

My point was that something even better could be done.

Browsing a forum post is not efficient.

- Extrapolating stuff from it.

- Extrapolating questions/FAQ from the whole forum.

- list them up in a proper way ( like per subgroup depends the chapter. Different sheets one per FAQ, the other for typos ).

This is what I am talking about.

We do stuff,but not in the most efficient possible way. And we, eventually, don't have to be afraid to trade a different approach.

I find unsatisfying to limit all with

We have threads
Or
They do what they can ( while the main proposal would be to offer a better tool in order to let em work on stuff, eventually saving them time ).

But we are probably ot as some1 else stated.
-


What about instead of changing the sustain part to include that you can't damage a single creature or object more than once per round?


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To me discussions are always a good thing.

Of course it is neither Wise nor good to pretend things, but it is true that people would appreciate any errata.

What I really think is that community and staff could cooperate altogether.

While it is true that a forum could be useful to ask questions, get answers and share knowledge and proposals, it is also true that many things get lost and the same questions returns over and over.

We could help paizo to get track of this things by listing questions, while paizo could provvide answers time by time.

This will give them more visibility in terms of FAQ and degree of importance, and will allow the community to rely on a compendium, which enhance the errata that will cone time by time.

But the real questions are

Would paizo like to take part in a similar Project?

And would some of the community members ( because it should be managed by few )take on this responsability?

It would take time and dedication from both sides, but I really believe that something like this could be really a good deal.


Darksol the Painbringer wrote:

Retrieving an entire kit not taking any actions from a bandolier is ridiculous compared to retrieving a single potion or bomb as an action from the same container.

Even with balance purposes in place, you can't tell me that it's easier to pull out multiple tools/objects compared to a single object, especially if we compare Battle Medicine to an appropriately leveled potion. Why have potions or bombs if they are so damn clunky to use?

I guess the point is to have everything within your reach.

Imagine to have a healing kit which contains bandages, herbs, tools, vials, etc...

On the one hand, you could have a bag full of items needed to any possible situation.

With a bandolier you will have all this items divided in little slots, within your reach.

You won't need the while kit, but part of it.

With this I am not saying that I do not agree with you, but that I think that is the real use of the bandolier.

Given the action economy, in terms of balance I would simply give 8 slots per characters with the possibility of drawing an item as a free action.

Then they will decide if to put there a potion, a bomb or the whole kit occupying all 8 slots.


Rats...

I did read Giant Disco Club and I was ready for probably the most epic adventure ever.


The Gleeful Grognard wrote:
HumbleGamer wrote:

With 16 str shouldn't be an issue to throw a kobold against another one.

The kobold is small and 16 str is the same as a horse.

A monk with 10 str and the feat could throw an enemy 10 feet.

A character with 16 str could at least throw a small creature 10 feet ahead.
Maybe no damage ( if not by dm decision ).

But since an averagd human is 10 ste and a kobold is more or less a Child with some extra bulk cause items, i see no reason a warpriest couldn't throw one.

The impact of strength scales differently with sizes above medium though.

Also I am not sure that 10 is the average human anymore. It certainly doesn't seem so going by the aps, module or the npc building guidelines.

It is fine either a medium human would have more than 10 str and that the size works differently given the same str modifier.

The point was just to underline that a trained adventurer could easily throw a small creature body.

A monk with 10 str can throw a creature up to 1 size bigger than his 10 feet far from him. With titan wrestler he could do the same up to 3 size bigger than his.

It is simply a fantasy adventure... I mean, It would be like discussing battle medicine in terms of roleplay instead of mechanics.

There are dragons out there.


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The spell specifically says you don't, and specific beats general.

Quote:

PFS Legal Basic Bloodline SpellFeat 4

Archetype
Source Core Rulebook pg. 230
Archetype Sorcerer
Prerequisites Sorcerer Dedication
You gain your bloodline’s initial bloodline spell. If you don’t already have one, you also gain a focus pool of 1 Focus Point, which you can Refocus without any special effort. (For more on bloodline spells, see page 194.)

Unless it is specified somewhere on the recent errata.

If an ability gives you an extra point is written in a different way like this

Quote:


PFS Legal Advanced BloodlineFeat 6
Sorcerer
Source Core Rulebook pg. 200
Prerequisites bloodline spell
You have studied your bloodline to learn the secrets of its magic. You gain the advanced bloodline spell associated with your bloodline. Increase the number of Focus Points in your focus pool by 1.


Quote:
Stormborn Tyrn Your family’s homeland is subject to daily sandstorms and harsh winds on a normal day, and have thicker, stronger shells to prove it. You gain resistance to slashing damage equal to half your level (minimum 1).

This shouldn't exist.

You can give one elemental resistance, but not a physical one.

It is not balanced.


With 16 str shouldn't be an issue to throw a kobold against another one.

The kobold is small and 16 str is the same as a horse.

A monk with 10 str and the feat could throw an enemy 10 feet.

A character with 16 str could at least throw a small creature 10 feet ahead.
Maybe no damage ( if not by dm decision ).

But since an averagd human is 10 ste and a kobold is more or less a Child with some extra bulk cause items, i see no reason a warpriest couldn't throw one.


ofMars wrote:
It really doesn't seem that impressive on paper, but I'm hoping the fact that it gives you the ability to use wands, scrolls, and staves without a skill check using the trick magic item feat makes it more useful. I am leaning more towards the set of feats to get the focus spells, though

Focus spells are cool but sometimes you will run out of class feats just trying to chase one spell.

Imagine a champion

18 str
16 charisma

He will eventually lvl up both of them any 5 lvls.

Lvl 1 champion class feat

Lvl 2 sorcerer dedication ( 1st )

Lvl 4 basic bloodline spell ( no extra focus point, cause of loh, so just a useless focus spell )

Lvl 6 basic bloodline potency, because you will need basic to unlock advanced. There are only caster feats, which could enhance the few spells you have or even no spells if you simply went for the focus part.

Lvl 8 basic spellcasting

Lvl 10 bloodline bredth ( if you want more spells and you are not an arcane spellcaster. If you are you are blessed and can have extra slot through a ring of wizardly ).

Little ot explaining ring of wizardly vs spell bredth:

Quote:

By lvl 7 you can have the lvl 1 ring which will give you 2 extra lvl 1 spells.

By lvl 10 you will have the lvl 2 ring,which will give you 2 lvl 2 spells and 1 lvl 1 spell.

By lvl 12 you will have the lvl 3 ring,which will give you 2 lvl 3 spells and 1 lvl 2 spell

By lvl 14 you will have the lvl 4 ring,which will give you 2 lvl 4 spells and 1 lvl 3 spell

Extra spells with bredth, assuming you will take spellcasting at any possible lvl.

Lvl 8 = 1 lvl 1 spell
Lvl 12 = 1 lvl 2 spell
+2 lvl = 1 lvl +1 spell

Lvl 12 advanced blood potency ( mi tier focus point ). But your spells dc is still trained.

Lvl 14 expert spellcasting ( expert dc )

Lvl 18 master spellcasting ( master dc )

Personally, sometimes focus spells could be worth it. Sometimes they are not.


Domensional anchor is imo a must have for a spontaneous spellcaster.

Recall knowledge in order to understand if the enemy has teleportation and then anchoring him is definitely great.

Resilient sphere has been ruined.

Mirror image could be nice but I would take some extra support stuff.

Phantasmal killer is ok.


Is there any rule to allow it to also work on your background lore?

We are currently ruling that the skill feat could also work on the background skill, but I couldn't find anything in neither the CRB nor the errata.

Ps: I am aware about the "gnome obsession" ancestry feat.


Captain Morgan wrote:
But 3d6 3 times per turn for 1 minute seems like rather a lot for a 2nd level spell. Especially one with no MAP.

I feel the same, but also couldn't find any specific rule or limit in terms sustain spell being used multiple times per round.

Personally, we allow just 1 per.
No really waiting for an errat given the argument, but who knows.


The Gleeful Grognard wrote:

I hate leadership as a class/character feature personally. Aside from cheese it always ends up being narratively weird.

I agree with you.

But I am also curious to see what they will bring up.


As a Lawbringer, against evildoers or monsters my strategy is always to Lerooy Jenkins.

I joined the paralized wizard and fighter inside the jelly and got victorious.


Those are all excellent descriptions.

As for me, I tend to know everything about my players in order not to let them do the math.

This will allow them only to rely only on descriptions.

I won't say "you take X piercing damage and Y evil damage" I just give them the number of damage after the resistance calculation ( just to make an example ), eventually adding some description depends the damage the character suffers from ).


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HeHateMe wrote:
HumbleGamer wrote:
Given that much classes + 4 new ones, i would prefer more archetypes instead of classes.

Couldn't disagree more, the archetype/multiclassing system is pure awful. I'd prefer more classes, the ones we have so far are all cookie cutter and completely unoriginal. The martial classes are pretty much all the same, and the caster classes are pretty much the same.

I want original classes, ones that break the mold. Just my .02, I don't claim to speak for anyone other than myself.

I understand and I do agree that it is not the best deal, but that's also the reason they should work on it to solve the issues.

For example, the first lvl of any class seema a class feat less for your character ( a tribute to pay in order to join another class ).

On the other hand, the fact you can enhance your class by taking some perks is good. I see way more balance if I compare this to pathfinder or a 3.5.

To only work on classes instead of trying to fix the whole system is not, imo, the best they could do.


Thanks Cellion.

The weapon is under management because it is the main part of the class.

The main issue is to choose between

1) a swiss knife with specific and unique weapons ( which would be part of the reason because an Engineer would be able to perform such attacks ).

And

2) a swiss knife with x slots you can Fill up with the weapons you'd like to use ( This would mean more customization but no flavored weapons or dedicated moves ).

I am currently going with the second one, just to try it out.

About the attacks and moves I know they are unbalanced and need to be toned down. Every suggestion ( and tentative to point out how to balance in a p2e and proper way are well accepted, and needed ).

Tomorrow i will try to check again the file.

Thanks you and everybody for everything!


Fighter without a doubt.

You can also swap between builds with no problems, and because of extra feats which you can change daily you will be some sort of jack of the fight, but way more powerful.


Gizara "Lunja" Marel, Female half-orc paladin of Shelyn.

- I will bring justice, wherever it is needed.

- *Shield up* I Kick the door and move in.

- Could you please repair my shield?


It is ok the go that fast.

They should however provvide some tool meant to list all the FAQ and errata, maybe with the possibility to vote for them in order to give some higher priority.

Then the staff could answer them week after week ( even a short job, like 10 answers per week ).

Then, time permitted, they could be used to modify existing pdf ( but not required. Even a list where anybody could check if there are answered FAQ is enough ).

But the most important part is to provvide a tool for a better interfacce with the customers ( my master for example bought the needed stuff and AOA, but he doesn't lurk the forum, and only rely on errata. But having a FAQ shared file would be great ).

Guess even a Google sheet could do the trick ( managed by paizo staff and some community heralds, meant to provvide the most important questions ).


Guess bard with rogue dedication.

By lvl 8 you will take

Quote:


PFS Legal Know-It-AllFeat 8
Bard
Source Core Rulebook pg. 102
Prerequisites enigma muse
When you succeed at a Knowledge check, you gain additional information or context. When you critically succeed at a Knowledge check, at the GM’s discretion you might gain even more additional information or context than normal.

And by lvl 14

Quote:

Source Core Rulebook pg. 103

Prerequisites enigma muse
Your mind works at an incredible pace. You instantly use up to five Recall Knowledge actions. If you have any special abilities or free actions that would normally be triggered when you Recall Knowledge, you can’t use them for these actions.

Even if the don't stack, you will be using know it all till lvl 14.


Following the raw I do agree with you, but it makes me feel uncomfortable.

But maybe it is simply not to limit players in terms of dedications ( if not because of the anathema ).

@Kios: good point!


MaxAstro wrote:
Meta-suggestion: If you enable comments on the google doc, then people can directly add comments to the parts they are giving feedback on, which can be easier to read.

I was in a hurry, thanks!

I am going to read everything and answer tomorrow ( I went out ). Thanks for reading and sharing thoughts!


I hope you like the concept

Engineer Class - The Shifter

Everything is appreciated

- Suggestions ( From balance to extra stuff ).

- RAW which are not clear ( feats with other feats, mechanics, etc... ).

- Errata ( I probably wrote something wrong, so feel free to correct me if you find something which needs to be fixed ).

- Play test ( if somebody would like to try it in a campaign I would be honored and glad to receive a feedback ;) ).

Enjoy the reading!


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As for a dedicated champion, a dedicated druid will, imo, have to respect all the tennets and anathemas.

Can you pick feats from the druid class? You are a druid.


thenobledrake wrote:

Making recovery harder/most costly isn't a way to "bring balance" to casters - it's how to over-value them.

Because yes, if the party can't press on they won't, which means the casters can blow their spell slots as fast as they want and when they are out the party will definitely say "yeah, might as well rest" rather than having incentive and means to push on and for the casters to be more sparing.

The point would be to find balance.

Currently, as far as I tried, from lvl 1 to lvl 3 we managed to get 10/15 short rest per day.

I was healing through Lay on hand, and both wizard and druid through medicine.

So currently is way unbalanced towards physical damage dealer.

I am not saying to shift in favor of casters, but instead trying to find a middle ground.

The more you proceed, the more the spells a caster would be able to use, but even so the more the rests, the less the caster performance.

Obviously even a wall like a 1h cd could be exploited by classes like champion and leaf order druid, because of focus spells, but for example allow refocusing only on focus points used during a combat could solve that.

As a DM I could eventually limit their rest with ambushes. Or even rewarding an audacius party more than a extremely careful one.

Finally, remember that long rests require 8 hours at least, so a party could or couldn't be able to have one. Same goes for 10 min rests, depends the situation.


Have you ever considered this possibility?

In my opinion it could help bringing balance around spellcasters.

A party will rely more on spells and consumables like

- scrolls
- wands ( daily use )
- potions

And because of the 1h cd,people will consider to take more long rests.

Casters, like wizards or sorcerer, could recover spells more often because players would prefer to wait.

Eventually, another way to limit it would be to allow a limited number of healings per day ( or short rests per day ) or per expedition.

Something like darkest dungeon, if any of you know or have played the game.

Any suggestion?


Bomberbros1011 wrote:
HumbleGamer wrote:

I am ok with being only able to use occult spells, but maybe could be nice to have a class feat which allows to select one spell from another list.

Like the crossblooded evolution sorcerer feat

Quote:

PFS Legal Crossblooded EvolutionFeat 8

Sorcerer
Source Core Rulebook pg. 200

Odd interactions in your bloodline provide you with unexpected spells. You can have one spell in your spell repertoire from a tradition other than the one that matches your bloodline. You cast that spell as a spell from your bloodline’s tradition. You can swap which spell you add and from which tradition as you could any other sorcerer spell, but you can’t have more than one spell from another tradition in your spell repertoire at the same time using this feat.

Talking about balance, we can see that the possibility to choose 1 spell from another bloodline( which is limited, because we are not talking about a full spellcasting list, bug just a few spells ) is worth a lvl 8 class feat, in terms of cost.

So, occult as main spellcasting + a feat which allows the witch to take spells from other classes could do thr job.

Obviously with limits, like

"You can choose a single spell from any spellcasting list. The spell must be of a lvl equal to the max spell lvl you can cast -2"

So by lvl 9 a witch could take a lvl 3 fireball from the arcane list.

I am okay with this, but the only issue is if witch took fireball for example, she could heighten the spell by preparing it in a higher spell slot, so this feat in this instance makes heightenable spells like fireball or burning hands much more valuable than spells that don't have any extra effects when heightened.

I deliberately left the hightened stuff possible because occult stuff has no damaging options.

To say this better, I thought that even by leaving to a lvl 9 witch the possibility to highten a fireball from lvl 3 to lvl 5, its damage would have been lower than lvl 5 arcane/primal spells.

A lvl 5 fireball would deal 10d6
A lvl 5 cone of cold would deal 12d6

As for the occult list, there are some damaging spells, but they are exceptions if compared to buff/debuff/control/utility stuff.

Do you think that being able to heighten "borrowed spells" to the witch max lvl would be too good for them?

I don't know casters very well and I can't figure out if with this possibility the witch could outshine other spellcaster ( even considering the fact that you will have to trade class feats for extra spells ).


Patrons are powerful entities which play a management simulator game.

They manage their pleebs in order to achieve their goal.


I am ok with being only able to use occult spells, but maybe could be nice to have a class feat which allows to select one spell from another list.

Like the crossblooded evolution sorcerer feat

Quote:

PFS Legal Crossblooded EvolutionFeat 8

Sorcerer
Source Core Rulebook pg. 200

Odd interactions in your bloodline provide you with unexpected spells. You can have one spell in your spell repertoire from a tradition other than the one that matches your bloodline. You cast that spell as a spell from your bloodline’s tradition. You can swap which spell you add and from which tradition as you could any other sorcerer spell, but you can’t have more than one spell from another tradition in your spell repertoire at the same time using this feat.

Talking about balance, we can see that the possibility to choose 1 spell from another bloodline( which is limited, because we are not talking about a full spellcasting list, bug just a few spells ) is worth a lvl 8 class feat, in terms of cost.

So, occult as main spellcasting + a feat which allows the witch to take spells from other classes could do thr job.

Obviously with limits, like

"You can choose a single spell from any spellcasting list. The spell must be of a lvl equal to the max spell lvl you can cast -2"

So by lvl 9 a witch could take a lvl 3 fireball from the arcane list.


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To me p2 seems equal to 5e to create a character.

A couple of minutes with both apps at last.

Maybe 5e takes a little longer because of Bond, flaws, ideals.


However, concealment doesn't allow you to take the hidden condition if observed, and because or that if your position is obvious.

Unless probably some Ancestry perk or situational magic item, like the 2x Elvenking bonus, which works in Forest environement.


Requirements are fine since the benefits.

Since you are not a Cleric, you will have to train yourself in Religion in order to be able to master their spellcasting the best you can.

The only thing I don't really like is that past basic spellcasting there's a hole in terms of casting lvl.

By lvl 4 you will be able to cast spells with a dedication class

Lvl1/2 dedication
Lvl 4 - lvl 1 spell
Lvl 6 - lvl 2 spell
Lvl 8 - lvl 3 spell

Lvl 12 - Lvl 4 spell

The progression is broken past lvl 3 spells, reducing the effectiveness of your spellcasting and the bredth feat ( since it will also shift 2 lvl far from the base progression ).

Not saying that dedication class should have more spells or higher lvl spells. Everything else is fine.

Probably the fact that the expert spellcasting is moved to lvl 12 is cause the weapon proficiency increase at lvl 13, but still seems somehow off.


Given how 3actions system, mostly because of reactions work, I find the surprise round not needed.

The best roll, the faster you act.

And since you can also delay your turn/initiative, and because so renouncing to either actions and reactions, giving a surprise round will kill the trade, since you will maintain a reaction from the surprise round.

Because of that, more than surprise turn, during my play I use dynamic initiative.

Through a program a take track of all the characters ( players and enemies ) initiative, and reroll them every round.

Players won't know if they will be able to act faster or slower in the round which has to come, and even a fast character ( high initiative ) which happened to roll a bad score in the first round, could recover in the following one.

Both enemies and players will be unable to make reasoning in terms of

Quote:
in the next turn we will act first, so we are going to kill the wizard even if now we all go on the giant, because the wizard is low in initiative and the giant is third.

And so on.

Ps: To enhance it I also use real time combat options, but it is a little ot.


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I would allow a wolf to be reskinned as a Goblin dog.

And a bear as a barbarian dwarf.


Fighter is in my opinion the class they took care of the most.

It is fun to play and balanced around everything, allowing you to play whatever role you like.

I suggest you to try different classes in terms of balance and versatility, in order to compare them to the fighter.


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Samurai wrote:
I would rule that the Orichalcum material overrules the stepped property rune process completely. That material can have 4 property runes by itself, whether it has a Potency Fundamental rune or not.

I can't think of a situation with a 20k gold weapon without fundamentally runes.


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- 4 status penalty is something which shouldn't exist. Especially for free.


Since it is a lvl 18 material, is say the latter.

You won't be given oricalcum stuff if not lvl 16+ I guess.


Lanathar wrote:
HumbleGamer wrote:
Tremaine wrote:


As an aside Gorbacz is right to mock Ragathiel being LG... Unless we are getting a more offense orientated Champion ofc, then the Angel of kill em all would be in good company (seriously am I the only one who finds champion being forced into the role of tank weird? They are the bloody vengeful fist of the Deity, not the newspaper of nope, the art and story of the class is generally them fighting the big gribbly alone in a duel. Not herding a wall of peasant infantry in front of them to get the best use out of Retributive Strike.

It is all about balance.

If you want to solo you can rely, by lvl 6, on aoo as anybody else.

Being able to use the champion reaction preventing the damage on yourself would ne broken ( it is already too good, especially the retributive strike, and I hope as a champion it will be eventually nerfed giving penalty to it like the exalt, for example ) and selseless, since it is something meant to protect other people.

The balance is set, and during a Journey you will be mostly with a party, and because so, able to protect your friends.

If you don’t want to play the tank role go for divine ally 2h weapon ( you will have 2 extra AC cause you are a champion ) and for AOO. Reach weapons will help you to trigger aoo, and athletic maneuvers aswell.

What nerf do you think is needed specifically? Just the paladin one? What would you suggest?

Just the paladin one.

To me, a -2 on the attack could do to the job. But I am still try it out.

Currently at low lvls I have 2 attacks per round with no map, and 1 with -4/5 depends my weapon.

Compared to the other champion's reactions seems way too strong.

Also because of the free step given by the ranged reprisal, which if needed is gold for a melee in terms of action saving.

All suggestions accepted.


graystone wrote:
Yes. Me, I'm explaining it that way and IMO it makes perfect sense: Why make it harder than it has to be? Explain how the PC is manipulating the weapon with an action that doesn't require them to use free hand on it that makes more sense...

Yeah I also think it could do its job that way.

I was thinking with both hands occupied, and because so a character try to interact with the hand its forearm has the shield strapped to it.

That's why I couldn't understand how the morphed spikes couldn't have fallen on the Floor ( and also how it would have been possible to morph it given the occupied hand/forearm ).

But that way is both legit and scenical.
I like it.

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