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stoolpigeon87 wrote:
I think it just apply the Scorching Ray FAQ if you use more than one shuriken per round. ![]()
I think you have a strong point. The problem is that the spell do not add a new ability and I agree with you. Maybe a wand would be the better choice. I just got the 3rd level of Sorcerer and I'm still thinking what spell should I pick now. I have Silent Image and Snowball and my character is ranged attack based. Maybe Vanish (better than Invisibility because there's more good 2nd level spells than 1st level spells), Magic Missile or Windy Escape (if the GM allows). Do you have any suggestion? ![]()
"if you end the spell you gain the bonus but initiative can change from round to round" -> But losing a initiative bonus after the check doesn't change the initiative order. If that was true the initiative would change every round a character have dexterity penalty or damage. And the spell say very clearly you dismiss it, so it's duration doesn't count anymore. The competence bonus is not the point. It is the initiative bonus. Until you get something like +12 on initiative checks you can't say you have initiative bonus enough. On the initiative section (link below) it says the order is the same every round just changing if a ready or delay action is performed. http://paizo.com/pathfinderRPG/prd/combat.html ![]()
Dustin Ashe wrote:
I know it's on the description but that's not on the "preview". Would be very nice if they post some pages of the other chapters. ![]()
Blzn wrote:
"grouping game" -> gaming group ![]()
On Advanced Class Guide there's a spell called Heightened Awareness. It gives +2 competence on Perception and all trained Knowledges for 10min/level. But you can dismiss the spell on a initiave check to receive a +4 bonus. I think that spell is a must have for the AT. Especially it helps to find traps and can give initiative bonus. ![]()
There's 2 beginners on my grouping game and their great difficult is not building the character but some playing situations. Some concepts like: - how the group should "work" on combat (the positioning of each character on the battlefield and their "responsabilities").
What I'm saying is I don't see a point on that Strategy Guide if it's just for the very beginners because they are just very beginners for a short period of time. I think the great problem of d20 system is not the character creation but some situations I listed above and, in my opinion, even players with some experience still have would find very nice to have a guide covering that topics. ![]()
The tatics part (page 21) is nearly perfect. Amazing job. Actually I have an AT character* and did not read this tatics part till 2 days ago but coincidentally I've been using the same tatics described on the guide and I'm having a lot of success. So I think that validates what is written on the guide or at least shows the guide is on the right path. * I still haven't get a level on AT, but the character is Rogue3/Sorcerer3. ![]()
I really like the idea of a Strategy Guide. By the preview (the link Vic posted on Wednesday) it looks a lot like a series of articles written by Skip Williams on D&D official site about 10 years ago. That articles helped me a lot to understand the mechanics and how to make a character. The point is if this Strategy Guide is more than just a simple guide to understand the basic rules I think it will be a great book. But if it's just what was presented on the preview I think would be better to write some articles on Paizo Blog than to make a book. OBS: English is not my native language so I'm sorry if I was too harsh on the text above. |