Goblin

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Hello everybody

A question regarding the thaumaturge. If you build a weapon thaumaturge with obviously two one handed weapons its also obvious to use feats like double slice... so far so good...

Double slice states: "Combine the damage from both Strikes and apply resistances and weaknesses only once."

To underline my issues I'll use the following example: The creature has two weaknesses iron and fire.

So if you use EXPLOIT VULNERABILITY and then use Mortal Weakness or Personal Antithesis you hit the creature twice but RAW the the weakness is only triggered once as you would if you had two iron weapons.

But what if you have one iron and one fire weapon? Then both weaknesses will be triggert. And that's what bothering me, especially with a class that is based on weaknesses.

Why is it that if you hit the creature two times with an iron weapon it only counts once but it counts twice if you hit with the iron and fire weapon?

In conclusion if you find out that a creature has a vulnerability that you with trigger with one of your weapons anyway you would always take Personal Antithesis to gain a secondary weakness only to bypass this issue. In my view it invalidates Mortal Weakness totally.

Or do I forget something?


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I love the summoner but I'm still waiting for the promised class archetype that would be the basis of so many cool builds. So is there any word out when it will come?


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Hey everyone but especially the paizo writers...

First of all I like the summoner very much but there is a little room for improvement and I wanted to take the time to give some feedback for the next errata.

Manifest Eidolon:
I think this is the biggest point to address. 3 actions at the start of the battle is a huge bummer. I think it would be good to reduce the actions on higher levels (lvl 5 2akt, lvl 10 1akt, lvl 15 free akt) and replace the lvl 19 feat with something that feels more like a benefit. Maybe an additional evolution feat at Manifestation or a free evolution surge. That would show the progression of the bond to your eidolon and that it becomes more natural to call it.

Meld Into Eidolon:
I think this is a missed chance for so much cool builds! For example a full Mech Build! I think it would be enough that you lose your act together action to make it balanced. Maybe push it to a higher level or make a follow up feat that enables to possibility to take control of the eidolon. Also it would reduce this awkward feeling that the eidolon is the main class while the caster stands in the rear doing nothing as using boost every round!

Sizes:
Hulking Size and Towering Size are great options to make a for example a dragon rider build but the size can be a problem in houses, dungeons and so on. People say you can get shrink down to mitigate the problem but that seems wrong to me that you need additional feats to suppress an effect that you already bought via a feat while the opposite feat has this option build in. Especially with a class with so many strong feats. So it would be great if you make hulking/towering size like shrink down and so that you have to use an action to activate it and be able to dismiss it as well.

Spellslots:
I think reducing the spellslots over all is totally ok to balance the class but right now it feels a lot like a Martial class that has some Appendix that can cast a very minor way. I would like to have something similar on low level spellslots like the Magus because these spellslots are more utility and not very powerful. That would give the Summoner a little bit more flexibility on things to do with his actions instead of always attack with the eidolon. It should be a choice if you attack your if you do a grease to hinder the opponents.


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I guess the intention was to make it obvious that the Summoner and its Eidolon are connected without the possibility to hide that. And I agree I don't think its intended to bug stealth and stuff like invisibility but a word from the writers would be good!


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You're right about overdrive that its INT based but its still a skill check and for the sake of the example of an Human/Orc with 18 INT and STR at lvl 5 it would make zero difference in to hit or +damage. It would only make the class more divers and no MAD class anymore. I would always see a little flexibility in how to build you class more valuable instead of a class that you have to build in a certain way.


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First of all, I love the concept of the Inventor! And I want to play it so bad as a goblin with a large Mech Construct or a Dwarf with a big Axe. But unfortunally its another MAD class. You basically need INT and STR at max, CON, DEX, WIS at least decent and only CHA could be seen as "dump stat". And the worst is that you only really can take Human or Ork to build it like that. I never understood the concept of fixed ability boost and flaws. Thats so hindering in having fun at building divers characters! At least you could have build in a optinal rule that you can choose ability boosts/flaws by yourself. And you could change Attack and Damage boosts by the classes key ability or at least make a feat thats make you change it in that way. I saw someones build at level 5 with 16 INT and 18 STR! That tells me that there is a major design flaw on the class. When the key ability is not worth on having it at 18 on level 5 but another stat is, then you made a big mistake!

Ok enough blame, how to fix it? I tried finess builds and stuff like this and giving the player the option between DEX and STR as Weapon Damage Modifier would be a solid option, but I have a better idea.

Grant the Invention a INT modifier. The Weapon Invention gets a INT to attack and damage modifier. The Armor Invention gets a INT restriction instead of STR and maybe reduced -feet based on the INT modifier. The construct just gets general stats influenced by INT. And that would shift the Inventor from a MAD class to a really awesome class with a lot ancestry options!