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<blockquote data-quote="transcendantviewer" data-source="post: 7010944" data-attributes="member: 6762655"><p>Thanks for the feedback, Blue, but a few things to address: First and foremost, thanks for the opinions on the Scout. I've always had the feeling that they were weaker than the other subraces. The Natural Slam was made to use Strength as a nod back to the 3.5 version, but that should probably be addressed. I'll let the Scouts use their slam as a finesse weapon. </p><p>Onto the feats: Augmented Slam doesn't need to scale, since it scales with how many attacks you have. The purpose of the feat is to offer versatility, not amazing amounts of power. Overload Metabolism is worded the same way as the Healer Feat in the PHB. Jaws of Death is meant to offer damage versatility, letting you choose to deal piercing damage over Bludgeoning, as well as get a bonus action grapple if you get lucky. Spiked Body's first ability does scale, albeit poorly. This is because it's automatic damage, taking away the risk of failure. The second ability doesn't need to scale either, since it's free damage that happens any time hostile creatures grapple you too long. Aspect of Autonomy is meant to make the character feel closer to actual golems - granting them energy absorption, an iron golem's poison breath, a flesh golem's berserk, or a clay golem's slow. </p><p>I do agree that Archetype of the Juggernaut does need some love for the Scout. The damage potential is outweighed by the lack of scaling compared to critical hits. With a d4+6, you've got the same average damage as a d12. Adding in ability score modifiers does bump it up a bit, but doesn't increase the maximum beyond that of a d12. This archetype is just for dealing consistent damage, not huge amounts of it.</p><p>Heavy Buttressing is really just a mechanical reinforcement to a house rule that my DM and I agreed on: It doesn't matter how strong you are, you can't drag a grappled troll if it weighs 1600 pounds. You can't even drag that much weight.</p><p>Absolute Resilience: As it turns out, reduction always applies before resistances. This is in the book. </p><p>Path of the Vengeful Steel has always been one of the odd ones out. I do need to adjust the con save effect. I've played a 20th level Barbarian and a +13 to Con Saves is more than enough. As for the Dispel, yes, it does only work on you. I'll need to fidget with the language of these abilities to make them clearer. Thanks for all the suggestions!</p></blockquote><p></p>
[QUOTE="transcendantviewer, post: 7010944, member: 6762655"] Thanks for the feedback, Blue, but a few things to address: First and foremost, thanks for the opinions on the Scout. I've always had the feeling that they were weaker than the other subraces. The Natural Slam was made to use Strength as a nod back to the 3.5 version, but that should probably be addressed. I'll let the Scouts use their slam as a finesse weapon. Onto the feats: Augmented Slam doesn't need to scale, since it scales with how many attacks you have. The purpose of the feat is to offer versatility, not amazing amounts of power. Overload Metabolism is worded the same way as the Healer Feat in the PHB. Jaws of Death is meant to offer damage versatility, letting you choose to deal piercing damage over Bludgeoning, as well as get a bonus action grapple if you get lucky. Spiked Body's first ability does scale, albeit poorly. This is because it's automatic damage, taking away the risk of failure. The second ability doesn't need to scale either, since it's free damage that happens any time hostile creatures grapple you too long. Aspect of Autonomy is meant to make the character feel closer to actual golems - granting them energy absorption, an iron golem's poison breath, a flesh golem's berserk, or a clay golem's slow. I do agree that Archetype of the Juggernaut does need some love for the Scout. The damage potential is outweighed by the lack of scaling compared to critical hits. With a d4+6, you've got the same average damage as a d12. Adding in ability score modifiers does bump it up a bit, but doesn't increase the maximum beyond that of a d12. This archetype is just for dealing consistent damage, not huge amounts of it. Heavy Buttressing is really just a mechanical reinforcement to a house rule that my DM and I agreed on: It doesn't matter how strong you are, you can't drag a grappled troll if it weighs 1600 pounds. You can't even drag that much weight. Absolute Resilience: As it turns out, reduction always applies before resistances. This is in the book. Path of the Vengeful Steel has always been one of the odd ones out. I do need to adjust the con save effect. I've played a 20th level Barbarian and a +13 to Con Saves is more than enough. As for the Dispel, yes, it does only work on you. I'll need to fidget with the language of these abilities to make them clearer. Thanks for all the suggestions! [/QUOTE]
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