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breithauptclan wrote:
WatersLethe wrote:

If one player doesn't want to use Free Archetype because they're overwhelmed by the rules and aren't confident in being able to handle it,

If one player doesn't want to use Free Archetype for personal preference reasons,

A possible third reasonable option that I have at least heard of is that they want their character to be dedicated to their one simple concept. Like a Cleric that is only a Cleric. Not a Cleric/Bard, a Cleric/Captivator, or even a Cleric/Blessed One.

My solution for that is (instead of double class feats) is to bend the rules and let them take their own class's archetype in their free archetype slots. So they could be a Cleric/Cleric. For some multiclass archetypes, I might also give them a second class feat slot at level 2 if the class's dedication feat is redundant with what they already have.

Honestly I think this should be allowed for monk. Monk ahs so little stappled to its chasis and needs feats for everything. You need a feat jsut to get your own critical specialization. You need feats for ki stuff, feats for stances, a feat to be able to switch stances better, and then normal buff your stuff feats. I think monk should ahve more stapled to it, so if I was playing free archetype and the person that really didn't want it was playing a monk, I'd be all for them getting it in their own class.

In general though, many classes already have archetypes that are not quite their class but gives access to some of their class feats. For example, if you are already playing a archer fighter or ranger, there is an archer dedication. If you were palying a two-handed fighter there is the mauler dedication. These are dedications that just make you better at what you already do. I suppose casters don't ahve as much of that. I don't think a dedication in your own class would break things too much.


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I am confused as to why anyone would nto want to use free archetype as a player. It gives you more options to express yoru character vision and make your charcter unique. There are 22 class archetypes, but if you include non-class archetypes there are over 100. Each of those has several feats. If you turn off lockout requirements and let people take any they qualify for in those slots, mixing an matching as they choose, the possibilites are near endless. This is such a good customization tool. The only reason I would see not wanting it is if you are someone that gets choice paralysis, because it really does offer something for everybody.


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Dubious Scholar wrote:

Elemental ammunition seems reasonable if property runes still apply, even with the extra action. Something to keep pre-loaded as your first bullet for the encounter and shoot at the scariest looking thing for some free damage.

Of course, the main issue is Alchemical Shot exists, but elemental ammo doesn't misfire on a miss.

Except you are going to want that first shot to be sniper's aim because with one-shot, one-kill you you get bonus damage so you really want to crit if possible with that first shot, though I suppose if its pre-loaded you can activate and then fire, but it will leave your gun unloaded and won't let you take cover. What I was doing at level 5 was alchemical shot first round of combat, and it is SoT so I'm free archetype wizard and I would true strike if possible (only once a day, but a true strike alchemical shot is nice). Same thing with leaving gun unloaded (no fake out) and no cover, but it was worth it to guarntee that alchemical shot hit and have a very good chance of crit. I wonder if they want the ammo to require activation so you can't use both the alchemical ammo and alchemical shot (though I guess you could first round) for two different damage types, but honestly sniper's aim plus alchemical ammo would be better as criting is better than a second damage type. Again you really want to do everything to try and crit, otherwise your damage suffers. Not being able to use any of the two action strikes most turns with the ammo makes it not very good, though it might be better than alchemical strike. Alchemical strike is slightly more ongoing damage, but it has the drawback. Otherwise its pretty much identical.

Another thing I noticed about gunsligners that is really going to annoy me in the future as we gain levels is haste sucks for gunslingers. It only allows regular strikes or strides, not special two-action strikes or reload. Having the class that struggles most with action economy not get helped by the spell that is supposed to help action economy is another double whammy and not thinking things through IMO. They should really add reload as something haste can do.


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Diego Rossi wrote:

How are you breathing air?

Wildshape is a Polymorph effect, so most of your physical abilities change to match those of the new form. It is not entirely clear if that includes your ability to breathe air or no, but Baleful Polymorph seems to assume so. The octopus is a non-amphibious aquatic animal, so it can't breathe air.

Your GM allows you to maintain the ability to breathe air when taking an aquatic form?

Beast shape does not specify losing the ability to breath air only that I gain the ability to breath water if I gain a swim speed from an aquatic animal so I have both. The only thing that "changes" with the polymorph instead of just adding is the shape itself (therefore losing the ability to wield weapons and gaining the tentacle attacks), the size, and the base land speed as that is specifically called out for polymorph effects. There is nothing in there about losing the ability to breathe air.