| samn |
I (as my subject notes) am new to the society. I just played in a game
The Devil We Know, Part III - Crypt of Fools. Our party consisted of two clerics, a monk, a ranger, and a rogue. The first encounter was pretty tough, and the clerics used up most of their spells.
I suggested resting to regain our spells. I was told "no" for a number of reasons. I question these reasons. can someone help? (for your information, I didn't make a big stink about it, but just let the game go on).
Reasons:
1) pathfinder society games don't allow for resting. That's why people save their spells until the end.
2) The module doesn't say we could rest. (I read the whole module, it doesn't say one way or the other.) The GM said
3) I mentioned that clerics can regain their spells with one hour of contemplation, not 8 hours rest. They only can do it once a day, but it doesn't have to accompany rest. I was told that that was not how the society does things.
I can't find any of these explanations in the books or online. Am I totally off base here?
RCW
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Hi Samn,
Let's see if i can answer a few of your questions.
1 - PFS rules do not say that you cannot rest in the middle of a scenario. However, there are many scenarios where it would be detrimental to rest. Some of the scenarios only take a few hours of "in-game" time.
On the the other hand, there are many scenarios that play out over a few days of "in-game" time, so resting it totally appropriate.
2 - You are correct that clerics only need an hour per day to prepare spells. But that time is implied that it is at the same time each day. So clerics still can't prepare spells twice a day.
If my cleric prepares spells at 6:00 AM and casts them all by 8:00 AM, I can't sit down at 9:00 AM to prepare more.
By design, most scenarios are written to avoid the "15 minute adventuring day" concept. You can pull back and rest if you wish, but there may be consequences by doing so. This said, most scenarios have between 4-6 encounters, so casters have to learn to ration out there spells as needed.
Hoped this helped!
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1) pathfinder society games don't allow for resting. That's why people save their spells until the end.
This isn't a hard and fast rule but it is a trend.
If you allow the party to freely move in, blow all their spells, and move out, wash rinse repeat then encounters become trivial and spellcasters get a HUUUUGE boost over the martials. Most scenarios have a pleasantly surprising number of mechanisms to keep this from occurring.
2) The module doesn't say we could rest. (I read the whole module, it doesn't say one way or the other.) The GM said
Spoiler:
Don't have that one so i can't comment.
The party really, really should invest in wands of cure light wounds and/or infernal healing to heal up in between encounters.
3) I mentioned that clerics can regain their spells with one hour of contemplation, not 8 hours rest. They only can do it once a day, but it doesn't have to accompany rest. I was told that that was not how the society does things.
Per the rules this is a set time: usually dawn or dusk. Dawn is usually best because spells cast in the 8 hours prior to memorization count as cast: so if your cleric of Cayden Cailean gets up at 10 am, casts heroes feast for lunch, and has the 6pm happy hour as his set prayer time then he's short a 6th level spell.
I can't find any of these explanations in the books or online. Am I totally off base here?
A little off base. I would just prepare for games without rest.
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Thank you for the comments above. But in the situation above, with no tank, and the only dps'r a 1st level rogue, I think that it wouldn't be an abuse of the "15 min adventuring day.".
I don't think that we can really prepare for those kinds of party make-ups can we?
Requires a lot of power gaming but its doable. A monk a ranger and a rogue with wands of CLW healing in between fights should be able to whittle through most adventures.
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As BNW suggested, a few wands of cure light wounds would probably go a long way to help this party. You may already know both of these, but they bear repeating for others who might not:
(1) You can get a fully charged wand of cure light wounds for 2PP. Everyone should have one of these, even if they can't use it. Someone else in the party can use it for you. This frees the clerics up to use some of their more useful spells like bless.
(2) The ranger can use a wand of cure light wounds. At first level. Most of the players I tell this to in person seem surprised. But it is true.
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Wands are Spell Trigger items. The PRD says:
Spell Trigger: Spell trigger activation is similar to spell completion, but it's even simpler. No gestures or spell finishing is needed, just a special knowledge of spellcasting that an appropriate character would know, and a single word that must be spoken. Spell trigger items can be used by anyone whose class can cast the corresponding spell. This is the case even for a character who can't actually cast spells, such as a 3rd-level paladin. The user must still determine what spell is stored in the item before she can activate it. Activating a spell trigger item is a standard action and does not provoke attacks of opportunity.
Bolding mine.
The ranger has Cure Light Wounds on his spell list, so he can use the wand. Even when his level does not yet allow him to cast spells on his own.
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Sam, having run that scenario, as well as the rest of that series:
However, the players would not know that. All the players know after the first encounter, is that several people have been kidnapped and dragged underground within the last hour. The PCs don't know what will happen to them.
Also, remember that while Clerics can prepare their spells any time:
1. Their main prep time is fixed.
2. They can only prepare spells at other times if they left the spell slots open during their main prep time
3. They cannot prepare any spell slot they have used in the last 8 hours (I need to double check that one, but it is my recollection, and I am not on the right computer.)
So if the party does wait to go down there until they can respell:
So yes you can rest, but it is almost always a bad idea. (For example, in TDWK part 1, if you rest after the first encounter, you will fail the mission.)
My PFS Lavode De'Morcaine
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Thank you for the comments above. But in the situation above, with no tank, and the only dps'r a 1st level rogue, I think that it wouldn't be an abuse of the "15 min adventuring day.".
I don't think that we can really prepare for those kinds of party make-ups can we?
Especially in PFS, I always try to talk people out of specializing too much. Some won’t listen, and that’s their choice. But they don’t get much sympathy from me when their uber-specialized one trick pony is having trouble.
My inquisitor has at times been the tank, the heavy hitting DPR, the skill monkey, and the primary caster. Is he great at all of those? No, he’s really only great at the tank role. But I have been at tables with 3 other tanks and zero casters, all others had very low skill build, bunch of skill monkeys and casters, etc…
When you are really brand new characters, it is tough to branch out much because you also don’t have much gear. But after that, nearly everyone ‘should’ get a wand of CLW with their first 2 prestige points. If you are proficient in it, use your second 2 prestige points on a MW composite strength rated bow. Don’t try to save all your money for the perfect gear in 3 levels, or you may not survive those 3 levels. Buy some alchemical stuff, some standard gear, maybe a few scrolls, and/or potions.
Don’t have a high DPR build at the table? Try 5-7 guys throwing alchemist fire or vials of acid. It’s expensive and may cause some collateral splash damage, but it will usually get the job done even on a relatively tough bad guy.