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rjshae

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Everything posted by rjshae

  1. Or... you know, sacrifice them? Also, on seemingly unrelated noted: can we give our crew members nicknames? I'd like to have a cook named "Machine"./jk Or a steward named Baldrick?
  2. A Druid/Ranger combo might be interesting. Toss a few damaging area elemental spells while your animal companion engages the foe, then go all beast mode and join him in the attack.
  3. Which it shouldn't, not really. I mean if you turn into rock, you should be getting a pretty hefty DR bonus while it lasts. It should require a mining pick to even make a decent dint. This is from the National Park Service: The quartz within the petrified wood is hard and brittle, fracturing easily when subjected to stress. When they talk about Petrify in the game I am sure you turn into a wood type substance which makes you brittle and easy to break. Rocks are strong against compression, but weak against tension and shearing forces. The petrified figure should at least have a DR bonus versus crush and a smaller bonus versus slash. Damage is doubled, which covers the brittleness.
  4. Which it shouldn't, not really. I mean if you turn into rock, you should be getting a pretty hefty DR bonus while it lasts. It should require a mining pick to even make a decent dint.
  5. Divination in PoE is conspicuous by its absence, as is the lack of an invisibility spell. I guess they didn't want the Wizard to upstage sneaky characters? Exactly. In 3e, DnD changed invisibility to instead give a large bonus to your hide skill. It did nothing for move silently and you could still be spotted. It was a good change. I think there are some forms of invisibility that could be implemented without significantly displacing the sneak ability. For example: Hide in Place: an illusion that lets your character remain invisible as long as no movement is made. Lost to Me: an enchantment that mentally hides you from just one or two opponents.
  6. Divination in PoE is conspicuous by its absence, as is the lack of an invisibility spell. I guess they didn't want the Wizard to upstage sneaky characters?
  7. Illusions are about externally affecting the senses (PER); enchantments are about internally affecting minds (INT/RES). Necromancy seems like a specialized form of Transmutation, or possibly conjuration.
  8. I'm curious about the interpretation of this Kind Wayfarers' restriction. Does it apply to every creature that is not immune to sneak attack? Or are there particular creatures that are especially vulnerable to a sneak attack?
  9. In terms of discovered grimoire, having the ability to merge spells from various different grimoire into a single grimoire may help alleviate the concern over unusable spells for the wizard subclasses.
  10. Presumably the buff to spell power will provide an assist to low Might Wizards. It wouldn't take much: +15% damage is equivalent to +5 Might. There should still be plenty of spells available for Wizard subclasses. However, I think where a big problem will come up is in acquiring grimoires from subclass wizard specialists; many of the spells (~40%) will be unusable.
  11. They've posted all of the subclasses. Goldpact Knight is a Paladin subclass. No "Knight" fighter subclass though. https://forums.obsidian.net/topic/93848-update-40-multiclassing-part-ii/ "Fighter Black Jacket - Bonus weapon proficiency, reduced Recovery when switching weapon, but lacks Constant Recovery. Devoted - May only be proficient in a single weapon. Higher Penetration and crit damage with that weapon. Suffers Accuracy penalty when using other weapons. Unbroken - Bonuses to Engagement and Disengagement Attacks, but lower Stride. Really? That seems like an odd omission. Perhaps they'll add it in later?
  12. We've seen mentioned the arcane knight, ghost knight, and goldpact knight. Will there be a knight subclass of fighter? That is, a fighter that follows the chivalric code and is skilled in the weapons and armor of mounted combat.
  13. A couple of points: 1) There are no required stats. 2) Ignorance does not make one stupid. One can be a highly intelligent barbarian and still remain ignorant of civilized ways. I suppose to the naive that could make the barbarian appear stupid.
  14. Fire on the Run -- an enhanced version of Marked Prey. The ranger fires at the marked target while moving, but suffers an accuracy penalty while doing so.
  15. This setting doesn't have much in the way of Cure Health potions, so I like to think of the "camp supplies" as a logistics marker that's a stand in for providing whatever perishable healing broths, balms, and medical aids you need to cure their ills while the party rests up and recovers. It's not really a set of twigs and logs. It could easily be made much more complicated by providing specific supplies for specific injuries, but why overcomplicate the process and make it more tedious?
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