
Marthkus |

Except they aren't. They don't get 14400 full attacks per day. They get an unlimited amount of full attacks per day and do not require rest to replenish them.
They only have 14400 opportunities to make a full attack, but that is by no means a limit. They never run out of full attacks. They have an unlimited supply.

gustavo iglesias |

TriOmegaZero wrote:I regularly end game days with resources unused.That's the whole point of playing conservatively. Chances are that once you run out of resources its TPK. Thankfully weapon user characters are there to help the party stretch out their resources.
You know unless your martial character is a blaster wizard.
Fixed for you. You keep making that blatant mistake of confusing weapon users with martial characters. Synths, inquisitors, druids, etc aren't martial characters, and they help to stretch out the party resources.

gustavo iglesias |

35 spell slots support the martial characters very well. Allows them to do all the real work for the party without the casters having to blow slots for damage.
Fun fact:
If you carry dead weight... err... I mean... martial characters, your party has to support them (because they are resource drainers and don't bring resources themselves). If your party doesn't carry dead weight... err... I mean... martial characters, your casters don't have to blow slots buffing resource-sponges. Because the party melee druid, oracle, inquisitor or Synth summoner can buff themselves with their own resources (and still have some to spare), while the casters can use their spell slots to, you know, defeat the enemy instead of using them to make half-useless characters to become half-useful characters.Next party I'm going to play: Melee Druid, Combat Cleric, Alchemist, Control Sorcerer, Blaster Wizard. We are going to play Rise of Runelords AE. I'll let you know if we ever miss a dead wei... err... martial character.

Kirth Gersen |

Next party I'm going to play: Melee Druid, Combat Cleric, Alchemist, Control Sorcerer, Blaster Wizard. We are going to play Rise of Runelords AE. I'll let you know if we ever miss a dead wei... err... martial character.
Make sure you individually list every single spell you use, or could possibly have used, and what you used it for.

gustavo iglesias |

gustavo iglesias wrote:The day you have 17 small combats.Marthkus wrote:What part of quicken Divine Favour and scorching ray doesn't seem limited to you? Thumbs down.What part of it doesn't matter if you can do it 16 combats per day don't you get?
For 17 small combats, you can afford to cast divine favor at lvl 1 as a standard action in at least one of those small combats. You know, for example, the round the fighter isn't getting full round attack because he has to move for example.
I was assuming 16 tough combats. If they are small combats, then you could add non-quickened versions too. Or just attack without the +3 to hit, which is overkill in small combats.
Well, actually, small combats are done by the blaster wizard with heavily metamagic'ed fireballs, because he wasn't forced to learn dozens of fly, haste and heroism for the fighter, because instead of a dead weight, the party has a melee weapon user who can self-buff, and bring resources to the party.

Magic Butterfly |

Kthulhu wrote:I always have. And usually it's because I was saving those resources for when they were really needed, and then they weren't.TriOmegaZero wrote:I regularly end game days with resources unused.Do you want to always rely on that being the case? If you misjudge some encounters, you can end up tossing Acid Splash at the BBEG.
Verily. For every session that I've had "wasted" action in a fihgt for due to a want of spell slots, I've had 20 sessions that I've ended the day with a lot of high level slots unspent because I was "saving them" for a tougher encounter. I've got a strict "smoke em if you got em" approach to playing casters now. I figure if I can win 3 combats or so per day by myself (and still have gas to effectively contribute in combats for 4 and 5), I'm entitled to those moments where combat 6 rolls around and I'm spent. I'll sit back and let my party Oracle win the next 4 encounters by himself. As many have said before, it's a team game.
For all the talk of fighters "defending" squishy wizards, I'll say this: I save my fighters a LOT more HP by ending combats 3-4 rounds earlier than they would have than they save me by having high AC and fort saves. This is not to mention the fact that there are almost no "defender" mechanics in PF, and thus there's not much reason for monsters to attack the heavily armored, less dangerous fighter when they can target the wizard instead. Control spells and summons are much better tanks than martial characters anyway.

andreww |
Summon is a standard action for summoners, druids, wizards and clerics, with the proper feat/archetype. So this gives us Sorcerer as the class who need a round to summon.
It does although in my experience sorcerers will generally only keep one summon spell around their max level -1 or 2 and mostly for flexibility the extra spell like abilities they have provides than their use in combat. 1 round cast spells are like committing suicide against any intelligent enemy.

Ilja |

Honestly, when it comes to melee enemies without teleport and some ranged enemies without teleport, I as a DM see very little of the "there are no defense mechanics in PF". Now, we mostly play lower level (very rarely above 9th) so when standard enemies are nalfeshnees things may change, but for example we currently (in an E8 game, they're at level 8+1 feat) have a fighter/ranger that is indeed very effective at blocking enemies, though of course that has to do with casters supporting him too. But he generally has 20-25ft reach, and good scores for trip as well as having combat reflexes and stand still. Far from all enemies can get past him to attack in a single round, and charges are very rare.
Of course campaign parameters could affect this too, as well as them being 8+ rather than level 15 and generally combats tending towards many lesser enemies rather than one large, but yeah, I'd not say blocking isn't supported. It might be superflous in many cases, but there are working mechanics for it.
"Aggro" mechanics doesn't really exist though (apart from Antagonize which we don't use), so blocking is only temporary unless you can lock down an enemy that comes within reach, and doesn't prevent ranged attackers much at all. But temporary blocking can often be enough by far.

Marthkus |

How does he deal with flying enemies or Huge+ creatures who cannot be tripped? They tend to become much more common around level 7+
Maybe his caster buddy can spare a fly or overland flight to help the party beef stick keep the monsters from ripping him to robe shreds.
That or they just have a flying item.

Ilja |

How does he deal with flying enemies or Huge+ creatures who cannot be tripped? They tend to become much more common around level 7+
Flying enemies, depending on type, are not rarely limited in actions while flying due to limited Fly skill. For example, they recently battled a young adult white dragon and her minions, and while technically a flying enemy, I as a DM could hardly utilize her flying for offensive purposes at all since +9 flight meant she couldn't maneuver that well mid-flight. That said, they have encountered flying enemies that could maneuver well, and the usual solution has been a Fly spell (once a potion) - as I explicitly said, his success is partly reliant on casters supporting him.

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For example, they recently battled a young adult white dragon and her minions, and while technically a flying enemy, I as a DM could hardly utilize her flying for offensive purposes at all since +9 flight meant she couldn't maneuver that well mid-flight.
I'm puzzled why being able to auto-succeed at flying less than half-speed and Take 10 to turn greater than 45 degrees translates to being unable to maneuver that well.
Also, a young white dragon has +12 and an adult white dragon has +11, so your white must have been taking some penalties somehow.

gustavo iglesias |

I did not appreciate the addition of the fly skill to pathfinder.
Before PF added fly skill, the flying monsters were limited in maneuverability too, just with different rules. That's so at least since AD&D, first edition I played, with the Maneuvreablity A,B,C,D and E stuff.
White Dragons aren't hummingbirds, and never have been.