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Just a little thread to chat about how things went down during actual gameplay in Core games (i.e. not theorycrafting).
In 8 days, I had 4 games of Core: 3 as a player, 1 as a GM.
Silent Tide / FLGS:
5 players. 3 brand new PCs (no PP), 2 PCs with 2 PP but played by folks new to PFS. I convinced both of them a CLW wand would be a good purchase.
This was my first time ever playing Silent Tide. Yikes, it was a bit rough at times given the Sorcerors were reduced to firing light crossbows/casting ranged touch spells with tons of penalties at times and the melee folks occasionally dropping to negatives. Storming the tower(?) at the end was particularly nerve wracking for my true 0XP/0PP character. I'll admit we used the hell out of those CLW wands and all of us who used them promised to carry the healing burden the next time we played with those characters again.
To Scale the Dragon / CON:
4 Players. All pregens. Tier 5-6.
I've played this before and, like before, abhorred the whole sled mechanic. We muddled through it thanks to a nice GM.
The only fight I was pre-emptively worried about was the Remorrhaz. I figured it would spell the doom of 1 or 2 of the front liners and possibly be a TPK with the pre-gens.
Paladin hits, sword doesn't melt.
Well, that was unexpected!
Frozen Fingers of Midnight / CON:
L2 Elf Sword and Board Fighter (elven curveblade)
L1 Reach Cleric of Cayden
and since I didn't want to basically play a clone of the other player's PC and step on their toes, I rebuilt my Reach Cleric into a
L1 Falchion Paladin
The only tricky fight was the warehouse scrum where, at various points during the fight, 4 of us went unconscious...including the lucky L1 Rogue who barely survived a great axe crit when they were taken from full to about -10 (remember kids, a CON of 12-14 is a great thing). Luckily the cleric and I were never out at the same time and we could do damage control as needed.
Crypt of the Everflame / FLGS:
GM: me, pressed into service at last second due to too many sign ups/walk ins
Since it was basically a table of players new to PFS, with a possibility of 3 them not coming back (they were just dipping their toes into it) I did my best to make the experience RP friendly and rules-light as I could, only introducing concepts like take 10/take 20 or delaying when it gave them a distinct advantage.
The only fight I was worried about was the stupid shadow fight, which with much GM nudging and playing suboptimally on my part, they barely overcame with about 6ish STR damage between 2 players. They were about to breach the second level when time ran out.
Biggest thing, which is always true, but feels magnified so far:
Honestly, it depends on the party--if you have a regular group you play with, then it's something they can work it. If you're constantly playing with new tables of different people, explaining your schtick and getting folks to buy into it will be an uphill battle.
I have 12 characters. Only 1 ever invested in stealth. He's never used it to scout. Any all ambushes came from either sending an elemental ahead to scout (if it died, who cares?), sending someone slightly ahead of the party to scope doors with Gloves of Reconnaissance and keeping enemies alive and diplomicizing/intimidating them for more info about upcoming rooms.
While stealth is good for certain skill challenges or avoid encounters, I rarely see it used to bypass encounters or ambush baddies...although I suspect in may come back into vogue with Core campaign tactics.
Looking for a second set of eyes to make sure I'm parsing the damage die FAQ correctly.
*(assuming "increase by one die" = "increase by one step")
I think that should all check out.
Rings of FoM for everyone!
At high levels, miss chance and good saves are what matter. You might be able to avoid a few iteratives, but things that want to hit you will hit you. Also, you will be a party with (hopefully) synergized tactics so that while you chunkify the Balor Lord, the wizard has Mazed the lord's major domo, the archer feathered the lord's friend and dual-cursed cursed oracle Reach Plane Shifted the guy hiding in the corner.
@skyler, this is what I was thinking
Str - 18 (16 + 2)
Dex - 11
Con - 14
Int - 7
Wis - 8
Cha - 16
L1 Power Attack, Human: Weapon Focus-Falchion
I'm willing to live with 15% arcane spell failure (mithral full plate + Arcane Armor Training) as I would try to use somatic-less spells in-combat or buff spells pre-combat.
@chbgraphicarts: my big concern is the lack of Raging Vitality in Core and SBDS (Sudden Barbarian Death Syndrome), which pretty much mandates going 1/2 orc.
For the PFS Core Campaign, which only uses the CRB, I'm considering a Dragon Disciple as I've never played one before.
My current inclination is a beatstick Paladin 4/Sorcerer 1/DD X, primarily for the CHA to saves, 2 smites and CHA synergy.
I'm also considering Barbarian 4/Sorcerer 1/DD X for the sheer "moar str plz" aspect.
Both options would use a 2H weapon, although I'm not sure if going reach would be advised.
But none of that, other than survival, comes back to the Core campaign with him.
That's a pretty big caveat considering it's more likely you as an individual will use less resources & have easier encounters in the standard campaign if you're being carried by folks with the newest, shiniest synergized options.
Let's say you were a L6 core barbarian and you fought the same encounter in with a Core party and a Standard party--I think we can generally agree that the Standard party will have an easier go of it on average. The Core character will start to accrue subtle advantages when they return to Core--maybe they have more charges left on their CLW wand thanks to a Life Oracle, maybe they didn't have to use an Oil of Daylight because there was an Aasimar, maybe they never used their Ghost Touch arrows because a caster used a Mnemonic Vestment to use a Mass Ghostbane Dirge scroll...so, when that character returns to the Core game, he has a material advantage over those people who maybe had to use up more of their wand charges and burned another 2PP, used their oil of daylight and spent 750 gp for another, or bought Restorations because they struggled with Shadows who ambushed them.
The core character benefits from being at a non-core table both directly and indirectly:
Directly: Can have non-core spells and effects cast on him (Vanish, Greater Infernal Healing, Family Subdomain ability Community Ties, etc) as well as use items given to him by party members ("here's some ghost blanch arrows").
Indirectly: A core backline squishy never is threatened because the super-reach abyssal longarm bloodrager (who was hasted by the early-haste Summoner) never let anyone near the rear.
Oath of Vengeance Paladin
Str 14, Dex 18, Con 12, Int 10, Wis 8, Cha 14
Take a trait to make up for the -1 to Will saves
Not having Point Blank Master will rarely be an issue. And if you get hit, you can just LoH, 5' step back and let loose.
To all those saying, "Detect Evil should have worked" -- we don't know what the door was made of other than the OP's description of "some brass stone door stuff"
Detect Evil wrote:
The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
There is no clear player/GM consensus about what happens with Wish and inherent bonuses. Some say it carries forward while others cite the permanent spell rules and extrapolate from there. As for manuals/tomes, which exist in the same realm of inherent bonuses, I believe everyone is in agreement that you would need to purchase the item.
Buying a tome or manual is actually cheaper than comparable number of Wish scrolls. Having the party Wizard cast Wish is slightly cheaper than the scroll. Summoning a Wish-granting creature (or capturing one) is even cheaper.
With the amount of higher level AP sanctioning, I hope Mike Brock and John Compton would offer some guidance or a ruling.
I would honestly be fine with the following:
PC Wishes require a significant investment of wealth-by-level. NPC Wishes do not.
I've been invited to join a home game and looking for some suggestions on what I should play.
Starting at L1
I believe most of the players are fairly new to PF and may not have much system mastery, so I'm looking to create a character that A) will not overshadow them and B) boost their abilities.
Current options I've been messing with:
At L11, you would be doing 8d6 (6 base + 2 Phylactery) w/ DC 19 Will (10 + 1/2 level + CHA), 8/day (3 base + 5 CHA)
8d6, DC 19 Will, 8/day.
On average, at L11, your channel will do 28 damage (8 x 3.5)--or 14 if creatures save--and since it's PBAoE, you are easily in attack range. The Will Saves for CR9-11 creatures varies from +8 to +14...so, they can make the save 50% of the time or more.
Without a way to empower or maximize your channel, even with a phylactery, it just doesn't scale well.
Maybe you botched building a character?
Maybe reality didn't match theory?
Maybe you built it TOO good?
I semi-retired my Zen Archer/Inquisitor because I built it to survive the worst S4&5 could throw at him. He was way too easy to twink out, so much so, that once I hit L10 it was too easy. I decided to semi-retire him, only pulling him out if absolutely necessary to help anyone else get to L12 for EoTT (or other Seeker play).
I have a L2 halfling agility-based tetori, which was more for theory crafting, that haven't touched in forever and probably will never get around to playing simply because I've played to the mid-teens with a grappler and it would be more of the same.
What character do you regret making and why?
Pirate Rob wrote:
Banner of Ancient Kings wrote:
Accelerated Drinker wrote:
You may drink a potion as a move action instead of a standard action as long as you start your turn with the potion in your hand.
Either you get the Enlarge Potion as Move Action in the first round or a +4 to initiative, but not both as you would need 3 hands ;)
When GMing a PFS table, what rules most often need to be explained or briefly revisited to make sure everyone is on the same page? I'm not talking about Table Variation, but the normal PF/PFS rules.
The Grappled condition...what can and can't I do?
Readying an action--you can't ready an action outside of combat and you can't ready a full-round action (and, sometimes, the initiative consequences of a readied action triggering in the next round)
Owning Herolab/consulting a website does not equal owning the material
human archaeologist bard
heirloom weapon: composite longbow
Use Masterwork Transformation on your bow and then begin upgrading it as necessary. Archaeologist Luck at L9 with Fate's Favored is +3 to hit and damage.
Assuming a +2 Bow and a +4 belt and haste (or divine fervor or allegro), your second round full attack is:
of course, you could be less selfish and do a standard bard and inspire everyone, losing the +1 stuff from Fate's Favored.
If you're good with your money, you might be able to go with a +1 Holy bow by L9, with which you then begin to wreck face.
You should have had an initial +4 since you knew there was an illusion (from the briefing).
A character faced with proof that an illusion isn't real needs no saving throw. Once the swarms appear out of nowhere (emerging from unseen buildings) and the derakni shoot their enervations, that is enough proof that the illusion is not real.
In fact, you teleport onto a fountain, so immediately, your party is interacting with the illusion because they're on stone but the mirage arcana is of grass, boom, immediate will save to disbelieve with +4.
eta: mirage arcana--"Still, it can't disguise, conceal, or add creatures (though creatures within the area might hide themselves within the illusion just as they can hide themselves within a real location)." The derakni would be subject to stealth & sniping rules at the very least.