| Big Lemon |
| 2 people marked this as a favorite. |
I love the idea of the Arcane Assailant fighting style, but in practice, it is really, really ineffective compared to the other styles. It's described as giving you "arcane options" that, when all is said and done, amounts to 1 good ability and 4 abilities that just let you sort of overcome DR (but not really).
When one of my players, who has been running as one for almost half a year, voiced these concerns as well, I worked with him to make some adjustments.
This is what I arrived that.
General Change: The Electric Arc, Flash Freeze, and Sonic Resonance gear boots apply based on damage type, rather than weapon category. This makes weapon fusions more valuable in general, but especially for the class that gets to add them for free.
Specific Additions to Arcane Assailant:
At 1st level, as long as you have at least 10 Int, choose one 0-level spell from the technomancer spell list. You may cast this spell at will. Your effective caster level for this spell is equal to your soldier level.
At 5th level, if you have at least 11 Int, choose one 1st-level from the technomancer spell list. You may cast this spell once per day for every 3 soldier levels you have.
At 13th level, if you have at least 12 Int, choose one 2nd level spell from the technomancer spell list. You may cast this spell once per day for every 7 soldier levels you have.
| Raez Khulzor |
I love the idea of the Arcane Assailant fighting style, but in practice, it is really, really ineffective compared to the other styles. It's described as giving you "arcane options" that, when all is said and done, amounts to 1 good ability and 4 abilities that just let you sort of overcome DR (but not really).
When one of my players, who has been running as one for almost half a year, voiced these concerns as well, I worked with him to make some adjustments.
This is what I arrived that.
** spoiler omitted **
This is a solid change. It's now what I'd do, but it works.