It's just about multi-armed ancestries in general. In the playtest rule, multiarmed ancestries only have one pair of active hands, and they need an action to swtich active hands. It seems that you can't add extra limbs via augmentations as well. We know Paizo has been consistently strict on hand economy since PF2e. It's also clear that multi-arm can grant some advantage like you can hold multiple weapons, shield and consumables. However, the current solution feels overly restrictive and reduce the flavor of ancestries. If we can have flying Barathu, why can't we have proper multi-arms? Maybe the benefit can be balanced by negative conditions if all your hands are occupied, or just allow everyone to pick up some cybernetic arms? I would love to know how everyone think about it.
The item in question is from LOGB: Quote:
So it can sustain a bard composition cantrip, but most composition cantrips are not meant to be sustained. The only exception seems to be Song of Marching, which doesn't do anything in encounter mode: Song of Marching:
Song of Marching
Cantrip 3 Uncommon Bard Cantrip Composition Enchantment Mental Source Advanced Player's Guide pg. 228 Cast Single Action verbal Area 60-foot emanation Duration sustained up to 1 hour You maintain a brisk performance that keeps allies on the move. You and your allies in the area can Hustle for the spell's duration, even though you are also Sustaining the Spell. You and your allies then become temporarily immune for 1 day. Heightened (6th) You can Sustain the Spell for up to 2 hours. Heightened (9th) You can Sustain the Spell for up to 4 hours. So, what does the item do? Is it intended that it can extend cantrips like Inspire Courage, or is it simply broken and doesn't do anything?
You choose the damage type each time you make an attack with a Versatile weapon. With a sword or halberd, it makes sense. But when using a gun, you shoot the exact same ammunition and aim at the same thing, but the damage type you deal depends on what you declare? By default, a gunslinger shoots an Ooze and oops it splits. The next shot the gunslinger loads the same ammunition and says "okay now do bludgeon", can properly shoot an ooze? It doesn't make any sense. Gun should just deal both types of damage and apply the more beneficial damage type.
To be honest I don't like Shared Overdrive and Meddler feat lines. Inventors get two weak damage boosters to compensate for their weaker martial chassis. Before lv10 they are hardly supporting characters but then they suddenly have whooping 5 high-level feats to share the boosters with teammates. And I suppose these feat lines prevent them from having better damage scaling. It's okay to have a supporting playstyle option, but the sudden change of playstyle feels odd, the feat lines themselves are mediocre, and the bad-scaling punished characters not choosing these feats.
Inventor has many situational feats and modifications, can adapt to many environments via reconfiguration, which is quite nice. But high fantasy inventors also improvise and pull out new items to solve problems. I think Inventor really should get reconfiguration on the fly, improvising new abilities, or abilities similar to Investigator's predictive purchase. I see Inventor's class identity as a really versatile batman martial. Not the best damage dealer, but can adapt to different situations and provide a lot of utilities. Boost Modulation is an amazing feat that can change Offensive Boost to deal with different enemies, but it came a bit late. Allowing you to immediately change the damage type of Explosion or Overdrive's extra damage, will be also very cool in my opinion.
Serial Loafer wrote:
Very true! I think maybe the Inventor can get a special Innovation that allows the Construct minion to use Inventor's attack proficiency, but they will share their MAP just like riding it, so your construct becomes more awesome when you are dedicatedly piloting it.
shroudb wrote:
I stand corrected that I miscalculate Construct Companion's AC proficiency. A Daredevil Nimble Wolf gets 3 base DEX, +1 mature, +2 nimble,+1 Specialization, +1 Daredevil so +8 DEX, also Expert attack proficiency from Specialization. Also when we take other Animal Companion users into account, Druid is a full caster while Rangers could grant their Edge to the companion so it's +1d8/2d8/3d8 damage for precision Ranger's companion.
I am really excited to have a gob-bot in action, so I did a quick breakdown of Construct Companion v.s. Animal Companion
Spoiler:
Lv1 Bear: STR3 DEX2 CON2 WIS1 HP 16 AC 16(Armored) AB+6 DMG 1d8+3 5Fort 5Reflex 4Will Wolf:
Construct:
Lv4
Wolf:
Construct:
Lv8
Nimble Wolf:
Construct:
Lv14
Nimble Daredevil Wolf:
Construct:
It seems that the Contruct Companion is only good for higher HP, saves, and immunities. If I use it as a meatshield(cogshield in this case) it's fine, but it's really subpar offensively and prohibits a pet-focused inventor. I am thinking maybe a Breakthrough Invention could allow it to use your attack proficiency when you Command it. Also I think its baseline stat should be more open to customization because, after all, it's a construct. If we can have an Inventor Synthesist option to let you pilot your mecha companion, it will be pretty cool as well! |