Pink Eye
Monk
Whoa. You weren't kidding.
"This trap can't be disarmed directly". This is going to be...interesting.
Fucking finallyDismiss spell button for all you Grease fanatics.
"This trap can't be disarmed directly". This is going to be...interesting.
I was kinda hoping for either Invoker or Havocker witch to make it in. Instead they added an archetype that sacrifices some hexes for spells that... a normal witch would already have. Spells that aren't even that useful in this game. It's quite impressive the lengths Owlcat will go to implement pointless character options. Didn't care much for the new Sorcerer (sacrifice all your sorcerer feats to save up on 3 spell penetration feats) and Wizard (lmao universalist wizard) archetypes either.
They are much less efficient against rattlesnakes and vipers, though. Granted, they usually don't mix in natural conditions.They gotta be, seeing as they tangle with snakes all the time.
Mongoose/Beaver multiclass is metaThey are much less efficient against rattlesnakes and vipers, though. Granted, they usually don't mix in natural conditions.They gotta be, seeing as they tangle with snakes all the time.
This game is being published by a mongoose/beaver hybrid? Shit, that explains everything.Mongoose/Beaver multiclass is metaThey are much less efficient against rattlesnakes and vipers, though. Granted, they usually don't mix in natural conditions.They gotta be, seeing as they tangle with snakes all the time.
Oh no! They know! Quick! Shut it down!This game is being published by a mongoose/beaver hybrid? Shit, that explains everything.
Leaked Swarm-That-Walks abilities:
>"da2777d4-0baf-4a1c-a907-db5bfd28bc33": "From now on, you are made of the Swarm. You gain damage reduction of a swarm, immunity to attacks of opportunity. You Strength and Dexterity increasy by 4 plus your swarm size. You gain immunity to most effect affecting a body, such as poison, disease, paralysis and stun.\nAdditionally, while Swarm Form is active, all your attacks deal additional 4 plus swarm size damage and any opponent that attacks you in melee combat is dealt 4 plus swarm size d6 of damage.",
>"bc7cfee8-b630-486a-a43b-5933922e5312": "Eye of the Swarm",
>8a1cc826-e201-4e1d-a6d0-a45062592016": "You become a Host of the Great Swarm, which now lives inside your body. This symbiosis gives you fast healing and additional hit points depending on the size of the swarm.\nTo increase the size of the swarm you need to devour other living beings.",
>"11865b1d-45e8-43b0-9553-0766983a19e4": "Host of the Great Swarm",
>"0d77f384-eabd-41de-8537-05e8cd4a2970": "You gain the ability to make your own clones using the swarm. They have all your abilities, but separate inventory. You can simultaneously have one clone per three point of your swarm size.",
>"33b3533e-80ef-46c1-82e0-37a312cbf1e3": "Swarm Clone",
>"e81841c6-7313-457d-ad30-23de03c10096": "You send a part of your swarm to devour a corpse to increase the size of your swarm.\nThe increase depends on the CR of the devoured corpse. When the amount of eaten enemies hits a threshold, you gain permanently increased bonuses from other Swarm-That-Walks abilities."
>"2a01972b-5f63-4b9c-b68b-0f19d9c837b6": "Devour",
>"c3da0e20-059c-476c-8384-720d8692b3d7": "Your swarm flies out of your body and starts attacking all enemies in 50ft radius. Every round all enemies in the area are dealt 4 plus your swarm size d6 physical damage. If they die while in the area, they are automatically devoured.\nAny ranged or ranged touch attacks against you have a 50% chance to miss.",
>"3ebc3135-ffe8-4698-8b37-7d690fe1c00c": "Swarm Feast",
>"39772499-b1dc-41b3-b68a-dd9f9d5ced45": "You return all of the swarm into your body. You gain DR 5/- plus your swarm size and a bonus to natural armor equal to 4 plus your swarm size.\nThis ability cancels Infest.",
>"64bb36ad-47d0-4683-8972-84b356d75710": "Swarm Form",
>?"4a547fdf-00d5-495f-9c47-8a3ed7acd53f": "You send a part of your swarm to infest an enemy. It makes the target blind and deals 8d8 physical damage each round. This damage increases by 2d8 for each point of your swarm size. If the target dies while under Infest, it's automatically devoured.\nWhen the ability ends (by activating Swarm Form ability), you are healed for the amount of damage you've dealt to the enemy with Infest.\nAdditionally, the target must make a Will saving throw (DC 15 + double mythic rank) or become panicked.\nThis ability cancels Swarm Form.",
>"bafb9147-016c-4e88-8573-63f73ae486a9": "Swarm Infest",
>"6f7ffaee-8565-444c-b852-96fc4cea3817": "",
>"03cc2a03-7a8d-48e7-ba6d-6b3f23a159c4": "You become The Swarm.\nYour Intelligence, Wisdon and Charisma are increased by 4 plus your swarm size, you gain Spell Resistance equal to 25 plus your swarm size, and you gain immunity to most harmful conditions.",
Most adventures from Paizo are extremely edgy and Wrath of the Righteous arguably is the edgiest of them all, what did you expect?Leaked Swarm-That-Walks abilities:
>"da2777d4-0baf-4a1c-a907-db5bfd28bc33": "From now on, you are made of the Swarm. You gain damage reduction of a swarm, immunity to attacks of opportunity. You Strength and Dexterity increasy by 4 plus your swarm size. You gain immunity to most effect affecting a body, such as poison, disease, paralysis and stun.\nAdditionally, while Swarm Form is active, all your attacks deal additional 4 plus swarm size damage and any opponent that attacks you in melee combat is dealt 4 plus swarm size d6 of damage.",
>"bc7cfee8-b630-486a-a43b-5933922e5312": "Eye of the Swarm",
>8a1cc826-e201-4e1d-a6d0-a45062592016": "You become a Host of the Great Swarm, which now lives inside your body. This symbiosis gives you fast healing and additional hit points depending on the size of the swarm.\nTo increase the size of the swarm you need to devour other living beings.",
>"11865b1d-45e8-43b0-9553-0766983a19e4": "Host of the Great Swarm",
>"0d77f384-eabd-41de-8537-05e8cd4a2970": "You gain the ability to make your own clones using the swarm. They have all your abilities, but separate inventory. You can simultaneously have one clone per three point of your swarm size.",
>"33b3533e-80ef-46c1-82e0-37a312cbf1e3": "Swarm Clone",
>"e81841c6-7313-457d-ad30-23de03c10096": "You send a part of your swarm to devour a corpse to increase the size of your swarm.\nThe increase depends on the CR of the devoured corpse. When the amount of eaten enemies hits a threshold, you gain permanently increased bonuses from other Swarm-That-Walks abilities."
>"2a01972b-5f63-4b9c-b68b-0f19d9c837b6": "Devour",
>"c3da0e20-059c-476c-8384-720d8692b3d7": "Your swarm flies out of your body and starts attacking all enemies in 50ft radius. Every round all enemies in the area are dealt 4 plus your swarm size d6 physical damage. If they die while in the area, they are automatically devoured.\nAny ranged or ranged touch attacks against you have a 50% chance to miss.",
>"3ebc3135-ffe8-4698-8b37-7d690fe1c00c": "Swarm Feast",
>"39772499-b1dc-41b3-b68a-dd9f9d5ced45": "You return all of the swarm into your body. You gain DR 5/- plus your swarm size and a bonus to natural armor equal to 4 plus your swarm size.\nThis ability cancels Infest.",
>"64bb36ad-47d0-4683-8972-84b356d75710": "Swarm Form",
>?"4a547fdf-00d5-495f-9c47-8a3ed7acd53f": "You send a part of your swarm to infest an enemy. It makes the target blind and deals 8d8 physical damage each round. This damage increases by 2d8 for each point of your swarm size. If the target dies while under Infest, it's automatically devoured.\nWhen the ability ends (by activating Swarm Form ability), you are healed for the amount of damage you've dealt to the enemy with Infest.\nAdditionally, the target must make a Will saving throw (DC 15 + double mythic rank) or become panicked.\nThis ability cancels Swarm Form.",
>"bafb9147-016c-4e88-8573-63f73ae486a9": "Swarm Infest",
>"6f7ffaee-8565-444c-b852-96fc4cea3817": "",
>"03cc2a03-7a8d-48e7-ba6d-6b3f23a159c4": "You become The Swarm.\nYour Intelligence, Wisdon and Charisma are increased by 4 plus your swarm size, you gain Spell Resistance equal to 25 plus your swarm size, and you gain immunity to most harmful conditions.",
Great news for the edge lords
I don't know man. Five levels later base witch gets Walk through Space spell and the invisibility options really irk me with all the true sight this game is going to have. The ray one seems like an attempted compromise derived from Havocker. The latter used to sacrifice all hex abilities in order to get limited kineticist mechanics. Elemental Witch has an improving cantrip and retains most hexes, don't need to stack CON for kinetic blasts and doesn't have to spend spell slots to improve their cantrip. Seems like an ok niche for an AT / Trickster witch to me. Deception patron does get Weird later on, but I think an illusion witch would be best served going for the Shadow patron. It nets you so many spells from the Wizard spellbook.No, the Veiled Witch is REALLY good if that teleport is Swift. And Deception patron is a nice one. The Ray one is the one that sux.
You canI haven’t looked at other mythic paths but Swarm as represented there seems very strong for casters. +4 +swarm size to primary casting stat and the ability to make clones with all of your spells?
I don’t know what swarm size caps at, but at size 6 that’s +10 to casting attribute and two clones. Even if the attribute bonus drops for each clone you summon, throwing out 3 save-or-dies at once beats a +3 DC bonus.
Clones don’t seem as good for melee if they don’t share equipment.
Is this level of power the norm? If so, they’re going very BG2 and I predict lots of fun cheesing systems.
All mythic paths seem completely overpowered. Every time I read their features I end up thinking "yeah, this is too much". Luckily, according to what I've seen, this game puts you against some very strong enemies, so these abilities won't necessarily break the game. Honestly, this sounds so much better than the "let's nerf everything to the ground until all features are perfectly balanced" option.Is this level of power the norm? If so, they’re going very BG2 and I predict lots of fun cheesing systems.
I don't know man. Five levels later base witch gets Walk through Space spell and the invisibility options really irk me with all the true sight this game is going to have. The ray one seems like an attempted compromise derived from Havocker. The latter used to sacrifice all hex abilities in order to get limited kineticist mechanics. Elemental Witch has an improving cantrip and retains most hexes, don't need to stack CON for kinetic blasts and doesn't have to spend spell slots to improve their cantrip. Seems like an ok niche for an AT / Trickster witch to me. Deception patron does get Weird later on, but I think an illusion witch would be best served going for the Shadow patron. It nets you so many spells from the Wizard spellbook.No, the Veiled Witch is REALLY good if that teleport is Swift. And Deception patron is a nice one. The Ray one is the one that sux.
I'm surprised so few people are talking about racial heritages. Like come on I didn't even know they were in!
I haven’t looked at other mythic paths but Swarm as represented there seems very strong for casters. +4 +swarm size to primary casting stat and the ability to make clones with all of your spells?
I don’t know what swarm size caps at, but at size 6 that’s +10 to casting attribute and two clones. Even if the attribute bonus drops for each clone you summon, throwing out 3 save-or-dies at once beats a +3 DC bonus.
Clones don’t seem as good for melee if they don’t share equipment.
Is this level of power the norm? If so, they’re going very BG2 and I predict lots of fun cheesing systems.
Well I do plan to play a Trickster, which gets amazing stuff like Ray of Halberds and Trick Fate as spells. I'll also have free sneak dice, so I might as well make use of them. My question is, are there any wands of Sense Vitals in this game? Witch lacks it and I wanted to try and make it last 24 hours with enduring spells and so on. So far I'm leaning towards the Spell Master wizard. At level 20 you get 5 uses of arcane bond and +4 to CL 3 times a day, which helps with enduring spells. Plus I love the idea of being a generalist.I don't know man. Five levels later base witch gets Walk through Space spell and the invisibility options really irk me with all the true sight this game is going to have. The ray one seems like an attempted compromise derived from Havocker. The latter used to sacrifice all hex abilities in order to get limited kineticist mechanics. Elemental Witch has an improving cantrip and retains most hexes, don't need to stack CON for kinetic blasts and doesn't have to spend spell slots to improve their cantrip. Seems like an ok niche for an AT / Trickster witch to me. Deception patron does get Weird later on, but I think an illusion witch would be best served going for the Shadow patron. It nets you so many spells from the Wizard spellbook.No, the Veiled Witch is REALLY good if that teleport is Swift. And Deception patron is a nice one. The Ray one is the one that sux.
I'm surprised so few people are talking about racial heritages. Like come on I didn't even know they were in!
Five levels is a lot. AT is so bad in this format I'm going to go nuts trying to talk people out of their 3.5 tunnel-vision so they'll give PF a chance. As for the True Seeing mostly just bosses and I think people will end up bring a decent Dispeller (maybe even the Witch itself) to remove those (along with all the other bad stuff). I feel like Deception also gets something good at level 8? But yeah Weird plus Witch save debuffs seems like a thing.
Well I do plan to play a Trickster, which gets amazing stuff like Ray of Halberds and Trick Fate as spells. I'll also have free sneak dice, so I might as well make use of them. My question is, are there any wands of Sense Vitals in this game? Witch lacks it and I wanted to try and make it last 24 hours with enduring spells and so on. So far I'm leaning towards the Spell Master wizard. At level 20 you get 5 uses of arcane bond and +4 to CL 3 times a day, which helps with enduring spells. Plus I love the idea of being a generalist.
Oh, they are all supposed to scale off Mythic Rank at the very end but most things that matter in the Trickster spellbook are either buffs or rays that don't scale at all with DC.Pretty sure Trickster casting is CHR-based?
I don't plan to. I say AT/Trickster but its just Trickster with Sense Vitals on. Although I don't think you're trashing your class now since you can get free AT levels for, say, a Seeker Sorcerer without any Rogue dips via the Trickster mythic. Impromptu Sneak Attacks and Surprise Spells are very nice class features.not trashing your whole class to pick up a couple more