Cap. Darling wrote:
Second, and not to the OP, i am confused by the use of word Bandaid for cleric, isent that refering to Bob geldorfs Band Aid and usually refering to help that looks more effektive than it is wile promoting the helper? A cleric is not really pressured in to that role i think. But i may be wrong here.
He is referring to a small adhesive bandage used to cover small cuts and scrapes (called a plaster in the UK I think). A brand name of those in the USA is Band-Aid. So by referring to the cleric as a Band-Aid he is saying other players expect him to be there to make their boo-boos feel betters and not to contribute in any real fashion.
Summoners in general are problems as many players and DMs do not fully understand how eidolons and evolutions work. Synthesist exacerbates those issues by allowing players to really go overboard.
Unless you are rock solid on understanding summoners I suggest you don't allow it. Otherwise you may be back her in a couple months posting "Help, I can't challenge my synthesist player".
I do it all the time. You don't hear players complaining about "the game is too easy" you only ever hear them complain when there is a challenge.
I remember back in early 3rd edition I was running my group through Return to the Temple of Elemental Evil and an early encounter is a blue dragon. Keep in mind they had been warned of this dragon and one play who discounted the warning nearly got eaten by it when he went off on his own to check.
The battle was meant to be difficult by design. One of my players gets upset that it is difficult and throws a bit of a fit. Usually I let that stuff slide but I had enough of that players antics. So i told him, " If you are not playing this game to have a challenge then why bother. Just go home and make up awesome adventures for your character in your head."
He never gave me grief again.
As an actual teller of ancient tales I can tell you that tables were integral. I don't recall any spreadsheets as the number of options for your character were pretty low.
My current pathfinder group was formed by creating a meet up to look for players. When we got 6 we shut the meet up down.
I love the concept and I love the idea that there is real danger in a world that could consume the PCs very easily.
If PCs are aware of these dangerous places like Castle Bloodskull they know to stay away from them. I like the idea of players needing to carefully enter a place instead of just kicking in the door.
SlimGauge has the nut of the problem though. Do the players/characters have the tools needed to evaluate threats. I could easily see a party kill the low level minions guarding the door and then quickly get over their head.
Another problem presents itself which is how do the players know if their characters are ready for something? It would get rather tiresome running out of various ominous locations because the threat is too high.
He does not need improved initiative. The one level dip in diviner means he always goes in the surprise round. That is the diviner's special power. On top of that it gives him a +1 to initiative. at 4th level his Dex will be 20 and he will have +5 to Initiative which in many games is pretty damn good.
Wait I forgot his familiar, Compsognathus, guess what they do? Add +4 on initiative checks. Now he has +9 which is very good.
So no matter his perception roll he always acts in the surprise round and thanks to +9 he will probably get to go pretty early pretty often.
But even so most people get caught up in going first in a round. It only matters at the beginning of the fight because after that you can just delay to move your initiative. Oh I go last now? Well that means I go just before the guy who has the top initiative thanks to the circular order of initiative.
To be clear the charge rules say, '"you must move to the closest space from which you can attack your opponent."
That means with a reach weapon like a lance you complete your charge from 5' away. With a weapon that lacks reach you just need to line up properly so that the closest space is along a line where you can continue your ride by.
Just to change to subject a bit I was thinking the advanced talent dispelling strike gives the rogue an interesting niche.
Sure you need to take minor and major magic traits but using your major magic to get protection from evil is gonna be useful the rogues whole adventuring life and having a few tricks up your sleeve from minor magic does not hurt (the scouting rogue who casts his own messages)
Then at 10th level take dispelling strike. Every time you sneak attack you have a chance to dispel something. By that level many enemies are depending on low level spells for protection. Attack a wizard and dispel his mage armor-- now he just got easier to attack.
I do Penguin Plotting all the time. My players are clever and often their ideas are better than mine so I include the great ideas into my game. They feel super smart and I look like an amazing DM.
The best ones are when they come up with an idea that I can mix with my current idea. Then they feel smart and I look even more brilliant when the full plan comes out.
While Dream is a better fit I think that using sending as a base could make for cool dream material. You have a 25 word limit so perhaps the NPC's representation in the dream keeps repeating segments of the message. It is a great idea.
25 word limit, segments of the message, a great idea. You have a 25 word limit. Keeps repeating segments of the message. Perhaps the NPC's representation repeating a great idea.
If you are clever you could write the message so that rearranging certain phrases or short sentences creates a new message. If you feel you need an actual spell then just use Dream and use sending as the inspiration.
I make the character the lowest level in the party. He can be tied with another character.
A cumulative penalty seems harsh as a character's power level is a very important part of the PC. I would suggest a cumulative WBL penalty. Thus the reckless characters are punished but can still make challenge appropriate characters.
That can be done in the real world in several locations (many in south america)
I add a little in here and there. Many players are uncomfortable with the dark side of life and so many groups shy away. I have never gone as dark as the auction you discuss.
However, if I were to do so I would give the players some inkling of the darkness to come rather than just springing it upon them.
I have used them at low levels but usually when I gave the party plenty of warning. Perhaps tales related by the experienced woodsman of the siren of the woods or a direct warning by a local sage that a dangerous harpy stalks the mountain nearby.
Thus the players prepare properly. They keep protection from evil ready which so many classes can cast. If they do it right when they sight the harpy then several characters will have absolute protection against the charm effects.
if the group feels like gambling they can wait to see who fails the save and then cast P from E to get the second save at +2.
A knowledge check could be prompted by the DM so that wizards or other classes who might have Know(nature) could get some hints of their powers.
Long story short is that a group at least one full caster should have a very useful spell to deal with the song both before or after it takes effect.
Why bother with a real animal. Use the assorted mount summoning spells. They last hours per level.
Mount is 1st level and lasts 2 hours per level.
By the time you get bored of that Phantom Steed comes along.
Get Combat Casting and Uncanny Concentration like Remy suggested and you are always ready to go.
I would say you should stick with Mount because 1st level spells are easy to blow for a sorcerer as time goes on and when the horse dies you summon a new one. Bingo Bango Mounto Summono
I actually run a pretty tightly 'railed' game but have been criticized now and then by other GMs. I find the idea of a 'sandbox' game impossible unless you completely flesh out an entire region before play or can somehow make up a consistent, detailed and in depth world from scratch on the fly.
If your players are having fun with the tightly railed game then tell the other GMs to sit on a ten foot pole. Different groups have different play styles.
I run a sandboxy game with some rails at the beginning to give them some momentum in the right location. Sandboxy games don't have to mean the whole world is the sandbox it can just mean that maybe one city is the sandbox or one forest. Perhaps they are given a mission and this gives them some momentum when they are uncertain about what to do.
One trick I have deals with using miniatures and map for combat. If the players come upon a location (perhaps a room or small home) and they suspect that there might be an enemy or even a BBEG I like to start setting up the room while they discuss. At some point I nonchalantly put in a very menacing figure along with any other figures that go in that location.
Each game usually has one guy who knows all the monsters and he casually suggests some defense related to the monster while making no obvious note of the mini I put out.
Finally, when a PC actually looks in the door I will remove the menacing figure entirely or replace it with the actual baddie.
Just gonna throw this out. Assuming you have at least 11 in Cha maybe a dip into Oracle of Metal might be worthwhile.
They have three revelations that might be very useful. One of the big problems for battle clerics is mobility. Barbarians still move at 30 in armor and by 5th level the fighter can run around in plate mail at full speed. So often the fight is mostly over by the time you are closing.
1) Armor mastery lets you move at full speed in medium armor made of metal (so most of them)
So if you spend a 1st level feat you are running at 40 in a Breastplate. If you buy mithril heavy armor you can run around at full speed still.
Oh but you need the heavy armor proficiency. Well use a feat and take Extra Revelation to take Skill at Arms giving you all martial weapons and heavy armor.
Assuming you are human then at 1st level using your two feats on Extra Revelation gets you all this.
So now you have all the proficiencies you need and you are faster than a barbarian wearing the same armor. If you wish to take a second level of oracle you can get the Metal Oracle bonus spell Lead Blades which is tough to get outside of being a ranger.
Sometimes the players just get luck and you have to accept that. I like to open up fights with medium level enemies (easy but not too easy). Once a few have been wiped out then the boss comes out with a lieutenant or two.
I am a big fan of having opponents run away when the battle is obviously lost. They go on to notify as many other allies as they can. This give the enemy time to prepare. It also gives an excuse when a big boss knows their tactics. Especially when they see a couple of the guys that ran away.
Don't be afraid to have powerful enemies attempt to flee and then pop up in a later fight with a little more power. The players hate that and they will seek to put and end to that guy first the next time they see him.
Overthrowing a government is difficult at best. Historical examples show that it takes a lot for people to decide upon rebellion. At its heart people have to believe that the rule of law no longer stands and that they could do something about it. Short of some luck where an economic depression, military defeat, or some natural event causes discontent on a large scale taking over a nation takes planning, a ton of cash, and time measured in decades.
To give solid advice I need more information on the set up.
Plan ahead in case your players do try to assassinate this guy and happen to succeed. Give him several sons spread around Taldor and the Inner Sea. The archduke is a prolific writer of letters to his sons keeping them up to date on events, problems, and potential threats. Perhaps the PCs accidentally intercept one of these letters while trying to stop a vassal.
In this way if they kill the archduke then his son's are not only up to speed but spread out enough that they are very difficult to kill all at once. Retribution will be swift.
So the Oracle of Metal can take the following revelation:
Iron Weapon (Su): You can create a melee simple or martial weapon that lasts for 1 minute for every oracle level you possess. This weapon is appropriate for your size and entirely made of metal (even if it would normally include non-metal parts, such as a spear's shaft) but functions as if it were a normal weapon of its type. You are considered proficient with this weapon. The weapon disappears after 1 round if it leaves your grasp. At 3rd level, the blade is made of cold iron. At 7th level, 15th level, and 19th level, the blade gains a +1 enhancement bonus. At 11th level, the blade is made of adamantine. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
I like the idea of summoning weapons as needed so I have been trying to think of clever uses. The obvious ones like reach weapons, or using the special properties of certain weapons spring to mind.
So could my oracle summon a composite strength bow of any rating I desire? I believe so but I am not certain.
A little tricksy but could I also choose to summon a spiked shield?
What other clever uses might be hiding in this ability?
There are a limited number of characters and they have a limited number places and people they can hide things. Their patron starts hiring people to check into various leads. Maybe a break in occurs at another PCs home or family home. Maybe his parents are roughed up. They go to investigate and then another PC's family ( or affiliated group) gets hit. Eventually they check out the people the noble PC knows and find out from a servant that the PCs were there shortly after their return.
So now the patron hires some mercenary to break in and steal X because he assumes it is there.
The question is how would the patron proceed on this? Which PCs have resources to hide the stone. Does he have to send out people to investigate first? Maybe he also sends a group to follow the PCs.
In my experience it has worked. Stripped of the legitimacy of claiming CN they actually adjust their behavior. It may not work in your game but that may be down to play style.
I am fine with PCs resting in a dungeon. I ask what preparations they have made and how they will set guards and then make a decision from there how the remaining occupants react.
Depending on the dungeon that can be a nearly suicidal act or very safe or just a tough night. It also depends on the number of survivors of PC attacks.
Not every dungeon will react quickly. Disorganized dungeons populated by competing groups may think it is some sort of trap and be very slow in sending in a large force. They may not even have contact with a particular faction until a small group of survivors comes running that some adventurers wiped out their tribe. Even then they may be reluctant to face these obviously competent people and just try to shore up their own defenses.
In dungeons run by a strong central power and that are well organized counter attacks may start as soon as one guy escapes a battle. (Which sort of seems to have happened in your case). Depending on the organization they might harass the PCs throughout the day with constant attacks and send competent groups to attack in the night after the PCs think they are safe.
TL;DR: Depending on the organization of the dungeon and the relationships between the different factions resting in the dungeon can be easy or not.
Your oracle took the Huntmaster feat which is only for humans and she is an assimar. I am not seeing any feats that would make her mount a level 8 reincarnated paladin.
so im running the shattered star ap and im having a problem with 3 of my Pc's trivializing every encounter. i got a sorcerer that is full into CC spells, a nature oracle that went for the mount and got feats to make it a lvl 8 celestial horse with dragon style (they are lvl 5) and then a fighter with mounted combat. what effectively happens is the sorc casts web making a giant area of difficult terrain and then the fighter riding the horse charge in, the fighter does minimum 70 damage and the horse deals minimum 18 on that charge. then if anything actually survives that, the horse does 5 attacks the next round dealing at least 12-15 damage with each hit and the fighter deals at least 20 with two attacks. at this point i don't know what to throw at them that isn't an auto kill or that they wont steam roll it is stupid to have a horse just charge though dungeons ignoring terrain.
There are no feats that will let your mount be a higher level than you are. So be sure to check that out.
The fighter's horse is basically 1st level and will soon become a non-issue as enemies start to one shot it and end his mounted combat fun.
If they are charging into a Webbed area then the Web spell affects them and their mounts. Also, web itself provides cover for those inside the area of effect.
It feels like you are not quite up to speed on the game mechanics so I would recommend that you take the time to carefully audit your players PC feats and to carefully read the spells your sorcerer is using.
Outside of cities and in the areas that are more wilderness than civilized you will hear stories of how certain Fey or Hags will steal infants and replace them with a fairy or a hag. Like the Cuckoo they trick others into raising their young and like that bird they also usually kill the children they steal. Hags like to make them into a nice roast to be served on a dark night when the coven gets together. Fairies are so strange that infants rarely last long. Redcaps might absentmindedly eat them, nymphs might drown them or fail to care for them properly.
Once in a long while the right kind of Fey steals a child and happens to care for it properly. The child grows up quickly in the strange fairly realms and comes of age much sooner than it would in the normal world. Thanks to the pervasive magic of the fey realms these survivors are often spell casters of some sort. They might even be priests of some god who watched over them in the wilds of the Fey. Those who are not magic users usually have prodigious physical strength or amazingly quick and agile fingers thanks to a magical stream or enchanted fruit.
Why am I telling you this little boy? Because you are the changeling left in my place when your mother stole me from my parents 8 years ago and took me to live in her nightmarish realm. A few months ago I finally escaped and today I'm sending you to hell."
My general rule with cheating players is to let them cheat. If it is so important to "win" that they need to resort to cheating then you cannot cure the underlying problem.
I only act if their cheating is affecting the experience of the other players. If it becomes too egregious then I just stop inviting them to the game.
At 8th level enemy casters who use 2nd level spells should actually be pretty common. Just using 2nd level spells you get See Invisibility and Glitterdust which can be very effective in combination. If you get lucky you might even blind the rogue.
Dogs are only 1/3 CR and they get scent. Adding a few dogs to any guard post makes sneaking up that much more challenging. Adding higher level creatures with scent even more so.
Those are all the tools you really need. If you mix in all the other options like Dispel Magic and Invisibility purge then you can effectively neutralize the rogue while rarely using the same tactic twice. Since you don't want to neutralize him completely then sparing inclusion of these tactics will certainly let him know that it is not the WIN button.
Keep in mind though that the wizard is blowing one of his highest level spells to do this so I would only use these tactics to keep the boss fights interesting.
Also, have organized opponents react if reports get out that they are using invisibility. Suddenly, guard dogs are everywhere. Every wizard is using See Invisibility and so on.
When my players fight groups I like to have the last few guys run for it when the battle is obviously lost. Then later when they ask how the enemy knows their tactics I can point to all the people who escaped and probably reported back.
Well I guess 5-foot makes sense, I didn't see the logic that these creatures would 5-foot every turn till they got within melee range but from what everyone is saying this is common and used frequently. Also the charge was a miss use of wording, they would move their 30 feet and throw javs then on their next turn they would 5-foot, then 5-foot, then 5-foot to close distance. Also the team is a heal cleric, Sorc and two weapon Ranger. Also the GM banned summon monsters and pets apparently.
From what you are saying they seem to be taking multiple 5 foot steps each turn. I want to clarify something.
A five foot step is an action that moves your character five feet (or one square) and does not provoke an attack of opportunity. You can only take one five foot step in a turn. Also you cannot five foot step and do any other movement. So the example you seem to be giving is that they move 30 and then do six 5 foot steps. That is not legal.
You can 5 foot step and then do actions that do not include movement (with certain exception like teleport or dimension door or some crazy feat).
You can move up to your speed but then you cannot 5 foot step that round.
For example I could five foot step away from combat. Use a move action to take out a potion and a standard action to drink it.
Just because a choice is "less effective" does not mean you will not be effective. For a new player a blaster wizard is actually a good choice because blasting type spells are quite simple compared to many spells.
Blasting is super fun and if that is what you want to do the game supports it. You need to make certain that your knowledge skills that ID creatures are maxed so you know what kind of energy to use. Once you know that then Boom Baby Boom! I am the Midnight Blaster what bombs at midnight.
I encourage you to go the blasting route. Be warned that it takes a lot of feats to keep up with enemy hit points and immunities. I am sure other posters can recommend the right options for a blaster wizard.
This is all fixed by one house rule:
Re-rolled characters receive no wealth by level and are one level lower than your current character's level.
Cao Phen wrote:
You are reading the swashbuckler wrong. He does not get Combat Trick twice at first level. At first level he gains the ability to take Combat Trick twice as a talent. This is important because:
A rogue cannot select an individual talent more than once...
So the archetype is allowing a Swashbuckler rogue to bypass that restriction only for Combat Trick and only to select Combat Trick twice.
The earliest a Swashbuckler could select the second Rogue Talent is 4th level so that is when you could take your second Combat Trick.
It is still a nice Archetype because you can front load it.
I share my knowledge with other player’s and GMs at the table whenever a rule dispute pops up. I only do this so everyone has a clear & fair standing, but this annoys a lot of people.
Have you considered not sharing the rule unless asked? Sometimes people like to work their own way out. Sometimes they don't want to take the time to figure out the rule because the on the fly method is faster and every one is still having fun.
As a rules lawyer myself I have learned to keep my mouth shut unless the DM is being consistently unfair in his rulings.
The cohort is there because he is a loyal follower of one PC. The other PCs did not invite him into the group thus the cohort's share of the treasure is the burden of the PC who took the feat.