None of this class' features are working as intended for me, my main hand weapon attacks aren't dealing acid damage, my offhand weapon attacks are also not dealing poison damage, my main weapon attacks are not inflicting a saving throw to my enemies to cause Numbing Poison, the Chloroform action is dealing only the acid and poison damage, not the weapon damage + acid and poison as the tooltip says... Class is basically useless as it is right now.
Edit: It works only for MELEE weapons, and it's not stated anywhere in the class or features descriptions. So if your rogue is mainly ranged, this class won't work for you.
The concept is very cool and I was excited to play it, but it seems the author just posted and abandoned it instantly since no comments were answered, so I guess it's just another half made abandoned mod for now :/
None of this author's mods work as intended for anybody judging from the comments on their mods. I've made it my business to remove and avoid any mod made by them.
Rogue playing with poisons is my dream. But this implementation does not fit well with the game.
Ignoring immunity in itself is incredibly strong, and caustic gets it already from level 3. Ignoring stability for me personally, on the contrary, is pointless, since with the mods I play with, the elemental adept feat just gives 2 elements to choose from, including poison. Ignoring immunity is cool, but you can’t just give such power to a player. How about making a bottle of toxin that will turn off an enemy's poison/acid immunity for a few turns if saving throw fails? It would be nice to introduce a resource (like a maneuver die) for this bottle, but once per short rest would be not bad.
I also don't like the need for dualwilding. Poison blades make me want more poison than blades
So, I am noticing that the passive, Lethal Mixture, is applying well before it is unlocked. I am Lv3 on my Astarion and he used Chloroform. The Harpy failed the Con DC for both Atrophic Poison and Numbing Poison then took the 4d4 of Poison & Acid damage.
cool concept. only thing i dont like is the immunity removal, which makes no sense for undead enemies. A cool idea would be to make it so that acid dmg is dealt instead of poison to undead.
This looks cool. Quick Question: Does this work with Compatibility Framework so that other classes can work as well (for other characters).
Second Question that I just thought of: Have you thought of increasing the max level to 20 and adding other abilities to the class as they level up? This class looks like it has a lot of potential.
11 comments
Edit: It works only for MELEE weapons, and it's not stated anywhere in the class or features descriptions. So if your rogue is mainly ranged, this class won't work for you.
The concept is very cool and I was excited to play it, but it seems the author just posted and abandoned it instantly since no comments were answered, so I guess it's just another half made abandoned mod for now :/
Ignoring immunity in itself is incredibly strong, and caustic gets it already from level 3. Ignoring stability for me personally, on the contrary, is pointless, since with the mods I play with, the elemental adept feat just gives 2 elements to choose from, including poison. Ignoring immunity is cool, but you can’t just give such power to a player. How about making a bottle of toxin that will turn off an enemy's poison/acid immunity for a few turns if saving throw fails? It would be nice to introduce a resource (like a maneuver die) for this bottle, but once per short rest would be not bad.
I also don't like the need for dualwilding. Poison blades make me want more poison than blades
Anyway, thanks for the mod)
Second Question that I just thought of: Have you thought of increasing the max level to 20 and adding other abilities to the class as they level up? This class looks like it has a lot of potential.
Thanks for your work