I've been enforcing distance penalties on the DCs to identify the spells, which has helped some, but the Arcanist still seems to nail them pretty regularly... I've been guilty of the 'One big fight a day' approach to adventuring. I may need to mix things up a bit and throw multiple encounters to wear them down.
So I'm running a Mythic campaign, and I'm finding the Archmage/Heirophant ability 'Flexible Counterspell' to be more than a little problematic. Both the party cleric and arcanist have taken Flexible Counterspell, and as a result, completely shutdown any NPC spell casters. This is a problem, because at least one player in my group has become so overwhelmingly hard-to-hit in melee, that the only way I can take him down is magic. Any suggestions for overcoming Flexible Counterspell, or barring that, any suggestions on tweaking the ability to make it a little less dominating?
Okay, so I'm trying to figure this one out. At 12th level, a Shield Champion Brawler can do shield damage, or his unarmed strike damage, when attacking with his shield, whichever is greater. Reading on Shield spikes, it says it makes the shield do damage as if it was one size category larger. So would this allow a Shield Champion to do Large-sized unarmed damage with his shield, or would it be normal Unarmed Strike damage vs. Large Shield damage?
I'm currently recruiting a 6th player for a Pathfinder/Forgotten realms campaign. The group currently consists of a paladin, rogue/inquisitor, alchemist, wizard, and bard. They're in desperate need of a cleric, or a viable cleric substitute. The campaign currently plays on sundays, twice monthly, and meets in south OKC/North Moore. The campaign just started, and the players are currently level 2. If you're interested, feel free to respond and we can get in touch about specifics.
SageDarius wrote:
One more important fact I overlooked: The group desperately needs a Cleric, so that is ideally what I'm recruiting for. |