I've been so good at avoiding buying the Lost Omens line and sticking to the Rulebook line. But the archetypes in this are just so cool, damnit. And the Rivethun stuff adds really cool lore to dwarves. It kinda reminds me of the shamanistic links that Warcraft's dwarves have.
Fear trait implies emotion and mental traits by default. There might be some exceptions. But I imagine they mention the fear trait separately as part of their de-nesting of traits in the remaster. The same way they removed somatic and verbal and replaced them with manipulate and concentrate. Just for ease of learning.
Healing, resistance, 1D8 finesse/agile unarmed strike, versatile movement speeds.... sounds like this would patch all the 'holes' on the thief rogue. Leshy seedpod/caustic pod (forget the real name) for a dex based switch hitter.
Rivethun Emissary is way more my vibe, but I have to say I am super glad to see them breaking up the self-buff/setup into two single actions into a two-action activity, I bet it'll make it flow so much nicer! Will make it a lot easier for gishy spellcasters too. Personally I kind of hate having to spend the bulk of a whole turn just powering up so I can actually get to doing cool stuff.
11:10 I see a problem here - Invoke Offense adds the Striking runes... but not the boosts. So you get an increased damage but NOT an increased bonus. Basically, you'd need Handwraps of Mighty Blows with ONLY the bonus runes to get the full effect. Mind you, that'd be less costly than the full set, but still...
As of remaster Ancestries have been getting fly at 9th (Strix, Dragonblood, Tengu) Magic at 7th (limited), Ancestries at 9th (unlimited), Archetype at 12th (basically every combat) seems like a fine and balanced progression to me 👍
Don't forget some classes such as Psychic (levitation), Air Kineticist (just plain flight), Witch (magic broom) and Summoner (huge freakin' winged eidolon)... and I'm pretty sure I'm forgetting some.
My biggest gripe against most melee characters is that they just don't feel very tough... This archetype would go a long ways towards improving a character's ability to stay up and in a fight!
Not the most amazing combo but if you have a psychic on your team (psychics tend to hit allies like a mindshifted violent unleash) you get reaction triggers more consistently. You're still trading a reaction for a step/stride and some negative effect.
leverage anguish is cool but I strongly dislike 1/day abilities that have no business being this restricted. We are talking about already situational healing here which out of combat is readiliy available in 2e, so this should be a once per hour or encounter type power imo. Still a cool skillset in this archetype overall
I dont think so... its ok but not that great, all that for half level resistance which 2 at 4 and 3 at 6, helps but its crazy... the unarmed attack is ok but also not crazy
I've been so good at avoiding buying the Lost Omens line and sticking to the Rulebook line. But the archetypes in this are just so cool, damnit. And the Rivethun stuff adds really cool lore to dwarves. It kinda reminds me of the shamanistic links that Warcraft's dwarves have.
How to make a Shifter without making a Shifter.
I see you Paizo!!!
Fear trait implies emotion and mental traits by default. There might be some exceptions.
But I imagine they mention the fear trait separately as part of their de-nesting of traits in the remaster. The same way they removed somatic and verbal and replaced them with manipulate and concentrate. Just for ease of learning.
The high level versatility this gives a martial is fantastic! Love your content and early spotlights.Keep up the great work.
Healing, resistance, 1D8 finesse/agile unarmed strike, versatile movement speeds.... sounds like this would patch all the 'holes' on the thief rogue. Leshy seedpod/caustic pod (forget the real name) for a dex based switch hitter.
Invoke Offense sounds so cool if you're like a Monk who focuses on Monk Weapons. You have a side attack that keeps up with no cost!
Rivethun Emissary is way more my vibe, but I have to say I am super glad to see them breaking up the self-buff/setup into two single actions into a two-action activity, I bet it'll make it flow so much nicer! Will make it a lot easier for gishy spellcasters too. Personally I kind of hate having to spend the bulk of a whole turn just powering up so I can actually get to doing cool stuff.
4:54 you forgot to put the little thing up there
Ah thank you, I will get right to it
"Increasing your dying value without getting unconciouss"
Orc Ferocity
I will agree, thses powers aren't what i expect when i hear "invoker", but they're still cool
This is an alternative way to be a nature warrior but I think you could most of these feats while in one of the druids animal form.
11:10 I see a problem here - Invoke Offense adds the Striking runes... but not the boosts. So you get an increased damage but NOT an increased bonus. Basically, you'd need Handwraps of Mighty Blows with ONLY the bonus runes to get the full effect. Mind you, that'd be less costly than the full set, but still...
As of remaster Ancestries have been getting fly at 9th (Strix, Dragonblood, Tengu)
Magic at 7th (limited), Ancestries at 9th (unlimited), Archetype at 12th (basically every combat) seems like a fine and balanced progression to me 👍
Don't forget some classes such as Psychic (levitation), Air Kineticist (just plain flight), Witch (magic broom) and Summoner (huge freakin' winged eidolon)... and I'm pretty sure I'm forgetting some.
@@alarkhar Yeah, those are cool. Wish the Pychic one came online sooner, even a limited version that upgrades at 16th or smth.
Rivethun Invoker on a Dragon Stance monk is on my list.
21:05 xD
My biggest gripe against most melee characters is that they just don't feel very tough... This archetype would go a long ways towards improving a character's ability to stay up and in a fight!
Hydration check!
I'm already getting inspired, so now I have ti find another game for this one.
And I just got 4 cool shirts for $61 bucks.
Not the most amazing combo but if you have a psychic on your team (psychics tend to hit allies like a mindshifted violent unleash) you get reaction triggers more consistently. You're still trading a reaction for a step/stride and some negative effect.
leverage anguish is cool but I strongly dislike 1/day abilities that have no business being this restricted. We are talking about already situational healing here which out of combat is readiliy available in 2e, so this should be a once per hour or encounter type power imo. Still a cool skillset in this archetype overall
There really are too many 1/day abilities. Paizo is weirdly stingy about reliable abilities.
Doesn't invoke offense literally give you like... the best agile weapon in the game? I don't really see how that is only "situational."
I dont think so... its ok but not that great, all that for half level resistance which 2 at 4 and 3 at 6, helps but its crazy... the unarmed attack is ok but also not crazy
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