DropBearHunter |
so I'm playing a rogue in Rise of the Runelords.
There where no memorable traps up to this point, so the talent "Trapfinding" was at the bottom of the priority list. (a non memorable trap is one that knocks less than 1/3 of the HP of an average rogue.)
Now it's at the top of the whishlist, but I wonder if this will be a one off and taking it after the homestead will be a waste of talent.
My GM couldn't answer this question as he has only the paper version of the AP but he guesses that chances are good it would be a waste.
Anyone owning the AP willing to make an assessment on this?
DropBearHunter |
the traps in the paper version are the same as in the pdf, obviously. your GM should know
yeah, but he doesn't have the PDF for a full text search and hasn't read through the whole paperwork in advance.
He reads through one part at a time and from his answer I guess that for Part 4 of the AP we found the one location with traps.We level up after this location at which point I take Trap Spotter or something else.
Louise Bishop |
I own the Book and played the campaign twice through.
Honestly, there are very few traps from this point onward. I can think of 2 but that is about it. One of them you should not come across unless your group decided to do something it shouldn't, and spends a ton of time doing what they shouldn't.
We had a Chained Rogue in my first group and he was just blown out by combat from books 3+. He died in book 4 and 5 and got tired of being resurrected and went with a stronger combat class of an archer Inquisitor and maxed his perception to see any traps left. He was having AC, HP, and Save problems throughout most the books. He even went as far as took toughness and bought items to boost AC and Saves but still was being decimated in combats, unlike his barbarian flanking partner who was just fine.
I think you should be fine putting your talent elsewhere...maybe retrain. Work on your combat efficiency and I pray to god you are using the Unchained version of the class.
DropBearHunter |
I think you should be fine putting your talent elsewhere...
Cheers, I'll do just that then.
I'm playing a shadow dancer and my combat contribution is mostly going to be the 1d6 Str. damage from the shadow. Plus getting the group ready to act in the surprise round.
During fights I get mostly ignored for being not much of a threat, if they even see me.
Louise Bishop |
Louise Bishop wrote:I think you should be fine putting your talent elsewhere...Cheers, I'll do just that then.
I'm playing a shadow dancer and my combat contribution is mostly going to be the 1d6 Str. damage from the shadow. Plus getting the group ready to act in the surprise round.
During fights I get mostly ignored for being not much of a threat.
Str damage is a threat lol. But in the later books when your targets have 30+ str it will be hard to make too much an impact unless you can greatly stack the debuff quickly
SmiloDan RPG Superstar 2012 Top 32 |
DropBearHunter |
Shadows can benefit from haste, right? I'm pretty sure your shadow companion can take the Improved Natural Attack feat, which would increase Str damage to 1d8. Can it hide in the floor or something and make the giants provoke AoOs for moving by it?
as the rules say "Otherwise, this shadow is identical to the shadow found in the Pathfinder RPG Bestiary." I'm sure I actually can't take any feats other than Dodge and Skill Focus (Perception) listed in the description.
It uses my BAB so it gets a second attack at BAB +6 and yes Haste works.It also can fly through doors and see what's on the other side, so fewer surprises for the party, which will add to the overall lifespans of characters I guess.
blashimov |
Louise Bishop wrote:I think you should be fine putting your talent elsewhere...Cheers, I'll do just that then.
I'm playing a shadow dancer and my combat contribution is mostly going to be the 1d6 Str. damage from the shadow. Plus getting the group ready to act in the surprise round.
During fights I get mostly ignored for being not much of a threat, if they even see me.
Can also tack on some dex damage from rogue talents/ poison/ teamwork with party etc. Good luck!
SmiloDan RPG Superstar 2012 Top 32 |
SmiloDan wrote:Shadows can benefit from haste, right? I'm pretty sure your shadow companion can take the Improved Natural Attack feat, which would increase Str damage to 1d8. Can it hide in the floor or something and make the giants provoke AoOs for moving by it?as the rules say "Otherwise, this shadow is identical to the shadow found in the Pathfinder RPG Bestiary." I'm sure I actually can't take any feats other than Dodge and Skill Focus (Perception) listed in the description.
It uses my BAB so it gets a second attack at BAB +6 and yes Haste works.It also can fly through doors and see what's on the other side, so fewer surprises for the party, which will add to the overall lifespans of characters I guess.
Does it not get additional HD? Oh no! It just get half the Shadow Dancer's hit points. Oh, man!!!
Are there items out there that can grant feats and be worn by incorporeals? Might need ghost touch stuff.
Drat.