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I figured I'd start a thread for particularly clever play.
The award for clever play last session goes to one of my players who is playing a druid of Gozreh.
The group was in pretty dire straights, strung out along the cliff face leading down past the Red Mountain Devil's lair when it attacked. It was knocking them off the ledges with with relative impunity using its flyby attack. They really didn't have any decent ranged attacks to take it down.
Enter the druid who notices that after its buzzing run it swoops up and over the opposing cliff face. So he delays his action and timing it, he casts obscuring mist as the devil was heading up and over. I roll the fly check and it failed, slamming into the cliff face at full speed.
Then as the creature spreads its wings to recover and glide down, he cast an upside down wind wall on it. Because it was a clever idea I ruled that he didn't have to have it shoot up from solid ground. So with no lift, the downdraft forced another fly check, which again the creature failed, plummeting to its death.
So in two rounds the druid takes out one of the big baddies of the game with clever use of basic spells.

Jezza |

Just had the first session of this. Was most impressed that the party (where the person with the highest diplomacy modifer has +1) managed to complete Aerys' quest on the morning of the 2nd day.
She started out unfriendly, but they had a talk to her on the first night. Ellafaer the witch rolled a 17 on the diplomacy check for a total of 18, with two aids from other party members and they gave her some of the brandy which got her to 26, enough to change her from unfriendly to friendly. She told the witch about needing a remove disease or the viper nettle berries.
The next morning Ellafaer managed to identify the remove disease potion and without consulting the others or telling them what it was, gave it straight to Aerys.
Though come to think of it, two PCs did contract diseases on the first night, so I don't know how clever that was in the long run...

Kamelguru |

Just had the first session of this. Was most impressed that the party (where the person with the highest diplomacy modifer has +1) managed to complete Aerys' quest on the morning of the 2nd day.
She started out unfriendly, but they had a talk to her on the first night. Ellafaer the witch rolled a 17 on the diplomacy check for a total of 18, with two aids from other party members and they gave her some of the brandy which got her to 26, enough to change her from unfriendly to friendly. She told the witch about needing a remove disease or the viper nettle berries.
The next morning Ellafaer managed to identify the remove disease potion and without consulting the others or telling them what it was, gave it straight to Aerys.
Though come to think of it, two PCs did contract diseases on the first night, so I don't know how clever that was in the long run...
Depends on how hard you run the diseases. If you just keep to the less aggressive ones (DC 11-13) you should be able to manage with help from someone who has a decent Heal skill. Our GM uses Heart of the Jungle, hitting us with diseases of up to DC20, only holding back if there's one inflicting permanent ability drain and whatnot. Good times. Made me question the logic of having such a plethora of diseases on a relatively small island though. Or how the indigenous natives survived for so long, considering us hardened adventurer types almost got crippled on several occasions. But whatever, was hard but we made it.

atheral |

This seems to be a convenient place to start my posting presence for pathfinder.
My group is fairly new to pathfinder and I'm running Serpent's skull as the first true campaign we've had. Much to my amusement and or dismay my players are almost too clever and lucky for their own good.
The adventuring party contains
a halfling blight druid, a half-elf witch, a half-elf ranger, a elven cleric of Abadar, and a dwarven fighter and a half-orc fire oracle.
Thanks to the blight druid's insane luck( if I didn't give him the d20 myself I would think it was weighted on 20's) any vermin type encounter and most animal type encounters end by the said animal gaurding the party instead of attacking it. The only exception to this has been the shiv dragon at the Thrunefang camp.
What this means as far as cleverness is concerned is that he has been using giant spiders, crabs and dimorphodons as scouts and cannon fodder against everything else on the island. Apparently Cannibals are extremely susceptible to giant spider venom. In fact they actually managed to distract the Red mountain devil with enough fodder it wasn't until the druid had run out of spells that he got a few bites taken out of him.
Our last session stopped right as they began the decent toward the temple of blood it will be interesting to see how they handle the endgame.