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Hunter kits empty levels
Posted: Wed Aug 18, 2021 3:56 am
by Theodore01
As the PRC has basically 3 empty levels at 6,7,8 - shouldn't it get something on at least one of these levels?
And no, swift tracking a ranger gets anyways, so that's not a Kit feature.
Re: Hunter kits empty levels
Posted: Wed Aug 18, 2021 10:38 am
by YYA
It gets Trap DC progression.
But if you want to beef up the hunter Kit, you could put Improved Rapid Shot at level 7.
Re: Hunter kits empty levels
Posted: Wed Aug 18, 2021 11:42 am
by YYA
And if I am a little bit more serious about it...
How about "Extra Skill: Disable Device" -- and "Trapfinding" so that you can actually find traps, and disarm them. After all, the Hunter kit is about setting traps, so disarming them as well kind of makes sense, which would not give any direct mechanical advantage beyond a roguish role in a party.
Re: Hunter kits empty levels
Posted: Wed Aug 18, 2021 1:48 pm
by Kitunenotsume
YYA wrote: ↑Wed Aug 18, 2021 11:42 am
How about "
Extra Skill: Disable Device" -- and "
Trapfinding" so that you can actually find traps, and disarm them. After all, the Hunter kit is about setting traps, so disarming them as well kind of makes sense, which would not give any direct mechanical advantage beyond a roguish role in a party.
This would be appreciated. It gets kinda annoying some times when I'm trying to remove traps after I've been using them. Because the traps are dropped via script you can't autosucceed like you can with your own normally placed traps, and you can fail repeatedly to pick up your own Hunter-trap.
Re: Hunter kits empty levels
Posted: Wed Aug 18, 2021 3:57 pm
by YYA
Kitunenotsume wrote: ↑Wed Aug 18, 2021 1:48 pm
YYA wrote: ↑Wed Aug 18, 2021 11:42 am
How about "
Extra Skill: Disable Device" -- and "
Trapfinding" so that you can actually find traps, and disarm them. After all, the Hunter kit is about setting traps, so disarming them as well kind of makes sense, which would not give any direct mechanical advantage beyond a roguish role in a party.
This would be appreciated. It gets kinda annoying some times when I'm trying to remove traps after I've been using them. Because the traps are dropped via script you can't autosucceed like you can with your own normally placed traps, and you can fail repeatedly to pick up your own Hunter-trap.
It would sound like a decent bug fix to me.