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Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber. 6 posts. No reviews. 1 list. No wishlists.
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Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
So, how do I go about getting a Patherfinder 2E Warlock conversion? Forum request? 10 bucks slipped to a developer? Chanting sweet nothings to the Great Fungal Patron of the Deep Paths?
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Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
This past week has been kind of like watching someone trying to torch my fav hobby. Well Done Paizo! Glad to be an obstacle!
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Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
PlantThings wrote: Alchemic_Genius wrote: I think one of the big reasons I personally like the medicine feats, and I suspect a lot of others do too, is that they aren't niche, and they are dynamic, even at warly levels. Battle medicine gives you a cool way to use that third action, risky surgery practically garentees a crit success, continual recover lets you patch the team uo faster, ward medic lets you spend 10 minutes to basically undo that fireball that hit your whole team, etc. Craft has to wait until level 7 and master proficiency to get what risky surgery does at level 1. Medicine feats are just plain really good Oh right, Risky Surgery is another popular one with my group. Nice extra healing potential and creates great RP moments. Remember. The first step in any surgery, is to stab them again.
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Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
I believe Folgrit gives you resplendent mansion. Isis, Abadar, Mammon, and Findeladlara all give magnificent mansion.
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Warlock question/observation
As the class reads now is the intention to keep the spells per day as is or will the warlock be getting the same treatment as the zealot for the number of spells per day they are able to cast?
The Pathfinder Unchained Rogue talent - Major Magic - gives the ability to cast a first level spell once per day for every 2 rogue levels they possess. Or 10 times a day at level 20. With a feat and racial options to obtain more uses per day. With an additional feat option to change out that spell every 10 minutes if needed.
This might be comparing apples to orangutans but it seems odd that a non caster has more flexibility within their limited scope than a class that is essentially dedicated to magical options.
Thoughts?
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Kegdrainer wrote: Looking over the new version, they are okay but I think they need more flexibility. You are going to have the same feats if you are in social or vigilante mode. Maybe an option to have a flexible feat slot for both modes. (One feat for use only in Social, another one only in Vigilante mode)
My other thought is to go with a Jack of All Trades type. Rather than Avenger, Stalker, Warlock or Zealot, use the base class and the base ability for one of them. All talents are available but for the ones like Arcane Training, unless you take it as your base ability, you can only take the first level in it later.
Ala Factotum but specifically for the vigilante?
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