volklore
Arcane
- Joined
- Jun 19, 2018
- Messages
- 1,905
Thug dip is a bit annoying since it insta triggers on combat start, so with it and Persuade 1 you will be chasing after enemies the whole game. Very effective though. It also (used to) trigger when your character isn't there, so when the plot splits your party, which made several battles much easier.
Rowdy also works well with the +crit modifiers and SA stacking for easy access to 2k crits, dunno if they fixed them cleaving across the whole screen with ICF.
I don't really mind the chasing. I was kinda planning to play the thug build with more ranged characters than I usually use. Plus enemies are only frightened 1 round and by midgame there is always a couple of enemies per encounter that are immune to shaken so I can focus on those while the rest is running. Also I play turn based, so with good planning of initiative, I should be able to get a round before they get running.
As far as crit feats I am not really planning around them because Owlcat seems to have disabled respecs on hard and above and I just don't feel like picking them early (and picking them at m6 is too late). The thing I like about trickster is the skill based stuff and adding utility to character around skill checks. Which is why I like the mobility, persuasion and trickery lines (athletics too looks quite cool, although early ranks feel a bit replaceable) because I get to build with skill focus, mythic skill focus, buffs giving skill bonuses and so on, and skill monkey classes that get big bonuses to skills get to build around that for combat. Perception feats are just a little bit more boring for me (except CNS) since it doesn't feel like bending the rule in a weird way as much as the rest of the stuff and in effect just gives you extra damage.
I wish Owlcat designed trickster almost entirely around using skills like making UMD spell DC based on your UMD modifier, making knowledge checks to inspect enemy also debuff them if you beat the DC of the checks by over a certain amount, because as a trickster you understand you can write minuses on the enemy card to make them weaker. It would fit the meta joke theme of the path too. I am assuming a ton of these ideas got brought up when owlcat designed the path but it got complicated to implement. Still kinda sad.
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