You know you're in trouble when you get to the table and...


Pathfinder Society

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1/5 5/5

Pathfinder Starfinder Roleplaying Game Subscriber

...you get to the table and your dedicated caster character has half again the AC of the *martials* at the table and as many hit points...

...and it's not an 'evergreen' with new characters.

Silver Crusade 3/5 ***

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Wei Ji the Learner wrote:


...you get to the table and your dedicated caster character has half again the AC of the *martials* at the table and as many hit points...

...and it's not an 'evergreen' with new characters.

A recent mission.

Two wizards more hale than I;
Way less armored, though.

Silver Crusade 2/5 5/5

1 person marked this as a favorite.

... One of the players at the table thinks the "fly" skill lets you fly, and ALL of they players at the table are confused when the GM says no.

(brand new players, all of us. Growing pains were interesting)

5/5 5/55/55/5

2 people marked this as a favorite.

"...a ninth level fighter with 45 hitpoints. Thats REAALY going to protect the party"

Silver Crusade 3/5 *** Venture-Captain, North Carolina—Asheville

BigNorseWolf wrote:
"...a ninth level fighter with 45 hitpoints. Thats REAALY going to protect the party"

Okay, Gram's not that bad. He also brings a chocobo with him when he can.

Silver Crusade 3/5 ***

~ Wark! ~

The Exchange 4/5 5/5

8 people marked this as a favorite.
Fromper wrote:
Stephen Ross wrote:
why do people turn to my aasimar Cleric and expect him to be the diplomat of the party with an 8 Cha and 1 rank in Diplomacy at 7th level... *sigh* out come the wands and scrolls...
This is why I don't use the word "cleric" when introducing my pirate PC. Yes, Besmara gives him divine power, including the ability to use Cure wands, but that's all the healing he can provide. Yet when some people hear the word "cleric", they automatically translate it to "healer" in their head.

I cured an entire party of that habit once. After combat: "we're all hurt, why don't you just channel?" "Uh...OK? I'll choose to not affect myself, though. (roll) Everyone take 3 points of damage." "I thought you were a cleric!" "I am, but I thought the pentacle and the sermon on how Asmodeus is the source of strength kinda gave away what was going to happen there. Anyway, who wants some infernal healing?"

3/5 **** Venture-Agent, Massachusetts—Boston Metro

The Beard wrote:

The sorcerer has the second lowest CHA and is wearing heavy armor.

Alternatively, you realize the paladin has the highest CHA and lowest STR.

A sorcerer wearing heavy armor is a viable build now that Occult Adventures came out. Not sure how viable but still its plausible with the Psychic bloodline.

4/5 5/5 Venture-Lieutenant, Finland—Tampere

2 people marked this as a favorite.

...and you get to the second encounter before one of the players realizes they've played this before and the table suddenly becomes illegal and one of the players would have to drive a couple of hours back home if no alternative is found.

(In the end, Muser ran a totally different scenario cold. What a tremendous fella.)

Silver Crusade 4/5

2 people marked this as a favorite.

... one of the PCs is a psychic in full plate mail. He later admits to only having 7 strength, leading to a discussion of whether or not his character can even lift plate mail.

1/5

Fromper wrote:
Stephen Ross wrote:
why do people turn to my aasimar Cleric and expect him to be the diplomat of the party with an 8 Cha and 1 rank in Diplomacy at 7th level... *sigh* out come the wands and scrolls...
This is why I don't use the word "cleric" when introducing my pirate PC. Yes, Besmara gives him divine power, including the ability to use Cure wands, but that's all the healing he can provide. Yet when some people hear the word "cleric", they automatically translate it to "healer" in their head.

This is also why I try to never mention the word paladin when describing my paladin of Erastil. Some people hear paladin and they think heavily armored front line combatant and then are somewhat surprised by my archer.

Sovereign Court 5/5 5/5

5 people marked this as a favorite.

...discover you have the highest Knowledge: Arcana skill as a level 9 cleric.

Playing "The Waken Rune"

At tier 10-11.

With other Arcane casters at the table.

Mofo, I lived though.

This is the same cleric who survived Bonekeep 3 at level 6 playing at tier 8-9. I was effectively third level when I walked out, but I WALKED OUT ALIVE!

Liberty's Edge 5/5 5/55/55/5

One of your party members is a fox. They are wearing a pink bow that reads "this end towards enemy"

Dark Archive

10 people marked this as a favorite.

The GM is holding a deck of Pokemon cards excitedly ...

The phrase 'Cantrip based character' is used ...

At least 3 of the players have Lawful marked down, but aren't sharing the same good/nuetral/evil axis ...

The guy to your right is wearing a 'Feel the Bern' pin and the guy to your left is wearing a Trup #MakeAmericaGreatAgain pin...

The GM has been on a three day trip and he hasn't left his room...

Your buddy sits down, stares the GM in the eye, and says 'Bring it wuss' ...

The GM has replaced all the miniatures with Warhammer 40k figures


Pathfinder LO Special Edition, Maps, Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber
MadScientistWorking wrote:
A sorcerer wearing heavy armor is a viable build now that Occult Adventures came out. Not sure how viable but still its plausible with the Psychic bloodline.

The bloodline allows the sorcerer to treat arcane spells as if they were psychic spells. I thought I remembered reading somewhere that psychic spells can be cast even while wearing armor, but I can't find it now — and it's notable that the psychic class cannot wear any armor. So how is a heavy armor build viable for the sorcerer? Even if it is viable, she would have to devote three feats to getting heavy armor proficiency, no?

1/5

1 person marked this as a favorite.

You are playing your Life Oracle / goodly healing priest and the other three players proudly display the dhampir boons they used to make their trio of ninja.

4/5 5/5 Venture-Lieutenant, Finland—Tampere

Ed Reppert wrote:
MadScientistWorking wrote:
A sorcerer wearing heavy armor is a viable build now that Occult Adventures came out. Not sure how viable but still its plausible with the Psychic bloodline.
The bloodline allows the sorcerer to treat arcane spells as if they were psychic spells. I thought I remembered reading somewhere that psychic spells can be cast even while wearing armor, but I can't find it now — and it's notable that the psychic class cannot wear any armor. So how is a heavy armor build viable for the sorcerer? Even if it is viable, she would have to devote three feats to getting heavy armor proficiency, no?

Heavy armor does not effect psychic spellcasting, since psychic spells do not have somatic components. Therefore, a psychic in heavy armor will take all the usual non-proficiency penalties to skills and attacks, but their spellcasting isn't affected in any way.

5/5 *****

Ed Reppert wrote:
MadScientistWorking wrote:
A sorcerer wearing heavy armor is a viable build now that Occult Adventures came out. Not sure how viable but still its plausible with the Psychic bloodline.
The bloodline allows the sorcerer to treat arcane spells as if they were psychic spells. I thought I remembered reading somewhere that psychic spells can be cast even while wearing armor, but I can't find it now — and it's notable that the psychic class cannot wear any armor. So how is a heavy armor build viable for the sorcerer? Even if it is viable, she would have to devote three feats to getting heavy armor proficiency, no?

Psychic casters can wear whatever armour they want, they simply take non proficiency penalties if they are not proficient with them. Many psychic and psychic bloodline casters will never be making attack rolls anyway so the penalty to those is generally irrelevant.

Its worth noting that the proficiency penalty also applies to Initiative checks although you can get round that with Noble Scion of War.

One of my Oracles wears normal full plate and carries a tower shield. His acrobatics, climb, stealth, fly etc are all around -16 and he attacks at maybe -12. Air walk largely takes care of the skill issue (he wasn't going to be stealthing anyway) and the morning star he bought early on has pretty much never been taken out of its wrapping. His strength is about 8 so he makes continual use of Any Haul.

RPG Superstar 2012 Top 32

1 person marked this as a favorite.

...when you get to ready to DM the game, and the party tank/healer is a homebrew Small-sized otterfolk; some dude is playing a female black-leather clad, wannabe "ninja" druid archer; the fighter has Str 6, Con 8, and "specializes" in crossbow; the homebrew skill-based magician did not put max ranks into Spellcraft; and the party wizard is an Empowered Awakened parrot (Int 3d6 x 1.5!) that only summons bananas in people's pants ("BANANA PANTS!!!").

Silver Crusade 4/5

2 people marked this as a favorite.

...and the door detects as evil.

"Guys, let's backtrack a bit. I...need to do something. Oh, just trust me dammit!"

1/5

1 person marked this as a favorite.

...when you play a 7-11 and have one 8, three 9s, one 11, no healer, and the 11 is a fighter barbarian that does 1d10+6 each hit and NEVER RAGES!

Also the sub-tier is dragged to the high tier and the week later the guy who played the 11 is like "Yeah, we needed a healer, I should have played Kyra instead.", after I had suggested it to him on the day and he's like "Don't tell me what to do.".

Also if it wasn't clear, thos was a near TPK, and I say near because the other arcane managed to escape with her anti-sight shenanigans, the fighter* managed to bail before she could die, and the level 8 barbarian had ran off.

Also that level 8 barbarian was the main melee damage dealer in the party. This experience made me rather cross with the level 11 player.

...when the one fighter* in the party has died enough times to have the wealth of an equal or lower level npc.

...when the one player is building his character off of another fictional character, and invests in proficiency with the two-bladed sword, but says he won't take TWF until level 5.

...the Ninja pre-gen.

3/5 **** Venture-Agent, Massachusetts—Boston Metro

Ekewadu wrote:

...and the door detects as evil.

"Guys, let's backtrack a bit. I...need to do something. Oh, just trust me dammit!"

You play that scenario too?


3 people marked this as a favorite.

The party of tetori monks says they just finished off the succubus

Grand Lodge 4/5

.. and the GM can only speak in a whisper.

Spoiler:
This one is real, we are trying to get him to go to a doctor, as he has been hoarse/unable to speak above a whisper for several months now. Worrying.

...and the GM has to leave the table during the first encounter.

Spoiler:
This one is real, too. I had to step away from the table, as the first encounter basically got shut down by one of the PCs before the NPC, or any of the other pkayers, could do anything. And the NPC's CMD wouldn't have been high enough to have a serious chance to break free, much less his actual CMB... Not to mention less than 50% chance of being able to cast a cantrip, much less a serious spell, successfully.

The Grapple rules need a serious, serious overhaul. Unlike Trip, as one example, you can have a mosquito grapple an apatosaurus. Ridiculous.


1 person marked this as a favorite.

....the new player at the table has read this entire thread...

(I've read the thread but haven't been to a game yet. Blasted RL)


1 person marked this as a favorite.
andreww wrote:
Its worth noting that the proficiency penalty also applies to Initiative checks although you can get round that with Noble Scion of War.

(Citation needed)

Anyway:

... when the venture captain mentions a name and the entire table laments, "NOOOOO! Not him!" And you have no idea who this person is, and when you ask they give cryptic answers. Well, thanks for not spoiling me I guess.

... when the GM thinks that eidolons and phantoms need a Handle Animal check to act.

... You're the only one who spent 2 PP on wand of CLW.

... No one brought cold iron and/or silver weapons, when there's the word "demon", "devil", "fiend", "abyss", "hell", etc, in the title of the scenario.

1/5 5/5

Pathfinder Starfinder Roleplaying Game Subscriber

...the GM gives the summoner character an evil grin and starts rolling dice before play starts...

...you're the only one that spent money on ANY sort of curative, and it's a *potion* of CLW.

...The GM, trying to be helpful, puts out a copy of the scenario on the outside of the GM screen... and it has a picture of some horrible Big Bad that is well beyond the capabilities of any party member or the party combined...

5/5

Wei Ji the Learner wrote:


...the GM gives the summoner character an evil grin and starts rolling dice before play starts...

...you're the only one that spent money on ANY sort of curative, and it's a *potion* of CLW.

...The GM, trying to be helpful, puts out a copy of the scenario on the outside of the GM screen... and it has a picture of some horrible Big Bad that is well beyond the capabilities of any party member or the party combined...

Important note, the monster on the front of the not is often the first or second combat not the final one.

5/5 *****

Mighty Glacier wrote:
andreww wrote:
Its worth noting that the proficiency penalty also applies to Initiative checks although you can get round that with Noble Scion of War.
(Citation needed)

None is required if you had bothered to read the whole of my post which was talking about wearing armour when you are not proficient with it. In such cases the ACP applies not only to str and dex skills buts ALSO to str and dex checks.

Quote:
Nonproficient with Armor Worn: A character who wears armor and/or uses a shield with which he is not proficient takes the armor's (and/or shield's) armor check penalty on attack rolls as well as on all Dexterity- and Strength-based ability and skill checks. The penalty for nonproficiency with armor stacks with the penalty for shields.

Initiative is a dexterity check and so the ACP applies when you wear armour you are not proficient with. You can avoid this by turning initiative from a dexterity check into a charisma check using Noble Scion of War.

4/5 5/5

Andreww, can you give a citation where it says that an initiative check is an ability check? By your reasoning heroism would give a bonus to initiative, which I have not seen anyone do. Thanks.

Silver Crusade 5/5

Magabeus wrote:
Andreww, can you give a citation where it says that an initiative check is an ability check? By your reasoning heroism would give a bonus to initiative, which I have not seen anyone do. Thanks.

Heroism doesn't give a bonus to ability checks, just attacks, saves and skill checks. Also, pg. 178 of the CRB for the bit about initiative checks:

Core Rulebook, pg 178 wrote:
At the start of a battle, each combatant makes an initiative check. An initiative check is a Dexterity check. Each character applies his or her Dexterity modifier to the roll, as well as other modifiers from feats, spells, and other effects. Characters act in order, counting down from the highest result to the lowest. In every round that follows, the characters act in the same order (unless a character takes an action that results in his or her initiative changing; see Special Initiative Actions on page 202).

4/5 5/5

Thanks!

5/5 *****

Magabeus wrote:
Andreww, can you give a citation where it says that an initiative check is an ability check? By your reasoning heroism would give a bonus to initiative, which I have not seen anyone do. Thanks.

Indeed, Heroism doesn't improve ability checks. Good Hope does improve ability checks and therefore gives a bonus to Initiative.

Scarab Sages 3/5

3 people marked this as a favorite.
Martin Weil wrote:

...and the GM has to leave the table during the first encounter.

** spoiler omitted **

Shhhh, the t-t-tetori only holds tighter the more you resist.

3/5

2 people marked this as a favorite.

The GM baby in 7-8 forgot to prepare for darkness, and flying, and grapples.

3/5

2 people marked this as a favorite.
TheEverbloodFighter wrote:

...when you play a 7-11 and have one 8, three 9s, one 11, no healer, and the 11 is a fighter barbarian that does 1d10+6 each hit and NEVER RAGES!

When I did this our level 11 was a grapple witch that was killed by a couple of CR2 alligators before she had a chance to act in the first encounter.

So we finished the rest of the game without our level 11.

4/5 5/5 Venture-Lieutenant, Finland—Tampere

Finlanderboy wrote:
TheEverbloodFighter wrote:

...when you play a 7-11 and have one 8, three 9s, one 11, no healer, and the 11 is a fighter barbarian that does 1d10+6 each hit and NEVER RAGES!

When I did this our level 11 was a grapple witch that was killed by a couple of CR2 alligators before she had a chance to act in the first encounter.

So we finished the rest of the game without our level 11.

Note to self: try to make own grapplewitch sturdier than this.

5/5 5/55/55/5

"what do you mean things can hit me? I've grappled them!

1/5

1 person marked this as a favorite.

You catch the GM marking characters as dead before the scenario starts.

The GM asks if any of the players has a map they can barrow. Especially if it is a scenario where you really need to make the maps ahead of time.

1/5

Finlanderboy wrote:
TheEverbloodFighter wrote:

...when you play a 7-11 and have one 8, three 9s, one 11, no healer, and the 11 is a fighter barbarian that does 1d10+6 each hit and NEVER RAGES!

When I did this our level 11 was a grapple witch that was killed by a couple of CR2 alligators before she had a chance to act in the first encounter.

So we finished the rest of the game without our level 11.

How did that happen? I'm assuming it had something to do with dumping Con?

1/5 5/5

Pathfinder Starfinder Roleplaying Game Subscriber
Jessex wrote:


How did that happen? I'm assuming it had something to do with dumping Con?

I could see it happening if party was surprised (or went after the crocs in the surprise round) and the croc action did something to prevent the character from going and then on into the full normal round where the crocs once again prevented the character from going, etc, etc.

It almost happened to my -1 in Six Seconds to Midnight...

4/5

3 people marked this as a favorite.

... The available tables are Sealed Gate, Bonekeep, and L1 Thornkeep.

2/5

1 person marked this as a favorite.

You arrive and the Synthesist Summoner turns to the Vivisectionist Alchemist and Undead Lord Cleric and says "Bob and his Primalist can't make it, and Jim's stuck in traffic with his Monster Tactitian. We might have to play down or switch to our party of Drow rogues and play an evergreen"

4/5

RealAlchemy wrote:
... The available tables are Sealed Gate, Bonekeep, and L1 Thornkeep.

Funny spoiler-free story on Sealed Gate. I was scheduled to run it a while back and we had players signed up who provided their levels and such in the invite. The one of the organizers, who was playing at the table, looks at me as I walk into the venue and says "We need to talk." As it turned out, he only had 11s to play and the party comp was such that they would be forced into high tier 4-player because of the spread. He then asks for permission to use Planar Binding for the scenario to ensure their survival. Being the nice guy that I am, I said sure. I know he's not going to get table-disruptive with whatever he pulls, particularly since he tells me he's going to go for something cleric-y.

He proceeds to drop several thousand gold to prep for this Planar Binding. He gets a Circlet of Persuasion for the CHA checks, the consumable that lets him push 2 HD higher on the outsider, etc. He uses his Staff of the Master to make the spell persistent. He then says that the critter has to make its saving throws and that he only needs one of the dice to be below a 15 or something.

Natural 19
Natural 17

And yet, they survived.

3/5

Jessex wrote:
Finlanderboy wrote:
TheEverbloodFighter wrote:

...when you play a 7-11 and have one 8, three 9s, one 11, no healer, and the 11 is a fighter barbarian that does 1d10+6 each hit and NEVER RAGES!

When I did this our level 11 was a grapple witch that was killed by a couple of CR2 alligators before she had a chance to act in the first encounter.

So we finished the rest of the game without our level 11.

How did that happen? I'm assuming it had something to do with dumping Con?

No, this player builds very sub-optimal characters with very poor tactics. She was a full white haired witch. Her CMD was like 15 flatfooted.

We were coming up to a fight. Everyone knew combat was coming so I told her to start casting spells and preparing for combat. She said she would be fine.

She got like a 5 on initiative got hit with a lightning bolt to soften her up and then the alligators came up and got death rolled by one. Another PC killed it instantly. The the second one finished her off.

She is a nice person, but if you were to look at her characters you would think she tries to build them weak. Her level 7 barbarian that brought the party up in traitors lodge started ranging and hit something for 9 damage. I cringed as the DM. Then another monster with a damaging grab effect finished her off later in two rounds.

Scarab Sages 2/5 5/55/55/55/5

1 person marked this as a favorite.
Ekewadu wrote:

...and the door detects as evil.

"Guys, let's backtrack a bit. I...need to do something. Oh, just trust me dammit!"

That's no moon...

Shadow Lodge 4/5

1 person marked this as a favorite.
Belabras wrote:
Ekewadu wrote:

...and the door detects as evil.

"Guys, let's backtrack a bit. I...need to do something. Oh, just trust me dammit!"

That's no moon...

Your eyes can deceive you; don't trust them.


Finlanderboy wrote:
Jessex wrote:


How did that happen? I'm assuming it had something to do with dumping Con?
No, this player builds very sub-optimal characters with very poor tactics. She was a full white haired witch. Her CMD was like 15 flatfooted.

Wha... wait, howw?

My WHW has a better CMD and he's only level 4.

:O

-j

Sovereign Court 1/5

The GM has tiny toe tags to tie on your miniature along with a scale model graveyard with six open graves waiting.

Silver Crusade 4/5

Kegdrainer wrote:
The GM has tiny toe tags to tie on your miniature along with a scale model graveyard with six open graves waiting.

Hmm... where could I get a graveyard like that? I might need it for the adventure I'm running on Saturday.

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