Poryphanes

<Kabal> Hunter's page

7 posts. Alias of hunterc311.



Goblin Squad Member

The ole wife just isn't sure she'll have the time to dedicate to the game, so we're shedding one of our accounts and looking to recoup some of the cost. Great for someone who wasn't able to get Destiny's Twin but wants it oh so badly.

Bought the $35 package back during the Kickstarter with the Destiny's Twin addon, then upgraded to the $100 Early Enrollment package later on.

This is what the account has:

Reward Quantity
New Player Pack 1
Destinys Twin 1
Daily Deals 1
Early Enrollment 1
Alliance Pack 1
1 Month game time x4
Head Start 1
Shield Mate 1
Character Name
Reservation 1

Really not looking for a specific value, whatever you'd like to offer for it I'll probably take as long as it's reasonable. Private messages only please, thanks.


Do the bonuses gained from Favored Terrain stack with the bonuses gained from the APG alternate Ranger ability Terrain Bond? Since they are essentially the same bonuses, but both are available to a Ranger on the same character, I imagine they would stack, but I want to be sure.


So I'm running a group with not one, but two paladins who can Smite Evil. I'm finding it to be a bit overpowered, but unwilling to alter anything in the ability because I'm a purist gamer and I don't nerf just because my players are succeeding more often than not.

My question now becomes... as a DM, how do I beat Smite Evil?

I am mainly concerned with the ability to bypass *all* DR, as it defeats even such previously excellent methods of prolonging a challenging fight as Stoneskin and various DR/- situations. I don't want to resort to AC tampering just to avoid prematurely stunted combat encounters. Again, purist.

The party has earned the enmity of a BBEG who has the ability to monitor and study their actions, so I feel justified in coming up with a way to counter this particularly potent ability that they're exhibiting, but I'm at a loss as to how.

Any ideas or relevant experiences? Thanks!


I'm on the fence about which path to take for my Sorcerer.

My plans are to be both melee-capable and a standard blaster. I want to be good in both areas, but I don't feel like I have to be super in either. I have the Arcane bloodline (not the best, I know, but it's mostly for RP value) and have my weapon as my Arcane Bond item, so I feel like NOT being melee-capable is a waste of the weapon.

[Path A] Sorcerer 18

PRO: Full Bloodline progression (I really like what I get)
PRO: Full spell progression (I'm indifferent on this)
CON: Low HP for melee (This worries me the most)
CON: Low BAB (Could become annoying)
CON: Mediocre melee ability (I am OK with this)

This path feels like I'd be less melee-capable and obviously more blaster-capable. I'm not sure I want to risk being too weak in melee and have to keep defaulting back to JUST ranged blasting.

[Path B] Sorcerer 7 / Fighter 1 / Eldritch Knight 10

PRO: More combat-oriented feats (Will help the melee side)
PRO: Fighter-only feats (Opens up the "mage-slayer" concept)
PRO: Better HP for melee (This is a big one)
PRO: Better BAB (Less frustration in melee)
CON: Lose Bloodline progression (It's hard to lose SO many extra spells known, plus the level 15 Bloodline Power is a big deal)
CON: Lose full spell progression (I feel like I can live with this)

This path feels like I'm leaning too much towards being melee-capable and giving up a lot of what would make me a good blaster.

Essentially, I'm trying to figure out which option would give me the best chance at being effective in melee all the way to level 18, while still maintaining the ability to step back and blast effectively from afar when needed.

Also, suggestions on how to achieve greater success within either path, or even a third path option that I haven't noticed, are always welcome.