|Paizo Pathfinder® Paizo Games|
|About Paizo Messageboards News Paizo Blog Help/FAQ|
DR is not Hardness and Hardness is not DR. They work similarly in a few aspects but are separate stats that apply to separate types of things and even have separate rules listings.
Secret Wizard wrote:
AOOs are not part of Pummeling Style.
And also this.
What the player did doesn't work. For both reasons.
That's a pretty hefty spell. Would stop all normal bullets, Matrix style. Requires a level 13 cleric, or a scroll.
Using Planar Ally to obtain such a scroll would be legit, I'd say. Summon any outsider with at-will teleport to fetch it for you.
Note that the duration isn't that long, so that puts a timer on your cleric's survivability. He needs to neutralize the gunslinger within about 6 rounds or he gets perforated.
I'm gonna keep an eye on this thread because it may end up being useful for my own Iron Gods campaign later on. Anyway, let's start from general principles. To survive the gunslinger (for a while), your cleric could...
Above all, you want to communicate that this boss knew they were coming and had a real hope to beat the party, not to be just a speedbump. So some aggressive moves against them are needed - which probably don't work as well as the bad guys hoped, because the PCs should win in the end. However, you want the players to see that if the bad guys had had just a little bit more oomph in their DCs, their tactics could have doomed the PCs.
I ran Labyrinth last saturday... it was okay, I guess. Not wild about it. Liked the premise and flavour, not so much the exact monsters, stats and tactics chosen to do it.
Most adventures tend to fall neatly into 3-4 encounters with an obvious Boss Room Door, that's true. Though I'm usually too cautious with expending resources anyway. I rather dig scenarios where I go through more than 70% of my prepared spells but they're unusual. The low point was Ghennett Manor Gauntlet where due to overeager barbarians I still have about 70% of my spells un-cast but we had two dead and one melted. It was just me and the Ninja/Paladin looking at each other and we decided that since all the impulsive people were decommissioned, now was the time to do the rest of he stuff properly careful. So I ended that scenario with 4 L4 and 4 L3 spells uncast...
James McTeague wrote:
For people who are having trouble with the prep work - would it be helpful if there were a series of short videos/audio files that walked through how to GM a kineticist/occultist/mesmerist/swashbuckler/etc.?
It might be interesting, even if it isn't immediately useful. I've seen occultists and mediums be very effective, but I have no idea what's going on under the hood.
Oh, wait, this got shuffled to Advice.
The vast majority of animals, aberrations, constructs, magical beasts, fey, dragons, elementals, etc, will never wield an axe or don a suit of plate. There are typically plenty of humanoids in APs, but if someone took power attack and two sunder feats, I certainly wouldn't fault them for making use of it. If your group is sundering spell component pouches and holy symbols too much, well... wizard's convert into arcane sorcerers so easily. And have you noticed how many clerics and oracles have birthmarks these days?
You realized you're posting in the PFS forum right?
When this is a legitimate tactic permitted by the rules, why would anyone feel it was an exploit or cheating?
It's not cheating, because it's allowed by the rules. It's a bit of an exploit however because most NPCs are so absurdly vulnerable to it. Not because it's hard to protect against, but because NPC statblocks are kept small for page count reasons.
Any somewhat experienced (say, L3+) NPC with pretensions of being an adventurer or mercenary should have invested 5GP in a backup spell component pouch and an 1GP wooden holy symbol to spare. And any warrior should have a backup dagger or two in case he loses his sword. Just like all the PCs do. But they don't, not for realism reasons but for meta reasons (page count, trying to keep statblocks simple, poor writing).
I can say for sure that the sessions where the teamwork really worked have been among my favourite. Where everyone is working together as a well-oiled adventure-stomping machine. Everyone stepping up to aid and cover.
Conversely, sometimes you play with people who constantly get in the way, or are eager to open another day while you want to take a second to sort out the previous one. While one player's excessive caution shouldn't hold a table hostage or slow it to a crawl, neither should another player constantly rob the rest of a chance to buff up or digest what the GM just told them.
So finding a good balance in which there's a bit of give and take and everyone is looking at how to really fit their characters together, it's glorious.
Andrew Roberts wrote:
The issue I have with it is that there are some things likely to go wrong, but if you prevent those, some out of the blue accident happens to make sure they go wrong all the same for different reasons.
To Judge a Soul 1:
The fight at the dam has a chance to destroy the dam. If you see that coming from a mile away and take steps to prevent it, after the fight the NPC breaks the dam taking out a hidden MacGuffin.
The elven court is a pretty sick place, but if you prevent all the fights from breaking out in which the mirror is supposed to get bumped, then some faceless no-name NPCs do it anyway.
Andrew Roberts wrote:
I really like the Indiana Jonesy vibe of smart adventurers that need to be fast, smooth and clever in addition to kicking ass.
As for Labyrinth, I've put my prep on the PFSPREP site and that should save people a lot of work.
I think Threatening Illusion is a case of a feat in a softcover "causing rules" that otherwise wouldn't exist.
CRB > Combat wrote:
Threatened Squares: You threaten all squares into which you can make a melee attack, even when it is not your turn. Generally, that means everything in all squares adjacent to your space (including diagonally). An enemy that takes certain actions while in a threatened square provokes an attack of opportunity from you. If you're unarmed, you don't normally threaten any squares and thus can't make attacks of opportunity.
If illusions can make attacks - regardless of whether those attacks are effective - they can threaten.
CRB > Magic > Illusion wrote:
The way I'm reading this, figments can attack, just that they don't do any damage themselves. They're useless for attacking directly.
How does Overrun work?
How does mounted combat work (where do you charge to, where do you stop, what about if your mount has different reach than you)
They're sort of slow-burning; they've remained unclarified for so long that people have given up actually using these things, so the number of questions also goes down.
To Judge a Soul 1 was an awful railroad, especially because you're scripted to fail even if you do everything right, because that's needed for part 2. Hated that. The adventure should never be run separately because it's just a huge downer; it's a little less bad if you run them back to back but even so it's just sour.
Other than that I haven't felt overly railroaded - not anymore than usual, given that these scenarios have to be reasonably straightforward just to make sure most groups can fumble their way to the same ending.
My bigger gripe is with how complicated they are to prep as GM. TJaS2 has an insane end encounter where you need to know class abilities from a different class every round, and Labyrinth of Hungry Ghosts saw me collecting a nearly 20 page statblock/rules summary. For what is really a linear dungeon story-wise.
I kind of agree with "sunder is exploit" in general. While it's something that you could easily protect against as a wizard or cleric by carrying a spare symbol/bag, they rarely do, probably for simplicity or page count reasons. While most players (after seeing it happen once) probably patch over this horrible glaring weakness for a few GP. It's really a case of the enemies having a huge weakness that could be patched for just 10GP - that includes a dagger so they have a backup if their first weapon is sundered.
It just looks like taking advantage of the NPS's statblock being small for page count reasons.
Disclosure: I too have done this. When an enemy starts using quickened true strike/disintegrate, the gloves come off. Then it's time to start sundering everything until you also destroy the bonded item.
Now, bonded items, those do look like a genuine honest sunder target; those were clearly written with weakness in mind. As shown by the serious rules for it. No 5gp backup. And if they're magical, they might have enough HP that you actually need to have some skill at sundering to do it, rather than just "he's a wizard with a dagger, his AoO isn't going to stop me".
Just a note. Season 0 clerics don't get channel energy, since they use 3.5 rules.
I'm actually surprised with how rarely this pops up in PFS. 90% of the adventures involve the PCs being in some sort of hurry to get their thing done before enemies get away or finish their scheme. The odd adventure where you actually refresh "dailies" between encounters is a refreshing change of pace.
Admixture vial is something you may want to look in to.
It's never been quite clear to me how that one works: do you keep the extract in the vial after mixing it, or can you pour it over into a disposable one?
If you can't and you have to keep it in the magic vial, that makes it rather inconvenient. You probably need both hands in combat, and just dropping a "simple-looking glass vial" on the floor probably breaks it. If you have to stow it away again you're not gaining that much speed anymore.
Armor is the last possible thing to sunder. Greater Sunder can even be a way to get at someone's HP if their AC far outpaces their CMD.
Instead, the following are great targets:
After that you can start sundering shoes, friendship bracelets, scarves and so forth, if Greater Sunder is your game.
I've uploaded compiled statblocks and handouts to the PFSPREP site.
I have to say, this is one of the worst scenarios for workload in compiling stats for. Many weird abilities that require looking up.
And Paizo, for the love of Urgathoa, PLEASE PUT ENCOUNTER STATBLOCKS TOGETHER ON ONE PAGE.
Nobody cares about page count or half-empty pages. Everyone cares about flipping back and forth forever.
Fear immunity isn't all over the place. It's usually a side effect of mind-affecting immunity (undead, constructs, vermin) which isn't unheard of.
That said, check if your GM allows Hurtful. It's usually good to ask for sign-off when taking something that was banned in PFS.
Also, how about asking the GM if you can learn Flyby Attack by the time you gain a Fly spell or dragon wings? With a polearm of choice, Longarm (and maybe Enlarge Person) spell, Power Attack, Furious Focus and (heresy! only if you have spare feats) Vital Strike that gives you a kiting alternative against things you can't outslug in melee. Or when you just need high mobility to dominate many enemies on a big battlefield.
Did I miss something, or should Tzur-Vaal have significant issues with armor and weapon proficiency?
Undead Type wrote:
So that technically takes care of his proficiencies while "wearing" Ilzinian. Let's assume that he's been in that skin for a couple of days so by now armor proficiency isn't an issue anymore (Ilzinian wears fullplate, so Tzur-Vaal also gets free medium and light proficiency).
He's also learnt to use a longsword, as indicated by his statblock. However, should he possess another PC with other weapons, they'd better be simple.
Another thing that hasn't gotten a lot of attention. Tzur doesn't speak common (he's ancient). So he can't really listen in on PC discussions. Important for the GM to keep in mind.
I'd say don't use too many races; it's easier to present a clear concept of a world with say 1-6 races than with 20. So pick only races that you can really use a for a lot of NPCs, not a special snowflake race that you'd only be using once anyway.
Also, figure out which races are "too special" - those don't make good PC races. If any member of that race is so special/powerful/informed about cosmic secrets that it'd be disruptive if a player played one, that's a bad PC race. (By that logic, you probably shouldn't be playing elves in an orthodox Tolkien world..)
Make sure your races are all different enough from each other. Personally I think that between halflings, gnomes, and also dwarves, the "plucky small" niche is a bit crowded. Paizo improved a lot on it by really giving an angle to gnomes (first world, bleaching) and a bit to hafling (slavery etc.). Merely having different stat bonuses isn't enough to justify including a race.
Vital Strike isn't always bad, but you have to know what it's meant for. The design goal (I've been told) is to give you something when full attacking isn't an option. That can be due to surprise rounds, having to move before attacking, and other stuff like that. It was never meant to replace full attacks, but to give something back if you can't.
I'm pretty sure it's supposed to only be usable once per level per day, just like Stunning Fist.
And I've recently seen it in action, and it's a really powerful ability, much more than Stunning Fist actually.
Compared to Stunning Fist, which rarely goes off (because who can afford wisdom high enough to penetrate Fort saves while keeping physical abilities high enough to hit reliably?), it's an extremely good trade.
A big thing druids as healers lack is the ability to spontaneously convert other spells into healing spells. That's an underestimated ability that allows normal (good-ish) clerics to prepare "interesting" spells without losing out on healing power. A druid on the other hand has to make much more tradeoffs on how much slots to spend on preparing cure spells.
So even if you get access to important spells, you'll still be less flexible than a cleric because you need to make a harder split in resources.
@Mauve: that's not really helpful since it's neither.
Darkness works like, well, darkness and light. It's simplest to think of Darkness as radiating anti-light like some sort of weird black lightbulb that makes everything darker. Anything that would block a ray of light blocks a ray of anti-light.
Could also be done with a bullseye lantern, I'd think.
Note that rust monsters can (and will) rust metals other than iron. It may be worth it for players to toss a few handfuls of coins at the monsters to distract them for a couple of rounds so they can avoid being swarmed themselves. Pick off the monsters one by one or hide behind the druids/monks.
I've also seen a magus protect his new shiny adamantine scimitar by distracting the beast by tossing it all his old backup weapons one by one until he could make it to hiding behind my zen archer.
Also, Make Whole can help recover some lost items.
It's a bit of a genre savvy thing. If the natural world seems to be conspiring to hurry you along, then you should probably start fastening your shoelaces, rather than digging your heels in.
Could you explain this a bit more for me? It's not something I've experienced myself (that I noticed/can remember), but you're not the first to raise the subject. So it seems like this a concern that more people have.
You can't ensure RP as the GM, but you can certainly help a lot in making it happen. It's so much easier to get going if it's coming from both sides, so if the GM also talks back enthusiastically, that really helps.
Stuff you can do as a GM to make that easier is to take a moment while prepping a scenario to read up just a little bit more about the Golarion lore related to the places and people features. And make sure you understand what the NPCs want; that way you can really engage with the player if he's making an unexpected pitch, because you can figure out what the NPC might like/dislike about the offer.
You can take some initiative as a GM; instead of saying "the merchant asks what you're here for", you can sit up straight, look at the player and say "So, what business do you have with me?" Addressing people IC can help get them to respond in kind.
However, be careful how far you take this. The big complication we run into with RP-heavy scenarios is finishing on time. Getting to play the whole scenario, and not rushing the ending, are important. It's a shame if the ending contains some heartwarming part where the NPCs express what the PCs' successes mean to them, but nobody's paying attention anymore and the GM just rattles through it to get to the boons.
Also, try to be open to people who're not great IC talkers but who still engage with the story. If someone says "I'm going to try to convince the merchant to help us", he may not be comfortable playing it out. But you can still ask him "are you offering him any specific reasons to help convince him?". That shifts it a bit from the playing being eloquent, to the player paying attention to the story and having gotten an idea of what to offer the NPC based on what the players found out about him during the adventure so far. This kind of engagement is also very nice and should be embraced as well.
This is the important one. Most free actions can only be done on your own turn, except talking. However, free actions that have to happen at specific times (like a free grab after a bear takes an AoO) can happen out of turn if the occasion comes up.
Pizza Lord wrote:
That's an interesting detail. I guess that would mean that the reach of a creature using an inappropriately sized weapon is "undefined".