Udarra

SpoCk0nd0pe's page

179 posts (282 including aliases). No reviews. No lists. No wishlists. 2 aliases.




Hey people,

I have analysis paralysis with Ezren regarding his role choice. So far I picked +4 int, +3 spells, +2 recharge, +1 hand size. Planned spell list (still need to find some of them):
3 attack spells
2 haste
2 augury
1 incendiary cloud
1 swipe
1 mirror image
1 invisibility

items:
sihedron medallion, codex, wand of enervation

allies:
3x sage

The point for the Evoker is the possible extra card, the extra damage really isn't necessary at all (the reason being +4 int for recharges and to overcome spell resistance is mandatory, spells do enough damage that way).
The Illusionist on the other hand can get a bonus to acquiring allies, which is probably nice to have. But since I want +3 recharge (auto recharge haste, swipe, cloud, codex) and at least +2 hand size, power feats might be too thin anyway.
Would you ever want to recharge a spell instead of drawing it with the Illusionist ability? If that ability would let you recharge non spell cards it would make sense imho. Having a larger hand size seems almost exclusively superior.

Side note: Would you rather go for +dex or +wis after int is maxed? I figured wis is a good call to make it easier to get extra explores on divine spells and wisdom checks seem really common. Dex would only benefit the one dagger and against some barriers.

Thanks in advance for any input on that matter!

Regards,

Spock


Hi folks,

having seen Lini in action and having done a little thought-play about what happens if she acquires some power feats, she seems ridiculously overpowered. Adding d4+[number of power feats] to all die rolls as long as you have an animal ally in hand is way more powerful then anything any other character or card has to offer.
The ability would still be very very strong if it readed "You may recharge an ally with the Animal trait to add d4[+*] to your check."
This really seems like a misprint.


How often may he use it on the same combat check? The wording of Lem's ability suggests as many times as you want, that seems hugely powerful though.

Thanks in advance!


Hi everyone,

I'm building a SoD wizard for PvP arena play. And I need advice for the mechanically most powerful 6 spells to pick for mystic past life. The list should be spread over a few levels and should contain mostly spells good for going nova against a single combatant (and maybe his eidolon).

My ideas so far:

From summoner list: Maze, SM VII, Spell turning, baleful polymorph, black tentacles, slow and improved invisibility (I know, one of those would have to go).

From Bard list: Euphoric tranquility, Terrible Remorse, Arcane Concordance (does it work on you? because the spell just states your allies), silence, cloak of dreams.

Thanks in advance for any further ideas.

Go for the min/max! :)


I know it's not a common issue, but does color spray work on unconscious creatures? I ask because the spell says "sightless creatures are not effected". But if it doesn't work, following the same logic, one could close their eyes to evade the spell.


Hi everyone,

I'm currently DM in Carrion Crown with 3 PCs (first PF game for them). They are all mechanically unoptimized but one stands out in particular:

He's a Fighter who wanted skill points and social skills. So his stat array (20 Point buy) is:

Str: 12
Dex: 16 (+2 Human)
Con: 12
Int: 14
Wis: 11
Cha: 14

He is playing a two weapon fighter (rapier+short sword) opting to become a duelist at level 6. Even though they are resourceful players who have quite some experience at role playing and the APs do not have the need for powergaming to beat them, I fear he might end up being too underpowered.

My first suggestion is to go wis 10, str 13 for power attack.
Second thought: Maybe going free hand fighter with feint (one party member is a rogue), disarm and later precise strike would work better in the long run? I have almost zero experience with the effectiveness of such builds so help would be appreciated.

We play with CRB+APG only.

Thanks in advance!


Hi everyone,

I'm searching for a way to nerf the wizard down to approximately meet the powerlevel of the sorcerer (with human fav class ability nerfed to 1/2 for spontanious casters). I'm looking for a simple solution not involving complicated rule changes (staying as close to the original PF mechanics as possible), probably something involving the spells known table.

One idea in my head is to slow the wizard's spell progression by one level. Do you think that would be appropriate?

Do you think that if this is done to the wizard, the cleric and druid should be nerfed as well?

Please post only if you agree that 1. wizard is the most powerfull class in PF and 2. Wizards are mechanically superior to sorcerers. This thread is about how to fix it for people who think this is an issue not to discuss wether it is, so please stay on topic.

Thanks in advance!

-- Spock