The meetup groups for Washington DC and Baltimore is a great way to find PFS players in the area. I am no longer the VL of Washington DC, but I still run PFS scenarios regularly as listed on both group (although more on the DC group). There are certainly a lot of spillover from MD to DC to NoVA. I've live in MD for 20 years and VA for 3, so I know quite a few stores in the area and am willing to travel to any of them on a regular basis.
I know Mike McKeown (and game with him). Your request probably just slipped through the cracks.
I don't really care about the Pit, but I am interested in the Padshah Empire of Kelish and the entire continent, and why can't people sail from the Inner Sea, around Casmaron to Tien instead of taking the overland route.
Of course, that's not necessarily very mythic.
Josh M. wrote:
As "great" as that was, a simple wizard/cleric combo of haste + harm + another damage spell easily trumped that. There's probably a ton of other things that could be done instead that I forgot about or never found. There were a lot of combos in 3.0 that were good, some were broken. But 3.5 fixed a lot of that.
Of course, the very engine of 3.0 and d20 cause other issues (like full attacks only with a 5' step, and concentration checks allowing spells to succeed when they took damage and lack of spell speeds).
I'm fine with PF as it is, even with the creep. When PF 2 comes out, I'll take a look at it and decide if I want to switch or not.
Were they always restricted from play? I remember looking up them specifically before Gen Con to make a wizard. Were they removed from play recently?
EDIT: Sometimes I forget what is listed is legal, and what is not list is illegal. But that gets reversed for the big books like APG, UM, UC, etc. I guess I'll just be a normal illusionist then.
You really think your players' characters are good and thorough enough to depopulate all of Golarion? On the surface and in the Darklands? Only 2000 goblins left? Did they go into Darklands and wipe out all of them there? What about the ones hobgoblins had? Or ogres? Maybe even a younger dragon. They hit all the various islands on Golarion?
What about Tien?
I really don't think they could have done that.
I guess Power Attack is too good then.
Why you nerfing me bro?
Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black-and-white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise—invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Based on your original question, the tiefling can see the elf at 65 feet out using normal vision. I would say the Darkness spell does not block line of sight, so a character would not necessarily know there is a Darkness spell in place if there is natural darkness as well.
Deeper Darkness would block line of sight, based on how the spell says darkvision does not allow characters to see through it.
One of my players found a really annoying combo from Ultimate Equipment.
He has the item that allows a character with sneak attack to withdraw as a move action if a sneak attack is successful. Then he has another item that when he withdraws, he turns invisible for 3 rounds. The problem seems to be that it doesn't say as per the spell, and therefore doesn't imply attacking out of it breaks invisiblility. I ruled it would, because I'm sure PFS won't let that combo go without control.
My only issue with the paladin is that Smite Evil overcomes all DR, regardless of alignment. It's like they don't even need magic weapons for a while.
My issues with the summoner is just a ton of base rules that it breaks, making it more difficult to run/play the character.
I love gambling. I go to Vegas at least two times a year, and I usually go with about $1000-2000 in cash for gambling purposes expressly.
My games are craps, Ultimate Texas Hold-em, blackjack, and blackjack switch. I know and can play Pai-Gow, roulette, most forms of poker, Let It Ride, 3 card Poker, and Mississippi stud.
When I can visiting casinos on a weekend, I am very controlled and rarely play more than $200 per visit. When I am on vacation, I am much looser and play more widely, though still limited by my self-imposed cut-off (up to my $2000 limit). I take the free drinks at the casinos (with the $1 tip as the unspoken rule for the waitress), and I still make sound decisions.
For me, the thrill of gambling, and the science of the numbers, odds, and casino edge is what makes it fun for me. I can spend my $2000 on anything during a vacation, but with gambling, I have a chance to keep it or win a bit pass the original amount (which I have done). Career-wise, my Vegas trips (about 8 of them now since I've started going as a routine) I am down about $4000. I play games that have a good casino edge and is entertaining for me. Odds isn't really the way to examine gambling in a casino as much as the edge. I realized a few years ago that one of the reasons I enjoy RPGs, craps, and Heroclix was because they all used dice, and I LOVED rolling dice.
My personality and money sense are all very conservative however. I save a lot of money generally speaking and rarely make impulse purchases. I used to be more free with money, but I'm very tight with it in general with the exception of I spent a lot on eating out and fine dining.
I believe the problem is that ultimately, they are forced to heal in combat, and even though it's not the best tactic, it is necessary, and it is their best tactic at that time. Clerics have lots of buff spells of course, and with time, they are very good at getting the party setup offensively or defensively.
However, I have seen over and over and over again, in home games and in PFS, that a cleric ends up channeling from rounds 2-4 in order to keep the fighter/barbarian alive so that character can deal 40+ damage per round to take care of the threat with other characters doing offensive things or trying to counter a spell. Even a well-played cleric might not have be able to do something better than heal the main damage dealer so we can survive this encounter.
A optimized fighter will out damage a cleric. So the cleric gets discouraged and starts buffing/healing instead. It's not even because the cleric is a healbot or wants to do it, but because it is the MOST EFFICIENT way to end the encounter. A big boss encounter arrives. The wizard casts his powerful spell, but the boss saves. Boss attacks and does heavy damage to the fighter. Fighter has to stay in there to soak up damage and to dish it out. The cleric doesn't have time to cast a buff spell, and if the fighter goes down, the party is screwed unless boss fails a save against the wizard. So what ends up happening? The cleric heals the fighter, and is stuck doing it for the rest of the combat.
Unfortunately, this scenario happens a lot, even with experienced players. I hated that clerics got channeling when I first saw PF because I knew they were going to fall back to that role, even if they weren't planning on it.
I don't know where the line is between 3.5 CoDzilla and PF channeler is. We want fighters to deal damage. We want clerics to fight well and cast spells. But far too often, the cleric being effective and to contribute is to heal the main damage dealer or to channel and to heal everybody. Otherwise, people start dropping, and the fight ends really fast once that happens.
PFS has plenty of room, and we're always hoping for new players. The Venture-Captain of DC has moved north to Baltimore, so PFS presence has moved up there as well. DC still has a strong presence of course.
As before, we're still light on people in the MD side around and beyond the Beltway for PFS. If there's a good place to run scenarios, please let us know, and we'll try and setup something there.
Another place you might be able to find games is at Savage Mills. The Family Game Store is a place I used to play Heroclix at, and where I discovered Pathfinder back in 08 (and back when I lived in Greenbelt, MD).
I wouldn't necessarily go with blasting, although it seems like a natural choice.
Spell casters ultimately are best when they can control the battle or buff an ally. Having 1 or 2 blasting spells is fine, but powerful support spells are better.
If a person is going to dump STR, might as well dump to 7 and get the 4 build points.
I would allow it. But PF's timing rules are not very clear. Charging is a full-round action so it shouldn't allow a take-back, but plenty of GMs and players allow it.
Ultimately, brace is a good idea but it's more for mass combat than small encounters.
Adam Blufield wrote:
PFS is quite active in the DC area. Email the group as posted already, and we can figure out where you are and where games are close to you.
The Block Knight wrote:
Alaznist being above 20? I thought that was supposed to be Belimarius or Krune? I know JJ said something like he switched two of the runelords' levels around. I recall Xandergul being the "greatest", Sorshen was one of the strongest because of her enchanting presence. I would have also thought Krune might have been extremely powerful, given that he has access to Lissala and Peacock Spirit stuff as well.
I played the ifrit, so I think it was part 1.
There's a lot of options depending on what you want to do. You said generalist, but that's still vague.
Step Up is usually useful for fighting classes, but not sure if you want to be in their faces.
Combat Expertise opens up maneuvers, but you said you weren't going for feat chains.
Combat Reflexes allows some stuff as well.
Power Attack could work since you have BAB 4, and personally I hate taking it before BAB 4.
I would not take Arcane Strike because it uses a swift action that you can use to Quicken something with a rod, and still have a standard/full to attack with.
Step Up or Power Attack would be my choices.
I am sort of setting up a mega AP with Rise of the Runelords and The Shattered Star together as well, but from the villain's side. I have no idea how this will work out, but rest assured, it will be epic one way or another (either epically awesome or epically terrible).
All of my monk builds are centered on doing something useful that is not related to damage because I know it's not what they are great at. I have a few ideas that haven't been tested...
Halfling monk that is high on AC and defensive abilities, uses the Helpful trait to aid another for +4 on allies's attack roll.
Qinggong/sensei that boosts everybody else's fighting, and can use some maneuvers to assist (due to using WIS for attack rolls).
Maneuver master monk with dirty trick to blind everything if possible. I was thinking of going into ninja or rogue so I can get sneak attack, but I never decided to do so or not.
I think other than the maneuver master, I'm not convinced my other 2 ideas are not going to hold up beyond level 7 or higher. One of these days I'll be able to build and test all 3 of these. And I hope I have a 20 point buy for them.
I'm okay with not rewriting the entire class. I always thought little things can be added it to or changed to make the class a lot better. Simple things like...
Slow Fall should just be Feather Fall. Don't need walls or things to slow your fall, it just happens.
Allowing Great combat maneuver feats on the monk's bonus feat list.
Changing FoB back to allowing multiple attacks from 1 source, whether it's a weapon or the left elbow.
Instead of spending ki to overcome DR, it happens automatically. Also add a weaker version of fighter weapon training to monks, so they can boot either a weapon or unarmed strikes with pluses, which we all know are more stable. Or if that's not cool, more of smaller dice, like 3d6 instead of 2d10. Getting the average damage up is important. The class does not need to deal as much damage as full BAB classes, but it needs to be good at defending itself.
His SR should be allowed to shut off as a free action or swift instead of a standard like normal SR.
Fast movement should not be an enhancement bonus.
I have Ultimate Equipment, and the first thing I did when I got it was to glace over the various wraps and gloves that could help the monk.
There were things that did help, but didn't help enough, or took away from something else monks needed. So...not impressed.
Fighters are good for pure damage.
Paladins are good for damage, healing, and negative status removal. Also mobility if they take the mount.
Rangers are good for damage, maintaining a great attack bonus (due to much earlier Improved Precise Shot), good ranger tasks (survival skills, tracking enemies, more utility skills, able to calm down animals).
Zen archer monks are good for pure damage.
I prefer rangers or paladins as an archer over fighters. Rangers also make excellent switch hitters. Fighters tend to make better tank type characters with their various abilities, although they certainly have enough feats to be a switch hitter as well.
Spell resistance is a trap for PCs usually.
SR works off of caster level check, the for PCs, SR is usually 5 + character level. But NPCs are often higher level. Assuming PC and NPC are at the same level, it's only a 25% chance that SR will stop a spell.
This is in addition to that allies have to beat your SR as well for you to get buffs during combat. If you are a dwarf fighter, the caster wants to Haste, he would need to beat your SR. Suppressing SR is also a standard action that lasts only for 1 round. Which means that character cannot attack or cast a spell generally speaking.
SR also does not turn off automatically, so if the character with SR starts dying, another character might not be able to get a healing spell off successfully. Channeling still works fine, but at higher levels, you'll want a cleric to cast Heal.
Suppressing SR is also a standard action that lasts only for 1 round. Which means that character cannot attack or cast a spell generally speaking.
SR that's actually good is 10 + character level or higher, because that's closer to 50% failure on saves. There is no standard PC race that has that feature. In fact, the only race that has SR are dwarves, and the +2 to spells, spell-like abilities, and poisons is much better.
For a items, I think the 21 SR is the best so far. That's going to be close to 80% - 95% for an enemy caster to fail the check. But it costs 90,000, which is almost a +7 weapon.
SR for PCs are a bad choice. I would not advise taking it.
Ranged ranger in PFS is great, much like all ranged are great when built properly (not hard to do).
It's boring to play however. Players will expect the ranger to say "I full attack" and kill everything, and even rely on it.
Just take the usual feats with a solid point distribution, and the build builds itself.
Ability scores (however you end up with this as your starting)
STR 14 or 16
I'd go (assuming human):
You aren't missing anything that I can recall. It's very bad tactics, along with that she is not proficient in great axes, so even going melee is bad for her. When I ran it at the time, I had her make her speech, and then take cover so she doesn't get arrowed, and only started casting spells once PCs were closer so she can reach them next round.
I don't recall when GMed were asked to follow the tactics more closely, but this is one of the prime examples of terrible tactics written. I vaguely remember Citadel of Flame also having bad tactics.