Rusty Ironpants wrote:
Huh. That's odd. Maybe it was intended to have a higher caster level, but I can't imagine why they would make it CL 6 when the amount of resistance increases at CL 7.
Glamered weapons could be really fun for Pom-poms. As far as spells, I think you need Clarion Call to act as your cheerleader megaphone. Also? Ear-Piercing Squeal... I mean Scream. Plus Lock Gaze, so they have to look at your "eyes". And most importantly, Unnatural Lust.
Also, I generally recommend against Scorpion Whip, because there's enough rulesy vagueness (both of those are definitely words) that they're obnoxious to play in PFS. I really like the Battle Poi suggestion.
Corbin: I would agree with you, but that's written for the case in which the creature, not the item, is the target of the spell. I would personally rule it how Finarin described, except targeting CMB instead of touch AC. Realistically, of course, targeting the actual enemy will probably have a higher success/effectiveness rate in most situations anyway.
Everyone here is of course completely right. The problem is that most of them were playing pregens, which, for reasons inconceivable, do not come equipped with rope. And the scenario doesn't allow for buying anything. I tried to prompt them to search, but nobody listens to the GM when he's trying to help... ;_;
Michael Brock wrote:
True, but it's fairly easy to implement, and a lot of people don't end up playing scenarios until months after they've been published anyway. It's a good step in the right direction, and as the reports come in, you'll have more data to judge future scenarios by. The more information you get, the better you can judge. Now, as a GM and reporter for an event, I'm all for not requiring more paperwork, but something that only comes up when characters die doesn't seem like too much work.
Now, the counterpoint: As useful as the rating system would be, what's the point? People will play everything in their preferred difficulty range, and then they'll have to play in the other ranges anyway. And we'll only end up having more disagreements at the table about what to play. It's hard enough trying to decide whether to play up or down, an you imagine trying to decide whether to play (Up+hard||Up+medium||Up+easy||Down+hard||Down+medium||Down+easy)?
I GMd this a few days ago for a group of almost entirely new players, and I have to say I have very mixed feelings. I loved everything that happened inside the Black Edifice. It was full of interesting and well-designed mechanics and tactics that made me excited for every next move the PCs would make. But getting there.... Yuck. It was one big, obnoxious skill challenge that made me want to simply skip it all. The crevice in particular is very difficult for a party of unprepared PCs. They had one length of rope between them, and ended up draining over half of the one wand of CLW they had on falling damage. If it weren't for the one experienced player they had, and some rather significant circumstance bonuses I applied to speed up the process, I suspect they would all have died there. The height of the drop ought to scale with tier. A 40-foot drop would have been much, much more manageable for tier 1-2.
I have replayed scenarios simply for the fun of it and because I had a character I thought would get a lot out of it, roleplay-wise. I've never regretted burning a few consumables in the process. I even needed an atonement once. (It's not my fault those relatively innocent monks died! I couldn't spare a whole second level spell to delay their poison!)
Manufactured poison is for wimps. Play a Serpentine Sorcerer. Mine currently has a DC 21 poisonous bite (1d4 CON, two saves to cure) which I usually combine with the Pernicious Poison spell (a no-save spell that imposes a -4 to saves against poison) and the actual Poison spell. Oh, and an imp familiar who drops Ill Omen from a wand on my targets to make them roll twice and take the worst. I can't think of any other sorcerer build that uses its first-level bloodline power as much as I do.
Edit: And as far as an example of a time when my poison was actually useful, there are quite a few. Usually it tends to be most useful when there are a lot of enemies, so that the combat takes longer and the poison has time to spread. Once an enemy fails one or two saves, they are rarely able to make any more saves, because the Con damage lowers their Fort save even more. So the more they fail, the harder it is to succeed. And for a specific example...
Fabric of Reality spoilers:
In the first fight, the assassin chose to target me with her death attack. I paid her back with a single dose of poison and a shot of Perniciousness. Over the next several rounds, as the party dealt with her obnoxious minions, she run away and hid in a corner, failing save after save until she died from reaching 0 Con, with barely any normal damage on her. This is with an assassin's bonus to saves against poison, even.
The trick with dragons is that, like most casters, they get a whole lot better once they've got the spellcasting to support Quickened spells every round. Just make sure you've got some useful spells to Quicken. For example, a dragon with Mirror Image that keeps re-upping it whenever the images fade can get really obnoxious for melee.
This is how I've always thought of it. Strong does not always equal loud. It seems to me that "strong" is speaking in a way that cannot be misconstrued by the laws of Physics when you tell them to shut up and go sit in the corner.
I actually asked about a similar effect a while ago (the Sun versatile channel) and there doesn't appear to be a relevant answer. It would be a useful thing to have, not just for Darkness but also for other effects (like Globe of Invulnerability) that rely on spell level. I propose the following FAQ question:
For purposes of effects such as magical Darkness or Globes of Invulnerability, how do you calculate the effective spell level of a Supernatural effect?
If you think this is a question worth answering, be so kind as to FAQ this question.
The problem with that kind off search requirement, I find, is that very often the GM has a much better mental image of the room than the players do, so we expect the players to "see" the obvious places to look (i.e., a pile of rags) but the players' mental image of the room may not have the same obvious places. Maybe they missed it when you mentioned there was a pile of rags. Maybe they assume it's a very small pile that is easily searched in the process of searching the room. The point is, getting PCs to search specific things works best when you have a really well-drawn map and a strong narrative description of what's represented there.
DrakeSpartan: I would have the PCs roll Perception and then figure out, based on their results, at what distance they first spot the hazard. As for the other thing, I would assume that his bindings are designed to remove his ability to resist a dismissal. Alternatively, you could count up things that he "hates, fears, or otherwise opposes" that are present when you make the save- the circle is effectively composed of many such things, and Sulianna should count as another.
You're summoning a creature to do a job for you, but that creature still has free will and as much autonomy as you allow it to have. That means an evil summon will do the job in as evil a way as possible, and a good summon will do it in as good a way as possible (if that makes sense). Example: You need to defeat a goblin, so you summon a monster to do it for you. If you summon a Cacodaemon, it will take pleasure in biting that goblin until it is unconscious, rip out its throat, and then eat its soul, condemning it to Abaddon regardless of actual deeds. If you summon a Lantern Archon, it will lead the goblin away from other people it might hurt and knock it out with beams of holy light.
Well, it seems I inspired this thread, so I guess I should contribute.
Sesharan Kai'del, a level 13 Arcane Archer, would be an appropriate challenge for tier 10-11. How it would go: "You see a woman floating on a broom six hundred feet into the air. She rains a storm of arrows down on you, taking advantage of the enormous(240 ft) range increment of her longbow. Also, the first arrow is imbued with Fireball."
Legionnaire Horatio, a level 11 Golden Legionnaire, would fight at the side of a barbarian, wizard, or other high-damage/low-defense character, adding +12 to their AC and taking the first successful hit every round. He'd make a better Dragon than Big Bad.
Umbera Dizak, a (currently) level 10 Serpentine Sorceress, would greet the PCs calmly, having been informed by her invisible imp (whose name is My Adviser) of their arrival. Then she would Dominate them, one by one, aided by Adviser using a wand of Ill Omen. Those that proved resistant to such (perhaps the imp identified a slotted Clear Spindle) would experience her fangs with their natural poison, combined with the Pernicious Poison and Poison spells.
Orpheus, a level 7 Sound Striker bard, would prefer to support some fighter types, but could use his Weird Words and Masterpieces to take on the PCs alone if needed.
Irlana, a level 5 Redeemer Paladin, would never even consider fighting the PCs, and if forced to, would simply knock them out and send them on their way.
Boons might not be such a bad idea, depending on what they are. But they should be ones that never get released to the general public or they won't be "Special" anymore.
I think I'm going to respectfully disagree. It seems to me that having things be "special" and "for GMs only" just results in a lot of bad feeling and complaining on the forums.
Lady Ophelia wrote:
I would hate fighting most of my characters as a boss... or even as a mook with prep time. I can just see it now...
PC: I walk into the room. Do I see anything?
We just ran this yesterday, and as a result of a very convincing gnome in the circle and some poor sense motives and knowledge rolls, the big guy got let out. As I was reporting it, I was looking for somewhere to note that he was set free, and I didn't see anything. Am I just missing a big obvious button, or is that not something that gets reported?
Definitely should be in homebrew. However, advice: none of the things you're looking for (especially permanency) are appropriate for a single spell level increase. As a rule, creating a Greater or Mass version of a spell is at least an increase of two spell levels. You could go Communal, but the only way that makes sense is by dividing the amount of possible shrunken material between all the items you're shrinking.
Patrick Harris @ SD wrote:
+1 from me. This is a solid benefit with limited use, no cost, and it's something that people would really love to have, especially when you die multiple times in a scenario or die before you can get together the prestige for that character you've just started to love.
Obviously, the Phylactery and the Reincarnation ability both create their own copy of the Lich Druid, who then work together and can both "double up" again, allowing them to create an army of Reincarnating Lich Druids, each with full druidic powers and zombie animal companions!
Like the title says. What's the fastest movement a level 20 character can have? Start with a race that has a 30 foot move speed. Take Fleet for every feat, adding 50 feet. A one level dip in Travel Cleric and Barbarian adds another 20. And then 18 levels of Monk adds 60 more feet (Martial Artist to not clash alignments with barbarian), for a grand total of 160 feet. Anything I missed? Any ways to get this even faster?
My confusion is basically that Favored Enemy doesn't really have any effects that are based on level except for gaining a new favored enemy and increasing one favored enemy bonus every five levels. The way the ability is phrased would seem to imply that I get that periodic bonus in addition to the bonuses at 2nd and 8th level. So a Ranger 5/Lantern Bearer 8, for example, gets two additional favored enemies more than the average ranger receives.
The Lantern Bearer prestige class from Paths of Prestige has the Favored Enemy ability, which stacks with a Ranger's Favored Enemy, but operates on a different schedule.
Lantern Bearer Favored Enemy:
Favored Enemy (Ex)
At 2nd level, a Lantern Bearer selects a creature type from the following:
Aberration, animal, fey, humanoid (elf ), outsider (evil), and plant.
This ability functions exactly like the ranger class ability of the same name, and Lantern Bearer levels stack with other class levels that grant the favored enemy ability.
At 8th level, the Lantern Bearer may select an additional favored enemy from this list. In addition, the bonus against any one favored enemy from this list (including the one just selected, if so desired) increases by +2.
So my question is, what does it mean that the two Favored Enemy abilities stack? Do I get another favored enemy when my total level reaches 10, like I would if I were a single-classed ranger?
Jeffrey, there's no explicit reason they can't, but Sascha is, after all, being hunted by the Hellknights. You should warn the party that she needs to leave as soon as possible. Also, the things in the sewers get to rest as much as the PCs do. If they left Togg alive, she might make things difficult for them. Also, since the human rangers are gone by that point, the jinkin who would have harassed them probably goes to join her friends, in either the optional or the final encounter.
I agree wholeheartedly. The unfortunate problem is that most of those questions are being asked because people don't know if PFS has a houserule for how that particular rule works. And ensuring that no such houserule exists can either be done by (1) scouring various stickied posts, some elaborate search-fu, a thorough analysis of Additional Resources, checking various blog posts, and double-checking all of the above to ensure that a second ruling has not been issued which contradicts or changes the first; or (2) asking the enormously helpful people of the forum. It's no surprise new players opt to ask in the PFS forum, really.
But if proficiency in something doesn't count as the feat, then you have to take that feat in order to have as a prerequisite. In other words, under RD's interpretation, a fighter that wants to take Shield Focus must first take Shield Proficiency(the feat), even though he already has shield proficiency(the class feature).