moraes
Arcane
- Joined
- Jan 24, 2011
- Messages
- 701
Nice, thanks!+2
same as all other characters if they have quest bonuses. Jaethal for example gets +2 to dex wis cha
Haha what the fuck
Didn't find it very useful aside from resistances like immunity to criticals when turned into Elemental.Transformation for everyone from lvl 16
Tenser's Transformation, he's talking about..Didn't find it very useful aside from resistances like immunity to criticals when turned into Elemental.Transformation for everyone from lvl 16
Some natural attacks seem kinda bugged (the amount of them).
And you are fighting DR15 things with natural attacks and lose all your late game weapon bonuses, a lot of them. Maybe with Druid buffs n stuff...
Sure, but it gives a pretty huge BAB bonus to any 3/4 or 1/2 class, and a big Nat AC bonus. Main issue is spellcasting being disabled.Its bonuses are Enhancement so don't really stack with items.
That is not a bug. It is arguably unbalanced, broken, poor implementation, or similar, but the spell does exactly what it says it should do.
Haha what the fuck
It's not even close to what it should be
For fuck's sake
Point in case.I'd forgive a lot of that if they could implement spells correctly and release the game in a decent state
I guessSure, but it gives a pretty huge BAB bonus to any 3/4 or 1/2 class, and a big Nat AC bonus. Main issue is spellcasting being disabled.Its bonuses are Enhancement so don't really stack with items.
Rules question:
If you get an alchemist with infusion, he can cast shield on any friendly target. Is this intended or a bug?
It seems *really* strong.
Your alchemist is not casting anything, he's just being friendly and passing the bottle around.
Does it actually work in-game, though?
As an FYI, it doesn't just work like that in-game, but it's the same in the PnP, where the implementation was explicitly clarified in an FAQ, but referred to as a "loophole". Despite this being many years of active publishing and developmemt ago, this "hole" was never plugged, suggesting that if that implementation was not intentional when the Alchemist was designed, it is now.yeah it does. infusion is pretty great. the whole point of the ability is that it lets you cast this stuff on other people.
That is not a bug. It is arguably unbalanced, broken, poor implementation, or similar, but the spell does exactly what it says it should do.
Again, say it with me: Assuming that everything works and is meant to work as in the PnP is retarded.
Also, poor game design is not a bug. A bug implies something is unintentional, not working as designed, or otherwise the result of bad coding. I lamented the fact that you could not see the game version number anywhere in the game, a couple of pages back. That was recently patched in. But it was never a bug, it was just an oversight.
Haha what the fuck
It's not even close to what it should be
For fuck's sakePoint in case.I'd forgive a lot of that if they could implement spells correctly and release the game in a decent state
If the implementation is terrible is entirely dependent on what they wanted to implement. However, I agree that it's fucking crazy powerful. I don't think it is entirely in error, however, because if the spell had worked like in the PnP, it would have been near-useless in the PF:K CRPG, because Deafness has effects that are mechanically meaningless, nevermind absent narrative aspects (as a DM, I would emphasize how enemies react to being deaf, or how animals would become disoriented or maybe even run away, etc).That is not a bug. It is arguably unbalanced, broken, poor implementation, or similar, but the spell does exactly what it says it should do.
Again, say it with me: Assuming that everything works and is meant to work as in the PnP is retarded.
Also, poor game design is not a bug. A bug implies something is unintentional, not working as designed, or otherwise the result of bad coding. I lamented the fact that you could not see the game version number anywhere in the game, a couple of pages back. That was recently patched in. But it was never a bug, it was just an oversight.
Haha what the fuck
It's not even close to what it should be
For fuck's sakePoint in case.I'd forgive a lot of that if they could implement spells correctly and release the game in a decent state
It might not technically be a bug. But it's a terrible implementation, where a cone aoe DAMAGE spell from EVOCATION school is hard CC with NO SAVE and outshines single target, dedicated CC spells from other schools, which have no damage component.
Daze is already too powerful as it removes your actions. Shaken should have been used at best.If the implementation is terrible is entirely dependent on what they wanted to implement. However, I agree that it's fucking crazy powerful. I don't think it is entirely in error, however, because if the spell had worked like in the PnP, it would have been near-useless in the PF:K CRPG, because Deafness has effects that are mechanically meaningless, nevermind absent narrative aspects (as a DM, I would emphasize how enemies react to being deaf, or how animals would become disoriented or maybe even run away, etc).That is not a bug. It is arguably unbalanced, broken, poor implementation, or similar, but the spell does exactly what it says it should do.
Again, say it with me: Assuming that everything works and is meant to work as in the PnP is retarded.
Also, poor game design is not a bug. A bug implies something is unintentional, not working as designed, or otherwise the result of bad coding. I lamented the fact that you could not see the game version number anywhere in the game, a couple of pages back. That was recently patched in. But it was never a bug, it was just an oversight.
Haha what the fuck
It's not even close to what it should be
For fuck's sakePoint in case.I'd forgive a lot of that if they could implement spells correctly and release the game in a decent state
It might not technically be a bug. But it's a terrible implementation, where a cone aoe DAMAGE spell from EVOCATION school is hard CC with NO SAVE and outshines single target, dedicated CC spells from other schools, which have no damage component.
That said, instead of Deafened, they could've used Dazed, rather than the considerably more (crazily) powerful Stunned, or combined with a momentary Prone. They've made an effort to be as close to the PnP rules, however, and seem unwilling to make up their own fitting conditions, which is probably how they ended up with this.