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Dark Archive

Kahel Stormbender wrote:

First three sessions of PFS for me, my lodge didn't really have an effective face. So I used my level 1 rebuild to make my kineticist a face. That meant switching attributes around to favor Charisma more then Constitution and taking the Overwhelming Soul archtype so this didn't penalize my damage and ability DCs.

Problem, as an aerokinetic I'm not as versatile as an aetherkinetic or hydrokinetic. Can get some nifty combat wild talents though, and some useful to down right awesome utility talents such as flight and weather control. Overwhelming souls can't accept burn though, which cuts out many utility talents. Even if hydrokinetic for example an overwhelming soul can't use kinetic healing. Nor can they boost their elemental defense beyond it's base values. And the elemental adaptation wild talents are pretty much wasted time.

I regret taking that archtype now. But it's kind of too late. And while I can retrain out of it, it's not worth doing till I can buy a +con belt. Which will take a couple sessions, at least. First big purchase was a +1 mithral chain shirt. Next one was a handy havarsack since my strength is 6 :(

And trust me, I know all about how versatile kineticists can be. Was playing a hydrokinetic in one campaign. Ran a pyrokinetic before that. And have done a lot of tinkering.

Yeah, overwhelming soul is terrible. Second worst archetype ever written. You can face decently well even with a buffed con, as long as you don't dump Cha. You can afford to have a 10 in Cha, and take Skill FOcus to make up for it, and still have enough skill points to pick at least one useful social skill. Mine has intimidate, and will get a nice bump as soon as I take Skill Focus.

Dark Archive 1/5

It's not a horrible archtype. But I'd not fully thought through not being able to take burn willingly at the time. If I made another one in the future, I'd be more prepared. And probably go with an element which doesn't heavily rely on burn to make it's elemental defense useful. The aerokinetic elemental defense SUCKS at low levels unless you can pump it up with burn. The fire one... not so much. The fire elemental defense just plain sucks IMO.

The Concordance 5/5 5/55/5 ***

Kahel Stormbender wrote:
I regret taking that archetype now.

That's a shame. We've had completely opposite experiences with the same thing. Mine just reached 9th level, and I absolutely love her. Maxed social skills is always useful. +20 Fly with only 1 rank. Maxed UMD and Perception.

In combat I totally agree that blast/blast/blast is absolutely dull, but it's effective. More than once I was both the party face and the main damage dealer. If I had instead just stuck with the base Kineticist I'd probably be as bored as you are now with your Overwhelming Soul.

Dark Archive 1/5

Well, it's more so that I keep looking at the utility talents and trying to plan ahead. Only to see all these delicious looking abilities. Then noticing they have a burn cost, so I wont be able to use them. Weather control for example. Or kinetic healing. Or extending my air bubble to aid others... Or elemental resistances....

Yeah, the toys I will be able to use are fun. Things like creating grease slicks at will. Or flight. or having stupidly long range with an extended range blast. But I keep seeing these other ones and going "Hell yeah... crap."

That, and we have often have an even better 'face' now. So I get demoted to auto assist support.

Grand Lodge 4/5

Pathfinder Adventure, Rulebook Subscriber
Legio_MCMLXXXVII wrote:
People underestimate the kineticist. It's not the greatest class, but if you use it with a bit of cleverness, you're going to utterly ruin just about anything you run into.

This is a good warning considering I was thinking of recommending it to my friend that wants to play an Ultron-like character.

Liberty's Edge 3/5 5/5 **** Venture-Captain, Nebraska—Omaha

Hmmm I see that I have been playing my kineticist wrong.. Opps...

Oh well easy fix.

Scarab Sages 1/5

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Bruno Breakbone wrote:

Bruno, a handsome and beautiful Tetori, have two tricks.

1) Bruno grapple.

2) Bruno grapple HARDER.

Brother Sapo, having played once at first level, and never at second, is still an amorphous blob. Sapo, inspired by the handsome, beautiful and altogether admirable Bruno Breakbone, has decided to follow the path of the Tetori.


andreww wrote:

...

1. Do you have a way to attack at range
2. How are you going to heal yourself if damaged
3. What do you do if a swarm turns up
4. How about if we encounter a shadow
5. We are in a city which was nearly wrecked by plague, who bought an anti plague
6. How are you going to see in the dark
...

Not so much for at the beginning of a session, but I have standard questions for 'at character creation' that tend to get people thinking.

a) What is my PC's primary role/activity in combat? Ex: Smashing things with a longhammer.
b) What is my PC's secondary role/activity in combat, when the primary is not applicable? Ex: Reach and AoO's to protect the squishies.
c) What is my PC's primary role/activity out of combat? Ex: Decent sense motive to tell when people are lying to us.
d) What is my PC's secondary role/activity out of combat, when the primary is not applicable? Ex: Decent survival skill to track the bad guys.

It seems to help the folks that are only thinking about a).


Kahel Stormbender wrote:

It is a fun module. And it does teach neophyte adventurers many valuable lessons. But not everything they might need to know.

And lets face it, it's hard for new adventurers to understand just how dangerous swarms are until they encounter one and can't do a dang thing against it. "But I have darkvision, why would I need a torch?" "Bah, I don't need flasks of alchemist fire, I've got my great sword." "Aaah! BEES!"

Torches don't damage swarms that are weapon-immune, either.

Kahel Stormbender wrote:

Well, it's more so that I keep looking at the utility talents and trying to plan ahead. Only to see all these delicious looking abilities. Then noticing they have a burn cost, so I wont be able to use them. Weather control for example. Or kinetic healing. Or extending my air bubble to aid others... Or elemental resistances....

Yeah, the toys I will be able to use are fun. Things like creating grease slicks at will. Or flight. or having stupidly long range with an extended range blast. But I keep seeing these other ones and going "Hell yeah... crap."

That, and we have often have an even better 'face' now. So I get demoted to auto assist support.

You can use Kinetic Healing, but your patient has to take the burn. You can also have Kinetic Healing used on you, and CAN take the burn for that.

Grand Lodge 1/5

Gisher wrote:
Two-Gun Sam wrote:
Tamec wrote:
Two-Gun Sam wrote:
Tamec wrote:
I have a guy in the runelords game I'm running. He's a 2 weapon fighter (focusing on longsword) with a 15 str and 15 dex. He has weapon focus longsword, so instead of fighting with a longsword and a shortsword giving him a +2/+1 to hit he's using two longswords so he has a +0/+0 to hit, oh and he doesn't have a ranged weapons because it's not a longsword...
What about thrown long sword?
But then he wouldn't have 2 longswords to fight with when he closed to melee range...
Buy more swords... Or a Blinkback Belt.
Or add the Sharding special ability to one of the swords.

Or add it to both of them, and take full advantage of their two weapon fighting at range.

Shadow Lodge 4/5

(S)He'd only have the money for that somewhere around the end of FotSG though. RotRL is fairly light on loot before that. Particularily if your Magnimarian contacts stop accepting 1) amulets of natural armor +1 2) large +1 ogre hooks and 3) large +1 hide shirts in bulk!

Dataphiles 3/5

Why stop taking them? With all the spoils they're buying off the PC's they can outfit their own ogre mercenary company!

1/5 5/5

Pathfinder Starfinder Roleplaying Game Subscriber

Oddly enough, when we did that in our home RotRL campaign we dismantled any magic items that weren't of use to the party and turned them into components so the party gear would improve.

All the miscellaneous non-magical trinkets and doodads were the problem...

Dark Archive

Steven Schopmeyer wrote:
Legio_MCMLXXXVII wrote:
People underestimate the kineticist. It's not the greatest class, but if you use it with a bit of cleverness, you're going to utterly ruin just about anything you run into.
This is a good warning considering I was thinking of recommending it to my friend that wants to play an Ultron-like character.

I would suggest that anyone playing one play an Aetherkineticist. It's easily the strongest (by which I mean most versatile) element available.

Take Pushing Infusion, Kinetic Healer, Extended Range, Telekinetic Haul, Bowling Infusion, Kinetic Invisibility, Foe Throw, Touchsight, Extreme Range, Reactive Touchsight, either Mobile Blast or Wall, and Suffocate at 12th. You now have all the tools necessary to utterly ruin anyone's day by the time you retire.

Never forget that you can use Basic TK to fly once you've taken TK Haul, and for a single point of burn you can fly your entire party for minutes/level. You can also pick up unpleasant substances and drop them on enemies, whether it be poisoned water, or molten gold, or acid, getting a large quantity dumped on your head is never a good look. Once you have Foe Throw it's important to remember that it's not just for flinging enemies at each other, and that that is in fact the weakest use of the ability. Especially if you happen to have a cliff nearby, or a window you can fling someone out of. Even a ceiling, since bouncing enemies off of a 30 foot cieling can nearly double your base damage on a single target. Being invisible is obviously never bad, even if it's only budget invisibility.

The tools are all there, it's just using them the right way that makes the Kineticist tricky. There's a great Geokineticist build that makes you functionally invulnerable with a 15 foot reach by level 10, which is just a tiny bit obscene.

Dark Archive 1/5

Hydrokineticists also get some serious utility and versatility. healing, putting out fires, short duration grease, grappling walls, and other things can make a hydrokineticist rather effective even if they aren't chucking high damage elemental blasts at the enemy.

Dark Archive

They're not bad, but their skills are less...broad than the aetherkineticist, shall we say. If you want to get the same sort of mileage, you have to tune the class even harder than you do with the aetherkineticist, and that is, broadly speaking, THE pure TK build. Most of the other options are either traps (Self Telekinesis) or sub-optimal (telekinetic maneuvers) or just plain don't work (draining infusion). Hydrokineticists get ok versatility, but I tend to think they're a bit more specialized than either Geo or Aether, which seem to have the most broadly useful powers.

Dark Archive 1/5

The fact that expanded element lets you delve into other types of kineticists for even more versatility of course is just gravy.

Dark Archive

I generally find that expanded element is one of the worst things you can do. It delays your third level Infusion until 9th at the earliest, and doesn't grant you any of the really good abilities of your expanded element without shenanigans. The only advantage is composites, and you can live without those. If it didn't hurt your progression so badly, or Extra Wild Talent hadn't been rendered into useless garbage, I might feel differently, but given what we have to work with, it's an underwhelming option in a class that's already strapped for good abilities.

Dark Archive 1/5

Expanded element is an automatic. At level 7 you pick an expanded element. Then at a higher level (can't remember which one off hand) you pick a second expanded element.

And how exactly does it delay your infusions? Expanded element is a separate choice from infusions after all. At level 7 you get an expanded element, a 2nd simple blast (depending on initial element and expanded element), and a composite blast. There is no utility or infusion choice at this level to begin with. Only an expanded element.

You wouldn't have gotten another infusion till 9th level anyway. Sure during the playtest you had to chose if you take an expanded element or infusion. But the released class doesn't have this choice.

If anything, it could be said to delay a utility talent since at level 8 you're likely grabbing expanded elemental defense. Which is done as a utility talent.

Silver Crusade Venture-Agent, Florida–Altamonte Springs

Drake Brimstone wrote:
Gisher wrote:
Two-Gun Sam wrote:
Tamec wrote:
Two-Gun Sam wrote:
Tamec wrote:
I have a guy in the runelords game I'm running. He's a 2 weapon fighter (focusing on longsword) with a 15 str and 15 dex. He has weapon focus longsword, so instead of fighting with a longsword and a shortsword giving him a +2/+1 to hit he's using two longswords so he has a +0/+0 to hit, oh and he doesn't have a ranged weapons because it's not a longsword...
What about thrown long sword?
But then he wouldn't have 2 longswords to fight with when he closed to melee range...
Buy more swords... Or a Blinkback Belt.
Or add the Sharding special ability to one of the swords.
Or add it to both of them, and take full advantage of their two weapon fighting at range.

He bought a bow...of course he critically fumbles (campaign mode so I use the deck/app) and shoots aldern's horse...

Runelords:
they were on the boar hunt tonight, and the boar charged him since he was the closest thing making noise.

Dark Archive

Kahel Stormbender wrote:

Expanded element is an automatic. At level 7 you pick an expanded element. Then at a higher level (can't remember which one off hand) you pick a second expanded element.

And how exactly does it delay your infusions? Expanded element is a separate choice from infusions after all. At level 7 you get an expanded element, a 2nd simple blast (depending on initial element and expanded element), and a composite blast. There is no utility or infusion choice at this level to begin with. Only an expanded element.

You wouldn't have gotten another infusion till 9th level anyway. Sure during the playtest you had to chose if you take an expanded element or infusion. But the released class doesn't have this choice.

If anything, it could be said to delay a utility talent since at level 8 you're likely grabbing expanded elemental defense. Which is done as a utility talent.

If you remain single element and expand into your original choice you get to pick either an infusion or utility talent. If you choose this twice, you also get a +1 to saves and CL, as well as attack and damage rolls, of your element abilities. You don't have to pick up a second element, and often picking up a second one is a net negative. How have you missed this?

Silver Crusade 5/5

Kahel Stormbender wrote:

Expanded element is an automatic. At level 7 you pick an expanded element. Then at a higher level (can't remember which one off hand) you pick a second expanded element.

And how exactly does it delay your infusions? Expanded element is a separate choice from infusions after all. At level 7 you get an expanded element, a 2nd simple blast (depending on initial element and expanded element), and a composite blast. There is no utility or infusion choice at this level to begin with. Only an expanded element.

You wouldn't have gotten another infusion till 9th level anyway. Sure during the playtest you had to chose if you take an expanded element or infusion. But the released class doesn't have this choice.

If anything, it could be said to delay a utility talent since at level 8 you're likely grabbing expanded elemental defense. Which is done as a utility talent.

When you get expanded element, you have two options: expand into another element, or specialize in your own element. If you specialize in your own element, you get the other basic blast for your element, and an infusion.

Dark Archive 1/5

Legio_MCMLXXXVII wrote:


If you remain single element and expand into your original choice you get to pick either an infusion or utility talent. If you choose this twice, you also get a +1 to saves and CL, as well as attack and damage rolls, of your element abilities. You don't have to pick up a second element, and often picking up a second one is a net negative. How have you missed this?

Except not all elements have a second blast type. Say you're a pyrokinetic. Is being able to do a blue flame blast and having another wild talent really that much better of an option then taking a second element?

By taking a second type as an expanded element you open up even more options. Sure you have to wait a bit longer to get another wild talent. But is this really such a bad deal? You're already going to end up with a glut of infusions and utility talents by level 20. And what infusions were you going to take at level 7 that are so "zomygod I need that NOW" that you can't delay a level or two?

Yes your expanded element delays when you get the higher level options from it. But you will get access to them. Now, I will agree that taking a 3rd type of element can be a waste. But having a second element at level 7 isn't as bad a choice as you claim.

Dark Archive

What infusions would I take at level 7 that I wouldn't want to put off another two levels? Foe throw. Rare Metal. Kinetic Whip (for builds that use it). Losing those infusions for two levels means that you have essentially lost them permanently. Aether and Earth both benefit incredibly ftom staying single element, and they are the two best elements there are. Void isn't bad if you get sneaky, and losing Darkness until level 9 could be an issue. Water and Wind don't get any really special infusions, but getting access ot Celerity and Wings for air at level 7 would be pretty nice. Water, Wood and Fire all have limited good options anyway, and lose the least from taking a second element, but even fire loses out on either a decent Infusion, like Eruption, or the ability to both create and see through smoke.

In the end, unless you are already in a less than optimum element, taking a second element is only going to hurt you over the long term.

Dark Archive 1/5

Not too sure why you think not taking something at level 7 means you'd never be taking it. And Foe Throw doesn't look to be quite the "must have it every time" ability some make it out to be. yeah it looks useful, but IMO kinetic healer is more just good, maybe a little better. And it wouldn't reliably be spammable till level 8 anyway.

Also not convinced that aether is the 'best' element. Yeah it has some nifty tricks, but the other elements do too.

Scarab Sages

There is no "best" element of the Five elements in OA. They each have strengths and weaknesses, and which element you like the most is generally a matter of personal preference.

Fire has the strongest blasting (as long as you aren't fighting devils or rhemoraz). Aether has the most versatile utility. Earth has solid blasting and control options, as well as earth glide. Air has haste and unlimited flight, as well as the best range. Water has great control and healing.

Which element you think is best generally just what playstyle you like best. Unless you are are talking about Wood or Void, which are objectively worse than the five core elements.

Dark Archive 1/5

Water does arguably have the best (or one of the 2 best) elemental defenses though. Fire's ED is kind of meh. And making the earth or air elemental defenses actually useful costs too much burn.

Scarab Sages

Kahel Stormbender wrote:
Water does arguably have the best (or one of the 2 best) elemental defenses though. Fire's ED is kind of meh. And making the earth or air elemental defenses actually useful costs too much burn.

True, although Earth is always worth the burn cost, and Air is worth it if you are always flying, and as air, you should always be flying.

You need to fill up burn to get the most out of Elemental Overflow, and the defenses are a great way to do that, even if the defenses aren't that good when compared to Aether.

Dark Archive 1/5

Personally, I consider the Water defense ability better then the one for Aether. Mostly because one good hit can take down the aether defense, but the water one is always effective. Got no armor? Use it for an armor bonus (+6 possible out of the box). Got armor already? Use it for a shield bonus.

The fire elemental defense sounds freaking awesome at first glance. Till you realize it only works with unarmed and natural weapon attacks. Meaning it only helps if you're being mauled by a bear or slammed by a zombie, for example. By that point it may be too little too late. O.o

Shadow Lodge 4/5

Kahel Stormbender wrote:
Water does arguably have the best (or one of the 2 best) elemental defenses though. Fire's ED is kind of meh. And making the earth or air elemental defenses actually useful costs too much burn.

As a Geokineticist, you easily get your investment back after a couple of hits.

This past Monday I played the high tier of Captive in Crystal. I took 5 points of burn to get DR 9. In the encounter with the

Spoiler:
opening ambush where, due to circumstances, we triggered all the creatures at once

I took big 6 or 7 hits and was barely left conscious, easily earning back my initial burn investment for the rest of the adventure. (This same encounter left 1 character dead and needing a Breath of Life and another 2 afraid to take AOOs because another hit would drop them.) I have never ever regretted maxing out my DR as Kineticist to start the day.

1/5

Jack Brown wrote:

Or suggest for a mere 2PP they could get a great bow (Darkwood composite longbow w/ up to +3 STR)

It comes down to taking the teachable moment.

More an once has my rogue (now 18th) fought things he couldn't sneak attack. Never stopped him from attacking, though the abyssal swarms he flung tougher him that perhaps others should use the swarmbane clasp he bought.

Strangely enough that's exactly one of the first things I did with my PFS fighter... :P

Scarab Sages

Kahel Stormbender wrote:

Personally, I consider the Water defense ability better then the one for Aether. Mostly because one good hit can take down the aether defense, but the water one is always effective. Got no armor? Use it for an armor bonus (+6 possible out of the box). Got armor already? Use it for a shield bonus.

The fire elemental defense sounds freaking awesome at first glance. Till you realize it only works with unarmed and natural weapon attacks. Meaning it only helps if you're being mauled by a bear or slammed by a zombie, for example. By that point it may be too little too late. O.o

Water is good, but there are cheap and easy wands with Armor and Shield bonuses to UMD, where DR and Temp HP are harder to come by.

Dark Archive 1/5

Yeah,there's the ring of force shield (or is it shielding force). But using it means you can't gather power. And IMO shield potions/wands are a waste. The duration is so short as to not be worth it most times. Then there's the fact that a chain shirt makes mage armor redundant. And the water defense with a couple points of burn taken makes a non-magic chain shirt redundant. Heck, it makes a +2 chain shirt redundant. And that's at level 1.

I'm tinkering with a monk/hydrokineticist build which looks kind of crazy AC wise. Focus on Dex, Con, and Wis. Elemental Defense for armor bonus (switching to shield bonus when you get a good enough bracer of armor), kinetic fist to aid unarmed damage. Plus monk flurry and unarmed damage, of course. Mix in other utilitarian abilities and solid ranged attacks, looks effective on paper.

Scarab Sages

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Kahel Stormbender wrote:

Yeah,there's the ring of force shield (or is it shielding force). But using it means you can't gather power. And IMO shield potions/wands are a waste. The duration is so short as to not be worth it most times. Then there's the fact that a chain shirt makes mage armor redundant. And the water defense with a couple points of burn taken makes a non-magic chain shirt redundant. Heck, it makes a +2 chain shirt redundant. And that's at level 1.

I'm tinkering with a monk/hydrokineticist build which looks kind of crazy AC wise. Focus on Dex, Con, and Wis. Elemental Defense for armor bonus (switching to shield bonus when you get a good enough bracer of armor), kinetic fist to aid unarmed damage. Plus monk flurry and unarmed damage, of course. Mix in other utilitarian abilities and solid ranged attacks, looks effective on paper.

Of course, you can just use a buckler. Buckler leaves the hand free, so you can still gather power with one.

Dark Archive

Kahel Stormbender wrote:

Not too sure why you think not taking something at level 7 means you'd never be taking it. And Foe Throw doesn't look to be quite the "must have it every time" ability some make it out to be. yeah it looks useful, but IMO kinetic healer is more just good, maybe a little better. And it wouldn't reliably be spammable till level 8 anyway.

Also not convinced that aether is the 'best' element. Yeah it has some nifty tricks, but the other elements do too.

Because if you don't take it at seven, you unlock better things to take at level 9.

Foe Throw, for its level, is incredible. It lets you nearly double up on damage, and is a potential save or die based on the environment you're in.

As to Kinetic healer, it's a decent ability, but like all healing powers, it's not that great. You can do just as good with a wand of CLW, and not have to worry about incurable nonlethal damage in the bargain. Using it in combat is a losing proposition, since any healing is going to be outstripped by damage dealt, and you're not contributing to dead enemies when you're healing.

Aether is the "best" element, if we accept that best means most versatile, as it usually does. Aether can do more things in more situations than the other elements can. Enemy with DR? Loose throw things. Lots of traps? Start moving objects through the are till they're triggered. Need to bridge a gap? Levitate something into place and walk across. The number of situations where a telekineticist can't contribute meaningfully with a clever player is miniscule. Other elements have more specialized powers, and as a result less broad utility.

Dark Archive 1/5

Guess that's where you and I will have to disagree Legio. I can, and do see diverse uses for a lot of the powers. Some are extremely focused, that's true. But aether doesn't hold a monopoly on having diverse utility to the clever player. Nor does is it the single most versatile element. Each element has different areas they focus on, true. And some like fire are a lot more limited in options. But they all have a wide range of situations where they are useful.


"kinetic healer(sp): save: none SR: yes 1 pt. burn to self or target to heal = blast damage".....umm....pretty sure blast damage goes up ever odd level....outstrips a CLW potion/wand at any level past 1st.

4/5

4 people marked this as a favorite.
philipjcormier wrote:

"kinetic healer(sp): save: none SR: yes 1 pt. burn to self or target to heal = blast damage".....umm....pretty sure blast damage goes up ever odd level....outstrips a CLW potion/wand at any level past 1st.

Congratulations on a 2 year necro to respond to someone who hasn't posted on the boards in 10 months.

4/5 *

Congratulations on making a new player feel welcome on the forums.

Sczarni 5/5 5/55/5 ***

700 posts, 9 characters and a year of activity isn't "new".

Grand Lodge 4/5 5/55/5 ***

3 people marked this as a favorite.

Oh jeez, just let it go. The thread was necroed. Enough said.


2 people marked this as a favorite.

Wow! I can't believe this old rant of mine was necro'd after 2 years.

That said, I still do run into too many of these 'problem players' in my opinion.

Dark Archive 3/5 5/5

ElterAgo wrote:

Wow! I can't believe this old rant of mine was necro'd after 2 years.

That said, I still do run into too many of these 'problem players' in my opinion.

It's still a fairly evergreen topic.

One thing that steams my hams is when we have a whole gaggle of fightmans at the table and not one bothered to pick up a ranged weapon. In one particular scenario, we were fighting a monster with a longbow and a fly speed and the majority of the party was powerless to do anything. Between our inquisitor, our fighter, and our other fighter, none of them could do anything. We eventually took it down thanks to my summoner handing off his crossbow while the eidolon got mulched trying to distract him, but it was way more of a slog than it had any right to be.

I'm seriously considering writing up gold/weight costs for "cover your bases" loadouts and handing them to new/stubborn players. Heck, my Exchange character is going to buy a lot of those items and carry them in her carriage.

I really don't want to be in another frustrating situation like that again.

3/5 **** Venture-Agent, Massachusetts—Boston Metro

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Bows are generally miss for the amount of trouble you have to go through to make it work after a while. Fly is a better alternative but even then there are hard counters to that.

1/5

MadScientistWorking wrote:
Bows are generally miss for the amount of trouble you have to go through to make it work after a while. Fly is a better alternative but even then there are hard counters to that.

Having even a small chance to hit with a bow is still better than just just standing there with your thumb up your butt.

Dark Archive 3/5 5/5

MadScientistWorking wrote:
Bows are generally miss for the amount of trouble you have to go through to make it work after a while. Fly is a better alternative but even then there are hard counters to that.

I mean don't get we wrong if you have Fly more power to you. But ideally you can have both!

Heck, with the kinds of armor check penalties you see on your average fightman and the obnoxious rules for not being able to put ranks into the Fly skill, I would say that at any table where the GM doesn't hand waive the flying rules it might still be better to have a bow/javelins and stay landbound.

Scarab Sages 5/5 5/55/55/5

As a caster I find that I do the most damage making sure that our melee can melee, either by turning them into something that can fly or if i feel boring the fly spell directly. I had 3 set2 of gryphon mane pajamas (monks robes) and 3 +1 to fly ioun stones, which I hand out to the party melee.

Soon I'll be able to add airwalk to the repertoire.

4/5

I learned my lesson about flight a long time ago when my -04 was the best ranged option in the party vs a flying enemy with flyby attack and reach. My ranged option was "I'm an elf with an 18 dexterity. Sure I prefer to sneak attack with finesse, but of course I have a longbow!"

Grand Lodge 4/5

I have zero shame doing one trick ponies. Sometimes if I can't do something good enough, I won't even bother with it. Why I should bother with support when as an evoker, the character could nuke the NPCs in a second. But I'm doing this only if needed, and I warn the other players beforehand to dispel any pre-targeted expectations. That doesn't dispel the possibility I will do some buff, debuff or I don't know what.

I'll spend on my own to try dealing with things I wouldn't normally be able to interact with, but I expect the others to do the same. If they don't, I don't see why I should cover for them. The amount of times when I see the teammates unprepared themselves is staggering.

Potion of fly ? Oil of Daylight ? Potion of Cure Serious Wounds ? Some items should be pretty standard, but clearly not. (Even I should be more disciplined about that, it's easy to forget)

Sovereign Court 4/5 5/5 ** Venture-Lieutenant, Netherlands—Leiden

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I think a problem with wizards and Fly is that too often they think of what it does to cast it on themselves (i.e. spending the first round of combat casting a spell that'll maybe keep you away from enemies - not that impressive).

But in many cases, casting Fly on the fighter is as good as casting Haste. It's a really good buff for casters to cast on melee allies. Getting to difficult to access enemies, or even just the plain boost in movement speed, makes it versatile. I think Haste is only better when you start giving multiple people high-quality full attacks with it. If you have 1-2 martials in the party Fly might be a safer bet. Sending the barbarian into melee with Fly will probably do more than hasting him to shoot more arrows.

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