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Jhoruk the Banaan

demontroll's page

Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Modules Subscriber. 167 posts. 2 reviews. No lists. No wishlists.


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I've always had my characters tie a cord to the wand and then to my belt, then you can just drop the wand as a free action and it dangles from your belt. Now you wouldn't want a longsword dangling from a string tied to your belt, but I don't see a problem with a little wooden stick.

If that doesn't work: Play a Tiefling with a prehensile tail. Have a familiar pick up your dropped wands. Train a guard dog to 'fetch' your 'sticks', but not chew on them. Trained monkey. Hire a torchbearer to hand you wands.

Best way is just to play the game, and not worry about dropping things. Unless the GM is forcing you to drop things, just ignore it and assume it doesn't happen.


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If all the common folk in your kingdom were undead, then they wouldn't need water.

What is the motivation to build something in the dragon filled desert? Why not build in a more hospitable place with fewer dragons and more water?


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Thanks, those are both good ideas.


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I don't like the idea of state sanctioned tomb plundering for independent adventuring parties. While rationale is provided in the adventure, I prefer to have the grave robbing illegal, as that makes it more fun and challenging.

My plot hook for the tombs that need raiding in Half-Dead City, would be for one character in the adventuring group, with background ties to the city of Wati, to inherit a run-down property in Wati from a recently deceased uncle. He died from an infected ghoul bite. Turns out, the uncle's house abuts the wall around the City of the Dead, and the uncle built a tunnel under this wall allowing covert access to the necropolis.

The group could find maps and notes in the uncle's house indicating the most promising sites to explore, that is, where the tombs in the adventure are located. Ideally, the more dangerous tombs are placed deeper into the necropolis, so the group starts with the closest/easiest crypt.

Any ideas to improve this alternative way of running the adventure? Or alternative ideas?


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Ravingdork wrote:
You can buy trained lions with that much money. Those ought to be good for the first several levels.

Yes, this is very powerful if you let them buy trained lions or a tiger. See this thread.


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Deadmanwalking wrote:
Kazumetsa Raijin wrote:
demontroll wrote:


Register your fists as deadly weapons with the local authorities, then you can get them enchanted, because they now count as weapons.
Is that pfs legal? Or some kind of houserule?
House Rule. Or a joke. Not an official rule in any case.

Yes, it was meant to be a joke. You could still try to role play this scenario--it might be good for a laugh, even if the GM doesn't allow it.


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Drink a Potion of Heroism.

Obtain a Bard Henchman (or Evangelist Cleric Henchman).

Register your fists as deadly weapons with the local authorities, then you can get them enchanted, because they now count as weapons.


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There is a Cave Druid build that takes advantage of the crystal ooze's powerful slam attack that can do ridiculous melee damage at 10th level. Conquerer Ooze

Otherwise, a Gunslinger is pretty cheesy targeting touch AC for massive DPR. And, Synthesist Summoner combines being overpowered with complex and confusing rules.


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Slumber Witch who spends her 600gp on three trained lions at 200gp each.


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Be sure to give your goat familiar a Charisma boosting item, I mean, after all, you want her to look good when you

Spoiler:
...


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Well, if your character's AC wasn't so high, the GM might not feel compelled to throw so many swarms at you. The GM probably isn't having fun when they can only hit your character when they roll a '20'. If you look at any of the multiple posts by GMs complaining about characters with high AC, one of the easy solutions is to use more swarms.

Once you get good at defeating swarms, I'm guessing the GM will change tactics. Do you want the game to have real challenges? Or do you want to automatically win because you built a well designed character?

Edit: Oops, just noticed this is an old thread that was brought back to life. Moral of the story: if your character has really high AC, expect to see some swarms and plan accordingly, but don't blame the GM for trying to challenge you.


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I did some digging, and James Jacobs says rays can affect swarms.


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Tels wrote:
demontroll wrote:
The 1d3 energy cantrips can damage a spider swarm, whereas a crossbow bolt would be useless against the diminutive swarm.

No they can't.

Swarm traits wrote:
A swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms) if the swarm has an Intelligence score and a hive mind.
The 1d3 cantrips target one creature or object and therefore are useless against swarms.

You may be right, but that's not how I interpret these spells. Acid Splash has 'Effect one missile of acid', and Ray of Frost has 'Effect ray'. They don't specify a "target" in their stat block. Now a spell like Blindness specifies 'Target one living creature' and this wouldn't affect a swarm.

I see an Acid Splash spell to be roughly equivalent to an alchemical flask of acid, but with less damage, and no actual splash damage. Both can damage a swarm. Likewise, a sword that magically drips acid, can do acid damage to the swarm, even if the weapon itself doesn't do weapon damage. Essentially, diminutive swarms take damage from energy.


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The 1d3 energy cantrips can damage a spider swarm, whereas a crossbow bolt would be useless against the diminutive swarm.


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If being a vampire makes the characters powerful, they are going to need a good reason why they would want to be cured. You may want to think of a plot other than looking for a cure.


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A cliche personality is better than no personality. As long as the barbarian isn't too disruptive, it could be fun.


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I do the opposite. I let players dump their stats all the way down to 3. A base stat min of 7 is just too confining for proper 3/18 min/max.

3 ..... -16
4 ..... -12
5 ..... -9
6 ..... -6
7 ..... -4
8 ..... -2
9 ..... -1
10 .... 0
11 .... +1
12 .... +2
etc


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If the players have essentially won the fight and just need to mop a few mooks, as GM, I say that they win the fight, rather than rolling it out. This speeds things up greatly.

Also, if an encounter is super easy, I let the players describe one thing their character does (with automatic success), and then I describe how they win the fight.

This way, there is more time for the plot important encounters and the drag-out knock-down fights.


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Have ranged attackers all target the wizard and do enough damage to kill him in one round. He can't teleport away if he is dead. Let the cleric use their Breath of Life spell they never get to use.


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A Zen Archer ignores all cover penalties by taking Improved Precise Shot at level 6 as a bonus feat.

To defeat obscuring mist, step up, prone targets, and underwater penalties, the Zen Archer moves all the way up to their target and takes advantage of their level 3 bonus feat Point Blank Master which allows them to use their bow without provoking attacks of opportunity.


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Obtain an improved familiar with use magical device (or somehow gain a witch follower) to always cast Ill Omen from a wand on your next target. This makes the target roll their saving throw twice and use the worse of the two d20 results. The best part, there is no save for the bad luck effect. For example, if there was a 20% chance the big bad guy would fail their save, with Ill Omen, you have now increased the chance to 36% that they fail their save.


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Melee classes need to move to get adjacent to their target, negating their ability to full attack. Archers can full attack almost all of the time.

Zen archers can get Point Blank Shot (ignore shooting in melee range), Improved Precise Shot (ignore cover), and Clustered Shots (ignore damage reduction) which lets them overcome most of the weaknesses of archery. Yet, there are no feats to allow melee classes to pounce, or a melee version of Clustered Shots, in order to overcome their weakness.

Maybe not allow some of the archery feats, or instead allow melee classes to get houserule feats that allow pounce and clustered attacks.


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There is Incendiary Cloud. Perhaps it could be activated as a trap, filling the golem's room with smoke and fire. It only lasts 17 or so rounds, but that is effectively permanent, especially if the trap resets every minute.

But if you are the GM, you can just make something up that fits what you want.


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For throwing character, best if character is small sized. One can toss a gnome much farther than a human.


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Wait for the group to be clustered together, and then seven wizards step out and they all cast an optimized area effect damage spell. Give them Improved Initiative and a trait like Reactionary for an additional +2 to initiative. Even with no optimization, that would be up to 7*7*3.5 = 171.5 damage per round, and 84 damage per round if they make all seven of their saves. The wizards would each have mirror image cast on themselves, along with appropriate resist energy to avoid friendly fire. If the monk and rogue have evasion, they can laugh at their dead teammates.

Seven Zen Archer Monks can all focus fire on one PC at a time. Of course, start with the healer. They have Improved Precise Shot, so they don't have to worry about cover.

Seven Summoners with seven eidolons. Take the feat where the eidolon can keep fighting for 7 rounds if their master dies. This would give you roughly twice the action economy of the PCs. Seventh level summoners can cast 3rd level spells like Black Tentacles, Displacement, Stoneskin, and 2nd level spells like Create Pit and Haste.


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For my group, I need to house rule in order to make humans more powerful, otherwise no one will play them, and even then, it is rare for them to be selected.

When using point buy, +2/+2/-2 for stats is much better than a single +2, especially if the two +2 bonuses go into your primary stats. Having Darkvision is extremely helpful in a lot of situations, and 12000gp is pretty hard to come by and would be better spent on other items. Humans lack good saves and have no immunities, the halfling luck bonus of +1 to all saves is easily worth more than a feat.

Humans are also perceived as boring, as the players 'play' a human in real life.


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It sounds like the players want to play chaotic-stupid characters. Unless you want to run a very silly campaign, there should be consequences for their misdeeds. For example, if townsfolk are wronged, they are good at recruiting powerful do-gooders to come to their aid and bring the miscreant player characters to justice.


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Cap. Darling wrote:
demontroll wrote:

If you don't plan to deal damage, you can wear heavy armor and use a tower shield without proficiency in either. Non-proficiency only gives you a penalty to your attack, which you don't care about as a pure caster cleric.

...
I am sorry if i sound rude, but this is horrible advice. You will get in to situations where having -13 to hit in mithril gear is gonna stink.

This works because the character starts at level 8 and will have plenty of spells to cast. They could have -30 to attack, and not be bothered by that in the least, because they are busy casting spells not swinging a mace. The OP didn't want to make a melee cleric, they wanted to make a healer/caster cleric. Low level clerics need to be viable in combat for when they run out of spells. It takes a while for high level clerics to run out of spells, and when they do, the group needs to rest.

Obviously, everyone can make their own choices about what is good or bad for the character they want to play. I was just giving an idea that I thought would help, and the OP can choose whether or not to use it. If you can explain why an extra +5 AC without the normal feat expenditure is bad, it may help the OP decide in your favor. For example, one drawback is that touch attack spells will not be viable, but spells like Spiritual Weapon will still work fine.

Another idea for the caster cleric, get the Scribe Scroll feat, so you have the right condition removal spell at all times. Memorizing Remove Paralysis is usually a poor choice, but having it on a scroll or two can save the party when it comes up at some point.


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If you don't plan to deal damage, you can wear heavy armor and use a tower shield without proficiency in either. Non-proficiency only gives you a penalty to your attack, which you don't care about as a pure caster cleric.

As a healer you don't need to match the damage output of the opponents, your healing buys the group more rounds of combat. Say the big bad guy is hitting the tank for 30 damage a round and the tank has 80 hp. With no healing, the tank goes down in 3 rounds. If you can heal 15 damage a round for 4 rounds, it takes 5 rounds to drop the tank, buying 2 more rounds of actions for the group before the tank goes down. So, in a group of 4, your 4 actions buy the group 6 actions and keep the tank alive a bit longer. This is a simplified example, but with strategic healing, you can keep people alive and gain net action advantage for the group.

Some people say you don't need healing until after the fight, but if encounters are that easy, it won't matter if you are not doing damage as the others in the group can handle it.


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Summoning more rats is a good idea. As a wizard (which uses INT) it could cast:

Aqueous Orb, but instead of water, it is a wave of rats.

Mad Monkeys, but instead of monkeys, it summons rats that take your stuff and break it.


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The graffiti plan seems almost reasonable, as long as you don't get caught doing it. If the bad guys have succubi, they may also have magic to show them who made the graffiti. The problem is you would have to watch the graffiti to see who gets offended by it, and then they could spot you watching them.

Attacking the seat of government may be both premature (maybe the government is legit, and something else is at work here) and suicidal. Maybe the Sarenrae cleric wants to become a martyr?

Just because someone is a long time gamer, doesn't mean they have the best judgement. Maybe they are role playing characters with poor judgement.


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Thomas Long 175 wrote:
He ended up casting and failing to cast defensively the spell blur so he got destroyed that round anyways from an AOO

If you fail to cast defensively, you lose the spell, but you don't provoke an AoO.

It is bad form for the GM to keep changing things after the fact. That said, the GM is making an argument that is frequently made by players. For example, a player may be bad at diplomacy and role playing, but if their character has +20 in diplomacy, that should compensate for the player's lack of eloquence.

It seems the GM is in over their head in terms of the complexity of the game. Having characters playing standard races, instead of elementals and such, would help to reduce the level of complexity.

So, unless you want this GM to step down from being GM, you will need to cut them some slack until they can learn your characters and the game better. Tell the GM that you don't like retcon, and you would prefer if the GM did not do that.

Personally, if I was the GM, I'd let you cut the incompetent wizard down, but then have the real wizard fly into the room, and rant how you are all going to die for having killed his apprentice. The GM can cheat in so many ways, there is no need to retcon.


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Summoner provides arcane casting, a disposable tank, and post combat healing with wands of infernal healing.

Zen Archer Monk. Stay in the back, and let the people in melee worry about the lack of healing.

Or, play the class you wanted to play originally, and don't worry about roles getting filled.


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Play an evil cleric. Memorize Death Knell. When a character goes unconscious, cast Death Knell on them. Good times.


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My characters always have a decoy belt pouch full of marbles or copper pieces dangling from their belt. This gives pick pockets a choice target, so they don't go for my real valuables.


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The spell Mad Monkeys summons a Monkey Swarm that steals/disarms weapons and then does swarm damage to the stolen/disarmed weapons each round. Good Times.


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Any time a group is way over the typical wealth by level, they become immediate targets for thieves, cut-throats, assassins, monsters, and unscrupulous adventurers, who want to relieve the lower level characters of their overabundance of wealth. The low risk and high reward of attacking the group becomes too tempting.


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Very nice guide. I read all of it. Thanks for sharing.

I'd like to add: When a GM reads text from a module word for word, the players tend to zone out or even have their own off-topic conversations while the GM is reading. For this reason, I never read from a module word for word. I will paraphrase and explain things in my own words, instead. It won't be as colorful, but it will cover the basics and not be completely ignored. As a player, if the GM reads a long block of text, I interrupt them occasionally with a question to clarify something, this breaks the monotonous word trance and forces the GM to use their own words to explain something.


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Hexes ignore spell resistance, being supernatural abilities.


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Greater Shadows who have had permanent See Invisible cast on them. Touch attack STR drain for the win.

Alternatively, rummage thru your notes, roll some dice behind your screen, ask to see the wizard player's character sheet, and declare that the wizard doesn't return from their scouting mission. Then, while you grin evilly, ask the group what they want to do.


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My 2 cents on balancing this class would be to remove the Animal Focus ability and then give it full BAB progression. Without full BAB this class plays as a nerfed druid.

I like the idea of teamwork feats that you share with your animal companion.


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The Morphling wrote:
I'm just utterly surprised there's no wizard/rogue hybrid.

I would like to see an illusionist/rogue type class.


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I don't track XP. When I feel it is time for the group to level up, they all just level up. All PCs level at the same time and are the same level, even if individual play time or contribution is different.

When to level is based mostly on amount of time played since last leveling and story advancement, rather than how many monsters were killed. If I'm running a module and it says they should be a certain level at a certain point, then they level up at that point.


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Zhayne wrote:
demontroll wrote:
The original barbarian back in Unearthed Arcana, 1985, p. 19, said, "Barbarians in general detest magic and those who use it."
Which was stupid then, and irrelevant now.

It is relevant because the original poster mentioned:

Jengada wrote:
raging on my own casters when the barbarian is angry


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Tactics wise, if the casters kill all the monsters in the room before you get to act, yell your name loudly, and charge into the next room and engage those monsters. This is known as the Leeroy Jenkins maneuver.

Just bump up the pace and steamroll things. Start the encounter 60' in front of the casters if you are looking for more action. If the casters pause to discuss strategy, or cast buffs, or loot the dead monsters, now is your chance to charge into the next encounter and get some swings in while they are preoccupied. Kick in some doors and run wild, show those casters how it should be done.


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You can still make magic items without having the pre-requisites, at a +5 DC crafting penalty.

I'd take craft wondrous, if no one else in the group has it. Then load up on pearls of power.


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The original barbarian back in Unearthed Arcana, 1985, p. 19, said, "Barbarians in general detest magic and those who use it."


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Buy a greater undead slaying arrow or two, since you are an archery ninja.

The next time you see the offending character, shoot him in the face. Don't talk about killing his character, just do it first chance you get.


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Brewer's Guide to the Blockbuster Wizard is a nice guide to building blasters.


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If your character is about to die, use the Withdraw action to get out of harms way. Let someone else soak some hits.

Take a level of Drunken Brute Barbarian, then you can drink a potion as a move action without provoking attacks of opportunity.

Pre-roll a backup character.

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