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![]() LessPopMoreFizz wrote:
Yeah... Just what part of 190 average damage seems all that good at all? Any Striker worth their salt is going to be keeping up in that realm, and any other Striker doesn't have to worry about being stuck on a 3/4 BAB chassis. ![]()
![]() As for the question actually posed, while I don't feel that it fits the idea of 'occult' I don't really give a damn either. There's not going to be some -better- spot to put in a bending class. As for Cthulhu, and silly theorycrafting, I'd say Korra isn't necessarily level 20 (lord knows she gets her ass kicked all the time), but more that there is an 'Avatar' archetype that gives you Omnikinesis in exchange for the inability to be resurrected. But her soloing Cthulhu is moot, as the Avatar is never really at their best unless they've got their adventuring party around them. ![]()
![]() While I can appreciate the idea behind the burn mechanic, I don't know if I find deliberately limiting such fun resources to be particularly entertaining. It more or less puts your total for the really interesting abilities at one or two a day, which doesn't seem all that great to me. What if your Force Ward was able to be used to absorb burn for you, giving you potentially one 'free' point of burn in a combat encounter in exchange for your shield? Additionally, I'm not sure how I feel about the fact that though you can take more burn as you level, you never get more good at taking burn as you level. In the end, with the way that it's all based on incurable HP damage, you're really only able to take as many points of burn at level 20 as you are at level 1. It feels like there should perhaps be cutoffs built in that reduce the HP damage that burn represents. It feels more that the burn should be 1/2 their level instead of 1/level. But that could potentially be mitigated by moving them up a rung, HP wise. Given the way that they are trading their HP in exchange for power, and are only an attacking class, it feels like they wouldn't be out of place at all being a full BAB, d10 HD class. While Feel the Burn is potentially nice, the fact that they aren't able to use enhancement bonuses from weapons means that it's already having to take the place of that instead. Additionally, chasiss-wise, the class is really begging for at least 4+int skill points. I'd also put their dual blast ability earlier in the class, as pretty much no game ever gets to level 17, and sucking HP for the moments you need excessive damage feels like something that would be nice around 12 or so, since they can't get incremental attacks. Overall, I adore the class, I just feel it could definitely use some tweaks. Putting it as a full-BAB class, with 4 skill points, would actually help deal with quite a few of the issues I see with it. ![]()
![]() There's no reason to have to pick an exotic crossbow proficiency; the 'slinger gets proficiencies with all firearms, after all. Just give them straight proficiencies for all crossbows. I'd also say that, ideally, the battered firearm can be replaced with a battered repeater, or masterwork variety of the standard crossbow. But I seriously hope they update this soon; the alt looks like it would be a hoot in PFS play and at the moment that's simply not in the cards. ![]()
![]() Evil Midnight Lurker wrote:
The answer is all of them. Why wouldn't it be? ![]()
![]() lorderok wrote:
I suppose they just mean in general what may be neat about it, like with my questions on the survivability stuff... I'm stuck at a repair shop so I'm double chomping at the bit right now, myself. :p ![]()
![]() Personally I find it hard to hear why in the world sorcerers would be complaining about mythic spells at all, considering the wonderful benefits they get... Wild Arcana is simply one of the most beautiful things ever, especially if you're using, as several here seem to, mythic tier + class or 1/2 class level + 3. Personally as a heirophant/oracle, I've been finding having the Heirophant equivalent up and getting to keep PDFs of all spellbooks open to be rather hilarious. |