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I would like to cancel my order for the Haunting of Harrowstone but still keep faiths and purity when it arrives. Thanks!

P.S. THANKS!!!! Paizo is AMAZING! We all appreciate your hard work. Keep it up!


In the monster manual for pathfinder it says undead are immune to spells that cause fortitude saves. so my gm said the spell destruction which has the monster make a fortitude save could not work on undead....even though in the description of the spell it says "holy fire".

Is there official ruling on this?


I have been looking all over the message boards for definitive answers and i am not satisfied. Please direct if you know of a post.

Does a lance count as a two handed weapon when charging with a shield?
If so:

Say for level 12

When I charge with a lance using power attack it is strength X1.5, -4/+12 for power attack, and not strength X1 and -4/+8?

Thank you.


Ok, that all helped very, very much. I think what changes i am going to impose are having the rogue be the artillery observer so the casters can buff up before hand and get spells ready

Some of the problem is that the casters arent prepared (this includes me) so they spend the first few rounds buffing up.

The chireugon (spelling?) is a healing play test class from the psionic dudes.
The rogue is sniping with his bow, dispelling magic and doing bleed damage.
The mystic theurge with words of power is blasting and doing light cleric work.
The inquisiter/fighter has an AC of 41 and is a superb tank.
We did have a cleric who was casting blessings of fervor, righteous might, dispel evil, holy smite and such. He changed to wizard now though.
I am negative channeling cleric 8/holy vindicater 4. I cast inflict spells and when buffed up with divine power and righteous might attack with sword and do channel smite.

I just tried writing out some examples of fights and it wasnt going well. So How about this? Some questions answered would be nice.

How many feet ahead should the rogue be scouting?

What spells should be on him? (i.e. greater invisibility and such)

What cleric and wizard spells at 12th lvl should be being cast before and during the fight? I have never played much of a high level caster until recently (lvl 6 to 7 is highest spells we have at 12th lvl)

What magic items should we have? (like wonderous items such as slippers of spider climbing)

What are some tactics that should be coming into play against high lvl casters?

And any other thoughts that you guys have. So far your advice and input has helped tremendously so. Thanks.


My group and I are playing rise of the runelords and are on the 5th book (a level 14 adventure for 4 players), and constantly we get your butts handed to us. I myself have been playing Dnd for 12 years, other people have been playing for 10 years or so. So we should have our stuff together right? That's what I thought.

I have heard recently (though have been unable to verify) that experienced groups do things much differently then what we do, such as not healing in battle and other such things. Our group consists of a fighter 6/inquister 6, a rogue lvl 12, a negative channeling cleric lvl 12, a mystic threurge lvl 12 using words of power, a lvl 12 chiruegon, and a lvl 12 wizard.

What happens most of the time is that we roll up on the encounter not stealthing, not having the rogue take point, etc (and other such obvious stuff that we as a group are going to identify and change). So the first thing that happens is that we get mowed down, characters dying. Then we spend the next few rounds getting back on our feet, then killing the monsters. There has got to be a different way.

What I am wondering is experienced, advanced tactics. Like that experienced groups never heal in battle. Is this true and if so, then how is it accomplished? And what else do experienced advanced players do that others less experienced do not? What should done in battle, before initial contact, during the fight, and even after? Or is Rise of the Runelords that ridiculously hard? Or is it because instead of being level 14 we are level 12 (even with 6 players).

So please, let me know your experienced, advanced advice. What works for you, what works with your group, and what even works for a higher level classic party of fighter, rogue, cleric, and wizard. Thank you.


Jeremy Mac Donald wrote:
nutritious_nutrias wrote:
In the Core Rulebook it says that treasure sells for half, but I have heard that it sells for a 5th in Runelords. Can someone please clarify for me? Thank you
I think your getting editions mixed up. D&D treasure sells for half in 3.5 and I presume Pathfinder. It sells for a 5th in 4E - that means that it sells for a 5th in Scott's 4E conversion of RotRs which may be the source of your confusion.

Thanks


In the Core Rulebook it says that treasure sells for half, but I have heard that it sells for a 5th in Runelords. Can someone please clarify for me? Thank you