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General Tabletop Discussion
*Pathfinder & Starfinder
Primal Power: How to hit enemies with a natural one, etc.
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<blockquote data-quote="Jhaelen" data-source="post: 4979771" data-attributes="member: 46713"><p>I haven't read the whole book yet, but two things caught my eye:</p><p></p><p>- p.44: Animal Clan: a utility power that allows you to expend a minor action to have your summoned creatures do what they'd do anyway if you didn't spend any action. Yay, definitely a must-have power!</p><p></p><p>- p.53: Constricting Coils: a paragon path attack power that let's you grab a foe and any attack targeting you <strong>that misses</strong> (you also get a +5 bonus to all defenses) will hit the foe.</p><p>If only there were more powers like this! (well, maybe there are?) Now, if there's a foe that's difficult to hit, everyone can just gang up on the druid and hope they'll miss. To improve their chances, they could close their eyes and only use improvised weapons, I guess.</p><p></p><p></p><p>My overall impressions so far:</p><p></p><p>- Barbarians who were already one of the coolest classes just got better: More healing, more condition removal, more damage (Whirlwind ftw!). The new builds are definitely inspired by the Diablo2 video game (note: I consider that a good thing - Diablo2 is fun!).</p><p></p><p>- Druids who were already one of the lamest classes just got worse: Now you can summon sucky critters and turn into icky vermin. At least it's now also officially the favorite choice for all hippie players: turn yourself into a swarm of butterflies or flower petals! And as the fluff reminds us: Even the most evil druid is just a treehugger at his heart: Ask him about his magical garden and he will forget about all of his wicked intentions.</p><p></p><p>- Shamans who were one of the most challenging classes finally make sense (to me): Is it just the two new builds or have they always been able to (de)buff that effectively? The new fluff also gave me some nice (and nasty!) ideas for npc shamans.</p><p></p><p>- Wardens - I haven't read that part yet...</p></blockquote><p></p>
[QUOTE="Jhaelen, post: 4979771, member: 46713"] I haven't read the whole book yet, but two things caught my eye: - p.44: Animal Clan: a utility power that allows you to expend a minor action to have your summoned creatures do what they'd do anyway if you didn't spend any action. Yay, definitely a must-have power! - p.53: Constricting Coils: a paragon path attack power that let's you grab a foe and any attack targeting you [b]that misses[/b] (you also get a +5 bonus to all defenses) will hit the foe. If only there were more powers like this! (well, maybe there are?) Now, if there's a foe that's difficult to hit, everyone can just gang up on the druid and hope they'll miss. To improve their chances, they could close their eyes and only use improvised weapons, I guess. My overall impressions so far: - Barbarians who were already one of the coolest classes just got better: More healing, more condition removal, more damage (Whirlwind ftw!). The new builds are definitely inspired by the Diablo2 video game (note: I consider that a good thing - Diablo2 is fun!). - Druids who were already one of the lamest classes just got worse: Now you can summon sucky critters and turn into icky vermin. At least it's now also officially the favorite choice for all hippie players: turn yourself into a swarm of butterflies or flower petals! And as the fluff reminds us: Even the most evil druid is just a treehugger at his heart: Ask him about his magical garden and he will forget about all of his wicked intentions. - Shamans who were one of the most challenging classes finally make sense (to me): Is it just the two new builds or have they always been able to (de)buff that effectively? The new fluff also gave me some nice (and nasty!) ideas for npc shamans. - Wardens - I haven't read that part yet... [/QUOTE]
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