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Captain Morgan wrote:
You get told the amount of damage.

That's what I say too, but is there a specific set of text in the rules for me to point out to a group member that disagrees and says it's meta gaming to know the number before choosing?


Do you get told the amount of damage before choosing to block or choose without knowing the total damage?


though it wasn't pathfinder, i once played a WW game where we were in an unfamiliar city with almost 0 knowledge of anything there. we had no idea what to do or where to start and the DM kept saying we were missing something easy. so we started throwing out ideas ranging from the really simple to the really convoluted. and the DM just kept saying, "Guys what do they do in every movie?". we couldnt figure out what he was talking about though. apparently in every movie he's seen the characters ask a street urchin. its now kind of a joke around the table that street urchins know all. :D

don't feel bad about not knowing what to ask. just go with what you can. if you have to back track, well....learning experience


yeah, the thing is we are all worried that the majority of time we wont end up being at sea. this is just a section of the campaign where we're traveling to a new land based location and he's tormenting us lol.

I decided i'd take a magus, who's primary weapon is a rapier. this will allow me to bring some wizard spells to the party and deal some damage which is a problem we've been having. apparently after conversing with our wizard he only has like 3 lvl 2 spells or something (invisibility, a scorching ray, and flaming sphere) everything else is in 1st and 3rd level spells. the DM is being a stickler for the electric ones. wherever the spell originates from basically is the epicenter for a half dmg, but double sized AOE attack. it's really hurt the wizards artillery and i hope me giving him the chance to expand the spell book with what I've picked will assist. the fighter is going to finally begin using his armor. the weird thing is that the cleric (both the still living and my old one) were prepping these spells. the DM just was giving us tough encounter. the exploration was easy. its the surviving in a harsher environment vs better adapted enemies that was getting us.

I think we may have a better chance at surviving now because at first our rogue, fighter, and our wizard (everyone but wizard is dead) really were new to the classes. and i think they now have a better understanding of how to effectively play. hopefully our comp works a little more neatly now.

thanks for the tips though.


well, my party broke a cardinal rule i have and we got onto a boat set to cross the ocean. We had no choice in the matter if we wanted to continue the campaign but the experience is horrible. We started out made up of a cleric (healing/fire domain), a wizard (evocation), a cleric (me) who multiclassed fighter with power and i forget the other domain. i originally was meant to be a tank before we got a full build fighter. i didnt make a fighter cause i always am one and it gets boring to be the same thing all the time. we also had a rogue and a fighter. since the opening of the sea voyage: the fighter has died 2 times (once he got saved by a dm ruling), the rogue has died 2 times (was resurected after the first time by plot mcguffin), and i died 1 time after being grabbled and eaten by some eel thing for a long time.

The real trouble we're having is we're stuck in the middle of the ocean, with dwindeling supplies, in shark infested waters, with wrecks below us, and a ancient temple with some ancient magics presumably stoping the wind. everything has been underwater combat. noone has swim speeds, and the only reason we've done anything at all is thanks to the clerics use of walk on water (for escapes from the bottom) and breath water. the wizard can't do much because he's picked a lot of spells that just arent working out under water mainly fire and electric element ones, and the fighter (who has made another fighter) refuses to use his armor underwater even thought we can breath and wont drown for the time being.

so, i was looking for some insight into the following:

1) what are some nice wizard spells one can bring to the table when dealing with underwater factors? i'm thinking of bringing in a magus because i'm interested in the class, maybe a tiefling.

2) any good strategies we can utilize for while we're under there? we're lvl 7 currently, we'll be leveling up within the next 1-2 levels. noone is multiclassed anymore. it would appear the rogue is making a ninja now.

help is appreciated