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** Pathfinder Society GM. 2,254 posts (2,255 including aliases). No reviews. 1 list. 1 wishlist. 25 Organized Play characters.


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zza ni wrote:
thorin001 wrote:
Belafon wrote:
Quote:
Benefit: You can cause an item that has a divination spell of 1st level or higher in its construction requirements to cast either darkvision or see invisibility. You can use this feat once per day, plus an additional time per day at base Fortitude save bonus +6, +8, +10, and +12.

That's "you can use this feat once per day."

Not "you can use this feat once per day per item."

Except it is use in conjunction with a specific item.

So? What item is require for the feat to function has no say on how many times the feat can be used. You need a fire source (such as flint and steel) to light a lamp. having two of them won't make the lamp oil last longer.

unless specifically called out, requirement for using a feat are not the same as how many times said feat can be used.

without the needed item you can't use the feat at all, with it you are still limited to the number of uses per day the feat allows, and as Belafon and Darklord mentioned it's pretty cut and clear amount. the feat is allowed to be used once per day plus once more at specific fort save bench marks. note that it say nothing about the item you use in this sentence, as it has nothing to do with the feat uses/day.

the text that say:
"Magic item mastery is stressful for the item as well as the user" explaining the limitation. it's stressful for the item, so one can't use a limited use item for it, it's stressful for thee user so a limited fort save is needed to take it and more of it to use more then once per day.

in fact unless i missed something the item used for this feat can be used by more then one character, as the feat use doesn't harm\deplete it and the limit of uses per day is set by the character's fort as the 'fuel' to run this feat.

That makes sense.


Belafon wrote:
Quote:
Benefit: You can cause an item that has a divination spell of 1st level or higher in its construction requirements to cast either darkvision or see invisibility. You can use this feat once per day, plus an additional time per day at base Fortitude save bonus +6, +8, +10, and +12.

That's "you can use this feat once per day."

Not "you can use this feat once per day per item."

Except it is use in conjunction with a specific item.


Joynt Jezebel wrote:

I believe 2.

Look at the wording of the last paragraph-

"You can cause an item..."

Having more than one item won't give you extra uses.

Note that not all items that require a divination spell to create qualify.

What you said allows you to wring 2 uses out of one item and then wring 2 uses out of the second one.

The feat does not have limiting language like some other item mastery feats do. Ability mastery and resistance mastery both say "You can gain only one benefit from this feat at a time."


If I have a base fort save of +6, 2 items with divinations spells, and the vision mastery feat, how many time can I use the spell-like ability?

Item Mastery general:
Using an item mastery feat is a standard action that doesn’t provoke attacks of opportunity, similar to activating a command word item, though you do not need to speak to use the feat. Creating these effects requires you to assault the existing magic of the item through your force of will and channel the item’s inherent magic through your own body; this act is thus governed by the user’s fortitude. All effects created by item mastery feats act as spell-like abilities and use your base attack bonus as the caster level. Any spell-like ability’s save DC is equal to 10 + the spell level + your Constitution modifier. If a spell-like ability calls for a calculation using your Intelligence, Wisdom, or Charisma bonus or modifier, use your Constitution bonus or modifier instead.

Magic item mastery is stressful for the item as well as the user and can’t be performed on items that can be used only a limited number of times or that must be recharged (such as elixirs, potions, scrolls, staffs, and wands)-it requires items with constant effects or daily uses. Magic item mastery doesn’t affect an item’s normal properties or deplete any of its daily uses.

Vision Mastery:
Prerequisites: Use Magic Device 2 ranks, base Fortitude save bonus +4.

Benefit: You can cause an item that has a divination spell of 1st level or higher in its construction requirements to cast either darkvision or see invisibility. You can use this feat once per day, plus an additional time per day at base Fortitude save bonus +6, +8, +10, and +12.


If a weapon has shock and flaming abilities do you get 1d4 for each damage type or do you have to choose which one?

As a swift action while wielding a magic weapon with a weapon special ability that deals extra acid, cold, fire, electricity, or sonic damage on a hit, you deal an additional 1d4 points of damage of the same type with each hit you make with that weapon for 1 round.


Belafon wrote:

We're in the advice forum, right? . . . OK, let's consider if this is a reasonable thing for a GM to change the rules on.

In the particular case of valet, I'd say it depends on his class, what his improved familiar is, and how he intends to use the valet. The "power creep" issues for the valet are:
1) Has all of master's teamwork feats. This is the big one, and the one that can get out of scale. Base familiars aren't very good combatants, but several improved familiars make decent flankers without being super-squishy. Those interactions are what I suggest you really look at before approving this.
2) Aid another while moving/aid another multiple targets. Again, depends on what abilities and equipment the familiar has to boost aid another bonuses.
3) Move before and after delivering harmless touch spells. Since it's harmless spells only, it's not an offensive help. Just a way to keep the familiar safer.
4) Crafting. Eh. This is only a big deal if your campaign has time pressures (impending BBEG plot). If there's no time worries for the PCs, this doesn't really affect the game.

I'd take a hard look at the teamwork aspect, but probably allow it in a home game.

Character is a sorcerer who will be doing magical crafting. This is Kingmaker, so down time is likely to be there. The only teamwork feat I can see him spending a feat on is escape route.


A player in my game wants to take the valet archetype for his improved familiar. Obviously according to the hard rules this is not allowed. His suggestion is to drop the ability that replaced "speak with animals of its kind" because that is an ability dropped by improved familiar. Not normally how overlapping archetypes works, but I am considering it.

I would like to hear any arguments for or against the solution before making a decision. Thanks.


gnoams wrote:

Yeah, it's not magic the gathering. There's no interrupts or instants. You can't act in reaction to someone else's action that interrupted your action.

If someone readied an action, the turn switches to their turn for their readied action, then back to your turn after they are done, and you can't cast a quickened spell on someone else's turn.

But all that aside, I think 2 lines from the magic chapter of the CRB answer this with a definite no:

"To cast a spell, you must concentrate."

and

"You can't cast a spell while concentrating on another one."

So if you are in the middle of casting a spell, you cannot cast a second spell. You must either finish your first spell, or stop casting it (in which case the spell fails and is wasted).

The latter quote is about maintaining a spell with duration of concentration, not casting a spell. So there is a little wiggle room for interpretation.


gnoams wrote:
If it's for Kingmaker, you definitely want some faeries on that list. Maybe multiple times even. Looking to cause trouble. Looking for people to prank. Maybe some friendly ones that could share information and/or drop some hints about the overall plot.

Definitely. And applying some fey templates to critters on the normal encounter tables. And a bunch of gnomes wandering around.


Faily wrote:
Aaron Bitman wrote:
Faily wrote:

01-15: Wild animals (low danger, like deer)

16-25: Wild animals (danger, like boars)
How about runaway DOMESTICATED animals, like beasts of burden? With something useful in their packs?
Faily wrote:
80-87: Lost items (from peddlers or adventurers, something minor but useful)
Or even something major. I'm thinking of Bilbo Baggins, finding the One Ring, just... lying there.

All great suggestions! I am all for things that can create memorable events or further/introduce plot in interesting ways.

Random Encounters say you save a cat stuck in a tree! xD

Did something like that. Blink dog puppy was trapped somewhere parents could not get to and the parents came to get the PCs for help.

Some "slice of life" encounters help with world building, especially with sandbox style adventures.


Dragonchess Player wrote:
Note that even with the random encounter tables provided in Kingmaker, not every encounter requires combat... And even encounters with "presumed combat" foes may possibly be resolved in other ways or avoided, if the GM lets the party attempt to do so.

But the random encounters are primarily combat encounters. I am trying to come up with some that are not supposed to be combat. But could devolve into combat just like the normal encounters can possibly be solved without violence.


Not even tech forcefields stop sneak attack damage.

Activating a force field is a standard action that consumes 1 charge, after which point the field consumes 1 additional charge every minute it remains active. While a force field is active, the user gains a number of temporary hit points that varies depending on the force field’s power. All damage dealt to the wearer of a force field is subtracted from the temporary hit points it grants first. As long as the force field is active, the wearer is immune to critical hits (but not precision-based damage, such as sneak attacks). A force field has fast healing that replenishes its temporary hit points at a fixed rate each round, but if the force field’s temporary hit points are ever reduced to 0, the force field shuts down and cannot be reactivated for 24 hours. Force fields are automatically reduced to 0 hp by disintegration effects. A force field can be deactivated as a free action.

Since the force ward does not have any language changing the base rules for damage beyond low damage counting as a miss, there is no justification for denying sneak attack damage.


I am looking to codify my non-combat encounters. What I am looking for is suggestions of categories of (probably) non-combat encounters rather than specific encounters. Some potential categories I am considering are:
Rumor - Travelers have rumors/news about what is going on in the world.
Peddler - Has some small items for sale.
Bounty Hunters - All sorts of possibilities
...

For context this is for a Kingmaker campaign.

Thanks in advance.


What it looks like I will be going with:
20 point build- 12 Str, 16 Dex, 14 Con, 12 Int, 14 Wis, 7 Cha (before race)
lvl 1 Swashbuckler (noble fencer) combat reflexes
lvl 2 Gunslinger (thronewarden)
lvl 3 Swashbuckler weapon focus (hvy pick)
lvl 4 Gunslinger
lvl 5 swashbuckler slashing grace if I can retrain my weapon focus, quickdraw otherwise
lvl 6 Gunslinger if gunslinger and swashbuckler initiative stack, Swashbuckler otherwise
Lvl 7+ Swashbuckler

At the first opportunity retrain WF (pick) to WF (waraxe), but only when I get a new feat so I can go straight to slashing grace

I am keeping stone cunning as a racial trait because the character is a miner and knowing the ground is kind of his thing.

My 2 top traits are glory of old (racial) and reactionary (combat) but selection is not final.

Any final tweaks?


TxSam88 wrote:
Mysterious Stranger wrote:

The best way to do this is to use the pick only for the first two levels and then switch to a dwarf war axe Once you get slashing grace with the dwarf war axe you not only get DEX to damage it counts as a one-handed piercing weapon, so it works with all the swashbuckler class abilities.

AON lists the Heavy Pick as a one handed piercing weapon. I see no reason why it won't work with the Swashbuckler abilities.

heavy pick

It works. The issue is recovery of panache is linked to crits and pick is 20 only crits, 1/3 the number of crits you get from traditional swashbuckler weapons. That is what makes it suboptimal.


This is effectively a dare character.

The basic premise is a dwarf swashbuckler who uses a heavy pick as his weapon.
Swashbuckler must be the primary class, but some multiclassing is fine.
He is a miner, so he really likes his pick. Switching to another weapon for a proper dwarf, like a waraxe, at later levels is a possibility.

Your deviousness is appreciated.


Heather 540 wrote:
Ok. I think I'm going to go with Magical Lineage, but I need to decide what spell I'm going to use it on. There's the entire list of magus and witch to choose from, except the fire spells.

The default for magus is shocking grasp. But if you plan to never be in melee I would suggest snowball. It is on both lists and a 1st level intensified snowball is great fun.


Mysterious Stranger wrote:


If you can give further details on what you are trying to accomplish, we might be able to give a better answer.

Character with hide in plain sight, so they can hide even when observed. In melee with opponent. 5' step to hide so they can get sneak attack with next attack.


Diego Rossi wrote:
Quote:
Ranger Combat Style (Ex): The slayer selects a ranger combat style (such as archery or two-weapon combat) and gains a combat feat from the first feat list of that style. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.
Quote:
At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat.
It says select in both classes. As I see it, the act of selecting the combat style makes it part of your class, with all the benefits and limitations.

But slayer does not grant the class ability, it just grants the feats.


I grok do u wrote:
A 5' step is a "no action"; it limits the ability to make any further movement, but a creature would still have their move action available to hide as per Sniping. Movement may require a stealth check, but a stealth check does not require movement.

So does a 5' step allow a stealth check or not?


Assuming that a character meets the conditions to hide, can a character make the check after taking a 5' step? Or does he actually have to spend a move action to hide?

Check: Your Stealth check is opposed by the Perception check of anyone who might notice you. Creatures that fail to beat your Stealth check are not aware of you and treat you as if you had total concealment. You can move up to half your normal speed and use Stealth at no penalty. When moving at a speed greater than half but less than your normal speed, you take a -5 penalty. It’s impossible to use Stealth while attacking, running, or charging.

If people are observing you using any of their senses (but typically sight), you can’t use Stealth. Against most creatures, finding cover or concealment allows you to use Stealth. If your observers are momentarily distracted (such as by a Bluff check), you can attempt to use Stealth. While the others turn their attention from you, you can attempt a Stealth check if you can get to an unobserved place of some kind. This check, however, is made at a –10 penalty because you have to move fast.

Action: Usually none. Normally, you make a Stealth check as part of movement, so it doesn’t take a separate action. However, using Stealth immediately after a ranged attack (see Sniping, above) is a move action.


On the most literal reading of the rules: Yes. There is no restrictive language in the slayer class.

But using some common sense and the transitive property there is a strong implication that the restrictions from the combat style class feature apply. Also there is some precedent of abilities that reference another class's abilities having to follow the same restrictions.

I would say no, but there is wiggle room if someone wants to allow it.


It depends on if you want to do more blasting or shore up your weaknesses.
For shoring up your weaknesses I would go with either ranger or unchained monk. Either choice gets you:
Full BAB. This increases your CMD and makes you more accurate with ranged attack spells.
Good Fort and Ref saves
At least 2 extra skill points a level
Expanded class skills. Including acrobatics, climb, and swim; which are very useful to have a point or two in at low levels, especially when class skills.


To answer your overall question, there are a few things that alter your AC when polymorphed.
1) you lose all armor and shield bonuses. (Aside from a few exceptions.)
2) You lose all natural armor bonuses from your form (such as being a nagaji.)
3) You replace the size bonus of your old form with that of your new form.
4) You adjust your Dex as specified in the spell description.
5) You get the higher of natural armor granted by the spell or class ability. Thus a high level draconic sorcerer would keep his +4 natural armor bonus when turning into a wolf, but have the +6 from the spell if he turned into a triceratops.
6) You should keep most other bonuses to AC such as deflection, insight, and dodge. Though you might lose access to the dodge bonuses provided by some feats (like dodge) if your dex drops too low.


Very rarely will I just handwave a whole fight. Even vastly underpowered foes still get put on the board. Sometimes you have to give the players something to roflstomp to let them feel powerful. This works especially well with things they used to struggle with.
Or the point of the encounter is to drain resources, not to seriously threaten the PCs. To skip these encounters is to make the boss fight easier.

But I will call an obviously lost fight early (unless the players are having too much fun playing with their food). Usually I will say "burn X levels of spells." The spells can come from SLAs, hard cast, or items. I will entertain other ability uses counting as spell levels. The players can divide the load as they see fit.


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There are plenty of options other than straight damage in combat. Area control to isolate enemies. Buffing allies. Healing/status removal. Debuffing enemies.

I have several characters who, if they are trying to do damage then things have gone horribly wrong. But they are always contributing to the fight, even if only by providing a flank for the rogue.


Azothath wrote:
I'm sure the GM can handle special situations as needed keeping things fair.

The existence of the rules forum and extensive FAQ list suggest that your statement may not be entirely true.


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The rules clearly state that attacks granted by BAB must be used in descending order. The rules are silent on when bonus attacks can/must be made.

For the people who insist that bonus attacks must come at the start of the sequence I present the following scenario: A monk finishes his sequence of attacks but hasn't quite finished the opponent so he decides to spend a ki point to gain an extra attack. Do you tell the monk no, he had to spend the swift action to gain the attack at the start of the round because now he is making a highest BAB attack after a lowest BAB attack?


Sorcerer/oracle is probably the worst way to do MT. You get your 1st level of MT until level 9. And you lose the vast majority of your bloodline and mystery powers.

From a power standpoint cleric/wizard is probably the best because of the earliest entry into MT and having the fewest class features lost to thaking a prestige class. needing 2 mental stats is something of an issue, but if you do not use one of the classes for things that require saves all you are missing out on is a bonus spell or two.

A build I am currently trying out is a sorcerer/cleric.
For sorcerer I took the celestial bloodline with the wildblooded archetype so that I use Wis for both classes.
For the cleric I took an archetype that trades away channel energy.


Lord Monty wrote:

That's a fair point, but the Klar counts as a light shield. I won't get it's armour bonuses the round I do cast any spells ofc.

Rules read:
With a light shield you can hold the weapon in your shield hand as a free action so you have a free hand to cast.

"You strap a shield to your forearm and grip it with your hand. A light shield's weight lets you carry other items in that hand, although you cannot use weapons with it."

P.152 of the core rulebook.

Run that interpretation by your GM before building around it. You do not have full use of your hand, you cannot attack with weapons held in it, so your GM may rule that you cannot cast with it either.


Why are you playing a druid when you are building a fighter?
You will not be casting in combat because both of your hands are full. If you are fine with your spells being limited medium to long term buffs then this could work.


I had initially considered all holy damage with the mythic point but thought it might be too greedy.

Thanks for the feedback.


Mysterious Stranger wrote:

For a mythic feat is seems underpowered. Feats like mythic power attack or mythic vital strike are a lot more powerful. Channel energy is not that powerful, especially in a mythic game.

Since the amount of fire damage is based on the amount of damage you heal it will not be affected by things that boost up the damage vs undead. For example, the Sun Domain power Sun’s Blessing will not work because you are not channeling positive energy to damage undead. Likewise, the Aasimar FCB of extra damage vs undead and evil outsiders will also not function. That also means other abilities that add effects to channel energy when harming a foe will not work either.

At 20th level tier 10 you will be dealing 10d6 damage to 6 foes within 30 feet of you. If you expend a mythic point 17.5 of that ignores fire resistance. If the targets, make their save they take 8.75 points of damage. Unless you are a life oracle or other CHA based channeler the chances are that any significant target in a mythic campaign will probably make the save. 9 points of fire damage and 9 points that ignores fire resistance is nothing at that level. Your arcane caster at that level will be throwing maximized augmented mythic fireball dealing 200 HP that ignores fire resistance and immunity to all foes within a 40 feet radius.

Remember, you are channeling to heal your friends; the damage is just a nice bonus


I will be playing a mythic game some time in the future. I want a custom mythic feat and figured I would run it by you people for a sanity check before asking my GM.

Mythic Purifying Channel:
Prerequisites: Purifying Channel

Benefit:You may increase the number creatures damaged via purifying channel by half your tier (min 1). You can expend one point of mythic power to change half the fire damage to divine damage which is not subject to energy resistance (like flamestrike).

Purifying Channel:
Prerequisites: Cha 15, Selective Channeling, channel energy class feature.

Benefit: When you channel positive energy to heal, one creature that you exclude from your channeling takes an amount of fire damage equal to the die result you roll for healing, and is dazzled for 1 round by the light of these flames. A successful saving throw against your channel energy halves the fire damage and negates the dazzled effect.

Thanks for the feedback.


You could try the Resident Evil opening. Ship is already landed and the PCs are missing a chunk of memory. Searching around will give them clues as to who they are and what they are doing. And the discovery that an important pieces of the ship is missing. And so is Fred, and there is a trail leading to an opening in the Mountains of Madness.


At its heart Mountains of Madness is a dungeon crawl. The horror comes from discovering that the world is just an outpost for some elder things. To do a one-shot all you need are some cthuhloid critters and some tech items. Stuff like mi-go with forcefields and laser pistols. Add in some traps and haunts.

Or you could use the module Doom Comes to Dustpawn. That has some 'things man was not meant to know' on a returned spaceship and has a significant cthuhlu feel to it.


Intimidation is a decent debuff; it gives the victim a -2 to attacks, saves, and skill checks. So if you have offensive casters in your group this can help them land their spells. If your group has decent AC then the -2 to hit boosts defenses. But this has no reall effect if ACs are super high or really low.

Shatter defenses is not that much use unless you have sneak attack. Without sneak attack all you get is a reduction in AC, but the people most affected (high dex) are the most likely to have uncanny dodge. The bad guys are only flatfooted to your attacks, not those of your allies.

And then there is the out of combat social skill use. Prisoners can get downright talkative when they know you can rip their arms off.


Mysterious Stranger wrote:

If you read the first line in the quote, I posted you will see that you do not threaten a target you threaten a square. Since Cut from the Air requires you to be armed you are in fact threatening the square the ranged attack travels through.

Opportune Parry and Riposte states “as if she were making an attack of opportunity.” That means you must satisfy all the requirements of an AoO or cannot perform the deed.

Are you claiming that you cannot parry a reach weapon? Becuse if you must use all the AOO rules then you do not threaten someone with greater reach than you.


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1) Use intimidate on the bad guys. Giving them a -2 to hit, skills, and saves is a decent debuff.
2) Use feats like antagonize or the divine fighting technique of Iomedae.
3) Use spells like biting words that have multiple uses per casting.


zza ni wrote:
ShroudedInLight wrote:
I do not personally advocate for critical fumbles. Martial characters have it rough enough without needing to worry about one of their 6 attacks a turn causing them to decapitate themselves.
To deal with martial having more attacks and thus those with X5 the attacks then a 1st level would fumble x5 time more, i added a 2nd roll. each bab a character have (which should represent his martial prowess and expertise) is a stacking 5% to not fumble on a nat 1 (which is followed by a to hit roll to confirm the miss, like with a crit) so say a level 6 fighter rolls a nat 1 and then a miss confirmation, he has 30% to just miss and not fumble. while a level 20 would only fumble if he rolls a nat 1, then a miss confirmation and then a 100 in a 100% roll.

Too many rolls. That just slows things down too much.


The PCs might only have to survive for a certain amount of time to win. After that help comes, or the boss realizes that he left the oven on, or was just testing them, or some other excuse for the fight to end without death.


I am asking my GM for a custom feat for a multi-classed character to increase the effective level of some powers. I wanted to check what seems reasonable to the people here.

The inspiration for the feat is feats like boon companion, shaping focus, accomplished sneak attack and monasic legacy. All of these feats increase the effective class level of a specific ability with a maximum of the character's hit dice.

I want to increase the level of my cleric domain(s). The real question is, is the entire domain increased by the feat or just 1 power within the domain?


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No. They are not airborne. This is a contact effect, not inhalation.


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Do not have resisting the compulsion based on will saves. Base it on a flat DC based on how severe the addiction is. So if it is relatively minor only DC 6. You might increase the DC at intervals if the character has not been able to indulge for a while. But it then goes back to the base DC once they get their fix.

The next thing is to determine what is considered gambling. It could be anything from only card games to any time someone says "wanna bet?" In general the more common the temptation the lower the base DC should be. (A small probability checked many times will result in a lot of failures.)


It really depends on what you want to do with the classes, because they are so versetile. All of them can be combat monsters. All of them can be healers, though druid falls a bit behind. All of them can be decent blaster casters. All of them can be great support characters. So the race is going to depend more on the role than the class itself.

For life oracles, there's no race like gnome.


The players are rolling up new characters. That was never in doubt. What had/has me concerned is the disposable character attitude. For this book in the AP replacing characters is not that much of a chore, but it does mess with plot hooks for later books that have been established.
But once you hit book 2, and especially book 3, it is much harder to integrate a new character. It is one thing to ask a random stranger to go explore dangerous ruins with you. It is a different matter to ask that same stranger to rule a country with you.


Mysterious Stranger wrote:

From my point of view the fey was an antagonist not an ally, why should the PC believe it. The shambling mound could have just as easily been another illusion of the fey to get the party to run away.

Why is the wizard deciding what information it gets? The GM should be the one determining that not the player. The way I usually handle identifying monster’s abilities is to start off with the most obvious or well known. I might consider what the players are asking but would probably start with how tough the creature is.

I am not saying the players are blameless, but from what you have said they may not have really known how outclassed they were despite the wizard being able to identify it. If the GM is using an encounter to teach the players they should run away, it should be clearer that they are outclassed.

I have seen a lot of GM that like to give the players minimal information on how well they are doing or how tough the monster is and then wonder why the players did not flee. In one encounter my character did 15 points of damage. When I asked the GM about how well my hit was, his response was "it took some damage". This GM would never give out monster stats including HP, AC and was never clear how much damage if any the party was dealing until the monster dropped dead. We had no real way of knowing if the monster was almost dead or barely wounded.

For info on monsters I let the players ask questions that they want answers for. That way they get info that they feel is relevant for the situation at hand. Also they cannot accuse me of feeding them useless info. I have no problem giving out game info like AC, hit points, hit dice, or saves. After all many spells directly interact with these stats and a caster who made his check is likely to know if his sleep spell can affect a bog standard critter based on HD.

As far as player experience the one with the least experience has been playing for at least 3 years. Another for at least 6 years, and the other two for at least 10 years. They know how tough a shambling mound is.


Mysterious Stranger wrote:

Was it one of the characters that identified it? If it was the fey that was “playing” with them I can understand them not taking the warning seriously.

If it was a PC that identified it, how much information did you give them?

I know several people who if their character would not have the information, they probably would do what your party did. These people have decades of experience in a variety of games but tend to get very into their character even when the player knows better.

The fey was messing with them for a while. It always stayed invisible while stealling stuff or playing other pranks. But since they were taking out the bandits it decided to help them when it saw the shambling mound approaching their camp site. It used ghost sound to wake them up. When the one person went to investigate it, while still invisible, it told him to run away.

The character ignored they fey's advice and went in the direction he was told not to until he saw the shambler. He could not identify it. Despite being told he could outpace the shambler if he wanted to he led it back to the rest of the party. They were all up and as buffed as they wanted to be. When the explorer came back the wizard identified the shambler. He got 2 peices of info and was interested in resistances and AC. The wizard moved closer to hit it with an acid splash and the explorer charged it with a (reach) melee weapon.
4 rounds later those 2 were dead and the party had done about 10 points of damage total. The other 2 got the hint and ran away.


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Mysterious Stranger wrote:

Did any of the characters have any ranks in knowledge nature? And if so, did they make the DC 16 check to identify the shambling mound? Since the DC of the knowledge check is higher than 10 only a character trained in knowledge (or a bard) can attempt the roll. Since it was a “Random” encounter there should not have been any rumors about it for the players to be forewarned.

People complain all the time when a player uses out of character knowledge to their advantage. Why is this any different than a player without knowledge nature pulling out the cold iron weapon when they see a fey creature?

Yes, it was identified. And they still didn't run until it killed 2 of them. One of them had grease prepared and didn't try to slow it down so they could run, he stood there and hit it with acid splash.

All of the players have been playing Pathfinder for at least 3 years.


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TxSam88 wrote:
Melkiador wrote:
TxSam88 wrote:

AP's have enough in them already - no need to use Random encounters.

Really depends on the specific AP chapter. Some of the authors bake them in and some just add them as an afterthought.
well, we're on our 12th AP, and have yet to use a Random encounter. We use Milestone levelling so no need for extra XP, and they already take 12-18 months to finish an AP, so no need for extra stuff to do.. so yeah, we've yet to see a need for Random encounters.

Normally the way I use "random" encounters is to mine them for inspiration. But this AP is Kingmaker where you need some rndom encounters to populate the wilderness.

I am using milestone leveling but some random encounters count toward the milestone milestone count.

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