Having listened to Wayne's reasoning for why he designed Valeros the way he did (specifically, that Valeros picks up and uses equipment from all over the world on his travels), I'm actually kind of digging the fact that his armor and shield clash a bit. It certainly feels like he picked them up from two entirely different locations.
A Cavalier who is a member of the Order of the Staff makes enemies more vulnerable to spells when he challenges them. Pair this with a character like a Sorcerer whose bloodline arcana makes them good at casting curses or compulsions, and you’ve got a team that specializes in shutting down particularly strong enemies.
Just be careful when putting on the Helm of Opposite-Opposite-Opposite-Opposite Alignment.
So, blood hexes are special feats that give you special hex-like abilities printed in the Magic Tactics Toolbox. Said feats are especially effective when used by witches or shamans, as one might expect. The general idea is that they require you to have damaged the enemy before using them.
Now, most blood hex feats are not really worth using. There are two, however, which have some effects which I think are pretty strong. They are the following:
Preventing enemies from using any of their spell-like abilities and making it impossible for them to full attack seems pretty strong to me. Am I wrong?
One other thing that was confirmed is that Champions can regen their focus multiple times between rests.
Unfortunately, the 9th-Level bloodline power is useless to Arcanists because they can’t learn bloodline spells. But otherwise, it works out well for a “prepared” Psychic caster.
They’re not incapable, certainly. However, if you have the opportunity to double-dip on acquiring souls for your circle of Hell, why not?
Devils are, if nothing else, ambitious.
Well, Mephistopheles is the demon most associating with making deals and contracts, right? Perhaps his curse is all about the ability to read people? Insight into how they act and think would allow the PC with his curse to not only outmaneuver foes in negotiations, but also on the battlefield by allowing them to read the enemy's body language to anticipate how they move.
Mechanics-wise, the curse would provide a bonus to social skills like Sense Motive, Diplomacy, Bluff, and Intimidate, as well as bonuses to AC and Attack rolls. But of course, Mephistopheles' gift never comes without strings. Whenever a PC completes a negotiation or kills an enemy while relying on Mephistopheles' insights, the poor fool on the other end is consigned to the Archdevil's realm of Cania.
So by actively using these abilities that make them better at what they do, the PC is strengthening Mephistopheles' position in the Infernal Civil War. A reveal suited for the middle or end of the campaign, I'd say.
Here's another good one: the Animist Shaman has a really unique and flavorful way of helping their allies out of tough spots.
Is there any other class or archetype in the game that lets you go up to a nauseous ally, tell that ally "Hey. Nausea. I know you're in there. Stop it!", and then make the ally better?
That's what I thought.
I know that the Shaman Druid archetypes were mentioned above, but can I emphasize that the Dragon Shaman is the worst at fulfilling the fantasy it's trying to go for?
The flavor text indicates that your totem is the dragon, but it really should be called the lizard shaman, because that's what most of the archetype is really about; you turn into lizards, you can speak to lizards, etc. The only dragon-related benefit you get from it is that at 8th level you get to deal a bit of extra energy damage with your bite attacks. That's it. No breath weapon, no fearsome presence, no flight, nothing like that. Just a bit of extra damage on one of your natural attacks.
The Draconic Druid archetype might be one of the maligned drake archetypes mentioned above, but at least it lets you wildshape into a dragon! I mean, come on!
If we're going with archetypes that change things up for a class, I'd say both the Gloomblade and Venomblade fighter archetypes fit the bill. The Gloomblade because holy crap, you can just make a weapon out of nothing and it's actually good. The Venomblade because it actually works with the other Nagaji venom feats to make it feel like you can actually play a character whose poison spit actually feels kinda useful.
And of course, you can stack both.
If we're continuing to list archetypes where the mechanics don't really make the concept viable, I'd say that another good (read: bad) contender would be the Eldritch Scrapper.
The description of the archetype indicates that an eldritch scrapper "has a thick skin and a fighting style that blends weapons with spells."
And yet, all you get from it is trading a bunch of possibly useful bloodline powers for Martial Flexibility. As a sorcerer, you possess neither the HP nor the BAB to be mixing it up on the front lines. You also don't get anything like Spell Combat, an actual ability that lets you blend weapons with spells, nor do you get any bonus weapon proficiencies, which makes the whole description feel kinda untrue.
I’m hoping we’ll get an Akitonian human as one of the new iconic characters.
Every time there is an overview of Akiton, one thing that is mentioned about it is that one of the native species there are humans and that these humans have red skin. But do we ever see these red-skinned Akitonian humans in any artwork? No!
Also technically, there aren’t any Korasha lashunta iconics either.
Zero the Nothing wrote:
One other thing the feat is unclear about is if these force bullets need to be loaded into the gun or not.
Basically, Rovagug is an old man who wants those darn kids to get off of his lawn.
Incidentally, he considers the entire multiverse his lawn.
There are plenty of advanced one-handed punching weapons. Painclaws, Heat-Amp Gauntlets, Electrovore Gloves, Resonant Gauntlets...
The high-tech two-fisted punching build can exist in many flavors.
Helpful Vineyards: On the colony planet Vesk-21, there is a winery run by a small crew of vesk brewers with a significant skittermander support staff. Because many of the skittermanders want to help their employers make the best brews in the galaxy, they often add various ingredients to the various wines before, during, and after the fermentation process.
For one reason or another, any time you take a drink of a Helpful Vineyards vintage, you'll always remember it.
Maybe there should be a Vanguard class feature that lets you choose to some degree whether you want a strength vs. a dexterity vanguard? Like the dexterity feature would make the Entropic Strike count as a Operative Weapon while the strength feature lets you move better in heavy armor. Something like that.
I’m just saying that scenarios like this one sound very entertaining.
Bad Guy: What? How was was that fool able to survive my doom laser barrage!?
Witchwarper: I superimposed on top of him the version of him from the reality where Sarenrae is secretly his mom, which makes him immune to fire. No big deal.
One thing you didn't note about Shift Resistance and Shift Immunity is that you don't have to use them against enemies. If one of your allies finds a way to become immune to something, then you can effectively negate one successful attack per day against said ally.
Which makes it kind of versatile, in a way.
Curses don't necessarily need to be "curses" if you come up with certain character backstories. Here are a few ideas:
- A character swears a vow to Iomedae for the power to protect their loved ones and promises to never lie as a part of this vow. (Curse - Legalistic)
- A sailor dedicated to Besmara had their leg bitten off by a shark years before any divine powers showed up. (Curse - Lame)
- Deafness would normally be a rather severe handicap on the battlefield. But Gorum saw the dedication of a warrior, deaf since birth, and granted her divine strength as a reward for her constant convictions and struggles. (Curse - Deaf)
If you're not averse to Swashbuckler, I'd recommend looking at the Noble Fencer archetype, which will help immensely with the "talking a lot" aspect of your character. It also combines with the Inspired Blade archetype which boosts your damage when wielding a rapier, which is pretty much one of the best swashbuckler weapons.