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Trap the Soul is a pretty good lich solver. No regenerating at the phylacetry when your soul is trapped...
Also, you know his name, so that's another +2 to the spell DC and no spell resistance. Finally, you could always get tricky and figure out a way to hand him the enspelled gem.
Actually, to add a question, what stops a character from researching this "ritual" separately from the feat:
Someone said wrote:
it's a 4th level ritual; a DC 19 int check just isn't that hard...
Advanced Class Guide wrote:
This gets both bloodline Arcana, 3 bloodline feats (chosen from either bloodline), bloodline powers at 1st, 5th, 9th, 15th, and a20th (capstone) (all chosen from either bloodline). It costs only 1 exploit, not 4 exploits and magical supremacy...
Finally, use Eclectic Training, Inner Sea Magic, pg 22, to get your casting level in Arcanist back...
When is the site going to get unf'ed? I have been trying to download the Hell's Vengeance player's guide since Friday, March 26, and I still can't it to download... I know you have an issue with the humble bundle thing, but this is getting a little ridiculous!
Follow up question. How do penalties interact with something that has an effect based on penalties.
For example Calcific Touch turns the subject to stone if accumulated dex damage reduces his dex to zero. Take a dragon with Dex 10, hit it with Touch of Gracelessness for 7 pt dex penalty, and then hit it with Calcific touch for 3 pts of dex damage. Does he become a rock?
Reach spell does not work with multi-touch spells, as you cannot hold the charge on ranged touch spells. You would get your one attack as part of casting and that is it.
Does anyone have a reference to support this statement? Especially in this corner case of a touch spell with multiple attacks turned into a ranged touch spell via reach spell metamagic.
Ok, I am trying to sort out how multi-touch spells (eg. Chill Touch, Calcific Touch, Frostbite) interact with familiars (Deliver Touch Spells) and reach spell interact. My understanding is as follows, correct me anywhere I am wrong.
A the simplest case, if a character casts a multi-touch spell, he can then make repeated touch attacks (typically up to his level touches) delivering the spell effect. In the round he casts the spell, she gets one attack as part of casting the spell. In following rounds, he can make full (ie. multiple touch attacks if his bab allows) or standard attacks to use up the remaining touches. Each touch only discharges on a hit.
If he uses the reach spell feat, these attacks are now ranged touch attacks (range 25Ft + 5ft/2 caster levels). He can still make full attacks in the rounds after he casts.
If he has a familiar (say a Cat), the character can cast the multi-touch spell, and use Deliver Touch spells to allow the cat to deliver the touch spells. The cat can make a full attack in the round the spell is cast, and can continue to make full attacks as long as the touches hold out.
If reach spell and deliver touch spells are combined, the familiar can take attacks as before, but they are now ranged touch attacks.
You cannot have both the character and the familiar taking attacks with the multi-touch spell.
Inner sea magic had Monasteries as magic schools (pg 24 and 25), had as an available boon for Torag's monasteries (3 pp): "You gain access to a blessed forge at the monastery. You gain a +5 sacred bonus to Spellcraft checks made when building any metal armor or weapon (magical or otherwise) with the forge. The item's construction time is divided in half."
IIRC correctly there have been some magic forges in adventure paths, allowing for resizing items (Giantslayer) and redeeming evil items (Wrath of the Righteous. Furthermore, Tombs of Golarion had an artifact forge,the soulforge which allowed for half time crafting...
I am pretty sure there are other examples of this kind of thing. Not to mention the downtime rules from Complete Campaig, allowing you to turn gold into "magic" capital 50gp in for 100 gp equivalent out (assuming you have a business that generates magic capital), which can then be spent to create magic items. This can cut your "real" cost of creation in half.
Ritual Hex is a feat from the Occult Origins Player Companion. What it does is teach you an Occult Ritual : Beseeching the Patron (Level 4 Ritual). This ritual is quite potent, allowing a caster with the Hex class feature to access an additional hex for 24 hrs. It's also not too hard to cast: 4X DC 20 skill checks on K. History (2 Checks) and K. Arcana (2 Checks).
Can a character simply use the research rules for rituals, (Occult Adventures. pg208-209, 4 months research and a DC19 Int check) to learn this ritual without taking the feat?
Regarding Planar Binding, this is a pretty good thread
Don't bother with Contingency, Limited Wish can do that job on it's own...
I would also reccomend Icy Prison ahead of Suffocation. It's a reflex save, which is commonly worse than fortitude for high level creatures. It is also very effective against casters - even if they make their save, they are taking continuous damage, and reflex is a weak save for all 9-level casters (and the 6 level casters except Bards, alchemists and investigators) (oh yeah, and Mesmerists).
Then I'll trade out Phantom Steed for Battering Blast, but again I'm looking for advice on spell levels 6 and up. ALL OF MY SPELLS ARE CURRENTLY STUCK EXCEPT FOR ONE BECAUSE OF A 12TH LEVEL SORCERER ABILITY TO TRADE OUT SPELLS AT EVERY 4TH LEVEL
A) Discuss the retraining rules from Ultimate Campaign with your GM. They allow retraining of spells known. This is something you may want to take advantage of...
B) Given this possibility I will discuss more than just 6 and up.
C) This advice will also depend a lot on what metamagic you have? For example, do you have Reach spell? How about Heighten spell? Extend Spell? Can you get cheap metamagic rods - eg Lesser Metamagic Rod of Extend Spell is only 3000 gp...
0- Detect Magic, Read Magic, Light, Ghost Sound, Acid Splash, Mage Hand, Prestidigitation, Resistance, Open/Close, Mending, Message
I would consider switching Resistance for Dancing Lights - Resistance is pretty pointless at this level as you and your friend s should already have a resistance bonus...
1- Magic Missile, Vanish, Feather Fall, Mage Armor, Grease, Enlarge Person, Protection from Evil, Identify(b)
I would drop Mage Armor, again, at this level everyone should have a better armor bonus already. If you need it to buff for followers, a 1st level wand is cheap. Vanish is also pretty iffy as you have Invisibility... Instead, consider Snowball (especially if you have Rime spell), True Strike, Sure Casting, Ear Piercing Scream (extended and/or heightened), Moment of Greatness (especially if you have a Bard in the party)
2- Glitterdust, Levitate, Communal Mount, Scorching Ray, Mirror Image, Invisibility(b), Stone Call, Minor Image
I would retrain levitate - you have other methods of flying, and I am not in love with Communal Mount; at this level people who can ride have their own mounts - usually monstrous. Also, Stone Call is kind of outclassed by this point. Consider False Life (can be a life saver), bestow insight (strongly boosts skill checks and insight bonuses are uncommon), Blur (another strong defensive spell), Rope Trick (it's a classic), Web (another classic).
3- Stinking Cloud, Haste, Slow, Aqueous Orb, Fly, Dispel Magic(b), Phantom Steed
I would retrain Fly, as you have overland flight. I personally don't love Aqueous Orb, nor phantom steed (especially if you don't have the ride skill...)
4- Black Tentacles, Confusion, Ball Lightning, Stone Shape, Dimension Door (b), Summon Monster IV, Enervation
I don`t really like Stone shape, as I believe you can access it through summon monster, and I don`t like SM IV, as you have SM VI.
I would consider Dimensional Anchor (Binding again, and can be really useful against teleport happy enemies), Greater Invisibility, Calcific Touch (especially if you have reach spell - share the effect with your familiar and deliver several touches per round), Scrying, Charm Monster, Emergency Force Sphere
5- Wall of Stone, Teleport, Overland Flight(b), Cone of Cold, Telekinesis, Magic Jar
All of these are strong except Cone of Cold.
6- Greater Dispel Magic, True Seeing(b), Disintegrate, Summon Monster VI
Disintegrate is not love (save and to hit roll, then damage isn`t that huge; things that miss fort saves should just lose).
7 Consider : Greater Teleport (can retrain Teleport), Simalcrum, Reverse Gravity, SM VII, Limited Wish, Greater Scrying (can retrain scrying)
8 Consider : Undead Anatomy IV (Breath weapons and Ghost/undead dragons, Gorgons, etc, ), Greater Planar Binding, Moment of Prescience, Polymorph Any Object, Mind Blank, SM VIII, Prediction of Failure, Trap the Soul, Clenched Fist, Irresistable Dance,
9 Consider: Disjunction, Gate, Timestop, Wish, Dominate Monster
also, consider items carefully, for example, a 1st level wand of Shield is cheap, and lasts long enough for a fight. Also there are several situational or downtime spells on this list (eg scrying, simalcrum). Things like Mnemonic vestments can allow you find sources for your spells other than your personal spells known...
So a player comes to you with a proposal for a ghoran PC, and you're going to hand him 20 lvls of Commoner NPC as a bonus?
Not to mention if you read what ghoran's are, a significant portion of that experience is combat practice - being hunted, and eaten when they fail to evade the hunt...
I just got my copy, and read the "fluff" on ghorans: "ghorans have no known method of producing new Ghorus seeds, limiting their population to those ghorans actually created by Ghorus."
I realize that occasional errors slip by, but whoever turned this copy in needs to rethink. This statement implies ghorans are ALL extremely powerful and experienced. Ghorus lived some 4000 years ago! We are supposed to have PC's with skills and experiences of several thousand years, yet are first level... Hell, even ghoran NPC's are a b+!!$ kitty to fit in - they should all be insanely high level (note that we have yet to see a single ghoran NPC of any level). Why hasn't the international ghoran conspiracy taken over the world by now?
A further Toxic Spell question. The feat says "The poison uses its save DC (...), but it modified by any effects that increase the spell DC (such as Spell Focus)." Bolding is mine. What is an effect in this case? In particular, is the casters's DC bonus from their casting stat added to the poison DC?
Wand Wielder Arcana + Wand of True Strike. 50 True Strikes for 750 gp, used to drive CMB checks to ungodly high levels... Remember you don't need the improved feats to use a Combat maneuver, especially if you are out of your opponents reach. Things like Longarm and Enlarge can drive your reach to phenomenal levels...
To be honest, I totally lost track what each individual player could do at the end of the campaign and basically relied on the honor system in regards if they played their characters honestly. As you can see, my player knew what he was doing.
Yeah, Magnuskn, th3M1ghty, it's clear you've got some very fiddly stuff running around, and extremely optimized, and I still don't think you can do this the way you have been, RAW.
"My char forfeit every second path ability, getting an off main class level instead." Lets just say that I wouldn't call that a nerf... It allowed you to pick up 5 levels of casting ability... without which you would be a 12th level caster on the clerical side, not 17th.
One key problem being is that someone coming out of a time stop doesn't have a "readied action" available. A "normal" time stop, works like this:
As mythic you can pick up another standard action from amazing initiative (that "can't be used to cast a spell") and you could also potentially get another swift or even a move action from "Borrowed Time". But neither of these lets you bypass the rules on p213. Synthesis will let you workaround the p213 rule once per day, by combining a spell from your cleric and sorcerer "sides". That would get you to 3 spells per turn (once per day), which is still not 4 spells per turn.
To actually make your turn work, would require something like this:
Use Time Stop from a scroll (standard action, non-spellcasting)
You've spent roughly 100,000 more GP on equipment. Maybe not a big issue.
On a bigger issue, "Wouldn't have saved Deskari in the long run (i.e. after another round)." Magnuskn, 1) it does if the sorcerer is dead/incapacitated before his 2nd round, which is distinctly possible if Deskari drops a full attack on his head as I have described. 2) As DM saving Deskari is not the point. The point is to have an epic fight. If Deskari puts a PC or two down, it's a lot more interesting. Clearly you were massively jaded by the time you got to this fight, but if Deskari's not nuked to death's door, the ranger can't easily kill him and then Areelu also gets a turn, with her own ability to pull TimeStop, using Wild Arcana... things snowball in this kind of fight.
1) Borrowed Time still does jack for the limitation from page 213 of the core rulebook. You've got a maximum of 2 spells per round. You've got an extra swift action - you could use a quickened SLA, or some other swift/immediate action - but it doesn't get you to 4 spells per turn. Was your sorceror using items for 2 of those spells - according to your initial write up he was straight casting all of them - I only got him to 3 spells by using a scroll...
2) Even if you don't use Mythic Time Stop, use regular Time Stop - like your sorceror is doing. I didn't actually do anything in the posted turn that required a Mythic Time Stop - I just noted that Deskari's friends would have been able to play too...
No, he didn't cast those spells during the multiple Time Stops. He used that time to buff himself up, then readied an action when he came out to use a swift action to cast another spell (Greater Dispel Magic + Moment of Greatness) then the standard action to cast another Time Stop. When he finally was done with that, he cast the Mythic Augmented Maximised Empowered Elemental Disintegrate.
I gotta say that I am currently with Raisse. I don't see how this possibly works in 1 turn.
Sorceror starts turn, and cast Time Stop, extended (1) - this is his standard action.
But after that, he cannot cast another spell this turn - P213, core rulebook "A spell with a casting time of 1 swift action doesn't count against your normal limit of one spell per round. However, you may cast such a spell only once per round." Nothing that I can think of in mythic allows you to cast 3 times per round - note that Amazing Initiative additional standard action "can't be used to cast a spell". He could use the extra standard action to read a scroll of limited wish, but he still needs to cast his Mythic Augmented Maximised Empowered Elemental Disintegrate the turn afterwards, allowing a Deskari (and anyone else) another opportunity to act.
Also, why didn't Deskari actually do something during his turn - his aura is an automatic effect... looking a MDJScorpion's statblock, which you are using IIRC, Deskari's turn should have looked something like this.
Standard Action: Mythic Time Stop, allowing him and all his allies to buff and maneuver. Deskari closes (flying) to melee range while casting creeping doom, summon demons and symbol of weakness DC 32.
After the end of the time stop, he uses amazing init to get another standard action, and full attack. Focus on the healer other than the paladin, who has already acted... Try and put the healer down. Don't forget the poison - it stacks with the poison from his abyssal swarm aura, and it reduces con, making further saving throws more difficult as you go, and also stacks with the infestation ability (another -4 to saves...).
Finally, using another mythic power, he uses his demon lord ability to use his SLA's as a swift action, and attempts to imprison a PC, DC 34, and he's smart enough to pick the one with the weakest will save.
Then the demons and swarms he summoned during the Time Stop go. Don't forget swarm master for his creeping doom swarms (dc32 Fort distraction saves and 10d6 dmg). I suspect the most useful thing for the Demons is dispelling...
As each post-paladin characters turn comes up, his abyssal swarm aura forces 2 Saving throws DC 44 Fort (Poison and then Nauseating). Note that poison makes the nausea save hugely difficult - 3d4 less con and infestation (another -4 to saves...). Then another save DC 36 frightful presence. After that use, Deskari's free action, so he can do it during their turn to force a 4th save (DC 42 Fort vs Stunning, and 20d6 dmg save for 1/2)... EDIT and the symbol of weakness for another save...
And God's alone know what Arleesh, Gimcrak and K reborn got up to during the TS. Note that Arleesh can cast just about whatever she wants using Arcane Surge.
some things to add
prepared rooms - summoning chamber from Ultimate Campaign, pg 103.
Also, you need to go into MUCH more detail about target choices. Mercanes, offer the opportunity to get into a magic item trading, w/o needing a huge city...
Also, remember unintelligent targets can be summoned (and not returned!) consider a celestial horse (stallion) sold to a band of horse nomads! Also remember that you can summon templated critters - which means just about anything...
Note that Harrowed Summoning and Augment Summoning don't stack - they are enhancement bonuses. Evolved Summons would likely be a better choice than Harrowed - so often, Harrrowed Summons ends up in a bonus that doesn't help much - eg INT or CHA for a combat beast - or one that doesn't stack with Augment Summoning...
A really melee focused investigator? Take advantage of that STR and CON while using the INT?
Good will and Reflex Saves will help compensate the low dex and Wis.
Take Sacred Tattoo or Toothy instead of ferocity.
Take HP for the Favored Class Bonus - you will need them.
Take Mutagen as your Investigator Talent (3ed), at 5th Quick Study and Sickening Strike at 7th.
Use a Great Axe
Feats: WF Great Axe, Dazzling Display (Great Axe)
Skills- Intimidate, Perception, Alchemy, Disable Device, UMD, Stealth, assorted Knowledges...
next level you get Focused Combat - which gets pretty close to keeping up with the fighter for melee combat.
Your tactics are intimidation (dazzling display) and poisoned weapons to weaken your enemies, then finish with a greataxe... Use Extracts to buff yourself as appropriate (suggestions - Shield, Long Arm).
Half Elves, Half Orcs and Humans all have the following favored class bonus available for Shamans:
Shaman: Add one spell from the cleric spell list that isn't on the shaman spell list to the list of spells the shaman knows. This spell must be at least 1 level below the highest spell level the shaman can cast.
Thats right, you can do customized expansion of the shaman spell list, from cantrips to level 8 spells...
The Shaman spell list. (scroll down)
What would you add with this FCB?
Cantrips: Not worth it...
They don't have access to all the solid witch hexes ("She cannot select major hexes or grand hexes using this ability"). That leaves out Agony, Ice Tomb, Retribution and Summon Spirit. Which still leaves much of your point - Shaman has a lot of tools, and I anticipate them getting more with the creation of more spirits in expansion material...
Under A Bleeding Sun wrote:
This is rather difficult to run a search on; Link please.
I dimly recall a ruling/FAQ entry that suggested you could cast/create a magic item with a caster level below the minimum for a spell. Am I remembering correctly?
For example, a fireball spell is 3ed level, and can be cast by a 5th level wizard, at a caster level of 5. Similarly he can prepare a scroll of Fireball at caster level 5. However, if the wizard so chose he could use a caster level 2 (2d6 dmg, range 480 ft. vs 5d6 dmg and range 600 ft) because he wanted not to kill all the people exposed to the blast or because he wanted to make the scroll cheaper (2*3*25 = 150 gp < 5*3*25 =375 gp )
This is particularly relevant recently due to the Consume Magic Item exploit of the Arcanist...
This is currently just first impressions, but Occultist arcanists might be the strongest of the lot. Spontaneous Improved Summon Monster (min/lvl duration and standard action) summoning spells are quite strong. For 2 exploits (1st and 7th - you also get a couple of SLA's from the 7th) and a changed (possibly better - unlimited summon monster IX is damn good!) capstone? If you are enthusiastic about charging your reservoir (say by using consume magic items) you can pretty easily drop a max level summon monster EVERY encounter.
Alexander Augunas wrote:
Yep, Precise strike and regaining panache... which is just about all you need, yes...
Just because I can see myself trying, what is the general opinion on "Wierd Words"
Weird Words (Su): At 6th level, a sound striker can start a performance as a standard action, lashing out with 1 potent sound per bard level (maximum 10), each sound affecting one target within 30 feet. These are ranged touch attacks. Each weird word deals 1d8 points of damage plus the bard’s Charisma bonus (Fortitude half ), and the bard chooses whether it deals bludgeoning, piercing, or slashing damage for each word.
"So given spells like calcific touch and flesh to stone, what wizard doesn't decorate his home with the petrified remains of smitten enemies?"
The kind who's sufficiently paranoid that he/she worries about someone with a pot of Stone Salve getting loose in their house?
Ghoran may be worse.
No Constitution score. Any DCs or other Statistics that rely on a Constitution score treat a construct as having a score of 10 (no bonus or penalty).
I wonder how many hexes will be usable by both the Witch and the Shaman. There is a significant dearth of non-sucky non-combat hexes...Shapeshift is a definite step in the right direction (especially if witches can use it as well).
I think I can top you Risner! Hannah V 4.0
Also, a question, if you are using 10 min/lvl buffs (eg Echolocation), why not Heroism?
7th level Bard (Word Striker)/ 3ed Level Rogue
Aasimar (Agathion Blooded) Halfling
Hit dice: 10d8 + 20 (Con) + 1 FCB = (8+4.5*9+20 +1) = 69
Armor Class: 25 (= 10 + 7 (Chain Shirt) +3 (Shield) +2 (Dex) + 1 (small) +2 NA)
Gear (62,000gp, 60,057 used)
+1 Elven Chain (6,150 gp)
Hannah's preferred attack mode is to sneak up on something using all that stealth she's got...and Wierd words them for 10 touch attacks vs flat footed touch ac at +13 to hit.
Each attack does 1d8+12 fort save for 1/2 + 2d6 sneak +4 for sniper googles.
Assuming a high fort save (+13), the 1d8+12 becomes = ((16.5*10)+(8.25*10))/20 = 12.3775
Assuming a low fort save (+9), the 1d8+7 becomes = ((16.5*14)+(8.25*6))/20 = 14.025
Sneak Attack Damage (per attack) is 2d6 + 4 + 1 Ability damage (Pressure Points) = 11 + 1 Ability damage (Pressure Points)
DPAttack = h(d+s)+ft(cd+cb+r)= 0.95*(d+11)+0.95*0.05*(1*d) = 22.797 or 24.440 + 0.95 Ability damage
h = 0.95
DPR = 10 * DPA = 228 or 244 respectively + 9.5 Ability damage
Without sneak attack:
DPR = 123 or 140 respectively
Coming back to Xanesha's change in difficulty, on thing is really important
The original version facing 6th level characters
1) 14 Con and d6 hd (wizard) = 6+5*3.5+6*2 = 37 hp. One round at max dmg
AE version vs 7th level characters
1) 14 Con and d6 hd = 6+6*3.5+7*2 = 41 hp. Two rounds.
The party dies a LOT quicker against the original...
I second don't kill it, but if you can manage 8th level spells - trap the soul should work nicely. Incapacitate the main body by hammering on it until it's well below zero hp (just don't do too much damage it can't regenerate). Then inscribe an appropriate gem with trap the soul (and your opponents name). Put the gem on it's unconscious corpse... trap the soul kicks in, no save, no SR...Store the gem safely, and maybe figure out if you can do something useful with the trapped soul of a high level spell caster.
As a quick note, I'm not at all sure that there should be such major consequences for using/abusing a succubus in this fashion. In game, several NPCs in City of Locusts appear to have done something similar without huge succubus conspiracies to overthrow them.
eg. City of Locusts, Pg. 27 : "Profane Gift(SU) Anemora is under the effects of a profane gift (+2 Con) granted to her by a succubus named Lelaxiss whom she has bound and imprisoned in a distant hidden locale".
Similarly, Areelu Vorlesh has a profane pact with a lilitu demon...
If published NPCs can play this game without huge repercussions, I do kind of wonder why PCs can't...
I think you need to do Arleesh as well. I also think you should consider throwing a lot more things like Mirror Dodge and/or rings of Evasion.
Consider one thought experiment. The second last encounter, Arleesh and friends vs 1 PC: Sorceror 20/Archmage 10.
Arleesh wins init, gates in Hekatonchieres and tries a quickened dominate person. Dominate Person gets laughed at.
Sorceror is next init. Casts Augmented Mythic Metor Swarm, with Channel Power and a Metamagic Rod of Consecrate Spell. Drops all the meteors on Arleesh...
Impact Damage : 8d10 = 80 (consecrate) dmg (bludgeoning) * 1.5 (Channel Power) = 120 + 4 fort saves vs Knockdown,
Total Damage (with all saves made) = 660
Arleesh dies (at -109 hp). 1 Spell. Everything else in the encounter (gimcrack, 4 advanced Vrolikais, the Hekatontarchies, Khoramzzadeh Reborn), all die as well from the blast damage, unless they make rather improbable saves... and them Kho's death throes clean the floor...).
Your revised Kho has at least a chance to live through this, if he makes at least 2 of 4 saves at DC of 21 + Caster stat (assuming no other feats, etc...) He has a Ref +26, but well, I think you can expect at least a +15 from that caster stat...
And Chuckles the sorceror still has a quickened spell and maybe a magic item use left, in this round....
As detailed here, I was having trouble with the first shipment from my order, 2918797
Today, Feb 6, I got home from work to find a package - the USPS has finally delivered the initial order...
Unfortunately, Paizo has sent me a e-mail on 5 Feb, "A package containing 2 items from Paizo Order #2998781 is about to ship from the Paizo warehouse via Standard Postal Delivery". I am unsure if you have actually shipped said second package. If you can, please stop it. If not, I need to know what to do with it when it arrives...
Justin Riddler wrote:
I have received the confirmation e-mail. Thank you very much, and I hope that this is the last you hear from me...
As mentioned in the previous thread, my order, #2918797 shipped as two packages: one on the 2nd of January, containing Pathfinder #7 (non-Mint) and Pathfinder #25, and a second package on the 6th of January. I have received the second package, but not the first. It is now February 3ed... Do you have any visibility into what happened to the first package?
Build a bunker. Ward and protect the bunker heavily. Build the tower up From the bunker. Have a permanent projected image from the bunker, to the top of the tower. Hide in the bunker. Use the projected image to launch your spells and look around - keep YOUR narrow butt out of the line of fire!
Remember to protect your bunker against assassins and other sneak in and kill you types (Special Forces in general). Also remember to always plan a couple of escape routes...