Vaarsuvius

snobi's page

Organized Play Member. 1,013 posts (1,015 including aliases). No reviews. No lists. No wishlists. 2 Organized Play characters.


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Just played this one today. Enjoyed my rogue. Skeletons are gods. I believe they had 5 damage reduction against piercing and were immune to electricity and cold. Our entire party (rogue X 2, fighter, cleric, ranger, and pally) struggled. Took us forever to kill them.

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Rogue gets Blind-fight as an option at level 6, but a prereq is mastery in Perception which she gets a level later.

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Left PF for 5e. Saw the playtest and bought the book.

Just wanted to say thank you for getting the gnome right.

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houser2112 wrote:
It sounds like you're talking about resistance, not bless.

Both help with saves.

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Thanks for reminding me about Bless. I get it as a domain spell as I went life domain, but I keep forgetting about it. We're not high-level yet, so most of the attacks against us have targeted AC. Bless is nice period, but will help even more when we have to make saves more often.

Per what Steve mentioned, another thing to watch for is concentration. Hex, Shield of Faith, Bless, Blur, and Haste are great, but you can only use one of them at a time.

My guy's AC is normally 18 or 23 with Shield. If he uses concentration on Shield of Faith, that goes to 20/25. That's without heavy armor. I just go with the dragon armor the sorcerer gets (13+DEX) and the physical shield. I try to be stealthy, plus I dumped STR, so no plans to get any heavy armor unless I run across some mithral.

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SmiloDan wrote:
I think a rogue (assassin)/monk (shadow) would be a fun ninja.

My friend is going to do that combo when we get around to playing.

I'm currently playing a sorcerer/cleric/warlock combo (ultimately sorcerer 17/cleric 1/warlock 2). The plan is to do a lot of Scorching Ray. Each ray is a separate attack that you can add Hex and CHA bonus too. Same thing with Eldritch Blast and Agonizing Blast. Or use Quickened Spell to do both. The one level dip in cleric is useful for shield proficiency, Cure Wounds, and Guidance.

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Matthew Koelbl wrote:
Or do I just hex an enemy and unload Eldritch Blasts into them for damage?

Just played for the first time (at ECL 6) and this is what my Sorlock did, combined with the occasional Quickened Scorching Ray.

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Re: School Savant, this favored class bonus:

"Wizard: Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard's Intelligence modifier. The wizard adds +1/2 to the number of uses per day of that arcane school power."

...is not available to the arcanist. For my divination wizard, that's 10 extra rerolls per day by level 20. That and getting spells at 3, 5, 7, etc. instead of 4, 6, 8, etc. makes me still lean towards the wizard.

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Watch out for French skunks.

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If you took 10 levels of rogue, you could take:

"Stealthy Sniper (Ex): When a rogue with this talent uses the Stealth skill to snipe, she only suffers a –10 penalty on the Stealth check, instead of –20."

...which stacks with Swift as Shadows.

You could also take Improved Eldritch Heritage to get Shadow Well.

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It could be an act of good. He's giving her an opportunity to play, rather than just work. He's expressing his affection/love for her in a way that the rest of the party refuses to share. And he's potentially providing her sustenance in a very selfless manner, literally giving of himself.

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Doesn't sound like a good time.

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"Heritages: all heritages, and associated traits, on pages 18-23 are legal"

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CWheezy wrote:
Dumping int is pretty bad.

It's a no-brainer. ;) I can live with some failed spellcraft checks.

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Lemmy wrote:
so why bother playing a Sorcerer when a different class does everything they do and is more effective 90% of the time?

The arcanist table shows he gets up to 4 spells/day, whereas the sorcerer gets 6, right? The sorcerer doesn't need to worry about a spellbook. Some of the arcanist stuff is based off CHA? So he probably needs a decent INT and CHA, whereas the sorcerer can dump INT.

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Brazil's first loss at home in a competitive match since 1975. Previous largest margin of defeat by any host country: 3.

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I'm not very experienced, so I don't mind leaning on players for rules help.

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Two for my sorcerer:

Illuminator - I think it's the only one that gives +2 to all diplomacy checks and makes it a class skill.

Irrepressible - CHA for WIS on Compulsion and Charm Will saves, which is a +7 (+5 vs. -2) bonus to those saves at level 1 for him.

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Confident Gnome Leader: "If you think we wouldn't win, then clearly you don't gno-me."

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Very scarefully.

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Can someone please vrock this thread?

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Ambrus wrote:
Unholy thread necromancy!

I know, right? I think there's some sort of conspiracy.

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Ashiel wrote:
pipedreamsam wrote:
Summon Spells.
Beef Supreme wrote:

I find any type of summon spell to be excessively limiting. Not that you can't do that theme, but it makes the character a one trick pony.

Also, scrying is something I feel fits the wizard more. If you know you're likely to need it when you wake up in the morning, the sorcerer doesn't need to know it.

I have to more or less disagree with this. Summon spells are one of the best options for sorcerers simply because the ARE so versatile. Sorcerers have a pitiful selection of spells, and they have stunted casting (literally an entire level behind in spells known and per day), and cannot use Pearls or similar without house rulings, and they aren't very good at crafting spell-triggers, which essentially means their spells per day also stinks something terrible.

All this combined means sorcerers need to be willing to pick spells that...
1) Offer multiple rounds worth of benefit.
2) Don't need save DCs to be current to your level.
3) Be used for multiple purposes.
4) Be usable regularly in most encounters.

Summon spells fulfill all four of these requirements, and tend to be quite strong for most levels. Sorcerers also have excellent Charisma scores, which means that they excel at binding creatures as well, even more so than a wizard with all things being equal.

Summon Spells can be used for...

1) Battlefield control.
2) Sustainable damage dealing.
3) Expanding your spell options.
4) Overcoming certain traps or even temporarily riding them to safety.

For example, at 6th level, a sorcerer can cast summon monster III and summon a Dretch to cast stinking cloud and cause fear during the next 6 rounds. Past that, the dretch can make moving around difficult for enemies, and even tank certain creatures with its 18 HP, and DR 5/cold iron or good, while being immune to electricity and poison, and having heavy resistances...

Summon long post. ;)

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Remember you can swap out a spell at even levels beginning at level 4. You may want to consider Protection from Evil, Enlarge Person, Bullet Shield, Resilient Sphere, Telekinetic Charge, Life Bubble, Telepathic Bond, Getaway, Walk Through Space, and Horrid Wilting. Also, Piercing Spell and Widen Spell.

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Scythia wrote:

Do you think this would help combat income inequality?

Probably. The best and brightest would move to freer societies and as everyone's standard of living decreased, the gap would close.

Scythia wrote:
Do you think such a law would be just? Why or why not?

No. A just law, like laws against murder and theft, protects folks from receiving a negative. This law would force businesses to give a positive, like forcing someone rich and handsome to date someone akin to the Elephant Man. Dating equality.

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Awesome. Best of luck!

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Does anything really exist?

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My first PFS game I showed up with a rogue and a blowgun. The DM was kind as he could have easily killed him, but didn't. After the session, he gave me tips on improving him.

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When NPC A drops a bomb on NPC B, don't have the camera zoom in on NPC B's face for a full 5 seconds before the commercial break.

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Not until they improve that attitude.

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Not the worst offense if trying to be 'more "rogue-y"'. He'll still know more than 'one level 2 spell at class level 7' and have more class skills, more skill ranks, and the rogue's hit die and good save. And he wouldn't be restricted to one specific bloodline, which probably isn't the rogue-y-est.

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Evangelist. :)

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Ravingdork wrote:
What exactly did I do wrong to warrant any of that?

Nothing. Don't expect anything from anyone in life. Life is not always fair and sometimes folks will treat you unfairly. Thank them for their input and move on. If it dampens your fun, tell them. If necessary, find another group.

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Lavode de'Morcaine wrote:
Even if it is only useful in a special niche build, I'd still like to know about.

Shadow Sorcerer

Shadow Well (Sp): At 9th level, you can use the Stealth skill even while being observed and without cover or concealment, as long as you are within 10 feet of a shadow other than your own...

Protective Penumbra: This spell keeps the target slightly in shadow...

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I've always been okay with the idea of my corpse being thrown in a dumpster.

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mcbobbo wrote:
What's the purpose behind the wording "always a class skill" for traits and the like?

Re: that wording in traits, one of the developers stated in a thread that they were going to improve the wording going forward, i.e. get rid of "always".

The Exchange

Comrade Anklebiter wrote:
Yes, comrades, take responsibility for your life! Join the Commonwealth Party of Galt (M-L) and fight to overthrow capitalism and construct a democratically-planned socialist society that brings prosperity, dignity and well-being for all!

I'll take the Uncharted Forest over the City.

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It would take more courage to say it was an accident and no one is to blame.

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GreyWolfLord wrote:
Then, someday, one of your players showed they had taped that conversation and released it. Due to that, I came over and confiscated ALL of your Pathfinder stuff.

I think they only confiscated 2.5 million. As far as forcing him to sell the team, I think they may have the power to do that if the other owners vote that way. But what they would technically be doing is saying "You must sell your team if you want the Clippers to remain an NBA team." He could continue to own the team and form another league to play in if he didn't want to sell.

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Bear Detective wrote:
There is a fighter in my group who would constantly run away from fights while throwing the rogue or wizard into the fray, or he'd knock out our healer and put him on a horse to run away so we wouldn't have the healer, also he'd just try to knock people over for fun everywhere he went, it was pretty annoying how he'd always be a hindrance. So at one point he was turned into a t-Rex sized newt and told us to bow before him in suplication.

Also hilarious. Do you still play with him?

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The Indescribable wrote:
We were fighting through an Imperial base when my character was dropped to useless, being Star Wars and without any medpacs or jedi, they stashed him in a closet and continued with the mission with the intention of coming back to him later. Then they had to run when somebody activated a self-destruct. My guy was forgotten, and his story ended.

Hilarious. Did they not come back for you because it was too risky (or assumed you died in the blast) or did they simply forget about you?

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Dustyboy wrote:
Anyone else feel this way? and love it when you find yourself in a group that can detach themselves enough to not rage out on deaths/pvp?

Yes. I try to keep the raging to a minimum. :)

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It's pretty easy to "very generously" give to the poor when it's not your money. The torturing on top of the thievery definitely makes him evil.

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If it were intended for a tickle fight, Magic Missile would have originated from BoEF and have significantly different text.

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There are fountain drink machines with every flavor imaginable, but the only one that works is Diet Coke.

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I don't have a problem with it. It's the hitman who chooses whether to hit or not.

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The free speech thing is a bit of a stretch. It's simply the freedom, or lack of freedom, to do what you want with your money.

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Beautiful blondes are always special.

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So it's theft if it meets either of the two criteria, per the "or" you emphasized.

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"Without permission"...

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