Valshade's page

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Elfteiroh wrote:
Valshade wrote:
The price structure doesnt really make sense. This "package deal" at 34.99 at regular price is 1.00$ more than it would be if you just bought the PDf at 19.99 and then added the foundary VTT addon for 14.00$... Why? This is also an ap that caps out at 10th lvl and not 20th... I mean i really like the sounds of the story of the ap. It looks neat but when compared in price to other Ap's with twice the content it really makes no sense to pay over 100$ for content up to level 10 when other ap's are available for the same price or cheaper that have content up to level 20... And then the package is MORE expensive than the content seperately? Like is this a money grab for people who just don't do the math?

The only regular AP that goes from 1 to 20 is Bloodlords, and it totals ~210$ when you buy the 6 books. The other AP module that is from lvl 1 to 20 is Kingmaker, which was released in 1 hardcover, which has a VERY generous discount, and it's still 120$, which is NOT cheaper than the ~105$ total for the 3 books of all the other 3 books APs. Yeah, "per levels" it's cheaper, but it's clearly an exception, looking at the prices of all other modules.

The modules are priced so that they can manage to give decent pay to the people making those, and they take a lot of time and effort to make.
There is no money grab here.

All this might be true and is subjective but why is the "package deal" 1.00$ more?


The price structure doesnt really make sense. This "package deal" at 34.99 at regular price is 1.00$ more than it would be if you just bought the PDf at 19.99 and then added the foundary VTT addon for 14.00$... Why? This is also an ap that caps out at 10th lvl and not 20th... I mean i really like the sounds of the story of the ap. It looks neat but when compared in price to other Ap's with twice the content it really makes no sense to pay over 100$ for content up to level 10 when other ap's are available for the same price or cheaper that have content up to level 20... And then the package is MORE expensive than the content seperately? Like is this a money grab for people who just don't do the math?


A bit late on the reply sorry, a burst is unique in that it does not effect targets that have total cover. A burst is also usually considered a sphere.

PRD wrote:
"A burst spell affects whatever it catches in its area, including creatures that you can’t see. It can’t affect creatures with total cover from its point of origin (in other words, its effects don’t extend around corners). The default shape for a burst effect is a sphere, but some burst spells are specifically described as cone-shaped. A burst’s area defines how far from the point of origin the spell’s effect extends."


I was just playing with a similar build Idea. with the new revision of the Cleave Feat chain it makes them perfect feats for a Skirmish build. With the reach weapon your the area you threaten increases the chance of being able to use cleave or great Cleave. If your aim is pure combat i'd use your rogue talents to help you grab some combat feats. Since your making a mobile character anyhow i'd also consider 1 level of Cleric to improve your will and fort saves, The travel domain adds a +10 to your movement speed and also allows you to ignore difficult terrain a certain number of times per day. so i'd go for something like this.

1st (cleric) Aura, channel energy 1d6, Domains: (Travel) (Chaos or luck), (Feats: exotic weapon Proficiency: Varisian Blade scarf,
Power attack)
2nd (Rogue) Sneak attack +1d6, trapfinding
3rd (Rogue)Evasion, rogue talent (Cleave, Dodge)
4th (Rogue)+2 +1 +3 +1 Sneak attack +2d6, trap sense +1
5th (Rogue)+3 +1 +4 +1 Rogue talent, uncanny dodge (Mobility,
Spring attack)
6th (Rogue)+3 +1 +4 +1 Sneak attack +3d6
7th (Rogue)+4 +2 +5 +2 Rogue talent, trap sense +2 (Great Cleave)
8th (Rogue)+5 +2 +5 +2 Sneak attack +4d6
9th (Rogue)+6/+1 +2 +6 +2 Improved uncanny dodge, (Lunge)

This build gives you increased mobility using the domain powers of the travel domain but also makes your fort and will saves not so crappy. also gives you a bit of a boost early levels by allowing you to heal a bit using channel energy. Power attack feat should be used sparringly since your BAB is a little least to be desired (weapon focus and combat reflexes might also be a good idea to take at some point) Essentially since you moving a lot using spring attack to negate aoo's the cleave feats provide multiple attacks even on your move (cleave is a standard action to use) because you threaten 10ft this should increase cleaves effectiveness and also provide you with more chances to flank. Lunge helps a great deal also but requires a BAB of +6 which means you don't qualify till 9th level. Its also important to note that the Travel domains bonus spell is longstrider which can be used to increase your movement by another 10ft for 1 hour (be nice if there was an easy to to boost your caster level but i cant think of any that would be worth the resources)