My main arcane caster is an arcanist
How is getting another African American is a pro?
One thing I genuinely dislike about this rule set is is how hyper-specialized with ONE single specific weapon it pushes you to be.
Few feats down the line (weapon focus, weapon specialization, improved crit, etc) and you have literally no reason to ever consider any weapon that isn’t your main one.
It’s… limiting.
I'm having a devil of a time trying to create a character:-
1) She has to be an elf
2) She has to be an Urgathoa-worshipping Necromancer of sorts, though not necessarily undead army type - more like a cross between illusion and necromancy, or like a cross between necromancer and vampire (if she could be a Dhampir it would be easier since Cruoromancer is tailor made for Necro, but she has to be an elf goddammit).
3) She has to be able to ride a Giant Centipede
4) She has to use a Scythe as her main weapon.
IOW, a Scythe-using, Giant-Centipede-riding elf Illusionist/Necromancer. That's the character I've got in my mind's eye.
The problem is that most of the magic using beast-riding-capable classes and sub-classes use Wisdom, but Elves are Intelligence-based; they're also Dexterity based, which means Scythes are useless unless I can get around it (I suppose the later transformation spells are fine for that, but it would be nice to have something to start with). (Gah, if only you could finesse scythes! )
I've tried all sorts of combinations but I can't get anything - I realize I might have to just give up a couple of these desiderata to focus on a more essential vision (probably give up the Scythe idea and just have her doing a sideline in archery, in which case I can comfortably start her beast riding with Divine Hunter probably, and just swallow the WIS spells waste), but I'm just throwing it out there to see if anyone has any ideas.
One thing I genuinely dislike about this rule set is is how hyper-specialized with ONE single specific weapon it pushes you to be.
Few feats down the line (weapon focus, weapon specialization, improved crit, etc) and you have literally no reason to ever consider any weapon that isn’t your main one.
It’s… limiting.
That's one area where Deadfire's approach is superior.
Honestly, it's that and the multiclass system for me (not a fan of "piecemeal" multiclassing where you can pick individual levels here and there to build your own min-maxed Frankenstein. I didn't like it in D&D 5th edition and I like it even less in PF where the level of granularity becomes insane).One thing I genuinely dislike about this rule set is is how hyper-specialized with ONE single specific weapon it pushes you to be.
Few feats down the line (weapon focus, weapon specialization, improved crit, etc) and you have literally no reason to ever consider any weapon that isn’t your main one.
It’s… limiting.
That's one area where Deadfire's approach is superior.
The mod overrides the logic in the game which checks whether a specific weapon type is the same as another, so will apply to everything where
such comparison is requested (Weapon Focus, Greater Weapon
Focus, Improved Critical etc).
The weapon group name is displayed in the information window.
Should be backwards/forwards compatible with saves, can be enabled/disabled anytime.
Groups are fully configurable via the groups.json file in the mod, please use the readme for instructions.
Groups
- Axes: Battleaxe, Dwarven Waraxe, Greataxe, Handaxe, Heavy Pick, Light Pick, Tongi
- Heavy Blades: Bastard Sword, Dueling Sword, Elven Curve Blade, Estoc, Falcata, Falchion, Greatsword, Longsword, Scimitar, Scythe
- Light Blades: Dagger, Kukri, Rapier, Shortsword, Sickle, Starknife
- Bows: Longbow, Shortbow (including composite bows)
- Close: Punching Dagger, Spiked Light Shield, Spiked Heavy Shield, Heavy Shield, Light Shield
- Crossbows: Hand Crossbow, Heavy Crossbow, Light Crossbow
- Double: Orc Double Axe, Double-bladed Sword, Gnome Hooked Hammer, Dwarven Urgrosh
- Flails / Hammers: Club, Earth Breaker, Flail, Greatclub, Heavy Flail, Heavy Mace, Light Hammer, Light Mace, Warhammer
- Monk: Kama, Nunchaku, Quarterstaff, Sai, Shuriken, Siangham
- Polearms: Bardiche, Fauchard, Glaive
- Spears: Longspear, Shortspear, Spear, Trident
- Thrown: Bomb, Dart, Javelin, Sling, Sling Staff, Throwing Axe
I'm having a devil of a time trying to create a character:-
1) She has to be an elf
2) She has to be an Urgathoa-worshipping Necromancer of sorts, though not necessarily undead army type - more like a cross between illusion and necromancy, or like a cross between necromancer and vampire (if she could be a Dhampir it would be easier since Cruoromancer is tailor made for Necro, but she has to be an elf goddammit).
3) She has to be able to ride a Giant Centipede
4) She has to use a Scythe as her main weapon.
IOW, a Scythe-using, Giant-Centipede-riding elf Illusionist/Necromancer. That's the character I've got in my mind's eye.
The problem is that most of the magic using beast-riding-capable classes and sub-classes use Wisdom, but Elves are Intelligence-based; they're also Dexterity based, which means Scythes are useless unless I can get around it (I suppose the later transformation spells are fine for that, but it would be nice to have something to start with). (Gah, if only you could finesse scythes! )
I've tried all sorts of combinations but I can't get anything - I realize I might have to just give up a couple of these desiderata to focus on a more essential vision (probably give up the Scythe idea and just have her doing a sideline in archery, in which case I can comfortably start her beast riding with Divine Hunter probably, and just swallow the WIS spells waste), but I'm just throwing it out there to see if anyone has any ideas.
Sylvan Sorceror Specializing in Illusion or Necromancy with Mythic Expanded Arsenal in the other school... plus... Fighter (level 9) with Fighter's Finesse Advanced Weapon Training and Weapon Finesse (Mythic) I guess.
The fighter levels are hardly synergistic, but I guess it can be done. If you merge the spellbook with lich, you may still be able to be a full caster.
It works with any weapon, you can dazzle with any weapon not just with Focused, is it a bug or something? I don't know.One thing I genuinely dislike about this rule set is is how hyper-specialized with ONE single specific weapon it pushes you to be.
Few feats down the line (weapon focus, weapon specialization, improved crit, etc) and you have literally no reason to ever consider any weapon that isn’t your main one.
It’s… limiting.
That's one area where Deadfire's approach is superior.
Also Shatter Defenses being tied to Dazzling, and thereby Weapon Focus.
It works with any weapon, you can dazzle with any weapon not just with Focused, is it a bug or something? I don't know.One thing I genuinely dislike about this rule set is is how hyper-specialized with ONE single specific weapon it pushes you to be.
Few feats down the line (weapon focus, weapon specialization, improved crit, etc) and you have literally no reason to ever consider any weapon that isn’t your main one.
It’s… limiting.
That's one area where Deadfire's approach is superior.
Also Shatter Defenses being tied to Dazzling, and thereby Weapon Focus.
you can dazzle with any weapon not just with Focused
There's a way to fix this, actually. Instead of going with Yozz and having him teleport you somewhere else, you just do the quest in these steps:Warning about a potentially game-breaking bug (version 1.0.3c): In the Abyss
when Yozz teleports you to the brothel and the arena you will instanly die when returning to the palace.
1) Accept the summoning
2) Move through the palace and talk to Nocticula
3) Do NOT use Yozz to teleport to one of the two locations
4) Run back to the room you spawned in. There will be a portal there.
5) Going through the portal will auto-save the game (if you have the option enabled) but it will load your entire party before doing so
6) Load that save. You should still be in the Palace, but you have the entire party with you now.
7) Do the quest as usual, this time you wont get an instant death/gameover after you tell Yozz to get you back to the Palace
Honestly, it's that and the multiclass system for me
One thing I genuinely dislike about this rule set is is how hyper-specialized with ONE single specific weapon it pushes you to be.
Few feats down the line (weapon focus, weapon specialization, improved crit, etc) and you have literally no reason to ever consider any weapon that isn’t your main one.
It’s… limiting.
That's one area where Deadfire's approach is superior.
Relatively early after Drezen you can get some fun items to boost fire spells. One adds 1d6 + 5 fire, another 2d6 unholy every time you deal fire damage.Not to mention that the fire damage per turn will be resisted to nothing by a lot of enemies as well.
Get the mythic feat to ignore fire DR, that's my idea. Notice that I'm still level 10 though and I spent much of my precious gaming time answering a lost cause, yesterday
One thing I genuinely dislike about this rule set is is how hyper-specialized with ONE single specific weapon it pushes you to be.
Few feats down the line (weapon focus, weapon specialization, improved crit, etc) and you have literally no reason to ever consider any weapon that isn’t your main one.
It’s… limiting.
That's one area where Deadfire's approach is superior.
You mean that funny game where every weapon with low PEN and without PEN modal was a trash by default due to armor mechanics?)
Relatively early after Drezen you can get some fun items to boost fire spells. One adds 1d6 + 5 fire, another 2d6 unholy every time you deal fire damage.
Such is life for the terrone.I'm cheap
Lich path is suposed to be fixed giving the undead immunties. For your build , you have to know first armor is still not king in wotr, exact same thing like in pathfinder . Thats why you see plenty of build with one level dip of monk to get the ac bonus from charisma or wisdom depending the monk subclass. I'd rather pick monk + sorcerer+ dragon disciple + eldritch knight and unarmored if you want a melee caster. You are only losing one caster level like that.Base attack bonus wont be so great but you will survive at least.On the theme of Lichdom, what would be a good class/combo for a Death Knight character concept? I like the idea of a heavy armored warrior who can also cast spells as transition into Lich path. Any ideas? My DnD knowledge is fairly rudimentary so all the class options in this game beyond warrior/wiz/rogue/cleric etc are rather confusing.
Such is life for the terrone.
Such is life for the terrone.
Dude. You never saw one, right? They usually tend to love their iPhones, they cover themselves in gold jewelry and watch things like this:
Lots of wasted monies.