Wizard

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Quickdraw is often ignored by single weapon wielders, because they assume they'll have it at hand already, or plan on drawing it with their move, yet it is necessary for full attacking with thrown weapons when your enemy is beyond your reach. It will also let you sheath your primary weapon, quickdraw a bow and take a shot, rather than dropping your primary weapon to draw the bow and shoot.

Variety in weapons is also important. If your primary weapon does slashing, carry a bludgeoning backup. Entirely too many times I've seen people have to fall back from their one handed weapon to a dagger because they can't bypass the zombie's DR otherwise.

In some cases, this is going to require carrying a bag of holding to store extra weapons in, but that's not a bad option. Gloves of storing are also nice, especially for sneaking weapons in where you aren't permitted to bring them.


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We have two pathfinder groups running currently, one just reaching the Spires in Rise of the Runelords book 6, and the other just setting off from Eleder in Serpent's Skull book 2.

RotRL group had done Savage Tide and Age of Worms before, so we kept using the same treasure mechanic: at the end of the 'dungeon' tally up the cost of anything we found and divide by the number of pcs. We've also given the party as a group 1 share, and pcs 2 shares, but either way, this usually involved us selling the one big treasure that sold for more than any two pc's shares rather than holding onto it.

Halfway through RotRL, I ceased splitting any consumables. They just went to the party, to be handed out as people needed them, or carried by the person who could use them. No sense in making the cleric buy the scroll of raise dead, when it wasn't going to be HIS treasure to use.

Serpent's Skull however, got us to switch ideas. After 4 levels of adventuring in book 1, where we just pooled everything together for whomever to use, once we reached Eleder to split, we found we didn't want to sell of some of the bigger items just to get an even split. We decided that it made more sense to just have the 'party' own all magic items. If you wanted to use it, and no one else did, then carry and use. Only if no one wanted to use the item would it be sold, and then the cost of it split among the group. So far, it's been a much more even distribution of resources.