Zayifid

Lastoth's page

773 posts. Alias of Hatch240.




you have your one wish for the year still available. How do you use it to remedy the situation, keeping in mind that all forms of dimensional travel are blocked via the anchor and none of your abilities can cross the circle line?


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I've been building a wizard for Way of the Wicked and I'm strongly considering the human feat chain for Defiant Luck to start things off. Of all the classes I think the wizard is least likely to screw something up by taking the wrong feats, so can you recommend some fun feats (or even whole builds) to take which are outside the box for a wizard? I really don't want to fill my first 10 levels with variations of spell focus and spell penetration.


We have a Witch, an Evangelist Cleric and a Bloodrager. What would you run for the 4th player?


So I've always assumed these two work together nicely, but now that I read closer it appears that heroic echo only works with spells, SLAs and magic items.

Bardic performance is a supernatural ability. Do those stack? If not does the shared buff ability bypass the requirement? How are people using heroic echo?

I'm trying to figure if it's worth having the eldritch heritage line for this bloodline.


So as near as I can figure the rules, it seems that if you choose to channel positive energy with rulership it means you either heal people with it or use it to harm undead, at which point you get the one round daze ability.

I'm building a cleric for mummies mask for a first time player, and I am not sure I need both, but since the saves are the same I'm not really certain I need the variant channel if I'm going to take turn undead. Does anyone have any experience with these abilities who can give me their take on which worked out better? I've read that turn undead isn't worth it.


We have an ongoing campaign consisting of an alchemist (with trapfinding from the campaign trait), a deathless barbarian and a conjurer wizard. We've got a melee paladin who has been spotty on attendance due to real life issues.

I'm looking for a setup that a new player can get into. My initial thought is a generalist cleric (we do not ask our clerics to heal in combat, we don't need it and we don't want to burden a player with a forced role). I feel the ability to full cast, get up into melee and participate in the campaign discussion with some diplomacy will be a solid start to PF. The benefits of a cleric on a campaign focused on undead are pretty obvious.

Any suggestions on a character and build?


Am I reading this right? If I can get a tiny familiar with a 5' threatened area (like a psuedodragon) I can essentially build a rogue who will always count as flanking (vs medium size or bigger opponents) no matter what?

Is there a non-improved familiar I can use who is tiny with a 5' reach?


So I'm in the throes of self doubt on this wizard for ROTRL. After many iterations of our party we're basically hashed out, we have solid support everywhere but arcane/dedicated caster.

I'm a bit opposed to the usual conjurer route as wasting whole rounds summoning nearly irrelevant meat shields is both uninteresting and slows down play for few good reasons.

I've come up with an enchantment focused diviner opposed to evocation & necromancy (getting necromancy back at 9th). I'm a little worried that late in the adventure path there will be too many mind control immune baddies to really take advantage of my dominate person ability. On the other hand I know there will be giants just by reading the players guide and I know dominate person lasts for some time, so it's a pretty good bet to count on having one or two around.

I've always got the option to take a level of cross blooded tattooed fey/serpentine sorcerer if I feel it will help me at any point along this path, but since I've been told the AP goes to 17 any one level dip will cost me 9th level spells. That seems insane to lose.

So far I'm built as follows (we get an extra feat at 1st level):

Wizard1 Spell Focus(Ench), Greater Spell Focus (Ench), Improved Initative, Familiar: Compy (valet)
Wizard2
Wizard3 Craft Wonderous Items
Wizard4
Wizard5 Allied Spellcaster, Persistant Spell
Wizard6
Wizard7 Improved Familiar [Faerie Dragon (valet) w/Familiar Spell]
Wizard8
Wizard9 Opposition Research Discovery (Necro)
Wizard10 Extend Spell
Wizard11 Infectious Charms
Wizard12
Wizard13 Spell Penetration(?)
Wizard14
Wizard15 Spell Perfection (Dominate Person?), Quicken Spell
Wizard16
Wizard17 ???

I'm looking for thoughts and pointers on this. Keep in mind my familiar will be a faerie dragon who shares allied spell caster with me, so that's as good (or better) than Spell Penetration.


We have a newer player to our group interested in running a very dwarf-centric ranger (ie axe and shield). The DM is on board with it, and will let him reskin a kukri as an axe with the kukri stats so he can have a high crit weapon to trigger more shield attacks later on. we're allowed a bonus feat at first level, 20pt buy. I've come up with a suggested build for him as follows:

Ranger1 Power Attack, Improved Shield Bash
Ranger2 Ranger Style: TWF
Ranger3 Steel Soul
Ranger4
Ranger5 Improved Bull Rush
Ranger6 Ranger Style: ITWF
Ranger7 Shield Slam
Ranger8
Ranger9 Greater Bull Rush
Ranger10 Ranger Style: TWRend
Ranger11 Shield Master
Ranger12
Ranger13 Bashing Finish
Ranger14 Ranger Style: GTWF
Ranger15 Combat Reflexes
Ranger16
Ranger17 Lookout

Possible 20pt buy
Str18
Dex14
Con14
Int10
wis12
Cha5

Racial options:
Relentless
Giant Hunter
Rock Stepper

Traits
Campaign: the trapfinding one from another AP, DM approved)
Racial: Glory of Old

My only concern with this is that he's going to be relatively focused on knocking foes back but might be struggling with reach issues. Any thoughts on this? The player seemed very attached to a weapon/shield style and frankly I think the rest of the party likes it too (we've never run with a build like this).

Thoughts? Advice? I think the idea will be to focus on giants as a FE, not sure which terrain (though urban and underground always seem to go well).


If a human casts Alter Self and assumes the form of a Charu-Ka, would he get any other bonuses associated with being small like the +1 bonus to hit? Would his weapon die code drop also?


Via the use of craft rod, would it be possible to enchant a rod with multiple feats if you paid the 1.5x multiplier for additional feats? For example a quickened intensified metamagic rod?


As I've been looking at ways to maximize save DCs I've seen that eventually you can accrue no more +1DC feats and are forced to resort to debuffing saves. Part of that is intimidate and it seems like a great action for a familiar, but most familiars don't have it as a class skill and also have a low charisma.

Is there a way to build/itemize a familiar for this and overcome the -4 size penalty?


So I was looking at how to get my inherent bonuses on my wizard in later levels. I saw a lot of convoluted ways to achieve a 52 strength to allow blood money to do your wish materials for you.

Is there something stopping you from simply using blood money in small increments to make diamonds worth about 3k each or so, and then combine those smaller diamonds with another fabricate spell later to achieve a 25k diamond and your wish material components?

Doesn't this also create a problem where you're just fabricating wealth?


Cross posted from ROTRL forums for maximum solicitation.

So our ROTRL group will be starting in the near future, and so far it seems we have a mobile fighter, an oracle (of battle), two newer and undecided players and then myself. I was originally looking to play an archer, but the party could use some arcane casting and I'd rather not shove a "You should try a wizard" statement on a new player. I'm pretty sure the AP runs to 17, so that's what I've been looking at.

I've played wizards before in previous editions. I'm pretty well researched, so I have it down to three choices:

1) A Paladin1/Wizard1/EK10/Wizard6 archer/mage. This brings lots of versatile ways to do damage and bring utility/control but the drawback is the -2CL from the paladin and EK levels.

2) cross blooded draconic/orc Sorcer 1/ Admixture Wizard 16. This thing brings a lot of daze based AOE damage for wide area control and mook cleanup allowing the party to focus on the BBEG. A slightly less noticeable -1CL is the drawback here.

3) Wizard 17. Just straight wizard with a lot of single and wide area control stuff.

I know a wizard is well regarded for any party in this AP. Will 1 and/or 2 be noticeably "behind" what the AP demands for spellcasting? What do you recommend here?


So our ROTRL group will be starting in the near future, and so far it seems we have a swashbuckler, an oracle, two newer and undecided players and then myself. I was originally looking to play an archer, but the party could use some arcane casting and I'd rather not shove a "You should try a wizard" statement on a new player. I'm pretty sure the AP runs to 17, so that's what I've been looking at.

I've played wizards before in previous editions. I'm pretty well researched, so I have it down to three choices:

1) A Paladin1/Wizard1/EK10/Wizard6 archer/mage. This brings lots of versatile ways to do damage and bring utility/control but the drawback is the -2CL from the paladin and EK levels.

2) cross blooded draconic/orc Sorcer 1/ Admixture Wizard 16. This thing brings a lot of daze based AOE damage for wide area control and mook cleanup allowing the party to focus on the BBEG. A slightly less noticeable -1CL is the drawback here.

3) Wizard 17. Just straight wizard with a lot of single and wide area control stuff.

I know a wizard is well regarded for any party in this AP. Will 1 and/or 2 be noticeably "behind" what the AP demands for spellcasting? What do you recommend here?


I've seen very little mention of the possibility of using a crossbow with the crossbow master feat on an Eldritch Knight to trigger swift action spells from range. I'm wondering if anyone has any builds they could point me to for this purpose, and how they might have performed. Obviously the niche here is to eventually have a high threat ranged weapon with which to trigger spell critical, so you can pump out some damage. My thought is to use snowball intensified with magical lineage for some damage assistance with heft to it.

Anyone have any advice on this? I'll be using something along the lines of divine hunter1/Wizard (scryer)1/EK10/wizard to finish.


Hi,

This will be for an upcoming rise of the runelords (anniversary edition). So far our party seems to be shaping up as follows

Melee Oracle
Swashbuckler (from advanced class guide, which will be published by start time)
wizard/cleric Mystic Theurge (with early entry at 3rd, progressing wizard after MT10)

I'm looking to fill the role of ranged damage and possibly other utility as needed, except trapfinding because every option that gives you trapfinding is (IMO) a terrible option for an archer.

I'm really considering most everything at this point. Zen Archer Monk, early entry Eldritch Knight, Gunslinger, Ranger and Oath of Vengeance Paladin. I really like the snapshot line and I seem to be able to get those feats in place by level 9 with the ranger, paladin (with one level fighter dip) and the gunslinger.

Any recommendations?


OK, so I've read about a few rule changes that help my AT. One of them is racial SLAs counting for some class prequisites. Essentially I'm going to be a tiefling using darkness as the qualifier for the 2nd level spell. This will allow me to go rogue3/wiz1 and then the rest into AT

On to my real questions:

1) Scorching ray (and other multi touch attacks) now allowing sneak attack on all its rays, is this the case? Where can I see this?

2) Stealth and ranged sneak attacks. Could I use my move action to hide (assuming I had some concealment from either natural effects or Blur) and my standard to cast spells from stealth? If so, would all my attacks (assuming multiple ones from scorching ray) land with sneak, or only the first?

3) AT "Surprise Spell" capstone actually requires everyone to be flat footed, is this only realistically achievable in a surprise round? If not how can I build to capitalize?

Which feats would you work to try to maximize ranged touch attack sneaks?


I've found my local lodge (http://warhorn.net/boston-pfs/) and I'm looking at signing up for the sessions on the 19th in NH (and I will likely bring a friend or two).

We're experienced gamers, we know pathfinder, but none of us have ever played society. How do we go about this?

1) Do you need physical printed materials for your characters? We will likely only be using core/APG/UC/UM but everything I own is on PDF. Do I really need to have physical print outs?

2) Does my character need to be on paper? I typically run my character on a spreadsheet and it updates my numbers as I go. I kind of assume using a laptop at the table is forbidden, but I have no idea.

3) I assume we should read the entire PF guide to organized play, but what other general advice do you have?


By RAW I can't find anything that would show a wayfinder is a rare item. Our groups have just assumed they were only for pathfinders. We acquired one in a recent AP where no mention of pathfinders was made, so now I'm wondering if it's open season on these sorts of items at the magic shops by RAW or if there is a rule stating otherwise.


I've rehashed my barbarian build over and over but I can't help but feel I'm building a barbarian vs an ulfen raider. He's going to be on the skull and shackles AP. So here I am asking you to build my viking. Nothing too OP or redonkulous. I have a whole party who will also want some kills.


I've been reading a lot about barbarian tactics and keeping people from getting near you in the first place. I noticed that knockback was one of the things people were fairly high on. Between the knockback power and unexpected strike they could pretty much get someone out of their area and prevent a full attack against themselves.

Thinking on that I remembered that a character with the shield slam feat gets a free bull rush on anyone struck with a shield attack. Between his regular strikes, his unexpected strike and later on his dazing modified come and get me ability he's be able to prevent most full attacks against himself.

Is there a build out there for this? Would he be giving up too much damage in exchange for this?


We're looking at a party for Skull & Shackles which will begin this summer. So far we have:

A witch (time I think)
Ranger (switch hitter, or archery if the fourth guy is melee)
Barbarian (BSF, two hander type)

The last member is unfilled. My suggestion today was a half orc inquisitor with the sympathetic and amplified rage feats to outrage the barbarian. What would YOU suggest? Obviously we need a pirate theme, so paladins are pretty much out.


Our DM has awarded us a free feat at level one.

Human Barbarian, Invulnerable Rager

Stats: 18 Str, 14 Dex, 16 Con, 7 Int, 10 Wis, 9 Cha

Barbarian1) Power Attack, Improved Unarmed Strike, Furious Focus
Barbarian2) Rage:Superstition
Barbarian3) Dragon Style
Barbarian4) Rage: Reckless Abandon
Barbarian5) ERP: Lesser Beast Totem (Claws)
Barbarian6) Rage: Beast Totem (NA)
Barbarian7) Bolster Resistance
Barbarian8) Rage: Unexpected Strike
Oracle1) ERP: Extra Damage Reduction (Lame/Flame for move/nimble moves)
Barbarian9)
Barbarian10) ERP: Flesh Wound(???), Rage: Beast Totem, Greater (Pounce)
Barbarian11)
Barbarian12) Combat Reflexes, Rage:Come and Get me Barbarian13)
Barbarian14) ERP: Extra Damage Reduction, Rage: Extra Damage Reduction

I can't decide on traits. I'm not sure flesh wound is worth it at that level (I assume you don't get to add your superstition). He's going to be an Ulfen viking raider for S&S AP, but I haven't made up my mind yet.


I've got a DPR sheet going and I am trying to show the effect of perfect strike on DPR (for the rounds it's used) but I am having some issues coming up with the right expression. Can anyone show me a good equation for this?


I'm planning to dip oracle1/rage prophet1 on this barbarian build for rage cycling and I need a solid revelation. So far the Battle Weapon Mastery appears to be giving some much needed feats but I am not sure it's the best one.

Which ones do you like for a Barbarian?


I was wondering if there is any cost incentive for crafting elven chain or mithral full plate with your own character for some cost benefit, or if the cost to craft it is the same as the purchase price. I'd think it would be cheaper to make yourself but I can't find anything that supports this.


I've already snagged a circlet of persuasion (+3 competence bonus) and a cracked Pink & Green Ioun stone. What other gear can I get for help activating items?


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Hey all, I just noticed my little guide was taking up some discussion space from Treantmonks ranger guide. I don't want that to happen to his thread so I'd like to present you with a guide I've written after running a similar character in several campaigns.

It is my opinion that you don't need to switch hit or worry about melee if you do archery right, and this is my guide with that concept in mind:

Lastoths Guide to Archery Rangers

I look forward to your feedback.


Party makeup is summoner, bard, inquisitor (melee) rogue (DW). The cleric is stepping into the campaign a bit late and I am looking for good builds to throw at the player for suggestions.


Do you need to deal with cover as a whip user? The whip specifically states you can make attacks with a whip against anyone within the 15' range, does this negate the usual rules for reach and cover?


My Bard is in COT right now and have pretty much focused on being the party face/buffer type. He's level 5, carries a scorpion whip and when he's being an anarchist he wears his guy fawkes mask. I'd like to put together a priority list of spells I can snag over time as I am human and using my favored class ability to get more spells as I level.

So far, my list has:

Heroism
Gallant inspiration

I've used both to great effect thusfar but I need to pick another, and will likely end up with quite a lot of them (6-8 anyway). So what's your vote here and why? Harmonic spell can set me up nicely after level 8 to debuff saves & drop a save effect on a bunch of guys.


Does the spike benefit from the shields bashing enchantment? I was assuming it does

This should push the spiked shield from 1d6 to 2d6 before the two spells take effect.

The enlarge carried that to 3d6, and 3d6 becomes 4d6 with lead blades? Or have I got that wrong? That's a heck of a shield.


I've got a bard going through the COT campaign. I have some general ideas about what I want to have, but I wanted to see everyones input. Part is a rogue, inquisitor (melee) and summoner (the one with the strong pet and no summons) as well as my bard (meleeish build). So far it has worked really well, we're third level. I've read that bards don't need a ton of charisma, but with a 25 point buy I just couldn't resist having it for fun skills like UMD. I went with 16 str/cha and 14 con/dex. I also went human.

One player has craft wonderous items and at 5th I will bond with my melee weapon. I was considering a circlet of persuasion and later adding the headband of charisma to it (150% more money to add a second enchantment type to an item). What magic items would YOU get on a bard of this type? What do you deem essential?


Hi, I read in another somewhat older thread that there is an item that does this. They called it a rune of power but I am unable to find a source book for this item. Could someone cite the book it came from (if it exists at all)?


There are a few threads and even some guides out there on bards, and I have read all that. I'm making a bard and I've really only seen one perform in a campaign (at two levels below party, as a follower). Even for an unoptimized lower level character she was very much an important element who added some nice abilities during combat. I'm hoping to see the vital things your bards do and incorporate those into my own.

So rivet me with the "and one time, at bard camp" stories. I'll go first:

Just the fact that the character had saving finale up all the time was absolutely awesome. Since she performed nearly every combat, especially at the beginning of each combat, she always had the chance to save the most important party members from certain doom with this spell by allowing them a reroll of any failed save as an immediate action.


Hi,

Starting a new campaign soon and have elected to go with a bard. Just curious to see what you guys would suggest. Initially I wanted an archer build but I realized that most of the adventure would occur indoors and there was no way I'd get improved precise shot in any reasonable amount of time. I looked at whip, but it was just too many feats. I will say I am allowed to have the Master Performer feat from the factions guide right off (assuming I have the qualifying feat, and thus human is very attractive)

So what do you recommend?


Hi,

I'm GMing a campaign and we're halfway through the second module, Mask of the Living God. I was prepping for the second and final session of this module and adding up some treasure and I really felt it comes up pretty short on the amount of treasure they should have. Then I looked at the suggested PCs for the third module (City of Golden Death) and noticed a massive amount of treasure on those characters. While my guys are struggling to find enough +1 items to give one to each melee in the group (group of 4) the suggested module PCs have a fighter with more +2 items than he can have equipped at once.

Are the PCs normally this underequipped vs suggested PCs? How do you handle this?


Hi,

It's been some times since any of my players have played, and not under PF at any point. I played through and AP and decided to give my old buddies a campaign to play. So far we look like this:

Half orc Barbarian
Human Cleric, melee oriented
Human Paladin, melee
Human Witch
Human or Elf Rogue, DW focused

I already stated they could use 25 point buy (perhaps my error). Everyone but the rogue is an old gamer (rogue player is brand new). I've read the APs are all designed for 4 players 15 point buy, so I was thinking I might roughly be able to bump up each encounter by around double to compensate for the stellar stat spreads and party size. I'm pretty good at winging that sort of thing.

I am curious how other DMs approach the issue of running the module. I was thinking these APs would be a canned adventure that I merely needed to read and make dice rolls for, but instead I see that the outline of events is there but it is missing a lot of what I should be reading to the party. Instead it appears I'm left on my own for how to relay the events to the party, and this may take some time to write up. How much prep time do you put into these APs as you run them? Is there a DM narrative somewhere I could rob from?


I've got character with many shot, and a bane bow. Do the extra bane dice apply to both arrows on the manyshot? Does the additional +2 apply to both arrows on the many shot? How does this work with a crit? Can you cite sources for these rulings in either the rules or DMG?

Thanks for the help!


OK, only material ffom three books is authorized. The core book, APG and the little players guide to rise of the runelords (We're running rise of the runelords). 25 point build. Here is what I came up with, you make it better! Party consists of a Fighter who will be the main front line guy, archer cleric and a summoning lion/feline focused druid. I've got the oddball spot in the group so I could go one of many ways, but the concept of a massive str, a big reach and a dragon form for later on excite me.

Human or Half elf
Str 18
dex 14
con 14
int 10
wis 10
cha 14

1 Fight1 Power Attack, EWP Bladed Scarf, Combat Reflexes
2 Sorc1
3 Sorc2 Combat Casting
4 Sorc3
5 Sorc4 Arcane Armor Training
6 DD1
7 DD2 Lunge, Bloodline Feat (Improved initiative)
8 DD3
9 DD4 Arcane Armor Mastery
10 DD5 Bloodline Feat (Quicken Spell)
11 DD6 Arcane Strike
12 DD7
13 DD8 Step Up, Bloodline Feat (Toughness)
14 EK1
15 EK2 x
16 EK3
17 EK4 x
18 EK5
19 EK6 x
20 EK7

I know I like the concept of working with the bladed scarf. I'm going to have reach when I'm enlarged, why not make it big reach, and later in the build when I assume dragon form (by way of spells or by class feature) the combat reflexes let me use that as well. I'm not clear how I could make this better. I'm pretty sure step up/lunge isn't optimal that late in the build, I'm not sure how the armor mastery chain is looked upon especially since I'll have an eventual natural armor bonus from the draconic bloodline.

So, suggestions?


We've been given the chance to touch up our characters mid campaign, an opportunity I don't want to waste.

Human Ranger 8, archery spec
14 str, 16 dex 14 con, 10 int, 14 wis, 10 cha
(+2 race, +2 level bonuses, going to dex)

Feats as follows
1- Point blank shot, precise shot
2- Rapid Shot (ranger archery feat)
3- Deadly Aim
5- Weapon Focus - Longbow
6- Point Blank Master (ranger archery feat)
8- Manyshot

Future
9- Improved Critical, longbow
10- Shot on the run? (ranger archery feat)
11- Improved precise shot

I know human is not optimal, but #1 I can't imagine swapping races at this point. #2 The Wizard has dark vision and I have an extend rod, it's mitigating the major flaw in humans at this point and I'm happy.

My wolf will be riding ready when he turns large at 10th level, so I might replace an upcoming feat with mounted combat just to keep some damage off him when we're at range.

Favored enemies are goblinoids (+2) and Dragons (+4). These have worked out very well and came at the suggestion of the DM. I'll either snag undead or giants at level 10 and bump dragons to +6.

I have 37k to blow in gear. I already know one dragon got away and we have intel on at least one more in this campaign, plus the campaign has been rife dragon spawn which the DM has been kind enough to deem as dragon subtype, so I am getting a FE bonus a LOT. As such I was either going to snag 20 arrows of dragon bane or just do a +1 bow with dragon bane on it, especially since in two levels I should be able to cast instant enemy. This would allow me to treat the target as my FE for "all purposes", which I think would allow my dragon bane to apply to any target I cast this on. Is this the case?

My traits are Magical Knack and any other trait (right now it's captains blade, gives acrobatics as a class skill but I haven't gotten much use of it)

Gear/build advice? Thank you in advance, really appreciate what help you can give.


Party comp is as follows all 8th currently except for the bard
Dwarf priest of Desna
Human Ranger, archery specialized
Half elf fighter, 2h
Elf wizard, took evocation as opposed
7th level npc bard

We are getting destroyed every other session or so. Is this normal? So far we've seen encounters like a band of ogres and assorted other monsters with a goblin ranger riding a black dragon in a ball of darkness.

Some sort of grappling monster who was also in a ball of darkness, but who had a swallow whole attack in addition to 8ish melee attacks which all hit on anyone it grappled.

A series of monsters encountered in a lair, which was partly composed of members who had blind sense and kept an obscuring mist up while casting some manner of lightning spell through the mist at party members.

This is in addition to many encounters using the time honored tradition of invisible casters using summoning.

These encounters are... tedious. They seem to be crafted to frustrate players and ensure that everyone power games (mix/maxes everything for DPR) next re roll to ensure this situation isn't as frustrating. I haven't played in a D&D campaign for some years but I just don't remember it being this frustrating. Attempts to strategise seem to fall into failure and disarray, the general feeling of the campaign is pretty well hopeless. Players (including me) have adopted the "I really don't care all that much" attitude about their character. Everyone is dropped to under 0HP pretty routinely, but the DM swaps off attacks as soon as someone drops so as not to kill us. I'm not sure if this is mercy, or a lack of it. The poor cleric is only a jogging bandaid, since the amount of damage we take in outstrips his healing (and our hit points) very quickly.

An average encounter seems to ensure at least one character is dropped under 0. We run a lot. I know a portion of the adventure is converted from either 3 or 3.5, but really?

Is this really how it's supposed to roll in campaigns? I mean is this sort of thing pretty standard? I took Die Hard on my ranger, every fiber of the traditional player in e screams "wasted feat" but in this thing it seems... appropriate.

How do you deal with all this crap without dying? How do you decipher all these encounters ahead of time? I feel like it would be easy if we had information on the encounters ahead of time but our divination capability for this sort of thing seems sub par.

Sessions feel a lot like failure at this point.


The greatsword (2d6) shows a step up of 2d6 to 3d6 in the core rules, but there is no segment for 3d6 to go up. This happened last night on my human ranger, I assumed 4d6, was I wrong?