Cyberarmy
Love fool
Hex on lvl 10 - Beast's Gift
Never thought that'll work on animal companions, lol.
Hex on lvl 10 - Beast's Gift
All riding giant dogs. See, you can imagine perfect tactic. No need for tankfighters.But it would be cool to have a custom party of Enlarged Reach weapon Melee focused guys and one guys that buffs them and has a bunch of Dimension Doors
See, you've got it!
By the way, our cutest little witch gets amazing Hex on lvl 10 - Beast's Gift that last 1 min/lvl and does not have 24h cooldown. This thing adds bite or 2 claw attack to whomever. So, dog with Bite iteratives and 2 claws (or extra tripping bite) at full BAB - that's something!
I meant all that are implemented in the game, not those that my character has picked.You can get the list by right-clicking spell level on the class-progression chart:
Actually I was wondering how it does work. Does it affect the spell DC (lowering it by 1 ?) or nah? Does it mean you can completely normal the spell and then heighten it to 1 a heigher DC?A question regarding Perception 2 on tricksters, I thought it would automatically make you succeed perception checks. But it doesn't seem the case, so what are the "hidden things" you are supposed to notice with it?
I thought that was just fluff text for "new feats, have fun".
Speaking of which, turning 1st level spells into cantrips is hilarious. And of course all of the other spells going down a level (or being bolstered on their normal level, etc...)
And you can sneak attack with those (the bite at least, not sure about the claws). My slayer appreciate it.
And you can sneak attack with those (the bite at least, not sure about the claws). My slayer appreciate it.
Claws follow a tricky rules: you need your hands free to scratch, and they give you two attacks at full bab from the left and right hand. Good at beginning but falls behind fast because those claws do not get all iteratives from BAB >5.
Bite has some esoteric rules too: it is primary attack at full bab if character does not have a men-made weapons, but it becames secondary at -5 if he armed.
True, true. Sadly. But anyway, it made me experiment with that Sorcerors Reflexes stuff. Things like blur, mirror image etc. or various debuffs if only for a few rounds.... And to be cast anytime before or after an attack by the same character in the same round. That seems an inciting possibility to exploit. I'll delve into it some more. To be continuedYeah, when many enemies have True Sight, I'm guessingDamn I didn't read the Vanish spell description properly. "The creature has +20 bonus on stealth checks." so bye bye jumping into invisibility at the end of the full attack. So perhaps the more advanced invis spells as the levels go. The Sorcerors Reflexes say the spell must be -2 levels lower than the maximum spell level for that particular character. So it still seems doable later on.
I meant all that are implemented in the game, not those that my character has picked.You can get the list by right-clicking spell level on the class-progression chart:
Well they have a mix of WIzard and Cleric spells while being a full caster and they got useful buffs for your party if you want to save spells and using a bow or crossbow will not do much. It is no that bad.I don't know, witch seems pretty much a gimped wiz/sorcerer, maybe it is bettere in the pnp.
The hex and unique abilities after the start of the game are not that useful (exept the bite attack).
Akshually I was just thinking I should have made Ember an arcane trickster but alas is too late now.
Well they have a mix of WIzard and Cleric spells while being a full caster and they got useful buffs for your party if you want to save spells and using a bow or crossbow will not do much. It is no that bad.I don't know, witch seems pretty much a gimped wiz/sorcerer, maybe it is bettere in the pnp.
The hex and unique abilities after the start of the game are not that useful (exept the bite attack).
Akshually I was just thinking I should have made Ember an arcane trickster but alas is too late now.
If you rest a lot I would guess they would seem not that good.
Shit, are the lich companions supposed to suck this much?Delamere is okay (hard to botch an archer build), but Stauton comes with an underwhelming class, bad stats, and bizarre feat choices. Neither gets mythic powers and can't even be respecced. Seems significantly worse than the living companions, before even taking into account how annoying they are to heal.
I mean this list available *somewhere, anywhere* as a list. I am aware that I can see it when I level up, I didn't know it's also accessible for the respective level here, but that's still not the same as having it in a website somewhere, at least for the purposes of comparing spells.What do you mean?
I don't know, witch seems pretty much a gimped wiz/sorcerer, maybe it is bettere in the pnp.
The hex and unique abilities after the start of the game are not that useful (exept the bite attack).
I don't know, witch seems pretty much a gimped wiz/sorcerer, maybe it is bettere in the pnp.
The hex and unique abilities after the start of the game are not that useful (exept the bite attack).
Well, Sleep hex is solid and Owlcat buffed it greatly by removing Witch's lvl as HD restriction. No wonders here, it would be useless here in PnP version.
Protective luck is wonderful and does wonders to save high AC tanks from being critted on Unfair. No 24h cooldown like a normal luck so it could be spammed in each combat and extended with Cackle.
Evil Eye and Misfortune are cool if you can land some save or suck spell from another spellcaster and useful in general.
From the Major Hexes, Beast's Gift is good as I've mentioned - a free attacks for everyone.
Agony - close to Sleep but targets Fort.
And Grand Hexes are meh at the level where you'd get them.
As a package deal, I would rate them higher then Sneak Attacking cantrips from AT (as the main filler non-spellcasting action).
And Witch's spellbook is filled with some cool flavorful spells in PnP that will never translate properly into CRPG. And was truncated to the bare minimum in the Wrath(
And I am still conflicted over spontaneous vs prepared Witch. Spontaneous Witch-blaster can at least extend her repertoire with special Fire/Lightning themed items but pays for this with full-round casts for all Metamagic feats and this hurts.
On hard they suck majorly, not even using them, maybe the slayer. On anything below core they are probably much more viable but not having mythic abilities isn’t worth it, undead immunities are nice but you already can get a vanguard for that.Shit, are the lich companions supposed to suck this much?Delamere is okay (hard to botch an archer build), but Stauton comes with an underwhelming class, bad stats, and bizarre feat choices. Neither gets mythic powers and can't even be respecced. Seems significantly worse than the living companions, before even taking into account how annoying they are to heal.
I have also switched to Misfortune on auto-cast for Ember in the mid of Ch3 to cripple their offense and CMD rolls. Since it is not mind-affecting and still hits for 1 round even on the successful save.Sleep hex and evil eye were great at the start of the game. I am in chapter 4 and on hard enemies get +4 to saving throws so I just stopped using them because even if you can spam them the chance they land are near to 0 and action economy dictates better usage.
What are you all taking about. I got both and both have access to Mythic companion abilities...On hard they suck majorly, not even using them, maybe the slayer. On anything below core they are probably much more viable but not having mythic abilities isn’t worth it, undead immunities are nice but you already can get a vanguard for that.Shit, are the lich companions supposed to suck this much?Delamere is okay (hard to botch an archer build), but Stauton comes with an underwhelming class, bad stats, and bizarre feat choices. Neither gets mythic powers and can't even be respecced. Seems significantly worse than the living companions, before even taking into account how annoying they are to heal.
As a package deal, I would rate them higher then Sneak Attacking cantrips from AT (as the main filler non-spellcasting action).
LGBT and other hidden things in the Patchfinder, wrath of sexually decadent.A question regarding Perception 2 on tricksters, I thought it would automatically make you succeed perception checks. But it doesn't seem the case, so what are the "hidden things" you are supposed to notice with it?
They don’t have mythic path abilities for me, wtfWhat are you all taking about. I got both and both have access to Mythic companion abilities...On hard they suck majorly, not even using them, maybe the slayer. On anything below core they are probably much more viable but not having mythic abilities isn’t worth it, undead immunities are nice but you already can get a vanguard for that.Shit, are the lich companions supposed to suck this much?Delamere is okay (hard to botch an archer build), but Stauton comes with an underwhelming class, bad stats, and bizarre feat choices. Neither gets mythic powers and can't even be respecced. Seems significantly worse than the living companions, before even taking into account how annoying they are to heal.
What someone might miss from them is that they are both silent all the time. Basically like if you had a mercenary.
but evil eye it's not a "land or not", there's no SR check and enemies are either immune or notI don't know, witch seems pretty much a gimped wiz/sorcerer, maybe it is bettere in the pnp.
The hex and unique abilities after the start of the game are not that useful (exept the bite attack).
Well, Sleep hex is solid and Owlcat buffed it greatly by removing Witch's lvl as HD restriction. No wonders here, it would be useless here in PnP version.
Protective luck is wonderful and does wonders to save high AC tanks from being critted on Unfair. No 24h cooldown like a normal luck so it could be spammed in each combat and extended with Cackle.
Evil Eye and Misfortune are cool if you can land some save or suck spell from another spellcaster and useful in general.
From the Major Hexes, Beast's Gift is good as I've mentioned - a free attacks for everyone.
Agony - close to Sleep but targets Fort.
And Grand Hexes are meh at the level where you'd get them.
As a package deal, I would rate them higher then Sneak Attacking cantrips from AT (as the main filler non-spellcasting action).
And Witch's spellbook is filled with some cool flavorful spells in PnP that will never translate properly into CRPG. And was truncated to the bare minimum in the Wrath(
And I am still conflicted over spontaneous vs prepared Witch. Spontaneous Witch-blaster can at least extend her repertoire with special Fire/Lightning themed items but pays for this with full-round casts for all Metamagic feats and this hurts.
Sleep hex and evil eye were great at the start of the game. I am in chapter 4 and on hard enemies get +4 to saving throws so I just stopped using them because even if you can spam them the chance they land are near to 0 and action economy dictates better usage.
Protective hexes are nices even late but nothing to chose a witch over a wizard/sorcerer IMHO.