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Messages - Sirus

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3886
Also Core
I recognize one of those! The lizard dude with the club and turtle shell shield. It's one of the ones I bought last week!

Man those are some good models. I'll have to keep a watchful eye on Kickstarter for more of these.

3887
Well first off, these potions are infused with actual, workable magic and spells. No downsides or side effects. It would be the equivalent of chewing a particular root and being instantly cured of cancer or blindness.

Secondly, herb witches do get some pretty nice bonuses to Profession (Herbalist), which would almost certainly give them bonuses on knowing the properties of various plants and fungi. It's just that magic is typically more effective.

3888
If you're talking about the free cure-alls, they're purely restorative. They can (attempt to) treat a single disease, poison, or status effect per use.

The Cauldron Hex does give a Witch the Brew Potion feat for free though, and those potions can be infused with plenty of different spells. So buff potions are available, though they cost a not-insubstantial sum each time.

3889
They can learn how to fly...plus I'm sure there's something in their spell list.

3890
Aight, I'd like some build advice.

I want to make a Pathfinder Witch, focused on healing. There are two archetypes that lend themselves to being a healer, and I cannot decide between the two.

The first one, Hedge Witch, possesses a cleric-like ability to convert their prepared spells into healing spells, starting at level 4. At level 8 they gain "emphatic healing", which means that if an ally fails their poison or disease saves the witch can choose to be affected by said poison/disease rather than their ally. Probably comes in handy if your tank or DPS gets hit with some debilitating disease.
Hedge Witch loses two Hex slots for these abilities, the ones normally gained at levels 4 and 8.

The second option is Herb Witch. This archetype can craft what are essentially cure-alls from level 1; free potions that can heal any disease or poison (at least those that allow saving throws), and treat a small number of status effects. Their downsides are that the witch can only have so many (so they can't just spend a week crafting a huge stockpile of them), and they only take effect if applied by the witch that crafted them (so no sharing them out). They can also substitute Profession rolls for Craft rolls.
To gain these abilities, the Herb Witch loses her first Hex choice and also must take the Cauldron Hex at level 2. This means that the Witch loses access to the extremely useful Healing Hex (and any number of other hexes) until level 4 at the earliest.

Of course, I could just run a standard witch. Thoughts.

3891
I think there's a tabletop games thread (more than one, probably) but I don't think they talk about minis all that much.

3892
Have him suicide charge the boss and then plotdie?

3893
Reaper, huh? That's the same company that made the minis I bought last weekend!
Didn't realize they were a Kickstarter company though.

3895
New minis! Ordered them damn near two years ago, but holy shit there's a lot.
Oooo, what kind are they? Are they any good (they better be for a two year wait)? Can we get pics? :D

3896
Other Games / Re: How did you last die?
« on: May 26, 2017, 09:15:17 am »
The new dungeon system is certainly interesting, but I feel it needs some work.

On the one hand, you get to grind your units a little while hunting for silver coins. That's what I was doing, trying to get my villager units up to level 10 before promoting them for as many extra stats as possible.

On the other hand, the fact that dungeon encounters are random and take place in rather small tactical maps means that an unlucky player can wind up in a no-win situation.

That's what happened to me. While exploring the Deliverance's hideout, I ran into what could only be described as a tier 3 Terror. It had absolutely insane stats, powerful enough that only one or two of my dudes could deal more than scratch damage, and was strong enough to one-round many of my more fragile units. I tried to keep my distance long enough to retreat, but it moved faster than anyone not mounted could manage.

If it was all alone I might have been able to deal with it, but accompanied by four tier 2 Terrors I had no chance at all.

Fire Emblem Echoes: Shadows of Valentia.

3897
You wouldn't be getting the effective CON boosts given by proficiency ranks either. For the heavier weapons/tomes, that could drop your AS even more than what the penalty you mentioned indicates.

Considering that Kat is somewhat squishy, dropping AS (and by extension Evade) is something to be avoided whenever possible.

3898
Well, we're suffering from a pretty harsh lack of offensive magic users at the moment. We have Aura...and that's it other than Kat herself. The situation won't improve upon promotion either. Since we have the physical weapons pretty well covered, I'd suggest Wanderer. I know that BHs can use any school of magic, but not at the same level of proficiency as the Wanderer can.

3899
General Discussion / Re: I like anime, do you like anime?
« on: May 25, 2017, 06:38:14 pm »
Oh, agreed. Sahaquiel might be my favorite, but Ramiel is right up there on the charts. Zeruel was just plain terrifying for its inability to give any fucks about what was thrown at it.

3900
General Discussion / Re: I like anime, do you like anime?
« on: May 25, 2017, 05:29:21 pm »
I would argue that most of the Rebuild Angels outperform their original counterparts by a considerable margin. Sahaquiel (the one that falls from space) in particular is one of my favorite battles, due to both the visuals and the music that plays during its scenes.

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