The point I have is that all these solutions work well for different groups. But for each of them, there is a lot of work a GM has to do- customization of loot, side quests, addition of loot, changing loot, etc. I agree that those are part of what a GM does, but the APs don't make that clear. Many GMs run them as written, because it is easier and because that's how they think it ought to be done, and there simply isn't enough treasure or varied enough treasure in them. In my opinion, this is a serious problem. Gold/XP ratio matters to character power. Having appropriate gear to face appropriate challenges matters. Letting GMs of the APs know that they have to do some work to customize and add loot to make it all work matters.
@TinyCoffeeGolem- that's one solution, but it's not a good one. It doesn't work in 1) an outer/non-connected planes, 2) a silence, 3) a dimensional locked area, or 4) an area within a teleport trap. Further, it assumes you a) have a wizard in the party and b) that wizard has a feat to spare. I prefer to make no assumptions about party composition when discussing a solution to this problem.
If the PC only crafts for him/herself, the crafted items will increase that PC's power level enough past the ideal gold/XP ratio to overcome the feat tax. If, however, a PC has a ton of feats and crafts for a while party, they are still weaker than the other members of the party. The party as a whole is stronger, of course, but the crafting PC is less likely to survive the fight, contribute meaningfully to the fight, or have fun during the fight. A DM will up the power level of fights to provide a challenge to the party as a whole, which leaves the crafting PC in an awkward spot.
"Did you see that? I did something awesome!" is much more fun than "Well the monster missed due to my awesome armor-crafting skills, and you hit him with your awesome sword that-I-made, and ..."
I like crafting too, honestly. It's an investment by the PCs, even if only a feat, and it lets people tailor their magic items quite nicely.
Unfortunately, crafting takes a ton of time if you don't houserule it. At best, you can do 2,000gp per day on an item, which assumes fast crafting for 8 hours a day with no interruptions. A single 50,000gp item takes almost a month to make. In a fast-paced game, or one up against a time limit, there just isn't time to craft the things a high-level party needs/wants.
There are other crafting feats that make crafting faster, but to my mind crafting shouldn't interfere too much with the effectiveness of a character. Feats are a limited resource, and a PC who is full of crafting feats is much less effective than s/he could otherwise be. Crafting is a major increase in potential power, so it does make some sense, but still ... Besides, it still doesn't answer the problem of not being able to access gear in a timely manner if the whole game takes place in a month's time.
While my party makes occasional forays to a big city like Magnimar, they spend a lot of time in the wilderness. Even in a big city, finding specific magic items takes time, as I don't like having a lot of Merlin's Magic Mart franchises located in every town. Generally, if a PC wants to buy an item, they have to find a crafter and place a special order, as no crafter wizard just churns out stuff (other than, perhaps, common CL1 potions, like cure light wounds).
I'm ok with that for specific magic items, or rare big-ticket items. But if the cap on a city is 120,000gp, and a PC is looking for a 40,000gp ring that's in the CRB, I think they can find it. It might take them some time and asking around, but someone has one for sale. That's just me, of course, and YMMV, but I figure a city that big has a flourishing trade in magical items. Many expensive antique shops make few sales in a week, but the ones they do are so big it's worth their time to have a store.
What I'm talking about is in CC or KM, we are on a time crunch. In CC, there is no option for commissioning an item and getting it delivered in a month. It's either available or it's not, period. And that either has to be made perfectly clear at the beginning of the campaign to both the players and GM, or it ought to change. Having appropriate magic items is an important part of the game- part of your CR is your expected AC, damage, hit bonus, spells/day, spell DC, etc. It's a cold numerical way of looking at the game, I suppose, but it's also one valid way to do so.
In other words, if the PCs aren't going to be able to buy things, don't give out all the treasure in the form of "15 amulets of natural armor +1". That's not useful. Some of that is fine, of course, but give out the big, expensive, useful items as well. A rod of quicken, lesser, a pearl of power 5, +5 light fortification mithral full plate, a bunch of cloaks of resistance of appropriate level (level x3 for the bonus is the standard. A 12th level PC with a cloak +2 is taking a risk). Big items that are useful.
Also, you should (in my opinion of course) always be able to upgrade your weapons and armor appropriately. CC is so fast, the 15th level front-liner who wishes to be hard to kill may wind up with +2 full plate. That's ridiculously underpowered. There has to be some mechanism to have this not happen.
Nah, I'd be fine with it. That's what happens at high level play. It's what, 10,000gp to get better? Annoying, but not anger-inducing. I'd be pretty peeved if this happened before 13th level, honestly, though you shouldn't anyways because it's a 9th level spell.
I think the OP has a very valid point. Stolen Lands is very rape-y. You can be an evil person without have fuxxored sexuality or masochistic proclivities. It's not that sexual assault exists in Golarion that's the problem, because I agree a world without it would be unrealistic (sadly). It's the fact that every female NPC, major or minor, has a sexual abuse component to her story as either victim or perpetrator or both, which is not something done for the males. While that's actually mildly realistic too (1 in 4 is an awful lot of women), we do play RPGs to get away from reality, not have it smack us in the face. Rape is the ultimate expression of contempt for women, so in a gender-neutral universe there should actually be a lot less of it than there is in real life.
As for the artwork and allies- you do realize that men will still buy and play the games if the women wear real clothes in the artwork, right? Some of the most beautiful and sensual artwork I've ever seen in a gaming book comes from L5R, where the women wear full kimonos, real armor, and generally realistic clothing. Having a male ally along the lines of Shalelu might not play into a romance quite as well, depending on the gender and sexuality makeup of the group, but a 'band of brothers' vibe would play nicely with a lot of hetero men.
I've noticed a trend in all the Adventure Paths I've played, which is that low-level and very high-level PCs simply cannot buy items easily. I've played Kingmaker, am in the final book of Carrion Crown, am in the middle of Jade Regent, and am running Skull and Shackles.
Basically, there is something in each early module and late module that makes buying very difficult. This is a problem- gold is basically a second XP track and tied firmly to PC power. A 3rd level PC with 2nd level gear is simply not as powerful as they are "supposed to be" and the module assumes they are. The majority of the PC deaths I've seen happen at 4th-8th level; that's because magic gear becomes much more important at those levels but it's still before teleport comes into play.
Yes, GMs can and should tweak treasure to match the PCs' needs better (a scimitar fighter might find a scimitar instead of the written longsword, for example). But that is effort, and sometimes basic items are simply unavailable for long stretches. Stat items, cloaks of resistance, metamagic rods, magical weapons ... all critical to PC success, and sometimes very hard to come by.
This is also a problem at the high levels (14+). In both Kingmaker and Carrion Crown, something prevents the party from buying gear with the gold they get. At this moment, our newly 15th level party is 50,000gp to 100,000gp behind per PC on suggested gear levels for 15th level PCs, and that's after we've crafted a fair bit and saved giant piles of cash doing so. We're struggling because of it.
You have to go to a demi-plane and do stuff. It is technically possible, though highly discouraged, to leave the demi-plane and go shopping and then come back.
You're in the middle of a bunch of teleport traps and quite far from any city. It's apparently too far even for a spell like mass phantom steed to get you there and back in a day.
So please Paizo, when you write APs, think about how the PCs can buy gear. Make sure that in each adventure, there is at least one easy way to get to Ye Olde Magick Shoppe and buy necessary items. Levels 9-13 work out because teleport fixes that problem, and I understand wanting to take tactical teleports away from the PCs at high levels, but make sure to provide a way to power up gear.
Or vacuum damage? It'd be rough to breathe on the surface of an airless asteroid.
I am enjoying the harder difficulty, but there is something that's really bugging me. A truly difficult encounter should still be within CR limitations for a party, but I've noticed a few encounters being way outside the guidelines.
Count CRs correctly! A humanoid with 10 PC class levels is CR 9. If they have a terrain advantage, it adds to the CR. In one Season 4 mod whose name I shall not mention, the Tier 5-6 encounter is a 10th level caster in a room that is quite advantageous to him. I counted it as CR 11, which is APL+5 to a full level 6 party, higher if some of the players are level 5. Even if the room is only +1 instead of +2, it's still APL+4 for a non-optimized party that is likely running low on resources (final fight after a lot of other fights the same day). The Tier 8-9 caster is 14th level and has the same terrain advantages.
This fight isn't fun because it is, quite honestly, higher level than the party is supposed to face. TPKs and deaths because of poor tactics, poor decisions, or hot DM dice are one thing, but deaths due to "should not face this encounter" are something else entirely because in PFS, running away is not always a good or even viable option.
I bring up this mod specifically, but it's a theme I've been noticing in Season 4 mods in general. Harder is good, but stretching CR rules until they break is not good.
1) Yes, you do get it. You gain your first level when you create a character just like gaining any other level, though there are a few special rules some people use like max HP at first level.
2) The bloodline spell is wasted if you already know it. It's honestly not a big deal to hold off on mage armor for a few levels because it lasts hours per level, so it's pretty short duration at levels 1 and 2. Still a useful spell, of course, but not super necessary quite that early if there's other spells you'd prefer or if it's coming up as a bloodline spell.
Sounds like they're learning though! I really don't have room to talk: one of the most effective parties I've ever played in was archer ranger, rogue, evoker wizard, and druid shapeshifter. This was back in 3.5, so all of us were multi-classed like crazy and the druid only had 9 caster levels when he was level 15. You will note the distinct lack of anything resembling healing ...
We pretty much only had one mode, which was full-on aggression. It worked out surprisingly well most of the time.
And to be honest, channeling by a hospitaler is pretty effective healing. Potions are single-use emergency buttons, while channeling is a renewable resource. Additionally, drinking a potion is a standard action that provokes- not always a great plan in the middle of combat. Sometimes the right move actually is to swing away and hope the bad guys fall down first.
As for the ranged weapons- if they're not specialized in it, they won't want to use them. I have a fighter who's melee specialized, and while she has a bow and a few javelins, if there's any way at all I can get to melee I'll do that instead. I hit better, do more damage, and get to do "what makes me special" instead of doing something I'm not as good at and do crappy damage with. 20% chance to hit with a bow or 10% chance to pull off a leap attack? I'll definitely try the leap attack, because I'll probably fail either but the success of a melee attack is much more meaningful than the success of a ranged attack.
I just played a module. On the record sheet is a Ring of Protection +1, but the listed cost is only 1,000gp instead of the 2,000gp that it should be. Can I buy this ring for only 1,000gp or should I wave it off as an obvious error and buy the ring for 2,000gp?
An official response would be appreciated, or someone pointing me toward official guidelines/rules.
You Only Die Twice
Bristor is correct on the feats aspect. Adopted lets you take a trait of the "racial" type, not a racial trait like the extra feat that humans get. This is what it means by racial trait.
As for the magus build itself, I'd say you need to swap your Dex and your Int. High Int is good for a magus, but your Dex is your AC, your hit bonus, your damage, your Initiative, and your Reflex save. Bump it as high as you can.
You'll want to go for celestial armor as soon as you can. It's 22,400gp so it's not cheap, but it's pretty much the highest possibly AC you can get as a Dex-based character.
Celestial Armor: This bright silver or gold +3 chainmail is so fine and light that it can be worn under normal clothing without betraying its presence. It has a maximum Dexterity bonus of +8, an armor check penalty of –2, and an arcane spell failure chance of 15%. It is considered light armor and allows the wearer to use fly on command (as the spell) once per day.
He's a high-level cleric in a prepared room, correct? Put him in an unhallow that has a silence tied into it. That way he can cast all the spells he wants, but non-worshippers of Tiamat are in a silence.
It won't cut down on pre-buffing, but it can definitely cut down on in-combat spellcasting
@Kinevon: I still hand out the little slips of paper! I just RP a tiny bit how the PC gets the note into their hands in the game, instead of completely breaking immersion by just tossing papers at players and giving their characters no way to know how they got the mission.
Dave the Barbarian wrote:
While I agree on the unrealistic nature of this playstyle, it's fully supported by the rules. You choose where each attack goes as you make the attack, not when you start the full-round attack action. So by RAW, a monster can easily pull attacks after a PC drops to negative hit points because you attack, resolve the attack (damage and everything else), then make the next attack.
Whether you choose to do so is, of course, entirely up to you. I'm not advocating one way or the other because things like this are always situational.
I will say that when I play a character with many attacks, I'll roll them all at once to save time even if I think a monster will drop before that. I'll just shift my remaining attacks to another monster after the first one drops; same dice rolls, just different target. If a GM doesn't like that, I'll start rolling them one at a time, but it does make things take much longer.
EDIT: Bah, I forgot this thread was a bajillion pages and responded to something early on. That'll teach me to ignore all 200+ responses and just write something!
I do similar things as nosig.
Andoran - almost identical. Military messenger who salutes, speaks with SIR/MA'AM a lot, and officiously hands off a message.
Shadow Lodge - note slipped under the door. Sometimes a note "mysteriously" arrives in someone's pocket if they went shopping or wandered around the lodge for a bit.
Lantern Lodge - see Shadow Lodge.
Grand Lodge - a lodge servant hands off a note in the course of cleaning a room or doing other servantly chores. It's not secret, it's just discreet.
You guys get the idea. It's just a short, in-faction handoff of the note. It doesn't take much time and it ensures everyone gets their mission in a way that's fun and in-character.
This is a lot of a GM thing and it depends on how you do loot. I know some GMs will force PCs to appraise the art objects and gems they find, and if they Appraise them wrongly they sell for less than actual value. I don't like that method, but it works for some groups. Sometimes the PCs have limited time to loot, so an Appraise check can identify the most valuable things for a snatch-and-run situation.
A few missions where those skills come in handy but are not essential is good. Get the papers from General-the-Traitor gives you options: beat him up, steal them from his person, steal them from his room, etc. Obviously that's one roll, makes the person feel special and useful, and then the main mission (stop BadGuy from doing evil plans) continues.
A general "stealing spree" I would run out of game. Either before or after a session, sit down with the PC and run through what they see, who they see, and what they want to do about it. Consequences for being caught can be fun when the rest of the party starts the game with "you see the guards hauling off your friend ..."
You get Clustered Shots at 6th level. You don't get a +4 weapon much before 12th. Adamantine arrows are expensive, and blanched arrows take time and also use up a consumable though a cheaper one than arrows.
A +5 weapon will be extremely rare before level 15. Oils take up a round, which is one round the bad guys get to have their way with you. I would never assume my party is going to buff me- if they do, great, but a paladin against an evil foe is probably going to smite/move/hit instead of wasting time whacking the archer with a spell the archer shouldn't need.
Action economy! The party wins by maximizing its action economy. As a contributing party member, make yourself as self-sufficient as possible so that you can spend actions hurting bad guys (hurt = crowd control, hit point damage, or otherwise interfering with their plans of hurting you), not frantically buffing yourselves.
Eh, it's ok. If you can fit it in, it's worth picking up whenever, probably in the level 7 to 9 area. But I wouldn't pick it over other, more useful combat feats like Weapon Spec, Greater Weapon Focus, Clustered Shots, Improved Precise Shot, Improved Critical, or a good number of other archery feats.
@StreamOfTheSky: Weapon Focus is good because it's part of a cumulative addition of +5% chances to hit. The first plus is never that good, but the last one is superb! So you get all the +5% chances you can, and soon you're talking +35% chance to hit or more, and then that's really significant! Also remember that it's +5% chance to hit on each attack, so it's actually worth much more than just +5%. This doesn't invalidate PBM as a decent feat choice. It does say that Weapon Focus is a much more essential feat choice than PBM and given the choice, go with Weapon Focus every time.
Aaugh, I"m just being all sorts of confusing today. Polymorph makes all armor items stop working altogether (among other things that stop working), which means everything on the armor. Wild makes the armor bonus (bonuses to AC, but not special abilities) come back, but not the other stuff.
Melissa, I'm pretty sure your post has a contradiction: you said that armor bonuses include magical qualities like light fortification, but then disallows the other magical qualities.
Sorry to be confusing. I meant that armor can include both enhancement bonuses and other special things, all of which stop working when a creature is polymorphed. I was defining "armor bonuses", all of which stop working.
Wild armor would make the armor bonuses (base and enhancement) active, but not the special abilities like light fort.
Remember that you are not wearing the armor either. You merely retain the armor bonus to AC. You therefore count as unarmored. That means you can take a monk level and while wild-shaped gain the benefits of flurry, Wisdom bonus to AC, and other monk benefits that require you to be unarmored.
And for the people just above me, armor bonus means "all armor bonus from the piece of armor including enhancement bonuses and other magical bonuses like light fortification on that piece of armor". Same with shield bonus. A +5 fire resist death ward blinding tower shield worn by someone who is polymorphed provides 0 shield bonus to AC, 0 fire resist, no death ward, and no blinding special ability. If it was wild, it would provide a +9 shield bonus to AC, 0 fire resist, no death ward, and no blinding special ability.
Don Walker wrote:
I don't consider it PvP either, but I do consider it jerk-hood of the first degree. You like to steal things and I'm a super lawful paladin of Abadar? Fine, we definitely don't get along. But you are bleeding because you stabbed the giant construct so it turned on you instead of someone else in the party? I don't care how much the paladin dislikes the rogue, letting them bleed out is uncalled for. It's definitely against Pathfinder ethics.
I agree wholeheartedly with this. Remember that first and foremost, all PCs are Pathfinders. They know they'll have to work with people they disagree with, they know that people have different goals and desires and ethical frameworks, and they know that they'll be expected to support their fellow Pathfinders in whatever mission the Society sends them to do. Leaving someone to bleed out who is a fellow Pathfinder is unconscionable and against everything the Society stands for (assuming the mission won't fail because you saved someone, anyways. Sacrificing an agent to succeed is acceptable unless you're Shadow Lodge, but meaningless death definitely isn't).
As to the original question- I've only walked away from a table before the beginning of a module, when I know one of the other players or the DM cheats. It's only happened once or twice. I usually put up with bad players and DMs once the mod has started and I honestly don't know what would cause me to get up and walk away.
Many of the items in Ultimate Equipment are underpriced. I think I'm going to have to do a review and selectively ban or alter prices on a lot of them: for now my rule on UE is "run it by me first".
Swarm suit to prevent them from messing with you from the APG.
Ultimate Equipment has the Swarmbane Clasp. It's 3,000gp and says that weapons can hurt swarms normally, even if the swarm would usually be immune to weapon damage. Additionally, you auto-succeed on distraction saves. It's your neck slot, so you'd have to give up any amulet of natural armor, but if you see swarms a lot it could be really useful.
Gust of wind works. Air-school wizards can pull up a whirlwind with a pretty high Strength check to break through, which prevents swarms from, well, swarming you while you deal with them.
Of course wizards, sorcerers, alchemists, and high-level clerics all have good AoE spells to deal with swarms. A few flame strikes and the swarms are all very dead. Fire shield should work too, seeing as it effects every creature that attacks the caster.
Flaming weapons wouldn't help, sadly. The elemental damage isn't area damage, so it's as ineffective as any weapon damage would be. You killed 1 spider and it's not only cut in half, it's crispy! Now kill the other 10,000 spiders ...
It would be fantastic! It gives many opportunities for flanks (diagonal in three dimensions, for example). The movement allows you to skip over any pressure-plate traps, water, chasms, cliffs, etc. Mobility in general is one of the most underlooked aspects of Pathfinder (and other D&D variants), but getting more and better movement modes is always a good choice.
Also, the prerequisite feat is pretty good. As a rogue, you are vulnerable (melee + low hit points and only decent AC), so you are likely to go unconscious at least sometimes. Bonuses on stabilize checks and against evil spells (unholy blight is mean) are solid. Not to mention that Angelic Flesh is a really good feat that you can also get from taking Angelic Blood.
We started with a druid and a witch (both half-healers). The fighter multi-classed bard, so now there were 1.5 healers. When the druid died, that player came back with a waves oracle, so now they have two healers.
Oh, and Sandara Quinn did some clandestine healing for them too, when they were on the ship(s).
I just started Kingmaker, and I'm playing a human ranger, with archery fighting style. I'm probably going to still be doing a fair bit of melee with my greatsword, so I'm doing a lot of the things suggested for a "switch hitter" build as detailed in Treantmonks guide. Our party makeup is a little weird, and I'm shouldering most of the front line load. We've got a cleric, two arcane casters, and a rogue. Considering all the spell casting we have, and that spellcasting doesn't really feel right with my character concept, I'm considering taking the Skirmisher archetype and forgoing spells. Does anyone have much experience with this?
I've been a Trapper Ranger (also gives up spells), in Kingmaker also ironically enough. I didn't really miss them much. There are a few high level spells that would have come in handy a few times, but overall it can be well worth it to give up spells. Skirmisher is a solid archetype, so I don't think you'll miss the spells at all.
Magus could work. It doesn't have a lot of cleric spells, but it has solid melee, spells, and a familiar if you pick up the arcana for it. Maguses can also have a lot of rogue skills with the proper traits. Spellstrike is like TWF, right?
Urban ranger is probably your best bet though. Trapfinding, solid TWF, divine spells, and an animal companion.
1) I usually go 20 point buy, but ban buy-downs. The min-maxing of getting 4 extra points from a 7 stat unbalances the game and makes the PCs too powerful.
2) I use Medium XP. Sometimes I have level break-points based on quests and where we are in the game: when I run APs, I don't track XP at all just use the suggested levels. This is partly because APs were written for 4 players and I always have 6. Making sure I rebalance encounters and add enough extra treasure is tricky enough.
3) All Paizo-produced products are assumed to be allowed unless I specifically state otherwise. A few things that have received the banhammer in our home games: Clustered Shots feat, summoners, base tieflings (darkness annoys the other players too much, so players have to swap it out for something else)
I sympathize, but I think your GM is doing it right for the most part. Custom items all need a GM stamp of approval because it is so easy to accidentally create a totally broken item, not to mention doing so on purpose.
I do think GMs should let players mix and match magic items that already exist, using the existing crafting rules (1.5x the cheaper item). So if a player wants an amulet of mighty fists and natural armor, I see no problems with allowing that. But it sounds like that's not what you want to do.
That is not a build Melissa. There are ways to get more damage out of a barbarian than that. I am assuming that if you ran DPR numbers that you do have a build available.
I don't do formal DPR numbers, instead relying on forum people for that. I look at the differences between classes and what they can/cannot do, so I wind up with something similar (though more complex with more variables) than what I posted. For example, I took no rage powers, non-fighter-only feats, or magic items into consideration in the above post. It's definitely more amorphous than DPR because it's very difficult to quantify the power of pounce against a Combat Reflexes/Trip/Disarm build, but I find it tends to conform to actual gameplay conditions better.
My political scientist training is showing in this, I'm afraid ...
At 13th level:Barbarian rage: +3 to hit, +4-5 to damage when raging (if two-handing which most barbarians do)
Paladin smite: +3-5 to hit, +13 damage but only 5/day and only evil enemies
Ranger favored enemy: +6 to hit, +6 to damage on best favored enemy
Fighter: +4 to hit, +7 to damage from Weapon Spec, Improved Weapon Spec, Improved Weapon Focus, and fighter training +3
All else being equal, the fighter just beats the barbarian. S/he hits better than a smiting paladin but does less damage, although most paladins start at a lower hit bonus than most fighters due to needing more stats. Smite is also a very powerful yet limited special ability that the paladin should never assume s/he is going to get (sometimes yes, always no). The fighter outdamages the ranger and hits almost as well against the ranger's most favored enemy.
I do agree on this wholeheartedly. My temporary solution is that my fighters are usually expert climbers, solid swimmers, and have 1 rank in things like Knowledge (engineering) and Survival. Enough to roll, enough to do simple things, but not enough to be considered expert. I also have a grab-bag of useful tools: shovel, hammer, crowbar, etc. I find that gives me enough to do in out-of-combat situations.
I've seen (and done) some of the theory-crafting of numbers. You are incorrect. Fighters do higher damage than paladins, rangers, and barbarians on a consistent basis even when those classes are fighting their favored enemies/smite targets/raging. Additionally, rangers and paladins have secondary stats as well: rangers have Wisdom and paladins have Charisma. That doesn't count as a "stat sacrifice" for them, so it shouldn't for fighters either.
Further, fighters still have all those other feats to play with. They can, as I mentioned before, be creative with their feats or make themselves better combat monkeys. Either way, having almost twice as many feats as any other class is a significant benefit that must be considered.
Alas, Akodo Imaru is no more. The tengu druid died trying to rescue his shipmates.
When the PCs saw the devilfish, they had no idea what it was. No knowledges for them! So it made the water go inky-black and everyone retreated to think what to do next. As they'd only explored half the cave complex, they went around the other way and came back around ... to the devilfish!
They actually tried to negotiate with it, offering it food (dead grindylows) if it would let them past. Sadly, it was not interested in this offer nor was it intimidated by their puny-yet-tasty selves. Akodo moved forward with his katana held high but was struck by a large tentacle, dragged into the maw of the beast, and chomped in half.
Introducing the New Character:
I had three people strung up and get dropped down into the water in the final fight. After the remaining party members defeated the Queen and the Whale, they found out they had rescued the only surviving crewmember of the Infernus, who had been captured and tortured by the grindylows for days but incidentally protected from the ghouls and mosquito swarms. He was dropped with Sandara Quinn and Jack Scrimshaw mostly because the Queen was getting bored with him.
The player built a battle oracle replacement.
Well, something to keep in mind is fighters do it better. So sure, they don't have a whole lot other than "I hit things with a pointy stick", but they hit people better and do more damage with that pointy stick than anyone else can ever dream of. They do this while having a medium-to-high AC, good CMD, and a lot of hit points. Pointy sticks are also an inexhaustible resource.
Additionally, all the feats fighters get mean they can do other things. Be Cosmopolitan! Have a sorcerer bloodline! Take racial feats. Overcome DR better. Crit better. Be a combat maneuver monkey- Combat Expertise leads into some really fun tricks with disarm and trip. Take fighter-exclusive feats: Step Up + Disruptive is a dirty combination only fighters can really get. Feats are a fighter's "special", so use them.
The only complaint I have about fighters, and it is a very minor one, is that I wish they had 4 + Int skills. It would be nice to be able to get all the physical skills easily. Then again, I think all classes except Int-based ones should have a minimum of 4 + Int, but that's not a part of this discussion.
Will Johnson wrote:
Sadly, when I played the guy with your spoilered item ran away! There's a reason I called the terrain +2 CR ...
Just played this, and it was brutal. At a convention, you can't be sure you will have a well-balanced table. I did wind up at a reasonably balanced one, though we didn't have a dedicated arcane caster. Three melee, a fire oracle and a druid/wizard/mystic theurge as the casters and a gunslinger as the other ranged damage dealer.
Tentacles hit 5/6 PCs right away, but due to a low roll only actually grappled three of them. One managed to eventually break out, but the theurge and oracle were stuck. Did you know you can't cast spells that have somatic components in a grapple? We didn't until after the fact, which is the only reason we survived: two lucky sound bursts from me (I did make the Concentration checks) stunned Mr. Black for two rounds while the melee line got up next to him. I had no 3rd level spells remaining at that point, and the theurge didn't have any prepared.
It was a very unfun fight for me- I got to watch my party members get hit and go down while being completely unable to break the grapple as a halfling oracle with the only healing in the party. The CR is completely wrong- Mr. Black is a CR 9 (10th level wizard) and the terrain is about a +2 with the acid rays that have a command in them. A CR 11 against an APL 5-6 table is ridiculously wrong when it's not going to be against a pre-made group that has played together before. We survived due to an extremely lucky roll from the theurge's animal companion: it got through the mirror images and the displacement with a bite and grappled Mr. Black, who failed a number of Concentration checks and so failed to escape and/or kill anyone.
I appreciate hard mods and hard fights. I really enjoyed the final fight in Rise of the Goblin Guild, even though I spent half of it bleeding on the floor. However, I don't like mods with many easy fights designed to use resources followed by a fight that puts all the CRs in the final encounter, then adds in some wonky terrain that adds to the difficulty but doesn't get counted in the CR of the encounter. This mod fits in that category, which is just annoying.
Overhand Chop does not affect Power Attack, as that is a separate bonus to damage from Str mod.
Overhand Chop replaces the text about 1.5x Str to damage, it does not multiply it. "You add 2x Str bonus to damage" is very clear: that is the only thing you add, not an additional multiplier you add. It's a special kind of gamist wording, but that's how you figure out what rules mean.
The encounter was set up such that the PCs were flying on griffons a few thousand feet above the ground. They had griffon-riders (1st level experts) so that no one had to Handle Animal or Ride.
A white dragon swoops down out of the clouds and attacks! The druid attempts to cast call lightning, which does additional damage on cloudy days. The DM said no, it's not cloudy. Well then, said the druid and ranger, we have Perception scores of 20+, we saw it coming. Nope, said the DM, it's cloudy and the dragon had total concealment. It went around in circles for a bit before the GM basically said "DM fiat" and cut off discussion/argumentation.
We never sat down with that GM again. This wasn't the only ruling of that sort he had made, just the final straw.
Purple Fluffy CatBunnyGnome wrote:
I would check your reported scenarios and if it's there screenshot and print it .. then print a copy of the chronicle and take both to the con with you .. if anyone questions you have the proof and could possibly have Mike or Mark sign the chronicle for you
Thanks. I can't print a copy of the chronicle (specials, unlike regular modules, don't include them in the download file) but I'll screenshot and print the reported scenario.