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![]() If you want to be a melee powerhouse, one level of bloodrager, vital strike, and furious finish along with behemoth hippo bite damage with strongjaw is just frightening. You don't really need power attack at that point. To be a good caster you just need natural spell and augment summon. Anything else is gravy when you can be effectively invisible as a small bird. Archetype/domain/pet to flavor. I will second the party issues with the blight druid. I actually really like mooncaller. ![]()
![]() I would say to pick the specific feats that you feel are constraining, remove them from your game, and possibly give your players effectively the same abilities as the feat. Eliminating all feats in a game this dependent on them would be silly. It would unbalance many classes that rely on them to be competitive with others, and you would need to change every monster in the game as they are either built with feats or with the understanding that the players have feats. ![]()
![]() Is everyone having fun with the campaign? If so, just let them keep being awesome until you finish the books. If not, maybe just talk to them about starting a new campaign at low level. Maybe these guys (being wicked and all) could become the main villains that the good guys need to find a way to stop (a long time from now, of course). If you must challenge them with those characters, I'd say anything that targets will saves should be very effective against them. ![]()
![]() Yeah my question isn't about getting a free feat. I don't think that's the intent of Believer's Boon at all. I believe it's meant to give you the 1st level power only, similar to Eldritch Heritage. However if you only get a single use of a 1 round power, it is worthless. I'd just like some confirmation from one of the writers, or at least a PFS GM, on how they would rule it. ![]()
![]() The feat says:
The first and second sentences make no sense together.
That would make more sense and would match up with the Hero Lab interpretation. 1 round per day is definitely not worth a feat. 3+wis rounds per day is still pretty weak. ![]()
![]() OK I have a Druid who qualifies for Believer's Boon He would like to take this feat with the Growth Domain to gain the level 1 power Enlarge. Based on the wording of the feat, it seems like he would only gain 1 round per day of Enlarge, which is stupid. It seems the intent would be to gain 3+WIS uses of the ability, which is how Hero Lab interprets it. Has there been any errata, comments, or updates to this feat that would clear this up? ![]()
![]() I am about to DM this campaign, and I decided to go a completely different direction than what is suggested here. Rather than make it more elfy, I am making it less elfy and also throwing in some of the more popular pieces of other adventure paths. First, somewhere before the end part of book 1 (before they leave town in book 2), I'm going to run them through Foxglove Manor (From Skinsaw Murders) and the Sixfold Trial play stuff. I think they can fit in with the "wierd things are happening in this messed up town" theme. Books 2 and 3 will stay pretty much intact. The planned target of the next big attack will be the town that they've worked so hard to clean up. The WC will be the ones who help them infiltrate in book 4. Most importantly, I am planning on replacing book 5 completely with Skeletons of Scarwall, which I will use as the WC's home base that the BBEG has taken over. I'm sure I'll run into issues but I hope it will be fun and avoid the pitfalls of this AP. ![]()
![]() jtokay wrote:
You still have to keep track of the number of spells they get per day, several different spells and everything they do, etc.. Also, in Pathfinder, Sorcerers get more spells than in 3.5, not to mention the bloodline powers... A warlock, on the other hand, fills the neat arcane role (with lots of flavor) yet he acts a lot like an "arcane" archer because he just makes single-target attack rolls and does damage. You don't have to keep track of multiple spells or spells per day because it's all at-will. ![]()
![]() I'd recommend making your life easy by NOT creating a wizard or a sorcerer. Too many spells means more work on your end. Instead, create something like a 3.5 warlock where they can blast constantly and use their (limited) abilities as often as they want. Versatility is not something you want in this case. Remember, in Pathfinder any character can create magic items with the right feat and skills, so it's not like this guy has to be able to do everything. Just make him a blaster and keep it simple. Alternatively, a fighter or ranger specced towards archery isn't a bad plan either. |