Justnobodyfqwl wrote:
Agreed with this assessment - I just got done with my first Society game as one with a Solar Shield, and even when my dice weren't hot, I was consistently dealing damage to enemies while soaking up attacks/damage from them so my squishier allies didn't have to.
cavernshark wrote:
Agreed with you on this one, as the CRB doesn't always reflect what is allowed in Society play - and that said, I'll likely swap to the Refugee background, as it grants similar benefits and a more useful Feat. Thanks for the input!
Mark Seifter wrote: The alchemist erratum isn't doing what we had hoped (we were trying to clarify that you definitely do get 8, since people weren't sure between 4 and 8). This will be reflected in the next errata update! "We apologize for the fault in the rulebook. Those responsible for sacking those who have been sacked have just been sacked." Incidentally, clarification on how Advanced Alchemy works (the pre-gen Alchemist confirmed for me that you CAN use it multiple times at the start of the day!) would be nice, as would the Alchemist's Tools requirement for using Quick Alchemy, as the aforementioned Level 1 pre-gen character simply doesn't have them. At all. And the Level 5 version has it stowed, which would defeat the purpose of requiring it for Quick Alchemy.
I wanted to bring up something I don't think anyone has pointed out. The Level 17 Feat, "Alchemical Alacrity", is completely useless to anyone that DOESN'T get the level 4 "Enduring Alchemy" feat. Why?
What the hell, Paizo? Beyond that, I was initially holding out hope regarding the bombs, as actually using them does NOT require the use of a Resonance Point... but it's functionally required because of the wording of the level 3 Feat "Empowered Bombs", which applies only to bombs you've crafted AND have the Infused trait. So much for the idea of crafting a bunch during downtime! |