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Some of the decriptions I gave for the cad when he was blinding people was that he was cutting their brow so that blood would run down their face and into their eyes. So not doing damage, just creating hinderances.

The nice thing about dirty trick is that you can have fun with the descriptions. You could have a dirty trick component pouch like a wizard's spell one which has sand etc in it to give you choices.

You also give a few thoughts, but why not cycle all of them based on the GM's description? Fighting a wizard? You can ask if he has a hat, and you pull that over his eyes.:P I'm sure that a GM wouldn't mind if you were assisting in describing what you were fighting. The general one of 'what do they look like' will be vague, but things like 'Does he have a belt I could knock open to cause him to be entagled when his trousers start to fall down' would help them as well.

I also found the monk feat I was looking for. It was part of the jaw breaker ones that use stunning fist to give penalties.


Anything that reduces str or dex would be useful. I can't remember if there are some monk feats that do that or not.

Poisons would also work, but they tend to not have high enough DC at high levels.


I had a GMPC who was a cad fighter. He was there to explain some plot, but also to be a traitor later on.

Dirty trick works on a lot of things, but requires a few feats to make it useful. Greater dirty trick and quicken dirty trick are nearly a must if you go down that route.

A rogue with crippling strike to reduce str would drop CMD down, but this doesn't work on undead (where dirty trick does cause undead aren't immune to blindness or sickened iirc)

Thoss the Sorcerer


You could look throught the spell books in Ultimate Magic.

Some give a special power if you learn X number of spells from them.


If the spell requires a ranged touch attack roll, I believe that provokes

no ranged attack roll, no aoo

Thats how we run it anyway


One other method available to witches is the beguiling gift spell.

Certainly makes making these damaging potions a viable option, though you risk being attacked as it is adjacent creature :D


+2 DRaino wrote:

Avoiding Kingmaker spoilers, so I hope I'm not missing too much...

Weather, and lots of it. Torrential downpour gets this thing riled (encounter excuse). Low visibility, slick (difficult) terrain, wind to punish/check flyers.

Since I don't know what it is, can it knock over terrain? Bury one of them in rubble/a tree that this beast smashes into to remove a pair of combatants for a round and deal damage. Not to mention, terrain to force player movements, or for fun and games with Awesome Blow and cliffs/pits/rivers.

Does it have some sort of natural mobility that can be used/abused?

Just read this and though of how about a hill side? A steep-ish hill side with water cascading down it makes difficult terrain, but make it one directional. The party move slower up the hill, but faster down it, and have a chance of falling over. I'm not sure if a wolverine gets a burrow speed, but means that it can move up and down faster as it goes through the hill. Knocking people prone with a trip attack can send them down the hill, possibly knocking others over. It slows the party down. The weather will limit ranged attacks, and flying, so that is less one sided. The party will probably start to group together to stop them splitting up, but a good swipe could knock them down the hill :D

And what is more scary than fighting in the dark, in a thunder storm, whilst trying to get up a hill to help people out.


A lot of it would depend on what party you have. In the current game that I am in, I play a witch who focuses on de-buffing the monsters: sleep, fatigue, blindness etc. HP increase will improve it's survival chances, but feats like iron will, etc will give it a better defence against these types of powers.

Other methods to make the party think is the terrain. Rough terrain, height changes, line blockers that make the party have to adapt are good. This means that though it blocks you, it makes it less of a stand still encounter. Small drops, say ten feet that takes a move to get back out from when used with bull rush stop flanking as people start to avoid that side (though they might use it back on you)

Other good tactics, though requires an intellegent creature are things like disarm, grapple, and trip. These are things that players can do, so do them back. It slows down the speed of the attacks when the party suddenly has a fighter with no weapons. Don't use these tactics too often, but for a BBEG, it should cause some concern and make it more exciting.

I personally haven't tried these in pathfinder, but should move it away from a baddy with lots of HP, to one that is smart and adpative. Not sure how this will effect your party (and CR), but its only a suggestion :D


Shadow GM wrote:


Nearby were some ancient ruins that Ba'Thorn was keen to explore, so the party took a look around. They found a quarry and some bodies on a ledge. One party member went to look and was attacked by shambling mounds. Oeric tried to climb down and help and fell 80ft and died.
The party returned to the Druid's camp and met Angel, a sorceress of many charms.

It didn't quite happen like that. Raven and Ba'Thorn were on the ledge when they were attacked. Ba'thorn turned into a chicken or an eagle, not sure which and flew away as Raven was munched on. Oeric then tried to climb down and kept on failing. With none of the witchs spells in range or would effect the mound, she tried to barter with it. Something was mentioned of bringing something else to eat (think it was a bluff), which was promptly followed by Oeric falling all the way to the bottom. Shambling mound released Raven, and decided to munch on the elf.

Thats how it went!