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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?