Saving throwFortitudeTrained Saving throwReflexTrained Saving throwWillExpert AttacksSimple weaponsTrained AttacksUnarmed attacksTrained DefencesAll armourUntrained DefencesUnarmoured defenceTrained There are plenty of additional starting proficiencies for a Sorcerer, and these offer a lot of flexibility. You’ll...
Saving Throw DC 26 Fortitude; Maximum Duration 6 rounds; Stage 1 5d6 poison damage (1 round); Stage 2 6d6 poison damage (1 round); Stage 3 8d6 poison damage (1 round) to damage is 3d6, 3d8 and 3d10. Massive nerf in damage. Poison has been changed to deal less damage overall...
Use some ingenuity and light him on fire, throw him in a pit, toss him off a building, whatever it takes... or just tough it out if you can hurt him despite the DR. It's not like it is AD&D where monsters have "cannot be hit except by weapons of +X and greater," and ...
the big complicating factor is the adhesive properties – not only do they give us flat-footed, but it can also deprive us of weapons if they get stuck to it. (See also: my poor sword cane.) If this fight went three or four rounds, it might have reached a point where Lo Mang woul...
there are also magic ranged weapons, aid others and so on. hell worse cast full defensive and block. in comparison there are many classes who every turn get ...i swing my sword. now dont get me wrong that can also be a lot of fun, it all depends on how you use your character...