Jhavhul

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Nefreet wrote:
The Dazing build is a one-trick pony, just like the others. Any one-trick pony is annoying. But they have their weaknesses that should not be discounted. Usually it's doing anything that doesn't involve blasting. Try taking them through a dinner party or a wedding, or just trying to capture somebody alive. Their metamagic rod won't be able to help them much there.

You can build a highly effective dazing build with very little investment. It doesn't preclude you from being a skill monkey, not to mention a full caster with a lot of other tricks.


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Hmm wrote:


Spirit Guide Oracle wrote:
A spirit guide gains one hex of her choice from the list of hexes available from that spirit. She uses her oracle level as her shaman level and her Charisma score instead of Wisdom for the purpose of determining its effects.
In this, it appears to me that Oracle=Shaman for the Spirit Guide Archetype.

The problem is the language about "prepared spells". Substitute Oracle=Shaman and it still reads "list of oracle spells she can prepare".


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Hmm wrote:


The Arcane Enlightenment hex is listed under the Lore Spirit for Shaman. It is the most beautiful thing that I have ever seen. If I was doing it, I would be tempted to go to IQ 14 so that I could grab those 4th level spells.

It is great for Shamans, but RAW it doesn't work for Oracles because of the prepared spells language:

The shaman can add a number of spells from the sorcerer/wizard spell list equal to her Charisma modifier (minimum 1) to the list of shaman spells she can prepare


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Ascalaphus wrote:


Whoa, that's ridiculously good. I've been in scenarios where halving the gather info time alone would be worth a trait.

Yeah. Most of the classes have one or the other as class skills, but for classes like Sorcerers that don't it's great.

Mother's Rage: You receive a +1 trait bonus on Survival checks, and you treat your caster level as +1 higher when summoning creatures.

This trait loses steam over time, but it makes low level summoning viable, especially in combination with Acadamae Graduate.


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Affable (Champions of Purity): You gain a +2 trait bonus on Diplomacy checks to gather information, and can do so in half the normal time. In addition, Diplomacy and Knowledge (local) are always class skills for you.

Two great class skills for the price of one.


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It's hardly a surprise that a challenge like a burning house didn't pose a problem for a mid level full caster. Sounds like a problem with the adventure design. Create Water makes 2 gallons of water/level and that's a cantrip.

If the Cleric and Bard aren't contributing, it's because they don't know tactics or they built their characters wrong. Point them to some optimization guides and help them rebuild their characters. Then, you have everyone on roughly the same footing and can scale up your encounters.


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Bob Jonquet wrote:

The most obnoxious thing, though not PFS specific, is when players tell others how to play their character, and/or tell them, mid-turn, not to take certain actions because it will interfere with what they have planned for their next (and subsequent) turns.

"Don't move there, you're blocking my charge lane."
"You might not want to move there. I'm going to cast fireball next turn."
"No, don't use that weapon, the other one is statistically more effective."
"You should delay, because I'm going to do X on my turn"

LET PEOPLE PLAY THEIR OWN CHARACTER FOR PETE'S SAKE!

I don't see the problem... you don't want players working as a team or teaching others how to use sound tactics and positioning?