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Mark: Why are you using archers as a basis for the DPR, when a gunslinger is far better at the job, with touch attacks, and has some useful utility themselves? Balancing around the fighter is generally a bad idea as is, but basing this class's damage on it seems extra problematic.


LessPopMoreFizz wrote:

~190 damage. That's not all that unreasonable an amount of damage for a 16th level character.

Blasting is overrated.

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.


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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.


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This is... something that needs to be noted rather quickly, methinks.


Evil Midnight Lurker wrote:

I'm having trouble wrapping my head around this one:

Perfect Preparation (Ex): You have discovered the secret to preparing spells without having to refer to outside sources. You no longer need to prepare spells from a spellbook (if you’re a magus or wizard) or a familiar (if you’re a witch). You still must spend the normal amount of time preparing spells. You may keep or discard your spellbook or familiar.

...Okay, for a witch I can see this -- the familiar is the witch's only spellbook, and this just shifts the mechanic into the witch's own head. But wizards and magi? They could potentially have whole shelves of spellbooks gleaned from various sources, not necessarily all in the same location. How do you determine what spells a book-user has access to?

The answer is all of them. Why wouldn't it be?


lorderok wrote:
Sauce987654321 wrote:
lorderok wrote:
Sauce987654321 wrote:
Nothing on Mythic Wish?
What do you mean?
The Wish spell that is mythic in this book.
What do you want to know about it?

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


Though I do know that it's an imposition, would anyone be able to perhaps say if TTD, Sustained by Faith, and Mythic Toughness have changed too much? Those are pretty much the only things I need to worry about ASAP for my game before being able to grab the proper book...


So, can someone that has it tell me how To the Death and Mythic Toughness stack up to how they used to? Also, Sustained by Faith?


Mythic tier 9 gives you Immortality. Personally, I'd say that that gives you exactly what it says on the label.

It's not like, with all the abilities available to a person that's going higher into mythic power, dying due to age is an actual concern.


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.