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I'm planning to start running Skull & Shackles soon and one of my players has mentioned wanting to play a full caster bard (probably a kitsune). Assuming they don't go completely overboard with the 20 point buy and start with 17 cha, put the level 4, 8 and 12 points into cha, take spell focus (enchantment) and greater spell focus (enchantment) and manage to get a +4 headband of alluring charisma, this will eventually make their saves for enchantment spells range between DC 21 for 1st lvl and DC 25 for 5th lvl.

While reading through the campaign I've noticed that almost every enemy, even at higher levels, has an abominably low will save. Druvalia Thrune is the notable exception with +22, but even Kerdak only has a +14. This means the bard has a 50% chance to just end the final fight with a single spell.

Are there any GMs that have experience with enchantment casters and have any advice besides me having to rebuild every encounter if I don't want the final stretch of the campaign to be a total cakewalk?


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The Train Animal Skill Feat makes no sense to me. One of my players is building a ranger for the playtest and wanted to know what tricks he could teach his animal companion using Train Animal, so I took a look.

Train Animal states that you can teach tricks listed in the Command an Animal action. However, when looking at Command an Animal, the only tricks I can see are those listed in the sentence: "Most animals know the Leap, Seek, Stand, Stride and Strike basic actions". But if an animal already knows those actions, what use does teaching them those actions have? Isn't that completely redundant?

And if there are tricks that most animals don't know and could be taught, you would expect to find them in the Command an Animal section, as stated by the Train Animal feat. Since this isn't the case, to me it seems as if Train Animal is a completely useless feat.

I hope that some of you have some ideas!