They both have their pros and cons, of course. I typically use something akin to the 5 Room Dungeon when it's only a small section of the current adventure:
The "classic" style, I use when I want an actual dungeon-crawl adventure. Oddly, I really like throwing at least one "5 Room Dungeon" within a larger dungeon crawl. Usually something akin to a "bonus room", complete with secret door, high difficulty Near-BBEG, and a great reward.
@Emerald Wyvern: Haha interesting with the potential for hilarity? That's a winner in my book :) @Aeshuura: I like both of these, especially the flavor. You can bet they're getting put into my campaign almost verbatim! @StabbittyDoom: Those are right on point with what I was thinking! Also, do you know what book of Serpent's Skull those are in? @Velcro Zipper: I like these, too! Keep 'em coming!
Hexcaliber wrote:
I agree with you that it's vague. There really should be a line in there to the tune of: "This is a fear effect.", or at least "This is a mind-affecting effect." However, maybe we're undervaluing this ability: possibly, Archons are so awesome, they really CAN affect constructs and undead with this ability. It's pretty much just up to your DM :)
You know, as Breiti mentioned this way clearly spelled out in the Beta. An Eidolon's equipment was an Eidolon's equipment wherever he was. One of the Paizo guys even posted about it clarifying it further... ...then the APG itself comes out and there's no mention anywhere of whether the Eidolon' equipment stays or goes. Is it implied, somehow, and the staff didn't think they needed to mention it? Or, should we take the fact that they removed the section to mean that Eidolon's no longer keep their equipment? Quite a quandry. FAQing this. Also, the only mention of equipment for the Eidolon ANYWHERE is under it's Link ability at first level. Took me quite a while to actually find anywhere that said Eidolons could where magic items in the first place.
From a damage-dealing standpoint, Full-Attacks are almost always better. However, I, too, share your interest in Vital Strike-centered builds. I, though not an expert, have a few tips I'll put out there: 1. Roleplay. The best aspect of single attacking is the roleplaying-side. I don't care how many levels of Fighter you take: if you pick up a Huge Greataxe (if they even have those), you're not going to justify 5 swipes with it in 6 seconds (a round). Get the picture in your mind of a brute slamming down a hammer that's twice as big as he is... that's you.
Bonus Tip: You can deal damage from a variety of weapons easier than most. Full-Attackers need the Weapon Specialization damage and the enchantment damage (as well as the To-Hit), so it's feat- and financially-starving to have more than one weapon type that can deal top damage. For you? That +1 Enhancement bonus isn't going to add a whole lot anyway. Grab a Large (or Huge) masterwork weapon that can deal Bludgeoning damage, one that deals Slashing, and one that deals Piercing. They'll all probably be cheaper, total, than a +2 weapon AND you'll be set for whatever damage-type you need. My Build Outline:
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