
Stormstrider |

... Re: Difficulty: Brother Guiness died.This is true. But as I said,
(except of course for the rare, special encounter like the Gibbering Mouther).
which of course was the encounter that killed BG and I did NOT enhance that encounter at all. It was purely by the book, whereas bandit encounters you all are just whizzing right through them. At no point have you been even close to one single character dying, less yet a TPK.
As to Boudacia's advice of caution, I do appreciate it, and that is part of why I am letting you all know I plan to be testing that, as a pre-cautionary measure. :-D So, yes, taking caution ahead of time.

Boudacia |

Stormstrider-I realize it is not in the RAW, but it almost seems like Sama would need to make a concentration check to cast a spell, while the bat on her shoulder is cackling madly at full volume in her ear. I am NOT going to require that at this time. But I am going to consult with other sources about such things to see what opinions I can get. It just doesn't seem right somehow to be able to Cackle continuously as long as you want with no consequences other than not having a move action.
I agree with Sama. The concentration checks table-
Table: Concentration Check DCs
Situation Concentration Check DC
Cast defensively 15 + double spell level
Injured while casting 10 + damage dealt + spell level
Continuous damage while casting 10 + 1/2 damage dealt + spell level
Affected by a non-damaging spell while casting DC of the spell + spell level
Grappled or pinned while casting 10 + grappler’s CMB + spell level
Vigorous motion while casting 10 + spell level
Violent motion while casting 15 + spell level
Extremely violent motion while casting 20 + spell level
Wind with rain or sleet while casting 5 + spell level
Wind with hail and debris while casting 10 + spell level
Weather caused by spell see spell
Entangled while casting 15 + spell level
is all things that physically interfere with you.
Other events that make be considered distracting, like nearly being hit by a missile weapon or your buddy having their head cut off, don't need a check.
Cackling is powerful, but it takes time to set up and must be done continuously or it all goes away and the hex can't be used on the same person the same day.
I can only use cackle like this cos we knew combat was coming. And didn't need to be stealthy.
Cackling is powerful, but very specific, must be continuous, you must do it every round and is one of the main positives of being a witch.
In case you hadn't guessed, I am arguing against the proposed house rule. :(

Stormstrider |

Understood. I simply said I am going to be consulting other sources, looking for suggestions. Or I could simply say that more hostile encounters occur as 'things' come to check out this strange noise? - Again, I am going to consult with other DM's, sources, etc. NO DECISION has been made, or even actually proposed at this time.

Boudacia |

Well, cackling is undoubtedly innately noisy.
I had one other GM who was concerned about unlimited cackling as he called it.
If I could use Cackling as I am in this combat 100% of the time it would be overpowered. But that could only be done as we knew combat was coming and didn't care about stealth. Even then it has to be maintained every round, usually anyway.

Sama Kattan |

The typical way to deal with a cackling witch is to rush her. Since the cackle takes a move action, the witch may not be able to easily escape from an aggressive melee attacker, which is a bad position for a witch to be in.
The problem is that Boudacia has her bat-form, which means she doesn't have to move, she can move with her mount (in this case, Sama, who also wouldn't want to be charged and engaged in melee).
The obvious consequence is that a cackling bat is the kind of thing that should draw fire, whether from spells or from melee attackers closing on us. :)

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1 person marked this as a favorite. |

My thoughts on encounter difficulty...
Most encounters should have moderate challenge, perhaps with CR from PC Level -1 to PC Level +1. Bonus points to DM’s who make the encounters interesting (like terrain features, unusual enemy tactics, etc.) and/or include challenges that certain PC’s will be well-suited for so the “spotlight” can be focused on everyone occasionally. These encounters should take up about 1/x of the party’s resources, where x is the number of encounters between rests.
There should also be a smattering of challenging encounters (boss battle at CR +2 or 3) and easy encounters (CR -2 or 3). Expect an immediate rest or retreat after the challenging encounters.
Most rare should be the super easy battles (CR -4 or lower) and overwhelming encounters (CR +4 or higher). These are best used to advance the story and add versimilitude to the world—not every foe you encounter is near your level. Some are mere annoyances, and some are so far beyond you as to be inevitably deadly—run away or die! Of course, as the party gains levels, that overwhelming enemy may not be so overpowering after all, and an eventual battle with the recurring villain can be a great story arc...

MendedWall12 |

My thoughts on encounter difficulty...
Most encounters should have moderate challenge, perhaps with CR from PC Level -1 to PC Level +1. Bonus points to DM’s who make the encounters interesting (like terrain features, unusual enemy tactics, etc.) and/or include challenges that certain PC’s will be well-suited for so the “spotlight” can be focused on everyone occasionally. These encounters should take up about 1/x of the party’s resources, where x is the number of encounters between rests.
There should also be a smattering of challenging encounters (boss battle at CR +2 or 3) and easy encounters (CR -2 or 3). Expect an immediate rest or retreat after the challenging encounters.
Most rare should be the super easy battles (CR -4 or lower) and overwhelming encounters (CR +4 or higher). These are best used to advance the story and add versimilitude to the world—not every foe you encounter is near your level. Some are mere annoyances, and some are so far beyond you as to be inevitably deadly—run away or die! Of course, as the party gains levels, that overwhelming enemy may not be so overpowering after all, and an eventual battle with the recurring villain can be a great story arc...
Completely agree, every once in a while I like to send my PCs through a warband of wayward goblins, just so they can remember how powerful they actually are. Then, sometimes, I like to send something into the environment that they have zero chance of defeating to remind them that there are always things out there more powerful. :) As you say, those things create a rich and realistic world. Though, I will say, I rarely (read: haven't ever as of yet) throw those "you can't defeat it" monsters into a dungeon where the goal is to make your way through the entirety of the dungeon. You can't clear a dungeon if you run out of it in fear for your life. :)

Gansu Kaichuta |

Most encounters should have moderate challenge, perhaps with CR from PC Level -1 to PC Level +1.
Some thoughts:
A lot depends on the party. There are some things that will be much more or less powerful than their CR might indicate if the party is well-designed to defeat that thing or lacks what is needed to get past a monster's weakness.
A shadow is a good example. At CR 3, it should be possible but not too difficult to defeat for a first-level party. But without the proper tools to fight an incorporeal creature, a Shadow can be impossible for the party that isn't prepared. But some oils of magic weapon, holy water, a channeling cleric, and a few scrolls of magic missile and that shadow will go down very fast.
It is also worth mentioning though that with rolled stats and numbers our party is considerably stronger than normal. The CR formulas assume a group of four characters with a 15-point buy. I won't speak for the others but Gansu's rolls are equivalent to 30 points (though about 4 of those points are superfluous), and he is well-optimized.
Because of the issue I mentioned earlier though, increasing the CR of the main boss creatures can potentially create a monster that the party cannot hurt, especially if the CR is already high. I have found while DMing that adding lower-level minions is usually the way to go in those fights. Action economy is the boss' main enemy and giving him some roadblocks gives him the chance to do what he is supposed to do without making him impossible to deal with.
But I should mention that it is also possible for a minion to be too low level to meaningfully contribute to an encounter. I noticed this when running Rise of the Runelords at home when the fireball-optimized level-7 sorcerer took out a group of 10 ogres with a single fireball. 10 ogres should be about CR 9 or so. They were too easy to hit and didn't have enough hit points or good enough saves.
So you can also meddle with low-level minions too. Want to make a horde of goblins dangerous again at level 5? Give them alchemist's fire. There are easy ways to modify creatures without making them overpowered.

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@Sama, sorry for your loss. Take care.

Sama Kattan |

Thank you folks. One of my S.O.'s relatives, very shocking as just three months ago he organized the funeral for her grandfather (his dad) who had just died. His wife found him dead at home yesterday. Cause of death still unknown (probably not foul play or suicide, though). Unfortunately he has a lot of money and didn't have a trust set up so his estate will go into probate and there will be DRAMA over this. I just hope we make it thru planning a funeral for him.

Boudacia |

I too am sorry to hear of your loss of [another]family member Sama. And further that contests over his estate is likely to follow. I hope your run of ill luck ends.
On encounter strength- most everything said I agree with.
Another big factor is the experience and competence of the players and this group is good. In Gansu's Shadow example, a group of novices will just start trying to hit it and all die. Better players will run away. Really knowledgeable players will have thought ahead, have the right equipment, and defeat it.
Just knowing from lots of experience what most monsters can and cannot do is a huge advantage.
I don't put myself in the really knowledgeable category. I haven't played enough Pathfinder and am nowhere near knowing the capabilities of most monsters or carrying all the rules in my head.
Another factor in encounter difficulty is luck. In a recent tabletop game I essentially ended one encounter when all the enemies failed a save vs Glitterdust.

Aldhranhald |

Sorry to hear that the loss of a family member will now bleed over into family contention and drama. Having just experienced something somewhat similar through the passing of my wife's grandfather (who also had a great deal of money in the bank), I can say, even just watching the shenanigans from the periphery was disheartening. When family members turn on each other over money, it shows a decided lack of any loving bond, or at least the fact that love is overshadowed by greed. I sincerely hope things do not turn out for you and yours as they did for my wife's mother and aunts and uncles. It was a depressing business watching them all treat each other like lepers, and there are still grudges being held over how things went down. In the end some of the people proved they'd much rather have money than close relationships, which I could not possibly find any more sad.
Obviously, take care of yourself and your S.O. We'll be here supporting you, and waiting for your lightning rod return. :)

Gansu Kaichuta |

Sorry to hear that, Sama. Hopefully your family can come together rather than squabbling.

Aldhranhald |

I realize I'm opening up a veritable Pandora's box here, but I had a thought, and realized that it seems, indirectly at least, to be supported by the rules. So...
Question: Does falling prone provoke an AoO?
I think a case could be made that it should. For two reasons. 1) Standing up from the prone position provokes an AoO. That is in the rules and cannot be disputed. Scroll down to find the table that shows what actions/movements provoke. Someone standing up from the prone position is cognizant of the danger around them and they still, by the rules, are incapable of preventing an attack of opportunity. 2) Simply picking up an object from an adjacent square, as long as you are within a hostile creature's reach also provokes an AoO. Again, a person "bending" down to pick up an object is completely aware of the danger around them, but, again, by the rules, cannot stop someone from seizing combat advantage from their momentary movement to prevent that attack of opportunity.
Because of those two things, to me anyway, there exists a very strong case for a person that is "falling" prone in their own square provoking AoOs. Obviously the final decision is up to the GM, but I think given the rules, and the fact that a person falling asleep is far less likely (read: almost impossible) to be able to put up any defense, they should provoke that attack of opportunity.
What do you all think? :)

Gansu Kaichuta |

What do you all think? :)
Personally, I think that it would make effects that cause someone to fall prone, like trip attacks, far too powerful if being knocked prone provoked.
Gansu has the barbed chains spell which currently allows him to make two trip attacks at range. If he could trip a guy standing in front of Uriel and then Uriel got a free attack, and THEN on Uriel's turn he can attack the prone character at +4 to hit, and THEN he gets another free attack if the guy tries to stand up... yeah, that would be scary.
If you are moved as a result of an enemy performing a combat maneuver on you, normally this movement does not provoke, I think for the same reason.
Usually a character being knocked prone is a surprise to most of the parties involved... except the character that did the knocking, and he was busy. So I could see that as a justification for not granting an AoO for that.
If someone deliberately drops prone within a threatened area, I can kind of see an argument for that. But being prone is already pretty debilitating.

Stormstrider |

Regarding falling prone & AoO's:
Both Aldy & Gansu makes some very valid points.
I don't currently remember where it was, but I distinctly remember reading somewhere that falling prone does not provoke. Of course I can't find it now. I need to remember to bookmark things like that. Also, a person taking the time to stand up, takes more time and movement, then someone simply dropping prone due to sleep, death, or something like that.
IF someone was intentionally dropping prone so as to try to avoid an attack, or pretending to fall asleep or something along those lines, I would either go with sense motive vrs. a bluff, or something like that maybe.
So, unless someone has RAW or something more definitive, I am going to say no on AoO's for 'unintentional' dropping prone at least. Intentional dropping prone, will be on a case by case basis for now at least.

Boudacia |

Aldhranhald- I am sure Gansu is right by the RAW.
You provoke attacks of opportunity by things you do.
Things that enemies do to you never provoke attacks of opportunity, and the rules explicitly say that time and again.
Logically, there is no reason if you move yourself it provokes and if an enemy moves you in the same way it doesn't. Except game balance as Gansu says.
As a long term martial artist I think movement by your allies should provoke an AoO or at least a chance of one. Close combat is all about reflexes, there is no time for thinking about anything.
If it makes you feel better Aldhranhald, if a foe were to voluntarily lie down while in melee combat for some reason, say to take a nap or due to curiosity about the nature of the floor, that would provoke an AoO. And a mental health check.

Boudacia |

Well, I checked the game thread and saw there was a new post in discussion, which was how I came to read the post. Which means, ironically, that it wasn't happening to me now.
The Paizo site has been unsettled and chaotic for some time now.

Gansu Kaichuta |

Heads-up: At least for me at work, Paizo is not showing me that there are new messages in the tabs at the top. I have to actually open the tab and scroll down to look. You may want to spread the word.
I believe he is talking about private messages. You used to see a little red dot but now you don't. I am having the same problem.
So: FYI Uriel, I sent you a PM, and Stormy, I am composing one for you now.

Stormstrider |

Just so you all know, This room was supposed to have only 4 bandits all level 1. AND they were not supposed to be barricaded behind tables.
You all just overcame double the number (8) and they were all level THREE vrs 1. And your party barely got scratched by comparison.
Gonna continue keeping the leveled up bandits for now at least.

Gansu Kaichuta |
1 person marked this as a favorite. |

Clearly a huge advantage is gained by burning down doors instead of opening them. :P

Boudacia |

"Notice! Thanks to the man having to be back 5 ft, Boudacia and Sama were saved from being in the cone! Believe me, I tried to include them! But just could not allow a readied action and a step back, and I did not want him standing immediately in front of the fighters!"
We appreciate you playing it fair Stormstrider.
Imho, one of the most common GMing mistakes is playing NPC enemies too dumb or too smart.
Too dumb when they don't use all their abilities and never use sensible tactics or planning.
Too smart where they always use optimal tactics, like they always know exactly what you are going to do and have examined your character sheet. Or worse when they always have exactly the item or ability they need just in that situation.
You of course are guiltless Mr Stormstrider.

Aldhranhald |

Since Aldy is the knowledge dumpster, my next action in combat is probably going to be trying to identify the weaknesses of the metallic snake. What knowledge should I roll for that? Engineering? Dungeoneering? Arcana? Spellcraft? Welding? Soldering? Metallurgy?
Edit: Actually I'll probably cast Silence on the wizard first. :)

The All-Seeing Eye. |

Human rogue 2/transmuter 2
NE Medium humanoid (human)
Init +7; Senses Perception +8
—————
Defense
—————
AC 14, touch 14, flat-footed 11 (+1 deflection, +3 Dex)
hp 31 (4 HD; 2d6+2d8+10)
Fort +4, Ref +7, Will +5
Defensive Abilities: evasion
—————
Offense
—————
Speed 30 ft.
Melee mwk short sword +6 (1d6-1/19-20) or
Acid Flask + 5 ranged touch (1d6)
unarmed strike +5 (1d3-1 nonlethal)
Special Attacks sneak attack +1d6
Arcane School Spell-Like Abilities (CL 2nd; concentration +6)
7/day—telekinetic fist (1d4+1 bludgeoning)
Transmuter Spells Prepared (CL 4th; concentration +8)
1st—animate rope, color spray (DC 16), mage armor, protection from good
0 (at will)—light, mage hand, open/close (DC 14), prestidigitation
Opposition Schools Divination, Necromancy
—————
Statistics
—————
Str 8, Dex 16, Con 14, Int 19, Wis 12, Cha 10
Base Atk +2; CMB +1; CMD 15
Feats Improved Initiative, Scribe Scroll, Spell Focus (illusion), Spell Specialization, Weapon Finesse
Traits magical knack, resilient
Skills Appraise +8, Bluff +7, Climb +3, Diplomacy +7, Escape Artist +10, Handle Animal +4, Knowledge (arcana) +11, Perception +8, Sense Motive +8, Sleight of Hand +8, Spellcraft +11, Stealth +8, Use Magic Device +5
Languages Common, Draconic, Dwarven, Goblin, Undercommon
SQ arcane bond (ring of protection +1), physical enhancement (+1), rogue talent (finesse rogue), trapfinding +1
Combat Gear acid (8); Other Gear mwk short sword, cloak of resistance +1, handy haversack, ring of protection +1, bandolier, hemp rope (50 ft.), signet ring, spell component pouch, wizard starting spellbook,
598 gp, 5 sp
—————
Tracked Resources
—————
Acid - 0/8
Arcane Bond (Ring of protection +1) (1/day) (Sp) - 0/1
Telekinetic Fist (1d4+1 bludgeoning, 7/day) (Sp) - 0/7
—————
Special Abilities
—————
Arcane Bond (Ring of protection +1) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Divination You must spend 2 slots to cast spells from the Divination school.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Physical Enhancement +1 (Dexterity) (Su) When preparing spells, chosen physical attribute gains enhancement bonus.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spell Focus (Illusion) Spells from one school of magic have +1 to their save DC.
Spell Specialization (Color Spray) Pick one spell and cast it as if you were higher level.
Telekinetic Fist (1d4+1 bludgeoning, 7/day) (Sp) As a standard action, ranged touch deals bludgeon dam vs. foe in 30 ft.
Transmutation: Transmuters use magic to change the world around them.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

Gansu Kaichuta |

Stormstrider, you could always create an extra avatar to store that kind of thing. Or even put the sheet on your DM profile in a spoiler.

Gansu Kaichuta |

Sorry about the test thing but I was having a real hard time getting my posts to even appear on my machine.
Had to reload the page three times to be able to see this one. So still having issues.

Boudacia |

Pushing Uriel's AC through the roof is a fine idea. If we can swing it that he does most of the Hand to hand, with Gansu doing some if needed.
Boudacia can do a lot for the party with spells, hexes and scouting. Much time in melee and all she can do is bleed everywhere.

The All-Seeing Eye. |

Female human cleric of Norgorber 4/rogue 2
NE Medium humanoid (human)
Init +2; Senses Perception +13
--------------------
Defense
--------------------
AC 19, touch 12, flat-footed 18 (+7 armor, +1 deflection, +1 Dex)
hp 49 (6d8+16)
Fort +9, Ref +8, Will +10
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 rapier +7 (1d6/18-20) or
gauntlet (from armor) +6 (1d3-1) or
unarmed strike +6 (1d3-1 nonlethal)
Ranged +1 light crossbow +5 (1d8+1/19-20)
Special Attacks channel negative energy 5/day (DC 16, 2d6), sneak attack +1d6
Domain Spell-Like Abilities (CL 4th; concentration +8)
7/day—bleeding touch (2 rounds), dazing touch
Cleric Spells Prepared (CL 6th; concentration +10)
2nd—calm emotions[D] (DC 17), hold person (DC 17), inflict moderate
wounds (DC 16), sound burst (DC 16)
1st—bless, charm person[D] (DC 16), inflict light wounds (DC 15),
murderous command[UM] (DC 16), sanctuary (DC 15)
0 (at will)—bleed (DC 14), cure minor wounds (DC 14), detect magic,
read magic
D Domain spell; Domains Charm, Death
--------------------
Statistics
--------------------
Str 8, Dex 14, Con 14, Int 8, Wis 18, Cha 14
Base Atk +4; CMB +3; CMD 16
Feats Combat Casting, Improved Channel, Selective Channeling, Spell Focus (enchantment), Weapon Finesse
Traits magical knack, resilient
Skills Acrobatics +0 (-4 to jump), Diplomacy +6, Escape Artist +1, Heal +8, Knowledge (religion) +8, Perception +13, Sense Motive +9, Spellcraft +4, Stealth +1, Use Magic Device +6
Languages Common
SQ rogue talent (finesse rogue), trapfinding +1
Combat Gear potion of invisibility; Other Gear +1 four-mirror armor, +1 light crossbow, +1 rapier, cloak of resistance +2, handy haversack, ring of protection +1, holy text (Norgorber), unholy symbol, obsidian, unholy symbol, obsidian, unholy symbol, obsidian,
--------------------
Tracked Resources
--------------------
Bleeding Touch (2 rounds, 7/day) (Sp) - 0/7
Cleric Channel Negative Energy 2d6 (5/day, DC 16) (Su) - 0/5
Dazing Touch (4 HD max, 7/day) (Sp) - 0/7
Potion of invisibility - 0/1
--------------------
Special Abilities
--------------------
Bleeding Touch (2 rounds, 7/day) (Sp) Melee touch attack deals 1d6 bleeding damage.
Cleric Channel Negative Energy 2d6 (5/day, DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Charm) Granted Powers: You can baffle and befuddle foes with a touch or a smile, and your beauty and grace are divine.
Cleric Domain (Death) Granted Powers: You can cause the living to bleed at a touch, and find comfort in the presence of the dead.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Dazing Touch (4 HD max, 7/day) (Sp) Melee touch attack dazes foe for 1 rd, Immune if more HD than your level.
Selective Channeling Exclude targets from the area of your Channel Energy.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

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Should we continue to wait for Gansu to clarify which door he intended, or should we just choose one and go forward? Uriel might just assume the door Aldy is next to (#6) is the one he listened at, so he would prepare to have that one opened...

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Works for me. Uriel will act accordingly...see gameplay.

Stormstrider |

Request for everybody's input/opinion/thoughts/whatever: Readied actions outside of combat - I am NOT going to change it on this level, so for now things continue to stay the same. BUT, they do make initiative complicated ... I know many DM's do not allow readied actions outside of combat for this very reason and we have all seen moments in our game where it has gotten complicated and/or confusing!
I am considering that after this level perhaps not allowing readied actions outside of Initiative. I wanted to give you all a chance to think about this, - we have PLENTY of time yet before this happens! - and that way you can think about it, researchit if you want, but you have a chance to give me your 2 Cp worth. If you do any research, please feel free to share any links to anything relevant you find or that you want me to see.

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So, here is my thought about readied actions outside of combat...
Say we have two contradictory readied actions outside of combat...Action 1–Bandit has a readied action to shoot any enemy he sees when the door opens. Action 2–PC has a readied action to shoot any enemy he sees when the door opens. So, what happens when the door opens? Who gets to go first? To be fair, you would need a subset of initiative for readied actions to see who gets to take their readied action first. Add to that the initiative consequences of readying an action (taking your next turn before the guy you interrupted but after the guy who interrupted you), and it gets way complicated to be “fair”.
Out of combat, I like “planned” actions and “awareness of threat” instead of readied actions. Obviously, “awareness of threat” describes if you are surprised or not—usually a Perception Check. If someone is unaware of the threat, combat starts with a Surprise Round (single actions only) with the unaware people not getting a turn.
Using the example above, people have “Planned” actions outside of combat. That means their weapons are ready and they are aware of the threat. A triggering event starts combat—in this case opening the door. Assuming no surprise, initiative is rolled normally, and people can take their planned actions as their turns come up. “Planning” an action has little mechanical effect other than making clear you are ready for combat and don’t have to spend actions drawing your stated weapon. Of course, if plans change, you may not have the right weapon at hand and would need to spend actions to equip yourself properly..

Stormstrider |

Advice/suggestions please? I finally have a smart phone! My Mom sent me Dad'd old phone. The brand is Blu. I need to have the chip switched out (I have the chip for use in the USA, just need to get it switched,) and I am wondering what might be the best place to go to, and/or what service you all might recommend?
If I could get that working then at least I could look at the map while at work hopefully!

Gansu Kaichuta |

About readied actions and starting combats:
* Firstly, opening a door to the room happens before combat begins and therefore I would not consider it a combat action. If Uriel opened the door, this starts combat and when his initiative comes up he should get a full round's worth of actions.
* I might also veto going full defense out of combat, since it grants a dodge bonus which is no good against enemies you can't see.
* If enemies on both sides of a door have readied actions, resolving them in initiative order makes sense.
* But it seems to me that the bandit in the room would have an advantage because he knows exactly where to look (the doorway), whereas the party has to look around the room to figure out where the enemies are. It may only take a split second, but in that split second the bandit pulls the trigger on his crossbow.

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* But it seems to me that the bandit in the room would have an advantage because he knows exactly where to look (the doorway), whereas the party has to look around the room to figure out where the enemies are. It may only take a split second, but in that split second the bandit pulls the trigger on his crossbow.
...and the party member would have an advantage of knowing exactly when the door would open, but the bandit may have to try and stay on the razor's edge of readiness for minutes or even hours as the party explores multiple areas...

Boudacia |

Advice/suggestions please? I finally have a smart phone!
Well, you should solicit an opinion from your phone as it is so smart.
I am not the greatest Pathfinder rules expert, but as I understand it, I believe readied actions outside initiative should likely not be allowed.
Most of the reasons have been covered. I would add if both sides know combat is coming, why can't everyone get a readied action? And in what order do they go? You could do them in initiative order, which is very like just going into normal initiative w/o readied actions.
If one side isn't aware combat is going to start, then the aware side gets it's advantage from a surprise action if the other side doesn't notice them in time. Should the aware side get readied actions as well? Seems to be doubling up and very lethal indeed. But if not why not? Surely this is the situation where you can most readily ready an action.
If neither side knows combat is coming the issue does not arise.
About readied actions and starting combats:
* I might also veto going full defense out of combat, since it grants a dodge bonus which is no good against enemies you can't see.
I agree with Gansu here.
Edit- another point.
I just looked up the rules on readying an action. They seem to imply that you have to have an action in initiative order to ready an action. For instance readying an action has consequences on your initiative order when you use it, that can't happen if you don't have an initiative order.
It isn't 100% clear, but if that is the way you read the rules this question does not arise.

Boudacia |

The relevent section of the rules, with a comment and some highlighting.
I wanted to copy this for my last post but the site was playing silly buggers.
"Ready
The ready action lets you prepare to take an action later, after your turn is over but before your next one has begun. Readying is a standard action. It does not provoke an attack of opportunity (though the action that you ready might do so).
Readying an Action
You can ready a standard action, a move action, a swift action, or a free action. To do so, specify the action you will take and the conditions under which you will take it. Then, anytime before your next action, you may take the readied action in response to that condition. The action occurs just before the action that triggers it. If the triggered action is part of another character’s activities, you interrupt the other character. Assuming he is still capable of doing so, he continues his actions once you complete your readied action. Your initiative result changes. For the rest of the encounter,
which implies you must be in an encounter to ready an action.
your initiative result is the count on which you took the readied action, and you act immediately ahead of the character whose action triggered your readied action.
You can take a 5-foot step as part of your readied action, but only if you don’t otherwise move any distance during the round.
Initiative Consequences of Readying
Your initiative result becomes the count on which you took the readied action. If you come to your next action and have not yet performed your readied action, you don’t get to take the readied action (though you can ready the same action again). If you take your readied action in the next round, before your regular turn comes up, your initiative count rises to that new point in the order of battle, and you do not get your regular action that round."

Aldhranhald |

I'm completely fine with not having ready actions outside of combat, mostly because my character doesn't do a whole lot in combat anyway. :)
As to the phone. In all seriousness, I would take it to Walmart. As I understand it, they have a variety of very inexpensive plan options with many of the nationwide carriers, and from my own experience the staff are usually pretty knowledgeable about the technology. One caveat, I say, "usually," because I have witnessed some of the staff in the technology section of the store have very little, if any, idea what they are talking about. :) It seems to depend on when you go, and who is working... Maybe make an Investigation check when you enter the technology section of the store and look for the "most intelligent" member of the staff in that area... I realize that sounds a little intellectualist, so sue me. :P

Stormstrider |

Sounds like we have at least a majority consensus on no more readied actions outside of combat. That again however will not apply to this level as this level all the bad guys are readying actions as well.
Gansu? My apologies. I have not been keeping track at all of any of your Ability score damage as I should have been. I did some searching, but from work it is harder to do. Have you at any point, in any way, done some restoration other than natural resting? As far as I can remember you have taken 1 Dex & 2 Con currently (since the last rest) I think? Though admittedly I am not certain of that. What do you have for your records please?