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?
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.
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:
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