Search Posts
So, I have been reading over some playtests and worries, and a common problem people seem to have is if you scan Enemy 1, then it dies, you have to scan Enemy 2. However... I am wondering if verse mooks it is worth it, especially at low levels. First enemy is gonna tell me weaknesses, if they have a native weakness I can exploit I will, if they don't it gives me +2 damage. This is really nice, but against non-bosses and repeats, I think I would probably stop scanning after the first in an encounter and just use my native +2 boost. Looking over the implements though... if you use Weapon or Amulet you seem like you need to keep it up. The other three though... I think you are probably fine not using it all the time.
I am making this thread as a place to post all of my playtesting. I am unsure if I should submit it all as one hunk later on, or if I should submit every time we run a session. So until then this feels like a good repository. ------------------------------------------------------------------------ Class: Thaumaturge/Acrobat Lvl 3 (Free Archetype Variant Ruleset)
-----------------------------------------------------------------------
My Thaum went now. Managed to pass my Find Flaw check, because two weaknesses tied I was told both. I chose to then use Esoteric Antithesis for Fire and pulled out my spear instead of my dagger. I also pulled out my Chalice. A dead turn, but you know wasn't bad. Barbarian went and... wiffed three attacks in a row. It was tragic. The damage was real good too. Enemy went and did it's big AOE on the Barbarian and Cleric which both managed to fail. Witch and Sorcerer used heals to keep them up. Warpriest stepped up and did two harms which it passed saves for one. First damage on the board. My Thaum went up and swung, and because of flanking I managed to hit. 1d6+3+4+(Weakness 5 fire) was a tasty 18 damage. Seeing as I was the first to do major damage to it I Sipped from my cup. Got some temp hp. Barbarian went and hit for a whopping 26 damage after weakness, so the Enemy bit him, crit, then took a swing at me, it rolled a 30, but because I had Esoteric Warden that was not a crit! So because of class abilities I took essentially 3d4+3 damage instead of 6d4+12 damage. I was now down 12 damage from max. Barbarian got hit by the third attack due to Giant Instinct and went down. Sorcerer used a heal on them again, Cleric took some swings and missed so got a decent harm, and the Witch shot an arrow that missed. Thaums turn again, manage to hit twice more due to flanking and put on another 32 damage. Then Gulped my cup to heal me back to only -3. Barbarian stood up, grabbed the Sword off the ground and hit for the last bit of health. ------------------------------------ First combat was fun. I can see how if I failed it would have sucked, but that is dice. I got lucky and the Barbarian was swinging bad, so I managed to put 50 points of damage on the board. The little ac was situational but helped, and burning an action for a bit of temp hp or a solid heal was nice.
"Your multidisciplinary study of magic means you know how
How would you all say spells with attack rolls would work? Ps) I was going to make a post and gush about how much I love the class and the flavor and how shockingly good the damage is and OMG I love it. But I thought I should focus and talk about mechanical confusion so I am on topic.
I was looking through my book, and it really seems like Prepared is better then spontaneous again... much better. Spontaneous:
Prepared:
This is extra damning, because it sorcerers have lost the ability to burn a higher level slot to cast a low level spell. In 1e if push came to shove I could burn a level 2, or 3 spell slot to cast a level 1 spell. Now if my level 2 and 3 spells are useless in a situation and I run out of level 1 spells... well tough luck.
Just a few weeks ago I double checked and verified that the 2nd edition rulebook and bestiary were part of the subscription, and they were but today I check and it looks like they're not part of my upcoming orders? Are they part of the subscription or they not? And if not is it too late to pre order?
So, universal empowerment makes it so all your bombs are invested, but the section on bombs says you don't need to activate them. Which leads me to believe they don't require resonance, seeing as from what I can tell investment just means don't use resonance, I can tell what the first half of this ability does? 1) Bombs cost resonance? 2) It needs an errata?
So, I am designing a spreadsheet that has all the Monstrous Humanoid forms and what bonuses they grant you for each spell. I think I have everything figured out, but a few things escape me. Mostly what to do when a natural attack has riders that don't come from a specific source. For my example I will use the Lamia-Kin Hungerer found here: http://archivesofnethys.com/MonsterDisplay.aspx?ItemName=Hungerer From my understanding, I am a medium creature and use Monstrous Physique 3, I transform into the Hungerer, a huge sized creature. Right off the bat I gain +6 Str, -4 Dex, and +6 Natural Armor from the spell, I because of the size difference I get -2 AC, -2 Attack, +2 CMB, and +2 CMD. I then go to the Hungerer and dig for the data I get there. So, Darkvision 90 (Limited to 60 by the spell), Low-Light Vision, Base Speed = 10, No Fly Speed because that is from a constant spell-like ability and not actually provided by the creature, and then finally natural attacks. The creature's attack block reads like so: bite +29 (2d8+10/19–20/×4 plus 2d6 acid damage and 2 Wisdom drain), 2 claws +29 (1d8+10 plus 2 Wisdom drain). I know I remove the Wisdom drain because that is from a special ability that is not listed in the spell description. What I don't know is if I should remove the acid damage from the bite, because I cannot find an ability that grants it. To me it looks like it is just part of it's attack. So, out of the two options what should I use? Bite(2d8+2d6(acid damage) or Bite(2d8)
So, I was looking over everything for Monstrous Humanoids and everyone seems to salivate over the Thriae Queen, which I will admit looks decent, but they always point out it's a dc29 save for the poison. I thought poison's were all 10+1/2HD+Con Mod. Now even on the Thriae Queen stat block this doesn't work, but I can't find a ruling. So, if it doesn't include a line like "The save is constitution based" then do I just use the pre-generated save?
So, in order to use Psychic Magic you use Emotional and a Thought components. You do not use Verbal or Somatic. However, as I am going through the psychic spell list, every spell I have seen so far has V and/or S listed under the component. This even included the Psychic only Akashic Form. So I see this as three possibilities. A) You need all four, Verbal, Somatic, Emotion, and thought. B) You can cast the spells for free. C) They weren't thinking and it needs to be subject to an errata. Am I missing something? Any thoughts? |