SoVaerie McDeadersun's page

21 posts. Organized Play character for Brandon Huber.


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Silver Crusade

Ipslore the Red wrote:

The word "Here" in "Here is a very good guide" is a hyperlink to the guide's discussion thread. The guide proper seems to be down, as Dropbox has apparently temporarily disabled it for generating too much traffic.

If that didn't work for some reason, here it is again.

Yikes, hyperlink didnt' register in my mind. Thanks.

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This is probably in a FAQ somewhere, but could someone be kind enough to link me the aforementioned guide?

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This is not PF:S. This is a home campaign. All official Paizo books are open. To include Advanced Race Guide.

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Is there a fireball equivalent to water/ice?

edit: Just saw ArmourMonk's reply

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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.

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williamoak wrote:
I'm just disappointment there are no really impressive mythic magus spells...

I have no idea how great the other mythic spells jump up, but mythic shocking grasp are d8s and you get a free disarm w/o provoking? Seems pretty good to me.

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That's just the Knife Master archtype in particular. What is the average for a regular rogue compared to that?

Is it a fair trade off to let them do as much damage as a barbarian when they have less hit points, worse saves, have to stand next to the BBEG and have to be flanking?

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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.

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Don't Rogues and Magi have the same hit die? What would be the difference?

How can a Rogue sneak attack himself for lethal damage??

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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?

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The Ioun Stones say they stack with other Ioun Stones. They make no mention of stacking with other enhancement bonuses.

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What scenario is that?

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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.

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Chris Mortika wrote:
SoVaerie McDeadersun wrote:
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.

First, it sounds like you're just not going to be happy 'bout this, and there's not much we can do 'bout it. That's fine; there's room for grumpy people, too.

But these aren't the first encounters in the place. You have already cleaned out a batch of goblins and taken their gear. You've already found stuff at the bottom of a trapped pit. That's all and above the gold your PC started with. Walk back into the sunlight, talk to the Thornkeep priest of Gozreh, and arm yourself.

As to the GM being generous and giving hints: hardly. Talk to the Blue Basilisks, they have a very good idea what's going on. Talk to Chief Groolsk, he has reports from his agents in there.

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?

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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.
I wouldn't exactly classify a roll of 13 or higher for no save instant death as a low chance.

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.

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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.
That's fine; monsters do damage. You can go back to town and with unlimited time and sleep off the ability damage, but kind of disconjointed story-telling and RPGing is that?

It amazes me that this was actually approved for Level 1 play in an organized play setting. Was this module playtested?
I know some module are meant to be difficult and highly deadly, but in my opinion this module crosses the line into unfair and broken.

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.

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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.

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I thought you couldn't take 10 on day job checks. You could hit the 40 cap otherwise though anyway.

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1 person marked this as FAQ candidate.

I was told by a person that Alchemist's were not allowed to use alchemy for Dayjob checks.
I checked the field guide, the FAQs and did a general internet search and came up with nothing.

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?

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What is my best route if I didn't want to do sap/non-lethal damage?

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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.
Just about everything in Pazio books are legal. Companions have to be asked, but aren't really an issue either. The only thing that isn't allowed that I know of is Chapter 3 and 4 of Advanced Race Guide.

So, how can I go about doing the most damage I can with a Ninja before GMs want to throw books at my face?