Stewards Stalwart

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Organized Play Member. 9 posts. No reviews. No lists. No wishlists. 16 Organized Play characters.


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Horizon Hunters

ScooterScoots wrote:
I support nerfing champion’s reaction to resist any but it should have just been champion’s reaction. And then you can have resist any as a category for new abilities.

I do not think nerfing champions was necessary. It happens once per round (twice on high levels)

However, I support making high level melee characters having meaningful runes. On a +3 weapon (level 16) you can have Caustic, Frost and Flaming, and all of them were basically wasted on a level 4 Shadow (resist all 5). Regardless of how many times you can hit per round.

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Quote:
“When you make this substitution, you can add your Intelligence modifier to your attack roll instead of your Strength or Dexterity modifier. If you Strike with a melee weapon, melee unarmed attack, or thrown weapon, it must have the agile or finesse trait to benefit from the substitution.” The new wording applies to the same weapons as before, but also works on ranged unarmed attacks like the leshy’s seedpod.

This is false in every way.

"The new wording applies to the same weapons as before"
Nope, earlier it worked with bombs (ranged weapons), but now it does not, as bombs are neither finesse nor agile.

"also works on ranged unarmed attacks like the leshy’s seedpod"
Nope, ranged unarmed attacks are not even in the list.

Now I am wondering when an Errata comes to the Errata.

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The system allows several Off-hours study-s for at least a year now

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Tooth and Claw Tattoo gives you a bite attack for 1 action, with unlimited frequency (until the errata arrives)

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How will Champions change, as alignments are gone?

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Lucerious wrote:
As I see it, the only classes that may not be good choices for an animal companion would be any class that requires all three actions to perform. An example of that would be a Magus due to its spellstrike feature. Otherwise, it may not be the best option, but it is a viable option for nearly every class.

I have a Magus riding an AC, the free Stride from Mature Animal Companion is great for action economy. I would say an AC is best for classes that need all 3 actions AND want to move.

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As far as I have seen, arcane casters of 10th level and higher fill their 1st level slots with True Strikes. Primal casters use Lose the Path for the same reason. Occults can use both.

However, I have not found anything on the divine list that is good enough to be worth the actions in combat. The range of Bless cripples it even in low levels, Command is lingustic and has no effect on a success, Magic Weapon is useless after level 3. Heal and Harm produce ridiculous numbers compared to the usual HPs on level 10, the summons have similar problems.
Protection is nice, but is uncommon. Fear is probably the best pick :(

Have I missed something, is are all options very situational if not downright useless?

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Dragon Disciple uses your Cha + arcane proficiency, which means it falls behind at mid levels.

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How can I find out the content of the boons like "Esoteric Spellcaster - Core Rulebook".
I would rather not pay for it before knowing what I get.