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Maybe this hypothetical Mesmerist could get skill increases like Inventor? (getting a boost at 3rd, 7th and 15th to a social skill or occultism?)

I think that'd be almost good enough without going into full rogue/investigator territory.


So here's an interesting question: my character is holding a club in his main-hand and a +2 shortsword in his off-hand. He does not have the double slice feat.

So if a enemy would provoke from him, can he choose which weapon to strike with or does it have to be the main hand? And if the AoO is with the shortsword would it still only have 1/2 strength bonus?


Ah, darn. I was planning out making him a Deep One Hybrid. :P

Seems like barbarian is the way to go!


Yeah, I'd think a Mesmerist would probably be a occult wave-caster.

Maybe, they could rework the bold stares & tricks as focus spells? :)


I'm planning on playing an Old aged character for my next campaign and thought it'd be fun if he's a martial despite the physical penalties.

What are some easy ways to overcome the penalties of old age?
I know Barbarians get Spring Rage, which is very good (& comes online super early to boot!)


I want a Mesmerist, someone who can deal *okay* damage but also debuff the enemy at the same time. The only class that can really do that niche is the Rogue with their Debilitating Strikes.


AidAnotherBattleHerald wrote:

Just because it didn't seem to be mentioned previously, flurry ranger pairs well with athletic maneuvers like Trip and Grapple. Start off with those, then use your reduced MAP against the off-guard enemy. Unfortunately there's not a ton of feat support for it in the class, but the basic actions are strong enough.

One of the bummers about Outwit imo is that it doesn't include a bonus on those athletics attacks, even a +1 at the start alongside AC could've been nice and still fits the theme.

Agree with this!

If I ever get around to playing a ranger, that'd be my game plan.


Thanks everyone. I've rethought a lot about the ranger now. It can do cool stuff, I guess my problem is it's not that *flashy* but that's just me.

It's certainly the best to take advantage of animal support moves (birds FTW!)

:)


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Although they are better than their previous incarnations, rangers (along with alchemist) seem to be the weakest of the core classes.

Let's start with their subclasses: the edges.
Precision is a far weaker sneak attack.
Flurry is the only good one but fighters can poach it at lvl 10 with agile grace.
Outwit is infamously bad.

Now let's go over their feat trees which there are a few:
* Animal Companion, their animal companion scales 2 levels slower than druids or anyone who takes the beastmaster dedication.
* Recall Knowledge, thaumaturges do the 'monster hunter' gimmick far better.
* Focus Spells are some of the weakest I've seen and don't really do much (gravity weapon is a joke).
* Hunted Shot & Twin Takedown are alright but monks can do the same with flurry and don't have to spend an action setting up hunting prey, they also get stances which give strong unarmed attacks (d8 or better) which ranger cannot get due to needing to dual wield or use a bow.
* They also get the worst AoO.

Sorry if this comes as bait, I'm just upset how rangers gotten basically nothing from the remaster & Howl of the Wilds.


FreneticKineticAscetic wrote:
Paco_Laburantes wrote:

Hello!

So I'm playing a Magus who really likes his familiar and took the Enhanced Familiar feat. My Magus also took the Wizard Dedication and through the dedication it looks like he can pick up Enhanced Familiar again.

Is this legal? Pathbuilder seems to say yes but I'm unsure.

It’s legal, but it wouldn’t do anything - the feat increases the number of familiar abilities from 2 to 4, so the second copy would have no effect. Generally, taking a feat multiple times has no effect unless the feat states otherwise.

If he’s interested in improving his familiar further, he would have better luck with the witch or familiar master dedication, as those have access to additional familiar improvements. Witches are also intelligence casters, and conceivably he could retrain his archetype if you allow it.

Ah! Good catch!

So if he were to take witch dedication and then basic witchcraft which says at the end: "You can select three familiar abilities for your familiar each day, instead of two." His familiar should get: 2 (base) + 2 (enhanced familiar) + 1 (basic witchcraft) = 5?


Hello!

So I'm playing a Magus who really likes his familiar and took the Enhanced Familiar feat. My Magus also took the Wizard Dedication and through the dedication it looks like he can pick up Enhanced Familiar again.

Is this legal? Pathbuilder seems to say yes but I'm unsure.


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I think Divine Access should be built into the chassis.
Divine spell list is underwhelming and divine access feels too much like a tax imo.


I've been liking Earth a lot so far.

It feels well balanced and it's aura junction gives a nice semi-tank ability.


Tome & Regalia are the best.

Weapon is uninteresting imo but effective (AoOs with thrown weapons!)

Mirror's alright but having to spend an action every turn is pretty rough, it also randomly gets worse with it's first upgrade.


More Sandpoint? yawn....

Maybe it's because I never did any of those APs but I'm getting pretty tired of this place. :(


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I personally think the implements are poorly balanced. Most of the Thaumaturges I've seen tend to pick the same combo; Tome and Regalia or Weapon. These three I feel boost what the Thaumaturge is already good at while the other implements not as much.

Tome (plus the already talked about diverse lore) completely eats the Investigator's lunch.

Regalia provides too many benefits for a 24/7 always on ability imo.

Weapon simply is the only way in-class to get an AoO.

All the other implements only provide niche benefits and/or are too action cost dependent (bless you, mirror my love) to be viable.


Paco_Laburantes wrote:
zza ni wrote:
mutant fighter taking the arm discovery twice and going two-weapon fighting with 2 greatswords.
oohhhh, this is great! Might do this. :)

Hmmm, I just realized this will incur a lot of penalties.

Need to increase those to hit bonuses somehow... :(


zza ni wrote:
mutant fighter taking the arm discovery twice and going two-weapon fighting with 2 greatswords.

oohhhh, this is great! Might do this. :)


opps, doubled post, deleting...


Hello, my group is starting a Strange Aeons campaign soon and I thought it would be fun to play a "freaky" character.

So far, I've thought of doing a 2 level dip in Alchemist for an extra arm ;P

Are there any other classes I should look into?