TheGreatXandini wrote: So in the last 3 scenarios I have been witness to 10 player deaths. I am playing in the 3-7 bracket. In the last scenario we didn't make it past the second encounter. I am playing a Daze Cleric of Horus, the other party members are almost always pregens now because we can't keep people alive and it is nice to occasionally play something other than confirmation. In the last encounter we started checking for traps and magic every 5 feet and still got destroyed by a construct, granted it had dr 5 and fast healing. I am left wondering are we doing something wrong? This is the first time I have been able to get a character past level 4 without dying and I would like to keep him going. Any advice? Not yet enough information to diagnose - my first thought was 'are they playing in a minefield?' so it is player character deaths I am assuming. I have found that many people who play pregen characters don't care as much about their character's fate and can be reckless - and that parties with a lot of pregens can doom regular characters with their actions. Are you playing a lot of year 4+ with tables of 5 people? With the expectation of 6 players for games in year 4+, and a 4-person adjustment, the 5 person table is often at a disadvantage. Have your GMs run some year 0 or year 1 games, and see if your parties do better. Does the party work together - provide flank, assist others? or when a person can't do their thing, do they skip their turn ("I am out of spells, I'll just delay") I am not sure what a Daze Cleric is, or to what you are applying Daze - how much are you helping your party members? Has someone told your people that CON is an OK dump stat? Or that few characters need more than a CON of 10? I have seen that before, where people were recommending wizards and back line people rarely need more than a CON of 10 - ignore them. By the 3-7 level there is rarely a back line, as effects can affect the back from the front. DR 5 and fast healing (unless it is a lot of fast healing) shouldn't take out a party, unless no one has a damage bonus to the weapons. It might be the character mix. It might be the ray of frost syndrom (I'll shoot it with a ray of frost, at -8 (no precise shot, cover) instead of assisting to hit or AC. PM me if you want other thoughts, or can provide more detail.
Nefreet wrote:
the reasonable solution (and the one I have most often seen) is durable other stuff is +1 GP per piece of ammunition - so 11gp for 10 durable bolts - 12 gp for 10 durable cold iron bolts -etc. It was certainly the formula I was told to use for my durable harrow deck - base cost plus +1 gp per piece of ammunition
Tamec wrote: Remember, at 4 HD he can only control his cleric level (4 hd) worth of undead, unless he has Undead Master which raises it to 8 hd. It is unlikely he is going to know the spells command undead or animate dead at 4th level for Undead Lord (note the words are italicized - those are spells - note the using Command Undead in the description- that is a feat name - feats are initial caps)
LazarX wrote:
Harsk is trained in the Perform (sing) skill?
Kazzadok wrote: I think the lack of controversy around the Unchained Summoner, among with more conventional summoning, is as stated before: the creature is entirely under the summoner's control. ..... With unchained summoners, this is very much not true. The eidolons can refuse instructions from the summoners. Admittedly Most of the will not dos are in the good outsider types ".. they will not brook their powers being used for evil ends." Though the evil ones include lines like
roll4initiative wrote:
I did - I got some menu stands like you did - but at some venues there is often a premium of table space so enough time being asked to remove them, I stopped bringing mine. I am thinking of bringing them back for NPCs
John Compton wrote:
Litany of Sloth was a life-saving wand for my Merciful Healer to contribute ( UMD)in combat it stopped spell casters without SR from casting on defensive and others from taking AoO
Hakon the Also Not Slain wrote: Oh NOW I get it! Thank you, Thaddeus! Allies (chosen) can elect to get Inspired Rage, or Superstition, or both, or neither. Or do they have to choose only both or neither? I can't tell. GM? I play a skald - too high level for this game - if you accept the song - you get the rage power - but it looks like the party is mostly non-casters so don't worry, my shaman doesn't really cast spells on allies. ;) The big problem with inspired rage and superstitious is that if you are unconscious you are assumed to be accepting the song - which means you have to make saves to get cured while unconscious.
Righty_ wrote:
Once upon a time - I broke a cardinal don't change the game rule as GM when I got tired of turning 1st level characters into wights; I gave it a weapon. The Gods of Pathfinder taught me a lesson - when the one person cast true strike with a whip, and promptly disarmed the poor wight of his weapon - right before the wight's initiative. Spoiler: that game's count was two wights and two shadows - the paladin ran away early when he realized what was going down. luckily it takes a while for spawn to spawn
Gummy Bear wrote:
I see a lot of Wands of Heighten Awareness being UMD'd - to give a +4 unamed bonus to initiative Longstrider would be good for you for speed Lead Blades to make your greatsword hit at 3d6 (1st level ranger spell) Unwelcome Halo for those with issues have issues with deeper darkness and are not good. Wand of Shield would give you a shield bonus while wieding your great sword Sometimes there are magic devices one must operate in a module that uses UMB Also, there is a trait out there that has UMD use Intelligence and not Charisma - so Int casters can use cure wands. Grease Wand - to add +10 to your (or your buddies) CMB to get out of Black Tentacles or prevent grabbing. And note, while grappled you can use a wand, where casting a spell might be trouble. all of these are wands - except consider this. The DC to make a scroll work is 20+caster level. so if having a few scrolls of the spell would mean if you rolled a 1 on one scroll, you could still try a different one.
Mahtobedis wrote: Well as you said it can use a dagger, so it should be able to use a wand and other weapons. An arbiter comes with a dagger, hands, spell like abilities at caster level 12, and decently high charisma - yet they have ruled it cannot use UMD to use wands. I see no reason why a pooka could - if the arbiter could not.
rknop wrote:
That expanse of optiosn is why Core is popular even among some experienced players/GM (if only we could have Core with Ultimate Equipment - just kidding, sort of)
Carlos Robledo wrote:
It is big hit on thundercallers - you can't even start talking the FCB on the thundercall until you get the thundercall (a different ruling) - it was nice not having to wait until 8th level to do more than 1d8 with your big attack (the saving throw of which is not all that great and not much ways to increase the DC.)
If I was the inquisitor - I too would be upset - but more than likely I would have let the dwarf try until he succeeded and if he did not, on the vary last round then stabilized - let the necro sweat a bit - one can say "Let Pharasma decide" as the dwarf tries - but in the end do the healing. So my question was, the dwarf tried to make heal checks for a number of rounds - I take it he did not have a resource he could have expended for an automatic save. -- I have had a character that refused to heal another character with resources and I would have let the character die (didn't come up) - mostly for player reasons not character ones. We were all 5th level and he was bragging how he never wasted money on healing for his character or consumables - he just expected the clerics and druid to provide him healing since he was a melee type. He didn't have his own wand, no potions, no magic weapon or a way to make it magical - no missile weapon unless he could borrow one. etc.
UndeadMitch wrote:
i agree - dominate animal could very likely come from a neutral combatant -- I wasn't suggesting word games with the "take care of them" but taking them out non-lethally would eliminate them as fighting combatants just as well as lethally - so could walling them off or dropping them in pit. -- I was GMing a crossblooded fireball specialist (the two two trait specialized version) who got dominated and it was very messy - non empyreal sorcerers without the irrepresible trait tend to have low will saves, and crossblooded makes it worse.
Jack Brown wrote:
metamagic rod of merciful is very cheap - and handy for when you need to take someone alive - merciful fireballs sound a little strange but when you absolutely need to deal damage - but not kill - it is there Also - if a character has a low wisdom or int - and the dominatrix said "take care of the rest of the party" why would one assume that means to murder them? There has to be reasonableness on the part of the dominatee. If the GM gives an out in words, one should take it. even "kill them all" might allow a minion to be attacked, or one could go for animal companions and eidolons or high AC types.
Hillis Mallory III wrote:
So you are saying it is your opinion fast healing from a spell does not work, but fast healing from an evolution does work? In my experience far more GMs let infernal healing and cure light wounds work on eidolons than ones that don't.
Jessex wrote:
If it is memorized/known perhaps - but quite a few classes don't get magic missile - and shield is quite common as well. Plus an invisible caster you can't hit with magic missile, where in theory you could make the spellcraft to figure out the spell without line of sight.
kinevon wrote:
The problem with dispel magic is that it requires a caster level check. If you ready to counterspell and they cast fireball and you have a fireball ready/prepared - it is automatic - no roll required - but yes once I got to dispel magic as a possibility it was chosen. Sorry about the derail
pH unbalanced wrote:
I have a spell warrior character - I have done it occasionally. What I realized early on though, a lot of spells you can't counterspell with the same spell, because you have to be within range. So if you want to counterspell invisibility with invisibility you have to be within range - which is touch. My spell warrior picked spells with long range to counter up with- but still it is a silly class because it is based on skald and when I have 3rd level spells to counter 2nd level spells, the bad guys are casting 4th and 5th level spells.
claudekennilol wrote:
Resist energy is a nice 10 minute per level spell - I have a few characters who use an lesser extend rod to put a resist energy fire on themselves at the start of the crawl - mostly for alchemist defense, since their touch AC is not good. (only mitigates 10 or 20 of the damage, but that often is the difference between conscious and not
trollbill wrote:
I have seen "play a different character or a pregen" - more than once. I might have even said it a few times (usually when people didn't have the book for their class - especially for classes I haven't played like swashbucklers, gunfighters, bloodragers)
Vertexx69 wrote:
Alas - swarms do not take damage per square - they just take damage. So when my alchemist hits a swarm with an explosive bomb, I just do the damage once - not once per square of the swam. So your lamp oil trick will do it 1d3 damage. Also these mindless undead take simple commands, and I think quite a few GMs will require you to command them individually not as a swarm - and whether climbing into and out of a haversack is simple is a different question. And I think I agree with most here - once you drop a swarm to 0 hit points it no longer has the swarm type and not all the swarm are dead just not together. And I hate to think of the weight of couple thousand undead rats - because a haversack has a weight limit. Skeletons maybe 3-4 per pound, zombies maybe 2 per pound. hmmmm?
Vertexx69 wrote: In the beastiary 4, it says I can raise beheaded with animate dead, and if I follow that with a fly or air walk spell I can raise swarm beheaded. I have spent quite a bit of time on these labrynthine forums, but haven't found anything either way if this is legal in PFS. Apparently you can animate long dead threads as well. I see nothing in the Additional Resources that lets you create a Beheaded from Bestiary 4
VanceMadrox wrote:
Not counting only GM-babies that haven't played yet and dead characters -but counting both Core and regular characters. All the singles are part of multi-class characters. All the rogue, monk and fighter levels are part of multi-class characters. Witch 22 (witch, winter witch, cartomancer)
mystic thuerge 12 (most recent characters played - two MTs, spell warrior, cartomancer, chained summoner)
DM Livgin wrote: Thanks for the replies everyone. My take away is that other than the scenarios that explicitly direct the consequences of failure, table variation can be expected. I had a character that got feebleminded and dominated - after the rest of the party plane shifted away - I used body recovery to get my "body" back (and extra money for the heal).
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