The Thief subclass gains (or at least is supposed to gain) the Use Magic Device (which ignores all requirements for items) at level 13do higher lvl cap finally allow rogues to use scrolls?
finally rogue with free use item might pay of?The Thief subclass gains (or at least is supposed to gain) the Use Magic Device (which ignores all requirements for items) at level 13do higher lvl cap finally allow rogues to use scrolls?
Short answer: Class/subclasses get abilities at different intervals. Ask wotc why monks and clerics wait till 17 (which the DLC doesn't go to) to get their subclass capstone.Because some subclasses don't get abilities between 12-16. E.g. cleric, monk.Seems like 12-16 abilities are still missing for lots of subclasses.
Why though?
Especially monks, they could at least get another attack.
Campaign creators are in a unique position to buff or nerf relative power levels between classes by providing magic items that specifically boost class abilities or are only usable by certain classes. For example, you could create an item that only Monks can use, that grants a powerful AC bonus. Or something.
I dunno if Solasta allows creators to make custom magic items though. Maybe not.
Also it doesn't really make a class become better at a specific level I suppose. Unless you could restrict an item to a Monk of a specific level.
There's an insane warlock item in the original campaign which increase their available spells by 50%, costs 10 times more than the next most expensive item though.Campaign creators are in a unique position to buff or nerf relative power levels between classes by providing magic items that specifically boost class abilities or are only usable by certain classes. For example, you could create an item that only Monks can use, that grants a powerful AC bonus. Or something.
I dunno if Solasta allows creators to make custom magic items though. Maybe not.
Also it doesn't really make a class become better at a specific level I suppose. Unless you could restrict an item to a Monk of a specific level.
I can imagine what makes you believe they are subpar, but I recently completed a playthrough of The Forsaken Isle (6-man party version) and the Monk was easily my most important melee character. Stunning Strike is just something no other class can bring to the table, and Way of Survival's damage bonus really adds up when you attack 4 times per turn (5 with Haste). The worst part about it is that you need 3 high attributes (so you have to waste on him many magic items), but this is also true for a Barbarian if you want to play unarmored.With the amount of additional content in Unfinished Business, maybe someone made a subclass that made Monk viable
You can always ignore Strength on a Monk. You use Dexterity for your unarmed attacks and monk weapons.EDIT: Potentially could make a pretty lulzy melee archer with Way of Distant Hand. Monk's primary disadvantage is their redunc ability needs, but Distant Hand can ignore Strength completely, so you can pump dat AC, and from level 3 onwards you can fire in melee without penalties.
It only triggers once each turn, but, unless they fixed it in the last two weeks, the damage bonus is bugged and you add 2 times your CON bonus to each attack.EDIT3: Now that we're talking monks, does anyone know whether the healing from Unbreakable Body triggers one time for each instance of damage? I'm assuming it don't, since if it does that seems quite bonkers and is certainly one edge on Path of the Stone.
I can imagine what makes you believe they are subpar, but I recently completed a playthrough of The Forsaken Isle (6-man party version) and the Monk was easily my most important melee character. Stunning Strike is just something no other class can bring to the table, and Way of Survival's damage bonus really adds up when you attack 4 times per turn (5 with Haste). The worst part about it is that you need 3 high attributes (so you have to waste on him many magic items), but this is also true for a Barbarian if you want to play unarmored.With the amount of additional content in Unfinished Business, maybe someone made a subclass that made Monk viable
Apparently that's the best part of the campaignJust completed the Shaded Castle or something, featuring vampires and necromancers and shit.
Alright I finally got around to try this. Just completed the Shaded Castle or something, featuring vampires and necromancers and shit.
It's a cool 5e fix, tbf, but it feels more suited for beginners or 5e newbies who want to experiment with parts of its rules.
I haven't checked but I suspect the editor isn't very robust and chances of producing good content is probably low.
I doubt it'll survive the release of BGIII though.
Is it due to combat difficulty dramatically falling off or the actual encounters get somehow blander design-wise ?
Not blander but you only get one encounter with rest anywhere at will , your casters shines having all their higher spell slots available everytime, which trivialize anything. But none gives a flying fuck about following guidelines , even here, so we get the game we deserve.Is it due to combat difficulty dramatically falling off or the actual encounters get somehow blander design-wise ?
Unless you are running back to resting points (=extreme degeneracy) this doesn't happen.Not blander but you only get one encounter with rest anywhere at will , your casters shines having all their higher spell slots available everytime, which trivialize anything. But none gives a flying fuck about following guidelines , even here, so we get the game we deserve.Is it due to combat difficulty dramatically falling off or the actual encounters get somehow blander design-wise ?
It features the exact same sort of functional UI. No esthetics allowed here.
I use a lot of custom enemies to make up for that shortfall of difficulty in the main campaign after the early game. Even in the original four man version all of the enemies after the midway point are custom versions. I believe all of them are custom in the six man, save for maybe one or two near the beginning. If your primary criticism of Solasta is still of uneven challenge, you will almost certainly find this entertaining imo. Looks good to me as a party, I'm a fan of the Marshall and Lore Bard especially.Right, Artyoan, let's see what this Forsaken Isle of yours has got.
Party here. Almost made 'Gish: The Party' complete with Guts-bard et al when I saw where my builds where headed, but I wanted to have a Lore bard due to no dedicated casters and Marshal looks fun:
Tank (Way of Survival):
Off-Tank (Marshal, hammer or axe n' board with Protection style):
Melee-focused Gish (Soulblade, twohander - obviously multiclassing would be the shit here but Soulblade -> Charisma-class is so stupidly OP I'll probably be mainclassing, at least until your mod breaks me):
Crafter (Weaponsmith, undecided on weapons):
Caster-focused Gish (Fighter is just a level 1 dip, from level 2 onwards it's full class Wizard (Blade Dancer), Rapier with empty off-hand, so Dueling fighting style):
Healer/Caster (Lore College):
Its a risky method to potentially get to the shaman quicker if you go under it but all is fair play if they choose to use it too. The AI isn't too bad about using alternative methods if one area gets too congested.I really like what I'm seeing so far. Besides the core thing that encounter composition so far is a million times more thought out than in the base game, there's stuff like me thinking I'm clever setting up an ambush on some orcs in a cave and then getting fucked because I didn't notice you put two tiny gaps in the palisade that the orcs could crawl under, ramming my backline's ass