Shocker Lizard

dthunder's page

166 posts. No reviews. No lists. No wishlists.




I was designing a new character (an Investigator) and was toying with the idea of him being an addict, most likely to an Opioid of some kind (milk of the poppy style. Opium or morphine) that he can craft with Alchemy. My issue is that the drug rules seem very destructive. I was curious if anyone has any experiences playing with the rules they could share. Also, if anyone has any homebrew rules or modifications they've used with any success?


So, the group I GM for generally hates the Sorcerer. I have a new player who has shown an interest in playing one, though, and it's brought up some questions. First and foremost, why is the Sorc's spell progression still stunted? Is it just because it wasn't changed, or is there a build reason behind it?

Second, and much less relevantly, has anyone found the bloodline claws at all useful? It just seems like a class with 1/2 bab can't really make very good use of a melee ability like this.


Ok, I've been digging through the stealth and combat threads for roughly three hours and I only have a couple questions. First, is there a difference between a target you don't see and an invisible target? Mechanically speaking, I mean.
Second, when fighting under concealment (not in plain sight) is there any reason I can't move and roll stealth? (For example, in an area of Darkness or Obscuring Mist/Fog Cloud)
Hopefully stirring this pot doesn't get me burned at the stake...


Ok, I don't want to come off as a "balance-troll," but why is it that domains are SO much more powerful than the schools and bloodlines? I agree with the idea that the bloodlines should be a little better than the schools, sorcerers need the assist, but the domains feel better than either one (esp at low level) and the cleric gets to pick TWO of them. Of all the classes, I don't really think the cleric is the one who needed buffed.

Regardless, can we at least bring the school and bloodline powers more in line with domains?