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109) I will have my creator read the original Evil Overlord list:
BTW, very, very funny. :)
110) Occasionally, I won't be bipedal, nor rely on a manufactured weapon. Maybe, I might even have a spiky or slimy body to deter grappling. And hopefully someday, I shall be the stuff of nightmares.
98) If I am a Sorcerer or Oracle, I will spam buffs for my allies, and if I am any spellcaster, I will lean toward Communal spells to do same.
99) I will not cast buffs after combat has started except perhaps Haste on myself and many mooks because it improves action economy.
100) I will Fireball potential minions. If they remain conscious they may join me, if not, I let them rot or rent them out to a lower tier BBEG. I will reserve the right to empower said Fireball, and/or upgrade to Chain Lightning or Horrid Wilting and/or change the elemental damage for further testing as I progress in levels.
101) I will not factor Stoneskin as a main defense since adamantine weapons are quite common. It'll remain a nice secondary defense though.
I'll tell the players about the errors, beforehand if it isn't a spoiler, or afterward if it could be. "Yeah, he wasn't that high a level, but they gave him 'Heal' anyway." (true example)
I'm about to run a module Sunday that has a couple errors and a good-sized "gray area" due to overlapping environmental/magical effects and I've already told my players I'd be interpreting those to the advantage of the villains and their tactics (without detailing what they were) because they're strong players coming in a level above average.
Or there was one scenario where a wizard had a bonded item and I pulled a spell from his spellbook to use, so I told the players afterward so all was on the up and up should they GM that scenario.
Be open. We're all adults.
Yeah, it's a bad place for them. I feared that right off the bat, but my party has no rings so will be racing. There's also a loophole with the angel, she can't talk even out of combat ("guard silently"), but she can start communicating before she's triggered, even pointing downward to the other entrance, but even better she can use her SLAs to help the party! If they don't enter, that is.
I don't remember where the comments were, but it was on this post.
-I think I'd go with the 1st part because it matches the city, but I'll review that to make sure it's internal as well as re: Xin-Shalast itself. I'll just use Greater Planar Binding to send something to scout for them if need be. (Though I doubt they'll go stealthy, probably just run if needed.) The Lamias, if alive, have lots of healing, especially mama, and an angel could be brought in for more.
-Definitely the negative effects have to end. Just traveling up the spire is going to hurt. A lot.
-I agree on the TP effects and the source, and that's a city-wide issue, but the Champion & the Apprentice both have such abilities...
Thanks & Cheers
It's not that far-fetched, as one of the earliest posts noted.Kharzoug is linked to his apprentice and the Rune Giants are linked via Dominate to their thralls. "Alarm raised" could be shouting Cloud Giants, which seems very bellowing to me, even with -20 through the doors (not walls at all) they still have good Per and will probably hear it.
If they want to go Stealth mode at this level, they have to earn it with more than quick kills. They'll need Silence, perhaps illusions of false noises, or walls. Heck, the Cloud Giants have scent, so it's going to hard to really sneak up on them anyway before they get out a bellow (or via Dominate link).
Not me, I was DM, but pretty funny.
Plus, he does have an advance force.
Funnily enough, tactics worked out beforehand, he arrived right next to the Wizard in the party. Luckily, the 3rd roll was low so only two hits against False Life, Stoneskin, a temp h.p. boon, & a boosted Con.
Also to that 2 PP list, other 1st level wands than Magic Missile/CLW.
Oh, and I have to trumpet the ranged weapon, especially after traveling with a 6th level Barb without one and nearly getting TPKed because of it.
Detect Magic does work to eventually detect invisible creatures that are using magic, but it doesn't work against natural invisibility (AFAIK) and only works in a cone that the opponent can move out of.
Is that its tactics as written, and if not, do you think those tactics will make your players enjoy the battle more?
Also, I would hope the party isn't bunched up before closing for battle.
If a neutral character summons a lawful good lantern archon to help her attack a merchant ship in a act of piracy, is it reasonable to expect the lantern archon to act against its alignment and assist the pirate? On the other hand is this akin to summoning a cop to watch you commit a crime and is it possible that the archon would turn on its summoner? CRB seems to say nothing regarding this.
It can't turn on its summoner.It must attack the summoner's enemies.
Now, arguably you could have it choose to misinterpret other commands, if there were multiple reasonable meanings.
There's one scenario where an evil wizard has bound an angel. He's smart enough to have phrased his requests in 'non-evil' & limiting ways, but it doesn't prevent the angel from attempting to dodge obeying.
In a campaign, you could have the Lantern Archon remember being used in such ways, perhaps when presenting their case at a holy temple. :)
It was an unfortunate mix w/ so many characters relying on Sneak or multiple small attacks.
One caster is an issue.
Sidenote: Sword & Board hopefully swapped to two-handed, even with a one-handed weapon.
I ran a very strong party through this and beat them up badly. I don't think anybody went down though, and nobody died. Many were one hit from death, but they did a smart job of splitting the elemental's attention and covering for each other.
I wouldn't fault the scenario, nor the players.
RAW, there are two iffy solutions.
-A standoff. Perhaps dramatic with description, it's ultimately lame.
-Fighter steps up and readies to attack when the Wizard takes any action at all. Whatever it is, it's on the Wizard's turn and he can't not go, and if he attempts to ready again, the Fighter attacks before the Wizard actually readies. As I said, iffy, but of equal merit to the Wizard's rules-bending.
Edit to add: And if the Wizard delays (does nothing) then he'll have to reset his initiative at the top of the next round, re-delay, and when it comes to the Fighter who didn't get triggered, he goes on his normal turn against a non-readied Wizard.
Of course not much play, but I was taking Stirges to their pinnacle.And yes, Dazing Persistent (any area effect spell) is severe, but that'd be for a different thread. :)
Yeah, Summon Monster would be a good add on, especially with the versatility of Mephits at SM IV.
A focused healer is very welcome.
Highest stat Cha, with a Headband +2d6 & Quicken Channel and in one round you can get most everybody from unconscious to full.
Clerics are powerful, but half of their versatility comes through their domains, of which you have only one now. You will definitely help in combat, but think about other mission goals and how you can help those.
It's quite clear what the rules say (about single stirges at least), but I doubt stirges & DR were considered together during any point in rules development.
I would be happy if one of the PFS GMs stepped in and clarified a position against this, or for GM's call.
As for multiple grapplers, as somebody pointed out, the stirges aren't grappling, they are attaching, then gaining that condition. So you could have four stirges on one medium creature. Walter's example even counts on using multiple stirges on one foe.
Also, remember Great Cleave. :)
False.This is similar to the bastard sword argument where Paizo made it clear that bastard swords are one-handed exotic weapons.
The katana is also a one-handed exotic weapon.
Just because there's another way to wield them without penalty doesn't change that.
So, you could wield it, but with a -6.
Which is close enough to saying you can't wield it at all. :)
Aren't there other "No Armor" options where the special materials bring the arcane failure chance down to 0%? (And, I suppose the ACP down to 0 for no negative effects)
And wasn't there an armor enchantment (static, not +x) that lowered the arcane failure chance in a PFS book?
Just wondering. Might be mixing some 3.5 in there.
Not if you're pure caster (and poor cousin to other casters at that) and definitely not to the point where you'd be exchanging major hexes for rogue talents (really?).But you could make a hybrid, taking 4 levels WHW & going with any class that aids your grappling or Eldritch Knight (WHW 6/Ftr 1) for the BAB since you've given up hexes already, this isn't too much of a hit.
Note I'm not saying it's mechanically strong, but it can make a strong flavor at least functional.
It might be, but sometimes you get wonky alignments.There's an NPC in the Serpent's Skull AP who will ruthlessly slay anybody who stands in the way of his financial gains.
But he's LN???
I definitely see evilness and hardly see any lawfulness.
Of course, maybe he's an ex-PFS member. :)
Seriously though, sometimes it seems like the alignment and personality are separate decisions.
Back to the OP, I have seen more Neutral casters (on the good/evil axis), but I'd rather casters avoided the whole 'mind control' issue anyway.
Ryan Blomquist wrote:
I like everything you're saying, but I have to wonder at the ramifications.1. Would PCs remember BYO"CLW wands"?
2. Would lack of PP set a person too far back from the WBL needed to succeed (and earn PP)? Tied to...
3. Since NPC items are inferior, how much would we be set back in PP to maintain WBL?
Would we have to add more PP to adventures? Retroactively?
I, too, would like to see a change that nixed free wands/scrolls (I'm an offender here working toward a dozen), but made out-of-combat healing non-PC dependent (due to random parties & casters who want other spells) and made chronicle sheet items meaningful.
Is there a way to balance WBL/Chronicle Sheets/healing costs without ruining several seasons of scenarios or going too far below WBL?
Another rule with variation is what you can use while holding a light shield, or other instances where a 'free hand' is less than free, but still can do some things. I've seen metamagic rods, laying on hands, & even some saying you can cast with your shield hand.
The reach weapons on the diagonal one I've seen bounce back and forth with some very knowledgeable, rules savvy people on both sides.
I'd thought one of the designers finally spoke up because of the diagonal corridor argument. Sure you can use it when they come in on the diagonal, but you could never attack with it in a diagonal corridor? Really?
Some of the tactics seem intentionally bad, perhaps to balance out an encounter? I've also seen tactics change depending on tier (w/ little reason for change).
EDIT TO ADD: And not to have creatures that can't actually perform their tactics or break rules doing what's asked. (Can think of two examples offhand.)
Geoffrey Griffith wrote:
I'm thinking about doing a marathon over the New Year Eve and New Years Day. I can't tell if the other marathon took 14 hours or 38 though, which has me a bit concerned. Doing campaign mode, without a lot of extra fluff, any idea how long this will take?
Focused, and in campaign mode, it should take a whole weekend, or through both holidays in your case. 14 hours would be unlikely, 38 would be casual play, and much more likely.Full speed, low RPing, maybe 2-3 hours/session.
(But that's faster than most GMs/groups can go, or even want to.)
One could finish each section in about 4 hours if sharp. There's not much RPing, so think of them as average-to-easy-difficulty (with a few exceptions), combat-only PFS scenarios to give yourself an idea on how long each will take you.
For most groups the monastery will take longer because there are so many rooms, an NPC to engage with, and the combats can be more complex.
With map preparation & monster/rules knowledge, you can still get it to 4.
Another way to avoid this is to play a self-driven character, one where you know exactly what they would do, for better or worse.
Jump in the slimy water? Yep. Whether that's green slime on top or there's a magic +2 shield below.*
Because I often run something before playing it, I prefer making characters like this. Funnily enough, sometimes other players will meta-game off of what I'm doing (or simply defer), and it ends up leading us into trouble. :O
Actually had the "don't buy important items" issue come up when I was going to buy something for "Year of the Demon", but refrained because it was too timely, knowing the particular demon we'd face.
*Yes, that's a ToEE reference. :)
Having run campaigns where monstrous creatures come out early and others where humanoids face high-level PCs, I agree it has mostly to do with the nature of the enemy.
On the other hand, BBEG humanoids would get stomped. Had to give all of the martial NPCs, even giants, at least two weapons because they'd lose them to Disarm so easily. (Still surprised at how many Paizo BBEGs have only one martial melee weapon.)
You can see some adjustments in more modern high-level monsters, or conversions to PF, especially the (bipedal) demons & devils. Ex. Vrock loses 4 CR (if I recall), but gets big power boost.
Compare Bestiary 1 to 3.x's Monster Manual.
And I think a Fighter can have that flexibility. Even some of the others that get bonus feats.
But humanoids? They'll always suck.
Also note, there's a point where positioning on the battlefield means less and less because the threat radius of the monster is greater, the options it has are greater, and the monster still hits you at -4 while prone.
So, yeah, you invest in one schtick, and it becomes less usable, you get sad, just like a caster who specializes in fire or mind spells. Invest in two schticks which complement the range of foes you may face, and you're good to go.
I don't think that works, Nefreet, because the Glove of Storing doesn't reequip your shield. Does it? Doesn't it just put it in your hand? (Unless you're talking about a single attack then move action to equip.)
Also since the rules don't exist re: shield size, you cannot do it by default, especially in PFS where there are no GM rulings on it.
A kensai is proficient in simple weapons and in a single martial or exotic melee weapon of his choice.
Their "chosen weapon" (later referenced in all their abilities), has to be the one chosen with the martial or exotic clause above. Unarmed Strikes is a simple light weapon, not martial or exotic as defined by the rules. Same for daggers, or clubs.
Nowhere does it say that the single martial or exotic melee weapon is locked in as the Kensai's chosen weapon.Yes, it's implied, and I'd venture it's RAI, but it's not RAW.
In PFS, we are stuck with RAW until clarification comes.
He can take UAS as a chosen weapon (because it doesn't say how to pick a chosen weapon, nor does it place a limit on what kind of weapon)
In fact, the chosen weapon could be a ranged weapon, as there are no limits expressed, nor is the method of determining explicit.
In a home game, I'm more likely to disallow this, but in PFS, I must allow it, as it is RAW.
The fact it is a weaker choice is somewhat comforting. :)
In either case, having a chosen weapon does not give you proficiency with it.