

This means that when entering an area you can apply fortune and protective luck to the entire party and then start cackling where the amount of time you spend cackling will be how long the buffs last. Cackle extends both of these hexes by a round and can be used twice a round. These buffs are offset by the fact they only last for one round and that fortune only works once a day but this is offset by cackle. This raises the mean dice roll from 10.5 to around 15 and furthermore doubles the amount of nat 20s you will score and is one of the strongest offensive and defensive buffs in the game. On it’s own this is enough to turn your tank from formidable to invincible.įortune is equally powerful with two rolls for every saving throw two rolls for every attack two rolls for every skill check two rolls for every combat manoeuvre. If your main is tanking such that the enemy must roll a 20 to get in a hit then with protective luck the enemy must now roll two 20’s in a row which means that they now get hit 20 times less often and will on average tank 400 attacks until a hit gets through. The power of these hexes cannot be understated. Fortune is the opposite and allows an ally to roll twice and take the better result on all d20 dice rolls. Protective luck makes it so that whenever an ally is attacked the enemy must roll twice and take the worse result. The holy trinity of hexes that we use are “protective luck”, “fortune” and “cackle”. A table of exactly what to pick will be provided if you’d rather just copy it but this is by no means necessary. This is not a strict rigid build guide, it sticks only to what is needed to bring the goal of being your parties one size fits all buff-bot while leaving feat and mythic choices to personal taste. Witch will provide the holy trinity of hexes while brown fur arcanist will enable some truly broken buffing.įirst we will discuss what this holy trinity of hexes is and why it is so important for someone in the party to have them and then we will move on to the brown fur arcanist. We do this by combining witch with brown fur transmuter. It enables a more diverse party by condensing the best pre-buffing power available into one character. This build revolves around investing enough into witch to unlock what I term “The holy trinity” of hexes along side the ability to share powerful transmutation spells with allies that no other build could. The Stacking Bonuses Of The Brown Fur Arcanist.All in all buff pathfinder to have a 30 second cooldown and stack to 2 grapples or something similar at least. And for the people who say wraiths is 35, I agree she could use a buff but her tactical completely protects you from damage unlike paths grapple and it’s just different because path is supposed to be a high mobility character. It’s just unnecessary to give Pathfinder such a massive nerf to take away his ability to quickly reposition in a fight when that’s the point of his tactical. Pathfinders quick repositioning is always been one of the unique things that spice up the game and add a diversity and force people to play differently to overcome him, which is a challenge with numerous other characters in different ways, for example Gibbys gun shield forces you to play differently to overcome him, and again with all of the other legends I’ve mentioned. It’s less threatening knowing a pathfinder grappled up on you and is stuck there for over half a minute. He’s always meant to be a character that can uniquely reposition in fights and force players to play more passive as other characters abilities do in a different sense, for example bloodhounds scan will force players to play more passive as will caustic/Watson’s traps, bangs smoke, revenants tac, Gibbys gunshield, etc. If his grapples stacked to 2 but still had a somewhat high cooldown pathfinders couldn’t just grapple anywhere all the time they would have to strategically choose when to grapple and couldn’t grapple more then twice in a fight which is a lot more reasonable than one per fight.

Pathfinder takes skill to grapple far distance so it’s especially unfair for people that aren’t good with him. It’s just bs loba has a 28 second cool down and they made paths 35 and again when loba takes no skill to teleport far distance.

Especially when loba takes no skill to teleport as far as path can grapple, not saying you can’t go further than loba given the right circumstances and especially skill level. Petition to give Pathfinder a 50 second cool down time for 2 grapples so a grapple every 25 seconds? I’d even be down for a 60 second cool down for 2 grapples, so 30 seconds every grapple.
