Had you rolled 18+ in some of those near misses and been successful with the parry I think your conclusions would be quite different. With the expanded threat range the whole experience may have been very good.
I may be wrong and your experience might be the norm but I'm keeping my hopes up that that isn't the case.
Awesome, not because you all kicked butt, but because this is exactly the kind of real experience everyone has when they play through a session not knowing what you're going to face. Sometimes you pick the right thing other times you dont!
Keep it coming, I'm sure this is what the designers need to fine tune the new cut'n'shut classes.
What I don't understand is why the spell [bhave][/b] to be spread out over all the levels.
Take the Hunter for example, it's a Druid without 7-9th level spells. Making them wait so long for 6th level spells make losing the high level ones all the more painful. Just give them 1-6 at the normal rate but at a certain point they don't get any more.
paul Riggs wrote:
Aasimar have dark vision. We have a summoner in the party (see above posts! ).
Glitterdust is amazingly useful sometimes but I carry scrolls of see invisibilty and I've kinda done Glitterdust to death with sorcerers in the past and wanted to try out something different.
My diplomacy is 20+ but I see where you're coming from with that!
Victor Zajic wrote:
I took an alternative racial trait of aasimar that grant 2 languages per point spent in linguistics and I have 12 known languages.
With arcane concordance my good hope lasts 26 minutes. I have some scrolls of heroism though!
Bard's Escape is a good spell and if I wasn't an Arcane Duelist I would have it but my job here is to get into melee and hurt stuff while buffing everyone else. I don't have the room/desire for it right now. I'll prbably pick it up after after singing bolts!
I have 44 rounds of performance. With Arcane Concordance, which I extend via a Rod, I can easily pre-buff, as my 1 round/level buffs are going to run for 26 rounds. That's plenty of time to run through 2 fights if not 3.
Shadowbard grants me Bladethirst and therefore the courageous bonuses to hit and damage. This nets me +6 hit and damage and the ability to ignore all the normal DR a +5 weapon by-passes.
As far as save DC's go, Cacophanous Call is DC20, Confusion DC21. These spells are good vs frontline grunts that have poor Will saves, or even average ones. Those DC's are both raised by one if cast within 26 rounds of the Arcane Concordance which they probably will be, at least I hope!
I agree Virtuoso Performance isn't cheap to run but it's a fall back if I need to make one more fight if I run out of Shadowbard, which I'll be Echoing in the first place to get more mileage out of my lacking spells/day. I guess Exquisite Accompaniment might be one too many fall backs but it could help out if things get desparate.
Pilfering Hand has a CMB of 21. That's not amazing but it can disarm many things and I like the spell, it's something different.
As a side:
This is a great idea but to make it easier on a newbie you could just cut down the island encounters somewhat and only level maybe once or twice, then get 'rescued'.
Play out the deserted bit for a while, have some easy encounters and you're golden.
Good call Mr. Rynjin
As was stated at the start, the rogue needs help from his buddies. The problem is getting the other players to build with you in mind.
Any way to increase your weapon to +4 while having the courageous weapon property combo's very well with Heroism. The +4 to hit is so important for the rogue, as is the +4 to all saves.