Heiracosphinx

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The most easy way to deal whit Psionic, just use monsters whit high PR (Psionic Resistanc), and remeber that creaturs whit SR automatic have the same in PR, and the other way around. So a creatur whit SR/PR 21 will likly negate 50% of all the powers your 10 level player use against it.


Thanks fore the help and input everyone :)


Last game session we had some trouble finding out to how to rule “Reach vs creatures whit spike defence”.

The players had found a cave whit a legendary Spider Queen (Giants Tarantulas), Tarantulas have the following defence:

Barbed Hairs (Ex) A tarantula can throw barbed hairs from its back at a creature as a ranged touch attack (range increment 20 feet). A creature struck by these hairs must make a DC 22 Fort save or be nauseated for 1d6 rounds. A creature that attacks a giant tarantula with a non-reach melee weapon must make a DC 22 Reflex save to avoid being struck by these hairs. The save DC is Con-based.

The Babarian used a Lucerne hammer whit reach, so he avoided the Reflex Save.

The Synthesist used claw and bite whit reach, I ruled that he must make Reflex saves to avoid the hair, he argued that by RAW he should not? Is he right?

The Paladin used a Falchion and the Lunge Feat? Here I was in doubt and still are? I ruled against him, as I had trouble finding the rules, and the players was not in much trouble at the time.

Anyone that can help me answer those question?


Come to think of it, next time this happen to a player, I shall look him in the eye and say "You are so slow, that you only got one action, and move at half speed, yet you are so fast that you get +1 to AC and Reflex Saves..".

That just stupid! :D


Thanks all for your answers :)

Aratrok wrote:

They are two conditions that don't interact with each other.

I'm not sure why you think that they would; nothing in either condition states anything like that, and only one of them even affects how many actions you get.

Logic and Common Sense?

Logic: An effect that half your action + An effect that (almost) double your action = No effect.

Common Sence: Staggered is bad, Slow are very bad (Staggered + AC/Save Debuff). Haste, remove a very bad condition, so should also remove a lesser bad condition?

But then again, Game Rules and Logic is not the same thing :)


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At the last game, on of the playeres was crit by a Frigid Touch spell, and got Staggered for 10 Rounds, the round afte another player cast Haste, and we got in a debate how to handle it?

GM (Me): The player loos his Staggered Condition, until Haste end, then are Staggered for the reminding time (3 Rounds in this case).

Player 1: The Staggered Condition are dispelled.

Player 2: Haste do nothing to Staggered Condition, it only work on the Slow Spell.

Usual I will just overrule the players, but as Player 2 was the one Staggered, he just got his way (and was staggered fore the rest of the fight).

But what is right? can't find it anywhere?


In the 1st campaign I was a player a Arcane Duelist, and one of the other played a Magus.

I can tell you that Arcane Duelist+Elf+Composed Long Bow+Archer Feats+Bard Buff makes one mean player.


Atarlost wrote:
Joe Bots wrote:
Of course none of the above takes magic items into account, but i wont have too much control over that and my GM wont have a magic store.

Do not play anything but a pure caster under this GM unless it's a Paranoia or Call of Cthulhu style game where failure is a foregone conclusion anyways. Anyone that engages in combat needs full access to the core magic item menu at listed prices to function past the very low levels. Being able to turn gold into bonuses is a core assumption of 3.5/PF and if your GM renders it false all of the balance math completely falls apart.

The only workable combat builds are standard action summon builds (cleric or summoner, though cleric needs feats to get it working and can only standard action summon stuff with an alignment subtype that matches his deity). Since there are no items that buff summons they're balanced the same whether you have items or not.

Whats just wrong! Many setting use 'Low Magic', like Dark Sun, and after my experince they are as much fun to play, as standart Campaigns like Forgotten Realms or the Pathfinder Setting.

At the moment im a player in a Dark Sun campaign, and we are 2 Gladioators, 1 Babarian, 1 Fighter (archer), and a Psionic (Vitalist Healer) and its fun and difrent.


Another thing, pick up the Planar Wild Shape feat, this give you Damage Reduction and resistance against some energy attack, futher it scale whit level.


Tacticslion wrote:


... why are you worried about bosses going down so quickly? This seems in direct contravention to your previous statements. Please explain? Is that because of the "trash mobs"?

Read my 4th post again, i explain it there. But basicely i think the players think its more fun that spending those two hours, hitting the Boss that can take it, that spending two hours trying to hit a Boss, that only require a few hit (7-10).


ElterAgo wrote:


Then you need to talk to your players not us. I don't particularly enjoy either of those 2 options.
What I think is most fun is when the bad guy is built by the rules but fights cleverly and yet I manage to out clever him to win anyway.

And those 2 are NOT the only 2 options the rules give you. We've given a whole pile of things that will make fights last longer.

Blink is a spell that randomly moves you about the area.

Yes I know that ther are other options, and I have used moste of them in some way or another.

I will try to test the templates in my next game, and get the players oppoinents. My biggest corncern is that the fight drag out to much, a Boss battle often takes 2 hours or more at my table.

Btw: Blink work like that in AD&D, but its more powerful in Pathfinder :)

Riuken: you are spot on, about spells.


I'm well aware that there are lot of other tricks that can destroy the players Action Economy, my players absolutely hate invisibility and blink? But that are not what I am talking about, that I mean is what is most fun fore the player:

a) The Boss got a extremely high AC, but normal Hit Point, so the player only hit him once every round, but he only need a few hit to go down?

b) The Boss got a decent AC, but extremely many Hit Point, so the player hit him often but he need many hit to go down?

I usual run whit (a) as that's the only tools the rules give me, but I'm beginning to think that (b) is a more fun option for the players?

Let give you a little example from our last game (not a Boss fight):

1) Combat begin, The Synthesist start by casting a Buff.
2) A Frost Giant whit 208 Hit Point, move in and hit the Synthesist.
3) The Alchemist move to flank the Frost Giant, and hit it whit a standard action, damage it by 31 including Sneak Attack.
4) The Synthesist attack the Frost Giant whit Full Attack round, and damage it by 158.
5) The Giant attack the Synthesist whit Full Attack.
6) The Alchemist final get Full Attack, but at this point the Frost Giant only got 19 Hit Point left? So he waste his Full Round attack and kill it off.

So.. The Synthesist had fun, GM had his (my) fun, but the Alchemist not so much.

Again, its not about challenge the players, I got no problem there, at last once every game, the players about to vipe doing to their lack of a healer? It's about, that is most fun for the players?

I want the Boss to last longer, NOT to challenge the players more, but to give all the player a more fun experience? I'm sorry if I did not make that clear to begin whit.


RegUs PatOff - I do use moste of those trick, but that is not my issue.

The problem is this:

a)The only way if using the rule book, to make a boss last against melee/rang players, is to buff his AC to a point there the players have trouble hitting the boss.

b) Then a player trouble hitting (fx. one hit every two round), the game become boring for that player.

c) The solution I came up whit, was to make those Templates, that give the boss a lot of hit point, so the players can hit and damage the boss, whitout killing him off in a single round.

I think the main problem is, that players can do an insane amont of damage in Pathfinder, I have seen more that once 8th level players do 160+ of damage in a round?


I do use alot of minors to even out the Action Economy, an do use terrain (Im a big fan of Alexanders "GM's Guide to Creating Challenging Encounters"), but at level 8 the players often counter this whit fly or Dimension Door, usual the partys Synthesist Summoner attack the Boss head one, while the others take care of "Trash Mobs".

I do like that the boss have a little better AC that others of his kind, there for the AC bonus in the Templats, but not so much that they cant hit it. The last Boss i put up, i had to give the boss a AC so high that they needed to roll 18 to hit it, but this was to make the witch shine whit his evil eye debuff.


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I run a Forgotten Realm Campaign, whit a group that dos a fair amount of damage. They are 4 melee players that each do 100-160 in the round (And 1 witch that mostly buff/debuff). So to make the boss monsters they encounter, last more that a few rouds, I often make them buff up their AC whit potions and give then the Advanced Creature Templates.

The problem is that some of the players get frustratet, then they have problems whit hitting the boss. One of the players asked if I can insted just higher the hit point instead (I all ready prety much give the Boss max hp).

So I came up whit this Templates:

Mini Boss (+1 CR): +2 AC, Saves og SR*. +5 DR*. x2 Hp.

Boss (+2 CR): +4 AC, Saves og SR*. +5 DR*. x3 Hp.

Big Boss (+3 CR): +6 AC, Saves og SR*. +5 DR*. x4 Hp.

* Only if they have DR/SR allready.

Dos any have tried this? if so, that are your experince whit it?


You can cast spells while grappled, even spells whit somatic components, taken from Core:

Grappling or Pinned: Casting a spell while you have the grappled or pinned condition is difficult and it requires a concentration check (DC 10 + the grappler's CMB + the level of the spell you're casting). Pinned creatures can only cast spells that do not have somatic components.

I think much of the comfusion whit movement and move actions is the name, if move actions was named "Non Standart Action" or "Secondary Action" it would be much easyer to understand. As fore now, movement is a move action, but a move action dont have to be movement..


Option 3: Draw Visual Blocking in MapTool before hand, it is quite easy then you have tried it a couple of times.


Quote:

If your Shambling Mounds hits with its 1st slam attack, it won't get the 2nd slam if it grapples as normal.

Source please! I have not found this anywhere in the PRD, the closes thing I have found is a tekst under the Lockjaw Spell:

Quote:
A creature with multiple natural attacks can strike at its grappled opponent with its other natural attacks, but cannot attack any other creature.

But I use the rules as Darthslash dos.


Ahhh its me that mix Spell Cast per Day up whit Spells Known.


Is there something I have misunderstand? We have always thought that you only get the listet bonus spell from high ability score?

12 = 1 extra Level 1.
14 = 1 extra level 1 and 1 extra level 2.
16 = 1 extra level 1, 1 extra level 2 and 1 extra level 3.
18 = 1 extra level 1, 1 extra level 2, 1 extra level 3 and 1 extra level 4.
20 = 2 extra level 1, 1 extra level 2, 1 extra level 3, 1 extra level and 1 extra level 5.
etc..

There does "Not true. You start with a number of additional 1st level spells in your spellbook equal to your Int bonus." come from?


We also got xp from loot.

But as advice on the tophic, I would suggest that you get rid of XP, and the GM just grant a level then the players have earned it. This make it fun to play suport classes, like Healers and Buffers, and the game change to a team play game.


D&D (e1) and AD&D (e2) Had last hit = All xp. We changed it after a while to the amount of % you did damage. Now in Pathfinder we dont use XP anymore.


No, Whit +4 you get +1 Bonus level 1, +1 Bonus level 2 (but only then you actual can cast level 2 spells, thats level 4 for Sorcere), +1 Bonus level 3, and +1 bonus level 4. Asuming that your +4 is from high Charisma score. See Table 1-3 side 17, in Core Rulebook.


Thanks :)


Does the bard himself gain the bonus from this Feat:

"Discordant Voice

By singing out a precise tone, you cause discordant vibrations to run through allies' weapons.

Prerequisites: Bardic performance class feature, Perform (oratory or sing) 10 ranks.

Benefit: Whenever you are using bardic performance to create a spell-like or supernatural effect, allies within 30 feet of you deal an extra 1d6 points of sonic damage with successful weapon attacks. This damage stacks with other energy damage a weapon might deal. Projectile weapons bestow this extra damage on their ammunition, but the extra damage is dealt only if the projectile hits a target within 30 feet of you."

As I 1st read it, I would say no, but I have seen other places that Paizo use the therm "Allies" as a therm fore all the players and their follows, animals etc?