I was looking over the Retrieve Item spell today, and noticed that it's duration is permanent. So consider this example: a wizard who spends most of his time in his tower casts this spell once every day until he has affected every small item in the tower (including spell components, specially shaped potions, especially short wands, etc). Now, instead of ever memorizing this spell again, he can freely recall any of these items into a free hand by saying the right word (as long as they are within 400 + 40 feet/level). This doesn't seem overpowered or anything, since the size restriction is so stringent (1 pound, no dimension over 6 inches). I just want to make sure that I'm thinking about this right, and the demand it could create for special, tiny wizard objects like wands and potions.
I agree that casting defensively means trying to dodge blows, which is understandably hard to do while blinded. Which is why being blinded drops your AC. Casting defensively (successfully) just means that the cleric is as effective at dodging attacks as he would be were he not casting at all, and this already includes modifiers for being blinded. So basically, if you deny casting defensively, being blinded is counting double against him (since it also decreases his AC). So personally, I'd allow it. I've also noticed that it's pretty easy to feel someone walk behind me even when I'm not looking at them. Giant clubs swinging through the air can be noticed by even a blind man, sort of like how a fly can feel your hand coming down in time to get away (although I'm not sure the cleric would appreciate the comparison!)
LilithsThrall wrote: Unless I'm mistaken, this rule change isn't in any of the books. It can be (and in my opinion should be) easily ignored. From the SRD, under creating potions: The creator must have prepared the spell to be placed in the potion (or must know the spell, in the case of a sorcerer or bard) and must provide any material component or focus the spell requires. Material components are consumed when he begins working, but a focus is not. (a focus used in brewing a potion can be reused.) The act of brewing triggers the prepared spell, making it unavailable for casting until the character has rested and regained spells. (That is, that spell slot is expended from the caster's currently prepared spells, just as if it had been cast.) Brewing a potion requires 1 day.
Cheapy wrote:
Yeah, it was a great thought process in the real world, but slightly wrong in the pathfinder world. (I'd go more into it, but, y'know, it's wrong XD) Quick draw definitely isn't necessary, at least until it's important enough to never miss a round of full attacking.
Chris Mortika wrote:
The last paragraph might be the best design advice I've heard yet. So simple I feel kinda dumb saying it out loud. If you have a specialized party, you should put them in a specialized campaign where they don't suck. Got a party of druids? Don't run a totally urban campaign, unless your players want to be fighting against their own builds the whole way. And this isn't to say that they should have it super easy. It's that they shouldn't suck. Good practical advice from everyone else too, especially reminding me that reach weapons are useful for casters (somehow my gut is convinced they suck, and I don't know why...).
I'm going to try to have a higher number of ranged enemies, but I don't want them to feel like no one actually uses swords anymore either. Certain encounters can avoid melee, but not all. Although I'm not against some kind of cohort relationship developing, I'd rather avoid permanent NPCs in the party. That said, they could still stick around for most of an adventure before they feel too much like DMPCs. Hadn't thought about guard dog, since I've never seen a group actually use them before. Looks like their utility drops off quickly as the PCs gain levels, but that's when summoning spells will pick up the slack. Now to plot a couple into their path...
First thing in the morning, I'm rereading the descriptions of every illusion spell under 3rd level. I'm pretty generous with illusions, and at the least they'll slow enemies down (even if my buddy says the pit is fake, I'm not running headlong over it without being sure). Doubly so for their first recurring enemies, who are humans with a healthy religious fear of arcane magic. By the way, thanks to everyone for the quick response. Keep it coming!
I meant he wouldn't have power attack since he would just take quick draw to get as many ranged shots as possible. Power attack is obviously still an option, but even with 16 strength, he's attacking at +6 for 2d6+4 damage without it, which is probably plenty, despite what min-maxers would say ;D The trapper archetype is on the table for sure. With the number of skill points they'll have across the party, they could (maybe) manage without it, but it would help a lot. That said, I figured they'd need the extra divine magic as soon as possible. The campaign is set up nicely for a party without clerics (happy coincidence), but that assumes they can use CLW wands, and I'm not sure if I'd let a ranger without spellcasting do that.
I like the ranger build, it strikes me as just the kind of versatility they'll need. He's an elf, but even without power attack, his damage output in melee should be fine, especially with the spell casters backing him up. Prestige classes could help things out, but neither of those are accessible before 5th level, and I'm more worried about even lower levels (at least right now). I figure that if they can make it to level 4 or 5 without dying, they'll be ok. I'm most worried about what to do when their options are still very limited.
Bear traps are a great idea! Definitely work well in restricted terrain, with the caltrops and fire. Unfortunately, the sorcerer is leaning towards the elemental (fire) bloodline, but she's changed her mind once already, so that might be an option. Never noticed the Boon Companion feat, it's a nice one. Could really help the ranger at 4th level. Not familiar with the switch hitter build. Where's it from? I don't see it in the online SRD. I kinda like the "fleet and run away" tactic. It could potentially work, except their enemies would just run or double move until they're close enough, since using standard actions to attack every round will slow the party down a ton.
I've just recently gotten back behind the DM's screen, and will be running a campaign for some fairly inexperienced friends this fall. I made it very clear that the 3 of them were free to choose any core class, and I would deal with it. This is mostly for fun, and also because a party of 3 just isn't going to be balanced regardless, so I'd have to deal with encounter balance issues anyway. My problem is that they are going ranger (archery style), sorcerer, and wizard. So my question is this: for this party composition, at low level (let's say 1-3), what can they do to actually survive against typical opponents with multiple melee fighters? Before anyone says it, please don't just tell me to find more players. I already thought of that one. I'm asking for other ideas that can help. My thoughts so far: summoned creatures could work, but with 1 round/level, it doesn't look practical unless they're on a scroll scribed at a higher CL, which imposes a small risk of casting failure. Terrain, AoE spells like grease, and caltrops could go a long way (especially in narrow alleys or tunnels), along with alchemists fire or other burning oil tricks. NPCs or hired mercenaries would also work, but hiring gets expensive quickly for low level characters.
Found this thread last night and have *finally* caught up. Just so I can clarify something from the 2nd or 3rd page (I can't remember exactly which, I've read 600 posts since!) Someone suggested that alchemist's fire that scores a direct hit continues burning on the target until they extinguish it. Actually, the fire only burns for 1 extra round, and the target can use a full round action to attempt to extinguish it. rule: "A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically extinguishing the flames automatically smothers the fire." |