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![]() I grapple with this issue a lot, especially in PFS. I really prefer encounters to run properly, which means applying soft cover against ranged attacks, checking for ranges on spells, adjudicating Dispel magic correctly (seriously, that spell description is nightmarish) checking to see if buffs and debuffs were applied etc. However, I sometimes feel like I'm slowing the game down or taking people out of the moment. So recently I've tried to check stuff a little less, especially for new players who, for example, choose to throw a dagger with a pre-gen sorcerer. I'm still not sure the best way to handle the balance between having a good time and enforcing the rules so the encounter is fair. Advice would be great. ![]()
![]() Herolab makes character creation/updating so much easier for me. It ensures I don't forget silly things like updating my CMD or pumping my base saves or bonus spells per day from high ability scores. It is expensive and definitely has some annoying aspects (making sure money doesn't count vs. encumbrance, spending gold on spellcasting services). But on the whole I can't imagine playing pathfinder using only pen and paper. ![]()
![]() Who let Tom Phillips write a scenario outside the Gloomspires!? Get back to your post and finish up your series!!! I need to know what happened to Sevenfingers!! *Whip cracks*. (I'm totally kidding by the way, I'm sure this is going to be awesome, I just hope I can actually get a character to seeker tier for this.) ![]()
![]() Anyone else really worried that the multiple options for spell casting is going to create a massive rules and complexity headache? Just played a PFS game recently where I had to basically stop a game to show the GM how "Dispel Magic" works against a targeted spell effect (in this case stinking cloud) and that check is vs. the spell DC, not the caster level. That the rule is buried somewhere in the fifth paragraph of a spell that's nine paragraphs long was a real pain. I've had similar rules discussions concerning the spell "blink" and it's various effects. It was not my favorite PFS experience and that's not a knock on my GM who is excellent. Reading all the stuff about how different components create different spell effects and how there's now four tiers of saving throws... Well I'm just nervous that every third spell will going to require a trip to the rulebook to figure up one of the seven different outcomes. ![]()
![]() I admit I don't know the best way to go about this. But there's got to be a way to grapple people without requiring a two page flowchart to be on hand at all times. I'd also like a little more clarity on how many things one creature can grapple at once. I feel like some monsters somehow can "grapple" four people even though that's a little ridiculous for anything but the most bonkers enemies. ![]()
![]() If you're on the western side of Mass. Welcome to the institution.
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![]() Flagbearer might be a decent choice, but sadly banner of the ancient Kings isnt as good for me. Archivists don't have inspire courage they have naturalist (they lecture people about their enemies.) It's basically as good as inspire courage, since it keeps the to hit bonus and swaps AC for damage, but it means items that synergize with inspire courage are no-gos for me. Still, maybe flagbearer might be worthwhile? ![]()
![]() Just spiked level 7 with my Bard archivist and I have no idea what to take as a good feat. She's obviously not optimized, but she still does serve her role of buffing and save or suck spells admirably enough. I'm just not sure what feats are good for buffer/librarian bards. Should I take something generically good like Toughness, or Improved Initiative? Maybe expanded arcana for an extra spell? Is there some niche feat I've missed? Maybe buff up my saving throws? Assume access to basically anything PFS legal, I'm sort of paralyzed by options. Amanda's Stat Block: Amanda Barry
Female elf bard (archivist) 7 (Pathfinder RPG Advanced Player's Guide 80) N Medium humanoid (elf) Init +2; Senses low-light vision; Perception +8 -------------------- Defense -------------------- AC 18, touch 11, flat-footed 18 (+5 armor, +1 deflection, +2 shield) hp 51 (7d8+13) Fort +4, Ref +6, Will +6; +2 vs. enchantments, +4 bonus vs. magical traps, language-dependent effects, and symbols, glyphs, and magical writings of any kind Immune sleep -------------------- Offense -------------------- Speed 30 ft. Melee +1 longsword +7 (1d8+4/19-20) or . . cold iron morningstar +6 (1d8+3) or . . silver longsword +6 (1d8+2/19-20) Ranged light crossbow +5 (1d8+2/19-20) Special Attacks bardic performance 20 rounds/day (move action; countersong, distraction, fascinate [DC 17], inspire competence +3, lamentable belaborment [DC 17], naturalist) Bard (Archivist) Spells Known (CL 7th; concentration +11) . . 3rd (2/day)—blink, haste . . 2nd (4/day)—blindness/deafness (DC 16), cacophonous call[APG] (DC 17), glitterdust (DC 16), heroism . . 1st (5/day)—expeditious retreat, glue seal[ACG], heightened awareness[ACG], hideous laughter (DC 16), saving finale[APG] (DC 15) . . 0 (at will)—daze (DC 15), detect magic, mage hand, open/close (DC 14), prestidigitation, read magic -------------------- Statistics -------------------- Str 12, Dex 10, Con 12, Int 16, Wis 10, Cha 19 Base Atk +5; CMB +6; CMD 17 Feats Arcane Strike, Lingering Performance[APG], Spell Focus (enchantment) Traits magic is life, warrior of old Skills Diplomacy +8, Intimidate +8, Knowledge (arcana) +16, Knowledge (dungeoneering) +14, Knowledge (engineering) +12, Knowledge (geography) +11, Knowledge (history) +14 (+16 Permanent), Knowledge (local) +16, Knowledge (nature) +16, Knowledge (nobility) +10, Knowledge (planes) +16 (+18 Permanent), Knowledge (religion) +16, Perception +8, Perform (oratory) +8, Perform (wind instruments) +12, Spellcraft +8 (+11 to identify magic items or decipher scrolls, +10 to identify magic item properties), Use Magic Device +9; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties Languages Common, Draconic, Elven, Goblin, Sylvan SQ bardic knowledge +3, elven magic, jack-of-all-trades, lore master 1/day, magic lore Combat Gear elixir of hiding, oil of bless weapon (3), oil of magic weapon, oil of magic weapon (2), potion of endure elements, potion of fly, potion of invisibility, potion of lesser restoration, potion of reduce person, wand of cure light wounds, wand of hold person (11 charges), alchemist's fire, alkali flask[APG] (2), antiemetic snuff[ACG], antiplague[APG] (2), antitoxin (2), bladeguard[APG], flame ink[ARG], holy water (2), holy weapon balm[ACG] (3), smokestick, tanglefoot bag, thunderstone (3), vermin repellent[UE]; Other Gear +1 chain shirt, +1 buckler, +1 longsword, cold iron morningstar, crossbow bolts (12), light crossbow, silver longsword, cloak of resistance +1, elixir of swimming, elixir of thundering voice[ACG], elixir of vision, handy haversack, headband of alluring charisma +2, ring of protection +1, traveler's any-tool[UE], alexandrite gem with a continual flame heightened to a third level (worth 20 gp), average lock, blanket[APG], bread (3), cheese (2), elven trail rations[UE] (3), flask, flask, flask, ice cream[UE], ice cream[UE], ice cream[UE], journal[UE] (2), jug (4), maple syrup (per jar)[UE], masterwork thieves' tools, masterwork Wind, meat (3), perfume/cologne[UE], powder[APG] (6), spell component pouch, tea (per cup)[UE], twine (50')[APG] (3), waterskin, 11 pp, 8,669 gp, 3 sp, 4 cp -------------------- Special Abilities -------------------- Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction. Bardic Knowledge +3 (Ex) Add +3 to all knowledge skill checks. Bardic Performance (move action, 20 rounds/day) Your performances can create magical effects. Elven Immunities - Sleep You are immune to magic sleep effects. Elven Magic +2 to spellcraft checks to determine the properties of a magic item. Jack-of-all-trades (use any skill) (Ex) You may use all skills untrained. Lingering Performance Bardic Performances last 2 rds after you stop concentrating. Lore Master (1/day) (Ex) Can take 10 on any trained knowledge checks. Activate to take 20 as a standard action. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Magic Lore +3 (Ex) +4 save vs. magical traps, language-dependent effects, symbols, glyphs, and magical writings. Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC. ![]()
![]() As an archivist, I am mostly convinced that naturalist is better than inspire courage, (except with animal companions, since it's language dependent), because I think AC and saving throws against all unique abilities is better than extra damage and anti fear stuff, and the bonus to hit is the same. You have to identify stuff first, but you get lore master at like second level, so you can take 10 and generally ID anything since your knowledge should be solid. The only problem I've had is that so many bard items only boost inspire courage, which is a big issue for PFS play sadly so I can't talk to the dm and make it work with naturalist. |