Re: Rogue familiars
Posted: Fri Apr 05, 2019 7:02 am
Well quite honestly l loathe the whole UMD-meta and every build having 3 levels of bard for it but I'm not likely to be able to affect a 10+ years old build optimization tradition as much as I might be able to affect -this-, so that other thing is really a topic for itself I thinkCptJonas wrote: Fri Apr 05, 2019 4:26 amSartain wrote: Thu Apr 04, 2019 3:08 pmNow that you mention it, I would probably just prefer to remove the lockpicking familiar. Arcane spellcasters already have access to Knock and Find Trap anyway, at least they'd have to invest a bit of resources to be opening chests and disabling traps.TroubledWaters wrote: Thu Apr 04, 2019 2:45 pm Yeah, exactly. There's a reason it's so popular, and I think that's because it's so useful that it makes all of the other options look useless.
It also decreases the value of other PCs with open lock/disable trap as one of their primary functions in group play is replaced by someone else's summon.
The rogue familiar was only meant for the single player campaign anywayTo this I will say only one thing...do you think its not ok for mages to have pixie who steals role of rogue....But its totaly ok, and fine, to have nearly every non caster build diped with UMD class to steal party role from mages?Volograd wrote: Thu Apr 04, 2019 10:48 pm One option is to dial back the trapfinding and lockpicking capabilities of the pixie.
They’ll have some utility, but not enough to crack open every chest or locker they come across.
This, in conjunction with tweaking the other existing familiars to be on par with the supreme utility of the pixie would open things up to a bit of variety.
If you want to nerf pixie....you should in same time nerf UMD...to point where you need to invest atleast 10 class levels or so to use basicly every wand and scroll....