Crit specialization effect


Advice


I was looking for a way to wield a weapon like a great axe but have the Crit specialization effect of a different weapon, is this possible?


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Weapon weird oil


You sir are an encyclopedia of knowledge


And while I've got you here, which Crit specialization is generally the best in the remastered?


I'm not sure crit spec matters much anymore. Focus on picking a weapon with good damage/traits instead.

But that's a boring answer. I personally like bow spec for the pin, pick spec for dual-wielding builds, polearms and clubs for abusing kineticist berms and knife spec on kusarigama to supplement its d8 damage die and great traits.

The save based stuff is too unreliable for me to really care about. Sword and spear are too easily replicated by generic stuff you do that doesn't require crits. Axe is a neat cleave, but none of the axes really impress me as main weapons.


Ohh how come crit spec doesn't matter much anymore? I was looking at deities strictly for mechanical reasons, and I'm leaning towards Ragatheil over Gorum because the spells offered are just very slightly better imo (Haste) and they both have basically the same Sword category of weapon (D12). Is that choice good?


Atalius wrote:
Ohh how come crit spec doesn't matter much anymore? I was looking at deities strictly for mechanical reasons, and I'm leaning towards Ragatheil over Gorum because the spells offered are just very slightly better imo (Haste) and they both have basically the same Sword category of weapon (D12). Is that choice good?

It uses class DC save, which is usually pretty low. When prone was automatic with the maul or flail, it was a no brainer.

It's not so much that it doesn't matter, but you can pick the weapon you want now. The crit spec effect will not be the primary reason to choose a weapon any longer. Traits are more important now because crit spec effect is a save that will likely be made 50 percent or more of the time.


Deriven Firelion wrote:
Atalius wrote:
Ohh how come crit spec doesn't matter much anymore? I was looking at deities strictly for mechanical reasons, and I'm leaning towards Ragatheil over Gorum because the spells offered are just very slightly better imo (Haste) and they both have basically the same Sword category of weapon (D12). Is that choice good?

It uses class DC save, which is usually pretty low. When prone was automatic with the maul or flail, it was a no brainer.

It's not so much that it doesn't matter, but you can pick the weapon you want now. The crit spec effect will not be the primary reason to choose a weapon any longer. Traits are more important now because crit spec effect is a save that will likely be made 50 percent or more of the time.

But I see an issue, I still have to use the favored weapon because feats like Restorative Strike force you to use your deities weapon. I can't just go Ragatheil and choose a Maul and suffer no consequences can I?

One additional thing, is it still better to play a Cloistered Cleric if starting at level 15 rather than a Warpriest or did they fix that in the remaster?


I am not sure if they adjusted the casting proficiency. I don't have the Remaster. I know they talked about the change to crit spec effects.


Atalius wrote:
One additional thing, is it still better to play a Cloistered Cleric if starting at level 15 rather than a Warpriest or did they fix that in the remaster?

Better is relative. Since you no longer need charisma, accessing armor via champion is a bit awkward for a cloistered cleric. It can still be done, mind you, especially by level 15. But you might opt for general feats and/or Sentinel instead. Warpriest still saves you those feats. And it gets shield block, of course.

No longer needing charisma also means that warpriests are much more likely to max out their wisdom these days, which makes their spells more potent even if their proficiency is stunted.

If you want to go into melee, the master fort saves of the warpriest can be a huge advantage. And level 15 is somewhat close to the master weapon proficiency at level 19 (assuming your campaign will go all the way to 20).

So there's no general answer to which doctrine is better at any given level.


I was thinking Cry of Destruction for the FP but like you've mentioned before my Spell DC is only at Expert till level 19, does that make it not worth getting Cry of Destruction? Or can I still get it and just use it vs under level enemies?


There's no reason why you can't use it against bosses. They will be more likely to save or critsave, but that's true for all spellcasters.

That being said, the warprirst is ultimately still a support class. I'd be surprised if you actually find a situation in which Cry of Destruction is your best option in a boss fight.


So I could use the Weapon Weird Oil on say a Guisarme and turn it into the Brawling Group? Is there any way to put the Grievous effect onto the Brawling benefit so the enemy suffers a -4 penalty to the saving throw?


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Atalius wrote:
So I could use the Weapon Weird Oil on say a Guisarme and turn it into the Brawling Group? Is there any way to put the Grievous effect onto the Brawling benefit so the enemy suffers a -4 penalty to the saving throw?

Convered by weapon weird oil.

Quote:
While the oil remains effective, the grievous rune and similar magic react as if the weapon belongs to the oil's group.


Indeed, thank you. In your opinion now with the new remastered which Crit spec ability is best? Clumsy 1 looks appealing, with grievous extending duration looks enticing?


With just the oil, probably bow to pin or dart to bleed. With oil and grievous, we need to make up for not having a damage rune. I don't think any of the rune's abilities manage that.

Clumsy is nice and all, but status penalties are everywhere and easy to apply. The forced movement ones could be good in a berm or hazardous terrain abusing party but that's petty specific. Dart's bleed upgrade is better replaced by a flaming or decaying rune. Bow's DC increase could do terrible things to monsters without athletics, but those are few in number. Brawling might be cool with the -4 untyped penalty, but that still requires a failed fort save which is questionable at best.

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