Avahzi Serafian

LadyBriar's page

Organized Play Member. 16 posts. No reviews. No lists. 1 wishlist. 1 Organized Play character.




As the subject says, I ordered the six Second Darkness books, and today when I went to get the PDF I realized I don't have access to it. I have PDF access for all the other books I purchased, so not sure what happened in this instance, but I really need that PDF.

Also, the books are 5 dollars each, and the PDF is a whopping 14 dollars. There's clearly a mistake when your digital copy is nearly 3 times the cost of the physical book, there's no way 14 dollars for a PDF is right, anyway just wanted to let you know about that part.

Thanks.


So recently I decided to try and use the variant rules of armor as DR and the wounds and vigor rules. The wounds and vigor was interesting, and went smoother once I myself understood it better... but the armor as DR proved to be polarizing for my players. Some of my group loved it, since it meant it was easier to hit the intended targets, but some of them, despite hitting the target, couldn't do enough damage to overcome the creature's DR and thus were more than a little upset about the whole thing. At the same time, this was a CR 3 encounter, and the creature had 7 natural armor, thus giving it DR 7. For such a low level, that does seem to be inordinately high. I'm not sure if I'm doing the math wrong, somehow, or what... but he also struggled to damage a much lower DR creature as well. He's a ranged paladin (I know, I know) and so he doesn't really do much damage in the first place. He's mostly dex based, and his bow does 1d8+2, so minimum damage is 3, and max is 10. Now, with the default system, his high dex helps him hit, but with the armor as DR it seems that you need less dex to be effective. If I do decide to switch to this system, I'm wondering if I should allow him to reallocate his ability score points... Thoughts? Advice? My other players seemed to really love the changes, and since two of them have natural DR in the default system, I thought it might level the playing field for my poor creatures. As it is, the group tends to shred everything I send at them unless I hit them with something that can nearly TPK everyone but the one character.


One of my players has rolled up a Grenadier archetype for Alchemist and I'm rather annoyed. Between the free precise bomb and the sheer damage output he's dealing, even with the level appropriate CR encounters, he and the barbarian are ending my encounters in a few rounds if I'm lucky with almost no consequences to the party. After looking in to the bombs feature here: http://www.d20pfsrd.com/classes/base-classes/alchemist#TOC-Bomb-Su- I noticed something that got me confused. It says, "Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity." and RIGHT after that it says, "Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack." Now, Throw Splash Weapon rules state that it is a full round action JUST to prep the thrown weapon. This makes MUCH more sense to me, as being able to do 3d6 a round without hitting allies or move anywhere near combat seems completely broken. Every OTHER round makes more sense, and seems to fit, but my player is adamantly arguing that the Throw Splash Weapon rules do NOT apply. Help?