Combat Sickness - Reeling - REMOVED -- Radiating Orb & Reeling basically did the exact same thing, so I'm replacing Reeling since it's not as interesting.
- Distracted - ADDED -- Entity cannot concentrate on spells. Any existing concentration effects end immediately, and the entity has Disadvantage on Intelligence-based Saving Throws.
Deity - Ilmater - BUFF - Lose 2 AC, grant nearby allies 1 AC -> Grant nearby allies 1 AC - Myrkul - BUFF - Gets an extra 5% proc chance when recieving Divine Blessing.
If you want to support me directly you can do so here Ko-fi Flemsus
Bug reports/feedback/suggestions/endorsments and all other types of comments and posts are much appreciated!
Sorry but I will not change this, thematically it is meant to be like you start with nothing and have to work for everything 😯 There's most likely clothes to get at the grove, but if you want to not be in underwear as fast as possible you can take Lae'zels casual clothes when she joins the party, she still has her armor so I doubt she'll mind 🤷
Wait but this actually looks so fun!! Finally something that adds negative effects I can use for rp purposes. A fun way to create more of a challenge for my characters especially combined with other op mods hopefully this will balance it out :D
the adventurer class is like the opposite of this , the feats it provides actually pair quite well, at least the ones ive tried, though many aren't balanced at all
This maybe my favorite mod, I've been playing the hell out of it recently, would totally recommend it to anyone who's really it making 'builds'. if i had any complaint it would be that there aren't enough options for personality traits. I like how effects out of combat scenarios. I like how it dictates that character's role, (especially with a wasted party) just wish it was a bit more flavorful like the rest of the features. I also think it makes doomed kind of the least bang for your buck.
Anyways two of my favorite builds so far is:
#1 A zombie using (status master/life drain/comeback kid) + the acid splash cantrip. bubonic artillery(muddy condition is great for this as the animation is twitchy and jerky like modern zombies) #2 A battlefield surgeon using (accidental restoration/healthy bash) and an absolutely tanked to hit chance.
The Personality Traits is one of the few things I have not touched since my initial release of this mod and at that point picking Doomed basically made sure you got every single ability and passive in this mod (hence why they're all mushed into three choices). That "philosophy" has since then changed and not even the Forsaken subclass forces you into picking everything, so I do agree that I should probably change from 3 -> 6 choices instead so that the Forsaken subclass at the very least can decide one to not take and Doomed gets some air to breathe.
Using Healthy Bash to make sure your allies do not take as much damage in the off-chance that you hit them is actually not a combo I ever thought of myself, I like it! :D
Not sure if anyone has mentioned this yet, but Im not able to select a Combat Sickness at level 2 like the break down says. I'am NOT using the July 14th upload, but the version before that one. So if this has already been fixed, then please let me know.
*EDIT* I just saw I'm using 1.3 and this change wasnt made til 1.4.... Im not that smart... You will be keeping this updated for Patch#7 right? Man I sure hope so.
I got to level 5, and im having issues with some of the Potentials. I'm playing Doomed subclass and it appears the Barbarian and Monk Potentials don't work. Barbarian doesn't give me an ability to use it, and Monks not giving me the +3 AC.
Whenever i use any action that applies status to my character (like dash or hide), while having Personal Cost cursed blessing, they receive 1d6 damage even though no damage was dealt by them (describition of Personal Cost states that you should receive damage only when you also deal damage to something). Is it intended or is describtion wrong? Thank you kindly for your answer.
33 comments
Combat Sickness
- Reeling - REMOVED
-- Radiating Orb & Reeling basically did the exact same thing, so I'm replacing Reeling since it's not as interesting.
- Distracted - ADDED
-- Entity cannot concentrate on spells. Any existing concentration effects end immediately, and the entity has Disadvantage on Intelligence-based Saving Throws.
Deity
- Ilmater - BUFF - Lose 2 AC, grant nearby allies 1 AC -> Grant nearby allies 1 AC
- Myrkul - BUFF - Gets an extra 5% proc chance when recieving Divine Blessing.
If you want to support me directly you can do so here Ko-fi Flemsus
Bug reports/feedback/suggestions/endorsments and all other types of comments and posts are much appreciated!
(Basically a lot of random effects could happen so it's not that easy to explain)
if i had any complaint it would be that there aren't enough options for personality traits.
I like how effects out of combat scenarios.
I like how it dictates that character's role, (especially with a wasted party)
just wish it was a bit more flavorful like the rest of the features.
I also think it makes doomed kind of the least bang for your buck.
Anyways two of my favorite builds so far is:
#1 A zombie using (status master/life drain/comeback kid) + the acid splash cantrip.
bubonic artillery(muddy condition is great for this as the animation is twitchy and jerky like modern zombies)
#2 A battlefield surgeon using (accidental restoration/healthy bash) and an absolutely tanked to hit chance.
thanks for the great mod.
The Personality Traits is one of the few things I have not touched since my initial release of this mod and at that point picking Doomed basically made sure you got every single ability and passive in this mod (hence why they're all mushed into three choices).
That "philosophy" has since then changed and not even the Forsaken subclass forces you into picking everything, so I do agree that I should probably change from 3 -> 6 choices instead so that the Forsaken subclass at the very least can decide one to not take and Doomed gets some air to breathe.
Using Healthy Bash to make sure your allies do not take as much damage in the off-chance that you hit them is actually not a combo I ever thought of myself, I like it! :D
*EDIT* I just saw I'm using 1.3 and this change wasnt made til 1.4.... Im not that smart... You will be keeping this updated for Patch#7 right? Man I sure hope so.
LOL, great!