Fabula Points
Fabula Points
  • Видео 42
  • Просмотров 17 597
Fabula Ultima class feature - The Pilot
The pilot is as the name suggests, a pilot. You can ride steeds, exoskeletons or mechs, with varying modules to customise them. This is the class with the most rules so far, so I do gloss over some of them, but I tried to not have this video be too long. Enjoy!
Просмотров: 565

Видео

Fabula Ultima class feature - The Mutant
Просмотров 922Месяц назад
The mutant is flavoured as you'd expect, where you can mutate into different forms, but the way it's done is fantastic. It's an incredibly strong class, so be sure to hear my thoughts on it here!
Fabula Ultima class feature - The Esper
Просмотров 4562 месяца назад
The Esper is the first class from the Techno Fantasy Atlas, and boy does this book start out strong! It's a psychic powered class, which is incredibly versatile, and very powerful!
Fabula Ultima class feature - The Symbolist
Просмотров 2922 месяца назад
The Symbolist is a unique class, that uses rune like symbols to apply effects all over the place. How does it work you ask? If only this very video explained it all :D
Fabula Ultima class feature - The Dancer
Просмотров 3742 месяца назад
The Dancer is here! It's my favorite Fabula Ultima class, so apologies if I may be a little bit biased in this video! Watch on to find out why!
Fabula Ultima class feature - The Commander
Просмотров 3982 месяца назад
The Commander, it's a support class with some very unique features! If you want to help your team out, it's a solid choice! See why in this video!
Fabula Ultima class feature - The Chanter
Просмотров 3923 месяца назад
The first class from the High Fantasy Atlas book is here, the Chanter! This is your musical class, weaving chants with varying affects. Find out what I mean here!
Fabula Ultima character build idea - "The Venom Knight"
Просмотров 3343 месяца назад
Want to be the Anti Hero? Wear heavy armour and deal extra poison damage? This is the build for you! I show you how I'd combine the Darkblade with the Tinkerer for a thematic build. Take a look!
Tier list - How well classes play with each other
Просмотров 7253 месяца назад
Bit of an odd title, but here I go through how well Fabula Ultima classes work with each other. I ran them by how well their skills can make other classes shine, to give people ideas on what classes they can spec into after they've already got a character that's maxing their starting classes. Let me know if you want more tier lists like this, and I can make some more!
Fabula Ultima character build idea - "The Creature Mimic"
Просмотров 2233 месяца назад
Want to pretend you're a monster? Act like a beast? The Creature Mimic is the way to go! It has a bunch of uses, more outside of combat than in, but it's a fun departure from my normal type of build. Take a look how, here!
Fabula Ultima class feature - The Weaponmaster
Просмотров 6163 месяца назад
The last class from the core rulebook is the Weaponmaster! It has a bunch of great skills, and a giant 10 heroic skills to pick from the first two books. I talk pro's and con's here, so take a look!
Fabula Ultima character build idea - "The Beast Commander"
Просмотров 5533 месяца назад
My first build that uses the Wayfarer's Faithful Companion is the Beast Commander. We have a combo that lets us both attack in the same turn, check out how I manage it here! Link to the sheet I used: drive.google.com/file/d/156HKJDnFz646gJJkGNcPbveIxiURPEnB/view
Fabula Ultima class feature - The Wayfarer
Просмотров 4403 месяца назад
Your beast companion / traveler class, the Wayfarer has a mix of skills for you to use. I go through my thoughts, and issues, with this iconic class
Fabula Ultima character build idea - "The Techno Jouster"
Просмотров 3223 месяца назад
Combining the spells of an Elementalist on a Pilot's personal vehicle, we get the Techno Jouster! A very distinct build, but it synergises very well between both classes, giving you a lot of damage options at low level!
Fabula Ultima class feature - The Tinkerer
Просмотров 4134 месяца назад
The Tinkerer has so much going for it, so I wanted to cover them all! You could easily have 3 tinkerers or more that are nothing alike, so find out how you can customize your own one here!
Fabula Ultima character build idea - "The Aggro Sponge"
Просмотров 2534 месяца назад
Fabula Ultima character build idea - "The Aggro Sponge"
Fabula Ultima class feature - The Spiritist
Просмотров 4454 месяца назад
Fabula Ultima class feature - The Spiritist
Fabula Ultima character build idea - "The Dark Angry Squid"
Просмотров 4494 месяца назад
Fabula Ultima character build idea - "The Dark Angry Squid"
Fabula Ultima class feature - The Sharpshooter
Просмотров 3764 месяца назад
Fabula Ultima class feature - The Sharpshooter
Fabula Ultima character build idea - "The Follow my lead-er"
Просмотров 2224 месяца назад
Fabula Ultima character build idea - "The Follow my lead-er"
Fabula Ultima class feature - The Rogue
Просмотров 4434 месяца назад
Fabula Ultima class feature - The Rogue
Fabula Ultima character build idea - "The Beast Whisperer"
Просмотров 1984 месяца назад
Fabula Ultima character build idea - "The Beast Whisperer"
Fabula Ultima class feature - The Orator
Просмотров 2874 месяца назад
Fabula Ultima class feature - The Orator
Fabula Ultima character build idea - "The Tank"
Просмотров 3275 месяцев назад
Fabula Ultima character build idea - "The Tank"
Fabula Ultima class feature - The Loremaster
Просмотров 3585 месяцев назад
Fabula Ultima class feature - The Loremaster
Fabula Ultima character build idea - "The Treasure Seeker"
Просмотров 2535 месяцев назад
Fabula Ultima character build idea - "The Treasure Seeker"
Fabula Ultima class feature - The Guardian
Просмотров 3405 месяцев назад
Fabula Ultima class feature - The Guardian
Fabula Ultima character build idea - "The Chronomancer"
Просмотров 3865 месяцев назад
Fabula Ultima character build idea - "The Chronomancer"
Fabula Ultima class feature - The Fury
Просмотров 5595 месяцев назад
Fabula Ultima class feature - The Fury
Fabula Ultima character build idea - "The Status Sniper"
Просмотров 3965 месяцев назад
Fabula Ultima character build idea - "The Status Sniper"

Комментарии

  • @icecrystal7965
    @icecrystal7965 17 часов назад

    Dancer is a masterclass in action economy, it can work in pretty much any build, because the dances don't take an action! I probably won't use it for my current character. Maybe it'll be the fourth or fifth class I take, it'll be down the road But it sure looks really fun

  • @icecrystal7965
    @icecrystal7965 17 часов назад

    IMO, Commander really, really sucks at what it wants to do Like, all of its abilities help your foes just as much as they help your team, and they eat your action economy to do so. It would be almost good if all their skills were free actions. And they consume MP, which is just.. not helping Commander's case Just play Spiritist and give buffs to only the people you want to have buffs. They're arguably better buffs too If you don't like the flavor of Spiritist, but like the flavor of Commander, you can always just flavor all the Spiritist stuff to be like Commander

  • @icecrystal7965
    @icecrystal7965 18 часов назад

    I'd personally put Arcanist in B, maybe even C It gives you powerful stuff, but it is so expensive in terms of mind points that you have to work hard in order to use it well in tandem with any other spellcaster I'd also put Chimerist lower. Sure, consume is good, but you can only put 5 points in it. Meaning it's hard to take it as a class and then finish the class, thus missing out on a heroic skill, or taking a bunch of skills that do nothing for you That's a major gripe for me with a lot of classes when it comes to how they play with other classes. One ability is not enough to merit multiclassing into it. You have to be able to take 10 levels in it, and have every level benefit your build, in order for it to be a good option, at least in my opinion. Or you need to live with 1 less heroic skill at max level Entropist is top of S, because everybody can use lucky 7, and everybody benefits from Absorb MP. That's 6 levels right there, and Entropist spells are pretty good, like dispel magic is always good to have in your back pocket. Even if you don't like Stolen Time and Ritual Entropism, both of which are pretty good in general, you can always find at least 4 Entropist spells that are good to have as options, so it's a very easy class to max no matter what your build. You can be a caster or a martial, levels in Entropist will always be good Our group is about to start our first campaign in Fabula Ultima, and basically every single person is either taking a level in Entropist to start, planning on taking it as their third or fourth class, or has considered it. Separately, without talking about the classes with eachother first. That says things, considering everybody is building their character to fulfil a different party role I'd put Guardian at A, maybe top of A. Everybody can use extra hp, and you can sink 5 of your 10 levels into that. It's only issue is that there's only 13 total levels in skills available, so if you don't use martial shields or armour, it'll be hard to max. But that being said, any martial character, which is in almost all cases what would be taking guardian, does have at least one of those, and can therefore easily max out a multiclass into guardian Anywho, I could yap more, but you get the idea of my philosophy about what makes a class good for multiclassing in Fabula Ultima "If you can easily take 10 levels in the class, and have every single level work well for your build, it's a good multiclass option. If one skill is cracked, but the rest don't help you, you should probably move on to looking at something else" And that's not just important for level 50 min-maxing, but taking a class you can't finish early on limits how you can level up during the game. If you take a level in a class you won't be able to finish, you have to max out one of your two other classes before you can take a new one. If you make the ultimate error, and take two classes you can't finish, then you are forced to finish that third class before you can take a new class, and once you have that new class, you're forced to only level that class until it's finished, and so on. Which makes it extremely difficult to get what you actually want to session to session in comparison to having all three of the classes you're leveling up as classes you can happily max Anyways, because I'm in love with Spiritist, I will yap just a bit longer. Spiritist spells are buff/support spells But you can use them on yourself In other words, you can support yourself. So, those spells are good for any character. Being a martial who can spend a measly 10 MP to basically full heal themselves is cracked. Being able to increase your dexterity or insight die sizes with Awaken is also cracked. Being able to cast support spells on yourself is just in general pretty cracked, it means you always have a support character with you, even if you're alone. So Spiritist is top of S, tied with Entropist. Having a support class in your build is always good, even if every single person in your party is at least partially support And I'm not compromising on my "ability to max the class" thing with Spiritist. The Spiritist spell list is large and diverse enough that you can take all 10 levels in taking them, and just giving yourself all the support options you could ever want to make your build good in almost any situation, no matter what your build is, martial or caster (cause there's enough spells that don't call for a spellcasting check that give you good buffs, that you can have the worst spellcasting stats possible and still be able to cast every single Spiritist spell you take, and get the max benefit out of them) For clarification, great video Just wanted to share how I look at things Also I find it really funny how we basically came to entirely opposite conclusions on what makes a good multiclass class. Just sorta depends on how you look at what you want from a class, and whether you want your level 50 final build to be 5 classes with 5 heroic skills, or 7 classes with 4 heroic skills, but more random skills from different sources

  • @BalooSJ
    @BalooSJ 22 часа назад

    I think there's an issue with most of the classes in the High Fantasy Atlas: they are too self-contained. Looking at the Chanter for example, one of their skills is generically useful: Siren's Song, giving them Ritualism rituals. All the others are focused on verses - either getting more keys/tones, or trigger when using verses. If you're just going to take one level in Chanter, you pretty much have to take the Magichant skill, because most of the others don't *do* anything without it. Compare this to a class like the Elementalist. Other than spellcasting, they get bonus damage for extra MP cost with all instant spells, bonus to magic checks, or using a weapon's accuracy check instead of the default magic check. These are all generically useful skills (although there are probably not very many who will take both Magical Artillery and Spellblade). Magical Artillery is useful for Entropists and Spiritists, and Spellblade is useful for any warrior-type who wants to dip their toes in spellcasting for additional options. I don't know if maybe this is because the core book classes used up all the generically useful abilities. For example, the Dancer would be a natural place to have an ability that gave a defense bonus in non-martial armor (since martial armor interferes with dancing), but that's already the rogue's bailiwick. The only similar class in the core rules is the Arcanist, who is pretty useless without Bind & Summon - but an Arcanist can often get an Arcanum that synergizes with their other abilities (e.g. Grimoire for casters and other cerebral characters who benefit from INS bonus, or Sword for fighters). Not so for Chanters. They're all song, all the time.

  • @BalooSJ
    @BalooSJ 23 часа назад

    Resonance triggers on affecting "one or more enemies" with a Verse, not "more than one enemy". And 10 MP is sufficient to hit a single enemy with a low-volume verse.

  • @BalooSJ
    @BalooSJ День назад

    With Breach, I think the point of the bonus damage option is to be a consolation prize in case the foe isn't wearing armor or wielding a shield. That said, if you plan correctly, your party can double-dip into the benefit - you go first in round 1, Breaching the target to give everyone a damage bonus, everyone attacks that target, then in round 2 you go last so everyone gets a second go with the Breach bonus. That sounds like something that can add up.

  • @BalooSJ
    @BalooSJ День назад

    I think the point of Magispheres is to be versatile rather than powerful. They let you poach spells from any of the other caster classes, without actually taking levels in those classes, and that's pretty neat.

  • @icecrystal7965
    @icecrystal7965 День назад

    Here's how I explain sharpshooter and weaponmaster: They're the same class, just one for ranged weapons, and the other for melee weapons These classes give you the basic stuff needed to use those weapons well

  • @icecrystal7965
    @icecrystal7965 День назад

    Wayfarer's Resourceful skill is almost good enough by itself to merit dipping into it with any build Like, my goodness

  • @icecrystal7965
    @icecrystal7965 День назад

    I'm building a martial character, but actually starting with the most levels in spiritist They're a magical girl who manipulates karma So, they use Awaken, that's like their "transformation" Increases one of their defense stats, and one of their weapon's dice Heal is basically their "refresh luck for the party" spell, because hp is abstract And spiritual weapon for an alternative damage option for their rapier Definitely not playing spiritist "optimally" And certainly not using any of the skills for what they're "intended" for, because the class is definitely designed for spellcasting characters But their spells work shockingly well to augment martials. Being able to full heal yourself, and buff your own weapon dice is like... Really good You wouldn't expect a support magic class to multiclass well in a martial build But that's where Fabula Ultima is wack Things that don't make sense can be forced to work well

  • @icecrystal7965
    @icecrystal7965 День назад

    Changing the might and willpower die sizes doesn't actually change max hp or mp At least, not through statuses and spells, if you increase them on the level 20 or 40 level-ups, it increases it

  • @icecrystal7965
    @icecrystal7965 День назад

    I have yet to play, our group will be having our session zero this Saturday But from what I've seen, status effects are pretty good At least, Slow, Dazed, and Enraged seem strong Enraged decreases both defense stats, and the other two decrease one of them And for a lot of weapons, it'll decrease their accuracy and damage too If you're up against a foe with a massive sword or whatever, weak or poisoned decreasing their might all of a sudden gives you a pretty massive defensive boost, while also reducing the damage they do Idk At least the way I look at it, changing die sizes is a big deal Especially since Awaken, the spell that lets you increase a die size, costs a pretty hefty 20 mp and an action That signals to me that the creators of the game think die sizes have a pretty big impact on things

  • @BalooSJ
    @BalooSJ День назад

    You kind of make it sound like a spiritist that doesn't spend every round healing isn't doing their job right, but I'm not so sure. This is all theorycrafting since I haven't had the opportunity to play the game yet, but... the Heal spell is *chonky*. It heals for a baseline of 40 HP. Base NPC damage is HR+5, with HR+10 being fairly common, and abilities often adding damage on top of that. So let's say 15-20 points on average, so a Heal negates maybe 2-3 hits. Assuming NPCs hit 2/3 of the time (which feels a bit generous, but let's go with it), that's maybe 3-5 attacks, so call it 4 - that's about one round's worth of attacks from 4 NPCs fighting a 4-PC party. In addition, you can heal multiple targets at once by paying more MP, and the default targeting means damage will tend to be spread out (though my understanding is that random targeting is a default, and not a hard-and-fast rule). So a Heal every three rounds or so should suffice to keep everybody tip-top.

  • @BalooSJ
    @BalooSJ 4 дня назад

    I think the Fabula Ultima classes all exist sort of on a spectrum on "star power" - not necessarily how *strong* they are, but how much they will define you. Classes like Chimerist, Darkblade, or Fury are definitely high in star power, and will strongly define what your character is about. That also means that they can be hard to combine with one another - a person might like both chili and custard individually, but I'm not sure they mix well. Loremaster is on the opposite end of that scale. It's a mellow class that brings quite a bit of utility to whatever your other classes may be, but it doesn't outshine them. It will almost always be a side thing to whatever else you are doing. I haven't gotten through all of your other videos on classes yet, but I think the next step up in star power are Guardian, Sharpshooter, Weaponmaster, and maybe Elementalist. Guardian has a bunch of skills that make you tougher or more defensive which is a useful add-on to any class but doesn't do much on its own (though Protect can be pretty defining). Sharpshooter and Weaponmaster are both "You get better at shooting/hitting" and not much else - there's basically no fighty character that won't be better off with a few levels in one of those, but that doesn't mean you want to invest ten levels in them. And while Elementalist does have some sweet damage magic and make for a great classic wizard, it also has a bunch of skills that improve any caster. The Arcanist is in a bit of a weird spot. The Arcana themselves are very front and center in the class as such, and pretty much all the skills deal with the Arcana in one way or another (by putting riders on them, or making them cheaper, and so on). But at the same time, the Arcana themselves are very expensive to use, so you don't want them to be the only thing you do. So you're probably best off finding an Arcanum that synergizes with the rest of your character, but the rest of the class will be about making that Arcanum better.

  • @Reialgo13021
    @Reialgo13021 13 дней назад

    Currently In my campaign we've definitely needed a dedicated healer(last campaign our encounters went pretty badly because we couldn't sustain well, plus it's not exactly a group of people that care to power game save maybe me a bit) So I took it on myself to be the lynchpin to keep the gang up. I've actually chosen to focus on healing through the floralist class which is amazing for flavor and spiritist is there atm to bolster through spells, turn 1 I usually setup barrier + plant floralist healing seed for strong sustain, and can just be flexible in actions for the next 2 rounds it's very strong Tho I guess I'm more raving about the floralist at this point, one of my favs in the game

  • @TheSkywardAvenger
    @TheSkywardAvenger 15 дней назад

    As someone who recently got into Fabula Ultima, your videos have been a huge help in understanding various synergies. In fact I was rather shocked that you put Weaponmaster in S, I thought it would be D for sure being the melee counterpart to Sharpshooter. Anywho, I do want to continue a conversation so I feel that Guardian and Darkblade should be higher (B and C respectively) while Arcanist should drop to D tier. Guardian’s Protect is a great tool to help you get into Crisis and enables a bunch of things that care about you taking damage like Painful Lesson or Absorb MP. For such builds that ‘want’ to be hit and targeted, Guardian helps and a lot of classes have skills that either care about taking damage, being in Crisis, or only provide value if you’ve suffered damage. By a similar token, Shadow Strike while being a selfish skill does allow an outlet to go into Crisis without relying on being randomly hit, and as noted lots of Classes have skills that care about being in Crisis. Arcanist I feel should be in D tier because it’s like Sharpshooter in that every build that wants it already has it. Yes Arcanum are very versatile and there’s at least 1 to slot into whatever build you want. However, Bind and Summon only gives you an Arcanum at character creation, and given that 3 out of the other 4 skills care about Arcanum (which is tier just to this class), Arcanum has a lot more opportunity cost than any other class.

    • @FabulaPoints
      @FabulaPoints 14 дней назад

      Thanks for the comment ☺️ I do feel that you missed the main thing I was ranking the classes with, and that was how well their skills worked with other classes. Selfish classes ranked lower as they were harder to synergise with, while things like the Arcanist needs to be high as you can have so many applications of Bind and Summon ☺️

  • @Frank-Voight-Kampff
    @Frank-Voight-Kampff 17 дней назад

    You made a small mistake in that the Sharpshooter gives you +5 HP not MP. So it should be 40 HP and 45 MP. But the basic build is solid!

    • @FabulaPoints
      @FabulaPoints 14 дней назад

      I hate when I do that, but thank you for pointing it out!

    • @Frank-Voight-Kampff
      @Frank-Voight-Kampff 14 дней назад

      @@FabulaPoints Don’t worry, it happens. We are all humans here. 😊

  • @zwergenaustauschprogramm425
    @zwergenaustauschprogramm425 24 дня назад

    Please create a Sigmar Priest from Warhammer Fantasy with a two-handed hammer, that would be really nice...thanks a lot !

  • @klaudyd1552
    @klaudyd1552 25 дней назад

    Just used this to create a “Cid” npc in my world so thank you! (Just seen the errata where npc can’t get class skills but he’s cool and my player will love him so I’m keeping it.)

  • @JohnBLZ
    @JohnBLZ 25 дней назад

    I'm going to play Fabula Ultima for the first time soon, as a Fury/Rogue/Elementalist. My idea is to try a "Shotokan" character, AKA Ryu/Ken from Street Fighter. I'll let you know if it works well and if it's fun to play. Current lv5 plan is 10 dex 6 willpower, with Dodge x3 (Rogue), Frenzy (Fury) and Soaring Strike (Hadouken)

    • @FabulaPoints
      @FabulaPoints 14 дней назад

      Sounds fun, I hope you enjoy!

  • @IdiotinGlans
    @IdiotinGlans Месяц назад

    Thank you for these videos, I think I will be mixing up Dancer, Fury, Rogue, and Weapon Master in my first Fabula game

    • @FabulaPoints
      @FabulaPoints 14 дней назад

      Have fun with it! I love the Dancer so much

  • @Unbreakable87
    @Unbreakable87 Месяц назад

    Is there any class more martial arts feeling?

  • @Onyx3030
    @Onyx3030 Месяц назад

    Great build! So many good options for leveling up

  • @Onyx3030
    @Onyx3030 Месяц назад

    Nice idea but idk if it all comes together RAW. Definitely in two rounds you could set all this up. I would hit them with the symbol first then next turn use the commander / dancer combo But yeah I also don’t think you can use the commander ability and the dance at the same time so you could probably pick a different dance

  • @nananov
    @nananov Месяц назад

    I am slightly confused regarding unarmed strikes, the core rulebook says "They count as one-handed weapons" and Auto equiped whenever a hand slot is empty, and the rules for two weapon fighting says "if you have two weapons of the same category" you can perform two attacks but without the HR. Doesn't that basically mean the unarmed mutant with the "empty hand" perk basically hit for 18+18 = 36 flat damage per turn ??? and thats at the minimal investment of 3 skill points? It seems a bit unbalanced compared to other damage dealers who can at max do Buffed HR(12)+14(Waraxe) for 26??? and that is with a buffed max high roll and more realisticly is usually 22 damage per turn. Am i missing something here? or are they just a bit too OP ?

    • @FabulaPoints
      @FabulaPoints Месяц назад

      They certainly start off OP yeah 😅 But as you progress through the campaign your other players will get cool magic weapons, which if you look at the rules for custom weapons, none of them include unarmed as a weapon type. Others' damage will improve as the campaign goes on, where the damage here can flatline a bit. Also there are ways to combat this easily too, if it's too much. As a DM you can set multiple combat scenes in a day, as this will make your mutant sacrifice 1/3 of his health every time. I know healing is a thing, and you can extend the use of the transformation with MP, but you can plan for wearing a mutant out.

  • @keganokillion6852
    @keganokillion6852 Месяц назад

    The pilot is an easy integration. Make the Pilot a dragon rider, or a caviler. They may be limited in the frames or modules they can use but it is possible to include them in a fantasy setting.

    • @keybladebard4089
      @keybladebard4089 Месяц назад

      A Pegasus knight would also work really well for this

    • @vigilantgamesllc
      @vigilantgamesllc Месяц назад

      @@keganokillion6852 I don’t think you even need to limit them. You’ve already stated what Steed could be. Exoskeleton could be covering yourself in some sort of elemental or magical force, and Mecha could be a golem you control. Just as examples. Now, limiting the weapon modules I could see.

    • @conorb.1901
      @conorb.1901 Месяц назад

      One of my players is using pilot to play a manakete from Fire Emblem. Their vehicle is simply their dragon form

  • @Halosecretweapon
    @Halosecretweapon Месяц назад

    I think for use in fantasy you could maybe flavor it as a summon (one you ride or fuse with or something) or you can take a page out of escaflowne and you do have a mech but its made out of wood and iron and works cuz magic. Honestly "because magic" is a generally good excuse, but it helps to have a solid foundation for your magic shekanery sit atop.

  • @vigilantgamesllc
    @vigilantgamesllc Месяц назад

    Yeah, I remember reading this and thinking that I would 100% allow a Tinkerer at my table to create additional vehicles as Projects. Really, why not? They still have to invest all of the time and money into it, you can’t have more than 1 vehicle active per Pilot anyway, and a non-Pilot Hero can’t use a vehicle without the skills. There’s nothing game-breaking about it that I see.

  • @MrJTEND
    @MrJTEND Месяц назад

    event what exactly is it, in contact combat in turn, road or scene? Also what happened used Shadow stier(from dark Knight class) skill with psych gift one like Thermokinesis?

  • @vigilantgamesllc
    @vigilantgamesllc Месяц назад

    Mutant + Chimerist + Fury is probably one of my top go-to flavor builds

  • @keganokillion6852
    @keganokillion6852 Месяц назад

    If you really wanted to power game with the Mutant you can take the quirk empty hand. That will give you an increase to your unarmed damage from 6 to 10 at level 30. So you would be rolling for an unarmed attack (HR+22).

  • @skulltown3131
    @skulltown3131 Месяц назад

    Audio is perfect now !

  • @Valkarma7
    @Valkarma7 2 месяца назад

    Another great vid. Love how they did Psychic powers, makes it feel different and not just another form of spells. Gotta add this as well, Psychic Shield if AFTER the enemy rolls. So you know if performing the power will actually matter and thus don't waste the MP.

  • @F_N_Inquisitor
    @F_N_Inquisitor 2 месяца назад

    Fun fact with Counterattack, you are actually statistically more likely to trigger it than not. Lowest possible roll is always 2 rather than 1, so there's more even numbered options than odd.

    • @FabulaPoints
      @FabulaPoints 2 месяца назад

      I didn't think of that, thank you 😁

    • @BalooSJ
      @BalooSJ 23 часа назад

      Actually, no. The number of even rolls is equal to the number of odd rolls. That's because while there are more sums that create even numbers, the odd numbers are individually more likely. If you roll 2d6, there are a total of 36 combinations. 18 are even: 1 "2", 3 "4", 5 "6", 5 "8", 3 "10", and 1 "12". 18 are odd: 2 "3", 4 "5", 6 "7", 4 "9", and 2 "11". So while there are 6 even sums and 5 odd sums on 2d6, the probability of rolling an even sum is the same as rolling an odd sum. The same progression applies to other sums of two even-sided dice.

  • @klaudyd1552
    @klaudyd1552 2 месяца назад

    Thanks for this idea! I was looking into making a house or clan of poison users and this helps

  • @vigilantgamesllc
    @vigilantgamesllc 2 месяца назад

    It all seems very symbolic to me.

  • @joshuaturner8853
    @joshuaturner8853 2 месяца назад

    To help out on the “borne by themselves” thing, the book is using borne in the meaning of ‘carried’. ‘Applied to’ would probably be a better phrasing. Also, to make a case for the symbol of creation, it works best in a party that either relies on item healing (remedies and elixirs both cost 3 IP) or that has a Tinkerer. Several of the Tinkerer’s abilities cost more than 2 IP, so this symbol lets them use their abilities more. An alchemist would normally spend 4 IP on their 3d20 potions, so this makes those half price. Honestly I think alchemy Tinkerers should take a level in this class specifically for this symbol because I believe Deep Pockets would apply. Spend 1 IP out of combat to apply the symbol to themselves, then they use it to produce a 4d20 potion. A 5 IP item for 1 IP, once EVERY conflict? That’s crazy good.

  • @1000jjwalker
    @1000jjwalker 2 месяца назад

    Not the best starring class

  • @dranskysbattlemaps
    @dranskysbattlemaps 2 месяца назад

    I'm gonna play my first session today, with my Guardian/Darkblade char. I cannot wait! <3 Thanks for the guide!

    • @FabulaPoints
      @FabulaPoints 2 месяца назад

      It's my pleasure, happy to help!

  • @rollforthings6184
    @rollforthings6184 2 месяца назад

    I absolutely love my group's Guardian character, who synergizes Protect with Weaponmaster's Counterattack to intercept and punish enemies. She also sometimes stacks on Bonecrusher to pop Status on those enemies, which helps out our Rogue (via Cheap Shot).

  • @magicmaster9769
    @magicmaster9769 2 месяца назад

    Alternatively, instead of swapping to a pistol and a shield, you could eventually take rogue levels in dodge, never touch a shield, and be just fine

  • @moolowik
    @moolowik 2 месяца назад

    Thanks for the video! One of my players did a swashbuckler pirate with dancer, weaponmaster, and entropist - it was fun to see!

  • @scottsgameroom1
    @scottsgameroom1 2 месяца назад

    The Equipment action for Quick-Change is switching equipped items, not the Inventory action for elixirs, remedies, and such. It's to let the Dancer easily switch between weapon sets during a conflict.

    • @Valkarma7
      @Valkarma7 2 месяца назад

      Was going to point this out myself 👍 But to add to what you say, it is great for Transforming Weapons too, which was added in this Atlas 😊

  • @vigilantgamesllc
    @vigilantgamesllc 2 месяца назад

    This video makes me feel like dancin’! 🕺

  • @ratfckr
    @ratfckr 2 месяца назад

    Liking the videos a lot. But I kinda having a hard time hearing your voice LOL, would appreciate a lot if you could crank up the audio a bit. As I see that you have some experience in fabula building, can you make a video about villain building and if I would like to make a bit harder to the party how I could do it? Last time I was trying stuff the villain just turned out as damage sponge.

  • @Valkarma7
    @Valkarma7 2 месяца назад

    I do have a soft spot for support classes, double so for risk/reward stuff like this one. Shutting everyone down at just the right moment in a fight, where the group comes out ahead, is an epic feeling.🎉

  • @kyleranderson57
    @kyleranderson57 2 месяца назад

    Please don't get me wrong, I enjoy your content and look forward to new videos. Have you played the game much yet? My impression of reading it for the past several months and being the GM for a few sessions is that it very strongly emulates JRPGs, by design. That includes the idea that heroes do not stand alone, and the great things they accomplish are only done with others. Party synergy of abilities is where it's at, unlike other tabletop games where the puzzle to figure out is how to assemble optimal pieces to be individually powerful. That reality greatly affects whether a class is seen as "good" or "bad" when character concepting.

    • @FabulaPoints
      @FabulaPoints 2 месяца назад

      Yeah I play it regularly 👍 Maybe it's just the people I'm with, but most people I've played with or talked to like to be able to do cool stuff more than enabling others to do cool stuff. In JRPG games you control everyone, so you can use the support to let you do awesome things. Here, if you're the support then another person at the table gets to do those cool things. If that's your vibe then go for it, I just find most people play RPGs to do cool things 👍

    • @kyleranderson57
      @kyleranderson57 2 месяца назад

      ​@@FabulaPointsthat is fair! If a character is in more of a support role for Conflicts, they probably need chances to shine outside of those situations, too, in order for the player to feel fulfilled.

  • @Valkarma7
    @Valkarma7 3 месяца назад

    Another good video. The chanter does feel like some of its abilities needed a bit more playtesting