Wizard

Rolend Tennant's page

10 posts. Alias of Rodger Graham.


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I have to agree. Despite its failings, sorcerer has always been my favorite class. I absolutely love Pathfinder, and was hoping that the changes the class needs would be made. This just seems to fall short.

Despite the added survivability gained from the bloodline traits/abilities, this doesn't address the lack of options that has been corrected in the wizard/cleric revisions. If the new sorcerer were to use all of his spell slots for the day, none of the abilities would offset this or allow the class to progress during the adventuring day like the rest of the party. I would have like to see more abilities similar to the wizard/cleric here. The feats also seem lackluster, and do not normally extend the adventuring day.

The lack of cantrips seems to be a large oversight or a glaring mistake. Also, the sorcerer needs to have a slight increase in spells known, especially at levels where new spells are gained. More spell slots can only get you so far, and can even be pointless if there are no options for those slots. I would not be bothered by gaining spells a level behind the wizard if this was corrected. I suggest adding one spell known per spell level (having found this works well in play).

Overall, this has disappointed me. I have developed a version of sorcerer our gaming group uses, but wished to devote my confidence to the Pathfinder revisions. Now, it seems that more needs to be done to make the class viable amongst the other Pathfinder classes.


Here's another article.

http://www.startribune.com/entertainment/tv/16218352.html

Sad day.


Any idea if this has come out yet, or where to find it?

Thanks,


Very cool. Thanks for the info. I think I have the issue in question. Unfortunately, I'm not sure where. The pdf may be the way to go.


A friend on mine is trying to explore some different fighter characters and I remember an issue of Dragon that included some variant fighter classes. Basically, the changes were to the skills and proficiencies of the fighter class with the addition of other abilities. The one in particular I'm interested in the is "Pugilist."

Can anyone tell me which issue number this is?

Thanks


Ungoded wrote:

Click here.

Scroll down past the RPG Superstar post.

Thanks. I appreciate it.


I picked up the Skinsaw Murders adventure and absolutely want to run it. The group I game with though likes to have everything covered in case a problem arises, and while I find the haunts mechanic to be fun and interesting, the players may feel like they are being targeted without the options of battling/avoiding the haunts.

Last week, I believe, the writer of Skinsaw Murders posted an article on the adjudication of the haunts feature in the adventure. Does anyone know where I can find it? I believe it will have the information I need to use the haunts effectively, while giving the player I can chance to interact with them, as opposed to being interacted with. Thanks in advanced.


As of Friday, our group just finished the fourth adventure and rescued Zenith. Our party consists of:

Tiefling Male Fighter 7 (archery specialist)
Human Female Rogue 7 (sneak attack craziness)
Elven Female Druid 6 (healer and wild shape combatant)
Half-Elf Female Bard 5/Cleric of Fharlang 1 (booster)
Human Male Sorcerer 6/Favored Soul of Pelor/Bahamut 1 (blaster)
Dwarf Male Barbarian 7 (Rage + Powerattack = splat)

We also have a few other PCs:

Human Male Paladin of Pelor 3 (player currently away)
Human Male Ranger 2/Fighter 4 (player temporarily replacing paladin, but was turned into a wraith and attacked party; obliterated by black dragon)
Aranea Male Fighter 2 (player's new character replacing above; found in koa-toan prison by party)

So far, it's been absolutely crazy, but absolutely fun and exciting as well. We're currenly taking a two week break, but I can't wait to start up again.


Currently, my group has made it to the middle of Chapter 4, the search for Zenith, and we have had four deaths, three of which happened in this adventure.

The first, sadly, was my own human sorcerer killed by the howler in the battle with Kazmojen. The fight also dropped several of our party to dying status. Luckily, I was raised by the Cuthberts, but had to eat the xp penalty.

In this section, though, and in one night, we lost three of our party. In the battle with Aushana, we had takena beating but found away to use the hallway doors as a shield against her. She was almost down when she was joined by the high priest koa-toan. We were able to defeat both of them, but not before the high priest killed our bard/cleric, and no one else has the divine will to raise him.

Later on that night, we ran afoul of the black dragon and his guards. One member of our party panicked and ran into the room containing the pit trap and fell badly. Already injured, he was attacked by the wraith and turned into one. He subsequently attacked us and the dragon, and was subsequently obliterated (no raising him). The dragon killed our druid, but not before taking insane damage from her thornskin spell. My sorcerer killed the dragon afterward, but as of right now there are only three of us left with two dead characters and no way to raide them as of yet. And we still haven't found that dwarf!


As a player, Kazmojen was a difficult fight. Our party consisted of seven characters, all level two ecexpt for our dwarven barbarian at level 1 and our tiefling fighter (archer) and ECL 3. The rest of our party contained a half-elf bard, elf druid, human rogue, human paladin, and I as a human (dragonblood) sorcerer.

We even took Kazmojen by surprise, but the howler went on full offensive. Due to a few well places spells, I drew the howler's ire and he killed me in a few rounds due to some great rolls by our DM. With the howler injured though, it fell easily and the party focuses on Kazmojen, but it just wasn't enough. He dropped several other party members to dying, and the DM moved up our encounter with the beholder (no spoilers please as we are only in Chapter 4 currently and I am under the impression that he will be back). It stormed in and turned Kazmojen to stone, rescuing us while also putting us in a very uncertain position as he took Tereme.

It made for a great scene, but I felt the combat was a bit too tough for us at that point and I certainly didn't like the penalty I took for dying, as well as not being able to participate with the beholder. Everyone walked away witha sense of dread, in a good and a bad way. The fight should be tough enough to scare the players into realizing how difficult things will be in the campaign, but not enough to discourage them as well.