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Ascalaphus's page

FullStar Pathfinder Society GM. 4,881 posts. 20 reviews. No lists. 1 wishlist. 8 Pathfinder Society characters.


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Sebastian Hirsch wrote:
Kevin Ingle wrote:
Snorter wrote:
Ascalaphus wrote:
I hadn't really counted on it being quite this powerful and ruining the adventure quite this much. So now I've got a character that I generally like, that's got non-retrainable investments in something that's just too powerful to be fun.

I thought retraining had been opened up in PFS, so if you do change your mind, you can alter your build, though at a cost.

You may not get the free rebuild you'd get, after an ability is errataed into lower-functionality, but in practice those are less common than they should be, since the official line seems to be that if you can still get some functionality, it doesn't warrant a free rebuild.

You can't retrain traits, which it sounds like are the main part of his investment...
It is a bit silly isn't it? We have perfectly good rules for retraining the additional traits feat, but not for actual traits.

Yeah, that's the problem. I guess I'm just gonna reserve the glitterdust for the unusually tough scenarios, or for when I'm playing up. When playing a "normal" adventure I'll just prepare a different spell (Arcanist).

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I think the introduction of the CORE concept pairs nicely with faction cards, because of the replay opportunity.

"I'm supposed to do X? I remember Y had a perfect opportunity for that!"

Especially since Mike said that CORE characters can still benefit from non-CORE stuff earned from a faction card.

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It's basically something to tide you over until you get Wildshape, and it's nice to use on your AC.

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If Joe is aiding you, and so is Mark, they're not the same source. If Joe tried to aid you twice, that would be the same source.

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The part about taking AoOs while flat-footed is also surprisingly important. Here's how a typical combat goes with my Investigator. While we're in potentially hostile areas, he carries his longspear at the ready. (GMs may give you a hard time about always having your sword unsheathed, but they're almost always cool with having a longspear in your hands, because where else is it gonna be?)

GM: "The bandit wins initiative and moves in to attack you."
Me: "That provokes. I try to trip. *roll* Does X trip?"
GM: "Yes. Well, for the rest of his turn he's gonna stand up then."
Me: "That provokes. I'm gonna poke him. *roll* Does Y hit?"
GM: "Yes. Now it's your turn."
Me: "I'm gonna trip him again.

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The Bestiary, and after that, more bestiaries. They're among the most useful books for the GM, for three main reasons:

1) They have pictures of monsters, so you can show them to players.
2) If you're looking for inspiration for a side-adventure, leafing through a Bestiary is nice. Let the pictures and descriptions inspire you.
3) Monster stats are in there, and you look those up a lot.

These are all things that (for me) work better with a physical copy in my hands.

I guess the NPC Codex might be useful as well, although I've never really used it myself. It gets used quite a bit in PFS for stats for people you're not really supposed to fight and who therefore don't really need stats, but just in case.

The GMG has some additional subsystems for things that don't come up all that much, and quite a bit of advice on how to run the game. I haven't really read through that, because I learned GMing much earlier. I think it's worth reading through once or twice, but I'm not sure you'd use it often enough to make it worth owning. I'd go with just reading it on the PRD.

Apart from that, I think your players may like Ultimate Magic, Ultimate Combat and Ultimate Equipment. They're not strictly necessary, but there's some nice stuff in there.

Apart from Bestiary I, I can recommend buying the others at some point; they're all themed differently.

I: the basic monsters, everything you can get with Summon Monster and Summon Nature's Ally. Absolute top priority.
II: lots of elemental, construct and weird outsider things. Some monsters from Runelords as well; if you're playing Runelords this one moves up a bit in priority.
III: lots exotic monsters, drawn from (among others) Norse, African and South and East Asian cultures. My favorite for flavor.
IV: lots of cosmic horrors and Lovecraft Mythos monsters. Mythic monsters. This one's a bit more tailored to high level play.

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My experience with AC is that you either have to invest seriously in it, to really go for out-of-reach AC, or not bother and focus on killing enemies faster than they can kill you.

Investing only a moderate portion of my resources in AC tends to leave me stuck halfway, where my offence isn't all it could be, but my AC isn't high enough to protect me either. Maybe I'm not doing it right though.

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Animals are kinda weird in that most animals shouldn't be fighting a normal party of PCs.

PC parties tend to average 5 people plus maybe an animal companion. All of them looking fairly healthy. (Even the wizards tend to have positive Con modifiers, and walk in the middle of the group.) The 2H weapon warriors are probably exuding Dominance and Danger.

That is not the kind of group that a predatory animal would normally target, not for hunting. It might do so defend its young, if it's startled or cornered. But a normal healthy predator would go after far easier prey.

And come to that, the build of many predatory animals is very focused on maximizing the value you get out of a surprise attack. If they can't drop their prey in 1-2 rounds AND chase off the rest of the herd, they're done for. They might be able to mess up a PC a bit, but they're not gonna win the encounter, and they know it. (Because that's basically what predators do: select viable prey.)

So, on the one hand the stats for many animals are fairly plausible, they make lousy enemies for a normal PC band. Now, a PC that steps away for a bit to take a leak, that's an entirely different story.

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I'm excited about the opportunity to play/GM season 0-3 scenarios at a closer to intended PC power level. I like the plot of many of them but get turned off by how feeble some of the enemies are.

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I'd say that as a player, it may be better to stay away from powers that can shut down entire encounters, especially if they're a good option in every encounter.

Like the Slumber hex. It's just a 50% chance of no satisfying end fight. We want to win the end fight, sure. But we do want there to actually be a fight.

Also, I recently did this, and now I'm not entirely sure how to proceed: Persistent Glitterdust. Powered by Magical Lineage and Wayang Spellhunter. I knew it'd be powerful. I hadn't really counted on it being quite this powerful and ruining the adventure quite this much. So now I've got a character that I generally like, that's got non-retrainable investments in something that's just too powerful to be fun.

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I found this to be a pretty tough scenario myself, but we played with a level 3 alchemist (mine, fairly optimized), level 3 fighter (not optimized), level 4 barbarian (well-built) and a Lem 4 pregen (tragically unoptimized). So we played high tier with 4 player adjustment. Also we cleared the entire dungeon in a single day, rather than the three days that the mission briefing gives you.

It was pretty dicey for us. We were one attack roll of the boss away from TPK when I finally managed to turn things around. It's pretty rare that I go through all my vast stacks of consumables.

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@Timdog: if you take lethal damage from a fall you go Prone. So yeah, it does drop monsters prone, if they fail the initial Reflex save. That makes the spell decent. It's not the most cutting edge effective spell, but it's not bad and it IS quite funny.

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It's possible the GM has the best of intentions but doesn't realize that he's doing something bad.

Quite a few lists of GMing tips recommend finding the things that get a rise out of the players and using those. That's good as long as it's something that makes players a little bit nervous or edgy. That can make the game more exciting.

But it's not good if it goes from light squirming to outright phobia. Because that's not fun at all, and fun is the goal of the game.

It's possible that because your friend doesn't fully show just how deeply he/she is affected, that the GM is misunderstanding the effect he's having.

You should definitely have a friendly but frank talk about it with the GM.

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Just a Guess wrote:

Thanks for all the encouragement.

@Ascalaphus: My Problem with that approach was that death after 3 days is only the last part of the curse. As described after 1 day the teeth fall out, after 2 days the eyes fall out and after three days the victim dies and becomes an undead. So by that approach the bard (he was the one to trigger the trap after he could not disable it) would have, at least lost his teeth and I don't know how one can regrow them without heal or the like.

Oh, right. I forgot it's one of those unusually obnoxious curses.

To make this one work out right requires a bit more rigging the game. Rigging the game for a good scare; as in, there's a chance to come through cleanly, a chance to come through poorly and a chance not to make it. If the players do "okay" they'll get through somewhere between clean and dirty. If they're really good they'll get through clean. And if they faff about they'll be in deep s&%@.

So, after suffering the curse, after a few hours, a PC loses a lock of hair. "Huh, that's odd." By evening, another lock of hair. Next morning, all his hair. So far, if you just shake the curse, your hair will still grow back. But by now the players know this curse won't just de-activate upon a succesful save, since they didn't get one that morning. They should be a bit apprehensive.

Next symptom: teeth feeling loose all of a sudden. This is when the real countdown starts. From there the PCs are located right now, it'll be about 2 days back to town on normal speed. And it'll also be two days before serious permanent damage happens. That's the rigged game. By now players know they're in serious trouble; if the curse can make your hair fall off, it can probably make your teeth come out as well.

During the day, whenever the PCs get into a scuffle and get hit by an enemy, do an easy Fort save not to lose a tooth. And another save by evening.

Next day (day 2 of the countdown) lose one (1) tooth, regardless of saves. And saves not to lose teeth are harder. But you can make it to the temple today if nothing goes wrong, get un-cursed before you lose all your teeth. So afterwards, you'll have lost a couple of teeth, but not all of them.

.

However, that's if things go smoothly. Now is when you bust out a few minor obstacles that normally the players would shrug about. A rain-swollen river that's difficult to ford. An angry momma bear. Stuff that you can go around, but that'll delay you. Or you can fight through it, but that's tricky too because of the teeth thing.

Make sure to read up on fatigue/exhaustion rules as well. Basically, if the PCs have some bad luck with their Survival checks and combat, and can't come up with any creative ways to speed up or bypass obstacles, they're losing their teeth. That's making it "dirty".

And then there's utter failure. If the PCs manage to be both tardy and unlucky, they're racing to even survive. On the third day, after losing their teeth, mention that their eyes feel funny, and that their necks are painfully stiff. If they don't make it to town that day, they're dead.

.

So the game's rigged. When the countdown starts, the PCs are basically on schedule to get back to a temple on time, providing they can deal with a few obstacles. Maybe they'll do really well and get to the temple even before the normal deadline, and keep all of their teeth.

If things go so-so, they'll have a few "scars", but not a complete loss of teeth. But they have to both screw up and procrastinate to actually die.

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I agree on not setting them up for certain doom. But I wouldn't have gone with the scroll. Rather, I would've put a cleric at 3 days travel who can save afflicted PCs. If they get hit by the trap, it suddenly turns into a race to get back home in time.

Any problem that they'd normally answer with "well, then we rest another day to get back to full strength" is now a lot scarier.

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I think it should also vary by NPC.

  • Town guards are supposed to keep normal civilians in check, not to get slaughtered by murderhobos. If they look like they're outmatched they might surrender or retreat. However, if PCs kill one of them, expect "cop killer" style overwhelming revenge, where they bring totally disproportionate resources to bear against the PCs.

  • Goblins are undisciplined and individually cowardly. They need groups in order to have the courage to face the PCs. But they do resent being smaller and weaker than the Hew-Mans. So if one PC is down, and the rest of the PCs are fighting the main mob of goblins, it wouldn't be out of character for a lone goblin to start gnawing at the downed PC's ear.

  • Professional soldiers might have a professional code of ethics, where the main goal is to win fights without taking too many losses yourself. Part of that is a mutual understanding that the enemy is also just doing his job. Since he's honorable enough, you can try to get him to surrender, rather than having to destroy him utterly.

    So long as the PCs seem honorable enough, they won't be using CdG style tactics, but rather try to gain a tactical position where they can demand the PCs surrender or retreat.

  • Daemons are pure nihilistic evil. They care more about inflicting suffering than about self-preservation. They'll gladly pick tactically poor options if it gives them a chance to maximize the grief they cause. These things should cause revulsion in the players; these things need to die, they're so utterly nasty and unfair.

  • The coldly rational lich lord is all about achieving victory. He's not trying to kill PCs just because he likes killing. If the PCs keep healing downed comrades, sure, he'll start finishing off downed PCs. But if the PCs focus more on fighting than healing, that's probably what the lich will do too; no need to waste time on unconscious PCs.

    However, he's also not above instructing some sights to Ready actions to all simultaneously hit an unconscious PC, enough to finish him; and then see if he can use that PC as a hostage against the remaining PCs.

  • A cavalier might be honor- and Order-bound to focus on actually threatening enemies, rather than helpless ones. Even if taking hostages might win him the battle sooner.

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With regard to tiny creatures;

CRB wrote:
Tiny, Diminutive, and Fine Creatures: Very small creatures take up less than 1 square of space. This means that more than one such creature can fit into a single square. A Tiny creature typically occupies a space only 2-1/2 feet across, so four can fit into a single square. 25 Diminutive creatures or 100 Fine creatures can fit into a single square. Creatures that take up less than 1 square of space typically have a natural reach of 0 feet, meaning they can't reach into adjacent squares. They must enter an opponent's square to attack in melee. This provokes an attack of opportunity from the opponent. You can attack into your own square if you need to, so you can attack such creatures normally. Since they have no natural reach, they do not threaten the squares around them. You can move past them without provoking attacks of opportunity. They also can't flank an enemy.
CRB wrote:

Ending Your Movement: You can't end your movement in the same square as another creature unless it is helpless.

(...)

Square Occupied by Creature Three Sizes Larger or Smaller: Any creature can move through a square occupied by a creature three size categories larger than itself.

(...)

Accidentally Ending Movement in an Illegal Space: Sometimes a character ends its movement while moving through a space where it's not allowed to stop. When that happens, put your miniature in the last legal position you occupied, or the closest legal position, if there's a legal position that's closer.

As I understand it, a Tiny quasit is only two sizes smaller than a human, so he can't stay in the human's square. He moves into the square (provokes), and then after its turn ends he's nudged out of the square by whatever mysterious force enforces the grid rules.

Going by an (overly) rigid reading of the rules, the quasit wouldn't even be allowed to make an attack, since he gets shoved out of his square as soon as he finishes moving, before he attacks. We'll let that slide. But the fact is that a human and a quasit are apparently too big to stay in the same square for more than an instant.

---

Anyhow, my preferred tactic for critters like quasits and imps is to Delay until they decloak, and then grapple them. Their lack of reach means they don't even get an attack of opportunity against that, and they tend to have lousy CMD.

I think it's often worthwhile to keep grappling in mind as a tactic, even if you have no specialized skill in it whatsoevewr. During Carrion Hill my ranged alchemist grappled, pinned and bound a spellcaster four levels higher than him. That same alchemist has grappled a quasit too, during a certain season 5 adventure.

Obviously grappling doesn't work against every kind of monster, but quite a few enemies are even less prepared against it than the PCs.

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That baobhan sith looks like a typical Frog God Games monster; slightly broken. If you replaces "dazed" with "fascinated" it'd be a perfectly reasonable monster, because fascination breaks when attacked (but not when allies are attacked).

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BigNorseWolf wrote:

Core rulebook, page 403

One handy rule to keep under your belt is the Fiat Rule—simply grant a player a +2 or a –2 bonus or penalty to a die roll if no one at the table is precisely sure how a situation might be handled by the rules. For example, a character who attempts to trip an iron golem in a room where the f loor is magnetized could gain a +2 bonus on his attempt at your discretion, since the magnetic pull exerted by the f loor helps pull the golem down.

I throw bonuses at my players far, FAR more often than penalties. Usually for RP.

Yeah, this is the rule I was looking for. I knew it was written down somewhere, I just couldn't find where. I did remember the +/-2 quantity though.

So, I'd definitely apply the penalty for coming to the fancy part immediately from the sewers. But I'm not gonna waste time arguing about bathroom breaks; I'll just assume they happen offscreen.

---

As for the starvation during overland travel: that's absurd. If finding food was actually an issue during the adventure, I'd say so during the first day that food was looking scarce.

"You've been travelling through the forest expecting to buy new provisions at the next village, but there doesn't seem to be any village for some odd reason. If nobody's got provisions in his equipment or some other trick up his sleeve, I'm calling for Survival checks now to forage..."

Trying to "gotcha" someone that he hasn't eaten for a month is stupid.

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216 Das Band ("We're on a mission from [insert God here]. We're bringing the band back together.")

217 The Apostolic Palace - from a campaign where our party with iron-age steppe clerics of three different gods eventually launched a one-party holy war against a pantheon of Stargate alien imposter gods. And threw their capital in a volcano and stole their spaceship.

Our current party actually is an Order of the Stick; two clerics with quarterstaves, a druid with shillelagh, a staff magus and a cavalier with a lance.

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Such bosses do rely on actually getting the time to cast their buffs. So they'd want advance warning that the PCs are coming. That's a good reasons for various traps and also for having some guards right outside the door to your inner sanctum. Few PC parties know how to fight quietly.

I like Magda's tactic, and I think it's got great potential in PFS or suchlike, where most villains are basically waiting for the PCs to come and murder them. ("Morale: suicide by PC")

However, in a home campaign, I'd say savvier villains might build their sanctum so that you have to go into the Outer Sanctum before you can get into the Inner Sanctum. So when the PCs go into the Outer Sanctum the villain gets a warning and does some buffs. The PCs knock on the door of the Inner Sanctum and then try to wait out the BBEG's buffs. The BBEG then pulls on the lever that seals the doors behind the PCs and starts filling the Outer Sanctum with lava.

Buffs are so central to PF combat that it makes sense for NPCs to strategize around them. Either the PCs will be pausing in the Outer Sanctum to cast their own buffs, or to wait out the villain's buffs. In either case, as a villain, you know exactly where the heroes are and you can abuse the heck out of that knowledge.

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Hey, I learnt something as well.

It means that if I make a small mounted archer I won't have to stoop to rolling d4s. (I don't like them because they're just an awkward shape for rolling.)

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Hmm. Wrong N. Jolly topic. 2 minutes too late to fix. *grumble*.

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I've been giving my strength-based investigator a spin in PFS, and it's working pretty well so far. Strength 16, Dex 14, Combat Reflexes and a longspear work out quite well. I'm wearing a cestus for when the longspear is too long; that way I don't have to drop it. And a sap in case we need to capture-'n-interrogate.

So far I've only played him at level 2-3, and barely used any buffs. Combat Reflexes with a spear means you're usually at the front of the group, hitting or tripping enemies that think they can just walk into melee while you're flat-footed. Seriously, Combat Reflexes is awesome.

I was dreading the play until I got Studied Combat, but so far it's been just fine. I've got lots of skill points and I've got more buffs than time (or need) to apply them.

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Surprisingly, yes:

CRB, equipment chapter wrote:

Longbow: At almost 5 feet in height, a longbow is made up of one solid piece of carefully curved wood. You need two hands to use a bow, regardless of its size. A longbow is too unwieldy to use while you are mounted. (...)

Longbow, Composite: You need at least two hands to use a bow, regardless of its size. You can use a composite longbow while mounted. (...)

I never really noticed before that the composite longbow does allow it.

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I think the encumbrance game rules are way to, well, cumbersome.

I totally think we should have some kind of system in place. It's one of the balancing points on dumping strength. And the amount of gear you can bring with you is just one of the limited resources you play with, that's IMO also part of an adventurer. To be prepared for everything means overspending on consumables and overloading on gear. So you have to pick some things not to be ready for (for now). I think those choices are part of the game.

But without some sort of automated calculation (spreadsheet, herolab) the system is just too much work.

---

Anyway, I find that 10-12 Str characters are medium encumbered quite quickly. Armor, weapons, a few flasks of acid and a tanglefoot bag and you're there.

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Deussu's reasoning is a bit shaky, I think; there's two competing "by defaults" at work here, and both seem a valid choice to me.

That said, I'd go with the standard action just because that's more in line with similar powers (door sight, gloves of reconnaissance).

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Also, by level 5-6, casters get access to Magic Circle against Evil. Since evil domination-style effects make up about two-thirds of the Will saves that you're really worried about, that's a pretty decent spell.

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I think it's an editing mistake, and that the investigator can use wands in the same way as the alchemist. I've gone into the matter in detail here.

In short: the alchemist has text explaining which magic items they can and can't use. All the reasons given in that explanation apply to investigators in the same way.

I've heard about this playtest comment, but haven't been able to find it.

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LazarX wrote:
Ascalaphus wrote:

What I'd like is a druid who's just constantly wandering the woods, talking with every bird, squirrel, mole, gopher, deer, wolf, mouse, and so forth that he meets. The guy who has a scary understanding of the local terrain because he talks to all the animals and gets all their perspectives.

Sadly, wizards will be better at that.

Or you wind up being Sylvester McCoy.

That should totally be an option for druids.

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The Eldritch Heritage trick could be paved over by a slight rephrasing of the Arcane Bloodline;

current wording wrote:
New Arcana (Ex): At 9th level, you can add any one spell from the sorcerer/wizard spell list to your list of spells known. This spell must be of a level that you are capable of casting. You can also add one additional spell at 13th level and 17th level.

to:

proposed rewording wrote:
New Arcana (Ex): At 9th level, you can add any one spell from the sorcerer/wizard spell list to your list of sorcerer spells known. This spell must be of a level that you are capable of casting. You can also add one additional spell at 13th level and 17th level.

... and an oracle has no use for sorcerer spells known, so now the loophole is plugged.

That is, if you really feel such a need to plug the loophole. Personally I think it's cute and should be allowed. You're sinking three feats into this.

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@Cevah: where in the Wings discovery do you see it saying that you don't get the Fly's graceful landing provision?

"As the spell" means that it does all the same things as the spell except for those called out explicitly to be different.

I do agree that it's winged flight, because the discovery grants you wings. That's explicitly called out.

The trickiest part is deciding what action it takes to activate. On the one hand it's an Ex ability without an explicit activation action required. So you can probably switch it on at any time (for example, when you fall off a cliff). On the other hand, "as the Fly spell" suggests that maybe the wings need to be activated as a Standard action. I'm not really sure about that one.

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However, it's pretty likely to break on impact, because it's basically volcanic glass you're throwing. That doesn't have to be a problem of course if you have sufficiently good Mending spells available.

It's a cool thematic weapon, really.

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I think you should be ready to enjoy the story of how you get your comeuppance. I don't mean that in a nasty way.

The most boring thing the GM could do would be to just have the NPC kill your character. He's got such a great hook to mess with you, he'd be wasting it if he just killed you quickly.

If the GM is any good he's gonna stretch it out. Maybe the wizard will show up to show you who's boss a bit, but not finish you off; and then make it clear that unless you start working him, bad things will happen to you. But if you cooperate, you might learn something.

You might even become his guaranteed-untrustworthy apprentice. Most wizards are paranoid anyway, it can be reassuring to know that your apprentice really does mean to kill you (again); you don't have to wonder if he's a nice guy or just pretending to be nice. It's not paranoia if they're really after you.

Thing is, a good GM can make a game where you get screwed over many times, and like it. As a player of course; your PC may be miserable, but as long as you're enjoying the hilarity, that's fine.

I'm convinced half the people who play White Wolf are gluttons for punishment.

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My standard practice:

- if I have a lot of Strength and not a lot of gear I don't calculate encumbrance.
- if I have mediocre or bad Strength I will assume I'm encumbered until I get around to buying a Handy Haversack, which I'll do at the earliest opportunity.

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What I'd like is a druid who's just constantly wandering the woods, talking with every bird, squirrel, mole, gopher, deer, wolf, mouse, and so forth that he meets. The guy who has a scary understanding of the local terrain because he talks to all the animals and gets all their perspectives.

Sadly, wizards will be better at that.

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@Aridul: you can have only one combat "pet". So ranger-shadowdancer is indeed redundant.

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I think the ioun stone is just poorly worded. The FAQ is providing a (bad) general solution to a specific problem.

"You add one spell to your spells known or prepared" - of what class?!

If a non-class ability (like a feat, or a magic item) is going to give you a spell known, it should specify exactly what class is going to be knowing an extra spell. Or let you choose one class to gain it. But at least there should be no doubt what class benefits.

Normally you can only get to know a spell if it's on your class list. If a power specifically adds a spell to your list of spells known (for some class), then it should also add it that class' spell list. Since you can only know a spell if it's on your class list, apparently whatever added it to your spells known also added it to your class list.

---

So basically, powers should be a bit more discriminating on where they get spells and who they hand them to. But it's really ridiculous that you can legally get to know a spell that you can't then use.

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Most monsters are busy enough with the frontline PCs that they don't get around to attacking the rear.

Sure, there'll be an occasional attack from behind, so make sure your wizard can survive a single charge-attack from an enemy. But that's really pretty rare.

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Well, the point I was trying to make: sometimes it's better to ask a player to grab a different character from his binder. Especially if you know the player and know that he's got alternative characters available.

And that can be because the character is genuinely too powerful, or just because of tier issues.

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Trample is wonky. IIRC, there's several abilities named trample that don't do the same thing.

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Ms. Pleiades wrote:
Ascalaphus wrote:

I have, as a GM, on occasion seen a player sign up a character on Warhorn that I knew to be way too powerful for the scenario, at least on the tier that we'd be likely to play.

I've told the player "I'm not going to forbid it, but if you play that character, you'll probably win every combat on the first attack roll. I think it'd be more fun if you picked another of your characters to play instead."

On the other hand, I've also sometimes told people "don't be afraid to bring a strong PC, this scenario is on the nasty side".

I'd probably be more willing to go for less-ideal builds if that was the general style of PFS in my area, but where I am we're all fairly averse to even the slightest of spoilers.

"Plan for the worst," gets ingrained with people early, because I've seen some "Tier 1-2" that gave the enemy far worse cheese than anything a player could ever hope to muster. Death means starting again at level 1 if you can't afford the Raise Dead spell which doesn't help the attitude either.

I can understand that attitude, although I think you might be better off with teensy spoilers and a good choice of character.

In this case it was a 4th level barbarian with 20 Str, power attack and combat reflexes. Not really a bizarre build. But at tier 1-2 he'd auto-hit any enemy that came close and his minimum damage would kill almost every enemy instantly.

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As a GM I'm not counting on full "recovery" of handouts after a scenario. If people want a souvenir, they're welcome, I can print more.

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I don't really like mixing slayer and shadowdancer, because the slayer gets so much nice stuff at level 6 (ranger style) and 7 (study as a swift action).

I don't think the shadowdancer is hopelessly outdated like the rogue, but I do think it's most attractive on the first three levels; the shadow companion is the main selling point for me.

The way I'd go about it would actually be to stack multiple classes together before going PrC, because you're not gonna reap much of the benefits of single-classing anyway. So maybe dip into slayer for 2 levels (pick up a style), dip into paladin two levels (divine grace, smite evil), or brawler (necessary bonus feat) or inspired swashbuckler (dex-rapier).

The trick there is that the first level of any class gives you a big bonus to saving throws, and your shadow inherits yours. Will is gonna be its most important save (against positive energy); it's immune to many things that require Fort and halves most Reflex-oriented damage.

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@AbsolutGrndZer0: Nefreet didn't understand your question at first and he was asking you to clarify it. Likewise, it didn't make a lot of sense to me at first. And your responses were rather unfriendly, which doesn't help your case.

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That said, I do think this FAQ is rather awkward. I was going to say that this creates problems with Unsanctioned Knowledge, but I just noticed that apparently UK has been reworded to get rid of that problem.

UK used to say "pick these spells from these classes, and now you know them as a paladin". It's been changed to "pick these spells from these classes and add them to your paladin spell list".

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I'm not really satisfied with the FAQ though. It rather awkwardly sidesteps the issues we suspect it was created to solve.

  • Improved Eldritch Heritage (Arcane): you add a sorcerer spell to "your list of spells known". If you're getting this ability from a feat, which list of spells known would that be? The feat doesn't know what classes you have. If you're a dual-classed oracle/bloodrager, which spell list would it be added to?

    The FAQ dodges this by not actually telling you which spell list, just by saying "just because you know the spell doesn't mean you can cast it", which is rather counterintuitive.

  • Cracked Orange Prism Ioun Stone: adds one spell to your list of spells known/prepared. Again, which list? Which spells are eligible? Same FAQ sidestep, except it doesn't tell you what happens to a wizard who gains Create Water as a prepared spell. Presumably that's not supposed to happen, but the FAQ doesn't help.

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I think it's kind of a shame that druids don't get this. The ability to talk all day long with animals would be a neat option for druids.

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BigNorseWolf wrote:

Zen archers take the cake. They monostat wisdom for just about everything Hit with weapon, have the guiding property for damage to weapon, wisdom gives ac., have all good saves

Guided property isn't PFS-legal.

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I have, as a GM, on occasion seen a player sign up a character on Warhorn that I knew to be way too powerful for the scenario, at least on the tier that we'd be likely to play.

I've told the player "I'm not going to forbid it, but if you play that character, you'll probably win every combat on the first attack roll. I think it'd be more fun if you picked another of your characters to play instead."

On the other hand, I've also sometimes told people "don't be afraid to bring a strong PC, this scenario is on the nasty side".

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I think the Familiar Satchel is still the goto fix. 25gp for total cover, meaning it's protected from Channel Negative, the most common threat to familiars.

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Chains of Light is ridiculous. A monster that fails the initial save is probably getting a CdG from a barbarian next.

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