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.
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.
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.
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.
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.
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.
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.
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.
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.
It is relevant because the original poster mentioned:
raging on my own casters when the barbarian is angry
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.
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.
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.
I think the need for a party healer depends on the style of the GM. For the GM who uses speedbump encounters that are easily vanquished in 2-3 rounds, then obviously there is no need for healing until after the fight.
Personally, when I GM, the combats are more challenging and drawn out, usually lasting more than 10 rounds. A group without healing, is just not going to survive those kinds of fights without some casualties.
If no one wants to play a healer, the easy solution is to have a NPC heal-bot. This NPC doesn't really do much other than keep the group in the fight. Have the NPC a few levels lower than the rest of the group, and have the NPC demand a full share of the treasure. If a player's character gets taken out of the action, allow them to play the NPC healer.
Use stealth to hide during fights.
Spend the whole fight casting defensive spells on yourself.
Don't take offensive action, it will only make you a target.
Wear full plate and utilize a tower shield, don't worry about the penalties to attack as you are not going to be attacking. Buy a wand or two and use them if you want to cast spells.
Hire a halfling with a good ride skill and the Mounted Combat feat to ride you.
Dip a level of monk for better saves and deflect arrows. Dip a level of barbarian for hp and faster movement. Don't worry about losing out on higher level spells, as those will just make you a bigger target. Highly defensive and ineffectual characters live to (not) fight another day.
Following advice such as that laid out by demontroll in the post preceding, however is good for nothing, unless what you desire is a show of true immaturity.
Talking to the GM explaining why you think your character is religious, and therefore could become a cleric, is not being immature.
Roleplaying your character trying to become a cleric, is not being immature.
Asking if there is a houserule prohibiting multi-classing, is not being immature.
The advice I prefaced as being passive aggressive, could be seen as immature. Hence, why I said it would be a "passive aggressive" approach. Now there isn't enough detail to know what is really going on in this campaign, but walking away from the group, or taking a passive aggressive approach, may be your only option, once you have exhausted all other avenues.
Tell your GM that your character now wants to be even more religious and to learn some of the ways of a cleric. It must be divine inspiration, that has given you this desire. (Seriously, you shouldn't need to justify what your character wants.) Remind the GM your character has followed the dwarven gods from day 1.
Ask your GM what your character needs to do in order to make this happen. If you have downtime, seek out an appropriate dwarven temple/cleric and seek their advice on how to accomplish this.
If you want to be passive aggressive, if an adventure comes up, claim that your character doesn't want to participate until you obtain the clerical training you desire. Alternatively, retire your character, and play an annoying and ineffectual character instead.
Is their a house rule that prohibits multi-classing?
A level of Barbarian could give you the +10' movement that the Travel domain gives.
It is too easy to have high AC characters, and most of the game focuses on hitting that AC. Low to mid level monsters have a difficult time hitting characters. Monster AC is pitifully low in comparison.
Monster CMD gets too high at high levels, making character builds focusing on maneuvers underwhelming at high level, whereas casters get really good at high level.
Most pre-made content is way too easy for optimized characters.
Rogues are underpowered, and need a power boost.
All characters should get more skill points. Classes with only 2 skill points per level are a cruel joke.
On your character sheet, under equipment, write "arrows". Don't put a number next to it. Insist you always have enough.
This trick also works with rope; just write "rope", and don't specify a length. Need to climb down a 500' cliff? Good thing you have plenty of rope.
Your group forced their way in to a house and killed some of the people living there, that sounds unlawful and evil to me.
Just because someone detects as "evil", you are not justified, either legally or morally, to break into their house and kill them.
Imagine someone busting down your front door after you told them to leave. Then they go waving weapons around in your face and threatening you. You try to defend yourself but fail. The intruders kill two of your friends. Would you consider the intruders' behavior to be good or lawful?
A 2H reach weapon would maximize your chances of getting an attack of opportunity, which you can use to trip. Use armor spikes to hit things up close. This makes it a lot harder for monsters to just run around you to get to the squishies in the back.
Or instead of armor spikes, take a level in Maneuver Master Monk to get Improved Unarmed Strike for close attacks and Flurry of Maneuvers for a free extra trip attack whenever you make a full attack. Also, Maneuver Master Monk can take Improved Trip as a bonus feat, and you won't need to take Combat Expertise (provided you don't care about Greater Trip). Oh, and Monk dip gives +2 Will Saves.
Lore Warden Fighter gets +2 CMB/CMD at level 3, and they get Combat Expertise for free. Your AC won't be as high, but if things are always prone, they will have a hard time hitting you.
The taxes seem a bit high. How much could this tower be sold for? How much would it cost to make a new tower?
If I was one of the PCs I think I would consider walking away and making no claims of ownership on the tower. It seems that's what the first owner of the tower thought.
For about 3gp/day an adventurer can have good lodging and dining at an Inn. If there are 4 PCs, that would be 4380 gp a year. While that comes out about the same, this includes meals being served to you, and servants to clean your room and draw your bath, a stable for your horse, etc. You can also pay as you go. And move to another Inn, whenever you choose.
If the PCs want to stay in the tower, can they work out a deal where they perform some task in order to get the taxes waived?
@ Level 7 Vital Strike and Sap Master come online. Now your charge deals 2d12+6d6+20 with the same items above... and you'll probably be higher to hit with magic items and such.
Nice build of charging sap master, the Dragon Strike adds a lot.
However, I don't think you are allowed to charge and vital strike at the same time.
Mirror Image as a pre-combat buff should help against grapple.
My favorite tactic is having the caster invisible and they have an illusion of themselves on the other side of the room, so the group wastes a round or so of their best attacks against the illusion until they realize it isn't real.
Make a NPC summoner with a wand of True Strike. Make the Summoner's pet have one single nasty attack. Have the summoner cast True Strike on their Eidolon each round for +20 to attack. The Summoner will need a level of sorcerer to have True Strike on their list, but they can cast personal spells on their eidolon just fine.
Use obscuring mist, so the gunslinger is shooting blindly if he hides behind the monk.
Get a copy of the gunslinger player's character sheet. If there are 4 PCs, have them face 4 gunslingers. Have the NPC gunslingers focus fire on the PC gunslinger, and then the next most dangerous PC, etc. Start a new campaign and tell the players to not make such munchkin characters.
Demontroll - search on either Frog God Games or Sword of Air.
I'm not saying I can't find it. I'm saying Frog God needs to add "pathfinder" as a keyword to their description so others can find it. Say for example, people who play Pathfinder, but are not fortuitous to know the name of the product before they know of its existence.
So there is a 30% tax on the retail value, and then you sell your items at 50% of retail? So say you bring 1000 gp of loot in to town, are you taxed 300gp? And then you sell the 1000 gp of loot for 500gp, leaving you with a net 200gp after taxes? If so, that's effectively a 60% tax rate.
A 30% tax rate seems pretty high. You should move to a new town. I'm surprised merchants are going to travel to this town. They will have to pay a 30% tax on everything they bring into town. They will need to raise their prices to cover the added expense.
Set up an ambush point outside of town and practice banditry on the merchants as they travel to the town.
Then, offer to the town to track down the bandits and bring them to justice. Find some scapegoats, kill them, frame them with some of the loot you stole, and go claim your reward and fame for ending the bandit problem.
As long as the player characters can run away from these guys, I don't think it is overpowered or unfair. At 2nd level there is a whole world of monsters that they are not going to be able to defeat. Not all encounters have to be a fair fight where PCs can charge in without thinking and expect to win easily.
My only quibble, is when the PC's defeat these guys, they are going to get a lot of loot for it.
Now take 8 first level goblin casters each casting sleep or color spray on the group, and now you have an unfair encounter.
Tell the player you are getting tired of all the extra work with their multiple summons clogging up every encounter. It isn't fair to you or the other players. Ask the player to change their character to something else, perhaps a vanilla summoner with one pet.
It also depends on how optimized the PCs are. For optimized PCs, I'd recommend doubling all monster hp, and giving all monsters +4 to hit, and that's assuming a 4 player party.
I wouldn't increase the wealth in the adventure, WBL is a guideline not a rule.
There is a good thread/guide on developing challenging encounters
Spend all encounter XP on level 1 Sorcerers at 200 XP each. Each should have four 1st level spells, all of them cast magic missile each round. Have all of them shoot at the same target (who doesn't have the Shield buff).
So a CR 8 encounter would have 4800 XP to spend, and you could get 24 first level sorcerers. They would do 24 * (1d4+1) = 84 average damage a round with no saving throw, 110 foot range, and an automatic hit. That should easily kill one 6th level character each round.
Magic Missile always hits.
Hold Person with your rogue in position to Coup-De-Grace if the monk fails their save.
Hire someone to help you fight the monk.
Negotiate with the monk, maybe you can come to an agreement.
Go on a different quest, where you won't encounter the monk.
Have the rogue sneak into the enemy camp and kill the monk in his/her sleep.
Buy some scrolls to help you fight the monk.
Have the rogue craft a trap for the monk and lay an ambush.
Magus repeatedly using True Strike.
Buff the rogue's attack bonus: Bless, Heroism, Haste, flanking, Vanish, Reduce Person, don't use Power Attack, Bull's Strength, etc.
In standard Pathfinder, there are not a lot of skill points to spend, so it makes sense to metagame your skill points. In my group, we house rule so characters get more skill points, then everyone just takes the skills they want.
The wizard should have an illusion doppelganger (or better yet a Bard follower playing the 'part' of the wizard). Then the wizard is hiding behind some curtains, Wizard of Oz style. That should buy your BBEG another round.
Oh, and maybe he has an artifact that allows him to teleport, despite the Dimension Lock. Or at the very least, a contingency illusion spell or two to make it look like he teleported away, while he uses mundane ways to make his escape such as a secret trap door that locks behind him, and at the same time releases a captive monster for the group to fight.
Use summon monster to terrorize locals. Then get hired by locals to slay monster. Rinse, repeat.
Pickpocket a group member. Then use pickpocket to place stolen loot and one of your items on a different group member. Accuse that group member of stealing and demand to search their stuff. When group finds stolen items, kill that character and divide up their loot. When that player makes a new character with new starting wealth, again find an excuse to kill the new character and take their stuff. Rinse, repeat.
Sell horses to adventurers. Follow them to dungeon. When they go into dungeon, steal their horses that they left outside. Go back to town with horses. When adventurers walk into town, sell them horses. Rinse, Repeat.
I've always wanted to run a campaign that starts with the player characters being accidentally summoned by a wizard to help in a fight. Something goes wrong with the magic (when the wizard that summoned them dies) and so the player characters are now stuck in this new reality.
I was talking to the original poster, who asked what would I do if I was the GM in this situation. I'm sorry if somehow you took what I said as an argument to something you said.
But, since I also like to argue, here are my replies:
When I GM, I don't strictly follow the rules, so I see no problem in allowing the intimidate to work as intended by the player--effectively scaring the drunk guy off. Usually, I ask my players what they want as an outcome if they succeed at their diplomacy/intimidate/bluff roll (especially when the player isn't as eloquent as the character).
The problem with using intimidate, is that you have now made an enemy, especially so in this situation.
If the other players are complicit with the offending character's actions, and don't seek to distance themselves from that character, then yes, the whole group should be screwed over for the actions of the one.
I don't know if you are out to "get" your player's characters or not, but in this situation, I would be.