I know they say blasters are inferior to conjurers and diviners. I don't care, I just like rolling dice in combat. Fire gets fireball, wall of fire and a bunch of great evo spells. Spells are hard to sort. Does anyone have any suggestions on a water-oriented build??? I may be doing Skull and Shackles and I want to keep some flavor.
That didn't really answer either of my questions though. A wizard can cast a save-or-die spell and "kill himself." The example I used as a Magus, One hit from a spell combat with an intensified shocking grasp could also "kill himself." Although, I didn't take into account archtypes, especially knife master.
I tried to do some searching for this question, but it's so general I could have easily missed it. Does the mob think it would be too overpowered to give Rogues an additional +1d6 damage of sneak attack each level? I've been playing a Magus and he essentially does the same thing. He novas sometimes, but doesn't seem to average more damage than the party's barbarian for the most part. Sneak attack damage doesn't even multiply if I remember correctly and we're assuming the damage uses the same qualifications after the change. Would this make the Rogue actually viable?
Fairly certain I know the answer to this. But I figured I'd ask in case I missed something. Are there any other Society-Legal items that raise intelligence besides the Headband of Vast intelligence and Ioun Stone. (Which correct me if I'm wrong, don't stack.) On a side note, any interesting magic items for a level 7-8 Alchemist for the hell of it would be a help.
Chris Mortika wrote:
I'm not grumpy. I took the module's shenanigans a lot better than most of the people at the tables around me. I was only replying to the person's retort. I just think the module isn't good for level 1 characters, but I was far from angry even when I was battling. I was under the impression that the gold you got was at the end off of the chronicle sheet?
kinevon wrote: ** spoiler omitted ** Spoiler:
There is a +1 small short sword I believe.
Considering it swings against touch ac and deals str damage, I'd hardly call that redeeming. The shadow did 10 str damage before our fighter had an action. Our party had a level 2 channeler. Pretty much the only reason we were able to clear the module. If he was a ranger or something, it would have been a TPK probably. The wight is intelligent undead, so its not out of the realm of possibility to strike a non-fighter the first round of surprise.
Very few fresh characters have 50 out of their 150g left over after buying armor and such. Which is assuming the GM is kind enough to give us hints on what is in the halls in advance. The fungal crawlers....yeah. I think it's beginning to become apparent that these scenarios are being made for a party of optimized/min-maxed characters. This module and a lot of season 4 scenarios are not meant to be played by casually or carefree made characters.
My opinion on the module as a player. Monster spoilers inside. Spoiler: If I showed up to a GM's game for the with a brand new level 1 character and he leveled drained me with a Wight into death with no save, I would not only serious question his scenario building, but seriously question on whether or not I would be coming back. But then on top of that, an incorporeal being at level 1?! You could easily have a party that's impossible to clear that with. That's not including not one, but two creatures with an improved version of pounce that can one shot level 1 character and do ability damage on top of it.
It amazes me that this was actually approved for Level 1 play in an organized play setting. Was this module playtested?
I would not ever run this module with people who have never played a RPG before or people who are brand new to pathfinder. I doubt more than half would come back.
I was under the assumption they sold mundance alchemy items such as smokesticks. But, I don't see anything stopping people, especially in such a big town as Absalom from buying alchemist's fire or any of the other alchemist items they would normally make. Not any less likely than someone using Craft (Weapons) from selling his goods. Edit: I was in the camp that didn't it any different from other crafts. I was just stating a general opinion.
I was told by a person that Alchemist's were not allowed to use alchemy for Dayjob checks.
Could someone point me in the direction where it outlaws it? Was it outlawed before and errata'd? Wouldn't it make more sense to just not let them add their competence bonus if they're afraid of warping WBL?
I've recently begun the Rise of the Runelords and decided to make a Ninja. I have the usually dex-based wakazashi TWF build. I'm not unhappy with it, but I was looking for advice to get the most out of combat as I could.
So, how can I go about doing the most damage I can with a Ninja before GMs want to throw books at my face? |
