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Gunner

Sammy T's page

FullStarFullStar Pathfinder Society GM. 609 posts (833 including aliases). No reviews. No lists. No wishlists. 9 Pathfinder Society characters. 1 alias.


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Shadow Lodge

Herald of the Lantern King

Spoiler:

Human Cleric (Theologian) of The Lantern King 10/Sorcerer (Crossblooded) 1
CN Medium humanoid (human)
--------------------
Offense
--------------------
Special Attacks aura of madness (DC 24, 12 rounds/day), bloodline arcana: undead, channel negative energy 6/day (DC 20, 5d6)
Spell-Like Abilities (CL 11th; concentration +14)
. . 6/day—grave touch
Domain Spell-Like Abilities (CL 10th; concentration +18)
. . 11/day—vision of madness (+/-6)
Sorcerer (Crossblooded) Spells Known (CL 1st; concentration +4):
. . 1st (4/day)—charm person (DC 16)
. . 0 (at will)—daze (DC 15), ghost sound (DC 13), haunted fey aspect
Cleric (Theologian) Spells Prepared (CL 10th; concentration +18):
. . 5th—height confusion (3, DC 25), nightmare (DC 23)
. . 4th—confusion (DC 24), confusion (5, DC 24)
. . 3rd—height murderous command (5, DC 23), rage
. . 2nd—calm emotions (2, DC 22), height murderous command (4, DC 22), touch of idiocy
. . 1st—lesser confusion{super}D{/super} (DC 21), murderous command (6, DC 21)
. . 0 (at will)—
. . D Domain spell; Domain Madness
--------------------
Statistics
--------------------
Str 8, Dex 10, Con 10, Int 12, Wis 26, Cha 16
Base Atk +7; CMB +6; CMD 16
Feats Eschew Materials, Extra Channel, Greater Spell Focus (enchantment), Heighten Spell, Improved Channel, Persistent Spell[APG], Selective Channeling, Spell Focus (enchantment)
Traits elven bitterness (kyonin), indomitable faith
Languages Common
SQ human cleric, aura, bloodlines (serpentine, undead), domain secret, domain secret, focused domain, variant channeling (madness variant channeling)
Combat Gear ring of invisibility; Other Gear headband of inspired wisdom +6, 150 gp
--------------------
Special Abilities
--------------------
+8 vs. Spell Resistance of Outsiders Add a +1 bonus on caster level checks made to overcome the spell resistance of outsiders.
Aura (Ex) The character has a strong aura corresponding to his deity's alignment.
Aura of Madness (12 rounds/day, DC 24) (Su) 30' aura confuses opponents.
Bloodline Arcana: Undead (Ex) Formerly humanoid corporeal undead are humanoids for your mind-affecting spells.
Cleric (Theologian) Domain (Madness) Granted Powers: You embrace the madness that lurks deep in your heart, and can unleash it to drive your foes insane or to sacrifice certain abilities to hone others.
Cleric Channel Negative Energy 5d6 (6/day, DC 20) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Domain Secret (Bouncing Spell) (Ex) Murderous Command permanently modified with metamagic.
Domain Secret (Focused Spell) (Ex) Confusion permanently modified with metamagic.
Elven Bitterness (Kyonin) +2 to spell DC when the target is a chaotic evil outsider.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Focused Domain +2 to cleric level for domain powers.
Grave Touch (1 rds, 6/day) (Sp) Melee touch attack leaves target shaken for 1 round or frightened for 1 round.
Greater Spell Focus (Enchantment) +1 to the Save DC of spells from one school.
Heighten Spell Increases spell level to effective level desired.
Madness Variant Channeling (±3 Profane) Bonus vs confusion, insanity, etc./become confused
Persistent Spell Foes must succeed at 2 saves or suffer the spell's full effects.
Ring of invisibility By activating this simple silver ring, the wearer can benefit from invisibility, as the spell.
Selective Channeling Exclude targets from the area of your Channel Energy.
Serpentine Your mind-affecting and language-dependent spells can affect animals, magical beasts and monstrous humanoids as if they were humanoids who understand your language.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.
Undead Some undead are susceptible to your mind-affecting spells. Corporeal undead that were once humanoids are treated as humanoids for the purposes of determining which spells affect them.
Vision of Madness (11/day) (Sp) With a melee touch attack, target gains +6 on attack rolls, saving throws, or skill checks and -6 on the others.

Can Channel to cause Confusion; has a Confusion aura; can cast Focused Confusion 6/day (DC 24) and Focused Heightened Confusion 3/day (DC 24) that will affect animals, magical beasts, monstrous humanoids & corporeal undead that were humanoid. Also a bunch of bouncing and/or persistent Murderous Commands to keep foes fighting amongst themselves...all the while sneaking around with a Ring of Invisibility to keep out of the fray.

I'm sure I could have done better, but I'm sleepy.

Shadow Lodge **

Huzzah to all!

Shadow Lodge

I was summoner/buffer/controller. We went from the Cleric spell list which had Summon Monster and robust buff options to the Druid spell list which had Summon Nature's Ally to the new spell list which has no summoning at all. While I could pick up a Wandering Spirit Nature/Wandering Hex Friend to Animals for Spontaneous SNA (or use Spirit Talker to snag that hex), it's an investment in a spell I'm not a fan of to begin with.

Shadow Lodge

My Heavens got walloped by the ACG changes pretty hard (specifically the spell list). I would have approached certain things differently given the final Shaman class, but so are the dangers of playtesting in an Organized Play environment. Here is my tentative rebuild for discussion:

Level 5 Shaman

Stats:
STR 7 / DEX 10 / CON 12 / INT 12 / WIS 22 (2 human, 2 item) / CHA 15

Feats:
L1: Feat: OPEN
L1: Human Feat: OPEN
L3: Extra Hex
L5: Feat: OPEN (burner feat)

Main Spirit: Heavens
Hex: Heaven's Leap (Jester Jaunt myself or ally)
Extra Hex: Enveloping Void (lower relative light levels by 2 for individual creature)

At level 8, I will gain darkvision 60', will have See In Darkness, will have continual Endure Elements and don't need to breathe.

Step 1, augment my spell list with Favored Class Bonus:
Shaman got a lackluster spell list and are heavily dependent on their Spirits to pick up flex spells...which can be very situational. Using the Human Favored Class Bonus, I can pick up 2 L1 Cleric spells and 1 L2 Cleric Spell to be on my list.

L1 Cleric spells: Sanctuary, Shield of Faith. L2: Burst of Radiance, (then Grace). The goal will to pick up utility or group buff spells.

Step 2, augmenting my spell list with a Feat:
At L6, retrain the temporary burner feat into Spirit Talker. This allows me to take 1 hex from ANY spirit. I would most often choose the Arcane Enlightenment Hex. This gives me the option to choose CHA MOD # of wizard spells to my spell list with DCs based on WIS (hooray)...but I need to have the requisite INT to cast them (boo). Since my INT is 12, I would have to improve my WIS +2 Headband to a WIS/INT +2 eventually.

Step 3, refocus build with an archetype & feat
I will take the Animist archetype. Long story short: I can make a standard action Diplomacy check to "speak" to a condition someone has and ask it to leave. This saves me from buying or memorizing situational removal. The DCs are:
DC15: Fatigued, Shaken, Sickened
DC20: Dazed, Staggered
DC25: Exhausted, Nauseated, Frightened
DC30: Blind, Deaf, Paralyzed, Stunned

If I fail by 5 or less, I can voluntarily take the condition. If I fail by 10 or more, the condition stays on target AND I get it as well.

So, time to boost my Diplomacy. Currently +10 (5 ranks, 3 class skill, +2 CHA). Deific Obedience Iomedae grants me a +4 Sacred bonus. I can pick up Skill Focus: Diplomacy for another +3. I can use a cracked Ioun stone for +1 Competence (until I can afford the +5 one). Finally, there is a L2 Shaman spell that will grant +10 Diplomacy (untyped) vs 1 creature that lasts 10/min level...so I could cast it before going into a dungeon and burn it on the first nasty spirit I need to clear (or use a scroll/wand situationally). So, +18 Diplomacy at L5 with the potential for +28 vs one creature. (I would take a +3 Diplomacy spirit animal but you are stuck with spirit animal you originally chose per Shaman spirit animal rules...and I didn't think I would be going the "need high diplomacy" route...)

I don't want to dip Inquisitor or Cleric for diplomacy/wisdom shenanigans from inquisitions or domains as to keep my (crappy) spell list from being stalled out.

Step 4, Maximize Utility of Spell List

Here's my default spell list (Spirit spells not included):
L1 Burning Hands (AoE, REF)
L1 Hydralic Push (CMD)
L1 Obscuring Mist (AoE)
L1 Sanctuary
L1 (flex)
L2 Burst of Radiance (AoE, REF)
L2 Hold Person (WILL)
L2 Sickening Entanglement (REF & FORT)
L2 Spiritual Weapon (AC)
L3 Blindness/Deafness (FORT)
L3 Stinking Cloud (FORT)

(Bless and Ant Haul on wands)

Once I get the Lore Hex via poaching with Spirit Talker, I'll pick up Wizard Control spells (like Pit or Wall) and Buffs (like Haste)

At L7 I'll probably pick up Battle Cry so I can swift action buff the party--the reroll on a failed save for the party is too damn good not to pick up as a support character.

Anyways, thoughts?

Shadow Lodge

Theorycrafted pure healer

L4 Human Shaman (Witch Doctor) w/ Life Spirit

WIS > CHA > CON (if you plan to Shield Other)

Feats: Extra Channel, Fey Foundling, Selective Channel

@L4 you will:
Channel as Cleric of your level: 1 + WIS MOD/Day (& +2 from Extra Channel)
and
Channel as Cleric (Level - 3): 3 + CHA MOD/Day

Pick Hex Vulnerability spell and Healing Hex. Normally, Healing Hex only works 1/day on a creature. Hex Vulnerability makes the targeted creature become susceptible to a repeat use of your hexes, even if you could not otherwise target that creature with a particular hex for a certain time period. With a duration of 1 rd/lvl, at mid-levels and above, you can use this to fill up L1 slots and use healing hex repeatedly on a creature after fights if pots or wands are low.

After this, you can dip paladin for 2 or 4 levels, and return to Shammy...or just stay straight Shammy.

edit: Heavens Shaman Playtest

Shadow Lodge

pauljathome wrote:
Don't forget that only the rage powers you get at level 3, 6, etc can be given to allies. The others only affect the skald

damn.

Shadow Lodge

I was looking at superstition, beast totem, and first 2 (abyssal?) bloodline to make everyone enlarged pouncing mage killers by L10 (with a retrain of a burner feat at L10). Of course, the elemental fire or air bloodlines make strong case as the extra movement makes your pouncers faster or give them flight. Battle cry is nice to have in the mix.

The only issue I had was making my skald have decent contributions with his own DPS after trading away all my feats for rage powers

Shadow Lodge **

Lormyr wrote:

On the matter of PvP, it's a very simple affair at my tables:

1). No PC may willfully choose to negatively effect another PC without consent from the player who's PC may be negatively affected. The only exception to this is when a PC might become dominated or similar.

2). If a player consents to their PC being effected by a fellow PC's ability, then rolls bad or otherwise fails and something awful happens, the result stands. I would also make certain to the caution any player who appeared to be consenting to something that would likely be very bad for them, just so they would know what they might be getting into.

Concur. I proceed in the same manner.

In a recent scenario with an evil Knife Master Rogue and his invisible ally, the party agreed to be glitterdusted by the the party caster in order to ferret out the invisible baddie. I warned them them that being blind would make them susceptible to the Knife Master's d8 sneak attacks and they all agreed to be 'dusted.

3 of 5 PCs failed the save...

Shadow Lodge

1 person marked this as a favorite.

Take a sentence or two and share what half-formed thoughts are percolating in your head. This is not a forum for in-depth discussion and analysis, but to brainstorm builds and share observations.

Wizard w/ Spirit Whisperer Archetype: Select Life Spirit. Channel as a Cleric your level 1+INT MOD/day.

Oracle (Life) w/ Spirit Guide Archetype: @L7 Channel as Cleric your level (1+CHA/day)x2 (one pool for Oracle, one pool for spirit)

Shaman w/ Animist Archetype: Pump WIS, dip 1 level Inquisitor to add WIS to Diplomacy, Skill focus: Diplomacy, +1 Diplomacy trait = goodbye Conditions

Monk (Maneuver Master) 2/Brawler X: High STR + Dragon Style Feats + Pummeling Style Feats.

Shadow Lodge

Kneejerk reaction after a very quick skim: Underwhelmed by the Shaman spell list.

Shadow Lodge

You cannot take Extra Channel multiple times. The rest of what you said I had problems parsing.

Shadow Lodge **

Do hybrid classes use their parent classes to determine retraining synergy?

Shadow Lodge

Parsing the best way I can:

Life Oracle: Is target hurt for more than 5 HP? Yes, they heal 5 HP, you lose 5 HP.

Shaman: Is target hurt? They heal 5 HP and you lose 5 HP. Are they at -6 HP or more? They do not heal and you do not lose HP.

If the Life Oracle's case, you have a ceiling of when it operates (at least 5 damage) but no floor. In the Shaman's case, there is no ceiling but there is a floor (-5 HP or fewer).

If that is not the intent, the Devs should definitely clarify. Because if the Shaman's life link is only meant to work at -6, -7, -8 and beyond, it has become a super niche stabilization ability that will most likely not be chosen by most players.

Shadow Lodge

Any thoughts on the Bloodrager or Shaman spell list?

Shadow Lodge **

roll4initiative wrote:
I'm surprised, after all these years, that nobody ever said anything about how the Chelaxian symbol is the exact same as the symbol for the KKK/white power. Kinda disturbing they never caught this.

T-shirt discussion

Shadow Lodge **

Sensationalist headline is sensationalist.

Shadow Lodge **

Tiefling Troop wrote:

Where the PCs begin this encounter depends on how

they approach the cliff top. Allow each PC to attempt a DC 5 Stealth check. The PCs begin 150 feet away from the trap door but are able to approach 10 feet closer for each point by which the lowest Stealth check exceeds the DC (minimum starting distance of 40 feet).

So, would the PCs get a surprise round at Distance X or is it assumed they are spotted at Distance X and a normal combat begins?

Shadow Lodge

That trait is valid for clerics only. So, neither class qualifies.

Shadow Lodge

Atavisk CN Human:
Ranger (Freebooter) 6/Horizon Walker 3/Viking 2
Dimension Door Shield Basher of Rovagug

Martinus NG Human:
Oracle (Lore) 1/Bard 13
Archer / Buffer Bard

Cyrus LN Dwarf:
Zen Archer 9/Inquisitor 1
Ranged MDK

Shadow Lodge **

Many of our local melee types with low will saves will slot a clear spindle--they are all too aware of their own self-TPK potential if they are dominated.

Shadow Lodge **

SCPRedMage wrote:
More importantly, will wearing said t-shirt grant a reroll?

The proposal has been forwarded to Samzo Campaign Development. We can't promise anything with SamCon on the horizon, but keep an eye out on for an updated Samditional T-sources in the near future!

Shadow Lodge **

Glen Shackleton wrote:
Sammy T wrote:
If it helps, here is some supplemental art I just made if you fall behind schedule.
I now want this as a t-shirt. When will you be taking orders?

The Samzo store is currently down for maintenance! Please check back again later!

Shadow Lodge

Apparently Shaman do not have Summon Monster or Summon Nature's Ally on their spell list, which pretty much obviates my current L5 Spell Focus: Conjuration/Augment Summon/Superior Summon PFS Shaman character. Here's hoping there is a Shaman archetype I like...

Shadow Lodge

Exocrat wrote:
Sammy T wrote:

First off, kudos to the designers, my mind is whirling with character concepts.

Couple of quick questions:
1) Does Shaman use Summon Monster or Summon Nature's Ally?

2) Are there any summoning-archtypes for the Shaman?

3) Does a Nature Spirit still grant Nature's Whispers (use WIS instead of DEX)? Does this mean a Monk can dip 1 level in Shaman and get WIS (replaces DEX) + WIS (monk) to AC?

1) Unless I'm missing something, the answer is no. Just summon swarm.

2) No.

3) Don't see it on the list.

Thank you, Exocrat. No summon spells whatsoever? Sadface :(

Shadow Lodge

First off, kudos to the designers, my mind is whirling with character concepts.

Couple of quick questions:
1) Does Shaman use Summon Monster or Summon Nature's Ally?

2) Are there any summoning-archtypes for the Shaman?

3) Does a Nature Spirit still grant Nature's Whispers (use WIS instead of DEX)? Does this mean a Monk can dip 1 level in Shaman and get WIS (replaces DEX) + WIS (monk) to AC?

Shadow Lodge **

Absolutely go ahead and use it! It totally falls under the Sammy T Inc Community Use Policy.

Shadow Lodge

If you want to be a DEX-Based control grappler, you could go Brutal Pugilist Urban Barbarian (Controlled Rage bonus to DEX). At L2, you only take a -2 DEX penalty when grappling and at L5 you take no penalty. As a Barbarian, you'll have a wider range of weapons available to you and go the Spell Sunder route to smash enemy enchants that might prevent you grappling them.

Shadow Lodge **

5 people marked this as a favorite.

If it helps, here is some supplemental art I just made if you fall behind schedule.

Shadow Lodge

Not a fan of Dragon Style, and to a lesser extent, Monkey Style for a ZA.

If you have a full action to charge someone, then you have a full action to flurry+ki point with your bow. Why would an archer charge for pitiful unarmed damage instead shooting a foe full of arrows? Also, entering Dragon Style is a swift action, so that's burnt swift action in the first round that could have been used spending a ki point for an additional shot on your flurry. While the save bumps are nice, your saves will already be redic as a monk.

Even though you are a backliner, your AC will be extremely respectable with Mage Armor, Barkskin, DEX, WIS and monk bonuses...and that's before you add magical items. Monkey Style is not that great of an investment in the early going as ranged monsters aren't as common as melee monsters and your AC will be solid. Once you can almost auto-make the stand-as-free-DC-20-acrobatics, it has greater utility.

You have Combat Reflexes at L3...do you plan on meleeing on a consistent basis? Why? It's better to spend that on Improved Initiative so you can go high in the order and feather flat-footed folks with your bow (or position yourself not to be in melee).

Your Level 9 feat should be Clustered Shots.

If you don't want to go full ZAM, you can exit out of ZAM at L7 or L9 and pick up a few levels in a synergestic class if you wish.

Shadow Lodge **

There are two options:

A) High Perception, no Disable Device. The party relies on either a disposable creature (Summon Monster) or a high saving throw PC (monk, paladin, superstitious barbarian, etc) to trigger the device and will curative magic to deal with the aftereffects.

B) High Perception, Disable Device. The party relies on a skilled trap finder to eliminate traps.

Option A is extremely viable but drains the party of resources (cures, summons, rage rounds for superstitious barbarians). Also, at higher levels, traps are more than likely to have nasty status effects that can hinder a PC for the rest of the scenario.

Option B is makes everyone happy when your skillset is present.

I just ran a scenario that had 10 locked doors and 4 traps (3 damage, 1 status). The party had a Rogue/Pathfinder Agent that opened every door and cleared 2 traps--the other 2 he barely missed percepting. While the dungeon was eminently doable without him, it would have been much more a slog and a heal-drain.

Shadow Lodge

whip wrote:
The whip is treated as a melee weapon with 15-foot reach, though you don't threaten the area into which you can make an attack.
AOO wrote:
An enemy that takes certain actions while in a threatened square provokes an attack of opportunity from you.

Since you don't threaten the square, you can't make an AOO.

Shadow Lodge **

Let's hear tales of triumph and tragedy of adventuring parties with unusual compositions!

Tier 1-2, 4-person party: 1 Flurry of Misses Monk, 1 Baby Grappler Monk, 2 Musketeers who misfired almost every combat. Near TPK every encounter as there wasn't enough consistent DPS overall and the monks had solid AC but mediocre HP.

Tier 7-8, 4-person party: 1 Zen Archer, 1 Fighter Archer, 1 Gunslinger, 1 Pre-Gen Kyra. We steam rolled the scenario as my Zen Archer would "tank" and we all started our turn with "I 5' step away and full attack..."

Shadow Lodge

Combat Reflexes is a dead feat until just before you qualify for Improved Whip Mastery. I would suggest pushing it back and moving other items up. As for you CMB issue, you will just have to alleviate it with the standard CMB boosting items and +Hit spells.

Shadow Lodge **

redward wrote:

Far too often I see players present these things like they're getting one over on the GM. Remember, the GM is not your enemy. They're there to run the adventure as written. They want you to succeed*.

*if they don't, get a new GM.

I will always be your sworn enemy.

Shadow Lodge **

Blink is a personal range spell and ineligible for potions.

Shadow Lodge

If a spell requires a Material component to cast and it was lost with the spell pouch, then the caster is unable to cast that spell.

Shadow Lodge

1) Has the MADness of the Shaman been toned down?

2) Previously, you had full access to ALL the other spirits via your wandering spirit. Is there a limiter in place now? (I'm blanking out if this has been discussed before.)

3) Purely selfish question--Does the Shaman use Summon Monster or Summon Nature's Ally?

Shadow Lodge

+1 Jiggy

Shadow Lodge **

2 people marked this as a favorite.

For casters, dumping a physical stat is the national pastime of Absalom as well.

Shadow Lodge **

Protection from Arrows, Wind Wall and Fickle Winds are great options for your scroll library.

Deflect Arrows is only once per round. At your level, a single archer will have high enough BAB and the feats for multiple shots per round...and odds are you will be facing multiple archers.

So, imho, Deflect Arrows usually isn't worth it.

Shadow Lodge

2 people marked this as a favorite.

Assassin with a heart of gold steel.

Shadow Lodge **

1 person marked this as a favorite.
Jiggy wrote:
DrDeth wrote:
in games with 6+ players, some rule no companions
Are you aware that you're in the Society section of the boards?

I personally just ask the players if they can minimize their companion use due to the number of people at the table.

Shadow Lodge **

Andrew Christian wrote:
Otherwise a wizard could stand in the 5' square behind his 2 fighter friends and not have to make concentration checks to cast defensively against an Ogre.

That wizard has cover and does not provoke while casting if there is a wall of PCs between him and the Ogre.

First two paragraphs of Cover rules::

To determine whether your target has cover from your ranged attack, choose a corner of your square. If any line from this corner to any corner of the target's square passes through a square or border that blocks line of effect or provides cover, or through a square occupied by a creature, the target has cover (+4 to AC).

When making a melee attack against an adjacent target, your target has cover if any line from any corner of your square to the target's square goes through a wall (including a low wall). When making a melee attack against a target that isn't adjacent to you (such as with a reach weapon), use the rules for determining cover from ranged attacks.

Shadow Lodge **

Spoiler

Shadow Lodge

Lormyr wrote:
Brigg wrote:

I'm laughing so hard I'm crying. Those Poor, Poor GMs....GMing those level 1 games...

GM: The boss attacks the barbarian *Rolls* "Critical Hit for 17 Damage"
Player 1: "Still Standing"
GM: "What? How many Hit points do you have!?"
Player 1: "27!"
GM: "Eew, okay. Sorcerer, you're up!"
Sorcerer: "I cast Burning Hands!"
GM: "Rolling Reflex. I assume a 16 Passes"
Sorecerer: "Nope! You take full damage of..." *Rolls* "22 Damage"
GM: ;_________;

Combine with 2 PP worth of combat trained tiger after your first scenario for maximum facepalm.

Meanwhile, the newbie with the Ezren pregen goes:

"Uh, I guess I use Hand of the Apprentice? On the corpse? Oh..."

Shadow Lodge **

After some consideration, I think I will:

1) Approach the player(s) I regularly GM and have a good relationship with, ask about their newest low-level character and use that as segue into build discussions. Instead of discussing previous characters which are retired or near retirement and beyond rebuilding, we are discussing a character who has a full PFS career and building options...and hopefully steer the newest PC away from the faults of previous PCs without explicitly calling them out.

2) For the player(s) I don't generally GM or don't have a good relationship with, I will simply post a general message on our sign up boards about how the game is much tougher in higher tiers, give some general advice and offer to be a sounding board (along with any other FLGS regulars) if anyone has questions about their character. If someone approaches me or anyone else for advice, they would be more open to receiving constructive criticism versus being defensive when receiving advice, no matter how obliquely delivered.

#2 won't seem out the blue given we regularly post tips and tricks in our sign ups like:

Preparation:
THIS MONTH'S TIPS AND TRICKS:
As you level your character in Pathfinder, you should make sure they are properly prepared for challenges they will encounter! If you've never played high level PFS, or season 4 of PFS, you could be in for a shock. Here's a basic guide for things you should keep in mind:

LOW LEVELS (1-3)

-WEAPONS: Do you have both a ranged and a melee weapon? You don’t always choose the range at which you fight.

-HEALING: Do you have self-healing? A Wand of Cure Light Wounds only costs 2 Prestige Points and has 50 charges--even if you can’t use it, someone else probably can. DO NOT expect other party members to provide healing for you.

-DARKNESS: Do you have a way to see in the non-magical darkness? Whether it’s a torch, a sunrod, a light cantrip or just plain darkvision, you need to be able to see in unlit areas.

-DAMAGE REDUCTION: Do you have a backup weapon with a different damage type? Some monsters have DR that can only be overcome by slashing, piercing or blunt damage.

-SWARM/OOZES: Do you have anti-swarm weapons or anti-ooze options? Older seasons are notorious for swarms. Even a flask or two of Alchemist’s Fire, Acid Flask, etc. can make a difference.

-DID YOU KNOW: …that a knotted rope reduces a climb check to DC 5? Always have a rope handy!

MID LEVELS (4-7)

-HEALING: Do you have emergency self-healing? A single potion of Cure Moderate Moderate or Cure Serious Wounds can get you back in the fight…or keep you alive long enough to run away.

-DARKNESS: Do you have a way to counter magical darkness? An oil of Daylight or the ability to cast Daylight will help counter Deeper Darkness…very important as not even darkvision will penetrate supernatural darkness.

-DAMAGE REDUCTION: Monsters may have damage resistance that can only be overcome by cold iron/silver/adamantine. Oil of Bless Weapon or Align Weapon are helpful for alignment based DR.

-INVISIBLE/INCORPOREAL: Monsters with these abilities begin to appear. Glitterdust, Faerie Fire and See Invisibility are hard counters to invisibility. Archers should invest in the weapon blanch Ghost Salt for some of their arrows for incorporeal foes.

-DID YOU KNOW: …third level potions or oils such as Fly, Daylight, Remove Blindness, Water Breathing, Gaseous Form, etc. are only 2 PP away. While you can only make a 2 PP purchase once a scenario, you can slowly build up a cache of situational potions!

HIGH LEVELS (7+)
If you have out of combat healing, emergency combat healing and ways to counter darkness/DR/abilities, you are *generally* prepared for most combats at high level. Here are other things to be prepared for:

-FLYING: Melee characters need the ability (by potion, spell or item) to combat flyers that prefer to stay at range.

-GRAPPLING: Caster and ranged characters need options to avoid or escape grapples.

-DID YOU KNOW: …a level 1 Protection from Evil flat out prevents domination by an evil spellcaster. This is very important because it’s one thing when your friend’s MurderDeathKill Machine is attacking foes, it’s another thing when he fails his save against Dominate Person and attacks the party.

IN CLOSING
Be ready and be flexible!

and

How does your character contribute?:
HOW DOES YOUR CHARACTER CONTRIBUTE?

PFS is a team game -- each week you'll sit down with 3-5 other characters and you will depend on each other to survive to the end of the scenario. Here are 3 simple questions to think about during character creation!

1) How does my character contribute in combat?
2) How else can they contribute in combat if they can't do #1?
3) How does my character contribute outside of combat?

1) How does my character contribute in combat?
Pretty straightforward: when diplomacy breaks down or you are beset by beasts, what do you do in combat? By default, your class or build will dictate your answer--melee will facesmash, ranged will pincushion and casters will buff/heal/OMFGWTFBBQ as needed. Odds are you will already know what will you do and how to do it well.

2) How else can they contribute in combat if they can't do #1?
In PFS, you don't always dictate the terms of the battle. If you melee, what are your options if you can't reach (or even hit) the monster? If you heal, what do you when no one needs healing? If you cast spells, what's your plan when your spells don't work or, worse yet, you're out of spells?

Don't end up hiding in back delaying every turn because you didn't have a back up plan. Every Pathfinder is needed in the fight!

3) How does my character contribute outside of combat?
By the very structure of scenarios, you are guaranteed 3-5 combats a scenario...however, very few scenarios are pure combat affairs. There will be socializing/investigating/role-playing and you don't want to be sidelined for a chunk of the game, unable to assist your party. Pick a skill (or two) that allows you to contribute in these situations. Traits are a good way to pick up skills to round out your character and give them out-of-combat options.

Examples:
MELEE McFIGHTERSON
1) Kills things dead with a big two-handed weapon.
2) Has a bow in case it's ranged combat. Has a shield if he needs to go toe-to-toe with something he can't really hurt but wants to keep from his weaker pals.
3) Drops a few points in Knowledge: Dungeoneering so he can help both in and out of combat with relevant checks.

HEALY McBUFFS-A-LOT
1) Buffs early in combat. Heals as needed during combat.
2) Uses high Intimidate skill to demoralize opponents when casting not needed.
3) Spends skill points on diplomacy and intimidate so he can be a party face.

SPELLY McSUMMONER
1) Summons monsters to do her dirty work
2) Has a longspear so she can attack from the second rank (or AID ANOTHER to give someone else +2 to hit).
3) Has ranks in various knowledges to be the party knowledge-monkey.

SNEAKY McSTABBINGTON
1) Flanks creatures for Sneak Attack damage and to provide +2 to her allies
2) Has a ranged or hard-hitting weapon to use when fighting enemies immune to precision damage
3) Has ranks in disable device and perception to help her party avoid deadly traps

Finally, being good at what you do is an important part of being a Pathfinder...but overspecialization can lead to you becoming dead weight in unfavorable conditions. Always have a backup plan!

Explore! Report! Cooperate!

Shadow Lodge **

Pirate Rob wrote:

Probably a slight misunderstanding of:

CRB wrote:
Friend: You can move through a square occupied by a friendly character, unless you are charging. When you move through a square occupied by a friendly character, that character doesn't provide you with cover.

Did not know friendly characters didn't provide you with cover when moving through their squares. TIL.

Shadow Lodge **

@lamontius, both.

Let's assume I have enough system mastery to help folks with their characters. I'd rather not talk about these characters in specific, but rather on the general thoughts on approaching (or not approaching) players underpowered combat builds (like 10-12 average damage round at L10) or tunnelvisioned tactics for their character concept.

Shadow Lodge

5 people marked this as a favorite.

(shakes fist at Paizo)

You're running the Shaman last aren't you?

;)

Shadow Lodge **

1 person marked this as a favorite.

(sidesteps any discussion of my table last night)

As most folks here know, as you transition into higher tiers tactics or builds players relied on in lower tiers can prove suboptimal in higher tiers. While tactics and preparedness are easily addressed, character builds are a bit more of a personal issue and players may have tunnelvision about their character's contributions at the table.

@brigg, I have no problem with builds that need a few levels to come online as low tiers are much more forgiving (I've played a few slow starters myself). I'm speaking of L7+ characters.

@jiggy, I'm just putting this out there for general discussion to see if there are any tactics I can steal. Lord knows I steal enough good stuff from the other GMs as it is ;)

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