Star5490's page

19 posts. No reviews. No lists. No wishlists.


RSS


MC into monk and at lvl 10 you can flurry with your unarmed attacks gained from animal totem


Zwordsman wrote:

Hmm... Someone who undrestands this better than I.

WHich would likely be the best comparison point to say an Alchemist with an xbow. (or i guess darts)?
Idle curious. Not that I understand stuff too much overall.

A Ranger MC into Alchemist with an Alchemist-xbow is better than an Alchemist who want to use an xbow


just calculate 3 classic spells works in different ways: burning hand, disintegrate, and finger of death.
Other spells are all similiar to them


rayous brightblade wrote:
Horse ride bowman is actually really good because the horse support is +2 damage per die after you have moved 10 ft.

But the horse support only affect one attack after the move. I don't think it's worth for one action if you don't need to move with your own action.


1 person marked this as a favorite.
Paradozen wrote:
Question for the colorblind, on the melee damage for level+2 1 strike chart is it the rapier rogue or the caster who holds the lowest damage?

Caster always the lowest


rayous brightblade wrote:
Unfortunately, unless they come out with an animal companion with flight and the mount keyword you won't be flying anywhere. Animal companions without the mount key word lose flying while mounted.

Ahh that hurts. But anyway you can still be a horse ride bowman.


Kerobelis wrote:
My concern would be the non casters vs. the Fighter. Do they have enough other abilities to compensate for the lower damage. I think a Champion and Rogue does. I am not sure about the Barbarian and Ranger.

the most special ability for Rangers is their animal companion. Begin from 1st lvl you can ride you horse. As long as you reach lvl 6, your horse will act automatically and save your action on move.

Additionally, if you are small size or you have reached lvl 10 and get your companion growing to big, you can even ride a bird instead of horse.


If you change the barbarian build in your sheet to a Giant barbarian and use a d12 weapon, you will find a much higher dpr


Hunt Target is actually nearly no use in many situations, for example double slice or crossbow user(only one attack per tound)
it's really a weak design


4 people marked this as a favorite.

I also don't like Vanician spells at all.
I'd like to use a bigger spell point pool and let pc to cast spells through costing points


a simple 11 level barbarian with a +2 great sword could also deal 3d12+5rage+6strength=average 30 damage on one hit.
Alchemist is so poor please save him.


Sticky Bomb: Frequency once per round.
So there's no way to use two sticky bombs in one round.


Zwordsman wrote:

at level 11 Concentrated Splash, powerful Alchemy, and Sticky bomb

4x the bomb damage. + (8+int) +the status effect with Class lv dc. on hit.
Then Persistent damage equal the the above, sans side effect.

There is some weird wording for concentrated Splash and Expanded Splash that might allow double INT damage as well.
but well, lv 11 is pretty high.

I think there's something wrong here.

The persistent damage is only equal to the splash damage so it's 1+Int, then affected by empower bombs and increases to 4+4*Int, not "equal to the above".
The Expanded Splash can only increase the splash damage from 1+Int to 2+Int with aoe, so there isn't any double Int damage.


I am considering about a alternative spell system in place of spell slots.
As many classes have spell point pool, I try to combine them together.

rules:
A spellcaster class has a spell point pool equal to his level + key ability modifier. You can use it to cast spells or use class power.
If your highest spell level is 3rd or lower, the spell point cost for a spell is equal to its level.
If your highest spell level is 4th or higher, you cost 3 for your highest level spells, 2 points for those 1 spell level below your highest level,and 1 point for those 2 or more spell levels below your highest level.

How do you think about this.


2 people marked this as a favorite.
Shane LeRose wrote:

Alchemists should replace Empower Bombs with Empower Alchemy. Does the same thing for bombs, if you want, but could be applied to poison instead to make that more viable, or to mutagen to make that more viable. Just a resonable boost that also gives "alchemy points" that can be spent on your focus, at a level much earlier than 9th.

Being pigeon-holed into bombs, and then getting minimal support for them, isn't helping my interest in this class.

Thats a good suggestion


As a balance, remove the volley trait for longbow.


Agree.
In fact the Hunt Target can be much better if it provides some damage bonus. e.g. 1 point per weapon dice, or a extra weapon dice.


1 person marked this as a favorite.

When my Ranger uses a crossbow and attack only once in a round, the less multi attack penalty is totally no use for me. A damage bonus is much better for different kinds of combat styles.
Or there can be a few options for the Hunt target, just like righteous ally for paladins


1 person marked this as a favorite.

I tried to play a damage dealer Alchemist based on mutagen, but found it too weak.
The bestial mutagen seems to be not stack with any magic weapon potent (HANDWRAPS OF MIGHTY FISTS), and there's no any ability to gain extra attack or bonus.
Does it mean that Alchemist can only be a mixture of weak damage dealer and weak controler?