"Once hitting 7th level and gaining Flash of Genius, there is no point having Guidance or Resistance anymore."
Im trying to consolidate my newly lvl12 Alchemist. What's your thoughts on the above comment? I guess an extension to this question is "what is the ideal cantrip line up for a lvl12 Alchemist?"
Rollback Post to RevisionRollBack
Hjalmar Gunderson, Vuman Alchemist Plague Doctor in a HB Campaign, Post Netherese Invasion Cormyr (lvl20 retired) Godfrey, Autognome Butler in Ghosts of Saltmarsh into Spelljammer Grímr Skeggisson, Goliath Rune Knight in Rime of the Frostmaiden DM of two HB campaigns set in the same world.
Guidance and Flash of Genius do indeed stack, and in the doing they do unpleasant things to 'bounded accuracy'. You can gain a total of +6-9 to an ability check you have the time to prepare for, and if that check is a tool check that benefits from Expertise? Well, at that point you barely need to bother with actually rolling the die.
Whether Guidance is Da Bess or not depends on how often you use it, and whether you find yourself really hurting for other cantrips. An Alchemist needs their elemental cantrip of choice, a.k.a. Fire Bolt like everyone else, and by 12th you have two choices of utility. Mending is less necessary for you than it is for a Battlesmith so huzzah, but really - it comes down to what you do with your cantrips and how you play. I have Guidance on my battlesmith but I honestly almost never use it despite its egregious power. I just don't think in terms of cheesing the system like that. If you find yourself not using Guidance then dump it, but Flash of Genius complements the spell rather than making it obsolete if you use it a ton.
Important to note that you can only Flash your friends up to 5 times a day, whereas Guidance is basically unconstrained when out of combat. I like to only Flash people when they're making saving throws, and Guidance will have to suffice for general skill checks. (unless it's a crucial one)
Guidance is best for out of combat skill checks, since you can use it an unlimited amount of times. I wouldn't say that the one makes the other pointless, just that they have different purposes.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
"Once hitting 7th level and gaining Flash of Genius, there is no point having Guidance or Resistance anymore."
Im trying to consolidate my newly lvl12 Alchemist. What's your thoughts on the above comment? I guess an extension to this question is "what is the ideal cantrip line up for a lvl12 Alchemist?"
Hjalmar Gunderson, Vuman Alchemist Plague Doctor in a HB Campaign, Post Netherese Invasion Cormyr (lvl20 retired)
Godfrey, Autognome Butler in Ghosts of Saltmarsh into Spelljammer
Grímr Skeggisson, Goliath Rune Knight in Rime of the Frostmaiden
DM of two HB campaigns set in the same world.
To the best of my knowledge, Flash of Knowledge & Guidance stack, so well worth retaining Guidance.
Watch your back, conserve your ammo,
and NEVER cut a deal with a dragon!
Guidance and Flash of Genius do indeed stack, and in the doing they do unpleasant things to 'bounded accuracy'. You can gain a total of +6-9 to an ability check you have the time to prepare for, and if that check is a tool check that benefits from Expertise? Well, at that point you barely need to bother with actually rolling the die.
Whether Guidance is Da Bess or not depends on how often you use it, and whether you find yourself really hurting for other cantrips. An Alchemist needs their elemental cantrip of choice, a.k.a. Fire Bolt like everyone else, and by 12th you have two choices of utility. Mending is less necessary for you than it is for a Battlesmith so huzzah, but really - it comes down to what you do with your cantrips and how you play. I have Guidance on my battlesmith but I honestly almost never use it despite its egregious power. I just don't think in terms of cheesing the system like that. If you find yourself not using Guidance then dump it, but Flash of Genius complements the spell rather than making it obsolete if you use it a ton.
Please do not contact or message me.
I guess it also depends on how many important skill checks you typically make in a day. Guidance doesn't run out.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
Important to note that you can only Flash your friends up to 5 times a day, whereas Guidance is basically unconstrained when out of combat. I like to only Flash people when they're making saving throws, and Guidance will have to suffice for general skill checks. (unless it's a crucial one)
Guidance is best for out of combat skill checks, since you can use it an unlimited amount of times. I wouldn't say that the one makes the other pointless, just that they have different purposes.