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You don't "have decided that when their ride starts, they're all fatigued" that's what the forced march rules are for.
Forced March: In a day of normal walking, a character walks for 8 hours. The rest of the daylight time is spent making and breaking camp, resting, and eating.
A character can walk for more than 8 hours in a day by making a forced march. For each hour of marching beyond 8 hours, a Constitution check (DC 10, +2 per extra hour) is required. If the check fails, the character takes 1d6 points of nonlethal damage. A character who takes any nonlethal damage from a forced march becomes fatigued. Eliminating the nonlethal damage also eliminates the fatigue. It's possible for a character to march into unconsciousness by pushing himself too hard.
You can just rule the 3 hours in the dungeon count towards it if you want it extra brutal.
I've dealt with long overland chases in other campaigns, the real danger is the PC's can't run, therefore can't run away.
Relevant text for this thread. Have a nice debate!
I've just been running AP's lately.
Death due to smart/mean encounter design in the first book via ghoul cleric level 3-4
Death due to a X3 critical hit level 6
Death due to a high level destruction spell in the final encounter level 16
Reign of Winter
No PC deaths
No PC deaths so far (Book 3)
But yeah for the most part I do not favor random character death, as replacement characters never feel the same and are usually more powerful.
Covert Operator wrote:
The best you can get with confusion is damaging themselves.
Uh, no. The best part of Confusion is
Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes.
Casting this on a pack of enemies usually ends up with enchanters sitting back for rounds per level watching a gang of enemies beating each other to death for their amusement.
The Songbird of Doom: A Guide to a most unlikely tank and Mechanism of Mass Destruction (Warning: GMs will hate you)
Rise of the Runelords converted my DM who had been campaigning since '79 to Pathfinder. He said, and I quote, "This is the best game I've ever run.".
edit: oh and if you're over 35 and don't like video-game style RPGing, I'd stay away from Kingmaker, which will get a lot of good buzz when you ask what to do next. While obviously well made and ambitious, it can be a bit off putting if you are of the age where you want things more like the old D&D modules, just our groups opinion though. Reading through the forums marked "Pathfinder adventure path" can get you a good idea of what everything is like, including reading the reviews for the modules.
When he woke up the fight was already over...Exploiting Underhanded / Sap Master / Always Threatening
The whole "half orcs are proficient with any weapon with Orc in the name"
it would take a dip into cleric for one level, but
You are so familiar with one of your domains that you can convert other prepared spells into spells from that domain.
Prerequisite: Ability to turn or rebuke undead.
Benefit: Each time you take this feat, choose a domain that you have access to. You may now convert prepared divine spells into any spell from that domain. You expend a spell of equal or higher level, as well as expending one of your daily turn undead attempts. This works just as good clerics spontaneously cast prepared spells as cure spells.
Special: You can take this feat multiple times. Each time you take the feat, it applies to a new domain.
if you want to parse them by level you can just search by level
So these things are really 100% the worst thing ever. I want to cry.
Wait til you get to level 2 :)
Why has no one linked swarm traits for this person?
A swarm is a collection of Fine, Diminutive, or Tiny creatures that acts as a single creature. A swarm has the characteristics of its type, except as noted here. A swarm has a single pool of Hit Dice and hit points, a single initiative modifier, a single speed, and a single Armor Class. A swarm makes saving throws as a single creature. A single swarm occupies a square (if it is made up of nonflying creatures) or a cube (of flying creatures) 10 feet on a side, but its reach is 0 feet, like its component creatures. In order to attack, it moves into an opponent’s space, which provokes an attack of opportunity. A swarm can occupy the same space as a creature of any size, since it crawls all over its prey. A swarm can move through squares occupied by enemies and vice versa without impediment, although the swarm provokes an attack of opportunity if it does so. A swarm can move through cracks or holes large enough for its component creatures.
A swarm of Tiny creatures consists of 300 nonflying creatures or 1,000 flying creatures. A swarm of Diminutive creatures consists of 1,500 nonflying creatures or 5,000 flying creatures. A swarm of Fine creatures consists of 10,000 creatures, whether they are flying or not. Swarms of nonflying creatures include many more creatures than could normally fit in a 10-foot square based on their normal space, because creatures in a swarm are packed tightly together and generally crawl over each other and their prey when moving or attacking. Larger swarms are represented by multiples of single swarms. The area occupied by a large swarm is completely shapeable, though the swarm usually remains in contiguous squares.
Traits: A swarm has no clear front or back and no discernible anatomy, so it is not subject to critical hits or flanking. A swarm made up of Tiny creatures takes half damage from slashing and piercing weapons. A swarm composed of Fine or Diminutive creatures is immune to all weapon damage. Reducing a swarm to 0 hit points or less causes it to break up, though damage taken until that point does not degrade its ability to attack or resist attack. Swarms are never staggered or reduced to a dying state by damage. Also, they cannot be tripped, grappled, or bull rushed, and they cannot grapple an opponent.
A swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms) if the swarm has an Intelligence score and a hive mind. A swarm takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and many evocation spells.
Swarms made up of Diminutive or Fine creatures are susceptible to high winds, such as those created by a gust of wind spell. For purposes of determining the effects of wind on a swarm, treat the swarm as a creature of the same size as its constituent creatures. A swarm rendered unconscious by means of nonlethal damage becomes disorganized and dispersed, and does not reform until its hit points exceed its nonlethal damage.
Bard Bard Bard Bard. You get skills that dovetail nicely with Rogues so you can infiltrate with them and not clang around in heavy armour. You spell list has a bunch of good healing and crowd control spells. Your songs help them hit, and most importantly bard can straddled the cleric/wizard role just in case the 4th person shows up with something less than useful like an archer fighter. Inquisitor is also quite good at these things, but a bard has more crowd control. A held or blinded enemy is a dead enemy.
Love the class. I would like to see an archetype that takes lethal damage from burn that can be healed normally, but with some sort multiplier as time goes on that can double, triple, etc the burn damage you take in a fight. Kind of like the 3.5 frenzied berserker, you just drop dead at the end after pulling off the un-imaginable.
Your party is designed to beat up low level encounters. They are going to beat up low level encounters. Traps, knowledge checks and social situations are going to bother them later, and the weird flying magical crap in the later modules will too. Play the whole game before you make judgements on how good they are, what seems overpowered at 4th level might be terrible at 14th.
Well if you want to increase the silliness you can switch it to primalist bloodrager with the abyssal bloodline, cast monstrous physique 2, add perfect style and untwisting iron strength, and add another +13 to the strength check. Wonder if there are any monstrous humanoids that somehow resemble a pitcher of kool-aid.