The scenario in the original post was probably The Silent Tide.
Some mechanics to think about, the first (potential) combat encounter in Shattered Star: Trapped item, if thge trap is not disabled, the PCs have to battle some pugwampis.
For most PCs, that is actually a fairly ugly thing. Any time you roll a d20, roll 2d20, take the worst one. Aura. Small enough room that they cannot get out of it, and they want to prevent the pugwampis from trashing the room's contents.
The Frostfur Captives: Your p[arty is tasked with bringing in some prisoners for questioning. The twist is that the prisoners are a bunch of goblins. And you have to start your journey in Irrisen, where humans are not popular...
Really, the description, as mentioned, would be up to the GM and players to come to a mutual agreement on.
For the most part, when I GM or play, it comes to:
1st round: You detect the presence of magic in the direction you are scanning.
And so on.
You can add the sensory input, if you want to, but if you do, expect the players/PCs to start metagaming, if your auras are consistent in description. "Okay, last week, we know that reddish veins in the aura denoted Evocation magic. This one shows a lot of reddish veins, so it should be a more powerful Evocation spell than Magic Missile. Maybe Fireball or Lightning Bolt?"
Arrows are improvised melee wesapons, too, IIRC, and breaking one making an AoO won't harm the bow.
But, in the long run, Snap Shot and/or Improved Unarmed Strike should be your "go to"s for a bow user.
Another place where the Zen Archer has a couple of legs up on most other archer builds.
Walter Sheppard wrote:
Well, it may be either two chronicles or three for PFS credit.
Depending on how the book breaks out, there might be chronicles for:
And, for home game mode, maybe a chronicle for 12/14/16 as the bonus, if that was a successful experiment from Dragon's Demand.
That is one of the downsides to the more limited casting classes, like Ranger, and Paladin. They give up cantrips/orisons for full BAB and other benefits.
Actually, off-hand, other than maybe in the playtest classes, are there any other classes besides Ranger and Paladin that don't get orisons/cantrips?
Bard = Yes
Not in PFS mode, since they are different Chronicles.
On a related note, for PFS mode, for the auction:
This won't affect me personally, I am running it in story mode, and going to be playing it in story mode, so this is not anything to worry about, but if the auction section is done in PFS PC play mode, it might be important.
Since it is an auction, they could potentially buy an item for less than book, and then get a 50% discount off that price, to boot.
Todd Morgan wrote:
The reason we are able to do 'home game' mode with APs and the new Modules is because threat of death actually matters. If you die, you have to raise yourself to complete the rest of the AP otherwise you are SOL. The pre-Dragon's Demand modules are much shorter and thus, not much of a threat if you die as it's pretty much a one-shot.
No, actually, it is because the sanctioned pieces of these longer campaigns lose most of the backstory, and a lot of the flavor.
The campaign/home game/story mode option is to allow the players to experience the full story of the AP or newer module.
In PFS mode, you can play the different pieces with different PCs in any order.
So, in PFS mode, it is entirely possible that you play the section where you fight the BBEG before you ever see why you should, or why it is the BBEG.
In PFS mode, you also are not going to run across the clues, themed items, and foreshadowing available in the full game.
In [t]The Dragon's Demand[/i], the area you encounter with all the dragonslaying gear is not on the same chronicle as the section where you get to fight the dragon. The dragonslaying stuff is on chronicle 2, the dragon is on chronicle 3. Means that the dragon, for PFS segmented play, is going to be tougher than for home game mode.
You also miss the whole intro segment, the A series of encounters, that help explain some of the backstory. You also miss the amusing exploration of the dead Wizard's Tower. Again, a lot of backstory is in that place. And it also means that part of Chronicle 2's coverage is for something that becomes fairly nonsensical, and would be a real toughie to be able to draw PFS PCs into.
The PCs get to sit through an auction, where most of the stuff comes from the Wizard's Tower that they don't get to explore. Meh. The general auction is a quick RP segment, but, for PFS PCs, they have to sit through something that they know little about, and that participating in is not supported by PFS rules. Even if they bid and win something, I don't think it is something they get to mark as purchased, especially since they get a huge fund-matching thing in there, too.
To be honest, the boon related to the auction is interesting, but not terribly helpful. Definitely won't affect wealth by level, either.
Tony Lindman wrote:
And here I thought that was what the spell Summon Instrument was for...
Thomas Graham wrote:
Well, my Reflex save is quite good, and I can take the damage, but that same damage will help take down multiple enemies quicker, thereby, overall, reducing the damage I will probably take overall.
Especially if it is on my Rogue, since a successful Reflex save will dump that damage amount significantly. ;)
Or, to put it another way, 27 mooks, or 3 mooks and some fire damage. 3 is low odds of an actual hit, much less a crit. Fewer attack rolls, less chance of swarming me to death.
8 enemies, empowered fireball, 3 enemies, all mooks, none in the AoE, since only the boss, who was caught in the AoE, had enough hit points to survive even on a successful save, and he failed. Sigh. Several of those fights were either underpowered to begin with, or walkovers after one spellcast.
Fingerprints of the Fiend, high sub-tier, slave camp by the dig site. The boss for that had 55 hit points at the high tier, Reflex +4. The fireball did 81 before DC 20 reflex save. And all of his henchmen have only 22 hit points. A successful save for the mooks is still outright dead, since they have a Con of 13...
Animal companions, familiars, mounts, etc.
Iconics, when needed to make a legal table:
Initiative tracking: handled by GM, handed off to player, combat pad, 3x5 cards, scratch sheet? Do you put someone into Delay if they take too long to give their actions? And how long is too long, in this case?
Maybe a reminder, if GMing at some place with a time limit, that that limit exists.
For commonly used but non-Core spells, maybe a reminder of limitations, like not healing Acid and Good damage with Infernal Healing...
Just to throw some thoughts out there, I am currently GMing The Dragon's Demand, and it is set around a fairly small, out-of-the-way place.
One of the bones of contention between the factions in Belhaim, the town, is whether to attempt to regain a prosperity and renown they had had before a flood closed down one of their main exports, 200 years before.
The town consists of 378 people, IIRC, and there are several places in town that have magical goods for sale, and several spellcasters.
So, a small, backwoods type of place, the kind of place where you could definitely characterize some, if not most, of the general residents as woodsy, in a Jed Clampett kind of way, still have several spellcasters, including priests of multiple religions, who can cast some spells.
Also note, as long as the locale has a competent Cleric and Wizard, a fair amount of the spells that would be generally looked for would be generally available, since both those classes can pretty much totally change their spell loadout within 24 hours.
Depending on their level and background, they may or may not be able to have a spell available in 30 seconds to an hour, if they are former adventurers who would be used to needing versatility at any time.
Yes, it is possible, with a couple of feats, to reduce the time to fill an empty spell slot in 30 seconds from 15 minutes.
Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls.
This bonus to damage is increased by half (+50%) if you are making an attack with any of the following:
Slightly changed the wording for clarity, but the rider is on natural attacks, since most do not get the 1-1/2 times Str damage rider. That is usually added by a special quality of the monster, that adds the rider to a specific natural attack that it does 1-1/2 times damage.
Most natural attacks fall into light and one-handed weapon categories, so would do either normal PA damage, or even halved like an off-hand weapon.
Dragons, IIRC, might get a special called Powerful Bite which lets them do the 1-1/2 damage with their bite.
That's correct. Flat-footed is different from Denied Dex. All Flat-Footeed characters are denied dex and flat-footed also denies AoOs, but not all chars Denied Dex are Flat-Footed.
Note that there is at least one feat (Combat Reflexes) that allows a flat footed character to actually be able to take AoOs, as long as they have a wielded weapon.
Another reason to have a spiked gauntlet or cestus, if you don't have IUS.
Lady Ophelia wrote:
Huh? The PC used to play Dragon's Demand in campaign mode is not a PFS PC, nor can it be played anywhere else besides in Dragon's Demand.
The original question was whether or not crafting was going to be supported in your run of The Dragon's Demand, or are the PFS alternate feat choices going to be the standard?
Andrew Christian wrote:
Sorry, this just made me blink. Someone want to explain to me how "available" is not equal to "available"?
By the way, for those complaining about this PC being flat footed, and a deadweight, most of the suggestions will wind up with giving him a fairly high flatfooted AC, same as his full AC. Yes, hbis touch AC will suck, but that is true for most builds.
So, high AC, bonus to Perception. Didn't he say something about it being a cleric, so high Wisdom, so even higher Percepotion.
I can juust see the game. He always sees the trap, but is too slow to stop his teammates from setting them off. Until they slow down and start listening to him. Heh.
James Risner wrote:
Actually, even at higher levels it is nothing to be sneezed at, since it would stack with things like Vital Strike, so that 1d8 longsword doing 2d6 becomes 4d6 instead of 2d8 with Vital Strike.
For a cheaper, but more limited, way to remove the sneak attack from the equation, the alchemical item: Smokestick can be your friend.
Only a 20% miss chance, but unless the dark creeper also has class levels, and added feats, it has no way to do sneak with that miss chance.
Just to reinforce what was mentioned above, but after his first attack, and before he can go invisible again, he'll have to eat an attack from 8 or more of those enemies before his next chance to go invisible again.
He likely also won't be able to get a full attack off very often wityh this trick, and, as also mentioned, after only one or two iterations of it, he'll start top eat readied attacks, and small AoEs.
And those readies could include things like trip, sunder, and disarm, so if he gets knocked down, even if he goes back invisible and stands up, he'll be in a very limited area that turn. Or have to find another weapon to use.
Maybe if he has Whirlwind Attack, Lunge and a boatload of damage in his attacks, against NPCs with low hit points...
At present, sanctioned APs and the module The Dragon's Demand are the only games that can be played in home game/campaign/story mode with non-PFS PCs and have credit applied to a PFS PC.
All the other modules, both Free RPG Day and 32 page, can only be played with a real PFS PC of the appropriate level, or a module-tier legal PFS pregen.
If played with a "real" PFS PC, the credit is assigned to that PC, as appropriate.
If played with a pregen, you have two options for the chronicle sheet:
A long time ago, during the days of "Play, Play, Play!" (Sorry, Dragnmoon!), modules were run in a slightly different format, with the option of using a leveled-up version of your PFS PC, and with gold shown for all the normal sub-tiers. This option was removed, back during Season 3, IIRC. The last module that iused it was The Ruby Phoenix Tournament, and it was specially grandfathered in for that module for only a few weeks when it was released, long since over.
Mystic Lemur wrote:
Dieben, most of those spells already exist. They're covered by prestidigitation. That doesn't mean that prestidigitation is so common that the average Joe will recognize it on sight. Perhaps the average adventurer, but really that's the purview of the spellcraft skill. Spellcraft wouldn't be "Trained Only" if they wanted everyone to be able to tell the difference between a harmless cantrip and a fireball.
I dunno. Shouldn't that be covered by the same rule as DC 10 Knowledge checks?
Able to make an untrained Spellcraft check up to a DC 10.
And note that some spells, like Prestidigitation, Create Water, Detect Magic, etc., have a base of 5 + level, like common monsters, like skeletons or zombies, that anyone Golarion can easily recognize?
"Oh, look, Johann is playing at being a valet, again. Never tire of that Prestidigitation cantrip, do you, Johann?"
I can't help you with Texas games, but I can let you know that the proper forum, if you are planning on playing PFS, is in the Grand Lodge folder.
I know there are several Texans, both Venture Officers and local GMs, who contribute on these forums, so you should get a link or two for Texas PFS.
Jayson MF Kip wrote:
Fame limits for magical upgrades, just for starters.
While that shortbow would need a Masterwork Transformation cast on it, it could still be done, so that 750 gp base cost would still count when you want to upgrade it past plain vanilla +1.
And there are several items that can be bought that are already masterwork, so their base cost has to be included for magical upgrades, like the much more common masterwork darkwood composite longbow (Str +3) or the masterwork greenwood composite longbow (Str +2). Those are 730 gp and 750 gp, respectively. +1 is Always Available, but when you want to add another property, whether that is Adaptive or Seeking or Holy, you have to include that base cost in the value of the weapon.
I admit, it does make for some oddities, like my higher level Fighter with a +1 Seeking darkwood composite longbow, which cannot be sold off because the basic bow was bought with 2 PP.
So, the intent of the rule is that you cannot sell off anything bought with PP for actual, in-game gold; but you treat it, for all other purposes, as having the value that it was bought at. Which means that 750 gp worth of diamond dust, bought wth 2 PP, is still usable for the material component in whatever spell can use it.
So, while it will work for X dust, it wouldn't work for buying, say, 6 25 gp onyxes for use as the material component in Animate Undead or Create Undead, but you could use 1 PP to buy a single onyx worth 150 gp for 6 HD/3 HD respectively.
Jayson MF Kip wrote:
If items bought with prestige are worth 0 gp, wouldn't 750 gp worth of components bought with prestige be worth nothing (and not able to meet the "250 gp worth of materials" requirement)?
No. The restriction is there so you cannot buy 750 gp worth of gems, say, and sell it off to use for regular gold.
Otherwise, it would mess up way too many things. The resale price is 0, but the value, in your items, is as normal.
@BNW: -4 to hit at range because he is prone. But the AC is lower because he is flat-footed. Probably close to a wash.
If you only have a single action, say because it is a surprise round, and you are a rogue/ninja, are you going to charge an unknown adversary, or use a thrown weapon within 30'?
I would rather, as a semi-squishy, keep my distance for now, while still having a chance to do my sneak attack.
And having an 18 Str for a Barbarian is not very far into optimization, nor is using a two-handed weapon.
As to using defensive fighting, that is predicated on the party having someone with a fair-to-moderate Knowledge Religion skill. Having the cleric or wizard tell the party, "That thing drains levels!" is not that far out of the box, is it?
As to being afraid to get near something, the rapier rogue is probably not a fan of being first into combat since he is a semi-squishy.
On Ledford: I have, unfortunately, seen adventurers played who would likely die from a non-crit from Ledford, or have to succeed on a nat 20 only to stabilize after a less-than-instantly-fatal hit. 5 hit points, 7 Con. Ugly.
Also note that bleeding out, IMO&Experience, can be a lot more frustrating than just dying outright.
"I need an 18 to stabilize, and no one is looking in the least to do anything to prevent my PC from bleeding out." Been there, lost a PC to that.
No response on the Shadow, since the mitigating factors for it are related to where it can go in the module.
John: While I see your concern, I think there would be plenty of room, even with higher CL wands, potions and scrolls as only being Fame-limited access, for plenty of partially charged wands, and maybe odd-ball potions or oils for spells that aren't normally available in potion format, as limited-purchase chronicle items.
Just my initial thoughts, of course.
I have a question about reporting it, as well. What do I report for A, B, C, and D? I'm not sure I understand.
Nothing. Those are for scenarios, and even then, only the ones that tell you what they mean, and which one to use for which event during the scenario.
Derek Weil wrote:
But I also know that in untrained hands they aren't very useful (true of any PC). I know my Pcs and what they can do. I guess the best thing for me would be to study the sheets for pregens I'm interested in to get an understanding of their mechanics.
We have a winnah!
Optimization, just off-hand, varies depending on whether you are planning on optimization for combat, interaction with NPCs, gaining all the background information available for a scenario, just for general competence, or even just for fun, and I am sure there are other forms of optimization available.
Edited because I forgot to count to 10 over someone's posts which I should have just marked as inappropriate.
Yeah, as mentioned in one of the later encounters, there is something there, that the alchemist has, that lets the PCs use the scales to make potions of Resist Energy (acid in the case of both the green and black scales) appropriate to the type of dragon scale used.
By the way, IIRC, there were only 6 or 7 green scales, and 1 large black scale, in the treasure. I could be mis-remembering, my players are just about to experience the auction at the beginning of Chapter 3...
The amusing thing 9os that my players identified the black scale, but are not sure what the green scales are. They are, currently, assuming they are also dragon scales, but they are taking a shot in the dark on that.
Golarion lore, where all Drow are evil, and no evil allowed for PCs in PFS means that anything Drow is illegal for PCs.
Looking at this as a "bonus" is what puzzles me. Why would I not take burning hands at first level anyways if I'm a fire elemental sorcerer? It seems stupid to go through 3 levels without it just so you can add it for free later on.
Because it doesn't do enough until 3rd level, anyhow?
More seriously, you can take it at first, get it as a bonus spell at 3rd, then retrain the version you learned at 1st level into a different 1st level spell at 4th level. Or use the UCam retraining rules at 3rd level to retrain it, so you don't have the wasted level.
Amanda Plageman wrote:
For ease of tracking, I have a set of 'life counters' that I give to players with Gunslingers to track ammo usage without slowing play.
Do you only do this for Gunslingers, or do you do it for archers, slingers, crossbow users, et al?
If you only do it for Gunslingers, please reconsider allowing the player to do what you allow anyone else with a limited resource to do: Track it the way they normally do.
Me? I use a scratch sheet for my PC at a game. I track hit point status, spell slot use, arrows/bullets/daggers/what-have-you used, scrolls, potions, wand charges, and other limited use things that need to be tracked on it.
I also use it to notate status effects, both positive and negative, usages of prepared spells, consumables of any sort, ability usages when that is a limited supply (e.g. rounds of bard performance, uses of Force Missile, once/day stuff like the See Invisibility and Daylight casts from one of my PC's Hand of Glory, rounds of use from my Boots of Speed, etc.)
And, to make my life harder, now a GM wants me to double-track my ammo used? In a format that I can't keep with my chronicle as a reference for later? All because I run a single musket using PC?
My apologies, but when I run across something like this, that reeks of prejudice or a double standard, I want to make sure that we are talking about the same thing.
1) Scale is +5, so AC 15 or 16, without spending feats. Add a buckler or shield, and it goes to 17 to 19. Dodge, goes to 18-20. Fighting Defensively, higher, total defense, even higher.
45% is lower than 50%, and even at first level it is possible to get it down to a 5% chance to hit. And if your Rogue or Ninja is the primary frontliner, you have other issues with party balance, really.
2) That greatsword Barbarian, charging, Raging, is probably going to be doing 2d6+12 or more points of damage on that hit, too. 19 points. Wouldn't take much more damage to take it out.
And the rapier Rogue sh9ould be opening the combat with a thrown dagger against a flat-footed target for 1d4+1+1d6 for an average of 7 points of damage. And not in melee with the target. Or open up with a tanglefoot bag or alchemist's fire.
Opening Volley is probably a decent feat for a Rogue.
3) And that is diferent than, say, fighting Ledford? 1d10+7, better to hit, average damage on one hit will take down most non-martial types, and that crit will take down, maybe even killing, most anything but an anti-Leford build.
Dead is dea. The main drawback to dying to a hit from a wight is that your party will have to deal with another wight shortly.
4) Having a party short on trained Knowledge skills, or Bardic Knowledge, is a bad thing at any level.
No Knowledge means that you can't easily/quickly figure out how to get past something's DR or energy resistances. It can mean wasted spells, like using a Charm spell on an Undead, or Shocking Grasp against a Demon.
I have played in parties with scanty or no KNowledge skills, and it sucks. Really. No one had Knowledge Planes, so we didn't know that opponent X was immune to electricity. That was a pain.
To be honest, though, this goes back to the question of what defines the base DC for the knowledge roll about specific monster types.
Obviously, skeletons, zombies and goblins are DC 5+CR, for core races and common animals.
Actually, I think I set the Knowledge Religion DC too low for a creature my players had to fight in the game I ran a few days ago. It was a zombie, but a very non-standard base. As a matter of fact, the zombie version actually has a lower CR than the regular monster.
But, again, having Knowledge skills at the table can mean the difference between beating an encounter (or knowing you should run away), and a TPK.
Which always seemed odd. Most, if not all, of the Extra <limited use class ability> feats can be taken multiple times, why not Extra Channel?
Heck, Extra Lay-on-Hands can be taken multiple times, so why not Extra CHannel?
Eridan:Either a Ready action attack causes a concentration check, or it doesn't. Can't have it both ways.
If the readied action is to interrupt the spellcastiong, which is what it is, a trip, sunder, damage, or disarm attack that hit will all cause some sort of concentration check.
If you want to rule that a readied action doesn't cause a concentration check from the motoin of being tripped, then it oobviously won't cause a concentration check from the damage of being hit, since it occurs before the action that triggers it. Even though the trigger is the act of casting the spell.
RAW doesn't deal with readied actions terribly well.
"I attack him and 5' step away when he attacks me." So, the enemy steps up, starts to attack, you attack instead and 5' step away from him. Doies he get to move 5' more, when he had already started his attack? Does he get to attack after that additional movement, or does it use up his standard to do?
Nope, just don't apply a double standard. Either a readied attack, whether for damage or a trip, interrupts the spellcasting, causing a copncentration check if successful, or they don't, in which case the damage only matters if it takes the caster out before he casts.
Ancient Japan (Tien)?
And that is just off the top of my head. Really, Gunslingers should be required to be Andorans, if you want them to have an Old West flavor.
Meh. I'd rather GM for a Gunslinger played plain than a Chelaxian playing hokey. Or a certain local Taldan of naked repute. (PC, not player)
The Beard wrote:
There aren't a lot of parties that will kill that wight in a single round, and someone is going to die if it even so much as touches them. Kinda poses a problem, no? I've managed to TPK a well rounded group with that solitary mob, and again on new characters with a shadow. This was even with everything I could legally do as a GM to try and assist their survival, which admittedly ain't much.
+4 to hit, is +0 if it is in a position where it cannot stand back up.
+4 to hit, against a "properly" equipped newbie PFS fighter-type, is less than a 50% chance to hit.
+4 to hit, against any arcane caster with Mage Armor up, is probably going to be less than 50% chance to hit, since they also get their Dex mod to AC.
Really, who is it got a good chance to hit? That tank in the front rank? Needs a 18+ to hit.
Heck, I have seen a first level Fighter with a 20 AC. 16+ to hit, only on a 20 if fighting defensively.
Sure, on average, one time in 20 it will suck, but a party that has learned the basics, focus fire, take down the real nasty first, tanglefoot bags are your friend, etc. are not going to have much real difficulty with him.
The crickets' main danger is how many attack rolls they get to make. More rolls means more chances to hit.
Wight gets a single attack, and it is easy for someone to neutralize his first round attack. And he is, in no ways, immune to being tripped, so there are plenty of builds that can make him lose later rounds attacks, too.
Believe me, there are lots of things in PFS that just aren't able to easily handle a reach trip build, among others.
Yes, the wight is a credible threat, but I wouldn't put him as a high risk for most parties. Low to hit bonus, low AC, not so stellar hit points. It will usually take multiple PC attacks to take him down, but taking him down in one round is well within the capabilities of many parties.
Yes, I have a Str Rogue. He gets flanking, so sneak attack, a lot. Gang Up, Improved Feint. 1d10 weapon, 18 Str. Not a sneaky sneaky Rogue, more a thung, but so what? Level 3.1 right now, sort of, should be 7.1 around the turn of the year.
Wrath of the Righteous is a special case, and last I heard was that there were no plans at this time to sanction it at all.
I know there was a petition thread started to sanction it in campaign mode only, since using Mythic rules with the non-Mythic PFS PCs, would be problematic.
Note, also, that using even a wand of Prestidigitation give sthe user an hour of clean-ups, cold drinks, and what-have-you for 7.5 gold. Not a bad trade-off.
An NPC adept with a couple or three levels can cast it once, and probably have it last the whole party. All for 5 gold per hour, I think, in pay.
Anyone with enough money, in a non-restricted society (Rahadoum, I am looking at you) might pay 5 gold for a casting of Purify Food and Drink, especially for a party with their friends, where they want to impress.
Carlos Robledo wrote:
Actually, there is one error in there, which is that it is only, currently, APs and specifically The Dragon's Demand module that it applies to. Any older module no longer has the option for campaign mode play, but must be played with a regular PFS PC or pregen.
Depending on the results of the various The Dragon's Demand games, is whether the new mode applies to all the newer 64 page modules as they get published.
So, for PFS credit:
Necromancy for thrills and chills. Or is that fun and profit?
And only a few days before its first birthday, too. ;)
Chris Kenney wrote:
Actually, no, he is not stuck as a vanilla cleric. When the Undead Lord, Master Summoner, and Synthesist Summoner were banned, the PCs got a free rebuild, since the whole thing qualified for that under the rebuild rules.
I don't know about Wraith's Undead Lord, but mine was built a bit differently, and the Undead Lord thing was fairly central to his build. I haven't really looked at him, much, but I also had the benefit of having him just at 2.0 when the banhammer hit, so he qualified for an even more thorough rebuild. Main thing is that, as presently written, the next time I play him, good, bad or indifferent, he is stuck with whatever I do with him. And he is one of my few race boon PCs...
Well, for a single attack against flat-footed, you could use a cracked purple prism Ioun stone, which holds a single spell level, to hold the Vanish spell. It lets you cast it, as long as you can get someone to fill it, on yourself to gain invisibility for 1 round.
Multiple of the stone, at 2K gp each, and a wand of Vanish to get them filled. UMD, or have it on someone's list, and you have a number of uses before they need to get refilled.
Or some way to get Greater Invisibility would give you multiple rounds of flat-footed enemy, unless they have some way to see invisible opponents or the Blindfight feat or equivalent.
Unless that Fighter is built badly, or started with absolute minimum money, his AC will be higher than 14, so less than a 50% chance.
Dex 12, Scale armor, maybe a shield or buckler = AC 16-18, before feats, fighting defensively/total defense, combat expertise, dodge, etc.
For an arcane caster, who hasn't cast Mage Armor, it is bad, but they shouldn't be anywhere near the wight in Accursed Halls, but that arcane caster is probably running a 14 flatfooted, 16-17 regular AC.
Also, that wight starts prone, so on its first turn, unless someone has double-moved up to confront an enemy behind other enemies, which is a tactical no-no, it has to spend its first turn standing up and then moving, not 5' stepping, to its first target.
I have run Accursed Halls at least three times, and it has hit a target once in all those runs. And that target had run in and stood next to it, so it got a quick attack off, and rolled fairly high on the dice, since it was a martial with a good AC.
Wights are, by their nature, ugly. And, to be honest, the wight is not the BBEG in the Accursed Halls. And, for Unruly, there is a Shadow in there in a different room.
Although, to be honest, the long room with skeleton archers at the far end is probably a lot more dangerous, despite having only the same to hit bonus, than the wight, since they start far enough away that they will get multiple rounds of attacks off.
Jacob Saltband wrote:
Looking through your posts I'm kinda confused....you know that Lore Warden gets weapon expertise at 2nd lv as a class bonus?
Lore Warden gets Combat Expertise at 2nd level, and Weapon Training at 5th level.
I think the original poster got confused about the names, and was targeting Weapon Training, +1 to hit and damage, but it also allows the use of Gloves of Dueling for their bonus to Weapon Training.
On Knowledges, the ones that fuel the monster checks are the ones you want the highest:
The others are nice, but a bit more niche.
As mentioned, Magus can bring a few things to the build, including the ability to spend Arcane Pool points to increase the enhancement bonus of your weapon, or for other effects. With an Int of 16, depending on your target armor, using the Kensai archetype for Grace, adding your Int mod, up to Kensai level, to AC, in addition to Dex, might be of interest.
James, while the Tower Shield can run you lower on its own, just go for having as much encumbrance as possible. That gives, if you can hit heavy, and you will once you can buy stuff (You carry how many Tanglefoot Bags?), a -6 ot intiative, IIRC.
So heavy encumbrance, 7 Dex, that Ioun stone, and a Tower Shield you aren't proficient in...
Is that the one that gives a bonus to Perception with a penalty to Initiative?
You might also check the Pathfinder Society Primer to see if any of the new Ioun stones or their resonances, might fit, too.
I think it is excluded because the charge in the wyroot can be carried over from session to session. PFS in general bans anything that has to be charged up in game and carries it's charges between games. (I think staffs are one of the few exceptions. And even there it gets gnarly)
Actually, it was originally allowed, but I think the issue came from how it charges up, rather than being a Arcane Pool point carry-over.
The only similar ability I can think of, gunslinger grit, only replaces used grit, it doesn't give a bonus pool.
Now, a whip as a Black Blade, which gives it a slowly expanding Arcane Pool of its own, which can be taken and used by the Magus....
You know, it seems amazing to me that I am the only one who both would prefer that it be unhooked entirely from Bardic Performance, and sees a way to do it while keeping it fairly well balanced.
Turn it into an ability, in some ways, similar to the arcane school abilities that Wizards get at first level.
A Sound Striker Bard would get 3 + Charisma Mod uses per day
Remove the Fort save, and make it a ranged touch attack, but make it a ray for purposes of feats and spells.
Very similar, in many ways, to the Force Missile ability. A useful go-to, when needed, but not a primary attack by any means.
Maybe offer the Sound Striker the ability to spend BPR to either turn it into a small AoE, 1 rd = 5', 4 rds = 10', 9 rds = 20'; or hit multiple targets with it for BPR = # targets/2. One or the other as the option, not both.
Whether it should get faster than a Standard would be related to how the similar Arcane School abilities work, which means that it probably shouldn't.
Then again, that is my personal take on it, both making it useful, without making it the primary go-to.
Note: If you add Greater Trip in there, you can add all sorts of bad things, like a disarm or sunder for their spell components, or a regular damage attack (or more, if you have allies close enough) for one or more additional Concentration checks.
Of course, that requires Combat Reflexes, and enough Dex to have a few AoOs to your name.