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Kelly Youngblood wrote:
The owl speaks truth.
Pete Winz wrote:
Which is super revelant for my -34 who will be walking around with no less than 5 character traits, one from each of the five trait categories permitted in CORE.
It's wise to stay away from that forbidden country. After all, the floor is beneath you.
I'd have loved to visit it, if only to retrieve my shoes! But the pain... The pain!But yeah. Nefreet helped get me through PaizoCon by retrieving things I'd normally have to stoop for, a position I was incapable of achieving most days.
He was the bald one playing second fiddle to my Joliryn. :)Also making sure I didn't face plant on tile floors and generally retrieving things from the forbidden country most know as the floor. Spinal injuries: not fun, yo.
The problem is very much not the raid, but the first fight against kettlehead. Besides basic melee attacks that the pregens besides Rita are bad at, the party has two pseudo alchemist fires and one burning hands. You're facing 6 hp goblins. Average dice sees you dealing around 9 damage, if you hit. At range, you have maybe a +3 against 13 touch and a DC 11 vs +2 reflex. So cut that average damage roughly in half and you inflict about 5 damage if you expend your full load of offensive stuff in the first fight.
Our group, as many will I suspect, were reduced to ineffectually swinging in melee with penalties to hit against AC 15 for 1-2 damage. Meanwhile, the enemy damage output is 1-4 damage with a bonus to hit against lower AC. Those are terrible odds, no matter how you look at it.
The latter half of the adventure was plenty fun. Raiding a halfling wedding was great and the reason for so doing, amazing. The encounter with the alchemist might've been very different if the groups had a means to communicate effectively, but as is works plenty as a confused fight between three factions (goblin, chemist, and mule). The first half just isn't as compelling, and is quite difficult if your dice don't run hot.
Jared Thaler wrote:
I'm only two stars because I actively limit my GM participation so as not to pile the PC corpses high. Also because I take long breaks from Pathfindering and because I wasn't comfortable GMing my first six months til I got the hang of how PFS works.
But I digress. Fun scenario, though the encounters being tied to their sites lowers the difficulty a bit. Being able to buff up outside of each room because the beasties won't/can't wander makes for some fast fighting! Doubly so when your party has an aether kineticist with Force Blast in their back pocket. I'll be interested in running this in the future.
Jared Thaler wrote:
Two is high? :)
Original: 1d8 per level, ranged touch, each individually targetable, save for half. Two die rolls per 1d8, so a level 10 bard required 20 die rolls to resolve a standard action.
New: super sonic scorching rays. Ranged touch to hit, no save. Level 10 bard requires 2 rolls to resolve, 3 if you have a bardic performance booster.
2-3 rolls is vastly superior to 20.
It's super easy to have this happen. Games often run right up to the bell of the next time slot or the hall closing, resulting in chronicles just getting jammed into bags where ever. I had to loop through all my papers on the days I earned sheets to ensure chronicles weren't misfiled.
Read the scenario.
Other GMs also do one or more of the following: familiarize yourself with spells featured in the scenario, print out stat blocks, highlight critical text in the scenario, make custom pawns, print full color maps, check the forums for notes about how best to run the scenario, and other minutiae I can't think of.
Playing a scenario before you run it is a good way, usually, to identify what to do and what not to do. You can see the scenario from the players perspective, then identify gaps or improvements in presenting the material that may not be apparent on first read.
Grrr De'Bonaire wrote:
A wand is actually cheaper, and easily purchased for 2 PA to cover nearly your whole career
I am forbidden from running any scenario in which Clockwork Soldier appear in any number.
I am likewise forbidden from running the first floor of Thornkeep, after the multiple near TPKs recorded.
I am prohibited from claiming that my bard with a southern twang accent hails from the little town of Mercy.
That bard is also not permitted to launch into spirited renditions of "Friends in Low Places" after entering subterranean locales.
It has been observed that I may have an addiction to Lyrakien Azata and thus may not select them for Improved Familiars more than 1 in every 3 eligible characters (down from 100% of eligible characters)
I am no longer permitted to Kinetic Blast unidentified corpses to check if they're really dead.
My Shelynite alchemist may not shoot random NPCs with dye arrows in an attempt at creating art.
My Shelynite alchemist may not shoot NPCs with dye arrows for the purpose of tracking migration patterns of <social class>
My Shelynite alchemist may not shoot NPCs with dye arrows in an attempt at making them prettier.
My Shelynite alchemist may not shoot NPCs with dye arrows barring specific tactical uses to be enumerated at time of briefing.
We made sure to make it an entertaining session to listen to. Kind of like a live, interactive podcast.
For those curious, we played 02-25 You Only Die Twice, with two players in one car, the GM and remaining player in the other, with a walkie talkie app on our phones, if memory serves. No minis or map, just theatre of the mind style RP. For dice rolls, we either used electronic rollers or dice trays.
More to the original topic: Google Maps suggests it should take 30 hours to drive (at highway speed) from Sacramento to Indianapolis. A flight takes about 5 hours. I know which I'd choose.
I'm Hiding In Your Closet wrote:
Was that really necessary? Way to bring a thread about awesome down with petty politics...
I have a buddy who's been trying to do something similar using animated objects or something in PFS. Not sure how far off the ground he's gotten it, but he had a build he showed me once or twice... Minus the ferrets, of course.
Core Rulebook Magic Chapter under Aiming a Spell and Line of Effect
Edit: you needn't have loe to all parts of the Spread, but you need loe to the center and the parts need a clear path. So if you center your tentacles outside of a dome placed on level ground, I don't think you'd be able to declare the spread would reach inside as there wouldn't be a path.
The minimum size of an aperture to permit line of effect is 1 square foot.
Drahliana Moonrunner wrote:
And Liberating Command and Mirror Image and Dimension Door and the teleportation subschool and the withdraw action and...
Kevin Willis wrote:
So - and this is NOT a rhetorical question - have you ever had a character who started the adventure with at least one emergency force sphere available die?
I have! Prismatic Spray Traps suck when you don't know its coming.
She was high enough level that she got better, but I absolutely looked at the two EFS castings on my spell list and went 'welp.'
It is quite puzzling to me why people keep clamoring for defensive options to be banned. These things are not removing enemies from the board, nor sequence breaking scenarios, nor invalidating entire combats. All they do is keep characters alive. Makes no sense.
I've a Chaokineticist in a home game I'm considering porting to PFS who is very much patterned off of a sith. Kinetic Blade/Whip is my lightsaber. He tends to tromp around in a black shroud and I can't wait for him to reach Suffocate for force choke fun.
Probably should've multi element specced into Air for electricity blasts for force lightning too... hmmm... maybe I'll do that when I get around to porting him over.
Dorothy Lindman wrote:
5) At higher levels, keep a scroll of Breath of Life on hand. Pass it to someone who has a chance of casting it and ask them to use it on you if you go down. (I usually tell them to use it on anyone in the party who needs it, in line with suggestion #2.)
The action economy involved in this precludes it functioning in a majority of situations. Move to draw scroll, Standard to activate, touch range. Suggest instead using First Aid Gloves if you're in possession of a copy of the Pathfinder Society Primer
Thomas Hutchins wrote:
This is what we call a self correcting problem.
Emotional Aura: single use boon, grants one effect of a number ranging from spell effects to skill bonuses to a possible +2 to save vs a divine spell you cast. Spell effects include Sanctuary and Rage. There are six possible auras to select from.
The dex to hit would be nice, but they don't get it to damage do they? (not that familiar with kineticists) Gunslingers effectively get a better bonus to hit from targeting touch AC.
Dex for hit, Con or 1/2 Con for damage. The usual wisdom is that Kineticists need every inch of to hit they can leverage, which a tiny +Dex Wild Shape would be quite beneficial for.
As for gathering and aiming, songbird has legs or wings, dealer's choice, of prehensile appendages in theory. Shouldn't be a problem.
I should snag one of these rings for my home game kineticist...
Around these parts, that build uses Burning Hands instead for 5d4+5 fire damage. Actually, they generally go Cross Blooded adding in Draconic and sling 5d4+10 instead. Don't remember quite what they do to manage the lost caster level from tattooed sorcerer (which IIRC doesn't stack properly with Cross Blooded) 5 flamethrower shots a day that make entire formations just disappear, save or not, plus Disrupt Undead and Acid Splash as cantrips for 'easy' fights.
I've toyed with a Snowball caster doing similar, but the -8 to hit (cover+melee) makes it very difficult to leverage properly.
Markov Spiked Chain wrote:
Are people just playing assuming it starts full?
Yes. Or, more accurately: we assume the Kineticist fills it before he goes to sleep the night before, since it's exceptionally rare that a Kineticist ends a day burned out and thus can usually afford the 1-2 burn to fill said buffer.
Frankly, it isn't really that unreasonable an assumption.
I was also pretty bummed when I saw the monster tactician was banned. It seemed like a really fun design. If it was banned due to the expanded summon list, it wouldn't be hard to add a clause in the AR that said they simply don't gain that benefit from the class ability.
Extended range becomes desirable when you get empower metakinesis. When that happens, you suddenly no longer want to move (so as to gather power), making 120 feet of range a godsend.
Take Precise Shot at 3, leave weapon finesse til level 5 or 7.
You have four stats of varying usefulness consider dumping Cha and taking penalties in two of the other three and get that Dex to 18. Hitting is the single largest consideration for a kineticist
Play all of Thornkeep at half speed, matching each level of it with a level of ES you can switch to slow speed to match.
But I suggest not doing that and instead just going straight through ES. Keep the Thornkeep chronicles for characters who are going to see more of the world than green hallway after green hallway.
Accomplished Sneak Attacker would be the name of that feat.
heh. My ninja edit appears to not have been quite fast enough. Yes, Accomplished Sneak Attacker. Excellent feat for meeting SA prerequisites.
It is possible to hit 2d6 SA off of only one level of a rogue class at the cost of a feat. Accomplished Sneak Attacker, I think the feat is called, from the Dirty Tactics Toolbox. This means the absolute earliest entry is Rog 1 Wiz 3. Feel free to substitute any SA granting class for Rog. The usual conundrum is Snakebite Striker Brawler for +1 BAB or Unchained Rogue for best sneak attack (concealment doesn't kill your SA) and free weapon finesse.
Fortuitous basically gives you an "iterative" on your AoO; a second attack at -5.
Oooh. Two weapon combat trick/fighter archetype with a pair of fortuitous weapons, possibly with a level of swashbuckler to Opportune Parry and Riposte. You attack me, I parry and swing back four times.
So it is. I stopped reading after the first sentence and didn't see the refractory clause in the next sentence.
Is Solo Maneuvers a prerequisite for something? Cause it's pretty bad if not in that it forces you to into a dangerous tactical situation for minuscule gain. That it is also blocking a strictly better archetype for you is particularly damning as well.
Is it not fairly well established that, barring crazy optimization in a single maneuver bonus, focusing on combat maneuvers is asking for trouble later on? Don't get me wrong, a well timed maneuver has been clutch a few times in my fairly short PFS career, but I see CMD scale so quickly compared to CMB as you level and that your chosen maneuver may only be useable half of the time give or take? You're investing a lot in something with a high rate of failure and a low rate of applicability.
Reconsider Makeshift Scrapper. It sidesteps the refine weapon issue and fits pretty well into your build barring its clashing with Swashbuckler.
But then it still counts as improvised, so it's 3 below Rough and Ready.
Except Catch Off Guard, gained by the Humble Beginnings trait, removes that penalty, at least for the frying pan, and thus surprise weapon is better. For other kitchen implements, I recommend just taking the feat instead of humble beginnings, but if you want to specialize in the pan the trait is ok.
There's a rogue archetype (makeshift scrapper) in one of the soft cover splats, melee tactics toolbox maybe? It lets you make your skillet magic for when you need it for penning DR/hitting incorporeal without having to argue the grey area of improvised weapons in general. Might be worth looking at. I know you're set up as a slayer, but the archetype patches the incorporeal targets issue very neatly.
Have you seen that beast?! She's as like to scar me as to cuddle me! Don't get me wrong, I love her, but trust? Not if I want to escape with my skin intact!
And don't get me started about the kitten! *rimshot*
I don't consider her sitting in on two games held in our own home with a pregen to make table/not be bored contribution to PFS in general. I mean, she's got a number, and she's earned three chronicles, but the interest just isn't there, which is totally fine.
And for the record, I'm considered "soft" as a GM, because I will usually rule in the players' favor and let them get away with borderline stuff, especially when it's life or death. When I roll out in the open, and somebody dies, everyone knows I was completely fair about it. But I've also only killed 2 PCs in 70ish sessions of GMing PFS.
Fascinating... I have the opposite reputation. Characters die in my games fairly regularly, despite my running things as fair as I can figure. I don't unilaterally rule on the side of the players, but I do try to make rulings fairly and consistently. I've nearly TPKed a table or two, and have permadeaded a low level character or five (Thornkeep and Emerald Spire are harsh mistresses) in addition to a swath of 'temporary' kills. It's significant enough a trend that I've taken to warning players that my tables can be bloody as part of my opening spiel, which doesn't always help...
"Failure is always an option."
Given that, I have a hard time fudging things one way or the other. I'm not going to force failure on the players by way of fudging, it's dishonest and unnecessary. I'm also not going to mitigate players' failure because if I do, there's not much point in playing in the first place. If it's guaranteed that the players are going to win, one might as well just leave the dice at home and narrate the scenario for them.
There is an exception to this, which is -1's. If a player shows up with their -1 with only a handful of chronicles, I'm probably going to take poor tactical decisions instead of reasonable or strong ones. The dice will still end up the way they land, but maybe the enemies don't take flanks or focus fire or use their special things. Cause you just shouldn't frag new players' characters. But once they've hit six chronicle sheets, I present them with the same challenge I'd present anyone: those contained in the scenario, run to the best of my ability. If they can't overcome those challenges, they don't earn the rewards offered for so doing.
Yes, it's important to tell a story. But the heroes don't always win in stories, and there's an entire genre where the hero always dies in the end. What story are we putting together over the course of a PFS session? That's up to the dice and the players, otherwise they aren't playing a game, they're listening to a guy tell a story.
Do I trust the other people at my table? To a degree, I have to. But there's only one person I trust implicitly and absolutely and she doesn't play PFS.
Ryan Freire wrote:
They're *usually* smart enough to pack a pot or two of featherstep. Usually...
But yes. "Fun."
I, on the other hand, have personally witnessed a 20 foot land speed character utterly fail to reach combat on numerous occasions, including one instance where a gnoll with a short bow was able to kite him for four turns and would've continued had I not intervened with my long bow.
I will never play a 20 speed character.
Switch to Tiny Hut. It's only foiled by the enemy getting too close, you relocating, or true seeing.
Otherwise, get yourself some hide in plain sight, possibly by way of Hellcat Stealth.
Or blind enemies with Glitterdust instead of using illusions to hide. If they're high will save characters, use Burst of Radiance instead.
Oh, and "RAW" people: Players who know the intent behind a game mechanic but abuse it anyways because of an overly literal parsing of the text. This category I've encountered less in person and more online, but I know of one repeat offender in my local area, too.
Is it me? It's me isn't it? It's probably me...
Or is it? Maybe it's [redacted] or [redacted]... Hmmm...