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v1.4.1

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@queryluke queryluke released this 08 Aug 11:03
· 49 commits to master since this release

Highlights

  • Numerous character sheet improvements, including class feature integrations and power damage
  • Adepts significantly buffed

Rules

  • Multiclassing can no longer reduce your maximum number of barrier ticks.

Classes

Adept

One of the most consistent pieces of feedback we have received over the past year (or more) is that adepts are the most
underpowered class in this homebrew. The changes below represent a significant buff to the class; and, therefore, the
dev team felt that it wasn't necessary to keep the v1.4.0 version.

In summary, the commando subclass was incorporated into the base subclass. The commando's features felt the most "adept-y"
and brought the boost in power that the devs were looking for. The commando subclass was conceptually rewritten
to reflect the games' commandos, bringing both biotics and weaponry into combat.

While there were discussions about reviewing the other 2 subclasses, the dev team decided we would rather get this update
out and work on subclasses (as a whole) at a later date.

Base Class

  • 3rd level, Biotic Aptitude lets adepts add their powercasting mod to all biotic damage. This effectively replaces Dark and
    Pure biotics from the Disruptor and Commando subclasses, respectively.
  • 7th level, Expert Biotics (gain power slots of lower level when you cast a power) was moved from commando subclass to the base class.
  • 11th level, Biotic Split (split a power to hit two targets) was moved from commando subclass to the base class.
  • Biotic Mastery moved from 17th level to 15th level.
  • Empowered Biotics (reroll 1s on damage rolls) was removed completely (previously at 17th level)
  • Signature Biotics moved from 20th level to 18th level
  • New capstone, Unmatched Biotics, increases Wisdom by 4 and Wisdom maximum to 24.

Commando Subclass

  • Effectively a new subclass focusing on mixing weapon combat and biotics.

Disruptor

  • Dark Biotics updated to be a penalty to affected creatures' saving throws (previous feature's bonus damage is effectively
    included the new 3rd-level Biotic Aptitude)

Engineer

Drone Jockey

  • Combined drone's bond and drone companion features into a single feature. Simply a housekeeping change, no actual changes to those features.

Sentinel

  • Changed Quick Cast to Extra Attack and one of the attacks can now be used to cast a cantrip. This change was made to help with the overabundance of bonus actions for sentinels.

Vanguard

Battle Master

  • Lift Attack (Biotic Maneuver). Clarified that the lifted condition lasts until the end of your next turn.
  • Biotic Focus (6th level feature). Changed from "double your walking speed" to a 12 meter increase in walking speed. This was mainly done for housekeeping purposes but also to prevent confusion on if the "double" applied to other bonuses.

Shock Trooper

  • Stunning Strike (6th level feature). Clarified when you "deal damage" with charge (instead of "hit"), as charge is not an attack roll.

Powers

  • Removed the +powercasting modifier to damage on the 4 powers where it existed as it overlapped with the new Adept feature, Biotic Aptitude. This applies to the following powers:
    • Biotic Orbs
    • Dark Sphere
    • Lance
    • Warp
  • Barrier Detonation: fixed a typo. Now indicates that the range is a 2m-radius sphere
  • Catapult: The salvo advancement has finally been replaced and need never be discussed again.
  • Concussive shot was nerfed as we have had numerous reports of it being way too overpowered.
  • Cryo Beam level fixed (was listed at 2nd level should have been 3rd)
  • Added correct higher level cast times for Pull (30 minutes at 4th level, 1 hours at 5th level)

Bestiary

  • Corrected the Blue Suns Pyro CR to 1 (instead of 1/4)

Site Features

Character Sheet Improvements

  • Powers are now "castable" (main improvement is showing the upcast changes)
  • Power damage shown on the sheet
  • Improve power management interface
  • Numerous "more information" panels were moved to a right-hand pane (instead of a pop-up dialog)
  • Activating barrier is now moved into the Actions section. The button below the barrier tick tracker now rolls the barrier tick die
  • Tech Armor has its own health pool
  • Some features now are "toggle-able", which applies the correct benefits (such as AC, bonuses to attack, etc) when the feature is toggled on.

Bug Fixes

  • Barrier uses will now reset on a short rest
  • Multiclassing will no longer make your power slots disappear
  • STG Training (Feat) now properly applies its bonus to sleight of hand