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Sagian wrote:

Thanks for that feedback. Given that the population at hand thinks it’s good. Is it possible to describe why it’s good without spoilers? What makes it different than others? Writing? The story? Some internal game element?

It's the quintessential sandbox adventure path. There's a big land. There are problems in that land. Go into that land, fix the problems, and overtime make your kingdom.


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Ascalaphus wrote:

Parallel Breakthrough: I personally couldn't rate this less than blue, because I think every build could get something very good out of it. Especially the utility spells are amazing;

- Infinite Eye Guidance as a reaction when it would help
- Glimpse Weakness (one action no MAP damage boost)
- Silent Whisper Message (one action give someone else a sudden extra action)
- Unbound Step Warp Step (one more level and you can amp to teleport twice your speed as a single action)

It's also practically mandatory if you go infinite eye and want to use any of the fun amp feats like remove presence. None of their cantrips require an attack roll or saving throw. (Omnidirectional scan might, depending on whether you qualify the aid reaction it gives as an attack roll. But the question then becomes how do those fun amp feats work with a delayed attack roll?)


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S. J. Digriz wrote:

The following is incorrect:

Goblin (Intelligence/Charisma) I’ll say it before and I’ll say it again, Goblins have some of the best feats and heritages around. Of particular note here is the Goblin feat ‘Burn It!’ when combined with the Oscillating Wave Conscious mind can make your Produce Flame deal an extra 2.5x the spell’s level damage when your psyche is unleashed (that’s an extra 10 damage at level 8, and 15 damage at level 12!)

Both Burn It! and Unleash psyche are status bonuses, and so they do not stack.

Still, Burn It! is somewhat useful for when your psyche is not unleashed. To unleash your psyche, you need to cast a spell first anyway. Cast ranged 'Produce Flame' or other fire spell with a bonus for Burn It!. Then on the next round, unleash your psyche, and cast a ray of frost or other cold spell (as per the requirements for oscillating wave, and benefit from the unleash psyche status bonus.

Burn it is still extremely useful for the Oscillating Wave build, because it applies to Entropic Wheel, while Unleash Psyche does not (since wheel has a duration). Additionally, the fastest way to stack entropic wheel motes is to put persistent damage on enemies, and Burn It! works there as well. The more I think about the Oscillating Wave, the more I think it's more about building around Entropic Wheel, rather than the adding or removing energy.

VampByDay wrote:


I sort of cover this when I say that the abilities become 'useable' if amped. The issue I have with Infinite Eye are that most abilities are just bad if not amped. Guidance still has the 10 minute cooldown if not amped, I just think it is the worst of the choices. Notice how I didn't put it as red however. Worst among the choices does not mean 'Unusable.' I'll make that more clear.

I think you're still underselling it. Omnidirectional Scan, Guidance, and Glimpse Weakness are all fantastic spells unamped.

Omnidirectional Scan: Do you think the Aid action is worth taking? What if I told you that you could take it, get a free enhanced seek action on top of it, and guarantee that you can use your best proficiency to do the Aid reaction. Also, you can't critically fail the check.

That's what Omnidirectional scan is, unamped. If you amp it, it becomes bardic inspiration, plus an even better aid reaction. It goes from good (enhanced aid action) to great (super aid action.

Guidance is guidance. It's worth casting sometimes. But the fact that the amp is a reaction is itself a huge bonus to it: you have much better information on when you get to cast it, which makes the focus points you use on this far more efficient.

And like I said, glimpse weakness deals comparable damage to other single action spells, with the possibility of a crit since it runs off your ally's attack bonus.


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I think you're underrating Infinite Eye.

Guidance amped is fantastic: a +1/+2 status bonus that can optionally be used as a reaction? That can turn a decent chunk of failures into successes. Glimpse weakness is lowish damage, but it's lowish damage on a single action, that enhances your ally's attack, and is multiplied on their crit. It's comparable to other single action damage class features, and IMO comes out ahead due to the likelihood of a crit. Don't bother amping it, it's fantastic all its own.

Omnidirectional scan is like some sort of weird version of inspire courage: amped, it provides a +1 circumstance bonus to everyone around you, and a +2-4 bonus to one target you choose to use your reaction on. And it also stacks with inspire courage. What's not to love?

Foresee the path is weird. The perception check issue exists, but you're also not required to succeed at the save if you amp it: the spell has the same effect on a failure as it does a success. I'm not quite sure how to evaluate it, because the effect is so different depending on how many of your team has opportunity attacks or not.

And best of all, these are all one action spellcasts. You have so many options for how to build your turn. All you really need to do is pick up a damaging cantrip from "parallel breakthrough".