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Kyoko Hitomu wrote:
The feat Extra Channel should give me 2 additional uses of Channeling for the Oracle's channel pool and 2 additional uses of Channeling for the Hospitalar's channel pool.
Suggestion, if you plan on being a HP battery, your stat array needs to be: Cha>Con>Str>Dex>Int=Wis
CHA & CON should be pumped early and often. STR and DEX are second tier. INT & WIS can be dumped.
I would strongly caution against frontlining as damage spikes from Shield Other or Life Link will leave you extremely vulnerable to being dropped by smart opponents. If you want to frontline, give yourself some room by using a reach weapon.
This was my very first PFS game, ever, so I was a bit confused, and worried, about making any remarks regarding these rulings.
Sometimes, for table harmony, it's best to let something slide and discuss it during the break or afterwards unless it's critical it be resolved right there and then (as in character death is quite possible).
As a PFS GM and player, I've been on both sides of rules confusion, so I feel ya. Grappling is a little-used sub-set of hundreds of pages of rules, so its not surprising that the Crawling Hands might have caused some rules confusion.
RE: The Spider Fight on Day Two
I don't think any GM would let you circumvent the intent of the event. In fact, you are given and instructed to wear the Slippers of Spider Climbing by the NPC running the event. I believe you would win the fight handily regardless, but not wearing the slippers or standing on the cliff face is assuming too much leeway for the exhibition.
Otherwise, as always, an interesting read.
Here is an example using a Devil, an Animal Companion and a Ranger. The Ranger bravely uses his companion to meatshield for him.
I use character tents to remind folks of my character's name and possibly some representative flavor text.
Atavisk, Shield Basher of Rovagug
Going through all these just reminded me I forgot to update/create a tent for my L15 Venture Captain!
Since my main character drops so many buffs, I created a bunch of buff tents. Some examples:
A more serious answer:
Italicizing spells is part of the Paizo Pathfinder house style for their products. When a specific spell is mentioned like Magic Missile or Wish it is italicized. This is consistent and intentional throughout all their Pathfinder products.
As for RAW and the PRD, the PRD is the official reference document on the Paizo website -- it doesn't get any more official than that.
You need to rework your Lore Warden / Ki Mystic from the ground up:
F2 Weapon Focus,Furious Focus,Combat Expertise
M3 Improved Trip,Furys Fall,Improved Unarmed Strike
M4 Combat Reflexes
F5 Vicous Stomp
F6 Weapon Spec
M7 Greater Trip
Also, why Ki Mystic?
Campaign One should read more like:
Level 12: Requiem for the Red Raven
As you level up after Maze. Academy will take you from L13.2 to L14.2
Your Survival roll was soooooo bad...:
...you couldn't even find the Adventure Path.
Your barbarian is soooooo dumb...:
...she wanted to know if her feat chain rusted.
Your fighter is sooooo dumb...:
...he thought Fury's Winter came after Fury's Fall.
Your monk is soooooo bad...:
Your PbP campaign is sooooo slow...:
...it can only take a single move action or standard action each turn.
A tongue-in-cheek tale of a GM, a monk and the fable of 'realistic fantasy' in Pathfinder (reposting myself from the rules forum):
OK, the dragon roars in anger at your arrogant rescue attempt of the princess. Chunky Monky, you're up.
Chunky Monky the Monk:
Maple the Winter Witch from the Great White North:
Ran the 12-13 table last night. Still a little PFS hungover:
The Archer and Cleric had just completed Eyes of the Ten the week before and the Rogue, Monk and Oracle just completed the Ruby Phoenix Tournament, also the week before, so everyone was battle-tested going into this scenario. Everyone was very smart, tactical players.
Rough order of ACT 2:
The Archer did the 5' step dance to avoid AOOs from the Crusaders so he could pump arrows into the demons downrange and help the Rogue and Monk burn through them, while the Cleric and Oracle used healing resources to take off the crusader damage they were taking in the back line.
The Monk and Rogue dropped Kalavakus and started in on the Vrocks, but not before they completed their dance and blasted everyone, including the crusaders, for 15d6 electrical. Both the Cleric and Oracle took full damage as the rest of the party had evasion/improved evasion.
The Monk and Rogue finished the Vrocks and the Arcane Archer turned his fury on the now-weakened crusaders.
Not so surprisingly, the ambush set up that split the party cause the casters to burn up healing resources much earlier than they had planned. Also, because this fight took a long-ish time to resolve, it delayed the first wave of aid tokens to go out.
For the rest of the game, whenever an NPC would ask for aid, the party would all sense motives ;)
DEVIL IN THE DETAILS:
The Monk and Rogue committed to trying to stop the Vrocks from dancing. The Archer cleared out of the Nafalshanee's reach and began firing at it. The Oracle hauled booty away from the Nafalshanee. The Nafalshanee full attacked and almost dropped the Cleric. The Cleric, consigned to his death if he didn't end the fight, stood tall and dropped a channel smite and quick alignment channel--taking the Nafalshanee to -2. Cue table cheers.
The Vrocks finished their dance and sent out a 15d6 burst of electricity. Again, the evasion-type people were fine and the party wrapped up the fight handily.
I'm still surprised I managed to get not one, but two three-round Vrock dances off in the same game.
SOVEREIGN OF PILGRIM'S REST:
I believe they had one more encounter, but I can't recall what it was.
The party did a quick vote and a majority decided to take on the Cavorting Court.
The Monk and Rogue closed to melee in round 2 and, amazingly, the Monk stunning-fisted one of the Glabrezus (nat 1 fort save). The Rogue and Arcane Archer focus fired and dropped it.
The next round the Glabrezus attacked the usually nigh-unhittable Monk and dropped him past -CON. The Cleric reach BoL'd him back to life. The Archer and Rogue combined to take out another Glabrezu.
One of the low-tier tables got a siege weapon shot off and stunned the remaining Glabrezu, ending the combat for all intents and purposes.
I told the party that they could now see the Whispering Valkyrie on the field and it was leading the demonic assault. I reminded them they didn't have to fight it and could fight one of the other targets.
They went after the Valkyrie.
THE WHISPERING VALKYRIE
They healed themselves and began traversing the battlefield to their foe.
As the surprise round, I just had the Valkyrie teleport into their midst.
She went first in the Initiative (mythic point for nat 20 on init roll). She power attacked (mythic point for no penalties to hit). I randomly rolled her target and it was the Oracle.
Hit. Big Damage. Mythic point for 1 round of touch of chaos. Free Steal Combat Maneuver: Cloak of Resistance.
Hit. Big Damage. Free Steal Combat Maneuver: Amulet of (something).
Hit. Big Damage. Dead.
I had just killed the Oracle that I had killed in the previous week :(
The Monk full attacked. He couldn't hit the AC 40.
The Rogue full attacked. He couldn't hit the AC 40.
The Arcane Archer moved away and cast True Strike when he saw everyone missign.
The Cleric moved away and cast a buff.
THE LOW TABLE FIRED A SIEGE WEAPON! THE VALKYRIE WAS STAGGERED FOR ONE ROUND! THE HIGH TABLE CHEERED THE LOW TABLE NEXT TO THEM!
The staggered Valkyrie took one swing at the Monk, used a Mythic Surge for an extra 1d10 on the hit roll. Hit. Big damage. Mythic point for 1 round of touch of chaos. Free Steal Maneuver: Cloak of Resistance.
The Monk full attacked. He couldn't hit the AC 40.
The Rogue full attacked. He couldn't hit the AC 40.
The Archer moved and fired one arrow for 10 points of damage after DR.
The Cleric cast a reach healing spell on the Monk.
It was at this time, the party decided to run away.
The Valkyrie full attacked the Monk, only hitting twice (stealing his Amulet of Natural Armor). The party withdrew/ran/flew away in various manners. The Valkyrie would get one parting Feeblemind at the Arcane Archer, but he made his save.
The high table had handled every challenge well, even with the few missteps early on, but the mythic encounter with their specific class/party makeup proved to be a hurdle too high.
Two characters fell last night in the Ruby Phoenix Tournament.
Bad Tactics: Life Oracle who cast a buff spell within 10' of a large [redacted], drawing its attention and a full attack. Squish.
Bad Luck: Wizard who failed 2 FORT saves and was in the second stage of Suffocation (unconscious, 0 hp) and got caught by Chain Lightning and taken to -47 HP. The Life Oracle's breath of life was 3 HP short of bringing him back.
Bad Tactics, Bad Luck, Still Lived...Barely: One close call where the high AC Monk moved next to a baddie to make a single attack. The hasted baddie full attacked, crit twice, and dropped the monk to -2.
Day 4 pt 2:
The weather was atrocious tonight in Chicago (got socked with 6-8 inches of snow), but we managed to get seated and started relatively close to the normal start time.
The Life Oracle, who originally was piggy backing on the Ant Hauled Monk during the climb down, hopped of the Monk's back and cast a Blessing of Divine Fervor 10' away from the Dragon. Huyanwo full attacked the impertinent Oracle and killed him outright.
Huyanwo should have taken flight thereafter, but I had stick one more round on the ground to full attack the monk. He missed most of his attacks and the Monk and Rogue tag teamed on the Dragon, dropping him.
The Oracle was rezzed from a scroll and would run with 1 negative level for the rest of the mod.
The Aspis sorceror got a black tentacles off that grappled 3 of the 5 party members, but the Wizard made their concentration check and Dim Doored the Paladin right next to the Aspis caster. Meanwhile, the Monk and Rogue moved to the center of the harbor while their Aspis counterparts did the same.
The party quickly made short work of the Aspis combatants once their sorceror was stomped by the Paladin and Rogue and the Monk stunning fisted Risha.
The Ninja was last in initiative order. The Monk pulled a fast movement stunning fist in round 1. Party swarmed attack.
Wu-J cast Force Cage, only trapping the Paladin while Wu-D dropped a stinking cloud which didn't nauseate anyone, but help to divide the battlefield.
The Paladin UMD'd a scroll of dim door to escape the cage. The Rogue and Oracle moved out of the stinking cloud and the Wizard, seeing Wu-J hiding in the crowd, fired off an empowered Magic Missile only to see it splash against her shield spell. The monk moved into the stands and tried to stunning fist Wu-J but he missed due to displacement.
Wu-D moved into melee and would be dropped by the Paladin and Rogue. Wu-J cast Greater Invisibility and moved away from the monk. The wizard could see her and cast something that failed. Wu-J did not like this and cast Suffocation on the Wizard...and he failed his save!
The next round, most of the party had their See Invis options active...except the Monk, who simply did a dragon's roar on the area he thought she was in. The party closed in and Wu-J dropped a chain lightning, sizzling the Oracle, the Paladin and the Wizard. Unfortunately, the wizard had failed his second Fort save for suffocation and was unconscious at 0 HP when he ate the 47 HP Chain Lightning.
The party closed the noose and chipped away through Wu-J's displacement...with the Monk getting a trip in to keep her there. With her final spell, I had her cast Detonate as a final insult. The party finished her off, she blew up and everyone got a little scorched.
Everyone had fun. The Oracle learned a hard lesson about standing next to a Dragon and casting a spell. The Wizard caught a bad break with getting Suffocated and then Chain Lightninged. The Monk, who was boastful about his AC, hopefully learned that at higher levels you can't charge in and eat a full attack because you WILL get hit.
Otherwise a very fun time. I look forward to running it with performance combat to see how that affects things.
Well, wouldn't 'B' be the nearest friendly character and be within 10' of the upper-right square (#2), therefore incurring the shooting into melee penalty? B is within 10' of square #2, 'at least 10 away' would require B to be one square south. To put it another way, if B had a 10' reach weapon, he could hit square #2 (and vice versa), so he's within 10'...
So you're saying B will 5' step south like so
and the archer will have a clear shot if he aims at either of the top 2 squares the Ogre occupies.
Running this in 2 parts at my FLGS. Here is a report on part 1.
I meant to lock the table size at 4, but forget to ask to have the sign ups limited, so I ended up with a table of 5. Because of the number of combats and the limited time in-store across two nights (9 hours max), I broke down the event schedule like so:
Pre-Tournament: Online via e-mail
I plan on running this twice--once for the FLGS and once for friends. Because I was worried about time and keeping combats moving, the FLGS run will NOT be using the optional performance combat rules.
Ambrus gave a standard briefing and gave as much info as he could. The party was then teleported to a Gokan Pathfinder Lodge where Amara Li answered any remaining questions and escorted them to the boat to the Island.
On the boat, the Wizard and Paladin mingled with contestants. The Wizard ran into Risha (disguised as a fisherwoman) and they playfully bantered back and forth. The wizard never attempted a sense motive nor was alarmed when she occasionally pressed for info about the party. They ended their conversation on good terms when the boat docked.
To expedite matters, I had Marthysan introduce himself to the party and offer his lodgings for their stay. Marthysan had been contacted by fellow paladin Ollystra from the Silver Crusade and because she once assisted him in Lastwall against the orcs, he was more than glad to honor such a small request.
At the inn, they briefly see Kiang Zhen looking over the welcoming celebrations. I skipped Chung Po's challenge.
At this point, the party had gotten pretty much all but the 30+ DC knowledge checks and lots of flavor info, so they were prepared going in.
Round 1 vs Monastery of the Enduring Spirit:
Test 1: Breaking Competition
Exhibition 1 vs Shenzuzhou:
Test 2: Archery
Exhibition 2: The Spider Fight
The enlarged Monk moved halfway towards Orometsu's group and readied a reach trip. I made a mistake and forgot about Oro's Spring Attack, and simply had her charge. The Monk's trip succeeded but Oro managed to cling to the cliffside. The rest of the party focus fired her and she amazingly made her climb checks to hang on until the Wizard's force punch killed her and sent her flying. I hand-waved the remaining monks and had them surrender as their leader just got smoked in round 1 (and the party had handled 4 monks with the same stats previously without burning resources). Fight over by the end of round 2.
Round 2: Test of the Three Towers
Exhibition 3: Boar and Tiger
Round 3: Battle of the Embers
There was more intra-party consternation when in round 1, the Wizard drops a Tar Pit on the bards...preventing the Rogue and Paladin from closing on foot (the Monk simply jumped to an open space near the bards). The next round, the Wizard cast cloudkill, obscuring the audience's view of the combat. I played up the unhappiness of the audience as they figured out the party was unaffected by the embers and that they couldn't see most of what was going on.
The 3 bards who were left standing were in bad shape. 2 used Weird Words on the Monk (possible 18d8+18 worth of damage) and 1 used it on the Rogue. If it were anyone else in the party, I would have hit on all the attacks--but the Monk and Rogue with their high Touch ACs dodges a vast majority of the attacks and made their saves to reduce the damage to half.
By the end of Round 3/beginning Round 4, the last bard left standing surrendered.
After the combat, I had the Emissary express his mild displeasure at the actions of the PCs. I used the next test as an offer to redeem themselves in the eyes of the audience.
Test 3: Tsavati
Golden League Attack:
At this point, we had reached what I had planned to cover for the session. We agreed to do one more combat as we had time...
Day 4 pt 1:
Round 4: Hok Fong the Eunuch
All the PCs acted before the Eunuch and most before the leech swarms. By the end of round 1, the party were all on islands or flying and out of reach of the leech swarms. Hok ate a scorching ray from the monk and another long range spell from wizard before he tossed out a confusion that everyone but the elemental resisted. Before he could cast another spell, the party was all up in his grill and dropped him with more spells.
GM Mea Culpa: I forgot he had Blink active. Honestly, it would have only extended combat by a round or two (at most) as they just had action economy (5 to 1). He had Cloak of Dreams up for any melee attackers, but again, it was mostly academic as the whole party acted before him and had already encountered a Blink user (Ganyavesha).
Thoughts so far:
>Without performance combat to intentionally slow down the PCs AND having a fifth PC in the party, this solidly built party is just rolling over combats.
>I run my combats pretty tight (calling out who's on deck, reminding players to know their actions before I get to their turn, etc), so that's contributing to how fast combats are progressing. Also, I'm willing to call combat when it's a forgone conclusion--in a combat heavy mod, unless there is a reason for an NPC to fight to the bitter end, I'd rather use that time for RP or moving on (and not wear down players' endurance with useless rounds of combat)
I'll drop part 2 of the report after next Monday's game.
"You respond to an attack by briefly becoming vaporous and insubstantial, allowing the attack to pass harmlessly through you."
This tells us how the spell looks.
"You gain DR 10/magic against this attack and are immune to any poison, sneak attacks, or critical hit effect from that attack."
This tells us how the spell works.
If you do not do enough damage to overcome the DR, the description is what allows us to describe what exactly what happened and why.
Tongue-in-cheek example of realistic fantasy in action ;)
Chunky Monky the Monk:
Maple the Winter Witch from the Great White North:
Halfling Lore Warden 11
Just for comparison, here is his cousin, the halfling tetori who is based on dexterity:
That is before party buffs.
Either take the Qiggong Archetype for True Strike as a SLA or buy a Vibrant Purple Ioun Stone (cracked) and load it with one True Strike (2050 gp) and you're at +50 CMB (or +52 with adaptable luck) on your next grapple attempt.
Tetoris can focus on the controller aspect or the damage aspect.
Level 10 Tetori:
If they start already grappling a foe and grapple to damage they can do:
If they are using pinning KO for non-lethal damage:
Of course, at this level, odds are they'll be enlarged.
If they start enlarged, already grappling a foe and grapple to damage they can do:
Enlarged pinning KO:
Buy potion of strongjaw, use power attack or just add on normal combat buffs to damage and the damage skyrockets...in addition to the fact your opponent is grappled.
Even if you can't use Pinning KO or constrict (immune to non-lethal or too large, etc), you can still lock down a foe and do damage. If you can't grapple a foe (and as a L10 tetori that will most likely only be incorporeal foes), as a monk you can still dodge tank and be a flank buddy for the ghost killers.
Here's the thing, you are not grappling in a vacuum, you are a grappling specialist on a team of folks. If you can lock down 1 or 2 creatures, impose the painful pinned condition penalties and serve them up to the beatsticks' full attacks, you've more than earned your keep. (In fact, I've used my tetori to run to the boss, grapple them and then run back with them to the DPS folks to shred with full attacks.)
So, respectfully, I come here to ask rogue players a question:
A lot of folks are suggesting Skill Mastery > UMD. As far as I can tell, Skill Mastery does not remove the "cannot take 10" restriction on UMD. It only removes the stress and distractions restriction from taking 10.
Before someone says "specific overrides general" -- skill mastery does not specifically allow you to take 10 on a skill that cannot be taken 10 on.
I know this is like asking the foxes why they should be allowed into the henhouse, but perhaps I'm missing something here and don't mind if someone can prove SM allows take 10 on UMD.
New one to the list:
Rogue's Skill Mastery and UMD
Some GMs allow it and other GMs (like me) do not.
-Normal skill use: You can Take 10 if not distracted/threatened.
-Skill Mastery skill use: You can Take 10 even if distracted/threatened.
-Use Magic Device: Not allowed to Take 10. Period. You must roll.
Skill Mastery only applies to skill usage in adverse conditions.
Take 10 can't be applied to Use Magic Device in any situation, adverse or not.
Skill Mastery in no way overrides UMD's "cannot Take 10" restriction. (It's not 'stress and distractions' that preventing Taking 10 on UMD, you just simply cannot Take 10 for UMD.)
So, Skill Mastery does not apply to UMD.
As mentioned above, scrolls of 7th level and above (gate is 9th) are only available if you are of a level where a full prep caster could cast them. In other words you have to be at least 17th character level.
I'm sorry, I'm a little confused here. Are you saying you couldn't buy a scroll for level 7, 8 or 9 spell unless you're the appropriate level to cast the spell? If so, could you cite the rule? Thanks!
Your healer is sooooooo dumb...:
...he tried to remove the Secondary Success Condition
Your fighter is soooooo dumb...:
...he only uses Spring Attack in March, April and May.
Your wizard is soooooo dumb...:
...she thought Ant Haul was a relative of hers
Your Shoanti Superstitious Beast Totem Barbarian build is sooooo common...:
...every character gets it as a language known.
Your rogue is sooooo dumb...:
...he's a rouge.
A tetori monk, a gunslinger, a slumber witch and a pounce eidolon summoner walk into a bar...:
...and the GM just hands them their chronicles.
Your table social interactions are sooooo tone-deaf:
...they get a bonus against sonic attacks
Your samurai is sooooo dumb...:
...when he picked an order, he chose "a cheeseburger, fries and a small Coke"
A hundred and one Season 5 Faction Missions walk into a bar...:
The bartender says, "Hey, we don't serve your kind here."
The Season 5 Faction Missions say, "Why not?"
The bartender says, "Well, to be honest, I'm not sure because it changes depending on what time it is. You guys wouldn't happen to remember? No. Hmmm. Ok. Uh, how about you just act all faction-y and I'll let you know when you're close? I guess? That work? Cool."
I plan on running this soon and have a quick question:
"A character's ability to spend Prestige Points is dependent on her being in contact with other members of her faction, and unless noted otherwise, most factions tend to have agents, contacts, or headquarters in settlements that are at least the size of a large city. To reflect the difficulty of contacting a faction agent in a smaller settlement, Prestige Point costs increase by 5 in communities with fewer than 5,000 people. Note that it's possible for a player to spend her character's Prestige Points even if the PC is dead, petrified, or otherwise out of commission. In essence, this represents the PC having made prior arrangement with her faction to perform certain actions on her behalf, such as recovering her dead body and returning it to a specific location or having it raised from the dead. In this event, the PC's actual location does not impact the Prestige Point cost."
So, just to confirm, should the party not be able to provide their own Raise Dead for whatever reason, it would cost 21PP and the restoration to remove a permanent negative level would cost 9 PP?*
*(since they're in the middle of a tournament, if they get raised, they'll still be carrying around one negative level as restoration can only remove one negative level per week.)