I've come across an issue with RS, making a build the optimizes it.
I played this module as a druid with 10 strength in hide armor. Even trained in Athletics I had a grand total bonus of 2 (-2 from armor), so I succeeded on an 18+ and critically failed on a 6 or lower. It was twice as easy for me to critically fail as to succeed. If I had not been Trained that would have been a -2 total skill, needing a 20 to succeed and a 10 or less to critically fail. Most spellcasters would be in a similar boat.
The other two level 4 feats are both fantastic. More speed so you can get into and around combat easier? Yes please! Climb and swim speeds equal to land speed so again you are never stuck unable to get to the fight? Wow! They may not directly add to your damage in a theorycrafting sense but in practice I expect both to be invaluable. I skipped Swipe just because both other level 4 feats were too good to pass up!
Under most circumstances the cantrip Light will beat the spell Darkness and make it fail to work in the overlapping field of effect.
Here's how light and darness interact:
So, most of the time Light (always cast at max level) will overpower Darkness (cast at level 2 or 4 only). Is this intended?
I assume that 'in your repertoire' means you have access to it. For spontaneous casters that's spells you know, for spellbook types that's spells in your book, for casters like Clerics or Druids that's all spells they have access to.
Trigger A creature casts a spell within line of sight of you that you don’t have prepared or in your spell repertoire, or a trap or similar inanimate object triggers and casts such a spell. You must be aware the creature is casting the spell or the trap is triggering.
They Fey spell list is fine, there's just no reason to ever use spell points in combat. For a mechanic that they have stated is meant to compensate for the many fewer spells you get compared to 1e it's not doing that at all for the Fey Sorcerer.
They just updated Goblins in 1.3:Page 31—We’re making it easier for goblins to befriend
wolves. In the Rough Rider feat, before the last sentence,
add “When you must choose an animal companion with
the mount trait, you can also choose a wolf, even though it
doesn’t have the mount trait.”
I figure you just hit it and the dents pop right back out. :)
The Aberrant Sorcerer wishes his bloodline powers were that useful.
Aberrant: The ability to do touch spells 10 feet away. The ability to make spellcasting harder for foes only. The ability to take less damage from crits and gain darkvision and damage anyone who hits you. Those aren't great but they do actually have an effect in combat.The point of the spell points is so you have something to do when you run out of spells or don't want to cast one. None of the Fey powers are useful in combat aside from a crit-fail from foes (unlikely) or putting yourself in the middle of your foes and away from your allies (aura that hits friends too). The one power with an actual use takes 4 power points to use, and is purely evasive.
I guess if I come across foes with reactions and they carefully put themselves into a burst formation with none of my allies with reactions in it then I can try the first power. It might do something.
I've made a Fey Sorcerer and it all looks pretty cool until I get to the powers.
Maybe the Fey Sorcerer is being punished for getting the Primal spell list which is pretty cool. I don't know.
The new Dying rules intro says you are no longer slowed after having the Dying condition, you get Wounded instead.
If it Works Together the other action has to be a move. This is easy to miss.
The wording on investing a Staff includes this line:
How many charges does this mean? When I make a 7th level Sorcerer (3 4th level spells per day) is that 3 (number of spells) or 4 (level of spells)? Is it something else? I know there's also a cap per staff, but I'm trying to figure out what the words here mean.
Under the Cleric class, Controlling Undead sidebar:
One last question - if I wildshape into some animal/dino or whatever, can I cast spells while in a wildshape form?
I believe that all the wildshape spells (what you get from the feats) specify that you cannot cast spells. The Dinosaur one certainly does.
I made an Elven animal companion druid, using archery and really good foot speed to supplement my main source of damage (a wolf). It worked pretty well, I just ignored Strength for the most part. This isn't close to what you are trying of course. :)
A useful trick that may work is leaping right over anyone who is in the way of your charge line. Your mount will need a good Acrobatics (or a really good foot speed, or preferably both) to pull it off, but as long as you can jump high enough as part of the charge you should be able to do it.
But as soon as you add any non-Perfected metamagics to a non-Quickened spell, it takes a full round to cast for a Sorcerer, making it way less useful. This is a significant limitation for Sorcerers, who will have more slots and more flexibility.
Does any of this make sense? I'm not sure my thoughts are coming out properly onto the page.
Fire Snake. Shapeable blast spell, 5th level. My Gold Draconic Sorcerer has Perfected Fire Snake, with Focus, Greater Focus, Elemental Focus, Penetration, Varisian Tattoo (it adds a flat bonus to the caster level of the spell), and Silent, Maximize and Quicken spells.
I was at DDXP, I played a demo. I'm a convert. The system is a major step up in fun and ease of running, with basically no downside other than diversity of material available (which just takes time). That being said: