Nalfeshnee

Gavri3l's page

Organized Play Member. 14 posts. No reviews. No lists. No wishlists. 2 Organized Play characters. 1 alias.



Scarab Sages

My gaming group just completed AD1 for WotR and I'm having some trouble deciding upon my mythic path.

I'm playing Seelah, and our group consists of myself, Adowyn, Enora, and Alain. Due to the lack of either Kyra or Shardra, we've generally found our healing resources to be pretty taxed. To alleviate this, my friends have been pushing me to take the Heirophant path for the healing when spending charges, access to raise dead, and bonus to recharging the cure spell when cast. I don't mind doing this, but I worry about not being able to gain a d20 on my strength checks as we continue through the campaign. The Marshal seems almost built for Seelah, as strength is her combat ability and Charisma allows her to succeed on before you act checks. For those who are playing with her without one of the primary healers in your group, which path did you pick and why?

As a general question, how important has having the d20 been in handling random combat encounters with non-villains in AD2+? And has access to healing remained a major priority later in the game, or do you find that tooled decks later on don't rely on it as much?

One last bit of information, I do plan on taking the Inheritor's Blade role card and putting power feats into the damage reduction ability.

Scarab Sages

Title says it all. What items do you put in Seoni's deck to make use of this feat?

I found myself frustrated when putting the wands in her deck because using them doesn't allow her to use her arcane die, making them much less powerful than attack spells. As such I lean more toward utility and protection items and keep multiple attack spells in my deck, but this means I don't have many items with the Arcane trait to recharge.

My current item set includes a Sihedron Medallion, A wand of enervation (the only thing I'm using the feat on right now), a chime of unlocking, a headband of vast intelligence (because our party has no wizard so I've been the one putting feats into intelligence), and a necklace of fireballs.

What do other people like to put on her?

Scarab Sages

After reading through the thread about difficulties others are having with the game with 2 players, I thought I'd pipe in and ask if any players have found the game to be too easy with 5+ players?

My group is on the last part of adventure 4 and we haven't really felt challenged since the first adventures. We are hesitant to make any changes as each scenarios' special rules make them all very different, which leaves us with little ability to guess at how hard the scenario is going to be before actually playing it. Anyone played through them all and have some suggestions on how to create a "Hard Mode"?