My idea / Houserule for Mystic Bolts.


Ultimate Intrigue Playtest General Discussion


Pathfinder Lost Omens, Rulebook Subscriber

This has been agreed upon by my entire group of ~25 players.
Either:

> "..deals (1d6+1) damage for every 4 Vigilante Levels (up to 5d6+5 at level 20).."

OR

> Magic item (Focusing Crystal?) that allows enchantment along the lines of an Amulet of Mighty Fists

"OH! But it hits Touch AC!" For a measly max of 3d6+11 (Point-Blank Shot + Arcane Striker) at level 20? Nah, that's not a boon at that point. I'd even have them hit standard AC if they could be enchanted some way besides Arcane Striker because I don't want to have to use my Swift Action every turn to be slightly effective.

/rant


It wouldn't need the damage steroid so much if it had some way of dealing with resistances.

It would be better changed by smoothing out the scaling on arcane striker (i.e. getting things like flaming around 5, burst around 10, and then a third tier at 15), and ruling that clustered shots applies.

It would also be nice if you could swap the energies of your bolt and elemental battle armor. But maybe that's just me.


I think the idea presented of the scaling is fine. But I think anyway that makes the ability better able to bypass energy resistance is a win.

How it does it is a nonfactor, just so long as it does so.

Even in its current incarnation a full load of Mystic bolts would do about 140 damage on average at lvl 20.

NNot earth shattering, but it's solid damage, I think it's good enough.

The problem is when that damage becomes 70 or worse, 0.


Pathfinder Lost Omens, Rulebook Subscriber

There's just so few boosts for it currently. My opinion will probably change when the book comes out if it has any unique feats that utilize MB. 140 average damage is moot compared to other classes who get that with just one attack. I'm playing one homebrew game as a Kasatha to be able to keep up with the rest of the party in terms of combat endurance over a day.


I'm not saying id complain about 200 or even 250 damage a round, or whatever number.

I'm saying than 140 damage a round, is ok. It's not great, a barbarian can do that in a single crit, or two attacks.

But it's decent. It's a cool enough gimmick that I'd play the class. Keep in mind the first version of the ability also only did 140 damage as well. The issue isn't damage per se, it's just bypassing resistances.

I wouldn't complain if they did that via a raw damage increase, or just using force damage. That's what I'm saying.


Pathfinder Lost Omens, Rulebook Subscriber

Don't get me wrong, I thoroughly enjoy the idea and flavor! Basic magical attacks is something I've been waiting for for 4+ years! Let's be real though, the best ability is Tattoo Chamber for a fake-it-till-you-make-it caster. I've yet to cast any spell as a Warlock and have only used wands/mystic bolts :P

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