Help me to explain what pathbuilder 2e is supposed for?


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Active skills don't count when it comes to create a familiar.

I understand specific familiars come with extra skills, but if you check all the specific familiars you'll find out that the number of required skills always refers to the ones you purchase with your familiar master abilities.

As for the improved familiar, I still don't get why you think they would have put it instead of allowing twice the enhanced familiar feat.

How improved familiar is then supposed to be different from an extra enhanced familiar?

The only thing I can think is to "prevent" Basic familiars from having more master abilities, though they'd be inferior to specific familiars. But maybe it's the only reason and it's me who find them underpowered compared to specific ones.


HumbleGamer wrote:
Active skills don't count when it comes to create a familiar.

What are you basing this claim on? I don't see anything that suggests you're supposed to count pre-existing familiar abilities and unique ones separately (or that that you even need to count them up at all).

Quote:
I understand specific familiars come with extra skills, but if you check all the specific familiars you'll find out that the number of required skills always refers to the ones you purchase with your familiar master abilities.

Aeon Wyrd - Costs 3, gives 1 Granted, 4 Unique.

Calligraphy Wyrm - Costs 6, 7 Granted, 2 Unique.
Dwoemercat Cub - Costs 4, 3 Granted, 2 Unique
Faerie Dragon - Costs 6, 6 Granted, 1 Unique.
Imp - Costs 8, gives 7 Granted, 2 Unique.
Poppet - costs 1, gives 0 Granted, 2 Unique.
Spellslime - costs 4, gives 3 Granted, 3 Unique.

The faerie dragon is the only familiar that happens to cost the same as the number of Granted Abilities it gives. Are all of the other ones wrong?

Seems a lot more reasonable that the familiars just cost what they say they cost than that almost every familiar printed across multiple source books are all wrong based on a rule that isn't even written anywhere.

Quote:
As for the improved familiar, I still don't get why you think they would have put it instead of allowing twice the enhanced familiar feat.

I mean, it's what the ability says it does. Why would you assume that the familiar costs the same even after you take a feat that reduces that cost?

Your version of improved familiar also stops doing anything as soon as you'd naturally qualify for the familiar. That doesn't make a lot of sense and I can't think of any other feat that works similarly.


Apologies for the first part, I remembered it wrong.

So damn wrong ( on path builder the importance takes one slot for each resistance, that didn't help too).

For the improved familiar I was asking it to you.

I know that the way I thought it works once you qualify for it it would have lost its effect, but if not I can't really see the meaning for an improved familiar feat instead of a enhanced one x2.


I mean, I agree that it feels weird, but to me it seems like it's very much designed to work that way and having it just stop functioning doesn't seem right.

You're right that specific familiars are stronger than normal ones and it doesn't feel really necessary to give them more stuff. Maybe it's a way of Paizo addressing people complaining about familiars being too weak? I'm not sure.

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